The thug attempts to continue his success as Wednesday punches forward, the blade of the dagger embedding deeply in the man's right shoulder. It is left to quiver there, blood flowing down Wednesday's arm copiously as he lays out the thug with a second punch. The man wobbles, out on his feet, before slowly collapsing onto the table.
The King of Spiders claps loudly, laughing. "Oh well done, sir! Certainly not the most strategic game of knivesies played, but the method doesn't matter, only the victory, am I right?" He nods to Wednesday, then to Pyron. "As stated, half the coins go to the victor, half to his side of the table."
20 gp each to Pyron and Wednesday, minus whatever they threw out there
Devargo waits for hands to be untied and for the unconscious man to be dragged to a corner of the room before continuing. "Now, where were we? Oh yes, you were wanting something I might have, something of great value to me. Or would you care for another go at knivesies?" He grins, indicating the blood-drenched table.
Tempted to say something as he looks the now empty and forlorn table over he instead defers to the others with an appreciative show of his hand towards Devargo, politely declining.
Hmm got to spend some time with a nice lady, got Courtesan laid, nearly got killed, beat up a guy who probably had it coming, won some money, won Courtesan some money, cost Uprising some money, hopefully helped doing whatever it is we were supposed to be doing here, and with a date later this is turning into a pretty good day.
I knew you could do it Daud. Pyrons shakes his head in amazement. Still, that was impressive, beating a man armed with a knife with your own fist. Pyron then turns to Devargo, Thanks for the entertainment, he says when Daud declines the offer of another round. Pyron looks at Gaius, Let's offer Devargo something he won't want to refuse.diplomacy aid:1d20 + 8 ⇒ (5) + 8 = 13
A short, nondescript man slides out from the shadows to wander unnoticed behind the crowd, "Well, my friend, I sense dark times ahead," he says in a soft voice that might be melodious if it didn't sound so sad. His shadow is his only companion, and it sighs deeply. Times for these two were always dark.
The man and his shadow wander for miles, observing the city without really being observed themselves. Not to worry, Zart, you're used to being looked over.
Sorry if this gets in the way, but I don't like just saying "dot". ;-)
"LET US HOPE THEY ARE DARK. YOU SEEM MORE COMFORTABLE OUTSIDE OF THE LIGHT," replies the man's shadow, his voice sounding like a cloud giant's booming yell, only from very far off, "BUT YOU HAVE PROMISED ME AND YOURSELF THAT YOU WILL DO MORE FOR THIS CITY. NOT TO MENTION, YOU HAVE A DAUGHTER TO FIND. YOU WILL NEED HELP IF YOU ARE TO SUCCEED."
The two slip away towards the city wall, ascending the steps unnoticed despite the guards on duty there. Night time just felt right for them. Alas, but for every night there is a dawn.
A stout young man, quite a bit larger than the first one, silently ascends the table, holding his right arm out to be lashed to Gaius. As the same preparations are made for these two, the betting again starts. Devargo again throws out some money, 10 gp.
He looks positively thrilled at the entertainment. "It's been some time since I've had anyone down here who wasn't one of these ass-lickers or a rich snob type." He laughs. For their part, his hanger-ons appear to have no reaction to his insult.
A look of wary flitters across Daud's face for a moment as Gaius steps up to the table. Instead of going to place a bet he moves over to Tolenn. "Don't suppose I could trouble milady for some healing while Uprising's machismo gets the better of him?"
As Tolenn looks at him, Wednesday seems quite a mess, sporting at least five wounds oozing copious amounts of blood. It's rather amazing the man hasn't already collapsed.
Zart watches as Raamanti slams the man against the wall. The summoner approaches the pair, and begins to talk in a disinterested tone, "So, you see, we don't really need the information you have. There is no reason to kill you, but Raamanti here may enjoy roughing you up a bit. It has been some time since we've seen proper action. You have nothing to lose from telling us, and much to lose from your silence. Why not loosen those lips a little?"
Zart diplomacy:1d20 + 11 ⇒ (9) + 11 = 20
The man being questioned is called Threnn. He is a cutpurse who generally works the markets. This day, he has the misfortune to have attempted to have stolen Raamanti's hammer. His capture and their subsequent line of questioning lead to a most fruitful discussion for the shadowy pair.
"Very well!" cries an exasperated Threnn, "Lamm is dead, okay? That's why you haven't been able to find him. A group of heroes - or thugs, makes no difference to me - tracked him down and fed him to his own gator. I guess that's why a proper death certificate hasn't been filed: no corpse. The orphans he kept have all either run off back home, or been rounded up by the authorities."
"HE TELLS THE TRUTH," states Zart's shadow confidently, "HE HAS NO MORE INFORMATION TO GIVE. I WILL RELEASE THIS TERRIFIED HUMAN NOW, HE BEGINS TO SMELL." Raamanti drops Threnn unceremoniously in a heap on the ground.
"WE SHOULD GET DONNA NOW. SHE WILL BE WITH THE AUTHORITIES, CAUSING TROUBLE NO DOUBT. THEN WE MUST FIND THESE HEROES," Zart shoots Raamanti a curious look and the shadowy eidolon simply continues, "WE SHOULD AT LEAST THANK THEM. HOPEFULLY, THEY HAVE MORE GOOD TO DO IN THE CITY. THE LEAST YOU CAN DO IS OFFER YOUR ASSISTANCE."
Seeing Daud fight the thug....and win! It made Tolenn feel proud of the tortured man, though his bloodthirstiness did, as usual bring a bit of disquiet to her mind.
Maintaining her stoic facade, Tolenn looks to Gaius for his approval, but he us already being bound yo his adversary. With a shrug, she turns to Daud and begins to examine his wounds... Heal:1d20 + 5 ⇒ (12) + 5 = 17
A small child, no more than eight years of age, runs for the two shadowy individuals standing at the threshold of the Temple of the Dawnflower. Her face is muddy, but her clothes are clean and an elated grin lights up her otherwise pale face, "Father! Uncle Raamanti! You came for me!"
Raamanti leans down and enfolds the child in his shadowy arms, "OF COURSE WE DID, DONNA. YOUR FATHER AND I HAVE NOT HAD A SINGLE NIGHT'S SLEEP SINCE YOU WENT MISSING."
Donna screws up her nose skeptically, "You never sleep at night anyway!" she says accusingly to the eidolon, before leaning in close, "It is good to see you, uncle, but could you perhaps let my father and I have a discussion in private?"
"OF COURSE, LITTLE ONE," Raamanti replies, "I WILL SEE YOU AGAIN SOON." Raamanti steps slowly towards Zart, even appearing to step through the man. As he continues along, he loses his dimensions. It is hard to tell when Raamanti disappears and when Zart has a regular shadow once more, but eventually the light plays off the summoner as nature intended, and Raamanti is gone.
"Was that a tentacle I felt on Raamanti's chest, father?" asks Donna immediately once the shadow is once more a shadow, "What possessed you?"
Zart tries hard, and fails, to suppress a tear, "It gladdens my hear to hear you so... so normal after your ordeal. It is wonderful to see you!" Zart kneels down and wraps his daughter up in as firm a hug as his frail arms can manage, "I thought the tentacle might come in handy. He has trouble hitting things with that hammer of his when they get too close to him. We'll see. I may remove it if it proves less useful than I expected."
Donna nods, seeming for all the world as though she has the final say on such things. Zart smiles a rare smile before adopting a serious expression once more, "What became of the heroes who freed you? I must find them and thank them."
"Oh, they come back to visit from time to time," says Donna, brightening as she talks of the group who removed Lamm from this world forever, "They are very rich. One left a pouch of platinum pieces here to help the priests look after us! The guard who drinks too much led them here, " noticing Zart's quizzical look, she adds, "The one who really drinks too much. I'll show him to you. He's usually stationed not far from the temple."
Not long after, Zart has taken his daughter home and locked her safely indoors. His regular shadow is gone once more as he has returned with Raamanti to question the drunken guard. A flask of Ulfen Gulping whisky is all it took to loosen the guard's tongue.
”They went to shee the Field Marsshhall, Cresshh-Cresshhida Bonasshh… erm… no… Croft *" the guard asserts, after finally coming to the point (and having almost finished the flask), "Sssshee'sh prob'ly shtill awake, alwaysh doing paperwork that one. She'sh jusht up that tower over there. Good luck wif her, though, she'sh a real bitcsh."
Without so much as a glance back in the direction of the guard, Zart makes straight for the tower.
*As it was “Bonas” in her introductory post. I read “Cressida Bonas” and thought "I could swear it was Cressida Croft when I played the first book last time… or did this field marshal used to date a prince?" I see you’ve corrected it later on, though, so it appears my memory isn’t as fuzzy as all that after all. :-)
In total another 40 gold coins make their way onto the table as the thugs again line up by their 'boy', Pyron the only supporter once again on the hero's side of the 'arena'. The thugs seem excited about this match, since the young man opposite Gaius is quite a bit larger, and therefore likely won't go down to punches the way the unconscious man in the corner did.
Devargo leans forward in his seat, eager as he yells, "Go!"
Zart:
You knock on the door to the Citadel. A fat, lazy-looking guard opens it, a couple days' growth of beard on his face. It is clear that the extra workload of the recent riots has taken quite a toll on this man.
"My thanks." he humbly says as the Paladin examines his wounds.
The 'bodyguard's touch is firm but gentle as she wraps some spare strips of cloth and leather around Daud's chest, keeping some of the more gaping wounds from bleeding out.
She pats his shoulder as she stands, meeting his eyes with a promise of Sarenae's grace once she's freed from her ruse.
She then turns back to the battle about to ensue...
"Hello there, I won't take up too much of your busy time. It is clear that you are stretched thin and overworked. Please direct me to Cressida Croft's office and I shall bother you no more," perhaps sensing the guard's response to this, perhaps anticipating it, the cowled Zart continues in the same sad, matter-of-fact voice, "I would like to see her about the heroes who dealt with that Gaedren Lamm fellow. I wish to offer my sincere thanks to them and aid them in their endeavors. If they are working for Field Marshall Croft, then I guess I will be offering to toss my hat in the ring also. With volunteers like me and Raamanti here helping, there will hopefully be less work for poor guardsmen like yourself."
Zart manages to smile at the man, but cannot hold it for long. He creases his brow, his sincere desire to alleviate this man's workload is plain for all to see.
The guard seems about to offer a curt refusal, but Zart's honeyed tongue and mention of less work seems to sway the guard. He waves the summoner and his eidolon inside, securing the door before leading you a short ways to an office inhabited by an attractive woman approaching middle age with short black hair with a healthy smattering of gray.
She looks up from her stacks of documents, her tone neutral, "What's this about?"
Gaius Init:1d20 + 4 ⇒ (7) + 4 = 11 Thug Init:1d20 + 3 ⇒ (12) + 3 = 15
In an unsurprising replay of the previous game of knivesies, the thug quickly reaches down with his left hand, yanking the knife from the table, then tries to bury it into his Gaius-sheath.
"Thanks again," he says as he leans in towards the paladin while keeping his head tilted to view the fight. "You know the reason I did that was so none of you would have to? Let's hope they don't get too riled up and demand you and Courtesan fight."
"Field Marshall Croft, Sir, thank you for seeing me," says Zart, snapping his feet together and giving a shallow bow in what he hopes to be proper military style, and I really hope this Croft is the kind of macho woman who prefers "sir" to "ma'am", "My name is Zart, and I am a summoner of moderate ability. This is my planar companion, Raamanti. I won't bore you with too many of the details, but my own daughter was one of the children kidnapped and forced into service by Gaedren Lamm. She is now safe at home, in large part because of the actions of a group of heroes who I believe you know. If the whisperings I have heard are correct, they are lending their aid to our beleaguered city - and to you in particular.
"I would like to thank them personally, and also pitch in and help them, you, the Queen and this great city of Korvosa," Zart pauses to gauge Croft's reaction before continuing, "So, if I am correct (and you will have me) and you know their location, please point me in their direction and I will let you get back to your documentation. I would genuinely just love to help."
Diplomacy:1d20 + 11 ⇒ (20) + 11 = 31I'm hoping she'd give me the info anyway, but just in case - wow! what a roll!
Also, Zart would love to play a game of knivesies!
Croft looks bewildered for a moment, her mind furiously whirring through her day, before she nods. "Yes, this group has been very helpful to Korvosa, so far, what with the riots and all. We have our hands full just maintaining the peace, let alone trying to deal with politics and truly criminal activity."
She continues listening, her expression growing warm. "I appreciate your earnestness, Zart. And Raamanti." She adds, looking to the eidolon before going back to the fetchling. "They are performing a task of a...delicate nature for me right now. One that the sudden arrival of a newcomer might compromise. However, they have proven quite efficient up until now. You are welcome to wait here for them, when I can make a proper introduction."
"That is very kind of you, Sir," Zart nods his head in thanks. I really hope I got that 'Sir' right - she seemed to take it in stride the first time, "I understand fully that it is best not to interfere with their current task, and very much appreciate your offer to wait here. I can help you with paperwork if you like. I doubt I know enough of the intricacies of city politics to help with advice, but I can at least sort the piles for you or file anything you have finished with."
As with the guard, Zart preempts any negative response, "Or we are equally happy to wait on that seat I saw just outside your office."
The thug stands there awkwardly, holding the knife in his left hand as he looks to the King of Spiders for direction. Devargo does not look pleased. In fact, he looks positively pissed. His voice is calm and level, however. "I was expecting a much better performance, considering the brawl your friend just gave us. Start again, and leave the knife in poor Jubrak's hand. I'm sure he was thrilled to death to actually get it this time." He smirks at Gaius, eyes blazing.
Pyron puts a hand on Gaius. Speaking quietly but not exactly whispering, Please don't piss him off again. Make a good show for everyone. Then he smiles at Devargo and resumes his position.
At Gaius' words, the thug wastes no time, slashing across at Gaius. His aim is hasty, and Gaius jerks back as the dagger flashes harmlessly in front of him.
I need to show them blood, his or mine, or they'll get bored and do something drastic. Gaius thinks. He makes a lunge for the dagger in the big man's hand.
Disarm attempt, unarmed penalty (if I succeed I get the dagger in my hand):1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Gaius drives the flat of the blade in a punching motion towards the man's face, then uses the opportunity to sweep some coins into his bag to deter his foe from ending the fight early.
We're not done yet, Jubrak he says in a mocking tone.
AoO for nonlethal:1d20 + 5 ⇒ (15) + 5 = 20
Nonlethal damage:1d4 + 4 ⇒ (2) + 4 = 6
Standard on my turn to sweep coins into my bag:1d10 ⇒ 10
Gaius makes the man pay for his attempted push, a spray of blood erupting from the thug's nose as the half-elf drives the flat of his blade into the man's face.
No AOO from the man, since he is unarmed.
Seeing the end, the thug desperately tries to grab Gaius to entangle his limbs. Again, his luck and strength fail him against the wily man.
Just to be clear, I'm using the Blade of Mercy trait to deal nonlethal damage with the dagger, not punching with my fist, so it shouldn't have provoked even if he was armed.
Gaius strikes again and again, trying to put the man down quickly.
You should stick to spectating, 'knivesies' isn't for everyone.
AoO for nonlethal:1d20 + 5 ⇒ (13) + 5 = 18
Nonlethal damage:1d4 + 4 ⇒ (1) + 4 = 5
Standard to attack for nonlethal:1d20 + 5 ⇒ (5) + 5 = 10
Nonlethal damage:1d4 + 4 ⇒ (4) + 4 = 8
Free action intimidate to demoralize if it hits:1d20 + 12 ⇒ (19) + 12 = 31
Currently seeking 2-3 players to continue our Curse of the Crimson Throne game. We will be continuing at the very start of Book 2, Seven Days to the Grave. If you are interested, please roll up characters as follows:
Character Attributes:
4th level
20 point buy
4,500 gold
2 traits (1 'can' be a campaign trait...I am not requiring it. If you choose a campaign trait, be sure to include it in your back story)
Neutral or Good Alignments only
A back story about why you are in Korvosa in the aftermath of King Eodred's untimely death.
Player Attributes:
Daily Posting - (Life comes up, and advance notice on absences can be worked around. Numerous absences will result in a dismissal. I want to keep a fairly quick clip.)
Flavor - No need for a book with each post, but we're writing for each other's entertainment...so make it entertaining, please.
Respect - I'm going to make mistakes, your fellow players are, and you are, as well. Please be respectful when pointing them out and gracious when they are pointed out to you.
A little about our current party:
We currently have two front-liners, so more muscle up front is not a need. I won't discount your fighter concept if you have a good back story and build, but just a warning up front. There is no deadline for recruitment, but it's not first come, first serve, either.
I look forward to seeing your concepts, and thank you in advance!
Dotting, I have a character that I used in a Curse game years ago that never made it that far. Rogue/Ranger but may play around with the class a little.
Other idea is an Urban Druid who actually talks to the spirit of the city and is sort of a Korvosan Batwoman.
I understand that you are full up on muscle, however my CotCT campaign just ended, and I would like to see Velius continue to exist in some way or form. I have only played the first part of the AP, up to the point where we meet for the first time.
I like to think I am very flexible and I am more than happy to retool to suit!
Dotting, I have a character that I used in a Curse game years ago that never made it that far. Rogue/Ranger but may play around with the class a little.
Other idea is an Urban Druid who actually talks to the spirit of the city and is sort of a Korvosan Batwoman.
*waves*
Have you looked at the Slayer class from the ACG?
Have you read the Pathfinder Tales Blood of The City?
Would a Cleric of Irori, receive Improved Unarmed Strike?
Thinking of someone from the slums of Old Korsova, trying to make good for himself and others around him after an extended run in with Lamm. Human or Half-Orc.
Djack - The rules state that a cleric is proficient with the favored weapon of his deity, so I would allow it, unless there is an FAQ that contradicts it. Also, even taking into account the +2 human/half-orc ability score, I have you at a 23 point buy with those stats.
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.
That pretty much sums up my general opinion. Not to say a lawful character can NEVER bend, or ALWAYS tells the truth, but their general demeanor follows these guidelines.
dotting for interest with an urban ranger looking at eventually gaining a hippopgryph and being a part of the sable company marines. I would be focused on ranged attacks and support.
Before I delve to deep into the crunch would you be ok with this option of having a hippogryph? Other campaigns I have applied for told me straight off that they did not like the option of a character having a hippogryph.
Background I had already created for him...:
Looking back on the short life span that encompassed his life, Horgus could pinpoint three major influences or events that shaped his life.
The first of which was his father and the lessons imparted to him by the wise man. I say wise now, but at the time I did not understand truly how wise he was. I don't think any young man or child does until they are on their own and forging their own path in life. Be that as it may others may not have found him wise as he was by their standards a simple driver for the numerous warehouses on the docks. not that he could claim any true allegiance to a single merchant or any merchant claim his allegiance as the economy of Korvosa limited such affinity. By not having a guild to manage the intricacies of wages and rights it was a matter of personal pride and hard work that determined who had a job that day hauling whatever was needed. Certainly there were some specific people that my father worked for on a regular basis but he was not an permanent employee of theirs. Why does this have a bearing on me. Simply put I rode with him and helped him when not required at home to help mother. While riding with him I learned many things, the value of hard work, the pride in doing a good job, patriotism, and how to handle an animal. This last was very important as some trips would take him outside of the city proper. It was then that I would help my father the most as he would take a rest and let me drive the wagon when I was older. Once he had a rest it would be my turn to relax. Indeed I owe much to my father for these life lessons that he imparted to me.
The second occasion that affected my life happened just outside of the city to the east. I was with my father on another one of his business trips. It was frequently easier to go outside of the city than pass through the middle depending on what the merchandise was and the location of the destination, but on this day we were headed to a small building 2 miles out of town. I remember it was my father's turn at the reigns for I was laying down in the back amongst some crates that we had just loaded. I was looking up at the sky when I noticed far above me the swift passage of a member of the Sable Company on his hippogriff. I recall thinking, as most kids do in Korvosa, that I would do anything to join that elite group. As luck, or unluck may be a better way to say it, would have it I was due to meet the hippogriff and its rider in the next few moments. As I said, my father was driving when I felt him slow down, I peeked my eyes up in time to see 3 men on horses in the middle of the road. The temerity of them was astounding as they all had crossbows pointing at my father. One of them ordered my father to give them the cargo and he would be fine. Trying to protect me he started to indicated that I was to remain still. One of the highwaymen thought he was going for a weapon and fired. The crossbow bolt slammed into my father. I could hear the bolt hit a rib and it was the only thing that kept my father from dying instantly. Suddenly the hippogriff and rider I saw earlier charged from the skies skewering one on a lance. They landed in front of the two remaining highwaymen who scattered before him. Drawing a bow he quickly shot as they fled dropping both of them in a matter of 20 seconds. Quickly he dismounted and approached the wagon. Turning to me he checked on the status of me and my father. Seeing that my father was gravely injured he started to bandage his wounds. While I tried to help I knew that I would just get in his way so let him be as he did what he could to help my dad. I turned my attention to the fantastic beast before me. Approaching slowly as ?I did not want to startle it I was able to get within arms reach of the hippogriff. Reaching a hand out and looking it in the eye I finally was able to touch the object of my admiration. That act must have been a surprise to my father's rescuer as when he turned around he was about to give a sharp order the hippogriff to heel. Instead at the sight of me petting his mount, his face gave a peculiar look. That look I was told later was surprise that the hippogriff had not rent me limb from limb at my approach without getting permission from the Sable Company Marine. It was that single touch that gave me direction in my life for the marine told me to come to the Endrin Military Academy and present myself for inspection. After those few words he told me that he was able to save my father from death but that I was to being him straight home for him to recover.
A couple months passed were I was taking over for my father as he healed. Once he was back to his former health The third of me life altering events happened. I presented my self to the Endrin Military Academy were I was tested to see my aptitude and ability. It was seen that I was a fit candidate and was enlisted. Since then I have been training in the art of aerial combat specializing in archery. Upon graduation I will fulfill my dream and join the ranks of the Sable Company Marines to protect the city and follow the orders of my superiors.
I left the ending more vague as to allow flexibility as to when I would get a hippogriff.
DM Variel - I think if I was going to consider it, I wouldn't allow the hippogryph until the start of book 3, for Plot-Related purposes.
I admit, I am hesitant and intimidated about adding a third dimension to fights...but since we're approaching the point where enemies and PC's could start flying with the use of magic, anyway, I guess I better go ahead and just resign myself to 3-D combat.
That being said, whatever animal companion you choose, I expect the PC to keep up with it in its entirety.
That is fine with the thought of not allowing it till the 3rd book. I understand having such an exotic beast means that it will not be able to go everywhere due to its size and nature.
There is just something that resonates with me about having a character flying on the back of a creature. Who wouldn't want that opportunity to play a character like that at least once? If it helps I have run a couple of encounters with flying so I am pretty familiar with the rule sets if you would like any help. Magical flying is easy. It is the mundane type that is more difficult but still easy enough if there are enough ranks in fly with the right feats.
I will get the crunch up then tomorrow.
edit...just found a class archetype for the Ranger: Sable Company Marine. going to go with that instead of the urban ranger as it fits much better if allowed.
. In the market area of Korvosa, we find a small ragged tent. Outside the tent is a crude sign labeled "Fortune Telling". Inside sits a tiefling named Akvius Sirthos. He passes time between the few patrons that seek his insight, by shuffling a Harrow Deck and occasionally flipping a few over on yop of the barrel in front of him concealed with tablecloth decorated in moons, suns, stars and the like. Obviously an attempt to add credibility to the promised services.
. As he turns over the 1st card, an energy showers over him. More so than the occasional "vision" he receives from the mysterious patron that, depending on your perception, either curses or blesses Akvius with his abilities. It signifies a king! As soon he sees the card a picture forms in his head. It's that of Queen lleosa Arabasti. The 2nd comes with a higher intensity of energy. It signifies an army. A different sight comes to focus in his mind. It's a vast collection of undead fighters. Akvius flips card after card over, and each continues to provide increased intensity. A castle. Several monstrous creatures. A crown. Each card he turns shocks him with a higher intensity of power, followed by a single "photograph" imprinted in his head. He flips each card over faster than the previous. Finally he grabs one last card and as he goes to flip it over, he's struck with such a powerful blast of energy that he is propelled off the small wooden milking stool he was sitting on... unconscious to the ground. When he wakes up, he struggles to grab the barrel and pull his head high enough to see a single card sitting in the center of the table. The card of DEATH!
. Knowing this prophecy must not be allowed to manifest, Akvius begins a journey to find the right group of "heroes" with the skills to thwart this future from happening. Willing to lend his gifts of magic, intellect, languages, and social skills... he only hopes whatever master over the game of life, controls this world will grant him the opportunity to help mold an alternate reality than the horror he has predicted.
race/class:
I hope this provides enough to validate a Tiefling, de-buff witch. I know it's more of an "event" than a complete backstory, so I can certainly add more about the character if requested.
The race is easy to change if needed (to either elf or human), tiefling just seem to be perfect for the stigma and mystery of a witch and tarot card reader to fit the archetype (Cartomancer). I've only recently tried out the witch class and really enjoy the "make the rest of the party look good" aspect of the buff/de-buff classes. If I can help the fighter make that exciting final blow that brings down the enemy; or, make it possible for the magic user to have that "cool" spell... not to be lost to an unexpected saving throw, then I have made a valuable contribution to the party AND the player.
backstory:
Having escaped slavery in Cheliax, Akvius tries to find a new life in Korvosa. While Korvosa was not necessarily his intended destination, he has managed to find his work as a fortune teller profitable enough to sustain himself. It seems with the sorted history of Korvosa, many are interested to get an insight to what the future holds for them and the city. His outward appearance (tiefling) may raise some eyebrows here and there, but it seems to add credibility in his chosen profession. Perhaps providing a unique marketing gimmick unavailable to other harrowers of the city. Akvius' ability to speak to most races in their native languages also seems to ease their speculation.
All, going to accept applications, sparse as they are, for today and tomorrow. Don't necessarily have to finalize at that point, but I will close recruitment to new applicants at that time.
Horgus Gwerm
Human (chelaxian) ranger (sable company marine) 4 (Pathfinder Campaign Setting: Inner Sea Combat)
LN Medium humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 28 (4d10)
Fort +4, Ref +8, Will +3
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Offense
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Speed
Melee dagger +6 (1d4+2/19-20) or
longsword +6 (1d8+2/19-20)
Ranged +1 darkwood composite longbow +10 (1d8+3/×3)
Special Attacks combat style (mounted), favored enemy (humans +2)
Ranger (Sable Company Marine) Spells Prepared (CL 1st; concentration +2)
1st—gravity bow[APG]
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Statistics
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Str 14, Dex 19, Con 10, Int 14, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 20
Feats - Custom Feat -, Endurance, Point-blank Shot, Precise Shot, Weapon Focus (longbow)
Traits drug addict (friend), indomitable faith
Skills Acrobatics +2, Climb +0, Fly +2, Handle Animal +6, Heal +8, Knowledge (geography) +6, Knowledge (local) +5, Perception +8, Ride +5 (+7 to stay in the saddle), Stealth +5, Survival +8 (+10 to avoid becoming lost when using this), Swim +0
Languages Common, Dwarven, Elven
SQ favored terrain (urban +2), hunter's bond (hippogriff named animal companion), track +2, wild empathy +3
Combat Gear cold iron arrows (50), silver arrows (50), acid (3), alchemist's fire (3), healer's kit; Other Gear barding, mwk studded leather, mwk buckler, +1 darkwood composite longbow (+2 Str), arrows (60), blunt arrows (20), dagger, longsword, animal harness, bedroll, belt pouch, belt pouch, bit and bridle, compass, everburning torch, feed (per day) (40), flint and steel, masterwork backpack, military saddle, exotic, sack, saddlebags, silk rope (100 ft.), sunrod (5), waterskin, weapon cord, whetstone, 696 gp, 1 sp, 8 cp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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hippogriff:
Animal Companion
Hippogriff
N Large animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +5
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Defense
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AC 19, touch 12, flat-footed 16 (+3 armor, +3 Dex, +4 natural, -1 size)
hp 25 (+10)
Fort +5, Ref +8, Will +2
Defensive Abilities evasion
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Offense
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Speed 40 ft., fly 60 ft. (average)
Melee bite +4 (1d6+4)
Space 10 ft.; Reach 10 ft.
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Statistics
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Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 9
Base Atk +2; CMB +6; CMD 19
Feats Lightning Reflexes, Run
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Fighting, Guard, Stay, Track
Skills Acrobatics +3 (+7 to jump with a running start, +7 to jump), Fly +5, Perception +5, Stealth +3
SQ attack any target, come, defend, fighting, guard, track
Other Gear mwk studded leather
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Flight (60 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Presenting Terri Riverrun, Priestess of Shelyn, Sculptor, Painter, Potter, and almost hopelessly Naive. :D
Stats:
Terri Riverrun
Female human (Chelaxian) cleric of Shelyn 4
NG Medium humanoid (human)
Init +0; Senses Perception +4
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 27 (4d8+4)
Fort +4, Ref +3, Will +8
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk glaive +5 (1d10+1/×3)
Special Attacks channel positive energy 5/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +8)
. . 7/day—bit of luck, touch of good (+2)
Cleric Spells Prepared (CL 4th; concentration +8)
. . 2nd—align weapon (good only)[D], bull's strength, hold person (DC 16), communal protection from evil[UC]
. . 1st—bless (2), charm person (DC 15), protection from evil[D], shield of faith
. . 0 (at will)—create water, light, mending, stabilize
. . D Domain spell; Domains Good, Luck
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Statistics
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Str 12, Dex 11, Con 10, Int 14, Wis 18, Cha 14
Base Atk +3; CMB +4; CMD 14
Feats Extra Channel, Lightning Reflexes, Toughness
Traits affable, intense artist
Skills Acrobatics -3 (-7 to jump), Appraise +6, Craft (painting) +9, Craft (pottery) +9, Craft (sculpture) +9, Diplomacy +9 (+11 to gather information.), Heal +11, Knowledge (religion) +7, Perform (dance) +7, Perform (sing) +8, Sense Motive +10, Spellcraft +6
Languages Common, Elven, Shoanti
Other Gear mwk agile breastplate, mwk glaive, handy haversack, artisan's outfit (2), cleric's vestments, masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools, silver holy symbol of Shelyn, 1,445 gp
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Special Abilities
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Affable +2 on Diplomacy to gather information and do so in half time.
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Intense Artist (Perform [sing], Perform [dance]) Your devotion to Shelyn has caused you to delve more deeply into your art. You gain a +1 trait bonus on two Perform skills of your choice, and Perform is always a class skill for you.
Touch of Good +2 (7/day) (Sp) Grant +2 to skill checks, ability checks and saving throws for 1 rd.
Backstory:
Terri was found on the doorstep of the small Shelynite church that served as the faith's home when the head priest tripped over the heavy crate and work the infant. While it was shocking at the time, the clergy had taken it in stride and now-a-days everyone laughs at the attempts to get the yell, and the curse, just right.
As the young girl grew, she made friends easily. Cute as a button, and always willing to help, it was hard not to like young Terri. While she had many friends, her closest friendship was with a young girl named Trinia Sabor. As they two grew up, they practiced their crafts and managed to avoid winding up in jail despite an almost awe inspiring habit of getting in over their heads. The two remained close even as Trinia became a freelance artist and Terri went into the church. Terri mellowed out and often helped her friend make ends meet.
As King Eodred's death drew near, Trinia was commissioned to paint his portrait. Terri celebrated with her friend and helped through the process, suggesting colors, pigments, techniques, anything she could do to help her best friend reach the pinnacle of her skill. Shortly after Trinia finished the portrait, Eodred died and the city plunged into chaos.
The riots and violence tore at Terri's heart. She couldn't leave the church, so busy was she with aiding the injured, but she also worried for her friend. Worry that would turn to full-blown panic as Queen Illeosa's accusations against Trinia spread like wildfire. Terri flew into a rage as the lynch-mob swarmed her friend's neighborhood, and the normally sweet, innocent young woman had to be knocked out lest she do something she would regret.
WARNING!: This part has spoilers for the end of book 1 of Curse of the Crimson Throne. You have been warned.
No, really, only the GM should be looking at this.
Why ar you still reading this?
Alright, don't say I didn't warn ya.
After Trinia's scandalously brief trial and sentencing, Terri was allowed to go to her friend's execution as long as she was escorted by two of the elder clergy. Terri trembled in rage, fear, and grief as Trinia was brought to the executioner. The emotional maelstrom nearly made the young priestess physically ill. The moment came and Terri made herself watch through the tears, hoping that Trinia would know that she wasn't alone. The axe reached its peak, and the man screamed as a dagger scarred his back and a deep, resonant voice called out the queen.
Blackjack! Blackjack had come to save Trinia!
Some shouted in dismay, others in anger, and many cheered as Korvosa's legendary hero made a daring rescue. Making fools of Sable Company Marines, Korvosan Guardsmen, and Hellknights alike. Terri's contribution to the bedlam was an enthusiastic, "Kick his stones between his ears!" She knew that a Shelynite shouldn't revel in such violence. She knew she'd be praying for forgiveness later. She even knew that as soon Blackjack was gone, she'd be the first one on the platform pouring out Shelyn's comfort until she passed out. At that moment, she didn't care.
Blackjack vanished with her friend in tow. The crowd turned angrily on the queen, and Terri was indeed the first on the platform. She started by mending the execution's wounds.
Appearance and Personality:
Terri is a kind, if naive, soul. Her temper is terrible when roused, but so far, she's only truly lost control when Trinia, her best and closest friend was in danger.
Terri simply tries to believe the best in everybody. She does her best to treat everyone as if she was a friend, no matter the how vile or despicable they may be. This has hurt her in the past when some callous person stomped all over her kindness and generosity, but it does allow her to easily make friends.
Terri is short, but lean, giving her a pixie-like look, though it does lead to some issues, especially given what she feels like in traditional Shelynite clerical vestments. Her hair is the color and luster of aged, burnished bronze while her skin is fair and her eyes are a jewel-tone green. She prefers simple, sturdy clothing that helps hide her lack of curvature.
Party role:
Terri is supposed to be the face while outside of combat and support for the frontliners while in it. I'm mainly going to have her focus on buffing the party.
two frontliners, huh, so you don't need a stranded Viking...just as well, don't know a blasted thing about curse of the crimson throne, just connected the dots and figured it couldn't hurt to say hey, ...Have a good game :)
I'd have to reread the rules for specifics, but the Words of Power were an attempt to break out of the Vancian mold that the d20 system uses. Spellcasters know or prepare a certain number of words of various power levels then combine them or use them solo to cast spells.
The two major issues I think most people have with it are that the Words of Power spells are weaker than the normal Vancian spells, and the rules just aren't written in a way that makes it easy to understand. On the up side, you, in theory, have a more flexible spell casting system.
It's a shame too, since the system did come with a good amount of flavor.
I am interested in submitting a character to join this campaign. I am still working on the stats but here is my idea:
From an early age, Cassandra Wagner was told how important her family was. They were special. They were noble. They were related to the King himself. Never mind that the relation was that of a cousin to a cousin. The blood, however thin, was there and that made it clear that, as a Wagner, great things were expected of Cassandra.
But all Cassandra wanted to do was move. She loved to run. Loved to jump and leap. Sitting still was impossible for her. She needed to be in motion and feel the wind in her hair. That was when she was alive.
When she was twelve, she was seeking to escape her lessons. Another tedious day of heraldry and etiquette to prepare her for her future. So she took to the rooftops... and she ran. She bounces from rooftop to rooftop, laughing as the family guards chased her. She didn't even think when she saw the gap up ahead. She simply leaped.
It was too far. She wasn't going to make it to the next roof and she was three stories above hard cobblestone. Cassandra screamed.
The guards say that Cassandra vanished in midair, only to reappear on the next roof over. Ever canny, the family had her tested. Cassandra did have a gift for magic. Tutors were arranged for and, when she was old enough, entrance into the Acadamae as well. For once, Cassandra didn't mind her family's control over her life. Because this was her path to freedom.
In the Acadamae, Cassandra flourished. The program was intense. It was hard. But it couldn't be dictated by her family. Instead, her instructors encouraged Cassandra to follow the paths of her natural talent and, in return, she turned out to be the best student of teleportation the school had ever had.
On the day of her graduation, Cassandra was ready to tell her parents that she had no intention of following in the family's business.
Instead, the whole city's gone to hell.
===
As one might guess, I'm hoping to play a human wizard specializing in the teleportation subschool of Conjuring.
Nicolai Fortescu
Male human (Varisian) wizard 4
CG Medium humanoid (human)
Init +4; Senses Perception +7
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 29 (4d6+11)
Fort +4, Ref +3, Will +5 (+1 vs. enchantment effects)
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . dagger +2 (1d4/19-20) or
. . dagger +2 (1d4/19-20) or
. . quarterstaff +2 (1d6)
Ranged light crossbow +4 (1d8/19-20)
Wizard Spells Prepared (CL 4th; concentration +8)
. . 2nd—detect thoughts (DC 16), glitterdust (DC 16), invisibility, mirror image
. . 1st—color spray (DC 15), comprehend languages, grease, mage armor, magic missile
. . 0 (at will)—dancing lights, detect magic, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 13
Base Atk +2; CMB +2; CMD 14
Feats Alertness, Fortune Teller[ISWG], Harrowed[ISWG], Scribe Scroll, Toughness
Traits dockside avenger, harrow chosen (varisian)
Skills Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (local) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +7, Perform (oratory) +5, Profession (fortune-teller) +5, Sense Motive +3, Spellcraft +11
Languages Common, Draconic, Elven, Giant, Shoanti, Varisian
SQ arcane bond (tavi, mongoose), forewarned, prescience
Other Gear crossbow bolts (10), dagger, dagger, dagger, light crossbow, quarterstaff, backpack, bedroll, belt pouch, familiar satchel, flint and steel, harrow deck, ink, black, inkpen, mirror, spell component pouch, spellbook, trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 2 gp, 15 sp, 18 cp
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Special Abilities
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Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 2 (Su) Can always act in surprise rounds.
Fortune Teller Cast some divination spells at +1 caster level
Harrow Chosen (Varisian, 2/week) +2 caster level for divination when using heirloom deck as focus.
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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Background:
Nicolai Fortescu grew up in the slums of Old Korvosa, where he lived with his mother Tatiana (a fortune teller) , his father Bogdan (a minstrel in the local taverns) and his sister Katrina. Life was good for the young boy as he did all the things that young boys do. One of the things that Nicolai loved to do was to sit in on the readings that his mother used to do . He would sit quietly in the corner of their tenement room as his mother would bring out her harrow deck and lay the cards out on the table. He listened intently as she described for her clients the portents that the cards signified and what they meant for that person's future. After each reading the client would pay his mother and leave happy, hearing exactly what they wanted to hear in the reading.
Whenever his mother wasn't home Nicolai would often take the harrow deck and lay out the cards to do readings for his friends. One day one of Nicolai's friends fell to his death while running the Shingles through Bridgetown. A frightened Nicolai told his mother that night that he had used her cards to do a reading for his dead friend and that he had forseen that accident but couldn't tell his friend that and now that boy was dead. Shaken, Nicolai's mother put the young boy to bed that night with reassurances that it wasn't his fault and there was nothing he could have done to prevent the accident either. That night his parents discussed what to do and decided that whatever it took they would get Nicolai into the Acadamae to learn how to control his Gift.
Time passed and Nicolai began doing readings of his own to help the family make ends meet. As word of his eerily accurate readings began to spread he soon had more and more clients, some of them wealthy merchants or minor nobility wanting to know their futures. Soon the family had the necessary money to send young Nicolai to study at the Acadamae. Nicolai's stint at the prestigious school didn't last long as he found the rigid environment of the school too stifling and he dropped out before his first year was completed. Although he didn't make it past his first year Nicolai had learned enough of the basics that he continued to teach himself magic and soon had honed his craft.
Shortly after his mother's death of fever, with his father staying out in the taverns after his singing gigs and drinking most of his take home pay and his sister out running the streets with one of the local street gangs Nicolai found himself at the Pantheon of the Many praying to Desna for guidance when he heard the most beautiful sound he had ever heard. Turning his head he saw an angel singing to the goddess' statue in her shrine. The "angel" was a young initiate of Desna named Natalia who smiled shyly at Nicolai when she noticed him looking at her. The two soon became lovers and moved into a one room apartment in Old Town together. Almost a year passed before Nicolai proposed and Natalia accepted. Giving his betrothed his mother's ring Nicolai and Natalia soon settled into wedded bliss, until one night.
One afternoon Natalia left their apartment to do some shopping in the market while Nicolai entertained a few clients. As darkness began to fall Nicolai began to grow concerned that his wife had not returned yet from shopping. Determined to find her Nicolai grabbed his cloak and headed toward the door only to stop short as someone knocked on the door. With his inner dread growing he opened the door only to be met by two men in the livery of the city guard. His fear confirmed, Nicolai shouted out against fate as the two men asked him to come with them. Dumbstruck Nicolai followed them to any alley not too far from his home. There he found his beloved Natalia face down in the gutter. She had been knifed in the back and left to die. Her purse and it's meager belongings as well as her wedding ring were missing.
Devastated, Nicolai sank into a deep depression and soon his morose readings began chasing his clients away. Destitute, Nicolai began wandering the warrens of Bridgetown hoping someone would take his life as they had taken Natalia's. It was during one of these walks that he happened to glance a familiar object in a nearby stores window. It was Natalia's wedding ring. Overcome with rage Nicolai burst into the shop and accosted the owner until the man told him where he had gotten the ring. The owner told him he had purchased the ring from a local Ne'er do well named Gaedren Lamm. Determination flared inside Nicolai as he became determined to find this man and extract vengeance upon him for his beloved Natalia and himself.