
Aganhei GM |
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It is 4711 AR and it has been almost a decade since the events of the Late Unpleasantness in Sandpoint, and four years since the attacks by goblins, giants, and a dragon during Karzoug’s attempted takeover of Varisia.
Since those times, though, Sandpoint has known relative peace - peace that has already been shattered as goblins from the Brinestump Marsh have recently been attacking more caravans and travelers on the road to Magnimar than usual. Someone needs to take care of the pests, and figure out why they’ve been so emboldened.
Meanwhile, in distant Tian Xia, a Regent assumes the throne of the Empire of Minkai, and darkness gathers…
Hello everyone! I'm a roleplayer of over a decade and a GM for another game on the boards. I have (perhaps foolishly) decided to start running a second game here on the boards. This time I’m going to be running Jade Regent: The Journey of a Thousand Miles. Or something like that. Anyways, this time around, I’m looking for 3 or 4 players, with potentially 5 if I can’t make a choice of only four.
Attributes: 25-point buy, because I like epic heroes.
Races/Ancestries (I like the 2e term, myself): Core (of course) and most Tian-flavored races are favored. Which is to say, samsarans, kitsune, tengu, or wayangs (to a degree). Nagaji are not terribly favored, being fairly uncommon in Avistan, if not unheard of. Other races, barring a few very intuitive exceptions, are all under consideration.
Alignment: Any non-evil alignment.
Classes: Paizo classes, no 3PP, and Summoners are restricted to unchained only. Gunslingers are disfavored, because then I have to figure out how to put guns into a gun-free AP if I take one. Rogues, monks, and barbarians can be either chained or unchained. Samurai and ninja are, of course, encouraged.
Money: Max gold for first level.
Hit Points: Max for first level, half plus one for each level following.
Traits: Two traits, one of which must be a campaign trait. The traits from Varisia, Birthplace of Legends are permitted, but Foreign-Tongued (Ameiko) lets you learn Minkaian rather than Tien. If you are desperate for flavor, you can take a drawback, but I’m disinclined to let someone add another trait for that.
Skills: I will be using the background skill variant rule from Unchained. I like that it allows for more flavorful characters.
Formatting for character sheets: Please ensure that your stats are easily available to me. If I cannot find something, I’ll let you know, but if I do, I’d like you to change it so that I can more easily find it - that is, don’t just point it out to me.
Backstories: Don’t write a novel, but I want at least few paragraphs of your character’s history.
No caravan or romance rules from the AP. I’ve only heard bad things about the former, and the latter feels arbitrary and forced to me. That is not to say your characters can’t romance NPCs, just that they won’t do it using the mechanical system.
Redemption mechanics, though unlikely to come up, are open - sparing enemies might help you in the long run!
I may use the sanity mechanics from Horror Adventures later on in the AP, but that’s a long ways off.
Level Ups will be handled by Milestone - I don’t like having to track XP.
I will expect at least one post a day from my players, and if ever I cannot keep up with that, I will adjust my expectations for the players accordingly - I cannot ask you to post more often than myself, after all! I’m in GMT-5 as a timezone, so I will normally post around midday in that timezone.
Also, I am not as terribly familiar with the rules minutiae as many players here on the message boards. I would appreciate any help people would like to offer. Please don’t take advantage of my lack of knowledge - I’m trusting you guys not to do so!
To be as transparent as I can, I have sometimes burned out whilst running a game. That may happen whilst I am running this one. If such a thing happens, I will let the players know, and try to help them look for another GM to replace me, if I am able.
These things remain mostly true - I have more confidence in my GMing ability and ability to stay interested, but at the same time, taking on a second game means more potential for burnout. That said, I am reasonably confident in my ability to do this - otherwise I wouldn't be opening a new game.
Recruitment is open until Friday, February 26th.

Robert Henry |

Hey Aganhei GM, glad to see the 'Hells rebels' game is going well enough to want to do a second . I had applied to that one with Taldo the Tanner. I've not played Jage Regent, I've applied a couple of times but never got in. I'm glad to see your dropping the caravan and romance rules, I've heard they were 'clunky'.
A quick question before I decide if I want to dive into building a character.
Races/Ancestries (I like the 2e term, myself): Core (of course) and most Tian-flavored races are favored. Which is to say, samsarans, kitsune, or wayangs (to a degree). Nagaji are not terribly favored, being fairly uncommon in Avistan, if not unheard of. Other races, barring a few very intuitive exceptions, are all under consideration.
So do you want Tian flavored races and classes? I always assumed since we started in Sandpoint that Varisian or Avistan styled classes and races would fit better. But I always see people applying with Samurai and such. So can you give a little more clarification of what your looking for; or at least if you want 'eastern flavored charcters' in comparison to 'western flavored characters'?
Oh and would you consider Tengu's enough of a 'Tian flavored' race to be considered?

Aganhei GM |
1 person marked this as a favorite. |

A quick question before I decide if I want to dive into building a character.
Aganhei GM wrote:Races/Ancestries (I like the 2e term, myself): Core (of course) and most Tian-flavored races are favored. Which is to say, samsarans, kitsune, or wayangs (to a degree). Nagaji are not terribly favored, being fairly uncommon in Avistan, if not unheard of. Other races, barring a few very intuitive exceptions, are all under consideration.So do you want Tian flavored races and classes? I always assumed since we started in Sandpoint that Varisian or Avistan styled classes and races would fit better. But I always see people applying with Samurai and such. So can you give a little more clarification of what your looking for; or at least if you want 'eastern flavored charcters' in comparison to 'western flavored characters'?
Oh and would you consider Tengu's enough of a 'Tian flavored' race to be considered?
I was just about to edit the OP that Tengu are also a Tian flavored race.
That said, I concede that Avistan-styled races and classes are equally open - it's just that in other APs, I'd be much more restrictive in my selection when it comes to kitsune, tengu, samsarans, ninja, and samurai. I will require a backstory explanation as to why an Avistan-based and (presumably) -born character is one of those races and/or classes, though.
EDIT: I'll also allow retraining, so if a cavalier or a rogue wants to shift to a samurai or ninja after experiencing some of the Tien things, that's an option, too.

Kobold Catgirl |

Dotting. Actually, a question—do you prefer for the full character to be statted up for "submission"? It's been a while since I've applied to a PbP, so I forget whether it's standard to give the full stats or just the overview.
Oh, also, are we using the Unchained Rogue?
My current thinking is a rough ex-highwaywoman type trying to outrun trouble and make a more honest living. Her old enemies likely won't be relevant for this kind of AP, obviously, but some ghosts have a way of hitching a ride anyways.
She could work as a bard, slayer, rogue, occultist, or barbarian. Maybe a very troubled paladin (if so, she's quite new to the calling). I'll try to decide soon so you'll be able to pick based on party composition.
I also have a vague idea for a kobold witch or barbarian (maybe a crossbow ace gunslinger, if you'd allow it), but in fairness, "I also have a vague idea for a kobold" is just sort of my standard mode. Their stat penalties might be a little too nuts for me to put up with here. :P

Ting Ting Ting |
Dragoncat wrote:That's my hope!I've already got a character ready for this! Just need to tweak his stats and I'll post him shortly.
He's a Samsaran cleric of Tsukiyo for a game that never made it beyond the swamp. Here's hoping this one goes far!
"Amen's ta 'at! Wroight!"
So this is Robert Henry's Tengu Slayer, Ting. He grew up in the Tengu community of Kaer Maga learning about Tian Xia from his grandmother. Through a series of events he became a merchant guard.
He will be a switch hitter who is able to handle sneaking and disabling devices.
He is based off of a character I have played in the past, because of that he is a very developed personality.

Aganhei GM |

Dotting. Actually, a question—do you prefer for the full character to be statted up for "submission"? It's been a while since I've applied to a PbP, so I forget whether it's standard to give the full stats or just the overview.
Oh, also, are we using the Unchained Rogue?
My current thinking is a rough ex-highwaywoman type trying to outrun trouble and make a more honest living. Her old enemies likely won't be relevant for this kind of AP, obviously, but some ghosts have a way of hitching a ride anyways.
She could work as a bard, slayer, rogue, occultist, or barbarian. Maybe a very troubled paladin (if so, she's quite new to the calling). I'll try to decide soon so you'll be able to pick based on party composition.
I also have a vague idea for a kobold witch or barbarian (maybe a crossbow ace gunslinger, if you'd allow it), but in fairness, "I also have a vague idea for a kobold" is just sort of my standard mode. Their stat penalties might be a little too nuts for me to put up with here. :P
You can give me an overview, if you want, though you're also welcome to make a full stat out, if you like. One thing I won't budge on is a backstory - that's pretty critical.
Unchained and Chained Rogues are both options... though from my understanding, I'm not sure why one would chose the latter when the former's an option.
Bolt Ace Gunslingers are an option, sure - they're easier to deal with than most gunslingers, in that it's easier to explain why there're crossbows littering everywhere, rather than guns.
Do note that kobolds are one of the races that will require a fair amount of justification to play, insular and clannish as they are.
So I am considering a Bloodrager with the Shapeshifter bloodline; an Ulfen descedant of werewolves with wanderlust.
I was curious if you would be okay house-ruling bloodrager's rage to behave more like the unchained barbarian's rage; more untyoed bonuses and temp HP than actual stat changes.
I'm not sure on that. I'll have a look at the Unchained Barbarian to double-check things.

Kobold Catgirl |

For traits, I'm thinking Signature Moves, just so I can afford the masterwork sword and avoid having to throw away the item that her character arc revolves around in a few levels, and either Caravan Guard or Childhood Crush. I sort of like her being an outsider who doesn't know anyone yet, in this case, but I also kind of like the idea of her being from around here before she ran off and started getting into trouble.
She absolutely does not have EWP (katana), she does not call it a katana, and she probably does not even know it's called a katana. I wanted to make the person she killed a samurai just because I figured it might provide some fun plot hook angles later, or at least lead to some interesting conversations. But yes, I am giving her a masterwork katana, and it can probably cut through ten tanks or what-have-you. :P

Ilir Olcana |

Jade Regent was a game I began some years ago, but as is often the case on the forums, people vanished!
This alias is the one I used from that time, and it's one I'd like to give another go (mechanical tailoring as necessary). Let me know if the rough concept is workable!
Business was still harsh, and over the next few years, Ellion fought to make ends meet. Ilir never went hungry, but his childhood friends began to be kept away by protective parents, seeing their families as above his as time went on. Due this, Ilir spent more and more time at Shelyn's temple. His voice was among the sweetest they had, and he thoroughly enjoyed singing her hymns as they were free and allowed him to grow his talent. Between time at the church and his ponderous amounts of time swimming in the river, his kneebiter years were mostly uneventful.
When he was 11, his father abruptly told him they would be leaving the city the next morning. Something bad had happened, it was clear, but Ilir didn't know what. In reality, Ellion had disrupted a smuggling operation that was undermining his business; though he exacted a substantial sum of money, he slew a small group of the smugglers, and he knew retribution would be swift. Ilir escaped during the night and gave a tearful hug goodbye to the head priestess, and he was off on a ship with his father the next morning.
Many ports of trade brought the ship to a (relatively) small town called Sandpoint. There, the displaced merchant used his newly-gotten wealth to purchase a residence and start life anew. Though a center of worship was not as extravagant, Ilir made inroads with the new faithful. Not long after he arrived, one of the town's residents, Sandru Vhiski, had his parents killed in a storm. Not usually the religious type, he wandered into the temple one day during a song. Ilir offered his condolences, and the two started a friendship.
The youth spent more time with that fortune teller, Koya, than with Ilir though, and he was rarely seen around the half-elf's church. Unhappy with this situation, Ilir would make excuses to see Sandru, and he developed a fondness for the teen. When they came of age - within a year of each other, Sandru elected to become a caravan guard. Ilir, though upset with this further separation, understood Sandru's brother and his group and treacherous influence, so it was probably for the best. Devout in his commitment to Shelyn, however, Ilir took up practice with arms, out of a subconscious desire to be more like Sandru. He became a guardian of the temple, something nearly unheard of for Shelyn to have. He was ever excited at Sandru's return, and the two shared drink and bread together frequently during these spells of togetherness.
After a while, Sandru delved into the adventuring business, and Ilir sought to follow him. Sandru continuously declined him though, saying it was too dangerous for someone who had a future as a singer. Though rather upset, Koya told him things always had a way of working themselves out. Though somewhat irrationally upset with her for stealing Sandru away from him in his earlier days, Ilir appreciated her sage advice. One day, after Sandru returned from an expedition, his eyes looked different. Ilir never could uncover what happened to him on that trek, but at least he was home. Before long, it was almost like old times, and Ilir couldn't be happier. When talk came of Sandru starting his own caravan, Ilir wouldn't take no for an answer: He would be with his companion every step of the way.
Throughout it all, his father was pleased with how well his son had been adapting. Though Ilir would have had a splendid future as a priest or a singer, Ellion couldn't fault him for following his heart; after all, he'd done the same. Seeing the two ride off in the caravan made him think perhaps now his income and wealth were stable, a visit to Anna would be in order. Hopefully, time had eroded his infamy with the smugglers...
He has a liking for music, dance, and art as his goddess would expect, and he loves food with exotic flavors - especially spicy cuisine.
One of the few ways he refuses to be like Sandru is with regards to piercings; he won't have anything to do with metal going through his skin if he can help it! While Ilir has had some run-ins with some unsavory types in town, he possesses only a few small scars on his arms and thighs. As such, he values defense over offense in and out of combat; even when warm, he usually wears very modest clothing, covering all but his hands and face.

Aganhei GM |

For traits, I'm thinking Signature Moves, just so I can afford the masterwork sword and avoid having to throw away the item that her character arc revolves around in a few levels, and either Caravan Guard or Childhood Crush. I sort of like her being an outsider who doesn't know anyone yet, in this case, but I also kind of like the idea of her being from around here before she ran off and started getting into trouble.
She absolutely does not have EWP (katana), she does not call it a katana, and she probably does not even know it's called a katana. I wanted to make the person she killed a samurai just because I figured it might provide some fun plot hook angles later, or at least lead to some interesting conversations. But yes, I am giving her a masterwork katana, and it can probably cut through ten tanks or what-have-you. :P
Just so you know, without EWP (katana), katanas take two hands to wield as martial weapons. Just so you are aware.
EDIT: "the Cutter" is what the people of Sandpoint named their homegrown serial killer from a decade before the game starts. Having that as a surname may impact her background/behavior.

Cuàn |

I always loved this AP yet never got far with it.
Character wise I'm looking at a character who starts out as a plain, old Fighter but the goal is to multiclass as Ironbound Sword Samurai later.
Race wise I'm not sure yet.

Aganhei GM |

Jade Regent was a game I began some years ago, but as is often the case on the forums, people vanished!
This alias is the one I used from that time, and it's one I'd like to give another go (mechanical tailoring as necessary). Let me know if the rough concept is workable!
** spoiler omitted **...
Whoops, missed this. Yes, it looks good to me!

Rosemary Cutter |

Cool, no worries! Oh, and yeah, I'm aware of the proficiency limit. It's part of how I'm envisioning Cutter's character—she doesn't know the fancy tricks to the weapon, she's just good at swinging it really hard. It was originally going to be a bastard sword with the same general theme. She's a cheap fighter who doesn't deserve her weapon, but she's trying to wield it to help others nowadays instead for her own benefit.

Aganhei GM |

Aganhei GM wrote:I'm not sure on that. I'll have a look at the Unchained Barbarian to double-check things.Please do! I really like the idea of the character and will get started on an idea as soon as I hear from you <3
Whoops, you wanted bloodrager, not skald. Then I see no need to change it, but my provisional acceptance still applies.
Also, hustonj, that sounds fine as a concept.

Rosemary Cutter |

Alright, here's the backstory! Posting it in the thread for convenience, and for a few notes on potential hooks.
Rosemary Cutter, Human Paladin (if allowed, Holy Guide and Divine Guardian archetypes, which basically give some extra healing/protection/skill utility at the cost of mercies and detect evil)
Cutter doesn't like to talk about it—indeed, probing into her "personals" without her permission is a good way to make a bitter enemy—but she left Sandpoint at a young age, and spent most of her early life begging, scrounging and stealing. That changed when she found an old sleeping warrior, his finely-made sword of a craft Cutter did not know and lying unattended beside him. The warrior was a samurai, Cutter would later learn, one who was far from home either by choice, by errand or by exile.
Cutter especially doesn't like to talk about how she acquired her favored weapon. Her red-stained sword weighs heavy in her palm, and though she still wields it expertly, the thrill of berserking is now tinged with a deep regret for her. She doesn't like herself very much, and has a secretly very pessimistic view of her chances—both at redemption, and at living a long and happy life. Still, of all the skills she's acquired over the years, the one thing Rosemary Cutter never developed a knack for is despair.
The call to become a paladin came as something as a surprise to Cutter, and she's still not sure which of the gods she follows chose her, if any. She'd like to think it's Shelyn, or maybe Desna. It came at a moment of deep, painful clarity, and so she really doesn't like talking about it except to say that she'd been about to do something stupid and she decided to do something right instead.
- For the god, I'm pretty sure it's Shelyn, but Cutter doesn't know that yet and is worried it's some righteous war god who wants her to "slaughter the wicked" or whatever.
- She's from town, even though she hasn't been here in a while, and never before under her current name. How she was tied to the NPCs of Jade Reagent, if at all, is left deliberately vague for now. So's her old family name. I'm tempted to make her a childhood friend of one of the NPCs or the like, once I've read up on those NPCs.
- Cutter's not very good at the arts and crafts she's dabbling in, but she does try to create pretty things—one idea I had was that she paints Harrow decks, but if there's a craft or art form that could be especially relevant or offer bonding opportunities with PCs/NPCs, that'd be the ideal!
- The history of the sword, and the person she killed to get it, are up to you, if you have any ideas.

Aganhei GM |

Alright, here's the backstory! Posting it in the thread for convenience, and for a few notes on potential hooks.
Rosemary Cutter, Human Paladin (if allowed, Holy Guide and Divine Guardian archetypes, which basically give some extra healing/protection/skill utility at the cost of mercies and detect evil)
** spoiler omitted **...
Consider also Shizuru for a patron deity, who might foresee Cutter's role in the future of Tian Xia. The archetypes are both fine by me, though they do interact somewhat funnily with one another, due to how Lay on Paws and Guarding Hands work together, but I don't think it should be a problem.

Aganhei GM |

Just a curious question: Does Seishin know Tien from his previous lives' memories?
Other than that, I don't have anything! (Though it would be amusing to have Friend of the Family as a campaign trait, given that Seishin is about as old as Nishka Mvashti was when she died, it doesn't matter much, and I definitely think his backstory's fine.)

Kobold Catgirl |

Awful lot of competition for the grunt role so far. Maybe I should reconsider . . ..
Yeah, I thought about rebuilding Cutter, but I think we're at the point of no return on the character named Cutter having a melee focus. I'm open to retooling her for just about any role, if need be, as long as she still has a big sword. That said, I figure more support/caster/healer PCs will turn up as more players find this thread. :P

The Archlich |

My idea for the game: an oozemorph shifter. I know, the archetype is terrible, but hear me out:
He is actually ink that became alive magically; he doesn't remember his origins, but they're traced to a Shodo Artist which was fused into his own art and became a moving puddle of ink.
Still going around things in my mind, but this is the basic concept in a nutshell. I'm not thinking much on crunch right now - still exploring the backstory and concept, but this should give an idea :)
I might use kitsune or something like that for the race to try to circumvent some of the biggest issues with the archetype, but I might as well just go Human and eat the bullet of the first terrible levels until it becomes passably decent.

Aganhei GM |

An oozemorph shifter? That's... definitely exotic. I mean, I won't judge it for being terrible mechanically (I wasn't aware of it, honestly). That said, sapient ink is definitely a fascinating idea. xD
I'm not making any comment there about how I'll judge it, but rather encouraging you to explore the idea further. I'll let you guys know about my feelings about backstories and suchlike when it comes to the weekend.

Simeon |
1 person marked this as a favorite. |

Presenting Beastbrother, Shriikirri-Quah nomad, mounted warrior, and rugged survivalist!
Beastbrother
Human (Shoanti) cavalier (hussar) 1 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Intrigue 25)
CG Medium humanoid (human)
Init +4; Senses Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee earth breaker +5 (2d6+6/×3) or
. . lance +5 (1d8+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks challenge 1/day (+1 damage, +1 to AC vs AoO while charging)
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Statistics
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Str 18, Dex 14, Con 13, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +5; CMD 17
Feats Cavalry Formation[UC], Mounted Combat, Totem Spirit (shriikirri-quah)[ISWG]
Traits caravan guard, shoanti steed
Skills Craft (leather) +4, Diplomacy +5, Handle Animal +5 (+9 to force this mount into an Unnatural Aura.), Intimidate +5, Perception +6, Ride +7 (+11 to force this mount into an Unnatural Aura.), Survival +7 (+8 to Survival to track creature or find food/water for yourself or mount)
Languages Common, Shoanti
SQ agile warrior, fast mount +10 ft., mount (horse named Tunalin), order of the saddle, saddle's skills
Other Gear mwk lamellar (leather) armor[UC], earth breaker[UE], lance, backpack, bedroll, flint and steel, mess kit[UE], soap, torch (10), trail rations (5), waterskin, 28 gp
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Special Abilities
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Agile Warrior (Ex) Gain Acrobatics, Escape Artist, Stealth, and Survival as class skills.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Cavalry Formation May share space with other mounts, charge through space occupied by allied mount
Fast Mount +10 ft. (Ex) When riding any mount all modes of movement increase speed.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Order of the Saddle Cavaliers of the order of the saddle have pledged themselves to the pursuit of perfect partnership between rider and mount. This order holds that the balance found when such a partnership is achieved contains the seeds of a better self, a better rela
Saddle's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to AC vs AoO while charging.
Saddle's Skills +1 to Survival to track creature or find food/water for yourself or mount.
The civilized people of Varisia may claim that the people of the Shrikiiri-Quah learn to ride before they learn to walk. In Akechetan’s case, it was not far from the truth. It was barely a day after he first learned to walk that he rode for the first time, and by the age of ten he was one of the best riders in his tribe. His immediate family saw him as a promising member of the clan, that one day he would embody all the virtues of the Hawk Clan, as a wanderer, an emissary, and a horseman. Of those virtues, he had a powerful wanderlust, always seeking the next horizon. He was also exceptional when it came to animals, with him feeling almost closer to the animals that his clan tended to than his own family. However, Akechetan was far from following the path of a nonviolent diplomat. He was incredibly pugnacious, getting in fights on a nearly weekly basis. In particular, his greatest rival was his cousin, a young woman named Takchahpi. The reasons behind their frequent fights were as numerous as the fights themselves. His elders despised two of the most promising youths of the clan being so close to the ideals of their people, yet straying so fundamentally from them. Akechetan and Takchahpi did not care much. They were content to ride and wander and fight. They continued like that for years, and eventually the two came of age.
Akechetan was given the name of Beastbrother, for his incredible closeness to his clan’s animals. After coming of age, the bitterness of their rivalry only grew. It reached a point where if they even crossed paths, a ferocious fight would inevitably begin. It all came to a head when Takchahpi, now named True Arrow, challenged Beastbrother to a tanshay, a ritual duel to the death. This was nearly unheard of in his tribe, especially among two family members who had newly come of age. The tanshay was nullified by the leader of the tribe, and the aghast elders commanded Beastbrother and True Arrow to venture out, together, to visit another tribe about three weeks ride away. The first week was fraught with conflict. When they were not riding as hard as they could, they were fighting as hard as they could. Bloodied knuckles and blackened eyes made riding hard, and at a certain point they stopped fighting. It seemed pointless to fight. The next week was nearly silent between them, the only sounds coming from their camp were the occasional whinnies of horses. At the end of the second week, they began talking. They recollected on their youths, how they were so caught up in fighting each other that they had never taken the time to make friends. They realized that in their own strange way, they were the closest things to friends that had ever had.
They rode together, truly together, for the next three days. They talked about their feelings, their hopes, their pasts and their futures. The third night, they were ambushed by a group of wandering orcs. Though decent warriors in their own right, Beastbrother and True Arrow were no match for half a dozen orc raiders. Beastbrother was prepared for their inevitable demise. He had come to terms with the spirits and the ancestors, and he saw no dishonor in their death. True Arrow did not have that fate in mind. She drew the orcs away into a narrow canyon, sacrificing herself so that Beastbrother could escape. He rode with tears in his eyes. He had just made peace with his most bitter enemy, and he saw nothing but a bright future stretching before them. He returned to his clan, and despite the suspicions of some that he had killed True Arrow, he was allowed to stay.
He did not stay for long. True Arrow’s sacrifice haunted him. He knew that it could have been him in her place, that it should have been him in her place. He left his tribe and his family, signing on as a guard for a passing caravan run by a man named Sandru Vhiski. He stuck around with Sandru’s caravan for about a year, his skill with animals proving invaluable on the long journeys, along with his reasonable martial ability helping defend the caravan. Eventually though, running the same routes grew stifling, the horizons beyond the trade roads calling to him. With a bit of help from Sandru, he settled in Sandpoint. It seemed that heroes and adventure congregated around that town, and it was only a matter of time before destiny would come calling.
Beastbrother is not a tremendously outgoing man. He generally feels far closer to animals than he does to people, and cares deeply for any animal that he feels responsible for. He is closest to his horse, Tunalin, and will respond aggressively to anyone who harms him. When dealing with people, he is withdrawn and soft-spoken, though with a quiet and genuine charm when the need arises. Those that get to know him well come to find that he is a deeply empathetic and caring man, if prone to fairly deep melancholy.
Beastbrother is a muscular Shoanti man, with deeply tanned skin from a life spent outdoors and the flowing tattoos common to the Shrikiiri-Quah. Straight black hair frames his features, and deep brown eyes sit beneath a strong brow. In battle, he wears lamellar armor and when on horseback, wields a lance made in the traditional Shoanti style. When on foot, he uses an earth breaker.

Rosemary Cutter |

Question for the GM: Is there an intended story reason Ameiko quit adventuring originally? I have an idea to tie it into Rosemary's backstory, assuming there's nothing specific in the adventure path about it.
That said, it's getting to the point where... I swear I'm trying to avoid writing a novella, and I'm happy to offer a bulleted list or something if necessary, but holy cow, this is getting long. In my line of work, I get paid by the word, and maybe old habits die hard.

DBH |

Always wanted to finish a game of Jade Regent. Lets work together to get this one to the end.
Here is my entry. Calder Morsson. An Ulfen Ranger who worked with Sandru as a Caravan guard. He's hoping to join the journey for reasons detailed in his backstory.
CALDER MORSSON
Male Human (Ulfen) ranger 1. NG medium humanoid (human)
Init +2; Senses Perception +6,
Languages Common, Skald, Tien
AC 16, touch 12, flat-footed 14. hp 13 (1HD)
Abilities Str 16, Dex 14, Con 14, Int 13, Wis 14, Cha 12
Fort +4, Ref +4, Will +2, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol
Speed 30 ft. (6 squares)
Melee cold iron greataxe (two handed) +4 ((two handed) 1d12+4/x3)
Melee silver dagger +4 (1d4+2/19-20)
Ranged silver dagger (thrown) +3 (1d4+2/19-20)
Ranged longbow +3 (1d8/x3)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +1; CMB +4; CMD 16
Atk Options Power Attack, Humanoid (Human) +2,
Special Qualities Bonus Feat, Skilled, Track +1, Wild Empathy +2,
Feats Fast Learner, Power Attack
Skills
Appraise +1,
Bluff +1,
Climb +5,
Craft (Untrained) +1,
Diplomacy +1,
Disguise +1,
Handle Animal +5,
Heal +2,
Intimidate +1,
Knowledge (Dungeoneering) +5,
Knowledge (Geography) +5,
Knowledge (Nature) +5,
Perception +6,
Ride +4,
Sense Motive +2,
Stealth +4,
Survival +7, Survival (Follow or identify tracks) +8,
Swim +1,
Possessions cold iron greataxe; traveler's outfit; chain shirt; 20 arrows (x2); smoked goggles; Wrist Sheath, Spring Loaded [ Silver Dagger; ]; Backpack, Common [ Survival Kit (Common); Shaving Kit; Mess Kit; Silk Rope (50 ft.); Winter Blanket; Bedroll; ]; Belt Pouch [ String (50 ft.); Whetstone; Flint and Steel; ]; Canteen ; Longbow ;
Bonus Feat Humans select one extra feat at 1st level.
Caravan Guard You recently hired on to Sandru's caravan to serve as a guard, but the job, while it paid well, gave you little chance to scratch the adventuring itch, since the caravan never really ventured into dangerous territory. You understand why Sandru avoided the more dangerous routes, of course, but that didn't help assuage your urge to seek adventure. You've just told Sandru that you're quitting the job in order to try your hand at adventuring - he seemed to understand, and even gave you some good tips on how best to survive potential challenges. You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you.
Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
1. Calder is a tall, powerfully built man. His thick black hair is braided and tied back, his beard and mustache are kept neatly trimmed. He has calm, watchful blue eyes and a pragmatic disposition. Taking things as they come but always ready for them to go wrong. “Hope for the best. Prepare for the worst.” Is Calder’s creed.
2. Calder is barely acquainted with Ameiko, and then only through being part of Sandru’s caravan Guard as it came to Sandpoint.
3. Calder’s reasons for being happy to join to the caravan to the other side of the world go back to his childhood in Kalsgard. Growing up in a typical Ulfen house, filled with towering men and woman, with the exception of his maternal Grandmother.
A tiny, elegant woman who ruled the household of giants with a subtle, but firm hand. Yuriko Tokiwa’s family had left Tian xia when she was barely sixteen, she never did know why as her parents didn’t survive crossing the deadly ice.
The young girl arrived in Kalsgard, looking for relatives to live with in the Jade quarter. There she caught the eye of a young Ulfen warrior named Erik Torsson. Despite the great divide in culture and stature the pair fell deeply in love and were soon married.
Yuriko gave Erik two sons and a daughter. When Erik passed away and Yuriko was too old to live alone she came to live with her daughter Kasumi, who had married Mors Auranson.
Calder grew up seated at his Grandmother’s knee absorbing her stories of faraway exotic Tian Xia and it’s many strange customs with wide eyes. Learning the language properly to her great delight.
It is from Yuriko that his extremely rare among the Ulfen ink black hair comes from. Aside from that there is very little sign in Calder of the touch of foreign blood he carries.
4. Like his Father and Grandfather before him Calder is a Ranger. Like so many Ulfen boys he started young and trained hard. Calder likes being a Ranger, he enjoys a good fight and accepts the hardships that come with it’s life with his usual phlegmatic calm.
5. Calder is almost a professional Ulfen, he’s served time in a Karls guard, spent time working on a dragonship, and most recently has been working for Sandru as a caravan guard. Calder loves to travel, he takes the jobs that let him do this.
Behind the beard and the height Calder is smarter than he lets on, only his closest friends and family know the dry sense of humor that lurks behind the hulking fighter that most of the world sees.
He is a gentle man with children, he loves hearing their stories and sharing his own with them, spending time happily with children, who seem drawn to the gentle giant. With adults calder treats people as they treat him, he’s calm and quiet, yet happy to break skulls anyone who challenges him ,or flirt with a pretty girl if the chance comes up.
6. His alignment shows that Calder prefers to help people and isn’t worried too much about the legalities when he does so. He has the Ulfen respect for strength, but learned young that strength can take more forms than just muscle.
He admires Clerics and Bards, watches arcane casters with delight, just so long as the magic isn’t aimed at him. And has learned that a good Rogue is a lifesaver if you want to survive as an adventurer.
Any questions or changes just let me know.

hustonj |
Wow. I've taken a hard left turn while playing with concepts.
An orphan unchained rogue (scout) with huge non-caster healing capabilities and focus.
My background outline is going to take some work to turn into nice bit of writing, but I should have headed to bed hours ago, so, here's where it is right now:
No, I don't have a name or full mechanics. Class, archetype, feats, traits, and race. So I'm getting there.

Baradim Walks-The-Earth |

KingHotTrash here! So I noticed there has been a lot of big tough guys in the front and so I was inspired to move away from the bloodrager and instead into an Unchained Monk. I have an alias that had started the game but just didn't get that far into it and I reworked them into this monk. All the fluff and details is in the character profile.
The tl;dr is Baradim is the student of a Qingqong Monk named Master Won who left Tian Xia for reasons, saved Baradim's life, then raised him and taught him as best as he could. When he passed away, he passed on his ki to his student and left Baradim searching for the way to unlock the knowledge his mind now has but cannot truly access.
A wandering monk from a strange land leaves a slew of potential hooks as to why he left and who will be happy (and unhappy) to have his student return. Baradim will be very interested to visit his master's homeland when he has the chance and learn more there.
As a Perfect Scholar; Baradim is eventually going to be full of knowledge skills to assist the party. I am also looking to pick up Deific Obedience and grab the boons from following Irori to buff them up quite a bit. Going into Jabbing Style, throwing out lots of damage hopefully by the end of it all. I also randomly rolled and a 6'8, 310lb monk sounds amazing.

Hana Tenko |

Been dreaming of doing this Adventure path for a good long while now! I have Hana Tenko right here for selection. She's a Chaotic Good Ninja Kitsune with a focus on being a Face as well as an effective melee Striker than can able serve as a stealthy Scout if required. She's also rocking the romance trait with Ameiko though I can underplay that if required.
Fluff-wise she is a former member of a kitsune spy clan from Minkai that ended up in Varisia after being exiled. Said clan devolved into travelling group of artists who doubled as thieves and ninjas that slowly got corrupted by the cult of Norgorber. Hana and her parents eventually fled them and ended up immigrating to Sandpoint where they became local musicians.
Anyhow, besides needing to upgrade her points wise from 20 to 25 point buy, she is good to go when it comes to rest of her stats. Given your preference for conciseness I'd also probably be taking a few passes on her backstory, which is arguably pretty long.
That's it for now. Might have some questions in the near future, but if you got a questions or problems with my sheet for free to tell me!

Aganhei GM |

Wow, busy busy bees overnight, aren't you? :P
Question for the GM: Is there an intended story reason Ameiko quit adventuring originally? I have an idea to tie it into Rosemary's backstory, assuming there's nothing specific in the adventure path about it.
That said, it's getting to the point where... I swear I'm trying to avoid writing a novella, and I'm happy to offer a bulleted list or something if necessary, but holy cow, this is getting long. In my line of work, I get paid by the word, and maybe old habits die hard.
Ameiko does, in fact, have a canonical reason for abandoning adventuring. It isn't critical to her character, but it is important in some respects.
Don't worry too much about the length. I'm just trying to avoid having twenty-odd submissions with huge, novel-length backgrounds to read through.

Rackal28 |

Ohhhh, I have soooo much time on my hands right now since my job requires me to sit around and do nothing for hours on end! This sounds like the perfect way to apply that time wisely <3
I have a red-headed soft boy anti-bard I would just love to give a try. Plenty of story hooks in this cutie's backstory as well should you want to expand upon that in any way.
Perpare for nervous support!