
Dimitri Pavlenco |

I have ammended Marias Possesions. She would struggle to carry everything at once and so the majority of her belongings will be left behind in her room while she is out adventuring. If they travel she will need to consider how to carry it all.
Possessions;
Scholars outfit (6lbs), backpack (2gp, 2lbs), a bedroll (1sp, 5lbs), a belt pouch (1 gp, ½ lb), a flint and steel (1gp), ink (8gp), an inkpen (1sp), an iron pot (8sp, 4lbs), soap (5sp, 1lb), a spell component pouch (2lbs), Broken wooden Pentagram (1gp),10 torches (10sp, 10lbs), 5 days trail rations (25 sp, 5lbs), and a waterskin (1gp, 4lbs), Spellbook (3lbs), Silk Rope (10gp, 5lbs), smokestick (20gps, 0.5lbs), alchemists fire (20gp, 1lbs), Acid flask (10gp, 1lbs), Dagger (2gp, 1lbs), beltpouch (1gp, 0.5lbs) containing 41 gold pieces,
Total: 51.5lbs (Heavy capacity)
On her person she carries:
Possessions; Scholars outfit (6lbs), backpack (2gp, 2lbs),a belt pouch (1 gp, ½ lb), a flint and steel (1gp), ink (8gp), an inkpen (1sp), a spell component pouch (2lbs), Broken wooden Pentagram (1gp), a waterskin (1gp, 4lbs), Spellbook (3lbs), smokestick (20gps, 0.5lbs), alchemists fire (20gp, 1lbs), Acid flask (10gp, 1lbs), Dagger (2gp, 1lbs), beltpouch (1gp, 0.5lbs) containing 41 gold pieces,
Total: 22.5lbs (Light capacity)

Fighting Chicken |

Here's my submission, Juliet D'Artangen. Juliet's a (recently) sober opera singer and amateur duelist, who's looking to rein some vengeance on Gaedren Lamm, even if she has to go through every flunkie in Korvosa to do it.
Mechanically, she's a rogue going into vigilante when it is unlocked. She can fill a few roles: glass canon front liner, skills, and face. I think as I've looked over the vigilante class some more it can fill the skills role pretty well, especially with an inspiration pool from one of the talents. I'd likely take that talent with the avenger specialization to keep Juliet thematically the same as she's currently built.
Thanks for the consideration!
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Juliet D’Artangen
Human (Varisian/Brevic) Rogue 1 (Rake / Sanctified Rogue)
Sober Calistra-worshipping opera singer seeks friends in quest to right the wrongs committed by one Gaedren Lamm.
Sources: Core Rulebook, Inner Sea World Guide, Advanced Player’s Guide, Ultimate Combat
Duels and Duets
The repercussions would rebound across Juliet’s world, like thunder echoing off tall buildings. But that night, it was pure pleasure. Juliet smiled and gave a quick bow to the assembled onlookers, paying no attention to the three noblemen, writhing in pain on the ground from multiple little scratches, thumps and stabs, courtesy of Juliet’s dueling blade, Spite.
The three separate duels and three subsequently beaten fools had taken a toll on Juliet’s disguise – her hair tumbled loose from the tight bun she had tied it in, curly auburn locks hanging from her hat; her masquerade mask hung askew, and one of her disguise’s horsehair muttonchops was gone to the gods know where.
Sure, Juliet had dressed as a young nobleman and snuck into the King’s masquerade ball. Sure, she had snogged several eligible young ladies, much to the chagrin of their suitors. Yes, she had soundly thumped three of those suitors in back-to-back-to-back duels, leaving the young men bloodied, and perhaps more importantly to those young men, shamed. Absolutely, Juliet realized that she had to get out of there quick, but she couldn't resist herself from one last insult to the assembled nobles, either.
Stepping forward, Juliet waved her fencing blade in the air, smiling as the crowd gasped and collectively stepped backwards. Pulling her blade in tight behind her, the young woman gave her best impersonation of a noble’s curtsy, and then, clearing her throat, the duelist offered the crowd an off-the-cuff verse in her lilting soprano voice.
Three suitors lie in the gutter,
Left alive by my good graces,
Bruised pride longer lasting than the
Bumps, bruises and cuts to their faces!
With another quick curtsy, Juliet was on her way. The young noblemen wouldn’t find Juliet for two months.
But when they did… Juliet was jumped leaving her job at Contini’s Theater, and the noblemen didn’t give the singer a chance to draw the stiletto hidden in her boot. Fists and saps rained down on the Juliet, relentless, and the girl awoke minutes later, battered and bruised, her hair cruelly chopped off and left in a pile next to her. Numb, the singer made her way to the nearest bar, where she was approached, for the first time, by one of Lamm’s dealers. It was obvious she was in pain, the man said, his eyes darting around the room, and he had just the thing to take the edge off what was obviously a bad night…
...Years later, after her addiction blossomed and she hit rock bottom and went into rehab and got clean again, when Juliet stepped out of rehab to freedom, Juliet went home to her apartment flat and changed into her outfit for the evening. She chose a purple cloak covering black leather pants and an azure blue top - a simple outfit and one that would blend if need be into a crowd, as tonight Juliet would start hunting Lamm and fulfilling her vengeance. Lastly, Juliet reached for her worn leather boots and found a harrow card tucked into the left boot, and raised to the light, read the following message written on the back of the card:
"I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him.
Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and Justice Must Be Done."
Goosebumps rose on Juliet’s scalp and arms, the room suddenly cold. Someone had been in her apartment. Leaving the card on her bed, the singer did a cursory search of her flat, finding everything else where she had left it, including Spite, which brought a sigh of relief. Whoever had the left the card was good, good enough to break into her place and leave no trace. He - or she - could be a valuable ally. Sundown was approaching quickly - there was just enough time to grab a meat pie and make her way to Lancet Street. Sliding her boots on, Juliet strapped Spite under her cloak and shut her apartment door firmly behind her. A new friend awaited...
Background Concepts
1. Bastard: Juliet is the bastard daughter of a consulate to Korvosa from Mivon and a Varisan fortune-teller named Alma. You wouldn't know it from her name though - Juliet D'Artangen is a stage name. Juliet's real name is Nadjia Dooriya. Her father's last name is Tansiel.
2. Duelist: Juliet is a student of the art of dueling. She was given a rare gift from her father after besting her older half-brothers in subsequent duels one glorious afternoon - his fencing blade (a dueling sword, from ISWG). Every great weapon needs a name, and Juliet has named her fencing blade Spite.
3. Singer: Juliet is an opera singer of some repute. Not by any means famous, in the last year or so Juliet has gained some notoriety as the headliner at a second-tier Opera House. She's a got a fine voice and is a competent actress.
4. Family: Juliet’s mother died when the she was twelve. One of her mother's last acts was to introduce Juliet to her father, Lord Thaliel Tansiel, a wealthy consulate with exotic tastes who has sired many children, quite a few of them bastards. Juliet's father brought the child into his home, much to the dismay of Juliet's stepmother, Aurelia Tansiel. In general, Juliet's relationship with her father runs hot and cold; he’s proud of her dueling prowess and spirited nature, but her drug use, sexuality, religion (dear gods, Calistra!), and general lack of respect for authority runs against the elder Tansiel’s conservative nature. Juliet’s relationship with her step-mother and most of her half-siblings runs from non-acknowledgment to hostility.
5. Privilege: Juliet did not want for much in her new home. Afforded a good education with little supervision, the girl led a latchkey lifestyle, coming and going (and getting into trouble) as she pleased. Her father's money and reputation afforded her protection and the means to chase her interests - as such, Juliet is educated, somewhat self-absorbed, and a bit of a dilettante.
6. Drug addicte: First given pesh as a painkiller (see above), Juliet soon became an addict, and when Gaedren Lamm was tipped off that one of his buyers was a nascent star in the opera scene, Lamm used her to get an inroads into that market. After his men gave Juliet a batch of spiked pesh to distribute one evening, two of Juliet’s castmates ended up dead. Juliet was able to leverage her father’s connections to get herself checked into the best (and most discreet) rehabilitation center the next day.
7. Calistran: While in rehab, Juliet met her best friend and sometime lover, Tatia Cozma, a devout follower of Calistra. Tatia worked as a nurse at the center, and did with Juliet what she’d done with few over the years; recognizing Juliet’s insecurities, bravado, and simmering rage were powerful motivators, Tatia pointed them towards Calistra. Juliet has taken Calistra’s teachings to heart, and now lives by the following code:
My life is my path, and none will sway me from it.
I devote myself to the pursuit of my passions.
All slights against me will be repaid tenfold.
I am the instrument of my own justice. If I am wronged, I will take vengeance with my own hands.
1: The beginning of the campaign starts with the characters being brought together for their hatred of one man, Gaedren Lamm. You were all wronged by him in one way or another, either by being one of his "lambs" (forced child slaves/thieves) or by other reasons. You are so focused on your investigation, so what have you been doing on this front? Using your trait, how were you wronged and how do you see justice being brought to Lamm?
See backstory above.
2a: Non-spellcasters or limited spellcasters: Where did you train?
Juliet’s hand goes to the hilt of Spite, her dueling blade as she talks. It is an unconscious gesture, like a baby grabbing a blanket for comfort. ”I always had a blade in my hand, yeah? Sometimes I dueled with my father, often with my siblings, who kicked my arse for many years, and then later with our family’s Security-Captain, Nicos Praecus.”
3: Do you know anyone in the city or have any family in the city?
”Oi, my father, Thaliel, my step-mother, Aurelia, and my brothers, four of ‘em. Iavo, the oldest son, hates me with a passion, as in his mind I stole his birthright from him.” Juliet again touches Spite, this time quite purposely, giving the sword a fond pat for emphasis.
”On my ma’s side - she’s been judged, by the by, there’s plenty of siblings too. My sister, Delia, I see her on occasion. She’s a sculptor by trade, but like all my moth relatives, she’s got her hands in other hustles.”
Juliet smiles, and it is a winning smile, full of bravado. ”And besides family, I know lots of folks in Korvosa. Diplomats and their families, some nobles and their families, artists, singers, dancers. Who do you need to meet?”
4: Would you adventure after Gaedren is defeated? Why?
Juliet at game’s start is a bit self-centered but the character arc that I plan on going with, if selected, would be to have her grow from entitled brat into hero of the people. Part of this journey would be to see things beyond how they immediately effect her, and adventuring is a fine way to grow that.
5: Who do you trust and why?
Juliet averts her eyes. ”I trust my spiritual mentor, Tatia. She helped me get clean, and showed me the way of the Sacred Sting. And my father - I don’t know that he likes me, but he’s always been there, in the end.”
6: Do you have a family? If so, provide the known members of the family.
See question 3 above.
7: What do you think of the elderly King Eodred and his Chelish Queen, the near-teen, flame-haired Ileosa? Do you think it is scandalous?
The slightest of frowns graces Juliet’s lips, and then she shrugs, letting whatever emotion she was wrestling with go. ”Powerful people always keep younger lovers. Only difference here is she managed to step out of the bedroom and get married. Good for them both.”
8: What do you think of the minor bits of vigilantism? You know of the hero of the people (Blackjack) who is a masked Vigilante, but what do you think of his copycats and the villains that oppose them?
”Vigilantism? Well, I hope to put Lamm in the dead book, chinney? Would be a hypocrite to take offense to others taking justice into their own hands.”
The singer’s eyes lose focus, as if she’s somewhere else for a moment, lost in memories. ”There’s lots of things that happen in the shadows here. And whether it is a good thing or not, that doesn’t matter. It just is.”
9: Sometimes you need to know someone, obviously your character cannot live in a bubble. So, make two contacts to know, pick one or two contacts from the below list.
In addition to her family:
Christo Contini, owner of a second-rate opera house, Contini’s Theater, used to employ Juliet, before she went to rehab. Juliet would love to get her career back on track, and plans to pay Christo a visit one of these days soon.
Mattius Cinno, son of the Asmodean diplomat. Mattius is one of the nobles that Juliet publicly embarrassed (see the vignette, above). While Juliet is pretty sure he hates her, Juliet can’t help but admit that he’s handsome…
Tatia Cozma, nurse and spiritual advisor. Tatia is a bit older than Juliet, by a decade at least, and ostensibly wiser. A lay follower of Calistra, Tatia has introduced Juliet to the religion, and found an enthusiastic fellow traveler.
Vencarlo Orisini. While Juliet doesn’t know Vencarlo, she knows of him (what student of swordplay doesn’t!) and would love to know him!
Hero Points: 1
Initiative +4
AC 16, touch 14, Flat Footed 12 (+4 Dex, +2 Armor)
HP 10 (1d8+1+1)
Fort +2 Ref +6 Will +1
Speed 30ft
Melee
Aldori dueling sword +4 (1d8+1/19-20x2)
Dagger +4 (1d4+1/19-20x2)
Ranged
Dagger +4 (1d4+1/19-20x2, range 10')
Str 13 Dex 18 Con 12 Int 10 Wis 10 Cha 14
BAB +0 CMB +1, CMD 15
Exotic Weapon Proficiency (Aldori Dueling Sword); Weapon Finesse
Drug Addict: Someone you know has become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body shakes and shivers, giving the substance its street name. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called “a bit player in a beggar’s problem.” It would seem that if Gaedren’s operation is to be stopped, it falls to you.
Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.
8 base + 1 human +2 background
* ACP - 0
** Denotes background skill
Acrobatics +8 (1 ranks, 3 class, 4 dex) *
Bluff +6 (1 ranks, 3 class, 2 cha)
Climb +5 (1 ranks, 3 class, 1 str) *
Diplomacy +6 (1 ranks, 3 class, 2 cha)
Intimidate +6 (1 ranks, 3 class, 2 cha)
Knowledge Local +4 (1 ranks, 3 class, 0 Int)
Knowledge Nobility +4 (1 ranks, 3 class, 0 Int) **
Perception +4 (1 ranks, 3 class, 0 wis)
Perform Act +6 (1 ranks, 3 class, 2 cha) **
Perform Dance +6 (1 ranks, 3 class, 2 cha) **
Perform Sing +6 (1 ranks, 3 class, 2 cha) **
Common, Varisian
Bravado’s Blade: When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidatecheck to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check.
This ability replaces trapfinding.
Sneak Attack 1d6
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Aldori Dueling Sword: 1d8 /19-20 x2 3lbs s (20 g)
Stiletto (Dagger) 1d4 /19-20x2 10' 1lb p (2 g)
Leather Armor light +2 armor 0 ACP 15lb (10 g)
Belt pouch 1/2 lb (1 gp)
5 days rations 5 lbs (at apartment unless traveling; 2.5 gp)
Outfit, Entertainer’s 4 lbs (only worn when performing; 3 gp)
Outfit, Traveler’s 5 lbs (includes sturdy leather boots, leather pants, azure blue cotton top, purple cape, multicolored scarf, brown leather gloves; 1 gp)
85.5 gp (Juliet usually carries 10 gp in her beltpouch, and the rest is at her apartment)
Light Load 50, Medium Load 52-100, Heavy Load 101
Total Gear Weight: 24.5 pounds, Light Load (plus the fraction that coin weighs is still well under a light load)

DM_Darkmeer |

Fighting chicken: great submission!
TheWaskally: mechanics look good, but the kit from ultimate equipment was used, which is not a source. The other question is where did you put your favored class bonus?
Riren: coin weight is ridiculous for coin under one pound, so, unless you have 50 coins or more, count the weight as negligible. Yes this can be gamed, and I don't care.
Noral and Tilnar: looking forward to your submissions!

Tilnar |

Here you go: Until I bought my armour, I was going to be able to say I stuck with UM and the "core" books... but, apparently, I went UC for 1 extra point of AC. :)
Dennvyn Fealthan
Magus (Hexcrafter) 1
Despite standing only 3'2" and weighing less than three stone, there is no mistaking Dennvyn for a human child. While his build is slight, there is a grace, almost predatory, to his movements, which is only accentuated with the hardness and intensity of his sapphire-green eyes. His hair is darker than most halflings, so black it almost appears blue, and while the strands are fine, it falls around his face in a shaggy, thick mane, stopping when it touches his shoulders. While his hair is darker than most, his skin is paler, resembling more the hue of slightly-aged cherry wood -- which only makes the yellow-and-black striped dagger tattoo that covers his left eye and cheek that much more jarring.
Dennvyn is the child of Chelish slaves who grew up largely a street urchin, getting scooped up to be in Gaedren Lamm's gang, using his small size and swift hands to lift coin and run messages... he was beaten within an inch of his life and left on a refuse heap -- but taken in by a hedge-witch who nursed him back to health... and taught him a bit of magic. As a result of his rough childhood, Dennvyn hates bullies -- which ranges, in his mind, from the underworld terrors that ruin lives, like Lamm, right up to the Hellknights that "visit" town -- and now that he's learned to defend himself, he's quick to defend others who appear as weak as he once was -- almost recklessly so. Dennvyn has covered the scars of his beatings with tattoos, but the memories have never left him, and he's claimed Calistria as his goddess for a very good reason.
Dennvyn never knew his parents, but he was told they were slaves, imported from somewhere Cheliax with the household of some noble or other who'd come to check in on their business interests... to be fair, other than dreaming that his father, who might have been a shiphand, would sail back into town and save him from the life he knew, the only thing that mattered was that Dennvyn was sold by that Chelish noble like so much trash when he didn't inherit the magical bloodline of his mother.
...but the noble's servants, the ones who were charged with the task, they knew better -- life may be cheap, but even cheap things are worth a bit of coin, and so they sold the young halfling to an underworld contact. And so, Dennvyn's first real memories -- ones that aren't jagged images, that is -- are of being a lookout, a runner and a cutpurse in the service of one Gaedren Lamm. When he successfully delivered a message, he was allowed to eat a bowl of soup or gruel, instead of needing to scrounge. If he brought back coin or valuables, he might even get a blanket to sleep on. But, on the nights he didn't, the only thing Lamm would give him was a beating -- to encourage him to do better the next time.
Dennvyn was, he guesses, twelve or thirteen years old when he did his last mission for Lamm -- it was one that was supposed to be simple, an easy lookout task. All he needed to do was blend in, and sound an alarm if he saw anything strange while a bunch of stevedores unloaded one of Lamm's "special shipments". Except, that night, there was no shipment -- just a wagon filled with Hellknights of the Nail. Lamm managed to escape, but he lost a few leftennants, and had to spend a bit of coin to make sure none of them could spill to the Hellknights. Despite the fact that it was the halfling's intervention that warned Lamm in time to escape, and despite the fact that the Hellknights were already there, waiting, when everyone arrived -- Lamm saw it as the Dennvyn's failure, and beat him to death....
...or, what assuredly would have been to death if not for a bit of halfling luck. Dennvyn's beaten, broken body was found by Daciana, a Sylph hedge-witch gathering spell components before the tide dragged him out to feed the fish. She brought the boy home and, using her magic and some poultices, tended his wounds. She focused on the worst of the damage, repairing his crushed and broken bones, his punctured and bleeding organs.. making him whole once more, though the left side of his face bore a thick scar where Lamm's heavy lash broke the skin.
Dennvyn was surprised when he awoke -- he thought that Lamm would have made good on the promise to kill him -- but even harder for him to accept was the kindness being shown to him. Daciana gave the boy food and a warm place to sleep by the fire, and expected nothing in return, other than his health and wellbeing.
When he was well enough, Dennvyn grabbed the few valuables he could find and snuck out.... and was almost halfway to the Shingles to sell or trade the treasures before he stopped... For some reason, taking the kindly woman's treasures... bothered him... at first, he though it was just that someone would tell Lamm that he'd survived, but... no, it was more than that. Taking these things from Daciana was... well... wrong. He snuck back, hoping to put the brush, box and scrollcase where he'd found them -- but she was there, waiting for him in her rocking chair. He braced himself, expecting a beating, but instead, he simply got a sigh... and a look of betrayal and disappointment that, somehow, hurt even more than a beating would have. Dennvyn apologized, promised that he'd returned everything he took -- and Daciana simply nodded, telling him that bringing everything back was the only reason he was still welcome, and that they'd speak of it again in the morning.
The next day, Dennvyn was still expecting anger -- but, instead, Daciana introduced him to two friends of hers: Ensis Toranus and Emanuela Monati.
Emanuela was an older Varisian woman, easily in her sixites, and a Harrower -- a true wizard and not simply a fortune-teller for the masses. She and Daciana had known each other for decades, having shared some adventures back then, and now sharing spell components and gossip.
Ensis, on the other hand, was only a half-dozen years older than Dennvyn, and the son of one of Daciana's former companions -- one that she spoke of wistfully, and would only say that he was comely and she was quite fond of him. Ensis was Chelish, and a former student at the Orisini Academy -- until he won a duel against the scion of a House with actual connections and power.
She said, simply, that Dennvyn needed to occupy his idle hands and idle mind, and that these two would be happy to work with him -- well, the actual words were more about wearing him out until he was too tired to think of stealing her things ever again.
And so, Daciana's friends -- and she herself -- gave young Dennvyn an education, teaching him to fight, teaching him magic -- and the young halfling threw himself equally into these pursuits -- in part, out of a need to be strong, so that he'd never be beaten and thrown out with the trash ever again... but also, as he began to learn, realizing that he could turn that strength against the man that wronged him... fanning the flames of a burning desire for revenge.
It was Ensis who saw it growing in him, likely recognizing it from his own desires to strike back at those who ruined his reputation and had him expelled -- and it was he who took the halfling to get the tattoo of the Unquenchable Flame to cover his scars. Still, Ensis was careful, trying to ensure that Dennvyn didn't let those flames burn away all reason -- basically admonishing the halfling to not let all the time he'd spent training him go to waste.
And so, Dennvyn began to add another dimension to his learning -- studying his enemy and his organization -- as carefully as he could....
It was then that he got the strange invitation -- which he could not truly resist, despite thinking it's likely a trap.
1: Dennvyn doesn't really trust the "law", having seen the way that the Hellknights terrorize, rather than protect, and literally dozens of guardsmen taking coin from Lamm. So, to Dennvyn, the only sure justice in this case would be blood - and, based on his own experiences, he intends to make quite sure that Lamm is actually dead before feeding him to the fish.
2: As per his history, Dennvyn learned to fight from a Ensis -- so, he's learned (second-hand) the style of the Orisini. In terms of his sneaking and sleight-of-hand -- that comes from his childhood with Lamm. His training in arcane spellcasting comes from Emanuela, one of Daciana's old friends -- and from Daciana herself (which explains the hexcrafter/witchy part of his magic). In my head, Daciana's a retired (mid-)level adventurer (hedge witch archetype) -- so she knew Ensis' father (a Sable Company wannabe) and Emanuela from those days.
3: Per his history -- Dennvyn has three friends -- two of which are old women, and one is a twenty-something year-old dandy. He never knew his parents, and wouldn't trust anyone he might have known from his time in Lamm's group.
4: Yes. Dennvyn's "primary" mission is to defeat Lamm, but he understands that Lamm's not the only monster out there, and so, now that he can do something about it, he wants to... To avoid other mostly-dead halflings being thrown on the beach, if nothing else (ok, fine, longshanks too).
5/6: See #3.
7: Scandalous? No, powerful men use that power to get what they want. It's sadly stupid and predictable.
8: Per #1 (and his Chaotic nature) -- Dennvyn is 100% behind the acts of vigilantism. Given the corruption in the system, people like Blackjack are probably the only thing that might help the people. And, even beyond their actions, the hope that they inspire is well worth it -- sadly, idiots who don't know what they're doing getting themselves hurt or killed seems to be the price for that -- and it's an unfortunate one, one that it would be preferable to avoid, if possible... but then, those that do survive their stupidity may actually grow into something more themselves. As for the counter-reaction -- well, villains who would take from or bully others need to be put down... They're as bad as Lamm -- or they would be if they were given the time to flourish...
9: Contacts:
Ensis Toranus, Ranger, now of Sable Company, human (Chel)
Lessilyn Dai of Dawnflower House (via Daciana, who considers Lessilyn a fond acquaintance -- as the hedge-witch has been known to take in orphans and is a skilled healer)
Hero Points: 1
Initiative: +3
AC 18, Touch 14, Flat-footed 15, CMD 12
(+4 armor, +3 dex, +1 size)
HP 10 (1HD) {10}
Fort: +5, Ref: +5, Will: +3 (+2 v. fear)
Concentration: +5
Speed: 30 ft. (6 Squares)
Melee:
Rapier +4 (1d4/18-20) [Piercing]
Hammer (Light) +4 (1d3) [Bludgeoning]
Dagger +4 (1d3/19-20) [Slashing, Piercing]
Ranged:
Dagger +4 (1d3/19-20) [Slashing, Piercing], 10' range increment
Hammer (Light) +4 (1d3) [Bludgeoning], 10' range increment
Sling +4 (d3) [Bludgeoning], 50' range increment
Base Atk: +0, CMB: -1
Str 11, Dex 16, Con 14, Int 15, Wis 10, Cha 12
Base Atk: +0, CMB: -1, CMD: 12
Normal Progression: Weapon Finesse
Bonus: None, yet.
Focused Mind (Magic)
Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Unhappy Childhood: Tortured (Campaign)
You spent a period of time as one of Gaedren’s enslaved orphans. Maybe you were abducted from your parent’s home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Whatever the case, you spent several years of your life as one of his “Little Lamms” before escaping. You’ve nursed a grudge for the old man ever since. Gaedren tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 bonus on Reflex saves.
Trained Adventuring Skills (2+int per level = 4) [4+FC]
Knowledge (Arcana) [+6] = 1 rank + 2 int + 3 Class Skill
Perception [+3] = 1 rank + 0 Wisdom + 2 Keen Senses
Spellcraft [+6] = 1 rank + 2 int + 3 Class Skill
Stealth [+6] = 1 rank + 3 Dex + 4 Size -2 AC
Use Magic Device [+5] = 1 rank + 1 Cha + 3 Class Skill
Background Skills
Lore (Lamm's Gang) [+6] = 1 rank + 2 int + 3 Class Skill
Sleight of Hand [+2] = 1 rank + 3 dex -2 AC
Common, Dwarven, Goblin, Halfling
Armor Proficiency (Ex) (Ultimate Magic)
You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Arcane Pool (Su) (ooo) (Ultimate Magic)
You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 3 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. 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.
Cantrips (Ultimate Magic)
You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Hex Arcana (Ultimate Magic)
You gain access to the Accursed Strike magus arcana, or may select any witch hex in place of a magus arcana. You cannot select any hex or arcana more than once.
Spell Combat (Ex) (Ultimate Magic)
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 (Ultimate Magic)
You add the following spells to your magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. (Replaces Sure-Footed)
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Spells Per day: 3 Cantrips + 2/0/0/0/0/0
Cantrips - (DC 12) - Detect Magic, Ray of Frost, Light.
1st - (DC 13) - Shield, Shocking Grasp.
Journeyman's Spellbook (82 pages remain)
Cantrips: Acid Splash (Conj), Arcane Mark (Univ), Dancing Lights (Evoc), Daze (Ench), Detect Magic (Div), Disrupt Undead (Necro), Flare (Evoc), Ghost Sound (Illus), Light (Evoc), Mage Hand (Trans), Open/Close (Trans), Prestidigitation (Univ), Ray of Frost (Evoc), Read Magic (Div).
Level 1: Corrosive Touch (Conj), Expeditious Retreat (Trans), Magic Missile (Evoc), Shield (Abj), Shocking Grasp (Evoc).
Carried/Equipped
All gear and weapons are small sized
rapier [1 lb]; lamellar (leather) [12.5 lbs]; outfit (traveler's) [1.25 lbs]; holy symbol (iron) [1 lbs]; dagger [0.5 lbs]; hammer, light [1 lbs]; sling [0]; Spell Component Pouch [2 lbs]; Backpack [0.5 lbs + contents]; Belt Pouch [0.125 lbs + contents]
Backpack [ Magus Spellbook [3 lbs]; Rations (Trail/Per Day) (x5) [5 x 0.25 lbs]; Waterskin (Filled) [1lbs]; Bedroll [1.25 lbs]; ];
Pouch (Belt) [ Flint and Steel [1 lbs]; Sling Bullet (x5) [5 x 0.25lbs]; ];
Coinpurse: 23gp, 12sp, 15cp
Current Load: 27.62 lbs (Light)
Light Load 28, Medium Load 56, Heavy Load 85

Riren |

Fixing my character a bit. I bought the Warpriest Kit in Hero lab. It came with a Cheap Holy Text, which came to 25gp. But that item is from Ultimate Equipment. So I am selling it. It was mostly just flavor anyway.
I want Riren to be carrying around The Birth of Light and Truth. It is just not an item in available items.
I just undid all my items and made sure to start with the correct gold and started over with items. Fixed it in profile.

DM_Darkmeer |

When are submissions due? I'm a bit behind on working on my character. You never did answer, but summoner is ok, right?
I replied on Sunday. As part of a large grouping, trying to get all questions answered at once. Normal Summoner is correct. As to due date, this coming Sunday is when everything is due.
Riren: thank you. A holy text makes sense.
Tilnar: great submission!

Ironperenti |

Character stats in profile
Other questions below
1: The beginning of the campaign starts with the characters being brought together for their hatred of one man, Gaedren Lamm. You were all wronged by him in one way or another, either by being one of his "lambs" (forced child slaves/thieves) or by other reasons. You are so focused on your investigation, so what have you been doing on this front? Using your trait, how were you wronged and how do you see justice being brought to Lamm?
A1. Once Dodger was found, Alexio began trying to determine what happened. After getting the drug identified he then began to work local known dealers. Some he knew and was able to talk, others he beat. In the end he managed to find out that it was Lamm's organization and possibly Lamm himself who gave the lethal dose of shiver to Dodger. Alexio is a good man raised in a harsh world. He is very passionate and intends to repay Lamm in kind. Nothing less than Lamm's death will be acceptable.
2a: Non-spellcasters or limited spellcasters: Where did you train? If you are from out of town, where are you from? One of the Shoanti tribes or being from Kaer Maga would be excellent, especially if Gaedren sabotaged your caravan home/did something to you to dishonor you in the face of your tribe. Orisini Fencing academy or Endrin Military Academy in Old Korvosa are great, as are the Exemplary Execrables for bards and skill monkeys.Heck, a Varisian gang would be good for a rogue.
A2a. Alexio was brought into the underworld by Dodger (a Brawler) and also trained with other street fighters (fighters, rogues) to develop his skills. He was born and grew up in the city. He has met many in the Sczarni but has not joined.
3: Do you know anyone in the city or have any family in the city?
A3Alexio was an orphan, taking his last name from the street he grew up on (Sacara Court)
4: Would you adventure after Gaedren is defeated? Why?
A4. He would definitely adventure in one form or another once Gaedren is killed. He will either return to smuggling, move into the street fighting circuit, or take up some other venture that would provide money. He is not overly greedy but he sees making money as the goal for everyone and he intends to make his.
5: Who do you trust and why?
A5. He trusted Dodger, now he is looking for others he can trust. Relatively young, he would look to older characters to possibly take the role of mentor but is generally skeptical about finding anyone who cares about anything but themselves. (Of course he would trust the Bat over the Joker)
6: Do you have a family? If so, provide the known members of the family.
A6. None, Dodger was the last.
7: What do you think of the elderly King Eodred and his Chelish Queen, the near-teen, flame-haired Ileosa? Do you think it is scandalous?
A7. She's a gold digger but if he's sleeping with her, more power to him.
8: What do you think of the minor bits of vigilantism? You know of the hero of the people (Blackjack) who is a masked Vigilante, but what do you think of his copycats and the villains that oppose them?
A8. Understandable, someone hurt my friend and I'm going to get even. What I don't understand are those emulating the Blackjack just because they think he is cool. It's a waste.
9: Sometimes you need to know someone, obviously your character cannot live in a bubble. So, make two contacts to know, pick one or two contacts from the below list.
Grau Soldado: Drunk, Korvosan Guardsman
tie: smuggling contact
Lessilyn Dai of Dawnflower House (Priestess of Saerenrae in charge of the orphanage in Midland).
Tie: Alexio gives to the orphanage when he can

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@ Darkmeer
Looks like I’ve landed on your recruitment thread too late; with the addition of the halfling magus and human rogue, it seems like all the slots are filled?
If that is so, wish all of you an awesome campaign; I’ve heard good things of Curse of the Crimson Throne!

Alexio Casara |

I'm an idiot. I posted with the wrong alias. This is the right alias with all of my notes reprinted for reference.
1: The beginning of the campaign starts with the characters being brought together for their hatred of one man, Gaedren Lamm. You were all wronged by him in one way or another, either by being one of his "lambs" (forced child slaves/thieves) or by other reasons. You are so focused on your investigation, so what have you been doing on this front? Using your trait, how were you wronged and how do you see justice being brought to Lamm?
A1. Once Dodger was found, Alexio began trying to determine what happened. After getting the drug identified he then began to work local known dealers. Some he knew and was able to talk, others he beat. In the end he managed to find out that it was Lamm's organization and possibly Lamm himself who gave the lethal dose of shiver to Dodger. Alexio is a good man raised in a harsh world. He is very passionate and intends to repay Lamm in kind. Nothing less than Lamm's death will be acceptable.
2a: Non-spellcasters or limited spellcasters: Where did you train? If you are from out of town, where are you from? One of the Shoanti tribes or being from Kaer Maga would be excellent, especially if Gaedren sabotaged your caravan home/did something to you to dishonor you in the face of your tribe. Orisini Fencing academy or Endrin Military Academy in Old Korvosa are great, as are the Exemplary Execrables for bards and skill monkeys.Heck, a Varisian gang would be good for a rogue.
A2a. Alexio was brought into the underworld by Dodger (a Brawler) and also trained with other street fighters (fighters, rogues) to develop his skills. He was born and grew up in the city. He has met many in the Sczarni but has not joined.
3: Do you know anyone in the city or have any family in the city?
A3Alexio was an orphan, taking his last name from the street he grew up on (Sacara Court)
4: Would you adventure after Gaedren is defeated? Why?
A4. He would definitely adventure in one form or another once Gaedren is killed. He will either return to smuggling, move into the street fighting circuit, or take up some other venture that would provide money. He is not overly greedy but he sees making money as the goal for everyone and he intends to make his.
5: Who do you trust and why?
A5. He trusted Dodger, now he is looking for others he can trust. Relatively young, he would look to older characters to possibly take the role of mentor but is generally skeptical about finding anyone who cares about anything but themselves. (Of course he would trust the Bat over the Joker)
6: Do you have a family? If so, provide the known members of the family.
A6. None, Dodger was the last.
7: What do you think of the elderly King Eodred and his Chelish Queen, the near-teen, flame-haired Ileosa? Do you think it is scandalous?
A7. She's a gold digger but if he's sleeping with her, more power to him.
8: What do you think of the minor bits of vigilantism? You know of the hero of the people (Blackjack) who is a masked Vigilante, but what do you think of his copycats and the villains that oppose them?
A8. Understandable, someone hurt my friend and I'm going to get even. What I don't understand are those emulating the Blackjack just because they think he is cool. It's a waste.
9: Sometimes you need to know someone, obviously your character cannot live in a bubble. So, make two contacts to know, pick one or two contacts from the below list.
Grau Soldado: Drunk, Korvosan Guardsman
tie: smuggling contact
Lessilyn Dai of Dawnflower House (Priestess of Saerenrae in charge of the orphanage in Midland).
Tie: Alexio gives to the orphanage when he can

Merisiel Scaeva |

This is Pelloth's submission. A CN Tiefling Alchemist devoted to Calistra. She's CN because she distrusts authority and is neutral, I don't intend to play as a derailing chaos-monger.
It's 90% done but I haven't done my favored class bonus or gear because I have a couple questions. Am I allowed to use the Tiefling favored class bonus or is that considered use of ARG? What's your policy on starting with crafted items? Different sources conflict on Tiefling aging. The PRD says my starting age should be 20 + 8d6 but middle aged at 35. I interpreted inconsistencies as Tieflings being pretty variable and went with what my copy of the ARG said. I'd like to keep it because it works with my backstory but I'm obviously willing to change.
Let me know if there's anything else I should fix.

DM_Darkmeer |

Pelloth: +1/2 to bomb damage for the favored class of alchemist? I would not consider this using the ARG. Why? Half-orcs get the same bonus in the APG. If you accessed a feat or an archetype then we would be discussing things. Also, use the human aging chart, it makes things easier.
Do you plan on only using that benefit? The HP/skill point one can be split, it just has to be declared, this one takes two levels to reap a benefit.
Ironperenti: I found the alias. It is a fairly solid submission. One note is that Grau is not a "bought" guardsman, so using him aso a smuggling contact is impossible, but it is a nice thought.
Lachancery: if you can get some submission in, feel free.

Rabscuttle |

Pendleton
Human (Chelish) Witch 1
used Advanced Player's Guide and Ultimate Magic
Later, in his final year, he finally had a chance to use his skills on a job. He was working for Kistol, a small fisherman who was just getting big enough to start exporting. Everything seemed to be going well, when one night when Pendleton went to meet him, he found the fisherman murdered - and before he could do anything the guards arrived and he was arrested. Later, he found that Kistol had made an enemy of a man named Gaedren Lamm, but the source of this information - a fellow fisherman who had been badgered into providing false witness - had also been killed before revealing the truth to the authorities. Pendleton was released, but was forced to leave his training. In the months after this - when he had little else to do - that he began working to develop his own magical ability.
Pendleton still does some minor trade-lawyering, mostly among the smaller fishermen, and when he feels he can trust them he asks them if they have heard of Gaedren Lamm. None so far have admitted anything, but he holds out hope that one day he can track him down, catch him in some wrongdoing (ideally fixing his own reputation), and have him drug before the magistrates.
2b: Arcane Spellcasters, Wizards: Did you specialize and succeed at the Acadamae, or did you take the generalist approach at the Theumanexus College? Alchemists (Acadamae or University of Korvosa are great choices here). If you are a limited spellcaster, did you mix your training with something from 2a?
After leaving law school, Pendleton worked on building his own magical talent. He did some surreptitious investigation in the libraries of the different academies, but soon came to realise that his power was witchcraft, rather than wizardry or sorcerery.
3: Do you know anyone in the city or have any family in the city?
Pendleton knows his classmates from law school and the fishermen he currently does work for.
4: Would you adventure after Gaedren is defeated? Why?
If he could find Gaedren and swiftly and efficiently bring him to justice, then perhaps not. But if bringing him to justice also reveals other crimes or injustices, then he would continue.
5: Who do you trust and why?
He finds it a little hard to trust people at the moment. After knowing someone for a long time, he will start to open up a bit more.
6: Do you have a family? If so, provide the known members of the family.
He has parents and an older sister, but they have settled in the village of Harse.
7: What do you think of the elderly King Eodred and his Chelish Queen, the near-teen, flame-haired Ileosa? Do you think it is scandalous?
It is the sort of scandal expected from those who are old, rich and powerful.
8: What do you think of the minor bits of vigilantism? You know of the hero of the people (Blackjack) who is a masked Vigilante, but what do you think of his copycats and the villains that oppose them?
Not sure I fully approve. It is good that lawbreakers get revealed and punished, but there are proper ways of going about it.
9: Sometimes you need to know someone, obviously your character cannot live in a bubble. So, make two contacts to know, pick one or two contacts from the below list.
Verik Vancaskerkin: was one of the guards who arrested me. I keep in touch with him, but I don't know whether he thinks I'm innocent.
Ishani Dhartyi: Young acolyte of Abadar: Got to know him during my training.
Initiative: +1
AC: 11 (+1 Dex)
Touch: 11
FF: 10
HP: 7 (+1 FCO)
Fort: 0 = Base: +0; CON: +0
Ref: 1 = Base: +0; DEX: +1
Will: 3 = Base: +2; WIS: +1
Concentration: 1d20+5
Melee:
Dagger: +0 (1d4, 19-20/x2)
Touch: +0
Ranged:
Light crossbow: +1 (1d8, 19-20/x2, 80ft)
Ranged Touch: +1
DEX: 13 = Base: 13
CON: 10 = Base: 10
INT: 18 = Base: 16; Racial: (+2) Human
WIS: 12 = Base: 12
CHA: 14 = Base: 14
BAB: +0
CMB: +0
CMD: 11
Appraise: 5 = +1 rank; +4 INT
Bluff: 2 = +2 CHA
Climb: 0 = +0 STR
Diplomacy: 12 = +1 rank; +2 CHA; Trait: (+1) World Traveler (Diplomacy); Misc: (+2) Persuasive, (+3) Familiar (Thrush), (+3) Class Skill
Disguise: 2 = +2 CHA
Escape Artist: 1 = +1 DEX
Fly: 1 = +1 DEX
Heal: 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Intimidate: 8 = +1 rank; +2 CHA; Misc: (+2) Persuasive, (+3) Class Skill
Knowledge (arcana): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill
Knowledge (history): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill
Knowledge (planes): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill
Perception: 3 = +1 WIS; Misc: (+2) Alertness
Profession (Lawyer): 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Ride: 1 = +1 DEX
Sense Motive: 3 = +1 WIS; Misc: (+2) Alertness
Spellcraft: 9 = +1 rank; +4 INT; Trait: (+1) Framed (Dropout); Misc: (+3) Class Skill
Stealth: 1 = +1 DEX
Survival: 1 = +1 WIS
Swim: 0 = +0 STR
Familiar (APG 69): You have gained a familiar (Thrush).
Hexes (APG 66): You have learned a number of magic tricks (DC: 14):
- Fortune (Su) (APG 66) : You can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
- Misfortune (Su) (APG 66) : You can grant a creature within 30 feet a bit of bad luck for 1 round. Any time the target makes an ability check, attack roll, saving throw, or skill check, it must roll twice taking the worse result. Once a creature has suffered from the misfortune hex, it cannot be affected by it again for 24 hours.
Persuasive (Core 131): You gain a +2 bonus to Diplomacy and Intimidate.*
Alertness (Core 117): While your familiar is within arm's reach, you gain a +2 bonus on Perception and Sense Motive checks.*
World Traveler (Diplomacy): You gain a +1 trait bonus on Diplomacy and it is always a class skill for you.
Cantrips: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st: Cure Light Wounds, Burning Hands, Detect Secret Doors, Comprehend Languages, Enlarge Person, Ear-Piercing Scream, Mage Armor
1st: Cure Light Wounds, Burning Hands

DM_Darkmeer |

I like Pendleton's story there, Rabscuttle. It flits about a little bit differently than many of the others, which is a good thing.
Love the pic, Oyzar, are you about ready to submit the application?
ALL
I have a birthday tomorrow afternoon, and many chores in the morning. After that, I am devoting the evening to shoring up every application and sending a PM if something is awry. Other than that, I think we have a great set of characters to choose from. I am considering running two groups, simply because of the quality of applications.

Riren |

Other than that, I think we have a great set of characters to choose from. I am considering running two groups, simply because of the quality of applications.
Thank you for even considering that. I know games like this are complicated, but running 2 of the same game has to be a bit easier than 2 different games.
Fingers crossed, and again, good luck to everyone.

TheWaskally |
1 person marked this as a favorite. |

Arzodus Crowler is completed. His equipment issues have been fixed and fluff completed.

Aleziella Libuyaza |
2 people marked this as a favorite. |

oyzar's character here. Please don't read the questions part yet as I'm not done with it. The crunch and background story is done though. Due to the way I've written the backstory, it's kind of focused on one aspect though. I hope to flesh her out further through the questions.
I've used APG and ARG for additional sources. I might still change the resilient trait to reactionary or elven reflexes, it's hard to decide.

DM_Darkmeer |

oyzar's character here. Please don't read the questions part yet as I'm not done with it. The crunch and background story is done though. Due to the way I've written the backstory, it's kind of focused on one aspect though. I hope to flesh her out further through the questions.
I've used APG and ARG for additional sources. I might still change the resilient trait to reactionary or elven reflexes, it's hard to decide.
Oyzar, I hate to break it to you, but, outside of the races themselves, the ARG was not a source for character creation. This is sad because I personally like the wild summoner archetype, much like I liked the lamplighter investigator that was suggested up thread. Sadly, As I have done for others, I will keep the ruling the same and not allow it. I am sorry.
I like the idea of a summoner, so I hope you find another archetype that will work for your concept.
Aleziella Libuyaza |

I'll just drop the archtype then. It's not like it affects much anyway, at least not yet. Though I wonder about the other things. Are they all also in apg? (ancestral arms, favoured class bonus?)
I see that I have bought earplugs, but they are from ultimate equipment... I'll change them back into 3 torches. Sorry for the mess up.

Merisiel Scaeva |
1 person marked this as a favorite. |

I'll just drop the archtype then. It's not like it affects much anyway, at least not yet. Though I wonder about the other things. Are they all also in apg? (ancestral arms, favoured class bonus?)
I see that I have bought earplugs, but they are from ultimate equipment... I'll change them back into 3 torches. Sorry for the mess up.
Ancestral arms and 1/4 evolution point per level are in APG.

DM_Darkmeer |
1 person marked this as a favorite. |

Gm Greaek: End of day, so midnight tomorrow night central us time (GMT -6). what kind of character are you thinking of playing?
I plan on announcing by Tuesday evening and starting the two threads on that night, allowing for everyone to post and the story to really start taking off.
Two groups is a definite.
There are applicants who have not completed characters, too. I am expecting a few characters tomorrow. That will be fine. Thus the extra day for considerations. As of now, here is who I have in various roles:
Combat:
Tawni the Swashbuckler
Alexio the Brawler
Arzodus the inquisitor (fits wildcard as well)
Divine
Ernhild of Abadar
Riren of Sarenrae (aimed for a wildcard spot)
Skill
Juliette the rogue
Merisiel the Alchemist (also meets an Arcane slot)
Arcane
Maria the Conjurer
Aleziella the summoner
Pendleton the Witch
Wildcards
Dennvyn the magus
Is there anyone I have missed at this point?

Riren |

Since you said there is likely going to be two tables, and there really is only 1 full Divine character.. I would offer to to convert my warpriest to a full cleric. It would not change my backstory much at all. Just a conversion to a bit more of a caster.
I would prefer a Warpriest, but if it means lacking a good divine caster in one of the groups, I would be willing to switch a few things around.
Good luck to everyone. Very excited!

Aleziella Libuyaza |

A full divine caster certainly isn't necessary to succeed by any stretch. Healing and curing can be done without 9th level spells.. The inquisitor and the witch and maybe even the alchemist with certain choices can all help out with what a divine character traditionally do.
My character fits more in the melee\combat role than arcane. While it certainly wouldn't be the end of the world to end up as the only arcane caster, it might make more sense to put her together with another caster, even if it ends up being the magus. Of course she could easily fit into the wild card role as well.
There might be more people with misaligned roles. For example Arzodus got higher casting stat than any other and an inquisitor get 6th level spells as well as 6 skill points per level. Perhaps it's best to have people state what roles they fill?
Though I do feel that too much importance is put on roles sometimes. Except for someone to activate a healing wand, I feel that there is no role that is strictly necessary. Healing infusions and the option of potentially allowing infernal healing makes that half the party if you really want to stretch the limits.
That said, it is useful to distribute people so we have more varied skills in the party. Aleziella is primarily melee, but with plenty of strong buffs, eventually she might pick up other spells that does not require a save as well. She might only have diplomacy trained of non-background skills, but Eviryss gets 4 skill points per level and can pick up the skilled evolution if we find that some skill in particular is lacking in the party.
I do plan on picking up a bunch of teamwork feats. Paired opportunist, outflank, broken wing gambit, improved shared spells and coordinated charge are all options I'm strongly considering. If others are open to the same, that could provide some neat synergy. I know inquisitors can get some for free, but it's looking like Arzodus will have more ranged than melee focus when it comes to combat, so he might end up with different ones...
Feel free to ask questions or come with suggestions, I'm open to changing most of the mechanical details of my character if you deem it more suitable for your game.
If I did my math right, we have 11 characters and you said you'll probably run 2 tables of 6 characters each. That means any last minute submissions might very well end up making it... Though the adventure was designed for 4 characters I belive, so running with less might enable you to run it with less modifications and still provide a reasonable challenge.

Aleziella Libuyaza |

@Dimitri\Maria: I don't normally comment on the choices of other characters... But seeing as it fits both the mechanics and background of your character so well... I wonder if you've considered Acadamae Graduate from the player's guide? It can only be taken at first level, so it's now or never... Though I guess technically the Player's guide to curse of the crimson throne isn't in the list of allowed sources?

Oceanshieldwolf |

@DM Darkmeer: is thePathfinder Players Companion: Blood of Fiends on the by approval list? Was thinking of submitting a Tiefling Bard (with the Love Lost - All Alone trait or Unhappy Childhood - Tortured trait) but a flat -2 to Charisma would be cruel for a bard - variant heritages can avoid that. I'm no min-maxer (see Navith) but just for once I might make something mechanically sound...

DM_Darkmeer |

Aleziella: I did keep a great deal of material away. I really only allowed the traits out of the guide and gave some names for early on in the campaign. That feat does fit Maria though, so I believe it should be allowed.
Maria: go ahead and update :)
Oceanshieldwolf: Using the random chart would not be allowed, but one of the variant species would be fine. It is a race book and has been subject to approval.
Given Aleziella's argument of clerics being less important, I could see the groups being very strange. One group being ragtag, while the other mixing law and chaos.
Ragtag
Tawni
Ernhild
Juliette
Maria
Riren
Dennvyn
Team Law and Chaos (or, how do you do, without a cleric?)
Arzodus
Alexio
Pendleton
Aleziella
Merisiel
The reason for this particular split was the level of darkness in each character's background. There are a LOT of drugs in team Ragtag, but a lot of really dark things, see Aleziella's background, and Pendleton's background for a taste of that. We also have more Asmodeus worshipping characters in team law and chaos, whereas team Ragtag gets a variety of faiths, Asmodeus included.
No, this is not final, but I was musing about this this morning and thought, "why not ask the players?" Riren may move to law and chaos, although I do not wish for you to change the class. That would be doing you a disservice as a player.

Aleziella Libuyaza |
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1)Re: Feat from the player's guide: Acadamae graduate feat is by no means overpowered. If you compare a wizard with a summoner without their Eidolon... Aleziella can summon 5 times per day as a standard action for 10 rounds without risk of getting fatigued and still with a higher hit dice and the rest of her spells available. It does a lot to make summoning more viable for a wizard though, and given the lore behind the Acadamae, it's a shame if they can't summon with the best of them.
2)Re:Party comparison, while witches and inquisitors both can heal if necessary, they probably want to devote most of their resources elsewhere. Wouldn't it be easier to move Riren over (or replace someone)?

Riren |

The split does have some interesting ideas. I can say that Riren will likely be fighting his own desire for revenge with his faith's idea of redemption. Which is why I think a Warpriest fits him well. He could never be a paladin.
I do like the idea of interfaith conversations. The good thing about Sarenrae is that she will work with any god, even some of the evil ones. (just not Rovagug).. Which could lead to some interesting conversations about coming to the light, etc.
Having a warpriest working with worshipers of Asodeus could be interesting. In the Lore Sarenrae distrusts Asmodeus, but will work with him for the right causes. Having trust issues while also championing honesty and redemption.
Honestly, I could see Riren working with either group concept. Both sound exciting to explore.
Edit: And as for healing, he will definitely be able to do it. And will enjoy doing it. Though never quite as good naturally as a full DIvine caster. But that is what scrolls and wands are for! :). Something he will want to have a stock of.

DM_Darkmeer |

I'm thinking of a cavalier who pretends to be a paladin, hopefully Will be able to get an app up.
I must be blind, because I'm not able to find rules on wealth, do we roll, take the average,max?
125 GP
Aleziella: I agree. It is why I edited to allow it after some thought.
I really like that you provided so much feedback so quickly. I do agree about the inquisitor and witch. Having the warpriest in there, however, would allow the necessary healing and divine component.
I am curious about the other players' thoughts too.

hustonj |
Magus, swashbuckler, and warpriest? Not a bad frontline, really. "Classic" cleric, rogue, and wizard rounds out a party pretty well.
Brawler, eidolon, and inquisitor is also a solid front line. Alchemist, witch, and the rest of summoner abilities are quite capable of solving nearly anything, but it will require working with what you have . . ..
Cavalier? Depends on the build, kinda.

Fighting Chicken |

I don't read other submissions because I enjoy discovering the characters as I play, but looking at the class breakdowns and not taking into account any mechanics:
L&O also has an alchemist, so with the right build that can also provide some healing. It is also a group largely made up of hybrid and 3/4 BAB clases, with Pendleton being the outlier, which is pretty interesting.
Ragtag has three duelist-types, which could be fun to play off each other with. With a proper wizard and cleric, it is also the more standard party. Note, my rogue-to-be-vigilante can't do anything about traps. I guess that's what summons are for!

Aleziella Libuyaza |

A brawler might be able to get the teamwork feats I'm aiming for on the fly. It'll be cool if things work out that way.
I hadn't considered that moving Riren over would weaken their frontline.. Though with 4 other characters capable of tousling it up in the face of the enemies as well as a summoning focused Wizard, perhaps it's more of a case of making it less crowded?
A bard or a cavalier, either fits either party I guess. Though I haven't read through all the characters. Interesting that both could work as a face... While Aleziella isn't terrible at diplomacy, she's far outclassed by Pendleton.
@Fighting chicken: normal perception can find most traps, don't need a rogue for that. You still have disable device though, right?

Fighting Chicken |

Yep, sorry, I should have been more specific. Juliette can't do anything about magic traps without the Trapfinding ability, nor does she have much of a perception modifier, nor at the moment any points in disable device, as it doesn't really fit her backstory.
She'll be a decent face, have some skills to bring to the party, and be an OK frontliner as well.