Shadows in Westcrown: A Council of Thieves Campaign

Game Master Briccone


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This is a recruitment for the Council of Thieves AP by Pathfinder. I assume that everyone has read the player's guide for Council of Thieves, correct? If not, the link is HERE. Give it a good read-over before you decide on a character concept.

I am a person that loves the roleplaying aspects of RPGs and hope to find PCs who share that sentiment. Combat is great fun, of course, but roleplay is paramount.

I reward players who are creative in utilizing their character's abilities. For example, if you cast a Lightning Bolt on a Wall of Iron, anything in contact with it takes 2/3 damage from the spell. Or if you make an Acrobatics check and attack with your weapon, you make the equivalent of an aerial charge that also deals extra damage based on the amount of distance fallen before connecting with a target.

My posting schedule will be around 2:00 PM-3:00 AM on most days and I intend to have multiple posts per day, PC posting rates permitting.

The character creation rules are below!

CHARACTER CREATION

Level: 1

Race: Any, but clear it with me first. I would vastly prefer the PCs be one of the common or uncommon races in Cheliax. I will NOT accept the alien/sci-fi races without a backstory that is cinema-worthy.

Class: Any official Pathfinder, but I will allow 3PP material on a case-by-case basis, if requested. Again, subject top my discretion.

Max HP per HD

+2 skill points per level, one of which must be used on a social skill (One using CHA), Craft, or Profession

Bonus Feat at 1st level

1 Trait, plus a Campaign Trait, with the option to take a 3rd Trait if a Drawback is also taken

1,000 GP starting gold

Ability Scores: Choose one stat that becomes 18 before modifers, then another which becomes 08 before modifiers, then distribute 16 points amongst the other ability scores (Which are set at 10,) in any way you desire. You may reduce any of the 4 stats by up to -2 to gain a commensurate number of points to distribute amongst the others.

In addition to the crunch, I expect some fluff to be written about your character, with a background, personality, appearance, motivations, possibly NPC connections, ect.

If you have any questions, feel free to ask!


Are you familiar with Deep Magic? I do not have anything specific in mind yet.


Super-dotting for interest! I've had this idea for a theatrical Rogue for a while, and this is the perfect chance to try and employ it! :D


Working on a bard with ties to the Chelish acting scene right now!


I'm planning to submit a Rakshasa Spawn Tiefling Sorcerer with the... wait for it... Rakshasa bloodline! Excelling at disguise, deception and illusion magics.


Interested, how is your mind about the priest?
I like its cloistered sage feel.

On the mechanics side, it will work as caster-channeler.

The idea is a priest of Asmodeus that has been relegated to work as bureaucrat/bibliotecary in some Cheliax's lost church library, because he has postulated that cruelty is not a necessary part of Asmodeus worship. (separatist archetype?)


The extra 16 pts? Normal point buy or is it 1 for 1?


Interested, thinking Ninja, not sure what race.


Dotting for interest! Very exciting, this is one of my favorite settings in Golarion. I'll be back soon.


Dot.
I want to play, but what to play, what to play?


Wow this is perfect timing. My old council of thieves game that had been running for 3 years just got cancelled by the GM. We had only gotten to 5th level and would love to continue on with the character.

Tal is a tower shield specialist that is as tough as they come to his enemies. Yet to his wife of 5 years he is the exact opposite. He wishes Westcrown to be a better place so that he has no fears in raising a family as that is what his wife wants.

I will work on adjusting his stats for you to look at later and add to the background as well.

Thanks for running an AP and particularly this one.

Grand Lodge

How do you feel about kobolds? I'm thinking of a purple or gold scaled kobold Snare Setter who was laughed out of his tribe for his coloration and learned to survive on his own as a trapper. He's very quiet and doesn't speak much, but he's smart as a whip and very good at spotting dangers well ahead of time. Obviously, because he's a kobold, he gets a lot of flak in Westcrown for trying to trade.

Either that, or a kobold sorcerer, who's tribe was crushed by the Hellknights, so he seeks payback and wants to make Westcrown safe for kobolds to live in.


I actually have a few characters I'd like to put forth for this AP.

-Rondo Tyrlaan. A Tiefling Rogue who is an information broker, as well as a dealer in the forgery of important documents and passports. His end-goal is to be able to monitor and control the stream of information across as much of the land as he can reach.

-Segtikk 'Whisper' Erfow. A Gnome Beguiler (Yes, the 3.5 class. Will wait for approval) who travels the world to expand on his talent for Illusory magic. Has a love of stories and telling lies, as well as being able to vanish in the blink of an eye.

-Ragde Ogarif II. A Human Artificer who has been thrown out of his kingdom thanks to a madman who had amassed his own private army. While he may still be king, he holds no power in these new lands of Golarion, and decides to start amassing information, money, and power through the rogues and thieves of this land.


Interested. Maybe a half-orc monk called Zarisan. A street urchin type


dotting, I'll get something together in the next day or two.

I'm going to be away for 3 weeks from christmas to mid Jan, for 2 of those I probably won't have any internet is that alright?


I have Molos here, just needs to be bumped up a bit for your game (needs one more feat, much more gold and edit his stats, plus flesh out his backstory (its on a doc on my computer at home). but definitely interested!


GM The Shadow of Westcrown wrote:
Ability Scores: Choose one stat that becomes 18 before modifers, then another which becomes 08 before modifiers, then distribute 16 points amongst the other ability scores (Which are set at 10,) in any way you desire. You may reduce any of the 4 stats by up to -2 to gain a commensurate number of points to distribute amongst the others.

I'm a bit unsure about how this is supposed to work, as well. Normal point buy or one for one? I assume the latter, but I would like to be sure before I submit my character.

Liberty's Edge

Dotting, for interest.

Also, a question: Is the "Faithful Combat" option for Rangers from the Inner Sea Combat book on the table? It basically gives you different combat style feat options based on you deity's favored weapon (i.e. Cayden Cailean and rapiers).

I really want to build an Urban Ranger who worships Calistria and works as a vigilante. While taking a specific interest in exacting vengeance from those who commit crimes against sex workers, romantic partners, lovers etc., in general, her goal is revenge against the entire diabolic regime in Westcrown. The "Faithful Combat" option would give the character access to a wealth of whip-related feats for combat purposes, and that visual would be extremely important to framing the character's identity.

Her campaign-dependent trait would almost certainly Westcrown Firebrand.


This is Litania, Litania Barnes, or Tani to friends ... you can call me Miss Litania.

I suppose you'd all like to know what I'm bringing to the table. Well, let's get this over with.

I am a half-elf, born of a half-elf mother and a ... inhuman father. I was raised by my mother in both the ways of nobility and of witchcraft. Yes, I am a witch, try me. My alignment is Lawful Evil, I am willing to do things that others find unsavory, but I am not destructive or sadistic; think snakes, irritate one, it bites and then is done with it.

My skills focus in harming my foes in more ways than damaging spells. My future hexes will be primarily debuffers and buffers for myself and allies. The campaign trait I have selected is Diabolist Raised.

My sheet and background will soon follow. Now, if you'll excuse me, I must make House_Arneste suffer for forcing me to sumbit to someone else's opinion of me and my skills in this contest for a place in this adventure.

Please take no offense from my character! She's just ... tempermental. :) Good luck, all applicants!


Any chance that with that level of gold we're okay to purchase masterwork and/or special material items?


Song of Chiroptera wrote:
Any chance that with that level of gold we're okay to purchase masterwork and/or special material items?

Ah, yes. What about adding spells to a wizard's spellbook? Magic items? Any other limitations on what we can buy?

Silver Crusade

I will submit a rogue.


By the way--do you have a deadline for applicants, GM?


*!!! DEADLINE FOR APPLICANTS IS SOMETIME ON DECEMBER 14TH! HAVE FLUFF COMPLETED, AS YOU WILL BE JUDGED MAINLY ON FLUFF, CHARACTER CONCEPT, AND JUST HOW WELL I LIKE YOUR CHARACTER! YOU CAN FINISH CRUNCH AFTER RECRUITMENT IS OVER, IF SELECTED. THE ONLY CRUNCH THAT IS MANDATORY AT SELECTIONS IS CLASS AND ARCHETYPE! !!!*

*!!! THOSE PLAYING WIZARDS, WITCHES OR OTHER PREPARATION CASTERS WHO CAN POTENTIALLY KNOW ALL SPELLS ON THEIR CLASS LIST, I WILL BE IMPLEMENTING SPECIAL SYSTEMS FOR YOU TO GAIN EXTRA SPELLS KNOWN, SO DON'T WORRY ABOUT WASTING YOUR GOLD! !!!*

Is it just me or does my avatar look like Marilyn Manson, Assassin's Creed version lol?

Serious talk time! Your questions will be answered shortly, unless you ask how a rampaging half-fiend monkey got in your kitchen, in which case I will direct you to the Slaad-Protean Awareness Hotline. :P

Nohwear, indeed I am! It's an AMAZING book! My buddy has a hardback that we use with our gaming! And it IS allowed, quite obviously.

We've got a lot of actors! Not a bad thing, however, since urban is the main venue and actors are useful for... a number of reasons, which I will not elaborate on and have 10 Elven snipers with laser cannons ready to lock on whoever elaborates! :P

HighonHolyWater, ja-bam! You totally caught me off guard with that one! I jest of course, because it's a GREAT archetype and fits your Tiefling subtype well.

JuanAdriel, that is a great class, as I have the PDF for it. It is allowed!

Seth86, 1-1 basis. Do you already know my mentor lol?

Tal, PM me how far you got into the campaign, if you will. Don't worry, it will not count against you in recuitment. I'm just curious the exact moment you got to.

Rod, Kobolds are completely acceptable! I played Midgard quite a bit when it first came out and it made me love Kobolds, because we campaigned in Zobeck the City of Gears!

Tyeal, the first is allowed. The second brings an interesting situation, because I have been working on a Pathfinder version of the 3.X Beguiler, so if you want to give that a lookover and use it, then cool! As for the 3rd one, which Artificer? The Eberron one or one of the numerous 3PP ones?

Tim, that is fine, so long as that length of absence is just a holidays phenomena. I will probably bot you during that time, if you are selected. Does that work?

Neirikr, see my reply to Seth86!

Orannis, that is definitely an option!

Litania, nice noble streak! XD

Song of Chiroptera, you are correct.

Also, fun fact about why you all have 1,000 GP: I'm nice that way. APs are BAD about including about 1/2 average loot per level. This way, you get a stronger start without having to go all Resident Evil with item and GP resources! The goal is for a fun fantasy game, not a gritty survival game, at least not until combat, traps, poisoned food/drink, falling purple-spotted elephants, or any other hazard that may get thrown your way. :P

That answer everything adequately?


GM on Point Allocation wrote:
Seth86, 1-1 basis. Do you already know my mentor lol?

In that case, I have some adjustments to make to my character's stats...

Grand Lodge

Here's my submission. He has made it into a couple of games that died. If accepted, I'll have to reduce him to 1st level.

Salm, half-orc Inquisitor of Milani
(considering switching to Warpriest)

Salm grew up eking out an existence in the Dhaenfens. He became accustomed to fighting undead, bandits, goblinoids, and the environment and he has the scars to show it. In one fight he became separated from his family and was knocked unconscious. Fortunately an aged priest of Milani, named Ravi, rescued him and brought him back to health.
During the months that Salm was recuperating, Ravi taught him about Milani. However, just as Salm got better, Ravi began to die. On Ravi's deathbed, Salm swore to take his mentor's place and dedicated his life to the Everbloom. Unfortunately, he did not complete the training to become a cleric and he was too free thinking to become a paladin. With only his abbreviated training in Milani's dogma and his intuition, Salm traveled to the city of Westcrown as his mentor had planned. He walks the streets helping those that others have forgotten. He knows that it is time for a change in this city and he has been working to convince the populace of Westcrown of this truth.


I want to submit my character

Kitsune trickster

Sovereign Court

I would like to introduce an Empiricist Investigator. I'll stat her up soon. She'd be a conspiracy hunter in the employ of a merchant faction or guild.


Would you be open to a Fetchling character?


I think I'll be submitting a Flying Blade Swashbuckler soon, sounds fun.


Here is what I have so far for my rakshasa sorcerer.

Terryn Bornslass:

Terryn is a Tiefling, different, possessed of strange blood. Everyday when she wakes up the difficulty of her life hits her in the face harder than the day before. Each one seeming to add to the trouble of the day before. The price of her mother's foolishness can never be payed off by her. Just one mistaken night. Looking to take revenge on her cheating husband, looking in all the wrong places. A beautiful stranger, a warm bed, a night to forget if one could. And erase it from existance. Every day she curses that night and prays that the day be destroyed. Perhaps she could have lived a normal life here in Cheliax. This Hell taken nation worships them in their true form and casts out the half bloods from their ranks. For all their worship, they never did it because they love their masters. Everyone is afraid and they take it out on those they deem weaker. She was one of the lucky ones that weren't thrown out of home even though her father hated her. Mother protected her somewhat. It helped that her appearance was barely different than any other human save for the way her fingernails grew sharp and the burnt-red hair that was no where to be seen in her family, slightly pointed ears and vertical slit eyes, reddish brown in colour, similar to that of a fox. Nothing she can't cover up to hide herself when she goes out. In fact she was forced to learn the art of disguise to keep away the hatred that would often be directed to her from others that saw her strangeness. Different was unknown and they feared the unknown. She knew her heritage early on, found by one of her kind though not her father. He showed her how to awaken the natural magic inside of her and how to hide her abilities from others. This went on for several months until he simply never returned. She had no explanation, did he get bored of her, is he alive? She continued on, teaching herself, discovering on her own. She is Rakshasa, though yet to realise her full power. The lesson of power was one she never forgot. It wasn't her fate to be left in the dust of the Cheliaxian streets. There were ways togain power and become something in this country if she was smart enough. She would blend in just like everyone else for now, until it was safe to make her move.

RPG Superstar 2015 Top 16

dot, may think of something


Miko's Crunch

Miko:

Miko
Female kitsune rogue (kitsune trickster) 1 (Pathfinder RPG Advanced Race Guide 192, 193)
NE Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . mwk rapier +3 (1d6+2/18-20) or
. . bite -3 (1d4+1)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 18, Wis 8, Cha 18
Base Atk +0; CMB +2; CMD 15
Feats Deceitful, Realistic Likeness[ARG]
Skills Acrobatics +6, Appraise +8, Bluff +14, Climb +5, Diplomacy +12, Disable Device +8, Disguise +14, Escape Artist +6, Knowledge (local) +8, Linguistics +8, Perception +3, Sense Motive +7, Sleight of Hand +6 (+10 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +6, Use Magic Device +8
Languages Aklo, Celestial, Common, Elven, Gnome, Sylvan, Undercommon
SQ change shape, fast shifter, gregarious
Other Gear mwk chain shirt, dagger, mwk rapier, bedroll, belt pouch, flint and steel, hip flask, masterwork backpack, masterwork thieves' tools, pocketed scarf, sewing needle, signal whistle, spider's silk rope (50 ft.), thread (50 ft.), trail rations (7), whetstone, 162 gp, 2 sp, 3 cp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs further CHA skills for 24 hr.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.


Feth, Fetchlings are fine!

Looking good so far everyone!

One thing I require of people with evil alignments or selfish motivations is why you are working to make Westcrown a better place.


i can easily change to CG. Much more fun and a lot more pranks. She is a trickster of course! :P


This Lawful Evil Tiefling helping to make Westcrown better? More like using the overthrow and potential power vacuum to her own gain. She is helping because it will serve her. Even under a better rulership there are always alleys and dark places. She hopes to control those, maybe even control the black market, information and/or intelligence once those in her way are removed. I'm thinking getting Leadership at 7 and having the followers be a new spy/thieves guild if you allow that feat.

Stats:

Teryn Bornslass
Female Rakshasa Spawn Tiefling Sorcerer(Rakshasa Bloodline) 1
LE Medium Outsider(Native)
Init +5; Senses Darkvision 60ft; Perception +0
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
HP 8 (1d6+2)
Fort +2, Ref +4, Will +2 (+1 against mind-affecting attacks from devils)
Resist Cold 5, Electricity 5, Fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger -1 1d4-1(19-20/x2)
Sorcerer Spellcasting (CL 1th; concentration +6)
Spell-like Ability Detect Thoughts(1/day)
Cantrips DC 15 Message, Daze, Detect Magic, Read Magic
Level 1(5/day) DC 16 Mage Armour, Silent Image,
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 14, Int 14, Wis 10, Cha 20
Base Atk +0; CMB -1; CMD 13
Feats Fiendish Facade(Human), Silent Spell, Eschew Materials
Traits Diabolist Raised, Extremely Fashionable(Diplomacy), Survivor
Drawback Pride
Skills(7/level)
1 Bluff +10(+1 vs Nobility)(+5 Silver Tongue to lie)
1 Diplomacy +10(+1 vs Nobility)
1 Disguise +11(+5 when Human)
1 Intimidate +10(+1 vs Nobility)
1 Knowledge(arcana) +6
1 Sense Motive +7(+1 vs Nobility)
1 Spellcraft +6
0 Use Magic Device +5
Racial Bonuses +2 Disguise, +2 Sense Motive
Languages Common, Infernal,
SQ Silver Tongue(Su)(8/day)
Other Gear 1000 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).
Silver Tongue(Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
Spell-like ability Rakshasa-Spawn can use Detect Thoughts once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Skilled Rakshasa-Spawn gain a +2 racial bonus on Disguise and Sense Motive checks
Darkvision Tieflings can see perfectly in the dark for up to 60 feet


Just getting the crunch down for my Flying Blade, should have to story fleshed out come tonight.

An'Derin's Crunch:

An'Derin Voss
Swashbuckler (Flying Blade) 1
CN Medium humanoid (human)
Init +5; Perception +4
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
HP 13 (1d10+3)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +7 Starknife (1d4+2/x3) (+8 Within 20 Ft.)
Melee +4 Starknife (1d4+2/x3)
Melee +4 Mithril Dagger (1d4+2/19-20)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 18
Languages Common
--------------------
Feats
--------------------
Point Blank Shot
Quick Draw
Weapon Focus (Starknife)
--------------------
Traits and Drawbacks
--------------------
The Pathfinder's Exile You have a battered and tarnished, yet still functional wayfinder. You’ve promised yourself to pay back your unknown contact the 500 gp cost of the item someday, but until then, it’s yours to use.

A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.

Indominatable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
--------------------
Skills
--------------------
Acrobatics +9
Appraise +0
Bluff +7
Climb +2
Craft +0
Diplomacy +3
Disable Device +5
Disguise +3
Escape Artist +5
Handle Animal +3
Heal +0
Intimidate +7
Knowledge (local) +4
Knowledge (nobility)+0
Linguistics +0
Perception +4
Perform +3
Profession (Gambling) +4
Ride +5
Sense Motive +0
Sleight of Hand +9
Stealth +5
Survival +0(+2)
Swim +2
Use Magic Device +3
--------------------
Gear
--------------------
Starknife (x10)
Studded Leather
Wrist Sheath; Dagger (Mithral)
Alchemist's Fire x2(Flask)
Thunderstone
Caltrops
Potion of Jump
Sneezing Powder (Pouch)

Backpack, Common [
Blanket;
Crowbar;
Hammer;
Loaded Dice, Average;
Marked Cards;
Piton;
Rations x5(Trail/Per Day);
Rope (Silk/50 ft.);
Signal Whistle;
Waterskin (Filled);
Whetstone;
Wine x2(Fine/Bottle);
]
--------------------
Special Abilities
--------------------
Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency Swashbucklers are
proficient with simple and martial weapons, as well as
light armor and bucklers.

Swashbuckler Finesse (Ex) At 1st level, a swashbuckler
gains the benef its of the Weapon Finesse feat with
light or one-handed piercing melee weapons, and she
can use her Charisma score in place of Intelligence as
a prerequisite for combat feats. This ability counts as
having the Weapon Finesse feat for purposes of meeting
feat prerequisites.

Panache (Ex) More than just a lightly armored warrior,
a swashbuckler is a daring combatant. She fights with
panache: a fluctuating measure of a swashbuckler’s
ability to perform amazing actions in combat. At the start
of each day, a swashbuckler gains a number of panache
points equal to her Charisma modifier (minimum 1).
Her panache goes up or down throughout the day, but
usually cannot go higher than her Charisma modifier
(minimum 1), though feats and magic items can affect
this maximum. A swashbuckler spends panache to
accomplish deeds (see below), and regains panache in the
following ways.

Unlike other swashbucklers, a flying blade
regains panache only when she confirms a critical hit or
makes a killing blow with a dagger or starknife. This ability
alters panache.

Deeds Swashbucklers spend panache points to
accomplish deeds. Most deeds grant the swashbuckler
a momentary bonus or effect, but some provide longerlasting
effects. Some deeds remain in effect while
the swashbuckler has at least 1 panache point, but do
not require expending panache to be maintained. A
swashbuckler can only perform deeds of her level or
lower. Unless otherwise noted, a deed can be performed
multiple successive times, as long as the swashbuckler
has or spends the required number of panache points to
perform the deed.

Derring-Do (Ex) At 1st level, a swashbuckler can spend
1 panache point when she makes an Acrobatics, Climb,
Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add
the result to the check. She can do this after she makes
the check but before the result is revealed. If the result
of the d6 roll is a natural 6, she rolls another 1d6 and
adds it to the check. She can continue to do this as long as
she rolls natural 6s, up to a number of times equal to her
Dexterity modifier (minimum 1).

Subtle Throw (Ex) At 1st level, a flying blade can spend
1 panache point as part of a ranged attack with a dagger or
starknife to make it without provoking attacks of opportunity.
At 6th level, as a swift action she can spend 1 panache point
to make all of her ranged attacks with daggers or starknives
without provoking attacks of opportunity until the start of
her next turn. This deed replaces dodging panache.

Opportune Parry and Riposte (Ex) At 1st level, when an
opponent makes a melee attack against the swashbuckler,
she can spend 1 panache point and expend a use of an
attack of opportunity to attempt to parry that attack.
The swashbuckler makes an attack roll as if she were
making an attack of opportunity; for each size category
the attacking creature is larger than the swashbuckler,
the swashbuckler takes a –2 penalty on this roll. If her
result is greater than the attacking creature’s result, the
creature’s attack automatically misses. The swashbuckler
must declare the use of this ability after the creature’s
attack is announced, but before its attack roll is made.
Upon performing a successful parry and if she has at least
1 panache point, the swashbuckler can as an immediate
action make an attack against the creature whose attack
she parried, provided that creature is within her reach.


I will be going Human Ninja. Thoros will be a low level contract killer/ thug who is fed up with committing crimes on behalf of the nobility.

before I proceed further with developing my character I want to check that I am generating stats correctly.

stats:

Str 12 (2 points)
Dex 20 (free 18 + 2 racial)
Con 14 (4 points)
Int 14 (4 points)
Wis 8 (free 8)
Cha 16 (6 points)


Very well. Here is my submission. Naberius is a rogue diabolist, on the run for crimes that he did not commit. All relevant information should be in the profile.

On character motivation (For the GM):

His motivation for aiding the city, and the possibly rebellious player characters, is mostly self-preservation. In the beginning, as a relative newcomer, he has no real interest in the city or the well-being of its citizens. He has no grand ambitions of ruling over it either. All he ever wanted was to be left alone to pursue his own studies. Had he been allowed to do so, he would probably have lived his life within the system, without complaint. Now that the system has turned against him, he has been forced to rethink his values somewhat, but mostly it is about survival at this point. He is deperate to find protection from the Hellknights that are trailing him, so he has little choice but to help. I left the actual reason for why he is wanted for treason fairly open, so you can use that as a future hook if you want to.

My concept for him is very much a reluctant hero type, with a lot of room for character developement in either direction. If the team is full of extremely good characters, he has not gone too far to the "dark side" to be redeemed. If the team happens to be less amoral, they might have an worse influence on him. I am really interested to see which way he will grow. I am hoping that as the story develops the ties he will develop to the other PCs, NPCs and the city will give him the motivation to be something more than he is (or something less, depending on the situation).

If you have any feedback or suggestions, please let me know. If you can't tell, I'm really excited to have a chance to play this AP. :)

On a more crunch related note, just making sure if this trait and this feat will be okay to take. The former is a PFS faction trait, and the latter is a 3.5 feat, but both are official Paizo and fit the character perfectly.


If you accept new players (never played Pathfinder before)
I would submit a Tiefling Ninja.


Seth86, all alignments are allowed, I just want to know WHY an evil character is focused on improving Westcrown. This is to avoid conflicting party interests.

HighonHolyWater, Leadership is fine, but you must manage your cohort. Is that acceptable? I know some GMs prefer to control them, but I prefer for players to.

Browman, yes, that is correct.

Naberius:
That DEFINITELY works! Players who start as sort of a tabula rasa are very interesting to see grow and change as the story progresses. The Trait and Feat are fine and definitely reinforce his overall image as a diabolist. And you leaving your background open, in regards to the treason thing, has given me quite the juicy idea for a plot hook!

Yokaiboy, of course, so long as you provide the information that I require and you understand how PBPs work!

Dark Archive

Here is my (Trux's alias here) submission for consideration.
I went with a stealthy cleric of Nethys in the end, based on the preference in the player guide for the rogue's skillset. My hope is that at first he goes investigating the potential conspiracy looking for the usual forbidden magical power, monetary reward, etc. On the way, hopefully he will get a chance to take a shine to west crown and its inhabitants. In combat he's likely to buff everyone up, negatively channel energy to harm opponents, and use his acolyte ability to pop people with telekinetic dagger attacks, etc.

Appearance, background, motivation, connections, all in the profile. I used the human ability bonus to patch the 8 score in Con. Hope you approve!

Concept for this cat was black silk over leather with shocking white hair.


Submitting An'Derin Voss. Information is in profile but I'll post it here too if more convenient. It's missing a few minor details but the story and personality is all there.

Crunch:

An'Derin Voss
Swashbuckler (Flying Blade) 1
CN Medium humanoid (human)
Init +5; Perception +4
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
HP 13 (1d10+3)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +7 Starknife (1d4+2/x3) (+8 Within 20 Ft.)
Melee +4 Starknife (1d4+2/x3)
Melee +4 Mithril Dagger (1d4+2/19-20)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 18
Languages Common
--------------------
Feats
--------------------
Point Blank Shot
Quick Draw
Weapon Focus (Starknife)
--------------------
Traits and Drawbacks
--------------------
The Pathfinder's Exile You have a battered and tarnished, yet still functional wayfinder. You’ve promised yourself to pay back your unknown contact the 500 gp cost of the item someday, but until then, it’s yours to use.

A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.

Indominatable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
--------------------
Skills
--------------------
Acrobatics +9
Appraise +0
Bluff +7
Climb +2
Craft +0
Diplomacy +3
Disable Device +5
Disguise +3
Escape Artist +5
Handle Animal +3
Heal +0
Intimidate +3
Knowledge (local) +4
Knowledge (nobility)+0
Linguistics +0
Perception +4
Perform +3
Profession (Gambling) +4
Ride +5
Sense Motive +0
Sleight of Hand +9
Stealth +5
Survival +0(+2)
Swim +2
Use Magic Device +3
--------------------
Gear
--------------------
Starknife (x10)
Studded Leather
Wrist Sheath; Dagger (Mithral)
Alchemist's Fire x2(Flask)
Thunderstone
Caltrops
Potion of Jump
Sneezing Powder (Pouch)

Backpack, Common [
Blanket;
Crowbar;
Hammer;
Loaded Dice, Average;
Marked Cards;
Piton;
Rations x5(Trail/Per Day);
Rope (Silk/50 ft.);
Signal Whistle;
Waterskin (Filled);
Whetstone;
Wine x2(Fine/Bottle);
]
--------------------
Special Abilities
--------------------
Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency Swashbucklers are
proficient with simple and martial weapons, as well as
light armor and bucklers.

Swashbuckler Finesse (Ex) At 1st level, a swashbuckler
gains the benef its of the Weapon Finesse feat with
light or one-handed piercing melee weapons, and she
can use her Charisma score in place of Intelligence as
a prerequisite for combat feats. This ability counts as
having the Weapon Finesse feat for purposes of meeting
feat prerequisites.

Panache (Ex) More than just a lightly armored warrior,
a swashbuckler is a daring combatant. She fights with
panache: a fluctuating measure of a swashbuckler’s
ability to perform amazing actions in combat. At the start
of each day, a swashbuckler gains a number of panache
points equal to her Charisma modifier (minimum 1).
Her panache goes up or down throughout the day, but
usually cannot go higher than her Charisma modifier
(minimum 1), though feats and magic items can affect
this maximum. A swashbuckler spends panache to
accomplish deeds (see below), and regains panache in the
following ways.

Unlike other swashbucklers, a flying blade
regains panache only when she confirms a critical hit or
makes a killing blow with a dagger or starknife. This ability
alters panache.

Deeds Swashbucklers spend panache points to
accomplish deeds. Most deeds grant the swashbuckler
a momentary bonus or effect, but some provide longerlasting
effects. Some deeds remain in effect while
the swashbuckler has at least 1 panache point, but do
not require expending panache to be maintained. A
swashbuckler can only perform deeds of her level or
lower. Unless otherwise noted, a deed can be performed
multiple successive times, as long as the swashbuckler
has or spends the required number of panache points to
perform the deed.

Derring-Do (Ex) At 1st level, a swashbuckler can spend
1 panache point when she makes an Acrobatics, Climb,
Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add
the result to the check. She can do this after she makes
the check but before the result is revealed. If the result
of the d6 roll is a natural 6, she rolls another 1d6 and
adds it to the check. She can continue to do this as long as
she rolls natural 6s, up to a number of times equal to her
Dexterity modifier (minimum 1).

Subtle Throw (Ex) At 1st level, a flying blade can spend
1 panache point as part of a ranged attack with a dagger or
starknife to make it without provoking attacks of opportunity.
At 6th level, as a swift action she can spend 1 panache point
to make all of her ranged attacks with daggers or starknives
without provoking attacks of opportunity until the start of
her next turn. This deed replaces dodging panache.

Opportune Parry and Riposte (Ex) At 1st level, when an
opponent makes a melee attack against the swashbuckler,
she can spend 1 panache point and expend a use of an
attack of opportunity to attempt to parry that attack.
The swashbuckler makes an attack roll as if she were
making an attack of opportunity; for each size category
the attacking creature is larger than the swashbuckler,
the swashbuckler takes a –2 penalty on this roll. If her
result is greater than the attacking creature’s result, the
creature’s attack automatically misses. The swashbuckler
must declare the use of this ability after the creature’s
attack is announced, but before its attack roll is made.
Upon performing a successful parry and if she has at least
1 panache point, the swashbuckler can as an immediate
action make an attack against the creature whose attack
she parried, provided that creature is within her reach.

Backstory:

--------------------
Backstory
--------------------

Jag stared at the man hunched over across from him in the little side alley behind <location>.

His long thick brown hair flowed out from underneath a wide brimmed hat. He had a moustache and goatee and though it looked as if he shaved often, his five o'clock shadow suggested it was a losing battle.

A few stray small scars lined an otherwise handsome face. Jag heard that he had never lost a scuffle before, but it looked like a few men had atleast gotten close.

He wore a long brown coat that stretched to the ground but was left open in the front, inside which Jag could just occasionally spot the glint of steel in the mid day.

And his boots were a bit longer than normal going all the way - - -

"Son, quit staring at me like I'm some barmaid, it's making me uncomfortable."

"You're about to go to work with a living legend, the one and only An'Derin Voss, so try to pay attention."

"Now I trust you know how to work a card table as you came recommended to me. So let's just go over our supplies in case things go south. We got our thunderstones, some potions, caltrops, alchemists fire, grappling ho-- Stop looking at me like that son, when it comes to cheating at kings court you can never be too prepared." An'Derin continued rattling off items as he handed some to Jag who struggled to find spots for them all.

" ... And if all that fails I've yet to see a situation that a good piece of steel couldn't solve." said An'Derin laughing merrily as he produced a long bright wickedly curved dagger from a sheathe apparently attached to his wrist.

"You remembered to bring a blade didn't you son?"

Jag nodded and produced his dagger.

"By God son, what is holding that thing together, it's no wonder you're down on your luck, it's being used up just keeping that thing in one piece."

Jag felt himself redden deeply.

"Here take one of these son before you get yourself killed." as An'Derin produced an odd four bladed ring. Apparently An'Derin saw the look on Jag's face because he immediately thought better of it.

"Err, nevermind, I might just be expediting the process by giving you this, Starknives they are. Fine weapons, but Desna help you if you don't use them properly."

He must have been following his eyes because he added afterwards.
"Don't even entertain the idea of me lending you <Dagger Name>. This little beauty costs more than everything you own. Won it off an old bastard who passed through here two years ago, old codger said he himself won it off some lesser noble. And I'm inclined to believe him, it's the best piece of metal I've ever seen atleast."

"Know what, forget the weapon, just stick with me and follow my lead and you'll do just fine son... Oh and hey, don't worry about the Devils... " said An'Derin as he clasped his hand around Jag's shoulder laughing merrily and leading him torwards the church entrance.

---------------------------------------------
An'Derin Voss, also known simply as "The Man" in some circles was a respected small time rogue, gambler, and hired muscle for the criminal underbelly of Westcrown before his capture two years ago.

Faced with the prospect of either facing Thrune's justice system or turn informant, Voss chose to save his own skin.

And although he tried to stick to turning in only the most vile of criminals such as the murderers and rapists of Westcrown; Thrune's quotas were both demanding and absolute. There had come numerous times when An'Derin was forced to give up a man far more innocent than he.

His latest mark was such a man, Jaggarin Tanner was a good man down on his luck forced to turn to a life of petty crime to provide for his family.

But when he saw the look of fear and betrayal in Jaggarin's face, he promised himself the next time he had the chance to fight back against House Thrune, he'd take it.

Let me know what you think and if you see anything that needs work.


Well, GM The Shadow of Westcrown, I think that's most of it, including ... fluff. If there is anything wrong or missing, let House_Arneste know, he has never played a witch before and this is a new experience for him. He isn't afraid of constructive criticism, but play nice.


Worked on this on and off over the weekend. I give you Astra Vesper.

Background:

The Unwanted.

That's what the nobles call her when they think her keen ears can not hear. She is used to it. Her mother and father, merchants hoping to curry favor with the more well to do families in Egorian abandoned Astra mere hours after she was born. Her blood carried the taint of something other than humanity. It was not the infernal, however, but the celestial.

Her story should have ended there, but an old priest and priestess of a little known Empyreal Lord, the Black Butterfly, saved the girl and raised her as their own. They showered her with love, and tried their best to hide the truth to protect their adopted daughter, but the couple soon learned that while some secrets should be kept secret, others were a poison, and the only antidote was to keep them no more. One sad, starless night, they couple revealed the truth, and even admitted that they knew who her real parents were.

The revelation crushed the girl's self esteem. Learning that her parents didn't see fit to keep her and raise her themselves did what the constant harassment and teasing for her angelic heritage could not. Further tragedy would follow a few years later when the Order of the Rack "cleansed" her adoptive parents, by burning them in their own home while she was coming back from the market.

The years since have seen her become another feature of the landscape. She has taken to robbing merchants that take advantage of the poor and needy, leaving coin and food that she takes in the homes of those same families and orphans.

Lately, however, she's realized that she's only treating the symptoms, not the disease. No matter what she does, things never improve. She's taken to viewing these rumors of a group planning to make big changes to Westcrown as her last hope.

For if they prove false, she may just give in to the despair slowly eating her away.


Appearance and Personality:

Astra is a short, slender woman with silver hair, gray eyes, and alabaster skin. She wears clothing that hides her features and keeps her hair pulled back and covered with a hood. At night, her eyes glow white in the dark, and her skin becomes as black as midnight, making her look similar to depictions of the Black Butterfly. Her delicate features, and pixie-like face gives her a rather beautiful appearance, when she deigns to lower her hood.

Astra's self-esteem never really recovered from the revelation of how her parents abandoned her and the deaths of her adoptive parents. She is shy, self-conscious, and a little skittish around others she does not trust (almost everybody.) This and her kindness make the iron in her soul all the more shocking when it is revealed. More than one thug has found that good does not mean nice, and Astra hits like a brawler a head taller and three times her weight.


Stats:

Astra Vesper
Female angel-blooded aasimar (angelkin) ranger (urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 129, Pathfinder RPG Advanced Race Guide 84)
NG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) or
. . gladius +5 (1d6+4/19-20) or
. . mwk bastard sword +6 (1d10+4/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (evil outsiders +2)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—alter self
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 14, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 19
Feats Exotic Weapon Proficiency (bastard sword)
Traits hard to kill, westcrown firebrand
Skills Climb +7, Disable Device +9, Heal +8, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +6, Stealth +7, Survival +6; Racial Modifiers +2 Heal
Languages Celestial, Common, Sylvan
SQ track +1, wild empathy +1
Combat Gear potion of cure light wounds (2); Other Gear mwk chain shirt, arrows (20), dagger (3), gladius, longbow, mwk bastard sword, bedroll, blanket, explorer's outfit, grappling hook, masterwork backpack, masterwork thieves' tools, silk rope (50 ft.), silver holy symbol of The Black Butterfly, trail rations (6), traveler's outfit, waterskin (2), 15 gp, 4 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Track +1 Add the listed bonus to survival checks made to track.
Westcrown Firebrand +1 Initiative, +1 attack rolls during a surprise round.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Looking good, folks!

Litania, for some reason, I can imagine your character speaking in Bayonetta's voice. :P


Yes, it is summer holiday thing. I'll be away occasional but unlikely to be away significant blocks of time until next December.

Here is Xeno, Heiress socialite by day, masked vigilante by night.

I hope you are alright with perform being one of the bonus skills.

If there are any questions please let me know.

Silver Crusade

Are the classes from the Occult Adventures Playtest allowed? Namely the Spiritualist?


Here's my submission - fluff first as it were.

Outside Delvehaven:

Courbold looks down at the wayfinder and thinks of his parents. Dust and cobwebs and just the right hints of dark magic separates him from the Lodge. That and the Watch patrols.

"You don't have what is needed now, Courbold. Go back to House Darius before you're missed."

He slips the instrument into his pack and says nothing. Milroy scratches at his beard and gives a nudge. "Let's move."

Courbold backs into the alleyway and turns as soon as he can no longer see the last guard. Milroy is close behind, his gnomish legs doing well to keep up with his human counterpart. "What news from the City?"

"Your father sends his congratulations."

"Is he going back to the Embassy next month?" Courbold signals for silence as they arrive at the next corner. After determining it's clear he continues. "Or will he seek further study?"

"With you at Emile's side, there's little reason for him to return. Your employers are lenient if anything."

Courbold grunts. "He's older. More like they see him as too old to continue his post."

"Will you continue?" Milroy takes that tone which the other finds quarrelsome.

He stops short and rounds on the other. "I keep my word, Milroy. Doubt all you want, but my parents raised me well."

The gnome holds up his hands and smiles nervously. "Have to check, now. Things are going to get worse before..." Milroy drops his hands and shrugs. [b ]"To be honest, they're just going to get worse until we can get in there."[/b]

Courbold's brown eyes leave the gnome and go back the way they came. "Too much at stake, I know." He looks back to Milroy. "I won't falter. You can tell them that for me."

"You can't be sure she's in there...so much time has passed..." Milroy's hands go up of their own accord as he hurriedly continues, whispered words like rushing wind. "She disappeared from the city. You know the rumors, so many are taken and never seen again. Aurelia may not have gone in..."

"You know as well as I that if she'd been taken, they'd have come for me by now." Courbold's hands knot into fists, his feet shifting his weight as the Drifting Tree stance of his posture expresses his conviction and readiness. "If she's not in there, then I honor her and my father by following their work."

Milroy simply nods and gestures towards the south. "Go on then. I'll meet you again next month."

Courbold relaxes his stance and his fists. "So be it. Leave word with Marcum in the Fiddler's Works this time. Lilliar is going to be moving to the north soon."

Without waiting Courbold departs into the Chelish night and for the banners of House Darius. Tomorrow Emile and Staeven would be going to the docks to oversea shipments. It would be up to Courbold to see that Emile continued his training.

------

Character Concept (Human Monk):

.

Coubold Portos is the son of a Chelaxian man and a Absalom woman. His father is part of a line of Irori monks charged with the training of House Darius in the art of for sonar combat. In return, the minor nobility brings these instructors to the temple in Absalom to perfect their own training while the noble house conducts business via the Chelish Embassy.

It was during one of these periods in Absalom that Courbold's father Heluo met his mother Aurelia. The former there at the temple of Irori, the latter in the same location as part of a project for the Forae Logos. When speaking of their meeting, his father would say, "such moments in life are like resonance of rain upon a parched land."

Time and the tolerance of his noble employers saw Heluo and Aurelia married and returning to Cheliax. He continued in the service of the House as Aurelia continued her work as a scholar and writer.

But years later, his mother's past emerged. While truly in love with Heluo, her old loyalties also to called her. In her youth, she'd been a part of the Pathfinder Society, something she'd kept secret from husband and son. Now in Westcrown, Aurelia had proximity to the Delvehaven, the long ago restricted Lodge which had been the center of her studies back in Absalom.

Heluo had a choice; support his wife and risk their family's destruction at the hands of the authorities. Or not support her, even turn her in, and risk the destruction of their family from within.

The choice was not easy, but there was little he could do but respect his duty as a father and a husband. He chose to aid her when he could, but it could never be to jeopardize House Darius or their family.

Years later, when it came time for Courbold to assume the position of a trainer in House Darius, his mother disappeared. Months of searching yielded nothing. It was assigned though she'd simply left.

Long after hope had departed and Courbold had journeyed to Absalom for training as dictated by House tradition, the Pathfinders sought him out. There offer, to aid in the search for his mother, and in return, he would aid their people in Westcrown in gaining entrance into Delvehaven.

Duty is everything to Courbold, a quality ingrained in him by his parents and honed by his training in the temple of Irori. His code allows for nothing less than total honesty to himself, knowing that allowing self deception is a fool's gambit. He would help the Pathfinders and honor his parents.

------

Basic concept is a monk who is part of a long line of trainers tied to a minor Chelish house. If it's okay, I put a twist on the Campaign Trait Pathfinder's Exile to tie in his obsession with the Delvehaven.

Courbold's Personality:

.
He is driven by an internal code of stringent honor. Family is always first in his eyes, then duty to Temple, then to House Darius who's seen their way to being benefactors of a train sending able warriors to the service of Irori.

He sees the perfection of his body as perfection of the spirit. Without seeking this perfection, he cannot seek to accomplish his obligations. Always Always at his core is the desire to find out what happened to his mother. Did she allow her obsession with Delvehaven to claim her life?

Courbold must know...

He is quiet for the most part but prone to drawing conclusions too quickly. This personal fault has lead him to focus on grappling in his martial studies. This way, with an opponent subdued, he had more time to apply proper discernment.

Let me know what you think.


Tim, yes, I said that Craft, Perform, or Profession must be taken as one of the bonus skill points.

Rysky, yes, with the understanding that any changes in the official book be reflected on your character sheet. Sound fair?

Song of Chiroptera, interesting! Do you have any knowledge of CoT? Again, it won't count against you, I'm just curious.

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