Recruiting for PF1e "Council of Thieves" Adventure Path!


Recruitment

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Corrupt Hellknights…Decadent government…Shadows that prowl the streets at night…Westcrown needs heroes!

You’ve been invited to attend a meeting for “concerned” citizens to watch their neighborhoods and take action to improve the city. On the one hand, this sounds like little more than puffery. On the other hand, the woman who invited you, a human named Janiven, seemed like serious business. So you’re going to accept the invite, even though if the Hellknights caught you it’d surely mean imprisonment and torture!

I’m recruiting four players (plus one additional player already committed) to help save the Cheliaxian city of Westcrown from evil!

Submissions:

Quote:
  • 25 point stat buy.
  • Any non-evil alignment.
  • Any official Paizo PF1 race and class are in play. Unchained versions of classes apply.
  • Use the listed average starting wealth by class, however not all gear must be purchased when submitting a character for consideration.
  • Two traits + one of the campaign traits. Each trait must be from different types (social, combat, faith, etc).
  • In addition, please include a brief sample post using the following as a prompt:

    Sample Prompt wrote:
    The click-clack of animal claws on the broken cobblestones and echo on the dilapidated, decaying section of the abandoned Rego Cader district precedes the wizened goblin’s arrival. He sits astride the ugliest, smelliest goblin dog you have ever encountered. Scraggly gray and white hairs jut out of the goblin’s face at odd, obscene angles. He raises his dogslicer at you and asks in heavily broken common, ”Who ye what wants be a corpse? Huh? Speak, longshanks!”

    Submissions will remain open until October 21st at midnight EDT. If there are any questions, please do not hesitate to ask.


    This sounds fun! I'm not sure I'll have time to dust off / fluff up a suitable character sheet - it's a supremely busy October for me this year, but we'll see.

    It sounds like a good AP for a mage specializing in shadow magic, and I have one in the works somewhere. :)

    I have played through the first volume of Council of Thieves, but that was long enough ago that I've forgotten most of the details, on top of my confidence in being able to keep player and character knowledge separate.

    Will you be using background skills? Would variant multiclassing be available? (I would dearly love to try out a homebrewed arcanist VMC scheme I've seen on the forums here, tweaked as necessary, but I can also skip it if that would be too much of a hassle.)


    Hmm.. How about a halfling Vigilante(Warlock) a little bundle of rage who aims to zoom around flash frying Hellknights.


    Hi! Thanks for running!

    Does the already committed player have a character in mind? I'd hate to submit a character for this, but not get selected because its role is already filled by a fixed player.

    Silver Crusade

    dotting with interest.


    I submit Ginko, a catfolk fortune teller sorceress.

    Preliminary Character Sheet:
    Ginko
    Female Catfolk Harrow-blooded Sorcerer 1
    Neutral Good Medium Humanoid (catfolk)
    Initiative +3; Senses Perception +1; Low-light vision

    -- DEFENSE --
    AC 13, Touch 13, Flat-Footed 10 (10 base + 3 DEX)
    HP 8 (1d6 + 2 CON)
    Fortitude +2; Reflex +3; Will +1

    -- OFFENSE --
    Speed 30 ft.
    Melee
    Dagger +0; 1d4 (19-20 x2)

    STR 10 DEX 16 CON 14 INT 14 WIS 8 CHA 18
    BAB +0; CMB +0; CMD 13 (+2 vs. Bull Rush, Drag, Grapple, Overrun, Reposition, and Trip)
    Feats Eschew Materials, Feline Grace
    Skills Bluff +8, Diplomacy +9, Knowledge (Arcana) +6, Spellcraft +6, Stealth +10
    Languages Catfolk, common, elven, goblin
    Gear Traveler's outfit, backpack, belt pouch, bedroll, pot, mess kit, soap, trail rations (5), waterskin

    -- SPECIAL ABILITIES --
    Class Features
    Bloodline Power - Twisted Fortune (Sp): Cause a target within 30 feet to become confused for 1 round (Will negates). Target then becomes immune for 24 hours. Usable 3 + CHA times per day (7)

    Favored Class Bonuses
    Level 1: +1 Skill Point

    Racial Traits
    Cat's Luck: Before rolling a Reflex save, you may roll twice and take the better result.
    Natural Hunter: +2 racial bonus to Perception, Stealth, and Survival.
    Sprinter: +10 foot racial bonus to speed when using the Charge, Run, or Withdraw actions.

    Traits
    Conspiracy Hunter: Gain a +1 trait bonus to Stealth and it's always considered a class skill.
    Fortunate: Once per day when casting a spell or using an item with a randomized effect, before rolling you may instead roll twice and choose the result you want.
    Trustworthy: Gain a +1 trait bonus to Bluff checks when trying to fool someone. Gain a +1 trait bonus to Diplomacy and it's always a class skill.

    Prompt Response:
    Ginko tenses up at the sound of a goblin suddenly shouting at her, the silver hair on her head and tail bristling. Why is there someone here?! There's not supposed to be anyone here! scream her panicked thoughts.

    "I'm not looking for any trouble, mister!" she manages to squeak out, holding up her hands, "I'm just following the winds of fate!"


    Ok, I have a character concept. I'll flesh him out later.

    I mean to build a CG human investigator. Young an naive, he joined the Dottari, believing the idea that order and law will bring society to its peak. However, he grows slowly disillusioned by this, and starts to see the cracks in his ideals. His growth arc continues as he finally sees the Council of Thieves as a force for good, instead of unlawfulness.


    Sounds intriguing.
    1) Before I build it, do you have a problem with the unchained summoner class? Many DM's can't stand it. However, I feel that play-by-post is where it works best since the player has all the time they need to post their actions without delaying the table.
    2) You using background skills?
    3) VMC acceptable?
    4) Using hero points?


    Also, are you using Elephant in the Room rules?

    I am considering a performer, but evaluating a couple of classes.


    Dotting.

    Radiant Oath

    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Oh boy oh boy, Council of Thieves has been my Pathfinder White Whale for YEARS!

    I can update my tiefling monk/cleric concept super quick!


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    Here is my submission. A "human" rogue, though not a trapfinder. She would work best for a party that is willing to sometimes go the social route.

    prompt:

    prompt wrote:


    The click-clack of animal claws on the broken cobblestones and echo on the dilapidated, decaying section of the abandoned Rego Cader district precedes the wizened goblin’s arrival. He sits astride the ugliest, smelliest goblin dog you have ever encountered. Scraggly gray and white hairs jut out of the goblin’s face at odd, obscene angles. He raises his dogslicer at you and asks in heavily broken common, ”Who ye what wants be a corpse? Huh? Speak, longshanks!”

    "Ah, but are we not all destined to become corpses one day?" she says with a dramatic sweep of her cloak. "Such were the words of the great duelist Scarnetti, the one who taught me the art of the subtle dance." As she talks, her blade flashes in the dim light, moving hypnotically. "I warn you of this ahead of time, as you will not have time to appreciate the artistry of your death should you choose to insist upon it. Even adding in your ... noble steed ... it will take but an instant." There is no menace in her voice, just detached bemusement over adamantine confidence. "So is today your day to become a corpse, or do you choose to live on?"

    public history:

    Miriani is a new and promising young actor on the Westcrown scene, daughter to the Great Diva Ellivra. Her mother was not only accomplished on the stage, but well known among the social elite of the city. Events where she appeared were the talk of the town. Miriani's mother is a matter of record, but her father is a mystery. It could be a number of well-connected nobles. But Ellivra was discreet about who the father was, merely saying that she was blessed.

    But Ellivra died several years ago, and her child was hidden away until her recent debut on the stage. Nobody knows where she was in the past few years. Miriani has explained her mysterious disappearance in several ways, all of which contradict each other. But they are all also great stories.

    secret history:

    This story starts generations earlier and halfway around the world. The House of Sunset was publicly a house of geisha in the far-off lands of the east. But beneath this was an organization of spies and a family of kitsune shapeshifters. They could be hired for a variety of missions. Espionage, sabotage, and infiltration. They did not accept assassination contracts, but they referred them to appropriate contacts.

    But their dynasty did not last. Eventually they acquired too many enemies and the family split. Each member disappearing to a different part of the world. Miriani's grandmother arrived in Cheliax, ready to begin setting up a new organization based on Intrigue. Ellivra was born in Cheliax and used the family knowledge to become very comfortable. Miriani was set to inherit this empire. But being so close to the fire leads to tragedy. She was killed and Miriani was left alone.


    Here is the crunch for my character. I need to do a bit of reading to flesh out the backstory, but here's the gist:

    Ahldengar Brandoch is the son of a noble family, raised to be a Hellknight, except that he is decidedly not evil.

    Built around the Pact Savant trait, he is a Lawful Good Paladin of Asmodeus. Essentially, he worships Asmodeus because he was raised in the Asmodean faith, but he has issues with the way most of the powerful people in Cheliax express that faith.

    He aspires to bring law, order and justice to the nation by seeking out and stopping those who corrupt the system and take advantage of the populace. He wants to clean-up the existing system rather than destroy it.

    Prompt and Response:

    Quote:
    The click-clack of animal claws on the broken cobblestones and echo on the dilapidated, decaying section of the abandoned Rego Cader district precedes the wizened goblin’s arrival. He sits astride the ugliest, smelliest goblin dog you have ever encountered. Scraggly gray and white hairs jut out of the goblin’s face at odd, obscene angles. He raises his dogslicer at you and asks in heavily broken common, ”Who ye what wants be a corpse? Huh? Speak, longshanks!”

    Ahldengar looks at the mounted goblin with an expression of disgust and disdain. "Bold words, Goblin. However, your bluster, blade and beast fail to cow me. You have two choices: move aside and let me be about my business, or prove your threat genuine and strike. If you choose the latter, I will not hesitate to kill you." Ahldengar speaks in a measured tone, but his words carry a quiet, but unmistakable threat of violence.

    Intimidate: 1d20 + 7 ⇒ (7) + 7 = 14


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    Just to add, Ahldengar is part of the Order of the Scourge, which exists to root out corruption and organized crime.

    Also, Lawful Good Hellknights are not unknown. One of the more prominent members of the Order of the Scourge is detailed in Path of the Hellknight supplement by F. Wesley Schneider. He is a Lawful Good Fighter 7 / Hellknight 3.


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    Dotting with the WIP for a reanimated medium who "died" on the first night of the Shadow Curse. She's an old (65 year old) Taldan woman from a wealthy family that delved into the occult to understand the Curse and how she came back from the dead. Leaning into Penny Dreadful aesthetics for this character combined with this dark urban AP (which is also my favorite).

    Goblin wrote:
    The click-clack of animal claws on the broken cobblestones and echo on the dilapidated, decaying section of the abandoned Rego Cader district precedes the wizened goblin’s arrival. He sits astride the ugliest, smelliest goblin dog you have ever encountered. Scraggly gray and white hairs jut out of the goblin’s face at odd, obscene angles. He raises his dogslicer at you and asks in heavily broken common, ”Who ye what wants be a corpse? Huh? Speak, longshanks!”

    The older woman blinked at the wretches blustering before her before barking out a mirthless laugh. "Oh what a delightful little pair of monsters! Sorry, dearie, but I've died once before and you don't compare to the thing that did me in. Gentlemen," she'll bow and step behind the more martial-minded of her companions, nimble fingers weaving a knack, "do entertain this nuisance for a moment while this old fox catches her breath?"


    Very interested. I'll try to submit an application.

    Grand Lodge

    Hmmm may try King and Ace! My carnivalist Ratfolk rogue!


    DOT.


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    Backstory completed. Ahldengar is ready for your consideration.


    On second thought, especially with "The Sixfold Trial" early on in the campaign, I suppose a character more social than the wizard I was originally thinking of submitting might be a better fit.

    I've got a silksworn occultist that I think would do the trick, but if that's too out-there a class/archetype for the GM's vision for the game, I'm sure I can make some adjustments to fall back on my original wizard-y concept.

    Decisions, decisions...

    Either way, I'll try to choose between the two and work the details out by not too far into the weekend, work permitting.


    crunchy bits:

    CoT Nashantur
    Male human (Chelaxian) unchained summoner 1 (Pathfinder Unchained 25)
    N Medium humanoid (human)
    Init +2; Senses Perception +0
    --------------------
    Defense
    --------------------
    AC 12, touch 12, flat-footed 10 (+2 Dex)
    hp 10 (1d8+2)
    Fort +1, Ref +2, Will +2
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +6)
    . . 8/day—summon monster I
    Summoner (Unchained) Spells Known (CL 1st; concentration +6)
    . . 1st (3/day)—grease, obscuring mist
    . . 0 (at will)—acid splash, detect magic, guidance, message
    --------------------
    Statistics
    --------------------
    Str 7, Dex 14, Con 12, Int 14, Wis 10, Cha 20
    Base Atk +0; CMB -2; CMD 10
    Feats Augment Summoning, Spell Focus (conjuration)
    Traits conspiracy hunter, ease of faith, unpredictable
    Skills Bluff +10, Diplomacy +10, Handle Animal +9, Knowledge (arcana) +6, Linguistics +6, Sense Motive +5, Use Magic Device +9
    Languages Common, Ignan, Infernal, Terran
    SQ eidolon (unchained), life link, paranoid
    --------------------
    Special Abilities
    --------------------
    Augment Summoning Summoned creatures have +4 to Strength and Constitution.
    Eidolon (Unchained) Can summon a powerful aspect of an outsider.
    Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
    Paranoid Aid Another DC 15 for attempts to help you.
    Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
    Summon Monster I (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
    --------------------

    soft bits:

    Weak and sickly, Nashantur was bullied as a child. Yet he survived if not exactly prospered. He grew up to hate the torment inflicted on him at the market, festivals, or any other time he had to interact with others off the farm.
    Eventually the constant trauma awakened his magical gifts. While he couldn't fight off the street gangs, a venomous snake would case them to flee. That began his journey towards greatness.

    prompt response:

    Wantin to keep this civil I was. Ya start with threats? Well then, belike I start with answering threats!
    Urgulnosti!
    Nashantur summons a celestial eagle

    I will wait to build an eidolon. They can do an effective job of meat shield or scout. Depends upon what the group needs more.

    Grand Lodge

    I would like to toss my hat in.

    Gurion Izo:

    -------------------
    Male Aasimar (Angel-Blooded) Bard (Dervish of the Dawn) 1
    NG Medium Outsider (Native)
    Init +2 ; Senses Perception +4

    --------------------
    Defense
    --------------------
    AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 Shield)

    hp: 10 (1d8+2)

    Fort +3, Ref +4, Will +2 [+1 vs Mind-Affecting attacks from devils]

    Defensive Abilities: Acid/Cold/Electricity Resist 5

    --------------------
    Offense
    --------------------
    Speed: 30 Ft

    Melee: Scimitar +3 (5) d6+3(5);18+ x2][

    Ranged: Touch +2

    Special Attacks: Battle Dance [+2 to hit and damage]

    Spells (CL 1; Concentration +6)
    Level 0 (-):[4] Daze, Detect Fiendish Presence, Detect Magic, Prestigitation

    Level 1 (2/2): [2] Biting Words, Liberating Command

    --------------------
    Statistics
    --------------------
    Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 16

    Base Atk +0 ; CMB +3 ; CMD 15

    Racial Abilities:
    Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

    Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

    Spell-Like Ability: Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar’s class level).

    Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.

    Class Abilities:
    Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

    Cantrip: Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

    Bardic Performance 13/13: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

    Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

    At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

    Each bardic performance has audible components, visual components, or both.

    If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

    If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

    Countersong: At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

    Distraction: At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

    Fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

    Battle Dance: [Aasimar FC Bonus +1 level] A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.

    Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.

    Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.

    Traits
    Diabolist Raised (Campaign): All your life you’ve lived within the grip of devil-possessed Cheliax. You care little for the religion of your country, but that is the way of life in the most magnificent empire in the world, and who are you to question the faith of the empire’s rulers? Certainly not a fool like some of your more idealistic acquaintances, possessed of bizarre ideals about personal freedoms and egalitarian rulership—who can say whatever happened to them? You know of Hell and the rigidity of its grim rulers, you’ve seen devils and how they might be employed to the betterment of those with the might to control them, and you know of the dark faith of your country. You might not be a devil worshiper yourself, but there are realities to living in Cheliax, and it’s always good to know what’s really going on behind the scenes. Your knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mindaffecting attacks from devils.

    Resilient (Combat): You gain a +1 trait bonus on Fortitude saving throws.

    Focused Mind (Magic): Grants a +2 trait bonus on all concentration checks.

    Feats:
    Extra Performance: You can use bardic performance for 6 additional rounds per day.

    Skills: Acrobatics +6 () [1], Bluff +7 (8) [1], Diplomacy +7 (8) [1], Knowledges +3 [0], Linguistics +8 [1], Perception +4 [1], Perform +7 [1], Sense Motive +6 [1], Spellcraft +6 [1]

    Languages: Common, Celestial, , Infernal, Thieves Cant

    Combat Gear: Scimitar [15 gp, 4 lbs], Studded Leather [25 gp, 20 lbs], Buckler [5 gp, 5 lbs], Spiked Gauntlet [5 gp, 1 lbs]

    Gold: 27 Silver: 4 Copper:

    --------------------
    Tracked Resources
    -------------------- Weight
    Traveler's Outfit 1/1 5
    50 ft rope* 1/1 5 10 gp
    Grappling Hook* 1/1 4 1 gp
    Crowbar* 1/1 5 2 gp
    Rations* 7/7 7 3.5 gp
    Waterskin* 1/1 4 1 gp
    Backpack, Common* 1/1 2 2 gp
    Bedroll 1/1 5 0.1 gp
    Spell Component Pouch 1/1 2 5 gp
    *= Carried in backpack.

    Total Weight lbs lbs light or less/ medium / heavy

    Background:

    Gurion was a child prodigy with music and dancing. A local bard found him and paid Gurion’s parents to take him on as an apprentice. This led Gurion to perform for much of the nobility of Westcrown. For many of his formative years Gurion was surrounded by Infernal worshipers, and although his talents kept him safe, he saw terrifying things.

    When Gurion was 16, he met a new performer named Shailene, who was a famed dancer. She decided to take him under her wing and taught him how to turn his skills at dancing into a formidable weapon when he needed to protect himself. She also taught Gurion that the vile acts he saw all around him were genuinely not good and lamented that more people were not willing to stand up to stop the destructive rule of the Infernal-worshiping nobles.

    Several years into their friendship, Shailene managed to anger some of the nobility. Gurion tried to warn her of the rumors that he was hearing, but the warning came too late and Shailene died for her perceived insult to a vapid noble.
    With the loss of Shailene, Gurion has sworn that he will find a way to improve the life of people in Westcrown. Now to find a way to do that…

    RP Example:

    Gurion smiles at the goblin and rests his hand on his scimitars hilt. He says, ”Ah, I must admit that I seek other goals this night. I have come to seek a contact that resides near here. Perhaps you know her. If so, any aid in finding her will be rewarded.”


    Dreaming Warforged here with my application: A cleric of Cayden Cailean, but also a starving artist looking for his "big break."

    The sample post is at the bottom of the sheet.


    Interesting. Not an AP you see offered much. Let me consider some things.


    Very interested. Will come up with a kobold oracle, going for scaled disciple and draconic disciple

    EDIT: on second thought I’ll go for plain oracle, with Dragon mystery


    The AP I have never played or run. It's rare to come into an AP blind so I'm looking forward to it.

    Seconding the question of what class the committed player plans to be?


    Hi, I am submitting an investigator. I haven't decided about archetype yet, but I know I won't trade trapfinding away, so he can fill that role. He starts out with a level in Swashbuckler (inspired blade) so he can be useful in combat from the start, since investigators take a while to come online. But this guy is supposed to be the skill monkey/scout of the group.

    Starting out as a swashbuckler also makes sense for his background/arc. He is part of the Dottari guard, being young and naive. He does have a lot of beef with all the rigidness and unfairness of Westcrown, but has bought into the propaganda that this is the way for a better society. He joined the guard, learned to fight and wants to arrest criminals, however he rarely sees that he is sent after people with actual ill intent, which is shaking his core beliefs.

    Brief sample post:

    Matt stops breathing for a few seconds. Despite being a guard in active duty, he has never been in a real fight. He knows the drills don't count. It is his duty to stand his ground, but that's not why he does it. He just isn't about to be bullied. Not again. He replies "Heh, no, I don't want to be a corpse. That sounds horrible. But here's the thing. Don't talk to me like that, that's not nice. What do you want?"

    As he speaks, he looks around trying to see if he can call for backup, or even an escape route. He knows he can't take a mounted goblin by himself, so he had better find an exit soon.

    Perception: 1d20 + 4 ⇒ (8) + 4 = 12

    Character sheet:

    STR 13, DEX 16, CON 13, INT 18, WIS 10, CHA 9

    Male Human
    Medium Size
    CG Swashbuckler 1 (Inspired Blade)/Investigator 0
    BaB +1
    Init +5; Senses: Perception +4, Sense Motive +4
    CMB +2 (1BaB +1str)
    CMD 15 (1BaB +1str +3dex) (add 2 vs disarm on rapier if panache > 0)
    Favored Class Investigator
    FC bonus: +1 skill point

    Defense
    AC 16, touch 13 flat-footed 13 (+2 Armor)
    HP 11 (10 + 1 (1*1Con))
    Fort +1 (+0 base +1 Con)
    Ref +5 (+2 base +3 Dex)
    Will +0 (+0 base +0 Wis)

    Offense
    Speed 30 ft
    Melee rapier, pwr attack +4 (1d6+3/18-20x2 piercing)
    Ranged Shortbow +4 (1d6/20x3 piercing)
    Ignore 20% miss chance in dim light
    Space 5 ft, Reach 5 ft

    Panache
    Panache/day: 5
    Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

    Other abilities and SQ
    Deeds:
    Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

    Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

    Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

    Inspired Finesse (Ex):
    At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

    This ability replaces swashbuckler finesse.

    Traits:
    Campaign: Shadow Child
    Combat: Reactionary
    Magic: Alchemical Adept

    Feats:
    Swashbuckler - Weapon Finesse (rapier only)
    Swashbuckler - Weapon Focus (rapier)
    Lvl 1 - Fencing grace
    Human - Power Attack

    Skills:
    ACP: -1
    Acrobatics +6 (1 Ranks +3 Dex +3 CS -1 ACP)
    Disable Device +3 (1 Ranks +3 Dex -1 ACP)
    Knowledge (local) +8 (1 Ranks +4 Int +3 CS)
    Knowledge (nobility) +8 (1 Ranks +4 Int +3 CS)
    Knowledge (religion) +5 (1 Ranks +4 Int)
    Knowledge (nature) +5 (1 Ranks +4 Int)
    Perception +4 (1 Ranks +3 CS)
    Sense Motive +4 (1 Ranks +3 CS)
    Stealth +3 (1 Ranks +3 Dex -1 ACP)
    Use Magic Device +3 (1 Ranks +3 CS -1 Cha)

    Languages: Common, Elven, Infernal, Halfling, Undercommon

    Equipment:
    Wealth: <Not yet calculated>
    Common items
    Rapier, Leather armor, buckler, shortbow
    Backpack, Bedroll, Winter blanket, Flint and steel, Ink, Inkpen, Bullseye lantern, Oil (1 pint), Parchment x10, Belt pouch, trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Whetstone x10

    Background:

    Matt Olympus was born in Westcrown into a family of merchants. His family's most notorious skill set is to keep their heads down and do as they're told. Matt has always had a problem with that and decided to do something about it. Although he did have the potential to be a good merchant, he decided to join the Dottari guard so he could act.

    He learned to fight using his agility and the training was fierce. This didn't bother him as he expected it. However, once he was sent on the field, still as a trainee, he realized that a lot of the work was to enforce rules. And most of the rules he had to enforce had no benefit to society at large, such as oversee the wellbeing of a noblewoman's cat, or stand guard at night of a garden of ugly flowers that an aristocrat was sure was about to be robbed. He was sure he would be more useful helping people against the night terrors.

    Slowly, his beliefs on the system started to crack, and it's only a matter of time until Matt gives up on it completely.


    Alrighty, I’ll admit that my interest is piqued.

    I’ll see what I can pull together.


    1 person marked this as a favorite.

    Sorry, meant to get in last night and answer a few of those questions but got distracted!

    Background skills: yes, actually, it has become so common at my table I forgot to specify that I prefer them.

    VMC: yes, its just a variation on archetypes from my point of view!

    Elephant: no. I am trying to put as little effort customizing the encounters as possible to minimize barriers to running the game in a busy world, and this was one of the first APs. Its just easier on me and makes it more likely the game will have legs.

    The other player: I am going to speak with him later. If he hasnt spoken up himself, id guess he is considering options still.


    I will be working on a Bard this weekend for submission.


    I've decided to try a Half-Orc Brawler. I'm just getting the finer details worked out.

    Plays up his resembling a dumb thug but is smarter than he looks. :)


    @DM Dickie: Would you allow the Trap Finder trait? I'd expect no, but I thought I'd ask anyway.


    Hmm.... have a vigilante I wouldnt mind revisiting. Not sure how you feel about serious joke characters. Would run the concept first potentially try a different concept if its not fitting. Heavy armor halfling vigilante with some theming to his stuff. He is a masked crime fighter (think batman style vigilante) who when fighting criminals only speaks in food puns. When talking in character otherwise would be normal. I call him "The Chef" Otherwise known as Darius Chefswell an orphan who wants nothing more but to clean of the streets and serve up a slice of justice. If this concept seems a bit out of place I have a few other ideas


    Hello GM, I would definitely be interested in this campaign and thank you for offering this game!

    I would like to play a Halfling Paladin and will provide more details in the next days. The alternative would be a Halfling Summoner, so I would like to know if you’re okay with a standard/chained summoner as well?

    Thanks!


    1 person marked this as a favorite.

    This is Qunnessaa again, with her character submission. :)

    I decided to go with an occultist rather than a wizard after all. I'm envisioning her party role largely as support: she'll eventually be able to cover some healing, ideally some utility spells, and maybe help out with traps and whatnot. I have an eye on wondrous item crafting for her, as soon as possible.

    I think I've managed to adjust her stats per the given character creation guidelines.

    Character background for Tsia in “Council of Thieves”:
    It should have worked, absolutely. Under the circumstances, it was a most convenient moment to undertake a bit of travel, and Belenis had been considering a visit to the Library Without Light for some time, and – if one might be so bold – who else would her ladyship choose to travel with from among her companions? It was … interesting, and the collection priceless, after all, although diplomacy baulks at what one ought to say about Nidal, even if the shadows suited her ladyship’s particular interests and talents very well. Belenis usually kept to herself, so it was really quite unaccountable that she should have blundered so disastrously – but, regardless of what actually happened, there it was: the edge of panic, an unspoken apology, and a hasty parting of the ways with a promise of an explanation and assistance as soon as possible.
    It must have been desperate, and only that exigency could have convinced Tsia to leave her lady’s side for Cheliax, of all places, though at least Westcrown was supposed to be comparatively civilized, all things considered. In the event, however, it seems to have been out of the frying pan and into the fire, if fire were whispers that followed too close and shadows that stretched too long, in a city under the heel of devil-worshippers. Complications are beginning to tangle up alarmingly, but it would be reckless to brave the sea, not least because Tsia told Belenis she would wait for further instructions, and so far it has been manageable.
    Westcrown is not so barbarous as to make it too difficult for a gentlewoman – even in straits – to make a go of it, especially if she is a woman of taste and refinement, and willing to ply her talents at the needle. (And at magic, but that is another matter altogether.) So far, Tsia has managed to stay out of further trouble, taking in commissions for embroidered work while exploring her temporary refuge, however dubious. Just recently, though, she’s heard murmurs that suggest it might not (only) be her that’s got the shadows stirring: it will doubtless be worth seeing if those whispers turn into anything like collective action. Even if she’s trying to keep a low profile, Tsia can’t just stand by while there’s more and more deviltry afoot.

    Self-indulgent nonsense: what’s a lady like her doing in the Rego Cader, anyway??:
    So much for ‘a promising lead at the Dusk Market tomorrow,’ Tsia scoffs inwardly, on her way back to her lodgings. Oh, to be sure, some valuable contraband histories ducking the incendiary censors, but nothing to suit her particular interests, or her lady’s, for when they’re able to meet again. Before she can once more run through a list of titles to keep an eye out for, a mental flutter alerts her that the spirits that seem to have interested themselves in her want her attention.

    So much for comedy; now to the…

    brief response to the prompt proper:
    Sample Prompt wrote:
    The click-clack of animal claws on the broken cobblestones and echo on the dilapidated, decaying section of the abandoned Rego Cader district precedes the wizened goblin’s arrival. He sits astride the ugliest, smelliest goblin dog you have ever encountered. Scraggly gray and white hairs jut out of the goblin’s face at odd, obscene angles. He raises his dogslicer at you and asks in heavily broken common, ”Who ye what wants be a corpse? Huh? Speak, longshanks!”

    “Surely no one wants to be a corpse,” the young elf woman quips, drawing herself up to her full height as she adds, with rising scorn, “But I am Silver Dawn.”

    She very much doubts this creature will deserve her proper name, the way he’s waving that knife around. She reaches discreetly for her own dagger with one hand as she raises the other cautiously, the stitching of her elaborately embroidered gloves flashing like so much intricate, conjured script. She reaches into the depths of herself to call forth a small conjuration in truth, summoning a body to clothe whichever spirit answers the call. In an instant and a beat of feathered wings, a snowy owl hovers over her hand, ready to stoop and strike at the eyes of goblin or dog at her urging.
    “Can we not be civil about this?” she asks, in a last, indirect warning and the hope of avoiding violence. If summons and dagger aren’t enough, her fingers itch for an evocation as icy as her distant home…

    Liberty's Edge

    ... I don't think I've ever even heard of this AP.

    That's a new one.


    Can tieflings roll on the variant chart, either with or without the Fiendish Heritage feat?

    Also, what's starting gold?


    Ouachitonian wrote:

    Can tieflings roll on the variant chart, either with or without the Fiendish Heritage feat?

    Also, what's starting gold?

    Trying to be helpful, not officious, but we can answer the second question, at least. :)

    DM Dickie wrote:
    Quote:
  • Use the listed average starting wealth by class, however not all gear must be purchased when submitting a character for consideration.

  • Yes Please, Late to the party but here is.

    Lady Onyx Bonomo LN/Female/Dhampir/Psychic Detective L1

    brief response to the prompt proper:

    The click-clack of animal claws on the broken cobblestones and echo on the dilapidated, decaying section of the abandoned Rego Cader district precedes the wizened goblin’s arrival. He sits astride the ugliest, smelliest goblin dog you have ever encountered. Scraggly gray and white hairs jut out of the goblin’s face at odd, obscene angles. He raises his dogslicer at you and asks in heavily broken common,
    ”Who ye what wants be a corpse? Huh? Speak, longshanks!”

    She was bent over a dead body, reading its past, when the goblin and his mount stopped, its voice reached her but she did not react. The slowly her head turned, Jet black hair moved aside, showing a grey face black bottomless eyes looking at him. Taking in the goblin and its mount. She stood slowly her eyes not leaving his. Then she walked award them, and as she did his mount stated to show unrest, it really did not like being close this female all black. She stopped as he worked to take control off his mount.

    "Who says I am not already"

    She smiled and two vampire fangs protruded.

    Intimidate 1d20 + 8 ⇒ (13) + 8 = 21

    "I suggest you leave me to my business"


    So 1st she is using
    Race trait: Warded Against Nature
    Effect: Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
    Then Race trait 'Fangs' {retractable}
    Last of all Intimidate.
    Hoping to get him to move on and leaver her alone.


    Tsia Troian Malynova wrote:
    Ouachitonian wrote:

    Can tieflings roll on the variant chart, either with or without the Fiendish Heritage feat?

    Also, what's starting gold?

    Trying to be helpful, not officious, but we can answer the second question, at least. :)

    DM Dickie wrote:
    Quote:
  • Use the listed average starting wealth by class, however not all gear must be purchased when submitting a character for consideration.
  • I have no idea how I looked right past that.


    Lady Onyx Bonomo Background:

    BACK STORY
    The Elf Nobel Family Bonomo has a long history going back to the 1st Counsel. The family as a whole has a vested interest in the status-quo and keeping things just as they are. While trying to gain more wealth and power in the underground crime syndicates. For as long as anyone knows they as a house purchased gifted children and trained them into their ranks. Onyx was one, sold as a child to the family before she could even speak, she was raised by them. She dose not know where she was born, or who her true parents were, and she dose not care, if they did not sell her, then they lost her to someone who did. Ever way they failed. As an adopted member of House Bonomo she was expected to serve. Unlike the true elf children who were trained to rule. Onyx has only spoken to the Matriarch and Patriarch of the house all of two times, Just to give her name and bow at family events. Other than that her life has been training, studying and work. Educated, trained in manners and skills she understands she has to be of use. To never ever go against the family. Two of her adopted siblings found out what happens when you do, She saw the bodies. She was trained in desperation in detection, and close in wet work. Not for justice but for the Family and what it needs.

    ====

    20 Questions:
    These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.

    1. What is your character’s name?
    Lady Onyx Bonomo - She has a title for being adopted by the Nobel elf Bonomo.
    2. How old is your character?
    110 years old looks around 1/4 of that, 28
    3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
    Dressed in the simple Black uniform of an stores auditor {High Ember council worker}. Lady Onyx Bonomo is slender Female Dhampir standing 5'10" and some 90lbs. Jet Black hair, raven black eyes, her skin is pale and grey {like may}. There is a hawkishness to her look, her eyes are always focused, tracking, calculating. When outside in the weak sunlight, she wears a long-coat and smocked glasses. Her favored weapons seems to be Spears, But there is also a slender Knife in her boot.
    4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?

    1: Perception DC20 when she is within 10' of a mirror surface, you see she has no reflection.
    2: Perception DC15 in a bright light, you see she casts no shadow shadow.

    5. Where was your character born? Where were you raised? By who?
    She dose not know where she was born, she was sold as a baby to the elf noble House Bonomo, again she dose not know why, just that they raised her and trained her to be an Stores auditor
    6. Who are your parents? Are they alive? What do they do for a living?
    She dose not know who they are, but she is owned by Elf Lord Mitrix Bonomo
    7. Do you have any other family or friends?
    She has an extended adopted family of simpler purchased children
    8. What is your character’s marital status? Kids?
    Single
    9. What is your character’s alignment?
    Lawful Neutral
    10. What is your character’s moral code?
    From a young age she was brutally trained to a law enforcer for the family. Her 'gifts' being seen as her only asset.
    In the Halls of Power there is only the Law and ruthlessness. She is a pragmatist, keep the masses happy and keep the rule of law.
    She will do whatever it takes to protect herself, and do her duty to the family.

    11. Does your character have goals?
    To oneday pay off her debt to the family and be free of it
    12. Is your character religious?
    She was trained that it is a tool of states craft, religion is for the ignorant masses.
    13. What are your character’s personal beliefs?
    "Power is the only thing that will keep you safe"
    14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
    She loves books and will go out of her way to find one she has not read.
    15. Why does your character adventure?
    Because she was ordered too, and report back to the her master everything
    16. How does your character view his/her role as an adventurer?
    keep alive and do as ordered
    17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
    Fangs when they show, and her undead vibe
    18. How does your character get along with others?
    She was trained, if one wants power one must learn to get along with others, so that if one want to use them in the future one may be able to.
    19. Is there anything that your character hates?
    Fish!!! hates fish, slimy things.
    20. Is there anything that your character fears?
    The anger of her adopted family, in its ranks are true monsters.


    Crisischild wrote:

    ... I don't think I've ever even heard of this AP.

    That's a new one.

    No, it's an old one. In fact the oldest one made for PF1.

    Silver Crusade

    1 person marked this as a favorite.

    Archpaladin Zousha reporting in with my aforementioned Tiefling Monk, Cassynder the Crownless!

    Sample Prompt:
    Quote:
    The click-clack of animal claws on the broken cobblestones and echo on the dilapidated, decaying section of the abandoned Rego Cader district precedes the wizened goblin’s arrival. He sits astride the ugliest, smelliest goblin dog you have ever encountered. Scraggly gray and white hairs jut out of the goblin’s face at odd, obscene angles. He raises his dogslicer at you and asks in heavily broken common, ”Who ye what wants be a corpse? Huh? Speak, longshanks!”

    Cassynder spreads his hands to show he has no weapon, and bows his head a bit, his long, spiky horns still making him tower over the goblin threatening him.

    "Is that how you greet a holy man, neighbor?"

    He remembered dodging goblins like this as a kid, competing for the same scraps and the same shelter in this Dead Sector. Part of him wondered if this was even one of those same goblins: he'd been gone for ten years, a goblin in his prime back then would be an old man by now.

    "I would be a poor servant of The Inheritor if I refused charity to those whose struggles I have known all too well. There is no need for us to fight when the painted nobles spit on us both for what we are. What do you need? What may I share with you? We'd best seek shelter before the sun sets."

    Then he pauses.

    "And if you simply thought I would be an easy target because I don't have a weapon...we Children of the Upper Reach have a saying: Beware the swordsman who wields no sword."

    Background:
    Cassynder was born in the city of Westcrown, to a tiefling couple in the Rego Cader, or Dead Sector. Abandoned by the city and left to rot, it was a haven for people unwanted by the rest of society, and Cassynder' parents were no different. On the night he was born, his father made shadow puppets by candlelight, while the baby watched from his mother's arms. The shadows were a variety of fiendish monstrosities before the man scooped up his son and raised him over the shadows, making his greater than all of them, better than any fiend. The pair vowed to give their little one as safe a life as possible and named him Cassynder, "one who shines over man."

    His parents made good on their promise, using their talents with thievery and thuggery to keep Cassynder safe from the thugs and gangs that ran Rego Cader's dilapidated streets. Unfortunately, when he was still a child, a terrible disease swept through the sector. Both his parents became infected, and he knew loss for the first time when they passed and were piled with the rest of the corpses to be burned. He stood at the pyre, crying in fear and grief, wondering what would become of him now. Fate provided and answer in the form of an older tiefling boy who watched the lad and offered a raggedy coat to him. The boy called himself Palaveen, and said he knew a place where Cassynder could stay.

    Palaveen brought Cassynder to an old apartment building he shared with a band of other tiefling youths, some orphans, others just friends. He told him that no one was going to look out for them in this city, in this world, and that it was up to tieflings to stick together and help one another. Cassynder was comforted by these words, reminded of his parents. Unfortunately, Palaveen had other plans. He and the other tieflings in the ruined apartment were a gang of pickpockets and con-artists, stealing things from the richer parts of Westcrown to survive, and Palaveen had just recruited Cassynder to be their newest member. In order to be protected from others and get enough food to survive, Cassynder was instructed to work, first by doing minor things like cooking and cleaning while the others were away, but soon he was brought out of Rego Cader for the first time to participate in a scam.

    Cassynder was blown away by the city outside the Dead Sector, a beautiful city of white marble and golden towers. Palaveen, however, said it was a disgusting place, full of humans who wouldn't hesitate to spit on him or even kill him if they felt like it. So, he reasoned, Cassynder should feel no guilt in distracting a particularly fat trader so Palaveen could nick his purse. Cassynder did as he was told, and Palaveen noticed he had a knack for appearing innocent, for getting past the defenses the avereage Chelish citizen normally put up when encountering tieflings. He used this to his advantage, having Cassynder butter up or deceive various marks before Palaveen closed the trap. For years, Cassynder did Palaveen and the gang's bidding, earning a small amount of respect for his persuasiveness, until he was about twelve, when things changed.

    Palaveen had become more avaricious and more cruel in the days since he first recruited Cassynder, and decided that small-time things like pickpocketing and shell games were beneath the gang's caliber. He began to do work for larger, more ruthless gangs, having his friends run errands for them, and even perform protection rackets within Rego Cader, extorting money from the already downtrodden. Cassynder was ordered to turn on his charm to persuade people to part with their coin, food or whatever else was wanted, or risk a beating. This never sat well with Cassynder, especially as it was no longer rich strangers he was taking from, but from the gang's neighbors and some people he'd even befriended in this time by sharing his portion of the take. Eventually things came to a head when he and Palaveen got into an argument about the direction the gang was taking. Palaveen tried to assert his authority over the younger boy, but Cassynder declared that Palaveen was betraying the lessons he'd taught him as a child. Cassynder finally decided enough was enough, that he'd leave with his friends and start his own gang. Palaveen was furious, and after Cassynder left the room, took drastic steps. He contacted a press-gang from the neighboring Rego Cura, where the slave market was, that had been running though the Dead Sector lately looking for easy prey, and offered Cassynder to them. Tieflings were cheap and they weren't very interested, so Palaveen sweetened the pot by offering up Cassynder's friends in the bargain. And that night, the apartment was raided, and strong humans with wicked smiles and strong arms set upon those Palaveen pointed out. Cassynder was horrified and crushed by what happened, crying again as Palaveen jeered and harangued him as the kids were dragged away. Before the group could reach the gates of Cura, however, they were set upon by a roving pack of shadow beasts. It was just the moment Cassynder needed to escape, he and the other kids scattering into the streets as the men were trapped and killed.

    Cassynder didn't know what to do now. There was no place for him in Rego Cader, the only home he'd ever known. There was no place for him in the other Paregos either. Tieflings had to stick together, and he'd lost even that connection. He was truly alone. Desperate and afraid, Cassynder did something he'd previously thought unthinkable. He left Westcrown behind, running into the woods north of the city until he could go no further, and curled up in a hollow beneath the roots of an old tree, where he cried himself to sleep. And as he slept, he dreamed. The dream was vague, at first, just snow and stone, until finally his vision cleared and he saw an imposing building before him, like a temple or something, with a sword wreathed in light above the great double-doors. When the sun's real light awoke Cassynder, he found the image of that temple and its sword staying in his mind. He decided that, if there was no other place for him, he might as well try to find that place.

    It took him almost a year to do so, wandering from town to town, begging his bread and sleeping in doorways, searching for any scraps of information about such a place. His wandering led him east, through the Whisperwood and high into the Aspodell Mountains. It was here, on a snowy winter dawn that he found the Monastery of the Upper Reach. He pounded on the door and was greeted by a cadre of surprised monks. He told his story to them and though they listened, he soon found the door shut in his face. After all, how could a tiefling be called to this holy temple of Iomedae? He tried again and again, begging for admittance, telling them he had nowhere else to go, until the door opened again and he almost put his fist in the face of a stern and imposing woman, who said only one thing: "I believe you."

    This person, Abbess Helsan Torvill, brought Cassynder into the monastery and gave him a meal, sitting with him while he'd had the best meal in his entire life. Helsan said she'd been told in a dream that a pilgrim would come, seeking something he didn't understand, and he would be the greatest student she'd ever taught. Though she admitted even she was somewhat surprised that this pilgrim turned out to be a tiefling, she knew the goddess didn't pick cowards for her chosen ones. She offered Cassynder the opportunity to join her order, the Children of the Upper Reach, and having no better options, faced with the first person to treat him with true kindness in years, Cassynder agreed.

    Cassynder spent the next ten years among the Children, learning their special form of martial arts, the melekatha style. Abbess Torvill also taught him how to read and write, and inducted him into the faith of Iomedae. While most of the other monks were still skeptical that a devil-spawn could serve the Inheritor in any capacity, but over the years, Cassynder showed his dedication, willing to put up with any pummeling they could bring upon him in sparring, a fearless struggle to keep his anger at the world under control. He slowly won over the other monks, rising through the ranks of the order, studying at the feet of the Abbess herself.

    Ten years later, the Abbess approached Cassynder while he meditated, and had him walk with her. She revealed that she had nothing more to teach him. She had given him the tools he would need to work Iomedae's will in the world. He was stunned, even a little hurt, feeling he was being cast out, but the Abbess assured him it was not because he was the least of them, but the greatest, just as her dream implied. It was now his sacred duty to carry melekatha away from the monastery and into Cheliax as a whole. His path was now his own. Cassynder nodded. He knew the perfect place to start. Where it all began: Westcrown.

    Personality:
    Valiant; Cassynder's courage has grown strong from his time in the monastery, and he is unafraid to strike against evil and injustice. He knows that in Cheliax this kind of zeal would likely draw the ire of Asmodeans, so he tempers it as much as he can in public, something he struggles with as his infernal heritage pulses and thrills at the thought of violence in the name of order.

    Inquiring; One of the most surprising changes Cassynder's life in the monastery brought him was an education. Not only did the monks teach him martial arts and the Acts of Iomedae, but how to read and write, and how to question and seek truth. Now that his teachers have nothing left to teach him, Cassynder is always seeking opportunities to learn, hoping each one is a step closer to enlightenment.

    Patient; A core principle of the melekatha style is to watch and wait, observing one's opponent, gaining a sense for their energy and how best to turn it back upon them. Cassynder works to perfect this method, avoiding striking the first blow and trying to wear down opponents. He's struggling to show this kind of patience outside of combat.

    Vengeful; Despite his new philosophy and faith, Cassynder hasn't forgotten Palaveen's betrayal all those years ago. This rage has festered over the years into a hatred of injustice that he struggles to control in a very unjust city. While it is something he's improving on, he still has much to understand about mercy and redemption, things his childhood had neither of.

    Loyal; Even as his trust was toyed with and abused in the past, Cassynder remains staunchly loyal to those who he considers his friends. He's more careful with his trust now than he was as a youth, but that's just common sense in Cheliax. Those who share his vision of a Westcrown free of fear and injustice will find him a tireless ally.

    Austere; Having grown up poor and having lived as an ascetic for ten years, Cassynder has learned how to survive without much. He values potent magical weaponry, especially swords, but luxuries like big houses or expensive clothing or rich food are pointless in his eyes. If he does receive gifts, he prefers pragmatic ones and tends to pay them forward by giving them to others who may need them more than he does.

    Description:
    Ht: 6'0"
    Wt: 190 lbs
    Age: 25
    Hair: Long, black, and bound in a braid
    Eyes: Red irises, with fiery pupils
    Skin: Dark red, like bronze developing a red patina

    Cassynder is a tall, bronze-skinned, athletic man, appearing much more healthy and well-groomed than the average tiefling peasant. His red eyes are, ironically, overshadowed by what appear to be flames backlighting his pupils. He has angular features, and a goatee. His black hair is tied into a thick rope-like braid. His thin, spiky horns emerge from his forehead and curve upwards over his head, like an ibex or a rosethorn ram, leading them to knock on low doorways. He dresses in white robes that combine the aesthetics of Tian Xia with traditional Chelaxian styles, with a red band along the edges, as well as a peacock feather tucked into his belt. He eschews a hood because his horns get in the way. Tucked into his belt is a sharp, simple dagger.


    Okay, I believe Cothae is solid enough to hold water for consideration. Personally looking forward to the rest of the submissions!


    Just fixing his backstory

    Solian is a human fighter

    Prompt Response:
    Upon hearing the shouted voice Solian lowers his Fauchard "Well well a Goblin..this could be fun" as he tenses to attack


    Lady Onyx Bonomo - Image here

    Description:

    =================================================
    =====Description=====
    =================================================
    Dressed in well kept simple black uniform of House Bonomo. Onyx is a tall slender female standing just 5'10" and some 120lbs. Long raven black hair, black with in Black eyes, her skin is always a pale grey. There is a hawkishness to her looks, eyes are always focused, always tracking, a predator. {The fangs don't help} When outside she wears A brimmed hat {think Cowboy hat in Black}, A black unformed like overcoat black gloves and smocked glasses. Her only weapons seem to be a dagger in her right boot, As short spear shithed on her belt

    =================================================
    =====Personality=====
    =================================================

    Lady Onyx Bonumas, A self imposed disciplinarian, her life is about duty and responsibility. She in nether evil or good, if ordered to kill or free someone she would. Seeing herself as a protector of the house. Feelings wise her Vampire nature makes her cold, logical unfeeling, she can get along with others but she is privet, never really talking about herself. In her down time she likes to read books having a love for them. She has a habit of playing with coins in her hands, doing simple magic tricks for her own amusement. In a team if the goal is clear she is an asset.


    Update for Ginko, Catfolk Sorcerer.

    Character Sheet:
    Ginko
    Female Catfolk Harrow-blooded Sorcerer 1
    Neutral Good Medium Humanoid (catfolk)
    Initiative +3; Senses Perception +1; Low-light vision

    -- DEFENSE --
    AC 13, Touch 13, Flat-Footed 10 (10 base + 3 DEX)
    HP 8 (1d6 + 2 CON)
    Fortitude +2; Reflex +3; Will +1

    -- OFFENSE --
    Speed 30 ft.
    Melee
    Dagger +0; 1d4 (19-20 x2)

    STR 10 DEX 16 CON 14 INT 14 WIS 8 CHA 18
    BAB +0; CMB +0; CMD 13 (+2 vs. Bull Rush, Drag, Grapple, Overrun, Reposition, and Trip)
    Feats Eschew Materials, Feline Grace
    Skills Bluff +8, Diplomacy +9, Knowledge (Arcana) +6, Spellcraft +6, Stealth +10
    Languages Catfolk, common, elven, goblin
    Gear Traveler's outfit, backpack, belt pouch, bedroll, pot, mess kit, soap, trail rations (5), waterskin

    -- SPECIAL ABILITIES --
    Class Features
    Bloodline Power - Twisted Fortune (Sp): Cause a target within 30 feet to become confused for 1 round (Will negates). Target then becomes immune for 24 hours. Usable 3 + CHA times per day (7)
    Favored Class Bonuses
    Level 1: +1 Skill Point

    Spells
    Cantrips - Dancing Lights, Mage Hand, Mending, Prestidigitation
    1st Level - Keep Watch, Lucky Number

    Racial Traits
    Cat's Luck: Before rolling a Reflex save, you may roll twice and take the better result.
    Natural Hunter: +2 racial bonus to Perception, Stealth, and Survival.
    Sprinter: +10 foot racial bonus to speed when using the Charge, Run, or Withdraw actions.

    Traits
    Conspiracy Hunter: Gain a +1 trait bonus to Stealth and it's always considered a class skill.
    Fortunate: Once per day when casting a spell or using an item with a randomized effect, before rolling you may instead roll twice and choose the result you want.
    Trustworthy: Gain a +1 trait bonus to Bluff checks when trying to fool someone. Gain a +1 trait bonus to Diplomacy and it's always a class skill.

    Description:
    Ginko is a young catfolk woman with long, disheveled silver hair/fur. She usually dresses very plainly and in earthen colors. A tad undernourished from living on the street for most of her life. She isn't very tall, standing around 5'0". Despite her hard life, she has a surprisingly optimistic outlook on everything stemming from how things just seemed to always work out for her, to an extent.

    Backstory:
    Orphaned at a young age with nothing but a deck of cards to remember her parents by, Ginko has lived much of her life on the streets of Westcrown. Always running and hiding from the hellknights and devils that patrol the streets, living off of what little charity Chelaxian citizens would give to a catfolk, and much, much more commonly from stealing. Despite her youth, she miraculously managed to evade capture or death by the authorities, unbeknownst to her that she carries the blood of harrow magic within her veins.

    Gradually, her sorcerous magics began to manifest in more powerful ways: Being able to move objects from a distance. Being able to magically clean her surroundings. And eventually her magic would allow her to remain awake all night, letting her keep an eye out for threats.

    Very recently, she returned to her primary hideout after a run for food, only to find it ransacked. Her makeshift furniture broken, what little spare clothes she had torn to shreds, and most distressingly, her memento - the deck of cards - missing.


    Yeesh, I didnt realize this would get this many submissions lol. Got my work cut out for me this week.

    Trapfinder: is a campaign trait for a totaly different AP, so sorry no.

    Chained: no. Unchained version supersedes original.


    Storyteller Shadows' Submission:

    Donkor Geddarm Description & Background:

    Description: Donkor is a tall wiry young man standing 6’3” but only weighting 165 lb. soaking wet. He has long dirty blonde hair and grey eyes. Only 25 years old his height and good looks have gotten him very far in life so far. The most distinctive thing about Donkor is his singing voice. Many say that Desna blessed the boy and that the blessing has continued.

    Background: Donkor grew up in Oppara, Taldor the nephew of the famous Volothamp Geddarm. Being smitten with his famous Uncles’ world travels and his close relationship with the world famous Pathfinder Society, Donkor longed to emulate his Uncle. He began to perform in the streets of Oppara at 12 to make enough coin to move somewhere warmer and more cosmopolitan. His parents longed for him to hold a steady job and work at Kitharodian Academy but that was their dream not his. While he did study at the Kith in his teen years there was something about the administrators that felt like he was being groomed for something that he may not want to be a part of (had he known it was to be part of the Lions Blades he may well have stayed but this knowledge was never broadcast to him!)

    Once Donkor had the coin, at just 17 years old, he fled Oppara seeking out his famous Uncle. Arriving in Absalom he had just missed the man as his work in that city was complete and Volo moved on to another locale. Donkor once again sang for meals and became a regular performer at the Crimson Coin. He would marvel at the amount of people who would head down the well into the infamous Arena. He considered joining a mercenary group himself once or twice but refrained as he saw how few of these groups actually returned from their adventures!

    After some time, performance was noted by some in the city. In conjunction with the recommendation from his employer Donkor was accepted as a junior member of the Pathfinder Society with the very same Grand Lodge that his Uncle was a member of! No doubt his own Uncle’s membership had something to do with his selection, but Donkor also earned it on his own merit.

    Not only did he learn but he was expected to teach as a junior member, something he wrote his parents about to amuse them. See, turns out I am teaching anyway, you got what you wanted! He was now an “adventuring” teacher though heavier on the teaching and basically non existent on the adventuring.

    As any good Bard is, he’s also a scholar a student of History and of Faith, specifically, with a splash of Nobility. His successes in journeying away from his small town to a large world famous city ignited in him even greater feelings of joy that the followers of Desna often receive. Thus, he was hooked and swore that he would keep Desna in his heart, after all, had she not blessed him with an amazingly powerful voice?!

    That has been his life for the past 3 years. Learning and teaching becoming exactly what his parents wanted in many ways but not what he wanted, to be an adventurer like his uncle. While Absolom is incredibly cosmopolitan, it also became rather stale and boring after a few years, or perhaps it’s just the wanderlust that all of the faithful of Desna experience/suffer from. Donkor began to see the lands around Absolom as much more interesting indeed, those lands that wished to subjugate Absolom specifically. The one which was most intriguing was Cheliax, the history of the nation was fascinating and better yet, Westcrown was extremely fertile soil for a Bard to find gainful employment!

    Or at least that’s his cover story. The true reason for Donkor’s visit here is to investigate the Pathfinder lodge of Delvehaven. Since the moment he uncovered it’s existence in the Lodge’s records he’s found it a great curiosity. Today, Delvehaven lies under the pale of fearful rumors and dark magic, and bureaucratic red tape has prevented trespass on the lodge’s well-protected grounds. The older compatriots in the Absolom Lodge have tasked or perhaps dared is a better word, Donkor to uncover its secrets and so, perhaps naively, he has he taken the bait, but it was an Anonymous letter that sealed the deal.

    Along with encouraging him to investigate the lodge and report his findings to the Grand Lodge in Absalom, Donor received a battered and tarnished, yet still functional Wayfinder. Donkor promised to pay back his patron, who never identified themselves despite seemingly being located within Absolom, the 500 gp cost of the item someday, but until then, it’s yours to use. [A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action].

    Donkor arrived in the city only a month ago and has done a few small jobs for several patrons and currently finds himself invited to a meeting for “concerned citizens”. Sure he’s only been here for a brief period but he’s a citizen and he’s concerned about his well being, why not attend? One may argue that imprisonment and torture by the Hellknights’ is a strong argument against this decision but those people clearly have no sense of adventure!

    Response to Prompt for Donkor:

    DM Dickie wrote:
    The click-clack of animal claws on the broken cobblestones and echo on the dilapidated, decaying section of the abandoned Rego Cader district precedes the wizened goblin’s arrival. He sits astride the ugliest, smelliest goblin dog you have ever encountered. Scraggly gray and white hairs jut out of the goblin’s face at odd, obscene angles. He raises his dogslicer at you and asks in heavily broken common, ”Who ye what wants be a corpse? Huh? Speak, longshanks!”

    "What's to kill me first? Your rusty blade, the stench of yon beast, or your stench?

    Despite your ill reception, you're in luck!

    I am a storyteller of no little fame, no doubt you've a story, share yours with me, or shall I tell you a tale first..."

    Begin Fascinate Attempt DC 15


    Resubmitting my investigator after incorporating Background skills.

    Hi, I am submitting an investigator. I haven't decided about archetype yet, but I know I won't trade trapfinding away, so he can fill that role. He starts out with a level in Swashbuckler (inspired blade) so he can be useful in combat from the start, since investigators take a while to come online. But this guy is supposed to be the skill monkey/scout of the group.

    Starting out as a swashbuckler also makes sense for his background/arc. He is part of the Dottari guard, being young and naive. He does have a lot of beef with all the rigidness and unfairness of Westcrown, but has bought into the propaganda that this is the way for a better society. He joined the guard, learned to fight and wants to arrest criminals, however he rarely sees that he is sent after people with actual ill intent, which is shaking his core beliefs.

    Brief sample post:

    Matt stops breathing for a few seconds. Despite being a guard in active duty, he has never been in a real fight. He knows the drills don't count. It is his duty to stand his ground, but that's not why he does it. He just isn't about to be bullied. Not again. He replies "Heh, no, I don't want to be a corpse. That sounds horrible. But here's the thing. Don't talk to me like that, that's not nice. What do you want?"

    As he speaks, he looks around trying to see if he can call for backup, or even an escape route. He knows he can't take a mounted goblin by himself, so he had better find an exit soon.

    Perception: 1d20 + 4 ⇒ (16) + 4 = 20

    Character sheet:

    STR 13, DEX 16, CON 13, INT 18, WIS 10, CHA 9

    Male Human
    Medium Size
    CG Swashbuckler 1 (Inspired Blade)/Investigator 0
    BaB +1
    Init +5; Senses: Perception +4, Sense Motive +4
    CMB +2 (1BaB +1str)
    CMD 15 (1BaB +1str +3dex) (add 2 vs disarm on rapier if panache > 0)
    Favored Class Investigator
    FC bonus: +1 skill point

    Defense
    AC 16, touch 13 flat-footed 13 (+2 Armor)
    HP 11 (10 + 1 (1*1Con))
    Fort +1 (+0 base +1 Con)
    Ref +5 (+2 base +3 Dex)
    Will +0 (+0 base +0 Wis)

    Offense
    Speed 30 ft
    Melee rapier, pwr attack +4 (1d6+3/18-20x2 piercing)
    Ranged Shortbow +4 (1d6/20x3 piercing)
    Ignore 20% miss chance in dim light
    Space 5 ft, Reach 5 ft

    Panache
    Panache/day: 5
    Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

    Other abilities and SQ
    Deeds:
    Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

    Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

    Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

    Inspired Finesse (Ex):
    At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

    This ability replaces swashbuckler finesse.

    Traits:
    Campaign: Shadow Child
    Combat: Reactionary
    Magic: Alchemical Adept

    Feats:
    Swashbuckler - Weapon Finesse (rapier only)
    Swashbuckler - Weapon Focus (rapier)
    Lvl 1 - Fencing grace
    Human - Power Attack

    Skills:
    ACP: -1
    Acrobatics +6 (1 Ranks +3 Dex +3 CS -1 ACP)
    Climb +4 (1 Ranks +1 Dex +3 CS -1 ACP)
    Disable Device +3 (1 Ranks +3 Dex -1 ACP)
    Knowledge (local) +8 (1 Ranks +4 Int +3 CS)
    Knowledge (religion) +5 (1 Ranks +4 Int)
    Knowledge (nature) +5 (1 Ranks +4 Int)
    Perception +4 (1 Ranks +3 CS)
    Sense Motive +4 (1 Ranks +3 CS)
    Stealth +3 (1 Ranks +3 Dex -1 ACP)
    Use Magic Device +3 (1 Ranks +3 CS -1 Cha)

    Background skills:
    Craft (alchemy) +8 (1 Ranks +4 Int +3 CS)
    Knowledge (nobility) +8 (1 Ranks +4 Int +3 CS)

    Languages: Common, Elven, Infernal, Halfling, Undercommon

    Equipment:
    Wealth: <Not yet calculated>
    Common items
    Rapier, Leather armor, buckler, shortbow
    Backpack, Bedroll, Winter blanket, Flint and steel, Ink, Inkpen, Bullseye lantern, Oil (1 pint), Parchment x10, Belt pouch, trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Whetstone x10

    Background:

    Matt Olympus was born in Westcrown into a family of merchants. His family's most notorious skill set is to keep their heads down and do as they're told. Matt has always had a problem with that and decided to do something about it. Although he did have the potential to be a good merchant, he decided to join the Dottari guard so he could act.

    He learned to fight using his agility and the training was fierce. This didn't bother him as he expected it. However, once he was sent on the field, still as a trainee, he realized that a lot of the work was to enforce rules. And most of the rules he had to enforce had no benefit to society at large, such as oversee the wellbeing of a noblewoman's cat, or stand guard at night of a garden of ugly flowers that an aristocrat was sure was about to be robbed. He was sure he would be more useful helping people against the night terrors.

    Slowly, his beliefs on the system started to crack, and it's only a matter of time until Matt gives up on it completely.

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