
Benicio Del Espada |

Gauging interest for a gangland/thieves' world campaign based in Absalom.
I'm just getting started, but here's the outline:
Start at 3rd level. 25 point buy, since there will only be 4 (maybe 5) of you, and you'll multiclass. Average hps (PFS rules). A straight rogue, for example, would have 18 hp before adjustments: 8+5+5.
2 traits, normal feats. I'm interested in concepts over numbers, to start.
4, possibly 5 players. I'd like the “traditional” roles to be reasonably covered: Arcane, divine, meatshield, and face/stealth/specialist/skillmonkey,” one way or another. There are many ways to do that.
One of your 3 levels must be in the rogue class. You must have 3 ranks in Stealth, and 1 rank in Bluff, Knowledge (local), and Sleight of Hand. Skills matter in the big city.
BAB will be determined by fractions, so levels in rogue won't hurt you too much. Poor: .5, Medium: .75, Good: 1. So, if you took 2 levels of rogue and a level of bard, your BAB wouldn't suffer. It would be 2.25, same as a straight rogue or bard. You could take a level in either class, add .75, and have BAB 3 at 4th, same as the straight classes alone. A rogue/fighter/wizard would have .75+1+.5, for 2.25.
Core races only. No cavaliers, gunslingers, summoners, or oriental classes allowed. Lawful good characters are out, too, so obviously no paladins. Ranged weapons aren't generally allowed in town, so archery builds won't get to do their thing that easily or often. The leadership feat, if we reach 7th, is not allowed. Standard starting wealth (3000 gp).
Anything in PFRPG, APG, or ISWG is allowed. Feats, traits, spells, etc., from other sources may be allowed on a case-by-case basis. I reserve the right to remove or alter them after allowing them, with a fair discussion of options, if I decide it doesn't fit.
There are also some options for the more “urban” prestige classes, like duelist and arcane trickster, to make them a little more fun to play. Ask, if you're interested.
You will be young toughs trying to establish street cred, expand your fortunes, and exert influence to protect your interests in the mean streets of the city at the center of the world. Guide to Absalom is strongly recommended reading, though it's not canon in itself.
Lots of role play, but I like lots of fighting and intrigue, too. I don't like PvP, though. You need to be loyal enough to get your gang established, and we all know what happens to traitors.
You'll be doing a lot in the city, but you'll go other places, too. Sometimes, maybe, by yourself.
Players should post daily. More is better. Weekends aren't mandatory, but encouraged. So, think up an interesting urban troublemaker, and tell me a little about her or him. Not too long, please.
I'm undecided as to whether you'd want gang wars for turf and such, or more specialized robbery capers, or some sort of mix. Alignments would veer toward chaotic, but I'm uneasy with a purely evil group. You might have some code of honor, and I'd like you to be likable in some ways, in a "bad guys who sometimes do good things" sort of way.
We won't start until January, so take your time. If you've tried to get into PbPs here before, but haven't managed to, you'll be given special consideration. More later.

Talomyr |

Dotting for interest
I am certainly intrigued by this concept. I'll give it some thought and see what I can come up with. With the obligitory rogue, first thoughts are:
1) Cleric or Inquisitor of Achaekek (This option is likely to be evil in alignment).
2) Shadow School Wizard or Shadow Bloodline Sorcerer
3) Pure Rogue, uncertain on if I would use any archetypes (it would depend upon the structure of the rest of the group if selected).

Lavode de'Morcaine |

I was thinking the possesed archtype of the oracle. Half-orc. Hates the gods doesn't know or care where his power comes from. Feels people need to strive to survive despite the gods meddling in their lives. 1/3 to 1/4 of his levels in rogue remainder in oracle.
Or
Halfling rogue/sorc maybe heading toward arcane trickster.
If you like one or the other, let me know and I will complete it tomorrow morning.

Raventhorn |

?????
Ive just been wanting to play either a sanguine sorc or a poisoner rouge and then your campaign came up and I saw a way to combine the two into a character that would benefit both classes, he isnt evil but he wants to help run tjhe gang and have it become one of the more powerful gangs by use of subletry as well as neccessary war but tends to use deals and his smarts to gain power thus the delving into the "black arts"
So I present Sidoze
SIDOZE CR 2
Male Half-Elf Rogue (Poisoner) 1 Sorcerer (Wildblooded) 2
CN Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 18 (1d8+2d6+3)
Fort +1, Ref +4, Will +4
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+1/19-20/x2) and
. . Dagger +2 (1d4+1/19-20/x2) and
. . Dagger +2 (1d4+1/19-20/x2) and
. . Dagger +2 (1d4+1/19-20/x2) and
. . Dagger, Punching +2 (1d4+1/20/x3) and
. . Rapier +2 (1d6+1/18-20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)
Ranged Crossbow, Hand +3 (1d4/19-20/x2)
Special Attacks Sneak Attack +1d6
Sorcerer (Wildblooded) Spells Known (CL 2, +2 melee touch, +3 ranged touch):
1 (5/day) Chill Touch (DC 15), Ray of Enfeeblement (DC 15)
0 (at will) Touch of Fatigue (DC 14), Dancing Lights, Mage Hand, Ghost Sound (DC 13), Detect Magic
--------------------
STATISTICS
--------------------
Str 12, Dex 15, Con 12, Int 14, Wis 12, Cha 17
Base Atk +1; CMB +2; CMD 14
Feats Eschew Materials, Point Blank Shot, Rogue Weapon Proficiencies, Skill Focus: Intimidate (Adaptability), Spell Focus: Necromancy
Traits Elven Reflexes, Gifted Adept: Ray of Enfeeblement
Skills Acrobatics +6, Bluff +7, Climb +5, Craft (Alchemy) +7, Diplomacy +7, Disable Device +4, Escape Artist +6, Intimidate +11, Knowledge (Local) +6, Linguistics +6, Perception +7, Sense Motive +6, Sleight of Hand +6, Spellcraft +7, Stealth +8
Languages Common, Elven, Halfling, Osiriani, Undercommon
SQ Elf Blood, Poison Use, Sanguine, The Blood Is the Life (6/day), Weapon Cord
Combat Gear Bolts, Crossbow (10), Crossbow, Hand, Dagger, Dagger, Dagger, Dagger, Dagger, Punching, Mithral Chain Shirt
Mithral: Weighs half as much as normal., Rapier; Other Gear Caltrops, Grappling bolt, Harry Dresdan's Hat, Hollowed Pommel (empty), Mirror, small steel, Poison, Blue Whinnis (8), Potion of Cure Light Wounds (3), Pouch, belt (empty), Rope, silk (50 ft.), Scarf, Pocketed, Vial, ink or potion (4), Weapon Cord, Whetstone, Ankle sheath (Daggers) (2), Wrist sheath, spring loaded (Dagger and Hand Crossbow) (2)
Remaining Gold: 607
--------------------
SPECIAL ABILITIES
--------------------
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.
Gifted Adept: Ray of Enfeeblement A chosen spell gets +1 CL.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You don't accidentally poison yourself with blades.
Sanguine Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
The Blood Is the Life (6/day) At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood.This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch.
Weapon Cord Attached weapon can be recovered as a swift action.
I do hope you like he does have his own code of honor but wants power above all else thus why he joined this gang.

Ragathiel |

Heres Grigori 1 level rogue 2 levels fighter, cause every gang needs a tough guy
GRIGORI CR 2
Male Human Fighter 2 Rogue (Thug) 1
CN Medium Humanoid (Human)
Init +5; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+7 armor, +1 Dex)
hp 27 (2d10+1d8+6)
Fort +5, Ref +3, Will +1
Defensive Abilities Bravery +1
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Blade Boot +6 (1d4+4/20/x2) and
. . Dagger +6 (1d4+4/19-20/x2) and
. . Dagger +6 (1d4+4/19-20/x2) and
. . Dagger, Punching +6 (1d4+4/20/x3) and
. . Gauntlet, Spiked +6 (1d4+4/20/x2) and
. . Masterwork Mace, Heavy +7 (1d8+4/20/x2) and
. . Unarmed Strike +6 (1d3+4/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 18, Dex 13, Con 14, Int 12, Wis 12, Cha 13
Base Atk +2; CMB +6; CMD 17
Feats Catch Off-Guard, Improved Initiative, Intimidating Prowess, Power Attack -1/+2, Quick Draw, Rogue Weapon Proficiencies
Traits Augmented Disguise, Dirty Fighter
Skills Acrobatics -2, Bluff +5, Climb +5, Disguise +5, Escape Artist +2, Fly -2, Intimidate +10, Knowledge (Engineering) +5, Knowledge (Local) +6, Perception +6, Ride -2, Sense Motive +6, Sleight of Hand +2, Stealth +4, Survival +5, Swim +5 Modifiers Frightening
Languages Common, Orc
Combat Gear +1 Agile Breastplate, Blade Boot, Crossbow, Light, Dagger, Dagger, Dagger, Punching, Gauntlet, Spiked, Masterwork Mace, Heavy; Other Gear Crowbar, Disguise kit (10 uses), Full Face-Mask, Grappling bolt, Pouch, belt (empty), Rope, silk (50 ft.), Thieves' tools, Wrist sheath (empty) (2)
--------------------
SPECIAL ABILITIES
--------------------
Bravery +1 (Ex) +1 Will save vs. Fear
Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
Dirty Fighter +1 damage when flanking.
Frightening (Ex) Intimidate to demoralize shakes target for 1r longer, or if shaken is 4+ rounds, target may be frightened for 1r instead.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Benicio Del Espada |
1 person marked this as a favorite. |

Might as well throw this out there, before someone posts an archer.
More on Absalom:
Weapons:
In the city, only the watch and certain bodyguards are allowed to carry strung weapons and ammunition. Walking down the street with a strung bow and a quiver of arrows ready to go will get you unwanted attention, and maybe get your stuff confiscated. Ranged weapons can be had, of course, but if you buy a new bow, you have to take it home unstrung. That's the rule. In a city like this, though, not everybody cares about the rules. As you might guess, the market for concealable ranged weapons is pretty healthy, and throwable melee weapons like axes and daggers are common and legal.
Polearms aren't illegal, either, but are required to be sheathed when you walk the streets. Some places are pretty busy, and a moment of carelessness with your spear could hurt somebody. Since it takes a standard action to pull the cover off a polearm, most people don't bother with them.
While it's legal to carry melee weapons, most people don't. Those who do are generally fairly wealthy, guarding someone who's wealthy, or one of Absalom's ubiquitous “hotspurs,” young toughs out to impress, either by being impressive or at least trying to look impressive.
Absalom has many fighting schools and a vast gladiatorial arena called the Irorium, where combats are waged for money. Some of the duelists are quite good, and earn “sword pins,” indicating many victories in the Irorium, and according them celebrity status all over the city.
There are many combat styles from all over the Inner Sea, and you can probably find them all taught somewhere in Absalom, so a character with mastery of Dervish Dance or the style of the Aldori swordlords is very possible, so combat feats from regional sourcebooks can be had here, as well as any weapons listed in the above books.
Armor:
Absalom has a warm climate. Again, most people don't wear armor at all. Those who do tend towards leather (which is stylish among hotspurs), though the watch often wear various light or medium armors. There are no laws against any sort of armor, but you're sure to get lots of attention clanking down the thoroughfares in full plate. People do that sometimes, though, usually for parties and parades and such.
Feats:
Feats are pretty open, but subject to review and revision at my option. Leadership is out, as already explained.
There's one feat specific to this campaign:
Full Fighting: A character with at least 2 levels of a full BAB class (such as fighter) may add .25 to her base attack bonus. A rogue 1/ fighter 2 could, at 3rd CL, add .25 to her BAB, raising it from 2.75 to 3.

Benicio Del Espada |

Prestige classes:
There are 2 that would work well in this campaign; arcane trickster and duelist. I changed them a little to make them more fun.
Arcane Trickster: Requirements changed to 1d6 sneak attack and evasion, so you only need 2 levels of rogue to qualify. You will need 5 ranks of knowledge (arcana), instead of 4. You gain weapon focus (ray) at 1st level, and a metamagic feat at 5th.
Duelist: Levels in duelist stack with levels of fighter to qualify for fighter-only feats, such as weapon specialization. The deflect arrows feat is gained at 2nd level, not 9th. At 9th level, you gain any feat for which you qualify.
All the other requirements remain the same.

Benicio Del Espada |

Do I need to change anything Goblin? or were you saying you just dont like the character lol
Sorry, I do that a lot. GM Goblin King is my alias for the goblins game! I'm thinking "GM Gangsta Kingpin" for this one.
The whole necromancy and poison thing is a little dark, but I'll consider it.
Here's a fighter option from the earliest PFCRB, which wasn't carried over to this game.
Class Skills: A fighter trained at a famous war college or
fighting school gains the following class skills (in addition
to the normal fighter class skills): Diplomacy (Cha), Gather
Information (Cha), Knowledge (architecture and engineering)
(Int), Knowledge (geography) (Int), Knowledge (nobility
and royalty) (Int), Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
The cost is your first bonus feat at F1.
I'll consider other things from that book, if you have it. I thought it was pretty cool.

Talomyr |

Looking at the other concepts posted so far, I think I'll go with a human Inquisitor of Achaekek 1/Rogue 2 with the possibility of going into Red Mantis Assassin if allowed. This character would fill the "stealth/skill-monkey" type roll.
Please note that this profile exists as one of my aliases, but will be re-purposed for this game if accepted.
Build Notes: Inquisitor grants proficiency in deity's favored weapon (sawtooth saber)
Feats: (1)Two-Weapon Fighting, (Human) Alertness (assuming Red Mantis Assassin is allowed) (3) Precise Strike (if I can get another team member to take it)
Rogue Trick: Finesse Rogue
Str: 12 Dex: 18 Con: 14 Int: 13 Wis: 14 Cha: 14
BAB: +2.25 Fort: +4 Reflex: +7 Will: +4
Quick Background:
Andrezi grew up on the streets of Absalom, eeking out a meager existence after the death of his mother. The young boy did whatever needed to be done in order to survive, be it stealing, selling himself, and eventually murder. By pure coincidence, one of the men young Andrezi killed happened to be a target of the Red Mantis. The intended assassin was both angered, because she was not able to kill her target and amused by the teen, because he had done the job she was meant to with brutal efficiency. It was at this time, Kayla began to teach young Andrezi about Achaekek, and to a lesser extent the Red Mantis. Andrezi was eventually left on his own again, to hone his skills in hopes of one day joining the same organization to which Kayla belonged.
I will write more as required. Thanks for looking.

Benicio Del Espada |

Sorry, Talomyr. RMA is very cool, but I see them as a rival faction. A RMA would be loyal to the RMAs above any other group. This party would be trying to start their own criminal enterprise, or rise to the top of one. Unless the whole gang was loyal to it, you'd have conflicts of interest somewhere down the road.
Kinda sucks, because it's a cool prestige class, and one the party might face someday.
That said, the regular assassin class is a possibility.

Talomyr |

Sorry, Talomyr. RMA is very cool, but I see them as a rival faction. A RMA would be loyal to the RMAs above any other group. This party would be trying to start their own criminal enterprise, or rise to the top of one. Unless the whole gang was loyal to it, you'd have conflicts of interest somewhere down the road.
Kinda sucks, because it's a cool prestige class, and one the party might face someday.
That said, the regular assassin class is a possibility.
No problems. I'll just re-write what I was going for with Ranger (Urban Ranger) and Rogue (Knife Master) - Knife Master is from Ultimate Combat pg 72 if allowed...if not no big deal) and then go into Assassin as you have suggested.
Build Notes: Favored Enemy - Humanoid (Human)
Feats: (1)Two-Weapon Fighting, (Human) Weapon Finesse (3) Precise Strike (if I can get another team member to take it)
Rogue Trick: Fast Stealth
Str: 12 Dex: 18 Con: 14 Int: 13 Wis: 14 Cha: 14
BAB: +2.5 Initiative: +6 HP: 26 (10+5+5+2+2+2)
Fort: +4 Reflex: +9 Will: +2
Traits: Child of the Streets (Basic, Social), Reactionary (Basic, Combat)
Quick Background:
Andrezi grew up on the streets of Absalom, eeking out a meager existence after the death of his mother. The young boy did whatever needed to be done in order to survive, be it stealing, selling himself, and eventually murder. By pure coincidence, one of the men young Andrezi killed happened to be a target of the Bloody Barbers (Guide to Absalom pg 61). The intended assassin was both angered, because she was not able to kill her target and amused by the teen, because he had done the job she was meant to with brutal efficiency. It was at this time, Kayla looked out for the young man for a while, teaching him more subtle ways of killing, among other things. Andrezi was eventually left on his own again, to hone his skills in hopes of one day joining the same organization to which Kayla belonged. (Obviously as our own gang gains prominence, that will become less of a driving force for Andrezi).
I will write more as required. Thanks for looking again.

Benicio Del Espada |

No problems. I'll just re-write what I was going for with Ranger (Urban Ranger) and Rogue (Knife Master) - Knife Master is from Ultimate Combat pg 72 if allowed...if not no big deal)
** spoiler omitted **...
Very cool. Yeah, one of the goblins is a knife master, and it's lots of fun. Good synergy, there.
You know, if someone wanted to GM a Red Mantis campaign, I'd be totally up for it.

Benicio Del Espada |

Some cool ideas so far. There are quite a few options that lend themselves to an urban/roguish campaign. I'm intrigued by the urban variants; ranger, druid, even barbarian all have their advantages.
The rogue level is meant to indicate a character acquainted with the skills a dirty, low-down hustler would be familiar with; the stab in the back, lying well, sneaking around, filching valuables, and all the other things your mom taught you to not do. Whatever your "main" career path is, there's a little bit (or maybe a lot) of rogue in you.
Recruitment will remain open for a few more days to give people time to mull it over and come up with the character they'd really like to play. If you'd like to play an elf arcane trickster, or a half orc barbarian/duelist, but there are already 3 others with the same idea, post it anyway.
If you don't make the cut, you'll still be an alternate. People often have to quit the game, or they get killed, so fresh meat may be needed. Everybody dreams of being the king of the underworld, but the competition is fierce, and more than one hotspur who thought he could have it all has ended up feeding the fishes of the Flotsam Graveyard.
I GM one game, and play in 2 others, currently. You may see that game and decide my style isn't for you. Feel free to ask any questions you may have. I'm here every day.

Monkeygod |

Looking at your above comment and then checkin some stuff out, it seems the Rogue level you want us all to have is just so we can stab people well. Lol.
Seriously though, if you changed the Rogue requirement to a class that has both Stealth and Bluff as class skills, and kept the 3 ranks in Stealth, that would allow Bards, Clerics with the Trickery Domain, Sorcerers with the Shadow Bloodline and Inquisitors to not have to multiclass.
While I readily admit this benefits me, as I'm playing an Inquisitor, I have no problem with getting Sneak Attack, I just wonder if having that is all that important.

Benicio Del Espada |

It has more to do with the kind of characters you are, or might become. I know that a level of rogue hurts spellcasters, but it reflects training you've gotten, one way or another, and an outlook you all share to some degree. Lots of characters can be like rogues, but they're not exactly rogues, though. Think of it as the price of membership.
The high point buy is meant as a sort of compensation for the forced level. You're good at lots of things, and have the ability to survive by your wits as well as by your other class abilities.

Monkeygod |

Either Human or Elf. Not sure just yet.
Too bad non standard races are out, Fetchling would be awesome here lol
Edit:
Can you give us a little more background for this??
Are we working for an established gang? Or are us PCs coming together to form a brand new group?
Should we already know each other? After all we're 3rd level.

Raventhorn |

Either Human or Elf. Not sure just yet.
Too bad non standard races are out, Fetchling would be awesome here lol
Edit:
Can you give us a little more background for this??
Are we working for an established gang? Or are us PCs coming together to form a brand new group?
Should we already know each other? After all we're 3rd level.
I think we are establishing the gang monkey. Benicio?
btw just saying just incase we all know each other and if im selected,
Character wise Sidoze wants to be the leader of the gang as he is aspiring for the power to run the streets/city blah blah blah
Player wise I would never do anything to disrupt the group and how others would play their characters and cause pvp I would assume ooc we would all talk and plan things as we would around a table top
neways thought I should say that for later on

Benicio Del Espada |

I want to leave those questions open for now. I'm inclined to think you're a "set" for a larger gang, and either move up their organization or decide you can do better on your own and break off. I'm still ruminating on how to start and what mischief I can get you into. As CR 2 people (or 3 with your stats), you're pretty tough young hotspurs. I want a scenario that we all like. The picture of the Duelist on p. 383 is the very image of what a happenin' young hotspur is like, IMO, right down to the arched eyebrow. She needs a prestidigitation on her cloak, though.
Do you know each other? I dunno, yet. We should all discuss it later on.
That's why I want to wait until Jan. We'll settle on players in a few days, then start a discussion thread and get more specific about what we'd like to see and do. Take every gangster movie, show, documentary, etc. that you've ever seen and stir it all up in the medieval fantasy city of Absalom. My challenge is to make it as fun as it sounds.
The fun of this game is that there's always somebody tougher than you!

Raventhorn |

Ok on that note gm I had a question as I just got done watching The Lincoln Lawyer,
if we were to break off or just be starting our own gang, would we as we gain more power or influence gain I suppose npcs or other members that we dont control per say but they owe us tithe or what not, I know we dont get leadership as a feat but would it operate sorta like that only we dont have any say what they do but I would assume if we want to control a neighborhood we would need more than 4-5 people?

Benicio Del Espada |

Ok on that note gm I had a question as I just got done watching The Lincoln Lawyer,
if we were to break off or just be starting our own gang, would we as we gain more power or influence gain I suppose npcs or other members that we dont control per say but they owe us tithe or what not, I know we dont get leadership as a feat but would it operate sorta like that only we dont have any say what they do but I would assume if we want to control a neighborhood we would need more than 4-5 people?
One more reason why a level in rogue is good for this. And yes, you'll need some suitably cowed people if you want to show the 'hood who's in charge. There will be ways to do that. Social skills are Cha based, and class skills for all of you.
Why do I keep thinking of Joe Pesci?

Benicio Del Espada |

So Rogue 1/Inquisitor 2 would have what for a BaB?
Going Human, as I want the increase to Wis and Archetypes are Spy and Infiltrator. Not sure if I'll take a domain or inquisition.
Edit: Would it be ok if I took the Night Subdomain? Its absolutely perfect for this game.
That's fine. Night fits great. Zon-Kuthon is your god, and you can use a spiked chain. I like it a lot!
Why do I keep thinking of Joe Pesci?

Kheldor |

Actually, I wasn't sure if I was going to actually worship a deity or just the concepts of Darkness and the Night.
Problem with Zon, is he's more about pain then darkness/shadows, which kinda annoys me actually.
Also, you didn't answer my BaB question.
Finally, are you ok with having a few fake aliases? I'm thinking that would be fun, nothing too detailed or crazy however.
PS,
Here's the profile so far.

Benicio Del Espada |

Actually, I wasn't sure if I was going to actually worship a deity or just the concepts of Darkness and the Night.
Problem with Zon, is he's more about pain then darkness/shadows, which kinda annoys me actually.
Also, you didn't answer my BaB question.
Finally, are you ok with having a few fake aliases? I'm thinking that would be fun, nothing too detailed or crazy however.
PS,
Here's the profile so far.
I'm cool with the idea that he's not sure where he gets his power. It would be ZK, ultimately, but I don't think ZK cares what he knows. That, and alignment, aren't really important to the campaign. BAB would be 2.25 (2), or the same as a rogue or inquisitor at 3rd. It would be the same progression all the way:.75/level.
I'm all for aliases. Gangsters use nicknames. You should all have some. How about "Shadow," or something like that?

garabbott |

I'm posting with extreme interest, and I'll have at least one character build up for you soon. I'll start with a manipulative Sorcerer 2 / Rogue 1 with a specialty in enchantments. Ideally, they'll be a sort of social mastermind, could work as a party face.
I'm actually really enjoying all of the roleplaying opportunities by being forced to take a level of Rogue -- so many skill points! I have a question though, would you allow a level of Ninja to replace our level of Rogue, if we desired?

garabbott |

Alright, this is Juno. If you'd like more information on the actual build, Benicio, let me know, but I figured I'd do things like skills and equipment later, if she gets accepted. Just so you know, I imagine most skill points going to Stealth, Use Magic Device, and the social skills, with hopefully enough for Spellcraft to not get overlooked completely, haha. In combat, at least at lower levels, she'll try to debuff key enemies or take out waves of enemies with color spray, etc. I sense that her character would have no trouble recognizing the potential for mutual benefits by joining up with the other PC's, and would remain loyal so long as the relationship remained beneficial. I'd just like the opportunity to roleplay her as being rather ruthlessly invested in her own success.
The only recognizable hint of Juno's parental origins developed shortly after she stopped working with the treacherous street rat gang: magical occurrences began to haunt her footsteps, both confusing and intriguing her. She eventually realized that she could harness these arcane energies thanks to her mysterious ancestral bloodline, and that it proved very useful in the manipulative life of crime she had invested herself in. The opportunities in various illusions and enchantments began to occupy her thoughts and aspirations, and she moved on into a new line of work.
Originally, she sold her new-found talents to whoever would pay her for them, working mainly as a minor spy for heavy hitters in the criminal world. She often found that her frail appearance gave people a false representation of her actual menace. In an effort to keep her name and identity clear, she painstakingly kept herself in various disguises throughout this time of her professional life. Recently, however, she's decided she's fed up with following orders, and that some day she'll be running one of the hardest, toughest, and deadliest gangs Absalom will ever see. Her eyes are open and watching, her cold, calculating mind waiting for the right time to capitalize, and stake her claim on Absalom's unsuspecting underbelly of society.
Sorcerer 2, Rogue (Chameleon) 1
Favored Class: Sorcerer
Str, 8; Dex, 16; Con, 10; Int, 14; Wis, 12; Cha, 18 (16 + 2)
Rakshasa Bloodline Power: Silver Tongue At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Misdirection: At 1st level, a chameleon begins her career knowing that the secret to disappearing lies in deceiving the senses of her observers. Every day she gains a pool of stealth points equal to her ranks in Bluff. These points refresh at the start of each day. Before making a Stealth check, she can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points she puts into the roll. If she gains a bonus on Bluff checks because of a feat (such as Skill Focus [Bluff ]), she adds a number of points to her stealth pool equal to the bonus the feat grants. This ability replaces trapfinding.
Feats (2): Improved Initiative, Spell Focus (Enchantment)
Traits (2): Princess, Charming
Five 0 level spells known: Detect Magic, Prestigitation, Light, Message, Ghost Sound
Two 1st level spells known: Bungle, Color Spray

Jinchi |
I would like to throw my hat into the arena for the party face competition
I present to you Adin Pegason A Bard(Geisha)/Rogue(Chameleon). Alignment Neutral Evil.
Adin was born from a fateful night with a noble who from his days of youth retired from the adventuring life to take on family responsibilities such as maintain his inheritance. Well he was very much so a ladies man as it wear and bedded my mother who was a commoner and when she turned up pregnant she was swiftly carried of to her manor and quickly trained to be a courtesan so she could be watched and kept his secret as he was single and if this got out it may damage his prospects of getting a wife my mother was leaving what some would call a dream but in reality it was a nightmare her only saving grace was her daughter she had to raise and in the end it was also her undoing cause when she was told her daughter would never be free and would be forced into the same life she was her grief over came her and she killed herself. Well the young Adin grew up and was cultivated for the same purpose her mother was but she herself had her own plans and when she would go in his stead to win over other lords in his holdings to his plans Adin would be the one and she would broker deals that would get the plan passed in the exchange for aide in her plot to discredit her father and leave him with nothing and she did just that
however in an unseen turn of events her plan was unfurled and her father discredited but from that day forth though she was marked as an outlaw as a traitor to the realm the one final stroke of the nobles she worked against as the discovered her lineage and saw to it that she could not inherit but with that minor loss she still had some victory and went on the run and started her life of further manipulating nobles, Merchants lords for coin or for the shear favor of a blind eye being turned to her presence in a city or even patronage and protection against the bounty hunters and mercenaries that may be after her. Adin's value as a mistress of disguise and a spy grew with time.
For tie ins to the party could be when she is in between patrons and without protection someone from the player characters would offer her a place in this enterprise and she would negotiate her part of the shares of profits and protection from mercenaries and bounty hunters and the law in exchange for her talents and her loyalty to the organization.

Ragathiel |

Couple changes to Grigori really quick, changing up the attributes and skills a bit, re-crunch up soon, altering his fighter class to the archetype "Brawler" and replacing "Catch off Guard" with "Improved Unnarmed Strike" I hope that's all right by you DM?
I just have to add, from reading above, he doesn't really want EVIL characters. In this situation I believe that CN is the best alignment but that's just me.
For the character, Grigori is a Chelaxian born, but not loyalty bound to in any way, street rat kid when he started off. He was an orphan, rather small, and thus was picked on relentlessly changing one trait to Bullied Grigori grew up without much love, taking whatever jobs he could get but always training and making himself stronger until no one would dare bully him again. Now, as a young hulking adult, he would be content taking on the role of a bodyguard or hired muscle, but he detests the idea of beating people to a pulp for no reason. He is by no means a saint, his life has shown him the weakness of virtue and honor and he fights hard and very dirty, but due to his background, he detests having to thrash someone simply because. He'll gladly do it for the right reason, or pay, and he deeply enjoys physical brawls, training and conditioning his body to be an expert at hand-to-hand fighting.
For his appearance, Grigori is not a handsome bloke by any means, but he is also nowhere near ugly or repulsive. He knows how to assert his nature as a thug and is an expert at intimidating others. His hair is cut close to his skull, and a huge scar twists the left side of his face, hooking around his eye beneath his brow and arching down raggedly through his cheek and jaw. He also sports a thick but short beard, and speaks in a very chopped language when he does choose to speak. For clothing, he wears thick coverings year round, and paints his breastplate, gauntlets and boots black to conceal he is actually wearing armor with clothes worn over them. At first glance he would appear chunky but underneath all that cloth is hard and unrelenting muscle as well as two fists that strike with the force of hammer blows. He also takes to having a large fur hat in the winter, and also carries with him a small assortment of disguise tools as he has learned the art of disguising himself well. He even seems to take a small level of pleasure out of it, trying to come up with new and believable costumes that even a close friend, if he ever had one, would be hard to recognize. His most recent and convincing one is masquerading as an old crippled war veteran, but in times he cannot easily don such a cover, he also carries a full, face-concealing mask.
He owes loyalty to the person he likes the best and pays him the most, and in terms of starting a gang, he is as ecstatic as he ever is at the prospect, meaning he probably even smiles occasionally at the idea. He has small street cred as a fist fighter but he wants to go down in the city as the toughest brawler in the country, so he takes personal challenges very seriously, but has no time for taunts by lesser-bodied men and women about his lack of cultured intelligence unless they choose to back up their words with their fists. He also as a point of personal choice refuses to fight any kind of Monk, holding them at a sort of prestige for their mastery of the martial arts and would feel sluggish and stupid beside their agility and grace. If one challenged him, he would probably do his best to avoid getting into a brawl, but if he has no other choice he will do his best to not let the monk turn into someone like him.
Grigori's personal attitude is very direct and blunt, just like his fists or his face. He has a small level of self-contempt at least in the regard of not wanting others to become like him. He loves what he does, but does his best also to dissuade people from trying to emulate him, especially children.
That's all I got for now, looking forwards to breaking heads should I be in.

Ragathiel |

GRIGORI CR 2
Male Human (Chelaxian) Fighter (Brawler) 2 Rogue (Thug) 1
CN Medium Humanoid (Human)
Init +6; Senses Perception +5
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DEFENSE
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AC 19, touch 12, flat-footed 17. . (+7 armor, +2 Dex)
hp 27 (2d10+1d8+6)
Fort +5, Ref +4, Will +1
Defensive Abilities Bravery +1
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OFFENSE
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Spd 20 ft.
Melee Blade Boot +6 (1d4+4/20/x2) and
. . Dagger +6 (1d4+4/19-20/x2) and
. . Dagger +6 (1d4+4/19-20/x2) and
. . Dagger, Punching +6 (1d4+4/20/x3) and
. . Gauntlet, Spiked +6 (1d4+4/20/x2) and
. . Masterwork Mace, Heavy +7 (1d8+4/20/x2) and
. . Unarmed Strike +6 (1d3+4/20/x2)
Ranged Crossbow, Light +4 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6
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STATISTICS
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Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 13
Base Atk +2; CMB +6 (+7 Bull Rushing+7 Dragging+7 Repositioning); CMD 18 (19 vs. Bull Rush19 vs. Drag19 vs. Reposition)
Feats Improved Initiative, Improved Unarmed Strike, Intimidating Prowess, Power Attack -1/+2, Quick Draw, Rogue Weapon Proficiencies
Traits Augmented Disguise, Bullied
Skills Acrobatics -1, Bluff +5, Climb +5, Disguise +5, Escape Artist -1, Fly -1, Intimidate +10, Knowledge (Engineering) +4, Knowledge (Local) +4, Perception +5, Ride -1, Sense Motive +6, Sleight of Hand +3, Stealth +5, Survival +5, Swim +5 Modifiers Frightening
Languages Common
Combat Gear +1 Agile Breastplate, Blade Boot, Crossbow, Light, Dagger, Dagger, Dagger, Punching, Gauntlet, Spiked, Masterwork Mace, Heavy; Other Gear Crowbar, Disguise kit (10 uses), Full Face-Mask, Grappling bolt, Pouch, belt (empty), Rope, silk (50 ft.), Thieves' tools, Wrist sheath (empty) (2)
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SPECIAL ABILITIES
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Bravery +1 (Ex) +1 Will save vs. Fear
Bullied +1 on attacks of Opportunity with unarmed attacks.
Frightening (Ex) Intimidate to demoralize shakes target for 1r longer, or if shaken is 4+ rounds, target may be frightened for 1r instead.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Benicio Del Espada |

I just have to add, from reading above, he doesn't really want EVIL characters. In this situation I believe that CN is the best alignment but that's just me.
Let me clarify that a bit. You're all "evil" in the sense that you're willing to break laws and bust skulls to get what you want. Any divine characters will have a patron god, so their alignment should be compatible. For the most part, I don't really care about alignment, any more than a gangster would. Nobody's going to lose spells for acting a certain way. That's not fun.
For example, take "Sons of Anarchy." I like that show, unrealistic as it is (nobody could leave a trail of death and destruction like they do and not get caught). The main characters do very bad things, yet I always want them to "win," usually because the other gangs and even the cops are just as bad as they are. They're still likable, in a twisted way.
Gangsters aren't above murder, torture, etc., as a means to an end. It's hard to gross me out, and some grisly things are bound to happen in a setting like this. I'm just not interested in GMing for characters running in pure psycho mode. They should have some redeeming qualities, or else it gets old, fast.
Grigori's outlook is a good example of what I mean.