
DM Luke |

The Second Darkness PbP campaign I'm running is about to bridge from chapter 1 to chapter 2 and I'm looking for a couple new players to step in at 4th level and join the fun. The expectation is that you would check the post at least once a day (that's about what I can manage), posting whenever appropriate.
The gameplay for chapter 1 may be found here.
Anyone interested in joining should post a character concept here. I'll close the request after 1 week, review the submissions and pick two. The current players for chapter 2 are...
Lia, female Half-elf Rogue
Brenin, male Human Ranger
Rees, female Tiefling Witch

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Gabbro Ghawn, like most from his clan, lived a simple, brutish life from hand to mouth. He spent his early years doing odd jobs, moving from town to town when the locals wouldn't put up with his antics anymore. Wherever he traveled, people feared him, but never respected him. Over time, he accepted this persona and became shaggy and brutish, letting everyone think he was the dark, angry monster. Deep down, though, he resented the way he has been treated, just wishing he could drop the belligerent persona, have someone actually get to know him. There was more to him than just a brutal fighter--even if he wasn't sure what exactly that was.
He eventually found his way to Riddleport, and was working as a dock porter, moving goods on and off ships. He would spend his evenings engaging in fisticuffs for bets, in a shady fight club. Although he had some mean reputation in the ring, and was a bit of a showman, he still didn't feel like this was his calling, and continued to look for something more.
When the stone fell, he was near the docks, at the fight ring, in the basement of an old abandoned stonemason's shop.
There was no chance to escape.
Suddenly, the earth shook, the ceiling collapsed, and tons of stone rained down on the fighters. People were crushed, everywhere, and the loss of life was great. Gabbro was buried and crushed along with everyone else. Water rushed in, but could not penetrate every part of the fighters' sudden tomb.
Gabbro remained under the rubble, and thought he had died. But... for some reason, he was not. He pushed at the rock around him, and it gave way, slightly. He pushed, clawed at fallen masonry with his bare hands, and pulled himself up through a narrow channel, squeezing desperately toward a dim light, until he emerged, reborn from an earthen womb. Something had changed. Here was that something more. He was needed, now, even if he was not sure why.
Gabbro Ghawn is a male half-orc Stone Oracle.

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Here is my concept.
Name: Tusk
Race: Half-Orc
Class: Fighter(1)/Inquisitor of Cayden(3)
Age: 19
Equipment: Blacksmiths Tools, water skin, tobacco and Pipe, backpack and Rope
Weapons: Great Axe, Daggers
Armor: Chain Mail
Other: He wears his “father’s heavy smithing apron over his armor.
Appearance: Tusk has pale skin, is bald except for a long braided beard of black, coming from his mouth are 2 three inch long tusk (hence his name). He is very muscular due daily work at the forge , on his forearms he has tattoos of fire. He wears a suit of chainmail made by his Father before his untimely death.
Bio: Tusk was found on the side of the road by a local blacksmith who was making his round to the local farms collecting anything that needed fixing. He heard the baby crying at the side of the road he slowed the wagon down to a stop dismounting looking around for the source of the crying. He was shocked at what he found a pale grey Orc Female with arrows in her back huddling a baby. When he lifted the baby from her dead arms he noticed why the woman was killed the baby was not wholly Orc, there was human blood in him. The smith took the baby burying the mother.
The smith lived far enough from town so that his new charge would not be seen the child grew quicker than human children. The one also had a curiosity from as soon as he could walk he would walk to the forge watching the smith work. As Tusk got older the smith taught him, how to use the forge and how to fight. Tusk became quite adapt at both. Then the dark day came when Orc Raiders came through the township killing all in sight and taking anything they wanted. Tusk had been on his way back from delivering repaired goods from a local farmer, which he always did on foot. He came back just a little to late and found his father dead at the forge collapsed over the body of a Orc.
Tusk buried his father and gathered anything he thought would be useful. Including his Father’s Great Axe and Armor and set off to find the tribe that did this. It wasn’t long before Tusk got caught by a group of Slavers heading to Riddleport with their new goods(a collection of Halflings, Half-Elves and others races that should not be captured.). Among the group was a human man with a small dented tankard around his neck who looked at Tusk with a look of joy and said “It’s about time you showed up we’ve been waiting.” With that the man said no more he handed the small tankard to Tusk. He drank the cup which was empty was now full of some sort of brew. In his head Tusk could see what was going to become of this group that could not be allowed. Tusk worked with those who would listen and worked out a plan for freedom.
When the slavers stopped to water the horses, Tusk and his band of would be slaves went through with his plan killing most of the slavers and freeing all of the captives. Tusk went looking for the man who gave him the inspiration to lead this fight and all he found was the small tankard. Tusk brought the remaining slaver s to Riddle Port where they were put in the stockades. He was given a small reward for his task. Tusk wandered Riddle port looking at what was a whole new world to him. While wandering he saw the dented tankard on a building when he entered his whole life changed.
Tusk changed his drive in life though he still wants Revenge for what happened to his father, but he thinks he father would approve of his new path. There are many people out that are being denied freedom and he has been shown a way to help.

jhpace1 |

DM Luke, are you going to accept Dreamscarred Press' Psionics Unleashed? I see you are lacking a knowledge person as well as firepower. I can create Alezandaru Nome, a Psion (Nomad) keeping his strange powers under wraps as a sailor at Riddleport as he looks for adventure. Alezandaru, or "Zand" would be the "hit and run" light fighter for the group.

DM Luke |

Thanks everyone for the submissions.
Bill, 6,000 gp is the allotment on p399 of the Core. Sounds good to me, though it should square with your background. And I reserve the right to reject anyone showing up with panties and a Holy Avenger to their name.
jhpace1, I don't have that resource, so I'd prefer not. I'm willing to let you take anything from the APG, or the Ultimate books, though. What about using the rules of one of the classes from those books but describing the source/effect of those powers in a psionic style?

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Color me interested. Looking at a human alchemist (vivisectionist/rage chemist) who is originally from Galt. I'll have him stated up tomorrow if you'd like.
Dorian Mourot is formerly a Grey Gardener who, over time, began to get disillusioned with his work and with the final blades. He sought to create a formula that would make its imbiber incredibly more passive and manageable (basically a dominate person extract). However, as he began to delve deeper and deeper into what made people tick as well as the increasingly archaic notes he was working with and developing, he began to lose touch with his original intent. When he completed his "miracle formula", it was not with the result he was expecting. No one gave him any consideration. With none to test it on, he did what any mad scientist would do - test it on himself. Not only did the formula not have the intended effect, it instead turned him into a berserk monster. After the effects wore off and he saw the carnage he had wreaked, Dorian vowed to destroy his notes and all the formula, but found himself unable to do it. Instead, and to his horror, he found himself brewing more. Now faced with a horrifying addiction, Dorian has fled Galt to search for a cure. Upon hearing of the strange occurrences in Riddleport, he begins to make his way to the pirate city.

jhpace1 |

Psionics Unleashed has been ported over into http://www.d20pfsrd.com/home as http://www.d20pfsrd.com/psionics-unleashed under "3rd Party Content".
But thanks anyway. I'll keep looking.

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InVinoVeritas (amen to that sentiment :) What is Gabbro's curse? And how would you break out the 4 levels?
Nice character concept...
I was originally considering an Oracle 4, but since most of his history is with him not being an oracle, I might do Brawler(or Gladiator) 3/Oracle 1 instead.
I originally figured that the curse will be Wasting. Bits of stone flake off him, continuously, leaving him permanently unkempt, and looking somehow broken.
I know in some ways, Rage Prophet looks like a way to go (replacing Brawler with Brutal Pugilist), but I think I like this guy more as a fighter who becomes an oracle.

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Ok here are the 2 Versions of Tusk
Male Half-Orc Fighter 1 Inquisitor 3
CG Medium Humanoid (Orc)
Init +5; Senses Darkvision (60 feet); Perception +12
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DEFENSE
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AC 19, touch 12, flat-footed 17. . (+7 armor, +2 Dex)
hp 33 (1d10+3d8+8); Judgement of Sacred Healing 2
Fort +8, Ref +4, Will +7
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 4 (Fire)
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OFFENSE
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Spd 30 ft.
Melee +1 Greataxe +7 (1d12+4/20/x3) and
. . Bite (Razortusk) +5 (1d4+3/20/x2) and
. . Dagger +5 (1d4+2/19-20/x2) and
. . Dagger +5 (1d4+2/19-20/x2) and
. . Gauntlet (from Armor) +5 (1d3+2/20/x2) and
. . Unarmed Strike +5 (1d3+2/20/x2)
Ranged Shortbow, Comp. (Str +2) +5 (1d6+2/20/x3)
Special Attacks Judgement of Sacred Destruction +2, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3, +5 melee touch, +5 ranged touch):
1 (4/day) Burst Bonds (DC 14), Shield of Faith (DC 14), Magic Weapon (DC 14), True Strike (DC 14)
0 (at will) Resistance (DC 13), Disrupt Undead, Create Water, Read Magic (DC 13), Detect Magic, Guidance (DC 13)
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STATISTICS
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Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 17
Feats Judgment Surge (1/day), Precise Strike, Razortusk, Weapon Focus: Greataxe
Traits Deadeye, Looking for Work: Intimidate
Skills Acrobatics -2, Climb -2, Craft (Blacksmith) +4, Craft (Tattoo) +4, Diplomacy +5, Escape Artist -2, Fly -2, Heal +7, Intimidate +9, Knowledge (Dungeoneering) +6, Knowledge (Nature) +6, Knowledge (Religion) +6, Perception +12, Ride -2, Sense Motive +9, Spellcraft +6, Stealth +3, Survival +8, Swim -2 Modifiers Monster Lore
Languages Common, Orc, Varisian
SQ Door Sight (6/day) (Su), Inquisitor Domain: Exploration, Judgement (1/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 3/day), Track +1
Combat Gear +1 Chainmail, +1 Greataxe, Dagger, Dagger, Shortbow, Comp. (Str +2); Other Gear Dungeoneering Kit, Handy Haversack (empty), Tobacco and pipe, Tool, masterwork: Craft (Blacksmith), Waterskin
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Inquisitor Domain: Exploration Associated Domain: Travel
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +1 +1 to survival checks to track.
Male Half-Orc Cleric 4
CG Medium Humanoid (Orc)
Hero Points 1
Init +0; Senses Darkvision (60 feet); Perception +8
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DEFENSE
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AC 18, touch 10, flat-footed 18. . (+7 armor, +1 shield)
hp 31 (4d8+8)
Fort +7, Ref +2, Will +8
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OFFENSE
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Spd 30 ft.
Melee +1 Rapier +6 (1d6+3/18-20/x2) and
. . Dagger +5 (1d4+2/19-20/x2) and
. . Dagger +5 (1d4+2/19-20/x2) and
. . Gauntlet (from Armor) +5 (1d3+2/20/x2) and
. . Greataxe +5 (1d12+3/20/x3) and
. . Shield, Light Steel +1 (1d3+2/20/x2) and
. . Unarmed Strike +5 (1d3+2/20/x2)
Spell-Like Abilities Strength Surge (6/day)
Cleric Spells Known (CL 4, 5 melee touch, 3 ranged touch):
2 (3/day) Restoration, Lesser (DC 15), Aid, Bull's Strength (DC 15), Drunkard's Breath (DC 15)
1 (4/day) Shield of Faith (DC 14), Bless, Enlarge Person (DC 14), Burning Disarm (DC 14), Sun Metal (DC 14)
0 (at will) Resistance (DC 13), Detect Magic, Mending, Guidance (DC 13)
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STATISTICS
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Str 14, Dex 10, Con 14, Int 12, Wis 16, Cha 14
Base Atk +3; CMB +5; CMD 15
Feats Channel Smite, Selective Channeling
Traits Deadeye, Looking for Work: Craft (Blacksmith)
Skills Acrobatics -4, Climb -2, Craft (Blacksmith) +5, Diplomacy +6, Escape Artist -4, Fly -4, Heal +7, Intimidate +5, Knowledge (Religion) +6, Perception +8, Profession (Brewer) +7, Ride -4, Sense Motive +8, Spellcraft +6, Stealth -4, Survival +4, Swim -2
Languages Common, Orc, Varisian
SQ Aura (Ex), Channel Positive Energy 2d6 (5/day) (DC 14) (Su), Cleric Domain: Exploration, Cleric Domain: Strength, Door Sight (6/day) (Su), Hero Points (1), Muleback Cords, Spontaneous Casting
Combat Gear +1 Chainmail, +1 Rapier, Dagger, Dagger, Greataxe, Masterwork Shield, Light Steel; Other Gear Artisan's tools: Craft (Blacksmith), Backpack, Masterwork (2 @ 30 lbs), Dungeoneering Kit, Holy symbol, silver: Cayden, Muleback Cords, Pouch, belt (1 @ 0 lbs), Smiths Apron, Tobacco and Pipe, Wand of Cure Light Wounds
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 2d6 (5/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Domain: Exploration Associated Domain: Travel
Cleric Domain: Strength Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Muleback Cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Strength Surge (6/day) (Sp) Grant +2 to a melee atack or strength check.

DM Luke |

I was originally considering an Oracle 4, but since most of his history is with him not being an oracle, I might do Brawler(or Gladiator) 3/Oracle 1 instead.I originally figured that the curse will be Wasting. Bits of stone flake off him, continuously, leaving him permanently unkempt, and looking somehow broken.
I know in some ways, Rage Prophet looks like a way to go (replacing Brawler with Brutal Pugilist), but I think I like this guy more as a fighter who becomes an oracle.
Reading through the background, I thought you might choose Haunted (plagued by spirits of the guys that were trapped with him but not saved by the mysterious power that transforms him into an Oracle), but wasting is a flavorful choice as well. This character has many advantages that make him fit well with the party and the plot of the AP.

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No, he'll be LN. I was planning on taking him into Master Chymist when he gets high enough level. I would leave it up to you to determine his mutagenic form's alignment. An i wasn't planning on using the rules for addictions in the GMG (haven't read through them, really). I wouldn't mind using them. I'll do so, or just keep it rp, whichever way you prefer.

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InVinoVeritas wrote:
I was originally considering an Oracle 4, but since most of his history is with him not being an oracle, I might do Brawler(or Gladiator) 3/Oracle 1 instead.I originally figured that the curse will be Wasting. Bits of stone flake off him, continuously, leaving him permanently unkempt, and looking somehow broken.
I know in some ways, Rage Prophet looks like a way to go (replacing Brawler with Brutal Pugilist), but I think I like this guy more as a fighter who becomes an oracle.
Reading through the background, I thought you might choose Haunted (plagued by spirits of the guys that were trapped with him but not saved by the mysterious power that transforms him into an Oracle), but wasting is a flavorful choice as well. This character has many advantages that make him fit well with the party and the plot of the AP.
Yeah, Wasting fits the "no one respects him, everyone fears him" angle, I figured as well. Would you rather see an Oracle 4 or a Fighter 3/Oracle 1? I'll be happy to build him either way. (Any character creation guidelines?)

Gabbro Ghawn |

Here's my first take on Gabbro!
The more I thought about him, the more I realized I saw him as a gladiator, and then the more I heard the roaring crowd from deep underground... So he's a Fighter(Brawler, Gladiator) 3/Stone Oracle 1 with the Haunted curse. His main weapons are the scizore and spiked armor.

Bill Lumberg |
Bill, I've always built characters one level at a time, so my recommendation is to construct a first level character, applying the +2 as normal, then advancing the character one level at a time until you get to 4th.
Got it. That is what I figured, but many DMs have different views on this, it seems.
The +1 bonus gained at 4th level should apply as well if I am not mistaken.
-Hoping for the best on Friday.

DM Luke |

I haven't socialized much with other DMs and I probably often get calls like this one wrong.
Anytime we're playing feel free to drop OOC/discussion thread questions or ruling suggestions. I rarely retract/correct, but I might get it right the next time it comes up. None of the current group games at the table that frequently and I suspect we fubar the rules from time to time.
Also Bill, correct on the +1 ability bump at 4th.

DM Luke |

I'm closing submissions on this (haven't had any new ones in awhile anyway). Bill, if you can post your Magus before we vote today, we'll throw that character's hat in the ring as well.
I'm on the road this weekend (Florida/Georgia game), so I'll try to get everyone's input and render the results before this evening.

STR Ranger |

Sorry If I'm late to the party.
I'd like to submit a Cleric of Imodae shooting for Holy Vindicator- Heroism and Archon subdomains, Bravery/Valour alt channel, sword and board
or an Inquisitor of Ragathiel- Bastard sword and Rage subdomain
or Paladin of Imodae, Oath of Vengeance. TWF Sword/Shield.
All 3 would be Judge Dredd type characters.
Name: Daniel Arisen
Build: Cleric of Indomae/ Holy Vindicator
Race: Human
AL: NG Favored Class: Cleric- +4 Skill points
Domains: Glory (Heroism), Good (Archon)
STR 16
DEX 7
CON 14
INT 7
WIS 18
CHA 15
Trait- Magical Knack (+2 CL)
Sacred Conduit (+1 Channel DC)
Level 1: Touch of Good, Touch of Glory, +2 DC to Offensively Channel, Channel Energy 1d6, +1 Allies, Selective Channel, Alignment Channel
Level 2
Level 3:Channel Energy 2d6, Quick draw
Background:
Daniel Arisen is so named because he was thought stillborn at birth. His mother died bringing him into this world and his paladin father had been killed at the world wound months before. Raised by his dad's brother, he was groomed to be a knight in Indomae's church. Starting as a medic at the world wound, he saw first hand the threat the infernal relms are. Learning to fight well and focus his faith offensively he now specializes in killing demons. He has left the world wound now, specifically to hunt down and destroy demons and devils which have escaped the notice of the church in Golarion. He has a paladin’s outlook in terms of good, believing a good deed worth it for it’s own sake. He is more inclined to good than completely rigid law, a life time raised in war has taught him pragmatism.
As far as combat goes he is quite the leader, inspiring courage in allies and fear in enemies. His ability to do damage is quite good but he is not stupid enough to give a foe even terms. He will arrange the field to his advantage and happily use magic against a fighter in single combat. He is honorable though and will give quarter to a foe who asks, except for evil outsiders of course who need to be destroyed on sight.
Dugald Paladinson
Build: Paladin (Oath of Vengeance)
Alignment- Lawful Good
Race: Human
Ability Scores:
STR 18
DEX 16
CON 14
INT 9
WIS 7
CHA 14
Favored Class: all points to skills
Trait- - Magical Knack You were raised wholly or in part by a magical creature. Add +2 to your caster level.
Dangerously Curious- UMD is a class skill
Skills: 2 (class)+ 1 Human+1(Favored)-1Int= 3 per level
Level 1:Aura of Good, Detect Evil, Smite evil 1/day, TWF, Improved Shieldbash
Level 2:Divine Grace, Lay on Hands
Level 3:Aura of Courage, Mercy (fatigued), Doubleslice
Level 4:Channel Wrath, Smite Evil 2/day
Background:
Backstory: Dugald was born into paladinhood. For some reason his family has been marked by his deity to right the wrongs of evil a bring justice to Golarion. Growing up with a calling created steadfast belief and passion in the young man, until his home and family were destroyed by a long forgotten enemy. A lich necromancer from generations past dropped him in a pit and exterminated his family in front of him. He was given a choice- slay his young sister or watch his entire house- Father, mother, grandfather, brother, cousins, servants etc all die by evisceration. The choice nearly destroyed him. He suffered watching his parents and brother die before his grandfather’s shouts drove him to action- “You must do the greatest good for the greatest number, though it ruins you, you must sacrifice for the all. Your sister will be welcomed by the gods” right before he too was killed. Dugald, he and his sister crying, held her close and whispered a prayer to speed her journey and ask for forgiveness, then plunged a dagger into her back while holding her and lying that it was going to be ok. Though the necromancer released what remained of his family and left, satisfied at the suffering inflicted, Dugald has been awash with grief ever since. He knows he saved his family but destroyed himself and his dear sister. His deity still hears him, this is a sign of his gods anger at the necromancer. Dugald quests endlessly to find him, in the mean time he clings to his faith- justice for the innocent and damnation for the wicked. He has taken a Oath of Vengeance. He is a weapon.
Dugald sees himself as a judge and executioner. He will punish evil as often as able but will prioritize doing good and innocent lives first, he is not stupid and will use whatever tactical advantage he can gain without causing unnecessary harm. He prefers to formalize execution- listing crimes, judging and last rites, but against foes too dangerous is not above sneaky tactics as he is loathe to risk allies.
Build: Inquisitor (Infiltrator) of Ragathiel, Rage subdomain
Race: Human
Alignment: Neutral Good
Ability Scores:
STR 19
DEX 15
CON 15
INT 11
WIS 15
CHA 9
Favored Class- Extra Spells Known
Traits- Desperate Focus, Ancestral Weapon+2 Trip (Bastard Sword)
Level1: Destructive Smite, Judgment 1/da), Guileful Lore, Orisons, Misdirection, Combat Reflexes, Quickdraw
Level2: Cunning Initiative, Detect Alignment, Forbidden Lore
Level3:Solo Tactics, Tandem Trip, Power Attack
Level4:Judgment 2/day
Background
Not written yet.
Will flesh out, but most likely an Ex-slave from a Gladiator school who constantly prayed for retribution on his wicked master and freedom from the slave collar. His prayers were answered by the Empreyal Lord and he was charged with meeting divine justice on those the law failed to touch, particularly slavers
BTW* these guys are all 25pt builds but I'll trim them down if selected and given the groups point buy.
Fingers crossed.
Never seen the AP BTW if you prefer no meta-knowledge.

Brenin Grazier |

Some of the posts on this thread have gotten quite creative in a short amount of time. Thanks to everyone who responded. The DM's going to have his work cut out for him making the final decisions. I look forward to moving ahead on this campaign and can't wait until we get the final group put together.

DM Luke |

The votes are tallied and the new characters are Gabbro Ghawn and Dorian Mourot.
Thanks everyone for your submissions.
InVinoVeritas and Lord Hector, please send me an email at smoochy.knave@gmail.com. I'll add your addresses to the access list for the campaign site.
I'm wrapping up my final post of the last thread and kicking off our discussion thread this morning...