
GM Idyll |

For the most part, Korvosans are a friendly and helpful lot. And meticulous. They follow the rules, walk the line, and fill out the forms exactly as instructed. Even their most powerful criminals obey certain regulations laid out for them, going so far as to pay taxes on some of their ill-gotten goods! This citywide desire to regulate and obey probably comes from Korvosa’s deep military history and long militaristic traditions. If you have no love of the military it’s best to keep your mouth shut here. —Mercer Cucuteni, Magistrate of Tourism
Hello, all. I'm back with a new recruitment thread for a new PBP adventure to follow the Curse of the Crimson Throne AP. The beginning of the campaign will be slightly different than published, but will thereafter follow quite closely to what is written.
To apply, create a character using the criteria and write a short backstory/character profile by answering the questions below.
1) 20-Point Buy, 1st Level
2) Core races are preferred, but Featured Races from the Advanced Race Guide will be considered if the backstory is interesting and the crunch isn't too overpowered.
3) Choose two traits. You can't have more than one of each type of trait (regional, combat, faith, etc.)
4) I'd prefer no evil alignments, but if it makes sense for your backstory AND you can play relatively well with others, I'll allow it.
5) Max HP at first level
6) Max starting gold for your class
All Paizo-published books, classes, archetypes, and equipment are allowed, excluding content from Ultimate Equipment as I don't yet have that book.
No 3pp material will be allowed. I apologize if that causes any character development issues.
Your character will begin his or her career as part of the Korvosan Guard early in the campaign. If you would like to include why your character is joining the guard in your backstory, that's fine (and encouraged). If not, we can work on creating a motivation together if your character is selected.
1. Were you born in Korvosa, are you new to the city or are you simply a visitor there?
2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
3. What will your character contribute to the party mechanically?
I'm looking for 4 or 5 players. Because of this small number, it's important to have all four roles filled - martial, arcane, divine and skills. If you want a better shot of getting picked, don't apply with a character that already has a lot of applicants in that role.
I'm looking for at least one post per day, more if possible. If you can't post, just let us know. During combat, if you go 24 hours without a post, your actions will be botted.
If you lower an ability score to 8, there will be roleplaying consequences and should affect how you play your character. No score may be lower than 8.
This last one is just personal, but I am biased against summoners and paladins. While submitting one won't keep you from getting selected, it's important for you to know that. Also, no Anti-paladins are allowed.
Recruitment will be open until I feel like I have enough characters/players to choose from - I'm not certain when that will be, so get the apps in sooner, rather than later. If you just dot for interest or submit an incomplete concept, I'll give everyone 24 hours notice before final submissions are due so you'll have time to wrap things up.
I look forward to seeing what everyone comes up with!

GM Idyll |

It is the former. I've only altered the beginning of the AP, but it follows the overall arc of the first book in the AP. The alteration is quite minor, but, I hope, helps tie the overall narrative together better by shifting your character's initial motivation slightly.
EDIT: You don't need to take a campaign trait as Lamm's involvement is slightly different than originally published. Namely, you as a character aren't personally affected by him. That said, your character could be connected to Lamm in some way if you'd like, it's just not required.

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I don't know anything about this campaign, but I made Kazzuk Shill for Rise of the Runelords PbP. Since the competition is so fierce there, I'll submit him here as well. I just need to adjust his traits (and race, if you so desire, though I'd prefer to keep it).
He really might fit in this campaign better, actually. He's a solid foot soldier with a focus on ranged combat, but also very competent at close combat. He's worked as a guard and a mercenary in the past, so it really just makes sense for him.

GM Idyll |

@Lorasaadi - I dig the character and think it could be a good fit. Go ahead and answer the three questions and update your background as appropriate. If you'd prefer to not alter your current alias, doing it on this post only is fine.
@Lanfearon - I'm fine with the idea, but I'd need to see the backstory and crunch before making a final decision.
@D-Kal - Kazzuk Shill looks good to me. Go ahead and answer the questions to formally apply.

flykiller RPG Superstar Season 9 Top 32 |
Okay. My character concept is going to be a wizard, specializing in Divination (Foresight). Employed by the Korvosan Guard as an experiment to aid the speedy investigation of crimes and anticipating sudden threats. Almost exclusively office work, but sometimes taken with the operatives to a crime scene.
Full submission to follow later or perhaps tomorrow.

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1) Kazzuk, as mentioned in his backstory, is a traveling soldier of fortune. So he's just a visitor in Korvosa, seeking some work. Since soldiering is what he does best, signing up for the Guard was the obvious choice.
2) The traits he'll end up with will reflect his experience hunting and fighting (such as Uskwood Hunter, and perhaps Veteran of Battle).
3) Mechanically, Kazzuk is spread between artillery support as a stealthy long-ranged gunslinger, and a front-line hack & slasher with his bastard sword and buckler. He can sneak into a shop across the street and put a bead on a man's head, or he can run into the fray and lop off some heads. He won't be as good at either role as a dedicated character, but he should make up for this in flexibility.

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I believe Nareth would be an interesting character for this game. LN cleric of Zon-Kuthon (he gets along with most people, don't worry about his god, he takes the pain out on himself).
1: He is new to the city, he is running from Abith, a NG cleric of Sarenrae that is hunting him down.
2: I have chosen focused mind as a trait. Since Nareth was raised in an orphanage where he was often bullied and spent a lot of time locked up in his room, he has learned to keep a level head in most situations. The other trait I have chosen in Exhalted, because he has had very little training for his god and has spent much of the time doing research himself and because he refuses to inflict pain on others unless they deserve it.
3: Mechanically, Nareth is a melee battle-cleric. He channels negative energy, but with selective channeling he only hits who he wants to. Also with the 'undead' sub-domain of death, with a touch he can make you healed by his negative energy, making him the party healer as well (he's also maxed out heal).
Any questions/comments/concerns?

Miraborn |

Miraborn was tired of the stifling manor, tired of her extended family, and especially tired of hearing how much she might embarrass her father, an Arbiter, if she kept up with these silly magic tricks. "She certainly doesn't take after our side of the family", her father's brood would say.
"No wonder her mother left", they'd whisper...
Until Miraborn would zap her cousins when they squinted their eyes at her, or lifted their noses in contempt. She couldn't be more estranged from her father, so why bother trying to be the good girl?
Maybe she shouldn't have caught their house on fire of course, accident though it was. And she wasn't about to stick around to find out what would happen when they discovered it was her, so she's shed the finery and joined up with the Korvosa guard with all intent of blending in, cast a few cantrips here and there to help out, and earn enough coin to leave Korvosa for good to find out where her mother really went so many years ago.
--
Appearance: An average girl, pretty to some, and with pale blue eyes that always seem to smile. She doesn't quite remember her natural hair color as she's apt to dye it various wild shades (particularly because it annoyed her father).
Posting frequency: I've never played in a PBP before, actually, but I can easily keep pace with the rest of the group I'm sure. That's the beauty of desk jobs. ;)
Timezone: Indiana, EST
Concept: As hinted to in the background above, Sorcerer will be my class, though I haven't decided on bloodline yet. Human though.
Traits: Reactionary (+2 Init), Fast-Talker (+1 Bluff). Per her backstory, these fit with her family's intolerance of her and her constant need to talk her way out of blame (even though it probably WAS her who set the family cat's tail aflame).
--
20 point buy: STR: 10 DEX: 14 CON: 14 INT: 13 WIS: 12 CHA: 16

Andrea1 |

Okay. I would like to bring Manny, goblin rogue from Dm Salsa's game who didn't get picked. I will rework him as needed.
Manny disguises himself as a halfing that caught some disfiguring disease and keeps himself masked. he works as an informant and scout for the guard rather than.
1. Manny has lived in the city his entire life. He comes from the shingles and lives in a small room. Not much but it is warm.
2.Resiliant is one trait(The other will be reworked from the Lamm focused one) Manny knows he is on his own in many situations and this has toughened him up to many problems. The other trait will probably be something in regards to his tough nature.
3. Manny is an expert scout, he is weak in combat unless he can flank and sneak attack but will be focusing strongly on that. He will also be sure to check the area for traps and other threats.

STR Ranger |

Hmmm. I'll put something up..
HEY GM AND ALL APPLICANT'S: READ THIS!!!
Ok now that I have your attention.
I have a char concept that I'd LOVE to develop here if anyone is willing to help.
2 dwarf Brothers. 1 a Magus and 1 an Inquisitor. (I'll play one brother, need someone who likes the idea to play the other brother)
The 2 brothers are ESPECIALLY resistant to Magic (Steel Soul Feat and Glory of Old Trait at Char creation= +5 racial vs spells, both classes have strong Fort/Will saves) other than that, build as you like.
Now the are both a bit Militaristic being Korvosan Guard members and they share the Dwarf familial ties, but given the different focus (one magic, one divine) don't always see eye to eye.
Mechanically: They would likely fill Melee/partial caster roles. I have alot of experience with both classes and can say they add flexible/versatile chars to a group with a focus on fighting. They can self buff faster than other classes via Judgement/ spell combat and do a bit of utility casting via restricted spell lists. Both classes have plenty of skill points as well.
Anyone keen to develop this with me please respond here. GM your feedback on this IS Appreciated since your yay or nay is likely to influence if someone responds.

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@ranger. oh meh gawd that is awesome, i'll totally take you up on that. however, would it be ok if i took magus? i'm more experienced with them and i haven't even played an inquisitor yet
edit: also, if you let me do this, i think i'm gonna do the bladebound archetype. never done it before, but intelligent weapons are halarioius lol

Azrael Dukshi |

As they would be all members of the Korsovan guard, my brain has latched on to either a Detective Bard or an Rogue with skills devoted for investigating crimes (Though not the Investigator archetype, giving up trapfinding is a raw deal for a rogue). I'm not too familiar with the AP, however, so I'll take a look at the Player's Guide to get a feel for what we would be expecting. Expect that I'll submit a Skill Monkey for this.

AdamWarnock |

Okay, I'm in another PBP game for this AP, but it's been going slow, as in maybe every two or three weeks we get a post from the GM. I had an idea for a character that'd be pretty fun to RP and play.
Mechanically, she'd be ranged/2nd-line melee/1st-line melee in that order. She'd also fill in as lockpick and scout. (investing Heavily into stealth, perception, and disable device) The nice thing is she can be the backup healer once we get some wands or scrolls.
Role-play wise, she'd be a bit, well, odd. She'd constantly sing little ditties to herself and seem to completely crazy, but she'd have moments where she'd prove her self lucid. As for joining the Korvosan Guard, she'd say it beats most of the other jobs she would be suitable for.
Alignment, probably CN/CG. Not sure which yet. I'll have a full application tomorrow or tonight. IF it looks like no one's going for the Arcane or Cleric slots, I'll see what I can do about those.
Oh and Hey there Andrea1. Hope Manny makes it. I liked the character.

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@GM Idyll: this is my freebooter/urban ranger that I wrote up for a CoT campaign. I'll be adjusting him down to first level and readjust his stats. With the urban ranger and freebooter you would be getting alot of static bonuses and excellent group syngery. I'll go into more detail in my follow up post once I readjust my background. Very excited to apply. And STRranger, good to see you applying for this group.

Alaric Morgain |

I'd like to propose a skill monkey for the game. He's a half-elven bard (archaeologist). Everything is in his profile except his background will need to be tweaked a bit.
1. Were you born in Korvosa, are you new to the city or are you simply a visitor there?
I figure relatively new to Korvosa, though since he's in the guard - he'd have been here a little while and learned his way around town and such, but not a native. However his background could easily be tweaked to give him more time in Korvosa prior to the start of the game.
2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
Vagabond child fits with his backstory as a runaway.
Two-world magic fits in with his years of study at the stone of seers, even though he never completed his studies there.
3. What will your character contribute to the party mechanically?
Though he can contribute minimally to combat - he's got a ranged weapon and a melee as well, he starts with no bab - his primary contributions will be his skills, incl disabling traps, and some spells, incl healing or whatever is needed with use of wands or scrolls.

James Keegan |

Plenty of front liners in the mix already, but I like the idea of this guy. I'll create an alias if he's chosen.
Name: Garridan Krale
Race: Human (Half-Varisian)
Class: Fighter
Alignment: LG
Stats: Str 17 Dex 15 Con 13 Int 13 Wis 10 Cha 10
Garridan grew up in the Midland area of Korvosa. His father was a merchant in "antiquities" and magical items, his mother a settled Varisian. Dad did a brisk trade and was quite prosperous for a middle class merchant, even being able to afford to send his eldest son (Garridan) to one of Korvosa's fencing schools. A happy bourgeois childhood took a turn for the worst when Garridan's father was arrested on charges of smuggling, being an accessory to burglary and unlicensed trade in magic. While the then-teenaged Garridan refused to believe it was possible, that a business rival must have set him up, the allegations were proven true in court when his father plead guilty in the hopes of receiving clemency.
Shocked as they were by the revelation, what proved a greater shock was adjusting to a new life without the ease brought by his father's ill-gotten finances. With the family's assets seized and nothing to sustain them, Garridan's mother brought him and his brothers and sisters back to the Varisian ghetto outside the city. While his siblings adjusted eventually to life outside the walls, Garridan vowed to restore his family's reputation and bring them out of poverty. Without the benefit of further fencing lessons, he applied himself to a variety of menial jobs to keep food on the table and once he was old enough he applied for a position in the Korvosan Guard. While the other rank-and-file guardsmen may not know of his father's shady dealings, Garridan is almost certain that his superiors do and he searches daily for any opportunity to prove his worth for promotion and while he deals with threats with as little violence as possible, he secretly hopes for an opportunity to prove his valor in proper combat.
1. Garridan was born and raised in Korvosa, first in Midland and then across the river in the Varisian ghetto.
2. Garridan will take the Fencer trait- while he wasn't the greatest or worst student when he studied swordplay, he strives to adapt the fighting style to the heavier blade he uses as a guard and wracks his brain for every tip and lesson he could remember. His second trait will be suspicious- raised to believe in law and order by his very own father, Garridan was shocked to see his duplicity and hypocrisy exposed publicly. From that day forward, he grew far less trusting.
3. Mechanically, Garridan would be a tank character- using a swordbreaker dagger paired with a longsword to disarm attackers, supplemented with combat expertise to raise his armor class.

DundjinnMasta |

I have an idea for a Sable Company Marine. Random Endrin, Human Ranger (Sable Company Marine). He will have traits to support his heritage (he is an Endrin). I have not yet decided on Archer or Two-Weapon fighting at this time, if I can combine the two (have to see what the archetypes offer) but probably Skirmisher to remove spellcasting from the ranger.
I will get something more solid in tonight/tomorrow.

Gerald |

DM
I'm thinking one of the smaller races like gnome or halfling might be good for this.. I picture the character as being from Korvosa proper. I also see them skirting the good/neutral alignment. The backstory involves basically being a young ruffian/burglar type who was using his knowledge for the wrong path. After being caught in a crime that ended up bungled, the guard gve an ultimatum, seeing how someone so skilled in illusion could help the guard. It was an easy decision, comped to being handed over to the Hellknights or something worse.
The role would be full arcane caster, of course. The job with the guard is infiltration/spy work. With the ability of the character to take on numerous forms, most people would have never seen his true visage, meaning he would be an invaluable resource, targeting crime to help make up for his past transgressions. He is also going to have the Kowledge skills covered, as well as being an expert on language with Linguistics, and his various traits.
If I were to be a gnome, I think I would take the Trickster trait as it goe perfectly with the illusion based powers and character concept. Actually, the more I think about it, I am leaning gnome , since this works so well. I think the gnome trait, Entymologist would be a good second trait for this character, as extra languages would help him blend into more characters for any infiltration missions he was given. In that same token, if you allow the APG alternative racial traits, I'd like to take Gift of Tongues, instead of defensive combat training, and Hatred.
If you are interested ill certainly make an alias and full character sheet. Any changes you prefer are fine with me. Just yell at me. Thanks for the consideration.

Robbgobb |

Male Dwarf Cleric (Forgemaster) 1
LN Medium Humanoid (dwarf)
Init +0; Senses Darkvision; Perception +8
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Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +6
Defensive Abilities Defensive Training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -3 (1d4+1/x2) and
. . Longhammer, Dwarven +1 (2d6+1/x3) and
. . Warhammer +1 (1d8+1/x3)
Spell-Like Abilities Artificer's Touch (7/day)
Cleric (Forgemaster) Spells Prepared (CL 1, 1 melee touch, 0 ranged touch):
1 (2/day) Lead Blades (x2), Animate Rope
0 (at will) Stabilize, Create Water, Detect Magic
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 14, Int 14, Wis 18, Cha 8
Base Atk +0; CMB +1; CMD 11
Feats Martial Weapon Proficiency (Longhammer, Dwarven)
Traits Eldritch Smith, Militant Merchant
Skills Acrobatics -6, Climb -5, Craft (armor) +6, Craft (weapons) +6, Escape Artist -6, Fly -6, Heal +8, Perception +8, Ride -6, Stealth -6, Swim -5 Modifiers Craftsman
Languages Common, Dwarven, Giant, Goblin
SQ Aura, Cleric (Forgemaster) Domain: Artifice, Divine Smith, Forgemaster's Blessing, Hardy +2, Hatred +1, Runeforger (5/day), Slow and Steady, Spontaneous Casting, Stability +4, Stonecunning +2
Combat Gear Longhammer, Dwarven, Scale Mail, Shield, Heavy Wooden, Warhammer; Other Gear Backpack (empty), Bedroll, Grappling hook, Holy symbol, silver (Torag), Rations, trail (per day) (3), Rope, silk (50 ft.) (2), Waterskin (3)
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Special Abilities
--------------------
Artificer's Touch (1d6+0) (7/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Forgemaster) Domain: Artifice Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Craftsman +2 on Craft/Profession checks related to metal/stone..
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment.
Eldritch Smith Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.
Forgemaster's Blessing The inscribed nonmagical item functions as a masterwork item.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Militant Merchant You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
Runeforger (5/day) (Su) Inscribe temporary abilities on armor shields or weapons.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
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Peye was not born here. He is from Janderhoff and trying to learn to be one of the best smiths.
2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
I have chosen Eldritch Smith and Militant Merchant as they seem to fit with trying to become a great smith. He has had to learn how to work with the taxes and such in Korsova. He has also been learning how to use the techniques that Torag has passed down to us.
3. What will your character contribute to the party mechanically?
I wanted to add a second line combatant that can also heal. I do not channel. For the concept, I had to use my first feat to pick up a reach weapon. I would like to know on the runeforging. I always thought it was runes that could be activated and now reading it may work differently. I thought of runes as being activated. How do you rule that? If they work immediately then they are kinda worthless since it requires full round action.
Peye has a desire now to see what Torag has in store for him. He feels that to help become better he needs to expand his experiences than what he has at home. He has decided he wants to join the Korvosa guard for a stint. Peye hopes this allows him to make some more connections to use to expand his work.

Kyra Valdir |

I'll submit a LN, Halfling cleric of Abadar. She's actually following in her father's footsteps who was also a cleric of Abadar who once served with the Korvosan Guard in his youth and feels that all young people should serve a stint in either the guard or navy to better learn discipline.
1. Were you born in Korvosa, are you new to the city or are you simply a visitor there?
Born in Korvosa.
2. What traits have chosen and how do they tie into your backstory
Child of the Temple representing her service to the church as she follows in her father's footsteps. Well-Informed to represent her friendly nature and her love of going out and meeting new people.
3. What will your character contribute to the party mechanically?
Healing and support spells.

Allysen |

1. Were you born in Korvosa, are you new to the city or are you simply a visitor there?
Allysen is originally from Cheliax. After leaving and becoming a priestess of Iomedae, she decided to head to Korvosa and hoped to start eroding the Hellknights' power. She joined to guard hoping to be an example to the others.
2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
Adrift: Allysen was born in Cheliax, not the best place to be an Aasimar, especially one with the blood of Archons running in her veins. This lead to her fleeing to Andoran and joining the church of Iomedae.
Birthmark: Another reason that she had to flee. The diabolists saw this as a sign of "corruption and instability." They were planning on slicing it off her arm and letting it heal naturally. It is also what lead to her joining Iomedae's church.
3. What will your character contribute to the party mechanically?
Allysen is going to be a buffer and debuffer that wades into combat next to the fighters. Damage prevention is going to be a big thing for her. She's a combat cleric, so she'll heal any damage after the fight, unless things are dire, as in one-hit-oh-gawd-I've-only-got-3-hp dire. I plan on her having a High Diplomacy skill so she can operate as the face or aid who ever the face is. If the part is a little shot on cash, she's not above singing to get those last few crowns.
Allysen had been marked by Iomedae.
Her parents saw it as a curse, a blemish to be erased, and try they did. For the first few years of her life, the skin on her arm was shaved off again, again, and again. She didn't understand why her parents kept trying to get rid of the mark. She thought it was rather pretty. After a few years of trying her parents gave up and told her to keep it hid, for it had grown back every time without a hint of abuse it had suffered.
Her childhood wasn't much better than her infancy. Her hair was a shimmering red color like burnished copper, except redder. Her skin was fair and smooth. The other children took to picking on her, bullying her because she was different. As she grew, other traits of her heritage began to show. Sometimes a halo of holy light would appear, especially if she was angry or passionately debating something. She woke up one morning able to speak and read celestial, which caused further concern and bullying. As she neared adulthood, many of the girls her age became jealous at the grace and beauty that came so naturally to Allysen as she grew from a cute little girl into a woman of no mean beauty as easily as one would change boots.
Harrassed and bullied, she began to withdraw into herself. She began to go out less and less, but she was willing to stay, to help her parents and any of the others that wanted it, not that many did. The final straw came one cool evening when two acolytes of Asmodeus had come to take her to a convent, to teach her to be a priestess of the Prince of Hell himself. Something stirred within the increasingly shy young woman. Whether it was fear or anger, she'll never know, but a voice like a thousand trumpets sounded out in a call of denial and a blast of divine light blinded everyone in the house. Guided by divine hands she ran away. She arrived three weeks later in Andoran and began looking for a place to stay. She thought to go to any church, and wound up at the steps of one dedicated to Shelyn.
The clerics took her in, fed her, and helped get her cleaned up. One of the acolytes helping the girl get dressed saw the birthmark on her arm and asked how long she had borne it. When they recognized it as the symbol of Iomedae, they escorted to a temple dedicated to her nearby. There, she finally felt at home. She learned much over the next decade, and even took a few singing lessons from the clergy that took care of her. After her ordination, she requested to be sent to Korvosa to help guide the people there on a better path than that the Chelish were offering. It was granted and she joined the Korvosan Guard in hopes of showing that law didn't equal brutality, and goodness did not equal weakness.
Despite the suffering over the first half of her life, Allysen is fairly even-keeled. She believes that laws and rules should protect the people, but is quick to point out that a massive bureaucracy is more likely to do harm than good. She's kind and willing to give a criminal a chance to surrender before moving in with steel and shield.
She loves to sing and often does so while working on mundane tasks, or on a quiet part of a beat. She gets nervous around hellknights, enough so that there's a little bit of a stutter when she talks. She is a priestess of Iomedae, and will not abandon her allies unless they are all dead. She does, however enjoy carousing a little and enjoys an ale or two when not on duty, but has lately taken a liking to mead. Above all, she is fiercely loyal.

Rumal |

Dotting with a character I applied for a previous CotCT with. I will have to find some way that he would be associated with the guard, maybe he works in supply with the quartermaster.
Alcoholic gnome alchemist (info is in the profile, though if a campaign trait is not required I might switch it out for accelerated drinker.)
I will answer the questions when I have a little more time.
EDIT: I will have to adjust his scores as well, the last application used the stat array.

Duncan Redhammer |

STR Ranger here.
For others worrying about the Dwarf brothers.
I am putting up the Inquisitor for Selection.
The inquisitor spellist is very self buff. And Inquisitors are spont casters so only a few spells known.
I am NOT able to fill utility casting (bar maybe Invisibility).
This Avatar is 4th level and similar to what I am going with.
I need to take it to first level, write some fluff for crimson throne and alter scores a bit.

STR Ranger |

@GM Idyll: this is my freebooter/urban ranger that I wrote up for a CoT campaign. I'll be adjusting him down to first level and readjust his stats. With the urban ranger and freebooter you would be getting alot of static bonuses and excellent group syngery. I'll go into more detail in my follow up post once I readjust my background. Very excited to apply. And STRranger, good to see you applying for this group.
Dude, I freaking LOVE this char concept/build. It plays so well as a party buffer/primary melee and works with everything.
Hope you make it.

Kiley Sherrow |

Ah, heck, might as well present the character I was originally going to submit.
1. Were you born in Korvosa, are you new to the city or are you simply a visitor there?
Born and Bred Korvosan, she hasn't been outside the city in all of her life.
2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
Bandit(Stealth): *I re-purposed the fluff on this one* She spent much of her childhood sneaking around on rooftops playing hide and sneak with psuedodragons.
Reactionary: Much the same as above. You learn to be quick when chasing things half your size.
3. What will your character contribute to the party mechanically?
Ranged, 2nd rank and 1st rank melee. She'll be focusing on range for the most part. She'll also act as the main scout and trap finder. Last, but certainly not inconsequential, she can craft and repair the party's weapons.
She was born to a couple of lowly artisans, but as she grew, tehy became busier and busier. Left much to her own devices, she took to exploring the rooftops of Korvosa. Fortunately, she never ran into the nastier denizens of the upper levels of the city, such as imps, but she did meet the psuedodragons. She treated them as friends and spent hours honing her eyes and skills in sneaking while playing hide and seek with them. When she became old enough to work, she was apprenticed to a weaponsmith. The skills she learned there also proved valuable when she joined the Forvosan Guard a few years later. She was trained as a tracker and a bowman, with occasional stints under the quartermaster when her other skills weren't needed and weapons needed to be fixed.
While not the sharpest knife in the drawer, she is pragmatic, she figured joining the guard allowed her to do the most good while keeping her in the black. She constantly sings to herself, but it's quiet enough not to bother most people. Most write her off as a curiosity, someone to fill out a patrol, those that have seen her when its all on the table know better. She delivers swift retribution to any who would harm the innocent and she is far from useless in a fight. Several guardsmen are thankful for her arrows from a nearby rooftop.

Gerald |

DM, some crunch and official answers for myGnome illusionist idea.
Str 8, Int 16, Wis 10, Dex 14,Con 15, Chr 14
Skills: 6 for Class, Int, and FC
Disguise
Bluff
Know Local
Know Arc
Linguistics
Spellcraft
Feats: B. scribe Scroll
1. Spell Focus Illusion
Illusion specialist wizard: opposition spells Enchantment and Necromancy
Saves: 2, 2, 2
Traits: Previously described
6 first level spells known
Typically memorized, Disguise Self, Grease, Color Spray
Arcane Bnd-Ring.
That should be the basic crunchy bits, DM.
DM, I answered the three questions much more in depth in my first post in the thread. But to be safe and succint, I will be born and raised in Korvosa. Question two will be the gnome traits Trickster and Entymologist, emphasizing my illusion and language skills. Question three is full arcane caster, focusing in Illusion; Knowledge and Language specialist, as well as pretty good at Stealth; and finally also doing a bit of spy work/infiltration/disguise, if the situation calls for it, which I hope it might, lol. Let me know any further questions you might have. Thanks.

AdamWarnock |

Just letting everyone know, Kiley and Allysen are both mine.
@ GM Idyll: If you aren't allowing multiple submissions, then Allysen is my official one. I submitted Kiley mainly because I like the character idea, not so much the build, but the personality.
Oh and if too many more from the recruitment thread for my game show up, I may drop out.

GM Idyll |

Dang. You guys are jerks. Already there are so many solid concepts here.
Here's the list as I see it. Many of your concepts fall into different categories, so bear with me here. If you'd rather be classified elsewhere, let me know.
*=Formally applied via answering questions. If you haven't answered the questions, you haven't formally applied.
Martial
Lorasaadi The Shepherd - Half-Orc Monk/Fighter
Lanfearon - Ratfolk Arcane Duelist
Kazzuk Shill - Tengu Gunslinger*
Garridan Krale - Human Fighter*
Arcane
Flykiller - Wizard
Miraborn - Human Sorcerer
Gerald - Gnome Wizard
Rumalquimia Cerveriaen - Gnome Alchemist
Divine
Peye - Dwarf Cleric*
Karissa Valerius - Halfling Cleric*
Allysen - Aasimar Cleric*
Duncan Redhammer - Dwarven Inquisitor
Skilled
Manny - Goblin Rogue*
Azrael Dukshi - Detective Bard
Andres Saied de Vyre - Freebooter
Alaric Morgain - Half-Elf Bard*
Manny - Goblin Rogue
Kiley Sherrow - Human Ranger*
EDIT: I'm fine with multiple submissions.

Miraborn |

Sorry, my answers were woven into her backstory, so not clear for applying. Here they are for clarification:
1. Were you born in Korvosa, are you new to the city or are you simply a visitor there?
Born and raised. Estranged daughter of a minor Korvosan Arbiter, blending in to the city to be away from her family.
2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
Reactionary (+2 Init), Fast-Talker (+1 Bluff). These fit with her family's intolerance of her and her constant need to talk her way out of blame (even though it probably WAS her who set the family cat's tail aflame).
3. What will your character contribute to the party mechanically?
A little spark (she likes fire just a tad), a little charm here and there (she knows how to wink when she needs to) and as an Arbiter's daughter she knows a thing or two about staying out of trouble.

![]() |

Hi GM,
Just updated my Profile.
1. Were you born in Korvosa, are you new to the city or are you simply a visitor there?
She was not born in Korvosa, she is new to the city. The storyboard would explain why she is there and what is her motivation
2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
I have chosen the trait Freedom Fighter (Andoran) to reflect her experience in combat fighting and raiding slavers
3. What will your character contribute to the party mechanically?
She will serve as a support melee martial attacker if there is a main tank if not I can consider specing her to more of a fighter tank role.
--------------------
Character Portrait
--------------------
Character Portrait of Lorasaadi
She has dark eyes that are like two windows on the evening sky. She is tall and has an athletic build. Her skin is pale orc green. She has small hands. She has a well chiseled jawline with two protruding tusks from her lower jaw. Her black hair is braided fashioned after the Dwarven Deity; Folgrit. She wears a dark crimson red mask to hide her Orcish heritage tusks.
She wears a dark crimson red monk robes with bright red outlines. The robes is fashioned such that her shoulders is revealed, displaying her firm and well defined shoulder muscles. Attached at her back hangs a sword with 7 blades. It has a long hilt bounded with reddish brown leather. The main sword is about 2 feet long with 3 shorter blades sticking out on each side of the main blade.
The 7 bladed Sword was given to Lorasaadi by High Monk of Torag Theldurin Jadestone. It was forge by the blacksmith dwarves from the Monastery of Torah. The sword is named "Mercykiller". It has a main blade of treated steel with the word "Justice" engraved on it. It had 3 shorter blades sticking out of each side of the main blade. The words "Courage", "Benevolence", "Respect" engraved on one side and the words "Honor", "Honesty", "Loyalty" engraved on the other side .
Lorasaadi loves children. She struggles with self esteem due to her Orcish feature. Introverted by nature, only children brings out the joy in her. She is nervous when meeting new strangers and will unconsciously touch the side of her face ensuring the presence of her mask. She is fiercely loyal to those she whom call friends and will place herself in danger to save them.
She is simple and trusting when among friends but yet cautious when meeting new strangers until she is comfortable to allow them into her inner circle. She do not discriminate a person's past and is very accepting of people's shortcomings by nature. She is quick to forgive when one apologizes and acknowledges one's mistake. She has a strong personal ethos and which she meditates daily. When she is distressed and angry, she goes into a rage and may sometimes hurt people around her including her friends. Yet this is the same anger she channels when she see tyranny and injustice being carried out and would seek to see justice is served.
Theldurin taught Lorasaadi to live by this Ethos.
To live; to serve Justice tirelessly.
To bestow Courage, Benevolence and Respect upon the weak.
To owe our friends nothing but Honor, Honesty and Loyalty.
A child from an unholy union between a local merchant's daughter and a raiding band orc leader known for his debauchery desires. A victim of rape, the local merchant's daughter was driven to insanity and placed in the care of the Dwarven Nuns of the Monastery of Folgrit. Teachings of Folgrit about mercy and the divine value of life compelled the nuns to see through the pregnancy term of the merchant's daughter.
Eventually, the merchant's daughter took her own life one night after the birth of the half orc baby. The nuns then adopted this baby girl and named her Lorasaadi Heartshield. They raised her up and guided the young girl in the ways of Folgrit. During the term of her studies, she was also under the tutelage of the High Monk of Torag; Theldurin Jadestone in the ways of the sword and martial art.
However, like all adolescent 14 year old girls she noticed that she looked different from the other people in the monastery. She felt she looked hideous with 2 small tusk growing from the lower jaws. When she confronted the Nuns, they finally confided in her about her dark past. Her heart was filled with hatred and she rebelled against the teachings of Folgrit of love and acceptance. She felt that how can she a seed of chaos can ever be an agent of the deity Folgrit?
In the deep of the night she ran out from the monastery and into the woods. After walking hours into the dark forest, she saw distant lights in the horizon. Curious, she started walking towards the lights and she discovered a small settlement. There was music and dancing in the atmosphere and she thought a little music would do her good, so she walked into the celebration.
The Awakening
It started with a single scream before a crescendo of screams and angry townsfolk rushed out with their pitch forks. Lorasaadi panicked and she disarmed and dislocated the arm of the first villager that attacked her. One of the villager managed to stab one end of the pitchfork into her thighs. Like an unstoppable force, Lorasaadi roared at the top her voice as a rage took over her mind. For the first time in this half orc's life, she experienced the Blood Rage.
She dodged the next attack and broke the arm of the attacker before back flipping and landed behind 2 of the townsfolk striking them down with her bare palms. When she turned around looking for the next target, a flash of motion came from the corner of her eyes and that was the last thing she saw before she blacked out.
when she opened her eyes, she was looking at the ceiling of her own bedroom with Theldurin Jadestone sitting beside her. Upon seeing him, she broke down and cried like a baby in his embrace...
The Shepherd
Lorasaadi continued her training in the monastery for the next 9 years learning to master her Blood Rage and grow in the ways of Folgrit. One day she heard how slavery was rampant and destroying the families in the land from a passing nun from Absalom. Putting aside her training, she decided to take matters into her own hands and went back with the nun to Absalom...
After 6 years of joining the faction Andoran freedom fighters in their war on slavery, she has literally freed hundreds of slaves. As she was relaxing by the Monastery Courtyard sipping a cup of warm lotus root tea, orphans from various races such as dwarves, human and even undines ran around and chased after a ball. As each child ran past, they each hugged Lorasaadi screaming the name Shepherd before resuming chasing after the ball.
Lorasaadi smiled and was glad for she found acceptance among these your children who hold no prejudice against one's heritage but responses to one's compassion and kindness. It is here in the monastery that Lorasaadi removed her mask and hood without having to hide her appearance. Despite many years have passed since the fateful night at the small settlement, she still cannot get over the emotions of shame and the memory of how she entered into a rage and nearly killed an innocent villager.
Just when she was lost in her thoughts, a scout dashed into the courtyard shouting for the Shepherd. Lorasaadi resume her self consciousness and quickly put on her hood and mask before facing the incoming scout. The scout speaks of an urgent matter and revealed that Theldurin Jadestone, the man closest to a father to her was gravely sick. Upon hearing the news, Lorasaadi rushed to her birthplace immediately.
Theldurin Jadestone was breathing faintly when Lorasaadi stood beside his bedside. His face has taken on the shade of death and his form reduced to a pitiful state compared to his former glory. The doctors and priest are unable to explain the cause of this sudden illness. Lorasaadi flared up and demand the doctors to do something. She threw one of the doctors aside and punched the wall causing it crumble in pieces. Just when she recovered from her act, one of the priest shouted out "There might be a way Shepherd!" Lorasaadi turned her gaze immediately on the priest.
The priest shrugs but mentioned that he heard it during his time as a scribe in the Pathfinder Society in Absalom before picking up his priesthood. He said that there was a certain rare organism that was not seen for the past five hundred years, but it was written in ancient history tomes of how ingesting this organism allows one person on the brink of death to not only fully recover but extends his vitality. The priest also revealed that the organism is known as the "Golden Scarab" and is found in the desert of Osirion. Most likely some may have survived in the ancient tomb of the Pharaohs.
Upon hearing, Lorasaadi walked over to the prostrated doctor and lifted him back on his feet. She apologized to the doctor and thanked the priest and swore that she will not return until she locates this elusive "Golden Scarab". She went over to the lying Theldurin Jadestone with tears swelling in her eyes, she kissed him on his forehead.
The Osirion Venture
Lorasaadi wiped away her tears as she stood along the starboard of the voyage ship "Forgotten maiden". Her children and the monastery nuns waved goodbye crying and promising her that they will take good care of the Monastery and await her return. Lorasaadi opened the package that was passed to her by the nuns and she read the note in it.
"Dear Shepherd, we have told your situation to the people at the Monastery and to the Andoran Leaders. This is just a small appreciation from us to helping your cause. It is not a lot but we want to believe this amount of 16,000 gold will help you in your travels. More importantly, one of the captains within the Andoran faction is a member of the Pathfinder Society. Inside is a map detailing the location of the Pathfinder Lodge located in Osirion. Look for a half elven named Channa Ti. She would be able to help you in your cause.
With our utmost love,
The Nuns and children of Folgrit"
After 2 weeks at sea, the Forgotten Maiden reached the Totra a major port of Osirion. Lorasaadi felt the heat emitting from the hot sands rushed into her cabin when she opened the door. To her pleasant surprise, she found that many inhabitants of Osirion wear turbans and mask to protect themselves from the sun and sand storms. This should allow her to wear her mask and hood without standing out thought Lorasaaidi.
Following the directions given on the map,she was able to locate the Pathfinder Lodge after a day's travel from Totra. It was a large mansion with green foliage growing around it despite the harsh conditions of the desert. A brown lady walked out from the front door of the mansion and greeted Lorasaaidi. She is nearly six feet tall, thin and strong with curly black hair cropped short and wears a red turban. She introduced herself as Channa Ti
Channa Ti smiled and removed her turban revealing pointed ears. She told Lorasaadi that she too is ashamed of her heritage and makes an effort to hide it. She invites Lorasaaidi to do the same. Lorasaaidi hesitated but sensing sincerity from the lady, she removed her mask and hood that hides her filed lower tusk. She braced herself for a negative response from Channa Ti but Channa Ti just nods and says that in the Pathfinder Society there is no discrimination in one's religion heritage or past. She then went on to say that she heard from the Andoran captain in Absalom of her great exploits by freeing slaves and her great compassion and love in adopting these orphans. There was a glimpse of tears when Channa Ti shared that she too was once a slave girl before she managed to escape. She reached out her tiny hands and held Lorasaadi's and promised that she will do everything in her powers to help her.
Channa Ti then proceeded to introduce Lorasaadi her Venture-Captain Gham Banni who owns the Pathfind Lodge at Osirion. When Gham Banni heard of Lorasaadi's mission he mentioned that currently there is an expedition lead by Venture-Captain Norden Balentii to explore the Land of the Pharaohs. He passed Lorasaadi a scroll and states that inside is a letter addressed to Venture-Captain Norden Balentii recommending her to join them as one of the explorers. Lorasaadi knelt down and thanked Venture-Captain Gram Banni but he stopped her and gave her a hug instead. He fished out a Pathfinder Wayfinder from his side pouch and passed it to Lorasaadi. He explained that it will lead her to Venture-Captain Norden Balentii's pathfinder lodge before Channa Ti stepped in beside him and both bid Lorasaadi a safe voyage...
The Mercykiller
As if the Gods were having a parody of irony, Lorasaadi joined in Captain Norden Balentil's party and managed to locate the golden scarab after they defeated the evil Ankana, the Radiant Pharaoh. As the pharaoh was dealt the killing blow, it crumbled and golden scarabs begin crawling out of the corpse burrowing themselves into the ground. Lorasaadi was able to use her Ki to blow one of the scarabs in the air before catching it and placing it in a makeshift box.
The journey back to Absalom was a long and anxious journey, she reached the port of Absalom after 2 weeks. When she was a distance away from the Monastery, she saw a black flag was hung outside the gates. Her heart skipping a beat, she rushed into the courtyard saw a statue craved in the likeness of Theldurin right in the center. There was an inscription and it says
Here lies Theldurin Jadestone. Hero and Savior of his time.
The backlash was extremely harsh on Lorasaadi as she spiraled into a state of dark depression. Even the nuns and children at monastery were unable to lift her out of her depression. One night when Lorasaadi was lying in her bed, with tears streaming down her face. She dreamt of Theldurin and he encouraged her, hugged her with and told her to have courage. He ended of by asking her what have he taught her. Lorasaadi replied
To live; to serve Justice tirelessly.
To bestow Courage, Benevolence and Respect upon the weak.
To owe our friends nothing but Honor, Honesty and Loyalty.
When she woke up, she thought she saw the words engraved on Mercykiller glowed for a brief moment.
"Justice","Courage", "Benevolence", "Respect", "Honor", "Honesty", "Loyalty"
She took Mercykiller into her hands and felt the weight of the sword. It was heavy...heavy with responsibilities thought Lorasaadi.
The next day Lorasaadi washed up and don on a fresh set of clothing. A priest from the Church of Abadar visited and asked to see The Shepherd. He said that High Priest of Abadar knew that she have recovered the elusive Golden Scarab and wish to buy it from her.
They say that the Church of Abadar seeks to advance the demihuman races and civilizations and that this unique organism she has found is said to have many medical properties that can save many lives. The priest then went on to say that he heard about High Monk Theldurin's death and said that the symptoms he experienced were very similar to the disease called "The Black Death" and he believes Lorasaadi holds the key to cure that disease.
Upon hearing that, Lorasaadi mentioned that she do not seek riches but she will agree to go to Korvosa on one condition; she will hold on to the scarab in that period. The Church may extract samples and examine it only under her supervision and care. The priest hesitated but eventually agreed to her terms.
Lorasaadi then asked the priest Is Slavery legal in Korvosa?
The priest shoke his head and replied It is illegal and we do not tolerate slavery because we believe all man is free.
Lorasaadi remembering her Ethos then moved on to request a position within the Korvosa Guards so that she may serve Justice in that city...

AdamWarnock |

We have finished the fluff on the dwarven inquisitor/magus brothers. I'll draw up details tomorrow cus it's getting late, but he's a witch hunter, and i'm a hexcrafter...LOLZ...also going bladebound, so you can throw an intelligent weapon into the mess. have the character up tomorrow
Ever seen Journey Quest? Imagine if your blackblade turns out like the Sword of Fighting.

Miraborn |

Hey everyone, sorry if I missed your answers. I haven't reviewed everything thoroughly yet, so I was literally looking for the 1,2,3. Thanks for clarifying though.
For future applicants, please do respond with 1,2,3, just so I can easily see who applied.
No worries, it was quite clear that the answers were in her fluff. :)
I'm excited to see who gets picked.

DundjinnMasta |

1. Were you born in Korvosa, are you new to the city or are you simply a visitor there?
A scion of the Endrin noble family and enrolled into the Sable Marine Academy in Korvosa. Random was born and raised in Korvosa under the tutelage of his family. He absolutely loves the city but tends to stay out of the politics which his father is involved with.
2. What traits have chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.
Rich Parents is one of the first traits that I considered to represent the fact that he is a Korvosan noble, but I could just as easily use Issian Noble to represent him being a "Korvosan Noble" which would eliminate the whole 900 gp starting wealth which I don't even care about.
Reactionary is the second feat because Random is a noble born marine which means during "academy" he was likely the target of many others. Over time he has become adept at anticipating hostile actions and react to them quickly before he is hurt first.
3. What will your character contribute to the party mechanically?
I would say the Random would be a primary front-line melee character able to dish out the extra ooomph to get the job done.

Andre Cyre |

Good Evening GM Idyll! This is Andres Saied de Vyre. I have updated my character and created a new back story for your campaign!
1. Andre Cyre is a lifelong resident of Korvosa. Andre grew up within the city and and its streets, docks and alleys are all familiar to him. Knowledge (local). However, Andre's father was also a merchant who originally hailed from Magnimar and Andre would have to frequently travel between Korvosa and Magnimar on his fathers trade caravans. Knowledge (geography) It was to the great frustration of Andre's father, that during his childhood, Andre would spend his free hours with the merchant guards, rather then study his fathers books and watch trade negations.
Three years ago Andre met the love of his life, a raven haired beauty named Elise. Upon Elise and Andres marriage, Andres father choose to retire and move back to Magnimar. Six months ago Elise was brutally murdered along the Jeggare river and Andre had to be called to the scene to identify the body. Since then Andre has not been the same, and to make matters worse the killer remains on the loose. Deciding to take matters into his own hand, Andre did the only thing he could think of. Calling on a favor from a friend, Andre enlisted into the Korvosa guard. Hopefully now that he has access to all of their information regarding Elise's murder, he can finally track down the killer.
2. Andre has taken Suicidal and Armor Expert for his traits.
Armor Expert: During Andre's childhood he would frequently play with his fathers guards, even going so far as to attempt to carry a shield and walk beside them, as if he was a caravan guard as well. At nights he would listen to their stories. If not for the rough and tumble guards of his fathers employ, Andre might not have ever followed a martial path.
Suicidal: Since the night that Andre was called to identify his wife's body, the only thing he can think of is finding her killer. Andre is a man who has lost everything he held dear, and now his only intention is to find her killer or die trying. GM Idyll: Suicidal is not a human racial trait, mechanically it is available for humans thanks to the adopted trait, but regardless really I though it fit his character perfectly. If Andre manages to catch Elise's killer, and recover from his Suicidal tendendencies, I would want to talk with you about switching it to Indomitably Faith, since Andre managed to keep his sanity (and faith in Pharasma), and in turn it has made him mentally stronger.
3. I designed Andre to fill a number of party roles in an attempt to mitigate the lack of flexibility most martial classes have. First off I have taken Freebooter and Urban Ranger archetypes. As a Freebooter, Andre is able to provide a flat +1 bonus to all attack and damage rolls to everyone in the party constantly (Scaled to +5). This replaces his Favored Enemy. At level four he will also be able to provide +2 to flankers as well. As a Urban Ranger Andre will assist in the skills category with a total of 8 skill points a level. He has access to disable device, including magical traps, and three knowledge skills. I could argue that he could replace a rogue as a trap-finder, he is also able to Track, and has some limited social skills. Finally for my Weapon Style Andre will be using Weapon and Shield fighting style. Andre will have high armor, and the ability to shield-bash and bull rush creatures away from his squad. Basically, Andre is a big stupid fighter, who can get in the front line, has a high AC, respectable damage, can buff the party, trap-find and can cast divine spells all while throwing creatures around the party and protecting his squad.
I really hope you like him!
Andre Cyre CR 1/2
Male Human Ranger 1 (Freebooter, Urban Ranger)
NG Medium Humanoid (Varisian Human)
Init +2 ; Perception +5
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DEFENSE
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AC 20, touch 12, flat-footed 18. . (+2 Dex, +5 Armor, +3 Shield)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +1
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OFFENSE
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Spd 30 ft.
Melee Longsword +4 (1d8+4/19-20/x2) or
Longsword, Power Attack +3 (1d8+6/19-20x2) and. .
Ranged Light, Crossbow +3 (1d8/19-20/x2)
--------------------
STATISTICS
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Str 18 (16 + 2 Racial), Dex 14, Con 12, Int 12, Wis 13, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Armor Proficency (Light, Medium), Martial Weapon Proficiency, Shield Proficency, Power Attack, Shield Focus
Traits Suicidal (Racial), Armor Expert (Combat)
Skills
Climb +5 (+1 Rank, +4 Stat, +3 Class, -3 Armor)
Disable Device +3 (+1 Rank, +2 Stat, +3 Class, -3 Armor)
Intimidate +3 (+1 Rank, -1 Stat, +3 Class)
Knowledge (Geography) +5 (+1 Rank, +1 Stat, +3 Class)
Knowledge (Local) +5 (+1 Rank, +1 Stat, +3 Class,)
Perception +5 (+1 Rank, +1 Stat, +3 Class)
Stealth +3 (+1 Rank, +2 Stat, +3 Class, -3 Armor)
Survival +5 (+1 Track) (+1 Rank, +1 Stat, +3 Class)
Swim +5 (+1 Rank, +4 Stat, +3 Class, -3 Armor)
Languages Common, Varisian
Combat Gear:
Longsword - 15 Gold
Scalemail - 50 Gold
Heavy Wooden Shield - 7 Gold
Shield Spikes - 10 Gold
Light Crossbow - 35 Gold
Crossbow Bolts - 40 - 4 Gold
Other Gear:
Explorer's Outfit - Free
Guards Uniform - Free
Thieve's tools - 30 Gold
Gold Wedding Band - 5 Gold
Adventureing Gear - 12 Gold
Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone
Gold on hand: 7 Gold
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SPECIAL ABILITIES
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Favored Class (Ranger): +1 hit points
Racial Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skil rank at first level and one additional rank whenever they gain a level.
Suicidal: Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.
Armor Expert:Reduce your armor check penalty by 1
Power Attack: -1/+2 You can subtract from your attack roll to add to your damage.
Shield Focus: Increase the AC bonus granted by any shield you are using by 1
Track +1: +1 to survival checks to track.
Wild Empathy +0: Improve the attitude of an animal, as if using Diplomacy.
Freebooter's Bane: As a move action, select a target; the freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
The room was dark and filled with with the smell of armor polish and grease, and Andre was signing his life away.
Across the desk from the brown haired man with the sad eyes, the robust soldier continued in a quiet voice. "You understand that this is a long term contract, right Andre? The Korvosa guard cannot guarantee your safety, indeed, you will be placed in harm’s way."
"No, I'm sure Jakes, I have made up my mind. I need to do something, anything, and the guard needs more men. It's just... well, you understand. Besides it gives me any excuse to look for information about Elise.” The man replied with a sigh.
The Lieutenant nodded before continuing "Look Andre, I have known you for what? Five years, and if I'm honest, we could use you, but you have other options, you’re not some rabble from the shingles. There are other options for you. I could put in a word with Sable Company. Are you absolutely positive you want to sign up? There are other options. For Aroden’s sake man, visit your family in Magnimar! Or get out of the city for a few weeks to clear your head, gods man! I know what you're going though, and I loved Elise like a sister, really I understand…”
"Jakes, give me the papers. I have made up my mind. Besides…" Andre continued in a whisper. "I have got to find who killed her, and this might be my only chance." With another long sigh Jakes pushed the writ of employment across the desk to Andre. With a short pause, Andre picked up the offered quill and inkpot. Signing his name ham-handedly he handed the papers back to Jakes.
"Well, that’s that I suppose." Taking out a stamp and sealing wax, Jakes affixed his seal of office to the writ and reaching for his cane, propped himself to his feet. "Congratulations Sergeant Cyre. I look forward to your future reports. And Andre... be safe out there." Across the desk Jakes snapped to attention and saluted Andre. "Go see the quartermaster and get kitted out. I’ll have an assignment for you within the day."
That’s the problem Jakes, Elise wasn’t looking for trouble when she got knifed, so what’s the point of being safe. "Thanks, ah, Sir…” Looking around the office for the last time, Andre picked up his cloak and turned back to Jakes as he settled it around his broad shoulders. "Thanks again for everything. Do me a favor?"
"Anything" The lieutenant quickly replied.
Pausing for a moment as if to put his thoughts in order Andre continued slowly, as if forcing the words out from a buried place with in him. "If you hear anything about Elise, even a whisper. You come find me. Don’t hold anything back, alright? I need this Jakes."
"I’ll do that Sergeant. Make sure that goes both ways though." Replied the lieutenant as he sat back down at his desk and watched his friend leave.
That not in the cards old friend. And gods help me when I find the man that killed her. And with that, Andre walked away.