
GM Capt Wombat |

Sir Melrove Pilkinton Evergreen
calling card is a Green Leaf.
Green been he's favoured color
The well educated serving son of a wealthy old family, he had to look on as his elder brother, used the family wealth to live a short and high life. Finely his mother exasperated with the elder son, had him disallowed v the courts and handed the lordship of the now impoverished house noble to Melrove. The elder brother now with out a means to pay off his diets fell in with a bad lot. Soon found dead, Melrove felt the lacklustre investigation by the police left a lot to be desired. Taking it apon himself to look into the events around his brothers death. What he uncovered shocked him. A deeper darker underbelly of the city, one that holds the truth about his brothers down fall. It is this he hunts wile doing what he can to ride the city of the evil lurking in its darker places. He is not a good man, he is a driven one.
Description
Tall Slim elf, well spoken and manned, he has smoked green classes on when out in bright daylight. he moves with some grace and seems well informed about the comings and goings in the city. He looks a fine young gent.
Green PSIcystal sits on the top of his walking stick.
STR 11 +0 [+3points][-2Fey]
DEX 20 +5 [+5points][+2Elf][+4Fey]
CON 10 +0 [+2points][-2Elf]
INT 18 +4 [+5points][+2Elf][+2Fey]
WIS 14 +2 [+5points]
CHA 16 +3 [+5points][+2Fey]
[25 point spend]
Saves
Fort +0
Ref +5
Wil +4
Init +5; Senses Darkvision 60ft Perception 6,
DEFENSE
AC 16/20, touch 15/15, flat-footed 11/15 (+1 armor, +5 Dex)
hp (2d8)+0
OFFENSE
Speed 30 ft. Flight 60, Long-stride 20' 1d4 rounds.
Revolver TH+6[TRA] DMG 1d6 Crit19-20 x4 Range In20' ROF1
Feats
CsiCrystal Affinity [CsiCrystal +3 Concentration]
Amateur Gunslinger [If not Advanced guns/Common]
Weapon Finesse [if guns are Common]
Taits
Rich parents
Child of child of infamy
psion
Alignment: Any.
Hit Die: d6.
Starting Wealth: 3d4 × 10 (average 75gp)
Class Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int).
Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).
1st
BAB +0
Saves +0 +0 +2
Bonus feat,
detect psionics,
discipline,
discipline talents
Power/day 2
Power Points 3
Max power spend 1
Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Urbanite: Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Offense Racial Traits
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
ey Creature (CR +1)
Fey creatures resemble the mundane creatures they derive from, but with brighter colors, delicate features, and elegant wings such as those of a pixie or sprite. Despite their fragile-seeming appearance, fey creatures are every bit as hardy as their non-fey relations, though they sacrifice raw might for grace and the ability to fly. They live long lives, barring death by misadventure, and rarely show outward signs of age.
Alignment: Any non-lawful.
Type: The creature's type changes to fey.
Do not recalculate HD, BAB, or saves.
Senses: A fey creature gains low-light vision.
Armor Class: Reduce the creature's natural armor, if any, by 1 (minimum of 0).
Defensive Abilities: A fey creature gains a +4 bonus on saves against mind-affecting effects, resist cold and electricity 10, and DR 5/cold iron (if 11 HD or less) or DR 10/cold iron (if 12 HD or more).
Speed: Unless the base creature flies better, the fey creature flies at 1-1/2 times the base creature's land speed (good maneuverability), rounded down to the nearest multiple of 5 feet. If the creature already has flight with a maneuverability of good, it increases to perfect.
Special Abilities: A fey creature gains one of the following abilities for every 4 HD or fraction thereof.
Long Step (Su)
A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
Spell-Like Abilities: A fey creature with an Intelligence or Wisdom score of 8 or more has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster level of the base creature's spell-like abilities, whichever is higher).
HD Abilities
1-2 Dancing lights 3/day, faerie fire
Abilities: A fey creature gains a +4 bonus to Dexterity and a +2 bonus to Intelligence and Charisma. A fey creature receives a -2 penalty to Strength. Fey creatures derived from creatures without an Intelligence score gain an Intelligence of 3.
Skills: A fey creature with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. It gains Acrobatics, Bluff, Fly, and Stealth as class skills.
Languages: Fey creatures speak Sylvan as well as any languages spoken by the base creature.
Gentleman's outfits
Over coot, Top Hat
MW Revolver
Sword Cain
boot Knife
Pocket watch
Note book and pen.
Gas Pelts
Police whistle
Pathfinders Pouch 1000 gp
Belt + [Holdter]
Rounds 200
Gun Smiths kit
Sap.
Map of city.

Walter das Sombras |

A different Walter here. No "H".
I'd like to submit my Shaman. His crunch is not ready yet (already pictured), but most of the background is, receiving just extra details later.
Male Aasimar Shaman 1 - LG Medium outsider (native)/ humanoid (human)
Init +1; Senses Darkvision 60ft Perception +X,
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp XX (2d8)+1
Fort +1, Ref +1, Will +6
OFFENSE
Speed 20 ft.,
Ranged Light Crossbow +2 (1d8/19-20)
Special Attacks
Prepared Spell List
Shaman (CL 2nd):
1st - murderous command (DC 14), protection from evil (DC 14), *true strike (DC )
0th - detect magic , light , stabilize (DC 13)
*: Spirit spell.
STATISTICS
Str 8, Dex 12, Con 12, Int 14, Wis 19, Cha 16
Base Atk +0; CMB -1; CMD 10
Feats: Light/Medium Armor Proficiency, [/b], Simple Weapon Proficiency, Accursed Hex (1st),
[b]Traits: ;
Skills: Points: (4class+2int)x2 = 12
Acrobatics DEX (4+2+3-2)
Appraise INT (3+1+3)
Bluff CHA (0+2+3+2)
Climb STR (0+1+3-2)
+9 Diplomacy CHA (3+1+3+2) CS
+3 Disguise CHA (3+0+0)
Disable Device DEX (4+1+3-2)
Escape Artist DEX (4+1+3-2)
Heal WIS (-1+0+0) CS
Intimidate CHA (0+1+3)
+6 Knowledge(Nature) INT (2+1+3) CS
+6 Knowledge(Planes) INT (2+1+3) CS
+6 Knowledge(Religion) INT (2+1+3) CS
Linguistics (Giant) INT (3+1+3) CS
Perception WIS (-1+2+3) cS
Ride DEX (4+0+0-2)
Sense Motive WIS (-1+1+3) cS
Sleight of Hand DEX (4+1+3-2) CS
Sleight of Hand - Conceal weapons (4+1+3-2+1) CS
Stealth DEX (4+2+3+2-2) CS
Survival WIS (-1+0+0)
Swim STR (0+1+3-2) CS
Languages Celestial, Common, Varisian, Thassilonian.
SQ Orisons, Skilled,
Possessions scroll (cure light wounds) (x2); Light Crossbow/ Breastplate.
SPECIAL ABILITIES
[/b]
[b]
[/b]
[b]Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
They saw him with the mayor sometimes, but most of them believe it was the Mayor who wanted to benefit from Venator’s image, and not the way around, in which they are correct. Also there were city guards and the commander of the city watch coming to have a talk with him very often, but most people thought it was for his protection.
But protection from what, since he was such a nice person? He certainly had a knowledge way over his years, his light blue eyes sparkling with intelligence and wisdom, but that was not enough to make of him a target, was it?
The deal is, there were very few people like him in Korvosa, a city where criminality has surpassed way over the standard rates, where people usually looked at themselves instead of caring for the next, and where traditions and secrets that could destroy the city were kept hidden instead of dealt with.
Altruism is a word in decadence in this major city. Why not say, in the whole world? But not within the hearth of this man, who used everything he could to help those in need, as long as they were trying hard and deserved it, so don’t push it just because you want him to help you. He will see if you deserve it or not. Some say Venator can feel your sins, enter your mind, speak to your soul. Better to watch yourself.
Anyway, most people needed a simple thing: Advice. They came to him looking for council, and he was probably one of the city references when coming to that. Capable as few others would, he could listen to people’s words and feelings like no other, as if he had something more than mundane senses. And they were right in that conclusion, although few of them ever got to know what exactly he was capable of. And it was good they did not know, cause the mean guys would not pay attention to him. Bridgefront was the place who needed him the most, and so he lived there, having a few other apartments he would rent or lend to those in need.
Venator was attuned to the spirit world, which binds all the living things together. Furthermore, his specialty was gathering knowledge, whether from the spirits that populate the world or from other people, including criminals. He could also make commune with them to know a little portion about the future. Now you have an idea why does the city watch visit him so much, right? They try to keep this a secret, so the crime lords would not find out about it, but you know how Korvosa is. If you want the information there is always someone to sell it to you, be it from the city watch or from the Old Docks.
Anyway, he has an amazing power or diving into a person’s knowledge and memories, as long as he’s concentrated. It’s not something he can do all the time, since the person’s mind get saturated with the intrusion, and his gets overfilled with information, but enough to find out many details about the city underworld and it’s criminals. For example, two weeks ago he saved Rakel, Alberton’s daughter who was kidnapped. The watch arrested a guilty suspect, which they were sure had something to do with it, but the man would die before saying anything. They called Venator to the small room where the man was at, bound to a chair with his head strapped tight so he could not move it. Venator stood behind the man and focused his will to reach his mind, and it worked, letting him see the place where the girl was held, which lead the city watch to find and free her.
That way some extra money came into his pocket, but he was a humble man, and wise. He knew the more he had the more unwanted attention he would call, so he focused his income in helping people in need. The whole sub-district of Bridgefront knew him. Rakel has become a good friend of him. 16 years and a beauty, she was a rebel disturbed teenager when she was kidnapped, but the experience changed her, and now she value more the wisdom of the oldest. She was a smart girl studying the arcane ways, and was getting wiser, enough to forbid arrogance from taking over. This was the most important thing Venator could hope she would learn.
Aside from that, if you ask him, you will know he is married to the beautiful Bela, an Elf who is old as him (actually older). They live together and are pretty happy with their way of life, although Bela has not the hearth Venator has. She does not go against it, but would have chosen another path to him, if she could. She was fearful one day things would end up bad. Three dogs completed the house, along with his gray Owl, called Shade.
Also there was the mayor, who wished nothing more than to benefit from Venator’s image, but since the Aasimar knew that, he used it to gain favors from the politician, helping the community. One of his constant trouble was to keep the Temple of Aroden from being replaced by something else, as the city head wanted. The three poor priests that kept the place did an awesome job with what was provided them, and although he knew sooner or later the temple would be demolished, it was worth the trouble.
In Old Korvosa he also has a nice relation with Ivellik, who commanded the Endrin Military Academy. Venator usually find good boys to take the military route so they would be taken care of and will not be wandering the streets in bad company. For some, riding an Hipoggrif is a dream.
The watch commander, XXXXXX, was well known to him and aware of his capabilities, although he did not know how exactly it works.
He is pretty aware of his abilities, and know he could improve them if he chose to, but the peaceful life style suits him better for now.

mdt |

Kelvan Shadowvale
Kelvan Shadowvale was never what one would consider 'normal'. Unlike most of his kin, he didn't prefer the darkness, he didn't prefer the ritual combat training (although he completed them all). He vastly preferred reading books, poking around in old places, and tinkering around with alchemical vials.
When his clan was attacked by rogue humans, he was one of the survivors precisely because of his knowledge. The humans came under cover of darkness, which was atypical, and it was he who realized they were were-rats, not normal humans. His knowledge of what to use, mixing silver coins into the explosive flasks he threw at the invaders saved many. The were's were repulsed with only minimal loss of life.
While he had made his worth known to his clan, he simply could no longer continue his education in the clan, he'd exhausted the small supply of books and alchemical lore. Thus he took to the road, chancing human attack to learn more about the world.
Purchase : 16 (10), 14 (5), 14 (5), 12 (2), 12 (2), 11 (1)
STR : 12
DEX : 16 (14+2)
CON : 12
INT : 16
WIS : 11
CHA : 12 (14-2)
Darkvision, Lowlight, Hatred of Humans, Dayguard, Tough
Skill Points : 18 +2 (Favored Class)
Acrobatics (Dex) +7 (1 Ranks + 3 Trained + 3 Stat)
Appraise (Int) +7 (1 Rank + 3 Trained + 3 Stat)
Bluff (Cha) +5 (1 Rank + 3 Trained + 1 Stat)
Climb (Str)
Craft (Alchemy) (Int) +9 (1 Rank + 3 Trained + 3 Stat + 2 Class)
Diplomacy (Cha) +5 (1 Rank + 3 Trained + 1 Stat)
Disable Device (Dex) +8 (1 Ranks + 3 Trained + 3 Stat + 1 Class)
Disguise (Cha)
Escape Artist (Dex)
Fly (Dex) +7 (1 Rank + 3 Trained + 3 Stat)
Intimidate (Int) +7 (1 Rank + 3 Trained + 3 Stat)
Knowledge (Arcana) (Int) +5 (1 Rank + 3 Trained + 3 Stat)
Knowledge (Dungeoneering) (Int) +5 (1 Rank + 3 Trained + 3 Stat)
Knowledge (Engineering) (Int) +5 (1 Rank + 3 Trained + 3 Stat)
Knowledge (Geogrophy) (Int)
Knowledge (History) (Int) +5 (1 Rank + 3 Trained + 3 Stat)
Knowledge (Local) (Int) +5 (1 Rank + 3 Trained + 3 Stat)
Knowledge (Nobility) (Int) +5 (1 Rank + 3 Trained + 3 Stat)
Knowledge (Planes) (Int) +5 (1 Rank + 3 Trained + 3 Stat)
Knowledge (Religion) (Int) +5 (1 Rank + 3 Trained + 3 Stat)
Linguistics (Int)
Perception (Wis) +4 (1 Rank + 3 Trained)
Perform (Cha)
Profession (Wis)
Sense Motive (Wis) +4 (1 Rank + 3 Trained)
Sleight of Hand (Dex)
Spellcraft (Int)
Stealth (Dex) +7 (1 Rank + 3 Trained + 3 Stat)
Use Magic Device (Cha) +5 (1 Rank + 3 Trained + 1 Stat)
Dodge
Strix, Common, Draconic, Infernal
Armor Trainging : From a young age, you've trained in armor, and you reduce the ACP of armor by -1, minimum 0.
Bruising Intellect : Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Will be done if accepted
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. The power they lend creates powerful effects, but also binds
the extract’s effect to its creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–7. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an
investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that
particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list (Pathfinder RPG Advanced Player’s Guide 32), which determines the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is 10 + the extract’s level + the investigator’s Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level
that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements.
A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formulae that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying them.
An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to
aid in their investigations, but can use these flashes of inspiration for other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1.
As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once
per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill.
Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
An investigator adds half his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 11th level, the investigator becomes
completely immune to poison.
The investigator is trained in the use of poison. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon.

Rhia Van der Geist |

Oops, missed a couple characters earlier.
@Rhia Van der Geist: Looks good, but some doctoring would be nice.
@Chris Parker: A gun-based Inquisitor, interesting. I was wondering if someone would take a Holy Gun Paladin, but wasn't expecting this. I'll allow Sarenrae for it.
@Truin: Not much to comment on, so I'll await background.
@Shang: Another older character. I like the idea of a gaki as something to work with, since it's fairly unconventional as far as backstory monsters are concerned. I'm guessing supporting characters would be members of the Tien community?
@GM Capt Wombat: I'm fine with a fey character, and itwould probably tip the scales in terms of my consideration of "do I include the fey in this at all or not".
Ok, will get to work on it.

Lessah |

Hi!
Was thinking of submitting a Clockwork Arcanist. The campaign seems interesting and a perfect fit for such a character, seeing that it leans towards the Victorian or baroque theme more then 'just' medieval fantasy.
I saw that someone previously expressed an interest in playing a tinker-like character and I thought if the interest is still around that player could play the Clockworks creator - or very least someone helping it if it's original master is gone.
As for why the Clockwork would be out chasing vampires and deamons in the night there are two ways to go. Either it is just following its master around and helping him/her. This might work if someone else is playing the master.
The other route is to have the original master be lost in the night. Maybe he/she was found drained of blood in the gutter one day? Or perhaps he just mysteriously vanished - with obligatory evil cult rumours circulating. I'm leaning this way myself since it would allow the Clockwork to have a much stronger motivation; vengeance and longing for someone long gone. Besides, it could be a sweet plot hook if the missing master were to turn up somewhere down the line...
For the crunchy part I was thinking arcanist since I do enjoy magic and haven't tried that one out yet. For race I was thinking the android from the inner sea beastary with some parts switched out from elements from a clockwork template I found on pfsrd20.
Source: Pathfinder Campaign Setting: Inner Sea Bestiary
Androids are defined by their class levels–they do not have racial Hit Dice. All androids have the following racial traits.
Racial Traits
Ability Score Racial Traits Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)
Senses Racial Traits
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Other Racial Traits
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)
Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)
Was thinking of replacing Nanite Surge (to move the powerlevel down) and Emotionless (roleplaying a brick ain't that fun) with some elements from this template. I was thinking of the following traits:
A clockwork automaton is powered by a complex clockwork spring-driven design and requires periodic winding. Anyone may wind an automaton, provided they have a key, or the necessary skills to complete the task. Winding is achieved by placing a key into a specially designed slot and turning it constantly for 60 seconds, this action provokes an attack of opportunity. If the winding process is interrupted, all previous rounds of winding are lost and the process must be restarted. If the key is missing, an automaton can be wound with a successful Disable Device (DC20). The winding will provide one day of operation per hit dice of the automaton. When the automaton runs down, it becomes unconscious, and will persist as such indefinitely until rewound, at which point it will become active again with no knowledge of passing time."
While not requiring food, drink, or sleep, the automaton requires periodic maintenance to their body. This process takes one hour of time and involves cleaning components, adjusting fit of gears and repairing any damaged parts, and reapplying lubricants. This requires an hour of time and a Disable Device (DC 15). Failure results in needing to repeat the task. The automaton may do this procedure to itself, but the difficulty of the Disable Device (DC 25) rises and an additional Sleight of Hand (DC 25) check is required due to the difficulty of reaching parts.
Maintenance must be performed once per month. For every two months without maintenance, the automaton takes a -1 penalty to all attack rolls, saves, and checks, persisting until maintenance is performed. An automaton that goes more than one year without maintenance will shut down as if unwound, and will not be able to be restarted until maintenance is performed.
The clockwork automaton has the unique ability to incorporate some magical or masterwork items into its body semi-permanently. This only applies to wearable items that provide a persistent effect (such as armor, necklaces, or rings). All persistent effects remain including armor bonuses and magical abilities, while triggered effects such as magical charges or per day effects are unavailable while the items are integrated. This procedure prevents the items from being targeted by spells or abilities, but does not negate any penalties from wearing (such as armor check penalties or maximum dexterity/speed from confining armor, any penalties from wearing armor without appropriate training). All 'slots' with an integrated piece of equipment are still considered used, and they cannot wear additional items (such as two amulets, three rings, or so on) unless normally permitted. Integrating a piece of equipment involves four hours of work, does not destroy the item, and cannot be complete by the automaton itself. Removing an integrated item involves four hours of work.
Will start working on a statblock and story to see if I can't make a character worth remembering : )

Lessah |

Sorry for the double post, too late to edit the other one : /
Well - took a closer look on the Arcanist and realized that they have very little to contribute outside of their magic. Therefore, I am probably going with Bar(Archivist) instead.
Also, would you consider a human with the template I linked earlier as a valid race? It is a CR +0 template, but it comes with a slew of resistances and weaknesses that might skewer some combats. However, since it will most likely be a second line combatant it might not matter that much. And would you consider rescaling the cost to repair a clockwork? Right now it is rather ... expensive to get hurt : )

Spooky GM |

Okay, I'm going to ask something of everyone who's got their character fleshed out enough to at least know what they're building. Please give me a quick rundown of what your character can do. Stuff like what their spell selection is geared to, combat roles, out-of-combat roles, etc. That way I can structure a balanced party without guessing and maybe missing the mark.
@Walther: Looking solid, good job.
@Walter das Sombras: Ditto.
@mdt: You're missing things like class levels in, saves, combat stuff, and equipment.
@Chris Parker: We're actually running with Commonplace Guns, so you will be able to afford an early firearm to start with at only 25% of its base cost.
@Lessah: There'll definitely be plenty of medieval fantasy, but one of the prevailing images in my head is of something very Jack the Ripper-esque but that isn't quite as human a monster. So, somewhere inbetween and full of anachronism.
That template is a lot of stuff to it. Rescaling could definitely work, but we'll see where things go. That might be a weapon I'd very much like to use. I'd allow Human + template, certainly. The stuff you get aren't too difficult to make fair in an encounter when I need it to be.
@Cap'n Jackson Sparrowshank Esq.: Third-party stuff is on a "if I can see it then I'll consider it" basis.

GM Capt Wombat |

@Spooky
Is that build OK, I can redo in race builder and add skills/powers
Role: Gentlemen Raffels/Investigator and Well contacted with the higher levels of the city. He gets a small Monthly alliance and a fee place to live. Flat etc. The idea being this could act as a base of operation for the team. Think [FaceMan from A Team]
Fey (2 RP)
A fey is a creature with supernatural abilities and connections to nature or to some other force or place.
A fey race has the following features:
Fey have the low-light vision racial trait.
Fey breathe, eat, and sleep.
Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP)
he race has a base speed of 30 feet.
Advanced (4 RP)
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.
+2 Int/Wis/Cha +4Dex -2Str
Standard (0 RP)
Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
Illusion Resistance (1 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.
Fey Damage Resistance (3 RP)
Prerequisites: Fey type.
Benefit: Members of this race gain DR 5/cold iron.
Envoy (1 RP)
Prerequisites: None.
Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user's character level):
1/day—comprehend languages, detect magic, detect poison, read magic.
Long Step (Su) (4 RP) (as flight clost)
Prerequisites: Fey.
Benefit: fey creature can Teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds
Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.
Light Sensitivity (–1 RP)
Prerequisites: Darkvision.
Weakness: Members of this race are dazzled as long as they remain in an area of bright light.
16RP
May drop Fey Damage Resistance
to get a spend of 13RP

Lessah |

Roger that!
Quick rundown:
Being and archivist Ophelia (her name) can first and foremost boost her partys offence and defence against an enemy (or type of enemies). This effect relies on knowledge skills, another of her strong points. The archetype gives a sizeable boost to knowledge and related skills and research, study and word puzzles would be her strong out of combat points. It also allows her to disable magical traps - combined with her natural aptitude for disable device she will be capable of disarming most traps. Finding them will be harder. We will see if there are enough skillpoints left to have any social skills to speak of.
Offensively she will probably wield every bards favourite weapon; a whip. This will be used with manoeuvres to disable and distract people. Her spellselection will be geared towards support and defence, with a few illusions thrown in for good measure.
Defensively she will be hard to stop by swarms but will in turn have few means to harm them. She is resistant to some dirty tricks like poison, fatigue and disease as well as a vampires key trick: sucking blood. A select few monsters might have an hard time to use their special stick, so to speak, against her - unless the plot demands it ofcourse. Fire and cold does less damage against her but acid and electricity hurts like a train - so elemental damage is a wash. She sinks like a lump of metal but do not breathe.
Edit: Do you allow Wayfinders with Ioun Stones?

Walther |

I envision Walther's combat role as using Careful Teamwork before going into the lair of an enemy that the party as a whole has tracked down, researched, and specifically prepared an assault against. I imagine it as a sort of fantasy medieval version of a tactical squad briefing. During the fight, he'll use his other bardic performances or his Inquisitor spells to keep mortal minions out of the way while their boss is attacked, Liberty's Blessing on any teammate that fails an important condition-causing save, and acting as a possible back-up emergency healer.
But mostly Walther's job is to be useful in non-combat situations; to either have the knowledge at hand, or to know who to ask to find out. Between his decent knowledge skills, profession (all) and good conversation skills, Walther should be able to find out who has the information we need and what will be required to get them to share that information.

Spica Antares |

Yao is a sorcerer with a slight focus on enchantment, making him a good help for battlefield control in combat. My spell selection will most likely veer in inflicting debilitating conditions on the enemies to clear the way for our main damage dealers.
Outside combat, where I assume this campaign's focus might tend to be, he's a talented bluffer and diplomat, and as much of a master of disguise as a second-level character can be. (Including the Reliable Likeness feat allowing him to take the physical form of any human he's met.) He's very much a party face and spy.
Hey ho, cap'n.

GM Capt Wombat |

I'm thinking Sir Melrove Pilkinton Evergreen.
Is more league of extraordinary gentlemen.
A young Gent about town working behind to make the city safer.
hes not doing this for power or money hes doing it for the Honor of the Family.
Hes very good at getting in and out of places, with a Psicystral to sneak in where bigger folk can't, and if Info or things fall hes way, why Sir all the better.

Spooky GM |

One important thing to note for crunch is that I'd prefer if people were to buy up some adventuring gear and stuff they might think useful, rather than only buying weapons and armor so they have more money toward magical items. It's the little things that can come in handy in out-of-combat situations if you can get creative, but standard stuff like rope and tools also work. As second-level characters, none of you have access to huge caches of money, so logic would suggest you buy stuff to operate with rather than going barebones until you can hit payday.
@Lessah: I allow it, but probably not both Wayfinder and stone to start off with. Just to see what you do with all that money.
@Kozaric: The favour thing sounds more like John Constantine than Harry Dresden, in which case every favour he cashes in would end in that person dying. But sounds solid.

Dalgar the Great |

Tom Valendeer
http://www.myth-weavers.com/sheetview.php?sheetid=729174
Edit: relized that some of my fluff wasn't done, will repost when I get a chance.
When he was about 21 disaster struck. He came back from gathering firewood one day and discovered his entire town to be missing. As he rushed through the town and threw the door to his families home open Tom saw his mother's corpse, tossed aside like discarded trash. Tom Wept for hours until he finally gathered the courage to investigate the house. His father's shrine to Saerenae was destroyed after what appeared to be a struggle when someone (his father he presumed) had tried to defend it. He found his young sister cowering in the basement. Rattled and delirious but alive.
She kept on muttering something about fanged people attacking the town. This clicked with something in Tom's brain as he went to his mother's corpse and observed two pinpricks in the side of her neck. The young lad went through the scrolls of Searenae that his father kept handy and read as much as he could on the subject of undead. Using this knowledge, the would-be vampire hunter learned to hone his life-force to harm the undead. Through the next 5 years he tracked down the lesser vampires that stole from him his village getting a nasty scar across his chest in the process. From there he started taking on jobs to track down and destroy the abominations that steal so many lives.
Long gone is the weary-eyed youth that was so full of hope. Replacing him is a determined individual who's only goal is to make the world better for everybody. Working his way south through Varsia, he eventually ends up in the city of Karvosa looking for work. Over the past few months he's reunited with his sister, who works as a waitress in a high-scale restaurant, and develop a few contacts in the citie's underworld along with the church of Searenae. He his considered by some as an expert on knowledge pertaining to the undead.
Tom is an archer bard specializing in supporting the rest of the party and taking potshots for at enemies for now. Out of combat he is knowledge monkey focusing on Undead.

Lady Sallra Qillon Evergreen |

Cap Wombat here, this is the working Alt, with most of the Sheet done
working on some back ground stuff and powers.
Gone for the race Build for Fey, elf+Fey template was just to complicated
Now hes a Second Level Telepath, always helps to have some one who can change minds with dealing with the Local high ups

Lessah |

Seems fair!
This is how far I made it currently - I'm mostly done with the statblock but the backstory is not yet complete (I haven't quite decided how I want the middle yet). Neither is any contacts specified but I was thinking of mainly scholars, a tinkerer, a mage that appears in her backstory as well as an imp she have had previous dealings with.
Beaten out of copper and steel
There was once a clockmaker in Korvosa of great skill. His name was Polonius and he had an unending passion for his art. He worked day and night in his shop in the Midlands cranking out one beautiful creation after another. There was one whoever that he held in highest regard, his greatest achievement. Ophelia was her name, and this is her story.
Polonius was a driven man, but also practical. He preferred to work on intricate and elaborate designs, but most of the commissions he got was for simple work. Unsatisfying, but well paying. Soon he realised what his solution must be: an apprentice. Someone whom he could teach his craft and in turn could take care of the easier work – leaving him fiddling with the masterpieces. He scoured the city far and wide in search for someone to work for him. In his dismay he could not find anyone that he was satisfied with. The skilled applicants were often far to arogant and impatient, unwilling to learn. The humble were unskilled and lacked talent. The worst was both.
An old friend heard of his plight, Ewyn Silverblade of the Theumanexus Collage. He taught Polonius how to imbue his creations with magic and shoved him the principles of how constructs are made. After many weeks of labour Polonius made a large complex clockwork according to designs Ewyn found in the Collage. He also made a shell for it – a life sized doll beaten out of copper plates and reinforced with steel ribbons. Her face was a mask of hardened porcelain with eyes of teal glass. Intricate designs and filigree covered much of the body – befitting a work of Polonius.
The brought the clockwork and the shell to the Collage and Ewyn and a circle of mages began their ritual. When the ritual was complete Polonius stepped forth to complete the last step. He produced a copper winding key and wound the creation to life. He had spent a sizeable part on his wealth on this project – but when he met her glas eyes he knew he had the apprentice he wanted. Her eyes reflected curiosity and, most importantly, intelligence and a fierce thirst for knowledge.
Life?
WIP section – the geist of it is a description of how they worked, what she likes to do ect
It will end with Polonius leaving on an errand one day under mysterious circumstances and that he specifically forbade her from following or searching for him if he did not return.
The Longest Day
The day passed painfully slow while she waited for his return. Around noon she stopped working in the shop and sat down in front of the door. Yet he did not return. As the witching hour crept closer she could feel the clockwork that provided her with life started to falter. Yet he did not return. As the moon left its place on the sky and the sun rose she could feel the once taunt spring inside her growing weak. Yet he did not return.
With her last strength she dragged herself into his workshop. There, on his workbench was the key. The key which he used to wind her up – the key that gave her life each morning. She lifted the ornate copper key and looked at it. The ornate metal represented the bond between herself and Polonius. He would use it each morning at the break of dawn before they started their work. To use it herself would be to betray his trust, to call him out for neglect. But she could wait no longer for time was, quite literally, ticking.
She twisted her arms backwards and started to search for the keys socket. After a few moments she found it – there right between her shoulder-blades. It fitted perfectly in the slot as always and she started to turn it. She struggled with the unfamiliar motions – motions that would be far to familiar soon enough. This, she realized, will be my fate – a clockwork winding itself – depraved of meaning and attachments.
Twisting the last wish
She spent quite some time in this torpor like state. Each morning she would wind herself. Then she would work a while in the shop, taking care of his commissions. Then around noon she would stop working and instead just waiting. But each day hope grew dimmer and dimmer until one day she heard a rumour from a client. The rumour in itself was quite mundane – the old lady three blocks away had lost her cat again. But it gave her an idea – which in turn gave her a purpose again. He had forbidden her to search for him. But what if she searched for another – and just happened to find him? What if she started to look into disappearances on the behalf of other people – disappearances that just happened to be similar to his.
If she could she would both smile and cry. The chattering customer had just given her a way out, a way to search for what she lost. Instead she ushered all the customers out and closed down the shop. She had waited long enough. She packed the most essential of her books and tools and set out in the city.
Korvosa has no shortage of missing people. But most are drunkards getting lost or mugger victims dumped in the waters. The one Ophelia looked for was those who fit neither description – she focused on ones similar to him. Scholars, craftsmen and artisans. People whom made deals and pacts for the purpose of knowledge and skills. Frequently she found them inside the library, having lost all track of time. Other times they were in the Shingles stuck in unfavourable deals with the imps. Her linguistic talents and breath of knowledge helped her out on more then one occasion, finding chinks in the devils contracts and knowing where the latest deranged scholar might find the thesis he was looking for. The select few were not found at all – lost in the sprawling city, just like him.
Clockwork Bard (Archivist) 2
LN Medium Construct (Human Clockwork Automaton)
Init +2; Senses Perception +4
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
DR 5/Blunt, Resistances (Fire, Cold: 5), Grease hastes (1d4 rounds), Some construct traits
Vulnerability (Acid, Electricity), Rusting Crasp staggers (1d4 rounds, no save)
hp (2d8+2)
Fort +0, Ref +5, Will +4
OFFENSE
Speed 30 ft. Reach 5 ft. (15 ft. with whip)
Melee Whip +4 (1d4+3, disarm & trip) or
Longsword +4 (1d8+4/19-20) or
Dagger +4 (1d4+3/19-20) or
Light mace +4 (1d6)
Ranged Darts +3 (1d4+3, 20 ft.)
Special Attacks Bardic performance (8 rounds)
Spells (CL 2nd; concentration +4)
0- Dancing Lights, Detect Magic, Message, Presdigitation, Read Magic
1st (3/day)- Silent Image, Timely Inspiration, Vanish
STATISTICS
Str 16, Dex 14, Con -, Int 16, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Extra traits, Spellsong
Traits Tireless Logic (roll twice on int check, 1/day), Armour expert (chain shirt), Pragmatic Activator, Heart of Gold (Seeking Adventure)
Skills: Craft [clockwork] (1) +8, Diplomacy (1) +6, Disable Device (2) +9, Disguise (1) +6, Knowledge [Arcana, Dungeoneering, Engineering, History, Local, Nobility, Planes, Religion] (1) +8, Linquistics (1) +7, Perception (1) +4, Perform [string, dance] (1) +6, Sleight of Hand (1) +5, Spellcraft (1) +7, Stealth, Use Magic Device (1) +7
Languages Common, Infernal,
SQ Reinforced Design (Ex), Oiled Workings (Ex), Mental Vulnerability (Ex), Spirit Within (Ex), Metallic body (Ex), Delicate Joints (Ex), Conductive Frame (Ex), Inorganic Functioning (Ex), Windup Key (Ex), Maintenance (Ex), Integration (Ex), Cantrips, Bardic Knowledge +1, Lore Master (1/day), Magic Lore +1
Worn gear:
Artistan's Outfit, Patchwork Cloak, Belt & Spell component pouches, Scabbard with longsword (in belt), light mace (hanging from belt), Scorpion Whip (steel chain with sharpened ends), 6 darts
In pockets and purses:
Mask (black veil), pocket change (~1gp), twine
Intrigrated gear:
Reinforced frame (armoured gauntlets, masterwork chainshirt), Heart of Gold (cracked scarlet and blue sphere (+1 craft clockwork) in wayfinder)
In backpack:
Masterwork Thieves tools, Flint and steel, Masterwork Clockworking tools, Small steel mirror, Perfume (common) 3 vials, Vial of ink, inkpen, 5 pints of oil, pair of waterproof bags, silk rope (50 ft.), Animal glue x3, Winding Key, Remaining money
In waterproof bags
Masterwork Violin, Journal, Book of Letters (Korvosa), Adventurer's Chronicle (Dungeoneering), Scroll of Infernal Healing, Borrow Skill, Disguise Self
Reciet:
Clothes 5gp+1gp
Armour 250gp
gauntlet 2gp
Tools 100+55gp
instrument 100gp
books 110gp
containers 1gp+2gp+6
minsc gear 10gp +8gp+.1gp+3gp+.5gp+1.5gp+1
ioun stone 200gp
rope 10gp
weapons 5gp+15gp+2+5+3gp
Scrolls 75gp
971.1spent
As always - comments and critique is welcome!

Spooky GM |

So many bards. It's like you guys know exactly how to get to me. Just to gather it all into one place, these are all the characters that have some crunch behind them and backgrounds that have either been okayed or are in progress.
-Arcane-
Yao Xin - Kitsune Sorcerer
Jasper Smoot - Nagaji Summoner/Wizard
-Divine-
Rhia Van Der Geist - Human Oracle
Venator Legatti - Aasimar Shaman
Victor Wright - Dhampir Inquisitor
-Martial-
-Skill-
Walther - Half-Elf Bard/Detective
Kelvan Shadowvale - ??? Investigator
Tom Valendeer - Half-Elf Dirge Bard
Ophelia - Clockwork Archivist
-Hybrid/Other-
Shang the Apothecary - Samsaran Alechemist (I have no idea which of the other boxes those two archetypes together would go into, haven't seen a lot of Alchemist play)
Sir Melrove Pilkinton Evergreen - Fey Psion
Well then. Some martial would be nice, since there definitely will still be a fair amount of combat. But shaping up to be a pretty interesting selection so far.

DM Jelani |

I will get an alias up with the crunch for my guy today. The full background will take me a while. If you want to see why, you could look at Sampson, or Ruarc. I tend to write fairly long detailed backgrounds these days.
Crunch will be Rogue (Investigator) 1/Summoner 1
He will focus on face/knowledge skills and support spells, while his eidolon will be modeled after an Avoral Agathion and be the beef in the sandwich.

Spica Antares |

Remember, people: Just because you can't roll for social doesn't mean you're useless in noncombat, and even just a warrior's insight is very useful. A blade at your throat is as potent an influence as a good Intimidate roll, and a burly fighter's will drive trouble away just as well as diplomacizing an enemy off will.

Spooky GM |

A Ranger can track and take some fairly useful spells. A Fighter with Intimidating Prowess is likely to be just as good, if not better, than a Bard or Sorceror at staring at people down. Paladins I don't even have to explain.
@DM Jelani: It's your call if you want to do the extra work for multiple posting instead of just BBCoding it somehow, but if so then I'd prefer you have the eidolon's sheet in your main alias's profile too, just for easier reference.

Lady Sallra Qillon Evergreen |

Done bar for the Items he can get v city, healing stuff etc.
hes not got a revolver yet, Cost to high, so Pistol.
I Have given him one Drawback of family-ties, as I think it adds to the PC :)
What dos Melrove bring to a party.
He's good in a fight, he can get AC22 with powers, running
He's got DR as well also good in a scrap.
He can hurt others in many ways, Pistol, Blade, Club and meld there minds with 2d10 DMG mild thrust. Nothing to be sniffed at.
But that secondary, what he brings is Charm, education and contacts, ok hrs down on his luck but he still knows others in high places. He's subtle, working his charm and changing minds, making others like him. Talking of minds he can talk to party members v minds, always useful, and can read the feelings of others.
He has a psicrystal, always useful.
Then he's ability to get into places others would find hard, he's can...
Well best let that come out in game play.
He's smart, charming, fast and skilled.

Walter das Sombras |

Venator is ready.
Quick rundown:
Overall he have very high Sense Motive and Perception modifiers, works with the city watch, know the monarch, is married and have a house at Bridgefront district, in Old Korvosa.

DM Jelani |

Okay, I'm going to ask something of everyone who's got their character fleshed out enough to at least know what they're building. Please give me a quick rundown of what your character can do. Stuff like what their spell selection is geared to, combat roles, out-of-combat roles, etc. That way I can structure a balanced party without guessing and maybe missing the mark.
Devan brings several things to the table.
His partner, Arend compliments what he lacks in the combat department.

Walther |

I'm about to update Walther's profile with a slightly updated stat block (I've moved some skills points around a bit and bought some equipment) and a link to a pdf character sheet. I've also written a couple sentences on a few of Walther's day-to-day contacts which I'll add to the profile as well. I imagine that there are many more; especially ones of various professions who only know Walther as a retired old man who used to work in the same field.
(Between his disguise skill, wearing the right clothes for the part, and having a decent untrained bonus in any profession he wants, he can easily speak with enough of the proper jargon and knowledge of the trade to pass for a retired member of the profession. I attribute this to having known people from all walks of life during his decades as a thrall.)
Galatea (Wench)
Galatea works at Gusto's tavern. She's a notorious flirt, and not above going home with a customer from time to time, but her attention isn't for sale.
Gusto (Barkeep)
Gusto is the bartender at, and presumably the owner of Walther's favourite tavern. Walther is Gusto's preferred sort of customer - one who quietly eats his meal and never starts any fights.
Ingnio Canzoneri (Fence)
Ingnio runs a curio shop a few blocks from Walther's apartment. Since many of the items in the shop were not sold to Ingnio by their legitimate owners, he's often able to sell Walther small silver items or other reagents at sufficiently low prices that Walther's never felt the need to mention Ingnio's name to Zeno.
Inna (Wench)
Inna is another of the serving girls at Gusto's tavern. Unlike Galatea though, her affection is for sale.
Marcella Peri (Artisan)
Mrs. Peri has a dress store in the same building as Walther's office space, and is always eager to tell anyone who will listen (which Walther always does) about any "suspicious characters" she sees hanging
around the building when Walther's not there.
Milo (Petty Criminal)
Milo is a young housebreaker. He doesn't know anything specific about the criminal organizations in the city, but he does know which houses are off-limits. And sometimes he can tell Walther about the ones that
aren't safe because they've paid their protection money, but because the inhabitants are rumoured to be especially dangerous.
Orso Senne (Merchant)
Orso is one of several merchants in the city who know a little of Walther's history. But as a seller of good luck charms and similar knicknacks, she's the one most likely to come across the occassional victim or lackey of supernatural threats that can be brought to Walther's attention.
Syira (Wench)
Syira is the third of the servering girls at Gusto's tavern. She doesn't flirt with the customers at all, and quickly cools toward any customer who tries. She's much more observant of the people who come to the bar, and to the general goings on in the city as well. She's also the only one of the servers to show any interest or aptitude for the actual business of running the bar. Some day she and Gusto may realize that they're both interested in the other.
Zeno Germani (Watch Guard)
Zeno is a city guard of no rank or influence whatsoever. But while he has no prospect of advancement in the force, he does have enough savy to know that the locals often know a great deal more about what's going
on that his fellow guards. Including knowing that the old decrepit half-elf that spends a lot of time at Gusto's can offer him good advice about staying alive when things start getting spooky in the neighborhood.
Also, I should mention that I spent gold on an office as per the Ultimate Campaign rules. I was thinking about also getting the bedroom and book repository rooms, but 1000 gp sadly doesn't go as far as it used to. So I can't pull a Giles and consult my books yet, but I'd consider it as part of Walther's long-term goals to eventually have a proper occult library that he could consult on any subject. For now his various outfits that he uses to assist him in impersonating members of various professions are in a wardrobe in the office.

Lady Sallra Qillon Evergreen |

I should say Melrove Evergreen Has contacts in the Never-Never AKA "the Dreaming" Aka the "Fey lands"
Not all his contacts are of this plane.
Very "Hell-Boy" like, Well He is a Fey After all.
Hes way finder points to ways to the Never-never etc
The idea is he has more Supernatural contacts means of the family Business
Fey always hear things, close to every one Dreams after all.
Contacts
The Evergreen Family
-> The Famlily made if money by selling Fey trinkets from the Never-Never and Dreams Devices to Rich Nobles. The Family as a number of members all over the City most working small trinket and Dream Shops.
Mother Alice Evergreen
-> A Strong Woman trying to hold the family together, With the Hash her oldest son made of the business, shes now taken over the day to day running. She Tolerates Melrove antics, but gives him only a little help.
Uncle Matiqu Evergreen-Brookslider
-> Marred in to A Gnome News Paper Family, helps run that, he likes Melrove and always uses him to get story's. He's New paper runs story
about the Cites well to do.
Sister Anora Cliford-Evergreen + Husband
->Married to a Prince in the Never Never, older than Melrove, She lives with her Husbands Father. The King Under the Hill.
Other Lords of the King Under the Hills Court
There are others with Titles like his, He got his from the Family's Links to a King. Not a human one
Hector Gribbins
->Works in the City council offices and went to boarding school with
with Melrove, Drinking buddys and old Chums, he lets him know whats going on in the halls of power.
Lilly Tiyler
-> A WareWolf Girl who works in one of the Family Shops, she always tells him whats going on with in the family Company.
Old Ned
->His Butler and man Servant. Says hes a Ghost by Melrove dos not think he is. Mind you he never go's out and never gets old.

Spooky GM |

Passing for anything is actually a neat idea I rather like, and one my bards would pull off, too. Consider a Hat of Disguise once you have enough gold to do some shopping; that way you won't have to fill a Bag of Holding with different uniforms.
There's a lot of bards of half-bards being suggested, and be careful guys, because you're up with a career bard player who is likely to hold you to very high standards of cleverness.

Lady Sallra Qillon Evergreen |

GM Hat of Disguise + sleeves-of-many-garments
Dos the Trick, Melrove has the sleeves, just needs a hat :)

Spooky GM |

You're recruited by someone, but on the grounds you are somehow notable and useful for the job, so you've done something by yourself to justify it. Could be actively doing the job anyway and gotten their attention, or something like Walther where he's written a lot about the topic and is an expert in the field.