
FireclawDrake |

Hey, I'm interested in this campaign, but a bit worried about the low magic thing. Does this mean that monsters will be adjusted accordingly? The CR and difficulty of monsters assume the party has magic items.
Also, I note I've posted rather late, are you still looking for people?
Further: I'm a DM myself, and I plan on running this AP myself for my players at a later date, as such, I have access to and have read (and will continue to read) the AP. Will this be a problem?

The Celestial Bureaucracy |
Hey, I'm interested in this campaign, but a bit worried about the low magic thing. Does this mean that monsters will be adjusted accordingly? The CR and difficulty of monsters assume the party has magic items.
I plan to keep it challenging. Though you won't have a magic mart, you'll get meaningful items.
Also, I note I've posted rather late, are you still looking for people?
Until Sunday.
Further: I'm a DM myself, and I plan on running this AP myself for my players at a later date, as such, I have access to and have read (and will continue to read) the AP. Will this be a problem?
You need simply to keep that knowledge tucked away, far.

Izumi Chosokate |

I'd like to submit Izumi for your consideration. A descendant of tian, though not trained in the samurai ways. He is a cavalier - currently of the ronin order.
Paizo forums gobbled up the character sheet, but most of the other information is provided. I will fix the character sheet after work this evening. Please let me know if I am missing anything important.

Meowzebub |

I have a Tian Spirit Totem/Urban Barbarian that I built with this AP in mind, but is languishing in a dying PbP. I would like to breath new life into him.
He bargained with a kitsume spirit (a fox mask hanging on a sacred tree) to spare his life after he killed a man while in a murderous rage over his girlfriend being sold to another family for marriage. The Spirit agreed, escaping the tree it was tied to, and now residing within him. The Spirit carried him through the Spirit Realm to awaken in Varisia...safe with the fox mask in his hand. The Spirit has since tempered his anger to better direct it, to be more intelligent than simply lashing out, and the two now fight as one. But this was not the bargain he planned, and now so far from home he longs to get back and find out what happened to his girlfriend, the one he killed to defend. The Spirit so far from its ancestors cannot repeat the feat it completed to bring them here, so they must go the long way back to face whatever awaits them. The Spirit would also perhaps not be in a hurry to return and see the lad killed for what he did, and thus end the Spirit's freedom from its tree. The Spirit will take the form of nine fox tails that lash out and attack once his totem powers kick in, and an occasional yipping-bark of a laugh when the Spirit is amused or angered.
I need to tweak some things to get him into line with your requirements and review the AP Player's guide again. Be back soon.

Mark Sweetman |

Updating the list of applicants (apologies if anything is incorrect or misrepresented):
Aardvark Barbarian / Lirrathan - Elven Rogue (Knife Master and Scout)
Azure_Zero - Half-Elf Ninja
Kor / Muugru - Half-Orc Ranger (Guide)
Rennick - ?
Solarious - Winter Witch
Max Hellspont - Varisian Oracle
imjohnnyrah - Barbarian (Rage Prophet)
Faunra Variel - Elven Bard
Roshan - Cleric / Oracle
Maldrin - Elven Sorcerer (Wildblood - Sylvan)
Mark Sweetman - Halfling Fighter (Lore Warden)
Painlord - ?
Garand Blood Hand - Shoanti Druid (Bear Shaman)
scranford / Sigmundr the Curious - Ulfen Wizard (Primalist)
Grey Wind - ?
Shanosuke - Tian Samurai
Nimon / Gathrix Darkwine - Human Inquisitor
Jel Camo - Varisian Cleric (Spherewalker)
Ace Toreador - Human Bard (Dervish Dancer)
Sorin Saldward - Half-Elf Wizard (Abjurer)
Mark Thomas 66 - ?
Maddigan - Human Monk (Hungry Ghost)
Tirion Jörðhár - ?
FireclawDrake / Izumi Chosokate - Cavalier
Meowzebub - Tian Spirit Totem/Urban Barbarian
Pavel - Human Ranger

Jynerva |

This was formally Jel Camo. Still planning on Spherewalker, but going to go Fighter/witch/spherewalker.
I'm by no means done with background and such, just the crunch so far. I hope the Cad Archtype is ok, and the alternate racial traits I picked. I figured I'd post it so far so Mark can update his list, and I can make sure this stuff is ok so far.

Treiden Wallace |

My background, description and personality are in my profile. Motivation is mixed into each and mostly identified in the answers to your questions below.
The reason why you’re in Sandpoint and whether you’re a local or visiting.
He has lived in Sandpoint for the last 7 years, after Shalelu had brought him there.
The main NPC you are connected to.
Shalelu Andosana
Three significant events in your life that shaped who you became and why you would leave everything and travel to the end of the world.
1. The last harrowing his mother performed for him.
2. The death of his family and the sheltered life he is living as a result of it.
3. His recent birthday and desire for a rite of passage into manhood for himself, his family and for Shalelu.
A clear reason why you would stand up and go bring the fight to pesky Goblins.
This seems like the most available way he can prove himself the man his father would have wanted him to be and the only way to face his fears of leaving Sandpoint and finally acting as like a real Varisian would.
A cherished item of importance for you.
His mother’s Harrow Deck.
Your job or occupation in Sandpoint (how do you make a living).
Equal parts carpenter and lumberjack though he makes a better hunter and tracker than either of these paying jobs.
As far as the crunchy stuff goes, it’s going to look like Barbarian 2/ Oracle 4/ Rage Prophet 10. Anything after that is a bonus since most AP’s don’t make it to 20 and doing a PbP could take years to finish. The mysteries I think are most relevant to this character are Ancestor and Nature. I’ll have a real character sheet up soon enough but I figured this stuff is more important.

Mark Sweetman |

I'm still working on the background, put thought it worthwhile to throw up the crunch as it's mostly finalized.
Str: 10, Dex: 16, Con: 14, Int: 14, Wis: 12, Cha: 13
Alternate Racial Trait: Outrider: +2 on Handle Animal and Ride. Replaces sure-footed trait.
Campaign Trait: Caravan Guard (Sandru)
Campaign Feat: Cosmopolitan: Heal and Perception considered class skills.
Skills: Handle Animal, Heal, Knowledge (Geography), Knowledge (History), Profession (Wainwright), Survival
Feats: EWP (Whip), Weapon Finesse
Main Gear: Whip, Shortsword, 5x Chakram, Chain Shirt
He will be a Halfling who grew up in Kaer Maga, and has moved on to work as a wainwright on the wagon trains of Varisia. His reason for joining the expedition will be related to a cryptic troll augury that he received before departing from Kaer Maga.
Background will be fully fleshed out and compliant with the requirements in the first post - but I'd prefer to massage it until I'm fully comfortable putting it forward.

Sorin Saldward |

Sorin has been updated, and is ready for your review.

Hu5tru |

Darshee
Female Elven Witch (Transformation Patron)/1
NG Medium Humanoid
Init +2 Senses Low Light Vision, Perception +2
DEFENSES
AC 17 (+4 M.Armor, +2 Dex, +1 N.Armor) touch 13, flatfooted 15
HP 7
Fort +1 Ref +2 Will +2 (immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects)
OFFENSES
Melee Quarterstaff +0 (1d6+0, x2)
Ranged Longbow +2 (1d8, x3, 100’)
STATISTICS
Str 10 (0) Dex 15 (3+2) Con 12 (5-2) Int 18 (10+2) Wis10 (0) Cha 12 (2)
Trait Friend of the Family
Feats Skill Focus (Craft: Music), Extra Hex
Skills Craft (Music) +11, Fly +6, Kn. Arcana +8, Kn. History +8, Kn. Nature +8, Spellcraft +8
Languages Known Common, Elven, Celestial, Draconic, Syvlan, Goblin
Combat Gear Longbow, ammunition, quarterstaff
Cantrips
Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally
Hexes
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Patron Spells
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Witch’s Familiar
At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1stlevel spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: 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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
SPELLS PREPARED
(CL 1st, concentration +5, melee touch +0, ranged touch +2)
1st Mage Armor, Ray of Enfeeblement
0 Daze, Detect Magic, Guidance
HEXES
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Age 136 Height 6’1” Weight 117 Hair Ash Eyes Violet
Darshee stands taller than most men, but slight as a whip. Having adopted the Varisian fashion several decades back, she can oft be seen wearing swirling, multi-colored skirts and contrasting vests and scarves. Her ash hair is typically pulled back into a system of plaits and knots, accentuating the length and height of her pointed ears and the brightness of her pure violet eyes. Darshee smiles often, and has a soft, somewhat musical voice, if the cadence of it is a bit slower than humans, as if she has all the time in the world to be heard.
Darshee is a kind and affable young woman. A follower of the Lady of the Spheres, she has made considerable effort to reach out the Varisian community, and has a particular fondness for their performances. Darshee is as much a patron of the arts as she is a peer of the arcane, more, it seems to most at first glance. She speaks slowly, and softly, more inclined to listen and deliberate for a period of time rather than simply reacting to a proposed action or situation. Darshee is confident, but not the type that prefers leadership, instead she prefers to support those in positions of power by providing them with a critical analysis of information so that they may make good decisions.
Darshee’s motivation to travel is to hear more of Golarian's voices and songs, so that she might pen the greatest score to a journey possible and hear it performed through the ages, and several lands.
The reason why you’re in Sandpoint and whether you’re a local or visiting.
Darshee is hardly local to Sandpoint, but she has resided in Varisia for several decades. Darshee arrived in the town shortly after the events of the RotRL, and decided to stay when its heroes moved on. She finds the community agreeable, not too large to cramp her expression of self, but large enough to have diversification of society and labor, while remaining for the whole free from the negative influences of Korvosa.
The main NPC you are connected to.
Mother Koya. Darshee had met with the woman’s mother several times while she was traveling, both in the Land in the Linnorm Kings and amongst the Varisian caravans in their own lands. She has a certain amount of respect for the elderly healer, loves to listen to her stories and admires her wisdom.
Three significant events in your life that shaped who you became and why you would leave everything and travel to the end of the world.
The first event that shaped Darshee was her realization of how magic was used in Irrisen to terrify and oppress the people, and to make monsters, things of nightmares. She did not believe that living in isolation in the harsh lands while people without suffered was right, and so she began her journey to ease hearts with her small talents. What she found, however, was that people were just as easily prone to fear her talents and magics, and cast her out.
The second chain of events that shaped Darshee was her arrival in Varisia. As Desna’s luck would have it, she was soon to meet with a brightly colored caravan, and after an initial period of hesitance, was invited to travel alongside them, and did so for several years. Darshee found the culture of the Varisians, and their faith in Desna allowed them a basis of understanding. Darshee delighted in watching their performances and learning their history, and watched an entire generation of children grow, fall in love and sire more children. This experience helped her to understand the motivations and concerns of humans, and bring her closer to them, and willing to help again.
The third event to shape Darshee’s life was the ease with which her presence was accepted in Sandpoint. Her magics were not feared, and the cathedral catered to several good gods, representing the community’s tolerance on the whole. She felt safe within its limits, to practice her magics, and to set her pen to scores dedicated to her Lady of the Spheres in tribute of the multitude of voices and songs that the celestial bodies were said to produce when in perfect harmony with each other in the skies.
A clear reason why you would stand up and go bring the fight to pesky Goblins.
Darshee would bring the fight to the goblins to protect travelers, the spiritual sons and daughters of her Lady Desna, and to gain practical experience with heroes to craft a song or score that truly captures their spirit.
A cherished item of importance for you.
An item of importance to Darshee is a set of beads, bones and coin woven into several permanent braids in her near ankle length hair by the clan of Varisians with which she traveled for longer than a decade. These braids, of which there are three originating on the left side of her face, always feature prominently in Darshee’s chosen hairstyle, and are rarely bound.
Your job or occupation in Sandpoint (how do you make a living).
Darshee earns a living by penning musical scores for the Sandpoint theater and other patrons by request. She prefers, however, to craft for a patron for free, but, a girl has to eat.
Plan to take Turtle as Darshee's familiar, but will roll that completely if chosen.

Meowzebub |

Everything should be here for my Spirit Totem Urban Barbarian. Background is quite long, but novellas are usually how I do it. I put more thought in the role rather than the roll. Mechanics can be flexible based on party composition.
Hit me up with any questions if needed
But there came a day where Kai was gone. Her family refused to talk to him, but the village was small and news spread. Kai had been sold into marriage for political and financial gain. Rhuyo tracked her down to the distant city and tried to escape with her but they were spotted. The old man who had bought her, drew on him and Rhuyo was forced to defend himself. The old man was past his prime, but very skilled with the blade. He mocked Rhuyo's inept attempts to engage with the blade. The mockery and the futile situation of the fight set something off in Rhuyo, and he slipped into a murderous rage. He cut the old man down despite taking a hard slash across the chest through sheer rage and power. Several more hacks left the man in bloody pieces. Rhuyo had to flee the arriving retainers who assumed Rhuyo murdered their Lord. Kai looked as if she did not recognize him and fled from him when he tried to bring her along.
Desperate and bleeding, Rhuyo fled the city into the surrounding forest. He came across a forest shrine and as he fell asleep that night cold, wet, hungry and scared he prayed for some way to escape his fate. That night his dreams took him into the First World where he cut a bargain with a Kitsume spirit, a nine-tailed fox spirit guardian. The Kitsume promised to save him from his predicament if in exchange Nine Tail carried the spirit out of the First World, to once again experience the outside world.
Rhuyo awoke on a beach in Varisia with a fox mask in his hand and a large fox tattoo was on his back replacing a tiger he had placed there years earlier. He took the name Nine Tail to hide his shameful past. The two have since traveled together in search of new experiences. Nine Tail does not actively communicate with the Kitsume, but he can feel its presence and its personality occasionally surfaces, especially in battle as the spirit lends him strength, skill and especially focus.
They traveled through Varisia till coming to Sandpoint hungry and willing to work odd-jobs. He found he enjoyed the travel, but found it to be best when travelling in groups or stopping to explore each village and town. In Sandpoint, Koya and her mother, Niska the village wise woman, were at the town well as he passed. Niska took an immediate interest in him and asked many questions that Nine Tail tried to keep away from his past. Though she did not come out and ask it, he suspected that she could SEE the kitsume spirit. She took him in, saying to Koya that he could be trusted as he had the soul and spirit of an artist. They got him a job at the glass works where he again had to avoid certain questions about his past in Minkai, but his painting skills won him a spot.
It was boring work, but he liked the situation and he really enjoyed spending time with Niska who treated him with a great amount of respect, something he enjoyed very much and he sensed the Kitsume did too.
But with Niska's passing, Nine Tail senses the kitsume spirit again getting restless. He continues to help Koya, but with some coin in his pocket, a sword at his side, the pair have an eye out and their ears up for news of any adventure. When Koya states that she is to go on a caravan trip to Tian Xia, he is immediately ready to accompany her. He feels as if Niska drew him here to serve her daughter this way. He knows what might await him back home, but he also knows Kai is back there too, and before he dies, he wants to get another look at her that is not full of fear.
He seems to be happy go lucky. Light of heart though something seems odd about him that keeps many from getting too close. Quick to laugh or tell a joke, he often break out in a yipping bark of a laugh. TO add to the oddness, he often wears his fox mask on top of his head while in the village and fully wears it while traveling or hunting.
NINE TAIL CR 1/2
Male Human (Tian) Barbarian (Urban Barbarian, Spirit Totem) 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16. . (+4 armor, +2 shield, +2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +2, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longsword +3 (1d8+2/19-20/x2) and
. . Shield, Heavy Steel +3 (1d4+2/20/x2)
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 16, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Alertness, Combat Expertise +/-1, Raging Vitality
Traits Friend of the Family: Koya (Ex)
Skills Climb -2, Craft (Painting) +3, Escape Artist -2, Fly -2, Intimidate +5, Knowledge (Nature) +5, Perception +7, Ride -2, Sense Motive +2, Stealth -2, Survival +4, Swim -2, (-4 armor penalty in place)
Languages Common, Tien, Varisian
SQ Controlled Rage (Ex), Controlled Rage: Constitution, Controlled Rage: Dexterity, Crowd Control (Ex), Heart of the Wilderness +0, Rage (7 rounds/day) (Ex)
Combat Gear Lamellar, leather, Longsword, Shield, Heavy Steel;
--------------------
SPECIAL ABILITIES
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Friend of the Family: Koya (Ex) +1 vs foes threatening Koya.
Heart of the Wilderness +0 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Rage (7 rounds/day) (Ex) +4 to any stat with Controlled Rage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Trait: Friend of the Family (Koya).
3 Significant Events: 1) Wanted for murder he committed in self defense, 2) Bargain with Kisume Spirit, 3) Acceptance by Niska and Koya
Why leave Sandpoint to travel?: Accompany Koya and return home to sort out the mess he made of his life.
Why Fight Goblins: He always dreamed of being Samurai and the Kitsume Spirit desires adventure, a perfect match. They are often restless.
Cherished Item is obviously his leering fox mask
Occupation: Glass painter at the glassworks. Finds the work boring, but is good at it and it pays enough that soon he can travel again.
Feats: Combat Expertise, Raging Vitality and Bonus Feat: Alertness.
Role: Will be sword and board, but could fill in an archer role as well. Not a typical heavy-hitting barbarian to start, will likely try to be a tank (as much as he can in light armor initially) but also go the disarm route.
Skills: Craft Painting, and Knowledge Nature as required. Good perception and Survival to be a scout. Intimidate is his social skill as people think he is a little bit "off"
Personality: Friendly but odd. Quick to laugh or pose a joke. Does not take much too seriously except devotion to his friends.

Dargon Dolgrinson |

The Celestial Bureaucracy - I think I have a good concept going for a Dwarven Monk. But as monk was one of the classes you put a background restriction on I wanted your input before I flesh out the build personality and appreance since I'll want those to reflect his background.
Little is known about Dargon's past as he is very protective of it. However, he has traveled to and from Sandpoint enough and had enough drunken tavern moments for a few things to slip.
One, it's obvious that his clan once had strong ties to Sandpoint via the Mvashtis family, particularly, Niska Mvashti. While that relationship is no longer as explicit as it once was, Dargon still considers Niska a dear friend and some speculate that they may have once been lovers.
Two, he has been forsaken by his clan. It seems to have something to do with his passing on his birthright to be a leader to pursue personal gain. The tavern talk is that in his travels setting up trade routes for his clan, he learned of a foreign form of combat where battleaxes and full-plate are replaced with fist and bodily perfection. Being enthralled by this new concept of battle he decided to commit himself to learning it. However, in deciding to follow this path he committed the worst of Dwarven sins - abandoning his duties to his clan for a selfish reason.
Three, Dargon has been studying martial arts under a former Minkai. Of this Dargon is much more proud to speak of. The Minkai goes by the pseudonym Master of the Four Winds.
Your thoughts?

Treiden Wallace |

I've finished my character sheet. The only thing left open is Favored Class. If I'm chosen I'll decide depending on party needs, Barbarian if we need more front-liners or Oracle if we're lacking healers. This will also be one of the deciding factors on how the Daegal will develop both in character and levels.
CB, please let me know if there is anything I need to alter or clarify. Thanks!

Tauni "Rabbit" Desba |

Here's a submission for markofbane. It is a complete remake of a character I had in another campaign that ended far too soon.
Tauni is a human cleric of Milani and she has the Merciful Healer archtype.
Tauni’s character sheet is complete (except I need to buy some scarves for her) and in her profile; I do have a skill point in a knowledge and a profession.
Description
Tauni is a beautiful woman of Varisian descent. She has dark brown eyes and auburn hair. Her skin isn’t the dark olive tone of most Varisians, but a lighter shade of tan indicating one of her parents might have been from elsewhere. She has the fit, lean form of most Varisians Since she spends most of her time travelling between homes and communities where her services are needed (staying in inns or homes), she travels very lightly, taking everything she owns with her. She wears sturdy, practical clothing that has been mended many times, both by needle and orison. Even the colorful scarves she wears in honor of her family’s heritage often serve practical functions as well.
Personality
With the tragedy in her life, Tauni could easily have gone down a dark path. But she is very resilient, and has a generous, happy and optimistic perspective. She tends to be very practical, but still enjoys drinking, dancing and good natured joking. She is used to being decisive and in authority despite her youth because of the responsibility she has borne for the lives of others. She is well rounded and thinks quickly on her feet. Her inborn urge to travel is barely kept in check by her frequent moving around to respond to those in need in various communities around her base of Sandpoint.
Motivation
Tauni gets great satisfaction from healing others, and often works long hours without complaint. She hates goblins and tries to see every one of them done in, knowing that any one of them in Varisia could be the one that killed either of her parents. She is eager to find the destiny laid out for her by Milani, certain that it will be exciting and meaningful. While she trusts that Milani is guiding her to that destiny, but she is puzzled how she can serve the patron of overthrowing usurpers here in this small community. She is a little reluctant to leave behind all the friends she has made here, but is hopefully that her destiny may lie with one or more of them.
Background Summary
Full background is in her profile, but to briefly address your points… She is a local in Sandpoint, serving as a midwife and healer. She is connected to Koya who she considers a mother figure, but also has stayed extensively at Ameiko’s inn and travelled with the other main NPCs. The three significant events were the goblin attack that killed her parents (and Koya’s intervention), the farmer who made her realize her destiny was not as a healer and midwife in these communities and finding the holy symbol of one of her parents. The attack on her parents leaves her with a festering animosity toward goblins. The holy symbol she found is her cherished item and her current job is midwife/healer.

The Celestial Bureaucracy |
The Celestial Bureaucracy - I think I have a good concept going for a Dwarven Monk. But as monk was one of the classes you put a background restriction on I wanted your input before I flesh out the build personality and appreance since I'll want those to reflect his background.
** spoiler omitted **
Your thoughts?

The Celestial Bureaucracy |
Just want to check in and make sure my submission is up to par.

The Celestial Bureaucracy |
I've finished my character sheet. The only thing left open is Favored Class. If I'm chosen I'll decide depending on party needs, Barbarian if we need more front-liners or Oracle if we're lacking healers. This will also be one of the deciding factors on how the Daegal will develop both in character and levels.
CB, please let me know if there is anything I need to alter or clarify. Thanks!
Looks complete Daegal.

Mai Sagara |

I am finished to the point of usability (missing visual descriptions of other personas)
The Questions
1. Why are you in Sandpoint? Are you visiting or a local?
I am a local resident and have lived here all my life
2. Which NPC are you connected to (I am assuming story wise, * marks trait selection)?
I am a Half-sister of Shalelu* and look up to her, and she has taught me how to survive in the forest if need be. I also know Ameiko as a childhood friend.
3. Three significant events in your life that shaped who you became and why you would leave everything and travel to the end of the world?
First is the Death of her mother, The second is Learning the Ninja way, The Third is Becoming a full member of the Yuki Ryu Clan
4. A clear reason why you would stand up and go bring the fight to pesky Goblins?
They cause problems for both her half-sister Shalelu and Ameiko's business at the Rusty Dragon
5. A cherished item of importance for you?
The Katana which bares the Yuki-Ryu emblem, showing that she is a member of the Yuki-Ryu. She also has an old leather necklace with a wooden leaf on it, which was her mothers, so she remembers her roots and remembers both better and worse parts of her childhood.
6. What is your day job?
I work as a barmaid in the Rusty Dragon and I make cloths on the side as a seamstress. The barmaid job is so I can watch over Ameiko as part of the Yuki Ryu clan's orders.
Extra 1. What are your plans for your character mechanically? I don't need to know a level-by-level progression, but where are you taking him/her?
My design is for the most part laid out all the way to 20th level.
I will dip into Monk(Martial artist) for either 2 or 4 levels, but the rest is all Ninja. The gaps are to allow for flexibility as needed.
Extra 2. What will your character contribute to the group?
Skills in scouting, talking, and information. Supporting comrade combatants by flanking targets, and weakening targets with modified sneak attacks.
Extra 3. How would you describe your personality?
That depends on the persona I use when disguised.
But as myself (the base persona), I am protective of my family and friends, Kind, polite**, observant, and love challenges.
As the Pai (Martial artist) persona, I am more tomboyish and reckless, and even more honorable when I fight***, I sometimes even swear, but have a dislike of the prefix honorific when being addressed.
As the Twin Tails (Thief) persona, I am more cautious, plan things out more, and show a dislike for women with average and above average busts (even though she has above average, the bandages make it look below average)
**(Using Japanese honorifics when speaking in Tein, I read enough manga)
***restricts her ninja tricks

Azure_Zero |

Updating the list of applicants (apologies if anything is incorrect or misrepresented):
Aardvark Barbarian / Lirrathan - Elven Rogue (Knife Master and Scout)
Azure_Zero - Half-Elf Ninja
Kor / Muugru - Half-Orc Ranger (Guide)
Rennick - ?
Max Hellspont - Varisian Oracle
imjohnnyrah - Barbarian (Rage Prophet)
Faunra Variel - Elven Bard
Roshan - Cleric / Oracle
Maldrin - Elven Sorcerer (Wildblood - Sylvan)
Painlord - ?
Garand Blood Hand - Shoanti Druid (Bear Shaman)
scranford / Sigmundr the Curious - Ulfen Wizard (Primalist)
Grey Wind - ?
Shanosuke - Tian Samurai
Jel Camo - Varisian Cleric (Spherewalker)
Ace Toreador - Human Bard (Dervish Dancer)
Sorin Saldward - Half-Elf Wizard (Abjurer)
Mark Thomas 66 - ?
Maddigan - Human Monk (Hungry Ghost)
FireclawDrake / Izumi Chosokate - Cavalier
Meowzebub - Tian Spirit Totem/Urban Barbarian
Pavel - Human Ranger

Azure_Zero |

Updating the list of applicants (apologies if anything is incorrect or misrepresented):
Aardvark Barbarian / Lirrathan - Elven Rogue (Knife Master and Scout)
Azure_Zero - Half-Elf Ninja
Kor / Muugru - Half-Orc Ranger (Guide)
Rennick - ?
Max Hellspont - Varisian Oracle
imjohnnyrah - Barbarian (Rage Prophet)
Faunra Variel - Elven Bard
Roshan - Cleric / Oracle
Maldrin - Elven Sorcerer (Wildblood - Sylvan)
Painlord - ?
Garand Blood Hand - Shoanti Druid (Bear Shaman)
scranford / Sigmundr the Curious - Ulfen Wizard (Primalist)
Grey Wind - ?
Shanosuke - Tian Samurai
Jel Camo - Varisian Cleric (Spherewalker)
Ace Toreador - Human Bard (Dervish Dancer)
Sorin Saldward - Half-Elf Wizard (Abjurer)
Mark Thomas 66 - ?
Maddigan - Human Monk (Hungry Ghost)
FireclawDrake / Izumi Chosokate - Cavalier
Meowzebub - Tian Spirit Totem/Urban Barbarian
Pavel - Human Ranger
markofbane - Human Cleric of Milani (Merciful Healer)
Hu5tru - Female Elven Witch (Transformation Patron)/1
I did not originally compile the list, I am just taking over since he bowed out.

Alfonso |

Dearest cube,
Please consider Alfonso for inclusion in this campaign. Crunch detail and gear TBA but all choices have been made
Alfonso is a pale skinned Cheliaxian of delicate and refined appearance. His eyes are black and his hair a dusty brown. There are only two things that set him apart from the usual over bred rabble nobility. He always wears cloves and the shock of hair at his left temple constantly but very slowly changes color.
Alfonso is a cynic. He sees the glass not only half empty but poisoned. He is fully aware that his blood, his life is tainted. He knows he has no bright future ahead of him so hope is a rare and unwelcome visitor.
That said he hids the cynicism under a layer of sophistication and superiority. He does not hide it well but he tries.
At his core however there is hope, shielded and hidden, but there. He hopes that he is more than the expression of a curse on his family. He hopes that he can become himself.
Alfonso wishes to prove himself to his family and most of all to himself. To that end he will take whatever opportunities come to make his name. Weather it be fighting goblins or walking around the world.
Alfonso is a disgrace to the great house De Calientia. Somewhere in the tangled web that is Cheliaxan nobility a demon crept in. It slid softly through the web of marriages leaving only a tiny stain. Alfonso is that stain.
He was born in the normal fashion to the minor trading house De Calientia. He lived the normal life of the wellborn in Cheliax. His family was large enough to weather the politics but too small to be a threat so it was largely ignored. The scandal broke when he was twelve.
At a lavish party thrown for his twelfth birthday two things happened. First he kissed his first true love and second he destroyed his first pair of gloves when large black blade-like claws ripped upwards from his wrists scattering blood, flesh, fingers and party goers. The pain was nothing compared to what the doctors, the inquisitors, and the doctors again would inflict and they tried to cure his condition. Even this was nothing compared to the pain of his mother's suicide and his fathers death in a duel. They both made it very clear he was the cause.
The final verdict was reached just three wears ago. He is tainted, demon blooded. He was removed from the direct line of succession in the house and shunted off to school where he could be ignored. He does not speak of this time.
Surprising everyone by surviving Alfonso presents a bit of a puzzle to the family; Too useful and too much of the blood to be removed but well too toxic to embrace. Eventually he was fobbed off onto an uncle who oversaw some of the northern interests of the family. He is a very old man and cares nothing for scandal and politics. He is fond of Alfonso and hopes that the boy can move beyond his upbringing and become someone on his own right, not another of the fops who cower under the skirts of the noble houses.
To this end he has sent the boy to Sandpoint. Ostensibly to study under the old man's friend Koya. He knows Alfonso and Koya practice differing brands of magic but, according to the old man, they are more alike than different, and besides none of the usual tutors would touch him.
The reason why you’re in Sandpoint and whether you’re a local or visiting.
Alfonso is studying under Koya and has been for several months at least. I see him as falling between a local and a visitor at this point.
The main NPC you are connected to.
Koya, though he is friends with Amiko and is talking with her about expanding the glassworks.
Three significant events in your life that shaped who you became and why you would leave everything and travel to the end of the world.
Birth. Alfonso was born into a world of wealth and status and he was rejected by it. More importantly he rejects himself. He sees himself as tainted and will take any semi-reasonable chance to prove himself to others in the hope that someday he will convince himself.
Death of his parents. He does not talk about this, the scars and the self-blame go deep. He considers himself a failure to the people who matter to him the most. He does not let himself get close to others lest he fail then too. This means there is little holding him to a single place. Little 'everything' to leave.
Training under Koya. Though he does not know it Alfonso is in love with Koya. She has shown him kindness and she has seen the scars under the gloves and is not repelled. Alfonso would happily die for her.
A clear reason why you would stand up and go bring the fight to pesky Goblins.
Two reasons. Proving himself and showing off for Koyla. Empires have started for worse reasons.
A cherished item of importance for you.
A Hanbo or club given to him by the old man, it travelled the world with the old man in his youth. Alonso considers it his inheritance.
Your job or occupation in Sandpoint (how do you make a living).
Currently he is a student under Koya but he also oversees occasional trade business for the House or allies.

Azure_Zero |

Updating the list of applicants (apologies if anything is incorrect or misrepresented):
Aardvark Barbarian / Lirrathan - Elven Rogue (Knife Master and Scout)
Azure_Zero - Half-Elf Ninja
Kor / Muugru - Half-Orc Ranger (Guide)
Rennick - ?
Max Hellspont - Varisian Oracle
imjohnnyrah - Barbarian (Rage Prophet)
Faunra Variel - Elven Bard
Roshan - Cleric / Oracle
Maldrin - Elven Sorcerer (Wildblood - Sylvan)
Painlord - ?
Garand Blood Hand - Shoanti Druid (Bear Shaman)
scranford / Sigmundr the Curious - Ulfen Wizard (Primalist)
Grey Wind - ?
Shanosuke - Tian Samurai
Jel Camo - Varisian Cleric (Spherewalker)
Ace Toreador - Human Bard (Dervish Dancer)
Sorin Saldward - Half-Elf Wizard (Abjurer)
Mark Thomas 66 - ?
Maddigan - Human Monk (Hungry Ghost)
FireclawDrake / Izumi Chosokate - Cavalier
Meowzebub - Tian Spirit Totem/Urban Barbarian
Pavel - Human Ranger
markofbane - Human Cleric of Milani (Merciful Healer)
Hu5tru - Female Elven Witch (Transformation Patron)
James Keegan - Human Ranger
Alfonso - ?? Sorcerer(Abyssal)