DM Brainiac's War for the Crown: Table 1 (Inactive)

Game Master Brainiac

Current Date: 21 Kuthona, 4718 AR

Maps on Google Slides


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Dotting. Have to think about it.
Thinking about a swashbuckler. I think that would fit quite well.
In the spirit of the 3 musketeers.
Or a cavalier
Or a royal accuser inquisitor.


dots dots and more dots.


Too many campaigns... but Brainiac running War for the Crown! Damn it!

Dotting... now I have to try and play something that's NOT a mesmerist...


Rolling for Gold: 3d6 ⇒ (6, 6, 1) = 13 x10=130gp


ShadowFighter88 here - this is the Investigator I'm planning to re-write the fluff for. The stuff in the Google doc is the part that'll probably change the most - she was originally more of a bounty hunter (specifically she started life as a Gunslinger courtesy of my having read Gunsmith Cats around that time) so some of the characters in that are going to need to be re-worked and modified even discounting the switch of location.

The broad strokes'll stay the same and most of the fluff related to her specifically won't be changed (barring making her a Taldan native rather than being from Cheliax), if that helps.


Completed Submissions So Far:

  • Erick Bonestihl, male human cavalier (emissary honor guard musketeer, order of the tome)
  • Pontia, female human ex-paladin (vindictive bastard, tempered champion)
  • Elizabeth Ardoc, female human wizard (arcane crafter)
  • Antonio DeLeon, male human cavalier (daring champion, order of the cockatrice)
  • Maria Greyson, female tiefling investigator


  • Wow, certainly dotting. It sounds like a good game for a dandy! But I will wait for the 'Players Guide' to come out before I decide for sure.


    Hello! I'd like to apply with Bernal Iacomo, a Rondelero swashbuckler. I picked one of the traits based on their names, though it's tentative and I might end up swapping it if anything seems to match his backstory better.


    My submission - Liam of Kozan, a half-elf Evangelist cleric of Milani.

    Background:

    Liam’s father’s family dates back for centuries, as clergy of Aroden in the port town of Kozan. With the apparent death of Aroden, his great-grandfather turned to the worship of the Inheritor. Liam started down this path himself, but then learned more and more about Milani, Iomedae’s “sister” follower of Aroden who also became a deity. While not as prominent as Iomedae, Milani fought for the disadvantaged and downtrodden, and sought to overthrow tyrannical regimes. He felt a calling. His mother's fey-touched Elven side might have something to do with his Chaotic nature.
    Liam spent years in Andoran, learning about more just systems of government and about organizing resistance to oppression. He picked up a few skills to move around unnoticed. Liam’s skills have drawn the attention of Lady Martella Lotheed. She has explained that Taldor needs those such as he to help govern, that he can do good working within the system. This appeal to his pride has drawn him into her service.

    Appearance and Personality:

    Liam is of average height and build for a half-elf, around 6’0” and 160 lbs. He has black hair and blue eyes, and dresses in well-made but not ostentatious clothing. Liam is trying to learn to be more discreet in conversation – sometimes when you know the other person is lying it is best to let them continue on for a while.
    Although he can be a firebrand preacher for freedom and against oppression, Liam knows that he still has much to learn, so he tries to keep his pride in check. As with any revolutionary, the confidence that he knows best can be a weakness in him, and with his high Wisdom he is aware of this weakness. Trying to temper his fervor with humility remains a challenge. Too often, the public mistakes humility for lack of conviction. He is working on new speeches to address this concern.

    Role:

    Liam’s role is to support the party. He won’t get Channel Energy until Level 3, so his healing takes a hit, but he has cleric spells and bardic performance. He gets Good Hope as a 3rd-level cleric spell, which is a fantastic party buff. He also is passable at some skills that might be needed in this AP, and is excellent at Sense Motive.

    Character Sheet:

    Liam of Kozan
    Half-Elf Cleric (Evangelist) 1
    Deity: Milani (Defense)
    CG Male Humanoid
    Init +2; Perception +5 (+3 Wis, +2 racial)
    -----------------
    DEFENSE
    -----------------
    AC 16, touch 12, flatfooted 14 (Armor +4, Dex +2)
    HP 9 (1d8+1)
    Fort +4, Ref +3, Will +6; +2 vs enchantments
    -----------------
    OFFENSE
    -----------------
    Speed 30ft.
    Melee Morningstar +1 (1d8+1)
    Ranged Javelin +2 (1d6+1)
    -----------------
    STATISTICS
    -----------------
    Str 12, Dex 14, Con 13, Int 12, Wis 16, Cha 13
    BAB +0; CMB +1; CMD 13
    Feats Cosmopolitan (Bluff, Disguise), Skill Focus (Sense Motive)
    Traits Sea-Souled, Young Reformer
    Alternate Racial Traits Fey Thoughts (Stealth, Perception)
    FCB +1 Skill Point
    Skills (4 per level) Sense Motive +10, Bluff +5, Disguise +5, Stealth +6 (-2 ACP)
    Background Skills Perform (Oratory) +5, Knowledge (Nobility) +5
    Languages Common, Elven, Celestial, Varisian, Skald
    Special +1 resistance bonus on saves, Deflection Aura (1 round, 20’, +2 deflection to AC and CMD, 1/day), Public Speaker, Sermonic Performance 5 rounds/day (Countersong, Fascinate, Inspire Courage), Spontaneous Casting (Command), Immune to Sleep, +2 vs enchantments, low-light vision
    Spells Light, Stabilize, Guidance, Shield (D), Cure Light Wounds (x2)

    Gear:
    Start: 140 gp
    Chain Shirt 100
    Morningstar 8
    Javelins (2) 2
    Cold Iron Dagger 4
    Cleric’s kit 16
    Remaining: 10 gp
    Clothing: Explorer’s Outfit


    Starting money: 5d6 ⇒ (4, 5, 4, 6, 4) = 23

    Woohoo! Hot dice, hot dice!


    I was just working on a character for this adventure path last night. I'll have to adjust for background skills this evening


    Starting gold: 5d6 ⇒ (1, 5, 2, 6, 6) = 20

    Quite nice!


    Ouachitonian wrote:
    I’ve been wanting to try out a Warlock Vigilante for a while, and this looks like a great AP for it. I hate that the guide’s not out yet. That will complicate things, but I’ll give it a shot.

    The more I look at things, the more I think I’m going to go a different route: a young Ulfen who’s come to Taldor with the hopes of joining the Ulfen Guard. Probably a barbarian or bloodrager.


    This is Digger's submission, Quintius Opar.

    Background:
    Quintius is the bastard son of a man from a minor Taldan house (House Morilla if that doesn't mess with the AP story) and a barwench. Born especially comely and athletic, the house even "allowed" his mother to serve the house while he was groomed as a friend (and one day servant) to the man's actual children. He saw how his mother and other commoners were treated while he was pampered, but she begged him not to cause a problem. She was still begging him when she died. She had never known that celestial blood ran through her veins, nor does Quintius to this day, thinking his gifts just good luck.

    With her gone, Quintius was treated even more like part of the family. His charm and skill grew with each passing year.

    So did his hatred. He practiced spying on his so-called family, stealing and smuggling minor household items. He studied the noble houses of Taldan in particular. They weren't all outright monsters, but plenty were. He kept mental notes on which houses and which nobles deserved retribution most.

    As the AP begins, he wonders why he's been invited by Lady Martella Lotheed to this event. Famous house, hard to get good information on, but something about them smelled. Still, the invitation required looking into. Either they were aware of his activities and plans and wanted to help him or blackmail him OR they had no idea and this could be an opportunity to get to a place where his true plans can finally begin.

    Appearance and Personality:
    Quintius presents as a handsome--lovely, perhaps--human man of his own age. His hair is a light brown with deeper brown accents. Steely blue eyes express the emotions he wishes them to express. He can charm most folks with his easy-going, light-hearted manner, but this is all a ruse. Inside he is calculating and a keen observer of human nature. The nobles like his father will all pay one day, and the corruption of Taldor cleansed.

    Role:
    Quint can fight both melee and ranged, provide skill support and serve as a spy/courier/maybe-assassin-one-day. His current alignment is CN, and I hope to RP him to CG as the AP progresses, as he finally sees that not all of these rich jackasses are in fact jackasses, and that there is a actual step forward for Taldor possible

    Leaving one trait blank until the Guidebook is available. Depending on how they translate, several of the named traits at least SOUND like they'd be applicable.


    Up for being connected in some way to other characters, by the way.


    Sara Burke: resurrectionist. A good person trying to leave bad times behind.

    History:
    Raised in the rough and tumble of the slums of Oppara, the Narrows, Sara Burke struggled to provide for herself and her family; with her mother lame from an accident years before, and her father an incompetent drunk, this typically meant more than begging and thievery.

    Opportunity for change didn't so much come knocking as it did dropping down dead. When her father died, she no longer needed to fund his self destructive addiction or withstand his abuses; she smiled all throughout his funerary process. And at the wake, when a beautiful man in a white suit introduced himself as an acquaintance of her late relative, she gladly sold him his body for fifty gold, burying an empty coffin.

    Fifty gold pieces was more than enough to change things for Sara and her family. They were fed every night, warm, full meals with fresh ingredients and spiced rum. She bought her mother a new chair and paid for education for her younger siblings. Lastly, she put herself through ettiquette and grammar courses. She would make something good for this family, make a chance at the nobility and change things.

    The man however had plans for Sara. He watched and waited, knowing the paltry sum that had changed their lives would not last. When they needed him, he returned, finding Sara at the same tavern her father once frequented. He remembered her comfort around death and made a proposition. Gold for bodies. The fresher the better, but dead was dead, and dead paid regardless.

    When she asked for a name, he gave it freely. Hare.

    She was indebted to him. Hare was a silent patron, bettering her family fortune and enabling them to rise out of poverty into something else. From outside, she was living the ideal Taldan dream: when things were darkest, she pulled herself up by her bootstraps and shone bright. That someone else's hands were on those bootstraps was not her concern.

    The last item she brought Hare was the skeleton of a Halfling woman. Though far from the only way, their goods often exchanged hands by wheelbarrow; the exhumed body hidden in dirt and mulch. As she met to exchange with another ghoul (being the derogatory word for their profession), she reached into the dirt and provided a femur as proof, being witnessed by a guard. She was apprehended, but not before clobbering the guard with said femur.

    The entire operation was upset, starting from the bottom. Hare fled, eventually being caught and executed for necromancy. Her family was evicted and forced onto the streets, unable to afford their apartment. Sara spent a several months in prison, no hope and no future.

    As an additional punishment, the mark of Urgaotha was cut into her hand, branding her as a resurrectionist and necromancer.

    Upon reentering society, there was no one to turn to. She took up a room in an inn, begging to afford room and board (and drink). When she received a letter of work from the Lady Lotheed, she wrote back immediately, cleaned herself up, and scrounged up enough money for better clothes and a haircut.

    It is here we find her, with renewed hope for her future and a chance at the upper echelons of society.

    Appearance and Personality:
    A tall, pale, thin woman with dark hair and a strong jaw. A native Taldan, Sara is concerned about appearance and perception; she wears dresses, the nicer the better, girding them for combat when necessary, and lace gloves to cover the scar on her hand. She's particularly fond of stabbing her opponent's foot with her heels.

    Sara is trusting, bold and opinionated, having seen the hypocrisy of her nation yet still buying in wholesale to its worship of nobility. She is not afraid of death or the dead, death has only treated her well in life, and she views unfortunate and uncomfortable passing as necessary.

    Despite her apologetic attitude towards the nobility's ignorance of poverty and her desire for social climbing, Sara still hopes for change in the country's endless status quo, and hopes to be part of that change.

    Party Role:
    Battlefield control and DPS, with emphasis on some social skills, notably Bluff and Intimidation.

    Build summary:
    Sara fights with no weapons and light or no armor, preferring improvised weapons and her surroundings, taking the Cad and Thug archetypes, and utilizing sneak attack, intimidate and dirty tricks to control and influence her opponents. A multiclass into barbarian is likely.

    To date the only thing she's ever swung as a weapon is that Halfling's left femur, and femurs will continue to hold a special place in her heart if she is able to find any. Her strength has been built by years of graverobbing, digging up hard packed earth and prying open stone mausoleums.

    Her +2 goes into STR, INT or CHA depending on party needs (dps, skills or a secondary face) but before racial adjustments, her scores are
    STR 16
    DEX 11
    CON 14
    INT 13
    WIS 7
    CHA 14

    Her low wisdom is flavored as a brashness and a fumbling attempt at reaching above her station or "playing as noble". She is astute and charming, but bad at thinking through consequences and reading social cues.

    Character Sheet:
    Sara Burke
    Human Fighter (Cad) 1
    Deity: Pharasma
    NG Female Humanoid
    Init +1; Perception -2
    -----------------
    DEFENSE
    -----------------
    AC 10, touch 10, flatfooted 10
    HP 12 (1d10+2)
    Fort +4, Ref 0, Will -2
    -----------------
    OFFENSE
    -----------------
    Speed 30ft.
    Improvised Weapon One Hand (chair leg 1d6 B, small size femur 1d6 B or bottle 1d4 B/S/P)
    Improvised Weapon Two Hand (chair 2d6 B, table leg 1d8 B, stool 2d6 B, M or L femur 1d8 or 2d6 B)
    Improvised Weapon Thrown (any of the above, same damage, range of 10/30 ft)
    All weapon damage subject to GM discretion.
    -----------------
    STATISTICS
    -----------------
    Str 18, Dex 11, Con 14, Int 13, Wis 7, Cha 14
    BAB +1; CMB +5; CMD 16
    Feats Enforcer, Bludgeoner, Combat Expertise
    Traits Surprise Weapon (+2 to Improvised Weapons), Narrows Survivor (+1 Initiative, SM, SM is a class skill), leaning towards Rising Star, maybe Patriot or Reformer depending on fluff.
    Drawback Foul Brand (-1 to Disable Device, Disguise, Sleight of Hand)
    FCB +1 CMD
    Skills (4 per level) Acrobatics +4, Bluff, +6, Intimidate +6, Sense Motive +3
    Background Skills Handle Animal +6, Sleight of Hand +3,
    Languages Common, Necril, Taldan

    Gear:
    Fighter Gold: 5d6 ⇒ (4, 4, 6, 2, 1) = 17
    Start: 170 gp
    As not yet an adventurer, much of this gold goes into fitting a wardrobe and a makeover for the girl. She begins with 110 gp, an amount of that going daily or weekly to her room at the inn.

    This is my first time submitting into PbP in four years.


    Quintius Opar wrote:
    Up for being connected in some way to other characters, by the way.

    Ditto


    Decimus here, with one Oster Catus. He's human - mostly.

    Appearance:

    "A loose crop of dirty blonde hair sits over a fair face inset with coal dark eyes. Average height, a little slim in build. Warm hands. A warm smile too when he puts it on. And damn fast."

    Personality:

    "Knowing the truth of his blood, as he does, I am surprised at his relative calm compared to his Ifrit kin. I say 'relative' since he still has a temper. Even if he wields it as a weapon, and not let it wield him. Nine times out of ten, he is pragmatic to a fault. And the other time? He is beating a villain over the head until he hears surrender or a thud."

    Background:

    Oster was a wild child, born into one of the worst slums in the empire. When his mother was in her cups, she sometimes boasted of the "adventurer blood" they possessed. His father would roll his eyes - away from her sight and rages. The young Oster constantly got into trouble, with family, with friends, and it went downhill outside of those. He got into fights, launching himself at opponents twice his size but with the elements of surprise and speed. And a fiery temperament.

    Until one day, he launched flame from his hands, much to his surprise. And in front of an incognito agent of the Empire.

    The man came around to the Catus home that evening. He made an offer to Oster and his parents. He would make sure the youth was trained to serve the Empire and would have a career and a life. His parents ended up accepting. Oster later found out that gold also changed hands, but that did not surprise him knowing them.

    The next few years saw Oster be trained in infiltration and combat, etiquette and the ways of intrigue. His penchant for swift ambush was honed, his self-confidence shaped into an intimidating glare. His fiery temperament was reforged into a tool of higher powers. And he was fine with that. He was loyal to his finder's mistress - Lady Martella Lotheed - and those he worked with. Higher goals and ideals mattered little to him. The people he worked, laughed, and bled with - they mattered.

    And when Lotheed said a vote needs to happen, that is good enough for him.

    Overview:

    Oster is devoted to his boss and his colleagues and fights for them. He is solid at stealth and social skills, especially intimidation. He has a few neat tricks such as burning hands which might not be expected from him.

    Mechanics:

    Oster Catus
    Male Ifrit Unchained Rogue 1 (Scout, Thug)
    True Neutral Humanoid (human) & Outsider (native)
    Init +4; Senses Darkvision 60ft., Perception +X

    --------------------
    Defense
    --------------------
    AC 17, touch 14, flat-footed 13 [10 + 4 Dex +3 Armour]
    hp 8 (1 HD; 1d8+0 Con)
    Fort +0, Ref +6, Will +0

    Fire Resistance 5

    --------------------
    Offense
    --------------------
    Speed 30 ft.

    Melee

    Sap +4 1d6 x2 B Non-Lethal
    Dagger +4 1d4 19-20/x2 P or S
    Light Mace +4 1d6 x2 B

    Ranged

    Shortbow +4 1d6 x3 P 60 ft.

    Special Attacks
    Burning hands 1/day as a spell-like ability

    --------------------
    Statistics
    --------------------
    Str 8, Dex 18, Con 10, Int 10, Wis 10, Cha 18
    Base Atk +0; CMB -1; CMD 13

    Feats
    L1: Enforcer
    You are skilled at causing fear in those you brutalize.

    Prerequisite: Intimidate 1 rank.

    Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

    Traits
    Fiery Glare - Race, Ifrit
    You are able to use your unearthly nature to frighten others.

    Benefit(s): You can always take 10 on Intimidate checks, even in combat.

    Memorable - Social
    Growing up amid a large number of children, you learned quickly how to get others’ attention and keep it.

    Benefit(s): When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.

    For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.

    Campaign Trait (to be decided)

    Either Athletic Champion or Rising Star

    Drawback

    Righteous Indignation
    You have difficulty controlling your temper after living in inhuman conditions in Cheliax, Geb, Irrisen, Katapesh, or Qadira. Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a -1 penalty on Will saving throws against spells with the emotionUM descriptor that do not also have the fear descriptor.

    Languages
    Common

    Skills
    The unchained rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

    Skill Ranks per Level: 8 + Int modifier.
    Armour Check Penalty: 0

    In concealment or full concealment due to darkness or dim light, gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.

    +Acrobatics +8 |+4 Dex +1 rank +3 class skill
    +Appraise +0 |+0 Int
    +Bluff +8 |+4 Cha +1 rank +3 class skill
    +Climb -1 |-1 Str
    +Craft +0 |+0 Int
    +Diplomacy +8 |+4 Cha +1 rank +3 class skill
    +Disable Device* +8 |+4 Dex +1 rank +3 class skill
    +Disguise +4 |+4 Cha
    +Escape Artist +4 |+4 Dex
    Fly +4 |+4 Dex
    Handle Animal* -- |+4 Cha untrained
    Heal +0 |+0 Wis
    +Intimidate +10 |+4 Cha +1 rank +3 class skill +2 mwk tool (can take 10 at any time)
    Knowledge Arcana* -- |+0 Int
    +Knowledge Dungeoneering* -- |+0 Int untrained
    Knowledge Engineering* -- |+0 Int untrained
    Knowledge Geography* -- |+0 Int untrained
    Knowledge History* -- |+0 Int untrained
    +Knowledge Local* +4 |+0 Int +1 rank +3 class skill
    Knowledge Nobility* +1 |+0 Int +1 rank
    Knowledge Nature* -- |+0 Int untrained
    Knowledge Planes* -- |+0 Int untrained
    Knowledge Religion* -- |+0 Int untrained
    +Linguistics* -- |+0 Int untrained
    +Perception +4 |+0 Wis +1 rank +3 class skill
    +Perform +4 |+4 Cha
    +Profession +0 |+0 Wis
    Ride +4 |+4 Dex
    +Sense Motive +4 |+0 Wis +1 rank +3 class skill
    +Sleight of Hand* +8 |+4 Dex +1 rank +3 class skill
    Spellcraft* -- |+0 Int untrained
    +Stealth +8 |+4 Dex +1 rank +3 class skill
    Survival +0 |+0 Wis
    +Swim -1 |-1 Str
    +Use Magic Device* -- |+4 Cha untrained

    Special Qualities
    Energy Resistance: Ifrits have fire resistance 5.

    Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier).

    Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

    Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

    Gear

    Pickpocket's Outfit __

    Sap 1g
    Dagger 2g
    Shortbow 30g
    Arrows, common (20) 1g
    Light Mace 5g

    Studded Leather Armour 25g

    Backpack 2g
    Bedroll 0.1g
    Belt Pouch 1g
    5 Pieces of Chalk 0.05
    Grappling Hook 1g
    Grooming Kit 1g
    Inside Pocket (outfit) 1g
    Masterwork Tool Intimidate (necklace of obsidian stone skulls) 50g
    Silk Rope 10g
    Thieves' Tools 30g

    Starting Gold: 200g
    Total Starting Equipment Cost: 160.15g

    Current Wealth: 39.85g

    --------------------
    Special Abilities
    --------------------
    Weapon and Armor Proficiency

    Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

    Sneak Attack
    If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

    With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

    The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

    Finesse Training (Ex)

    At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

    Frightening (Ex)

    Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

    This ability replaces trapfinding.

    Grand Lodge

    Very interested, but my efforts to come up with a character are going all scatterbrained. I'll wait for the player's guide to post any ideas.


    Bernal, Oster: perhaps Quint has seen him at court?

    Sara: I feel like maybe cousins on the common side?


    Presenting Mai Zhi (human rogue)

    Background:

    Zhi was the unexpected offspring of a nobleman's daughter and a handsome-but-morally-ambiguous scoundrel, Mai Zhen. According to her father, her mother's family responded to the news that her mother was carrying the child by deciding to end the pregnancy. Zhen persuaded her mother to flee with him.

    Once Zhi was born, however, her mother couldn't bear the drudgery of motherhood. Leaving only a dress to remember her by she abandoned her infant daughter and returned to her family. It was now just Zhi and her father.

    Her father had different ideas on how to raise a little girl. Being a thief himself, he felt that the best way she could contribute to their little family was by slipping through small openings and spaces that others would never fit and opening doors for him. While other children were playing along the canals, Zhi was learning how to climb drain-spouts, slip through windows, and squeeze through roof vents.

    Her sixth birthday was spent fleeing the authorities of Kasai on a ship bound for Oppara.

    In the capital city of Taldor, Zhen and Zhi found marks aplenty. However, as expensive as it was to live in the city and her father's lack of wisdom as regards to money, they always seemed to be on the edge of destitution. Zhi tried to convince her father to move up to bigger targets, but he shied away from targeting the nobility.

    Just a little over a year ago, Zhen vanished. After six months of searching failed to turn up his trail, Zhi resigned herself to life alone. Without her father nay-saying her, however, she began casing larger targets.

    Zhi met Martella Lotheed at a society party she had crashed wearing her mother's dress and in the guise of 'Princess Zhi'. Martella saw through the facade and invited Zhi to come work for her.

    Appearance:

    Slender and standing at a scant 5', Zhi is the perfect size for getting into places she isn't supposed to be.

    When she's working, her long black hair is pulled into a single braid. She's dressed in dark leather armor and carries a short staff on her back. Her movement is graceful but deliberate.

    When she's casing a noble's soiree, she's usually adorned in her mother's emerald green silk dress. With a parasol over her shoulder (concealing her hanbo) and a decorated fan partially concealing her bashful smile, she plays the part of a shy Minkian princess.

    Personality:

    Conveying reserved self-confidence, Zhi is still very much a girl missing her father. She's always deferred to him for any decisions regarding a job, so taking on a job like the one Martella is proposing is a step out of her comfort zone.

    Crunch:

    Female human (Tian-Shu) unchained rogue 1
    CG Medium humanoid (human)
    Init +4; Senses Perception +4
    --------------------
    Defense
    --------------------
    AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
    hp 8 (1d8)
    Fort +0, Ref +6, Will +0
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +4 (1d4/19-20) or
    . . hanbo +4 (1d6)
    Ranged shortbow +4 (1d6/×3)
    Special Attacks sneak attack (unchained) +1d6
    --------------------
    Statistics
    --------------------
    Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 14
    Base Atk +0; CMB +0; CMD 14
    Feats Deft Hands, Stealthy, Weapon Finesse
    Traits criminal
    Skills Acrobatics +8, Appraise +6, Bluff +6, Climb +4, Diplomacy +6, Disable Device +11, Disguise +6, Escape Artist +10, Knowledge (local) +6, Knowledge (nobility) +3, Perception +4, Sense Motive +4, Sleight of Hand +11, Stealth +10
    Languages Common, Minkaian, Tien, Varisian
    SQ trapfinding +1
    Other Gear leather armor, arrows (20), dagger, hanbo, shortbow, backpack, belt pouch, courtier's outfit, flint and steel, jewelry[UE], perfume, common[ISWG] (10), reversible cloak[UE], thieves' tools, 6 gp, 8 sp
    --------------------
    Special Abilities
    --------------------
    Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
    Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

    Without seeing the details, I'm not sure what trait would fit for her. Probably either Athletic Champion or Young Reformer.

    I would have picked an portrait for her, but all I get right now when selecting a avatar is a blank page.


    Here is Titus (Human Fighter - Polearm Master)

    Background:
    Titus grew up orphaned on the back streets of Oppara and soon fell into the lower echelons of The Brotherhood of Silence. He had to much empathy for his fellow man to be indoctrinated fully into the thieves guild, but he did serve as a loyal bodyguard for some of the bookies. Spending alot of the time at the race tracks he did befriend several of the charioteers and learned the ins and outs of the races. Then one day, the inevitable attack on the bookie he was responsible for happened. Titus successfully fended off the attack, but the charioteer for the race was killed in the melee. Furious over the assault the noble sponsor of the chariot, grabbed the nearest person that had any inkling of how to ride to take over for the race and that person was Titus. The noble had only intended for Titus to start and finish the race so his horse wouldn't be disqualified for the season for missing a start, but when Titus placed third, the pleased noble gave him 900gp. Titus has used this seed money to start a taxi service. He bought himself a carriage, two fine horses and some fancy clothes and is hiring himself out to various nobles.

    Appearance:
    A young Charlton Heston

    Cruch:
    Titus
    Male human (Taldan) fighter (polearm master) 1 (Pathfinder RPG Advanced Player's Guide 106)
    NG Medium humanoid (human)
    Hero Points 1
    Init +1; Senses Perception +1
    --------------------
    Defense
    --------------------
    AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
    hp 11 (1d10+1)
    Fort +3, Ref +1, Will +1
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee dagger +4 (1d4+3/19-20) or
    halberd +4 (1d10+4/×3)
    Ranged javelin +2 (1d6+3)
    --------------------
    Statistics
    --------------------
    Str 16, Dex 13, Con 13, Int 14, Wis 12, Cha 12
    Base Atk +1; CMB +4; CMD 15
    Feats Bodyguard[APG], Combat Reflexes, Skill Focus (Knowledge [local])
    Traits rich parents
    Skills Acrobatics -2 (-6 to jump), Diplomacy +2, Handle Animal +5, Intimidate +5, Knowledge (local) +6, Knowledge (nature) +3, Knowledge (nobility) +3, Ride +2, Survival +5
    Languages Common, Dwarven, Elven
    SQ hero points
    Other Gear lamellar (leather) armor[UC], dagger, halberd, javelin (3), backpack, bedroll, belt pouch, carriage, flint and steel, hemp rope (50 ft.), mess kit[UE], noble's outfit, pot, soap, torch (10), trail rations (5), waterskin, heavy horse (combat trained), heavy horse (combat trained), 41 gp
    --------------------
    Special Abilities
    --------------------
    Bodyguard Use an AoO to use aid another to improve an ally's AC.
    Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Hero Points Hero Points can be spent at any time to grant a variety of bonuses.

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


    Outlook and Personality:
    Titus is glad to have cut his ties with the brotherhood and is now looking to ingratiate himself with the nobility. He takes anyone he transports safety seriously. His self worth is entirely tied up with how good a bodyguard he is. He really does have an incredibly protective streak in him, eventually he will take the Virtuous Creed Feat (Protection). He enjoyed the chariot racing and would certainly agree to do it again.

    Rich Parents Trait:
    I chose the Rich Parents trait, but it really should be rich sponsor. A noble is pleased with Titus.


    Interesting. Most certainly want to see the Player's Guide and seeing how it shapes my perspective.

    Vigilante, Investigator, Bard, social Rogue, Magus, Slayer, Swashbuckler, Mesmerist, Psychic, Arcane Trickster, Duelist, Shadowdancer, Master Spy, etc. all sound really plausible from what little I know.

    Sovereign Court

    Hot diggity, I've been waiting for people to start this AP.


    Quintius Opar wrote:


    Sara: I feel like maybe cousins on the common side?

    That makes sense. If your mother was her father's sister, he could have drank for cheap or free for years, deepening his alcoholism.


    Quintius: That is certainly possible! Oster would approve of Quintius' skillset.


    This will be Helikons application, an half orc inquisitor of Abadar


    If Mai Zhi wants to tie their background to someone else, maybe she tried to hire Maria's father to find her's, but had to settle for hiring Maria because he had just left for Numeria and Maria was the only one running Greyson Investigative Services while he was gone.


    Quint: I find it unlikely that the two met in court, considering this is Bernal's debut in court. They may have met during a holiday celebration in the capital, or possibly even when Bernal was studying in Karakuru. Maybe the two stumbled upon each other on more then one occasion, trying to woo the same woman or get some information out of a noble; I think Quint and Bernal fit perfectly for a friendly rivalry in their background.

    Sara: Maybe the inn where Sara stayed is also where Bernal performed after moving to Oppara? Bernal would have been intrigued by the scrawny Urgathoa-branded woman. If Sara told Bernal about her past, he might try to develop a friendship with her in some desperate hope of one day resurrecting his brother.


    Completed Submissions So Far:

  • Erick Bonestihl, male human cavalier (emissary honor guard musketeer, order of the tome)
  • Pontia, female human ex-paladin (vindictive bastard, tempered champion)
  • Elizabeth Ardoc, female human wizard (arcane crafter)
  • Antonio DeLeon, male human cavalier (daring champion, order of the cockatrice)
  • Maria Greyson, female tiefling investigator
  • Bernal Iacomo, male human swashbuckler (Rondolero swashbuckler)
  • Liam of Kozan, male half-elf cleric of Milani (evangelist)
  • Quintius Opar, male aasimar slayer (velvet blade)
  • Sara Burke, female human fighter (cad)
  • Oster Catus, male ifrit rogue (scout, thug)
  • Mai Zhi, female human unchained rogue
  • Titus, male human fighter (polearm master)
  • Lucian the Bloodhound, male half-orc inquisitor of Abadar


  • Just an update: last night I was thinking about this character and the whole Aasimar thing ...I'd taken alternate features to make him more human because there was no reason for him to be an Aasimar other than the stat boost. So I've converted him to human, which he should have been in the first place.

    Also a question: you've mentioned this is a good game for a vigilante. Are you down with non-vigilante masked personas as described here? https://www.d20pfsrd.com/gamemastering/other-rules/masked-personas/


    I wasn't aware of masked personas before, but I like them so you can use them in this game.


    A bit more on Liam's family background (this has come to me since thinking up the character).

    Liam's family:

    Like many would-be revolutionaries, Liam comes from a fairly privileged background. He had material comforts and a good education. As clergy of Aroden, his family had been members of the aristocracy for centuries, although not especially wealthy or high-ranking. Aroden exemplified and championed the greatness of humanity; the aristocracy naturally felt that they had more of the Last Azlanti in them than did the commoners. Therefore, they were more comfortable with the clergy of Aroden being nobles (ignoring how many of Aroden's Twelve Guises would be commoner professions). Liam's family has some distant connections to House Morilla, and some stronger connections to House Railford.
    During his time in Andoran, Liam just went by 'Liam', with no family name; he does not wish to get ahead by virtue of his birthright. While he hasn't formally renounced his family or his unlikely title (he would be eighth in line to become a Baron, after some second cousins), he doesn't often talk about them either. His father isn't outright opposed to his activities, given the understanding between Iomedae and Milani, and is sort of a lukewarm reformer himself. His mother has little interest in noble families' reputations or Taldan tradition, but a great interest in freedom. She has been more encouraging of his path. His mother is half-Elven; Liam's grandparents, distressed by the human grandmother growing old while the Elven grandfather stayed young, entered the service of Shyka the Many as Feysworn in the First World, shortly after Liam was born. His mother has heard from them in dreams.

    I would be happy to work on connections if selected -- I see a lot of potential with many of these submissions.


    Presenting Doritan Umbreal, ambitious (yet slightly aimless) vigilante. Since the player's guide isn't out yet, I'm not entirely sure what his main driving motivation should be. As it stands, he could fit into a few different campaign traits. Basically, I did my best to write a background that could fit into whatever the Player's Guide suggests, while still remaining fairly focused.


    Dotting vigilante most likely


    Bernal Iacomo wrote:
    Sara: Maybe the inn where Sara stayed is also where Bernal performed after moving to Oppara? Bernal would have been intrigued by the scrawny Urgathoa-branded woman. If Sara told Bernal about her past, he might try to develop a friendship with her in some desperate hope of one day resurrecting his brother.

    She would have laughed at that. "That's the wrong kind of resurrectionist, sweetie." Magic is beyond her ken, especially the divine. "If you're hoping to make some cash tho, just sell him to a doctor or a necromancer. They'll thank ya."

    Quintius Opar wrote:
    Also a question: you've mentioned this is a good game for a vigilante. Are you down with non-vigilante masked personas as described here? https://www.d20pfsrd.com/gamemastering/other-rules/masked-personas/

    I am also interested, considering Sara's past. I would (maybe) switch Sense Motive out for Disguise, and it's something that would have worked better in the past, before her scarring, which is the whole point.


    Sara: That ties in nicely. As Quint becomes more specific in my mind, I think he's kind of sheltered ...never truly knew common life. I doubt they were very close as children, he rarely left court, but as she rose in status the idea of an actual blood relative who wasn't one of these scheming, pampered a-holes would be appealing.

    Bernal: That makes sense. If Quint saw Bernal's skills he'd at the very least start thinking he could be useful.

    Liam: While outwardly Quint pays tribute to Abadar as he was raised, he truly worships Calistria and Milani. He would definitely seek out an open Milanian in court to learn more ...he doesn't really know much about her other than he likes her idea.

    Doritan, probably other vigilante candidates too: I'd say it'd be likely that the Lion's Blade would be Quint's inspiration for donning a mask and taking his fight to a more lethal, active level.

    I was wondering why the nobles kept Quint around, but as they're known for manipulation (Liam, I believe we mentioned the same house, that's another tie), they wanted to have a skilled, talented agent raised with the family to serve as both a future consigliere/spymaster and a future patsy. He would do the dirty work that no proper house member could be caught doing. I don't think he's aware of this, though, not the last part.


    Maria Greyson wrote:
    If Mai Zhi wants to tie their background to someone else, maybe she tried to hire Maria's father to find her's, but had to settle for hiring Maria because he had just left for Numeria and Maria was the only one running Greyson Investigative Services while he was gone.

    That would work. Zhi would have kept the search for her father quiet. He may have run afoul of powerful people and she wouldn't want to draw attention to herself. Since Maria didn't find him, she would have told her to pretend it never happened.


    This is Ariarh Kane's Oracle submission. I will be tweaking her a little more until end of recruitment or when the Player's Guide comes out. :)

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Presenting, Lady Katria Delaval:

    THE WAR FOR THE CROWN
    A treatise, with proper footnotes, on the 4718 Taldan succession struggle
    By Redinald Delaval, written in the year of Absalom Reckoning 4793

    ...

    This of course brings us to Eutropia's Elites, the group of agents that many credit with shepherding the First Princess to the Lion Throne. While some have claimed this quartet [273] did not in fact exist, but is merely a propagandized/myth-making tale that catches up the contributions of a much larger group of supporters, the truth is of course incontrovertible.

    ...

    Finally, there is Lady Katria Delaval [274], who has been called Taldor's Least Likely Spy [275]. Lady Katria was born to a minor noble family, the fourth child of her parents, Lord Driany and Lady Sabel Delval. She was born as her parents spent much of their time in court to try to advance the family's fortunes, and much of her rearing was left to halfling servants. They instilled in Lady Katria the genial nature for which she became famed, and cultivated the young lady's love of learning. Ultimately, however, they were considered to have failed by Lady Katria's parents, who when they took notice of their final daughter as she neared the age of adulthood realized that the girl had gained few of the martial or even magical skills that were expected of someone of her rank who wished to move up in the world and form a suitable alliance for the family line.

    Disappointed, they removed Lady Katria from the care of the haflings she would later apocryphally describe as being as much her parents as her actual blood [276] and sent her to Oppara, where they hoped her scholarly nature would yet attract a suitable husband. This second plan for their daughter again proved flawed (to the great fortune of the empire), as Lady Katria instead immediately took to the capital's colleges and furthered her studies into the nation's grand history. It was there that she became further disillusioned with the stagnant status quo of the era, finding the empire's fortunes sadly lacking when compared with the greatness of bygone times. This dissatisfaction led to her eventually coming to see Grand Princess Eutropia as the best solution to restore the nation's qualities. It's unknown how she came to Lady Martella Lotheed's attention, and her inclusion in the group that infiltrated the Grand Day of Exaltation ball is widely considered one of the first, great coups of the spymaster's career [277]. ...

    Treatise Footnotes:

    [273] This author has choose to exclude the primary group's handler, the legendary spymaster Lady Martella Lotheed -- who at this point was still just in the beginning stages of assembling her network that now reaches across the Inner Sea and beyond -- from the assembly typically dubbed Eutropia's Elites. Though some argue she belongs in the same category, this author's separate article, The Myth of Martella Lotheed, explains further why this argument does not prove truly persuasive.

    [274] It should be made explicit at this point that this author is in fact related in not too distant fashion from Lady Katria Delaval, though he hastens to assure his readers that this causes no bias in this treatise. In fact, this author's relatives who knew Lady Katria have assured him that he bears a striking similarity in his approach to facts, which some have called absolute and others have unfairly insinuated veers into the realm of pedantry.

    [275] Though a popular claim, this is in fact not true. Learned historians typically regard the so-called Gorilla Duke as the empire's least likely spy, despite his efforts' failing to prevent the Sixth Army of Exploration's tragic defeat.

    [276] The claims that she said this are likely very much overwrought. Lady Katria remained close to her family despite this unexpected upheaval at a critical moment in her life, and any praise she offered for the halfling caretakers of her youth should not be seen as disparaging of her flesh and blood.

    [277] Many theorize that Lady Katria wrote several scholarly, unsigned treatises in support of Eutropia's claim to the throne -- clearly, while this author does not wish to brag, such scholarship is a trademark sign of scions of the Delaval family -- and that it was these treatises that caught Lady Martella Lotheed's attention. Some have said that Lady Martella's ability to puzzle out the true author of the treatises so impressed Lady Katria that she felt becoming an agent was in fact a reasonable option despite her lack of any training in such work. Some have posited, however, that Lady Martella in fact blackmailed Lady Katria into joining, pointing to Lady Katria's utter lack of training as a spy or agent in the initial moments of her career. For more on how Lady Martella gathered her agents, this author again refers the reader to his article, The Myth of Martella Lotheed.

    The character
    Katria is a scholarly historian, with the anticipation that she'll take the young reformer campaign trait. Personality-wise, she's very invested in Taldor's reformation, but comes from a scholastic bent. She sees nothing wrong about going on pedantically about national history for a good hour or two, oblivious to the lack of interest of those around her.

    Buildwise, she can be just about anything. I've created her as an occultist, who will be very much a support character early on vs. one doing direct damage (she'll start play with only a dagger and no armor, though I assume she'll pick up better weapons and defenses as she learns she needs them).

    She could easily be changed, though, to meet the party's needs. If the groups needs an arcane caster, I could make her silksworn. She could also work as an archivist bard, I think. Honestly, I could even see her as a vigilante if you want more of an upfront combatant (I'd rewrite her background a little in this case to emphasize that she received martial training as a Taldan noble even if she weren't particularly invested in it -- her social identity would be her bookish historian but then she'd fight for Taldor in her more confident vigilante identity).

    About the player
    I've been doing PBP for more than 7 years now. I'm a huge fan of the format, and try strongly to adhere to the concept of "pushing" in Painlord's guide.

    I've got a good chunk of free time most days, so typically can manage at least a post a day, and will tell you when I'm going to be away from the keyboard.

    Speaking of which, I will actually be out of the country March 9-20. I'll have limited time and internet access to post during that period. Hopefully that won't be a problem, but I did want to be upfront about it.

    --

    Any questions, please feel free to ask! This looks like a great AP from what I can tell, and you look like a good GM from your other campaigns.


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    Quintius Opar wrote:
    Sara: That ties in nicely. As Quint becomes more specific in my mind, I think he's kind of sheltered ...never truly knew common life. I doubt they were very close as children, he rarely left court, but as she rose in status the idea of an actual blood relative who wasn't one of these scheming, pampered a-holes would be appealing.

    I like that especially as she's older (if only a little), so when she was trying to be noticed and show off her new wealth, he reached out to be like "ah yes a sensible normal person of the common man, but nothing TOO common" and she gets arrested for graverobbing


    Exactly. He thought he was the dark one. Sara scares him a bit, though he'd never admit it.

    Liberty's Edge

    Pathfinder Starfinder Roleplaying Game Subscriber

    Interested! Will make a character shortly!


    I changed Sara's alignment to TN to reflect her conflict, especially because, like the real Burke and Hare, if she had continued much longer she would have been forced to move onto "fresher corpses." Hell, she might have already (tho she would have killed through suffocation or unfortunate accidents or maybe even staking out the sick, since she's never swung a weapon before, this bit would go unproven and simply remain as a rumor).

    Also I'm a bit conflicted about her worship of Pharasma given her history abetting necromancy, but it reflects her pledging herself to change in her life. She likely once did or continues to privately venerate Zyphus, at least in thanks to her past.

    Despite it all however, she is a good person (if not capital G Good) who wants to do better. In her eyes, there was one path out of poverty and she took it. She doesn't regret her actions.


    Okay, here is my submission. Eregos Villarius, a.k.a. Hargus Kryn, avenger vigilante.

    Crunch:

    Eregos Villarius (Hargus Kryn)
    Human vigilante (avenger) 1
    CN/NG medium humanoid (human)
    Init +1; Perception +5
    Favored Class: Vigilante
    FCB: +1 Skill Point

    DEFENSE
    AC 16, touch 11, flat-footed 15 (+1 Dex, +4 armor, +1 shield)
    HP 10 (1d8+2)
    Fort +2, Ref +3, Will +3

    OFFENSE
    Speed 20 ft
    Melee falcata +4 (1d8+3, 19-20/x3)
    Melee spiked gauntlet +4 (1d4+3, x2)
    Melee dagger +4 (1d4+3, 19-20/x2)
    Ranged dagger +2 (1d4+3, 19-20/x2, 10 ft)

    STATISTICS
    Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 14
    Base Atk +1; CMB +4; CMD 15
    Traits Civilized, Disgraced Noble (Campaign)
    Feats Exotic Weapon Proficiency (falcata), Power Attack
    Skills (ACP -3) Bluff +6, Diplomacy +10, Disguise +8 (+28 to appear as current identity), Intimidate +6, Knowledge (local) +5, Knowledge (nobility)* +2, Perception +5, Profession (gambler)* +5, Sense Motive +5, Stealth +2
    Languages Common
    Social Talents Social Grace (Diplomacy)
    SQ Dual-identity, seamless guise, vigilante specialization (Avenger)
    Other gear falcata, spiked gauntlet, 4 daggers, armored coat, buckler, explorer’s outfit (free outfit worth 10 gp or less), courtier’s outfit, 50 gp worth of jewelry, belt pouch, disguise kit (10 uses), dice, cards (worth 1 gp), 9 gp, 9 sp

    Backstory:

    Eregos Villarius was born to a mid-level noble family from the Tandak prefecture as the younger of two sons. Growing up, his father doted on his older brother, Marcus, who stood to inherit the majority of the estate, leaving Eregos to be raised primarily by his mother, nurses, and tutors. Eregos was jealous of his older brother’s clearly favored status, as his father rarely spent time with him. Eregos desperately tried to prove he was worthy of his father’s time, working hard at his studies. Unfortunately, no matter how hard he tried, he was nothing more than an average student, unlike his brother, who seemed to excel in his studies. Eregos excelled in only two areas: rhetoric and debate, and martial training.

    Eregos had a gift for discussion, often laying out convincing arguments and speaking with distinction and poise. He hoped to use this skill to prove himself worthy of his father’s affection, but while he applauded Eregos’s linguistic talents, he spent no more time with him than he had previously. Eregos was disappointed. He’d hoped his father would see potential for something in him - perhaps even a place in the Senate. Instead, he was yet an afterthought. Desperate, he turned his attention to his martial training, seeking to prove to at least his father that his skill-at-arms made him just as worthy as his brother. As he grew, he became larger and more muscular than Marcus, in the image of his maternal grandfather. While this helped him in his martial training, it did not help him learn the proper way to use the signature Taldan weapon, the Falcata. He consistently relied on his strength to strike with the blade instead of finesse and agility. In the end, his efforts weren’t enough, and his father continued to all but ignore him.

    Then, tragedy struck. At the age of 14, his mother fell ill and died. Eregos was heartbroken at the loss, but the pain was made all the greater by the fact that his father decided Eregos should go to a secondary school away from home, as his father did not have time for his younger son. So, a mere week after his mother’s funeral, Eregos was sent away, to Oppara. Eregos was so angry. He’d tried so hard, done everything his father asked, to prove himself worthy of his father’s time, and instead, he found himself sent away from the family home, barely able to mourn his mother. It was in his anger that Eregos realized the truth - nothing he did mattered to his father. He was nothing but an afterthought. If that was how his father saw him, then it was fine - it meant he could do whatever he wanted.

    Eregos arrived at the school in Oppara with a mission. He was going to enjoy himself, and who cared what his father thought about it. It started small - sneaking out at night, breaking curfew with a few friends, other second and third sons sent away from home. They began frequenting taverns, gambling halls, and brothels, spending money freely, laughing and showing up to classes half-asleep and yawning. They earned and then cultivated a reputation as carefree hedonists, men who did what they wanted, when they wanted. After all, they said, what did any of it matter? They were clearly afterthoughts to their families, and no one would care. Unbeknownst to them, someone did.

    After 4 years, Eregos graduated the program and was to return home. As he prepared to do so, his father arrived, furious. Eregos’s reputation had reached home, and his father demanded to know if it was true. Deciding not to bother with a lie, Eregos replied that yes, it was true. His father demanded to know what had possessed him to sully the family name so, and Eregos laid everything out. He lit into his father for never spending time with him, for favoring Marcus over him, for sending him away with barely a chance to mourn his mother. They were both shouting by the time it was over. Eregos’s father called him a disappointment and a disgrace. Eregos called his father a washed-up, useless fool, and told him he was so concerned with appearances and his reputation that he’d probably never truly loved his wife. It was the final straw. Eregos’s father told him not to bother returning to the family seat, and that he was disowned, cast out of the family. Eregos said it was fine with him - it wasn’t like he had ever been treated like part of the family anyway.

    Eregos remained in Oppara, but it didn’t take him long to learn that he wasn’t well-suited to life outside of the net that had supported him. With no truly marketable skills, he found his only way to make money being gambling. Over the next three years, he gradually sold various valuables and finery for coin, relying on gambling and other games of chance for coin, desperately trying to keep himself alive. Eventually, he heard that his father had died - fall from a horse. Upon hearing the news, Eregos tucked himself away in a tavern, thinking his fortunes over.

    With his father dead, Marcus was in charge of the estate. Though Eregos and Marcus had never been close, they had been closer than Eregos and his father had been. It was possible that if Eregos went to his brother, they could reconcile and Eregos would no longer suffer from exile. But could he return to his brother as he was? After all, apart from being miserable, he was no different now than he had been when he was disowned - he still gambled, and drank more than he should. Why would his brother think him any different? He had to change, to rediscover his honor - and then he had to prove it. How to do so - that was the question.

    It was then that agents of Lady Martella Lotheed found him, offering him a chance. Attend the ball celebrating the Grand Day of Exaltations and help get the Senate to make this new law. Simple enough - and the best part was the opportunity to show he was trying to regain his honor. Unfortunately, he wasn’t sure how effective disgraced Eregos Villarius could possibly be in this endeavor, since he wouldn’t be able to promise any favors or benefits - unless he wasn’t Eregos Villarius. Eregos began crafting a new identity - Hargus Kryn, the son of a minor noble from the World’s Edge province, newly arrived in Oppara. Hargus Kryn could get in there and socialize with the Senators - perhaps even offer favors. It would give him the ability to move freely, without revealing his true identity. Eventually, once Hargus Kryn had a positive reputation, he could reveal his true name as Eregos Villarius, and hopefully reconcile with his brother. With a plan to reclaim his honor in place, Hargus Kryn was ready to make an appearance at the court in Oppara.

    I may tweak the skills, equipment, and backstory, depending on what the Disgraced Noble trait ends up doing mechanically and thematically. If there are any errors or any questions, please let me know.


    Here is my submission. Sorel Taragate, Psychic Sorcerer and senatorial hoepful who seeks to change the country. He doesn't like many of the laws in the land and is willing to bend and break rules to get to a better and brighter country. Haven't quite come up with a proper back story but I'm away from my computer the next few days. Wanted to post my concept before heading out. Will update with backstory when i can.


    Role:

    Intimidator
    Melee striker
    Social Skillmonkey
    backup healer
    Buffer

    Backstory:

    Lucian started his life in the slums of Oppara, born as a second generation half-orc to an utterly poor family as the seventh son and 13th child and named Prigs. His father was a manual laborer who worked every dayjob just to earn a silver coin, usually spending it on the cheapest booze available. On every occasion he used his strong meaty hands or his belt to mercilessly punish his children. His mother was not much better and by the time Prigs was eight only 5 children were still alive, and usually sitting in the streets to gather alms in better parts of the town.
    Prigs life changed when one day he saw an assassination attempt on Lord Claudio Leveticus, just in front of the church of Abadar. Prigs was sitting close, hoping that the devout people would even give a half-breed as himself a coin or two in mercy.
    Two black clad women jumped the noble and while one held the man the other tried to stab him with their dagger. Feeling his chance of a lifetime Prigs jumped in the womans left leg and bit her muscled flesh. Yelling in pain the dagger, coated in poison, that was meant to end the nobles life found its mark in the young boys flesh. But that distraction was enough and the temple guard was able to drive the assassins away.
    Lord Claudio Leveticus took the deeply wounded boy home and took care that a cleric would treat the young boys wounds. But the wound was deep and even with the best care the recuperation took quite some time. During that time Lord Claudio, a widower of 43 winters fell in love with the young abadarian cleric Pierre de Hubertin.
    After 2 weeks in coma Prig woke up and for the first time in his life saw a real bed, with blankets of pure white osirian linen. A young priest with soft brown eyes was sitting next to the bed and offered the young boy a hand to guide him to the owner of the estate, if he felt strong enough. Not wanting to show any weakness Prig walked on very unsteady feet to the lounge, almost dropping twice but keeping on his feet his raw determination.
    Seeing the noble he fell to his knees and begged him to not send him back. Alas that was too much for the not yet completely healed wound and he fainted. When he awoke again the priest called for Lord Claudio and the nobleman, quite impressed and deeply grateful accepted him into his service. Prig was overjoyed and vowed to be worth it and pledged his loyality to the man.
    Lord Claudio had heard many a vows in his life and he was of opinion that every vow was meant to be broken. Was he in for a surprise! Over the next 5 years Prig not only learned hard and tirelessly to learn how to behave in a nobles house, only once earning the belt for a minor transgression, involving a very expensive Tian vase, but was utterly und completely loyal to his master. He even reported his accident to his master, although no one would have thought him responsible and demanded the belt as punishment, as it was the common practice in the household.
    He was also instrumental to keep the relationship between the young priest and his Lord secret, once even resisting magical commands to spill the truth. Pierre was his secret tutor, lecturing him in the art of courtly war, the tenants of the faith of Abadar and how to fit in.
    As the years went by Lord Claudio understood he would not marry again, he was much too happy with his younger lover and that if he died his nephew Vicious Leveticus would inherit the title. A fact that gave the lord ulcer. Half in jest Pierre one evening remarked why he wouldn´t adopt the boy Prig. Lord Claudio looked at Pierre as if he thought his lover had lost his mind, but then he saw the potential. And truth to be told he couldn´t deny that it would be a colossal finger to his nephew.
    With all the guile of 40 years of courtly war they arranged that Prig was given another identity, as the long lost cousin of a distant uncle and Lord Claudio adopted the young half-orc and gave him his new name. Viscount Lucian Leveticus.
    But that was not enough, booth Claudio and Pierre knew that, so they took care that Lucian took his vows to Abadar, fasting for 5 days and nights, speaking the 22 sacred names and afterward bought a commission in the Taldorian Legion as a Judicator, a rank equal to a first lieutenant, tasked with the judicial duties in the Legion, with the right to pass judgment or to be the defender of the soldiers.
    For two years Lucian was sent to the border Legion building his network and establishing a spotless record. He is known as a rising star in the army.
    Now he has returned to Oppara to work in the military high command.

    Physical description:

    Lucian is a big man, easily 6´8", of nearly 300 pounds, with long auburn hair tied in the back with a black ribbon and lush whiskers. A short, well-trimmed beard accentuates his manly chin and his orcish blood only shows in pointy ears and a long pointy tooth. He moves slowly with economical movements, a habit he learned in his foster fathers home, when his inhuman frame sometimes caused some minor accidents, like tipped over glasses.
    He still bears an ugly scar just below his left nipple, an eternal reminder that sometimes fortuna favors the bold. He speaks with the rolling R of a southern taldorian, an accent hard and laboriously trained to hide his origin from the gutters.
    He prefers to wear a blue tunic with the baldric of house Leveticus, the crimson hound of sable field over black pantaloons and good soft boots, or if on official business his Judicator uniform with fitting armor and a broad long sword and dagger as sidearm. The key of Abadar is discreetly tucked in his left inner pocket, to be ready to be presented if necessary.
    He has a booming voice, and he is an adept of giving speeches, or if you are very unlucky giving a verbal lashing like no other as if he had no indoor voice. Voice at 1.30

    Personality:

    There are a few things that define Lucian.
    He is a Determinator. If he has made up his mind,there is no stopping the Lucian. He does not understand tact. He does not know When to Fold 'Em, and it's a waste of time to tell thim the odds. No one can reason with him. He'll do whatever they have to without question as long as he does not violate his code of conduct. One of the reason his nome de guerre is the bloodhound.
    He is a believer in order, justice, Taldor and Abadar. He does not care for the easy way, or the greater god, he has his code and he will follow it. If you commited a crime and the court sentences you to death, he will give you the short fall and the sudden stop. But he will do it as merciful as possible and does not take any joy in it. He just understands that one has to do it.
    And he has never forgotten the slums. He knows Abadar smiled on him when he was rescued from the worst of the worst, but he shall not look down on them. He favors men who rise above their origin and he took great pains to compensate one of his soldiers, named Porcix the lesser, who was pressed from the slums into military service and truly died as a taldorian hero, saving three fellow soldiers, so that Porcix wife Kara and kids not only knew that they should be proud of their lost husband and father, but also that they got a safe job as maid and stable boy in the country estate of his step-father.

    Secrets:

    Lucien´s real father has seen him a few weeks and ago and knows his true heritage. He is ready to blackmail his son, threatening all the hard work Lucian has done. He just waits for the right moment.
    The woman Kara was contacted by Vicious Leviticus and bribed to keep an eye on the estate, so that Vicious can one day take what he believes is his birthright.

    The Exchange

    Here's my submission, Vengis Mountebank, Human Sorcerer (Psychic) 1.

    Looks like I was beat to the punch by another psychic sorcerer!

    Notes:
    A couple things I wanted to mention:

    1) Though this concept looks like a False Priest sorcerer, I actually wasn't planning on it (unless we have no divine character, in which case I could). I just really liked the idea of a charlatan priest out to make money/obtain secrets.

    2) I may tweak the backstory once the Player's Guide comes out (or if there's anything DM thinks would be helpful to improve the story)

    3) I'd love to be in this game. I have been on the boards for almost four years and have over 17,000 posts. I'd be a consistent addition to the group.
    Thanks for your consideration!


    Mai Zhi wrote:
    Maria Greyson wrote:
    If Mai Zhi wants to tie their background to someone else, maybe she tried to hire Maria's father to find her's, but had to settle for hiring Maria because he had just left for Numeria and Maria was the only one running Greyson Investigative Services while he was gone.
    That would work. Zhi would have kept the search for her father quiet. He may have run afoul of powerful people and she wouldn't want to draw attention to herself. Since Maria didn't find him, she would have told her to pretend it never happened.

    Well Greyson Investigative Services has a reputation for discretion (though that goes out the window if it involves something like covering up a murder or something heinous - larceny like what Zhi's father engaged in wouldn't be serious enough for that to be an issue) so if she wanted to look for him quietly, hiring Maria would certainly be an option. Also keeps the actual authorities from getting involved.

    What I'm debating is whether Maria would have dropped the investigation when asked, or kept feelers out despite Zhi's saying to forget it happened.


    Here is the gist of Earl Flynn/Mack the Knife

    background:

    Earl doesn't remember too much about his parents as he was young when they died. They were wealthy tradespeople in Oppara and were killed over some business transaction or other. He knew that his "father" was not his birth father and it was evident in how he treated Earl. He remembered that his mother was crazy. Earl heard his father's friends say it had something to do with some incident on the trail. He also heard it had something to do with him. Putting two and two together was easy...
    Earl lost most of his family's possessions to an unscrupulous banker put in charge of his family's estate. Some schooling was paid for. About the only other thing he was able to keep was some family jewelry and an odd contraption his mother had bought for him to play with, a broken pistol.
    Earl both ran the streets and decided to make something of himself. At night, he was a Mack the Knife, a half-orc who ran the streets, acting as a scout for thieves gangs, illegal fight clubs, or whoever would pay. In the day, he became Earl Flynn, a studious and hard working human who occasionally admitted to some orcish ancestry. When he finally figured out how to make his pistol work, he had an idea. He would make military equipment for Taldor and return it to being an international power...aqnd he would become wealthy while he did it.

    most of the crunch:

    Earl Flynn/Mack the Knife is mostly done. I just need to figure out just how I am going to spend all his money and put his stats in a usable configuration.

    Earl/Flynn/Mack the Knife

    Half-orc gunmaster vigilante

    12 S: 12
    18 D: 16 +2
    10 C: 10
    14 I: 14
    10 W: 10
    13 Ch: 13

    Saves

    Combat

    Racial
    type humanoid (orc, human)
    size Medium
    base speed 30
    languages common, half-orc
    intimidating- replace by Overlooked Mastermind
    orc ferocity- replace by Overlooked Mastermind
    weapon familiarity- replace by Overlooked Mastermind
    Overlooked Mastermind: Some half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.
    darkvision 60'
    orc blood

    Vigilante
    Dual Identity- Earl Flynn (neutral good)/ Mack the Knife (neutral)
    Seamless Guise
    Social Talent- Social Grace (diplomacy +4)
    Gunmaster replaces vigilante specialization

    traits
    1. campaign- young reformer or Taldan patriot
    2. race- (half-orc) Pass for Human
    3. social- rich parents
    drawback- paranoid

    feats
    1. weapon finesse
    gunmaster- gunsmithing

    skills
    1. perception
    2. stealth
    3. bluff
    4. sense motive
    5. diplomacy
    6. disable device
    7. disguise
    8. knowledge local
    9. knowledge nobility
    background 1. knowledge engineering
    background 2. craft alchemy

    gear- plenty left to spend...
    0044 lbs 0900.00 gp equipment
    0015 lbs 0010.00 gp leather armor
    0004.00 unique battered pistol
    0001 lbs 0002.00 gp dagger
    0001 lbs 0001.00 gp brass knuckles
    0002 lbs 0002.00 gp backpack
    0004 lbs 0000.00 gp outfit, artisan's*
    0006 lbs 0030.00 gp outfit, courtier's
    0000 lbs 0050.00 gp jewelry (necklace, ring)
    0000 lbs 0001.00 gp flint & steel
    0002 lbs 0015.00 gp gunsmith's kit
    0002 lbs 0001.00 gp grooming kit
    0001 lbs 0030.00 gp thieves' tools, common
    0038 lbs 0142.00 gp subtotal

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