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Love to get in on this game, have a pally that needs some love. Have the crunchy stuff some where will get it to you soon ish.
Fluff:
Personality: Because of his past Saul is very much a champion of the poor, uncomfortable around nobility and wealth. While he doesn't condone thievery should he see a street rat getting beaten and harassed because he stole a loaf of bread, Saul will intervene and pay for the loaf himself.
He has a strong distaste for opulent nobility and those who flaunt there wealth while others around them starve.
Physical Appearance: Well built with strong features Saul looks every part the knight in shinning armor, but underneath the steel and muscle lies a deeply scarred body. Gifts from his mother and his many Uncles'. His nickname Shore was given to him by one of his trainers, his sandy blond hair and ocean blue eyes reminded her of the ocean.

Martin Stribog |

This is Donald. Finally got my character built.
Backstory:
Being regarded as a special birth, Martin was taken at a young age to be trained as a Winter Witch. After a few short years, Ysenia, the witch training Martin, decided that Martin did not possess the cold heart required to become a successful winter witch. Martin was sent back to live with his family.
Upon his return, his family grew distrusting of him. Though his heart was too "warm" to become a winter witch, his nature has been tainted by the icy winds and the frozen heart of his master. After struggling to fit back into his old home, Martin took his leave; alone.
Over the years, Martin found that he had a gift, the ability to heal people of minor wounds. With just a touch, part-frost and part-divine power, he could stabilize almost any wound. Using this gift and the minor magical training he received as an winter witch's apprentice, Martin began traveling around Taldor as a wander apothecary and healer. Any time that he was away frojm civilization on his travels, we continued to practice the magic he learned as a winter witch.
After yeras of wandering without a real purpose, Martin happened upon a traveler left for dead in the snow. The traveler was a trader that attacked a winter witch after mistakening it as the person that attacked his village. Martin did his best to not speak of witches around the traveler, because of the trader's sever distrust of them. After healing the trader and accompanying him to the neaerest village, Martin decided what he must do. He decided that we would find a way to change the mindset of others about the winter witches while also finding a way to prove to the Irrisen council that one does not need a frozen heart to be a powerful winter witch. He knew he that it wouldn't be easy, but he would find a way to change the leadership of the Irrisens and show that they can work with other people without distrust and hate.

Kagan Wolfbrother |
Here is Kagan Wolfborther for consideration
Neutral Good, Medium Humanoid (human and orc)
Initiative +4; Senses Darkvision 60 ft, Perception +6
Languages: Common, Orc
Hit Points: 13 (10(1st) +2 con +1 favored)
Armor Class: 15 = 10 +2 dex +3 armor
Armor Class Touch: 12 = +12 +2 dex
Armor Class Flatfooted: 13 = +10 +3 armor
Fortitude: +4 = +2 class +2 con
Reflex: +4 = +2 class +2 dex
Will: +2 = +0 class +2 wis
Damage Reduction: none
Spell Resistance: +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters
----------------------- Ability Score -----------------------
Strength 16 (+3) (5 points) +2 racial
Dexterity 14 (+2) (5 points)
Constitution 14 (+2) (5 points)
Intelligence 10 (+0) (0 points)
Wisdom 14 (+4) (5 points)
Charisma 10 (+0) (0 points)
----------------------- Combat -----------------------
Speed 20 ft (30 ft base, medium load)
BAB: +1 = +1 class
CMB: +4 = +1 BAB +3 str
CMD: 16 = 10 +1 BAB +3 str +2 dex
Melee
Greataxe +4 = +1 bab +3 str (1d12+4 /x3)
Short Sword +4 = +1 bab +3 str (1d6+3 19-20/x2)
Dagger +4 = +1 bab +3 str (1d4+3 19-20/x2)
Ranged
Long Bow +3 = +1 bab +2 dex (1d8+1, piercing, /x3)
Dagger +3 = +1 bab +2 dex (1d4+3 19-20/x2)
----------------------- Skills -----------------------
Skill points 6 = (+6 class)
Skills Total Rank CS Ability ACP Misc
Appraise +0 = +0 rank +0 ability
Bluff +0 = +0 rank +0 ability
Climb +2 = +1 rank +3 ability +1 class -3 armor check
Diplomacy +0 = +0 rank +0 ability
Disguise +0 = +0 rank +0 ability
Escape Artist +2 = +0 rank +2 ability
Handle Animal +4 = +1 ranks +0 ability +3 class
Heal +2 = +0 ranks +2 ability
Intimidate +4 = +0 rank +2 ability +2 racial
Knowledge (Nature) +6 = +3 rank +3 cs +0 ability
Perception +6 = +1 rank +2 ability +3 class
Ride -2 = +0 rank +2 ability +4 acp
Sense Motive +5 = +0 rank +5 ability
Spellcraft +7 = +4 rank +0 ability
Stealth +3 = +1 rank +2 ability +3 class -3 armor check
Survival +6 = +1 rank +2 ability +3 class (+1 tracking)
Swim +0 = +0 rank +3 ability -3 armor check
----------------------- Feats -----------------------
• Quick Draw: Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
----------------------- Traits -----------------------
• Warded against Witchery: Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
• Reactionary: Benefit: You gain a +2 trait bonus on initiative checks.
----------------------- Racial Abilities -----------------------
• Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
• Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Half-orcs have a base speed of 30 feet.
• Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
• Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
• Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
• Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
• Darkvision: Half-orcs can see in the dark up to 60 feet.
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
----------------------- Class Abilities -----------------------
• Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
• Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. (Fey)
• Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
• Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
----------------------- Equipment -----------------------
Starting gold 175 gp
Coins 10 gp, 3 sp
greataxe 12.0 - 20g
longbow 3.0 - 75g
- 20 arrows 3.0 - 1g
- 10 blunt arrows 1.5 - 0.5 g
- 5 silver arrows 0.75 - 10g
- 10 cold iron arrows 1.5 - 1g
short sword 2.0 - 10g
dagger 1.0 - 2g
dagger 1.0 - 2g
Studded leather 20 - 25g
backpack 2.0 - 2g
belt pouch (2) 1.0 - 2g
explorer's outfit 0.0 - 0g
holy symbol (wooden) 0.0 - 1g
waterskin 4.0 - 1g
rope 50ft 10.0 - 1g
chalk (10) 0.0 - 1 sp
flint and steel 0.0 - 1 gp
rations (4 days) 4.0 - 2 gp
cold weather outfit 7 - 8g
bedroll 5.0 - 0.1g
Current load: Medium (87.75)
Encumbrance:
76 lbs. or less/ 77–153 lbs. / 154–230 lbs.
Description
Race: Half-orc
Gender: Male
Age: 20
Height: 6.0 ft
Weight: 207 lbs
Hair Color: blonde
Eye Color: blue
Skin Color: well tanned complexion from being in the outdoors
Kagan has shoulder length dirty blonde hair, that is more often unkempt than not. He does have a full beard, usually trimmed short. While his features can pass for well built human, up close his orcish features show through. On the left side of his face is a patch of more light colored skin, a birthmark, that makes him look even more out of sorts. (The origin of the large, strange birthmark is unknown, but he has had it since birth. A passing Sage commented on the remnants of dark magics are within Kagan)
Kagan normally wears a suit of travel worn leather armor. He carriers a greataxe across his back along with a longbow. He carriers two quivers full of arrows. A short sword and daggers are sheathed at his hip.
Personality: Kagan is usually a quiet man. When he speaks he speaks plainly and will say exactly what he means. As a young adult he still has some of his black and white view of the world, but through the last few years has seen that there is much more grey. He still does not take a long view of his actions and does what he believes is right in the moment.
He is a man born of the wilderness and finds even a large community confining and uncomfortable. He dresses simply for the situation and takes care of his weapons and gear, knowing that they can keep him alive.
Background
Kagan grew up on a small farm a good days travel outside of the small community of Heldren. Kgan never knew his birth parents, he was left to the wilds in nothing but a small blanket. He was discovered on the first day of Neth by a woodsman, Guran, as he was returning home with his winter supplies just as an early snow began. Even stranger than the snow that fell that day was the large wolf stood over the child. Not in a threatening manner but somehow watching over him until Guran arrived.
The man felt for the babe, even if he was not exactly human, and brought him home to his wife, Fenara (an accomplished woodsperson herself). The pair named the babe Kagan after Fenera’s father and they treated him as their own. Through his childhood Kagan was taught much of what it takes to live off the land and how to survive in the wilds.
With his upbringing Kagan and the story of the wolf standing over him when discovered, he has always fixated on wolves. To this day he carries a small stone wolf that his father carved for him as a child.
In his late teens Kagan, like all of his age, wanted to see more. While his aging parents knew the world sometimes was an unforgiving place, also knew that nothing could replace real experiences. They provisioned their son and let him go, travel as he must to find his place.
Kagan traveled, often hunting and living off the land rather than traveling into larger cities. He traveled north and spent some time in the northern climates attempting to discover himself. He often found work guarding caravans through less populated regions, trying to hone his skills as a ranger.
The half-orc returned home some to find that his mother had been murdered by a marauding dark fey creature. He helped his father track, and then kill the creature. Returning home was difficult, his mother was dead and he wondered what if he had stayed, would she be alive today. After last rites were given to Fenera, Kagan sank into a dark depression which often found himself in Heldren getting himself drunk.
It took his father and several friends from the town to intervene and make Kagan face his doubts, fears, and himself. It has been one week since Kagan has come away from the confrontation. He has been staying at the small inn pulling himself together and trying to figure out what he should do.

Elen Emerwen |

STR 9 (-1)
DEX 14 (5) +2 = 16
CON 14 (5) -2 = 12
INT 17 (13)+2 = 19
WIS 12 (2)
CHA 7 (-4)
CG Female Elf Witch (winter witch)
Init +3; Senses Perception + (+2 when familiar is within arm's reach); low-light vision
--------------------
DEFENSE
--------------------
Normal AC 14, touch 13, flat-footed 11 (+3 dex, +1 armor)
Mage Armor AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
hp 7 (1d6+3)
Fort +, Ref +, Will +
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee -1 rapier (1d6-1/18-20) or -1 dagger (1d4-1/19-20) or melee touch attack -1
Ranged +3 shortbow (1d6/x3) or +3 dagger (1d4-1/19-20) or ranged touch attack +3
Special Attacks Slumber(DC 14), Misfortune(DC 14)
Spell-Like Abilities (CL 1st; concentration -1)
Constant—endure elements (cold temperatures only)
Witch Spells Prepared (CL 1st [+2 to overcome SR], Concentration +4)
1 - [2/day] - Chill Touch, Mage Armor
0 - [at will] - Daze, Detect Magic, Message
--------------------
STATISTICS
--------------------
Str 9, Dex 16, Con 12, Int 19, Wis 12, Cha 7
Base Atk +0; CMB -1; CMD 12
Feats Extra Hex(Misfortune)
Traits Restless Wayfarer, Survivor
SkillsAcrobatics +3 (+3 Dex)
Climb -1 (-1 Str)
Diplomacy (cha) -2 (-2 Cha)
Escape Artist(Dex) +3 (+3 Dex)
Fly (Dex) +3 (+3 dex)
Heal (Wis) +1 (+1 Wis)
Intimidate (Cha) -2 (-2 cha)
Knowledge (Arcana) (Int) +4 (+4 Int +1 rank +3 class)
Knowledge (History) (Int) +4 (+4 int)
Knowledge (Local) (Int) +9 (+4 Int +1 trait +1 rank +3 class)
Knowledge (Nature) (Int) +4 (+4 Int +1 rank +3 class)
Knowledge (Planes) (Int) +4 (+4 Int)
Perception (Wis) +3 (+1 Wis +2 racial) (+2 when familiar is nearby)
Ride +3 (+3 dex)
Sense Motive: +1 (+1 Wis +1 rank +3 class) (+2 when familiar is nearby)
Spellcraft (Int) +4 (+4 Int +1 rank +3 class)
Stealth +6 (+3 dex +3 familiar)
Survival +1 (+1 wis)
Swim -1 (-1 Str)
Use Magic Device (Cha) -1 (-1 Cha)
Languages: Celestial, Common (Taldane), Draconic, Elven, Skald, Sylvan, Tien
SQ cold flesh, ice magic, witch's familiar (raven)
Cold Flesh (Ex) A winter witch gains endure elements as a constant, spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. This replaces the witch's 4th-level hex.
Ice Magic When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by 1. A winter witch cannot learn or cast spells with the fire descriptor.

Magnus Olafson |

For your consideration: Magnus Olafson, Human (Ulfen) Magus (Hexcrafter).
Magnus Olafson
Male Human (Ulfen) Magus (Hexcrafter) 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1
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Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d8+5)
Fort +4, Ref +2, Will +2
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Heavy mace +2 (1d8+2/x2) and
. . Longsword +2 (1d8+2/19-20/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Magus (Hexcrafter) Spells Prepared (CL 1):
1 (2/day) Frostbite, Grease (DC 14)
0 (at will) Detect Magic, Read Magic, Light
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 13, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Rime Spell, Toughness
Traits Magical Lineage (Frostbite), Northern Ancestry
Skills Acrobatics +0, Climb +4, Escape Artist +0, Fly +0, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Perception +1, Ride +0, Spellcraft +7, Stealth +0, Swim +0
Languages Common, Draconic, Giant, Hallit, Skald
SQ arcane pool (+1) (4/day), hex arcana, spell combat
Other Gear Lamellar (leather) armor, Crossbow bolts (10), Dagger, Heavy mace, Light crossbow, Longsword, Backpack (empty), Bedroll, Belt pouch (empty), Flint and steel, Ink, black, Inkpen, Spellbook, Trail rations (3), Waterskin, 3 SP
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Special Abilities
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Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Hex Arcana You can substitute Hexes for Magus Arcana.
Magical Lineage (Frostbite) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Magnus was born in the capital city of Oppara, his father was a member of Grand Prince Stavian's Ulfen guard, his mother a fugitive Winter witch from Irissen who, after rebuffing her master's advances, fled Whitethrone in fear for her life.
After leaving the Prince's service the young family, unwilling to return to the north, sought a small village to settle down in. Using his new found wealth his father purchased a plot of land in the village of Heldren where he set up a small business and his mother used her skills as a local apothecary and wise woman in the village.
Blessed with his Father's height and strength and his mother's quick wit and intelligence Magnus spent his days training with his father and his evenings studying with his mother.
Life was good in Heldren as Magnus spent time with the village children his age, often sparring with the village boys or learning magic with Arkady and Aishe. Soon Magnus was able to combine his martial prowess with his arcane teaching into one seamless discipline, using the movement of his sword arm and his off hand to cast the spells his mother had taught him.

Song of Chiroptera |

Putting a hat into the ring for a half-elf bard from Taldor. Like his human father, Helios took to entertaining and emboldening the crowds who would listen. At heart, he is a rabble-rouser, seeing the plight of the less privileged "beardless" to be his calling. Like his elven mother, he seeks adventure and travel and good conversations. He's an adherent to Cayden Cailean and has embarked on several missions for the church with regards to keeping communication lines open from one innkeeper to the next. While he toyed with the idea of becoming a paladin, he desired the freedom of walking Taldor in search of those needing aid (or a good song) to turn their lives from melancholy.
I'm patterning him as a social pc, there to bridge the gap of cultural shifts but also there to lift the spirits of his comrades as they face a winter unending and unnatural... Also, being that he's from Taldor for the beginning of the campaign in Heldren, I thought what better way to test his bardinness than to have him tossed through a strange portal from Taldor to Irrisen.
I'll get his backstory and writing sample listed along with crunch in a day or so.

Helios Sunstreaker |

Song of Chiroptera here, providing the necessaries. I put together the crunch in a spreadsheet character gen, so I've not yet gathered his gear. But here's the basics...
Bard 1
Init +1
Senses
Perception +7, Low-light Vision, Keen Senses
Defense
AC 14, touch 11, flat-footed 12 (+3 armor, +1 dex)
HP 9 (1d8+1)
SR 0
F +1, Ref +3, Will +3
Armor Studded Leather, Light
Defensive Abilities Elven Immunities (PFCR 24)
Offense
Spd 30 ft/x4
Melee
Rapier +1 (1d6) 18-20/x2
Whip +1 (1d3) 20/x2 disarm, nonlethal, reach, trip
Dagger +1 (1d4) 19-20/x2
Ranged
Longbow -3 (1d8) 20/x3
Stats
Str 10, Dex 13, Con 12, Int 14, Wis 13, Cha 17
BAB +0, CMB +0, CMD +11
Feats
Skill Focus (Diplomacy)
Weapon Finesse
Skills
Bluff +7
Diplomacy +11
Escape Artist +5
Knowledge (history) +7
Linguistics +6
Perception +7
Perform (oratory) +7
Sense Motive +5
Stealth +5
SQ
Bardic Performance [7] (PFCR 35-38)
SU
Countersong
Distraction
Inspire Courage
Bardic Knowledge
Traits
Confidante to the Oppressed
World Traveler
Languages
Common
Elven
Gnome
Skald
Sylvan
Helios was born to a human father and elven mother in Absalom. His father, Grev Duneheim, was a bard from Taldor while his mother Sohlara was a ranger from Greengold. The first met the second in that elven waystation/port city, Grev’s charm as a performer won her heart. But it was his secret association with the Pathfinder Society that captured her desire to see the sites of Golarion. Grev was a messenger, traveling between groups and lodges to deliver orders and to gather local information and rumor for the Grand Lodge back in Absalom.
This sense of adventure and intrigue passed down to Helios, Grev and Sohlara’s only son. When Helios was born, the two had been camped on the southern reaches of the Verduran, and the sun was just peaking over the World’s Edge Mountains. After the birth of their son, they came across a small village east of Cassomir where they took up with an innkeeper, intending to stay only a year as Helios grew and allowing Grev to travel to Cassomir for a meeting with a group of Pathfinders fresh from Almas.
It was during this time that Grev reacquainted himself with the less than savory side of Taldoran society. A fire deep within him sparked a fervor to aid the less than fortunate of Taldor, the “beardless” as they were called. He altered the course of his life, resigning his commission with the Grand Lodge in Absalom to take up the mantle of a rabble-rouser. Sohlara found herself even more impressed by her husband and traveled the lands of Taldor at his side as a confident and fellow combatant. Helios grew up on the road, ranging as far north as Varisia and the Ulfen lands when Grev was called out of retirement and even one stop in the City at the Center of the World, but most of his travel remained in Taldor.
Helios now moves from small town to village, working within a network of Taldorans who seek relief from the yolk of those who think themselves the betters of others. The half-elf bard works with the Cayden Cailean church and even some of his father’s old contacts in the Society, playing a part (however small) in keeping the people’s spirits up. Whether it’s with a song, a speech or just a friendly discussion, Helios seeks the betterment of the people.
So that’s why the half-elf finds himself in Heldren. Nearly swept from the road by a freak snowstorm, Helios Sunstreaker seeks shelter in a local sundries shop to acquire winter clothing from the owner. Then he moves on to the local inn, eager to see what news is available on local goings on...and this strange weather.
Helios Sunstreaker stands an even 6', hair a light brown with matching eyes. He prefers travel-worn travelers clothes but does have a set of entertainer's garb for those nights when he tells stories on stage at a local inn or tavern.
Helios is quick to smile and quicker still to talk. He’s more inclined to grip another’s hand in greeting than he is to draw his weapon. He’s chosen a life of adventure, yes, but his focus is on bettering the plight of those around him. He likes a good joke, loves recounting tales of heroes from the lands he’s visited, even going so far as to apply those stories to a given situation to aid in breaking the ice, tension or the silence.
He has a coin he keeps with him for luck, one embossed with the image of a tankard to symbolize Cayden Cailean. It’s a gift from a cleric of the deity named Aaros whom Helios met in Absalom. In fact, Aaros is the man responsible for getting him connections to other Cayden Cailean temples. There are times when he’s in deep thought that the bard will toss the coin absently as he seeks the best solution.
When facing those he considers enemies, Helios finds putting the opponent off balance with a mind-twisting joke designed to belittle and beguile is a good tactic. In a fight, he’ll go to his magics first, however, he’ll favor the whip with the goal of disarming and/or tripping in the hopes of getting an opponent to surrender.

Songdragon |

Updated: Tweaked a issues I had with description, added a link to an image I would like to use, and fixed the profile name (Opps, bad me!)
Kagan Wolfbrother (Half-Orc Ranger)

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I'll be in Heldren selling some furs and resupplying before heading back into the Border Wood.
Family History
Ragnok’s father, an Ulfen warrior, obtained Ragnok’s mother during a Varisian Raid. His Linnorm King granted her as a thrall for his bravery during the raid. To this day, Ragnok doesn’t know whether his conception was between willing parties.
Ragnok’s father died in an attempt by his king to slay a second Linnorm, a feat most kings have never accomplished. His mother, freed upon her master’s death, returned to Varisia and eventually to Taldor with young Ragnok.
Personal History
Ragnok did not adapt well after moving to Taldor. He was not comfortable around the much more metropolitan children, and it took many years to learn that disputes in this land were solved with words and not fists.
Growing up, a man that quickly became a father figure taught Ragnok to live on, with, and through the land. This lifestyle suited his personality and his Ulfen heritage.
After coming of age, Ragnok makes a living selling furs from animals in the Border Wood to merchants in the small town of Heldren.
20 years old
6'3", weighs 210 lbs.
Ragnok is not the most handsome man but isn't insufferable to look at. His blonde hair, blonde beard, and pale skin are obvious indicators of his Ulfen heritage, especially to the darker Taldan natives. He wears the clothes of an outdoors man and unfortunately wears the smell too.
While he can manage in social environments, the somewhat introverted Ragnok prefers smaller groups and becomes skiddish in a crowd. Feels at home in the wilds or in small towns.
Ragnok is brave but not stupid. If he can avoid a skirmish, he will take another route.
Ragnok has had little exposure to magic and will approach the arcane with caution.
Ragnok has little interest in gold. He does respect great feats of craftsmanship. Ornate valuables may be given to others in exchange for utility.
Prone to good deeds and random acts of kindness, but won't die for the sake of good. Doesn't seek rewards.

Grim Coloursteal |

Yeah i wish you a lot of fun. It´s a lot of work to read so many character concepts and then decide which one to take.
Just glad i don´t have to do that^^
Everytime i apply for a non-PFS game here or mixed game i´m kind of surprised how many work some people put in there, writing hour and pages long intros and backstories.
Quite often there is pretty nice stuff among it, but sometimes it´s also weird.
Since most characters are often fairly young, i tend not to make the backstory too big or complex. After all, it´s better to develop some parts of the personality and then play that out, since most adventures are still to be had. Which will influence them much more somehow in my eyes.

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Everytime i apply for a non-PFS game here or mixed game i´m kind of surprised how many work some people put in there, writing hour and pages long intros and backstories.
Quite often there is pretty nice stuff among it, but sometimes it´s also weird.Since most characters are often fairly young, i tend not to make the backstory too big or complex. After all, it´s better to develop some parts of the personality and then play that out, since most adventures are still to be had. Which will influence them much more somehow in my eyes.
Yeah I know what you're on about, sometimes when you read an intro you have to wonder how this guy is meant to be a lvl 1

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When Krystae was seven, her step-mother contracted a wasting illness and died a slow, bitter death; Krystae was deeply saddened, as her step-mother had always been a caring woman to her. After the death of her step-mother, Krystae’s father gave her a small wooden charm of a raven and began to teach her the history of her people and the lands they came from. He especially told her about the White Witches and the dreaded land of Irrisen. He also taught her how to shoot a longbow. One day when she was twelve, she returned to her home to find her father missing and their home ransacked; the only clue she found was a crow feather that tingled her fingers when she picked it up.
Krystae turned to the people of Heldren for help, but most were unable to help; however, a wizard recognized the tingle of arcane magic upon the crow feather. Through the use of divination magic he determined the crow feather had come far from the frozen lands of Irrisen; however, beyond that the wizard could offer her no more. Krystae believed her father had been taken by a witch… but to what purpose she could not fathom. With nowhere else to turn, Krystae sought refuge with a nearby temple of Desna, her patron goddess. It was there she learned and honed her skills as an inquisitor. She also learned all she could about witches, and how to combat them. One day she would follow after her father… and she would find him
Krystae's Ulfen blood is readily apparent; she is tall and lean, standing nearly a head taller then most women. Her dark green eyes create for a striking contrast against her long, pale blonde hair. Her skin is fair with a tendency to tan as opposed to burn with long exposure to the sun.
Also... if Krystae is chosen to be a part of the campaign, I would like to share additional history of her background with the DM. Mwa-hahaha.

Damir Maresk |

I hope I'm not too late to submit a character.
Introducing Damir, the wandering half-orc(...ish) oracle of winter. I've designed him as something of a generalist/all-rounder, essentially able to support the party in whatever way is necessary - whether buffing, healing, or wading into melee, as well as being quite competent out of combat as well.
I created Damir for another RoW campaign that he was not accepted to. Personally, I'm rather fond of him and I'd love to find a place for him in a RoW campaign sometime. I don't believe there's anything about his profile or crunch that goes against what you've specified thus far, but do let me know if I've missed something.
Good luck with your move, Keolin!