Citizens of Absalom

Game Master rknop

The PCs are citizens in Absalom, owners of organizations (using the Ultimate Campaign) downtime.


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Shadow Lodge

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Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber

OK, I think I've got everything now.

The organization is Seascapes and Sunsets by Maricelli (henceforth S&SbM).It is a gallery, studio, and temple to the newly ascended (but univerally-deemed Failed) goddess Maricelli, the Watercolor Woman.

Turanerra Kalidoksis (the PC) is Maricelli's sister, and is an Arcane Healer Bard 7. She and Maricelli are both Taldans from Oparra.
Kvallen Marnev (the Cohort) is Maricelli's "widowed" husband, and is an Urban Ranger 5. He is Irriseni from Chillblight.
Followers are 10 level 1 and 1 level 2. Not all these followers are employed by S&SbM, but there are not employees who are not followers.
S&SbM is housed in a single large building. Turanerra and Kvallen both live there. (I only bought a single bedroom, but have split it into 2 smaller rooms.)

Details follow, including some from my earlier post so that everything is together.

Turanerra - crunch:
Turanerra Kalidoksis:
Female (Arcane Healer) Bard 7
CG Medium Humanoid (Human)
Init: x; Perception: x
Languages: Common,
Str: 10 Dex: 13 Con: 12 Int: 14 Wis: 13 Cha: 18

BOOKKEEPING:
Alternate Racial Trait: Focused Study
Archetype: Arcane Healer
Favored Class: Bard (1xHP, 6xSpells Known)
Feats: Dazzling Display (Lvl 5), Eldritch Heritage (Impossible) (Lvl 7), False Focus,(Lvl 1), Skill Focus(Kn:Engineering) (Human Bonus), Weapon Focus (Iron Brush) (Lvl 3)
Skills Purchased: 7 Ranks each in Appraise, Craft (Painting), Diplomacy, Knowledge (Religion), Perform (Oratory), 3 Ranks each in Acrobatics, Bluff, Heal, Intimidate, Perception, Sense Motive, Sleight of Hand, Stealth, 1 Rank each in Climb, Knowledge (Engineering), Knowledge(Local), Spellcraft
Traits: Success from the Failed (Campaign), Heirloom Weapon (Iron Brush) (Equipment)

MAGIC:

Spells Known:

Level 0:
Dancing Lights
Detect Magic
Ghost Sound
Mending
Message
Prestidigitation
Sift
Unwitting Ally

Level 1:
Clarion Call
Discern Next of Kin
Glue Seal
Hypnotism
Silent Image
Timely Inspiration
Unseen Servant
Vanish

Level 2:
Allegro
Blistering Invective
Cure Moderate Wounds
Masterwork Transformation
Tongues

Level 3:
Clairaudience/Clairvoyance
Major Image

EQUIPMENT:
Marvelous Pigments (4,000gp)
+1 Calming Mithral Chain Shirt (5,100gp)
+1 Clangorous Buckler (4,155gp)
+1 Iron Brush (2,332gp)
Ring of the Sublime (2,000gp)
Amulet of Souk (4,000gp)
Wand of Cure Light Wounds (750gp)
Assorted Scrolls, Potions, Alchemical and Mundane Goods: 1,163gp

Turanerra - background:

Opparan Street Life

Turanerra was not a natural painter. Painting is about the moment -- one crystalline instant torn out of time's flow, implying an origin and fate, but depicting neither. But Turanerra craved the movement and the blur. She arrived in Oparra as an eager young storyteller, the rhythm of her voice spinning tales and fates that picked up speed every day until mornings were flayleaf and zerk and evenings were shiver and pesh and every hour in between was full of strange friends or friendly strangers. A sadly ordinary tale for such a promising storyteller.

Dawnfoot at Sunset

Which is why Maricelli taught her to paint. Turanerra hadn't wanted to leave Oppara but no one would buy the ticket to Absalom her sister had sent her and she owed the streets more than she could afford to pay. In Absalom, Maricelli locked her in a room with a window and canvas, and no matter how many times Turanerra smeared paint and other fluids on the walls Marinelli would just say "Paint what you see, and the door will open." By the time Turanerra could slow the world down long enough to capture it in brushstrokes, she wanted no more than that.

Everything's for Sale at the God's Market

Both sisters painted, but Maricelli's paintings were the ones that made the sun shine brighter on her canvas. So Turanerra took over the practical side of life -- soon they had students and a gallery and, Shelyn help them, a salon. Maricelli married a softspoken mason who couldn't tell chartreuse from cyan but who could tell Maricelli she was the moon in his sky. And they were busy and they were focused and they were enterprising and they were vivid and they were happy. And then one day Maricelli walked into the Starstone Cathedral.

Test of the Starstone

They call her one of the Failed -- but how could they know? How could a woman so talented, so vibrant, so vital simply be gone? And as Turanerra looks more closely at her sister's life, at her work, and at the ways she enhanced everyone around her, she becomes more and more convinced that they were filled with miracles. Miracles -- from oracular paintings to healing and other powers Turanerra has been manifesting since declaring her sister's divinity. After having spent so long in Maricelli's shadow, Turanerra now understands what she was been called to do -- to spread the word of Golarion's newest goddess, Maricelli, the Watercolor Woman.

Kvallen - crunch:

Kvallen Marnev
TN Medium Humanoid (Human)
Init: x; Perception: x
Languages: Common, Irreseni, Sylvan

Str: 16 Dex: 14 Con: 14 Int: 12 Wis: 10 Cha: 10

BOOKKEEPING:
Alternate Racial Trait: Heart of the Streets
Archetype: Urban Ranger
Combat Style: Weapon & Shield
Favored Community: Ascendent Court
Favored Class: Ranger (5hp)
Favored Enemy: Fey (+4), Construct (+2)
Feats: Exotic Weapon Proficiency(Ram) (Human), Improved Shield Bash (Lvl 3), Power Attack, (Lvl 1) Shield Slam (Ranger Lvl 2), Siege Engineer (Lvl 5)
Hunter's Bond: Companions
Traits: Abject Belief (Faith), Chillblight Emissary (Regional)
Skills Purchased: 5 Ranks each in Craft (Stonemasonry), Disable Device, Knowledge (Engineering), Knowledge (Local), Perception, Stealth, Survival

EQUIPMENT
Cold Iron Masterwork Hammer
Masterwork Agile Breastplate
+1 Medium Steel Shield
Masterwork Artisan's Tools (Stonemason)
3x Hex Nails

Kvallen - backstory:

Kvallen was raised in Chillblight -- metropolis of the dark, cold fey. And he doesn't talk about it. Ever. There are scars on his body from frostbite and from small, thin knives, and he doesn't talk about those either. Or where he learned to operate siege weapons, or how he got to Absalom.

He does talk about stone, and building structures that will stand for decades. And every exasperating thing his wife Maricelli ever did, and how she was the best person he had ever met. And that he knows that every time the sun sets, she is personally putting the orange in the sky.

He restored the building that currently houses the gallery, and oversees its maintenance and expansion, as well as its physical security.

Seascapes & Sunsets by Maricelli - organization:

Before Maricelli's ascension, this gallery had large display space, space for classes, and sleeping quarters for the principals. Since then the gallery space has had an altar installed, and all of Maricelli's unsold major paintings have been hung around it, functioning as a reliquary and small area for weekly worship. Of the art for sale, most of it is paintings, and most of that is watercolors, but there are select pieces of sculpture, drawings, or even jewelry there as well. (Often times by artists who work in more than one medium, that have paintings hung as well.)

The organization is now headed by Turanerra, who manages the gallery and serves as Maricelli's High Priestess. Maricelli's "widowed" husband provides for maintenance, expansion, and security. There are 3 Artists who teach classes there, and who have regular showing of their work. Among their students are 5 who could be classified as true believers, and who provide unskilled labor as part of their tuition payments. Those eight are all "Followers"

There are 3 other followers who do not actually work at S&SbM. One is a believer who is a muscian and one is the long-term romantic partner of one of the students. The third is the only 2nd level follower. Zirnan is a Priest of Shelyn (and painter) who had been one of Maricelli's instructors. He believes that Maricelli is now one of Shelyn's divine servitors, and has spent the last nine months "on loan" from one of the local Temples of Shelyn. He occasionally works as a teacher at S&SbM, but spends most of his time researching and writing on Maricelli's life -- he is investigating and documenting any "miracles" that she may have performed (or may now be enabling) in order to make a scholarly case for her divinity. Four of Turanerra's other followers are also be in the camp of "Maricelli is a servitor of Shelyn, not a full-fledged deity." This is not currently a schism, but could become one someday.

Seascapes & Sunsets by Maricelli - capital spend:

Altar 6cp
Common Room 15cp
Bedroom 15cp
Classroom 12cp
Lavatory 6cp
Reliquary 9cp
Sewer Access 5cp
Storefront 9cp

Remaining Capital = 3 Magic

Maricelli - the Watercolor Woman:

NG Goddess of Watercolors, Landscapes, Sunsets, and Clairvoyance
Holy Symbol: Paintbrush w/multicolored tip
Sacred Weapon: Iron Brush
Domains: Good, Knowledge, Luck, Sun
Subdomains: Fate, Imagination, Memory, Revelation

Shadow Lodge

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Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber

As far as forming links with other orgs go, here are some threads I've left hanging, if anyone wants to pick up and run with them:

Turanerra's life on the streets in Oparra.
Kvallen's past in Chillblight. There's some military service there, but was it rebel? Working for one of the fey? Merc?
Maricelli had quite the reputation as an artist, and most of her paintings have been sold. Any upscale or well-appointed building may own some. Or wish to purchase new ones from her disciples.
Strong connections to church of Shelyn.
One follower is a street musician/tavern singer.

Also, dang there are some good submissions. Good luck to everyone. Glad I'm not the one narrowing these down.


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Here we go! Sorry for the wait. I combined the relationship between Sirith and Prakar (her cohort) together to save time.

Sirith's Stats:

Sirith
Female Undine bard 7 Archetypes Songhealer, Watersinger,
CG Medium outsider (native)
Init +6, Senses darkvision (60 ft.); Perception +5
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DEFENSE
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AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural, )
hp 59 ((7d8)+3)
Fort +2, Ref +7, Will +6, +4 vs. Bardic Performance, sonic, and language-dependent effects
Resistances cold 5,
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OFFENSE
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Speed 30 ft. Swim 40 ft.
Melee rapier +1 (cold iron) +8 (1d6+3/18-20)
Melee masterwork whip of slashing (paper cut) +8 (1d3+1)
Special Attacks Distraction,
Innate Spell-Like Abilities hydraulic push (1/day),

Bard Spells Known (CL 7th; concentration +10)
3rd(2/day)-cure serious wounds(DC 16), summon monster iii, fluid form(DC ), ride the waves(DC 16)
2nd(4/day)-cure moderate wounds(DC 15), mirror image(DC ), piercing shriek(DC 15), pyrotechnics(DC 15), aqueous orb(DC 15), hydraulic torrent, water walk(DC 15)
1st(5/day)-chord of shards(DC 14), cure light wounds(DC 14), ear-piercing scream(DC 14), grease(DC 14), identify, hydraulic push, slipstream(DC 14)
0th(at will)-dancing lights, detect magic, mending(DC 13), read magic(DC ), resistance(DC 13), scrivener's chant(DC 13), create water

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TACTICS
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STATISTICS
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Str 14, Dex 14, Con 10, Int 14, Wis 13, Cha 16,
Base Atk +5; CMB +7; CMD 19
Feats Aquatic Ancestry, Improved Initiative, Leadership, Spellsong
Skills Acrobatics +6, Diplomacy +10, Knowledge (Arcana) +13, Knowledge (History) +13, Knowledge (Local) +10, Knowledge (Nobility) +10, Knowledge (Religion) +14, Linguistics(Orc) +6, Perception +5, Perform (Dance) +14, Perform (String Instruments) +14, Profession (Courtesan) +10, Sense Motive +6, Spellcraft +9, Swim +12, Use Magic Device +9,
Traits Calistrian Prostitute (Calistria) (Diplomacy), Lucky Organization
Languages Aquan, Common, Elven, Kelish, Orc
SQ amphibious, armored casting, bardic knowledge, bardic performance, bardic performance, cantrips, countersong, darkvision, energy resistance, enhance healing, inspire courage, lifewater, spell-like ability, water affinity, watersinger spells, watersong, waterstrike, well-versed,
Combat Gear Wand of Cure Light Wounds (50 charges), potion of cure moderate wounds (2), potion of mage armor,
Other Gear amulet of natural armor +1, rapier +1 (cold iron), masterwork whip of slashing (paper cut), bracers of armor +1, belt of giant strength +2, elven chain +1, vestments (cleric's), daredevil boots, bag of holding (type i), elven trail rations (5), potion sponge (2), waterskin (filled), bedroll, musical instrument (harp/masterwork), 238.9 gp
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SPECIAL ABILITIES
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Amphibious (Ex) You have the aquatic subtype, but you can survive indefinitely on land.

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

Bardic Knowledge (Ex) You add +3 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 19 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a move action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a move action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bardic Performance A watersinger has some unique bardic performances, which replace some of the standard bardic performances as listed in each entry. These bardic performances follow all the general rules and restrictions of a bard's bardic performances.

Calistrian Prostitute (Calistria) (Diplomacy) You worked in one of Calistria's temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

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

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

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

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

Energy Resistance (Ex) Undines have cold resistance 5.

Enhance Healing (Su) 3 times per day, you can cause any healing effect from a spell completion or spell trigger item to function at caster level 7.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Lifewater (Su) The watersinger can spend 1 round of bardic performance as a standard action to manipulate the water, blood, and other fluids within a creature's body, causing the target to become sickened for 1d4 rounds. Alternatively, he may use this ability to attempt a reposition combat maneuver, using 8 as his CMB. This ability has a range of 30 feet, only works on creatures whose bodies contain fluid, and does not affect creatures that are immune to critical hits.

Lucky Organization Once every three Event phases in the Downtime rules, if you don't like one roll for the random event the GM presents for your organization, you can ask for a reroll. You must take the result of the second roll, even if you like it less.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Spell-Like Ability (Ex) Hydraulic Push 1/day.

Swim Undines can move in water at 30' speed

Water Affinity (Ex) Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Undine spellcasters with the Water domain use their domain powers and spells at +1 caster level.

Watersinger Spells A watersinger adds certain waterthemed spells to his spell list. He adds these abilities to his spell list as soon as his bard level allows him to cast spells of that spell level.

Watersong (Su) A watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control 12 5-foot-cubes of water (these cubes must be adjacent to each other). The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 2 and 3 hit points per inch of thickness. The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.

Waterstrike (Su) The watersinger can spend 1 round of bardic performance to command any water he is currently manipulating with his watersong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of water the bard is manipulating, and the water can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The water can make multiple attacks per round if your base attack bonus allows you to do so.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Background:

Born in Absalom, Sirith knew she was different, even as a small child, growing up as a ward of the temple of Calistria, for she was an undine, a being touched by the elemental forces of water, most likely the result of a dalliance between a genie of water, a marid, and a human mother. She remembers almost nothing about her mother, only that she was taken in by the priests of the Favored Sting. Growing up, Sirith was well-liked and loved, even by those who were a bit wary of her and her planetouched blood. Sirith was skilled in the music and dance. During her training in the temple, she would play music on a harp while dancing, putting the clients and priests at ease. But the thing that separated her from other bards and priests of Calistria was her ability to use her music to heal. Although she used her healing music to aid those in need, asking nothing in return, the priesthood frowned upon this and were troubled as they feared that such beliefs would taint the other initiates and newly ordained clerics. However, there was one other thing that made her different: she could use music to control water itself. By playing the harp and dancing a rhythm with her feet, she could manipulate water to do her bidding.

After several years, she left home, overtaken by wanderlust, traveling the world. Exploring many far flung lands such as Andoran, Taldor, and even the Shackles, she grew in strength and devotion to Calistria, believing that the Favored Sting had gifted her with her healing songs and water music. To the young undine, Calistria was both the wrath and serenity of the oceans themselves, and while Calistria was not goddess of water, Sirith saw that Calistria could grant power through these just as easily as her usual domains. Sirith also came to believe that Calistria was opposed to slavery as well, believing that the goddess saw that slavery was an affront to free-spirited people and to herself. While some priests were accepting of slavery, it is true that others were abolitionists as well, so it was no surprise that the undine bard joined the ranks of the latter. It was during one of her travels that she encountered a half-orc savage named Prakar from the jungles of Mwangi, who was being auctioned at the markets in Qadira. She was charmed by this orcish noble savage, but try as she may, she could not persuade the slaver or the new owner of Prakar to sell him to her. Angered, she unleashed watery wrath upon the two of them. As they lay unconscious, she freed the half-orc of his chains and the two successfully ran away far from Qadira. The half-orc Prakar was moved by her actions, and followed her, wooed by her strange beauty and unusual powers. The two eventually fell in love, and even though Sirith could not persuade him to wear a bit more clothing, the unusual couple of half-orc savage and undine watersinger were happy with one another. It was when they returned to her homeland, that Sirith decided to accomplish something…something grand that would cause even Calistria herself to be overjoyed with: the creation of a beautiful and magnificent cathedral dedicated to the Favored Sting. Calling it the Heart of the Ocean’s Passion, Sirith bought a small stone chapel near the docks, renovating it to better suit her plans. She also enlisted the aid of an old friend and fellow ward, an elven priestess of Calistria named Ilana Silvershadow to work as abbot of the newly created temple. Sirith smiled as she began to envision and dream of her bold plans to honor her goddess…

Description and personality:

A slender and curvy female undine wearing bejeweled earrings in both ears including one that has a chain on her left ear, Sirith has blue-green skin, eyes the color of a stormy sea, and hair the color of a blue crystal clear lake. She also has pointed ears and webbed hands and feet. She tends to clad herself in scanty clothes and vestments, colored in the sacred colors of Calistria, Sirith also tends to wear a suit of magical Elven chainmail, and carries with her a golden excellently crafted harp, as well as a whip that she acquired during her travels. The whip is able to cause intense bleeding, and she has been known to use it on those who harm her temple, her friends, her lover, and her faith, not to mention she has been known to lash it out at those who suggest she caused many of the scars that Prakar’s body bears.
Sirith is friendly and quick with her wit as she is with her rapier and whip. She makes friends easily, but she can be easily angered just as well. She is known for her generosity and kindhearted nature, which makes her attractive to those seeking guidance. She despises slavery, seeing it as an abomination and affront to Calistria, and she has made it known that any slave who sets foot in her temple, she will gladly buys that slave’s freedom. Sirith’s music and powers have drawn several hopeful followers to her cause.

Prakar's Stats:

Prakar
Male Half-Orc (Mwangi (Kalabuta)) barbarian 3 / cleric 2 Archetypes Savage Barbarian,
CG Medium humanoid (orc, human)
Init +5, Senses darkvision (60 ft.); Perception +5
Aura aura of chaos,
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DEFENSE
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AC 15, touch 13, flat-footed 15 (+1 deflection, +1 Dex, +1 dodge, +2 natural, )
hp 63 ((3d12)+(2d8)+11)
Fort +10, Ref +3, Will +6, +1 morale bonus on saving throws against fear when wearing no armor
Defensive Abilities uncanny dodge,
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OFFENSE
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Speed 40 ft., Fast Movement
Melee corrosive falchion +1 +7 (2d4+4/18-20)
Special Attacks Animal Fury, Channel Positive Energy (1d6, DC 12, 4/day), Dazing Touch (4/day),

Prepared Spells
Cleric (CL 2nd; concentration +3)
1st-bless, cure light wounds(2)(DC 12), *protection from evil(DC 12)
0th-light, read magic(DC ), resistance(DC 11), vigor(DC 11)
*:Domain spell.
Deity Calistria; Domains Azata Subdomain (Good), Lust Subdomain,
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TACTICS
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STATISTICS
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Str 14, Dex 12, Con 15, Int 12, Wis 13, Cha 12,
Base Atk +4; CMB +6; CMD 19
Feats Eclectic, Improved Initiative, Prodigy (Perform (Wind Instruments), Profession (Courtesan))
Skills Acrobatics +8, Heal +7, Intimidate +7, Knowledge (Nature) +6, Knowledge (Religion) +7, Perception +5, Perform (Wind Instruments) +8, Profession (Courtesan) +7, Sense Motive +6, Survival +5, Swim +6,
Traits Calistrian Prostitute (Calistria) (Sense Motive), Resilient,
Languages Common, Kelish, Orc, Polyglot
SQ aura, aura of chaos, bonus barbarian rage rounds, bonus cleric domain power use (2x), darkvision, elysium's call, fast movement, intimidating, naked courage, orc blood, orc ferocity, orisons, rage, rage, spontaneous casting, variant channeling - battle/wrath, weapon familiarity, ,
Combat Gear potion of bull's strength, scroll (cure moderate wounds (mass)),
Other Gear amulet of natural armor +2, corrosive falchion +1, ring of protection +1, cloak of resistance +1, vestments (cleric's), bag of holding (type i), bedroll, elven trail rations, orc trail rations, waterskin (filled), whetstone, holy symbol (iron), musical instrument (pan pipes/masterwork), 310.88 gp
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SPECIAL ABILITIES
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Animal Fury (Ex) While raging, you gain a bite attack, If uses as a part of a full-attack action, the bite is made at your full base attack bonus-5. If the bite hits, it deals 1d4+1 points of damage. You can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks you make against the target this round are at a +2 bonus.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Chaos (Ex) You project a moderate chaotic aura.

Barbarian ~ Uncanny Dodge Tracker

Bonus Barbarian Rage Rounds Barbarian: Add +1 to the barbarian's total number of rage rounds per day.

Bonus Cleric Domain Power Use (2x) Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.

Calistrian Prostitute (Calistria) (Sense Motive) You worked in one of Calistria's temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 4 times per day.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more thatn 2 Hit Dice are unaffected. You can use this ability 4 times per day.

Domains

Elysium's Call (Su) With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for 1 rounds, although the saving throw reroll only applies when the creature is touched. You can use this ability 4 of rounds per day.

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Naked Courage (Ex) At 3rd level, the savage barbarian gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd. This ability replaces trap sense.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 10 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 10 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 10 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 10 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Variant Channeling - Battle/Wrath Heal - Creatures gain a + channel bonus on weapon damage and critical hit confirmation rolls until the end of your next turn. Harm - Creatures take a - channel penalty on weapon damage and critical hit confirmation rolls until the end of your next turn.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

[b][/b]

Prakar'sBackground:

Prakar is certainly an oddity. Born in the jungles of Mwangi in the tribes of the Kalabuta, Prakar was a skilled warrior, battling both foolhardy and greedy treasure hunters and wicked minions of the Gorilla King himself, the half-orc was feared by both his tribe and enemies. However, he was one day captured by slavers and taken to a faraway land known as Qadira where he was to be sold as a pit fighter. Then, a strange woman with skin, eyes, and hair the colors of the sea and waters came and helped him to escape his fate as a slave. Curious and taken in by her beauty, he followed her, learning the ways and teachings of the undine’s goddess. He saw that Calistria must have pitied him and sent this bard named Sirith to rescue him from his soon-to-be masters. Prakar and Sirith soon fell in love with one another. He journeyed with her to her home in Absalom, where she began to talk about the raising of a cathedral dedicated to Calistria, a plan that he doubted but he trusted both his love and the Favored Sting and vowed to see that such a cathedral be built successfully.

Description and Personality:

Prakar is an extremely tall muscular half-orc with a height of 6’3”, his body is covered with tribal tattoos and scars. He is naked save for a simple loincloth, decorated with the holy symbol of the Favored Sting and colored in her sacred colors as well. He goes barefoot as well. He carries a mighty falchion that drips with acid when drawn for battle. His eyes are the color of violet and his hair is the color of fire. His tusks are razor sharp and he has been known to use them in battle. He also carries with him a pair of pan pipes, which surprises many visitors, especially when they hear him skillfully play them, accompanied by Sirith’s dances and strings.

The half-orc savage is bit hot-tempered, but he is also honorable and trustworthy friend, especially in the heat of battle. He cares deeply for Sirith and her temple, and will risk his life for both. He also takes his duties as a priest of Calistria seriously as well. He favors her as a deity of warlike vengeance, but also as a goddess of passion, especially in terms of his romance with the undine bard. He is slightly overprotective of her, but he means well, and knows that she can handle herself quite well, although he does coddle her from time to time.

Relationship between the two:

Prakar and Sirith get along quite well, although Prakar tends to be a bit overprotective of her at times, but he’s willing to give her space, knowing she can handle herself. He is also protective of her plans and would defend the Heart of the Ocean’s Passion to the death if need be. Sirith loves the half-orc with all her heart and would gladly give her life for him especially if her goddess asked her to. Prakar is also in love with the undine bard as well, having learned much about Calistria from her and even going so far as to become a cleric of the Favored Sting herself. Sirith tends to get a bit jealous when one of the temple’s clients takes a fancy after her half-orc lover, she knows he’s only doing his priestly duties, but she is quick to remind anyone who tries to steal her Prakar from her that she will feel more than just her wrath’s sting! Illana knows this, and would never dream of stealing Prakar from her friend. While they have been known to argue with one another, especially over Prakar’s insistence on wearing nothing save a loincloth, the bond between the two is strong as adamantine and as beautiful and mighty as the seas of the world.

Heart of the Ocean’s Passion:

The newly created temple of Calistria, the Heart of the Ocean’s Passion, is located near the docks of Absalom. It has many of the usual features that one would associate with a temple dedicated to the Favored Sting, except it also has features dedicated to water and oceans, such as designs of seahorses and dolphins, in addition to several stained glass windows depicting the goddess herself, one of which, the largest one in fact, shows her as a nude aquatic elf surrounded by seahorses and bees. The temple has one bedroom, where Prakar and Sirith sleep. Illana sleeps in the common room until additional bedrooms can be constructed. The temple has a magnificent statue of Calistria that shows the Favored Sting as a scanty clad sea elf holding a barbed whip and a harp.

Ilana Silvershadow, a female aquatic elf cleric, is a good and trustworthy friend of Sirith and devout follower of Calistria. She was brought on to handle running the Heart of the OCean's Passion while Sirith and Prakar take care of other matters.

Leadership score: 13 (10 base score +2 (has headquarters) +1 (fairness and generosity))
Followers: Sirith has eleven followers, a 2nd level female half-elf adept and 10 level 1 (5 are commoners, 3 are experts, and two are warriors) followers made up of elves, undines, half-orcs, half-elves, and humans.

Captial Purchases:
Temple: 28 Goods, 2 Influence, 29 Labor, 2 Magic=60 CP

Rooms 1 Altar, 1 Bedroom, 1 Common Room, 1 Confessional, 1 Office, 1 Sanctum, 1 Statue, 1 Storage

Abbot (Ilana Silvershadow) 15 CP

Total: 75 CP

CP leftover: 5

Grand Lodge

I would like to submit an applicaton for:

Figit Heavyhand

Male Halfling Brawler 3/Rogue (unchained)4

Backstory:
. Figit was born under a Blessing of Besmara aboard a passenger ship, which was attacked by pirates shortly after. The ship was sunk but one of the pirates saved the newborn Figit.
. At the next port, the pirate bestowed the care of the child to one of the pirate's favorite bar wenches, who loved and raised Figit as her own, despite the race difference of her being a human and Figit being a Halfling. Growing up in a tavern atmosphere, especially one frequented by known pirates, Figit was quick to sharpen his pugilist skills, using his size to his advantage against larger opponents. Whether breaking up a threat to his "house", protecting his mother, or being underestimated due to his small stature. Figit excelled in finding the weak spots of his oppenents, winning brawls with an amazing finesse, always careful to perform a knockout non-lethaly whenever possible, these were patrons after all, and the means by which his mother earned a living. Unarmed fighting is not the only way to pass time in a tavern though, with plenty opportunity to imbibe alcohol, Figit also possesses the ability to drink liquids in an accelerated time.
. Whether it came from a sign at birth, magnificent tales shared through ale at the tavern by pirates, a search to find answers for questions he hadn't asked yet, or merely earn some coin... Figit often signed on to crews for various ships. As any able body seaman will attest, when crewing a ship, you pick up various skills that may not be required for your assigned duties. Sometimes out of necessity to fill an open assignment, or sometimes simply to pass the countless hours at sea. Of course, all crews are different and require an ability
to sense the motives of each individual. As can be expected in a area riddled with pirates, some rogue crews didn't always follow the path of the righteous. More often than not you can learn more from these type crews than your standard trade ships.
. Fortune has smiled upon Figit and he has invested in his future by opening an inn (The Grotto), and a "legitimate" shipping business (Manta Ray Shipping Company). He's taken on a partner (5th lvl Bard) in Etuna Stareye. He's acquired a small following of loyal employees. Each of which he has given a personalized coin with the emblem of his shipping company engraved on it. The coin also acts as an "id" to prove loyalty to him and when shown at The Grotto or Manta Ray warehouses provide special benefits. (i.e. bar tab, reduced prices, lodging, ec.)
. Figit currently has 1 ship in his fleet, a keelboat (the Hawkbill) that he captains himself. Used for chartered transport of people or goods. He has aspirations for a proper sailing ship to roam the seas aboard.

crunch:
Figit Heavyhand - 7
Male halfling brawler 3/rogue (unchained) 4 (Pathfinder RPG Advanced Class Guide 23)
CN Small humanoid (halfling)
Init +4; Senses Perception +14
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 17 (+6 armor, +4 Dex, +1 size)
hp 52 (7 HD; 4d8+3d10+10)
Fort +5, Ref +11, Will +3; +2 vs. fear
Defensive Abilities danger sense +1, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +11/+6 (1d3/19-20) or
. . unarmed strike +12/+7 (1d4+5) or
. . unarmed strike flurry of blows +10/+10/+5 (1d4+5)
Ranged sling +11 (1d3)
Special Attacks brawler's flurry, maneuver training (trip +1), martial flexibility 4/day, sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 12, Wis 12, Cha 16
Base Atk +6; CMB +5 (+6 trip); CMD 19 (20 vs. trip)
Feats Bludgeoner[UC], Combat Expertise, Combat Reflexes, Enforcer[APG], Improved Unarmed Strike, Leadership, Skilled Driver[UC], Weapon Finesse
Traits besmara's blessing
Skills Acrobatics +10, Appraise +5, Bluff +13, Climb +4, Diplomacy +13, Disable Device +8, Disguise +10, Escape Artist +8, Handle Animal +10, Intimidate +13, Knowledge (local) +9, Linguistics +5, Perception +14, Profession (sailor) +10, Ride +8, Sense Motive +11, Sleight of Hand +8, Stealth +12, Survival +1 (+3 to avoid becoming lost when using this), Swim +4, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Halfling
SQ adaptable luck, brawler's cunning, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, martial training, rogue talents (slow reactions, trap spotter), trapfinding +2
Other Gear +3 hide shirt, dagger, sling, sling bullets (20), +1 amulet of mighty fists, circlet of persuasion, backpack, bedroll, belt pouch, blanket, bottle, chalk (5), chest, medium, compass, explorer's outfit, flask, ink, black, inkpen, keelboat, loaded dice, lock, simple, manacles, marbles, marked cards, parchment (5), scroll case, silk rope (50 ft.), sunrod (2), 2,726 gp, 9 sp, 2 cp
--------------------
Special Abilities
--------------------
Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Brawler's Flurry +4/+4/-1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 racial bonus vs Fear saves.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Leadership (Base Score 10) You attract loyal companions and devoted followers.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Skilled Driver (Water) Gain +4 bonus on driving checks with made with one vehicle
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Etuna Stareye (Cohort)
Female Halfling Bard 5

backstory:
Shortly after opening his new tavern (The Grotto), Figit hired Etuna to perform and help draw a crowd. Etuna is a natural entertainer and as the tavern grew into a small inn, She has been entrusted with the day to day operations by Figit. Unknown to her, Figit has a love interest in her, but has never made his amorous feelings know to her. She occasionally accompanies Figit on his voyages. Provides more support and knowledge than physical combat or sailing expertise.
. Etuna is a very pleasant conversationalist and diffuses almost any hostility that rears it's head in the Grotto. She is Figit's most trusted confidant.

Cohort crunch:
Etuna Stareye
Female halfling bard 5
LN Small humanoid (halfling)
Init +2; Senses Perception +10
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 38 (5d8+10)
Fort +2, Ref +6, Will +4; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d3/19-20)
Ranged shortbow +6 (1d4/×3)
Special Attacks bardic performance 15 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +2)
Bard Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—cat's grace, create treasure map[APG], cure moderate wounds
. . 1st (5/day)—cure light wounds, saving finale[APG] (DC 14), unseen servant, vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, detect magic, know direction, open/close (DC 13), read magic, summon instrument
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +2; CMD 14
Feats Craft Wand, Craft Wondrous Item, Flagbearer[ISWG]
Skills Acrobatics +3 (-1 to jump), Appraise +6, Bluff +10, Diplomacy +11, Disguise +7, Intimidate +7, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +4, Knowledge (nobility) +8, Knowledge (planes) +4, Knowledge (religion) +8, Linguistics +10, Perception +10, Perform (oratory) +11, Perform (sing) +7, Profession (barmaid) +4, Profession (innkeeper) +8, Sense Motive +11, Sleight of Hand +3, Spellcraft +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Tien
SQ adaptable luck, bardic knowledge +2, lore master 1/day, versatile performance (oratory)
Other Gear studded leather, mwk heavy steel shield, arrows (40), dagger, shortbow, flag, 2,161 gp
--------------------
Special Abilities
--------------------
Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 15 rounds/day) Your performances can create magical effects.
Fearless +2 racial bonus vs Fear saves.
Flagbearer Grant bonuses to allies who see your flag.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Versatile Performance (Oratory) +11 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Buisnesses:
The Grotto - Inn near Absolom Harbor

Bar
Earnings gp or Influence +10
Benefit bonus on Diplomacy checks to gather information
Create 6 Goods, 1 Influence
Size 10—20 squares
A Bar stores a selection of drinks and includes a counter for preparing them. After spending an hour with local people in this room, for the next 24 hours you gain a +1 bonus on Diplomacy checks you make to gather information in the settlement.

Bath
Earnings gp or Influence +3
Benefit bonus on Fortitude saves against disease
Create 3 Goods, 1 Influence
Size 3—6 squares
Upgrade From Sauna
A Bath contains a single large bathtub or multiple smaller basins, along with a stove for heating water. After spending 1 hour in this room, you gain a +2 bonus on your next ongoing Fortitude save against disease.

Bedroom
Earnings gp or Influence +3
Create 8 Goods
Size 4—8 squares
A Bedroom provides comfort and privacy for one to two people, and typically features one large bed or two smaller beds. Many also have furnishings or features, such as chairs, wardrobes, chests, tables, or small fireplaces. A Bedroom might be the sleeping place of a building's owner or a comfortable room for rent.

Common Room
Earnings gp or Influence +7
Create 7 Goods
Size 10—30 squares
Upgrade To Ballroom, Ceremonial Room, Throne Room
This versatile open area has enough space for many people to use at once. A Common Room is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.

Kitchen
Earnings gp or Goods +4
Create 4 Goods
Size 2—6 squares
A Kitchen is used to prepare food. It contains a stove, sink, and small pantry with basic cooking tools and supplies. A Kitchen for a business that serves food, such as an Inn, probably also has Storage just for foodstuffs.

Lavatory
Benefit Bonus on Fortitude saves against contracting disease
Create 3 Goods
Size 1—4 squares
Upgrade From Shack
A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a building doesn't have a Lavatory, people in it must go elsewhere for this sort of activity. Depending on the building and settlement, a Lavatory might be an outhouse, a closet with a chamber pot, or a stool connected to an external system such as a cesspit or pig trough. If the building has a Sewer Access, you can automatically connect all Lavatories in the building to the settlement's sewer system (see page 101). The sanitation improvement from having a Lavatory mean residents, guests, employees, and others who frequent the building gain a +2 bonus on Fortitude saves to resist contracting a disease while in the settlement.

Lodging
Earnings gp +12
Create 10 Goods, 1 Influence
Size 20—35 squares
Upgrades From Bunks
This area is subdivided into smaller chambers and provides private housing and limited storage for up to 10 people. Each chamber typically includes one or two small beds, linens, a chamber pot, and a small table and chair. The door to the chamber is a simple wooden door with a simple lock. You may upgrade individual locks by paying the price difference between a simple lock and the desired lock.

Stall
Earnings gp, Goods, or Labor +8
Create 6 Goods, 1 Influence
Size 6—16 squares
Upgrade To Habitat
A Stall is a place to keep 1—2 horses or other Large domestic animals. It contains gates, feed troughs, feed, and straw.

Storefront
Earnings capital +5 (of a type the building already generates)
Create 5 Goods, 1 Influence
Size 2—4 squares
Upgrades From False Front
This is a simple storefront, holding a wooden counter, a ledger, shelves, and other necessities to run a business.
------------------------------------------------------------------------
Manta Ray Shipping Company - Pier in Absalom Harbor

Animal Pen
Earnings gp, Goods, or Labor +8
Create 6 Goods, 1 Influence
Size 4—16 squares
Upgrades To Habitat
An Animal Pen houses animals that need more attention than horses and cattle. It could be used to house animals for food (like chickens or pigs), display (like song birds or reptiles), or protection (like dogs or large cats). One animal pen can support 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures, providing them with water and shelter. Food is not provided.

Dock
Earnings gp, Goods, Influence, or Labor +12
Create 7 Goods, 2 Influence
Size 10—30 squares
This is a series of walkways and sturdy posts used to safely moor a water vessel such as a boat or ship. If attached to Storage, it allows you to easily move cargo to and from the water.

Office
Create 3 Goods
Size 2—5 squares
Upgrades From Storage
This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.

Storage x2
Earnings gp +2
Create 3 Goods
Size 4—8 squares
Upgrades From False Front, Shack; Upgrade To Office, Vault
Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.


pH unbalanced wrote:

OK, I think I've got everything now.

The organization is Seascapes and Sunsets by Maricelli (henceforth S&SbM).It is a gallery, studio, and temple to the newly ascended (but univerally-deemed Failed) goddess Maricelli, the Watercolor Woman.

Turanerra Kalidoksis (the PC) is Maricelli's sister, and is an Arcane Healer Bard 7. She and Maricelli are both Taldans from Oparra.
Kvallen Marnev (the Cohort) is Maricelli's "widowed" husband, and is an Urban Ranger 5. He is Irriseni from Chillblight.
Followers are 10 level 1 and 1 level 2. Not all these followers are employed by S&SbM, but there are not employees who are not followers.
S&SbM is housed in a single large building. Turanerra and Kvallen both live there. (I only bought a single bedroom, but have split it into 2 smaller rooms.)

Details follow, including some from my earlier post so that everything is together.

** spoiler omitted **...

Interesting concept! I like the demigoddess you created too! Good luck!


Had some spare time, some I brainstormed some possible ways that Brielle or her organization might be familiar with other applicants.

Possible Connections:

Amara Ishu (ginganinja)
Some of Brielle's student may frequent her establishment. This fact would be completely unbeknownst to her. Branson (cohort) may also have visited both to make use of the information network and to handle any debts/trouble the students may have gotten into.

The Nameless Librarian (Phylotus)
Since the Wethers have lived in Absalom their whole lives, I'm sure a curious little shop like The Undertow is something they would have visited.

Herger Orickson (The Nine)
I'm sure many of Brielle's student would be eager to get in the arena, especially if a quick buck is to be made. They would be easily recognizable as they are all lightweight fighters with a very particular, but effective style of fighting. Perhaps even Bronson or Brielle might have tried their hands in the ring.

Turanerra Kalidoksis (ph Unbalanced )
Before opening her own school, Brielle served as a tutor for many nobles. As a result she may have encountered Maricelli's work.

Josephus Fynch (DM Barcas)
While Brielle would have little need for a bounty hunter or a private adventurer, she would probably trust Josephus a lot if the two have ever met. Both characters seem to have a strong belief in doing the right thing, even when there is an easier path.

Davina Goldenale (Anerin Rhodri)
I haven't specified a religion for Brielle, but considering that she runs an entire academy of rapier wielders, its wouldn't be a stretch to say that she leans toward Cayden Cailean.

Cysos Flametender (Dragonflyer1243)
Who doesn't like zoos?

Dolgrin Girndmar (Thron)
Brielle may have needed Dolgrin's services recently in order to stock her dojo/.

Arythia Lodesani (niconorsk)
Brielle may have encountered some of Ary's Angels at the occasional noble soiree she was invited to.

Sirith (SCKnightHero1)
Like with ginganinja's entry, it's unlikely that Brielle would visit the temple. But her students and brother have been there.

Simon Longreach (Harakani)
Both Brielle and Simon seem to have very similar goals of using their academies to teach their respective disciplines to those who wouldn't normal be able to afford it. They could easily know about each other and refer students. (ie. "I'm not sure swordsmanship is for you, but I know a very affordable wizard academy!")


@gm Just realized that I messed up calling Calistria the favored sting instead of the savored sting. Please don't hold that against me!


May I present Sakaan the owner of "The Lizard Pier" ship docking, supplying, repair service and portage. Sorcerer extra-ordinaire and paragon of the community.

His faithful human companion
Osik Ossyuan

Tis still a little rough around the edges and needs work which I shall be doing today.


@ElenionAncalima:
Who indeed? Perhaps your students came on a class trip, or Cy contracts your students to guard the rarer animals he gets delivered.

Liberty's Edge

Starfinder Superscriber

I am going to have a lot of reading and deciding to do this weekend....

It may be early next week before I fully settle. (We shall see.)


rknop wrote:

I am going to have a lot of reading and deciding to do this weekend....

It may be early next week before I fully settle. (We shall see.)

Even if I'm not picked I had a lot of fun making this character! Again sorry for getting Calistria's title wrong. And thank you for this opportunity! And good luck everyone!


rknop wrote:

I am going to have a lot of reading and deciding to do this weekend....

It may be early next week before I fully settle. (We shall see.)

Sounds fine to me, take your time. And like Sirith said, at the very least it was a blast making these characters.


Aye i've been jumping around thinking of and making Sakaan all week, so many ideas, so interesting to get it all together.

Silver Crusade

What's the policy/rules on being able to upgrade specific magic weapons? My thought is to carry an Agile Alpenstock that I can upgrade and use as a hanbo in combat rather than a quarterstaff


Indeed what everyone else said, not going to be an easy choice good luck all!


Player Tharasiph
Character Sakaan Fighter 1/Sorceror 6 -> Going EK
Cohort Osik Ossyuan Human Inquisitor Sanctified Slayer 5
Relationship Professional
Organization "The Lizard Pier" Ship Docks, Repair and Portage.

Silver Crusade

Good to know there may be friends in the docks :-)


Phylotus wrote:
Good to know there may be friends in the docks :-)

Well the Heart of the Ocean's Passion is located at the docks as well.


I feel so sorry for this GM. So many excellent submissions and he has to roughly cut then down by half or more :(

Shadow Lodge

Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber

I know. Usually you figure you can cut about half the submissions without even breaking a sweat, but here I don't think there's an easy cut in the bunch.

So it'll be all about the themes he wants to play with and the synergies.


Oh the anticipation is brutal. But I don't envy the decisions he has to be making.


No... it has to be hard. Made all the worse by the unusual game format, I should imagine.

Liberty's Edge

Starfinder Superscriber

Yeah, sit tight... I'm working on it... I'll let you know when I have everything.


The waiting is always the worst part! No worries or hurries gm rknop

Silver Crusade

Indeed, no rush :-) I'm sure you have to recover from Bonekeep anyway ;-P


Take your time, no rush. Also, best of luck all!


Take your time. And good luck everyone!


Besssst of luck to all


Good luck to everyone!


Good Luck All!


Yep, good luck to all. This one's a real nail biter.


"May yer beards, tankards, an' bellies be full."

Good luck to everyone once again.

Liberty's Edge

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Starfinder Superscriber

Thank you to the people who said "No Rush", because, er, obviously, embarrassingly, I'm not rushing....

Things are in progress!


No problem, rknop! Trust me, I feel the pain too when trying to figure out who to get for my games.

Liberty's Edge

2 people marked this as a favorite.
Starfinder Superscriber

OK, Desna forgive me, but I'm going to violate my own rules and accept seven people into this game. If I regret it, then I will have regrets. (To go with my tautologies.)

Thank you to everybody who applied! All of the applications were good applications, and serious ones that you put effort into. pH Unbalanced said it earlier-- often you can throw a bunch of applications out offhand, but that was really not the case here. All of the applications were interesting and showed a lot of promise for the stories in the game. So, thank you for applying, and I'm sorry I couldn't accept all of you.

That being said, here are the seven:

Amara Ishu
...Kitsune Sorcerer 7
...Business: temple to Calistria & information network & revenge merc
...Cohort: Esha Meshva: Aasimar Bard (Sandman) 5

Dolgrin Girndmar
...Dwarf Cleric 7
...Business: Darksteel Smithy, smithy & aspiring temple to Torag
...Cohort: Lithandra Lilandria, Elf Wizard 5

Josephus Fynch
...Human Ranger (guide, urban ranger) 7
...Business: Fynch Investigations, bounter hunter & private investigator
...Cohort: Benjen Grachs: Human Alchemist 5

The Nameless Librarian
...Gillman Oracle 7
...Business: The Undertow, information broker, with a trinket shop as a cover
...Cohort: Fist, of Absalom: Tiefling Rogue 5

Sakaan
...Lizardman Vengeful Hunter 1 / Sorceror 6
...Business: The Lizard Pier, ship outfitter and stevedore service
...Cohort: Osik Ossyuan, Human Inquisitor 5

Sirith
...Undine Bard 7
...Heart of the Ocean, temple to Calistria
...Cohort: Half-Orc Barbarian 3 / Cleirc 2

Turanerra
...Human Bard (Arcane Healer) 7
...Business: Seascapes & Sunsets by Maricelli, gallery & aspirant temple
...Cohort: Human Ranger (Urban Ranger) 5

A few thoughts

Looking at the applications, I can tell you that a few of the themes of the game are going to be: Religion and our relationship to gods, espionage/information exchange/secrets, and slavery.

A couple of you are anti-slave types, opposed to slavery in Absalom, which could make it interesting.

In between the representative of the Nameless Librarian, the Calistria temple that also serves as a sort of information broker, and a private investigator, we clearly have some seekers (and hoarders) of secrets in here.

Several of you are focused around religion. "OMG, two temples to Calistria among the accepted applications?" you're thinking. I think it can work. They will obviously have reason to ally, but I think there may be some more tension as well. Amara looks a little bit more to the "revenge" and "trickery" aspects of Calistria, whereas Sirith looks more to the "lust" aspect (with, it seems, a healthy and beneficial take on it). Obviously, neither character eschews any of the three aspects, but the focus will be different. And, throw that together with a aspiring temple of Torag-- a god who probably doesn't see eye-to-eye with Calistria about much, but who might find common cause, and a failed aspirant, and it could get quite interesting.

What's next

I don't want to start the game formally until next week -- perhaps the end of next week. I'm going to be out of town Wednesday through Monday. I will probably check in online, but won't have a whole lot of time.

Post a post with your in-game alias, and another one with your cohort's in-game alias, to the Gameplay thread in order to get listed on the characters page.

What I want you guys to do is to work out how long all of you have been in Absalom. You should all be aware of each other and each others' businesses, but how deep the connections are is flexible. Figure that out, and I'll drop by with opinions as well. Do all this in the Discussion thread for the game.

I still want to review all the mechanics. I may want to discuss some things from you-- I based the selection almost entirely on the background and description you gave me, rather than the mechanics.

Looking forward to the game!


Well, darn...

Congrats to all who made it in, though. Should be an interesting game.


Wow! I made it! Thank you very much. There were a lot of great submissions.

I'm at work right now but I'll get to work on my cohort's alias as well as post after get off around 4 pm est.

Again to the gm thank you very much for this wonderful opportunity!


The Gameplay/Discussion pages aren't up yet.


Darn, Davina failed to make it in. Well, best of luck to everyone!

Liberty's Edge

Starfinder Superscriber

I didn't realize I had to create the gameplay and discussion threads; will go do that right now.


Congratulations to everyone who made it in!


Thankyou for the opportunity Ssakaan is very happy for hiss people..


Oh wow, very glad I managed to get in with such quality applications being submitted. Posting with both alias in the discussion tab very shortly.


grats to those who made it in, have fun!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I had fun building the character, and given the applications I think you did well to stop at 7! Well done & congrats to those who got in!

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