
RHMG Animator |

All templates.
Special Qualities:
low-light vision
+2 bonus on Will saves
SR is equal to Class level +5 ;
Special Qualities change shape (a single fixed Small or Medium humanoid form, alter self),
woodland stride (as the druid ability).
DR as noted on the table;
Fey-touched Creature Defenses
Hit Dice DR
1-4 —
5-10 5/cold iron
11+ 10/cold iron
Abilities: +2 Dex, +2 Cha
----------------------------
Armor Class: Natural Armour +2.
Attack: A half-satyr has a headbutt attack.
A half-satyr fightingwith a weapon or natural attack usually attacks with its weapon or natural attack.
Full Attack:A half-satyr fighting withweapons or natural attacks usuallyattacks with its head butt as a second-ary attack.
Damage:A half-satyr has a headbutt attack.
This attack deals bludgeon-ing damage according to the half-satyr’s size.
Size Head Butt Damage Small 1d3 Medium 1d4 Large 1d6
Special Qualities:
Fey Bloodline (Ex):Half-satyrs are considered fey creatures when enchant-ment magic is directed against them.
For example, the charm personspell doesnot affect a half-satyr creature, but charm monster affects them normally.
Half-satyrs can also activate magical items restricted to fey creatures.
Low-Light Vision (Ex):
Skills: Half-satyrs have a +2 racialbonus to Stealth, Perform (any one performance type),and Perception.
Abilities: Dex +2, Con +2,Cha +2.
----------------------------
Speed: 40ft
Size: Large
Armor Class: Natural Armour +4.
Attacks:If the base creature lacked a gore attack, it gains a gore attack. When not using weapons, the half-minotaur may attack with its gore atits highest attack
value and gaining itsfull Strength bonus to damage. When using a weapon, a half-minotaur often uses its gore attack as a secondary natural attack.
Damage:The half-minotaurs’s gore attack deals damage according to its size as shown below.
Size Gore Damage
Large 1d8
Special Qualities:
Darkvision (Ex):
Minotaur Cunning (Ex):Half-mino-taurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to
escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex):
Abilities: Str +8, -2 Dex Con +4,Int -2.
Skills: A half-minotaur has a +2racial bonus on Perception checks.
Bonus Feat: Track
----------------------------
Type: The creature's type changes to outsider (native)
Armor Class: Natural Armour +1
Special Attacks:
Spell-Like Abilities:1/day — enlarge person, invisibility, reduce person, speak with animals.
Caster level equal to HD. Save DC equal to 10 + spell level +Charisma modifier.
Special Qualities:
Fire, Cold, Acid, and Elect Resistance 10
Abilities: Str +2, Dex +2, Int+2, Wis +2.
Bonus Feats:Improved Initiative.
----------------------------
Type: The creature's type changes to outsider (native)
Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature's land speed (good maneuverability).
Armor Class: Natural Armour +1
Defenses/Qualities:
Gains darkvision 60 feet;
immunity to Fire;
acid, and cold, resistance +10;
+HD vs Poison
DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and
SR equal to HD + 11 (maximum 35).
Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302), or can select Unarmed strike and another feat that
require Unarmed Strike like Deflect arrows
Keeping the claws and Bite will result in a more fiendish appearance, the unarmed strike will be more like the base race.
Special Attacks:
Smite Good (Su): is to be replace by a RP 4 or less ability from ARG (or get permission for one outside of ARG)
Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD.
Unless otherwise noted, an ability is usable 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).
Use the Half-Celestial's List instead
Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
----------------------------
Type: The creature's type changes to outsider (native)
Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature's land speed (good maneuverability).
Armor Class: Natural Armour +1
Defenses/Qualities:
Gains darkvision 60 feet;
immunity to disease;
fire, acid, cold, and electricity resist +10.
+4 racial bonus on saves vs. poison;
DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and
SR equal to HD + 11 (maximum 35).
Special Attacks:
Smite Evil (Su): Once per day as a swift action the half-celestial can smite evil as a paladin of the same level as its Hit Dice.
The smite persists until the target is dead of the half-celestial rests.
Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice.
Unless otherwise noted, an ability is usable once per day.
Caster level equals the creature's HD (or the caster evel of the base creature's spell-like abilities, whichever is higher).
HD Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, Detect evil
5–6 Cure serious wounds, Neutralize poison
7–8 Holy smite, Remove disease
9–10 Dispel evil
11–12 Holy word
13–14 Holy aura 3/day, Hallow
15–16 Mass charm monster
17–18 Summon monster IX (celestials only)
19–20 Resurrection
Abilities: A Half-Celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
----------------------------
Gain Dragon-blood subtype
Armor Class: Natural Armour +1
Melee: A Draconic gains two claw attacks. Damage is 1d3, or can select Unarmed strike and another feat that require Unarmed Strike like Deflect arrows
Keeping the claws will result in a more draconic appearance, the unarmed strike will be more like the base race.
Special Qualities:
low-light vision
darkvision 60 feet.
Saves: A draconic creature gains a +4 racial bonus to saves against sleep and paralysis, thanks to its heritage.
Abilities: Str +2, Cha +2, Con +2.
Skills: Draconic creatures gain a +2 racial bonus to Intimidate and Perception checks.
Defenses/Qualities:
+5 Resistance to Element of Dragon (i.e. Green is acid)
----------------------------
Speed: +10 Land
Armor Class: Natural Armour +6 (total)
Melee: A Feral creature gains two claw attacks. Damage is 1d8, or can select Unarmed strike and another feat that require Unarmed Strike like Deflect arrows
Keeping the claws will result in a more animal appearance, the unarmed strike will be more like the base race.
Special Attacks:
Table:
HD Special Attack
1-3 Improved Grab
4-7 Pounce
8-11 Rake or Superior Unarmed Strike
12+ Rend or Bonus Unarmed Strike Feat
Special Qualities:
Table:
HD DVis FastHeal
1-3 60ft 2
4-7 60ft 3
8-11 90ft 4
12+ 120ft 5
DVis = Darkvision
Abilities: Str +4, Con +2, -2 Int, +2 Wis

RHMG Animator |

if I get picked, I might build my rogue into the Nightmare Fist feat chain. Hopefully all party members have darkvision :)
Most of the templates give darkvision, though the fey ones and seems I missed that with the Half-janni.....
Looking at the style feat chain, seems it's fit for Drow....

Ellioti |

Looking at the style feat chain, seems it's fit for Drow....
Nevermind, just saw that your half-fiend template doesn't get Darkness SLA.
Ideas I have for Racial abilities to replace Smite Good:
Flexible Bonus Feat (4 RP)
Focused Study (4 RP)
Quick Reactions (2 RP)
Burrow (3 RP)
Flight (4 RP)
Ferocity (4 RP)
Magehunter (4 RP)
Swordtrained (4 RP)
Scent (4 RP)
Weapon Familiarity (1 RP)
I don't want to select something for the purpose of power gaming. Unless you want us to optimize, of course. If you prefer flavor, you may free me from the burden.
Still don't really know, what to do with a chained Rogue.
For the purpose of your final selection, how detailed do you want our application to be?

RHMG Animator |

RHMG Animator wrote:Looking at the style feat chain, seems it's fit for Drow....Nevermind, just saw that your half-fiend template doesn't get Darkness SLA.
Ideas I have for Racial abilities to replace Smite Good:** spoiler omitted **
I don't want to select something for the purpose of power gaming. Unless you want us to optimize, of course. If you prefer flavor, you may free me from the burden.Still don't really know, what to do with a chained Rogue.
For the purpose of your final selection, how detailed do you want our application to be?
That list is mostly good, though I don't know of any devils with a burrow speed....
And I kinda do tilt towards flavor over power gaming.
RHMG Animator |

....
For the purpose of your final selection, how detailed do you want our application to be?
I'd like the character stated out as best possible,
Now something I'd recommend
is that what you should include is either a fear, character complex, or insecurity the character has;
like a Paladin that is afraid of spiders (yes, this fear overrides aura of courage),
a short character could have a Napoleon Complex,
a character could have a insecurity about an aspect of their appearance
character could have a complex or insecurity about part of or the whole of one their heritage they have,
etc
I'll add that this would make the character more believable and real.
Also include Goals and Characters (NPC or PC) you PC knows and an idea of their relationship or perception of the character.
I'll be giving some basics of the group's home town, details with be filled in Session Zero
I'll also be providing the general origin part of the backstory, but again some details will be filled in Session Zero, with the rest of the backstory open to the players and the building done in Session Zero.

Kusar |

Here is Kusar, the half-minotaur sorcerer. Basing his name off of the Sumerian myth. Child of Tiamat, frightened of Lamashtu, friend of Girtablilu (scorpion people).
Haven't had time to stat him out yet (working on it today). Doesn't look like too many spellcasters so was thinking of going the Arcane bloodline and taking a greensting scorpion familiar. Focus on crowd controlling.

RHMG Animator |

I think Ive got him complete. You can look him over and let me know what you think---Dread
Yeah looks great,
but jumped the Gun some, as I said to make a general background, this means no details (like names other then your own), and did mentioned that origin would be set by GM to assist in tying things more together.So your first background paragraph is nuked some, but can be salvaged.

RHMG Animator |
1 person marked this as a favorite. |

Here is Kusar, the half-minotaur sorcerer. Basing his name off of the Sumerian myth. Child of Tiamat, frightened of Lamashtu, friend of Girtablilu (scorpion people).
Haven't had time to stat him out yet (working on it today). Doesn't look like too many spellcasters so was thinking of going the Arcane bloodline and taking a greensting scorpion familiar. Focus on crowd controlling.
Yeah, the character definitely will be interesting,
and I can imagine an enemies reaction seeing it for the first timeFoe: guys is just a brawny Minotuar, it'll be easy
Minotuar: casts spell at foe and crew
Foe+crew: Jaws drop in shock and confusion.

RHMG Animator |

The blanks will be filled in Session Zero or by player background.
Village Name:
Hellsung (NG) Sorry watch a bit too much Hellsing ult Abridged, but can be changed
Mayor: Integra Walters (LN)
Kirks (Church):
Pharasma:
Head Priest : Father Anderson (N - CN) (also a skullclan hunter)
Iomedae
Head Priestess: Astrid Yowkow (NG)
Shelyn
Head Priestess: Lina Blackrose (NG) (also a sacred fist (the 3.5 PrC version))
Cayden Cailean (uses the local tavern as the temple)
Head Priest: ??
Blacksmith Shop : Iron works Liza
Smith: Luke Campbell (NG)
Assistant: Cecily Oakwood (NG)
Inn/Tavern: The Dragon's Horde
??
??
Magistrate: Sherin Greenwood (LG)
Shieriff: Corindus Hollow (NG)
Deputy: Basken Hobs (NG)
General Store: ??
??
??
Tanner: ??
??
??
Farms:
X : ?
Population: 500
This is the only point being used as a pre-set.
And some of the ideas for backstory still work well with this.
The blanks will be filled in Session Zero
All PCs were created in a (Achemist or Wizards) Lab in X_Location_X
A party of adventurers findout out about the experiments and puts a stop to it by wiping out the guards and the leader running the lab.
The Party is divided about what to do with some of the experiments (the PCs)
A prisoner (Thinking Hellen Hyde for a name) who was force to work in the Lab pleads for and uses logic to help end the party's division about what to do.
The party and the prisoner go back to a town they know and some opt to stay and help raise the PCs, some continue adventuring.
Some of the PCs get adopted into other families, other live together at the orphange being assisted by the prisoner.

![]() |

Gallus Baradin wrote:I think Ive got him complete. You can look him over and let me know what you think---DreadYeah looks great,
but jumped the Gun some, as I said to make a general background, this means no details (like names other then your own), and did mentioned that origin would be set by GM to assist in tying things more together.So your first background paragraph is nuked some, but can be salvaged.
I can plug and play any names to match the town.

RHMG Animator |

@GM: I thought the max attribute before and after was 16. Am I missing something?
Your missing something.
The Order of operation for stats should be
Make a stat array (check it's values being in range 10-16)
Add Base Race (check it's values being in range (10-16), or redo array)
Apply template (No value checks here, just make sure the math adds up)
Looking at the Minotaur it is mostly in the clear as Pre-tempalte his stats are
-8, 12, 12, 10, 13, (14+2 (guessing human here))
The -8 is invalid, but the 16 in Cha is since Mino's don't get a stat bump.
The Pre-base stat array of -8(invalid), 12, 12, 10, 13, 14 is for most part in the correct range,
when the Base race is applied it is also in the correct range.

RHMG Animator |

RHMG Animator wrote:I can plug and play any names to match the town.Gallus Baradin wrote:I think Ive got him complete. You can look him over and let me know what you think---DreadYeah looks great,
but jumped the Gun some, as I said to make a general background, this means no details (like names other then your own), and did mentioned that origin would be set by GM to assist in tying things more together.So your first background paragraph is nuked some, but can be salvaged.
I've put up a basic framework for folks to play with in this post
If folks really like an idea I'll add it to the basic framework.

RHMG Animator |

I'd not list the genetic donors in the backstory, as who ever was running the lab would of likely used methods that would of been without paying someone for their genetic material.
And the distance from the lab to your home town could be 3 countries away, if the distance is great enough then home town could not have any connections to the lab sans the party dropping them off there.
And the experiment logs would not likely use names (since villains don't care about names unless it's a VIP and even then might only list it as a special reference), but reference numbers for specimens.
Effectively the start of background is growing up in the home town, as the Lab part is Session Zero collab work.

RHMG Animator |

Current Char List:
Gallus : Human Half-Satyr Cleric
djpika : Fey Touched Monk (base race unknown)
theasl : Half-minotuar Brawler (Base race unknown)
Kusar : Half-minotaur Human Sorcerer
Plastic Dragon : Half-Elf Half-Celestial Rogue
Ellioti : Human Half-fiend Rogue
Trevor86 : Feral Human Ninja
trawets71 : Draconic (Green) Human Bard
YoricksRequiem : Half-janni Warpriest (Base race unknown)
Herkymr the Silly : Feral Warpriest (Base race unknown)
Llaelian : Half-Janni Nymph
The Archlich : Half-dragon (Blue) Erinyes

RHMG Animator |

Something for Submissions
I'd like the character stated out as best possible,
A general description of their appearance.
Now something I'd recommend
is that what you should include is either a fear, character complex, or insecurity the character has;
like a Paladin that is afraid of spiders (yes, this fear overrides aura of courage),
a short character could have a Napoleon Complex,
a character could have a insecurity about an aspect of their appearance
character could have a complex or insecurity about part of or the whole of one their heritage they have,
etc
I'll add that this would make the character more believable and real.
Also include Goals and Characters (NPC or PC) you PC knows and an idea of their relationship or perception of the character.
I'd recommend putting them both in a separate spoilers
I'll be giving some basics of the group's home town, details with be filled in Session Zero
I'll also be providing the general origin part of the backstory, but again some details will be filled in Session Zero, with the rest of the backstory open to the players and the building done in Session Zero.
The blanks will be filled in Session Zero or by player background.
Village Name:
Hellsung (NG) Sorry watch a bit too much Hellsing ult Abridged, but can be changed
Country of _______
Mayor: Integra Walters (LN)
Kirks (Church):
Pharasma:
Head Priest : Father Anderson (N - CN) (also a skullclan hunter)
Iomedae
Head Priestess: Astrid Yowkow (NG)
Shelyn
Head Priestess: Lina Blackrose (NG) (also a sacred fist (the 3.5 PrC version))
Cayden Cailean (uses the local tavern as the temple)
Head Priest: ??
Blacksmith Shop : Iron works Liza
Smith: Luke Campbell (NG)
Assistant: Cecily Oakwood (NG)
Inn/Tavern: The Dragon's Horde
??
??
Magistrate: Sherin Greenwood (LG)
Shieriff: Corindus Hollow (NG)
Deputy: Basken Hobs (NG)
General Store: ??
??
??
Tanner: ??
??
??
Farms:
Population: 500
The blanks will be filled in Session Zero or by player background.
All PCs were created in a (Achemist or Wizards) Lab in X_Location_X in X_Country_X
A party of adventurers find out out about the experiments and puts a stop to it by wiping out the guards and the leader running the lab.
The Party is divided about what to do with some of the experiments (the PCs)
A prisoner (Thinking Hellen Hyde for a name) who was force to work in the Lab pleads for and uses logic to help end the party's division about what to do.
The experiment logs only had reference numbers reference numbers for specimens so no one knows who these infants could be related to.
The party and the prisoner go back to a town they know and some opt to stay and help raise the PCs, some continue adventuring.
Some of the PCs get adopted into other families, other live together at the orphange being assisted by the prisoner.
edit:
Character ages should all be around 18-24
and I'd prefer the character loaded into a alias,
and you can make a alias and not post with it, and make a link to it should you want the ability to delete the alias if not picked.

RHMG Animator |

My base race will be human. I am not sure what you mean
"Stats: 15 PB with Weak template, 10 PB with Powerful Template (Min 10 Pre and post base race, Max 16 pre and post base race)" for templates. How do I know if mine is a weak or powerful template?
I know a template's Level Adjustment, and how much of a bonus the stats give.
You got feral, which is powerful, so 10PB,
First make a stat array (all stats between 10-16)
Then add the base race this case human (make sure stats stay between 10-16)
Then apply the template (no stat ranges are applied on this step only the first two.)

Herkymr the Silly |

Herkymr the Silly wrote:My base race will be human. I am not sure what you mean
"Stats: 15 PB with Weak template, 10 PB with Powerful Template (Min 10 Pre and post base race, Max 16 pre and post base race)" for templates. How do I know if mine is a weak or powerful template?
I know a template's Level Adjustment, and how much of a bonus the stats give.
You got feral, which is powerful, so 10PB,
First make a stat array (all stats between 10-16)
Then add the base race this case human (make sure stats stay between 10-16)
Then apply the template (no stat ranges are applied on this step only the first two.)
thanks

Herkymr the Silly |

RHMG Animator |

@Ordos Firtell
Yeah looks good, Like the perspective he has on the NPCs I put up, and adding a Guilty pleasure of his.
Not seeing a background spoiler, But I'm now starting to get a picture with fragments in the alias.
I did a stat break down and it seems you may have 3 points left, but it may just be how you started your stat array and where the +2 Human bonus went.

Herkymr the Silly |

@Ordos Firtell
Yeah looks good, Like the perspective he has on the NPCs I put up, and adding a Guilty pleasure of his.
Not seeing a background spoiler, But I'm now starting to get a picture with fragments in the alias.
I did a stat break down and it seems you may have 3 points left, but it may just be how you started your stat array and where the +2 Human bonus went.
I'd be happy to add the 3 points :) but using herolab and the human addition I thought I had them all. atleast herolab said i did.
I wasn't sure how much of a background you were looking for so I opted to do it with a few spoilers til I could collaborate with (if picked) the other players.I'm willing to do more as a background however if you wish. just let me know.

RHMG Animator |

RHMG Animator wrote:@Ordos Firtell
Yeah looks good, Like the perspective he has on the NPCs I put up, and adding a Guilty pleasure of his.
Not seeing a background spoiler, But I'm now starting to get a picture with fragments in the alias.
I did a stat break down and it seems you may have 3 points left, but it may just be how you started your stat array and where the +2 Human bonus went.I'd be happy to add the 3 points :) but using herolab and the human addition I thought I had them all. atleast herolab said i did.
I wasn't sure how much of a background you were looking for so I opted to do it with a few spoilers til I could collaborate with (if picked) the other players.I'm willing to do more as a background however if you wish. just let me know.
As I said "how you started your stat array and where the +2 Human bonus went" effect the efficiency (PB wise) of the floating human stat bonus.
Change the starting array a bit and you might find that missing 3 points

RHMG Animator |

Hi GM! Here's my Erinye. Let me know what else you want to add.
Seems your using the draconic template since I forget to put up the half-dragon one.
Type: The creature's type changes to Dragon
Gains Dragon-blood subtype
Armor Class: Natural Armour +4
Defenses/Qualities:
Gains darkvision 60 feet;
low-light vision.
A half-dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety.
Melee: A half-dragon gains two claw attacks and a bite attack. Damage is bite 1d6, claw 1d4, or can select Unarmed strike and another feat that require Unarmed Strike like Deflect arrows
Keeping the claws and Bite will result in a more dragonlike appearance, the unarmed strike will be more like the base race.
Special Attacks:
A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see table), usable once per day. A half-dragon’s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + ½ HD + half-dragon’s Con modifier) reduces damage by half.
Abilities: Str +8, Con +2, Int +2, Cha +2.

The Archlich |

Andulian Vogh wrote:Hi GM! Here's my Erinye. Let me know what else you want to add.Seems your using the draconic template since I forget to put up the half-dragon one.
** spoiler omitted **
Dayum this template is awesome! I will apply it and update the character. I'll post it tonight. Where is the table for his breath weapon? Cheers

Herkymr the Silly |

Herkymr the Silly wrote:So played with the starting array and the floating human bonus, can't find the missing 3 points. I'm ok with that as I like my toon as it is.Did you try changing 16 to 14 before human bonus?
and then applying human bonus to the 14
got it. I got looking and it looks like I didn't apply the human bonus at all. I applied it to wisdom then reapplied all pb points and then the template. it gives these as stats
str =14dex=12
con=14
Int = 9
wis= 18
cha = 10
The only change in things other than stats was an increase in ac from 16 to 17.
So I changed it in his profile. THanks for the catch and help.

RHMG Animator |

RHMG Animator wrote:Dayum this template is awesome! I will apply it and update the character. I'll post it tonight. Where is the table for his breath weapon? CheersAndulian Vogh wrote:Hi GM! Here's my Erinye. Let me know what else you want to add.Seems your using the draconic template since I forget to put up the half-dragon one.
** spoiler omitted **
Breath weapon is 60-foot line of lightning

RHMG Animator |

RHMG Animator wrote:Herkymr the Silly wrote:So played with the starting array and the floating human bonus, can't find the missing 3 points. I'm ok with that as I like my toon as it is.Did you try changing 16 to 14 before human bonus?
and then applying human bonus to the 14got it. I got looking and it looks like I didn't apply the human bonus at all. I applied it to wisdom then reapplied all pb points and then the template. it gives these as stats
str =14
dex=12
con=14
Int = 9
wis= 18
cha = 10The only change in things other than stats was an increase in ac from 16 to 17.
So I changed it in his profile. THanks for the catch and help.
And it'll update reflex and Dex skills

RHMG Animator |

Current Char List:
Gallus : Human Half-Satyr Cleric
Sevalith : Fey Touched Human Monk
theasl : Half-minotuar Brawler (Base race unknown)
Kusar : Half-minotaur Human Sorcerer
Plastic Dragon : Half-Elf Half-Celestial Rogue
Ellioti : Human Half-fiend Rogue
Trevor86 : Feral Human Ninja
trawets71 : Draconic (Green) Human Bard
YoricksRequiem : Half-janni Warpriest (Base race unknown)
Ordos : Feral Human Warpriest
Llaelian : Half-Janni Nymph
Andulian : Half-dragon (Blue) Erinyes
Sample for players
Rune Aiba
Got 4-5 entries as I can see so far
and
about 26 hours to submission deadline.
if you need more time ask

RHMG Animator |

Current Char List:
Gallus : Human Half-Satyr Cleric
Sevalith : Fey Touched Human Monk
theasl : Half-minotuar Brawler (Base race unknown) - Until Wednesday Night for Submission
Kusar : Half-minotaur Human Sorcerer
Plastic Dragon : Half-Elf Half-Celestial Rogue
Ellioti : Human Half-fiend Rogue
Trevor86 : Feral Human Ninja
trawets71 : Draconic (Green) Human Bard
YoricksRequiem : Half-janni Warpriest (Base race unknown)
Ordos : Feral Human Warpriest
Llaelian : Half-Janni Nymph
Andulian : Half-dragon (Blue) Erinyes
Sample for players
Rune Aiba
Got 4-5 entries as I can see so far
and
about 23 hours to submission deadline.
if you need more time ask

Herkymr the Silly |

Ordos Firtell with spoilers in for backstory
I still only did some "bullet" point information for background as the how we are all together and how we start and the basics of the module are still unclear to me. I did what I felt would give you a sense of the character and still leave room to play and develop.

Llaelian |

Hi,
Here is the link for Aurorae, my half-janni nymph. The character sheet should be complete except for the equipment. Do not hesitate to tell me if something is missing.

RHMG Animator |

Current Char List:
Gallus : Human Half-Satyr Cleric
Sevalith : Fey Touched Human Monk
theasl : Half-minotuar Brawler (Base race unknown) - Until Wednesday Night for Submission
Kusar : Half-minotaur Human Sorcerer
Plastic Dragon : Half-Elf Half-Celestial Rogue May need more time
Trevor86 : Feral Human Ninja
trawets71 : Draconic (Green) Human Bard
YoricksRequiem : Half-janni Warpriest (Base race unknown)
Ordos : Feral Human Warpriest
Aurorae : Half-Janni Nymph
Andulian : Half-dragon (Blue) Erinyes
Sample for players
Rune Aiba
Got 4-5 entries as I can see so far
and
about 13 hours to submission deadline.
if you need more time ask