These were taken from the backs of CoT, KM and SS. These are 15 point builds, traitless, unless otherwise noted.

I'll allow two traits and 20 point buy. When rolling hp, you can re-roll 1's and 2's. Average starting gold.

Don't forget to read the Serpent Skull Player's Guide!

And I'll be allowing Hero Points from the APG (but not the Hero Point feats).

Amiri

Human Female Barbarian 1
AL CN
Init +1; Spd 30
Deity Gorum; Homeland Mammoth Lords

Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8

Defense
hp 15
AC 15, touch 11, flat-footed 14(+4 armor, +1 Dex)
Fort +4, Ref +1, Will +1

Skills
Acrobatics +2, Climb +4, Intimidate +3, Perception +5, Survival +5

Feats
Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword)

Offense
Melee Large bastard sword +3 (2d8+4/19-20)
Ranged longbow +2 (1d8/x3)
Base Atk +1; CMB +4; CMD 15
Special Abilities fast movement, rage 6 rds/day

Gear hide armor, Large bastard sword, longbow with 20 arrows, javelins (2), spiked gauntlet, throwing axe, 20 gp

Advancement:

2 - mwk longbow, potion cure moderate wounds, renewed vigor, +6+1 hp, all skills 1 rank
3 - +1 hide armor, potion cure moderate wounds, +7+1 hp, Power Attack, all skills 1 rank
4 - +1 Str, +1 Large Bastard Sword, cloak of resistance +1, strength surge, +6+1 hp, all skills 1 rank, +305gp
Note: Acro and Climb should be +7 and +10 at 4th, not sure how, I get +6 and +9

5
6
7
8
9
10

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Ezren

Human Male Wizard 1
AL NG
Init -1; Spd 30
Deity Atheist; Homeland Absalom

Str 11, Dex 9, Con 12, Int 18, Wis 15, Cha 9 (middle age)

Defense
hp 7
AC 9, touch 9, flat-footed 9 (-1 Dex)
Fort +3, Ref +1, Will +4

Skills
Appraise +8, Diplomacy +0, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Linguistics +8, Perception +2, Spellcraft +8, Swim +0

Feats
Combat Casting, Great Fortitude, Scribe Scroll

Offense
Melee cane +0 (1d6)
Ranged light crossbow -1 (1d8/19-20)
Base Atk +0; CMB +0; CMD 9
Special Abilities arcane bond, hand of the apprentice (7/day)

Spells Prepared (CL 1st; concentration +5)
1st - mage armor, sleep (DC 15)
0 (at will) - daze (DC 14), detect magic, light

Familiar weasel named Sneak

Combat Gear scroll of burning hands, alchemists's fire (2); Other Gear cane (as club), light crossbow with 20 bolts, dagger, backpack, rations (4), scroll case, spell component pouch, spellbook, 35 gp

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Harsk

Dwarf Male Ranger 1
AL LN
Init +2; Spd 20
Deity Torag; Homeland Druma

Str 14, Dex 15, Con 15, Int 10, Wis 14, Cha 6

Defense
hp 12
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
Fort +4, Ref +4, Will +2; +2 vs. Poison, spells, spell-like abilities
Senses Darkvision 60'

Skills
Handle Animal +2, Heal +6, Knowledge (geography) +4, Knowledge (local) +4, Perception +6, Stealth +6, Survival +6

Feats
Rapid Reload (heavy crossbow)

Offense
Melee greataxe +3 (1d12+3/x3)
Ranged heavy crossbow +3 (1d10/19-20)
Base Atk +1; CMB +3; CMD 15 (19 vs bull rush and trip)
Special Abilities favored enemy (humanoid [giant] +2), track +1, wild empathy -1

Combat Gear antitoxin, smokestick, tanglefoot bag; Other Gear leather armor, greataxe, heavy crossbow with 30 bolts, backpack, raotions (4), signal whistle, tea pot, 31 gp

2 - mwk greataxe, potion pass without trace(2), combat style(archery) - Point Blank Shot, +6 hp, all skills 1 rank
3 - +1 leather armor, potion cure moderate wounds, +5 hp, favored terrain (mountain +2), Precise Shot, all skills 1 rank
4 - +1 Dex, +1 heavy crossbow, cloak of resistance +1, +6 hp, hunter's bond (companion - badger?), all skills 1 rank, +484gp, spells?
Note: Uses favored class for +1 skill point each level.

5
6
7
8
9
10

---------------------

Kyra

Human Female Cleric 1
AL NG
Init -1; Spd 30
Deity Sarenrae; Homeland Qadira

Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 12

Defense
hp 10
AC 15, touch 9, flat-footed 15 (+4 armor, -1 Dex, +2 shield)
Fort +4, Ref -1, Will +7

Skills
Diplomacy +5, Heal +7, Knowledge (religion) +4, Perception +4, Swim -3

Feats
Channel Smite, Iron Will

Offense
Melee scimitar +1 (1d6+1/18-20)
Ranged light crossbow -1 (1d8/19-20)
Base Atk +0; CMB +1; CMD 10
Special Abilities channel positive energy 4/day (DC 11, 1d6 [+1 vs undead]), sun's blessing

Domain Spell-Like Abilities (CL 1st, concentration +4)
6/day - rebuke death (1d4+0)

Spells Prepared (CL 1st; concentration +4)
1st - command (DC 14), divine favor, endure elementsD
0 (at will) - create water, detect magic, light
Domains Healing, Sun

Gear chain shirt, heavy wooden shield, scimitar, light crossbow with 20 bolts, backpack, silver holy symbol, rations (6), 12 gp

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Lem

Halfling Male Bard 1
AL CG
Init +3; Spd 20
Deity Shelyn; Homeland Cheliax

Str 8, Dex 16, Con 13, Int 12, Wis 8, Cha 17

Defense
hp 9
AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 dodge, +1 size)
Fort +2, Ref +6, Will +2; +2 vs. fear

Skills
Acrobatics +9 (+5 jump), Climb +1, Knowedge (local) +6, Perform (comedy) +7, Perform (wind instrument) +9, Perception +5, Spellcraft +5, Stealth +11, Use Magic Device +7

Feats
Dodge

Offense
Melee short sword +0 (1d4-1/19-20)
Ranged dagger +4 (1d3-1/19-20)
Base Atk +0; CMB -2; CMD 12
Special Abilities bardic knowledge +1, bardic performance (countersong, distraction, fascinate, inspire courage +1)

Spells Known (CL 1st)
1st (2/day) - cure light wounds, hideous laughter (DC 14)
0 (at will) - detect magic, ghost sound (DC 13), light, prestidigitation

Gear leather armor, short sword, throwing daggers (4), backpack, masterwork flute, rations (6), spell component pouch, sunrods (3), 16 gp

---------------------

Lini

Gnome Female Druid 1
AL N
Init +1; Spd 20
Deity Green Faith; Homeland Linnorm Kings

Str 6, Dex 12, Con 16, Int 10, Wis 15, Cha 15

Defense
hp 11
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
Fort +5, Ref +1, Will +4; +2 against illusion
Senses low-light vision

Skills
Handle Animal +6, Heal +6, Knowledge (nature) +4, Perception +8, Spellcraft +4

Feats
Spell Focus (conjuration)

Offense
Melee sickle -1 (1d4-2)
Ranged sling +2 (1d3-2)
Base Atk +0; CMB -3; CMD 8
Special Abilities nature bond (animal companion), nature sense, wild empathy

Spell-like abilities (CL 1st, concentration +3)
1/day - dancing lights, ghost sound, prestidigitation, speak with animals

Spells Prepared (CL 1st, concentration +3)
1st - cure light wounds, entangle (DC 13)
0 (at will) - detect magic, know direction, light, stabilize

Animal Companion small cat named Droogami

Combat Gear scroll of cure light wounds (2); Other Gear leather armor, sickle, sling with 10 bullets, belt pouch, mistletoe, rations (2), spell component pouch, sunrods (2), collection of special de-barked sticks, 5 gp

Advancement
2 - mwk sickle, +4 hp, all skills 1 rank
3 - +1 leather armor, +5 hp, Augment Summoning, all skills 1 rank
4 - wand of cure light wounds (39), druid's vestments, +1 Wis, +4 hp, +117gp, all skills 1 rank
Note: Uses favored class +1 bonus for skills

Rath's 20 point buy stats:

Str 10(base 12), Dex 12, Con 16(base 14), Int 12, Wis 15, Cha 14(base 12)
CMB -1; CMD 10
Racial trait: Academican, Pyromaniac
APG fire resist 1 for favored class.
+1 rank into Survival

Droogami (jaguar): Cat Size Medium; Speed 40 ft; AC +1 natural armor; Attack Bite (1d6), 2 claws (1d4); Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; WA Rake (1d4); SQ low-light vision, scent; HD 2; BAB +1; Fort +3+1, Ref +3+3, Will +0+2; 2 skills, 1 feat, 1 bonus trick; Overall AC 14; hp 11 (average and rolled); attack Bite +2 (1d6+1), 2 claws +2 (1d4)

Feat Light Armor (studded leather)

---------------------

Merisiel

Elf Female Rogue 1
AL CN
Init +3; Spd 30
Deity Calistria; Homeland Varisia

Str 12, Dex 17, Con 12, Int 10, Wis 13, Cha 10

Defense
hp 10
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
Fort +1, Ref +5, Will +1; +2 against enchantments
Immune sleep
Senses low-light vision

Skills
Acrobatics +7, Bluff +4, Climb +5, Disable Device +7, Perception +7, Sleight of Hand +7, Stealth +7, Swim +5

Feats
Dodge

Offense
Melee rapier +1 (1d6+1/18-20)
Ranged dagger +3 (1d4+1/19-20)
Base Atk +0; CMB +1; CMD 15
Special Abilities sneak attack +1d6, trapfinding +1

Combat Gear acid, alchemist's fire (2), thunderstone; Other Gear leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp

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Sajan

Human Male Monk 1
AL LN
Init +2; Spd 30
Deity Irori; Homeland Vudra

Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8

Defense
hp 11
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 Wis)
Fort +4, Ref +4, Will +3

Skills
Acrobatics +6, Climb +6, Perception +5, Sense Motive +5, Stealth +6

Feats
Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Stunning Fist

Offense
Melee unarmed strike +2 (1d6+2) or flurry of blows +1/+1 (1d6+2) or temple sword -2 (1d8+2)
Base Atk +0; CMB +2; CMD 15
Special Abilities stunning fist (1/day, DC 11)

Gear temple sword, wooden holy symbol, belt pouch

Advancement
2 - potion cure moderate wounds, +4+1hp, Deflect Arrows, all skills 1 rank
3 - Spring Attack, ring of protection +1, +5+1hp, all skills 1 rank
4 - +1 Dex, +1 temple sword, bracers of armor +1, +4+1hp, all skills 1 rank, +385gp

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Seelah

Human Female Paladin 1
AL LG
Init +0; Spd 20
Deity Iomedae; Homeland Katapesh

Str 15, Dex 10, Con 14, Int 8, Wis 13, Cha 14

Defense
hp 13
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
Fort +4, Ref +0, Will +3

Skills
Knowledge (religion) +3, Sense Motive +5

Feats
Power Attack, Weapon Focus (longsword)

Offense
Melee longsword +4 (1d8+2/19-20)
Ranged longbow +1 (1d8/x3)
Base Atk +1; CMB +3; CMD 13
Special Abilities aura of good, detect evil, smite evil 1/day (+2 attack, +1 damage)

Combat Gear holy water; Other Gear scale mail, heavy steel shield, longsword, longbow with 20 arrows, backpack, rations(4), silver holy sumbol, 23 gp

---------------------

Seltyiel

Half-Elf Male Fighter 1
AL LE
Init +3; Spd 30
Deity Asmodeus; Homeland Cheliax

Str 12, Dex 17, Con 13, Int 14, Wis 8, Cha 10

Defense
hp 11
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
Fort +3, Ref +3, Will -1; +2 against enchantments
Immune sleep
Senses low-light vision

Skills
Craft (alchemy) +3, Intimidate +4, Knowledge (arcana) +3, Perception +3, Spellcraft +3

Feats
Combat Expertise, Skill Focus (Perception), Weapon Focus (longsword)

Offense
Melee longsword +3 (1d8+1/19-20)
Ranged shortbow +4 (1d6/x3)
Base Atk +1; CMB +2; CMD 15

Combat Gear acid, alchemist's fire (2); Other Gear leather armor, longsword, dagger, shortbow with 20 arrows, flask of fine asinthe worth 50 gp, gold holy symbol worth 75 gp, mysterious spellbook, 8 gp

---------------------

Seoni

Human Female Sorcerer 1
AL LN
Init +2; Spd 30
Deity Pharasma; Homeland Varisia

Str 8, Dex 14, Con 12, Int 10, Wis 13, Cha 17

Defense
hp 8
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
Fort +1, Ref +2, Will +3

Skills
Bluff +7, Climb +2, Knowledge (planes) +4, Perception +3, Sense Motive +3, Spellcraft +4

Feats
Alertness, Dodge, Eschew Materials, Spell Focus (evocation)

Offense
Melee quarterstaff +0 (1d6-1)
Ranged dagger +2 (1d4-1/19-20)
Base Atk +0; CMB -1; CMD 12
Special Abilities arcane bond

Spells Known (CL 1st, concentration +4)
1st (4/day) - mage armor, magic missile
0 (at will) - acid splash, detect magic, flare (DC 14), read magic
Bloodline arcane

Familiar blue-tailed skink named Dragon

Combat Gear smokestick, tanglefoot bag; Other Gear dagger, quarterstaff, backpack, sunrod (5), rations (4), 27 gp

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Valeros

Human Male Fighter 1
AL NG
Init +6; Spd 20
Deity Calistria; Homeland Varisia

Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10

Defense
hp 12
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
Fort +3, Ref +2, Will -1

Skills
Climb +2, Intimidate +4, Perception -1, Survival +3, Swim +2

Feats
Iproved Initiative, Two-Weapon Fighting, Weapon Focus (longsword)

Offense
Melee longsword +5 (1d8+3/19-20) or
Dual Wielding longsword +3 (1d8+3/19-20) and short sword +2 (1d6+1/19-20)
Ranged shortbow +3 (1d6/x3)

Base Atk +1; CMB +4; CMD 16

Combat Gear alchemist's fire; Other Gear chainmail, longsword, short sword, shortbow with 20 arrows, backpack, rations (2), silk rope, 1 gp

------------

Custom PCs (reserved for players):

Yasha:

Marcus Aspenfall

Male Human Bard (Archivist) 1
AL CG ; Init +1
Deity Agnostic ; Homeland Andoran

Str 14 Dex 13 Con 10 Int 14 Wis 12 Cha 16

Defense
hp 8
AC 13 , touch 11 , flat-footed 12
Fort +1, Ref +3, Will +4
Senses perception +6, sense motive +6.
Languages Taldane, Undercommon, Polyglot, Aklo, Celestial, Infernal, Elven.

Skills
Acrobatics +1 (0), Appraise +6 (1), Bluff +7 (1), Climb +6 (1), Diplomacy +7 (1), Escape Artist +1 (0), Intimidate +3 (0), Knowledge: Geography +6 (1), Knowledge: History +6 (1), Linguistics: 6 (1), Perception +6 (1+2), Perform: Oratory +7 (1), Sense Motive +6 (1+2), Stealth +1 (0).

Feats
Alertness (human), Improved Unarmed Strike (1st).

Spells (Caster Level 1st, ranged touch +1, concentration +4)
Spells Known: 4/2 Spells per day: -/2
0 (dc 13): detect magic, mage hand, mending, read magic.
1st (dc 14): cure light wounds, sleep.

Offense
Melee longsword +2 (1d8+2/19-20 x2)
unarmed strike +2 (1d3+2/x2)
Ranged whip +2 (1d3+2 nonlethal)/x2, 15 ft reach, disarm, trip)
Base Attack +0, CMB +2, CMD 13
Special Abilites skilled, naturalist +1, bardic knowledge, bardic performance (7 rounds/day), cantrips, countersong, distraction, fascinate.

Traits Boarded in the Shackles (Will), Resilient.
Favored Class Bard (+1 skill point)

Combat Gear 1 flask acid ; Other Gear (53 lbs carried, light load) leather armor (15 lbs), whip (2 lbs), longsword (4 lbs), backpack (2 lbs), bedroll (5 lbs), scrollcase, 10 sheets of parchment, x20 pieces of chalk, x4 sticks of charcoal, fishhook, flint and steel, inkwell, x5 inkpens, magnet, signal whistle, travel journal (1 lb), whetstone (1 lb), waterskin (4 lbs), x2 sunrods (1 lb ea.), packet of tindertwigs x10, compass, 7 days of wandermeal, 100 ft twine (1 lb), 50 ft silk rope (5 lbs), grappling hook (4 lbs), explorers outfit (8 lbs), 11 gp, 6 sp, 9 cp.