
GM TheSilverDreamer |

I am re-opening recruitment for this game, we've had a couple of dropouts so I'd like two or three more people.
Warning it advance: as it turns out, the pace for this game has been very slow. On my end it's been first finishing up school then moving to start a new job means that I usually try to post twice a week, sometimes only once a week. If you're okay with that, then I welcome your apps.
Current cast of characters is: Wayland Egorious, a human Diviner from Sargava, a researcher of Thassilon who wishes to join the Pathfinder Society; Trig Fanabarellalisa, a gnome Shaman who has spent much of her life working as a physician for the Sczarni and now seeks her own path in life after meeting her spirit animal, a cockroach named Cal; and Edamm Osvett, a human Hunter from Ustalav and other places, adopted into a Varisian tribe and making her keep as a scout, alongside her animal companion, a black leopard named Ponok.
Players just got to level 2 and have completed the events in the Glassworks. I'll put a soft deadline for application on Sunday, August 11th.

GM TheSilverDreamer |

Dotting!
Are there any limitations on materials, classes and races?
Is there anything you don't want to be submitted?
First party materials only, I'm going to say no monstrous races and no kasathas.
I see you have a hunter. My character here is a Storm Druid. Would that be OK?
I'll take the character into consideration, but bear in mind that not only is there the hunter, who is more rogueish, but there is also both our Shaman who gets all the best spells on the Druid list as well as the Wizard, which doesn't leave a lot of room in the party makeup for a primarily casting Druid. You'll need to have a very good writeup for character history, etc.
Characters don't have to be already at 2nd level, if you're picked you can level your character up then.

Syrus Terrigan |

Okay -- it's going to be Friday or Saturday before I have an alias ready to go. That said, though, I do have a very solid idea of what I'll be submitting. I hope this sounds like a fun character for the group:
I'd like to play a Syrus Terrigan alias, actually -- a dual-gladius-wielding slayer who has a deep-seated hatred of all things goblinoid, lately departed from the Nirmathas-Molthune (am I recalling that name properly?) border skirmishes. He was recently outed as a double agent, serving as a freelance scout/informant for both sides of that conflict, and now has a price on his head with both groups. I want to take the Outlander (Exile), Bruising Intellect, and Light Sleeper traits with the Impatient drawback. I'll probably aim to do a bit of multiclassing to get sneak attack high enough to go for Dastardly Finish at some point, but mostly I'll be aiming for fast-attack effectiveness -- not *quite* a front-liner, but more than willing to mix it up in combat.
Any feedback?

Ironperenti |

I'm working on a half-orc ranger fortune finder/trapper who was raised by Humans, traveled to Magnimar and got involved in Serpent racing. Word began to trickle in about giants threatening the fringes of society so he decided to travel north and see if he could lend a hand against the brutes.
The build is a two weapon fighter. The archetypes provide half favored enemy bonuses against other creatures, gives trapfinding and disable device as a class skill. Replaces spells with traps. My intent is to try and cover some of the rogue niche while providing decent offense.

Ironperenti |

For your consideration
Kul'Moran
Half-orc Ranger Fortune Finder/Trapper 2
Kul'Moran was of course the result of an orc raid on a border town. Luckily, the people did not hold the assault against the growing child and so he was born to a human family. They treated him like their other children. He grew up knowing his share of bullying and mistreatment by some but all in all his was a good life. He worked with his father and brothers as trappers and occasional bounty hunters. The only things missing for Kul were fortune and glory, something his brothers and he dreamed of. Then the giants came.
Were they then as skilled at fighting giants as they had grown in taking down men or beaver. Alas, they were not. The rest of the town faired little better. In the fight, his little brother, Garen, was killed. They began to train to fight giants after that but things were never the same. Garen was the life of the family and everyone was on edge. This so disrupted the family harmony that Kul decided he needed to get away. He chose life on the road and headed for Magnimar.
In Magnimar he leaned of Serpent Running and began training and competing. When rumors started coming in of giants on the move in the hinterlands, Kul packed up. The next morning he caught a ride with a small caravan headed north to Sandpoint, nearly a frontier town itself. Perhaps he'd have a chance to remove a few giants from the land while he was there.
Initiative +2
AC 17, touch 12, Flat Footed 15 (+2 Dex, +4 Armor, +1 shield)
HP 28 (2d10(16)+4con+4fcb)
Fort +7 Ref +7 Will +2
Speed 30ft (30' in armor)
Melee
MW Scimitar +6 (1d6+3/18x2)
TWF Scimitar +5 (1d6+3/18x2)
TWF Small spiked Shield +3 (1d4+3/x2)
Ranged Orc Hornbow +4 (2d6+3/x3, range 80')
Str 16 Dex 15 Con 14 Int 13 Wis 10 Cha 10
BAB +2 CMB +4, CMD 17
Stat Purchase
Base: S14 D15 C14 I13 W10 C10
Race: S+2
Level:
1. Two weapon fighting
2C. Double Slice
2C. Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Serpent Runner: When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.
Giant Slayer: Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
[Spoiler= Skills]
18 = 12 class + 2 intelligence + 4 background
Acrobatics 0 (0 rank, 2 Dex, -1 armor)
Climb* 7 (2 rank, 4 class, 3 Str, -1 armor)
Disable Device* 8 (2 rank, 4 class, 2 Dex)
&Handle Animal* 4 (1 rank, 3 class, 0 Wis)
Intimidate* (1 rank, 3 class,
&K(geography)* 5 (1 rank, 3 class, 1 Int)
&K(nature)* 5 (1 rank, 3 class, 1 Int)
Perception* 5 (2 rank, 3 class, 0 Wis)
&Profession Trapper* 4 (1 rank, 3 class, 0 Wis)
Ride* 7 (2 rank, 3 class, 3 Dex, -1 armor)
Sense Motive 0 (0 rank, 0 Wis)
Stealth* 7 (2 rank, 3 class, 3 Dex, -1 armor)
Survival* 7 (2 rank, 3 class, 0 Wis)
Swim* 7 (1 rank, 4 class, 3 Str, -1 armor)
Common (Taldane), Varisian
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Hinterlander: A fortune-finder adds 1/2 his level (minimum 1) on all Climb and Swim checks. Replaces Tracking.
Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. 1) Humanoid-Human;
Wild Empathy: 4
Combat Style: Two weapon fighting
Endurance: bonus feat
Half-orc characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half orcs have a base speed of 30 feet.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Dragon Sight (2 RP): Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating. Source PZO9470
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel) 3.25#
Backpack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, string 50', sewing kit) 11.6#
Water skin 2#
MW Lamellar leather armor 25#
MW Scimitar 3#
Small spiked wood shield 5#
Orc Hornbow (STR +2) 7#
40 arrows 6#
Light Load 76, Medium Load 153, Heavy Load 230 Total Gear Weight: 62.75 pounds, Light Load (plus the fraction that coin weighs is still well under a light load)
PP GP 11 SP 2

GM TheSilverDreamer |

You may choose to either roll for HP or take half dice plus 1. Standard wealth for a 2nd level character.
Since it turns out I'm going to be quite busy this weekend with family coming in from out of town, I will be extending the recruitment period by a day in case there are any other questions. It now ends Monday August 12th at 11:59 PM.

Djack |

If recruitment is extended, would love to try my hand at a Warpriest of Desna/Knife Master Rogue (no traps).
Focus on short ranged starknife attacks, 20-30 feet. And, flanking starknife melee (+1d8 sneak stab).
Weapon damage starts at 1d6 and increases with Warpriest levels.
Would also like to go with Way of the Shooting Star (Desnan divine Fighting technique) and Startoss style tree...