CSI: Golarion

Game Master ThePuppyTurtle


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I have no familiarity with Hells Rebels and I know only a little bit about Cheliax. LE nation and rather big on the Devils. So that little town would have a lot of issues from the nation at large.

Taldor does have some Devil pacts in its history amoung the nobility but that tends to be a source of great shame. I do know adventurers like the place as to Pathfinders primarily due to the Azlanti ruins littered though the country. Plus the nation has a naturally neutral bent.

A fun tradition in Taldor is the rule of the unbearded. Only nobility may keep well groomed beards, goatees, or mustaches. A day beard is ok for the lesser classes or a scraggly one. But to do the upkeep is not allowed. This rule only applies to humans. So dwarves get to keep their majestic beards.

It is not as well documented as Korvosa so you get to make up a lot of stuff instead of altering things. Korvosa is normally LN but they have Hippogriff guards and I rather like that idea. They Cavalier is an animal lover and by level five I will have an animal companion and a familiar. One extra feat and I could get a Hippogriff too! Assuming I could take Leadership to get a monstrous mount. I will have all the fluffy animals!

I do have a different PC from Korvosa, another cavalier actually but he is the mounted style. I have fallen in love with that class. From what I read about Korvosa on the wiki there would be plenty for guards to do. Wither they are part of the Korvosan Guard who are the police and work with the church of Abadar. The Sable Company who ride Hippogrifs and work for the monarchy many in the air and waterways. Oh and technically they are mercenaries. And there is the Order of the Nail who are a bunch of Hellknights. But their base is just outside the city and are fanatics.

Plus there are apparently imps seen regularly in the skies fighting with pseudodragon. Which sounds awesome!

The only really big thing is the Acadamae. A mage school that focuses in conjuration, specially Devils if I remember right, to pass their schooling. And they teach Necromancy. Things getting out could be fun times. And you could change the summons requirement to some kind of good critter instead like an archons or elementals.


Korvosa also has a large church of Asmodeus. Shrugs. I'm not lobbying for Korvosa though, I prefer Magnamar myself, and I'm not pushing for there either. Anywhere would be good for me.


The imp and pusdodragon fights and the hippogriffs are the only parts that really pull me to Korvosa. My vote would be Taldor. But Magnamar has potential. Really anywhere works I just wanna play the game. It sounds like fun and is the first game I have found like this that someone is willing to run.

Silver Crusade

I have an idea for the "cop with a criminal past". Like, he was a gang kid back when, until someone pulled him off the streets and straightened him out. So he's in the guard now, but still has connections in the ghetto, and maybe someone from his past feels betrayed by his turn to the law.

Half-Orc inquisitor of Abadar, tentatively. Gimme some time to write this up. Gonna go all Dirty Harry on this.

Silver Crusade

Alright then, here's where we are:

Submitted:

Rana Kastilios, Human Shaman
Cranan, Half-Elf Ranger
Corni Waren, Human Cavalier
Barnibus Eko, Human Ranger
Garran Oakthorn, Human Occultist

Proposed:

Andostre's "Monk or Diviner"
Corsario's "Infiltrator, Rogue or Sorcerer"
MattZ's "Half-Orc Inquisitor of Abadar, tentatively."

I'm going to go ahead and say that no one else should propose a Shaman, Ranger, Cavalier or Occultist, and I'm going to set the deadline for August 6th.

I will probably select 6-7 players, as I consider it a certainty that there will be multiple early drop-outs, and I want to have at least four after that happens.

Liberty's Edge

@PuppyTurtle: First...I love your alias...makes me laugh every time I see it. As for characters, I could switch from a ranger to another class if that would help make this a more diversified group. I was thinking maybe a monk or possibly a cleric a Abadar. Not that I do not l like my urban ranger, but if it helps I have no qualms of creating a different submission. just a suggestion. Thanks


Andostre wrote:
Andostre wrote:
I'm definitely going to submit a PC, but I'm still trying to decide between a monk (non-lethalness) or a Diviner wizard.
Just keeping my hat in the ring. I'm working on a human diviner wizard.

Hi, everyone. My submission is linked below:

Axton Lorgenberger

I selected a masterwork crossbow as the standard issue weapon, and if selected, I have some suggestions what this wizard can have in lieu of armor. I selected stats, traits, and feats to reflect his childhood and his drive to compete with the other guard recruits, and I ended up with a solid, straightforward build that suits the character well.

I have lots of PbP experience (both on this board and others), and I should have no problem keeping pace with the daily posts and engaging/encouraging action and roleplay in others.

Let me know if you have any questions or comments.


I'd like to submit Valero Nermal de Eamon-Germonique for consideration.

Stat Block:
Valero Nermal de Eamon-Germonique
Male human investigator (lepidstadt inspector) 1 (Pathfinder Player Companion: Advanced Class Origins 15, Pathfinder RPG Advanced Class Guide 30)
LN Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee light mace +0 (1d6) or
. . sap +0 (1d6 nonlethal)
Ranged hand crossbow +1 (1d4/19-20) or
. . mwk hand crossbow +2 (1d4/19-20)
Investigator (Lepidstadt Inspector) Extracts Prepared (CL 1st; concentration +4)
. . 1st—identify, keen senses[APG] (DC 14)

Investigator (Lepidstadt Inspector) Extracts Known
Anticipate Peril, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Disguise Self, Endure Elements, Expeditious Retreat, Identify, Keen Senses, Punishing Armor, See Alignment, Shield, True Strike
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 16, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Alertness, Two-weapon Fighting
Traits noble-in-exile, rich parents
Skills Acrobatics +7, Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy +4 (+5 while interacting with aristocrats and nobles), Disable Device +9, Intimidate +4 (+5 to checks made to influence a creature's attitude., +5 while interacting with commoners), Knowledge (local) +7, Knowledge (nobility) +7, Perception +7, Profession (Guard) +5, Sense Motive +8, Spellcraft +7, Stealth +7
Languages Common, Dwarven, Elven, Halfling
SQ alchemy (alchemy crafting +1), inspiration (3/day), interrogation
Combat Gear potion of cat's grace; Other Gear mwk leather armor, crossbow bolts (20), hand crossbow, light mace, mwk hand crossbow, sap, investigator starting formula book, masterwork thieves' tools, 7 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Interrogation +1 (Ex) Gain listed value on Intimidate to influence attitude & Sense Motive.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Regarding my traits, Noble-in-Exile is typically reserved for people from Gralton, but I hope you will make an exception based on my background.

Character Background:
Background

The de Eamon-Germonique family got off lightly, as far as nobles during the Andoran People’s Revolt went. The family of provincial barons ruled two hamlets outside of Sauerton, Eamon & Germanique, well and quietly, so when the revolution came they were simply removed from power. They were permitted by the new republic to keep their extensive vineyards (after being heavily “taxed”), which produced a higher quality version of the normally cheap and tasteless Sauerton Red.

Never feeling comfortable in the new republic, which had thrown away not only their own feudal rights, but disregarded their years of benevolent rulership, the de Eamon-Germoniques nevertheless eschewed the underhanded scheming of other nobles trying to restore their power. Combined with their rural location, the family withdrew from all but local politics. They remained a significant employer near their old holdings of Eamon & Germonique hamlets, but otherwise kept to themselves.

The first de Eamon-Germonique born under Common Rule, Stellazzio (LN male human rogue 4/fighter 3/Noble Scion 1) chafed under the stories of his family’s former greatness, denied to them now for ideological reasons. Though he was to be the inheritor of the family estate and vineyard, in his youth he left home against his parent’s wishes for Absalom. He eventually joined the Pathfinder Society, and after a few successful expeditions he returned home with a fortune to significantly add to the de Eamon-Germonique’s modest country noble finances. He also brought back a mysterious wife, Zoza-Madelina Fieri (NG female human sorcerer [Verdant Bloodline] 7), who claimed to be an exiled Galtan noblewoman. Though his parents were initially furious, checks with genealogical societies in Gralton confirmed Zoza’s story, though she had no other living relatives. Her command of plant life, which greatly helped with grape production, also helped endear her to the older generation of de Eamon-Germoniques.

Stellazzio and Zoza, both only children, were delighted when they produced identical triplets on their first try. Stellazzio the Younger (NG human male sorcerer [Verdant Bloodline] 2), the oldest by five minutes, inherited his mother’s magic, his father’s name, and eventually will inherit the de Eamon-Germonique vineyard and country house. Unlike his parents and younger siblings, Stellazzio the Younger was a homebody and was actively interested in running the vineyard, which the de Eamon-Germoniques tended to leave to a hired expert vinter. Zoza was actively involved in attempting to find the now 22-year-old a wife, with a strong preference for a sorceress like herself.

The next two boys were born less than 30 seconds apart. Valero (named after a quasi-legendary de Eamon-Germonique forerunner who was said to have been a bannerman for Aspex Eventongue) and Mantuo (named after a deceased Pathfinder companion of his parents) (LG human male Paladin of Iomedae 1) inherited their father’s desire to live a grand life like that of the nobles of old.

Valero, a voracious reader, devoured every genealogy book he could find, especially with information about his own family. As a teenager he also became acquainted with the genre of the mystery novel, and he was immediately entranced with the character archetype of the gentleman detective. Mantuo possessed a more martial character, frequently getting into fights as a child over small matters of honor- though only very rarely his own. He would frequently leap to the defense of others at even the slightest hint of an insult. Mantuo was fascinated with members of the de Eamon-Germoniques who had joined knightly orders, and as a young teen expressed a desire to join the Knights of Ozem in Lastwall.

Finally, no discussion of the de Eamon-Germonique family would be complete without mentioning their master vinter and sommelier, Hogs Puddinfoot (NG old male halfling expert 10). Hogs is just about considered a full member of the family, and all three of the de Eamon-Germonique children regard him as a step-grandfather. He is especially close with Stellazzio the Younger. Thanks to Hogs’s expert guidance, the family vineyards turn a healthy profit every year.

When Valero and Mantuo were of age, their father spent a portion of the fortune he had gained in his adventuring days to set his younger sons of their respective paths. For Valero, he purchased tuition to the legendary University of Lepidstadt, whose investigators the middle son held in high esteem. For Mantuo, a commission as a squire to a Knight of Ozem in Lastwall was acquired. The two travelled together in a caravan into Druma, and then by ship on Lake Encarthan until Mantuo was dropped off in Lastwall.

Continuing alone on the water to Caliphas, and then again by land to Lepidstadt, Valero was initially excited to be entering a realm of nobility. He was sorely disappointed when he arrived in Vieland to discover that the county was essentially a more corrupt and darker version of his homeland: a republic dominated by mercantile interests. Still, the four years Valero attended the University were the greatest of his life.

Valero became fast friends with his freshman roommate, an chemistry student from a similar background. Karsic von Pommorzen (LN male human alchemist 1) was from a family of Vieland country squires that had been dispossessed by the Palatinate revolution. They survived by moving to Caliphas, where they kept the favor Prince Aduard and thus were continually awarded salaried positions at court.

Conversely, Valero and Karsic had constant friction with a dueling society, the Cards Wild Club, populated by scions of nouveau riche merchants. Led by notorious loudmouth and braggart, the son of diamond merchant from Caliphas, Boris "Rip" Dunden (CN male human Swashbuckler [Noble Fencer] 3), the Card Wild Club openly supported a Palatinate-like government for all of Ustalav. The club made trouble for scions of the nobility where the could, and more than a few Lepidstadt scars were earned. Thankfully both Valero and Karsic managed to avoid outright violence, but there were some cruel practical jokes between all parties involved.

Studying to become a detective utilizing the famous Lepidstadt method, Valero also formalized his love for heraldry, graduating recently as both an accredited investigator and herald.

With the ink still drying on his diplomas, Valero has submitted his name to numerous city guards and detective agencies in the Inner Sea region, hoping that the sterling reputation of Lepidstadt Inspectors will earn him swift employment.

Personality

Valero’s desire is to become like the characters in the novels he has enjoyed throughout his life- a gentleman detective. Unfortunately, while he is by no means unpleasant, he lacks the natural grace and charisma that his older and younger brother both seem to have acquired from their parents. He does try, however, and hard work has to some degree made up for his natural mediocrity in wordplay.

Unfailingly polite, Valero has trouble reconciling the natural imperium a nobleman should possess with the egalitarian background of having lived in Andoran for his early life. Certainly, his time spent with the sons of the Ustalavic aristocracy at the University of Lepidstadt has helped him in this regard, but he does draw the occasional titter from his noble peers for extending excessive courtesy to the lower classes.

The de Eamon-Germoniques traditionally patronize Erastil's church, but thanks to his time at University in Ustalav and his brother's admittance to the Knights of Ozem, Valero frequently also offers prayers to Pharasma, Abadar, and Iomedae.

Silver Crusade

Daniel Stewart wrote:
@PuppyTurtle: First...I love your alias...makes me laugh every time I see it. As for characters, I could switch from a ranger to another class if that would help make this a more diversified group. I was thinking maybe a monk or possibly a cleric a Abadar. Not that I do not l like my urban ranger, but if it helps I have no qualms of creating a different submission. just a suggestion. Thanks

I won't lie, it'll probably help your chances of being selected.


I've actually been tinkering with a kobold Investigator rogue. Basically started off as a common street criminal, got pinned for a murder he didn't commit, was defended by an old human who managed to prove his innocence, and turned over a new leaf working as his legal assistant by day and putting his old criminal skills to use finding evidence for cases by night.

Basically, a former street thug turned aspiring ace attorney. Doesn't work as part of the city guard, but considering his goal of becoming a lawyer, he works so closely with them, he might as well be one. Even give him a silly name... like, Feenok Wight, or something.

Would that be acceptable? With some tweaking?


Still here and very interested!

Just putting the finishing touches to my oracle of the streets, hope to have crunch done and character posted tonight :)


Do we stay in Barracks? OR would we all have homes and just go to work each day?
Do we have days off?

Silver Crusade

CaptainFord wrote:

I've actually been tinkering with a kobold Investigator rogue. Basically started off as a common street criminal, got pinned for a murder he didn't commit, was defended by an old human who managed to prove his innocence, and turned over a new leaf working as his legal assistant by day and putting his old criminal skills to use finding evidence for cases by night.

Basically, a former street thug turned aspiring ace attorney. Doesn't work as part of the city guard, but considering his goal of becoming a lawyer, he works so closely with them, he might as well be one. Even give him a silly name... like, Feenok Wight, or something.

Would that be acceptable? With some tweaking?

Your character must work as an investigator for the city guard. That is an absolute.

Silver Crusade

Deaths Adorable Apprentice wrote:

Do we stay in Barracks? OR would we all have homes and just go to work each day?

Do we have days off?

I'm. It sure about the living thing, but you definitely have days off.


ThePuppyTurtle wrote:


I'm. It sure about the living thing, but you definitely have days off.

Did part of your post get eaten?

Silver Crusade

Deaths Adorable Apprentice wrote:
ThePuppyTurtle wrote:


I'm. It sure about the living thing, but you definitely have days off.
Did part of your post get eaten?

No. "The living thing" is "the question of where you'll be living."


I was curious about the post because you typed "I'm. It sure " and I assume you mean I'm not sure.

Silver Crusade

Deaths Adorable Apprentice wrote:
I was curious about the post because you typed "I'm. It sure " and I assume you mean I'm not sure.

That must have been my phone. I think we all know who autocorrect can be. I'd not noticed it up until now. I did indeed mean "I'm not sure."


I completely understand the pain of auto-correct. My phone is a vile creature that does not let me do the things I want. I just wanted to check.

Also I agree with Daniel Stewart the name you picked is awesome!

Silver Crusade

I've got some background for Kurt, my half-orc inquisitor.

background:

Kurt was born in the lowest of slums to a negligent, drug addicted mother. He was taken in and given purpose by Stickleknife the Bleached, the leader of a non-human minority gang. Thanks to his natural strength, cunning, and presence, he quickly rose through the haphazard ranks of the organization, becoming a chief enforcer. He played a significant part in his gang's rise to power, in spite of his insistence in leaving his victims alive.

Until one fateful day, when a routine extortion hit turned out to be a sting, and Kurt was arrested. He was sentenced to a juvenile corrections program run by Father Saul, a cleric of Abadar, where he eventually experienced a change of perspective. All he ever wanted was to protect the disadvantaged youth of the slums, and he could now see that all he had done so far was build an army for a mad criminal.

He joined the church of Abadar, and the church trained him for a life as an Inquisitor for the Guard. He works closely with Father Saul's youth program. His mother remains a long-term project. And somewhere in the darkest parts of the city, a former mentor dreams up elaborate revenge schemes against his old right-hand man.

To this day Kurt has a short fuse and is quick to violence. He is crude, gruff, and entirely lacking in good manners. Despite this, he is good with kids, often surprising others with how kind and gentle he can be to the young and innocent. He pursues his career with relentlessness, grim focus, and a creative personal interpretation of "law and order". His weapon of choice is a nasty-looking cestus, composed of metal plates attached to a heavy fingerless glove.

Let me know if there is anything you want me to elaborate on. I can change names if you need. Quick question: would the guard issue a masterwork cestus?


Ok so Conri Warin is done but for a teamwork feat and putting links to feats and spells. If anyone has an opinion on a teamwork feat I am all ears.


OK, I am please to present Farasha Aeval, Oracle of the Streets.

Fluff:

Backstory:
As she stood in front of the imposing desk, her gaze traced the deep gouges in the scarred wood as she tried to keep her composure. Each told a story, hers was as yet still unfolding.

The man behind the desk cleared his throat and she glanced up, his uniform was well-worn but clean and neatly presented.

So I'm to understand Miss Aeval...

she flinched at the use of her family's name

... that you were caught red-handed stealing two loaves from Tanner's Bakery this evening?

The weight of his question hung in the air, pressing down upon her. She stood mute, head downcast even with his appraising gaze fixed upon her.

Being silent now will just land you in more trouble...

She opened her mouth to speak, then shut it again quickly. He sighed, leaning back on his chair and pouring two glasses of water from the decanter on the desk.

Loyalty is a funny thing, I knew a guardsman a couple of years back, thought he was doing this girl a favour. He let a couple of things go when he should of arrested her, thought he could keep her on the straight and narrow if she just got cut some slack.

He pushed one of the glasses forward with the other, then took a long gulp, staring wistfully at the liquid as if he could change it to whisky with force of will alone.

She ended up killing someone during a robbery. Of course she fingered the guard straight away, said she'd been bribing him for years, she sold anyone and everyone she could up the river, anything to get a lighter sentence. She didn't give a rat's tail about that poor guardsman, even though he had only the best intentions for her.

He stood up and walked around the desk, sitting on the edge and picking up the glass of water, pressing it in to the girl's hands.

Drink

She sipped slowly, suspicion etched across her face.

He continued his story

What I'm trying to say is that I know you didn't steal the bread, I know you were in fact putting it back...

Her mouth opened in an O of surprise. He raised one hand dismissively.

There are eyes everywhere, the how of that isn't important, what *is* important is that you weren't breaking the law, you were trying to right it. Care to tell me why?

She closed her eyes, forcing back sudden tears. Swallowing down the lump in her throat, she found some steel inside herself. She'd known this had been coming for a long while now.

My family... she managed, before having to bite her lip.

The captain stood and listened, nodding. She kept going, forcing out all the words she'd kept inside for so long.

...we've aways moved around, place to place. They... they do a bit of thieving to support themselves.

She hung her head in shame

I've never liked it, and they've always known I wasn't really a part of that sort of thing. It kept me... I'm a bit of a black sheep to them, won't steal, won't con, they made me keep lookout if I wanted to eat though.

She sighed

My sister, she took two loaves of bread from that bakers this morning. I know them, that family, overheard how bad the owner had it, owed money, struggling to keep his own family fed. Something just snapped, I couldn't stand by any more and see good people taken advantage of. Took the bread off my sister and went to put it back, then your guards caught me...

He nodded, adding a little smile.

It speaks well of you that you're honest with me, though I note you've kept quiet today just long enough for your family to flee the city...

She looked shocked, her cheeks reddening. He laughed.

I told you, eyes everywhere! Well we can't rightly arrest you for putting stolen property back where it belongs, and the culprit is beyond our jurisdiction now, so what am I to do with you then? Do you have any plans now your family has left you?

His bluntness might have upset her, but there was something else nestled in her now. She felt powerful.

I feel free, but I don't really know what to do with that yet. she offered truthfully.

He tapped one large finger on his chin thoughtfully.

Well now, don't say no just yet, but I might have something that would tide you over till you find your feet...

*

Farasha has been a part of the guards since that day, finding a camaraderie in its ranks that she never felt when she was growing up. Never really connecting with the wilderness she grew up traveling across, she has taken the city in to her heart, and it in turn has found a kindred spirit in her.

Personality:
Bright and curious about everything, Farasha makes an excellent investigator as she detests leaving any stone unturned. She is loyal to her colleagues and views the guards as a surrogate family, she loves her job and wouldn't trade it in for anything.

Appearance:
With her small and lithe figure, Farasha cuts a dashing figure in her Watch breastplate. Her dark hair is well-groomed, her amber eyes always twinkling and a smile never far from her lips.
She is proud to wear the badge and shows it in her sheer enjoyment of simply being on duty.

Crunch:

Female Catfolk Oracle of the Streets 1
NG humanoid (catfolk)
Init +3; Senses Perception +4; Scent

DEFENCE
AC 21, T 13, FF 16 =10 +3 (Dex) +6 (Armor) +2 (Shield)
hp 9 (8 class + 1 fave class)
Fort +0 =0 (oracle 1) +0 (Con)
Ref +3 =0 (oracle 1) +3 (Dex)
Will +2 =2 (oracle 1) +0 (Wis)

OFFENCE
Speed 30 ft; climb 20 ft
Melee gauntlet +0 (1d4) or mwk morningstar +1 (1d8)
Ranged light crossbow +3 (1d8)
Oracle Spells (CL 1st; concentration +5)
1st 3+1 (4/day) - blessing of the watch, burning disarm, cure light wounds
0th (at will) - detect poison, enhanced diplomacy, guidance, light, mage hand, ghost sound

STATISTICS
Str 10, Dex 16, Con 10, Int 13, Wis 10, Cha 18
BAB +0
CMD 13 = 10 +0 (BAB) +0 (Str) +3 (Dex)
CMB +0 = 0 +0 (BAB) +0 (Str)
Feats Black Cat
Skills (4 class + 1 INT + 1 profession (Guardsman))
Diplomacy +9 (+13 gather information)
Knowledge (history) +7
Knowledge (local) +8
Perception +4
Profession (Guardsman) +5
Survival +6

Traits child of nature (You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you), Tongue of many towns (You gain a +1 trait bonus on diplomacy and Knowledge (local))
Languages Common, Catfolk, Elven
SQ
Weapon and armor proficiencies: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Curiosity: Catfolk are naturally inquisitive about the world around them, though some are more curious than others. Such catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces natural hunter.

Climber: Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.

Scent: Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.

Streets revelations
The Streets Are Your Friend (Ex): As long as you are in an urban environment, you can call upon the city to help an ally within 30 feet succeed at a task. The ally gets a +2 competence bonus on skill checks with a particular skill as long as you concentrate.

Oracle Curse
Haunted: Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.

Gear
Explorer's outfit
Mwk breastplate (+6 armor, +3 Max Dex, ACP -3)
Spiked Gauntlet 1d4 P
Mwk Morningstar 1d8 B and P
light crossbow 1d8 P
Heavy wooden Shield (+2 AC)
Oracle's kit (This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
2 * quivers of crossbow bolts(10)

47 gp

Liberty's Edge

This is my submission for your game, hope you like her.
Flos Arriel, Female Human Bloodline Sorcerer

Sample:
The young sweaty boy, obviously ill, sweating and shaking, dressed in dirty clothes, approaches the man on the street.
"Man, do you sell? I got a bracelet I can trade for..."
The drug dealer sees the man, and smiles, knowing an easy mark.
"Show it to me. If it is too hot, I won't take it."
The young man seems to double with pain and discomfort, as if hurt by the man's words.
"Please, I need it!"
He gives the man a bracelet, worth maybe 5 gold pieces.
"It is trash! Take it away! Go!"
The young man lets a tear down.
"Please! If only a dose! I need it!"
A dose, worth half a gold... not a bad deal.
"Ok, ok... but shut up and go!"
He extends the paper containing the narcotic to the young man, looking to the other side of the street, but instead of the young man hand, fine female fingers take it. A different voice comes from the now changed "customer".
"In the name of the law, you are now arrested for possession and sell of prohibited substances. Surrender!"
The man turns to see a beautiful woman in a impecable uniform.
"I'll be damn!"
He tries to run, but the woman's eyes fixate on his. A gentle and charming voice confounds his thoughts.
"Don't! Stay here! Surrender and face your just punishment. You won't be able to escape."
He remains looking at her, smiling slightly, while the appearing guardsman arrest him.

Concept:
I am going for the face of the group, with strong charisma skills, with added magic support for it. She would cover the "sergeant" or leader of the group position if allowed. I am visualizing her as similar to "Black Window" of the Avengers, by far the less dangerous one in combat, but able to infiltrate and confound the enemies (or impede them with the Enforcer feat).

Background:
The Arriel family has served the city guard for generations. They keep histories claiming there have been an Arriel in the guard since the city founding, and that members of the family have taken responsibility posts many times, including head of the guard in three different occasions.
Their family motto reflects that: "Honor, Justice, Law."
Flos not only grown with those histories, but also with the blessing of Abadar, able to use her charm and will to lead and protect her fellow guards, impede and distract criminals, and able to infiltrate their organizations.
Will she be able to live up the expectations imposed into her?

Crunch:
Flos Arriel
Female Human (Taldan) Sorcerer 1
NG Medium Humanoid (Human)
Init +0, Senses Perception +7
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DEFENSE
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AC 10, Touch 10, Flat-Footed 10
HP 6 ((1d6))
Fort +0, Ref +0, Will +4

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OFFENSE
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Speed 30 ft.
Melee Heavy Mace +0 (1d8)
Melee Dagger +0 (1d4/19-20)
Ranged Dagger (Thrown) +0 (1d4/19-20)

Sorcerer Spells Known (CL 1st; concentration +5)
1st(4/day)-Disguise Self(DC 15), Hypnotism(DC 15)
0th(at will)-Dancing Lights, Daze(DC 14), Open/Close(DC 14), Prestidigitation(DC 14)

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STATISTICS
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Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 18
Base Atk +0; CMB +0; CMD 10
Feats Bludgeoner, Enforcer, Eschew Materials
Skills Bluff +8, Bluff (Potentially Sexually Attracted) +9, Diplomacy +8, Diplomacy (Potentially Sexually Attracted) +9, Intimidate +8, Knowledge (Local) +6, Perception +7, Perform (Oratory) +8, Profession (Guardperson) +6
Traits Charming, Eyes and Ears of the City (Abadar)
Languages Common
SQ bloodline arcana, bonus feat, cantrips, humanoid traits, imperious bloodline, skilled, student of humanity, +1 skill rank (profession (Guardperson))
Combat Gear
Other Gear uniform (soldier's), pouch (belt), coin (gold piece) (26), coin (silver piece) (9), coin (copper piece) (10), dagger, flint and steel, waterskin, dilettante's outfit (medium), pot (iron), bedroll, mess kit, backpack, heavy mace, traveler's outfit, soap (per lb.), rations (trail/per day) (5), torch (10)
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SPECIAL ABILITIES
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Bloodline Arcana Whenever you cast a harmful spell, you gain a bonus equal to the spell's level on Intimidate checks made against any creature adversely effected by that spell until the end of your next turn. Adversely effected typically means damage, but it can also mean debilitating effects or conditions.

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

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

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.

Eschew Materials

Eyes and Ears of the City (Abadar) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Imperious Bloodline A scion of forgotten kings, with a lineage rich with the dust of ancient empires spanning every golden age of humanity's history, an imperious embodies the apex of human potential, as well as human temerity and uninhibited hubris.

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

Student of Humanity (Ex) You gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.


About the extra items, I think weapons or armor won't do for her. What about a Hat fo Disguise? Or something to allow her to have Voice Alteration?
Thanks for your consideration.


Deaths Adorable Apprentice wrote:
Ok so Conri Warin is done but for a teamwork feat and putting links to feats and spells. If anyone has an opinion on a teamwork feat I am all ears.

To me it looks like you're all eye.


This is my concept for the game. Empiricist Investigator.

Backstory: Elijah has an older brother Jeff, who helped to protect Elijah most of his life. Jeff is the stronger, faster older brother. Elijah is the weak, puny runt of the family. Elijah, uses his guile, wit, and cunning to figure things out.

Silver Crusade

Elijah Moore wrote:

This is my concept for the game. Empiricist Investigator.

Backstory: Elijah has an older brother Jeff, who helped to protect Elijah most of his life. Jeff is the stronger, faster older brother. Elijah is the weak, puny runt of the family. Elijah, uses his guile, wit, and cunning to figure things out.

1: Care to elaborate? I did say 5 paragraphs.

2: I don't see an alignment anywhere.

Silver Crusade

I'm putting the finishing touches on Kurt's crunch.
Are drawbacks for an extra trait allowed?


Garran Oakthorn wrote:
Deaths Adorable Apprentice wrote:
Ok so Conri Warin is done but for a teamwork feat and putting links to feats and spells. If anyone has an opinion on a teamwork feat I am all ears.
To me it looks like you're all eye.

Is there a joke or reference I am not getting?


Wait I just got it. :P

Silver Crusade

MattZ wrote:

I'm putting the finishing touches on Kurt's crunch.

Are drawbacks for an extra trait allowed?

Yes


Ok I added the Vain drawback and the silent hunter trait so I have stealth.

As to the teamwork feat I am torn between Bonded Mind or Stealth Synergy. Most of the onther ones I liked have feat buy ins that I cannot achieve yet. Bonded mind does later open up Take the Hit which seems interesting.


He wasn't 100% finished yet. Working theory lol


finished :)


Deaths Adorable Apprentice wrote:

Ok I added the Vain drawback and the silent hunter trait so I have stealth.

As to the teamwork feat I am torn between Bonded Mind or Stealth Synergy. Most of the onther ones I liked have feat buy ins that I cannot achieve yet. Bonded mind does later open up Take the Hit which seems interesting.

I don't have room for it at the moment, but if we end up playing together I have no problem taking either of those feats at level three.


The Cavalier is able to share their teamwork feats so if we are playing together you would temporarily get to use them. I get teamwork feats as I level up and get to share so not everyone has to take them to benefit from them.


Deaths Adorable Apprentice wrote:
The Cavalier is able to share their teamwork feats so if we are playing together you would temporarily get to use them. I get teamwork feats as I level up and get to share so not everyone has to take them to benefit from them.

Oh, neat! I had forgotten that about the cavalier.


Pathfinder Adventure Path Subscriber

I came across this late and so missed most of the discussion, but I hope I am squeezing this in under the deadline.

Vinca, female Ratfolk Archivist Bard. She is equipment techie with good knowledge skills and some support magic.

Vinca's Statblock:

Vinca
Female ratfolk bard (archivist) 1 (Pathfinder RPG Advanced Player's Guide 80, Pathfinder RPG Bestiary 3 231)
N Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +0, Ref +5, Will +2
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Offense
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Speed 20 ft.
Melee mwk rapier +5 (1d4/18-20) or
. . scorpion whip (aa) +4 (1d3)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], naturalist)
Bard (Archivist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—grease, sleep (DC 13)
. . 0 (at will)—detect magic, know direction, mage hand, read magic
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Statistics
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Str 10, Dex 16, Con 10, Int 16, Wis 11, Cha 15
Base Atk +0; CMB -1; CMD 12
Feats Weapon Finesse
Traits affable, prehensile whip
Skills Acrobatics +2 (-2 to jump), Appraise +7, Craft (alchemy) +9, Craft (mechanical) +9, Diplomacy +2 (+4 to gather information.), Disable Device +3, Escape Artist +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +6, Profession (Guard) +4; Racial Modifiers +2 Craft (alchemy), +2 Perception, rodent empathy
Languages Aklo, Common, Dwarven, Goblin
SQ bardic knowledge +1, cornered fury
Other Gear mwk chain shirt, mwk rapier, scorpion whip (aa), masterwork tool, thieves' tools, 65 gp
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Vinca's Background:
Vinca has always been fascinated with the City and its citizens. She loved the market and the port where people from all trades and countries would gather and she loved to hear their stories. It was so different than the dark, boring warrens of her family. Even if living on her own was hard and dangerous, she preferred eking out an existence on the streets rather than stay packed in the warrens with her brothers and sisters. In fact, eking is what she does best.

She took up residence near the city dump and earned her coins salvaging junk from the piles and cleaning and fixing the items. Her size, skill, and handy whip always kept her one step of those seeking to hurt a lone girl in a dangerous place. One thing others didn't realize was the touch of magic she used to effect her escapes.

Soon, she didn't need to scavenge as much, as others would bring her items she would buy cheaply and turn a profit on the repaired item. Business was brisk, but for a girl on her own, this was not a good thing. Robbery became a regular occurrence and the guards seemed to care little to protect her ramshackle shop in the worst part of town.

The guards' interest changed when she bought a knife from a urchin who found it under a bridge when a red bearded man throw it off from above. Its unusual design and poison reservoir matched the stories in the market that morning of a horrible murder. The next morning, the talk around the dump was the death of the urchin, strangled. Vinca took the weapon to the guards to get it out of her possession and told them what she knew of its provenance. The guards were looking for the weapon and took her to the guard station.

It was there that she discovered her calling. The Guards' evidence room consisted of piles of weapons, lock boxes and victim clothing with little thought to organization. She spent two weeks in protective custody before she helped bait the killer into a guardsmen trap. During those two weeks she had built a shelving system and organized the evidence room. She also set to cleaning and polishing the items in the equipment room. And then there was the filing. Her nights were spent in a cell reading old case files. Everything told a story, and Vinca was an eager audience and absorbed it all.

When the two weeks were done, the guards offered her a job to continue what she was doing, but she turned them down as she wanted to actually be a guard. She wanted a chance to protect those in need rather than go back to her small shack. The Guard captain agreed and Vinca can now often been seen swinging through the equipment room using her whip to reach the upper shelves with ease.

Silver Crusade

Deaths Adorable Apprentice wrote:
Ok so Conri Warin is done but for a teamwork feat and putting links to feats and spells. If anyone has an opinion on a teamwork feat I am all ears.

As you have them listed, your stats are overbought. (You're using 23 points.)


Arrg! Dumb math. I need supervision. I do not mean to cheat. I have fixed him

Silver Crusade

Deaths Adorable Apprentice wrote:

Arrg! Dumb math. I need supervision. I do not mean to cheat. I have fixed him

I don't see any changes. Same stats as before.

Silver Crusade

Alright then, time to announce my picks. As I said before, I am operating under the assumption that a few people are going to drop. For this reason, (and because there was a pretty much unbreakable tie for sixth best), I have elected to pick seven of you.

The team shall consist of:

Vinca

Corni Waren (provided he fixes his ability scores).

Rana Kastilios

Farasha Aeval

Axton Lorenberger

Barnibus Eko

Flos Arriel


Great. Thanks for selecting me.


It did not save my changes but I think I fixed it now. Evil computer does not like me. I am rather excited to get to play!

Any thoughts on what team work feat I should take that would most benefit the group?


Awesome, thanks for the consideration!


This will be Vinca's Profile.

For her guard equipment she has a MW Chain Shirt and a MW Rapier although she prefers to use her whip (but that is an exotic weapon).

Looking forward to this. Thanks for the selection.


Thanks for the pick ThePuppyTurtle :)

Vinca, fancy a game of cat & mouse?! ^.^


Axton Lorgenberger wrote:
Awesome, thanks for the consideration!

Vinca's comment reminded me: Since Axton doesn't wear armor, how about extra spells known in his spellbook? Failing that, a credit for some scrolls that he can cast?

Silver Crusade

Axton Lorgenberger wrote:
Axton Lorgenberger wrote:
Awesome, thanks for the consideration!
Vinca's comment reminded me: Since Axton doesn't wear armor, how about extra spells known in his spellbook? Failing that, a credit for some scrolls that he can cast?

I'll let you take 2 extra level 1 spells.


Farasha Aeval wrote:

Thanks for the pick ThePuppyTurtle :)

Vinca, fancy a game of cat & mouse?! ^.^

I am getting a Zootopia vibe from this. Love it. Law and Order: Cat and Mouse Unit.

Liberty's Edge

Thank you for selection Flos Arriel, I'll work on the alias.
About the extra equipment, and as she don't use armor, and don't need a fancy weapon, what do you think of the "Voice disguise" and / or "Hat of Disguise" magic items instead?

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