
| mdt | 
 
	
 
                
                
              
            
            
@mdt: You're missing things like class levels in, saves, combat stuff, and equipment.
I assumed the background and abilities were more important than the crunch for selection purposes. Combat stuff, saves, and equipment are pretty limited at level 2. I can go fill all that out if you want, but I didn't see a reason to go into that much detail if the character was not going to be accepted.

| DM Jelani | 
 
	
 
                
                
              
            
            I am still mulling over details of his backstory. I ended up having to take my summoner level first to get the feats I wanted. So I'm thinking he originally moved to Korvosa with his wife and kid to study summoning at the Academae. Then during his studies (enough along to be a first level summoner), the event of his wife and kid getting murdered happens. Except he was home, and it was a ghast. The ghast paralyzed him, but not before he cried out loudly for the guards. By the time they arrived, the ghast had eaten all the "yummy bits" (his words) of Devan's family. This is also what caused Devan's hair to grow in white from that point on.
Devan dropped out of the Academae and joined the Guard hoping to find the undead thing which murdered his family. He hasn't been able to find the ghast yet, but he's made an impression with his skill for investigation by bringing in a lot of low level criminals in the city (including a long wanted necromancer). Recently he's become disillusioned. Being a guard just isn't getting him the results he wants. He's looking for something more.
How long do I have to get it written out?

| Spooky GM | 
 
	
 
                
                
              
            
            @Andiemus: I'm still taking applicants until I close recruitment altogether, and that'll probably only be mid-late week, so if you're interested, plenty of time to do it.
@mdt: They are, but it's a little rough reading that sheet out and understanding things. Hence the confusion over race and such.
@DM Jelani: Don't need to get too long with it. As much detail as you'd like, I guess. Walther is at the pretty extreme end of things with his; that long is definitely not a requirement. As for year, I don't really have anything solid in place. I'm taking a lot of liberties with the setting as-is.

| Wrong John Silver | 
 
	
 
                
                
              
            
            I'd place Shang in the Skill category. He has Craft(Alchemy) and Brew Potion, which gives him the ability to make a bunch of healing potions for people. Combat (which admittedly he's only mediocre at) he focuses on sneak attacks. Skill-wise, he has three knowledges at +10 or higher, Appraise, Bluff, +10 Perception, and +5 Sense Motive. He's the sort of guy who has answers to all sorts of questions, an information broker.
And yes, the idea is that his contacts are other people in the Little Tian Xia community. He's also not actually old. He hasn't taken bonuses/penalties for age. He's just scrawny.

| Walther | 
 
	
 
                
                
              
            
            sleeves-of-many-garments
I did not know these existed. I may replace my and spare outfits with a set of these.

| DM Jelani | 
 
	
 
                
                
              
            
            Okay, I think I'm done. Got a decent background up, some personality stuff and an appearance section. Let me know if I need to change anything, or there's something you don't like!
Edit:Oh, I did have one question about my eidolon's HP. I currently have it as half hit dice+1+con modifier. Is that how we're doing it? Max? Roll?

| DM Jelani | 
 
	
 
                
                
              
            
            Well, the technical rule is to roll HP. Same as with PCs, but 99% of DMs ignore that.
This is the total number of 10-sided (d10) Hit Dice the eidolon possesses, each of which gains a Constitution modifier, as normal.
The rules assume you are rolling. Most DMs have companions take average (PFS established "average" as half your hit dice+1+con mod). That's what I went with. I just want to know how we're doing HP in this game, since it was an assumption on my part. That and I'm not so secretly hoping that DM Spooky will say "Max HP!"

| Cadfael ap Llewelyn | 
 
	
 
                
                
              
            
            Andiemus here. Presenting one John Kaiser.
There was no mistaking it. There was a vampire in the neighborhood. People disappearing wasn't THAT uncommon. Turning up with pin-sized holes in the neck definitely was, though. James had said so.
Kaiser leaned against the wall of the shantyhouse that served as the base of the Shingle Knights. James, are you absolutely certain?
The sorcerer sighed. Yes, there's no other monster that pulls something like this. Blood drain, only attacks at night, no mistaking it. Even my wizard friends agreed. Of course, none of them will pull their asses out of their school desks to help out. It's worth noting that the victims have all been young women, though.
And we don't know how to kill it, do we?
Not that I know of.
The gang had run off the occasional wererat and some ghouls looking for the bodies who occasionally turned up in the river, but a vampire was definitely something they needed to do their homework on.We need a priest. Get the boys getting oil and torches. Hopefully we can at least keep it from killing more people who can't defend themselves before we can kill it.
John Kaiser walked out to the street. The nearest temple he knew of was a few blocks away. A temple of Abadar. Unfortunately that would mean dealing with the clergy of the god of cities. Being a pretty well-established gang leader the more civilized parts of the city did not like him much. The neighborhood preacher, Father Kristoff especially took a disliking to him and his, saying they were responsible for so much violence in the city. They didn't know what he and his boys kept away.
As he turned a corner he ran into a small varisian woman who was singing a hymn while strumming an odd instrument. Oh. Excuse me.
Please, pardon me, it wasn't my intention to get in people's way, just to bring some music that the place may become more beautiful. Shaelyn requests that we do so. I guess you could say this is what I do.
Intrigued by the woman's words, Kaiser spoke with her for thirty minutes or so, learning that her name was Sister Samantha and that she was looking to open a chapel to Shaelyn nearby. She wasn't in charge of the project, only being an acolyte, but she was able to get him to see some old books on undead. Being a common tool of Zon-Kuthon, the churches of Shaelyn had some information. I don't want to trouble Sister Samantha with too much information, so I'll have to be discreet he convinced her that his interest in undead was to help a friend of his with his academe studies, and got the information he needed.
He came back and the gang laid out a plan. They hid in buildings, sleeping in shifts, waiting for someone to show up. It didn't work. The vampire never showed up. Irritated, John went back to the church, he didn't find anything useful. Back at the base He was throwing chairs, enraged.
John, calm down. James tried to get John's attention. We'll try again tonight.
They did, and just when the night was beginning, about 9 o'clock, there was a shout.
John! John! I thought your friend would want to know more! I found another book! It was Sister Samantha. Just when John was getting ready to go down to talk to her, something lept from the top of the building opposite. Sister Samantha heard the thing, and since she had been helping John, remembered to raise her holy symbol in time. Repelled, the vampire backed away, right where John and company wanted it.
As the vampire stepped into the center of the square, James rapelled down the side of a building and blasted it with fire. His spell wasn't tremendously effective, but the oil lacing the cobblestones was quite flammable and the vampire was soon doused in more by men in the building John came out of. The thing was infuriated, and went to attack the pair. Sister Samantha whacked it with her staff, but it pounced on her anyway. John managed to pull it off before it bit her, and threw it back into the street.
Back into the killing zone, the gang started their next phase. The square now well-lit, they began peppering it with arrows. Even a vampire feels it when it's shot repeatedly by 40 men. A well-placed kick from John knocked it back into what appeared to be a stagnant fountain, which was actually filled with acid, made by John and James. As it stood, ready to flee, Sister Samantha got a stake from her broken staff and went to stab it, but the monster's mail deflected it.
Possibly because it wanted to drain the cleric to speed it's recovery, the monster went to attack Sister Samantha again, making its last mistake. James blasted it with more ice, causing it to stagger back, leaving it's chest open. John took his sword
Sister, duck! John swung his sword as hard as he could, smashing it in the chest, devastating the acid-corroded armor. Sister Samantha then went and stuck the end of her quarterstaff in it's chest. It fell over forward. John and Samantha disposed of it permanently after that.
So, this is what I do. John gave a cheeky grin.
Sister Samantha shook her head. You of course know I can never officially help you, I don't have much power and if the abbot knew there were vampire attacks the chapel plans might be cancelled.
Thus John Kaiser came to the attention of a secretive organization bent on protecting Korvosa from monsters the general populace doesn't think exist.

| mdt | 
 
	
 
                
                
              
            
            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.
Kelvan Shadowvale
Investigator
LN Medium Strix (Humanoid, Strix)
Init +3; Senses Darkvision (60ft), Perception +4
DEFENSE
AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, SHield +1, Dodge +1) 
hp (2d8+2) 
Fort +1, Ref +6, Will +4
OFFENSE
Speed 30 ft. Flight, 60 ft
BAB +1
Melee 
Rapier +2 (1d6+2) 18-20x2
Ranged 
Hand Cross-bow +4 (1d4) 19-20x2
Alchemy Formulae
1st - Cure Light Wounds, Eundure Elements, Enlarge Person, Keen Senses, Shield, True Strike
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) +6 (1 Ranks + 3 Trained + 3 Stat - 1 Armor)
Appraise (Int) +7 (1 Rank + 3 Trained + 3 Stat)
Bluff (Cha) +5 (1 Rank + 3 Trained + 1 Stat)
Climb (Str)
Craft (any) (Int)
Diplomacy (Cha) +5 (1 Rank + 3 Trained + 1 Stat)
Disable Device (Dex) +6 (1 Ranks + 3 Trained + 3 Stat - 1 Armor)
Disguise (Cha)
Escape Artist (Dex)
Fly (Dex) +6 (1 Rank + 3 Trained + 3 Stat - 1 Armor)
Heal (Wis)
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) +5 (1 Rank + 3 Trained + 3 Stat)
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) +6 (1 Rank + 3 Trained + 3 Stat - 1 Armor)
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.
MW Buckler (155gp)
MW Leather Lamellar (210gp)
Rapier (20gp)
Hand Crossbow (100gp)
40 bolts (4)
MW Backpack (50GP)
Alchemist's Fire x4 (50 GP)
Liquid Ice x5 (100 gp)
Acid Flask x5 (25 gp)
Alchalai Flask x5 (51.5GP)
Bottled Lightning x4 (80gp)
Fuse Grenade x2 (100gp)
Alchemist's Kit (40 gp)
14 GP
5 SP
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.

| Dalgar the Great | 
 
	
 
                
                
              
            
            What does John bring to the party? He's good at sundering, fighting in melee or at range, creating alchemical items, and has a head for formulating complicated ambushes that involve use of alchemical items.
He also can gather information, and use intimidate.
As a note sundering is generally frowned upon as it destroys your treasure. That effect might be migated by our Urban enviroment however.

| Tilk'naldune Dralore | 

| Ophelia Hale | 
 
	
 
                
                
              
            
            This is Ophelia - the Clockwork Archivist
I will continue to expand on the description and add contacts as inspiration strikes me, but her crunch and background feels ready. As always - comments and critique is welcome!
As for sundering I have no problem with it - but I do have a vested interest in knowing someone with the Make Whole spell : )
edit: @The topic of number of Bards - It might be because Bards are the hands down most versatile class in the game. It we are careful when we pick our archetypes I don't think it would matter even if the entire party was bards ! Ophelias Naturalist performance replaces and stacks with the Inspire Courage and I know several other archetypes also fix it on that front.
edit2: @Same topic - The only major flaw I can see is the fact that if we were all bards anything forcing fortitude saves will drop us like flies.

| Spooky GM | 
 
	
 
                
                
              
            
            @DM Jelani: We'll figure out HP once final party selection is done; it's not something I'm too worried about at the moment.
Bards are definitely a class that can run a lot of things, and taking multiple is certainly on the table, but we're unlikely to go for a full party of bards. I love them, but their versatility means they're missing a few tools; most of the really good divine spells, three whole levels or arcane casting and plenty of stuff even in the levels they do take, and most of all the ability to lay on serious hurt in combat. And, most importantly for out-of-combat stuff, I don't believe any archetypes get Trapfinding.

| Walther | 
 
	
 
                
                
              
            
            Archaeologist gets Trapfinding with a different name I believe.
Walther will eventually get a renamed trapfinding from Delver. I'm currently planning on just having the one bard level and sticking to inquisitor until I can get into his prestige class(es).
I haven't really looked at all of the submitted characters, but if any of the bards are Dervish Dancers (especially a two-hand weapon using Strength based Dervish) or Arcane Duelists, they should be pretty effective melee combatants.

| Ophelia Hale | 
 
	
 
                
                
              
            
            Can fix the last one atleast!
"Magic Lore (Ex)
At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind.
This ability replaces well-versed."
This is the best part about bards. There is an archetype for everything =)
I think Archaeologists and I know Sandmen also get the power to disarm traps.
Edit: soundstrikers can put out some decent smackdown after they get weird words also

| Harakani | 
 
	
 
                
                
              
            
            @Spooky GM: Okay, I've spent days deciding between two concepts. Short of you deciding to run two campaigns and entering both one has to go.
The one I am marginally favouring is a Human Barbarian (with a dash of cavalier) Ex-nobleman. His House got taken out by something supernatural and while he survived/came back he came back a little strange (lesser spirit totem rage power). Eventually he'd be able to take the Noble Scion Prestige Class.
I'm looking to take the feats Noble Scion and Dynasty Founder.
Dynasty Founder won't kick in until level 3 (when he can recruit level 1 "guards"). Similarly he can't get the rage power until level 3. At that point his schtick kicks in.
So two questions
(A) is Dynasty Founder (and Leadership) okay
(B) roughly how long is it likely to be until we level? Every cuple of months? A year?
The second concept is an Arcanist, but I see just how many wizard/bard/alchemists we have and am thinking a Barbarian might be better.

| Lady Sallra Qillon Evergreen | 
 
	
 
                
                
              
            
            John Kaiser wrote:As a note sundering is generally frowned upon as it destroys your treasure. That effect might be migated by our Urban enviroment however.What does John bring to the party? He's good at sundering, fighting in melee or at range, creating alchemical items, and has a head for formulating complicated ambushes that involve use of alchemical items.
He also can gather information, and use intimidate.
Dos it ever, seen a player cry as the Intelligent Magic Bow they have been waiting to get their PCs hands on gets wasted by a frontline Player with the Sunder chop.
Still hear his Voice saying over and over "Why would you do that, why?"
On another note, Going to change my Offered PCs Sex to Female, makes the back story work better, and evens up the gender offerings a bit :)
Lady Sallra Qillon Evergreen
The Old PC becomes her brother and a contact also head of the Family.
freeing her up

| Andiemus | 
 
	
 
                
                
              
            
            Dalgar the Great wrote:John Kaiser wrote:As a note sundering is generally frowned upon as it destroys your treasure. That effect might be migated by our Urban enviroment however.What does John bring to the party? He's good at sundering, fighting in melee or at range, creating alchemical items, and has a head for formulating complicated ambushes that involve use of alchemical items.
He also can gather information, and use intimidate.
Dos it ever, seen a player cry as the Intelligent Magic Bow they have been waiting to get their PCs hands on gets wasted by a frontline Player with the Sunder chop.
Still hear his Voice saying over and over "Why would you do that, why?"
On another note, Going to change my Offered PCs Sex to Female, makes the back story work better, and evens up the gender offerings a bit :)
Lady Sallra Qillon Evergreen
The Old PC becomes her brother and a contact also head of the Family.
freeing her up
Make whole is a second-level spell.

| Spooky GM | 
 
	
 
                
                
              
            
            @Harakani: Definitely not running two groups. I like the background idea, but I'm wary of allowing a character centered around having extra characters. Aside from cluttering up a team that is supposed to be fairly small and elite, it adds a lot of numbers and sort of brings down some of the horror factor by turning it into a large hunting party.
As for leveling, I'm not entirely sure yet. Not everything is ironed out yet, and I have no idea how quickly things will be posted and how we'll move through. Some PBPs move quicker than the rough "about a month for a session" pace, and some move much, much slower.
@Lady Sallra Qillon Evergreen: I've seen that happen. My backup precaution is to have them be Greenwood, because a couple maintenance items are all it takes to keep it on good condition. Also a good idea for archers custom making/buying their bows. Especially in parties where the mage doesn't see any reason to take useful spells that don't burn things.

| Harakani | 
 
	
 
                
                
              
            
            @spooky GM: all good. I had in mind a two tier system where the NPCs are "beat cops" and our team is only called in for big things (rather than every little fairy in the garden sighting).
Although on reflection I guess it would be all hands for something like an army of zombies, or for crowd control around a medusa sighting.
So, the alternate concept is an Evocation based Artillery Arcanist, based on Dresden. Feats I'm looking at include Spell Focus (Evocation), Varisian/Mage's tattoo (Evocation) and Spell Specialisation (Evocation). Are those feats okay? Are you okay for Spell Specialisation to apply to Magic Missile?

| Anastasia Botnick | 
 
	
 
                
                
              
            
            Anastasia Botnick is an Urban Ranger. Crunch is almost done; see the alias. So here's the fluff.
As the years went by, Anastasia tried finding her passion or what she was meant to do before pressure got the best of her, which could lead into turning Anastasia into something she didn’t want to be. Gregory joined the Korvosan Guard because since a young age he opposed his parents’ doing. Samantha, on the other hand, remained a thief. Anastasia was torn between her siblings. Anastasia couldn’t take it anymore so one day, she just walked out and left.
Anastasia decided to walk off in a new direction toward the side of town she knew the crazy professors and obsessed scholars worked. She was running out of options, until something finally caught her eye. Before her was one of the oddest shops she had ever seen. It was a small brick building with wreaths of garlic hanging across the door. The place had a large sign on it that said, “Dr. Edmond’s study of supernatural beings”. Underneath it there was a smaller sign that read, “Apprentices are welcome.” What compelled her to enter that odd place changed her life’s purpose for the better.
Anastasia went inside Dr. Edmond’s office; as soon as she walked in, the smell of herbs inundated her nose. She looked around the room; the walls were painted a shade of crimson and the floor was made of dark wood. Papers were clipped all over the walls, some ripped and burned or just slightly crumbled, all depicting a strange creature; one of fairytales that were meant to scare children into good doing. Crumpled pieces of paper were scattered across the floor and towards the back of the relatively small room was a short man with brown hair with streaks of gray racing across his head. He didn’t notice Anastasia come in, he kept writing and talking to himself, and he kept babbling something about the lair’s location. He kept throwing paper out, Anastasia decided to intervene, “Umm, hello are you Dr. Edmond?”
The old man quickly turned and let out a gasp in surprise, “Oh sorry, you startled me. Yes, I am Dr. Edmond and you are?”
Anastasia quickly responded, “Anastasia, Anastasia Botnick; I was interested in the position of apprentice. “
The professor smiled, “Great, I would be more than happy to teach you all I know.”
Anastasia was glad she stumbled onto this place; this is what she was looking for.
After a couple days, the professor told Anastasia what he was really doing, “You see child, there is a threat nearby, one of vampires. Yes, child they are real despite what you have been taught to believe. This threat must be dealt with. Are you ready to undertake such a task?” 
Anastasia was taken aback by this, she pondered for a second but she was one to do and then think, “Yes. I will help you get rid of these undead scums.” 
Dr. Edmonds grabbed his chin and slowly nodded in approval, “Yes, this will be great. I will teach you everything I know. From the prior knowledge from the top of my head to my hardcover references in my private library. I believe it’s time you meet my other apprentices. Meet me here tomorrow for lunch and I’ll introduce you to the rest of us.”
Anastasia nodded and bid goodbye, only then did she think ‘What did I get myself into?’
She could have run, just never showed up but something made her come back the very next day. Anastasia knocked on the door a short brown haired man with piercing green eyes opened the door and welcomed her, “Hello, I’m Nicholas and you must be Anastasia. Come in the professor is waiting for you.” Before she could say anything he started walking off toward a door in the back. Anastasia obviously followed. Once he reached the door he opened it and motioned for her to follow. Inside was a beautiful room with picture frames hanging all around; all had golden frames and depicted drawings of the creatures of the dark. Along the back wall were bookshelves that went from the roof to the floor multiple volumes of what she assumed had to do with the dreaded vampires.
In the middle, she saw a beautiful dining room table with the professor and two others, a girl with raven black hair and crystal blue eyes next to her was a relatively tall man with red locks of hair and hypnotizing brown eyes. Anastasia entered the room and sat next to the professor, being cautious of the others who were gathered there. Dr. Edmond welcomed her, “Hello dear, how nice of you to join us here. I assume you’ve already met Nicholas.”
Nicholas nodded his head in acknowledgement as the professor continues, “The only other girl here, is Rebecca.” The one known as Rebecca smiled at Anastasia and Dr. Edmonds continued, “And over there is Alexander.” The red head waved at Anastasia to be interrupted yet again by the professor. “Now that we all know each other I have a task for my apprentices not including you Anastasia. You all must teach her everything you know as I will too, the more help the better this operation will need the upmost caution.” Anastasia curiously asked, “What operation? You keep talking about it but I don’t know the details.” The professor nonchalantly answered, “Do not worry in time you will know.”
After months of practice and training the professor called Anastasia over, “Child, remember when you asked about the operation?” Anastasia eagerly nodded, “Well you see the apprentices and I have been tracking a group of vampires outside Korvosa. Many murders and disappearings have happened here and no one knows why, but we do. No one believes us so we must put a stop to this group. I believe you and the other apprentices have come far and it is time to strike. Tomorrow at mid-day we will infiltrate their lair. Ready yourself for they are very powerful.” Anastasia was very surprised at first, but she then nodded determined that this is what she was fighting for.
The three apprentices met up at the study the next day; they all looked at each other and had a silent determined agreement that this is what they would do. The professor came in with a grin on his face, “This is what you have all been training for. Today is the day we get rid of these undead pests.” They all smiled at each other, today was the day. They all exited the town and discussed strategies on their way there. Once they exited the city, they went on horseback through the woods to the vampire’s hideout. Once they were there, Dr. Edmonds instructed as such, “Anastasia you will keep look out while we infiltrate inside you must warn us in case of danger, understand?” Anastasia nodded, “I won’t let you down.”
Dr. Edmonds and the others carefully went in, Anastasia was glad she didn’t have to go in. She knew her position was important but most likely away from danger. As she kept rambling thoughts in her mind, a vampire suddenly appeared. The vampire she had learned to fear, the one that was supposed to be inside. She could have yelled but she was frozen in fear; the vampire laughed at her pathetic behavior. Before she knew it; the vampire slaughtered her friends right before her eyes. The vampire turned to Anastasia, blood dripping down her chin, “I would kill you, but I think leaving you alive would be more punishment. Beware; the next time we meet, if there is a next time, it won’t end like this.” With that the vampire dissapeared.
Anastasia still stood shocked but quickly regained control realizing that her friends were dead, all dead. Anastasia rode back to the city sobbing and thinking how she could be so stupid.
Anastasia took up home in the professor’s study, moving out of the apartment she shared with her brother. A couple days after the incident, she went back to the site and buried her dead friends, bidding each a farewell and apologizing to them. In those moments, she promised herself that she would hunt down this vampire. She would be dead with Anastasia’s stake through her cold blooded heart.
For months Anastasia trained and trained, read book after book. She studied all she could on vampires, her motivation being her friends. All she knew about the vampire that had killed her friends was that she was still near Korvosa causing mayhem in the city. 
Please take a look and let me know what you think. Thank you for considering her in your upcoming game!

| Spooky GM | 
 
	
 
                
                
              
            
            @Walter das Sombras: You'd think that, but I've run games with newbies who just don't think of those things.
@Harakani: That is kind of how it is, with the 'beat cops' being the city guard, but the party isn't so much the elite team above that as they are sort of another force in the town. You are not part of the guard, and in fact the guard is pretty against you guys walking all over their jobs. A heavy artillery, Dresden-ey character would work really well though, so sure. It would provide a solid combat presence to the party.
@Yao Xin: Yeah, don't worry, I haven't thought that. You've finished your character, so it's understandable if you don't have much to say and are just going to wait a few days to see if you're picked. You're all set up, so don't worry about confirming anything. The fact you got everything in order is enough to tell me you're interested.
@Dara Shadeshard: Everything looks to be in order, and on top of it you have a dagger in a wrist sheath. Excellent.
@Anastasia Botnick: Looks solid, but I'm a little surprised by the decision to go two-weapon fighting with only daggers.

| Lady Sallra Qillon Evergreen | 
 
	
 
                
                
              
            
            Also a good idea for archers custom making/buying their bows. Especially in parties where the mage doesn't see any reason to take useful spells that don't burn things.
O man I remember a game where a mage did that to most of the party Loot on a Ship, "fireball in the hold" Boom! very Angry party, I lost about 12,000gp of stuff in a bag of holding that sank with the ship.
Spent next three game nights getting the stuff back. hehePS
PC new IMAGE

| DM Jelani | 
 
	
 
                
                
              
            
            On the topic of trapfinding, you don't actually need it to find traps. It just gives a bonus to perception checks. The only thing that it does that you can't get elsewhere it allow you to disable magical traps with disable device.
However, perception+dispel magic can usually accomplish the same thing. My point is, trapfinding is nice, but not necessary. Used to be in 3.5, but not these days.

| Walter das Sombras | 
 
	
 
                
                
              
            
            Just as a side note, I made changes on Venator regarding his spells, to match today's update on the Shaman.
As another note, Shamans now use the Druid spell list, making him a different divine kind. Thus my healing will be diminished if compared to a cleric/Oracle, although I have more control spells ^_^

| Spooky GM | 
 
	
 
                
                
              
            
            The important part of trapfinding to me is the magical traps stuff. Aside from Dispel Magic being limited and needing quite a bunch of casts, a failure is typically more of a resource waste than just botching a Disable Device roll. And typically if you're hunting a big, bad necromancer, he's likely going to have a higher caster level than the party wizard.
 
	
 
     
     
     
	
  
	
  
	
  
	
  
	
 