GM Kamro's Curse of the Crimson Throne

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CotCT - Updated Edition

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Jamir:

Jamir
Male Halfling Rogue (Roof Runner) 1
CG Medium Humanoid (Halfling)
Init +5; Senses ; Perception + 0
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Defense
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AC 19, touch 16, flat-footed 14 (+3 Armour, +5 Dex, +1 Size)
hp 8 (1d8)
Fort +0, Ref +7 (+8 vs Trample), Will +0
Defensive Abilities
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Offense
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Speed 30 ft.
Melee Dagger +6 (1d3/19-20x2)
Special Attacks
Spell-Like Abilities
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Statistics
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Str 8, Dex 20, Con 10, Int 12, Wis 10, Cha 9
Base Atk +0; CMB -1; CMD 13
Feats Weapon Finesse, Sure and Fleet
Traits River Rat, Addicted Friend
Skills Acrobatics +11, Climb +5, Diplomacy +5, Disable Device +11, Disguise +3, Escape Artist +9, Knowledge (Local) +5, *Linguistics +5*, *Sleight of Hand +9 (Hiding Daggers +13)*, Stealth +13, Swim +4
Languages Common, Elven, Halfling, Varisian
SQ
Other Gear Masterwork Studded Leather Armour (10 lb), Daggers x 5 (2.5 lb), Explorer's Outfit (2 lb), Masterwork Thieves Tools (2 lb), Masterwork Backpack (1 lb), Canteen (1 lb), Trial Rations x 4 (1 lb), Bedroll (1.25 lb), Blanket (0.75 lb)
PP 0, GP 0, SP 4, CP 0
Carrying 21.5 lb, Light Load 22.5 lb, Medium Load 45 lb, Heavy Load 62.5 lb
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Special Abilities
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Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.
Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Roof Running (Ex): At 1st level, a roof runner becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided she is wearing light armor or no armor, the roof runner can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based Skill checks or Reflex saves that might be incurred from moving about on a roof. This ability replaces trapfinding.

Favoured Class Bonus : Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.

Backstory:

Jamir doesn't know his real name, he doesn't know who his family is or why he was abandoned. He has never wondered about such things, he as always had his "family" and the fact that his family was so much larger than him never mattered. Roran had found him when he was a few days old; he had been thrown out and left to die among the rubbish, so he took him in and fed him, cleaned him and from that day on he was his father. Things were going well and for 20 years they were a loving father and son, both running the roofs, picking pockets and generally getting by whilst trying to stay out of the eyes of the Sczarni and Cerulean Society. They were not trying to be rivals to these groups; only to survive, but of course that is not how they saw it and one day they caught Jamir. Roran found out and barged in trying to settle problems diplomatically, until he saw the beaten they had given Jamir, blood poured from his face, his eyes were swollen and his arm was broken. It was upon seeing Roran that Jamir fell unconscious and didn't wake for another 2 weeks. When he did finally wake his arm was healed, although his face bore the scars of the beating he had recieved. Roran had lost a lot of weight and when he slept he shook and sweated a lot.

Thinking it was just the effects of having to tend to him, he got up and forced himself to work for the both of them whilst Roran got better ... but he still got worse. He never left his bed (that he was aware of) and hardly ate. One evening as Jamir got back from a day's work Roran was in a bad shape and beckoned him over, clasped his hand with a cold and clammy hand, smiled at him and asked for some broth. Delighted Jamir jumped at and poured him a large bowl of this brown broth, but within that time the life had flowed from Roran as he drifted into the endless sleep. Jamir was heartbroken when he realised he had lost his father and couldn't even leave the house apart from to give him a burial at sea that night. As he was cleaning the place a week later he found a small almost empty back beneath Rorans pillow, in it contained a small amount of a drug that Jamir knew too well; Shiver. Suddenly everything made sense, but why would Roran have started taking the drug and who sold it to him?

Now he had a purpose, to find out who had sold him the drug and made him take it, and why. He spent the next month asking around and saw an unwelcome face, one of the ones who had beaten him. Memories flooded him, the last time Roran had been well was when he had saved him. Jamir followed the man, sticking to the roofs where he couldn't be seen and once he was in an alley he ambushed him. With a knife pressed against the mans groin he demanded answers, and he recieved them quickly. The group hadn't been part of the Sczarni or the Cerulean Society, but were ordered to attack him by a crimelord named Gaedren. He finally had a name, the only thing left was to find out how and why Gaedren had targetted them and made Roran take the despicable drug.

Appearance:

Jamir only stands at 3 feet and his face is scarred, so he often wears a hood low to hide his eyes. Although he would rather hide the scars completely, they are one of the few remaining things he has to remember Roran by. He wears a finally made jerkin made of black leather with brass studs, and other dark clothes. He has 2 long knives at this side, but on closer inspection there are another 2 behind his back, hidden by the cloak. He has brown hair and eyes.

Personality:

Jamir only does what he needs to get by, due to Roran's upbringing he often helps children out that are on the street; if he can, he was always bubbly and friendly, but that is not so anymore. Maybe once he has his answers from Gaedren he will revert to his usual self. There is nothing that he enjoys more than running along the rooftops and jumping around the town, where no one can stop him and he can see everything.

I hope this is everything you need, if you need anything else, please just ask and I will update it as soon as possible. Hopefully this post will do, instead of having to create an alias (I will create one if I get selected). To give you an idea of where Jamir is going (feat wise), I plan to take 2 Weapon Fighting, Acrobatic and Shingle Runner next.


Edited cause I had a better thought that worked better for me.

Changed my mind. I will be going with a bard that is all about making everyone else better at whatever they are doing. I have always wanted to play a bard so that is what I will be shooting for.

Going with the Street Performer archetype and I think I want the lost love campaign trait. My little bard is a Varisian who left her traveling family for young love. Because love makes you stupid.

She will be in the support/buffer and skill monkey category and not a heavy hitter.


I finished my submission, Dignata Calvitto is ready to go, dahlings!

crunch:

Dignata Calvitto
Female human (Chelaxian) swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56)
NG Medium humanoid (human)
Init +3; Senses Perception +4
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Defense
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AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +0
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Offense
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Speed 30 ft.
Melee cold iron scimitar +5 (1d6+3/18-20) or
dagger +4 (1d4/19-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
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Statistics
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Str 10, Dex 17, Con 13, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Slashing Grace[ACG], Weapon Focus (scimitar)
Traits family honor, fencer
Skills Acrobatics +6, Bluff +9, Diplomacy +8, Knowledge (local) +4, Knowledge (nobility) +4, Linguistics +1, Perception +4
Languages Common, Varisian
SQ silver tongued, swashbuckler finesse
Combat Gear oil of magic weapon (2), potion of cure light wounds (2), alchemist's fire, antitoxin, oil; Other Gear leather armor, buckler, cold iron scimitar, dagger, belt pouch, flint and steel, lamp, masterwork backpack[APG], waterskin, 29 gp, 8 sp
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Special Abilities
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Deeds
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Slashing Grace (Scimitar) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.

Deeds:
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Background:

Native to Korvossa, the child of a wealthy merchant family with dealings with several noble families, Dignata is devoted to her family, but particularly to her older brother Collus and insisted on receiving training in sport dueling along with him. She was also trained in the arts of rheotic and took to it naturally, showing a great talent for persuasion. When she was 18, her brother was accused of murder by a fisherman who fished at a wharf near the warehouse where the family stored goods for sale. Unable to directly disapprove the accusation, Dignata's family focused their efforts to convince the fisherman to retract his accusation and in the end Dignata's skilled tongue did the job, but the resulting fallout has damaged the family's reputation - and their coffers. The entire incident inspired her to get serious about swordsmanship in order to see Gaedren Lamm punished for his crimes against her family and the city as a whole and restore her family's damaged reputation.

Appearance:

Poised, graceful and elegant, with classically Chelaxian features, black hair worn in a fancy hairdo, blue eyes, and fair skin, Dignata loks every inch like the upper-class Korvosan she is. She prefers colourful clothing in rich red and gold. But despite appearences, her clothing and shoes are usually deceptively functional as she likes to be free to move.

Personality:

Though she can come across as snooty at first, Dignata is a good person who cares about people. She loves her city and wants to improve it, though she doesn't always notice how deep the problems can run, particularly when it comes to the treatment of the poor, as she grew up in North Point and does not normally venture into the poor areas of the city. Her family is dedicated to the worship of Abadar, and though she says regular prayers to him, she identifies strongly with Iomedae, as a figure from the glory days of Chelaxian power and culture, before the devil worshippers ended up in charge.


Oh a few questions before I get to wrapped up in making my character.

How do you or the other players feel about romance popping up in the game? Either between other players or with an NPC?

Is leadership an option later?

Is there time for crafting?

Are there an taboo subjects for any of you?

Are there any issues with non-hetero sexuality?

Will there be any forms of bigotry in the game? Either against genders, species, races, religions, ect? I am fine with it but not everyone is so I feel the need to ask. Also it helps with the background.

Is there down time in this campaign?

I think that is all of my normal questions.


Update on submissions, if anyone got left out let me know.

(Complete)
* Winwaar's Aerel Thelon, elven magus (spell-dancer)
* Aest's Fiona Kesk, human spiritualist (haunted)
* Big Joe's Garin Grimmwell, half-orc gunslinger
* Blue Drake's Nicholas Sparrow, human swashbuckler (inspired)
* Thrandr's Marvel Manyshot, human fighter (archery focused)
* Pendrak's Bandobras Fastwyck, halfling fighter
* Vorduvai's Galen Greywhisper, human psychic
* Faelar Braegen's Jamir, halfling rogue (roof runner)
* andygal's Dignata Calvitto, human swashbuckler

(Incomplete)
* Alecak's Tiny, human cleric of Iomedae
* Deaths Adorable Apprentice's human bard

And to answer questions:

Quote:
Are you allowing Feats and Traits from the Heroes of Cheliax / Qadira Sand of the East, etc books?

Yes, official Paizo material is allowed by default.

Quote:
How do you or the other players feel about romance popping up in the game?

I'm fine with it.

Quote:
Is leadership an option later?

Eh. I try not to do a blanket ban on it, because there are ways to do it well, but play-by-post games already move a bit slowly, we're looking at 5 players needing their turn, and cluttering up combat with NPCs tends to exacerbate things.

Again, don't want to just say no, maybe by the time we hit level 7 players will have dropped out, or there will be some party role that needs filled, so it's a possibility, but I wouldn't count on it.

Quote:
Is there time for crafting?

I can think of several points in the story where things slow down enough that we can take downtime, so yes.

Quote:
Are there an taboo subjects for any of you?

Nothing in particular stands out for me, but if other players have some, I'd like to know them too, so I can avoid such topics.

Quote:
Are there any issues with non-hetero sexuality?

No problems here.

Quote:
Will there be any forms of bigotry in the game? Either against genders, species, races, religions, ect?

Korvosa is a large city, so it's pretty diverse. All the core races are well-represented, and there are quite a few powerful women in this AP. This link describes the most popular religions in the city, and most of the major gods are welcome or at least tolerated. Apparently there's a minor stigma against druids, but not to the point of them being banned or anything.

There may be individual characters who are less tolerant, but these will likely be evil ones, so you are sort of invited to kick their asses. ;)

Edit: I recall that there is some bigotry against Shoanti in the city, but again, not to the point of otherwise sympathetic NPCs acting on it.

Quote:
Is there down time in this campaign?

Yep, see the question on crafting.


Deaths Adorable Apprentice wrote:

Oh a few questions before I get to wrapped up in making my character.

How do you or the other players feel about romance popping up in the game? Either between other players or with an NPC?

Is leadership an option later?

Is there time for crafting?

Are there an taboo subjects for any of you?

Are there any issues with non-hetero sexuality?

Will there be any forms of bigotry in the game? Either against genders, species, races, religions, ect? I am fine with it but not everyone is so I feel the need to ask. Also it helps with the background.

Is there down time in this campaign?

I think that is all of my normal questions.

While I do not personally write about some of those subjects, I do not mind them, and even encourage love/bigotry roleplaying in games where appropriate, such as how half-orcs in Korvosa are not really accepted. As long as everyone understands it's just roleplaying, not personal opinions, then I'm fine.


I'm fine with romance (including non-hetero romance) and I can deal with most subjects in general as long as nothing gets too graphic.

I know that the Shoanti are often looked down on in Korvosa as well.


Like most folks thus far have said, I have no issues with romance, whether hetero or not, whether monogamous or not, whatever. So long as they're romances, everything's fine by me.

I think that Varisians aren't especially well-liked by the Chelaxian population, but that's also an aspect of social classes, as the Chelaxians tend to be more wealthy and powerful.


I am happy with pretty much everything.


Pathfinder Adventure Path Subscriber

I'm ok with most things. Obviously if it is something like prolonged graphic sexual assaults or torture just going on and on and on the game would quickly lose its allure, but stuff like romances, prejudice and bigotry and dark and gritty scenarios can be both fun, engagging and interesting.


2 people marked this as a favorite.

I have no qualms about romance, provided it's handled in an appropriate way by the involved parties. If it's hamfisted or someone's not interested, it needs to be stopped or toned down.


Yay! People responded. Romance has to be between consenting people, of course. I have started asking after I and another player were teased and shut down in the discussion thread after we started the beginning of flirting. I find it is best to ask ahead of time. And it should be handled as if something naughty is going to happen it fades to black. I have no want to play a porn with plot. That would get weird immediately.

Overly detailed torture is not appealing though I know it happens in games it just does not need paragraphs. And I prefer if there is sexual assault for it to be alluded to do described.

While I cannot stand it in real life bigotry adds an interesting dynamic to a game. A foe that cannot be stopped with a blade or spell and I have found that I enjoy it. I have a half orc in a game that I fun that has told me his is waiting for the racism.

Thank you all for answering. Plenty of people just do not bother doing so.

Oh and since the campaign takes place in a single city, as I understand it and if I am wrong let me know, should I assume that we will be able to find places to eat and sleep in regularly?


No problem about answering. We should start communicating now if we're going to be fellow adventurers.

Updated Nicholas: switched shield focus for skill focus (knowledge (local)) to match his character better. Worked into history.


Yeah, we definitely should be open in communicating with one another about the game and our expectations for it, because having one's expectations be misleading is not pleasant at all, and can be unfortunate for everyone involved.


I like reasonable people!


I try to be reasonable!


Ahh CoCT! Dotting.


. Thinking about Wizard, Arcanist or Sorcerer


Pathfinder Adventure Path Subscriber
Deaths Adorable Apprentice wrote:


While I cannot stand it in real life bigotry adds an interesting dynamic to a game. A foe that cannot be stopped with a blade or spell and I have found that I enjoy it.

Quite agree. The most memorable opponents/villains I've encountered tend to be bigoted and prejudiced individuals we have to fight with words, our wit and creating something akin to political alliances. The thrill of defeating a longtime villain in combat is fantastic, but at least I tend to get an entirely different and more personal enmity towards the bigots who just refuse to accept that they're wrong and are afraid of the change and challenge to their authority the PCs represent.

Deaths Adorable Apprentice wrote:


Oh and since the campaign takes place in a single city, as I understand it and if I am wrong let me know, should I assume that we will be able to find places to eat and sleep in regularly?

I've assumed that since we live in Korvosa we have our respective homes and avoided buying typical adventuring gear (even though I usually love buying obscure useful things) being as I don't see why someone living in a city should own it. Looking at other peoples' submissions it seems as though most have gone the route of their PCs having a home. If things change as the campaign progressess I assume we'll have the needed funds to buy adventuring gear :-)


Thrandr wrote:
I've assumed that since we live in Korvosa we have our respective homes and avoided buying typical adventuring gear (even though I usually love buying obscure useful things) being as I don't see why someone living in a city should own it. Looking at other peoples' submissions it seems as though most have gone the route of their PCs having a home. If things change as the campaign progressess I assume we'll have the needed funds to buy adventuring gear :-)

Keep in mind that depending on how long our characters have hated Gaedren, we might want to have our characters have some adventuring equipment. At least, that's the justification I'm going with for some of Aerel's more exotic purchases. xD

That said, I may want to give some thought as to what he's carrying with him and what he's left at his home/residence.... assuming he even owns one anymore. Well, it's something to consider, at any rate. Good point, Thrandr. Thanks!


Pathfinder Adventure Path Subscriber

Glad to be of help :-)

And

Winwaar wrote:


Keep in mind that depending on how long our characters have hated Gaedren, we might want to have our characters have some adventuring equipment. At least, that's the justification I'm going with for some of Aerel's more exotic purchases. xD

Good point as well and I quite agree. Marvel bought a few items directly related to that - his longbow was more of a hobby, but he bought the armour once he learned of Gaedren and he has an airbladder for exploring the waterways surrounding Korvosa, as well as if he should enter the sewers and such. Otherwise his journal and inkpen are probably the most useful tools in a city for chasing down leads on his daughter and remembering clues.


I also agree that it is highly satisfying taking down a foe who has been eluding us for a long time and the only form of combat (or fair combat) has been intellectual and trying to defeat each others views. Just walking in and hitting someone can take away a lot of the fun.

Jamir mostly has adventuring gear as he sleeps on the floor of the flat. Hence the blanket and bedroll, the bed was his fathers and he can't bring himself to sleep in it.


And Nicholas began with even less as he doesn't even have a home, just a tavern to crash at and his equipment as a bodyguard.


2 people marked this as a favorite.

Just seeing the applications for this game I am already getting excited! Whoever gets in is going to have an amazing time, I can tell!


I think I have an oracle packed away in mothballs that would just need a few adjustments.


Dignata has stockpiled some useful potions, but doesn't have much in the way of traditional adventuring/travel gear. She doesn't expect to leave the city anytime soon.

Grand Lodge

Garrett:

Garrett Hunlar
Half-elf ranger (sable company marine, urban ranger) 1 ( Pathfinder Campaign Setting: Inner Sea Combat ,
Pathfinder RPG Advanced Player's Guide 129)
LN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +8
—————
Defense
—————
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +3; +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
halberd +2 (1d10+1/×3)
Ranged composite longbow +3 (1d8+1/×3)
Special Attacks favored enemy (humans +2)
—————
Statistics
—————
Str 12, Dex 14, Con 12, Int 12, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Point-Blank Shot, Skill Focus (Intimidate)
Traits honey-tongued, missing son or daughter
Skills Bluff +1 (+2 when dealing with agents of the law, +2 when within 10 feet of at least two other
humanoids), Climb +3, Craft (bows) +5, Diplomacy +1 (+2 when dealing with agents of the law, +2 when
within 10 feet of at least two other humanoids), Disable Device +4, Disguise +1 (+2 when within 10 feet
of at least two other humanoids), Intimidate +8, Knowledge (geography) +5, Knowledge (local) +5,
Perception +8, Ride +4, Sense Motive +6, Stealth +0 (+1 when within 10 feet of at least two other
humanoids), Survival +6; Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ elf blood, one of the multitude, track +1, wild empathy
Other Gear lamellar (leather) armor UC, arrows (20), barbed arrow (20), composite longbow (+1 Str),
dagger, halberd, artisan's tools, belt pouch, hip flask UE, ink, inkpen, journal UE, manacles, thieves' tools,
whiskey (per cup) UE (5), 54 gp, 4 sp
—————
Special Abilities
—————
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
One of the Multitude +1 racial bonus on attacks of opportunity while flanking.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Away for the next 3 days, have a good story in my head so far, will have it up Wednesday sometime


This will be Helikons offer.
Lectra the meek,
a young gnome tattood sorcerer, former drug addict who was saved by his friends from the Fey realm.
Very illusion, enchantments centric controller, buffer, debuffer.
I will type down the Background story tomorrow.


Lectra the Meek wrote:

This will be Helikons offer.

Lectra the meek,
a young gnome tattood sorcerer, former drug addict who was saved by his friends from the Fey realm.
Very illusion, enchantments centric controller, buffer, debuffer.
I will type down the Background story tomorrow.

Too funny. I've been working on a similar gnome to submit here and was logging on to post. I kept going back and forth between Fey bloodline with tattooed sorcerer archetype and a arcane bloodline. Just settled on the arcane. I'll save him for another AP submission.

Back to the drawing board....


I just thought long and hard and with the fey racial traits I thought fey sorcerer. But how to get a familiar. Well off to tattood sorcerer


I'm brewing up a bit of a heavy-hitter Barbarian.

Story-wise, he's a teenage street urchin, possibly a former captive child of Gaedrenn who got away. A number of orphans and out of their luck children look up to him as some matter of packleader, and recently, two of his 'charges' have gone missing. He suspects Gaedrenn of being behind this, and is looking for them.

GM, would you consider allowing this to fall under 'Missing Son or Daughter'?


Apologies for the double post, but I wanted to add the background I just finished up. I'll be working on a statblock some time soon.

"Headsman"

Crunch-wise, I'm probably going to go with a typical heavy-hitter two-handed Barbarian build. He'll wield the greataxe he inherited from his father.


Did you want a full character work up? Thought you wanted just a background and feel for the character. I'll finish my build today if that's what you want.


A lot of friendly players and fun PC submissions in this thread. I probably won't get in but I'd like to try.
I would like to submit Jarrus Caynin of the Sable Company Marines for your consideration. :)

Jarrus Caynin:

Jarrus Caynin
Male human (Chelaxian) ranger (sable company marine) 1 (Pathfinder Campaign Setting: Inner Sea Combat)
CG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2; +2 trait bonus vs. fear
--------------------
Offense
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Speed 30 ft. (20 ft. in armor)
Melee bastard sword +2 (1d10+1/19-20) or
. . dagger +2 (1d4+1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 12, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Animal Affinity, Exotic Weapon Proficiency (bastard sword)
Traits courageous, unhappy childhood (tortured)
Skills Acrobatics -1 (-5 to jump), Climb +2, Handle Animal +7, Knowledge (local) +2, Knowledge (nature) +5, Perception +6, Profession (stable master) +6, Ride +5, Stealth +3, Survival +6, Swim +2
Languages Common, Shoanti
SQ track +1, wild empathy +2
Other Gear studded leather, bastard sword, dagger, light crossbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 46 gp, 8 sp, 1 cp
--------------------
Special Abilities
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Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Jarrus is lean and muscled and covered in scars from his many beatings at the hands of Gaedren Lamm. He wears soft leather breeches and short coat and well worn, sturdy boots. With three Daggers on his right hip and a Spear in his hand. He has stern dark eyes and curly dark brown locks that hang loose in front of his eyes but tied loosely in the back.

Growing up in the Shingles, Jarrus aspired for more in life. Usually with hie eyes to the sky watching the Sable Company Marines and their Hippogiffs.
Eventually he met with Gaedren Lamm who took him under his wing and promised him a better life. Still young and naive Jarrus thought Gaedren was looking out for him. But Jarrus was just another one of 'Gaedren's Lamms'. Jarrus would commic thievery for him so that Jarrus could have a good meal and a warm bed. When Jarrus finally tried to go back him he found that there was no trace of his family. Gaedren convinced Jarrus that his family didn't care for him and that's why they left. This made it easier to manipulate the reckless boy.
As he grew older he was even more of a daredevil. After a few years of 'service' and getting older, Jarrus started questioning and standing up to Gaedren, especially when Gaedren punished the newer 'recruits'.
One day Jarrus pushed back and Gaedren made him pay dearly. After days of torture and beatings Jarrus was left for dead. But Gaedren unwittingly turned Jarrus into sterner stuff and he survived.
Since breaking free of Gaedren's control he's had a single minded quest to become a Sable company marine and make something of his life. Deep down he thinks that if he can make something of himself, his family will return and be proud of him.

Jarrus finds it easier to trust animals than people, so can come off as a bit abrasive at first but will be externely loyal once you break through his defences. He has few close friends. (One of whome could be a PC)

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Liberty's Edge

Withdrawing my dot, have fun everyone!


I've got a stat block up and will soon be putting together some appearance and personality descriptions for the character.

GM, what do you like to see in a character application?


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Just for fun, here's some Korvosan slang for consideration.

Guide to Korvosa wrote:

Chel: Mildly derogatory term for people of Chelish descent. Widely used as a contemptuous dismissal in the rest of the world. In Korvosa, the word has evolved into a hate-filled ethnic slur. Use of this word constitutes a grave affront in the city, and using it against the wrong target likely finds the offender beaten, lynched, or killed.

Dancer: Cutpurse, pickpocket, or other thief who works crowds. Comes from the belief that most thieves are Varisians and most Varisians like to dance. Actual dancing performers are called “performers.”
empty: A beggar, vagrant, or homeless person. Most Korvosans consider an empty to be someone without meaning or purpose, whose existence doesn’t matter and whose life and death occur without mention.
Fronter: Someone who lives in Bridgefront or is otherwise poor. Not a polite term and frequently used as a mild (sometimes playful) insult among younger aristocrats and nobles. Connotes dirtiness.
Gater: Someone who lives in Northgate. Common term even used by Gaters themselves.
horser: Highly inflammatory term for a Shoanti or other savage primitive. Holds strong connotations of bestiality.
imper: A young student of the Acadamae. Older students respectfully receive no nickname, as they wield the power to kill those
who insult them.
moth: A full-blooded Varisian. Because so much of the population in Korvosa descends at least partially from Varisian stock, most
people don’t consider it an insult, using it as a nickname for the nomadic people. Full-blooded Varisians differ on their acceptance of the term: some use it themselves while others bristle at its connotations.
Pincher: Someone very poor who scrapes by on only a few copper pinch a month.
sails: One or more ships.
solly: Someone who wishes to unionize or form a guild. Short for “solidarity.” A dire insult in Korvosa (even if the recipient does
support the formation of guilds), sometimes considered the foulest thing to call a Korvosan.
solly slop: Rubbish, excrement. At one time, this referred to the bland porridge of unskilled laborers (the most common agitators
for unionizing in the city). Today, Korvosans consider the phrase vulgar and not to be used in public.

That's from Guide to Korvosa. Just something fun to consider about how your characters think and perceive the world.


I actually have that in my profile! I am still spending money but here is Emma Holt

I have her having a place to live since she has been in the city for a while. Not an impressive place but it has walls and a roof. Do I need to figure out the price of a bed or can I just leave that be.


"Headsman"

There we go, profile should be complete unless I end up needing to make some fixes.

I'm avoiding posting as the alias itself for now, in case I don't make the cut. I'd rather avoid having too many unused characters on my aliases page, which has already grown rather large.


More question answers.

Quote:
I assume that we will be able to find places to eat and sleep in regularly?

Yes, lodging should be available for most of the campaign.

Quote:
GM, would you consider allowing this to fall under 'Missing Son or Daughter'?

Sure, that works.

Quote:
Did you want a full character work up?

Yes, since then we can start quickly after Recruitment ends (3 more days), with everyone being basically ready to go.

Quote:
GM, what do you like to see in a character application?

A good feel for the character's background, personality, and reason for their involvement in the campaign, so I can pick ones that are interesting or that I think will compliment each other. A fairly complete (and easy to read) character sheet is also a big help, as I can quickly determine if the build rules are followed.


Work in progress. Will finish character tomorrow.


"Headsman", for convenience.

Huh. Taking a loot at everyone's applications, it looks like we have a lot of former Lambs.

Fiona, Nicholas and Jarrus, it seems pretty likely to me that a few of us, perhaps even all four, were captives of Gaedrenn at the same time. If a few of us get picked, it seems to me like that could be an interesting angle to play on.

Beyond that, Heads's background as a street urchin packleader opens up for interactions with fellow street orphans and people. I'd be up for talks if anyone is interested in having interacted with him in the past.

Similarly, if anyone needs a street urchin or two or three to work into their background, or a distant half-Shoanti relative...

Well, really, use your imagination. I'm open to hearing out ideas if anyone wants to share some background.

Hm... an all ex-lamb party. That'd be something.

By the way, Fiona: Very interesting idea, Gaedrenn as a phantom. I'm vaguely familliar with the early parts of this adventure, and it seems to me like that could work out interestingly. I'm all for trying it out, especially since it gives further reasons for other party members to interact with the phantom.


I'm open to it, and with Nicholas being a lamb for so long, it is probable. However, being a guard might draw negative reactions from other PC lambs as being a 'captor' or 'favored one' and provide a way to atone on his part.


Were you wanting an actual Alias created for the recruitment, or is posting the characters details here good enough? I would rather create a profile only after I know if I am selected.

I understand the downside of this is it could be easy to overlook the application, or come across as lazy.


I would also rather not create an alias unless accepted. Trying to avoid alias clutter.


Faelar Braegen wrote:

Were you wanting an actual Alias created for the recruitment, or is posting the characters details here good enough? I would rather create a profile only after I know if I am selected.

I understand the downside of this is it could be easy to overlook the application, or come across as lazy.

No need to create an alias, I'm fine with characters posted here in the thread.


Where are the updated campaign traits?

I couldn't find them in the blogs.


Deaths Adorable Apprentice here. Other than doing my header and putting links to my feats and spells I do believe Emma is done.

If there is anything I should remove, change, or expand upon please let me know.

And if anyone want to have ties in their backstories I love having those.


Shaeda Stormborn wrote:

Where are the updated campaign traits?

I couldn't find them in the blogs.

Right here: http://paizo.com/paizo/blog/v5748dyo5lj5k?Curse-of-the-Crimson-Throne-Playe rs-Guide

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