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As promised here is the recruitment thread for the winner of the "Which Adventure Path Should I Run Next" survey.
I'm looking for four players (15 point buy) to save the Empire of Taldor from itself. I'm primarily looking for a well rounded party consisting of the four basic food groups (arcane, divine, melee, and skill) that will play well together.
I will keep recruitment open until 6:00 p.m. CDT Monday July 6th.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from any Paizo publication will be allowed as well as any archetype for those classes. Classes may be of the Original or the Unchained version except for the Summoner, which must be the Unchained version of the class.
• Alignments: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
• Abilities: Characters will be based on the Standard Fantasy (15 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Skills: We will be using the background skills system
• Feats: Any feat from any Paizo publication will be acceptable.
• Traits: Character's will start with two traits, one of which be from the War for the Crown Player’s Guide. NO drawbacks for a third trait will be allowed.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter characters will roll for their hit points (or accept ½ hit die+1) whichever is greater.
• Starting Gold: Characters will roll for their starting gold (or accept the average for their class) whichever is greater.
• Character Death: While I will not go out of my way to kill anyone I do fight my creatures intelligently so sometimes things happen. To that end a character is not considered dead until his hit points reach a negative score equal to or greater than his Constitution score plus his level.
• Posting Rate: I know some GM's like a posting rate of at least once a day, fortunately I'm not like most GM's. I understand that RL gets in the way and you can't always post every single day. As long as the story continues to flow I'm good with whatever rate you can muster. That being said any radio silence of more than a week (unless otherwise pre-arranged) will cause me to send a PM to see if everything is okay. Continued silence after that may cause me to boot you from the game and seek a replacement player.
If you have any questions feel free to ask.

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Rolling for gold, Rondelero Swashbuckler (Sword and Shield). Dexterity based melee and face. Disgraced Noble campaign trait.
Gold: 5d6 ⇒ (1, 4, 1, 2, 3) = 11 Average of 175 is higher.
Benkei Hiderillo
Male human swashbuckler (rondelero swashbuckler) 1 (Pathfinder RPG Advanced Class Guide 56, Weapon Master's Handbook 6)
CG Medium humanoid (human)
Init +3; Senses Perception +4
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 12 (1d10+2)
Fort +2, Ref +5, Will +0
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee falcata +5 (1d8+3/19-20/×3)
Special Attacks deeds (opportune parry and riposte), panache (2)
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Statistics
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Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Exotic Weapon Proficiency (falcata), Slashing Grace[ACG], Weapon Focus (falcata)
Traits disgraced noble, friends in high places
Skills Acrobatics +4 (+0 to jump), Bluff +6 (+8 to conceal your identity), Diplomacy +6 (+7 in areas you've used Diplomacy to gather information, +2 vs. government officials), Intimidate +6 (+7 in areas you've used Diplomacy to gather information, +2 vs. government officials), Linguistics +4 (+6 to spot or produce forgeries), Perception +4, Sleight of Hand +4
Languages Celestial, Common
SQ falcata emphasis, swashbuckler finesse
Other Gear chain shirt, buckler, falcata[APG], courtier's outfit, fashionable accessories, 2 gp
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Special Abilities
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Deeds
Falcata Emphasis (Ex) Gain proficiency with falcatas and may deal piercing damage using falcatas.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Falcata) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
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Benkei Hiderillo, a man of mixed Tian and Taldan descent is the heir to a disgraced noble family. Not content with living quietly in a lower position, he is out for revenge and to climb the political ladder but that means being discrete.
His mother's family included many swordsmen or samurai, who often visited their estate. Benkei grew close to them and sought their training. Too exotic for Taldan tastes he adapted it to work with more traditional weaponry as he trained to be a duelist.

Nazard |

Putting together an unchained master summoner, Lady Adria Lotheed, the daughter and only surviving member of the family of a country baron who lost everything due to the naïveté and poor business acumen of her father and the greed of their local nobles. Secreted away in the night as a young girl (and then raised in exile) by her father’s loyal butler, she lived for a time at the court of the local earl, a distant cousin, until her butler sacrificed himself to fend off another attack by her house’s enemies. Now alone, save for the spirit of her loyal butler who manifests as an ancestor eidolon, she made her way to Oppara looking to reclaim what her family has lost and seek justice for them.
Starting Gold: 2d6 ⇒ (5, 3) = 8 x 10 = 80
Campaign trait: Senatorial Hopeful
Noble Scion: Lotheed

The Lobster |

Dotting; GM, my planned build is unusual and, while it will work regardless, I'd like to discuss how you would rule about certain things re feats, class features, traits and pieces of equipment. Do you mind if I DM you with a list of questions or would you rather I post them here?
I'd be applying for the melee role, fighter into oracle into dragon disciple (by means of Racial Heritage: Kobold and Scaled Disciple)
Basic concept is they are a noble obsessed with wealth and personal gain, who flaunts their draconic heritage as proof of their divine right to rule, with nary a clue that the only bit of dragon in them is kobold

Siladhiel Fion |

GM Whiterose, this is Chesca Wyndamere's Elf Courtly Hunter submission. Siladhiel's profile contains all the necessary information. I hope there aren't any blatant errors (but if there are, I'm happy to correct them). I may tweak her character a little until the recruitment close date (I'm prone to do that).
Thanks so much for your consideration. :)

KingHotTrash |

Seeing all the fighter types we have, I will be aiming to make an Empiricist Investigator to fill the role of skill monkey & trap finder. I'm definitely thinking Child of Oppara
Starting Wealth: 3d6 ⇒ (1, 4, 3) = 8*10=80gp
I will be taking the average wealth for sure. I will have something up in a bit.
@GM Whiterose- Would you be okay with an estoc counting as a rapier for Fencing Grace?

SCKnightHero1 |

I have a female half elf courtly knight cavalier that I can submit. I have to edit her a bit since she was part of group that fell through before we hardly even began the campaign. Not a fan of 15 point buy but I like a challenge.
5d6 ⇒ (6, 3, 6, 3, 2) = 20 x 10 = 200
Are you okay with my cavalier's horse mount having draconic companion archetype?
And are you okay with my character having the alternate racial trait dragon soul but instead of giving up Adaptability I give up Multitalented?
Btw this is my character's picture here.

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Starting Gold: 2d6 ⇒ (6, 2) = 8*10=80 gp
Here's my submission, Nico Sabinus. The concept is that of a (seemingly) silent partner, who can read opponents, perfect schemes, and make everyone in the party better at what they do.
Survival at the bottom of Taldan society requires a keen eye and an agile mind, two things Nico certainly has. While never particularly skilled at dealing with others directly, Nico's talent for sizing someone up and telling an ally how to handle them has made him a lot of friends.
Despite (or, indeed, because of) the relative comfort he has been afforded by this, Nico knows that Taldor's core is rotten. Every day, he sees good, hard-working people suffer for no better reason than an accident of birth, while lazy and indolent nobles live extravagant lifestyles for the same reason. It's for this reason that Nico began to use his connections to agitate for broad social reforms with the goal of making Taldor a more equitable society.
This, in turn, is what brought him to the attention of Lady Martella Lotheed. While suspicious of her and her motives, Nico can't deny the opportunity granted by the connections and resources she has, and so he accepts her offer and her invitation to the Exaltation Gala.
Male Human psychic 1
NG Medium humanoid (human)
Init +6, Senses Perception +7
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DEFENSE
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AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Wis)
hp 6 ((1d6))
Fort +0, Ref +2, Will +5
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OFFENSE
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged dagger (thrown) +2 (1d4-1/19-20)
Known Psychic Spells (CL 1st, concentration +4):
1st (4/day)—color spray (DC 14), expeditious retreat, telempathic projection (DC 14)
0 (at will)—daze (DC 13), detect magic, message, read magic
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STATISTICS
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Str 8, Dex 14, Con 10, Int 17, Wis 16, Cha 10,
Base Atk +0; CMB -1; CMD 11
Feats Improved Initiative
Skills Disable Device +7, Knowledge (History) +7, Knowledge (Local) +8, Knowledge (Nobility) +7, Perception +7, Sense Motive +7, Spellcraft +7, Use Magic Device +4,
Traits Pragmatic Activator, Young Reformer
Languages Celestial, Common, Elven, Hallit
SQ dual talent, overpowering mind, phrenic amplifications, phrenic pool, physical push, psychic discipline (self-perfection), spells
Combat Gear potion of remove fear, scroll of mage armor,
Other Gear dagger, traveler's outfit, 3.0 gp
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SPECIAL ABILITIES
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AC Bonus (Ex) When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you're flat-footed. You lose these bonuses when you're immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Background Skill (Knowledge (History), Knowledge (Nobility))
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Knacks Psychics learn a number of knacks, or 0-level spells, as noted on Table 1-8. These spells are cast like any other spell, but they don't consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
Overpowering Mind (Ex) The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
Phrenic Amplifications A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell's effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification's description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can't be selected more than once. Once a phrenic amplification has been selected, it can't be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.
Phrenic Pool (Su) A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is 3. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.
Physical Push (Su) By channeling your psychic energy, you can make your body capable of greater physical feats. When you attempt a Strength-, Dexterity-, or Constitution based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier. Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.
Pragmatic Activator (Trait) While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Psychic Discipline (Ex or Sp) Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can't be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic's level + the psychic's Intelligence modifier. At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1-8. Spells learned from a discipline can't be exchanged for different spells at higher levels. Specific psychic disciplines are further described starting on page 64.
Self-Perfection You take a holistic view of psychic power, believing that you must hone both your mental and physical attributes to remain in balance. The focus you find while exercising, fasting, and otherwise tending to your body broadens your psychic powers. Phrenic Pool Ability: Wisdom. Discipline Powers: Your powers alter your body through your force of will.
Spells A psychic casts psychic spells drawn from the psychic class's spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic's spell is equal to 10 + the spell's level + the psychic's Intelligence modifier. A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score. The psychic's selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic's choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1-8: Psychic Spells Known. Unlike a psychic's spells per day, the number of spells a psychic knows isn't affected by her Intelligence score; the numbers on Table 1-8 are fixed. At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic 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, and it must be at least 1 level lower than the highest-level spell from the psychic's class list that the psychic can cast. A psychic can 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. A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.
Weapon and Armor Proficiency A psychic is proficient with all simple weapons, but not with any type of armor or shield.
Young Reformer (Trait) Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken, and you’ve dedicated your life to fixing it. But tradition rules Taldor as much as any Grand Prince, and change requires more influence than you have… so far. You’ve got a few friends and allies, and plenty of determination, but while you work toward the power you need to change the nation, you’ll have to resort to more discrete ways of righting wrongs and curbing the abuses of the upper class. You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you. Once per day, you can call upon your coconspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make—for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find—must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you’re a very important diplomat traveling in disguise, for example, but if a fight breaks out you could not rely on your network of contacts to feint for you in combat. You don’t have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.

Henrika Karthis |

I've resurrected a character that I played in an initial scene of War for the Crown a couple of years ago, that fell apart before anything really happened. I hope that's okay; I don't remember very much about the plot.
Henrika is a Young Reformer noblewoman who is disillusioned with her position as the heir of House Karthis, mostly because of her sexist uncle who has taken over the family estate after her father died mysteriously. She prefers to socialize with the common people, especially a fat old half-orc dissolute who was a friend of her father's and has been teaching her to fight, but also an assortment of shady and fun-loving characters that meet at a tavern called "The Lion's Head." She vacillates between being a rebel in camaraderie with her friends and a law-abiding lady presiding over them and keeping them in line.
Starting gold: 3d6 ⇒ (6, 2, 4) = 12

Marius Erallan |
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CrusaderWolf here, presenting Marius Erallan, a young Rising Star in the orbit of Martella Lotheed and (by extension) Eutropia herself.
He's an Inquisitor combining the Tactical Leader & Sactified Slayer archetypes. A one-level dip into Rondelero means he'll hold his own in a fight, and his good face skills and Tactician ability mean he can support his allies and engage in political intrigue!
As an aside GM, what is your position on retraining? I would love to take Flickering Step as a route to getting into the Dimensional Dervish feat chain; retraining some of my feats to be able to utilize those abilities a little earlier than Lvl17.

KingHotTrash |

Alright, so the build I am going for is just a little dip into Swashbuckler (specifically the Inspired Blade) and then we're going Empiricist the rest of the way. With that though means that I get a different amount of starting wealth.
Starting Wealth: 5d6 ⇒ (5, 6, 2, 6, 5) = 24*10=240gp
I will definitely be taking that rather than the 105 for the investigator. I'll be taking the Young Reformer trait and will be focused pretty heavily into Intelligence. Here is his fluff and his crunch for your consideration.
Male Half-Elf Swashbuckler (Inspired Blade) 1 / Investigator (Empiricist) 0
LN Medium Humanoid (Human/Elf)
Init: +9 Senses: Low-Light Vision Perception: +10
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Defense
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AC 18 TAC 13 FF: 15 (+4 AC, Max Dex +3, -2 ACP) (Buckler: +1 AC, -1 ACP)
HP 10 Fort +0 Ref +5 Will +1
Special Defenses:
Elven Immunities: immune to magical sleep effects, +2 versus enchantment spells and effects
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Offense
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Melee
. . rapier +5 (1d8/18-20x2)
. . dagger +1 (1d4/19-20x2)
Ranged
. . dagger +4 (1d4/19-20x2/10ft)
. . light crossbow +4 (1d8/19-20x2/
Speed 30 ft.
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Statistics
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Str 10 (+0) Dex 16 (+3) Con 10 (+0) Int 16 (+3) Wis 12 (+1) Cha 8 (-1)
Base Atk +1 CMB +1 CMD 14
Feats Weapon Finesse, Weapon Focus: Rapier, Improved Initiative, Skill Focus: Perception
Skills Kn: Nobility +7 (1), Kn: History +4 (1), Kn: Local +8 (1), Disable Device +8 (1), Diplomacy +7 (1), Bluff +7 (1), Sense Motive +5 (1), Perception +10 (1), Stealth +5 (1), Acrobatics +8 (1)
Languages Common, Elven, Celestial, Skald, Kellish
SQ Elven Immunity, Keen Senses, Low=Light Vision, Adaptability
Traits Young Reformer (Kn: Disable Device), Student of Philosophy
Favored Class Swashbuckler - +1 Skill Point
Combat Gear: 2 daggers, rapier, light crossbow, 10 crossbow bolts, buckler, chain shirt
Mundane Gear: backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, thieves' tools (common), smokestick, 1pp, 5gp, 9sp, 10cp
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Special Abilities
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Inspired Panache (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) plus her Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade regains no panache from scoring a killing blow. She regains panache only from scoring a critical hit with a rapier.
Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Nico Crus was born to the common people of Taldor, one of the many destitute poor and wretched who eked out a life amidst the less fortunate ones. His parents, both half-elves in their own right, did their best to protect their child from the cruelty of the world but Taldor's insidious intolerance of "mongrels" could not stop from reaching the boy. As a child, he grew insular after being teased for his "long ears" or only being wanted to be the "strange friend" like the nobles had a tendency of collecting. As he grew, his lack of socialization instead lead to him focusing into the scholarly arts; facts and knowledge were easy for Nico to put together. Advanced concepts came quickly to the young man and as he neared adulthood, his parents put aside as much money as they could to ship him from the capital city to an eclectic school dedicated to knowledge, to logic, to using reasoning to break down the world.
It was here that Nico truly flourished; race and class did not matter to these men and women. All that mattered were your facts, your beliefs, and being able to argue and stand up to them. It was not just a school to test the mind though, for a healthy body led to a healthy mind. It was in these treasured halls that Nico learned the intricacies of the rapier, the rise and fall of the Taldan Empire, and made his very first friends. For ten years, he studied amidst the company of scholars, adepts, and some of the keenest minds of Taldor. If Nico had had his way, he would've become a teacher here and spent his years teaching the next generation.
This dream was shattered by the reality of his nation though; the free-thinking mentality of the School of Higher Thoughts came under scrutiny of the Imperialists. One of the noble sons of House Vernisani had wished to apply to the school but failed the most basic tests of logic. His rejection built him with such shame that he began a campaign to smear the school's name, convincing his fellow Imperialists that the school was forwarding the propaganda of foreign interests and converting their most intelligent with useless, treasonous drivel. Slowly but surely, the patrons of the school found excuses to stop providing funds and the first place that Nico had ever felt comfortable in closed and shuttered its doors. With no where else to go, he returned to the squalor of the slums to find his home in worse shape than ever.
His parents, once successful alchemists, had been targeted by a scheme and ruined financially after being bought out by a human rival. With little money and less food, sickness took hold of Nico's mother and alcohol had become the salve for his father's wounded pride and heart. Nico considered himself thankful that he was there in time to take his mother's hand as she passed, the last bit of kindness gone after his father became a shell of the man he used to be. Seething with quiet rage at the injustice of it all, Nico swore he would fix this land, his home. His teachings had shown him enough; Taldor was swiftly on the course to destruction. To tear it all down would ruin more lives than it would fix but the current path could not go on. It had to be changed and Nico was the man to do it.
Since then, Nico has found himself connected to others who were disgruntled with the abuses of their social betters. Becoming the face of their quiet insurrection, Nico finds himself at the head of thugs and knee-breakers who are ready to do what must be done to save Taldor and fix it from its broken course. With a sharp blade and even sharper mind, Nico awaits his opportunity to rise from the shadows and make the opulent halls shake in fear. Judgement is coming.
Appearance:
With short, dirty blonde hair that does nothing to cover the elongated, pointed ears, Nico is obviously a half-elf who does his best to keep a trim appearance. At his most disheveled is a few days of stubble that make him look nearly twenty years older than he actually is. An eye-patch covers his left eye, an injury after being attacked by a group of children when he was very young. He dresses in dark, simple clothing that is well-worn but not disheveled. Meticulous attention is paid to his appearance and there is never something out of place without it having a purpose. His rapier is almost always on his side, a buckler strapped to his lower back, and two daggers hidden on his person. He is proper without being ostentatious, visible without being noticeable. If one looks into the dark, brown eyes of his though, a wickedly sharp intellect lurks behind it.
Personality:
Despite his anger that boils underneath the surface, Nico is an incredibly calm and polite individual. While he prides himself on his intellect, he does not believe himself superior to any other person and believes it is mostly luck that decided their stations in life more than anything. While he is pleasant and agreeable to be around, a cruel and cold intellect lurks underneath his more gentle demeanor. With the backing of disenchanted thugs, enforcers, thieves, and others that have been ostracized by society, he has no qualms letting them get their hands dirty to do work that is not his specialty. He is the coy threat, not the one who knocks on your door in the middle of the night. When confronted with injustice, he remembers every slight and promises retribution and reparation to every victim he comes across. If it wasn't for his mother's love of this country, Nico could've easily become a danger to it.
If his personality has a weakness, it is an inability to open up. Too often, he looks at others as tools rather than people and has difficulty trusting them. This is especially true of humans, as he believes that their privileged lives make them more predisposed to blame it on the other. However, if there is way to the man's heart, it is through crude and dumb jokes. He loves them. Fostering friendships or even romances is not something that Nico has considered at all and, if directly approached, may be caught off-guard for a few precious moments. He is innocent like that.
Thank you for the opportunity to make the character and if I get in, I promise to be the best ruthless yet caring spymaster that I can be.

trawets71 |

I'll be submitting my Rondelero Duelist St. John Smythe. We'll see how he does here as he never makes it out of the first book of Serpents Skull.
Gold: 5d6 ⇒ (5, 4, 2, 3, 5) = 19 190 gp

Vrog Skyreaver |

Well, since all these pretty people have shown up, guess I'll go a different way:
Character build to come, but here is his backstory. Mechanically, Tusk is a Unchained Rogue with the Thug archetype.
EDIT: here is his crunch as well:
TN Half-Orc Rogue 1
str 14
dex 16
con 14
int 10
wis 10
cha 10
HP 11
AC: 15; T: 13; FF: 12 (10 base +2 armor +3 dex)
BAB 0
Init +3
Fort: +2; Ref: +5; Will: +0
Speed: 30'
Weapons:
1) Sap: +3 to hit; 1d6+2b non-lethal damage; 20/x2 crit
2) Rapier: +3 to hit; 1d6+2p damage; 18-20/x2 crit
Skills:
Acrobatics r1 +7
Diplomacy r1 +4
Escape Artist r1 +7
Intimidate r1 +7
Knowledge (Local) r1 +5
Perception r1 +4
Sense Motive r1 +4
Stealth r1 +7
Background Skills:
Knowledge (Nobility) r1 +1
Sleight of Hand r1 +7
Languages:
Common
Orcish
Class Features:
*Archetype (Thug)
- Frightening (whenever you demoralize a creature, the duration increases by 1 round. If the target is shaken for more four or more rounds, the thug can decide to make the target frightened for one round; replaces trapfinding)
*Finesse Training (gain weapon finesse)
*Sneak Attack (1d6)
Traits:
*Brute (+1 to intimidate and intimidate as a class skill; race)
*Young REformer (+1 trait bonus to disable device and knowledge (local) checks; campaign)
Feats:
*Enforcer
*Weapon Finesse
Equipment:
Chain Shirt 100
Rapier 20
Sap 1
Explorer's Outfit 10
19 gp
No one knows how it started, but it was probably with the first emperor to have an Ulfen guard.
Always a trendsetter, those nobles who wanted to gain status quickly began hiring the most savage looking, ugly, and vicious thugs and brawlers they could.
Ever one to take advantage of any emerging situation, the Opparan Rogue's Guild began training big, beefy, dangerous men and women to be hired out to serve these roles. It is a delicate balance; on the one hand, you wanted someone who could swagger and was brimming with self confidence. On the other hand, you didn't want someone who was going to rampage through their client's household, killing and stealing indescriminately.
Thus a certain school was created to train tough looking people to be house thugs. It has been a while now, and the system has benefitted both sides greatly.
Not everyone who goes through this school does so by choice, however.
No one ever knew his real name, including the Half-Orc himself; instead, everyone just called him Tusk, because there are those people who can only give themself worth by dragging down those around them.
Thus, Tusk grew up mean.
There's a story about Tusk that best illustrates this: there was a blacksmith's son, Willim, who tormented Tusk when he was a kid, including daily beatings. Tusk learned quickly to take the beatings and not fight back; not because he was a pacifist, but because he knew he needed to be tougher.
So, he endured the beatings for years, never fighting back and never reacting; eventually, his skin was thick enough that it stopped hurting. All the while, Tusk plotted, schemed, and waited.
It started with a fire in the middle of the night at Willim's father's smithy. Not being a wealthy family, they quartered above the smithy, and so their house quickly burned. The found the body of Willim's father among the ashes and rubble of the building.
After the fire brigade and the crowd had left, all that remained was Tusk, who stood in the small square near the burned down building, waiting. He could feel the eyes on him, even though as he looked around the shades were drawn on the nearby houses.
Willim, unaware of what had happened, returned home later to find his family home in ruins and Tusk waiting for him. He was confused at first, which quickly turned into red hot rage. Tusk was not a hulking brute, and the top of his didn't quite reach the nave of Willim's neck.
Willim stood there, towering over the smaller half-orc, and demanded answers. Quietly, so quiet in fact that Willim had to lean over to hear him, Tusk told him what he did. That was all it took for Willim to react to Tusk like he reacted to everything: with violence.
Willim threw a punch, and was confused as to why it had failed to connect with Tusk's face. He stared in confusion at the Half-Orc holding his hand in place like a vise.
What happened next was one of the most vicious beatings that Oppara had ever witnessed. It lasted for over an hour, and by the time he was done, Tusk's arms were covered in Willim's blood past his elbows.
Standing calmly from the body of Willim, who still somehow lived, Tusk asked aloud "Any questions?"
The silence was deafening.
Over the next couple of years, Tusk started work with the Thieve's guild as an enforcer. He was among those they would send to "explain" that verbal contracts were INDEED enforcible whenever there was a minor noble who thought they were above repaying their debts. Like most of his contemporaries, Tusk was very good at securing an understanding, and often the entirety of majority of the debt.
Willim, however, never forgot what had happened that night. Fueled by hatred, he built up a mercantile interest with the insurance money from the fire and became rather successful, all in an effort to end Tusk.
It all came to a head one night about 6 months ago; Tusk was collecting from a noble who owed a great deal, and Willim just happened to catch him leaving the noble's home. He followed tusk and had his bodyguards ambush him; although Tusk was a dangerous fighter, and managed to take the eye of one of the men, but these were trained soldiers who outnumbered him; eventually, they beat him down. They then took the payment money and left.
Tusk awoke at the temple of Calistria and was informed by his boss' boss that he had two options: he could either repay the entire sum that was taken, or he could join a certain training program to be put among the wealthy. There was a certain client that had a thing for Half-Orcs and she was looking for a new token enforcer.
Not being an idiot, Tusk accepted the training. After several months of what amounted to training in table manners and etiquette, he was put in the household of Lady Ilandria Van Territh IV.
She was far from ugly: in fact she was what many considered beautiful. More importantly, however, she was cruel; as cruel as anyone who thinks they can own another sentient being could be. She beat Tusk regular with various implements, but by this point she couldn't damage him and she certainly didn't get a reaction out of him; thus, he became her favorite pet.
Tusk, meanwhile, waited. Waited for an opportunity to ruin her, just as he had Willim. Until then, he just took the beatings silently, all while she screamed in his face that she would ruin him.
Wealth Roll: 4d6 ⇒ (2, 1, 6, 6) = 15 150 gp it is.

Oxnard Kettlebeak |

I'm working on a Shaman of Palula into Stargazer prestige class build, so I have to ask about some race options--
Alternate racial traits?
I'm looking specifically at the Kindred Raised half elf trait to get CHA and WIS both.
(if that's not acceptable, my other options in order would be- aasimar (if allowed), tengu (if allowed), or ultimately just human.)
Gold: 3d6 ⇒ (2, 4, 4) = 10 100, so 105 average

Lady Adria Atticus Naso |
1 person marked this as a favorite. |

Nazard's summoner: Lady Adria.
Her ancestor eidolon, Halvers, will only be relevant in combat situations for three or four levels, but in the beginning, her will basically be like another human who fights with a falcata and has skill with Use Magic Device (and serving a wonderful dinner).
Adria was six when one of her father’s former associates successfully bribed a servant to put poison in her father’s wine. With him dead, his enemies had little resistance to come in in force, slaying any members of the family they could find. Adria’s mother and brothers perished that night to treachery, but Adria was spared through the quick-thinking and heroism of her father’s former squire turned loyal butler, Mr. Halvers, who fought through enemy forces and brought her to the safety of her distant cousin, Lord Philius Lotheed, Earl of Spinther in Northern Tandak. There, she became Lord Spinther’s ward, was raised by Halvers, and continued her study of magic.
It took many years for her enemies to find her and build enough reach to come after her in Spinther, but come they did: disguised mercenaries ambushed her small hunting party one midsummer’s afternoon, and while Lord Spinther’s armsmen fought bravely, the mercenaries were too many. Lord Spinther’s daughters were unharmed, though the same would not have been true for Lady Adria had Halvers, ever loyal, not sacrificed himself for her to escape. ”Run, my lady,” she still remembers his soft, rich baritone. ”And live.”
With nowhere safe to go, Lord Spinther gave her a letter of introduction to another distant cousin, Lady Martella Lotheed in Oppara, and Adria left that very night. Her purse was stolen one night, her horse another, but she continued on on foot, soon with little more than the ragged clothes on her back and the precious letter of introduction, without which, she was totally lost.
On her journey, she continued to practice her skills in magical summoning and one evening by her pitiful fire, she finally perfected a difficult ritual, summoning a spiritual companion to her side. Her eyes were closed when she first heard that soft, rich baritone say, ”My lady, you live.” No longer alone, Lady Adria Atticus, Baroness of Lotheed, and her loyal butler Halvers, arrived in Oppara and presented her letter to Lady Martella, who quickly took her in, set her up in lessons to finish her magical tutelage, and added her cousin to her growing web of intrigue and political machinations, which is just fine as far as Lady Adria is concerned.

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Presenting Gione, a skill character that also will be an effective melee combatant.
starting gold: 4d6 ⇒ (3, 2, 4, 6) = 15 =150 gp
Gione Sullus
Human (Chelaxian) unchained rogue 1 (Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +1, Ref +3, Will +0; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Resist fortified drinker
--------------------
Offense
--------------------
Speed 30 ft.
Melee boar spear +3 (1d8+4)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 12, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 14
Feats Additional Traits, Combat Expertise, Weapon Finesse
Traits cunning liar, fortified drinker, nonchalant thuggery, young reformer
Skills Appraise +6, Bluff +6 (+10 to hide aggressive actions such as feinting), Climb +6, Diplomacy +3, Disable Device +9, Intimidate +3, Knowledge (dungeoneering) +6, Knowledge (local) +7, Knowledge (nobility) +3, Perception +4, Sense Motive +4, Stealth +4, Swim +6
Languages Common, Kelish, Varisian
SQ trapfinding +1
Other Gear studded leather, boar spear[APG], masterwork thieves' tools, 20 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Gione is from Cheliax, but his father was an expatriated Taldan noble that was “disgraced” and had to flee Taldor. Gione grew up on stories of Taldor’s former glory and his father’s desire to see Taldor restored to righteousness. Gione believes that Princess Eutropia is the best path to that future and has travelled to Oppara for this year’s Grand Day of Exaltation in high hopes that the much-anticipated vote on primogeniture will allow her to become heir.
Gione has little use for the many of the current noble factions as he holds a burning grudge against them for the illegitimate treatment his father received in the past. Gione will use whatever means necessary to see through his father’s goals for Taldor.

Malinda Marne |

Here is Marthkus Merosett, the half-elven son of two half-elven parents whose grandfather's Senate seat passed to a fully human second cousin. Born under the Stargazer constellation, Marthkus is a Heavens Shaman intending to go into the Stargaze prestige class and intent on taking back a senate seat for himself.
Marthkus was born under the Stargazer sign, and from an early age the stars and the night sky always enchanted the half-elven nobleman. Inducted into the mystery cult of Pulura, he trained as a shaman, and then joined the Taldoran bureaucracy. Working his way through the ranks, Marthkus began amassing influence, connections, and power, and developing his familial connections.
Marthkus is convinced he was born under an auspicious sign with a destiny to be great in Taldor, and after years in the Prefectures, he has now come to Oppora, prepared to leverage his talents and connections to make a bid to reclaim one of the Merosett family senate seats for himself, half elf or not.

Anthorg |
1 person marked this as a favorite. |

I'm submitting Robert of the Merosett family, a cleric with the cardinal archetype. He has been wronged and his ties to the Merosett name have been cut. In search for vengeance, he found Calistria's grace and will use it to execute his revenge.
He is running for the divine spot, but he is skillful as well, mostly social. He's not fantastic in combat, except for cleric spells.
Appearance:
Robert dresses with colors, being almost exaggerated, but actually tasteful. When not in a social event, he wears light armor and carries a light crossbow to remind himself of the duty to his goddess.
Background:
Robert was born in the Merosett family. When Robert was a teenager, his father Wallace started to speak up against Maxillar Pythareus, the commander of Taldor's military. Although young Robert didn't know much about politics then, he quickly learned its consequences. Pythareus began a series of accusations against Wallace and Robert which successfully buried both father and son in dishonor. In fact, the Merosett family core didn't stop this from happening, as they are loyal to Pythareus.
The years that followed were terrible for Robert, who gradually came to realize that the society and prestige he was used to were being stripped from him. Robert became paranoid and saw in everyone an enemy. His nights were restless and his desire for vengeance grew at the same time as his virility.
He started praying for Calistria to allow him his revenge. As he managed to interpret his dreams according to the goddess teachings, Robert became feeling peaceful. His peace came in the form of resolve. In his mind, he made an agreement with the goddess, a trade. In exchange for her help enacting his revenge and ridding Taldor of the scum who would dishonestly prey on the honorable, he would spread her word and fight for her.
Unfortunately for him, finding and punishing wrongdoers was harder than it seemed. It wasn't a matter of fighting. It was a matter of politics. He would have to learn the game in order to defeat the right players. And so he started. He learned how to lie, pressure and intimidate people. He learned all about the noble families' traditions. He became a perfect gentleman. Now it was time to start working, and there was no better opportunity than this year's Exaltation Gala.
Personality:
Robert is always precisely who he needs to be. He worked hard to master the art of not showing what he is thinking, although giving the impression that he is thinking exactly what he wants people to believe he is thinking. However, his family's honor is the only thing that can pull him out of his cold-hearted precision.
STR 8, DEX 12, CON 13, INT 12, WIS 16, CHA 14
Human
Male
Medium Size
NG Cleric lvl 1 (cardinal archetype)
BaB 0
Init +0; Senses: Perception +8, Sense Motive +7
CMB -1 (0BaB -1strength)
CMD 10 (0BaB -1strength +1dexterity +10)
Favored Class Cleric (+1 skill point)
Channel Energy (positive) 1d6 - 5/day
Defense
AC 17, touch 10 flat-footed 17 (+2 Armor)
HP 9 (8 (lvl 1) + 1 (1*1Con))
Fort +3 (+2 base +2 Con)
Ref +1 (+0 base +1 Dex)
Will +5 (+2 base +3 Wis)
Copycat - 6/day
Offense
Speed 30 ft
Ranged light crossbow +1 (1d8/19-20x2), Range 80ft
Space 5 ft, Reach 5 ft
Domain
Trickery
Powers
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain spells
Disguise Self
Spells
CL 1
Concentration (Cleric level + Wis): +4
DC: 13+spell level
Spell level: Slots+bonus
Cantrips: 3
1: 2+1
Spells prepared
Cantrips: Detect Magic, Guidance, Light
1: Bless, Cause Fear + Disguise Self
Traits:
Disgraced Noble: +2 Bluff to conceal identity, +2 Linguistics to spot/produce forgeries, +1/+1 attack/damage versus NPC single humanoid who I believe has been involved in the conspiracy to destroy my family. 1/day - lasts for level rounds.
Seeker: +1 bonus on Perception and Perception is class skill.
Feats:
Lvl 1 - Noble Scion (Merosett)
Human - Deceitful
Skills (6 class + 1 int + 1 fav. class = 8 ranks/level):
Bluff +8 (1 Rank, +2 Cha, +2 Feat, +3 Class skill) (add 2 to conceal identity) (add 5 to send secret messages)
Diplomacy +6 (1 Rank, +2 Cha, +3 Class skill)
Disguise +8 (1 Rank, +2 Cha, +2 Feat, +3 Class skill)
Intimidate +6 (1 Rank, +2 Cha, +3 Class skill)
Knowledge (religion) +5 (1 Rank, +1 Int, +3 Class skill)
Perception +8 (1 Rank, +3 Wis, +1 Trait, +3 Class skill)
Sense Motive +7 (1 Rank, +3 Wis, +3 Class skill) (add 5 to discern secret messages)
Stealth +5 (1 Rank, +1 Dex, +3 Class skill)
Background skills:
Knowledge (nobility) +5 (1 Rank, +1 Int, +3 Class skill)
Linguistics +5 (1 Rank, +1 Int, +3 Class skill) (add 2 to spot/produce forgeries)
Languages: Common/Taldan, Celestial, Elven
Equipment
Will buy if selected

Cassius P. Haigh |

The Lobster presenting Jaiolong Vanissar, idle rich nephew to General Audrya Vanissar, ruler of Taldor's last colony, Amanandar.
Init +2; Perception -1
------------------------------------------
DEFENSE
------------------------------------------
AC 17, touch 11, flatfooted 16 (+1 Dex +6 Armor)
HP 12 (1d10+2)
Fort +4, Ref +1, Will -1
------------------------------------------
OFFENSE
------------------------------------------
Speed 20 ft.
Melee
Sword Cane P d6/20x2 (+3/+2)
Ranged
-
------------------------------------------
STATISTICS
------------------------------------------
Str 15, Dex 12, Con 14, Int 12, Wis 8, Cha 14
Base Attack +1; CMB +3; CMD 14
F: +4 R: +1 W: -1
Feats: Noble Scion (War), Racial Heritage (Kobold), Arcane Strike (Modified)
Traits: Child of Oppara, Rich Parents, Chosen Child
Drawback: Insatiable
Favored Class: Oracle (Human Bonus)
Alternate Racial Traits: Silver-Tongued (replaces Skilled, +2 to Bluff and Diplomacy, can shift attitudes by three steps rather than two)
Skills (3/Fighter, 5/Oracle, 3/DD):
Diplomacy: +7 (1 rank, 2 CHA, 2 racial, 2 circumstance)
K. Arcana: +5 (1 rank, 1 INT, 3 class)
UMD: +6 (1 rank, 2 CHA, 3 class)
Background Skills:
K. Nobility: +11 (1 rank, 1 INT, 3 class, 1 trait, 2 feat, 2 circumstance, 1 competence)
Linguistics: +2 (1 rank, 1 INT)
Languages: Tian, Common, Draconic
Equipment:
Sword Cane (49.5 gp)
Pocketwatch (275 gp)
Heritage Book (55 gp)
Fashionable Accessories (22 gp)
Jewelry (104.5 gp)
1 dose exotic perfume (110 gp)
4 dose silvertongue (330 gp)
Courtesan's Kit (11 gp)
Fellowship Film (209 gp)
Masterwork Backpack (55 gp)
Book of Letters (55 gp)
Scarlet and Blue Cracked Ioun Stone (K. Nobility, 220 gp)
Kobold Razored Tail-Attachment, (3.3 gp)
Hip Flask, (1.1 gp)
1 bottle absinthe, (33 gp)
3 Fine Chelish Cigars (16.5 gp)
2 Valets (2.2 gp/day)
3 Footmen (1.65 gp/day)
2 good meals (1.1 gp/day)
2 common meals (.66 gp/day)
3 poor meals (.33 gp/day)
~ 6 gp lifestyle expense per day
254.15 gp
Noble's Outfit (Free)
Signet Ring (Free)
Breastplate (Free)
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
The chosen child wanted for nothing. The immense wealth of the Oracular Council was freely thrust upon him, and he lived blissfully.
At age 10, his parents found Jaiolong. They demanded to have their child back, for he had been taken from them unlawfully. Jiaolong was returned to his family, and the oracles bestowed them with great wealth as an apology for the treachery wrought against them.
The boy remembered nothing of his home, and was unprepared for what awaited him. The Vanissars were the current ruling family of Amanandar, the last Taldan colony. In Changdo, he was raised in privilege and comfort, but at home in New Oppara, all the wealth and splendor of the world seemed at his disposal.
His aunt, the General Audrya Vanissar and leader of Amanandar, demanded he receive the finest Western education before his military service. Everyone wanted the best for him, he represented their future, and the black scales he bore represented the power present in their family line.
Dragons. They were blessed by dragons, or rather, he was blessed by dragons. That pulled a lot of weight in Tian Xia. To represent the best of his family, he needed to be educated, capable and confident, competent and skilled in a wide array of fields.
Unfortunately, the only trait he seemed to have inherited from dragons was the urge to hoard, and he proved more interested in the benefits of nobility than the responsibilities and charge of leadership.
As a military state, Amanandar mandated five years service from every citizen. Hoping to beat his privilege out of him, his aunt, the General, forcibly enlisted him in the military.
At the end of it, it was clear that the family's futures did not lie with him. He was sent off to the West, to represent Amanandar's holdings and power in the Taldan capital of Oppara. If he wanted only to bathe in luxury, let him do it where it would draw a favorable eye.
In the seven years since Jaiolong's arrival in Oppara, he has made his presence known. Lacking a Senate seat or any real political power in the mainland, the Vanissar family made due with purchasing him a large manor in Senate Hill, and filling his coffers twice over. Through his lavish lifestyle, the world may see the success and power of Amanandar.
Foppish and aloof, Jaiolong is obsessed with wealth, gaiety, and fashion, sometimes spending twice what he could on something just to claim he paid more for it. He keeps a fleet of servants and lovers both, and is said to instruct his servants to weigh him down with gold when he has trouble sleeping. He is incredibly proud of his draconic heritage, and wears it openly.
Unknown to him, however, his mother's bloodline is not mingled with dragons but instead kobolds, and he would be much better compared to them than to true dragons. His desire to hoard is primal, obsessive. He privately suffers from an immense sense of inadequacy, feeling rejected by his family and home, and while in combat he is a fierce and capable warrior, he is a coward every moment before battle is inevitable.
Jaiolong is a vocal supporter of Princess Eutropia, believing firmly in a woman's right and ability to rule, and often citing his aunt as proof that Taldor is ready for a woman's leadership. He is unafraid of embarrassment or of insulting his peers and betters, viewing his position in society as untouchable, and as a result, scandal follows him, but he always bounces back.
He has never settled down in romance, preferring small engagements over lengthy affairs, and despite the rivers of men that flow in and out of his bedroom, he views himself as unlucky in love, but a true romantic. He isn't. Truthfully, he is deeply afraid of intimacy and vulnerability both, unwilling to allow someone power to hurt him.
Like many in the nobility, he has a problem with substances, imbibing regularly. His teeth and nails often bear the silver sheen of someone under the effects of the party drug Silvertongue, and he smokes imported cigars constantly, attempting, he says, to emulate the smoke a dragon might breathe.
He is generally agreeable, laughing easily and hard, and makes friends and lovers in the blink of an eye.
While melee is the focus of the build, Jiaolong is a capable divine caster, and can heal and buff in between combat, making him well suited to fill or supplement either role.

Torin Argentus |

I changed his introduction. Felt it was a little too negative. Low starting gold actually made me rethink the point buy a bit and change things up. Hopefully I will have equipment and skills done tomorrow.
It was also the only title he was eligible to earn as a dragonheir. His arcane study was taught at the expense of equestrian pursuits. That disqualified him from any chance at being grand champion, champion of the horse, or even an honor student. The training to turn draconic heritage into a proper martial discipline was seen as a respectable pursuit in Taldor, but the curriculum was not held in any esteem compared to the rest of the academy.
In all honesty he had been lucky to win. He had been certain he would lose. Only his cleanest strikes had been counted in the melee. Anything less was penalized. His final opponent was as skilled as he was. He remembered the look everyone had when he had broken his opponent's training weapon. Even if Torin had been just as surprised at the time he was well practiced at not betraying his emotions.
Torin went through the motions in accepting the congratulations of his instructors. He offered them thanks and wore a placid smile as he thought of all the times they had graded him poorly, spoken ill of him, and ignored the harassment of the other students. How many times, he wondered, had he been struck in the last year by a classmate out of turn?
He was in a hurry to leave, and truthfully no one wanted to talk with the half elf more than they had to. He was not just of sorcerous blood, but a half-breed bastard. He had never had a friendship in the academy last longer than it took him to remove his helmet. His mother would want to hear of his graduation, and certainly of his award. He looked down at the bronze laurel, and wondered just how much it would change for him.

Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |

I've got an interest in experiencing this AP, as well. It's one of the few I haven't played or GM'ed before, and I had no hand in its creation. Also, one of my other games ended recently, so I've got some extra time on my hands to join another one now.
Ideally, I'd like to run a human wizard with the instructor archetype...which would give him an apprentice using the commoner NPC class as a cohort. So, essentially, it's two characters in one and I'd post separately as both of them. If that sounds agreeable, would it be okay if I assign a campaign trait to each character? If so, I think I can weave their backgrounds together in a way that works even better for the campaign.

SodiumTelluride |

I'd like to apply for the divine position with Ellie Dewblossom, my female human Divine Paragon cleric of Calistria. Ellie is firmly a divine caster, though she's quite good at Diplomacy.
Money Shot: 4d6 ⇒ (1, 4, 4, 1) = 100
Eh, I'll take the average.
Female human cleric of Calistria 1
Class archetype: Divine Paragon
Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Init: +2
-------------------
DEFENSE
-------------------
AC: 13/12/11
HP: 10
Fort +3, Ref +2, Will +5
-------------------
OFFENSE
-------------------
Speed: 30 ft
Melee: whip +2 (1d3-1)
Ranged:
Domains: Charm (Lust), Knowledge
Domain abilities:
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells Prepared:
0th (DC 13): enhanced diplomacy, guidance, light
1st (DC 14): bless*, command*, charm person* (d)
Concentration: +4
* +1 DC, +1 DC vs opponents attracted to her
-------------------
STATISTICS
-------------------
Base Atk +0
Feats: Deific Obedience (bonus), Spell Focus (enchantment) (bonus), Weapon Finesse
Traits: Charming, Rising Star
Skills:
Diplomacy +6 (+4 with Obedience)
Knowledge (nobility)* +4
Perform (dance)* +9 (+4 with Obedience)
Profession (courtesan) +7
Sense Motive +7
* Background skill
Equipment: whip, silken ceremonial armor, silver holy symbol earring, dancer's garb (trait bonus), 84 gp
Ellie, which is not her real name, joined a dancing troupe at fourteen to escape the Taldan slums. The Dewblossoms were unremarkable, but they made for themselves a modest living and accepted Ellie as she learned the routines. She was a good dancer with a pretty face and was well appreciated by audiences. Occasionally one of the troupers would find a secluded spot for herself and some spectator after a show; Ellie was not naive, and asked how much gold was to be made from doing the same. The lead dancer, however, a kindly and protective woman named Citrine, did not permit Ellie to ply such a trade until her sixteenth birthday.
Sixteen came, and Ellie, having begged the other dancers to teach her the pleasure arts, was prepared. Her income increased substantially, but she discovered, quite by accident, that gold was not the most valuable currency of Taldor: information was. One of her patrons belonged to an off-branch of the Talbot family, as she plainly saw from the brooch on his cloak, and he made unusual requests of her involving a whip. Shortly after, someone whose allegiance she never learned paid handsomely for details of the Talbot boy's tryst with her. She provided them gladly.
Thereafter, she worked to maintain a who's who among Taldan nobility. She danced her way into a few important beds, and slept her way into the ears of a few secret-brokers, stacking coins each step of the way. Her skill at such maneuvering caught the attention of Borov Merosett, an ambitious bureaucrat who bought Ellie away from the Dewblossom troupe and into his own employ. He furnished her with elegant clothing and steady room and board, and in exchange wanted only to be the first person she came to with others' secrets, to which she happily agreed.
She never knew why the goddess Calistria chose her. One of the trinkets her patron adorned her with was a silver triple-dagger earring, of which she thought little until a particularly brutish half-orc asked for her services. He showed her the gold beforehand, which she always required, but after leaving her bruised and sore he snatched up his purse to leave without paying. In desperation, she reached out a hand to stop him. Divine energy coursed through her, her hand glowed a dark violet, and the half-orc's leg blackened and rotted under her touch. Fingers of dark energy spread quickly and agonizingly throughout his body, and with a scream, he dropped dead on the spot.
Ellie devoted herself then and there to the Savored Sting. With practice, she mastered the art of healing wounds with divine energy and even learned a few spells. Now armed with more than just a seductive dance, Ellie awaits the day when Borov, or some new player, is willing to draw her deeper into the game of intrigue.

Hawthwile |
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They never suspect the small folks, you know - noses high in the air, seeing only what they wish to see. And if someone takes advantage of that... Well, can you really blame them? Lotti Qebs, gnome illusionist and arcanist, at your service. She might be old, but that doesn't mean she's not just as interested in fixing this nation as all these young whipper-snappers.
CG Small humanoid (gnome)
Init +2; Senses Perception +4, Sense Motive +2, Low-Light vision
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DEFENCE
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AC 14, touch 13, flat-footed 12 (+1 armor, +2 dex, +1 size)
hp 7
Fort +1, Ref +2, Will +2 (+2 vs illusions)
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OFFENSE
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Speed 20 ft.
Melee
Dagger -1 (1d3-2 slashing, piercing)
Ranged
Ranged Touch +3
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SPELLS PREPARED
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1st: color spray, grease
Cantrips: acid splash, detect magic, prestidigitation, read magic
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STATISTICS
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Str 6, Dex 14, Con 12, Int 16, Wis 10, Cha 14
Base Atk +0; CMB -3; CMD 9
Traits Charlatan, Young Reformer
Feats Casual Illusionist
Skills (5 points; 2 class, 3 INT)
ACP -0
(1) Bluff +11
(0) Diplomacy +3
(0) Disguise +4
(0) *Fly +4
(1) Knowledge (arcana) +7
(1) Knowledge (local) +10
(1) Linguistics +7
(0) Perception +4
(0) Sense Motive +2
(1) Spellcraft +7
(0) *Stealth +6
*ACP applies to these skills
Non-Standard Skill Bonuses
+4 Stealth (size)
+3 Bluff (familiar)
+2 Bluff, Disguise, Sleight of Hand (racial)
+2 Fly (size)
+2 Knowledge (local) (racial)
+2 Perception, Sense Familiar (familiar)
+2 Perception (racial)
+1 Bluff, Diplomacy (racial)
+1 Disable Device, Knowledge (local) (trait)
Languages Common (Taldane), Draconic, Dwarven, Elven, Gnome, Halfling, Kellish, Sylvan
Lotti tuts softly as she pours the tea and passes the cup to Lady Emisel, ignoring the countess’s laughter at her guest’s witty comment that echoes off the polished stone floor and dances amid the crystal chandeliers. She wheels her trolley over to another guest, placing a steaming cup on the gilded table before bowing meekly and pushing a few stray hairs back out of her face. “Would the madame like cream and sugar?” Her voice trembles with the weight of decades, her frail old hands rubbing each other nervously before clutching the cart for support.
She pours the wine, not a single red drop falling on her simple grey skirt and blouse nor on the white bear skin that decorates the floor of the Count’s office. “May I bring the monsieur a fresh napkin?” He ignores her, face as red as the liquid in his glass, but after all these years it does not seem to bother the gnome anymore. “I’ll let the kitchen know to prepare more of those candied fruits - those always cheer you up.” He does not respond as she closes the door behind her.
“Shall I see if the cooks have any fresh pastries for the young mistress?”
“Would the young master like his bath drawn now?”
“May I bring the madame her nightcap before she retires for the evening?”
They say that the appearance of victory is a battle half won.
At last, she closes the last door of the night and sits down on her tiny bed - taking care not to disturb the spotted cat already asleep there. With a heavy sigh, she relaxes. A few red splotches appear on her blouse as if by magic as she hangs it up next to the tiny window that only the youngest servants could squeeze out of. She hums softly, and a soft breeze carries what looks like glowing bubbles from her hand to pop delicately against the stains. The elderly gnome pets the cat as she watches the show, eyes twinkling with delight. With her uniform clean, she nods in satisfaction and pulls out a small serving tray carrying an envelope, a sheet of the household’s stationary, and an inkpen.
She has written many letters like this before - one for the nurse, another for the stableboy, two for that poor witless cook that always managed to burn something whenever she worked in the kitchen - but never one for herself. Until now. She’s done all she can for the small folks in this household, and now she was the only one left. Best to move on before the nobility got too suspicious, before they noticed how their son’s spellbook replaced with a tome on proper dining etiquette (just goes to show how he never studied either of them), how the sheets she cleaned always seemed to become dirty again after a few hours, how things just never looked as nice when Lotti wasn’t there to oversee them.
She looks down at the letter again, trying to imagine reading the words written there as if for the first time. What this noblewoman wants with her, she doesn’t know. But Bikki wouldn’t have risked getting caught back at his old place of employment to give her a note if it wasn’t important. She recites the words out loud, testing their tone for any awkward hiccups that would reveal her deception, or the hidden message written between the lines.
“It is with great regret that we must inform the Lady Martella Lotheed that we can no longer afford the services of one Lotti Qebs, and hope that she might find employment in your household. May she serve you as faithfully and skillfully as she has served us.”
They say people see what they wish to see - show them that, and they’ll believe anything you say.
Starting gold: 2d6 ⇒ (4, 6) = 10 -> 100 gp (Better than the average of 70 gp, so she'll take it!)
Please let me know if I can answer any questions or concerns you might have.

Wulfric Stonehelm |
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• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
So I have an idea that I really like but it's a bit odd, and definitely falls squarely into the 'considered on a case by case basis' category, so I thought I'd run it by you before I start writing anything up... I'd like to apply with Viscount Veyremyr of Verduran, a gathlain feyspeaker druid (or maybe sylvan sorcerer) and senatorial hopeful. Gathlains are a race of plant-based fey in Golarion; they have an alternate racial ability called titled that explains "Certain gathlains play at the games of courtly intrigue that dominate much of First World culture, assuming titles that other fey may or may not recognize." So the core concept would be that Veyremyr is one of these gathlains who's always enjoyed playing games of courtly intrigue, and was pretty good at them. He gave himself the title Viscount of Verduran (which is the big forest in Taldor) and some other fey accept that title while others don't. He heard stories about humans playing the same games and decided he wanted to try that out, so he headed to Oppara. None of the nobility there really knew what to make of him or his arrival; he certainly hasn't been accepted as a legitimate human Viscount would, but there was just enough credibility and curiosity around his claim that he's found a foothold in the lower strata of Taldor's political elite.
Would that be acceptable for an application?