The Tale of Solku - and the Nights of Fire (Inactive)

Game Master Mark Sweetman

Only in complete silence, will you hear the desert


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“When the laughing beast-men attacked, I hid between two of our camels until the guards drove them off. For days after, nothing bothered us but the usual dust, heat, and flies. Then the mountains lifted above the horizon, and at last we came in sight of glorious Solku. How solid the town’s gate! How peaceful the boats sailing upriver! How golden the evening sun, which set the Citadel’s dome aflame! We clapped and cheered to see our journey’s end.
“Of course, that’s when the bandits struck again. “The healers say I’ll keep my arm. But enough of that—let me tell you about sunrise service at the Lambent Citadel!”
—Rehema Nasreen, Sarenite pilgrim

This is a recruitment thread for a Homebrew Campaign set on Golarion in Katapesh. The campaign will start in Solku, at the start of the month of Pharast.

Campaign Summary:
Give me a year and a hundred of my kin and I would make this a place that armies would break upon like water. ...Sleep! I feel the need of it. Yet my axe is restless in my hand. – Gimli, Son of Gloin

The quotes that I’ve included for flavor throughout this post should give you a reasonable inclination of what sort of game I’m likely to have play out in the long term. Hopefully it will be a game of three parts, with the beginning short and sharp, middle section dense and pressing and the final a slow dragging over hot coals as skin blisters and throats grow hoarse from screaming… should be a hoot ;)

House Rules / Restrictions / Points of Note:
The street is no longer measured by meters but by corpses…Stalingrad is no longer a town. By day it is an enormous cloud of burning, blinding smoke; it is a vast furnace lit by the reflection of the flames. And when night arrives, one of those scorching, howling, bleeding nights, the dogs plunge into the Volga and swim desperately to gain the other bank. The nights of Stalingrad are a terror for them. Animals flee this hell; the hardest stones cannot bear it for long; only men endure. – Un-named German.

Nothing that needs be known for the start of the PbP. Assuming that we move past the opening chapter then we can discuss some additional systems that might be applied for the middle section, and then eventually for the end. I’m expecting that they’ll predominately be qualitatively driven though and easy to get your head around.

Secondly I will note that ultimately I intend for this to be a campaign suitable for good characters – or at least ones with the welfare of the common man close to heart. You can be pragmatic, enigmatic, magnanimous or any other description – but a desire for both preserving life beyond your own and protecting the weak will make things far more interesting.

Posting Requirements:
“What are you going to do?’ whispered Temple.
‘There was a time I’d have gone charging over there without a thought for the costs and got bloody.’ Lamb lifted the glass and looked at it for a moment. ‘But my father always said patience is the king of virtues. A man has to be realistic. Has to be.’
‘So what are you going to do?’
‘Wait. Think. Prepare.’ Lamb swallowed the last measure and bared his teeth at the glass. ‘Then get bloody.”
― Joe Abercrombie, Red Country

I am looking for people that can check in on the thread at least a couple of times a day, and post 1/day on weekdays. Weekends are more relaxed, as I can generally only get online in the evenings due to the entanglements of a couple of young boys. My weekday posting can occasionally get a bit spotty as well depending on how my workload goes.

Feel free to pop into my profile and take a peek at the campaigns that I currently DM if you’d like to get a read for how I go about things.

What do you Need to Post Now for an Application:
Nine-tenths of tactics are certain, and taught in books: but the irrational tenth is like the kingfisher flashing across the pool, and that is the test of generals. – T. E. Lawrence, The Evolution of a Revolt

The last couple of times I went about recruiting I had a fairly onerous response requirement, but this one will be much tighter and less demanding… so much so that I don’t actually want any written background or personality from anybody at this point. All I need are the following:

  • A paragraph description of what your character looks like.
  • Why are you in Solku?
  • What are your plans for the next seven days?
  • It might be useful (but not mandatory) to tie your character to a group within Solku or it’s surrounds, I’ve given a few possible suggestions in a spoiler below.
  • A summary of how your character will be mechanically built (abilities, class, major character choices).

Potential Group Connections:
Acolyte of the Lambent Citadel
Dathapatish within the Town Militia Dathapatish – commander of 10
Enforcer at the First or New Market
Adventurer staying at the Breakstride
Usher at Gilded Dreams
Researcher at the Archive of Eminent Tomes
Sergeant within the Condor Company
Officer of a Trade House
Sergeant within the Serpentine Blades
Ranchhand in The Pens
Acolyte of the Temple of Iomedae
Street leader from Dustyfoot
Bandit from The Beehive
Outrider from Fort Longjaw
Boatman for the Current Runners
Pesh Farmer from Commonfield

List is not intended to be exhaustive – feel free to make custom arrangements.

Oh, and for frame of reference – you’ll be building 4th level characters, core races, 20pt buy, standard wealth by level.

If you’re looking for fluff inspiration – much of what is in Dark Markets or the Solku entry in Towns of Golarion I would consider canon. Or if you don’t have either here’s the wiki entry.

Recruitment Timeline:
First, we ate the horses. We weren't riding anywhere, not with the castle surrounded. We couldn't feed them, so fine. The horses, then the cats-I've never liked cats, so fine. I do like dogs - good animals, loyal - but we ate them too. Then the rats... The night before you slipped through, I thought my wife was dying. She couldn't speak anymore, she was so frail. And then you made it through the lines, slipped right through in your little black sail boat with your onions... – Stannis Baratheon (TV Series)

The recruitment thread will stay open until ~Thursday 6th February or so. I also will give a 24 hour warning before shutting the gates to applications.

Fire away with any questions that you might have and I shall endeavour to answer them.

Lastly… please remember this is a Recruitment Thread; and not a Roleplay Tavern.

Duiker saw Coltaine there… his round shield a shattered mess on his left arm, his lone long-knife snapped to the length of a short sword in his right hand, his feather cloak glistening as if brushed with tar. – Deadhouse Gates, Steven Erikson

Sovereign Court

Definitely interested :-)

How would you feel about a Sahir-Afiyun (using the rules from Dark Markets of Katapesh), a pesh farmer and addict who works in the 'refining' end of the business, but wishes that his faith in the redeeming nature of the Everlight was strong enough to give him the courage to cut ties? Would that be too uncomfortable?


No issues in principal with a Sahir-Afiyun, will obviously need a 3.5 -> PF tweak, but that would be easy enough.


Sounds interesting. Love the pitch. One of your quotes indirectly gave the idea.

How would you feel about some kind of slave warrior bodyguard. Not some kind of spunky escaped slaved. I mean one that's still very much obedient. Only problem is coming up with a hook, but I don't suppose one of the other PCs could have somehow managed to legally acquire him from his old boss for whatever reason (whether on purpose or he was just given away to pay a debt).

Was thinking of going a little more unorthodox and making him a halfling mounted ranger.

Barring that, I have a writeup for another melee character, an aging human weapon master fighter. Thinking he'd be past 30 at the very least. Though the question there is if you would be applying the age modifiers or not.


Glad to have your interest magnumCPA. I tend not to give too much directed feedback on character concepts - I prefer to have people pitch the character that they most want to play, rather than whichever one they think that I most want to see.

Age modifiers - if your character is old enough, they apply.


I present Jabrim Lightfoot for consideration.

I tried to integrate him into Solku society as much as possible. If you require more information, please let me know.

Appearance:

Jabrim is a common looking Halfling, quite unremarkable. People usually do not remember him unless he wants them to. He has cinnamon skin, light brown hair and dark brown eyes. He is often dressed in cheap looking light robes, perfect for local weather, not hindering movement and offering many possibilities for hiding stuff. He usually wears disguised light armor under the robes. He is quite adept at changing his looks to best suit his duties at the moment.

Reasons for being in Solku:

Jabrim is a resident and an employee. Also, he loves his town and would protect it at all costs – or die trying. This means he might definitely not be considered good as he is not above any underhanded tactics including assassination (although he would not enjoy it).

Day job: Bartender at Breakstride who also acts as a runner with pitcher of beer to send arriving caravan members to the inn.

Part-time job: thief at New Market under the direction of Beza Duri

True job: Special operative to Lord Kel-Kalaar charged with observing and studying the visitors of Solku and reporting anyone that might pose a threat to the town to Marjan Hediyeh. He utilizes both his "official" jobs for his day-to-day duties. He is sometimes charged with special assignments.

Plans for next seven days… as usual, given his jobs.


Preliminary Stats:

Note: nothing is set in stone, if the character concept is approved, any crunch can be changed.

Male Halfling Ninja 4
N Small humanoid (halfling)
Init +4; Senses Perception +10
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 27 (4d8+4)
Fort +2, Ref +8, Will +2; +2 vs. fear
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork wakizashi +7 (1d4/18-20/×2) and
. . masterwork wakizashi +7 (1d4/18-20/×2)
Ranged shortbow +8 (1d4/×3)
Special Attacks ki attack speed, sneak attack +2d6
Spell-Like Abilities
. . —vanishing trick
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 12, Int 12, Wis 12, Cha 14
Base Atk +3; CMB +2; CMD 16
Feats Two-weapon Fighting, Weapon Finesse
Traits child of the streets, well-informed
Skills Acrobatics +11, Bluff +7, Climb +4, Diplomacy +7 (+8 to gather information), Disable Device +11, Disguise +8, Escape Artist +9, Knowledge (local) +9, Perception +10, Profession (barkeep) +5, Sense Motive +8, Sleight of Hand +12 ( +16 to conceal a weapon), Stealth +15, Use Magic Device +9; Racial Modifiers +2 Perception, ki jump (running start), no trace
Languages Common, Halfling, Kelish
SQ fearless, ki movement, ki pool, ki stealth, ninja tricks (hidden weapons +4, vanishing trick), poison use
Other Gear Masterwork Studded leather armor, Masterwork Wakizashi, Masterwork Wakizashi, Shortbow, Handy haversack (empty), Hat of disguise, Thieves' tools, masterwork, Wrist sheath, spring loaded (empty) (2), 40 GP
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Special Abilities
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Fearless +2 racial bonus vs Fear saves.
Hidden Weapons +4 (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Well-Informed (Diplomacy) +1 Gather Information and Knowledge (Local), and one of these is a class skill.

Futher developement depends on the campaign.


I was pretty active in this forum for a while and had to take a step back due to "real-life." But I saw this pitch, and I want back in. I really love the world of Golarion, especially the north, north-eastern corner of Garund, so there's really no way for me to say no.

I have a character based on an NPC from a campaign I've been working for a while.

Pellious Leroung is a Chellish scholar, a latter son of a house with a long and prestigious history of academic achievement. He uses his family's largess in pursuit of knowledge, and the glory of discovery. He can be astonishingly, but not always offensively arrogant, and expects his name and wealth to open most doors his general lack of charm cannot. All of his noble-born propriety quickly dissolves in the face of a potential discovery or new knowledge. He has no issue with the diabolical elements of his homeland, and buys into the notion that Hell works for Cheliax.

Pellious is tall, slight, and his long, black hair and beard is already streaked with gray. He dresses in the finest clothes, and carries himself with a deeply ingrained noble bearing. His eyes are piercing blue, and devour all that they see.

He is in Solku to visit the well-known Archive of Eminent Tomes, and to peruse the volumes of knowledge there for the next several weeks, before setting-off to Osirion and Thuvia. He most likely has some retainers or servant(s) with him, but I'm not completely sure how that would work mechanically.

Crunch-wise, Pellious is a Lawful Neutral Conjurer, with a heavy focus on knowledge skills. Complete crunch will be posted soon, if necessary. In the campaign he was higher level so he had an imp familiar, I'm currently trying to suss out a suitable replacement.

Are we taking the new standard of two traits and a drawback?


Welcome Jetty and DM Corvus :)

Two traits and an optional drawback for another trait is how it's being done.

As far as retainers and servants of a non-combatant nature - there's costs for that in the PRD.


Hm, this looks extremely interesting. I love the tone set by the quotes! Kudos on the Malazan quote, love those books!

I'll see if I can come up with a concept that strikes my fancy.

Any restrictions on classes I should be aware of? How about the ACG Playtest? Not set on anything, just want to make sure I know all my options.


Word on the street is the paladin has returned from Zolurket. He spent months aiding the dwarves in establishing a base of operations to reclaim their homeland. For reasons of his own he left them and returned to the Lambert Citadel. What could have prompted that move?

Khepri:

Khepri is a man in his prime, with good looks and confident air about him. He has dark skin, short brown hair, and deep brown eyes. He genuinely cares about others and goes out of his way to help another when he can.

He wears highly polished and well made dwarven crafted plate mail with a sunburst of Sarenrae on it. His shield, as well made as his armor, has the image of an angel with fiery hair on it. His scimitar has holy words etched up and down the blade that contain prayers to Sarenrae. He also wears a red and white cloak with gold trim that has the Sarenrae sunburst on it.

Khepri has returned from Zolurket because his instincts or holy guidance led him back. He will spend the next week in the Lambert Citadel praying and recovering. He will also aid Adar Bilyadan in his training and drills of the militia if he will have him.

Khepri will focus on criticals and bull rushing combinations (like bull rush strike). He will also be staying paladin and will augment his lay on hands (like greater mercy/ultimate mercy or some of the others in ultimate Magic)


Otm-Shank wrote:
Any restrictions on classes I should be aware of? How about the ACG Playtest? Not set on anything, just want to make sure I know all my options.

No restrictions apart from needing to fit into the milieu of Solku.


Currently working on a writeup for a paladin of Sarenrae, but just a question, if you will.

The wiki makes mention of a band of Sarenrae's paladins called the Dawn Vigil, but does not really go into much detail about them. Would it be a viable plot point for my character? Or is it a little too small/exclusive?

EDIT: Actually, I'd rather not step on any toes if at all possible. A crusader cleric could more or less fit with the same overall backstory that I have in mind.


Gotta throw in for a VoV game!

Professor Dario Westone is a slim Half-Elf with short hair, standing about 5’8” and 135 pounds. He usually dresses in brown breeches and a leather jacket though he tends to favor blues as well. He moves with a natural grace and his smile is easily disarming. As an academic, Dario usually isn't seen with weaponry, but on excavations and explorations he is known to regularly carry a sword and several daggers about him.

The Professor is a religious researcher and former associate Professor originally from the University of Egorian. He has since taken to wandering the land, cataloging the world's religions, both major and minor. He's come to Solku not only to observe the practices at Sarenrae's Lambent Cathedral, but also to track down some ancient and esoteric religious texts in the Archive of Eminent Tomes.

Dario's next several days will be split between observing and discussing religious practices with Sarenrae's priests and digging through the Archive for texts. He will be known to several members of both groups, though his research may go largely unnoticed by the higher ups.

Dario is an Half-Elf Archeologist Bard with a level in either Urban or Freebooter/Trapper Ranger to give him access to martial weapons and the Disable Device class skill. He'll be using Dervish Dance with a scimitar for combats. He's going to be your skill monkey, knowledge buff, secondary arcane caster, skirmisher, and possible face (he's got the skill points, but not the full blown Charisma). All in all, a jack-of-all-trades.


Dotting for interest. Tweaking my previous pitch to a Pharasmin Penitent - flagellation shall abound :)

Fluff is set but the crunch is eluding me... will put the thinking (skull) cap on


Dotting for interest and dropping this place holder.

I am thinking of reflavoring Noor as a Suli Magus that will lead into Dragon Disciple (Bronze). Possible Ifrit or Peri-Aasimir , I need to play around with some builds. Will likely post tomorrow.


Dragon Disciple needs to be a spontaneous caster, but I guess you could dip a level for that.


Welcome welcome all, still room for more at the table though :)

Mahorfeus - the Dawn Vigil is basically a reference to those Paladin's of Sarenrae that help to guard the city. There is very little of any detail in the literature - so it wouldn't be an issue to assume membership.

Once there are a few more characters put forward I'll go through a review pass and ask any questions that bubble up within my noggin.


That was why I was looking at races with Spell-Like Abilities to cover that requirement without a dip. But after getting more into the Magus, I think I will just go straight Magus with the flavor of a Dragon Disciple. Still considering the races though, as they fit her personality very well, particularly the Peri-aasimar and the ifrit, and then the Suli has Magus as a favored class and an archetype. I got some thinking to do.


I am interested in this. I am going to think of a basic concept in about a day or so.

Question: are drow (or their equivalent) in this world? If so, what is their culture like? How are they perceived by the rest of society?

I have no plans on making a character using the drow race, this is just for my edification as I think of ideas.


Grand Moff Vixen:
The world that the PbP will be set in is Golarion (specifically Solku in Western Katapesh), the homebrew aspect refers purely that I'm not running a pre-made adventure.

The view on drow is therefore the same as how they are depicted in Golarion canon.


As for class, how do you feel about the Expanded Spell-less Ranger from Kobold Press? I like it a lot. I feel that it is the epitome of what a ranger should be.


My take on third party is that if it's on PFSRD then I'll consider it, but if it isn't then it's a no.

So for the expanded spell-less ranger - since it's not on PFSRD (and I don't own the PDF) I can't review it in it's entirety and have to say no.


Sent you a PM.


I'll look into a different class.


Well, I rarely end up with the character I originally intended when I post in these things. I bounced back and forth between the paladin and cleric, and wound up with an ifrit inquisitor of the immolator archetype. I just found the flavor of an agent of Sarenrae literally purifying his enemies with flames appealing.

Appearance:

Ahmaad is a lithe young man with handsome features, bronze skin with a metallic sheen, and long, pale white hair that glows orange in the sunlight. His eyes are surprisingly human-like, though they sometimes glow like embers. He prefers lightly-colored clothing that tight-fit, making it practical for both traveling and dancing. He keeps his magical scimitar by his side, and a golden effigy of Sarenrae’s holy symbol can always be found around his neck.

Tentative Stat Block:

Male ifrit immolator 4
CG Medium outsider (native)
Init +12; Senses Perception +9
Domain Ash
--------------------
DEFENSE
--------------------

AC 20, touch 15, flat-footed 16 (armor +5, Dex +4, deflection +1)
hp 29 (4d8+8)
Fort +5, Ref +5, Will +6
--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee +1 scimitar +8 (1d6+5/18-20)
Special Attacks fire bolt (5/day)
Spell-Like Abilities (CL 4th)
1/day-burning hands (DC 13)
Spells Prepared (CL 4th, concentration +6)
2nd (2/day)-none prepared
1st (4/day)-none prepared
0 (at will)-none prepared
--------------------
STATISTICS
--------------------

Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 13
Base Atk +3; CMB +3 [+7 with scimitar]; CMD 18
Feats Weapon Finesse, Dervish Dance, Precise Strike
Skills Intimidate +10, Knowledge (religion) +7, Perception +9, Perform (dance) +2 [2 ranks], Sense Motive +11, Stealth +11, Survival +7 (+9 to track) [2 ranks]
Traits Reactionary, Adopted (Genie Blood [Human])
Languages Common, Ignan
Combat Gear +1 scimitar, +1 chain shirt, ring of protection +1
Other Gear traveler’s outfit, mwk backpack, bandolier, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, manacles, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, golden holy symbol, potions of cure light wounds (4)
Assets 27 gp, 5 sp
--------------------
SPECIAL ABILITIES
--------------------

Wildfire Heart +4 racial bonus on initiative checks. Replaces the ifrit’s energy resistance.
Judgment (Su) As a swift action, activates an effect that lasts until the end of combat. The ability can be switched to another as a swift action. Can be used 2/day.
Monster Lore (Ex) Adds Wisdom bonus to Knowledge checks made to identify monsters’ weaknesses.
Fire Bolt (Sp) Unleashes a bolt of divine fire toward a target within 30 feet as a ranged touch attack. Inflicts 1d6 points of fire damage +1 for every two inquisitor levels possessed (+3).
Stern Gaze (Ex) Morale bonus to Intimidate and Sense Motive checks equal to half of inquisitor level (+2).
Track (Ex) Add half of inquisitor level to Survival checks made to track.
Solo Tactics (Ex) Allies are treated as having teamwork feats for the purpose of determining whether a bonus is gained by inquisitor.

Why are you in Solku?:

Ahmaad has lived in Solku for as long as he could remember – raised by Sarenite priests, he was often told that he was found in the desert, where any ordinary child might have died. He has stayed both out loyalty to the church and out of love for his home, despite the hardships it has sometimes imposed on him.

What are your plans for the next seven days?:

As an inquisitor of Sarenrae, Ahmaad often leaves Solku to patrol the city’s outskirts, keeping a watchful eye out for the savage enemies that have besieged it in the past. While he usually prefers to work alone since he is light on his feet, he sometimes works with paladins and mercenaries on these matters. Having returned to town after such a mission, he plans to rest, resupply, and determine where he should next direct his efforts. As disciplined as he is for an ifrit however, the temptation for some good fun might derail his plans.


Kicking around ideas at the moment...

Firearms?


Firearms would be Golarion standard - meaning that if you've got one then you're potentially the only one in Solku with one.


A rough collation of interest and such thus far:

  • Luke_Parry - Sahir-Afiyun ?
  • magnumCPA - ?
  • Jetty - Jabrim Lightfoot - Halfling Ninja / Bartender at the Breakstride
  • DM Corvus - Conjurer ?
  • Otm-Shank - ?
  • Khepri of the Dawn - Human Paladin of the Dawnflower
  • Mahorfeus - Ifrit Inquisitor (Immolator) / Acolyte of the Lambent Citadel
  • Enchanter Tim - Half-Elf Archeologist Bard / Visitor of the Archive
  • BD - Pharasmin Penitent ?
  • Noor El'Harkon - Suli Magus ?
  • Grand Moff Vixen - ?
  • Ptolmaeus Arvenus - ?

My apologies if I've gotten anything wrong above. The question mark indicates only that the submission isn't finalised.


Hello! Recruitments are always so exciting. I, for one, am relishing the chance to play a character on the more benevolent side of the alignment chart.

You already have a general idea of my posting habits as the Halfhand, so we'll jump straight into it:

~

Farah Ashbel, Bladebound Magus.

Description:
A blur of white and red. The soft jingle of a dancer's bells. She spins across the battlefield like a leaf on the wind, every stroke of the scimitar a flawless arc. She is the picture of elegance and grace, wrapped in ivory armor and a crimson veil.

But beneath the veil lies a different picture; one painted in scars and burnt flesh. Scars wrap her body's entirety, pitted and warped by heat and seared to a sheen. They coil up her neck like grasping tendrils, reaching all the way to a clouded white eye rendered useless by flame. Her right cheek is all but burnt away, little more than a few tendons stretched across exposed teeth and gums. Despite this her gaze is intense, the sharp features of a once-beautiful face filled with wild passion and will. They tell a simple story: Her body may be broken, but her spirit is not.

Solku:
Farah spends much of her time in Solku on business. 'Business' being whatever work she can find. Her looks do her no favours in finding a steady occupation - Sometimes she works as a mercenary guard with the Serpentine Blades (when the clients do not find her looks too off-putting), other times she makes her living on the street as a performer, putting on shows of minor arcana and swordsmanship. To this end, her past as a dancer serves her well, and more often than not she relies on the kindness of strangers to get by. A long time ago she performed as a dancer at the Rising Dove, but those times have long since passed.

Though she has left Solku before on many occasions, her Black Blade Uriel insists that she return and stay "Until such a time that She decides you are no longer needed." What the blade means by this, it refuses to clarify.

This Week
Farah has just returned to Solku with a merchant caravan. After giving a mandatory cut to the Blades, she leaves them to enjoy a few days of respite before returning to street performance to earn a living. The majority of her earnings will go towards her monthly visit the Archive of Eminent Tomes (Where she tries to discover the true nature of her Black Blade), and although she knows that she can't really afford it, she may find herself donating both her time and gold towards altruistic causes. She knows that times can be very hard for those unfortunate enough to have fallen on difficult times and helps those she can, sometimes going without so that someone else might have a warm bed or meal, at least for one night.

Crunch:
Farah is a Bladebound Magus, with the Dervish Dance feat. I don't expect there'll be anything too outrageous in the build - Focus on Dex and Int, get Extra Arcane pool and a bunch of spell feats. Maybe Improved Init, Weapon Focus (Scimitar), etc.

Her main focus is that of a secondary combatant, engaging in melee alongside frontliners and dealing as much as she can with elemental damage. The general idea will be the same as most other magus' - smack baddies with spellstrike and fish for crits.

Additional Information:
Fire is at the heart of Farah's character - She's made to interact with devotees of Saranrae and others who use fire in their skillsets, and would work best (From a roleplay perspective) in a party that contains one or more of these characters.

Her Black Blade was meant to be a tie-in to Sarenrae - A sword with a spirit of a holy crusader (Not literally of course). A fun little juxtaposition with Farah herself, who feels as if she was forsaken by the Dawnflower. But this is merely a suggestion - The blade's ultimate purpose is whatever fits the campaign best, as decided by the GM.


Hmm... Interesting. Pondering either a scimitar-wielding human swashbuckler or a human wildblooded tattooed sorcerer with the sage bloodline, both chaotic good and both rather nice folk actually. Admittedly, I am leaning more towards the latter, especialy considering the sheer number of scimitars around here. :-P


Twigs here, chiming in. Have my hands a little full, but I couldn't help but throw something together throughout the week. It may need a little more polishing, but I want to submit him for review. I'll finish his profile over the next few days.

Erasmes Yasir Ibn Amin

Description:
Erasmes is constantly dressed in the garish trappings of a successful merchant, luxurious silks, golden jewelry and elaborate slippers. About his neck is an enormous brass coin, his holy symbol of Abadar and key to his bank account, but he wears several trappings of a Sarenraean as well. With loose purse strings and many tall tales to tell, Erasmes finds himself welcome all over Katapesh and even beyond its borders, testified by the strange and wonderful trophies he carries with him, the most unique of which being the brightly-garbed monkey perched on his shoulder, Sajjad.

Sajjad, so named for his piety (lit. "He who worships"), has been Erasmes' companion for many years, having won him in a game of dice in the slave-markets of Okeno. He wears bright gauzy silks, and a silver holy symbol of the Dawnflower about his neck. (I felt like this would be a fun touch, having both Erasmes and his familiar being devout Sarenraeans but being rather lacking in the moral virtues she espouses. Should give the clerics of the party something fun to work with.)


Solku:
Erasmes has traveled here on a pilgrimage. Despite his past as a merchant and a swindler, the man was raised a devout Sarenraean (and whether or not he can swindle some locals pawning "holy water" and "holy relics" may have factored into his decision). However, after his visit to the Lambent Citadel, he found himself unable to secure caravan guards for the journey back to Katapesh. The patrols had been rerouted to Fort Longjaw to aid the war-effort, leaving poor Erasmes is stranded. Having more experience swindling gnolls in the markets of Katapesh than fighting them, Erasmes stubbornly has refused to aid in the fighting.

Plans:
Erasmes has taken up residence in the Gilded Dreams den, indulging his taste for pesh and other vices until the roads become safe again, squandering what little profits he can by offloading his goods in the market. He makes regular trips to the temple, although their recent attempts to enlist his aid in repelling the gnolls have been stubbornly rebuked, and he fears he may soon no longer be welcome.

Crunch/Tactics/Party Role:
An admixture evoker with the spell specialisation and intensify spell feats, a blaster who will specialise in softening up hordes of mooks, leaving the mop up duty to the high-BAB heavy-hitters (the Cleave and Cleaving Finish line would really do wonders with him around). His spells will be genie and elemental themed, with the summoning of elementals and burning hands being major parts of his repitoire. He claims to have learned the secrets of elemental magic from a genie, but whether there's any truth to this only Erasmes knows. The wizard relies more on the flashiness than raw power of his evocations to get him out of scrapes, and more often than not falls back on his silver tongue instead. He'll have a smattering of knowledges and a focus on social skills and skills that his familiar can utilise (such as a point in disable device). I haven't finalized his equipment but it probably wont amount to more than a pearl of power, a few extra spells and several of the trappings of luxury. I'll probably have a good chunk of jewelry I can sell, to put toward a cheap metamagic rod of some kind. Selective spell will probably be a good choice for an AoE caster, and I'll try to grab it as soon as possible (it seemed a bit excessive to spend 3/4 of my wealth on such a valuable item at first level, so I'll save up a bit and make it my first major purchase instead...)

I've never played a caster with a familiar, being quite partial to bonded items and seeing familiars too often treated as window dressing. However, I've seen it done really well over PbP and wanted to try to get the most out of a familiar this time around. I want to really play up the interaction between Erasmes and his familiar, and am considering setting up a seperate profile for him. I love the idea of having a pet smart enough to occasionally outwit other members of the party, and mean to have Erasmes treat him as his intellectual equal, placing great stock in the simian's cunning and wisdom. In tougher fights I'm hoping to put him to use scattering caltrops and using splash weapons, and if it wouldnt be too cheezy might invest a feat so that he can (or at least, have a 50-50 chance of with his low charisma score), activate wands. I'm looking at the archetypes for familiars in the Animal Archive, but all but one of them give up improved evasion and I'm more or less on the fence about the valet.


Hey sorry I haven't made my guy yet. I've been a little busy, with some pretty heavy IRL stuff, but I should be able to make time today and monday

So here's a link of what little I have so far.

A paragraph description of what your character looks like.
Carwyl wears a helmet sized for his small stature over his long brown hair. He wears some basic armor over light, billowy desert clothing. His skin is partially red from all the time spend in the sun. His facial expression is more or less always the same. The same dead looking dark eyed stare. He rides a tan colored riding dog that is well behaved for it's mangy appearance. Much like Carwyl himself.

Why are you in Solku?
Carwyl is a slave and bodyguard of a quite wealthy merchant who was forced to stop through Solku on his way to Katapesh. He was instructed to guard the markets and keep his master safe, though recently he heard a rumor that for whatever reason, his master whether voluntarily or involuntarily, gave away Carwyl's contract. So it's possible he has a NEW owner. (fishing for a potential connection with someone else, if not I'll come up with something regarding his previous task)

What are your plans for the next seven days?
Carwyl will do what he is told. Previous duties have involved guarding the master, guarding the market stalls, running down escaped slaves and even stomping out competition. For now he just survives and follows whatever laws or orders he must.

It might be useful (but not mandatory) to tie your character to a group within Solku or it’s surrounds, I’ve given a few possible suggestions in a spoiler below.
Carwyl guards his master and by extention the markets. Besides that he does what he is told and cannot quite fathom doing otherwise. If he had a new owner, naturally he'd have to listen to them. Whether they took his contract through force or through some other method.

A summary of how your character will be mechanically built (abilities, class, major character choices).

Carwyl is a mounted ranger with the horse lord archetype a focus on intimidation and more physical skills. He focuses on offense over defense, and I will try to make him decent enough without the mount. He specialized in using the lance and has a riding dog which opens all kinds of possibilities. His size means he can fit in smaller spaces than most mounted characters an IC has the added benefit of making him look more impressive. Will take human as his favored enemy for it would be useful as a man who works for a slaver.


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Waves to some familiar faces :)

No rush on submissions - I'm facing down a five day weekend here in Malaysia, so won't have too much time to look over until Tuesday next week in any case.

BTW - Gong Xi Fa Cai!


A paragraph description of what your character looks like.

Looks & Personality:
Udaya is a tall, dark-haired, almond-eyed, and dark-complected Keleshite woman. This avatar is spot on for how I think UU looks. True to her desert roots she wears light lamellar armor beneath her desert robes and keffiyeh. She wields a scimitar and a compound bow.

UU is a firecracker. She is brassy, irreverent, playful, unpretentious, and mercurial. When she walks into a bar, sailors have been known to run out. While capable of being diplomatic, UU prefers 'straight talk' and she has moments of 'creative' intimidation.

Why are you in Solku?

Why Solku:
Little bit of backstory required...
UU is a maverick and doesn't fit the typical Paladin mold. She isn't high-minded, doesn't wear shiny armor, and isn't a role-model for anything but relentless ass-kicking. She has something of a love/hate relationship with Sarenrae's church and her Paladinic organization. As punishment for the many headaches she causes her superiors, she has been sent to 'watch over' a 'strategic town'... read that as she has been exiled to a dusty little village around a muddy well about a day East of Solku. UU has been stationed in the quiet village for about 6 months and is going slowly insane.

The powers-that-be have decided that UU has earned a small break from her duties (and hopefully learned her lesson) so she has been given a week off. All the locals saw when the message arrived was a cloud of dust from UU's horse as she rode away as fast as she could. Being in the middle of nowhere, UU had few choices. Figuring a major city like Solku would have something to offer, she headed in that direction. Had she known that she'd be hip-deep in Paladins, she would have gone elsewhere. But it was too late now, so UU shrugged and decided to make the best of it.

Short version: UU is on vacation!

What are your plans for the next seven days?

Plans:
UU plans to do a little tourism, do some drinking, maybe get laid, and try to avoid every church member she can.

It might be useful (but not mandatory) to tie your character to a group within Solku or it’s surrounds.

Organization:
I leave this one to you. I was thinking that UU's organization would be based out of Katapesh, but I'm open to suggestions. Since UU is not exactly popular with her bosses, the organization would have to be flexible enough to handle that.

A summary of how your character will be mechanically built (abilities, class, major character choices).

Crunch:
UU
Human (Keleshite) Paladin 3 / Inquisitor 1
LG Medium humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 30 (3d10+1d8+3)
Fort +7, Ref +7, Will +9
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks Judgement of Sacred Destruction +1, judgement of justice, judgement of piercing, judgement of smiting, smite evil
Spell-Like Abilities
. . At will—detect evil
Inquisitor Spells Known (CL 1st; concentration +3):
1st (2/day)—shield of faith, command (DC 13)
0 (at will)—disrupt undead, detect magic, create water, sift
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 10, Int 10, Wis 14, Cha 14
Base Atk +3; CMB +4; CMD 18
Feats Dervish Dance, Power Attack, Weapon Finesse
Skills Bluff +6, Climb +5, Diplomacy +6, Handle Animal +6, Intimidate +8, Knowledge (religion) +4 (+6 to identify the abilities and weaknesses of creatures), Perception +7, Perform (dance) +4, Ride +8, Sense Motive +7, Spellcraft +4, Stealth +8, Survival +6
Languages Common, Kelish
SQ aura of courage, aura of good, domains (fire), fire bolt, judgement 1/day), lay on hands, mercies (mercy [shaken]), monster lore +2
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fire Bolt (1d6+0) (5/day) (Sp) 30' Ranged touch attack deals 1d6+0 Fire damage.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Inquisitor Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Lay on Hands (1d6) (3/day) (Su) You can heal 1d6 damage, 3/day
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +3 to damage, +2 deflection bonus to AC when used.

The Crunch above is her build, I haven't transferred it to her profile yet.


OK i'll bite :)
Love the feel you've created with the quotes....many from some of my favourite authors.

Off to read up on Solku....


I'm actually thinking an Arcane Duelist now... working out the specifics of the build.


With a Magus already in the running, I poked around for other arcane options and came across the Advanced Class Guide and within found the Bloodrager. I hate the name (really, really hate the name. very 4th edition-ish) but I like the concept. It has a version of a dragon disciple rolled into 20 level class, minus the stat bonuses. Since the concept was always more important than the crunch, this will work. Channeling her draconic heritage will be the flavor for the rage, as an uptight princess, she is not a mouth frothing rager....but she does have pride issues, so maybe...

Full write-up tonight....

Silver Crusade

My IRL group just fragmented from people moving, so looking at getting involved in some PbP. I have a light load this semester so can easily meet the posting requirements.

Antal al-Besair, Halfling Oracle/Sergeant within the Serpentine Blades

Description:
Tall for a halfling, tanned skin with a warm, golden cast, blue eyes, military-style medium brown hair, with matching tufts on the tops of his feet.

Practically always dressed in well-maintained armor, though is usually barefooted like most of his kin.

Why Sulku?:
Parents were free halflings in the city, though their own parents were slaves who managed to vanish from The Pens. He was born lame, but dreamed of defending the weak regardless. When he suddenly started demonstrating miraculous healing abilities, he drew quite a lot of attention to himself.

When the Serpentine Blades even took notice, he was quick to demand to join. His healing powers got him in the door, but his determination and formidable force of personality got him his promotion to Sergeant. This all despite those who had their doubts about the young halfling cripple.

Plans:
Over the next week, he and some of his men will probably be discreetly aiding the escape of slaves from The Pens. Probably working with some form of underground organization or faction?

Crunch:
Life mystery, lame curse. Will take the Fleet of Foot alternative racial trait to help compensate a little. The originally plan was to have him focus on healing/support spells. Though he will pick spells to best cover the holes in the final party's repertoire.

He wears medium armor, has a shield, not afraid to trade blows in melee. His good DEX and moderate AC should lead to being fairly hard to hit. I picture him being a largely defensive character. Casting spells, but also holding a flank himself when needed.

Enemies are likely to underestimate him due to his size and curse, they soon regret that.

Toying with the idea of taking Leadership, if it wouldn't be horrible disruptive, to play up a whole desert-prophet-leader angle.


Fahada's sheet hasn't been changed yet, but serves as a baseline since I'm bringing her from another game.

Appearance:
Fahada stands 5'9" and weighs 135 lbs. Her straight hair hangs to her waist, and like her eyes, most would call it black but when the sun shines on her it can be seen that both are a very deep indigo. Her smooth, flawless skin is the color of burnt sugar. She has a stunning smile that tends to put people at ease.

Solku:
Fahada arrived in Solku with a caravan that hired her on as an acting guard. She has no particular ties to this place, nor to any other place for that matter since the loss of her lover.

Plans:
She suppose she will rest here for a couple of days before finding another caravan looking for a guard, or perhaps she might find a local job, something at a tavern perhaps. Anything to keep her busy.

Mechanics:

Half-elf rouge with Sorcerer chosen as a second favored class. Chaotic Good.

Strength 10
Dexterity 14
Constitution 11
Intelligence 11
Wisdom 11
Charisma 15 ( +2 race mod)

Traits

Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.

Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Drawback

Sentimental: You are sentimental, and your thoughts often stray to the past at inappropriate times. You take a —2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards.


I withdraw all interest.


Description:
Noor has sun-bronzed skin and dark hair shot-through with copper. She is tall and and possesses very fine features. Her has the manners and bearing of someone used to getting her way. She is dressed in the practical travel robe of a desert nomad covering the finest of silks in bright hues of red and orange. Long silk gloves cover her arms past her elbow. The looseness of the robes hide the fine armor she wears underneath. A silk sash holds a large sword on her back.

Solku:
Noor, a Princess from a reclusive mountain enclave dedicated to a sacred shrine, has been formally banished from her home in the Brazen Peaks until she understood humility and service, Noor has spent much time since traveling across Northern Garund, seeking service. During this time she has become aware of changes within herself, changes that scare and yet empower her. Although she has learned much, and feels like she should return, she is now uncertain of the welcome she would receive as she feels something awakened inside her that makes her something other than human, like she believes are the rest of her enclave. The fact she thinks herself a monster is not made easier as her name and clothes so closely match the whispered stories of the Gnoll queen, Noor the Red Sultana.

Noor now feels she must do much more before she is worthy to return home, to compensate for her unnatural condition. She has come across many raided caravans in her travels, evidence of gnolls, bandits..and worse. The growing numbers of gnolls in the Brazen Peaks, led her to seek out those dedicated to hunting down this humanoid plague. She has taken up with the Outriders from Fort Longjaw. Her knowledge of the mountains, skill with a blade, and unbridled determination were all welcome into the ranks of those arrayed against the gnoll aggression.

Next 7 days:
Just returned from a successful but long patrol, Noor is given leave. She plans on hot coffee, warm baths and cool wine. The drinking, of course in moderation, while listening to tales in the Breakstride, hoping for a snippet of news of her old traveling companions. A day or two in the New Market will also be welcome. But mostly she looks forward to some quiet time. It is these times that she can get closer to understanding the secret voice within her.

Mechanics:
Reviewing the application rules, I see that cores races were requested. So Noor will be human unless Suli are somehow allowed (I see her not knowing her Suli heritage connected to her upbringing at a secret shrine presided over by her mother but secretly overseen by an ancient brass dragon for unknown but good purposes.).But Suli are also fairly potent so I can see the reason to disallow them. She will be a Bloodrager (Brass Dragon-blooded). She will be built around strength and charisma, a two handed weapon fighter, who can switch to claws as she becomes more comfortable with her draconic nature. She was built previously as a ranger sorcerer with limited spell casting. The current built will mimic this with survival, geography, and perception and a few spells likely limited to shield and enlarge person initially.

She is lawful good, but can likely butt heads with the local paladins.....or not. She is Good in the sense that she has a strong desire to serve the community. her lawful aspects are not community based though, and are much more tied to custom. The Law for her is her law, in that others must respect her personal law and position. She has accepted a position with the Outriders, but she sees herself as an auxiliary and not a common trooper...kind of like an Indian guide with the cavalry.


A rough collation of interest and such thus far:

  • Luke_Parry - Sahir-Afiyun ?
  • magnumCPA - Carwyl - Halfling Ranger Horse Lord / Slave
  • Jetty - Jabrim Lightfoot - Halfling Ninja / Bartender at the Breakstride
  • DM Corvus - Conjurer ?
  • Otm-Shank - ?
  • Khepri of the Dawn - Human Paladin of the Dawnflower
  • Mahorfeus - Ifrit Inquisitor (Immolator) / Acolyte of the Lambent Citadel
  • Enchanter Tim - Half-Elf Archeologist Bard / Visitor of the Archive
  • BD - Pharasmin Penitent ?
  • Noor El'Harkon - Human Bloodrager / Outrider from Fort Longjaw
  • Ptolmaeus Arvenus - ?
  • SurplusRaine - Farah Ashbel - Bladebound Magus / Serpentine Blade
  • F. Castor - ?
  • Twigs - Erasmes Yasir Ibn Amin - Human Evoker / Merchant staying at Gilded Dreams
  • Udaya Udas - Human Paladin of the Dawnflower / Loose tie to Sarenrans
  • Spazmodeus - ?
  • Antal al-Besir - Halfling Oracle / Serpentine Blade
  • Fahada Salib - Half-Elf Rogue / Sorcerer / Caravan Guard

My apologies if I've gotten anything wrong above. The question mark indicates only that the submission isn't finalised.

Right-o, I think I've caught up and updated most of everything. I'm reading through and getting thoughts and ideas - but I probably won't have time for any real inquisiting into things until after the CNY long weekend. What I've seen so far has been intriguing though, and I'm very happy to see returned faces as well as fresh blood to the thread.

That being said, still plenty of time to chuck out a character concept and get into the running / action :)


Hit points?


A paragraph description of what your character looks like.:
I like to reuse this description I used in another recruitment threads RP tavern a little while back:

"You talk of fire like one who has yet to feel its hot betrayal on your flesh. You would do well to curb your enthusiasm and learn some respect for the elements you weild goblin."

Leaning out of the shadows, his words were given more weight to anyone who cared to look at him. Fully half his face, the entirety of its right side, was a tangled mass. Burn scars of an angry reddish brown color covered and distorted his features, his mouth and brow sagging into a permanent expression of sadness. From within its gaunt, deep socket, a milky white eye leered out into the room, its pupil-less stare seeming to follow your every move, like the eyes of a painting. It all stood in stark contrast to the untouched left side, pale skinned and smirking with a better knowing half smile. The skin, upon closer inspection, bore tiny sporadic patches of scales.

"Look at me and behold the glory of the fire you hold so dear, and pray you do not find yourself in its loving embrace as I have."

Reaching up his left arm, he scratched an itch on his right wrist, the act briefly revealing the arm underneath his heavy coat, the skin that same malformed reddish brown. Throughout the inn, minds silently pondered the extend of the ruin covered by that coat.

Also, a pic: Link

Why are you in Solku?:
Gregory has been on the road for several years, following his Grandfathers death and his own eventual bankruptcy. Initially having fled his home town to avoid debt collectors and disgruntled former employees, he now simply goes from one place to the next, making a living from his alchemy primarily, pulling guard duty for caravans, or performing physical labour if he has to.

His travels took him within a relatively short distance of the city, at which point he heard about the Archive of Eminent Tomes. Still holding out some hope that he one day might have the funds and time to continue his original research, he heads to Solku to visit the Archive and possibly pick up some relevant information. On his way, he has put aside some gold to be able to stay in the city for a few weeks without working, intending to spend his days reading.

What are your plans for the next seven days?:
Although Gregory intends to spend a fair amount of time sifting through scrolls and tomes in the Archives, he also sees his visit as a chance to "take a vacation". During the day, he will wander the city, seeing the sights and relaxing, before retreating to the Archive at night (or the other way around if the Archive closes down in the evening).

The city being what it is, he also holds out hope that he might find someone with whom he can continue his travel. Once or twice he has had such companions, but inevitably they have all reached their destinations, and he has continued on alone. His appearance means meaningful conversations with other people usually elude him, so he is feeling rather lonely of late.

Put bluntly, Gregory is "looking for friends."

A summary of how your character will be mechanically built (abilities, class, major character choices).:
Gregory is focused around utility, handing out extracts, throwing battlefield control bombs and being knowledgeable on anything related to his research (Nature, Arcana and Planes.) He will be levelling straight Alchemist

And a question for the DM. In PFS, Alchemists get Extra Bombs instead of Brew Potion. If possible, I would like to do the same with Gregory. His current crunch is set up assuming that is ok, but let me know.


Hit Points are average rounded up (ala PFS).

Greogry Paltaris - the swap is definitely something to consider, and if you're part of the team we can talk about it a bit deeper.


Ouch, I think I messed up. Reading Noor's character concept brought to my attention that the opening post called for Core races only... however, I seem to be the only applicant listed with a Bestiary race (ifrit).

Is that a problem? I don't want to be unfair to anyone that has witheld their own character concepts. I can come up with an alternate submission, if necessary.

The Exchange

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I LOVE Joe Abercrombie. Best dark fantasy writer EVER.

You sir, know your good fantasy.

Anyways, a question. Will you be allowing classes from the ACG playtest? I've had a half-elf brawler idea bouncing around in my head for some time.


DM - Voice of the Voiceless wrote:
Otm-Shank wrote:
Any restrictions on classes I should be aware of? How about the ACG Playtest? Not set on anything, just want to make sure I know all my options.
No restrictions apart from needing to fit into the milieu of Solku.

Tiasa - linked my answer to a similar question from up thread.

Mahorfeus - I don't have an issue with the Ifrit so please feel free to hold your application as is. When I get around to trawling through the applications I might have a few more specific questions regarding the ifrit-ness, but no other real concerns.


DM - Voice of the Voiceless wrote:
Mahorfeus - I don't have an issue with the Ifrit so please feel free to hold your application as is. When I get around to trawling through the applications I might have a few more specific questions regarding the ifrit-ness, but no other real concerns.

At first when I read this I went "Oh, whew ok, guess Gregory being a Tiefling is fine as well then".

But thinking about it, I thought it best to state that Gregory is a Tiefling, just in case.

The Exchange

My apologies DM, I did not read through every comment before mine. Here is my submission.

Appearance: Kienyach (Kien for short) has a memorable appearance. He's a muscled half-drow with burn scars that reach up to his neck. He has a bent nose that looks like it has been broken numerous times, long combed back hair, and very unique green eyes with a few gold flecks in them. Half of his right ear is gone, bitten off by something.

Why he is in Solku: After being discharged from the military he had nowhere to go and no purpose, so he came to a city where purpose might find him.

His plans for the next seven days: He met a man who leads an underground pit fighting ring, so now he fights for entertainment and coin. He spends the rest of his time drinking and trying to forget.

Connections in Solku: The man who runs the pit fighting ring and Dathapatish within the Town Militia, although he tries to avoid the second person.

Crunch: Brawler who fill dart around the battlefield, punishing with unarmed strikes and making combat maneuvers as needed. Also will be trained in intimidate. Profile here.

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