The Road to Minkai: Dragoncat's Jade Regent (Inactive)

Game Master Dragoncat

5 PCs are picked
To journey to a far land
To reclaim a throne.

Current Date: 13th of Gozran, 4715 AR

Wagon Encounter
Caerwyn's Loot List


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Just noticed that I forgot the description.

Description:
Gilbert is a well-dressed man, closing on middle age fast. He is quite tall for a human, though more wiry than bulky, with dark hair, graying at the temples, usually dressed in heavy hunting leathers when outside, or in slightly worn, though high quality, noble's clothing. The impression of someone in possession of money, but uncaring about luxury, is beset upon the onlooker. He often smiles and socializes (perhaps awkwardly), but prefers the company of his wo...dog rather than others, and will often talk to her as if she understood, sometimes interrupting the conversation to do so.

The Sternwoods' Coat of Arms, a white silhouette of an oak tree with branches bent by wind, on forest green background is usually visible somewhere on his body and on Duchess' collar. His ornate longbow is usually in his possession, strung or un-strung, but he never wears a sword, unlike most people in his social standing.

Basically, a typical noble fan of the hunt, with more understanding and respect of nature, but the same love for the art of the hunt.

Silver Crusade

Dragoncat wrote:
That I noticed nobody's a younger sibling to any of the NPCs?

Lol nvm


1 person marked this as a favorite.

Never going to play this at my table, so I'll throw my hat in.

Fair warning, I own and have read through this Path, please let me know if that is a problem.

Narrows eyes at Rysky

Mother says hello!

Silver Crusade

*smiles innocently*

Mommy!


Yui feels she is the younger sister to Ameiko ^^.

Silver Crusade

Good point!

*phew*


I chose Shalelu more for the fact that she is a Ranger than that she is hot, though not really having a problem with that either.

And as far as characters go she has the least amount of back story at least available to the players unless she has a detailed back story on some wiki somewhere. Making it easier to tie her in with my character whom has existed since at least Ghostwalk back in the 3. something or other days...

But when I read about Jade Regent back when it was coming out about an epic journey involving romance and car... er caravan chases I was hooked and decided this is where this character truly belongs.


Game Master Scotty wrote:

Never going to play this at my table, so I'll throw my hat in.

Fair warning, I own and have read through this Path, please let me know if that is a problem.

Narrows eyes at Rysky

Mother says hello!

So long as you can keep player knowledge & character knowledge separate, it won't be a problem.


Hey this is Gryf Rivers, join submission with Marten. It's 99% done still doing a little polish but any questions please ask away.

Gryf Rivers
Human bloodrager 1
NG Medium human
Init +1; Senses Perception +6

Defense:

--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +2

Offense:

--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
greataxe +4 (1d12+4/×3)
Special Attacks bloodrage (6 rounds/day)

Statistics:

--------------------
Statistics
--------------------
Str 16, Dex 12, Con 15, Int 9, Wis 14, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Raging Vitality
Traits caravan guard, child of nature
Skills Climb +4, Knowledge (nature) +4, Perception +6, Survival +7 (+9 to find food and water)
Languages Common
SQ disruptive bloodrage, fast movement
Other Gear kikko armor, dagger, greataxe, backpack, belt pouch, blanket, crowbar, flint and steel, hemp rope (50 ft.), poncho, pot, soap, torch (10), trail rations (5), waterskin, 36 gp, 5 sp

Special Abilities:

--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Child of Nature (Knowledge [nature]) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

Equipment:

kikko armor, dagger, greataxe, backpack, belt pouch, blanket, crowbar, flint and steel, hemp rope (50 ft.), poncho, pot, soap, torch (10), trail rations (5), waterskin, 36 gp, 5 sp

Appearance/RP:
Gryf has long dark hair grown out as the tradition of his family. Is of average height and looks like his twin Marten apart from where Marten is lean, Gryf is more bulky and muscular relying more on force of strength than spirit.
Gryf is never one to stand still for too long never one to contemplate his action, he has always favoured the ferocity and devastating power of nature over the calmness and tranquillity like his brother Marten.

The twin's will start the adventure broken after years of resentment from Gryf and with the death of their mother and broken bonds of brotherhood. They were brought up together to always help those in need, to try and maintain balance in nature Gryf seeing it one way and Marten another. While throw together at the start, with the epic adventure planned I can see a lot of head butting but good evolution of the characters.

Role:
Gryf is the storm on the sea, with wave that hammers the shore. He will be in the melee front line along with Marten where they will learn to work together like they did when they were younger - their bond of brothers and twins will help them work together brilliantly. While he will also keep his knowledge of nature and survival trained up to help in the survival of the wilds. Eventually learning a lot about himself when he comes in to his rage casting and seeing how a storm can be controlled to help him and his friends.

BackStory:
The sunrise was majestic or at least it's something his brother would have said. Gryf stretched and yawned as he looked out at it, unsure of why he had woken up so early but old teachings die hard. He set off away from the camp in search of a high hill to start fire. It was a way to thank and seek guidance from Gozreh, something their mother taught them. As the fire started he added the eucalyptus and peyote.

As the smoke began to below up it burnt his eyes the smell almost made him gag, his brother would find it calming and would sit in front of it for hours Gryf couldn't stand it. He would offer a small pray to Gozreh for their save travel and for the gifts nature provided. " Spirit of Gozreh, your voice i hear on the wind, your breath bring life to the world. Give us your blessing on our travels, grant us safe passage through your wilds." He would then throw a bucket of water on to the fire. I'm sure it was something like that. He thought to himself it was more a token that true faith, maybe even superstation.

He knew they would be back in Sandpoint again early the next day, the town he had spent many days sneaking off to. His brother Marten always warming him of the balance of nature and men. But Gryf was infatuated in it all, civilisation the feats men could achieve, he saw nature as the tools to a brighter future he wanted to see all the big cities of the worlds with buildings as big as giants.
When the caravan got back to Sandpoint his brother would be back at Circle it would be the closest he was to home after all these years.

After their mother's death his brother didn't seem lost at all speaking of her spirit finally being free to flow where it wanted, Gryf called it all nonsense he didn't see it as a good thing like all those of the Circle he didn't want his mother to become a plant he wanted her there to continue to teach him it was so much he still didn't understand.

After her death and the blindness of his brother and the Circle, he raged for days so distraught in their actions. In their acceptance of her death, he wasn't ready to say good bye they had let them speak to Koya the healer in Sandpoint but they hesitated when he called on them to go to Magnimar a place he always wanted to visit and hoped to go with his family, to seek out stronger healers.

In his days of mourning he left the Circle with a few harsh words he burnt that bridge vowing never to return to such blind old men who would rather protect a bug on ground than their own people. The rage also affected him and his brother, the fact Marten sided with the Circle and let his mother go hurt him the most, they were twins two sides of a coin but they had grown so far apart. Their mother always spoke of Marten as the charm and spiritual side of Gozreh while Gryf was the ocean's fury and the wind's wrath, Hot headed and fast to reaction.
He was never like his brother, Marten was gifted everything came to him so easy but Gryf couldn't grasp the very basics of magic of the divine. He could hold his own in the knowledge of nature and survival in the wild, but he always found himself rising to anger when something was too hard for him. So he would throw himself into his fighting and skill with weapon. He would sometimes slip in to an almost controllable anger but was not always able to just turn it on it would bolster his strength and endurance he would be almost like a wild berserker - Like a storm on the ocean. This aspect of Gryf was nothing like his twin brother Marten, and his mother knew how different her two sons were but loved them both no matter where Gryf was almost shunned for his lack of magic and divine skill, his hot headedness and quick action. But his mother kept on trying to teach him, she always wanted best for both her sons and never wanted to see them apart.

After her death he was lost had nothing left to stay for so he went to Sandpoint where he met Sandru again after spending time with his adoptive mother Koya, he welcomed him to join his caravan to get away from this small town and finally see that there is more to this world so he accepted, not telling anyone else but just leaving the place he had know all his life.

Getting back to the caravan he could see everyone finally up and packing the camp up to head out as he headed to give tent he could overheard a few drivers speaking of goblin activity around Sandpoint, maybe he would help there before the caravan was ready to head out again.

He just hoped he wouldn't bump into anyone from the Circle, his anger and rage was still as strong as the say he left. But a quick thought of his brother past by the loneliness of the caravan and missing his brother he had left on such a bad terms, maybe he would find time to send him a message.


Might as well update again!

Martial
Ikoma Gohei: Male Human Samurai (Childhood Crush: Ameiko)
Gryf Rivers: Male Human Bloodrager (Arcane Bloodline) (Caravan Guard: Sandru)
Armon Fallow: Male Human Paladin of Shelyn (Caravan Guard: Sandru)
Philgor Longarm: Male Human Fighter (Polearm Master) (Caravan Guard: Sandru)

Arcane
Yui Hirasawa: Female Wayang Witch (Best Friend: Ameiko)
Memitim Enoch: Male Wayang Witch (Hedge Witch) (Rescued: Shalelu)
Valeria Skendar: Female Rakshasa-Spawn Tiefling Arcanist (Childhood Crush: Ameiko)
Saburo Norimune: Male Kitsune Sorcerer (Kitsune Bloodline) (Childhood Crush: Shalelu)

Divine
Gilbert Sternwood the Third: Male Human Hunter (Foster Child: Koya)
Marten Rivers: Male Human Druid (Feral Shifter) (Friend of the Family: Koya)
Ramaz the Half-Orc: Male Half-Orc Cleric of Gorum (Rescued: Koya)
Eden Nightseed: Male Half-Elf Druid (Childhood Crush: Shalelu)
Morgrym Stonestepper: Male Dwarf Warpriest (Caravan Guard: Sandru)

Skill
Caerwyn Callandriil: Male Half-Elf Rogue (Scout) (Student Survivalist: Shalelu)
Setomi: Female Human Ninja (Best Friend: Ameiko)
Nestasha: Female Vishkanya Rogue (Deadly Courtesan) (Childhood Crush: Sandru)

Interested
Iron Vagabond DM
zomblisham
Nohwear
Viluki
Rysky
Lady Ladile
ginganinja
Game Master Scotty


*Phew*

And done! Rysky here presenting Friday Daud for consideration.

Vitals:

Alignment: Neutral

HP:15
Initiative: +6

STR: 19
DEX: 14
CON: 14
INT: 7
WIS: 14
CHA: 7

MaB: +1+4=5
RaB: +1+2=3
CMB: +1+4=5

AC: 15/13/12
CMD: 10+1+4+2=17

Fort: +2+2=4
Ref: +2+2=4
Will: +0+2=2

Perception: +9
+1 Rank
+3 Class Skill
+2 Wisdom
+3 Skill Focus

Stealth: +6
+1 Rank
+3 Class Skill
+2 Dexterity

Craft (Paintings): +4
+1 Rank
+3 Class Skill
-2 Intelligence
+2 Artisan

1st Favored Enemy: Human

Languages: Common, Skald

Class:

Ranger (Yojimbo)

Class Skills
The yojimbo's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (noble) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level
The yojimbo gets 4 + Int modifier skill ranks per level.

Weapon and Armor Proficiency
A yojimbo is proficient with all simple and martial weapons and with the katana, naginata and wakizashi. He is proficient with light and medium armor but not with shields.

Enemy Clan (Ex)
At 1st level a yojimbo chooses an enemy clan. He gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against foes from this enemy clan. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. This damage stacks with any bonus gained from favored enemy. At 5th level and every five levels thereafter, a yojimbo gains another +1 bonus against an enemy clan. He may choose a new enemy clan or apply the bonus to one enemy clan he already possesses. A yojimbo may select Humanoid (human) as a favored enemy at 1st level, regardless of alignment.
This ability replaces the ranger's normal track and swift tracker abilities.

Honor Bound (Ex)
As a free action, by concentrating on a single individual within 30 feet, the yojimbo can sense whether the individual has Honor and whether it is negative or positive. When interacting with anyone with equal or less Honor than himself, the yojimbo can add his Honor score to any Charisma-based skill check as a bonus modifier. The yojimbo may possess an amount of Honor equal to half his yojimbo character level (minimum 1). He may gain Honor by defeating a challenge with a CR 1 greater than his character level in the name of his lord (in the case of a ronin yojimbo he must defeat this challenge in the name of a community). The yojimbo is under no obligation to defeat this challenge alone but he must contribute significantly to the success of the endeavor. If the yojimbo ever fails at a challenge than his character level, he loses 1 Honor.
This ability replaces the ranger's wild empathy.

Tough to Kill (Ex)
The yojimbo gains Toughness as a bonus feat at 1st level. He gains Endurance as a bonus feat at 2nd level, Die Hard as a bonus feat at 4th level and Fight On as a bonus feat at 7th level.
These replace the ranger's Endurance and woodland stride abilities, as well as 2 of the ranger's normal skill ranks per level.

Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Feats & Traits:

Childhood Crush
You’ve never had the guts to act on it, but for as long as you can remember, you’ve had a crush on one of the NPCs. Someday, maybe you’ll be able to earn the NPC’s love, but for now, you’re content to spend time in the NPC’s proximity, or even to do things for the NPC that might earn you a word of thanks or a smile. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. Note that gender isn’t an issue in the case of these three NPCs. Unless your GM says otherwise, all three of these NPCs are considered to be bisexual as far as this trait’s implications are concerned. Note that if you take this trait, you’ll likely want to coordinate NPC choices with any other player who chooses this trait as well, since choosing the same NPC could cause unwanted party strife. Of course... if that’s what you and the other player are looking for, go for it! In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your crush.

Rest for the Wicked
Often forced to go without food or stimulation for days at a time, you have learned to use prolonged sleep as a means of escape and a way to heal your wounds.
Benefit(s): You heal temporary ability damage at a rate of 3 points per day of complete bed rest. A normal night of rest (8 hours) still heals you at a rate of only 1 point of temporary ability damage per night of rest.

Artisan
You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade.
Benefit: You gain a +2 trait bonus on a single Craft skill (your choice).

Warded Against Nature
Effect: Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks

Racial:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
•Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
•Base Speed: Humans have a base speed of 30 feet.
•Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
•Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
•Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Equipment:

Mother's Necklace (Jade Holy Symbol of Tsukyio) 100g
Longspear 5g
Studded Leather 25g
Art Supplies 45g

Appearance:

Inspiration

Standing at a lean 6'6" this pale man exudes an air of feralness, no small part helped by the dull red color of his eyes. Keeping his wild inky black hair pulled back into a ponytail adds some refinement to help cull this perceived aggression though. His eyes always being half lidded like one deprived of sleep helps and hinders in turns, being all too easy to compare him to a sleeping wolf all too eager to jump up and strike at any moment. Further dulling some of the sharp features universal among the Dauds is a certain softness he inherited from his mother's Min heritage, but even with all this that aura of atavistic aggression and feralness is still there, it runs too deeply in the Daud bloodline to ever be purged completely.

Personality:

Possessed of a feralness that puts most others on edge this negativity is counterbalanced by the man always looking like he's about to fall over asleep. Aloof and mellow seemingly to the point of apathy Friday goes about his ways almost in a dreamlike flow. Keenly interested in anything to do with the supernatural (ghost stories in particular) due to his upbringing back in Ustalav he has found himself taken more towards artistic bents during in his stay in Sandpoint, a slightly more peaceful pastime compared to protecting the long dead that were too stubborn to stay in the ground. This is of course all trumped by his thirst for knowledge about the lands of the east, actually going there being a far flung dream he holds onto.
Around others he tries to stay as quiet as possible, preferring to listen rather speak, though his training is still held tightly to him, making him quick to stand up to any he has believed insulted or threatened someone he cares about, with little regard for his own well being. Quick to act and aware of what's going on around, even if he doesn't understand what, he is very much a well trained dog, loyal and easy to please, but beware should he start to show his fangs.

Backstory:

Growing up in Ustalav was never easy, moreso if you grew up a Daud. Bred in the shadows of a tyrant the Dauds have always been shackled, even before birth, being poetically born into the grave. One such Daud, however, met a woman of incomparable beauty from across the seas in his travels, and together they had a son.

This did not give the child an escape from his preordained life however since, for whatever reason, the child was soon brought to the Daud family estate were he was raised a Daud, lurking in the shadows and night, guarding secrets better left forgotten, and protecting those who walked in the night and should have left this world long ago. A cold and uncaring childhood followed by a grueling and uncaring adolescence.

Despite this the child named Friday held onto one bright spot in his life. A beautifully exquisite necklace of silver and jade moons left to him by his mother, the only thing he had of her, the only thing he knew of her. He kept this trinket with always, wearing it against his heart through darkest nights and coldest days. Until he was introduced to Renton.

Renton had been a noble for awhile, a century or two to be precise, and in that time he had found himself a collector of the foreign and the supernatural, of which he needed a guard to accompany him as he went about adding to his collection. He didn't trust agents to brings things to him, he went where the things were, and as a familial duty bid, Friday accompanied him, from one collector and purveyor of antiquities and oddities to the next.

They traveled for months before Renton saw Friday's necklace. Laying eyes upon the jade sent revulsions through the creature, though he could not fathom why. When Friday noticed the distress his master was under he put the necklace away, only for Renton to angrily seize the jewelry and cast it away, ordering Friday to forget about it. And as familial duty bid, he did... for awhile.

While the Dauds are trained to be unthinkingly loyal, they are not trained to be uncaring. Caring for one's master strengthens loyalty. Friday did not care for Renton, and now that not caring was turning into hate, which he hid. Until the sun came up. It was altogether effortless and without any aplomb that he slid the creature's coffin out of the carriage and into the daylight the very next day. Throwing open the lid Renton screamed as his body felt the warmth of the sun for the first, and last, time in decades.

Doubling back to retrieve the necklace he was at a loss at what to do now until he went through Renton's belonging's to see what be of use. And there he found a list. And on that list a name. Kaijitsu. And next to that name sketches of items the noble had been interested in. Items that felt very familiar to Friday for some reason. And so the runaway Daud set forth for Sandpoint and this 'Kaijitsu'.

Arriving in the sleepy seaside town Daud easily sold off everything of Renton's that wasn't of immediate use to him for much less than they were worth but still enough to rent an extremely extended stay at the Rusty Dragon. Charmed from the moment he met Ameiko he hid his boundless curiosity about Tian lands and culture behind his usual mellow countenance, merely asking her a question here and there about the occasional Tian piece of clothing she wore or her stringed instrument. And so this timid attraction continued on for awhile, and Friday was content simply being in communication with someone so close to his mother's homeland.

Went with Childhood (more like "Past Few Years) Crush : Ameiko, it ended up being easier to write the backstory THEN pick a trait lol.

Also just threw his remaining gold on art supplies rather than try to piece together a whole slew of things from everywhere.


Whoops, forgot to buy a lute for Armon. It's listed under his gear, now.


Here is my Oracle =]

Backstory:

As a young girl, Eshana Virtudes had always placed a great deal of trust to those that she considered her friends. As a very honest individual, as well as a largely innocent one, Eshana typically thought the best of people, a quality that very few people realised what that desire stemmed from. The truth was simply that Eshana had an infernal taint in her bloodline, a taint that made itself known by forcing her to tell the truth, or suffer a devastating sickness. As she grew older, Eshana mastered this ability and the sickness grew less and less severe, but telling untruths was still something she disliked to do.

Unfortunately, Eshana’s desire to see the best in people was put to the test when she was just a teenager. Friends talk, and they tell each other all sorts of secrets, and one night Eshana divulged a scary secret that she had kept hidden (as best as she could), for as long as possible, the fact that she had a major crush on another girl in Sandpoint; Ameiko. Eshana had been holding onto this secret for a while, unsure how to act on the crush, and told her best friend in a moment of weakness, and perhaps a desire to discover some advice. Alas, it was not to be, and Eshana was heartbroken to discover that the secret was been gossiped about behind her back the very next day. Although unsure as to whether the gossip had spread to Ameiko herself, Eshana could not bring herself to discuss it with her, instead vowing to never feel betrayal again, to always be aware of someone’s true intentions and know how trustworthy a person was.

The great irony of this sort of vow was that Eshana effectively began to lie to herself about her feelings for Ameiko, burying them as she sought to find distractions for herself. Chief among these distractions was Eshana’s ability to (occasionally) tap into the spirit world, usually to give comfort to a spirit that was discouraged enough to stay tethered to the mortal coil for longer than she should. Due to her ability to discover falsehoods, Eshana grew quickly skilled at discovering the true reasons for why some spirits insisted on staying, discovering truths that even the dead were reluctant to admit to themselves. As Eshana grew more skilled with this ability, she longed to leave Sandpoint, it had awkward memories that she wished to leave behind and she longed for the thrill of adventure, as well as the ability to broaden her skills which was difficult to do in a largely rural area such as Sandpoint. Set against this, Eshana never felt comfortable leaving Ameiko, always unsure of the “what if” and so stuck she remained, pulled in two different directions and struggling to find a balance…

Crunch:

Eshana
Female human oracle (psychic searcher) 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +0; Senses Perception +6
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 10 (1d8+2)
Fort +1, Ref +0, Will +4
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Offense
--------------------
Speed 30 ft.
Melee longspear -1 (1d8-1/×3)
Ranged light crossbow +0 (1d8/19-20)
Oracle (Psychic Searcher) Spells Known (CL 1st; concentration +5)
1st (4/day)—bless, cure light wounds, protection from evil
0 (at will)—create water, guidance, light, stabilize
Mystery Heavens
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 12, Int 12, Wis 14, Cha 19
Base Atk +0; CMB -1; CMD 9
Feats Skill Focus (Diplomacy), Spell Focus (conjuration)
Traits childhood crush, unpredictable
Skills Bluff +11, Diplomacy +13, Knowledge (religion) +5, Perception +6, Sense Motive +6
Languages Common, Varisian
SQ oracle's curse (legalistic), revelation (guiding star), silver tongued, vow to self
Other Gear crossbow bolts (10), light crossbow, longspear, 109 gp
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Special Abilities
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Childhood Crush (Ameiko, 1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Guiding Star +4 (1/night) (Su) If outdoors at night, add Wis to all CHA skills & activate to Empower, Extend, Silence, or Still a single spell for free each night.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.


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Stats:
Haru Yoshioka
Female kitsune bard 1 (Pathfinder RPG Advanced Race Guide 192)
CN Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception -1
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . spiked gauntlet +0 (1d4) or
. . whip +0 (1d3 nonlethal) or
. . bite +0 (1d4)
Ranged shortbow +3 (1d6/×3)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1)
Spell-Like Abilities (CL 1st; concentration +5)
. . 3/day—dancing lights
Bard Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—charm person (DC 16), hideous laughter (DC 16)
. . 0 (at will)—daze (DC 15), detect magic, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 9, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Point-blank Shot
Traits resilient, student survivalist
Skills Acrobatics +3, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +5, Perform (sing) +8, Spellcraft +5, Stealth +5, Survival +5; Racial Modifiers +2 Acrobatics
Languages Common, Minkaian, Sylvan, Varisian
SQ bardic knowledge +1, change shape, kitsune magic
Other Gear studded leather, buckler, dagger (2), shortbow, spiked gauntlet, whip, 35 gp
(Note: If picked I'll get more gear than this.)
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Change Shape (Su) Assume a single human form.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Student Survivalist (Shalelu) (Ex) +1 vs foes threatening Shalelu.

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Background:
Haru's family is known in Sandpoint as one of a number of Minkaian expatriates, like the Kaijutsus and others. They are artists and singers, paying homage to Shelyn primarily, though they also have a shrine to a minor deity, Daikitsu, that they brought from Minkai. The Yoshiokas are well-liked, but very private, even among Sandpoint's close-knit Tien community.

Certain clues could be found about the Yoshioka family, such as that shrine to Daikitsu, or the way they oppose fox hunting around Sandpoint. At this point, though, almost no one knows that they are actually kitsune, having left Minkai in the guise of humans, traveling with caravans across the Crown of the World, and making their way to Varisia, where their youngest daughter (Haru) was born.

They practice shapechanging in private, and it is fortunate that infant Kitsune instinctively change shape with their parents, so that while her mother was in human form, she was too. As they grew, they taught her the importance of keeping the secret, and though she had a few accidents, she didn't give away the family trust.

One day, as she was travelling with Shalelu in the forests, she lost control. When the young woman suddenly transformed into a humanoid fox, unconsciously taking the form as she tried to follow the trail of a hare, Shalelu said nothing at first.

"Nice tail," the elf finally said after a few minutes.

"Oh thank you, I try to keep it well-brushed every night... wait, what?"

Haru looked down at herself, and gasped. "Uh... how did that happen?" she tried to bluff her way through the situation.

Shalelu chuckled and put her finger to her lips, and Haru transformed back into her human form, red in the cheeks as the elf woman she revered laughed at her.

Haru flashed back to the first time she met Shalelu: the time she got lost in the woods, at age 13. (Haru maintains to this day that she was not lost -- she knew exactly where she was the whole time, and it wasn't her fault that her parents didn't.) She had found a pond, crystal-clear, perfect for swimming, and yielded to the temptation: she disrobed, transformed, and went swimming in her fox form for quite a while before returning to the bank and transforming back, which dropped all the water from her fur, making it easier for her to dry off. While drying herself with her cloak, she heard a clearing of a throat across the pond, and spun around to see the enigmatic ranger sitting on a log. Haru blushed and covered herself as best she could with the cloak, but Shalelu made no comment on Haru's state of undress, and simply advised her to follow when she was ready.

Conversation continued as the elf led the young lady out of the forest, and Haru told her how since her childhood she has felt called to the forests and fens, going a-rambling in the woods until her parents, terrified, came to find her. They scolded her, telling her of goblins and ghouls and worse in the woods, but she would only wait until their backs were turned to sneak out again.

Shalelu grew somber, and told her that the only reason why the threats her parents warned her about hadn't found her was due to the efforts of people like herself, destroying threats to the community before they could become dire. Haru became subdued at that, but then asked, "So teach me to do what you do!"

During her teen years, in between the lessons of art and music her parents insisted on, she went with the elf to the woods to learn tracking and survival.

Now she had given up her family's secret to her mentor. But Shalelu proved a trustworthy friend, and never told anyone of their true heritage. Before long, the affection that had been growing in Haru's heart for the elf became something more.

(Both childhood crush and student survivalist are appropriate, but I wanted her to have the training in survival reflected by her stats. Plus, if I actually go for a romance with Shalelu, it's the less mechanically beneficial trait. If someone else wants Shalelu, I can be flexible and go for a different romance; Haru is bi and could easily find a different paramour who replaces the aloof elf in her heart.)

Personality and physical appearance:
She is at times scatterbrained, but levelheaded. She takes each day as it comes, without worrying overmuch about the future. She laughs easily and often, speaks ill of few, and is quick to anger, but also quick to forgive.

Black hair and tanned skin combine with almond-shaped eyes and a lithe figure to give her a striking appearance. She often forgets to maintain it, though, leaving twigs and leaves in her hair and smudges of dirt on her face from long rambles in the woods with her beloved mentor.


Everyone is trying to bed somebody and I'm just sitting here,

Not what you expected:
Sharpening arrows, preparing bait and training archery. I told you it's not what you expected.


Gilbert Sternwood the Third wrote:

Everyone is trying to bed somebody and I'm just sitting here,

** spoiler omitted **

I.. Er.. Ugh... There's more to being with someone than just sex! *hrumph*


I agree, and I definitely don't mean to offend (Relationships in PbP are one of the reasons I started the mode), just that there are a lot of people with Childhood Crushes, that's all.


Me either, I just want to make things right with my bro and if he decides to go off on another caravan journey then I'll go with him until we make peace. So I'll leave the romance to others (unless Shalelu wants to discuss the finer points of flora and fauna)


You two are characters that I think that Gil will definitely have a lot in common with, starting with the relationship with Koya, love of nature and similar Alignments.


Gilbert Sternwood the Third wrote:
I agree, and I definitely don't mean to offend (Relationships in PbP are one of the reasons I started the mode), just that there are a lot of people with Childhood Crushes, that's all.

At least I'm supplementing it with ranks in Profession (Masseuse). *insert suggestive eyebrow wiggle*

That being said; a Toplessness from the Back Ameiko could impose a negative modifier. :P

Silver Crusade

Hmm I wouldn´t mind joining your .. expedition!


Definitely, Gilbert. I tried to broaden my skillset by taking diplomacy as a class skill. It fits with my concept of a spiritual warrior who is tolerant of others and helping to maintain balance and if you're respectful of nature then we would probably have some interesting discussions

Diplomacy will make me a bit more useful than just perception and survival too and the versatility wildshape provides is amazing


I suggest me and the Rivers brothers help Koya fulfill her bucket list.(If she lacks one, we should definitely help her make one.)

EDIT: Oh, Gilbert definitely respects nature, but definitely more in the hunter's way, and more about the living beasts rather than the calm ravines and beautiful forests. Hunter and prey, and the hunter becoming the hunted is how he gets his adrenaline up.

RPG Superstar 2009 Top 16

Just the recruitment thread is sorely tempting me to suibmit a character for this one.


Well Koya is my trait. I will likely strike uo a friendship with her due to the fact she helped my mother with her illness and Gryf will probably be a rival because he never got over our mothers death. Similarly he will be a friend of Sandru because he left on his caravan whereas I'll likely be a rival because he helped, in part, to break up the family.

So lots of roleplaying opportunities with the npcs too if we are lucky enough to be selected


Mark Thomas 66 wrote:
Just the recruitment thread is sorely tempting me to suibmit a character for this one.

Sadly the GM's haiku was specific for 5 PC's, not 50...

Dragoncat wrote:

5 PCs are picked

To journey to a far land
To retake a throne.


I agree with everything Marten is saying. Gryfs skills from level one will be i know how to smash and kill things he never over thinks things, but it will evolve he will learn through hopeful reconciliation with his brother? new friends? I hope to see him evolve and grow.

Although Gyrf wants nothing to do with Marten and his ways, to much hurt and resentment from him, while he misses his family Marten and his mother was everything to him. He doesn't forgive easily his very stubborn nature there.

He would hold a grudge against Koya - seeing her as someone who couldn't help her mother just like his brother and the circle. While also having a good friendship with her adoptive son could be interesting.


If Yui gets picked she will make it very challenging for whomever tries to woo Ameiko ^^. And entertaining for the rest of us.

Silver Crusade

Challenge accepted :-)


Now, a rules question, do I need Survival or Profession(Cook) to craft pop-corn...


Gilbert Sternwood the Third wrote:
Now, a rules question, do I need Survival or Profession(Cook) to craft pop-corn...

I'll say it's Profession (cook).


Both! You need Survival to find corn (has Golarion had their version of the Columbian Exchange?) and you need Profession (cook) to prepare it.

Saburo currently has his eyes set on Shalelu. However, if any of the other females of the expedition require the services of a virile young buck, I would happy to oblige. Lovemaking is an art, and you can call me Picasso. It's understandable, considering my magnetic charisma, natural leadership, and tasteful sense of fashion.

Now, where does one buy a velour kimono...


Yui Hirasawa wrote:
If Yui gets picked she will make it very challenging for whomever tries to woo Ameiko ^^. And entertaining for the rest of us.

Challenge doubly accepted!


Wow... with all the applicants here, I'm tempted to run 2 parties through this...

Martial
Ikoma Gohei: Male Human Samurai (Childhood Crush: Ameiko)
Gryf Rivers: Male Human Bloodrager (Arcane Bloodline) (Caravan Guard: Sandru)
Armon Fallow: Male Human Paladin of Shelyn (Caravan Guard: Sandru)
Philgor Longarm: Male Human Fighter (Polearm Master) (Caravan Guard: Sandru)
Friday Daud: Male Human Ranger (Yojimbo) (Childhood Crush: Ameiko)

Arcane
Yui Hirasawa: Female Wayang Witch (Best Friend: Ameiko)
Memitim Enoch: Male Wayang Witch (Hedge Witch) (Rescued: Shalelu)
Valeria Skendar: Female Rakshasa-Spawn Tiefling Arcanist (Childhood Crush: Ameiko)
Saburo Norimune: Male Kitsune Sorcerer (Kitsune Bloodline) (Childhood Crush: Shalelu)

Divine
Gilbert Sternwood the Third: Male Human Hunter (Foster Child: Koya)
Marten Rivers: Male Human Druid (Feral Shifter) (Friend of the Family: Koya)
Ramaz the Half-Orc: Male Half-Orc Cleric of Gorum (Rescued: Koya)
Eden Nightseed: Male Half-Elf Druid (Childhood Crush: Shalelu)
Morgrym Stonestepper: Male Dwarf Warpriest (Caravan Guard: Sandru)
Eshana Virtudes: Female Human Oracle (Psychic Searcher; Heavens Mystery) (Childhood Crush: Ameiko)

Skill
Caerwyn Callandriil: Male Half-Elf Rogue (Scout) (Student Survivalist: Shalelu)
Setomi: Female Human Ninja (Best Friend: Ameiko)
Nestasha: Female Vishkanya Rogue (Deadly Courtesan) (Childhood Crush: Sandru)
Haru Yoshioka: Female Kitsune Bard (Student Survivalist: Shalelu)

Interested
Iron Vagabond DM
zomblisham
Nohwear
Viluki
Lady Ladile
Game Master Scotty

Just For Laughs: Trait Totals

Ameiko: 6
Sandru: 5
Koya: 3
Shalelu: 5


I'll put forth my interest in this, as I'm running a face to face Rise of the Runelords game and this is a spiritual successor. Mind if I work some of those events into my backstory?

Not sure what to make yet, will need to look over the Player's guide.


Phntm888 wrote:

I'll put forth my interest in this, as I'm running a face to face Rise of the Runelords game and this is a spiritual successor. Mind if I work some of those events into my backstory?

Not sure what to make yet, will need to look over the Player's guide.

Go ahead.


That is a very impressive list, a lot of very interesting submissions. I don't envy you when it comes to picking a party Dragoncat.


Two parties! Two parties!

For reference, my previous post was an homage to Zapp Brannigan. Saburo wouldn't be that full of himself. Although a velour kimono does sound appealing.


Decided to play an Archivist Bard. Should have stats and backstory finished for tomorrow.


I wanted to add that Haru's parents have taught her Minkai language and culture but not told her much of recent history, and she has always had an urge to travel back there to possibly find a link to her own heritage. She has always felt an outsider in Sandpoint, and of course would need to find another Kitsune if she ever wants to have a biological child (at least, one who isn't a human with the Racial Heritage [Kitsune] feat).


Here is my info for now. Let me know if you need more or have any advice for me. I need all the help I can get.

Stats:
Philgor Longarm

Male human fighter (polearm master) 1 ( Pathfinder RPG Advanced Player's Guide 106)
LN Medium humanoid (human)
Init +2; Senses Perception +2
—————

Defense

—————
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +2
—————

Offense

—————
Speed 30 ft. (20 ft. in armor)
Melee lucerne hammer +5 (1d12+4) or

shortsword +4 (1d6+3/19-20)
Ranged light crossbow +2 (1d8/19-20)
—————

Statistics

—————
Str 16, Dex 13, Con 14, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Cleave, Power Attack, Weapon Focus (lucerne hammer)
Traits caravan guard, tactician
Skills Acrobatics -3 (-7 to jump), Climb +3, Handle Animal +5, Intimidate +5, Survival +7
Languages Common
Combat Gear caltrops; Other Gear scale mail, crossbow bolts (10), light crossbow, lucerne hammer,
shortsword, backpack, bedroll, belt pouch, buttons (0.1 lb), conditioning oil for leather (0.4 lb), file, small

(0.1 lb), flint and steel, grappling hook, hemp rope (50 ft.), leather paring knife (0.5 lb), leather straps (0.4
lb), mess kit, metal polish (0.3 lb), pot, sewing needle, signal horn, soap, soft cloth (0.1 lb) (2), torch (10),
trail rations (5), waterskin, whetstone, 21 gp, 9 sp, 8 cp
—————
Special Abilities

—————
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity.

Background:
Philgor is the son of a retired soldier who has set up shop in Sandpoint. His father has taught him the advantage of keeping your enemies away with the use of pole arms.

Philgor as been acting as a caravan guard for Sandru for a few months now. He has listen to some of the few tales that Sandru has shared of his adventuring days and feels the call to create a few tales of his own. He speaks of this to Sandru who mentors him on some of the techniques and skills need for this lifestyle.

Armed with this knowledge Philgor is ready to begin his adventure.


Wow, this is a seriously active recruitment thread. Tough choices ahead I think!

Silver Crusade

Well many APs are sought after, but JR is the only where some asian themed is not ruled out flat by the gm because it doesn´t fit the setting.
Kitsune are incredibly sought after. And the asian theme is just beautiful!


Oh Dragoncat, I had a question about Friday's stats, is it okay that I have him at 19 Str and 7 Int & Cha? Or would you prefer if they were more balanced? I built him basically like a loyal dog and thought I reflected that by also giving him a True Neutral alignment, his penalties to Int & Cha resulting in him not having a strong pull towards any moral or ethical axis.


Friday Daud wrote:
Oh Dragoncat, I had a question about Friday's stats, is it okay that I have him at 19 Str and 7 Int & Cha? Or would you prefer if they were more balanced? I built him basically like a loyal dog and thought I reflected that by also giving him a True Neutral alignment, his penalties to Int & Cha resulting in him not having a strong pull towards any moral or ethical axis.

It's legal by point buy--I'll allow it.


Dragoncat wrote:
Friday Daud wrote:
Oh Dragoncat, I had a question about Friday's stats, is it okay that I have him at 19 Str and 7 Int & Cha? Or would you prefer if they were more balanced? I built him basically like a loyal dog and thought I reflected that by also giving him a True Neutral alignment, his penalties to Int & Cha resulting in him not having a strong pull towards any moral or ethical axis.
It's legal by point buy--I'll allow it.

Okies :3


There are a lot of great ideas for this AP! Good luck to everyone!


Yeah, definitely good luck to everybody! I'd be pleased to play with any of you :3


After some additional consideration, I think it might be best if I withdraw my interest. Not only do I not want to overload myself, but the character I had in mind is very similar in build to an already submitted application and I'd rather not step on anyone's toes :)


Whistles innocently in the shadow of the recruitment thread.

Looks around cautiously, as if up to no good.

So, about this talk about two parties?

Runs away to a safe observation point.

Seriously, though, is running two parties at the same time a thing in PbP? Just thought I'd ask.

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