
Maurie Wyssal |

OK, presenting my submission... Varok von Wolf, escaped slave, bloodrager of the Abyssal bloodline, and currently a bouncer for the inn at Heldren. Armed with a large Earth Breaker and the chains with which he was bound, not to mention his claws when bloodraging; armored with kikko armor (hexegonal segmated plate that he took from his master's corpse). Here is what I came up with as explanation of his life:
Varok was born in slavery, the son of a male tiefling sorceror and a female orc barbarian. His owner expected him to earn him money in the same manner as his parents: in the gladiatorial arena. He was molded for it. Trained in fighting from a young age.
It was in his teen years that Varok began actually fighting in the arenas. He inherited much of the anger of his mother's rages, and most thought it was just the same. Few knew that it's true source was the abyssal fires that fueled his father's magics.
He was undefeated in battle in the ring. He eventually earned the right to fight for his freedom, or so he thought. The battle came at the end of three previous ones... and was against his own parents. After winning, he received his reward being sent back to his cage... the chance at freedom just a delusion to get him to fight harder against foes he might not normally fight.
Two weeks after having slain his own parents, Varok finally had his revenge on his owner. Pulling the very chains holding him to the wall and ground out of their supports, he slew the guards in a demonic fury using the very chains of his bondage. When he finally got to his owner he found claws had sprung from his finger tips, claws that he then used to sever them man's head from his body.
He has since fled to the quiet town of Heldren, where for the last year he has eaked out a living acting as a local enforcer for the Silver Stout Inn, keeping the peace most nights in exchage for room and board.

GM Viskous |

I think I will get a submission ready real soon. I was waiting to dive in real hard since I had a submission in another game that was supposed to be announced earlier in the week.
I am considering a rogue or alchemist. To be skill focused. I am also reviewing the investigator.
There was an investigator archetype that used firearms, that felt pretty cool. You mentioned no gunslinger, did you also mean no guns?

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Updated list:
Maia Silndra Rose - Wizard - Arcane
Elleros Oronar - Wizard - Arcane
Nasrin - Druid - Divine
Farghrad Garrson - Druid - Divine
Alistar Leblanc - Cavalier - Melee
Rojerick Alandsson - Paladin - Melee
Merick Renarin - Fighter - Melee
Ford Benett - Fighter - Melee
Lugert - Ranger - Melee
Jolly Roger - Hunter - Melee
Travigan Frost - Barbarian - Melee
Rogar Brewmaster - Warpriest - Melee
Myles Brightguard - Cavalier - Melee
Bruenor the Brewer - Warpriest - Melee
Varok von Wolf - Bloodrager - Melee
Ellina Sensewi - Paladin - Melee
Grandma Mable - Oracle - Melee/Divine
Carroutan - Ranger - Melee/Ranged
Cretus - Ranger - Ranged
Kekaul - Ranger - Ranged
Hestra Vlept - Rogue - Skills
Arunor Blacksheaf - Rogue - Skills
Tavega the Redeemer - Inquisitor - Skills/Melee
To those who bowed out, thanks for your interest. Good luck in your games :)

GM Niles |
1 person marked this as a favorite. |

Dotting for interest.
A bit about me as a player before I go about making a character.
I'm a 30 something elementary school administrator, I post 2-10 times a day on the forums. I'm GMing 3 games here at the moment. A homebrewesque Falcons Hollow game, a Wrath of the Righteous Game and an Iron Gods game. I did have a Reign of Winter game that I canceled because I couldn't get players to post consistently.
I prefer a 2-3 post/day game where everyone is pushing the narrative forward and the game moves swiftly.

GM Niles |

Kristoph Kristophson
Red Kris doted on his young son and taught young Kristoph many things as he grew up in the large port city of Cassomir. Red Kris provided for his family by becoming a mate on river barges but after Kristoph was born he foreswore going on the long sea voyages of his youth.
When Kristoph was near his 12th nameday, his world was shattered. Red Kris had taken a job as a bargeman heading down the coast of Taldor from Oppara and the Jalrun River to Demgazi and Zimar. Red Kris's wife Denia was told that on the trip near the Border Wood the barge was attacked by brigands and all hands were lost. Denia was distraught and his son was devastated. The family quickly became penniless and was forced from their home. They moved north, to Denia's hometown of Wispil. Wispil was an interesting place, populated mostly by gnomes and other demihumans, Denia was the adopted daughter of a gnomish couple there. Her family was a woodsman and his wife which has been slain in the Verduran when she was an infant. [ooc] Race trait Adopted: Gnomish trait Animal Friend
For the next five years Kristoph helped his mother Denia and his adoptive grandparents Binknocket and Fliggia Burnswaddle harvest and produce the huge trees that made the Taldan navy. During this important time in his life Kristoph learned much about the natural world and the magic of the fey. This connection grew over time and Kristoph learned to feel the power of the natural world in a way that he thought might please his father, the long dead Red Kris. He connected with the second half of his soul, a majestic Elk he calls Sven. Named so for his father’s father.
As Kristoph approached his 18th name day with an insatiable question. What really happened to my father? He decided to take a trip south, to the Border Wood.

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I would like to present Hilla Stoneguard
Female elder dwarf shaman 1 (Pathfinder RPG Advanced Class Guide 35)
N Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +6 (+1 trait bonus against effects that cause the confused or dazed conditions.)
Defensive Abilities defensive training; SR 6, magic resistant
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Offense
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Speed 20 ft.
Melee hanbo -1 (1d6-1)
Ranged sling +2 (1d4-1)
Special Attacks ancient enmity
Shaman Spells Prepared (CL 1st; concentration +5)
1st—endure elements, stone shield{super}ARG{/super}; magic stone{super}S{/super}
0 (at will)—know direction, purify food and drink (DC 14), resistance
S spirit magic spell; Spirit Stone Wandering Spirit
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Statistics
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Str 9, Dex 14, Con 14, Int 14, Wis 18, Cha 9
Base Atk +0; CMB -1; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Nature Soul
Traits deep guardian, devout visionary
Skills Acrobatics -1 (-5 to jump), Heal +8, Knowledge (nature) +8, Knowledge (planes) +6, Knowledge (religion) +6, Perception +5, Spellcraft +6, Survival +10; Racial Modifiers lorekeeper
Languages Common, Dwarven, Giant, Gnome
SQ spirit animal (armadillo named Arcane Familiar), touch of acid
Other Gear lamellar (leather) armor, hanbo, sling, belt pouch, candle (10), fishhook, flint and steel, masterwork backpack, mess kit, mug/tankard, silk rope (50 ft.), soap, string or twine, torch (10), trail rations (5), waterskin, 23 gp, 7 sp, 7 cp
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Special Abilities
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Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Guardian Summons with earth subtype or a burrow speed gain a +1 to att and to AC.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Devout Visionary (1/day) Full-round action: Grant adjacent ally new save vs confuse or dazed effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +1 natural armor You gain the Alertness feat while your familiar is within arm's reach.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Resistance (6) You have Spell Resistance.
Touch of Acid (3/day) (Su) As a standard action, melee touch deals acid damage.
On Hilla's 30th birthday she started to receive visions, at first she thought they were just bad dreams and didnt tell anyone about them, until they started to come true. Her visions were of people dying and she would be sent a vision the night before someone would die and the next day they would arrive at the mortuary.
Hilla told her parents about this, and her parents both scared and confused consulted a high priest of torag, who made them believe that Hilla was a vesel for Magrim the Dwarven God of Death, Fate and the Underworld. At first Hilla drew large crowds of people all wanting to know how they were going to die, and when hilla explained that she only received visions 24 hours before the person died, other dwarves become disgruntled and started to shun her.
The constant visions became to much for Hilla and she decided to flee her home and her family in hope the visions would go away so she packed her few meager belongings and headed out into the world with no plan or real direction.
Hilla is 150 years old now now and she still receives visions but not as often. Her visions seem to be proximity based and if she stays away from large settlements then she usually only receives visions on the odd occasion. Hilla learned to live off the land and she spent some time in a small village of outcast dwarves where she was tutored by an old shaman and she found that she had some innate magical abilities. She befriended an armadillo who now follows her every where.
She has spent most of her life going from one small settlement to another, lending her magic and healing where she can. Now that Hilla has hit middle age for a dwarf she has decided that its time she did something with her life and now wants to go out and seek some adventure after all if she can predict everyone elses death why cant she predict her own, and as and adventurer that might just come in handy.

Gregory Paltaris |

There's a feat you can take to ride mounts the same size category as you.
Something tells its a 3rd party feat.
EDIT: Just to not make a completely useless post, ill add that techically there is nothing preventing you from riding a same size mount. Its just not suitable, meaning you take the associated penalties to Ride checks (-4 I think?) Ofcourse with the way Cavalier is written, it actually IS prevented, but in general it is not.
I found this out while trying to find a way for a dwarf to ride a boar, because, badass amirite?

Fijit Spring |

Entering the running with my gnome bard Fijit Springs. Her stats are all up. A little preview, if you please-
The warmth of the tavern is pleasingly at odds with the unseasonal chill outdoors. The structure itself is filled to bursting with locals and travelers alike. Not only is it comfortable inside, but with the growing unease over the ongoing changes give the people a need for distraction.
And I can provide such a service! A gnome of a tall-for-her-age height of 3'3 and red-gold hair, she goes garners little attention upon entering. Within half an hour, she has a small audience guffawing at her antics. "-and so the old man looks at her and says, I once got drunk and courted a parrot. I was wondering if you were my daughter!" The gnomes voice pitches at the end with excitement.
With a delighted grin at the listeners whooping, she gestures for a refill. When the hostess comes around, the gnome gestures enthusiastically at a teacup she has balanced on her head.