DM Flykiller's Council of Thieves

Game Master flykiller


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This is a recruitment for a campaign in progress, so some words about that first.
The campaign was started by DM Patcher, and I was originally in it as a player, but after a 2-month hiatus I've decided that I can try to take it over. I've only had one attempt of DM'ing a game before, so that's a near-fresh start for me.

Adventure synopsis:

The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, a corrupt nobility, and a shadowy curse. Can the PCs fight back against champions of both the law and the criminal world?

About the party:

The party is currently still at the start of the game, trying to escape the chase by the authorities, and the new joiners will rendez-vous with them at the safe house.

The party currently has 3 characters:
Illithia Daramui, female half-elf paladin of Shelyn;
Dracius Ludio, male half-orc cleric of Shelyn;
Bishop Jerro, male human gunslinger(pistolero).


I would like to accept two more characters, which would cover the arcane and skill roles between themselves. I don’t necessarily expect a full caster and a rogue; I will be looking at how well any two characters fit together and to the party. Obviously, the current players will also have their say in the decision.

Now, what I mostly ask from you as a player, is a reasonably tolerant attitude towards fumbles which I am inevitably going to make as a novice DM. I will do my best to avoid getting in over my and the players’ heads with misguided creativity, but at the same time I’ll try not to regard the AP text as a holy scripture.

I don’t like hard deadlines for recruitment; I will set the deadline to a couple of days after I make my first few picks.

With all of the preamble out of the way, here are the character creation guidelines:

20 point buy, 1st level.
Core races plus tiefling only (tieflings are not very welcome in Westcrown, see the Player’s Guide for the details).
Two traits. It is required that you pick one from the campaign traits.
No evil characters.
Max HP at first level (roll or average thereafter).
Max starting gold.

I’m not going to expressly forbid ninjas and samurai since we already have a gunslinger, but in case you feel the need to submit one, I will pay special attention to how well the background places that character into the setting. To my mind, Westcrown is loosely based on early Renaissance Italian city-states.

Additionally, as you are going to start as recent inductees into the Children of Westcrown underground vigilante resistance cell, I would like your background to mention one deed your character has done that gave Arael (the resistance cell’s leader) the reason to seek you out and make you join their ranks. The deed should be suitably low-key for a first-level character.
Looking forward to your questions if you have any!


How much Golarion knowledge is neccesary to join up? I'm quite new to pathfinder (and PBP in general), would reading the adventure's player's guide suffice or do I have to cram the Golariopedia into my head to create a legitimate character? ;)

Do you play at fixed times or is dropping a few posts a day enough to keep up? I live in the Netherlands so timezone's might become an issue.


I barely have any Golarion knowledge myself :) You don't need to cram it all in your head since there's always a wiki for easy reference.
This is an urban adventure, I don't think you'll go anywhere far off. In your situation, it might be easier to create a character without giving him any specific regional traits. You will inevitably learn the details of Westcrown itself as you go.
Our game will be scattered across timezones as I also live in Europe, while I suppose most players are in USA.


The coin has landed! I'm going to roll up a skill monkey!

On a sidenote: When the character's done, do you prefer I post my character here, send you a PM or just drop a link to the alias?


I'd love to give it a shot; I've been trying to get into a CoT game for quite a while. Here's my gnomish alchemist with information. I can fill in the mechanics quickly, should they be needed.

Background:
Tuktuk was born in Cheliax, and never found himself lacking for love or caring from his parents, but they were...well, eccentric. Each thought themselves to be masters of their craft, which was summoning those denizens of Hell that the lords and ladies of Cheliax payed so dearly to have in service. It was early in the gnome's life that he realized that he was soon to be forgotten by his parents, whose devotion to their crafts had reached obsessive levels. In addition, the creatures that they summoned made Tuktuk so uncomfortable that he had his doubts that he could follow in their footsteps.

As soon as he grew of age to accept responsibility, Tuktuk came to Westcrown to apprentice to one of the dozens...no hundreds...of summoners who traveled to the great city to make a living dealing with the various demons and devils that make Cheliax their home. His uncle, a level-headed artisan named Zazwol, had a small business there and room for the young gnome to stay with him as he sought out his calling. It wasn't long before the small fellow learned that his talents lie in other areas, and summoning with a safe circle was a concept that he'd just never get. Three botched summoning and two half-devoured fellow apprentices later, Tuktuk was asked...kindly but firmly...to find where his other talents may lie. It was all the same for Tuktuk, who felt wrong...dirty perhaps...after consorting with such vile creatures as his parents had grown so accustomed to.

Downtrodden...for a gnome...which was still relatively happy, Tuktuk thought of the things that made him so and, more importanty, kept his interest. It seemed to him that some of his favorite times where when he was testing a new concoction that could blow up in his face. The excitement...the danger...he was always on edge, with just his talents and knowledge keeping him from being the next statistic. That was what kept him happy...alchemy.

Feeling rejuvenated, Tuktuk opened a small practice to show his wares...little did he know that the Order of the Rack would force him into immediate, heavy taxation, so much that he couldn't keep his shop without contracting with nefarious denizens of those places that the elite of Cheliax came from. He spoke with his uncle at length about the nature of business in Westcrown, but he soon found that his uncle's business, and nearly all others in Westcrown, were under similar duress.

Well, he would have none of it. Tuktuk closed up his shop after only a few weeks of business, and set to ply his trade to focus on his own wishes...that one such as him could do business as he should, without fearing that the next customer in the door may be one who wants your soul as well as your hard-earned revenues. Tuktuk moved back in with his uncle and now helps Zazwol with the day-to-day of his own shop, while he secretly waits for the day when he can do his own part to help those "small folk" like himself who just want to make an honest living.

Now, with whispers being heard about the horrors that hide in the night in Westcrown, Tuktuk fears for the safety of his uncle and, particularly, his cousin, the young girl Penny. Having gotten so bad that one cannot go out the door at night, Westcrown has become a place that needs fixed...it only remains to be seen if Tuktuk is the man...err, gnome for the job.

motivations:
While Tuktuk is not the bravest fellow around, he's fairly well convinced that something needs to be done about the present leadership in Cheliax, and Westcrown particularly. Just how far he'll go to engineer that change remains to be seen (would be RP'd) He calls several people in the community his friend, but the only blood ties he has there is his uncle, Zazwol, and her daughter (his cousin) Penny.

appearance:
Tuktuk is a small gnome, even by his race's standards. He's short of arm and somewhat pudgy, and the features of his face are a bit cherubic in nature. Chubby cheeks, a ready smile, and wide eyes make him seem almost childish, and his diminuitive size does little to refute such a belief.

Tuktuk is ready to smile, usually happy, though recent events have left him less than happy with the people around him. He's jaded, but only against those who rule against the common man....or gnome...with an iron fist, watching everything that they do. His well-being has been taken from him, his shop closed, and he has little left to lose...a dangerous combination in a gnome who enjoys blowing stuff up

Alternate racial trait - Pyromaniac
Traits - Rapscallion, Conspiracy Hunter


@Minkers: Dropping a link to the alias works best, I guess.


Very interesting. I'll see what concept I can come up with and throw my hat into the ring, as it were


Dotting for interest. I am very interested in making a halfing bard. I also want to eventually go with the pathfinder Chronicler Prestige Class. I can get you some more background later today.

Liberty's Edge

Very interested; and also fairly new to PbP so would be a learning experience all around. =D Going to go ahead and take a stab at this with a bard character; never played one before and sounds kind of fun and perhaps appropriate. Tossing my hat into the ring with:

Firenze D'Laurent - Human Bard (Dervish Dancer) Lvl 1

You should find most of the important stuff under his background and character sheet; I'll flesh out the skills and mechanical stuff a little better once I get a chance to sit down and pour over him. At level 1 he'll be about what you might expect a bard to be like; with the exception that he'll have Battle Dance instead of Bard Song (only works on him and some of the higher level performances differ from that of a standard bard).

Background and Description

Spoiler:

Alignment: Neutral Good

Appearance:
6' 1''; Firenze has a lean, lanky build with a shock of sandy brown hair that is always stylishly tousled. His grey eyes can twinkle with mischief or appear as flat as slate depending on his mood. His easy smile has a way of disarming even the most standoffish individual.

Background:
Firenze was born to noble parents in Westcrown; albeit of a mostly forgotten and low status family. In the heyday of the Chelish empire they were devout followers of Aroden and Iomedae and well liked at court. Although they were not as rich as many of the more powerful noble houses the D'Laurent's never the less had a reputation for loyalty, honor and forthright dealings. With the death of Aroden they quickly fell from favor; and the fortunes of the house fell with them. During the time of the Thrune Ascendancy his parents sent him to live with his Uncle while they traveled to Egorian to work with other houses opposing the Ascendancy of the Thrice Damned House. His parents never returned and he remained in Westcrown under the care of his Uncle Robillard D'Laurent. Although technically also a noble his Uncle was something of an infamous rake and actor of intermediate renown. He did his best to raise Firenze; and it turned out as you might imagine for a wild old bachelor raising a young boy. Firenze greatly admires his Uncle Rob and ate up his stories of heroism, romance and swashbuckling during the Age of Aroden and Cheliax's glory days that his Uncle would spin by the fire. Firenze grew up to manhood pursuing his Uncle's career (as both an actor and rake/debutante). He has never forgotten what happened to his parents, his family or his country and his heart burns with the desire to set Cheliax back on the path to glory and greatness someday and if he can avenge his dead parents at the same time then so much the better.

Firenze is smooth,urbane and generally level headed but sometimes displays poor judgement when confronted by temptation: such as fine liquor, lovely ladies or the chance to beard a foe in his den (so to speak). As such he as spent quite a bit of time on the run since reaching manhood as he oft times cannot resist tweaking the nose of a petty official for his own amusement or to distract their wrath from falling on the head of some poor, defenseless civilian.

Character Sheet

Spoiler:

Attributes:
Str: 10
Dex: 18 (+2 from human)
Con: 10
Int: 11
Wis: 9
Cha: 16

Traits: Child of Infamy, Dirty Fighter

Feats: Arcane Strike, Weapon Finesse

Skills: yet to be assigned


Tossing my hat in the Ring with Brennan Darkblade. A half-elven rogue with...issues.

Background:
We are called Brennan, and we were born among the river folk of the Riverlands, competed with others of our kind for resources, and made it through early childhood with few mishaps. In what must be the strangest twist of fate, we were discovered by an agent of The Guild as we attempted to steal some items from a merchant house. He was impressed by the skills of a 10-year old, and sent us to masters who taught us martial and subtle skills...after beating us bloody of course for trying to steal from The Guild.

We were trained as a Procurer - one who is gifted at both stealth and combat,and excels at retrieving items of a sensitive or valuable nature. Our skin was a dark mottled brown, nearly impossible to distinguish in the dark, and of great advantage for an infiltrator. Of course, it was "we" already by that point, though no one but us recognized it. There were two of us in the early days, the Student - who learns and repeats correctly for testing - and the Fighter - who determinedly bested childhood rivals for resources. Once the formal training began, however, more minds began surfacing. Skulker was an early arrival, relishing the teachings of subtle combat and backhanded dealings. Shrieker appeared soon after, sending waves of noise into the air whenever he felt overpressured or scared, until the rest of us got him under control.

The control was the hardest part, especially as we realized the instructors could sense that there was something different about us. Something...unnatural. But control came. We were soon able to switch easily between ourselves, each relishing the opportunity to do what they did best. Tracker, Gymnist, even Dozing Wakefulness - as with so many of us sharing the same space, rest of any kind is a blessing at times.

Shortly after we graduated from Procurer training - with the highest marks seen in centuries, and amidst mutters and discordant looks from the others, even then - we were set upon procurement missions both alone with ourselves, and with others. We found a position of sorts in The Guild, traveling from place to place. We learned, we fought, we traded our various skills for money to buy essentials with. We even managed to find armor and weapons tinted to match our mottled skin. We have been approached many times with offers of a more permanent position, but we were happy to act only as a Procurer.

Recently though, the precepts of The Guild have chafed our nature. Though we do not mind the occasional killing in combat, the deliberate murder of unknowing targets is something that makes us uncomfortable. As a Procurer, that does not happen but rarely. But being in close contact with such on a daily basis for over 8 years has made us decide to set out on our own. We know that our chances of completely evading The Guild are slim, but in this life it all comes down to a choice. Do we do what we feel is right? Or do we do all that we are told, in subjugation and fear?

Why are we telling you all this, over this flickering fire in the deep wilderness? Haven't you listened to our words? You have been listening to the Teacher.

Traits:

Shadow Child: Brennan's mottled skin helps him blend into the shadows of the night. His piercing green eyes help him to see into the deepest darkness. Brennan does not suffer the standard 20% miss chance due to shadowy concealment.

River Rat: Growing up as one of the river folk, Brennan is more than used to swimming. And daggers? Why, they're a river rat's best friend. Much easier to use on a boat than a greatsword, and easier to throw at someone the next boat over if you are attempting to...ah, help offload their goods before the boat sinks.


I need to buy him gear, but here's what I have so far on Lorenzo The Younger, a Celestial blood line (The irony appeals) sorceror

Crunch:
LORENZO CR 1/2
Male Human (Chelaxian) Sorcerer 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +1, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Special Attacks Heavenly Fire (7/day)
Sorcerer Spells Known (CL 1, +0 melee touch, +1 ranged touch):
1 (4/day) Protection from Evil (DC 15), Sleep (DC 15)
0 (at will) Light, Read Magic (DC 14), Detect Magic, Disrupt Undead
--------------------
STATISTICS
--------------------
Str 10, Dex 12, Con 10, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Eschew Materials, Free Spirit
Traits Scholar of the Great Beyond: Knowledge (Planes), Westcrown Firebrand
Skills Heal +5, Knowledge (Arcana) +6, Knowledge (Planes) +7, Knowledge (Religion) +3, Spellcraft +6, Use Magic Device +8
Languages Celestial, Common, Infernal
SQ Celestial

--------------------
SPECIAL ABILITIES
--------------------
Celestial Summoned creatures gain DR 1/evil.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Free Spirit +2 bonus on saves vs. mind-affecting and on escape attempts
Heavenly Fire (7/day) (Su) Ranged touch attack deals 1d4 divine damage/healing
Westcrown Firebrand +1 Initiative, +1 attack rolls during a surprise round.
--------------------


Background/history:

Lorenzo's father swears to this day that he couldn't remember just what deity the pilgrims worshiped. What he did remember, and later explain to his son, was that it was a group that couldn't stomach what was happening to Cheliax, and had some 'sacred relic' they were trying to get it out of the country before the authorities seized it for their own study or "Tax" it.

It turned out, what they should have been watching for was bandits. Lorenzo the Elder, a merchant just wanting to go home saw the poor pilgrims fighting in the mud and rain with a dozen bandits, not just for their lives, but to protect an odd cedar box with ornate designs. In the scuffle, the box came undone, and an odd glowing orb rolled into a ditch where it floated, threatening to be carried away by the water that now filled that trench.

"Except for your mother, I never did see anything more beautiful," would often be mentioned at this part of the tale. Rather than mind his own bussiness, Lorenzo's father managed to catch the object and light surrounded him. He came up to the pilgrims who had driven the bandits off, but were sure they'd lost 'it' when he turned it over with no expectation of reward, claiming it was the right thing to do.

A dozen blessings were praised upon the honest merchant, as well as many thanks. That should have been the end of the story, but that night, Lorenzo the merchant went home to his loving wife and... well, after cleaning off the mud, was quite happy to see her again.

And on that night, they conceived a son: Lorenzo the youger. Time passed, Lorenzo grew, but he always had an odd way about him. He knew healing arts even though no one had told him how. He babbled once in awhile in Celestial, and in a ran ruled by devilworshipers, that's very dangerous baby talk indeed.

He tried to hide his gifts, but eventually, Lorenzo felt it was just safer to leave his parents behind while he made his own way into the world. He was a sorceror powered by some higher power, or powers, in a land bound to the lower ones. Torn between anger at those higher powers for not doing more for Cheliax's people, and guilt when he failed to use his gifts for the betterment of others, Lorenzo finally learned control even if he's still confused to purpose. Hoping to get lost in the crowd, he came to Westcrown proper.

It was there that history repeated itself, sort of. A young woman was leaping from the rooftops, and on one rainy night, she misstepped and fell down, breaking her leg. Lorenzo rushed to her side before he thought twice. The girl turned out to be some sort of freedom fighter, or so she claimed. She had to deliver a message, HAD to, people's lives were at stake.

Lorenzo realized that if he had any sense he'd walk away. Still, he took a deep breath, bound her leg, and then let the sacred flames flow. It was one of the first gifts of his blood, it burned evil people, and healed the good.

It turned out the girl was good, and (Once she stopped gawking at him making him feel like a sideshow freak) she thanked him for her working leg and told him THEY would not forget this kindness, and took off to deliver the message.

Lorenzo had thought that was the end of it.
Not quite, it turned out the resistence DID remember him. Well, how can one resent the gods one minute for not helping, then refuse to help oneself?

Lorenzo tried to do just that, but now here he is, tromping through sewers helping absolute strangers: Stupid Conscience.


Personality:
As he's grown up, a lot of Lorenzo's resentment at his 'condition' has faded. He's come to realize that many servants of goodly churches ARE still trying to help, but being human there is only so much they can do. Besides, having taken up adventuring himself, he's faced some of the same headaches more or less. An open crusade could just bring a very dark retaliation on innocents.

However, he's gotten a strong independent streak. Sure, he'll help people and do good like the gods of Light seem to be shoving him to do, but he'll do it his way as his heart directs. Well, admitedly, he might also yield to wiser heads once he realizes they really do have more common sense than he does.


Anyone want to plan up a (arcane)/rogue to partner with me to offer up as a pair to cover the spots needed? I think it would be more fun with characters that have history.


Pennam grew up in a tavern. His parents had been freed slaves after their master died without leaving them in the estate and they continued to do what they did best under their master’s employ: serve drinks. The tavern was never really a success but it earned enough for his parents to purchase a bit of an education for their boy. Their intention was to keep him from living such a hard life as they did, and perhaps come into some money and take care of them when they got older. He learned to read and write and a smattering of other subjects as well. He took to it like a duck to water and ended up with a very broad base of knowledge.

As a result of the price of that education, the tavern ended up getting run down due to lack of money to keep things up. As a result, a bit of the seedy element of Westcrown started coming to the spot and Pennam was able to overhear some interesting tales. He received half of his education from reputable teachers and the other half from the underbelly of the city.

He ended up learning many tales and epic poetry and was able to make a few coins from tavern patrons, enough to begin a small chest to put away for his aging parents. He had put together quite a bit before it mysteriously vanished one night. Since then his ear has been on edge for the purpose of finding who or what stole his parents’ security and he has learned quite a bit. He has purchased scrolls and bribed informants and found out quite a bit of what is going on in the city as far as crime goes. From what he understands, it isn’t just his parents who are suffering, its nearly everyone.

Arael didn’t find Pennam because of something he did, but because he needed information and was told to go to talk to the tavern master’s son. After that, they had a strong connection because of their similar goals. Even though Arael didn’t want his chief informant to get into harms way, it was only a matter of time before it was going to happen anyway, and Pennam’s insistence in being involved in more hands on eventually wore through Arael’s defenses.


Are there any languages that you would recommend?


@Oterisk: Being at the heart of devil-worshipping empire, Infernal would probably help. Or Abyssal if you feel like annoying the devil binders.

Quick recap of applications so far:
Tuktuk - Gnome Alchemist, Conspiracy Hunter.
Firenze D'laurent - Human Bard (Dervish Dancer), Child of Infamy
Brennan Darkblade - Half-Elf Rogue, Shadow Child
Lorenzo the Younger - Human Sorcerer (Celestial), Westcrown Firebrand

Keep'em coming!


Looks like a Perfect campaign for Vale Shadowblade. A Scout/Thug rogue, who just a killer but with a heart of gold.

I'll submit Something later...


Vale is Here. Fluff done, crunchy bits later...

Dark Archive

If you don't already have a Tiefling, I'd like to play one, Thinking a Tiefling Magus.

What are the rules you are going to use for Tieflings?

I'll put up a Background shortly


Interested. I've got an Aldori Magus idea rattling around in my head. I hope to post something later.


Chelish Diva Bard Archetype-Human, I'll drop her stats off when I have book access.


Character sheet totally done; see profile for details. If you have any questions or comments let me know/PM me/whatever works for you.

Cheers


Would new players like myself be welcomed into the campaign?


For personal reasons, I will have to bow out of the running. But I leave knowing that there are plenty of good choices to add to the group. Live well.

Dark Archive

Pathfinder Adventure Path Subscriber

I'd like to apply for this game as well. May I present Marcelo Lucani, a fallen nobleman with a very unsavory past (which is saying something in Westcrown).


Cheers Oterisk, fare thee well!

@Det - sure, I have no bias against new players. I am only 4-5 months into this hobby myself. Just a few words of warning - if you don't get picked this time, it's nothing personal, and you shouldn't feel like you've wasted your time - the rejected character may eventually become very successful in another game.


Duncan Redhammer. Click avatar to see a Stealthy Skillmonkey Witchunter Inquisitor of Gorum.
7 skills per level
Good Melee
Extra Magic always good
stupid high saves ;)

Just need to add a Council of Thieves trait, probably Westcrown firebrand but Duncan only recently came there, he's simply always on the hunt for conflict, particularly if there are Mages treading on the populace. Pick me and I promise I won't talk in a scottish accent.


Day 2:
Tuktuk - Gnome Alchemist, Conspiracy Hunter.
Firenze D'laurent - Human Bard (Dervish Dancer), Child of Infamy
Brennan Darkblade - Half-Elf Rogue, Shadow Child
Lorenzo the Younger - Human Sorcerer (Celestial), Westcrown Firebrand
Vale Shadowblade - Half-Elf Rogue (Scout, Thug)
Marcelo Lukani - Human Sorcerer (Infernal), Westcrown Firebrand
Duncan Redhammer - Dwarf Inquisitor (Witch Hunter)

I think at this point I'm ready to set the deadline to Friday night (afternoon in the USA). Until then, new applications are still heartily welcome, and I look forward to seeing complete submissions from those who have expressed their interest.


Ahhhh, good. I've already got one of these puppies rearin' to go. My backstory and Character profile should all be there. The character sheet however is a link to a campaign on oblvionportal where I'm also using the character concept as an npc in a game I'm running.

I'll have most of the stats whittled down from 25 to the 20 pt. buy. I'll get that squared off soon enough. In the meantime, please look at my rather extraneously long character bio and tell me if you have any issues.

Thank you very much.

My traits will be Diabolist Raised and Nonchalant Thuggery (Nonchalant Thuggery)


Here's Aldon Hapspring, Magus 1.

Background:
Aldon Hapspring is young bastard of the Hapspring family, a wealthy merchant family in Brevoy. His father, Gregor Hapspring, was a cousin of the main Hapspring family line and only managed to use his family name to scratch out a moderate life in Restov, though he was an accomplished student of the Aldori Sword techniques. Aldon was born after Gregor had a dalliance with a young elven woman. After his birth, Aldon grew up with Gregor’s true family, but he was always treated as a second class child. His step-mother would openly favor her children over Aldon and even his father only took pity on the young bastard. Aldon, in return, tried endlessly to please his father but it only earned him more pity.

One of the few things Gregor ever did for his bastard son was hire a part-time magical tutor from the school in Restov. While Aldon’s elven heritage gave him apt proficiency in magic, he rarely applied himself much. Instead, Aldon yearned to learn the Aldori Dueling Sword and make his father proud by following in his footsteps. He regularly imitated his two trueborn brothers and snuck out to practice with their swords. With his attention divided, Aldon only gained a passing proficiency in either discipline, though he soon found he could combine both arts into one. This earned disapproval from both his magical tutor and the Aldori Dueling Masters.

About a year ago, Gregor called Aldon in to discuss his future. He made it plain that the family could no longer support him and he would need to find a way to support himself. Aldon was heartbroken, for he saw this for what it was. His step-mother had finally won and Gregor was finally turning him out. As a last offer, however, his father confided in him that he had recently placed a large portion of the business on a series of trade shipments to from Brevoy to Cheliax. Unfortunately, there had been no news from the ship captains, and his partners had not received the goods. Gregor suggested that Aldon could go investigate and perhaps in the course, find a new life for himself.

Arriving in Westcrown, Aldon found himself in a totally alien environment. All the comforts he had enjoyed in Restov as a member of Gregor’s house were gone. The city seemed to have no sense of civility, and people ran their lives out of fear. His first week, Aldon witnessed acts of brutal order. On one of these occasions, a young boy raced past Aldon carrying a piece of fruit. Three guards stormed after him. The boy doubled back and Aldon deftly reached out to grab the boy and pushed him under an empty stall. The guards soon arrived and began questioning people. Most shied away from the entire incident, but Aldon stood his ground and told them the boy had darted between two warehouses and run down towards the docks. The guard eyed Aldon carefully, but the Brevoy man stood fast. Soon the guards were running off to the docks, and Aldon helped the boy up. While the boy was clearly scared, Aldon smiled at him and tossed him a silver piece before he headed off. It was soon after this simple act of kindness that Aldon was contacted by Arael. Arael promised that by aiding the resistance, Aldon had th ebest chance to learn what had happened to his father’s trade shipments. Finally finding some kindred spirits in Westcrown, Aldon pledged to help when he could.

Description:
Aldon Hapspring is a slim young half-elf. Walking through Westcrown, he carries markedly different from others. The grit and the grim of the city seem to be beneath him and even disgust him. He could easily be mistaken for a brash member of the nobility, but even they don’t seem to carry the grace that Aldon has. He stands about 5’8” and 160 pounds with quick, but also strong movements. He has short, dark hair in a style more common in Brevoy than in Cheliax.

Character Sheet:
Aldon Hapspring
Male Magus 1
CG Medium humanoid (Half-Elf)
Init +3; Senses Perception +7, Sense Motive +0

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+1+1)
Fort +3, Ref +2, Will +2 (+4 vs. Enchantments)

OFFENSE
Speed 30 ft. (base 30 ft.)
Melee Aldori Dueling Sword +3 (1d8+1/19-20 x2)

STATISTICS
Str 13, Dex 17, Con 13, Int 14, Wis 10, Cha 12
Base Atk +0; CMB +1; CMD 14

Racial Abilities
Low Light Vision
Elf Blood: Count at Elf and Human
Elven Immunities: Immune to Sleep effects and +2 saves vs. Enchantment effects
Keen Senses: +2 to Perception skill
Multitalented: Magus and Fighter favored classes
Ancestral Arms: Exotic Weapon Proficiency, Aldori Dueling Sword

Class Abilities
Arcane Pool: 3/3 points
Spell Combat: -2 to attacks as if TWF, but can cast a spell and deliver a touch attack

Feats
Weapon Finesse: Use Dex Modifier instead of Str Modifier for melee bonus

Traits
Magical Lineage (Magic) - Metamagic added to Frigid Touch is 1 level less
Conspiracy Hunter (Campaign) - +1 trait bonus and Perception is a class skill

Skills
Magus = 2+INT MOD = 4
ACP = -1 //Armor Check Penalty
Acrobatics: +2 = 0 + DEX Mod + 0 - ACP;
Appraise: +2 = 0 + INT Mod + 0
Bluff: +1 = 0 + CHA Mod + 0
*Climb: +1 = 0 + STR Mod + 0 -ACP
Diplomacy: +1 = 0 + CHA Mod + 0
Disguise: +1 = 0 + CHA Mod + 0
Escape Artist: +2 = 0 + DEX Mod + 0 -ACP
*Fly: +2 = 0 + DEX Mod + 0 -ACP
Heal: +0 = 0 + WIS Mod + 0
*Intimidate: +1 = 0 + CHA Mod + 0
*Knowledge (Arcana): +6 = 1 + INT Mod + 3
*Knowledge (Dungeoneering): NA = 0 + INT Mod + 0
Knowledge (Engineering): NA = 0 + INT Mod + 0
Knowledge (Geography): NA = 0 + INT Mod + 0
Knowledge (History): NA = 0 + INT Mod + 0
Knowledge (Local): NA = 0 + INT Mod + 0
Knowledge (Nature): NA = 0 + INT Mod + 0
Knowledge (Nobility): +3 = 1 + INT Mod + 0
*Knowledge (Planes): NA = 0 + INT Mod + 0
Knowledge (Religion): NA = 0 + INT Mod + 0
Linguistics: +0 = 0 + INT Mod + 0
*Perception: +7 = 1 + WIS MOD + 3 +1 +2
*Ride: +2 = 0 + DEX Mod + 0 -ACP
Sense Motive: +0 = 0 + WIS Mod + 0
*Spellcraft: +6 = 1 + INT Mod + 3
Stealth: +2 = 0 + DEX Mod + 0 -ACP
*Survival: +0 = 0 + WIS Mod + 0
*Swim: +1 = 0 + STR Mod + 0 -ACP
*Use Magic Device: +1 = 0 + CHA Mod + 0

Languages Common, Elven, Varasian
Favored Class Magus (1-HP)
Combat Gear Aldori Dueling Sword, Dagger, Studded Leather
Other Gear Backpack, waterskin, flint and steel, belt pouch, silk rope, candle (3), Spell Component Pouch, whetstone, Tanglefoot Bag
Load Light (37.5 lbs. / 0-50 lbs.)
Coin 120gp, 2sp

Spells Prepared
Cantrips: Detect Magic, Light, Read Magic
1st level: Shield, Color Spray

Spellbook:
Cantrips: All
1st level: Shocking Grasp, Shield, Color Spray


Wizard!

Nesodr has just finished his apprenticeship, having earned his staff and been granted his robes was in the process of returning to his homeland of Kyonin. Stopping in Westcrown to find passage across the inner sea to Cassomir he was immediately sidetracked. Itching for a chance to test his mettle he dove headfirst into the politics of Westcrown's underworld.


Finally made myself. My chosen traits are Courageous & Westcrown Firebrand.

Backstory:
Aenes is a young human, one of the few Wiscrani humans that are not noble in wealth or status, but strives to be noble at heart. He has had a rough childhood, having been beaten in the streets along with friends on more than one occasion. His troubles with shady characters have only planted a seed that would give him drive and determination later on.

The recent overthrowing of Westcrown has allowed the new criminal overlords the power to kill his friend and his wife over a debt they did not pay or tell Aenes about. Their son was left alive, considered a nephew to Aenes. Enough is enough, he chooses to begin rebelling against the city so that one day it will become a safe place for his nephew and other innocent civilians of any race to live in.

If Aenes is accepted into the Children of Westcrown, it would be because Arael, the leader, would have eventually picked up on his persistent attempts to join in on attacks despite him not being a true member of the rebellion.

Personality:
Aenes is very driven, and very much against the dark orders that corrupt the city. Despite the Children of Westcrown being potentially an order in itself, he sees himself as helping them, rather than being under its direct command.

He is kind person, but the shades of battle light him like a fire, often causing him to be on edge, determinated, and possibly even forceful, but never out of anger. This may cause him to be reckless.

The hard mechanics and other info of my character are in my profile.


Pathfinder Adventure Path Subscriber

I'll throw Ferrucio de Angelis into the ring. Let me know if you have any questions!


Day 3 tally:

Tuktuk - Gnome Alchemist, Conspiracy Hunter.
Firenze D'laurent - Human Bard (Dervish Dancer), Child of Infamy
Brennan Darkblade - Half-Elf Rogue, Shadow Child
Lorenzo the Younger - Human Sorcerer (Celestial), Westcrown Firebrand
Vale Shadowblade - Half-Elf Rogue (Scout, Thug)
Marcelo Lukani - Human Sorcerer (Infernal), Westcrown Firebrand
Duncan Redhammer - Dwarf Inquisitor (Witch Hunter)
Solomon Knox - Human Inquisitor, Diabolist Raised
Aldon Hapspring - Half-Elf magus, Conspiracy Hunter
Nesodr - Elf Wizard (wood elementalist), Westcrown Firebrand
Aenes - Human Fighter, Westcrown Firebrand
Ferrucio de Angelis - Human Wizard (conjurer), Diabolist Raised.

That's some impressive character material right there. Tough choices await me, as usual :)


DM Flykiller - Okay, I think Brennan is complete. I just included a link to the myth-weavers page in his profile. If you want me to copy the info into the profile block itself, just let me know. Otherwise, looking forward to hearing from you.


Thanks Brennan, I will ask you to copy the crunch in the alias itself if you are selected, no need to do this right now though.

I plan to announce the two joiners in roughly 32 hours.


I'm going to change my submission if that's ok with you DM Flykiller. I wasn't really feeling it with the Magus build and I've wanted to play an Archaeologist for a while now. Plus, I kept feeling that I was forcing an outsider into the city when the tone of this feels more like it needs an insider.

So with that, I present Dario Westone, Half-elf Archaeologist. I've got the background stuff done, but it'll take me a bit to finish the numbers.

Background:
Dario Westone is a native Wiscrani. His family comes from a line of both merchants and scholars and traces itself long into the proud history of Westcrown and old Cheliax. Dario was raised with an emphasis on intellect, street smarts, personality, and an inquisitive nature. As a boy, he found nearly equal pleasure pouring through old tomes in his family’s library as well as helping his uncles charm business deals. As he grew up he became infatuated with stories of Old Cheliax before the Age of Lost Omens. He studied Aroden and became well versed in not only his doctrine, but also how his church affected the lives of people in Cheliax.

When he was of age, Dario enrolled in the University of Egorian. There he was mentored by Professor Abnius Hershire, a senior and very well-respected researcher at the university. Professor Hershire shared Dario’s interest in times prior to the death of Aroden. He also introduced Dario to what he called Field History, conducting research not just in books, but out in the world in ruins, tombs, and tracking down bits of history in out in the world. Dario took to this immediately and began a series of papers for the university. Unfortunately, the Church of Asmodeus did not look kindly on these publications and began to increase pressure on the young researcher. Dario, however, quickly found himself under Professor Hershire’s protection. The Professor used his influence and connections in Egorian to shield his young protege and allowed Dario to continue his work. As the years went by, Dario’s works came to the attention of Arael. As a fellow Wiscrani, Dario was happy to entertain all manner of questions from Arael and would visit the man frequently when he was back in Westcrown. Talk would range from historical matters to cultural matters and eventually to talk of active resistance. Dario knew from his studies that Cheliax and Westcrown had been a shining jewel in the days before Asmodeus and the more he learned, the more he sympathized with Arael’s ideas of change.

Two years ago, disaster struck. Professor Hershire was out on an expedition and became trapped in a ruin flooding with water. He never made it out. With his patron gone, the University cracked down harshly on Dario. Ultimately, he was forced into a “Indefinite Sabbatical” and all his classes and research removed from the University grounds. Heartbroken, Dario returned to Westcrown listless and depressed. Without funding, he could only manage to live a meager life. His reputation has attracted a few students and he has recently begun to tutor a few students in history. He has begun to reconnect with Arael and it all the more fervent about ideas of bringing change to the city.

Description:
Dario Westone is a slim Half-Elf with short hair, stanidng about 5’8” and 135 pounds. He has a quick wit and generally an easy going attitude unless he’s debating an academic subject. He usually dresses in brown breeches and a leather jacket though he tends to favor blues as well. He moves with a natural grace and his smile is easily disarming. As an academic, Dario usually isn’t seen with weaponry, but on excavations and explorations he is known to regularly carry a sword and several daggers about him.

Traits:
Secret Revolutionary (Regional): +1 to Will saves vs. Mind-affecting effects, +1 to Fort saves vs. poisons, drugs
Westcrown Firebrand (Campaign): +1 to Initiative and +1 to attack on surprise rounds


And here's the rest of Dario.

Character Sheet:
Dario Westone
Male Archaeologist Bard 1
CG Medium humanoid (Half-Elf)
Init +4; Senses Perception +7, Sense Motive +0

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1 (+2 vs. poisons and drugs), Ref +5, Will +2 (+4 vs. Enchantments, +1 vs. Mind-Affecting)

OFFENSE
Speed 30 ft. (base 30 ft.)
Melee Rapier +3 (1d6+1/19-20 x2)
Ranged Shortbow +3 (1d6/x3)

STATISTICS
Str 13, Dex 16, Con 12, Int 14, Wis 10, Cha 14
Base Atk +0; CMB +1; CMD 14

Racial Abilities
Low Light Vision
Elf Blood: Count at Elf and Human
Elven Immunities: Immune to Sleep effects and +2 saves vs. Enchantment effects
Keen Senses: +2 to Perception skill
Adaptability: Skill Focus, Disable Device
Multitalented: Bard and Ranger favored classes

Class Abilities
Archaeologist’s Luck: +1 Luck bonus to attack rolls, damage, skill checks, and saving throws as a swift action. Usable 7 times a day. Free action to maintain.
Bardic Knowledge: Add +1 to all Knowledge checks and can make them untrained.

Feats
Weapon Finesse: Use Dex Modifier instead of Str Modifier for melee bonus

Traits
Secret Revolutionary (Regional): +1 to Will saves vs. Mind-affecting effects, +1 to Fort saves vs. poisons, drugs
Westcrown Firebrand (Campaign): +1 to Initiative and +1 to attack on surprise rounds

Skills
Bard = 6+INT MOD = 8
ACP = -1 //Armor Check Penalty
*Acrobatics: +2 = 0 + DEX Mod + 0 - ACP;
*Appraise: +2 = 0 + INT Mod + 0
*Bluff: +2 = 0 + CHA Mod + 0
*Climb: +1 = 0 + STR Mod + 0 -ACP
Disable Device: +5 = 1 + CHA Mod -ACP + 3
*Diplomacy: +6 = 1 + CHA Mod + 3
*Disguise: +1 = 0 + CHA Mod + 0
*Escape Artist: +2 = 0 + DEX Mod + 0 -ACP
Fly: +2 = 0 + DEX Mod + 0 -ACP
Heal: +0 = 0 + WIS Mod + 0
*Intimidate: +1 = 0 + CHA Mod + 0
*Knowledge (Arcana): +3 = 0 + INT Mod + 0 +1
*Knowledge (Dungeoneering): +3 = 0 + INT Mod + 0 +1
*Knowledge (Engineering): +3 = 0 + INT Mod + 0 +1
*Knowledge (Geography): +3 = 0 + INT Mod + 0 +1
*Knowledge (History): +7 = 1 + INT Mod + 3 +1
*Knowledge (Local): +3 = 0 + INT Mod + 0 +1
*Knowledge (Nature): +3 = 0 + INT Mod + 0 +1
*Knowledge (Nobility): +3 = 0 + INT Mod + 0 +1
*Knowledge (Planes): +3 = 0 + INT Mod + 0 +1
*Knowledge (Religion): +7 = 1 + INT Mod + 0 +1
*Linguistics: +0 = 0 + INT Mod + 0
*Perception: +7 = 1 + WIS MOD + 3 +1 +2
Ride: +2 = 0 + DEX Mod + 0 -ACP
*Sense Motive: +0 = 0 + WIS Mod + 0
*Sleight of Hand: +2 = 0 + DEX Mod + 0 -ACP
*Spellcraft: +6 = 1 + INT Mod + 3
*Stealth: +6 = 1 + DEX Mod + 3 -ACP
Survival: +0 = 0 + WIS Mod + 0
Swim: +1 = 0 + STR Mod + 0 -ACP
*Use Magic Device: +6 = 1 + CHA Mod + 3

Languages Common, Elven, Taldane, Infernal
Favored Class Bard, Ranger (+1 Round Luck)
Combat Gear Rapier, Dagger (3), Studded Leather, Shortbow, 20 arrows
Other Gear Backpack, waterskin, flint and steel, belt pouch, silk rope, candle (3), Spell Component Pouch, Thieves’ Tools, ink, journal book
Load Light (45.5 lbs. / 0-58 lbs.)
Coin 36gp

Spells Known
Cantrips (DC 12): Detect Magic, Read Magic, Dancing Lights, Ghost Sound
1st level (DC 13): Grease, Sleep


Just for reference, my inquisitor is of the Spellbreaker archetype. Is that alright with you DM Flykiller?


Yes the archetype is fine, I somehow missed that, sorry.


No problem, thanks. I've got most of the crunch set up as well.


Pathfinder Adventure Path Subscriber

I added a couple of new sections to Ferrucio's profile; I'm not sure I adequately explained them to begin with. : )

Silver Crusade

I'd like to submit a character from a kingmaker game that never took off, with appropriate modifications. I've started a CoT campaign in RL, but didn't get to finish unfortunately. He will be a Sage bloodline sorcerer, aiming for the Pathfinder Savant prestige class.

Background:
A Westcrown orphan, Calavas Orlosky grew up hearing tales of ancient tombs, incredible treasures, and the daring adventurers who discovered both. As he grew older, he began his own studies between scribe work, and in reading into Westcrown's history, learned of the abandoned Pathfinder lodge of Delhaven. Enraptured by the possibilities, he began discrete inquiries about the Lodge itself, as well as overtures to rumored agents of the Society. Thankfully, word of his search reached Janaven before more unfriendly ears caught wind, and after a quick meeting, the Children of Westcrown had gained another recruit.

Crunch:

Male Half-Elf Sorcerer (Wildblooded) 1
NG Medium Humanoid (Elf, Human)
Init +2; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +1 (1d3+1/20/x2)
Sorcerer (Wildblooded) Spells Known (CL 1, +1 melee touch, +2 ranged touch):
1 (4/day) Color Spray (DC 14), Snapdragon Fireworks (DC 14)
0 (at will) Acid Splash, Read Magic (DC 13), Detect Magic, Prestidigitation (DC 13)
--------------------
STATISTICS
--------------------
Str 12, Dex 15, Con 12, Int 17, Wis 10, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Eschew Materials, Magical Aptitude, Skill Focus: Use Magic Device (Adaptability)
Traits Hedge Magician, The Pathfinder's Exile
Skills Disable Device +3, Knowledge (Arcana) +9, Knowledge (History) +4, Perception +2, Profession (Scribe) +4, Spellcraft +11, Use Magic Device +10
Languages Common, Draconic, Elven, Infernal, Osiriani
SQ Arcane Bolt (1d4) (6/day), Elf Blood, Sage
Other Gear Chronicler's Supplies, Pathfinder's Kit, Thieves' tools, Wayfinder
--------------------
SPECIAL ABILITIES
--------------------
Arcane Bolt (1d4) (6/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hedge Magician Magic item gp costs -5%.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
The Pathfinder's Exile Receive a magic compass (+2 survival to avoid being getting lost, light on command)


Here is the madwand. Always the bridesmaid and never a bride.

He was designed for another AP, shouldn't be hard to figure out what one. Toby is named after a Zelazny character. He can cast arcane and fight as well.

After a split with his father, who had demonic influences, Toby was an obvious recruit in the anti-devilish conspiracy.


Is this a play by post?


@Kargath: yes, this is a play by post game.

Thank you to all the applicants, the recruitment is closed now. Once I do a final pass over all the submissions, I will announce the final decision. It is likely to happen tomorrow, but maybe even tonight.


I would like to submit (if not too late... was working on him while you had posted) Petronicus Crispin, Wizard (Enhancement Specialized)

Background:

Petronicus grew up in Egorian, but he always felt as the outsider in his family. Rasied in a family that had a rich history of Hellknights and also proudly worshipped Asmodeus Petronicus found it difficult to persue his love of magic., thankfully he was able to convince his father that a family wizard would be an added benefit to the ranks of Hellknights. Unfortunatley no one thaought Petronicus would focus on the school of Transmutaion rather than Conjuration. The last thing he wanted was to summon devils, and that was what was expected of him from his family. Finaly fed up with his family Petronicus took the first chance he got to move to Westcrown.
In Westcrown he was finaly free. Of course he had to follow the social protocols of appearence and revere Asmodeous, like everyone else was expected to. In truth his love of magic naturally led him to Nethys.

In his studies he learned of what Westcroiwn once was. Living on his own also allowed him to see the corrupt and rotting heart of the city. He began to sympathize with the resistance. His sympathies led him to help when he could. Nothing dangerous, just an occasional favor here or there. Look up historical plans, translate a document here or there. That was all until his minor assistance got the attention of Arael.

One night he was approached by Arael to examine a magical scroll. It took some time but he was able to tell the resistance leader everything he needed to know about the scroll.

Character Sheet:

PETRONICUS CRISPIN CR 1/2
Male Human (Chelaxian) Wizard 1
NG Medium Humanoid (Human)
Init +1; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +1, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Wizard Spells Known (CL 1, 0 melee touch, 1 ranged touch):
1 (3/day) Magic Missile, Magic Missile, Sleep (DC 16), Feather Fall (DC 16)
0 (at will) Detect Magic, Mage Hand, Prestidigitation (DC 15)
--------------------
STATISTICS
--------------------
Str 10, Dex 11/12, Con 10, Int 20, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Eschew Materials, Scribe Scroll, Wizard Weapon Proficiencies
Traits Conspiracy Hunter: Perception, Desperate Focus
Skills Appraise +9, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Planes) +9, Knowledge (Religion) +9, Perception +6, Spellcraft +9
Languages Aklo, Azlanti, Common, Draconic, Elven, Infernal
SQ Augment (+2 ability or +1 AC, 1r) (Sp), Bonded Object: Ring (1/day) (Sp), Enhancement, Illusion, Necromancy, Physical Enhancement +1: Dexterity (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Backpack (empty), Bag, Waterproof (empty), Bedroll, Fishhook (2), Flint and steel, Inkpen, Mug/Tankard, clay, Potion of Cure Light Wounds, Pouch, belt (empty), Powder, Ring, Sewing needle, Shaving Kit (2), Spell component pouch, Spellbook, wizard's (blank), String (50'), Thread (50 ft.), Travelling Spellbook (blank), Vial, ink or potion, Waterskin, Whetstone, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Augment (+2 ability or +1 AC, 1r) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Enhancement Associated School: Transmutation
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1: Dexterity (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).

Spellbook

Wizard 0

Acid Splash
Arcane Mark
Breeze Wizard 0
Dancing Lights
Daze
Detect Magic
Detect Poison
Drench
Flare
Jolt
Light
Mage Hand
Mending
Message
Open/Close
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root
Scoop
Scrivener's Chant
Spark

Wizard 1

Burning Hands
Expedious Retreat
Feather Fall
Mage Armor
Magic Missile
Magic Weapon
Shield
Sleep


Belsin, I did take your submission into consideration, being 10 minutes late was obviously okay.

However, after much swaying back and forth, I have to announce that other two people made the cut -
Ferrucio de Angelis and Dario Westone, both Egorian Academy alumni.

Thank you to everyone else, the quality of players on these boards is always amazing, and there are just so many spots to fill. Maybe we'll meet in another game sometime. If this game needs more players in the future, those of you who will still be interested will have a priority.

Ferrucio and Dario, you are welcome to the Discussion thread.


Thanks for taking my character into consideration.

Congrats to Ferrucio and Dario. Have fun!!


We will see you again, I am sure. Until then, may the shadows flee from your light.

Dark Archive

Pathfinder Adventure Path Subscriber

Good luck, Children of Westcrown. The darkness encroaches upon Aroden's wayward children.

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