GM Rednal's Bloody Jack (Inactive)

Game Master Rednal


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Bloody Jack Carver
Went down to the harbour
Taking some children to play.

An eel popped up its head
And ate them instead,
While Jack tip-toed away.

Basic Info: Bloody Jack is an urban murder mystery module recently released by Frog God Games.

Content Warning: I don't usually do these, but I think it's important to note that Bloody Jack, as the name suggests, is not for younger players. It's still appropriate for this forum, but it's definitely on the mature side. Expect blood and potentially disturbing content.

Backgrounds: The City-State of Castorhage, known as the Blight to visitors and many of its residents, is an ancient city of Akados dating back to the early days of the Hyperborean Empire. Long viewed as a centre of learning and scientific advancement, it eventually fell to its own hubris and corruption, becoming the hive of terror and foulness that it is today.

Despite the rampant villainy of the city and the terrors that haunt its nights, it remains, ostensibly at least, a bastion of civilization, and its citizens go about their mundane (if somewhat precarious) existences preferring to ignore the constant dangers of their day-to-day lives and the dark goings-on that stalk its benighted streets. A stout bolt on the door and a penchant for minding one’s own business are necessities for survival.

You are residents of this city - probably for all of your life. And now you've been called upon to help resolve a problem...

Unfortunately, I can't give you the full details of the city because the Blight isn't actually out yet, but hopefully this is enough to go on. XD

Expectations: I'm looking for characters that match the themes and style of the Blight - that is, characters suitable for an urban horror adventure. I'm not, for example, going to choose someone who is a noble bastion of infinite goodness planning to singlehandedly cleanse the city of its ills - but I'd consider a coward who's trying to make the city a better place in their own small way. To put it in Golarion terms, you might think of Castorhage as something of a cross of Ustalav and Nidal - things do go bump in the night, and few people want to find out what they are.

This is a module, not an adventure path, and I expect it will take less than one year to complete through play-by-post - possibly much less, depending on the route you take through the story. Please do not apply if you cannot commit to seeing this game through to the end. In your application, I want you to confirm in your own words that you are committed to seeing this through.

Build Rules:
-Sourcebooks: All Paizo. Path of War, Psionics, Spheres of Power, and Strange Magic are also allowed. Note the flavor of the game, though - whatever you pick should reasonably match the tone of this game.
-Point Buy: 20, no stat higher than 16 after racial
-Level: 5th
-Wealth: 10,500 GP (Crafting Feats: +25% WBL, counting items at full price, per-feat - yes, you may have crafted beforehand)
-Hit Points: Max at first, average (rounded up) thereafter
-Skills: Background Skills (Pathfinder Unchained) are in use
-Faith: If relevant, select your deity from the Hyperborean options listed here. You may also select Astoroth (N God of Facts and Information-Gathering), Hadran (LG God of Valor and Knowledge), Iris (NG Goddess of the Dawn), or Yidhra (LN&CN Goddess of Paradoxes).
-Other: I don't like min-maxing, and will not select any profile I think is doing that. No need to make an alias, either. Instead, what I REALLY want to see is your character's background - I want to know who they are, what shaped the person they are today, and how you're likely to play them throughout a mature module. Feel free to include other details, like the things they did to get to 5th level, how they use their abilities in their daily life, and whatever else you think would be interesting. Your background is the main thing I will be judging you on - I still expect you to make a character sheet for me to review, but it's the background that will make or break your submission.
-Finally, all profiles should follow the template available right here.

I plan on accepting three players into this game. Recruitment will last until the end of the 23rd, and I'll pick people on the 24th.


Dotting. Hope to get a psychic caster submitted by the deadline! Can't wait for The Blight!


Dotting.


Can't resist, dot.


Oh, right - I forgot to specify Races, didn't I? I'm not sure what the Blight's actual population spread is yet, but humans are preferred, and definitely nothing outside of Core for this game.


Ohhh interested...


Pathfinder Adventure, Adventure Path Subscriber

Dotting .... defo interested and thinking Slayer or Brawler


Dot.


Awww yes.


Tentatively interested.

Regarding Path of War, a question. As far as I'm able to tell, discipline weapons appear to be relevant only for save DCs and feats like Discipline Focus.

As long as a weapon can make a melee or ranged attack as prescribed by the strike being used, you can initiate any known maneuver? For instance, using a warhammer with Mithral Current maneuvers?

Silver Crusade

Belltrap wrote:

Tentatively interested.

Regarding Path of War, a question. As far as I'm able to tell, discipline weapons appear to be relevant only for save DCs and feats like Discipline Focus.

As long as a weapon can make a melee or ranged attack as prescribed by the strike being used, you can initiate any known maneuver? For instance, using a warhammer with Mithral Current maneuvers?

Correct, unless it specifically says otherwise in the maneuver or discipline.

Silver Crusade

Also,

*waves at Red*


I'm in - looking to play a Harbinger (dark cursey PoW guy). Do we PM you the character background, or how does that work?

Silver Crusade

Posting here should be fine, just put it under a spoiler I assume.


Corvix the Grim:
Corvix looked in the mirror. By Hadran's beard, who was this beat-up, scowling old man? He was always confused right after waking up. Somewhere deep inside, there was still a dream of peace, a scholar-knight in shining armor. He splashed cold water on his face to clear the wisps of sleep, rubbed his stubble - how long had it been? - and decided not to bother. Apparently, someone had work for him, and they would want Corvix the Grim. Corvix Crowsfriend. A steely-eyed killer. Not a sentimental dreamer.

He got dressed, securing the tools of his deadly trade under the long coat. He hefted his purse - if this was another "tax collection" or "quashing rebels" job, he could afford to refuse it. Good. He had a quick flashback - burning houses, women and children cowering from him in fear, his arms weary and slick - and felt the old anger rise in him, looking for an outlet. He took a deep breath, closed his eyes, and remembered the boisterous guards from the night before; imagined how his blades would sing, the fear and the horror and the blood and the excitement. His next breath found him shuffling through the steps, his weapons out, slashing at imaginary foes in the tiny room.

He left the boarding house, making his way through the alleys. He caught himself daydreaming, deliberately walking down Shady Armpit, and reprimanded himself - if this was a working day, there was really no reason to get in trouble for free. Hopefully, Harwill had found something good for him.

Harwill, his younger brother. The golden boy. Harwill, the respected councilman. Corvix (not that that had been his name back then) did well in his studies, but Harwill was always better. His rival and his responsibility. Harwill, convulsing on the floor after touching the Forbidden Tome, his life visibly drawn out of him. Corvix had struck a bargain, then, paid for his brothers life. Paid with his name, paid with service. The deal was long since concluded, but the taste for bloodshed had remained. The taint of that tome. It had to be.

*********************
Corvix is known as a sword-for-hire. Few people know that he is the brother of a councilman, and they both prefer it that way. He has done plenty of shady jobs for shady characters over the years. He is mostly curt to the point of unpleasentness, because he always expects things to end in bloodshed and pleasantries seem futile. He is quick to anger, a trait he believes is the taint of the deal made with the entity trapped within the pages of the Forbidden Tome, after a botched break-in to steal that tome. He blames himself for making the deal, not his brother.

Corvix has a soft spot for curious children, dreamers, scholars and other impractical types. His gruff exterior hides a learned, sophisticated mind.


So I want to do Spheres of Power, and I want to do Divination as a sphere. Since this is an investigative module, it seems like a perfect fit. I wonder if you think the Witness the City talent is OP for this module though.

Liberty's Edge

Once my finals come, I may regret it, but I'm loving the idea, and I've got just the character, a bitter and sorrowful Alchemist. I'll get him crunched and fluffed later.


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@Belltrap: You can usually use any weapon you want with a maneuver, but some abilities only work when you're using something from the associated weapon groups, so it's usually better to stick with those. (That is, pick the weapon you WANT to use, then find disciplines that match. ^^)

@Rysky: *Waves back*

@Derz: It might be a biiiit much for this particular game, yes, since you'll be spending so much time in an urban environment. You can still take it, but I'm probably going to limit the amount of information that can be gathered - i.e. you have to actually go through most of the adventure, not Witness your way right to the end. XD


Just googled it, and after that I'm not so worried. Since it's so big and such a wretched hive of scum and villainy it seems like even with magic it would be a lot of work to try and find a particular murderer in that place. Castorhege is bleak, man.

Orson the Seeker:

The sign read "Lost Items Found, for Coin, Information, or Books upon Inspection". The young Orson looked up from the tome on his desk as the man walked in and asked him if he could find lost children as well.

Yes, I suppose if you paid me enough. There's lots of missing children these days, and a man's got to eat. Not an unusual attitude in the Blight. Paragons of virtue don't make it far here, those that even bother to come.

After counting the coins and getting the man's address and assuring him that yes, he is the man for the job despite barely being considered a man, Orson gets to work. He shutters all the windows and locks the doors. A rug gets pulled back revealing an immensely complicated series of symbols and runes and circles drawn atop each other with a map of Castorhege itself laid over the center. Orson places candles made of lamb fat at every corner. It's expensive, but these spirits generally don't go for what's cheap. He lights the candles and then sits in the middle, silent for five minutes, meditating, then speaks the name of his partner in magic.

Andrealphus. I need to find something.

------------------------------------------------------------------------

Orson was 16 when he first came across the name Andrealphus while researching the architect of older parts of the city. An old mage's tower had once belonged to a mad oracle famed in his day for communing with both spirits of the land and demonic entities, increasing his power tremendously in the short term while whittling away his sanity just as quickly. The oracle's name was Maleus, and he built the tower in order to commune with an ancient and powerful genius loci of the island that Castorhege now inhabits. Genii loci or spirits of a place are subject to the same changes that their location goes through: a spirit of a lake changes when it dries up, a spirit of a forest changes if it burns down. A spirit of an island that lay slumbering for thousands of years to be awoken by such a madman whose soul was compromised by infernal pacts after a city of corruption and waste was built upon it was subject to change equally quickly. The once-peaceful entity was quickly turned into something raving and violent and the tower was nearly completely destroyed.

A genius loci has perfect knowledge of its place, however, and a young novice wizard with more talent than sense would of course be immediately drawn to finding it himself. Fortunately for him, the centuries have tempered the spirit's madness and after communing with it by meditating in the tower that now forms the facade of his business, a partnership was formed. Some of its essence can now be conjured to serve and protect Orson's form, and it greatly enhances his abilities in divination. As his power grows they become further connected and the more it wants him to use its powers.

Basically, I'm combining your classic "wizard student gets over his head" and "how far is he willing to go to solve the case?" The more desperate he gets to solve the case the more he depends on the spirit, which even without infernal influences aren't known for staying committed to mortal notions of morality...


Intrigued, and dotting!


Gotcha. Further inquiries:

• What level should this module be expected to go to, if we are expected to level up at all?

• Is the ability score cap of 16 before or after our 4th level ability score increase?

• Should the additional WBL from crafting feats be invested wholly in whatever items you have the crafting feat for? (So, for instance, the +25% WBL for an alchemist would have to be spent on potions, or on scrolls for a wizard.)

• Do alchemist bombs count as weapons for purposes of Path of War ranged maneuvers?


1) You're not expected to level up. (If it were a longer game, you'd probably level after completing it)

2) Before.

3) Yes.

4) Yes. From their rules text, "Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus."

Liberty's Edge

Ok, Volco Sissorba is here, background only for the moment. In the next days I'll get him up to crunch, appearance and personality. I've been itching to play a devout of Yidhra for a while.

Grand Lodge

dot


Hmmmm... I've been looking for an excuse to test-drive the Wandslinger and this seems perfect. I'll have a full concept for you sometime this weekend.


You're...not running a gestalt campaign? I find this suspicious.


I am not. I enjoy gestalt - greatly - but this is a grimmer, darker campaign than most I run. XD Basically, I don't want anybody to feel too heroic, so the power cap is lower than usual.


Would you allow a Moso Bard without the Eastern flavour? While I imagine a blind character is somewhat at a disadvantage in terms of clue hunting, I think it could be an interesting concept. And I have a few ideas for using the Divination sphere to pick up some of the slack.


Here is my submission:

Herk the Hunched
Human Investigator.

Background:

Herk laid on his bed, in the room he used, above the tavern he runs. No matter how much he tried, sleep alluded the man. A storm raged outside his cramped little room, thunder pealed in the distance, and rain steadily beat down on the roof. The ever strengthening wind howled trying to find its way through the drafty window. He laid there and wondered, Is tonight the night they come for me?

It was a night like this when they came for him and his brother. Fortunately, I don’t remember much about it, other than the infernal weather, Herk told himself.

<Stop lying to yourself. You remember, you’ll never forget,> the other worldly voice in his head stated mater of factly.

It’s right I still remember most of it, Herk conceded to the voice.

Herk’s earliest memories are of the night he and his brother were kidnapped. It was quick and brutal, one moment they were taking a short cut down a deserted alley. The next moment he had a sack thrust over his head, and was being carried away by rough hands. He and his brother were soon separated and Herk was put in a small stone room with another boy. The room was bare except for a small barred window about six feet off the ground and a bucket filled with excrement. He could tell by looking up and out the window that he was in a basement. As the door closed Herk heard one of the men say, “We’ve got a few hours before we deliver this lot. Got a good bunch here we sho…..” the man’s voice was lost as the door closed behind him. In spite of everything that happened Herk found himself exhausted and soon collapsed into a deep sleep on the stone floor of his cell.

He awoke on the stone floor cold and whimpering, rain poured down outside the window to his cell, and flashes of lightning light up his cell every so often. He continued to lay there feeling hopeless when the door to his cell is opened. One of his jailers entered the room and grabbed the other boy. The jailer said with an evil grin on his face, “Time for me to have a little fun. You’re next chubby,” his jailer said with sneer toward Herk as the screaming boy was dragged from the room.

Herk stood there frozen, not sure what was going on, but even his young mind is certain it is something twisted and evil. That is when he heard the voice <Stop your sniveling and do something you fat fool.> Herk looked around but saw no one else in the damp cell. Herk didn’t know what to do but he was positive that he wanted to leave this room before his jailer came back. So he decided to take the voice’s advice and do something.

A bit of inspiration came to him and he moved quickly, afraid that his captor would return soon. Without hesitation he removed his cloths, balled them up and threw them out of the barred window. Next, he overturned the bucket of excrement and moved it over to the window so he could stand on it. It took every bit of self-control to do what he did next, he bent over and smeared the waste from the bucket on his shoulders, chest, and hips. For lubrication, he thought. Using the bucket he was able to reach the bars on the window and pull himself up. Thanks to the lubrication he was able to painfully squeeze his way through the bars.

<You’re a smart one,> the other voice comments.

I am smart, Herk thought as he picked up his drenched cloths.

< I died in this alley,> the otherworldly voice resounds in his head.

“Who are you,” the boy asked in a whispered voice as he made his way out of the mist filled alley into the down poor.

Herk eventually made his way to his uncle’s house, who ran an underground pub complete with music and dancing, some of the cities forbidden pleasures. In this environment Herk was forced to grow up quickly. His uncle saw to it that he was trained him in the art of brewing and mixing of chemicals. In this free thinking environment he learned to read and debate philosophy, history, and religion. This is where he grew up and where he spent the rest of his youth looking over his shoulder and listening to the otherworldly voice. That is until the authorities came and took his uncle, closing the pub and forcing Herk to find his own way on the streets of Castorhage.

It was some years after this and Herk was failing at running a tavern in the slums of Castorhage when he began a discrete investigation business out of the tavern to help make ends meet.

*****************************************

In the back alleys of the oppressive city, nestled between rows of buildings of similar size and disrepair is a narrow two story structure. With a tavern on the first floor and rooms on the second story. Above the door hangs a sign depicting a man being hanged with his legs kicking and a large empty mug on the ground below him, At the top of the sign in faded yellow lettering it reads, The Dancing Drunk. On the bottom of the sign is the more recently added, No Dancing Allowed!

From the outside the tavern looks nasty, cheerless and uninviting. Soft wooden planks and oak details make up most of the building's outer structure. It's difficult to see through the dusty windows, but the gloominess from within can be felt outside. In the corner of the window closest to the door is another sign which can hardly be seen beneath the dust which reads;

Discreet Investigations.
No job to big or small.
Inquire within.

A heavy wooden door is the only entrance to the tavern and groans when it opens. Upon entering the tavern it appears as dire inside as it is on the outside. Dark squared, wooden beams support the upper floor with rows of small, molten candles dangling from the beams. The common room is long and narrow the walls are bare, with the plaster peeling off in places. The bar is on the left and runs the length of the room with several small tables running along the right wall along with a stone fireplace. Along the far wall are two doors, one leads to the kitchen the other to the basement. The overall layout gives the room a cramped feel.

The tavern is almost completely abandoned the few who are here are dredges of society and lost souls but whoever they are, they give you an uncomfortable feeling of dread. Behind the bar is a large, stooped, overweight bartender who is coughing into a dirty napkin. He makes no effort to acknowledge your presence.


Appearance:

Tap, tap, tap the crow beat on Herk’s head with its beak while his bloated body laid on the ground in a refuse covered alley. Herk tried to scream but no words came out as his mouth is filled with worms. The crow begins again tap, tap, TAP.

Herk's eyes popped open, his head still pounding, but he sighed with relief as he realized that he is in his bed, safe, in his cramped little apartment. He concluded, It’s just that dream again. He laid in his bed breathing erratically with sweat pouring off his obese body. The sour odor of his unwashed body mixes with the smell of alcohol, and his breath, creating something noxious. Herk shook his head as he began to work his jaw, making sure that his mouth wasn’t filled with worms. No I’m still alive, Herk decided as the pounding in his head grew louder. The other voice in his head reminded him as the pounding continued, <True but you're closer to the grave today then you were yesterday.>

It took him a second to realize that it isn’t just his skull that is pounding but someone is also knocking at the door to his apartment. A voice that is not his own echoed in his mind and warned, <Careful, it could be trouble!>

”You always think it’s trouble,” Herk rebutted before he realized what he was doing. I have to stop encouraging it, Herk admonished himself. But admitted, Probably is trouble.

Slowly Herk threw his legs over the side of the bed and moved his ponderous frame into a sitting position. He ran his fingers through his thinning hair as he reached with his other hand for the mostly empty bottle next to his bed. Greedily he brought the bottle to his lips and finished off the contents. He tossed the bottle aside and carefully got up, the bed groaned in relief as his considerable bulk is lifted. Sluggishly he made his way over to the water basin, which is sitting on the dresser against the wall. He splashed water on his face and he looked up catching his reflection in the small dust covered mirror that sat above the dresser.

He scowled at his likeness, it was a look of disgust and surprise. He mused that while he was not yet 40 years old the reflection looking back at him seemed older.

<Weary looking,> The other voice inside his head remarked.

It’s right I do look weary, but it’s more than that, Herk surmised.

As Herk continued looking at his reflection he noticed his eyes, They are same color of the sky right before a storm.
<When they’re not blood shot,> the voice in his head added with a laugh. But it is more than their color that drew Herk’s attention, his gaze appeared knowing and penetrating. His eyes are deeply set in a large square head and a puffy pale colored face which is framed by receding grayish brown hair. He has long sideburns that connect to his long bushy mustache which hangs below his jaw. His face is highlighted by a prominent chin and a large crooked nose that has been broken one to many times.

Herk is startled from his reverie by the unrelenting knocking on the door. He admonished himself, Stop admiring yourself, there is business to attend to. He shakes his head thinking, Probably trouble.

His stooped and hunched backed form made its way across the room, the floor creaked in protest, as Herk is large framed, and even stooped over, stands a little over 6 feet tall. He is broad shouldered, barrel-chested and big bellied with thick legs and arms. He is overweight and a layer of fat covers the muscles beneath.

He continued the journey across the small room and he carried himself with an air of confidence. The swagger of a veteran, he thinks.

Another snide comment from the voice, <swagger of a drunkard.>

“Go away,” Herk said halfheartedly not sure if he is talking to the voice in his head or to the person who is knocking on the door.

Again his thoughts were interrupted by the other voice, <Probably someone here to kill you.> Herk hesitated for a second then made a fist as he places his other ham sized hand upon the knob, you’re probably right.

*********************************************
APPEARANCE
*********************************************
Height: 6’ 1”
Weight: 300lbs
Hair: Graying brown
Eyes: Gray
Appearance:
Herk is a large overweight man standing over 6 feet tall and built like an ox. He walks stooped over with a hunched back. He is broad-shouldered, barrel chested, and big bellied with thick arms and legs. A layer of fat covers his body concealing the muscle beneath.

His skin is pale as if he hasn’t spent much time in the sun and is puffy under the eyes. His eyes are gray and deep-set with bushy eyebrows above. He has large pronounced chin, cheekbones and nose, the last appears to have been broken one to many times. His face is framed by receding graying brown hair with long sideburns that connect to his large bushy mustache. His strong chin is clean shaven and his mustache extends below his jaw.

You can tell by looking at him (and sniffing) that cleanliness is not one of his top priories often he smells of liquor, body odor, and bad breath. The remains of a half-eaten meal frequently stain his shirt.

He can often be seen mumbling or talking to himself and frequently laughs at his own jokes.


Personality:

If there was one word to describe Herk it would be paranoid. He believes the world is out to get him (and at times he is right). He is clever and isn’t afraid to let people know it as well as possessing a cutting sense of humor. Additionally, he frequently gives advice whether or not it is wanted. These attributes don’t win him many friends.

Crunch:

Herk, the Hunched
Male Human Investigator (Empiricist) 5
Neutral Medium Humanoid (Human)
Init +3; Senses Perception +11
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 [armor 4, dex 3, enchantment 1]
hp 43 (5 HD; 1d8+[2 con, 1fcb])
Fort +4, Ref +7, Will +4
Special Defenses: +2 will saves vs. illusion, Inspiration 1d6
--------------------
Offense
--------------------
Speed 30 ft.
Melee sword cane +7 (1d6+4/x2) Two-handed
Ranged Crossbow (Heavy) +6 (1d10/19-20x2)
Special Attacks Studied Combat +2, Studied Strike 1d6, Inspiration 1d6, Quick Study
Investigator Extracts Known/Prepared (CL 5th; concentration +8)
. . 1st (5/day) – Anticipate Peril, Cure Light Wounds, Enlarge Person, Heightened Awareness, Long Arm, Monkey Fish, True Strike
. . 2nd (3/day) – Alchemical Allocation, Focused Scrutiny
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 16, Wis 10, Cha 8
Base Atk +3; CMB +6; CMD 19
Feats Power Attack, Extra Investigator Talent, Extra Investigator Talent
Traits Student of Philosophy, Resilient
Adventuring Skills Acrobatics +7, Bluff +12, Climb +7, Diplomacy +11, Disable Device +11, Escape Artist +11, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Planes) +7, Knowledge (Religion)+7, Perception +11, Sense Motive +11, Spell Craft +7, Stealth +7, Use Magic Device +11
Background SkillsCraft (Alchemy) +14, Profession (Brewer) + 4, Linguistics +7, Knowledge (Engineering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Nobility) +7, Sleight of Hand +7
Languages Common (Westerling), Infernal, Abyssal, Necril, Draconic
SQ Ceaseless Observation, Inspiration, Keen Recollection,
Other Gear +1 inspired sword cane, +1 chain shirt, Potion of haste, Potion of Bulls Strength.
--------------------
Special Abilities
--------------------
Ability Score Racial +2 Intelligence.
Ability Score Level +1 Dexterity at 4th level.
Alchemy +5 craft alchemy, prepare extracts from the alchemist formula list.
Dual Talent +2 strength. Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Ceaseless Observation Uses Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.
Effortless Aid Use an aid another action as a move action instead of as a standard action. Expend one use of inspiration to instead perform an aid another action as a swift action.
Infusion Extracts can be used by anyone.
Inspiration Inspiration pool = 5. Augment skill checks and ability checks by using inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check. Can only be used once per check or roll. Can be used on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Keen Recollection Make all knowledge checks untrained.
Mutagen When brewing a mutagen, select one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Resilient +1 fort saves
Student of Philosophy Use Intelligence modifier in place of Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true.
Studied Combat +2 Use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. He can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike 1d6 Can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. Can be used to deal nonlethal damage and he must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Trapfinding +2 Add 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks and can use Disable Device to disarm magical traps.
Trap Sense +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps.
Unfailing Logic +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.


@Jon: Lack of sight might be a real problem in this campaign, yes. ...Slightly mitigated by the fact that you'll be reading things. XD What sort of things were you looking to do with Divination?


The most obvious are Detect Secrets, Detect Thoughts, Object Reading and Witness the City. They seem the most useful, but a couple might make life difficult for a murder mystery campaign. Pretty much the only thing I wouldn't be good for is visual perception checks and long range stuff, but...


...but it probably wouldn't be the best choice. XD; Truth be told, a divination-heavy character in general might not be a good choice for this campaign, given the way it's set up.


Hmmm, noted. The only other ideas I had were a Scholar or a Luckbringer but the characters aren't as developed yet.


You've still got a couple of days, everyone. ^^ Incidentally, please have both crunch and fluff in the same post for easy reference, or I may not notice you actually submitted both.

Liberty's Edge

I believe that Volco is finished, crunch and fluff all in his alias. I hope that I explained his backstory well, I had it planned in my mind but putting it on paper is harder.


Gonna give this a bump.


Pathfinder Adventure, Adventure Path Subscriber

Will reuse an existing alias, will add these details if chosen.

Darc Jonash:

Any comment or things that either don't fit or are wrong just let me know... character history below, still need to add description, but that won't be difficult.

Darc Jonash
Male human brawler 5 (Pathfinder RPG Advanced Class Guide 23)
LN Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+6 armor, +3 Dex, +1 dodge)
hp 49 (5d10+15)
Fort +7 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +8, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee sap +9 (1d6+4 nonlethal) or
. . sap flurry of blows +7/+7 (1d6+4 nonlethal) or
. . short sword +9 (1d6+4/19-20) or
. . unarmed strike +9 (1d8+4) or
. . unarmed strike flurry of blows +7/+7 (1d8+4)
Ranged light crossbow +8 (1d8/19-20)
Special Attacks brawler's flurry, brawler's strike (magic), close weapon mastery, knockout 1/day (DC 16), maneuver training (trip +1), martial flexibility 5/day
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 8, Wis 12, Cha 12
Base Atk +5; CMB +9 (+12 trip); CMD 23 (26 vs. trip)
Feats Combat Expertise, Combat Reflexes, Improved Trip, Improved Unarmed Strike, Iron Will, Power Attack, Vicious Stomp[UC]
Traits iron liver, Magical Talent (Root)
Skills Acrobatics +11, Climb +8, Handle Animal +5, Intimidate +9, Knowledge (dungeoneering) +3, Knowledge (local) +3, Perception +5, Sense Motive +8, Swim +8
Languages Common
SQ brawler's cunning, martial training
Other Gear +2 mithral chain shirt, light crossbow, sap, short sword, belt of giant strength +2, cloak of resistance +1, 354 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 16) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you
--------------------
Being born in the slums offers two things, either you adapt and survive or you end up at the end of another's blade. Bought up by his mother and an unknown number of uncle's that visited after dark, Darc learnt the art of disciple and keeping out of the way, being that exiting through a window and spending the evening on the roof, or climbing down and finding the quiet of the streets. Lter after his 'uncle' had left, Darc would climb back and live the life of a boy. He learned the harshness of life from the special uncle, the one that held sway over his mother's life, the one that would beat her, before leaving the rooms with money. It was strange he was the only man that left with money, the others would leave silver and gold and a smile on their faces.

It was this 'law', that burned into his being, the law of the underbelly of society, a law he adopted, but could never be happy living under. It was this law that led to an unfortunate accident, a deserved accident that happened some 2 years ago. The 'special uncle's' head caved in under his fist far too easily, the way the nose collapsed into the man's brain, left a nasty mess and a sobbing mother. Since then, his mother's life has got a little easier, as she has taken on the help of the other girls, all of whom have helpe Darc grow as man. Even to the extent they offered gold rewards to protect them from their 'paying friends'.

But it was the years before this that in those early days, where his fists were his first weapon, as self-protection, buiding his stregth and muscle, then taken on as a tavern's protector, his talents made the first coppers. His large knuckles, stopped many a fight by placing the protagonists laid out on the floor, sleeping off the excess of drink and lying in thier own pool of blood and sick.

A feared protector at the Red Dragon, it wasn't long before his skills were spotted and put to more profitable use. Taken into training to earn extra money as a ring fighter, not the regulated glaitorial fights, but the rough and bloody fights at the back of an inn. Any money he made, went in either paying for training or medical attention. Those who he worked for seemed to make more than Darc, somethng he still doesn't understand, but it is the life in the underbelly, the law of those who have and those who don't.

...Desccription to complete....


...Small Amendment: I forgot that the 24th was Thanksgiving. XD Selections will be on the 25th instead.


GM Rednal wrote:
...Small Amendment: I forgot that the 24th was Thanksgiving. XD Selections will be on the 25th instead.

Sounds fair.

Good luck all and have a Happy Thanksgiving.


Gonna try and squeeze in an application. By tomorrow. Thinking of using a aether kinitiscist and flavor it along the lines of occultish magic/telekinesis.


Reposted Background since you asked:
The sign read "Lost Items Found, for Coin, Information, or Books upon Inspection". The young Orson looked up from the tome on his desk as the man walked in and asked him if he could find lost children as well.

Yes, I suppose if you paid me enough. There's lots of missing children these days, and a man's got to eat. Not an unusual attitude in the Blight. Paragons of virtue don't make it far here, those that even bother to come.

After counting the coins and getting the man's address and assuring him that yes, he is the man for the job despite barely being considered a man, Orson gets to work. He shutters all the windows and locks the doors. A rug gets pulled back revealing an immensely complicated series of symbols and runes and circles drawn atop each other with a map of Castorhege itself laid over the center. Orson places candles made of lamb fat at every corner. It's expensive, but these spirits generally don't go for what's cheap. He lights the candles and then sits in the middle, silent for five minutes, meditating, then speaks the name of his partner in magic.

Andrealphus. I need to find something.

------------------------------------------------------------------------

Orson was 16 when he first came across the name Andrealphus while researching the architect of older parts of the city. An old mage's tower had once belonged to a mad oracle famed in his day for communing with both spirits of the land and demonic entities, increasing his power tremendously in the short term while whittling away his sanity just as quickly. The oracle's name was Maleus, and he built the tower in order to commune with an ancient and powerful genius loci of the island that Castorhege now inhabits. Genii loci or spirits of a place are subject to the same changes that their location goes through: a spirit of a lake changes when it dries up, a spirit of a forest changes if it burns down. A spirit of an island that lay slumbering for thousands of years to be awoken by such a madman whose soul was compromised by infernal pacts after a city of corruption and waste was built upon it was subject to change equally quickly. The once-peaceful entity was quickly turned into something raving and violent and the tower was nearly completely destroyed.

A genius loci has perfect knowledge of its place, however, and a young novice wizard with more talent than sense would of course be immediately drawn to finding it himself. Fortunately for him, the centuries have tempered the spirit's madness and after communing with it by meditating in the tower that now forms the facade of his business, a partnership was formed. Some of its essence can now be conjured to serve and protect Orson's form, and it greatly enhances his abilities in divination. As his power grows they become further connected and the more it wants him to use its powers.


Crunchiness:
Orson
Male Human Sphere Wizard 5
Neutral Good Medium Humanoid, Human
Initiative +2; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 [+2 Dex]
23 X (5 HD; 1d6+1)
Fort +2, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Quarterstaff +3 (1d6/Crit Range)
Ranged None
Special Attacks None
[Class] Spells Known/Prepared (CL 5th; concentration +10)
Spheres: Mind, Conjuration, Divination
Spell Points: 12
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 11, Int 16, Wis 14, Cha 12
Base Atk +X; CMB +X; CMD X
Feats Cantrips, Extra Magic Talent (Mind Sphere), Craft Rituals, Ritual Caster
Traits
Languages Common, Draconic, Elven, Abyssal
SQ (Special Qualities, i.e., your various powers and abilities that don't fit elsewhere - just the names)
Other Gear
+2 Conjuration Staff
--------------------
Skills
--------------------
Appraise (Int), 5+3+3=11
Craft (Int),
Fly (Dex),
Knowledge (Arcana) (Int), 5+3+3=11
Knowledge (Local) (Int) 5+3+3=11
Knowledge (Planes) (Int), 5+3+3=11
Linguistics (Int),
Profession (Wis),
Spellcraft (Int) 5+3+3=11
--------------------
Special Abilities
--------------------
Somatic Casting Drawback You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure. X2
Elongated Summoning Drawback Summoning a creature requires 1 minute of concentrated effort, rather than only a standard action.
Painful Magic Drawback Your magic consumes you the more you rely on it. You must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) whenever you use magic, or be sickened for 1 round. If you use magic while sickened, you must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) or be nauseated for 1 round.
Summon Companion (Andrealphus, Biped: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 slams (1d4); Ability ScoresStr 16, Dex 12, Con 14, Int 7, Wis 10, Cha 11
Armored Companionl Your companion gains armor as appropriate for its form and appearance (a suit of armor, a tougher hide, buffeting winds, etc.). Your companion gains a +2 armor bonus, +1 at every odd Hit Die beyond 1st.
Battle Creaturel Your companion is learned in the ways of war. It gains proficiency with all simple weapons and when summoned, appears with up to 2 weapons it is proficient with (masterwork, but of unremarkable composition). These weapons gain a +1 enhancement bonus for every 3 Hit Dice possessed to a maximum of +5. A companion may gain this form talent twice. If gained a second time, it gains proficiency with all martial weapons and treats its Hit Dice as fighter levels when meeting the prerequisites for feats. X 2
Lingering Companion - Andrealphus When you spend a spell point to allow this companion to remain for 1 minute per caster level without concentration, you may spend an additional spell point to allow it to remain for 1 hour per level instead. If you also possess the Greater Summoning talent, your companion instead remains for 1 day, only disappearing when you rest to regain spell points. Once you have spent a spell point to summon such a creature for a full day, you may dismiss and re-summon this companion at will without having to spend any additional spell points that day.
Divine You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining.
When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.
Alternate Divination: Divine Unnaturals If you possess the Conjuration Sphere, you may divine the presence of outsiders and aberrations. In all other ways, this functions as divining for undead.
Sense As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.
Read Magic You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level).
Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.
Greater Divine Your divine ability works out to Long range instead of Medium range.
Object Reading You may perform psychometry on a target object you touch gaining information about its history or previous owners. In addition to the information you acquire below, you gain a circumstance bonus to appraise checks with that object equal to 1/2 your caster level for as long as you continue to divine the object. For every 1 minute you divine the object you gain one additional piece of information found in the following order: Last owner’s race, last owner’s gender, last owner’s age, last owner’s alignment, how the last owner lost or gained the object. Upon learning this last piece of information, you may spend a spell point, if you do you begin to learn information on the owner before the last at the same rate in the same order. Should object reading be interrupted for 2 or more consecutive rounds, you must start again at the beginning unless you spend 1 spell point per past owner.
Viewing You may spend a spell point to divine, transferring your point of view to any point within range. You may see and hear from this location. You do not need line of sight or line of effect, but the locale must be known—a place familiar to you, or an obvious one such as a distance and direction. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired, in all ways as if you were standing where your sensor is located. This ability creates a scrying sensor, which can be detected (Perception DC 20 + caster level) and dispelled.


Here is my submission:

Background:

Rardoli was born into the Blight and, like many poor sods, the Blight had its way with him.
When he was young, his family was ambushed in one of the many back alleys of the city.
Figures in black leather and tattered black cloaks surrounded Rardoli and his parents.
Curved daggers descended upon them and their blood splattered everywhere, the crimson
bringing life to the grey bleakness, steam rising from the spent warmth. Rardoli was taken,
but to where and for how long still escapes him to this day.

What his mind chooses to remember stains his very being. Flashes of being on a gurnee,
restraints cutting his wrists and ankles red, stained dark brown and crusty from his
continuous donations. Vials and jars filled with myriads of liquids, glinting in the
sole bluish light above him. Rows of the black-garbed figures, their hoods removed and
revealing their gaunt, sickly white faces, like spectral heads floating in unison and
watching. Watching as their peer poked and prodded, injected viscous ichors and shadowy
substances that seemed to move of its own acord. And always the agony. Pain. Burning.

And then one day he awoke. Not to the sharp pain of needles tearing holes upon barely
healed flesh nor the sharp squeaking of sharpened metal long overdue for maintenance,
but alone again. Abandoned in the veins of the city he was taken. Disoriented, confused,
he wandered amongst the streets. Most denizens he enountered saw through him, as if he
didn't exist, unemcumbered by his awful state. But it wasn't long until another group
of desperate men attempted to take what little was left. Only Rardoli didn't feel fear.
Something dark, cruel and malicious spread from within. Energy pulsed in his veins and
the need to show these fools their place. A wicked grin grew across his face, forshadowing
the wave of black ooze that Rardoli released, spraying across the would-be predators.
Skin sizzled and burned and their screams filled the air. Rardoli just walked on without
giving them another glance.

Crunch:

Rardoli_v2
Male Human sorcerer 5
None Medium humanoid (human)
Init +9, Senses Perception +0
=================================================
DEFENSE
=================================================
AC 15, touch 14, flat-footed 12 (+1 deflection, +3 Dex, +1 natural, )
hp 32 ((5d6)+10)
Fort +3, Ref +5, Will +5, +2 trait bonus on all saving throws against emotion spells and effects.

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee dagger +2 (1d4/19-20)
Ranged dagger (thrown) +5 (1d4/19-20)
Special Attacks Acidic Ray (1d6+2, 6/day), Long Limbs,

Sorcerer Spells Known (CL 5th; concentration +8)
2nd(5/day)-invisibility(DC 15), web(DC 15), see invisibility(DC )
1st(7/day)-grease(DC 14), mage armor(DC 14), magic missile, ray of enfeeblement(DC 14), enlarge person(DC 14)
0th(at will)-acid splash, detect magic, light, mage hand, read magic(DC ), resistance(DC 13)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 10, Dex 16, Con 12, Int 12, Wis 11, Cha 17,
Base Atk +2; CMB +2; CMD 16
Feats Combat Casting, Eschew Materials, Improved Initiative, Spell Penetration, Toughness
Skills Bluff +11, Diplomacy +8, Knowledge (Arcana) +9, Spellcraft +9, Use Magic Device +11,
Traits Grief-Filled, Reactionary,
Languages Common, Dark Folk
SQ aberrant bloodline, bloodline arcana, bonus feat, cantrips, skilled,
Combat Gear potion of cure light wounds,
Other Gear amulet of natural armor +1, dagger, ring of protection +1, cloak of resistance +1, outfit (traveler's), handy haversack, wrist sheath (2), 3446.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Aberrant Bloodline There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Acidic Ray (Su) You can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+2 points of acid damage. You can use this ability 6 times per day.

Bloodline Arcana Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Eschew Materials

Grief-Filled You are no stranger to loss and intense emotions. You gain a +2 trait bonus on all saving throws against emotion spells and effects.

Long Limbs (Ex) Your reach increases to 5 feet whenever you make a melee touch attack. This ability does not increase your threatened area.

No Racial Subtype You have chosen no racial subtype.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


crunch:

Derik 'Dart' Rydell
Male half-elf rogue(unchained/knife master)
CN , 6', 190lbs, age: 23
Init +4; Senses: low light vision, Perception +13
--------------------
Defense
--------------------
AC: 19 touch 14, flat-footed 15[10+4dex+5armor]
HP: 43 (HD; 5d8+[3])
Fort: +5, Ref: +9, Will: +6 (+2vs enchantment)
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Sorrow( +1 dagger)+8(+6/+6) (1d4+5/19-20x2)+3d8 Sneak attack

Ranged throwing dagger +7 (1d4+4/19-20x2)

Special Attacks: sneak attack, debilitating strike
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 14, Cha 12
Base Atk: +3; CMB: +3; CMD :18
Feats:
1-skill focus stealth, weapon finesse, twf
3- iron will
5- extra rogue talent

Traits:
Languages: common, Elven, Draconic, undercommon
Abilities:
Rogues Edge (perception)
Debilitating strike
Hidden blade
Sneak stab
Uncanny dodge
Evasion
Finesse training
Blade sense

--------------------
Special Abilities

Rogue talents: minor magic (presdigitation), major magic (Vanish), underhanded

----------------------

Skills: 8+2/level (50)
Perception: 5(+13)
Stealth: 5 (+15)
Know. Local: 5 (+10)
Disable Device: 4 (+11)
Disguise: 3 (+7)
Sense motive: 5 (+10)
Bluff: 5 (+10)
Acrobatics: 4 (+11)
Escape artist: 4 (+11)
Climb: 4 (+7)
Swim: 2 (+5)
Diplomacy: 1 (+5)
Intimidate: 3 (+7)

Background skills: 2/level (10)
Craft(alchemy): 5 (+10)
Slieght of hand:5 (+12) (15 when concealing light blades)
Appraise: 3 (+8)

------------------------

Equipment:
+1 Dagger (2.3k), 10 throwing daggers, +1 chain shirt(1.1k), starknife

Magic items: belt of dexterity +2 (4k), cloak of resistance +1 (1k), ring of sustenance (2k)

Background::

my story? It's quite simple. You could narrow it down to one thing, if you wanted to over simplify it. Revenge. Someone of great power and influence killed my parents. Leaving nothing but me, blood, and this dagger behind. I will find out who, and I will make sure Sorrow drinks it's fill from them. My parents probably would be horrified to see me now, but my hatred and sorrow kept me alive, still do. Maybe one day I can follow in my parents footsteps to make this city better, maybe in my own way. But first, blood debts need to be paid. there is s loud pop from behind, you turn to look and see nothing, when you turn back, the man you had been speaking to has disappeared.

Backstory

Derik the Rogue, otherwise known as Dart, Ryde, or stalker was the son of Daniel, a paladin who had come to this city in hopes of aiding and defending the small folk, along with his wife, a rather accomplished mage. At first Daniel had only helped with small things, but he kept digging his nose into deeper things, started causing problems for lots of people. 7 years after he had arrived, and 8 years after having his son Derik, he was slain by an assassin along with his wife. The assassin left Derik alone, figuring he would die to the city in less than a week, and left the dagger he had used embedded into the back of the paladin. Derik eventually pulled the ornate dagger from his dead father's back and swore to him, and the corpses of his parents he would get revenge. He he would eventually name the dagger sorrow, to both always remember his sorrow, and as a symbolism. He spent the next few years stealing food, coin, anything he could to survive. He was 14 when he was forced to take the life of another the first time. 16 when he took the life of someone not out of self defense. Derik's reputation as someone who could get in and out of places quietly had grown, along with his more than fair skill with the dagger he used.
He started to be hired by less than pleasant organizations to "reclaim" items, or to tie up"loose ends". His most astounding accomplishment was the assassination of a corrupt guard captain that had gotten to be far too much trouble, striking once in broad daylight and felling the guard in a single blow, only disappear into the city seconds after.

However, you didn't get to this point without making enemies, Derik slept lightly, aware that at any time someone could come for his life. That was part of living in the shadow community in the city. If anything he has learned to always look out for himself first. This doesn't mean he is full of malice, or hatred. True. He has stewed his hatred for many years, but while he views many of the things his parents tried to teach him through cynical, realist eyes he often finds himself helping some of the worse off folk for little gain to himself, save a font of information. He is particularly kind to orphans, his excuse is that he uses them, along with others as informants, or extra eyes and ears. But somewhere, perhaps, the light of his parents still reside in him. Maybe he will one day work to better the city, at least, in the ways he knows how. Only time will tell.

Personality: Derik is rather cynical and aloof. He knows how to be friendly, and when to be respectful but normally does so out of self preservation more than any real openness. Known for keeping to himself he has a knack of finding out information. He is distrustful, and has very, very few people he trusts fully, or at all. A couple being a few orphans he befriended and helps provide for, another is a girl by name of Anna. He met her when he was 15, she had lost her parents to some dark creature and was only 11 at the time. They grew to be fast friends, and still are. Anna eventually went on to study magic with more than a little help from Derik. She tried to convince Derik to join her in the studies since Derik seemed a natural for it. He had politely refused and said that it didn't suit him, though he did learn a bit through sheer talent without any real study. (Something he takes no small amount of pride in)

Summed up in a few words? Cynical, closet romantic, good-hearted, self-preserving, Realist.

Short, black hair, lean and mildly toned. Angular face with slightly bushy brows and Green eyes.

Sorrow: Derik's dagger, has a Long jet black blade with a slight curve to it. Silver crossguard with gold inlays and Onyx gems embedded on each side. The hilt is black steel wrapped in black leather and the pommel is shaped as a laughing skull with gold inlay running along it and rubies embedded in its eyes.

Here is my submission. I may.make some minor tweaks to the crunch and fluff but it's mostly finished. Would love to hear a bit of what you think.


Grey Karlov:
Grey Karlov
Human alchemist (polymath)

Grey owes his origins to the romance and marriage between an ambassador from Castorhage to a major trading partner in the Border Provinces of Akados and a local nobleman.

Unfortunately, childbirth took a considerable toll on the ambassador from Castorhage, leaving her with a frail constitution – though she lived long enough to see her son through many of his formative years, long enough for him to grow attached, to mourn and grieve when eventually she passed. Before she did, however, she gave to him a momento, an heirloom that had been passed to her. She said if ever his path should lead him to Castorhage, that the heirloom would identify him as her rightful heir.

It was this early brush with death, grief, and loss that drove Grey to pursue the healing arts. Though he showed neither especial piety nor the blessing of the gods, he did demonstrate great potential in the field of alchemy.

Having always felt that he did not quite fit in with his peers, he had few bright spots remaining to him following his mother's passing. One was Euphemia, a daughter to his father's sister and a ward of his father. They were close as siblings, perhaps even as close as childhood sweethearts – in their innocence, the line between the two was blurry.

When they grew older, Euphemia became betrothed to another, Grey did not take it well, burying himself in his alchemical research, only drawn out of his shell once more when she became pregnant with her husband's child. Over the course of nine months, he nursed her through her pregnancy, falling even more deeply in love with her than he had been before. But although he did everything in his power to save her, childbirth claimed the life of his beloved. Devastated, hands still stained with her blood, Grey fled the only place he had ever called home, never to return.

Grey set out for Castorhage to connect with his mother's side of the family and his heritage. However, on the journey, he was beset by bandits and was left for dead, beaten and bloody, bereft of possessions. It was only the whimsy of a fellow traveler who soon passed him by that saved his life, an elven warrior who identified himself to Grey only as 'Melf'. He even offered to teach Grey some of his martial techniques, once he was aware of Grey's alchemical prowess, as, in his words, it couldn't be a bad idea to be owed favors by someone who could brew healing potions while on the road to Castorhage... and even more in a place such as Castorhage itself. Under Melf's tutelage, Grey blended these martial techniques with his own alchemical knowledge to explosive effect, and the two became quite the formidable pair.

With Melf's assistance, Grey was eventually able to track down the bandits. Under a shroud of invisibility concocted by his alchemy, he stole into their midst, but before he could retrieve the heirloom, on a mad whimsy, Melf ambushed the bandits on his own. Though he could have found the heirloom in the chaos and escaped with it, instead, he joined his companion in the ambush, relieving the bandits of the heirloom once he and Melf had laid waste to them.

Melf was always evasive about his own reasons for wanting to reach Castorhage, and, owing his life to him, Grey never pressed him for details. However, since reaching Castorhage, he's become increasingly concerned – days are starting to stretch into weeks since he last heard from the mysterious elf.

Personality
Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. To Grey, this law has been treated as inviolable, a law of nature, the foundation of existence, transcending the laws of mankind – perhaps even surpassing the guidance of the gods. Power – and anything else of value – comes at a price. Of late, however, he has started to struggle with a gnawing suspicion that, perhaps, the universe takes more than it is given, and that with each exchange, the world is diminished, growing a little poorer.

Grey is startled (perhaps even a little frightened) of what he is capable of – not as an alchemist, but as a person. In the heat of battle, in moments of great passion, or in times of great need, he is capable of deeds that haunt him once the moment has passed, finding himself gradually becoming someone he doesn't think he wants to become more familiar with.

Appearance
A slender young man, at first blush, little would seem to distinguish him from others fortunate enough to have been born to merchants, or perhaps into nobility. His brunette hair is cut short and kept neat, suggesting a fastidious nature that abhors untidiness. Far from imposing, he appears, perhaps, a little pale, possibly suggesting a scholarly bent. If anything could be said to be reason to give pause, it is his grey eyes, for which he was likely named, his gaze speaking to a fierce intellect. Few notice his long, slender fingers seem almost a little too long for his hands; those who do notice may find themselves reminded of spider-legs more than anything else.

Statblock:
Grey Karlov
Male human alchemist (polymath) 5
TN Medium humanoid (human)
Init +3; Senses Perception +9
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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 43 (5d8+15)
Fort +7, Ref +8, Will +5
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Offense
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Speed 30 ft.
Melee masterwork sword cane +5 (1d6+1)
Ranged bomb +7 touch (3d6+4 fire) or
acid +7 touch (1d6+4 acid) or
masterwork composite longbow +7 (1d8+1/x3)
Special Attacks bomb 9/day (3d6+4 fire, DC 16)
Alchemist Extracts Prepared (CL 5th; concentration +9)
1st – adhesive spittle (DC 15), shield, true strike, open
2nd – alchemical allocation, open
Maneuvers and Stances Known (IL 5th)
Stances – sniper's eye stance (1st), stance of piercing rays (1st)
Strikes – dustcatching breeze* (2nd), slipstream strike (1st), solar flare* (2nd), solar sting* (1st)
Boosts – dizzying venom prana* (DC 15) (1st), eye of the needle (1st)
Disciplines: Solar Wind, Steel Serpent, Tempest Gale
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Statistics
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Str 13, Dex 16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 17
Feats Brew Potion, Extra Discovery, Iron Will, Point Blank Shot, Precise Shot, Throw Anything
Traits Accelerated Drinker, Unorthodox Method
Skills Appraise +10 (3 ranks) , Craft (alchemy) +12 (+17 to create alchemical items) (5 ranks), Disable Device +12 (5 ranks), Heal +9 (5 ranks), Knowledge (arcana, nature) +12 ( 5 ranks each), Knowledge (martial) +9 (5 ranks), Perception +9 (5 ranks), Sleight of Hand +10 (5 ranks), Spellcraft +12 (5 ranks), Survival +7 (3 ranks), Use Magic Device +5 (3 ranks); Armor Check Penalty -1
Languages Common, Draconic, Elven, Gnome, Orc
SQ alchemy (alchemy crafting +5, identify potions), discoveries (frost bomb, infusion, precise bombs), mutagen (+4/-2, +2 natural armor, 10 minutes), swift alchemy
Combat Gear acid (4), holy water (3), potion of alter self, potion of barkskin, potion of darkvision, potion of fly, potion of heroism, potion of invisibility, tanglefoot bag (4), wand of cure light wounds (50 charges); Other Gear alchemist's kit, bandoliers (2), bear trap, bell, +1 buckler, +1 chain shirt, cloak of resistance +1, masterwork composite longbow (+1 Str) with 20 arrows, formula book (contains all prepared extracts plus alter self, anticipate peril,barkskin, comprehend languages, crafter's fortune, cure light wounds, cure moderate wounds, darkvision, enlarge person, false life, heightened awareness, invisibility, lesser restoration, long arm, polypurpose panacea, and reduce person), headband of vast intelligence +2, healer's kit, hybridization funnel, masterwork sword cane, masterwork thieves' tools, 210 gp
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Special Abilities
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Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (alchemy) to create an alchemical item, Grey gains a +5 competence bonus on the Craft (alchemy) check. In addition, Grey can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against Grey's extracts is 14 + the extract level.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. Grey can use nine bombs each day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 3d6 + 4 points of fire damage (bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (typically 7 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is 16.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex): Alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su): Grey has discovered how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 16) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex): Alchemists gain the Throw Anything feat as a bonus feat. Grey adds +4 to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Swift Alchemy (Ex): Alchemists can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Frost Bombs: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save (DC 16).

Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Precise Bombs: Whenever Grey throws a bomb, he can select 4 squares that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Accelerated Drinker: Grey knows how to drink a potion efficiently, such as by not using his hands, tossing it in the air and catching it in his mouth, or opening it with his teeth. He may drink a potion as a move action instead of a standard as long as he starts his turn with the potion in his hand.

Unorthodox Method: Grey has traded knowledge of the Primary Fury discipline for knowledge of the Tempest Gale discipline.

Maneuvers: Grey can ready four of his maneuvers known. A polymath must always ready his maximum number of maneuvers readied. He readies his maneuvers by meditating or performing martial katas for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The polymath does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes study or meditation, he can change his readied maneuvers.

A polymath begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).

In order for the polymath to recover maneuvers, he must re-evaluate his opponents and their abilities as a full-round action. When he does, he replaces 4 of his expended maneuvers with new readied polymath maneuvers he knows. If he wishes, he may replace these maneuvers with themselves, effectively recovering them. In addition, whenever the polymath recovers maneuvers in this way, he may drink one extract he has prepared as a swift action. Alternately, the polymath may take a brief moment to collect his thoughts to recover a single maneuver as a standard action.

A maneuver usable by polymaths is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A polymath’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A polymath’s initiation modifier is Intelligence, and each polymath level is counted as a full initiator level.

Stances: Unlike maneuvers, stances are not expended and the polymath does not have to ready them. All the stances he knows are available to his at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

I confirm that, should I be selected, I am committed to see this game through to the end.


Also, committed to seeing this game through to the end.

Here is a link to my original post Link


Recruitment is closed!

...Possibly because of the fact that several other recruitments for this are running, I didn't actually have that many profiles to go through. XD (Hey, the GMs who get these kinds of things are excited about the adventure, okay?)

Anyway!

The following characters have been selected, and may dot the gameplay thread and report to the discussion thread now:

> Grey Karlov

> Herk the Hunched

> Orson

Everyone else, thank you for your applications, and best of luck in your submission to other games!


Whoot!


So, unless they show up right around now, it looks like I need two replacement characters...


what roles does the party have left?


I'm the only party member who hasn't jumped ship, it seems, and I am a spheres of power wizard.

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