The Curse of the Crimson Throne (Inactive)

Game Master Aest


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”Korvosa, the Jewel of Varisia, has long sparkled on Varisia’s southern shore. Established 300 years ago by Cheliax at the height of that empire’s expansion, the city now commands its own destiny. A line of Korvosan kings and queens emerged to rule the city, establishing an infamous seat of power-the Crimson Throne. Rulers have sat upon the Crimson Throne for more than a century, and the city has flourished. Yet the monarchy always seems on the brink of disaster. The Crimson Throne is not a prize to be won-it is a curse. No monarch of Korvosa has died of old age, and none have produce an heir while ruling. Even though King Eodred II controls Korvosa more fully than any previous monarch, that control remains tenous, and many secretly count the days until their latest king falls to what many call the Curse of the Crimson Throne.”-Curse of the Crimson Throne, Edge of Anarchy

First, here’s a little about me. I’m GM Aest. In real life, I recently graduated from college with a degree in history. I’ve been playing RPGs (mostly D&D 3.5, with a smattering of other stuff) since 2006, and I started playing Pathfinder a little over a year ago. A combination of moves and graduating put me out of touch with my playgroup, and my current city doesn’t have an active RPG scene, so here I am on the forums. I’ve got some experience GMing face-to-face games. This will be my first time GMing a PbP.

As I was reading Curse of the Crimson Throne over the summer, I fell in love with it. While there are a number of flaws and assumptions in the AP, the basic premise is something I’d been trying to work with in a homebrew for some time. I will be running it under the Pathfinder rules set, using the conversions provided by the PFSRD. In addition to these mechanical changes, there may be some minor story-based changes as well. Certain sections were very railroaded, and I’ll be trying to keep those sections a bit more open.

I consider this recruitment thread to be an agreement to GM the AP. I will post at least once a day, including weekends. I’ll do my best to keep the game moving, and I’ll listen to any complaints made in the discussion forum or by PM and do my best to help solve them. Submitting a character means you agree to post at least once a day, to bring up complaints in a timely manner, and to try to keep player drama to a minimum. If you have to drop from the campaign, do the players and me a service and let us know in advance so we can arrange for a replacement. Above all, remember that I am fallible. If I make a bad rules call, let me know and I’ll correct it, either in that situation if possible or in the future.

So, what I want from you, as potential players, is the following:

1. Read the Curse of the Crimson Throne Player’s Guide. I don’t expect you to be an expert on Korvosa, but you will need the background knowledge.
2. Pick your race, class, and traits. I want a backstory detailing some of your experiences with Gaedren Lamm, your everyday life (either before or after you encountered Lamm), and a couple of NPCs. Feel free to use any of the ones in the Player’s Guide, or to create your own NPCs.
3. A description of your character. The first part of this is physical appearance. I want to know what your character looks like and how he-or-she sees him-or-herself. The second part is personality. How does your character act?
4. I’ll want to see your stat-block, but that’s less important in the consideration process than your backstory and personality. I want to make sure that the characters I choose are well-rounded, well thought-out characters. If you’d like to build an alias, you can, but it’s not required unless you’re accepted.
5. Please submit your character to me via post here, or PM it to me and leave a post here that says you sent it.

Character Creation Guidelines:

Starting Level:First
Alignment:Any Nonevil.
Ability Scores:20 point buy, no stat below 6 or above 18 AFTER racial adjustments
HP:Max first level, rolled or average+1 after
Traits:two, one must be a Curse of the Crimson Throne campaign trait. An additional trait may be allowed with a drawback, at my discretion.
Starting Gold:Average starting gold for your class.
Races:All core races are allowed. Aasimar, Dhampir, and Tiefling are allowed, but their backgrounds will need to justify their existence in the campaign. Racial options (Angel-Blooded, etc.) are allowed, but need to be justified.
Classes:All core classes and base classes are allowed. Archetypes need to be run by me for approval.
Required Books:Curse of the Crimson Throne Player’s Guide. It’s a free pdf. Anything in the book is considered common knowledge to residents of Korvosa.
Third Party:No third party.

Character recruitment will close on Monday, November third, around 4:00 pm (Mountain Standard Time). I will try to have the party selected within 24 hours of closing recruitment, depending on how many submissions there are and how long I work that Tuesday. I’ll be giving you a few days to forge connections between your characters and ask any questions you might have. Play will start on November seventh.


Since one of the campaign traits has you as an ex-Little Lamm, would young characters be allowed?

Dark Archive

Cool! Assuming all the CotCT stuff, I imagine it would be a great candidate for my throwing cards magus! Could we work with the Card Caster? What about the cartomancer witch? I'd love a chance to play this build and it goes very well with this campaign (harrow deck and harrowing anyone?) :))


@ Atzen: I'm assuming you're talking about the Young Character rules? I'm not too familiar with them, but they don't look broken. I'd be willing to give it a shot, as long as you don't mind your child character being exposed to danger and death if picked. The NPCs aren't going to pull punches.

@ adsapiens: Card Caster and Cartomancer are both Paizo archetypes, and I don't see anything broken about them. Seems okay to me.


dotting for interest, wondering about ACG classes ?


I'd like to stay away from ACG classes. Sorry.


I'm interested too!

I'm starting to work on my rogue's backstory.


I would like to submitt Kazadarin. I will up date him later to day and tweak his back story a bit. I would like to have him take the Urban Ranger archetype, but if not that's is OK.


I can work with that. Was just wondering if you had missed it.

How about APG ?


I will have to double check if I need to lower my stats, but here is Fuego the inquisitor.

EDIT: And done.


APG, UC, and UM classes are all fine.


Hello!
Jakob has played through the beginnings of CotCT in a game that fizzled out, and would love to have another whack at it.

I need to dial him back to lvl 1, but other than that he should be good to go.


Sent it by PM!


Dotting for interest.


Here is a write up for Tabitha 'Tina' an ex-little Lamm who was kept as a slave to make Lamm's drugs before escaping.

Crunch and Fluff:

Full Name : 'Tiny'Tina(Tabitha)

Race: Human

Classes/Levels Alchemist (Skill points)

Gender F

Size M

Age 18

Special Abilities :

Alignment: CG

Deity

Location : Korvosa

Languages : Common,Celestial,Abyssal,Infernal

Occupation : Alchemist

Strength 10
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3) (+2 Human bonus from 14)
Wisdom 14 (+2)
Charisma 10
Height: 5'0" Weight: Hair: Blonde Eyes: Blue
Favored Class: Alchemist (Skill)
EXP: 0
Hit Points: 10
Spd: 30
Init: +2
AC: 15 ( a3rmor shield)/Touch 12 /FF 13)
BAB: +0
CMB:
CMD:
Saves: Fort +4 Ref +4 Will +0

Weapons:
Bomb +3 1d6+3 (+4 1d6+4 within 30')
Longspear 1d8/x3 Brace/Reach
Dart +3 1d4 x2 (+4 1d4+1 within 30 feet)

Skills:
Craft: Alchemy (1+3+3+1) 8
Heal (1+2+3) 6 +2 vs. Poison/Disease
Perception (1+2+3) 6
Spellcraft (1+3+3) 7
Stealth (1+2) 3
Disable Device (1+2+3) 6
Knowledge-Arcana (1+3+3) 7
Use Magic Device (1+3) 4
Appraise (1+3+3) 7

Extracts: 2/0/0/0
Extracts prepared
1:
Extracts Known:
1:True Strike,Bomber's Eye,Enlarge Person,Cure Light Wounds,Shield
Feats:Extra Bombs, Point-Blank Shot(+1 Hit/Damage within 30 ft.)
Traits: Personal Addiction(+1 fort saves), Trained Medic (+2 Heal Diseases/Poisons)
Special Abilities:Alchemy (+1/level Craft:Alchemy, Can ID potions by holding for 1 round),Brew Potion feat(1st level)Throw Anything (+3 Splash damage/+1 Hit

ranged)
Bombs (6/Day 1d6+3 Fire damage 4 Splash Damage, DC DC 14),Mutagen (+2 Natural AC, +4 Stat 10 minutes/day)
Equipment:
Alchemist's Kit (25 gp)
Longspear (5 gp)
10 darts (5 gp)
Studded Leather armor (25 gp)
Healer's Kit (50 gp)
Rope (1 gp)
Tinderbox (1 gp)
Backpack (2 gp)
1 Holy Water (25 gp)
1 Acid flask (10 gp)

23 gp

Background: Tabitha, (she prefers Tina and is called 'Tiny Tina' because she is short) Was a former 'Lamb' of Gorden Lamm who was kept as a slave who made Shiver and other drugs for the wicked old man. Lamm noticed Tina's skills with healing and mixing alchemy items and so made an 'investment' and had her taught some alchemy skills. In order to keep Tina under control, he forced her to take Shiver in order to addict her and tightly controlled her doses, denying her the drugs and making her suffer withdrawal if her output wasn't high enough. Tina did eventually learn to unlock her chains and absconded with a small
dose of Shiver so she could get away and was aided by a Sarenae temple to kick her habit in return for her help as a healer. Now free of her slavery and addiction, she seeks a way to stop Lamm once and for all.


Here's my submission. Blasty sorcerer with the Crossblooded Primal Archetype. Also has a high diplomacy. Levels will all probably go straight sorcerer, not planning on taking Dragon Disciple or anything like that but it's possible plot could change that.


I hope not coming short in that recruitment, even if I'm a dwarf.


A wee question for the DM, I was considering a freedom fighter gunslinger and the Musket Master archetype seems strangely fitting considering both the historical parallels from our own world to the fact that Galt have successfully gathered a few firearms here and there. Do you mind firearms and the archetype?

If not, I think I might have a character and background story ready.


Gunslingers are fine. So is Musket Master.

Grand Lodge

Introducing Maximillian Wintrish, former revolutionary, former husband and the constant seeker for his lost daughter that was ruthlessly taken away from him so many years ago.


Arando Zarkanan, Human Magus submitted by message.


Just confirming that I've recieved Devastation Bob's and Ythiel's PM submissions.


Would the Occult playtest be allowed?

(http://paizo.com/paizo/blog/v5748dyo5lgna?Uncover-the-Truth-Occult-Adventu res-Playtest#discuss)


I'm thinking about doing an Inquisitor of Sarenrae with the Infiltrator archetype, the idea being that he brings his goddess's mercy and light and goodness and whatnot to people who can't be ordinarily reached by her paladins or clerics. The archetype certainly isn't *required* for this concept, but it does nicely give it the emphasis I was looking for.


@ Viluki: Sorry, no playtest stuff.

@ Sarabian: Infiltrator is fine with me.


*perk* ...Might it be possible to submit a potential Harrower(ISWG)?


Urban Ranger?


Question, do you prefer characters that are Korsovan natives? I have a ninja who's been looking for a home but wouldn't mind thinking of another character either.


@Me'mori: I think Harrower is alright. I'll take prestige classes on a case-by-case basis.

@Kazaradin: Urban Ranger is fine. I must've missed you earlier. Sorry.

@ Azih: They don't HAVE to have been a native, as long as they have a reason to hate Lamm (see the campaign traits). I'd assume your character has at least spent some time in Korvosa before the campaign starts.


I created this character and ran him in a PbP when this ap first came out. We made it half way through book 1. I'd like to try him out again by submitting to your game.

I'll rebuild him for pathfinder rules according to your specs. I'm posting him here to give you a feel for his background more than anything else.

Also, I tend to play my dwarves in the time honoured tradition of dodgy Scottish accents.

If you think the background is ok, I'll go ahead and rebuild him.

Thanks for any consideration.

Cheers


Alright, it’s been a couple of days, I figure it’s time to throw out a list of who’s submitted what.
Character Submissions
Kozaric: Kazaradin Darlok, Human Ranger (Urban, I think)
Nohwear: Fuego the Cleanser, Half-elf Inquisitor of Saranrae
Sai Ling: Quiet Jakob, Barbarian (Urban, Superstitious)
Andrea1: Tiny Tina, Human Alchemist
Crisischild: Kip Hightower, Human Sorcerer (Wildblooded [Primal Air])
Escharid Blackrose: Nargun Firehelm, Dwarf Barbarian
Victor Ravenport: Maximillian Wintrish, Human Gunslinger (Musket Master)
Wrath: Gern Hammerfold, Dwarf Fighter
And by PM:
Devastation Bob: Arando Zarkanan, Human Magus
Ythiel: ‘Tiny’ Litsy, Human Rogue

I'll be going over the submissions to see if there are any problems, and I'll let you know before submissions are due. Perks of getting a character up early, right?


Sarabian here, with my character submission! Stat block is in the alias.

Giorgio “Sunset” Karakos, half-elf Inquisitor (Infiltrator) of Sarenrae
Traits: Child of the Streets (Social), Drug Addict (Addicted Friend) (Campaign); +1 Sleight of Hand (becomes in-class), +2 Knowledge (local)

History:
Giorgio was the child of Maira, a fence’s daughter, and Seladon, a Forsaken elf cutpurse. They made enough to get by in the more lawless places of Korvosa, but never quite much more than that. His father plied his tried on Korvosa’s crowded streets, and his natural agility combined with decades of practice ensured he came home with just enough every night. His mother cooked at a tavern, and funnelled the occasional shiny thing back to her father (who didn’t approve of her interracial marriage, but did approve of the benefits it brought).
Around the time Giorgio was 15, Seladon didn’t come home. He and his mother were brought to the city’s morgue by the guards the next day, to identify the body. Multiple stab wounds from low angles left everyone suspicious of a halfling sailor gang, but with no witnesses, nothing could be done. Maira sank into despair, and sought her solace in opium. She died in one of the dens, choking on her own vomit. Giorgio was taken to the church by the priest of Sarenrae who oversaw the funeral. There he learned about Sarenrae’s doctrine – her light, her mercy, her forgiveness and her justice – and thought to use his skills to take those qualities back home, to where they were needed but never found. He also found out about Gaedrenn Lamm, and how effectively Lamm had ruined his life. The Little Lamms had ganged up on his father to eliminate competition; Seladon hadn’t considered them a threat until it was too late. He also sold the opium that ended up killing his mother. Sarenrae may be merciful, but the best mercy for the citizens of Korvosa may be to cut out the cancer that is Gaedrenn Lamm from the body of Korvosa and let it heal.

Physical Description:
Giorgio wears his platinum-blonde hair to shoulder length, in an effort to hide the pointed ears that are a part of his father’s legacy. Pale, lithe, and of medium height, his dark eyes sparkle with a wit and intelligence that he usually makes an effort to conceal. While he never leaves home without his crossbow and some carefully concealed daggers, he only carries his scimitar and shield when he expects trouble.

Personality:
Giorgio has a hint of arrogance to him – growing up, he was far smarter than everyone around him, including his family, and with a great deal more common sense as well. He’s had a talent for seeing through the veneers of personality to what lies beneath, and latching onto a person’s motivation to get them to do what he wants – often, by showing them how to also get what they want.

Trivia:
Giorgio adds a pinch of salt to his beer. His father told him a story, once, of how he met a mystic from Tian Xia who taught him that salting one’s beer brings out the hidden flavours. On special occasions, Giorgio will slowly sip on a salted beer, to honour Seladon’s lost possibilities. To honour Maira, it is the only mind-altering substance he allows himself to have.


To make it easier for you to go over without having to flick to his profile page all the time.

Background

Spoiler:
Gern arrived in Varisia nearly 8 years ago with his brother Dreed. The dwarves had come down from the clanholds to seek work with their merchant kin here in the city. At first, things had been absolutely spectacular for the two brothers. Their work as hired labour paid well and they found the city itself to be enchanting and vibrant.

However, fate stepped in during a gem drop for his uncle's second cousin, and Gern had been forced to fight off a few local thugs trying to rob the shipment. This was the start of the two brothers separation and ultimate downfall. Gern got recognition as a handy dwarf to have in a fight and was quickly promoted from heavy lifter to bodyguard on some of the more dangerous runs. His perspective on the city began to sour a little as more and more "agressive negotiations" began to occur.

Dreed however, was getting happier and happier with the city. He told his brother that things were looking up as he'd just gotten involved in a great deal that would enable the two brothers to start up their own company. The younger brother was very circumspect about the details however and left before Gern could ascertain what was going on. They had argued, heavily, and it was the last time he had seen his brother alive.

When the coppers arrived, Gern was already three blows of the anvil towards drunkenness. They took him to where his brothers body was left lying in the rain and filth of the alley where he'd been gutted. They'd stolen everything from the body, including the hair on his beard. Rumour was a dwarfs beard was useful in certain illegal alchemical products and some of his less fortunate brethren had even gone so far as to start trimming their beards to sell for cash.

He carried the sodden and bleeding remains of his brother through the streets and back to his Uncles lodgings to be cared for. As the body was being prepared, Gern began to gather his weapons and armour, ready to move into the city this very night on a murderous rampage to avenge his brother. The meaty hand of his uncle had landed on his shoulder and stopped him as he was walking out the door. "Easy lad. You'll be needing to find who killed him before you go letting the blood flow. They've taken his relic hold, and won't be knowing its value if I've got the right of it. They'll try to sell it afore too long and then you'll have them". The relic hold he spoke of was small amulet of a hammer made from stone. It was hollow inside and carried a part of the ashes of the founding member of clan Hammerfold. Gern himself carried his close to his heart to remind him of the ties of family and clan.

His uncle had been right. The merchant who was selling the amulet had eventually told him it was a few gentlemen who worked for Gaedren Lamm who'd sold him the amulet. Now he had a name.

Personality

Spoiler:
Gern is determined to find his brothers killer and take his vengeance. His work in his uncles "trading" business meant he had developed quite some skill in dealing pain and violence. He was not averse to the work at all any more, having become inured to it as a bodyguard for the company. This was personal too.

He follows a strict code of loyalty to his clan, Uncle's business and friends. In that order. As such, he will do what it takes to protect all of those things, but not at the expense of the others. If ever they come into conflict, he works his way through the order of importance to help him see the way.

He is no great thinker, though he has some insight into the way of the world, acting on instinct and his understanding of people rather than logically planning things through.

Like all dwarves, once you'd earned his loyalty, he was a friend for life. Unlike many dwarves, he wasn't taciturn or grumpy, except when it came to the case of his vengeance. Most times he'd happily share an ale and swap tales of the world with those as would listen, though he has learned to keep parts of his work secret and not to trust all those with loose tongues.

Appearance

Spoiler:
Gern has straw blond hair and beard. His eyes are a flinty grey, like many in his clan. He carries a dwarven waraxe, marked with symbols of his clan and his shield has his uncles banner worked into its face design. When it comes to more clandestine work, he covers the shield with dark calico, concealing his affiliations to try and prevent witnesses from determing who was involved.

Like many of those who swung the axe for a weapon, his shoulders and chest were very broad. Wrists were thick and forearms bulged. A waraxe was no delicate weapon, it required body strength to swing and manoeuvre. It was brutal, and require force to use effectively.

His lower body was covered with armoured leggings, but he regularly wore his clan kilt when not on the job.

Contacts and people or Note

Spoiler:
Gern works for his Uncle Grimmock Hammerfold. The man was a mover and shaker in the clan, but Gern had come to realise that much of his money and power had been attained through less than legal enterprises. However, Grimmock was also honourable in his own way. He wouldn't stoop to murder in his dealings, and he took great cares to ensure that the clan name would not be sullied by his actions.

Gern was relatively new to the business, but his ability to fight and defend his companions, and his loyalty to clan had helped him be accepted. None of those were deep ties as yet though, and his Uncle certainly wouldn't hold him back if he went out on his own. As long as it didn't compromise the clan or the business.

The most potent influence in his life was his Aunt Claudette though. She was a woman of great willpower and inner strength, always looking out for the family and assisting in the running of the business. If there was person in the world Gern would never cross, it was his Aunty. She was his own mothers sister, and the last link to his immediate family that remained, now that his brother had been murdered. To Gern, her word was like iron clad law.

Stat block (generated using hero labs)

Spoiler:
Gern Hammerfold
Male dwarf fighter 1
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +1 dexterity, +1 dodge, +2 shield)
hp 16 (1d10+6)
Fort +4, Ref +1, Will +2; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dwarven waraxe +4 (1d10+3/×3) or
light hammer +4 (1d4+3)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 8, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Dodge, Toughness
Traits glory of old, love lost (widowed)
Skills Appraise -1 (+1 to assess nonmagical metals or gemstones), Intimidate +6, Perception +2 (+4 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Other Gear armored coat, heavy steel shield, dwarven waraxe, light hammer, backpack, blanket, crowbar, flint and steel, hemp rope (50 ft.), sack, waterskin, 66 gp, 4 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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GM Aest wrote:
@ Atzen: I'm assuming you're talking about the Young Character rules? I'm not too familiar with them, but they don't look broken. I'd be willing to give it a shot, as long as you don't mind your child character being exposed to danger and death if picked. The NPCs aren't going to pull punches.

Not much more to worry about when you aren't a Little Lamb. :)

Thinking Warrior instead of my usual kid alchemist.


Intro:

I was 14 when I crossed Gaedren Lamm. I had been one of his “Little Lamms” for as long as I could remember. I have no memories of a mother, a father or siblings, just pain. I am not sure what I did that day, maybe I just didn’t get out of his way fast enough, but what ever it was enough to make Lamm lose it. I can’t remember all of it I guess I kept blacking out. I do remember the smell though, that sicky sweet smell of my own flesh burning. Lamm burned me and left the right side of my face a hideous mask and scarred me for life. Funny thing is he didn’t intend for that part. He beat me and left me for dead in the bay. I remember the salt water on my face, the pain from it, and blackness. I don’t know how long I floated, never will, but I was found. I was taken in and brought back to health, protected, even loved.
But now I’m back, back in Korvosa, and I am going to send Gaedren Lamm straight to Hell.

Personality:

Kazadrin is very quiet and would appear to be an shy at first glance. He is far from it though. Kazadrin's disfigurement at the hands of Lamm has made him fearful of interacting with others due to their initial reactions. Once he gets to know some one and becomes comfortable he is very vocal and determined. His training has made him focused in the way he approaches things.

Background:

Kaadrain's earliest memories are begging on the streets of Korvoso for Gaedren Lamm. All day and in to the evening Kazadarin and the other Lambs would gather what they could and run it back to Lamm, hoping to avoid the old man's wrath. This continued for years, day in and day out. Sometimes he avoided a beating, sometimes he did not, but Kazadarin survived.

As Kazadarin entered his preteens, begging did not bring in as much as it did when he was younger, he had to learn other ways of avoiding the old man's wrath. Kazadarin moved into breaking into shops at night and homes in the day. He learned how to pick locks and move as quiet as a mouse to gather items for Lamm.

At 14 Kazadarin got a growth spurt and could not be mistaken as a child any longer.. None of Lamm's Lambs ever reached early adult hood and remained with the others. The Lambs had stories of what happened to the ones that grew to old, some held to the idea that Lamm allowed them to leave, the really young ones believed that their real families finally found them. Kazadarin found the truth of what happens to those to old to be a Lamb and it almost cost him his life.

Kazadarin woke up on a river boat named The Lady's Kiss far from Korvosa. The Captain, Fergus Darlock, had pulled him from the bay. He correctly identified the youth's injuries as being anything but an accident and decided not to turn the boy over to Korvosa's authority.

Fergus was a good man and soon became like a father to the young man. He allowed Kazadrin to stay, but he had to work to earn his keep. The youth grew into a man on The Lady's Kiss, learning how to fight in order to defend it and to hunt in order to feed those on it.

Time passed but the dreams never did. Kazadarin never forgot what had happened to him at the hands of Gaedren Lamm and he could not forget those children still in the bastard's grasp. Fergus knew that the haunted young man would never be able to work passed his experiences with out facing those that hurt him. The captain put in to Kovosa and called for Kazadarin. They walked the docks and talked of good times for most of the morning before Fergus turned and handed the young man a piece of parchment with a name and address. "When your done, you are welcome to come back. Until then you have to trust me, and the Lady Luck. Your kit is waiting for you at that address. Go kill your demons son, and come back to me."

Kazadarin made his way through the city where he grew up. the sights and the smells bringing back all the memories he had tried to forget.By the time he reached the shingles it felt as if he had never left he realized that no matter how much he loved his time aboard The Lady's Kiss, Kovosa was where he felt the most at home.

The man's name was Kithian Numor, and he owned a small shop in Old Korvosa, above it was The Shingles. Kithian gathered his kit that had been sent from The Lady's Kiss and a key to a hovel directly above the shop. Mr Numor shook his head as the young man began to leave, "Fergus said to tell you to follow the children. What ever the Hells that means." Kithian paused and nodded his head, he knew what it meant.

Over the last few weeks, Kazadarin has been identifying and tracking Lamm's "Little Lambs" through out Kovosa and is close to discovering the bastard's hideout. The young mans skills learned as a Lamb aiding him in the task. Soon, he will have his revenge on Gaerden Lamm.

Description:

Kazadarin is 6’1” and 225 lbs. The right side of his face is terribly scared, so when talking to people he turns that side of his face away. In public he all ways wears a deep hood to cover his face.

Kazaradin's clothing is variouse shades of gray to better blend in to the soot covered stone work of Korvosa. His deeply hooded cloak is charcoal gray and his studded leather is almost black with a blackened patina studs.

Korvosa:

Kazadarin lives in a small one room hovel in the Shingles of Old Korvosa. It provides him the shelter he needs and keeps him close to those who know of Lamm. Over the last few weeks, Kazadarin has been identifying and tracking Lamm's "Little Lambs" and is close to discovering the bastard's hideout. Once he does he will have his revenge.


Im thinking im going to throw together a Half-orc fire oracle.


Whoops, didn't realize there was already a Sarenrae Inquisitor on the table. Popular folk, I guess?


Updated character sheet to 20 point buy and added the Urban archetype. Also added background, personality, and description.

Should be ready for review.

Dark Archive

I'm stepping out for now. It's a fun module, but I'll give the opportunity to other people. Good luck, guys, and have fun!

Liberty's Edge

Sarabian wrote:
Whoops, didn't realize there was already a Sarenrae Inquisitor on the table. Popular folk, I guess?

My sorcerer submission worships Sarenrae.

I sense a holy inquisition coming.

Grand Lodge

Crisischild wrote:
Sarabian wrote:
Whoops, didn't realize there was already a Sarenrae Inquisitor on the table. Popular folk, I guess?

My sorcerer submission worships Sarenrae.

I sense a holy inquisition coming.

You must be pulling my legs, pal. Wintrish here is a worshipper of Sarenrae as well.


GM Aest wrote:
@Me'mori: I think Harrower is alright. I'll take prestige classes on a case-by-case basis.

Cool. I'll rough up a Diviner Wizard (Missing Sibling) to be posted tomorrow night.


I've updated my stat-block, and I've typed it on my profile. Do you need me to post it there, or is it okay this way? =)


Hmm, I almost made Arando a Saerenite, but decided at this point in his life atheist made more sense.


Azten here with most of the stats for my Ex-Little Lamm.


My application
Dolgrin Rockstepper

Basic Info:

Dolgrin Rockstepper
Male Dwarf Ranger 1
CG medium humanoid
Senses Darkvision (60)

Offence, Defence, and Stats:

OFFENSE
Speed 20 ft
Melee Battleaxe +3 (1d8+2/x3)
Ranged Crossbow, light +3 (1d8/19-20/x2)
Space 5 Reach 5

DEFENSE
AC 17, touch 12, flat-footed 15
hp 11
Fort 3, Reflex 4, Will 2

STATISTICS
STR 15 DEX 15 CON 12 INT 10 WIS 15 CHA 11
BAB 1 CMB 3 CMD 15

traits:

Racial Traits
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Traits
Missing Sibling (APCT 16): Sense motive is a class skill for you.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

features and Feats:

Class Features
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (except Tower Shields).

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Favored Enemy (Core 64): You gain a bonus on Bluff, Knowledge, Perception, Sense Motive, Survival checks and attack and damage rolls against the following types of creatures:
Humanoid (giant): (+2)

Track (Core 64): You add +1 to Survival skill checks made to follow tracks.

Wild Empathy (Core 64): You can improve the initial attitude of an animal (like a Diplomacy check to improve the attitude of a person). Your Wild Empathy Check is 1d20 + 1

Feats
Point-Blank Shot (Core 131): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

skills and languages:

Skills
Acrobatics -1, Appraise 0, Bluff 0, Climb 2, Diplomacy 0, Disguise 0, Escape Artist -2, Fly -2, Handle Animal 4, Heal 6, Intimidate 0, Knowledge (dungeoneering) 4, Knowledge (nature) 4, Perception 2, Ride -2, Sense Motive 2, Stealth -2, Survival 6, Swim -2

Languages Dwarven, Common

gear:

Gear
Armour:
Scale Mail
Weapons:
Battleaxe, Crossbow - light, Dagger, Sling, Bolts - crossbow (40), Bullets - Sling (10),
Adventuring Gear:
Kit - Ranger's , Fishing Kit, Grappling Hook, Kit - Cooking (AA), Kit - Dungeoneering, Kit - Gear Maintenance, Kit - Grooming
Money
Cp
Sp 4
Gp 41
PP

background:

Background
Dolgrin was born of a merchant family in the 5 kings mountains, where he grew into his strapping height of 4ft 2in red haired 180lb solidity. Shortly after his 20th year, he joined the local guards in the 5 kings mountains, and was stationed near the capital for 10 years. After that time, his family moved to Janderhoff, and he asked for and was granted the permission to move.
Shortly after their arrival, his family started trading with the various human kingdoms and cities around Janderhoff. This trade by his family continued for 15 years, bringing his family both wealth, and privilege in Janderhoff. When Dolgrin reached the age of 50, his younger brother was given permission to lead the Caravan to the city of Korvosa. He departed with 10 other dwarves. 3 months later, when the caravan returned, his brother was not there.
Taking advantage of his position in the guards, he asked for and received permission to go to Korvosa to look into his brothers disappearance. After arriving in Korvosa, and eventually getting an audience with Vencarlo Orisini, he learned that his brothers Caravan was targeted by thieves, and that his brother went missing one night. After discussing things, with several thieves, he learned that the person in charge of the thieves that evening was Gaedren Lamm. His intent when he is able to pin this slippery person down, is to ask him the location of his brother, and if he is still alive. The search for his brother, has taken a lot of the joy of life out of him, and he is dour, but still very loyal to the few friends that he has.

Will make an alias if selected.


Aerodus Gaverin, Cleric of Abadar:
Aerodus Gaverin
Male Human (Chelish) Cleric
LN Medium humanoid (human)
Init +0; Senses Perception +3
Worshipper of Abadar
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor, + Dex)
HP 9 (1d8+1FC)
Fort +4, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee - Light Mace +2 Atk, 1d6+2 Dmg, x2, B
Ranged - Light Crossbow +0 Atk, 1d8 Dmg, 19-20/x2, P
--------------------
Statistics
--------------------
Str 14 (+2), Dex 10 (+0), Con 13 (+1), Int 12 (+1), Wis 16 (+3), Cha 14 (+2)
Base Atk +0; CMB +2; CMD 12
Feats: Selective Channeling (When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.); Extra Channel (+2 times/day to use channel energy)
Traits: Missing Child [daughter] (+1 bonus on Will saves), Honey-Tongued (+1 Bluff or Diplomacy when dealing with agents of the law, such as judges, guards, and paladins)
Skills: Knowledge (religion), Linguistics, Spellcraft
Languages: Common, Celestial, Varisian
Other Gear: Cleric's Kit (a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a silver holy symbol), x20 Crossbow Bolts, Armored Coat (+4 AC, +3 Max, -2 Chk), cleric's vestments,
Wealth: 8 GP
--------------------
Special Abilities
--------------------
Class - Aura (Lawful), channel (positive) energy 1d6 (5+2/day), domains (Nobility and Protection [+1 to all saves]) , orisons, spontaneous casting
Racial - Bonus Feat, Bonus Skill
--------------------
Domain Powers
--------------------
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
--------------------
Spells
--------------------
0 - Detect Magic
0 - Light
0 - Stabilize
1 - Abadar's Truthtelling
1 - Bless
1 - Bless
--------------------
Appearance, Personality & Background
--------------------
Standing 5'11", 29 year old Aerodus is light of skin but has black hair that is kept short. A small and well trimmed beard and mustache adorn his face, and he keeps his clothes well maintained. Being a cleric of Abadar is practically second nature, and he is very much on the 'law' aspect of the faith, hoping one day to be a judge or other magistrate of Korvosa.

But recently his life has turned upside down. His 9 year old daughter, Imperia Gaverin, has gone missing and despite years of being a well and proper citizen of the city, he's had little assistance from the guard. Now finding himself in the awkward position of having to take the law into his own hands.


With the weekend coming up, we’re entering into the stretch! Here’s updated submissions.

Martial
Kozaric: Kazaradin Darlok, Human Ranger (Urban, I think)
Sai Ling: Quiet Jakob, Barbarian (Urban, Superstitious)
Escharid Blackrose: Nargun Firehelm, Dwarf Barbarian
Victor Ravenport: Maximillian Wintrish, Human Gunslinger (Musket Master)
Wrath: Gern Hammerfold, Dwarf Fighter
Dragonborn3: Arawn “Arry” Lyon, Young Human Warrior
Mokshai: Dolgrin Rockstepper, Dwarf Ranger

Divine
Nohwear: Fuego the Cleanser, Half-elf Inquisitor of Saranrae
Sarabian: Giorgio Karakos, Half-elf Inquisitor of Saranrae
Aneirin Rhodri: Aerodus Gaverin, Cleric of Abadar

Arcane
Andrea1: Tiny Tina, Human Alchemist
Devastation Bob: Arando Zarkanan, Human Magus
Crisischild: Kip Hightower, Human Sorcerer (Wildblooded [Primal Air])

Skill
Ythiel: ‘Tiny’ Litsy, Human Rogue

If I forgot you or you feel you’ve been miscategorized, please let me know so I can add or move you.

Grand Lodge

Dotting for interest, once I get a chance I'll post an idea or two.

Dark Archive

Nicolai Fortescu:

Nicolai Fortescu
Male human (varisian) wizard 1
CG Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d6+4)
Fort +3, Ref +2, Will +3 (+1 vs. enchantment effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . dagger +0 (1d4/19-20) or
. . dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6)
Ranged light crossbow +2 (1d8/19-20)
Wizard Spells Prepared (CL 1st; concentration +4)
. . 1st—comprehend languages, mage armor, magic missile
. . 0 (at will)—detect magic, light, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 13, Int 17, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Harrowed[ISWG], Scribe Scroll, Toughness
Traits dockside avenger, harrow chosen (varisian)
Skills Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (planes) +7, Perception +4, Perform (oratory) +2, Profession (fortune-teller) +5, Sense Motive +3, Spellcraft +7
Languages Common, Draconic, Giant, Shoanti, Varisian
SQ arcane bond (tavi, mongoose), forewarned, prescience
Other Gear crossbow bolts (10), dagger, dagger, dagger, light crossbow, quarterstaff, backpack, bedroll, belt pouch, familiar satchel, flint and steel, harrow deck, ink, black, inkpen, mirror, spell component pouch, spellbook, trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 2 gp, 15 sp, 18 cp
--------------------
Special Abilities
--------------------
Dockside Avenger Not slain until HP reaces negative Con +3.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Harrow Chosen (Varisian, 2/week) +2 caster level for divination when using heirloom deck as focus.
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (6/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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

Tavi
Mongoose
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +10 (+6 to jump), Climb +10, Escape Artist +3, Perception +5, Spellcraft +0, Stealth +14; Racial Modifiers +8 Acrobatics, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background:

Nicolai Fortescu grew up in the slums of Old Korvosa, where he lived with his mother Tatiana (a fortune teller) , his father Bogdan (a minstrel in the local taverns) and his sister Katrina. Life was good for the young boy as he did all the things that young boys do. One of the things that Nicolai loved to do was to sit in on the readings that his mother used to do . He would sit quietly in the corner of their tenement room as his mother would bring out her harrow deck and lay the cards out on the table. He listened intently as she described for her clients the portents that the cards signified and what they meant for that person's future. After each reading the client would pay his mother and leave happy, hearing exactly what they wanted to hear in the reading.
Whenever his mother wasn't home Nicolai would often take the harrow deck and lay out the cards to do readings for his friends. One day one of Nicolai's friends fell to his death while running the Shingles through Bridgetown. A frightened Nicolai told his mother that night that he had used her cards to do a reading for his dead friend and that he had forseen that accident but couldn't tell his friend that and now that boy was dead. Shaken, Nicolai's mother put the young boy to bed that night with reassurances that it wasn't his fault and there was nothing he could have done to prevent the accident either. That night his parents discussed what to do and decided that whatever it took they would get Nicolai into the Acadamae to learn how to control his Gift.
Time passed and Nicolai began doing readings of his own to help the family make ends meet. As word of his eerily accurate readings began to spread he soon had more and more clients, some of them wealthy merchants or minor nobility wanting to know their futures. Soon the family had the necessary money to send young Nicolai to study at the Acadamae. Nicolai's stint at the prestigious school didn't last long as he found the rigid environment of the school too stifling and he dropped out before his first year was completed. Although he didn't make it past his first year Nicolai had learned enough of the basics that he continued to teach himself magic and soon had honed his craft.
Shortly after his mother's death of fever, with his father staying out in the taverns after his singing gigs and drinking most of his take home pay and his sister out running the streets with one of the local street gangs Nicolai found himself at the Pantheon of the Many praying to Desna for guidance when he heard the most beautiful sound he had ever heard. Turning his head he saw an angel singing to the goddess' statue in her shrine. The "angel" was a young initiate of Desna named Natalia who smiled shyly at Nicolai when she noticed him looking at her. The two soon became lovers and moved into a one room apartment in Old Town together. Almost a year passed before Nicolai proposed and Natalia accepted. Giving his betrothed his mother's ring Nicolai and Natalia soon settled into wedded bliss, until one night.
One afternoon Natalia left their apartment to do some shopping in the market while Nicolai entertained a few clients. As darkness began to fall Nicolai began to grow concerned that his wife had not returned yet from shopping. Determined to find her Nicolai grabbed his cloak and headed toward the door only to stop short as someone knocked on the door. With his inner dread growing he opened the door only to be met by two men in the livery of the city guard. His fear confirmed, Nicolai shouted out against fate as the two men asked him to come with them. Dumbstruck Nicolai followed them to any alley not too far from his home. There he found his beloved Natalia face down in the gutter. She had been knifed in the back and left to die. Her purse and it's meager belongings as well as her wedding ring were missing.
Devastated, Nicolai sank into a deep depression and soon his morose readings began chasing his clients away. Destitute, Nicolai began wandering the warrens of Bridgetown hoping someone would take his life as they had taken Natalia's. It was during one of these walks that he happened to glance a familiar object in a nearby stores window. It was Natalia's wedding ring. Overcome with rage Nicolai burst into the shop and accosted the owner until the man told him where he had gotten the ring. The owner told him he had purchased the ring from a local Ne'er do well named Gaedren Lamm. Determination flared inside Nicolai as he became determined to find this man and extract vengeance upon him for his beloved Natalia and himself.

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