CotCT Gameplay Thread! (Inactive)

Game Master leinathan

A group of PCs brought together by a shared hatred are met with far more than just a decrepit criminal. Can they band together and save the day?

Map of Korvosa


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Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

Burahl looks up with a hint of glee in his eyes.

"It's sometimes a good idea to see what the enemy wants to keep hidden from us, it might benefit us in the end."

He quickly grabs the gold coins from the Derro, the aklys, the repeating crossbow and the bolts. He examines the bolts for what the sticky green substance might be.
Alchemy: 1d20 + 12 ⇒ (19) + 12 = 31

Shortly after he shoots towards the entrance as quickly as he came out before to help his friends.


Global Buffs:

Retreating back into the narrower caves, the small group is only briefly halted by Burahl before he patters back towards them again, armed with a basket of bolts poisoned with Medium spider venom.

Trinia trots along with everyone, having finally realized the need for quiet, and softly says, "Hey, that was kinda exciting! How much more is there gonna be?"

So what's it gonna be? Right, left, or straight?


Raijinn points Fredo to the right, saying that "There is a carving in there that you may be able to learn something from." before himself approaching the center path with the nearly-obvious door, pressing his ear against it.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Global Buffs:

Through the door, Raijinn hears a few interesting things - a sloppy slurping noise, the same slap of bare feet on stone as before, when the derro approached to attack, and an incessant, low muttering.


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

Burahl follows the group around, and waits for Raijinn to finish listening at the door.

"Anything interesting?" he whispers to his friend


Male Chelaxian Void Wizard 5

Fredo nods and takes the right-hand path. "Maybe those carvings could be a map of the tunnels," he guesses, hoping that's the case. "If it's not," he says to Trinia, "we may be down here for a very long time, attracting a commensurate amount of attention. Please stay wary."


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

"I thought it more to be a game of sorts rather than a map." He says to Raijinn as he pointed Fredo along the way to that room.

"Why else would they keep dice around there? Actually, I was half expecting miniatures or figurines for a kind of game to be present as well."


Raijinn whispers back to Burahl, with a grimace. "Quiet muttering, the pitter-patter of more of those creatures' feet on the floor, and some kind of disgusting slurping."


Global Buffs:

Interestingly enough, there aren't any figurines, but at least one dead rat, mutilated and broken, lies near the board of what you've determined to be a game piece.


Male Chelaxian Void Wizard 5

"Not a map, then," says Fredo, turning back to join the others. He takes one last look around the room, hoping to find Gaekhen's body so they can leave this place and finally make the kids and Trinia safe.

Perception: 1d20 + 3 ⇒ (9) + 3 = 12


Global Buffs:

Alright, so you've gone down the center path, listened at the door, and heard some stuff. You also went down the right-hand door to find an empty room with some sadistic maze game stuff. Where we goin'?

In the empty room that Goffred's in, he finds a door in the southern portion of the room.


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

Burahl looks to Raijinn, unaware of Fredo's findings in the 'game' room.

"If you open the door, I'll throw in a bomb then you close it again. If those Derro at the other side want to fight they have to open it again. We'd be ready for them by then. What do you say?"

Burahl looks with anticipation at Raijinn, eagerness in his eyes.


HP 44/44; AC 17, T 14, FF 13; F+7, R+8, W+3; CMD 21; Perc +10, Init +4

Thaven stands still, his bow out and nocked and ready for action.


Male Chelaxian Void Wizard 5

I've gone back to join the others.


Raijinn looks back at Burahl, considering. It makes sense, at least as a means of wiping out the Derro, but he still shakes his head. "We don't know what else is in there," He whispers back. "Thousand Bones would probably not be pleased if we destroyed his son's body."

As Fredo approaches, Raijinn relays what he heard from the other side of the door. He also mentions that there is still the left path to be taken. "Still," he adds, "We may well find what we need in here."


Male Chelaxian Void Wizard 5

"We can disable at least some of the derro in the room without using explosives," says Fredo, dropping his voice. He hands his torch to Burahl, pulls another out of his pack, and lights it. "Raijinn, you will open the door. Burahl, you want to throw something; toss that inside as far as you can. At least twenty feet from the door."

Leinathan:
Assuming we go with this plan, Fredo will cast pyrotechnics on the torch as soon as it lands to create a smoke cloud with a radius of twenty feet. Every creature within the cloud must make a DC 17 Fortitude save or take a -4 penalty to Strength and Dexterity for as long as they're in the cloud plus another 1d4+1 rounds. No SR.

This is my 1,500th post on this site, including all aliases. This makes me happy.


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

Burahl shrugs as he is handed the torch.

"Fine by me, though how are we supposed to see them while they are in the cloud?"

Burahl holds back the torch and waits for Raijinn to open the door.

"I'm ready, are you guys too?"

Good for you Fredo. I'm right behind you on that.


Male Chelaxian Void Wizard 5

"The effects of the smoke will linger even after it dissipates or they step out of it," says Fredo, mildly surprised that Burahl had guessed what he had in mind.

Been peeking in spoilers, have we? :P Anyway, I'm ready.


I'm not too far behind you guys.

Raijinn shrugs in agreement to Fredo's plan, assuming that he has something in mind beyond burning the place down. He nods to Thaven, expecting the man to fire off a few arrows, hopefully without hitting him, and nods to the two with torches as well.

Satisfied that everyone is ready, he whips open the door and draws his sword, ducking out of the way of the shots, while prepared to slice anyone who comes out of the room up the middle.


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

^^ Give Burahl some credit Fredo he knows his spells and your intentions probably too. If you want him to throw a torch you must have a plan. But yeah I peeked...

Burahl throws in the torch at the Derro the moment he sees them.

Thrown weapon/Object: 1d20 + 7 ⇒ (6) + 7 = 13 Vs AC 5 of the floor I guess

Then he watches at the Derro's faces and their number.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23


Global Buffs:

Here goooes! I'm assuming Goffred readied the action to cast his spell, so that's happening. Goffred, isn't the DC for pyrotechnics 18? You have Greater Spell Focus (transmutation), right? So it's 10 (base) + 4 (Int) + 2 (feats) + 2 (level) = 18.

The little secret door is thrown open, and the torch thrown in immediately after. Burahl only gets a cursory look before the torch is extinguished in a blossom of smoke, and he doesn't see much.

The room is simple and stone, with an iron cage sitting at the other end of the room, filled with stirges. Three wooden tables sit in the room, with a corpse sitting on one. A single derro stands on the table, over the corpse, placing a stirge into the body, adding to the three stirges already sucking blood from it.

In moments, though, the smoke obscures sight and there's a small shriek of surprise from the derro.

Initiative Rolls:
Stirges: 1d20 + 4 ⇒ (1) + 4 = 5
Derro: 1d20 + 6 ⇒ (14) + 6 = 20
Burahl: 1d20 + 3 ⇒ (10) + 3 = 13
Goffred: 1d20 + 3 ⇒ (10) + 3 = 13
Raijinn: 1d20 + 4 ⇒ (16) + 4 = 20
Thaven: 1d20 + 4 ⇒ (14) + 4 = 18
Trinia: 1d20 + 3 ⇒ (15) + 3 = 18

Initiative:

Raijinn - 20

Derro - 20

Thaven - 18

Trinia - 18

Burahl - 13
Goffred - 13

Stirges - 5

GM Rolls:
Derro Fort: 1d20 + 5 ⇒ (17) + 5 = 22
Stirge 1 Fort: 1d20 + 2 ⇒ (16) + 2 = 18
Stirge 2 Fort: 1d20 + 2 ⇒ (18) + 2 = 20


Male Chelaxian Void Wizard 5
The Harrow GM wrote:
Here goooes! I'm assuming Goffred readied the action to cast his spell, so that's happening. Goffred, isn't the DC for pyrotechnics 18? You have Greater Spell Focus (transmutation), right? So it's 10 (base) + 4 (Int) + 2 (feats) + 2 (level) = 18.

That's correct, my mistake. I forgot I had GSF.


Raijinn will delay until someone comes through the door, at which point he'll attack them.

Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Global Buffs:

As Raijinn stands by the door, ready to strike, he's a bit disappointed to see no derro rushing out of the door to foolishly attack them, but rather, he hears some little tumbling motions, a smack on the stone ground, and then some scrabbling of nails on metal.

Initiative:

Thaven - 18

Trinia - 18

Burahl - 13
Goffred - 13

Stirges - 5

Raijinn - 20

Derro - 20


HP 44/44; AC 17, T 14, FF 13; F+7, R+8, W+3; CMD 21; Perc +10, Init +4

Thaven shoots the first threat he sees. Twice.

Rapid Shot 1: 1d20 + 8 ⇒ (17) + 8 = 25 for 1d8 + 3 ⇒ (1) + 3 = 4 damage!Rapid Shot 1: 1d20 + 8 ⇒ (13) + 8 = 21 for 1d8 + 3 ⇒ (6) + 3 = 9 damage!


Global Buffs:

Trinia impatiently hops from foot to foot as Thaven takes up a preparatory firing stance, nocking and drawing an arrow. "What's going on?", she whispers.

Initiative:

Burahl - 13
Goffred - 13

Stirges - 5

Raijinn - 20

Derro - 20

Thaven - 18

Trinia - 18


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

"We're hoping to catch the Derro by surprise, that part worked. Now we want to kill them."
Burahl says to trinia as he readies his crossbow for a shot.


Global Buffs:

This is a boring combat, I'm just gonna move us along.

Goffred crouches down, pulling out his wand. "Be careful, my friends. We don't know what might come out of there." he says softly. Almost on cue, a shrill shrieking sound echoes out of the hall, and from the smoke fly two hideous, bloated (but quite small) insectile creatures. Long probisci protrude from their snouts and four wings keep their cat-sized bulk aloft. Round bellies sit above six pointed legs.

Prepared for this, Raijinn and Thaven lash out against the attackers. Raijinn unleashes an undercut on one, catching its belly and shearing the hapless creature in two even pieces. Thaven shoots two arrows at the other one, impaling it handily twice and reversing its flight vector. Both creatures thud into the ground heavily.

From inside the room, a slow shuffling sound can be heard.

Initiative:

Raijinn - 20

Derro - 20

Thaven - 18

Trinia - 18

Burahl - 13
Goffred - 13

Stirges - 5


Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Raijinn steps into the doorframe, gazing into the room to see if he can discern the source of the sound before anyone else enters and risks endangering themselves.


Male Chelaxian Void Wizard 5

The cloud lasts three rounds. Would it be easier on folks if I just dismissed it?


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

Well in this case it would be, it would be easier to target them.


Male Chelaxian Void Wizard 5

Consider it done.


Global Buffs:

Goffred waves a hand to dispel his pyrotechnics after it turns out to be far less useful than he anticipated. The smoke takes a moment to clear, but when it does, it reveals the room a little different than it was a few moments ago.

The stirges attached to the body are still there, but the iron cage containing the other stirges is open and empty, and the derro that was in the room is loping to a corner of the room. When he reaches the wall, he feels around for a hidden catch before heaving open a section of the wall. It's here that he notices the smoke's dissipated. He turns to Raijinn, the one standing in the doorway itself, and shrieks.

Thaven is up next, followed by me with Trinia.


HP 44/44; AC 17, T 14, FF 13; F+7, R+8, W+3; CMD 21; Perc +10, Init +4

Thaven steps forward and sends an arrow toward the derro, looking to kill it and stifle the shriek!

ATTACK!: 1d20 + 10 ⇒ (3) + 10 = 13 for 1d8 + 3 ⇒ (4) + 3 = 7 damage!


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

Burahl will also shoot at the Derro if it still lives, else he'll fire at one of the stirges.

Burahl lifts his crossbow and aims for the creature trying to get away.
Crossbow: 1d20 + 6 ⇒ (5) + 6 = 111d6 ⇒ 3

After he misses he grumbles. "I'm better with throwing stuff."


Global Buffs:

Thaven's arrow flies true, but the derro steps aside and it clatters on the stone down the path that it's looking to escape down.

Trinia steps forward, a smile blossoming across her face. "Hey, ugly! What do lilypads do?" She waits a beat for dramatic effect before flourishing with her hands and yelling, "Floatosynthesis!" The little derro's mouth twitches upward and it manages to resist for a moment before its mouth flies open and an inhuman cackle escapes from its lips, completely devoid of humour.

Following Thaven's example, Burahl raises his crossbow and launches a bolt, but similarly misses.

She's cast hideous laughter. It succeeded its save, but it's still laughing for one round. Goffred is up next.

Initiative:

Goffred - 13

Stirges - 5 (dead or occupied)

Raijinn - 20

Derro - 20

Thaven - 18

Trinia - 18

Burahl - 13

GM Rolls:
Derro Will vs. DC 14: 1d20 + 6 ⇒ (19) + 6 = 25


Male Chelaxian Void Wizard 5

Trusting Raijinn to keep the derro from getting through its bolt-hole, Fredo holds his torch higher so Thaven can see into the room and calls upon the energy of the void. "Trinia's spell has distracted it, but it will not last long," he counsels, hoping to augment the effect of the spell a little for the little time it will last.

Derro takes a -1 penalty to its AC and saving throws.


Raijinn's eyes catch the Derro attempting to escape, before being slowed down by Trinia and Fredo. He nods without looking back, already moving towards it and taking a swing at the blue beast.

Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


Global Buffs:

Goffred taps into the ether, revealing the weaknesses that his friends can exploit in the Derro, while Raijinn charges forward to try and exploit that weakness. Unfortunately, he's just a tad off on his swing.

At the same time, the derro's laughing spree is winding down. The mad, humourless echo ceases.

Thaven is up next.


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

Posting my actions in advance

Burahl is bored with his crossbow and drops it in front of him, moves up to the Derro and throws a bomb at the creature, yelling: "Hey you! Catch!"

No splash damage as I intend to keep damage to the surroundings to a minimum, if I miss, so be it.

Attack: 1d20 + 7 ⇒ (13) + 7 = 202d6 + 4 ⇒ (4, 6) + 4 = 14


Global Buffs:

Thaven Rapid Shot: 1d20 + 8 ⇒ (19) + 8 = 27
Thaven Rapid Shot: 1d20 + 8 ⇒ (14) + 8 = 22

Damage: 2d8 + 6 ⇒ (5, 5) + 6 = 16

While the Derro is clutching its belly and feebly trying to crawl into hte secret tunnel in the wake of its own riotous laughter, Thaven tags it with a pair of arrows. The derro recoils from the pain of the first and isn't even finished reacting before the second strikes home. Just a moment later, as it grins and contemplates safety, it notices a tiny vial sailing through the air towards it. Its eyes track the vial back to Burahl, its originator.

It gulps comically loudly just before the vial strikes, and very little of it remains following the resultant boom.

I DMPC'd Thaven so the combat would be over, and it is.


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

Burahl looks around, nodding appreciatively at his own handywork when the smoke clears.

Looking around he sees the stirges still being busy with feeding and looks to his allies.
"We can't let those things alive can we? Anyone for target practice?" He asks as he picks up his crossbow again.


Male Chelaxian Void Wizard 5

"We should check to see if the cadaver they're draining is Gaekhen's," says Fredo, pointing his wand at the stirges and loosing a bolt of energy that strikes one on the side of the abdomen.

1d4 + 1 ⇒ (3) + 1 = 4

Can we fast-forward through this as well?


Global Buffs:

Certainly.

With a combination of melee and magic, the four stirges desanguinating the body on the table are disposed of. The body lacks the distinctive tattoos of a Shoanti brave, so its unlikely that the body is Gaekhen's.


Global Buffs:

And continuing on.

The room is relatively spacious, being almost five hundred square feet, and the tables are high, stone altars. Three kegs of salt rest in one corner, but other than that (and the desanguinated corpse) the room is largely empty and uninteresting.

Aside from the door that our heroes entered from, there are three other pathways exiting from this room. Just to the right of the door they entered from is another door, small and wooden. Directly ahead, at the end of a short hallway that extends just outside of the room is another wooden door, but this one is boarded over and nailed shut with copious boards and nails. To the left, about halfway up the wall, the wall has a simple hole in it that begins the continuation of the natural cave system.


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

Burahl listens closely to the boarded door as the others search the room.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

He listens and sniffs through the door to pinpoint what could be behind it.


Global Buffs:

The space behind the boarded-up door is completely silent, but Burahl can smell, even through the wood, the faint scent of dead flesh.


HP 44/44; AC 17, T 14, FF 13; F+7, R+8, W+3; CMD 21; Perc +10, Init +4

Thaven moves up behind the ratman and readies his arrows for attack.


Status:
HP: 38/38; AC: 17, T: 14, FF: 14; CMD: 15; Fort: 6, Ref: 7, Will: 3; Init +3; Perception +10
Ratfolk Alchemist 5

Burahl backs up quickly at the hint of dead flesh behind the door.

"The smell behind this door reeks of death, there are at least bodies behind it. Be careful about any undead in there."

He speaks as his whiskers twist and shake to get the scent out of his nose for the moment.


Male Chelaxian Void Wizard 5

"A body is what we are after," says Fredo flatly, holding his torch a little higher so it will shine into the room once the door is opened. "If there is a chance we can find Gaekhen behind this door, we should take it." He motions to Raijinn to take point.

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Hey all, Leinathan here.

We've had a player or two be very inactive for a while, and since I've been looking to continue this PbP, I need another player or two to round out the party.

As I said, I'm looking to fill either one or two spaces (depending on the kinds of characters that apply here). I definitely need a divine caster. That doesn't mean a healbot, just either a 2/3rds or full divine caster class.

The PbP is Curse of the Crimson Throne, and you'll start at 2nd level being introduced by Cressida Kroft (the marshall of the city guard) as a supplement to the adventuring party she's just hired.

Create a 2nd-level character.

For ability scores, roll 5d6 six times, and discount the lowest two dice in each set.

All Core races are allowed, in addition to Aasimars, Ratfolk, Tieflings, and Dhampir, although such non-Core races will be held to a higher character standard.

All alignments but Chaotic Evil are allowed, although I will not accept characters that will not be a boon to the party that they are in.

All Core classes, in addition to: Alchemist, Inquisitor, Magus, Oracle, Witch, are allowed.

You may choose any two traits at character creation. The campaign traits are invalidated at this stage of the game. I will, however, expect your characters to be self-motivated to be a part of the campaign. Create characters that have a vested interest in the city of Korvosa.

Any questions, shoot them here. Otherwise, feel free to start submissions. I'll halt submissions as soon as I've got characters that I want. I'll also probably have questions for you about your characters, so be ready for those.

Grand Lodge

5d6 ⇒ (6, 4, 3, 4, 1) = 18 = 14
5d6 ⇒ (4, 3, 5, 5, 2) = 19 = 14
5d6 ⇒ (1, 5, 1, 5, 6) = 18 = 16
5d6 ⇒ (2, 3, 1, 2, 1) = 9 = 7
5d6 ⇒ (6, 4, 6, 1, 6) = 23 = 18
5d6 ⇒ (2, 4, 2, 1, 5) = 14 = 11

i will submit an inquisitor then...

ZANDAR KRULL (Varisian)
(Varisian) Male Inquisitor 2 Gorum (Rage Domain)
Init +5; Senses Perception +7
==DEFENSE==
AC 21, touch 15, flat-footed 17 (+6 armor, +3 dex)
hp 18 (2d8)
SR 0
Fort +3, Ref +3, Will +5
Armor Steel Lamellar, Medium
==OFFENSE==
Spd 20 ft/x4
Melee Masterwork Greatsword +7 (2d6+7) 19-20/x2 CM +1
==STATISTICS==
Str 20, Dex 16, Con 11, Int 14, Wis 14, Cha 7
BAB +1, CMB +6, CMD +21
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Dodge (PFCR 122), Fey Foundling (PFCaS: ISWG 286), Shield Proficiency (PFCR 133)
Skills Knowledge (arcana) +7, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (religion) +7, Knowledge (planes) +7, Linguistics +3, Perception +7, Sense Motive +8, Spellcraft +6, Stealth +3, Survival +7
SQ Track (PFCR 64)
SU Judgment (PFAPG 38 - 39), Destructive Smite (PFCR 43), Destructive Smite (PFCR 43)
MC Inquisitor Domain (PFAPG 38), Inquisitor Orisons (PFAPG 38)
Traits Birthmark (Faith) (PFAPG 328), Defender of the Society (Combat) (PFCh: FcGd 62)
Languages Common, Draconic, Dwarven, Varisian

-----------
Short Fluff:

Zandar is a Shoanti varisian to the bone. A few years ago he came to Korvosa to pay his respect to the founder of his clan who was buried there (when it was still a shoanti burial ground, Before the founding in 4407 AR) It was more of a spiritual journey of course, the burial site having been long gone. But still he had liked the city to a certain extend of course. He had figured to live here for a bit. And so he found a job, a harsh and dangerous job: Working for the sewers maintenance groupe as an otyughs Enforcer. Occasionally these creatures escape their pens and break into the main sewers, or even make their way onto the city streets, causing untold damage. And its his job to track and kill those dangerous escaped creature.


Are you OK with a healing-focused divine character?


How much starting gold will they get? Average level 2?


5d6: 5d6 ⇒ (3, 1, 5, 3, 2) = 14 =11

5d6: 5d6 ⇒ (5, 6, 3, 2, 3) = 19 =14

5d6: 5d6 ⇒ (6, 3, 4, 5, 5) = 23 =16

5d6: 5d6 ⇒ (6, 5, 2, 3, 4) = 20 =15

5d6: 5d6 ⇒ (1, 4, 3, 2, 2) = 12 =9

5d6: 5d6 ⇒ (5, 5, 3, 6, 5) = 24 =16

I would like to submit a Lawful Neutral Cleric of Abadar. Domains are Law and Earth. Traits are "Ease of Faith" and "Eyes and Ears of the City"

Fergal was born in the great City of Korvosa 22 years ago. Even as a child, his faith in Abadar was strong and constant. After an apprenticeship in one the temples in his home district of North Point, he joined the Korvasian Guard 2 years ago. His attention to duties and strong faith has led Marshall Kroft to provide him an independent assignment to assist a group of adventurers.


I am fine with that, yes. Any character is fine, but we do need at least one divine caster. Our current party is a wizard, a magus, a rogue, and a ranger. Really any character that rounds that out will be eminently acceptable, actually.

Average level 2 starting gold, yes, as per WBL. 1,000gp, if I'm not mistaken.

I would like complete character crunch and profile using this template:

THIS:
NAME- CR
Gender Race Class (Archtype) #
AL Size Type (Subtype)
Init +; Senses Perception +
EXP:
PP:
FAME:
--------------------
DEFENSE
--------------------
AC , touch , flat-footed (+ armor, +2)
hp (1d10+1)Current: /
Fort + , Ref +, Will +
--------------------
OFFENSE
--------------------
Spd ft.
Melee
Ranged
--------------------
STATISTICS
--------------------
Str , Dex , Con , Int , Wis , Cha
Base Atk +; CMB +; CMD
Feats
Traits
Skills
Languages
SQ
Combat Gear ; Other Gear

--------------------
SPELLCASTING
--------------------

COIN:
PP:
GP:
SP:
CP:

Appearance:

Background:

Personality:


Hi Leinathan - another question...if playing a human character, do I add 2 points to any rolled ability score?

Grand Lodge

Full Character posted above.

As for myself DM i play in a few PbP and do poste between 3 to 5 times a day...


Shoanti do not worship the typical Golarion gods. Why does yours venerate Gorum? How did he reach the church?

Additionally, can you justify your Fey Foundling feat?

Thirdly, why is your Init +5? Your Dex is only 16 and I see no trait or feat that increases it. Your CMD also appears to be too high.

Yes, Caln. You may add a +2 to any ability score of your choice as a human.


Question: is there any value where we can reroll if we roll below it? Last couple of times I tried this on here, my rolls still came out with a couple of rolls below 10. Apparently I'm good at having the roller roll 1s on the die... LoL

5d6 ⇒ (2, 6, 6, 2, 1) = 17 = 14
5d6 ⇒ (3, 2, 1, 2, 2) = 10 = 7
5d6 ⇒ (5, 3, 2, 4, 3) = 17 = 12
5d6 ⇒ (6, 1, 1, 1, 3) = 12 = 10
5d6 ⇒ (2, 5, 2, 1, 6) = 16 = 13
5d6 ⇒ (6, 6, 2, 6, 1) = 21 = 18

See? :) like that... LoL


You may re-roll if you roll something equaling less than a 15 point buy or less than a +5 total ability score modifier. That is equal to a 23 point buy, and has a total of +6 ability score modifier, so you may not re-roll.

Grand Lodge

I didn't know about the fact that Shoanti had different gods set (i can change that part)

Inquisitor get to add their wisdom bonus to initiative: Cunning Initiative (Ex)

I am using heroforge as calc sheet i'll go inside it to see why for the CMD

The idea is that Zandar is a "marked" (birthmark) champion of gorum. Born of a human and a fey. Left to be taking care in one of the nomadic tribes roaming varisia. He has no formal church training, and feels compelled to prove himself to the God of Battle, and to himself.

He is a rather happy kind of person. He love of course a good fight but he doesn't go actively search for it every minute of everyday.

(is you want i can take away the fey foundling bonus feat and add a +2 stat as the human racial alternate trait)


I don't want you to have to change your character, and it's okay that you worship Gorum if you were born for it. I just don't see the connection between the fey and Gorum. If anything, Gorum would dislike the fey, what with their 1/2 BAB progression and their love of trickery and the arcane.

Grand Lodge

No problems here i am not that familiar with golarion having started Pfs about 2-3 month ago.

(i have mostly played in Greyhawk or FR setting)

I'll change the bonus feat into an extra +2 to Wis.

As for CMD apparently the Dodge feat applies a bonus to it also (+1)

A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

So my CMD = 5 (str) + 3 (dex) + dodge + Masterwork weapon bonus => 21

RPG Superstar 2013 Top 16

I might throw my hat into the ring. Let me see what stats I'd be working with...

5d6 ⇒ (4, 4, 4, 1, 1) = 14=12
5d6 ⇒ (4, 1, 3, 6, 5) = 19=15
5d6 ⇒ (1, 1, 3, 3, 3) = 11=9
5d6 ⇒ (6, 5, 2, 3, 2) = 18=14
5d6 ⇒ (4, 5, 5, 4, 6) = 24=16
5d6 ⇒ (1, 1, 5, 2, 1) = 10=8

Not amazing, but not shabby either. I'm thinking an oracle with either the Flames mystery or the Blackened curse, for a little bit of blasting.

What are the current active players? What roles are already filled?


It's fine, any clarification I can make, I gladly will. Thank you for your own clarification.

RDN, we have:

Raijinn, a tiefling magus (bladebound, kensai)
Goffred, a human wizard (void school)
Akiki, an elf rogue (charlatan)
Thaven Jack, a human ranger (Sable Company Marine)
and the inactive player:
Nostrum, a human cleric/bard


rolls:

5d6 ⇒ (5, 3, 1, 3, 6) = 18 = 14
5d6 ⇒ (1, 1, 4, 5, 6) = 17 = 15
5d6 ⇒ (4, 6, 1, 2, 2) = 15 = 12
5d6 ⇒ (2, 1, 2, 1, 2) = 8 = 6
5d6 ⇒ (2, 3, 4, 2, 1) = 12 = 9
5d6 ⇒ (4, 4, 5, 2, 4) = 19 = 13

Below 15 pt-buy...

Second set:

5d6 ⇒ (4, 4, 4, 3, 3) = 18 = 12
5d6 ⇒ (5, 1, 3, 2, 3) = 14 = 12
5d6 ⇒ (5, 6, 5, 2, 4) = 22 = 16
5d6 ⇒ (5, 5, 4, 3, 5) = 22 = 15
5d6 ⇒ (5, 2, 5, 4, 4) = 20 = 14
5d6 ⇒ (6, 3, 1, 3, 5) = 18 = 14

I'll see if I can come up with an application. Most likely an arcane duelist.


Fergal
Male Human Cleric of Abadar Lvl 2
LN Medium
Init 0; Senses Perception +8
EXP: 2000
PP:
FAME:
--------------------
DEFENSE
--------------------
AC 19, touch 10, flat-footed 19
hp (1d8+2)Current: 16
Fort +2 , Ref +0, Will +4
--------------------
OFFENSE
--------------------
Spd ft. 20
Melee Masterwork Cold Iron Morningstar 1D8, +4 to hit, +2 to damage
Ranged Masterwork Light Crossbow 1D6, +2 to hit
--------------------
STATISTICS
--------------------
Str 15, Dex 11, Con 14, Int 9, Wis 18, Cha 16
Base Atk +1; CMB +2; CMD 12
Feats Extra Channel; Selective Channeling
Traits Ease of Faith; Eyes and Ears of City
Skills: Perception 2 ranks, Sense Motive 1 rank, Diplomacy 1 rank
Languages Common
SQ Channel Energy; Resistant Touch; Touch of Law
Combat Gear Masterwork Cold Iron Morningstar; Masterwork Lig Crossbow ; Banded Mail; Heavy Wooden Shield
--------------------
SPELLCASTING
Domains:Law and Protection
Level 0: Detect Magic; Light; Resistance; Read Magic
Level 1: Sanctuary (Domain); Bless; Remove Fear; Doom
--------------------

COIN:
PP:
GP: 80
SP:
CP:

Appearance: Dark Hair, Medium Complexion, Thin, Tall, Has a Beard to Try to look Older and more intimidating.

Background: Fergal was born in the great city of Korvosa 22 years ago. From a young age he had strong faith in Abadar and became a very junior Cleric in the Temple when he was of age. Two years ago, he was assigned by his supervising Priest to join the Korvasian Guard to better hone his abilities in upholding the law. His diligent (some would say obsessive) attention to duty has now provided him with an independent assignment selected for him by Marshall Croft herself. His job is to assist a group of adventurers in their great quest.

Personality: The Law is The Law! That is Fergal's motto and his vow. Lawbreakers are not to be forgiven but are to be punished. Fergal is very perceptive despite his slightly below average intelligence. His faith in Abadar is strong and so far that faith has never failed him.


Well, not sure if you will still be considering more characters, but I am thinking I might come up with a human Fighter(Phalanx Soldier). Something to hit the front lines since you seem to have a number of squishies.

5d6 ⇒ (1, 2, 4, 4, 5) = 16 = 13
5d6 ⇒ (5, 4, 4, 3, 6) = 22 = 15
5d6 ⇒ (1, 6, 2, 4, 5) = 18 = 15
5d6 ⇒ (2, 2, 5, 1, 4) = 14 = 11
5d6 ⇒ (5, 4, 4, 3, 6) = 22 = 15
5d6 ⇒ (6, 3, 3, 3, 3) = 18 = 12


Fergal has two too many skills ranks. He gains:

2 (class) - 1 (Int) + 1 (human) per level, for a total of 4 ranks.

-Why the Earth domain?
-He has a +1 BaB, adjust his stats accordingly.

Also, both Zandar and Fergal have potentially too many hit points. Zandar can only have 16 total with 2d8 and no modifier. Fergal has maximum hit points. You should be gaining max hit points from level 1, and taking either the median hit points for level 2, or rolling for them.


I am certainly still considering characters! I said recruitment is open until there are characters that are developed enough for me. Recruitment closes the second I choose one and post that I've done that.

Grand Lodge

Hp roll for level 2: 1d8 ⇒ 7


You could have mentioned the rerolling of the dice earlier when I first applied leinathan :) had a total point-buy of +3 I believe when I rolled back then.

See how I do now
5d6 ⇒ (2, 5, 5, 4, 2) = 18 =14
5d6 ⇒ (4, 3, 1, 1, 6) = 15 =13
5d6 ⇒ (5, 2, 2, 5, 4) = 18 =14
5d6 ⇒ (2, 6, 5, 5, 6) = 24 =17
5d6 ⇒ (5, 3, 3, 5, 5) = 21 =15
5d6 ⇒ (1, 6, 2, 2, 3) = 14 =11

Was thinking of a dwarven Oracle of Metal, with the Tongues Curse, perhaps Dual-Cursed but I'll see where flavor and background gets me.


leinathan wrote:

Fergal has two too many skills ranks. He gains:

2 (class) - 1 (Int) + 1 (human) per level, for a total of 4 ranks.

-Why the Earth domain?
-He has a +1 BaB, adjust his stats accordingly.

Also, both Zandar and Fergal have potentially too many hit points. Zandar can only have 16 total with 2d8 and no modifier. Fergal has maximum hit points. You should be gaining max hit points from level 1, and taking either the median hit points for level 2, or rolling for them.

Corrected...Changed the second Domain to Protection as it makes more sense. Used 4 for HP gained at level 2


Was my first recruitment thread, Rocan XD I learned that some rules are important haha.

You could probably re-apply with Bodahn, leveled and re-ability scored, if you like. I did end up using him as the savior of Raijinn.


I saw that, I have been following the campaign for a while now. I could apply with him again, but as you are in need of a Divine caster and/or a healer I don't think my alchemist has a big chance.

Liberty's Edge

weird. I posted a rollset earlier, but it's missing. maybe the backtrack limit struck again. Oh well. Once more with feeling!

5d6 ⇒ (5, 6, 2, 4, 6) = 23 17
5d6 ⇒ (1, 1, 2, 3, 5) = 12 10
5d6 ⇒ (1, 5, 2, 1, 1) = 10 8
5d6 ⇒ (6, 3, 1, 2, 3) = 15 12
5d6 ⇒ (2, 6, 6, 1, 3) = 18 15
5d6 ⇒ (2, 5, 6, 6, 5) = 24 17

Hmm, pretty close to the previous array If I remember correctly. I'm getting an idea for an Oracle of life forming now. Be back soon.

RPG Superstar 2013 Top 16

Level 2 hp: 1d8 ⇒ 4

RPG Superstar 2013 Top 16

Alright, here's my melee/blasting Oracle. I'm not married to the name; it's kind of a place-holder until I can get home to check my ISWG for Shoanti names.

Red Storm:

Red Storm
Male Human Oracle (Flames mystery, Tongues curse) 2
CG Medium Humanoid (human)
Init +4; Senses Perception +1
EXP: 2000
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 17 (2d8+5) Current: 17/17
Fort +1, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee longspear +5 (1d8+4)
Ranged javelin +3 (1d6+3)
--------------------
STATISTICS
--------------------
Str 17, Dex 14, Con 12, Int 8, Wis 9, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Varisian Tattoo (Evocation), Toughness
Traits Reactionary, Highlander
Skills Acrobatics** +7(5), Climb* +7(5), Intimidate* +7, Knowledge (planes)** +4, Perception** +1, Stealth** +8(6)
Languages Common, Varisian, Ignan
SQ Tongues curse (Ignan), Cinder Dance (Ex),
Combat Gear masterwork longspear, chain shirt, oil of magic weapon, 5x javelin, 2x tanglefoot bag ; Other Gear masterwork backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin.

--------------------
SPELLCASTING
--------------------
Level 0 (at will): Detect Magic; Light; Create Water; Guidance; Read Magic
Level 1 (5/day): Burning Hands (DC 15, CL 3rd); Cure Light Wounds; Bless; Shield of Faith

COIN:
PP: 38
GP: 3
SP:
CP:

Appearance:
Red is a tattooed Shoanti tribesman, whose fiery hair and pale skin suggest some Ulfen ancestry. Both muscular and handsome, he wears light armor and wields a spear. Small scars, both from weapons and flames, accentuate his features.

Background:
Red grew up originally in a remote Shoanti village, where he was expected to grow up to be a hunter due to his physical prowess and knack for magic. However he was reckless and a bit dimwitted, never quite learning how to effectively track prey. When a single wolf wandered into the village, the other villagers found him babbling incoherently and on the verge of accidentally burning their homes to the ground in the process of trying to stop it. After that incident, he was pressured to leave the village, and find a place where he could put his talents to better use.

Personality:
Red is careless, both in behavior and grooming, and is prone to ignore advice, even when his curse doesn't prevent him from understanding it. He is, however, fiercely loyal, and will defend his friends to the end. It is this loyalty that drives him to work for the Korvosa guard, in order to protect the city that gave him a new home.


For your consideration. The Background is still being fleshed out, but thats the skeleton:

Victor
Male Human Fighter (Phalanx Soldier) 2
LG Medium
Init +1; Senses Perception +0
EXP: 1400
PP:
FAME:
--------------------
DEFENSE
--------------------
AC 20, touch 11, flat-footed 19
hp (1d10+2)Current: 19
Fort +5 , Ref +2, Will +1
--------------------
OFFENSE
--------------------
Spd ft. 20
Melee: Short Spear +5 to hit, 1d6+3 damage
Melee: Heavy Steel Shield +5 to hit, 1d4+3 damage
Melee: Masterwork Halberd +6 to hit, 1d10+5 damage
Ranged: Heavy Crossbow +3 to hit, 1d10 damage
--------------------
STATISTICS
--------------------
Str 17, Dex 12, Con 15, Int 13, Wis 11, Cha 15
Base Atk +2; CMB +5(7); CMD 16
Feats: Power Attack, Improved Bull Rush, Combat Expertise, Improved Trip
Traits: Deft Dodger, Steel Skin
Skills: Intimidate 2 ranks, Handle Animal 2 ranks, Ride 2 ranks, Craft(Armor) 2 ranks
Languages Common
SQ: Stand Firm(Ex)
Combat Gear: Masterwork Heavy Steel Shield, Masterwork Banded Mail
--------------------
SPELLCASTING
None
--------------------

COIN:
PP:
GP: 34
SP:
CP:

Appearance: Victor is a tall, broad tower of a man with dark hair cut short and kept neat. He wears shining armor and carries a broad shield as well as two spears of varying length. He has piercing blue eyes and a warm smile, though he stands quite fierce in the midst of battle.

Background: Growing up in the city of Korvosa he was the son of a baker until a fire brought the bakery to ashes. Orphaned from an early age due to this tragedy, Victor was taken in by the city guard to be trained. Since that time he has excelled in his training and become one of the best of the city guard. Although he is well respected and admired in the guard, he realizes that the time has come as a young man to set out on his own and see a bit more of the world and what it holds. For this reason he is looking for a change of pace and a new way to use his skills.


Looks like you overbought equipment. You get 1000gp to spend, and the weapons alone equal about 1200.

Also, looks like you get to train one more skill. You get 2 + 1 Int + 1 human skill ranks per level (4) for a total of 8 ranks. You also get one more Language, but I don't think that was overlooked.


Yeah, sorry about that, don't know what I was thinking. Fixing it right now in the post.


Going to dot this with mister Srilik here. He is a Paladin of Vengence. I will need to level him up and change stats after I roll (unless you are fine with what I have). I'll ahve to do that in a bitas I have some work needing to be done at the moment and I can't put it off too much longer. Haha.

I don't think I have to change any of my background stuff either, maybe some minor thing because of how you guys played the first part? I am not familiar with the AP to say what though.

5d6 ⇒ (5, 4, 2, 3, 4) = 18
5d6 ⇒ (2, 3, 1, 2, 1) = 9
5d6 ⇒ (1, 2, 6, 3, 5) = 17
5d6 ⇒ (6, 2, 5, 3, 3) = 19
5d6 ⇒ (3, 4, 6, 4, 2) = 19
5d6 ⇒ (3, 6, 5, 5, 6) = 25


Nagaji is not one of my permitted races. Can you justify the presence of nagaji in the city when they are not canon? If not, you must change race (and your background a bit to reflect this).


  • Srilik is a Nagaji, born to a cult under the city of Korvosa. He lived much his young life as a pick pocket working the less than savory parts of town. His “boss” never allowed him in the upper districts where all of his favorties worked. One day he decided to try his luck out and try to become one of the favorites. But he was extremely unsuccessful since everybody stayed away from a boy covered in scales. That night he was horribly beaten for disobeying the rules. He vowed vengeance upon his boss one day.

  • Srilik was double traumatized by the pickpocketing experience. He didn’t realize that people not living in the slums were prejudice against his type. Whenever he goes out he makes sure to cover up fully, head to toe, usually in his armor – full body splint mail helmet and all. When he isn’t wearing his armor, he dons at least two layers of heavy cloaks and large hoods. When the light shines in the wrong direction you can see that his eyes aren’t entirely human.

  • Srilik Now works for the Korvosa guard and follows Abadar (losely). He realizes law has the potential to prevent may of the nasty things that can happen in the world and strives to achieve that. He also knows that the law can corrupt and is sometimes weary about what is going on around him and has downright refused an order if he deems it morally wrong. Sometimes he gets conflicted between the government protocols and Abadar’s teachings.
    I may change my patron deity.


  • I read that. However, I am looking for a more fleshed out explanation for the presence of such an uncommon race in a human city.

    Also, Abadar's teachings, more or less, ARE the government protocols. Much of law is based off of Abadarian teachings. The city is built with Abadarian plans, the Bank is run by the church of Abadar, all of the judges are clerics of Abadar...The entire purpose of the Abadarian faith is to further the influence of the law of the land.


    As a suggestion, if you wish to change race, Ratfolk, particularly demonic-looking Tieflings, and Dhampir would all be able to easily have the same sort of characters, but since they all have Dexterity bonuses instead of Strength bonuses, you'll likely need to make it mechanically different.


    Ok leinathan you got me so far as to update my Ratfolk Alchemist first.
    Some slight changes to be of more use to the party. Info in the alias.

    One question though, are you alright with me having the Secret Knowledge Trait?
    Also I took the liberty of making some potions at a lower cost again, hope that's ok?


    Burahl - what's the IC justification for having that trait? Hidden knowledge within your head that you don't know about? Where'd you get the knowledge?
    Also, you should have eight 1st-level extracts known. You start with two plus your Int modifier (6) and you gain two every level.

    Totally fine about the potions.


    As I have a certain kind of customer coming in, I hear a lot, so I might know more about some things through them. Though it could be just something simple as Knowledge(Local) in that case.

    Edit: True I missed the extra extract, though I have seven, not eight. I gain 1 extra extract per each new level after the first. Added in the missing one: Expeditious Retreat.

    And of course I will let it make sense, only will use it when it pertains Korvosa knowledge.


    I suppose that's fine. You could recall something that one of your patron's told you offhandedly. It should make sense in the moment, of course.


    I am interested I would like to play a Dwarvenb cleric. I will roll my stats and crunch / fluff latertoday

    Dark Archive

    My submission for consideration.

    Dice Rolls:
    Ability Scores
    5d6 ⇒ (4, 4, 4, 6, 1) = 19 = 14
    5d6 ⇒ (3, 4, 1, 3, 4) = 15 = 11
    5d6 ⇒ (1, 4, 1, 1, 4) = 11 = 9
    5d6 ⇒ (6, 5, 4, 1, 3) = 19 = 15
    5d6 ⇒ (1, 4, 4, 5, 2) = 16 = 13
    5d6 ⇒ (2, 1, 4, 5, 5) = 17 = 14
    Age: 2d6 + 15 ⇒ (6, 4) + 15 = 25
    Height: 2d10 + 58 ⇒ (5, 4) + 58 = 67

    Phineous Statblock:
    Phineous
    Male cleric of Abadar 2
    LN Medium humanoid (human)
    Init -1; Senses Perception +8
    Aura deflection (20 ft., 1/day, +2 deflection, 2 rounds)
    Experience Points: ????
    Prestige Points: ????
    Fame: ????
    DEFENSE
    AC 17, touch 9, flat- footed 17 (+6 armor, -1 Dex, +2 shield)
    hp 18 (2d8+2); Current 18
    Fort +4, Ref +0, Will +7
    OFFENSE
    Speed 20 ft. (base 30 ft.)
    Melee mwk morningstar +4 (1d8+2)
    Ranged light crossbow +0 (1d8/19-20)
    Special Attacks channel positive energy (5/day, DC 13, 1d6), inspiring command
    STATISTICS
    Str 14, Dex 9, Con 11, Int 13, Wis 17, Cha 14
    Base Atk +1; CMB +3; CMD 12
    Feats Fast Learner
    Traits Civilized, Eyes and Ears of the City
    Skills Acrobatics -4 (-8 jumping), Bluff +4, Diplomacy +8, Heal +7, Knowledge (local) +6, Knowledge (religion) +5, Linguistics +6, Perception +8, Sense Motive +8, Spellcraft +5; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive
    Languages Dwarven, Shoanti, Taldan, Varisian
    SQ eye for talent, silver tongued
    Gear masterwork breastplate, heavy wooden shield*, masterwork morningstar, light crossbow with 20 bolts, dagger, masterwork backpack*, belt pouch (2), everburning torch, spell component pouch, waterskin*, wooden holy symbol of Abadar (2)
    *not carried on a day to day basis around town
    Carrying Capacity (without masterwork backpack): 58 lbs. (light), 116 lbs. (medium), 175 lbs. (heavy)
    Carrying Capacity (with masterwork backpack): 66 lbs. (light), 133 lbs. (medium), 200 lbs. (heavy)
    Day to Day Load: 47 lbs.
    Full Load: 65 lbs.
    SPECIAL ABILITIES
    Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait.
    Inspiring Command (Su): As a standard action, Cernan can grant 1 ally within 30 ft. a +2 insight bonus on their attack rolls, AC, CMD, and skill checks for 1 round. This is a language-dependant mind-affecting effect. This replaces the normal Nobility domain granted power of inspiring word.
    Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
    Traits: Phineous has the following traits.
    -Civilized: You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
    -Eyes and Ears of the City (Abadar): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

    Spellcasting (CL 2nd; concentration +5)
    Day to Day Cleric Spells Prepared
    -1st-deathwatch, detect undead, shieldD, summon monster I
    -0 (at will)-create water, detect magic, mending, stabilize

    Adventuring Spells Prepared
    -1st-bless, divine favor, shieldD, shield of faith
    -0 (at will)-create water, detect magic, mending, stabilize

    D domain spell; Domains Nobility (Leadership subdomain), Protection (Defense subdomain)

    Currency: 9 pp, 30 gp, 5 sp, 10 cp

    Appearance: Height 5'7"; Weight 165 lbs.; Age 25; Hair dark brown; Eyes blue with green flecks

    Background: The son of a successful merchant, Phineous has always held himself to a higher standard than others have. As soon as he was old enough, he joined the clergy of the Master of the First Vault, Abadar, and was quickly noticed for his attention to detail with ledgers, and his ability to settle disputes between angry buyers and sellers.
    Since being ordained as a full priest of Abadar, he has walked the markets of Korvosa, mediating where needed, assisting with the collection of lawfully owed debts, and dragging those either unable or unwilling to pay their debts to jail.
    He is a longtime resident of a small studio apartment in the Five Corners neighborhood of North Point. If not for a tenement next door, he would have a great view of Jeggare Circle.

    Personality: A stern man, Phineous neither enjoys nor hates his current position in life. He longs for something with a little more excitement. Even though he is willing to step in and keep the peace, he isn't particularly fond of violence, and would much rather talk out differences than harm others.


    Ability Scores:

    5d6 ⇒ (3, 4, 6, 5, 5) = 23= 16
    5d6 ⇒ (6, 5, 1, 4, 5) = 21= 16
    5d6 ⇒ (4, 3, 3, 3, 1) = 14= 10
    5d6 ⇒ (6, 3, 6, 6, 5) = 26= 18
    5d6 ⇒ (4, 3, 5, 4, 6) = 22= 15
    5d6 ⇒ (3, 2, 6, 4, 5) = 20= 15

    which gives us...

    STR- 15
    DEX- 15
    CON- 18(16+2)
    INT- 10
    WIS- 18(16+2)
    CHA- 16(18-2)

    woo!!

    HP roll for level 2

    1d8 ⇒ 5


    Dreaming Warforged's application.

    I went with a Monk 1 / Inquisitor 1, going for Monk 2 / Inquisitor X.

    A passable healer, with a lot of useful tricks to help the party shine during encounters (Liberation domain, Touch of serenity (or could be Stunning fist if the party prefers). Corso makes a decent face for the party.

    His strong ties to Korvosa and its nobility also open possibilities for intrigue. Let me know what you think.


    So I'm just gonna say that I'm accepting Burahl Narnec as a new player. Feel free to get acquainted with the other characters in the discussion thread. Unfortunately, I won't be able to contribute anything today. It's graduation.


    (This is Darath's default alias)

    5d6 ⇒ (6, 3, 4, 5, 6) = 24
    5d6 ⇒ (4, 2, 3, 2, 3) = 14
    5d6 ⇒ (4, 3, 2, 1, 5) = 15
    5d6 ⇒ (1, 4, 2, 3, 1) = 11
    5d6 ⇒ (4, 6, 2, 4, 2) = 18
    5d6 ⇒ (3, 2, 3, 2, 3) = 13

    Backup Rolls:
    5d6 ⇒ (5, 5, 4, 5, 2) = 21
    5d6 ⇒ (2, 1, 6, 3, 1) = 13
    5d6 ⇒ (5, 5, 5, 5, 6) = 26
    5d6 ⇒ (2, 4, 1, 4, 5) = 16
    5d6 ⇒ (2, 1, 2, 1, 4) = 10
    5d6 ⇒ (1, 6, 2, 3, 6) = 18

    Sovereign Court

    This one is closed already......


    Not to him.

    Sovereign Court

    ahh so he's the late submission I guess?

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