
The Tick in the Barrel |

I'm also withdrawing interest (though it's not like I've posted a finished build.) Looks like I'm going to be moving in the next month or two and likely won't have the time to give another game the attention it deserves.
Good luck to everyone, and...
...give Orcus a kick right in his wand for me, Bloodstone-style!

Tarondor |

Updated Again (bolded has picture):
Character Submitted:
1) Tessai (oracle 1/paladin 5) - Albion, The Eye
2) TingTingTing (Slayer 6) - Robert Henry
3) Garados (transmuter wizard 6) - Tarondor
4) Malinor (Gunslinger 1/Inquisitor 5) - Malinor
5) Ivy (Elf Arcanist (Brown Fur Transmuter) 6 ) - Illia-
6) Lothorian Sativa (arcane trickster) - A highly regarded expert
7) Jolis Cailean (godling) - TheWaskally
8) Wyran Zuranan (U-Monk 1 / Shaman 5) - AGM Lemming
9) Alana Kelsh (Arcanist 6) - Thedmstrikes
10) Grym (Fighter (Siegebreaker)4, Monk (Far Strike/Iron Mountain)1, Brawler(Shield Champion)1 ) - WabbitHuntr
11) Liatris Gravedaughter (inquisitor of Pharasma 6) - Linnea the Diviner
12) Britta Karan Hasfred (Blood Arcanist 6) - snelss0
13) Lizbit Freewind (fighter (lore warden) 1/unchained monk (scaled fist) 1/paladin (virtuous bravo) 4 ) - crisischild

Sunderstone |

@Tick: Good luck with the move.
@Sunderstone: I may regret the point buy, but the starting level is to account for the fact that lots of players have started at level 1 and gotten to level 5-7 and had Rappan Athuk campaigns die off. There's a ton of higher level material that never gets used.
Makes total sense and thanks for GMing, we always need more GMs for pbp.

Lizbit Freewind |

Here be my final submission. A half-nymph half-human fighter 1/ monk 1/ paladin 4 of Shelyn. Sorry for getting it in at the eleventh hour, almost literally. The AC has been out for a few days, and it's been too hot for me to want to fire up the computer and type lol. The pics I found to depict her ended up being more elvish looking than I intended, but I found this cute pic of an elf child and decided I wanted to roll with it.
Lizbit as a child
Lizbit as an adult
Dandelion Honeywood, nymph of the Sanos Forest in central Varisia, was used to the little gnomes of the forest bringing her petitions from outsiders. Most of the petitions implored her to save failing crops or relocate dangerous magical beasts. Lord Cornelis Lukas Applestar of Magnimar’s request was unique: sit for a year as a model for a marble sculpture. Magnimar was far further afield than she had ever been and the idea of leaving her secluded spring for a whole year frankly terrified her, but the flowery prose of lord Applestar’s petition and the rough sketch of the finished sculpture, as well as the adventure of traveling to and from the city, convinced her.
Lord Cornelis Lukas Applestar of Magnimar was the youngest son of lord and lady Applestar. With many older brothers and sisters to fulfil the families’ noble obligations, Cornelis was free to pursue his own desires in life. His passions turned out to be the arts, primarily painting and sculptures. In a vivid dream one night he was inspired to create a sculpture of a nymph standing in her pond. Cornelis decided to pursue the dream and create the statue. It was to be the largest sculpture he had ever produced and, in keeping with his dream, he sought out an appropriate nymph to be his muse, and a muse he found.
Dandelion Honeywood was the most beautiful being Cornelis had ever seen or could even imagine. It took him some time to acclimatize to working with such a stunning subject, but eventually work on the sculpture began in earnest. Despite having no other obligations to distract him from his work, the sculpture, made to be twice as large as Dandelion was, took over a year to complete. The artistic duo got to know and enjoy each other’s company over the months and were sorry to part ways as the project was finished. The pair were not romantically inclined towards each other but, perhaps with their passions fired by the long-awaited completion of the sculpture, they spent Dandelion’s last night in Magnimar together. Dandelion returned to her spring and Cornelis returned to smaller artistic projects.
Some months later, Dandelion surprised Cornelis at the family manor. She had not written that she would be visiting and, even more surprising, she carried an infant swaddled in leaves in her arms. Their one night together had been more productive than they had planned. Dandelion, a flighty fey who lived in the woods and oft fought with owlbears and werewolves, had no desire to raise a child and she left their daughter with her father.
Elizabeth, who went by Lizbit, had a typical childhood for the daughter of a noble artist. Her education was focused more on the arts than practical knowledge and her father, who absolutely adored her, gave her free run of the manor and grounds. It was clear from early on that the girl was favored by Shelyn; songbirds flocked to the half-nymph, announcing her presence wherever she went. Lizbit spent much of her time traipsing through the expansive yards of the noble district of Magnimar, drawn to nature by her fey ancestry. Her skill with traditional arts surpassed most children her age, but there was one art she excelled at: martial arts. Her family was not entirely pleased that Lizbit was traveling the path of a warrior, but it was obvious Shelyn was calling her to something bigger than sculptures and paintings.
As an adolescent, Lizbit was sent to the far side of the Inner Sea region to Oppara, the capital of Taldor, to be trained at the Golden Rose, the oldest known temple to Shelyn. Her father traveled with her to experience to art scene of the Taldane. It took much grooming and gentle but firm guidance from the priests of Shelyn, but Lizbit learned to tame her wild, fey nature; she was molded into a warrior of strong morals, reflecting the virtues of Shelyn. She was no stick in the mud, though, and enjoyed the city life.
Years passed and Lizbit entered adulthood and completed her training. She was finally ready to set out on the missions Shelyn intended for her. Guided by her Muse and the scholars of Shelyn’s temples, Lizbit was to delve in to forgotten crypts and temples and recover lost artworks to be catalogued and displayed as they were intended. Before leaving on her first mission, Lizbit took the name “Freewind” to represent her free-spirited nature. After many successful missions, Shelyn calls Lizbit north to Mendev. Her latest task will prove to be the most difficult she has ever undertaken…
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A half-human and half-nymph, Lizbit looks more elf than anything else. Tall and lithe, she moves with an almost unnatural grace, carrying herself with confidence. Like her mother, she posses an ageless beauty. Her eyes are brown, jawline sharp, and ears long and pointed. Straight, auburn hair hangs to her shoulders. While she prefers frilly dresses and fancy shoes, she wears practical clothing for a practical ruin-explorer. Protected by Shelyn’s grace, Lizbit goes without armor, save for gauntlets and greaves. Much as it pains her, she wears boring brown linen trousers and blouse, and she recently purchased a fur-lined cloak for her travels north. She is a strong unarmed combatant, but she is deadliest with a glaive. Her glaive is as tall as she it, but she wields it as easily as a painter wields a paintbrush.
Never one to take things too seriously, Lizbit is quick to laugh. Free-spirited and bubbling with positivity, she always offers a bright spark of hope in dark times. She has a burning passion for all forms of art and loves to sing and dance, even if she is not very skilled at either. Tattooing is her favorite form of physical art. Songbirds all colors of the rainbow are tattooed from the tips of both her fingers and running the lengths of her arms up to her shoulders. The birds turn to kaleidoscopic leaves near her shoulder blades, forming the canopy of an oak tree that covers most of her upper back. The trunk of the oak tree runs down the center of her back where it meets a pool of water at her lower back; Lizbit’s mother lounges in the pool. The tree’s roots plunge below the surface of the water, down her buttocks and snaking down her legs, tapering off and ending at her toes. This large tattoo is not visible under her normal clothing, but she dresses to show it off when she can.
Quite literally fearless and very durable, Lizbit has something of a reckless streak. The priests have told her she leans too heavily on Shelyn’s grace, but surely Shelyn wouldn’t bemoan her a little fun.
Lizbit Freewind
Female human (Varisian) fighter (lore warden) 1/unchained monk (scaled fist) 1/paladin (virtuous bravo) 4
LG Medium humanoid (human)
Init +7; Senses low-light vision; Perception +9
Aura courage (10 ft.)
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Defense
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AC 24, touch 22, flat-footed 17 (+1 armor, +4 Cha, +1 deflection, +5 Dex, +2 dodge, +1 natural)
hp 56 (6d10+16)
Fort +14, Ref +13, Will +9; +2 trait bonus vs. charm or compulsion effects, +2 vs. death
Defensive Abilities nimble +1; Immune disease, fear
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Offense
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Speed 30 ft.
Melee +1 glaive +13/+8 (1d10+5/×3+4 Precision) or
. . unarmed strike +11/+11/+6 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 glaive)
Special Attacks channel positive energy 3/day (DC 16, 2d6), flurry of blows (unchained), menacing swordplay, opportune parry and riposte, panache (4), precise strike, smite evil 2/day (+4 attack, +0 AC, +4 damage), stunning fist (2/day, DC 17)
Paladin Spell-Like Abilities (CL 4th; concentration +8)
. . At will—detect evil
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Statistics
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Str 11, Dex 20, Con 14, Int 12, Wis 10, Cha 18
Base Atk +6; CMB +11 (+13 grapple); CMD 28 (30 vs. grapple)
Feats Agile Maneuvers, Bladed Brush, Combat Expertise, Combat Reflexes, Combat Stamina, Deadly Aim, Dodge, Fey Foundling, Power Attack, Slashing Grace, Stunning Fist, Unarmed Combatant, Weapon Focus
Traits threatening defender, unswaying love
Skills Acrobatics +9, Appraise +9, Climb +4, Craft (tattoo) +11, Diplomacy +10, Intimidate +11, Knowledge (nobility) +6, Knowledge (religion) +8, Linguistics +6, Perception +9, Swim +4
Languages Common, Infernal, Necril, Sylvan, Varisian
SQ agile maneuvers, bravo's finesse, combat expertise, combat reflexes, deadly aim, dodge, dodging panache, finesse weapon attack attribute, improved grapple, improved unarmed strike, lay on hands 6/day (2d6), mobility, point-blank shot, power attack, slashing grace, stunning fist, swashbuckler initiative
Other Gear +1 glaive, amulet of natural armor +1, belt of incredible dexterity +2, bracers of armor +1, headband of alluring charisma +2, ioun torch ioun stone, ring of protection +1, masterwork tattooing tools, 562 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bladed Brush Glaives become finess and swashbuckler weapons. As a move action, can change from reach to non-reach.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Deed: Dodging Panache +4 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +4 to AC vs. attack.
Deed: Menacing Swordplay (Ex) While 1 panache, as a swift action when hit, attempt demoralize check.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +4 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, free hand draws light or 1-hand pierce wep as part of the init roll.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Fey Foundling Magical healing works better on you
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Grapple [Combat Trick] Spend stamina points up to Str/Dex, bonus against grapple equal to stamina spent.
Improved Unarmed Strike [Combat Trick] Up to 5 stamina points to increase nonlethal damage from Unarmed Strike by double stamina spent.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Nimble +1 (Ex) +1 dodge bonus to AC.
Paladin Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Slashing Grace (Glaive) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Slashing Grace [Combat Trick] 2 stamina points to select another weapon for Slashing Grace.
Smite Evil (2/day) (Su) +4 to hit, +4 to damage, +0 deflection bonus to AC when used.
Stunning Fist (2/day, DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist [Combat Trick] 5 stamina points to declare Stunning Fist after hitting.
Threatening Defender When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Unswaying Love You gain a +2 trait bonus on saving throws against charm or compulsion effects.
Weapon Focus (Pole Arms) +1 attack rolls.
I must say I really like the characters submitted so far. Most of them are builds I've wanted to try myself. It'd be neat and efficient to see several build's I've wanted to try played at once.

WabbitHuntr |

I'm surprised there weren't more submissions, TBH. Higher level games and 25PB games are well liked on these forums but hard to come by.
Agreed 25pb allows for more MAD builds. And it's annoying to grind from lvl 1 only to have the campaign die before it reached the more mechanically interesting mid to higher levels

Albion, The Eye |

Agreed on the 25pt builds - they are definitely my personal favorite as a player. As a DM... It depends on the group I am playing with. Some people will REALLY aim to have that +20STR Barb at level 1, and I have a hard time getting on board with that.
And I was also expecting more submissions - I mean... RA + 25pt build, what else can you ask for? Except maybe for Slumbering Tsar after :D