I will take her head to the sergeant. It looks like he found her and got to her. Too bad. Is this the woman that sent us though?heal check to see how long she has been dead:1d20 ⇒ 20
Tolenn watches the decomposed head roll across the floor, eye wide with shock. She moves closer though, as the realization that it was Zellar's features they were regarding.
Crouching by the head, Tolenn holds out a hand to forstall Pyron's intent.
"Hold, Pyron. If this indeed be the remains of our benefactress, Zellara....a mystery that deepens. I would return to the house with this, if only to do honor to the lady that brought us here." she says thoughtfully, her brow furrowed in puzzlement.
The stink of the room pervades your nostrils as you remain there, stunned. Zellara's head remains fixed, staring at you with mute appeal, apparently dead well before your visit with her. The pool outside the door is now still, though murky, Lamm's vile blood obscuring vision through the water as though even in death he seeks to trouble you one last time.
Let's do one last check around the room, then let's get out if here. After one last search, he leaves with Zellara's head in the hat, unless he finds a sack to use. When everyone is ready, he leaves back to where the children's location.
Take that in case it has more evidence about this mystery with Zellara, Gaius says, snapping out of his trance and pointing at the box by Tolenn. We can open these later. Pyron's right, we should go. He hefts the locked box, ready to leave.
Pyron grabs the grisly trophy by the hair and quickly sets it inside the hatbox. We'll assume he grabs a bit of cloth or something to cover it so the kiddos don't get another nasty surprise. Pyron then skirts the pool and exits, standing outside the door in the dark underpier of the run down building.
Gaius hefts the box in both arms, making his way to the exit as well.
The flat wooden box is liberally endowed in dried blood. It beckons to Tolenn, a dark beacon in this abysmal hellhole.
The stairs on the inside of the ship go up to the main deck. You've already cleared the spiders from that area.
The party makes its way back into the main fishery, revenge sated, but bittersweet. They return to the children to find them all sitting about, keeping an eye on Hookshanks, who is still unconscious. The lead boy looks at the boxes you are lugging about suspiciously, but says nothing.
The children's reactions range from stunned silence, to tears, to fierce looks of triumph. Their new-found freedom not quite processed yet, they look confused.
Hookshanks cracks open his eyes, laughing gutturally as he croaks out, "Likeleh yull find the key in da gatah's s*&t here in a coupla days. Whateva da boss thought was worth keepin."
Can you and Tolenn take this one, Giggles, and Yargin into custody? Tolenn will lend an air of respectability to our story, and Daud and I can take the children to the temple and pickup Gob on the way. I need to get back and tell Larks he's a free man. Then we can all go together to see Zellara and tell her we succeeded, and ask the meaning of...what we found.
Gaius crouches near the tied-up, unconscious form of Giggles. He produces a small vial and opens it up under the half-orc's nose.
Use smelling salts.
After the brute regains consciousness, Gaius grabs his face and says in a menacing tone: Listen here--Lamm is dead. Count yourself lucky that Tolenn and Pyron value the law so highly, or I'd stick a dagger in your ribs. Go with them with no trouble, or I'll find you when they're not around...
Intimidate:1d20 + 10 ⇒ (15) + 10 = 25
So on the way we can go back to the alley and I can use the smelling salts on Yargin as well (I think he's tied up too), assuming he's still where we left him. I also need to pay another silver to the "dog watcher", which I'll subtract now. Is everyone good with all this?
Hookshanks is not amused by Daud's statement, but is wise enough to hold his tongue, guessing that a retort would resort in Daud attempting to execute said action. He settles for a sulky glare.
Giggles comes to with a start, eyes narrowing in menace at Gaius. By the end of Gaius' threat, his eyes have widened, and he is nodding solemnly, happy he is not going with the inquisitor.
Go ahead and level up! Also, Gaius, don't scratch off that silver yet.
Ha! I somehow missed Daud's comment to Hookshanks when I was typing my last post.
DM Crispy wrote:
Hookshanks is not amused by Daud's statement, but is wise enough to hold his tongue, guessing that a retort would resort in Daud attempting to execute said action. He settles for a sulky glare.
Giggles comes to with a start, eyes narrowing in menace at Gaius. By the end of Gaius' threat, his eyes have widened, and he is nodding solemnly, happy he is not going with the inquisitor.
Go ahead and level up! Also, Gaius, don't scratch off that silver yet.
Noooo! Don't tell me that bastard stole Gob! ;-) Ok, will do.
Chaos! As you exit the fishery, you are again shocked. Smoke rises over the skyline, surely coming from a district in Korvosa. Alarm bells ring all over the city. The sounds of fighting, both steel and magic, can be heard nearby, the screams and shouts that accompany this competing with the other racket. Overhead, a troop of Sable Company riders angles overhead, heading towards Castle Korvosa at a reckless pace. The party feels drops of blood as one of the griffon mounts and riders starts to descend, smashing into a building a couple of blocks distant. The fellow's companions do not break off to check on him.
You hear the voice of what sounds like an official city Herald declaring, "The King is dead! Long live the Queen" He is answered in the street by people less professional in their voices but no less zealous. "Hang the Queen!" shouts one. "The usurper whore must die!" cries another.
As you watch, stunned, trying to wrap your mind around what is happening, you see a group of three men break a window further down the street. They almost enter the building, but then start running down an alley. A moment later you see a contingent of five hellknights, complete with iron armor and horned helms, pursuing them down the alley.
Gaius watches the hellknights give chase and sheepishly looks down at the stolen goods he's carrying.
It seems the king is dead, likely by violence from the looks of things. And don't look at me--I was with you the whole time. But since murder is our collective alibi to prove we took no part in whatever happened, I suggest we get off the streets immediately.
Are we closer to Zellara's or the temple of Calistria? Gaius will suggest to go to whichever place is nearest. If we are able to swing by where I left Gob on the way to our safehouse, so be it.
Even the prisoner in the temple needs to go to the sergeant. The sergeant needs to get the whole story from everyone. I did promise to say how he helped us. Also, I am a part of the guard, so I should be able to clear us of any trouble from what's going on with politics. Pyron is carrying the hat box in his left hand where his buckler is located, which is somewhat hiding the hatbox a bit. He has his morningstar in his right hand and is using it to prod the handcuffed prisoners forward. Let's go to the sergeant first. I can send another guard to pick up the prisoner at the temple. We can go to Zellaro's place afterwards.
Joining the others, Tolenn quick agreed to assist Pyron in bringing the miscreant to the authorities. However, when they see what chaos the city had descended into in thier absense, she says "One would hope that the guard has maintained their oath of service, often in such tumult duty can be forgotten in the worry for one's family...."
She gently prods one of the prisoners forwad as well.
Zellara's is closest, then Guards, then Calistria.
The party can see another, larger contingent of hellknights marching towards Castle Korvosa, clearing the streets temporarily with their passing. The children with you are very nervous, their eyes dart around like wild animals. It will be only a matter of time before they break and scatter.
"True. But my card wasn't The Uprising. Just saying."
Zellara's reading seems so long ago--perhaps she was foretelling of things to come beyond Lamm's demise...
Pyron Firehide wrote:
Even the prisoner in the temple needs to go to the sergeant. The sergeant needs to get the whole story from everyone. I did promise to say how he helped us. Also, I am a part of the guard, so I should be able to clear us of any trouble from what's going on with politics. Pyron is carrying the hat box in his left hand where his buckler is located, which is somewhat hiding the hatbox a bit. He has his morningstar in his right hand and is using it to prod the handcuffed prisoners forward. Let's go to the sergeant first. I can send another guard to pick up the prisoner at the temple. We can go to Zellaro's place afterwards.
Gaius "whisper yells" to Pyron, trying not to alert anyone to their presence. Look around, Pyron! The king is dead and the city is in chaos! Hellknight squads patrol the streets in full force! No one at the guardhouse is going to give a damn about a cheap thug like Lamm.
He moves in closer, trying to make his argument with reason and quell his rising temper.
You were given just authority to apprehend Lamm or, barring that, use deadly force if necessary. We acted on that authority. Now we have frightened children with us and the streets aren't safe. We need to get inside. When the time comes to make your report, your word and the word of these captives should be enough. If it's not, I'll submit to magical scrutiny and tell them the truth--we went to arrest Lamm and he tried to flee, getting eaten by his own pet crocodile in the process. All this is meaningless if we get killed by an angry mob on the way--I'll be damned if I let Lamm vex me from beyond the grave!
Gaius looks to the others to see if they agree.
As for Larks--I gave him my word that I would free him if his information led to Lamm's downfall. I intend to keep that promise. I will stand in your way if you try to bring him into custody, for questioning or otherwise. Now can we please finish this conversation at Zellara's house?
Knowledge (Local) to determine the best route "off the beaten path" to Zellara's
As Gaius 'lectures' Pyron, Tolenn crouches before the nervous children "Be not afraid, we will take you somewhere safe." her hand unconsiously making the Little Lamm sign for "all clear", or at least the sign from 10 years ago.
How far is it to Zellara's house versus the guards station?
Fine, as long as you accept the consequences, I put this on you. It won't be on my hands. All I care about at this point is getting the kids to the sergeant, getting Crookshanks to the sergeant, and getting this other guy to him too. I also want to know what is going on with Zellara's story.
The children's eyes widen slightly as the kind adult makes the sign they know all too well. They cluster together tightly and move closer to Tolenn.
Up ahead, you see what appears to be a handful of guards fighting an unknown enemy. Upon closer inspection, you see that the guardsmen have torn off their badges and are actually fighting a contingent of guardsmen with badges still on.
On a normal day, it would be a five minute walk to Zellara's vs possibly seven or eight for the guard station. With the current situation, who knows?
It takes more than fifteen minutes of navigating the alleys of Korvosa, hiding while a fight breaks out nearby, hurrying across streets swarming with mobs, to reach Zellara's home. When you enter your puzzlement continues to grow, as this can not possibly be the same place you visited such a short time ago.
The house looks to have been abandoned for weeks, and there is no trace of the wall hangings and carpets that were present when last you visited. The furniture, every bit of it, is scattered about the room in pieces. The leftover food you did not eat is nowhere to be seen, nor is there evidence that you were ever really here.
Tolenn feels the deck grow warm again, and Zellara appears in front of you! She smiles sadly as she speaks, "Greetings, my young heroes. I apologize for the need for deception, but I thought people would be more willing to help a living patron. I have been dead for many weeks, killed by the monstrous Lamm, and am now satisfied with his doom. However, Korvosa will have need of you ahead, and in your possession you carry my Harrow Deck. My spirit infuses it, and I will help you whenever I can, as long as you work towards the good of Korvosa. Farewell, my brave heroes, I see great destinies ahead for all of you!" With that, the image fades, leaving behind only the dust and clutter.
Anyone holding a card from the deck can cast identify on an item 3 times per day...as a whole, not per person. Also, Zellara can cast Major Image, manifesting herself, once a day. In addition, you can use the Harrow Points you accumulated from her earlier reading for the following:
1) Dexterity Rerolls: Spend a Harrow Point to reroll any one
Initiative check, Reflex save, attack roll modified by Dexterity, or
Dexterity-based skill check. You must abide by the new result
(although if you have additional Harrow Points remaining, you
can use them to attempt additional rerolls).
2) Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge
bonus to your Armor Class for one encounter. You can spend
up to 3 Harrow Points per encounter to increase your Armor
Class in this manner.
3) Speed Increase: Spend a Harrow Point to increase your
base speed by 10 feet for one encounter—you cannot spend
multiple Harrow Points to increase your speed multiple times
in one encounter.
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
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 28 (4d10)
Fort +4, Ref +8, Will +3
--------------------
Offense
--------------------
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]
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.
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 Publishing, LLC®, and are used under license.
hippogriff:
Animal Companion
Hippogriff
N Large animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +5
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (average)
Melee bite +4 (1d6+4)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.
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 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
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 27 (4d8+4)
Fort +4, Ref +3, Will +8
--------------------
Offense
--------------------
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
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 29 (4d6+11)
Fort +4, Ref +3, Will +5 (+1 vs. enchantment effects)
--------------------
Offense
--------------------
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
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.
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 Publishing, LLC®, and are used under license.
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.