DM Salsa Presents: The Curse of the Crimson Throne (Inactive)

Game Master AdamWarnock

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Korvosa is not a nice city. Cheliax's infernal influences are felt more and more by the day. The ever present danger of imps, chokers, and worse plague the poorer districts of the city. But the worst of the monsters is a man named Gaedren Lamm. A leech, a crook, a murder, and many other unsavory things is Lamm, but he has been a constant source of pain and anger for those lives he touches.

But little does Lamm know, his days are numbered.

Welcome to DM-Salsa's Curse of the Crimson Throne Recruitment. This is one of my favorite APs and I've gotten the itch to run it. I am looking for 5-7 players that can post at least once a day. I'm pretty slack about that though. I like to run combat at a round a day, and I have managed to squeeze in three rounds in just over 24 hours before.

But more than that, I'm looking for great characters. I tend to play a little loose with the rules. I'll try to challenge you, but I am not trying to kill your character.

That said, here's what I need.

Character Creation:
-Roll 4d6 six times, drop the lowest from each set. If you end up with less than a 15pt buy, reroll. If you aren't happy with the rolls, you can ask me if you can reroll. This will be decided on a case by case basis, but Generally, if you have at least a 20pt buy I'm not likely to allow a reroll.
-Three traits, one must be a campaign trait.
-Average Gold
-No 3PP
-All Paizo Core is allowed with the exceptions below.
-No Races more than 15RP
-No Synthesis Summoner.
-No Mythic
-No Firearms, period.

Background:
-A backstory that details how your character got to where they are now.
-A brief description of their personality and appearance.
-How many years it's been since your brush with Lamm (This is important for me as a GM to know!)
-RP is allowed, even encouraged, but not necessary. That will take place in the discussion thread once I have it up.

If this is your first PBP recruitment, or you're trying to get in your first PBP game, welcome and sign on up. I'll do my best to help out, and feel free to ask questions.

Recruitment will end a week from Monday (July 7), though it may be earlier than that if the response to this is big enough.

That said, show me what you've got!


Ooh interested. I've gotten into a few that died but have never gotten very far and would love to finish this AP.

4d6 ⇒ (3, 2, 4, 1) = 10
4d6 ⇒ (4, 1, 3, 6) = 14
4d6 ⇒ (4, 2, 5, 2) = 13
4d6 ⇒ (2, 4, 1, 6) = 13
4d6 ⇒ (5, 2, 6, 3) = 16
4d6 ⇒ (2, 4, 3, 5) = 14

9, 13, 11, 12, 14, 12. 12 point buy lol, let's try again.

4d6 ⇒ (2, 6, 5, 3) = 16
4d6 ⇒ (1, 2, 6, 1) = 10
4d6 ⇒ (2, 3, 2, 6) = 13
4d6 ⇒ (1, 5, 3, 4) = 13
4d6 ⇒ (1, 5, 6, 4) = 16
4d6 ⇒ (3, 3, 1, 1) = 8

14, 9, 11, 12, 15, 7. 10 point buy now. Thanks dice gods.

4d6 ⇒ (4, 6, 1, 5) = 16
4d6 ⇒ (1, 1, 5, 6) = 13
4d6 ⇒ (1, 3, 3, 1) = 8
4d6 ⇒ (5, 1, 6, 6) = 18
4d6 ⇒ (4, 2, 2, 3) = 11
4d6 ⇒ (5, 2, 5, 6) = 18

15, 12, 7, 17, 9, 16. Suddenly really good stats! I think I might try an investigator from the ACG platest. I've been dying to try one out.


ACG stuff is fins as long as you update your character when the book come out.


How do you do the stat rolls, not sure where to look for directions.

Experimental Stat roll: 4d6 ⇒ (3, 1, 5, 2) = 114d6 ⇒ (3, 2, 6, 6) = 174d6 ⇒ (4, 5, 1, 3) = 134d6 ⇒ (4, 5, 5, 4) = 184d6 ⇒ (5, 4, 1, 3) = 134d6 ⇒ (6, 3, 3, 6) = 18

So that gives me
10, 15, 12, 14, 12, 15

Silver Crusade

4d6 ⇒ (1, 5, 2, 1) = 9
4d6 ⇒ (6, 4, 3, 5) = 18
4d6 ⇒ (5, 2, 3, 3) = 13
4d6 ⇒ (6, 4, 2, 6) = 18
4d6 ⇒ (6, 3, 5, 1) = 15
4d6 ⇒ (4, 6, 3, 6) = 19

That's 8, 15, 10, 16, 14, 16. Pretty good! This is a single-weapon fighter I have been wanting to try out.


might as well see,

4d6 ⇒ (5, 6, 2, 2) = 15 = 13
4d6 ⇒ (5, 6, 3, 5) = 19 = 16
4d6 ⇒ (6, 4, 5, 1) = 16 = 15
4d6 ⇒ (6, 1, 4, 2) = 13 = 12
4d6 ⇒ (3, 5, 6, 3) = 17 = 14
4d6 ⇒ (4, 4, 4, 4) = 16 = 12

pretty decent rolls there: 29 point buy....

will have to see, but I have a ranger idea brewing


Color me interested,

4d6 ⇒ (5, 2, 6, 1) = 14 = 13
4d6 ⇒ (2, 1, 3, 3) = 9 = 8
4d6 ⇒ (6, 5, 3, 6) = 20 = 17
4d6 ⇒ (1, 4, 2, 6) = 13 = 12
4d6 ⇒ (4, 4, 6, 5) = 19 = 15
4d6 ⇒ (2, 5, 4, 1) = 12 = 11

COnsidering an alchemist of some sort, most likely going vivisectionist.


4d6 ⇒ (2, 2, 3, 4) = 11
4d6 ⇒ (4, 2, 5, 5) = 16
4d6 ⇒ (6, 4, 3, 2) = 15
4d6 ⇒ (5, 5, 1, 6) = 17
4d6 ⇒ (5, 3, 4, 6) = 18
4d6 ⇒ (6, 5, 4, 1) = 16

9, 14, 13, 16, 15, 15

Sorcerer


Dot!

4d6 ⇒ (5, 4, 2, 6) = 17 - 15
4d6 ⇒ (4, 5, 3, 4) = 16 - 13
4d6 ⇒ (5, 1, 5, 6) = 17 - 16
4d6 ⇒ (4, 2, 5, 3) = 14 - 12
4d6 ⇒ (2, 2, 5, 1) = 10 - 9
4d6 ⇒ (1, 5, 4, 6) = 16 - 15

Noice. :D Roguey maybe?


Probably half-elf fighter archer.


It's looking like I will be doing a Half-orc, vivisectionist internal alchemist, with the drug addict trait. Something like he used to work for Lamm until he became an addict, only then realizing how bad the man really is.

Sovereign Court

4d6 ⇒ (6, 3, 5, 2) = 16 = 14
4d6 ⇒ (5, 3, 5, 3) = 16 = 13
4d6 ⇒ (6, 5, 5, 3) = 19 = 16
4d6 ⇒ (3, 1, 5, 6) = 15 = 14
4d6 ⇒ (4, 5, 6, 1) = 16 = 15
4d6 ⇒ (5, 2, 5, 3) = 15 = 13


Roll them bones!

4d6 ⇒ (6, 6, 2, 5) = 19 17
4d6 ⇒ (6, 3, 2, 4) = 15 13
4d6 ⇒ (1, 6, 2, 4) = 13 12
4d6 ⇒ (2, 2, 4, 6) = 14 12
4d6 ⇒ (3, 4, 3, 4) = 14 11
4d6 ⇒ (5, 2, 4, 6) = 17 15

Nice die rolls.

Thinking druid, but I'm not sure. Depends on if I can come up with a background story that works.

Silver Crusade

Finished with his story and crunch. Thanks for offering to run this, I've heard a lot of good things about it!


Rolling them up!

4d6 ⇒ (1, 5, 3, 5) = 14 13
4d6 ⇒ (4, 2, 6, 5) = 17 15
4d6 ⇒ (6, 5, 5, 5) = 21 16
4d6 ⇒ (1, 4, 1, 5) = 11 10
4d6 ⇒ (6, 6, 3, 6) = 21 18
4d6 ⇒ (3, 4, 5, 6) = 18 15

Pretty darn good.


4d6 ⇒ (5, 2, 5, 6) = 18
4d6 ⇒ (5, 5, 4, 1) = 15
4d6 ⇒ (3, 1, 2, 6) = 12
4d6 ⇒ (4, 2, 5, 4) = 15
4d6 ⇒ (5, 4, 2, 1) = 12
4d6 ⇒ (6, 5, 2, 5) = 18

16, 14, 11, 13, 11, 16. Well damn, a 30 point buy on this one lol. I'll figure something out, haven't played this one but it's something I've wanted to play. Just out of curiosity, cause I've never heard it before, what do you mean by 'No Races more than 15RP'?


It's from the rules for creating races in the ARG. Basically, if it cost more than 15 Race Points to build the race, you can't play as it.

To put it another way, not race that doesn't take it's HD from class levels, and now Drow Nobles. (and Drow better have a really, really good reason for showing up in Korvosa.)

Here's a link that should help clarify things: http://www.d20pfsrd.com/races


A tiefling magus, I think :)


stat roll: 4d6 ⇒ (2, 4, 5, 1) = 124d6 ⇒ (6, 2, 1, 3) = 124d6 ⇒ (5, 2, 5, 6) = 184d6 ⇒ (6, 1, 5, 4) = 164d6 ⇒ (4, 3, 6, 2) = 154d6 ⇒ (6, 5, 6, 5) = 22

11, 11, 16, 15, 13, 17 is a nice set of dice


Dotting with the intensity of a million suns!
I'm posting from my phone now, but as soon as I get home I'll submit my Sylph Investigator that I created specifically for CotCT.


I'm definitely interested!

4d6 ⇒ (6, 5, 6, 6) = 23 - 18
4d6 ⇒ (4, 1, 5, 3) = 13 - 13
4d6 ⇒ (3, 5, 6, 1) = 15 - 14
4d6 ⇒ (5, 6, 4, 3) = 18 - 15
4d6 ⇒ (2, 2, 4, 4) = 12 - 10
4d6 ⇒ (4, 5, 2, 5) = 16 - 14

Wow... balanced first set of rolls. Alias will be up within a day or two.


Kary! Background forthcoming.


@DM-Salsa - I'm still reading the player guide and came across the Hellknights. I don't see it in core Paizo, but came across it in d20pfsrd. Would you allow that to be an open Prestige Class for a Tiefling Paladin? I already have a thought on how to start the backstory on why he would want to join the Order of the Nail.


Uhh, I hate rolling for stats. Here goes nothing!
4d6 ⇒ (3, 5, 5, 3) = 16->13
4d6 ⇒ (3, 5, 5, 2) = 15->13
4d6 ⇒ (6, 4, 6, 5) = 21->17
4d6 ⇒ (2, 4, 1, 3) = 10->7
4d6 ⇒ (4, 3, 4, 4) = 15->12
4d6 ⇒ (2, 3, 3, 5) = 13->11

18 point buy, not bad, but the numbers are all over the place :/
Can I re-roll? That 17 ranks up the point buy, but to play an Investigator I kind of need an above average INT,DEX and STR, and all those odd nubers don't help. <.<

Background in brief:An unhealthy love of secrets (expressed by a re-flavored Hedonistic trait), he passed most of his time hunting for rumors just for the sake of knowing them.
In the brief time he spent time in Korvosa, he managed to learn more than most people learn about the city in a lifetime (Knowledge:local all the way!).
Acting as a loner until now, he will join in the search of Gaeder Lamm with other people, to find the little son of the innkeeper of the place he's living in, the only two people he has taken a liking in.
Starting him as NJ (Neutral Jerk), I intend to make him become NG as the events unfold and he understands that information can be used to help people and prevent that others are hurt like the innkeeper's son. Another good character in the group that will act as a moral compass for him will hasten this change.

Now, question time!
1)How do we handle HP?
2)Are re-flavored drawbacks okay? I'm fine even if it doesn't give me an extra trait (4 would be too much!), but I would like it to express my character's love for "listening to the wind" (Sylph expression for eavesdropping :P). I was thinking of changing the clause of "reward of 10 GP or more" with "plot relevant information or the like" (like where Lamm is hiding), and the 1 hour of pleasure with 1 hour of eavesdropping alone.
3)Is there a way I could learn lip reading? Maybe investing one of my extra languages or a point in linguistic in it?

I'll get to work on the background as soon as I can (and I'll hope I can have a reroll considering the MADness of the Investigator <.<)


Hi, I'm fairly new to PbP. I wanted to do CotCT so I already have a character made up, Seth Brickhand.

His background is complete, but I'll have to adjust his stats.

He's an Inquisitor of Pharasma. Details are in his profile.

Ability Scores:
4d6 ⇒ (4, 2, 2, 1) = 9 = 8 Int
4d6 ⇒ (3, 4, 3, 6) = 16 = 13 Con
4d6 ⇒ (1, 5, 4, 4) = 14 = 13 Cha
4d6 ⇒ (4, 1, 6, 4) = 15 = 14 Str
4d6 ⇒ (5, 4, 4, 6) = 19 = 15 Dex
4d6 ⇒ (1, 4, 3, 6) = 14 = 13 Wis

EDIT: For my sanity's sake.


Do I feel lucky today?
4d6 ⇒ (4, 4, 4, 1) = 1312
4d6 ⇒ (5, 3, 5, 2) = 1513
4d6 ⇒ (3, 3, 2, 4) = 1210
4d6 ⇒ (1, 3, 2, 1) = 76
4d6 ⇒ (4, 3, 5, 4) = 1613
4d6 ⇒ (4, 1, 3, 3) = 1110
If at first you don't succeed Mr. Kidd...?
4d6 ⇒ (6, 4, 4, 6) = 2016
4d6 ⇒ (4, 6, 1, 3) = 1413
4d6 ⇒ (5, 3, 4, 4) = 1612
4d6 ⇒ (6, 1, 5, 6) = 1817
4d6 ⇒ (1, 3, 5, 3) = 1211
4d6 ⇒ (4, 5, 6, 1) = 1615
Try, try again, Mr. Wint.


"Hello, my name is Barnabas Starson. You might know me, I own Starson Shavings and Moustache Cares. I am looking for my granddaughter. She has been missing for weeks now and my Son has asked me to find her. She has honey coloured hair, emerald eyes and was dressed in a fine lavender summer dress. She is about 5 years old. Has anyone seen her?"
A middle aged man walks into the tavern, clearly to high-class for this area. His hair has the first hints of gray as his immaticualy groomed beard, but it is expertly dyed. Just the strains of past weeks and the little effort to take care hint that he is older than he looks. For those who know him, he is well known as an expert barber and master of potions and concotions and a ladys man. He has a timeless good looks and seems to have been around forever ... twice. But his usually good humor and expertise in selecting his legen... wait for it ..dary dalliances with countless women have caused that many a man has closed an eye on this strange history.


Backstory:
Whisper peeked down the streets from above, focusing himself. He listened carefully to the crowd around him, in the Shingles, and peeled his eyes to catch conversations on the lips of people below.
The grocery store was selling spoiled cabbages.
A girl was killed in Rat's Alley last night. Wounds from a Sawthooth saber were found on the body.
A caravan from Magnimar with merchandise for the blacksmith still hasn't arrived.

They weren't the rumors he was searching for, but he still scribbled them furiously on his journal.
Whisper had found that Korvosa, and the Shingles in particular, to be a perfect place for him. He left his village 8 months before: it wasn't that his parents didn't love him, or that people shunned him for his heritage. Quite the contrary, he was well liked and rather famous, but that indeed was one of the problems: Whisper couldn't stand all the attention people gave him. You couldn't stay alone for a moment that everyone came to you and said “Hi!” or “How's it going?” or “Why are you hiding in that barrel?”. Whisper understood that it was because everyone cared for him, but it was very irritating.

An inhuman screech came from the Acadamae last night.
A certain Johan had beaten his wife.
The people killed by Shiver overdose had increased in this last month.

And nothing happened in his home town, anyway. He knew all that could be knew about all of the townsfolks. He even grew so bored that he compiled all of the information on paper, and then made a copy of everything just to be sure. It was no small task to acquire that amount of information, and it would have been a shame if everything got lost. Still, when Whisper turned of age he left his village and moved to greener pastures. The city of Korvosa, in particular, piqued his attention.
It was as if Korvosa was made of rumors. Big cities usually breeds an incredible amount of them because of the sheer number of people that lived in it: but Korvosa was special. Here, the city's underworld, the Chelaxian government and tales of strange cults spawned secrets like no other place. And of course there where Korvosa's two biggest attractions: the truth behind the Acadamea and the so-called “Curse of the Crimson Throne”. Uncovering the first would be akin of what a Paladin would achieve by defeating a legion of undeads, but finding the truth beyond the second...A thing that will be remembered in the ages!
After wiping the drool off his mouth, Whisper looked at what he just wrote ”Shiver, uh? That damn Lamm sells that. I should follow this lead today.”

Small Centipede Poison was seeing a rising in usage among thieves.
A lot of thieves also said that Small Centipede Poison was useless and a waste of money.
A cargo of distilled Dream Spider poison, used to make Shiver, was to arrive at Dock number...

Whisper was writing everything down, and about to listen to the ushed whisper about the cargo when he heard a voice behind him. ”HEY! It's him! Bring that F***er to me!”
Oh, Gustavo. What joy. Whisper managed to think sarcastically.
Gustavo was a Varisian thug, and part of a famed gang in the Shingles. Or at least he was. All of the criminals around the Shingles didn't like Whisper: because he always sneaked around they believed that he was trying to steal their work(something that wasn't true) and snooping about their buisnessess (that was kinda true, tough). Anyway, Gustavo really disliked Whisper. It was probably because, after being confronted by him and his boss some weeks ago, he made Gustavo make a slip about the fact that he was cheating on his boss with his wife. He escaped, and the fight that broke out between the two Varisian was hilarious (watched from a safe distance, obviously), but Gustavo, now kicked out of the gang, and some of his thugs tormented him all the time.
Whisper sighed and started to run. He had to find where Ander was, not lose time with these idiots.

Some of the tughs weren't even able to make the jumps between a building and the other. It was true that Whisper had passed the last 8 months almost completely hiding and travelling the Shingles, and his heritage made it so he was way lighter than a normal human, but these guys were embarassing, Whisper tought. How can you live in Old Korvosa and not even be able to do a 20 feet jump? Amateurs.
Gustavo, in the meantime, was running after him spewing profanities. Whisper didn't knew a couple of them, so he pulled out his journal while running and wrote them down.
The Sylph was really getting annoyed now, tough, and runned to the tallest building in the sorroundings. He pulled a little vial of purple liquid from his belt, and then jumped down, the tents running between the two sides of the road almost hiding all of the street below. He channeled the winds that continually swirled around him to soften the fall, and landed with a soft *paf*. Sure enough the thugs that followed after him, thinking that Whisper wouldn't have jumped down from a too tall building, landed with a way more cacophonous sound. He didn't even turn to check if Gustavo had jumped: Whisper already played that trick to him a week ago, and now he was probably taking the long way down to pursue him. Instead, he drinked the extract and effortlessly meshed and walked in the crowd, moving even faster than normal, while making a note in his journal of what sound a Varisian Thug does when he falls several feet down.
Pulling another vial, containing a greenish extract, he appointed on his journal the progress he made that day. He didn't find the whereabouts of little Ander, Martha's son. Martha was the innkeeper of the tavern he was staying at, and Ander was all the family she had left. Whisper felt really sad for them, seeing as they were the only people he took a liking to since he arrived in Korvosa.
In any case, he had to get rid of Gustavo, so He drank his potion and entered a small alley.
When the Sczarni thug entered the alley, he didn't find no one except for an old beggar, who stretched his hand to him and talked with a raspy voice ”Got some coin for a veteran?”. Gustavo kicked him angrily and left the alley, pursuing Whisper in the direction he tought he had gone.
The beggar stood on the ground for some time, pondering what had just happened, when he overheard two noblemans talking in the distance ”I swear, this little blonde urchin tried to snatch my coin-purse AGAIN! He was there yesterday, the day before, and the day before that!”...”Yeah, I tried to catch him, but some other brats got in the way. I even heard one say 'Ander, get away!'. Probably the name of that blasted little thief.”
The beggar grinned, and pulled from his pocket a little journal, and scribbled the information he just acquired.
Maybe today wasn't fruitless, in the end the disguised Sylph tought, smiling, while he stowed away the empty vial of Disguise Self extract.


Personality:
"Why I call myself Whisper? You see, people give their children names of beautiful things: Hope, Rose, yadda yadda yadda...
Now, you whisper when you're saying something that no one else wants to know;a joke told among friends, a row, a public speech, a top-secret document all hold juicy secrets, but a whisper...
A whisper is filled with the sweetest things, the most horrible things, the unspeakable things, the most secret things...
What is more beautiful than a whisper, and why shouldn't I be called after it?"

Whisper takes the usual love of Sylphs of secrets and eavesdropping and almost brings it to a level of monomania.
Not very fond of human(oid) relationships, he likes to keep to himself and talk rarely, and the few times he does he talks in an almost inaudible fashion.
Preferring to have few but deep friendships, he's been a loner by trade, but he's now determined and willing to work with others to catch Lamm.

Appearance:
Light blue arabesque continually move and swirl on Whisper's skin, only a symbol under his right, grey eye almost still. The soft breezes that continually envelops him move his grey hair, the same breezes that help his seemingly-lithe frame to move with inhuman agility.

Relation with Gaeder Lamm:
Whisper has been living in Korvosa for only 8 Months, and the last 7 weeks of those have been spent in searching Ander, the little son of the owner of the tavern Whisper is living in. Taking a liking to them, he used to accompany (as in, spy from the nearby rooftops, checking that everything was all right) Ander in his errands: one day the boy disappeared, and Whisper is sure that Lamm is the culprit. Moved by both the guilt he feels for the boy kidnapping and the affection Whisper has for him and his mother, he recently dedicated all of his information-gathering skills to locate Lamm,

Acquaintances, plot hooks and goals:

Acquaintances
-Martha, Age 34: The widowed owner of the tavern Whisper lives in. Despite the Shingles not being the most respectable of places, she's an honest and kind person. Whisper rarely talks to her (or his son, for that matter) but he has a mixed feeling of respect and curiosity for this strong and honest woman. The disappearance of his only son has made her fall in a deep depression, but she still runs the tavern with the little strengths she has left.

-Ander, Age 8: Martha's son. A cheerful and active child, he's the sole support Martha has left. Whisper didn't talk to him much, too, but the Sylph is now pouring all of his energies in the search of the boy. Whisper only knows that Lamm frequently use him as a cutpurse, always in the same plaza, but the Sylph still hasn't managed to discover where.

-Gustavo, Age 27: Previously a member of a famed Sczarni family, he's been kicked out from it when Whisper revealed the tryst between the Varisian thug and the wife of his boss. Now a petty criminal with a dozen of loyal men, he passes most of his time searching for Whisper to have his revenge.

Goals and random things

-Catch Lamm:Duh.

-Uncover the secrets of the Acadamea and the Curse of the Crimson Throne: Whisper loves secrets, and discovering these two would be his lifelong achievement.

-Alignment Shift: His restless search of Ander has already made Whisper question his previous, selfish, life choices, and a good member in the party would go a long way of making the Sylph chose the path of goodness.

-Zohls:The Empyreal Lord of Truth would be a perfect match for Whisper once he finds the way to righteousness. The biggest problem is that Whisper doesn't even know that Empyreal Lords are a thing, and much less that there's one with the perfect portfolio for him.
A divine caster (or Divine Savvy) member of the party could teach him about her existence, maybe pointing the fact that Whisper's surname is exactly Zohls' holy symbol.

Weeeh, should be everything bar the Crunch. The forums ate my work two times D:

Waiting for an answer to my questions, an authorization to re-roll, and I'll post the Crunch ASAP (kinda).


Dotting for interest.
Stat rolls:

Spoiler:

4d6 ⇒ (2, 2, 5, 5) = 14
4d6 ⇒ (1, 1, 1, 2) = 5
4d6 ⇒ (3, 2, 3, 3) = 11
4d6 ⇒ (1, 6, 3, 6) = 16
4d6 ⇒ (4, 2, 2, 1) = 9
4d6 ⇒ (1, 5, 3, 2) = 11

Ugh. 12 4 9 15 8 10 - is that a negative point buy? let's try again.
Spoiler:

4d6 ⇒ (5, 4, 2, 2) = 13
4d6 ⇒ (6, 5, 3, 1) = 15
4d6 ⇒ (4, 3, 2, 2) = 11
4d6 ⇒ (3, 1, 3, 6) = 13
4d6 ⇒ (3, 4, 5, 1) = 13
4d6 ⇒ (6, 6, 4, 2) = 18

11 14 9 12 12 16 And that's set for 19 points. Will think of a concept, want to try something from the ACG playtest.


lets see:
4d6 ⇒ (3, 3, 6, 2) = 14 12
4d6 ⇒ (5, 6, 2, 4) = 17 15
4d6 ⇒ (3, 1, 1, 2) = 7 6
4d6 ⇒ (6, 1, 2, 6) = 15 14
4d6 ⇒ (1, 5, 2, 2) = 10 10
4d6 ⇒ (5, 3, 5, 2) = 15 13

lets try again

4d6 ⇒ (1, 2, 5, 2) = 10 9
4d6 ⇒ (1, 3, 3, 3) = 10 9
4d6 ⇒ (3, 2, 3, 6) = 14 12
4d6 ⇒ (3, 4, 1, 1) = 9 8
4d6 ⇒ (6, 6, 2, 4) = 18 16
4d6 ⇒ (1, 5, 4, 3) = 13 12

And a third time

4d6 ⇒ (1, 3, 6, 3) = 13 12
4d6 ⇒ (1, 2, 6, 6) = 15 14
4d6 ⇒ (6, 4, 5, 6) = 21 17
4d6 ⇒ (5, 5, 2, 4) = 16 14
4d6 ⇒ (1, 3, 4, 4) = 12 11
4d6 ⇒ (4, 6, 6, 4) = 20 16


DFang wrote:
@DM-Salsa - I'm still reading the player guide and came across the Hellknights. I don't see it in core Paizo, but came across it in d20pfsrd. Would you allow that to be an open Prestige Class for a Tiefling Paladin? I already have a thought on how to start the backstory on why he would want to join the Order of the Nail.

No and for a very simple reason, Hellknights base their structures off of those of Hell. Some orders are less infamous than others, but most Hellknight orders focus on order, and see nothing wrong with killing a kid that is stealing an old loaf of bread to feed their siblings. Most Hellknights are LN or LE, which makes being a LG paladin a bit on the tough side.

Adahn_Cielo wrote:

18 point buy, not bad, but the numbers are all over the place :/

Can I re-roll? That 17 ranks up the point buy, but to play an Investigator I kind of need an above average INT,DEX and STR, and all those odd nubers don't help. <.<

Yes

Adahn_Cielo wrote:


Now, question time!
1)How do we handle HP?
2)Are re-flavored drawbacks okay? I'm fine even if it doesn't give me an extra trait (4 would be too much!), but I would like it to express my character's love for "listening to the wind" (Sylph expression for eavesdropping :P). I was thinking of changing the clause of "reward of 10 GP or more" with "plot relevant information or the like" (like where Lamm is hiding), and the 1 hour of pleasure with 1 hour of eavesdropping alone.
3)Is there a way I could learn lip reading? Maybe investing one of my extra languages or a point in linguistic in it?

1) Max at 1st, then roll half-HD+1d half-HD (3+1d3 for d6, 5+1d5 for d10, and so on.)

2)I'm going to say no drawbacks. As for Lipreading, I'll have to think about that.

Barnabas "CA" Starson wrote:
Some pretty good stuff.

RP goes here:Discussion thread

Sorry I should have linked to it earlier.

List of applicants will be coming tonight.


4d6 ⇒ (6, 4, 3, 2) = 15 13 (3)
4d6 ⇒ (5, 3, 1, 1) = 10 9 (-1)
4d6 ⇒ (3, 3, 4, 5) = 15 12 (2)
4d6 ⇒ (3, 4, 4, 5) = 16 13 (3)
4d6 ⇒ (3, 5, 3, 3) = 14 11 (1)
4d6 ⇒ (2, 6, 2, 6) = 16 14 (5)
13 pt, reroll

4d6 ⇒ (1, 2, 1, 6) = 10 9 (-1)
4d6 ⇒ (1, 4, 4, 6) = 15 14 (5)
4d6 ⇒ (3, 4, 4, 3) = 14 11 (1)
4d6 ⇒ (2, 1, 5, 3) = 11 10 (0)
4d6 ⇒ (2, 1, 2, 6) = 11 10 (0)
4d6 ⇒ (6, 2, 6, 3) = 17 15 (7)
12 pt, reroll

4d6 ⇒ (2, 4, 6, 2) = 14 12 (2)
4d6 ⇒ (6, 1, 1, 3) = 11 10 (0)
4d6 ⇒ (6, 2, 3, 2) = 13 11 (1)
4d6 ⇒ (4, 6, 4, 1) = 15 14 (5)
4d6 ⇒ (4, 1, 1, 6) = 12 11 (1)
4d6 ⇒ (4, 1, 3, 2) = 10 9 (-1)
8 pt, they're getting worse... reroll

4d6 ⇒ (4, 1, 3, 5) = 13 12 (2)
4d6 ⇒ (4, 4, 3, 5) = 16 13 (3)
4d6 ⇒ (3, 4, 1, 6) = 14 13 (3)
4d6 ⇒ (5, 3, 2, 2) = 12 10 (0)
4d6 ⇒ (2, 2, 6, 6) = 16 14 (5)
4d6 ⇒ (6, 4, 5, 2) = 17 15 (7)
20 pt buy on the nose. I'll ponder a bit on where to go with this.


Rollin', Rollin', Rollin':

4d6 ⇒ (1, 4, 4, 6) = 15 14
4d6 ⇒ (6, 1, 2, 1) = 10 9
4d6 ⇒ (4, 5, 4, 1) = 14 13
4d6 ⇒ (2, 1, 2, 2) = 7 6
4d6 ⇒ (3, 5, 6, 3) = 17 14
4d6 ⇒ (6, 2, 1, 6) = 15 14

Rerollin', Rerollin', Rerollin':

4d6 ⇒ (3, 1, 1, 1) = 6 5
4d6 ⇒ (3, 4, 2, 2) = 11 9
4d6 ⇒ (1, 4, 5, 5) = 15 14
4d6 ⇒ (3, 2, 3, 5) = 13 11
4d6 ⇒ (1, 4, 3, 2) = 10 9
4d6 ⇒ (5, 6, 4, 4) = 19 15

And an encore:

4d6 ⇒ (6, 1, 2, 3) = 12 11
4d6 ⇒ (6, 6, 2, 6) = 20 18
4d6 ⇒ (3, 2, 1, 1) = 7 6
4d6 ⇒ (4, 5, 4, 4) = 17 13
4d6 ⇒ (6, 6, 1, 4) = 17 16
4d6 ⇒ (4, 4, 1, 6) = 15 14


Rolling dice is Fun!

4d6 ⇒ (5, 6, 2, 5) = 18=16
4d6 ⇒ (1, 6, 6, 5) = 18=17
4d6 ⇒ (4, 5, 2, 3) = 14=12
4d6 ⇒ (5, 4, 1, 1) = 11=10
4d6 ⇒ (1, 4, 6, 2) = 13=12
4d6 ⇒ (4, 5, 5, 3) = 17=14

32 point buy? I can't complain one bit. I'll make something of it and get back to ya.


Submitting Paulus Westland, Cleric of Sarenrae. Let the Dawnflower keep you blessed!


@DM-Salsa:Understood, no problems on the drawback. I'll just roleplay that :P Posting from the phone again, will post re-rolls later.


well except for re doing the crunch with the rolled stats here is my submission.

I apologize for the story length, but this is an old 3.0 character I had at a table top game. I rolled on the GM's custom back story generator, then I took all the highlights of that to make a narrative.

I then took that and applied the necessary elements to blend in with this AP.

This character is the brother of a character that I played back in 1982 under AD&D rules


Leoros, Half-Elf Fighter for submission. I left some of his background hazy in case of synergy with other characters or NPCs. Let me know if you have any questions.


4d6 ⇒ (6, 3, 3, 2) = 14
4d6 ⇒ (5, 2, 3, 6) = 16
4d6 ⇒ (1, 5, 6, 4) = 16
4d6 ⇒ (5, 4, 4, 5) = 18
4d6 ⇒ (5, 5, 6, 3) = 19
4d6 ⇒ (4, 1, 5, 6) = 16


12, 14, 15, 14, 16, 15

Wow, a 36 point build. I think I can do something with that.


I've been wanting to try playing a dwarf (probably a cleric, since I'm enjoying that class at the moment, very handy). Let's see what I conjure up.

4d6 ⇒ (6, 5, 6, 1) = 18
4d6 ⇒ (3, 6, 4, 6) = 19
4d6 ⇒ (3, 2, 2, 5) = 12
4d6 ⇒ (3, 5, 1, 5) = 14
4d6 ⇒ (2, 4, 4, 1) = 11
4d6 ⇒ (3, 2, 5, 5) = 15

So 17, 16, 10, 13, 10, 13
Oh wow, that is a pretty good set of rolls. A 29 point buy, if my math is correct!


4d6 ⇒ (3, 5, 6, 4) = 1815
4d6 ⇒ (6, 6, 3, 6) = 2118
4d6 ⇒ (1, 6, 3, 1) = 1110
4d6 ⇒ (6, 6, 1, 4) = 1716
4d6 ⇒ (5, 2, 4, 3) = 1412
4d6 ⇒ (1, 2, 5, 2) = 109
Jackpot! Crunch incoming.
By the way, DM-Salsa: for the Studied Strike class feature, should i use the one from the last playtest or the updated one from the Advanced Class Guide preview posted a week ago on the blog?


Tyenar "Whisper" Checkeredpage wrote:

4d615

4d618
4d610
4d616
4d612
4d69
Jackpot! Crunch incoming.
By the way, DM-Salsa: for the Studied Strike class feature, should i use the one from the last playtest or the updated one from the Advanced Class Guide preview posted a week ago on the blog?

Yes


"Na' look here, folks. I'm a hard fella' to rabble with, takes a lot to ruffle my whiskers. But this Lamm fella' has gone too far. I came to this city to help the poor and bring 'em some hope; long way for a fella' my size. But that Lamm's made every day a trial... literally, some cases. Lady o' Flames asks the likes of me to save as many as I can... and I don't think I can do that with Lamm here. I aim to bring him to justice; now who here's tough enough to help!?"

Taitor Salaad is complete, I think. His backstory and personality should be a fun combo.

History:
Taitor came from a dwarven monastery on the borders of Korosa, nestled deep in the mountains. Toiling away in their holy forges, Taitor would often hear stories about how downtrodden and hard life was for the poor citizens. His old heart moved, Taitor spoke up and told the others that they should do something to aid the weak and abused, but sadly, nobody agreed and believed they should remain safe in their temple.

Undeterred, Taitor gathered his materials and headed for Korvosa, joining a local church of Sarenrae to aid those in need. Over the weeks, the dwarf actually began to see a difference, and his hardy demeanor, while a bit gruff at times, was inspiring, and moved the masses. However, when he vowed to save the children kidnapped by Lamm, he garnered the wrong attention. Framed for a murder he didn't commit, Taitor was nearly sentenced to a cell, before the humble masses he'd aided came to repay his hard work. An overwhelming number of testimonies to the contrary came forward, and the fisherman who'd spoken against him eventually cracked, before being killed by a hired blade.

However, the damage was done, and the church of Sarenrae could no longer officially sanction or support him. Taitor also knew he couldn't go home to his monastery disgraced like he was. Pulling together his grit and determination, Taitor re-pledged himself to his original claim; save those children being mis-used by Lamm, and to end the suffering Lamm had caused. He may not be beyond salvation, but he cannot be allowed to continue his destructive ways.

Personality:
Taitor is generally gregarious and outgoing, always happy to lend a helping hand to any who cross his path. He is deeply concerned for the state of the city's poorer populations, and does all in his power to help them. He knows many have suffered at Lamm's criminal deeds, and the question of whether he can be saved or not no longer matters to the dwarf at this point; Lamm has damaged many lives and families, and must be stopped. Even if he must do it alone.
Taitor generally tries to avoid fighting, but in situations when it's clear violence is needed, he is more than ready to step up and dish out some hate. He endeavors to end fights quickly, avoiding the most harm possible, and a good solid blow to the head is usually enough to do the job.

Taitor's trial was about a month and a half before the start of the adventure, and he's been in direct opposition to every operation of Lamm's since then. Odds are, Taitor has been a thorn in his side since the trial.


Crunch:
Whisper
Male Sylph Investigator 1
N Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 9 (1d8+1)
Fort +1, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 35 ft.
Melee rapier +5 (1d6+1/18-20)
Sylph Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—feather fall
Investigator Spells Prepared (CL 1st; concentration +5):
. . 1st—shield, urban grace
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 13, Int 18, Wis 10, Cha 9
Base Atk +0; CMB +1; CMD 16
Feats Weapon Finesse
Traits alchemical adept
Skills Acrobatics +8, Climb +4, Craft (alchemy) +8 (+9 to create alchemical items, +10 to craft alchemical items), Diplomacy +7, Disable Device +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8; Racial Modifiers alchemy
Languages Auran, Common, Dwarven, Elven, Halfling, Other Language (Lip Reading)
SQ breeze-kissed, inspiration, trapfinding +1
Other Gear studded leather, rapier, alchemy crafting kit, formula book, inkpen, journal, 9 gp, 9 sp
--------------------
Special Abilities
--------------------
Alchemical Adept Raw materials are not consumed on failed craft checks for alchemical items.
Clever Wordplay(Diplomacy)Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Missing son or daughter(Campaign)+1 to Will saves
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Done! ^.^


I am returned with the crunch of my investigator done. I am currently working on the fluff, but first I need to brush up on my knowledge Of Cheliax. Right now the idea is that he was born in Egorian. He refused to pay homage to any of the infernal deities, disagreed with local customs, and investigated into matters better left untouched. He began getting death threats (some of which were acted upon), and finally decided that the city was no longer the best place in the world for him. So he fled to a place that has thrown off the shackles of Chelish control; Varisia.

I'll get some reading done then begin on detailing out the fluff. Always love feedback, from anybody!

Sauriv


CampinCarl9127 wrote:

I am returned with the crunch of my investigator done. I am currently working on the fluff, but first I need to brush up on my knowledge Of Cheliax. Right now the idea is that he was born in Egorian. He refused to pay homage to any of the infernal deities, disagreed with local customs, and investigated into matters better left untouched. He began getting death threats (some of which were acted upon), and finally decided that the city was no longer the best place in the world for him. So he fled to a place that has thrown off the shackles of Chelish control; Varisia.

I'll get some reading done then begin on detailing out the fluff. Always love feedback, from anybody!

Sauriv

Other than Magnimar would have been a better place than Korvosa to escape Chelish influence, I like the premise.

Grand Lodge

Here is Nathaniel Hawkshaw, recently disgraced guard to a diplomatic mission from Molthune. Thanks to the ministrations of one Gaedren Lamm, he has been left shamed and destitute of a future. His family in Molthune will suffer for his failure unless he can find proof that he was the victim of Lamm's treachery.

The crunch is mostly done, I just need to pick traits and feats. Is it all right to alter the flavor of the traits as long as we keep the mechanical effects the same?

Nathaniel is a slayer. I will keep up with any changes to the class that are made when the ACG is finalized.


@DM-Salsa: I poked around and found an official(ish) ruling on the lip reading thing. From here. I was sure I read that somewhere!

Lip Reading:
Any PC may learn to read lips with a rank in Linguistics as if they had learned a new language. When reading the lips of a speaking creature within 10 feet in normal lighting conditions, the reader need not make any skill checks. In situations of dim lighting, extreme distances, or to read the lips of someone trying to hide their words from the reader, the reader must make Perception checks (DC determined by the GM based on the situation). A lip reader may only understand spoken words in a language it knows.

Is this okay? Sorry if I'm annoying. D:

Grand Lodge

I didn't know about that lip reading thing... that's good to know for a few of my other characters, thanks!

Anyway, I think I'd like to apply to this game, but maybe I'll wait for the list to go up to see what has been made already.

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