
Wilken |
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Like the title says, this is an Interest Check for PbPing the Rise of the Runelords Anniversary Edition adventure path.
This adventure path has some strong investigation/mistery elements so i think it would be more fun if the players haven't read/played the AP before (although that might prove difficult since its the oldest AP released).
Im aiming for 3 to 5 players, adjusting encounters for balance if needed.

oyzar |

As I said to the last person who was looking for interest for an AP. You gotta work hard to get less than two dozen applicants. I think it's unnecessary to ask for interest, there will be plenty. That said, I haven't actually played this one, but have been wanting to. We'll see if I find the time to apply.
I've been thinking of trying to play a gnome ninja utilizing the new feat Desna's Shooting Grace. A worshipper of the song and stars should fit quite well in this game.

GM Wilken |

Wow this was fast.
As I said to the last person who was looking for interest for an AP. You gotta work hard to get less than two dozen applicants. I think it's unnecessary to ask for interest, there will be plenty.
I saw it, but wondered if it would be any different for RotR, its the oldest AP so i would expect most people to have played it already.
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Recruitment is open.
- I will post whenever its my turn or about 48 hours after my last post, whatever comes first.
- Please communicate if you think you won't be able to post, if you want to leave the game, etc. I'm very lenient with players who communicate and i can hold the game for a while or give you priority into future games if that happens.
- While i HATE replacing players or controlling their characters when they don't post; i learned over ten years of playing online that its necessary. If you don't post and you don't (or can't) explain your absence, it will happen, no hard feelings.
- We'll be using the Roll20 map for combats with complicated terrain or lots of moving parts.
- English is not my native language and i still make many mistakes, feel free to correct me or ask for clarification if you can't understand something.
- You don't need to make an Alias to submit your character.
- Only one submission per player.
- I'll pick the characters based on both mechanical and story aspects, slightly favoring narrative aspects over mechanical ones.
- In the case a pick two characters that have the same class or niche, i'll give the players the option of tweaking their characters for variety.
- Deadline is November 13th after midnight (PST), i might change the deadline if there is a gigantic flood of applications.
- Pathfinder Core Rulebook: All ok.
- Advanced Race Guide: Should be mostly ok, i will warn you if your choice feels out of theme. See below.
- Others: Races that are clearly more powerful than the average (such as Svirfneblins) are not ok. Races that are strongly out of theme (such as androids) are also not ok.
- See "Special Snowflakes" below.
Classes:
- All classes from Core Rulebook, Advanced Player's Guide, Advanced Class Guide, Ultimate Combat, Ultimate Magic, Occult Adventures and Ultimate Intrigue are allowed. The Unchained versions of Barbarian, Monk, Rogue and Summoner wil be used.
- All Paizo printed Archetypes should be ok unless they break some other rule such as being strongly out of theme or pushing your character to behave against the group..
Alignment:
- CE is out, NE and LE can be done in special cases.
- Whatever your alignment is, it should never make your character act against the party.
- Whatever your alignment is, make a character that would have a reason to help the town of sandpoint.
- If you feel like your character would constantly stop the adventure on its tracks to ask "what is in it for me?" before agreeing to work with the party, he's probably not the character for this campaign.
- In the end of the day, your character should be some kind of hero, he can be a hardboiled, edgy, reluctant hero (Max Payne), pretend to be selfish but have a heart of gold (Han Solo), or not have a lot of empathy (good guy T-800), but he shouldn't ever be thinking about joining the bad guys or getting into repeated conflicts with the party because of his morals (this also applies to Lawful Stupid "You will do as i say" Paladins).
Abilities:
- You can go with 20 point-buy or take the following 21-point array: 17, 14, 13, 12, 10, 8
- In an attempt to balance SAD and MAD, the maximum Ability Score for starting characters is 18, even after racial adjustments (if you get a +2 on your 17, it becomes 18).
- While i don't place hard restrictions on a minimum ability score, i recommend not having a score lower than 8 unless you have a good reason for it that goes beyond "its my dump stat and im optimizing"; remember that, in-universe, ability scores below 8 are the equivalent of a a child, expect your handicaped status to be targeted during the game (not in an antagonistic way, but it will come up). Also, see "Special Snowflakes" below.
Traits:
- Characters start with two traits. One will be a campaign trait from the Rise of the Runelords Player's Guide, the other should be appropriate in the narrative.
- You can take a drawback for a third trait.
- In very special cases, i may gift you with an extra trait. This will only happen if your selected a very weak/situational trait (such as River Fighter) and i find that there is another weak/situational trait that fits your background.
Hit Points:
- Maximum hit points for level 1, half hit points+1 for subsequent levels.
Alternate Rules:
- Background Skills
Equipment:
- Use average starting gold for your class.
- Encumberance won't be tracked pound-by-pound but i may still give out penalties for carrying too much stuff or rule that your character can't carry more than they currently have.
Third-Party:
- Will be case-by-case, very likely not allowed unless its really necessary to realize a cool character concept or really innocuous while fitting a character theme very well. Don't expect much here.
Min-Maxing/Optimization:
- While all characters are expected to be competent, viable adventurers; try to keep min-maxing to a minimum.
- Pathfinder as a system can break in unexpected places and i reserve myself the right to make changes and veto options that would break the game's balance.
Special Snowflakes:
- While all characters are expected to be special and while i want all my players to be very happy with who they're playing as, try to avoid stacking too many uncommon character choices. In other words, don't make a "Lawful Evil Dhampir Gunslinger son of Dracula with golden eyes who was raised by cyborg hyenas and trained with dragons at the worldwound and has 5 charisma because he is so edgy and such a cool loner who works alone". Having a few special things about your character means they can be highlighted and developed during the game, having a buch of them just turns you into a walking christmas tree.
Appearance, Personality and Background:
- I expect a brief description of Appearance, Personality and Background.
- Even if you're using an image to illustrate your character, describe him with words.
- Please don't make your character into Naruto, or Dante, or Lara Croft, or Duke Nukem...You got the idea.
- Personality and Background should mostly help me understand what are your character's motivations, goals and fears.
- I'm of the belief that you only find your character's voice and identity after playing as them for a while, so you don't have to commit 100% to what you initially wrote.
- You can use personality templates or follow guides such as the classic "20 questions" if you want.
- You can cast your character as an actor/voice actor if you want.
- You can write about how you expect your character to grow, interact with the world and the party, etc. You don't have to commit to it, just warn me if you change your mind so i don't keep steering in that direction.
Feel free to ask any questios.

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Interested.
You are Ok with the dual talented alternate racial trait?
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
I am thinking to make an arcanist.

spacefurry |

Dotting.
I have a tiefling gunslinger
or a kitsune wizard.
I like both, but I haven't gotten to play them much.
I could revamp either you find interesting.

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Stat Block
"Sergei Balenkov"
Male Half-elf, Human Raised Rogue 1
NG medium humanoid
Init +3 Senses Low-Light Vision Perception +6
DEFENSE
AC 15, touch 13, flat-footed 12
hp 8
Fort 0 Reflex 5 Will 2
OFFENSE
Speed 30 ft
Special Attacks Sneak Attack
Space 5 Reach 5
STATISTICS
STR 11 DEX 16 CON 10 INT 9 WIS 14 CHA 16
BAB 0 CMB 0 CMD 13
Feats Two-Weapon Fighting
Skills Acrobatics 3, Appraise -1, Bluff 9, Climb 0, Diplomacy 3, Disable Device 5, Disguise 4, Escape Artist 7, Fly 3, Heal 2, Intimidate 7, Knowledge (local) 4, Perception 6, Bounty Hunter 6, Ride 3, Sense Motive 3, Stealth 7, Survival 2, Swim 0
Languages Elven, Common
Sergei is a Half Elven rogue raised by his Sczarni mother. He began hunting monsters in the wild and has heard of strange things going about in Sandpoint and has decided to ply his trade as a bounty hunter in the town.

oyzar |

Hey, I'm looking to get started playing Pathfinder (experienced in D&D 5E but own many PF source books). Any places available? I'd probably play a Dwarf Cleric or a Halfling Bard.
Still no divine characters submitted. That's always nice to have.
I'm having trouble deciding what I want to go with. A bloodrager wielding a large bastard sword could be fun (like Amri the iconic barbarian). An unchained monk (scaled fist) with a bit of an initimidate focus? Perhaps simply a halfling cavalier, or not so simply with a Sohei dip.
How do you feel about aasimar and tieflings? And about their alternative heritages and options? An angel blooded aasimar would have perfect stats for the first two concepts. There is an alternative tiefling ability letting you wield large weapons without penalty, would you allow picking that and if so could I use it to wield a huge bastard sword or a large greatsword?

Dragoncat |

I'm considering submitting a bard of some description. :)
I've tried to play in this AP myself several times--all of them never made it out of Sandpoint, and the only RotRL campaign I've been a part of that's made it almost to the end of the first book is one that I'm running myself. As such, I do have prior experience with this AP. Will that be a problem, GM?

Sec Tel'Anon |

Here is my submission. It is a little weird but I feel covers the bases of a support character fairly well being a psionic character with the ability to spontaneously cast cure spells. His main combat focus is tripping people with magic missile and using deja vu to make them continue to trip every round. If need be I can submit something else but I feel I could make it fit and the race leads to some interesting interactions. It was for another campaign so some things will need to be adjusted if you pick this character.

andygal |

Stats for human ranger.
Female human (Varisian) ranger 1
CG Medium humanoid (human)
Init +2; Senses Perception +5 (+6 vs. giant subtype creatures)
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 14 (1d10+4)
Fort +5, Ref +4, Will +1
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Offense
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Speed 30 ft.
Melee longsword +3 (1d8+2/19-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks favored enemy (giants +2)
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Statistics
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Str 15, Dex 14, Con 17, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Combat Reflexes, Favored Defense[APG]
Traits giant slayer, world traveler
Skills Bluff -1 (+0 vs. giant subtype creatures), Climb +6, Handle Animal +3, Heal +5, Knowledge (geography) +4, Knowledge (nature) +4, Perception +5 (+6 vs. giant subtype creatures), Sense Motive +6 (+7 vs. giant subtype creatures), Stealth +6, Survival +5 (+7 to avoid becoming lost when using this)
Languages Common, Varisian
SQ track +1, wild empathy +0
Combat Gear caltrops; Other Gear leather armor, arrows (20), longsword, shortbow, backpack, bedroll, belt pouch, blanket[APG], compass[APG], flint and steel, hemp rope (50 ft.), piton, torch (5), trail rations (5), waterskin, 88 gp, 7 sp, 5 cp
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Special Abilities
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Combat Reflexes {3 AoOs/round)
Favored Defense: Favored Enemy (Giants) +1 You can add half your favored enemy bonus as a Dodge bonus to AC and CMD.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. Favored Enemy (Giants) foes.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Background:
The second of four siblings, born in a tiny farming community to a hunter father and a harried homemaker mother, her life was turned upside down when the village was attacked by a gang of ogres who killed her mother and badly wounded her father. Swearing revenge, she learned the art of hunting and survival and now wanders Varisa, honing her skills.
Appearance:
Nieneya’s physical appearance is fairly typical of Varisians, with dark hair (though kept short for practical reasons), golden yellow eyes, and rich brown skin. Her clothing is more subdued then many Varisians to aid in stealth, mostly forest tones, however, she always wears or carries at least a bit of orange cloth for its traditional association with resourcefulness.
Personality:
Nieneya tends to be a bit blunt and direct, and sometimes comes off as standoffish. She is also very independent minded and the emotional scars from the attack on her childhood home have made her somewhat reluctant to be tied down to any one place. However, she has a fundamentally good heart and when she comes across people that need help that she can provide, she will stay with them for as long as needed to ensure that the problem is dealt with properly because as much as she would prefer to be on the move she can’t simply leave helpless people to fend for themselves, nor can she leave a problem half-solved. Also, she has an appreciation for the value of co-operation, gained from her childhood in a small community, which survived due to people being willing to share and pool resources during hard times, so despite her independent bent she is quite willing to work with others to accomplish things that cannot be accomplished alone.

Garbund |

@ GM Wilken:
Hi again!
I have my profile updated.
Hopefully error free.
As luck would have it, I had Magnimar in is background anyway.
So it wasn't as hard to tweak him for RotR as I thought it might be.
Let me know if there are any "oopsies" that need fixing.
Thanks!
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Garbund says in exasperation as he prepares his things to set sail for Sandpoint that day.
"Of course he hates you, Gar" Phéde said, adjusting her jerkin.
"He's just saying that because he hopes you'll get yourself killed."
"Now that you decided to go swanning about like your parents used to."
"Or the way he and Mum used to for that matter."
"Father's warehouse is a bother." she sighs.
"I have to stay here, bored, because of that."
"Don't pout, Phéde. I'm just heading off to do a bit of research in that Sandpoint place."
"Should be a doddle. I'll be be back in no time to irritate your father."
"Just you be careful Gar. You still have some Orc features that might put some people off."
"Those silly tattoos you always cover yourself with are a bit of a giveaway!"
Several days later, the ship arrives at Sandpoint.
He and Phéde had spent rather a lot of time together the past few months.
Especially when they found out her father hates him because of his orc "taint".
Still, Garbund plans to return to Magnimar before long.
Maybe he and Phéde will get more serious than just irritating her stodgy father, Antoul.
Good thing Antoul isn't too protective of Phéde.
The old boy is pretty handy with a sword.
Still tough as nails too.
So is Phéde, his best pupil and sole heir.
Garbund is glad Phéde taught him some sword play.
Never know when that might come in handy!
He won't judge Antoul too harshly, though.
His mate and drinking buddy, Pronain, is keen on getting into Kimbi's knickers.
Which irritates Garbund, since Kimbi is his kid sister.
Garbund, and now Pronain, know full well his Kimbi has fists of granite.
Oh well. At least it proves Pronain is brave. Foolish, but brave.
Garbund is not too worried right now.
He does not have arcane power of his parents. Yet.
But he isn't entirely helpless either.
Not since that beating in Magnimar's seedy Underbridge area almost got him killed.
Good thing his brothers, Minur and Mirgur, appeared to chase those thugs off.
He got his own back later though, he recalls with a smile.
They didn't expect to end up with burning backsides. Literally!
Garbund snaps out of his reverie and disembark the ship he was on.
"Sleepy town, this. Doubt much ever happens here!" he thinks as he looks out at Sandpoint for the first time.
He sets out looking for a place to stay…
--------------------
Ten Minute Background for Garbund
1. Immediate family are all half-orcs, his parents are both sorcerers originally from Katapesh. Younger sister and two younger brothers.
2. Garbund and his siblings were born and raised in Magnimar, where his parents are merchants.
3. Garbund almost killed by robbers in Underbridge, while guiding visitors about. Awoke his own arcane abilities as a result.
4. Knows how to use his abilities now, having been tutored by his parents. A few months later, he got some payback on the thugs that nearly killed him. (Muahahaha!)
5. Decided to set off on his own now, with his parents' mixed feelings on it.
6. His parents and siblings all engage in sacred tattooing for luck.
7. He worships Desna for more luck, but he isn't devout.
8. Fancies himself as a scholar.
9. He looks more human than orc, but is still clearly a half-orc
1. Become an imposing spell caster you don't want to mess with, thanks to the bandit incident
2. Learn as much as he can about the past history of Avistan and Varisia in particular
1. (knows about) His parents, Dorla and Drirgar, escaped slavery by killing the master that owned them both in Katapesh (the city) long before they settled in Magnimar. They won't openly travel there as a result.
2. (doesn't know) His younger brothers, both skilled fighters, have killed several bandits in Magnimar's Underbridge area for practice and sport. A dangerous game to play.
1. Friendly — Phéde a merchant's daughter in Magnimar who Garbund has an ongoing fling with
2. Friendly — Pronain a drinking buddy, and human bard in Magnimar who fancies Garbund's sister, Kimbi.
3. Hostile — Antoul, Phéde's father. Will help Garbund only if he promises never to have anything to do with Phéde in the future.
1. The fun he had with Phéde when they thought her father didn't know.
2. The pain he felt for recovering from the beating in the Underbridge that almost killed him.
3. The satisfaction he felt getting revenge on the thugs who almost killed him.
• Mother: Dorla
• Father: Drirgar
• Sibling 1, sister: Kimbi
• Sibling 2, brother: Minur
• Sibling 3, brother: Mirgur

GM Wilken |

@Garbund: No wonder it talked about Brevoy, haha.
@spacefurry: Both are good options, you could wait a few days and see which one has less similar characters.
@Squeeze Bits: Looks like a fun character. Just don't become friends with all the goblin foes in this adventure.
@oyzar: Aasimar and Tieflings are ok; alternative heritages and abilities should be cool but the rules are not very well defined as far as i know. For some reason Tieflings are expected to take Fiendish Heritage yet i've never seen the Aasimar-equivalente feat. I would rule it that you can choose a different heritage for free but need to take a Heritage feat to a pick a variant ability since many of them are way more powerful than casting a spell once a day; do you think this is fair? I am open to sugestions.
@Dragoncat: I think it would be a less than optimal experience going trough the first adventure and knowing everything that is going already, but if you're fine with it and you think you can go trough the adventure without metagaming then feel free to submit a character, i won't treat your submission differently just because you played one adventure before.
@Raltus: Stamina pool is one of those systems that seem interesting but i've never messed with before. Im giving a "maybie" on this one for now.
@caledoniaman: Feel free to ask if you need any help.
@Bellis Aleste: I believe someone casted Darkness on your statblock.
---
I wasn't able to read the submissions in-depth yet but will get to it soon.
Submissions so far:
- Garbund (Half-Orc Crossblood Sorcerer)
- Squeeze Bits (Goblin Unchained Rogue)
- Sergei (Half-Elf Rogue)
- Sec Tel'Anon (Astomoi Faith Psychic)
- Nieneya (Human Ranger)

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Denlar nulin
Male half-orc fighter (siegebreaker) 1 ( Pathfinder Player Companion: Heroes of the Street 11)
CG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +4 (+5 vs. giant subtype creatures)
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee armor spikes +4 (1d6+3) or
handaxe +4 (1d6+3/×3) or
warhammer +4 (1d8+3/×3)
Ranged javelin +1 (1d6+3)
Special Attacks breaker rush
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Statistics
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Str 16, Dex 11, Con 14, Int 14, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 14
Feats Spiked Destroyer
Traits giant slayer, linebreaker (belkzen)
Skills Acrobatics -5 (-9 to jump), Bluff +1 (+2 vs. giant subtype creatures), Climb +2, Intimidate +7,
Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Perception +4 (+5 vs. giant subtype
creatures), Profession (soldier) +5, Sense Motive +1 (+2 vs. giant subtype creatures), Survival +5; Racial
Modifiers +2 Intimidate, +2 Perception
Languages Common, Giant, Goblin, Orc
SQ orc blood
Other Gear armor spikes chainmail, handaxe, javelin (2), warhammer, bedroll, belt pouch, flint and steel,
hemp rope (50 ft.), masterwork backpack APG, mess kit UE, pot, silk rope (50 ft.), soap, trail rations (5),
waterskin, 13 gp, 1 sp
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Special Abilities
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Breaker Rush (3 damage) (Ex) When bull rush or overrun foes, deal damage to foes.
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.
Spiked Destroyer You can attack with your armor spikes while using bull rush or overrun.
Denlar grew up as the bastard child of a former Belkzen Line breaker, his mother was a pet kept and passed around to the Orcs in their clan after his fathers death. He was a large child, not as big as the full blooded orcs in the tribe but large enough that he could hold his own at times. He was given his fathers armor and over time grew into it and taught how to break lines of the Defenders of Last Wall. During one such attack a group of Giants watching from far off attacked both the Defenders of Last Wall and Denlar's tribe, the giants killed as many as possible before being driven off.
Denlar was knocked unconscious and was left in the field of battle, he fled East to Varisia and the safety that he thought would be there since it was his mothers home country. He signed on with a Mercenary Group and travelled all over Varisia, during a stay in a worn tavern Denlar and his Merc company heard of Giant troubles that were taking place in Sandpoint region. His hatred flared and Denlar took his leave of the company setting out for Sandpoint at once.
Denlar is a Tall Half-orc coming in a 6'5", his eyes and ears are larger than that of a normal Orc or human making him look more bestial. His armor is battered and worn, bristling with spikes that are barbed and razored. He carries many weapons, a keen look in his eye hiding an intelligence that most people don't expect to be common in a "halfie.

oyzar |

Aasimar never did require a feat. Blood of Fiends gave tieflings the same options as Aasimar, that is taking a variant heritage without the feat. Most GMs flat out ban the variant abilities, those that do allow them, of those that allow them, most go for rolling, though a few do allow picking. It's not really worth a feat unless you get one that fits perfectly for your character and then only if you get it in addition to, not instead of the SLA. That's my opinion anyway, others might not agree.
That said, I might take a feat to get ability 16 of tiefling depending on how you rule it to work, even if you require it to replace the SLA. There are at least three ways it could work. The most conservative option uses the normal rules for what weapons you can wield, so a medium tiefling could only wield a large one handed weapon in two hands, but not a large two handed weapon. The second interpretation lets the tiefling wield a weapon as if it was a large creature, allowing wielding a large two handed weapon or even a huge one handed weapon. The third interpretation I can think of is to allow large weapons to work, but not huge ones, so I could wield a large greatsword, but not a huge bastard sword. It might also be worth considering how this interacts with enlarge person. Normally enlarge person also transforms your weapon, but would a large tiefling be able to wield a huge weapon?

Sergei Balenkov |

Adding a bit of fluff. Will post again with a more thorough background.
"Hallo friends! So you vant to get to know me better? Vell here are a few tings about me!"
Sergei’s jet black hair is kept shorter than most other half elves keep it though it’s still long enough to cover his ears when he needs to pass as human. It helps him to blend in a bit more among his Sczarni family. He is a bit too tall and skinny to be a human but with the right clothes and armor it can be tough to tell. He keeps his cloak handy in order to sneak away or hide in the shadows when on the hunt. His bright blue eyes, pale skin and dark hair give away his mixed heritage.
Sergei is a gregarious and easy to like. He enjoys being friendly to almost anyone as he is open to all. The Sczarni who raised him have taught him that all people are worth getting to know because everyone has something that can benefit you. Some may call his outgoing nature a bit of a con and sometimes it is but overall he just likes people and humans specifically. He doesn’t know much of his elf heritage and thus leans heavily on his Sczarni ideals. As he adventures perhaps he will learn more of his heritage and more of the elven tradition changing the way he interacts with others. Being fleet of foot, he loves to dance and sing in taverns just to have fun and unwind. When it comes to business and the hunt he is always focused but when it is time for fun, it’s time to party.

spacefurry |

Still no divine characters submitted. That's always nice to have.
I do have a variation of Kiwyn that has some healing abilities I can revamp as well if it can help the group if added to Sec Tel'Anon's bit of healing.
edit: She isn't much of a combatant tho, and I'm not sure how much of one a can make of her. ><

GM Wilken |

@Sergei: I'm considering your submission already but hoping for a more fleshed out statblock, mostly looking foward to the background traits since they help conceptualize the character.
@andygal/Nieneya: About one of your features
@Raltus: After doing some research on the topic, i believe i'll be allowing Stamina Pool and also making it free for Fighters.
@oyzar: The interpretation i'm leaning towards is treating the character as one size bigger for using weapons, meaning you can wear large two-handed and huge one-handed weapons when in normal size; and huge two-handed weapons+gargantuan one-handed ones if you become large.
@Belltrap: I can only accept Tup if its a watered-down (more neutral, less evil) version that is not prone to setting innocents on fire and demanding fees to help the party, most of his other quirks look fun and harmeless enough as long as not pushed to the point of annoyance, he can still be a weirdo pyromaniac as long as the only ones burning are the enemies.
---
Submissions so far:
- Garbund (Half-Orc Crossblood Sorcerer)
- Squeeze Bits (Goblin Unchained Rogue)
- Sergei (Half-Elf Rogue)
- Sec Tel'Anon (Astomoi Faith Psychic)
- Nieneya (Human Ranger)
- Denlar (Half-Orc Siegebreaker Fighter)