Lucendar's Crimson Throne Campaign...Redux

Game Master Lucendar

Map of Varisia


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Updated List of applicants (Recruitment closes 3/10 by noon EST):

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)
pH unbalanced - Cinnamon Oskrev - Changeling Sorcerer
Biophilia - Zahriel Kalissreavil - Elven Fighter (Lore Warden)

Expressed interest:
Mahorfeus
Loup Blanc
Viscount K
Merck
Max Hellspont
Tie My Shoelace


A bit of writer's block on my end, and I'm facing a lot of arcane competition.

Looks like I have some time before the deadline, so I'll see what I can come up with.


I'm interested. I'm in CST and can probably post 2-4 times a day, except on Tuesdays and Thursdays, on which I'll probably only be able to post once or twice. Anyway, my idea is for Otani Yoshihiro, a Samurai Ronin.

Yoshihiro was raised in a samurai family of moderate wealth and was given a good education, trained in the way of the sword, and educated in the samurai's code of honor. When he was 27, his family was called to send warriors to support their daimyo in battle. When the battle began to go poorly for their side, Yoshihiro, who had little experience in real combat, panicked and fled the field. Since this disgrace, he has wandered the lands of Golarion, trying to find a new lord to pledge allegiance to and thus regain his honor. Eventually, he came to the city of Korvosa, where he hoped he could rest after four long years of travelling.

I'll post stats, etc., but first, could someone tell me how to do spoilers?


check out the thing below the post box,

it should say "How to format your text" with a box that says

show:

click on it and check out that bizz

hope that helps


OK, full post:
I'm interested. I'm in CST and can probably post 2-4 times a day, except on Tuesdays and Thursdays, on which I'll probably only be able to post once or twice. Anyway, my idea is for Otani Yoshihiro, a Human Samurai Ronin.

Yoshihiro was raised in a samurai family of moderate wealth and was given a good education, trained in the way of the sword, and educated in the samurai's code of honor. When he was 27, his family was called to send warriors to support their daimyo in battle. When the battle began to go poorly for their side, Yoshihiro, who had little experience in real combat, panicked and fled the field. Since this disgrace, he has wandered the lands of Golarion, trying to find a new lord to pledge allegiance to and thus regain his honor. Eventually, he came to the city of Korvosa, where he hoped he could find rest and a new lord after four long years of travelling.

Stats:

Otani Yoshihiro
Human Samurai 1
LN Medium Humanoid (human)
--------------------------
Defense
--------------------------
AC: 17(10 + 5(Kikko) + 2(DEX))
Touch: 12
Flat-footed: 15
HP: 10
Fort: +4, Ref: +2 Will: +0
--------------------------
Offense
--------------------------
Speed: 30 ft.
Melee: Katana +4(1d8+3/18-20x2, deadly)
Wakizashi +4(1d6+3/18-20x2, deadly)
Ranged: Shortbow +1(1d6/x3)
--------------------------
Statistics
--------------------------
STR: 16
DEX: 14
CON: 14
INT: 12
WIS: 11
CHA: 10
BAB: +1; CMB: +4; CMD: 16
Feats: Power Attack, Cleave
Traits: Armor Expert, Rich Parents
Skills: Climb 7, Craft(Weapons) 5, Craft(Armor) 5, Diplomacy 4, Ride 6, Survival 4
Languages: Common, Draconic
---------------------------
Special Abilities
---------------------------
Challenge (1/day)
Mount (Horse)
Order (Ronin)
Resolve (1/day)

His edicts are that he must act honorably, must not run from battle, and must obey authority.

Equipment:

Katana
Wakizashi
Kikko Armor
Shortbow
20 Arrows
Bedroll
Blanket
Belt Pouch
Waterskin
Trail Rations (10)
Lamp
Oil (2 pints)
Backpack
Torches (10)
Flint and Steel
gp: 743, total weight: 79 lb.

The rich parents trait seemed to fit with the character, but perhaps it could be altered to be less money, as it seems like a lot to start with.


Lucendar, a couple questions for you:

When did this "Year of the Faithless" begin, and does it normally last a year or is it variable. Coupled with that did the "year" begin when everyone is together or at some point before they meet?

I am thinking about an Oracle of Life:

My idea (Depending on if the timing can work) is a down on his luck guy (probably a caravan guard out of Korvosa). At one point he is ready to end it and as he is committing the deed (by hanging) the rope breaks. This coincides exactly with the start of the "Year". He will have the haunting curse which he will attribute why the rope broke. After the attempt however he has the healing powers and spell casting.

This will turn around his outlook on life and he will relish the attention and desire of his powers because the nagging question on his mind is if he will lose these powers once the "Year" is over (and what would that mean for him)


David: It is the 10th of Calistril, second month of the calendar year when the game starts. So when the game begins, it's about 40 days into the Year of the Faithless (and yes, it does last a full year). The players will be part of a caravan traveling to Korvosa (hence, the reason I ask everyone to post in the backgrounds where they were, why they left, and why they're coming back). Whether you wish to know the other players is up to each player, though I would wait to see who makes the final cut. If you pick a cleric or oracle, then you are the lucky 1% of the population who still has access to your gifts. Hope that answered everything.


Thank Lucendar, I do think that answer everything. The only other thing is to verify that we will all be from Korvosa originally (even if we don't know each other) and have been gone. While gone the Year of the Faithless began and now we are returning for whatever our own reasons are.


Alright, submission's all done besides buying the rest of his gear.

Zahriel Kalissreavil
Elven Fighter (Lore Warden) 1st

Personality

Spoiler:

Zahriel sometimes comes off as aloof, however the truth is he is just slightly socially inept. He has never really fit in with his more decadent cousin or his entourage, and as such tended to avoid social contact when possible. He's always been bookish however and will talk for hours on subjects of interest to the Elf, which fortunately happen to be most subjects. He seeks knowledge seemingly for the sake of it, and often this curiosity shines through his otherwise reserved nature.

Detail: How does he feel about the Year of the Faithless?
Zahriel has a minimal opinion on the situation. He's always had a very informal relationship with religion; avoiding the particulars of dogma and seeing the Deities more as general inspiration for living rather than a way of life. Furthermore, a year isn't a very imposing amount of time to the long-lived elf. While it isn't his intention, sometimes this comes out as elven arrogance. But Zahriel genuinely respects the abilities of individuals who maintain their connection to their faith.

Background

Spoiler:

Zahriel was born in the Mierani Forest and spent his early years there. His childhood was spent pursuing various studies, careers, and arcane dabbling, but he always showed formidable intellect and skill with the Elven Curved Blade.

A Cousin Named Perishial served as an Ambassador for the elves of the forest in the City of Korvosa. On his infrequent trips to the forest, he often spoke to his younger cousin of the life in the city, the intermingling of cultures , the opportunity to attain knowledge; Zahriel was quickly fascinated with the thought of it.

Roughly twenty years ago, Perishial offered to take the elf back to South Shore with him, Where he would serve as a guard for the ambassador. Though honestly, the need for the position was low in demand, seeing as the ambassador, a handful of his aides, and family members have lived peacefully in the district for the better part of a century.

Much of Zahriel's time was spent in his cousin's estate's library, or discussing magic theory and mysteries of the Arcane with Perishial. Beyond the hand-full of tricks he recalls from his youth, Zahriel had never had the ambition to pursue spell-casting, but considered knowledge of such things vital.

Still, the threat of civil unrest, attack, or assassination attempts were a possibility. Zahriel focused on the favored weapon of his younger years, the Elven curved blade. He practiced to allow for optimal use of his agility in striking despite his average strength, ever-seeking to improve his skill.

Despite his worries, Perishial granted Zahriel a leave of absence, and encouraged the elf to visit his forest home, and spend some time among his people to clear his head. Zahriel took him up on the idea, it would be his first time back since he had left with his cousin nearly two decades prior.

The trip there did little to clear the Elf's mind. Little had changed since Zahriel was last there. Twenty years in an elven community seems much shorter than the same amount of time in a city of mostly short-lived races. Where-as here the same houses stood, although perhaps slightly more intricately detailed, his home in South-Shore had seen multiple homes and shops built in the same span. He found it hard to relate to the elves he had once called friends and family. There were lips of the community which spoke in hushed whispers behind Zahriel's back, labeling him as "forsaken".

He cut his visit short and bid farewell to the elves, making the long journey back to Korvosa. The first leg of which was a ship-ride, followed by a trip with a caravan traveling along the coast. Around three out from the city, a harsh storm ravaged the caravan, forcing them to seek refuge in a coastal village until the weather permits travel.

Stats

Spoiler:

Zahriel Kalissreavil- CR
Male Elven Fighter (Lore Warden) 1st
NG Medium Humanoid (Elf)
Init +3 ; Senses Low-Light Vision Perception +2
EXP:
--------------------
DEFENSE
--------------------

AC 17 , touch 13 , flat-footed 14 (+4 armor, +3 Dex)
hp (1d10+2)Current: 12/12
Fort +3 , Ref +3, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
MeleeMW Elven Curved Blade +5 1d10/18-20 x2
RangedLongbow +4 1d8/x3
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 12 , Int 16, Wis 10, Cha 10
Base Atk +1 ; CMB +1/4*; CMD 14
FeatsBreadth of Experience, Weapon Finesse
TraitsRich Parents, Theoretical Magician
Skills

  • Climb (1) +4
  • Knowledge{Arcana}(1)+9
  • Knowledge{Dungeoneering}(0)+5
  • Knowledge{Engineering}(0)+5
  • Knowledge{Geography}(0)+5
  • Knowledge{History}(0)+5
  • Knowledge{Local}(0)+5
  • Knowledge{Nature}(1)+9
  • Knowledge{Nobility}(0)+5
  • Knowledge{Planes}(0)+5
  • Knowledge{Religion}(0)+5
  • Linguistics(1)+7
  • Profession (0)+2
  • Ride(1)+7
  • Spellcraft(1)+10
  • Swim(1) +4

Languages Elven, Common, +4 others
SQ Keen Senses, Elven Immunities, Envoy, Low-Light Vision, Weapon Familiarity ; Scholastic
Combat GearMaster-Work Elven Curved Blade, Masterwork Chainshirt ; Other Gear


David: Well, having DM'ed the game in RL, the CotCT only works if you care about the city and want to make it a better place, especially when the sh*t hits the fan and the city starts to go to hell in a hand basket. If not, your character would just up and leave and go adventure somewhere else. So your character should have ties there, possibly live there, and such so that you are not just protecting its citizens but your home, friends, family, etc. when things go bad. As far as how long you've been away, that depends on each of you. You could have been gone a week, 2, 2 months, whatever you want. Now, you're heading back. Why? What's so important that draws you there? Just my thoughts.


Well the Aasimar didn’t quite work out the way I was hoping because I am not very familiar with Pathfinder lore, though I play several other settings. Anyway, Aasimars aren’t god touched so my “Lynch the Aasimar!!!” thing didn’t really work too well. Haha
I am semi new to pathfinder, played some 3.5 a looooong time ago, and just started playing with a group so my knowledge may be shaky on a few of the rules, though I do try to make sure everything is in order before I do something.
But I digress, here is my character. I’ll finish posting the background later… hopefully. I am going to be very busy the next couple of days so I may not get around to typing it all up before the deadline. But I will make sure to have a "long-story short" thing in time.

Jeavin (ʒɑ.vin) – just in case you really want to know how to pronounce it.
Half-Elf Male Bard (Street Performer) 1

Stats:
Init +1; Senses Perception +4, Low-light Vision, Keen Senses,
==DEFENSE==
AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 dex)
hp 9 (1d8+1)
SR 0
Fort +1, Ref +3, Will +0
Armor Studded Leather
Shield Buckler
Defensive Abilities Elven Immunities
==OFFENSE==
Spd 30 ft/x4
Melee Whip +2 (1d3+2) 20/x2
Melee Rapier +2 (1d6+2) 18-20/x2
Ranged Shortbow +1 (1d6) 20/x3
Ranged Net -3 (-)
==STATISTICS==
Str 14 (5), Dex 12 (2), Con 12 (2), Int 13 (3), Wis 7 (+4), Cha 17 (7 +2 Racial)
BAB +0, CMB +2, CMD +13
Feats Armor Proficiency (LIGHT), Combat Expertise, Shield Proficiency, Skill Focus (Perform (comedy))
Skills Bluff +8, Knowledge (local) +6, Perception +4, Perform (act) +7, Perform (comedy) +10, Sense Motive +2, Sleight of Hand +4, Use Magic Device +8,
SQ Bardic Performance [7]
Traits Dangerously Curious (Magic), Stage Magic (Equipment)
Languages Chelaxian, Common, Elven

Equipment:

Weapon Whip +2 (1d3+2) 20/x2
Weapon Rapier +2 (1d6+2) 18-20/x2 specialHollowed pommel
[b]Weapon
Shortbow +1 (1d6) 20/x3
Weapon Net -3 (-) A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

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

Other Equipment
Entertainer’s Outfit 4 lbs
Bedroll 5 lbs
Backpack 1 lbs
Acid (Flask) 1 lbs
Alchemist Fire 1 lbs
Bell 0 lbs
Candle 0 lbs
Chalk 0 lbs
Charcoal 0 lbs
Earplugs 0 lbs
False-Bottomed Cup 0 lbs
Fishhook 0 lbs
Flint and Steel 0 lbs
Holy Water 1 lbs
Oil 1lbs x3
Parchment 0 lbs x2
Paper, Sheet 0 lbs
Paper, Rice 0 lbs x2
Paper Candle Firework 0 lbs
Rations 1 lbs x2
Sewing Needle 0 lbs
Tindertwig 0 lbs
Various bits of torn cloth 0 lbs
Waterskin 0 lbs
Wandermeal 0 lbs x12
Whistle, Signal 0 lbs
Whistle, Silent 0 lbs

Equipment Weight 50 lbs

Money
0 GP
3 SP
4 CP


Raw Mechanics:

-- HALF-ELVEN RACIAL TRAITS --
• Cha: +2
TYPE: Humanoid (Half-elf)
SIZE: Medium
ADAPTABILITY: Half-elves receive Skill Focus as a bonus feat at 1st level.
HUMAN HERITAGE (Charisma) : Half-elves get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
ELVEN IMMUNITIES: Half-elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
KEEN SENSES: Half-elves receive a +2 racial bonus on Perception skill checks.
LOW-LIGHT VISION: Half-elves can see twice as far as humans in conditions of
dim light.
ELVEN BLOOD: Half-elves count as elves for any effect related to race.
HUMAN BLOOD: Half-elves count as Human for any effect related to race.
MULTITALENTED: Half-elves choose two favored classes at first level.
• Automatic Languages: Common, Elven
• Bonus Languages: Any

-- ARCHETYPES --
- Street Performer (Bard)

-- CLASS ABILITIES --
FAVORED CLASS (Bard) : +1 Skill Point.
BARD CANTRIPS: The bard can cast known 0-level spells without limit.
BARD SPELLS: Arcane spells drawn from the bard spell list. Spontaneous
caster. Every bard spell has a verbal component (singing, reciting, or music).
BARD WEAPONS AND ARMOR: All simple weapons, longsword, rapier, sap,
short sword, shortbow, and whip, light armor and shields (except tower shields). No
arcane spell failure in light armor.

BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 7
rounds. Standard action to start, a free action each round to maintain. Only one
performance at a time. The targets must be able to perceive the performance. A deaf
bard fails audible performances 20% of the time, blindness causes visual performance
failure 50% of the time. Failed checks count against round limit.
- Disappearing Act (Su): Performance. Creatures within 30 ft that fail Will save
(DC 14) treat upto 1 creatures, chosen by you, as if they were invisible. Cannot
target yourself.
- Distraction (Su): Counters magical effects that depend on sight within 30 ft.
Creatures use the bard’s Perform check result in place of its saving throw each round
countersong is active.
- Fascinate (Sp): Up to 1 creatures within 30 ft able to see and hear the bard,
and able to pay attention to him (i.e., in no danger). The bard must also be able to
see the creature. The creature makes a Will save vs. DC 13. If a creature succeeds, it
immune for 24 hours. If it fails, the creature sits quietly and listens, for as long
as the bard continues to play and concentrate (up to bard's level in rounds) and takes
-4 on skill checks like Perception.

STREETWISE: +1/2 bard level on bluff, Disguise, Knowledge (local) and Sleight
of Hand Diplomacy or Intimidate checks made to influence crowds and Diplomacy to
gather info.

-- GENERAL FEATS --
SKILL FOCUS (Perform (comedy): You get a
bonus on checks with your focussed skill Perform (comedy) +3, Perform (comedy) +3.

-- COMBAT FEATS –
ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

COMBAT EXPERTISE: When making an attack with a melee weapon, you may subtract
1 point from attack rolls and combat maneuver checks and add the same as a dodge bonus
to AC until your next turn.
SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties.

-- TRAITS --
DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device
checks, and Use Magic Device is always a class skill for you.
STAGE MAGIC (Equipment): You have put in many hours practicing
with flashy alchemical items that enhance your performances. When you use an
attention-getting alchemical item as part of a performance, you gain a +2 trait bonus
on your Perform check for the duration of that performance. The item is expended
without its normal effects and only serves to make your performance more impressive.

-- WEAPONS --
WHIP: A whip deals nonlethal damage. It deals no damage to any creature with an
armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is
treated as a melee weapon with 15 ft reach, though you don't threaten the area into
which you can make an attack. Unlike most other weapons with reach, you can use it
against foes anywhere within your reach (including adjacent foes).Using a whip
provokes an attack of opportunity, just as if you had used a ranged weapon. You can
make trip attacks with a whip. If you are tripped during your own trip attempt, you
can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on
opposed attack rolls made to disarm an opponent (including the roll to keep from being
disarmed if the attack fails).
NET: A net is used to entangle enemies. When you throw a net, you make a ranged
touch attack against your target. If you hit, the target is entangled. An entangled
creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at
only half speed, and cannot charge or run. If you control the trailing rope by
succeeding on an opposed Strength check while holding it, the entangled creature can
move only within the limits that the rope allows.
SHORTBOW: You need at least two hands to use a bow, regardless of its size. You can
use a shortbow while mounted. If you have a penalty for low Strength, apply it to
damage rolls when you use a shortbow.


Appearance & Background:

A glance at Jeavin would not betray his elf heritage but the perceptive would notice that his long scraggly auburn hair sits out a little more than it should around his ears. Perhaps they would also notice that his baggy clothes hang a bit too loosely around his tall figure, as though he hadn’t eaten in weeks. However, his normally beaming face with shining green-blue eyes and fair complexion betray the fact that Jeavin is perfectly healthy. Maybe then will they realize he is a half-elf.

-----------------------------------------------------------------

Jaevin’s mother was one of the more prominent “employees” at Eel’s End and, as most would suspect, one plus one eventually became two. Even after Jaevin was born his mother continued working long hours in the shipyards. But by no stretch of the imagination was she a bad mother, she certainly could not be called a good mother either, sometimes she was just a little too enthusiastic about her work. Nevertheless, she always was able to provide her son with more than enough food and had a nice apartment one of the better wards in the Midland.

As Jeavin started to get older his mother began staying out longer and longer, though never too long for him to really begin worrying. She would always check-in to make sure he was okay at least once a day and leave him cute little notes at home when he was out looking for parts to build toys. Notes that he now regrets he didn’t keep. These toys were quite the contraptions using different compounds to create various effects. Jaevin loved showing his mother all the new things he created while she was out for the week. Commonly he would tell funny stories with the toys, manipulating them with magic and giving them a life of their own. His mother would always be so proud of all the things he made and how every story was more intricate than the last, although she would constantly warn him of using his gift outside of the house because there were many people who would take him away and she would be very very sad if that were to happen to her little boy.

Unfortunately, a few weeks before his tenth birthday his mother did not return home, no notes were left for him when he came back or when he woke up in the morning. Worry started to set in, and by sundown Jeavin was panicking. He knew she worked in one of the ship yards but she was careful never to say which one or even where it could be located. Then He realized he didn’t even know his mom’s name, at least he didn’t the Mom was her actual name anyway. Sadly, the story was basically the same for every shipyard he visited. “Get out of here you pathetic rascal. I work for my money, and ain’t got none to spare for you.” The was echoed everywhere, even though he had plenty of money (well plenty for a child of ten years of age) and was just trying to find where is mother was.

The morning of his tenth birthday held quite the surprise, though not of the good kind. Jaevin awoke to the loud sounds of furniture being moved. He peered out of the small hole his room into the common room and saw four men in the room, two of them talking. “… been nearly a month,” were all the words Jaevin could make out of the huge burly man moving the table. From behind the man, a much shorter man dressed in nice clothes appeared, standing with an air of arrogance and in a snobly accent replied with a smirk, “well Larz, that is what happens when you deal with him.” His demeanor shifted, suddenly anger, “Now hurry up and quit wasting my time you lazy asses! I want to be out of here in time for my lunch date!”

Jaevin tore himself away from the wall and rapidly began stuffing as much as he could into his bag. He then cracked open his door slightly and waited for an opportune time to try and escape. After several minutes Larz started moving the huge dresser from the corner, picking it up as though it were a large chair. As he began headed for the door Jaevin saw his opportunity, he quickly put his plan into motion. The sound of glass shattering in the other room was enough to cause a couple of the men to stop and the big man to hesitate and look back. Then most of the cooking utensils fell from the counter sending up a bit of confusion among the workers. Larz was nearly at the door and the other three were investigating what was going on. Jaevin greased the floor under Larz and bolted from his room. Larz slipped and crashed into the doorway, the dresser splintering both itself and the wall. Leaping at just the right time Jaevin cleared the collapsed Larz and tumbling dresser and into the street. “GET HIM!” yelled the short man, but by the time the others maneuvered through the door Jaevin had disappeared into the crowd of people into one of the surrounding alleys.

Later that night as Jaevin was looking for a place to sleep for the night a tavern ahead of him burst open and along with a was a roaring applause. The silhouette of a woman moved through the door and two men were working a restraining more than a few drunks that were trying to follow her. “See you all next week. It has been a pleasure,” yelled the woman to everyone as she shut the door. Turning around the woman was shocked to see the tear-stained face of a boy staring up at her. She took a few paces forward towards him but remained several feet away and knelt down pulling her hair behind her ears to reveal the slightly pointed tips. “You look a little upset tonight, would you like to tell me what’s wrong?”

Jaevin just shook head and looked down at his feet.

“It’s okay sweetie, you don’t have to tell me anything at all, I understand. As a matter of fact I grew up just a few streets from here. There is a place run by a few worshipers of Shelyn, they’ll take care of you. Want me to show you were it is?”

Jaevin continued to look at his feet, shifting slightly, and shook his hean almost imperceptibly.

“Alright sweetie, I hope you are going to be okay, be careful around here, it isn’t the best of parts. And if you do find you need anything at all I’ll be here next Sunday. Or you can just ask the owner where you can find Lilianna. He’ll point you in the right direction.” She said, gesturing to the tavern she just left. She got up and turned to leave, “Good Luck.”

Jaevin watched Lilianna walk down the moonlit street, after she was about a hundred yards away he meekly yelled out, “Wait! Show me!” Tears started streaming from his eyes again and he started running, but his feet didn’t seem to cooperate with his head. “Wait!” He yelled again, this time a bit louder, but still she didn’t hear. Jaevin ran faster, and so did his tears, “Come back!” He was much closer now about fifty yards, but then he tripped over a loose stone in the street that he didn’t through his blinding tears. Stumbling he fell hard to the ground tumbling a few feet. He just lay there tears coming out like waterfalls, “wait,” he sobbed, “show me.”


Could I get a response to my character? Is there anything I should change?


Szeth wrote:
Could I get a response to my character? Is there anything I should change?

My main issue would be I don't understand his motivations: why would he stay/care in Korvosa if the city went up in flames? Why not leave and go search for a lord somewhere else? What's so important about the city for him not to leave? I think your background is lacking that.


Alright, I'll work on it.


Anything for my submission Lucendar?


Maybe I made a wrong assumption, that everyone was familiar with the AP. In case you're not, bad things happen to the city of Korvosa throughout the course of the modules: riots, fires, destruction, plagues, more destruction, martial law, more destruction....I think you get the idea.

In my selection process, I want to see in your backgrounds or personality something to make me believe/understand why your character would stay and want to help out when all this happens instead of jumping ship. What ties does he/she have to the city? It is just a good alignment and unselfish reasons to see good done? Or are there more selfish reasons, like your home/friends/family/business/income are there, etc?

Just a heads up so you understand what I'm looking for.


Zahriel Kalissreavil wrote:
Anything for my submission Lucendar?

I would say the same issue of motivation. As an elf, why not just close the embassy when the riots come and go home until things calm down, assuming they will at some point? What's so important to justify staying there?


Yoshihiro's motivation for staying in Korvosa is related to his edicts: he will never run from a battle. He sees what is going on in the city as a battle, one which he is involved in because he is there at the time; therefore, he will not leave until it is resolved.


Hey Lucendar - still pondering details of Gyllan. I'm thinking that as a very urban ranger, and a bit of a businessman ("roots in the community, see?") he might not carry a great big weapon. One thought I had was having him use a bladed scarf. I've been drafting a story in my head of the mysterious Varisian crone, who everyone thought was some kind of witch or seer, who lived in the little garret apartment upstairs from Gyllan and taught him to fight with the scarf when he was young, in exchange for running errands for her in the city - anyway, something like that.

I had a question - again - about this idea. The player's guide for the CotCT AP has a description of the bladed scarf, and the SRD has a slightly different one. The player's guide one is a reach weapon that can also be used on adjacent targets, is a trip weapon, and has a 19-20 crit range. The SRD nerfs this a bit - it takes away reach, adds the disarm feature, and makes it only crit on a 20.

Which of these could I use? I really like the idea of Gyllan snapping his scarf at foes near and far, would probably pick up Cleave (and possibly Great Cleave down the road) and be able to do smallish amounts of damage (it only does 1d6) to numerous nearby foes. This seems to fit well in the milieu he grew up in, protecting himself from gangs of toughs in the Shingles and so on. But that vision only works with the AP version of the scarf, and the PRD version probably isn't worth using a feat to take Exotic Weapon proficiency.

I know this is getting a bit ahead of things, since you haven't made a selection yet, but I'm getting very interested in this character and camapign and thought I'd see what you have to say.

Shadow Lodge

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

Khelreddin:

If you like Bladed Scarf, take a look at the "Tattooed Mystic" Trait in the srd ( it really doesn't have anything to do with being a Mystic -- it in was in the recent Varisia player companion as "Varisian Tattoo", but that was confusing because there was already a feat with that name).

It gives you proficiency in the Bladed Scarf, Starknife, and also give you a bonus to save vs Charms and Compulsions. *Much* cheaper than an Exotic Weapon Proficiency. You just have to be Varisian, and have tattoos.

(I have a character in a F2F Jade Regent game who is a Bladed Scarf wielder so I'm *very* familiar with it. We run it under the Pathfinder rules, which does nerf it considerably from 3.5, but it's still lots of fun.)


Interested in applying as an oracle of battle with the tongues (celestial) curse. I will work on the crunch and backstory now!


Hmm, that's a cool possiblity. I had not been thinking of Gyllan as Varisian, but the gypsy street guide concept would certainly fit well. Maybe his mother was Varisian, and taught him some of the scarf dance before she died, and he got himself a series of tattoos to honor her memory. (Brings to mind an old Tom Waits song line "She has a tattooed tear, one for every year he's away, she said...")

Fun to think about - thanks for the tip!


I would run the bladed scarf under the SRD rules.


Updated List of applicants (Recruitment closes 3/10 by noon EST):

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)
pH unbalanced - Cinnamon Oskrev - Changeling Sorcerer
Biophilia - Zahriel Kalissreavil - Elven Fighter (Lore Warden)
Szeth - Otani Yoshihiro - Human Samurai (Ronin)
Tie My Shoelace - Jeavin - Half-Elf Bard (Street Performer) (background incomplete)

Expressed interest:
Mahorfeus
Loup Blanc
Viscount K
Merck
Max Hellspont
David James Olsen
Pezmerga


Lucendar wrote:
I would run the bladed scarf under the SRD rules.

That makes sense - I mostly asked because I saw the player's guide version first, dreamed up this concept, and then happened to look at it on the SRD and discovered the newer version.

I'll ponder on this and see what happens when you make your selection.


Update the stat block a bit. Totally forgot spells. >.<
Also the end of the Background is semi rushed because I know I won’t have time to finish it. Let me know what you think so I might be able to do a little adjusting in case something is off, or I am totally wrong on something.
All edits are in blue
Jeavin (ʒɑ.vin) – just in case you really want to know how to pronounce it.
Half-Elf Male Bard (Street Performer) 1
Alignment Neutral Good Deity Shelyn

Stats:
Init +1; Senses Perception +4, Low-light Vision, Keen Senses,
==DEFENSE==
AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 dex)
hp 9 (1d8+1)
SR 0
Fort +1, Ref +3, Will +0
Armor Studded Leather
Shield Buckler
Defensive Abilities Elven Immunities

==OFFENSE==
Spd 30 ft/x4
Melee Whip +2 (1d3+2) 20/x2
Melee Rapier +2 (1d6+2) 18-20/x2
Ranged Shortbow +1 (1d6) 20/x3
Ranged Net -3 (-)

==Spells==
0-Level
•Dancing Lights Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
•Ghost Sound Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
•Mage Hand You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
•Prestidigitation Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
1st-Level
•Grease A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
•Silent Image This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

==STATISTICS==
Str 14 (5), Dex 12 (2), Con 12 (2), Int 13 (3), Wis 7 (+4), Cha 17 (7 +2 Racial)
BAB +0, CMB +2, CMD +13
Feats Armor Proficiency (LIGHT), Combat Expertise, Shield Proficiency, Skill Focus (Perform (comedy))
Skills Bluff +8, Knowledge (local) +6, Perception +4, Perform (act) +7, Perform (comedy) +10, Sense Motive +2, Sleight of Hand +6 (-2ACP), Use Magic Device +8,
SQ Bardic Performance [7]
Traits Dangerously Curious (Magic), Stage Magic (Equipment)
Languages Chelaxian, Common, Elven


Equipment:

Weapon Whip +2 (1d3+2) 20/x2
Weapon Rapier +2 (1d6+2) 18-20/x2 specialHollowed pommel
[b]Weapon
Shortbow +1 (1d6) 20/x3
Weapon Net -3 (-) A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

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

Other Equipment
Entertainer’s Outfit 4 lbs
Bedroll 5 lbs
Backpack 1 lbs
Acid (Flask) 1 lbs
Alchemist Fire 1 lbs
Bell 0 lbs
Candle 0 lbs
Chalk 0 lbs
Charcoal 0 lbs
Earplugs 0 lbs
False-Bottomed Cup 0 lbs
Fishhook 0 lbs
Flint and Steel 0 lbs
Holy Water 1 lbs
Oil 1lbs x3
Parchment 0 lbs x2
Paper, Sheet 0 lbs
Paper, Rice 0 lbs x2
Paper Candle Firework 0 lbs
Rations 1 lbs x2
Sewing Needle 0 lbs
Tindertwig 0 lbs
Various bits of torn cloth 0 lbs
Waterskin 0 lbs
Wandermeal 0 lbs x12
Whistle, Signal 0 lbs
Whistle, Silent 0 lbs

Equipment Weight 50 lbs

Money
0 GP
3 SP
4 CP


Raw Mechanics:

-- HALF-ELVEN RACIAL TRAITS --
• Cha: +2
TYPE: Humanoid (Half-elf)
SIZE: Medium
ADAPTABILITY: Half-elves receive Skill Focus as a bonus feat at 1st level.
HUMAN HERITAGE (Charisma) : Half-elves get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
ELVEN IMMUNITIES: Half-elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
KEEN SENSES: Half-elves receive a +2 racial bonus on Perception skill checks.
LOW-LIGHT VISION: Half-elves can see twice as far as humans in conditions of
dim light.
ELVEN BLOOD: Half-elves count as elves for any effect related to race.
HUMAN BLOOD: Half-elves count as Human for any effect related to race.
MULTITALENTED: Half-elves choose two favored classes at first level.
• Automatic Languages: Common, Elven
• Bonus Languages: Any

-- ARCHETYPES --
- Street Performer (Bard)

-- CLASS ABILITIES --
FAVORED CLASS (Bard) : +1 Skill Point.
BARD CANTRIPS: The bard can cast known 0-level spells without limit.
BARD SPELLS: Arcane spells drawn from the bard spell list. Spontaneous
caster. Every bard spell has a verbal component (singing, reciting, or music).
BARD WEAPONS AND ARMOR: All simple weapons, longsword, rapier, sap,
short sword, shortbow, and whip, light armor and shields (except tower shields). No
arcane spell failure in light armor.

BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 7
rounds. Standard action to start, a free action each round to maintain. Only one
performance at a time. The targets must be able to perceive the performance. A deaf
bard fails audible performances 20% of the time, blindness causes visual performance
failure 50% of the time. Failed checks count against round limit.
- Disappearing Act (Su): Performance. Creatures within 30 ft that fail Will save
(DC 14) treat upto 1 creatures, chosen by you, as if they were invisible. Cannot
target yourself.
- Distraction (Su): Counters magical effects that depend on sight within 30 ft.
Creatures use the bard’s Perform check result in place of its saving throw each round
countersong is active.
- Fascinate (Sp): Up to 1 creatures within 30 ft able to see and hear the bard,
and able to pay attention to him (i.e., in no danger). The bard must also be able to
see the creature. The creature makes a Will save vs. DC 13. If a creature succeeds, it
immune for 24 hours. If it fails, the creature sits quietly and listens, for as long
as the bard continues to play and concentrate (up to bard's level in rounds) and takes
-4 on skill checks like Perception.

STREETWISE: +1/2 bard level on bluff, Disguise, Knowledge (local) and Sleight
of Hand Diplomacy or Intimidate checks made to influence crowds and Diplomacy to
gather info.

-- GENERAL FEATS --
SKILL FOCUS (Perform (comedy): You get a
bonus on checks with your focussed skill Perform (comedy) +3, Perform (comedy) +3.

-- COMBAT FEATS –
ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

COMBAT EXPERTISE: When making an attack with a melee weapon, you may subtract
1 point from attack rolls and combat maneuver checks and add the same as a dodge bonus
to AC until your next turn.
SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties.

-- TRAITS --
DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device
checks, and Use Magic Device is always a class skill for you.
STAGE MAGIC (Equipment): You have put in many hours practicing
with flashy alchemical items that enhance your performances. When you use an
attention-getting alchemical item as part of a performance, you gain a +2 trait bonus
on your Perform check for the duration of that performance. The item is expended
without its normal effects and only serves to make your performance more impressive.

-- WEAPONS --
WHIP: A whip deals nonlethal damage. It deals no damage to any creature with an
armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is
treated as a melee weapon with 15 ft reach, though you don't threaten the area into
which you can make an attack. Unlike most other weapons with reach, you can use it
against foes anywhere within your reach (including adjacent foes).Using a whip
provokes an attack of opportunity, just as if you had used a ranged weapon. You can
make trip attacks with a whip. If you are tripped during your own trip attempt, you
can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on
opposed attack rolls made to disarm an opponent (including the roll to keep from being
disarmed if the attack fails).
NET: A net is used to entangle enemies. When you throw a net, you make a ranged
touch attack against your target. If you hit, the target is entangled. An entangled
creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at
only half speed, and cannot charge or run. If you control the trailing rope by
succeeding on an opposed Strength check while holding it, the entangled creature can
move only within the limits that the rope allows.
SHORTBOW: You need at least two hands to use a bow, regardless of its size. You can
use a shortbow while mounted. If you have a penalty for low Strength, apply it to
damage rolls when you use a shortbow.


Appearance & Background:

Age 32 Height 6’0” Weight 160 lbs Eyes Greenish-blue Hair Medium Length Auburn, slightly wavey

A glance at Jeavin would not betray his elf heritage but the perceptive would notice that his long scraggly auburn hair sits out a little more than it should around his ears. Perhaps they would also notice that his baggy clothes hang a bit too loosely around his tall figure, as though he hadn’t eaten in weeks. However, his normally beaming face with shining green-blue eyes and fair complexion betray the fact that Jeavin is perfectly healthy. Maybe then will they realize he is a half-elf.
--------------------------------------------------------------------------- ----------------------------------------------Jaevin’s mother was one of the more prominent “employees” at Eel’s End and, as most would suspect, one plus one eventually became two. Even after Jaevin was born his mother continued working long hours in the shipyards. But by no stretch of the imagination was she a bad mother, she certainly could not be called a good mother either, sometimes she was just a little too enthusiastic about her work. Nevertheless, she always was able to provide her son with more than enough food and had a nice apartment one of the better wards in the Midland.

As Jeavin started to get older his mother began staying out longer and longer, though never too long for him to really begin worrying. She would always check-in to make sure he was okay at least once a day and leave him cute little notes at home when he was out looking for parts to build toys. Notes that he now regrets he didn’t keep. These toys were quite the contraptions using different compounds to create various effects. Jaevin loved showing his mother all the new things he created while she was out for the week. Commonly he would tell funny stories with the toys, manipulating them with magic and giving them a life of their own. His mother would always be so proud of all the things he made and how every story was more intricate than the last, although she would constantly warn him of using his gift outside of the house because there were many people who would take him away and she would be very very sad if that were to happen to her little boy.

Unfortunately, a few weeks before his tenth birthday his mother did not return home, no notes were left for him when he came back or when he woke up in the morning. Worry started to set in, and by sundown Jeavin was panicking. He knew she worked in one of the ship yards but she was careful never to say which one or even where it could be located. Then He realized he didn’t even know his mom’s name, at least he didn’t the Mom was her actual name anyway. Sadly, the story was basically the same for every shipyard he visited. “Get out of here you pathetic rascal. I work for my money, and ain’t got none to spare for you.” The was echoed everywhere, even though he had plenty of money (well plenty for a child of ten years of age) and was just trying to find where is mother was.

The morning of his tenth birthday held quite the surprise, though not of the good kind. Jaevin awoke to the loud sounds of furniture being moved. He peered out of the small hole his room into the common room and saw four men in the room, two of them talking. “… been nearly a month,” were all the words Jaevin could make out of the huge burly man moving the table. From behind the man, a much shorter man dressed in nice clothes appeared, standing with an air of arrogance and in a snobly accent replied with a smirk, “well Larz, that is what happens when you deal with him.” His demeanor shifted, suddenly anger, “Now hurry up and quit wasting my time you lazy asses! I want to be out of here in time for my lunch date!”

Jaevin tore himself away from the wall and rapidly began stuffing as much as he could into his bag. He then cracked open his door slightly and waited for an opportune time to try and escape. After several minutes Larz started moving the huge dresser from the corner, picking it up as though it were a large chair. As he began headed for the door Jaevin saw his opportunity, he quickly put his plan into motion. The sound of glass shattering in the other room was enough to cause a couple of the men to stop and the big man to hesitate and look back. Then most of the cooking utensils fell from the counter sending up a bit of confusion among the workers. Larz was nearly at the door and the other three were investigating what was going on. Jaevin greased the floor under Larz and bolted from his room. Larz slipped and crashed into the doorway, the dresser splintering both itself and the wall. Leaping at just the right time Jaevin cleared the collapsed Larz and tumbling dresser and into the street. “GET HIM!” yelled the short man, but by the time the others maneuvered through the door Jaevin had disappeared into the crowd of people into one of the surrounding alleys.

--------------------------------------------------------------------------- --------------

Later that night as Jaevin was looking for a place to sleep for the night a tavern ahead of him burst open and along with a was a roaring applause. A beautiful, probably the most beautiful, woman Jaevin had ever seen moved through the door and two men were working a restraining more than a few drunks that were trying to follow her. “See you all next week. It has been a pleasure,” yelled the woman to everyone as she shut the door. Turning around the woman was shocked to see the tear-stained face of a boy staring up at her. She took a few paces forward towards him but remained several feet away and knelt down pulling her hair behind her ears to reveal the slightly pointed tips. “You look a little upset tonight, would you like to tell me what’s wrong?”

Jaevin just shook head and looked down at his feet.

“It’s okay sweetie, you don’t have to tell me anything at all, I understand. As a matter of fact I grew up just a few streets from here. There is a place run by a few worshipers of Shelyn, they’ll take care of you. Want me to show you were it is?”

Jaevin continued to look at his feet, shifting slightly, and shook his hean almost imperceptibly.

“Alright sweetie, I hope you are going to be okay, be careful around here, it isn’t the best of parts. And if you do find you need anything at all I’ll be here next Sunday. Or you can just ask the owner where you can find Lilianna. He’ll point you in the right direction.” She said, gesturing to the tavern she just left. She got up and turned to leave, “Good Luck.”

Jaevin watched Lilianna walk down the moonlit street, after she was about a hundred yards away he meekly yelled out, “Wait! Show me!” Tears started streaming from his eyes again and he started running, but his feet didn’t seem to cooperate with his head. “Wait!” He yelled again, this time a bit louder, but still she didn’t hear. Jaevin ran faster, and so did his tears, “Come back!” He was much closer now about fifty yards, but then he tripped over a loose stone in the street that he didn’t through his blinding tears. Stumbling he fell hard to the ground tumbling a few feet. He just lay there tears coming out like waterfalls, “wait,” he sobbed, “show me.”
--------------------------------------------------------------------------- --------------
“Sweeeeetie, do you know where my dancing shoes are? You know the kids will be very disappointed if they don’t get to see your sexy wife dance today!”

“The kids? I’ll be the one who is disappointed if my sexy wife doesn’t dance today. Besides, the kids want to laugh and have fun, they can’t appreciate your beauty quite yet. They are much too young.”

Lilianna chuckled, “Well, Jay, more than a few of these kids are older than you were when we first met. AND I quote, ‘You’re cooking is almost as beautiful as you are.’”

Jeavin face flushed to bright red, “I don’t remember saying that. How do you remember something like that from what, 21/22 years ago?”

“Because I just do.” A huge smile crossed Lilianna’s face as she pulled the shoes from underneath Jaevin’s stuffed backpack. “Now let’s hurry up, those sick kids don’t have all the time in the world like we do. Plus if we have time later we can go visit your favorite orphanage,” A knowing twinkle in her eye.

“Visit?! WE practically live there… STILL live there, kind of. But I must be modest here, the kids absolutely do adore me so,” Jaevin replied, laughing.

“Only because you spoil them rotten with your toys and fancy tricks,” came the returned jest, “anyways they like my cooking better than your toys. So HA!”

--------------------------------------------------------------------------- -----------------------
1 Calistra

“Lili is going to LOVE this,” Jeavin whispered to himself looking over the gorgeous violin in his hand. “I cannot wait to see the look on her face.” Jeavin skipped home through the streets merrily waving at everyone he came across. Jeavin was so excited he practically tore the door from its hinges, “LILI!! GUESS WHAT I GOT TODAY!”

Lilianna turned around from the table with a piece of parchment in her hand, “Ooohhhh! Is that what I think it is!?”

“Of course, silly, what else could you think it was?” Jeavin noticed that she wasn’t quite as excited as she should have been, especially considering this was probably the best gift he had ever gotten her. “Everything okay Lili?”

“This letter came today, you might want to read it,” handing him the letter. Jeavin took it and began reading:
I have information concerning your mother. Meet me at SOMEWHERE at Drog’s Place around 7p.m. 6 Calistra. I’ll approach you. I don’t know the surrounding areas, just what is in the player’s guide. This somewhere could be about 4 days-ish away, feel free to change this to fit something else if you want. Or it could even be the village where everyone starts too if that falls into place. The need for the travel is to get away from Davargo Barvassi and his many eyes.

Looking over his should, a very concerned Lilianna said, “I don’t want you to go Jay, but I know you are going to go anyway, regardless of the fact that it has been over 20 years. I just know you will no matter what I say. Just promise me you will be safe and return to me. Promise me.”

“Of course I promise. I’ll be back before you know it. Tell the kids I will be back next week, I have some business to attend to outside of the city or something. Tell them that.”
--------------------------------------------------------------------------- ----------------------------

Unfortunately nobody ever approached Jeavin the night of 6 Calistra. Very disappointed Jaevin began to head back to Korvosa.


TL;DR Background:

Jeavin’s mother worked at Eel’s End and makes a good income. But she was never around the house too much. Jeavin spent a lot of the time when he was little creating toys and playing around with innate magical abilities. At ten years of age Jeavin;’s Mother disappeared and he was soon “evicted” from his house. He met Lilianna who helped run an orphanage.

As Jaevin got older they eventually got married and began performing together at various inns around the city to make money. They also greatly enjoyed performing for sick children whose parents could not afford to have them treated, and also stopping by the orphanage they grew up in to play for all the kids there. They did this several times a week. 22 years after Jeavin’s mother disappeared he received a letter telling him to meet with someone outside of the city. Nobody showed up and now a very disappointed Jeavin is headed back to town.


So, does the listing mean my character's reasons are approved, or should I keep working on them?


Szeth, it's fine, your explanation was satisfactory and answered my questions.


Hi, this is Merck's submission.

I hope you dont mind Lucendar but I recicled an old alias of mine.


Background:

Jun Korten was raised in Korvosa the son of a merchant. His father was an honest merchant who treated everyone with respect and followed the law. Jun took to that philosophy naturally and when old enough joined the guard. Jun looked to make the city better and had lofty dreams. Not long after he joined the guard he saved a woman set upon by some punks looking to rob her. Jun beat them back and the two of them fell instantly in love.

Jun Korten used to have a pretty good life, not a great life, at least in his mind, but a good life. He had a position in the Korvosa guard, had a beautiful wife, a modest home. Sure he didn't make a lot of money as a guard, his wife always arguing with him wanting more things, and his house was an old run down place, but things made sense then.

At least it did up to a year ago when she left him.

Not sure where she went, but she was gone one day, left everything behind. At first Jun thought she must have been taken, but using every favor he earned being in the guard, no one could come up with any leads. Then the drinking began to deal with his dark thoughts and depression. Soon he drank so much he wasn't on the job or if he did make it he was already drunk.

That was six months ago.

Jun's skill set was limited and with no money and nothing to his name but some armor and weapons. He still had one friend in the guard left and he recommended Jun for a caravan guard job as long as Jun cleaned himself up and stopped his drinking. Jun agreed of course though he really had no intention of following through. There were times on the road where there wasn't alcohol available, but when it was Jun drank until he passed out.

That was 4 months ago.

Sleeping it off under the wagon one night the caravan was attacked by bandits and lit the wagon above him. Jun snapped out of his stupor when the wagon fell on his leg, trapping him under the burning wagon. The only option he had was to grab and lift it off of him as the flames started to consume him. He didn't think he had a chance but somehow he did it, but it the process he succumbed to severe burns on his hands and arms. His arms were blackened and shriveled, his skin burned and sensitive but others had said it looked like he had a glow when it happened.

Today.

While his leg and arms never fully healed, he discovered he had a gift from the gods. At the same time of his accident "The year of the Faithless" began. He found he had spells and the ability to heal people. Filled with renewed purpose he stopped drinking and began to use his abilities to help people in need. With his hands badly burnt he wasn't all that good of a fighter anymore so he took over the cleric role in the caravan while the cleric without his spells took over his job.

The caravan heads back to Korvosa and Jun is excited to get back. Rumors abound about the King's health and Jun worries about how his parents are faring. Plus he is ready to head to a place where his new skills can help before the "Year of the Faithless" ends as he is not sure if his abilities will last after it ends since he gained them when it began. He fears deep down he would revert back to who he was if that happened.

His concept going forward is to help the city in whatever way possible and open with his gifts. It is an extreme blessing for him and the only reason he thinks he is alive. Also he would want to make it up to the guard he was a part of and show he is better (but not wanting to re-join them). Also protect his family and friends.

Stats and other stuff:

Str 12
Dex 13
Con 14 (+2 Human)=16
Int 10
Wis 10
Cha 14

Male Human Dual-Cursed Oracle of Life

He will have the Lame and Blackened curses with the Blackened curse advancing while lame stay the same Assuming you are ok with the blackened curse otherwise I will need to change it but it gives some offense

Starting feats is most likely be Toughness and extra revelation

CST timezone, post frequently per day


Merck: Very cool concept...at first, I was what? A half-orc alchemist?! But your background sold it, very nice.

David: Strong concept, as I would expect. Both curses are fine.

Shadow Lodge

Whoops, forgot some info.
My timezone is GMT -3. I work as a freelancer and sometimes my week is a mess but usually I have no problem posting once a day during weekdays.


Friendly reminder: 24 hours left to deadline!

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)
pH unbalanced - Cinnamon Oskrev - Changeling Sorcerer
Biophilia - Zahriel Kalissreavil - Elven Fighter (Lore Warden)
Szeth - Otani Yoshihiro - Human Samurai (Ronin)
Tie My Shoelace - Jeavin - Half-Elf Bard (Street Performer)
Merck - Eudonius Lynch - Half-orc alchemist
David - Jun Korten - Human Dual-cursed oracle of life

Expressed interest:
Mahorfeus
Loup Blanc
Viscount K
Max Hellspont
Pezmerga


I went another direction. This character was originally meant for Skull and Shackles, but I wasn't picked. I can alter the backstory, but it basically will remain the same. (Desert instead of a ship, etc.)

Jeska Green:

Jeska Green
Female Demon-Spawn Tiefling Fighter (Rondelero Duelist) 1
CN Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+4 armor, +1 shield, +2 Dex, +2 natural)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +0
DR 2/cold iron; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Falcata +4 (1d8+3/19-20/x3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Armor of the Pit, Exotic Weapon Proficiency (Falcata)
Traits Buccaneer's Blood, Shadow Stabber
Skills Acrobatics -1, Climb +0, Craft (ships) +6, Escape Artist -1, Fly -1, Intimidate +2, Perception +2, Profession (sailor) +5, Ride -1, Stealth -1, Swim +4
Languages Common, Infernal
Other Gear Chain shirt, Buckler, Falcata, Artisan's tools, masterwork (Craft [ships]), Backpack, masterwork (empty), Bedroll, Blanket, winter, Trail rations (6), Waterskin (2), 68 GP, 9 SP
--------------------
Special Abilities
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Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Shadow Stabber An instinct for dishonorable conduct serves you well when fighting opponents who are blind, oblivious, or blundering around in the dark. You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.
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Background
--------------------
It all began so innocently. Upon reaching Port, Azmarella Green decided to get a drink. It had been a long day, along day and the constant bickering amongst the rest of the crew, and the 3 weeks at sea had took it's toll on Azmarella.

Being one of two females on the crew of the "Bearded Devil" didn't make life easy either. Pirates they were, and they were good at what they did. Yet, that didn't stop the sexism and the nasty remarks from the lonely, cranky men. Luckily, their captain Demetri was respected and feared by the crew, and respected the two women himself, for his own reasons anyway. One of which was his own sister Jasmine.

This fact restrained most of the common behavior men display when drunk and rowdy, as the only thing stronger than the desire of these men, were the fear they had for Dimitri. The story of Chase Farrow was a popular and terrifying one amongst the crew. He, drunkenly, decided to grab Jasmine somewhere he wasn't supposed to, and tried to have his way with her. So Captain Dimitri, a fair man by his own estimation, decided to cut off his hand.... and threw the rest of him over board. Dimitri had the hand mounted and displayed for all to see.

Azmarella and Jasmine got on well enough themselves, but this was port! Every man and woman for himself. At least for the night. Anyone who didn't make it back the next day answered to Dimitri. Something you wanted to avoid. With this in mind, Azmarella still went into the tavern, although she doesn't recall the name of the establishment, she does remember the unmistakable smell of sulfur in the air.... It still haunts her to this day.

Azmarella woke up on the Bearded Devil. She didn't remember anything from the night before, save the smell of sulfur. Her body was fatigued, and she had deep scratches on her back that were oncerning indeed.

If it had been a normal human pregnancy, it most likely would have not survived the hard life of the open sea. However, 9 months later, Azmarella gave birth. She took over cooking duties about 6 months in, after Dimitri had learned of her condition. Normally, he might had dropped a pregnant woman off in a random port, or even tossed her overboard if he didn't like her. That would have been the likely scenario had Dimitri not had a strong interest in Azmarella, he decided to offer her the chance to be his wife, and the kid would join his crew. Afterall, it beat drowning or rotting away in a random locale.

Their marriage didn't last long, as when Jeska was born, her mother did not survive the birth. However, to Dimitri's surprise, Jeska came out with tiny horns and a tail. To most people this would be an abhorant site, but to pirates it was nothing at all. Dimitri had heard stories of thiese fiend blooded offspring, and if they were as tough and hardy as the stories suggest, this little one, his new so called "daughter" would prove to be a great addition to his crew.

Jeska grew up taking to life on the boat with ease. She loved to pester the crew, and get into trouble. However, she absolutely hated her "Father". He did everything in his power to control Jeska. He would beat her for talking back, he would take her food rations away for insubordination, he would make her swim alongside the boat for sport. Almost as if he enjoyed pushing her to her limits. She vowed one day she would not only get away, but she would make him pay.

Her chance at freedom came on the eve of Dimitri's birthday, she had gotten her hands on some deadly poison and a fine rum in a Varisian port town, and decided to put it to use. It costed her almost everything she had saved up over the years, but it would be worth it to see Dimitri die right before her eyes. Then she would leave and never return. She had made sure the poison blended well with the rum, and she had no reason to believe her father would suspect a thing.

Unfortunately for Jeska, her father decided to share his rum with his sister, Jasmine. Jasmine took the first drink, and within minutes dropped dead.

Dimitri, filled with rage and hatred, relentlessly attacked Jeska. Thinking he had killed her, he threw her overboard in disgust. Jeska was brought back to health by a kind fisherman, who despite knowing she was a tiefling, took pity on her. Jeska came to and decided to leave the region for good. She would hone her skills and one day return and end Dimitri once and for all.

--------------------
Personality
--------------------
Jeska is very untrustworthy of men, especially those in power. She is rebellious, and free spirited. She is playful by nature, but does sometimes take it a bit far. Her mouth got her into trouble on numerous occasions growing up, and still does to this day.

--------------------
Appearance
--------------------
Hair - Black
Eyes - Red
Skin - Light Lavender
5'6"
130 lbs.
Long slender tail with that comes to a spade like shape at the end.
Horns are pointy and straight, and jet black like her hair.


Darn! Crazy week and crazier weekend means I'm not going to be able to get a character together in time. But it looks like there's already an awesome group of candidates to choose from, so I think I'll content myself with sitting back and watching what's sure to be an enjoyable campaign. Good luck to everyone, and happy gaming!

Best regards!


Thanks Friar!

Okay, thank you all for your applications. I appreciate the response and though I have many worthy submissions, in keeping with my gritty theme, I am selecting only 4 applications. The AP is supposed to be suited for 4 15-point buy characters so I am going to test that theory out. If I see the party is having too rough a time or I lose a player, I will keep the rest of you in mind. So, here's my selection:

Khelreddin - Gyllan Dow - Human Ranger (Urban Ranger)
pH unbalanced - Cinnamon Oskrev - Changeling Sorcerer
Merck - Eudonius Lynch - Half-orc alchemist
David - Jun Korten - Human Dual-cursed oracle of life

When possible, please report to: Discussion Thread


Wow, great news, thanks for the selection! I'm travelling til this afternoon, so won't be able to get an alias up until later today, but will do so as soon as I'm able.

Looking forward to getting started, and to a small group in a gritty game.


Good luck everyone and have a great adventure!

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