Citizens of Absalom


Recruitment

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Liberty's Edge

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Starfinder Superscriber

CITIZENS OF ABSALOM

Game Overview: You are up-and-coming influential citizens of Absalom. Each of you owns some sort of business or institution in the City at the Center of the World. You have achieved some prominence in the local parts of the city, but you are not (yet) major movers and shakers in the city.

This game will make heavy use of the Downtime rules from Ultimate Campaign. Each PC will own an organization or a building in town that in one way or another interacts with the public. Sometimes, months will elapse where there is no "active" adventuring, but we're building our organizations and/or dealing with events that happen to them. If you peruse the downtime rules, you will see that there are some evens that can be dealt with on a "meta" level, with a roll, or with some simple decisions. These will happen. Other times, the events will be things that form the plot of the story, and we'll go into real-time roleplaying as you individually or collectively deal with the events.

Players will need the CRB and the Downtime rules from Ultimate Campaign (both of which can be found on the PRD). Players should at the very least be familiar with the Absalom entry on the Pathfinder Wiki. If you've read the Absalom entry from The Inner Sea Primer or The Inner Sea World Guide, so much the better. If you've read Guide to Absalom, better still.

How the game will run: All of the game will run in the gameplay thread. The nature of this game means that the "party" (such as it is) will probably be split fairly frequently. I will clearly post with headers which character(s) I'm talking to. You can, of course, read everything, but keep track of what events your character is aware of.

There will be a bit of traditional exploration-and-combat RPG action, but I'm also hoping that this game will feature a fair amount of political machinations and community roleplaying and interaction, as befits the setup of the game. I don't have a specific plot in mind yet; I'm going to determine that based on the organizations that the players create! If you end up wizard-heavy with lots of loreseekers and so forth, then, yeah, there will probably be plots involving the Arcanamirium and exploring the Carinlands. If there are more temples and taverns and community organizations, then city politics will take a more prominent role. And so forth.

Ideally, I'd like people to be able to post every day. Sometimes, I will go 2-3 days without posting, because that's my life. If it's going to be longer than that, I will strive to warn you ahead of time. I would like to see the same from you. If we get into combat or some other time-sensitive situation (the sort of thing that can really drag in PbP), and you haven't posted in 24 hours, I will temporarily NPC your character and have him or her take the most obvious non-resource-expending action (which may be Full Defense). You can always give me contingency plans for what your character will do in the next several rounds when you post.

I will assign experience, and you will level up according to the Medium rate, but I'm going to be a bit loosey-goosey about story awards. You will get experience for the trials and tribulations of your business, and also for the exploits of your cohort, and also at other mysterious times where the GM believes you deserve some.

Character Creation Rules:

  • Everybody is 7th level (35,000xp), allocates abilities (before level-up increases and racial modifications) from a 20-point buy, and gets two traits, one of which must be a campaign trait (see below). All characters get 23,500gp for personal gear; you do not need to outfit your organization from this (see "Your Organization" below). Finally: you know how lots of GMs, particularly PbP GMs, say you can't take the Leadership feat? For this game, the Leadership feat is required. Everybody gets a bonus feat at 7th level, but that bonus feat must be the Leadership feat. I strongly recommend that you don't horribly dump Charisma, as that will not only undermine this feat, but is perhaps not appropriate for characters for this game. Tell me a bit about who your Followers are, if you have any; indeed, if you can give me the names of some of them, that's a plus. (It's entirely possible, with a charisma bonus, that some of you will have a few first-level followers.)

  • All classes and archetypes from Paizo products are available except for the APG Summoner. (The Unchained Summoner is allowed.) If there is something 3rd-party you want to use, ask me about it; I'm fond of the Super Genius "Loot 4 Less" series, as well as their Aperion Staves, Rune Staves, and Wyrd Wands. And, I will probably use some 3rd party stuff in building foes for you.

  • Characters must be of neutral or good alignments. I'm not after a dystopian evil game here.

  • Characters must fit the game and setting. You can play whatever race you want-- Absalom is quite cosmopolitan-- but do be somebody who will fit in as a business or organization owner in the city. (Again, don't dump Charisma!)

  • Tell me about your character. What does she look like? What's her nature? What are her aspirations? How does she interact with members of the public, with her cohort, with other PCs? Why did she found the business she did in Absalom, and why Absalom?

  • PCs should have pre-game connections. Whether it's just that you've done business with each other, or were members of the same adventuring party before you settled down and founded a business in Absalom, or something else, work out some pre-existing connections.

Campaign Traits:


  • Master of Commerce: You have a mind finely-tuned for business. You gain a +1 trait bonus on a single Profession skill and on Appraise, and Appraise becomes a class skill for you. (I believe that Profession is already a class skill for everybody.)

  • Finger on the Pulse: As you are about to say something, you have a sense as to whether you're planning on saying the right thing. Twice daily, you may roll any charisma-based ability or skill check twice and take the higher result. You must declare that you are doing this before rolling.

  • Downtime Caster: Any spells you cast for purposes of building your organization are cast at +1 CL.

  • Home Terrain: You gain a +1 Trait bonus to AC and CMD whenever you are fighting on the grounds of your own building.

  • Absalom Loremaster: You may take 10 on any knowledge check about Absalom even when in combat or otherwise distracted. Once per day, you may take 20 on any knowledge check relevant to Absalom.

  • I know a guy who knows a guy: Once per day in Absalom, you may declare a story detail that provides a small benefit to your character. For example, in a chase, you might suddenly realize that you're passing the house of a person you know well who will allow you to duck into his house; or you may know where to find a magic item worth less than 16,000gp, rather than having to make the standard 75% check to determine if the item is available.

  • Success from the Failed: A prominent recent failed aspirant spent a lot of time at your building before dying attempting the Test of the Starstone, and as a result your organization has some small residual fame. You get a +2 trait bonus on all Capital checks during the Income phase of Downtime to determine the earnings for your building. (Only one player in the game may have this trait.)

  • Lucky Organization: Once every three Event phases in the Downtime rules, if you don't like one roll for the random event the GM presents for your organization, you can ask for a reroll. You must take the result of the second roll, even if you like it less.

Cohort Creation Rules

  • Cohort is whatever is the appropriate for your Leadership score, as calculated from page 129 of the Core Rulebook; the maximum starting Cohort level is 5. Note that all of you get the "has base of operations" bonus to Leadership, but that this only matters for Followers, not cohorts. Nobody has "Great renown", but you may take a reputation for "Fairness and generosity"... only I will expect you to roleplay that as the game goes on!

  • Your cohort should have an appropriate role in your organization. This can be official or unofficial as appropriate. However, we're also sometimes going to use the cohorts as "secondary PCs", where all of the PCs send their cohorts off on a mission, and you will be playing your cohorts as independent PCs for a time.

  • Cohorts are built with a 15-point buy for ability scores and two traits. Cohorts may not take one of the campaign traits; those are only for your primary PC.

  • Cohorts purchase gear as NPCs (CRB page 454). This means if your cohort is 5th level, he gets 2,400gp worth of gear (spread however you want). You may, of course, spend some of your primary PCs starting wealth equipping your cohort; indeed, if you have a reputation for generosity, you've probably done this.

Organization Creation Rules

  • Your organization has to be in Absalom, of course. How does it run? Who are its clientele? Where in Absalom is it? What aspirations does your PC have for it.

  • Everybody gets 80 capital to create your organization. Use this both to build buildings and to hire teams. (You do not have to pay to hire your Cohort or your Followers from the Leadership feat.) The capital can be divided between whatever sorts you want (Goods, Influence, Labor, Magic). All of this starting capital is considered "fully realized", so you do not need to spend gold to go along with it.

  • You will, of course, have the opportunity to earn more capital as the game goes on, so you can expand your organization later. That means you don't have to build the full version of what you envision at game start; build a smaller version with plans to expand.

  • Your organization or building can be whatever you want. I want the PCs to know each other, interact, and be sympatico, but I also want to see a diversity of organizations and establishments. Some basic ideas for what it could be:

    ** A tavern or inn
    ** A temple to your god (Inner Sea Gods is a recommended resource in this case)
    ** A thieves' guild (subject to the requirement that you're neutral or good! More Robin Hood than an "evil" guild.)
    ** A mercenary company (Read the novel Blood of the City and/or the short story In the Event of my Untimely Demise for inspiration, if you wish.)
    ** A merchant's shop (jewelry, magic, whatever)
    ** A fledgling magic academy
    ** An artisan's shop (blacksmith, scribe, whatever)
    ** Something else you want to create...

Player Selection

I am going to leave the ad open for one week. Next weekend (June 6-7), I will select players. Ideally, I'd like to limit this to four players, but I may wimp out and expand it to six. I should warn you that I've pre-reserved a few spots for some regular gaming friends of mine, if it turns out they want to play in this game.


Oh, I am so interested in this!

DOT!


Hi DM, sounds great! Would you allow Dreamscarred Press's Path of War classes, e.g. the Warlord? And what about their playtest materials, e.g. the Phoenix Champion PrC?

Do your prereserved folks know anything about what they'll be playing yet?


Definitely dotting for this, this sounds like a lot of fun!


Oh wow! This is cool! Are all races open for play?

Liberty's Edge

Starfinder Superscriber

All standard races are open for play -- anything that's in the Core, Featured, or Uncommon races of the ARG. (No Drow Nobles, though.) If you're going to play something like an Orc or a Drow, you will have to deal with racial prejudice.

I fear I don't have Dreamscarred Press' Path of War, so I can't approve anything from that.

At the moment, I don't know of any of the reserved folks' characters or organizations.


rknop wrote:

All standard races are open for play -- anything that's in the Core, Featured, or Uncommon races of the ARG. (No Drow Nobles, though.) If you're going to play something like an Orc or a Drow, you will have to deal with racial prejudice.

I fear I don't have Dreamscarred Press' Path of War, so I can't approve anything from that.

At the moment, I don't know of any of the reserved folks' characters or organizations.

Cool! I'll need to get started then!


Ahh, I should've said it's on the PFSRD. That said, while I think it's some of the most interesting & well designed non-caster classes out there, it's also a lot to read at first so I'll certainly understand if you're not interested in learning it right now.

I'm starting to think about ideas, may have more questions later. I'll assume for now no Path of War, but if you look it over and it catches your fancy certainly let us know!

Silver Crusade

Hey, Dartanian here. Definitely going to want a spot, but will need to do a quick study session in the downtime rules.

As for my organization, I was thinking perhaps something along the lines of an information broker, a la Grandmaster Torch or The Shadowbroker from Mass Effect. Leme know what you think, as I am not 100% married to the idea yet.

Will get back to you as there is more flesh on the bones!

Liberty's Edge

Starfinder Superscriber

Information broker would be an awesome idea. Would fit well with an Investigator, too.

Grandmaster Torch with Archie Goodwin as cohort....

Silver Crusade

My thoughts exactly with the investigator. There's even an archetype for it! Dunno who Archie Goodwin is though, I don't think...


I'm probably going to try and make a cg half orc bard/cleric of calistria. Have her run both a music hall/temple/brotheal.

Or I'll have a cg azata descended aasimar cleric/oracle of Sekhmet or a undine mercenary captain.

Liberty's Edge

Starfinder Superscriber

Nero Wolfe... Rex Stout was an old time mystery writer, and Nero Wolfe was his detective. Back in 1930s New York, I believe. Nero Wolfe was enormously fat and, as much as he could avoid it, never left his house. Archie Goodwin was his sidekick/partner, the smart-mouthed charming guy who did all the legwork.

Silver Crusade

So... Grandmaster Torch and Pathfinders in general? XP

Sovereign Court

I was just talking about how such a game would work last week at my RL gaming group. I would absolutely LOVE to do as restaurant or bakery!

A few inquiries:

1. Are prestige classes allowed? I ask as they tend to be more specific in focua, and I would have a specific theme to my character's establishment to match with the background.

2. Is there such a thing as a patent office or the like? One of the options I'm thinking of is magical/alchemical infuser/inventor.

Many thanks!

Silver Crusade

Oh, where does this fit on the timeline? Has anything in PFS happened? The adventure paths?

Liberty's Edge

Starfinder Superscriber

Current day in Absalom. Nothing in particular from any storyline has happened; take it as the base from the ISWG and the Inner Sea Primer.

Re: Prestige Classes, sure, if you can make the prerequisites, and if it fits the game and character concept.

Re: patent office: let me think a bit and get back to you. My guess is probably not, since there weren't really such things back in Renaissance times, which is what Golarion is mostly based on. But, Golarion is of course its own thing....

Silver Crusade

Man, whoever patented the Cure Light Wounds wand...


I am quite interested.


dotting, this looks very exciting.

Silver Crusade

You know, the new Vigilante class would be awesome for my character. Too bad it won't be released for a-whole-nother year...

Scarab Sages

very dotting, very interested Will come up with an idea probably tonight and have something up soon. I am intruigued by the idea of either the mercenaries idea (im thinking a group of hired caravan/merchant guards) or The magic academy....

Shadow Lodge

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

Oh, this looks cool.

I have something I've been wanting to try that has to take place in Absalom. Let me know if this sounds too outlandish, and I'll come up with something more mainstream.

Cults of the Failed sometimes spring up around people who attempt the Test of the Starstone. Because, you know, maybe one of them actually succeeded and has become a god, but just hasn't declared himself yet. There's also a persistent belief that if only a failed aspirant can gather enough worshippers that that might push them over the edge and help them ascend. There's no proof that this works, but that doesn't stop people from believing it. (This is all from Faiths & Philosophies.)

So what I'm thinking is a Human Arcane Healer Bard. Her sister attempted the Test of the Starstone a year ago. The bard believes that she has succeeded and is currently the Goddess of Watercolors (she was an exceptionally talented painter) and is probably serving some sort of divine apprenticeship, maybe as a handmaiden of Shelyn. So the bard is trying to get her church solidly established so that she can declare herself.

The business would be a combination temple/art gallery/artists studio. I'm imagining that the studio and gallery are successful enough that artists would be willing to pay lipservice to the cult in order to get instruction and display space.

Are you allowing Variant Multiclassing from Unchained? What about the Artistry skill? (If not Artistry, just let me know whether you consider Painting a Craft or a Profession.)


Wow!
I just withdrew from another recruitment because my idea for a wizard instructor founding an academy didn't fit. The more I worked on it, the more it ended up needing to be in a game that was exactly this.
I will have an application for you ASAP!


Initial Submission

Initial Backstory (Amara):

Amara Ishu is certainly one of the more influential up and comers in Absalom. Born in a distant eastern land, to a mother that quickly abandoned her, Amara quickly learnt that the world was a particularly dangerous place to the unprepared and vulnerable. Unable to find friends in her natural form, and struggling with unwanted advances in her more attractive, human form, Amara was determined to look out for herself first and foremost, and managed to seduce her way aboard a ship bound for Absalom. Arriving in a city Amara knew nothing about was an educational experience, and Amara managed to survive on the streets due to her fairly advanced magical abilities, as well as her transformation skills, although her lack of friends, connections or indeed, a safe place to rest at night, soon provided to be her undoing. Running afoul of some minor players, seeking to use her and her abilities as a pawn, Amara had a stroke of luck when a Calistrian priest offered to hand her debt, if she agreed to work for him.

With the offer of actual shelter, protection, and work, Amara gratefully accepted the offer, and spent a number of years learning the tricks of the trade. As she grew more experienced, she took a far more active role in the temple, before eventually managing it as her mentor finally stood aside.

Managing the Organisation (Amara):

Amara worked tirelessly in order to expand the temples interests. She made sure that it catered for anyone, although she took care to note the clients who partook in more lustful activities – any client who ill-treated a temple attendant – no matter how lowly, was swiftly dealt with. With a love of political intrigue, and aware that to be a “shaker”, you had to be aware of political rumours and murmurings; Amara also created an underground information network, which traded mostly in secrets, Amara being of the opinion that information is power, and continued to do her utmost to ensure that she stayed one step ahead of her competition.

As a side project, Amara also accepted clients that needed assistance getting revenge on someone. The side business never enforced lethal punishment, Amara personally disliking such goals, but was perfectly capable of humiliating a rival, or perhaps “liberating” something valuable. In general, Amara kept these activities largely secret, fully aware that she did not want the law in Absalom ruining the organisation she spent so much effort building up, and usually accepted clients on a case by case basis, as opposed to anyone that walked through the door. Occasionally, Amara would not even ask for a payment after a successful job, content that she could call upon favours if in particular strife. On two separate occasions, Amara herself manipulated events to gain two specific, individual clients, purely so that they would be in her debt later on, if she ever needed insurance. The side project did however, have one unforeseen outcome, for it drove Amara and Esha into crossing paths for the first time.

The Cohort (Esha):

Esha was the name of a thief recently active in the area who had recently angered a client. The client, had promptly sought out Amara’s aid into handling the issue. Interested in the thrill of matching wits with this thief, Amara hunted Esha down herself, the two of them spending many weeks engaged in a cat and mouse game, Esha’s disguise, charm and magical ability almost exceeding Amara’s own. The game was compounded by neither opponent knowing what the other looked like, and due to both parties adopting various disguises, it led to some amusing encounters when both the hunter and the prey simply walked right past each other, without being aware of it at the time. Eventually however, tiring of the game, Amara simply hired Esha through Chloe, one of her valued followers who then set Esha the target of stealing from Amara herself, albeit in a different human form. There finally, Amara successfully drew Esha out into the open, meeting her face to face.

Upon seeing the aasimar thief however, Amara was unable to turn Esha into the authorities, the women reminding her far too much of herself. Fully aware that her own enchantment spells were utterly useless against Esha, Amara presented the aasimar with a stern ultimatum. Either work for her, or face the consequences of the kitsune as an enemy. With obvious reluctance, Esha accepted, and Amara set about teaching her protégé the art of trickery, deception, and manipulation.

Relationship between Amara and Esha:

The relationship between the leader and protégé is a complicated one. On the one hand, Esha has mastered, and indeed enjoys, the art of manipulation, deception, trickery, subterfuge and seduction. On the other, Esha is firmly set upon using her abilities to steal, something Amara considers a waste of Esha’s many talents and dangerous too, because it risks unwanted attention from the law, something Amara could do without. The issue is further complicated due to Esha being largely immune to Amara’s favourite enchantment spells, the aasimar’s celestial blood rendering her immune, while Amara herself cannot mimic Esha’s exact form with her shapechanging ability. In short, Amara lacks a strong hold over Esha, and the thief knows it. Despite this, the relationship continues without major incident. Esha needs the protection Amara offers, and she is very much interested in the lesson’s Amara teaches her, they mostly just differ on implementing the themes involved in each lesson. As a result, Esha is still fiercely loyal to Amara, though she takes every opportunity to claim her own independence whenever she can.

Description and Personality of Amara:

Amara is an attractive kitsune who prefers abusing her shapeshifting abilities as much as possible. While she rarely sticks to one human "look", she generally favors an attractive, slim dark haired, brown eyed women with olive skin, with an imperious look upon her face. A master manipulator, Amara has few true "friends", but those that are loyal to her, she repays tenfold. For instance, her follows, cohort, employee's and allies - any attack on them she considers an attack upon herself, and she swiftly moves to manipulate a favourable outcome for herself. Crafty, and politically motivated, Amara seeks further advancement, determined to gain power and prestige. When initially arriving in Absalom she would have pursued this goal believing it would grant her security, now she pursues this goal simply because she loves the game, the subtle maneuverings, she lives for the thrill. It's her only true vice, her drug, and Amara prizes the "Game" above all else.

Crunch for Amara:

Amara Ishu
Kitsune sorcerer 7 (Pathfinder RPG Advanced Race Guide 192)
CN Medium humanoid (kitsune, shapechanger)
Init +6; Senses Perception +1
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Defense
--------------------
AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
hp 37 (7d6+7)
Fort +4, Ref +5, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Bloodline Spell-Like Abilities (CL 7th; concentration +14)
10/day—laughing touch
Sorcerer Spells Known (CL 7th; concentration +14)
3rd (6/day)—aqueous orb[APG] (DC 20), deep slumber (DC 25), hold person (DC 25)
2nd (8/day)—blindness/deafness (DC 19), glitterdust (DC 19), hideous laughter (DC 24), invisibility
1st (8/day)—charm person (DC 21), color spray (DC 18), entangle (DC 18), grease, magic missile, snowball (DC 18)
0 (at will)—dancing lights, detect magic, disrupt undead, ghost sound (DC 17), mage hand, prestidigitation, read magic
Bloodline Fey
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 12, Wis 12, Cha 24
Base Atk +3; CMB +1; CMD 14
Feats Eschew Materials, Greater Spell Focus (enchantment), Improved Initiative, Leadership, Realistic Likeness[ARG], Spell Focus (enchantment), Spell Penetration
Traits - custom trait -, keeper of the veil
Skills Bluff +20, Diplomacy +10, Disguise +20, Intimidate +10, Knowledge (arcana) +11
Languages Celestial, Common, Sylvan
SQ change shape, woodland stride
Other Gear circlet of persuasion, cloak of resistance +1, headband of alluring charisma +4, ring of protection +1
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Laughing Touch (10/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Leadership (Base Score 14) You attract loyal companions and devoted followers.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Crunch for Esha:

Esha Meshva CR 4
XP 1,200
Female angel-blooded aasimar (angelkin) bard (sandman) 5 (Pathfinder RPG Advanced Player's Guide 82, Pathfinder RPG Advanced Race Guide 84)
CN Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 33 (5d8+5)
Fort +2, Ref +4, Will +4; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities trap sense +1; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 shortsword +5 (1d6+2/19-20)
Special Attacks bardic performance 16 rounds/day (countersong, distraction, fascinate [DC 16], stealspell [DC 17]), sneak attack +1d6
Spell-Like Abilities (CL 5th; concentration +9)
1/day—alter self
Bard (Sandman) Spells Known (CL 5th; concentration +9)
2nd (3/day)—heroism, invisibility
1st (5/day)—charm person (DC 16), grease, saving finale[APG] (DC 15), timely inspiration[APG] (DC 15)
0 (at will)—dancing lights, know direction, mage hand, prestidigitation, read magic, summon instrument
--------------------
Statistics
--------------------
Str 12, Dex 10, Con 12, Int 13, Wis 10, Cha 19
Base Atk +3; CMB +4; CMD 14
Feats Combat Expertise, Improved Feint, Skill Focus (Disguise)
Traits domineering, innocent
Skills Bluff +14, Disguise +15, Heal +2, Knowledge (local) +9, Perform (dance) +12, Perform (string instruments) +12, Sleight of Hand +10, Stealth +10; Racial Modifiers +2 Heal
Languages Celestial, Common, Sylvan
SQ master of deception, masterpieces (pageant of the peacock), sneakspell: spell dc
Other Gear +1 shortsword, 90 gp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 16 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Domineering (Charm Person) DC of selected spell increases by 1.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Innocent If making a Bluff check to tell a believable/unlikely lie, the target always wants to believe you.
Master of Deception +2 (Ex) You add half your bard level to Bluff, Sleight of Hand, and Stealth checks.
Pageant of the Peacock As a standard action, +4 to bluff, and can use that skill for Int skills and checks.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneakspell: Spell DC +1 (Ex) Bonus to spell DC if the target is denied DEX bonus.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

Well, that took much longer than I expected, but think I managed to gather most of the important information together. I kept a few character's unnamed, so if the GM has an idea for a BBEG or a PC wants to find a connection, it shouldn't be too difficult to add. As always, let me know if there is something to improve on/add/fix/modify etc, as its now quite late and its entirely possible I missed something obvious.

Liberty's Edge

Starfinder Superscriber

I can already tell I'm going to have a hard time selecting down to four players....

pH unbalanced: a shrine to one of the recent Failed (or, Presumed Failed) would definitely be a good concept. You never know, maybe it will turn out that she's not a failed.... However, at least to start, the nominal goddess won't actually be in contact with anybody and able to grant spells.

Variant multiclassing from Unchained is fine, but standard multiclassing is also available. Looking at Artistry, I think painting actually works better as a Craft skill, since it really is a singular object that you are creating with painting. It looks like Artistry is more for things that are created but exist as concepts, things that could be written down in any number of different hands but still be the same thing. Change the color of the pens in a painting, and it's not really the same thing any more.


I am loosely thinking about my character being a wizard running a merchant's shop selling exotic spices, crafts and artefacts retrieved by his cohort an archaeologist bard.


Very interesting idea, rknop. I have a question about how the organizations will be handled - especially organizations that could potentially range far and wide across the Inner Sea, such as mercantile enterprises, shipping concerns, and mercenary companies. These types of businesses will by their nature have to have a geographically far reach - how will they be handled in game, when I assume the game itself won't range far from Absalom and its holdings?

For my part, I'm thinking about a wizard (diviner) and his wife cohort, and ranger (guide). They'll be running a business based around security, that has three components: magical security (divinations and abjurations), physical security (bodyguard work), and construct crafting (first homonculi, to serve paying customers as watchdogs/alarm systems, and then later guardian constructs). Of course, guarding people and their possessions will also grant access to information that can be used or leveraged for political gain - my PC has designs on the Grand Council.

Alternatively, I'm thinking of getting involved with the Irorium, with my PC running a gladatorial stable, with designs of his stable becoming the most famous in the Inner Sea (and a seat on the Grand Council).

Sovereign Court

I will be preparing a hard-bargainer culinary manager (negotiator bard) today. Prepare your tongues for only the best delicacies from far and wide! Frequent misunderstanding with the sous chef (cohort) lead to arguments, and he often gets reassigned to "acquisition" duty; while his fingers are nimble, they are often sticky - and I'm not talking about preparing the rice!

Liberty's Edge

Starfinder Superscriber

Re: a business that ranges far and wide, you won't have the resources to create one like that to start with, probably. E.g., for a mercenary company, you'll be able to employ enough people for house guards and that kind of thing (similar to the company in Blood of the City), but not enough to send out small armies to help in distant wars.

You could well have an organization that deals with people who have been far and wide. You won't be able to own a mercantile empire that owns ships and so forth, but you could easily have a portside importing business that has contacts with traders who travel elsewhere in the world.

Sovereign Court

Rknop,

Would this leadership ability allow the "free" leadership feat for this campaign to be reassigned?

Liberty's Edge

Starfinder Superscriber

No -- the servitor there really isn't the same thing as a cohort.

Sovereign Court

rknop wrote:
No -- the servitor there really isn't the same thing as a cohort.

Sorry, to be more specific, I was referring to greater leadership.

Silver Crusade

Ok, I've mostly got things built, but I need one thing: a name. It seems most information brokers end up earning an nickname for themselves, and I am absolutely stumped for a name that doesn't have to do with "Shadow." Any ideas? Something ocean themed would be preferable

Scarab Sages

Phylotus wrote:
Ok, I've mostly got things built, but I need one thing: a name. It seems most information brokers end up earning an nickname for themselves, and I am absolutely stumped for a name that doesn't have to do with "Shadow." Any ideas? Something ocean themed would be preferable

You dont want shadow in it huh? anything Current then? Like "the Winter's current" Or "The Night Current"

Since current is both oceanographic and sometimes denoting political and social goings on, I think it would fit

Would you consider a wife to be cohort material? Ive met some some DM's who dont like it for whatever reason or another. It seems the idea of a magic acadamy had a few others who were interested in it so i might go something else instead, dont want to flood the entrants with one idea.


Marina/Finn/Mako/Thalassa/Mai/Nami/Genevieve/Caspian/Mira/Jennifer/Serena are all various wave/water/ocean themed names for guys or girls unless you want something more abstract or exotic.

Silver Crusade

Well, I have the character name for my character down, but not his... business name, I guess you could say.

I like the idea of throwing Current in there, very interesting touch!

Scarab Sages

its seemed fitting :)

Scarab Sages

A few questions regarding creation, can we use some of our starting wealth to puchase capitol in the building/orginizations creation?

Scarab Sages

Wow, this sure is a fascinating concept. And I somehow feel that PbP is the only place where it could truly work so I have to put something down.

The idea I'm playing with is a Geisha bard who runs an escort business for the various leaders and important people of Absalom. Nothing that isn't PG, rather, she provides bodyguard escorts for people when they are going in to situations where bringing a big armored man would be entirely inappropriate, but the customer would like some backup if things go poorly. She also has built up a reputation of utmost discretion, so her employees can be trusted in more sensitive meetings.

Will need to flesh out the concept more obviously, but let me know what you think.

Silver Crusade

if we have the feats can we use crafting rules or are all items full price to start?


If one wanted to found (or at least be scion of) a new, impoverished, weak, House, would it be possible to start with a feat or trait for that? Is it just gold? Or just window dressing?


The rules say you can automatically recruit followers

followers wrote:
You can automatically add followers to your organizations as you recruit teams. For every five of your followers who are also members of your organization, you gain a +1 bonus on the leadership check to avoid attrition. As most followers are low-level characters with NPC classes, most teams of followers aren't trained for combat and are usually recruited to be Acolytes, Bureaucrats, Craftspeople, Lackeys, and so on (see Teams).

My reading is that you still pay for them as normal, but just declare that they are "followers". The benefit is then that give you the +1 to avoid attrition.

Am I right?

Silver Crusade

Niconorsk, that is wonderful

Silver Crusade

Ok, so I'm mostly done with my character and their Cohort, as well as my organization, just need to get it all copied over, but I'll do that tomorrow. Must sleep first


I'm really interested in this campaign, since I'm playing in a kingmaker game with the downtime rules and absolutely love it! I'll likely go with a halfling arcanist with a dream of building a menagerie/zoo in the midst of Absalom. I'm putting together the stats now and will likely have a complete submission within the next few days.


A tall man with long black hair and deep purple eyes saunters up to the meet, glancing around and seeing that he and his companion appear to be the first to arrive. He glances over his shoulder and shouts Well, looks like we're early, Fist. Didn't happen to bring any of that Chelish brandy with yah, huh?

His companion, a slightly shorter humanoid with the head of a tiger, simply shakes his head and says Nope, sorry boss. Didn't think we'd need it, especially on official Reader business.

Ah, you're too uptight, Fist, The man says, leaning back in a chair and resting his legs on the nearest suitable rest, and will wink as he continues and alcohol is a great way to loosen lips, which is the best time to press for information. He then leans back and closes his eyes, patiently waiting for his contacts to arrive.

Suppose I'll watch for our appointment? Fist grumbles out.

Well of course, the figure in the chair will chuckle out, Your eyes are much better then mine anyway, you wouldn't want me on lookout. Can barely see to the end of the street in the Merchant Quarter, let alone in this district.

Yeah, right. Your curse and all that. Well, I'll alert you if I see anyone coming, Librarian, Fist will grunt as he steps outside the door, looking for the contacts they were supposed to meet.

Yes, please do the Librarian will sigh, and I was so hoping this would be a quick meeting. I wonder if Torch ever had to deal with these delays...

sleep is for the week...

Scarab Sages

Putting up the initial charector and Cohort, I have them finished on paper, tired and will transfer them to form tomorrow. But here is their fluff and the loose business. (waiting for the answer to some of the questions to finalize the business.)

Herger:
Herger was young when his father, a trader who made long voyagers far from their northern home took his young son with him on his voyage south. Their ship was damaged in a storm, and weakened became easy pray for pirates. Even young he tried to fight bravely, though he was quickly knocked out and the ship quickly taken. He was among several crew who were taken prisoner to be sold as slaves. That pirate ship ran afoul of a Chellish navy ship and he was rescued from slavery to pirates and instead put into slavery in Cheliax.

He was not a very good slave, he in fact was sold four times before his last master sold him to an Arena In Katapesh. There the young man thrived, growing into and man, and finally as he grew older he earned his freedom...He took a job training new young slaves, turning them into warriors worthy of the arena's... then he met her.

One of the slaves was a young haughty Chelaxian woman, whose beauty was only surpassed by her desire to not end up dead in the arena's or as someones pleasure toy. He looked after her as best he could, she learned quickly and became deadly, and her reputation grew...as did their secret relationships seriousness. It was when he learned of the arena's owner 'selling' off a batch of his gladiator's to be destroyed in a series of major compititions in Katapesh he lost it. His hidden lover was amongst those to be sent off to die and he couldnt accept that.

When the gladiator's learned of their fate, it was their helpful trainer who engineered their insurection and escape. They fled from the place, and eventually found passage on a ship that ended up in Absalom. He took some of his hoarded wealth and built a small fighting arena and gambling room, where he and his followers put on combat shows with dulled weapons.

Aspexia (Asp) Asploric cohort:

Politics in Cheliax can be deadly, even more sore when you are the fourth daughter of a minor house who once opposed the overthrow of Cheliax by the asmodean Regime. Aspexia grew up a beauty, her parents held up very high hopes she would be able to be married off and improve the families standings to a higher house. An Idea she couldnt stand. She was 14 the summer she learned she was already betrothed to man almost 3 times her age, that very night she gathered some things and left.

She booked passage to Egorian and once there, took her acquired wealth and began sellng what she could while tryhing to figure out what to do with her life. A sharp wit and a sharp tongue were fine, the problem was she ran across the wrong surly hellknight who didnt appreciate her sharp tongue. Her money went to a crooked lawyer for her defense, and she was eventually sentenced to two years hard labor for a merchant.

That merchant after his advances were rebuked sold her to another, and he a third. She finally ended up at a gladatorial arena far far from home, a bitter angry young woman. She was standoffish, she was quick to strike, she was destined to die young... but then she met a man almost ten years her senior. An Ulfen gladiator, pratically ancient considering the life spans of that profession, took her under his wing. He didnt treat her like a beautiful woman, he treated her like a person, an equal. She soaked up his knowledge, and in turn grew to appreciate him and more to love him.

Unaware of the gambling debts the owner of their arena had racked up, almost the entire lot of his fighting slaves was sold to die in the great games in Katapesh. She was as shocked as the guards and soon to be deceased owner when their trainer (her lover now) Herger began an insurrection and revolt that freed most of the slaves.

They landed in Absalom, and to her surprise her lover bought some land and built a small fighting arena and gambling house, only they used blunted weapons, putting on as much of a show as a fight.

Like i said I have most of the crunch finished just not typed up yet, to make it easier I will consalidate the questions I had here now.

1. Can we use some of starting wealth to buy additional building resources? I didnt want to get much I was basically i think 3-6 points shy of what I had envisioned.

2. Herger has 13 leadership points, giving him ten first level followers and one level 2. How does that work for teams within the organization? I am picturing this place being very much like say the modern Day WWE. But for the life of me I cant figure out the exact cost in Build points it should take.

3. Just to double check how do you do the level up HP? Did i mess that somewhere in teh creation rules?

I will have a list of names of the followers as well when i post the crunch.


The Nameless Librarian...

man thats such an awesome code name.

Silver Crusade

Why thank you :-) I decided my organization would incorporate library terms. The head of the organization is "The Reader of Currents," (thanks to The Nine) people who go to gather information from and bring information to clients are Librarians (tried to just use The Librarian, but it was taken :-/), and those who listen for information, as well as listen for people who wish to speak with The Reader, are Scribes. All subject to change, of course :-P

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