
GM TBD |
3 people marked this as a favorite. |

As you enter the city of Oppara, your mind returns to the instructions that you were given. "Don't make any waves until after you've completed your assignment, dear. The Exaltation Gala is one of the most prestigious events in Taldor. You may have it in your mind that you'll change your life on this day, but do keep in mind that you have tasks you must complete first." When asked, Lady Martella Lotheed reminded you of the family that had rejected her, and that your only job was to ensure she could topple said family, if they could be called such. And now, here you are in Oppara, for one of the grandest festival's across all Golarion. The course of your life is about to change...
Hello! War for the Crown was the winner of my recent "Which AP should I run" thread.
I a looking for 4 to 5 players who can save the Empire of Taldor. I'm hoping to get a relatively well-rounded party to accomplish this. Character creation guidelines are as follows.
*Character Creation Guidelines*
• 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. The Character guide indicates that almost any of the races could be found in some part of Taldor, but also indicates that many of those races will experience more difficulty navigating the upper echelons of Taldor society.
• Classes: All classes from any Paizo publication will be allowed as well as any archetype for those classes. If there is an Unchained version, you must use the Unchained version. Bear in mind this is a primarily urban campaign, so archetypes focusing on wilderness will still be considered, but may have a more difficult time.
• Alignments: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
• Abilities: Abilities will be created using a 20 point buy. No ability can be higher than 18 or lower than 8 after racial modifiers are applied. I will also note that I am not a fan of min-maxing, but min-maxing will not disqualify your character.
• Skills: We will be using the background skills system.
• 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. Lady Martella has also provided you with a 30 gp line of credit to her favorite tailor shop, the
• Backstory: Because this is a more RP heavy adventure, a backstory will be a good indicator for me of how you RP. And they're fun to read :) Your backstory doesn't need to be pages upon pages, but a few paragraphs would be nice, especially if you can work your traits into it. Please also provide me the general fluff details, such as age of your character, physical description and a personality blurb on your character profiles or via a spoiler on your submission post. Elements of your backstory may come into play as the adventure goes along.
• Posting Rate: My goal is to post once a day during the week and at least once on the weekends. If availability allows for more regular posting, that will happen, but I understand that RL gets in the way. I would prefer that this campaign last and make it to the end instead of anyone getting burned out and leaving in the middle of the story. As long as the story continues to flow I'm good with whatever rate you can muster. That being said, radio silence of a week will cause me to send you a PM to make sure everything is ok. Continued silence after that will cause me to boot you from the game and seek a replacement player.
•Character Death: I won't go out of my way to kill your characters, but the dice will fall where they fall. That being said, I reserve the right to ignore the dice if I feel it will help the story.
•Recruitment Period: I am going to leave this open until 9/12 at midnight though it may close sooner if applications cease sooner. Final selection will be completed and announced no later than 9/19.
If you have any questions feel free to ask me either in this post or via PM's. New players are welcome to apply!

Larin Zespire |

I’d like to submit Larin here. She is a Dandy Ranger. I have to review her sheet as she was created with 15 point buy and some other differences, but the core of the character in the profile is still the same. As I review her crunch I will end up improving the background and other details as well. Thanks for the consideration!

![]() |
1 person marked this as a favorite. |

Ok, Robert was selected for another War For the Crown game that never really started. I don't think the GM will be appearing, so I redid his stats and am rolling for money. Thus, I am re-submitting him here.
He is a cleric of Calistria of the cardinal archetype. He has been wronged by Taldor's elite and seeks revenge. Despite his motivation, he means well and intends to remove from power those who would pray on those who do not know politics.
Cleric starting gold: 4d6 ⇒ (5, 6, 5, 5) = 21

Ellioti |

@Gm, would you allow a Stalker Vigilante's Hidden Strike to qualifiy for the Knockout Artst feat? That feat is so many years older than the Vigilante class...
You can throw devastating knockout punches.
Prerequisite: Sneak attack class feature, Improved Unarmed Strike.
Benefit: When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus on the damage roll per each sneak attack damage die you roll.

Ouachitonian |

I'm definitely interested. I'll have an aspiring member of the Ulfen Guard tailored to your character creation specs in a few days (probably not before Monday, I work on the weekends).
Gold Roll: 3d6 ⇒ (5, 3, 1) = 9x10=90, so average (105 GP) it is. Might take a trait that improves that, given the background I've got in mind.

![]() |

Here is Gionne Sulus:
Gionne Sulus
Human (Taldan) fighter (aldori defender) 1 (Pathfinder RPG Adventurer's Guide 23)
NG Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee aldori dueling sword +4 (1d8/19-20)
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 14, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Additional Traits, Weapon Finesse
Traits charming smile, cunning soul; threatening defender; young reformer
Skills Acrobatics +3, Bluff +7, Diplomacy +7, Disable Device +9, Intimidate +7, Knowledge (engineering) +6, Knowledge (nobility) +3, Sense Motive +3
Languages Common, Kelish, Varisian
Other Gear studded leather, aldori dueling sword[ISWG], masterwork thieves' tools, 30 gp
--------------------
Special Abilities
--------------------
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.

Chakos Hyluan |

"I shall be seeking to join this endeavor. I am Chakos, of the Hyluan family. My family have been noble and loyal citizens of the empire for nearly a thousand years."
Chakos will be traveling the very difficult path of the Oradin, and in a non-traditional fashion. Life Oracle, with the Lame curse, and going with the Divine Hunter Archetype as a Paladin. He's not very mobile, so he reaches out with arrows to injure our foes. I've not yet written his background, but rest assured, it will explain how he arrived where he is now.
Starting Gold: 3d6 ⇒ (3, 6, 6) = 15 - 150 it is!

Hawthwile |
1 person marked this as a favorite. |

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
------------------------------
DEFENCE
------------------------------
AC 14, touch 13, flat-footed 12 (+1 armor, +2 dex, +1 size)
hp 7
Fort +1, Ref +2, Will +2 (+2 vs illusions)
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee
Dagger -1 (1d3-2 slashing, piercing)
Ranged
Ranged Touch +3
------------------------------
SPELLS PREPARED
------------------------------
1st: color spray, grease
Cantrips: acid splash, detect magic, prestidigitation, read magic
------------------------------
STATISTICS
------------------------------
Str 8, Dex 14, Con 12, Int 17, 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 little he read 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 young noblewoman wants with her, she doesn’t know. But Bikki wouldn’t have risked getting caught back here 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, 4) = 8 => 80+30 = 110 gp
Please let me know if I can answer any questions or concerns you might have.

GM TBD |

@Gm, would you allow a Stalker Vigilante's Hidden Strike to qualifiy for the Knockout Artst feat? That feat is so many years older than the Vigilante class...
** spoiler omitted **
** spoiler omitted **
I've done some reading up on this, and because the Knockout Artist specifies needing Sneak Attack, the Hidden Strike will not qualify.

GM TBD |

Will you be using the "Social Combat" rules as written in the Players Guide?
After having reviewed it, I plan on using these rules at least once to get a feel for them and see how the group responds. If it goes well, we'll keep'em, if not, we'll figure something out.

The Lobster |

Wealth: 4d6 ⇒ (2, 4, 2, 4) = 120, taking average of 140
Age: 1d4 + 15 ⇒ (4) + 15 = 19
Height: 2d8 + 61 ⇒ (7, 5) + 61 = 73
Weight:(2d8 ⇒ (3, 4) = 7x5)+75=110
Mirann Zalar, Vishkanya Deadly Courtesan Unchained Rogue, future Lion Blade
Fluff contains minor spoilers about a side character
Despite her focus and talent as a dancer, it was Mirann's singing that got her noticed. The Marquess Charlotte Deschamps, former Senator of House Cato, heard her on the street and instantly hired her to sing and dance in her own home, even paying for surgery to brighten and improve Mirann's voice, giving it a certain golden quality.
Martella knew the diva was a vishkanya like her sister, and had heard of the girl's desire to join the Lion Blades, offered her a chance to act in much the same manner. Besides, it was always good to keep a wary eye on anyone with poison in their blood.
Init +3; Perception -1
------------------------------------------
DEFENSE
------------------------------------------
AC 14, touch 13, flatfooted 11 (+3 Dex +1 Armor)
HP 11 (1d8+3)
Fort +3, Ref +5, Will -1
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
Dagger +3, d4-1, 19-20x2
------------------------------------------
STATISTICS
------------------------------------------
Str 8, Dex 16, Con 16, Int 12, Wis 8, Cha 16
Base Attack +0; CMB -1; CMD 12
F: +3 R: +5 W: -1
Feats: Weapon Finesse, Skill Focus (Perform (Dance))
Traits: Rising Star, Savant
Favored Class: Rogue, 1 skill
Skills (9/Rogue):
-Acrobatics +3 (0 rank, 3 DEX)
Bluff +9 (1 rank, 3 class, 3 CHA, 2 racial)
-Diplomacy +3 (0 rank, 3 CHA)
Disable Device +7 (1 rank, 3 class, 3 DEX)
Disguise +7* (1 rank, 3 class, 3 CHA, 4 racial to pass as human)
-K. Arcana +1 (0 rank, 1 INT)
-Perception -1 (0 rank, -1 WIS)
-Sense Motive 0 (0 rank, -1 WIS, +1 trait)
Stealth +9 (1 rank, 3 class, 3 DEX, 2 racial)
-Survival 0 (0 rank, -1 WIS, +1 trait)
UMD +7 (1 rank, 3 class, 3 CHA)
Background Skills (2/level):
Appraise +5 (1 rank, 3 class, 1 INT)
Craft (Alchemy) +5 (1 rank, 3 class, 1 INT)
K. History +5 (1 rank, 3 class, 1 INT)
K. Nobility +5 (1 rank, 3 class, 1 INT)
Perform (Dance) +14 (1 rank, 3 class, 3 CHA, 2 trait, 2 racial, 3 feat)
Perform (Sing) +10 (1 rank, 3 class, 3 CHA, 1 trait, 2 circumstance)
Sleight of Hand +7 (1 rank, 3 class, 3 DEX)
Languages: Common, Vishkanya, Draconic
Equipment:
Courtier's Outfit (free)
Padded Tunic 5 gp
Masterwork Singing Tool (Vocal Chords?) (free)
Poison Tattoo 50 gp
Masterwork Backpack 50 gp
Dagger 2 gp
Thieves' Tools 30 gp
3 gp
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Racial Abilities-
Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action.
Vishkanya Venom: Weapon—injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity*: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Alternate Racial Traits:
Deceitful: They gain a +2 racial bonus on Bluff checks. This racial trait replaces the racial bonus on Escape Artist checks.
Sensual: You gain a +2 bonus on any one Perform skill. This racial trait replaces keen senses.
Subtle Appearance: You have normal (humanlike) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.
-Class Abilities-
UnRogue:
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Adriel Moonflower |

This is Adriel Moonflower, Inara14's submission. She is a female elven unchained rogue (no archetype).
Please click on the alias for her crunch, appearance and backstory. I've also posted the backstory below for ease. I took the average of 140gp as my roll above was terrible (70gp).
I've always wanted to play War for the Crown since it first came out as it seems like the perfect AP, but have never had the chance so this would be a fantastic opportunity.
I post at least once a day but usually more and can post any day of the week.
To Professor Zelvran,
Could you please send me a summary of Ms Adriel Moonflower’s progress this term. She and young Lord Laverton have been caught graffitiing the faculty office again with their ‘pro-democracy’ slogans. We need to investigate ground for academic suspension.
Your friend,
Torvin.
Dean of Students.
-----------------------------------------
My Dear Dean,
A summary of Ms Moonflower’s academics follows.
Ancient History (Dr Strepfon): Ms Moonflower is an engaged and extremely capable student. Her most recent essay on the Founding Wars was meticulously researched and accurate. However she must learn to stick to the established facts and spout unorthodox theories as to the motives of Taldaris and other historical figures, no matter how passionate her own political views.
Suspension not recommended.
Modern History (Dr Paleogus): The student has missed the last three lectures and has not attended a seminar this term. When questioned on the subject she said “Since you just want to teach out-dated tripe your course isn’t worth my time.” Her latest essay ‘Senatorial Reform under Stavian I’ was a thinly disguised political tract and was not worth the paper it was written on.
Suspension strongly recommended.
Applied Politics and the Art of Diplomacy (Professor Medveyan): Adriel is an excellent student who is deeply committed to the class and subject. She is always a vocal presence (occasionally too much so) in our debates and has achieved some of the highest scores in her cohort. Her most recent work on normalising diplomatic relations was interesting and insightful, although Qadira was an unfortunate example and she would have been better served to choose a less contentious target – such as Brevoy or Kyonin (which would have reflected her heritage).
Suspension not advised – it would be a waste of a promising student.
General reflections (Professor Zelvran): Overall there seems to be no grounds for academic suspension. Ms Moonflower’s grades are generally high and her teachers, with the exception of Dr Paleogus, speak well of her.
However the university has ample grounds based on her conduct. Her association with the radical student body ‘The Children of Taldaris’ has had a most unfortunate influence on her thinking. Whether or not she is being led astray by other, more influential, students is irrelevant as the discretion, humility and respect for both the University of Oppara and our great nation has been sadly lacking for well over a year now. Since we cannot expel Lord Laverton I recommend that Ms. Moonflower’s time here be terminated immediately unless she publically renounces The Children and conforms rigorously to academic orthodoxy until the end of the year.
I remain your humble friend,
Demetrius Zelvran.
Adriel Lemenasis spent nearly thirty years trying to fulfil her dream of attending the University of Oppara. Born to respected, but not wealthy, elven artisans she had to combat ‘aptitude tests’, ‘academic investigations’ and the institutionalised racism and inertia that characterises Taldan bureaucracy. Once she was finally accepted into the University Adriel changed her difficult elven name to the more melodious ‘Moonflower’ and stuck rigidly to academic orthodoxy until a fateful lecture in her second year.
Princess Eutropia, the Universities most famous alumnus, visited to deliver a lecture to the students entitled ‘Taldor, past, present and a glorious future’. It was not the bland sycophancy that the university had expected however. Eutropia delivered a rousing speech, laying out her sweeping vision for a revitalised Taldor, freed from the constraint of the past, and by the time she left the Princess had made a radical out of Adriel.
Adriel immediately joined The Children of Taldaris, a student ‘debating society’ which advocated radical reform and weren’t afraid to make their views heard. Soon Adriel was at the vanguard of the student radical movement, putting up posters, joining protests in the streets and painting ‘pro-democracy’ slogans over every public building, and more than a few private ones.
Her best friend, Lord Vincent Laverton, had entrée to all the best parties and the two would often attend as a couple, before shocking the assembled nobility with mock-debates, high flung speeches and the occasional dramatic protest. Unfortunately ‘reform’ is a dirty word in Opparan high society and Adriel’s political convictions had left her on the brink of expulsion when a letter arrived from one Martella Lotheed…

Konstiantina Mokei |

Introducing Kostiantina Mokei, an aasimar virtuous bravo paladin and follower of Iomedae.
Hailing from a corrupt and money-grabbing minor noble house, Konstiantina now seeks to effect change in Oppara even as she fights to outgrow her family's reputation and redeem its ancient name.
Details in the alias ;)

SOLDIER-1st |

I'm thinking about making a First Mother's Fang cavalier. It gives a bunch of knowledge and social skills, but originally it was written for the nagaji race, and thus gives a serpent mount. Would it be alright if I switch that out for a lion (since we're in Taldor) or even just a normal horse mount?

Marius Erallan |
1 person marked this as a favorite. |

Finished background for Marius, C&C always welcome!
+ + +
Born to the minor House Erallan of Ridonport (originally founded by a naval captain who was raised to nobility three generations ago, and still heavily involved in naval service), Marius is the youngest of four siblings and the most troublesome of the bunch. While no less disciplined than his siblings and noted by those around him for his wit and courage, Marius has always been possessed of an aggressive thirst for justice and has been demerited for insubordination more than once because of it.
His career began in the Taldan Navy, where he participated in several joint training exercises with Andoran Golden Eagle marines as a peacebuilding measure. There he met his good friends Alamar Vellyn and Iryna Genthiom, who introduced him to Andoran political ideals and with whom Marius still corresponds to this day. Marius was a forceful and zealous voice for taking a more aggressive posture against the Yellow Sail slavers of Katapesh and Okeno--going so far as to interrupt a Senatorial inspection with a passionate and well-researched speech that embarrassed his superior officers. Only his family's political intervention saved Marius from a dishonorable discharge and disgrace, though he was still booted from the Navy.
To make it up to his family for shaming them with his behavior, Marius accepted a commission in the Taldan Phalanx, joining a regiment tasked with guarding the Galtan border far from Navy politics. Here Marius encountered a grim example of where revolutionary fervor unchecked by notions of strategy or restraint could lead, and he internalized the lessons well. He also came into the orbit of Field Marshal Tiraesa Vaerli, a strategic advisor to the regiment who became a mentor to Marius and introduced the young man to Kelinihat, teaching him the value of discretion, knowledge, focus, and subtlety in the pursuit of justice and righteousness.
After completing his tour of duty, Marius retuned to Ridonport a calmer but no less determined reformist and involved himself in politics. His restored reputation from the Galtan border--and glowing recommendations from Vaerli--soon brought him to the attention of Martella Lotheed, with whom he has worked for a little over a year now. An active voice in favor of Princess Eutropia's movement, the youngest scion of House Erallan hopes to acrue enough political capital to push further reforms through the Senate in his own lifetime.

Balacertar |

Lope, is a cunning swordsman and magician poet looking to avenge his father’s wrongdoers all while helping the Taldan Empire to recover its shine.
A man of a minor noble family fallen in disgrace due to his father’s honor being tarnished by Taldan court plotters. They took refuge at Brevoy where he learned the Aldori fighting style. Now decided to recover the name of his family, and perhaps make some lady fall in love in the way, he has returned to Taldor.
Lope is a member of a Taldor minor noble family. Years ago his father, Eduardo de Vega, was a rising star at Taldor’s Court after having proved himself on defending the land against many Qadiran raids. Having his father the confidence of Grand Prince Stavian III, Lope was selected as chamber company for Europia and her brothers. When his parents visited the palace Lope would play childhood games with the princess and princeps.
When his father stood up against Maxillar Pythareus' opinion of attacking Qadira, things started to go bad for the nobleman. Eduardo de Vega was accused of not being of Taldan noble blood. He had to demonstrate that despite his father only being a rich Taldan trader, her mother (Lope’s grandmother) who came from Brevoy, was an Aldori sword whose bloodline could be traced back to Baron Sirian First, former Taldor nobleman and founder of the Aldori Order.
As Eduardo was winning the public opinion, Pythareus plotters attacked trying to ruin the reputation of Lope’s grandmother, seeking proof that Magdalena Aldori had contacts with the Great Beyond and the entire family was under its influence and plotting against Taldor. Eduardo acknowledged that her mother’s sword, which latter passed to him, was forged in the Axis but that the sword’s will was tied to recover and expand the greatness of Taldor.
Finally, when Eduardo was still on the defense, Pythareus came up with a final plan that could be definitive. With well forged documents, Pythareus demonstrated Eduardo de Vega had been deviating money from the army into the trading ventures of his family, and moving part of its wealth out of Taldor’s reach at Andoran and Absalom banks. Not finding many supporters this time, Eduardo and his family were dishonored and their properties seized, including ‘Taldstar’ the aldori sword heirloom of the family.
Dishonored and with little else left than a few loyal servants, Lope had to follow his father and mother and leave Taldor for decades. Still young, the diaspora of his family made Lope fall very ill. Without access to medicine the disease caused him terrible scars in his face but ultimately survived. It was a disrupting event that changed his family forever.
The family took refuge in the nation of Brevoy, among the Aldori swords friends of her grandmother Magdalena. Although Lope was granted a place to train among the Aldori, his father Eduardo did not want him to lose ties with his Taldan culture. He put the young boy under the mentorship of Eldon García, one of the few people that remained loyal to Eduardo and followed the family diaspora. Eldon had been professor of magic in the Kitharodian Academy and taught Lope on magic, arts and knowledge of Taldor traditions and history at the same time he was being trained by the Aldori.
Knowing what losing all and being at the edge of death meant, Lope showed from an early age an extreme discipline and a cunning mind. The boy was not easily distracted by child games and quickly mastered subjects as diverse as swordplay, magic and poetry. When his father Eduardo de Vega passed away, he promised Lope none of the accusations made against him were true, and requested that Lope would not be as naive as he was in his youth and to help Taldor recover its greatness from the shadows.
Once his mother also died, Lope decided to return to Taldor shortly after completing his wizardry and Aldori training. Now a man, he wanted to restore the rightful position at Taldor for his family, and recover the richness that was stolen from them. Fearing Maxillar Pythareus influence he decided to reunite with his merchant grandfather at Yanmass, far from the capital Oppara and closer to his Aldori friends. Followed by his mentor, Eldon Garcia (a former Lion Blade, but this has been kept secret from Lope), he served protecting the caravans that bolster trade in the area while helping run his grandfather’s trade business. But not all is hard work, Lope had fun and infiltrated the high class circles demonstrating his cunning tongue on something he calls magical poetry, an art that combines prestidigitation effects with rhymes.
Lady Martella Lotheed found Lope at a club in Yanmass making rhymes while trying to charm the hearts of young maidens. Interested, she started to talk with the young man and finally discovered his ascendancy as a member of the Vega family. Thinking she might profit of the young man for her intrigue network, she has invited Lope to the Exaltation Gala.
Although reticent at first to expose himself, Lady Lotheed probed convincingly and beautifully enough for Lope to decide it was the right time to relocate to Oppara and clean the name of his family.
Although a long time has passed since he played with Grand Prince Stavian III children, and Europia seemed a fickle girl at the time, Lope was delighted with her, and will always favor her in front of her brothers who were little more than jerks to him on their games.
His first mission is to recover the blackblade of his family which was taken by the people who set a trap to his father. The mission of this blackblade might be to see Taldor become the most prosperous country in the world, to defend the true bloodline of Taldor royalty, to recover his old glory, or maybe to make his family into the most powerful ones of Taldor. Or all ensemble.
Lope follows the opinion of his father that the Empire should focus on seeking a lasting peace with Qadira, while boosting the trade openness with Absalom and Andoran, opening sea routes with the distant Taldan nation of Amanandar in Tian Xia, and expanding the Empire territory to the north, seeking to reunite and civilize now ruined regions like Iobaria in Casmaron.
Lope enjoys bullfighting and plans to open a restaurant in Oppara with the best grilled meats of the capital.
Male Human (Taldan) Magus (Kensai/Bladebound) 1
NG Medium humanoid (human)
Init +3; Senses Perception +0
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 mage armor, +3 Dex, +1 dodge canny defense)
hp 10 (1d8+1+1)
Fort +3 (2 class, 1 Con), Ref +3 (0 class, 3 Dex), Will +2 (2 class, 0 Wis)
OFFENSE
Speed 30 ft.
Melee aldori dueling sword +4 (1d8+3) 19/×2 slashing
arcane pooled aldori dueling sword +5 (1d8+4) 19/×2 slashing (1 minute, 3/day)
Ranged light crossbow +3 (1d8) 19/x2
arcane pooled light crossbow +4 (1d8+1) 19/x2
STATISTICS
Str 8, Dex 18, Con 12, Int 16, Wis 10, Cha 10
Ability increments +2 Dex (racial)
Base Atk +0; CMB -1 (+3 to Disarm, Sunder and Trip); CMD 13
Feats Weapon finesse, Slashing Grace*, Exotic Weapon Proficiency (aldori sword)*, Weapon Focus (aldori sword)*
* = Bonus feat
Traits
Disgraced Noble: Your noble family used to matter, until your father took a stand against Maxillar Pythareus, the commander of Taldor’s military. True or not, the accusations Pythareus leveled against your family in return destroyed your reputation and isolated you from the society you grew up in. You’ve had to practice deception as you began working your way back into Taldan social circles; +2 trait bonus on Bluff, +2 bonus on Linguistics, and one becomes a class skill for you [Bluff]. Once each day, you can choose a single humanoid involved in the conspiracy; you gain a +1 morale bonus on attack and damage against that NPC for 1 round/level. At 10th level, this bonus increases to +2.
Savant: From a very young age, the ability to master performance types has come quite naturally to you. Choose a performance type (Oratory). You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you. Requirement(s) Kitharodian Academy
Skills (2 class, 3 Int, 1 skilled = 6/level x 1 = 6 ranks; 0 ACP) Bluff +6 (0 Cha, 1 rank, 3 class, 2 trait), Climb -1 (-1 Str, class), Disable Device +5 (4 Dex, 1 rank), Fly (4 Dex, class), Intimidate +4 (0 Cha, 1 rank, 3 class), K. arcana +7 (3 Int, 1 rank, 3 class), K. dungeoneering (3 Int, class), K. planes (3 Int, class), Ride (4 Dex, class), Spellcraft +7 (3 Int, 1 rank, 3 class), Swim (-1 Str, class), Use Magic Device +4 (0 Cha, 1 rank, 3 class)
Background skills (2x1 = 2) Craft (3 Int, class), K. nobility +4 (3 Int, 1 rank), Linguistics +5 (3 Int, 2 trait), Profession (0 Wis, class), Perform Oratory +6 (0 Cha, 1 rank, 3 class, 2 trait; specialized on poetry)
Languages Common, Draconic, Azlanti, Celestial (next: Elven, Vudrani, Osiriani, Hallit)
Favored class (magus): HPx1
SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Dex
Bonus Feat Slashing Grace (Aldori Sword)
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Exotic Weapon Proficiency: Aldori Dueling Sword, level 1 Kensai bonus feat
Weapon focus: Aldori Dueling Sword, level 1 Kensai bonus feat
Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type: When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal.
Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
SPELLS
CL 1, Concentration +3 (2 Int, 1 CL)
Cantrips (3/level)
detect magic
dancing lights
prestidigitation
Level 1 (1/day)
silent image (Will DC 13)
SPELLBOOK
Cantrips (all known)
daze (daze then trip)
acid splash
arcane mark
mage hand
Level 1 (6 known)
color spray (Wil CD 13)
enlarge person
frostbite
silent image (Will DC 13)
shield
unseen servant
EQUIPMENT
silken ceremonial armor, 30 gp 4 lbs (+1 AC, max Dex -, 0 ACP, 0% ASF)
aldori dueling sword, 20 gp 3 lbs
cold iron dagger, 4 gp 1 lbs
light crossbow, 35 gp 4 lbs
bolts x10, 1 gp 1 lbs
rope (silk), 10 gp 5 lbs
grappling hook, 1 gp 4 lbs
flint and steel, 1 gp
spell components pouch, 5 gp 2 lbs
scroll case, 1 gp ½ lbs
scroll of mage armor [x1], 25 gp (UMD DC 21)
Gold earned: 140 gp + 30 gp for tailor shop
Gold spent: 21(starting gear)+35(crossbow)+1(bolts)+4(dagger)+20(sword)+30(armor)+25(scrolls) = 136 gp
Gold remaining: 170-136 = 34 gp
Total lbs: 24.5 lbs (light encumbrance)
Light encumbrance: 26 lbs
Medium encumbrance: 53 lbs
Starting gold: 4d6 ⇒ (1, 4, 2, 6) = 13 -> average 140 gp

Redblade8 |

Hello,
Here is the link to Maximo Durettani, the swashbuckler I'm making for my submission. (I'm trying to avoid posting with the actual profile until I know for sure it's going to get used.) There's still a little bit to do but this is at least enough to see where I'm headed with him.
Cheers! Everyone enjoy your weekend.