
Oniwaban |

Here are Rowdy's stats, with my apologies for the delay. Posting once or more a day, if chosen, will be no problem.
Init +2; Senses Perception +5
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Defense
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AC 15, touch 10, flat-footed 14 (+4 Armor, +0 Dex, +1 shield)
hp 17 (8+5+2(Con), +2 (FCB))
Fort +1, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee Mwk. longsword +6 (1d8+3, 19-20/x2)
Melee Brass knuckles +4 (1d3+3, x2)
Melee Dagger (x2) +4 (1d4+3, 19-20/x2)
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Statistics
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Str 16 (+2 from race), Dex 10, Con 12, Int 13, Wis 10, Cha 14
BAB +1; CMB +4; CMD 14
Feats Improved Unarmed Strike, WF: Longsword
Skills Climb +6, Kn. Arcana +7, Kn. History +6, Kn. Nature +6, Kn. Religion +6, Linguistics +5, Perception +5, Perform (Oratory) +7, Perform (Strings) + 7, Spellcraft +5, Swim +6, UMD +6
Languages Common, Draconic, Goblin
TraitsReactionary, Maestro of the Society
Gear Bard's kit, Mwk. Lute, Mwk. Longsword, Mwk. Chain shirt, 2 x dagger, 2 x Brass knuckles, Mwk. quickdraw light steel shield
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Special Abilities
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Bardic Knowledge
Bardic Performance (Ex) - Inspire Courage +1, Countersong, Distraction, Fascinate, 9 rds./day
Well-Versed
Versatile Performance (Oratory)
Cantrips (Sp)
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Spells
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0 level - Light, Detect Magic, Read Magic, Message, Mending, Prestidigitation
1st level - Cure Light Wounds, Grease (DC 13), Charm Person (DC 13)

Raleigh Blanc |

Do you prefer a certain length to your character submissions CrusaderWolf? I was thinking about adding a bit to Raleigh here. Also waiting to hear your final thoughts on the last PM I sent before I start planning out feats.
I gotta say, whether or not I make it into the game, I like a lot of these characters anyway.

Raska Edan |

This is sixteenbiticon's submission. Crunch is done, will get to work on the fluff over the course of the next few days. Really hope this one gets picked, this guy seems like quite a bit of fun!
Eventually he will be going TWF and start delving into all of the intimidation goodies, but for now he's a speedy, confident rogue with a fiery look in his eyes...

AdamWarnock |

A few questions for you, GM.
Are we using Background skills? (2 skill points per level to spend on the background skills set)
Are we using the Lore and Artistry skills?
Are we using the Automatic Bonus Progression?
Are we using Fractional Bonuses?
And, would you be cool with a paladin that follows a code, but not any specific deity?

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I'm amenable to Background Skills have haven't asked for them in the submissions. Make your character without them for now and I'll ask the players what they think once they're chosen.
No to all L&A, ABP, and FB.
What kind of code are you thinking? I personally find that worship of a deity pays really big RP & in-world resource benefits for a character who wants to cultivate that aspect, but I'm not against the idea of serving a concept/ideal as opposed to an entity (though when gods are involved I think that line gets a little blurry).

AdamWarnock |

True, but the idea was that my character isn't a formally trained paladin, she and her sister are street rats, and aren't exactly educated when it comes to things like gods and religion. I have an idea of the code that the both follow, but I'm still mulling it over in my head. Basically, the ideal is protection of the innocent and charity to the downtrodden, but it's a little more formally stated below.
-Protect the innocent, no matter the cost to myself
-Never strike out in anger, only when necessary to defend others
-Honor a promise given
-Speak honestly
-Give succor to the downtrodden
if you're cool with it, I'll have this refined a little more.

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This seems like the perfect place to finally make that eldritch scoundrel "wizard-detective" I've been wanting to play for awhile. CW, are you willing to allow that archetype to be taken on Unchained rogues? I don't fully understand why PFS doesn't allow it, but I want to make sure you don't share the campaign's concerns...

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Submission! Looking forward to playing, if I get chosen!
Female elf Unchained rogue (eldritch scoundrel) 2
LG Medium humanoid (elf)
Init +3; Senses low-light vision, Perception +10
DEFENSE
AC 13, touch 13, flat-footed 10
(Dex +3)
hp 15 (2d8+2)
Fort +1, Ref +6, Will +1; +2 vs enchantments
Defensive Abilities evasion; Immune magical sleep
OFFENSE
Spd 30 ft.
Melee mw rapier +5 (1d6-1, 18-20/x2)
Ranged mw hand crossbow +5 (1d4, 19-20/x2)
Special Attacks finesse training
Eldritch Scoundrel Spells Prepared (CL 2nd, touch +1, ranged touch +4, concentration +7 [+9 casting defensively]):
1st – heightened awareness, mage armor, magic weapon
0 – dancing lights, detect magic, prestidigitation, read magic
STATISTICS
Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 16 (+3), Wis 12 (+1), Cha 10 (+0)
Base Atk +1; CMB +0; CMD 13
Feats Alertness, Weapon Finesse
Skills Diplomacy +5 (+7 gather info), Disable Device +11, Perception +10 (+11 finding traps), Knowledge (arcana) +8, Knowledge (local) +8, Linguistics +7, Sense Motive +8, Spellcraft +8 (+10 identifying magical items), Stealth +7; Racial Modifiers +2 Perception.
Languages Celestial, Common, Draconic, Elven, Varisian, Undercommon
SQ arcane focus, elven magic, trapfinding +1
Traits Affable, Focused Mind
Combat Gear scroll of burning hands, scroll of comprehend languages; Other Gear masterwork rapier, masterwork hand crossbow and 10 bolts, wooden holy symbol of Zohls, magus’ kit, masterwork manacles with average lock, masterwork thieves’ tools, spellbook, 16gp
Spellbook 0 – all; 1st – comprehend languages, disguise self, heightened awareness, identify, mage armor, magic missile, magic weapon, monkey fish
Which is ironic, really, considering that the following year she first heard about Zohls.
Suddenly, through Verity, Zuthanriel understood what it was she had been missing in all her parents' sermons. In the worship of Zohls, Zuthanriel found peace and purpose. She continued the wizardly training she had begun under her parents' tutelage, but began to apply herself to real-world investigations, using divinations and intellect to solve mysteries and piece together puzzles. Eventually, she set up her own business, a private investigator's office just outside the Shade to help those who needed hope, magic, and intellect to solve their problems. She's not rich - she never expected to be - but she knows that she performs the sacred rite of uncovering truth every day, and in the process she makes the lives of those she lives among better. There are worse lives to live.

Raska Edan |

1. I just got into a Second Darkness roll20 game and am curious as to how much the themes of your campaign will align with those presented in that AP? They seem very similar and I'd probably withdraw to give others a chance to play if there ends up being a ton of conceptual overlap.
2. I wanted to bring to your attention the ifrit racial trait I am taking just to ensure you have approved it since it is a keystone feature of my build: Fiery Glare - You can use your unearthly nature to frighten others. You can always take 10 on Intimidate checks, even in combat.
3. Lastly I was looking at the Magnimar book last night for a good way to tie Raska into the city and stumbled across the Derexhi family. It seems like a great fit for my concept, so I just wanted to make sure that if Raska is working for the Derexhis that it wouldn't interfere with anything you have planned.
Thanks!

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@Raska:
1. I think my themes will be sufficiently distinct from Second Darkness's that it won't be a problem. This campaign will a much stronger exploration element to it--I think it's very likely the party will want/need to find their own route(s) through the Darklands as opposed to following a map. It'll be a good deal more investigate/intrigue than even the drow stuff. Things like "a safe place to sleep is more valuable than gold or magic" and "everything here is weird as heck". Also the drow aren't some esoteric secret in my Golarion, that makes no friggin' sense. Everyone who knows anything about the Darklands has at least heard about the drow and duergar (though their information may be wildly inaccurate).
2. It looks like the Intimidate check is still a Standard Action, so I don't see a problem.
3. Nope, the Derhexi's aren't central to the plot as written, but a rich family with strong ties to mercenary companies might be a great resource if you/the party want to pursue that.

Oniwaban |

So, so far, it looks like we have:
Rónán "Rowdy" Mullane - human bard (splat on first page)
Osred - human fighter
Nathalion Grimarc - human wizard
Uuzkhangr - duergar druid
Gaziq Neshar - ratfolk slayer
Dylph - half-orc ranger
Raleigh Blanc - half-elf investigator
Sokkla - half-orc paladin
Regna Swarmskin - human druid
Ivar Twisted Ear - duergar slayer
Ceinwynn Larrieux - elf alchemist
Raska Edan - ifrit unchained rogue
Sarvin Maiara - tiefling unchained summoner
Zuthanriel Kenshalys - elf unchained rogue

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Just to be clear, the submission window is open until Monday the 18th. However, a friend is visiting from America starting tomorrow and I'll be showing him around for the next three days, so I might not be able to answer any questions during that time.
But I am super pleased with the submissions thus far!

Uuzkhangr Dagravax |

Uuzkhangr is completely updated. I have removed the Cave Druid stuff and added a bunch of background to explain what Uuzkhangr is doing in Magnimar - I apologize for the length, but I wanted to keep the original concept and move from there. Pretty sure everything is complete.

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A bit of additional information about Zuthanriel:

Simeon |

Presenting Hhnkaa Rrrhyrr, amnesiac/mutation mind psychic, darklands veteran, and failed Yithian mindswap!
Hhnkaa Rrrhyrr
Human (Varisian) psychic (amnesiac, mutation mind) 2 (Pathfinder RPG Occult Adventures 60, 104, 105)
LN Medium humanoid (human)
Init +6; Senses Perception +7
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d6+4)
Fort +2, Ref +2, Will +4; +1 trait bonus vs. fear effects
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4/19-20)
Ranged sling +2 (1d4)
Special Attacks dark half (1 bleed, 6 rounds/day), phrenic pool (5 points)
Psychic Spell-Like Abilities (CL 2nd; concentration +5)
. . 1/day—detect thoughts (DC 13)
Psychic (Amnesiac, Mutation Mind) Spells Known (CL 2nd; concentration +5)
. . 1st (5/day)—color spray (DC 14), ray of enfeeblement (DC 14)
. . 0 (at will)—dancing lights, detect magic, mage hand, message, telekinetic projectile[OA]
. . Psychic Discipline Abomination
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Statistics
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Str 10, Dex 12, Con 12, Int 16, Wis 11, Cha 14
Base Atk +1; CMB +1; CMD 12
Feats Expanded Phrenic Pool[OA], Improved Initiative
Traits runaway slave (orision, thuvia, or darklands connection), theoretical magician
Skills Acrobatics -2 (-6 to jump), Knowledge (arcana) +8, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (planes) +8, Linguistics +8, Perception +7, Spellcraft +10
Languages Abyssal, Aklo, Common, Infernal, Undercommon, Varisian, Yithian
SQ amnesia spell slots, amnesia spell slots, physical mutation, repressed memories, spell recollection
Other Gear dagger, sling, sling bullets (20), cloak of resistance +1, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, backpack, bedroll, belt pouch, flint and steel, prismatic crystal[OA], torch (10), trail rations (5), waterskin, 662 gp, 8 sp
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Special Abilities
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Amnesia Spell Slots Recall a spell from the psychic list.
Amnesia Spell Slots (1st-Level spells, 1/day) Recall a spell from the psychic list.
Dark Half (1 bleed, 6 rounds/day) (Su) Dark side grants spells bleed damage to one target.
Phrenic Pool (5/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Physical Mutation (+4 Str, -2 Int, 2 minutes/day) (Su) As swift action, mutate yourself, enhancing Str., adding other abilities.
Repressed Memories Your past is blank slate, your memories gone.
Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list.
Hhnkaa does not know much of his previous lives. His human life was that of a Varisian merchant, having travelled to Katapesh to sclose a deal. He remembers very little of that, save a name starting with a K and his final thoughts. His other life, however, was that of a Yithian mindshifter named Hhnkaa Rrrhyrr. He remembers much more, of that life. In dreams, he can see a city of impossibly tall buildings bent at non-Euclidean angles under a vast green sun with seven slowly writhing appendages. During his time as a yithian, his most recent assignment was to swap minds with a trader who was slated to be sacrificed to the demon lord Kabriri by the ghouls of Nemret-Noktoria. What the Yithians didn't foresee were the vast deposits of lazurite and the strange magical resonance given off by them. The mindswap process partially failed. The original personality of the Varisian trader was mostly destroyed or lost, with only a few memories remaining. The Yithian personality was somewhat intact, with many of the memories intact but fractured, and the vast psychic abilities locked away behind mental barriers. However, he was able to access some of them, and was able to escape sacrafice, stumbling through the tunnels of the Darklands to Varisia. He eventually made his way to Magnimar, feeling as if the previous inhabitant of his mind was calling him there.[/ooc]
[spoiler=Personality and Appearance]
Hhnkaa is a rather strange character, not used to the intricacies of human behaviour and custom. He has some fairly odd habits, sometimes trying to rotate his head and arms as the Yithians do, albeit with bizarre molluscoid limbs. Occasionally he will use the strange, luminous crystal he carries to send a thought to one of his compatriots, although it can never be more than a vague emotion and it cannot be done without great concentration.
Hhnkaa is a average Varisian man, not especially strong or good-looking. His mannerisms are odd however, trying to greet people in the Yithian way, calling their names in the bizarre squelching, clicking tounge of the Great Race of Yith. Two ioun stones orbit his head, picked up while wandering the Darklands.
A bit of a note, this is quite possibly the most out-there character I've ever written. If it's deemed too out-there I can rework it.

MaUC |

Is this still open? I'd like to play an oni-descended inquisitor of Shizuru... Because a "samurai" descended from eastern demons trying to make up for his lineage has to be an awesome concept to play!
Male oni-spawn tiefling inquisitor (sanctified slayer) of Shizuru 2
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft., scent; Perception +7
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 natural)
hp 20 (2d8+4)
Fort +5, Ref +1, Will +5; +2 trait bonus vs. charm and compulson
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . kōgō no ha (silversheen katana) +5 (1d8+3/18-20) or
. . spiked gauntlet +4 (1d4+3)
Special Attacks studied target +1 (1st, move action)
Inquisitor Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect alignment
Inquisitor (Sanctified Slayer) Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—disguise self, divine favor, protection from evil
. . 0 (at will)—create water, detect magic, detect poison, read magic, stabilize
. . Domain Conversion inquisition[UM]
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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Armor Of The Pit[ARG]
Traits birthmark, reactionary
Skills Bluff +7, Diplomacy +7, Disguise +1, Intimidate +10, Knowledge (planes) +4, Knowledge (religion) +4, Perception +7, Sense Motive +8, Stealth +6; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Abyssal, Common
SQ monster lore +2, prehensile tail[ARG], stern gaze +1, track +1
Other Gear chain shirt, dagger, kōgō no ha (silversheen katana)[UC], spiked gauntlet, 240 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Inquisitor (Sanctified Slayer) Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

MaUC |

He's on vacation... But his flight back was via United Airlines, so he decided fighting demons and aberrations in the underworld was safer. XD
Just kidding, of course... ^^
I don't have a fully written background story... But here's gist of it:
Fortunately for Borumaru, the head monk fell someone between those opinions, and intervened.
"The child will never be able to fully escape his bloodline." he said, "But then again, no one is. But everyone deserves a chance. His path to honor and enlightenment will be a mountain. Maybe he'll give up or maybe just slip and fall... But Shizuru saw fit to deliver him to this door, so we'll teach him how to climb."
So it was decided that the child would not only be fed, but also raised and trained as any other apprentice in the temple. He'd be given a name that reflected his never-ending "climb" and when the time came to send him to the outside world, Borumaru would finally have a chance to prove his worth, by following the ancient tradition of only returning home when he had found a gift worth of the House of Shizuru.
At 20 years of age, Borumaru set out to honor the teachings of the head monk and prove wrong those who doubted and scorned him every step of the way.

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Alright, so I am currently living in Europe so most likely my posting times will be very different than most of y'all's. So I'll close the window at midnight my time (actually 5pm there) and then probably need a day or two to pick through character submissions. Feel free to continue refining stories & stats though!

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Thank you to all for your submissions, window's now closed, will get back to you in a day or two with my decisions! I believe the final submission list is:
Rónán "Rowdy" Mullane - human bard (splat on first page)
Osred - human fighter
Nathalion Grimarc - human wizard
Uuzkhangr - duergar druid
Gaziq Neshar - ratfolk slayer
Dylph - half-orc ranger
Raleigh Blanc - half-elf investigator
Sokkla - half-orc paladin
Regna Swarmskin - human druid
Ivar Twisted Ear - duergar slayer
Ceinwynn Larrieux - elf alchemist
Sarvin Maiara - tiefling unchained summoner
Zuthanriel Kenshalys - elf unchained rogue
Borumaru - tiefling inquisitor
Hhnkaa Rrrhyrr - human Psychic

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2 people marked this as a favorite. |

Alright, so after a couple of read-throughs I decided on six characters instead of five, will just up the encounters slightly to compensate. Here they are, in to particular order:
Ceinwynn Larrieux
Gaziq Neshar
Raleigh Blanc
Uuzkhangr (Incidentally, how is that pronounced?)
Borumaru
Nathalion Grimarc
I have a short trip to Berlin starting tomorrow but I'll be back Monday. Will get the campaign up and running in the next day or so. In the meantime, would those chosen please bop over to the Discussion tab and we'll get this ball rolling.

Uuzkhangr Dagravax |

Uuzkhangr (Incidentally, how is that pronounced?)
Woot! Thanks for the pick.
I envision it pronounced as "ooze-KANG-gur."
If you can set up the gameplay thread now it would be useful even if we aren't starting for a few days as we could dot in and then the game will show up in our campaign tabs.
U.

Borumaru |

Alright, so after a couple of read-throughs I decided on six characters instead of five, will just up the encounters slightly to compensate. Here they are, in to particular order:
Ceinwynn Larrieux
Gaziq Neshar
Raleigh Blanc
Uuzkhangr (Incidentally, how is that pronounced?)
Borumaru
Nathalion Grimarc
Woot! I'm in. Thanks for he opportunity of play! ^^