Lucendar's Crimson Throne Campaign...Redux

Game Master Lucendar

Map of Varisia


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It is said in the annals of history that the gods are fickle beings and as such, are sometimes controlled by their impulses and their insecurities. Some like to challenge the faith of their mortal worshipers; some like to teach and educate them; some like to punish them for their frailty; some like to weed out the weak among their flock; and others just mess with them for the fun of it out of sheer boredom. Whatever the reason for it, the gods of Golarion select one year out of every century and decide, for the most part, to not bless their most ardent worshipers (priests) with their magic and divine guidance. The gods call it the Year of the Faithful, where they can divine by their actions, whose faith is unshakeable despite their absence and who is the most worthy of their gifts.

The mortals on Golarion, however, call it the Year of the Faithless. Some see the gods' actions as punishment; some see it as a test of their faith; some see it as a form of population control. Crime and disease run rampant and the death rate increases exponentially, as there is no one around to cure the masses or the soldiers, the rich or the poor. All suffer equally. Morale among the guards and soldiers is at its lowest level, as no one rushes off to stop a crime, bar fight, etc., knowing the slightest injury could result in death. However, this global event is a great deterrent of war. No wars throughout history have ever been fought during the Year of the Faithless.

But the gods do not forsake their worshipers completely. It is said one out of every hundred priests (usually the young) continue to receive their divine gifts, but those poor souls are so rare indeed that their gifts become a curse in itself. The masses overwhelm them with requests for healing, the military wants to chain them to their barracks so they can heal their wounded, and the evil scoundrels of the world try and kidnap and torture them or their family members to force them into working their divine gifts for their causes.

Yes, the gods are fickle indeed!

Hello all, I am back from hiatus and have decided to pick up on a campaign I had proposed and particularly enjoyed a year ago but fell through after 500+ posts. To those familiar or unfamiliar with my DM-ing style, I hardly stick to the AP (Curse of Crimson Throne) as written and make major modifications to fit the plot (as evident by the global event mentioned above), playing style of the players, and just my particular tastes. What I look for in characters rp-wise: energetic, vibrant, creative and detailed personalities that allow for the development of the story; in combat, I love cinematic and dramatic battles as well as good tactics and teamwork.

I bring: creativity, enthusiasm, and good grasp of the rules to the game. You bring: committed characters (available to post at least 1x day, the more the better), colorful personalities, and good rping. As I always say, the players’ great rping inspires me to tell a good story.

Mechanically: 1st level, 15 point buy (want to make this as gritty as possible), max hp and gold at 1st level, 2 traits, all classes open, all core races allowed (any from ARG need prior approval from me). For those familiar with the CotCT Campaign Guide, those campaign traits will not apply, as there is no Gaedren Lamm hook (like I said in the 1st paragraph, I change things!), and I don’t particularly like the old man “beating and molesting” the adventurers when they were kids to inspire vengeance storyline. The players’ home should be in Korvosa (campaign doesn’t work if players don’t care about their home city) and the story begins during the Year of the Faithless, as they are traveling in a caravan back to Korvosa from a trip abroad when a harsh storm forces them to seek refuge in a coastal village about 3 days’ journey from home. News of King Eodred’s severe illness has reached your ears and there are rumors of panic in the city. Include in your concept where you went and why you left Korvosa, albeit temporarily.

I will be accepting 4-5 characters so post your concepts with your time zone (I am in EST, GMT -5), character's appearance, your posting frequency, concept, stat array, and background, which should include your motivations in this politically charged climate. If you choose a cleric, how do you feel about being a member of the 1% who still has their divine gifts? Is it a blessing or a curse for you? Are you open with your gifts or do you hide them? I do not need a complete character sheet with equipment and feats, etc. I will make a decision on the players selected by 3/10 by noon. I reserve the right to change the deadline if I feel I have enough concepts. Thank you in advance for your submission.

Any questions, let me know!


Hello - this looks like a lot of fun - I like the world-changing feel of the Year of the Faithless, when everyone's safety net is pulled out.

I have a question on mechanics: in your mention of playing a cleric, you suggest that he'd still have his divine gifts, and it sounds like the loss of divine abilities only affects them. Is that so? Do other divine casters lose their abilities, or only clerics?

And out of curiosity - you say the story begins during the Year of the Faithless, is it safe to assume the whole tale will take place under those conditions? I don't know CotCT, so I don't have a sense of its time arc.

By the way, I posted the other inquisitor of Desna in Lucent's campaign, sorry neither of us made it in. They'll wish they had Her along, I'm sure.

Grand Lodge

Hello, I am in EST, GMT –5,
Erina is a bright smiling girl with haphazard brown hair and warm brown eyes
I can post four to five times a day
Erina is a adventurous but timid girl. She often goes on adventures but never ones that last more then a few days. She had just finished one such adventure and now has joined the caravan home.

stat array:
Erina Wisewood
Human Druid 1
NG Medium Humanoid (human)
--------------------
Defense
--------------------
AC - 15 (10+ 4 (Hide)+ 4 + 1 (Dex))
Touch - 11
Flat-footed - 14
hp 8
Fort +3, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sickle +4 (1d6/x2)
Club +4 (1d6/x2)
Dagger + 4 (1d4/19-20/x2)
Ranged Sling +4 (1d6+4/x2)
--------------------
Statistics
--------------------
Str 14
Dex 12
Con 12
Int 12
Wis 14
Cha 12
Base Atk +0; CMB +2; CMD 13
Feats: Improves Initiative – Combat Casting
Skills: Climb 5, Handle Animal 6, Heal 6, Knowledge Nature 7, Perception 6, Spellcraft 5, Survival 2,
Languages Common, Sylvan, Druidic
--------------------
Special Abilities
--------------------
*Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
*Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
*Base Speed: Humans have a base speed of 30 feet.
*Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
*Bonus Feat: Humans select one extra feat at 1st level.
*Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level

Natures Bond: Cat, Big
Nature Sense
Wild Empathy at +2

Erina grew up in Korvosa always preferring the surrounding woods to the bustling city. Her up bringing wasn't anything special. Normal home life, normal family. Well normal till Erina was about sixteen when her acquired her Tiger, Raja. Since that day they have been inseparable. Erina is big on helping. She knows the year of the Faithless is a horrid time. She wants to use her gifts to ease some of the suffering., though she is never open with her healing gifts.


Thanks for your post, K. The event also clears up all the talk on the message boards why the kingdom's priests cannot simply raise dead or resurrect the King when he dies.

The event affects oracles and clerics. Paladins, druids, rangers, and inquisitors all still have access to their spells and abilities.

Yes, the whole arc of the PbP could take place in a year, though it's not necessary for the last parts. I just like the flavor of what happens in a world when there are very few clerics around with no access to the higher level spells.


E.L. Warren wrote:

Hello, I am in EST, GMT –5,

Erina is a bright smiling girl with haphazard brown hair and warm brown eyes
I can post four to five times a day
Erina is a adventurous but timid girl. She often goes on adventures but never ones that last more then a few days. She had just finished one such adventure and now has joined the caravan home.
** spoiler omitted **

Erina grew up in Korvosa always preferring the surrounding woods to the bustling city. Her up bringing wasn't...

Nice submission, E.L. Some of the mechanics might be off (+2 hit with sickle and club, not +4) and you forgot to add Str modifier to damage, but we can fix all that later, if selected.

Grand Lodge

Lucendar wrote:
Nice submission, E.L. Some of the mechanics might be off (+2 hit with sickle and club, not +4) and you forgot to add Str modifier to damage, but we can fix all that later, if selected.

Sorry about that. Cut and pasted the weapons from another character. Plus my boss started hoovering around my desk. *LOL* Slow work day equals making characters.


Sounds fun, I like things a little off the beaten path. I'll be posting a barbarian (probably an archetype...) here in the next little while.

I'm curious what happened to the last RotRL that you ran, like why it died.


Mug, you mean CotCC, right? I've never run RotRL. There was some issue with player posting frequency and then the holidays came and I was absent for a couple of weeks and when I came back, the players had moved on. Thinking about it, I remembered I missed the setting so I'm trying Take 2 now. I won't be disappearing anytime soon (*knock on wood*).


Yeah, I meant CotCC. Thanks for the info, it's not important, but I was curious so thanks.

Oh and I've decided on a scarred Rager, who's tribe deals with the Year of the Faithless by selecting a young warrior from the tribe to sacrifice himself in glorious battle. The more scars the warrior receives before dying, the quicker the curse on the land will be done away. Outwardly resolute, inwardly conflicted, that sort of thing.

*keeps an eye out for lurking/hovering bosses*


I'm pondering an Urban Ranger, likely human, with sort of a different spin on the ranger story. I envision a street-wise fixer, who knows somebody who can get you that cure disease potion your sister needs for her kid, now that the gods have turned their backs on us again, but it's gonna cost you. Things didn't go quite as planned in a recent deal - and how could they, in the Year of Faithlessness? - and he had to leave town for a bit. But Korvosa is his world, and he sees it as the center of the world - sure, there are other places to live, but does anybody really want to live there over Korvosa? So he's on his way back, willing to take his chances that things have cooled off and he can get back to business.

I'm on the west coast (so PST, GMT -8), and can post several times a day. I love a good story and grand, cinematic combat sounds like a blast. I enjoy building relationships with other PCs over time, and see this ranger as well-connected in the city, but kind of lonely, since everyone's a "business associate," if ya know what I mean? So he'd be interested in building connections with others in the party.

Gotta get back to work, but I'm having fun with this idea, so I'll get something cooking and post in the next couple of days.


Central Time, GMT -6; I sit in front of a computer 8 hours a day, 5 days a week, so posting a few times a day should be pretty easy for me to do. I run a D&D game on Monday evenings, so on those nights I may be a bit scarce.

Saxon Cynald is a young man of 22. He has shoulder length hair a shade of brown so dark it borders upon black and a tan complexion. He has few, if any, remarkable features, and a face, that while not unpleasant by any means, is easily missed in a crowd and quickly forgotten.

Saxon Cynald is a bit of a recluse and a bookworm. He spends most of his days locked in study to unlock arcane secrets and most of his nights escaping to fictitious fantasy worlds between the pages of a book, taking the odd job here or there to buy more tomes, magical or mundane. Knowing that he has few practical skills aside from a keen grasp of the basics of magic and that he will have to aspire to something someday lest he fester away into insignificance, he has embraced his favor of the school of abjuration and dreams of one day being chosen by a lord to be a court wizard, perhaps that which protects a noble king. Saxon strives ever toward that goal.

Recently the young wizard received word from distant family in Cheliax that his young cousin had shown an aptitude for magic. He readily took a trip to the distant land to collect his kin to see if he could push his abilities further while fostering another's by engaging in mutual study and challenging one another. Unfortunately, it turned out that his cousin had the gift of sorcerer's blood and had little patience or skill in book magic, so Saxon, disappointed, departed for home, leaving his family member behind.

Crunch


I'm available to post multiple times a day and usually have no problem keeping up with the group. More often than not I'm chomping at the bit for more frequent posts, but obviously not everyone has that kind of availability.

I'm Mountain Time, GMT -7.

About Ballumnor White
The clan Elders foresaw this day coming, and Murdul had hoped so badly that he would be selected as the Scarred One who would save the tribe. To be free to seek the glory of battle, wherever his heart led him, his only task to seek out and preserve the scars obtained during his battles. The culmination of the role as the Scarred One was less appealing to Myrdul, and it was easy to bury that unpleasant reality beneath the excitment of being chosen and the well-wishes of friends and family. "Lucky Myr, what a glorious task!" and they'd clap him on his muscled shoulders. Behind his false-cheerful eyes, his heart and mind rebel against the knowledge that he must be dead before the year is out, to end the curse so the clan may endure, survive and thrive.

Things had gone well enough at first, a wolf had blessed him with a terrible scar on his upper thigh. Then the two sneaking men in the woods, the barbarian suspected they had looked on Myrdul as easy prey, rather than genuine interest in Myrdul's request for honorable combat. The long snaking scar on his back, and the puffy divit in his chest are his momentos of that encounter. There were others, and his travels eventually led him to Korvosa, which Myrdul felt a surprising fondness for. He told himself that he stayed day after day, week after week, because of the excess of combat opportunities. He still preserved each scar, but his heart was not in the task, and the he had to constantly strive to dismiss the feeling that he should continue his wandering, and see his quest to it's completion. The guilt sometimes became so strong he need equally strong drink, followed by a rousing brawl, before he could sleep through the night.

In an odd way, Korvosa had become his refuge, a sanctuary to avoid the destiny laid upon him by his clan, and he was grateful for the citiies unwitting service. Finding work never seemed to be a problem for the strapping young barbarian, his intimidating presence alone often enough to end trouble before it started. He would hire himself out as a guard, and sometimes even a caravan guard in order to obtain the funds for day to day living.

Stat Sheet:

-----------------------------------------------------------------------
Basic Information

Character Name : Ballumnor White
Player Name : Jordan
Character Race : Human
Alignment : Neutral
Deity : None (Athiest)
Total Level : 1
Height : 6',3"
Weight : 215 lbs
Eyes : Brown
Hair : Black
Size : Medium
Speed : 30'
-----------------------------------------------------------------------
Character Class Information

Class and Level : Barbarian (Scarred Rager) 1
Class and Level :

Favored Class(es) : Barbarian
Favored Class Bonus : +1 hit point or +1 skill point
-----------------------------------------------------------------------
Ability Scores
15 -5 -3 7 = 0+2 -2 = 0
Strength : 16 (+3) 5 +2 racial
Dexterity : 13 (+1) 3
Constitution : 15 (+2) 7
Intelligence : 08 (-1) -2
Wisdom : 10 (+1) 2
Charisma : 10 (+0)

Maximum Load : 25/300 lbs.
Lift Overhead : 300 lbs. (equal to Maximum Load)
Lift : 600 lbs. (equal to Maximum Load x2)
Drag or Push : 1500 lbs. (equal to Maximum Load x5)
-----------------------------------------------------------------------
Combat Statistics

Hit Points : (15) 12+1+2
Base Attack (BAB) : (1)
Initiative : (1) 1 Dex + 0 misc

Base Melee : (4) 1 BAB + 3 Str + 0 size + 0 misc
Base Ranged : (2) 1 BAB + 1 Dex + 0 misc

Combat Maneuver : (4) 1 BAB + 3 Str + 0 misc + 0 size <- CMB
Maneuver Defense : (16) 10 + 1 BAB + 3 Str + 1 Dex + 1 dodge + 0 size <- CMD

Armor Class : (15) 10 base + 3 armor + 0 shield + 1 Dex + 1 dodge + 0 size
Touch AC : (12) 10 base + 1 Dex + 1 dodge + 0 size
Flat-Footed AC : (13) 10 base + 3 armor + 0 shield + 0 misc + 0 size
-----------------------------------------------------------------------
Saving Throws

Fortitude : (+4) 2 base + 2 Con + 0 misc
Reflex : (+1) 0 base + 1 Dex + 0 misc
Will : (+0) 0 base + 0 Cha + 0 misc

Conditional Bonuses and Penalties :
-----------------------------------------------------------------------
Racial Abilities and Features
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level. (Dodge)

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

----------------------------------------------------------------------
Class Abilities and Features

Scarred Rager
Some barbarians wear marks of prowess and savagery upon their bodies. The scarred rager believes each wound tells the tales of her prowess and bravery. She augments these ragged trophies with brands and tattoos in order to win the notice and favor of her gods, ancestors, or totem spirits. The scarred rager's gnarled and exotic appearance terrifies civilized onlookers, but is awe-inspiring to her savage kin.

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, and shields (except tower shields).

Terrifying Visage (Ex): A scarred rager adds 1/2 her barbarian level on Intimidate checks against humanoids who are not members of barbarian tribes. When dealing with barbarians, the scarred rager may choose to add this bonus on Diplomacy checks instead. The DC of any fear effect created by the scarred rager also increases by 1. This ability replaces fast movement.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Skills and Feats:

-----------------------------------------------------------------------
Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.

  • denotes a class skill.
    ^ denotes a skill that cannot be used untrained.
    4-1int+1skilled/level = 4 points/level

    *Acrobatics (Dex) - 0r+1a+3c = (1)
    *Climb (Str) - 1r+3a+3c = (7)
    *Craft (Int) - (0)
    *Diplomacy (Cha) - 0r-0a+0c+1f =(1) +1/2 level vs barbarians
    *Handle Animal (Cha) - (0)
    *Intimidate (Cha) - 1r-0a+1t+3c+1f = (6) +1/2 level vs non barbarians
    *Kn(Nature) (Int) - 0r-1a+3c = (-1)
    *Perception (Wis) - 1r+0a+3c = (4)
    *Ride (Dex) - 0r+1a+3c = (2)
    *Survival (Wis) - 1r+0a+3c = (5)
    *Swim (Str) - 0r+3a+3c = (3)

    Languages: Common
    -----------------------------------------------------------------------
    Traits and Feats

    1) Skeptic: Growing up, you were always around magical effects to the extent that you realized much of it was mere smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.

    2) Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

    Feats:
    Level 1 #1: Power Attack - You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
    Level 1 #2: Dodge - Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

  • Equipment:

    -----------------------------------------------------------------------
    Money and Equipment

    Armor : Studded Leather (+3 AC, +5 MaxDex, -1 ACP, 20 lbs)
    Belt :
    Body :
    Chest :
    Eyes :
    Feet :
    Hands :
    Head :
    Headband :
    Neck :
    Ring #1 :
    Ring #2 :
    Shield :
    Shoulders :
    Wrists :

    Weapon : Earth Breaker (2d6+3, x3, B, 14 lbs)
    Weapon : Throwing Axe x2 (1d6+3, x2, S, 10', 2 lbs)

    Other Equipment :
    Backpack 1 lbs
    Blanket (winter) 2 lbs
    Oil (flask) 1 lbs
    Belt Pouch x2 1 lbs
    Rations x4 1 lbs
    Waterskin 1 lbs
    Torch x3 3 lbs
    Travelers Outfit 1 lbs

    Equipment Weight : 42 lbs

    Money :
    79 GP
    0 SP
    0 CP


    I am enjoying the concepts I am reading so far, very creative!

    K: look forward to reading your urban ranger concept, looks like it fits this city-setting perfectly

    Ringtail: Very cool mage build with improved initiative and toughness (fast and durable!); it would be cool if you could incorporate into your background how/why/where he trained in those feats

    Mug: Like the scars and history, some questions about the background: Where is his clan located? Are they Shoan-ti? Any relations with them? Why did/does the clan need saving? What's the problem? How is Ballumnor going to solve it? You mention destiny, what has been foretold? Would he ever go back?


    His clan will be Ulfen, seen roaming the Velashu Uplands. The clan occasionally deals with Shaon-ti, but intermixing blood is frowned upon. The clan needs saving, just like Golarion needs saving, the Year of the Faithless is upon them! Clan shamans have seen the coming of the year of the faithless and by bad luck and superstition, the shamans have decided the way to appease the gods and bring their favor back to the land (and the clan) is by choosing a Scarred One who must fulfill the mission I explained earlier. Basically to gather as many scars as possible, the mutilation of the body believed to please the Gods, each new scar bringing additional favor. The 'destiny' placed on him was the title of Scarred One, as when the Year of the Faithless struck, the clan shamans designated Ballumnor for the honor. The misgivings Ballumnor is experiencing is due to the shamans demand that at the years end, he must die in combat. This is seen as the ultimate sacrifice and will thus (in the clans eyes) appease the Gods and end the curse on the land. Dying before the year is up is also acceptable, but the important thing is he must die honorably, before the year is over, and the more scars gathered along the way, the better. He's not supposed to go back to the clan ever, they expect him to die, and the sign of his death will be the end of the curse.

    Did that clear things up any?


    I'll make some slight updates to his background to incorporate the things mentioned and have it up a little later today.


    hmm, interesting, would there be issues with playing an oracle? edit: or witch?


    I edited Saxon's fluff to better reflect his traits and feats. I also editted his skill selection, dropping Knowledge (nature & religion) in favor of Knowledge (engineering & history). The updated character and background are both visible in Saxon's profile.


    Thanks for the clarification Mug.
    Ringtail, Saxon looks good.
    Iejir: Either is fine, all classes are viable


    Hello, Lucendar, it's definitely been a while. I played in your Survival PbP some time ago. Got killed almost right off the bat, but the rest of it was a fun read. Just dotting this for the time being, but I am definitely interested in playing a human conjurer. Perhaps tiefling if I'm feeling a little more adventurous, with your approval. With the conjuration-focused Acadamae in Korvosa, I should be able to pull it off well enough.

    I am in the EST timezone as well; I'll see if I can put an idea together once I get off work.


    I'm also intrigued, I'll have to come up with something. Looks like a lot of people are actually going the caster route--I see one urban ranger and one barbarian? Not sure what I'll do yet, but I'll see if I've got anything.


    Here is Gyllan Dow, my urban ranger. The build is nearly complete (need to sort out feats, skills and equipment), and the story is done unless you need or want things changed. I had a fun time writing him up, let me know if you have questions or feedback – and there’s a question for you at the end. As for other info you asked for: I can post several times a day, and am on west coast time (GMT-8) .

    Stat Block:

    Gyllan Dow
    Male Human Ranger (Urban Ranger) 1
    CG medium humanoid (6’, 1”, 200 lbs)
    Init +4; Senses Perception +5

    DEFENSE
    AC 18 touch 12 flat-footed 16 (+4 armor +2 Dex)
    HP 12 (1d10 +1 Con +1 favored class)

    Saving Throws
    Fortitude: +3 (+2 level, +1 Con)
    Reflex: +4 (+2 level, +2 Dex)
    Will: +1 (+0 level, +1 Wis)

    OFFENSE
    Speed 30 ft.

    Melee
    Melee Dagger: +4 (1d4+3/19-20/x2)
    Ranged Dagger, Thrown: +3 (1d4+3/19-20/x2/10' increment)
    Ranged Longbow: +3 (1d8/x3/100' increment)
    Ranged Sling: +3 (1d4+3/x2/50' increment)

    STATISTICS
    Str 16, Dex 14, Con 12, Int 10, Wis 13, Cha 10
    Base Atk +1, ; CMB +4; CMD 16
    Feats TBD
    Traits Guide of the Streets, Cynic


    Appearance:
    Gyllan is a bit taller than the average Korvosan, with fairly broad shoulders and a slender build. He has dirty blonde hair cut short, and his blue eyes peer eagerly about for the next interesting sight or scene that his beloved city of Korvosa has to offer. He wears a faded black leather coat, though one can glimpse a shiny, new chain shirt beneath it. Similarly worn brown leather leggings and boots cover the rest of him. The hilt of a sword can be seen over his left shoulder, and the tip of a bow protrudes over his right. He moves through the crowds of the city with practiced ease, greeting many acquaintances and former customers as he goes.

    Background:
    Gyllan Dow literally stumbled onto his current path in life. When he was 15 years old, and already a fairly tall lad, he was walking along a side street in North Point, enjoying the thrum of the busy city. A wool-merchant’s cart, one of many carts that entered Korvosa to do business each day, carrying a load of baled wool through the packed streets, jerked into motion in front of him. The strap holding the cart’s gate broke, spilling the load of bales at Gyllan’s feet, rolling on the ground around him and tripping him. The merchant quickly leapt to the ground to recover his goods and, seeing the boy, offered him a few coppers to help pick it all up.

    After the bales were recovered and the cart reloaded, the merchant thanked Gyllan and, after giving him a few coins, asked if he happened to know a quick route to Warehouse Way, at the Guard Street end. Gyllan replied “I know a quick way to anywhere in Korvosa.” – and indeed he does.

    Gyllan’s father is a hardworking stevedore on the many docks of Korvosa, and Gyllan’s mother died when he was a young boy. Because his father worked all the daylight hours, leaving their house at dawn and returning after dusk, Gyllan spent a great deal of time alone. As an active, curious boy, he wasn’t about to spend all of his time sitting in their tiny house in The Shingles, waiting for his father to come home. From an early age, Gyllan took to exploring Korvosa, first his local ward, then The Shingles in general, and eventually all of Korvosa. He spent his days wandering the broad avenues, quiet streets and back alleys, finding shortcuts and secret spots, high and low, throughout the city. In the course of his wanderings, he has gotten to know many of the diverse cast of characters that inhabit Korvosa, and enjoys studying them, learning more about people’s kindnesses, flaws and fears. As a result, he knows the city, its ways and its people, better than most.

    In response to the wool-merchant’s question, Gyllan said, “You’d do better to come in the High Bridge next time. Lots of carters think the North Bridge will be faster, because they don’t have to pass through two gates, but it takes so long to get through to Midland that it’s not worth it. But I know a quick way to get where you want to go.” He climbed aboard the cart and pointed out a an alley to cut through to another side street, and they were on their way. As they travelled, the merchant asked, “If you know so much about Korvosa, boy, I don’t suppose you can tell me where I can get some good red dye, that won’t cost me too dear?” Gyllan thought about the question a moment, and then took a wild guess that that a dye-works he knew of, that they’d pass on their route, might have some at a good price. They stopped along the way, and the dye-works offered the wool-vender a good deal. In fact, the merchant was so pleased, he gave Gyllan a couple of gold coins for his help.

    Gyllan realized he could put his knowledge of the city to good use. He took to waiting at the city’s gates for merchants coming in to town, and offering his services as a guide and asking if he could help them find anything in Korvosa. He began to make a bit of money this way, and soon became known as someone who could connect people with things they needed – a “fixer.” Over time, this meant he was earning more gold at his trade, which meant he had to arm himself and learn a bit about fighting, to protect his earnings. He discovered he enjoyed this training, and his growing body grew stronger and leaner.

    As he got better known as a fixer, people began to come to him with more unorthodox requests. They asked for things that are hard to find in Korvosa, like Taldoran sapfruit jellies, or that perhaps shouldn’t be found, like a big bag of Harlot Sweets for an ugly, aging prostitute beloved by a brewer of the hoppiest ale in Varisia. With the arrival of the Year of Faithlessness, his business really took off, as people sought all sorts of things that they would normally turn to the temples for – healing potions and other forms of curing, among other things. With his earnings, Gyllan was finally able to get himself some decent weapons and armor, and beginning to think he really could find anything for anyone in Korvosa.

    A few months ago, Jerril Makris, a man Gyllan had done some business with before, asked Gyllan if he could find a wagonload of raw, unrefined pesh plant. Gyllan had no idea why anyone would want such a thing, and thought it might be for some wizard’s brew of some sort. He said he might be able to arrange something. He collected a little money up front to get things started, and had a few leads on a deal, when a couple of toughs from the Cerulean Society came to see him for an unfriendly visit. Gyllan managed to bluff his way out of the situation, but realized he was entering new territory, that he didn’t know or understand, and he needed some time to figure things out. He quickly asked a caravan driver he had worked with, who was heading to Palin’s Cove, if he could come along, as a way to get out of town for a while.

    They left Korvosa several weeks ago and are on the last leg of their return journey, and Gyllan is hopeful that things have cooled down for him in the city. Having spent some time travelling the countryside, and visiting the small, smoke-choked town of Palin’s Cove, he’s eager to get back to Korvosa. This is the first time he’s really been away, and he’s realized that not only is he a part of the city, but the city is a part of him. He wants to get back home to the dense, thriving, noisy, exciting place he calls home.


    Question:
    Animal Empathy makes no sense for this character. Would you consider my swapping it out for something - an additional trait, skill ranks, massive amounts of hit points, something? I'll understand if you want to just leave it, but it doesn't seem to fit with the urban ranger, so a bit of tweaking would be fun.


    Mahorfeus: Hey, good to see you again. A tiefling conjurer would work. I look forward to reading it.

    Loup Blanc: Welcome!

    Khelreddin: Very cool concept.

    Answer to K's Question:
    Considering your background, I would be willing to give you the Persuasive feat or an additional trait in exchange for giving up Wild empathy. Let me know which one works for you.


    Glad you liked the idea, I'm pretty excited about it. I've played a lot of rangers, and this guy seems very different and fresh. Have another question, only spoilered to reduce the wall-o-text effect.

    Another question for Lucendar:
    Thanks for your thoughts on giving up Wild Empathy. I will definitely take one of the options you offered, will think on which one. I was also thinking about the mechanics for Gyllan finding things that people are after, and it seemed that making that a Survival skill check would make sense. Where a wilderness ranger would find food in the wild with such a check, an urban ranger would use it to find things in the city he needs, probably paired with Knowledge (local) in some way. This ability would build as his Favored Community bonuses go up, which would make sense. Let me know what you think - thanks.


    That is a highly interesting setup you've created there. Just dotting for interest for now, but I wouldn't be surprised at all if I put up a concept within a few hours.

    Shadow Lodge

    Dotting for interest.


    Answer to Khelreddin's other question:
    I would agree, perhaps an average of the the Survival and Knowledge (local) bonuses would apply, since it appears both skills need to be applied.

    Viscount and Merck, I welcome all applications and you have plenty of time before deadline.

    Question for all applicants: Do you have family/friends in Korvosa? Please weave that answer into your backgrounds, if possible. Thanks.


    Follow-up to Answer to Khelreddin's other question:

    Sorry if I'm bombarding you, I've been working on this concept on and off when I've had time, and thought of another possible replacement for Animal Empathy. Instead of Persuasive, what would you think of Cosmopolitan? This feels like it fits well with Gyllan's background, having spent all his life meeting people from all over who come into Korvosa, and would allow me to pick up a couple of very fixer-appropriate class skills, such as Sense Motive.

    Let me know what you think - thanks.

    Shadow Lodge

    Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

    Color me intrigued -- this sounds like a really cool idea.

    I have a question regarding the Year of Faithlessness. Is this a scheduled event that the churches knew about in advance, or did they just wake up one morning unable to contact their deities? (Or something in between where they had, say, a week's notice.)

    The reason I ask is I'm going to put together a Priest who is not one of the lucky 1% and so will be something other than a Cleric, and I have two different concepts depending on how prepared they were for the event.


    Very intriguing question, pH. I would say the different clergies would receive visions in dreams a month before the start of the year alerting them to the fact that the gods were about to "abandon" them. Then, the city officials/followers/worshipers would be alerted and then the public at large.


    This sounds really cool, Lucendar. I'd love to try to get into one of your games. It looks like the submissions so far are:

    Khelreddin - Gyllan Dow - Human Ranger (Urban Ranger)
    E.L. Warren - Erina Wisewood - Human Druid
    Ringtail - Saxon Cynald - Human Wizard (Abjurer)
    Mug - Ballumnor White - Human Barbarian (Scarred Rager)

    I'm thinking of applying with a Varisian oracle (or witch, or bard...) drawn to Korvosa by cryptic prophetic dreams. I'll get the concept up in the next couple of days.

    Thanks!


    Does anyone(s) want to setup an existing friendship between our characters? It can be close or distant as we like. Maybe professional affiliations or frequent the same bar at night? Or we were hired to guard the same caravan at one point. Etc... any interest there?

    Oh this is the destiny-shy and far from home Ballumnor here. He's away from his family and tribe and would be quite quite lonely and looking for a friend.


    @Mug - Gyllan and Ballumnor could definitely have met, as lots of new arrivals in the city end up coming to him for things they need. Perhaps Ballumnor needed a cheap place to live, and was having a hard time finding a place because the landlords all thought he was Shoanti? Or, as a man unused to cities, he just couldn't sort out how to find a home in the bustling hive of Korvosa, and Gyl spotted him one day and offered to help him out?

    In exchange for the help, Ballumnor might provide occasional guard duty for Gyllan, when he's got to collect a large-ish payment or make a delivery of something valuable. And since Gyllan also wants to be able to defend himself, they might have taken to sparring on quiet days? I'm open to any connection, though I'd think it would be as acquaintances, perhaps a bit more, since Ballumnor is pretty new to town and Gyllan has been away for the several weeks.

    @All - I accidentally called it the "Year of Faithlessness" in Gyllan's background, and it's been repeated at least once - I don't know if I started us off on getting it wrong or it's just that two of us made the same mistake - but the original "Year of the Faithless" sounds a lot better and punchier, so I'll work on using the right name.


    @Khelreddin - I think the relationship starting as looking for a place to live and paying Gyllan with guard duty would be a good, simple exchange that Ballumnor would understand in the chaotic new world of city life. He'd probably have guided Ballumnor away from some of the pitfalls which happen to country bumpkins. Such as following a shady individual into a dark alley, or to watch your back if you do so. Where he can go to find honest/good people to deal with, that sort of thing. I'm thinking Ballumnor would feel quite appreciative and indebted to Gyllan for such services, his nature being naturally friendly and open, too young and inexperienced to know in whom he should place his trust, so he trusts most everyone.

    I'll work the relationship into Ballumnors backstory at a very high level using this basic premise, keeping them as acquaintances but one who Ballumnor trusts and respects greatly.

    @GM - feel free to add any input on this that you'd like. I don't anticipate you having a problem, but obviously want to make sure things fit your vision.


    Welcome Friar, glad the idea intrigues you. I think the "event" solves many of the questions with the King's death and increases the urgency and threat of the plague in Book 2. Besides, it's cool to shake the world up a little. I look forward to reading your concept.

    @Khelreddin - Cosmopolitan is fine with me, makes sense with your concept.

    Grand Lodge

    @Mug & Khelreddin - I would mind Erina knowing you guys. She grew up in the city but preferred the forest outside the city to hang out in when growing up. Any way I can work that in with either of you?


    Very interesting indeed. I do, very much, like your take on everything.
    However, (and not to sound rude or anything) wouldn't the clergy begin mass producing wands and scrolls and the like in preparation for the Year of the Faithless if they had visions about a month before hand? That would at least give them a bit of time to stock up. Not sure if you thought about that though, so if you did just ignore me. :p

    I am definitely interested and I have been wanting to play a bard for a while, so I will probably be submitting one, but I may change it up. Just a quick question though, would I be able to play an Aasimar perhaps?

    Also I am GMT-8 and can post pretty frequently during the weekdays daytime, but I have night classes so I usually will be dealing with those and the mountains of homework that comes with them so probably not too much night posting. Weekend posting will vary depending on errands and in person gaming things, however I will still be able to post at least twice on Saturday (morning and evening/night) and at least once Sunday (morning). I'll repost this with my actual submission as well to make it easier to keep track of. Just getting it out there so you have an idea of what times I can post.


    Oh I agree with you that some of the more high profile churches stockpiled on clerical wands but they're not cheap to make (5500 for 3rd level spells and over 10K for 4th level) so they're in limited supply. Especially since donations and attendance at all churches are an all-time low during the Year of the Faithless for obvious reasons.

    Your posting times are fine, Shoelace; look forward to reading the bard. Just post a creative background as to justify as to why he needs to be an aasimar, as compared to another race, and I'll allow it.


    @Warren - If Erina knows Ballumnor it'd probably be through Gyllan, as he grew up in Korvosa as well. Ballmnor didn't show up until a 'short time' into the year (possibly a few months depending on how far into the Year of the Faithless the GM wants the group to start). Ballumnor could have run into Erina during a stint as a caravan guard or perhaps she'd be in one of the few taverns Ballumnor likes to visit?


    FYI: It is the 10th of Calistril, second month of the calendar year when the game starts.

    Shadow Lodge

    Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

    OK, here's my submission. Cinnamon Oskrev is a Changeling Sorceror (Rakshasa-blooded). She was once a Priestess of Sarenrae, but her faith was not up to the challenge of the Year of the Faithless. Although Changeling fits her concept better, I'd be completely willing to change her to Half-Elf if you'd like.

    I'm in EST and can generally post at lunch and in the evening (I can check the boards other times but usually don't have time to post more than a line or two outside of those times.) My weekends are usually pretty free.

    Basic Stats (partial):
    Cinnamon Oskrev: Female Changeling Sorceror (Rakshasa-blooded) True Neutral

    ST: 12 DX: 12 CN: 10 IQ: 12 WI: 14 CH: 16

    Fort: +0 Ref: +0 Will: +4
    Traits:

    Feats: Eschew Materials (bonus)
    Persuasive (lvl 1)

    Racial Abilities: Natural Armor
    Claws
    Darkvision
    Green Widow

    Spells Known:
    Lvl 0: Daze
    Ghost Sounds
    Read Magic
    Touch of Fatigue

    Lvl 1: Corrosive Touch
    Polypurpose Panacea

    Background:
    Cinnamon will tell you anything you want to know if you ask her, though it won't match what she's told you before.

    But these things are true.

    There was a couple she called her parents. Her mother drank and her father earned money on the streets, except when it was the other way around. She was the oldest of five, and she did her best to raise her siblings, but now Saffron is in the temple with Calistria and Rosemary in the harbor with Naderi; Sage is in the hands of the Hellknights and Coriander in the care of the Sczarni.

    Cinnamon avoided those fates through luck alone. Or if you prefer, divine intervention. After a particularly long bender, she passed out in a chapel of Sarenrae, and when she awoke, the Dawnflower was there -- a brilliant light too strong to look upon, who spoke to her of strength and forgiveness. Of love and redemption. Cinnamon fell to her knees in awe and wept.

    She was fifteen.

    Two months later her Changeling heritage was made clear and the mother of her flesh strove to Call her home, but Cinnamon did not follow. She pledged herself to Sarenrae and guided by the Everlight she did her best to tend and redeem the lost and broken of the Korvosan slums. She was a gifted speaker and healer and through the example of her faith and love brought many back into the light.

    And then five years later came the Year of the Faithless.

    The church had done their best to prepare all their clergy, but in her heart of hearts, Cinnamon had never believed Sarenrae would turn her back on her. When the first morning dawned without the goddess's grace in her heart, she could scarcely bear it. She fought as best she could, but within two weeks she was searching for strength in the taverns and within three she had left both the Church and Korvosa. Because without Sarenrae's voice to drown it out, her blood was singing.

    First she looked for her mother, and discovered that once a Changeling has rejected a hag's Call, she wants nothing more to do with you. But she also discovered deeper magic in her blood than hag's magic, and she dove into that magic, losing herself completely to its song.

    And now, drunk on power and the pleasure it can bring, she is returning to the only home she has ever known, to Korvosa. She has no plan and no hope, and no cares at all.

    But she does have a destiny.

    Description:
    Cinnamon Oskrev is as pale as if she had never seen the sun and as thin as if she hasn't eaten in days. Her black hair is raggedly short in back but her long bangs almost hide her mismatched eyes -- the left green, the right as blue as ice. Her blue dress was once of fine quality, but is now disheveled and hemmed short enough to hint at the faded tattoos on her thighs. Her nails are long and painted green, and she wears a fingerless glove on her left hand. Despite all that, her smile is electric and her voice is silk and her aura is one of warmth and friendliness.


    @pH - Very cool background! Nice, distinctive style in the writing, and I love the kids all named after herbs and spices.

    @Warren - as with Ballumnor, we could have met doing business at some point, though it's harder for me to guess what Erina might have wanted to acquire that Gyllan helped with. Any ideas? Tiger kibble? Gyllan is not a nature type - he's happiest within the walls of the city - so any contact they've had would be on the streets rather than under the trees. I'm open to creating a relationship between them, but would need a bit more detail on Erina's background to come up with something.


    Khelreddin wrote:
    @pH - Very cool background! Nice, distinctive style in the writing, and I love the kids all named after herbs and spices.

    +1, pH! That was awesome!

    Shadow Lodge

    Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

    Thanks so much. And names are always the hardest part, so I was really happy when I thought of using different spices. The parents must have really liked to eat.

    Looking at the other characters submitted so far, it would have made sense for Gyllan and 'Sister Cinnamon' to have known each other, since they were kind of doing the same things for different reasons. Most other characters not so much, although she would probably have a passing familiarity with anyone who spent time in the slums -- faces, if not names.


    pH, one question about the background, which I don't know if it was explained and if it was, I missed it: how does a changeling have rakshasa blood?


    ps. And Sister Cinnamon has a pretty nice ring to it.

    If we're starting in the second month of the calender year, then I'd say Ballumnor has been in Korvosa for a month and a halfish. If you ask Ballumnor he'd probably say "A moon and a little of a moon." :)

    Shadow Lodge

    Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
    Lucendar wrote:
    pH, one question about the background, which I don't know if it was explained and if it was, I missed it: how does a changeling have rakshasa blood?

    Cinnamon doesn't know. In fact, I don't think she would even know that she is 'Rakshasa-blooded' -- at this point she thinks these powers are all just part of being a Changeling.

    So I'd leave it all up to you as a GMs hook, as I would for anything that has to do with her biological father. (I think the only thing really set in stone about him is that he wasn't from a small race.) But if you want some ideas here are some possibilities.

    Her father could be descended from a Rakshasa, either recently or long ago. Or one of her ancestors on either side could have been subject to powerful magic from a Rakshasa -- maybe made a pact with one, or been a favored servant, or enslaved and later escaped, or killed one and was cursed by it. Anything you want to come up with is fine.

    (For that matter I left her interaction with her biological mother vague on purpose. Cinnamon met the hag, and wasn't welcomed into her coven, but other than that, feel free to come up with anything you want, or to ignore it completely.)

    Yeah, I like to give the GM lots of room to mess with my characters...


    I'll be working on this character as my submission

    Zahriel, cousin of the ambassador of the Mierani elves in Korvosa, Perishial Kalissreavil.

    He'll be a elven curved blade wielding fighter of the lore-warden archetype.


    some rolls for age/ ht/wt

    Age:110+: 6d6 ⇒ (1, 5, 4, 5, 4, 1) = 20 = 130

    Ht/Wt: 2d8 ⇒ (2, 6) = 8 = 6'2/ 150 lbs

    crunch mostly done for the character on profile.


    @pH: Interesting..verrrry interesting!
    @Zahriel: I like the hook to one of the existing NPCs in town. Some questions: Where is he coming from? Why did he leave? Why is he returning to Korvosa? How does he feel about the Year of the Faithless? Complete the appearance and personality tabs, so I can get a complete picture of the character.


    I think that during his leave of absence, he'll have made the journey back to his home in the forest for the first time in twenty years.

    I'll flesh out this and the other concepts over the next day or so.

    thanks for the feedback!

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