The Sirensong Traveling Carnival - Auditions


Recruitment

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You start out in Vliasport, the Tiered City. It is built on the western face of Mount Cyeris and extends to the sea, where it houses one of the largest trading ports in this part of the world. You have come across a poster for the Sirensong Traveling Carnival, which is currently set up a short way outside the northern gate. At the bottom of the poster, it says that open auditions will be held tonight, after the carnival closes. You are a performer, or at least think you would be good at it, and you are looking for work.

You arrive in the evening (hopefully not TOO late), after the carnival has closed for the day. You are directed to the big-top tent, where you wait your turn to show them what you can do. Only a few seats in the hastily-constructed stands are occupied, and the spread-out figures there are cloaked in shadow, but you can make out a few oddly-shaped silhouettes.

Every few minutes, a deep, assertive voice calls out from the stands. Next! One performer leaves the center ring, and another enters. Some aren't even given a chance to finish their act. You might spend this time watching the other performances to check out your competition, or perhaps you are distracted by mentally rehearsing your own. Are you ready?

The line ahead of you dwindles until you find yourself at the front, and again, the voice calls out. Next! Perhaps you've been counting the seconds, or perhaps it takes you a moment to realize that your turn has come. You can feel the adrenaline pulsing through your veins, making your heart beat faster. This is it. What do you do?

Background: Ok, so this is not your usual dungeon crawl. This is a game that I've been preparing for an in-person group, but I've been doing a lot of prep and having trouble scheduling sessions, so I thought I'd try it here. This will be my first PBP as a GM, but I've been GMing in person and playing in PBP games for a while. As the title suggests, PCs will be new recruits to the Sirensong Traveling Carnival. I want this to be RP-heavy, and skills will play at least as big a role as combat.

The setting is homebrew (read: I'm making it up as I go). If you are selected, you will travel with the carnival. Most of the action will take place at the carnival or in the cities that the carnival visits. Some of the combat will be performance combat, but not all of it (I don't recommend taking performance combat feats). I'll use a simplified version of the performance combat rules, and will let you use any type of perform check for a performance combat check, as long as you roleplay it appropriately. Some of this performance combat may be player-vs-player.

Character creation: All characters will need to be trained in at least one Perform skill, but I don't want a party made up entirely of bards (though I certainly won't fault you for multiclassing into it). We will use the background skill system, and you will start at level 3, with 3000gp to spend on gear. You'll probably also want decent a decent score in Stealth, and Profession: Sailor may also come in handy.

For ability scores, I like characters with clear strengths and weaknesses (and you will be expected to RP both) and unusual race/class combinations, so everyone will start with one ability score that is an 18 and another that is a 6, neither of which can be modified by racial modifiers. Your backstory should include some characteristics explaining these high and low scores. For the other 4 ability scores, you can either roll 2d6+4 four times or use a 10-point buy (if you choose to roll, you have to stick with that choice).

HP is max at first level, average rounded up (half your hit die + 1 + Con) for each subsequent level.

Your alignment should be any non-lawful (evil alignments ARE allowed).

Core races are allowed, as well as any Paizo race with no more than 10 race points, but if you can't pass as a member of one of the core races, you will have to deal with prejudice in some locations that the carnival will travel to. Shapechanger races will not have access to racial feats that enhance their shape changing, because I've seen a lot of abuse of that recently.

All Paizo classes are allowed (even Paladin, I would LOVE to see a fallen Paladin build), and you are particularly encouraged to choose from the hybrid class list. Gunslinger is allowed only with the Bolt Ace archetype (no guns, though I'm not guaranteeing that they won't show up at some point). Summoners must use the Unchained version, and can't use the Synthesist or Master Summoner archetypes.

Every character gets three traits and one flaw. Traits and flaws are one of my favorite parts of the game, because of how they allow for character customization. These should drive roleplay, and all of them should be explained by your backstory. If you choose a flaw that will probably never come up, I may assign you another one in addition.

How to apply: Create an alias with an appropriate avatar. If you have a familiar, animal companion, etc., you should have one for it as well. Each character should have a character sheet on myth-weavers. The profile for your alias should include a link to the character sheet and at least a few paragraphs of backstory.

When all that is ready, post your audition in this thread. This should be an in-character post, and should describe your character performing the act you have prepared for your audition. It should include at least one perform check. The quality of this post will be the biggest factor in character selection.

Posting frequency: I'm looking for players who will be able to check in at least once a day INCLUDING weekends. This doesn't necessarily mean you will need to post that often, but you should at least be checking in to see if you need to post. I understand that stuff comes up and life happens, but I hate it when games grind to a halt over the weekend because there's one person who doesn't touch a computer two days a week, and part of my reason for starting this is to have game that I can play when the players/GMs in some of my other game evaporate over the weekend. So, if you know you will regularly be out of contact for the weekend, sorry.

Deadline: I'm not sure yet, but I'll give a couple of days warning before I close recruitment. I may also open auditions again at a later date, giving the carnival a rotating cast of characters.

Any other questions? Don't hesitate to ask.


Ooh, this looks really interesting! I have an idea for a character too, I'm thinking of a halfling bloodrager. I'll get started on her backstory and character sheet...


An elven carnivalist rogue seems possible. Are unchained rogues OK?

2d6 + 4 ⇒ (4, 4) + 4 = 12
2d6 + 4 ⇒ (2, 6) + 4 = 12
2d6 + 4 ⇒ (3, 4) + 4 = 11
2d6 + 4 ⇒ (4, 3) + 4 = 11

Surprisingly dull rolls, but with the 18/6 they'll do.


avr wrote:
An elven carnivalist rogue seems possible. Are unchained rogues OK?

Yes, unchained rogue is definitely ok.


Would you accept the Shabti race (13 RP) if I took off the Spell-like ability (which is worth 3 RP)? ... They look like idealized humans, so I don't think there would be a problem fitting in.

Stat roll: 2d6 + 4 ⇒ (6, 3) + 4 = 13
Stat roll: 2d6 + 4 ⇒ (4, 4) + 4 = 12
Stat roll: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Stat roll: 2d6 + 4 ⇒ (5, 6) + 4 = 15


whosawhatsis wrote:
Shapechanger races will not have access to racial feats that enhance their shape changing, because I've seen a lot of abuse of that recently.

Now, who can you possibly have in mind?

I will definitely put in a character. I spent most of the day gaming so the character will probably come later.


Do you mind the use of Acrobatics and Sleight of Hand as performance skills, per the skill descriptions, or do you mandate a Perform skill in addition?

I mean, a modern Ren Faire juggler could be using Acrobatics, Sleight of Hand and Perform (Comedy) pretty easily. Or do you want all of that combined down into a single perform skill of some sort instead?

What Perform skill would you want an Illusionist to use for defining a show based on applications of spells?

An animal trainer to use instead of Handle Animal?

Etc.

I got started thinking about this because I've had a Varisian rogue who was designed to be a Ren Faire juggler as his public face.


Interesting. So we could, say, do a Goblin or Halfling with 18 strength and the usual penalties would not apply? This seems kinda cool.

Silver Crusade

Interesting. Several possibilities floating through my head right now.

Is there any easy way to know the cost of various races? Some are listed in Advanced Race guide but others are not (I'm vaguely thinking of a Nagaji Mothers Fang Cavalier right now but I'm sure that will change :-))

I think that I'll take the 10 point buy for my stats. I tend to roll badly :-).


The D20PFSRD lists races by there point value. The Nagaji are, unfortunately, point cost unknown so you'd need the GM's blessings for that.


Would Goblin be allowed? I have a bizarre idea brewing for an accident-prone Goblin daredevil...


Zanbabe wrote:

Would you accept the Shabti race (13 RP) if I took off the Spell-like ability (which is worth 3 RP)? ... They look like idealized humans, so I don't think there would be a problem fitting in.

[dice=Stat roll]2d6+4
[dice=Stat roll]2d6+4
[dice=Stat roll]2d6+4
[dice=Stat roll]2d6+4

I'll allow that.


JonGarrett wrote:
Interesting. So we could, say, do a Goblin or Halfling with 18 strength and the usual penalties would not apply? This seems kinda cool.

What I meant was that you shouldn't put your 6 or 18 into a abilities that your race has a racial bonus/penalty, but I suppose if negate both a bonus and a penalty, I could allow that...

So you couldn't play a goblin and put your 18 in CHA and your 6 in STR, thereby ignoring both of your racial penalties. If, however, you put your 18 in DEX (negating the bonus) and your 6 in STR (negating the penalty), or vice versa, I guess that would be acceptable.


Zaboom! wrote:
Would Goblin be allowed? I have a bizarre idea brewing for an accident-prone Goblin daredevil...

Goblin is allowed, but you won't be able to walk the streets of most cities without drawing unwanted attention. You'll also need some extra explanation as to how you got there, since the prompt mentioned reading a poster, and goblins aren't big readers...


hustonj wrote:

Do you mind the use of Acrobatics and Sleight of Hand as performance skills, per the skill descriptions, or do you mandate a Perform skill in addition?

I mean, a modern Ren Faire juggler could be using Acrobatics, Sleight of Hand and Perform (Comedy) pretty easily. Or do you want all of that combined down into a single perform skill of some sort instead?

What Perform skill would you want an Illusionist to use for defining a show based on applications of spells?

An animal trainer to use instead of Handle Animal?

Etc.

I got started thinking about this because I've had a Varisian rogue who was designed to be a Ren Faire juggler as his public face.

Other skills can certainly be used to augment a performance. An animal trainer should definitely have a good Handle Animal score, etc., but to actually use them for a performance, you should also have an appropriate perform skill. You won't be able to make a performance combat check using the handle animal skill (unless you happen to have an audience made up entirely of farm animals) instead of a perform skill.


2d6 + 4 ⇒ (3, 6) + 4 = 13
2d6 + 4 ⇒ (5, 3) + 4 = 12
2d6 + 4 ⇒ (6, 5) + 4 = 15
2d6 + 4 ⇒ (1, 2) + 4 = 7

18,15,13,12,7,6 (+2 racial bonus somewhere)

I'm thinking of a Human Ninja that would be an Acrobatic performer. Never actually played a Ninja, so would be new for me.


pauljathome wrote:

Interesting. Several possibilities floating through my head right now.

Is there any easy way to know the cost of various races? Some are listed in Advanced Race guide but others are not (I'm vaguely thinking of a Nagaji Mothers Fang Cavalier right now but I'm sure that will change :-))

I think that I'll take the 10 point buy for my stats. I tend to roll badly :-).

Races with 1-10 race points (from d20pfsrd):

Catfolk
Duergar
Gnoll
Grippli
Goblin
Hobgoblin
Ifrit
Kobold
Lizardfolk
Monkey Goblin
Orc
Oread
Ratfolk
Skinwalker
Sylph
Triaxian
Undine
Vanara

Silver Crusade

I know this is homebrew but should we just assume Golarion for things like dieties, langauages, ethnic origins, etc?

Or, alternatively, just do something like "Worships a CN God of trickery" ?


According to this thread, Kitsune are 10 RP.

Are they allowed?

Silver Crusade

Ia putting the character sheet up on mythweaver a requirment?

I use Herolab and as far as I can see there is no way of importing a Herolab file (any format) into mythweaver.

And I'd really prefer to not have to maintain two sheets :-).

Herolab DOES export to BB format so I can just put the sheet in my avatar. Or link to a pdf on my google drive. Would one of those be acceptable?


pauljathome wrote:

I know this is homebrew but should we just assume Golarion for things like dieties, langauages, ethnic origins, etc?

Or, alternatively, just do something like "Worships a CN God of trickery" ?

I don't have a particular pantheon in mind, though I have been know to play a cleric of Loki on occasion. Basically, you can follow whatever diety you want. Divine magic works, but other than that, there's no evidence that the gods actually exist.

Btw, since you mentioned a CN god of trickery, I'll add that in the church of Loki as it has appeared in some of my previous games, Clerics take on new names when they join the order. These names are jokes, the kind you might hear in a prank phone call, like High Priest Eaton Schmitt and Cleric Yara Narswype.


Doomed Hero wrote:

According to this thread, Kitsune are 10 RP.

Are they allowed?

Kitsune is fine, but most of the kitsune racial feats (fox shape, in particular) are not available.


pauljathome wrote:

Ia putting the character sheet up on mythweaver a requirment?

I use Herolab and as far as I can see there is no way of importing a Herolab file (any format) into mythweaver.

And I'd really prefer to not have to maintain two sheets :-).

Herolab DOES export to BB format so I can just put the sheet in my avatar. Or link to a pdf on my google drive. Would one of those be acceptable?

I don't like the format of the pdf sheets that herolab puts out, and find them difficult to read. I'd really prefer a myth-weavers sheet. The BB format from herolab is better than the pdf, so if you put that in your profile and keep it up to date, I'll accept that.


The goblin is, admittedly, a silly concept. I'll write it up but, but if I feel it's too silly I'll submit something else.

Stats: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Stats: 2d6 + 4 ⇒ (6, 3) + 4 = 13
Stats: 2d6 + 4 ⇒ (4, 2) + 4 = 10
Stats: 2d6 + 4 ⇒ (1, 4) + 4 = 9


Could I replace the traits and drawback with the beneficial and detrimental deformities from the ogrekin template? I'm toying with the idea of some freakshow strongman.


Simeon wrote:
Could I replace the traits and drawback with the beneficial and detrimental deformities from the ogrekin template? I'm toying with the idea of some freakshow strongman.

Hmmm. I like where your head is at, but I don't want to have to worry about the balance of a character with a template like that.

Here's what I'll do. You can use the stats of a Half-Orc and skin it as a Half-Ogre. Trade the Orc subtype and language for Giant, and you can have one beneficial and one disadvantageous deformity from the ogrekin list. These do not take the place of traits/drawbacks.

Or if you were just thinking of a deformed human, I suppose I could allow that, too. Same deal, just get one of each, and you still need three traits and one drawback.


Exceedingly interested

2d6 + 4 ⇒ (2, 5) + 4 = 11
2d6 + 4 ⇒ (4, 5) + 4 = 13
2d6 + 4 ⇒ (6, 4) + 4 = 14
2d6 + 4 ⇒ (2, 2) + 4 = 8


Awesome. I might not have made it clear but what you proposed was basically how I had envisioned the mechanics. I'll probably go for that unless some other idea particularly strikes me.


Note, though, that while it won't hurt the "freak show" aspect, visible deformities will hinder some other charisma-based checks.

Silver Crusade

I haven't quite figured out all the details (class, race, details like that :-) :-)) but I'm definitely going for an animal trainer sort.

Do you have any trouble with my starting with several trained animals? Obviously I'm only going to be bringing one on any adventures but I'd like to have several in the act.

I'm hoping that I can buy them at cost and assume that I've trained them up to the level that I could by taking 10 on an animal handling skill


I've decided on a Daredevil / Flame Dancer Bard. I'm thinking high wire act, and maybe other death-defying stuff. Unfortunately, the resist fire ability doesn't kick in till 6th level, so no walking over hot coals until then. :)

Silver Crusade

Zanbabe wrote:
I've decided on a Daredevil / Flame Dancer Bard. I'm thinking high wire act, and maybe other death-defying stuff. Unfortunately, the resist fire ability doesn't kick in till 6th level, so no walking over hot coals until then. :)

Ifrits start with fire resistance. And thematically fit INCREDIBLY well. Just saying :-)


pauljathome wrote:

I haven't quite figured out all the details (class, race, details like that :-) :-)) but I'm definitely going for an animal trainer sort.

Do you have any trouble with my starting with several trained animals? Obviously I'm only going to be bringing one on any adventures but I'd like to have several in the act.

I'm hoping that I can buy them at cost and assume that I've trained them up to the level that I could by taking 10 on an animal handling skill

This is actually something that I've wondered about. When you start a game owning an animal, how much training should one assume that you have had opportunity to do in the copious downtime that you would have had before the game started? It shouldn't cost nothing, but only a couple of tricks should be pretty cheap. On the other hand, if you're teaching a lot of tricks to a lot of different animals, that represents a significant time investment, and you would have to feed and house all those animals during that time.

How does this sound? You can have as many tricks as you want, spread over as many animals as you care to purchase (up to the limits of how many tricks that type of animal is allowed to have), but they're not free. To calculate the cost, you total up the number of tricks, and the cost is 2 to the power of that number - 1. So the first trick is 1gp (2^0), the second is another 1gp for a total of 2gp (2^1), the third is 2gp for a total of 4gp, four tricks costs 8gp, 5 tricks costs 16gp, 6 is 32gp, and so on. This way, if you only want a few tricks to start, the cost isn't a big chunk of your starting 3000gp, but if you want 11 tricks, that's a significant investment that will cost 1024gp, over a third of your starting wealth.

Keep in mind that you will also have time while the carnival is in transit from one city to another to train additional tricks in the traditional way, so you don't have to train every trick you might ever want them to perform up front. I may also have to come up with a mechanic to let you handle more than one animal in a round with a higher DC on the check...


Zanbabe wrote:
I've decided on a Daredevil / Flame Dancer Bard. I'm thinking high wire act, and maybe other death-defying stuff. Unfortunately, the resist fire ability doesn't kick in till 6th level, so no walking over hot coals until then. :)

I'll allow Asbestos Cloth armor, but I'll say that it only provides half the fire resistance (round down to 2) if it isn't masterwork quality.

Silver Crusade

whosawhatsis wrote:
pauljathome wrote:

I haven't quite figured out all the details (class, race, details like that :-) :-)) but I'm definitely going for an animal trainer sort.

Do you have any trouble with my starting with several trained animals? Obviously I'm only going to be bringing one on any adventures but I'd like to have several in the act.

I'm hoping that I can buy them at cost and assume that I've trained them up to the level that I could by taking 10 on an animal handling skill

This is actually something that I've wondered about. When you start a game owning an animal, how much training should one assume that you have had opportunity to do in the copious downtime that you would have had before the game started? It shouldn't cost nothing, but only a couple of tricks should be pretty cheap. On the other hand, if you're teaching a lot of tricks to a lot of different animals, that represents a significant time investment, and you would have to feed and house all those animals during that time.

How does this sound? You can have as many tricks as you want, spread over as many animals as you care to purchase (up to the limits of how many tricks that type of animal is allowed to have), but they're not free. To calculate the cost, you total up the number of tricks, and the cost is 2 to the power of that number - 1. So the first trick is 1gp (2^0), the second is another 1gp for a total of 2gp (2^1), the third is 2gp for a total of 4gp, four tricks costs 8gp, 5 tricks costs 16gp, 6 is 32gp, and so on. This way, if you only want a few tricks to start, the cost isn't a big chunk of your starting 3000gp, but if you want 11 tricks, that's a significant investment that will cost 1024gp, over a third of your starting wealth.

Keep in mind that you will also have time while the carnival is in transit from one city to another to train additional tricks in the traditional way, so you don't have to train every trick you might ever want them to perform up front. I may also have to come up with a mechanic to let you...

Those costs are going to get rather prohibitive rather quickly for what is essentially at least intended to be just "fluff" in how I describe the act. Note that I'm already going to have to be spending a fair bit of resources (feats, traits, etc) to get my handle animal up to the point that I can take 10 and achieve the results that I want.

Those rules will very likely translate into my starting with just my class defined "pet" and at most 2 or 3 more (probably 1 or 2 since even a minimally trained animal is going to need 3 or 4 tricks).

Note - my class defined pet will definitely be intelligent enough that it doesn't actually have tricks. Quite likely it will be more intelligent than the character although I haven't quite decided that yet :-)


Are you thinking summoner? If so, you might want to look at the broodmaster archetype. I don't think there are any animal companion options that can have PC-level intelligence. I guess if you're dumping INT, you could get a more intelligent familiar...

If you give some specifics on what you have in mind, I might be able to make some suggestions, and I might be willing to make some bigger (but more narrow) allowances. What kind of animals do you want, and what tricks do you want them to have?


pauljathome wrote:
Ifrits start with fire resistance. And thematically fit INCREDIBLY well. Just saying :-)

Tempting, and I kind of like it, but I have to think about it... if I did, I would have to put my 6 in Con rather than Wisdom, and that could be super dangerous since it affects HP.

DM wrote:
I'll allow Asbestos Cloth armor, but I'll say that it only provides half the fire resistance (round down to 2) if it isn't masterwork quality.

Another good idea to think on. Currently I am buying a Mithril Chain Shirt to wear adventuring, but cloth armor as my performance attire might work... does the clothing or armor grant you fire resistance even for the parts of yourself not covered by the clothing/armor? Could I wear masterwork asbestos cloth clothing underneath my chain shirt?


whosawhatsis wrote:
Doomed Hero wrote:

According to this thread, Kitsune are 10 RP.

Are they allowed?

Kitsune is fine, but most of the kitsune racial feats (fox shape, in particular) are not available.

I wasn't planning on taking Fox Shape. My thought was to take Realistic Likeness and use Sleeves of Many Garments to be a Quick Change Artist, except instead of just changing clothes I'd become completely different people.

I'd combine it with Perform: Mimicry to do the best comedy imitations ever.

What do you think?

Silver Crusade

I've pretty much decided that the character will be a Courtly Hunter (an archetype of Hunter).

As such, his Animal Companion will start with at least 7 Intelligence (possibly as much as 10 if I get really silly about it).

That will be his "adventuring companion", tied in very much to his background. That companion is the ONLY one who I ever intend to have show up in adventures. Others will show up only if YOU put them in (eg, they're in danger or escape from a cage or whatever).

The following is what I'd ideally like to do.

In addition to that companion, I'd like to get several other animals that are ONLY intended to be used in his circus act. They're basically little more than props for his act.

So, lets assume for the moment that my companion is a leopard (quite likely it WILL be). We'd have two acts. One would consist of 3 leopards, the other of 5 cats (one of which is ACTUALLY the leopard companion, of course). Doing circusy things (yes, domestic cats DO actually perform in small scale circuses :-)).

The normal animals would have been trained for the "perform" general purpose. So, come, fetch, heel, perform, and stay. And possibly also for the Entertain trick although I'd quite possibly limit that to just the actual companion (who IS the star, after all). I have to see if I can afford a +15 Handle Animal at level 3 :-).

Now that does mean that the character would have theoretically spent a total of somewhere between 6 months and a year training all those animals. Logically being able to speak to them and cast spells like Animal Purpose Training would reduce that somewhat but there are no rules for that :-(. But I can easily fit a year into my back story.

Just as data point Animal Archive would allow me (at GMs discretion) to buy a combat trained leopard at 150 gold (vs the 100 for a normal leopard).


Zanbabe wrote:
pauljathome wrote:
Ifrits start with fire resistance. And thematically fit INCREDIBLY well. Just saying :-)

Tempting, and I kind of like it, but I have to think about it... if I did, I would have to put my 6 in Con rather than Wisdom, and that could be super dangerous since it affects HP.

DM wrote:
I'll allow Asbestos Cloth armor, but I'll say that it only provides half the fire resistance (round down to 2) if it isn't masterwork quality.
Another good idea to think on. Currently I am buying a Mithril Chain Shirt to wear adventuring, but cloth armor as my performance attire might work... does the clothing or armor grant you fire resistance even for the parts of yourself not covered by the clothing/armor? Could I wear masterwork asbestos cloth clothing underneath my chain shirt?

You need something a little more substantial than clothes, but you can always wear two "sets" of armor at once. You only get the bonuses and magical enhancements from one while you have to accept the combined ACP and arcane spell failure, but (by my interpretation) the special material properties for both apply. So you could, for instance, wear Asbestos Cloth padded armor over a mithral shirt.


Doomed Hero wrote:
whosawhatsis wrote:
Doomed Hero wrote:

According to this thread, Kitsune are 10 RP.

Are they allowed?

Kitsune is fine, but most of the kitsune racial feats (fox shape, in particular) are not available.

I wasn't planning on taking Fox Shape. My thought was to take Realistic Likeness and use Sleeves of Many Garments to be a Quick Change Artist, except instead of just changing clothes I'd become completely different people.

I'd combine it with Perform: Mimicry to do the best comedy imitations ever.

What do you think?

I like it. I'll approve Realistic Likeness with the caveat that Kitsune allows you to transform into a human, so Realistic Likeness only lets you copy human appearances.


Bards don't have any spell failure chance for any light armor, so we're good there, and mithral removes all the armor class penalties for chain shirt. Padded armor doesn't have an armor check penalty either, but yeah... asbestos cloth says that you can make clothing out of it, but if making an entertainer's outfit out of it doesn't work, I think I'll just not. It would be fine to wear both for adventuring, but doing my act in bulky padded armor seems weird.


pauljathome wrote:

I've pretty much decided that the character will be a Courtly Hunter (an archetype of Hunter).

As such, his Animal Companion will start with at least 7 Intelligence (possibly as much as 10 if I get really silly about it).

That will be his "adventuring companion", tied in very much to his background. That companion is the ONLY one who I ever intend to have show up in adventures. Others will show up only if YOU put them in (eg, they're in danger or escape from a cage or whatever).

The following is what I'd ideally like to do.

In addition to that companion, I'd like to get several other animals that are ONLY intended to be used in his circus act. They're basically little more than props for his act.

So, lets assume for the moment that my companion is a leopard (quite likely it WILL be). We'd have two acts. One would consist of 3 leopards, the other of 5 cats (one of which is ACTUALLY the leopard companion, of course). Doing circusy things (yes, domestic cats DO actually perform in small scale circuses :-)).

The normal animals would have been trained for the "perform" general purpose. So, come, fetch, heel, perform, and stay. And possibly also for the Entertain trick although I'd quite possibly limit that to just the actual companion (who IS the star, after all). I have to see if I can afford a +15 Handle Animal at level 3 :-).

Now that does mean that the character would have theoretically spent a total of somewhere between 6 months and a year training all those animals. Logically being able to speak to them and cast spells like Animal Purpose Training would reduce that somewhat but there are no rules for that :-(. But I can easily fit a year into my back story.

Just as data point Animal Archive would allow me (at GMs discretion) to buy a combat trained leopard at 150 gold (vs the 100 for a normal leopard).

I'm willing to count "performance training" as a single trick for the purposes of the pricing structure I outlined above. That means that if you are training two leopards and 5 cats, that is 7 animals and 2^6 = 64gp. Good enough?


whosawhatsis wrote:
Doomed Hero wrote:
whosawhatsis wrote:
Doomed Hero wrote:

According to this thread, Kitsune are 10 RP.

Are they allowed?

Kitsune is fine, but most of the kitsune racial feats (fox shape, in particular) are not available.

I wasn't planning on taking Fox Shape. My thought was to take Realistic Likeness and use Sleeves of Many Garments to be a Quick Change Artist, except instead of just changing clothes I'd become completely different people.

I'd combine it with Perform: Mimicry to do the best comedy imitations ever.

What do you think?

I like it. I'll approve Realistic Likeness with the caveat that Kitsune allows you to transform into a human, so Realistic Likeness only lets you copy human appearances.

I think that's the way it's supposed to work anyway, so fine with me.

If I want to pretend to be something that isn't human, I'll have to come up with other ways of doing it.

Are the Magical Tail feats allowed?


Zanbabe wrote:
Bards don't have any spell failure chance for any light armor, so we're good there, and mithral removes all the armor class penalties for chain shirt. Padded armor doesn't have an armor check penalty either, but yeah... asbestos cloth says that you can make clothing out of it, but if making an entertainer's outfit out of it doesn't work, I think I'll just not. It would be fine to wear both for adventuring, but doing my act in bulky padded armor seems weird.

It doesn't have to be bulky, but if you want your character to be scantily-clad and resistant to fire, that will require magic or an innate ability. Just something that covers most of the body and has a +150gp base price for masterwork quality (which means that it doubles to +300gp if you want fire resistance 5). I'm just trying to avoid loopholes that would result in everyone having dirt-cheap fire resistance.


Doomed Hero wrote:
Are the Magical Tail feats allowed?

Yes.


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whosawhatsis wrote:
Zanbabe wrote:
Bards don't have any spell failure chance for any light armor, so we're good there, and mithral removes all the armor class penalties for chain shirt. Padded armor doesn't have an armor check penalty either, but yeah... asbestos cloth says that you can make clothing out of it, but if making an entertainer's outfit out of it doesn't work, I think I'll just not. It would be fine to wear both for adventuring, but doing my act in bulky padded armor seems weird.
It doesn't have to be bulky, but if you want your character to be scantily-clad and resistant to fire, that will require magic or an innate ability. Just something that covers most of the body and has a +150gp base price for masterwork quality (which means that it doubles to +300gp if you want fire resistance 5). I'm just trying to avoid loopholes that would result in everyone having dirt-cheap fire resistance.

In addition to Ifrit, Elves have an alternate race trait that grants fire resistance 5.

Also Fireward Gel is an option for anyone with craft alchemy (or an alchemist friend)


I love this idea. I think I'll stick with point buy for ability scores.


Billybrainpan's audition
A young hobgoblin strolls onto the stage, he is small for a hobgoblin and bit skinny looking. He is dressed only in loose grey pants, a beautifully crafted kukri rests at each hip. The youth's chest, arms, and face are all heavily scarred by burns and it's clear that the left eye is no longer functional. He whistles under his breath as he sets up several mannequins around the stage. Four in the front, two up on boxes to the left and right, and a pair standing back to back in the center. He bows low.

"Ashak, at your service"

A drum beat begins from the wings and Ashak leaps from his bow up into a tight backflip over the front most mannequin. Acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23 As he reaches the apex both kukri flash out slicing the head from the mannequin. Landing in a low crouch he spins on one foot, piercing a second mannequin clean through from behind, right where the heart would be. He spins faster, rising into the air and flashing across the stage. Perform (dance): 1d20 + 10 ⇒ (1) + 10 = 11 He seems to stumble, falling past the mannequin on the box to stage left. Acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23 Quickly he summersaults, pivots, and dives backwards between the mannequins legs, slicing through both knees as he goes.

Rapidly, Ashak tumbles across the stage, stopping just in front of the two center mannequins. In an instant the kukri flash and the mannequins topple. Perform (dance): 1d20 + 10 ⇒ (15) + 10 = 25 Ashak wastes no time on the next. Performing a series of beautiful spinning kicks he lands directly in front of the mannequin to stage right, plunging the two knives deep into its chest. Seemingly unable to remove his weapons the acrobat hangs his head dramatically low, which he quickly turns into a roll. Acrobatics: 1d20 + 10 ⇒ (17) + 10 = 27 popping back to his feet between the last two mannequins. He reaches behind his back. Slight of Hand: 1d20 + 10 ⇒ (3) + 10 = 13 and pulls out a new set of kukri, which he neatly inserts under the chin of each mannequin.

Ashak bows again. "Thank you for watching. I call it Alina's dance, although it has been altered from the original form."


Ashak the Acrobat wrote:
Billybrainpan's audition

An interesting build. Unfortunately, the three traits you chose are all social traits. You're not supposed to have more than one trait from the same category. I've never been a big fan of that rule, but 3 out of 3 from the same category seems excessive. I will allow 2 out of 3 to be from the same category, and if you take the Additional Traits feat, I'll allow a third, but either way, it means you have to choose some traits from other categories.

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