Capitalism Ho! Swords, Sorcery, and Small Business Owning (Inactive)

Game Master Viscount K

What do you do when your small town's business is starting to dwindle? Adventure for the cause, of course!


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In a little-known corner of Golarion, there rests an even littler-known town. Once a center of trade and culture, this little village has declined to not much more than a tiny collection of barely-tended farms and halfway-competent shops. But the people still hang on, loyally clinging to their ancestral homes.

Recently, a major trade caravan has constructed a new thoroughfare between two of the country's largest cities, bypassing the traditional path that brought most of the remaining trade to the little village. The village, while still a scenic spot, is declining even further, and people are beginning to say that they may have to abandon their home at last.

As descendants of the town's village heroes, and co-owners of the single tavern, you have decided this will not stand. You set out to bring back your village's reputation and re-establish your business as the hottest spot on Golarion!

-------------------------------------------------------------
Introduction
Welcome, friends, to an epic tale of business and tourism, of kingdoms and hamlets, and most of all, working hard for the money: this mini-campaign that's been buzzing in my head for some time now, finally set free.

This is a game about building up your business, and your little town, into the greatest version that you can imagine. Loosely based on some of the concepts in the video game "Recettear: an Item Shop's Tale", we'll be running the game almost entirely business/donwtime-centric. Yes, you all will be adventurers, but when you go out adventuring, we'll handle that portion with a glossed-over cinematic approach. Roll a few dice, decide how well you've done, award gold and xp based on that, and give a quick summation of your amazing adventures, then back to the important business of running/improving your tavern and town! Oh, there may be the occasional dragon that needs slaying, or perhaps a troll or two might come to town, and you heroes will be called on to handle it, sure, but that's more of a sideline. You're too busy here in town to go looking for such silly things.

That's not to say there won't be challenges, though! As your business and town grow and improve, you'll find yourself butting heads with the major trade caravans and larger cities, competing for resources, territory, people, and, of course, money.

----------------------------------------------------------------------
Game Details
We'll be mostly using the downtime rules from Ultimate Campaign. Fear not if you don't know these rules, I not only intend to handle most of that side of it, but I'll probably be modifying them on the fly as we figure out what works or doesn't work.

One of the main themes I want to play with here is that the scale of this game is going to be determined by the scale of the character's ambition. If you focus solely on running and improving their tavern, then this'll end up mostly as a game about a particularly awesome tavern. On the other hand, if you start focusing on expansion of your town into a city or kingdom, then suddenly it starts becoming a game about running a city. And if that kingdom then starts getting greedy, or pisses off its neighbors too much, then we're looking at a full-scale war game.

The game is starting in a little town in an idyllic location in the wilderness of the River Kingdoms. It has a little bit of everything - situated in the forest, by a lake with mountains looming behind them, resources abound to meet almost any construction or production needs. What's this place called? We'll be working that out as a group once the players are chosen. Similarly, the tavern that you all own has no name at the moment.

I'm looking for about four players, more or less depending on how many interesting applications I get.
---------------------------------------------------------------------
Applications
Crunch:
If you haven't figured it out yet, this is not going to be a numbers-heavy game when it comes to your characters. However, let's get that out of the way first, since I know it helps some folks brainstorm.

  • Level: 1 to start with.
  • Classes: Any official Pathfinder material is legal, except for the Advanced Race Guide.
  • Races: Any of the core races are fine, other official races on a case-by-case basis (but they're probably fine). No custom races, please.
  • 20 Point Buy
  • Average Character Wealth
  • Everyone must have 1 rank in one Profession skill.

Backgrounds: I don't need an epic sweeping background for this one, though if you want to supply one, that's fine too. Still, I'm looking for flavor and motivation more than anything in the numbers, so give me enough to get a feel for your character. You may have noticed, humor is going to be prevalent in this game (mostly because I don't feel like trying to separate the silliness of the concept from the game itself in my mind), so try to have a sense of humor. Your character doesn't need to be silly, but don't give me grimdark, either.
A point that should probably be made on this topic: I'm not looking for characters who can only run a business/town and aren't of any use to a normal party. Yes, you are going to be managers for the most part, but you'll be using your heroic skills to do it, as well as to actually adventure from time to time.

--------------------------------------------------------------
A Final Word
As I stated earlier, I'm more interested in concept than numbers. Give me an interesting story, or awesome flavor, and I'm way more willing to give you all kinds of leeway in what you can get away with in the game. One of the primary reasons I game at all is because this is the only medium I'm aware of where you can be rewarded for trying to accomplish something awesome, even if it's doomed to fail. Frankly, I'm looking for good writers. I don't want to see a game that reads like a collection of stats and rote actions, I want to see something that I can look back at later on and read to entertain myself.

Lastly, a couple notes on time management. I'm not putting a time limit on recruitment just yet. I'm pretty much willing to let it run until I do or don't have enough character concepts that interest me. I will make sure to give a few days warning before I make my final choices. As for pace once the game starts, I intend to be fairly casual about it; my life runs pretty busy most of the time, and I'm not going to ask more of you than I would myself. If you can make a post a day, great. Otherwise, I'll just make sure things keep moving along several times a week, making assumptions about people's actions as necessary if they're slowing us down. If I haven't heard anything from someone in a couple of weeks, then I'll start looking around for replacements, although a good enough excuse ("My house burned down!") would probably get me to let you back in.

With a bit of comedy, some ludicrous ideas about making a viable tourist trap in a fantasy setting, and a few creative PCs, I think we'll have ourselves some fun. Capitalism Ho!


One Tiefling barbarian bouncer reporting for duty! Or was that bouncy? Does anyone have any Bouncy Bubbly Beverage? Sorry, wrong game...


One gnome brewer, with a pouchful of Black Eox hops, ready to start brewing!

Bannok Rabinabick

Gnome Rogue 1

Ever the hop-head, Bannok is almost obsessed with brewing. His phrase is "If you can dream it, I can brew it. And my dreams are pretty wild."

(Will be working on background, but for now...the crunchy bits)

Bannok Rabinabick:
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<head><title>Bannok Rabinabick</title>
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<b>Bannok Rabinabick</b><br>
Male Gnome Rogue 1<br>
CN Small Humanoid (gnome)<br>
<b>Hero Points </b>1<br>
<b>Init </b>+1; <b>Senses </b>low-light vision; Perception +9<br>
<hr/><b>Defense</b><br>
<hr/><b>AC </b>12, touch 12, flat-footed 11 (+1 Dex, +1 size)<br>
<b>hp </b>9 (1d8+1)<br>
<b>Fort </b>+1, <b>Ref </b>+3, <b>Will </b>+3; +2 vs. illusions<br>
<b>Defensive Abilities </b>defensive training<br>
<hr/><b>Offense</b><br>
<hr/><b>Speed </b>15 ft.<br>
<b>Melee </b>Dagger -8 (1d3-1/19-20/x2)<br>
<b>Ranged </b>Sling -2 (1d3-1/x2)<br>
<b>Special Attacks </b>hatred, sneak attack +1d6<br>
<b>Spell-Like Abilities </b>Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)<br>
<hr/><b>Statistics</b><br>
<hr/><b>Str </b>8, <b>Dex </b>13, <b>Con </b>12, <b>Int </b>14, <b>Wis </b>16, <b>Cha </b>14<br>
<b>Base Atk </b>+0; <b>CMB </b>-2; <b>CMD </b>9<br>
<b>Feats </b>Deft Hands<br>
<b>Traits </b>Child of the Streets, Stealthy Escape<br>
<b>Skills </b>Acrobatics -2 (-10 jump), Appraise +6 (+8 on items valued by weight when using scales), Bluff +6, Climb -4, Diplomacy +6, Disable Device +5, Escape Artist -2, Fly +0, Linguistics +6, Perception +9 (+10 to locate traps), Profession (brewer) +11, Ride -2, Sense Motive +7, Sleight of Hand +5, Stealth +6, Swim -4, Use Magic Device +6;<b> Racial Modifiers </b>+2 Perception<br>
<b>Languages </b>Common, Gnome, Goblin, Hallit, Orc, Sylvan<br>
<b>SQ </b>hero points, illusion resistance, trapfinding +1<br>
<b>Other Gear </b>Dagger, Sling, Sling bullets (10), Bedroll, Candlestick, Candlestick, Candlestick, Candlestick, Candlestick, Coffee pot, Cooking kit, Masterwork tool (Profession [brewer]), Merchant's scale, Pot, Tent, small, Thieves' tools, Waterskin, 44 GP, 9 SP, 9 CP<br>
<hr/><b>Special Abilities</b><br>
<hr/><b>Dancing Lights (1/day) (Sp)</b> With Charisma 11+, cast Dancing Lights once per day.<br>
<b>Defensive Training +4</b> Gain a dodge bonus to AC vs monsters of the Giant subtype.<br>
<b>Ghost Sound (1/day) (Sp)</b> With Charisma 11+, cast Ghost Sound once per day.<br>
<b>Hatred +1</b> Gain a bonus to attack vs goblinoid/reptilian humanoids.<br>
<b>Hero Points (1)</b> Hero Points can be spent at any time to grant a variety of bonuses.<br>
<b>Illusion Resistance</b> +2 racial bonus to saves against illusions.<br>
<b>Low-Light Vision</b> See twice as far as a human in low light, distinguishing color and detail.<br>
<b>Merchant's scale</b> +2 Appraise for things valued by weight, including anything made of precious metals.<br>
<b>Prestidigitation (1/day) (Sp)</b> With Charisma 11+, cast Prestidigitation once per day.<br>
<b>Sneak Attack +1d6</b> +1d6 damage if you flank your target or your target is flat-footed.<br>
<b>Speak with Animals (1/day) (Sp)</b> With Charisma 11+, cast Speak with Animals once per day.<br>
<b>Trapfinding +1</b> Gain a bonus to find or disable traps, including magical ones.<br>

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How are you planning to set up the Inn? - will it involve some flexibility and player customization or do you have a basic statblock in mind?


In re: the rank in a Profession, what about crafts? I can switch the point if needed.


I'd like to submit a female gnome bard specializing in illusion magics. Still working out the rest.


Here is my submission of a time oracle Kobold merchant :)
He has only just recently came to this town and this tavern (do we have names for them yet?) yet he has had a vision of it becoming prosperous (or so he thinks). He is now willing to stay and contribute his part to make the town prosper, after all, he should be able to get his share of the spoils!

I plan on having a small caravan with him that I am creating (out of his wealth). This will most likely just be a simple oxen and cart with some bulk goods on it and if he ever travels to another town or goes adventuring, ect, I intend on switching out some of the goods for others, at a 1:1 basis, as he does his merchant thing :) This will be purely backstory and extra micromanagement for me and in no way actually increase his wealth (it will actually cost him, since I will be taking it out of his pocket :P) but I think it would be loads of fun to role play it and you dont have to worry at all about any extra bookkeeping on your part, I will handle it all.

As for combat, he is a level 1 kobold oracle, so he is quite weak, but I still intend on him being as effective in combat as I can make him :P

Edit: I still have to get his items done, select spells and give him a feat, but that shouldnt take long at all and he would be good to go :)

Enjoy!


Viscount K wrote:
If I haven't heard anything from someone in a couple of weeks, then I'll start looking around for replacements, although a good enough excuse ("My house burned down!") would probably get me to let you back in.

How about my house flooded :P Although I havent been affected, there are many here in calgary and canmore who lost their homes/been evacuated due to the flooding we got here. It has not been a good scene as I think some 100 000 people have been evacuated :(


This looks fun, is it expected to be less time-consuming than a traditional adventuring PBP?

Do we have to be merchants, or can we have other businesses like a theater or cathedral or the like?


Mark - I have some basic values in mind, but as with many specifics, I plan on leaving the actual layout vague until players are selected, so everyone can have some input.

Uta - I'll let folks take Craft instead of Profession on a case-by-case basis. Yours will work.

Invok - Yeah, I think I'd take any major natural disaster as a reasonable excuse. =P Best wishes to anyone affected out there.


Arazni - You can do anything you like, as long as you have an interest in building up something in the town. You don't even have to run the tavern, really, it's just a good starting off point.
When you say time-consuming, do you mean on a daily basis, or overall? Like I said in the OP, I intend to run a fairly casual game, postwise, but I really have no clue how long running it will be. That kinda depends on exactly what the players set out to do.


I mean on a daily basis. Some pbp threads have to be checked two or three times a day if activity is picking up. But I can see that if you leave it to players, how that can vary.

EDIT: Do we get any traits?


Samael, Paladin of Iomedae:

Samael Ecsthalion
Male Paladin of Iomedae (Hospitaler) 1
LG Medium humanoid (human)
Aura good
Init +0; Senses Perception +1
----------DEFENSES-----------
AC 14, flat-footed 14, touch 10 (+4 armor)
hp 10 (1d10-1+1 favored)
Fort +1; Ref +0; Will +3
----------OFFENSE----------
Move 30 ft.
Melee longsword +4 (1d8+2, crit. 19-20/x2)
----------STATISTICS----------
Str 14, Con 9, Dex 11, Int 12, Wis 12, Cha 16
Base Atk +1; [b/]CMB[/b] +3; CMD 12
Skills Diplomacy +7, Heal +5, Profession (architect) +5, Knowledge (Religion) +5

Diplomacy +1 +3 +3
Heal +1 +3 +1
Profession +1 +3 +1
Knowledge (Religion) +1 +3 +1

Feats Dazzling Display, Weapon Focus (Longsword)
Languages Common, Celestial
Gear leather lamellar, longsword, paladin's kit, potion of cure light wounds, traveler's outfit, cleric's vestment, courtly cleric's vestments, 4 gp

----------Feats and Special Abilities----------
Aura of Good (Ex) Samael has a powerful aura equal to his paladin level.
Dazzling Display (Feat) As a full round action, Samael can make a display with his longsword to make an intimidate check against all enemies in 30 ft.
Detect Evil (Sp) At will, as a move action, Samael can detect evil, as the spell.
Smite Evil (Su) Once per day, Samael can invoke Iomedae to smite evil, declaring a target within sight. If the target is evil, Samael gains +3 to attack rolls and +1
damage against this target. If an outsider of the evil subtype, an evil-aligned dragon, or an undead creature, the damage bonus increases to +2. Smiting attacks bypass DR. While his
smite is active, Samael has a +3 deflection bonus to AC.
Weapon Focus (Feat) Samael is focused in the longsword as a weapon, and attacks with a longsword at +1 to hit.

Liberty's Edge

Viscount - This sounds super-interesting to me. How will you select players? Are you taking anyone who applies, or is there a date we'll know by?

You can see a sample of my writing ability in a PbP by looking at my alt "Gwen". I would want to take a day or two to work something up for you, if there's room and whatnot.

Edit: nevermind, I just re-read the end of the post. I will whip something up as quickly as I can.


Presenting Winnifred McSnee, Human Rogue (Investigator) (Middle-Aged):

Background:
Winnifred McSnee remembers the old days. The days before <town>'s main street looked like a row of empty, splintering boxes. The days when lords and ladies strolled down the lane bedecked in the latest fashions, and destriers were more common than mules. She was young in the heyday of <town>, only a slip of a girl in truth, but those memories carry her through each and every day. She has watched her beloved hamlet slip into disrepair and disarray, and she cannot - she will not tolerate it any longer.

There is finally a small ray of hope - a new group seems to have come into ownership of <Inn Name>, the old Inn. This group seems shrewed, not like the buffoons that ran the place into the ground and left town with their heads hanging. Winnie owns a sizable chicken coop which, although a pittance compared to the stables that her father ran in the town's golden age, provides her with enough to live on. She has received an order for a half-dozen birds from the new owners of the inn, and sets off across the street to say hello. Her hip aches - it has since her 40th nameday - but she'll find out about these kids and their intentions with regard to the town soon enough, she is sure of that.

Her daddy raised no fools.

Crunchy bits to come, if the interest is there.


Samael's Background:
Although originally from one of the larger cities, Samael Ecsthalion felt a divine calling to the failing village, where there was a need to heal the community, to breathe a spark of life back into it. Though trained in combat, he feels he has enough religious knowledge to successfully restore the shrine to Iomedae and perhaps eventually bring it back up to a full temple.

Grand Lodge

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New to the whole PBP thing, but this sounds fascinating. I can easily post daily.

I'd like to be considered with a female gnome druid that has a thing about constantly changing her hair color and has a bear companion named Samson. Thinking of being the town tinkerer, mending items and making stuff out of junkpiles like goblins do. My shop would basically be a sign attached to my back, that would be nearly as tall as I am with very large print.

I'm horrible with names, so I'm still working on that. Also need to stat it out. I'll get that done by tomorrow.


Dotting the thread to indicate my continued interest...

Still thinking of playing the summoner with the bar-tending eidolon.

More concept coming later this weekend.


Dotting for... what bobson said.


I'm thinking a dwarven druid who serves as the bar-tender with an ape companion.


First, a couple of basic questions answered.

-Yes, two traits.
-Looking for about once a day posts, but I'm flexible.
-Just so people don't have to keep calling them <town> and <tavern}, for now the town let's call the town "Speck" and the tavern "The Rundown".

Now then, feedback on characters concepts so far.

Uta: Nice work so far. I particularly liked "spent a lot of time either painting stunned boars or stunning boars". Heh.

Invok: My first thought was that I'd probably need you to be a surface dwelling race, so that it made sense for you to inherit your share of the tavern, but then I figured we could probably find a way around it. First idea there, you had some extra savings built up, and bought out the share of one of the true heirs. Usually, there would probably be some resistance to letting a kobold establish himself as part of the town, but Speck has been peaceful for so long they were okay with it. As for your caravan and the financing thereof, something I hadn't mentioned yet was that I intend to hand everyone a small house they could customize a bit. You could do that for your caravan instead. Also, I didn't intend to nitpick about numbers just yet, but I happened to notice both your traits are regional traits. Ought to repick one of those.

Winnifred: Good stuff there. I hadn't thought about older characters, I like the idea of someone who remembers something of the town's heyday. Also, a nice bit of writing; you managed to tell me everything I need to know about the character without getting too verbose. Well done.

Samael: Like the concept, but the character could use a little more fleshing out.

Viskous: Cool idea, looking forward to seeing some more details.

Billybrainpan: That is a wonderfully ridiculous start. Keep it coming.

Bobson: Great you're still around. A quick warning - while it doesn't matter too much in this particular game, I fear allowing a summoner in the party, just on general principle.

Did I miss anyone?


Here is the basic crunch. I still need to add his companion, fluff, and finish equipment.

Jerome:
Jerome Greenberry
Male Dwarf Druid 1
NG Medium Humanoid (Dwarf)
Init ; Sensesdarkvision 60ft,
----------------
DEFENSE
----------------
AC 16 (+1 dex, +4 armor, +1 natural)
hp 10
Fort +5
Ref +1
Will +6
SR 6
----------------
OFFENSE
----------------
Spd 20ft
Melee +0
Battleaxe +0 1d8 x3
slashing
Club +0 1d6 x2
10ft bludgeoning
Ranged +1
Sling +1 1d4 x2
50ft bludgeoning
20 bullets
Space 5 ft.; Reach 5 ft.

Druid Spells Per Day
0th - 3
1st - 2

Druid Spells Prepared
0th - create water, mending, purify food and drink.
1st - burning disarm, shillelagh
----------------
STATISTICS
----------------
Str 10
Dex 12
Con 15
Int 10
Wis 18
Cha 12
Base Atk +0
CMB +0
CMD 11 (+15 vs. bull rush/trip)
Feats
Ironhide
Traits
Resilient
Suspicious
Skills knowledge (nature) +6
perception +8 (+2 to notice stonework)
profession (bar keep) +8
sense motive +9
Total Points: 4
Languages Common, Dwarf, Druidic
Combat Equipment
Hide armor
Battleaxe
Club
sling
20 sling bullets
Other Equipment
39 gp
7 sp
8 cp
peasant's outfit
eye glasses
3 bottles of dwarven stout
----------------
SPECIAL ABILITIES
----------------
defensive training
magically resistant
stability
greed
stonecunning
darkvision 60ft
hatred
weapon familiarity
nature bond
nature sense
orisons
wild empathy (+2)


I'm interested. character on the way. oh and btw, can perform count as my profession skill?


Every town needs a smithy. Going to roll up a Dwarven Cleric for this. Stats and info coming soon.


Boros "Babbles" Ironfoot, was a traveling merchant who dabbled in smithing from time to time. He was a good merchant, except he a slight problem. He loved to get hammered before he conducting business, his reason? His drunken slurs made it hard for people to understand him when he was negotiating, causing them to get frusrated and take his original offer. This tactic worked sometimes, but usually it left people confused by all his babbling. Thus he was called Babbles by those who knew him.

One day ol' Babbles woke up to find his caravan missing along with most of his belongings. With a lot of mumbling about never trusting another elf he picked up the chest he was using as a pillow and set off to find a place to start over once more. He eventual stumbled into a small town that, while quite beautiful, was in obvious need of some financial help. Dwarves do so love a challenge.

The Crunch:

Boros "Babbles" Ironfoot
Male Cleric of Torag 1
LG Medium humanoid (Dwarf)
Aura good
Init +0; Perception +3; Darkvision 60ft

----------DEFENSES-----------
AC 10, flat-footed 10, touch 10
hp 11 (1d8 + 3 Con bonus)
Fort +5; Ref +0; Will +5

----------OFFENSE----------
Move 20 ft.
Melee Dwarven Waraxe +0 (1d10, crit. x3)

----------STATISTICS----------
Str 10, Con 16, Dex 10, Int 15, Wis 17, Cha 10
Base Atk +0; CMB +0; CMD 10
Skills: Craft(weapons) +5, Craft(armor) +5, Profession(merchant) +7, Heal +5, Appraise +3 (+5 precious metal and gems or can be weight, +7 if both)

Craft(both) 1 rank, 2 int bonus, 2 Circumstance(tools)
Profession 1 rank, 3 wis bonus, 3 feat bonus
Heal 1 rank, 3 wis bonus, 1 trait
Appraise 1 rank, 2 int bonus

Feats: Skill Focus (Profession: Merchant)
Languages: Common, Dwarven, Gnome, Giant
Gear: Dwarven Waraxe, Masterwork Artisan's tools, Merchant's scale, Cleric Vestments, Chest, Average lock.
Money: 4 gp

----------Feats and Special Abilities----------
Aura of Good: Cleric aura.
Orisons
Stonecunning
Darkvision 60
Stability
Hatred
Hardy
Greed
Channel Energy 1d6

Domains: Artifice and good

Artificer's touch 6/day: You can cast mending at will, using
your cleric level as the caster level to repair damaged
objects. In addition, you can cause damage to objects
and construct creatures by striking them with a melee
touch attack. Objects and constructs take 1d6 points
of damage +1 for every two cleric levels you possess.
This attack bypasses an amount of damage reduction
and hardness equal to your cleric level.

Touch of Good 6/day: You can touch a creature as a
standard action, granting a sacred bonus on attack rolls,
skill checks, ability checks, and saving throws equal to
half your cleric level (minimum 1) for 1 round.

Traits: Goldsniffer (+2 per to find gold and precious gems), Caretaker (+1 heal)

---------------Spells------------------------------

Level 0: Create Water, Purify food/drink, light
Level 1: Shield of Faith; Protection from Evil(domain)

Edit: Crunch is Mostly complete, but I still need to add traits and verify a few things when I get home to my books.

Edit2: Should be complete now


Still got room?

Because, you know, somebody needs to keep those drinks and side of meat cold.

Like a human winter witch, turning the dread powers of her ancestors to... serving ice cold water with a smile?

Edit: Barmaid witch? Barmaid witch.


And now I have finished the Alias.

Grand Lodge

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Ok name found - Quick bio. Stat block sorta done, still need to buy stuff. Very busy weekend so more to come

Esmee Drimplegatto of the Katheer Drimplegattos has of course travelled all over Golarion, spent a significant amount of time in the Tien lands where she learned the worship of Daikitsu. Later she abandoned her travels to settle in Speck and used her savings to buy into a partnership at the inn. She tinkers on the side(really she just casts mending but makes sure to bang things around and only does it in secret so as to make her look like a wiz with a hammer), but will act as the tavern's barmaid. She is well known in town for making goodberries that never have the same flavor (think Potter's every flavor jellybeans), and usually the bar patrons are only interested in trying them when really drunk or as a dare.

Edit - Oops, I added some of the alternate Racial stuff from Advanced Race Guide, is that stuff also not allowed? I'll remove it soon, but I will be out in the Great Outdoors the rest of today...

Edit again - Turns out that the only thing not in Advance Player's Guide was the type of gnome "Gear Gnome" which is from the race guide, but this doesn't actually change any of the crunch.

Stat Block(lots of info):

Esmee Drimplegatto
Female Gear Gnome Druid 1
NG Small Humanoid (gnome)
Init +1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +5; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Arcane Mark (1/day), Comprehend Languages (1/day), Message (1/day), Read Magic
(1/day)
Druid Spells Prepared (CL 1):
1 (2/day) Goodberry, Cure Light Wounds
0 (at will) Create Water, Purify Food and Drink (DC 13), Mending
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 13, Int 13, Wis 16, Cha 14
Base Atk +0; CMB -1; CMD 10
Feats Cosmopolitan (Knowledge [engineering], Linguistics)
Traits Dangerously Curious, Hard to Kill
Skills Acrobatics +1 (-3 jump), Craft (blacksmith) +3, Fly +3, Handle Animal +6, Knowledge (engineering)
+8, Linguistics +5, Perception +5, Profession (barmaid) +7, Stealth +5, Survival +5; Racial Modifiers +2
Perception
Languages Common, Draconic, Druidic, Gnome, Kelish, Sylvan, Tien, Undercommon
SQ animal companion link, magical linguist, master tinker, nature bond abilities (samson, bear), share
spells with companion, spontaneous casting, wild empathy
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Arcane Mark (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Arcane Mark once per day.
Comprehend Languages (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Comprehend
Languages once per day.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2
save vs. these spells.
Master Tinker You are proficient with any weapon you have personally crafted.
Message (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Message once per day.
Read Magic (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Read Magic once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as
touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
p1
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--------------------
Samson
Bear
N Small Animal
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)
hp 19 (+5)
Fort +4, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Bear) +4 (1d4+2/x2) and
Claw x2 (Bear) +4 x2 (1d3+2/x2)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Toughness +3
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Heel [Trick], Menace [Trick],
Perform [Trick], Work [Trick]
Skills Acrobatics +2 (+6 jump), Climb +6, Fly +4, Stealth +6, Swim +6
Languages
SQ attack [trick], attack any target [trick], defend [trick], heel [trick], menace [trick], perform [trick], work
[trick]
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Menace [Trick] Attempts to keep creature from moving.
Perform [Trick] The animal will perform tricks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Work [Trick] The animal pulls or pushes a medium or heavy load.


Is there a problem with equipping my ape with armor?


Yeah, I know, just getting it up there as a starting point.

Samael's 10 minute background:

Six Things to Know about Samael
Samael is a paladin of Iomedae, trained in military combat but apparently never having experienced any real combat.
He has been sent to Speck (requested really) to found a shrine to Iomedae and develop it to a temple or cathedral if he can.
While he is trained for combat, he prefers to keep his armor and weapons clean and refined.
Samael continually performs acts of charity, caring for the sick and wounded, and even building things for free if the materials are provided.
He is a bit of a prude when it comes to alcohol, refraining from drinking it if he can. No one in Speck has ever seen him drink anything but water and tea.
Samael regards himself as a fancy swordsman, and frequently displays his prowess with a blade to impress the locals.

Five Mannerisms Samael has
Samael constantly, only tells the truth, in a quite annoying way most of the time.
He also however, has learned to use pretty words, and can be nice about telling the truth at times. He is usually more direct.
He spurns alcoholic beverages, preferring water or simple fruit to sate his thirst.
He has an alarming fear of dragons, and sometimes jumps when large shadows fill the sky (even if its only a passing cloud).
He hates blatant evil acts and will attempt to stop them if he sees them occurring.

Four Goals Samael has
Samael has every desire to (re)found a Shrine to Iomedae in Speck. He was rather disheartened to see that the ruins of the old one were adjacent to the Rundown. This would lead to all sorts of problems.

Although he feels like he left an adventuring career behind him, Samael still wants to prove himself in combat. Currently, he only knows how to wield a longsword, and how to do fancy displays with it. But that doesn't count for much in the real world.

Though he has a deathly fear of dragons, he hopes to kill one someday, and bring his fear to an end. Its a personal goal of his to conquer this strange and outlandish fear.

Samael has a great desire to defeat the evils of alcohol, both within him and in the town, though he knows this will never come to fruition. He has been forced to content himself punishing drunkards.

Three People tied to Samael (2 Friends, 1 Enemy)
Cleric Chariste of Iomedae's Cathedral in (large city A) is Samael's superior and commander in the field of battle. He had to ask her for permission to leave the order to establish a shrine.

Andelmorn Havrein, a fellow paladin of Iomedae, was once his equal and partner in training. While Samael has gone afield to found a shrine, Andelmorn has gone more the adventuring route. Causing no small amount of jealousy.

The wizard Gordon Valtherin, finding Samael's religious views a little too provincial, intentionally cursed the signet ring that Samael now wears, to show others how blatantly unforgiving Paladins of Iomedae can sometimes be.

Two Secrets (One Known, One Unknown)
The reason Samael has a personal dislike of alcohol is because he himself was a drunk before he joined the ranks of the paladins. Now he steers clear of the beverage and tries not to let others know about his prior weakness.
The signet ring he now wears has been cursed as a ring of truth, he has no idea, however, and assumes that Iomedae has charged him with truthfulness as part of a righteous life.

One memory or life experience.
Leaving the cathedral behind him, and his meeting with Cleric Chariste, still stands out as an important memory for Samael. The burden on his shoulders was increased by the desires he held, that Speck should again know the glory it once did. So, he suggested that someone rebuild a shrine or temple to Iomedae. He was surprised when Cleric Chariste suggested that he be the one to do it, but the more he thought about the premise, the more attractive it sounded. A chance to leave behind some of what he had been dealing with at the Cathedral, though he knew the job came with its own challenges.

I tried to interject a bit a humor in the character, so hopefully that succeeded.


I like the cursed ring in there :D great little tibit of flavour.

Viscount K wrote:


Invok: My first thought was that I'd probably need you to be a surface dwelling race, so that it made sense for you to inherit your share of the tavern, but then I figured we could probably find a way around it. First idea there, you had some extra savings built up, and bought out the share of one of the true heirs. Usually, there would probably be some resistance to letting a kobold establish himself as part of the town, but Speck has been peaceful for so long they were okay with it. As for your caravan and the financing thereof, something I hadn't mentioned yet was that I intend to hand everyone a small house they could customize a bit. You could do that for your caravan instead. Also, I didn't intend to nitpick about numbers just yet, but I happened to notice both your traits are regional traits. Ought to repick one of those.

Sorry, things are slowly coming around here, we are expecting more rain tonight and the river is at least 100 meters wide! We are still dry and at home :)

I had pretty much the same idea about buying a section of the Rundown and that was the entire purpose of the extra money trait, well that and role-playing it :)
I love the idea of my house being my cart :D I can make something work with that!
About the traits: Gah! Good catch, I'll trade one out for rich parents, reflavoured the same.


Woah, woah, woah, am I late? I'm not late am I? I really hope I'm... ahem.

I would like to state my interest in joining this campaign. I present to you this character, whose details you can find in his profile.


Alrighty, looks like we've got enough interesting people here to make sure we get off the ground - let's say...
Recruitment will be closed at the end of Friday, June 27th.

At that time, we'll see who's still around, and then start making some cuts. In the meantime:

tin can: Hm. Nah, I don't think I want to let perform slide in for profession. It's got its own niche, and fills it rather well.

Babbles: Love the concept. You people are just determined to destroy my "inherit the tavern" idea, aren't you? =P Ah well, it's not like it was crucial to the game, I just thought it would be a good jumping off point.

Communist: Barmaid witch! Hah! Awesome.

Esmee: cool, cool. Glad to see more folks.

Jerome: As long as the ape has the feat(s), and you buy the armor, it's all good. Do remember that armor for a nonhumanoid is twice as expensive.

Samael: Deeply amused by the "unreasonable" fear of dragons.

Eliam: Nope, not late. Good stuff there, well written.

Everybody - If I missed you, or you're looking for some more specific feedback, let me know, I'd be glad to provide it.


This is a generic post being sent to everyone that I am currently playing with

Hey everyone. This is Invokweek/Gobo Horde here. Due to the flooding happening here in Calgary and me supposedly going on vacation (which may or may not happen :P) my posting for this next week might be sporadic and lighter than normal. Sorry for it, but such is life :) If you need to, feel free to take control of me and I will pop in when I can.
Thanks ^-^


Viscount K wrote:
Babbles: Love the concept. You people are just determined to destroy my "inherit the tavern" idea, aren't you? =P Ah well, it's not like it was crucial to the game, I just thought it would be a good jumping off point.

Hey! I was the original "Destroy The GMs Ideas At Every Turn" guy! "There aint enough room in this tavern fer the both of us! Draw!!" I kid ^-^

I will get my guy finished (caravan and all) up tonight. Hope to see all you guys inn the game and good luck!


Added some more detail to the BG to flesh it out a bit.


Presenting Angela Berger!

Mythweavers sheets okay? .

Just the basic crunch thrown together now, I'll put an alias and such up later. Can we do the drawback for a trait thing from UCam? (Is fame/rep a thing too, on that note?)

Very quick fluff:

Angela's family has a legacy. Many who look at her family see a long line of magically endowed people, blessed (or cursed) with the powers of winter itself. Some say that when the world ends in frost, her family will be the only one left. But this is not their true legacy.

Ever since this village was built, there's been a Berger there. Speck was built on the bones of Bergers, and it cannot die, so long as they stay here! The Bergers must be the backbone of Speck!... At least, that was how her Grandmother told it to her.

Despite her family training as a witch, she spends most of her hours as a serving girl at the tavern, supplementing her income by brewing potions and providing basic healing to the village.

All Angela knows is that the situation is dire, and that if an effort isn't made soon, the town is doomed. As doomed as the next man who dares pinch her backside will be...


In reply to Angela Berger's fluff...

"Why don't the patron's ever try to pinch my backside? Its not fair. I wear the sexiest outfits (Very mismatched and outrageously colored) you can find."

Everyone turns to look and notices the bear pretending to be sleeping in the corner by the fireplace while keeping a partially open eye on the gnome.


Here is the Alias and Crunch for Jerome Greenberry (billybrainpan) the Bartender of The Rundown... and of course his faithful companion Wilbur the ape. I will try to write up some fluff/backstory tonight.

Crunch:
Jerome Greenberry
Male Dwarf Druid 1
NG Medium Humanoid (Dwarf)
Init +1 Senses perception +8, darkvision 60ft,
----------------
DEFENSE
----------------
AC 16 (+1 dex, +4 armor, +1 natural)
hp 10
Fort +5
Ref +1
Will +6
SR 6
----------------
OFFENSE
----------------
Spd 20ft
Melee +1
Battleaxe +1 1d8+1 x3
slashing
Club +1 1d6+1 x2
10ft bludgeoning
Ranged +1
Sling +1 1d4+1 x2
50ft bludgeoning
20 bullets
Space 5 ft.; Reach 5 ft.

Druid Spells Per Day
0th - 3
1st - 2

Druid Spells Prepared
0th - create water, mending, spark.
1st - burning disarm, shillelagh
----------------
STATISTICS
----------------
Str 12
Dex 12
Con 15
Int 10
Wis 18
Cha 11
Base Atk +0
CMB +1
CMD 12 (+16 vs. bull rush/trip)
Feats
Ironhide
Traits
Resilient
Suspicious
Skills knowledge (nature) +6
perception +8 (+2 to notice stonework)
profession (bar keep) +8
sense motive +9
Total Points: 4
Languages Common, Dwarf, Druidic
Combat Equipment
Hide armor
Battleaxe
Club
sling
20 sling bullets
Other Equipment
9 gp
6 sp
8 cp
tattoo (right arm)
hat
smokestick
peasant's outfit
eye glasses
vest
spell component pouch
belt pouch
3 bottles of dwarven stout
----------------
SPECIAL ABILITIES
----------------
defensive training
magically resistant
stability
greed
stonecunning
darkvision 60ft
hatred
weapon familiarity
nature bond
nature sense
orisons
wild empathy (+1)

Companion:
Wilbur
Male Ape Companion
NG Medium Animal
Init +3 Senses low-light vision, scent, perception +5
----------------
DEFENSE
----------------
AC 14 (+3 dex, +1 natural)
hp 15
Fort +3
Ref +6
Will +1
----------------
OFFENSE
----------------
Spd 30ft, climb 30ft
Melee +2
bite +3 1d6+2
x2 piercing

2 claws +3 1d4+2
x2 slashing
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 13
Dex 17
Con 10
Int 2
Wis 12
Cha 7
Base Atk +1
CMB +2
CMD 15
Feats
improved natural attack (claws)
Skills
Acrobatics +7
Climb +14
Perception +5
Total Points: 4
Equipment
vest
whet bone
----------------
SPECIAL ABILITIES
----------------
link
share spells


I hope this post isn't TOO late, but I have some ideas. They are somewhat odd, so I'll run them by you first. And is posting on a 1+ per day basis?
Anyway, here are the character ideas.

1. Poogslurp the Adamantine Chef, Male Goblin Wizard, Profession:Chef- Insane goblin dressed in foppish clothing who cooks strange magical dishes, some of which unexpectedly animate and cause mayhem (Undecided on his familiar,).

2. Rosie 'Rosepetals' Applebottom the Madam, Female Halfling Bard, Profession: Courtesan- Lascivious and busty madam from Kaer Maga who runs her business out of the tavern (Or from the Naughty Nymph, her personal brothel, whichever you prefer,) and flirts incessantly.

If either of these are ok, I'll begin creating character profiles. As far as my credentials, I've played Pathfinder for years, but have just now decided to try play-by-post.


I went through and took notes on every character that's been posted so far:

Uta Badaxe, Tiefling barbarian: Bouncer
Bannok Rabinabick, Gnome rogue: Brewer
Invokweek, Kobold oracle: Merchant
Samael Ecsthalion, Human paladin: Priest
Winnifred McSnee, Human rogue: Chicken farmer
Jerome Greenberry, Dwarf druid: Bartender
Boros "Babbles" Ironfoot, Dwarf cleric: Travelling smith
Esmee Drimplegatto, Gnome druid: Barmaid & Tinkerer
Eliam Ronwe, Human wizard: Merchant & Researcher
Angela Berger, Human witch: Barmaid

------

Edit: I see two major potential roles missing from this list: Entertainment and Cook.

The summoner concept could work just as well as a cook as as a bartender - This ugly (hairy?) misshapen thing makes amazing tasting food (+8 racial modifier to Profession(cook)), but you really don't want to ask it what went into the meal or complain about the cooking.

Alternatively, an alchemist (or witch) as a cook could be just as disturbing, and would mean no summoners (and no need to figure out what the actual summoner's job would be, if any).

I'm leaning towards the alchemist cook right now. We'll see if that sticks to me.

And of course, with the usual paring down to 4-ish players, there's going to be gaps left, since we're up to 10 stat blocks


GM Hands of Fate wrote:

One gnome brewer, with a pouchful of Black Eox hops, ready to start brewing!

Bannok Rabinabick

Gnome Rogue 1

Ever the hop-head, Bannok is almost obsessed with brewing. His phrase is "If you can dream it, I can brew it. And my dreams are pretty wild."

Following up, here is his background. Yeah, I used the background rules from the UC...

Spoiler:
Early Life

Bannok was born in raised in a non-gnome town or village in the northern reaches of the River Kingdoms. He is an only child. He was enough to drive his mother to drink at an early age, and caused her never to want children ever again.

Bannok’s father is a member of the Guild of Brewers. Unfortunately, he is stuck in his ways, and already has started to bleach. He is resistant to try new recipes, resistant to alter his existing recipes. “What has always worked, will always work!” he claims.

Bannok’s mother is from a poor family. She grew up toiling in the fields, and has aged prematurely. While she has not bleached yet (Bannok’s antics have kept her ever experiencing new things), she tends to be exhausted. When not keeping house, she works in the family’s barley fields. She drinks. She drinks a lot.

When Bannok was 30, his village was raided by a force of Kellids driven from their home in Numeria by some great monster. The Kellids swept into the village, killing most of the men, and dragging off women and children. His entire family was ravaged by the savages and barely made it into hiding before the barbarians put the town to torch. Afterwards, with not much more than what they could carry, his family, and a couple other survivors packed up and travelled to a more civilized place.

Bannock became apprenticed to his father, but his wild ideas for brewing tend to drive his father crazy. Once he became a Journeyman Brewer, he set out to make a name for himself.

Bannok’s best friend is a halfling named Penna Asterhair. Penna is a very bookish woman, loving nothing better than to regale Bannok of her latest book, which tends to bore Bannok to death. But the frequent lectures have actually sunk into Bannok’s head and he does have a surprising aptitude for numbers, and his capability for thinking outside the box has increased tremendously from his friendship with the girl.

When Bannok was 40, he fell in love with another gnome, a girl from the neighborhood. Charlitce and he courted on and off, until one night, upon being invited to a late night ‘picnic’ off in the woods, away from the prying eyes of parents, Bannok stumbled upon Charlitce and Gralt, the smith’s apprentice in the throws of passion.

In a fit of jealousy and rage, Bannok killed both his betraying lover and the other boy, with a rock. He remembers to this day every moment of the killing, and feels terrible remorse for his crime. But to this day, almost ten years later, he has not admitted this murder to anyone. He keeps a lock of her blood-matted hair in a pocket of his vest at all times.

It took many years for Bannok to trust women again, but after 5 years, he fell madly in love with another gnome. (I am going to leave this open, in casewe want to tie into another character here)

In Bannok's eyes, the freedom and wildness he feels within him is the only correct and true way of the world. He tends to be shocked that there are those of the mindset that laws and taxes and structure exist. He tends to look at these people as on the verge of bleaching, even non-gnomes, and tries to steer them away from their path of self-destructiveness. He isn't malicious in his intent, but he does tend to try and instill more 'fun' into their lives, as he sees it.

My background calls for a love interest. If anyone wants to add a new level of intrigue into the game, let me know! If not, it's some other townie.


If I were a gnome, then mister Bannok, I'd take you up on that! Instead, I will look down on you. (Literally.)

Anyway, does the town have an icehouse?


nothing saying my love interest can't be a big person!

Grand Lodge

I think my gnome would be terrified if she found out about your past...


Then a big, shy love interest is something I'd be willing to do! Unless any other female characters wanted to do it. Maybe you'd be better off with them. They're probably prettier.


Communist/Angela: Yes, the drawback thing is totally allowed, although run the potential drawback past me first (some of them aren't much of a drawback, in my opinion). The town has an icehouse if y'all want it to, I suppose. Hadn't thought about it much. Also, Angela's looking good so far. A question on that - I know 18 Int is

Red Velvet Tiger: Sure, either of those could work - although I admit to being a little uncomfortable running much detail for a brothel/prostitute. Absolutely no problem with the concept, as long as you're cool with a lot of 'fade-to-black' sort of thing happening.

Everybody: Much as I love interweaving backstories (and I really do love that sort of thing), try and hold off until we've got the final players sorted out. I'd hate to have you work up an intricate relationship and then have to cut it out.

On a different note, I've noticed a few people saying they're new to PbP. For them, and anyone else looking for tips, I highly recommend Doomed Hero's guide to Play By Post Gaming. I use most of the recommended formats there, for reference.


Viscount K wrote:

Communist/Angela: Yes, the drawback thing is totally allowed, although run the potential drawback past me first (some of them aren't much of a drawback, in my opinion). The town has an icehouse if y'all want it to, I suppose. Hadn't thought about it much. Also, Angela's looking good so far. A question on that - I know 18 Int is

Is what O:

For the drawback I was thinking either of attached (To an object), doubt, or family ties. Are any of those appropriate?


Regarding drawbacks, Eliam took the Meticulous drawback (-2 penalty on all untrained skills) to gain the Merchant trait (+1 appraise and +1 sense motive while bargaining).

Of course, this ended up with him having two social traits (Merchant + Tireless Logic) but I'm not sure if the only-one-trait-for-each-category applies when one of those is an extra trait.


Viscount K, most GMs are uncomfortable with such things, as it's not something often broached in polite society. Keeping this in mind, I will develop Poogslurp as a character, since an inn can hardly be run without any food! I will develop the character and post him by tonight, though it will likely be tweaked.

Also, in regards to spell effects, can they differ in appearance or are you set on every spell looks the same? Thinking of flavoring spell's appearances, like having Magic Missile conjuring cutlery out of sheer force energy which home in on enemies, using Construct Form x to turn into a gingerbread golem, or Animate Dead to create Meat Pie Zombies! Summon Monster spells could summon creatures made out of foodstuffs, like Celestials made out of vanilla cake or Fiends made out of week old Chinese food! Just thematic changes.

I was thinking about conjured or animated creatures having the Delicious quality from the Inner Sea Bestiary attached to them to simulate the fact that they are made out of food, if that is ok with you, Viscount K!

One insane(ly smart) Goblin Wizard-chef with a chef's hat, an elitist attitude, and the fakest French accent you've ever heard coming right up!

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