
DM-Salsa |

Hello there, if you tried out for the first one, then feel free to throw your hat into the ring. I've fleshed out the setting some more, so you guys have a little more meat to sink your hooks into. I'm going to try and keep this PG-13. The setting is brutal and the town you're starting out in is not a nice place. If that's going to bother you, then you might not want to apply.
Submission Requirements:
- Character Build, Race, Class, and all that other fun stuff.
- Backstory, use the info in the Campaign Setting spoiler to help you out.
- Personality and Appearance.
Character Build:
- 1st level
- 20 pt. buy
- Max HP at first, average + con after that.
- Average gold for class + two free outfits (This does not include your normal free outfit. These count towards encumbrance. You might want to include a Cold Weather outfit in that. This place is going to get chilly)
- 2 traits
- Classes, Archetypes, and equipment from the Core, APG, UM, and UC are all allowed, with the
- All core classes
- Core races are all welcome. Races that are defined by class levels need to be approved. Goblinoids, Orcs, and Ogrekin are out.
- Not a requirement, but Orc, Giant, and Goblin are going to be useful languages in this campaign, just a heads up for those high INT characters.
- Evil alignments will be reviewed on a case by case basis. Chaotic Evil is a no-go. Lawful and Neutral Evil will need to give me a code of honor, or something similar, that their character operates by. I want this to be fun, and I don't want the party falling apart because someone equated evil with jerk.
Kavun is a dying kingdom of a dying bloodline. The borders used to span much of the cold lands simply called The Crown. Now, wilderness encroaches on the last few cities and towns that have held out in the long downward spiral. To the east lies the Cold Moors and the Icehills, as well as Bowden's Borough, a large forest of oak, maple, and cedar. These are home to barbarians, reindeer, mammoths, and unsavory creatures like goblins and orcs. The imposing mountains known as the Dragon's Spine is home to even more goblins, orcs, ogres, and worse, and they lie on Kavun's eastern border.
To the north are the Iron Pines. It is home to more nightmares, and some say that in the forest's depths lurk otherworldly tricksters that lead people lost in the woods to their doom. Others tell of savage tribes of elves that feast on the flesh of goodly folk. The southern edge of the Iron pines marks the northern border of Kavun. Further north lies the flat plains of the Ghostwinds. These lands are said to be haunted by a long dead god and his followers. The few people who live here are hearty and laugh at the tales told by the southerners about their home. The true danger of the ever-moaning wind is it's cold bite. Even further north that that lies the rest of the Dragon's Spine and the cold tundra called the Nordlands beyond that.
Kavun is bound on the west by the Cold Waters, a river that is icy cold even in the heat of summer. Beyond lies the nameless plains roamed by the Horse Lords. These plains flow into the exotic Southlands below. Beyond that, no one really knows, or if they do, they do not want to divulge that information.
The south holds the Arianak Sea and the various ports and cites of the southlands beyond. In Kavun's golden age, ships from many ports, even those from the other side of the world, engaged in heavy trade at many of it's ports. Now many of the port cities of Kavun are home to rotting docks and warehouses. Though some ships still sail in, they are mainly slavers, looking for a place to sell, and new "goods" to buy.
Sal Kavun
While many of the cities of Kavun are mere shadows of their former glory, Sal Kavun, Kavun's capital, remains relatively rich. Its streets are clean and mostly free of the thugs that plague the other cities. Most of the populace is well-fed, and richly clothed.
Or so it appears. Sal Kavun, the gleaming jewel of the Eternal Kingdom, is nothing more than a front. Many of the people residing in the city are nobles. Nobles escaping the crumbling cities they hale from to take residence in the one city that can afford them the luxuries their grandfathers and grandmothers enjoyed. The rest are slaves, servants, members of the capital's underbelly, or members of the Royal Guard. The slaves and servants live in fear of the nobles and guardsmen. The slaves fear the lash that comes if they cannot meet the demands of their hedonistic. The servants and the very few freemen fear the guardsmen will throw them into slavery at the whims of a noble, or even at the their own whims.
While Sal Kavun is in the middle of the kingdom, all of the King's Roads converge on the capital city. The trade is enough to keep the nobles coffers full and provide for the nobles voracious appetite for slaves and fine goods. The Pine River provides easy transportation to the Arianak Sea and the ports on the coast, as well as the logging town of Tolmin.
The criminal underbelly enjoys much wealth and prestige here in the capital. Many nobles seek thieves and slavers to snatch what another would not give or sell, whether it be a pretty daughter, or a fine jewel. Assassins are much harder to find, but those that can find, and afford them, find their talents useful in disposing of particularly troublesome guests and rivals.
Sal Port
The closest major port to Sal Kavun. It is the one that sees the most ships. The main imports and exports are slaves, many of them human, but a few who are not. Other goods that flow through the port to the other parts of the kingdom or to the rest of the world are woods, gems, gold, and other metals from the mines in Goldton and Redmount.
The criminal element here is harder, with many more killers here than thieves, although they are not above thievery themselves. Most are wary of approaching anyone for less than reputable work for fear of being killed by someone else hired by a rival or just because they had some coins.
Goldport
The second most prosperous port, if only because it's located on Cold Waters a few miles from where the icy river enters the sea. The main things that flow through here are mining supplies, smith's tools, metals, and gold. The mining town of Goldton uses this port as it's main point of contact for merchants, while Sal Port receives those that do not wish to risk a crewman falling into the icy waters flowing from the Iron Pines.
Goldport has the smallest criminal element, the town guard being one of the rare exceptions to the stereotype of most of the guardsmen and watchmen being lethargic and incompetent or thugs that are no better than the people they are supposed to arrest. Most of the people here are merchants and craftsmen, with a few being nobles that prefer quiet life in Goldton to the blur of parties, balls, drugs, and sex that their counterparts in Sal Kavun live in.
Goldton
Goldton is major mining town that lies northeast of Goldport. While Goldport is named for the town that most uses its docks to faciltate trade, Goldton is a bit of a misnomer. A tenth of what comes out of the mines is gold. The rest is silver, platinum, copper, iron, tin, and even the rare adamantine and mithral so prized by armor-smiths.
Many of the people here are miners, smelters, and smiths, with a few running the taverns and shops that keep the always hungry workers feed. Despite being nearly as large as the port that serves it, Goldton still manages to feel close and connected. As a result, very little crime happens, and those that do break the law are swiftly punished.
Redmount
Redmount is Kavun's other major mining town. While it lacks the veins of precious metals that have propelled Goldton to prominence, it does have more extensive veins of iron and copper. The town takes its name from the singular mountain that rises from the plains surrounding the town. There are many legends about how the stone of the mountain got its characteristic hue, and even about how the mountain itself got there. The towns folk take a certain pride in their storytelling. Some even openly using magic to enhance the tale. The open use of magic by those that learned it or were born with it marks the town as unusual, as does the lack of slavery. While the town produces iron, steel, and copper of undeniable quality, most of Kavun's nobles and merchants avoid the place for fear of losing their slaves.
Tolmin
The small logging town is located north of Sal Kavun on the Pine River. While logging has become harder as the orcs and goblins move further south and west along the Iron Pines southern edge, carpentry has allowed the small town of a thousand souls to continue in the face of ever mounting competition from the goods imported from far-flung lands. How long this will last is a matter of concern for many as the cost of floating wood up the river is continuing to drive the prices up, and the number of nobles and merchants willing to buy down.
Three Towns
The names of the three towns to the east of Sal Kavun have been lost to the centuries. Three Towns consists of two port cities separated by a a brackish, muddy swamp and a third town where the King's Road splits in two to head to the port towns. This has been the area hardest hit by the drop in trade over the past hundred years. Many of the docks and warehouses are dilapidated, filled with rotten planks and beams. Crime here is surprisingly low, with many of the towns folk just barely surviving, there is little to steal and even less to earn from killing.
Redwall
Redwall is most famous for the legendary battle that stained the walls of the first Lord Redwall's keep red with his enemies' blood. The keep still stands, its walls now black from time. The town is located northwest from Sal Kavun. Most of the buildings are either of gray, weathered wood or blackened stone. The current Lord Redwall has allowed things to decay to a point where the King of Kavun is offering bounties on monsters from the Iron Pines and on the many criminals that infest the town of about five thousand.
Most of the criminals have either joined the town guard or even into the personal guard of Lord Redwall or have formed gangs that fight for control of the town's streets. Those among the guards ranks lord it over the rest of the populace. There are rumors that Lord Gurat Redwall encourages this, and even uses them to fetch some of the more attractive women and female elves and half-elves have mysteriously gone missing while traveling along the Old King's Road near Redwall.
Kael'rathen
Kael'rathen is an elven city north of Redwall. During Kavun's golden age trade between Kael'rathen and Sal Kavun was extensive, as were the number of half-elves born. The Old King's Road was the main mode of transportation. Contact was cut off at the beginning of Kavun's decline, nearly two centuries ago. Seeing that the royal family was becoming increasingly mad and that other nations were closing off trade with the declining kingdom, the elves sought new parties to trade with. Eventually, they decided on the small nation of Ironwall to the south and opened up a trade route along the eastern side of the Dragon's Spine. Kael'rathen also trades heavily with the dwarves of Four Peaks, and even having a friendly alliance, though there are still complaints on both sides about the other.
Half-elves, the legacy of Kael'rathen's trade with Kavun, are fairly rare in most towns, and are more common in Sal Kavun and Sal Port. Kael'rathen has a larger population of them, and the population of half-elves in Ironwall is on the rise. Kael'rathen's elves tend to treat their half-blood kin with a little pity, and much condescension. This leads most of the half-elves to have at least a little resentment towards them.
Four Peaks
While Goldton and Redmount produce some of the finest ore of any human mine, they cannot compare to the output of the massive dwarven hold of Four Peaks. The extensive tunnels and passageways are said to stretch over a thousand miles. The tunnel leading to the elven city of Kael'rathen certainly lends credence to this rumor. The dwarves use the elves as middle merchants, letting them handle negotiations with the various trade partners that have found out about the quality of the goods coming from the dwarven hold.
While most of the dwarves remain in or near Four Peaks for most of their lives, some venture out much further, bringing back tales of the fallen glory of Kavun, the military might of Ironwall, and even the sights of the far-off southlands. Some even find a kinship with the humans of Ironwall and stay. Most avoid staying too long in Kavun's dying cities, fearing that they will become their graves.
High Pass
High Pass is a town that stands guard over the pass used by the elven caravans to get to Ironwall. Though it is small, the population is quite diverse. Half-orcs, elves, dwarves, humans, half-elves, and even a few gnomes and halflings call the snow-swept town their home. The caravans are grateful for their presence and often boast that one will never find a better friend than a citizen of High Pass. The boast has proven true in many cases. The folks of High Pass are strong fighters, fierce friends, and unflinchingly loyal. The dwarves of Four Peaks often say that High Pass contains the cream of the crop of Kavun, without any hint of irony.
Ironwall
The Kingdom of Ironwall has been around for as long as any history of the Crown has been written. Ironwall's longevity, as far as scholars are concerned, is due to the nation's superb martial prowess and a fluke of geography. The small nation has survived at least a thousand years and even The Eternal Kingdom of Kavun could not bring could not bring it down at its height. Ironwall is bordered on the east and west by branches of the Dragon's Spine, known as the Dragon's Teeth, and the wide valley between them is commonly referred to the Dragon's Maw. Many generals have noted that it is an apt description after their armies have been broken and routed.
The armies of Ironwall are divided into three divisions: the Stones, the Mortars, and the Spears. The Spears are the main offensive troops, consisting of cavalry, pikemen, bowmen, and swordmen. The Mortars are responsible for supporting the other two divisions. They are mainly healers, spellcasters, cooks, craftsmen, and priests. The Stones are what gives Ironwall its name. Heavily armored, highly trained phalanx troops skilled in the use of tower shields. Though many have tried, none have broken through the wall of iron and spears in living memory.
Ironwall
The capital of the kingdom sits in a pass named the Dragon's Eye. Farms lie to the west and south, but to the east of the city lies wall, after wall of thick sturdy stone. While the caravans of Kael'rathen find the barriers a welcome sight, most fear going near the deadly fortifications. The orcs and goblins rarely muster the courage to attempt a raid on the walls.
The capital, despite the utilitarian nature of its buildings, is often vibrant and bustling with merchants, farmers, and townsfolk looking to trade and celebrate. Criminals often avoid the place because of highly efficient Iron Watch, the city's guard. Non-humans walk with little fear of reprisal and spellcasters ply their trade openly.
Two Trove
Two Trove one of Ironwall's two major port cities. It shares many of Ironwall's qualities, having a busy marketplace and a fairly visible and large population of non-humans. The city's people, however, share Redmount's love of stories and tales. Bards are popular and well respected in the city, as long as they avoid bringing down a father's or husband's wrath on his head. Crime is more prevalent here than in Ironwall, but still low compared to Sal Port and Sal Kavun.
Two Trove gets its name from the legend surrounding its founding. A famed pair of rival kings had died one very soon after another, but not before hearing about how his rival planned to have a massive tomb full of traps and treasures. Not to be outdone, the other king planned to have his tomb built on an even grander scale and very near his rival's. Adventurers, treasure hunters, and tomb robbers soon began looking for the famed tombs and the treasures contained within. Many either gave up, or died looking in the wilderness. Some, though, began selling goods to the others, and eventually the town that was to be called Two Trove, after the famed treasure troves, was founded.
Kalisport
Named for the man who founded it, Kalisport is the largest city of Ironwall. It has much in common with it's sister to the east and the capital to the northeast. Crime is a bigger problem, but this is mainly from the foreigners who are either on shore leave or have been left behind. While the constant influx of foreign peoples makes the city more colorful, it is the myriad of taverns and inns that make Kalisport truly unique in Ironwall. The sheer variety of dishes and meals that one can try draws those with a more daring palate, or those wanting a taste from home. Many of the cooks and chefs of the city of nearly 20'000 people have developed local variations on many dishes from around the world, and even fixing their own takes on local dishes.

Aden of the Shield |

First submission. Yay!
Need to take him back a level though and do background fluff after I read your game info.
Role- Tank, with burst dpr.
Aden is a Honor Guard and Stratagist archetype.
Honor Guard replaces mount of his mounted combat related stuff with the bodyguard feat and free immediate action charges to intercept enemies and protect allies. He grants free AC to adjacent allies and his order grants an improved standstill so he's good at locking foes in place.
When he challenges he either sacrifices AC and grants it to his charge if the charge is threatened (ie the wizard) OR he gets a nice morale bonus to all his attacks (which can be awesome dpr for a TWF'er getting challenge bonus damage)
His mount is basically just a flank buddy or he can have his charge ride it to stay out of reach.

DM-Salsa |

@ Aden of the Shield: Fair warning, I am no Azure_Zero when it comes to GMing. I play with him in a Carrion Crown game and in a couple of games he GMs.
That said, this definitely ought to be interesting. I'm not familiar with the Cavalier class, so I guess I'd better brush up on it. I want to see what kind of personality you put with him, I'm actually looking forward to it.

Quiche Lisp |

Hi DM Salsa and all,
I am very interested in this campaign : I like the harshness of your world, DM Salsa, coupled with the hope that persists in it (or so it seems to me :-).
Salsa, some couple things you should know about me as a player (spoilerized for tidiness):
I don't know if my time (+1 GMT) zone would be a problem ; I am prepared to post in the morning or in the evening.
- I have never done a PbP before. I have lurked on these forums a good deal however, and I think I understand the gist of it. Anyway, I am prepared to learn.
About my proposed character :
I must point out straight away that I am a very cooperative player and don't intend to ever play an "evil jerk" disruptive of the players' group.
I have wanted to play an Assassin for a long time now, and I think your world could very well accommodate that.
To be clear : my character would not hire himself to the various evildoers groups in your campaign ; he would rather fight the forces of evil and oppression, in the harsh way if need be, with the other characters.
He would be a judge and an executor with a moral outlook. He would be very opposed to slavery, injustice and the abuse of power by the powerful. He wouldn't hesitate to lie and cheat, though, so as to appear different of what he is, what he feels, so that he can better undermine his enemies, and strike them in the back at just the right time.
A timely thrust and twist of the blade in the back is better, in his opinion, than a protracted battle against the noble of the land.
Let me reassure you that I intend to work in cooperation with the rest of the players (if you accept me in your campaign at all). All that I just stated can be toned down and adapted to fit with the other characters. It's just that I feel I could have fun playing an assassin working for the forces of good and justice :-).
That and he's had a troubled childhood as a slave : so he has much hate for the slave owners (but craves true friendship and love all the more).
He is not an evil jerk : he is a harsh and revengeful pragmatist with bitter memories and hopes for a brighter future.
I intend for him to be Human and take levels in Fighter at least until level 3 or 5. Then some levels of Rogue. And then he would take levels in the Assassin PrC.
Well, that's it for today. Now I must go play Pathfinder with my buddies till late in the night :-). I will try to post some background and crunch Monday morning.
Have a nice Sunday. Read you later.

DM-Salsa |

Background done. Are we using PF deities?
yep.
@ Quiche Lisp: As long as you give me a heads up we're okay, if it happens in combat I may GMPC your character until you get back to keep things moving.
I like the flavor, and if you feel uncomfortable playing an evil character in a campaign where you are going to be doing things that most evil characters wouldn't do, then I can waive the evil only requirement for the Assassin, you could be neutral or evil and still take it.
@ Kankuro: Summoners are fine. They can be overpowered, but there are ways around that. Just keep in mind that summoning a snake out of now where can get you into a lot of trouble. I have a summoner in the other group who has this as a major part of his back story.

Aden of the Shield |

Aden is finished I think.
Not sure if you had a chance to brush up on Cavalier's yet but with theArchetypes and Order he has He's primary combat w/a secondary focus on Buffing flank/adjacent buddies. This feature needs other melee pals so IF i make the cut, I'll be hoping for at least 1 other melee to partner with (snake or otherwise)
I know most games are not very mounted combat friendly but the Honor Guard and Stratagist Archetypes trade most of the Cav's mounted combat stuff away, so shouldn't be an issue.

DM Aron Marczylo |

Hello there, if you tried out for the first one, then feel free to throw your hat into the ring. I've fleshed out the setting some more, so you guys have a little more meat to sink your hooks into. I'm going to try and keep this PG-13. The setting is brutal and the town you're starting out in is not a nice place. If that's going to bother you, then you might not want to apply.
Submission Requirements:
- Character Build, Race, Class, and all that other fun stuff.
- Backstory, use the info in the Campaign Setting spoiler to help you out.
- Personality and Appearance.
Character Build:
- 1st level
- 20 pt. buy
- Max HP at first, average + con after that.
- Average gold for class + two free outfits (This does not include your normal free outfit. These count towards encumbrance. You might want to include a Cold Weather outfit in that. This place is going to get chilly)
- 2 traits
- Classes, Archetypes, and equipment from the Core, APG, UM, and UC are all allowed, with the
- All core classes
- Core races are all welcome. Races that are defined by class levels need to be approved. Goblinoids, Orcs, and Ogrekin are out.
- Not a requirement, but Orc, Giant, and Goblin are going to be useful languages in this campaign, just a heads up for those high INT characters.
- Evil alignments will be reviewed on a case by case basis. Chaotic Evil is a no-go. Lawful and Neutral Evil will need to give me a code of honor, or something similar, that their character operates by. I want this to be fun, and I don't want the party falling apart because someone equated evil with jerk.
** spoiler omitted **...
The highlighted above I find contridict each other. Do you allow all classes from core, APG, UM and UC or only All core classes?

DM-Salsa |

@ DM Aron: Sorry apparently I wasn't thinking straight. All class are allowed with the exception of the Anti-Paladin. It's just a case of not thoroughly proofreading what I write.
@ Aden: Looks good, but I think you meant "The Stones" instead of "The Sheilds".
Character Submissions:
STR Ranger-> Aden of the Shield (Human, Cavalier (Honor Guard/Startegist))
kankuro Kurisaki-> ??? (???, Summoner)
Quiche Lisp-> ??? (???, Fighter)
Chainmail-> Luther Lightbringer(Aasimar, Cleric of Iomedae)

drawesome1111 |

Hopefully you guys can still use another player. I am completely new to PbP, but it looks fun. I've run a couple of campaigns in Pathfinder. Once as a player and currently DMing a homebrew.
Check out my character here
Level 1 Human wizard
I'll get more crunch soon.

The Bunyip's Best Friend |

Quiche Lisp speaking...
@Dm Salsa
I have begun to build the crunch of my character.
It's by no means complete (I'm a slow builder, I am afraid), but more is coming soon (tomorrow I think, when I am less busy IRL).
What's done is in the Profile section of Attewyl (not sure yet how to link to it directly).
I'm okay with Attewyl remaining Lawful Evil, all things considered. Not all heroes are pure of heart !
@Aden of the Shield
If we make it together to the starting blocks, I would be interested in partnering with you on some melee mayhem, if this works good mechanically (I'm not very up to date on the team feats).
Myself, I am very much interested in flanking (it's like a religious calling for this character ;-).

DM Aron Marczylo |

Submission: Krolmnite Underhill and his Eidolon Ava
Redmount sounds like the best place for this character who is CG and treated Ava like a person, not a slave who does his bidding so he'll be brought up in a generally "nicer" place than the majority of this land.
The brutal setting and the town that'll be nasty won't be a problem, he can be a underdog. Someone who remains goodly despite the many horrible things that might happen around him so it'll be interesting roleplaying oppitunity for if he snaps or something. I'll just adjust the character sheet, replacing the CC trait and it should be okey.
I assume the gods are the pathfinder ones, correct?

Aden of the Shield |

@Aden of the Shield
If we make it together to the starting blocks, I would be interested in partnering with you on some melee mayhem, if this works good mechanically (I'm not very up to date on the team feats).
Myself, I am very much interested in flanking (it's like a religious calling for this character ;-).
No worries. You don't actually need to take any teamwork featswhen there is a Cavalier around. I can grant them to you. I get 3.
1- Precise Strike. adds 1d6 damage to all attacks when flanking (favors many attacks. Works best with Two Weapon Warriors, Mobile Fighters or Dawnflower Dervishes)9- Outflank. The bonus from flanking improves to +4 (stacks with a Menacing weapon for +6) and your buddy gets a free AOO when you crit.
17- Co-ordinated charge. When an ally charges, you can charge as an immediate action.
Haven't checked your build for synergy but I can if you want.

DM-Salsa |

@ Aron: You are correct. I keep thinking about how to fit all of the domains into the idea I have for a pantheon, but I keep getting cold feet.
Character Submissions:
STR Ranger-> Aden of the Shield (Human, Cavalier (Honor Guard/Startegist))
kankuro Kurisaki-> ??? (???, Summoner)
Quiche Lisp-> Attewyl (Human, Fighter)
Chainmail-> Luther Lightbringer (Aasimar, Cleric of Iomedae)
drawesome1111-> Matthias Altmore (Human, Wizard (???))
alientude-> ??? (???, Barbarian)
DM Aron Marczylo-> Krolmnite Underhill (Gnome, Summoner)
I Know Magic!-> ??? (???, ???)
EDIT: To clarify, yes I am using the dieties from the CRB, or any other Paizo source as long as it is in the SRD.

Shady_Motives |

Anna Laurësul:
History: Born in the city of Kael'rathen, Anna has always been viewed as something different. Her mother was a half-elf bard who fancied herself a traveler and found herself all over the kingdom of Kavun, playing wherever crowds were and wowing them with her looks and voice. More then once she attracted the darker intentions from the people of the failing country, but her deft skill with a rapier and the minor magicks she possessed kept the suitors away.
Then seven years after leaving, her mother stumbled back into her families house in Kael'rathen, heavily pregnant and injured. Collapsing into Anna's grandfather's arms, she lived long enough to give birth to a daughter and give her a human first name, for human she was. With the rounded ears and face that all humans seemed to possess, her grandfather, a powerful elf wizard, could find no reason why this creature should stay in his house. Upon seeing her golden eyes for the first time though he understood that while not an elf or even a half-elf, the elvish blood still ran strong in this baby.
As he preferred his isolation away from the main branch of the family, Anna's grandfather took it on himself to raise the child and teach her to walk the same path of magic as him, something her mother refused to do. Though she grew at an astonishing rate compared to elves, her ability to learn also proved to be just as quick and she mastered concepts in months that normally took years to learn.
When her own magical workings began to interfere with her grandfathers, he commanded for her to go out into the world and "Learn something of yourself before you come back here to ruin my peace and quiet again." His final parting gift to her was a silver amulet that he claimed had once been her mothers. Anna had instantly felt a connection with the amulet and bonded to it.
Personality: Though she never met her mother, Anna heard enough stories from her grandfather to pick up a few of her personality quirks. She is no where near as flirty or beautiful as her mother, but she is still aware of her own looks and enjoys the feeling she gets when a man stops in the street to look at her. She learned to see the love her grandfather had for her despite his cold, uncaring exterior and therefore learned that everyone hides feelings. Sometimes all it took to get to the kindness in their heart was a smile and offer of freindship.
Appearance: Anna is a human in all sense of the word, but there are things about her that aren't quite...pure. While her ears and face are rounded, her skin remains pale no matter how much sun she gets and her eyes are very slightly almond shaped and a startling gold color. Her hair is naturally wavey and black, falling just past her shoulders.
Level 1 Wizard
NG Human, 18 yrs.
Init +2
STATS
Str 10, Dex 14, Con 12, Int 18, Wis 13, Cha 14
DEFENSE
AC 12, touch 12, flat-footed 10
hp 8
Current hp 8
Fort +1, Ref +2, Will +3
Speed 30 ft.
CMB: 0
CMD: 12
OFFENSE
Base: +0
Melee +0
Ranged +2
SPELLS KNOWN
0 Level- Resistance, Acid Splash, Detect Magic, Detect Posison, Read Magic, Dancing Lights, Flare, Ray of Frost, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1 Level- Color Spray, Grease, Shield, Mage Armor, Burning Hands, Magic Missile, Protection from Evil
FEATS
Skill Focus(Spellcraft)
Racial Heritage (elf)
TRAITS
Classically Schooled +1 Spellcraft
Mathematical Prodigy +1 Knowledge:Arcane and Engineering
SKILLS
=Class Skill
Appraise(Int): 4
Craft(Int): 4
Fly(Dex): 2
Knowledge(All)(Int):
>>Arcane: 9
>>Dungeoneering: 8
>>Nature: 8
>>History: 8
>>Planes: 8
Linguistics(Int): 8
Profession(Wis):
Spellcraft(Int): 12
LANGUAGES
Common, Elven, Draconic, Celestial, Goblin, Dwarven
SPECIAL ABILITIES
Favored Class: Wizard +1 HP
Arcane Bond: Amulet
Arcane school (Abjuration) Prohibit (Necromancy, Enchantment)
Cantrips
Scribe Scroll
Items
Masterwork Silver Amulet (Arcane Bond)
Spellcomponent Bandolier
Traveler's Outfit
Cold Weather Outfit
Dagger
Backpack
Waterskin x2
Spellbook x2
Inkpen
Ink x2
40 Gold
Working on a ranger, ran out of time at work to finish and post. Will post it tonight.

Mortifuus |
Hmmm, if recruitment is still open I think I will throw my character in the ring as well. I do have a question regarding poisonmaking; do you use the standard RAW way of craft mundane items(it tends to go crazy with higher value items, poisons specifically) or do you mind I suggest a rule for that(nothing terribly OP and still limited by the fact I have to pay for something that isn't necessarily strong)
Either way; throwing in my dwarf Rogue, Corwin Leadpoison, Rogue(Poisoner Archetype) as a skill monkey/poison crafter. He will probably be Chaotic Good, with a sunny disposition and a penchant for bad jokes. Will work on fluff and crunch in the next couple of days, with a goal of finishing by friday.
*Edit: spelling

DM-Salsa |

Recruitment is definitely still open.
I just haven't been able to get on over the past 24 hours.
@ Runner: Redwall has been declining since trade with Kael'rathen was cut off, but the worst of it has been over the past 10 or so years.
@ Mortifuus: Pm me the rule or post it here and I'll take a look.

DM Aron Marczylo |

What are the limitations on the outfits. Do you mean 2 in addition to the one you start with and price limit on the outfit? I'm thinking a noble outfit and maybe guy a signet ring and jewlery later in case he needs to mingle with upper society, which is unlikely but he might need to depending where the campaign goes as he's been brought up in a noble living way of life.
That's the only thing that's missing I believe.

DM-Salsa |

@ DM Aron: Yes, these are in addition to the one you normally get. If you're a noble I'll let you get by with one of those being a noble outfit, but if that's the case you might want to get the Rich Parents trait. Otherwise, normal restrictions apply, must be under 10 gp.
@ drawesome: Since we're working under the premise that you're in Redwall to hunt monsters and bandits, you can assume that you may be spending a bit of time camping outdoors. So the bare minimum is what you need to for your class (holy symbol for paladins and clerics, spell component pouch and spell book for wizards, and thieve's tools for rogues for example) and what you need to survive a couple of nights outside (a bedroll, some food, a waterskin, some way to make a fire, etc.). Anything beyond that is up to you.

Mortifuus |
Recruitment is definitely still open.
I just haven't been able to get on over the past 24 hours.
@ Runner: Redwall has been declining since trade with Kael'rathen was cut off, but the worst of it has been over the past 10 or so years.
@ Mortifuus: Pm me the rule or post it here and I'll take a look.
Here is the thread with the houserule I like, it is 3rd post in the thread, again if you don't like it I can play without, I just hope we get a lot of downtime :)
http://paizo.com/forums/dmtz1m6r?Houserules-Craft-Perform-and-Profession-sk ills#2
Fearghus |

Dotting for interest. I'll try to get a character prepared and posted this evening, though a proper background may take additional another day or two to polish off.
Introducing Fearghus, paladin of Erastil. Mechanics are complete, but I'll be working on background, etc through the weekend.

DM Aron Marczylo |

Okey, this has been difficult due to only 6 strength, but I've done it. Eva is going to be carrying the heavy stuff which I'm sure in roleplaying terms she agrees with as to keep him safe. I also bought her scholar robes so that she's hidden. This is kind of a reference to Goris from Fallout 2, funnily enough I only thought of this after thinking about her wearing a robe to cover her nakedness and hide how strange her true form is. Krolmnite has also spent 100gp for the noble clothing and he'll be wearing that (can't move the cold winter clothing to Ava on herolab as free clothing is bound to the character) just so you know.
Ava holds the extra alchemist's fire and stuff so he's only holding what he'll need, plus he'll be avoiding mellee due to his terrible strength. Hope I've covered everything. I had to lose a language when switching out traits, but I might take linguistics later when advancing in the campaign as you said goblinoid would be useful if so many people talk it he might take it.
Tell me if there are any problems.
KROLMNITE UNDERHILL CR 1/2
Male Gnome Summoner 1
CG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +2
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DEFENSE
--------------------
AC 17, touch 13, flat-footed 15. . (+4 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 15 ft.
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day), Summon Monster I (7/day)
Summoner Spells Known (CL 1, -1 melee touch, +3 ranged touch):
1 (2/day) Mage Armor (DC 16), Grease (DC 16)
0 (at will) Acid Splash, Detect Magic, Guidance (DC 14), Message
--------------------
STATISTICS
--------------------
Str 6, Dex 15, Con 15, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -3; CMD 9
Feats Spell Focus: Conjuration
Traits Classically Schooled, Rich Parents
Skills Acrobatics -1, Climb -5, Escape Artist -1, Fly +1, Knowledge (Arcana) +5, Knowledge (Planes) +7, Perception +2, Ride -1, Spellcraft +6, Stealth +3, Swim -5, Use Magic Device +8
Languages Common, Draconic, Gnome, Sylvan
SQ Eidolon Link (Ex), Gnome Magic, Hatred, Illusion Resistance, Life Link (Su), Share Spells with Eidolon (Ex)
Combat Gear Bolts, Crossbow (20), Chain Shirt, Crossbow, Light; Other Gear Acid Flask, Alchemist's Fire Flask, Backpack, Masterwork (7 @ 16 lbs), Signet ring, silver stud in left earring with a small gem, Tanglefoot bag (3), Thunderstone (2)
--------------------
TRACKED RESOURCES
--------------------
Acid Flask - 0/1
Alchemist's Fire Flask - 0/1
Bolts, Crossbow - 0/20
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Summon Monster I (7/day) (Sp) - 0/7
Tanglefoot bag - 0/3
Thunderstone - 0/2
--------------------
SPECIAL ABILITIES
--------------------
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
AVA CR 1
Female Biped (Claws)
CG Medium Outsider
Init +1; Senses Darkvision (60 feet), Scent; Perception +4
--------------------
DEFENSE
--------------------
AC 13, touch 11, flat-footed 12. . (+1 Dex, +2 natural)
hp 11 (+1)
Fort +3, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Bite (Bite) +4 (1d6+3/20/x2) and
. . Claw x2 (Claws) +4 x2 (1d4+3/20/x2)
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Multiattack
Skills Knowledge (Planes) +2, Perception +4, Sense Motive +4, Stealth +5 Modifiers Tail
Languages Common
Other Gear Acid Flask (4), Alchemist's Fire Flask (4), Backpack, Masterwork (27 @ 26.5 lbs), Bedroll, Blanket, winter, Crowbar, Noble's outfit, Rations, trail (per day) (10), Scholar's outfit, Tanglefoot bag, Thunderstone (3), Torch, Waterskin
--------------------
TRACKED RESOURCES
--------------------
Acid Flask - 0/4
Alchemist's Fire Flask - 0/4
Rations, trail (per day) - 0/10
Tanglefoot bag - 0/1
Thunderstone - 0/3
Torch - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
--------------------
Eidolon:
Nefi appears like a azata which has a beautiful female body combined with scaled and lizard-like arms, legs and neck area. Her hands appear to be claws and though she appears human, her teeth have fangs which she can bite with. The tail for the moment just keeps her momentum and she often wears a simple robe to cover up the humanoid nakedness as unlike her realm, people frown upon nudity in this world.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

DM-Salsa |

@ Franko a: That works.
Character Submissions:
STR Ranger-> Aden of the Shield (Human, Cavalier (Honor Guard/Startegist))
kankuro Kurisaki-> ??? (???, Summoner)
Quiche Lisp-> Attewyl (Human, Fighter)
Chainmail-> Luther Lightbringer (Aasimar, Cleric of Iomedae)
drawesome1111-> Matthias Altmore (Human, Wizard (???))
alientude-> ??? (???, Barbarian)
DM Aron Marczylo-> Krolmnite Underhill (Gnome, Summoner)
I Know Magic!-> ??? (???, ???)
Mortifuus-> Corwin Leadpoison (Dwarf, Rogue (Poisoner))
Macharius-> Fearchus (Human, Paladin of Erastil)
Runner188-> ??? (???, ???)
gmpathfinder-> Dolgana (Human, Monk (Drunken Master))
David James Olsen-> Genisen Larkova (Human, Rogue (Swashbuckler/Scout))
Robodruida-> ?Franko a (Human, Wizard)

DM-Salsa |

Ah sorry I'll get that fixed asap.
EDIT: Fixed
Character Submissions:
STR Ranger-> Aden of the Shield (Human, Cavalier (Honor Guard/Startegist))
kankuro Kurisaki-> ??? (???, Summoner)
Quiche Lisp-> Attewyl (Human, Fighter)
Chainmail-> Luther Lightbringer (Aasimar, Cleric of Iomedae)
drawesome1111-> Matthias Altmore (Human, Wizard (???))
alientude-> Faergar Meddles-With-Spirits (Human, Barbarian)
DM Aron Marczylo-> Krolmnite Underhill (Gnome, Summoner)
I Know Magic!-> ??? (???, ???)
Shady_Motives-> Anna Laurësul (Human, Wizard)
Rizarch-> Freya Danu (Gnome, Sorcerer (Fey))
Mortifuus-> Corwin Leadpoison (Dwarf, Rogue (Poisoner))
Macharius-> Fearchus (Human, Paladin of Erastil)
Runner188-> ??? (???, ???)
gmpathfinder-> Dolgana (Human, Monk (Drunken Master))
David James Olsen-> Genisen Larkova (Human, Rogue (Swashbuckler/Scout))
Robodruida-> ?Franko a (Human, Wizard)
If I missed you let me know.

Tirion Jörðhár |

Dotting for interest - A Witch(Winter Witch Archetype) is my first thought, although you seem to have a lot of arcane types, so I may change my mine.
Edit - After looking over the campaign info, I think that I will put together a Ranger (possibly Infiltrator). Hopefully will have a submission by tomorrow.