This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5
Orsin removes the mask from his head after the bound noble has been escorted off the premises. He fixes his hair with angry, clumsy swipes, offering Andrea the blank piece of parchment that was once the scroll of detect thoughts. "I really am sorry he didn't know where your friend is," he says, wiping sweat from his brow. "But he started to wonder himself who might have abducted Josuph. He wondered if Thrune was behind it, but then he thought about that name: Ecarrdian. I think it may be a lead."
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
As soon as Shinon leaves the room Duncan casts disguise self to make him look like a FEMALE Dwarf Tinker with no weapons/only tools and an angry red scar down her cheek. He dashes to catch up to Shinon entering the street from the same exit. He touches Shinon (who gets a will. Save to disbelieve)and shows his ragathiel helm and presses a pudgy finger to his lips for silence. He chucks the helm back inside and follows shinonat twenty paces.
When the elf looks about to release the noble, Duncan moves to a stall and watches them depart their separate ways, taking note of the nobles direction as he leaves.
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Shinon wrote:
Oooh...A Will Save to Disbelieve, huh? Well, let's give it a try...
1d20+3
[dice=Know (Local)]1d20+10
Pretty sure you'd work it out given Duncan was behind you one second,then a dwarf female with his helm the next
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Duncan was able to get a good look on Shinon's first twist and turn down a couple alleys. From there he was was able to follow the two. When the noble begins to trot away, he looks to be heading towards the Westcrown Island, Parego Regicona.
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Duncan returns back to the temple, ducking into an alley should the spell wear off before he returns.
He grabs his helm once again and plops it on his head as he enters
Followed our boys, saw the noble bastard take off for Westcrown Island, Parego Regicona, maybe that's where daddy lives or somethin.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Hopefully that talk of devils is just bluster so we won't have to worry about an attack. Althought since this is the Empire of Devils I wouldn't be surprised if there is some truth to that. Andrea tires racking her brain about the type of devil the bandit talked about. Orsin, do you have your pathfinder books available? Andrea casts her Guidance spell on herself
Know-Religion with any bonuses if Orsin has his books:1d20 + 7 ⇒ (15) + 7 = 22
Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5
"Yes, they're right here," he says, kneeling down and opening the backpack. He draws from the bag a stack of journal-sized books, all neatly in order with a leather buckled strap. He hands one of the books to Andrea saying, "Here's the one about the gods and their servants, this is the one you'll want."
The Pathfinder Chronicle grants a +2 circumstance bonus after 1d4 rounds of skimming.
"If I have time later I'll discreetly ask around about this 'Ecarrdian', whatever that is."
Hopefully, it goes without saying that Orsin retrieved his pouch of gold coins from the holding cell.
Andrea you asked a quesiton about the Bastards of Erebus earlier, this is what I've discovered to-date. This is a bandit group that only attacks at night. When I was picked up and arrested I was verifying some information and I've had Janiven working on it too. We have their location pinned down now."
He pours himself another wine, knowing the group is familar enough to help themselves by now. "These thieves are tieflings, and are operating out of an old Eristil church in the northern section of town. They are directly linked to double murder that occurred during one of their robberies. They always leave behind a wooden token showing a devil's head."
Taking a sip of his wine. "They never attack two nights in a row, most occuring 3-7 days apart. The last one was when you went back into the sewer. Most attacks are against merchants with valuable goods but a recent attack was against a weaponsmith, he and his wife were murdered, and his goods stolen. This one was bold because they actually scrawled their name on the door to the building." There is a bit of contempt in Arael's voice when discussing the tieflings.
"I suspect that it's a sizeable group of more than 4 or 5 that have committed these crimes."
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
At night? they must be very fortunate or have special protection due to the beasts in the city, even with the brightly lit main streets.
Andrea idly thumbs through Orsin's books. Is anything known about their members besides that they are tieflings? Or if they have any goals beyond theft and murder?
"What I am reasonably certain of is they hang out during the daytime in an abandoned church of Erastil, probably to take advantage of a grouping since their darkvision is less effective during the daylight. They are sneaky as you point out to evade the shadowbeast and to break into buidlings, almost at will."
He looks around, "Claim to be descendents of Erebus's bloodline."
The leader is devil worshiping cleric of Asmodeus, named Palveen." Clearly unable to let his contempt and dispise be contained. Finally, getting a hold of himself, "I'm sorry, if I offended any worshippers of Asmodeus." His face clearly reddened now.
Janiven cuts in, "At Arael's request I spent some time scouting the area and I can tell you this, they keep a lookout in the old church bell tower and I spotted no patrols but the bell tower guard was replaced one time."
"There are some two story buildings near the church and they have boarded up windows. At least from the angle I could see from. I didn't risk getting too close. Building about 200 to 300 feet away were ransacked or locked with solid heavy chains. There was an odd hitching post taht was covered with a roof near the church, it has a lot of rubble in there. I saw now animals though."
She starts to sketch out a map, "You can get to about 50 feet without being seen by the bell tower."
Arael states, "You've put yoruself at risk several times and I'd understand if you are hesitant to move agaisnt this group of...dev..." Stopping himself. "Although if the goblinking and the Bastards of Erebus are both destroyed in within a few days of each other." His face beaming with pride. "that would add so much momentum and goodwill to the cuase."
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Shinon shrugs. "Eh, why not? It's not like the boards have anything interesting for me to do. I'll just consider this my next job. Besides, if the Red Knives don't have Jospuph, then the Bastards probably know something. But I'm not going to mess around with the interrogation this time. They're going to talk, and for each ten minutes I have to wait, they're gonna lose a finger." He grins and pulls his bow out.
"What do you say, Andrea? Gonna help me crush these thieves into oblivion?" He asks, his eyes glancing at the temptress expectantly.
Andrea as you skim the pathfinder book regarding religion, you find the passage you have been looking for on Salikotal and your own recollection adds information.
Andrea only:
Salikotal has the appearance of lean creatures, 5'4 in height. Blood red skin, hairless and crimson wings. All reported accounts have them wielding a horned dagger. They are known as assassins, very specific contract killers that rarely if ever miss their mark. They are competent spellcasters with their abilities. All the contract killer needs is a description of its target and it can locate the unknowing victim. It hunts one at a time and has special vengeances it uses to against its intended victim.
They have special defenses but you are not certain what those are other than Immuninity to fire and poison.
Andrea ONLY #2:
I didn't add in the pathfinder books bonus. You know they ahve spell resistance and damage reduction, good weapons harm them. If a salikotal willingly kills itself nearby folks are damaged somehow.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
I have no objections. Although if they can seemingly move at will during the night they might have knowledge that we can use. Either special magic that hides them from the shadow beasts or they might have some other connection.
Andrea looks a little concerned about Shinon's insistance on harming the theives, but is in no position to preach to people. Capturing some might be productive, and I will make sure to pray for magic that can help divine wether or not someone is telling the truth so we won't have such difficulties questioning them.
Andrea opens the pathfinder books so others can see and points to the passages that contain the information on the devils..
Salikotal has the appearance of lean creatures, 5'4 in height. Blood red skin, hairless and crimson wings. All reported accounts have them wielding a horned dagger. They are known as assassins, very specific contract killers that rarely if ever miss their mark. They are competent spellcasters with their abilities. All the contract killer needs is a description of its target and it can locate the unknowing victim. It hunts one at a time and has special vengeances it uses to against its intended victim.
They have special defenses but I are not certain what those are other than Immuninity to fire and poison. Andrea flips a page. Wait They are also spell resistant and their nature reduces damage to them, good weapons harm them. If a salikotal willingly kills itself nearby folks are damaged somehow.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Shinon throws up his hands in disbelief. "You forg-son of a! And we just let him walk! We could have waited a few hours until dawn, let you pray again, and then had clear evidence of whether he was lying or telling the truth, but you didn't offer, you just let him walk!"
Shinon sighs and shrugs. "Oh well. No use crying over spilled milk. Getting the truth out of these guys is more important than getting the truth out of that spoiled rich kid. If the Bastards don't know where Jospuph is, I'll go back into the sewers and find Henk and talk to him about it. Process of elimination."
Arael looks at Shinon with a paled expression, "I'm not sure who you pray to but its sounds like a good idea for you." He shakes his head, "It is often easier to catch flies with honey."
Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5
"It's not Andrea's fault, Shinon. It was at my insistence that we interrogated him and either way, we had magical confirmation that he didn't know where Jospuph was. Isn't that enough?"
Orsin returns the guide to the stack of others when Andrea is finished.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Andrea scowls. Yes, go back into the sewers why don't you? I am sure that will be just as productive as they last time you wandered off. If that axe was just a little more to the right we would have had your headless corpse tossed at our feet.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Shinon frowns and then glances back at Andrea. "I...I'm sorry." Shinon sighs and rubs the back of his head. "I didn't really think about that. It's been a long time since I had anyone who actually knew me well enough to worry about my safety. This whole time I've been thinking that it wasn't really a problem if I died, as long as I rescued Jospuph in the end, but I guess that's not true."
Crossing his arms and sitting down, Shinon bites his lip. "Guess I'll have to be a little more careful and think things through a bit more if I want to solve my problems without any casualties."
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Now kiss an make up! Bwah-ha! C'mon then. While the days young let'sgo see the bastards. In fact this has a nice legit air to it. We should tell Maurice. There'sprobably a reward fer taking em out.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Well just how are we going to do this? We should scout out the area, perhaps when we see the watch guard changed we should make our move. Plus checking them out will let us know who is in the gang and what they can do. Andrea looks at the map Janiven sketched. Shall we go through the front door or try to make our way in elsewhere? If we are going to try to capture them, we can purchase tanglefoot bags and saps.
Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12
To see if John knows any more about the Salikotal Knowledge(planes):1d20 + 7 ⇒ (17) + 7 = 24 "The back door is probably best, though I don't think all of us will be able to sneak up with out notifying them of our arrival."
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Well, Trigger is actually pretty sneaky, so he can take the lead with me sword backing him up.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
I can pray for a silence spell in the morning that will mask any noise from our armor, although we would be deaf as well, unless some one lags behind and perhaps...tugs on a rope attached to us if they notice anyone alerted to us. I can also turn one of us invisible for a short time(3 minutes) and I can disguise my apperance to look like someone else for about a half an hour. So if we can identify who is in the gang, I could disguise myself and go with someone who is invisible. However, my voice would not change.
Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5
"We also have the wand of silence," Orsin adds. "There are only a handful of changes remaining, but it might be the best use of it. If we place the spell on a pebble, we can hold on to it as we infiltrate, then toss it away should we need to regain the use of our songs and spoken spells."
[dice=Knowledge(planes)]1d20+7
"The back door is probably best, though I don't think all of us will be able to sneak up with out notifying them of our arrival."
John:
Salikotal has the appearance of lean creatures, 5'4 in height. Blood red skin, hairless and crimson wings. All reported accounts have them wielding a horned dagger. They are known as assassins, very specific contract killers that rarely if ever miss their mark. They are competent spellcasters with their abilities. All the contract killer needs is a description of its target and it can locate the unknowing victim. It hunts one at a time and has special vengeances it uses to against its intended victim.
They have special defenses but you are not certain enery resistances but you are not certain which ones, although you know they are immune to fire and poison.
You know they have SR, and Shinon is in real danger if he has been marked.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Shinon blinks in surprise. "You guys are really over-complicating this. Why waste our time and resources being stealthy? As Duncan said, these people are probably wanted criminals. Sure, with just the five of us, we might need to sneak in, but if we report this to Maurice we might be able to score a whole squadron of dottari to back us up. Then we charge in guns blazing and take them down before they can even react. No matter how tough these guys are, if we have like twenty men we should be able to crush them in an instant, right?"
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
I am wondering about the smith who was murdered and their other targets. Just who were they? They might of had connections with the Missepes,Stoutpours and Grulios. I do not know if investigating the blacksmith's might yield anything, but if we ask any apprentices, or perhaps Grumm if he knew them, we might learn something valuable.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Shinon wrote:
Shinon blinks in surprise. "You guys are really over-complicating this. Why waste our time and resources being stealthy? As Duncan said, these people are probably wanted criminals. Sure, with just the five of us, we might need to sneak in, but if we report this to Maurice we might be able to score a whole squadron of dottari to back us up. Then we charge in guns blazing and take them down before they can even react. No matter how tough these guys are, if we have like twenty men we should be able to crush them in an instant, right?"
Some extra help might be useful, but twenty dottari marching innto the North side? They would know were coming and flee. The dottari would be better used to secure the area and prevent them from fleeing.
Andrea paused and then spoke. If we bring help, would Fiosa be welcome? An extra healer would allow me to concentrate on combative magic.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Shinon sighs and crosses his arms. "Guess you're right. We only have this one chance that Arael gave us, we can't really afford to screw it up..."
Andrea speaks and Shinon raises an eyebrow and looks at her. "Fiosa? ...Oh, yeah, she's that escaped slave, right? Well, she certainly has experience sneaking around, so she's not likely to get us caught on the way up...I suppose if she stays out of the way I wouldn't mind her coming. But if she goes and gets herself caught up in the middle of battle, she's going to end up wasting John's and Duncan's energy while they try and save her. You understand, don't you? Don't let the rookie near the danger."
Looking out the window, Shinon shrugs to himself. "If we're going to do this today, we'd better get going now. We still have time to stop in at a store before we get there, but only if we hurry. John can carry a silence stone, and Andrea should stick as close to him as possible so she doesn't rattle around in her armor."
Shinon frowns and turns his head to the opera singer. "By the way, newbie, you almost ruined my night yesterday. The only way you're going to be able to make it up to me is if I get two free tickets to one of your shows. So, if you're coming with us, you better make damn sure you don't die, got that?" Shinon glares at him, but behind the glare is a glint of friendly concern and camaraderie.
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
The less we involve masses of Dottari the better. I'd say we just check with Maurice and sell him a hammer and anvil strategy. They set up a cordon behind em and we clear them out. The dottari take no risk and provided WE drop the leader we get the reward and Maurice and his boys get a promotion. Everybody's happy.
Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5
"I'm sorry ... you had a ... bad evening?" Orsin says, a look of confusion playing across his face, wondering how on earth he was responsible for Shinon's night. "And, don't take this the wrong way because it won't be any trouble getting you tickets, but you don't strike me as an opera lover."
With regards to Duncan's plan, Orsin remarks, "That's a sound plan."
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Shinon laughs, his entire face breaking into an honest, excited smile for the first time since Orsino had met him. "Well, I don't know if I am one or not, yet, but this has to do with a different type of...ahem. Affection." He says, stumbling over the last word and rubbing the back of his head. "Anyway, it's fine with me. As long as you can get me those tickets, I'll consider us even. And if we're even, then that means you're just as much an ally as the rest of these guys, no matter how long we've known each other. So..."
Shinon sticks one hand out. "Watch my back out there, and I'll do the same for you. And we'll both make it out of this without a scratch."
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Shinon blinks in surprise. "'Gun' is Elvish slang. It refers to an arcane spell that is primarily used for harming a living creature. Especially when that spell creates fire of some kind, hence the term 'guns blazing'. It's more common among the elvish brawlers and mercenaries in town though, I guess I can see why you wouldn't know about it."
Frowning and tilting his head, Shinon continues. "Now, obviously we don't have anyone here that's capable of doing that, but the expression is more about...the force behind it? So like, if we had twenty guys with swords rushing the Bastards at the same time, that'd be about as devastating as shooting them in the face with a fire spell, understand? That's what the term means."
Areal interrupts, "Well it probably is better to go during the day...are you sure about today and not tomorrow? Is everyone well supplied, have the proper spells learned or prayed for?
"Don't be rash, scout it out."
He frowns, "I'm uncertain about Fiosa being involved in the combat too, unlike Ermolos she has had little training. She can cast a few mirror miracles. She is just discovering her potential. She should stay outside as guard...maybe with Larko and either myself or janiven. To stop anyone escaping. We can watch from a building or two."
He looks over at John and Duncan, "Yes, I agree a full dottari squad would bring attention. Warn them and they will. Plus, we have a squad of friends that are grateful to us, not sure if other dottari feel the same way - yet. But it is a good idea to mention it to them."
He goes to the kitchen panty and returns a few moments later with a box "You all will need these." as he hands you each 2 cure light potions, and there is a cure moderate for each. Then he pull out two lesser restorations. He explains each one to you.
We had an untimely death of a party member and the group is looking to add one more person. We currently have 4 very active members and myself the GM. This is an EXCEPTIONALLY active fast paced game. We average 5 posts each per day. In less then 8 weeks we have over 2150 post, roughly 40 or so posts per day. We are nearing the end of AP 1.
We have a good mix of experienced PbP and first timers, so it doesn't matter to me.
Currently the party has:
Ranged Ranger
Inquistor
Cleric
Shield Fighter
The party is looking for a bard, rogue or arcane spell caster. You would be entering at level 3.
Here are rules for the build:
20 Pt buy
No score below an 8 before racial adjustment.
Download the Free PG
2 traits, (1 must be a campaign trait)
No third party material
No Alchemist, Gunslinger or Summoner or their variants
Core races only, no thiefling characters. No ARG
Minimum 3-5 posting a day.
No evil
3000 GP (3rd lv) No more than 50% in one item. Run any magic weapon, gear, potions (don't bother spending coin on Cure potions they are plentiful), by me before purchase.
Answer the following:
1. Tell me 3-4 NPC's your character knows in the city, they will become important NPCs. Names, occupations and how you know them.
2. How long have you been in the City.
3. Give a brief background for your character.
I want to make sure it's clear NO Advance Race Guide. The forbidden classes include their vairants/archetypes.
The only real house rule that I have incorporated into this PbP game is 1 on an attack has a chance to either fumble weapon or snap the ranged weapon string. You make a dex based check, add in modifier, and must get a 10 or higher to avoid the fumble.
This is a fast pace, fun game that is roughly 50/50 roll/role playing. It is definately one of the more active games on the PbP boards.
Dotting for interest. Thinking of a dwarf caster type or half-elf rogue. I'll go download the players guide and think up a character. Also how are you figuring HP? do we get max at first level then 1/2HD+1+CON modifier?
I've been working on a Chelish diva bard intended for Council of Thieves! I do have a question though: when you say "no third party material", does that extend to Wizards 3.5 as well or is there backwards compatibility? If not, I'll simply need to re-spec my current build to use only Pathfinder.
Hey there. I'm the cleric of the group. Hit points are Max at first level then you roll the dice and add your CON bonus. Re-roll any 1s.
We have oodles of investigations going on, like looking into corrupt nobles, and a spate of mangled corpses found. We currently have a bandit prisoner and are planning goblin hunting. Feel free to look over the Gameplay thread to catch up.
Andrea is a harlot former Urgothan, now a Calistrian priestess so she is redefining her role butshe is not much of a melee combatant (yet). She's been a buffer role so far.
John Deos is a Tower Shield fighter archetype. He doesn't get hit much, so he's a Turtle type warrior.
Duncan is a 'Wolverine type char' meaning he really goes to town in melee, dealing a heap of damage but he gets hit alot as well. He is a Rage inquisitor of Ragathiel. His saves are very high.
Shinon a a classic archery elf ranger. He doesn't like humans.
As a group our pace is awesome. Lots of posts (including a fair bit of char development) but there have been times we really could have used an arcane caster. So my preference will likely go to an applicant with arcane casting of some sort. (This group WON'T resort to torture and investigation is a real factor so far. So enchantment magic would be nice)
You are also relplacing our Monk so we have lost some melee.
Working on a rogue and thinking of taking a level of Sorcerer to tie in with my background. I know having some of those base-level spells come in really handy. I do not know which way I will progress with my skills but I'm leaning towards keeping rogue as my favored class.
Just a few places that new characters might become aquainted with..
Grumm's Smithy. Duncan's patron owns this smithy and has been known to do work for various important people.(WHo havee shown to be very fussy.)
Westcrown Exchange House. Bank/Counting house/etc. Andrea works here under Gerald. Lends money, changes coins and valuables. Currently the group is 5k in the hole for raising one of the town guards so they will be handling sales of valuable items for the time being.
WestCrown Morgue. Just as it says. Nathaniel is the mortician. Has seen a number of bodies of slain nobles and an important brewer turn up. The tragic site of the death of our monk.
Feel free to add a buisness where you work or a significant place. The PCs know low-ranked nobles, smiths, streetwalkers, priests and others. Makes the town feel alive.
I have been looking for a fast passed campaign! I have this L1 female bard to offer. I will level her to 3 according to the guidelines, answer the questions, and repost her. I just wanted to get on the board. I think she would be the perfect fit for your group. I love bards and know how to make them the perfect (5th) party member. Again, I am available to post 24 hours a day with my IPhone or iPad (even on weekends). I am technically sound with the rules and love to RP. I have not played this AP yet.
After looking at the group in more detail, I think a witch would actually fit better. I will put a witch together tonight! I have a L6 witch in PFS and love the class.
This is my character Orsino 'Orsin' Bessatte, a Chelish diva with a good mix of melee combat prowess, social skills, and arcane magic. The stat block is included in his profile.
1. Tell me 3-4 NPC's your character knows in the city, they will become important NPCs. Names, occupations and how you know them.
A) Calseinica Nymmis. A beautiful little waif, whose natural talent and beauty are outmatched only by her enthusiasm. Orsin sang opposite of her earlier this year in the opera The Winter of White Roses.
B) Gerald. When Orsin arrived in town with the wealth he had accumulated from his seasons in Kintargo and Egorian, he wanted to make sure it was safely held at a bank instead of his own flat. (Orsin doesn't trust the kinds of people he's seen skulking about Westcrown). Gerald opened Orsin's account at the Westcrown Exchange House and has managed his finances since the diva's arrival.
C) Shu Lien. A Tian "escort" (*ahem*) employed at a pleasure house called The Reverse Mermaid (name subject to change). She's a stunning girl of no fewer than twenty years whom Orsin has given regular patronage. He pays her for her gossip as much as he does her traditional services.
2. Orsin arrived in Westcrown earlier this year. He performed opposite Calseinica only a few weeks after his arrival. (He already had studied the role during his youth at the Kintargo Opera.)
3. I apologize for how extremely un-brief this is...
Spoiler:
Orsino ‘Orsin’ Bessatte was abandoned as an infant at an orphanage in Kintargo in the north of Cheliax, having never known his parents or any other family. Though Orsin possessed a variety of hidden talents, his childhood at the orphanage was fairly un-extraordinary, being neither particularly popular among the other children nor their pariah. However, one friendship that he made in that oppressive, unfriendly place would change the course of his life altogether.
Gregorio Ardiavinci, a boy of roughly the same age as Orsin, was known throughout the orphanage as a gregarious, but devious child. He was often adopted by Chelish nobles looking for pet projects to pass the tedium, only to be returned days later on account of the mischief he inevitably caused. For whatever reason, however, Gregorio attached himself to Orsin and the two became inseparable. Where Gregorio was impish, haughty, and bold, Orsin was mannered, quiet, and reserved. The two complemented each other in every sense of the word. And despite his protestations, Orsin became an accessory to each and every one of Gregorio’s ridiculous schemes, relishing every minute of it. Tales of their pranks and exploits at the orphanage became legendary.
Every year, the Kintargo Opera House sent scouts to the local orphanages in search of talented girls whom they could adopt young and turn into highly-loyal (and hugely successful) prima donnas. A few boys would also find adoption if they displayed modest vocal ability, since it is hard to esteem a male’s voice before they mature. More often than not, however, male children who were adopted were destined for lives as indentured stagehands. Naturally, when Gregorio had the “brilliant” idea that they should both audition, Orsin, naturally, acquiesced. Gregorio, with his latent charm and good natured personality, was a clear selection, but Orsin was a somewhat harder sell. Though his singing was arguably superior to that of his friend, he was very shy and somewhat cold. Nevertheless, both were welcomed into the fold of the Kintargo Opera House, leaving behind the orphanage forever to join a new family.
As Orsin matured into a fine young man, he began to rival even Gregorio’s charisma, which one might expect when surrounded by the theatrics, personalities, and demands of the theatre. His friend, of course, continued to make enough mischief for the both of them, but (un)fortunately, life as stagehands left them so exhausted each night that they were left with little room for trouble making. However, whenever Orsin was afforded time to spend as he wished between his crew duties, he spent it watching the rehearsals and performances, studying the virtuoso singers practice their craft from the wings. He envied and admired their splendor in equal measure. And while he was content to simply observe and enjoy the opera, Gregorio had other plans. Orsin may not have cared much about his future at the opera house, but something awakened in Gregorio and he was no longer content to stand idly by and see others gain glory.
Gregorio, with little necessary insistence, managed to convince Orsin that they should take up this goal together. If they became stars of the Kintargo Opera, they’d never have to lift another finger. And so, the two snuck out of their quarters late each night after hours and took to the stage, recreating the evening’s performances, replete with sword fights, cumbersome costumes, and coloratura singing. Gregorio’s enthusiasm was infectious and soon Orsin’s mind was filled with similar dreams of wealth and fame. After years of such activity though, nothing changed. They advanced their position into the company chorus, but now had to contend with the double duty of singing and working in the wings whenever they weren’t needed on stage. Gregorio’s plan had only made their lives more difficult and only modestly increased the size of their purse. It seemed that they had advanced as far as they could until one night when fate intervened on the behalf.
On opening night of the company’s centennial season and the premiere of a new opera called The Bargain Well-Struck, the singers cast to play the roles of Sinful and Selfish fell mysteriously ill. As relatively supporting roles, they had no understudies. As “luck” would have it, Gregorio and Orsin had been studying the roles after hours and when they came forward with this knowledge, they were immediately sent to wardrobe. If anybody thought the overwhelming coincidence of the matter was beyond belief, no one said a word. The show had to go on and their operatic debut was a smashing success.
The baritone and tenor were cast as a matched set in the rest of The Kintargo Opera’s remaining season. The next year, they had secured a contract in Egorian, performing similar roles. They had acquired fame and great wealth, but it quickly spent on expensive meals, fine clothes, and fleshly companionship. The “brothers of the stage”, as they were called, became notorious carousers and womanizers. They had finally made their dreams a reality, but after a year of success in Cheliax’s captial, Gregorio began to change. His volatile, spirited personality got the better of him and he soon began missing his entrances, forgetting lines, and missing rehearsals altogether. He and Orsin began drifting apart and there was nothing to be done for it. Halfway through the season, Gregorio’s contract was terminated and Orsin was made a principal singer in the company. Gregorio stormed out of the opera house one night and the “brothers” never spoke again.
Orsin received word at the start of the year that Gregorio’s body was found dead on the shores of the River Advian. Rumor has it that he fled to Westcrown after his disgrace in Egorian and he struggled to find work, gossip in the theatres and playhouses suggest that he got himself mixed up in private performances of Theatre Mortrescci, infamously known throughout Cheliax as “snuff plays”. Orsin finished his engagement with the Egorian Opera and declined to renew his contract. Motivated by vengeance and justice, he decided instead to liquidate all his funds and travel to Westcrown in search of his best friend’s killer. He has turned down offers from the playhouses that discovered his presence in town, but he did sing opposite Calseinica Nymmis in The Winter of White Roses earlier in the year so as to remain in the public eye without the constraints of an annual contract.
Since his arrival, he has seen how desperate and different life is in Westcrown. He has heard rumors of a group of rebels attempting to take back the night from the horrors that beset the city and he might confess that the idea intrigues him. He wishes he could do more, but he’s only an actor. What can he do…?
I'm happy to change things up here and there if it helps during the selection process. I haven't purchased everything yet, only a masterwork longsword and a +1 chain shirt. Hopefully that's alright so far.
May I have the pleasure of introduce Georgette Theadoux. She is 2 Rogue/1 Sorcerer with Rogue being her favored class. I can make any changes to the gear as needed. Thank you Andrea and Duncan for the info :)
Character:
GEORGETTE THEADOUX CR 2
Female Half-Elf Rogue (Sniper) 2 Sorcerer 1
CG Medium Humanoid (Elf, Human)
Init +3; Senses Low-Light Vision; Perception +6
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 24 (2d8+1d6+3)
Fort +1, Ref +7, Will +1
Defensive Abilities Evasion; Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Quarterstaff +2 (1d6+1/20/x2) and
Rapier +4 (1d6+1/18-20/x2) and
Sap +4 (1d6+1/20/x2)
Ranged Shortbow, Comp. (Str +1) +4 (1d6+1/20/x3)
Special Attacks Accuracy, Deadly Range, Sneak Attack +1d6
Sorcerer Spells Known (CL 1, +4 melee touch, +4 ranged touch):
1 (4/day) Color Spray (DC 13), Magic Missile
0 (at will) Daze (DC 12), Light, Read Magic (DC 12), Detect Magic
--------------------
STATISTICS
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Str 12, Dex 16, Con 12, Int 12, Wis 9, Cha 15
Base Atk +1; CMB +4; CMD 15
Feats: Agile Maneuvers, Eschew Materials, Rogue Weapon Proficiencies, Skill Focus: Linguistics (Adaptability), Weapon Finesse
Traits: Deft Dodger, Westcrown Firebrand
Skills: Acrobatics +7, Appraise +5, Bluff +6, Climb +5, Craft (Locks) +7, Diplomacy +6, Disable Device +9, Disguise +6, Escape Artist +7, Intimidate +6, Knowledge (Arcana) +5, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Linguistics +8, Perception +6, Ride +4, Sense Motive +3, Sleight of Hand +7, Stealth +7, Use Magic Device +6
Languages: Common, Dwarven, Elven, Sylvan
SQ: Arcane, Bonded Object: Quarterstaff (1/day) (Sp), Elf Blood
Combat Gear: +1 Studded Leather, Arrows (40), Quarterstaff, Rapier, Sap, Shortbow, Comp. (Str +1); Other Gear Artisan's tools, masterwork: Craft (Locks),
Backpack: Bedroll, Bell, Blanket, Everburning torch, Flint and steel, Oil (1-pint flask) (10)
Pouch, belt: Rope, silk (50 ft.), Tent, Small, Thieves' tools, masterwork, Twine (50')
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SPECIAL ABILITIES
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Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Agile Maneuvers Use DEX instead of STR for CMB
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Bonded Object: Quarterstaff (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Deadly Range +10' (Ex) A ninja with this ninja trick increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shadow Child No 20% miss chance for attacks in dim lighting.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
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Questions:
1. Tell me 3-4 NPC's your character knows in the city, they will become important NPCs. Names, occupations and how you know them.
- Farsain, Elf Sorcerer, Teacher of Arcane Magic at the Arcane Arts Academy. attempted to teach me the arcane arts.
- Quintyn Delacroix, Human noble and nighbor, scout for the city guard where I train.
- Mr. Edguard IronHammer, Dwarf Locksmith, employer
2. How long have you been in the City.
I was born and raises in Westcrown.
3. Give a brief background for your character.
My mother went to the heart of Westcrown to search for employement and ended up working for a young nobleman, George Theadoux. They eventually fell in love and married. Not more than 2 years later they had a set of twin half-elves, Georgette and Vondarth. Oh did this send a shock wave throughout the Theadoux family. Sure they thought the marriage would be short lived and end but now there where off spring.
Growing up we lived next door to the Delacroix family. They had tow sons , Quintyn and Lliard. Vondarth and I would have sword fights with them and even at a young age Quintyn showed superior skill with a sword, where Lliard was more into the arcane arts.
After sometime my brother and I went to study the arcane arts Farsain. Fairsain is one of the scorcer's at the Arcane Arts Acadamy. Vondarth's arcane abilities were stronger than mine and I dropped out to pursue the fine points of simple and martial weapon combat.
I began training with some of the members of the city guard and quickly became a very good shot with a bow. When I wasn't honing my shills with the city guard I work for one of the locksmiths in town. I work with Mr. Iron Hammer at Latches & Locks. Not only can I pick a lock but I can make them as well.
This is my character Orsino 'Orsin' Bessatte, a Chelish diva with a good mix of melee combat prowess, social skills, and arcane magic. The stat block is included in his profile.
1. Tell me 3-4 NPC's your character knows in the city, they will become important NPCs. Names, occupations and how you know them.
A) Calseinica Nymmis. A beautiful little waif, whose natural talent and beauty are outmatched only by her enthusiasm. Orsin sang opposite of her earlier this year in the opera The Winter of White Roses.
B) Gerald. When Orsin arrived in town with the wealth he had accumulated from his seasons in Kintargo and Egorian, he wanted to make sure it was safely held at a bank instead of his own flat. (Orsin doesn't trust the kinds of people he's seen skulking about Westcrown). Gerald opened Orsin's account at the Westcrown Exchange House and has managed his finances since the diva's arrival.
C) Shu Lien. A Tian "escort" (*ahem*) employed at a pleasure house called The Reverse Mermaid (name subject to change). She's a stunning girl of no fewer than twenty years whom Orsin has given regular patronage. He pays her for her gossip as much as he does her traditional services.
2. Orsin arrived in Westcrown earlier this year. He performed opposite Calseinica only a few weeks after his arrival. (He already had studied the role during his youth at the Kintargo Opera.)
3. I apologize for how extremely un-brief this is...
** spoiler omitted **...
A witch? Oooo..careful. Duncan is a Witchunter archetype. Serioulsy though I play it more as aStubborn Dwarven Resistance to Magic and him hating Nobles and Spellcasters (mostly because of thier capacity to lord it over the common folk)
I have been looking for a fast passed campaign! I have this L1 female bard to offer. I will level her to 3 according to the guidelines, answer the questions, and repost her. I just wanted to get on the board. I think she would be the perfect fit for your group. I love bards and know how to make them the perfect (5th) party member. Again, I am available to post 24 hours a day with my IPhone or iPad (even on weekends). I am technically sound with the rules and love to RP. I have not played this AP yet.
After looking at the group in more detail, I think a witch would actually fit better. I will put a witch together tonight! I have a L6 witch in PFS and love the class.
1d6
1d6
1d6
If you are rolling hit points, we get max at 1st level and dice+con at late rlevels. Reroll any 1s you get.
I have been looking for a fast passed campaign! I have this L1 female bard to offer. I will level her to 3 according to the guidelines, answer the questions, and repost her. I just wanted to get on the board. I think she would be the perfect fit for your group. I love bards and know how to make them the perfect (5th) party member. Again, I am available to post 24 hours a day with my IPhone or iPad (even on weekends). I am technically sound with the rules and love to RP. I have not played this AP yet.
After looking at the group in more detail, I think a witch would actually fit better. I will put a witch together tonight! I have a L6 witch in PFS and love the class.
1d6
1d6
1d6
If you are rolling hit points, we get max at 1st level and dice+con at late rlevels. Reroll any 1s you get.
Thank you for the heads up! I rolled a 6 at 2nd and a 1 at 3rd, so I had to re-roll the second roll and I got a 4.
Alright, I went back to the Bard. After reading further into the game play thread, it appears this little guy would be a great fit.
Here is his crunch:
Crunch:
Harper Montajay IV CR 2
Male Halfling Bard 3
CG Small Humanoid (Halfling)
Init +6; Senses Perception +7
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DEFENSE
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 22 (3d8)
Fort +3, Ref +9, Will +4
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OFFENSE
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Spd 20 ft.
Melee (M) Rapier +2 (1d6+1/18-20/x2) and
Unarmed Strike +4 (1d2+1/20/x2)
Ranged Shortbow, Composite (Str +1) +7 (1d4+1/20/x3)
Special Attacks Bardic Performance (standard action) (11 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 3, +4 melee touch, +7 ranged touch):
1 (4/day) Cure Light Wounds (DC 14), Grease (DC 14), Saving Finale (DC 14), Vanish (DC 14)
0 (at will) Message, Dancing Lights, Mage Hand, Read Magic (DC 13), Ghost Sound (DC 13), Detect Magic
--------------------
STATISTICS
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Str 12, Dex 18, Con 10, Int 12, Wis 8, Cha 16
Base Atk +2; CMB +2; CMD 16
Feats Bard Weapon Proficiencies, Point Blank Shot, Point Blank Shot
Traits Reactionary, Child of Infamy
Skills Acrobatics +6, Bluff +9, Climb +3, Diplomacy +10, Fly +6, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +6, Knowledge (Geography) +2, Knowledge (History) +2, Knowledge (Local) +7, Knowledge (Nature) +2, Knowledge (Nobility) +2, Knowledge (Planes) +6, Knowledge (Religion) +6, Perception +7, Perform (Oratory) +10, Sense Motive +10, Spellcraft +7, Stealth +12
Languages Common, Goblin, Halfling, Varisian
SQ Bardic Knowledge +1 (Ex), Earplugs, Fearless, Versatile Oratory +9 (Ex), Well Versed (Ex)
Combat Gear Arrows (20), Arrows, Blunt (20), Mithral Chain Shirt, Rapier, Shortbow, Composite (Str +1); Other Gear Alchemist's Fire Flask (2), Backpack, Masterwork (7 @ 11.84 lbs), Bedroll, Case, map or scroll (empty), Cloak of Resistance, +1, Earplugs, Flint and steel, Paper (sheet) (2), Parchment (sheet), Rations, trail (per day) (2), Vial, ink or potion, Waterskin
--------------------
SPECIAL ABILITIES
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Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (11 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fearless +2 morale bonus vs Fear saves.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Versatile Oratory +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
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He has knowledge skills and can help with face duties (bluff/diplomacy/sense motive) with the ability to aide in combat with his performances and spells. He will be perfect in the support (5th member) role to make everyone in his group better while still being highly effective. If you read his crunch, you will see that he is focused on what makes a bard great (built well and not focused on melee).
I will put a background together for you soon. As a teaser, he is a former slave/servant who started to play a role in spying for his Chelaxian family and was eventually given his freedom. He took on the surname of his human family and headed out for a life of adventure.
Harper is not sure who his parents are. He was born into the noble House of Montajay as a slave. He spent his early years as a servant in this house. He was an intelligent and charismatic little fellow and soon earned the favor of his "family". It was rare that a slave was educated, but Harper spent time with the family's children being educated by the house tutor. As he grew in age and maturity, it was obvious that he had talent. As many Chelaxian noble houses, the Montajay's were in fierce competition with other local houses. Harper was "sold" into slavery to other houses to act as a spy for the Montajay family. His service earned him more favor and eventually bought his freedom.
As soon as Harper entered Westcrown, his halfling blood took over. He spent the next few years living it up. During this time, he learned of Cayden Cailean. He revered the deity and his lifestyle. He soon found work in a local theatre. He received rave reviews in his portrayal of a human Child in a popular Chelaxian comedy. At the height of his acting career, wanderlust took over once again. He began to hang out at local pubs and join group of adventurers on missions. He met a friend who taught him the art of the arcane.
Harper has spent 6 years all together now in Westcrown. He is currently looking for work as an adventurer. He is a light-hearted guy who enjoys fun, danger, and genuinely cares for people.
NPCs:
Millech the Hump (From my time in the theater)
Amaya (Took acting classes with the young lady a few years back and I oftern frequent her glass blowing shop)
Fiosa (Harper spent some time at the church of Iomed when he first arrived in town to get on his feet. He won Fiosa favor (being a halfling) and served in the church for a few months).
A witch? Oooo..careful. Duncan is a Witchunter archetype. Serioulsy though I play it more as aStubborn Dwarven Resistance to Magic and him hating Nobles and Spellcasters (mostly because of thier capacity to lord it over the common folk)
Heh, I think you have me confused with someone else. :)
I'm just checking in. It looks like a great turn out so far. I'm sure I will be closing the recruitment sometime on Sunday, July 22nd. I'll make my decision on Sunday. Once again, thanks for the submitting.
I will add to Andrea's comment on the investigations, this AP has served as the framework for the overall game but there are many more levels of complexity which I've added. I do not strictly follow the AP.
We do get a bit gritty with some adult themes, but everything posted should be paizo message board appropriate. When in doubt use a spoiler tag.
Andrea is correct on the HP max level one, then roll plus con modifier for the other levels. Reroll 1's.
I've been working on a Chelish diva bard intended for Council of Thieves! I do have a question though: when you say "no third party material", does that extend to Wizards 3.5 as well or is there backwards compatibility? If not, I'll simply need to re-spec my current build to use only Pathfinder.
Yea. We have a list as long as our arm of the people we need to check out. I need to tack it up on the hide out wall 'THE LIST' and cross people off as we kil...Bring them to justice!
Bad people: Jurul Chard. Pays off Dottori Captain Iltus Mhaetis's debts(Gambling women) Has captain around his finger?
Aritil Sevarn: Hellknight of Order of Rack. Bad dude. Wants to round up dwarves
Rowneece Renfloe: Dottari offical. In cahoots with Aritil
Good people to avenge!
Henri Stoutpour: Master brewer. Found dead in sewer. Suspect partner and wife is missing!
No sweat, Orsin has already been completely refurbished for Pathfinder only materials!
Here are my rolls for his 2nd and 3rd level HP:
1d8 ⇒ 7 1d8 ⇒ 4
A question for the GM: My character definitely has his reasons for being in Westcrown in the first place (that is, he's trying to find the person responsible for putting on whatever snuff play killed his friend), but are personal enemies/goals like this encouraged?
I'd like to change how I know Andrea's employer, Gerald, if I may.
In Gregorio's will, Orsin was named the sole beneficiary, which is how he came into possession of the 300 gp granted by the Child of Infamy campaign trait. Gregorio's assets were kept at the Westcrown Exchange House and it was Gerald who contacted Orsin, executed the will, and so forth. Since his arrival, Orsin opened his own account with the bank and has continued to do business with them henceforth.
No sweat, Orsin has already been completely refurbished for Pathfinder only materials!
Here are my rolls for his 2nd and 3rd level HP:
1d8
1d8
A question for the GM: My character definitely has his reasons for being in Westcrown in the first place (that is, he's trying to find the person responsible for putting on whatever snuff play killed his friend), but are personal enemies/goals like this encouraged?
Thanks!
Sure especially if they fits with the underlying premise of the campaign of a small group of people who want to improve the lives of the residents of Westcrown. They walk a fine line in trying not to be open rebels, which would catch the Hellknight group known as the RACK's attention. The group has basically taken it upon themseves to be protectors and to weed out corruption.
Once again, Duncan, Shinon is not an elf, and I'm only saying that because you know it annoys him when you call him that.
Hey all. I'm playing Shinon the Half-Elf Urban Ranger. I'm the group's skill monkey, focusing on Stealth, Perception and Sense Motive, although I also have the Trapfinding feature and full ranks in Disable Device (as well as a set of masterwork thieves' tools, thanks to our cleric).
Shinon is an impoverished orphan who is unable to get a job like the others because he does not have a home and is therefore unable to properly file and be held responsible for work-related taxes. He has studied humans in the city rather closely and therefore has basic grasps of when they are lying and how they tend to hide things (Favored Enemy: Humans).
Looking forward to the new member, whomever Baldwin chooses.
Once again, Duncan, Shinon is not an elf, and I'm only saying that because you know it annoys him when you call him that.
Hey all. I'm playing Shinon the Half-Elf Urban Ranger. I'm the group's skill monkey, focusing on Stealth, Perception and Sense Motive, although I also have the Trapfinding feature and full ranks in Disable Device (as well as a set of masterwork thieves' tools, thanks to our cleric).
Shinon is an impoverished orphan who is unable to get a job like the others because he does not have a home and is therefore unable to properly file and be held responsible for work-related taxes. He has studied humans in the city rather closely and therefore has basic grasps of when they are lying and how they tend to hide things (Favored Enemy: Humans).
Looking forward to the new member, whomever Baldwin chooses.
Once again, Duncan, Shinon is not an elf, and I'm only saying that because you know it annoys him when you call him that.
I know. ;)
For everyone else's benefit, Duncan also calls Shinon TRIGGER because of the large number of misses the dice roller has granted Shinon (who, mechanically is quite.well built)
AND because 2 seconds after the ranger insisted HE go lead scout over the less PERCEPTIVE dwarf, he poor sap triggered an Axe trap with damn near killed him.
Since we have new members(With one on vacation) we may need to get ourselves into order. Quite often we run around town a lot on personal missions(last one was notable with a few scattered members)finding info and such and we have acculminated quit a number of side quests. A good list of missions we have on the backburner would be a good idea on deciding what to tackle next. The major items on our list.
1.Goblin hunt
2.The Red Knife bandit we have captive
3.The Bastards of Erebus.
Other things.
1.Dead nobles and brewers
2.Shadow beast hunting
3. Various corrupt nobles
Just call Andrea 'Wasp' or 'Girl' as Duncan likes to call her.
Aiunder. Best roll your character quick since Baldwin will be back in a few hours. We do have a potential Hellknight with John Deos who might work well with you.
Here is a witch submission if the party would rather have a pure arcane caster with some enchantment. I would have to get a background together for her if interested (would not take long). I would not player her like a witch, but instead a mind attacking enchantress. I would make sure she gets along with the current party. She would be Chaotic Good. There wasn't a pure arcane caster type. I thought this would work well.
Crunch:
NADIA PRASNAGLAVA CR 2
Female Elf (Varisian) Witch 3
NN Medium Humanoid (Elf)
Init +8; Senses Low-Light Vision; Perception +11
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 22 (3d6+6)
Fort +3, Ref +4, Will +4
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +1 (1d4/19-20/x2) and
Unarmed Strike +1 (1d3/20/x2)
Special Attacks Evil Eye (DC 15), Misfortune (DC 15)
Witch Spells Known (CL 3, 1 melee touch, 3 ranged touch):
2 (2/day) Glitterdust (DC 16), Blindness/Deafness (DC 16)
1 (3/day) Animate Rope, Charm Person (DC 15), Ear-Piercing Scream (DC 15)
0 (at will) Message, Dancing Lights, Read Magic (DC 14), Guidance
--------------------
STATISTICS
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Str 10, Dex 14, Con 12, Int 19, Wis 10, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Elven Weapon Proficiencies, Extra Hex, Toughness +3
Traits Conspiracy Hunter: Perception, Reactionary
Skills Acrobatics -1, Climb -3, Escape Artist -1, Fly +5, Knowledge (Arcana) +10, Knowledge (History) +10, Knowledge (Nature) +10, Knowledge (Planes) +10, Perception +11, Ride -1, Sense Motive +2, Spellcraft +10, Stealth -1, Swim -3
Languages Aklo, Common, Draconic, Elven, Tien, Undercommon, Varisian
SQ +4 bonus on initiative checks, Cackle, Deliver Touch Spells Through Familiar (Su), Earplugs, Elven Magic, Empathic Link with Familiar (Su), Fortune-Teller's Deck, Masterwork, Share Spells with Familiar
Combat Gear Dagger; Other Gear Backpack, Masterwork (17 @ 53.76 lbs), Bedroll, Case, map or scroll (empty), Cloak of Resistance, +1, Earplugs, Flint and steel, Fortune-Teller's Deck, Masterwork, Ink (1 oz. vial, black), Inkpen, Paper (sheet) (2), Pouch, belt (empty), Rations, trail (per day) (3), Spell component pouch, Vial, ink or potion, Waterskin
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SPECIAL ABILITIES
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Cackle Extend the duration of other hexes.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s)) (DC 15) (Su) Inflict penalties with a glance.
Fortune-Teller's Deck, Masterwork +2 to Profession: Fortune-Teller or Profession: Medium
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misfortune (1 round(s)) (DC 15) (Su) Target must take the lower of 2d20 for rolls.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
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Nadia was born the daughter of Varisian nomads. Her mother was the tribes witch doctor and trained Nadia in the arts of the arcane. She had a happy childhood with her people spent traveling. Her life changed dramatically when Chelaxian's attacked her tribe killing most of the men and women while taking the children into slavery. Nadia watched as her family was murdered by the Chelaxian inquisitors.
Nadia spent the next few years as a servant girl for House Charthagnion in the capital city of Egorian. She was treated harshly and often used for her beauty. She was forced as an older teen to be an escort for friends of the house.
Nadia earned the favor of one of the young noble men of the house and soon built a friendship with him. He found a way to help her escape slavery by making up a story about her being sold to another house. Though he loved her, he was willing to give her up for her good. He provided her with money and transportation.
Nadia arrived in Westcrown only weeks ago. She sought out the help of her mother's patron deity, Shelyn. She has been living at the local temple attempting to find her purpose in life. She sees the corruption around her and wants to find a way to make a difference in people's lives. She hold beauty and love in high regard, but can be vicious when angered. At an early age, she realized she had a hidden power-she could force things to happen and control people with her mind. She is only now learning how to control the "gift".
I hope Nadia is not too late. Here is her submission! ~Jman72
I'm going to give it a little longer till 9:00 pm EDT for submissions then close down the recruitment. The selection will be around 9:30pm.
Aiunder - a fire oracle can work but there is a divine caster already, depends on the build. Order of the Scourge is the best fit for Hellknight Signifier. One of our current players is looking at Hellknight Order of the Scourge in his future.
So far, there have been high quality submissions and the decision will be tough.
Remember this is a fast paced game...active posting is very important.
Divine casters are awesome. Might be an interesting idea for a all cleric game. :) Time for din-din. Andrea isn't the only one who has gone without vittles.
Not that my opinion matters to Baldwin's choice of options, but my vote is always for more fire. As it stands, we don't have a single fire-user in this entire group and it is making the pyromaniac in me sad. (Don't worry though, I plan to upgrade Shinon to a +1 flaming longbow as soon as possible)
The oracle and Witch have the most 'blast' capability and high order magic.
The Bard's are wicked 5th wheel buffer/skillmonkeys
The Rog/Sorc or Rog/Wiz multiclasses are interesting builds.