
Lucendar |

Hello all! As I struck gold with my Legacy of Fire PbP players, 4600+ posts and going strong, I have decided to give another AP a shot: Curse of the Crimson Throne. To those familiar or unfamiliar with my DM-ing style, I hardly stick to the AP as written and make major modifications to fit the plot, playing style of the players, and just my particular tastes. What I look for in characters rp-wise: energetic, vibrant, creative and detailed personalities that allow for the development of the story; in combat: I love cinematic dramatic battles and good tactics and teamwork.
I bring: creativity, enthusiasm, and good grasp of the rules to the game. You bring: committed characters (available to post at least 1x day, the more the better), colorful personalities, and good rping. As I always say, the players’ great rping inspires me to tell a good story.
Mechanically: 1st level, 4d6 (drop lowest die)(8 rolls, drop lowest 2), 2 traits, classes and races from Core and AP Player's Guide (no UM), except Summoner. For those familiar with the CotCT Campaign Guide, those campaign traits will not apply, as there is no Gaedren Lamm hook (like I said in the 1st paragraph, I change things!), and I don’t particularly like the old man “beating and molesting” the adventurers when they were kids to inspire vengeance storyline. The players’ home should be in Korvosa and the story begins as they are traveling back to Korvosa from a trip abroad when a harsh storm forces them to seek refuge in a coastal village about 3 days’ journey from home. Include in your concept where you went and why you left Korvosa. albeit temporarily.
I will be accepting 4-5 characters so post your concepts with your time zone (I am in EST, GMT -5), character's appearance, your posting frequency, concept, stat array, and background, which should include your motivations/politics in this politically charged climate. I do not need a complete character sheet with equipment and feats, etc. I will make a decision on the players selected by Friday by noon. Thank you in advance for your submission.
Any questions, let me know!

Todor Orban |

I'm intersted. Rolling stats to tweak existing cleric of Abadar in the creation process.
4d6 ⇒ (3, 6, 1, 1) = 11
4d6 ⇒ (6, 2, 1, 2) = 11
4d6 ⇒ (2, 6, 5, 5) = 18
4d6 ⇒ (2, 6, 4, 1) = 13
4d6 ⇒ (6, 4, 6, 3) = 19
4d6 ⇒ (3, 6, 6, 2) = 17
4d6 ⇒ (4, 3, 6, 5) = 18
4d6 ⇒ (5, 6, 2, 6) = 19
EDIT: Equals
4d6 ⇒ (6, 5, 5) = 16
4d6 ⇒ (2, 6, 4) = 12
4d6 ⇒ (6, 4, 6) = 16
4d6 ⇒ (3, 6, 6) = 15
4d6 ⇒ (4, 6, 5) = 15
4d6 ⇒ (5, 6, 6) = 17

Poor Wandering One |

Hat meet ring.
4d6 ⇒ (4, 2, 4, 4) = 14
4d6 ⇒ (3, 3, 4, 6) = 16
4d6 ⇒ (5, 3, 6, 4) = 18
4d6 ⇒ (2, 3, 3, 2) = 10
4d6 ⇒ (2, 1, 3, 2) = 8
4d6 ⇒ (6, 2, 5, 2) = 15
4d6 ⇒ (6, 1, 3, 2) = 12
4d6 ⇒ (2, 2, 4, 4) = 12
Or. 12, 13, 15, 8, 13, 11, 10. Or 15,13,13,12,11. or 16 point build.
Hmmmmmm. Well not a monk :7)
Perhaps a crossbow ranger or fighter. I have not seen one played yet.
More later.

Desriden |

This sounds interesting to me. I've never played this AP or read about it, so both it and the changes will be new for me.
Rolls:
4d6 ⇒ (5, 4, 5, 3) = 17
4d6 ⇒ (3, 2, 3, 6) = 14
4d6 ⇒ (5, 5, 4, 5) = 19
4d6 ⇒ (6, 1, 6, 2) = 15
4d6 ⇒ (3, 6, 1, 5) = 15
4d6 ⇒ (6, 2, 1, 2) = 11
4d6 ⇒ (3, 3, 4, 1) = 11
4d6 ⇒ (5, 6, 4, 6) = 21
Edit: OK, those rolls aren't bad at all. Looks like 17, 15, 14, 14, 14, 12 before modifiers.
I'm considering either a human fighter tied to the upper crust in some manner or an elven wizard with family ties to the other elves in Korvosa. I'm going to think about it over dinner and post something later tonight.
Good luck to everyone!

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Let's see what happens...
4d6 ⇒ (2, 2, 3, 2) = 9 => 7
4d6 ⇒ (6, 5, 5, 6) = 22 => 17
4d6 ⇒ (3, 2, 3, 2) = 10 => 8
4d6 ⇒ (3, 3, 3, 1) = 10 => 9
4d6 ⇒ (5, 1, 1, 5) = 12 => 11
4d6 ⇒ (2, 1, 3, 2) = 8 => 7
4d6 ⇒ (5, 4, 2, 2) = 13 => 11
4d6 ⇒ (5, 2, 3, 2) = 12 => 10
So that's 17, 11, 11, 10, 9, 8.
Hmm, Wondering about that.

Weynolt |

4d6 ⇒ (5, 6, 2, 3) = 16
4d6 ⇒ (2, 4, 3, 1) = 10
4d6 ⇒ (3, 6, 6, 6) = 21
4d6 ⇒ (4, 2, 1, 1) = 8
4d6 ⇒ (4, 2, 5, 4) = 15
4d6 ⇒ (4, 6, 2, 3) = 15
4d6 ⇒ (5, 5, 6, 4) = 20
4d6 ⇒ (2, 2, 1, 4) = 9
14
9
18
7
13
13
16
8
So 18, 16, 14, 13, 13, 9. Thats reasonable. I'm thinking a cavalier, something in a lady half-Orc.

Asasha |

I'd like to submit Asasha (see profile) for consideration - she's a Rogue (acrobat) who was created for a pbp that died because the dm couldn't continue the game but i really like the character. Obviously i'd re-stat her with the stats rolled below and modify her background for the campaign (not much needed but i like to link in backgrounds with other PCs if appropriate).
I am in GMT+10 (Australia) and can post every day, at least once but often more. I am running a Kingmaker campaign at the moment HERE which is up to 1213 posts.
Asashandra (Asasha) was born in the Shingles of Old Korvosa, overlooking the Narrows of St. Alika. Asasha's mother Elliantara was a Varisian who had left the wandering life since falling pregnant to Asaha's father, a member of the Sable Company who abandoned her before Asashandra's birth soon after their brief liaison.
Elliantara managed to survive as an acrobatic street performer, bringing the young Asasha into her performances when she was old enough, who soon came outshine her mother. During this time Asasha was adopted, as a mascot and honourary younger "sister" of a gang of youths under the influence of Zariah, an older girl who Elliantara was being paid to train in the Varisian arts of dance, charlatanry and fortune telling and who lived nearby. It was in this gang that Asasha met the brothers Katalin and Kazital.
When Asashandra was eleven, Elliantara was raped, beaten and left for dead by a group of men. Over the next few years Elliantara retreated into drink and Asasha became the sole provider for them both, continuing to perform on the streets with Zariah. It was during one of these performances, whilst Asasha was being held in the air by the older girl, that Zariah manifested her oracular gift for the first time. Zariah was swathed in flames which, whilst leaving Zariah unharmed, burnt Asasha badly across the neck and down the left side of her body. Consumed with guit, Zariah managed to get the wounded girl to a healer who dressed the wound and tried to heal her.
Despite the healer's care the magical wound festered and left a large ugly scar which no one was able to heal. Following this event Asashandra ceased performing for the crowds, embarrassed by her scarring, instead tuning to burglery and pickpocketing, working the crowd whilst Zariah performed her dances.
Asashandra continued to opperate as a petty thief until, at the age of sixteen, she was inevitably caught during an attempted burglery by a young man who, rather than turn her in to the Korvosan Guard, instead tried to rape her. Managing to wriggle free from the man's grasp, Asasha grabbed his dagger and sliced it across his face before escaping, and leaving him with a scar and blinding his left eye.
Unfortunately the man was the son of a minor crimelord and one night, two weeks after these events, Asasha returned home to find her mother lying dead in a pool of blood and a group of toughs waiting to kill her. Managing to escape across the Shingles, Asasha was forced to flee the city, hopping a ship for Magnimar.
Asasha survived for a while on the streets of Magnimar but eventually managed to secure work on a trading vessel working as a cabingirl using her acrobatic skills to scramble up the rigging into the yards whenever the sails had to be trimmed. The ship is now returning to Korvosa and Asasha is nervous about returning to her home town.
At first glance Asasha is unlikely to seem like a threat, she has inherited the dark hair and eyes of both her Varisian and Chelixian parents, and has the pale skin of a Chelixian although her soft features recall her Varisian background. Asasha is short (5'1") and slim but toned due to her years as an acrobat and thief, most people she meets assume that she is a good deal younger than her 18 years. Her black hair is roughly cut and short.
Asashandra currently wears loose-fitting, typical street clothes of Korvosa, consisting of black boots and leggings, a long white linen tunic cinched at the waist and a blue fitted jacket. These clothes, combined with her small hips and breasts and her short hair, makes it easy to mistake her, at first glance, for a boy. Around her neck Asashandra wears a red Varisian scarf (pocketed) to hide her scaring. Asasha carries four daggers at her waist (and another two hidden in wrist-sheathes). She also carries her mother's kapenia scarf in her backpack.
Unlike many Korvosans of Varisian stock Asashandra does not have any tatoos, although, when performing, she does decorate her face with red markings which, although meaningless, might be mistaken by those who know little of such things as Varisian symbols.
Asasha is a light-hearted, playful tomboy. Despite having grown up in poor circumstances her habit of landing on her feet, both metaphorically and literially, has resulted in a reckless attitude and the impression that everything will turn out OK in the end.
Asasha doesn't make long term plans, instead she takes each day as it comes and eagerly meets new challanges with a smile and a joke.
Asasha is embarrased by the scars that run from her neck, down her left shoulder and arm to her wrist, and never intentionally lets these be seen by others. These scars have, however left Asasha with a fear of fire. A fear she does her best to hide and to overcome.
Stat rolls:
4d6 ⇒ (2, 5, 6, 2) = 15 = 13
4d6 ⇒ (4, 6, 1, 5) = 16 = 15
4d6 ⇒ (1, 2, 2, 4) = 9 = 8
4d6 ⇒ (4, 4, 5, 6) = 19 = 15
4d6 ⇒ (6, 4, 4, 5) = 19 = 15
4d6 ⇒ (3, 6, 2, 6) = 17 = 15
4d6 ⇒ (2, 1, 3, 3) = 9 = 8
4d6 ⇒ (3, 5, 3, 4) = 15 = 12
... 15, 15, 15, 15, 13, 12

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Excellent.
Roll on!
4d6 ⇒ (6, 5, 3, 6) = 20 = 6,6,5 = 17
4d6 ⇒ (4, 4, 6, 2) = 16 = 6,4,4 = 14
4d6 ⇒ (1, 5, 4, 2) = 12 = 5,4,2 = 11
4d6 ⇒ (2, 1, 6, 4) = 13 = 6,4,2 = 12
4d6 ⇒ (4, 5, 5, 4) = 18 = 5,5,4 = 14
4d6 ⇒ (2, 6, 2, 2) = 12 = 6,2,2 = 10
4d6 ⇒ (3, 2, 2, 1) = 8 = 3,2,2 = 7
4d6 ⇒ (1, 4, 6, 3) = 14 = 6,4,3 = 13
So, 17, 14, 14, 13, 12, 11. Hmm.
Character to come.
-Pain

Miraborn |

4d6 ⇒ (1, 3, 3, 3) = 10
4d6 ⇒ (1, 4, 3, 4) = 12
4d6 ⇒ (6, 5, 2, 1) = 14
4d6 ⇒ (5, 5, 2, 6) = 18
4d6 ⇒ (6, 2, 2, 1) = 11
4d6 ⇒ (3, 2, 4, 3) = 12
4d6 ⇒ (4, 4, 3, 6) = 17
4d6 ⇒ (1, 3, 3, 4) = 11
Miraborn was tired of the stifling city, 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 a year ago Miraborn set out to grow up a little in the world outside Korvasa.
As much as she'd hate to admit it, she did miss her home, and so she decided to come back if only for a week or so. Maybe she could finally find out more about her mother and why she left 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)
Rolled stats (to be assigned later): 18,17,14,12,12,11 (I like those!)

Todor Orban |

Posting several times a day from California, GMT -8
Todor grew up with a strong faith in the church of Abadar, but an almost stronger belief in Korvosa itself. The son of a construction worker, he learned early on to use his hands. However, his faith and potential were discovered by the church and Todor soon found himself lifting books instead of hammers. While others hated the regular duty of taking a turn on the walls to watch for trouble, Todor happily covered for anyone who asked. It was pure joy to stand for hours on end keeping watch over the City and taking in the views. Fortunately for Todor he was able to merge his faith and his upbringing as an architect for church buildings. Todor was able to manifest his faith in Abadar, in Korvosa, through designing and taking part in construction of new buildings.
Todor is rarely seen without either his notebook or his heavy hammer (a heave mace for stats) in his hand. While not particularly handsome, his zeal and dedication to his work are contagious. Workers are always eager to sign on for one of his projects. Charismatic, but not sociable, Todor leaves the details of dealing with politicans, banks, and inspectors to other members of the church.
Over the years Todor's love and faith in the City has reached almost heretical proportions. Good, evil, law, chaos. They no longer matter to him. Just the preservation and building of the City. He longs for the day when he might be able to add to the skyline of his first and only love, Korvosa.
Four weeks. It felt like four years to Todor and now this cursed storm would keep him away from his beloved Korvosa even longer. She would forgive him this absence though as she did all the others. When he finally returned to her, Castle Korvosa, the Pillar Wall, and Gatefoot would still rise against the horizon to greet him. Even the newer Great Tower and Hall of Summoning would welcome him. Someday he would add to that skyline, another building to greet visitors and those returning home to the greatest city.
She would forgive him because Todor did it all for her. These trips to find stronger metals, harder woods, better techniques for greater arches and towers. He sought them all out and brought them home. This most recent trip to Magnimar had taught him much. Todor was sure he had unlocked some of the secrets of the gargantuan Irespan bridge built by the Thassalonians--oh there was a people that could build--that he would be able to incorporate into his ideas for a new bridge across the water to the north that would both allow transportation and protect the entrance to the Jeggare river.
Rolls
4d6 drop lowest, 8 rolls
4d6 ⇒ (3, 6, 1, 1) = 11
4d6 ⇒ (6, 2, 1, 2) = 11
4d6 ⇒ (2, 6, 5, 5) = 18
4d6 ⇒ (2, 6, 4, 1) = 13
4d6 ⇒ (6, 4, 6, 3) = 19
4d6 ⇒ (3, 6, 6, 2) = 17
4d6 ⇒ (4, 3, 6, 5) = 18
4d6 ⇒ (5, 6, 2, 6) = 19
--------------------
TODOR CR 1/2
Male Human Cleric 1
NN Medium Humanoid (Human)
Init +2; Senses Perception +9
--------------------
DEFENSE
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 11 (1d8+2)
Fort +4, Ref +2, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +3 (1d4+3/19-20/x2) and
Gauntlet (from Armor) +3 (1d3+3/20/x2) and
Mace, Heavy +3 (1d8+3/20/x2) and
Shield, Heavy Wooden -1 (1d4+3/20/x2) and
Unarmed Strike +3 (1d3+3/20/x2)
Ranged Crossbow, Light +0 (1d8/19-20/x2)
Spell-Like Abilities Acid Dart (7/day)
Cleric Spells Known (CL 1, 3 melee touch, 2 ranged touch):
1 (2/day) Magic Stone, Cause Fear (DC 15), Bless
0 (at will) Light, Guidance, Mending
--------------------
STATISTICS
--------------------
Str 16, Dex 15, Con 15, Int 12, Wis 19, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats Selective Channeling
Traits Eyes and Ears of the City, Mathematical Prodigy: Knowledge: Engineering
Skills Acrobatics -4, Climb -3, Escape Artist -4, Fly -4, Heal +8, Knowledge: Engineering +6, Knowledge: Religion +5, Perception +9, Ride -4, Stealth -4, Swim -3
Languages Common
SQ Aura (Ex), Channel Positive Energy 1d6 (6/day) (DC 13) (Su), Cleric Domain: Earth, Cleric Domain: Inevitable, Command (7/day) (Su), Spontaneous Casting
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Dagger, Mace, Heavy, Scale Mail, Shield, Heavy Wooden;
--------------------
SPECIAL ABILITIES
--------------------
Acid Dart (1d6+0) (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (6/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Earth Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Domain: Inevitable Associated Domain: Law
Command (7/day) (Su) As per command spell.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

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At least two times a day from GMT -5 (EST)
4d6 ⇒ (5, 1, 4, 3) = 13
4d6 ⇒ (4, 6, 1, 5) = 16
4d6 ⇒ (3, 6, 5, 2) = 16
4d6 ⇒ (1, 1, 3, 2) = 7
4d6 ⇒ (6, 2, 4, 3) = 15
4d6 ⇒ (4, 2, 2, 2) = 10
4d6 ⇒ (2, 1, 3, 1) = 7
06/16/13/15/12/18 after racial.
I may instead make her a bard. I know you said no UM, but if you'd allow Geisha archetype from UM, I feel that could fit. If that's the case she was a source of entertainment and (platonic) companionship for her master, who'd had dealings with the Tien in his (long) past and had her brought up in that tradition, having enjoyed the geisha's brought by Tien diplomats.
The core concept is that she's a face, not a fighter.
Ellawynn Thistletree was born a slave to a minor bureaucratic official, one Heston Tremped. The man was beyond decrepit, being considered old before Ella was even born. Further, Heston could not play the political game well at all, and had little to show for his life in Public Service. To keep his finances in the black, the man sold all but Ella, leaving her to maintain his household. He wasn't particularly cruel, but the young girl certainly didn't relish her circumstances, so when she got the chance for freedom, she took it.
Heston died one night in his sleep. Ella, seeing her chance, took it. She fled to the streets. She'd like to say she never looked back, and by her telling she might as well have killed the man with her own hands, but in reality she regrets not trying to help him. She regrets it quite deeply. Ella is not nearly so tough as she attempts to make the world believe. She's dishonest, dishonorable, and a good bit mischievous, but she is not callous.
The streets are no place for a young halfling girl, but Ella was smart and resourceful. She noted that if she continued to act the part of the slave, she was more invisible than if she actively hid. She has used to knowledge to con a great many people out of a day's worth of food, or enough gold for weaponry and the like. Again, though, she is not callou. She tries not to take advantage of those she feels are already down on their luck.

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I'm game to try. Let's see my rolls...
4d6 ⇒ (3, 4, 4, 3) = 14 11
4d6 ⇒ (2, 4, 6, 6) = 18 16
4d6 ⇒ (3, 4, 5, 4) = 16 13
4d6 ⇒ (5, 4, 6, 4) = 19 15
4d6 ⇒ (1, 4, 2, 3) = 10 9
4d6 ⇒ (3, 5, 3, 1) = 12 11
4d6 ⇒ (2, 3, 4, 4) = 13 11
4d6 ⇒ (1, 2, 6, 6) = 15 14
So 16, 15, 14, 13, 11, 11
Not bad, not bad at all. Character forthcoming.

Lucendar |

Lucendar wrote:Sweet stats, Todor!Thanks. Not to be greedy, but I assume racial additions/subtractions take place after the rolls. Also, average starting gold?
And, would you make an exception for UM feat of Versatile Channeler? The original concept was a true neutral cleric. I can tweak if not.
Yes, racial modifiers apply after final stats decided. Yes, average gold. Forgot that, left that out of my recruitment post. Thanks. Going to have to say no to Versatile channeler feat.

Todor Orban |

Yes, racial modifiers apply after final stats decided. Yes, average gold. Forgot that, left that out of my recruitment post. Thanks. Going to have to say no to Versatile channeler feat.
Thanks for the responses. Here is a modified cleric of Abadar. If there ends up being another cleric you prefer, I'd be happy to work him into a monk with essentially the same background.
TODOR CR 1/2
Male Human Cleric 1
NN Medium Humanoid (Human)
Init +2; Senses Perception +9
--------------------
DEFENSE
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 12 (1d8+3)
Fort +5, Ref +2, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +3 (1d4+3/19-20/x2) and
Gauntlet (from Armor) +3 (1d3+3/20/x2) and
Mace, Heavy +3 (1d8+3/20/x2) and
Shield, Heavy Wooden -1 (1d4+3/20/x2) and
Unarmed Strike +3 (1d3+3/20/x2)
Ranged Crossbow, Light +0 (1d8/19-20/x2)
Special Attacks Agile Feet (7/day)
Cleric Spells Known (CL 1, 3 melee touch, 2 ranged touch):
1 (2/day) Longstrider, Endure Elements, Bless
0 (at will) Light, Guidance, Mending
--------------------
STATISTICS
--------------------
Str 16, Dex 15, Con 16, Int 12, Wis 19, Cha 15
Base Atk +0; CMB +3; CMD 15
Feats Selective Channeling
Traits Eyes and Ears of the City, Mathematical Prodigy: Knowledge: Engineering
Skills Acrobatics -4, Climb -3, Escape Artist -4, Fly -4, Heal +8, Knowledge: Engineering +6, Knowledge: Religion +5, Perception +9, Ride -4, Stealth -4, Swim -3
Languages Common, Dark Folk
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Inevitable, Cleric Domain: Travel, Command (7/day) (Su), Spontaneous Casting
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Dagger, Mace, Heavy, Scale Mail, Shield, Heavy Wooden;
--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Inevitable Associated Domain: Law
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Command (7/day) (Su) As per command spell.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Desriden |

Posting at least once a day from Eastern Standard Time. Web access is filtered and monitored at work so I won't be doing much from there. But I can post before and after my shift, which usually is 3 p.m. to midnight EST.
Over the years, Zardolan has come to enjoy his studies of the region and how it has changed over time. He keeps up with the local politics much like someone else might follow a local sports team. He hopes, in time, his knowledge of trends in the area will help him establish himself as a figure of power and authority in the region.
To that end, he has volunteered to travel to other cities to strengthen the economic and magical ties of the elven enclave with other regions. He was returning from such a trip when the storm forced him to delay his return home.
Male Elf Conjurer 1 (prohibited schools: Necromancy, Enchantment)
NG Medium Humanoid (Elf)
Init +9; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d6+5)
Fort +1, Ref +3, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
Unarmed Strike +1 (1d3+1/20/x2) and
Shortbow +3 (1d6/20/x3) and
Acid Dart +3 (1d6+0/20/x2)
Spell-Like Abilities Acid Dart (7/day)
Wizard Spells Known (all cantrips, except those of Necromancy and Enchantment and Grease, Color Spray, Silent Image, Mage Armor, Protection From Evil, Summon Monster I, Obscuring Mist)
1 (2/day) Grease (DC 15), Color Spray (DC 15)
0 (at will) Detect Magic, Message, Ghost Sound (DC 14)
--------------------
STATISTICS
--------------------
Str 12, Dex 16, Con 13, Int 19, Wis 14, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Improved Initiative, Scribe Scroll, Arcane Bond (familiar)
Traits Reactionary, Hedge Magician
Skills Acrobatics +3, Climb +1, Escape Artist +3, Fly +3, Knowledge: Arcana +8, Knowledge: History +8, Knowledge: Nobility +8, Knowledge: Planes +8, Linguistics +8, Perception +4, Ride +3, Spellcraft +8, Stealth +3, Swim +1
Languages Common, Elven, Celestial, Draconic, Sylvan, Gnome, Ingan
Gear (60 gold, 19 pounds): Dagger, Shortbow with 20 arrows, spellbook, spell component pouch, scholar’s outfit and backpack.
Toad familiar

Dreaming Warforged |

Interested and thinking...
4d6 ⇒ (1, 4, 3, 4) = 12 11
4d6 ⇒ (2, 3, 6, 1) = 12 11
4d6 ⇒ (4, 2, 3, 1) = 10 7
4d6 ⇒ (1, 2, 3, 2) = 8 13
4d6 ⇒ (3, 5, 3, 5) = 16 12
4d6 ⇒ (3, 4, 3, 5) = 15 11
4d6 ⇒ (3, 2, 5, 3) = 13 10
4d6 ⇒ (2, 3, 4, 3) = 12
So an array of 13, 12, 11, 11, 11, 10... Quite the challenge!

Paizo Fan |

Dotting for interest. I'm thinking along the lines of some kind of half-mad Alchemist as I've yet to get to air the class out.
4d6 ⇒ (3, 6, 2, 5) = 16
4d6 ⇒ (2, 5, 5, 3) = 15
4d6 ⇒ (6, 2, 5, 1) = 14
4d6 ⇒ (5, 2, 5, 2) = 14
4d6 ⇒ (5, 2, 6, 1) = 14
4d6 ⇒ (1, 1, 5, 3) = 10
4d6 ⇒ (6, 2, 6, 6) = 20
4d6 ⇒ (4, 6, 5) = 15
4d6 ⇒ (3, 6, 5) = 14
4d6 ⇒ (5, 5, 3) = 13
4d6 ⇒ (6, 2, 5) = 13
4d6 ⇒ (5, 2, 6) = 13
4d6 ⇒ (6, 6, 6) = 18
Not too shabby. I'll start work as soon as possible.

TarkXT |

I'm definitely up for this I have a concept for a zen archer monk I've been dying to try.
4d6 ⇒ (1, 3, 5, 6) = 15
4d6 ⇒ (4, 1, 1, 3) = 9
4d6 ⇒ (3, 3, 4, 1) = 11
4d6 ⇒ (5, 2, 6, 1) = 14
4d6 ⇒ (4, 6, 5, 6) = 21
4d6 ⇒ (6, 2, 4, 1) = 13
4d6 ⇒ (4, 3, 4, 2) = 13
4d6 ⇒ (1, 1, 4, 6) = 12
Okay so...
15
12
10
6 DROP
9 DROP
13
9
16
15
12
10
13
9
16
Not the greatest stats in the world (another 14 would have been nice). But I'll take what I can get.
So the character's name is simply Penance mainly because his real name is unknown and he's not exactly telling anyone. He is a bald man having taken a vow of silence from an order of mnks known simply as the Order of Penance. It is a relatively unknown order primarily because it's only found in Chelaxian prison's. There men and women repenting for their crimes often take oaths of self punishment and live out their days in constant repentance in the hope to save their souls from the worst of Asmodeus's torments. While they are marked by a brand of that god on their forehead they are nto strictly Asmodean worshiper's many prefer Iomedae, Abadar or some similar god.
Penance is recently released from prison after committing some grievous crime (I'll let the GM decide what it is since he can't talk about it I like giving that kind of creative freedom). Whatever it is he feels that there can be no redemption for such a crime. At this point he thinks that all he can do is live a life of servitude to the people he has harmed. He does not expect an eternal reward, he only expects to heal some of the harm he has caused.
This quest has taken him to Korvosa, his home city and the place where his most heinous crimes were committed.
He is a stalwart and troubled soul whose experience in prision has scarred him and changed him for the better. Tattoo's and scars cover him suggesting a wild and murderous past but the solemn look in his eyes and demeanor speaks of a haunted individual.
I should mention I'm quite prolific on these boards. Plus post once a day at least and am at US east timezone.

Marius Fenwick |

Hat meet ring.
4d6
4d6
4d6
4d64d6
4d6
4d6
4d6Or. 12, 13, 15, 8, 13, 11, 10. Or 15,13,13,12,11,10. or 16 point build.
Hmmmmmm. Well not a monk :7)
Perhaps a crossbow ranger or fighter. I have not seen one played yet.
More later.
Time zone. US Pacific time. GMT -8
character's appearance. Still tan from his southern posting. Strong but not overmuscled. Could use a shave.
posting frequency, Easily several times a day. Saturaday can be slow but I generally manage a post even then.
stat array. 15,13,13,12,11,10 before racial mod. Thinking Human. Class either fighter or detective bard
background. Very minor country nobility. Single manor holding living of rents level. Character went into the army, survived his service and became part of a mid level nobles retinue. Went with said noble to (nation X) when the noble was named ambassador. Noble did not survive local politics and was involved in some scandals. A scapegoat was needed. Guess who? Fenton was sent back to Korvosa with a nominal officer rank and a dead carreer. He is considering joining the city watch or working for a merchant house. Politically he supports the current system though he is currently rather sour on the concept of nobility in general. He is disgusted by corruption and tends to hold people to their ideals rather than what needs to be done in the moment.

Allia Thren |

4d6 ⇒ (2, 4, 3, 5) = 14
4d6 ⇒ (3, 6, 4, 2) = 15
4d6 ⇒ (4, 5, 5, 2) = 16
4d6 ⇒ (6, 2, 3, 5) = 16
4d6 ⇒ (3, 4, 1, 1) = 9
4d6 ⇒ (6, 2, 6, 6) = 20
4d6 ⇒ (4, 4, 6, 2) = 16
4d6 ⇒ (5, 5, 1, 2) = 13
4d6 ⇒ (4, 3, 5) = 12
4d6 ⇒ (3, 6, 4) = 13
4d6 ⇒ (4, 5, 5) = 14
4d6 ⇒ (6, 3, 5) = 14
4d6 ⇒ (6, 6, 6) = 18
4d6 ⇒ (4, 4, 6) = 14
Not a bad array at all. I like witches and want to play one again, but with these stats... Maybe something else.

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My chalkwork does not sell. It rarely sells and too frequently I am forced to find other ways to eat.
Tristain sits at the corner of the merchant's market in Korvosa and watches man and woman alike ignore the beauty of his chalk-artistry. 9 scraps of be-chalked parchment lie before him, each a work of art, each showing another scene of city life.
A halfling comes nearby and Tristain watches him carefully, especially the cup of coin that receives the rare tips he gets.
I've learned to sense those who would appreciate my art and those who come to pass the time. That one there cares little for my work.
As the halfling moves away, Tristain pulls his cup closer to him and closes his eyes, listening to the sounds of the marketplace.
So many voices, so many songs of sale. This city sings with a life of its own.
As poor as Tristain is, he likes the marketplace...he feels connected and safe here. It is a living organism from when the first merchants open their doors to the early customers who visit the stalls to the busy aftermornings when the place is almost too full to walk. Tristain has been here most of his life, making his way in the city, practicing his chalkwork.
The city has a humm into itself and each providence of Korvosa is different but each serves a purpose to the whole.
Perhaps today I will try to earn some scraps sketching the rich as they walk to their parties. They sometimes offer good coin if the likeness is good enough, but even more coin if the likeness is further off, more grandiose as they wish to see themselves.
Tristain snarls at the idea of having to pervert his art in this way, but sometimes he must if he wishes to eat.
Though his life is hard, Tristain would not willingly change it: this city is perfect. A cauldron of races and people symbiotically living together...a balance of merchant and servant, noble and knave, a place where people are free to grow and learn and exist.
But a few coins more and I shall have enough money to purchase passage on a ship. My drawings of the Arch of Aroden or the Eye of Adendego will sell because so few have seen them. But *I* shall see them and bring them back to the city in my chalk-art.
Tristain smiles as he sits, dreaming,...maybe his next customer will be a wealthy patron of the arts...
Tristain, a youngish half-elf on the cusps of maturity, was left by his human mother at an orphanage when he was born. She was too embarrassed by her mistake to raise Tristain herself. Since growing up and leaving the orphanage, Tristain has made his living as a chalk artist, drawing upon parchment for sale and often seeking commissions from storekeeps to decorate the outsides of their shops.
Tristain is a self-taught artist, using ash and charred sticks for his early artworks and when they proved somewhat profitable, he was able to buy more elaborate colored chalks. Tristain knows the city well as he explores frequently for new vistas to sketch and new people to hawk to.
Despite his upbringing, Tristain is gregarious and friendly, more out of his good nature, but has learned that being friendly will more often lead to a sale of chalkwork than not. He will helpful to newcomers to the city (and sometimes offers his services as a tour guide to new visitors to the city in exchange for tips). Tristain has no life aspirations yet, he is currently struggling to survive the City and but hopes to find his path soon.
Tristain is a bit of a loner, saving money by sleeping out of doors (trusting in his survival instincts, unless it is winter and too cold) and keeping his meager possessions with him. After he left the orphanage, he has largely lost contact with his fellow orphans forgoing them to create a relationship with the city itself.
Tristain is of medium build, standing 5'10", with black hair and green eyes (a gift from his mother).
On the political climate:
To Tristain, the city is in natural harmony with the people. The King, though not beloved, does provide a certain amount of security and normalcy for the people and Tristain is motivated to keep things as they are: rulership (more or less) in line with the citizenry. He has no opinion yet on the Queen, having never been influenced by her (I do not think Tristain pays taxes).
Tristain, as it stands now, does *not* have a bent towards revolution, but would act as he sees best to preserve the 'nature of the city' when making choices. With so many threats, Tristain is naturally aligned towards keeping the people safe, at harmony, and protected.
In a druidic sense, the people of Korvosa are his 'nature'. Instead of communing with the trees and animals, he communes with the buildings, parks, and people. I would agree this is a twist on the druid archetype, but in line with the Urban Druid.
Tristain will be using the Urban Druid as the skeleton for the character. He is very in touch with the City and almost sees it as a living organism, with the merchants and trade as the beating heart of the city.
His domain (no animal companion) will be Language (Rune), which will allow his chalk artistry to have a magical life of their own. He knows the city well (Skill Focus: Local) and will be growing into his druidic abilities over time...I see him communing with the very city itself.
We will be an able face, an alert and capable city-wise companion, and a pure spellcaster.
The stat rolls: 17, 14, 14, 13, 12, 11.
I post frequently, you can see such from my other characters.
I am GMT -8, Pacific Daylight Time, Bay Area, CA.

Lucendar |

This is what I have so far:
Painlord - Half-elf Urban Druid
Poor Wandering One - ?
Allia Thren - ?
Dreaming Warforged - ? Sorceror
TarkXT – Human monk
PaizoFan - ?
Desriden – Elf Conjurer
Todor – Human Cleric
Mr. Bojangles - ?
Alorha – Halfling rogue (spy)
Miraborn - ?
Asasha – Human rogue (acrobat)
Weynolt - ?
InVinoVeritas - ?
Redclover - ?
The question mark just means the person has only rolled stats or the concept has not been narrowed down to one specific race and class.

Poor Wandering One |

This is what I have so far:
Painlord - Half-elf Urban Druid
Poor Wandering One - ?
Allia Thren - ?
Dreaming Warforged - ? Sorceror
TarkXT – Human monk
PaizoFan - ?
Desriden – Elf Conjurer
Todor – Human Cleric
Mr. Bojangles - ?
Alorha – Halfling rogue (spy)
Miraborn - ?
Asasha – Human rogue (acrobat)
Weynolt - ?
InVinoVeritas - ?
Redclover - ?The question mark just means the person has only rolled stats or the concept has not been narrowed down to one specific race and class.
Human fighter for me please. Core fighter may take a varient but unlikely.

JaceDK |

4d6 ⇒ (6, 3, 4, 4) = 17 -> 14
4d6 ⇒ (6, 3, 4, 6) = 19 -> 16
4d6 ⇒ (6, 4, 4, 1) = 15 -> 14
4d6 ⇒ (2, 2, 2, 6) = 12 -> 10
4d6 ⇒ (6, 1, 4, 6) = 17 -> 16
4d6 ⇒ (5, 5, 1, 5) = 16 -> 15
4d6 ⇒ (6, 6, 4, 5) = 21 -> 17
4d6 ⇒ (1, 3, 4, 1) = 9 -> 8
17, 16, 16, 15, 14, 14
Hmmm....that is too good not to do something with. I'll ponder a concept and report back later.

Otm-Shank |

4d6 ⇒ (1, 6, 2, 4) = 13
4d6 ⇒ (6, 1, 3, 6) = 16
4d6 ⇒ (4, 2, 6, 2) = 14
4d6 ⇒ (3, 4, 3, 4) = 14
4d6 ⇒ (6, 4, 1, 6) = 17
4d6 ⇒ (1, 5, 6, 3) = 15
4d6 ⇒ (6, 4, 2, 5) = 17
4d6 ⇒ (4, 3, 2, 2) = 11
So : 16, 15, 15, 14, 12, 12
I'll give it a little thought and present something, thinking either a Cleric or Inquisitor...

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I'll also toss my hat in the ring.
I have a couple concepts floating around I've not been able to squeeze into a game. Let's see what the dice gods feel like creating this morning:
4d6 ⇒ (3, 6, 2, 5) = 16
4d6 ⇒ (5, 2, 6, 1) = 14
4d6 ⇒ (2, 5, 1, 1) = 9
4d6 ⇒ (3, 2, 6, 1) = 12
4d6 ⇒ (6, 4, 2, 4) = 16
4d6 ⇒ (3, 1, 5, 5) = 14
4d6 ⇒ (4, 4, 1, 1) = 10
4d6 ⇒ (3, 2, 5, 1) = 11
So 14, 14, 13, 13, 11, 10. I don't mind poor stats (roleplaying weaknesses makes for interesting story), but if you are planning on something challenging mechanically, do let me know so I can exempt myself. If not, I'll create a Fighter and tailor his story in the coming days.

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Here is Parneth servais, a human cleric of Pharesma, as he played in a previous CotCT game, which got canned very early on. His basic storyline does not change...he has been sent on a mission to Magnimar by the Bishop to retrieve the stolen holy artifacts, the mission though unsuccessful has produced new leads. He is heading back to the cathedral with the new information when the storm happens.
4d6 ⇒ (4, 5, 2, 5) = 16
4d6 ⇒ (5, 1, 6, 4) = 16
4d6 ⇒ (1, 4, 2, 1) = 8
4d6 ⇒ (2, 2, 1, 4) = 9
4d6 ⇒ (6, 2, 5, 1) = 14
4d6 ⇒ (5, 3, 5, 4) = 17
4d6 ⇒ (3, 1, 6, 6) = 16
4d6 ⇒ (1, 6, 4, 2) = 13
I will use the rolls to change the character if selected.
14, 15, 13, 14, 15, 12 to be put in different abilities.

Paizo Fan |

PaizoFan - ?[/ooc]The question mark just means the person has only rolled stats or the concept has not been narrowed down to one specific race and class.
Yamryth Hemlan will be a Half-Elf Alchemist, slightly mad but completely at peace with the two sides of his nature. I would think of him much like Walter Bishop from Fringe but with pointier ears.

thejeff |
How about a Dwarven Inquisitor? I'll have to dig a little deeper into Korvosa and religion before I completely nail down the background, but the gist is that he grew up in Korvosa, went to one of the main dwarven temples in Janderhoff for religious training and is now on his way back home. His parents are highly respectable merchants and it was something of a scandal when he didn't follow in their footsteps. They will be even less happy to learn he's become an inquisitor rather than a more traditional cleric.
Since he's been away for a few years and was young (for a dwarf) when he left, he isn't too up on the current political scene in Korvosa. At the start he'd be more interested in opinions among the dwarvish and religious communities than the general populace. He wouldn't have a great deal of respect for either the king or queen, based on common knowledge of their character, but he would for their position.
He's intended as a melee thug, probably following Torag, or possibly one of the lesser dwarven gods.
4d6 ⇒ (3, 2, 1, 1) = 7 = 6
4d6 ⇒ (4, 3, 4, 2) = 13 = 11
4d6 ⇒ (6, 5, 6, 2) = 19 = 17
4d6 ⇒ (2, 2, 4, 3) = 11 = 9
4d6 ⇒ (2, 1, 1, 6) = 10 = 9
4d6 ⇒ (3, 4, 2, 4) = 13 = 11
4d6 ⇒ (6, 2, 6, 5) = 19 = 17
4d6 ⇒ (6, 2, 5, 2) = 15 = 13
An interesting set of stats. Certainly not bad, the high rolls are great, but more low ones than I'd expect from such a generous rolling method.
I'm also in EST and should be able to post as often as necessary most days.

Galstak |

I would like to submit Galstak. Galstak is a Shoanti barbarian haunted but visions – Some of them come true some of them do not. Abandoned by his parents at a young age and raised by his estranged uncle, Galstak follows his visions where they lead him. If his visions are truthful, he will be required to be in Korsovo soon.
The gist will be that Galstak will start as Barbarian take levels in Oracle and eventually the prestige class Rage Prophet.
** I know you said you want Korsovo to be the characters home, but this fit the Shoanti Rage Prophet story better **
4d6 ⇒ (6, 3, 3, 6) = 18
4d6 ⇒ (3, 5, 1, 2) = 11
4d6 ⇒ (5, 5, 5, 2) = 17
4d6 ⇒ (5, 2, 2, 6) = 15
4d6 ⇒ (1, 1, 5, 2) = 9
4d6 ⇒ (5, 3, 4, 5) = 17
4d6 ⇒ (2, 2, 3, 1) = 8
4d6 ⇒ (3, 1, 4, 3) = 11
4d6 ⇒ (6, 3, 6) = 15
4d6 ⇒ (3, 5, 2) = 10
4d6 ⇒ (5, 5, 5) = 15
4d6 ⇒ (5, 2, 6) = 13
4d6 ⇒ (5, 4, 5) = 14
4d6 ⇒ (3, 4, 3) = 10
Before modifiers
Background:
Leaning to Chaotic Good alignment - Appearance - Typical civilized Shoanti but when the Oracle in him kicks in he will begin to add various fetishes to his appearance.
Post frequency - Can every evening - Have smart phone so access will be regular. EST
Background - His background is long for this post but can send to you if you want. Basically born with oracle tendancies that made parents send him off to eccentric uncle to be raised. Uncle taught him everything he knows and to accept his visions and speaking in tongues when stressed. These are the Oracle in him trying to surface but will not until 2nd level. Will alternate putting levels into Oracle and Barbarian until Galstak can attain the requirements for Rage Prophet.
Religious - Not very but leans to Erastil who his uncle worshiped. Very interested in religion of all types as he tries to find answers why he has visions. Once Oracle kicks in Religion may come to the forefront.
Let me know if you want full background posted. It is over 1000 words. Once I started typing....you know.

Saxikath |

If you're willing to take a chance on a newbie (here; I've done other PbP games in the past, and play in a live Pathfinder game, but I've not played on these boards before), I'm intrigued. I've been wanting to play an oracle -- thinking maybe a sailor with the Waves mystery. Either human or halfling (kinda intrigued by the halfling-size ships!).
I'm Eastern time, and can post every day (except occasional Saturdays, will identify when those are).
4d6 ⇒ (4, 2, 3, 1) = 10
4d6 ⇒ (6, 1, 6, 5) = 18
4d6 ⇒ (5, 1, 1, 2) = 9
4d6 ⇒ (6, 2, 2, 2) = 12
4d6 ⇒ (2, 1, 5, 2) = 10
4d6 ⇒ (2, 2, 1, 3) = 8
4d6 ⇒ (3, 6, 6, 4) = 19
4d6 ⇒ (6, 2, 1, 4) = 13
So that's... 17, 16, 12, 10, 9, 9. Well, that'll be interesting...

Shanosuke |

I'm in a couple of campaigns. Still new to Paizo.com but I need more experience as a player. So I'm going to give this a shot.
Rolls:
4d6 ⇒ (5, 1, 6, 2) = 14
4d6 ⇒ (4, 1, 4, 2) = 11
4d6 ⇒ (3, 3, 3, 3) = 12
4d6 ⇒ (2, 5, 4, 3) = 14
4d6 ⇒ (4, 5, 2, 2) = 13
4d6 ⇒ (4, 2, 4, 2) = 12
4d6 ⇒ (3, 2, 2, 2) = 9
4d6 ⇒ (1, 3, 1, 4) = 9
Okay let's see......13,12,11,10,10,9.......I don't even know what to do with those scores....I need time to think on this one for sure..

Hector de Vanderkin |

4d6 ⇒ (1, 3, 5, 1) = 10
4d6 ⇒ (3, 3, 1, 4) = 11
4d6 ⇒ (6, 3, 3, 5) = 17
4d6 ⇒ (3, 3, 6, 2) = 14
4d6 ⇒ (4, 1, 5, 2) = 12
4d6 ⇒ (5, 1, 1, 5) = 12
4d6 ⇒ (4, 1, 5, 1) = 11
4d6 ⇒ (2, 1, 6, 4) = 13
Dashing rogue type. gambler, drinker, scoundrel, womanizer, and loves treasure and makign a name for himself.
10, 14, 12, 11, 11, 12

Zadarra the Amazing |

Have always wante to try this character, halfling with serpent bloodline sorcerer. He's got style, he's got charm, and he's got magic!
4d6 ⇒ (2, 6, 6, 3) = 17
4d6 ⇒ (6, 6, 6, 4) = 22
4d6 ⇒ (1, 1, 3, 3) = 8
4d6 ⇒ (4, 2, 5, 3) = 14
4d6 ⇒ (5, 1, 3, 2) = 11
4d6 ⇒ (2, 6, 4, 3) = 15
4d6 ⇒ (4, 5, 4, 2) = 15
4d6 ⇒ (5, 2, 6, 2) = 15
15, 18, 13, 13, 13, 12
12 str, 15 dex, 13 con, 13 int, 13 wis, 18 cha (before racial modifiers.