
Raijin-toru Kuso-yaru |

Over the years, his talent for swordplay was non unnoticed. At first reluctant to bring the boy into a world of death and hell, his fathers realized the boy was born to that world and each began training him: one father taught swordplay, another the naginata, another the skill of deception, still another the art of cooking, etc.
As he aged and grew stronger, other changes became apparent. There was something ...different about the boy. For a large man, his steps were deceptively light. When angered, he projected a fury even the most stalwart of his fathers noticed. And that was only the beginning.
During a training exercise one day, Kuso-yaro began to even look different. His hair began to stand up, and his eyes to spark. After a perfectly-executed iajutsu strike, lightning from heaven struck his katana, now perfectly-fit to his hands.
It was decided: whether blessing or curse, this was a Thing. Kuso-yaro’s fathers had nothing more to teach the boy, and he was to set off on his own.
And so he did.
He traveled far and wide, earning his keep as a yojimbo or caravan guard, with no destination in mind. He found he was oddly (rather, supernaturally) adept at learning new languages. This is yet another mystery Kuso-yaro doesn’t even know how to investigate. Who were his parents? Where do these strange powers come from? Why was an infant holding a sword in a decimated battleground?
He wandered to many lands looking for answers or clues, but finding mostly adventure and debauchery instead. Things started to change when he hooked up with a caravan going back to his old home Minkai, with a comely bartender who is actually the true heir to the Dragon Throne. Having found little purpose and fewer answers abroad, he decided it was time to come home.

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21 people marked this as a favorite. |

Alright folks, I'm going to be largely unavailable for any PC time this weekend, save for a bit before bed each night. Phone, too, but I'll be able to check for questions sporadically, and probably answer some.
If you consider your application complete, or almost-complete, do me a favor and favorite this post.
Everyone should do so whenever they feel ready to submit. Saves anyone the hassle of making a list, and I'll know which ones to check.
No rush though. Still have six or so days.

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If we're going for a large party, especially with gestalt, multiple "fighters" can be more varied.
Question for the dm: you've mentioned a desire for multiple characters when possible ...would leadership be available at the appropriate level?
Not this early; it wouldn't be possible until at least the party reaches Tian Xia. Then, only if it seems like y'all could use more action economy.

Chalkou |

This is Ouachitonian's submission. I ended up going a different direction than originally intended: Chalkou is a half-orc Barbarian/Inquisitor of Gorum, built to be a general combat powerhouse, and especially good at hunting down spellcasters. I would like to have given him more skill points, but I just didn't have the points to put into INT. I wasn't sure how literally to take the advertisement, but I went ahead and bought a horse, light wagon, and several weeks of food for man and horse.
I'm debating taking him into the Stalwart Defender prestige class eventually. I'd probably go straight barbarian and put the PC on the Inquisitor side, but I hate to lose spell levels and whatnot. Then again, Chalkou is built to be a martial caster-killer, that he has some limited casting of his own is mostly a sideshow.
I should note that the stats in his profile are basically him when he's eating lunch or something; Rage, Judgement, etc are not taken into account.

Sven Olaffson |

Hill giant?
Yup! Great in close combat due to 5x natural attacks (6x at lvl11), and really high strength/Con. But he is a bloodrager with -4(!) charisma. At lvl7 he loses all of his spells (and only gets lvl1 spells back at lvl8). Hence why he is a spelleater, so he can do something with the spell slots. Without a headband of charisma +2 he can barely be called a spell caster...
But he should be a fun character to play. Definitely a martial through and through, right down to struggling with Will Saves.

Alias ad Tempus |

I am considering building a Shabti, which I would reinterpret as an awakened Terracotta warrior. I think that the idea totally fits a campaign filled with oriental magic and oni, but... Does that seem too far out? And how could such a concept be introduced? Perhaps the statue was a decoration at the Rusty Dragon, or placed near the family crypt to guard the family spirits? Perhaps it is the statue of an ancestor, come to life to defend his descendants?
In any case, I will likely go for an Oracle of Life + Paladin of the Sacred Shield, with an emphasis on aiding another, building towards the In Harm's Way feat... Basically, the ultimate bodyguard!
Your thoughts, before I get started?

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Here is the submission for Viodrezi Beast-singer and her companion, Snap-jaw. She is a hunter/skald combo, focused on archery and supporting the party.

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Raijin-toru Kuso-yaru wrote:Hill giant?Yup!
Sven I don't understand; perhaps there was a miscommunication on my part.
Your initial profile had Hill Giant via half-orc some such; was going to check how that worked.
Now it seems you've adopted the entire Hill Giant stat block; via PM, I was giving approval for the class alone, and it seems you've taken the monster stats at the top of the page as part of the class. That isn't the case, and you'd still have to qualify for this via half-orc somehow, and use their initial base stats.

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Well I was working up an actual bladebound (and kensai) magus//wizard, but I don't want to step on any toes.
Missed this last night.
While I'm not changing the AP itself all too much (except as mentioned, and the baddies will necessarily be stronger), it's the travel encounters which will have the biggest change, and the highest degree of difficulty.
No one should worry about duplicate classes/roles, as I have no aversion to two or even more of the same mechanical character; so long as there is at least one person with a chance to beat any unique challenges in the AP material itself, I'm not considering the dynamic as much as the characters and your stories.

Nikolaus de'Shade |

GM: Your original post says that all thing Paizo are fine. Would you, therefore, allow a Words of Power spellcaster?
I'm thinking of building a classic fortune teller type old lady - who became frustrated with years and years of 'traditional' magic learning and so decided to try and unlock the roots of how magic works. No time for hanging around dearie! Not at my age!
Linked to this idea - am I ok to use the age categories? :)

inara14 |

This looks like a really exciting game - haven't been so excited about a concept for a very long time!
I think the changes to the beginning of the game are a great idea and definitely something I want to be part of if possible.
I am interested in playing a talkative un-rogue/caster (psychic/mesmerist as possibilities). Someone verbally quick on their feet taken on by the caravan as their trader cross entertainer. Lots of haggling/bartering/possible light fingers at an [in]opportune moment.
I will look at building the character and sorting out the background/personality and submit soon!

ExiledMimic |

Calder Dawn-Seeker
Half-Orc/Shoanti and Paladin/Inquisitor of Sarenrae
To those who threaten others he's ferocious in battle. Despite his constant attempts to redeem those most see as unwanted, he wastes no time spouting platitudes to on the battlefield if lives are at risk. For those who are captured alive he offers fair chances to redeem themselves should be they sincere. And even when his blade must pass judgment he offers a prayer to them that they find a way through the next life.
Despite all this he has a particular dislike of slavers and the clergy of Abadar. Having spent his early life as a slave he holds slavery to be a generally evil practice and works actively to counter slavers and their interests as a point of principle. He also finds the followers of Abadar to be hypocrites more worried with order than justice. He knows this is a personal prejudice, but he has yet to learn to let this go.
Unlike many he enjoys the company of monstrous humanoids who are at least inclined to good. Often times, because of being raised as a slave among Orcs, he finds he prefers the company of Goblins, Orcs, Half-Orcs, Hobgoblins and other shunned races for their frank natures.
Unlike most of his kin, Calder was born looking almost completely human. Strong features and thick shoulders were mistaken for Shoanti traits by the Orcs. Only the odd amber shade to his eyes are different. Despite the oddity, the trait is not unheard of among humans and is easily passed off by most. For Calder, however, it's the one trait of his that speaks to his Orcish heritage. He wears his black hair short enough not to be grabbed in combat, and as a consequence of his travels has come to appreciate a well kept beard, though he'd known to shave it for anything formal.
When he came of age he underwent the ritualistic tattoos of his mother's people. His chest, shoulders, back and arms are marked with tribal patterns and imagery fitting both the Shundar-Quah Shoanti tribe and the Burning Sun tribe of Orcs who revere Sarenrae. Since receiving them he's added to them, showing accomplishments as his people are want to do. However he keeps them where they are covered in armor or in polite clothing as he realizes that the mere presence of tattoos on a large man can seem off-putting to some.
I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
I am fair to others. I expect nothing for myself but that which I need to survive.
The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
I will not abide wanton evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
I will provide aid to those who are lost on their path. I will abide imperfection of those who are learning, but not at the cost of the innocent. Should the stain of evil not wash away, I will end their pain quickly.
My blade is my justice and my judgment. If I must I will grant a swift and peaceful passing into the next life to those who cannot be redeemed, and comfort to the sincerely repentant.
I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
Each day is another step toward perfection. I will not turn back into the dark.
Classes: Paladin (Redeemer)/Inquisitor (Sin Eater) lvl 4
God: Sarenrae
Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 13 (+1) Wisdom: 15 (+2) Charisma: 16 (+3)
Fortitude: 10 Reflex: 8 Will: 12
AC: 21
HP: 41
Skills:
Bluff: 3, Climb: 6, Diplomacy: 7, Handle Animal: 10, Heal: 7, Intimidate: 13, Perception: 9, Ride: 7, Sense Motive: 8, Spellcraft: 5, Stealth: 6, Survival: 11, Swim: 3, Knowledge (Arcana): 6, Knowledge (Dungeoneering): 6, Knowledge (Nature): 6, Knowledge (Nobility): 6, Knowledge (Planes): 6, Knowledge (Religion): 6, Craft (Carpentry): 6, Craft (Metalwork): 7
Traits: Fate's Favored (+1 Luck bonuses), Adopted (Human): Carefully Hidden (+1 Will, +2 Saves vs Divination)
Languages: Common, Orc, Goblin
Proficiencies: Light, Medium and Heavy Armor, shields (and tower shields), simple and martial weapons
Feats by level: Veiled Vileness (1st), Power Attack (3rd)
Feats by Class: Precise Strike (3rd lvl teamwork feat)
Gear: +1 Full Plate (2,500 gp), +1 Scimitar (2,015 gp), Vest of Endure Elements (1000 gp)
Equipment:
Deluxe Essentials Kit: Backpack (2 gp 2 lbs), Bedroll (1 sp 5 lbs), 1-pint flask (3 cp 1.5 lbs), 7 days’ trail rations (3.5 gp 7 lbs), Healer’s kit (50 gp 1 lb)
Total Cost: 55.63 gp
Deluxe Wilderness Kit: Hunting knife (2 gp 1 lb), Whestone (2 cp 1 lb), Bucket (5 sp 2 lbs), Shovel (2 gp 8 lb), Hammer (5 sp 2 lbs), 2 square yards canvas (2 sp 2 lbs), Fishing line and hook (1 sp), Flint and steel (1 gp), Iron pot (5 sp 10 lbs), Signal whistle (8 sp), Tent (10 gp 20 lbs), Waterskin (1 gp 4 lbs), Climber’s kit (80 gp 5 lbs)
Total Cost: 98.62 gp
Remaining Gold: 1,830.75 GP
Class Abilities: Aura of Good, Monstrous Rapport, Merciful Smite (2/day), Divine Grace, Lay on Hands (5/day), Aura of Courage, Divine Health, Mercy (x1), Channel Positive Energy, Eat Sin, Judgment 2/Day, Monster Lore, Orisons, Stern Gaze, Cunning Initiative, Detect Alignment, Track, Solo Tactics
Mercies: Sickened (3rd)
Spells:
Inquisitor Spells Known:
Lvl 0: Brand, Create Water, Detect Magic, Light, Resistance
Lvl 1: Divine Favor, Expeditious Retreat, Lend Judgment, Sanctuary. Shield of Faith
Lvl 2: Bloodhound, Shield Other
Paladin Spells Prepared:
Lvl 1: Challenge Evil
Favored Class Bonus: Inquisitor +1 HP levels 1-3, +1 Spell (human option) level 4.
Calder was born to a shaman of the Shundar-Quah Shoanti tribe. Regrettably he was also born deep in the darkest warrens of a Urgir slave cage.
Earlier in her life Calder's mother, Eyota Cloud-Caller, was a revered shaman and peacemaker amongst the Shoanti Spire-Clan. Her hard demeanor was balanced with her ability to show great kindness to those she thought deserving of it. Battle scarred and tested, she was unafraid of the Orcs that dwelled in Belkzen or the harsh lands of their neighbors, the Linnorm Kings. Ever the wanderer her calling to follow the will of the great sun spirits propelled her through her life. A testament to this was written in her skin, as she achieved more and more she added more tattoos to her body to denote her accomplishments.
Her life was filled with commune with her people, their neighbors and battle against those who would do them harm. For her this was a good life filled with meaning. To revel in the beauty of nature, the radiance of the sun and the accomplishments of her tribe. However it was not to last. And during a raid by an Orcish band of the Empty Hand Tribe, she fought with her people to fend off the incursion, but despite her best efforts she was taken alive.
What terrors she suffered in the dark pits of Urgir was unknown. But within a year she had birthed a child from an unwilling union with an Orc. While pregnant it was believed her child could be a sign of good fortune for the Orc clan. Shoanti are notorious for their distrust of even Half-Orcs. They suffer none to join their ranks no matter where they are from. Believing that the offspring of one of their spiritual leaders and an Orcish father could be used in a ritual to weaken their enemies, she was watched carefully and unable to end her unwanted pregnancy.
However once the child was born he was, in all ways they could see, human. Broad shouldered even for an infant, he was still a pink-skinned child. Believing she had laid with another slave in private she was punished and the child given to her as a way to keep her in line in the future. What she never told was that she'd never lain with another slave, and the remarkably human child was, in fact, a half orc. Only his pale amber eyes spoke of anything different about him. Believing this to be a sign from the sun spirits, she raised the child as best as she was allowed being a slave. So long as she remained in the dark wallows of the caverns beneath Urgir she could not cast her spells and free them, but she awaited the moment she could find a way.
Naming him Calder, he grew with her in the darkness of the Orcish stronghold. Large and strong, he was used for physical labor once he was old enough. By the time he was only ten years old he was already being used as muscle for the forges lining the once-grand Dwarven citadel. He grew up on tales of the Shoanti and their exploits across the lands. His mother's tales of both battle and their strides at peace fascinated the young man who had only known the world behind the veil of Orcish terror. Instead his life was filled with the need to work under the cruel lash of the tribe and their whims. His only comfort was Corranne, a female orc who took pity on the boy and showed him some measure of kindness.
He did not see a free human until he was almost thirteen years old. A great procession of humans entered the Orcish city one day while he tended the forge. Merchants and bodyguards, he even saw his first Gnome that day. However what was most memorable to him was the moment he presented an axe to a Cleric amongst them. Believing that no person of holy intent could allow his mother to continue to suffer in darkness, he begged him quietly to help save his mother from her confinement. The Cleric, a worshipper of Abadar, cuffed Calder for being a disobedient slave and told his handler who had him beaten mercilessly as a result. He nearly died from the beating he took. Only the care of his mother and the concerned Corranne kept him from succumbing to his wounds.
Months later, in the early months of winter, a skirmish broke out in the city. Fights between rival clans spilled into the city streets and left the whole of the city nearly on fire. During the chaos Corranne came to them with several other Orcs, all branded with marks of the sun across their arms. Believing that the Black Sun tribe had come to take their fun, Eyota attempted to fight them as they entered her small hovel. However Corranne stopped her before she could hurt anyone and explained that they were members of the Burning Sun tribe, worshippers of Sarenrae, and wished to free as many as they could in the chaos. Distrustful, but willing to take the risk, Eyota and Calder made their escape with almost a hundred slaves, running hard across the plains.
Their escape did not go unnoticed. By the second day they were chased by a war band, intending to kill or capture everyone they could. With days to recover Eyota had regained her powers and despite her efforts to speed them along, by the fifth day they knew they could not outrun their pursuers. In a desperate bid some of the slaves and Burning Sun tribe chose to stand and make a fight so the others could escape. Unwilling to be captured again, Eyota chose instead to fight and entrusted Calder to Corranne. The boy, unwilling to leave his mother, wanted to stay with her. However she convinced him to return to their people and tell her story.
In the end Eyota and the twenty who remained faced down over three hundred battle-crazed Orcs. From atop the ridge in the distance Calder saw some of the battle. Fire and lightning crashing from the sky onto the Orcs with a fury he would never have believed. Only when it went silent did he know his mother had died. Whatever transpired on that bloodied battlefield was unknown to them, but no further pursuit was made and they were free to escape. Saddened at her death he was pulled along by Corranne and other slaves, all unwilling to leave him behind in honor of his mother's sacrifice.
Despite his grief he and the others safely crossed into the battle-scarred lands of Lastwall before finding refuge in Castle Firrine. At first the supply hub for the crusaders was unwilling to open it's gates to a group that included Orcs. However the Burning Sun Cleric was able to convince them of their intentions. As followers of Sarenrae they were welcomed, if given some measure of distance. They aided in the healing and support of the Castle while they cared for the slaves who were too exhausted to be immediately helpful. Offering healing spells where able and even assisting in hunting and foraging if needed.
Taken in and cared for, the slaves mostly joined the efforts of the crusaders in gratitude. However the Orcish tribe was soon turning to leave once their charges were recovered enough to fend for themselves. Corranne, afraid of what would become of Calder on his own, stayed behind with the boy. She cared for the young boy like he was her own, pleased at the seemingly human child's ability to still hold such kindness in his heart. Afraid to leave him alone even months later, she resigned to stay in Lastwall and make herself useful while she helped raise the boy.
As time passed she became the unofficial point of contact for the Burning Sun Tribe amongst the crusaders. Still distrusted for her Orc blood, she endured their doubts without a complaint and offered his help where she could. By the time Calder was sixteen they had made a kind of home in Vellunis. Corranne worked as a healer and Calder had already become a squire to a kindly old Crusader at the temple of Sarenrae. However Calder believed he had come of age for a name-day similar to his Shoanti people. Not knowing how to perform such a ritual, Corranne instead sent word for help from a traveling Shoanti.
An aged and withered old Shoanti answered her call. A member of the Shundar-Quah himself, he did not know Calder's mother, but he did offer to perform the name-day ritual in her stead as recognition of her bravery and endurance. Despite his distaste for the Orcish priestess, he acquired the inks and the needles required and over the course of two days he inked the young boy with the line of his family. His tattoos, blessed by the elder and sanctified by the blessings of Sarenrae, provided the framework for whatever life he chose to lead. Because of the unusual amber color of his eyes and his worship of the sun Goddess, he named him Dawn-Seeker.
Calder's squire ship lead him to join the seekers. There he learned the ways of tracking, identifying the landscape and the lore of the things that the crusaders of Lastwall fought on a daily basis. However unlike the gruff worshippers of Torag or the intense faithful of Iomedae, the faithful of Saranrae seemed more interested in being deliberate in all actions. In combat they were trained to be fearless and honorable if their opponent was, but merciless if required. They were also taught to offer a helping hand to even the most vile of creatures if they sought redemption.
This earned them some manner of skepticism from the other crusaders, but they seemed unperturbed. Most of their ranks were filled with one time bandits, murderers and even so called 'monsters' who had decided to follow the Dawnflower. There were even criminals who had been spared the headsman's axe because they repented and joined the church to perform service in Her name. Yet for all this Calder had never forgotten the indifference of Abadar's Cleric. How a God so concerned with civilization would be so cruel and indifferent to those around him. Despite himself Calder's ability to forgive seemed to cease at the clergy of Abadar. Even their Paladins.
Despite this, and praying for the ability to someday release his anger at the God to little avail, he chose to take his squire ship further. From there he was taught now to root out the difference between good and evil no matter where it should lay. Preparing him to find the penitent and those who simply wish to spare themselves, he was instructed on how to offer aid to those in need and how to quickly end those who's existence caused only suffering. Yet in all things he was taught to forgive those he could and to offer the dead a prayer that in their passing they could find the Dawnflower in the here-after.
When he was eighteen he was inducted into the order of the Dawn Guard, a group of wandering Paladins who's mandate was to travel Golarian and seek out those in need until they found their calling in Sarenrae's name. Before he left Calder and Corranne celebrated his admittance. With him old enough to follow his own path, Corranne had decided to make the trek back into the Hold of Belkzen to bring more of her order to Lastwall. So the pair traveled north together until Calder felt a pull leading him west. The pair said their goodbyes and separated, promising to see one another again someday.
Since then Calder tracked down his mother's people, the Shundar-Quah, and informed them of his mother's capture and eventual death in battle. However he left out that he was at least partially Orcish himself. Though few lived who remembered her, they rejoiced in her strength of faith and the blessing of family she was able to find regardless. Finding even her people narrow minded and xenophobic, he left shortly after and struck further west. Along the way he acted as caravan guard and protector for civilians and small merchant bands, often using the chance to speak to those in his care about the Goddess who had saved him.
After traveling briefly with a cargo freighter who wanted competent healers and guards in case of an attack from Riddleport, Calder arrived in Sandpoint and has yet to leave. For the last year and a half he has helped to guard the city from threats both inside and out. He has acted as a scout and tracker outside the city when asked and as a guard in the market at times, often working for just enough money to eat and pay for his meager lodgings. Recently he gained some renown among the merchants for helping put down a gang war in the market by publically striking down a pair of gang leaders.
He currently continues his work as a guard for the city in spite of offers elsewhere.
Apology in advance for typos I may have missed

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Sorry for the delays; busy work day today.
GM: Your original post says that all thing Paizo are fine. Would you, therefore, allow a Words of Power spellcaster?
I'm thinking of building a classic fortune teller type old lady - who became frustrated with years and years of 'traditional' magic learning and so decided to try and unlock the roots of how magic works. No time for hanging around dearie! Not at my age!
Linked to this idea - am I ok to use the age categories? :)
Yes absolutely to both - I'm not familiar with Words, but if selected I'll make myself so. Though bear in mind, same as the 3PP Incarnum-esque person, you'll be unique among casters, so tell me why.
Re: UnRogue - I believe we have at least one other of these, and given that no one asked, I'm going with no; if I peruse and decide later to do so, we can discuss what. However, the Finesse of the UnRogue is to serve the same purpose as the feat tax, so it's not really taking any benefit or neat ability away, so it's not likely I'd give something in exchange.

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I have an idea for a Circus Master or a Bounty Hunter kind of guy, a Human Ranger/Mesmerist. I'm finishing my master degree for the 23, so I will probably submit around the 25. Do you have any problem with "pet" classes? Just to know which Ranger capacity I am going to pick.
No problems at all!

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Do you already have access to Ultimate Wilderness? I'm asking as I've found some fun class and companion options while brushing through it and would like to use those if possible.
I don't; if you're willing to take the time to type out the book entry block for whatever you take, however, I'm okay with it.

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REALLY BIG IMPORTANT THING
I can't calendar properly.
Recruitment closes 22 NOVEMBER , not the 28th. My bad.
@SteelGuts, and anyone else who may have missed this.
Since I did muck up the first post, if there are extenuating circumstances like this for anyone else, let me know. It's been a long weekend (unfortunately not literally) and I haven't had the time to look over as many of the completed ones as I would have liked at this point.
So, since I'm also behind, if anyone needs a few more days, try to get me a bare-bones character ready by the deadline; story should come first, followed by at least an outline of your basic plan for the character. Just let me know if you take advantage of this.

SteelGuts |

Valence Niels d'Geiger wrote:REALLY BIG IMPORTANT THING
I can't calendar properly.
Recruitment closes 22 NOVEMBER , not the 28th. My bad.@SteelGuts, and anyone else who may have missed this.
Since I did muck up the first post, if there are extenuating circumstances like this for anyone else, let me know. It's been a long weekend (unfortunately not literally) and I haven't had the time to look over as many of the completed ones as I would have liked at this point.
So, since I'm also behind, if anyone needs a few more days, try to get me a bare-bones character ready by the deadline; story should come first, followed by at least an outline of your basic plan for the character. Just let me know if you take advantage of this.
Damn I missed that! Alright I'll ship the background and basic build (role expected+feats) for the 22, enough for you and the others players to have a good idea of what I am going to do. And I will be able to complete that for the 24 if my character is selected. Thanks for the information!

Cuàn |
1 person marked this as a favorite. |

Cuàn wrote:Ultimate WildernessUh, is that on d20pfsrd or anywhere else? I would like to check if there are cool Survival shenanigans or somethign (since I'm applying with a ranger).
It isn't yet. It just released earlier this month.
And sure, I'll type out what I'd want to use and put it in a PM.

Lazyclownfish |

I'll be submitting Moara, an unusual dwarven arcanist/investigator who is traveling the surface world in part because she was exiled from her clan, but mostly because she needs to find specific knowledge that isn't likely to be found where she's been looking.
I intend to use the full time period we have available to build a thorough background, so expect a last-minute submission.
Three more days should be just enough.