Curse of the Crimson Throne (Inactive)

Game Master StephNyan

Map of Korvosa
Map of the Dead Warrens (Secret Lair)


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Hiya!

For the past couple of years I've been running the "Curse of the Crimson Throne" adventure path. We finished book 3 "Escape from Old Korvosa" before the recent holidays, and are going to start book 4 "A History of Ashes" soon.

The current party exists of 4 players. We're looking for 1 or 2 new players to join us, because we've recently had to say goodbye to 2 players.

If you'd like to join: I don't care much for party roles, and would much rather see you pick a character you'd like to play. I will scale encounters up or down as I see fit, to match what I expect to create fitting challenges for the party we end up with.

I'd like for players to try to post daily on weekdays (unless we're in combat and you're not up). Don't worry if you can't post every day; neither can I. Life happens. However, when you know you won't be able to post for a prolonged time, please do inform me.

Character Creation Info:

Alignment: Everything but evil goes.

Build: 20 point buy, 1 feat, and 2 traits.

Classes: Almost every paizo and every 3rd party class is allowed. Run 3rd party stuff by me first so I can check if it’s balanced.

Races: You’re allowed to play a non-core race, but run it by me first. Nothing evil.

Starting level: 10

Starting wealth: 62,000 gold

When you've created you character, provide an info bar similar to the following where 'race' is listed in your profile:

M Human Alchemist/3 (HP 22/23 | AC:20 | T:17 | FF:13 | CMB: +0 | CMD:14 | Fort:+6 | Ref:+7 | Will:+0 | Init:+4 | Perc: +3 | Speed: 30 ft.)

Other Info:

Character Advancement: You’ll level at set points in the adventure.

Encounters: I may make changes to encounters, to present what I perceive as fitting challenges.

Maps: We use Google Drawings.


Hello. I'm interested. I haven't played much mid-high level stuff before, but I've been a presence on the boards for a while. I'm coming out of a real-life-related slump, so my posting is getting back to normal.

Could you tell us anything about the party as it stands now? Who do you have, what are their personalities, etc?

Sovereign Court

Hi! I'd be delighted to fill in a spot! Like Aest above, I'm curious about your current party composition (what kinds of personalities do you have, what kinds of areas are various characters experts, etc).

I hope it's not presumptuous, but I tracked back to your campaign and caught up on your current team's shenanigans as they leave Korvosa. Looks like they have a good blend of personalities. Your players seem to like the idea of having a blaster on the team. I have a few thoughts that may be a good fit.


Do you mind if people have read the thing before playing? I'm DMing this one currently (have barely started in on book one) and it's got me hooked to play it myself.


Interested


We have a walking pine tree-ish aasimar named Tural who heals and buffs others, growing in size as he does. He's good-natured, and doesn't quite like big cities. He grew up outside of Korvosa, in a small village, but went there because he wanted to make a difference in how Korvosa affects the small towns surrounding it.

We have a very green half-orc named Mavor, who kills most opponents with a few swings of his greataxe. He's very kind hearted, even though he was a thug once. He left his old life behind, and became a hero together with the others by using both his quick wits and muscles.

Our red "boy" tiefling Quorthos is a rather versatile sort. He's able to use magic, but also uses daggers to fight. He grew up in an orphanage, being shunned for being a tiefling, but was taken in by a kind shop owner who taught him magic. He's keen to make a difference and fight evil, to make the world a better place.

Last, but not least, is our casual acting human and expert at every card game a casino could throw at you: Denario. He fights using both magic and a deck of harrow cards, which he can imbue with magic and throw. Having been born in Korvosa's lower class, his ambition is to climb up the ladder of society. While climbing, he removes the rotten apples he encounters.

Denario and Mavor have been around from the start. Quorthos and Tural joined a bit later.


Groundhog wrote:
Do you mind if people have read the thing before playing? I'm DMing this one currently (have barely started in on book one) and it's got me hooked to play it myself.

I don't mind, as long as there's no meta-gaming. So please don't look up the solutions for problems the party's facing, etc. And please don't use your out-of-character knowledge if there's no way your character would know something.

Also, please don't spoil anything for the others. Though I think that's a given! ;)


Okay, so Denario is exactly the first concept I was going to roll with. How about a bard? I like bards. I'll start putting something together.


I’m interested. Always thought this would be a great AP to play the Sable Company Marine archetype of Ranger. How do you feel about Leadership, Monstrous Companion, etc.? I could see a 10th level character being high enough in the organization be a commander with subordinates under him, but I could happily play a solo character too.


Really interested, thinking of playing a human brawler, do you think this can fit with the other characters mechanically?


I'm interested, I've been wanting to try an Arcanist or Occultist for some time but have never had a chance. I'll whip something up soon.

Sovereign Court

I was thinking of an arcanist blaster, but I don't want to step on the toes of your current arcanist party member. I have a concept for a peri-blooded aasimar who has a knack for flame, a surprisingly level head, and a sparkling personality, plus a slight mischievous streak.

If that seems like it would be redundant with what the party has, I can step back to an alternative: I have a notion for an elf sorcerer (sage) who is highly erudite, a "city elf" who lived in Korvosa but is now very troubled by the recent problems and has a wide range of useful knowledge skills and explosive spells; or possibly a half-elf arcane archer who is a child of two worlds, using a bow to deliver a big bang at range, a little bit quiet but very dedicated and loyal and with a significant hatred for the tyranny that has overrun Korvosa.

@DM: Please let me know if one of these in particular seems like it would be a good fit, and I can whip it up posthaste!


If Jesse wants to go Arcanist I'll switch to a Kineticist then.

@GM Are Background skills being used?

How are we doing HP's?


@Aest: A bard could certainly be a useful addition!

@Ouachitonian: A Sable Company Marine sounds cool! I'm fine with Monstrous Companion, but not with Leadership.

@For the Night is Dark: A brawler can fit just fine!

@DBH: I look forward to seeing what you come up with.

@Jesse Heinig: All of your concepts sound fun, but the elf sorcerer and half-elf arcane archer sound like they have very good reasons to join the party.


DBH wrote:

If Jesse wants to go Arcanist I'll switch to a Kineticist then.

@GM Are Background skills being used?

Choose whatever you want to choose. There are only 2 spots, and I'll pick the 2 characters the current party and I like most.

If you want to choose a background skill, go ahead. You do not have to.


If you want to apply with a character, please do include at least a brief backstory and describe your character's personality. Explain why your character would be interested in helping the party make Korvosa a better place.

I haven't set an end date for recruitment yet. When the end date eventually comes, I'll make a list with the characters who I think will fit in the story on it. The current party will then get to pick 2 characters from the list.


In the build section, when you say "20 point buy, 1 feat, and 2 traits", does that mean 1 feat in addition to what we'd normally get?

Also, how are we doing HP? Average, rolled, max?


Ouachitonian wrote:
In the build section, when you say "20 point buy, 1 feat, and 2 traits", does that mean 1 feat in addition to what we'd normally get?

No, that's the standard feat everyone gets at level 1. I used to be in some games where players got more feats at level 1, so I added that without giving it much thought.

I shouldn't have added it, considering you're starting at level 10 and will therefor have more than 1 feat anyway.


@GM Are we rolling HP or a set % per level? I'm not sure from reading.

Sovereign Court

DBH wrote:

If Jesse wants to go Arcanist I'll switch to a Kineticist then.

@GM Are Background skills being used?

How are we doing HP's?

I'm building the city elf sorcerer-sage, go crazy with the arcanist.

@DM: I believe DBH is asking specifically about the popular background skill system. Based on a quick perusal of some of your players' characters, it looks like the answer here is no, you don't seem to be using this system.

Scarab Sages

I'd kinda like to create a character using Spheres of Power (magic) or Spheres of Might (martial). You can find details of both on this wiki.


I've got a kobold shifter concept I like. I'll see how it comes together.

Sovereign Court

Ok, here is Rhys Tiol, a "city elf" sorcerer/arcane savant. (I refer to Rhys as a city elf because he has the alternative traits associated with urban elves, which is more for flavor than for any mechanical benefit.) The character is complete at level 10 with starting wealth accounted, two traits (one of which is a campaign trait), spells, skills, background, description, personality, etc.

Rhys is a slightly aloof but congenial elf scholar and magician who has combined his talent for arcana with a studious nature. With the Sage bloodline, his magic is sorcerous but comes from his keen intellect rather than his force of personality. He has lived in Korvosa for several decades now and he is very upset at the regime change and the spreading tyranny.

Rhys is built primarily as a blaster. He also has a broad spread of Intelligence-based skills, so he can help occasionally with knowledge checks.

Due to his Arcane Savant prestige class, Rhys is able to use just about any magic item that the party finds. He can quickly identify items and he also can make scrolls - this latter important because he has the ability to use scrolls at his caster level rather than the level of the scroll (so he can make cheap scrolls of spells like magic missile or fireball, then cast them at his caster level). Rhys also has a staff of fire for those days when seven fireballs just aren't enough. He also gets the ability to take 10 on Knowledge, Spellcraft, and Use Magic Device checks, and he can detect writing-based magical traps and has some spells for dealing with them.

Rhys gains three spells from other class lists as a feature from his arcane savant prestige class levels, but if chosen for the team I'd discuss with the party what they would prefer to take - this gives us the chance to pick broad spells from other lists and I'd want to get things that the team would really like to have but otherwise wouldn't be able to get (like spells from the paladin list or druid list or whatnot).

About me: I'm a regular player and DM on the boards, so I'm not going to disappear any time soon. I like strong RP and I work to make contributions to the team.


I will adjust soon


Dot. I could repurpose a legacy of fire character for this, for sure. Can you tell us what information would be publicly available about the party and/or the big bad, for plotting?


This is Ouachitonian, presenting Guillaume, special troubleshooter (with a crossbow, natch) for the Sable Company. Ready and eager to get vengeance for his mentor, commander, and friend Commandant Endrin.

Guillaume is an Urban Ranger, who rides his hippogriff companion and rains bolts from above with his crossbow. Or pulls his lance and charges. Also has a lot of skill points and some spells, including CLW, so I can use many wands as needed.


Hi everyone (especially Jesse and Aest)!

I'm a little tempted to make a Path of War Stalker (I'm envisioning a stealthy, "man of a thousand faces" type), but I'm not sure yet. May I ask what the submission deadline is?

Ghorrin Redblade


For HP you get your full HD at first level. Every level after that you get half your HD +1. E.g. a sorcerer would receive 6 HP from his HD at level 1, and 4 HP for every next level in sorcerer.

@Jesse: Rhys looks like a very diverse character! Personality-wise he'd also fit in.

@Trinam: Your character will know the current party by name and face, and will have heard about some of their deeds. They're well-known heroes, because they cured a deadly plague that terrorized the city. Your character will have heard rumors of queen Ileosa having killed her the late king, though not everyone's convinced of that. He may have heard rumors of the queen disbanding the Sable Company, after which the late leader of the Sable Company shot a crossbow bolt in her temple. She pulled it out and rammed it into his own skull, killing him instantly.

@Ouachitonian: With the Sable Company disbanded and Endrin dead, it sure makes sense you'd seek out the party and would want to help them. Cool character!


Due to the massive show of interest I've decided the deadline for character submissions is this Saturday at 2pm CEST.

Current full submissions:
Guillaume Coeur De Lion - special troubleshooter for the Sable Company
Rhys Tiol - city elf sorcerer/arcane savant


Hmm, given that timeline, I'm going to decline submitting. I've already submitted to a different game that has a deadline of this Saturday, and I don't want to risk submitting to both, getting into both and then feeling over-stretched.

But thanks for your time.


Hmmmm . . .. Lot of prep work tonight for the BSA campout that starts tomorrow afternoon. Guess I'll see if I get the time to write up my idea, or not.

Rogue (Swashbuckler) 5
Fighter (Free Hand) 4
Duellist 1

But I don't think that's the important core write-up you want to see, is it?

Grand Lodge

Dot...

Do you allow pre-game crafting?

Sovereign Court

@DM StephNyan: Thank you. Rhys is sort of an intellectual Swiss army knife, able to at least roll on most Knowledge checks, and with a solid bonus on Knowledge (Arcana) and Spellcraft. The ability to Use Magic Device with a high rating and ability to take 10 anytime, and not backfire on a 1, also means that if we can find a magic item that solves a problem, he can make it happen, even if it normally requires a specific class or race to activate it.

Spell-selection-wise, Rhys is a blaster with a distant second in utility spells. I'll need to pick up Spell Focus at some point not too far off to make sure the save DCs for his spells continue to stay high enough to blast things! His next feat is likely to be a metamagic feat, though (probably Intensify Spell). Given the make-up of the party so far, his arcane savant extra spell knowledge is likely to be one more blast spell off another list (possibly flame strike or holy smite) and some odd utility spells.


I'd also be interested in this game.

The idea for my character would be a maralictor from the Order of the Scourge. He'd be sent from Egorian at the request of several anonymous Korvosan nobles who think Queen Illeosa has become a danger to the city and the entire region.
My character would have been sent to figure out what is going on. If the claims are true he is to either find local aid or send for backup to end the corruption.
My character would have been sent alone (or with a single assistant if Leadership is allowed) to aid in the discretion of his work

While he'd have no personal connection to he'd be very invested in his assignment. The fact that he has been promised a promotion to paralictor if he performs well motivates him even further.


Almost complete
Character need a background and magical items...


hustonj, here.

Completely reworked a character originally built for this AP, but using a different game engine!

Got most of my prep for the BSA camp-out done, and got through most of the character mechanics and the core of the writing that makes the mechanics matter. I have not purchased gear or calculated his combat information, yet (which I think may take a bit with all of his optional bonuses). My alarm goes off in 4.5 hours, now, though . . ..

Easy to motivate a native trying to protect his family, even if he's Varisian and that term means something a little different to him than to most anyone else.

I hope you will consider the character without those final mechanical details. Most of his money is going to go armor and weapons, of course. Kinda the nature of the character type, I think.


dotting. I will be submitting an aether kineticst.


Ohh, I'll dot for this, with the caveat that I have run the first three books and I prepped the last three (I would have finished running them but my work schedule changed and I couldn't game with my group anymore during the week). I would do my level best not to try to influence the group one way or the other.

Assuming the above is okay, I'll put together a cleric of Cayden.


Now the alarm goes off in 2.5 hours but I've got only mundane gear left to finish the character. (Including a ranged weapon.)

Feedback welcome from the studio audience, BTW. This build is new for me, and I went without any guides.


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Okay, so I know the guy who left was a blaster, but I saw that the team didn't have a dedicated trap person-slash-skillmonkey. So, I made someone who can do traps, deal with curses and find haunts, has stealth out the wazoo, and also has Survival in case someone needs to be tracked at some point. She can even help ID magic items!

The TL;DR is that she's a nameless busybody adventurer going by "Weiss" from Katapesh. She's also pretending to be a divine being and in the course of her duties she tried stealing something, got spotted, got away, and managed to hop on a boat to Korvosa before she lost a hand. She arrived during the plague and spent some time infected with it, and between the hellish death disease (due to her +8 fort save and free reroll from her racial ability, she wasn't really ever in any danger of dying... but it definitely wasn't pleasant) and the rumors going around about regicide and whatnot she thinks something is probably going on and wants to help. Not having any better ideas due to a lack of connections and a major hit to her self-confidence, she plans to offer her services to the team that helped everyone get over the plauge so that she can make her hometown of the moment a better place and bring smiles to the faces of its people.

If it winds up letting her steal a really cool artifact or further hone her skills to the point where they're no longer lacking, that's just a bonus. The smiles are what's important.

Weiss:
Female Human (Vudrani) Unchained Rogue (10) (Relic Raider)
CG Medium Humanoid (Human)
Init +6; Perception +24

Defense
AC 23; Touch 17; Flat-Footed 17; (+6 dex, +5 armor, +1 natural, +1 deflection)
(+3 vs traps and haunts)
HP: 73 (10d8+20)

Fort +8 (3 base+2 con+3 resist)
Ref +16 (7 base+6 dex+3 resist) (+3 vs traps)
Will +6 (3 base+0 wis+3 resist)
+3 vs curses/haunts

Offense
Speed 30 ft
Space 5ft; Reach 5ft

Melee
+1 Dagger +14/+9 (d4+7), melee, crit 19-20/x2, P or S
TWF +1 Dagger +12/+12/+7/+7 (d4+7/+4), melee, crit 19-20/x2, P or S

Ranged
Shortbow +14/+9 (d6), range 60ft, crit x3, P
Dagger +13/+8 (d4), range 10ft, crit 19-20/x2, P or S

Special Attacks
Sneak Attack +5d6
Debilitating Strike

Skills
12/level
Acrobatics +19 (10 rank+3 trained+6 dex)
Disable Device +21 (10 rank+3 trained+6 dex+2 circumstance)
Escape Artist +19 (10 rank+3 trained+6 dex)
Perception +24 (10 rank+3 trained+6 focus+5 competence)
Stealth +26 (10 rank+3 trained+6 dex+2 racial+5 competence)
Climb +13 (10 rank+3 trained)
Survival +14 (10 rank+3 trained+1 trait)
Knowledge (Local) +12 (5 rank+3 trained +4 int)
Spellcraft +18 (10 rank+3 trained+4 int+1 trait)
Bluff +18 (10 rank+3 trained-1 cha+6 focus)
Sleight of Hand +21 (10 rank+3 trained+6 dex+2 racial)
Appraise +12 (5 rank+3 trained+4 int)
Use Magic Device +12 (10 rank+3 trained-1 cha)
+10 Bluff to lie, +5 to feint, -5 to pass hidden message
+5 Perception/Disable Device vs traps
+5 Perception to notice Haunts
+5 Spellcraft to ID cursed items
+3 Perception to avoid being surprised
+4 survival in an urban or underground environment

Statistics
Str 10 0
Dex 22 +6
Con 14 +2
Int 18 +4
Wis 10 0
Cha 8 -1

Base Atk +7/+2; CMB +13; CMD 24 (+4 on Dirty Trick)

Feats
1 Two-Weapon Fighting
FS Skill Focus (Perception)
B Weapon Finesse
B Improved Dirty Trick
3 Combat Expertise
5 Two-Weapon Feint
B Greater Dirty Trick
7 Agile Maneuvers
FS Skill Focus (Bluff)
9 Improved Two-Weapon Fighting
B Improved Two-Weapon Feint

Traits
Orphaned (You grew up separated from your birth parents, and had to learn to watch out for yourself.)
(+1 Survival, Survival is a class skill)
Magic Rogue (Refluffed from Classically Schooled) (Being a thief in Katapesh, it paid to know who was casting an Alarm spell and who was just faking it. You learned to tell the difference)
(+1 Spellcraft, Spellcraft is a class skill)

Racial Modifiers
Focused Study (1st, 8th, 16th)
Heart of the Slums (+2 Stealth/Sleight of Hand, +4 on Survival checks in urban and underground settings. In addition, roll twice when saving against disease, taking the better roll.)

Languages
Common
Infernal
Katapeshi
Draconic

Class abilities
(1+4/6 bonus rogue talent)
Sneak Attack +5d6
Finesse Training (Weapon Finesse, Daggers)
Trapfinding +5
Evasion
Danger Sense +3
Curse Sense +5/+3
Debilitating Injury (-4(-6) AC, -4(-6) attack rolls, or halved speed, cannot 5ft step)
Rogue's Edge (Perception, Disable Device)
Disable Curse 1/day
(At 8th level, a relic raider can attempt to disable a curse as she would a magical trap. This ability acts as remove curse, except instead of a caster level check, the relic raider attempts a Disable Device check (DC = 15 + the DC of the curse). Disabling a curse takes 2d4 rounds, and the relic raider cannot take 10 or 20 on this check. A relic raider can use this ability once per day at 8th level. At 12th level and every 4 rogue levels thereafter, a relic raider can use disable curse one additional time per day.)
Advanced Talents

Rogue Talents
2 Underhanded Trick
4 Minor Magic (Detect Magic as SLA at will)
6 Combat Trick
6 Major Magic (True Strike as SLA 5/day)
8 Trap Spotter
10 Feat

Gear
Combat Gear: 20 arrows, +1 dagger (2), dagger (6), grappling arrow (2), caltrops, Spring-loaded Wrist Sheath (2, Holding wands of Invis and Silent Image), Wand of Silent Image (23 charges), Wand of Invisibility (45 charges), Wand of CLW (50 charges), Potion of Fly (2), Potion of Haste (2), Tanglefoot Bag (4), Sunrod (5), Potion of Jump (2), Dust of Tracelessness (2), Universal Solvent

Other Gear: Masterwork Thieves' Tools, Bag of Holding (Type 1), Mask of Stony Demeanor, Eyes of the Eagle, Ring of Deflection +1, Amulet of Natural Armor +1, Masterwork Shortbow, +1 Shadow Mithril Shirt, Cloak of Resistance +3, Belt of Dex/Con +2, Headband of Int +2, pickpocket's outfit, silk red cloak with worth 10 gp (currently somewhat faded, tattered, and in two halves), holy symbol (her butterfly dagger sheath is a symbol of Desna), handy haversack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), waterskin, 21 gp

AKA The Divine Thief, Eon:
The Divine Thief Eon, or 'Weiss' (It's complicated, wait for the backstory) is a shrimpy 4'7" tall girl of 17, and doesn't look like she eats enough. Her belt holds eight daggers on it in a holster on the small of her back that's shaped in the image of a butterfly (Four daggers are holstered on either side), and she has a mysterious red tattoo around her bellybutton area that she got on a dare while she was absolutely plastered one night. Her skin is a Vudrani brown, but unusually her hair is a silvery white and her eyes are a stark, FF0000 shade of red. She keeps her hair down 90% of the time, only pulling part of it up into a bun when she's planning on seeing some particularly serious action. Her arms are covered by her red cloak, which extends down to cover her hands and loop over her middle fingers. Unfortunately, the cloak itself is ripped in half, and the tattered rear of it falls to just below her knees. The rest of the cloak is tucked into her belt, the ripped part hanging over her belt as the frayed end of the cloak falls to just below her knees as well, a little bit lower than the other part. Her cloak of resistance is silvery and mostly transparent, worn below the upper part and above the lower. She wears kneehigh boots, since anything less always felt like it wouldn't keep the sand out and old habits die hard even in new lands.

The thief is a kindhearted girl who makes a point to be upbeat and optimistic, since she feels like being kind to others will let them be kind to others in turn, and she takes her responsibilities seriously. She's not without her secretive side, though. She's frequently vague when people ask about her past, often laughing it off with a joke or mentioning how it doesn't really matter what anyone's past is--only where they're going in the future, 'and my future is as bright as the sun in the sky!' Her lack of experience makes her frequently naive and she's known to occasionally get herself into trouble out of a sense of impulsiveness, but despite her questionable decision-making skills and somewhat frequent foot-in-mouth moments she's always doing her best to make new friends and help people.

She has more than a few superstitions as well, being a somewhat eccentric follower of Desna who believes that staring at the sky and talking to it about your problems at night will help you come to some proper answers. She also believes that the higher you are, the better Desna can hear you and that whenever it rains, somewhere inside the rain someone is having the worst day of their life. Despite her faith in her goddess, she's never learned to use a starknife and she's never actually traveled... just thought about it a few times. Her real love is the night sky.

Over her time adventuring, she's developed the idea that while she wears her magical mask she speaks as the Divine Thief Eon herself, and while she is still a good-hearted individual, she is more prone to trying to let herself remain mysterious while it's on. This serves her well when it's time for business, but it's still her underneath the mask, and the second she pulls it off she usually rubs her cheeks with a laugh since being so calm and cool still makes her face feel super stiff afterwards.

She doesn't actually have a name. Call her whatever:
In Katapesh, and elsewhere in the region, there are rumors of a divine being known as the Divine Thief Eon. Some say he's a demigod of his own who simply refuses to grant clerics powers so as to hoard it for himself. Others say he's a divine agent of Norgorber. The stories vary with the times, but what's indisputable is that there's a thief of unparalleled renown and ability going back to the very beginning of the city--and quite possibly even before. On several occasions the Pactmasters and their minions have claimed to have caught and executed the criminal, and yet each time he appears again, leaving his signature stylized E marks in any place where he's stolen something. He's said to be able to escape anything, get into anywhere, and to change his form as he sees fit.

In reality, he doesn't exist. The mantle of the Divine Thief is tied to nothing more than a simple cloak held by the original man--a burglar who made a name for himself by stealing a potent artifact right out from under the noses of the Pathfinders in the early days of Katapesh. In order to incite fear in them, he left a note in which he declared himself the Divine Thief Eon, for he was eternal and would not end his work until the age of man died. He passed on what he knew, alongside the cloak, to a successor. They did the same, and over time the legend changed and twisted to what it is today, but a set of three simple rules were kept secret from all but the highest echelons of thiefdom, the sorts who could hope to compete for the title of the divine.

1: The owner of the divine mantle is the Divine Thief, Eon, and their actions are the actions of that same Divine Thief. So long as the mantle remains, Eon is eternal.

2: Only the one who steals the divine mantle from the previous Divine Thief shall become the new Divine Thief. Blood shall not be shed in this competition. In this, Eon shall forever remain the pinnacle of the art of thievery.

3: In order to allow for both rules to be followed without bloodshed, the mantle is not to be worn while the Divine Thief is performing a burglary. If Eon is caught, he was never Eon. If the cloak is found, the there is a new Divine Thief as soon as the theft is discovered. Thus, the mantle can never be found on the Divine Thief as he acts and the cycle may continue forever.

There are a great many stories of those who held or aspired to hold the divine mantle and become the Divine Thief Eon, but this latest story is that of a nameless girl left an orphan on the streets of Katapesh.

The thief girl who became Weiss who became the Divine Thief Eon never had a family, or even a name. Her first memory is of hunger, and her second memory is of begging for food on the streets of Katapesh. She can't remember for certain, but she's pretty sure she'd been doing it every day before then, and a lot of the days afterwards. As a Vudrani, her peculiar hair and eye color made her an Asprishya, or 'untouchable,' to her people and she learned to tell Vudrani from others at a glance by their hateful stares on her. Unfortunately, begging didn't ever manage to sate the rumbling in her stomach and the girl had to learn to scavenge for herself. Desperation led to her finding out that her fingers were deft and her mind was sharp, able to pick out which targets had pocket change they wouldn't miss if she happened to borrow a few gold. She was nobody special, so she was able to become another face in the crowd and exist as a nameless, faceless no one. Whenever anyone asked for her name, she'd slowly shake her head and then wink at them before running away through a crowd.

Possessing a fascination with literature and the luxury of literacy, the girl learned to use her deftness to intuit her way through picking locks in order to enter bookstores in the middle of the night and puzzle over the tomes to determine what they meant. She was caught several times, fined on some occasions, and without money set to work as a slave for months at a time until she paid it off--she just thanked her lucky stars that she wasn't found to be a thief since she never intended to take the books, leaving all the commerce involved completely intact. While doing her stints as a slave girl (and responding to whatever name she was given), she wound up pestering anyone she could find whenever she had a break to help her learn the letters of the books she found so interesting--and as it turned out her sharp mind made her an exceedingly quick study. After her fourth two-month stint as a slave to pay off such a fine, she'd mastered reading in Common. She learned other languages on her own, having also learned how to take enough care that she avoided being caught.

Just reading the books of others wasn't enough for her. She wanted to make enough money to own her own books, and a place where she could keep them. She thought up a plan to become a guide for people from out of town--who better to know Katapesh than a girl who had seen the city in and out, and knew every vendor and every secret shortcut or escape route? The only problem was that she needed a name.

The girl thought about it for days on end, until she saw a man selling a beautiful mythril dagger at the bazaar to a trader she was somewhat familiar with. The blade shone in the sun and sparkled with the same color that her hair did, and there was a single ruby set in the pommel. He called the blade 'Weiss,' a word that at once seemed to her both memorable and distinctly foreign sounding, giving a certain mystique that she liked.

It'd do. The girl became Weiss, and Weiss carved out a very small business for herself as a guide, while still occasionally using the homes of the rich or the careless as impromptu libraries, and the hidey-holes of the city as impromptu homes or else to avoid the wrath of the guilds, which she didn't have the money to join.
Everything changed one day when a man bolted past her in the street in a brilliant red cloak.

Weiss followed him. She wasn't sure why, but she followed him through the twists and the turns of Katapesh's streets, until he was cornered in an alley by a man who looked to be a pactbroker's enforcer. She hid behind a pot and watched as the man tried to jump up a wall, but was bisected by a greatsword as the cloak that he wore was torn and rent in twain. The enforcer muttered something about 'good riddance to thieves,' and she instinctively winced as he walked away with the man's bag and weaponry.

She ran to the half-a-man who had been sliced and offered him a drink of water--the only thing she could think to help end his suffering, and he looked at her with dim eyes as he told her a story. He told her of the Divine Mantle, and its history, of the three rules and their meaning.

Eon told her to steal it from him, so that the cycle could remain unbroken.

Weiss protested. He insisted, saying that it was better if it went to someone who knew its worth than someone who may never take it off or might sell it to a pawn broker who could ship it to Desna-knows-where. In the end, Weiss swore, and the man died with a small smile on his face. She stole the cloak from his corpse, and after cleaning it off as best she could she took to wearing it. No one seemed to notice the mantle on her, that she could tell, but just to be safe she never took it off. Suddenly, she had a legacy to live up to.
Suddenly, she felt very small, and very incomplete.

She followed the rules properly, only removing the cloak once as an act of desperation as she went to multiple shops in the bazaar and took various items from them--not a lot from any one person, and only what she would need to consider herself prepared to challenge herself and grow. At each place, she left the Divine Thief's signature E mark, even though she was prepared for her time as the 'demigod' to end as soon as she was done.

As luck would have it, however, she returned to find the cloak unstolen. Locate object spells, in the past the great equalizer against those who would play the mantle's game, could no longer properly locate the cloak since its form had been changed. Legend lore gave nothing, and even attempts to Speak with Dead on the corpse had resulted in nothing. By sheer luck, Weiss had managed to evade detection and the results of the inevitable Legend Lore would be weeks away from completion (and a vexing riddle, as that spell always is).

With her thieving of what she needed done, she refused to take off the cloak. The current Divine Thief believes that the power was given to her so that she could someday become a phantom who could take from those who would abuse their riches and power, to give to those who needed help. However, she's aware of her shortcomings. Wanting to adventure to broaden her horizons and hone her skills, she heard of a mission to reclaim and rebuild Kelmarane. It seemed as good a place as any to start the process of becoming a worthy successor to the title that she honestly hadn't earned, so she enlisted and went off to fight for the town's freedom.

She wound up falling in with a group of fellows who also went on the same mission, and the party had a good number of adventures together. She parted ways with them shortly after the defeat of a thief lord who had tried to take a magical artifact that was rightfully theirs, believing that besting the boss of an entire ring of thievery meant that she'd grown enough to properly perform her duties as the Divine Thief.

She was very, very wrong. While she proved herself competent enough at hiding and protecting the cloak to avoid having it taken from her during the heist she planned, she underestimated how many of the city's eyes were upon her due to their party's retrieval of an ancient and very valuable artifact. Her attempt at stealing a prized jewel from the collection of a merchant who was known for being both cruel and merciless in his business dealings was a complete failure, and while she escaped the guards her face had become known to the security staff of the city. Making matters worse the name 'Weiss' had spread around alongside those of her fellow despite her best efforts to remain anonymous, meaning that for the first time the guards would have a name to go with the face to make tracking her much easier.

Faced with few other options considering the harsh nature of Katapeshi justice, she stole her way onto a ship and sailed off to wherever it was going in order to start over and gain additional experience so that she could make a dramatic return to her homeland's stage in the future. As it happened, that ship was a Varisian trading vessel which was bound for Korvosa. She arrived in Korvosa roughly around the time that the plague hit the city in earnest, and was actually among those who came down with the hideous disease. While her natural resistance to diseases let her handily avoid the worst of the illness, she was nonetheless left thankful to the heroes who had a hand in curing it. While doing what she could to help the less fortunate as well, she'd heard the rumors of the queen's possible recent regicide, as well as the disbanding of one of the police forces and their leader's subsequent attempt on the Queen's life. The news worried her, particularly since the Queen seemed to not properly die when shot in the temple, a sure sign that someone had gone beyond being a simple human.

Feeling her urge to meddle for the greater good welling up inside her, she decided to use her skills to track down the heroes who had just saved the town and offer them what services she could. She wanted to find a way to grow her skills and help bring happiness to the people of her new temporary home town of Korvosa while she was at it--and with neither the connections nor the confidence necessary to try doing something on her own she knew that finding a group of like-minded adventurers would serve her well, as it had in the past.

Skill Unlock stuff:

Perception
5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.

Disable Device
5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.
10 Ranks: You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it.


Here is my submission:

Corven Songfall:

CG Halfling Cleric of Cayden Cailean 10

STR 10/12
DEX 14/16
CON 13/15
INT 8
WIS 18/22
CHA 16

HP TBD (10d8+30)
AC 29 (+9 armor, +4 shield, +3 dex, +1 deflection, +1 insight, +1 size), T 16, FF 26
BAB 7 CMB +7 CMD 22
Init +3

Fort +12
Ref +9
Will +16

Speed 40'

Shield: +10/5 to hit; 1d8+2 damage; 20/x2 crit

Skills: Knowledge (Religion) r10+12, Perception r0 +8, Stealth r0 +7/6

Feats: Extra Channel, Greater Spell Focus (Necromancy), Spell Focus (Necromancy), Varisian Tattoo, Improved Shield Bash

Traits: Strong Willed (+2 trait bonus to saves vs. Charm and Compulsion effects), Fate's Favored (Increase Luck bonuses effecting you by 1)

Alternate Racial Traits: Fleet of Foot

Class Features: Archetype (Theologian; Domain Secret: Extended Fly, Silent Dimension Door), Domain: (Travel; increase base speed by 10'; Agile Feet: free action, ignore difficult terrain for next round, 9/day; Dimensional Hop: teleport up to 120' per day, useable in 5' increments, destination requires los), Channel Positive Energy 5d6

Spells/day:
Save DC: 16 + Level (+2 for Necromancy and +1 Caster Level)
Domain Spells: 1) Longstrider, 2) Locate Object, 3) Fly, 4) Dimension Door, 5) Teleport, 6) Find the Path, 7) Greater Teleport, 8) Phase Door, 9) Astral Projection

Equipment: +2 bashing Heavy Wooden Shield, +3 Mithral Breastplate, +4 headband of Wisdom, +2 belt of physical perfection, Ring of Protection +1, Cloak of Resistance +1, Dusty Rose Prism Ioun Stone (Implanted)

Normal Gear: Wooden Holy Symbol x3, Spell Component Pouch x3, Bedroll, 50' rope, waterskin

Backstory:

Corven was a member of the City Watch of Korvosa. During his tenure as a guardsman, he dealt with thieves, smugglers, murderers, rapists, and simple drunkards with the same happy-go-lucky style that made him well known (it didn't hurt his reputation that he was one of the only halflings who served in the watch).

To the professional drunkards of Korvosa, Corven was a terrifying legend: Though he is a cleric of Cayden, Corven is something of a teetotaler, and he does not see those who overindulge "in Cayden's name" as a laughing matter.

What really made him famous, however, was the time that Ole Smitty, one of the biggest men in Old Korvosa, got smammered and decided he wanted to pick a fight "with the little guy". When Corven showed up, he assessed the situation, asked Smitty to go home and sleep it off, but Smitty was having none of that. After trying words for several minutes, Corven sighed, cast a spell and then touched Smitty. As he did, he said "You will never again know the face of Cayden until you live your life for others alone." As the spell took hold, Smitty's eyes widened: his completely sober eyes. Stomping to a nearby table, he downed a pitcher of ale, but it was to no avail; he could not get drunk. It quickly got around that if you love the drink, you did not quarrel with Corven.

For his part, Corven allowed this rumor to propegate, as it made his job much easier.

Corven's life was going well, right up to the point that most of the watch were given their walking papers after the Blood Veil disaster; for his part, during the crisis he spent most of his days cleansing the inflicted victims of the disease.

As Corven's watch (and home) were in Old Korvosa, he tried to argue against cutting it off from the rest of the city, but to no avail. Now, jobless and frustrated, Croven retired to his small house to try and determine where to go with his life.

He spent several days in prayer, until he received a vision showing him that he should go to the Storval Steppes and find the Heroes of Korvosa there.

Packing his belongings, he left that night...

Combat tactics:

During actual combat, Corven will utilize inflict spells to harm his enemies, while using his ability to dimension door to reach the most dangerous foes. As a guard, he decided to eschew normal weapons and study the style of combat that relies on hitting people with your shield. He's not normally a powerful melee combatant, but he will usually memorize a Divine Favor or two to aid him in combat. He also keeps a Bestow Curse handy to help debuff powerful enemies. He also typically likes to leave a spell slot of his 1-3 level spells open, so that it allows him versatility.

M Halfling Cleric of Cayden Cailean/10 (HP TBD/TBD | AC:29 | T:16 | FF: 26 | CMB: +7 | CMD:22 | Fort: +12 | Ref: +9 | Will:+16 | Init:+3 | Perc: +8 | Speed: 40 ft.


@Yas392: Sure!

@Cuàn: I like the idea!

@Jolgren Flintbeard: Looks promsing. I'm curious about the background you'll come up with!

@hustonj: I like your background a lot! Don't worry about the missing bits of gear, or the untested build. If you get picked and it turns out your character doesn't work the way you'd hoped he would, I'll let you fix him. You've been added to the list.

@Trinam: Awesome background story! I very much enjoyed reading it. You've been added to the list.

@Vrog: Sounds like a fun character! You've been added to the list.

Current full submissions:
Corven Songfall Tiny cleric of Cayden Cailean
Guillaume Coeur De Lion - special troubleshooter for the Sable Company
Jarl Purrun - enforcer for Papa
Rhys Tiol - city elf sorcerer/arcane savant
Weiss / Divine Thief Eon - Legendary Vudrani thief


awesome possum


I will be removing my submission. There is just not enough time to complete a 10th level character with a reworked background. I wish all the luck but I just can not swing it before the deadline.


I'm glad you enjoyed it. If she gets selected, looking forward to playing with ya.


I will be submitting Rohan Toghair, though I'm afraid I won't be able to finish the crunch before the deadline. If allwoed I'd finish that later today, after I'm back from work.
He will be an Investigator (Profiler)/Fighter (Armiger)/Hellknight of the Order of the Scourge.

Background:
In the times before the Chelish civil war House Toghair was a minor noble house owning lands near the city of Egorian. Most of it's members worked as court magistrates within this city.

This all changed at the end of the war when the capital was moved to Egorian. Unwilling to declare allegiance during the war the Toghair's were stripped of their title and their land, though they were allowed to keep their Egorian townhouse and their estate outside the city. The latter would eventually be taken by the crown as well to make room for Egorian's expansion, the family compensated for not even a tenth of it's worth.

Stripped of their titles and displaced by Thrune loyalists, the Toghairs could no longer work as court magistrates. Instead many joined the dottari, quickly ascending through the ranks, or became barristers.

Like his father and grandfather before him, Rohan chose to join the dottari. Proving his sharp mind during training and with recommendations from above Rohan started his career is a detective. It was in the capacity that he attracted the attention of Lictor Toulon Vidoc of the Order of the Scourge.
During an investigation into a string of mysterious disappearances in the city's harbor district Rohan stumbled upon a drug ring run by the son of one of Queen Abrogail's sycophants. The fact that he never backed down, despite threats, attempts to bribe him and appeals by corrupt colleagues, and that he eventually put all those responsible behind bars. Afraid someone as skilled and as determined as him would fall prey to some noble's vendetta the lictor recruited him into the Order.

Within the Order he quickly proved his worth. He took to the martial training without any issues and was tutoring other armigers in their detective work. His trial to become a Hellknight is one that is still talked about among armigers today. Somehow he managed to convince the summoned Barbazu to play a game of chess before their eventual duel. Claiming such a game would surely be a better test to their tactical skill and offering to simply lay down his life should he lose. What he failed to mention was how all the pieces were infused with slow acting poison specifically tailored to only affect outsiders like the barbazu, weakening the devil while giving Rohan the time to study his opponent. When the devil was about to make the winning move Rohan struck, easily penetrating the devil's lessened defenses. With a few swift strokes it laid bleeding at his feet.

Since then things have gone quickly for Rohan. His wit and skill at arms have proven instrumental in taking down several criminal organisations throughout Cheliax, stopped the Bellflower Netwerk from smuggling escaped slaves to Andoran and even turned back a raid by Okeno pirates on a coastal village. None were surprised when he was promoted to maralictor within 2 years of passing the trial. Some are even saying he would be the eventual successor of the Orde's current lictor, though Rohan himself will hear none of it.

Now a request has come from Korvosa. Several nobles suspect foul play by the hand of the new queen and fear she would ruin their great city. Toulon personally selected Rohan to figure out what is going on within the city and if the claims by the nobles hold any merit. If they do he is to restore order, either with backup from Cheliax or using local resources.


Cuàn wrote:

I will be submitting Rohan Toghair, though I'm afraid I won't be able to finish the crunch before the deadline. If allwoed I'd finish that later today, after I'm back from work.

He will be an Investigator (Profiler)/Fighter (Armiger)/Hellknight of the Order of the Scourge.

** spoiler omitted **...

Somehow his link broke... It might just be my browser being dumb, but if not I fixed it here for you.


@Jogren: A shame, but thanks for considering joining us!

@Cuán: I care mostly about the roleplaying part. You've been added to the list!

@Trinam: Thanks for the link!

Recruitment's closed!!!

I'm going to ask the current party members to send me their preferences by PM. I'll contact all of you once the choices have been made!

Full submissions:
Corven Songfall Tiny cleric of Cayden Cailean
Guillaume Coeur De Lion - special troubleshooter for the Sable Company
Jarl Purrun - enforcer for Papa
Rhys Tiol - city elf sorcerer/arcane savant
Rohan Toghair (Backstory) - Hellknight investigator
Weiss / Divine Thief Eon - Legendary Vudrani thief


Good luck, everyone!


StephNyan wrote:

Due to the massive show of interest I've decided the deadline for character submissions is this Saturday at 2pm CEST.

Current full submissions:
Guillaume Coeur De Lion - special troubleshooter for the Sable Company
Rhys Tiol - city elf sorcerer/arcane savant

This alias is DeviousDevious's Kobold Shifter submission. I think I got confused by CEST vs EST. Feel free to disregard my application, but I'll post it here anyway in case you're feeling generous. Cheers!

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