With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
RPGGGM wrote:
He says turning to Scarlet. "-you smell like Mephistopheles' arm pit."
"HAHAHAH! Thanks!"
Scarlet seems genuinely impressed as she unties the man.
"So uh, this isn't your place. Is this Belia's place? Where is she? Did you see a huge rat around here, by the way?"
"Lot's o' huge rats. I butter my bread with them. Belia's one o' them--a lie-can-thorpe.' A bleedin' wererat!" Weston looks equal parts excited and incredulous.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
"Geez Gods man, your breath is terrible..."
Numalar coughs embarrasedly, and a little bit of smoke comes out of his mouth behind his hand. "Draconic Halitosis. Can't be helped."
"So... Head of the ratcatcher's guild, eh? So perhaps you know Mung then? He was the one that sent us down here, to look in on some missing ratcatchers."
"You've told us about Belia, but what about this Vernon? Know anything about him?"
Sense Motive - is Weston on the level?:1d20 + 2 ⇒ (9) + 2 = 11
I don't remember guys - were the gang that jumped us in the tavern called 'Shadows?' Or something like that?
Numalar has a look at the rest of the room and eyes the papers Zokon is looking at.
Perception:1d20 + 2 ⇒ (12) + 2 = 14
The paperwork doesn't seem to be of any particular import. Much of it is business related. Someone with the appropriate Profession skill might be able to make more use of it.
After staring all for what seems like an eternity, Weston sighs. "Well, I'm outta here. I got to fire Belia, and see what's goin' on topside. I've got a business to run after all."
Been waitin' on Celyne to help me with kitties...but if Weston leaves, I'll carefully watch the cat's reactions to him...
"He mentioned Belia set those cats on him? Seems weird. I figure such oversized housecats would be a boon to a ratters guild, especially if they make their home in the sewers...cats are better than rats, are they not? They defecate in one place and sleep everywhere, rather than the other way round...", Alia muses, before taking a closer look around the rooms(I think we did not check second one yet, not sure if we looked in first one but I think so). If Celyne does help with the Kitties, I only do so afterwards
It's a difficult climb DC 20 (dungeon walls) to get up to it and DC 15 once you reach it--dungeon walls, slippery 'floor', but you're able to brace against the side walls. You can't see how high up it goes from here. Otherwise you could backtrack and try to figure out where it comes out with a Knowledge (geography) check DC 16 from above ground. There is at least one other way to determine where it goes as well.
Hey! There's an posting from the new head of the Sewer-Worker's Guild. It seems to be an introductory and service change letter signed by a Vernon Atcher.
In fact most of the paperwork here from either the Sewer-Worker's Guild or the Rubbish Pickers Guild (which Atcher seems to have been made the recent head of as well.)
In addition some of the postings and invoices have correspondence jotted on their backs some of the letters are signed: Your brother V. others are signed (in a different hand) the Master and seem to notes regarding the transport of unnamed goods to various points in the Coppers, the docks and outside the city proper.
There are a lot of papers (Belia seems to have been a bit of a pack rat). It will take a little time to organize and make sense of them all.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Scarlet takes a look around the notes. "So this Vernon Atcher has taken over, and did a lousy job at everything. I guess he's the target. How about we grab these papers, head back to the inn and figure out our next step?"
"Those other notes are of interest, too...transporting unnamed goods to certain locations that are not very likely to catch the guards attention. It may not be our business, but surely the magistrate could make use of these informations."
We could get bogged down here beyond sewers, I guess...if we intend to get back to the wilderlands, I'd suggest we turn the extra information in, rather than trying to intercept cargo ourselves...unless, of course, there's hints of sentient(not to be racist) trafficking
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Scarlet Scarab wrote:
"Assuming they know about this and are alright with it..." Scarlet mumbles. "Did we help out Mung, then? He wanted us to handle the smell, then."
"I don't feel we have really accomplished much. The problems down here are hardly concluded. And as 'evidence' what we have is pretty slim. Perhaps we should try to figure out where the wererat went? Or perhaps we should try and find this Vernon?"
"Ah, I think we did not mean to suggest that our work here is done...merely that we should probably not get involved with THIS, too...unless you think you can take a prolonged break from your charter-", Alia explains, handing the documents regarding what she assumes is smuggling of illegal goods to Numalar.
"Just saying we should not get bogged down with one thing after another. I'm all for helping the people, but I have a mission to accomplish, too, and I'm significantly behind on my schedule to do so! I also doubt I can climb up there after that wererat. Especially not with the cats in tow. Can't leave them here in the cages, best we deliver them to the Guild for retraining."
List of possible suggestions (not all-inclusive): Report what you've found to the city guard or the magister's office, continue searching for Algie, take time and look through the paperwork, discuss the situation with your local contacts (The Lord Magister, Posh's mysterious friend from the tavern, other tavern folk, Caraduck Thorpe, Mung, Weston, Shepherd Keehg, other clergyfolk, the Lord Mayor), go to Kressle's hanging, go home--they're a big city, they can do this themselves.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Scarlet is up for tracking down where Belia scurried to, although the track is terribly cold at this point. After that, she'd like to look through the paperwork before figuring out the next step.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Alia of the Blade wrote:
"unless you think you can take a prolonged break from your charter-", Alia explains, handing the documents regarding what she assumes is smuggling of illegal goods to Numalar...
"I can't speak to your timetable, Alia, but for us the charter has no due date. We work at it until it the job is done. I wouldn't want to spend too long here but a couple of days won't make any difference to our charter."
"Though I admit I am at a loss as to where to go next. Perhaps we should try mentioning the names we have learned to various contacts in the city? We could find out more about this Vernon character."
I know it is out-of-character knowledge, but developing a good rep among the commoners of Restov would certainly be advantageous later on.
While we are at out-of-character knowledge, wasn't there other groups exploring the wilderness and building up? Or other quests that may or may not be on a schedule(e.g. the blue meanies faeria mentioned, or the stuff with the trolls, or the stag lord reacting to losing a leutnant - you would not want to come back to Oleg's to find the trading post burned down in a retaliatory raid by Staggie, right?)...a good reputation in one city may be well and good...the question is what we as players are going for. I was more expecting to be out in the wild, exploring places, rather than get bogged down in a city spawning a multitude of quests at us...because the side-quest to this side-quest could well have a follow-up or further side-quests attached...GGGM stated that he would adapt the campaign to our own wishes and react on what we want to do. So I'm fine with doing stuff in Restov, but stating that beyond what is currently in our "Journal" here I would prefer returning to the stolen lands rather than take up new quests. My 2 cents, only, of course, but following every possible quest lead pro-bono seems a bit far-fetched just for good rep in-character. Naturally I would stay, too, and spend as much time in a rural city as the group feels is needed, but felt I should state a preference so GGGM does not work on turning this into a urban campaign, and then we depart... *smile*
That said, sometimes a bird in the hand is worth two in the bush. Aside from a couple of unplanned for random encounters you were originally scheduled to level upon finishing this particular side quest and you actually have all the pieces. ;)
That's two (more or less) for paperwork. So paperwork it is at least for some of you. Numalar did you want to go gather more information? Alia were you planning on visiting the "cat rescue guild?" Were you going to continue trying to revive the dying pair (blue tabby and white Chelexian)? Scarlet were you going to try and track Belia?
This takes some time to go through without an enterprising entrepreneur to help, but after some time (enough time to make a long gather info check) you come to several realizations. First, Belia and her fraternal twin brother Vernon are the children of Havish Atcher. Known to Numalar as well as many others as a land-owner and sometime steward and constant supporter of House Lebeda (the most Rostlandic noble House). The man was quite wealthy for a petty noble and minor house functionary. He had interests in numerous civic and social guilds, a sword college, and actually ran the Rubbish Pickers Guild until his untimely death in a duel two months past. As it was not a sanctioned duel the opponent is wanted for questioning but has thus far eluded questioning. At the time of his death Havish's estate went to his children neither of whom were particularly well known--his wife having died years before during her pregnancy due in part to complications resulting from a bout of the plague earlier that year.
That last part apparently resulted in the twins developing a natural case of rodent lycanthopy which in their many correspondences they call their "gift." Most of the letters you have here are those Vernon wrote to his sister. It seems that he is the brains of the operation having felt that their gift left them sidelined socially. He has concocted a suitable revenge to visit upon Brevoy. He's going to drown the City of the Swordlords in filth and pestilence.
He used his father's contacts to buy the Sewer Worker's out and took his father's place as guild master of the Rubbish-Pickers and then used his power to slowly choke off service to the poorest neighborhoods, knowing that none of the nobles would catch on until it was too late. Most of the official paperwork you have points to this. Vernon formed an alliance with a new thieves' guild and their shadowy Guild Master to provide muscle and keep things mum in the Coppers as well as to help he and his sister move "things" around the city unnoticed. He also bribed some public officials to look the other way. Belia the more outdoorsy of the pair, was to breed and train all sorts of scabrous vermin to unleash upon the town when the time was right.
They had only one problem--"That disagreeable little degenerate bastard, Weston." Weston it seems wouldn't sell. Looks as though the man thought he could turn a tidy profit as reports of rodents and other vermin began to rise. "Weston and his ratters" would "have to be dealt with." The rest is pretty much history. It looks like they may have even killed two of the ratters. "How does it feel now!"
One of the letters indicates a boat moored along the riverfront as Vernon's base of operations. Vernon's most recent note mentions having Weston brought there for some sinister sounding purpose. Looks like lot of "things" have gone to the boat.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Numalar looks over the paperwork with Zokon.
Zokon Santyev wrote:
"Ha! Ha! To the boat!! Zokon declares dramatically. . After seemingly being lost in reading for hours.
"Indeed, it would seem we have the location of this Vernon. It's a boat moored on the river."
Okay... the picture has become much clearer. Thanks for the recap... the plotline has been going a while and it's easy to forget what's going on. A few questions:
#1: Is Algie mentioned as one of the ratters who has been killed? Or otherwise mentioned?
#2: Vernon's father died a few months ago. How old does that make Vernon and Belia?
#3: Are the city officials who have been bribed named? If so, is Magister Lebeda among those names?
#4: Is there any way to deduce what "things" are being moved around the city? Are they all people like Weston? Bodies? Or maybe contraband of some kind?
Alia of the Blade wrote:
"Especially not with the cats in tow. Can't leave them here in the cages, best we deliver them to the Guild for retraining."
Numalar looks over at the cats and raises an eyebrow. "If what these papers say is true, those cats were trained to attack people. And by that I mean indiscriminately. They weren't guard animals; Belia planned on turning such creatures loose upon the city. If they got loose, and came upon some vagrant sleeping in an alley, they would kill him for the sake of it."
"Is there a guild that would take them? Who would not use them for some nefarious purpose?"
Alia looks down at Numalar in surprise: "Why, Keegh, for example. He seems the trustworthy sort that seems able to handle them. Aside, the letters spoke of Vermin being trained. Feral Cat's still eat, and kill the likes of rats to feed on. And they are notoriously hard to train, preferring to do as they please. I've never seen a well-behaved cat accepting commands in my life, unless it was the companion of a caster of sorts. So those ones may well not be beyond redemption."
@GM: Yes, I would keep trying to revive them, but figuring I cannot do so by myself, had asked Celyne for help. She mentioned to bot her, so I would appreciate if you could roll for her. I would like to hand the cats in. Even if there is some retraining cost to undo Belia's damage, they would seem to be a valuable asset against whatever monstrous vermin she already trained and set loose in the sewers/city, or against rats in general, if they can be tamed even a bit. Even if it means hiring an experienced Animal Handler to work with them, that should be worth it for the good reputation ;)
She then nods to Zokon and packs up the papers near her: "But aye, we should check the boat and end this. We have no time to find out who is and who is not corrupt...Belia will tell her brother of Weston's escape, and they may act on that knowledge, and already have a headstart while we sorted through those papers. We should hurry."
Celyne being diplomatic and a cat person would probably help out however I get the feeling that on the inside she might be rolling her eyes and wondering if these cats aren't destined to hang like the criminals she saved back at the bandit camp a few days ago.
Heal Tabby:1d20 + 6 ⇒ (14) + 6 = 20
Heal White Chelaxian:1d20 + 6 ⇒ (11) + 6 = 17
Handle animal:1d20 + 7 ⇒ (17) + 7 = 24
Knowledge (nature):1d20 + 7 ⇒ (12) + 7 = 19
She also notes that while the older cats are all pretty mean and wild, the smaller gray one still in the cage when you arrived might be trainable--if anyone needs a pet cat, companion or familiar this Korvosan Grey Grimalkin would be the one. Incidentally it's a popular breed for the shape-changing, infernal imps of Korvosa to disguise themselves as.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Alia of the Blade wrote:
"We have no time to find out who is and who is not corrupt..."
"We certainly do need to know if Magister Lebeda has been bribed by this Vernon before turning Vernon or his accomplices over to him. That is my main concern; I don't care about the other politicians especially. Of course, if Vernon refuses to be taken alive, the issue may be moot."
Magister Lebeda is probably 'clean' (at least relatively) but might as well check.
"As to the cats... we can always ask the Shepherd, though I think the Church of Erastil is more interested in farm animals. Perhaps we could find a genuine druid somewhere."
Do I know about any druidic groves nearby or anything like that? It's unlikely that Numalar would have ever been to one, but he might have heard of them.
"Well, cats are predators, and found on many farms, to keep the mice from the grain...but I understand what you mean. Even if they are feral, we can set them loose in the wilderness...they will return to a normal way of life in time."
Heck yes. I cannot take a familiar due to archetype, but sign me up for a pet cat. Pity handle animal is not a class skill for magus...kitty could sleep near my forge, have it nice and warm, once it gets used to the sounds. Need to check if I can squeeze leadership in to have a pet cat companion *gg*
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Scarlet reads, and reads, and reads, and reads. "Wish my old guildmaster was here. She was the brains of the group. I'm sure she'd love all this readin'..."
"So that's it, huh. We need to get to that boat. And Numular needs to find someone we can turn this into."
"I know why Vernon is so angry. When you're different-" Scarlet subconsciously tugs at her hair, "People can treat you very unfairly. Ostracize and exclude you. I know Vernon won't go down without a fight, but..." Scarlet shakes her head.
"I'd rather exile myself than engineer a plague. Tell me when we're you're ready."
So we levelled up...did we suddenly heal back to full, or are we missing those HP?
Okay... the picture has become much clearer. Thanks for the recap... the plotline has been going a while and it's easy to forget what's going on. A few questions:
#1: Is Algie mentioned as one of the ratters who has been killed? Or otherwise mentioned?
It appears that the city guard found Zenna (female human teen) and Emos (male human teen) dead in back alleys on separate nights. They were apparently made to appear as if they died due to unhappy misadventure in the Coppers. However Vernon had Belia make sure that the bodies had been gnawed upon by their "growing army" in order to send Weston a "clearer message." There are messages of congratulations about catching an "old dwarf" named Cabe, and "that gap-toothed cretin" and later having them individually moved to the boat. Gap-tooth (who fits Mung's not too precise description of poor Algie's orthodonture) was apparently only moved two days ago.
Numalar Auritonius wrote:
#2: Vernon's father died a few months ago. How old does that make Vernon and Belia?
The kids were out of the public light for most of their lives, but going by the timing of the last plague they probably are not quite twenty yet.
Numalar Auritonius wrote:
#3: Are the city officials who have been bribed named? If so, is Magister Lebeda among those names?
Most are described, (that hairy guard who watches the corner of so-and-so) and most seem to be minor cogs in the government: guards, some couriers, assistants, an inspector, an assistant dock master, a tax collector, a bailiff, and a town cryer to name a few.
Numalar Auritonius wrote:
#4: Is there any way to deduce what "things" are being moved around the city? Are they all people like Weston? Bodies? Or maybe contraband of some kind?
Well prisoners certainly and there seems to be a fair amount of "live freight" aside from them as well.
Alia looks down at Numalar in surprise: "Why, Keegh, for example. He seems the trustworthy sort that seems able to handle them. Aside, the letters spoke of Vermin being trained. Feral Cat's still eat, and kill the likes of rats to feed on. And they are notoriously hard to train, preferring to do as they please. I've never seen a well-behaved cat accepting commands in my life, unless it was the companion of a caster of sorts. So those ones may well not be beyond redemption."
Keehg like his god Erastil, are dog people. You can train a dog to do practical things, and they return affection and loyalty as naturally a walking. Cats not so much.
"As to the cats... we can always ask the Shepherd, though I think the Church of Erastil is more interested in farm animals. Perhaps we could find a genuine druid somewhere."
Do I know about any druidic groves nearby or anything like that? It's unlikely that Numalar would have ever been to one, but he might have heard of them.
knowledge (geography):1d20 + 4 ⇒ (6) + 4 = 10
Numalar know of exactly one and if that was the druid that you found laying there then he's in no condition to help you.
knowledge (geography):1d20 + 5 ⇒ (5) + 5 = 10
Our other local, Zokon doesn't know much more--probably pointing out once more that he is not a ranger.
knowledge (local):1d20 + 5 ⇒ (9) + 5 = 14
But he has heard stories of their existence within the Great Gronzi Forest.
Scarlet, her hands full of weapons, very awkwardly turns the door nob and opens it a crack to find... a three-man funeral procession. There are two men wearing plague doctor's masks, one leaning on a small coffin. The other closer man holding a recently fired crossbow, the bolt of which is lodged in the door. Behind him is an oily looking guy in a dark cloak.
"Bring out yer dead!" He jovially calls out, before looking up. "No squab today?"
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
"Uh...squab? Oh, the pigeons. Flying Rats. Nah, we chased 'em off."
Scarlet realizes she's brandishing weapons. "Sorry, we thought you might be trouble." She puts her swords away. "Weston isn't here, he left. And we should be moving, too..."
"Oh? And who might you be?" The hooded man (a half-elf) pulls his hood back and smiles a big feral grin that makes it look like he has too many teeth in his mouth. "My friends call me Needles."
His friends spread out a little bit, to give him room to draw in closer.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
Something *THUNK*s into the door.
Numalar starts at the sound and whirls around. He steps back from the door, and he begins mumbling and waving his little symbol around. He presses it to his lips and whispers:
"SuS ghogh!"
Draconic:
"Voice of the breeze!"
Zokon and Scarlet can hear Numalar's voice as if he is whispering in their ears.
"Just whisper and we can hear each other. My new trick."
I can only target two people per casting at my level, though I can cast it over and over if necessary.
As the door opens, Numalar peers past Scarlet into the hall.
RPGGGM wrote:
"Oh? And who might you be?"
Numalar whispers to Scarlet: "No doubt one of Belia's accomplices. He's not likely to be too afraid of someone my size but if you push him he might give us information. I'll start off."
Numalar turns to 'Needles.'
"Well, 'Needles,' I don't think we are friends yet. But let me guess... you must be Vernon and Belia's 'Transpotation Department?' I'm afraid we don't have any dead people here, but there might be a couple dead cats here for you... no wait, they're not quite dead. Well, no matter. The point is the point is there won't be much business coming from Vernon and Belia from now on. So the question is, how loyal are you to those two? Do you wish to go down with Vernon's 'Ship?'"
Noticing the commotion at the door, Alia, while badly hurt, steps closer, staying by the side of the door, hoping to be able to surprise any would-be-attackers, not feeling well enough after all the scratches to risk open battle.
Since Level-up does not heal, still stuck at 2 HP, one hit and I'd be down, I'll stay back and only go offensive if opportunitys warrant the risk.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Huh? They're with Vernon and Belia? If you're sure...
"Hmm. Well, what do you know about their ship?" Scarlet steps back a bit. "My friends and I need to know how much of a mess they're makin, and something tells us you have answers..."
Noticing the commotion at the door, Alia, while badly hurt, steps closer, staying by the side of the door, hoping to be able to surprise any would-be-attackers, not feeling well enough after all the scratches to risk open battle.
Since Level-up does not heal, still stuck at 2 HP, one hit and I'd be down, I'll stay back and only go offensive if opportunitys warrant the risk.
You can have your new hit points but whatever damage you had still remains.
"Hey, hold on, we don't owe that worm Atcher anything. We just handle delivery through the winding streets of Brevoy. We know the way to his ship's mooring, but beyond that not much. We're paid for discretion you see, so it helps to have a disinterested work ethic." says Needles.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Scarlet breathes another sigh of relief. "That's good. We don't have anything for you to collect. But if you have any directions to where his ship is, we'd be much obliged."
It's been nearly ten years since The Vanishing, when in the course of one night everyone of Rogarvian blood disappeared. Brevoy could have tumbled into civil war and chaos except for the quick movement and strong leadership of House Surtova. By the end of 4699 AR Noleski Surtova had claimed the Dragonscale Throne in New Stetven as Regent upon the return of House Rogarvia. In that time, King-Regent Noleski Surtova has held the Ruby Fortress and the Dragonscale Throne but with each passing year and no sign of the return of House Rogarvia the rumors grow that soon Noleski will drop the Regent and claim the throne for House Surtova. Brevoy has grown increasingly fractious over this possibility with lines being drawn across old divisions among the long-ago houses of the nations of Issia and Rostland. The young nation, forged through war 200 years ago, stands on the brink of civil war. Many are moving both within the nation and without to take advantage of the chaos that may be caused by war.
In order to minimize the threat from their south, the Swordlords of Restov, in conjunction with the Lord Mayor of Restov, have commissioned adventurers to travel south of Restov into the Stolen Lands to explore and possibly settle this area. The Swordlords hope that the newly settled area would provide a buffer against invasion from the south and west, either from Pitax, Mivon, Galt, or any other entity/nation seeking to expand into Brevoy.
This recruitment will be for 4-6 players to tackle the Kingmaker AP, beginning in the year 4708 AR. The campaign will differ at times from printed material and much about Brevoy will be different so don't count on things being the same as the source material. Sometimes I will use names of people but their personalities/abilities/goals, etc. will be far different from what is printed in canon. So, don't count on that. For now, in terms of background, all printed locations are good.
Character Creation:
Races: Human, Elf, Half-Elf, Halfling, Dwarf. I like standard races, please don't ask to play a Tiefling.
Alignment: No Evil please.
Level and other items: 1st Level, max gold for class, max HP for 1st level. 30 Point Buy - yes, you are supposed to be heroes.
Classes: Core only - no gunslingers, ninjas, samurai's or their derivatives. There is no tech in my Golarion. Any archetypes will need to be approved beforehand.
Traits: Pick two, one from the Kingmaker Character Trait list and the other from any core source.
Again, looking for 4-6 characters that will mesh well and make for a good party.
Posting Status and other Items:
I'm looking for players that can commit to posting once a day during the week. I am very limited on the weekends and rarely post but want to be active during the week (M-F). Please don't submit a character if you can't commit to that. I typically will post in the morning and then be active throughout the day to respond to anything. I want players who can post frequently and keep the game moving.
Background: This will be one of the most important elements for selection, other than party cohesion. I like to use elements from my player's backgrounds to enhance the story. So the more you give me to work with the better chance you have of getting selected. That doesn't necessarily mean quantity though. Don't just try to supply me with a random list of names in your character's past. A few individuals/places/events, etc. in your character's past that are very interesting or intriguing might just do the trick. If you need any help with place names/locations just let me know and I'll help you.
Ok, I think that's it for now. I'll be taking apps through March 11th and then I'll make selections and we'll start the game soon thereafter.
Please review my Profile for other advice/information on what I expect and other info. If you have any questions, please feel free to ask here or message me.
Hailing from Absalom, Avery is a scholar interested in ancient civilisations.Many archaeologists are insular, bookish types, content to keep to themselves and their writings, but not Avery; he loves strong women and beautiful drink (or was it the other way round...no matter) and believes that gold should sparkle in your hands, not tarnish in some long-forgotten treasure vault. He moved to the River kingdoms to explore the fragments of the ancient Iobarian, Cyclops and Elven ruins that dot the stolen lands and seek his fortune and took the mission from the swordlords of Restov to explore the area as a chance to do this.
Jovial and talkative, easily impressionable. Loves treasure and will sell anything to anyone for the right price.
Full stat block should be up some time tomorrow if you want it (I have a character sheet already made on mythweavers, it's just a matter of putting that in stat block form.)
He would be the group's face or skill monkey and possibly a diplomat for the kingdom.
Mark Talbot was the lab assistant to a petty alchemist living in one of the poor districts of Brevoy. He was thankful to the alchemist for giving him a job and taking him under his wing, as he was a homeless orphan prior to his adoption; but the alchemist, whose name was Reedus the Brewer, had a nasty gambling addiction. One particularly lean month, Reedus missed one too many payments to a vicious halfling loan shark named Marco Fishfinger. Fishfinger ordered a hit on Reedus, ransacking his shop while Mark was away. Everyone told Mark that Reedus was killed, but Mark never found a body, and still hopes to find his mentor again one day. He signed up for the adventuring crews that were leaving the city in hopes of avoiding any extra retribution from Fishfinger's men.
Mark was always better at thinking with his fists than brewing potions, but he picked up the basics from Reedus before having to strike out on his own. Now, he uses his bastard sword in service of Brevoy - hopefully he can pick up enough field experience from the adventures to one day open his own chemist's shop.
DM: Is the Mutation Warrior fighter archetype acceptable, based on my backstory? It basically just trades Armor Mastery for the alchemist's Mutagen ability, so I'll be wearing lighter armor and relying on my Natural Armor from my potions to survive.
Gordon is a monk from Brevoy. More interested in the martial capabilities rather than the spiritual aspects of the monastery, it was suggested that he strike out on his own to become more mature.
The talk of money and fame moves him in ways that belie the teachings of his monastery.
I have it more fleshed out tomorrow.
Gordon, Monk 1:
30 pt buy
STR 17 +2 human = 19
DEX 14
CON 16
INT 13
WIS 13
CHA -7
HP 8+3=11
INIT +2
Speed 20
CMB 4
CMD 16
BAB 0
Monk Bonus Feat: Improved Grapple
Human Feat: Combat Reflexes
Monk innate feat: Improved unarmed strike
Ha! Put it out there and we'll see what happens. It certainly is intriguing. A cavalier would be good considering the overland nature of much of the AP.
Radek Průzkumník, Half-elf druid with the Rostlander campaign trait. With the World Walker archetype, if allowed. No biggie, if not.
Just background for now. I'll get crunch set up in the next day or two.
Background:
Radek never felt at home in Napajedla, the tiny village in the Icerime Peaks' southern foothills where he was born and grew up. His father, while well regarded in the community, was the only elf most of the locals had ever seen. And his mother, a local girl who had gone out into the world and made her fortune- bringing back money and a husband to settle down with- was always seen as something of an odd duck. After all, she had left home as a teenager and stayed away for more than a dozen years before coming home to have a family.
Though Milena and Meirdrarel ran a prosperous farm, always helped their neighbors, doted on their family, had deep roots in the area through Milena's family, and generally lived a perfect small-town life, they were never really able to integrate into village life. They had strange ideas about their children, too. Radek and his siblings had few friends in town; while open bullying wasn't permitted, they were frequently taunted and largely shunned by the other children. Their only real peers in the small town were the mayor's children, the children of the man who owned the general store, and their few cousins around their own age.
It was a happy home, full of their father's music and their mother's books, but Napajedla fit Radek like an ill-fitting coat. Once he was old enough to know how to take care of himself, Radek spent almost as much time exploring the hills and woods near the village as he did at home.
Given their parents' adventurous streaks and their lack of connection to the little village, it came as little surprise that their children wanted to leave home at an early age. A letter of introduction from Meirdrarel was all that was needed for Radek's eldest brother, Milos, to gain attendance at age 15 to one of the most prestigious schools of swordsmanship in Restov. A word to a friend from Milena got Radek's eldest sister, Vlasta, an apprenticeship with a wizard in New Stetven. Radek's next older brother Evzen gained a place in Lord Medvyed's court in Stoneclimb. One by one each of his siblings left home for bigger and better things.
But while Radek always had the greatest wanderlust of all his siblings, he was the one who seemed to least want to leave home. Whenever his parents asked him if he wanted an appointment or apprenticeship or admission somewhere, he said no. All Radek wanted to do was see what was over the next hill. He always felt like he was looking for something, but he didn't know what it was.
Radek traveled as far west as Pitax and as far east as the shore of the Castrovin Sea, up along the shoulder of the Icerimes to the Lake of Mists and Veils, and down into the eastern escarpment of the Tors of Levenies. It wasn't until he looked west across the peaks of the Tors that he felt like he finally had a destination. Something to the west was calling him, drawing him like an iron filing to a lodestone.
With this new realization in mind, he went home to talk to his parents. They knew a great deal about lost places in the world and he thought they might have some wisdom to share. On his way home he passed through Restov, spending a few days with his brother Milos. While there, the call went out for volunteers to brave the bandit infested Stolen Lands, to explore the unmapped and virtually unknown region. Radek rode home quickly, knowing that with his parents connections he could get an appointment to this expedition.
A few days later he rode back to Restov with a letter of introduction to the Swordlord Jamandi Aldori, outlining his experience in the wilderness, his useful magical abilities, and his many other skills of use to a prolonged expedition. With the letter and his brother's example in the salle, Radek was given a place among the other explorers and made part of the Charter to explore the Greenbelt.
Feats:Selective Channel (2 targets),Toughness(+3 hp +1 per level after 3)
Traits: Pioneer (+1 Perception, horse),Birthmark(Serves as divine focus,+2 saves vs charm/compulsion)
Special Abilities:Channel Negative energy (1d6 DC 13 5/Day) Domains (Death/Magic: Bleeding Touch 1d6 per round for 1 round 6/day. Hand of Acolyte +3 6/day)
Spells: DC 13+level 3/2+1///
0:
1(14):
2(15):
3(16):
Equipment:
Cleric's Kit (16)
backpack
bedroll
belt pouch
candles (10)
cheap holy text
flint and steel
iron pot
mess kit
rope
soap
spell component pouch
torches (10)
trail rations (5 days)
waterskin
wooden holy symbol
Leather armor (10)
light wooden shield (3)
Dagger (2)
Light crossbow (35 gp)
10 xbow bolts (1)
Horse
2 CLW potions (100)
70 gold
Apperance: Andrea is a slender woman of about middling height and weight with pale skin that has been roughened by life at sea. Her blond hair is cut short and kept under a kerchief and she has a rather decorative series of tattos across her skin that combines waves,skulls and ghostly figures. Andrea says that it has taken numerous sessions to get the work done and might just add some more. She is often dressed in plain tunic and breeches along with sturdy boots. When attending to medical duties, she wears a clean but stained smock with numerous pockets and scrupelously sharp tools.
History: Andrea was born the child of a Bloodmother, a woman whose function was to bear children for the church of Urgathoa for the purposes of sacrifice or induction into the faith. Just like her mother, Andrea had no last name since it was deemed unneeded for her role as acolyte. Andrea's life in the church was notable since she took to the appriciation of undeath not as the dirt,mold and gore spattered stereotype of ghouls and zombies, but the clean,polished lines of bone. Andrea appriciates a fine feast but channels her desires into finely crafted meals and liquers, abodes are clean and quiet,(except for the occasional moan) with neat racks of skulls, bones and workshops of meticulously cared for equipment.
The elders of the church believed that Andrea would best be served as an emmisary and infiltraitor and thus she was sent to establish a foothold in areas where her faith was not prominate. She was told not to spread disease or undeath, not to preach to the masses or commit atrocity, but to seek to establish herself in a position to allow others to safely spread throughout the region. Becoming a figure of influence would work perfectly, and hearing about the
call for explorers to go into the Stolen Lands, she headed out to see what could be established
Dotting for interest. I know you said no to Gunslinger, how do you feel about the Bolt Ace archetype? The gun is completely replaced with a crossbow. If you'd rather avoid it completely I'd probably settle on either a Ranger or bow archetype Fighter but I'd like to give it a try.
DM, I think you skipped over my question. :) Is the archetype of fighter that I linked acceptable?
Sorry Mark, yes, you can submit the Mutation Fighter if you want to. Might be kind of difficult to keep up with mutagen's though in the wilderness though as much of the campaign involves exploration. But go ahead and submit him and we'll see how it comes out. Thanks for the interest!
Lyrune
Female human ranger 1
NG Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +3 (1d6+2/18-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 15, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Mounted Combat, Point-blank Shot
Traits pioneer, shoanti steed
Skills Handle Animal +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6, Ride +6, Stealth +6, Survival +7
Languages Common
SQ track +1, wild empathy +1
Other Gear studded leather, buckler, arrows (20), blunt arrows (20), longbow, scimitar, bullseye lantern, light horse (combat trained), arrows, bedroll, bit and bridle, flint and steel, grappling arrow, hammer, hemp rope (50 ft.), military saddle, oil, piton, pot, saddlebags, 106 gp, 5 sp, 4 cp
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Shoanti Steed Gain a combat trained light horse.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Haflax:
Haflax
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6, Ride +2 (+4 to stay in the saddle)
SQ combat riding
Combat Gear oil (3); Other Gear arrows (60), bedroll, bit and bridle, flint and steel, grappling arrow, hammer, hemp rope (50 ft.), military saddle, piton (2), pot, saddlebags
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
background:
Lyrune was born and raised on the Storval Plateau, part of one of the lesser Shoanti clans. Like any member of her clan, she learned to ride and hunt and track from the time she was a baby. Her family were charged with enforcing the law and protecting the clan from their rivals. They lived surrounded by more powerful clans that raided often, and she soon learned the techniques of hunting and killing mankind.
A year ago, raiders came, striking at the clan's encampment and making off with several of the clan's children. Lyrune and her brothers tracked them east for several days before a column of smoke behind them made them turn for home, fearful of what might have befallen them. When they returned to their camp, they found a silent ruin. The tents burned, the wagons shattered or stolen, and every man, woman and child slain. The first raid had been a feint, to draw away the clan's best warriors.
She and her brothers tracked the raiders easily. They were bringing all of the clan's herds and flocks, so it was no great challenge to follow them. Her brothers said honor left them no choice but to attack and kill as many as possible. Lyrune thought they could find help from the other Shoanti clans, but she was outvoted. She couldn't let her brothers risk certain death while she rode back to look for uncertain aid. They attacked, but they were badly outnumbered.
One by one, her brothers fell, and she took three arrows before she lost consciousness. Three days later, she found herself in the shade of a willow tree by the banks of a stream. She broke the arrows off and carefully pulled them out, reopening the wounds, and fainting again from the pain. When she came to again, it was to find her horse, Haflax, licking her face. When she had lost consciousness, Haflax had carried her to safety, and only shaken her loose under this tree by this stream. Slowly, Lyrune recovered from her injuries. When she was strong, she set off in pursuit of the raiders that had killed her tribe.
It took a year to hunt down and kill them all, by which time Lyrune was weary of the plateau. She decided to find a new life, far away. She hunted as she travelled across the Hold of Belkzen, through Lastwall and Ustalav and Numeria, finally reaching the frozen shores of the Lake of Mists and Veils. There she heard of a place called Brevoy, where a warrior could make a name for herself.
Note:
So it turns out both the traits I took gave her a horse. The shoanti steed gives a combat trained light horse (Haflax) who will likely become her animal companion should we make it that far. Pioneer gives her a horse as well, which will either serve as a pack animal or a loaner should another character need a mount.
You said core only for classes - I'd like to play an oracle... is that allowed? (- you did say yes to cavalier) :)
Yes, in my crazy thinking I do include classes from the Advanced Player's Guide and the Advanced Class Guide as Core. I basically just mean no 3rd party and no gunslinger, ninja, or samurai or their derivatives. There might be others as they are requested but those main ones are acceptable.
So, anyone that wants to change a submission to include a class from one of those other books, please feel free to do so.
Radek Průzkumník, Half-elf druid with the Rostlander campaign trait. With the World Walker archetype, if allowed. No biggie, if not.
Just background for now. I'll get crunch set up in the next day or two.
** spoiler omitted **...
The World Walker archetype would be acceptable, yes, but there might be issues later as the game progresses and he grows in levels. The whole point of the AP is that eventually you settle this area and rule it. You would be stretching things to figure out a reason for him to give up walker the world and settle here. But that could be fun trying to figure out a reason later.
Proposing use of the plains druid archetype. The general idea being that he will eventually be riding his axe beak.
That archetype is acceptable as well. Just remember that part of the point of this AP is to eventually settle the area so that might be a problem for the plains druid who seeks to keep the lands unsettled and such.
What experience do you have as a DM, and what experience do you have with PBP?
What are the themes of this game? Exploration and frontier, politics and intrigue?
What is the posting style you prefer? I prefer lengthy, substantive posts with plenty of dialogue and detail. How immersion do you intend this game to be?
Do you mind someone who knows Kingmaker really well? I run a heavily-modified game here on Paizo. They're in Book 3, having played for four years.
DM, I think you skipped over my question. :) Is the archetype of fighter that I linked acceptable?
Sorry Mark, yes, you can submit the Mutation Fighter if you want to. Might be kind of difficult to keep up with mutagen's though in the wilderness though as much of the campaign involves exploration. But go ahead and submit him and we'll see how it comes out. Thanks for the interest!
Well, Mark was often tasked with going out into the countryside around Brevoy to look for reagents. Hopefully he can put those skills to good use.
What experience do you have as a DM, and what experience do you have with PBP?
What are the themes of this game? Exploration and frontier, politics and intrigue?
What is the posting style you prefer? I prefer lengthy, substantive posts with plenty of dialogue and detail. How immersion do you intend this game to be?
Do you mind someone who knows Kingmaker really well? I run a heavily-modified game here on Paizo. They're in Book 3, having played for four years.
Great questions DM Barcas!
I have been playing D&D in many of its iterations and editions for about 30 years now. I had the original Red Box beginners edition and loved it.
I have been DM'ng first PBeM and then PbP for about 20 years now with occasional breaks in there because of life and such. I recently came to this site from another where I was running a Kingmaker group for over a year now. That group is really slow though so I thought I would open up here to another group to hopefully move a bit faster.
I am NOT a Rules Lawyer. So, if you are, you will most surely catch me missing something or misreading some rule or etc. I prefer creating a fun and interesting story more than sticking to the letter of the law/rule. Doesn't mean I don't like or don't want rules lawyers as part of the game, just be aware that at times I might just throw them out the window for the sake of the story. Sometimes that works in the favor of the players and other times it might not. It is very rare that I do that though.
Themes - initially this will be an exploration and frontier themed campaign but as you progress, as you know, the campaign grows in its themes. As the game matures, I do plan on increasing the intrigue and politics angle, especially involvement with Brevoy. If you are familiar with RedCelts Game of Thrones style Kingmaker game then that is what I will be shooting for as well. I am going to use many of the elements of his game in this one.
Posting style - my personal preference is lengthy substantive posts with plenty of detail and dialogue. I want to tell an interesting story and provide an interesting read for the group as well. I want the players to be deeply immersed in their characters and in this world. I expect the players to add rich detail to the world and the campaign in their posts. Now, I do understand not everyone will always have the desire or the ability to do that. That's fine. And I certainly don't want anyone delaying a post for several days because they are writing their magnus opus of posts. A good balance is what I aim for and want the players to shoot for as well.
I don't mind anyone who knows Kingmaker well. There will be things in it that I change so just be aware of that. I do expect anyone who knows it well to do their best to separate what they know as a player from what has been revealed to their character or available to their character. The AP has been out for quite a while so I don't really expect all players to have never played or seen it.
I hope that helps, please be sure to shoot any other questions to me.
Hey there. I would like to submit Halcyon here for the game. I originally made him up for another game that unfortunately disintegrated after the posting got going. I'm working on getting his crunch sorted out right now!
For the other game we started at a higher level, thus the more 'exciting' RP segment.
If you have any questions or concerns. Please let me know!
RJ - gnomes would be fine. I just forgot about them.
I don't think half-orcs fit too well with where the campaign is supposed to eventually go. Too much racial stuff to overcome in my book to actually rule.
The World Walker archetype would be acceptable, yes, but there might be issues later as the game progresses and he grows in levels. The whole point of the AP is that eventually you settle this area and rule it. You would be stretching things to figure out a reason for him to give up walker the world and settle here. But that could be fun trying to figure out a reason later.
I was hinting that his wanderlust was triggered by some sort of call by things that will eventually come up in the forests to the west of the Tors of Levenies. He is drawn specifically to the Narlmarches and the Thousand Voices, but never explored there before so never felt comfortable settling down. Once he gets there, he'll finally feel at home (or maybe he needs to do something or meet someone there to feel at home, according to DM whim and story need), but yes, his wandering feet finally settle down as the game progresses.
RJ - gnomes would be fine. I just forgot about them.
I don't think half-orcs fit too well with where the campaign is supposed to eventually go. Too much racial stuff to overcome in my book to actually rule.
One half-orc concept I had was an intelligence agent. Magic-User/Rogue (unfortunate for BAB, and no not a Bard). Watch over the people and take point dealing with unsavories.
I'm very much interested. Redcelt's modifications are amazing. I'd like to play a Hooded Champion Ranger. Will work on the background and crunch and get it up soon-ish.
I'm very much interested. Redcelt's modifications are amazing. I'd like to play a Hooded Champion Ranger. Will work on the background and crunch and get it up soon-ish.
EDIT: Different class. Hooded Champion Ranger?
That would be acceptable, the only issue would be that at some point you will be called on to actually colonize this area which would basically put him/her at odds with the very purpose of the archetype.
I always consider Archetype concepts to be more guidelines for what the character is supposed to be like, and less like hard facts. I don't see the Hooded Champion as being someone who has to be opposed to just rule, so much as someone who's opposed to corrupt rule. I think I can make it work, but if it's something you're concerned with, I'd rather make adjustments now than later.
I always consider Archetype concepts to be more guidelines for what the character is supposed to be like, and less like hard facts. I don't see the Hooded Champion as being someone who has to be opposed to just rule, so much as someone who's opposed to corrupt rule. I think I can make it work, but if it's something you're concerned with, I'd rather make adjustments now than later.
It'll go much easier on you if you swear loyalty to Queen Valeska. You would be bane, nay... anthema to all who would threaten the realm!
Theodric Medvyed
Male Human Taldan Ranger [Guide] 1
LG Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 18,Touch 12,Flat-Footed 16(+4 Armor, +2 Dex, +2 Shield)
HP 13 (1d10+4)
Fort +5, Ref +4, Will +0, +1 against Fey spells and supernatural abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Spiked Heavy Steel Shield +6 (1d6+4)
Ranged Javelin +3 (1d6+4)
Special Attacks Ranger's Focus (Ex)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Improved Shield Bash, Weapon Focus (Heavy Steel Shield)
Traits Noble Born, Friend in Every Town
Skills Diplomacy +7(+8 when dealing with Fey), Knowledge(Local) +2, Knowledge(Nature) +4, Perception +4, Stealth +3, Survival +4 (+5 to Track)
Languages Common
Gear 2x Javelin, Spiked Heavy Steel Shield, Masterwork Chain Shirt, Small Tent, Hemp Rope, Flint and Steel, Bedroll, 1x Torch, 1gp
--------------------
Special Abilities
--------------------
Ranger's Focus 1/day, Swift Action to focus on a single enemy in line of sight. Remains the Ranger's Focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus. +2 bonus on attack and damage rolls against the target.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Character Concept:
Of course this is just the concept, I'll write up a more story oriented background and introduction if this idea is like. Essentially the character's family was noble but overthrown during political strife and fled to the wilderness to avoid execution. Theodric was just a young boy and with his mother and grandfather managed to escape the onslaught. The families respect for the wilderness allowed them to survive as well as good ties with some of the fey that lurk about. His mother became ill not long afterwards and weakened by grief passed away. His grandfather taught him a great deal about the wilderness, how to track and fight but eventually old age took him and Theodric picked up the family mantle.
The reason for the guide archetype is that Theodric guides folks traveling through the wilderness, I also wanted to eliminate the animal companion. I would like to also take the Skirmisher archetype at 5, I don't feel the character would use spells and the Hunter's Trick are much more fitting.
There's also the choice of using just a shield, when he was still young and struggling alone his sword broke mid battle and all he had left was a shield. It proved to be sufficient as a weapon and since then he has used nothing else but.
Complacency will be Theodric's main enemy, his growth would be to accept a bigger role in the world. His family motto "Endurance Overcomes all" will also be one of his biggest motivators to push forward.
I would like to submit this character. He is starting off as a ranger, but I plan to multiclass into either cleric or druid (hence choosing Magical Knack as a trait). I have a couple of questions:
1)Since I have a rank in Craft (weapons), may I have the crafting discount on my weapons?
2)The Pioneer campaign trait lets me start play with a horse. Would you be open to me choosing a different animal that fits better for a dwarf?
Radek Průzkumník, Half-elf druid with the Rostlander campaign trait. With the World Walker archetype, if allowed. No biggie, if not.
Just background for now. I'll get crunch set up in the next day or two.
** spoiler omitted **...
Here's a sheet. I'll make a profile if he gets accepted.
STAT BLOCK:
Radek
M NG Half-elf Druid (World Walker) Level 1, Init +2, HP 11/11, Speed 30
AC 18, Touch 12, Flat-footed 16, CMD 14, Fort +5, Ref +2, Will +6, CMB +2, Base Attack Bonus 0
Dagger +1 (1d4, 19-20/x2, P/S) in Wrist Sheath
Scimitar +1 (1d6, 18-20/x2, S)
Sling +2 (1d4, x2, B)
Hide Armor, Heavy wooden shield (+4 Armor, +2 Shield, +2 Dex)
Abilities Str 13, Dex 14, Con 14, Int 14, Wis 18, Cha 12
DESCRIPTION:
Radek is tall, with a lithe, muscular build and fair skin that has barely been kissed by the sun despite years in the outdoors. He has his father's snowy white hair and his mother's lively green eyes.
His clothes are usually well worn traveling leathers and he wears an array of mixed earrings, each new one from some place that he wanted to remember in particular. He doesn't look very threatening, not particularly muscular or heavily armored or obviously magical, and that's the way he likes it.
PERSONALITY:
Radek is a restless soul. He always wants to know what's over the next hill or beyond those mountains or in that valley. He's spent his whole life feeling like he's looking for something, but never knew what until he set his eyes on the Kamelands. He knows there's something in the Narlmarches or further west that he needs to see, but he still, frustratingly, doesn't know what.
He has always loved maps. He loves the craftsmanship of a well drawn map, the mystery of a map that isn't filled in all the way, and the promise that there's somewhere on every map that he's never been before.
He loves animals and being outside. He'd much rather spend a night out under the stars than sleep in a feather bed in the middle of a big, noisy city. A good day for him is one where he spends the entire morning walking out to a secluded fishing hole, the hole afternoon fishing, and the night camping out under a clear sky.
Having spent several years traveling, Radek is comfortable meeting new people and trying new things. He's friendly and outgoing with strangers, though they often find that he doesn't open up as much as his friendly first impression might imply.
BACKGROUND:
Radek never felt at home in Napajedla, the tiny village in the Icerime Peaks' southern foothills where he was born and grew up. His father, while well regarded in the community, was the only elf most of the locals had ever seen. And his mother, a local girl who had gone out into the world and made her fortune- bringing back money and a husband to settle down with- was always seen as something of an odd duck. After all, she had left home as a teenager and stayed away for more than a dozen years before coming home to have a family.
Though Milena and Meirdrarel ran a prosperous farm, always helped their neighbors, doted on their family, had deep roots in the area through Milena's family, and generally lived a perfect small-town life, they were never really able to integrate into village life. They had strange ideas about their children, too. Radek and his siblings had few friends in town; while open bullying wasn't permitted, they were frequently taunted and largely shunned by the other children. Their only real peers in the small town were the mayor's children, the children of the man who owned the general store, and their few cousins around their own age.
It was a happy home, full of their father's music and their mother's books, but Napajedla fit Radek like an ill-fitting coat. Once he was old enough to know how to take care of himself, Radek spent almost as much time exploring the hills and woods near the village as he did at home.
Given their parents' adventurous streaks and their lack of connection to the little village, it came as little surprise that their children wanted to leave home at an early age. A letter of introduction from Meirdrarel was all that was needed for Radek's eldest brother, Milos, to gain attendance at age 15 to one of the most prestigious schools of swordsmanship in Restov. A word to a friend from Milena got Radek's eldest sister, Vlasta, an apprenticeship with a wizard in New Stetven. Radek's next older brother Evzen gained a place in Lord Medvyed's court in Stoneclimb. One by one each of his siblings left home for bigger and better things.
But while Radek always had the greatest wanderlust of all his siblings, he was the one who seemed to least want to leave home. Whenever his parents asked him if he wanted an appointment or apprenticeship or admission somewhere, he said no. All Radek wanted to do was see what was over the next hill. He always felt like he was looking for something, but he didn't know what it was.
Radek traveled as far west as Pitax and as far east as the shore of the Castrovin Sea, up along the shoulder of the Icerimes to the Lake of Mists and Veils, and down into the eastern escarpment of the Tors of Levenies. It wasn't until he looked west across the peaks of the Tors that he felt like he finally had a destination. Something to the west was calling him, drawing him like an iron filing to a lodestone.
With this new realization in mind, he went home to talk to his parents. They knew a great deal about lost places in the world and he thought they might have some wisdom to share. On his way home he passed through Restov, spending a few days with his brother Milos. While there, the call went out for volunteers to brave the bandit infested Stolen Lands, to explore the unmapped and virtually unknown region. Radek rode home quickly, knowing that with his parents connections he could get an appointment to this expedition.
A few days later he rode back to Restov with a letter of introduction to the Swordlord Jamandi Aldori, outlining his experience in the wilderness, his useful magical abilities, and his many other skills of use to a prolonged expedition. With the letter and his brother's example in the salle, Radek was given a place among the other explorers and made part of the Charter to explore the Greenbelt.
RACIAL TRAITS/CLASS FEATURES:
Humanoid (Human/Elf)
Medium size
30' base speed
Low-Light Vision
Adaptability (free Skill Focus feat)
Elf Blood
Elven Immunities (Immune to magic Sleep effects, +2 to saves vs enchantment spells/effects)
Keen Senses (+2 to Perception)
Multitalented (2 favored classes)
Languages: Common, Elven
Nature Bond (Animal Companion: Wolf)
Nature Sense (+2 to Know: Nature, Survival checks)
Wild Empathy
TRAITS/FEATS:
C.Tr: Rostlander (+1 to Fort saves)
Tr: Gifted Adept (+1 CL to Call Animal spell)
Rac.: Skill Focus (Perception)
1: Spell Focus (Conjuration)
SKILLS:
Handle Animal +5
Knowledge: Geography +6
Knowledge: Nature +8
Perception +13
Spellcraft +6
Survival +10/+11 to navigate in wilderness/+12 to keep from getting lost
Wild Empathy Diplomacy +2