The savage tide hits Arcadia

Game Master Scarletrose

Sasserine Map
Lotus Dragon GuildHall

Loot:

292 gold
Thieves' tools, masterwork
Unidentified Glamered Chainshirt
Set of flensing knives with ivory handling

Initiative:

Bedu
Rhagodessa
Cormag
Erick
Gavin
Ismaire
Tessa


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Working on a priest of Cayden Cailean, crunch is done and I'm tweaking the backstory.

Before I get too much further, I wanted to ask a question. Will running a priest of Cayden be an issue in this campaign, with the war going on between the churches? I assume it won't but just wanted to be sure.

One more question: with the downtime in this campaign being crafting friendly, is it possible to do other things with the downtime like run a tavern? My character would probably want to take over the family tavern at some point. Ultimate Campaign has downtime rules for buildings, businesses and teams.

Thank you, Scarletrose.

Shadow Lodge

Fighting Chicken wrote:

Working on a priest of Cayden Cailean, crunch is done and I'm tweaking the backstory.

Before I get too much further, I wanted to ask a question. Will running a priest of Cayden be an issue in this campaign, with the war going on between the churches? I assume it won't but just wanted to be sure.

One more question: with the downtime in this campaign being crafting friendly, is it possible to do other things with the downtime like run a tavern? My character would probably want to take over the family tavern at some point. Ultimate Campaign has downtime rules for buildings, businesses and teams.

Thank you, Scarletrose.

It will not be a problem for the campaign.

You just have to keep in mind that the church of Nethys blames your church for the false accusations of Devil-Worshipping, and the church of Nethys has a powerful influence over Noble district.
So you would probably consider to not flaunt Cayden holy symbols or proselytize in the noble district to avoid religious tensions. There is a chance that entering the wrong tavern in the noble district you may be involved in a brawl with Nethys followers. But nothing more severe than that and certainly it would not impede you from progressing in the campaign.

It is possible to run a tavern but That would be not as easy as crafting since a lot of downtime is caused by long sea voyages.
On the other hand. There is a Serious opportunity to branch out and open a brand new tavern. As I said in the Interest check thread, there is a colonization part. Every colonist would want to get wasted after a hard day building a city.


I'm envisioning Octavius having been born into a minor noble family within the Champion's District and like most of the children residing there he spent countless hours impersonating his hero from the arena.

Upon coming of age, he decided to try his hand at being a gladiator and face a humiliating defeat at the hands of a rival.

Unable to bare the shame, he abandoned the city for the time being to become a sailor in hopes of strengthening himself for his inevitable return.

Now a year has passed and his ship has returned to the city of Sasserine. After facing various hardships and improving his skills, Octavius hopes to yet again test his mettle in Sasserine's Arena.

Any comments? Suggestions?


Here is my submission. An Undine Inquisitor of Gozreh - a mix of Robert Ballard (Titanic discoverer) and Calypso from Disney's Pirates movies.

I have yet to finish the background but basically:
When souls are lost at sea, so too are their possessions. Some of these waterlogged artifacts have strong magical auras that corrupt Dezrah's neutral oceans. Baaran finds these artifacts, destroys them, and, like any pirate worth his weight in salt, sells the remaining loot for more gold than its worth.

Shadow Lodge

Octavius Fremont wrote:

I'm envisioning Octavius having been born into a noble family within the Champion's District and like most of the children residing there he spent countless hours impersonating his hero from the arena.

Upon coming of age, he decided to try his hand at being a gladiator and face a humiliating defeat at the hands of a rival.

Unable to bare the shame, he abandoned the city for the time being to become a sailor in hopes of strengthening himself for his inevitable return.

Now a year has passed and his ship has returned to the city of Sasserine. After facing various hardships and improving his skills, Octavius hopes to yet again test his mettle in Sasserine's Arena.

Any comments? Suggestions?

In the character creation guides I said "include one recent event that made you publicly known for either your martial prowess, diplomatic skills or skill at theft and infiltration. "

So... maybe you did publicly defeated your rival once you returned.

Also, for all the gladiators wannabe.
Keep in mind that the Sasserine Arena features a lot more Man vs beasts than man vs man.
So defeating (or being defeated) by exotic beasts is also an option.

Another thing that may be of interest for eventual Rangers and Druids.
There are Dinosaurs in the area. They are not common in the area around Sasserine and they are usually small dinosaurs (no T-rex or Triceratops)
But you will probably get the chance to see those too.
So dinosaurs as animal companions is totally a thing in this AP


Forgot about gold:
4d6 ⇒ (1, 4, 5, 6) = 16 x10 +300 = 460gp


That would make since.

After spending a year facing the perils of the sea, Octavius returned home to defeat his rival. Now, thanks to his confidence and good looks, Octavius has started to gather a small group of fans who await his next mutch with anticipation.

That also helps establish his second trait of Memorable as well.

Shadow Lodge

Baaran Fishore wrote:

Forgot about gold:

4d6 x10 +300 = 460gp

Actually we use average starting gold.

For inquisitor would be 140, so for you is 440gp considering the trait.


Background:
'Nine-toes' Sherrick (don't ask, as he doesn't like to discuss it) was born, as many of his fellow bilge-rats are, to a wharfside doxy and never knew his father. He learned how to fish early, to supplement his food intake, worked as a wharf rat (which taught him quickly how to fight, favoring the knife because it was easy to hide), and eventually took to the fishing boats where he learned the craft of a sailor. Spending time in far too many taverns and alleys in various parts of Golarion, he eventually learned a thing or two about picking locks and pockets and used these skills to keep him in grog when there was no boat work to be had.

These days, life is good. He crews when he can, always adhering to the law of the sea, and steals when he can't. As long as there is gold to be made, and fights to be had, he's a happy lad. And a recent shipment of ivory that he was able to help find its way to a "private collector" has turned up the heat a bit, but also left him sitting pretty for a spell.

Crunch:
Rogue (Knife Master) 1

Init +6; Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 Armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Kukri +4 (1d4+2, 18-20/x2)
Melee Swordbreaker +4 (1d4+2, 19-20/x2)
Ranged dagger +4 (1d4+2, 19-20/x2, 10 ft.)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 11, Cha 12
BAB +0; CMB +2; CMD 16
Feats
Weapon Finesse, EWP:Swordbreaker Dagger
Skills Bluff +4, Climb +6, Disable Device +8, Kn:Local +5, Perception +4, Pro:Sailor +6, Sleight of Hand +8, Stealth +8, Swim +8, UMD +4
Languages Common, Dwarven

Gear
Weapons - 4x Dagger, 1x Swordbreaker Dagger ("Meat"), 1x Kukri ("Potatoes")
Armor - Leather

Gear - rogue's kit, compass, small steel mirror, shaving kit, 2 changes of clothes, fisherman's kit.

--------------------
Special Abilities
--------------------
Sneak Attack +1d8 (dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger)/+1d4 (all others)

Hidden Blade +0

-------------------
Traits
-------------------
Heart of the Sea - Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.

Water Rat - You gain a +2 bonus on Swim checks. When wearing
light or no armor and not encumbered, fatigued, or
exhausted, you can swim at one-half your speed as a move
action or your full speed as a full-round action. While swimming,
you gain a +2 bonus on Initiative checks.

Reactionary - +2 on initiative checks.


Scarletrose wrote:
Baaran Fishore wrote:

Forgot about gold:

4d6 x10 +300 = 460gp

Actually we use average starting gold.

For inquisitor would be 140, so for you is 440gp considering the trait.

Oh ya, my bad. 440gp it is then.


For story purposes,I am going to assume this character has like 5 or 6 gp left after drinking it all away.

Shadow Lodge

Dotting for interest.
I will see what I can came up with.


I have a crunch done. A tiefling ninja wanderer from Tian Xia, I figured he could have lived in the city for about 2 years, but I'm wondering about the geography of getting there. I know that the land route to Avistan is to go over the crown of the world which is probably a several year journey, could I get to the city by the same route?

Shadow Lodge

Bane88 wrote:
I have a crunch done. A tiefling ninja wanderer from Tian Xia, I figured he could have lived in the city for about 2 years, but I'm wondering about the geography of getting there. I know that the land route to Avistan is to go over the crown of the world which is probably a several year journey, could I get to the city by the same route?

The easiest path from Tian Xia to Arcadia is to actually sailing East from Minkai.


Ok, do you want an alias or can I post a crunch and background, and create an alias upon selection?


Updated Background:

Erick was born in the Cudgel sector of Sasserine, but unlike those of his generation, he was not destined to stay there. Erick's parents were minor, but wealthy, nobles. Unfortunately, they had mad enemies. Exactly who it was, Erick never found out, but his father was framed for treason, and their wealth taken away, his father hung, and his mother turned out on the streets.
His mother, unable to bear the shame, threw herself from the lighthouse onto the shoals below. Erick was left to the mercies of the city's orphanages, his family's dishonor slowly sending him to worse and worse orphanages, until he finally ended up in the Shadowshores, where no doubt he'd have grown up to be a criminal, had not fate intervened once again, perhaps to make up for it's last cruel touch.

Garvin Marshant, a Chelexian Emissary of the Order of the Rose was sent to the city by his order chapterhouse to see to settling the unstable city in the chaos of the post restoration. Sir Marshant was in the habit of hiring street urchins for use in the cities he frequented, sending them on errands, asking them about local information, and watching people for him.

He hired the young Erick, and was impressed by Erick's quick mind and developing prowess. Hearing about his past from someone else, he took the boy on as a squire, and thus Erick went on an odyssey that would span the next 10 years, squire to Marshant.

They spent two years in Alkenstar, helping to avoid a major outbreak of violence in the area. It was while living here and working with Sir Marshant that Erick met Tendir Quickfingers, a young gnomish gunsmith. She found Erick's fascination with firearms charming, and the boys unceasing curiosity very gnomish. She even eventually taught the boy the forbidden knowledge of gunsmithing, and gave him a dragon-throated pistol as a fare travel present when he and his master left Alkenstar.

There was also a period of three years spent in Tien, working with the new Empress who had just won back the throne after several hundred years of there being no-one on the throne. During his stay there, Erick learned to use armor and weapons like none he'd ever seen before, but he still dressed like he was in Alkenstar, blending the two in a manner no-one had seen till then or since.

Finally, 18, Marshant took him to an Order Chapterhouse, to have him fully inducted into a Cavalier Order. But rather than sponsor him to his own order in Cheliax, the Chelexian Blue Rose, Marshant sponsored him to the Order of the Tome in Andoran, which was a much better fit for the questing mind of the young cavalier. This was especially true as the boy had issues with the idea that history changes every 30 days, and that books should be burned.

Erick found the Andoran Order of the Tome much more to his frame of mind than the Chelexian Order of the Rose, and gained skills rapidly under their tutelage and training. His breadth of knowledge spread rapidly, and his training finally came together. He'd never been very good at animals, although he learned the minimum necessary to get by, even learning to fight from horseback (despite never quite catching on to how to convince them he was a friend).

Having completed his journeyman requirements, and now an official Cavalier of the Order of the Tome, Erick has returned to his birth city a much older, wiser, and calmer man than the angry and vengeful boy who left. Not that he won't look for those who ruined his family, but rather than burn the city down to do so, he plans to just demolish select bits of it as needed while earning a living.

I think this should address your concerns GM? It keeps it at 10 years by having Sir Marshant be from Cheliax. This shouldn't be an issue, as I could find nothing in the write up for it that would make Cavalier orders unusual in Cheliax. Rather than take Erick back to Cheliax when he went back to retire, Sir Marshant dropped him off in Andoran along the way, to avoid the unfortunate situation of watching his squire get hanged or something. :)


The campaign in which Orsal Hort was playing just died, do I'll be submitting him: whip using half-orc bard (buccaneer).

I need to reduce his level from 4 to 1. Redo background and equipment.

cheers

Shadow Lodge

@bane88 It's ok to post it here and make and make a alias upon selection.

@mdt nice. All I still need is a recent event that makes you publicly known for your martial ability, diplomatic skills or skill at theft and infiltration. I need a reason for locals to come ask you when they search for any of those things.


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The more things change, the more they stay the same...:

Huh, ten minutes... what is he, 13? 14? Erick wonders idly as he drives his elbow sideways into the pickpocket's face, sending the boy to the street on his arse, blood streaming from his nose. The same hand draws a heavy flintlock from his waist, the heavy iron barrel pressing between the boys eyes. "You probably don't know what this is, boy, but I promise you it can turn your head into mush before you can move. Now, do you want me to bust you in the nose again, or do you want to earn some copper for an afternoon's work?"

The boy pales, not knowing what the thing pressed to his face is, but the elbow had moved so fast that he hadn't even realized he was being hit until he was on the ground. "E..eh... earn copper... sir..."

The man nods, returning the pistol to it's holster. He digs a copper out of his pouch, and tosses it on the boy's chest. "I need a guide, your resume is acceptable. Now get up and wipe your nose." He's lucky I realized he was a kid, thought he was a halfling in that hood, almost broke his jaw. The man snorts as the boy gets up, biting the copper coin. "Now, there was a half-orc in a set of red armor that came through here in the last 20 minutes, dragging a girl about your age, human. Dragged her right off the ship I was on. Local guards didn't do anything. I figure he payed them off, but I don't see any guards here, so I need to find that half-orc."

The boy blinks. "Oh, him, yeah, I saw him. The girl was crying." The boy shrugs, not an unusual sight. "He's probably heading to sell her. I could help you buy her back for the right price?"

Erick leans down on the boy, nose inches from the boys, and his eyes go hard. "Boy, you took my coin. You lead me to where you think he's going, or I'll take that coin out of your hide. You take a man's coin, you do your job."

The boy gulps and nods rapidly, eyeing the daggers and sword and strange weapon, and the double armor the man wears. He wipes the blood off his mouth and starts moving through the crowd, kicking and punching people out of his way.

Erick follows along, one hand on his pistol. Behind them, the locals begin to move in the same direction, sensing the entertainment value of impending violence.

Two blocks over, the boy points to a tavern. "He's gotta be in there, that's where the slavers are buying today." Erick eyes the boy for a second, then nods. "You wait out here, and don't make me chase you down. If he's there, I'll give you a silver for a job well done."

The boy's eyes go wide, and he nods, as Erick enters the tavern. There's some laughter from inside, and then the mother of all sounds, like thunder. Smoke comes from the doorway, smelling of demons and devils, sulfur and brimstone. Then the sounds of fighting. The sounds don't last long. Erick exits the tavern shortly thereafter, leading a girl by the hand. As he steps into the street, a tiefling woman appears in the doorway. "Hey, that's my property. I already paid for it."

Erick looks over his shoulder. "She wasn't his to sell. You can get your money back from him. His armor should cover your expenses, and when he wakes up, if he does, you can sell him. He's big and strong, he can work hard, and he's a coward, since he only takes on little girls, so he won't fight back too hard."

The tiefling eyes the man, then looks over her shoulder, then laughs. "Little girls are worth more, but since he's free, I guess I'll make about the same profit. Interesting weapon you got there. Wanna sell it?"

"No."

The crowd exchanges purses with silver and copper, those who took the long shot stranger happy they won, those who bet on the local favorite gritting their teeth.

How's that for a recent event that would make rumors fly? :)


Hello, I wanted to throw my hat into the arena - literally. Here's my submission for Oktar the Savage, a hobgoblin. Being a member of a monstrous race, Oktar was supposed to be a "beast" to be fought in the arena, but he earned his place as a gladiator. He's currently a level 1 Fighter (Gladiator), but the intent is to take all remaining levels in Cavalier, combining the usual two-handed melee combat style with performance feats that will allow him to intimidate his foes both inside and outside the arena. He's also interested in eventually getting a dinosaur companion using the Beast Rider cavalier archetype. Background and build are in the profile.

*Edit* - I wanted to add that Oktar has the Beast Bully trait (use Intimidate to handle animals), which is actually a tiefling race trait. Would you be okay with that? It's both helpful to the build and thematic. Oktar won't be taming a dinosaur by being nice to it - he's going to show the dinosaur who's boss. But if you find it problematic, I can take it out.


Crunch:
Rin Okamura
Male Rakshasa-Spawn Tiefling Ninja 1
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft., see in darkness; Perception +3
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +6, Will -1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +4 (1d6+1/18-20) and
wakizashi +4 (1d6+1/18-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 10, Wis 8, Cha 15
Base Atk +0; CMB +1; CMD 15
Feats Weapon Finesse
Skills Acrobatics +8, Bluff +6, Disable Device +8, Disguise +8, Perception +3, Sense Motive +1, Sleight of Hand +8, Stealth +8, Swim +5, Use Magic Device +6
Languages Abyssal, Common
SQ poison use
Other Gear haramaki, wakizashi, wakizashi, rogue's kit, 17 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Background:
Rin was born 60 years ago to unknown parents in the Akafuto province in the Minkai Empire. He was left at a Ninja dojo in the mountains. A horned, black skinned tiefling child, the Head Ninja, a skilled man in his middle years named Goru Okamura took the child in and put him amongst the other child recruits.

Rin spent the next 30 years of his life training to infiltrate, assassinate, and exfiltrate. Stealth, poison, fighting. His adoptive father taught him much, taught him focus taught him to accept his dark lineage. On a mission to a nearby magistrate's village a aid to the magistrate had paid Rin to signal the approach of the Ninjas under the pretense of hiding a particular valuable of personal value to the aid, so as to not have it stolen or damaged. In his greed, Rin agreed with out hesitation, to his horror the aid had informed the town guard and many of his clan were killed in the resulting ambush. When he told his master and adoptive father, the now old man, exiled him as per clan law, but he wasn't angry with him, in fact he seemed to accept that betrayal was in the tiefling's very blood.

Wandering the empire for the next 20 years Rin acted as a petty thief and thug for hire, until he booked passage to the east all the way to Arcadia, where he continued his travels enventually settling in the city where he has lived for the past 2 years now.


Here he is with a preliminary Stat Block. Apparently my computer, and this site, hated me last night/early this morning. It ate my updated Stat Block and my Background, Personality, and Appearance.

Background:

A man of Ulfen/Irrisen Descent. He was captured as a Slave when his parents were falsely accused of Murdering a Lesser Nobleman's Wife. He served in the Nobleman's Mercenary Company and fought extensively in Taldor and even seen service against the Andoran Navy. Though everything changed when his master throw a wand at him to hand to the Company's Mage. When he held it his anger caused his innate magical talent to activate the wand. He was spared the lynch thanks to the Mage taking him in.

It was by her that he learned to harness his magical talent and found joy in research and magical items. It is her that gave him the ring he keeps on his right hand. After she passed from illness he took it upon himself to continue her journey of searching for new and forgotten lore.

It was on his return from the Dragon Empires that he learned of a city in a far of continent. He decided to travel there using Mercantile connections to seek out new discoveries in a new land.

Here recently he has been learning of the Mercantile trade to make a little extra money and has been successful in selling scrolls and magical services. Especially in stopping the fighting that seems to plague the city between two churches that should be working to make the city better. Though they seem to avoid starting fights when he is around ever since he sent members of both sides stumbling overboard on a ship he was helping to unload with a single shout.

Personality & Appearance:

Possessing a Jovial demeanor most of the time he turns cold and merciless when fighting. His greatest weakness is this strange aura that hangs over him that make people uneasy.

He typically wears clothing that can take a beating. He always keeps his Cestus & Walking Staff (a Reskinned Club) nearby. On his back he carries a Pack with a Bedroll tied to the top and a scroll case lashed to his belt just in reach of his hand. On his arms typically hidden are Tattoos.

Quick Appearance Description:

I am thinking he is very much like Ezren from the Mythic Adventures Book though maybe a little more plain. and with tight sleeves over his arms from his Undertunic. His tattoos are a hybrid of Celtic & Nordic Knotwork with Runes intermixed.

Did I miss anything?

@Bane88: Is that a slight Ao no Exorcist reference?


...Maybe! XD..no it is I started it on a hunch on Netflix and finished it in a day, really enjoyed it.


Bane88 wrote:
...Maybe! XD..no it is I started it on a hunch on Netflix and finished it in a day, really enjoyed it.

Glad to know I am not the only one. Sadly mine was Streaming low quality dubs and watching Toonami. Oddly enough the Dorn was inspired by a Manga as well... At this rate we just need a Healer and a Warrior inspired by a Manga/Anime alongside a GM to form a group...

Shadow Lodge

I'll post a list of the candidates I have so far.
If I'm forget anyone please let me know

Tin Foil Yamakah - Dimitrious Black – Phanaton Umbral Shadow Sorceror
Fighting Chicken - ? - Human Cleric of Cayden Cailean
pH unbalanced - ? - Dwarven Witch
mdt - Erick Bonestihl – Human Emissary Honor Guard Musketeer Cavalier
Viluki - ? - Invoker
Bane88 - Rin Okamura - Ninja
Doublegold - ? - ?(LE evil genius)
LibraryRPGamer - Baaran Fishore - Undine Inquisitor of Gozreh
Deliverance - ? -
The lucky halfling - Octavius Fremont - Human Swashbuckler
Azaelas Fayth - Andoryn 'Dorn' Ironsides – Wizard
Oniwaban – 'Nine-toes' Sherrick – Human Rogue
Merck - ? - ?
Jubal Breakbottle - Orsal Hort – Half-orc Bard (bucaneer)
Tazo - Oktar the Savage – Hobgoblin Fighter Gladiator

The Exchange

I decided not got with LE, I'm going with LN. The law is everything, society and order is everything.
He is a celestial bloodline sorcerer. He took light armor proficiency is is wearing leather armor, so he currently has as spell failure chance of 10%. Though he is not a noble, he works for the nobles and that is where is attitude of society comes in, his view on life, etc.

And he will be taking Arcane Armor Training at Level 3.

For those who would suggest Magus, I didn't quite have as much with that class, less spells and much more.


@Zac Freelan: I agree Magus is a good class but isn't always right for a Warmage.

Also not to be negative or anything but can Emissary and Musketeer be used together? I thought they overlapped?

Shadow Lodge

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

Submitted for your approval is Kutsya Saltenlock, a Dwarven White-Haired Witch

GENERAL:
Female Dwarven (White-Haired) Witch 1
Lawful Neutral Medium Humanoid (Dwarf)
Init: +0 (+2 swimming); Perception: +3
Languages: Common, Dwarven, Giant, Orc, Terran

Str: 14 Dex: 10 Con: 14 Int: 16 Wis: 15 Cha: 8

BOOKKEEPING:

Archetype: White-Haired Witch
Patron: Strength
Familiar: King Crab
Feats: Combat Expertise
Traits: Magical Knack (Magic), Water Rat (Campaign)
Favored Class: Witch (+1 hp)
Skills Purchased: 1 Rank each in Diplomacy, Perception, Profession (Sailor), Spellcraft, Swim

COMBAT INFO:

DEFENSE

AC:14 Touch 10, Flat-footed 14 (+4 armor (Mage Armor)+2 vs aquatic/water)
hp 9 (1d6 +3)
Fort +2, Ref +0, Will +4
CMD 12/14 Grapple/16 Bull Rush or Trip

OFFENSE

BAB +0; CMB +2/+4 Grapple/+5 Grapple wHair
Spd 20 ft.

Weapons:
Hair +2 (1d4+4/x2/B/S/P)
Hair w/wpn -3 (1d4+1/x2/B/S/P)
Heavy Pick +2 (1d6+2/x4/P)


SKILLS:

Appraise: +3 (+5 for underwater treasure)
Bluff: -1
Climb: +2
Craft +3
Disguise: -1
Handle Animal: -1
Heal: +2
Intimidate: -1
Perception: +3
Perform: -1
Profession(Sailor): +8
Sense Motive +2
Spellcraft: +7
Survival: +2 (+4 at sea)
Swim: +5
Use Magical Device: -1

WITCH ABILITIES:

Weapon and Armor Proficiency Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

Witch’s Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
King Crab: Master gains a +2 bonus on combat maneuver checks to start and maintain a grapple

DWARVEN RACIAL TRAITS:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Dark Vision: Dwarves can see in the dark up to 60 feet.

Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods found in or under the water. (altered per Saltbeard above)

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

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

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

WHITE-HAIRED WITCH:

White Hair (Su): At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

At 4th level and every four levels thereafter, a whitehaired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.

The hair cannot be sundered or attacked as a separate creature.

SPELLS KNOWN:

0-Level
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food & Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

1-Level
Chill Touch
Comprehend Languages
Cure Light Wounds
Enlarge Person
Ki Arrow
Mage Armor

SPELLS MEMORIZED:

0-Level:
Detect Magic
Mending
Touch of Fatigue

1-Level:
Comprehend Languages
Mage Armor

TRAITS & FEATS:

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Magical Knack: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Water Rat: You gain a +2 bonus on Swim checks. When wearing light or no armor and not encumbered, fatigued, or exhausted, you can swim at one-half your speed as a move action or your full speed as a full-round action. While swimming, you gain a +2 bonus on Initiative checks.

BACKGROUND:

After the three whalers discarded her in the trash pit of a derelict gutting plant, Kutsya Saltenlock lay there for nine days. Nine days pinned in stagnant briny backwash by broken steel tabletops and splintered crabpots, with her thick black braids wrapped tightly around her face. "So that we can stand to look at the ugly wench," one of the whalers had said.

On the first day she ripped out three fingernails and tore raw the flesh on her hands, arms, and legs trying to pull herself free from the debris that trapped her. The salt burned in her wounds like acid.

On the second day she prayed to Ylimancha for wings that she might fly away.

On the third day Kutsya's thoughts turned to her family, as she wondered where they were searching for her. There had always been Saltenlocks in Sasserine, as solid a family of Dwarven seafolk as there had ever been. Some were sailors, some were crafters, and some were dockworkers, but they were Saltbeards all, and woven into the very fabric of the city. She knew they would never find her, but her biggest fear was that she had been such a vagabond in recent years that they hadn't yet realized she was missing.

On the fourth day she prayed to Gozreh, that a storm might lash its way through the building, destroying everything and setting her free. Rainwater dripped into her mouth through holes in the ceiling, but nothing more.

On the fourth day Kutsya cursed her acid tongue, and wished for the six hundredth time that she had not sassed Captain Parrel, forcing him to discharge her from The Jaunty Marlin, the best ship she'd ever served on. This would never have happened, if only she'd been at sea, instead of loading barges on the docks.

On the fifth day she prayed to Torag and Trudd and Dranggvit and Magrim. And Desna and Cayden and Sarenrae and every other god she could think of, beseeching them to free her.

On the seventh day she no longer shivered or ached, as her awareness narrowed to nothing more or less than her slow shallow breaths.

On the eighth day she prayed to Pharasma to let her die.

On the ninth day she was offered the strength to survive, the strength to free herself, and the strength to exact her revenge, in exchange for service freely given. She accepted, and soon the water roiled with activity as scores of crabs severed her bonds, pushed aside the heavy detritus trapping her, and carried her out into the sea.

On the tenth day, Kutsya Saltenlock walked into The Drunken Dolphin, draped in rags and the heavy smell of brined offal. She drove a pick through the skull of one of her tormentors, and strangled a second with her now salt-white braid. The third escaped long enough to confess to the guard and turn himself in, preferring his slow inevitable fate at the hands of the Law to the tender mercies Kutsya would have lavished on him.

For days afterwards "the Dwarven Banshee" was the talk of the town.

EQUIPMENT:

Very little -- heavy pick, a few kits, some alchemical equipment, maybe a potion or scroll

After looking at it, I can tell I'm going to take 2 levels of Monk of the Sacred Mountain, but everything else will be Witch. Let me know if you have any questions.

A Note on Patrons:
By my reading of the rules, a Witch can never be absolutely certain who her patron is -- that's part of the fun. Kutsya hopes that her Patron is Dranngvit or Trudd, but it could be anyone with the Strength domain. Several evil ones that would be appropriate are Ealdeez, Haagenti, or Kostchtchie, if you decide that's how you would like to go.


I think I am done with everything except maybe minor purchases that can be handled in game. Like a horse, cart, extra containers, and such. Maybe a few extra scrolls. Oh I do still need to re-figure how much gold he has left... I tried leaving the 70 Starting GP alone and only work with the 300 he got from Tongue of the Merchant.

Any thoughts on things I might should buy or change? By no means is he Optimized. If anything I done the opposite.


Love, Love ,Love the backstory! ph

The Exchange

Azaelas Fayth wrote:
@Zac Freelan: I agree Magus is a good class but isn't always right for a Warmage.

That's the one thing about pathfinder, it does not have warmage.

So in pathfinder, you either go Magus which still has to prepare spells or you go sorcerer with light armor proficiency and arcane armor training.
Not that I plan on entering melee, but for all those archer NPCs, I want to make sure they can't pick me off.


Meh, I didn't like 3.5's Warmage too much. I prefer the Magus if I am going combatant with casting.

Though my group tends to use a Variant/Homebrew Rule Package that allows even a Fighter to go without armour and still be viable against a dragon.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Dimitrious Black wrote:
Love, Love ,Love the backstory! ph

Thank you! I'm glad you enjoyed it.


Here's luck and a fair wind to you all. Tessa Steele, bein' at yer service.

Tossing Tessa, the sassy Swashbuckler into the mix. I know I owe you a background and details, they are a-comin'!


Added a background/appearance and switched some things around.

Changed his combat mechanics from ranged (crossbow) to finesse/melee (dagger/buckler)- going with an sort of underwater Captain America-type combat style.


What is the trait type for the adjusted feats from the Savage Tide player's guide? Regional Traits?

Shadow Lodge

Baaran Fishore wrote:
What is the trait type for the adjusted feats from the Savage Tide player's guide? Regional Traits?

they would be campaign traits.


Dotting so that I can finish off Bedu later after work. Need to amend traits etc to make him fit the AP but I doubt he will look much different. Especially when he is one of my favourite characters from a previous pbp several years ago on these boards.

Fair warning scarletrose, I have almost completed the first encounter once, before the pbp went the way of the dodo.


Scarletrose wrote:
Baaran Fishore wrote:
What is the trait type for the adjusted feats from the Savage Tide player's guide? Regional Traits?
they would be campaign traits.

Cool. One last, minor tweak then.


@Scarletrose

"The Grand Admiralty of the Fever Sea" is obviously the transformation of the Sea Princes from Greyhawk. In your mind, is the Grand Admiralty a precursor to the single fleet (Pirate Council) of Free Captains of the Shackles, which happens in 4674 AR, about 20 years before arriving in Sasserine?

I've found scant mention of piracy in the Player's Guide but lots of black markets. Black markets occur to avoid taxes and regulations. So can I assume that Sasserine is highly taxed and regulated? It wouldn't seem so, but the presence of black markets kind of assures it. Back to piracy, I guess there would be some who operate in the Arcadian Ocean and Inner & Fever Seas, then return to home port in Sasserine, right? Also, there is some mention of Sea Barons, would these be Free Captains of pirates and merchants? Does the city license privateers making the act of piracy on non-Sasserine legal?

Also are the Witchwardens unchanged except replacing the priest-mage of Wee Jas with Nethys? They are charged with the defense of the city. Do they do this obviously with uniforms? Do they do it covertly, or both? Would it make sense for my bard (buccaneer) to be an obvious witchwarden for the Shadowshore? I'm thinking of a background, like a local boy makes good. I imagine him wearing parade armor identifying him as a witchwarden living in Shadowshore.

Is Taldan Common or Polyglot in Sasserine? What other languages are popular?

cheers

Grand Lodge

Submitting:

Sydney Bristove
Ancient Lorekeeper Wave Oracle 1
Medium Half-elf / Humanoid (Half-elf)
Init +1; Senses Perception +2, Low-light Vision, Keen Senses,
==DEFENSE==
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 8 (1d8)
Fort +0, Ref +1, Will +2
Defensive Abilities Elven Immunities (PFCR 24)
==OFFENSE==
Spd 30 ft/x4
==STATISTICS==
Str 9, Dex 12, Con 10, Int 12, Wis 10, Cha 18
BAB +0, CMB -1, CMD +10
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Shield Proficiency (PFCR 133), Skill Focus () (PFCR 134), Spell Focus (Evocation) (PFCR 134)
Skills Bluff +9, Diplomacy +8, Knowledge (religion) +5, Knowledge (planes) +5, Spellcraft +5
MC Lorekeeper Skills (PFARG 24), Oracle Curse: Blackened (PFAPG 43 - 44), Mystery: Wave (PFAPG 43), Revelation: Icy Armor (PFAPG 45)
Traits Convincing Liar (Social: Bellflower Network) (PFCh: FcGd 63)
Languages Common, Draconic, Elven

Fluff:

Sydey went away about 100 years ago to see in order to search for the Great Sapphire of Yunkai. Once long ago the Goddess Yuelral bestowed the powerful Sapphire to those that would become the sea elves in order to help them raise powerful aquatic gates in order to travel to Sovyrian.

The jewel was lost upon the return of the sea elves in 2638 AR.

Alana like few others who have a natural affinity with the sea made her life's quest to find it.

Her last clue pointed to an ancient in powerful artifact in Sasserine. So for the better part of a Year Sydney has been investigating that lead along with rumors of pirates treasure and other stuff.
Having had no success she finds herself in the Beardless Mermaid inn wondering where and what to do next.

Shadow Lodge

Orsal Hort wrote:

@Scarletrose

"The Grand Admiralty of the Fever Sea" is obviously the transformation of the Sea Princes from Greyhawk. In your mind, is the Grand Admiralty a precursor to the single fleet (Pirate Council) of Free Captains of the Shackles, which happens in 4674 AR, about 20 years before arriving in Sasserine?

I've found scant mention of piracy in the Player's Guide but lots of black markets. Black markets occur to avoid taxes and regulations. So can I assume that Sasserine is highly taxed and regulated? It wouldn't seem so, but the presence of black markets kind of assures it. Back to piracy, I guess there would be some who operate in the Arcadian Ocean and Inner & Fever Seas, then return to home port in Sasserine, right? Also, there is some mention of Sea Barons, would these be Free Captains of pirates and merchants? Does the city license privateers making the act of piracy on non-Sasserine legal?

Also are the Witchwardens unchanged except replacing the priest-mage of Wee Jas with Nethys? They are charged with the defense of the city. Do they do this obviously with uniforms? Do they do it covertly, or both? Would it make sense for my bard (buccaneer) to be an obvious witchwarden for the Shadowshore? I'm thinking of a background, like a local boy makes good. I imagine him wearing parade armor identifying him as a witchwarden living in Shadowshore.

Is Taldan Common or Polyglot in Sasserine? What other languages are popular?

cheers

The Grand Admiralty of the Fever Sea is the title assumed by the ruler of Bloodcove.

The founders of Bloodcove has not been dated as far as I know, but is attributed to retired Shackles pirates capitains.
In 4674 the shackles pirates unites in a single fleet under the hurricane king but it's heavily implied that pirates ships navigated the shackles for many centuries before that.
The fleet that captured and controlled Sasserine for 50 years were pirate captains loyal to the retired captains of Bloodcove, possibly descendants or former captains' first mates.

Taxes on sasserine are not overwhelming, but is still a massive city that needs to be rebuilded, so I expect there is a certain degree of taxation.
The real deal with the black market is fencing stolen items (especially pirates loot) and selling illegal items. The illegal market major commodity is exotic animals. In Sasserine you need some sort of license to buy and keep wild and dangerous animals (and there are a lot of them in the area, from giant arachnids to dinosaurs). The black markets deals in both dangerous animals and forged licenses.
Hard drugs, evil magic and slaves are also traded in the black market.

Yeah. there are some pirates operating in Arcadia.
You will find out soon enough anyway but the most infamous group is the Crimson fleet. (details on the crimson fleet would requite a knowledge local once in game)
Sasserine do not openly supports privateers.
While Piracy is of course considered illegal in Sasserine, there is no desire to pursue pirates in an overly aggressive fashion.
The nobles know that many inhabitants are or have been pirates, and that many "tourists" that bring money to the city are pirates as well.
You would still be captured and arrested if you are caught in the act or if you build a particularly nasty reputation, but in all the other cases Sasserine tends to be a little more lenient than most cities when it comes to dealing with piracy.
That and the fact that Sasserine is still trying to rebuild a decent fleet. Once they manage to have powerful patrols and profitable protected trade routes their attitude towards pirates might change.

The witchwardens are first and foremost a wizard guild. They are not "Cityguards" but rather those the authorities go to when there is a threat common soldiers can't truly understand or deal with.
Members don't usually wear particular uniforms.
They do have a Dagger though
Every promotion beyond the initiate level receive a white, black, or red dagger as a badge of office.
It's something you can't have at creation, but you can earn it during the game. It gives nice perks too... discounts on magic item creation and the chance to borrow magic items from the guild.

Sasserine has been founded by Chalexians and they are still the major population in the city, so Taldane is the official language.
Skald, Varisian , Tien and Halfling are also popular. Another Popular language is Arcadian. While there are virtually no native Arcadian living in Sasserine there are a lot of tribes living near the Amedio jungle. Some of them have been "civilized" and can speak Taldane with various degrees of success, but some are still deep rooted to their ways and their languages.
As you may expect, among all the languages, Arcadian will be the one featured the most.

Shadow Lodge

ANUNNTIO VOBIS GAUDIUM MAGNUM: HABEMUS DEADLINE
sort of

I plan to close the recruitment on Monday. (so you have today and tomorrow to join)
Then, those who have at least dotted for interest will have 1 or 2 day to complete their entry, make last changes, ask last questions before I) announce the party. Chances are I will announce the party by Wednesday.
We have almost 20 potential players here. Selections will be hard. Ideally I would like to run a 4 players campaign ... that would mean cutting off to one fifth. that's brutal. As anticipated I may go with 5 or 6. It would be more work for me to maintain the challenge but I would do it if I feel there are character that simply I cannot bear to drop.
Also... even if you are not picked, if someone drops out of the game for any reason I might come back to call you if you will still be interested.


and NOLI ILLEGITIMI CARBORUNDUM! to you.

Best for luck to everyone, time to give this some serious thought. Savage Tide has a great reputation.

Cheers


@Scarletrose

Thanks! Never saw that title at Bloodcove, even after halfway through Skulls and Shackles. Will have the background and equipment finalized by Monday.

cheers


I would like to throw my name/character into the running!

My idea is a gnome cleric/fighter, starting as a cleric. He rides a riding dog and has lots of chutzpa. His name is Sir Bahb the Underfoot.

Please put me onto the consideration list, and I will work up more specifics this evening, because I am at work right now.

Thank you for your consideration


1 person marked this as a favorite.

Here is Morthar my Invoker character, tell me what you think of him...

The Exchange

Just to be clear, reading up on factions, do we have to be the cheliax?

Shadow Lodge

@Morthar: first impression was "WOW... he wants to rule Sasserine? Really?" Then again I was thinking about the end of the campaign, and at that point being the de facto ruler of Sasserine would be a very meek ambition in comparison to what you guys would be able to obtain.

Also... for all the Human characters.
I would like to see what ethnicity you are. (of course half-breeds are absolutely viable) As your ethnicity may or may not have some in-game effects.
Also, your faith. If you don't have any is ok but please specify that.
Different affiliations may react in a different way based on your faith and ethnicity (making it easier or harder to enter their ranks and gain status in them) also certain institutions and nobles may react favorably or poorly depending on your faith (or at least the faith you are publicly known to follow)


Oh Morthar doesn't just want to rule Sasserine, he desires an Empire... But an empire needs a capitol. Anything specific that troubles you etc?

Morthar would be naturally Chelexian and his religion would be none... Why pray for power that you already have?

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