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Good evening, all. I find myself in need of a replacement player for my new Council of Thieves PBP. We're still in the introductory stage, but it's about to take off into the adventure, so I'd prefer to find this replacement sooner rather than later. The party currently consists of
Auriona: Half-Elf Ranger
Claire Evans: Skinwalker (coldborn) Barbarian
Kareta Ajie: Half-Elf Fighter
Lyall Silverhunter: Skinwalker (witchwolf) Monk (hungry ghost)
As you can see, we're rather deficient in the caster department. I'll need one or two persons to fill that gap, depending on what is available from posts. I think I can give folks a couple of days to create something. I won't expect huge amounts of posting across Thanksgiving, but after that I'd hope for the ability to check in once-per-day.
- Available Races: Core Rulebook (all), Bestiary (Tengu, Orc, Kobold, Drow (NOT NOBLE), Goblin, Hobgoblin), Bestiary 2 (Dhampir, Grippli, Ifrit, Oread, Sylph, Undine), with material available from the Races of Golarion line and Blood of Golarion line (please ask before using Blood of the Moon material as I haven't had a chance to read it), all must be 14 RP or less; alternate racial features from the ARG will be considered. Yes, this means that normal Aasimar are off the table, but variant heritage Aasimar are on. Possible modifications using the Race Builder rules will be considered for severely underpowered races (Ex: Kobold).
- Available Classes - Core Rulebook classes only, with archetypes from the APG only being available. No other classes or archetypes will be considered.
- Feats/Spells - Core + APG, Races of Golarion, Blood of Golarion, Faiths of Golarion.
- Traits - one Council of Thieves Campaign Trait, and one other trait (APG, Races of Golarion, Blood of Golarion, Faiths of Golarion). No drawbacks. The Additional Traits feat is available.
- Ability Scores - Elite Array (15, 14, 13, 12, 10, 8)

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"Wizard 1 Shadowcaster / Foresight Arcane School
Medium Human / Humanoid (Human)
Init +9; Senses Perception +1
==DEFENSE==
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 8 (1d6+1)
Fort +1, Ref +2, Will +2
==OFFENSE==
Spd 30 ft/x4
==STATISTICS==
Str 8, Dex 14, Con 13, Int 15, Wis 10, Cha 12
BAB +0, CMB -1, CMD +11
Feats Improved Initiative (PFCR 127), Scribe Scroll (PFCR 132), Spell Focus (Enchantment) (PFCR 134)
Skills Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +1, Spellcraft +6
SQ Forewarned (PFCR 80)
SU Shadow Spells (PFCaS: ISM)
MC Arcane School (PFCR 79-82), Scribe Scroll (PFCR 78), Spellbook (PFCR 79), Wizard Bonus Languages (PFCR 78), Wizard Cantrips (PFCR 79), Wizard Spells (PFCR 78)
Traits Reactionary (Combat) (PFAPG 328)
Languages Common, Draconic, Infernal

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Starting wealth is average for class. Second time I've forgotten to include that. *facepalm*
@Ignatius Potter: Good to see you. Ignatius looks good. As far as gear, average starting wealth. Background: something that puts you in Westcrown and gives you a reason to dislike the government, preferably tied in with your campaign trait.
@JustJacqui: Catfolk unavailable. Please review creation guideline.
@Algar Lysandris: Shadowcaster archetype isn't on the table. Looks like a decent character otherwise. Also does not appear to include your human skill bonus, ability bonus, or a campaign trait.

Kertuffle |

I'd like to submit Taiglin, elven fighter/wizard (just fighter now)
Taiglin (Council of Thieves)
Male Elf Fighter 1
CG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +2
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +2 Dex, +1 dodge)
hp 10 (1d10)
Fort +2, Ref +2, Will -1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee Longsword +3 (1d8+2/19-20/x2)
Ranged Shortbow +3 (1d6/x3)
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Statistics
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Str 14, Dex 14, Con 11, Int 17, Wis 8, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Additional Traits, Dodge
Traits Conspiracy Hunter (Perception), Ease of Faith, Magical Knack (-Choose-), Suspicious
Skills Acrobatics -1, Climb -1, Craft (painting) +9, Diplomacy +5, Escape Artist -1, Fly -1, Knowledge (arcana) +4, Knowledge (history) +4, Linguistics +4, Perception +2, Ride -1, Sense Motive +0, Stealth -1, Swim -1; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Gnome, Sylvan, Undercommon
SQ elven magic
Other Gear Lamellar (leather) armor, Buckler, Arrows (20), Longsword, Shortbow, Artisan's tools, masterwork (Craft [painting]), 9 GP
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Special Abilities
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Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (-Choose-) +2 CL for a specific class, to a max of your HD.
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Taiglin is a young artist / scholar who is searching for magical manuscropts and artifacts. He worships Desna, so this is also a religous pilgrimage as well.
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Ignatius Potter |

Spent some coin on gear.
Born a into a working class family with already too many mouths to feed, Ignatius' childhood was one of deprivation. While still a boy, he was sold into bondage. He remembers that his mother cried as she took the gold, but little else. He never saw his family again. Fortunately for Ignatius, the slaver that procured him had an eye for talent and recognized the keen mind that the boy possessed. This resulted in him being sold into the service of an elderly wizard looking for a new apprentice, instead of ending up in one of the cities brothels, or worse.
His new master was demanding, but not overly harsh and while Ignatius was little more than a house servant at first, eventually, the old man did begin to pass on his secrets of the arcane. The wizened wizards was a master conjurer and made his living trafficking with the denizens of the lower planes in the service of this or that noble house. During his apprenticeship, Ignatius saw countless devil brought forth and many a Faustian bargain made. He saw the worst the nobility had to offer and while their debauchery often disgusted him, there was little he could do. It was simply the way things were in Westcrown.
It was a comfortable existence, but all good things must come to an end. It all ended in an explosion of fire. Ignatius was coming back from the grand bazaar with a load of exotic components when he heard the explosion that rocked the district. Rushing back to his master's tower, he found the edifice little more than a smoking ruin. His master might have made a fatal alchemical mistake, but more likely he ran afoul of the political machinations that infested the city. Whichever was the case, Ignatius never found out. He never even looked into it, lest he get caught up in whatever was his former master's undoing. He let the powers that be think that he had also died in the explosion and took the opportunity to disappear into the city's underbelly.
For the last few years, he has been making a living, such that it is, offering his arcane services to those in need of them and don't want to work through official channels. Once again outside the inner circles of power, Ignatius has seen how the lower classes are slowly being ground down and can't help but remember the despair of his own youth. He would do more, but what can one man do?

JustJacqui |

Orin Oakhammer |

Weyland/Ignatius here.
I have a menhir savant caster druid that I would be happy to play instead.
I don't have a background yet. It would be Conspiracy Hunter and probably just a generic protecting the citizens of Westcrown from demonic influences type thing.
(Really just want to play counsel of thieves.)
EDIT: Forgot Menhir savant isn't allowed, I'd drop the archetype.

Jetty |

I submit Harkon Dormun (neutral cleric of Abadar) for consideration.
Male Dwarf Cleric 1
N Medium humanoid (dwarf)
Init -1; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 9, flat-footed 15 (+4 armor, +2 shield, -1 Dex)
hp 10 (1d8+2)
Fort +5, Ref +0, Will +6; +1 trait bonus vs. illusion, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist resistant touch
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Offense
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Speed 30 ft.
Melee heavy shield bash -2 (1d4+2) and
. . warhammer +2 (1d8+2/x3)
Special Attacks agile feet, channel energy, hatred
Spell-Like Abilities
. . 6/day—resistant touch
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—longstrider, protection from evil, bless
0 (at will)—stabilize, detect magic, light
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Statistics
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Str 14, Dex 8, Con 15, Int 10, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 11 (11 vs. bull rush, 11 vs. trip)
Feats Combat Casting
Traits clearheaded, conspiracy hunter
Skills Acrobatics -5, Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb -2, Escape Artist -5, Fly -5, Heal +7, Knowledge (religion) +4, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -5, Stealth -5, Swim -2
Languages Common, Dwarven
SQ aura, domains (protection, travel), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning
Other Gear Armored coat, Heavy steel shield, Warhammer, Holy symbol, silver (Abadar), 43 GP
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Special Abilities
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Clearheaded You see through deception and lies. You gain a +1 trait bonus on opposed checks against the Bluff
and Disguise skills and a +1 trait bonus on saving throws
against illusion effects.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Harkon is a traveling cleric of Abadar who loves to delve into mysteries and plans to make a name for himself as an investigator of dark secrets.
He likes to keep his past a secret as he was raised a dwarf in a large dwarf family in all dwarf community and has a feeling nothing of interest happened in his childhood and growing up years. He loved to read since childhood and always dreamed of becoming a well-known investigator... He just looks for something interesting to happen in his life.

Maral Nathair |

Presenting for consideration Maral Nathair, Druid Wolf Shaman.
In the bowels of Barrowood grew up Maral Nathair, her only one's friends was Unven Nathair, her druidic master, and a pack of wolves. Unven Nathair a strange elf hermit that took a baby hobgoblin left to die in the woods and created as his pupil, as his heir. It was from him that the little Maral learned to know the world, to recognize her friends and enemies and it was with the wolves that she learned to hunt stealthily.
Gradually she learned that a small village near forest could be useful to quench your curiosity, their connection with "civilization", and at the other side, the residents began to regard her and her master the " keepers " of the forests , its dangers and knowledge.
The shadow of Westcrown never disturbed the "quiet" life of Unven of his childhood, however, the growing looking for the good wood from Barrowood made the commercial interests of the big city reach the region. Initially the villagers at the edges of the forest considered this event an opportunity to improve your life. But progressively the exploitation brought with it vested interests that arose, and with them conflicts and crimes, until the murder of elders that fought against the use of forced labor.
Unven Nathair was called to intercede as a mediator to resolve the problem, so, he traveled to Westcrown, seeking answers to circumvent the delicate question. Months passed, and unfortunately Maral realized that she was alone, that his mentor would not return, maybe the rumors about the dark deeds afoot in Westcrown can be true. Maybe the breezes about people who disappear as though they never existed and the tales of far-reaching criminal organizations hold a hint of truth. She doesn’t know, but she is determined to find out
Maral Nathair
Female Hobgoblin, Druid (Wolf Shaman) 1
CN Medium Humanoid
Init +2;Senses Perception +6, Darkvision 60 feet
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Defense
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AC 16, touch 12, flat-footed 14 (+2 dexterity, +3 armor, +1 shield)
hp 8 (1d8)
Fort +2, Ref +2, Will +4
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Offense
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Speed 40 ft.
Melee Scythe +1 (2d4/x3)
Ranged Sling +2 (1d4/x2) 50ft
Special Attacks
Druid Spells (CL 1st; concentration +3)
1st (2/day + Domain) - Cure Light Wounds, Cure Light Wounds + Expeditious retreat
0st (at will) - Detect Magic, Guidance, Resistance
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Statistics
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Str 13, Dex 14, Con 10, Int 14, Wis 15, Cha 10
Base Atk+0; CMB+3; CMD 13
Feats Combat Expertise
Traits Conspiracy Hunter, Ease of Faith
Skills Diplomacy 5 (1+3+0+1), Knowledge (nature) (Int) 8 (1+3+2+2), Perception (Wis) 6 (+1+2+2), Ride (Dex) 4 (+1+3+2-2), Stealth (Dex) 9 (1+3+2+1+4-2), Survival (Wis) 8 (+1+3+2+2)
Languages Common, Goblin, Infernal and Giant
Combat Gear Scythe [18gp/10lbs], Sling, Bullet(s), sling (20) [2sp].
Other Gear Kit, Druid's [14gp/44lbs], Studded leather [25gp/20lbs] {-1}, Buckler [5gp/5lbs] {-1}, 26gp.
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Racial
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Sneaky
Hobgoblins receive a +4 racial bonus on Stealth checks.
Darkvision
Hobgoblins can see perfectly in the dark up to 60 feet.
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Traits
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Conspiracy Hunter You’ve long heard rumors of dark deeds afoot in Westcrown. Shipments of valuable cargo that go missing with nary a trace or question asked. People who disappear as though they never existed. Lords of business and nobles who speak in veiled references and accidental slips of masters even they must obey. What lords rule the Westcrown underworld? Do the tales of far-reaching criminal organizations hold a hint of truth? Could the fabled Council of Thieves, said to have been purged from the city ages ago, have somehow survived or reformed? And what hold do they hold over the city today? You don’t know, but you’re determined to find out! Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you. {Stealth}
Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
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Class
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Nature Bond (Ex) Domain: Travel (Exploration)
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—world wave.
Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Wild Empathy(Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. A wolf shaman can use wild empathy with canines as a full-round action with a +4 bonus.
Nature Sense(Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

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My apologies, yes. Prestige Classes are also available from listed references. Others may be considered upon request.
And with that, I'm going to close recruitment for the time being. I should have a decision soon, in the next day or so. I'll post here, then talk to the selectee(s) about fitting them in.

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Hello, all. My apologies that this is coming so late. Things went to the handbasket with work and the holiday. As far as my selection:
I'd like Harkon Dormun and Ignatius Potter to send me PMs for regarding background and how we'll work you into the game. Thank you to all the others for submissions, and I'm sorry that I won't be able to take you this time.