
eriktd |

Here's a list of everyone applying so far; my apologies if I missed anyone or got anything wrong!
Characters
J Scot Shady: Neghed, N half-orc barbarian (Beastskin Berserker)
Seth86: Griffith, LN human fighter (Armiger/Two-Weapon Fighter)
eriktd: Karinna Porphyria, LG human swashbuckler (Mysterious Avenger)
AJM4885: Nicolai Antonescu, LN human wizard (Diviner)
Interested
trawets71
Ouachitonian
Rosc
GM Spazmodeus
Veniir
Irnk, Dead-Eye's Prodigal
Mokshai
Dejoker
Critzible
Luke_Parry
Generic Hero
The Cartographer

eriktd |

After looking over the classes more carefully, I changed my mind again and decided to make Karinna a vigilante again. It doesn't change much, but I realized I was more interested in her social skills and dual identity class feature than the increased martial stuff of swashbucklers, so I changed her back.

Thoric Stiffbeard |

Thoric Stiffbeard wrote:The 31st.This is my (The Cartographer) WIP Dwarven Cleric.
When is your deadline for submissions? I only ask because these next two days will be busier than normal and I might not get everything fully wrapped up.
Excellent!
One more thing, How firm are you on things like trail rations, common arrows, or carrying capacity?

Thoric Stiffbeard |

Thoric Stiffbeard wrote:Are you asking about Encumbrance? Because I need to review those rules before I can give you my thoughts on it.Excellent!
One more thing, How firm are you on things like trail rations, common arrows, or carrying capacity?
Yes, but also how accurate you want us to be in tracking things that are easily replaceable like food, water, basic ammo, etc...

EltonJ |

EltonJ wrote:Yes, but also how accurate you want us to be in tracking things that are easily replaceable like food, water, basic ammo, etc...Thoric Stiffbeard wrote:Are you asking about Encumbrance? Because I need to review those rules before I can give you my thoughts on it.Excellent!
One more thing, How firm are you on things like trail rations, common arrows, or carrying capacity?
I'd like you to be fairly accurate. Although you would be based in a city, and you can go to any tavern to buy food -- I'd like you to be fairly accurate with things that are easily replaceable.

Nicolai Fortunescu |

Here is Nicolai's background (sorry it's so long, but once I got rolling I really got rolling).
Nicolai Antonescu’s childhood had not been easy. His mother died when he was two from the latest plague to sweep through Korvosa and he and his older sister, Natalia, were raised by his father, Anton.
Anton tried his best, but he often ended up taking his frustrations with the world out on his children. One night, a drunken Anton tried to force himself on Natalia. Fortunately, with Nicolai’s help, she escaped unharmed and fled into the night, never to return.
Nicolai endured his father’s abuse for several long years, until he too could take it no longer. One night while his father was out drinking his take home pay, Nicolai grabbed his cloak and the one thing his mother had left behind, an old worn-out harrow deck, and disappeared out onto the streets.
That night cold and shivering he spotted a group of children around his age robbing a nearby merchant’s stall. Unfortunately, the children didn’t see the approaching guard before Nicolai did. A shouted warning brought the law down on him as the gang disappeared into the crowds. After a night spent in the Citadel he was kicked back into the city.
That night Nicolai returned to the same street corner and, as luck would have it, the same gang of kids showed up again, this time at a different merchant’s shop. Nicolai tried to follow them, but he was soon discovered. One of the older boys recognized him from last night and allowed him to join them as they returned to their hideout.
Once there the gang’s leader, Finnegan, introduced young Nicolai to an older man, whose age seemed indescribable to one so young, one Gaedren Lamm. Lamm welcomed Nicolai into his troupe and gave the boy a hot meal and a warm blanket to sleep under.
Soon Nicolai was running the streets as one of “Lamm’s Lambs”, the gang gave Nicolai a sense of belonging he had never had before. One day, while doing a simple “brush pass” he pinched something that would change his life more than any amount of gold. It was a simple wooden mask, one side white as alabaster, the other as black as ebony. Days passed and Nicolai couldn’t shake the intriguing feeling of the unknown mask.
One day, while Nicolai was on overwatch for one the gangs, he noticed a couple of people walking by with the exact same mask dangling from their necks. Unable to control himself he followed the pair back to a small temple dedicated to the god Nethys, the god of magic. After attending the service Nicolai returned to the hideout only to find that the group of children he was to be a lookout for were captured by the guards because he wasn’t there.
Furious, Lamm snatched the holy symbol from Nicolai and broke it in two while ordering the rest of the children to punish him. Beaten nearly to death Lamm had Nicolai’s battered body dumped onto the steps of the temple of Nethys. Nicolai could just make out the sneer of contempt on Lamm’s face as he tossed the broken mask on the ground next to him. An unconscious Nicolai was soon discovered by one of the lay brothers of the temple and brought inside where his wounds were cured, and his body was tended to.
One of the priests recognized the shattered mask as his own, which had been stolen from him just the week before. Intrigued that it would be returned in such an unorthodox way, the priest cast a simple spell upon the mask, making it whole once again.
Upon waking Nicolai saw the smiling face of the priest he had robbed. Not angry, just…curious the priest and Nicolai talked for hours. Perhaps sensing something in the young boy, the cleric offered Nicolai a place in the temple. It was soon discovered that while he had the intellect for magic, he did not have the aptitude for the priesthood, so the temple sponsored his enrollment in the prestigious Acadamae.
Enduring the grueling training regimen he excelled in all his classes (except those of enchantment and necromancy which he just couldn’t seem grasp). Shortly before graduation Nicolai realized that he just didn’t have the temperament to pass the final exam, and fearing what could go wrong if he failed his summoning, he left the Acadamae.
On the streets once again, Nicolai found himself wandering the neighborhood where his old gang once roamed. Intrigued, he sought out the old warehouse they once used as a hideout. Wandering into the, once again, abandoned building he found his mother’s old deck of harrow cards sitting on a broken crate, covered in dust after all these years, waiting for him. He had an epiphany as he picked up the deck and he knew, perhaps for the first time, what he had to do.
Soon he was doing readings for the local populace, using his magic to enhance the prophecies. Soon his clientele grew with each eerily accurate reading he gave. It was during one such reading that Nicolai froze in shock, as one of the cards in his deck wasn’t his as this one had an entirely different backing. Turning the card over, his eyes widened in shock as he saw the face of the card.

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Sister Llandra
Cleric(Ecclesitheruge) 1st N
6’1” 145lb. Blonde hair Purple Eyes
Str:7 Dex:9 Con:14 Int:15 Wis:19 Cha:16
HP:12
AC:9 |10-1|Shieldless:9 FF:10 T:9
Fort +4|+2+2
Reflex+1|+0-1
Will+6|+2+4
BAB:+0
Melee:-2
Ranged:-1
CMB:-1
CMD:7
Walking Cane(Club) -2 1d6-2
Dagger:-2 1d4-1
Armor:
Skills:
Diplomacy:+7
Know(Religion)+6
Know(Local)+6
Know(Arcana)+6
Sense Motive+8
Perception+8
Spellcraft+6
Background:
Craft(Calligraphy)+6
ProfessionScribe+8
Equipment:
Explorer’s Outfit
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Chassues:
These padded woolen leggings are quilted to provide extra warmth and protection. They are frequently worn under mail or plate armor.
Corset:
Sewn-in boning and laces allow this bodice to adjust your waist size in a way considered alluring by some cultures. The restrictive nature of this garment makes it a poor choice for combat or other athletic exertions, but you can easily conceal a thin knife in the corset’s boning. The price varies greatly depending on the corset’s quality; the cheapest corsets are made of simple cloth and cost mere silver pieces, while the most expensive feature silk brocade and are decorated with pearls or other costly adornments.
Adventurers’ Sash:
This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment.
The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.
Booch:Description:Brass Triangle inside a Circle inSide a Square
This is a small ornament used to hold an element of clothing, such as a cloak or cape, in place. Many organizations provide special brooches as a symbol of membership or to honor a special achievement.
Clerics Kit:
This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Chronicler’s Kit:
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.
Gear Maintenance Kit:
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Grooming Kit:
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
PP:
GP:4
SP:
CP:
Traits:
Seeker:Perception is a Class Skill, +1 Perception
Unhappy Childhood Religious: +2 to Concentration Checks
Cleric Ability:
Aura:Good
Weapon and Armor:
An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.
Ecclesitheurge’s Vow
At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Blessing of the Faithful (Su)
As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Channel Energy:6/day 1d6 DC14
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Spellcasting
0- [DC14]3 Mending,Guidance, Purify Food and Drink
1st-[DC15]3+D |2+1+d| Shield of Faith,Bless, Animate Rope, D-Sanctuary
Domain Mastery:
At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.
Artifice[Alchemy]
Divine Alchemy (Su) 7/day 1st
You can perform a 1-minute ritual that infuses a flask of water with one of your prepared spells, creating an improvised potion that lasts until consumed or the next time you prepare spells.
You can use this ability only with spells that target one or more creatures, and the maximum spell level you can infuse in this way is equal to 1 + 1 for every 4 cleric levels you have. These potions are treated as alchemist extracts for the purpose of your domain spells. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
1st-Animate Rope 2nd-Touch Injection 3rd-Stone Shape 4th-Amplify Elixir 5th-Fabricate 6th-Delayed Consumption 7th-Wall of Iron 8th-Statue 9th-Prismatic Sphere
Knowledge
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.
Substitute Domain Lists:
Magic:
Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage’s disjunction.
Protection:
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.
Rune
Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—planar binding (lesser), 6th—glyph of warding (greater), 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.
Destruction:
Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.

eriktd |

I updated the list. Again, apologies for anything I don't have right!
Characters
J Scot Shady: Neghed, N half-orc barbarian (Beastskin Berserker)
Seth86: Griffith, LN human fighter (Armiger/Two-Weapon Fighter)
eriktd: Karinna Porphyria, LN/NG human vigilante
AJM4885: Nicolai Antonescu, LN human wizard
Generic Hero: Pak Miniweathers, LG halfling paladin (Divine Hunter/Knight of Coins)
DeJoker: cleric
The Cartographer: Thoric Stiffbeard, LG dwarf cleric
Luke_Parry: Jethryk Devarre, NG half-elf sorcerer (Tattooed Sorcerer)
Critzible: Sister Llandra, N cleric (Ecclesitheurge)
Interested
trawets71
Ouachitonian
Rosc
GM Spazmodeus
Veniir
Irnk, Dead-Eye's Prodigal
Mokshai
AGM Lemming

EltonJ |

I updated the list. Again, apologies for anything I don't have right!
Characters
J Scot Shady: Neghed, N half-orc barbarian (Beastskin Berserker)Seth86: Griffith, LN human fighter (Armiger/Two-Weapon Fighter)
eriktd: Karinna Porphyria, LN/NG human vigilante
AJM4885: Nicolai Antonescu, LN human wizard
Generic Hero: Pak Miniweathers, LG halfling paladin (Divine Hunter/Knight of Coins)
DeJoker: cleric
The Cartographer: Thoric Stiffbeard, LG dwarf cleric
Luke_Parry: Jethryk Devarre, NG half-elf sorcerer (Tattooed Sorcerer)
Critzible: Sister Llandra, N cleric (Ecclesitheurge)
Interested
trawets71
Ouachitonian
Rosc
GM Spazmodeus
Veniir
Irnk, Dead-Eye's Prodigal
Mokshai
AGM Lemming
Blinks
I can set up two tables for the same campaign if I have to.

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Llandra was a smart girl, having been well read and trained by her father Argylle. Though old he took care of her, allowing her to learn and thrive. Sadly Argylle died a few years after she was abducted having closed down shop seeking her out and died in the street. Only the Holy Symbol she had been given was all that remained.
Facing the Gaerdan was intimidating. The young girl, almost a woman, was facing something terrifying. Lamm had her holy symbol taken, Was whipped with it before it was broken infront of her. After that she was beaten and tossed out. At 11 she made her way to the temple, there she was taken in and with her talents earned her keep. From there on she learned and worked becoming a disciple to the god of her father.
Around age 10 Llandra began to push back against the Lamm. However she was still small so she waited. She knew around 12 she would be sold to another gangster who would train her to become a working girl. She had heard Lamm talk about it. As another year moved on, her chance to get out of there made her anxious. Unfortunately she was found to have a holy symbol and Lamm pulled her to the side.
At first her name veneration was only observing due to her father, She though began to connect and learn, seeing magic as a raw and wondrous force. This made her become something of a Nun. Still her wounds and recovery had made her weak, her reaction frail and her strength frail. This was mostly from years of being chained and doing nothing but work for Lamm, specifically writing and math.
Llandra grew tall and lanky, but required a cane to help her. Her gait was not hundred by the use of a cane, but still she was very much a bookworm. Eventually Llandra was fully trained and allowed autonomy. With that she has been poking around, prodding into Lamm and his operations since she was thrown out. Still she works scribing as well reading whatever she can get her hands on.
Llandra tends to wear her split black and white scarf and a bonnet. Her holy symbol is mended together to show the mask is no longer perfect, but holds strong. The weirdest of her gear is the brooch which is a brass square with a triangle and a circle inside. It holds together a simple gray cloak and was gifted to her by a client. Llandra wears a small hat that almost covers her entire head.
When Llandra walks she limps her legs and body having healed improperly making straining her muscles difficult as well as movement painful. Her hands, mind and beauty still remain, despite the scars she bares on her person. Her visage is often stoic but she can emote and rejoice in the plethora of emotions as any normal being. Pain though is the one she fights for she is in it constantly. If threatened she will try to feebly strike with her Cane, if not she may throw the knife. Often she uses threats of her magic or defusing the situation with words.

Mokshai |

As promised.
Cedric Axehammer
Dwarf LN Cleric 1
I will create an Alias if selected.
STR 13
DEX 10
CON 12
INT 12
WIS 19
CHA 9
Init 0
Senses Darkvision (60)
Perception +5
BAB 0
CMB 1
Speed 20 ft
Space 5
Reach 5
Ranged
Sling +0 (1d4+1 x2) B
2 Hand Melee
Longsword +1 (1d8+1 19-20) S
Longspear +1 (1d8+1 x3) P
1 Hand Melee
Longsword +1 (1d8+1 19-20) S
Dagger +1(1d4+1 19-20) P/S
AC 15
touch 10
flat-footed 15
hp 9
Fort 3
Reflex 0
Will 7
CMD 11
Acrobatics -4
Appraise 5
Bluff -1
Climb -3
Diplomacy -1
Disguise -1
Escape Artist -4
Fly -4
Heal 8
Intimidate -1
Knowledge (engineering) 2
Knowledge (religion) 5
Perception 5
Ride -4
Sense Motive 4
Spellcraft 7
Stealth -4
Survival 4
Swim -3
Dwarven
Common
Celestial
Armour
Scale Mail
Shield
None
Weapons
Sling with 10 Bullets
Longspear
Longsword
Dagger.
Equipment
Cleric's Kit (Medium Creature)
Money
Type (CRB 21): You are a humanoid with the dwarf subtype.
Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.
Darkvision (CRB 21): You have darkvision with a range of 60ft.
Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.
Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Dropout (APCT 15): You gain a +2 bonus on Spellcraft checks.
Purity of Faith (ISG 222): You take +1 trait bonus on all Will saves* and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype.
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.)
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Battleaxe; Longsword; Heavy Pick; Warhammer
Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment
Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Longsword)
Channel Energy (Su) (Core 40): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 9) You can use this ability 2 times a day.
Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast a cure spell of the same spell level or lower.
Domain Powers: You gain the following domain powers:
Sun's Blessing (Core 47): Whenever you channel positive energy to harm undead creatures, add +1 to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Battle Rage (Core 48): You can touch a creature as a standard action to give it a +1 bonus on melee damage rolls for 1 round. You can use this ability 7 times a day.
Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.

EltonJ |

CS for Lemming's Ratfolk Investigator. History at the end.
Let me know if you see any mistakes. I'm human and make plenty....
I'll have to look over your skills. Most people make mistakes with skills. And your feats. Your background is okay, sorry about your character's girlfriend. Luckly, you survived your addiction though. At least I think -- you might still be addicted to shiver.
I didn't check your extracts, though. Looks well put together so far. You might want to break up your sheet with spoilers, though.

Veniir |
1 person marked this as a favorite. |

Blinks
I can set up two tables for the same campaign if I have to.
Ok, I apologize if I'm overstepping. With respect, do not be afraid to let people down. From the little experience I've had in these forums, AP recruitment will inevitably let people down. My advice is that it's better to let more people down than to try to juggle more than you can handle. That is to say, make sure you are comfortable running two tables before committing to it just to avoid displeasing some extra folks.
Now, since the deadline is a bit far, I have more time to flesh out my investigator, and I imagine quite a few people are also taking their time to build their characters. That means that you can expect a lot more character submissions. It also means that you will have to shut down quite a lot of people and really well built and interesting characters. So, it would be a good idea to be at peace with that from early on.

TheLastGhost |

This is a classic AP that I never got to explore. Quite a few applicants, but let's see if I can put something together...
4d6 ⇒ (6, 5, 5, 3) = 19
4d6 ⇒ (5, 3, 3, 5) = 16
4d6 ⇒ (6, 6, 3, 4) = 19
4d6 ⇒ (1, 6, 6, 5) = 18
4d6 ⇒ (6, 4, 1, 6) = 17
4d6 ⇒ (2, 6, 2, 5) = 15
16, 13, 14, 17, 16, 13
Wow, okay, pretty much all options are open with that.

EltonJ |

EltonJ wrote:Blinks
I can set up two tables for the same campaign if I have to.
Ok, I apologize if I'm overstepping. With respect, do not be afraid to let people down. From the little experience I've had in these forums, AP recruitment will inevitably let people down. My advice is that it's better to let more people down than to try to juggle more than you can handle. That is to say, make sure you are comfortable running two tables before committing to it just to avoid displeasing some extra folks.
Now, since the deadline is a bit far, I have more time to flesh out my investigator, and I imagine quite a few people are also taking their time to build their characters. That means that you can expect a lot more character submissions. It also means that you will have to shut down quite a lot of people and really well built and interesting characters. So, it would be a good idea to be at peace with that from early on.
You're not overstepping. Thanks for your insight.

eriktd |

It's been a few days, so I might as well update this list I'm maintaining. :)
Characters
J Scot Shady: Neghed, N half-orc barbarian (Beastskin Berserker)
Seth86: Griffith, LN human fighter (Armiger/Two-Weapon Fighter)
eriktd: Karinna Fordyce, LN/NG human vigilante
AJM4885: Nicolai Antonescu, LN human wizard (Diviner)
Generic Hero: Pak Miniweathers, LG halfling paladin (Divine Hunter/Knight of Coins)
DeJoker: cleric
The Cartographer: Thoric Stiffbeard, LG dwarf cleric
Luke_Parry: Jethryk Devarre, NG half-elf sorcerer (Tattooed Sorcerer)
Critzible: Sister Llandra, N cleric (Ecclesitheurge)
Mokshai: Cedric Axehammer,LN dwarf cleric
AGM Lemming: Azig Bohrs, CG ratfolk investigator (Bonded Investigator)
Assembler: Felicity, CG half-elf investigator (Empiricist)
Interested
trawets71
Ouachitonian
Rosc
GM Spazmodeus
Veniir
Irnk, Dead-Eye's Prodigal
TheLastGhost

Veniir |

All right, here is my submission. This is an Investigator (vanilla). I've fully embraced his skill-monkey-ness and next level he covers all adventuring knowledge checks. He really comes online after level 3 with talents, but he has decent AC, which should make him not useless in combat too.
STR 9, DEX 14, CON 13, INT 18, WIS 11, CHA 14
Male Half-orc
Medium Size
LG Investigator 1
BaB +0
Init +4; Senses: Perception +4, Sense Motive +4, Darkvision 60ft
CMB -1 (-1Str)
CMD 11 (10 -1Str +2Dex)
Favored Class Investigator
FC bonus: +1 skill point
Defense
AC 14, touch 12 flat-footed 12 (+2 Dex +2 Armor)
HP 9 (8 + 1 (1*1Con))
Fort +1 (+1 Con)
Ref +4 (+2 base +2 Dex)
Will +3 (+2 base +1 Wis)
Offense
Speed 30 ft
Melee rapier +2 (1d6-1/20x2)
Space 5 ft, Reach 5 ft
Alchemy
CL 1
DC: 12+extract level
Prepared (slots):
1 (2): Shield, free slot
Formula book
1 (4): Crafter's Fortune, Cure Light Wounds, Disguise Self, Shield
Inspiration:
Uses per day: 4
Dice: 1d6
Free uses: Knowledge, Linguistics, Spellcraft
Other abilities and SQ:
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Traits:
Reactionary
Love lost (Widowed)
Feats:
Lvl 1 - Weapon Finesse
Skills:
Bluff +6 (1 Ranks +2 Cha +3 CS)
Disable Device +7 (1 Ranks +2 Dex +3 CS +1 trapfinding)
Diplomacy +6 (1 Ranks +2 Cha +3 CS)
Intimidate +10 (1 Ranks +2 Cha +3 CS +2 ratial +2 trait)
Knowledge (arcana) +8 (1 Ranks +4 Int +3 CS)
Knowledge (dungeoneering) +8 (1 Ranks +4 Int +3 CS)
Knowledge (local) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion) +8 (1 Ranks +4 Int +3 CS)
Perception +4 (1 Ranks +3 CS) (add 1 to locate traps)
Sense Motive +4 (1 Ranks +3 CS)
Spellcraft +8 (1 Ranks +4 Int +3 CS)
Background skills:
Craft (alchemy) +6 (1 Ranks +2 Int + 3 CS) (add 1 to create alchemical item)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Profession (private investigator) +4 (1 Ranks +3 CS)
Languages: Common, Orcish, Abyssal, Draconic, Gnoll, Goblin
Equipment:
Wealth: 5gp 2sp
Common items
Rapier, Leather armor, Dagger x2, Backpack, Bedroll, Caltrops, Crowbar, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Thieves' tools
Magic items
-
Jook Renraw is a half-orc that makes great effort to look well kept. Despite his limited finantial resources, he keeps his clothes well fitted and in one piece. As a result, his clothes have many patches and some stains. He has a rapier at his side, which is a bit rusted and in his bag there are some alchemical reagents. His well groomed face typically shows no emotion and he likes to hold an arm behind his back for posture.
Jook Renraw has lived his entire life in Korvosa. He never had curiosity to go anywhere else, and his life in Old Korvosa was peaceful despite the poverty. His also half-orc mother Tera came as an exhile of the many disputes with the Shoanti, and never talks much about his father. Jook suspects that he is the child of sexual violence and doesn't press the issue.
As a half-orc, Jook has always been expected to be physically strong and somewhat brutish. However, he never knew how to explain, he has always liked to study and discuss the situation of the city with whoever would listen. This break of expectations means that he had a rough childhood, and has never made many friends.
However, he has become friendly with Kaneera Yartom, the friendly daughter of a blacksmith who lived in the Midland with a view to Castle Korvosa. Kaneera always said that Jook was too smart and inquisitive to be stuck in a shack and wanted him to open a private investigations office. The half-orc was too shy to open an office, but he knew he had to come out of his shell eventually. At least so he could confess his romantic feelings towards her.
As Jook finally confessed, Kaneera said the words he will never forget: "I thought you'd never ask". The kiss they shared at that moment is something he will always carry in his heart. He came to tell his mother, who was happy, although worried. "What will her family say?", mama Tera asked, but Jook didn't really think about this. It seems in the end that they didn't exactly disapprove, as Kaneera managed to borrow money from her father to finally buy a small room in Wave Street, where Jook could open an office.
His first case took a while to find. When he did, it was a missing person, which none of the three authorities in Korvosa cared enough to investigate. They claimed there were more important things to worry about. Jook really dove into the job, asking around and chasing clues. Finally, a clue appeared, albeit a sad one, that the person had angered the wrong thief, and had been killed. Jook received the information on where to find the body. Sad for his client, but relieved to have completed the job, he went to find Kaneera to share the news. As he got closer to her home, he knew something was wrong.
Members of the Korvosan Guard were there in number. They brought Jook in to recognize the body. It seemed that someone had knifed Kaneera to death in an small alley. Jook was incapable of speaking after identifying her. For one month, he only ate and slept, incapable of anything else. Despite the news reaching the Yartom family, Jook could not go to them to express or share his grief. He blamed himself, despite not knowing the motive for the killing.
After replaying the scene in his head multiple times, he caught something that had escaped his initial assessment. The cheap ring he had given her as a thank you for the incentive to become a PI had been pulled out of her finger. It was a cheap ring, no more than 20gp worth. Why would someone go to the trouble of taking it? He started asking around. But this time, his method changed. The friendly talkative half-orc had become bitter, aggressive and scary. He pressed anyone and anything that came across him that could point him to his love's killer. Finally, he found his ring being sold by a merchant. He did not even have to ask, the man knew him and just said the words "Gaedren Lamm". Jook made an ugly face. "It's time to find this scum.", he said.

eriktd |

I guess I should update the list, though there's only been a couple of changes.
Characters
J Scot Shady: Neghed, N half-orc barbarian (Beastskin Berserker)
Seth86: Griffith, LN human fighter (Armiger/Two-Weapon Fighter)
eriktd: Karinna Fordyce, LN/NG human vigilante
AJM4885: Nicolai Antonescu, LN human wizard (Diviner)
Generic Hero: Pak Miniweathers, LG halfling paladin (Divine Hunter/Knight of Coins)
DeJoker: cleric
The Cartographer: Thoric Stiffbeard, LG dwarf cleric
Luke_Parry: Jethryk Devarre, NG half-elf sorcerer (Tattooed Sorcerer)
Critzible: Sister Llandra, N cleric (Ecclesitheurge)
Mokshai: Cedric Axehammer,LN dwarf cleric
AGM Lemming: Azig Bohrs, CG ratfolk investigator (Bonded Investigator)
Assembler: Felicity, CG half-elf investigator (Empiricist)
Veniir: Jook Renraw, LG half-orc investigator
Interested
trawets71
Ouachitonian
Rosc
GM Spazmodeus
TheLastGhost

markofbane |

4d6 ⇒ (3, 2, 1, 6) = 12 11
4d6 ⇒ (6, 2, 3, 1) = 12 11
4d6 ⇒ (5, 2, 6, 3) = 16 13
4d6 ⇒ (2, 1, 5, 1) = 9 8
4d6 ⇒ (2, 2, 2, 6) = 12 10
4d6 ⇒ (3, 2, 3, 2) = 10 8
4d6 ⇒ (3, 3, 5, 4) = 15 12
4d6 ⇒ (6, 1, 1, 1) = 9 8
4d6 ⇒ (5, 4, 2, 3) = 14 12
4d6 ⇒ (6, 3, 2, 4) = 15 13
4d6 ⇒ (5, 2, 4, 1) = 12 11
4d6 ⇒ (5, 6, 5, 2) = 18 16