COT with a twist (Inactive)

Game Master PixiePym

Westcrown Sewer Map

Westcrown



Hey guys (and girls), i am searching for 2, maybe 3 players who want to have a lively, active game. I GM on here before but do to a car accident i was out of the works for a while. im looking for a lively bunch so here is what i ask.

Requirements:
I'm a strict, but fair GM. I'm looking for:
  • All Core classes from Core rule book are welcome. I will however like ONE person to be a class from any book available. This is a first come, first awarded.
  • Core rule book races only please.
  • 4d6 stat roll, drop lowest. Re rolls only if 3 or more stats are 10 or below. If anyone rolls all 6's in a single roll, they get a automatic 20 for that roll (haven't seen this happen yet but.. we shall see)
  • i will be useing the AP but ill be throwing curve balls here and there to make it exciting.
  • Active people only (i would like 2 or more posts a single day, but i do know that's asking a lot so im happy with one post.. just throwing that out there)

About me:
My name is Montana (yes im a girl), im a 22 year old Australian college student studying nuclear chemistry in the USA. I been playing pathfinder going on 4 years and LOVE the adventure part of the game. I'm very friendly so if you have ANY ideas how to make the game more exciting let me know and ill see if i can accommodate into the game.

I would like to start ASAP as i have nothing but time on my hands.
Let the submissions begin!


I'll bite:
4d6 ⇒ (5, 1, 2, 4) = 12 11
4d6 ⇒ (5, 5, 6, 2) = 18 16
4d6 ⇒ (6, 3, 1, 4) = 14 13
4d6 ⇒ (2, 3, 5, 2) = 12 10
4d6 ⇒ (1, 3, 2, 1) = 7 6
4d6 ⇒ (2, 4, 1, 2) = 9 8

Since I'm the first, I'll dot with an occultist (assuming that you are ok with the occult classes).


Nucular, it is nucular.

Ahem... Simpsons aside, paint me interested.

I will refrain from stating my class intention because I need to think about it, but here come the rolls!

Stats: 4d6 - 1 ⇒ (3, 6, 4, 1) - 1 = 13
Stats: 4d6 - 2 ⇒ (6, 2, 4, 5) - 2 = 15
Stats: 4d6 - 1 ⇒ (4, 3, 1, 3) - 1 = 10
Stats: 4d6 - 2 ⇒ (4, 4, 2, 2) - 2 = 10
Stats: 4d6 - 3 ⇒ (4, 3, 4, 4) - 3 = 12
Stats: 4d6 - 3 ⇒ (3, 3, 5, 2) - 3 = 10
Three 10s, that means a reroll!

Stats: 4d6 - 1 ⇒ (6, 5, 5, 1) - 1 = 16
Stats: 4d6 - 4 ⇒ (4, 5, 4, 5) - 4 = 14
Stats: 4d6 - 4 ⇒ (6, 4, 6, 6) - 4 = 18
Stats: 4d6 - 3 ⇒ (3, 6, 3, 6) - 3 = 15
Stats: 4d6 - 1 ⇒ (3, 1, 1, 1) - 1 = 5
Stats: 4d6 - 3 ⇒ (5, 4, 3, 5) - 3 = 14
Pretty great array, with a nice dump stat to boot! What would be my flaw? I'll think about it.

Liberty's Edge

I like to put my hat in for this one, heard it should be a good AP.

I useal check my games throughout the day and make a post where it seems fitting for me to take one, sometimes that means between 1-3 posts maybe slower during combat. I play from Denmark so I will mostly be active at other times then you.

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

Are you planning to use traits?
And do you allow archetypes or perfer the vanilla classes?

I'm thinking on a half elf or human, and I'll stick with a core class just need to find a good idea with my rolls. I mostly build melee type characters as I enjoy getting up close and personal


4d6 ⇒ (3, 4, 1, 4) = 1211
4d6 ⇒ (6, 3, 5, 5) = 1916
4d6 ⇒ (2, 4, 2, 6) = 1412
4d6 ⇒ (6, 5, 4, 5) = 2016
4d6 ⇒ (4, 2, 1, 1) = 87
4d6 ⇒ (6, 6, 3, 3) = 1815

Investigator perhaps lol got beat while doing maths. So wizard for me.


4d6 - 1 ⇒ (2, 2, 1, 1) - 1 = 5
4d6 - 1 ⇒ (1, 3, 1, 5) - 1 = 9
4d6 - 3 ⇒ (3, 6, 6, 6) - 3 = 18
4d6 - 1 ⇒ (1, 6, 3, 1) - 1 = 10
4d6 - 1 ⇒ (1, 6, 3, 4) - 1 = 13
4d6 - 2 ⇒ (2, 4, 5, 2) - 2 = 11
Thats 3 times below 11
4d6 - 1 ⇒ (1, 6, 1, 5) - 1 = 12
4d6 - 3 ⇒ (5, 5, 3, 3) - 3 = 13
4d6 - 1 ⇒ (2, 1, 6, 6) - 1 = 14
4d6 - 2 ⇒ (6, 4, 2, 2) - 2 = 12
4d6 - 1 ⇒ (1, 6, 3, 6) - 1 = 15
4d6 - 2 ⇒ (5, 2, 6, 6) - 2 = 17
Much better


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

Huh. 24-point buy equivalent, but it's all pretty spread out. Guess I'll see what I can make out of this.


Are you allowing archetypes from any source or for the rest of us is it straight crb?


Helikon here.
May I present Ephiril the collector.
An half-elfen Occultist.
Backstory pending.
Only question what about traits?


Ephiril the collector wrote:

Helikon here.

May I present Ephiril the collector.
An half-elfen Occultist.
Backstory pending.
Only question what about traits?

First poster in the thread called the nonbasic class Helikon....

Liberty's Edge

Lady Marianna build

Ok I have may a fighter build with background in the above link, I havn't picked any traits yet and have assumed average starting gold for the time being. If you don't allow the fighter feat I've picked let me know and I change it.


Darius Darkblade aka Legionare wrote:
Ephiril the collector wrote:

Helikon here.

May I present Ephiril the collector.
An half-elfen Occultist.
Backstory pending.
Only question what about traits?
First poster in the thread called the nonbasic class Helikon....

Well she said she wanted one non core character. What I read about CoC is that it is a city adventure.

And she said first come first served. I presented the first full char. If the dot is called I am fine with it, too
;-)


Working on the crunch for a bard. I'd like to hear about traits, archetypes, etc. before finishing though.


Let's see what the Dice Gods say.
4d6: 4d6 ⇒ (4, 1, 3, 6) = 14 13
4d6: 4d6 ⇒ (4, 5, 1, 2) = 12 11
4d6: 4d6 ⇒ (1, 3, 1, 5) = 10 9
4d6: 4d6 ⇒ (2, 3, 4, 4) = 13 11
4d6: 4d6 ⇒ (2, 2, 4, 1) = 9 8
4d6: 4d6 ⇒ (3, 4, 3, 1) = 11 10
Wow! The Dice Gods are fu<king cranky this morning. Reroll!
4d6: 4d6 ⇒ (4, 3, 1, 5) = 13 12
4d6: 4d6 ⇒ (4, 2, 4, 3) = 13 11
4d6: 4d6 ⇒ (3, 5, 2, 5) = 15 13
4d6: 4d6 ⇒ (5, 5, 5, 3) = 18 15
4d6: 4d6 ⇒ (5, 1, 4, 5) = 15 14
4d6: 4d6 ⇒ (2, 5, 5, 6) = 18 16
Huh1 Much better. Hopefully I can submit in time.


Lets go with the dice and see what happens
4d6 - 4 ⇒ (6, 5, 5, 4) - 4 = 16
4d6 - 1 ⇒ (2, 5, 1, 6) - 1 = 13
4d6 - 2 ⇒ (6, 2, 6, 4) - 2 = 16
4d6 - 1 ⇒ (3, 3, 5, 1) - 1 = 11
4d6 - 2 ⇒ (4, 2, 6, 5) - 2 = 15
4d6 - 1 ⇒ (3, 5, 4, 1) - 1 = 12

Nice ... Have to think of what to do. With the non-core class taken, can't do an eldritch archer. Maybe a ranger. I'll have to look at the Players guide. How long is recruitment running


Can't resist rollin' the dice....

4d6 ⇒ (3, 3, 4, 6) = 16 = 13
4d6 ⇒ (3, 5, 5, 6) = 19 = 16
4d6 ⇒ (2, 4, 3, 6) = 15 = 13
4d6 ⇒ (4, 2, 4, 2) = 12 = 10
4d6 ⇒ (3, 3, 3, 5) = 14 = 11
4d6 ⇒ (2, 4, 3, 4) = 13 = 11


4d6 ⇒ (5, 2, 3, 5) = 15 13
4d6 ⇒ (6, 2, 5, 3) = 16 14
4d6 ⇒ (6, 3, 6, 4) = 19 16
4d6 ⇒ (5, 4, 6, 1) = 16 15
4d6 ⇒ (1, 1, 6, 3) = 11 10
4d6 ⇒ (4, 4, 1, 4) = 13 12

Think I'll try a bard.


4d6 ⇒ (5, 2, 4, 3) = 14=12
4d6 ⇒ (6, 6, 2, 5) = 19=17
4d6 ⇒ (5, 4, 5, 6) = 20=16
4d6 ⇒ (1, 4, 2, 6) = 13=12
4d6 ⇒ (1, 4, 2, 4) = 11=10
4d6 ⇒ (5, 5, 6, 1) = 17=16

Noice, an Urban Ranger switch hitter coming up.

Is this first come first serve or will you be picking a group Pixie?


Dotting for when I get back to my computer.


Also, how will starting gold be calculated? And how will traits work?


Dotting for interest.

Ability Score Dice Rolls:

Ability Score #1: 4d6 ⇒ (5, 3, 5, 4) = 17 - 3 = 14
Ability Score #2: 4d6 ⇒ (2, 6, 6, 4) = 18 - 2 = 16
Ability Score #3: 4d6 ⇒ (4, 1, 4, 1) = 10 - 1 = 9
Ability Score #4: 4d6 ⇒ (3, 3, 6, 2) = 14 - 2 = 12
Ability Score #5: 4d6 ⇒ (3, 6, 1, 2) = 12 - 1 = 11
Ability Score #6: 4d6 ⇒ (4, 4, 4, 5) = 17 - 4 = 13


Here is Slayde77's character. Crunch is in the profile. For ease I have also copied it here. I will work on the fluff shortly. I assumed 2 traits (one being campaign) and 150 gold.

Crunch:
Verus Sylla
Human ranger (urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . longsword +4 (1d8+3/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 15, Int 12, Wis 13, Cha 11
Base Atk +1; CMB +4; CMD 18
Feats Point-Blank Shot, Precise Shot
Traits ambush training, shadow child
Skills Acrobatics +4, Disable Device +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +5, Perception +5, Stealth +7, Survival +5
Languages Common
SQ track +1, wild empathy +1
Other Gear studded leather, arrows (100), dagger, longbow, longsword, backpack, bedroll, flint and steel, hemp rope (50 ft.), torch (6), 23 gp, 8 sp, 4 cp
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


This is Usmo's character. Still needs some tweaking and backstory is WIP, but, I assumed average gold for now.


Dotting for interest.

4d6 ⇒ (5, 5, 3, 5) = 18 15
4d6 ⇒ (1, 3, 2, 6) = 12 11
4d6 ⇒ (4, 2, 3, 4) = 13 11
4d6 ⇒ (6, 5, 4, 6) = 21 17
4d6 ⇒ (2, 1, 6, 2) = 11 10
4d6 ⇒ (3, 4, 6, 4) = 17 14

Interested to hear about the allowance of archetypes first, but I'm thinking maybe a human rogue.


Backstory done, I assumed two traits, including one campaign. Also, took the lingering performance feat, though I don't think that was in core. I hope that's alright, though.


Will you be allowing archetypes?


Here is Azih's character. She is from Shoanti parents, but she's not too much from the Shoanti culture as she's Westcrown born and bred. She's a Shelynite and has found good work as a guard for a jewelry store in Parego Spera.

Assumed 175 starting gold and two traits, one campaign. Please let me know if there's any mistakes or any other changes that I should make. I did assume archetypes were allowed and used Urban Ranger.

Thanks for the consideration and looking forward to your decision.

Ielah Yelah:

Female Human (Shoanti) Ranger Unchained 23 Age
NG Medium (Humanoid)

Init +4 (+3 dex +1 trait); Senses Normal; Perception +5 (+1 wis +1 rank +3 class)

Favored Class: Ranger

Racial Modifiers: +2 STR

Advancement Choices
1st: Urban Ranger HP FCB

STATISTICS
Str 19 (+2 human), Dex 16, Con 16, Int 10, Wis 12, Cha 12
Base Atk +1; CMB +5 (+1 BAB +4 STR) CMD 18 (10 + 1 BAB + 4 STR +3 DEX)

DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor+ 3 dex,)
HP 14 (1d10(10) 1x3 con + 1x1 class bonus)
CMD: 18

Fort +5 (+2 base +3 con)
Ref +5 (+2 base +3 dex)
Will +1 (+0 base +1 wis)

OFFENSE
Speed 40 ft.
Melee Greatsword 1d20+5 2d6+4 (+1 BAB +4 STR) (2d6 weapon +4 str/x2)

Ranged

Space 5 ft., Reach 5 ft.

SPECIAL ABILITIES
Race:
Extra Feat
Bonus skill point

Class:
Favored Enemy: Humanoid (Human) +2 bonus on Bluff, Know, perception, sense motive, survival, attack and damage rolls.

Track: Add half level (min 1) to suvival skill checks.

Wild Empathy: 1d20+1+1 to improve attitude of wild animal

TRACKED RESOURCES
Arrows: 20/20

Traits
Social: Beast Bond +1 bonus on Handle Animal and Ride, Handle Animal is class skill
Campaign: Westcrown Firebrand +1 init, +1 attack roll surprise round

Feats
First: Quick Draw
Human Bonus: Power Attack

Skills
The urban ranger’s class skills are Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge

(geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Beast Bond Trait gives Handle Animal as Class Skill

7 ranks per level (6 class +1 human)
Adventuring:
Climb +8 (1 rank, 4 str, 3 class) Rank 1
Disable Device +7 (1 rank 3 dex, 3 class) Rank 1
Intimidate +5 (1 rank, 1 cha, 3 class) Rank 1
Perception +5 (1 rank, 1 wis, 3 class) Rank 1
Stealth +7 (1 rank, 3 dex, 3 class) Rank 1
Survival +5 (1 rank, 1 wis, 3 class) Rank 1

Bluff +1 (1 cha)
Diplomacy +1 (1 cha)
Disguise +1 (1 cha)
Escape Artist +3 (3 dex)
Fly +3 (3 dex)
Heal +1 (1 wis)
Ride +3 (3 dex)
Sense Motive +1 (1 wis)
Swim +4 (4 str)

Acrobatics +3 (3 dex)

Spellcraft UNTRAINED
Use Magic Device UNTRAINED

Background:

Appraise +0 ()
Handle Animal +6 (1 rank, 1 cha, 3 class, 1 trait) Rank 1
Sleight of Hand +3 (3 dex)

Language
Common

GEAR/POSSESSIONS
Location: On Person
Adventurer's outfit 2 lbs
Greatsword 20 lbs 50 g
Shortbow 2 lbs 30 g
ScaleMail 30 lbs 50g

Location: In Sack
Acid Flask x2 20 g
Ranger's kit 28 lbs 9 gp

Carrying Capacity:
Light 116 lbs. or less
Medium 117-233 lbs.
Heavy 234 - 350 lbs

Money: 16 GP

Total Weight: 47 lbs.


Fluff:

Background
My parents say I wasn't conceived in Cheliax so if I'm not going to act very Shoanti then I should at least act like a pirate rather than Chelaxian. But I was sure as heck born and grew up here in Westcrown so I figure it's their own fault for settling down here as traders and merchants rather than raising me back on the home plains.

But Westcrown is home for me and being a 'barbarian' as my friends joke has helped me get a good job of my own. There's a lot of rich shops that need guards around here and I'm one of 'em. A jewelry store in Parego Spera pays me to keep the store safe. Having me around with my great big honking sword and my bow and arrows and my meaningful stares has probably kept a lot of folks from getting funny ideas about smashing and grabbing some shinies. Not on my watch! I also help out at the Shelynite temple whenever they need someone tall and strong to move things around. I'm sure glad they're around cause honestly, the Asmodeans give me the willies.

Now don't get me wrong, my parents are right that there's a heck of a lot not right about the place I think of as home. But unlike them I just figure it's something worth fighting to make better.

Description
Ielah is a tall human woman. A very well armed on with a large greatsword, and a bow and arrows affixed around her scale mail armor. She's got deeply tanned skin.

Ht: 6' 1"

Wt: 180 lbs

Age: 23

Hair: Will decide after finding avatar if picked

Eyes: Will decide after finding avatar if picked

Skin: Will decide after finding avatar if picked


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WOW! lots of intrests. Archetypes are ok so long as they are core class, and yes 3 traits and one Campaign trait.. i would like drawbacks but its not a must and as far as the any class person, i seen Vrog post first but whoever can submit and get approved there stuff gets the slot. that goes for all crunchs, i go from the first crunch post down looking at them. so if your fast you might get that slot. its 11:25am (Arizona time) now, ill be back at 400Pm (work :p) and ill recheck. Also, max HP for first level and max Money for your class. Cheers mates <3


Behold, my final crunch:

Very Crunchy:

Stats:
Male N Human Bard, Level 1, Init +5, HP 10/10, Speed 30
AC 17, Touch 13, Flat-footed 13, CMD 15, FCMD 12, Fort 2, Ref 5, Will 3, CMB +2, Melee Attack Bonus +2, Ranged Attack Bonus +3
STR 14 DEX 17 CON 13 INT 10 WIS 12 CHA 16

Weapons and Armor:

Shortbow, composite +2 +3 (1d6+2, x3)
Dagger +2 (1d4+2, 19-20/x2)
Chain Shirt +4 AC, +4 Max Dex, -2 acp

Caster level: 1

Feats:
Point Blank Shot
Lingering Performance(Bonus Feat from Human)

Class Abilities
Cantrips
Bardic Knowledge
Bardic Performance
Countersong
Distraction
Fascinate DC 13
Inspire Courage +1

Spells:
Level 0(Save DC 13):

Read Magic
Detect Magic
Dancing Lights
Prestidigitation

Level 1(Save DC 14, can cast 2 a day):

Cure Light Wounds
Ear Piercing Scream

Skills:
Acrobatics +1
Appraise +0
Bluff +7
Diplomacy +3
Disable Device +1
Disguise +3
Escape Artist +1
Fly +1
Handle Animal +3
Heal +1
Intimidate +3
Knowledge Arcana +5
Knowledge Local +5
All other Knowledge skills +1
Perception +5
Perfom(wind instrument) +8
Profession(Untrained) +1
Sense Motive +1
Ride +1
Sleight of Hand +1
Stealth +1
Survival +1
Spellcraft: +4
Use Magic Device +3
Errything else is 0

Items:
Outfit Explorers
Arrows, Common, 20
Spell Components Pouch
Waterskin
Kit, Bard(Pan pipes instrument), minus Iron Pot, rope, and torches

Gold: 34.9
Weight carried: 49.5

Carrying Capacities:
Light load: 58
Med load: 1116
Max load: 175
Overhead: 175
Off Ground: 350
Push/drag: 875

Traits:
Child of Infamy
Reactionary
Life of Toil
Paranoid(Drawback)

And Fluff:

Very Fluffy:

Udaas was born in Egorian to a family of relatively well off musicians and performers. However, he did not have much interest in music, at first. Rather, he was drawn to knowledge, knowledge about history, magic, and things beyond the simple Material Plane. And so he learned. But, then his father died. The exact cause remained something of a mystery, however, it was rumored that his father had become involved in some strange cult to an unknown being from the Dark Tapestry. Udaas’ father had left some things behind for Udaas, however. A sizeable amount of gold, and, a couple of books on the insane creatures that dwelt in the places between the stars. Udaas read this books, and, perhaps, learned some things he should not have. And as he looked into the abyss, something looked back and him, and reached out from the void. Udaas was touched by the eldritch music of some vast, impossible entity that dwelt in the space between the stars, and he was changed forever. Though no gibbering cultist, he was left perhaps mildly disturbed. More importantly, music had changed him, and it was music that started to give him power. With an erratic tune on his pan pipes, he found that he could perform feats he never could have before. But, the rest of his family was less than pleased at the sudden intrusion of some distant cosmic entity into their family, and so, Udaas was cast out. Eventually, he found himself in Westcrown. Here, he is known only as the hard eyed man in the yellow cloak who makes a living playing his strange tunes and dark stories of the strange entities that reside in the blackness.

Physical Description: Caucasian male, dark hair, brown eyes, five foot five inches, tends to wear a yellow cloak in addition to the usual outfit.


Should be completely done!


Cool Lady Marianna is now finalized with the proper traits and gold.

Crunch:
Lady Marianna 20 years, height 5.0 ft., weight 135 lbs.
Female human Fighter 1
LN Medium Humanoid (human)
Deity Abadar
Init: +2, perception: +6

Defense:
AC: 17/20, Touch: 12, Flat-footed: 15/18
Hp: 13 (1d10+3)
Fort: +4, Ref: +2, Will: +2, +1 vs charm and compulsion effects (+2 if directed to breaking the law)
Defensive:

Offense:
Speed: 20 ft.
Melee: Bardiche +5 (1d10+4/19x2) S
Bardiche two handed +5 (1d10+6/19x2) S
Morningstar +5 (1d8+4/x2) B+P
Light crossbow +3 (1d8/x3) P
Special:

Statistics
Str: 19, Dex: 15, Con: 15, Int: 13, Wis: 12, Cha: 6
Base atk: 1 CMB: 5 CMD: 17
Feats: Combat expertise, shield focus,
Fighter feats: Shield brace,
Skills 4x1: Perception (1) +6, knowledge dungeoneering (1) +5, swim (1) +8, survival (1) +5
ACP: -3/-5
Traits: Conspiracy hunter (Perception), armor expert, lover of the law, indomitable faith; Drawback: Meticulous
SQ:
Languages: Common, Infernal
Combat Gear (94/233 medium load): Scale armor, heavy wooden shield, light crossbow, morning star, bardiche, fighter's kit, bandolier, alchemist's fire, acid flask, potion of cure light wounds, 20 bolts, 96gp

Background:
Lady Marianna heralds from a small village outside the citylimit of Westcrown. She is the latest in a long line for arms for hire and her family has had work in a lot of different errands from training noble hiers to guarding valuables being moved around the city to straight up bodyguards. Marianna grew up as a only child with a strict training regiment leaving very little time to interact with other kids of her age. As a result she has a limited ability to judge social interactions and even hard to convince someone of what she is saying is true or offer diplomacy outside of combat.
She openly displays her worship to the Master of the First Vault, being a deity that upholds the law without it being an evil aligned god. Being a worshipper of Abadar she schooled to uphold the law and protect those who legally trades with other towns and cities.

The last year Marianna has been employed in Westcrown as an instuctor for a young noble woman she has seen first hand what the state of the city is. She is disgusted by the amount of crime in the city and the corrupt nobility doing anything to cling to thier former glory and ignore the needs of the people. She is looking for like minded individuals who wants to change the city for the better and returning it to be a place she'd happily call home one day.

Lady Marianna is 5 ft tall slender but compact with her musclemass. She has light brownish skin hinting at some far away heritage with varisians. Short black hair and brown eyes.


Ahhh three traits and a campaign trait. Does that mean four traits total or three?

I'll go with three traits and a drawback. Easy enough to adjust it. Also added gear.

Final Crunch Ielah Yelah:

Female Human (Shoanti) Ranger Unchained 23 Age
NG Medium (Humanoid)
Init +4 (+3 dex +1 trait); Senses Normal; Perception +5 (+1 wis +1 rank +3 class)

Favored Class: Ranger

Racial Modifiers: +2 STR

Advancement Choices
1st: Urban Ranger HP FCB

STATISTICS
Str 19 (+2 human), Dex 16, Con 16, Int 10, Wis 12, Cha 12
Base Atk +1; CMB +5 (+1 BAB +4 STR) CMD 18 (10 + 1 BAB + 4 STR +3 DEX)

DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor+ 3 dex,)
HP 14 (1d10(10) 1x3 con + 1x1 class bonus)
CMD: 18

Fort +5 (+2 base +3 con)
Ref +5 (+2 base +3 dex)
Will +2 (+0 base +1 wis +1 trait)

OFFENSE
Speed 40 ft.
Melee
Greatsword 1d20+5 2d6+4 (+1 BAB +4 STR) (2d6 weapon +4 str/x2)

Ranged
Longbow 1d20+4 1d8 (+1 BAB +3 DEX) (1d8 weapon x3)

Space 5 ft., Reach 5 ft.

SPECIAL ABILITIES
Race:
Extra Feat
Bonus skill point

Class:
Favored Enemy: Humanoid (Human) +2 bonus on Bluff, Know, perception, sense motive, survival, attack and damage rolls.

Track: Add half level (min 1) to suvival skill checks.

Wild Empathy: 1d20+1+1 to improve attitude of wild animal

TRACKED RESOURCES
Arrows: 20/20
Blunt arrows: 20/20

Traits
Social: Beast Bond +1 bonus on Handle Animal and Ride, Handle Animal is class skill
Campaign: Westcrown Firebrand +1 init, +1 attack roll surprise round
Race: Auspicious Tattoo +1 trait bonus on Will saving throws

Drawback: Family Ties. -2 penalty to Wis and Cha based ability and skill checks until done or once a day DC20 Will save.

Feats
First: Quick Draw
Human Bonus: Power Attack

Skills
The urban ranger’s class skills are Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge

(geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Beast Bond Trait gives Handle Animal as Class Skill

7 ranks per level (6 class +1 human)
Adventuring:
Climb +8 (1 rank, 4 str, 3 class) Rank 1
Disable Device +7 (1 rank 3 dex, 3 class) Rank 1
Intimidate +5 (1 rank, 1 cha, 3 class) Rank 1
Perception +5 (1 rank, 1 wis, 3 class) Rank 1
Stealth +7 (1 rank, 3 dex, 3 class) Rank 1
Survival +5 (1 rank, 1 wis, 3 class) Rank 1

Bluff +1 (1 cha)
Diplomacy +1 (1 cha)
Disguise +1 (1 cha)
Escape Artist +3 (3 dex)
Fly +3 (3 dex)
Heal +1 (1 wis)
Ride +3 (3 dex)
Sense Motive +1 (1 wis)
Swim +4 (4 str)

Acrobatics +3 (3 dex)

Spellcraft UNTRAINED
Use Magic Device UNTRAINED

Background:

Appraise +0 ()
Handle Animal +6 (1 rank, 1 cha, 3 class, 1 trait) Rank 1
Sleight of Hand +3 (3 dex)

Language
Common, Shoanti

GEAR/POSSESSIONS
Location: On Person
Explorer's outfit 8 lbs
Greatsword 20 lbs 50 g
Longbow 3 lbs 75 g
ScaleMail 30 lbs 50g

Arrows 20 1 gp
Arrows 20 blunt 2 gp

Location: In Sack
Acid Flask x2 20 g
Alchemist Fire x2 40 g
Ranger's kit 28 lbs 9 gp
Potion CLW 50 gp

Carrying Capacity:
Light 116 lbs. or less
Medium 117-233 lbs.
Heavy 234 - 350 lbs

Money: 3 GP


Final Fluff Ielah Yelah:

Background
My parents say I wasn't conceived in Cheliax but on a boat headed there so if I'm not going to act very Shoanti then I should at least act like a pirate rather than Chelaxian. But I was sure as heck born and grew up here in Westcrown so I figure it's their own fault for settling down here as traders and merchants rather than raising me back on the home plains.

But Westcrown is home for me and being a 'barbarian' as my friends joke has helped me get a good job of my own. There's a lot of rich shops that need guards around here and I'm one of 'em. A jewelry store in Parego Spera pays me to keep the store safe. Having me around with my great big honking sword and my bow and arrows and my meaningful stares has probably kept a lot of folks from getting funny ideas about smashing and grabbing some shinies. Not on my watch! I also help out at the Shelynite temple whenever they need someone tall and strong to move things around. I'm sure glad they're around cause honestly, the Asmodeans give me the willies.

Now don't get me wrong, my parents are right that there's a heck of a lot not right about the place I think of as home. But unlike them I just figure it's something worth fighting to make better. Still I love my parents and it burns me if I can't do something they ask of me. As I get older I'm glad they insisted I learn Shoanti and gave me a tattoo of the hawk, an emblem of the Shriikirri-Quah that my parents came from.

Description
Ielah is a tall human woman. A very well armed on with a large greatsword, and a bow and arrows affixed around her scale mail armor. She's got deeply tanned skin.

Ht: 6' 1"

Wt: 180 lbs

Age: 23

Hair: Will decide after finding avatar if picked

Eyes: Will decide after finding avatar if picked

Skin: Will decide after finding avatar if picked


I finalized the fluff and crunch. Posted here for your convenience. More detail can be found in the profile.

Crunch:
Verus Sylla
Human ranger (urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . longsword +4 (1d8+3/19-20)
Ranged composite longbow +5 (1d8+1/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 15, Int 12, Wis 13, Cha 11
Base Atk +1; CMB +4; CMD 18
Feats Point-Blank Shot, Precise Shot
Traits ambush training, freed slave, shadow child
Skills Acrobatics +4, Disable Device +7, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +5, Perception +5, Stealth +7, Survival +5
Languages Common, Infernal
SQ mark of slavery, track +1, wild empathy +1
Other Gear studded leather, arrows (100), composite longbow (+1 Str), dagger, longsword, backpack, bedroll, flint and steel, hemp rope (50 ft.), thieves' tools, torch (6), 18 gp, 8 sp, 4 cp
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Fluff:
Verus's earliest memory is that of servitude. He was owned by a small noble family in the city of Egorian. There he served as the whipping boy to Janus, the heir to the family. Janus was spoiled rotten and often did whatever he wanted, whenever he wanted, without any regard for anyone else. This often left Verus on the wrong end of a beating. Verus took these beatings silently and without word. Even when not taking a beating from the parents, Janus was exceptionally cruel to Verus, often treating him as his personal plaything. Every night in the privacy of bed, Verus would curse the family and pray for a way out. One night his prayers were answered.

Verus doesn't know why, but he awoke in the middle of the night. He immediately realized something was wrong and quickly rushed to the door. Upon opening the door, Verus was greeted by a wall of flames. The first thought that went through his mind was that the Janus has finally had enough of him and was going to kill him in his sleep. However, not a moment later the thought was gone and Verus's survival instincts kicked in. He immediately began looking for a way out when part of the roof nearest to the door collapsed from the fire, leaving a view of night sky. "If the roof is weak enough to collapse, maybe I can break through." Verus thought to himself. He immediately began piling what he could in the corner farthest from the flames and climbed on top of it. Once he felt sturdy he began pushing at the roof with everything he had. Verus was about to give up when the roof finally gave way. As quickly as he could Verus climbed into the night.

Upon reaching safety, Verus realized it wasn't just his room, but the whole house was in flames. Several townsfolk were running to and from the house trying to get the fire under control. It was chaos. It was his chance at freedom. He could flee and everyone would just assume he was a charred corpse in the rubble, no one would be looking for him. First, with everyone distracted, Verus stealthily made his way to the hunting shed on the edge of the property. There he grabbed some supplies, including a bow and made his way out towards the river. Verus knew he had to put as much distance as he could between himself and the city and using the current seemed the best way to do it.

Verus found himself a small rowboat moored on the bank and quickly made his way to it. With no one around and the cover of night on his side he pushed the boat in and began his journey away. His journey took him many days. He would spend the days hidden in the woods hunting game for food. At night he would continue his journey down the river, making sure to avoid the cities. At the end, Verus ended up in the town of Westcrown. He didn't really have a choice whether or not to stay there as the river opened up to the Inner sea.

Verus quickly adapted himself to the town, hiding his mark so as to avoid questions, and finding work as a freelance tracker and hunter. The curious thing he could never understand was the town's fear of the dark. The town seemed to believe there was some curse upon the town and that evil creatures roam after dark. Maybe I'll figure out whats really going on here, Verus idly thinks to himself.

Appearance and Personality
Verus has the appearance of a rugged male. He has dark brown hair that he keeps cut short and piercing blue eyes. Verus stands six feet tall and has a lithe physique that belies his strength. At its heart, his personality is friendly and jovial, but he is overly cautious. He is always on the lookout for anyone who might recognize him and drag him back into his bondage.

It appears Azih and I are competing for the same spot


Yeah unfortunately very similar builds :). Good luck to all though and hope everyone has a fun game regardless of who gets picked.


All right, here's my bard. The stat array and build is going to end up a little odd, but essentially I'm conceiving of him very much as a social beast with some combat support capabilities. I've read that there's a good bit of intrigue in this AP, so hopefully he'd have a chance to contribute there as well.

Just for clarification, you would prefer we do the 3 traits + 1 drawback thing, with one of those traits being a campaign trait? Or without the drawback? I just did the three traits themselves, but if you'd prefer a drawback as well, I'm perfectly willing to add it. I'm pretty sure I know which one I'd choose, too!

Other than that, this should be the final crunch.

Crunch:

Marcus Merula
Male human bard 1
CN Medium humanoid (human)
Init +4; Senses Perception +4

DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2

OFFENSE
Speed 30 ft.
Ranged composite shortbow (STR +2) +2 (1d6/x3)
Melee dagger +2 (1d4+2/19-20)
Melee longsword +2 (1d8+2/19-20)
Special Attacks distraction, fascinate

Known Bard Spells (CL 1st, concentration +4):
.1st (2/day)—charm person(DC 14), grease(DC 14)
.0 (at will)—detect magic, ghost sound(DC 13), message, prestidigitation

STATISTICS
Str 14, Dex 14, Con 13, Int 13, Wis 11, Cha 17
Base Atk +0; CMB +2; CMD 14
Feats Arcane Strike, Lingering Performance
Skills Diplomacy +7 , Knowledge (Local) +6 , Knowledge (Nobility) +6 , Knowledge (Planes) +6 , Perception +4 , Perform (Act) +8 , Perform (Oratory) +7 , Sense Motive +4 , Use Magic Device +7
Traits charming, child of infamy, reactionary
Languages Common, Infernal
SQ armored casting, bardic knowledge, bardic performance, cantrips, countersong, inspire courage
Gear/Possessions studded leather, composite shortbow (STR +2), dagger, longsword, outfit (entertainer's), backpack, bedroll, ink, mirror, journal, waterskin, soap, flint and steel, rope (hemp/50 ft.), inkpen, belt pouch, arrows (20) 177 GP, 7 SP, 9 CP

SPECIAL ABILITIES
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 7 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

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

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Child of Infamy Your family has long been in show business. Perhaps it was your parents, or an older sibling, or an uncle or aunt - whatever the case, one of your close relatives is, or was, a well-known and well-loved actor or actress. That this relation died in some compromising and embarrassing way has done little to alter your family's name and fame - if anything, the unfortunate death has increased it. When folk learn your last name, they are quick to assume you live a wild life like your ill-fated relative, and whether you bask in this notoriety or do your best to hide your heritage, the years of association with the acting scene have had their effect. You've certainly inherited your relative's talents, and are a larger-than-life figure, a melodramatic attention-hound, or a sly manipulator of emotions. You gain a +1 trait bonus on Perform (Act) skill checks, and the skill is always considered a class skill for you. Furthermore, you've inherited some of your relative's funds, and begin play with a nest egg of 300 gp that you can spend however you wish.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Background:

Marcus was born to be a performer. That's not simply praise for his talent as an actor, but a fact of his birth. Born in Westcrown to a family of actors, singers, and performers, Marcus Merula was steeped in the profession from very early on. Fortunately for him, he turned out to be quite gifted in that regard. He demonstrated a flair for the dramatic and an ability to turn words to his advantage even as a child, and his family was quite certain that acting would be his calling.

However, Marcus wasn't the only Merula on their way up. His sister Elena, three years his elder, was a rising opera star in her own right. As the two grew older, a friendly rivalry developed between them, with each pushing the other ever onward: Marcus with drama, Elena with opera. She turned out to be one of the most successful members of the Merula family in generations, and by the time she and Marcus were in their later teenage years, she was quickly becoming quite popular with a lot of people.

Elena had many admirers and a lot of attention, including from the sorts with a lot of power and few morals. It was still quite sad for Marcus, if not entirely unexpected, when she was found dead on a side street near one of Westcrown's seedier establishments, having apparently been engaged in all sorts of debauchery prior to her death. Her death did not quite diminish the Merula name so much as change what people associated it with, much to the family's surprise.

Elena's death was quite hard for Marcus, though. He had been close to Elena his entire life, and he knew Elena was not quite as hedonistic and as the circumstances of her death made her seem. Marcus certainly was at times, but that wasn't really her thing. He has heard rumors indicating that her death may have involved the Church of Asmodeus, one of the nobility in Westcrown, or perhaps both. While continuing to pursue his own art, he has kept his ear to the ground, hoping to finally hear something that can lead him to whoever hurt his sister so badly.

Description:

Marcus is a handsome young Chelaxian man with short, dark hair, dark eyes, and pale skin. He stands about 6'1", with a slender build. His clothing is reasonably fashionable, and his overall appearance gives the impression of a man more used to moving through hazardous social environments than hazardous wilderness.

Udaas looks like pretty stiff competition. I don't think you could go wrong either way. :)


1 person marked this as a favorite.

Well, obviously, we should just have an all bard party and set up a boy band :P

But, for reals, good luck to everyone!


4d6 ⇒ (6, 3, 2, 6) = 17 15
4d6 ⇒ (3, 2, 3, 3) = 11 9
4d6 ⇒ (2, 2, 6, 2) = 12 10
4d6 ⇒ (1, 4, 4, 5) = 14 13
4d6 ⇒ (6, 5, 3, 1) = 15 14
4d6 ⇒ (3, 4, 2, 3) = 12 10

15, 9, 10, 13, 14, 10 - 3 10s = reroll!

4d6 ⇒ (2, 6, 4, 1) = 13 12
4d6 ⇒ (3, 1, 4, 3) = 11 10
4d6 ⇒ (4, 1, 6, 4) = 15 14
4d6 ⇒ (1, 4, 5, 2) = 12 11
4d6 ⇒ (4, 1, 5, 3) = 13 12
4d6 ⇒ (2, 3, 3, 1) = 9 8

8-point buy, +2 net modifiers. That'll be a hard pass.


Lets see
4d6 ⇒ (3, 2, 3, 2) = 10 8
4d6 ⇒ (2, 6, 4, 6) = 18 16
4d6 ⇒ (6, 3, 4, 6) = 19 16
4d6 ⇒ (6, 4, 5, 1) = 16 15
4d6 ⇒ (2, 1, 4, 1) = 8 7
4d6 ⇒ (3, 6, 1, 2) = 12 11


Ephiril the collector got the any class slot.
Verus Sylla got second slot
Udaas gets 3ed
and lady marianna is the final. Thanks to everyone who applyed. ill set up gameplay ASAP


Thanks for picking me.
I'm looking forward to the game


Awesome!


Glad to see I got picked, looking forward to it.


Thank you for the selection. Looking forward to a good game with all of you.


Have fun all

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