
Rick "The Dragon" |

I like the basic idea, at least. I'll be curious to know how Rick ended up in Kintargo. I'm also interested to see what Rick's campaign trait is. And don't worry about elaborating on his parents. If selected, that would be something to incorporate into the story.
I just noticed I forgot to put the background I wrote yesterday into Rick's alias, and left his background from a previous iteration (in 10-minute-background format). My fault, that's what you get when you try to make things right while being sleepy. I also forgot to add in his Campaign Trait (Historian of the Rebellion, what else, being a fan boy).
I'll pull all these things together during the weekend and let you know when it's all done.

Tundran |

This is a character I made up for this AP which I like a lot but other GM's have been reluctant due to her race. You seem more open to that so I thought I would apply here. She will need some updating to meet your character creation rules but I wanted to run the concept by you first.
Shala is a governess in a wealthy home in Kintargo. When her friend the head butler goes missing and rumors surface of his involvement with the Silver Ravens, she begins learning more about the political situation and eventually joins the revolution.
She had taken care of the young in her tribe where she defended them with her claws and overwhelming pack attacks. Mechanically this is reflected in the teamwork feats she can share from the majordomo archetype (which could also help with rebellion management if you are willing) and she will also take levels in warpriest which will improve her attack capabilities.
Is this concept worth updating and applying here? Thanks for your consideration. :D
female catfolk investigator 1 (majordomo)
chaotic good medium humanoid (catfolk)
Init +7; Senses scent; Perception +5
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
HP 10 (1d8 +1 Con +1 FC)
Fort +1, Ref +5, Will +3
Special Defenses cat's luck 1/day, delegate escape route 1/day
OFFENSE
Speed 30 ft (+10 to run, charge, or withdraw)
Melee 2 claws +2 (1d4+2)
Ranged shortbow +3 (1d6, x3, 60 ft)
Special Attacks inspiration 1/day, inspiring rush 1/day
STATISTICS
Str 14 (+2), Dex 17 (+3), Con 13 (+1), Int 10 (+0), Wis 13 (+1), Cha 15 (+2)
BAB +0, CMB +2, CMD 15
Feats
Proficiencies: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Escape Route: Bonus Teamwork You have trained to watch your allies’ backs, covering them as they make tactical withdraws. An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Traits
Historian of the Rebellion: You’ve long been interested in the legacy of the Silver Ravens—a group of freedom fighters that rose to prominence in Kintargo during the Chelish Civil War. There’s frustratingly little information today about the group, and you suspect that most of what was recorded about the Silver Ravens has long since been redacted or destroyed by government agents, but you’ve managed to pick up a tidbit here and there. Most of your knowledge isn’t so much about the Silver Ravens specifically, but more about general histories of rebel groups and freedom fighters who have fought against oppressive governments throughout history, both in Cheliax and beyond. Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion’s Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Inspiring Rush: Your charge inspires nearby companions to new heights of daring. Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn.
Meeting a Contact: The Silver Ravens have long fascinated you. You might just agree with their politics for a free Kintargo, or perhaps you admire their spirit. Maybe you just like the idea of a secret society. You might know someone who was supposedly in the Silver
Ravens; that someone might even be a parent, sibling, or lover. When House Thrune established martial law a week ago, though, the Silver Ravens went dark. Rumors that their leaders have all been captured or killed circulate, and no sign of the rank-and-file members can be found. Certainly, your friend or family member has gone missing. You’re starting to worry, and hope to find out what happened to the group. After doing a bit of research, you were contacted by a friend of a friend of a friend who claimed to know something about the Silver Ravens. You don’t know who this contact is or even his name, but you do know that he’s a human man, and that he’s arranged to meet with you at the Aria Park protest. You’ll know him because he’ll be wearing one black leather glove on his right hand and no glove at all on the left. You gain a +2 bonus on all Perception and Sense Motive checks made during the protest itself.
Skills 6 skill points/level +0/level (Int) +2 background = 8
Knowledge (history, local, nobility, planes, religion) +4, Linguistics +4 (+5 vs paperwork), Perception +5, Profession (tutor) +5 (+6 vs. paperwork), Stealth +2 AC Penalty -2
Languages
Common, Catfolk, Infernal
Racial Abilities
Cat's Luck: Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat's Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.
SQ
Inspiration: An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Paper Trail: A majordomo is trained to uncover forgeries and trace down discrepancies in paperwork in order to ferret out intrigue. She adds half her investigator level (minimum 1) to Linguistics and Profession checks to spot a forgery, deal with paperwork, and notice discrepancies in paperwork. A majordomo who analyzes the handwriting of a document and succeeds at a Linguistics check against a DC equal to 20 + the writer's Bluff bonus gets a hunch about whether the document's writer was lying or otherwise nervous. This ability doesn't work if the document was dictated to someone who thought the contents were legitimate. This ability replaces trapfinding.
Delegate: In order to perform all the necessary tasks of her household, a majordomo quickly learns how to delegate. At 1st level and every 3 investigator levels thereafter, a majordomo gains a bonus teamwork feat. As a standard action, she can grant all allies within 30 feet who can see or hear her one of these teamwork feats (even if they don't meet the prerequisites) for a number of rounds equal to 3 + her investigator level. She can use this ability once per day at 1st level, plus an additional time at 4th level and every 3 levels thereafter. This ability replaces the alchemy and swift alchemy abilities. Additionally, a majordomo can't take the alchemist discovery investigator talent or any discovery that affects or involves alchemy.
GEAR
Combat Gear
chain shirt, short bow, 40 arrows
Other Gear
explorer's outfit
monk's kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin
trailscent kit This small box of specially prepared catfolk pheromones and alchemical reagents can be used to leave a small group of subtle but long-lasting scents that only catfolk can smell and decipher. Given a minute, a catfolk can create a scent mixture and apply it to a solid object, such as a tree, a wall, or even a smaller item such as a weapon or potion vial. When the catfolk does this, it leaves one of the following scent impressions: danger, food, shelter, or possession. The possession impression is always keyed to the specific catfolk using the kit, and signifies that she owns the territory or item. Other races can attempt to use this kit to create the danger, food, or shelter impression, but doing so requires a successful DC 20 Craft (alchemy) check. A catfolk can detect a particular scent applied with a trailscent kit from 30 feet away. If the scent is upwind, the range at which a catfolk can detect the scent increases to 60 feet; if it is downwind, the range drops to 15 feet. A catfolk with the scent racial quality doubles those distances. A scent impression lasts for 1 year or until it is washed away. Each kit has 10 uses.
Money 0 gp
FLUFF
Description
Shala is sinewy and graceful, lovely without being pretty. She has traditional feline features and a quietly confident manner. She dresses simply and modestly. She is a natural nuturer, caring for children especially.
History
Shala was born into a nomadic tribe of catfolk. As she grew up in the wild, she naturally learned some fighting techniques to protect herself. But she spent most of her time watching over the kittens of the tribe, both her assigned task and her passion. She learned to lead her charges on the offensive and strike quickly with her claws.
Like many of the young people in her dwindling tribe lately, Shala eventually migrated to a city to find work. Not knowing one city from another, she chose Kintargo because she heard it had a vibrant arts scene. From her isolated upbringing, that was enough to set the city apart.
When she arrived in Kintargo, she was able to quickly find work as a tutor with her charm and skill with little ones. Even though she wasn't particularly intelligent, she studied hard to keep ahead of the children. While working for a prominent family, she befriended the head butler. Eventually, she began to learn some elements of household management and found she had a knack for that as well.
When martial law was instituted her butler friend went missing. There were whispers that he was involved with the Silver Ravens. She began to study rebellion and became more and more convinced that revolt was the only solution in Kintargo. She didn't speak much about it because it was clear that such talk was forbidden in the homes of the wealthy. But she attended rallies and read literature as much as she could.
Shala had never been very religious but her natural chaotic good tendencies emerged and she quickly gravitated towards the worship of Milani. Shala has also found her other natural feline urges kicking in: just before the big protest today she sharpened her claws, ready for them to be once again coated in blood.
Age 21

Trinam |

Boredom strikes at work!
I never gave a proper physical description, did I? Meliora is a very tall 5'1" with hair that she's bleached white in order to try and hide her family resemblance. She's all but destroyed the poise a noble is supposed to have, usually keeping her shoulders hunched forward and slouching. Her one point of pride is the length of her hair, she likes doing it in a pair of ponytails and it falls to about her waist. When she thinks no one's looking, she tends to be scowly, but in front of people she usually has a cocksure smirk on her face. She never actually uses her last name, she's just 'Meliora' to her academy.
Also, she used to have a gambling habit--losing a couple gold here or there at various games of chance. That stopped when she became a divination specialist, not because she suddenly could cheat, but because when she used her foresight to try and see what the result would be she realized that she just had terrible luck at any game involving dice or cards.

GM Zek |

He is just a travelling bounty hunter, he is native to Cheliax. He really just happened upon the protest, just arriving in Kintargo and finding a lot of the town empty he made his way there. He is currently on a bounty for a missing halfling slave who made off with some of the owners jewerly.
Good to note. Thank you.
Updated background with more flavor (mostly from before his 'change', including possible hooks/enemies). Not sure if I'm done yet or not with tweaking.
I like the new hooks. You've still got time, so you can make alterations if you feel they're necessary.
I just noticed I forgot to put the background I wrote yesterday into Rick's alias, and left his background from a previous iteration (in 10-minute-background format). My fault, that's what you get when you try to make things right while being sleepy. I also forgot to add in his Campaign Trait (Historian of the Rebellion, what else, being a fan boy).
I'll pull all these things together during the weekend and let you know when it's all done.
Sounds good. I liked the dialogue sample, so I look forward to the background narrative as well.
This is a character I made up for this AP which I like a lot but other GM's have been reluctant due to her race. You seem more open to that so I thought I would apply here. She will need some updating to meet your character creation rules but I wanted to run the concept by you first.
Shala is a governess in a wealthy home in Kintargo. When her friend the head butler goes missing and rumors surface of his involvement with the Silver Ravens, she begins learning more about the political situation and eventually joins the revolution.
She had taken care of the young in her tribe where she defended them with her claws and overwhelming pack attacks. Mechanically this is reflected in the teamwork feats she can share from the majordomo archetype (which could also help with rebellion management if you are willing) and she will also take levels in warpriest which will improve her attack capabilities.
Is this concept worth updating and applying here? Thanks for your consideration. :D
** spoiler omitted **...
I'm open to the possibility. My main concern with races that are non-native to Kintargo is, "What is their motivation for staying in Kintargo to rebel?" Or, put another way, "Why wouldn't the character just go to another city or return to her people?" Are there any people in particular keeping Shala in Kintargo? Also, I think your archetype is quite unique, but having read the AP, I'm not sure some of its aspects would see much use.
Boredom strikes at work!
** spoiler omitted **
I like the description. How old is Meliora, by the way?

FedoraFerret |

Orson's player here, I'll be honest I plum forgot about the reason to protest. Orson is Tagging Along, where the person he's tagging along with is every person at the protest.
Also, Zek, I was wondering how you deal with Leadership. I normally don't ask if the GM doesn't include it in the OP because I assume that means they don't want to deal with it, but as my trait gives me a bonus to it I figured I'd ask.

GM Zek |

An excellent question. Let us consult the bones!
[dice=Age modifier]2d6
She is 23, apparently.
Alright, then. I guess that's one way to decide. Haha.
Orson's player here, I'll be honest I plum forgot about the reason to protest. Orson is Tagging Along, where the person he's tagging along with is every person at the protest.
Also, Zek, I was wondering how you deal with Leadership. I normally don't ask if the GM doesn't include it in the OP because I assume that means they don't want to deal with it, but as my trait gives me a bonus to it I figured I'd ask.
No worries about the reason, just wanted to be sure what it was. Also, you list knowledge (local) and knowledge (planes) as two of your skills, but I don't see what you have that makes them class skills or gives you the extra skill points.
As for the leadership feat, I actually said no to it under character creation in my initial post. It seems like a feat everyone would take at level 7. It's just too good, in my opinion. On the GM'ing side of things, it looks like it would be a pain to track everything involved with it, not to mention keeping track of the cohort in combat.
That being said, you do have a point about it being one of the benefits of the Natural Born Leader trait, so I will adjust the trait slightly. Instead of giving a benefit to your leadership score, it will let you treat your Charisma score as if it were 14 (as written in the ability) or 4 points higher than its actual score if your actual Charisma is already 14 or higher (for the benefits as listed in the trait). You probably wouldn't get the extra benefit for a while, but you also wouldn't have gotten the leadership score bonus for a while, either. Hope that helps. You can still change that trait, if you'd prefer.

GM Zek |

@GM Zek
You may want to adjust that trait modification a bit more. Just make it 14 or 4 points higher whichever is greater. That way if your charisma is 12, it's effectively 16 and not 14.
Yes, that works. I'm just slightly concerned about the players who might try and game it by reducing their actual Charisma to 7, but getting the benefit as if they had a 14 Charisma. Those are edge cases, though, so I'll say yes to your suggestion.

GM Zek |

Current Applicants (v. 2.0):
Full BAB
Matiscio Tartaluna – Human Brawler
Rutilus Rathgan – Half-elf Slayer
Osveta Daud – Human Vigilante
Gregor Ward – Human Ranger
Orson Cromwell – Human Fighter
Canacha Bais – Dhampir Gunslinger
Lia Aulamaxa – Half-elf Swashbuckler
Arani Thorindal – Human Ranger
Narl LongTooth – Half-orc Slayer
¾ BAB
Leza the Little – Halfling Unchained Rogue
Doreen Makgree – Human Vigilante
Evander Forrell – Tiefling Investigator
Moondark – Human Unchained Rogue
Shala – Catfolk Investigator
6th Level Divine Casters
Malavik Forzeyr – Human Warpriest
Hryvnas Raszamy – Aasimar Warpriest
9th Level Divine Casters
Sebastian Sarini – Human Oracle
6th Level Arcane Casters
Beorn the Divine – Half-Orc Bard
Dono Songwapper – Halfling Bard
Rick “The Dragon” – Human Magus
9th Level Arcane Casters
Meliora Castafiore – Human Wizard
Anya Hoffryn – Aasimar Sorcerer
There are at least a couple of you who mentioned that you still need to update your character’s backstory. As long as you do so before the deadline, I’ll be able to consider your character for selection. There’s still plenty of time for submissions for anyone who’s been lurking. I can already tell that I’m going to have a hard time making selections once that time comes.

GM Zek |

Here's Rick story and crunch, finally (had a hard time with the forums wonkyness). If you feel there's anything missing, I still have time to adjust, but I think this is it.
I like the updates. Thank you for putting your background in narrative form. It looks like you're focusing heavily on Charisma. Unless I'm mistaken, the casting stat for a magus in intelligence, so you might want to consider adjusting that.

FedoraFerret |

No worries about the reason, just wanted to be sure what it was. Also, you list knowledge (local) and knowledge (planes) as two of your skills, but I don't see what you have that makes them class skills or gives you the extra skill points.
]
My archetype, Armiger, gives me two bonus skill ranks which must be invested in Knowledge (planes) and Intimidate, and gives Knowledge (planes) and Knowledge (local) as class skills.
That being said, you do have a point about it being one of the benefits of the Natural Born Leader trait, so I will adjust the trait slightly. Instead of giving a benefit to your leadership score, it will let you treat your Charisma score as if it were 14 (as written in the ability) or 4 points higher than its actual score if your actual Charisma is already 14 or higher (for the benefits as listed in the trait). You probably wouldn't get the extra benefit for a while, but you also wouldn't have gotten the leadership score bonus for a while, either. Hope that helps. You can still change that trait, if you'd prefer.
Nah, I took it with no intention of taking Leadership, I was mostly just curious. Sounds good.

GM Zek |

My archetype, Armiger, gives me two bonus skill ranks which must be invested in Knowledge (planes) and Intimidate, and gives Knowledge (planes) and Knowledge (local) as class skills.
I've searched the PRD, d20pfsrd, and archives of nethys, but can't find anything on an armiger archetype for fighters. If you could link me to the source, I would greatly appreciate it. Thank you in advance!

Dragoncat |

Rick "The Dragon" wrote:Here's Rick story and crunch, finally (had a hard time with the forums wonkyness). If you feel there's anything missing, I still have time to adjust, but I think this is it.I like the updates. Thank you for putting your background in narrative form. It looks like you're focusing heavily on Charisma. Unless I'm mistaken, the casting stat for a magus in intelligence, so you might want to consider adjusting that.
He's using the Eldritch Scion archetype for the magus. Eldritch scions use Charisma as their casting stat.

GM Zek |

GM Zek wrote:He's using the Eldritch Scion archetype for the magus. Eldritch scions use Charisma as their casting stat.Rick "The Dragon" wrote:Here's Rick story and crunch, finally (had a hard time with the forums wonkyness). If you feel there's anything missing, I still have time to adjust, but I think this is it.I like the updates. Thank you for putting your background in narrative form. It looks like you're focusing heavily on Charisma. Unless I'm mistaken, the casting stat for a magus in intelligence, so you might want to consider adjusting that.
Ah, that makes sense, thank you. Interesting archetype.

Rick "The Dragon" |

It's not really the best archetype there is, since it uses like double the arcane pool points a normal Magus would and spontaneous casting has some trouble with metamagic, but I thought the bloodline would go well with all the dragon shenanigans and at the same time I could save some points by going all-in on Cha. Also, being spontaneous went better with Rick's story than having learned from a book and all that.
The alias includes links to every rule that could be linked, for your easiness in consulting anything, and breaking down anything I thought would be needed. If you need any more breaking down, just say. I'm a fan of breaking down bonuses and easy access sheets.

GM Zek |

It's not really the best archetype there is, since it uses like double the arcane pool points a normal Magus would and spontaneous casting has some trouble with metamagic, but I thought the bloodline would go well with all the dragon shenanigans and at the same time I could save some points by going all-in on Cha. Also, being spontaneous went better with Rick's story than having learned from a book and all that.
The alias includes links to every rule that could be linked, for your easiness in consulting anything, and breaking down anything I thought would be needed. If you need any more breaking down, just say. I'm a fan of breaking down bonuses and easy access sheets.
I'll admit, I was scratching my head a bit at your backstory in relation to the way a magus normally works. But with your archetype, it makes perfect sense. Definitely appreciate the links.

Red Heat |
Female Human Sorcerer
23 Years of Age
LG Medium Humanoid [human]
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Armor, +1 Dex)
HP 9 (1d6 +2 Con mod +1 FC)
Fort +2, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Weapon: heavy mace, +1 Attack, 1d8+1 Damage, 20/x2 crit, bludgeoning
--------------------
Statistics
--------------------
Str 12 (+1), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 12(+1), Cha 17 (+3)
Base Atk +0; CMB +0; CMD 12
Feats: Light Armor Proficiency; Spell Focus (evocation); Eschew Materials
Traits: Natural Born Leader; Deft Dodger (+1 to Reflex)
Skills (4 skill points): Intimidate +4; Sense Motive +2; Knowledge (Planes) +2; Spellcraft +5
Background Skills: Lore (criminal law, pending GM approval) +5; (not sure what to do with the other point... Maybe find the girl a hobby?)
Languages: Common, Infernal
--------------------
Wealth
--------------------
Adventuring Gear: Armored Kilt (+1, +6, -0)
Other Gear: Sorcerer’s Kit, Bloodblock
Coin: 145 GP
--------------------
Special Abilities
--------------------
Class: Bloodline (Infernal + Blood Havoc mutation
Racial: Bonus Feat; Skilled (extra skill point)
--------------------
Spells
--------------------
Spells known:
0th: Daze; Detect Magic; Mage Hand; Light
1st (4/day): Charm Person; Magic Missile
“Drost,” she corrected him.
“Listen, Drost…”
“Armiger Drost.”
“Listen, armiger Drost! Asmodeus take me… You can’t just waltz up and expect me to hand out fines or jailtime to random street brats on your word alone. It takes... Hey, ease up on the kid’s wrist before it snaps, yeah?!”
The woman called Didiana Drost slackened her grip on the struggling urchin’s wrist. It was true; she had held onto the child with as much force as she could muster. Pain had been her intent. The kid was only marginally appeased.
“Right. As I was saying - even if I took your word for it, I can’t charge the boy. This kid’s what? Thirteen? He’s a juvie. And besides, petty theft? He was just trying to feed himself. He walks with a warning, you hear? You hearing this, boy? Let this be a warning, caught in the act and hauled down the street by a hell knight and all.”
Drost’s expression was difficult to read beneath her skull-like helmet, the mark of an armiger; a hell knight in training. The guard couldn’t imagine that she was best pleased with his judgement, however. The hell knight crowd weren’t exactly famed for their mercy. He was then surprised when the woman immediately relented.
“As you wish, soldier. The boy walks.”
The street urchin was so taken aback at being released that he didn’t even think to run, instead taking to soothing his newly released and aching arm. The guard didn’t quite know how to proceed.
“Alright then. Good. And that’ll be the end of that...?”
He hadn’t meant for this to be a question, but the inflection had slipped in. It was unusual, to say the least, for hell knights to let their quarry go, however minor their infraction. But the armiger reiterated:
“Of course, sir. You are the authority of our fair city. If the dottari does not wish to pursue this case, then I will not force the matter.”
“Good. Good. That’s good. Well then. I have somewhere to be... Be good, kid. Stay out of trouble.”
And with that the guard walked off, with just a hint of uncertainty in his steps, leaving the armiger and street urchin alone in the alley. The woman Drost was glaring at the boy from beneath her metal helmet, but the boy now felt brave enough to stare back. He had been terrified when he was caught stealing by not just a city guard, but by one of the infamous hell knights, albeit a mere armiger. This impotent display of hers, however, had bolstered his courage.
“Heh. Not so tough after all, huh? The stupid dottari let me go. You wanted to hurt me and the guard just totally told you off and you just took it. Like a chump. You can’t touch me,” he taunted her.
“Yes. Of course he let you go. Sections 66ZA and 66ZB of the Youth Crime and Order Act state that any juvenile without prior criminal record accused of a minor offence merely be given a reprimand. That’s what he just gave you: your reprimand.”
The boy’s face betrayed his confusion.
“But... If you knew, then why...”
“Because I needed you to see.”
“See whu...?” he slurred, newly gained confidence quickly waning. This woman, Drost, did not sound defeated. Her expression, what he could see of it, was calm and measured, and she spoke with authority.
“To whom do the hell knights answer? No, don’t bother replying. I know that you’ve skipped school far too often to answer that. Perk up those wax pools you call ears, boy, for I am about to educate you. The hell knights do not answer to the dottari, including that fool guard. They do not answer to the lord-mayor. They don’t answer to the brimstone priests. They don’t even answer to the diabolically won throne in Egorian. The hell knights answer only to the Law. And the hell knights hold all accountable.”
A sliver of menace entered Didiana Drost’s voice as the corners of her mouth drew down. Was that... disgust the boy saw?
“When the guard errs, when the politician deceives, when the priest exploits and the nobleman strays, the hell knights hold them accountable to the Law. Not the law of mortal man, because it is as fallible as he is but to a higher Law; a better Law. We must. For they are all equal before the Law. Everyone, from lofty Queen to pathetic thieving street urchin, equal. Never is this edict more important than when the government fails the Law. That is when the hell knights must remind them that we all stand equal.
And what did we just see? What did we witness, brat?”
The eponymous brat’s fear was back in full force now. The armiger’s tone was now as portentous and intimidating as any Asmodean preacher he had heard.
“We witnessed a criminal, however insignificant, brought before a law enforcement officer, a sworn guardian of the city. And the officer let the lawbreaker go. That was his right, in accordance with this city’s law, but a transgression requires just punishment. That is the hell knights’ Law. Our feeble dottari let you go and he was happier for it. He couldn’t be bothered with you. He called you ‘street brat’. That is all you are in the eyes of the state. You are insignificant and not worth the effort of jailing. That is what we saw. We witnessed complacency. We witnessed the failure of the government. And that, Zeke, is where I step in.”
“How do you know my...?”
“You name, Zeke? I know everything there is to know about you, you little piece of filth. I know where your friends roam. I know where your accomplices piss. I know where your family sleeps. Did you think our encounter today was happenstance? No, I walk in providence as an agent of the Law. Just design has brought us here, lawbreaker and lawbringer. Scum such as you must be stamped out, Zeke, so that others may live in peace. For you see, the path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. I am my brothers’ keeper and I will strike down upon thee with great vengeance and furious anger those who would attempt to poison and destroy my brothers. And you will know my name is the Law when I lay my vengeance upon thee!”
As the armiger reached for her mace, the boy named Zeke ran. His legs scurried him forward with the speed that only panic can provide. He never looked back, of course; he didn’t dare to. If he had, he would have noticed that Didiana Drost never pursued him.
Didiana soon found herself alone in the alley. Once she was sure that the boy was entirely out of earshot, she let out a heavy sigh.
Aw man. I haaate having to do that. Damn kid was terrified. Keep it together, girl. It’s for his own good. You did your duty. At best, you scared him straight. At worst, the dottari take him off the street now that you made sure he got his first warning. You did what you could.
The armiger took off her skull-like helmet to reveal a head of unusually bright red hair, cut short. She ruffled the locks. It got stuffy under that helmet. As she turned around and headed back to Citadel Vaull, Didiana thought back to her conversation with the tanner in Old Kintargo. She hoped that he would take Zeke in as an apprentice now.
Didiana looked to her peers for the validation she missed in the home. And she pursued it with aggression and ruthlessness. Driven by the insecurities fostered by a broken home, she could accept no relation that wasn't rooted in admiration, envy or fear. On the playground she bullied any outsider to show her own superiority. In school she spread vile rumours about anyone who could be considered her equal. And on the streets she coerced others to her will. She was a master manipulator or, in the words of TV Tropes, an Alpha B&@~&.
Something changed in her early teens, however. Her dreams now featured guests, vague humanoid shapes that walked in the flames. More significantly, Didiana found that, on certain occasions, she could ask the most outrageous things of people and they would comply. Rather than be alarmed at this development, she escalated her social manipulation. Her coercion grew more insistent, her bullying harsher. A breaking point was inevitable and it came in the form of a death: after a particularly horrid prank, one of Didiana’s regular harassment targets committed suicide. This shook the young woman. She was never charged, nor even accused, of anything but Didiana recognized her own guilt. That night she slept poorly. And her dreams evolved further. The blurry figures walking in the fire drew nearer, revealing horned heads, leather wings, red skin and malevolent grins. Didiana woke up screaming but the flames did not leave her. Her bed was on fire.
The incident baffled her mother, but for Didiana that night was illuminating in more ways than one. She had time to think as she recovered from her burns and managed to confirm that she did indeed posses magic. Inhuman power flowed in her veins and she suspected, fearfully, that she knew its origin. Gods only knew what sort of bargain her grandfather had agreed to in exchange for his gifts as a writer. Her powers of coercion and manipulative temper were due to infernal influence, and the unnaturally bright red hair that grew out in place of the dark tresses burnt away acted as her proof.
Years later, Didiana Drost is unrecognizable to most who knew her. Fearing for her soul, she adopted a philosophy of strict self-discipline in order to control her every selfish urge. She avoids all vices and ignores wants and needs as she believes that succumbing to these can hurt others at best, and damn her eternal soul at worst. It was only natural then that she was drawn to the hell knights, famed as they are for their love of control, both of others and themselves. Within the Order of the Torrent Didiana learned self-restraint and got the opportunity to serve society. Today she is a true believer in the cause and fiercely loyal to her order.
The arrival of Barzillai Thrune puts Didiana in a difficult position, however. While not an outspoken critic of the royal family, she finds Barzillai’s actions in Kintargo abhorrent. His ridiculous proclamations are upheaving the city under the guise of rightful laws and the previous lord-mayor’s disappearance is suspect to say the least. The new regime makes a mockery of just rule (and having the Order of the Rack butting in on her territory is not exactly appriciated). Something has to change, but Didiana is reluctant to act without her Order’s blessing. And so it is that she joins in at the latest protest, not as a hell knight armiger but merely as a concerned citizen, looking for some sign to either relieve her fears or push her to action.
Story-wise, I'd like to see the character grow throughout the game. I'm hoping that by the end of the game Didiana will have accepted that the source of her sorcerer powers do not define her, and that she's her own person and what have you. Something related would be her dislike of tieflings. I never got into it in the backstory ('cause things seemed plenty long as is), but Didiana is plainly bigoted towards tieflings. She sees her own personal issues of "blood destiny" in them, but magnified. Hoping that there will be opportunities for interactions with tieflings in the game, and for her to mend her racist ways. Did I mention that she has never revealed the source of her power?
Beyond that, just looking for a fun game, I think. Thanks for reading if you made it this far.
Would you consider letting a player forgo a campaign trait for a normal one? None of the traits appeal to me and I'd like to make Sense Motive a class skill. No biggie if you aren't up for it; I'll just take Natural Born Leader as written.

Gregor Ward |

I just want to apologize for my inactivity, as it appears that the site itself is completely unreachable only during the entire 8-12 hour chunk of time that I was available to post, while they deal with whatever issues they are having. I've been looking forward to the time I should have had to update my profile and write a solid bit of serious backstory for the character, I just haven't been able to do so due to the site.

Canacha Bais |

I will have more to Canacha's back story up soon enough, I just wanted to clearly state that I intend to pick up Alchemist as a 2nd class. it fits with how i plan on playing Canacha.
The original idea with her was a female version of Karl from Van Helsing minus the religous slant, mixed with some tank girl, and a scosh of River Tam(from firefly) for taste.
Very Mad scientisty kind of spacey with her wisdom scores.

GM Zek |

** spoiler omitted **
** spoiler omitted **...
Thank you for the dialogue sample and backstory. I appreciate the details you gave. As for background skills, Lore(criminal law) is fine by me. As for your other background point, I tend to think it's hard to go wrong with linguistics. Knowledge(nobility) would also be useful for this campaign. I'm okay with you taking two non-campaign traits, if you really think none of the campaign ones would make sense for your backstory. Also, what is your specific reason for being at the protest? Lastly, is this your first experience with play-by-post?
I just want to apologize for my inactivity, as it appears that the site itself is completely unreachable only during the entire 8-12 hour chunk of time that I was available to post, while they deal with whatever issues they are having. I've been looking forward to the time I should have had to update my profile and write a solid bit of serious backstory for the character, I just haven't been able to do so due to the site.
No worries. It's been unavailable for most people, I think. There was a time when I was considering having recruitment open for only a week, but in light of the problems with the site, I'm glad I decided against that. Hopefully Paizo will have worked out most of the kinks once it comes time to start the campaign. For what it's worth, it seems like most people are able to access the site using cellular data on their phones, so that might be an option in a worse case scenario.
I will have more to Canacha's back story up soon enough, I just wanted to clearly state that I intend to pick up Alchemist as a 2nd class. it fits with how i plan on playing Canacha.
The original idea with her was a female version of Karl from Van Helsing minus the religous slant, mixed with some tank girl, and a scosh of River Tam(from firefly) for taste.
Very Mad scientisty kind of spacey with her wisdom scores.
Look forward to the extra backstory. I appreciate you giving me an idea about where you're planning to take your character as you level up. Gives me a better idea about how the party may balance out.
Think I'll try to write something up for this; I do enjoy seeing tyrants overthrown...
Look forward to seeing it!
I added a small vignette with some conversation to Rutilus's profile. If there's any thoughts, questions, or concerns let me know and I'd be happy to discuss it.
I'll take a look later. In the meantime, thank you for the update.

GM Zek |

I added a small vignette with some conversation to Rutilus's profile. If there's any thoughts, questions, or concerns let me know and I'd be happy to discuss it.
I like the dialogue sample. Are Sera, Cassie, and Tesario still supposed to be in Kintargo?
Hmm. I might stick with multiclassing into Bard, then.
The leadership feat is indeed banned, so that's something to keep in mind if you're trying to plan ahead.
I would like to submit Velia, a half-elf Psychic with the abomination psychic discipline stemming from her biological father a Drow noble.
Very unique character concept. Is Velia's mother still around? Also, is her father still alive? I assume Velia's mother and father didn't have a consensual relationship? Also, I noticed Velia is 65, which seems pretty old for a half-elf. Is there something about her drow heritage that's causing her to age slower?

Red Heat |
Thank you for the dialogue sample and backstory. I appreciate the details you gave. As for background skills, Lore(criminal law) is fine by me. As for your other background point, I tend to think it's hard to go wrong with linguistics. Knowledge(nobility) would also be useful for this campaign. I'm okay with you taking two non-campaign traits, if you really think none of the campaign ones would make sense for your backstory. Also, what is your specific reason for being at the protest? Lastly, is this your first experience with play-by-post?
Thanks for the concessions. Yeah, looking back I suppose I could have been clearer in explaining why she's at the protest. In reading the player's guide the option 'Staying up on Current Events' would be a good fit. She's opposed to Barzillai but not to the point of open rebellion; she needs one final push for that. All she knows is that the current situation cannot stand, and being conflicted does not mesh well with her hell knight mindset. She's at the protest looking for that one push.
Alternatively, if you think she could reasonably have heard about this Silver Raven contact I could go for 'Meeting a Contact'. As a hell knight, again, she considers herself a guardian of the city and its people. If the Ravens are plotting open rebellion, she wants to know about it.
Whatever you think works best, really.
And no, I've tried play-by-post before.

GM Zek |

Caldax here plans to stick with Rogue until level 10 before switching it up and going to Shadowdancer.
Hi, Caldax. I think you meant to post that in the Way of the Wicked recruitment thread. An evil character won't be thematically appropriate for this campaign.
Thanks for the concessions. Yeah, looking back I suppose I could have been clearer in explaining why she's at the protest. In reading the player's guide the option 'Staying up on Current Events' would be a good fit. She's opposed to Barzillai but not to the point of open rebellion; she needs one final push for that. All she knows is that the current situation cannot stand, and being conflicted does not mesh well with her hell knight mindset. She's at the protest looking for that one push.
Alternatively, if you think she could reasonably have heard about this Silver Raven contact I could go for 'Meeting a Contact'. As a hell knight, again, she considers herself a guardian of the city and its people. If the Ravens are plotting open rebellion, she wants to know about it.
Whatever you think works best, really.And no, I've tried play-by-post before.
I'd rather you decide on the reason yourself. If selected, I'll certainly incorporate your backstory into the plot, but would prefer you establish your own reason for protesting. If you want my opinion, I think either of the ones you mentioned would be fine.
I thought you might have done some play-by-post before. In that case, welcome to Paizo's forums.

Slayde77 |
I like the dialogue sample. Are Sera, Cassie, and Tesario still supposed to be in Kintargo?
Cassie and Tesario are both still in Kintargo. These two would be what Rutilus considers his family and would be the reason he would join the rebellion, to make things better for them. In my mind, Cassie is attracted to Rutilus while Tesario is attracted to Cassie. Rutilus, however, is oblivious to it and just sees Cassie as his little sister and Tesario as his brother he shares a sibling rivalry with.
Sera, on the other hand, could still be in Kintargo or not at this point. I really just needed another character to distract Cassie at the beginning of the vignette so I brought in an extra. If selected, feel free to do what you wish with these characters.

GM Zek |

Cassie and Tesario are both still in Kintargo. These two would be what Rutilus considers his family and would be the reason he would join the rebellion, to make things better for them. In my mind, Cassie is attracted to Rutilus while Tesario is attracted to Cassie. Rutilus, however, is oblivious to it and just sees Cassie as his little sister and Tesario as his brother he shares a sibling rivalry with.
Sera, on the other hand, could still be in Kintargo or not at this point. I really just needed another character to distract Cassie at the beginning of the vignette so I brought in an extra. If selected, feel free to do what you wish with these characters.
That works. For those selected, I'll be glad to have multiple options when it comes time to incorporate backstories into the adventure.

GM Zek |

Sorry it's taking me a bit, the site being down has played havoc on editing the character sheet >_<
Sorry to bug ya, but when is the cutoff date?
The site being down has been quite inconvenient.
Recruitment is open until 6/22/17 at 1 pm eastern. Feel free to make changes to your character as much as you feel is necessary between now and then. I'll be reviewing everyone's submissions again after the deadline, so the final form of your submission is what matters.

![]() |

I have added to Dono's background and given him a brother that has been taken by the Hellknights while trying to help escaping slaves. Seems good to have extra motivation to work for the downfall of the current government.
Also I wanted to remind you that I will be away from the internet starting this Saturday and will be unable to check boards or post until June 23 or 24. But I am excited about the chance to play and hope my absence for the last week of recruiting will not be seen as a lack of interest in this game.
Good luck all.

Osveta Daud |

Osveta Daud wrote:Sorry it's taking me a bit, the site being down has played havoc on editing the character sheet >_<
Sorry to bug ya, but when is the cutoff date?
The site being down has been quite inconvenient.
Recruitment is open until 6/22/17 at 1 pm eastern. Feel free to make changes to your character as much as you feel is necessary between now and then. I'll be reviewing everyone's submissions again after the deadline, so the final form of your submission is what matters.
K, thankies.

GM Zek |

I have added to Dono's background and given him a brother that has been taken by the Hellknights while trying to help escaping slaves. Seems good to have extra motivation to work for the downfall of the current government.
Also I wanted to remind you that I will be away from the internet starting this Saturday and will be unable to check boards or post until June 23 or 24. But I am excited about the chance to play and hope my absence for the last week of recruiting will not be seen as a lack of interest in this game.
Good luck all.
Thank you for the update and the reminder. Your absence won't impact your chance of getting in. It's your application that matters.

Velia Sarnstar |

I'll be adding more to Velia when I have free time. As far as she knows her father raped her mother and she has no illusions about Drow being anything but evil. As far as she knows her father is alive but just as likely not.
(her father was a paragon of his species; why she inherited so much of her fathers side, brought down her age a little but she traveled a lot before settling down.)

Leza the Little |

Caldax the Shadow wrote:Caldax here plans to stick with Rogue until level 10 before switching it up and going to Shadowdancer.Hi, Caldax. I think you meant to post that in the Way of the Wicked recruitment thread. An evil character won't be thematically appropriate for this campaign.
You are correct. I'm the one submitting Leza here. Paizo's site was acting up so I was trying to keep track of the threads via phone and mixed up the two threads. Derp.

GM Zek |

I'll be adding more to Velia when I have free time. As far as she knows her father raped her mother and she has no illusions about Drow being anything but evil. As far as she knows her father is alive but just as likely not.
(her father was a paragon of his species; why she inherited so much of her fathers side, brought down her age a little but she traveled a lot before settling down.)
Alright, that works. Look forward to the additions.
You are correct. I'm the one submitting Leza here. Paizo's site was acting up so I was trying to keep track of the threads via phone and mixed up the two threads. Derp.
No worries. Paizo's site has been quite unreliable as of late, but it seems to have stabilized in the last couple days. Hopefully it stays stable.