
GM Fateweaver |

Korvosa, the “Jewel of Varisia,” has long sparkled on Varisia’s southern shore. Established 300 years ago by Cheliax at the empire’s height of expansion, the city-state now commands its own destiny. A line of Korvosan kings and queens emerged to rule the city, establishing an infamous seat of power – the Crimson Throne. Rulers have sat upon the Crimson Throne for more than a century, and the city has flourished. Yet the monarchy always seems on the brink of disaster. The Crimson Throne is not a prize to be won – it is a curse. No monarch of Korvosa has died of old age, and none have produced an heir while ruling. Even though the current king, King Eodred II, controls Korvosa more fully than any previous monarch, that control remains tenuous, and many secretly count the days until their latest king falls to what they call the “Curse of the Crimson Throne.”
This will be my first attempt at running a pbp on the Paizo boards. I am very excited, but admittedly a little nervous. I hope that any players chosen will understand that I’m giving this my first go. I have run some games at a table, so I’m not entirely “green,” but I expect to learn some things about pbp as we go.
I will be adapting CotCT to the Pathfinder RPG rules and the game will use those rules throughout.
I am looking for 4 PCs, as suggested by the AP’s authors. We will use a 15-point buy, also as suggested. We will use the medium XP level advancement track. No ability score may be dropped below 7 or raised above 18, before racial mods.
Material from the Core Rulebook, Advanced Player’s Guide, Ultimate Combat, Ultimate Magic, and the Advanced Race Guide is admissible. I must be frank though, I am hoping for an “old school” feel with this campaign. I tend to favor simple builds far more than exotic ones. For example, while a dhampir holy gun will be considered, I’ll honestly probably choose a human barbarian over the gunslinger. That’s just my taste. Sorry.
I will be choosing PCs based largely on backstory. This will be a very RP heavy campaign and I want to know you’re going to contribute some awesome RP. I will expect every player to have read the CotCT Player’s Guide in its entirety. (It’s free to download from paizo.com.) Every player will get to choose 2 traits, one of which must come from that Player’s Guide. The Player’s Guide suggests that PCs with strong ties to Korvosa will fit in best. I want to emphasize that. If your PC wasn’t born in Korvosa, he/she should have been living there for a good while at least. Every PC gets a free +3 to Knowledge (local) checks connected to Korvosa and this skill can be used untrained when referencing Korvosa.
No evil characters, please. I’m not experienced enough a GM to handle one well. And no jerk PCs either. This AP assumes that the PCs cooperate and I expect the same.
PCs start at level 1 with hit points equal to their Constitution score rather than a hit die (+ feats and favored class and all that, but NOT Con bonus). Subsequent levels will be rolled, as usual, or you may just take ½ your hit die +1. (d8 = 4 + 1 = 5)
A couple of house rules:
-We will be using Evil Lincoln’s variant “Strain-Injury” hit point system found at this link:
-Initiative will be based on the order that PCs respond, not a die roll. When a combat situation presents itself, the first one to respond is the first up in initiative.
-For the sake of keeping things moving smoothly, I will be using passive Perception (10 + total skill bonus) at all times, unless you clearly state that you’re searching or paying special attention.
-Every PC must have a profession and gets 1 free rank in Profession (your choice).
That’s it. Good luck. I expect to have the party chosen and notified by Private Message here on paizo.com within a week or so. Feel free to PM me with any questions.

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I, too, am interested in this game. I am putting together a human ranger who is going crossbow for his combat style (with Crossbow Mastery feat in mind at 6th level). I would like to take the Sable Company Marine feat from the player's guide as well. My concern is that we will have no use for a hippogriff rider. Can you say whether or not such a character will be useful to the party?
As for the link not working, GM Fateweaver may not have made the googledoc public. That is usually the reason I have for such links not working.

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allow me to throw my hat in the ring...
Id like to run-
A Young Man with a look of religious fervor in his eyes. He strides with a purposeful gait. The Chain Armor barely hidden below a white silk shirt with gold embroidery on the collar. Black Linen Pants mark him as fairly well heeled. And High Black Boots click solidly on cobblestone streets as he moves about on business of the church. A Cloak of Gold and the heavy symbol of Abadar hanging from his neck mark him as a Cleric in good standing with the Master of The First Vault, The Merchants Guide, Bringer of Law to the Universe. A Pair of Maces hang on either side of his waist, and a Crossbow hangs over his back. His Light Blue eyes are constantly searching around him and his voice carries the timbre of one who believes what he says..one who those of lesser confidence will follow. His high cheekbones mark him as Chelaxian, but his fair skin and hair come from his Ulfen blood.
Here is Timerus, Cleric of Abadar. Servant of Korvosa.
Background:
Timerus grew up hard an fast on the streets of Korvosa. He became a leader of sorts to many of the Lambs, his charisma marking him as one to be listened to.
One fateful day, Timerus heard the fervent voice of a Priest of Abadar while casing a crowd for pick pockets. He became enamored. So much so that when the loot was turned over to him to give to Lamm, He kept the Holy symbol of Abadar that had been obtained. Lamm discovered his transgression and beat him to within an inch of his life and destroyed the symbol beneath his boot. Believing the words spoken by the kind eyed and hearted priest, Timerus fled that very night. He stumbled to the temple of Abadar to seek refuge.
The priests of the temple saw something in the eyes of the boy and took him in....Timerus grew up to be a staunch follower of the Servant of The First Vault, and serves the people of Korvosa. Though he has never given up looking for Lamm. He has given up that Lamm will receive justice at the hands of the local law enforcement though, as three times they have let Lamm escape when Timerus had rock solid proof of where he was and what he is doing. It is quite obvious he has corrupted some of the constabulary.
Timerus swears the next time he hears of his whereabouts, he will handle it himself. Certain Abadar will see the Law in what he is doing.
Traits: Unhappy Childhood- Religion (Campaign)/Child of The Temple.(Faith)

Glimoril |

I would like to introduce you to Glimoril...
Glimoril was born in Mierani, but at a young age, she began to join her father in his travels. Many elves were scattered across Varisia and the lands nearby, and they missed the things from home. Eledim traded the products of Mierani with the elves in other towns, and he brought his young daughter on his journeys in hopes of satisfying her seemingly endless curiosity.
On these journeys, she learned that it was often better not to ask questions. She would explore the homes they visited at night, discovering secrets that had little importance to anyone but a child. The only time she was ever caught was when they shared a camp with a man named Hallen. She was searching through his pack, out of curiosity, when she felt the edge of a knife press against her throat.
She tried to explain, but the man was determined that she had meant to steal from him. Hallen's anger woke her father, who came with his sword ready, and persuaded Hallen to release the girl. When it was discovered that nothing had been stolen, Glimor and his daughter made ready to leave, but the human was unsatisfied. He attacked, and Glimor fought him off, wounding his leg. Then Glimor and Glimoril rode away.
Weeks later, they were approaching Korvosa with a delivery for Perishial Kalissreavil, when an arrow appeared in her father's back. Glimor turned to face the enemy, and the next arrow took him in the chest. He died before he reached Hallen, and Glimoril watched Hallen ride away, laughing.
Glimoril found her way into the city, and it wasn't long before she discovered the cure to her grief. The drug called shiver gave her beautiful dreams, and for two years she was a slave to shiver. It was only when she overdosed, and a dealer named Gaedren Lamm dumped her for dead in the Vaults that she was able to free herself of it. After the brutal withdrawal, she slowly began to undo the damage that she did under the influence of the drug. She fed herself by stealing from dealers and others who exploited addicts, and recently was able to steal back her father's rapier from the man she had sold it to for a pathetic fraction of its worth. Soon, she will be ready to confront Gaedren, and then she will begin her search for Hallen.
Glimoril
Elf Rogue 1
CG Medium Humanoid (elf)
Init +5; Senses low-light vision; Perception +6
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Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 9 (1d8)
Fort +1, Ref +5, Will +0; +2 vs. enchantments
Immune sleep; Resist elven immunities
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Offense
--------------------
Speed 30 ft.
Melee Rapier +2 (1d6+2/18-20/x2)
Ranged Longbow +3 (1d8/x3)
Special Attacks sneak attack +1d6
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Statistics
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Str 14, Dex 16, Con 10, Int 14, Wis 11, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Dodge
Traits Drug Addict (Personal), Reactionary
Skills Acrobatics +7, Appraise +6, Bluff +4, Disable Device +6, Escape Artist +7, Knowledge (local) +6, Perception +6 (+7 to locate traps), Profession (merchant) +4, Sleight of Hand +7, Stealth +7, Use Magic Device +4 Modifiers silent hunter
Languages Common, Draconic, Elven, Sylvan
SQ trapfinding +1
Other Gear Leather armor, Longbow, Rapier, Thieves' tools, 110 GP
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Special Abilities
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Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

LurkingTyranny |

I would like to submit Eleazar Cor.
Though he learned the rudiments of the family trade, Eleazar's destiny was always to be one of the learned arcane. From an early age, his uncle encouraged him to take an interest in the arcane, indulging his nephew by allowing him to look over the occassional spellbook or scroll left in collateral for a job.
When he was Seventeen, he was visiting the Acadamae and the other colleges of the city and took Kor along with him. After being rejected from the Acadamae, Eleazar and Kor got briefly seperated. He soon discovered his brother had been grabbed by Gaedren Lamm. Reacting on instinct, Eleazar wove with magic the very air around Gaedren causing it to thin suddenly. The spell dazed the wicked man long enough for Eleazar to pull his brother away and shout for the Korvosan guard.
Though Eleazar beleived himself done with Gaedren Lamm, the villain was not so willing to let the incident be forgotten and plotted his revenge. Eleazar eventually gained admittence to the Anomanexus College, which while not as prestigeous as the Acadamae was respectable and filled with capable teachers. Eleazar was well on the path to claiming the future he always wanted.
Then the young messenger that Eleazar had been using to send letters back to his family ended up murdered. A bottler's apprentice who worked in the shadow of the college by the name of Jojan claimed to have seen Eleazar practicing sorcery on the unwilling child and murdered him. Eleazar was seized by the Korvosan guard and imprisoned awaiting a trial. During this time, Eleazar's brother Kor, his sister's husband and one of his fellow students worked together to get Jojan to admit that he had been intimidated into baring false witness, his own jealousies at those who practiced magic being preyed upon. Jojan agreed to recant his testimony and go to the Korvosan guard with the identity to the real culprit. Unfortunately Jojan never showed up. He was found a month later, dead of an extreme overdose of the shiver.
Eleazar was released from his imprisonment and cleared of all wrong doing, but a black mark remained. The Anomanexus College would not accept him back nor would even the lowest of the arcane colleges. Speaking with those who helped win him his freedom, they soon came to the conclusion that Gaedren Lamm was behind the murder and the frame up. His dream of graduate of an arcane college denied to him, Eleazar now seeks revenge on the man he knows is responsible. He will not let Lamm ruin another life.
From a crunch standpoint, I was thinking of going Sorcerer of Sage bloodline. This would represent his incomplete teaching. I am unsure how many levels I would take, but eventually I would want to switch over to true Wizard. If you would rather I just go directly in Wizard, that modification can be made. Below I have posted a quick crunch, if desired I will fill it in to completion.
Str 12
Dex 10
Con 13
Int 18
Wis 10
Cha 10
Traits: Framed - +2 Spellcraft , Rich Parents
+3 knowledge local
Bonus 1 rank profession/craft: I was hoping Parchement-maker / bookbinder.
For spells, if a Sorcerer, I was thinking Mage Armor and Sleep. If you'd prefer I start a Wizard, those plus additional.

Gavrus Mendelheim |

Kastarr Eunson here with my submission, Gravus Mendelheim. Once a guardsman in Korvosa, his life took a downward spiral.
I've toned back on the background a touch and kept the traits limited to the events surrounding the death of his daughter (I had originally planned for his wife to die to a shiver overdose, hence my question surrounding whether I could have two campaign traits in place of one and another).
I'm just awaiting an answer on the gold question in order to gear him up.
For future character development, it will go one of two ways depending on how things play out. Either he will continue to level in Urban Barbarian or he will become an amalgam of the man he used to be and the man he is now and take levels in Cavalier.

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at work now, and sumbitted the fluff on Timerus before coming in the morning.
Cant really do all the crunch before going home, but hes basically a Cleric of Abadar. Ill be doing something unusual with him and going two weapon combat with two light maces, in stead of the atypical shield and weapon ;)
I see him as a Holy Man that can lose himself in combat because of his fervor...This comes from his hard upbringing.
Having him be part of the church will play both ways with him at times reaping benefits but at times being locked into his actions because of church guidance. It will make for good role playing opportunities.
Stat wise I think-
Str: 12
Dex: 13
Con: 10
Int: 12
Wis: 16
Cha: 13

Bimbur Longstrike |

GM Fateweaver, Bimbur has some posts under his belt, but every time campaign he joins seems to become an orphan.
Anyway, I would put Bimbur at a 15 pt buy and can modify him for your AP. He is a zen archer that will not really take off till third level as he is Wisdom dependent. Plan is an archer monk with stealth--he can even take the trait to add disable device and be the party trap defeater if necessary. He has yet to make second level after many tries--but I haven't given up on him yet.
Anyway, with the slightest positive feedback, Bimbur will be ready. If you need to look at my posting style and frequency, just pull up Bimbur's posting log and peruse it.
Plan is an idealistic wanderer from Taldor with the best intentions. He plans on being lawful good, but can adjust to LN if the party wants to be more nefarious.

Pedwiddle |
Submitted for your approval - Ancrym "Far-Shot", Human (Shoanti) Urban Ranger/Skirmisher. If you like him, I can throw him into an alias and flesh him out fairly quickly.
Str: 16
Dex: 14
Con: 12
Int: 13
Wis: 12
Cha: 8
Going for archery style, but will follow the basic guidelines of Treantmonk's "switch hitter" ranger, wielding a two-handed earthbreaker in melee.
Ancrym was born into the Shiikirri-Quah, the Shoanti "Hawk Clan". He spent his childhood in the clan; hunting, wrestling, and mock combat were a daily part of his life. Shortly after he was twelve years old, however, his parents were asked to travel to Korvosa, to act as liaisons to that great city.
When he arrived at the city, he was both awed by its immensity and disgusted by its very existence; having grown up with a nomadic people and living most of his life in tents and the like, the buildings seemed almost grotesque. The people seemed soft, and in his pride, he could not understand why his people hadn't swept them all away long ago. This feeling didn't last long, though. He learned quickly that this was merely a different kind of battlefield, with different rules. Rather than being soft, these people were hard in different ways. He slowly came to learn how to use his skills in this new environment and learned some new ones, besides.
He continued to grow, and several years later, discovered that he had fallen in love. It was quite a surprise, actually; Yalessa was the daughter of a spice merchant that had been supplying he and his family for years. She had been one of the only children that hadn't looked down on his "barbaric" ways, and had defended him when he was the target of their jeers and jests. And so, he supposed, it should have been no wonder that she was there for him when his mother died, when she revealed her feelings for him, and subsequently he for her.
Over the next year and a half, they grew closer together; Ancrym, as a hopeful of the Sable Company, was considering speaking with her father about joining with her. He never got the chance. Now, he has vowed to find the one who took her from him, and bring him to swift justice. Gaedren Lamm, by blood it is sworn. Your days are numbered.

Staryth |

Ridge here, I present Staryth Valdian, Paladin of Shelyn. Stats and Crunch are in the alias, but below is the background/personality
Background
Staryth has been blessed all his life. While not noble born, his family served nobles and made a good living at it. His mother and father loved him and were supportive, and while he squabbled with his two older brothers, when the 'chips were down', they had his back.
He did not stumble onto his worship of Shelyn. His parents were of the faith and took him to ceremonies regularly. No, his love affair with his goddess was one long in the making. His strong singing voice was promising, but while he enjoyed it and did join in often, he always felt the goddess had some other plan for him. And so she did. When a temple guard retired, young men of the church were asked if they would like to volunteer for the task. Not a warrior faith by nature, many either declined or just weren't up to the task. Staryth, however, took to arms and weapons quite well, and served dutifully as he trained.
This progressed until the calling of paladin came on him in full force. But this calling did not happen in an empty world. Staryth had a friend from one of the seedier sides of the city named Zan. Zan had seemingly overcome all the obstacles that had never been in Staryth's way to begin with. While not a paladin, he was a skilled guard and warrior in his own right and Staryth admired him very much.
So much, that the young paladin was blind to the fact that Zan was taking shiver to cope with some hard times he was too embarrassed to tell the church about. The more Zan began to rely on the shiver and the pleasant dreams it brought him, the worse the problems he sought to escape became. Staryth's friend was soon missing duty watches, and services alike. Then, he vanished.
Startyh went seeking his friend out, and finally did. Zan was in a gutter, babbling and shaking in the rain. Staryth saved the man's life, but what truly appalled Startyh was how blind he'd been to this sort of thing. It wasn't just Zan that was hooked, others suffered, and it was not just something the 'lower class did'. It was something that trapped them and slowly killed them while the rest of the citizenry turned a blind eye.
Of course, Staryth knew he had to take action against this, and that meant finding out who had sold it to his friend...
That was when he first heard the name of Gaedren Lamm.
Personality/Motivation: While Korvosa may not be the friendliest place in the world to paladins, Staryth thinks of it as home. He's always been a joyful fellow, delighting in the beauty of the city. Now, however, he realizes he has been a little naive. Others lead lives that are not so joyous, not so beautiful, and until nearly losing a friend to shiver, he hadn't realized just how bad it was for entire neighborhoods beyond his own.
He feels more than a bit guilty about that, and has decided to help spread the blessings that have graced him all his life. He's not as 'stiff' as some paladins, but he's just as dedicated.

Jakthion Tauranor |

Drayen here. Appearance has been added. Final touches added to the stat block. Gear totaled (you will notice that I placed some items in hawk to represent his recent hard times as per his backstory).
@ GM Fateweaver - Just making every effort to tie myself into the player's guide as much as possible i.e., planning to take Crossbow Mastery at 6th level. As for the hippogriff, it is only one feat and it could be occasionally useful. Besides, I have four levels to decide, so there's no hurry.

Mug |

I find this helpful and I like to meddle. It also helps new applicants get an idea of any niche that might need filling if they want to try and get in (like I do).
Healing
Dread: Timerus A'Conal - Human Cleric of Abadar
Front
Ridge: Staryth Valdian - Paladin of Shelyn
Kastarr Eunson: Gravus Mendelheim - Human Barbarian (Urban Barbarian)
Range
Drayden: Jakthion Tauranor - Human Ranger
Pedwiddle: Ancrym "Far-Shot" - Shoanti Human (Urban Ranger/Skirmisher)
Chainmail: Bimbur Longstrike - Dwarf Monk (Zen Archer)
Skill
Nylissa: Glimoril - Elf Rogue
Arcane:
LurkingTyranny: Eleazar Cor - Humanish Sorcerer (Sage Bloodline)
Undecided
wolfheart: dotted
DaWay: dotted
Mug: mucking around
If any of you are thinking that these categorizations are missing the mark, they aren't meant to be perfect. Obviously people's style, etc... dictate these things way more, this is just a very high level look at who's submitted what, thus far. :)
PS. also, sometimes I forget people, so sorry if I did that to you.

LurkingTyranny |

Eleazar Cor
NG Human (Korvosan/Cheliax)
1 Sorcerer (Sage)
Str 12 (+1)
Dex 10
Con 13 (+1)
Int 18 (+4)
Wis 10
Cha 10
HP: 13
AC: 10 (14 when Mage Armored)
BAB: +0
CMB: +1
CMD: 11
Saving Throws: Fortitude (+1) , Reflex (+0) , Will (+2)
Traits: Framed - +2 Spellcraft , Rich Parents (900 Gold)
Racial Traits: Skilled, Bonus Feat
Skills (2+4+1+1+bonus): Appraise (1 Rank = 8), Craft [Alchemy] (1 Rank = 8), Knowledge [arcana] (1 Rank = 10), Knowledge [nobility] (1 Rank = 8) Profession [Parchment-maker / bookbinder] (1 rank = 4), Spellcraft (1 Rank = 12), Use Magic Device (1 Rank =4) *Knowledge [local] (1 Rank = 8), *Linguistics (1 rank = 4)
Languages knows: Common (Cheliax/Taldan), Varisian, Shoanti, Thassilonian, Infernal, Dwarven
Weapons / Combat:
Heavy Mace 1d8 x2 B
Light Crossbow 1d8 19-20 x2 P 80 ft
Dagger 1d4 19-20 x2 P 10 ft
Feats: *Eschew Materials, combat casting, Arcane Strike
Spellcasting: 4 1st level spell per day.
Spells known:
0th: Arcane Mark, Daze, Detect Magic, Read Magic
1st: Mage Armor, Sleep
Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Bloodline Powers: Your preferred focus is a bolt of mind-spun magic.
Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This bloodline power replaces arcane bond.
I didn't do equipment because I didn't have the time to go through it one by one. He really would not have much, two weapons he bought as he goes against Lamm, his clothes and the like. He has 900 gold and probably won't spend most of it until the game starts, but if you need it let me know and I will go through the lists and buy stuff.

DeathQuaker RPG Superstar 2015 Top 8 |

Good god I wrote a freaking book. Sorry.
Here's a character for consideration:
CALLIE COBALT
Human (Korvosa) Female Bard-Arcane Duelist 1 (stats below)
Init +2; Senses Perception +0
==DEFENSE==
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 dex)
hp 8 (1d8)
SR 0
Fort +1, Ref +4, Will +2
Armor Studded Leather, Light
Shield Buckler
==OFFENSE==
Spd 30 ft/x4
Melee Short Sword +2 (1d6+1) 19-20/x2
Melee Melee Dagger +2 (1d4+1) 19-20/x2
Ranged Thrown Dagger +2 (1d4+1) 19-20/x2 Range 10 ft
Bardic Performance (7 rounds/day, activate as standard, maintain as free):
Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Bard Spells
Caster Level 1 (Concentration +4)
Cantrips (at will)
Dancing Lights: Creates torches or other lights
Detect Magic: Detects spells and magic items within 60 ft.
Message: Whisper conversation at a distance
Prestidigitation: Performs minor tricks
1st Level Spells (2 per day)
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Grease: Makes 10-ft. square or one object slippery.
==STATISTICS==
Str 12, Dex 14, Con 10, Int 13, Wis 10, Cha 16
BAB +0, CMB +1, CMD +13
Feats
Arcane Strike (AD Bonus)
Combat Expertise (Human Bonus)
Weapon Finesse (Lvl 1)
Skills
(6 bard + 1 int + 1 human +1 favored class)
Acrobatics +4 (1 rank + 2 Dex + 3 class -1 ACP)
Bluff +7 (1 rank + 3 Cha + 3 class)
Diplomacy +7 (1 rank + 3 Cha + 3 class)
Intimidate +7 (1 rank + 3 Cha + 3 class)
Knowledge (local) +5 (1 rank + 1 Int + 3 class)
Knowledge (nobility) +5 (1 rank + 1 Int + 3 class)
Perform (oratory) +7 (1 rank + 3 Cha + 3 class)
Profession (performer) +4 (1 rank + 0 Wis + 3 class) (free rank from GM)
Sleight of Hand +4 (1 rank + 2 Dex + 3 class -1 ACP)
Spellcraft +5 (1 rank + 1 Int + 3 class)
Traits
Drug Addict (Personal Addiction): Gain +1 to Fort Saves.
Fencer (Combat): Gain +1 to AAO attack rolls with blades.
Languages Common, Varisian
Gear
Short sword 10 gp, 2 lbs
2 Daggers 2 gp, 1 lb each
Studded Leather Armor 25 gp, 20 lbs
Buckler 5 gp, 5 lbs
Spell component pouch 5 gp, 2 lbs
Waterskin (full) 1 gp, 4 lbs
Entertainer’s Outfit
Masterwork Backpack 50 gp, 4 lbs
=in backpack=
== String (50 ft.) 1 cp, ½ lb
== Mirror 10 gp, 1/2 lb
== Bread, loaf of 2 cp, 1/2 lb
== Cheese, hunk of 1 sp, ½ lb
== Chalkboard 1 gp, 2 lbs
== Blanket 5 sp, 3 lbs
== Grooming kit 1 gp, 2 lbs
Belt pouch 1 gp, 1/2 lb
=in pouch=
== Earplugs 3 cp, –
== 4 pieces of chalk 4 cp, –
== Flint and steel 1 gp, 1 lb
== Deck of cards 1 sp, 1 lb
== 1 potion cure light wounds 50 gp, –
Coin: 15 gp, 2 sp
(Starting gold was 180)
Weight 49.5
Lt Weight Carrying Capacity 50 lbs with backpack (43 without)
Background
Those who know her history might say Callie has fallen far, but Callie looks upon her life and only sees how far she’s come. She was born Calindra Carminos, the Carminos being a noble family dwelling in the East Shore of Korvosa. ((I can change her family name as and if needed.)) Her father Marcus was scion of a family whose military ties went back generations; her mother Carla was connected to wealthy merchant lords, whose own wealth shored up the Carminos’ failing coffers. Calindra’s early years were spent between being schooled by the city’s best governesses; being privately tutored in the bardic arts, and trained in swordsmanship by her father’s right hand and personal guard Nicolas. She dreamed of becoming a great fencer, perhaps even starting a school of her own, perhaps even one day to rival the Orsini fighting academy.
Her father, however, was more interested in his daughter as a bargaining chip in business deals. He cared little for her dreams as long as her training and grooming made her a worthy bride—he benefited from an auspicious marriage, and he thought he could continue to stabilize and strengthen his family with further such arrangements. Calindra, a dreamer and far more interested in forging her own future, balked at such plans her father had for her, and she argued with him about it every chance she got—arguments that got her own activities and privileges further restricted. At the age of 16, she was told she was to marry an odious young son distantly related to the Arkonas—one week from the time she was informed. Seeing no other way out, Callie ran away.
Callie felt no strong urge to leave Korvosa—it was a large enough city she felt she could melt into the crowd easily enough, and certainly survive long enough for her wedding to be forgotten. She knew by disappearing, she might hurt her family greatly by essentially forcing them to back out of an agreement—but then, it was her own father’s damn fault for agreeing to something that sealed her fate without giving her a choice. She could figure out how to make it up to them if and when she decided it was safe to return home.
Callie was a smart and resourceful girl, but she had lived a sheltered lifestyle, and trying to survive on her own in the city was harder than she first imagined, especially since the last thing she could do was rely upon her family name to buy her way through anything. (Although she laid low from them, as far as she knows her family either never came looking for her, or she successfully did so long enough that they gave up.) She had enough smarts and talents to earn her way as a performer, telling stories and performing amusing feats of legerdemain, but competition was tough—and the streets even tougher. Her funds already dwindling, one night she was attacked by a gang of thugs who beat her brutally and took all of her valuables. She knew she was lucky to have gotten away with that. Although Callie’s spirits were normally indefatigable, she was injured and suddenly impoverished, and she found it difficult to try to do what she needed to to get back on her feet—it was hard enough to find respectable work with torn, bloody clothes and not a cent to her name, and she was too embarrassed to ask what friends she had for help. A few nights later, wallowing in self-pity in a shady corner of the docks, a gentleman offered her something “to ease the pain” of her predicament. Making the worst mistake of her life, she accepted, not quite realizing what she was being offered.
The shiver gave her an escape she could find in no other way. She tried to convince herself she could do without it, but the dreams and painlessness it offered were too tempting, too fascinating, even, revealing to her stories she had never imagined before. She imagined, even it could be a valuable source of inspiration for her and her performances. Gaedren, who supplied her, was all too happy to encourage her to keep taking it, but of course, for a price. If she couldn’t find a legitimate means of earning funds, she turned to using her skills that she once used to entertain to pick pockets instead. In a moment of clarity, she realized how desperate she was becoming for the drug, and knew that if she continued, she would only debase herself further—or get herself arrested, killed, or any or all of the above. The moment of clarity was followed by a moment of sheer despair, then, for she knew no way around it, and she knew Gaedren had his hands about her neck one way or the other. She took all the remaining shiver she had, planning to go into a dream from which she would not waken.
A few days later, she found herself in the bed of an old friend, a fellow bard whose name was Marta, with whom she had engaged in friendly competition from time to time in various inns. Marta had some underworld contacts who had found Callie and brought her to her, and nursed her to health. Terrified and ashamed, Callie told Marta the whole story. Marta gently listened, held her, and then gave Callie a loving verbal thrashing about how she should have come to her friends for help in the first place. “This whole ‘I can do it by myself’ thing is going to kill you. It almost did. Promise me you won’t let that happen again.” Callie promised.
With a loan of money and clothing from Marta, Callie recovered and pulled herself back together, seeking out work again, with renewed fervor to live a good life. She soon enough was performing again—and also practicing her swordsmanship, ready to defend against any further thugs who might try to bring her down again.
She in fact one evening, saw the thugs who attacked her—talking to her old friend Gaedren, clearly laughing and sharing a good joke between them, doubtless about some other young man or woman they were about to drive down a path of madness.
Callie realized this bastard Gaedren had to be stopped—not just to avenge what happened to her (for she felt that was as much her own fault as his), but to protect others from his predation. He was too good at flying below the radar for her to get the constabulary to track him down—so she would have to find another way. She remembered her promise to Marta however—she would get help. But then, he would be brought to justice, one way or the other.
Appearance
Callie is short, wiry human woman with pale skin, dark brown hair, and blue eyes. Nicknamed “Cobalt” for the vibrant blue cloak she always wears (a prize in a storytelling competition), she dresses well for the lower class performer she presents herself to be. She always has her sword at her hip, but is much more ready to fight with words before she unsheathes her weapon. Some, perhaps, would prefer it the other way around, as being injured by her sword is the gentler proposition.
Stat wise this is not set in stone, may reconsider some skills/spells/feats. Probably there are some math errors, though I ran this through a character generator to verify the major stuff.
Will put this into an alias if the character is accepted.

Shanosuke |

I'm considering an inquisitor or Cavalier for this one.
The Inquisitor would likely be a Half-Elf and the Cavalier would likely be a halfling (Only way mounted works in a place like this). I'll figure out one soon enough, once I have had a chance to build both, then see what is needed in Mug the Meddler's list.

Shanosuke |

Looking at the list, and monkeying with backstories, I've ultimately decided on the story of the Elf Inquisitor Dacanir.
Dacanir is a young elven man who lives in Korsova. Life was hard and work was difficult. His father did his best to care for them every year of his natural elven life. However, this would not last as long as it should. For when Dacanir was coming into adolescence, his father passed away due to being overworked. From then on it was up to his mother to care for them.
While his mom worked, Dacanir spent much time being babysat and educated by a friend of the family. A Priest of Iomedae, a wise and responsible man. He taught Dacanir of honor and justice and often spoke of the things that were lacking in this city. He would often tell Dacanir to keep his virtues strong and always do good where he could.
For years Dacanir studied under the priest until one day all that changed. His mother was brutally murdered one day and found in a dark ally. The city guard never found the killer and even though he pleaded, the priest was unable to go hunt for the killer either. Instead, the priest decided this was a sign that it was time for Dacanir to go out and weed out the evil in this city. That day on, the priest trained Dacanir to be an inquisitor.
Time past and the unfortunate difference in age between men and elves was brought to light once more. The priest died of old age just as Dacanir was had become a full man. With no support and no money, Dacanir would have to put off his search for his mother’s killer and find a way to make a living until he could get time and money to start his search.
He got a job at a local library and worked hard to save enough to buy a cross bow and some armor. He also taught the lessons of Iomedae to any who would listen on the weekends and was often given offerings for his preaching’s. He kindly accepted these and would donate them to the library that he stayed at. The librarians then return the money to him in the form of “bonuses” for being a good worker. Dacanir was never made privy that the money he received this way was the same money he donated.
Finally he had enough money to buy some gear. When he was out shopping he spotted his mother’s wedding band on sale at a local pawn shop. The band was not on his mother’s hand when she died nor was it found in any of her possessions. It had gone missing. Now it turns up here, he was sure it was her band. It was elven make with her name etched on it. He tried desperately to explain that it was his mother’s and thus was rightfully his but the shopkeeper refused to yield. However, Dacanir’s story moved the shopkeeper to at least share the name of the one who sold it to him.
Gaedren Lamm, a local small time crime lord in these parts. So this was the man who killed his mother. Regardless, Lamm was a known crook and that was a good enough reason to hunt the man in of itself, but this was his mother’s killer. This hunt one not only vindicate Dacanir’s soul, but would also put him on the right track to the life he wanted to have. Gaining his weapon, armor, and some gear, Dacanir set off in search of Gaedren to close a chapter in his book and start a new one.
Despite his rough past Dacanir is a surprisingly pleasant person. However, he takes many matters very seriously and doesn't play around when dealing with dangerous situations or people. When he is relaxing he is fun and free spirited but when he is on the job, he is all business. He is practical and straight forward and not afraid to offend when it best suits him. He can be nice when he wants to be or mean when he wants to be. His true personality is often difficult to read but it is crystal clear he is good and good natured.
I designed him to be ranged, skill monkey, and social with some semblance of divine casting. He's not particularly built for fighting. More for the dealing with people and unusual situations sort of field. His best bet is to fill in for the rogue need as I plan to give him a lot of necessary skills down the road. In combat he is distance support using his crossbow first and his sword second. There will need to be at least one front line in the party for him to work proper. He can be devastating when not pressed too much and unlike a rogue, he's not putting himself in harms way just to get the flank.
I plan to take inqisitor all the way. No funny business, I've just always wanted to explore the class and I think this setting is PERFECT for it. Crossbow will be a heavy focus as I will take many ranged feats including one that lets me reload and shoot without provoking. Which aren't hard to acquire. I've done the sizing up and it is not hard to make a ranged warrior work in a city setting.
Dacanir
Male Elf Inquisitor 1
NG Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8); judgement of sacred healing 1
Fort +2, Ref +3, Will +4; +2 vs. enchantments
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Immune sleep; Resist elven immunities, judgement of sacred purity +1, judgement of sacred resistance 2 (acid)
--------------------
Offense
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Speed 30 ft.
Melee Sickle +0 (1d6/x2)
Ranged Heavy crossbow +3 (1d10/19-20/x2)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities Touch of Good (5/day)
Inquisitor Spells Known (CL 1):
1 (2/day) Bless, Magic Weapon
0 (at will) Guidance, Acid Splash, Light, Detect Magic
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Statistics
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Str 11, Dex 16, Con 10, Int 12, Wis 14, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Rapid Reload (Double crossbow)
Traits Love Lost (Orphaned) (All Profession Skills), Vagabond Child (urban) (Disable Device)
Skills Acrobatics +2, Bluff +5, Climb -1, Diplomacy +5, Disable Device +7, Escape Artist +2, Fly +2, Intimidate +6, Linguistics +2, Perception +8, Profession (librarian) +8, Ride +2, Sense Motive +7, Stealth +6, Swim -1 Modifiers monster lore
Languages Common, Dwarven, Elven, Gnome
SQ domains (good), judgement (1/day)
Other Gear Studded leather armor, Crossbow bolts (20), Heavy crossbow, Sickle, Thieves' tools, 23 GP, 4 SP
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Special Abilities
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Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inquisitor Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Acid) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Rapid Reload (Double crossbow) You can reload fast with one type of Crossbow or Firearm.
Touch of Good (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Well this is ma dude. Put him in the list as Skill.

Mug |

Meddlers List - Update
Healing
Dread: Timerus A'Conal - Human Cleric of Abadar
Jman72: 'John Doe' - 'Ethnicity Unknown' Cleric (Evangelist)
Front
Ridge: Staryth Valdian - Paladin of Shelyn
Kastarr Eunson: Gravus Mendelheim - Human Barbarian (Urban Barbarian)
Range
Drayden: Jakthion Tauranor - Human Ranger
Pedwiddle: Ancrym "Far-Shot" - Shoanti Human (Urban Ranger/Skirmisher)
Chainmail: Bimbur Longstrike - Dwarf Monk (Zen Archer)
Skill
Nylissa: Glimoril - Elf Rogue
DeathQuaker (aka: The Author): CALLIE COBALT - Human Bard (Arcane Duelist)
Shanosuke: Dacanir - Elf Inquisitor
Arcane:
LurkingTyranny: Eleazar Cor - Humanish Sorcerer (Sage Bloodline)
Undecided
wolfheart: dotted
DaWay: dotted
Mug: mucking around
AdamWarnock: dotted

Restless Cherry Blossom |

Much like Bimbur, this character has a number of posts under her belt, but also like Bimbur, they all seem to die. The second PbP she played in was a CotCT that only made it through the first scene. Having heard many positive things about this Campaign she would like to toss the hat she never wears anyway into the ring as-it-were.
The Dockside Vengeance trait comes out of 'Varisia, birthplace of Legend'

Raseri Whitescale |

This is AdamWarnock, stats are in the profile.
oh and Hi there Irnk.
Raseri didn't remember much from before she was taken by Lamm. Her first really clear memory was watching her parents die. Apart from being caravan guards, she remembered little about them. Her memories of Lamm, though, stuck out as crystal clear shards of pain. So much so that she still woke screaming into the floorboards whenever the memories turned her dreams to nightmares.
The worst of these was when Lamm beat her nearly to death. The vile old man left her bloody, broken, and dead. She wasn't quite dead though. An old Varisian wise-woman found the fourteen-year-old girl in a dark alley coughing and sputtering in the cold puddles and rain. She nursed the Ulfen back to health and gave her the holy symbol of Desna she still wears when Raseri was well enough to leave.
Since then, she's made her way as a cook and more recently a healer. In the weeks and months after her brush with death. strange thins began to happen. Things she dropped skittered to a stop several feet away, wind that wasn't there would whip her hair into a frenzy, and worst of all in her mind, voices had begun to whisper in her head. Some babbled ceaselessly, telling stories about how great they were when they were alive. Others gave cryptic clues and hints. A few, though, were genuinely helpful. Those taught her things she would never would have known. How to use a bow, bind a wound so it wouldn't be infected, and how to tap the power swelling in her heart. In the three years since Lamm left her for dead, she had grown much. She felt that the worst was over and she'd go nowhere but up.
Although she wouldn't turn down a chance to put an arrow or two into the old man's chest.
Raseri prefers the company of good friends and a good mead in her hand to the gilded finery of those above her station. She feels the pull of the open road, but feels that she is still needed for something here. She makes friends easily, but her friendship is not easily regained after it has been lost.
He most peculiar habit is a fixation with solitary card games. She constantly carries a deck of cards around and often plays while stews and soups simmer on the stove wherever she is currently working. She has a penchant for star-gazing on cool, clear nights, and sometimes roams the city, looking for someplace new to eat, or shop.
Raseri's appearance is almost unique, even among the Ulfen. Her hair is so pale that it's almost white, and her eyes are as cold and grey as a winter storm. She dresses in simple study clothes, with greens and blues being favorite colors. She's short, even by the standards of the Chelish and Varisians, but her body is lithe instead of stocky.

Salm |

I'd like to submit Salm the half orc inquisitor of Milani. He believes a little anarchy now and again is a good thing.
(He was originally built for another game of CoCT that has died. I'll need to work his stats to fit your guidelines, but his story remains the same.)
Background: Salm grew up eking out an existence in the Dhaenfens. He became accustomed to fighting undead, bandits, goblinoids, and the environment and he has the scars to show it. In one fight he became separated from his family and was knocked unconscious. Fortunately an aged priest of Milani, named Ravi, rescued him and brought him back to health.
During the months that Salm was recuperating, Ravi taught him about Milani. However, just as Salm got better, Ravi began to die. On Ravi's deathbed, Salm swore to take his mentor's place and dedicated his life to the Everbloom. Unfortunately, he did not complete the training to become a cleric and he was too free thinking to become a paladin. With only his abbreviated training in Milani's dogma and his intuition, Salm traveled to the city of Westcrown as his mentor had planned. He walks the streets helping those that others have forgotten. He knows that it is time for a change in this city and he has been working to convince the populace of Westcrown of this truth.

AdamWarnock |

I'd like to submit Salm the half orc inquisitor of Milani. He believes a little anarchy now and again is a good thing.
(He was originally built for another game of CoCT that has died. I'll need to work his stats to fit your guidelines, but his story remains the same.)
Background: Salm grew up eking out an existence in the Dhaenfens. He became accustomed to fighting undead, bandits, goblinoids, and the environment and he has the scars to show it. In one fight he became separated from his family and was knocked unconscious. Fortunately an aged priest of Milani, named Ravi, rescued him and brought him back to health.
During the months that Salm was recuperating, Ravi taught him about Milani. However, just as Salm got better, Ravi began to die. On Ravi's deathbed, Salm swore to take his mentor's place and dedicated his life to the Everbloom. Unfortunately, he did not complete the training to become a cleric and he was too free thinking to become a paladin. With only his abbreviated training in Milani's dogma and his intuition, Salm traveled to the city of Westcrown as his mentor had planned. He walks the streets helping those that others have forgotten. He knows that it is time for a change in this city and he has been working to convince the populace of Westcrown of this truth.
Um, that seems more like Council of Theives than Curse of the Crimson Throne. The first takes place in Westcrown in Cheliax. This one takes place in Korvosa in Varisia.

GM Fateweaver |

@Salm: I think you may be confusing Curse of the Crimson Throne (CotCT) for Council of Thieves (CoT). CotCT takes place in Korvosa, not Westcrown.
I'll be getting back home today and I hope to have the party ready to go and underway by Tuesday or Wednesday. Let's call Monday night the cut-off for submissions. (I'm a teacher. I can't help but place due dates.) I'll make my final decisions and inform the chosen members by Private Message then (Monday night).

GM Fateweaver |

Glimoril, Gavrus, Timerus, and Eleazar...welcome aboard.
My thanks to all who submitted a PC for consideration. You are talented and creative writers and I hope that another GM can fit you all in.
@Eleazar, I'll need you to make an alias for the PC before we can begin, please.
@Timerus, it would make things easier for me if you would transfer your info to your alias page for simpler and quicker reference. Please.
@All, upon further research, I have decided that it would probably be better to track initiative after all. I will be using Combat Manager app to track everything. If we decide that this is slowing things down then we can address this anew at that time. I know that I initially explained that initiative would be irrelevant and now I'm changing that, so if you need to make any adjustments to your characters in light of this then please do so.
@All, I will be using Google Drive (formerly Google Docs) to share maps, portraits, etc. I'll be posting links to these images in the game thread. I don't think you need an account or anything to view these, but just so you know the format.
@All, the game thread is located HERE. I'll be working hard to begin tomorrow.
@All, I am hoping for 1 post per day minimum from each player. I hold myself to that standard, too, and I will inform you with as much notice as possible if I'll be missing a day. I'd appreciate the same courtesy from you all.
@All, finally, as I mentioned in the original post, this is my first time running a pbp here on the Paizo boards. I admit freely that I have some things to learn. I am a very approachable guy and I take constructive criticism well. If you have concerns about the game or whatever, please feel free to address them with me.
Now, let's go save Korvosa!