
CampinCarl9127 |

Alright, I have returned with my character completed. I humbly present Sveng Catus for your consideration.
0-1) Read over everything in this initial recruitment post and follow instructions.
Done. Please correct me if I have failed in following instructions in any way.
0-2) Download & read the Players Guide. This will provide a lot of help and insight for the other requirements.
Done. I have read the player's guide several times in detail. I'm very excited about such an intrigue-heavy game!
1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class
- Alignment
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?
- Livelihood: How does/has your character make a living?
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future)
Most of the responses to these questions are evident from the information in Sveng's alias. But I will make sure they are articulated clearly here.
Class Cleric (Cardinal) of Norgorber
Alignment N
Links to Taldor Sveng has been living in Oparra since his early childhood when his family was forced to flee Cheliax for political reasons. He has traveled to other parts of Golarion, but Oparra is where he calls home. See background for more details.
Livelihood For most of his adult life, Sveng was a crime boss and political manipulator (although only the latter is known publicly). He made a living by breaking the law and manipulating important people. But more recently he has decided to put his skills to a better use. See background and personality for more details.
Motivation Sveng wants too make his mark on the world. To immortalize himself forever in history. People would be interested in him if they need something done or need information. Sveng is the type of person who knows everybody and tries to learn the skeletons in their closet as well. For the exchange of information or favors, he's the kind of man who can get things done for you. Also, he is heavily inspired by the following idea in the player's guide: "The ultimate goal is to help Princess Eutropia claim her birthright and ascend to the Lion Throne, hopefully without the struggle destroying her good intentions and optimism." Sveng knows that young reformers need experience and guidance in order to get things done, and that some things that need doing will get your hands dirty. He is more than happy to burden that responsibility in order to be a powerful political adviser.
Rollplay vs Roleplay In combat, Sveng will be divine casting and support. He will buff and heal allies, and seek to hamper or control enemies. Out of combat, Sveng has all of the skills to be a face as well as a knowledge expert, and will play the part of a master political manipulator (young reformer trait will help play into that). He will also contribute utility divine casting.
Progression Cleric all the way. I do plan on picking up eldritch heritage (arcane bloodline) at 3rd level to represent his family's long line of Chelaxian sorcerers.
Background See background.
2) Let me know your time zone and the time(s) of day you will most likely be able to post.
I am on Eastern Time (ET). During the week I am able to check the boards and post frequently between 8am-3pm. After that I check the boards occasionally, usually responding to anything posted before 9:30pm or so. On weekends I'm available sporadically depending on my schedule, but I can usually check at least once a day.
I also have RSS feeds set up for my games so I get phone notifications when a thread updates.
3) Tell me about your experience with PbP? How many PbP games are you currently participating in?
I have been playing on the Paizo boards for 6 years. In that time I've been involved in dozens of games, including my own homebrew game that spanned four years and over 12000 posts.
I'm currently playing in 13 PbP games that range from posting occasionally to posting several times a day, many of which have been running for years. I have also recently started GMing my next homebrew game, which is a few hundred posts in now.
I believe that is everything. Please let me know if you need anything else from me, or if I have failed to meet your application requirements in any way. I always appreciate feedback and am happy to answer any questions!

CampinCarl9127 |

so, how do age categories work mechanics wise?
With age, a character’s physical ability scores decrease and his mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.
Middle Age +1 to Int, Wis, and Cha; –1 to Str, Dex, and Con
Old +1 to Int, Wis, and Cha; –2 to Str, Dex, and Con
Venerable +1 to Int, Wis, and Cha; –3 to Str, Dex, and Con

BRAN VAN 3000 |
1 person marked this as a favorite. |

* Young Characters?
I would advise against that, as it makes a large proportion of gamers uneasy... (just noting an observation from a few games I've witnessed; not for or against, just mentioning that some people can't stand it, and it's related to the depiction of children being endangered in life/death situations... or other situations... in one campaign I was, my (adult) neutral good barbarian, for instance, seriously adjusted his tactics so that the one kid PC would never, ever get an arrow through him and insisted that child remained behind... like a 200 feet behind the group, and with someone to watch him!)

Ouachitonian |

GM: How closely do we need to stick to the fluff of an archetype? Specifically, I’m wanting to play a Racener Hunter Inquisitor Which, while not technically a racial archetype, is closely tied to Catfolk of the Mwangi in its fluff, which obviously doesn’t fit this AP well at all. Would you allow me to “file the serial numbers off” so to speak and play one with no connections to either catfolk or the Mwangi?
Corollary: the archetype gives an inquisitor access to a limited number of Oracle mysteries instead of a domain or inquisition. But it’s a very limited number. Could I pick a mystery that isn’t on the list? Specifically I want to play an inquisitor of Kelinahat, the Empyreal Lord of Intelligence, Spies, and Stealth. The Shadow mystery would be a great fit there, but isn’t on the Ravener Hunter’s list.

Oric Lundarian |

Face skills covered, you say? Melee covered, you say? Could use some ranged damage and casting? Sounds like a great time for an inquisitor archer, which I've been considering for a while as a really fun combo of flavor and mechanics.
Crunch and background definitely not ready yet but I'll start working on it.

Nikolaus de'Shade |

BIGGEST FATTEST DOT EVER!!!
*Waves at The Lobster* Did I convince you that Changelings are awesome then? I'm planning someone more like Sarah in party function so thats kinda funny! :)
So very keen on this. I'll be putting stuff together.
Quick question - this is possibly my favourite AP so I've spent a lot of time thinking about it/theory building etc. I'm also half-way through book 3 in another game so I know a lot of the background. So a question about character.
Could I play a Lotheed? Specifically a younger brother to Bartelby and Martella. Those are the only named Lotheeds that I know of, (although there's a reference to Martella's brothers in book 1 - which is where this idea comes from).
He'd be the second son and show only a modicum of magical talent. He is, in fact, more interested in art and *shudder* poetry than in magic so he's never been his (grand)father's favourite. However he is trueborn (unlike Martella) and not completely devoid of magic - and therefore isn't on the family blacklist the way she is.
At game start he'd be on (cool) speaking terms with Bartelby, having gone to Oppara to embark on an artistic career, and would be pleasantly surprised to meet up with Martella again. [The bottle of wine sent would be in his name too because Bartelby likes to keep up appearances of happy families.]
As I said, I've got a lot of prior/background knowledge here, but I'm hoping this character would actually be enhanced by that, rather than held back.
Please let me know what you think.

The Lobster |

Hoping to have my martial submission up tonight.

Oric Lundarian |

Question: It seems to me that the inquisitor's monster lore ability to know the abilities and weaknesses of a creature would apply in social combat to make a discovery check via K nobility or what have you. Do you agree? It seems a little funny since it's called "Monster Lore" to use it to know that Duke Dan has a thing for blondes.

The Lobster |

Presenting Mabel Ironhand, Halfling Armored Hulk Barbarian
Init 0; Perception -1
-----------------
DEFENSE
-----------------
AC 16, touch 10, flatfooted 16
HP 15 (d12+3)
Fort +4, Ref +1, Will -1
-----------------
OFFENSE
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Masterwork greatsword d10, +4/+6 to hit, +2/+4 damage.
Speed 15 ft.
-----------------
STATISTICS
-----------------
Str 14, Dex 10, Con 16, Int 12, Wis 8, Cha 14
BAB +1; CMB +2; CMD 12
Feats Risky Striker
Traits Athletic Champion (Dip, Perception each +1, Class Skill), Well Equipped (Holy Warrior Package, exchange Longsword for Greatsword), Caretaker (+1 to heal, class skill)
Drawback Mark of Slavery
FCB
Skills (5/Barbarian, 3/Fighter) Acrobatics +4/+9, Dip +7, Intimidate +6, Heal +4, K. Nature +5
Background Skills (2/level) Profession (Midwife) 0, Profession (Farmer) 0
Racial Features
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Underfoot Dodger: Crowd squares are not difficult terrain, +5 to Acrobatics to move through larger opponent’s squares, replaces Fearless and Weapon Familiarity.
Underfoot: +1 Dodge AC against larger opponents, replaces Halfling Luck
Creepy Doll: no penalty to intimidate larger humanoids, replaces keen senses and sure footed.
Languages Common, Halfling,
Gear:
Holy Warrior Pack (leaving the shield, morningstar, crossbow and bedroll at home, substituting the longsword for a greatsword)
Armor: Heavy steel shield, masterwork breastplate.
Weapons: Cold iron morningstar, heavy crossbow with 10 bolts, masterwork longsword.
Combat Gear: Alchemist’s fire (3), holy water (4), oil of bless weapon, potions of cure light wounds (2), potion of protection from evil, sunrods (3).
Other Gear: Backpack, bedroll, belt pouch, candles (5), chalk (5 pieces), crowbar, flint and steel, holy symbol (silver), mess kit, sack, silk rope (50 ft.), trail rations (5 days), waterskin, 7 gp.
Hook Hand
3 gp
- Class Armored Hulk Barbarian
- Alignment CN
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?
Mabel has lived in the Narrows for ten years now. Born in the Verduran Forest as part of a matriarchal druid circle, that circle was set upon by smugglers fleeing the law. They burned the village and took the children, selling them as slaves in Cheliax. Oppara hasn't beside welcoming but she treasures the ability to help and make a difference on the small scale here.
- Livelihood: How does/has your character make a living?
As part of a deal with her landlady, Mabel runs a free clinic in the Narrows. Primarily, she aids the sick and infirm but she also sees in herself (falsely) a talented surgeon. Almost no one is willing to corroborate this, as her beliefs that pain is the best teacher also means she views anaesthetic as weakness, but when the pickings are slim, you go with what you got, and she's one of the only surgeons in the Narrows.
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?
It just sort of happened. As a broke lady nonhuman, Mabel inevitably got involved with activism, protesting in the streets with a cadre of others and got in a fight with the city guard. She kicked and fought and screamed but was taken down. Martella was intrigued by her dedication and ferocity and it certainly was not difficult to track her down once she was let out of jail.
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?
Rollplay: All melee, all the time. Mabel’s about stacking bonuses in combat, with the Reckless Abandon rage power, two handed Power Attack, Risky Striker and a bunch of racial abilities that give her bonuses to hit and damage against things bigger than her, she's brutally efficient at taking down medium+ sized creatures, moving freely around the field even in heavy armor. Thanks to a combo of her racial traits and her barbarian archetype, at level 2 she’ll have a +10 to move through occupied squares and be able to make the roll no matter what she’s wearing. Out of combat, she functions more as a tertiary healer, with a terrible heal score but one she keeps updated and buys gear for, to help treat deadly wounds, lost ability points, and diseases.
Roleplay: Mabel’s primary advantage over other people are her profession skills and, again, focusing on the heal skill. This allows her to interact with characters in ways many won’t be able to. Besides that, she’ll keep dip and intimidate reasonably updated, with intimidate suffering no penalties against larger creatures.
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
Mabel might take one level of cleric just to be able to heal magically? She can’t cast wis spells so it would give no strategic advantage other than like cure wands, but honestly I still might just because she is a surgeon and I want her to focus on that (and oracle does not work quite as well for her). But regardless, after five or six levels of Armored Hulk, she’ll go into Viking Fighter and take that the rest of the way.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future)
As a child, Mabel lived in a druid community in Taldor’s Verduran Forest, up until the community was destroyed and she was kidnapped by some slavers escaping the country. They took her to Cheliax where she worked as a farmer until pulling off her own hand to escape. A traveling doctor and cleric of Gorum saved her life, and encouraged her to enact ’terrible change’ as repayment of her debt to Gorum.
She seeks to emulate that kindness, to heal the sick and needy and to support any who seek to upset the status quo in a way she views as holy.
She believes that the reason for her escape was a visitation by her God, Gorum, Our Lord in Iron. One day, all the guards were busy escorting an unruly half orc slave out of the plantation. As they walked by, he stared her in the eye and tapped his manacles twice. Mabel took that as advice and wrenched her hand free, breaking her thumb and pinky finger and running. After a week or two of surviving off the land, illness overtook her, her wounded hand having become infected. She passed out in the hollow of a tree, sick with fever.
By providence (and Gorum’s steady hand), a traveling doctor found her. Not being a very good or knowledgeable doctor, she identified the source of the infection as Mabel’s wretched hand and unclean wounds, but lacked the skills to treat it, so she settled for amputation. When Mabel awoke, the lady told her of her illness and of the luck that brought them together. She also shared her religion.
The doctor- a half orc -, was a traveling Gorumite, who only healed those she felt would bring terrible change upon the world. She said that Gorum was like her, the very first half orc, and during one of the first wars between men and orcs, he fought as a general. For which side did not matter, for just as he routed the the enemy, his second in command, a trusted friend who knew his heritage, revealed his ancestry to the gathered horde, and they turned on him. Gorum walked away the conqueror of two armies, and into godhood.
This story and Mabel’s own connected in her mind. The scarred half-orc that inspired her to escape, could that have been Gorum? Mabel dedicated her life to this idea, to enacting Gorum’s ’terrible change’ and seeking to repay her debt to him, becoming a traveling doctor for the poor and needy, and especially, for those who had the potential to enact great and terrible change.
When she arrived back in Taldor, she knew this was where she was meant to be, where she was supposed to create that terrible change, for nowhere was so desperately in need of change, was as close to it while stubbornly refusing, as Taldor, her childhood home. She traveled through the country, eventually settling in the Narrows district of Oppara.
And after ten years of service to the people and some scuffs with the people in charge, she’s finally been noticed, finally been invited to be part of Taldor’s terrible change.

Oric Lundarian |

@Oric Yup Erastil is fine, though be sure to link why a follower of "the simple life" is all up in the political scene of civilized society.
Thanks! Oh definitely, yes. There will be reasons behind that. Similarly, I'm considering an animal companion.
Question 1: Would it be real pain to have a large animal companion starting at level 7? It seems like it would be in this AP but perhaps I'm mistaken. Depending on your answer, I might end up taking a smaller animal companion or opting for another domain.
Question 2: Do the listed sources for class also apply to all other options such as archetypes? I'm considering the monster tactician which, afaik, isn't from apg or acg.

Ensign 5th Account |

Ensign 5th Account wrote:so, how do age categories work mechanics wise?Rules wrote:LinkWith age, a character’s physical ability scores decrease and his mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.
Middle Age +1 to Int, Wis, and Cha; –1 to Str, Dex, and Con
Old +1 to Int, Wis, and Cha; –2 to Str, Dex, and Con
Venerable +1 to Int, Wis, and Cha; –3 to Str, Dex, and Con
I was asking if this was the case (Core) or not (like PFS).
@BRAN VAN 3000, I am aware, partly why I asked.

Aleksander Albus |

This is Ouachitonian, presenting Aleksander Albus, Fetchling* Inquisitor.
*He doesn't know that. The Bound to Golarion alternate trait means he can pass as human without a disguise check, and while he knows he was never quite like other kids, he assumes that his abilities like Shadow Blending are blessings from Kelinahat.
0-1) Read over everything in this initial recruitment post and follow instructions.
0-2) Download & read the Players Guide. This will provide a lot of help and insigh for the other requirements.
1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class
- Alignment
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?
- Livelihood: How does/has your character make a living?
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future)
2) Let me know your time zone and the time(s) of day you will most likely be able to post.
3) Tell me about your experience with PbP? How many PbP games are you currently participating in?
0-1) Check.
0-2) Check.1) This alias has all the details, but I'll try to answer most of the specifics in the post. Aleksander is a NG Inquisitor (Ravener Hunter/Sanctified Slayer) of Kelinahat. He was born and raised in the vicinity of Oppara, has lived in town or nearby all his life. Theoretically, he does various odd jobs for the Lotheed family, but his real livelihood is off-the-books work for them (Information gathering, a spot of light burglary, that sort of thing). His parents did the same sort of work, and ended up disappearing on a mission. He blames Taldan political intrigue for their deaths, and has dedicated his life to changing things. he's become a valuable asset to the Lotheeds, and they keep him around for handling jobs they want deniability on. In combat he's an archer Inquisitor. Out of combat he's got lots of skills, including good Perception, Intimidate, Sense Motive, and Knowledge Skills (especially for monster identification), plus Stealth and Disable Device, so he can handle a lot of the traditional Rogue work. Soon he'll add things like Track and Detect [Alignment]. I don't plan on any multiclassing or dips. Most of his feats will be taken up with Archery stuff, but if I get the chance I'd like to add some more flavorful stuff at some point. Background is in the alias.
2) US Central (Dallas/St. Louis/Memphis/New Orleans/etc). I work in the mornings, can usually post from lunch-ish until late afternoon.
3) I've been PBPing on this site for around 3 years. I'm currently in 10.

Nikolaus de'Shade |

Here are the details for Caspian Lotheed, Ladies-man, Mans-man, Man-about-town!
0-1) Read over everything in this initial recruitment post and follow instructions.
0-2) Download & read the Players Guide. This will provide a lot of help and insight for the other requirements.
Done and done.
1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class
- Alignment
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?
- Livelihood: How does/has your character make a living?
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future)
Full Crunch is done and will be posted, summary answers follow.
Class - Warrior Poet Samurai.
Alignment - Lawful Good. He's no paladin, but does believe that nobility should hold itself to high standards, and attempts to do so for himself.
Link to Oppara - Current resident, has lived in the city five years or more. (Extra detail in full background)
Motivation - "I'm a Taldan noble, Life is Politics! Seriously though, I have been brought up in the political sphere and I enjoy the social side of it. As a second son myself I also sympathise with the Princess's quest to overturn the outdated laws of Primogeniture. Taldor needs new direction and leadership if we are to continue to prosper!"
People would pay attention to him because of his family name (old and weighty), his modest personal fame (sure to grow with every passing day!) and because he's a very charming fellow (capable of melting the hearts of both genders!)
Roleplay - Caspian has strong Diplomacy and Bluff skills. He's not so good at reading people (negative Wis) but will do well as a face if he's paired with someone a bit more perceptive!
Rollplay - He's a frontliner (albeit with no armor), who will be moving in and out of combat a lot using feints and eventually Spring Attack to keep his foes off guard. Apart from the usual 'take blows' and 'deal damage' he should be a good friend to any rogue types who want Sneak Attack damage due to Improved Feint and won't block sight lines for archers who want to be shooting a lot!
Progression - Cas will take 5 levels of duelist eventually, its very fitting to the character and will help with extra damage and AC. Eventual build should be something like Warrior Poet 12/Duelist 5.
Background - Fully explained below, short version: second son of the Lotheed's but much nicer/more sociable than his elder brother. Not much inclined to magic or study he lives in Oppara on the family purse in exchange for keeping up appearances and doing the social rounds so Bartelby doesn't have to.
2) Let me know your time zone and the time(s) of day you will most likely be able to post.
GMT, I can post a bit throughout the day (from around 8am) and more in the evenings.
3) Tell me about your experience with PbP? How many PbP games are you currently participating in?
Considerable. I'm very active on the forum, playing and GM-ing a number of games. I check the forum regularly and usually rack up 6-10 posts a day across my various games. Feel free to check my profile if you want any more detail.
Male Warrior Poet 1
Medium LG Humanoid (Human)
Init +5 (+3 dex, +2 trait)
Senses: Perception +3.
DEFENSE
AC 15, touch 15, flat-footed 10 (+3 dex, +1 Cha, +1 dodge) [+1 vs challenge target]
HP 12/12 ([10 + 1 con + 1FBC])
Fort +3 (2 base, +1 Con) [+1 vs challenge target]
Ref +3 (0 base, +3 Dex) [+1 vs challenge target]
Will -1 (0 base, -1 Wis) [+1 vs challenge target]
OFFENSE
Katana +4, d8+1, 18-20x2.
Spd 30ft.
Space 5 ft.; Reach 5 ft.
1/day—dancing lights, prestidigitation, read magic, unseen servant.
Base Atk +1 (+1 Warrior Poet)
CMB +1 (1 BAB, +0 Str)
CMD 14 (10, +1 BAB, +3 Dex, +0 Str)
STATISTICS
Str 13 (+0)
Dex 16 (+3)
Con 12 (+1)
Int 12 (+1)
Wis 8 (-1)
Cha 16 (+3) [14 base, +2 racial]
FEATS
Noble Scion [Human Bonus]: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. You also gain an additional benefit depending on which family you belong to. Lotheed: Your family ranks include the greatest wizards and arcane scholars in Taldor, and schooling in some of the most comprehensive arcane libraries in the Inner Sea was your birthright. If your Intelligence is 11 or higher, you gain the following spell-like abilities: 1/day—dancing lights, prestidigitation, read magic, unseen servant. The caster level for these effects is equal to one half your class level.
Weapon Finesse [Archetype Bonus Feat]: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Improved Feint [Archetype Bonus Feat]: You can make a bluff check to feint in combat as a move action.
Dodge [Level 1]: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
TRAITS
Athletic Champion (Campaign): Select two of the following skills: Climb, Diplomacy, Perception, and Swim. You gain a +1 trait bonus on checks with those skills, and they are always class skills for you. In addition, you are accustomed to maneuvering through crowds; you gain a +2 trait bonus on checks to navigate through a crowd or resist being moved against your will, including spells and bull rush, drag, and reposition combat maneuvers.
Reactionary (Combat): You receive a +2 trait bonus on Initiative checks.
Noble (Social): You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.
Impatient (Drawback): You can’t delay or ready actions and if you are the last of your allies to act in a round of combat, you take a -1 penalty on ability checks, attack rolls, saving throws and skill checks.
SKILLS
Bluff +9 (1 rank, +3 Cha, +3 class, +2 racial)
Diplomacy +10 (1 rank, +3 Cha, +3 class, +2 racial, +1 trait)
Knowledge (Nobility)* +3 (1 rank, +1 Int, +1 trait)
Linguistics* +2 (1 rank, +1 Int)
Perception +3 (1 rank, -1 Wis, +3 class)
Perform (Dance)* +7 (1 rank, +3 Cha, +3 class)
Sense Motive +4 (1 rank, -1 Wis, +3 class, +1 trait)
Total Points: 7 [1x(4 Samurai + 1 Int + 2 background)]
AC penalty is 0
LANGUAGES
Common, Celestial, Elven.
EQUIPMENT
Custom Dueling Sword [aka. Katana] (50gp)
Noble’s Outfit (75gp)
30 gold 50 silver 0 copper
Weight Carried:
SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at first level.
Silver Tongued: Humans with this trait gain a +2 racial bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift their opinion up three steps rather than just two. This racial trait replaces skilled.
Proficiencies: Warrior Poets are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. They are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).
Challenge: Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends.
An order of the songbird samurai gains a +1 dodge bonus to AC and a +1 sacred bonus on saves against the attacks and abilities of the target of her challenge. This bonus increases by 1 for every 4 class levels the samurai has. The samurai must be wearing light or no armor, not using a shield, and carrying no more than a light load to gain this benefit.
Order: At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.
A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old Classes order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
Resolve: Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Dancer’s Grace: When wearing no armor and not using a shield, the warrior poet gains a bonus to Armor Class equal to her Charisma bonus (to a maximum of her samurai level). A warrior poet loses this bonus while flatfooted or otherwise denied her Dexterity bonus.
This replaces the samurai’s proficiency with medium armor, heavy armor, and shields.
Graceful Warrior: The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to glaives, katanas, and naginatas as if they were light weapons. This does not alter the weapons’ properties for the purposes of any other effects.
Skirmisher’s Challenge: The warrior poet adds her samurai level to her damage rolls only on her first successful attack against a challenged target each round.
This modifies challenge.
Flourish: The warrior poet is skilled at performing elegant moves in battle. At 1st level, the warrior poet gains a flourish of her choice from the list below. She gains another flourish at 3rd, 5th, 9th, 13th, 17th, and 20th levels.
Challenge: An order of the songbird samurai gains a +1 dodge bonus to AC and a +1 sacred bonus on saves against the attacks and abilities of the target of her challenge. This bonus increases by 1 for every 4 class levels the samurai has. The samurai must be wearing light or no armor, not using a shield, and carrying no more than a light load to gain this benefit.
Skills: An order of the songbird samurai adds Knowledge (religion) (Int) and Perform (Cha) to her list of class skills. The samurai adds half her level to Craft checks and Profession (gardener) checks.
Order Abilities: A samurai belonging to the order of the songbird gains the following abilities.
Versatile Performance (Ex):
At 2nd level, the order of the songbird samurai gains the benefits of the bard’s versatile performance ability with one Perform skill. Perform Dance -> Acrobatics, Fly.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
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Appearance
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Standing fairly tall and with the symmetrical features, deep chestnut hair and clear eyes of the Lotheed family Caspian, while handsome, would not stand out particularly at any party. His charm is more in his manner, his warmth and his wide smile while the two dueling scars on his right cheek give him (he hopes) a rakish air.
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Personality
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Caspian has spent many years feeling that he was a disappointment, first to his father and then to his elder brother. When he moved to Oppara he deliberately threw off their values and has built himself a persona of the debonair, devil-may care young man with time on his hands and a wide range of interests. This plays to many of his strengths, a natural openness which allows him to make friends and mix easily in noble parties, always flitting from group to group with apparently irrepressible energy.
The less obvious (some would say ‘more-Lotheed’) side of him comes out when he duels. When focused Caspian is crafty and sly, able to match blades with older and more experienced men. He is still impulsive however, and his impatience has gotten him into trouble both in the dueling ring and in more ‘delicate’ circumstances.
He is also (secretly) a poet and sometimes turns melancholy, shutting himself away to write although he always passes these ‘phases’ off as a hangover, or something that he feels is more ‘acceptable’.
Likes: Good friends, courtesy, fine clothes, dancing, winning.
Dislikes: Magicians (he assumes that they are all arrogant snobs like his father), dull books, lectures, anything slow or requiring excessive patience.
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Motivation
--------------------
Caspian wants excitement and thinks that Princess Eutropia’s rumored attempt on overturning Primogeniture sounds like the perfect thing. As a second son himself he appreciates the effort for what it is as well, and hopes that it will presage a wider change in Taldor – a chance to shake up the old order and jerk nobles such as his brother from their complacence. He also has a strong sense of justice instilled in him, not that he’d ever admit it, by his father and holds a lingering regret about how Bartelby treated Martella and his own complicity in it. If the opportunity ever arises, he’d like to make amends to his half-sister.
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Background
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The second son of Count Mercater Lotheed, Caspian grew up surrounded by wealth and some of the most comprehensive private magical libraries in all of Avistan. By the time Caspian was born relations between his parents were already rocky, due to the presence of Mercater’s bastard daughter Martella, in the household and shortly after Caspian was weaned his parents gave up the pretence and lead, to all intents and purposes, separate lives.
When he was young Caspian looked up to both Martella and his older brother Bartelby who, even as a child, was everything that a Lotheed should aspire to be. Unfortunately, while Bartelby took to magic as had generations of their family before them, Caspian found arcane study almost mind-numbingly tedious. After generations of breeding he possessed magical ability but very little inclination to use it, preferring poetry and romances to the arcane tomes and rigorous study his brother thrived on. His mother actually encouraged these interests, mostly to spite her husband who always held magical puissance and skill as the high point of his family legacy.
It was only after Martella was dispatched to the Sinora Academy, and Mercater took a renewed interest in his son’s education that Caspian finally found an outlet that was acceptable to himself and his father – dueling. While Bartelby out-performed him in every magical test, the dueling matches were much closer and Caspian gave as good as he got, his speed and determination making up for Bartelby’s greater height and reach.
His father’s death came at an opportune time for Caspian, who never felt close to his arrogant and condescending father. While Bartelby took advantage of his new position as count to ‘clean up the family’ as he put it – commanding Martella never to return to Lotheedar and sending his mother on an ‘extended holiday’ to ‘study the historical artefacts in Cheliax’, there was nothing he could do about his younger brother. Their relationship, never close, was decidedly cool but Caspian was not only a true-born Lotheed but Bartelby’s own heir. The brothers therefore reached a compromise. Caspian would go to Oppara, where he would be supported by the family purse, in exchange for keeping up the Lotheed name, performing various social functions, and staying out of his brother’s way.
This arrangement has suited Caspian well, and for the past few years he has played the role of ‘man about town’ to perfection, charming his way through the round of noble parties and making a minor name for himself on the cities dueling circuit as well.

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I present Sydney Streegrenet, Senate-hopeful human who dabbles in the mysteries of other planes of existance.
0-1) Read over everything in this initial recruitment post and follow instructions.
0-2) Download & read the Players Guide. This will provide a lot of help and insigh for the other requirements.
Done.
1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class
- Alignment
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?
- Livelihood: How does/has your character make a living?
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future)
Rollplay vs Roleplay: I am finding more interest in Roleplay vs the mechanics as of late, and this sounds like the perfect AP to do that. As such, even though wizards are not often the face, this one will sort of fit that need (Diplomacy and Sense Motive are primary skill focuses). As a shmoozer and politian, combat isn't really going to be his strength. In fact, he won't ever want to get his own hands dirty. But he is happy to summon creatures from other planes to do that for him. His main focus will be as a utility spellcaster, with summoning and protections as combat options. In later levels, there will also be some evocations as needed.
Character Concept:
Sydney Streegrenet is a human wizard (conjurer) with two archetypes, both called Pact Wizard (which are very different from from different Paizo sources, but just fit the concept so well.
He has always been a resident of Oparra, and is quite the partiot. However, his family history is a little blemished because about 600 years ago, his family was torn in two - half remaining in Taldor, and half now a family in Cheliax. It was truly brother vs brother during the Cheliax rebeliion, and it cost his family much. Generations have worked toward regaiing some of the family's former glory, but there was always a bit of a taint to the family name. Growing up, the continued bitterness, and some hidden family connections to their Cheliax bretheren, have been a source of power and intrigue. Still, the Streegrenets of Taldor are a noble family (of a lesser extent), and Sydney hopes to bring his family name again to greatness. Toward that end, he has embarked on a carreer path to become a Senator... and has participated in some questionable dealings in an attempt to gain power. (GM Note: His drawback is Power-hungry, and is central to his mindset). As such, he works hard to gain influence and rub elbows with the right people, including jumping at a chance to establish new leadership!
With the family still having a fair amount of influence and wealth, Sydney was able to attend the university and developed an interest in other planes. As a highly intelligent student, he excelled at his studies with little effort, but as an apprentice wizard, he barely got by. One day, playing with some conjuration spells, he managed to call a thrush of deep black hue which went by the name Iznagitur. This thrushpromised to help him with his studies, serving as his familiar, and helped him navigate the early years with both magical help, and with navigating the internal politics of the university. A voice on his shoulder, the raven inspires Sydney to greatness, sometimes with questionable choices.
Progression: In truth, the familiar is a devil/imp in thrush/raven form (as part of the Pact archetype). While Sydney is not evil, the familiar is, and will always be trying to tempt the would be wizard-senator in a master plan to cause more souls to suffer. Sydney's intentions are good, however, although not always necessarily for the right reasons. It is a classic case of "making a pact with the devil for the greater good" scenario. As a polititian, he believes he is working to make laws for the betterment of Taldor and its citizens, although the need to become powerful to do so is a slippery slope. So much of this character will be about balancing good and evil, while he remains more or less impassionate in the middle. (If this is not a storyline you want to work with, I can change this to eliminate the raven/devil storyline - which won't even really come into play until 5th or 7th level) and keep the rest of the character the same. The power really comes in mid-levels to allow faster casting via Sacred Summons, and also allowing summoning of devils which would not otherwise be available. Also note: This gives him an Aura of Lawful-Evil even though his alignment is not. And I want to clarify - at no time will this character become evil - much of the struggle is to keep from crossing the line despite the lure provided by the familiar. But again, if you are concerned, we can adjust it - and it won't even come into play for quite some time, so you can see how you like my style before we get there.) In either case, Sydney is planned to continue progression as a full and versatile wizard.
2) Let me know your time zone and the time(s) of day you will most likely be able to post.
TimeZone: Central Time (Chicago), but my posting can be anytime of day. I usually try to check in all games at least twice a day (8-10am, and 6-8pm) unless I get too busy.
3) Tell me about your experience with PbP? How many PbP games are you currently participating in?
PbP Experience: I play strictly PbP, and have been about 3 years now. Most of that was PFS, but have been leaning more to APs for last year. Prior to that, I played only F2f, and that was a good 20 years ago. I am in about 8 active games currently (4 APs and 4 PFS scenarios for Gameday - all of which are near end). I also am currently GMing 4 APs, 2 homebrew, and 1 PFS.
Sydney Streegrenet
LN Human Wizard (Pact Wizard - HH and FF) 1
Languages: Common, +4
Deity: Abadar, Cayden Cailean, Norgorber, or Shelyn (Asmodeus)
Familiar: Black Thrush named Iznagitur (really a devil,imp but won't be discovered until level 7/8)
Patron: Boundaries
Curse: (not until 5th level)
Init +0
HP 8 (6 +1 Con +1 FC)
DEFENSE
AC 10 (+0 armor +0 Dex), touch 10, flat-footed 10
CMD 10 (10 +0 Str +0 Dex)
Fort +1 (+0 class +1 Con)
Ref +0 (+0 class +0 Dex)
Will +4 (+2 class +2 Wis)
Defensive Abilities
none
OFFENSE
Speed 30 ft
Base Attack +0; Melee Touch +0; Ranged Touch +0
CMB +0
Melee Attacks
What? Weapons are so crude!
Ranged Attacks
What? Weapons are so crude!
Additional Bonuses:
Ha!
Spells Prepared: (+1 DC to dispel conj)
0.1 Detect Magic
0.2 Read magic
0.3 Prestidigitation
1.1 Mount
1.B Comprehend Languages
1.S Summon Monster I
Spellbook: (@ - Patron Added)
0: (DC 14 / 15 Conj) [all except prohibited]
Acid Splash (conj) Orb deals 1d3 acid damage.
Arcane Mark (uni) Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights (evo) Creates torches or other lights.
Detect Magic (div) Detects all spells and magic items within 60 ft.
Detect Poison (div) Detects poison in a creature or object.
Flare (evo) Dazzles one creature (–1 on attack rolls).
Light (evo) Object shines like a torch.
Mage Hand (tran) 5-pound telekinesis.
Mending (tran) Makes minor repairs on an object.
Message (tran) Whisper conversation at distance.
Open/Close (tran) Opens or closes small or light things.
Prestidigitation (uni) Performs minor tricks.
Ray of Frost (evo) Ray deals 1d3 cold damage.
Read Magic (div) Read scrolls and spellbooks.
Resistance (abj) Subject gains +1 on saving throws.
Spark (evo) Ignites flammable objects.
1st: (DC 15 / 16 Conj) [3+4]
Adjuring Step (abj) You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Comprehend Languages (div) You understand all spoken and written languages.
Grease (conj) Makes 10-ft. square or one object slippery.
Mount (conj) Summons riding horse for 2 hours/level.
Summon Minor Monster (conj) Summon 1d3 Tiny animals.
Summon Monster I (conj) Summons extraplanar creature to fight for you.
Unseen Servant (conj) Invisible force obeys your commands
Specialist: Conjuration (Teleportation School)
Opposition Schools (2+1): Necromancy, Enchantment, Illusion
STATISTICS
S 0 10 (+0)
D 0 10 (+0)
C 2 12 (+1)
I 10 +2 18 (+4)
W 5 14 (+2)
Ch 3 13 (+1)
Abilities Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 13 (+1)
SKILLS 7 (2 +4 Int +1 Human)
Acrobatics +0 (+0 Dex)
Bluff +5 (1 rank +4 Int)
-- Feint +2 (+1 Chr instead)
Climb +0 (+0 Str)
Diplomacy +12 (1 rank +4 Int +1 trait +3 class +3 familiar)
-- Gather Info +9 (+1 Chr)
Disguise +1 (+1 Chr)
Escape Artist +0 (+0 Dex)
Fly* +0 (+0 Dex)
Heal +2 (+2 Wis)
Intimidate +1 (+1 Chr)
Knowledge(all)*
Knowledge(arcana)* +8 (1 rank +4 Int +3 class)
Knowledge(local)* +9 (1 rank +4 Int +3 class +1 trait)
Knowledge(planes)* +8 (1 rank +4 Int +3 class)
Perception +2 (+2 Wis)
Ride +0 (+0 Dex)
Sense Motive* +7 (1 rank +2 Wis +1 trait +3 class)
Spellcraft* +8 (1 rank +4 Int +3 class)
Stealth +0 (+0 Dex)
Survival +0 (+0 Dex)
Swim +0 (+0 Str)
Background Skills 2 (2)
Appraise* +8 (1 rank +4 Int +3 class)
Knowledge(engineering)*
Knowledge(geography)*
Knowledge(history)*
Knowledge(nobility)* (1 rank +4 Int +3 class)
Linguistics*
The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
EQUIPMENT
COINS
PP – 0
GP – 160
SP – 0
CP – 0
FEATS
Spell Focus: Conjuration (Human Bonus Feat)
Augment Summoning (1st Level Feat)
TRAITS
Senatorial Hopeful (Campaign): While you belong to a noble family, hailing from the outlying prefectures means you lack the pull and wealth needed to rub shoulders with the stars of Oppara’s social scene. Your life has been quiet, isolated from the thrum of fashion and pop culture, but you see this as a source of insight and aim to help people by someday joining the senate. It’ll be a long journey, but you’ve already begun learning which hands to shake and how to listen carefully when others tell you what they want. You gain a +1 bonus on Diplomacy and Knowledge (local) checks, and both of these skills are always class skills for you. Once each week you can call on family connections to obtain a single piece of equipment or consumable magic item (such as a potion or scroll) worth up to your character level × 25 gp. Delivery of the goods you request takes 1d4 days. At 10th level, the potential value of a magical item increases to your character level × 50 gp, and your requests can also include spellcasting services and wands.
Student of Philosophy (Social) You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Outcast's Intuition (Magic) You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
Drawback: Power Hungry You’re addicted to power. Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
+3 Diplomacy and Speaks Taldor/Common
THRUSH CR 1/3
XP 135
N Diminutive animal
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +4, Will +2
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5
SPECIAL ABILITIES
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class Features
The following are the class features of the wizard.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour 15 minutes studying his spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Teleportation (Conjuration) School
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Pact Wizard (HH)
While the art of wizardry is usually a scholar’s pursuit, there are those who seek mastery of arcane power without tedious study and monotonous research. Motivated by foolish ambition, such individuals turn to the greatest enigmas of the cosmos in the hopes of attaining greater power. Though few successfully attract the attention of these forces, those who do receive phenomenal arcane power for their efforts, but become the dutiful playthings and servants of the forces with which they consort.
Effortless Magic (Ex)
Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.
This alters the wizard’s spellcasting.
Patron Spells
At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar.
In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower.
This ability replaces scribe scroll.
Patron: Boundaries
2nd—protection from evil (abj), 4th—see invisibility (div), 6th—magic circle against evil (abj), 8th—dimensional anchor (abj), 10th—control summoned creature (ench), 12th—banishment (abj), 14th—ethereal jaunt (tran), 16th—dimensional lock (abj), 18th—gate (conj). Source: ChoP
Great Power, Greater Expense (Ex)
As a pact wizard grows in power, his choice of patron begins to affect his physical body.
At 5th level, the pact wizard chooses one oracle curse, using 1/2 his character level as his effective oracle level when determining the effects of this curse.
If an oracle curse would add spells to the oracle’s list of spells known, the pact wizard instead add those spells to the wizard’s spell list as well as to his spellbook.
At 10th level, the pact wizard can invoke his patron’s power to roll twice and take the better result when attempting any caster level check, concentration check, initiative check, or saving throw. He can activate this ability as a free action before attempting the check, even if it isn’t his turn. He can use this ability a number of times per day equal to 3 + 1/2 his Intelligence modifier. At 15th level, when the pact wizard invokes his patron’s power to roll twice on a check, he adds his Intelligence bonus to the result as an insight bonus. When he applies metamagic feats to any spells he learned via his patron or curse, he treats that spell’s final effective level as 1 lower (to a minimum level equal to the spell’s original level).
At 20th level, whenever the pact wizard invokes his patron’s power to roll twice on a check and his result is a natural 20, he automatically succeeds, regardless of whether or not a check of that type would normally allow an automatic success.
This ability replaces the bonus feats a wizard gains at 5th, 10th, 15th, and 20th level.
Pact Wizard (FF)
Some wizards make bargains with beings from other realms in order to gain arcane power. These pact wizards have unparalleled access to extraplanar allies, but these bonds never come without strings attached.
Familiar (Ex)
A pact wizard must select a familiar for his arcane bond. The familiar’s loyalty ultimately lies with the pact wizard’s patron, and it reports back to the patron on the wizard’s activities.
This ability alters arcane bond.
Pact Focus (Ex)
At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can’t pick conjuration as an opposition school.
This ability alters arcane school.
Pact (Ex)
A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement.
Aura (Ex)
A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level.
Pact Summons (Ex)
A pact wizard can select Sacred Summons as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype.
True Form (Ex)
At 7th level, a pact wizard’s familiar reveals its true form, automatically transforming into an outsider improved familiar of the chosen subtype.
Planning
1: Spell Focus: Conjuration, Augment Summoning (+4 str, con)
2:
3: Superior Summoning - When summoning more than one creature, summon an extra one.
4: +1 Int
5: Sacred Summons - summoning devils(LE) is standard action
6:
7: Spell Penetration (feat?) (Imprvoed familiar comes for free with archetype)
8: +1 Int
9: feat
10:
Summon feats:
Superior Summoning (Augment Summoning, CL 3)- When summoning more than one creature, summon an extra one.
Evolved Summoned Monster
Expanded Summon Monster
Profane Studies(4 ranks know planes) - Gain +5 on Knowledge checks and +2 CL on to cast a summon monster spell summoning durations involving evil outsiders
Proxy Summoning (CL5) - summons can carry touch and gain share spells
Starlight Summons - Summoned creatures gain a bonus on Perception and Stealth checks.
Sunlight Summons - Summoned creatures glow and are immune to blinding and dazzling effects.
Moonlight Summons -
Summon Neutral Monster - expand list, add counterpoised template
Summon Evil would be useful with sacred summons, but alignment (not aura) has to be evil, so no good.

Silverstream |

I am ready to put my character into the ring.
I have read the guides here on the forum and believe I have a good gist of both formatting and how play may vary here. I am more of a RP person myself when it comes to playing, though I’ve always found number crunching to be enjoyable. Our Giantslayer campaign was going on for four years before we ended it, so I am ready for long term game commitments.
I have a more open schedule at the moment, though my most constant posting time on weekdays would be about 1:45am-2:30am Eastern Standard Time (UTC-5). However, I am usually able to check in and post if needed more often throughout each day. I am able to post on weekends, though my time when I can post fluctuates depending on my plans.
Rossana Thorn
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Rossana will be an aasimar from a minor noble house of Oppara and be Neutral Good. Though her family has given her a comfortable life, Rossana occasionally makes coin on the side by selling clothing that she sews herself. Her main current concern is escaping the arranged marriage that her father has placed her in. The person and house of her espoused is left vague for you to fill in should you have someone in mind to play her suitor. She believes that if she gets ahold of enough strings, one of them will be able to get her out of her mess. She also wants what’s best for her home of Oppara.
In combat, Rossana will use spells to keep enemies in line such as stunning, while healing if need be. Which one she ends up focusing on will depend on the needs of the party. Out of combat, Rossana will be able to fill in as the possible face of the group and can contribute with her noble connections and knowledge. She can also ‘disguise self’ at will, allowing her to fill in for many needs. For now, she will be full Oracle, though that may change later on.
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History
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The second child of House Thorn, Rossana quite enjoyed her life. Though a minor house of Oppra, Rossana was spoiled for her heritage when she was born as an aasimar to a family of only humans. Her special appearance was a mark of pride for her parents, though her constant desire to get into trouble less was so.
Rossana spent her early life studying and learning the more refined way of life, from dancing to sewing. A magical tutor was soon brought in as well to try and help her harness her magical gifts, though most lessons were used as prank practice for the young girl. One trait that she was seemingly helpless to stop was reverting to growling and barking when stressed out or angry. As such, she was kept from the more important social events as one such moment during a small ball was too much for her parents.
While her older brother was heir to the household, Rossana much more enjoyed the freedom her position gave her. Outside of her daily lessons, she was free to do as she wished. Able to walk the town and gardens freely while covertly pranking passersby, Rossana never gave her freedom a second thought.
At least until her father announced that she was to be wed to the son of a more prestigious house. Unwilling to give her freedom up to someone she barely knew, Rossana rejected the notion. Since then, she has been constantly fighting and barking at her father on the subject even as the proposed date as drawn near. Her brother has been the only one on her side so far, usually intervening between the two before things got out of hand.
Knowing that she doesn’t have much time left, Rossana has begun to seek for enough influence and power to retain her relative freedom. During her search, Lady Martella contacted her, offering her help with her problem. Out of options, Rossana decides to trust the woman for now.
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Personality
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Rossana always enjoys a good-natured trick or jab. Always lively and smiling, Rossana’s small canines only show when she is thinking of a particular good prank. Though feisty, Rossana has learned to enjoy her antics while sticking to rules, while thinking herself extra clever when she pulls off a hoax within set limitations.
Rossana is easy to get along with as long as one is polite. Her noble pride still rises up from time to time when others aren’t as friendly, though she is quick to forget and move on after a prank or two later.
Rossana dislikes violence, partially because of her vocal handicap, but has begrudging undergone basic training in the crossbow and dagger. She’d much prefer to find a more peaceful solution, or, barring that, to trick her opponent into surrendering without fighting. She has learned that she has limits to this, though, especially when her father announced his plans for her future.
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Appearance
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Rossana is a beautiful woman, her appearance accentuated by her aasimar nature. With brown hair and golden eyes, Rossana often wears blacks and reds in public. She sports a large, brown wolf tail and ears, and likes them out in the open to be seen, though she has learned that she can change her appearance at will to better prank others. She prefers to avoid violence, but she does always keep a hidden push blade on her person, just in case.
Reference Image 1 - While in traveling clothes
Reference Image 2 - In a standard social dress
Rossana Thorn
-----------------------
Female Aasimar Oracle 1
Age 24; Skin White; Follower of Shelyn
NG Medium Outsider (native)
Init +3; Senses Darkvision 60ft; Perception +0
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Defense
-----------------------
AC 18, touch 13, flat-footed 15 (+4 Armor, +3 Dex, +1 Shield)
HP 9
Fort +1, Ref +3, Will +3
Resistances Acid 5, Cold 5, Electricity 5
-----------------------
Offense
-----------------------
Speed 30 ft
Melee spring blade +0 (1d4) P/S
dagger +0 (1d4/19-20) P/S
Ranged light crossbow +3 (1d8/19-20)
Special Options
-----------------------
Statistics
-----------------------
Str 11 (+0), Dex 16 (+3), Con 12 (+1), Int +12 (+1), Wis 10 (+0), Cha 18 (+4)
Base Atk +0; CMB +0; CMD 13
Traits
Child of Oppara - Campaign - +1 to Appraise and Knowledge (Nobility); one (Nobility) is class skill; free noble's outfit, signet ring, and another item (chainmail)
Civilized - Social - +1 to Knowledge (Nobility) and (Local); Knowledge (Local) is class skill.
Feats
Skill Focus (Knowledge (Nobility)) - +3 to skill; +6 if 10 ranks or more
Skills (8 ranks - 4 Class, 1 Int, 1 FCB, 2 Background Skills)
Appraise (Untrained) +2 (1 rank, 1 Trait)
Craft (Fine Clothes) +5 (1 rank, 3 class, 1 Int)
Diplomacy +10 (1 rank, 3 class, 4 Cha, 2 racial)
Disguise +8 (1 rank, 3 class, 4 Cha)
Knowledge (Local) +6 (1 rank, 3 class, 1 Int, 1 Trait)
Knowledge (Nobility) +9 (1 rank, 3 class, 1 Int, 3 Feat, 1 Trait)
Perform (Dance) +10 (1 rank, 3 class, 4 Cha, 2 racial)
Sense Motive +4 (1 rank, 3 class)
Stealth +7 (1 rank, 3 class, 3 Dex)
Favored Class Bonuses
Oracle - +1 skill point (x1)
Languages
Common, Celestial, Slyvan
Alternate Racial Traits
Heritage: Azata-Blooded
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Racial Abilities
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Celestial Resistance - Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled - Azata Aasimar have a +2 racial bonus on Diplomacy and Perform checks.
Spell-Like Ability (Sp) - Azata Aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar’s class level).
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Class Abilities
-----------------------
Proficiencies - Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Spellcasting - An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ at right).
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
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Spell-Like Abilities
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Oracle Spellcasting
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Spellcaster Level 1st
DC 10 + spell level + 4
Spells per day
1 - 4
Spells Known
0 - Detect Magic, Light, Mending, Purify Food and Drink
1 - Bless, Cloak of Secrets, Cure Light Wounds
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Mystery
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Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
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Whimsy
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Class Skills - An oracle with the whimsy mystery adds Bluff, Disguise, Perform, Sleight of Hand, and Stealth to her list of class skills.
Bonus Spells - faerie fire (2nd), hideous laughter (4th), shamefully overdressed (6th), major image (8th), lesser entice fey (10th), mislead (12th), entice fey (14th), irresistible dance (16th), greater entice fey (18th).
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Revelations
----------
Assumed Form (Sp) - You can change your appearance at will, as disguise self with a caster level equal to your oracle level. At 7th level, you can instead physically transform, as alter self. At 11th level, this ability lasts until you dismiss it or use it again, allowing you to keep it active while you sleep.
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Curse
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Lycanthropy (Curse of Corruption) (Wolf)
In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of speak with animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (wolves); you gain a +4 bonus on Handle Animal checks with these creatures.
At 5th level, add charm animal to your list of 1st-level oracle spells known and animal messenger to your list of 2nd-level oracle spells known
At 10th level, add beast shape I to your list of 3rd-level oracle spells known and beast shape II to your list of 5th-level oracle spells known
At 15th level, you gain damage reduction 5/silver, and if you already have this type of damage reduction, it increases in value by 5 (to a maximum of DR 15/silver).
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Inventory
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punch knife, dagger, light crossbow, 20 bolts, chainshirt, buckler, noble's outfit, signet ring
Wealth
4 pp 6 gp 0 sp 0 cp

Jerol Esra |

this is a submission from flooraboleth. a human spy and wizard from Andoran.
Stats and backstory are in profile.
Class: Wizard
Alignment: CG
Characters link to Taldor, and specifically Oparra: Jerol has been in Oparra for a few months working to gather information
Livelihood: as a government operative Jerol works to gather information and spread Andorans agenda in the inner sea
Motivation: Jerol is interested in Taldan politics to increase Andorans influence and increase the rights of the citizens of Taldor
Rollplay vs Roleplay: In combat Jerol uses his magic support his allies. In roleplay Jerol has good social skills and a lot of utility spells.
Progression: I will probably go straight wizard thought I may take a few levels in rouge
Background: Jerol Esra was born in Almas to a pair of servants who worked in the diplomatic and political meeting. Jerol was fascinated by life in court and wanted to learn as much could about it. Jerol studying and ability to make friends with the people of court caught the attention of a wizard member of the twilight talons. The wizard taught Jerol how to be a wizard. Jerol also learned multiple languages and how to forge documents and learned much about nobility and how to impersonate them . With these new skills Jerol was send of to Taldor with instruction to gather information and help princess Eutropia. Recently Jerol has made contact with Martella Lotheed. Jerol is trying to advance Andorans power in the area and increase the right of citizens.
Time zone: I’m in GMT-6, or Central Standard Time in the US. I post most often around 4-5, though I can post most other Times.
PBP Experience: I have never played PBP

GM Dak |
1 person marked this as a favorite. |

Thanks everyone for the continued interest! Just a reminder that I will be cutting off application on 11/8 at midnight Eastern time.
I will say, this is definitely going to be a hard decision as there are a lot of great concepts already. I'm mulling over the idea of potentially running two groups, but no promises just yet.

hustonj |
1 person marked this as a favorite. |
Since I died in my chat game (expected - soloing a young red dragon at level 10 has that effect - but it was the properly heroic thing for my idealistic protector to do), and I'm becoming bored . . ..
Names without additional information dotted in.
A Real Human Being
Brolof
CampinCarl9127 - Sveng Catus (Rasdovain) - N M Human Cleric of Norgorber
Captain Collateral Damage - Usumba Kende - LN M Human Warpriest of Abadar
WITHDRAWN - caster4life - Oric Lundarian - LG M Hill dwarf Inquisitor (Monster Tactician)
Chandlore
Darkmeer - Allessand - ? M Aasimar Cleric of Sarenrae (Hidden Priest)
DarkWingD - Valarian - LE M Human Streets Oracle
Ensign 5th Account (Souls at War)
Fenris105 - Alexius Brune - CG M Fetchling (Bound to Here, Umbral Escort) UC Rogue (Shadow Walker)
flooraboleth - Jerol Esra - CG M Human Wizard
ginganinja - Cyrene Syrinx - NG F Human Inquisitor (Sanctified Slayer)
Hayato Ken - Unnamed Hero - LG F Human (Keleshite) Unchained Monk
haydenmccullen
hustonj - Cillian O'Shea - N M Human Unchained Rogue (Burglar/Phantom Thief)
Ictoo
John Gs - Sara Nole - 2 versions 1) NG F Human (Taldane) Bard (Wit) and 2) NG F Human (Taldane) Alchemist (Inspired Chemist, Royal Alchemist)
Jovich - Trakas Aeramirdal - NG M Human Swashbuckler (Inspired Blade) - Magus (Blade Bound) to come later.
Kobolum - Gedeon Lem - LN ? Elf Ex-Cleric of Aroden
Nemroider
Nikolaus de'Shade - Caspian Lotheed - LG M Human Samurai (Warrior Poet)
Oniwaban - Celad Karthis - LG M Aasimar Paladin of Iomedae (Hospitaler)
Ouachitonian - Aleksander Albus - NG M Fetchling Inquisitor (Ravener Hunter/Sanctified Slayer)
Phntm888 - Eregos Villarius (Hargus Kryn) - CN/NG M Human vigilante (avenger)
PJP - Sydney Streegrenet - LN M Human Wizard (Pact Wizard/Pact Wizard)
Profession Smith 6 ranks - Capricia Belacrest-Maxeme - N F Human Swashbuckler (Rondelero Swashbuckler)
psionichamster
Purple Dragon Knight - Valeria Tanessen - CG F Human Bard
Red Heat - Maddalena Merosett - LN F Human (?) Intrigue Oracle
Redac
rutaskadis - Hazel Fothergilla - LN F Tiefling (Pitborn) Brawler
ScorchedOne - Nimall - N M Aasimar Bard (Songhealer)
Shalm - Marcus Beto - CN M Human (Ulfen) slayer (sniper, stygian slayer)
Silverstream - Rossana Thorn - NG F Aasimar Whimsy Oracle
Simling - Eric Merosett - LG M Aasimar Paladin (Sacred Shield)
Solicitor
SteelGuts
Tavarokk
Tazo - Bimble Ficklebopper - NG M Gnome Transmuter Wizard
The KGB
The Lobster - Genever - ? F Changeling Witch (White-Haired)
The Lobster - Mabel Ironhand - CN F Halfling Barbarian (Armored Hulk)
theasl - Tereliel Pamyron - NG F Elf Magus (Spell Dancer)
Trinam - Kurtis Stavian - LN M Human (Taldan) Fighter (Aldori Swordlord)
Valjoen_KC
31 submissions including duplicate entries.
14 additional dots.
1 withdrawn.

The Norv |

Wow, a lot of submissions here! And no wonder--this is a great AP. So great I'm gonna throw my hat in the ring as well...
Full disclosure, I have read the AP and hope to GM it in meat-space someday. But that day isn't going to come soon, and I'd love the chance to experience it as a player! To that end...
Class Inquisitor of Sarenrae
Alignment Chaotic Good
Characters link to Taldor, and specifically Oparra: As the scion of the well-known Clement family, Anabella (Ana) has grown up mostly in Oppara (and, of course, in her family's summer estates when appropriate). She is a native of the city and very comfortable in it.
Livelihood: Ana has not yet needed to actually earn a living, but she is active in her family's charity interests around Oppara. This is, of course, in addition to her secret work (below).
Motivation: Ana very much views herself as a reformer, and she's out to change Taldan politics for the better! Her mother, Lady Zariyah, of course feels much the same way--but Ana's impatient with her family's careful, don't-rock-the-boat approach. She understands the need to keep certain things hidden (like her faith),but she's impatient to overthrow primogeniture and particularly to help lower-class citizens (and non-ethnic Taldans generally) integrate into Taldan society. She's not quite liberal enough that she wants to completely do away with the monarchy and the nobility, but she'd be happy to see power a little more decentralized and focused on the needs of the common people.
Rollplay vs Roleplay: In combat, Ana will quickly become a mobile heavy hitter, thanks to her bane ability and the Dervish Dance feat (assuming it's allowed). I imagine her being the partner to someone who is more capable of taking a hit, since (especially at lower levels) she'll be slightly on the fragile side herself. Out of combat, she has a wide array of useful skills (including some unusual ones for an inquisitor, like Sleight of Hand and Stealth), charm, and spells that can help her both act as a front-facing noblewoman and sneak around when needed.
Progression: I don't have a super detailed plan yet, but the basic idea is for her to take the Dervish Dance feat at level 3 (allowing her to add DEX to her attack and damage rolls with a scimitar). This will make her much more capable in hand-to-hand combat, though she won't be a slouch before then. I could see her taking some feats later on to make her more capable of moving around the battlefield (ie. Dodge and Mobility, maybe Escape Route for her teamwork feat). I think it'd be interesting to see how she responds to the others in the group; she doesn't have any ranks in Intimidate at level 1, but depending on the tenor of the game that could change, and she'd be quite capable at it!
Background:
Born to Lady Zariyah Clement, head of the Clement family and a sitting senator in the Taldan legislature, 21 years ago, Anabella Sitotu Clement has grown up with a sense that she is both one of the most privileged people in Taldor and also one of its outsiders. The Clement family, which immigrated to Taldor and were awarded with titles after their service to the Sixth Army of Exploration, come originally from Garundi and some Mwangi families, and although they have lived in Taldor for literally centuries now, a faint air of the "exotic" clings to them. This irritates most members of the family, who feel fully Taldan, but Ana was always fascinated by their history. When she graduated from finishing school at 19 (having excelled in fencing, particularly with the unusual and less popular estoc), she requested that she be given leave to go on a journey to Osirion and Nex to "reconnect with her roots."
Her parents gave her permission. It wasn't long, though, before they regretted it. Ana had barely been in Osirion for a handful of weeks before she slipped her handlers and bullied her servants into arranging the tour the way she wanted it: much less noble sightseeing, and a great deal more mingling with the common people of the countries, spontaneous trips to remote locations, and deep dives into cultures beyond her own. She journeyed through Osirion and into Nex, before making her roundabout (and therefore less likely to cause scandal) way to Qadira.
It was in Qadira that she fully embraced a faith that she'd already been fascinated by: that of Sarenrae, the Dawnflower. Though young, she had distinct memories of the days when Sarenrae's worship was outright banned in Taldor, and it had long fascinated her--the more so now that it was becoming popular with the lower classes, and she knew that her own ancestors might well have worshipped at the Dawnflower's altar. In Qadira, she studied with Sarenite mystics and was ultimately inducted into the church, where she vowed to make its worship socially acceptable in her homeland and to build cultural ties between Taldor and the rest of the world.
She returned to Taldor by the same circuitous route, arriving back in Oppara just six months ago. Since then, she's kept her faith secret from most everyone, knowing that it's not considered a proper Taldan faith for a noble--but, in addition to her family's work in more secular and approved charities, she has a tendency to sneak out in the early morning to lend her support to Sarenite churches and charities in the poorer districts of Oppara. In the last two months, she's begun to move politically in a more serious way, advocating both with her mother and with other senators of her acquaintance for Princess Eutropia's ascension and a general liberalization of Taldor's culture, arguing that it's the only way for the nation to regain its former greatness.
I'm in the NYC area (GMT -5) and usually post in the mornings, though sometimes I'm able to do twice a day (morning and evening). I've been active in PBP here since late 2013, and I'm currently "active" in 11 games. Of those, 2 are PFS/SFS (so short-running), and another 2 have not had GMs post in months. The rest update on a schedule that ranges from "dailyish" to "...when the GM has time." I'd say that on 4-5 are really active, including the two that I GM.

Rathario |

I happily submit Rathario, Inquisitor of Love, for your most gracious consideration!
1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class: Inquisitor of Shelyn
- Alignment:Neutral Good
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?Rathario has been living in Oppara for nearly 3 years. He originally traveled to the Gilded City in the company of a young Ulfen maiden whose temper was as fairy as her hair. Unfortunately, the maiden's uncle was less than thrilled with her dalliance with Rathario thus turning the joyous love song into a tragic ballad. Fortunately, Rathario's tragic ballad, played quite movingly on his fiddle, caught the attention of a widowed Taldane noblewoman. Shelyn be praised that Rathario was able to rekindle the passion of the poor widow and she has been his patroness ever since. Her wealth and privilege has allowed Rathario to attend the Kitharodian Academy and access to the nobility which allows Rathario to pursue Sheyln's edicts without worry or care for finance.
- Livelihood: How does/has your character make a living?Rathario is fully supported at the whimsy of his patroness and other nobles that have taken a fancy to him.
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?Rathario truly believes that Shelyn has led him to Taldor so that he might light the fire of forlorn noble women trapped in arraigned marriages, ease the suffering of the poor women through dance and song, and rescue young maidens from their virginity! Among the nobles, Rathario's reputation has begun to spread and his company is currently considered a display of opulence not unlike owning an exotic pet. It has not escaped the notice of some shrewd nobles that Rathario may have unsuspected information and influence in light of his current popularity.
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?Rathario is both a lover and a fighter! Most are surprised how deadly his beautiful scarves can be not to mention the daggers he often carries. Many to their own folly do not realize the magic he commands that nor the judgements of Shelyn. When beyond the city, the twang of his bow creates a dirge for his enemies. Stealth is not just for sneaking into a maiden's bed chamber but also for scouting the way. Rathario knows his friends well and his foes better. Alas, sometimes love hurts and thankfully Shelyn's grace allows Rathario to heal himself and others. As to more subtle pursuits, Rathario may appear foppish but it is just a masquerade for a keen perception. He does not miss much and savors discovering secrets and desires.
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.Rathario may dip into Ranger (Dandy Archetype) and perhaps even develop such a love of Taldor that he may be open to recruitment by the infamous Lion Blades.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future)I would hope that this has been answered above and in Rathario's crunch. If not, I would be happy to provide more.
2) Let me know your time zone and the time(s) of day you will most likely be able to post.I am in Central Time Zone and will be able to post throughout the day and night.
3) Tell me about your experience with PbP? How many PbP games are you currently participating in? I have played RPG since the late 70's. I have played PbP since the early days of Compuserve and AOL and more recently here with a another account(forgotten login name). Life has distracted me in the last couple of years but I find the old passion calling thus here I am. I am not currently involved in any other PbP.

Redac |

All right, here's my submission. I wanted to make sure it got in before the deadline. It occurs to me that it's a bit similar to a couple other ideas, but oh well. Thanks for your consideration!
0-1) Read over everything in this initial recruitment post and follow instructions.
Done! Please let me know if I've missed anything.
0-2) Download & read the Players Guide. This will provide a lot of help and insigh for the other requirements.
Done! It's a little light on specific information regarding certain families, so I'm open to readjusting things so they make sense in setting.
1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class: Arcanist with the Occultist archetype
- Alignment: Maybe LG, though I'm a little up in the air. I might have him drift to NG over time.
- Characters link to Taldor, and specifically Oparra: Adrian was born and raised in Oppara.
- Livelihood: As a member of a major Taldan noble family, he's lived off money he receives from his family. Lately he has begun supplementing this here and there with information trading, but it doesn't add up to a great deal.
- Motivation: Adrian was brought up in a family steeped in the politics and bureaucracy of Taldor. There's a little more detail in his background, but the short answer is that Adrian is a patriot who wishes to make use of his abilities and circumstances to make a change for the better before the whole thing falls apart.
- Rollplay vs Roleplay: In combat Adrian will stay back and contribute with his summons and his spells. Probably a lot of support and battlefield control, with only some direct blasting. Out of combat, he has a good deal of utility with his magic. He will also have a lot of knowledge skills and will be able to serve in that role for the party. Last, though he's not quite primary face material, his Charisma and Diplomacy/Sense Motive skills are good enough that he can hold his own and contribute in social situations.
- Progression: Probably straight arcanist, perhaps with a couple feats to augment his summoning ability. I'm not necessarily opposed to Prestige Classes, but I don't have anything like that planned so far.
- Background: Will post it below.
2) Let me know your time zone and the time(s) of day you will most likely be able to post.
I'm in GMT -8 (Pacific Time). I often check the boards throughout the day, but I'd say my most reliable posting hours on weekdays are between 5pm and 10pm. Weekends are a little variable, but I'm usually able to check and/or post during most times.
3) Tell me about your experience with PbP? How many PbP games are you currently participating in?
I started doing PbP a little over a year ago now, but as you can see on my profile my experience on the boards is not extensive. I've completed a few PFS scenarios and am currently involved in three games -- two APs and one V20 game.
Adrian was born more fortunate than most in Taldor. As a young boy, he proved to be quite bright, with an apparent inclination toward the arcane arts, and as a member of the influential Merosett family, he had access to some of the best education available, magical and non-magical. Being part of the Merosett family meant that Adrian grew up immersed in the bureaucracy and politics of Oppara, and indeed of all Taldor. Growing up, Adrian would hear many of the stories and legends other Taldans heard: stories of the grandeur of Azlant; the right of Taldor to inherit its legacy; of Taldor’s empire and its golden age. These stories always seemed to stand in stark contrast to the reality of a country mired in stagnation, corruption, and infighting. Everyone has their own favorite culprit, but few seemed interested in truly fixing what seemed to be ailing Taldor.
Still, it wasn’t all bad. Stipends from his family have allowed Adrian to dedicate considerable amounts of his time and energy to formal study of magic and its secrets. Beyond that, he has also taken an interest in the social and political scene in Oppara – attending social functions, rubbing elbows with scholars, that sort of thing. His keen intellect and gregarious personality have served him almost as well as his family name in this respect, and over the last year or so he has begun to dabble in discretely gathering, buying, selling, and trading information. Adrian has tried to keep faith with his own family to the best of his ability; he generally won’t sell any information that he thinks could be used against the Merosetts.
Adrian Merosett loves his country, and is not an opponent of tradition in itself. Indeed, to Adrian many of the traditions of Taldor are part of what make it the place it is, for better or for worse. He came to the opinion, however, that Taldor was beginning to buckle, and that it wouldn’t be feasible to maintain every old custom at the expense of Taldor itself. He was also unwilling to play the role of the unaligned bureaucrat, simply waiting out any upheaval and waiting to ingratiate himself into the new order. To that end he has begun quietly aligning himself with the cause of Princess Eutropia and the Loyalists. He is very hesitant to openly declare his allegiance until absolutely necessary, fearing alienation from his family, but he is willing to pass along relevant information to sympathetic parties – for a discount, of course.
Adrian Merosett
Male Human Arcanist (Occultist) 1
LG Medium Humanoid (Human)
Init +6; Senses Perception +1
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11
Fort +1, Ref +1, Will +3
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OFFENSE
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)
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STATISTICS
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Str 8, Dex 12, Con 13, Int 18, Wis 12, Cha 14
Base Atk +0; CMB -1 CMD 10
Feats Improved Initiative, Noble Scion (Merosett)
Skills Diplomacy +7, Knowledge (Arcana) +8 , Knowledge (History) +9 , Knowledge (Local) +8 , Knowledge (Nobility) +10 , Knowledge (Planes) +8 , Knowledge (Religion) +8 , Linguistics +8, Spellcraft +8
Traits arcane temper, taldan patriot, trustworthy
Drawbacks family ties
Languages Azlanti, Celestial, Common, Elven, Gnome, Kelish
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SPELLBOOK
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0th: all spells (DC 14)
1st: charm person (DC 15) , comprehend languages , ear-piercing scream (DC 15) , grease (DC 15) , mage armor (DC 15) , mount , unseen servant
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SPECIAL ABILITIES
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Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 4 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 3. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.
Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 12.
Conjurer's Focus (Sp) An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends.
Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Family Ties Your family is extremely important to you, and you feel disheartened when you can't do what they ask. When a family member makes a request of you, you must fulfill that request or take a -2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can't take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
Planar Spells (Sp) An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell.
Trustworthy People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

GM Dak |

Yes, lots of great applications. I know there are a few hours left, but wanted to post the list I had, just to ensure I wasn't missing anyone. If I did miss something please let me know. This is sorted by character name from my spreadsheet, to obfuscate any of my selection process.
As a reminder, I am hoping to start the game by the 13th, I spent a good chunk today doing a first pass of weighting applications up to this point. As such, I am hoping to have final selections made before the weekend to give us time to finalize characters and discuss things.
Ouachitonian - Aleksander, Fetchling Inquisitor
Darkmeer – Alessand, Aasimar Cleric
Fenri105s - Alexius, Fethcling Rogue
The Norv - Anabbella, Human Inquisitor
Tazo – Bimble, Gnome Wizard
Profession Smith - Capricia, Human Swashbuckler
Nikolaus de'Shade - Caspian, Human Samuri
Oniwaban - Celad, Aasimar Paladin
hustonj - Cillian, Human Rogue
Ginganinja - Cyrene, Human Inquisitor
Phntm888 - Eregos, Human Vigilante
Simling – Eric, Aasimar Paladin
Kobolum - Gedeon, Elf Cleric
The Lobster - Genever, Changling Witch
rutaskadis - Hazel, Tiefling Brawler
Flooraboleth - Jerol, Human Wizard
Trinam - Kurtis, Human Fighter
The Lobster - Mabel, Halfling Barbarian
Red Heat - Maddalena, Human Oracle
Shalm – Marcus, Human Slayer
ScorchedOne – Nimall, Aasimar Bard
LoneBard - Rathario, Human Inquisitor
Silverstream - Rossana, Aasimar Oracle
John G - Sara, Human Alchemist
John G - Sara, Human Bard
CampinCarl9127 - Sveng, Human Cleric
PJP - Sydney, Human Wizard
theasl - Tereliel, Elf Magus
Jovich - Trakas, Human Swashbuckler
Hayato Ken - Unnamed, Human Monk
CCD - Usumba, Human Warpriest
PDK - Valeria, Human Bard
DarkwingD – Valerian, Human Investigator

hustonj |
Just cause I'm curious . . ..
Arcanist 1
Barbarian 1
Bard 3
Brawler 1
Cleric 2
Ex-Cleric 1
Fighter 1
Inquisitor 4
Investigator 1
Magus 1
Monk 1
Oracle 1
Paladin 2
Rogue 2
Samurai 1
Slayer 1
Swashbuckler 2
Vigilante 1
Warpriest 1
Witch 1
Wizard 3
Most common are Inquisitor followed by a tie of Bard and Wizard.
22 classes across 33 submissions. Only 7 of which had more than 1 submission. Pretty varied.
Changling 1
Elf 2
Fetchling 2
Gnome 1
Halfling 1
Human 20
Tiefling 1
Human are almost 2/3s of the submissions. Aasimar proved more popular than other options.
8 races across 33 submissions. Half of the races selected are non-core, though they only represent 9 of the submissions.
Edit: Dropped DarkWingD's submission from the totals.

Nikolaus de'Shade |

Human are almost 2/3s of the submissions. Aasimar proved more popular than other options.
8 races across 33 submissions. Half of the races selected are non-core, though they only represent 9 of the submissions.
Fits well with Taldor's demographic (mostly human, aasimars are the only other race that avoid discrimination). People have obviously paid close attention to the players guide!

Simling |
hustonj wrote:Fits well with Taldor's demographic (mostly human, aasimars are the only other race that avoid discrimination). People have obviously paid close attention to the players guide!Human are almost 2/3s of the submissions. Aasimar proved more popular than other options.
8 races across 33 submissions. Half of the races selected are non-core, though they only represent 9 of the submissions.
All I'm saying is that the Cavalier from the Dungeons and Dragons cartoon was a being plucked supernaturally from another world, given a magic shield and told to guard his friends. My character is an Aasimar, which is the descendant of a being plucked supernaturally from another world, and he has a magic shield that he uses to guard his friends.

GM Dak |

Alright, I think I have things finalized. It was tough going through everyone and narrowing down my selections. There were lots of great submissions.
As I mentioned, I was considering running multiple tables for this because I have already done a lot of the prep with running this as a live game. Plus, there were just so many great submissions. As such, I have actually settled on running 3 tables. While I would have loved to run everyone through it, 3 tables feels manageable in relation to my other commitments.
So without further ado here are my lists:
Table 1:
Nammpo - Piri
PJP - Sydney
CampinCarl9127 - Sveng
rutaskadis - Hazel
Phntm888 - Eregos
PDK - Valeria
Table 2:
Shalm – Marcus
Tazo – Bimble
Silverstream - Rossana
Oniwaban - Celad
John G - Sara
Profession Smith - Capricia
Table 3:
Fenri105s - Alexius
Redac - Adrian
Darkmeer – Alessand
Nikolaus de'Shade - Caspian
Ginganinja - Cyrene
The Norv - Anabbella
Please click on the table name above your list to jump into the relevant discussion thread where I have posted some beginning notes.
To everyone else, thank you for your submissions. Know that there are a lot of different things I consider in my selection so don't feel discouraged that you weren't selected, it could have been a matter of party composition or any number of other things I consider. As such, should we have any drop outs, I will maintain my list and reach out to any potential replacements to fill any vacancies that may arise.