Strom's 2 small items:
1. A short twine necklace with small and crude wood carvings threaded onto it. The carvings could be fish and a seal, or a face, they're too rough to hold any detail, but clearly the necklace is dear to Strom, who never removes it.
2. On the Murky Gull, he did have fellow sailor who he shared some camaraderie with - Borgun. While in a port who's name Strom can't recall, Borgun was testing a coin given him in trade. He put it between his teeth and pulled down on the rest, bending the coin easily. Borgun jumped the merchant and gave him a sound beating, Strom obliged to take care of the two 'toughs' the merchant hired as protection. Borgun gave the worthless coin to Strom, and the barbarian kept the item as a reminder of the harsh and treacherous nature of those who's company he kept. When suspecting treachery, he'd often bring out the coin and run his fingers over it unconsciously, remembering past lessons.
Here are the rolls for Strom the SeaReaver, lets see how he does.
4d6 ⇒ (2, 1, 3, 2) = 8 > 7
Yikes - I believe that's a 1 point buy. I shall try this again!
4d6 ⇒ (1, 6, 1, 6) = 14 > 13
That's better, I'll take the 2nd roll for a 26 point buy. :)
Stroms new ability scores - they're slightly improved from what they were initially.
Strength : 17 (+3)
Dexterity : 14 (+2)
Constitution : 13 (+1)
Intelligence : 11 (+0)
Wisdom : 15 (+2) (13+2 racial)
Charisma : 11 (+0)
Well I think you're off to a smart start by choosing an AP, be sure to (if you need) refer to the PRD frequently as it's just a great and quick resource. Set a firm and realistic expectation for posting frequency, just to get things off on the right foot. This includes your commitment as GM as well, you may sometimes have to drive things ahead as the GM, so plan accordingly.
As for popular AP's, it seems Skull & Shackles gets the most interest lately, but a glance at the Recruitment board shows people want to play pretty much anything. :)
I am running a Carrion Crown game myself at the moment, and I don't know much about Second Darkness, and I'd be extra interested in a S&S game. Anyways, good on you for flexing your GM muscles and I'll most likely be submitting a character depending on what you decide!
Well I got the crunch done I believe. Let me know if something isn't adding up. Thanks!
Roland Clive crunch - Ranger (Infiltrator):
Roland Clive "Rolley"
Male Human Expert 1 Ranger 1
NG Medium Humanoid (human)
Init +2; Senses Perception +8/+10 vs fav enemy
AC 16, touch 13, flat-footed 14 (+3 Studded Leather Armor, +2 Dex, +1 dodge)
hp 14 (8,5+1)
Fort +2, Ref +4, Will +5
Speed 30 ft.
Brass Knuckles +2 (1d3+1/x2) vs fav enemy +4 (1d3+3/x2)
Ranged Starknife +3 (1d4+1/x2) vs fav enemy +5 (1d4+3/x3)
I'd like to submit Detective Roland Clive.
He's no Sherlock, instead putting himself in his targets shoes, trying to understand and even mimic them in order to take them down.
I understand Archetypes are considered, and I can easily drop the Infiltrator, I just loved the idea of a detective putting himself in the minds of killers to achieve justice. Sort of a 'Criminal Minds' approach.
Background & Motivations:
Roland trudged on in the drizzle of the cold night, squinting up through the light droplets to see the partially obscured moon through some rooftops. He tries to squeeze against the building to take advantage of the slight overhead above and get a reprieve, but the droplets there just fell slower and fatter. After several futile seconds, he cursed under his breath and continued moving down the dark street. Four murders, he thought, and his inner voice lapsed into silence as he hopped an expanding puddle. He'd been on the case for some time, and knew he shouldn't be out alone, despite the preference of the madman to kill only women... it just wasn't safe. But he needed the reward, like everyone else, but Roland (Rolly to his friends) thought he had a better chance than all of them.
There were few people out that night, people scarcely seemed to leave their homes these days, especially at night. But there they were, hustling to some destination or another. Not like Rolly though, he was out for a different reason. He was hunting. Coming to a cross street he heard them, a couple of female voices speaking quietly in night. Almost without thought Roland melted back into the street and into a narrow, litter-filled alley. He kicked a bottle which cut through the sound of rain to clanked loudly on the empty street. He could hear the woman stop talking suddenly, hearing the sound of the bottle. Roland could sense their alarm, their growing apprehension and fear, even from this distance. He kept still and quiet, not moving as drips of water slipped off his cap and into his collar. After what seemed like hours, the woman started up again, dismissing the noise as a stray dog or cat. They walked right past his hiding spot, heads close together under a scanty umbrella, and continued past him, oblivious. Careful of his feet now, Roland eased himself onto the walkway behind them, and started after them, treading softly. They were too far for him to overhear, but he maintained his distance and watched them in fascination --how they walked and moved, how they huddled close together for comfort from the fear. Perfect.
Finally, one of them turned around, and saw his dark silhouette trailing after them. With a sudden and horrified scream she bolted, leaving her companion behind. The remaining woman turned more slowly, and Roland stopped, keeping his features in shadow. They stood there for several seconds, regarding one another, Roland watching the woman's every move. She seemed too frightened to do or say much, and Roland soaked it in, watching and feeling his blood start pounding in a weird anticipation. Then, he took a single heavy step her direction, and that was enough. She screamed and ran, her umbrella forgotten, and Roland ran after her. Can't leave a trail he though as he scooped up her umbrella and folded it in a smooth motion, hardly breaking stride as he chased the wide-eyed woman. Her dress interfered with her legs, he noted impassively, and realized he was gaining very quickly. Coming to the next cross street the woman stumbled to the left, not looking where she was going, too much attention on him and his closing proximity, They really should watch where they're going he thought. She screamed once more, and looked around, the street perfectly deserted, and tripped and fell into a puddle.
Roland stopped running ten paces away, chest heaving on his wiry 6' frame. He stalked closer to her, one arm holding the umbrella behind him, the other reaching out for her. She was too scared to even scream now, he saw, and wondered why no one had emerged to help her. Standing over her he stooped suddenly, and the woman closed her eyes at the sudden motion, certain this was the end. When nothing happened after a second she opened one eye, to see an open hand, palm up, hovering before her. "Sorry to give you such a fright ma'am, let me help you." Extending a shaking hand she reached out and Roland lifted her quickly to her feet, handing back her umbrella, opening it and placing it firmly into the woman's shaking grasp. "Detective Clive, ma'am, you and your friend seemed to need some looking after, the madman still loose and all. Just doing a quick patrol and then I'll be on my way. Let me take you to your door." Only able to nod a dazed acceptance of his offer, Roland walked her the 5 minutes to her door, removing his hand and ducking his head as the still-dazed woman practically fell inside, chuckling as the door slammed shut with a bang.
Replacing his hat he moved to an overhang and removed a pad of paper from a rain-proof packet, and a pencil. He spoke the words aloud as he wrote them, a bad habit from childhood, "Killer feels excitement and thrill during chase. Groups display no sense of loyalty during moments of intense surprise and fear. Woman unable to move quickly due to clothing...." He taps the pencil against his lower lip, and then raps his own head lightly as he remembers something, "Killer probably very light on feet and good at hiding." Pleased at all he'd learned and experienced tonight Roland placed his notes away carefully, not wanting to damage the precious paper in the rain. He started trudging back to his small flat, from which he ran his modestly successful sleuth business for many years. He wasn't rich, but that wasn't why he did it. He loved the thrill of discovery, as he better understood his opponents, he was able to then anticipate and predict certain patterns. Using this technique he'd brought many a criminal to justice. Tonight's experiment may have terrified a couple innocent women, but they'd proven invaluable as he tried to understand this 'Leather Apron' or whoever he was.
He entered his cluttered home, gave his customary sigh of regret he didn't have a female companion around to help keep the place clean... among other important tasks. He sat at his large desk, the best piece of furniture in the place, and transferred the notes from his smaller pad to a larger one, adding in a few more details as he recalled the whole experience. Tomorrow night he thought, tomorrow night I'll try again. He knew he was getting close, he could feel it. The sensations of the hunt came quickly and easily to his searching mind. It sometimes frightened him, how much he enjoyed putting himself in the shoes of evil men, thinking like them... But so far he'd been able to stop himself from crossing the line, from getting in too deep. Granted on the tough nights he scarcely slept... but it was a price he was willing to pay.
I just put these here so they'd help me with the concept. Not a genius, but relying on his empathy to understand his targets.
Ability Scores 15
Strength : 12 (1) 02 point buy + 0 racial + 0 level + 0 misc
I like fairness and try to keep things like honor and chivalry in my mind. I'm a nerd but stay active in sports and things. So something not too tough, but a fighter and standing for something. I can be outgoing but don't seek out chances to be so....
Maybe a Cavalier of the sword or cockatrice... but those orders are both so 'one way or the other' I guess I lean towards the Sword, or like to think I do. I could also maybe classify myself as a ranger or wrestler type, but I better keep it to one concept at a time. :) Maybe I can multiclass later. :)
Half-Elf Cavalier (Order of the Sword)
@Warren - If Erina knows Ballumnor it'd probably be through Gyllan, as he grew up in Korvosa as well. Ballmnor didn't show up until a 'short time' into the year (possibly a few months depending on how far into the Year of the Faithless the GM wants the group to start). Ballumnor could have run into Erina during a stint as a caravan guard or perhaps she'd be in one of the few taverns Ballumnor likes to visit?
@Khelreddin - I think the relationship starting as looking for a place to live and paying Gyllan with guard duty would be a good, simple exchange that Ballumnor would understand in the chaotic new world of city life. He'd probably have guided Ballumnor away from some of the pitfalls which happen to country bumpkins. Such as following a shady individual into a dark alley, or to watch your back if you do so. Where he can go to find honest/good people to deal with, that sort of thing. I'm thinking Ballumnor would feel quite appreciative and indebted to Gyllan for such services, his nature being naturally friendly and open, too young and inexperienced to know in whom he should place his trust, so he trusts most everyone.
I'll work the relationship into Ballumnors backstory at a very high level using this basic premise, keeping them as acquaintances but one who Ballumnor trusts and respects greatly.
@GM - feel free to add any input on this that you'd like. I don't anticipate you having a problem, but obviously want to make sure things fit your vision.
Does anyone(s) want to setup an existing friendship between our characters? It can be close or distant as we like. Maybe professional affiliations or frequent the same bar at night? Or we were hired to guard the same caravan at one point. Etc... any interest there?
Oh this is the destiny-shy and far from home Ballumnor here. He's away from his family and tribe and would be quite quite lonely and looking for a friend.
His clan will be Ulfen, seen roaming the Velashu Uplands. The clan occasionally deals with Shaon-ti, but intermixing blood is frowned upon. The clan needs saving, just like Golarion needs saving, the Year of the Faithless is upon them! Clan shamans have seen the coming of the year of the faithless and by bad luck and superstition, the shamans have decided the way to appease the gods and bring their favor back to the land (and the clan) is by choosing a Scarred One who must fulfill the mission I explained earlier. Basically to gather as many scars as possible, the mutilation of the body believed to please the Gods, each new scar bringing additional favor. The 'destiny' placed on him was the title of Scarred One, as when the Year of the Faithless struck, the clan shamans designated Ballumnor for the honor. The misgivings Ballumnor is experiencing is due to the shamans demand that at the years end, he must die in combat. This is seen as the ultimate sacrifice and will thus (in the clans eyes) appease the Gods and end the curse on the land. Dying before the year is up is also acceptable, but the important thing is he must die honorably, before the year is over, and the more scars gathered along the way, the better. He's not supposed to go back to the clan ever, they expect him to die, and the sign of his death will be the end of the curse.
Did that clear things up any?
I'm available to post multiple times a day and usually have no problem keeping up with the group. More often than not I'm chomping at the bit for more frequent posts, but obviously not everyone has that kind of availability.
I'm Mountain Time, GMT -7.
About Ballumnor White
Things had gone well enough at first, a wolf had blessed him with a terrible scar on his upper thigh. Then the two sneaking men in the woods, the barbarian suspected they had looked on Myrdul as easy prey, rather than genuine interest in Myrdul's request for honorable combat. The long snaking scar on his back, and the puffy divit in his chest are his momentos of that encounter. There were others, and his travels eventually led him to Korvosa, which Myrdul felt a surprising fondness for. He told himself that he stayed day after day, week after week, because of the excess of combat opportunities. He still preserved each scar, but his heart was not in the task, and the he had to constantly strive to dismiss the feeling that he should continue his wandering, and see his quest to it's completion. The guilt sometimes became so strong he need equally strong drink, followed by a rousing brawl, before he could sleep through the night.
In an odd way, Korvosa had become his refuge, a sanctuary to avoid the destiny laid upon him by his clan, and he was grateful for the citiies unwitting service. Finding work never seemed to be a problem for the strapping young barbarian, his intimidating presence alone often enough to end trouble before it started. He would hire himself out as a guard, and sometimes even a caravan guard in order to obtain the funds for day to day living.
Character Name : Ballumnor White
Class and Level : Barbarian (Scarred Rager) 1
Favored Class(es) : Barbarian
Maximum Load : 25/300 lbs.
Hit Points : (15) 12+1+2
Base Melee : (4) 1 BAB + 3 Str + 0 size + 0 misc
Combat Maneuver : (4) 1 BAB + 3 Str + 0 misc + 0 size <- CMB
Armor Class : (15) 10 base + 3 armor + 0 shield + 1 Dex + 1 dodge + 0 size
Fortitude : (+4) 2 base + 2 Con + 0 misc
Conditional Bonuses and Penalties :
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level. (Dodge)
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, and shields (except tower shields).
Terrifying Visage (Ex): A scarred rager adds 1/2 her barbarian level on Intimidate checks against humanoids who are not members of barbarian tribes. When dealing with barbarians, the scarred rager may choose to add this bonus on Diplomacy checks instead. The DC of any fear effect created by the scarred rager also increases by 1. This ability replaces fast movement.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Skills and Feats:
Skills and Languages
Your maximum ranks in a skill are equal to your total level.
^ denotes a skill that cannot be used untrained.
4-1int+1skilled/level = 4 points/level
*Acrobatics (Dex) - 0r+1a+3c = (1)
1) Skeptic: Growing up, you were always around magical effects to the extent that you realized much of it was mere smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.
2) Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Money and Equipment
Armor : Studded Leather (+3 AC, +5 MaxDex, -1 ACP, 20 lbs)
Weapon : Earth Breaker (2d6+3, x3, B, 14 lbs)
Other Equipment :
Equipment Weight : 42 lbs
Yeah, I meant CotCC. Thanks for the info, it's not important, but I was curious so thanks.
Oh and I've decided on a scarred Rager, who's tribe deals with the Year of the Faithless by selecting a young warrior from the tribe to sacrifice himself in glorious battle. The more scars the warrior receives before dying, the quicker the curse on the land will be done away. Outwardly resolute, inwardly conflicted, that sort of thing.
*keeps an eye out for lurking/hovering bosses*
Hmm, here we go.
I think you should select me because;
Need I say more?
Zahir ibn Mahmoud ibn Jothan wrote:
Potato Potato. But it's nice to see people take this question so seriously. :)
Pardon my B.S. for a moment as I try to split this hair into teeny tiny pieces.
Question: Does shooting or throwing into melee still grant the -4 penalty to the attack roll... IF the friendly PC involved is a summoned monster?
The PRD wrote:
The Truth I Believe: The summoned creature is considered friendly, as it doesn't attack you and other rules-y reasons and therefore must be considered a friendly thus creating the "Firing into Melee" scenario. I accept this as the most likely truth.
The Truth I Want: Player Characters can choose to consider the summoned creature a friendly or not a friendly, and thus can shoot or throw into melee with reckless abandon and not incur the -4 penalty.
The Gibberish: I've got lots of reasons to want the 2nd idea to be the case. Such as, it's just a thing, not a real creature and will go away soon anyways, I don't care if I hit it, it's not my friend. I brought you into this world and I can take you out of it and make another one just like you... and so on and so forth.
Someone please tell me my desired truth is silly, ridiculous, foolhardy and entirely without merit so I can stop thinking about it and get on with my gaming life!
@Grob - I meant mothers, plural. :)
"So you're liking things the way they are then? Still waiting to find the Mrs of your dreams and make lots of little ugly babies?" he says the last in a quiet voice, probably not quiet enough, but ribs his half-brother good naturedly.
@GM Birch - The 25th does seem far away... Probably seems farther for the applicants than for you the GM :), but that's pure speculation.
The half orc ranger chuckles and shakes his head in mock despair, "Seems everyones always trying to own this town, I wonder would it really make much difference? Out on the trails... it's tough to care. 'Cept when it concerns Mum of course." He holds his mug out for Grob to toast their mother with him.
@Seranov, well it's just a made up temp-world where we're just doing what we want... for the most part. Maybe you can start a fight with some NPCs, or steal something, or whatever showcases your character. We hopeful PCs are just some of the options at Savrens disposal. At least that's my take on what's happening in there :).
Strutting our stuff? Nah, this just seemed like a fun way to interact with other prospective players, possibly set up links between characters, that sort of stuff. But you do make a good point; GM if this is a 'no no' please put the kibosh on it. If it's not taboo, I hope everyone who wants to will jump in.
GM Birch wrote:
It also allows me to see how many people re-post and interact with other prospective players on the thread. In my experience, people who create outstanding applications don't always post frequently or well. How often you post here (and add value) will be a factor in choosing the final party. As will how often you post elsewhere (I will have a look to see what is your style and frequency). It is therefore useful to let me know if you are an existing player on the boards, which alias best reflects your playing style. I will open up the Discussion thread. Pherein this thread with your character ideas and on the Discussion thread with general observations, questions about the game, setting up possible links between characters etc.
The Adventurers Tavern:
This isn't meant to replace the beginning of the module, more of an alternate universe where a bunch of adventurers have gathered hoping to get picked for an adventure. But by that same token, lets do whatever we want in it! :) Until we're told not to.
Grum smiled to see the large, sword-bearing silhouette of his brother enter the doors. He gave him a teasing half-nod as his brother pulled up next to him at the bar. "I wish I could say it was good to be seen, I still get nervous walking around sometimes... wondering if I'm gonna get jumped by some idiot trying to rid the world of 'Orc-kind'. Never mind that it hasn't happened for years, plus you're here now." The last is said with the kind of matter-of-fact over-confidence of youth who've won the majority of the fights they've been in.
Sipping at his ale, he tilts his head towards Grob, his voice dropping conspiratorially, "Plus, I've heard talk of an adventure brewing, even way out on the paths I frequent. I was hoping you'd know something... or perhaps your friend at the card table. I know I've seen him around, what's his name again?"
EDIT: Maybe we should spoiler it to avoid cluttering up the thread too much?
Pushing the door open, Grum stands in the doorway of the dimly lit bar, looking at all the hopeful faces. All of them looking to get onto the last caravan out of the war torn land of Bietbom. He himself had come in the hopes of offering his services to the caravan master, but one could never really tell the tastes or thoughts of the caravan masters. Some were fickle, some fairly straightforward, others would just tell you to your face that you "Weren't welcome."
Taking a deep he stepped the rest of the way into the room, most of the patrons keeping half an eye on him as he entered -- sizing him up. A few things on his person made his trade fairly obvious. The large bow strung over his shoulder, and the heavy flail pulling his belt low over his right hip. His simple travelers garb was well made, but not especially pleasing to the eye. The smell of pine and earth clung tightly to him, aromas perhaps foreign to some of the less-traveled types. Dried mud rides high on his boots, leaving a faint trail of dust on the well-used wooden floor planks.
Grum hikes his pack higher onto his shoulder and does his own appraisal of the rooms many occupants. Strong fighters and pious holy-men, high-nosed wizards and furtive looking thieves filled the room. Some looked green as the first blooms after a long winter, others looked decades more road-weary and world-wise than he. Well, nothing for it. he thinks, and moves towards an empty stool near the bar. Passing card games and bunches of other adventurers, some with their noses in their cups, and others chatting together like old friends. Others still sat tucked into shadowy corners, and some looked ready to throw up, so nervous were they for the upcoming decision of the caravan master. Grum grinned ruefully, he knew well how they felt, feeling plenty of nervous anticipation himself.
Taking his seat he slid a few coppers across the bar towards the busy barkeep, "An ale friend, and plenty more to follow." The barkeep just swept the coins off the counter and out of sight with nary a glance. He's probably seen countless would-be adventurers come through his doors, eyes full of hope and excitement. Turning in his chair and placing his back against the bar, Grum looks around to see if his brother, Grob, has arrived yet. Belatedly he remembers his bow, and removes it, leaning it carefully against the bar at his knees, then continues his search.
Killer Munch wrote:
Hay! I've GM'd sum 3 campaigns.
I hope the irony of my statement came through clearly, I realize it could have come off as extremely insulting. No insult intended! :-(
Dwarf Fighter 1
Whoa whoa whoa, Did you just volunteer to GM an adventure for little uke here because 'she' is new and wants to learn how to play? That's flippin' awesome!
Well, I'm happy to help you learn and answer questions, as are most folks on the boards. Even if that means being a part of a Killer Munch GM'd adventure with you... that's a sacrifice I am willing to make. Or whatever else can be done to help.
Meddlers List - Update