
J Scot Shady |
2 people marked this as a favorite. |

The Hopeknife Festival is an important coming of age event for the local youths in Trunau, a stubbornly independent town within the orc-held land of Belkzen. The lively event is joyous and the whole town comes together to celebrate their history of standing against the orcs that have raided the town numerous times. You celebrate with the people, getting to know the townsfolk and enjoying the pleasant atmosphere, unaware that disaster will strike tonight and will lead to a growing threat to all of Avistan.
Adventurers Wanted!
Hey folks. I’ve been feeling the itch to try running another PBP game and I’ve wanted to take a crack at the Giantslayer AP. I am hoping to focus on telling a good story, good RP, and exciting combat. So, please, if you are interested see below for the guidelines to follow for character creation. Also, please read the Giantslayer Player’s Guide for recommendations to make an appropriate character.
Who: I am looking for five characters.
When: I plan to accept submissions for two weeks, with a cut off of midnight EST, April 11th. Then after a few days, I will present those who I would like to invite to join. It is my hope to begin the actual play in about three weeks.
Core Books
Campaign Books
Companion Books
Attributes: 20 point buy
Races: All core races, plus aasimar, changeling, dhampir, goblin, hobgoblin, orc (see special notes), ratfolk, and tiefling
Alignment: No evil, otherwise the character should want to work together to defeat a growing threat to the region, and not be disruptive.
Starting Gold: 200 gold
Traits: 3 traits but 1 must be a campaign trait found in the Giantslayer Player’s Guide
No Firearms.
Orcs are a playable race BUT they will likely cause social penalties for the group when they are present. Half-Orcs are not subject to this, just full-orcs.
Backstory: Please provide a few paragraphs of backstory about the character and include some details about how and why they are in Trunau.

trawets71 |

I will be submitting a dwarf ranger. He has made it into 3 games and the games never lasted more than the first book. One of the games was an all dwarf that TPK'd at the last battle. I need to fix him to this recruitment but Dolgrym Giantfoe will be the character.

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OK guys I was thinking: 10 players, but only 1 PC. Each player controls a separate individual organ.
Or if we're being boring, I'll probably submit a Goliath Druid.

Aggghhh the Unclean |

I will be submitting a dwarf ranger. He has made it into 3 games and the games never lasted more than the first book. One of the games was an all dwarf that TPK'd at the last battle. I need to fix him to this recruitment but Dolgrym Giantfoe will be the character.
I think I was with you in that game
Hmm.. Perhaps an Aasmier Paladin or Bloodrager who looks like a cute widdle girl swinging an Earthbreaker.

J Scot Shady |

Wow, first time seeing PAck Lord mentioned. May I ask for the reason for the ban there since this is PbP, and the player can roll the monstrosity that is everything at once?
Fair question, and Mark Thomas has it completely correct. I do understand in PBP it's less problematic but I also have much experience with this aspect from playing a conjurer way back. I understand the draw of these archetypes but I'd rather not deal with that situation.

Xionia |
1 person marked this as a favorite. |

Ridge here with Xionia, a female Aasimar POSSESSED Oracle with the Ancestry mystery and haunted curse; she is truly OF Trunau's people, and they are of her whether she likes it or not :)
Putting sections in spoilers to spare others wall of text effect but feel free to peek.
Female aasimar oracle (possessed oracle) 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 59)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +5 (+2 against enchantment spells or effects)
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee heavy mace +1 (1d8+1)
Ranged light crossbow +1 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—daylight
Oracle (Possessed Oracle) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—bless, cure light wounds, protection from evil, ventriloquism (DC 15)
. . 0 (at will)—ghost sound (DC 14), guidance, mage hand, mending, purify food and drink (DC 14), spark[APG] (DC 14)
. . Mystery Ancestor
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Statistics
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Str 13, Dex 12, Con 13, Int 12, Wis 12, Cha 18
Base Atk +0; CMB +1; CMD 12
Feats Extra Revelation[APG]
Traits deft dodger, sacred touch, trunau native
Skills Acrobatics -2 (-6 to jump), Diplomacy +10, Heal +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (religion) +5, Linguistics +5, Perception +3, Sense Motive +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Halfling, Orc
SQ oracle's curse (haunted), revelations (spirit shield[UM], two minds[UM])
Other Gear armored coat[APG], light steel shield, crossbow bolts (15), heavy mace, light crossbow, bedroll, masterwork backpack[APG], soap, torch (5), trail rations (3), 2 pp, 20 gp, 8 sp, 4 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Spirit Shield +4 (1 hours/day) (Su) Spirits of ancestors grant armor bonus.
Two Minds (1/day) (Su) You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse.
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History:
An Aasimar child born to any place is a cause for celebration, so it was with Xionia. Her parents thought her a miracle child, and much of Trunau's populace agreed. The Iomadeans hoped to convert her, the town elders claimed she was a sign of favor and a reward for the people's steadfastness and used her as a symbol of same, and some just thought she was good luck. Then, she was given her hope knife, passed on through the generations. It had passed through many hands.
"May I shine with the honor of my ancestors" She had said, though be it from hubris, an eagerness to please, or a vow even she's not sure. Regardless, she said it, Xionia's world exploded.
She began to speak with many voices, things whirled about her, images of heroes from even before the Hordeline fall glimmered about her! She rattled on about orcs attacking though at the time it was safe, she demanded an ale and a wench! She asked where her children were... someone tried to grab her before she could hurt herself and she showed far greater battle prowress than a young woman should before finally she cried out "Please, I can't think!" And dropped to the ground passed out.
Ever since then, Xionia has not been alone. Spirits of the ancestors of Trunau walk with her always, and some even speak through her, or at least she adopts their mannerisms. With help she has put it pretty much under control, but the ghosts of the pasts, some NOT so nice, still vex her wanting her attention or just to act. She is still a good person but the once vibrant girl is now a beautiful but often melancholy woman who realizes her life will never be JUST her own.
Appearance: Xionia cannot hide her celestial aspects. Her hair is shining silver, and her eyes a heavenly blue that seem to go on almost forever if you stare into them. She's a gorgeous woman with an hour glass shape that many other women covet. The many lives that frequently guide (Possess) her have different opinions on her fashion choices, or how her hair should be worn and so on so she often changes her style, often without realizing it.
Personality/Behavior: Xionia is never alone, and during certain activities different lives take the reins, influencing what she says, how she says it, and her body language.
Some of the more common are:
Krebor "Dangerous Lout" influences her in some battle situations or when war is on the horizon. He is earthy, lusty, and boisterous but also is brave and looks after his 'fellow soldiers'.
Ayna "Gray Dove" is gentle and kind, but firm when she needs be, a healer and midwife. She often acts like a beloved aunt to total strangers. She is most often active when healing naturally, or tending. She wishes Xionia would check on her descendants. She's also a bit of a match maker.
Darwyst aka "Brood" is grim, quiet, and reserved, a thinker who makes Xionia's melancholy moments seem down right chipper. When puzzles or mysteries arise he sometimes assists, other times he lets his hostess flounder.
Beryl "Show Pony", a bit of a flirt, manipulative and vain, Beryl is still useful in social situations. Xionia doesn't much like her and keeps her under wraps even when she tries to surface.
--
As for Xionia herself? She feels the weight of being the hostess to her ancestors and the ancestors of the entire town. This makes her melancholy at times, but she rallies a smile for others sake. Troubles aside, she IS a proud patriot of her town and how they hold on, and gets annoyed if some outsider insults it.

eriktd |

Here's Cíli (pronounced "KY-lee"), a dwarf Zen Archer who was raised by elves, recently orphaned when giants destroyed their village in the mountains. She has come to Trunau in search of her dwarven father.

Merdec Amberheart |

Here's KoolKobold submitting Merdec Amberheart, dwarf stonelord paladin. Background will be made later today or tomorrow, but I got his stats down at least.
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft; Perception +3
DEFENSE
AC 17, touch 11, ff 16 (+5 armor, +1 Dex, + 1 shield); +4 dodge vs giants
hp 14 (10 (1st level) + 3 (Con) + 1 (favored class)
Fort +5, Ref +2, Will +4; +1 against illusion; +2 vs poisons, spells & spell-like abilities
Defensive Abilities defensive training
Aura good
OFFENSE
Speed 20 ft, slow and steady
Melee warhammer +4 (1d8 + 3/x3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hatred (+1 attack rolls vs goblinoids & orcs), stonestrike (1/day, +1 attack & damage)
Spell-Like Ability (CL 1st)
At will-detect evil
STATISTICS
Str 16, Dex 12, Con 16, Int 10, Wis 15, Cha 8
Base ATK +1; CMB +4; CMD 15 (19 vs bull rush or trip while on ground)
Feats Power Attack
Skills (2 ranks)
Heal +5 (1 [rank] + 2 [Wis] + 3 [csb])
Perception +3 (1 [rank] + 2 [Wis]); +5 vs unusual stonework
Languages Common, Dwarven
SQ greed, stonecunning
GEAR
85 gp
Warhammer (12 gp)
Light crossbow (35 gp)
Scale mail (50 gp)
Light steel shield (9 gp)
Fighter's kit (9 gp)
Backpack
Bedroll
Belt pouch
Flint & steel
Iron pot
Mess kit
Rope
Soap
Torches (10)
Trail rations (5 days)
Waterskin
Explorer's Outfit
RACIAL TRAITS
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
TRAITS
Clearheaded (Race Trait)-You see through deception and lies. You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.
Deft Dodger (Combat Trait)-Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Orphaned by Giants (Campaign Trait)-You grew up in a tranquil, happy home near the mountains, but the peace was shattered when giants came down from the mountains to raid your settlements. The giants killed your parents and left you a young orphan, and since that day, you've sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.
CLASS ABILITIES
Aura of Good-The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Stonestrike-Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces smite evil.

Merdec Amberheart |

Here's KoolKobold submitting Merdec Amberheart, dwarf stonelord paladin. Background will be made later today or tomorrow, but I got his stats down at least.
** spoiler omitted **...
Here's Merdec's backstory.
Until that night. All Merdec remembered was waking up to the ground shaking in rhythmic patterns. The sounds of crashing and the screams of his parents splitting his ears. And the roof of his room was lifted to see a giant staring the young dwarf down.
He didn't know how he survived-his memories were blurry, but he knew that he ran for his life, scrambling to escape the hands of the terrible titans that wish to cook him, and falling down a small drop and hitting his head on the way down. When he awoke, young Merdec staggered to the nearest home he knew-Trunau. There, he sought out his grandfather, a grizzly old blacksmith by the name of Zursk Lenum; once the young dwarf told of what happened, Zursk organized a rescue party. But they only came back with one thing-Bairsk's warhammer. Something that was promised to Merdec when he became of age.
Bitter about the loss, Merdec grew up with an antisocial life, despite the suggestions of his grandfather. Many a night has been lost to nightmares coming back as a replay of that night-only this time he could see his parents ripped limb from limb as the giant gleefully chuckle at the cruel game of slaughter. The older he got, the more determined Merdec was to train himself to be a giant hunter, and bring justice to those who murdered his parents.
When he became 50 years old, he discovered that he had innate powers that seem to come from the earth itself-not in the way that those of arcane or divine spellcasters could do. No, it seemed as if he could meld metal and stone to however his will seemed. Zursk has told him that some of his ancestors were oracles and sorcerers who had powers that came from the very ground beneath them, and believes that one day, Merdec will reawaken this long lost power his family held.
In the meantime, he has spent his time aiding his grandfather with his shop, as well as traveling to Lastwall with caravans to help get more materials for weapons and armor. He hopes one day to go out and seek the giants who killed him...maybe afterwards he can think about settling down.

Hilde Forgedottir |

I have to update the profile, but this will eventually be a dwarven cleric of Bolka. She was orphaned in a giant raid at a very early age, has no family that she knows of, and was raised in Janderhoff. Enough other dwarves had been in the same situation over the years that they'd long ago formed a sort of clan of their own--sons and daughters of the forge, they call themselves, and they adopted Hilde as one of their own. She's in Trunau because one of her cousins who lives there is getting married, and the couple asked her to officiate.
I should point out that I'm currently running a Giantslayer campaign. (The party there is early in Book 3.) I think I'll be able to separate player knowledge from character knowledge, though I'll understand if you don't want me to apply because of that.

Peachbottom |
1 person marked this as a favorite. |

Ok, here's my submission. I'll make an alias if picked.
Lorcan O'dor - NG male dwarf ranger (skirmisher/wilderness medic) 1 of Dranngvit
Lorcan O’dor
NG Dwarf Ranger (Skirmisher/Wilderness Medic) 1 of Dranngvit
Male humanoid (dwarf)
Init +0; Senses Darkvision 60 ft.; Perception +8
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DEFENSE
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AC 14 (10, +4 armor), Touch 10, Flat-Footed 14
(+4 AC against giants.)
hp 13/13 (1d10+3)
Fort 4 (2 base, +2 Con)
Ref 2 (2 base, +0 Dex)
Wis 4 (0 base, +4 Wis)
(+2 saves against poison, spells, and spell-like abilities; +1 saves against fear)
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OFFENSE
====================
Speed 20 ft.
Melee
Scythe +4 (2d4+4, 20/x4) (P/S)
Scythe (Power Attack) +3 (2d4+7, 20/x4) (P/S)
Dagger +4 (1d4+3, 19-20/x2) (P/S)
Light Hammer +4 (1d4+3, 20/x2) (B)
Ranged
Light Hammer +1 (1d4+3, 20/x2) (20 ft.) (B)
(+4 attack against giants, +2 damage, +2 to confirm critical hits against giants)
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STATISTICS
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Str 16 (+3)
Dex 10 (+0)
Con 14 (+2)
Int 8 (-1)
Wis 18 (+4)
Cha 8 (-1)
Base Attack +1; CMB +4; CMD 14
(+4 CMD when resisting a bull rush or trip attempt while standing on the ground)
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SKILLS (5/LEVEL)
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Acrobatics -2 (+0 Dex, -2 ACP)
Bluff -1 (-1 Cha) (+2 on giants)
Climb* +1 (+3 Str, -2 ACP)
Diplomacy +0 (-1 Cha, +1 Trait)
Disguise -1 (-1 Cha)
Escape Artist -2 (+0 Dex, -2 ACP)
Heal* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)
Intimidate* -1 (-1 Cha)
Knowledge (Local)* +4 (-1 Int, +1 Rank, +3 Class, +1 Trait) (+2 on giants)
Perception* +8 (+4 Wis, +1 Rank, +3 Class) (+2 on giants, unusual stonework)
Ride* -2 (+0 Dex, -2 ACP)
Sense Motive +4 (+4 Wis) (+2 on giants)
Stealth* +2 (+0 Dex, +1 Rank, +3 Class, -2 ACP)
Survival* +9 (+4 Wis, +1 Rank, +3 Class, +1 Trait) (+2 on giants, +1 track)
Swim* +1 (+3 Str, -2 ACP)
Languages: Common, Dwarven
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BACKGROUND SKILLS (2/LEVEL)
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Appraise -1 (-1 Int) (+2 on precious metals or gemstones)
Craft (Alchemy)* +3 (-1 Int, +1 Rank, +3 Class)
Profession (Herbalism)* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)
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FEATS
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1st: Power Attack
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RACIAL TRAITS
====================
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
====================
CAMPAIGN TRAITS
====================
Orphaned by Giants (Campaign): You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.
Deep Marker (Dwarf): You’ve dared uncharted tunnels in pursuit of the gladdringgar (the chiseling of name-runes in subterranean depths). You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.
Friend in Every Town (Social): You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. Choice: Knowledge (local).
====================
SPECIAL ABILITIES
====================
Favored Enemy (humanoid [giant]): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Herbalist Training: At 1st level, a wilderness medic can attempt Profession (herbalism) checks untrained and the wilderness medic gains a bonus equal to 1/2 his ranger level (minimum +1) on Heal checks and Profession (herbalism) checks. When he successfully forages for herbs, he finds twice as many doses of any herb he would normally.
====================
EQUIPMENT
====================
Weapons: Scythe (18 gp, 10 lb), Dagger, (2 gp, 1 lb) (2) Light Hammers (2 gp, 4 lb)
Armor: Chain Coat (75 gp, 40 lb)
Combat Gear: Healer’s Kit (10 uses) (50 gp, 1 lb), Iron Holy Symbol of Dranngvit (5 gp, 1 lb)
Consumables: (2) Dreamer’s Star (10 gp)
Other Gear: Ranger’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, and a waterskin) (6.4 gp, 13 lb), Teapot (1 sp, 1 lb), (5) Tea Cups (1 sp), (5) Tea (1 sp), Mortar and Pestle (1 sp, 1 lb)
Coin: 31 gold, 2 silver
Gear Weight: 72 lb
Carrying Capacity: 76 (L), 153 (M), 230 (H)
Age: 99
Eyes: Emerald; Hair: Copper
Height: 4’ 1”; Weight: 178 lb.
Lorcan O’dor is originally from the dwarven citadel, Kraggodan. His parents were thrill-seekers and spelunkers who would brave the tunnels into the Darklands, with each delve, challenging themselves to explore deeper than the last. When Lorcan came of age, at the age of 25, he joined his parents in the Darklands to participate in his first gladdringgar (the chiseling of name-runes in subterranean depths), a familial ritual that all members of the O’dor clan perform. All was going well; Lorcan reached the designated location and carved his name; however, along the return trip, his party was ambushed by a wandering band of cave giants. Both his parents were slain. They sacrificed their lives to buy Lorcan enough time to escape. Since that day, despite being a dwarf, the trauma runs strong and Lorcan has been hesitant to set foot underground again.
Lorcan remained in Kraggodan for a few more years, but the painful memories were ever-present and eventually he decided he needed to leave. He declared vengeance on all giant-kind, calling them a blight against all dwarves. And he swore he would train until he was strong enough to exact said vengeance. For the next 30 years, Lorcan wandered the Mindspin Mountains alone, relying on hits wits and endurance alone to survive.
After a while, he came across the small town of Trunau and began trading plants and wild game with the villagers for other supplies. He never intended to stay in one place, but something about the hearty humans kept him within the town’s orbit. As he continuing trading, he saw that these villagers were not unlike him and thought maybe it was time to finally settle down.
Lorcan spent the small inheritance he received from his parents on a tiny shop in Trunau to live in and work out of. He named his shop Green Haze and works as an herbalist. Although not much of a people person, his friendly demeanor has allowed him a acclimate himself among the other Trunauns. And although he has rarely encountered any giants as of late, his weapon remains sharpened and ready for the time when it will be needed.

J Scot Shady |

Lots of interesting concepts and submissions. Great first day and a half. Looking forward to seeing more. Not looking forward to have to decide between all of them. I am putting a summary below of things so far. If I am missing anyone, sorry, just let me know and I can update the list. Thanks.
Characters Submitted
Concepts In Progress
Others Who Have Shown Interest

J Scot Shady |

I should point out that I'm currently running a Giantslayer campaign. (The party there is early in Book 3.) I think I'll be able to separate player knowledge from character knowledge, though I'll understand if you don't want me to apply because of that.
Not necessarily a deal breaker. If knowing an AP disqualified people from a game here, I'd likely never play. Still, thank you for the heads up.
My Dwarf Synthesist Summoner was posited in jest. For you own benefit, kindly remove it from your list!
No worries. I figured it was an interesting concept.
Add me to that list. Probably a wizard of some sort.
Will do!