
Zeldrith Angothane |
1 person marked this as a favorite. |

Angothane sure is an interesting surname for return!
If so, it's entirely unintentional - I just looked up established Bakrakhani names, then picked the only one where I didn't feel like I had to unhinge my jaw to pronounce the second half (except Alzanist, but even scrupulously avoiding all potential spoilers regarding Thassilon, I can still see why that would be A Bad Idea).

Dorian 'Grey' |

Aletha Verkossian wrote:Angothane sure is an interesting surname for return!If so, it's entirely unintentional - I just looked up established Bakrakhani names, then picked the only one where I didn't feel like I had to unhinge my jaw to pronounce the second half (except Alzanist, but even scrupulously avoiding all potential spoilers regarding Thassilon, I can still see why that would be A Bad Idea).
Research is fun, isn't it, Nidintu? Hehe!

DM-Salsa |
2 people marked this as a favorite. |

Someone was kind enough to link to a game they were in that had pretty much what I was going to put out there. The information on Sandpoint is at the bottom of the page. It looks like the information is from the appendix in the RotRL book, which is what I was going to use, so to save myself some effort, I'll just be borrowing their work for now. If you're the one that put this together, thank you. I appreciate it!

Aletha Verkossian |

Random things:
--Aletha distrusts the Sheriff because his name sounds like Balor. Her conspiracy theory about him is something she keeps deeply hidden, to have the perhap powerful demon not have any motivation to move against her.
--She played some side roles in the theatre, putting her reasonable perform dance to use, but was annoyed that her scripts featuring demonic infiltrators everywhere got rejected for being overly complicated conspiracy theories
--She has the idee fixe that Ameiko Kajitsu is secretly the empress of Tian Jin.
She is seen by some of the town as a bit nuts, but the fun kind of nuts.

Ano Clovermark |

I would definitely need to figure out how Ano knows most of the town, since she grew up in it, but I would know that she knows a bit about Lonjiku-or at the very least knows that her aunt and Lonjiku constantly get into verbal spats whenever they’re within each other’s line of sight. I do think Ano would occassionaly go to the theater to see performances.
Also DM Salsa, if for whatever reason you need stats on some of the NPCs, I have a book called Sandpoint: Light of the Lost Coast, which is meant to be used in a campaign of any kind set after RotRL, so if you would like to know some details regarding that I can gladly share that with you.

DM-Salsa |
5 people marked this as a favorite. |

Also DM Salsa, if for whatever reason you need stats on some of the NPCs, I have a book called Sandpoint: Light of the Lost Coast, which is meant to be used in a campaign of any kind set after RotRL, so if you would like to know some details regarding that I can gladly share that with you.
Thanks, I'm planning on grabbing that one, actually.

John Gs |

Someone was kind enough to link to a game they were in that had pretty much what I was going to put out there. The information on Sandpoint is at the bottom of the page. It looks like the information is from the appendix in the RotRL book, which is what I was going to use, so to save myself some effort, I'll just be borrowing their work for now. If you're the one that put this together, thank you. I appreciate it!
That's poly! Who is great. Unfortunately they are away from the boards at the moment, or they would probably have been here already taking part in the joy of making a new character.

Chyrone |

Hello DM, sorry it took me longer than anticipated.
I'll hold off making a new alias for the moment, but most of the details are here. Purchases not included yet, but those are the generic mundane things.
Medium outsider (native)
Stats:
Str 10 Dex 15 Con 12 Int 12 Wis 16 Cha 12
FCB: +HP x1
HP: 10 (1d8 +1 Con +1 FCB)
Init +4
Languages: Auran, Common, Druidic, Elven, Thassilonian, Varisian
Speed 30ft
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Offense:
BaB +0, CMB +0, CMD 12
Melee +0
Quarterstaff +0 (1d6/1d6 B, 20 x2)
Dagger +0 (1d4 P or S, 19-20 x2)
Ranged +2
Dagger +2 (1d4 P or S, 19-20 x2)
Sling +2 (1d4 B, 20x2)
Defense:
AC: 15/12/13 (10 +3 armor +2 Dex)
Fort +3, Ref +2, Will +5
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Skills (5 pts a/lvl, 4 +1 int) /
Heal +7 (1 rank +3 Wis +3 Class)
Kn. Nature +5 (1 rank +1 Int +3 Class)
Perception +5 (1 rank +3 Wis +3 Class)
Sense Motive +8 (1 rank +3 Wis +3 Class +1 trait)
Survival +7 (1 rank +3 Wis +3 Class)
Background skills (2 points a/lvl)
Kn. Geography +5 (1 rank +1 Int +3 Class)
Linguistics +2 (1 rank +1 Int) [Languages: Thassilonian]
------------------------------------------
Feats:
Lvl 1: Airy step
Traits:
- Campaign [Family ties: You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class
skill for you. In addition, you begin play able to speak and read Varisian.]
- Combat [Reactionary: +2 init]
- Magic [Two-world magic: Choose a cantrip from another class' spellist, add it to your own lvl 0 spell list] [Wizard: Message]
- Social [Adopted] > (human) [World Traveler: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. Sense Motive]
Drawback [Vainglory: You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.]
------------------------------------------
Class (archetype) features:
Spontaneous Domain Casting
A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
This replaces spontaneous casting.
Nature Bond (Ex)
A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Chosen Domain: Weather
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
Spells:
Orisons x3, inf/day: Light, Message, Spark
Lvl 1, 2 a/day: CLW, Summon nature ally I
Racial features & alternates
+2 to Dex & Int, -2 to Con.
Darkvision 60ft.
Energy Resistance: Sylphs have electricity resistance 5.
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Spell-Like Ability (Sp) Sylphs can use feather fall 1/day (caster level equals the sylph’s total level).
Audra has blue-ish hair that sometimes appears to move the slightest, as if hit by a faint breeze. Paired with observing hazel eyes and odd light colored patterns across her lighter shaded skin, Audra's unnatural heritage is obvious. She doesn't stand out particularly in build, but wears some traditional Sczarni decorations, if of the more simple design, if in the presence of close company. The clothing she wears is often a mundane traveler's attire, often in greens and blues.
Audra has an independent mind, and prefers to stay out of other people's squabbles as much as possible.
This doesn't mean she's indifferent, just not looking to get into meaningless trouble. Still, if trouble finds her and those she travels with, she will act (almost) without hesitation. She is very much group oriented, as is custom with the Varisians and Sczarni. Contrary to what some might expect from people from a Sczarni family, Audra has no interest in crime. Travel and learning, however, she very much is into.
Audra's earliest memories are not of her biological parents, but of a traveling Sczarni family who adopted this lost child in its early years of life.
Seemingly a Sczarni robbery gone awry, the culprits missed the infant, and didn't kill it. Found by the Rumonav family, she was raised an independent minded and traveling child. Still, there was an aptitude for nature and survival within the child, which had a habit of being fascinated by weather and storms, often peering out of the wagon window when lightning cracked through the skies. Her adoptive grandmother, Yuna Rumonav, was a woman in touch with nature, and took Audra under her wing, to guide this child's innate curiosity of nature onto a path beneficial to the family. Much of this was using nature magic to provide with water, lights, boosts in resisting illnesses. But also teachings of landmarks and cities the family had been to, along with some old language grandmother Yuna had deciphered, from a book she once pilfered off a scholar.
That all came to an end, however, when the Rumonav family camped some distance outside of Magnimar. A group of bored and disgruntled mercenaries on the road, found something to vent frustrations on. At that time with swordsmen between her and her family, Audra was forced to split off from the others, to ensure her survival. Not knowing if the others still lived, she remembered hearing of a shady old 'friend' of the family. Friend may have been a generous term, an aquaintence with some old favor or two to cash in with, was as good a point as any to start with, for getting a place to rest and plan for the long term. Thus she set out for Jubrayl Vhiski at the Fatman’s Feedbag.

.Arrian |

Someone was kind enough to link to a game they were in that had pretty much what I was going to put out there. The information on Sandpoint is at the bottom of the page. It looks like the information is from the appendix in the RotRL book, which is what I was going to use, so to save myself some effort, I'll just be borrowing their work for now. If you're the one that put this together, thank you. I appreciate it!
Nice resource, thanks for sharing the link. :)

eriktd |

I've written up an old character I made for another (unfinished) iteration of Rise of the Runelords years ago: Dolora, the Thassilonian redeemer. I put all my answers to the questionnaire and roleplaying samples on the character's profile, just after the statblock. Please let me know if I missed anything?

Satinder Coric |

I've been wanting to get him in a game for years now. I'm in PST, and he should be fairly good to go (although I'll have to tweak a few details I believe). My big question though is that I'm about to have surgery later this week that's gonna probably be at least a couple of days to recover before I can actually make a post or two a day, and then a little while longer before making a few more posts a day. How much of a problem would that be?

DM-Salsa |

I've been wanting to get him in a game for years now. I'm in PST, and he should be fairly good to go (although I'll have to tweak a few details I believe). My big question though is that I'm about to have surgery later this week that's gonna probably be at least a couple of days to recover before I can actually make a post or two a day, and then a little while longer before making a few more posts a day. How much of a problem would that be?
That won't be a problem. Hope things go well for you.

Satinder Coric |

Sensen said wrote:"I don't envy Salsa the choices here - knowing as I do how tough it can be to choose this sort of thing, it doesn't look like it'll be easy."Very true. 33 mostly complete submissions! But DM-Salsa did state that this wasn't his "first rodeo".
I've seen mention of some of his games before here. Which is why I'm kind of excited lol.

Zorlen Brightstar |

I would like to submit Zorlen here for consideration (and sorry for adding yet another submission to the list!). He's mostly done, missing spells and equipment (and I might add a few extra details to his backstory if I can). Let me know if there's anything missing, or that you'd like more details on.
Like many tiefling births, Zorlen's mother Amanda did not survive his birth - she managed to make her way to the town of Sandpoint, but perished shortly after giving birth, leaving Zorlen in the care of the town's Desnan church.
Zorlen's childhood wasn't easy, as his demonic heritage and a generally superstitious town meant he was frequently pointed as a curse upon the town and the cause for most of its misfortunes. This came to a point 5 years ago, with the fire that took down the church and killed the head priest and his daughter.
Devastated that he could do nothing as his home burned, and questioning why their goddess didn't intervene, Zorlen decided to leave the town behind and focus on bettering his knowledge of magic, so he would never feel as helpless again.
As his magic progressed, he managed to make contact with a seemingly benevolent entity held by his mother's deep black ring. This entity proved extremely knowledgeable and helped him progress in his studies with remarkable speed.
As his magic power was growing though so did a sense of restlessness, compounded by frequent nightmares of the night of the fire. Worried that they could be some sort of omen, Zorlen set off towards Sandpoint again, hoping to arrive in time for the year's Swallowtail festival, and wishing to see the newly built cathedral.
---
Unbeknownst to Zorlen, his ring doesn't hold a benevolent entity, but a powerful demon his mother had managed to trap inside it years ago. His mother had been part of a group of crusaders, along with her father, and this sealing was the only way they found to bring him down. With no other options available, the demon waited and subtly worked on Amanda's mind, first leading her to discover she could harness some of his power through her magic, and then convincing her to do it more and more often, corrupting her slowly but surely and weakening the seal placed on him.
When a particular set of reckless actions placed her squad in danger, she finally understood what was happening, and left the following day, focusing all her energy on resealing the demon, while making her way down to Magnimar, where her younger brother lived, hoping to find a way to destroy the demon for good. But she didn't manage to complete the journey, succumbing after giving birth to Zorlen in Sandpoint.
---
The demon was pleasantly surprised to find himself in the possession if another arcane caster, and is working on Zorlen in much the same way - amplifying his fears and need for power, hoping to lead him to undoing the seal . He has already helped Zorlen research the secrets of Thassilonian Sin magic, as well as shown him how to skirt some of its restrictions, and hopes the young tiefling will come to rely more and more on his power and knowledge as he grows.
Zolren is tall but thin, and usually dresses in simple traveller clothes - the less he stands out, the better. Which is why he normally has his hood down, as his horns and red skin would easily stand out otherwise. The only item of note on his person is the deep black ring on his left hand.
Zolren is a bit reserved and slow to trust, given how most people tend to mistrust or fear his demonic heritage.
As far as his personal goals go, Zolren is focused on acquiring more powerful magic through any means necessary, in the hopes that he'll be able to prevent tragedies like the ones that happened five years ago.
He might come off as detached and power hungry, but what he needs most is to be accepted and feel like he is being useful to those around him.
While he has distanced himself from his religion since he left town, doubting his faith since it didn't save the church or those who died in the fire, the rare moments he has turned back to praying have been the only time he feels at peace.
My idea is to have Zolren realise how dangerous his reliance on the demonic influence trapped in his ring is, and move away from it (and eventually destroy the demon, if possible). Mechanically, this would be done by prestiging out of Pact Wizard after getting the oracle curse at level 5 (to represent the damage already done to him), preferably into a Desnan inspired class - with him returning to his religious roots. The Giant Halfling's idea for a "theurgy wizard" fits perfectly with what I had in mind , so that's what I'll be aiming for.
1. What time zone are you in? GMT+0
2. How long have you been playing TTRPGs? Technically about 20 years, but never managed to play much at a real table besides a few one shot adventures, and a Rise of the Runelords campaign that only got near the end of book 1. I joined my first PbP game here in 2016, and have been playing in a number of games since then.
3. What's your favorite part about playing TTRPGs? Building a story together with the other players, and the freedom with which you can do it. Sure, a campaign has the plot more or less laid out already, but the most interesting parts usually come from the interactions between characters and the way their motivations interact with the main plot and with each others '.
4. What do you expect from this game? Fun for everyone involved (but that should go without saying)!
5. What do you expect out of your fellow players? Willingness to work together to craft a great story. And to make sure the game stays enjoyable for everyone.
6. What do you expect out of me? Mostly the same as the other players, plus running the game - and thank you for doing it, as it's quite a lot of effort.
7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game? No additional redlines besides the obvious.
Skulls and Shackles
Mutiny!
Becoming Captain - Post 1
Becoming Captain - Post 2
Deciding to invest in Diplomacy
Wrath of the Righteous
Escaping in the midst of a battle between tieflings and paladins - Post 1
Escaping in the midst of a battle between tieflings and paladins - Post 2
Talk with the party's tiefling paladin, post 1
Talk with the party's tiefling paladin, post 2
Zorlen
Tiefling Wizard (Thassilonian Specialist/Pact Wizard)) 1
Chaotic Neutral Medium Outsider
Init: +4 Senses: Darkvision, Perception +3
=================================================
DEFENSE
=================================================
AC 12, touch 12, flat-footed 10
hp 7 (6 + 2con)
Fort +2, Ref +2, Will +4
Resistance 5 cold, 5 electricity, 5 fire
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee
Dagger +2 (1d4-1 19-20)
Spell-Like Abilities: Darkness 1/day
=================================================
STATISTICS
=================================================
Str 8, Dex 14, Con 14, Int 18, Wis 14, Cha 8
Base Atk +0; CMB -1; CMD 11
Feats New Thassilonian Magic
Traits Reactionary, Practical Activator, Clever Wordplay (Bluff), Scholar of the Ancients
Drawback Helpless
Languages: Common; Abyssal, Thassilonian, Draconic, Celestial, Infernal, Elven,
Class Abilities Arcane Bond(Ring), Arcane School (Conjuration (Teleportation)), Forbidden Schools: Enchantment, Neceomancy, Patron: Trickery
------
Skills (6 ranks, 2 background ranks)
Bluff +4/+8 (0 rank, 5 int, 4 race to lie);
Knowledge (Arcana) +9 (1 rank, 3 class, 4 int, 1 trait);
Knowledge (history) +9 (1 background rank, 3 class, 4 int, 1 trait);
Knowledge (local) +8 (1 rank, 3 class, 4 int);
Knowledge (nature) +8 (1 rank, 3 class, 4 int);
Knowledge (religion) +8 (1 rank, 3 class, 4 int);
Perception +3 (1 rank, 2 wis);
Spellcraft +8 (1 rank, 3 class, 4 int));
Use Magic Device +5 (1 rank, 4 int);
Equipment
Money:
Items: Backpack, common; Outfit, Traveler's; Waterskin; spell Component Pouch, Spellbook,
Alternate Race Options
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
1. What emotion best describes your character? Fear of being helpless and losing someone important again.
2. What emotion does your character evoke in others? Fear or at least mistrust. Something seems off, if the spectre of something evil constantly looms over him.
3. What does your character need most? A home and friends or family who accept him, despite his appearance (and recent life choices)
4. What is your character's goal in life? Be someone everyone else can rely on to save them - be looked upon as a saviour and not as a doombringer
5. How does your character believe this goal can be accomplished? Powerful magic. With enough magic, anything should be possible. Gaining more power and through any means possible.
Background
6. Where did your character come from? Sandpoint
7. When did you grow up? When the old church burnt down - prompting a crisis of faith and leading him to seek more power for himself.
8. What values does your character hold? Firm believer that the ends justify the means - as long as those ends are for the greater good - thus his focus on gaining power through any means at his disposal. But that same power should be used to help those who can't help themselves, not for one's selfish needs.
9. How does your character dress? Simple traveller clothes - the less he stands out, the better. Which is why he normally has his hood down, as his horns and red skin would easily stand out otherwise.
10. What are your character's means?
Details
[B]11. What are your character's personal tastes?
12. What are your character's opinions?
13. What is your character's comfort zone?
14. Who has had the biggest impact on your character's life?
15. What are some of your character's unexpected quirks?
Player.
[B]16. What kind of story does your character belong in? "The road to Hell is paved with good intentions" - that pretty much sums up where he is right now. The idea is, however, that he realises it during the campaign and manages to turn away from his dark pact - possibly after it becomes clear how it can bring harm to those he cares about - turning the rest of his story into a wuest for redemption and to fix whatever damage he might have caused in his carelessness.
17. What role does your character fill? The typical wizard roles - Arcane magic specialist, knowledgeable guy. Will have a decent Bluff score as well if it's needed
18. What should the other players know about your character? The idea is for him to turn away from being a power hyngry wizard willing to make a pact with an unknown evil force just for more power, and eventually get back to his religious roots. He's going to need some help turning from his current path. He'll be a bit more reserved and slower to trust others at the start, given how much of the population viewed him as he was growing up.
19. What is your play style?
20. How do you want your character to die

.Arrian |

Ano Clovermark |

I'm running a RotRL through online friends in a Discord server (Salsa said it's not a problem, I'm good at separating gamer knowledge from character knowledge). It's my first campaign I've ever done, and our 2nd session is this Sunday. I have CotCT, Hell's Rebels, Ironfang Invasion and all but the final book of Return of the Runelords, and I want to get more like Iron Gods, Reign of Winter (I got the 5th book cause it's title was so ridiculous to me at the time I had to), Shattered Star, etc, but the paperbacks can be...pricey with certain books, and I'm not a fan of saving PDFs. A part of me wants to run one of the APs here but the other part of me is still very unsure of how to run a campaign at all, let alone a PbP. Of course that might change in the future

DM-Salsa |

If you're interested in some advice on running APs here, there's a link to a guide done by Painlord in my GM profile.
Just adding my two cents, if you want to figure things out, start with an adventure that can work as a one-shot. We Be Goblins is a pretty good one and is available for free (at least it was last time I checked) and who doesn't like playing a little green menace to society? I'm running a game here that's almost done with the Crypt of the Everflame and I'll be moving on to Masks of the Living God next. Don't be afraid to change things. Take out things that are just there to pad the XP count and see what you can do to remove doors and other speedbumps.

Ano Clovermark |

If you're interested in some advice on running APs here, there's a link to a guide done by Painlord in my GM profile.
Just adding my two cents, if you want to figure things out, start with an adventure that can work as a one-shot. We Be Goblins is a pretty good one and is available for free (at least it was last time I checked) and who doesn't like playing a little green menace to society? I'm running a game here that's almost done with the Crypt of the Everflame and I'll be moving on to Masks of the Living God next. Don't be afraid to change things. Take out things that are just there to pad the XP count and see what you can do to remove doors and other speedbumps.
I do have the PDFs for We Be Goblins, could potentially do a PbP of the first three of that?

Zeldrith Angothane |

I have a few APs on my own, but I don't think I'll be running a campaign on the boards. I tried running a Curse of the Crimson Throne campaign about a year ago - it ended... badly. I have a lot of fun as a player, but I'm not a very good GM, and I have lots of respect for anyone who can juggle everything it takes to run a campaign.
Largely, though, I think most of the turnout is due to Salsa's skill as a GM. When I was first getting started on the boards, I read his campaigns to get my feet under me, and I'm sure plenty of my fellow applicants are in the same boat. Lots of great submissions so far - I don't envy our GM his choice. Glancing through the applications, there do seem to be a disproportionate number of Desnans, though - I suspect that whatever party is formed will have at least some faith-based bonds.
On the topic of free RPGs, anyone interested in Starfinder should check out The Starfinder Four vs The Hardlight Harlequin - it's got an interesting enough premise and an engaging comic-book-style villain to fight, and it can transition into a full campaign relatively easily.

Satinder Coric |

Alright, he's finished up. Ended up having to tweak more than I thought as he was being used in a previous game that did somethings differently.
Satinder was born to a human mother as her third child. His birth however wasn’t the blessing omen most aasimars would receive. Isilda Coric was a lower noblewoman in Magnimar who was in an arranged marriage that proved unfruitful. Unknown that it was her husband who couldn’t conceive, he turned against her in a violent way. Isilda eventually fell into the arms of an elven man, Talathel Mertan. This affair wound up with carrying his child. When the child was born, her husband was furious and sent her to Nybor. Talathel followed her to Nybor, and they both named the boy Kyras. 4 years later, they had a girl who was named Liadla. As time passed, both Isilda and Talathel began to make plans for them to leave Nybor. However, once they had decided to act on their plans, they discovered she was pregnant once again. 10 years after Liadla, Satinder was born.
Upon Satinder’s birth, Talathel made his own assumption that the child wasn’t his. He figured that because she had done it once before, Isilda had an affair against him and he left, leaving her and their children behind. In truth though, the child was his. Satinder was to be born a half elf, however Isilda’s very distant and dormant celestial bloodline destined Satinder for other plans. He was born appearing human, but after Talathel left, a local cleric of Shelyn identified him as an aasimar. Kyras stepped up in place of his father abandoning them, but there was only so much he could do. In his first few years, Satinder was treated kindly. As he continued to grow up, more and more people began see him for the celestial being he was. Isilda soon fell for the cleric who helped her get through his birth and they had two girls of their own, the first 3 years after Satinder and the other one year later. He was now the middle child.
As Kyras was now 18 after the births of Mari and Saleen, and decided to take up arms against the rising goblin raids in the area. Liadla, being 14, decided the nonviolent path and became in tune with nature. As time went by, Satinder began to idolize his half elven siblings. When he was old enough, Kyras began to teach Satinder ways of the sword, while Liadla taught him the ways of the earth. He began to grow even closer with his older siblings keeping ties to part of his elven heritage, while staying close to his younger sisters to keep close with his human heritage. Satinder continued to grow up, learning under Kyras and Liadla while trying his best to be normal. He was luckily able to make friends and relationships that taught him about companion, loyalty, and love.
When he was 15, Satinder earned his first goblin kill saving his younger sister giving Kyras the notion that he was ready to join on him on his hunts. Since then, Satinder had been accompanying Kyras on hunts against goblin raiders in the area. Recently however, now that he has become 18, Isilda gave him her blessing to leave if he wished. Reluctant to leave his family behind, Satinder left so that he could try and bring good to areas where the evil that plagued it so that people could be reminded that evil doesn’t always have to win. His first stop: Sandpoint in an attempt to bring a halt to the goblin raids by the advice of his older brother and sister.
Satinder does his best to keep himself kept up and looking presentable. He keeps his long golden brown hair kept up in a ponytail, and does his best to keep it out of his way. He keeps his blades at the sides of his hips, always making sure that they stay within a spot reachable should he need to pull them, while his bow rests itself on his quiver that he keeps slung over his back.
Satinder only has one thing on his mind, and that is the safety of others. His only goal is trying to protect whoever he can from the evils of the world, whether it be from nature and its creatures or the laws of man and their unjust views. He understands that there are places in which he can’t stand up against on his own, but if he can change just one thing, then it’s enough of a drive for him to pursue.
Here is a game where Satinder was previously used. This game hadn't even begun to get into Book 1 sadly.
This is a game with a different character in which we had just made it past Book 1. If you couldn't tell, I've been trying to get past Book 1 pretty much since this AP came out during the 3.5 days.
1. What time zone are you in? I am in Pacific Standard (PST)
2. How long have you been playing TTRPGs? About 20 years now at this point. Started with DnD 3.5 and went from there gaining experience with 4e, 5e, PF1e and PF2e, about 15 of those years practically being a GM. This would be my first PF1e game in about 4 years though, so it might take a few combats to shake the rust off lol.
3. What's your favorite part about playing TTRPGs? Depends on the TTRPG, but for a game like Pathfinder, being able to have some rules in which to keep creativity within some boundaries when creating a story or narrative. Also, shiny math rocks go click-clack.
4. What do you expect from this game? To be able to make it further than Book 1.
5. What do you expect out of your fellow players? Hopefully a constant pace of posting without overshadowing other players.
6. What do you expect out of me? To help us make it further past than Book 1.
7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game? Really just the standard guidelines on the forums.
If you have a preferred token ring style, you can send it to me and I can go ahead and create the token for you if you'd like. I also don't have a set character build line established for him as I never viewed this character as 20 level stat block, I've honestly always wanted to let him grow within the confines of how the story and narrative progressed. If there's any issue you see, feel free to let me know so that I can try and fix what ever it may be.

Mokshai |

Finally got the creative writing things done.
Grunyar (Skreebeard) Ironmane
STR 15 DEX 11 CON 14 INT 14 WIS 16 CHA 8
Dwarf Warpriest
LN medium humanoid
Init 0
Senses Darkvision (60)
Perception +4
Speed 20 ft
Space 5 Reach 5
Without / With Shield
AC 15 / 16, touch 10, flat-footed 15 / 16
hp 10
F 4, R 0, W 5, CMD 12
BAB 0 CMB 2
Melee 1 Handed
Battleaxe +2(1d8+2, 20x3) S
Warhammer +2(1d8+2, 20x3) B
Heavy Pick +2(1d6+2, 20x4) P
Shield, light +2 (1d3+2, 20x2) B
Dagger +2(1d4+2, 19-20x2) P/S
Melee 2 Handed
Battleaxe +2(1d8+3, 20x3) S
Warhammer +2(1d8+3, 20x3) B
Heavy Pick +2(1d6+3, 20x4) P
Ranged
Light Crossbow +0(1d8, 19-20x2) P
Sling +0(1d4+2, 20x2) B
Thrown Dagger +0(1d4+2, 19-20x2) S/P
Traits
Type (CRB 21): You are a humanoid with the dwarf subtype.
Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.*
Darkvision (CRB 21): You have darkvision with a range of 60ft.
Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability (CRB 21): You receive a +4 racial bonus to Your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive this check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.
Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.*
Monster Hunter (APRR 4): You gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
Feats
Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.
Weapon Focus (Longbow) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are also proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. (L/N)
Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13)
Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.
Crafter's Wrath (ACG 64): You can touch one melee weapon and can grant it the power to bypass hardness and damage reduction for one minute.
Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.*
Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.*
Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.
With / Without Shield
Acrobatics -6, -6
Appraise 2, 1
Bluff -1, -1
Climb -4, -3
Craft (Arms and Armour) 6, 5
Diplomacy -1, -1
Disguise -1, -1
Escape Artist -6, -6
Fly -6, -6
Heal 7, 3
Intimidate -1, -1
Knowledge (Engineering) 6, 5
Knowledge (Religion) 6, 5
Perception 4, 4
Ride -6, -6
Sense Motive 3, 3
Spellcraft 6, 5
Stealth -6, -6
Survival 3, 7
Swim -4, -3
Use Magic Device 0,
Languages Dwarven, Common, Undercommon, Terran
Armour and Shields
Scale Mail
Light Wooden Shield
Weapons
Light Wooden Shield
Light Crossbow with 20 Bolts
Sling with 10 Bullets
Battleaxe
Warhammer
Heavy Pick
Dagger
Adventuring Gear
Backpack With
Bedroll, 2 Blankets, Fishing Kit, Poncho, Mess Kit, Oil Vials (5), Hooded Lantern, Clerics Vestiments, Explorers Outfit,
Bandolier With
Candles (10), Chalk (10), Flint and Steel,
Spell Component Pouch,
Belt Pouch With
Holy Book, Iron Holy Symbol
Sack (Inside Backpack) With
Iron Pot With 7 Trail Rations, String (50’), Cooking Kit (AA), Common Lamp, Bar Soap,
Sack (Inside Backpack) With
Grappling Hook, Hammer, Iron Spikes (6), Pitons (4), 100’ Hemp Rope,
Waterskin With
What is your character's name?
Grunyar (Skreebeard) Ironmane
How old is your character?
53 Years young
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
They would see a 4’3”, 190lb dwarf.
Ruddy Skin tone from too long at the forge, Grey Eyes, Red Hair, solidly built.
He has a visible scar running from over his right eye across his nose, and down his left cheek into his beard.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
He is generally polite, but has an speaking impediment to his speaking due to his head injury.
Where was your character born?
5 Kings Mountains.
Where were you raised?
5 Kings Mountains.
By who?
His parents.
Who are your parents?
Morgrym and Allysia Ironmane
Are they alive?
No
What do they do for a living?
Nothing other than fertilize the ground.
Prior to that, his father was a merchant, and his mother was an engineer.
Do you have any other family or friends?
People he considers friends.
Sherriff Hemlock, Father Zantus, and a couple of the local families.
What is your character's marital status?
Single.
Kids?
None at the moment.
What is your character's alignment?
LN
What is your character's moral code?
As a follower of the church of Torag, he generally follows his code which is easy enough for him to understand.
Does your character have goals?
Yes, to try and ensure that no others suffer the same fate as him or his family.
He knows and understands that he cannot be everywhere, however, he will endeavor to make safe the areas that he is in.
Is your character religious?
Yes, a devout follower of Torag.
What are your character's personal beliefs?
He generally believes that a dead Greenskin (Orc, Goblin), is a good one. He is willing to make exceptions, but they have to prove that they are different from the rest of their kind.
He believes that communities and cities are important to all, and that they should be protected.
He has no issues with Half Orcs, as they were not directly involved in the deaths of his family.
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Solid worker, and dependable, But slightly depressed.
He is intelligent, but people look down on him because of his speech impediment.
Why does your character adventure?
To try and make enough money to be able to afford the treatment to fix his speech impediment.
How does your character view his/her role as an adventurer?
He was reluctant to become an adventurer
However, with predation on travellers, he intends to be at the forefront of reclaiming areas around sandpoint.
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has a nasty scar running from over his right eye, across the bridge of his nose, and it fades into his beard on the left cheek. Delivered from an Orc when his family was massacred while they were moving.
This has caused him a speech impediment that he hopes will be fixed when he has the money.
How does your character get along with others?
He tends to be a bit standoffish initially, but with time and effort, he will relax.
With Orcs and Goblins, there will immediate hatred, but that can be mitigated with their actions.
Is there anything that your character hates?
Orc, and Goblins.
Is there anything that your character fears?
Spiders, and Snakes.
1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of "angry" you might say "vengeful" or "raging," or instead of happy you might say "cheerful" or "exalting."
Normally Relaxed and quiet
Agitated and upset in the presence of Orcs and Goblins, but will not immediately attack.
2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?
Emotion that he evokes, would be dependability, and a solid rock to hang onto.
Most peoples 1st opinion will be that he is “slow” due to his head injury
3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people's needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character's starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game.
He needs security of person, and property first.
Once he is sure of that, he will try to go for a cure for his head injury, companionship, and romance.
The end of the Adventure, he hopes to have a house and a small family to try and restart his bloodline after it was wiped out, and actually be able to speak without concentrating.
4. What is your character's goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one's self, or gaining some kind of power. When you think of something, ask yourself "why?" to make sure it isn't because of some larger, more important goal.
His ultimate goal is to reestablish his families name and bloodline.
If he were to die, his families name dies with him.
5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character's methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine.
He believes that this goal can be accomplished by first providing security to Sandpoint.
After that, he will slow down and try to establish both hearth and home, and the funds to fix his impediment.
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.
6. Where did your character come from? Consider your character's initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family's economic and social status? How were you educated? What were the three most important lessons you learned?
He came from the 5 Kings mountains.
Parents were Morgrym and Allysia Ironmane
They lived in the merchant district of the 5 Kings mountains until they decided to emigrate.
His family would have been considered middle class.
His first education, was the basic martial training all dwarves are taught. This gave him the basics of his martial abilities.
He was then further educated by the church of Torag, whom taught him his religion, and furthered his education of his martial abilities.
Once that was done, he was then sent to the forgemasters to learn the skills of the forge, and they also taught him how machines work.
The forgemasters also taught him Terran, so that he could talk to the elementals that would be helping bring up the ore.
The 3 important lessons that he learned as a kid.
1-Stand by your word, If you say it, stand by it. Or prove that it was impossible for you to do by showing them that you cannot do it.
2-If your friends are in trouble, stand by them. If you need to, give them a helping hand, but always remember, a helping hand up, is not a hand out.
3-Family is everything. If you do not have family, you have nothing. Do everything possible to help family.
7. When did you grow up? Everyone begins taking responsibility for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself.
He started to Grow up when he was in his 40’s.
This is when he was forced to find work, and start fending for himself after his family was killed near sandpoint.
He was with his family who was emigrating to Janderhoff to be with the rest of the clan, when his family was beset by both Orcs and Goblins. He was struck in the head, and woke up in the church at Sandpoint. When he recovered enough to travel to the site where his family was beset, he found that scavengers were there and nothing of value was left.
Years later, he still works at the forge in Sandpoint.
8. What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.
Values that he holds:
His word is his bond-If he says he will do it, he will do his best to do it.
He will stand shoulder to shoulder with those he considers friends and never leave them behind.
He take most people on their own merits, this includes both Goblins and Orcs.
Oppositions:
He is strongly opposed to Lies. He will never tell an untruth, and if he is lied to, he will no longer consider that person to be trustworthy.
Abuse – He will not sit or stand by and watch abuse of an animal, or child. He will intervene.
These values, were developed in the church, along with reinforcement from his parents.
All of which, he still follows.
Lines to not cross
He will not indiscriminately kill – Deaths in the course of him defending himself are one thing. But if an opponent (Not orc or goblin) is down but not dead, he will not kill him.
He will not lie – To either himself, or his opponents.
9. How does your character dress? Start generally with an overall statement of the quality of your character's appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.
He generally takes pains with his appearance to remain reasonably well groomed and neat, when he has the means.
His current hair style is braided down the back and his beard in 2 braids down from the corners of his chin.
His boots are square toed, hard soled, laced boots that run up to midway to his calf. They are usually dusty from the ground, but he tries to keep them neat.
The rest of the jewelry is currently wrought iron, and kept clean and neat. He does not wear earrings, but does have a few pieces of cheap jewelry.
10. What are your character's means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character's resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.
His means are Upper Poor to lower middle class due to his solid work at the blacksmith. Over the course of years, he has slowly accumulated money with the hope of trying to get his head injury fixed.
He currently rents a cheap room where he lives.
Social resources are currently the Sherriff, the Church, and a few others.
Personal resources are Strength, courage, and a stubborn will to survive.
Details
Now we're picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.
11. What are your character's personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.
He loves the sound of the hammer on the Anvil, The smell of a open fire grilling a steak. He loves the feel of running water, and the quiet of the night.
12. What are your character's opinions? Decide upon at least three major aspects of local society and your character's opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character's job. Check with your GM for relevant things in the campaign to have opinions about.
His opinions are more a live and let live attitude towards the society.
He is not fond of the local thieves and will confront them if they come into his house while there.
13. What is your character's comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.
His comfort zone:
When he under stress, His biggest relaxant is taking the time to build things with his hands.
He will always be on the lookout for items that he might be able to use to build anything.
The party will always find that he is always working on something.
14. Who has had the biggest impact on your character's life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character's beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., "What would so-and-so do?").
Sherriff Hemlock has had the biggest impact on his life.
He was the one whom brought him back to town, and helped with the healing.
To that end, he assisted him in bringing down Chopper when he asked.
Sherriff Hemlocks pragmatic attitude shaped a lot of his attitude towards everyone now
15. What are some of your character's unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can't do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?
Unexpected Quirks.
He has a decent singing voice, and has a lot of ballads that he knows. (Just lets it flow, and his impediment goes away)
He is good at math, from learning how trade work from his father at a young age.
He has learned to be a competent but not spectacular seamster (Tailor)
Cannot Do.
Read and write well, Though he is literate, he cannot articulate or write well due to his prior head injury.
He does know multiple languages, but it will always take time for him to put them on paper or read them.
Cook Well. He has been known to burn water at times.
Ride Well – Torag gave him 2 feet, and the only way they will leave the ground is on a wagon/cart or a boat.
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what's expected to give everyone a good time.
16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players' characters.
He belongs in a story where a small-town group, makes it big.
He currently interacts with Sherriff Hemlock a lot, always asking to be part of the milita.
He currently keeps getting denied due to his prior head injury.
He does interact with Ameiko due to getting an ale every now and again when he is off work.
He does interact with Ven Vinder due to his getting of some equipment when his money allows him to.
Lastly, he does bother Father Zantus to see what he can do about his prior existing head trauma.
The conflicts he has is majorly his speech impediment leaving people to dismiss him as slow, and dumb. He is intelligent, but due to his injury cannot articulate things clearly (Unless he is not consciously thinking about it and just reacts and lets it flow at which point it will be clear as a bell).
Father Zantus was able to stop his bleeding on the face and head, but was unable to do anything about the trauma that has given him a speech impediment.
17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren't stepping on anyone else's toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.
He plays as an average switch hitter, Primarily Melee, Some Ranged, but has divine support that he can access when needed.
I don’t foresee him as being a face. He can and will assist in some skills, but his strength will be in making of things, and working towards becoming a master smith.
18. What should the other players know about your character? These should be major thematic points, your character's general emotion (if it isn't secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you'll probably butt heads with. Getting these things out in the open is important to ensure there aren't unpleasant surprises.
They should know that he is intelligent, even if he has difficulty putting that into words.
His general attitude, and emotion, is live and let live.
Any Orcs or Goblins in his party will be immediately met with hostility, but given time and good actions, he will no longer hold their race against them.
19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you're especially goal-oriented? Maybe you're a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character's voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.
My play style is decent immersion.
With the rules, if there is a debate going on, I will assist in finding the rules sections, and then offer my own read on the rules in question. But I will always stick with what the DM calls.
I like a detailed framework, but I can work with fairly open.
I speak occasionally speak in a Scottish Brogue (I don’t know why I always see the dwarves as Scottish)
I normally play a reserved character but I am going to try and break away from that mold.
20. How do you want your character to die? Your character won't live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character's fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character's life.
My character is not planning to die until he has reached old age surrounded by wife and many children.
However, if he dies during adventuring or allowing his friends to escape a situation, he dies.
Character Personality and Appearance - Doesn't need to be detailed, a few sentences will do. I would like to know character height, build, age, and distinguishing characteristics.
He is a 53 year Old Dwarf.
He is 4’3”, 190lb dwarf.
Ruddy Skin tone from too long at the forge, Grey Eyes, Red Hair, solidly built.
He has a visible scar running from over his right eye across his nose, and down his left cheek into his beard.
Links to other characters you've played or, if you don't have any or want to showcase this character, write a short scene involving them.
As I have trouble with the links, I am just going to write something.
Grunyar stepped out of the hot forge and his grey eyes took in the local area around the forge.
I need to get this blade done afore the dedication
His eyes travel over to the Cathedral that the town has spent a couple of years rebuilding.
I will admit, under duress, that the humans, can build. But for durability, they need dwarves.
He sets his blacksmith hammer down along side of the door, and does a couple of stretches.
He continues to ponder about the upcoming dedication and what it means for Sandpoint.
After a few moments, he steps back into the forge and picks up the Hammer that is cooling after being forged. His eyes take in the slightly beveled Stylized Warhammer marked into the side of it. The striking surfaces were clean and without blemish. The wooden handle clean with no areas that would give the user a splinter, or bind the swing.
After testing the weight, he places it back to cool the rest of the way and picks up the forges hammer again.
That one should be cooled off by the time I am ready to pack the cart for the market.
He then goes back to work hammering out a longsword, which he then quenches and affixes the handle.
Lets see, I will need a couple of Swords, a Battleaxe or two, A Couple of suits of Armour. That should be good for tomorrow
After loading the cart, he then locks the cart into the forge area, Grabs the cooled off Warhammer, then starts the trek to his house.
Glad I was finally able to afford the metal for this hammer
On the the way home, he stops off at the Rusty Dragon, Inside, he bellies up to the bar and pulls out a note pad, and scratches his order down and passes that to Amieko.
Ale please
He slams that one back, and then gets her attention again.
With stutters and stops, he tries to order another one, eventually, the words finally come rumbling up out of his chest, drawing snickers from some of the patrons.
He also orders a soup, and finds a spot to eat as he looks around the inn.
He shakes his head, at the local toughs, who have learned that there is nothing wrong with his fists.
He then sits down and quietly eats. Afterwards he then makes his way to his home near the wall, where he checks his gear out before going to bed.
In the morning of the dedication, he rises, slips his scale mail on, and puts the Warhammer into a holder on his waist.
I shouldn’t need these today, but if we are selling weapons, he wants me in armour, but I do understand, so it deters the local thugs.
He then returns to the forge, and helps hook up the cart, so that they can move it to the Festival grounds.
Player Questionnaire - Fill out the questionnaire below. It's mostly to help me know where redlines are, where you'd like the story to go, and what you are expecting from me, though I do like getting to know people.
1. What time zone are you in?
Mountain Standard Time. = Universal (Greenwich) Standard (Mean) Time – 7 hours.
2. How long have you been playing TTRPGs?
Basic D&D (Most should be able to relate and it gives a year without saying much.)
3. What's your favorite part about playing TTRPGs?
The ability to Kibitz with friends, while picturing myself in that situation
4. What do you expect from this game?
The ability to let my mind wander from this reality, into something else to give myself breaks.
5. What do you expect out of your fellow players?
For them to work with me, and vice versa to create an engaging story for the GM as well as us.
6. What do you expect out of me?
If needed little nudges to help us if we are stuck. I don’t expect the answers, but sometimes I do need help in figuring out the way to go.
Ensuring that the party Remains Civil to each other. Yes, it does happen that there are heated debates on the forums, but I would prefer that they remain Civil.
7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?
I have no Redlines. 20 years in the infantry, I have seen things that were brutal.
Mokshai

Lita Turandarok |

Okay, I'm getting in pretty last-minute here, but this is Ollie-Twist's submission: Lita, a Sandpoint native raised in the orphanage, and a tiefling paladin of Sarenrae!
I haven't fully translated her stats into a statblock just yet, since I like to do my character building in a sheet first, but I've got a sheet made over here: Lita on Myth-Weavers I need to finalize equipment and put it together into a statblock, but all the necessary crunch should be there.
You know how small towns are, when someone has the nerve to be a little strange.
The truth is much more boring. Lita was born to a passing group of Varisian pilgrims who, much like the people of Sandpoint would later, took the girl's demonic appearance as an ill omen. But Sandpoint had the Turandarok Academy, and, when it was time for this pilgrim group to pack up and be on their way, the academy found Lita deposited on it's doorstep. They were hardly going to turn away such a young child, and so, she was raised among the orphans and bastards, given a space where she could grow and feel less strange, less alone, even if only a little.
As she grew, as much as the academy felt like home, the people of Sandpoint made sure that the town outside it was never too welcoming. It was never outwardly malicious, but the muttering was only ever so far behind her, and she could see the way they would close themselves off to her as she approached. Eventually, she found comfort in the old church, at first just ducking in to find somewhere quiet, somewhere less overwhelming, for a moment to herself, but she quicly found herself drawn to the shrines themselves, to the art and imagery of Sandpoint's Gods. To Sarenrae, specifically.
Lita had always known fire to be something evil. Anyone educated in the matter of demons would identify her demonic traits as brimorak heritage, and her nightmares were full of choking in ash and smoke, or setting fires herself. It was mindless destruction at its peak. But, here in the church, was a fiery angel, a being of kindness and redemption. Fire as purification, of growth and rebirth, wildfires giving way to fertile soil. She stopped the first priest willing to talk to her, and listened, rapt. Afterwards, she returned to the church, day after day, to learn more about this Goddess, and to offer whatever aid she could to the others there. She cleaned, she cooked, she tended animals, she did manual labor as needed, and spent most of her teenage years like this.
Then, there was the rash of murders. Lita didn't particularly worry about her own safety with the Chopper on the loose - 'and would it really be so bad if he did get her,' she would think, on her worst days - but, like always, there were whispers. She was relieved when the Chopper was caught, of course, but in some part of her, that relief had more to do with the source of those whispers finally knowing it wasn't her.
She'd just settled in to the idea of life returning as normal when the church burned down.
Lita did not bother to wait to hear the rumors. She knew they were coming, and knew that this time, she wouldn't be able to handle them, and so, she left. She packed what meager belongings she's gathered over the years and escaped in the panic, determined to find a new church, and throw herself wholeheartedly into Sarenrae's service.
That was five years ago. When news of Sandpoint's new cathedral reached her, now a fledgling paladin in Sarenrae's service, she told her mentor about it, and about her troubled life spent in the town, about the comfort found in that church. Her mentor convinced her that returning to see it revealed would be good for her. See the town that had hurt her healed, and give them the chance to be better. If she still felt it was necessary, she could put the town behind her and never think about it again, but that she should go, if only for herself. Who knows, maybe she'd even wind up staying, find a new place for herself in that new cathedral.
Reference image (Art is mine)
Lita is on the taller side, standing around 5'9", athletic in build, and without any real hope of hiding her demonic heritage. Someone well-enough versed in demons could even identify her parentage, a brimorak's goatlike features showing in the shape of her ears, in the odd rectangular pupils in burning orange eyes, in the small black horns curling up from her forehead, and in her legs, cloven-hoofed and black-furred. Her skin is olive-toned, but ashen, and fades into a sickly blue-black towards her hairline, her hands, and along swirling lines that burn orange at their center across her body.
Once, she'd have been in the habit of hunching, holding herself as small and unobtrusive as possible, as if she might fade away into the background by sheer force of will. Now, though, she holds herself tall, back straight, chin high, shoulders square, by all appearances the very picture of confidence. Her clothing is simple, but clean and well put together, polished and maintained scale armor over simple blue and black tunic and trousers, a silver symbol of Sarenrae hanging around her neck from underneath a golden scarf.
EST (UST-5)
2. How long have you been playing TTRPGs?
Almost 25 years altogether, but I was a kid playing pretty loose with the rules to start and didn't really "get it" until I picked up D&D 4e in 2008. I've been playing PF1e for a little over 10 years.
3. What's your favorite part about playing TTRPGs?
The storytelling aspects of it, I love getting to make and play a character and see how they grow and develop alongside their party, but having the rules and stats of the game to provide complications and a framework to how things develop is really interesting to me. Being able to make the game and the numbers work to support the characters and the story itches my brain in an extremely satisfying way.
4. What do you expect from this game?
A fun story that our characters can get attached to, with enough of a challenge to keep things interesting.
5. What do you expect out of your fellow players?
Respect and willingness to plan together out of character. One of my favorite parts in a TTRPG is the dynamic between party members and watching how that grows, and I hope that other players would be as interested in fleshing things out in that way as I am.
6. What do you expect out of me?
Also respect and willingness to communicate OOC as needed, but also fair adjudication of the rules. To keep the mindset that you're another player at the end of the day, and we're here to have fun and build a cool story together, not to compete.
7. Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?
Other than what's already stated in the forum rules, the earlier point about talking about it OOC before flirting is a really good one.
I do also want to mention that I've taken the 'suicidal' trait on Lita, but I know that's a difficult topic for a lot of people, so I want to say off the bat that I plan on interpreting that as self-sacrificing behavior/martyrdom complex, instead of just straight up suicidal ideation, that's not somewhere I really want to go with new people.
"Lita." Her mentor's voice is caring, gentle, but firm, the tone a mother takes with a stubborn child. And Lita knows, on some level, that she's right to take this kind of tone, Lita is being a little bit of a stubborn child, but knowing that intellectually isn't the same as living through it, and the tone still has her hackles raising, a wave of annoyance moving through her. She takes a breath, sucked in through her teeth, held for a few seconds, and then let out slowly. Calmly. Certainly more calm than she was a second ago.
"Of course you know I'll respect your decision either way," her mentor continues, walking around Lita to adjust her armor, tug her scarf into place, nudge and tweak and fix her appearance here and there, "but you're just nervous."
"What if-" Lita flinches, her voice sounding so small, so scared, and she clears her throat. "What if it's all the same? What if I go, and they're still blaming me for things? I didn't stay long enough to find out if they thought the fire at the old church was me, what if I show up and they arrest me?" Her mentor comes to a stop in front of her, leaning just enough to make sure Lita can't avert her eyes for very long.
"And what if it has changed, hm?" Her hands are warm on Lita's shoulders, even though the material of her armor. "The memories there will be painful to you for as long as you keep avoiding them. If it really hasn't changed, then you don't have to stay long. If it hasn't changed, you turn around and leave, and you know that you've grown beyond their small minds, and you move on. You heal," she pauses with a chuckle, and pats Lita's cheek. "And if things have changed, and you know they regret the way they treated you, then... You heal. The only way you don't heal this wound is by avoiding it." The older woman hugs her, then, and as she pulls away, presses something into Lita's hands. A holy symbol in carved silver, set on a sturdy chain, rests in her palms, still warm from the older knight's hands.
Lita smiles, hands closing around the symbol, before pulling it over her head, arranging it under her scarf. She takes a deep breath, and reaches for her bag. There's a few days still until the Swallowtail festival, and she had best leave now if she had any plans to make it in time.