
GM Dak |

I will be running Rise of the Runelords Anniversary Edition as PbP for level 1 Characters. To keep things simple and familiar for me I'm going to be using the Pathfinder Society character creation rules. Additionally, this means if you have a level appropriate PFS character you can receive credit for sanctioned parts of the adventure path to apply to that character as if you were playing a Pregen.
-Characters are level 1
-150gp starting wealth
-Max health 1st level
-Classes from Core, APG, UM, and UC are acceptable
-Standard races, Aasimer, Tiefling, or Tengu would be preferred. If you want to play something unusual I may allow it based on background.
-NO third party publishing sources allowed
-All other Paizo products will be allowed
-Race traits, feats, magic items, and alternate class features from the ARG are allowed but you can not build your own custom race.
-2 traits
-20 point buy with no stat above 18 or below 7 before racial adjustment.
I will be using Roll20 to handle maps/combat placement. You will need a free Roll20 account to view the maps/place your pieces. (NOTE Combat will still be run via PbP, Roll20 will ONLY be used for map placement.) Roll20 Link
Drop-outs can be replaced, but it can cause delays so I would prefer individuals that can stick around for the whole AP. I will run up to 2 tables of six if there is enough interest. As such I'll cut off recruitment after 16 completed applications (4 extra to accommodate for no-shows/dropouts).
Prefer minimum posts of 1/day for weekdays, 1/weekend.
I hope to begin Monday, April 29, 2013 at the latest. If we get applications quick enough we can start sooner.
A complete application includes the following:
-Character background including reason you are in Sandpoint.
-Full stat-block on your character, including link to character sheet (Google Doc sheet example)
-Extended details on their Character Settings in their Class/Level field on the forums here. Details: Class Level | AC XX T XX FF XX | HP XX/XX | F +X R +X W +X | Init +X | Perc +X

MythrilDragon RPG Superstar 2008 Top 16 |

Disclaimer: I am running a RotRL PBP currently on the boards. Feel free to excuse me from consideration, but if you trust I will keep my OOC knowledge separate from my IC knowledge I would love to be considered for a spot in this game.
I have a character I made for a Sandpoint based game, during the same time frame as RotRL but it wasn't going to follow the AP that fell apart early. I think he would make a great addition to a RotRL game.
Blake Deverin is the late born son of Wade Deverin cleric of Abadar and the former brew master at the Two Knight Brewery. When Blake was 4, he was trapped in a fire with his mother Merril (originaly Merril Hosk, younger sister of Daviren Hosk owner of the Goblins Squash Stables) which burned him and killed her. Merril had three children from a prior marriage: Sherril who was already married to a farmer living on the outskirts of the Hinterlands, Ameil who wed a traveling merchant and relocated to Magnimar, and Adler who was only 9 at the time of the fire but was not in the house at the time it occurred and was left unharmed.
To keep up with business at the brewery Wade sent the boys to attend classes at Turandarok Academy during the day, where Master Gandethus saw Blake's potential and after the first year, with Wade's permission, started teaching the boy the Discipline of Magic. Blake enjoyed the study of the arcane arts but had a difficult time with the bullies in the school, one being his older sibling Adler the other a rejected half-elf born of a political scandal Tsuto. The two of them were sometimes cohorts and sometimes rivals and always gave Blake a hard time, Adler often blamed Blake for the death of their mother. Adler left home as soon as he was 18 years old, presumably to seek his fortune in Riddleport. Blake has not seen or heard from him since then.
Two years later Wade was one of the first victims of the serial killer known as Chopper. Blake was only fifteen and distraught with wanting revenge after losing his second parent. Blake's uncle Gaven, a paladin of Abadar, helped the boy endure the emotional ordeal by training him in the Code of Abadar and teaching him the skills of sword play. Gaven hoped this would prevent Blake from getting himself killed while hunting the murderer. Now that the "Late Unpleasantness" has passed, Blake helps his uncle at the brewery and enjoys evenings at the Rusty Dragon listening to the adventure tales of Ameiko and the colorful travelers that frequent the inn. He often dreams of traveling the open road, but knows his duty is to Gaven, the brewery, and the memory of his parents here in Sandpoint.
Appearance:
Blake is 24 years old, and dresses to cover the burns on his back and hands. Typically he wears shirts with long sleeves and high collars, long pants, and gloves. He is about 6ft tall, and has a strong frame from working at the brewery and the martial discipline he has practiced for the past nine years. His red hair is kept neat and clean shaven.
Personality:
Blake tend to be shy and stay in the back of crowds, he is not likely to start conversations up with strangers but he doesn't shy away from them either. While not particularly religious he does loosely follow the edicts of the Code of Abadar. If the burns on his back and arms were not enough to remind him, Blake often has nightmares about surviving the fire and he has a strong fear of fire. He avoids using any spells that manipulate, cause, emulate, or even resemble fire.
Blake's Profile Page He is a Lawful Neutral Human Magus. This is what I use for a character sheet on the boards. I have a roll20 account already, but have not used it yet. It would be nice to see it in operation since I am not sure I am ready to use it for my gaming needs yet.
This character was built on a 25pt buy, so if selected I would adjust his stats down to S 15, D 14, C 13, I 16, W 10, Ch 10 and make all the appropriate adjustments to the character sheet. I would also double check to ensure his equipment and money were on par with your starting wealth and adjust accordingly. I have not put anything in the CLASS LEVEL box on his profile, but will update that if he is selected after I adjust down the stats and correct for the differences.
EDIT: Let me clarify, I am willing to make all the character sheet adjustments if you are willing to consider me. If you want to exclude me based on my knowing the AP then I won't take the time to fix the character. If you are willing to consider me, I will adjust the character with the understanding I still might not get selected to actually participate based on the pool of characters you get and your needs and style.

Thorfinn Feigrsson |

This character was previously in an RotRL campaign on the boards that fell apart when the GM was ambushed by life. He was built on 15 points, so I'll need to update his stats and equipment. Will post when that's done.
The second dwarf nodded. "Adequate, Thorfinn, and more. You’ve passed. Though I spotted your boot once six minutes ago, just before Ursio’s gladdringgar. I didn’t see or hear you again until you tapped me, though. Don’t look like that!" For Thorfinn’s face had fallen at Morthos’ words. The older dwarf went on, "I know you too well, Feigrsson. Someday you’ll be skilled enough to match me, but you’ll have to go elsewhere first—I’ve taught you all I can. Now, let’s get back above before they send the wardens down after us. There’s a tun of ale with our names on it!"
The pair went back the way they had come, eventually reaching the base of one of the Deep Stairs, where they were allowed to reenter the city after a close inspection and questioning by the guards there. Little of speech had passed between the two of them since their exchange below, but Morthos could tell from his pupil’s silence that much weighed on his mind. Finally the older dwarf broke the silence. "Where were you thinking of going, now that you’ve passed my last test? Any of our cities would take one such as yourself, without a second thought."
Thorfinn shook his head, not noticing Morthos’ lack of surprise. "Few indeed are the giants to be found in these places, Master. I’m for the lands under Sky; rumor has it that the town of Sandpoint is plagued by giants, and if rumor speaks false—" He shrugs. "—I’m no worse off than I am here, and perhaps I might hear more once there. There are a few of our people there I can speak with. And after what happened to my father and his brothers, well, I would carve my gladdringgar on the face of every giant I meet. With my axe."
Morthos clapped him on the shoulder before opening the door to his apartments. "Seems a fine enough plan to me. TORRA! Ale, my wife! Ale for Thorfinn Feigrsson, Journeyman Ranger!"
He did not depart until late the next day.
ETA: Character is a dwarf ranger, planning on dual-wielding handaxes and fighting giants. So not quite a tank, but will be able to bring the hurt quite effectively when needed.

pocsaclypse |

Interest set to 11. I've got a character in my head, but I just wanted to run it by you before I rolled it up. Android Inquisitor of Feronia
I promise, I'll come up with a good story as to why the hell a robot is wandering around fighting for godlyness.
Or you can say no and I'll make up a different character with no hard feelings.

Gabriel Cailean |

Grixus |

I would be up for this. Those that are dotting, what roll are you looking at for character builds? I only ask as I dont want to step on peoples toes.
With regards to race: Are the variant Teifling and Assamar under the preferred list as well? I'm looking at both of these as I like the other-worldly aspect of them but I like the specifics provided by the variants.

GM Dak |

@MythrilDragon I have no problem considering players that have previous experience with the AP as long as you feel you can keep your OOC knowledge separate from your IC knowledge. Also, nice backstory :)
@pocsavlypse An android would be interesting but I would need a good reason why he/she was so far from Numeria. Would still prefer a more standard race.
@Grixus The variants for Teifling/Aasimar are fine.

pocsaclypse |

@pocsavlypse An android would be interesting but I would need a good reason why he/she was so far from Numeria. Would still prefer a more standard race.
Actually, I breezed over the part where you said PFS creation rules in the OP, turns out neither androids or feronia aren't PFS legal. So while I had (I think) a decent story about how the android was stolen by a cabal of wizards and alchemists for study, but was lost in a shipwreck and subsequently recovered by an inquisitor of feronia, I can't use it anyway.
No worries though, I've got a backup inquisitor half ready to go. This one has the bonus of being of Cayden Cailean, which means him and Gabriel Cailean could have some good times together.
Rhanloi Ehlyss |

Dotting - PFS character below. Not currently part of any other PbP or campaign :-(
Rhanloi Ehlyss
Half-Elven Wizard (Universalist) 1
NG Medium humanoid
Init +4; Senses low-light vision 60 ft.; Perception +3
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 Dodge)
HP 7 (1d6+1)
Fort +1, Ref +2, Will +3
Speed 30 ft.
Base Atk +0; CMB 0; CMD 12
Melee *Quarterstaff (1d6/x2); Hand of the Apprentice-6/day, range 30 ft
*Light Crossbow (1d8/x2); range 80ft; 30 bolts
Wizard (Universalist) Spells (CL 1):
0 (3/day) All (DC 13)
1 (2/day) (DC14) Mage Armor*, Comprehend Languages, Identify, Reduce Person, Charm Person (DC15), Sleep* (DC15)
Str 10, Dex 15, Con 13, Int 17, Wis 13, Cha 10
Feats Spell Focus (Enchantment); Skill Focus (Spellcraft); Dodge; Hand of the Apprentice (Universalist feat)
Traits Elven Reflexes; Lore Seeker
Skills Acrobatics +2; Appraise +7; Craft +3; Escape Artist +2; Fly +2; Heal +1; Knowledge (Arcana) +8; Knowledge (Nature) +7; Perception +3; Profession (Bookseller) +5; Ride +2; Sense Motive +1; Spellcraft +10; Stealth +2; Survival +1
Languages Common, Elven, Draconic, Sylvan, Goblin
Other Gear Backpack, belt pouch, Spell component pouch, bed roll, scroll case (2), ink, vial, pen, parchment (4), waterskin, rations (10), Potion (cure lt wnds), Potion (Stabilize), 10 GP
Arcane Bond A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared.
Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Reflexes One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
Hand of the Apprentice You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength).
Lore Seeker The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding ancient lore. You've come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Low-Light Vision Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
He soon grew restless, and a bit rebellious, and was sent off to live with his Elven father. It was during the next 10 years that Rhanloi gained an extensive knowledge of the natural world and the arcane. His father opened Rhanloi’s eyes to magic and began his lessons as a wizard. True to his nature, Rhanloi studied all major schools of magic to be a “jack of all trades” rather than specializing in any single area. Rhanloi still wears his father’s masterwork silver ring, a constant reminder of his heritage and inheritance.
Over the next 7 years Rhanloi discovered a way to combine the lessons from both parents and established a moderately successful bookselling business. Here he learned to appraise the value of more than books, and expanded his knowledge of the arcane. Rhanloi came across many interesting rumors of magical items, but realized that he could no longer wait for new knowledge to come to him – he needed to go out and find what he was seeking!

MythrilDragon RPG Superstar 2008 Top 16 |

Thanks. I have no problem keeping my OOC knowledge at bay. I am much more interested in how the story unfolds, the relationships between PC's and NPC's, then if I collect all the loot or kill all the monsters. I am familiar with the town of Sandpoint so I hope that if you choose me that I can use some of that OOC knowledge as IC knowledge as Blake runs around town. I am approaching a school project deadline tonight so I wont be able to update the character until later, maybe even tomorrow. As soon as it is done I will post here with that avatar for you to review and consider for the game.

Viluki |

Archeak, the lord in chains
tiefling (shackleborn) fighter lvl 1 cad archtype, LN
hp 13, ac 16 and Initative 5+
str 12
dex 16
con 16 (14+2)
int 13
wis 8 (10-2)
cha 12 (10+2)
feats exotic weapon profiency (spiked chain) and tiefling heritage feat shackleborn.
skills Intimidate, bluff and stealth
traits chainmaster and Outlander (exile)
equipment spiked chain (25 gp) and chain shirt (100 gp)
racial skill bonus 2+ for Intimidate and Escape Artist
racial spell like ability web
Many of Zon-Kuthon's clerics began to extend "offers" to him wanting such a powerful warrior as the "lord in chains" to act as an enforcer. One offer finally succeeded in the form of a beautiful fetchling woman. It was enough to entice him towards serving Jorin Kilik, a member of the Umbral court as his enforcer/assassin. The title of the "lord in chains" became even more fearsome as he proved to be exceptionally capable as an assassin.
The fetchling woman, Renza was well worth the trouble of being Jorin's assassin. However Jorin made a mistake...one that would cost him his life. In a show of belief in Zon-Kuthon Jorin had Renza put through the "Joymaking" a ritual of Zon-Kuthon where the person has all limbs and non vital organs cut off. Leaving a torso and head behind to be tortured forevermore. When he learned off what Jorin did, Archeak flew into a rage killing everyone within house Jorin.
Then he set about the grim duty of killing his lover, for no healing magic would ever bring her back. Since that day the "lord in chains" makes a point of killing and torturing any worshippers and spesifically clerics of Zon-Kuthon. He worships no gods, indeed he despises anyone so weak as to submit before a "divine" being. His travels eventually led him to sandpoint, where he rests plotting his next move.
GM anything im missing?

Thorfinn Feigrsson |

Thorfinn's equipment is updated. As noted, he's heard rumors of giants in and around the town, and after giants killed most of his family he's out for revenge against any of them. He's not picky.
ETA: His important information is in his profile, as you requested, but it won't display outside of a gameplay or discussion thread. See HERE for what his header info looks like.

Gorhan Foundling |

GM Dak Manzcar here bringing an idea I have wanted to do for some time a half-orc summoner.
Gorhan Foundling
Male Half-Orc Summoner 1
CG Medium Humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d8)
Fort +0, Ref +2, Will +2
Defensive Abilities orc ferocity (1/day)
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities Summon Monster I (7/day)
Summoner Spells Known (CL 1):
1 (2/day) Enlarge Person (DC 15), Mage Armor
0 (at will) Acid Splash, Resistance, Daze (DC 14), Detect Magic
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 10, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Spell Focus (Conjuration)
Traits Goblin Watcher, Reactionary
Skills Appraise +2, Intimidate +6, Knowledge (local) +5, Knowledge (planes) +5, Perception +1, Spellcraft +5, Use Magic Device +8
Languages Common, Goblin, Orc
SQ eidolon link, life link, share spells with eidolon
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Goblin Watcher +5 to Appraise checks to determine most valuable item in a hoard.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
--------------------
Gorhan's parents were slaves in Cheliax, but they didn't want that life for him. so when they found out that he was going to be born they used all the contacts they could to get him smuggled out of the country. Any life outside of Cheliax would be better than a life as a slave in Cheliax.
The newborn Gorhan was spirited away through the underground and out of Cheliax and into Sandpoint.. Gorhan grew up in a local orphenage where he was bullied even though he was usually bigger than the other kids his age. So early on he spent time alone with his "imaginary friend" Boo. Boo was a giant quadriped that looked a lot like a gerbil except a little more ferocious.
They did everything together and spent a lot of time watching the goblins. It was here that Gorhan learned to decipher the goblin language and a discriminating eye when it came to treasures found. It wasn't until Gorhan turned 14 that it was found that his "imaginary friend" wasn't so imaginary. Gorhan was then sent to a local magician to study conjuration, but Boo is never far away.
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Blake Deverin |

Here is my adjusted character profile... I think he now reflects a 20 pt buy and 150 gp starting money. I will note that he has two Character Traits, but one is not from the RotRL players guide. I took Classically Schooled to represent his training at the Turandarok Academy with Master Gandethus and Resilient, tweaked to represent growing up after sustaining the burns as a child. If you want me to change one to the RotRL campaign traits I will, but I think his background ties him to the campaign well enough. If you agree I will leave them alone. Thanks for considering him for the campaign.

Nicat Brightluck |

Nicat here, ready for some adventure! Alias is complete, and includes his Sandpoint origins.
Character sheet is here.
@GM - I'm also known as Terrill, in your PFS First Steps game, looking forward to an AP with you!

Rhanloi Ehlyss |

Rhanloi is researching an interesting set of symbols he recently discovered in a rare set of writings. He brought these runes and their potential evil meanings to the attention of his Guild master, Ollysta Zadrian, who granted her blessing to continue his investigations.
Character sheet is here

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Urlich "the Bear" Rodelli
Half-Orc (Varisian) Barbarian (Invulnerable Rager, Urban Barbarian, Beast Totem) 1
CG Medium Humanoid (human, orc)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +5
Rage (6 rounds/day) (Ex) - 6/6
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) (Combat Expertise=17, 13, 14)
hp 14 (1d12+2)
Fort +5, Ref +3, Will +2
CMD 16
Base Atk +1; CMB +4;
Melee
Non-Strength Rage:
Standard: Falchion +4 (2d4+4/18-20/x2)
Combat Expertise: +4 (2d4+4/18-20/x2) (Always uses)
Power Attack and Combat Expertise: +3 (2d4+7) (Usually uses)
Strength +4 Due to Rage
Standard: Falchion +6 (2d4+7/18-20/x2)
Combat Expertise: +6 (2d4+7/18-20/x2) (Always uses)
Power Attack and Combat Expertise: +5 (2d4+10) (Usually uses)
Other weapons:
Dagger +4 (1d4+3/19-20/x2)
Javelin +3 (1d6+3/x2)
Special Attacks rage (6 rounds/day)
Skills Acrobatics +0, Climb +5, Diplomacy +3, Escape Artist +0, Fly +0, Intimidate +5, Knowledge (local) +6, Perception +5, Ride +0, Stealth +0, Swim +5
Languages Common, Draconic, Orc, Varisian, Varisian
Other Gear Lamellar (leather) armor, Dagger, Falchion, Javelin (4), Backpack (16 @ 31 lbs), Bedroll, Blanket, Canteen, Flint and steel, Grappling hook, Rope, Torch (5), Trail rations (5)
3 GP, 8 SP, 8 CP
Feats: Power Attack; Weapon Finnese; Combat Expertise
Traits: Family Ties, Threatening Defender
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus (+4) split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
The otherwise huge, grim figure of this half-orc is somewhat lessened by the colorful Varasian attire that he wears, the very figure of a Szcarni entertainer if not for green, bestial features. His grin shows the large tusks associated with his heritage, but his manner and attire are disarmingly familiar to anyone familiar with traditional Varasian ways. That said, the large falchion he carries over his shoulder and the thick leather armor that can be seen beneath his colorful raiment indicate that he has not entirely surrendered the brutal ways of his less-favored ancestry. The sword and armor on his rather large frame, standing a head taller than the average Varasian and quite well muscled, make you think that he is more likely to deliver your fate to you than read it in a Harrow deck.
The origins of "the Bear" as he is called by his friends and family are somewhat tragic, but also traced with love and hope for the ill-gotten half-orc. The product of a brutal attack upon a Szarni caravan, and especially upon his mother, the Ulrich was conceived in the worst of circumstances. The Harrow fortunes were favorable upon the pregnancy, and his mother loved him despite the circumstances surrounding his birth. With the mother's love and the predictions of the Harrowers leading the way, Ulrich was raised with cousins and friends among his Szcarni family, travelling from town to town and generally treated better than could be expected for one of his kind. That said, he knew he was an oddity amongst them, and visitors to the caravans were often cruel as many are to half-breeds like Ulrich.
As his kind do, he matured quickly and grew into a hulking presence, and while many of his manners were tamed in comparison to his more bestial cousins, he still had a rage inside of him. This rage was generally directed at those who threatened or harmed his family, and from puberty he was assigned as a guard and enforcer. When the rage came upon him, he would roar and flail like his name-sake the Bear, and considering his size the nickname became more common used than his actual moniker among friends and family.
While he isn't as fierce as many of his breed, unfortunately his frightful presence and readiness for violence have begun to cause some issues for his caravan. Larger towns and cities already suspicious of the Szcarni take greater offense when a citizen who may have tried to take some liberties ends up gravely wounded at the hands of a half-orc, and his family have been forced to flee before the law due to his actions. This combined with a natural desire to set out on his own and establish his role in the world have begun conversations that it may be time for the Bear to travel away from his family. Sandpoint and the festival are to be his final destination, and a good point for him to begin to find his own way.
An odd blend of traditional Varasian and half-orc temperament make for an odd mix. Quick to passions of all types, the Bear has greater control over his temper than most would understand. That said, he doesn't advertise this control openly since a little fear and intimidation go a long way to keep people from bothering him. Fiercely loyal to friends and quick to defend them, Ulrich isn't overly socially adept as he has been coddled a bit by his clan and kept away from some of the darker aspects of the world. However, he has seen more than his share of intimidation, grifting and theivery, during his time with his clan, which have created an moral code as many Szcarni have. He would defend a friend for an illegal or arguably immoral action rather than submit to outside justice, though he would quickly grow violent to another doing the same to one he considers a friend or ally. He is more likely to speak through actions than words, but he is smarter and wiser than many assume.
Link to character sheet apparently not working *grumble*, will have up tonight.

Grimjaw Stonebrow |

In small scale skirmishes with local ogres, Grimjaw learned to track, hunt and kill their kind with a shocking ease as one of a team. As a grown Dwarf, Grimjaw has been tasked with patrolling the lands of southern Varisia, vigilantly watching for signs of the Giant races going on the march.
Two weeks ago, following rumors of Giant activity in the area, Grimjaw came upon the smoldering ruins of a small human village in the wilds. The only survivors seemed to be the crows that picked clean what little remained of the dead. Using his training, Grimjaw discovered what he had feared. Giants had come, and this village was just the first. Knowing a good deal about the land, he headed straight for the closest major settlement, Sandpoint. To warn them? To save them? Or to simply add their deaths to the book of grudges? Only time will tell.
Traits: Giant Slayer, Highlander

jamie noone |

Hi GM Dak,
I play Jirani in your First Steps Group 2. Here is Zizouket, a Gnome Sorcerer, Fire Elemental Bloodline. Mechanics are a work in progress, but the background should be mostly finalized, if a little long.