
Vrog Skyreaver |

Greetings all!
I have recently agreed to take over a PBP of Curse of the Crimson Throne that was being run by someone else. I am making a couple of group changes, but we will need one luck individual to round out our group.
*Be able to post once a day during the weekday; if that is something you can't agree to, please don't apply
*Be a 9th level character
*Be able to genuinely say that your primary role in the group will either be a ranged weapon user or an arcane caster
*Be made with 25 point buy
*Have two traits, one of which must be a campaign trait
*Spend 46000 gp, and not a penny more, on any equipment that you can purchase. There are no purchase limits, but the only crafting feats available are the crafting feats that make consumables; during play, if you have the feat, you may spend downtime to create consumables as normal, but must buy all consumables at full price during character creation.
*Only use Paizo created material, so nothing third party
*Have maximum HP at first level, and then half plus one HP for each level after that
*Not use a drawback when building your character, as I do not allow them
*Select one of the following three characters to have a previous relationship with (with that player's okay): Garran, Alika, or Alistair. You don't have to be their best friend or ex lover, but you should have more of a connection then "I saw you at the bar that one time!".
*Ask Questions if you have them!
I am going to be running the recruitment for the next 10 days, or until I feel that I have enough good candidates (if it hits that point, I will make a 24 hour announcement). Once we have submissions, the existing players and I will discuss which character we feel will be a good fit for the group and I will make an announcement here as to which character was selected. I look forward to seeing what people create!

Ammon Knight of Ragathiel |

i'll draw something up and be back with an idea shortly. going to looking over curse of the crimson throne. never played it before. probably going to draw up some kind of Arcane blaster type. that sounds like what's needed.
Idea so far would be Love Lost
-With his pc connection being he's been Looking for the part purposefully. seeing as he's hunting Gaedren Lamm, and is looking for others who pursue him with his goal purely being Gaedrens death at any cost.
He's a former member of the Church of Sarenrae, he left after his love died to pursue vengeance

Callie Cobalt |

This is DeathQuaker posting her alias Callie Cobalt, who is conveniently a 9th level arcane duelist bard whose own Curse of the Crimson Throne campaign died after grad school ate the GM. (Actually, some version of Callie has been in THREE failed CotCT campaigns, all of which died due to GM flake. Seems to be a rough game on GMs, though I've seen you around on the boards enough to know you've got this, Vrog.)
She is NOT updated to your specifications above yet, this currently is as she was in the last campaign (they were in the labyrinth). But she is specifically designed for this AP and from the requested for level, I think I know the adventure-so-far, and can think of a few ways to bring her in to the rest of the party. I fully recognize that as a bard, she is not probably the ideal sort of arcane caster you are looking for, but she is an arcane caster and can definitely support the party in that way. Otherwise she specializes in harrying spellcasters. Since she just happens to be the right level for this specific AP it couldn't hurt to try. If any questions or concerns please let me now.
I can definitely post once a day (I know you are in the superhero Starfinder game with me where I am pulling out because of the pace--but that one is much faster than once a day). I have a good regular posting history with my other games.
I'll update the alias with your requirements before the deadline (or if I can't for any reason, withdraw with fair notice).
And of course I know there can be only one choice, and I expect there will be a lot of good applications. Best of luck to everyone.

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Cicero (https://www.myth-weavers.com/sheet.html#id=2104550) was a (Pending approval PM sent) member of Garran Fain's group of thugs He was called Balthasar then. he was on the younger side of them and mostly stayed to the shadows only coming in to help when battles were surely won. He found that he naturally could stay hidden when there were other people near him. he was with the group the night of the Lamm incident but like his usual self he was keeping hidden, so he evaded the authorities when they pounced. he kept hidden for 2 days cursing himself and the group for falling for such an obvious setup. After he finally let his guard down and came out of the shadows he was found by Lamm's men tortured and left for dead in the outskirts of town.
after that moment he vowed to protect the town and the world from men like Lamm and that he would ever let his friends come to harm as they had at the warehouse however he also had to make sure that his actions couldn't be connected back to him or who he was before. So he dropped that identity completely and forged a new one, he then worked his way up the social standings as he trained martially to protect from threats, both political and sinister.
Mechanically his sheet is the myth-weavers link above, but he is a 9th level vigilante with his vigilante identity focusing on stealth and archery. particularly good at assassination but also competent in more extended combats. his social identity, on the other hand, is an up and coming public figure speaking for the common man popular among some of the populous but so far hasn't found any real success.
If you have any questions about him let me know

The Archlich |

Hi Vrog! Definitely dotting to bring something up - some sort of ranged. I have a 20-point-buy 6th level from a CotCT that died here in the forums that I’d love to adapt. Just give me some days please if you don’t mind. I truly enjoy building characters on a “this archetype won’t work” fashion and make them work!

Simeon |

Presting Vasilec Dymikrios, ioun kineticist, former cat burglar, and surprisingly good healer!
Vasilec Dymikrios
Male Human Aetherkineticist (Iounkineticist) 9
NG Medium Humanoid
Init +5; Senses ; Perception +11
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Defense
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AC 21, touch 15, flat-footed 16(+6 armor, +5 Dex)
hp 93 (9d8+45)
Fort +10, Ref +11, Will +3
Resist
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Offense
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Speed 30 ft.
Ranged Telekinetic Blast +11 (4d6+9/x2)
Melee Dagger +6 (1d4)
Spell-Like Abilities Prestidigitation (At Will)
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Statistics
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Str 11, Dex 20, Con 20, Int 10, Wis 10, Cha 8
Base Atk +6; CMB +6; CMD 21
Feats Deadly Aim, Extra Wild Talent, Extra Wild Talent, Point-Blank Shot, Precise Shot, Toughness
Traits Vagabond Child, Unhappy Childhood (Tortured)
Skills Disable Device +19 (9 ranks, +4 dex, +3 class, +1 trait,+2 misc), Stealth +16 (9 ranks, +4 dex, +3 class), Sleight of Hand +20 (9 ranks, +4 dex, +3 class, +4 misc), Knowledge (engineering) +16 (9 ranks, +3 class, +4 misc), Perception +11 (9 ranks, +3 class),
Languages Common, Varisian
Other Gear ioun stones (clear spindle, deep red sphere, pink rhomboid, pearly white spindle, 4 dull gray), +2 mithral chain shirt 800 GP
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Special Abilities
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Burn: 9 nonlethal, 7/day
Gather Power: 1 move reduces 1 burn, full-round reduces 2 burn, full-round and move reduces 3
Ioun Cloud: 4 ioun stones
Ioun Buffer: Functions as internal buffer, but stores 1 point of burn per ioun stone. Can turn stones dull gray to reduce burn further
Force Ward: 9 temp hp, regen 1/ minute, spend burn to increase by half level and for every 2 burn accepted regen increases by 1, accepting burn from wild talent increases temp hp by class level
Elemental overflow: +1 attack, +2 damage for each point of burn, max of +3/+6.
Personal Resonance: 3 points of burn allow resonant power from 2 stones, in place of resonant power can increase stat bump from ioun stone by 2
Infusion Specialization: reduce burn cost of infusions by 2
Metakinesis: 1 burn to Empower blast, 2 burn to Maximize blast
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Elements
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Aether (Expanded)
Blasts:
Ioun Blast, 0 burn (4d6+8) B
Azlanti Blast, 2 burn (8d6+18) B, P, or S
Infusions:
Bowling infusion: Trip with +10 (2 burn)
Extended Range: extends range to 120 feet (1 burn)
Rare-Metal Infusion: blast can overcome material DR (2 burn)
Wild Talents:
Self Telekinesis: Standard action to move 60 feet in straight line (0 burn)
Touchsight: When damage creature with blast, able to see them as if using blindsight until end of turn, spend 1 burn to increase duration to rounds per level
Spying Touchsight: Concentrate to spy on touchsight target through any or all of the five senses
Kinetic Healer: Spend 1 burn and heal damage equal to blast
Kinetic Restoration: Spend 1 burn to recover 1d4 damage to a physical ability score, along with eliminating fatigue, and making exhaustion into fatigue. Can be used in conjunction with Kinetic Healer
Healing Burst: Spend on burn to heal half of blast damage to everyone within 30 feet
Skilled Kineticist: Half level on element skills (knowledge engineering, sleight of hand)
Vasilec was born on the streets of Korvosa, an urchin from an absent and uncaring family. His mother was a pesh-addicted prostitute who constantly told him that his father, ostensibly a noble with strong connections to the nobility, would return from important business Cheliax to sweep them into a life of privilege and luxury. His supposedly strong Azlanti blood guaranteed a place in court, or so his mother told when not passed out in a pesh haze. Food was scarce, and hope scarcer still.
It was a cold day in winter, when his last meal of a scavenged rusk of bread was a distant memory, that he left his mother. He decided he would look for something better, to leave behind her drug-addled promises.
He found Gaedren Lamm. Vasilec spent a year at Lamm’s orphanage before becoming embroiled in the man’s covert business. He proved useful in several of Lamm’s ventures. He was a skilled pickpocket, and through that he met another urchin by the name of Tymo. They ran together for a time, Vasilec picking pockets as Tymo ran distraction interference. They had good times, but Tymo wanted his own gang. Vasilec was, if not loyal to Lamm, at least reliant on the crime
boss for survival. They went their separate ways.
Vasilec found himself another skill, cat burglary. He was always small, and damn good at not being noticed. With a set of thieves tools and a good opportunity, few homes could stand against his larcenous skills. Despite his skill and success, he could never truly get behind Lamm’s activities. He started skimming off the top, taking what he could from Lamm without arousing suspicion. He started doing well for himself, feeling secure in his place in the world for the first time ever.
It all came crashing down.
During a heist on a manor house, he discovered something truly unique in a well-guarded safe. It was a spindle-shaped gemstone made of a pearly white material. He held it for a moment, and felt an instinct to let it go. It began to float around his head, and in that moment felt a strange resonance with it. He plucked it from the air and hid it in one of his many secret pockets.
When the time came to hand over his spoils to Lamm, he withheld the stone. Lamm was not pleased. Not even slightly.
Several of the crime lord’s cronies tortured Vasilec for hours in an attempt to get him to reveal the location. He never did.
They tossed him in a garbage heap, leaving him for dead. Vasilec still had the stone, and as it circled his head his wounds began to slowly close. He was free. Lamm thought him dead, and he had a powerful new tool.
Time passed, and he found more stones. One that made him tougher, another quicker, and a third that sustained him without food or water. Four were dull and gray, yet still orbited his head. He also found he could control the stones, and unlock even deeper powers.
He could hurl them with incredible force, able to use them as weapons. His gray stones allowed him to track those he struck with some mystical force, and most incredibly, his pearly white stone allowed him to give the healing energy to others. Furthermore, he could lift himself with them, hurling himself through the air as the stones pulled him along. His mother’s assurance of his Azlanti blood, it seemed, was true.
The news of Gaedren Lamm’s death was a cold comfort. His problems were not solved, and neither were those of the city. Now more than ever, he had to do what he could to help the weak and the poor.
The riots in Korvosa forced him to fight to protect the downtrodden of the city. He now had the power to fight back against criminals, and he knew he had to do.
The mysterious disease allowed him to further refine his healing talents, and when it ended, he, along with the rest of the city, learned of the Saviors of Korvosa.
He knew he needed to join them. He had to fight the darkness that grew within Korvosa, whatever the cost.
Vasilec is a small, slim Varisian man. His eyes are purple, a manifestation of his ancient Azlanti heritage. He has the olive skin and black hair of many Varisians, looking typical in nearly every way. Several deep scars run across his face and chest, however, a remnant of the torture he was inflicted with. Eight ioun stones orbit his head, whirling and forming complex nexi of energy when he uses his abilities.
Vasilec is quiet, and somewhat shy. A hard upbringing culminating in a hard and painful end made his social skills somewhat lacking. However, he deeply desires for everyone to live as best they can, no matter the costs to himself. If ever he is to shed blood, he wants it to be in service to a greater cause.
Vasilec has three weird and very different roles. First and foremost, he’s ranged artillery, able to deal a lot of damage in a single hit. He’s also a decent healer, thanks to telekinetic healer. Lastly, he can disarm traps quite proficiently, along with some other covert skills like stealth and sleight of hand. Scouting in general is a skill, thanks to touchsight.

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Elaine Brikton
Female human fighter 8/sorcerer 1
CG Medium humanoid (human)
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Defense
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AC 28, touch 15, flat-footed 23 (+10 armor, +5 Dex, +1 natural, +2 shield)
hp 73 (9 HD; 1d6+8d10+17)
Fort +8, Ref +8, Will +7 (+2 vs. fear)
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Offense
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Speed 30 ft.
Ranged sting +16/+11 (2d6+8/×3 plus 2d6 vs. Human)
Special Attacks weapon training (bows +1)
Bloodline Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—touch of destiny (+1)
Sorcerer Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—abundant ammunition[UC], gravity bow[APG]
. . 0 (at will)—breeze[UM], mage hand, mending, open/close (DC 12)
. . Bloodline Destined
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Statistics
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Str 18, Dex 20, Con 12, Int 12, Wis 12, Cha 14
Base Atk +8; CMB +12; CMD 27
Feats Arcane Armor Training, Clustered Shots[UC], Deadly Aim, Eschew Materials, Exotic Weapon Proficiency (hornbow, orc), Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (hornbow, orc), Weapon Specialization (hornbow, orc)
Traits missing son or daughter, soaring sprinter
Skills Acrobatics +16 (+18 to keep balance or jump), Appraise +5, Bluff +10, Climb +9, Handle Animal +6, Intimidate +6, Perception +15, Ride +8, Spellcraft +5, Survival +5, Swim +9, Use Magic Device +6
Languages Common, Draconic
SQ armor training 1, bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Combat Gear potion of enlarge person (4), wand of gravity bow (50 charges), durable arrow (20), tangleshot arrow (10), thistle arrows (10); Other Gear +2 mithral lamellar (steel) armor[UC], sting (+1 human bane greenwood orc hornbow), blunt arrows[APG] (20), amulet of natural armor +1, belt of physical might +2 (Str, Dex), boots of the cat[UE], cloak of resistance +1, efficient quiver, eyes of the eagle, ioun torch ioun stone[APG], ring of force shield, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], soap, sunrod (2), trail rations (5), waterskin, 9 sp
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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Armor Specialization +2 (Lamellar [steel] armor) (Ex) Increase armor bonus of chosen armor.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bloodline Arcana: Destined (Ex) When you cast a Personal spell, gain a save bonus of its level for 1 round.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Touch of Destiny +1 (5/day) (Sp) As a standard action, touch grants +1 insight bonus to most rolls for 1 rd.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
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Appearance: Image
At age 15, her first love blossomed, and by age 16, she gave birth to her daughter Evita. The father, Sabron Kilnor, didn't stay in the picture long. Elaine spent the next six years raising Evita on her own, doing what she could to give her daughter a good, if meager, life.
On Evita's sixth birthday, however, while shopping together for a birthday present, Elaine became suddenly overcome with dizziness and saw black spots before her eyes. She had these spells before- her sorcerous bloodline manifesting itself in this way and by subtle breezes and nudges. This was, by far, however, the worst one yet. By the time it cleared, Evita was nowhere to be seen.
Frantic searching led to discovery, discovery to loss and frustration, frustration and loss to a need for revenge. It was a familiar story to those whose lives were affected by Gaedron Lamm. For years, Elaine's singular purpose became a quest to get just one shot-the perfect shot-at the crime lord.
That shot would never come. It was taken by others. Elaine has spent the last weeks in a combination of mourning and resolve. The city has lost their king, and she her daughter. She will see an end to this suffering, and put an end to the causes.
Probably the best peron for Elaine to have known is Alika. Evita was taken at the same age as Alika, and the mother's pleas for help in finding her might have at.tracted Alika's compassion, Lamm's death and not finding Evita among the lambs meant Elaine's hope has dried up and she needed time to properly mourn. Alika might seek her out to help face the current trials knowing her archery skill.
Personality: Elaine still retains a bit of the youthful hellcat she once was, although it has been dampened by loss in recent years. A razor-sharp tongue shows both her wit and humor. She favors daring moves away from the heart of combat, but refuses to abandon those she considers friends or partners. She uses humor and smiles to mask deep internal pain. She is driven by a need to see justice untied to lawful pursuits, adoring the hero Blackjack for just this quality. She pays homage to Calistria both out of a desire to see vengeance and partially in her role as protector of those who have sold their bodies for the pleasure of others.

Vrog Skyreaver |

Good evening all!
I wanted to plop a list of submissions/interest list for people so far:
Submitted Crunch:
Joker27 - Cicero: Human Vigilante 9
DeathQuaker - Callie Cobalt: Human Bard 9
andreww - Carmen Gabor: Human Arcanist 9
Simeon - Vasilec Dymikrios: Human Aetherkineticist 9
Reckless - Elaine Brikton: Human Fighter 8/Sorcerer 1
Ammon Knight of Ragathiel - Kal'dra Knife Ears: Half-Orc Sorcerer 9
Interested Parties:
The_Squirrel.Ninja
Oachitonian
The Archlich
For the people with submitted crunch, I'll be posting seperate spoilers shortly with any issues or whatnot that I see.

Vrog Skyreaver |

Okay, I got some feedback done, but I had to take a break for tonight. I'll post the rest of it tomorrow, along with anyone else who gets their crunch posted. Here is the feedback I currently have completed:
Your bow is 300 gp more expensive than listed on your character sheet, as you didn't include the cost for masterwork on the weapon. This means you've overspent on your gear.
Your HP are inproperly calculated: you should have 8 for first level plus 5/level after that, for a total of 48 base hp. You have a con mod of 1, meaning that you should have 57 hp (if you don't have hp as a fcb) or 66 hp (if you do have hp as a fcb).
You're missing skill ranks. You should have 6 for vigilante, plus 1 for int and 1 for human, for a total of 8 maxed skills. You only have 7.
That's about everything I saw!
Let me know when you get her updated and I'll take a look at her.
I noticed that you listed the gatefinder and gatekeeper skill unlocks, but you don't have the planar sensitivity feat.
Please note which skills you're getting ranks from on your headband. Also, you should note that your bonus to perception is only 15 but increases to 20 with goggles, since you can't wear both goggles at the same time.
Speaking of Skills, I noticed you have more skill points than you should have. With an 8 mod (including the 2 skills at max ranks from your headband), you should 11
99 skill points. By my math, you have 108 ranks, calculated as follows:
Appraise: 1 rank
Bluff: 9 ranks
Diplomacy: 9 ranks
Disable Device +20: 9 ranks
Fly: 1 rank
Knowledge (arcana): 9 ranks
Knowledge (dungeoneering): 1 rank
Knowledge (engineering): 1 rank
Knowledge (geography): 1 rank
Knowledge (history): 1 rank
Knowledge (local): 9 ranks
Knowledge (nature): 1 rank
Knowledge (nobility): 1 rank
Knowledge (planes): 9 ranks
Knowledge (religion): 1 rank
Linguistics: 9 ranks
Perception: 9 ranks
Sense Motive: 9 ranks
Spellcraft: 9 ranks
Use Magic Device: 9 ranks
With the exception of your cantrips, you have too many spells prepared: you should have 8 cantrips, 5 first, 4 second, 3 third, and 2 fourth spells prepared at your level, as your int doesn't add into the spells you prepare.
That's about everything I saw.
You should note which skill you're giving the bonus from vagabond child.
You're missing some stat points: by my math, you bought a 16 dex and con, and an 11 str, but you have an 8 cha, meaning that you've spend 19 of 25 stat points.
As a suggestion, I'd consider taking kinetic blade, so that you can do something in melee. I'd also recommend dropping deadly aim for weapon focus, since your bonus to hit regular ac is rather low.
Your Telekinetic blast should deal 5d6+10 (1d6+1*5 plus 5 from con)
You should note which two ioun stones you're getting resonance from.
Your HP total is incorrect: 48 base +45 from con +9 from toughness +9 from favored class, you total shoould be 112; even without favored class, your total should be 103.
That's about all that I saw.
If you have questions, feel free to ask!

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got rid of my cloak of resistance and have 700 left, which I used to upgrade my katana and wakizashi
Your HP are inproperly calculated: you should have 8 for first level plus 5/level after that, for a total of 48 base hp. You have a con mod of 1, meaning that you should have 57 hp (if you don't have hp as a fcb) or 66 hp (if you do have hp as a fcb).
for some reason forgot to include favored class bonus or con for level 1
You're missing skill ranks. You should have 6 for vigilante, plus 1 for int and 1 for human, for a total of 8 maxed skills. You only have 7.
Maxed out my sense motive
That's about everything I saw!

andreww |
Okay, I got some feedback done, but I had to take a break for tonight. I'll post the rest of it tomorrow, along with anyone else who gets their crunch posted. Here is the feedback I currently have completed:
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
I will check the other stuff tonight when I have time but I can deal with a couple of the issues.
I have two extra 3rd level spells prepared due to the expanded preparation feat. The archetype also adds extra spells known at 5th, 7th and 9th. For arcanists adding extra spells known adds to the spells you can prepare. These are fixed by the archetype and are Timely Inspiration, Status and Mind Thrust III. I get another at 11th, 13th etc.
The skill unlocks come from the archetype, this may well be a herolab error. I have never used them before as most of my PF1E gaming is PFS and they are not PFS legal. I will remove them.
On the eye slot issue, my disable device is listed with two separate values, one with and one without the goggles. The eyes are the default item. I would switch to the goggles if a trap needs to be disabled.
My FCB went into skills which deals with the excess ranks. Headband skills are, I think, perception and sense motive but I will check when I get home.

Simeon |

Took Disable Device from Vagabond Child.
For stats, totally forgot about the level bumps, so that accounts for the discrepancy.
I’ll swap deadly aim for weapon focus, and pushing infusion for kinetic blade.
It’s entirely possible I did get my HP wrong, I calculated it in my head and then got interrupted before I wrote it down.
Unless I’ve misread Ioun Kineticist, don’t you only get resonance while burn is applied? I believe you can also swap it around.
No issues with the increased blast damage, must’ve missed that as well.
I’ve been building all my characters from scratch, which is an adjustment after years of using hero lab, so things are bound to slip through the cracks.
I’ll make the requisite changes and post my new stats soon.

The Emerald Duke |

Dotting in with interest. As an aside, looks like there is enough interest in this one spot to almost make a second table of all casters/ranged folks.
My questions are as follows:
For the background campaign trait, how would you reconcile the fact that Lamb is (presumably) dead by now? Especially for some of the more... non-character related ones (like missing child).
Are you using the background skills system?
Are there any house rules that you use that have not been expounded upon yet? (EX: All nat 20s auto crit with no confirmation; use of the fumbles deck for nat 1s, etc.)
Keeping in mind (of course) that Korvosa is a mostly human city, do you have any restrictions on races outside of it coming from a Paizo source?
I might think of more later as I am brewing, we shall see.

Callie Cobalt |

Callie is updated. I used PCGen to be sure I got my math right, but there may well be mistakes. I purchased her equipment from scratch but based a lot it on what the older version of her had found in-game where appropriate so it feels like gear she's picked up adventuring in Korvosa (or preparing for such). As such I probably could have min-maxed more than I did. I can make adjustments as need be (and still have about 900 gp to spend).
I decided to keep her as a melee-focused arcane duelist--I think her ability to annoy spellcasters makes her useful in that way even in a party with other melee fighters--but amped up her ability to contribute as the party's arcane caster with a tweaked spell list (all of her favored class bonuses are put toward more spells known) and building up Use Magic Device (complete with a wand of magic missile for a backup weapon when all else fails). I threw in a returning dagger for some slightly more ranged flexibility (as well as some combat spells).
I spoke to Alistair's player about working a connection into her background; this is mentioned in there.

Vrog Skyreaver |

Hello once again. Just a quick reminder to those of you who have marked interest but not submitted a character that we have a week before I close submissions.
No pressure, just a heads up.
Also, if anyone has sent a current player a PM and hasn't heard back from them, please let me know.
Reviewed Crunch:
andreww - Carmen Gabor: Human Arcanist 9
Simeon - Vasilec Dymikrios: Human Aetherkineticist 9
Reckless - Elaine Brikton: Human Fighter 8/Sorcerer 1
Ammon Knight of Ragathiel - Kal'dra Knife Ears: Half-Orc Sorcerer 9
Submitted Crunch:
DeathQuaker - Callie Cobalt: Human Bard 9
Interested Parties:
The_Squirrel.Ninja
Oachitonian
The Archlich
BioboostedArmor
The Emerald Duke
Ya, I feel ya. Gear is usually the longest part for me, too...
As far as the bonus spells from Harrowed Student goes, I was assuming that you would add those spells to your spellbook instead of spells prepared, because they come specifically from an arcanist archetype; otherwise, you would just get to prepare them but not know them. That's why I was assuming you got the spells as spells known.
As far as the googles issue goes, I was asking if you do the same thing you do with your disable device with your perception (as you noted, you have them separated).
You are correct about the resonance thing: I forgot that you were posting your character burn free.
You should note that Armor Spec is a advanced armor training; I got it confused with the similarly named feat.
It's worth noting that weapon training only applies to CMB checks while using the weapon, and CMD vs. disarm and sunder while using the weapon.
I'm sure you know this, but even with arcane armor training, you still have a 5% chance to fail spells.
It looks like you have 1 ability score point too many:
I think your starting stats were: Str 14, Dex 16, Con 12, Int 12, Wis 12, Cha 14, or str: 5 pts, dex: 10 pts, con: 2 pts, int: 2 pts, wis: 2 pts; cha: 5 pts. 5+10+2+2+2+5=26 by my math.
please note your ac both with and without your shield, as you won't have it if you provoke any AoOs.
it looks like you're missing a skill rank. by my math you should have 36 (2 for each class level +1 for human +1 for int=4 x9=36) By my count, you have the following skill ranks:
Acrobatics r8
Appraise r1
Bluff r8
Climb r2
Handle Animal r1
Intimidate r1
Perception r9
Spellcraft r1
Survival r1
Swim r2
Use Magic Device r1
That was everything I spotted. Thanks!
The only thing I noticed is that you are over on hp: you should have 6 for 1st level plus 32 for 2nd-9th levels for 38 base hp. add in 9 for toughness and 18 for con, and my math comes out to 38+9+18-65.
That was all I spotted!

Vrog Skyreaver |

So some people dropped in while I was posting my update, which is great!
For the background campaign trait, how would you reconcile the fact that Lamb is (presumably) dead by now? Especially for some of the more... non-character related ones (like missing child).
The trait you pick should influence your character even though the primary protaganist of the trait is dead. Assume that any lingering things are still ongoing (unless you want to write out what happened as part of your character backstory, which I'm fine with).
Are you using the background skills system?
Negatory.
Are there any house rules that you use that have not been expounded upon yet? (EX: All nat 20s auto crit with no confirmation; use of the fumbles deck for nat 1s, etc.)
Negatory. I'm a pretty RAW guy, so I don't tend to use alot of house rules outside of character creation.
Keeping in mind (of course) that Korvosa is a mostly human city, do you have any restrictions on races outside of it coming from a Paizo source?
I would say no drow nobles or anything with Race Points in the 20s; if you're curious about a specific race, feel free to ask.
I might think of more later as I am brewing, we shall see.
Nope, no more questions for you. J/K.

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You should note that Armor Spec is a advanced armor training; I got it confused with the similarly named feat.
Will do this when/if profile is made, thanks.
It's worth noting that weapon training only applies to CMB checks while using the weapon, and CMD vs. disarm and sunder while using the weapon.
Will do this when/if profile is made, thanks.
I'm sure you know this, but even with arcane armor training, you still have a 5% chance to fail spells.
Yup, I'm aware. Using magic spells is something she does to enhance her combat abilities- but it's mostly stuff she does outside of combat. Plus a wand for in combat as needed.
It looks like you have 1 ability score point too many:
I think your starting stats were: Str 14, Dex 16, Con 12, Int 12, Wis 12, Cha 14, or str: 5 pts, dex: 10 pts, con: 2 pts, int: 2 pts, wis: 2 pts; cha: 5 pts. 5+10+2+2+2+5=26 by my math.
It was actually Str and Dex at 15 each, raised by level-ups 7+7+2+2+2+5=25.
please note your ac both with and without your shield, as you won't have it if you provoke any AoOs.
Will do this when/if profile is made, thanks.
it looks like you're missing a skill rank. by my math you should have 36 (2 for each class level +1 for human +1 for int=4 x9=36) By my count, you have the following skill ranks:
Acrobatics r8 9
Appraise r1 1
Bluff r8 5
Climb r2 3
Handle Animal r1
Intimidate r1
Perception r9
Spellcraft r1
Survival r1
Swim r2 3
Use Magic Device r1
I added the actual ranks up there in bold. Armor check penalty of -1 (so acro, climb, swim 1 more rank than you thought), Bluff is class skill for Sorcerer(so 3 less ranks than you thought.) Plus 1 rank in Ride.
That was everything I spotted. Thanks!
Thank you for looking her over and for the notes.

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So, who's got ideas about their connections to the team?
I think Alika is the most likely character for Elaine to have a prior relationship to (as noted in my fluffies above)- Elaine's daughter was kidnapped into Lamm's Lambs a few years ago, at the same age as Alika was first grabbed up (6 years old.) Elaine was making a desperate search for Evita and probably would have sought help at many of the local churches- not really trusting town guards all that much as a Shingles resident. This is probably where they met and Alika probably consoled her greatly, but after the first year of looking without any real leads, her heart turned towards Calistria's darker teachings, dedicating herself to being able to take just that one shot she might ever get at Lamm.
She likely has heard of Lamm's death, and that the children rescued were sent to the church. Not finding her daughter among them, she now assumes the worst and has spent the intervening time in mourning, but remembers Alika's kindness and heroism in rescuing the kids that did make it out and wants to show her appreciation of the thought that had Evita survived, Alika would have saved her.

Simeon |

I’ve spoken with Garran about a possible connection. My updated stats are in the spoiler as well. Let me know if there’s any questions with the new stats.
Vasilec Dymikrios
Male Human Aetherkineticist (Iounkineticist) 9
NG Medium Humanoid
Init +5; Senses ; Perception +12
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16(+6 armor, +5 Dex)
hp 103 (9d8+45)
Fort +10, Ref +11, Will +4
Resist
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Telekinetic Blast +12 (5d6+10/x2)
Melee Kinetic Blade +7/+2 (5d6+10/x2)
Spell-Like Abilities Prestidigitation (At Will)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 20, Int 12, Wis 12, Cha
Base Atk +6; CMB +7; CMD 22
Feats Extra Wild Talent, Extra Wild Talent, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (Kinetic Blast)
Traits Vagabond Child (Disable Device), Unhappy Childhood (Tortured)
Skills Disable Device +19 (9 ranks, +4 dex, +3 class, +1 trait,+2 misc), Stealth +16 (9 ranks, +4 dex, +3 class), Sleight of Hand +20 (9 ranks, +4 dex, +3 class, +4 misc), Knowledge (engineering) +16 (9 ranks, +3 class, +4 misc), Perception +12 (9 ranks, +1 wis, +3 class),
Languages Common, Varisian
Other Gear ioun stones (clear spindle, deep red sphere, pink rhomboid, pearly white spindle, 4 dull gray), +2 mithral chain shirt 800 GP
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Special Abilities
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Burn: 9 nonlethal, 7/day
Gather Power: 1 move reduces 1 burn, full-round reduces 2 burn, full-round and move reduces 3
Ioun Cloud: 4 ioun stones
Ioun Buffer: Functions as internal buffer, but stores 1 point of burn per ioun stone. Can turn stones dull gray to reduce burn further
Force Ward: 9 temp hp, regen 1/ minute, spend burn to increase by half level and for every 2 burn accepted regen increases by 1, accepting burn from wild talent increases temp hp by class level
Elemental overflow: +1 attack, +2 damage for each point of burn, max of +3/+6.
Personal Resonance: 3 points of burn allow resonant power from 2 stones, in place of resonant power can increase stat bump from ioun stone by 2
Infusion Specialization: reduce burn cost of infusions by 2
Metakinesis: 1 burn to Empower blast, 2 burn to Maximize blast
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Elements
--------------------
Aether (Expanded)
Blasts:
Ioun Blast, 0 burn (5d6+10) B
Azlanti Blast, 2 burn (10d6+20) B, P, or S
Infusions:
Kinetic Blade: allows melee attacks with Blast (1 burn)
Extended Range: extends range to 120 feet (1 burn)
Rare-Metal Infusion: blast can overcome material DR (2 burn)
Wild Talents:
Self Telekinesis: Standard action to move 60 feet in straight line (0 burn)
Touchsight: When damage creature with blast, able to see them as if using blindsight until end of turn, spend 1 burn to increase duration to rounds per level
Spying Touchsight: Concentrate to spy on touchsight target through any or all of the five senses
Kinetic Healer: Spend 1 burn and heal damage equal to blast
Kinetic Restoration: Spend 1 burn to recover 1d4 damage to a physical ability score, along with eliminating fatigue, and making exhaustion into fatigue. Can be used in conjunction with Kinetic Healer
Healing Burst: Spend on burn to heal half of blast damage to everyone within 30 feet
Skilled Kineticist: Half level on element skills (knowledge engineering, sleight of hand)

The Emerald Duke |

OK, I do have one last question. I am thinking that I want to bring an unchained summoner, but I want to mesh two archetypes. I *think* that the two are compatible as written, but I want to make sure that you agree with that assessment, GM, before I go too far down the rabbit hole on construction. Archetypes are Soulbound Summoner (likely with the shattered psyche curse) and Twinned Summoner.
500 FT view of concept is that he was framed for murder, but unlike what the baseline trait states (insufficient evidence, released after short time but not really acquitted) I am thinking that he went insane while in prison awaiting trial. The case never proceeded due to the fisherman being proven to be a liar, but he was no longer in a state that could be released safely (especially with no definitive proof that he did not commit the murder). He has spent the last several months locked in an asylum as a result. The eidolon is actually a physical manifestation of part of his personality... one that eventually helped free him.
I am thinking the party member most likely to have met him would have been Garren. They might have shared a cell when he was arrested. And depending on how long he was locked up prior to release, he might have witnessed him going insane in the first place.

Vrog Skyreaver |

Once again, good evening all!
@BioboostedArmor: Yes, standard "adding to spellbooks" prices apply, including paying 50% more to access someone's spellbook, or paying for scrolls to add to spellbooks.
@The Emerald Duke: Neither of those archetypes modify the same thing, so you are good to go for combining them.
Reviewed Crunch:
andreww - Carmen Gabor: Human Arcanist 9
Simeon - Vasilec Dymikrios: Human Aetherkineticist 9
Reckless - Elaine Brikton: Human Fighter 8/Sorcerer 1
Ammon Knight of Ragathiel - Kal'dra Knife Ears: Half-Orc Sorcerer 9
DeathQuaker - Callie Cobalt: Human Bard 9
Interested Parties:
The_Squirrel.Ninja
Oachitonian
The Archlich
BioboostedArmor
The Emerald Duke
You've overspent on gear. Here is your magical gear with item prices next to them:
+1 mithral longsword -4015 gp
+1 buckler -1155 gp
mithral shirt +2 -5100 gp
ring of protection +1 -2000 gp
headband of alluring charisma +2 -4000 gp
belt of mighty constitution +2 -4000 gp
cloak of resistance +2 -4000 gp
daredevil boots -1400 gp
handy haversack -2000 gp
+1 returning dagger -8302 gp
Mwk Cold Iron Dagger -604 gp
wand of magic missile (50 charges) -750 gp
wand of cure moderate wounds (50 charges) -4500 gp
2x potion of lesser restoration -600 gp
2 x Potion of cure light wounds -100 gp
2 x Potion of cure moderate wounds -600 gp
2 vials antiplague -100 gp
2 vials antitoxin -100 gp
2 x potion of barkskin +2 -600 gp
2x oil of bless weapon -100 gp
2x potion of fly -1500 gp
1x adamantine blanch (0.5 lbs) -100 gp
2x weapon blanch (cold iron) (1 lb) -40 gp
4x Acid (Flask) (4 lbs) -40 gp
4x holy water (2 lb) -100 gp
1x tanglefoot bag (1 lb) -50 gp
That puts you at 45,800 and change, and does not include your non-magical gear and your loose coin.
You're missing skill ranks. By your own math at the top, you should have 9x9=81 skill ranks. Here are the ranks you have listed on your sheet:
Acrobatics 9 ranks
Bluff 2 ranks
Diplomacy 1 rank
Disguise 1 rank
Intimidate 9 ranks
Knowledge 5 ranks
Knowledge 2 ranks
Knowledge 3 ranks
Knowledge 2 ranks
Perception 4 ranks
Perform (oratory) 2 ranks
Sense Motive 5 ranks
Sleight of Hand 9 ranks
Spellcraft 9 ranks
Stealth 5 ranks
Use Magic Device 9 ranks
That adds up to 77. Thanks for listing the ranks so I didn't have to do math. I hate math =P
That's all I saw!

Callie Cobalt |

Thank you! That's odd, I did the gear buy with PCGen to be sure I didn't screw up the math. Something funky must have happened with buy/sell (even though I set it to 100). Since the spending limit is 46,000 hopefully I can keep what I've got more or less and just my liquid cash will go down to 144, adjusting as necessary for mundane gear which hopefully shouldn't tally to more than that).
I have a feeling there's a typo in the skill ranks somewhere, I'll check. I will always take more skills point! Will update later tomorrow night, long day ahead.

Vrog Skyreaver |

I'd start with the cost on the Mithral sword. I think it might have mispriced it, because mithral does not have a weapon price and it's 500 gp/lb of the item, or in this case +2000 gp on the cost. I'd honestly consider at that price just losing something to get an adamantine weapon. That's just me though.

David_Bross |
I'm thinking of submitting a ranged human bard. I sent a PM to Garran and want to talk to him before I go much further with a concept. As a 4 player party, it’d be good to fill of much of a role as possible, so a buffing bard, that can use the buffs on his own thrown weapon.
Human: Focused Study (Skill Focus: Knowledge: Arcana)
1: Extra Performance Pathfinder
2: Versatile Performance: Sing
3: Eldritch Heritage: Arcane
5: Master Performer
6th: Versatile Performance -> Divine Fighting Technique: Desna
7: Point Blank Shot
8: Focused Study (Skill Focus: Perform Sing)
9: Grand Master Performer
str 9
dex 10
con 14
wis 8
int 14
cha 24 +7
Atk w/ inspire courage: +21
Dmg w/ inspire courage: [1d4+13]
Items:
Three Reasons to Live (9000)
Cloak of Resistance +1 (1000)
+1 Returning Starknife (11024)
Circlet of Persuasion (4500)
Headband of Alluring Charisma (16000)

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Dropping a dot for interest. Working on putting together an elf fighter/wizard/arcane archer. Looking at having a link to Alistair's character through his twin sister. Depending on his thoughts either as a lover or a really close friend, in either case, her feelings for Alicia may start to bleed over toward Alistair. Almost finished with the build just working out feats.

Garran Fain |

You're lucky I've been checking in on the recruitment thread - otherwise I never would have known you brought up the possible connection idea.
Garran wasn't in jail very long - probably no more than a week before he managed to convince the watch that the info on Gaedren and giving them all the coin he had stashed away was enough to get him out. He left town almost right after getting out, too, in order to avoid any sort of retribution from Lamm.
That whole incident also happened a few years prior to the start of the AP - long enough for him to learn how to use all simple, and martial weapons plus the bastard sword and how to wear armor. If you want to change it to years spent in the sanitarium, the connection works.

Callie Cobalt |


BioboostedArmor |

Appearance
Age: 159
Height: 6’1”
Weight: 134 lbs
Eyes: Gray
Hair: Platinum Blonde
Sheadiyenhi “Shea” Dahlallvyl
NG Female Elven Witch (Alley Witch) 9
Init +11; Senses low-light vision; Perception +13
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Defense
--------------------
AC 18, Touch 14, Flat-Footed 15 ( +3 Dex, +4 Armor, +1 Deflect)
HP 56 (9d6+)
Fort +6 Ref +8, Will +10
Defensive Abilities Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +3 (1d4-1/19-20)
Ranged cold iron dagger +7 (1d4-1/19-20)
Special Attacks Witch Hexes (Misfortune, Cackle, Flight, Swine)
Patron Crowd
Witch Spells Known
5th - Baleful Polymorph, Ghoul Army
4th - Black Tentacles, Confusion, Enervation, Threefold Aspect, patron - Alter Self
3rd - Eldritch Fever, Remove Blindness/Deafness, Remove Curse, Sleet Storm, Stinking Cloud, Vampiric Touch
2nd - Blindness/Deafness, Boneshaker, Glitterdust, Lipstitch, See Invisibility, Vomit Swarm,patron - Ears of the City
1st - Burning Sands, Cheetah’s Sprint, Ear-Piercing Scream, Early Judgement, Enlarge Person, Grasping Corpse, Ill Omen, Touch of Combustion, Web Bolt
Witch Spells Prepared CL 9 Concentration +16 will vary depending on party needs
5th (2/Day) DC 21
4th (3/Day) DC 20
3rd (4/Day) DC 19
2nd (6/Day) DC 18
1st (6/Day) DC 17
0 (at will) DC 16
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 22, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 17
Feats Improved Initiative, Dispel Focus, Extra Hex, Accursed Hex, Improved Familiar
Skills appraise +10 (4); bluff +7 (2), fly +15 (9), heal +5 (1), intimidate +6 (1), k. arcana +16 (7), k. history +11 (2), k. local +17 (4), k. planes +10 (4), perception +13 (6), profession ( midwife) +9 (5), ride +12 (9), spellcraft +16 (7), stealth +9 (2), use magic device +14 (9)
Languages Common, Elven, Draconic, Goblin, Celestial, Orc, Infernal
Traits Campaign: Missing Child (Son); Magic: Arcane Temper
SQ Cantrips, Arcane Focus, Elven Immunities, Elven Magic, Keen Senses,Child of the Streets, Hex Trader, Speak to the City, Witch’s Familiar
Favored Class +1Hp/Level
Combat Gear Corset of Dire Witchcraft, cold iron dagger, cloak of resistance +2, acid flask x3, alchemist’s fire x3, red hound ring, wand of CLW, wand of ill omen, wand of mudball, wand of ray of enfeeblement, wand of unseen servant
Other Gear handy haversack, dusty rose crack ioun stone, headband of vast INT, explorer’s outfit, witch’s kit, spring loaded wrist sheath x2 (one with wand of mudball, one with cold iron dagger), silver crescent worth 5 gp x5 (for casting threefold aspect), 25gp
Scrolls Added to Familiar
Boneshaker, See Invisibility, Vampiric Touch
--------------------
Special Abilities
--------------------
Arcane Focus Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Elven Immunities Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Child of the Streets An alley witch gains Bluff and Knowledge (local) as class skills, but loses Knowledge (nature) and Knowledge (planes) as class skills. This alters the witch’s class skills.
Hex Trader At 6th level, once per day as a full-round action, an alley witch can bind a hex she knows into a feather, bead, or other small token. Any creature holding this token can use that hex once as if using a potion, targeting itself or a creature it touches. While a hex is sealed into a token, the alley witch loses her ability to use that hex until the token is used or she can recover the token. If a hex can be used in increments (like the disguise hex), the alley witch decides how many increments the token contains when making it. If a hex has no set duration, it lasts for 1 minute once activated. This ability replaces the witch’s 6th-level hex.
Speak to the City An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement. This ability replaces the witch’s 1st-level hex.
Missing Child The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.
Appearance
Koschei
CG Small outsider (native)
Init +4; Senses darkvision 60 ft., scent; Perception +8
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Defense
--------------------
AC 24, Touch 12, Flat-Footed 24 (+4 armor, +8 natural armor, +1 defection, +1 size)
HP 28
Fort +5, Ref +3, Will +5;
DR 5/cold iron;
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +7 (1d4+3)
Special Attacks thunderous growl
Spell-Like Abilities (CL 3rd; concentration +4)
3/day-knock, open/close, stabilize
1/day-dimension door (self plus 5lbs of objects only)
--------------------
Statistics
--------------------
Str 15, Dex 11, Con 14, Int 10, Wis 9, Cha 12
Base Atk +4; CMB +5; CMD 15
Feats dimensional agility, improved initiative
Skills Acrobatics +6 (3), Intimidate +7(3), Perception +8 (6), Sense Motive +5
Languages Celestial (can’t speak)
SQ Alertness, improved evasion, share spells, empathic link, deliverer touch spells, speak with master, speak with animals of its kind
Combat Gear Mithral Shirt (barding), ring of protection +1
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Special Abilities
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Thunderous Growl (Su) Three times per day, a caypup can issue a rumbling growl from its throat that sounds like distant thunder and scares away potential attackers. Creatures within 15 feet of the caypup must succeed at a DC 12 Will save to attack the caypup (as if affected by sanctuary). The caypup can choose to bestow the same effect on an adjacent ally as well. This effect lasts for 3 rounds or until the caypup or its ally attacks (whichever comes first), after which time the caypup must wait at least 1d6 rounds before using this ability again. The save DC is Charisma-based.
handy haversack -2000
Corset of Dire Witchcraft - 22,000
Red Hound Ring - 4700
cold iron dagger - 4
wand of ill omen - 750
wand of unseen servant -750
wand ray of enfeeble - 750
wand clw - 750
wand mudball - 750
rop 1 (dog) - 2000
Dusty Rose Cracked - 500
Headband of Vast Intelligence (+2) - 4000
cloak of resist 2 - 4000
explorer's outfit - free
witch's kit -21
spring sheath x2 - 10
boneshaker scroll - 150
see invis scroll - 150
acid flask x3 - 30
vampiric touch scroll - 375
silver crescent worth 5 gp x5 for threefold aspect -25
mithril chain shirt barding -2200
alch fire x3 -60
TOTAL Cost -45,975
I need to hammer out some things for Shea’s backstory but I wanted to go ahead and drop in her stats. (Simeon, I hope you don’t mind that I used the same format as you! It’s so clean!)
The basic idea I had is that Shea has been living and working in Korvosa for a long time. Primarily in Old Korvosa and as a midwife for the poor.
I think she might have the best connection to Alika and have already sent a message about ideas.
For the headband of vast intelligence I figured I'd roll to see what skill it applied to.
headband: 1d26 ⇒ 19
So my character's level worth in ranks to Ride.

David_Bross |
Heres my submission. Talked to Garran and got his approval for backstory hook. I have only what he has said in messages and the players guide, so details on my recent involvement probably need refinement, but the general idea is there.
Would you like a full character sheet and alias?
Thanks,
David
Farus Alazar
N Human Bard 9
Farus has always had good fortune, right up until the day he set sail for Varisia. Farus was born in Oppara to a a relatively large minor noble family. While he received the education that comes with such a background, as the 4th boy in a family with 7 children, he never had any aspirations of inheriting lands or titles. Seeing bards at court, he was fascinated by their singing and took every opportunity to do so himself. The supervision was lax enough that he was able to sneak away and perform in local taverns.
As Farus grew, his talents did not go unnoticed by the Kith, as agents of that organization encouraged him to apply to the Kitharodian Academy. Joining the Kith would also provide Farus with a way to develop into his own man so did joined and indeed excelled there. As he excelled at singing, he discovered that the Academy actually has darker ambitions, cultivating the skills that will be necessary for spycraft and transitioning those recruits into the Lion Blades, Taldor’s spies. Farus developed numerous espionage related skills, leading a dual life as a performer and carrying out missions on behalf of the Kith. He was quite surprised when he was asked to travel to Varisia, to seek out rumors of a faroff plot against the throne.
Having grown up in Oppara, Farus was quite ill equipped for the traveling life of a minstrel on the Varisian frontier. Outside of Taldor, it isn’t even safe to go it alone on the roads! After several missteps, including being robbed of virtually all of his belongings, Farus turned toward despair, and even began using shiver. These troubled times continued for a while, until he met a gruff man in a tavern in Sandpoint who told him he was twice a fool, both for traveling without the aid of a caravan and for using shiver. Garran helped him find employee as a caravan ‘guard’, a profession which requires more force than he was capable of, but his ability to cast a quick spell, or encourage his allies was well welcomed. He traveled as a caravan guard staying clean and eventually befriended another on one of the caravans, Allis, a practitioner of the Song of Spheres. The more Farus learned of Desna, the more interested he became in Lady Luck, as he’d always felt personally lucky, and was quite interested in this patron of Musicians. She even taught him how to use a star knife, which supplemented his otherwise quite meager personal combat abilities.
Having missed numerous checkins with the Kith, as he became clean and began performing his mission again, Farus eventually decided it was time to check in. The Kith were interested in the politics of Korvosa, and in particular a peculiar recent plague. They sent him to Korvosa to investigate, and there Farus found a town that was extremely different from the rest of lawless Varisia. While trying to investigate the origins, Farus ran into an old friend, Garran, who said that the two had similar goals, and may be able to help each other.
Ranged/Melee
Atk w/ inspire courage: +22
Dmg w/ inspire courage: [1d4+14]
Traits: Personal Addiction, Fate’s favored
Feats/class abilities: Human: Focused Study (Skill Focus: Perform Sing) , 1:Noble Scion (War) , 2: Versatile Performance: Sing, 3: Extra Performance 5: Master Performer, 6th: Versatile Performance -> Divine Fighting Technique: Desna, 7: Point Blank Shot, 8: Focused Study (Skill Focus: Perception), 9: Grand Master Performer
str 9, dex 10, con 14, wis 8, int 14, cha 26
Items:
Three Reasons to Live (9000)
Cloak of Resistance +1 (1000)
+1 Adamantine Returning Starknife (11024)
Circlet of Persuasion (4500)
Headband of Alluring Charisma +4 (16000)
Flawed Opalescent White Pyramid Ioun Stone (3000)
Skills: [81]
Bluff +25 (Versatile Performance Sing)
Diplomacy +19 [5(ranks)+3(class)+8(cha)+3(competence)]
Intimidate +14 [1(rank)+3(class)+8(cha)+3(competence)]
Knowledge Arcana +16 (7(ranks), 2 int, 3 class skill, bardic knowledge +4)
Knowledge Dungoneeering +14 [5(ranks), 2 int, 3 class skill, bardic knowledge +4)
Knowledge Engineering +10 [1(ranks), 2 int, 3 class skill, bardic knowledge +4)
KNowledge Geography +10 [1(ranks), 2 int, 3 class skill, bardic knowledge +4)
Knowledge History +10 [1(ranks), 2 int, 3 class skill, bardic knowledge +4)
Knowledge Local +16 [7(ranks), 2 int, 3 class skill, bardic knowledge +4)
Knowledge Nature +14 [5(ranks), 2 int, 3 class skill, bardic knowledge +4)
Knowledge Nobility +10 [1(ranks), 2 int, 3 class skill, bardic knowledge +4)
Knowledge Religion +13 [4(ranks), 2 int, 3 class skill, bardic knowledge +4)
Linguistics +6 [1(rank), 2 int, 3 class skill)
Perception +14 [9(ranks)+3(class)-1(wis)+3 skill focus)
Perform (Sing) +26 [9(ranks)+3(class)+8(cha)+3(competence)+3(skill focus)]
Perform (Wind) +21 [7(ranks)+3(class)+8(cha)+3(competence)]
Sense Motive +26 (Versatile Performance Sing)
Spellcraft +13 (8 ranks+3 (class) +2 int)
Stealth +7 (4 ranks+3 (class)
Use Magic Device +19 (5 ranks, 3 (class), 8 cha, 3 competence)
Spells:
3rd: Dispel Magic, Haste, Good Hope
2nd: Heroism, Mirror Image, Cures Moderate Wounds, Glitterdust (DC 20), Silence, Gallant Inspiration, Tongues
1st: Grease( DC 19) , Glue Seal ( DC 19), Heightend Awareness, Saving Finale, Remove Fear, Vanish, Expeditious Retreat, Unbreakable Heart
0th:
Masterpieces:
Symphony of the Elysian Heart, Triple Time
Human FCB for extra spells