
GM Elberion |

which is nice.
I have been tempted by the possibility of running this Adventure Path as a play-by-post on these lovely, lovely boards.
If you would like to be a player in this particular adventure: read on!
Council of Thieves Players Guide
Is available for free right here.
You need to read it to play in this adventure but it comes with some warnings and houserules. Why? Because this is one of the worst products Paizo has released. It was produced as the PathfinderRPG was launched and esteemed Paizonians such as James Jacons have admitted that it did not have the full Paizo quality control exerted over it.
1. You do not need to read the Westcrown Environs section, you can if you would like but it is terribly poorly written.
2. There is a horrible trait which will not be accepted: Diabolist Raised.
3. Nobody gets to play a Hellknight, sorry.
4. Tieflings must take the Infernal Bastard trait.
Campaign Rules and character creation
This is a heroic campaign. You must play a good character, I'm happy for you to have a grubby past and dirt under your moral fingernails but, ultimately, you must be good. I'm not sorry.
20 point buy.
Two traits, one of which is from the Player's Guide.
Anything Paizo is acceptable unless I ban it below but please ask if it is weird.
Third party stuff is acceptable if I own it and like it, please ask.
I will enter the character you give me into herolab. I know that it isn't perfect but if it flags an error then you should explain it or walk. I don't have the time or the inclination to manage anyone who would cheat at character creation.
No summoners, they confuse me.
No gunslingers, they don't fit the AP.
Um, I think that's about it but something will probably come up. That's okay: you're not perfect and neither am I.
Other useful stuff
I make mistakes sometimes, if I do so in game then just let me know in a spoiler. Part of the beauty of pbp is that we have the time to look stuff up without slowing down the game.
Use the ooc bbcode for rules talk.
Use spoilers for anything which might eat up story time in the thread.
Use the Paizo dice-roller.
I love playing clerics but I get upset if a cleric is forced to be a healbot because his 'allies' don't want to drop 750gp on a wand of Cure Light Wounds... Basically, don't sign up if you're not interested in a co-operative roleplaying experience. That will bore me, and boring me will kill the game.
Your GM loves you and wants you to succeed but he doesn't want your success to be cheap. He wants you to earn it.
Any questions, please ask?
edit: Please, may I have a character description and rough stats to begin with. A character who will suit the AP and have a reason to be in Westcrown is much more important to me than a mechanically interesting race/class combo.
I will choose players by Wednesday at the latest, earlier if I feel we have enough suitable candidates.

A.P.P.L.E. |

How do you feel about Maxximilius's homebrew archetypes? I would like to use the Kenshi Ronin here. It's a samurai without a mount.
If it isn't okay, I intend to play a fighter who has a background as a samurai but no levels of the class.
Would a Lawful Good alignment be a disruptive factor in this campaign?

A.P.P.L.E. |

Never mind. No Kenshi Ronin. I believe I will play a fighter with this and eastern equipment. Give me a moment to write her up.

A.P.P.L.E. |

If I go Chinese instead of Japanese, can I have a dao (Chinese curved sword) that uses longsword stats except for a 20/x3 crit in place of a 19-20/x2 crit to reflect it's chopping power? It's no different mechanics wise than carrying a battleaxe instead of a sword.
For armor, may I have the leather lamellar from Ultimate Combat and a heavy steel shield?

A.P.P.L.E. |

Reading the guide right now. I do have an explanation thought up for what someone from Tian would be doing in Westcrown.
The dao isn't in the SRD, so I doubt it is in a rulebook. That's why I asked if I can mod a longsword from 19-20/x2 to 20/x3, which doesn't effect power at all. After all, that's basically how a battleaxe is.

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Hi; I haven't been in a PbP before, and I was curious as to what time/day you'd run it?
For consideration, I'd be making a human alchemist or rogue (most likely the rake archtype), having him be a Beuturne; a relative of the former line of counts from Ustlav, who would like to reestablish noble roots by relocating in Westcrown.

A.P.P.L.E. |

Female Human
Fighter (Shielded Fighter Archetype) 1
Lawful Good
Strength 18
Dexterity 13
Constitution 13
Intelligence 13
Wisdom 11
Charisma 10
Size: Medium
Height: 5'3"
Weight: 115 lb
Eyes: Green
Hair: Straight Black
Skin: Light
Total Hit Points: 12
Speed: 20 feet
Armor Class: 17
Touch AC: 11
Flat-footed: 16
Initiative modifier: + 1 = + 1 [dexterity]
Fortitude save: + 3 = 2 [base] + 1 [constitution]
Reflex save: + 1 = 0 [base] + 1 [dexterity]
Will save: + 0 = 0 [base]
Attack (handheld): + 5 = 1 [base] + 4 [strength]
Attack (missile): + 2 = 1 [base] + 1 [dexterity]
Combat Maneuver Bonus: + 5 = 1 [base] + 4 [strength]
Combat Maneuver Defense: + 16 = 10 + 1 [base] + 4 [strength] + 1 [dexterity]
Light load:
Languages: Common, Sylvan
Weapons and Armor
Dagger
Light Mace
Light Crossbow
Longsword (Dao, 20/x3 crit instead of 19-20/x2 crit)
Leather Lamellar
Heavy Steel Shield
Feats
Combat Reflexes
Power Attack
Combat Expertise
Traits
Westcrown Firebrand
Armor Expert
Skill Ranks (armor check penalty -1)
Climb 1
Knowledge (engineering) 1
Survival 1
Swim 1
Favored class points: Hit points +1
10 Crossbow bolts
Backpack
Bedroll
Rations
Waterskin
Ink Vial
Quill
Notebook
Lei is a young woman with heavily Tian features, straight black hair, and green eyes. Though idealistic she tries to think before doing anything stupid, and isn't known for recklessness. She is deeply fascinated by the technology of warfare, such as fortifications and siege engines, and also enjoys spending time in the wilderness a great deal.
Does this work for you? I assumed average starting wealth for a fighter (175 gp) when purchasing equipment. If you don't like the dao, it can be removed.

osuracnaes |

I have a half-elf bard concept for a CoT campaign. An aspiring actor and idealist frustrated by the heavy hand of hellish oppression, he hopes to use his (as of yet not attained) fame to write and perform in scathing political commentaries ridiculing the Thrice-Damned House of Thrune!
Unless someone kills him first, that is.
I'll put something together!

Hiro Protagonist |

Here is my kensai magus that never got anywhere and is in a dead game now. He is looking for challenging combat and honor. I have not CoT before and would like to be 'surprised'.
Hiro is tired of watching the powerful use their money and influence to oppress the weak, and is looking for a cause worthy of his sword. He wants honor and treasure in that order.

Cyrioul Felar |

Cyrioul Felar
Male Human Wizard 1 (Divination School)
Neutral Good
Cyrioul is of average height and solidly built, but still quick on his feet. He has black hair and dark eyes, and the olive skin common to the Garundi.
Background: Born to Eshrakim and Sherimah Felar, Cyrioul grew up near Totra in Osirion. When he was a young man of 15, his family apprenticed him to a wizard in Sothis. The training for divination was rigorous, and he quickly learned to focus intently on his work and avoid distractions.
He and his teacher shared a mutual interest in the curious state of affairs in Cheliax. They spent many hour studying the towns and cities from afar, noting the ways various citizens dealt with the realities of life under infernal masters. As their observations continued, Cyrioul felt ever more discontent at the plight of this people, though not his own, and often wondered if there might be something he could do about it.
He now travels to Westcrown, ‘fully trained’ in the words of his master, and seeks to see and touch and feel life under the oppression of the House of Thrune.
HP: 8
AC: 12
Touch AC: 12
Flat Footed AC: 10
CMD: 12
Fortitude: +2
Reflex: +2
Will: +3
Initiative: +4
Speed: 30’
Weapon 1: Quarterstaff +0, 1d6+0, x2
Weapon 2: Dagger +0, 1d4+0, 19-20/x2, 10’
Base Attack Bonus: +0
CMB: +0
Spellbook
Feats:
L1) Skill Focus (Spellcraft)
H1) Spell Penetration
W1) Scribe Scroll
Traits: Westcrown Firebrand, Focused Mind
Skills:
Appraise +8 = 4 INT + 1 Rank + 3 Class Skill
Knowledge(Arcana) +8 = 4 INT + 1 Rank + 3 Class Skill
Knowledge(History) +8 = 4 INT + 1 Rank + 3 Class Skill
Knowledge(Local) +8 = 4 INT + 1 Rank + 3 Class Skill
Knowledge(Nobility) +8 = 4 INT + 1 Rank + 3 Class Skill
Knowledge(Planes) +8 = 4 INT + 1 Rank + 3 Class Skill
Linguistics +8 = 4 INT + 1 Rank + 3 Class Skill
Spellcraft +11 = 4 INT + 1 Rank + 3 Class Skill +3 Skill Focus
Class Abilities:
Arcane Bond: Masterwork Locket
Arcane School: Divination (Opposition Schools: Enchantment, Necromancy)
Diviner’s Fortune +1, 7/day
Forewarned +1 Initiative, always act in surprise rounds

Astra Vesper |

I give you Astra Vesper.
Astra is a Half-elf Rogue. I plan on building her to be a party face as well as a trap finder. She despises just about everything dealing with Cheliax, except those oppressed by those in power.
I'm modifying an unused alias for this character, I'll have skills and stats posted for the character, but I'm going to hold off on equipment until I know how much I get to spend.
Astra Vesper was born a bastard child of an Elven merchant and a daughter of a minor noble house. The head of the house had the daughter locked up and Astra thrown out onto the streets of Westcrown. Luck was with Astra, however, a priest of Desna happened to find the baby half-elf before less savory elements could. The priest gave her a name, raised her, and taught her the virtues of kindness and love. This and his work with easing the pains of those crushed under the heel of slavery had a profound impact on the young Half-Elf.
Sadly, her savior and mentor was arrested and killed by the orders of one of the officials of the city for violating the "order of the State." Desna again smiled on Astra, who the priest had hidden away when they came for him, for she survived. Life on the streets was difficult. She was often mistaken for a Tiefling and had to be quick in order to steal enough for her to eat. The last of these incidents left her with a nasty scar running from the middle of her back to just above her left hip and a notch halfway up her right ear. This caused her to adopt wearing a hat to cover her ears, or wearing her ears in a way that hides them.
She also tried to continue her mentor's work, but was often as not beat for her trouble. After another failed attempt to help ease the pains of the slaves, she ran into an Andoran agent, quite literally. After a few tense minutes of exposition and reassuring the agent that she was not going to go to the Hellknights, the agent offered Astra some advice and a way to do more than her mentor ever could. From that moment forward, Astra started freeing the slaves and guiding them to ships that would take them out of Cheliax and to freedom. This has so greatly appealed to the young woman that she took to leaving a sort of calling card in the cells or pits that once held slaves. A swallowtail butterfly with a notched wing adorns the front while the phrase, "Desna breaks the chains" is written in a flowing script on the back. Unfortunately, this has lead to her being hated by the slavers and slave-owners of Westcrown.
Astra is about 5' 6" and weighs in at 115 pounds. She has long black hair and dark purple eyes that appear black at a quick glance or in dim light. Despite a childhood of being malnourished and beaten, she is almost stunningly beautiful and possesses a poise that could allow her to pass as a minor noble, if she could hide her ears. Her hands have a few barely noticeable nicks and scars from her escapades, and the rest of her fair skin is almost unmarred, with the exceptions of a long grisly scar running from the middle of her back to just above her left hip and the notched right ear.
Astra's path in life has caused her to develop a silver tongue and acting abilities that would put some trained bards to shame. While many know one of her facades, very few know her true nature as a head-strong young woman worth her weight in gold to those that she has helped, and a bane to any who support the Empire of Devils.
While she hates anything dealing with Cheliax, she loves the night sky, especially on clear, moonless nights. She often stargazes and prays to Desna on those nights. She also enjoys the festivals put on by the followers of Shelyn, and dreams of a day when all followers of the good gods can be as open in their faith.
ASTA VESPER
Female Half-Elf Rogue 1
CG Medium Humanoid (Elf, Human)
Init +6; Senses Low-Light Vision; Perception +10
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 10. . (+4 Dex)
hp 7 (1d8-1)
Fort -1, Ref +6, Will +1
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 8, Int 12, Wis 13, Cha 15
Base Atk +0; CMB +0; CMD 14
Feats Rogue Weapon Proficiencies, Skill Focus: Perception (Adaptability), Two-weapon Fighting
Traits Reactionary, Shadow Child
Skills Acrobatics +8, Bluff +6, Diplomacy +6, Disable Device +9, Disguise +6, Perception +10, Sense Motive +5, Sleight of Hand +8, Stealth +8, Use Magic Device +6
Languages Common, Elven, Infernal
SQ Elf Blood, Trapfinding +1
--------------------
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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shadow Child No 20% miss chance for attacks in dim lighting.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.

osuracnaes |

Ok... here's Devon Serille, half-elf bard, (aspiring) actor extraordinaire! Still haven't picked out skills, spells, or gear, but the importants are there.
After several months of study, he'd had one too many failed tests or boring lectures and fled the school. He'd heard stories of acceptance and opportunity in the city of Westcrown, and decided to try his hand at the theatrical arts. However, he found that while half-elves were tolerated in the city, it was at the expense of another more unfortunate group of citizens. His good-natured personality also took offense to the oppression and tyranny of the House of Thrune. Thrice-Damned indeed!
Feeling that this was his destiny, Devon decided that he must actively resist this oppression, and hopes that his theatrical production (a work in progress) will bring the spirit of freedom to the people's hearts!
He almost always wears a smile, believing that happiness is the way to a person's heart. He is personable, charming, optimistic, idealistic... but modest.

Lavode de'Morcaine |

If you're not full up yet, how about an oracle.
Half-Elf, CG, Oracle, Possessed Archtype, Dark Tapestry Mystery(?), Haunted Curse

Tzoltan Devreen |

Please check out this alias for consideration. I've repurposed it from an old campaign, but the character is new. Tzoltan is a bard (archaeologist), orphan from a famous show-biz family and all around party guy.
I've done everything but spell and equipment selection. If picked for the game, I'll finish the stats. My chances are looking slim, though. Several bards / rogues already!

markofbane |

I'm putting in for definite interest. I'll give the Player's Guide a read over and see which hooks and traits spark a character idea for me. Any thoughts on when you want to finish the recruitment phase and move onto play?
Hi; I haven't been in a PbP before, and I was curious as to what time/day you'd run it?
For Decius Nero, and maybe other newcomers to PbP.

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Hyngrot had lived in Westcrown all his life. A Half-orc by birth, though the orcish blood was several generations past. His father (or grandfather, not sure how long ago Delvehaven closed) once had membership with the Delvehaven Lodge, though his tenure ended before it's closing, with his death. His own mother having died in his birthing, he was left to fend for himself.
Hyngrot learned early how to maneuver the city to stay out of sight. It was a necessary skill. What turned out even more necessary was his ability to find people. This is what gave him his edge, for it turned him to the path of a bounty hunter. He managed to stay freelance though it cost him a few jobs, and a few scars to go with it. But his independance was too much.
Earning his living, his only companion was his father's (or grandfather's) old journal. It detailed much of his life with the lodge, and shaped Hyngrot's thinking, for he knew there was more to life than hunting other men for money. He especially felt a connection to Delvehaven, for he felt it had some connection to his father (or grandfather).
Then one day his perspective changed. The dwarf he had been assigned to track down, he had tracked into an abandoned building. But it was a trap. The dwarf was actually testing him, for he knew much of Hyngrot. A friend of his father's (or grandfather's), the dwarf himself was a Pathfinder working secretly underground in Westcrown. And he had been eyeing Hyngrot.
It was this meeting that changed Hyngrot's life, for he knew working for the Pathfinder's was in his blood. It took little to convince Hyngrot to work for them. And it was with this newfound connection that a few days ago that he was contacted to investigate the Lodge. With this he was given a Wayfinder. And so it begins.
Kinda generic and bland background, but I think it fits well and would be a fun RP. I'll try to stat out the character but what I currently plan is a CG Half-orc Ranger. Not sure if I'll take an archtype or anything like that. But here's what I have for a submission. Enjoy.

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Here's what I have for Nicolai thus far, a human alchemist [someone else can be a rogue :) ]
NG Male human alchemist (beastmorph)*
Init +2; Senses Perception +5
-------------------
AC 16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +3 armor)
hp 9 (1 HD)
Fort +3, Ref +4, Will +1
-----------------------
Speed 30 ft.
Melee light mace +0 (1d6)
Ranged light crossbow +2 (1d8/19-20)
Ranged Touch bomb +3 (1d6+4 fire)
Special Attacks bombs 4/day
[b/]Alchemist Extracts Prepared[/b] (CL 1st; concentration +4)
1st – cure light wounds, shield
------------------------
Abilities Str 11, Dex 15, Con 13, Int 17, Wis 12, Cha 10
Feats Brew Potion (alchemist), Dodge, Ricochet Splash Weapon**, Throw Anything (alchemist)
Skills Appraise +7, Craft (alchemy) +7 (+8 to create items), Heal +5, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +5, Spellcraft +7, Survival +5
Traits: Rich Parents (starting gold 900 gp), Westcrown Firebrand (+1 to Init, +1 on attack rolls during suprise rnds).
SQ mutagen (10 mins, +4 ability, -2 ability, +2 natural armor)
Languages Common, Elvish, Sylvan, Varisian, Vudrani
Equipment light mace, light crossbow (10 bolts), studded leather, formula book (1st – comprehend languages, cure light wounds, disguise self, shield, true strike), alchemist's kit, flash powder, backpack, courtier's outfit, bedroll, 726 gp, 9 sp.
*Ultimate Combat, alchemist archtype
**Ultimate Magic
Nicolai was born in the Beauturne family, the erstwhile rulers of the County of Lozeri, in Ustlav, before the commoners revolted and drove the family out. A nephew of the ex-count, Nicolai began his life in Ardeal. A bright, if not overly focused young man, Nicolai held a fascination about flora and fauna, and how they could be altered by certain substances. While less interested in practical wizardry, he did acknowledge the use of magic. His family, still seething at their lost status and scheming to reclaim it, arranged to have the boy tutored in Cheliax – and to hopefully find foreign backers to fund their goals.
And so, young Nicolai was sent south, to the city of Westcrown (his parents did not want him too near the capital and its 'devilish inffluence'). He joined a small school in Rego Pena, where he learned to craft elixers and poultices, and given more advanced formulas when his instructors felt he was able. Through his upbringing, Nicolai had held something of a disdain for the lower classes; but as he witnessed the harsh laws being enacted in Cheliax, he began to find some understanding as to why the “rabble” in Lozeri forced his uncle and his family out. While he was worried about breaking with his noble heritage and shied away from any overt action, he began to be attracted to the rhetoric beginning to brew in tavern and even his school.
Nicolai is about 5' 8” and weighs at 175 lbs. He is a Varisian ethnicity and Ustlavic nationality, and his accent shows. He has wavy, dark brown hair , slate-blue eyes, and lightly bronzed skin. He likes to dress well, though his clothes do show some wear.
While he can act haughty, especially to non-noblesse (because of his family), Nico is a pretty upright, if not blunt man. He tries to remember his social graces, and acts to impress – however, he can get quite giddy when faced with discussions of flora and fauna, and alchemy.
- As I'm playing a Varisian, I chose the language for free - if you don't play that way, let me know.
- with the gold I have left over (not finished spending just yet), can I create some potions to start off with, or do I have to buy them full price?

PbemDM |

I've also submitted Tzoltan a few entries back, but the rogue field seemed well covered. Daxius is close enough to completion for consideration.
Daxius Veronius
Inquisitor of Iomedae 1
Daxius is a humorless hardass who places honorable demeanor above all else. He is convinced that Iomedae was the rightful successor to Aroden after his death and that his fellow Chelaxians' worship of Asmodeus is outright blasphemous. He blames the appearance of the fell creatures of the night in Westcrown on the pervasive Devil worship, and plans to take the fight to them.
At a full six feet tall and over two hundred pounds, Daxius cuts an imposing figure. His brown hair is swept back into a short tail, and his reddish beard is always neatly trimmed. He tends to stare with his gold-flecked hazel eyes, brow furrowed. This judgemental intensity, combined with his bulky scale-mail and belt of weaponry has a tendency to put people on the defensive around him.
I 12
W 16
D 14
C 13
Ch10
AC: 19
Touch: 12 FF: 17
HP: ?
Inquisitor Special Abilities:
Domain, judgment 1/day, monster lore, orisons, stern gaze
War Domain Granted Powers
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.
Feats:
1st) Martial Weapon Proficiency (shield)
human bonus) Point Blank Shot
Skill Ranks (8) Total Ranks Ab Mod Misc
Climb (Str) +6 1 +2
Intimidate (Cha) +4 1 +0
Kn (Dungeoneering) (Int)+6 1 +1
Kn (nobility) (Int) +6 1 +1 +1 trait
Kn (Religion) (Int) +6 1 +1 +1 trait
Perception (Wis) +7 1 +3
Sense Motive (Wis) +7 1 +3
Swim (Str) +6 1 +2
Spells:
0th LVL: (4 known, unlimited/day)
1st LVL: (2 known, 2/day)
Traits:
Child of the Temple: You have long served at a temple in a city, and not only did you pick up on many of the nobility’s customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Shadow Child: Westcrown has long suffered under a
peculiar curse, a blight that rises every night, bringing with
it fell beasts that hunt the shadows. No one can say from
whence these night-horrors come—though some blame
the mysterious wizards of Nidal, other claim that it’s some
curse laid by fallen Aroden, while still others suggest some
shadowy mastermind manipulates an ebon brood from
the depths of Westcrown’s northern ruins. Whatever the
case, the people of Westcrown have long feared the night,
but not you. You’re goal is to reclaim the darkness from
the beasts that hide within. You’ve acclimated yourself to
the dark, and thus act with greater precision in the shadow
than most. When attacking targets in areas of dim light,
you do not suffer the standard 20% miss chance on attack
rolls for being in the poorly lit area.
Scale mail 50 gp +5 +3 –4 25% 20 ft. 30 lbs.
Shield, heavy steel 20 gp +2 — –2 15% — — 15 lbs.
Longsword 15 gp 1d8 19–20/x2 — 4 lbs. S
Crossbow, heavy 50 gp 1d10 19–20/x2 120 ft. 8 lbs. P

GM Elberion |

First thoughts:
Lots of characters from Ustalav, and from Tian Xia... I guess people have been applying for other games and not getting in but already been excited by that character?
Apple
osuracnaes
hiro
weynolt
Maybe I am wrong but I think this character could do with a little more tailoring to the AP.
AdamWarnock
de'Morcaine
PbemDM
Daxius is also pretty cool. How/Where did he receive his training in the church? A secret cell in Cheliax? In Westcrown?
Xzaral
Decius
I also don't like the rich parents trait.
Looks like an interesting chap with some cool RP stuff.
I should warn you that the AP goes along at quite a lick and my GM style is not going to give much downtime for item creation.
Oh, and finally, no pre-campaign crafting.

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Here's my character. I'll post his background and stuff later on.
Aerodus Voralis
Male oni-spawned tiefling monk (tetori) 1
LG Medium outsider (native) (6'6", 270 lbs.)
Deity Abadar
Homeland Cheliax
Init +2; Senses darkvsion 60 ft.; Perception +7
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Wis)
hp 10 (1d8+2; favored class: monk)
Fort +3, Ref +4, Will +5; +2 vs. cold, electricity, and fire
Speed 30 ft.
Melee +4 unarmed strike (1d6+4)
Special Attacks stunning fist (1/day; DC 13)
Spell-like Abilities (CL 1st)
At will - guidance
Str 19, Dex 14, Con 13, Int 8, Wis 16, Cha 5
Base Atk +0; CMB +4 (+7 to grapple); CMD 16 (19 vs. grapple)
Feats Fiendish Heritage, Improved Grapple*, Improved Unarmed Strike*, Stunning Fist*
Skills Acrobatics (1+2+3=)+6, Perception (1+3+3=)+7, Sense Motive (1+3+3=)+7, Stealth (1+2+3+2=)+8
Traits Infernal Bastard, Nonchalant Thuggery (+4 to Bluff checks avoid notice of his aggressive actions)
Languages Common (Taldane), Infernal
SQ graceful grappler
Aerodus is a mountain of flesh. Standing at an impressive 6 feet 6 inches in height and weighing close to 300 lbs, Aerodus by all appearances seems obese. But due to both his physical training and fiendish heritage, what many consider fat and flab is actually muscle.
Aerodus, while not very smart, is frightfully cunning. He understands that when people look at him, they see a simple disgusting thug. And in many instances he encourages this belief. Those who manage to bypass his facade find that Aerodus is extremely loyal and respectful of those that see him as more than just his appearance and profession.
Dispite his girth, Aerodus is quite nimble. He acts as a skirmisher, moving to intercept and grapple those that he deems "squishy" (usually those that he knows are spellcasters like sorcerors and wizards).
EDIT: changed his alignment as per the DM; also changed traits - Reactionary has now become Nonchalant Thuggery as that actually fits him better.

GM Elberion |

Aerodus
Use the dice-roller to make your three rolls for the tiefling variant ability.
Aerodus also raised some points I didn't really mention which are valid for everyone:
- Charisma matters in this campaign, you don't have to make it your main stat but dumping charisma will have a terrible impact on your group. MOre will be revealed when the game begins.
- If you want to use any variant rules then you should ask me first to avoid disappointment.

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1d100 ⇒ 82
1d100 ⇒ 59
1d100 ⇒ 7
I figured since he had to take the Infernal Bastard trait, the variant ability he would normally get was a non-issue since he doesn't get the darkness spell-like ability since he gets an at will 0-level spell in its place. I actually took the Fiendish Heritage feat more for fluff than actual crunch (The ogre mage aspect is why he's so massive, though he would look more like Michael Clarke Duncan playing the Kingpin in the Daredevil movie). If it will cause problems I can make him human. The alignment is a non-issue; I'll make it LG instead of LN.

Lavode de'Morcaine |

"It doesn't seem like you've read the player's guide or come up with a character for the AP. If you want to play in this game those are essential elements of character creation."
I actually thought that it was a pretty good fit for Chelix. Tends to attract halfbreeds. Good churches have problems. So a divine good character who doesn't follow a church might have less difficulty. Seemed a way to get some healing without specifically going up against the church of Asmodeus.
But that's ok. I will try to come up with something different.

GM Elberion |

1d100
1d100
1d100** spoiler omitted **
I reckon a feat is worth those options.

GM Elberion |

"It doesn't seem like you've read the player's guide or come up with a character for the AP. If you want to play in this game those are essential elements of character creation."
I actually thought that it was a pretty good fit for Cheliax. Tends to attract halfbreeds. Good churches have problems. So a divine good character who doesn't follow a church might have less difficulty. Seemed a way to get some healing without specifically going up against the church of Asmodeus.
But that's ok. I will try to come up with something different.
The description is of a cool, interesting character but you didn't include any ties to Westcrown or the AP info. from the Player's Guide.
So, you don't need to change your character description; just add to it so that I know why he is in Westcrown and how he got his campaign trait.
Does that make more sense?

Lavode de'Morcaine |

...Does that make more sense
Yes. It was pretty skimpy because I was trying to get something posted pretty quick. Been trying to get in several PbP and by the time I've gotten something put together they are all full up.
Vlad feels he has been cursed by the gods but struggles to survive inspite of their disfavor. Doesn't like the gods and doesn't feel the need to bow to their will. Sentient people of all shapes need to forge their own destinies. Growing up in Westcrown he has seen 'law and order' being used as a justification to oppress and subjugate. Even when the supposed ‘good’ churches show themselves it is just to use people as pawns to weaken Asmodeus’ influence. Then they are gone again and things are worse than before. They never stick around long enough to really make a difference for the better in peoples lives. If we want our lives to improve, we have to do it ourselves.
Half-Elf, CG, Oracle, Lore Mystery, Haunted Curse
S: 10 D: 10 Co: 14 I: 10 W: 8 Ch: 18
Traits: Westcrown Firebrand and History of Heresy
Revelation: Sidestep Secret
If picked, will complete quickly. Might be some slight adjustments, but this is close.

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Just looked at urban ranger. At first I thought it was a tad powerful for what looks to be a city based adventure, but not much so as I thought. I think I'll try with that. Here's some quick stats, I may need to recheck the numbers a couple times.
Hyngrot
Male C/G Half-orc Urban Ranger
HP 12
Fort +4
Ref +4
Will +1
CMD 15
BAB +1
AC 18 T12 FF14
Str 16 (14+2)
Dex 14
Con 14
Int 12
Wis 13
Cha 10
Trained Skills (took an additional skill point with favored class bonus)
Climb +7
Disable Device +6
Intimidate +6
Knowledge (Local) +5
Perception +7
Sense Motive +6
Stealth +6
Survivial +5
Racial Abilities
Darkvision 60'
Intimidating
Orc Blood
Bestial (this replaces orc ferocity.)
Weapon Familiarity
Class abilities
Favored Enemy (human)
Track
Wild Empathy
Feats
Improved Shield Bash
Traits
The Pathfinder's Exile
Suspicious
Equipment
Scimitar 15
Warhammer 12
Javelin x3 3
Heavy Steel Shield w/ spikes 30
Chain Shirt 100
Backpack 2
Hemp Rope 50' 1
Grappling Hook 1
11gp

GM Elberion |

GM Elberion wrote:...Does that make more senseYes. It was pretty skimpy because I was trying to get something posted pretty quick. Been trying to get in several PbP and by the time I've gotten something put together they are all full up.
** spoiler omitted **
Thankyou, that's just what I was looking for.

Cyrioul Felar |

First thoughts:
weynolt
** spoiler omitted **
Fair enough. Thought I had edited out enough of the SS elements,but am particularly attached to a character I haven't had the chance to play yet. Update coming later, then.
EDIT: Got it - I hadn't updated the profile of the character yet within the board posting system, had just put stuff in the post. If its still too SS, then so be it.

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I'm interested. Here's Pontia Canario, human conjurer:
Her first way off the streets came when she began to grow into a moderately attractive young woman. Prostitution was not what she wanted to end up doing, but it was at least a chance to make enough money to satisfy her intellectual appetites (and the laws of Cheliax offered her some small amount of protection from abusive pimps and customers). For her towering intellect would not be denied. Finally, after years of barely tolerated unpleasant work only undertaken to purchase the tomes she craved, she became a wizard and left prostitution forever. As a sign of that she changed her name and (with his permission and blessing) took the family name of her tutor in wizardry.
But her success as a scholar and wizard in Westcrown couldn't fully erase the stigma she carried from her upbringing (or lack thereof). More than that, she knew that there were countless others like her on the streets and alleys of Westcrown, a vast sea of wasted human potential. For the sake of all those might-be Pontias, someone had to do something. Something had to change.
S 9 D 12 C 12 I 19 W 12 C 12
LG Human Conjurer; Opposition schools Enchantment and Illusions
Traits:
Westcrown Firebrand, Dangerously Curious
Feats:
Spell Focus (conjuration), Scribe Scroll, last one TBD
Skills:
Spellcraft +8
Knowledge (Arcana) +8
Profession (courtesan) +5
Use Magical Device +6
Knowledge (History) +8
Knowledge (Planes) +8
Knowledge (Local) +8

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Speaking for myself, I'm running Carrion Crown with friends, and I quite like Ustlav :)
I thought it'd be interesting having a guy who should hate the common rabble, but may end up championing them.
The beastmorph archtype doesn't really go into effect until 3rd level, when I'd normally gain swift alchemy; it mainly adds animal properties when I imbibe mutations.
Beastform Mutagen
At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen.
This ability replaces swift alchemy.Improved Beastform Mutagen
At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen.
This ability replaces swift poisoning.Greater Beastform Mutagen
At 10th level, a beastmorph’s mutagen grants him three of the abilities listed in the beast shape II spell, which persist as long as the mutagen. He may select three different abilities each time he creates a mutagen.
This ability replaces poison resistance +2, +4, and +6, as well as poison immunity.Grand Beastform Mutagen
At 14th level, a beastmorph’s mutagen grants him four of the abilities listed in the beast shape III spell, which persist as long as the mutagen. He may select four different abilities each time he creates a mutagen.
If you think it might be hard to run in a city setting, then I can always change it to the chirgeon archetype (which is focusing the alchemist to heal).
Instead of Rich Parents, I can take Fast-Talker (+1 on Bluff checks, Bluff is a class skill).
As for item crafting, I was mostly going to make healing potions to act as/aid the cleric, but I can always take the infusion discovery at level 2.
How much cash do we get to spend?

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Aerodus Voralis wrote:** spoiler omitted **1d100
1d100
1d100** spoiler omitted **
I like the at will 0-level spell (why I chose guidance) but an additional +2 to saves vs. mind-affecting effects that'll stack with still mind is pretty nifty.
I'll stick with the 0-level spell guidance.

markofbane |

Here's Lueck, a cleric of Irori, for your consideration.
In truth, a birthmark had started to develop on his hand. Within a few months, it was clear that it wasn’t a normal mark, and if he remained in Westcrown he would be in great danger. The mark was in the shape of a hand, fingers spread, much like the holy symbol of Irori. Each passing week, the image became more defined, more clear, more unmistakable. If for some reason the child had been born a chosen of that deity, there would be little tolerance for him growing up. So his parents arranged for him to be taken to a distant monastery where he could grow up safely without any knowledge of who his family was and lead a good life far from the intrigue of the city.
His early years were good, and he was well cared for. He took well to the education provided, and was comfortable with the precepts of Irori. As content as he was though, he was always jealous of the others who knew where they came from and why they were here. At every opportunity, he would steal time away in the archives of the monastery, looking for any clues as to his past. He found the clues he sought just days before his twentieth birthday. The scroll that documented his arrival had few details, just enough to be tantalizing. Mentions of a Westcrown noble family and worry about his safety due to intrigue, but nothing more than that and no specific names mentioned.
For the next year, he prepared for his journey, for he knew he had no choice. He had to go to the city of his birth and if he couldn’t find out who his parents were, then perhaps he could at least learn about the intrigue that drove them to give up their child. Surely Irori would smile upon such a mission to gain knowledge there.
After several months in the city, he began to scratch the surface of the dealings there. The rumors and stories of strange dealings and going-ons drew him in. To blend in better, he gradually changed things about himself: letting his hair grow out, more modest dress, being more discrete with his inquiries. While he was overwhelmed with the number of noble families in the city and harbors little hope of finding his parents now, he finds that he continues to be drawn in by the mysteries found there, mysteries that he plans to get to the bottom of in the name of Irori and his eternal quest for knowledge.
Lawful Good Male Human Cleric of Irori 1
Strength: 12
Intelligence: 12
Wisdom: 18 (includes racial bonus)
Dexterity: 12
Constitution: 12
Charisma: 12
Traits: Conspiracy Theorist, Birthmark.
Domains: Healing and Knowledge, but see comments below.
I am thinking I could take Lueck one of two directions. First, he could be a Merciful Healer archetype, and if that’s the case he’d drop the Knowledge domain to comply with that archetype’s rules. Second, I was potentially think of multi-classing into Monk, but keeping the majority of his levels in cleric. I’m not sure if you’d be comfortable with him taking monk as a new class past first level, though it does fit his background or can be explained with divine inspiration given his patron deity. One thing about Irori is his favored weapon is unarmed strike. Do you interpret that as he gets the Unarmed Strike feat at first level as his deity’s favored weapon proficiency? If you would say no to Unarmed Strike as favored weapon and no to multiclassing as a monk, then he’ll probably take Unarmed Strike as his human bonus feat to keep with the flavor of the background.
Also, how do you do starting money? Rolled, average, maximum or other?

Astra Vesper |

Okay, rewound the clock back a bit. I still want do the calling card thing.
Sadly, her savior and mentor was arrested and killed by the orders of one of the officials of the city for violating the "order of the State." Desna again smiled on Astra, who the priest had hidden away when they came for him, for she survived. Life on the streets was difficult. She was often mistaken for a Tiefling and had to be quick in order to steal enough for her to eat. The last of these incidents left her with a nasty scar running from the middle of her back to just above her left hip and a notch halfway up her right ear. This caused her to adopt wearing a hat to cover her ears, or wearing her ears in a way that hides them.
She also tried to continue her mentor's work, but was often as not beat for her trouble. After her most recent attempt, she literally ran into an Andoran agent. In an uncharacteristic burst babbling, sobbing, and general hysteria, they managed to convince the other that they were not out to arrest them. The Andoran took Astra to his hideout where he told her about a disguised ship of the Twilight Talons docked at the harbor. He told her where she could take any slaves she freed to ensure their freedom. Astra's mind sparked then roared with an idea that lead to the most audacious plan she, or her mentor, had devised, she planned to free as many slaves as she could before Cheliax changed for the better, or died trying.

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Stephen DomadridCleric of Iomedae
Male Human (Chelaxian) Cleric 1 of Iomedae
LG Medium Humanoid (Human)
Init +6; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Light Shield Bash -3 (1d3+1/20/x2) and
Longsword +1 (1d8+1/19-20/x2) and
Morningstar +1 (1d8+1/20/x2) and
Unarmed Strike +1 (1d3+1/20/x2)
Special Attacks Sun's Blessing
Spell-Like Abilities Touch of Glory (7/day)
Cleric Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Protection from Evil, Shield of Faith, Sun Metal (DC 15)
0 (at will) Detect Magic, Light, Read Magic
--------------------
STATISTICS
--------------------
Str 12, Dex 12, Con 10, Int 13, Wis 18, Cha 13
Base Atk +0; CMB +1; CMD 12
Feats Improved Initiative, Selective Channeling
Traits Charming, Westcrown Firebrand
Skills Acrobatics -1, Climb -1, Diplomacy +5, Escape Artist -1, Fly -1, Heal +8, Knowledge (Religion) +5, Ride -1, Sense Motive +8, Spellcraft +5, Stealth -1, Swim -1
Languages Common, Elven
SQ Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 13) (Su), Cleric Domain: Glory, Cleric Domain: Sun, Spontaneous Casting
Combat Gear Longsword, Morningstar, Shield, Light Steel, Studded Leather;
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (4/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleric Domain: Glory Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +1 to channel positive energy's damage to undead.
Touch of Glory (7/day) (Sp) Grant +1 to a CHA-based skill or ability check.
Westcrown Firebrand +1 Initiative, +1 attack rolls during a surprise round.
In his early teens Stephen’s uncle Bertram came to visit and showed him the ways of Iomedae; Stephen’s father found out and ordered his brother Bertram to leave at once. He refused unless Stephen was allowed to leave with him. Reluctantly, his parents agreed and his uncle told him they would be leaving in the morning. The next morning his uncle was found dead in his bed. It appeared that someone broke into the house and poisoned his uncle before stealing his belongings. Stephen knew his father was behind the death of his uncle but couldn’t prove it so he gathered his belongings and a few valuables to sell and fled south to Westcrown.
That was four years ago, he is no longer an acolyte of Iomedae but a full cleric of Iomedae. Over those four years he has seen many injustices and fear in the faces of simple people of Westcrown and has decided his time has come to set things right and make his uncle proud.
Stephen is a tall man with an athletic build in his early twenties. He has the look of a determined man who really smiles except when in the company of good friends. Stephen is a devote follower of Iomedae and very inflexible in what he believes is right and wrong.
Stephen is meticulous about his appearance saying, "One must set an example for others to follow."

A.P.P.L.E. |

I don't really know why this characters needs to be from Tian Xia, or why they need to have a fancy Tian weapon which they'll never be able to replace. Characters in CoT need to have a personal relationship with Westcrown – you could easily ditch the Tian backstory, read the player's guide and tie your character in to the AP.
I did give her a personal relationship to Westcrown and tie her into the RP. I just really feel like using an Asian character. As for the weapon, the dao is the most common Chinese sword shape. It's the least fancy Chinese blade one will find.

Morrin |

Excuse any grammar mistakes or crunch mistakes. Did all of this at work on my phone.
Quite rough around the edges, Jhock has fading bruises all over his body, and even without them he takes more after his Orc father then his human mother in looks. He walks around with a vest and simple leather pants, bare chested, which a large tattoo of an exquisitely detailed fire rings around his body, waist up, some of the licks of flame reaching up to his neck..
Jhock Grinsten
Male Half-Orc Monk 1 (Martial Artist)
CG Medium Humanoid
Init +5; Senses DarkVision; Perception +6
--------------------
DEFENSE
--------------------
AC 15 , touch 15 , flat-footed 12
hp
Fort +3, Ref +4, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +3 (1d6+3)
Flurry of blows +3/+3
--------------------
STATISTICS
--------------------
Str 17, Dex 14, Con 12, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats: Dodge, Combat Expertise
Traits:Westcrown FireBrand, Reactionary
Skills: Acrobatics +6, Climb +7, Knowledge(local) +2, Perception +6, Sense Motive +6
Gear: Backpack, Crowbar, Grappling hook,
--------------------
SPECIAL ABILITIES
--------------------
Flurry of Blows
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat)
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Improved Unarm Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would.
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Kilean |

Basic character there, going for Urban Ranger wanting to become a pathfinder.
Decent with a bow, Kilean has a knack for tailing and spying, and often finds work gatheirng information, finding lost or stolen items, or missing people. He'd jump at the opportunity to explore Delhaven and with the response from the pathfinders, he can't wait to begin.