DireMerc |
I am interested in running the adventure path The Curse of the Crimson Throne.
1 spot is already taken so I have a maximum of 5 free spots.
You start at level 1, 20 point buy, average starting gold, No evil alignment. You need to ask me first to use something 3rd party or a non-core race.
Houserules:
Casting: When casting a spell defensibly if you fail you do not automatically lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.
Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!
Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)
Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Skills that I will roll in secret:
Perception
Sense Motive
Knowledge
if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.
Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.
Combat rules:
I'm a fair GM, I don't roll combat in secret, I don't change results, I don't ignore bad calls from the characters. Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be too easy to handle, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...
Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it!
Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good. During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).
Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: "I'll level up as a fighter now and be a skilled swordsman"
Let me know if you have questions or if your interested.
Wolfgang Rolf |
I am very interested, and let me say your house rules will probably make things very entertaining, but I do have a few questions.
1-If I may ask what is the person who's already filling a spot going to play?
2-What books are you allowing? You've mentioned that anything besides core needs to be consulted for races, but what what about classes, are they all allowed?
3-Are archetypes allowed?
Nerevost Limuna |
Submitting Nerevost.
Crunch is done, will get up a backstory sometime within the next 24 hours.
Male Human Ranger 1
NG Medium humanoid (human)
Init +2; Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 13 (1d10+3)
Fort +4, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee greataxe (cold iron) (two handed) +5 (1d12+6/x3)
Melee cestus +5 (1d4+4/19-20)
Melee dagger +5 (1d4+4/19-20)
Ranged dagger (thrown) +3 (1d4+4/19-20)
Ranged chakram +3 (1d8+4)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 9, Wis 14, Cha 7
Base Atk +1; CMB +3(+5 grapple); CMD 17
Languages Common
--------------------
Feats
--------------------
Power Attack
Furious Focus
--------------------
Traits and Drawbacks
--------------------
Love Lost (Widowed) Your lover was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring--you're convinced of it. With your lover's death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +2 trait bonus on Intimidate checks. You've done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can't afford yet to buy it back, the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him.
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
--------------------
Skills
--------------------
Acrobatics +1
Appraise -1
Bluff -2
Climb +3
Craft (Untrained) -1
Diplomacy -2
Disguise -2
Escape Artist +1
Fly +1
Handle Animal +2
Heal +2
Intimidate +4
Knowledge (Nature) +3
Perception +6
Perform (Untrained) -2
Ride +1
Sense Motive +2
Stealth +5
Survival +6
Survival (Find Food) +9
Survival (Follow or identify tracks) +7
Swim +3
--------------------
SQ
--------------------
Favored Enemy (Humanoid (Human)) +2
--------------------
Gear
--------------------
greataxe (cold iron); cestus; lamellar (leather); coin (gold piece) (x9); coin (platinum piece) (x3); coin (silver piece) (x6); chakram (x5); Backpack, Common [ Bedroll; Blanket; Grappling Hook, Common; Hammer; Iron Spike (x10); Rope (Silk/50 ft.); Vial (x3); Waterskin (Filled); Whistle, Signal; ]; Vial ; Wrist Sheath [ Dagger (x2); ];
--------------------
Special Abilities
--------------------
Bonus Feat Humans select one extra feat at 1st level.
Favored Enemy (Humanoid (Human)) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+-1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
--------------------
Adahn_Cielo |
I am very interested, and let me say your house rules will probably make things very entertaining, but I do have a few questions.
1-If I may ask what is the person who's already filling a spot going to play?
2-What books are you allowing? You've mentioned that anything besides core needs to be consulted for races, but what what about classes, are they all allowed?
3-Are archetypes allowed?
I'm curious about the class thing too! I really wanted to play an Investigator (from the APG playtest) in an Urban campaign, and CotCT seems perfect! I've also heard that it has lots of RP opportunities, something I'm looking forward to. I've been careful to avoid spoilers, but I know of
By the way, we get two traits and one has to be a campaign one from the Curse of the Crimson Throne player guide to tie our character to that Gaedren Lamm SOB, right?
Is an extra trait for a drawback allowed? I'm even ready to take a drawback without the extra trait, as I spotted a very fitting one from a character idea that's floating in my head...
Crain Tresselmore |
Crain was in a CoCT game that made it pretty much through the end of the first book. He'd love to fire up the adventure again.
Obviously, he needs to be dialed back to first level, which I will do if selected. I'm willing to change anything requested. Just let me know.
Thanks for the consideration, DM.
Gloin son of Azgal ForgeHammer |
Hello Dire Merc.
Count me in :)
Cedric is a slave refugee. He unfortunately wasn't captured slaved for too long (under a year) but still it has left his mark. He had drifted a an other year from place to place trying to find some port of call to attach himself. That is when he landed in Korvosa. He enjoyed the freedom of the city.But still he had liked the city to a certain extend of course. He had figured to live here for a bit. And so he found a job, a harsh and dangerous job: Working for the sewers maintenance groupe as an otyughs Enforcer. Occasionally these creatures escape their pens and break into the main sewers, or even make their way onto the city streets, causing untold damage. And its his job to track and kill those dangerous escaped creature.
Hurting Children is the one thing completely unforgivable to Cedrec. Adults have the tools (moral values, intelligence, education, cultures etc...) to understand that they are responsible for their actions, children aren't usually.
So when he has heard word that Gaedran Lamm might be heavily in the children slavery business, Cedric know he had to find out the truth and do something about it, if it was.Character goal:
Goal- To become an Arbiter or maybe, just maybe Cedric would dream to become a minor noble.
Contacts
Dengaro Hes a drinking buddy of yours He works as an Instructor at Orsini's Academy. An Academy showing the finer arts of swordplay. He's been telling you for years to join and let him and Orsini make a better swordsman of you, but you have declined up to this point (its besides the point its expensive ;) )
Grau Soldando , a Former student at Orsini's and a Former Guardsman Now a drunk. Occasionally he joins you and Dengaro, though it always ends up in a disagreement with how he's wasting his life.
Ariana Summersault (13 y/o) 2-3 years ago ariana family has been killed during an otyugh escape. When cedric found her she was the sole survivor. The city official placed her in an orphanage but cedric came to visit often in the beginning. Not only did he feel for the lone child but he also took a liking to her. He even help finance her tuition and school's expense. Fortunately ariana was a bright mind and even though she always complain about the orphanage she considered herself lucky. It has been a few years since they have know each other and more often then not he thanks the gods for giving him a purpose in his immediate life.
Cecile Fanguard is a clerk in the arbiter's office and is the go to person that handles the legal and administrative paperwork involved in dealing with the problems caused by escaped otyughs. For some reason when cedric's boss sends him to take care of the paperwork it always goes smoothly, while not so much with any one else.
John Cripteron is now Cedric's partner as an otyughs enforcer. Cedric found the old teenager about a year ago in a pool of his own blood in a shady alley. Left for dead cedric managed to save his life. Nursing him back to health the only thing john told him was that he used to be called Stickyfinger and that he was part of underground thief gang The Drudgespades. He had wanted to leave and that was how he ended up in that alley stabbed. His old accomplice thinking that john was dead he was able to resume his goal of making an honest living, and so cedric helped him to get an interview.
----
Studio Flat In Ridefield Ward of Northpoint District. Cost: 2 Gold/Month. Cost of Living: 12 Gold. a month. Works as a Ratcatcher (Vermin Disposal) Making average 28 Gold a month. Gets jobs at The Local Guardposts and The Longacre Building
----
CEDRIC TARGAYRIAN (Varisian)
(Varisian) Urban Ranger 1
Init +3; Senses Perception +4
==DEFENSE==
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
hp 12 (1d10+1)
SR 0
Fort +3, Ref +5, Will +1
Armor Chain Shirt, Light
==OFFENSE==
Spd 30 ft/x4
Melee Short Sword +6 (1d6+4) 19-20/x2 CM +1
Melee Short Sword +4 (1d6+4) 19-20/x2 CM +1; [TW-P-Lt]
Melee Short Sword +4 (1d6+2) 19-20/x2 CM +1; [TW-S]
==STATISTICS==
Str 18, Dex 16, Con 12, Int 10, Wis 10, Cha 8
BAB +1, CMB +5, CMD +18
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Shield Proficiency (PFCR 133), Two-Weapon Fighting (PFCR 136), Weapon Focus (Sword, Short) (PFCR 136-137)
Skills Acrobatics +2, Bluff +4, Disable Device +5, Knowledge (local) +4, Perception +4, Stealth +5, Survival +4
SQ Favored Enemy (PFCR 64), Wild Empathy (PFCR 65)
MC Track (PFAPG 40)
Traits Fast-Talker (Social) (PFAPG 330), Missing Child (Son or Daughter) (Campaign: Curse of the Crimson Throne) (PFAP: CoCT PG 16)
Languages Common, Varisian
Adahn_Cielo |
I've settled on the idea of a Sylph Investigator(I'll make all of the needed changes when the Advanced Class Guide comes out in August) , playing the race's abnormal obsession with secrets and eavesdropping.
Background in brief:An unhealthy love of secrets (expressed by a re-flavored Hedonistic trait), he passed most of his time hunting for rumors just for the sake of knowing them.
In the brief time he spent time in Korvosa, he managed to learn more than most people learn about the city in a lifetime (Knowledge:local all the way!).
Acting as a loner until now, he will join in the search of Gaeder Lamm with other people, to find the little son of the innkeeper of the place he's living in, the only two people he has taken a liking in.
Starting him as NJ (Neutral Jerk), I intend to make him become NG as the events unfold and he understands that information can be used to help people and prevent that others are hurt like the innkeeper's son. Another good character in the group that will act as a moral compass for him will hasten this change.
Let me know if race, class, and drawbacks are ok, and I'll get to work on the extended Background and Crunch as soon as possible!
Azten |
Since this has a sort of in-game reason/flavor for it, would the rules for young characters be allowed?
Valeriya |
Female Changeling Witch 1 | [Chaotic Neutral]
Description
Age 18
Looks Br hair, GrBL eyes
Height/Weight 5' 3" tall, 115lbs. (Medium)
Deity Calistria
HP= 7
Strength
9 (-1)
Dexterity
12 (+1)
Constitution
10 (+0)
Intelligence
17 (+3)
Wisdom
14 (+2)
Charisma
14 (+2)
Initiative +1 = 1 [Dex]
Skills
Acrobatics* +1 = DEX 1+0+0
Appraise +3 = INT 3+0+0
Bluff +6 = CHA 2+1+3
Climb* -1 = STR -1+0+0
Diplomacy +2 = CHA 2+0+0
Disguise +2 = CHA 2+0+0
Escape Artist* +1 = DEX 1+0+0
Fly* +1 = DEX 1+0+0
Handle Animal† +2 = CHA 2+0+0
Heal +2 = WIS 2+0+0
Intimidate +2 = CHA 2+0+0
K (Arcana)† +7 = INT 3+1+3
Perception +2 = WIS 2+0+0
Perform +2 = CHA 2+0+0
Perform +2 = CHA 2+0+0
Profession (Herbalist)† +8 = WIS 2+1+3+2
Ride +1 = DEX 1+0+0
Sense Motive +2 = WIS 2+0+0
Spellcraft† +7 = INT 3+1+3
Stealth* +1 = DEX 1+0+0
Survival +2 = WIS 2+0+0
Swim* -1 = STR -1+0+0
Use Magic Device† +6 = CHA 2+1+3
Base Speed [ 30 (6 sq.) ]
AC [11] = 11
Touch AC [11]
Flat-Footed [10]
Base Attack Bonus +1
Basic Melee Attack +0
Basic Ranged Attack +2
Fortitude Save +0 = 0 [base] +0 [Con]
Reflex Save +1 = 0 [base] +1 [Dex]
Will Save +4 = 2 [base] +2 [Wis]
CMB +0 = 1 [BAB] -1 [Str] +0 [size]
CMD +11 = 10 +1 [BAB] -1 [Str] +1 [Dex] +0 [size]
Feats
Accursed Hex
Traits
convincing liar (bluff) +1 to bluff and it's a class skill
creative manipulator (changeling Racial trait) "Once per day, you may reroll a Charisma check you just made. You must take the result of the second roll, even if it is worse."
Love Lost (orphaned) +2 to Profession (herbalist)
Carrying Capacity
Light Load: 30lbs.
Medium Load: 60lbs.
Heavy Load: 90lbs.
Lift Over Head: 90lbs.
Lift Off Ground: 180lbs.
Push or Drag: 450lbs.
Languages
Common
3 Bonus Languages (Int)
Elven, Sylvan, Celestial
Starting Gold: 105 gp
Equipment: Iron Holy Symbol (Calistria) (5gp)
Night Tea (She made it)
Various Herbs (gathered not purchased)
Traveler's Outfit (1gp)
Scarf (5sp)
Cauldron (1 gp)
Witch's Kit: backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. (21gp)
Light Crossbow (35gp)
41 gp
95 sp
Patron: Deception
Witch Spells Per Day
Cantrips: 4
Level 1: 2 + 1 [Int]
Witch Spells Known
Level 1
mage armor, sow thought, ray of enfeeblement, ray of sickening, obscuring mist, charm person.
Save DC: 10 + 3 + 1 = 14
Charm Person Save DC: 10 + 3 + 1 + 1 = 15
Hexes
Evil Eye
Save DC = 10 + 1 + 3 = 14
Special Abilities
Fox Familiar (pilferer archetype)
Fox Stats except +1 natural armor and 6 intelligence
Changeling Racial Abilities:
Nails: Two 1d4 primary natural attacks
Darkvision 60ft.
Object of Desire: +1 to her caster level when casting charm person and charm monster. This replaces green widow.
Ylenna |
I submit this character, Ylenna, a NG Human Sorcerer/1 with the Efreeti bloodline and the "missing sibling" campaign trait. (See the character profile for full stats, description, and background. There's also a link to a more complete character sheet, and my rationale for converting the trait from 3.5 to Pathfinder.)
Adahn_Cielo |
I'm thinking of starting things up on Tuesday.
You can take two traits and one campaign trait from the players guide.
The campaign trait is optional but if you don't take it you don't get another instead.
Young character is allowed yes.
The spot taken is filled by an Oread fighter.
That means that Sylph, Investigator and drawbacks are ok?
Also, if the campaign trait is optional, how are our characters going to end up together?
Anyway, I'll get working on the background. :)
DireMerc |
THE TIE THAT BINDS
Korvosa, like any city, has its share of undesirables.
Cutpurses, thugs, thieves, burglars, assassins, and lowlifes
of every sort can be found in waterfront slums, creeping
in the sewers, or hiding in the tangled Shingles above.
The Korvosan Guard does what it can to keep the city’s
criminals from causing too much harm, but the cold
reality is that they will always outnumber the law. And that
means some crimes go unpunished and some criminals
see great success.
Worst of these, perhaps, are the city’s crimelords.
Dozens of them operate in Korvosa at any one time, from
the sinister leader of the Red Mantis assassins all the
way down to the Varisian Sczarni thugs who preside over
a gang of a half-dozen friends and cousins. These minor
crimelords are often, ironically, the ones who do the
most damage to Korvosa’s law-abiding citizens, as larger
organizations have little need to bother commoners. One
such undesirable is Gaedren Lamm, a despicable low-life
who missed his chance at being somebody big in Korvosa’s
murky underworld. Well past his prime, the decrepit thief
abducts orphans and forces them to support his despicable
lifestyle with petty crime. Many of Korvosa’s lower class
have had dealings with Lamm, and even a few of the city’s
middle class and nobility have had their lives complicated
by this foul old man. Yet no matter what he does, he always
seems to slip away from the guards and avoid answering
for his crimes.
Gaedren Lamm’s luck is about to change, though. For
among those his actions have recently touched are several
men and women destined to become some of Korvosa’s
greatest heroes. And one of those heroes is you.
LibraryRPGamer |
Also, will you allow the Malefactor. I was part of the Alpha/Beta play test but never got a chance to try it.
Dragoncat |
Well, it's not in the OGC, but the Guide to Korvosa has gp values for apartment suites, studios, and the like for PCs to potentially rent or buy. I'll put a list of their values here:
The Heights
The following costs are averages that vary by size.
Ownership
Manor (Citadel Crest) 160,000 gp or more
Manor (Cliffside) 80,000 gp or more
House (Citadel Crest) 100,000 gp
House (Cliffside) 50,000 gp
House (University) 40,000 gp
Townhouse (Citadel Crest) 80,000 gp
Townhouse (Cliffside) 40,000 gp
Townhouse (University) 30,000 gp
Apartment Suite (Citadel Crest) 16,000–60,000 gp
Apartment Suite (Cliffside) 8,000–30,000 gp
Apartment Suite (University) 8,000–20,000 gp
Rent per Month
House (Citadel Crest) 300 gp
House (Cliffside) 140 gp
House (University) 120 gp
Apartment Suite (Citadel Crest) 50–200 gp
Apartment Suite (Cliffside) 25–100 gp
Apartment Suite (University) 25–60 gp
Studio (Citadel Crest) 18–70 gp
Studio (Cliffside) 8–35 gp
Studio (University) 8–20 gpMidland
The following costs are averages that vary by size.
Ownership
House (Slope) 30,000 gp
Townhouse (Slope) 20,000 gp
Townhouse (High Bridge) 10,000 gp
Townhouse (Pillar Hill) 15,000 gp
Apartment Suite (Slope) 5,000–20,000 gp
Apartment Suite (High Bridge) 2,000–8,000 gp
Apartment Suite (Pillar Hill) 4,000–12,000 gp
Apartment Suite (West Dock) 2,000–6,000 gp
Rent per Month
House (Slope) 100 gp
Apartment Suite (Slope) 15–60 gp
Apartment Suite (High Bridge) 7–26 gp
Apartment Suite (Pillar Hill) 15–35 gp
Apartment Suite (West Dock) 6–18 gp
Tenement Flat (High Bridge) 4–13
Tenement Flat (West Dock) 3–9
Studio (Slope) 5–20 gp
Studio (High Bridge) 3–8 gp
Studio (Pillar Hill) 5–12 gp
Studio (West Dock) 2–6 gpNorth Point
The following costs are averages that vary by size.
Ownership
House (Mainshore) 35,000 gp
House (Northgate) 20,000 gp
Townhouse (Five Corners) 12,000 gp
Townhouse (Mainshore) 20,000 gp
Townhouse (Northgate) 15,000 gp
Townhouse (Ridgefield) 8,000–15,000 gp
Apartment Suite (Five Corners) 5,000–10,000 gp
Apartment Suite (Mainshore) 10,000–18,000 gp
Apartment Suite (Northgate) 6,000–15,000 gp
Apartment Suite (Ridgefield) 2,000–15,000 gp
Rent per Month
House (Mainshore) 100 gp
House (Northgate) 60 gp
Apartment Suite (Five Corners) 15–30 gp
Apartment Suite (Mainshore) 30–50 gp
Apartment Suite (Northgate) 16–45 gp
Apartment Suite (Ridgefield) 6–45 gp
Tenement Flat (Mainshore) 15–25
Tenement Flat (Ridgefield) 3–23
Studio (Five Corners) 5–10 gp
Studio (Mainshore) 10–18 gp
Studio (Northgate) 6–15 gp
Studio (Ridgefield) 2–15 gpOld Korvosa
The following costs are averages that vary by size.
Ownership
Townhouse (Garrison Hill) 8,000 gp
Apartment Suite (Bridgefront) 300–500 gp
Apartment Suite (Garrison Hill) 3,000–5,000 gp
Apartment Suite (Old Dock) 1,000–3,000 gp
Rent per Month
Apartment Suite (Bridgefront) 1–3 gp
Apartment Suite (Garrison Hill) 8–16 gp
Apartment Suite (Old Dock) 2–9 gp
Tenement Flat (Bridgefront) 5 sp–1 gp, 5 sp
Tenement Flat (Garrison Hill) 4–8 gp
Tenement Flat (Old Dock) 1–4 gp
Studio (Bridgefront) 4 sp–1 gp
Studio (Garrison Hill) 2–4 gp
Studio (Old Dock) 1 gp, 5 sp–3 gpSouth Shore
The following costs are averages that vary by size.
Ownership
House 20,000 gp
Townhouse 15,000 gp
Rent per Month
House 60 gp
Apartment Suite 10–40 gp
Cassiel Hawke |
Alright then!
Dragoncat here. With my character: Cassiel Hawke!
Originally used for a Carrion Crown campaign that died off, I've rebuilt him as a paladin of Sarenrae for CotCT.
How about a little vignette?
It feels like a lifetime ago. I was out on patrol in South Shore. New city district. Fancy new noble sorts who bought their way into the high life instead of being born into it. Sort of a sign of hope for the little guy, except not really. Only the craftiest merchants can get into that little club. I just have what amounts to a day pass.
The new guy runs up to me. Couldn't have been older than 17. Still had fresh stubble on his face and his guardsman uniform was drenched. I recognized his slicked blond hair and grey eyes. Private Ian Sellers. What did he want?
"Sergeant! Sergeant Hawke!" The kid yells, running through a puddle with a splash.
"What?" I answer, my tone a mix of resignation and curiosity. I didn't know what he wanted. If I had…
"Sir, I need you to come with me." Private Sellers stops in front of me, panting. Must've run all the way from the Citadel to find me. Would that the rest of the guard would take a hint or two from him.
"Why?" I wished he would leave me alone. Just keep giving him one-word answers so he'd take the hint and let me get back to work--
"It's Emmah. Your girlfriend."
That got my attention. I whirled to face him. "What? What's wrong? Answer me!" I snap.
"She's--um--" He starts stuttering. Apparently, I have a knack for intimidating him. I don't mean to do it; I guess he's just eager to please and doesn't take negativity well.
"What?!" I'm beginning to panic. I'm ready to take off like an arrow.
"She's dead, sir."
I don't hear anything else from him. He's still talking. I'm not listening. To hell with listening. I'm not doing that anymore.
His pleas fade into the distance. I run like hell. The Heights. Cliffside. Where Emmah lives. Need to go faster.
--------------
I couldn't believe my eyes. I didn't want to believe my eyes. But it happened.
Three guardsmen are a couple of streets down from my apartment. A body is lying face down in the street. A woman's body. A black-haired woman's body with a knife in her back.
"No. No no no no no…" Is all I can say as I approach. The guards look up at me. I don't recognize any of them.
"Sorry, sir. We only found her half an hour ago." The leader says. I don't care. I shove past him. I stand over her.
Emmah Taris. A loving mother with a dead son. She wanted to start over with me. Me, of all people. I made a promise to her that her son's death would not go unpunished.
And I failed to save her. I wasn't there for her when she died.
Her ring is missing. It's not enough that she's dead; the ring I gave her is gone. Stolen. One last insult.
I notice a note attached to the knife. I bend down and look at it.
"I warned you."
I warned you.
I can't hold it back anymore. The tears flow freely, mixing with the rain. The street feels muddy and cold under my knees. The guards shift uncomfortably behind me.
"Sir--"
"Leave. Just… just leave. I need to be alone." My voice is choked up. The rain bounces off my hat onto the stones.
I don't know if they left or not. I don't know how long I sat there over my Emmah. The rain kept coming down.
--------------
I held the note in my hands as I sat in our--my apartment. My apartment. Felt wrong. Felt incredibly, eerily wrong.
I read it over and over. I warned you. I warned you. I warned you.
Only one person could have sent this. Only one person knew. That was it.
Gaedren Lamm.
My eyes narrow. I throw the note away. No more sacrifices. No more deaths. His time was up. I made my decision.
--------------
The next day, I left Citadel Volshyenek without my badge. I still had my armour, but I was no longer a guard. Field Marshal Kroft understood my pain. Or at least acted like it. She pleaded with me to not do anything rash.
Any other day, I would have listened to her. But she's not my boss anymore.
Sarenrae forgive me, but I have to do this.
There is no redemption for Lamm. He. Must. Die.
Xavice Hawklight |
I'd like to join as well
Full Name Xavice Hawklight
Race Human
Classes/Levels Fighter/ Lv 1
Gender Male
Age 20
Languages Common Elven Draconic
Strength 18
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 9
Charisma 8
About Xavice Hawklight
Male Human Fighter 1
Chaotic Good
Xavice Hawklight
Strength 18 (+4)
Dexterity 13 (+1)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 9 (-1)
Charisma 8 (-1)
Size: Medium
Height: 5' 11"
Weight: 210 lb
Eyes: Green
Hair: Black Straight; Thin Beard
Skin: Light
Total Hit Points: 13
Speed: 20 feet
Armor Class: 22 = 10 + 5 [scale] +1 [Traits] + 4 [tower shield] + 1 [dexterity] + 1 [dodge]
Touch AC: 12
Flat-footed: 20
Initiative modifier: + 1 = + 1 [dexterity]
Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: + 1 = 0 [base] + 1 [dexterity]
Will save: 0 = 0 [base] -1 [wisdom] +1[traits]
Attack (handheld): + 5 = 1 [base] + 4 [strength]
Attack (missile): + 2 = 1 [base] + 1 [dexterity]
Combat Maneuver Bonus: + 5 = 1 [base] + 4 [strength]
Combat Maneuver Defense: + 16 = 10 + 1 [base] + 4 [strength] + 1 [dexterity]
Bastard Sword +6 -2(tower sheild) = +4 [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]
5x Javelin [1d6, crit x2, range inc 30 ft., 2 lb, piercing]
Scale mail [medium; + 5 AC; max dex + 3; check penalty -4 30 lb.]
Tower Shield [ + 4 AC; max dex= + 2; check penalty -10; hardness 5; hp 20; 45 lb.]
Feats:
Dodge +1 dodge bonus on AC
Exotic Weapon Proficiency Weapon: Bastard Sword
Weapon Focus x1 +1 to hit; Weapon(s): Bastard Sword
Traits
Defender of the Society
Indomitable Faith
Skill
Acrobatics Dex* -13 = +1 -4 [armor] -10 [shield]
Appraise Int 2 = +2
Bluff Cha -1 = -1
Climb Str* -10 = +4 -4 [armor] -10 [shield]
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 0 = -1+ 1
Disguise Cha -1 = -1
Escape Artist Dex* -13 = +1 -4 [armor] -10 [shield]
Fly Dex* -13 = +1 -4 [armor] -10 [shield]
Heal Wis -1 = -1
Intimidate Cha -1 = -1
Knowledge (dungeoneering) Int 6 = +2 + 1 + 3 [class skill]
Knowledge (engineering) Int 6 = +2 + 1 + 3 [class skill]
Perception Wis 0 = -1 + 1
Perform_1 Cha -1 = -1
Perform_2 Cha -1 = -1
Perform_3 Cha -1 = -1
Perform_4 Cha -1 = -1
Perform_5 Cha -1 = -1
Ride Dex* -13 = +1 -4 [armor] -10 [shield]
Sense Motive Wis -1 = -1
Stealth Dex* -13 = +1 -4 [armor] -10 [shield]
Survival Wis 3 = -1 + 1 + 3 [class skill]
Swim Str** -10 = +4 -4 [armor] -10 [shield]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +1; Skill points +0
Human
This human chose +2 to strength (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Fighter
Bonus Feats (already included)
Armor training -- penalties for armor decrease by one each at levels 3, 7, 11, and 15
At level 3, moves at normal speed in medium armor. At level 7, moves at normal speed in any armor.
Bravery -- +1 on saves vs fear (level 2), increases by one at level 6, 10, 14, 18
Weapon training 1; at levels 5, 9, 13, and 17, chooose one group of weapons and take +1 on attacks and damage from this group and all groups previously selected. Mark here:
Level 5:
Level 9:
Level 13:
Level 17:
Armor Mastery (level 19) -- Damage reduction 5/- wearing any armor or using any shield
Weapon Mastery (level 20) -- choose one weapon for which all critical threats confirmed and damage multiplier increased by 1; cannot be disarmed when using it
Class HP rolled
Level 1: Fighter 10
Equipment:
83 lb
2 lb
5 lb
3 lb
5 lb
4 lb
5 lb
5 lb
_____
120 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Crowbar
Flint and steel
Grappling hook
Rations (1 day) x5
Rope (50', silk) x1
waterskin
Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.
Languages: Common Draconic Elven
Total
29gp