A Very Grimm War for the Crown (Inactive) (Inactive)

Game Master Nikolaus de'Shade

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Are you still looking for a character? I think it said you lost 2 but you're looking for 1? Just wanted to check :)

AND

What's the level of engagement you are looking at? The whole "post once a week" Paizo-Boards thing isn't really my thing; I know it works for other people tho ...


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We went from 5 to 4, and decided to carry on with that, but now we've dropped to 3 I'm looking for one to boost us back up to expected party strength.

Engagement level should be as high as possible. I try to post daily but must confess I don't always manage it. Still, that's the goal at least.


Goals are good!

We do surge at times to many posts a day, but that doesn't happen often.


GM Nikolaus 'the Grimm' wrote:

We went from 5 to 4, and decided to carry on with that, but now we've dropped to 3 I'm looking for one to boost us back up to expected party strength.

Engagement level should be as high as possible. I try to post daily but must confess I don't always manage it. Still, that's the goal at least.

I will take a look at the Player's Guide again.

I do remember thinking how cool it would be.

You're in Module 2 now?


Yeah. Roughly a third of the way through it.


KENDRYL BASRI, a half-elven bonded witch raised in both Oppara & Iadara

Spoiler:

Kendryl Basri
Male half-elf (elf-raised) bonded witch 5 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Advanced Race Guide 43)
NG Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +5 (+3 to deceive or threaten others)
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 27 (5d6+5)
Fort +1, Ref +1, Will +5; +2 racial bonus vs. transmutation spells and spell-like effects
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Offense
--------------------
Speed 30 ft.
Special Attacks hexes (charm[APG], flight[APG], healing[APG], tongues[APG])
Witch Spell-Like Abilities (CL 5th; concentration +10)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Bonded Witch Spells Prepared (CL 5th; concentration +10)
. . 3rd—arcane sight, fly
. . 2nd—castigate[APG] (DC 17), cure moderate wounds, levitate
. . 1st—cure light wounds, identify, remove fear, remove sickness[UM] (DC 16), urban grace[ARG]
. . 0 (at will)—detect magic, light, read magic, stabilize
. . Patron Healing (celestial agenda)
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 20, Wis 12, Cha 14
Base Atk +2; CMB +2; CMD 12
Feats Additional Traits, Extra Hex[APG], Noble Scion of Basri[ISWG]
Traits charming, charming smile, cunning soul, child of oppara, natural flier
Skills Acrobatics +0 (-2 to deceive or threaten others, +1 while flying), Appraise +14 (+12 to deceive or threaten others), Bluff +1 (-1 for 24 hours when you fail an opposed Charisma based check, +2 vs. humanoids, +2 vs. characters who could be attracted to you), Climb +0 (-2 to deceive or threaten others), Diplomacy +3 (+1 for 24 hours when you fail an opposed Charisma based check, +1 to deceive or threaten others, +4 vs. humanoids, +4 vs. characters who could be attracted to you), Disguise +2 (+0 for 24 hours when you fail an opposed Charisma based check, +0 to deceive or threaten others), Escape Artist +0 (-2 to deceive or threaten others), Fly +9 (+7 to deceive or threaten others), Heal +9 (+7 to deceive or threaten others), Intimidate +9 (+7 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +10 (+8 to deceive or threaten others), Knowledge (history) +10 (+8 to deceive or threaten others), Knowledge (planes) +10 (+8 to deceive or threaten others), Linguistics +6 (+4 to deceive or threaten others), Lore () +10 (+8 to deceive or threaten others), Perception +5 (+3 to deceive or threaten others), Ride +0 (-2 to deceive or threaten others), Sense Motive +6 (+4 to deceive or threaten others), Spellcraft +13 (+11 to deceive or threaten others), Stealth +0 (-2 to deceive or threaten others), Survival +1 (-1 to deceive or threaten others), Swim +4 (+2 to deceive or threaten others), Use Magic Device +10 (+8 for 24 hours when you fail an opposed Charisma based check, +8 to deceive or threaten others); Racial Modifiers +2 Perception
Languages Common, Elven, Sylvan, Vudrani
SQ arcane training[APG], bonded object, bonded object (ring[ARG]), elf blood, perfect[HA], vain, witch's familiar
Other Gear splendorous ring, 600 gp
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Special Abilities
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Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bonded Object (Sp) Your bonded object stores your spells, and allows comunion with your patron.
Bonded Object (Splendorous ring [3/day], 1/day) Your bonded object grants you one powerful spell per day.
Charm +1 (5 rounds, DC 17) (Su) Improve attitude of humanoid or animal in 30 ft. by 1 step(s).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Healing (2d8+5) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Noble Scion of Basri You are a member of a proud noble family.
Perfect +1 to bluff and diplomacy vs. humanoids and +2 vs. transmutation spells.
Tongues (5 minutes/day) (Su) Understand spoken and speak any language, as tongues.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.


Hello all! It's Dorian Grey!

I recall this particular recruitment. I have recently received the gift of plenty of time on my hands, so....

I would like to submit Virgil. I would need to level him if he fits the bill?

I admit that I have just only seen this recruitment so I have yet to read Gameplay.

I thank you for running!


Hi, I took the liberty of making a short skill list of the current members of the party:

Skill name highest level second highest
Face skills
Diplomacy 16 (Sercha) 8 (Shula)
Bluff 9 (victor) 8 (Shula)
Intimidate 14 (Sercha) 14 (Victor)
Sense motive 7 (sercha) 1 (Victor)

Stealth/Scout skills
Stealth 11 (Shula) 6 (Victor)
Perception * 7-11 (Shula) 1 (Victor)
Disguise 7 (Victor) 6 (Sercha)
Survival 4 (Shula) 1 (Victor)
Disable Device 15 (Shula) 5 (Sercha)

Knowledge skills + spellcraft
Arcana 5 (Sercha)
Planes 6 (Sercha)
Local 5 (Sercha) 5 (Shula)
Nobility 9 (Victor) 6 (Shula)
Geography 4 (Shula)

Religion, Dungeoneering, History, Nature are missing.
Spellcraft is also missing.

Other useful skills:
UMD: 11 (Sercha)
Heal: nobody

I did not compare skills like fly, acrobatics, climb, ride etc. because these typically apply to the individual.
Shula's perception depends on the area and what she is attempting to perceive.

I would summarize that, compared to level 5 partys composed of 3 people, the party is above average by far in face skills (albeit not being great at sense motive), is pretty stealthy (minimum stealth is 5), not very perceptive, and has some fixable holes in the knowledge deparment.

I hope this helps people in bringing their skill list in sync with the parties!


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Alexandra Edgaria Poeschkina wrote:
I would summarize that, compared to level 5 partys composed of 3 people, the party is above average by far in face skills (albeit not being great at sense motive), is pretty stealthy (minimum stealth is 5), not very perceptive, and has some fixable holes in the knowledge deparment.

Not surprising givben that WftC is one of the most social AP's Paizo have ever written. Stealth is also a very viable option most of the time.

The lack of SM might be a problem later though... ;)


Thats why I am a "not fully optimized but reasonably statted" Urban Skald with "perform oratory" als known as "sense motive" of 19 :).

While Alexandras perception isnt great at 3, she can cast tears to wine which adds +2 to all wis and int skills for 50 minutes, so yay.

If a skill check is int or wis based, and we see the skill check coming, Alexandra can buff this check (can be on anyone) by +2 (enchantment tears to wine) +4 (morale, from heroism with moment of greatness) and then add +2d4 (gallant inspiration) retroactively, this does consume two out of 3 level 2 and 2 out of 6 level 1 spells for the day though.


I will endeavor to level Virgil today of he fits the bill?

He is most certainly keen on Sense Motive...lol.


Always happy to have more submissions. :)


Thank you! I just adjusted his backstory for you. I will level him up as the day progresses.
It is a bit complicated, but I currently only have phone access.


Dorian 'Grey' wrote:

Thank you! I just adjusted his backstory for you. I will level him up as the day progresses.

It is a bit complicated, but I currently only have phone access.

and how are the ankles doing?


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Hello Evindyl!

Still broken...but I am hoping to schedule for surgery soon. I am waiting for orthopedic surgeon office to call back.
Thank you for asking!


I'm thinking of an Inquisitor (Infiltrator, maybe Urban Infiltrator?) of Calistria. I'll get something up later as my brain mulls the possibilities.


This is Dorian Grey's work in progress. I believe all he needs is to go on a shopping spree!

Any questions that you have, please ask.

Thank you.


Dorian 'Grey' wrote:

Hello Evindyl!

Still broken...but I am hoping to schedule for surgery soon. I am waiting for orthopedic surgeon office to call back.
Thank you for asking!

Well it is the worst thing (other than COVID) that I have seen anyone post, so I am glad you are kinda sorta on the mend. Ouch!


Michael Lenehan wrote:

I'm thinking of an Inquisitor (Infiltrator, maybe Urban Infiltrator?) of Calistria. I'll get something up later as my brain mulls the possibilities.

laughs

What is it about this AP that seems to bring out the Calistrians?

Not complaining. I just find it funny.

For context, the character that we're replacing is a cleric of Calistria. And in our previous play-through of this AP, our divine was also a cleric of said diety. XD


Sercha wrote:
Michael Lenehan wrote:

I'm thinking of an Inquisitor (Infiltrator, maybe Urban Infiltrator?) of Calistria. I'll get something up later as my brain mulls the possibilities.

laughs

What is it about this AP that seems to bring out the Calistrians?

Not complaining. I just find it funny.

For context, the character that we're replacing is a cleric of Calistria. And in our previous play-through of this AP, our divine was also a cleric of said diety. XD

and did the priors play to the "full" diety or were they all tropey about "vengence"

for me, the lust seems to get left by the wayside a LOT ...


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Kendryl wrote:


and did the priors play to the "full" diety or were they all tropey about "vengence"

for me, the lust seems to get left by the wayside a LOT ...

I haven't been following along with this thread so I can't speak to the cleric that's being replaced but in our old game, Zileska was an excellent Calistrian, served at times as a party therapist and was no stranger to lust and vengeance both without being too bloodthirsty. A consistently deep and well written character.

Hi all; wanting to submit but can't think of a support character I super super want to play. Toying with a gnome psychic from the Verduran Forest, Wildepath archetype, Bleaching discipline, plate armor but I can't figure out her motivation would be


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Kendryl wrote:
Sercha wrote:
Michael Lenehan wrote:

I'm thinking of an Inquisitor (Infiltrator, maybe Urban Infiltrator?) of Calistria. I'll get something up later as my brain mulls the possibilities.

laughs

What is it about this AP that seems to bring out the Calistrians?

Not complaining. I just find it funny.

For context, the character that we're replacing is a cleric of Calistria. And in our previous play-through of this AP, our divine was also a cleric of said diety. XD

and did the priors play to the "full" diety or were they all tropey about "vengence"

for me, the lust seems to get left by the wayside a LOT ...

The whole Lust thing in PbP can easily traverse into cringy, and you would likely need a session zero equivalent to establish boundaries, and I find it hard (but not impossible) to flirt without at least seeing the faces of whoever I am flirting with.

Alexandra possible has a change of deity incoming, but hardly one that will make her less of a flirt :).

Actually, given that Poeschkina got exiled for writing a play, I have some funny ideas about said play.
The plotline is that

Koschtchies Bony wand
which was often in his hand
made from bone not strange alloy
it rarely failed to give him joy

Got stolen and turned up in the possession of a plucky group of mortals, who experienced all manner of strange adventures on different planes.

Stage directions and selected scenes include:
Exit Stage left, pursued by Demonic Kitty.
Sir Demon-Beds the Mimic Paladins aria.
Ode to the 15 foot pole


Kendryl wrote:

and did the priors play to the "full" diety or were they all tropey about "vengence"

for me, the lust seems to get left by the wayside a LOT ...

Well... let's just say that lust was not left by the wayside (at all) in that game and leave in at that...

Every player had a partner. I think the most restrained PC's only had one. Another had two and the others (including the Calistrian) had... many.


Funny thing is that Virgil was Calistrian in another recruitment. He could easily be again...lol.


I’ve been on the fence about applying as I really want to play this AP from the beginning. However, who knows if/when that opportunity will come. Also, I’ve come up with a PC that I’d like to play and fits the needs of your party.

I’m thinking evangelist cleric (deity to be determined but leaning toward Erastil).

Evangelist buffs like a bard but still retains channel energy (at a slower progression 2d6 at this level) and 9 levels of Divine spell progression. Plus, proficiency with the long bow will add diversity to a melee heavy party. Finally, I may take the Animal (feather) domain with an animal companion. I’m thinking a bodyguard/aid build to soak up damage for the frontliners and aid with attacks.

The weakest part of the build is face skills but it appears that the party has those covered. A human with background skills should be able to shore up your sense motive and perception (wisdom based class with bonus from feather subdomain) as well as knowledge religion and perhaps nature.

I do have a couple of questions:
1. How do you feel about animal companions?
2. Would a large one be appropriate or would I be better off keeping it small/medium?
3. Did you go with the optional story feat idea in your original recruitment post?

Thanks in advance,
KoY


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The Lobster wrote:
Kendryl wrote:


and did the priors play to the "full" diety or were they all tropey about "vengence"

for me, the lust seems to get left by the wayside a LOT ...

I haven't been following along with this thread so I can't speak to the cleric that's being replaced but in our old game, Zileska was an excellent Calistrian, served at times as a party therapist and was no stranger to lust and vengeance both without being too bloodthirsty. A consistently deep and well written character.

waves energetically at Lobster

Hey, Lobster!

Oh, yeah. Zil didn't flinch from any aspect of the Savored Sting. :)

Alexandra Edgaria Poeschkina wrote:

The whole Lust thing in PbP can easily traverse into cringy, and you would likely need a session zero equivalent to establish boundaries, and I find it hard (but not impossible) to flirt without at least seeing the faces of whoever I am flirting with.

Alexandra possible has a change of deity incoming, but hardly one that will make her less of a flirt :).

Strangely enough (or, perhaps not so strange), I find it easier to engage in such activities when dealing strictly with avatars. shrug


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Knight of Yesterday wrote:

I do have a couple of questions:

1. How do you feel about animal companions?
2. Would a large one be appropriate or would I be better off keeping it small/medium?
3. Did you go with the optional story feat idea in your original recruitment post?

Thanks in advance,
KoY

1. I'm fine with animal companions. Our vigilante has a bodyguard familiar who fulfils a similar role.

2. Up to you. This is a very social heavy AP which means most stuff happens indoors though, so a smaller animal would be able to be more involved.
3. I haven't gone with the story feats no. Although I'm not adverse to introducing them. The party has just hit level 5 which is a good level to start such things. Keep one in mind at least, but I'm not going to choose/not choose you based on that alone.


Thanks for the quick response. I’ll probably pass on the animal companions since it would be redundant.


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It would be entertaining to see Alexandra's reaction to Virgil when she finds spicy foods in her napsack...lol.

Finalizing purchases....


Hey Itzi, -waves back-

GM, are you still expecting campaign traits? Also, age categories: advanced age just an aesthetic or mechanical?


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Campaign traits aren't required at this point. You're welcome to use them but pick anything that's fun and fitting for your character!

Age categories are aesthetic.


I would like to resubmit Diana. With regards to her equipment, I aimed for the recommended 25% over WBL, for having a crafting feat (wondrous items).

Backstory:

As a noble born into house Lotheed, Diana has always had a scholarly appoach to most things, loving to just analyze and understand a given subject. The Taldan court was just another of her favorite subjects, and as an expert in deception and misdirection herself, she enjoyed watching the moves of her fellow nobles, both those that were expertly done and the ones that were amusingly obvious and inefficient. All of it in support of their collective grand illusion, the idea that Taldan mantains its past greatness, mainly due (and not in spite of) its aristocracy. It was similar to having an illusionist believing their own illusions - something that would surely lead to madness!

She was mostly content being an observer, but knew she also had a part to play now, namely, finding an appropriate husband for a lady of her house. But, unsurprisingly, she found most suitors too focused on their own ego or personal advancement. Until she met Alan - who shared most of her views on the current state of their nation. But where she had simply been a passive observer all this time, Alan believed it was up to them to change the system for the better, and was actually invested in making it happen - and helped her see just how broken the system truly is. He had been secretely working with like minded people, nobles and non nobles, to both help out people where possible, like secretely helping tenants move away from an abusive noble's domain; and also to gather enough court support to try to change the course of the nation's course.

His determination to fix Taldor was a breath of fresh air among all the court intrigue. They fell in love, but tragedy struck just as their families were starting talks of marriage arrangements: during an hunting trip (that Diana knew to be a front for a meeting with his contacts in the region) Alan and his guards were found dead in his room along with the bodies of commoners the local authorities believed to be anti-nobility terrorists. Diana was heartbroken when she heard the news, and tried to stay away from court, instead focusing on her academic pursuits as a way to cope. But as she started to accept her loss, she has decided that her best course for honoring his memory is to try to realise Alan's dreams towards a better Taldor.

Mantaining her image as a grief-stricken scholar, she has recently been traveling around the nation, furthering her knowledge of its history - while secretly getting in contact with her lover's former allies to continue Alan's work. And, when possible, to investigate details of his death - she suspects the "terrorists" were the contacts he was meeting, which would mean his true killers and their motives are yet unkown.

This "research" trips have obviously not escaped the notice of Martella, leading to her recruitment to Eutropia's cause.

Stat block:

Neutral Good Medium Human Wizard 5;

Init 1; Perception: +11

DEFENSE

AC 11, touch 11, flat-footed 10

hp 27

Fort 2, Ref 3, Will 6

OFFENSE

Speed 30 ft.

Melee Dagger +0 (1d4-2 19-20),

Wizard spells prepared (CL 5; concentration +11; (4/5+1/4+1/2+1/0/0/0/0/0/0))

0th (at will)- Detect Magic (DC 16); Ghost Sound (DC 16); Message (DC 16); Detect Poison (DC 16)

STATISTICS[b]

[b]Str 7, Dex 12, Con 10, Int 23, Wis 12, Cha 13
Base Atk +2; CMB -2; CMD 9

Feats Craft Wondrous Items; Cunning Caster; Deceitful; Noble Scion (Lotheed); Scribe Scroll; Skill Focus (Bluff); Alertness (familiar)
Traits Young Reformer; Student of philosophy; Extremely Fashionable
Drawback Meticulous

Languages Azlanti, Celestial, Common, Elven, Draconic, Infernal, Abyssal, Kellish, Skald, Osiriani, Vudrani

SQ Deceptive Flourish (Su); Subtle Misdirection (Sp); Spellbooks; Opposition Schools: Evocation; Necromancy; Familiar: Thrush; Familiar: Diplomacy checks +3 bonus; Schools: Illusion (Deception);

Special Abilities: Dancing Lights (1/day); Prestidigitation (1/day); Read Magic (1/day); Unseen Servant (1/day)

Skills Bluff +19 (+24); Diplomacy +11 (+16); Disguise +7; Fly +5; Knowledge (arcana) +14; Knowledge (dungeoneering) +10; Knowledge (engineering)
+10; Knowledge (geography) +10; Knowledge (history) +14; Knowledge (local) +12; Knowledge (nature) +10; Knowledge (nobility)
+16; Knowledge (planes) +10; Knowledge (religion) +10; Linguistics +10; Perception +11; Sense Motive +6; Spellcraft +14;

Equipment
89pp 137gp
b]Adventuring Gear[/b] Equipment: Cloak of resistance +1; Eyes of the eagle; Headband of vast intelligence +2 (Fly); Outfit, Traveler's; Ring of
Eloquence (Kellish, Skald, Osiriani, Vudrani); Ring, signet; Sleeves of many garments; Spellbook; Veil of Attentiveness;
OtherNoble Outfit; Signet Ring; Kit, perfume


Spellbook:

0th level: All except Evocation and Necromancy
1st level: Charm Person; Disguise Self; Grease; Liberating Command; Mage Armor; Obscuring Mist; Secluded Grimoire; Silent Image; Speechreader's Sight;
2nd level: Glitterdust; Invisibility; Mirror Image; Tears To Wine;
3rd level: Haste; Major Image;

Some thoughts on integrating Diana if she does get chosen:

As before, I've left Diana's familial relation to the Lotheed NPCs, as well as her fiancee's family name purposedly open to whatever makes the most drama sense for the campaign.

I was thinking that Diana could have been a known close friend of Lucretia at the university, and thus making her continuous stay at her estate even with a family-ran estate close by not so surprising.

As a Lotheed, I'm fully expecting some amount of mistrust in the short term from the other PCs, after recent events, and do have a reply planned to justify keeping Diana around if when the question comes up. And I'm sure it won't be long before they become closer and it stops being an issue :).


Backstory:
Nibiru Jones was raised in Wispil, the gnome city of the Verduran Forest, a place full of whimsy, innovation and delight: things she has always found explicitly distasteful. Gnomes need entertainment, change and spontaneity to live, as much as they need food and water, but as much as her family tried to drill a healthy sense of mischief and impulse into her, the girl only ever found love in routine, predictability, and studying. And while she was perfectly happy, it was killing her.

All gnomes live in fear of their time. For the phenomenon known as the Bleaching, a genetic wasting disease, to approach them. Bleaching can only be fought off by finding new experiences, breaking patterns, seeking laughter and enjoyment. But eventually it comes to all gnomes. Their technicolor skin and hair, gifts of their fey ancestry, will Bleach, desaturate and approach a monochromatic white and grey. Many make it at least a century before it starts.

But for Nibiru, who had so perfectly embraced boredom and routine, the color started to seep out of her bright gold body by 30.

With the color rapidly draining from her skin, whitening her black hair, Nibiru was a walking reminder to all of Wispil the grisly fate that approached them. If her Bleaching did not stop, she would first face insanity, and then death.

It didn't sound all that horrible to her. What gnomes feared most was not body death, but life as a Bleachling, one who has fought and clawed their way through the Bleaching and come out the other side, intact but changed. Most Bleachlings faced true ego death, emerging from their metamorphosis as joyless beings devoid of curiosity or wonder, while others simply succumbed to their psychosis, but either way, not a bad way to live, she figured.

Life as a gnome was exhausting, all of these urges to pull pranks and tell jokes and be the center of attention, and to live in a whole community of these people was worse. But should the Bleaching strike in earnest and she make it out the other side, she could finally devote herself to her studies full time, without the need for frivolity or games, just knowledge, and if it made her crazy? She would hardly notice.

Despite all her preparation, all her belief that she would make it through intact, when the madness came, it cut deeply.

For days she was beset by visions. Circles within circles, twine unwinding twine, éternel retour. She saw the patterns laid out before her as clear as day, history repeating endlessly. Just as the Tarrasque once leveled Oppara and carved the Porthmos Gap, some day soon the city would fracture and the nation divide. She saw the faces of men and women not yet born, intently aware that fate had laid them a hand to play.

In the midst of her psychosis, a vote was taken. Nibiru Jones was exiled from the city of Wispil, and never to return. They could not watch as she eagerly embraced death.

Forced into new circumstances, her Bleaching halted, reversed, and as she foraged and hunted for food, gold returned to her face and hands, black to her hair. The visions ended, but something remained. A power within herself had awakened, had strengthened and emboldened her. She had a role to play, and she would keep herself alive long enough to play it.

It took almost a hundred years, remaining just on the edge of the Bleaching, but when she heard the news, learned tragedy struck at the Exaltation Gala, she knew it was time. She made her way to the Tandak Prefecture, to the county of Stachys, the lands of Bartleby Lotheed. She would know them when she recognized them, those in need of her service, those that would decide the course of the future.

Appearance:
Through careful and measured exposure to new experiences, Nibiru has kept herself just on the edge of Bleaching for a hundred years, and the only gold that remains on her face and body today is found in the irises of her large eyes, flecks across her chest, the fullness of her palms and the soles of her feet. Individual dots and streaks of black populate her almost fully white hair, always brushed back or tied into a tight bun.

Despite her psychic talents and short and narrow frame, she disguises herself as a warrior, not wanting to present as an obvious target, wearing a full suit of plate armor and carrying a weapon of her people: the Gnomish Flick-Mace.

Personality:
On the outside, she is abrasive and bitter, but to know her deeply, the gnome's personality is most quickly understood thru her relationship to her chosen weapon.

The Flick-Mace is little more than a spring-loaded boxing glove on a stick. The wielder aims it at an opponent between five and ten feet away, presses a button and boom, it rockets into their face and the wielder hurriedly winds it back up for her next use.

Nibiru believes herself to be earnestly above gnomish nonsense, petty emotions, but she is as beholden to them as anyone. Though her Flick-Mace rarely sees actual use, whenever she demonstrates it as an example of how puerile and useless gnome technology is (and by extension, all of gnome culture with it), it always, always elicits a giggle and a second demonstration.

Build in progress, reusing an alias but she'll act less kooky than the version of her here.


Background:

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 Shelyn’s faith in the Kitharodian Academy and taught Lope on faith, 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 becoming a priest of Shelyn and completing his 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.

Motivations:

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. [Or we can completely ignore this part and just say it is a magical rapier, as he is a warpriest and not a blackblade in this incarnation.]

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.

Lope, is a cunning swordsman and priest poet looking to avenge his father’s wrongdoers “Hello. My name is Lope de Vega. You disgraced my family. Prepare to die.” 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.

A cross, and greatly inspired by, both Iñigo Montoya and Lope de Vega, el Hidalgo Poeta.

This is a Warpriest variant from an original plan that would not fit that good with the current group. The person is the same, just very different abilities. The plan is to focus on Warpriest levels all the way but using Bard Variant Multiclassing to leverage the poet idea (if VM is allowed) eventually accessing Inspire Courage (at level 7).

Stats:

Male Human (Taldan) Warpriest of Shelyn (Cult Leader) 5/Bard
NG Medium humanoid (human)
Init +5; Senses Perception +11

DEFENSE
AC 20, touch 15, flat-footed 15 (+4 armor, +5 Dex, +1 shield)
hp 43 (5d8+10+5)
Fort +5 (4 class, 1 Con), Ref +6 (1 class, 5 Dex), Will +7 (4 class, 3 Wis)

OFFENSE
Speed 30 ft.
Melee mithral rapier +10 (1d8-1+1d6 sneak attack) 19/×2 piercing
Ranged shortbow +8 (1d6-1+1d6 sneak attack) 20/x2

STATISTICS
Str 8, Dex 20, Con 14, Int 13, Wis 16, Cha 12
Ability increments +2 Dex (racial), +1 Dex (4th), +2 Wis (item), +2 Dex (item)
Base Atk +3; CMB +2 (+7 to Disarm, Sunder and Trip); CMD 16
Feats Fast Learner*, Weapon Finesse, Bardic Knowledge^, Weapon Focus (rapier)
* = Bonus feat, ^ = Bard Variant Multiclassing feat replacement
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 [Linguistics]. 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 (4 class, 1 Int, 1 skilled, 2 background = 8/level x 5 = 40 ranks; 0 ACP)
Acrobatics +11 (5 Dex, 3 rank, 3 class)
Bluff +11 (1 Cha, 5 rank, 3 class, 2 trait)
Climb +3 (-1 Str, 1 rank, 3 class)
Craft* (1 Int, class)
Diplomacy +5 (1 Cha, 1 rank, 3 class)
Disguise +7 (1 Cha, 1 rank, 3 class, 2 well-hidden)
Escape Artist +9 (5 Dex, 1 rank, 3 class)
Heal +7 (3 Wis, 1 rank, 3 class)
Intimidate (1 Cha, class)
K. history* +4 (1 Int, 1 rank, 2 bard)
K. local +7 (1 Int, 1 rank, 3 class, 2 bard)
K. nobility* +4 (1 Int, 1 rank, 2 bard)
K. religion +11 (1 Int, 5 rank, 3 class, 2 bard)
K. other +3 (1 Int, 2 bard)
Linguistics* +7 (1 Int, 1 rank, 3 class, 2 trait)
Perception +11 (3 Wis, 5 rank, 3 class)
Perform oratory* +11 (1 Cha, 5 rank, 3 class, 2 trait; specialized on poetry)
Profession merchant* +9 (3 Wis, 1 rank, 3 class)
Sense Motive +10 (3 Wis, 4 rank, 3 class)
Slight of Hand* +9 (5 Dex, 1 rank, 3 class)
Spellcraft +5 (1 Int, 1 rank, 3 class)
Stealth +11 (5 Dex, 1 rank, 3 class, 2 well-hidden)
* = Background skill
Languages Common, Celestial, Elven (next: Vudrani, Osiriani, Hallit, Draconic, Azlanti)
Favored class (Warpriest, Fast Learner): HP x5 and Bonus feat x5/6

SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Dex
Bonus Feat Fast Learner
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: Cult leaders are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, as well as the favored weapon of their deity. They are proficient with light armor and light shields. The cult leader does not gain Weapon Focus as a bonus feat as a warpriest normally would. This ability replaces the warpriest's weapon and armor proficiency.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Good (Ex) You project a faint good aura.
Blessings (Su): Good and Protection (5/day; DC 15). A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
Well-Hidden (Ex): A cult leader gains a +2 bonus on Disguise checks and Stealth checks. This ability replaces focus weapon.
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat. The damage of the sacred weapon increases by level. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level) (+1). The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. If he is lawful, he can add axiomatic and merciful. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.
Evil Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity).
Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier (5/day). By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels (2d6) he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those categorized as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
Sneak Attack (Ex): At 3rd level, a cult leader gains the sneak attack ability, as the rogue class feature. If he already has sneak attack from another class, the extra damage from the classes that grant sneak attack stack for the purpose of determining the sneak attack's extra damage dice. This extra damage is 1d6 at 3rd level and increases by 1d6 every 3 levels thereafter. This ability replaces the bonus feats gained at 3rd, 9th, and 15th levels.
Enthrall (Sp): At 4th level, a cult leader can cast enthrall. Using this ability consumes two uses of fervor. This ability replaces channel energy.
Bardic Knowledge: At 3rd level, he gains the bardic knowledge class feature, treating his character level as his effective bard level. A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

BLESSINGS
Holy Strike (Good minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Increased Defense (Nobility minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

SPELLS
CL 5, Concentration +8 (5 CL, 3 Wis)
Orisons (4/day)
light
divine guidance
mending
detect magic

Level 1 (5/day)
shield of faith
remove fear
sun metal
bless
obscuring mist

Level 2 (3/day)
silence
supress charms and compulsions
tears to wine

EQUIPMENT
mithral chain shirt, 1100 gp 12 lbs (+4 AC, 6 max Dex -, 0 ACP, 10% ASF)
darkwood buckler, 205 gp 2.5 lbs (+1 AC, 0 ACP)
mithral rapier, 1020 gp 3 lbs
cold iron dagger, 4 gp 1 lbs
shortbow, 30 gp 2 lbs
arrows x20, 1 gp 1 lbs
rope (silk), 10 gp 5 lbs
grappling hook, 1 gp 4 lbs
flint and steel, 1 gp
poetry book, 1 gp
holy text, 1 gp
holy symbol of Shelyn in silver, 25 gp
backup holy symbol in wood, 1 gp
spell components pouch, 5 gp 2 lbs
scroll case, 1 gp ½ lbs
scroll of remove fear, 25 gp
headband of wisdom +2, 4000 gp
belt of dexterity +2, 4000 gp

Gold earned: 10500
Gold spent: -49(starting gear)-30(bow)-1(arrows)-4(dagger)-1100(armor)-25(scrolls) -4000(headband) -155(buckler) -1020(rapier) -4000(belt) = -10448 gp
Gold remaining: 10500-10448 = 52 gp


Devon DuMonde:

Devon DuMonde
Male human (Taldan) inquisitor (urban infiltrator) of Calistria 5 (Pathfinder Player Companion: Magic Tactics Toolbox 18, Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (human)
Init +6; Senses Perception +12
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
hp 31 (5d8+5)
Fort +5, Ref +3, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+1/19-20) or
. . light mace +5 (1d6+1) or
. . mwk whip +7 (1d3+1 nonlethal)
Ranged composite longbow +5 (1d8+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork whip)
Special Attacks bane (5 rounds/day), judgment 2/day
Inquisitor Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor (Urban Infiltrator) Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—focused scrutiny[ACG], ghost whip[OA], silence (DC 16)
. . 1st (5/day)—bless, divine favor, ears of the city, false face, keep watch, wrath[APG]
. . 0 (at will)—acid splash, detect magic, guidance, light, oath of anonymity, read magic
. . Domain Conversion inquisition[UM]
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 13, Wis 18, Cha 14
Base Atk +3; CMB +4 (+6 disarm, +6 trip); CMD 16 (18 vs. disarm, 18 vs. trip)
Feats Combat Expertise, Improved Disarm, Improved Trip, Tandem Trip[UC], Weapon Finesse, Weapon Focus (whip), Whip Mastery[UC]
Traits calistrian courtesan, young reformer
Skills Bluff +16, Diplomacy +12 (+13 to gather information, +16 when gathering information), Disable Device +7, Disguise +9, Heal +10, Intimidate +6, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nobility) +6, Knowledge (religion) +9, Perception +12, Sense Motive +15, Spellcraft +9
Languages Common, Elven
SQ gifted detective, solo tactics, stern gaze +2, track +2
Combat Gear caltrops; Other Gear +1 chain shirt, mwk buckler, composite longbow (+1 Str), dagger, light mace, mwk whip, circlet of persuasion, headband of inspired wisdom +2, backpack, belt pouch, courtesan's kit[ACG], courtier's outfit, hip flask[UE], holy text (The Book of Joy)[UE], mirror, silver holy symbol of Calistria, spell component pouch, jewelry (worth 50 gp), 7 gp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Gifted Detective (Ex) Gathering information never takes an urban infiltrator more than 1 hour.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Inquisitor (Urban Infiltrator) Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Track +2 Add the listed bonus to Survival checks made to track.
Whip Mastery Using a whip does not provoke attacks of opportunity

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Background:

Devon grew up on the streets of Oppara where his silver tongue and boyish charms could get him anything he needed be it a loaf of bread to eat or a place to stay for the night. As he grew older he realized that his charm as well as his good looks could get him far more than just a full stomach or a dry bed.

It was one such turn of the trade that brought him to the attention of Talia Ashcroft, a priestess of Calistria, who seduced the young man and brought him into the fold of the The Lady In The Room. Such were his talents that he soon drew the eye of the high priestess who had a plan for Devon.

She began teaching him the ways of the nobility and soon had this rough cut gem sparkling like a diamond. When she thought he was ready she had him installed at the Satin Pillow, a brothel catering to the nobility and the very well to do. His mission was simple, seduce whoever he wanted to and while engaging in pillow talk learn whatever secrets they had and report them back to the temple


Hi there. It's Ouachitonian. I posted a bit in the original recruitment, but I don't think I ever submitted a character. Not sure why, maybe I jst got busy. Anyway, I usually try to submit an Ulfen barbarian for this AP, an aspiring Ulfen Guard. But y'all probably need some diving casting, and barbarians are notably lacking in divine casting. So I reworked him into a warpriest. The Ulfen Guard needs chaplains too, right? Specifically, he's a Skinwalker Warpriest with the Feral Champion archetype. Most of the time he looks perfectly human. But when he wants to, he sprouts claws and teeth and fur and rips the bad people limb from limb. While wearing spiked fullplate (that's often covered in blood by battle's end. Usually not his blood.). Blood for the blood god! No, wait, wrong franchise. Iron for the Lord in Iron! Anyway, background, appearance, personality, etc in the alias.


GM ... with all the love that I have in the universe ... you have like 20+ submissions for ONE slot. I will remove Kendryl from the slate. Good luck!


I’ll throw you some love too and withdraw. You have a lot of great applicants to choose from. Good luck!

Best,
KoY


2 people marked this as a favorite.

Thank you to all those who have submitted and to all those that haven't in order to make my job easier! I've asked the current players for their thoughts and will let you all know soon.

You can still submit characters if you want. About 16 hours remaining.


1 person marked this as a favorite.

I have a consensus from the players so I've sent a PM out and am waiting to hear back from the chosen player.


1 person marked this as a favorite.

~Looks around sadly~


Sadfacing intensifies, good luck to the chosen one.

A select group of players you have if with crafting services they could not be bribed! :)


1 person marked this as a favorite.
Alexandra Edgaria Poeschkina wrote:
A select group of players you have if with crafting services they could not be bribed! :)

Alas I am a magnanimous GM and don't stint on the loot. ;)

Thanks to everyone who submitted a character, there are loads of good ones and should I need to come back for another character I'll be coming to some of you guys first!

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