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Sounds good to me, including all that Lady has said (though I will have to rework my character some...had good rolls..lol)
I also agree with making the players tie themselves together and create a background. Not all of them, but it makes more sense if a few know each other and helps flesh out their characters and the city some. As to PC sheets, I use HeroLab to create and track all my characters (and players). It makes life easy and does standardize player character sheets. As DM I usually input their characters, then send them a PDF of their character or if they want BBCode for their profile.
Anyway, my 2cp worth. Have never played this AP so am looking forward to possibly being in the group! So far I think we have a good looking group..lol

GM Cymbeline |

Anyone making a teifling character, I will be requiring them to take the teifling trait, Infernal Bastard .
It will be a 20 point buy.

Maxis Molderbin |

This character was made specifically for a council of thieves game which died due to DM disappearance (he later reappeared and explained, so no hard feelings.)
Looking over my stats, I'm pretty sure he was built on a 20 pt. buy, even. Other than the potions of cure light wounds I received early in, I believe my equipment is what I rolled up, so that's easy to remove.
Basically, this guy can be applied pretty much as is, barring any specific plot elements you choose not to apply. The DM was quite thorough and specific in creation requirements, so it ended up pretty detailed.

Zehameti Helix |

So my character sheet is in myth-weavers
my character sheet.
Base background is here.

Romboldt |

Anyone making a teifling character, I will be requiring them to take the teifling trait, Infernal Bastard .
It will be a 20 point buy.
Ooh, 20 point buy. I can make a character who isn't a bag of hammers. :D I'll throw something together asap. ^_^
Hmm.. what better way to join a neutral/evil party than with a bloodthirsty savage? I'm going to make a hulking savage of an orc barbarian, specializing in tackling his foes into the dirt and rending them limb from limb. Dumb, dimwitted, and with the people skills of a potato. I think I'll think of on or two driving obsessions to keep his simple mind occupied. :3
.. uh.. if my int score is negative (which it very much is. >_>;) does that mean I get no skill points?

Romboldt |

Working on crunching at the moment but I've got the general idea worked out. Here's the link to the sheet I'm using for him. :) Character Sheet
.. Would any of the current characters be interested in a 'pet' savage? I'm thinking perhaps a 'debt owed guardian' kinda set up might work well for this dimwit. :P

Romboldt |

GM Enaris wrote:Only with proper seasoning. I'm not an animal.Dingo Meadowbreeze wrote:Dingo Meadowbreeze, Halfling Gunslinger for consideration. All crunch and fluff in profile!Does he eat babies?
.. That made me laugh into a coughing fit, well done. If I had been drinking my precious coffee I'd be spending the next 5 minutes wiping off my tv. XD
I like how you guys are competing over Krump. ^_^

Waterhammer |

I was actually thinking about ways to rescue that one I rolled for Hp. Take the Toughness feat, then add the +1 Hp for favored class. Plus whatever bonus I could come up with for Con. So maybe about 6 hp. That's not that bad. :P
Anyway here's what I came up with using the 20 point buy method.
Male Elf Magus (Bladebound) 1
NG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +8
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Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee Club +2 (1d6+2/x2) and
. . Dagger +2 (1d4+2/19-20/x2)
Ranged Shortbow +2 (1d6/x3)
Magus (Bladebound) Spells Prepared (CL 1):
1 (2/day) Color Spray (DC 14), Obscuring Mist
0 (at will) Open/Close (DC 13), Detect Magic, Read Magic
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Statistics
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Str 14, Dex 15, Con 12, Int 16, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Dodge
Traits Conspiracy Hunter (Sense Motive), Seeker
Skills Acrobatics +0, Bluff +1, Climb +4, Escape Artist +0, Fly +0, Perception +8, Ride +0, Sense Motive +6, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +0, Swim +4; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ arcane pool (+1) (4/day), elven magic, spell combat
Other Gear Lamellar (leather) armor, Arrows (20), Club, Dagger (3), Shortbow, Backpack (6 @ 5.5 lbs), Belt pouch (9 @ 0 lbs), Blanket, Candle (3), Chalk (3), Fishhook, Flint and steel, Ink, black, Inkpen, Parchment (5), Scroll case (7 @ 0 lbs), Spellbook, Tindertwig (2), Trail rations, Vial, Waterskin, 3 GP, 7 SP, 4 CP
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Special Abilities
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Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
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Carilain had lived all his life in the confines of the Barrowwood. His parents taught him the ways of elven magic and fighting. The hidden community where he was raised was , for the most part, quite and pleasant. He should have been happy there. Should have found a fine elf girl and married, content to tend the trees and raise a family.
Carilain found no such peace though. He was driven by needs he could not understand. He was driven by the knowledge that Cheliax was not a good place anymore. He knew that it was not enough to dwell quietly in the forest. Soon enough, the diabolical influence would find it's way into his homeland.
It did not help that Carilain had found reference to a living weapon, in one of the books he had studied. An ancient elvish weapon, the book hinted that this blade might be found in Westcrown. At any rate, the city seemed to call out to Carilain. A place fallen from it's old glory and needing a re-birth.
Saying good-bye to his tearful mother and stoic father, the young elf set out for the great city, seeking his fortune, or perhaps fate. The future remains cloudy but, there secrets to be discovered in the shady streets of Westcrown.
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Just wondering when submissions end and choosing begins? I have not created an alias yet, and I hope that is ok. I have added a short history to my character (copied here for you).
Tomas von Achiel
Male Human (Chelaxian) Ranger (Urban Ranger) 1
NG Medium humanoid (human)
Init +4; Senses Perception +7
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +3
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Offense
--------------------
Speed 30 ft.
Melee throwing axe +5 (1d6+2) and
. . throwing axe +5 (1d6+2)
Special Attacks favored enemy (humans +2)
Ranger (Urban Ranger) Spells Prepared (CL 0; concentration +3):
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Statistics
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Str 15, Dex 19, Con 14, Int 13, Wis 17, Cha 9
Base Atk +1; CMB +3; CMD 17
Feats Urban Forager, Weapon Finesse
Traits conspiracy hunter, suspicious
Skills Acrobatics +3, Bluff -1 (+1 vs. humans), Climb +1, Diplomacy +4, Disable Device +7, Escape Artist +3, Fly +3, Heal +7, Intimidate +3, Knowledge (local) +5 (+7 vs. humans), Perception +7 (+9 vs. humans), Ride +3, Sense Motive +4 (+6 vs. humans), Spellcraft +5, Stealth +7, Survival +7 (+9 vs. humans, +8 to track), Swim +1
Languages Common, Infernal
SQ track, wild empathy
Other Gear Studded leather armor, Throwing axe, Throwing axe, Backpack (3 @ 7 lbs), Bedroll, Belt pouch (3 @ 2.06 lbs), Blanket, Canteen, Silk rope, Thieves' tools, Wire saw, 49 GP, 4 SP
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Special Abilities
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Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Track +1 Add the listed bonus to survival checks made to track.
Urban Forager You may use the Survival skill to forage and track in urban locations using the table below.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Background
Born and raised in Westcrown, Tomas' parents were actually from Westpool. They moved to Westcrown to find a better life, but all they found was death. When Tomas was still only a child, robbers broke into the family home. His parents made the mistake of resisting, and the thieves killed them.
It was a neighbour that found the young Tomas, stunned from the attack, wandering the street out front of their home. While the authorities were contacted, the criminals were never found. It would have been a different story if the young boy had been sent to the state run orphanage, but a family friend took him in instead.
While time seemed to heal the wounds of his parent's loss, Tomas never forgot. He started running the streets, following leads and attempting to track down the men who destroyed his family. Over the years he had many false starts, but during the time he honed his knowledge of the city and her people. He started taking contracts to find other people and goods, earning a reputation as a honest and hard working person.
He still looks for the villains who robbed him of his parents, but to date has not been able to gain solid evidence as to their identity.

Mandrake the Magnificent |

Belmar d'Hourve, not his original elven name, has lived in Westcrown since before the fall of Aroden. Barely a handful of decades old, he had left his kin and moved to the city due to a slight drow heritage in his bloodline. Slight as it was, it was enough for him to draw veiled insults from his people and after a couple of decades of this treatment, he'd had enough. Travelling with an elven merchant by the name of Jathanyl, he decided to settle down amongst humans in Westcrown who seemed to care little for his drow heritage. Indeed, it appeared that none of them even noticed it.
In the years since Aroden's fall, Belmar has watched his adopted city fall to ruin. He did not support House Thrune throughout the civil war and was saddened to see them win. Since then, he has mostly kept to himself as he has trained himself in the arcane arts. Locked up in his study with only his familiar, a greensting scorpion called Malythnar, for company, his social skills have wasted away. By and large, he treats people with civility although he tends to stay away from other elves.
Despite his hermitage, recent events have begun to spur him into action once more. With increasing attacks during the night and more and more open use of devil worship, Belmar feels it is up to people like him to take a stand and fight. He has researched any resistance movements for a couple of years and now he stands ready to join them. Hopefully, he can make a change for the better.

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Here is my background
Upon reaching the proper age, she was "trained" as a prostitute proper. She was given a room in the temple and she started to see her own "guests". Feeling a bit confused by this, she followed through. She came to realize that her child training was just readying her for this most important job, that of keeping others happy. When she was not with a guest, she proceeded to pursue other interests, that of dancing and singing. Taking up the violin, she started to entertain the common room of guests that she was not assigned for that shift. She would take any extra coin that she would earn and save it for the future, for she now knew that Calistra must have great plans for her to put her in this high of a place. She continued to listen, but now started to get her guests to talk as well. She learned of conspiracies, plans against others. She knew that this knowledge was power, and kept this to herself.
Upon reaching her 17th birthday, she was woken by the Priestess who was in charge and told to gather her things. Sarianna did, excitedly. She was wondering what lofty place that Calistria was placing her in now. She was shown to the front door, and told that she was now too old and ugly to be here, so she was shown out and the door slammed behind her. Standing there in the rain, Sarianna came to realize the truth. She had been used by the church to gain money and secrets. Her childhood was taken away by these people. Well, two can play that game, especially here in Westcrown. She knew a few secrets, and there were many others out there to learn, ones that might put her in a position to gain revenge against the Priestess and the church.
Turning around, she then knew her predicament. While she has lived here in Westcrown her whole life, she had never seen it before.
Taking her belongings, she walks down the street and ends up in an inn, one that could use her services as a bard. She traded her performances for room and board. Sarianna took the last name of Vi, for she knew it to be a nonsense word, and that is what last names were, anyway. Sarianna then took to going out after her performances, exploring the city. One night she walked down the wrong alley, and was set upon by 3 men. Unable to fight back, she was saved by Voltario the Asp, a man of mystery that there were nothing but rumors about at the inn. Voltario tells her that she needs to take care of herself, and offers to train her to do so, in return for helping him with tasks that he needed done.
Now apprenticed to Voltario, she started to learn the ways of the street. She already knew to listen and to keep quiet, and these skills helped her survive Voltario's training. Earinig extra money on the side, she started to assess her situation and start to figure out how she would start finding new secrets to use against the church. This is where she is found at the start of the campaign.
And here is her character sheet
SARIANNA VI
Female Human Bard 1
CN Medium humanoid (human)
Init +2; Senses Perception+4
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +2
OFFENSE
Speed 20 ft.
Melee whip +2 (1d3)
Melee dagger +2 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Melee rapier +2 (1d6/18-20)
Special Attacks Distraction, Fascinate,
Known Bard Spells (CL 1st, concentration +4):
1st (2/day) - chord of shards (DC 14) , solid note
0th (at will) - detect magic , light , message , summon instrument STATISTICS
Str 10, Dex 14, Con 10, Int 15, Wis 11, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Armor Proficiency, Light, Combat Expertise, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics -1, Acrobatics (Jump) -5, Appraise +2, Bluff +7, Climb -3, Craft (Untrained) +2, Diplomacy +3, Disguise +7, Escape Artist -1, Fly -1, Intimidate +3, Knowledge (Local) +8, Knowledge (Untrained) +3, Perception +4, Perform (Dance) +7, Perform (Sing) +7, Perform (String Instruments) +7, Perform (Untrained) +3, Ride -1, Sense Motive +4, Sleight of Hand +3, Stealth +3, Swim -3,
Languages Common, Drow Sign Language, Infernal
SQ Armored Casting, Bardic Knowledge, Bardic Performance, Bonus Feat, Cantrips, Countersong, Inspire Courage, Skilled,
Gear whip; leather; outfit (entertainer's); dagger; musical instrument (fiddle); rapier; waterskin (filled); Backpack [ Case (Map or Scroll); Rations (Trail/Per Day) (x3); Ink (1 oz. Vial); Inkpen; ]; Case (Map or Scroll) [ Paper (Sheet) (x5); ]; Pouch (Belt) [ Chalk (1 Piece); ];
SPECIAL ABILITIES
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.
Bonus Feat Humans select one extra feat at 1st level.
Calistrian Prostitute (Calistria) (Sense Motive) You worked in one of Calistria's temples as a sacred prostitute, and you know how to f latter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Conspiracy Hunter (Knowledge (Local)) You've long heard rumors of dark deeds afoot in Westcrown. Shipments of valuable cargo that go missing with nary a trace or question asked. People who disappear as though they never existed. Lords of business and nobles who speak in veiled references and accidental slips of masters even they must obey. What lords rule the Westcrown underworld? Do the tales of far-reaching criminal organizations hold a hint of truth? Could the fabled Council of Thieves, said to have been purged from the city ages ago, have somehow survived or reformed? And what hold do they hold over the city today? You don't know, but you're determined to find out! Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components).
Distraction (Su) You can use your performance to counter magic effects that depend on sight.
Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
I will make an alias if I am chosen to play (Fingers Crossed)

Krump |