
Wander Weir |

Megan Robertson has generously volunteered to run a Second Darkness PbP campaign. And because I like to organize things and I'm a sucker for gaming I thought I'd set-up the recruitment thread.
So this is it. Post your character concepts. We're looking for four to five players. Characters will be using 20 pt buy and paizo publications only.
Anything else you'd like to add, Megan?

Kozaric |

Background for Kozaric, the half elf Zen Archer.
Kozaric has finally made his way to Riddleport and is starting to finally understand his human heritage.

KenderKin |
Barnabus
Race Human
Classes/Levels Witch / 1
Gender Male
Size M
Age 20
Alignment TN
Languages Common, orc, sylvan, celestial, abyssal
Occupation Minor healer
Strength 13
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 7
Charisma 7
About Belsarious
Combat Stats
Hit points
8
Initiative
5 (+3 dex +2 familiar)
Armor class
16
studded leather (3)
Dex (3)
spell failure Somatic 15%
Fortitude 1
Reflex 3
Will 0
Hexes
Spoiler:
1. Misfortune (Su): The witch can cause a creature within 30 feet to suffer
grave misfortune for 1 round. Anytime the creature makes an ability check,
attack roll, saving throw, or skill check, it must roll twice and take the
worse result. A Will save negates this hex. At 8th level and 16th level, the
duration of this hex is extended by 1 round. This hex affects all rolls the
target must make while it lasts. Whether or not the save is successful, a
creature cannot be the target of this hex again for 1 day.
2. Healing (Su): A witch can soothe the wounds of those she touches. This acts
as a cure light wounds spell, using the witch’s caster level. Once a creature
has benefited from the healing hex, it cannot benefit from it again for 24 hours
At 5th level, this hex acts like cure moderate wounds.
3. Cackle (Su): A witch can cackle madly as a move action. Any creature that
is within 30 feet that is under the effects of an agony hex, charm hex,
evil eye hex, fortune hex, or misfortune hex caused by the witch has the
duration of that hex extended by 1 round.
Magic
Spells Orisons
1. Detect magic
2. Light
3. Daze
1st level spells
1. Command (0%) Options: Approach, Drop, Fall, Flee, Halt
2. Sleep (15%)
Weapons
Longbow attack bonus +3
Damage (regular arrows) 1d6 1d8
Piercing
100 ft. *3 critical
Longspear attack bonus +1
1d6+1 1d8+1
Piercing
critical *3
brace & reach
Traits:
Faction Trait....
Hunter's eye (Andoran)P
Source Guide to Society Organized Play 15
Your parents had you blessed by Erastil as a youth and you are a prodigy with
a bow. You do not suffer a penalty for the second range increment when using a
longbow or shortbow and you are always considered proficient with one of these
weapons (your choice).
Magical Knack
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Feats:
Extra Hex
Extra Hex
Skills:
Knowledge (arcana) 8
Knowledge (history) 8
Knowledge (nature) 8
Knowledge (planes) 8
Perception 1*
Spellcraft 8
Sense motive 0*
*if familiar is close......
Quotes
A traveler's* debt is always paid:
Once for any simple trade
Twice for freely given aid
Thrice for any insult made
from "The Name of the Wind" by Patrick Rothfuss.
*changed from tinker's
Let fate decide
It is a longshot
Don't tempt fate
Equipment:
Longbow
Arrows (common) 60
Longspear
Studded leather armor
Spell component pouch
Backpack
winter blanket
grappling hook
rope (silk) 50
waterskin (2)
Explorerer's outfit
10 gold pieces
4 silver
10 copper
Familiar
Greensting Scorpion
The scorpion the size of a house cat scrabbles forward,
small but fierce claws raised in challenge, stingered tail arched
over its back.
Greensting Scorpion
CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 21 touch 16, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 4
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
OFFENSE
Speed 50 ft.
Melee 2 claws +3 (1d2-4 plus grab), sting +6 (1d2-4 plus poison)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks constrict (1d2-4)
STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB -6 (-2 grapple); CMD 7 (19 vs. trip)
Skills Climb -1, Perception +4, Stealth +15; Racial Modifiers +4 Climb,
+4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds;
effect 1d2 Strength damage; cure 1 save. The save DC is Constitutuion-based
and includes a +2 racial bonus.
Alertness (Ex): While a familiar is within arm's reach, the master gains the
Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a
Reflex saving throw for half damage, a familiar takes no damage if it
makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his
familiar (as a touch spell) instead of on himself.
A wizard may cast spells on his familiar even if the spells do not normally
affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to
a 1 mile distance. The master can communicate emphatically with the familiar,
but cannot see through its eyes. Because of the link's limited nature, only
general emotions can be shared. The master has the same connection to an item
or place that his familiar does.
Spells the familiar "knows"
All orisons
1st level spells
1. Command
2. Enlarge Person
3. Sleep
4. Summon Monster I
5. Identify
6. Mount
7. Obscuring mist
Patron
Trickery
Background:
Raised in the wilderlands by his mother and a Hag.
Was a rare male child that learned the art of magic notably associated with
women....
Valued highly in the martial world as a healer as the soothing healing hex
can heal many individuals in a day, as long as the wounds are not too severe!
Often mistaken for a ranger, casually refers to himself as a traveler....

Kozaric |

Sats on Kozaric
Male Half Elf Monk (Zen Archer) 1
LN Medium Humanoid
Init +4; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 14. (+4 wisdom, +2 Dex)
HP: 9 (1d8+1)
Fort +3, Ref +4, Will +6
--------------------
OFFENSE
--------------------
Spd: 30 ft.
Melee:
Long Bow, Composite +2 (1d8+2/20/x3)
Unarmed Strike +2 (1d6+2/20/x2)
Flurry of Blows (Bow) +1/+1 (1d8+2/20/x3)
Special Attacks: Unarmed Strike, Flurry of Blows (Bow), Perfect Strike 1/Day
Spell-Like Abilities:
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 12, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +6; CMD 18
Feats: Precise Shot (Bonus), Point-Blank Shot
Traits: Warrior of Old +2 Init, Rich Parents,
Skills: Acrobatics +9, Climb +2, Craft (int), Escape Artist +2,Intimidate -1, Knowledge (history) 0, Knowledge: Religion +0, Perception +10, Perform -1, Profession (Wis), Ride+2, Sense Motive +7, Stealth +6, and Swim +2.
Languages: Common, Elven
Special Abilities: Skill Focus (Acrobatics +3), Keen Senses: Perception +2, Elven Immunities: +2 enchantment.

Deleon |

Here is my bardic scholar
CAVAN PRYLFELLOW CR 1/2
Male Human Bard 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 8 (1d8)
Fort +0, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Whip +2 (1d3-1/20/x2)
Ranged Crossbow, Light +0 (1d8/19-20/x2)
---------------------
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14), Bardic Performance: Inspire Courage +1
---------------------
Bard Spells Known (CL 1, -1 melee touch, +2 ranged touch):
1 (2/day) Comprehend Languages, Cure Light Wounds (DC 15)
0 (at will) Read Magic, Ghost Sound (DC 14), Detect Magic, Prestidigitation (DC 14)
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 10, Int 15, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 12
--------------------
Feats Bard Weapon Proficiencies, Dodge, Weapon Finesse
--------------------
Skills Acrobatics -1, Climb -4, Diplomacy +8, Disguise +8, Escape Artist -1, Fly -1, Knowledge: Arcana +7, Knowledge: History +7, Linguistics +6, Perception +4, Perform: Wind Instruments +8, Ride -1, Sleight of Hand +3, Spellcraft +6, Stealth -1, Swim -4, Use Magic Device +8
--------------------
Languages Chelaxian, Common, Draconic, Sylvan
SQ Bardic Knowledge +1 (Ex)
Combat Gear: Whip, Crossbow, Light, Studded Leather; Other Gear Potion of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Created With Hero Lab® - try it for free at http://www

Ravn |

Here is the stats for my fighter.
Kurth Dalton
Male Human Fighter (two hander) 1
CN Medium Humanoid
Init +2; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 17, touch 12, flat-footed 15 (studded leather)
HP: 13 (1d10+2+1)
Fort +4, Ref +2, Will +0
--------------------
OFFENSE
--------------------
Spd: 30 ft.
Melee:
Switch knife +5 1d4+4
Earth breaker +6 1d10+6
Ranged:
Dagger +3 1d4+4
Special Attacks: Power attack, Dirty fighter, Pushing assault
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats: Weapon focus (earth breaker), Power attack, Pushing assault
Traits: World traveler, dirty fighter
Skills: Intimidate +4 1 rank +3 class +0 cha
Knowledge (local) +5 1 rank +3 class +0 int +1 trait
Climb +8 1 rank +3 class +4 str
Languages: Common,

Chris Parker |
Wow; five hours and there's already how many people applying for places? Well, might as well throw the hat in just in case with my Urban Skirmisher Ranger I mentioned in the previous thread (no spells, and a couple of Rogue type features instead of nature based features); probably a bounty hunter of some description. I did create a character alias for him, but the site logged me out before I had chance to save the stats :(.

Wander Weir |

Okay, so far we've got:
A half elf Zen Archer
Human Male Witch
Human fighter/ ex-sailor
Tiefling Bard
Academic Bard
Female Human Bard
Hungry Ghost Monk
LG Cleric/ Knight
Urban Skirmisher Ranger
That fills pretty much every space except straightforward casters (wizard or sorcerer). Now there's only space for five players at the max. So someone's going to have to whittle them down. People can keep bringing character concepts ideas to the thread but at some point choices will have to be made.
Megan won't be able to post again until tomorrow (9/13) after 7am GMT +1. So you've probably got up until then.

AdAstraGames |

Female Half-Orc Sorcerer (Draconic, Brass), CG
Replace Orc Ferocity with Sacred Tattoos (+1 to all saves)
STR 14(5), DEX 12(2), CON 12(2), INT 12(1), WIS(10)(0) CHA 16+2(10)=18
Traits: Killer (+N damage on critical hits), Looking For Work [Diplomacy]
Feats: Deepsight (Darkvision 120')
Skills:
Intimidate: +10 (1 rank, 3 class skill, 2 for Half Orc, 4 for CHA)
Diplomacy: +9 (1 rank, 3 class skill, 1 for Trait, 4 for CHA)
Spells:
0: Resistance, Acid Orb, Detect Poison, Detect Magic
1: Burning Hands (1d4+1 Fire Damage), Hypnosis
Favored Class Bonus: +1/2 damage to all fire based spells.
Equipment:
Falchion
A set of robes, embroidered in green and gold.
Samenya's mother, Tanila, was an adventuress, a sorceress who was the great great granddaughter of a brass dragon. She was separated from her adventuring party, and captured by the Deep Orcs of [Insert Campaign Locale here].
What happened next can't be stated in any genteel way. She was raped. Eventually, she was rescued, the Deep Orc tribe more or less exterminated over the course of that adventure.
Tanila respected all life, even the child of rape in her womb. Against the advice of her friends, the pregnancy was not terminated by herb or spell.
The birthing was terrifying and painful...and the child was born with the deep jade hide of the Deep Orcs, and a set of birthmarks that manifested as whorls of draconic protection. The face was striking, a mixture of human, Orcish and vaguely draconic bone structures.
After she was weaned, her mother sporadically took up adventuring again, leaving Semenya with nurses and guardians - the world needed saving. By the time Semenya could talk, her mother had effectively retired from adventuring to protect her daughter.
Even with her mother's protection, Samenya's childhood was challenging. At one point, teased by children for being taller than they, and worst of all, different, she lashed out, and the aspect of the dragon transformed her hands into claws, and one child nearly died, the rest screaming "Monster!" as they fled.
At this, Tanila took closer action on protecting her daughter, teaching her right from wrong, and teaching her to cherish and protect those weaker than herself, and to not let the temper of the dragons, or of the Deep Orcs rule her. Even discovering the nature of her conception was tempered with this message.
Still, the blood of dragons, and the heritage of the Deep Orcs have granted her power, and muscle memories generations deep have given her facility with a falchion and the greataxe. That power must eventually come to good use, and Riddleport is as good a place as any. She's currently working as a negotiator for [Insert Interesting NPC here], and looking for a chance to make a difference.
Appearance:
Semenya is a 6'2" tall woman with skin the color of deep jadeite, and a face that has a mildly protruding snout and jaw, with deep black eyes that appear to have nothing but pupils. Her canines go beyond her lips, and her entire exposed skin is covered in whorls of brass colored tattoos. She has broad shoulders, broad hips, and is muscular. Her hair is lustrous black with a green tint, and is worn in braids down her back. She dresses in embroidered robes, and sometimes has a falchion in a scabbard over her back.
Notes:
It should be clear how I've justified the melange of abilities here. Her starting gear comes out to 75 gp for the falchion, and roughly 3 gp for nice clothing.
She's got 2 GP in loose change for food.

![]() |
I'm here: as ever there's been a fair bit of chatter whilst I've been asleep.
I think 5-6 is the most I can manage, so see if you can sort yourselves out a coherent party.
Who has the Second Darkness player's guide (alas, one of those that Paizo produced as a commercial product)?
As you probably know, we begin in the town of Riddleport. There are two main topics of conversation, the 'Blot' (a strange shadow in the sky that is puzzling scholars) and the 'Cheat the Devil and Take his Gold' gambling competition at the Golden Goblin Gambling Hall. For whatever reason, each character has decided to attend the competition...

Mikhail "Ironleg" Tunnelsmith |

That shows, Mikhail, he seems well embedded into Riddleport society. You are probably well-enough known to the gambling community that you can get the position you're after. Have you fought publicly, or do you prefer to spectate and train in private?
Megan, he is more of a spectator, afraid that he does not have quite enough knowledge to fight in the arena yet. He is the "face in the crowd" that is at every big fight.
Megan, if I got too specfific on entanglements at the arena or with Zincher, let me know and I can peel it back some.