Definitely interested. How much material would you like in the writing of their background and personality? I'm thinking an Elven Unchained Rogue with the Reclaiming Your Roots Trait, sporting the Desert Runner and Elemental Resistance (Fire) alternate Racial traits.
She and her father fled far to Daggermark to stay with her uncle, who unbeknownst to them had become an elite assassin and Cleric of Norgorber. Her uncle trained her on the sly, hoping to convert the young elf and make her into a fellow follower of Ol' Blackfingers. When her father found out, he and her uncle fought, killing each other.
Filled with grief, and unending questions, she took up her father's blade and vowed to find what happened to her mother. She dreams of finding other members of her tribe as well, but knows that she may be the last of her kind.
Female elf unchained rogue (scout, swashbuckler) 1 (Pathfinder RPG Advanced Player's Guide 134, 135)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +6
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 9 (1d8+1)
Fort +0 (+4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +6, Will +0
Resist fire 5
Speed 30 ft.
Melee mwk elven curve blade +5 (1d10+6/18-20) or
. . elven branched spear +4 (1d8+6/x3) or
. . dagger +4 (1d4+4/19-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack +1d6
Str 11, Dex 18, Con 10, Int 12, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 14
Feats - Weapon Finesse, Deadly Agility
Traits reclaiming your roots (Elven Curved Blade), the vessel between (daggermark)
Skills Acrobatics +6, Bluff +5, Disable Device +6, Knowledge (dungeoneering) +5, Knowledge (local) +5, Linguistics +5, Perception +6, Sense Motive +4, Stealth +6; Racial Modifiers +2 Perception
Languages Ancient Osiriani, Common, Draconic, Elven, Gnoll
SQ desert runner[APG]
Other Gear chain shirt, arrows (20), dagger, mwk elven curve blade, shortbow, chalk (10), flint and steel, masterwork backpack[APG], thieves' tools, 6 gp, 7 sp
Arrows - 0/20
Dagger - 0/1
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Finesse Training An Unchained Rogue gains weapon finesse at first level and may add dexterity to damage with a weapon of their choice at 3rd, 11th, and 19th level.
Martial Training (Elven Branched Spear) A swashbuckler may select one martial weapon to add to her list of proficiencies. In addition, she may take the Combat Trick Rogue talent up to two times.
I'm interested in making something.
Where exactly are you in the campaign?
We have completed the first two parts of the first chapter of Book One. They have just recently started to explore the monastery. Everyone is still 1st level.
A 4th character exists at present and is being NPC'd by me, but that's one of the characters that would be replaced.
Hi Dinketry! I would like to submit this character, a time oracle, for your review. Patima is a lost soul reeling from the recent death of her sister in a tragic fire. Officially a worshiper of Pharasma, she has come to suspect that Sarenrae holds sway over her. Having taken the Missionary campaign trait, I believe she would take the existence of an abandoned Sarenrae monastery as a sign, and feel compelled to investigate Kelmarane. Her full backstory and build are in her profile. Please let me know if you have any questions.
I'm submitting Layaali Twice-born, a self-sacrificing oracle of Vildeis who is no longer human. She's setting out for Kelmarane on behalf of her small temple to combat evil and gain a foothold in the Brazen Peaks for her empyreal lord.
Female Aasimar Oracle 1
NG Medium Outsider (native)
Init +0; Senses Cannot see beyond 30 ft., Darkvision 30 ft., Perception +3
AC 11, touch 10, flat-footed 10 (+1 armour, +0 Dex)
hp 10 (1d8+2)
Fort +2, Ref +0, Will +3
…+2 vs. becoming blinded or dazzled when her halo is active
Spell Resistance 6 against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders.
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +0 (1d8/19-20)
…holy water +0 touch (2d4 against undead and evil outsiders)
Spells Known (CL 1st, Concentration +5)
1st—4/day—bless, cure light wounds, shield of faith
0—At Will—create water, purify food and drink, stabilize, virtue
Spell-like Abilties (CL 1st, Concentration +5)
At Will—light (halo around head)
Str 8, Dex 10, Con 14, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 9
Traits Missionary (Vildeis), Empyreal Focus
Feats Extra Revelation (safe curing)
Skills Diplomacy +10, Heal +2, Knowledge (planes) +5, Knowledge (religion) +5, Perception +3, Perform (oratory) +9, Sense Motive +5
(0 points; 4 class, 1 INT, 1 favored class)
Abilities Mystery (life), Oracle’s Cure (clouded vision), Orisons, Revelation (Channel)
Racial Abilities Exalted Resistance, Halo, Skilled (diplomacy and perception)
Languages Common, Celestial, Kelish
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. => 5/day, 1d6 positive energy, Will DC 15
Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
Empyreal Focus (trait): The empyreal lord you worship (Vildeis) rewards your devotion by granting you an occasional boon. Once per day, before you attempt a skill check, you can use this boon to gain a +2 trait bonus on that skill check.
Exalted Resistance: An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.
Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Missionary (trait): You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. You’ve [come here] in hopes of helping to establish a new temple in the soon-to-be revitalized village. You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you. (perform [oratory])
Combat Gear dagger, light crossbow, bolts (20), holy water, scroll of cure light wounds (2)
Possessions Reinforced tunic, gold painted wooden holy symbol of Vildeis (scarred gold breastplate), hot weather outfit, belt pouch, blanket, grooming kit, holy text (Vildeis), scroll case, trail rations (2), waterskin
Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb.
Current Load Carried 25 lbs.
Money 31 GP 14 SP 10 CP
Layaali el-Batar used to be normal. She was born to a large family of merchants who loved her very much. She played games and drew in the sand. She was healthy and joyous. But she was young then… Only a child.
The slavers changed everything when they attacked her family’s home. Some people died, but many of them were taken prisoner, to be sold as slaves in Katapesh. Life was hard after that, and Layaali’s joy became despair. But before they could reach the capital the slavers were attacked by a sect of battle-priests serving the empyreal lord Vildeis. As they fought with the gnolls, Layaali and her family ran. They made it far from the site of battle, but a pack of hyenas set upon them, and Layaali was killed.
But it was not meant to last… One of the priests, a grizzled old man named Aram, brought her back to life with his holy powers. But when Layaali came back she was different. Changed… No longer human.
Her body was weak, her eyes were clouded over in a golden film, and a brilliant halo shone brightly around her head. Clearly blessed by Vildeis, Aram began to preach to Layaali and her remaining family about the empyreal lord Vildeis, and by the time the el-Batar’s were safely back home all had agreed that Layaali no longed belonged with them. Layaali el-Batar was no more. The child was Layaali Twice-born, blessed vessel of Vildeis, the Cardinal Martyr.
Layaali returned with Aram to the temple of his sect and trained hard for many, many years to become a battle-priest who could combat the evil throughout the world. Her healing powers were great, but no matter how hard she trained her body remained frail. Despite this, Layaali was as brave and self-sacrificing as any among Vildeis’ faith.
She grew slowly, and by the time she finally came of age Aram had passed on. But many among the temple were her friends and family. She remained, and prayed and trained. She was always the first to volunteer to head out to combat evil, and accompanied many other priests on missions. Despite being unable to fight directly, she had a place among them, and was happy. Her healing powers saved many lives.
When word reached the temple that the Pactmasters of Katapesh were sending a group to retake the town of Kelmarane from the gnolls who claimed it, Layaali volunteered to lead a unit to assist them. She hoped that being part of the founding would allow her to establish another temple to Vildeis, and help eliminate evil from the region. Her mission was approved, and along with two battle-priests (Mahmood and Alal) and a desert guide (Nafari), they set out across the deserts for Kelmarane.
Along the way they came across a pack of gnolls with over a dozen slaves in tow. With Vildeis’ holy word on their lips Mahmood and Alal attacked the camp, making a large enough distraction for Layaali to slip into the camp and free the slaves. They fled into the desert together, with Nafari leading them and escaped. Mahmood and Alal never caught up with them. Saddened by her friends’ sacrifice—whether of freedom or life—Layaali continued on, eventually reaching Almah Roveshki’s camp.
Once there, she ensured that Nafari and the thirteen refugees were in good hands, and bargained with Almah to allow herself (and her sect) a place among their group. With the agreement in place, Layaali is about to set out with her new comrades to combat evil and take back Kelmarane from the gnolls of the Brazen Peaks.
Information about Vildeis can be found Here
Full disclosure: I've never played in a pbp before, but I do have lots of experience playing and GMing face to face. I have GMed Legacy of Fire all the way through, but it was a long time ago (it was brand new). I'm more than capable of keeping player knowledge separate from character knowledge.
Thank you for your consideration!