
DM Mathpro |
So after a long hiatus I have decided to throw my hat in the GM ring again and start running games here once more. For my first game I figure I'm going to run one of my all time favorite AP's and the only one I've finished as a player. I've never finished it as a GM though so potential players please help me right this wrong lol. Thats right I'm going to run Raise of the Runelords! Please consult the spoiler below for character creation guidelines.
-Characters are level 1
-Max starting wealth
-Classes from Core, APG, UM, UC, and ACG are acceptable.
-As I do not have a copy of Unchained yet nor will I be able to aford a book or pdf copy of it any time soon I will ask that people avoid Unchained even though it sounds like its going to be off the hook!
-Please none of the new classes that were play tested(pathfinders taken on Psionics)
-Standard races would be prefered, but I will consider things from the ARG based on background and strength of argument for why this race should be allowed.
-NO third party publishing sources allowed!
-All other Paizo products will be allowed
-Race traits, feats, magic items, and alternate class features from the ARG are allowed but you can not build your own custom race.
-2 traits one of which has to be a campaign trait from the RotRL players guide
-20 point buy with no stat above 18 or below 10 before racial adjustment.
Recruitment will be open until I feel I have a well rounded party to throw together. I don't want to set a specific date because it could be 20 minutes or it could be 3 weeks depending on interest. I would prefer players who have not played through the Anniversary Edition previously but those that have previous experience and are able to not metagame will be taken under consideration if a character is presented in an area the party is lacking.
If you have any questions please submit them here. I do not need to see full alias's as of yet, rough sketches are fine. If you are like me and can only submit characters with full profiles then that is fine as well.

DM Mathpro |
There is down time through out the game especially between the different books of the AP but for the first module there isn't much. A few days here and there can be thrown in but nothing major. Where between book 1 and book 2 there is a month.
Hopefully my long winded answer doesn't scare you away lol.

Grovo |

Definetely interested to play! I had not the chance as of yet to finish RotR or even get beyond Sandpoint from previous games due to GM/Player disappearing | Game stagnating etc
However I would still like to throw my hat in and present:
Born in Taldor, middle-aged and good way to being old, Areth Stormwind, Cleric of Shelyn.
A free-spirited and adventurous, he is spreading the teachings of Shelyn and teaching arts as best as he can to those, who cant afford it so long as he stays in one place. What does make him also a bit woeful towards women is his tendency to flirt with them. Smooth talker and ready to spread love when he can.
He does however have a dark side, which is not apparent but he is well-known among his peers as a Black Lightning: swift and deadly jugdement on those, who opposes and desecrate art or ideology of Shelyn.
Crunching him up when I have a bit more time but ideally providing the needed healing and some backup power when its necessary

Pahlok |

Hey there, I'm looking to submit Alton Lebeda, a halfling multiclassed defender type character. I'll have his crunch in a bit, but I'm looking at a dip of Swashbuckler (Inspired Blade and Mouser archetypes) and a dip of Monk (Kata Master and Master of Many Styles archetypes), then into Cavalier (Honor Guard and Beast Rider archetypes) and then Paladin (Holy Tactician archetype), then Cavalier the rest of the way. It might sound a little wonky, but it will work very well. He will be able to defend himself and his allies effectively while creating tactical positions around the enemies and also sharing teamwork feats.
As far as personality, he's going to start as a posh, almost crude noble type. Over time, I want him to develop a sense of self worth and caring for his teammates, which will result in an alignment shift from LN to LG as he begins acting altruistically instead of only thinking of his own personal gain.
I'll have some crunch and a map of his build for you in just a bit.

DM Mathpro |
@ Pahlook That is fine though I caution you against cavalier in the early goings of the module as the first 3 dungeons are rather cramped just giving you a heads up. I won't disallow it but riding a mount might become challenging in the cramped spaces. Things spread out from there nicely though.
@Dave: Glad your interested in both. I look forward to seeing what you come up with for my Jade regent game which can be posted over there.
@Gerald: That will be fine. Look forward to seeing him.

DM Mathpro |
@Gossamar: Oh a virgin I like virgins lol. I hope that if you make the cut that your experience through RotRL will be a painless one. And yes I'm also planning on running a Jade Regent game so if your interested please throw together a character for that game as well and throw it up in my jade regent campaign. I'm also recruiting for a run through of Academy of Secrets, which being a module will be easier to run and more likely to be finished.
@Pahlok-No problem its what I'm here for.

Dave Herman |

Mal Dorren
Human, NG Bloodrager 1
Deity: Caiden Caileen
Str 17, Dex 13, Con 15, Int 11, Wis 13, Cha 10
Traits: Hagfish hopeful, fortified drinker
Bloodline: Arcane
Feats: Iron will, Toughness
Background in a nutshell: The disowned scion of a wealthy Chelaxian family of wizards, Mal had little interest in the disciplined work required to learn proper wizardry. He ran off to Varisia to find his own fame and fortune, lured by the mystique of frontier living. However, fame and fortune has mostly eluded him, mainly due to the fact that he would rather hang out at the Hagfish tavern than actually do any work.
The background and crunch will get fleshed out a bit as I read through the players guide.

ElterAgo |

My concept for this one isn't as fleshed out since I haven't seen this AP offered in a while.
I believe that RotRL is supposed to take place before Jade Regent. So I was thinking someone from Tien who's descendants factor into the Jade Regent series. Maybe in the shipwreck.
So that is leading me to a Nagaji draconic sorcerer (eventual dragon disciple).

DM Mathpro |
Hey I just wanted to let you guys now 99% of my posts will be made between 11 AM and 3 PM CST Monday-Thursday. I may exceed those times but for the most part that's when I will be available to post.
I am looking for 1 post per day from the characters I choose though if you make 1 post every other day I won't boot you. Weekends are optional as mine are rather hectic especially over the summer so I won't expect you to post on the weekends. If you do I will try my hardest to check but my posting on Saturday and Sunday will be slow and far between.

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I would like to join as well. I am considering a Monk/Druid combo. Depending on the role of Gerald dwarf druid I may go in a different direction, possible casting/summoning focused or more melee oriented depending on the other Druid build.
I haven't had a chance to play PbP so I am looking forward to an online campaign. I have easy access to the internet and able to post often.

Areth Stormwind |

Here my lady, take this rose. The colors of red and orange, like a setting sun in the horizon. Each day she blessing us with is beauty just to come back tomorrow morning with a different colour. Just like you, a shining ray to bless my night and day. There are no words to describe the beauty which you behold... rather the whole picture of Nature is all I can compare to and even that pales in comparison to your smile, my fair maiden
Areth smiles and give his most charming smile 'bling'

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I've been interested in the rise of the runelords since I started online play, I've had an orc beast rider in the making that I kinda want to put in something......but if that's a little too conflicting considering he's an orc, then I'll choose something else, in which case any suggestions? I have like....everything

gossamar4 |

Gavin Gossamar
Male Human Arcanist
Zandu returns and finds a seat in the corner of the inn. A barmaid takes his order for a decent ale. He produces a pipe from under his robe. Lights it and takes a few drags. The barmaid returns with Zandu's ale and floats a coin through the air to the barmaids hand (a generous tip for the ale). "Why thank you darling! What brings you to Sandpoint?" Zandu smiles, "I'm glad you asked little lady. Please..." Zandu waves his hand and the chair across from him pulls out from under the circular table. "... join me for a moment." He waits for her to get comfortable, then begins his account. "You see I may be a keeper of arcane secrets, but I plan to share my knowledge. In the form of wonderous, and magical goods and services. In order to do this, I need to expand my spellbook and establish a store. Through some aquaintances in the big city, I learned of a growing need and possible opportunity to do that right here. I set out from Absolam to travel across land to get here."
Zandu takes a heft swig of his ale, "As fate would have it, the caravan I was traveling with was subject to a few... shall we say... sidetracks. These provided me with a little insight to the dangers and possible needs of various adventurers. It also afforded me the opportunity to fill several pages in my spellbook. Quite exciting to say the least." Zandu face loses it's excitement and he slowly raises his mug up in an apparent prayer saying remorsefully, "Alas, my dear, not all of my travelling companions arrived at their intended destinations. It would seem the rush of adventure, must sometimes be overcome with a sadness of loss." He brings his mug slowly to his lips and swallows an alcoholic tribute to fallen companions. "That pretty much brings me to my current position. I need to find some willing adventurers in the local area here. I thought that we may come to a mutually beneficial arrangement. Perhaps they might have use for a practitioner of the magical arts to aid them, and thus afford me the opportunity to expand my knowledge with the mysterious things they encounter. Thus giving me the tools to build a prosperous magic shop here. What do you think?" Zandu leans towards the barmaid, raises a brow, cracks a smile, and asks, "Would you know where I might find some young heroes? I would very much like to meet them?"
Male human (Varisian) arcanist 1 (Pathfinder RPG Advanced Class Guide 8)
LN Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6)
Special Attacks arcane reservoir (1/4), arcanist exploit (quick study), consume spells
Arcanist Spells Prepared (CL 1st; concentration +5)
. . 1st—mage armor, magic missile
. . 0 (at will)—acid splash, detect magic, light, read magic
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Fast Learner[ARG], Toppling Spell[UM]
Traits magical lineage
Skills Appraise +8, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Linguistics +8, Perception +2, Sense Motive +2, Spellcraft +8
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Varisian
Other Gear dagger, quarterstaff, backpack, bandolier, bedroll, belt pouch, canteen, chalk, charcoal stick, flint and steel, ink, black, inkpen, marbles, parchment (10), scroll box, silk rope (50 ft.), snuffbox, tin, spell component pouch, tobacco, waterproof bag, 104 gp, 1 sp, 9 cp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Toppling Spell Spell with the force descriptor knocks targets prone.
thank you for your consideration

Nameless Ronin |

I'd like to submit a couple characters if I may for consideration. I am a long time RPG player but I've never done a PBP yet and would love to get involved in one. I'm going to post two characters I have ready made if that's ok, I can play either one, whichever may be considered the best fit for the group.
Nameless:
Male human (Tian-Min) samurai (sword saint) 1 (Pathfinder Player Companion: Dragon Empires Primer, Pathfinder RPG Ultimate Combat 18)
LG Medium humanoid (human)
Init +7; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +2; +1 trait bonus vs. fear effects
Defensive Abilities resolve 1/day
--------------------
Offense
--------------------
Speed 30 ft.
Melee katana +3 (1d8+2/18-20) or
wakizashi +3 (1d6+2/18-20)
Special Attacks challenge 1/day (+1 damage, +1 to hit and AC when challenge challenger), iajutsu strike
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative, Iron Will
Traits fearless defiance, indelible ire, militia veteran (any town or village)
Skills Bluff +5, Diplomacy +5, Intimidate +5, Knowledge (local) +5, Perception +1, Sense Motive +4, Survival +5
Languages Common, Minkaian, Tien, Varisian
SQ headstrong, mount, ronin
Other Gear lamellar cuirass, katana, wakizashi, backpack, belt pouch, blanket, flint and steel, trail rations (5), waterskin, whetstone, 43 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Fearless Defiance Upon overcoming your fear, you become a scourge to your enemies. You gain a +1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a +1 trait bonus on attack rolls against y
Headstrong Must attempt to correct things that contradict your alignment, or shaken for 1h
Iajutsu Strike +1d6/-4 AC (Full-round) (Ex) Draw sword as strike challenged foe for extra dam, but take AC penalty for 1 rd. You can use this once per foe, each day.
Indelible Ire +1 trait bonus on attack rolls for 1 round when a critical hit is confirmed against you
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Ronin's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 attack/dodge AC vs. challenger when returning a challenge
--------------------
Background: Nameless believed, believed in the code of Bushido and the duty he had to land, lord, and the people under his lord's care. He believed right up until his lord's son ordered the slaughter of an entire village because they could not pay their tribute. On that day he betrayed his code and turned on his liege lord's son, fighting for the peasants lives, one man against twenty. Needless to say, he failed. Every man, woman and child in the village was put to the sword to set an example for the other villages. Nameless, however, was kept alive. His lord's son said honorable death was too good for a dog such as him, so he had his men beat Nameless to within an inch of his life and left him among the corpses of the villagers. Nameless woke to the sound of crows, a broken, desperate man. Without a lord and without honor he was an outlaw. More significantly though, his very being had been shaken, all that he believed in seemed to have been a lie, the enlightenment of Bushido just hollow, empty words used to prop up a system of despots which he had believed in with all his heart and now it was gone. Nameless dragged himself from that field of slaughter, looking for a ditch in which to lay down and die. He was found unconscious by a poor rice farmer, who took pity on this poor young man, having heard of the lone samurai who had tried to do the right thing. Nameless was nursed back to health by the farmer and his family, and while his body healed, his mind and soul dwelt under a dark cloud. He began to drink, seeking to drown the screams and the visions of bloody, hacked bodies. Then, one day, a group of the daimyo's men came to the farmer's village. The commotion caused penetrated into the drunken haze of his mind and Nameless stumbled forth to find the farmer on his knees between two samurai with a third about to deliver the death blow. Without thought Nameless bellowed a challenge to the leader of the band, calling him a coward and a betrayer of Bushido, a dog without honor. Nameless demanded a sword and told them if he could beat each man in single combat it would prove they were unfit to call themselves samurai. Unable to refuse this affront to their honor, especially in front of so many witnesses, the samurai cleared the village square, gave Nameless a sword and the duels proceeded. To this day Nameless does not know how he did what he did, but he was able to beat them all, through his drunkenness, through his despair and self loathing he fought as he never had before. As the sun set on that day, the villagers buried the dead samurai in unmarked graves. Knowing the daimyo would now be hunting for him, Nameless left the village, thanking the farmer and his folk for their kindness. He took only the daisho from the leader of the samurai he had killed and the clothes on his back, but he also took a new purpose. From this day on he would wander the world, living only Bushido as he believed it in his heart and lending his sword to the purpose of justice, the defense of the weak and the wronged. It would be his penance for failing to save the village and for the betrayal of his lord for which he still could not forgive himself. That day Nameless took with him all of this, and left his name behind.
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Tybalt:
Male human (Keleshite) illusionist 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
6/day—blinding ray
Illusionist Spells Prepared (CL 1st; concentration +4)
1st—color spray (DC 14), mage armor, silent image (DC 14)
0 (at will)—light, mage hand, prestidigitation
Opposition Schools Abjuration, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 17, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Magical Aptitude, Scribe Scroll
Traits self-taught scholar, tireless logic, world traveler
Skills Bluff +3, Disguise +3, Perform (Street Magician) +3, Sense Motive +6, Sleight of Hand +5, Spellcraft +9 (+10 to decipher scrolls), Stealth +4, Survival +1 (+5 in urban and undergournd settings); Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Kelish, Osiriani, Skald, Varisian
SQ arcane bond (midian, cat), extended illusions (1 round), heart of the slums, heart of the streets, hedonistic, mixed heritage
Other Gear dagger (5), backpack, bedroll, belt pouch, chalk, flint and steel, harrow deck, ink, black, inkpen, scroll case, spell component pouch, spellbook, waterskin, 13 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blinding Ray (6/day) (Sp) As a standard action, ranged touch vs foe in 30 ft blinds for 1 rd (dazzles if more HD).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result.
--------------------
Tybalt was found as an infant in the wilderness, the fate of his parents unknown to him or to the traveler who adopted him after finding him by the roadside, for all appearances abandonded to fate. However, he never felt any sense of loss or sorrow at being an orphan after being taken under old Jerichau's wing. The traveler who adopted him and raised him as his own was a wandering performer, a street magician travelling the world for his coin earned mostly in honest preformance but sometimes in various cons, swindles, or petty larceny that kept the two often a few skips ahead of the local law. Every day broke over a new world, simple villages, glittering cities, the life of adventure and excitement any young boy might be envious of. Jerichau taught Tybalt his craft and Tybalt was an eager young apprecntice, mastering slieght of hand, reading crowds and other tricks of the trade, however the old man was not himself a true wizard. One day as the two were preforming young Tybalt was distracted by another display, a man juggling balls made of light and colour. He was fascinated and studied the act, trying to figure the trick of it. Much to Jerichau's surprise his foster son managed to replicate the feat of magic on his own, having just through observation learned the hand movements and words. Realizing his son had a talent for true magic Jerichau did his best to provide a means for Tybalt to study, however they were far too poor for any formal training. As the two travelled the world Jerichau obtained such scraps of arcane learing as he could for young Tybalt to devour, which the precocious child did, quickly becoming adept at simple spellcraft, particularly those magics associated with deception and trickery. With Tybalt's talents and Jerichau's sense of the theatric the pair soon found their lot in life improving both from their preformances as well as their scams. Sadly, their time together was short lived, Jerichau being of advanced years already when he had taken Tybalt in, the old prefomer died, leaving Tybalt a young man trying to find his path in the world.
Tybalt is a clever man, good humored and charming. He is well aware that he is no warrior and will always tackle any challenge with his wits, cunning, and magic before resorting to actual violence. He is a true adventurer, traveling to seek his fortune and will turn his hand to just about any task whether or not it is on the right side of the law or not. He is somewhat selfish and coming from a poor background does have a hunger for the finer things life has to offer. He is independant and does not like to be tied down, as soon as life in one place becomes to serious or boring he is looking off to the horizon for the next adventure or big score. To him life is a feast and he wishes to partake of all it has to offer, even if sometimes that may require duping a few rubes into passing him their plates
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

DM Mathpro |
Couple of questions :
1) What races are allowed? The character creation guidelines says the alternate racial traits/etc from ARG, but it doesn't specifically call out if all races in it are allowed or not.
2) Are drawbacks allowed?EDIT : Just realized I missed the answer to #1. :)
No I'm not allowing draw backs at this time sorry. I have Ultimate Campaign I just haven't read it over yet lol.

DM Mathpro |
I've been interested in the rise of the runelords since I started online play, I've had an orc beast rider in the making that I kinda want to put in something......but if that's a little too conflicting considering he's an orc, then I'll choose something else, in which case any suggestions? I have like....everything
I'm going to have to say no to the orc but let me look how the party is shaping up and get back to you on suggestions on what to play.

DM Mathpro |
Updated under consideration list now with party roles:
Arcane-5
Mcridll-Character Name Unknown-Elf Hunter
ElterAgo-Caracter Name Unknown-Nagaji Draconic Sorcerer
Gossamar-Gavin Gossamar-Human Arcanist*
Nameless Ronin-Tybalt-Human Illusionist*
Daynen-Lilith Anteel-Tattooed Sorcerer*
Divine-3
Gerald- Kaztor Strongforge-Druid*
Grovo-Areth Stormwind-Cleric of Shelyn*
Taenia-Character Name Unknown-Monk/Druid
Face/Skill-3
Pohlok-Alton Lebeda-Swashbuckler*
Voljoen-Character Name Unknown-Slayer
Nameless Ronin-Character Name Unknown-Human Samurai*
Mele/Tank/front line-1
Dave-Herman-Mal Dorren-Human Boodrager*
*=Completed profile/character sheet
NOTE: I do know that some of these characters fill multiple roles I just stuck them somewhere for the purpose of organized sorting.
If I forgot anyone/anything please let me know.

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I figured, a couple of concepts for characters I have.
elf Cleric of saranrea Icarus(more combat based but still a healer)
Human rogue sniper Orion(uses muskets)
Human bard Cedric(highly geared towards roleplay teamwork)
Elf alchemist jormund(kinda sadistic, kinda on the evil side too but he will work with others)(he's neutral technically so don't worry)
And a couple non standard races that are my more favorite characters.
Aasimar swashbuckler Gideon(a leader, he always takes paladin levels and gunslinger levels)
Tiefling magus maldrek(bloodthirsty, loyal, but hates religious organizations with a passion due to a bad run in with inquisitors that thought he was a demon)
And finally Kathan, my dhampir wizard(if u know sorin markov from mtg, a lot like that, wize, fair, but sadistic and has taste for blood)

DM Mathpro |
I'd prefer to stay away from guns so your rogue is out. The cleric might be interesting, as would be the bard, And the Alchemist might be interesting to see. For cleric and the Alchemist are you against playing females for those two characters? No reason why *evil gm laugh* oh drat there I go spoiling something again...
As for the Aasimar and the Dhampir I might consider them with a strong enough backstory/reason for being in sandpoint. Though it wouldn't be that hard to hide their heritage.

DM Mathpro |
Guys Dragonfire's post has made me remember something that is KEY to this adventure path. For those of you who aren't familiar with it you will be spending A LOT of time in or saving the town of Sandpoint from destruction. So if you build into your background a reason for wanting to be in/save the town I think it would make this AP more fun.
I'll give you an example from the gaming group I spent 2 years running through this. My wife's character was the sister of a MAJOR NPC that you guys will be meeting I won't name names but if you know much about sandpoint you might know who she is. Hint she isn't Tien. Another one of my players had her mother escape giants and go missing for years but eventually she was found and took refuge in Sandpoint so having her mother be a citizen of the town helped invest her in it. Another one of my characters retired a character and made him the new sheriff after they determined that the original sheriff of Sandpoint was incompetent. His new character was the brother of another MAJOR NPC in Sandpoint. So most of my players had strong ties to the community and it made them invest so much more into the game.

Laëlynn |

This is Valjoen's slayer. Her crunch is in below and in her profile. I'll work up the background and tie her to Sandpoint.
Female half-elf (Wildborn) slayer 1 (Pathfinder RPG Advanced Class Guide 53)
CG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +5 (1d10+6/18-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 13, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Power Attack
Traits giant slayer, indomitable faith
Skills Acrobatics +5, Climb +8, Knowledge (local) +5, Perception +7, Sense Motive +5, Stealth +5, Survival +5; Racial Modifiers +2 Perception
Languages Common, Elven, Thassilonian
SQ elf blood, track +1
Other Gear arrows (20), elven curve blade, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, torch (10), trail rations (5), waterskin, 180 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

Keolin Portara |

I present Gerald Vince, phalanx soldier extraordinaire.
Gerald Vince never knew his parents; they were killed in a goblin raid on their farm outside Sandpoint when he was only six months old. He was raised by a sergeant in the local Sandpoint militia. The militia became his family, and the whole organization watched out for him when he was a child. He grew up learning the art of warfare a little bit every day, and Gerald is ecstatic that he has finally been accepted as a militia recruit in his own right as an adult. He patrols the town at night, favoring his tripping polearm as a means to deal with difficult and unruly citizens without having to actually kill anyone. He is very anxious to prove himself as a soldier and bring honor to his foster father and the militia in general, but he is very green despite his overconfidence.
Note: I took a lvl 4 version of him and nerfed him in Hero Lab- so the gold math isn't quite right but everything else should be accurate. I can audit the gold if I am selected.
Gerald Vince
Male human fighter (phalanx soldier) 1 (Pathfinder RPG Advanced Player's Guide 105)
LN Medium humanoid (human)
Init +5; Senses Perception +1
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +3, Will +0
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron guisarme +4 (2d4+4/×3) or
. . spiked gauntlet +4 (1d4+3)
Ranged composite longbow +4 (1d8/×3)
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Statistics
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Str 17, Dex 16, Con 10, Int 13, Wis 10, Cha 10
Base Atk +1; CMB +4 (+6 trip); CMD 17 (19 vs. trip)
Feats Combat Expertise, Combat Reflexes, Improved Trip
Traits militia veteran (any town or village), reactionary
Skills Acrobatics -1 (-5 to jump), Climb +3, Knowledge (local) +2, Perception +1, Survival +5
Languages Common, Goblin
Other Gear scale mail, arrows (50), cold iron guisarme, composite longbow, spiked gauntlet, backpack, bedroll, bullseye lantern, mwk manacles, silk rope (100 ft.), trail rations (10), waterskin, 82 gp, 4 sp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Trip You don't provoke attacks of opportunity when tripping.