
Mage of Swords |

Hello! I'm a little late to the party, here, but have an idea for a blind fighter that has been forced to become a mercenary to feed himself. He's a bit grizzled and has some scarring from the fire that blinded him as a child, but uses a guisarme for the reach and trip properties in hopes of keeping opponents away from him.
Though he generally has a good heart, he is the first to tell you that there is nothing wrong with running to fight another day. He's been in too many scrapes to think he is the toughest man around, and with his blindness, he is usually at a disadvantage.
I'd love to be a part of the campaign, if you think he'd fit?

Kevin O'Rourke 440 |

Baro Zuul, Varsian Arcanist
Human (Varisian) Arcanist, CG, Age: 18, Hair: Black, Eyes: Brown, Distinguishing Marks: Varisian Tattoos, Favoured Deity: Desna
Str 10, Dex 14, Con 14, Int 15+2, Wis 10, Cha 13
HP: 9, AC: 13, FF: 11, Touch: 12, Fort: +2
Traits: Lore Seeker [Mage Armor, Heroism, Invisibility Sphere] (Campaign), Seeker (Social), Harrow Chosen (Race), Slippery (Combat)
Feats: Fast Learner, Additional Traits
Class Features: Consume Spells, Arcane Reservoir 3/4 Exploit (Potent Magic)
Adventuring Skills 2+3+1+1
Fly, Knowledge: (Arcana 8=1+3+3+1, Dungeoneering 7=1+3+3, Local 7=1+3+3, Nature 7=1+3+3, Planes, Religion), Perception 5=1+0+3+1, Spellcraft 7=1+3+3, Stealth 7=1+2+3+1 Use Magic Device
Background Skills 2
Appraise, Craft, Knowledge (Engineering, Geography, History 7=1+3+3, Nobility) Linguistics 7=1+3+3, Profession
Languages: Common (Taldane), Varisian, Varisian Sign Language, Shoanti, Azlanti, Thasillonian
Spellbook
0-All Cantrips
1st-Grease, Mage Armor, Secluded Grimmoire, Burning Hands, Ray of Enfeeblement, Heightened Awareness
Spells Prepared
Cantrips: Light, Detect Magic, Prestidigitation, Acid Splash
1st: Mage Armor, Burning Hands
Gear: Ceremonial Robes, Cold Iron Dagger, Alchemical Silver Dagger, Arcanist Kit, Light Crossbow, Bolts (30), Harrow Deck, 5gp
Baro’s family are a part of the the Bellflower Network and help runaway slaves find freedom and set up new lives. They take their harvests from Korvosa to Kaer Maga, Magnimar, Riddleport or one of the smaller settlements in Varisia.
In his many travels seeing the various cities and wide landscapes has left Baro with an interest in history and the ruins that scatter his homeland. He has gone so far as to learn the ancient languages of Azlanti and Thassilon to help him decipher inscriptions that survive yet on ruins.
Until recently Baro had largely operated out of Magnimar, though aside from this he is nomadic but he is more closely associated with Magnimar than any other settlement. His mentor his Uncle Zardu gave him a gift of an old family harrow deck. Baro’s time as an apprentice had come to an end, Zardu performed a harrowing.
Baro found the most prominent cards… curious. The card representing the past was The Betrayal, an ill omened card representing capriciousness and envy. The card representing the present was The Dance, which represents a complicated framework that requires the cooperation of all to avoid collapse. The card representing the future is The Trumpet, an Archon diving righteously into danger. Baro who was far less experienced was finding deciphering the meaning of the cards turned to his uncle. The older man inclined his head and with a sigh told his nephew that he must head to Sandpoint but that the rest of the family would be heading to East to Korvosa for the moment.
So it was Baro found himself alone on the road to Sandpoint.

Seth86 |

Here is the crunch for my character
Zartana
Half-elf (Half Drow) ranger (ilsurian archer) 1 (Weapon Master's Handbook 6)
LN Medium humanoid (elf, human)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7 (+8 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 12 (1d10+2)
Fort +3, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . rapier +4 (1d6+3/18-20)
Ranged orc hornbow +4 (2d6+2/×3)
Special Attacks favored enemy (giants +2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +1; CMD 16
Feats Bullseye Shot, Deadly Aim, Piranha Strike, Point-Blank Shot, Power Attack, Precise Shot, Weapon Finesse
Traits elven reflexes, giant slayer
Skills Bluff +0 (+1 vs. giant subtype creatures), Climb +3, Handle Animal +4, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +7 (+8 vs. giant subtype creatures), Sense Motive +1 (+2 vs. giant subtype creatures), Stealth +6, Survival +5, Swim +3; Racial Modifiers +2 Perception
Languages Common, Elven, Sakvroth
SQ drow heritage, elf blood
Other Gear chain shirt, arrows (20), blunt arrows[APG] (20), dagger, orc hornbow, rapier, backpack, belt pouch, canteen[UE], fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), whetstone, 37 gp, 6 sp
--------------------
Special Abilities
--------------------
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.
Benefit: You can spend a move action to steady your shot. When yo
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Drow Heritage Count as a drow for pre-reqs.
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.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Baalrak of Iron |

I've changed my trait from Rivalry to Bloody-Minded. I've added the feat Thrill of the Kill to compensate for the bonus Power Attack feat.
With the extra 75gp I have to spend, I will buy a potion of enlarge person and pocket 25gp. I believe I should be done.
Baalrak is savage, but he can be a hero. Being a heroic adventurer is, after all, one of the only ways to continually face stronger and stronger foes, and Baalrak is all about victory.

ShadowFighter88 |
I'll whip up the alias and such for him this afternoon after work (although the character sheet might be left for the weekend), but I'm thinking of submitting a Sandpoint native hooked on learning about ancient Thassilon and build him as a transmuter wizard (try to make him a sort-of mirror of the main villain).

BLIKX |

I would like to submit Blikx, the Stormborn Sorceress for consideration.
Blikx was part of a previous Rise of the Runelords pbp that never made it out of Sandpoint.
Her backstory is already written to be a local. Feel free to peruse it and let me know if it works or needs changing.
I think she passes muster based on your creation rules, but let me know if I missed anything.
Thanks for considering me for your game!

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I am potentially interested in playing with Eloen Tamlyranth, an elven paladin (divine hunter) - or "bowadin," if you prefer.
Eloen is a somewhat skilled archer, and a devotee of Erastil, the god of rustic communities. She is an associate of Shalelu (they know each other), though she was not from the same community (Crying Leaf) that was destroyed by Razorhorn. Unlike Shalelu, Eloen is not a ceaseless wanderer. She is different from many elves in that she likes an orderly home where everyone knows their neighbors and everybody contributes to the community; she is neither a vagabond nor a rambler, but she does love the outdoors and especially the turning seasons (her favorite being autumn, with colorful leaves, harvest festivals, and cool evenings). She has lived in Sandpoint for the last twenty years (and may know other PCs from the area - indeed, anyone who grew up in Sandpoint, she would've seen through their childhood!).
Mechanically, Eloen can handle ranged combat very well and melee adequately. She is not incredibly "tanky" but as she develops she will become more durable and better able to handle both melee and ranged combat, plus of course gaining the usual paladin healing abilities. I plan to spread out her skills so that she will gain some Survival and nature skills to complement her interests.
In what is doubtless a shock, I did not take the trait Deadeye Bowman, so Eloen can't just shoot past her allies - she has to get a clear line of fire to avoid taking a penalty for firing past soft cover - but she does have a slightly higher than usual speed (35') to help with that. I picked her campaign trait based on something that would make fun story rather than looking for a specific game benefit.
About me: I'm a regular on the boards, I run several games and play in others. I'm in two Runelords games but both are slow-moving and have been in book one for over a year, and of course I wouldn't be using meta-game knowledge.

Satinder Coric |

Seems to be a fair amount of us who haven't had a chance to get very far. My longest group has just barely finished book 1 after just over 3 years. Kinda slow at a lot of times lol. I really just want to play this character idea out, and I think that this would be a great chance to finally do so, should he be accepted that is.

DM DoctorEvil |

Was thinking about applying but have too many irons in the fire as it is. If you will indulge me, I will put a good word in for a pair of my current and former players who have applied:
Gudada Purrun's player ran this same character in one of my RotRL threads a few years back and as I recall he did as fantastic a job of role-playing the Varisian scoundrel (I mean gentleman...) as I have seen.
The just-submitted Mashiki Malbourne is an alias of another player I currently have in my Crimson Throne game. That player is a terrific poster whose writings are detailed, thoughtful and imaginative as well as being timely.
Just thought I'd take a moment to recommend both these players highly based on my personal experience. If I were running a game, those two would both be on my shortlist. Good luck to all...wish I could join in as well!

inara14 |

Hello! I'm a little late to the party, here, but have an idea for a blind fighter that has been forced to become a mercenary to feed himself.
I'd love to be a part of the campaign, if you think he'd fit?
He looks like an interesting concept, so feel free to submit!
I'm really loving the look of the characters submitted so far and think the choice I will need to make next Wednesday will be a tough one. Below is the list so far, let me know if I have missed anything.
Completed Submissions:
Gudada Purrun - Hutsonj - Human unchained Rogue
Marissia Quink - Meloriel - Female Human Wizard (Arcane Physician)
Theron Istral - Redac - Human Ranger
Valerie Victrix- tonyz - Human Paladin
Olaff Olaffson - Sir Longears - Human Ranger
Igmutanka - Jereru -Human Warpriest of Iomedae and Ranged Fighter
Arkon the Thunderer -Tharasiph - Oread, Goliath druid
Baalrak of Iron - leinathan - half-orc barbarian
Tamiko Fujiwara - theasl - Human Magus (Eldritch Scion)
Wesh the Summoner - Theoretically yours - Ifrit Summoner
Baro Zuul - Kevin O'Rourke 440 - Varisian Arcanist
Zartana - Seth86 - Half Elf (drow) ranger.
Beatrice "Blikx" Blackenshere - Cuchulainn - Human Stormborn Sorceress
Eloen Tamlyranth -Jesse Heinig - Elven Paladin (Divine Hunter)
Satandir Coric - Kyle S - Aasimar Ranger
Masiki Malbourne - StarFox_SFX - Varisian Human Sorceror (Aberrant)
Dotted:
Ammon, Knight of Ragathiel
Bohdan Maksymenko (I have not been able to access the character yet)
Nikolaus de'Shade - Shoanti Bloodrager
The Pale King - Varisian Kapenia Dancer Magus
GM Red Box - cleric of Desna
Mage of Swords - Blind Fighter
Shub-Niggurath's cousin AI - Occultist
Isin Ghar
ShadowFighter88 - Varisian Transmuter Wizard

Bohdan Maksymenko |

Mage of Swords wrote:Hello
Dotted:
Ammon, Knight of Ragathiel
Bohdan Maksymenko (I have not been able to access the character yet)
Nikolaus de'Shade - Shoanti Bloodrager
The Pale King - Varisian Kapenia Dancer Magus
GM Red Box - cleric of Desna
Mage of Swords - Blind Fighter
Shub-Niggurath's cousin AI - Occultist
Isin Ghar
ShadowFighter88 - Varisian Transmuter WizardI have provided a link in my previous post. Whould you allow DSP psionics?

inara14 |

inara14 wrote:Mage of Swords wrote:I have provided a link in my previous post. Whould you allow DSP psionics?Hello
Dotted:
Ammon, Knight of Ragathiel
Bohdan Maksymenko (I have not been able to access the character yet)
Nikolaus de'Shade - Shoanti Bloodrager
The Pale King - Varisian Kapenia Dancer Magus
GM Red Box - cleric of Desna
Mage of Swords - Blind Fighter
Shub-Niggurath's cousin AI - Occultist
Isin Ghar
ShadowFighter88 - Varisian Transmuter Wizard
Sorry I missed it Bodhan. I will update my list next time.
No to Psionics - as I said in my OP, I do not play with 3rd Party.

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Hi! I'm still pretty new to play-by-post (participating in my first two games this session).
I thought it would be fun to try an adventure path this way, and why not start with the first.
There are so many entries here, but here goes nothing!
I currently have two unused characters available. If you like these but want me to try to build something for a different party fit, I'm flexible.
* Yeda Wolfspirit - Human female bloodrager who grew up embarrassing her young Shoanti peers in combat. As a result she was always a bit of a loner. Around the time she became aware of her arcane bloodline, she befriended a varisian sorcerer passing through who began to teach her about this heritage.
* Nilah Sevrom - Tiefling female magus who was raised by a Keleshite dervish as part of an arrangement with some abyssal demon. She trained in the dervish combat arts. She caused a local wizard student to fall in love with her so as to convince her to teach her arcane magic. Once she had what she wanted, enough to survive on her own, she stole away into the night...

TheBobJones |

inara14 |
1 person marked this as a favorite. |

Due to the huge volume of applicants I am going to bring the submission deadline forward by 2 days to Monday 8am GMT. My first post will be up by Monday 10pm GMT
My apologies for any names that I have missed, I'm not sure how I did! I have updated my earlier post below and hope that it is right now.
I have lightly grouped them on party role, but as I mentioned in my OP I am much more interested in a character than a class and I have seen a lot of characters I would love to be able to play with.
Completed Submissions:
Tamiko Fujiwara - theasl - Human Magus (Eldritch Scion)
Tiago Mezinas - Isin Ghar - Varisian half-orc Szcarni arcane duelist bard
Nilah Sevrom -PaleDim - Tiefling Magus
Baro Zuul - Kevin O'Rourke 440 - Varisian Arcanist
Marissia Quink - Meloriel - Female Human Wizard (Arcane Physician)
Beatrice "Blikx" Blackenshere - Cuchulainn - Human Stormborn Sorceress
Masiki Malbourne - StarFox_SFX - Varisian Human Sorceror (Aberrant)
Arkon the Thunderer -Tharasiph - Oread, Goliath druid
Wesh the Summoner - Theoretically yours - Ifrit Summoner
Gudada Purrun - Hutsonj - Human unchained Rogue
Theron Istral - Redac - Human Ranger
Zartana - Seth86 - Half Elf (drow) ranger
Satandir Coric - Kyle S - Aasimar Ranger
Olaff Olaffson - Sir Longears - Human Ranger
Igmutanka - Jereru -Human Warpriest of Iomedae and Ranged Fighter
Baalrak of Iron - leinathan - half-orc barbarian
Eloen Tamlyranth -Jesse Heinig - Elven Paladin (Divine Hunter)
Valerie Victrix- tonyz - Human Paladin
Vok Fold - GM Red Box - Dwarf cleric of desna
Dohosa Fate-seer - Golfdelta foxtrot - Human cleric
Honani - TheBobJones - Human Fighter
Paravelse - Bohdan Maksymenko -Human Beastmorph
Yeda Wolfspirit - PaleDim - Human Bloodrager
Dotted:
Ammon, Knight of Ragathiel
Nikolaus de'Shade - Shoanti Bloodrager
The Pale King - Varisian Kapenia Dancer Magus
Mage of Swords - Blind Fighter
Shub-Niggurath's cousin AI - Occultist
ShadowFighter88 - Varisian Transmuter Wizard

Satinder Coric |

Okay! Numbers updated and reflected to your building desires! Only one question though after I thought about it. With the traits, you said one needs to be a campaign trait, and that another trait may be taken for a drawback. Are you therefore saying 3 traits and a drawback are allowed? Or just two traits and a drawback? Just wanting some clarification so that I can know if I need to update anything one last time. Plus it can help me flush out any last bit of character background that I may need to do. Character sheet is updated in both character profile as well as the Myth-Weavers link.

Nikolaus de'Shade |

Okay! Numbers updated and reflected to your building desires! Only one question though after I thought about it. With the traits, you said one needs to be a campaign trait, and that another trait may be taken for a drawback. Are you therefore saying 3 traits and a drawback are allowed? Or just two traits and a drawback?
I've statted assuming that its 2 traits, then a third if you take a drawback. That is the standard way of doing things.

inara14 |

Satinder Coric wrote:Okay! Numbers updated and reflected to your building desires! Only one question though after I thought about it. With the traits, you said one needs to be a campaign trait, and that another trait may be taken for a drawback. Are you therefore saying 3 traits and a drawback are allowed? Or just two traits and a drawback?I've statted assuming that its 2 traits, then a third if you take a drawback. That is the standard way of doing things.
Exactly as explained by Nikolaus - thank you :)

Robert_Fuller_ |

Here is another character for your consideration.
Nyktarn is a teenaged, inexperienced Catfolk who has been largely raised by Varisians.
Although he doesn't yet understand why, he has been recently chosen by Desna to be her agent. Dreams have revealed to him that he should go to Sandpoint.
Mechanically, he is a L1 Lunar Oracle with a young Tiger as his companion.

Isin Ghar |

I have completed submission. Thank you for the consideration and good luck to all. I have copied details from Alias here.
Appearance & Personality:
A brash, conceited and unscrupulous scoundrel, Tiago uses his great wit, charm and good looks to enjoy life working as little as possible.
He is an entertainer, who firmly believes that an essential part of the job is staying up all night, graciously accepting drinks from patrons or bartenders, seducing smitten wenches, and sleeping all day. He performs at all the local taverns, festivals, weddings, birthdays, and special occasions. He strives to be the life of the party and makes sure to know everyone in town.
Tiago is a towering, muscular and ruggedly handsome half-orc that is covered in delicate and intricate tattoos over most of his body. He is always well-dressed in clean and pressed colorful shirts that combine with his equally loud bandanas and sashes. He is brash, conceited and egotistical. He is a born extrovert who thrives on being the center of attention. Flashy (yet cheap) earrings, necklaces and rings complement his wardrobe and a beautiful black silk poncho with scarlet embroidered patterns completes his outfit.
He is very proud of his lustrous, silky, jet black hair and his piercing golden eyes. He carries a mirror always, and checks his reflection constantly, adjusting his clothes, hair and/or jewelry accordingly. His one defect is his ego, and does not take well to teasing nor insults (Drawback: Vain).
He has known many hardships during his travels through Varisia, having confronted bigots and preconceptions because of his Sczarni ties and mixed heritage. These encounters have made him defensive and he tends to overreact to criticism.
Character History & Background:
His adopted Sczarni family (Trait: Family Ties) found him as he wandered and stumbled through the Varisian wildlands, half-starved and dehydrated, clutching desperately a beautifully crafted falchion engraved with strange runes.
He claims to have stolen the relic (Trait: Signature Moves) from a Belkzen chieftain's horde, while on a mission for the Pathfinder Society amongst the savage tribes of the Hold of Belkzen. The truth of these tales will never be known, as Tiago is fond of weaving heroic epics, filled with danger, passion and despair.
He has made many friends in the short weeks he has called Sandpoint home. In particular, he has attached himself to Jubrayl Vhiski from the Fatman's Feedbag, and his enchanting wife Marissa and their children Rusty and Rose. They remind him of his adopted brothers and sisters from his Sczarni family, who he misses terribly, and wishes to see again soon.
He has a special affinity with all children, and enjoys playing with them, hearing them laugh at his tall tales and raunchy limericks, and so has built a small following of loyal little fans that look for every opportunity to hear him play.
Character Role & Development:
He is a support front-line skirmisher. Strong melee arcane duelist bard, talented at performing (singing and playing the guitar), with good people skills. He will develop his natural magical talents over time, and shift towards more of a support role, buffing party members during combat, and building relationships with NPC's outside. He is built tough enough to support the front-line fighters when needed.
Tiago Mezinas
Male half-orc bard (arcane duelist) 1 (Pathfinder RPG Advanced Player's Guide 80)
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d8+6)
Fort +4, Ref +5, Will +3
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +4 (1d4+4/19-20) or
. . mwk falchion +5 (2d4+6/18-20)
Special Attacks bardic performance 6 rounds/day (distraction, fascinate [DC 12], inspire courage +1, rallying cry)
Bard (Arcane Duelist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, grease
. . 0 (at will)—detect magic, ghost sound (DC 12), mending, prestidigitation
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +4; CMD 15
Feats Arcane Strike, Toughness
Traits family ties, fate's favored, signature moves
Skills Acrobatics -2 (-6 to jump), Bluff +6 (+4 for 24 hours when you fail an opposed Charisma based check, +7 while wielding Black Sun Falchion), Diplomacy +6 (+4 for 24 hours when you fail an opposed Charisma based check), Disguise +2 (+0 for 24 hours when you fail an opposed Charisma based check), Intimidate +8 (+6 for 24 hours when you fail an opposed Charisma based check, +9 while wielding Black Sun Falchion), Knowledge (local) +5, Perception +3, Perform (sing) +6 (+4 for 24 hours when you fail an opposed Charisma based check), Perform (string instruments) +6 (+4 for 24 hours when you fail an opposed Charisma based check), Use Magic Device +6 (+4 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Intimidate
Languages Common, Orc, Varisian
SQ orc blood, vain
Other Gear lamellar (leather) armor[UC], cold iron dagger, mwk falchion, backpack, belt pouch, entertainer's outfit (2), guitar, medium chest[APG], poncho[UE], spell component pouch, trail rations (5), traveler's outfit, wrist sheath, spring loaded, 83 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
--------------------
------------------------------
Spells
------------------------------
0th (at will) detect magic, ghost sound, mending, prestidigitation
1st (2/day) cure light wounds, grease
I have been playing RPG's for a long time (started with 1st Edition AD&D, and got hooked in again with D&D 3rd Edition, finding happiness with Pathfinder. I have not been playing in real life much because I have been posted overseas in a remote location, and have only just recently gotten stable and reliable WiFi. So I would truly be thrilled if selected and able to re-start gaming on a regular basis.
I am terribly busy during the day, so will be posting in the evenings after work (GMT -4), and sometimes really early in the mornings. Weekends are going to be hit and miss, based on family engagements.
Again, thank you for the consideration and for DM'ing. This looks like a lot of work!

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Hi! I'm still pretty new to play-by-post (participating in my first two games this session).
I thought it would be fun to try an adventure path this way, and why not start with the first.
There are so many entries here, but here goes nothing!
I currently have two unused characters available. If you like these but want me to try to build something for a different party fit, I'm flexible.
* Yeda Wolfspirit - Human female bloodrager who grew up embarrassing her young Shoanti peers in combat. As a result she was always a bit of a loner. Around the time she became aware of her arcane bloodline, she befriended a varisian sorcerer passing through who began to teach her about this heritage.
* Nilah Sevrom - Tiefling female magus who was raised by a Keleshite dervish as part of an arrangement with some abyssal demon. She trained in the dervish combat arts. She caused a local wizard student to fall in love with her so as to convince her to teach her arcane magic. Once she had what she wanted, enough to survive on her own, she stole away into the night...
In case it makes a difference I'll be expanding their appearance and background sections today. I might add traits for each of them. Otherwise they were already ready to go with no 3p material.

DarkWingD |

Quick question- can you use these supplemental traits in the Varisain companion as your campaign trait?
RISE OF THE RUNELORDS Characters made for this campaign should have reasons for being in the town of Sandpoint, and all the better if they have a vested interest in defending it.
Sandpoint Faithful: As a faithful adherent of Abadar, Desna, Erastil, Gozreh, Sarenrae, or Shelyn, you’ve come to the Swallowtail Festival to celebrate the consecration of Sandpoint Cathedral. You gain a silver holy symbol of your chosen deity, and so long as you worship that deity and openly wear his or her symbol, you regain +1 additional hit point every time you receive magical healing.
Thrill Seeker: You’ve grown up in or around Sandpoint and are the heir to your family’s modest farm, shop, or fishing boat, but you’ve always dreamed of more. Searching for a taste of excitement, you’ve come into town to participate in this year’s Swallowtail festival. The thrill of danger grants you an additional +5 feet of movement during the first round of any combat. Additionally, you begin play with three star candle fireworks (see Ultimate Equipment).

inara14 |

Quick question- can you use these supplemental traits in the Varisain companion as your campaign trait?
RISE OF THE RUNELORDS Characters made for this campaign should have reasons for being in the town of Sandpoint, and all the better if they have a vested interest in defending it.
.
Both of those are fine as traits.

Jarek Vorel |

Okay, it took me longer than I expected to put his profile together, but here's the Human Transmuter Wizard I was going to submit. Still need to sort out spells, gear and one of his starting feats but I can sort that out after work tomorrow, shouldn't take more than half an hour. Well, probably more because I'm indecisive as hell when it comes to equipment if I have any leftover cash, but you get my point. Might tune up the background and such as well if any ideas come to me but consider that bit to be complete.
Haven't added it in yet, but the campaign trait he's using is Scholar of the Ancients.

Nightfiend |

Assuming i'm not to late, I would like to submit Trinity Vladu for consideration.
Trinity Vladu
Female human (Varisian) inquisitor (sanctified slayer) of Iomedae 1
LG Medium humanoid (human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 12 (1d8+4)
Fort +3, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee Dagger +3 (1d4+3/19-20)
Melee Longsword +3 (1d8+3/19-20)
Melee Morningstar +3 (1d8+3)
Ranged Light crossbow +3 (1d8/19-20)
Special Attacks studied target +1 (1st, move action)
Inquisitor (Sanctified Slayer) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, shield of faith
. . 0 (at will)—create water, detect magic, light, stabilize
. . Domain Redemption inquisition
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Statistics
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Str 16, Dex 16, Con 12, Int 13, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 16 (14 vs. dirty trick)
Feats Toughness
Traits Reactionary, Student of faith, Traditionalist
Skills Acrobatics -2 (-6 to jump), Climb +2, Diplomacy +6, Heal +6, Intimidate +1, Knowledge (arcana) +5, Knowledge (geography) +2, Knowledge (history) +3, Knowledge (local) +6, Knowledge (religion) +5, Perception +8, Sense Motive +5, Survival +2 (+4 to avoid becoming lost), Swim +2
Languages Common, Thassilonian, Varisian
SQ Infamous, Monster lore +2, Patient sensibility, Stern gaze +1
Combat Gear oil (6); Other Gear scale mail, buckler, crossbow bolts (30), dagger, light crossbow, longsword, morning-star, bedroll, belt pouch, blanket, chalk, charcoal, compass, flint and steel, grappling bolt (2), ink, ink-pen, iron vial, masterwork backpack, paper (4), sack, sack, silk rope (50 ft.), spell component pouch, trail rations (7), waterproof bag, waterproof bulls-eye lantern, water skin, wooden holy symbol of Iomadae, 8 gp, 2 sp, 9 cp
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Tracked Resources
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Crossbow bolts - 0/30
Dagger - 0/1
Studied Target +1 (move action, 1 at a time) (Ex) - 0/1
Trail rations - 0/7
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Special Abilities
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Infamous -4 to diplomacy when dealing with law-abiding citizens.
Inquisitor (Sanctified Slayer) Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
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.
Between the wind and the heavy rain, the inclement weather had taken its toll on a nearby circus caravan. Heavy rainfall was not uncommon for Varisia this time of year. Over the last three days, the mud on the road had gotten to the point where the caravan couldn’t travel any farther. In anticipation of the poor weather, the caravan leaders made preparations to camp for the night. A cadence of rain, being blown up against the side of the wagons, sounded like a miniature percussion serenade. Three days of repetitive rain, with no crescendo, no forte, nothing but a continuous tapping rhythm, which only gave way to the occasional crackle of thunder.
In the back of one of the older wagons, a young girl sat, curled up in a warm blanket. Huddled close to one of the few lanterns still lit in the camp, the young girl waited patiently for her father’s return. The old lantern provided only a small amount of light, in an otherwise pitch black night. Occasionally the wind would produce a deep howl, as if to let the young girl know she wasn’t alone. On those occasions the lantern would move just enough to cause the nearby shadows to look as if they had taken on a life of their own. The lightening, the shadows, even the thunder didn’t seem to worry the young girl more than the mental images of what her father might be up to.
Trinity’s father had been gone for three nights, which was much longer then she was used to. She hated the loneliness that seemed to always visit in his absence. Her young body quivered with every thought of his return. The storm finally came cascading down, with a crack of thunder that sounded like a tree being ripped apart.
Trinity watched as her father’s silhouette staggered through the rain. With every ounce of her heart, she wanted to run to his aid. She loved him, and feared him in the same breath. She yearned for his return, even though she knew what it meant. He was her only connection in this world, her only friend, and her only family.
As he approached the old wagon, the light from the lantern finally revealed the truth of the night. He was dripping wet, from head to toe. His dusky old clothes were torn in multiple places, and he was covered in blood. His hand trembled as he dropped a small curved blade into a puddle at his feet. The young girl, sickened with the thought of what her father had done, turned and bolted for the security of her warm bed. Curled up in the beds embrace, Trinity cried endlessly, knowing her father had once again claimed the life of an innocent young girl.
The caravan traveled throughout the southern parts of Varisia and into Ustalav. It specialized in the unusual and hard to explain. Trinity’s father was an animal handler, who supervised most of the performing animals in the caravan. People remember her father, as being one of the best animal trainers in Varisia. History paints a much darker picture of the man’s private life.
Trinity spent most of her childhood watching the one person she loved, destroy endless lives. Her father preyed upon young girls between the ages of thirteen and sixteen. She never witnessed him in the act, but always knew when it happened. It usually didn’t take more than a day, before she heard people talking about her father’s horrific deeds. The darkness followed them from town to town as her father continued to indulge his dark appetite.
When Trinity turned fourteen, she decided that she couldn’t stand by, while her father killed any more young girls. She decided to tell someone about her father’s after-hours activities. It was a hard decision for a young girl to make. It was even harder to watch, as the Hell Knights brought his reign of terror to an end.
The rain had taken its toll on the hard clay streets of Magnimar. Trinity hoped the foul weather would postpone her father’s execution, but the city’s watch showed no sign of wear from the rain. She prayed for mercy on her father’s soul as the headsman placed a large wicker basket in front of the city’s beheading block. The look in her father’s eyes displayed panic as two muscular men escorted him over to the blood stained block. The headsman waited patiently for the proclamation that would signify the official beginning of the execution. Her father struggled against the two men as they forced him to his knees. He pleaded helplessly for his life, but found no mercy from the crowd that had gathered. Trinity’s lips tightened as the court arbiters proclaimed her father to be fairly judged, and sentenced to death. By the end of the proclamation the two men pulled her father tightly over the headsmen’s block. Trinity tried to close her eyes but couldn’t look away. The headsman stood next to her father, then eyed the crowd for effect. With his powerful arms, he raised the executioners axe high into the air. With every ounce of force he could muster, he brought the heavy blade down with lethal force. The blow was precise, which severed the lower part of her father’s neck and a portion of his left shoulder. Eventually the executioner removed his axe from the block, which allowed her father’s head to roll forward and deposit itself into the wicker basket. Trinity watched, with tear-filled eyes, as her father’s body began to spasm. His lifeless body struggled agents the finality of death. She watched, as his blood slowly mix with the heavy rain that ran down the stage and into the street. She stood paralyzed, staring at the wicker basket, as the crowed began to dissipate. Soon she found herself standing alone, soaked to the bone, with nothing but a dark memory of what once was her only family.
Hungry and alone the young daughter of a killer found little sympathy from the local people of Magnimar. After hours of wandering the streets, Trinity was approached by members of the church of Iomedae, who had been informed of her sacrifice. Because of her willingness to turn her father in, she had found an ally of no small worth. Embraced by the church, Trinity spent the remainder of her youth serving and growing within the order. Set on a new path of morality, Trinity became an unbreakable beacon of law and an unshakable voice for good. Set with a new code which to live by, the murder’s daughter eventual transcended to the title of inquisitor. Within days of receiving her new title, Trinity was assigned to visit Magnimar’s neighboring city Sandpoint, to experience the consecration of a new cathedral devoted to the city’s six most popular gods.
Because of her history, Trinity has become slightly ridged when dealing with anyone who tends to travel in the gray areas of life. That being said, she tends to see the best in people, giving most new acquaintances the benefit of the doubt.
Although her dark past still haunts her, Trinity no longer cowers from the judgment of people who see her as a reflection of her father’s deeds. She stands firmly behind Iomedae, proud, and willing to serve her god in whatever capacity is needed.
Commoners generally see Trinity as an emotionally strong women with little time for play or jokes. Although she presents a strong image of confidence, she still sees herself as the frightened little girl curled up in her bed waiting for her father’s return. Her ambitions includes furthering her belief, finding out who her mother is, and bringing those that have strayed from the church, back into the fold.
Trinity is a 5’9” tall Varisian women with long wavy black hair. She has blue eyes and fair skin. When not armed, she wears a traveler’s outfit which includes a dark crimson cloak, black wide brim hat with a crimson ban, and a white scarf. When geared for combat, she wears scale armor and generally carries a long-sword on her right hip next to a small dagger. When traveling, she carries a masterwork backpack that has a crossbow, Morningstar, and a number of crossbow bolts strapped to it. Promptly displayed around her neck hangs a wooden holy symbol of Iomedae.

Horgam |

Haven't done pbp before, but trying to get into it. While I've played pathfinder quite a bit, I never did go back to the classic RoTR, so this sounds like a lot of fun!
Going to be submitting Horgam Barrows, a Life Mystery Oracle with the Deaf Curse. Should have everything on the alias, but if you have any questions, I can answer them.