GM Crellan's Mystery Pathfinder Adventure Path (Inactive)

Game Master Patrick McDade

Roll20 Link


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What adventure path? Well... you don't know!

This game will be based upon a party that comes together for an unrelated purpose and ends up in an adventure path - without knowing what they will be facing ahead of time. The game will be going for an old-school feeling with classic themes.

The party will have been hired to track down an heiress that ran away from her upcoming nuptials, ostensibly to follow her heart. The minor noble sending you on the mission has uncovered some evidence that the suitor she ran away with is a grifter who is hoping for a pay-off... this theme is not central to the adventure path but will be the reason that this band of adventures has assembled to begin their adventuring career. Then the Adventure Path begins...

Core Rules: The game will use the Pathfinder Core Rules, with only parts of the APG, ARG, UC, and UM as detailed in Character Creation.

Roll20: This will be a PbP on this forum, however maps and handouts will be available through www.roll20.net. All players will have to have an active Roll20 account. Dice rolling and interactions will occur within the PbP system here, but maps and handouts will be through Roll20.

Character Creation:

Core Races and Classes only. No eastern weapons/classes (including monk). No guns. No exceptions.

Archtypes, feats, traits (including racial) and spells from the APG, ARG, UC ,and UM are available but additional classes and races are not. Supporting rules for those feats, traits, and spells are also incorporated.

Paizo published rules including cultural and geographically based traits specific to the city of Magnimar and surrounding regions may be allowed if they strongly fit the background/personality of the character.

15 point buy.

Maximum starting gold.

Alignments allowed: LG, LN, NG, N, CG.

Application Process:

Application should include a developed crunch with the above rules and a strong background and personality profile as outlined below:

All characters should be from Magnimar, if not born there then having spent a significant (and recent) portion of their lives there. However, you should not necessarily plan on spending a significant amount of time in the city.

Backgrounds should favor classic RPG archetypes with a gritty, old-school feel. Think Dragonlance/Greyhawk type characters. While the birth circumstances and history of the character adds flavor, a clear picture of the personality of the character and what social dynamic they might fill within a party will be key.

Selection Process:

The party will be comprised of between 5-7 characters. In selecting the party I will be looking strongly at personality and background synchronicity. Essentially I will be asking myself "does it make sense that this party would have come together and continue to wish to spend time together as adventurers?" To this end, I may take one or two of the most impressive character submissions and give them "early entry" and allow them to suggest which companions are most suitable to join them in the adventure path. Final decisions will be mine.

Once we have the characters selected, I will be asking the group to work together to tweak backgrounds to intertwine and establish why you got together and decided to form a party of adventurers.

The successful applicants will likely have a strong theme. By this, I mean that race, class, ability scores, skills, feats, traits, background, and personality make sense together from thematic standpoint rather than an optimization standpoint.


If I were to make a serpentine blooded sorcerer, should I go ahead and buy the viper that will become my familiar at level four?


I like the idea. But I have a few questions.
If we don't know what AP, how do we write in our backstory how we got to the said city of the AP at last? Or I assume will you implement that? A storyline of how we got there.
What traits, obviously we can't take a campaign trait. Just 2 from anywhere or 1 normal and 1 from any campaign?


Nohwear wrote:
If I were to make a serpentine blooded sorcerer, should I go ahead and buy the viper that will become my familiar at level four?

No. Familiars are magical creatures that are summoned/bonded through magic. Bought/trained pets work solely through the handle animal dynamic.


DoubleGold wrote:

I like the idea. But I have a few questions.

If we don't know what AP, how do we write in our backstory how we got to the said city of the AP at last? Or I assume will you implement that? A storyline of how we got there.
What traits, obviously we can't take a campaign trait. Just 2 from anywhere or 1 normal and 1 from any campaign?

As stated under Application Process, for purposes of background the campaign will originate in Magnimar... the AP may or may not ever have anything to do with the city. No campaign traits, though they may be added to the players later if applicable/necessary to the AP.


I would suggest keeping it even more fun, and keep character details other than race a secret to only the GM.

With that I am dotting for interest. Thinking thinking thinking.


GM Crellan wrote:
Nohwear wrote:
If I were to make a serpentine blooded sorcerer, should I go ahead and buy the viper that will become my familiar at level four?
No. Familiars are magical creatures that are summoned/bonded through magic. Bought/trained pets work solely through the handle animal dynamic.

To clarify - You may buy a viper and use the handle animal rules to train and influence the animal, and I have no problem with that viper becoming your familar through a magical ritual when appropriate. However, buying a viper does not get you a magical familiar at first level. Whether you should or not is entirely up to you.

Silver Crusade

GM Crellan wrote:
GM Crellan wrote:
Nohwear wrote:
If I were to make a serpentine blooded sorcerer, should I go ahead and buy the viper that will become my familiar at level four?
No. Familiars are magical creatures that are summoned/bonded through magic. Bought/trained pets work solely through the handle animal dynamic.
To clarify - You may buy a viper and use the handle animal rules to train and influence the animal, and I have no problem with that viper becoming your familar through a magical ritual when appropriate. However, buying a viper does not get you a magical familiar at first level. Whether you should or not is entirely up to you.

At fourth level a Serpentine Blooded Sorcerer gains a Viper familiar as a class feature, which is why he was asking if he could have a pet that would eventuly turn into a familiar, not have a familiar from level one.


Dotting for intrest..


I figured it was more 'If I don't take a familiar, are you going to tell me I can't have it at level 3 til I can find one?' sort of thing. :)


Hotaru of the Society wrote:
I figured it was more 'If I don't take a familiar, are you going to tell me I can't have it at level 3 til I can find one?' sort of thing. :)

It is closer to this. It just seems weird to suddenly have a snake appear out of nowhere. Sorry for waiting so long to reply.


I'm thinking Invulnerable Rager + Urban Barbarian... I'll see what my mind churns out.

Though... probably not Invulnerable Rager. While it's a -really- strong choice, the enduring the elements part doesn't fit, while Trap Sense -does- fit for what I'm going for.


Familiars in my campaign can be summoned or a known creature bound to the caster in a magical rite at the appropriate level. Animal companions as well.


Dotting. I may use this as a chance to de-orphanize one of my poor characters suffering from being in an exploded campaign.


Would you say that the Shadow district is a harsh enough place to warrant growing into the Invulnerable Rager archetype? It won't take effect until level 2.

I'm torn, in that uncanny dodge and trap sense definitely fit there, but I can't have them until after I level up. At the same time, early damage reduction fits, but cold or fire resistance really doesn't.


Invulnerable Rager would fit well in the campaign, especially as a pit-fighter type.


Balder's Character Sheet... so far.

Balder Backstory:

Balder moved through the city streets as if he owned them. Nothing could be further from the truth, he just instinctively understood how everyone else would move. There was a thrum to the city. Like clockwork, each step, and each footfall, leading each person ever onwards in their dreary lives. It would be dark soon. That was a good thing. It meant the streets would empty, and he'd have easier passage.

Then again, it was good for another reason. It meant that the sunlight would pour under the Irespan providing him with ample light to see by. He moved from the city proper into the Underbridge district. He didn't bother to watch his footing, despite the fact that it was filled with refuse and rodents seemed more at home than even the people. He kept his eyes high. People never looked up, and that was something that everyone from the Shadow learned early.

It had been a long time, truth-be-told. He'd grown here, but had been lucky enough to get out. While most of his friends had died in some dirty business or another, he'd stuck to the plan. He'd followed his family's wishes, and he'd gotten out. Well... sort of. The issue with getting out was that you had to have some way of being valuable when you did. And the most ample skill he had was in knowing all the right people to talk to and all the wheels to grease. So it wasn't a surprise when he'd been hired by someone in the political gamut to act as a liaison.

Balder inclined his head to a child as it streaked towards him, bumping into him. He caught the child even before it had managed to streak past him, taking his coin purse out of her hand in a smooth motion, before tossing a gold piece in her direction. She wouldn't be queen for a day... but she'd be fed, and whoever was forcing her to do that business wouldn't be overly upset that she'd come out with at least that much. He hoped she'd get out, too.

Balder looked down at himself. He was too clean to fit in here. It made him a mark, really. An outsider. The only thing that remained of his youth were the tattoos, which he'd had darkened on each arm the moment he'd gotten a good purse for himself after his first job. They were a symbol of where he'd come from, and they'd be a symbol of where he was going, too. His studded leather was freshly oiled and polished. His sword was heavy and well-made, if not masterfully so. With a sad realization, he made note of the fact that the things he was wearing were quite probably valued at more than he'd made in his lifetime of living here. He could have fed a family for a year with it, easily.

He sighed and pressed on, gliding easily past the shadowy alleys that grew even darker as the sun set and their shadows stretched into one another. He spotted a shimmer of silver in an alley way, and simply shook his head in that direction. The glint disappeared. The flicker int he darkness brought the same calm he'd felt before leaving the city; as his mother had always said, the dark was not evil, simply misunderstood. Even as he'd left this place, he always knew he'd return. He'd dreamed as a child he would do so to clean it up... but now he knew how nearly impossible that would be.

He shifted his gait, and took a turn, hand moving to the pommel of his greatsword he kept sheathed on his hip. He was growing closer to the snake's den, and he didn't wish to be caught offguard. Certainly, it was a sign of his steadily growing anxiety, but anyone with half a brain would know to be cautious when dealing with devils and their vices.

Luck was on his side, however. No one was looking for a brawl with the stranger with the heavy coin purse today... and so he opened the door that his path had lead him to, entering the Friendly Merchant. He headed to the owner, and slid into place between two men, before reaching into his shirt, pulling out a small felt bag, and dropping it onto the counter. It made a sound that was distinctly not the sound of coins, which caught the owner's attention. "I'm here to gather some information for my employer. There's more in it for you down the road if the information is good." Desna willing... he'd have enough coin to leave this godforsaken city before it killed him.

Description, personality, and other fluff to come later, as necessary :)


Radavek Petali still a work in progress.


Question, are you allowing the Inner Sea World guide. I noted that most languages of the Inner Sea, which includes (Vudrani, Varisian, Hallit, Kelish, ETC) became available through that guide.


Character submission for Nightfiend. (Note) If the ISWG is not allowed, I will need to make a couple minor changes.

Shandor Zindelo / (Varisian) Human Wizard 1

State Breakdown:

Original 15 point buy

(Str 9, Dex 13, Con 13, Int 17, Wis 11, Cha 7)

Human Racial +2 Int

(Str 9, Dex 13, Con 13, Int 19, Wis 11, Cha 7)

Age factor (Not sure if I should apply this or not)

Human (Age 50/Middle age) (-1 Str,Dex,Con) (+1 Int,Wis,Cha)

(Final stats) Str 8, Dex 12, Con 12, Int 20, Wis 12, Cha 8

Description:

Shandor is a human male that stands five foot ten inches tall, with shoulder length silver hair that curls slightly on the ends. He has a very light complexion and various faded tattoos that knot around his forehead and down his neck. He is currently unshaven, which resulted in a long, flowing, full beard that hangs down to the middle of his chest. He appears to be in his early fifties and constantly has a confused look on his face. Once in a grate while he seems to find a moment of clarity, followed by dementia, fear, and a true lapse of judgment. Shandor is clumsy, forgetful, and lazy at times. He will use his age as a crutch to get out of work and has no problem accepting charity from others. That being said he is caring, loyal and in times of need, patient. He wears a carefully hand-stitched robe and wide brim hat, which he crafted out of various colored fabrics that he collected in his youth, from different parts of Varisia. Each patch of fabric holds some sentimental value, when he can remember where it came from. The different colors in the fabric hold a variety of meanings to the varisian people. On a good day, Shandor can tell stories about the colors and what they represent. He walks with a knotted wooden staff, which he uses to steady himself when traveling.

Background:

After graduating from the Stone of Seers academic school of magic, Shandor Zindelo managed to live up to the schools ambitious expectations by successfully exploring the Southern parts of Varisia and documenting over 250 unique discoveries. Many of those discoveries are currently being displayed in the Capital District of Magnimar at the Museum of Ages. He spent over five years studding with the Order of Cyphers in Riddleport and eventually developed a strong working relationship between the Order and the school. By age 43, Shandor contracted a severe case of Mindfire that eventually robbed him of his sensibility. After the affliction took its toll, Shandor found himself aimlessly wondering the streets of Magnimar with no memory of his past, and very little understanding of his present. Once the Master of the academy, Leis Nivlandis, found out about Shandor’s condition, he had the old wizard rounded up and brought to the temple of Pharasma. After successfully treating the disease, the acolytes were able to remove the condition, but were unable to restore the wizard’s memory. Over the next fifteen years, Shandor struggled to regain his grasp on reality. Only able to Piece together small fragments of his memory, he fought daily to regain his control over magic. On his fiftieth birthday, Shandor felt he had regained enough of his memory to start over, and begin a new chapter in his life.

I stand here, staring aimlessly at my reflection in an old merrier. The face looking back at me is old, withered, and without substance. The old man trembles with fatigue and I feel every shudder. He wears an old patchwork robe, made from splotches of various colored cloth. I can tell by the care spent sewing the garment, that each fragment must have had meaning, yet I can remember nothing of its substance. I watch as the old man in the mirror trembles with resolve, and I wonder if commitment alone will be enough. I know he lacks the strength to hold his own as an adventurer, yet I must try. I realize this will be my last stand, if you will. My last opportunity to regain what I have lost. Hopefully someone will find value in what I have to offer. After thinking things through, a small tear ran down the old man's cheek. He stood staring at his reflection in the mirror, with a confused look on his face. What was I was about to do?


Broad concept:
In Underbridge, there is one man, well more like one gnome you go to for the trickiest most difficult acquisition jobs. Harfard der. Problem is, he's dead. Leaving his daughter to fulfill his contracts and obligations. Hestra, is resentful at having to be a rogue, but she is quickly gaining her own reputation as a master. She wanted to go to wizard school, but instead was forced to learn all about traps and entering buildings people don't really want you in.

Maybe being a hero, will allow her to forge a new path, leaving her father and his legacy in the past where it belongs.

Had to get this up before I fall asleep. Should have build and a more complete backstory/ character treatment up tomorrow afternoon


Heres my submission for your game

Character build:
Ellina Sensewi
Female Paladin 1 (Hospitaler) W/ Oath of Charity
LG Small Halfling / Humanoid (Halfling)
Init +0; Senses Perception +0
Aura Good

==DEFENSE==
AC 19, touch 11, flat-footed 19 (+6 armor, +2 Shield, +1 Size)
HP 13 (1d10+3)
Fort +4 Ref +0 Will +2 ; +2 Vs Fear
Armor Chain Mail, Heavy Wooden Shield

==OFFENSE==
Spd 20ft; 4 Squares
Melee Longsword +3 (1d6+1) 18–20/×2

Special Attack
1/Day Smite evil - +4 hit, +1 Damage

Spell-Like Abilities (CL 1st)
1/Day – Enhanced Diplomacy

Racial Abilities
3/Day – Adaptable Luck; +2 luck on Attack roll, Saving Throw, or Skill Check

==STATISTICS==
Str 13, Dex 10, Con 14, Int 12, Wis 10, Cha 18
BAB +1, CMB +1, CMD 11
Feats Armor Proficiency (Light, Medium, Heavy, Shields),Lucky healer
Skills Diplomacy +8, Heal +6*, Linguistics +4
*with Healers Kit
SQ Aura of good, detect evil, smite evil 1/day
TraitsBlessed Touch, Magical Talent (Enhanced Diplomacy)
Gear Heavy wooden Shield, Longsword, Chainmail, Paladin’s kit, Healers Kit, Backpack (Masterwork)
Wealth 17 GP, 9 SP, 10 CP
Languages Common, Halfling, Elven, Dwarven, Celestial

Halfling Racial traits:
Halfling Racial Traits – Halfling Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed,
but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1
size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size
bonus on Stealth checks.

Fleet of Foot: Some half lings are quicker than their kin
but less cautious. Half lings with this racial trait move at
normal speed and have a base speed of 30 feet. This racial
trait replaces slow speed and sure-footed.

Adaptable Luck: Some half lings have greater control
over their innate luck. This ability gives them more
options for how they can apply their good fortune from
day to day, but also narrows its scope. Three times per day,
a half ling can gain a +2 luck bonus on an ability check,
attack roll, saving throw, or skill check. If half lings
choose to use the ability before they make the roll or
check, they gain the full +2 bonus; if they choose to do
so afterward, they only gain a +1 bonus. Using adaptive
luck in this way is not an action. This racial trait replaces
half ling luck.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This
bonus stacks with the bonus granted by halfling luck.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the
word “halfling” in its name as a martial weapon.

Polyglot: Some half lings, especially those who spend
a lot of time traveling, develop a talent for learning new
languages. These half lings gain a +2 racial bonus on
Linguistics checks, and it is always a class skill for them.
Half lings with this racial trait also begin play with the
ability to speak Common, Half ling, and any one other
language of their choice (except for secret languages, such
as Druidic) in addition to bonus languages due to high
Intelligence. They still gain the normal list of half ling
bonus languages. This racial trait replaces keen senses and
alters the half ling language racial trait.

Languages: Halflings begin play speaking Common and Halfling. Halflings with
high Intelligence scores can choose from the following: Dwarven, Elven,
Gnome, and Goblin.

Paladin: Add +1/2 hit point to the paladin’s lay on hands
ability (whether using it to heal or harm).

- Took some substitutions from ARG

Description:
A Taller than Average Halfling with strawberry blond hair whose eyes always show a cheerful and
calming demeanor that puts her patients at ease.

History:

Ellina Sensewi parents were talented doctors who took their skills on the road to work as field medics,
helping anyone who needed medical care. Because of this most of Elliana’s childhood was spent on the
road helping her parents with their patients care, from cleaning there wounds to just smiling and
making them feel safe and welcome. Her talents at healing the body and soul came from this upbringing,
and as she grew older she decided to take up schooling from the city of Magnimar to further her studies
in the art of healing.
Her desire to help and heal others got the attention from the church of Sarenrae, they decided to offer
her a tutorship with one of their medical practitioners. There she was found to possess a strong divine
connection thru her healing hands.


ISWG and other materials will be allowed with permission. Generally, background related stuff will be allowed while more "build-related" items such as dervish dancer will not be.

Liberty's Edge

Sounds interesting....I will look to build an urban ranger..will get crunch and fluff up asap

Liberty's Edge

Here is my submission for the game; Rikard, an urban ranger looking to become a Sleepless Detective

Rikard:

Rikard
Male half-elf ranger (urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 129)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dexterity)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . rapier +3 (1d6+2/18-20)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Skill Focus (Perception), Weapon Finesse
Traits reactionary, suspicious, world traveler
Skills Craft (alchemy) +5, Diplomacy +6, Disable Device +7, Knowledge (local) +5, Perception +10, Sense Motive +6, Stealth +5, Survival +5; Racial Modifiers +2 Perception
Languages Common, Elven, Varisian
SQ elf blood, family ties, track +1, wild empathy +2
Other Gear studded leather, dagger, rapier, backpack, belt pouch, thieves' tools, masterwork
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
How did you acquire your "job"?
Dad was a “Finder”, a person who was hired to locate lost or stolen items. Quite often it was a simple job of touring the local pawn shops, or putting word on the street that a specific item, or person, was being sought. Other times it took a great deal of working the streets to find leads and following them all to their conclusion.

How did you assemble your starting equipment?
Most of my gear was inheritated from my father, at least the masterwork ‘Thieves’ Tools’ were. Most of the other items were purchased with money from work, a little bit at a time over the last 2 years. Last last item purchased was a used, but still very serviceable rapier. It, and a few lessons, were the payment from a recent client.

What's the worst event of your life so far?
My best friend, and workmate, Seris Tak, a warrior and my personal protector became addicted to Shiver. It was a few months until I realized the signs, and by that time it was too late. I found him in an alley, dead. I still hunt for the person or people who did this to him!!

What's the best thing that's ever happened to you?
Starting my own Finder business. I still remember my first case. It was nothing too difficult, but when I received my payment for a job well done, well there was no greater feeling to take the money home, lay it on the table and see the look of pride on my father’s face. I will always remember that day.

How do others perceive you in social interactions?
Most people only come to me when they are in trouble. And many quickly want to forget me as soon as that trouble is over. A Finder can end up in many tight situations, and being able to talk oneself out of a tight bind is standard. Making the client feel you are the person for any job is key in landing a case.

How assertive are you when making a decision?
Hehe..well usually I am very assertive, however only for those things that really mean something to me, otherwise I do not really care. It might sound a bit mercenary, but in my line of work you don’t stick your neck out for no one...unless the retainer is good!!

How do you feel when faced by setbacks?
Well tomorrow is another day, as my father would always say. Sure it can be frustrating to track a lead for a few days and have it go nowhere, but thats part of the game. If you can’t take the bad with the good, well maybe this kind of business is not for you.

Do you stay in contact with your family? What do they think of you?
Yeah. Its just dad and me, so not too much of a family. Mom, so I’m told, is living in the Mierani Forest, so I have only seen her once or twice. Dad doesn’t talk about it much, but I think she was the daughter of someone he did some work for, but, like I said, he doesn’t like talking about it.

Do you have any secrets or conflicts from your past that might come back to haunt you?
Well that is a kind of personal question! Listen, in my line of work you sometimes step on toes. So yeah, there are a few crooked-nosed individuals who might like to see me hurt. Some even work for the Families, if you catch my drift. But let’s face it. I am small potatoes to most of those sharks. It’s the local gangs you have to watch out for.

How long have you lived in Magnimar and in what part of the city?
Well I have lived here all my life. And, ummm..you’re at my house here on Baker Street, so I suppose you know where I live.

What is your opinion of the current state of affairs in Magnimar?
Truth be told, I could care less. There will always be poor and rich. We try to scratch out an existence and those stronger take from us what they want. The only way you get change is becoming more powerful. And how do you do that? By taking advantage of those around you. No sir, I like what I do and unfortunately I do not thing anything will change any time soon.!


Rikard,

Looks like an interesting character, but as an FYI, Sleepless Detective is outside the allowed books.

Liberty's Edge

Sorry about that...I forgot it was from Path of Prestige...well then maybe he will just bounce between ranger and rogue and make his own class..lol


Varisian Tattoo feat from (ISWG) allowed? Other then that, I believe the only other thing I used was the languages.

Just realized, I didn't include the character info in the posted crunch.

Shandor Zindelo:

Male human (varisian) wizard 1
CG Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 dexterity)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff -1 (1d6-1)
Special Attacks intense spells (+1 damage)
Spell-Like Abilities (CL 1st; concentration +0)
. . 3/day—dancing lights
Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 16), color spray (DC 16), magic missile, obscuring mist
. . 0 (at will)—detect magic, light, ray of frost
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 12, Int 20, Wis 12, Cha 8
Base Atk +0; CMB -1; CMD 10
Feats Scribe Scroll, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits reactionary, seeker
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +9, Perception +6, Spellcraft +9
Languages Azlanti, Common, Dwarven, Elven, Thassilonian, Varisian, Vudrani
SQ arcane bond (ring), opposition school (enchantment, necromancy), versatile evocation
Combat Gear alchemist's fire (2); Other Gear quarterstaff, - arcane bond ring -, backpack, masterwork, belt pouch, spell component pouch, trail rations (3), waterskin (3), 21 gp, 5 sp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

State Breakdown:

Original 15 point buy

(Str 9, Dex 13, Con 13, Int 17, Wis 11, Cha 7)

Human Racial +2 Int

(Str 9, Dex 13, Con 13, Int 19, Wis 11, Cha 7)

Age factor (Not sure if I should apply this or not)

Human (Age 50/Middle age) (-1 Str,Dex,Con) (+1 Int,Wis,Cha)

(Final stats) Str 8, Dex 12, Con 12, Int 20, Wis 12, Cha 8

Description:

Shandor is a human male that stands five foot ten inches tall, with shoulder length silver hair that curls slightly on the ends. He has a very light complexion and various faded tattoos that knot around his forehead and down his neck. He is currently unshaven, which resulted in a long, flowing, full beard that hangs down to the middle of his chest. He appears to be in his early fifties and constantly has a confused look on his face. Once in a grate while he seems to find a moment of clarity, followed by dementia, fear, and a true lapse of judgment. Shandor is clumsy, forgetful, and lazy at times. He will use his age as a crutch to get out of work and has no problem accepting charity from others. That being said he is caring, loyal and in times of need, patient. He wears a carefully hand-stitched robe and wide brim hat, which he crafted out of various colored fabrics that he collected in his youth, from different parts of Varisia. Each patch of fabric holds some sentimental value, when he can remember where it came from. The different colors in the fabric hold a variety of meanings to the varisian people. On a good day, Shandor can tell stories about the colors and what they represent. He walks with a knotted wooden staff, which he uses to steady himself when traveling.

Background:

After graduating from the Stone of Seers academic school of magic, Shandor Zindelo managed to live up to the schools ambitious expectations by successfully exploring the Southern parts of Varisia and documenting over 250 unique discoveries. Many of those discoveries are currently being displayed in the Capital District of Magnimar at the Museum of Ages. He spent over five years studding with the Order of Cyphers in Riddleport and eventually developed a strong working relationship between the Order and the school. By age 43, Shandor contracted a severe case of Mindfire that eventually robbed him of his sensibility. After the affliction took its toll, Shandor found himself aimlessly wondering the streets of Magnimar with no memory of his past, and very little understanding of his present. Once the Master of the academy, Leis Nivlandis, found out about Shandor’s condition, he had the old wizard rounded up and brought to the temple of Pharasma. After successfully treating the disease, the acolytes were able to remove the condition, but were unable to restore the wizard’s memory. Over the next fifteen years, Shandor struggled to regain his grasp on reality. Only able to Piece together small fragments of his memory, he fought daily to regain his control over magic. On his fiftieth birthday, Shandor felt he had regained enough of his memory to start over, and begin a new chapter in his life.

I stand here, staring aimlessly at my reflection in an old merrier. The face looking back at me is old, withered, and without substance. The old man trembles with fatigue and I feel every shudder. He wears an old patchwork robe, made from splotches of various colored cloth. I can tell by the care spent sewing the garment, that each fragment must have had meaning, yet I can remember nothing of its substance. I watch as the old man in the mirror trembles with resolve, and I wonder if commitment alone will be enough. I know he lacks the strength to hold his own as an adventurer, yet I must try. I realize this will be my last stand. My last opportunity to regain what I have lost. Hopefully someone will find value in what I have to offer. After thinking things through, a small tear ran down the old man's cheek. He stood staring at his reflection in the mirror, with a confused look on his face. What was I was about to do?


Yes, Varisian tattoos are allowed.


13,16,13,13,10,11
Female, Human, Fighter(Brawler)
22yrs, NG

Appearance:
She was that wiry sort of lithe, the kind of person who had to be all knees and elbows as a younger child. She was the kind of child that grew into them, and added a good few pounds of muscle. Her hazel eyes were indicative of her mixed heritage, but they were clear, and alert, indicative of a good head on her shoulders. She was not the type of woman whose bounty was on tantalizing display. She was the type of woman that would walk up, take a soldier's ale, and drink it in front of him with a confident grin. She was not quite corded and taut, but if she worked a little harder, she would be. Scars marked her knuckles, some on her hands, as well as a couple of faint lines on her face. Her dark hair was a cap of short curls on her head, too short to reach the jaw that had a stubborn set to it. When she laughed, her grin was wide, enthusiastic in the simple honesty of the moment. A "pretty lass", she was not, but "handsome woman" had been a compliment within her earshot a coyoke if times.

Background:
Mom left after Dad died. The details were something that she thought little of, because she had forgotten. No siblings, not in this city.. The friends of the family could only shake their head in a knowing manner that she could not understand then. Some did what they could, but that only lasted so long. However, she managed to scrape by, sometimes barely, for a while. Spending the tail end of her formative years as a street rat was a struggle. That struggle changed when she was conscripted into service at an inn named "The Warrior and Cup", in the Dockway.

Lady Eryn had a simple rule: "Work, and you eat." It was easy enough to follow, and it suited her just fine. She had a place to stay that fed her, kept her warm, and was dry. Some of the patrons would laugh when they would shoo her from behind the bar, since her head barely came over the bartop, but bringing the food out to people was also easy. They just learned to keep the knives out of her sight until she was gone. For reasons that she did not know, she had a fear of daggers or anything like them; small, light blades. She did not understand it, and in time, she got the better of it somewhat.

The real secret to the inn was what was downstairs. Illegal fighting. With all the shiphands coming in and out, it was easier to have the fights serve a purpose, instead of wrecking the bar. It was expected that she would find out eventually, but what they did not expect was that she would ken to it. Of course, she was cautioned not to talk, on pain of expulsion, and she kept her tongue.

As years passed, more and more of her time was coming to be spent working with the fighters rather than the inn. A year after that, she was one of the fighters that just happened to work at the inn. A streak of wins earned her the name she decide to take instead of the one she was given. They referred to her as the "Can not K.O.", as she was too quick on her feet, and to her ears, "Kanoko" sounded just fine. It sure beat "Elsinore Pitt". She at least was smart enough to realize that she could not fight forever, so she thought it fitting that if she was causing the hurt, she could learn a healer's art to mend the hurts as well. That it taught her how to hurt better was an unintended side-effect that she embraced.

When she had free time from her apprenticeship, she would often return to The Warrior and Cup, though whether she was serving or fighting was up to Lady Eryn. To her surprise, she was pulled aside one night, and instead of telling her to rest up or serve, she was told to go talk to a porter that was sitting in one corner. Curious, she did as she was told, and the porter, an older gentleman-- if gentlemen like him frequented this section of the Dockway-- looked her over before sighing.

"My lord has not had much luck with his engagements, though this is the first fiancee to actually have fled", he began. "Lady Eryn tells me you're a capable sort, and I trust her word..."


Stolen Background Questions:

How did you acquire your "job"?
When my mother died of plague, and my father wasn't in the picture at all, I learned to keep my mouth shut, and my eyes up. I looked out for opportunities to get a leg up... so that I could get a leg out of the city. My knowledge of the Shadow offered me a unique opportunity when it came to the needs of a particular member of nobility. Certainly, he doesn't care for the plight of the Shadow, but he needed a strong arm that could hold his own in the roughest part of town... who knew how to keep his mouth shut and eyes up. While I find the work distasteful, it's given me a chance to live in a better part of the city while I get my other leg under me. I've learned quite a bit about that part of the city as well, and maybe soon I'll be able to find new employment.

How did you assemble your starting equipment?
Part of the job, honestly. Being asked to perform combat in the clothes on my back and an old rusty longsword that's all I had left of my father didn't leave me with many options. My first several purses from performing odds and ends went towards paying off the debt of those personal pieces of safety. The tattoos, though, were something that my mother left me with. She was a devout worshiper of Desna and decorated my arms with the stars that she couldn't see beneath the Irespan, so that I wouldn't have to live without them. And so she'd have another reason to smile when she looked at me. As for the backpack and traveller's cloak... each belonged to my mother. I don't intend to part with either.

What's the worst event of your life so far?
My mother's death. Nothing else even comes close. I've never felt so powerless in my life. I spent the better part of two years running odd jobs to keep things going for as long as I could. Keeping food in her stomach, and clean water in her glass. I don't know if I'll ever get over the fact that I was working when she passed. I wonder if I could have done something, or what she would have said if she'd had a chance.

What's the best thing that's ever happened to you?
Changing my stars. Hoping, and dreaming. There's not been much else to remember fondly. Everyone I cared about overmuch died, and now I'm just working a job... the same as always, but in a better place. I'm growing weary of this sort of life, though.

How do others perceive you in social interactions?
People see me as an Ulfen mutt. They assume stupidity due to my size and nature, and thus often underestimate me as a person. While I'm no more wise nor likable than the average person, I'm also not just the village fool. I've never met an actual Ulfen, but I presume that they would see the Varisian heritage of my father and think me a flighty gypsy. Either way, the people who live around me have learned to listen when I have something to say... though that doesn't at all mean they trust my instincts.

How assertive are you when making a decision?
It really depends. Trying to be a good person in the Shadow was nearly impossible, taking the high road was similarly difficult. Life isn't cut and dry. When it comes to making long term decisions, I'm often very slow to do so... but when someone I care about's life is on the line, including myself, I'm usually significantly more decisive.

How do you feel when faced by setbacks?
I'm tired. Life has been a series of setbacks, with a few, slow and steady steps up. If the fact I'm not pinned under the Irespan anymore doesn't answer that question, I don't know what will.

Do you stay in contact with your family? What do they think of you?
That's a very personal question... but I'll answer it anyway. It might be important later. They're all gone, at least as far as I know. My father was never in the picture, and my mother is dead. Any sort of extended family, I've never met, and my mother never spoke of her home, except when she was feverish. I gather it was a lovely place, someday maybe I'll go there. As for my father, he obviously never cared... so that, as they say, is that.

Do you have any secrets or conflicts from your past that might come back to haunt you?
Not really, nothing I haven't already mentioned, at least. A lot of dead people I care about. I've seen people die and haven't had a chance to make things right. I've somehow managed to never take a life despite my line of work... wonder how long that will last.

How long have you lived in Magnimar and in what part of the city?
All of my life, as far as I know. Ever since I could walk at least. I lived in the Shadow, and now I live at a small inn in Dockway. It's... pretty lively compared to here. You can't really stand still in Dockway. I like it.

What is your opinion of the current state of affairs in Magnimar?
It can't be fixed from the inside, because the inside either has the power and doesn't want it changed, or doesn't have the power and thus can't change anything. The only way to fix the city is from the outside. I'm just afraid of what that's going to mean, in the long run.

Description:
There's nothing overly remarkable about Balder's gear, other than the fact that it is meticulously maintained. A simple set of studded leather, a simple tunic and pants, a sturdy pair of boots, a pair of gloves, and a sturdy traveler's cloak that looks surprisingly well-worn compared to the rest of his ensemble.

As for armaments, he carries a heavy two-handed blade that isn't astonishing, except for the fact of what it is. Likewise, on his hip is a sling with a pouch full of bullets on the other side. A sturdy backpack, well-crafted, and well-worn like the traveller's cloak, carries a myriad of supplies that he's gathered up, readying to leave... or to make a difference, somehow.

As for his personal appearance, he's tall and strong, as Ulfen often are, but it's offset by a Varisian wiriness. He has the dark hair of a Varisian, kept long, and a complexion mixed between the two heritages. His arms are covered in tattoos that are very lifelike in their depiction of a star-filled sky.

He moves with a fluid grace, that appears self-assured. His movements are often more precise than would be expected of someone his size, and his eyes never seem to settle on one thing overly long; whether from practice, or a lack of interest is difficult to ascertain.


Arrrgghhgghh!!!

Dang website ate my last hour of work!!!

This is GM Viskous, and here is what is left of the non eaten portion of the profile.

I will rewrite the personality and description section and then finish up with the actual stat block tomorrow.

The stats in the profile are current.
Feat will be Weapon Finesse.
One trait will have something to do with magic.
Considering the following for the other:
Would heirloom weapon work to get a hand crossbow. It's one of those traits that are sometimes a concern.


I feel your pain. Someone once said that it'll nomph any post that takes you longer than half an hour to put up... so I always back up anything that I feel -might- have taken 20 minutes or more... usually with more than just copy/paste.


This is one of the reason I like to work on my chars a bit at a time.


Well the part I put up was on a google doc, and since I work at a service desk and work on posts between patrons, I can occasionally get busy...

The important stuff is up though!

Every time I feel ready to post, one of the other players post up something and then I feel the need to post more...

Liberty's Edge

LOL...glad you like those questions...they were from a now defunct game I was playing in...and I liked them so decided to keep them....


They really did help in fleshing out hte character and showing the 'voice' I was hearing :)


Wow.. those are really good questions!

--greaaat.. now they've given Kanoko a voice, and I can't ignore it. ~,~;


Here is my official completed submission:
Hestra Dalieah Vlept - Gnome Rogue

Appearance:
3 foot 4 inches tall, with purple spiky hair, glowing green eyes (frightened many a suitor off), and a pale complexion. Hestra is thin and fit. While not renowned as pretty girl, her oft broken nose gives her a roguish charm. Her tomboy looks, hide the possibility of a jaw dropping beauty if she cared to work at it.
She typically dresses in bright garish clothes, but always wears a deep violet corset with many thin tiny pockets filled with her tools, on or off the job. When she is on the "job" she usually wears an outfit with lots of greys, purples and deep blues, as these colors actually blend into the Magnimarian night much better than pure black.

Personality:

Sarcastic, clever, she is always quick with a response, typically rude or uncouth. While resentful of the situation she is in, she is cheerful and still does a good job, since if you're going to do it, you might as well do it right. She hates halflings and is quick to use racial slurs and blame them for the worlds problems.

Background:

In Magnimar, there is one man, one gnome you go to for the trickiest most difficult acquisition jobs. Harfard der Vlept. Problem is, he's dead. Leaving his daughter to fulfill his contracts and obligations. Hestra, is resentful at having to be a rogue, but she is quickly gaining her own reputation as a master. Just because you don’t want to do something is no reason to do a poor job at it, besides the people who hired her dad are the type that hold relatives responsible and Hestra still enjoys living.

Hestra had always dreamed of going away to The Acadamae in Korvosa, to become a grand conjurer like the heroes in her secret, humongous stash of Wizards and Warriors novels. She has every copy except #7:The Weird of the She Demon! With, the spark of the fey magic already within her, she is sure she has what it takes to be the grandest of wizards! Her father Harfard being a very set in his ways for a gnome, decided that his daughter would be a proper thief and not one of those too good for the world wizards. Though as time went by he was softening on the whole wizard school thing, and his death was related to doing a favor for a local wizard who promised to arrange an entrance interview at the Acadamae for Hestra. (Hestra doesn’t know this).

A regular night for Hestra:

In a seedy bar in Underbridge, her father's reputation protects her even though he has been dead these past 2 years, Hestra is drunkenly regaling the crowd with the “true story” of the Halfling’s Traipse, or where a halfling complains about walking a lot and then comes home with a mysterious pile of treasure. ”Tha’ grog-blossom of a writer, can’t pull his nose outta a buuk long a nuf ta tel’ a gnome from a slip! Twas ma da! Hairy footed sneak thief my pearl encrusted elbow!”trying out her newest curses learned from a Riddleport “sailor” the other day. After taking another swig of the foulest rotgut this tavern offered, she continues her story,”Now where was I… ah yes the giant squid that ate half of Sandpoint a few years back! Know I was just a wee lass back then, you ken. But my da, snuck up right behind the tentacled horror and stole it’s ink sack, without the critter knowing it, then put a poisoned shiv in it’s single humongous eye killing it on the spot!” After a few more stories, the next more fantastic the one before, she passes out and falls off the barstool with a loud thunk. The owner of the tavern walks over, scoops her up and places her in a booth by the hearth, covering her with a waiting blanket. Two burly half orcs take turns keeping a watch on her in the rough and rowdy tavern.

Interview Questions:

This strange rich fellow is asking her questions, before she’s had her morning grog. What’s a guy like that doing down here in the Dark.

How did you acquire your "job"? "Duh! I told you about that in my backstory questionnaire. Dad died. I have to cover his contracts or those people might come after me."

How did you assemble your starting equipment? "Well some of it obviously fell off a wagon and rolled into my house and try as I might I couldn't find the wagon to return it... Though, what master thief doesn't make her own tools? Seriously, off the shelf tools is a good way to get a needle doused in venom in your hand. My wardrobe has taken weeks to put together, and cost me a fair amount to find all the necessary parts. Finding a corset with this amount of hidden pockets and the right shade of violet is nearly, wait!.. Is impossible, I had to have it custom made!

What's the worst event of your life so far? "Well you expect you know the answer, but no! Dad getting the dead isn't it. I mean that happens to everyone eventually, or you go all white and bleachy like that one guy... but no! Having your dreams of attending The Acadamae in Korvosa smashed to pieces by a stubborn ol' goat like dad is the worst, and now that I went and got a criminal record I can't ever get into any reputable school...sniffle"

What's the best thing that's ever happened to you? “That’s easy, it hasn’t happened yet. So I will always have that to look forward too!”

How assertive are you when making a decision? “I’m not into that kind of relationships, I prefer my lovers to be the proper size and well they have to have a good sense of fashion, Kyton-chic isn’t my thing… though if I could find a solid blue gnome that has potential…”

How do you feel when faced by setbacks? "I punch them in the face, like street kids that blow your cover when you're about to successfully pick pocket the guard captain as he walks down the street and then the kid tries to grab the purse of some common passerby right where the guards can see... boy did I thrash that little punk..."

Do you stay in contact with your family? What do they think of you? "Well Dad never introduced me to any other family, he didn't seem to like them much. So no. Who cares what a bunch of silly forest fey gnomes think anyway."

Do you have any secrets or conflicts from your past that might come back to haunt you? "Well, I once left a dead rat in the Derexhi heir's bed with a little card saying "Compliments of the Underbridge tall folk." Since then I've realized that only those of us with proper statures call human's tall folk. There are probably only two or three people in all of Magnimar that could have pulled that off. One of them's dead, one of them is a Derexhi, and there is me!

How long have you lived in Magnimar and in what part of the city? "You ever been here before? Where else is a super beautiful thief going to live? Underbridge. Too much sun can harm my delicate complexion. I don't think I was born here, but I have no memories of anywhere else, besides short trips to Riddleport and once up to Sandpoint.

What is your opinion of the current state of affairs in Magnimar?Hard to answer. Sorta depends on what point in Magnimar we are. After Runelords, after Shattered Star?"The Lord Mayor is a buffoon, but rich so that is a plus. Jobs are plentiful, so that's good. As long as we don't get a Chelaxian invasion fleet, things are good. Though they might remove a lot of slips back south... hmmm... that might work well."


Stat Block:

Hestra Dalieah Vlept
Female gnome rogue 1
CG Small humanoid (gnome)
Init +4; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 dexterity, +1 size)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +0; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
Defensive Abilities bond to the land
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Offense
--------------------
Speed 20 ft.
Melee cold iron rapier +4 (1d4/18-20)
Ranged hand crossbow +4 (1d3/19-20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +1)
1/day—arcane mark, comprehend languages, message, read magic
--------------------
Statistics
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Str 11, Dex 16, Con 10, Int 14, Wis 10, Cha 11
Base Atk +0; CMB -1; CMD 12
Feats Weapon Finesse
Traits pragmatic activator, rapscallion
Skills Acrobatics +6, Bluff +4, Climb +3, Craft (locks) +6, Escape Artist +7, Perception +4, Sense Motive +4, Sleight of Hand +6, Stealth +10, Use Magic Device +6; Racial Modifiers +2 Craft (locks)
Languages Common, Draconic, Gnome, Goblin, Sylvan
SQ magical linguist, trapfinding +1
Combat Gear cold iron crossbow bolts (50), caltrops; Other Gear studded leather, cold iron rapier, hand crossbow, backpack, bedroll, belt pouch, chalk (10), flint and steel, mess kit, mirror, piton (5), silk rope (50 ft.), soap, thieves' tools, trail rations (5), travelling spellbook, waterskin, 28 gp, 3 sp
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Special Abilities
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Bond to the Land (Urban) +2 dodge bonus in selected terrain.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


The questions were great, it practically builds the character for you.

Liberty's Edge

It sure does help flesh them out, thats for sure!! I pass them out to my players whenever we are starting a new game, with some minor modifications. Its like they are interviewing for the position...and it seems to help them get into their character and understand them better...which makes for much more interesting roleplaying!!


Just stumbling upon this thread now. Am very intrigued by the premise, although I won't have time to submit something until tomorrow.

Dot dot dot.


I like the questions too!

We seem to have a decent trickle of applications and some very intriguing ideas. I plan to close applications midnight Thursday and will make my decision over the weekend.


Interesting dotting, and will post a char soon.


Here is a submission for the game.

"Lucky" Finn McDonaugh was originally made for a RoTRL game that ended too quickly.

Please review the Crunch and Fluff below and let me know if something needs changing that might increase my chances of making it into the mystery game!

Crunch:
"Lucky" Finn McDonaugh
Male human cleric of Desna 1
CG Medium humanoid (human)
Init +1; Senses Perception +3
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Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee morningstar +1 (1d8+1) and
starknife +1 (1d4+1/×3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—bit of luck, touch of chaos
Cleric Spells Prepared (CL 1st; concentration +4):
1st—bless, divine favor, true strike{super}D{/super}
0 (at will)—detect magic, guidance, stabilize
D Domain spell; Domains Chaos, Luck
--------------------
Statistics
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Str 12, Dex 12, Con 11, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Defiant Luck[ARG], Selective Channeling
Traits fast-talker, world traveler
Skills Bluff +7, Knowledge (local) +5, Profession (gambler) +7, Sense Motive +7
Languages Common
SQ aura
Other Gear chain shirt, heavy steel shield, crossbow bolts (20), light crossbow, morningstar, starknife, backpack, bedroll, belt pouch, candle (10), silver holy symbol (Desna Butterfly), spell component pouch, trail rations (5), waterskin, 30 gp, 3 cp
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Special Abilities
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Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.

Fluff:
Finn was a foundling. Growing up in an orphanage in Magnimar, Finn quickly became a child of the streets learning to beg and steal for his food. He was caught stealing from a local gambler who took pity on the youth and taught him the grift instead. Finn refined his act all over the city, baiting, switching and swindling folks here and there. It was a comfortable enough life and he always seemed to have Luck on his side. One step ahead of the bad guys or the law.

After swindling a friar of Desna, goddess of luck and wandering, Finn's Luck changed. Suddenly, he couldn't do anything right. His bets all failed, his gambling hot streak turned ice cold. His mentor was caught and beat to death by those he had swindled.Finn himself was beaten near to death, and then the law came calling.

Locked up in Magnimar, but never a religious man, he was set to swing from a noose for thieving, when he took a chance and prayed to Desna. Lady Luck took pity on the man, and gave him back his lucky touch.

When the priests of Erastil granted that one condemned man be spared on a holy day, of course it was his lot that was drawn.

Now free, and dedicated to his patron the Goddess of Luck, Finn has tried to dedicate his life to Good, following the dictates of the Lady of the Stars, he has been trying to live up to his jailhouse vows. He cashed in the last of his hoarded winnings to buy some armor and weapons, and will try to live a life of adventure, rather than crime -- doing good works and spreading his luck to others. The access to divine magic and healing is a wonder to him and he is still unsure of his place in the Church or his relationship with the Dreamer.


Braasto the True

Male Gnome

Braasto the true:
Braasto the True

Male Gnome Sorcerer 1 N

str 9 dex 10 con 16 int 13 wis 7 cha 18

Racial traits: small, slow, illusion resistance (+2 vs illusions), keen senses (+2 perception) obsessive (+2 craft alchemy), gnome magic (+1 to dc or illusions cast, 1/day dancing lights, ghost sound, prestidigitation, speak with animals), gift of tounges (+1 to bluff and diplomacy, 2 languages each rank in linguistics), weapon familiarity (weapons with ‘gnome’ in name are martial, (yay)), low light vision.

traits: gifted adept (dispel magic), magic is life (nethys)

languages: common, gnome, sylvan, draconic.

bloodline arcane. extra class skill knowledge nature (for the fey)

favoured class bonus going towards hp

skills: bluff 1 (+9) knowledge nature 1 (+5) spell craft 1 (+5)

feat spell focus illusion

spells known: 0: read magic, detect magic, light, acid splash.
1: colour spray, mage armour.

arcane bond: ring (made from adamantine if possible.) Eventually to be forged into a ring of telekinesis.

The first thing to understand about Braasto is that he is at least somewhat mad. The extent of his madness depends on one’s perspective. He doesn’t really understand the difference between fiction and reality, he also doesn’t really understand the difference between magic and the mundane. This manifests in a deep trust in his own delusions and a deep trust in his own illusions. His force of personality overpowers his own sense of reason by a large margin, and it overpowers his sense of common sense by a land slide.

What he believes about himself changes from day to day, but the key factor here is that he truly believes it. His true origins are mundane and boring. He was born to poor Gnomes in the outskirts of Magnimar, and now has no real living relatives. (If the GM would prefer his true background could be determined by the GM) Part of him is sure to remember this, but it is a small part of his mind overshadowed by his much more interesting fancies, and fantasies.

He no longer remembers it but he saw a cleric of nethys dispel a powerful illusion with dispel magic, and from that day regardless of his other beliefs he believes that nethys is powerful and his patron, and that he too will soon be able to create and destroy pieces of reality at a whim, as that his how he understood what he saw.

He has but one true content belief: That one day he will be truly great.

His role in the party will be as a primary arcane caster, with a focus on illusions (the dc’s will be monstrous representing his faith in their reality). He will also be an expert counter speller relying on a heavily boosted dispel magic to do the actual counter spell instead of trying to counter spell with the actual spell of high spell slots (at lvl 15 the roll will be d20 +cl(15) +7) He will be very good at casting shadow conjuration, evocation, etc. very effectively as his dc’s will be high, this will give him great versatility. He will also know a selection of buffs, and probably a couple of blasts.


Ladies and Gentlemen, here's tonight's entertainment!

Live from a crappy dive, NOAM FAUST!:

Noam Faust
Male gnome bard (prankster) 1 (Pathfinder RPG Advanced Race Guide 35)
CG Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +6
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Defense
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AC 17, touch 13, flat-footed 15 (+3 armor, +2 dexterity, +1 shield, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2; +2 vs. illusions, +2 bonus vs. fear and despair
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee dagger +2 (1d3-1/19-20) or
scorpion whip +2 (1d3-1)
Ranged shortbow +3 (1d4-1/×3)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, inspire courage +1, mock [DC 13])
Spell-Like Abilities (CL 1st; concentration +4)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Bard (Prankster) Spells Known (CL 1st; concentration +4)
1st (2/day)—grease, hideous laughter (DC 14)
0 (at will)—daze (DC 13), detect magic, mending, read magic
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Statistics
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Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 17
Base Atk +0; CMB -2; CMD 10
Feats Weapon Finesse
Traits dangerously curious, excitable
Skills Escape Artist +3, Knowledge (arcana) +4, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +6, Perform (comedy) +7, Sense Motive +4, Sleight of Hand +3, Spellcraft +5, Stealth +7, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Draconic, Gnome, Sylvan
SQ bardic knowledge +1, eternal hope, gnome magic
Combat Gear cold iron arrows (50); Other Gear studded leather, buckler, dagger, scorpion whip, shortbow, backpack, masterwork, bedroll, belt pouch, flint and steel, ink, black, inkpen, journal, mess kit, mirror, Ocarina, soap, torch (10), trail rations (5), waterskin, 20 gp, 8 sp
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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Appearance: Mop of cyan hair, golden eyes, bronze skin. 3' 7". Little on the skinny side, but he has a smooth, narrow face and pearly whites.

Personality: Goofy and energetic, rarely serious. Does silly light-hearted antics for his comedy, but is only really funny when he breaks out the gallows humor and caustic wit. Kind, but also insensitive.

behind the scenes interview with Noam Faust:

How did you acquire your "job"?
Long story short, I was hoping to take my stand-up routine to the Triodea, and the management took exception to one of my jokes. The first one, in fact. Anyway, I make a living performing in watering holes throughout Beacon's Point...usually.

How did you assemble your starting equipment?
Bought most of it in Kaer Maga before I left. That's why it's kinda patchy. Just like me! Whip's new, though.

What's the worst event of your life so far?
There, uh, there was this time before I found Beacon's Point. The guard had just banned me from street performances. I was drinking it off at the Gilded Cage, and, and one thing led to another, and, and...And I don't want to talk about it anymore.

You got any drinks?

What's the best thing that's ever happened to you?
Getting out of Kaer Maga. But that's what everyone in Kaer Maga says!

How do others perceive you in social interactions?
It depends. Sometimes, I get applause. Sometimes I get rotten tomatoes thrown at me. Beats being a guard, though. They're always getting rotten tomatoes!

How assertive are you when making a decision?
Very assertitve! Of course, in hindsight, that's how all my bad decisions are made. Like the... the Gilded Cage.

Yeah, I'll take another, barkeep.

How do you feel when faced by setbacks?
Pretty good!

Yes, that is my actual answer. I wasn't just talking about the ale. Ale's good though, you should try it.

Do you stay in contact with your family? What do they think of you?
I send Mom and Dad a letter every month or so. I don't tell them where I'm staying, though. I already know the reply.
"No-amm, when're'ya gonna find a nice gnomish girl to settle down with? An-ay long gore and your test-tees are gonna shrivel up!" "Oooohhhh No-amm mai boi, stop tryin' to be an acter or whate'er an' get yerrself a REAL job! Why can't you be mor' like yer brudder, he's trainin' ta be a priest!"

Oh, yeah, one(buuurrrrrpppp) one more, please.

Do you have any secrets or conflicts from your past that might come back to haunt you?
Well, ah, there's this one guy. Androgynous elf. Name's Eel-m-rain? SOmething like that. Big shot at the Triodea. Might've said...a joke or, or two about...him? Her? And the mistress. He, he might've reacted...poorly to that. Might've brought the guard down on me once. Or twice. Or thrice.
Was a long year.

How long have you lived in Magnimar and in what part of the city?
Been here for, umm...(one, two, four, eleventeen) 'bout six years or so. Usually livin' 'round...here...in Beaconspoint.

Yeeeaaah, 'nother. T'nk ye.

What is your opinion of the current state of affairs in Magnimar?
ZZZZZZZZZZZZZZZZZZZZ

Didn't realize the thing with the name until just now, typing it into the post. Completely not intentional. Might have to change it later. In any case, thanks for the questions, Daniel Stewart!

Liberty's Edge

Your welcome!


Hmm.. the Gnomes... I might want to change her to a Gnome... *considers*


Nah, I like your submission Kanoko, gnomes add a level of silly that probably aren't gritty enough for your back ground. Besides, having too many small folk putting along at 20/15 feet is gonna take forever to get anywhere

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