
Grovo |

Dotting and having a concept ready.
Meet your local debt collector Marc "Shady". When you see him, you know trouble is brewing. Hired by locals to get back their borrowed gold, this Knifemaster is the charmant person to first ask politely and 2nd time will be knife in your back. There are a few people in the Diamond Lake who does not know him and his infame due to some examples he has set "this will happen to you, if you dont pay your gold in time
You got the money, you get the skills and the muscle. Not your typical simpleton Marc does his job with brutally and efficiently. You ask what I do? Its SSS, Strenght, Speed and Stealth. No questions and job will be done but there will be no if's & but's. I find you lying to me, you will meet Sandra & Alexia as if magically his daggers appears in his hands

Grovo |

Human Rogue (Knifemaster) 1
Humanoid | Male | 22 | Medium
Languages: Common, Dwarven
str:18 dex:18 con:14 int:10 wis:12 cha:14
BAB: +0
(R)mwk Dagger +2 1d4+4+1d8+1 / 19-20/ 2x
(L)mwk Dagger +2 1d4+2+1d8+1 / 19-20/ 2x
[Special] Sneak attack +1d8 | Sleight of hand +1 (1/2 level) | 1/6 new Rogue Talent (human favorite)
Saves
Fort +3 / Refl +6 / Will +1 [Roll twice vs Diseases]
HP: 10
AC/T/FF: 17/14/13
[Feats:]
Human Feat: Two-Weapon Fighting (-4/-4)
(1lvl) GM ext Feat: Additional Rogue Talent (Weapon Training)
[Traits]
[Combat] Blade of the Society: You gain a +1 trait bonus to damage rolls from sneak attacks.
[Regional] Orphan : You gain a +1 trait bonus on Fortitude saves.
[Social] Friends in Low Places: Diplomacy checks to gather information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.
[Drawback]
Meticulous: Effect: You take a –2 penalty on skill checks for skills with which you’re untrained.
Acrobatics (Dex) +8
Appraise (Int) +0
Bluff (Cha) +6
Climb (Str) +4
Craft (Int) +0
Diplomacy (Cha) +6
Disable Device (Dex) +10 [thieves tool]
Disguise (Cha) +2
Escape Artist (Dex) +4
Intimidate (Cha) +6
Knowledge (dungeoneering) (Int) +0
[Meticulous] Knowledge (local) (Int) +4 [+1 GM required skills]
Linguistics (Int) +0
Perception (Wis) +5
Perform (Cha) +2
Profession (Wis) +1
Sense Motive (Wis) +5
Sleight of Hand (Dex) +10
Stealth (Dex) +10
Swim (Str) +4
Use Magic Device (Cha) +2
2 mwk Daggers 600gp
mwk Hide armor 120gp
Kit, Rogue's 50gp backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Slums: +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.

Benbow Wiggleberry |

.....
Benbow Wriggleberry: The whole AP has already been rewritten. And the ability scores are not too buff in THIS campaign. The major NPCs were written with this and the monsters have been buffed quite a bit, to be Pathfinder-level. As I noted above, 15 point buy basically means every PC is barely stronger than a commoner, which does not quite instill the 'I'm an adventurer' vibe. And the theoretical 51 INT witch is not doable, both because there are not enough points at level 1 and because of the 18+-mod cap that is pretty much assumed in every campaign.
.....
Thank you. I am reassured that you are expecting this power-level. Higher powered campaigns can be fun but they can also turn into cake walks which are not so much fun.
Re: 18 cap. Good I go not want to see what a Fey blooded enchantment focused sorcerer could do with even a 24 Cha. Thank you for making this clear though one or two submissions may need to be redone.
Re: The therotical broken witch. Merde! I hate it when I screw up. Let's see, base INT 10, +24 allowed points, +2 racial human, +15 from reducing 5 stats by 3 = (10+24+2+15) 51. Where did I go wrong?

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Cuchulainn: First of all, nice name reference! It's quite obscure, but I like it. I have no issues with it. Do you need a reference on Hextor's Domains and such? I am fine with subtle evil characters, I just figured that everyone would want to play a Hextorian to the hilt, being all 'obey me slave' and all that. I will allow it with the caveat of subtlety. This is mostly for your protection against other PCs, as I will not expect a Paladin or good-aligned Cleric to stand by and allow slave-taking or wanton murder. The way you state that the character is like 'The Operative', I see far fewer issues. They would basically have the problems with you that the average party has with the archetypal Rogue, which is not really as big of a deal.
** spoiler omitted **
Thanks! I appreciate the opportunity to run with the concept. He's in the works. Stay tuned.

Garidan the Glacier |

Presenting Caelavel, master magician and adventurer extraordinaire.
Caerlavel
Male Elf Wizard (spell binder) 1
CG Medium Humanoid (elf)
Init +5; Senses low-light vision 60 ft.; Perception +4
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Defense
--------------------
AC 15, touch 15, flat-footed 10
(+5 Dex, +0 Armor)
Hp 8 (1d6+2)
Fort +1, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee claw +3 (1d4+3/x2)
Ranged longbow +6 (1d8+2/x3) [110 ft.]
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 12, Int 20, Wis 12 Cha 8
Base Atk +0; CMB +2; CMD 17
Feats Scribe Scroll, Point Blank Shot, Precise Shot
Skills Acrobatics 1 [+6], *Craft (bows) 1 [+9], Escape Artist 1 [+6], *Knowledge (arcana) 1 [+9], *Knowledge (nature) 1 [+9], *Linguistics 1 [+9], Perception 1 [+4], *Spellcraft 1 [+9], Stealth 1 [+6]
*=Class skill
Traits Pragmatic Activator (Magic), Deadeye Bowman (Religion), Arcane Graduate (Regional)
Drawback Dependent
Favored Class Wizard (Hp +1)
Languages Celestial, Common, Draconic, Elven, Gnoll, Orc, Sylvan
Combat Gear 40 common arrows, 20 blunt arrows, 3 grappling arrows, potion of cure light wounds
Other Gear mw composite (+2 str) longbow, cold iron dagger, spellbook, longsword, survival kit, scrivener’s kit, gear maintenance kit, spell component pouch, mw backpack, bedroll, belt pouch, soap, explorer’s outfit, blanket, fish hooks x3, compass, silk rope 100 ft., twine 100 ft., elven trail rations x2; [2 pp, 1 gp, 7 cp]
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Magic
--------------------
Wizard Spells Prepared (CL: 1st; Concentration +6/+8 when casting arcane spells)
1st (DC 16) color spray, gravity bow*, mage armor, shield
Cantrips detect magic, light, mage hand
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Spellbook [Pages: 24/50]
1st – color spray, crafter’s fortune, gravity bow, grease, mage armor, magic missile, shield, true strike
Cantrips – acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance
--------------------
Special Abilities
--------------------
Arcane Graduate You gain a +2 trait bonus on concentration checks when casting arcane spells.
Arcane School *Transmutation (Shapechange); opposition schools – enchantment, necromancy
Battleshaping grow a single natural weapon (bite, claw, or gore) with a +1 enhancement bonus for 1 round as a swift action, 8 times per day.
Deadeye Bowmen When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
Dependent Whenever you fail a Diplomacy check, you become shaken for 1 hour.
Elven Immunities immune to magical sleep effects and gain a +2 racial bonus to saving throws against enchantment spells and effects.
Elven Magic +2 racial bonus on caster level checks made to overcome spell resistance; +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses +2 racial bonus on Perception checks.
Low-Light Vision see twice as far as humans in dim light.
Physical Enhancement gain a +1 enhancement bonus to one physical score when preparing spells.
Pragmatic Activator You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Spell Bond (Su) Select any one spell that you know (color spray) as a bonded spell. As a full-round action you can replace any prepared spell of the same level or higher with the bonded spell.
Weapon Proficiencies Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Caerlavel can trace his lineage back centuries through countless generations of his people. Like those of his family before him, he strives to master the arcane arts. Although he is judiciously dedicated to his studies, at times, it is not enough. When he needs a break from his books, he picks up his bow and heads outside to spend time alone in the peace that only nature can grant. He is shy and easily intimidated by others, especially those of the female gender.
He is not educated when it comes to social situations, and more often than not trips over his own tongue when speaking to others. He is particularly nervous and awkward when forced into conversation. Decades of having his face buried in books has left him with less social grace than most children.
When not being scrutinized, he is almost a different person. His words are clear and powerful and command respect from the world of magic itself. His movements are fluid and exact, wasting no energy in practiced exercises. He has natural and inherited talent with his bow, which was a gift from his mother.
When she passed, his father changed. Caerlavel could easily see that his father blamed him for mother’s death, and rumors spread. Without her around, Caerlavel became withdrawn and even worse in public. He could not face his people who apparently shared his father’s views, so he left. It was about 5 years ago when he finally settled in Diamond Lake, on the outskirts of the village. Most of the people here just treat him like another person; not like some ancient, cursed artifact that should be destroyed. Some still whisper and laugh behind his back. His nervousness and anxiety haven’t improved much so he is still the butt of many jokes, but at least here, he does not have to face his kin.

Dave Herman |

The proprietor of Iola's Miscellanea, a small back alley shop in Diamond Lake that deals in random items and resale, Kevos is an eccentric middle aged man and something of a failure in life. He manages to keep the business afloat by renting out his skills as an investigator and spiritualist in the service of finding things lost things and such, and the occasional gullible customer.
He is a lapsed follower of Zilchus, disenchanted with the faith due to his lack of significant prosperity.
Socially, Kevos is a bit awkward, and more interested in reading a book or talking to the spirits of the dead. But if he has proper motivation, like finding interesting artifacts or discovering new knowledge, he has no problem dealing with others.
Haven't done all the gear. I will probably hold off on that to see if I even get chosen for the game.

F. Castor |

Here be the crunch for Vaenathis Konnal, tracker, swordsman, all-around nice guy despite his class' somewhat ominous name.
He may or may not be investing in Disable Device and the Trapfinding slayer talent down the road, as I picture him as more of a melee damage dealer kind of guy with a few extra skills rather than the roguish sort; still, I have not entirely decided on it yet and depending on party composition and needs if selected, I could go down the trap locating and disabling route, especially considering that the extra skill points and feats do make such a thing easier. Just thought you should know is all.
Male Elf Slayer 1
CG Medium Humanoid (Elf)
Init +6; Senses Low-light vision; Perception +7
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DEFENSE
--------------------
AC 19, touch 15, flat-footed 14. . (+4 armor, +4 Dex, +1 dodge)
hp 15 (1d10+2+3)
Fort +4, Ref +6, Will +1; +2 vs. enchantment
Defensive Abilities Elven Immunities; Immune Sleep
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OFFENSE
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Spd 30 ft.
Melee Masterwork elven curve blade +5 (1d10+4/18-20/x2) or
. . Dagger +4 (1d4+3/19-20/x2) or
. . Alchemical silver dagger +4 (1d4+2/19-20/x2) or
. . Cold iron dagger +4 (1d4+3/19-20/x2) or
. . Unarmed strike +4 (1d3+3/20/x2/nonlethal)
Ranged Shortbow +5 (1d6/20/x3/60 ft.) or
. . Dagger +5 (1d4+3/19-20/x2/10 ft.) or
. . Alchemical silver dagger +5 (1d4+2/19-20/x2/10 ft.) or
. . Cold iron dagger +5 (1d4+3/19-20/x2/10 ft.)
Special Attacks None
--------------------
SPELLCASTING
--------------------
Spell-Like Abilities (CL 1st; concentration +2)
1/day - comprehend languages, detect magic, detect poison, read magic
--------------------
STATISTICS
--------------------
Str 16, Dex 18, Con 14, Int 14, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 19
Feats Dodge, Toughness
Traits Armor Expert, Friend In Every Town, Warrior of Old
Drawbacks Pride
Skills (Trained) Acrobatics +8, Climb +7, Diplomacy +6, Escape Artist +5, Intimidate +5, Knowledge (Geography) +6, Knowledge (Local) +7, Perception +7, Sense Motive +5, Stealth +8, Survival +5 (+6 to follow tracks); Modifiers Keen Senses
Skills (Untrained) Appraise +2, Bluff +1, Craft +2, Disguise +1, Fly +4, Heal +1, Perform +1, Ride +4, Swim +3
Languages Common, Elven, Goblin, Sylvan
SQ Envoy, Slayer Talents (None), Studied Target +1, Track +1, Weapon Familiarity
Combat Gear Masterwork elven curve blade, dagger, shortbow, arrow x20, masterwork chain shirt; Other Gear Pickpocket’s outfit, masterwork backpack (28 lbs: bedroll, blanket, elven trail rations x5, grappling hook, mess kit, silk rope (50 ft.), soap, torch x2, twine (50 ft.), waterskin), belt pouch (2 lbs: caltrops), belt pouch (0 lbs: flint and steel), belt pouch (1 lb: whetstone), belt pouch (0.44 lbs: money), spring loaded wrist sheath (1 lb: alchemical silver dagger), spring loaded wrist sheath (1 lb: cold iron dagger); Magic Items None
Money 0 platinum pieces, 17 gold pieces, 1 silver pieces, 4 copper pieces; Other Wealth None
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RACIAL TRAITS
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Elven Immunities +2 racial bonus on saves vs. enchantment, immunity to sleep
Envoy Gain comprehend languages, detect magic, detect poison and read magic as spell-like abilities (1/day, CL equal to character level)
Keen Senses +2 racial bonus on Perception checks
Low-Light Vision (Ex) See twice as far as a human in low light, distinguishing color and detail
Weapon Familiarity Gain proficiency with certain weapons (longbows and composite longbows, longswords, rapiers, shortbows and composite shortbows), treat weapons with the word “elven” in their name as martial weapons
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CLASS FEATURES
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Studied Target (Ex) Study an opponent as move action and gain bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks, as well as attack and damage rolls and DCs of slayer class abilities, vs. that opponent
Track (Ex) Add 1/2 slayer level (minimum 1) to Survival checks made to follow tracks
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SPECIAL ABILITIES
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Armor Expert Reduce armor check penalty by 1, to a minimum of 0
Bonus Feats Gain bonus feat at 1st level and at every level divisible by 4 thereafter
Bonus Skill Ranks +2 skill ranks/level (at least one must be spent on Craft, Knowledge, or Profession)
Friend In Every Town +1 trait bonus on Diplomacy and Knowledge (Local) checks, Diplomacy is always a class skill
Pride When threatened, accused or challenged gain –2 penalty on Diplomacy and Sense Motive checks involving relevant creature until apologized to
Warrior of Old +2 trait bonus on Initiative checks

Ong'rag |

Bane88's submission. Ong'rag the good natured barbarian.
Ong’rag had lived in Diamond lake his entire life. He hadn’t been born there but left there. His parent or parents, no one really remembered, had left the infant Half-Orc at the town before departing he assumed.
A lovable orphan street urchin, Ong’rag spent his childhood sleeping in alleys behind taverns and begging in the street during the day or occasionally running errands for townsfolk. At ten, he taught himself how to blacksmith and took contract work from Osgood or Benezel.
Now he runs a small smithy , little more than a forge and anvil, on the outskirts of town, charging very little to repair miner’s equipment as the travel to and from the mines everyday. He sleeps in a tent next to his workspace.
He is large, at 6’9 and 311 lbs, his arms are thick and muscular from working the forge and swinging a hammer. He has a weapon, an Orc Double axe that he bought on a whim from a passing merchant. He spends his nights in establishments of ill repute, drinking or gambling. Sometimes though, he just spends the night under the stars.
Ong’rag is a kind hearted simple fellow. Uneducated and unburdened with intellect. He has a winning toothy smile and is quite charming. He deals with anger issues but is not prone to random acts of violence and is more likely to stand up for others that are being bullied. He pays lip service to Kord but isn't the religious type.
He has never left Diamond Lake, but lately at the tavern, some adventurers had been spinning tales that peaked his interest. Maybe he would travel one day.

Wilhelm Shieldbreaker |

How would you feel about an Ascetic cleric from Kobold press? Link is here
Basically a bit of a monk/cleric cross. Hermit type.

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Presenting
Sandra
Warprist of Corelon Laranthian (Liberation, Magic)
Medium Half-elf / Humanoid (Half-elf)
Init +1; Senses Perception +6, Low-light Vision, Keen Senses,
==DEFENSE==
AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield, +1 dex)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +8
Armor Steel Lamellar, Medium
Shield Light Steel Shield
Defensive Abilities Elven Immunities (PFCR 24), Dual Minded (PFAPG 17)
==OFFENSE==
Spd 20 ft/x4
Melee Masterwork Elven Blade +7 (1d8+5) 20/x2 CM +1
==STATISTICS==
Str 20, Dex 12, Con 14, Int 12, Wis 18, Cha 10
BAB +0, CMB +5, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Shield Proficiency (PFCR 133), Toughness (PFCR 135), Fey foudling, Weapon Focus
Skills Diplomacy +4, Knowledge (arcana) +5, Knowledge (religion) +5, Profession (cartographer) +8, Sense Motive +8
SQ Sacred Weapon (PFCR 40)
SU Domain Blessing (PFCR 40-41)
MC
Traits Fate's Favored (Faith) (PFUCgn 55)
Languages Common, Elven
Sandra a fey foudling of mix heritage was raised in a culture of art, magic, music and comfort. As is encouraged in a pure Elven culture, she followed his heart in what she studied and what she tried to learn. She didn't follow her adopted father into sculpting live trees or her adopted mother into the clergy. She did find his way into the woods, into the wilderness. She began travelling with the local hunters, learning from them and becoming more and more comfortable in the wilds of the Gnarley Forest.
Eventually she felt some connection deep inside her, a connection to the forest to the elves to the lands to the fey. It took her a few years to realize that she could practice a divine form of magic during her martial training. A few more years went by before it was proven to her that she had been touched by the patron greater divinity of all elves.
Other years went by as she started to explore the world around her fueld by the fury to protect all things elven.
Omen is something terrible is now bringing her to Dimond lake but she knows it might also means her death or greatest triomph

Slyness |

Rymen: Draconic Sorcerer
Rymen stood outside the Feral Dog Tavern, still undecided about whether to enter the noisy, raucous tavern. He didn't mind the rough atmosphere, it just seemed like a big step symbolically. His thoughts drifted to Old Man Farlo.
He was just Farlo then, back when he had taken in Rymen, an orphaned elf youth. The 'Old Man' part had come much later, but that's how everyone knew him now. It had been odd how quickly Farlo aged compared to how slowly Rymen matured. Rymen was just now coming into his own, but Old Man Farlo would never see that. He had died a few days ago. Rymen's chest heaved just a bit at the thought. He had been a good man and a good father figure, teaching Rymen his craft of tattoo artistry.
Farlo had taught a strong work ethic and a love for the Dragon King. Apparently, it was unusual for humans to worship Bahamut, but Farlo had been steadfast in his beliefs. Rymen idly touched the tattoo on his arm portraying the Lord of the North Wind. Farlo had taken great care while doing it and Rymen was grateful for it. It was a lasting reminder of the man who raised him.
But Rymen didn't want to live out his days here in Diamond Lake. He wanted to see the many sights that Farlo had talked about, from the Free City of Greyhawk to the Wild Coast and the Yatil Mountains and so much more. And that's why he stood outside the tavern. He had heard about the adventurers and their tales and was hoping to learn more. He ran a hand through his silvery-white hair, took a deep breath, and stepped forward.

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I'm interested, but wondering if I can compete with some of the other submissions right now. My own planned character (planned Cavalier/cleric/paladin multiclass into Battle Herald dedicated to Heironeous, my all-time favorite Greyhawk god) seems like it'd clash with the Hextorite submissions...

Me'mori |
1 person marked this as a favorite. |

I'm interested, but wondering if I can compete with some of the other submissions right now. My own planned character (planned Cavalier/cleric/paladin multiclass into Battle Herald dedicated to Heironeous, my all-time favorite Greyhawk god) seems like it'd clash with the Hextorite submissions...
Not really.. I can see the two of you sitting down to a spirited debate every time the two of you start drinking.

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Kaycenil Silveroak
Male Half elf Fighter 1 LG
Init +6 (+4 dex,+ 2 trait ); Perception +3
DEFENSE
--------------------
AC: 17 (+2 armor, +1 shield, +4 Dex)
Touch: 13 (+4 dex) Flat-footed: 13 (+2 armor, +1 shield)
Fort: +5 Reflex: +4 Will: +1
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OFFENSE
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Main: Composite Longbow +5 (1d8/20x3) Range: 110 ft
Melee: club - +3 (1d6+2/18-20x2)
Backup: Dagger - +2Me/+4rng (1d4+1/19-20x2) Range 10ft
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STATISTICS
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Str 16, Dex 18, Con 16, Int14, Wis 12, Cha 10
Base Atk +1; CMB +4 ; CMD 18
hp 14 (1d10+3+1fc)
Fort +5, Ref +4, Will +1
Speed 30 ft.
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FEATS & SKILLS & TRAITS
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feat: Point blank Shot - +1 attack and damage on targets within 30 feet
Precise Shot - No penalty for shooting into melee
(Half elf) Skill focus - intimidate
(Half efl) Keen senses - +2 to perception
skills:(trained)
Climb +7,
Craft Carving + 6
Intimidate - +7
Profession: miner - +5
Survival - +5
(untrained)
Acrobatics +5 (dex), Appraise +2(int), Bluff +0,Diplomacy +0 Disguise +0,Escape Artist +4 (dex) Heal +1 (Wis), Perception +3 (wis, race+2), Sense motive +1 (Wis), Stealth +4 (dex)
Swim +3 (str)
Traits:Elven Reflexes - +2 trait bonus to initiative
Acrobat - +1 bonus on acrobatics checks, -2 penalty on climb checks instead of -5 when attempting an accelerated climb.
Languages: Common, Elven, Dwarven, ???
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GEAR
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Worn: +3 STR MW Composite Longbow, 40 arrows, Quarterstaff, Dagger, Leather armor,Buckler Belt Pouch
Backpack:Fighter's kit - 9 gp (kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
Simple lock
Assets: 39 gp, 0 sp, 0 cp
Appearance - Kaycenil is of Suel and Woodelven descent, his skin a light brownish bronze mixed with sandy very light brown hair. He kept it short most of his young life only recently has he started to let it grow out just a little. He looks a bit younger than he is, (due to his elven heritage). He has dark green eyes and usally is seen with a serious demeanor.
He is very lighthearted despite his usual looks, Always willing to help a hand to those in need,but just as quick to put his head down and walk away when the unjust arrive.
Background:
The Silver shields were a mercenary group that hired out from the Free city of Greyhawk, led my a half elven man named Calin Moonbreeze and unlike a lot of mercenary groups held to a code of honor. Its founder,a devout follower of Pelor and Mayaheine discovered something on a hired mission that took them somewhat deep in the fallen lands of the Tenh that changed his life. He was the bastard son of a fallen lord from those lands. Leadership passed to his father Marcus Rhavelle, and almost a decade of intermittant success followed... along with the birth of his son Kaycenil to an elven ranger he had rescued on a simple caravanning job.
Marcus didnt learn of his son til almost his tenth birthday, when the boy, a note, and a crate of things came to him in their headquarters in the Free city.His mother had fallen in battle and her people decided it was best the boy moved on with his kind. The crate carried his mothers possesions, (including her bow) and keepsakes from his childhood. The first few years were rough very rough, as was the fortunes of the company.
Kaycenil spent more time a ward of the church than with his father,though what time he did spend he was tought the family business as it were, he quickly became a very good shot with a bow, a gift from his mother his father used to always claim. When he turned 16 further disaster struck. His father died in an orc raid, the few remaning members of the Silver Shields left back in the Free city disapeared with what few items of value that were left in the headquarters building and leaving the young man with a mountain of debt. Debt he couldnt pay.
With the slight aide of one of the paladins of Mayaheine from the church, he was able to to pay off most of the debts owed by his father, instead of 20 years hard labor in the mines of Diamond lake he recieved 3. During his time there he discovered love (or at least he thought he did) with a working girl over at the Midnight Salute.
When his sentence was over, he returned to the free city, to gather his few possessions. A small amount of coin that had been put aside and saved for him by the church, along with his mothers exquisate and beautiful bow. He returned to the mining town to perhaps join the garrison, or work as a caravan guard and marry that girl... only he discovered she had just convinced one of the garrison watch lieutenants that she was madly in love with him and wanted to marry him to save her of her awful life. The story sounded real familiar to the young half-elf.
He tried unsuccessfully to become a member of the garrison,but the freshly married lieutenant made sure that attempt failed.He spent less than a year working for the sheriff before his disgust at the man's corruption got to him. So now he works a season at a time at one of the mines, doing the best to help his neighbors keeping mostly quiet and out of trouble and doing his best to aide the downtrodden community as best he can.
I look forward to the selection process and want to wish everyone the best of luck. I will make a profile if I am selected and would certainly be willing to provide rp samples if need be.

MordredofFairy |
Conceptually, I would love to play an Investigator flavored as a Rogue/Arcane Trickster, and follower of Vecna.
Naturally, he'll keep his devotion to Vecna hidden. He'd also try and keep the extent of his magic ability hidden, pretending to just be familiar with roguish matters(that is, be skilled as a gentleman-thief/acrobat).
Would that work for you?

Sir Ahldengar Brandoch |

Archpaladin Zousha wrote:I'm interested, but wondering if I can compete with some of the other submissions right now. My own planned character (planned Cavalier/cleric/paladin multiclass into Battle Herald dedicated to Heironeous, my all-time favorite Greyhawk god) seems like it'd clash with the Hextorite submissions...Not really.. I can see the two of you sitting down to a spirited debate every time the two of you start drinking.
It wouldn't be a clash, at least initially, because Singuard is deliberately portraying himself as an archaeologist/explorer, thus the fake name in parentheses. If he can help it, no one will find out that he is an agent of Hextor.
If it comes to the point of revealing his true nature, then he will work with others (even followers of Heironeous) as long as it doesn't interfere with his mission (eliminating heresy within his own faith).

Choant |

Human Stalker and Semi-rogue type, two weapon fighter.
Human stalker 1 ( [PoW])
CG Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron cestus +5 (1d4-1/19-20) or
. . cold iron cestus +5 (1d4-1/19-20) or
. . cold iron kukri +5 (1d4-1/18-20) or
. . cold iron kukri +5 (1d4-1/18-20) or
. . kukri +3 (1d4-1/18-20) or
. . kukri +3 (1d4-1/18-20) or
. . silver kukri +5 (1d4-2/18-20) or
. . silver kukri +5 (1d4-2/18-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks 1 pugilist stance, deadly strike +1d6
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 14, Int 14, Wis 18, Cha 12
Base Atk +0; CMB -1; CMD 14
Feats Two-weapon Fighting, Weapon Finesse, Weapon Group Adaptation
Traits child of the streets, dirty fighter, - custom trait -, sargavan guard
Skills Acrobatics +9, Bluff +5, Disable Device +7, Escape Artist +9, Intimidate +5, Knowledge (local) +6, Knowledge (religion) +6, Perception +8, Sense Motive +8, Sleight of Hand +10, Stealth +9
Languages Common, Dwarven, Elven
SQ hero points, ki pool, ki pool (perception), ki pool (sense motive), stalker art (murderous insight)
Combat Gear oil (5); Other Gear mwk studded leather, cold iron cestus, cold iron cestus, cold iron kukri, cold iron kukri, crossbow bolts (50), kukri, kukri, light crossbow, silver kukri, silver kukri, candle (2), chalk, hammer, hooded lantern, masterwork backpack, piton (4), silk rope (50 ft.), tindertwig (4), 387 gp, 2 sp, 4 cp
--------------------
Special Abilities
--------------------
Deadly Strike +1d6 (Ex) Attacks deal +1d6 damage for 0 rounds after successful crit
Ki Pool (Perception) (Su) +4 insight to one Perception check
Ki Pool (Sense Motive) (Su) +4 insight to one Sense Motive check
Ki Pool (Su) You have a ki pool equal to 1/2 your stalker level + your WIS modifier.
--------------------
Traits and Feats
--------------------
Armor Proficiency Light
Martial Weapon Proficiency
Simple Weapon Proficiency
Two Weapon Fighting
Weapon Finesse
Weapon Group Adaptaion: Light Blades
Child of the Streets +1 Sense Motive and Class Skill
Dirty Fighter +1 damage when flanking.
Sargavan Guard -1 Armor check penalty.
Meticulous-Drawback -2 to Skill Checks when untrained

MordredofFairy |
not fully done, but linking here anyway.
As said, he'd be a follower of Vecna but make sure to keep it hidden, and choose mostly "spells" that do not openly show he has magical ability.
He would mostly work as a Rogue-Type, wielding a Longsword+Shield with Slashing Grace from Level 3 onward.

Brandon Dellmen |

Hello again I showed interest in your last thread and I’m glad you decided to run this AP.
Here is my submission for your campaign. He’s a dwarf Paladin and he will be taking the Stone lord Archetype. I was also thinking of taking the Multiclass variant from the Unchained book and taking fighter details below.
Thanks for taking the time to review if there are any question please send me a PM.
Variant Multiclassing
Under the core rules, multiclassing can lead to a wide
disparity in character ability. With this system, each character
can choose a secondary class at 1st level that she trains in
throughout her career, without giving up levels in her primary
class. Once selected, this choice is permanent (though if using
the retraining rules from Ultimate Campaign, the secondary
class can be retrained by paying half the cost of retraining all
her class levels). A character who selects this option doesn’t
gain feats at 3rd, 7th, 11th, 15th, and 19th levels, but instead
gains class features from her secondary class as described on
Table 2–8: Multiclass Character Advancement. It is probably
a good idea to use either this variant system or normal
multiclassing, but it’s possible for the two systems to be used
together. In a game using both systems, a character can’t
take levels in the secondary class she gains from this variant.
Table 2–8: Multiclass Character Advancement
Character Level / Ability
1st Feat
2nd —
3rd Secondary class feature
4th —
5th Feat
6th —
7th Secondary class feature
8th —
9th Feat
10th —
11th Secondary class feature
12th —
13th Feat
14th —
15th Secondary class feature
16th —
17th Feat
18th —
19th Secondary class feature
20th —
CORE CLASSES
Fighter
A character who chooses fighter as his secondary class gains
the following secondary class features.
Bravery: At 3rd level, he gains the bravery class feature as
a fighter of his character level – 1.
Armor Training 1: At 7th level, he gains armor training 1.
Weapon Training 1: At 11th level, he gains weapon training 1.
Armor Training 2: At 15th level, he gains armor training 2.
Weapon Training 2: At 19th level, he gains weapon training 2.

MordredofFairy |
Hm, considering
You gain a bonus feat at first level and on every level divisible by 4 thereafter (4, 8, 12,, 16, and 20), because being feat-starved is no bueno for some really cool builds and, let's just face it, people hate level-dipping in Fighter because their other martial class is without bonus feats. Am I right?
That Variant multiclassing seems very...powerful, as you don't give up by far as much as you would without that bonus.
Interested in the ruling on that.

GM_Retro_Girl |

The Ascetic Cleric archetype is allowed.
Dreamscarred Press's Stalker class is allowed, yes.
Archpaladin Zousha: I wouldn't worry about it too much, because of the caveats I made sure to add.
MordredofFairy: That is permissible.
Regarding background, not really looking for anything in particular, just something that fits the character within the bounds of Greyhawk and within the limits of your level. If you are a famous dragonslayer or something at level one, you probably will not get selected. Other than that, I have little in the way of rules regarding character creation.
Dave Herman: What did you have in mind? We might be able to work something out.
Brandon Dellman: Where is that variant located? Is it from Pathfinder Unchained? Or is it just so obscure that I have missed it?

MordredofFairy |
thanks for your answer.
I updated Alen with some more stuff. I think he's pretty ready, mechanically(except if you allow that variant multiclassing from unchained...in that case need to take a look at that).
How much of a backstory(versus background) do you want for these Characters before picking?
As it stands, I spend most of the 800 wealth on a Medium Wagon, 2 Horses to draw it, and a plethora of books and writings(assuming those that grant no boni are cheaper than those under "books"...but there are no "entertainment item" books, so just made up a bulk sum based on book repository from ultimate campaign), making Alen a travelling librarian(as per profession), going from village to village(presumably also transporting messages, hidden and otherwise.)

Arachnofiend |

Born to a noble household of minor but growing influence, at first glance Eleanora seems to be the perfect image of a refined upper class lady: poised, well-spoken, and above all beautiful, she was expected to be a potent pawn in the game of politics, to be married off to a young lad to bolster the prestige of both houses.
Lord Almir believed he had found the perfect husband for his daughter, a well connected youth who would allow the Almir house greater entry to the inner circles of Greyhawk. Everything was going so well, until Eleanora declared that the young man would have to face her in a duel if he wished to earn her hand in marriage. Lord Almir did not expect that. He also did not expect Eleanora to beat the suitor so badly that he weeped openly as he stormed out of the Almir abode.
As it turned out, the refined and pleasant Eleanora had never really existed. The real Eleanora was brash, proud, and completely uninterested in courting the boring, pre-selected men of her father's choosing. Bizarrely, further suitors would come, perhaps expecting to be able to tame this shrew. Each fell before Eleanora's blade; Lord Almir never knew who could possibly be teaching her how to fight, and Eleanora herself never told anyone her secret. All the world knew was that the patriarch of the house of Almir had raised a monster.
Eleanora's father concluded that it was absolutely necessary to remove this stain from the family. Figuring it would be too risky to have her assassinated (he was terrified enough of his daughter at that point to assume she would beat the assassin) he instead created an excuse to force her out of the city and to a remote border town, the mining village of Diamond Lake. While Eleanora's official reason to be there is to study under Allustan Neff, all parties involved know that is bull and there is no studying at all.
Eleanora has instead been spending the last few years here growing gradually more restless; though originally pleased to get away from the pompous beuracracy of Greyhawk, she quickly found that even this shabby mining town had its own complicated set of rulers. Despite the veneer of refinement she shows, Eleanora's true passion has always been hitting things with a sword, not navigating politics. There is a yearning for battle inside of her, one that has been kept under wraps due to necessity and an inability to sate it. A recent group of travelers may force that desire to the forefront, however, as tales of adventure put a glimmer in her eye...
Okay, that should be everything needed for submission. Will need to make some edits on the character sheet if you say no to Perform as the flavor skill but otherwise I should be good for now.

Dave Herman |

In a nutshell it would just be a junk store / pawn shop. Mostly worthless stuff, except maybe as spell or crafting components. Things like 5 lb blocks of chalk, fake gems or mummified monkey heads. It is most definitely not a profitable business, but more an outward manifestation of his eccentricities (or neuroses). And it would give me a reason to make a weekly Profession (Merchant) check.

Amazing Red |

Regarding background, not really looking for anything in particular, just something that fits the character within the bounds of Greyhawk and within the limits of your level. If you are a famous dragonslayer or something at level one, you probably will not get selected. Other than that, I have little in the way of rules regarding character creation.
So the retired adventurer who's lost his skills don't work for you?

Yokaiboy |

Tabitha Shoemaker
female aasimar (angel-blooded) paladin (undead scourge) 1
LG Medium outsider (native, angel-blooded, human)
Init +2; Senses darkvision 60 ft., Perception +2
Aura aura of good
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +3
DR 2/evil; Resist cold 1
OFFENSE
Speed 20 ft.
Melee gauntlet +5 (1d3+4)
Melee masterwork scythe (two handed) +6 ((two handed) 2d4+6/x4)
Melee throwing axe +5 (1d6+4)
Ranged throwing axe (thrown) +3 (1d6)
Ranged holy water (flask) +3 (2d4-4)
Melee sap +5 (1d6+4)
Melee shield (light/wooden/throwing shield) +5 (1d3+4)
Ranged sling +3 (1d4+4)
Melee warhammer +5 (1d8+4/x3)
Special Attacks
Class Spell-Like Abilities: detect evil (at will)
STATISTICS
Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 18
Base Atk +1; CMB +5; CMD 17
Feats Power Attack, Cleave
Skills Acrobatics -2 , Climb +0 ,Diplomacy +8, Escape Artist -2 , Fly -2 , Heal +7 , Ride -2 , Sense Motive +5 , Stealth -2 , Swim +0 , Perception +2
Languages Common
SQ aura of good, bonus energy resistance, deathless spirit, detect evil, resistance to cold 1, scion of humanity, skilled, spell-like ability, weapon and armor proficiency
Combat Gear torch (10), rations (trail/per day) (5); Other Gear breastplate, masterwork scythe, outfit (peasant's), pouch (belt), backpack, bedroll, waterskin, flint and steel, pot (iron), mess kit, rope (hemp/50 ft.), soap (per lb.), holy symbol (wooden)
SPECIAL ABILITIES
Aasimar (Angel Blooded) Angel Blooded Aasimars Receive a +2 bonus to Strength and Charisma and a +2 bonus to Heal and Knowledge (planes) checks. They can cast Alter Self as a spell like ability.
Aura of Good (Ex) You project a faint good aura.
Bonus Energy Resistance Add +1 to the paladin's energy resistance to one kind of energy (maximum +10).
Clergy Member You belong to a particular faith, and your religious leaders see you as a mortal aspect of their deity.
Darkvision See in the dark up to 60 ft.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell.
Resistance to Cold (Ex) You may ignore 1 points of Cold damage each time you take cold damage.
Scion of Humanity (Ex) You count as an outsider (native) and a humanoid (human) for any effect related to race. You can pass for human without using the Disguise skill.
Skilled (Ex) Angel Blooded Aasimars receive a +2 bonus to Heal and Knowledge (planes) checks.
Bondless: A chosen one does not gain the divine bond class feature.
Divine Emissary (Ex): At 1st level, a chosen one gains an emissary familiar (see page 10), treating her paladin level as her wizard level for the purpose of this ability.
Religious Mentor (Ex): The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.
Delayed Grace (Su): A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the Barbarian, Rogue, Sorcerer column on Table 7–1 on page 169 of the Pathfinder RPG Core Rulebook to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on. This ability alters divine grace and smite evil.
Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.
Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
P.S. used the alternate traits (please tell me if they are allowed/limited)
Tabitha was born in the small village of greenrock, named for the giant moss covered rock next to the village. The tomboyish girl prefered the company of boys, never taking a liking in dresses or any of the womanly skills or her familys trade, they are indeed shoemakers. It didn't come as a big surprise when she was apprenticiated by the local blacksmith, after throwing the other apprentice, at that time the only one, into a wall, after he "accidentaly" groped her, which led to the smith, a rather grumpy fellow, impressed by the girls strenght, to offer her apprenticeship, after kicking his "idiot apprentice".(the apprentices' relatinship did become friendly, after both appologisedto each other). Tabitha's ordinary live came to an end, when a talking white raven appeared, claiming to be send by Tamara, Tabitha managed to ignore it, till the undead came. A group of Zombies and Skelletons lead by a ghoul priest attacked the village. It looked good for Tabitha and the other members of the militia, till the ghoul appeared, making his way towards Tabitha, paralysing anyone trying to stop him. She found herself disarmed and alone, the ghoul drawing near, in search for a weapon she grabbed a Scythe, lying forgotten in the grass and swung. The Scythe, that had miraculusly transformed into a finely crafted warscythe choped the monsters head of cleanly with a single strike.
The girl, celebrated as the hero of the day, quickly realized that they were here for her, so she decided to leave. She left home the next day armed with her Scythe and the gifts of the villagers, accopanied by her new raven companion.

Choant |

Jasper Quinn's Background
Jasper grew up hearing stories from all the old men from the city of Greyhawk, stories of dragonslaying, evil wizards, brilliant capers, and honorable fighting, the stories of the sneaky thieves always attracted him the most. Acting out his fantasies and becoming sneaky were his goals, from learning to pick locks to the town bakery to pilfer a pastry to sneaking into peoples homes and just watching them without them knowing he was there. Growing older Jasper would start worshiping Olidammara, saved his money to purchase some fighting knives, and began to self train on home made targets, practicing acrobatics and continuing stealth training.
One day in the little mining town of Diamond Lake, a group of travelers came to the town, Jasper became extremely excited and began to tail the travelers. He would stake out the inn they were staying in and hoped he would be able to stow away with them on some great adventure.

Samnell |

May I have the honor to present Gnaeus Lorrisant, scholar and gentleman. Sorry all the formatting isn't done yet, but I'm a bit fried from getting the stats and backstory in order. I'll fix him up in a proper alias if accepted.
Gnaeus Lorissant
Human Wizard (Diviner) 1
NG Medium humanoid (human)
Init +7; Senses ; Perception +6, Always acts in surprise
DEFENSE
AC 12, touch 12, flat-footed 10
(+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +5
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged light crossbow +2 (1d8)
Special Attacks Spells
Wizard Spells Prepared (CL 1; touch +0, ranged touch +2; concentration +10):
1st (5/day)--
0th (at will)--
Specialty: Divination
STATISTICS
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 20 (+5), Wis 14 (+2), Cha 16 (+3)
Base Atk +0; CMB +0; CMD 12
Feats Cosmopolitan (Diplomacy, Perception) (B), Eschew Materials, Improved Initiative, Scribe Scroll (B)
Traits Arcane Student, Trustworthy
Skills Diplomacy +8, Knowledge (arcana) +10, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (history) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +6, Spellcraft +10; Racial Modifiers None
Languages Ancient Baklunish, Ancient Suloise, Aquan, Auran, Celestial, Common (native), Draconic, Ignan, Infernal
SQ Scribe Scroll, Arcane Bond,
Gear bedroll, belt pouch,bolts (10), everburning torch, flint & steel, horse (light riding), ink (1 vial), inpken, journal, jewelry (assorted, 100gp worth), light crossbow, masterwork backpack, medium tent, mess kit, nobles’ outfit, quarterstaff, rations (5 days), signet ring, scholar’s outfit, spellbook, saddlebags, soap, spell component pouch, waterskin; weight of gear 32 lbs; 118.09gp (extra clothes and camping gear are left on horse)
Special Abilities
Arcane Bond (Ex or Sp) An amulet
Specialist powers (Divination)
Forewarned (Su): Always act in surprise rounds. Half level, min 1, as bonus to initiative.
Diviner’s Fortune (Sp): Standard action to touch any creature and give it an inslight bonus on all attack rolls, skill checks, ability checks, and saves equal to half wizard level, minimum +1. 3+int mod/day
Opposed schools ( Enchantment, Necromancy )
Spellbook: Spells marked * were bought with starting gold
1st: Alarm*, Color Spray*, Comprehend Languages, Detect Secret Doors, Detect Undead*, Endure Elements*, Enlarge Person*, Expeditious Retreat*, Feather Fall*, Floating Disk*, Grease, Identify, Mage Armor, Magic Missile, Mount*, Obscuring Mist*, Protection from Evil, True Strike
Cantrips: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
I do not suppose that the events of my life will draw the eye of many historians, but as one indebted to the writings of those long gone I feel a keen obligation as a man of learning to record my cogitations and the circumstances of my life for what use posterity might elect.
Five generations of Lorrisant have lived in the Free City’s walls, with various sojourns abroad, all of them scholars of various arts and sciences. My upbringing differed little materially from their own. I had every expectation of completing my apprenticeship and taking my place in the city’s guild and libraries. Like my ancestors, I expected to support my scholarship through interests inherited and of my own invention in various commercial ventures.
No great calamity shook me from my expected path. I sacrificed it on the altar of principle. Men of my class in the Free City take their pleasures in many forms. I did much as my peers, though never to the excesses of some. In taking partaking the amusements one night, I witnessed the misdeeds of a young man of somewhat more exalted birth than my own. He disputed with a young scholar very much beneath both of us, the son of no more than a successful brewer. In a rage, he came uninvited to our club and cast himself into disrepute by crudely hurling base invective at the object of his wrath.
I thought him a boor and wished him soon gone, but to my astonishment my exalted peer admitted with great relish that he had, in fact, stolen this young scholar’s work and presented it as his own. He dared any about to stand and denounce him with this plebeian. Principle required me to stand, but I allowed fear of his armed friends to shame me into silence. Though I by no means counted him among my intimates, all knew that he had a temper best left slumber. No other rose for the same cause.
Then the thief posing as a man of letters declared that he would seize his victim and demonstrate in a most thoroughly repulsive and violent manner the degree of impunity men of his birth enjoyed with regard to the lowborn. I turned then to leave, as I do not care to hear inquiries into anatomy of the nature he proposed. It did not cross my mind until he moved to realize his ambitions that he meant more than hateful rhetoric with his words.
I rose and denounced him most thoroughly, before many witnesses, and shamed him with the memory of his distinguished lineage. I made utterances not of my station to speak, but which principle demanded. This brought his wrath upon me, but I did not fear him as the lowly might. Gentlemen do not treat gentlemen in such a fashion.
The scholar took his leave, in haste, when attention fled from him. After a tense moment, my opposite said no more. I believed the matter closed and that the affair would soon be rectified. I learned otherwise the next day when summoned before the elder scholars of my house and presented with accusations, sworn under oath by gentlemen of standing present with us the night prior, that I had made vile insinuations as to the malefactor’s character for which I had no evidence save the envy in my heart at his greater wealth.
The truth did not matter. Defending my reputation would make me the enemy of all the Free City’s learned society. Doors would close not simply to me, but to all who shared my blood. Honor and obligation left me with no choice. I could defend myself and ruin all, or make myself a liar and the malefactor’s thrall with a craven apology, or I could quit the city. My silence served to preserve my family in their position. They named me a rogue and disowned me, but supplied me with a generous purse and advised me to lose myself somewhere my talents would bring me a life of comfort.
I undertook my travels, but found doors closed against me in learned cities. My prospects dwindling, I found myself in Diamond Lake. Here I have lived for three years, but many inquiries to the far corners of the civilized world have brought only silence. As I waited on word that never came, my small fortune has quickly waned. I fear that I may soon be reduced to the rude station of adventurer.
Gnaeus is a scholar and a gentleman. Magic is simply a particularly useful one of his fields of study. He’s desperately class-conscious, but always polite and keenly aware of his own humbled status. He no longer holds his birth over anyone and, truth be told, is quite anxious to find new friends after so long isolated and unwanted.

Phelan Kelthar |

I wish to present Phelan Kelthar, a hunter from Celene, with his tiger, Snapjaw.
Then came the day of the raid. A great incursion of orcs and ogres came crashing into his woods. This a part of a much larger group that was checked at the border, but it was large enough. What defences his village could raise was quickly brushed aside, and it was laid waste.
Phelan was in the woods and saw the distant burning of the woods. With his bow in hand he ran to help, but only found blasted ruin. His parents and siblings were slain, and suddenly he was an orphan. Running in pursuit he found that the raid had been smashed by the queen’s guard, who had been pursuing the orcs. He turned and returned to his home. They he worked with the druids, saving those he could, burying those he couldn’t. Once a happy elf, now he was quiet and morose. He continued his studies.
Phelan realised that he had been naïve as to the nature of the world, and he despaired. The old druid Thandar, who oversaw his training, worried about Phelan, and decided something had to be done. He took him to the pool of the goddess Ehlonna, and bade him meditate on the waters. And left him.
Phelan watched the waters, but he just saw his reflection, no visions, no insight. The a pixie fluttered in. Whats’s wrong with you, Elf.
Phelan sighed. I seek insight, and I see only my reflection.
The goddess is showing you something. You have to open your eyes. Look closer
Frowning, he looked closer. Then his eye widened.
And with that he left the pool.
He saw old Thandar. Wise one I am leaving. The goddess has something for me to do.
But your training is unfinished
I have learned much, and I’ll make do. I am going to a lake of diamonds. And I will see my family again at the end of it. Farewell
Grabbing his gear he left, heading east. Soon he realised he was being followed.
Snapfang? You should go back to the circle
The tiger butted his leg with his head.
Well OK. Let’s go

Vincent Fleming |

Here is hoping I do justice...I present a gnomish bard.
Nesbar Vigortink
Male Bard (Sound Striker) 1
N Small humanoid (Gnome)
Init +4
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 9 (1d8+1)
Fort +0, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Unarmed strike +5 1d2
Melee Mwk Whip +6 1d2
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 10, Int 18, Wis 10, Cha 20
Base Atk +0; CMB -1; CMD 13/9Fl
Feats Weapon Finesse
Traits Prehensile Whip, Shackles Seafarer
Skills Acrobatics +7, Craft Tattoo +12, Climb 3, Disguise +9, Escape Artist +7, Perception +4, Perform (comedy) +9, Perform (Oratory) +9, Profession (Courtesan)+4, Sleight of Hand +7, Stealth +11, Swim +4
Languages Common, Draconic, Dwarven, Elven, Gnome, Orc, Sylvan
Combat Gear Mwk Chain Shirt, Mwk Whip
Other Gear Entertainer's outfit, Artisan's tools (Craft [Tattoo]), Mwk Backpack, Silk Rope, Snuffbox (Turtle shell), Waterskin x2, Weapon Cord, Pipe, Cherry smoking tobacco (weeks worth), Courtesan's Kit, Courtier's outfit
--------------------
Special Abilities
--------------------
Bardic Knowledge +1
Bardic Performance 9 rounds/day
Bardic Performance Countersong
Bardic Performance Distraction
Bardic Performance Fascinate (1 target DC 15)
Bardic Performance Inspire Courage +1
Darkvision 60ft
Defensive Training +4 vs Giants
Hatred +1 Goblinoid/reptilian Humanoids
Magical Linguist
Weapon Cord (Whip)
--------------------
Spells/Spell-like abilities
--------------------
Lvl 0 Detect Magic, Open/Close, Prestidigitation, Spark
Lvl 1 Chord of Shards, Cure Light Wounds
Spell Like Abilities Arcane Mark 1/day, Comprehend Languages 1/day, Message 1/day, Read Magic 1/day
Growing up in Diamond Lake was for lack of a better term boring, there really wasn't much for a person to do other then grow up to be a miner, a farmer, or a fisherman. These things do not a happy gnome make. But all the same Nesbar grew up a happy child getting into trouble every which way he could. He grew up swimming in the lake, disturbing the fishing in the early mornings. The whippings he would get were worth it as far as the laughter he had about it. Everything he did was to try and stir a bit of fun and adventure in the town.
As he grew older, he grew to understand the things that he did had been wrong but all the same he couldn't settle into the life that others did so willing. He found himself drawn to the tavern, listening to the tales of the travelers at first, prying them out of them with drinks. But he soon found a knack for the craft of story-telling and began to weave the tales the travels had told into stories all of his own, he began to earn gold and attention from the travelers and occasionally from the regulars of the town. But soon even this wasn't enough to keep the gnome happy, soon he began to try his luck at a more interesting challenge, having others pay for a night with him. He wasn't amazing at that but his ability to play a crowd and fascinate others helped out a lot and he ended up succeeding more often then not.
The things some of the travelers wanted were quite curious, some wanted pain, some wanted pleasure, and some just wanted someone to listen and spend a good meal with. Thus he began to learn the intricacies of the whip and the rope. While he wasn't that great at causing intense pain, he was at least capable of using it to illicit a bit and he even learned how to use it for things not intended, like grabbing something from across the room or sweeping a girl right off her feet...literally.
Working with pain though, he began to get a need of it himself in a manner. He began to dabble in the craft of tattoo artistry. This was where he began to make money with the locals. It seemed like miners, fisherman, and sometimes even farmers alike tended to want something to show off their love and dedication to their craft. He even did one on himself of a lovely woman laying atop a sleeping dragon on it's horde on his left leg.
It still nagged at him though, always shaping others tales into something amusing and magical for others to hear. He wished he had the courage, though maybe that wasn't what he really needed...maybe just maybe he just needed a chance and perhaps a few good buddies to slip in with and begin his travels. Oh how he'd wish he could get out of this town and see the world, even if only for a few years, hell even if it cost him his life. And so he kept going back to that tavern day in and out, hoping that he wouldn't just hear another good tale but might actually find someone in need of his skills.
A prankster, a playboy, but otherwise a serious person. When it comes to talking to the ladies or at a bar, his tales will be taller then he is but when it gets down to getting things done he will be all serious. Though his fellow travelers may find his pranks to be a bit annoying after a while.
The concept behind this character is he is gonna be skillful and more of an out of combat character. While in combat he will support as he can with a bit of healing and inspiring his allies but his main thing will be using the whip to disarm his opponents, stealing, and tripping when he can.
He's a bit on in his years, though not terribly so at only 49 years old. Almost three and a half feet tall he is a bit of a taller chap, well as far as gnome are concerned but in amazing shape. He is of a lean athletic build with a fussy bedhead look of platinum blonde and hazel green eyes that pierce the soul. He has a small ponytail pulled back and carefully braided down it. He tries to keep fashionable though in a town such as this isn't too easy.