Right... so here's where we do all the talking that's not surrounded by the miasmic atmosphere of the 'in character' elements. I'll have another post up shortly with the selectees over in the Recruitment thread.
thanks for the invite. I am off to bed, but will work on finalizing a proper profile tomorrow.
Fiterri's flexible with his implements. I will definitely keep the Transformation as that boosts melee, and that looks like a main role. But I could swap in an evocation implement to become a weak blaster as well which could help in a pinch with swarms with burning hands and add a ranged attack. I don't think Lucretta is a blaster alchemist nor our bard. I would likely give up Divination. Or we just lump it and carry lots of oil and alchemist fire.
...its just I am imagining rats. Swarms and swarms of rats...or is it fleas. Flee swarms.
Thanks for the pick DM, looking forward to this :)
I hope no-one minds but I've a couple of thoughts about Joseph Bakerson and Tania Teg.
Joe, we're in a 'one shot' that won't move beyond 5th level, so your fave class bonus might be better spent as hp or skill points :)
Tania, I think you should speak 5 languages in addition to common (3 from linguistics ranks plus two from your intelligence bonus).
Meowzebub, Lucetta can be a terror in melee but her ranged options are indeed slim, though ironically more favorable against swarms. Perhaps we should stock up on more splash weapons as you suggest!
Welcome welcome welcome - just as an aside Dreaming Warforged will be travelling from now through to the 11th of December, so will have spotty or no interwebs access during that time. If he's able he'll post... if not, then he'll tag along in the background.
level 5 unchained rogue, swashbuckler and scout archetypes
Fiendish Zen wrote:
Thanks for the pick DM, looking forward to this :)
I hope no-one minds but I've a couple of thoughts about Joseph Bakerson and Tania Teg.
Joe, we're in a 'one shot' that won't move beyond 5th level, so your fave class bonus might be better spent as hp or skill points :)
...
Good point. I actually think I have a couple of adjustments to maybe make based on this being a one shot.
DmVotV - would you consider letting me swap out finesse training for something actually useful to me? It's the only thing I dislike about the unchained rogue, it feels like they're really forcing dex based rogues.
Another small point of reference - the module will essentially start with a cold open as you approach the scene of the crime that you've been asked to assist with. You can assume (of each other) that you know names and that you are mutual acquaintances of Inspector Muncy.
Thanks for the selection! In transit at the moment :)
Thanks for catching I was missing languages. DM, do you have suggestions for languages, or a place where I can find a list appropriate for the setting?
As far as languages are concerned... think of what the stunted half-creatures of the world aberrant and strange might say... and also what the myriad of races within a city of shadows might have call to speak through.
Though that said - it isn't a huge part of the module, so don't sweat too much over it.
level 5 unchained rogue, swashbuckler and scout archetypes
DM - Voice of the Voiceless wrote:
Sure. No problems with any tinkering you want to do with your characters.
Oh, well, I meant the unchained rogue class feature finesse training. I wouldn't want to just replace a class feature without some input from you. Though my current ideas for appropriateness would be fleet, medium armor proficiency, or a skill enhancing feat. Let me know what you think.
Male Human 5th Level Occultist | 37 HP | 17 AC/12F/15T | F+7/R+5/W+6| 10 Focus: 4/4Ab, 3/3Ev, 3/3Tr | Spells 2nd-3/3, 1st-5/5 | Inspire 3/3 | +2 Init | +8 Perception | Sense Aura
I cleaned up and finalized Fiterri's sheet. I placed his level bonuses in hit points instead of 1/6 of a focus point so +5 hp then I posted before. His implements are currently giving him +2 strength,+2 saves, and +1 spell damage as long as he keeps 1 point in the proper implement (trans,abjure, and evoke respectively). I swapped the Evocation implement for the Divination. He carries a three-section staff, but for flavor I would like it look like a regular staff that separates when needed, like Daredevil's baton, except bigger as it is three pieces.
I admit this will be the hardest character I have run in a PbP. Tracking Focus points tied to three implements, spells per day, and a small inspiration pool and starting at 5th level. But I hope to have fun with it as I love the concept of the Occultist, and then adding in the flavor of a victorian-like collector of oddities is just icing on the cake. But apologies if I forget some obvious ability I have.
The Occultist is indeed a book-keeper's headache, but as you say it maxes out on the flavour side.
FYI - game thread will go up imminently, but as it's still the weekend I won't move it forward until Monday (unless everyone checks in early that is :P).
Ah now I should have caught that too Fiterri, my apologies!
To be honest I'm still adding to my understanding of the occult classes, so looking forward to seeing how an occultist plays out :)
DM - Voice of the Voiceless wrote:
Another small point of reference - the module will essentially start with a cold open as you approach the scene of the crime that you've been asked to assist with. You can assume (of each other) that you know names and that you are mutual acquaintances of Inspector Muncy.
Sounds good, we all have a foot in the underworld and it's easy to see how we would know of each other :)
Male Human 5th Level Occultist | 37 HP | 17 AC/12F/15T | F+7/R+5/W+6| 10 Focus: 4/4Ab, 3/3Ev, 3/3Tr | Spells 2nd-3/3, 1st-5/5 | Inspire 3/3 | +2 Init | +8 Perception | Sense Aura
Lucetta De Leon wrote:
Ah now I should have caught that too Fiterri, my apologies!
To be honest I'm still adding to my understanding of the occult classes, so looking forward to seeing how an occultist plays out :)
DM - Voice of the Voiceless wrote:
Another small point of reference - the module will essentially start with a cold open as you approach the scene of the crime that you've been asked to assist with. You can assume (of each other) that you know names and that you are mutual acquaintances of Inspector Muncy.
Sounds good, we all have a foot in the underworld and it's easy to see how we would know of each other :)
No worries. With all the weird bonuses not being spelled out , it was a hard character sheet to double check. ;-) The sheet was a pain as I had to organize it myself to keep things straight and on top of that HeroLab didn't even spit out my base and resonant class abilities. I had to add them all by hand.
It will be my first occult class as well. Eventually I hope to get a Kineticist too. The others haven't really inspired me yet.
For those who haven't read Fiterri's background. He has assisted the police in the past, initially its was him or his mudlarks or dump pickers finding bodies, discarded murder weapons, and other clues thought safely disposed of, except to those desperate enough to search the places often overlook.
But the police have come to realize his specialized knowledge, contacts in the neighborhood, and profession as an occasional fence (because even the police sometimes need something to discreetly disappear) have a use to the constabulary.
Male Human 5th Level Occultist | 37 HP | 17 AC/12F/15T | F+7/R+5/W+6| 10 Focus: 4/4Ab, 3/3Ev, 3/3Tr | Spells 2nd-3/3, 1st-5/5 | Inspire 3/3 | +2 Init | +8 Perception | Sense Aura
Tania - your background mentioned the Golden Dice burning down, but what was the shop that still remains? Just trying to look how Fiterri might know everyone.
I can see Lucretta and her shop and probably visiting it on occasion for water-borne infection remedies and occasional advice on alchemical properties of certain items he has acquired. Gnitt with his orphange/sweatshop I can see a constant but sadly friendly struggle over control of children as a resource (somehow I picture old men competing over their pigeon flocks from neighboring rooftops). I will need Gnitt's input on this to determine the strength of the rivalry, as I can see bitter rivals called on to work together as fun as well.
With Joseph, I could image the need for a legit-looking provenance for certain items if that is the kind of forgery he would be in to? Otherwise I guess just knowing you through work with the police on occasion.
And looking more thoroughly through everyone's character sheets, I see that I am indeed not a primary combatant for this group. That is cool and works more with the concept in my head. But he will be a ready and willing flank buddy to Joseph and Lucretta while using his Enlarge ability. That should also work with Tania and her longspear and bag of martial tricks. Also Gnitt with his Summoning spell list. Lots of flanks to go around.
level 5 unchained rogue, swashbuckler and scout archetypes
Fiterri - I think I would readily help to try and disguise the provenance of certain items of doubtful origin. Also, if you ever possibly acted as a fence, my frequent sailing trips might provide an opportunity to get rid of certain small high value items that are too hot to stay in the city.
Tania - it seems likely the Golden Dice is the sort of place I would have frequented. Perhaps Jared and I were friends, and I even helped you hunt down a couple of thugs you were having trouble locating?
Lucetta - perhaps we've encountered each other roaming the streets at night on our respective errands? And while not exactly friends, we also know we're not exactly working at cross purposes.
Gnitt - perhaps we've known each other as acquaintances for years, as my family sells discounted bread to the orphanage?
As for combat, I'm pretty much planning to prioritize attacking no armored, light armored, medium armored, and heavily armored opponents in that order. The idea being that I can move anywhere, through and past enemies to get to my target, and that the most dangerous spell casters usually follow that priority of armoring. So Fiterri might be more of a primary front liner than you think, as I'll hopefully be behind their line. It'll be interesting to see if this actually works out like I hope, because 5th is the level at which, in theory, I can get sneak attack damage every round without help. I will be doing A LOT of acrobatics checks every combat, that's for sure.
Well, the Golden Dice, as I wrote it, remains a charred ruin, but that can change. However, it is one if the two places Tania avoids, so having a shop there would not help.
Joseph, yes, we likely know,each other. If you want, Tania could have sized you as a potentially dangerous patron for other patrons and 'kindly' asked you to leave.
Fiterri, kineticist was the first one I 'got' to the point where I'm now playing two different ones, they are fun!
Yup, Lucetta's alchemical expertise in both identifying and providing 'under the counter' concoctions would have brought her in to contact with all of you at some point :) Joseph, Lucetta would know you as one of the 'good sorts' that live in the shadows. Mutual respect :)
As for combat, Lucetta also needs some positioning to be at her maximum threat, so nice to see all the friendly flankers we have :D
Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7
I would like to see this be a "friendly rivalry". Perhaps they compete for "new" recruits, but when one doesn't work out they send them to each other. Gnitt is not evil, he just makes the best of a bad situation, and always...always follows the rules. Most of the children that toil for Gnitt, not only learn a life skill, they still have a warm bed and sometimes full belly which is not true of many other options.
Fiterri Finch wrote:
Tania - your background mentioned the Golden Dice burning down, but what was the shop that still remains? Just trying to look how Fiterri might know everyone.
I can see Lucretta and her shop and probably visiting it on occasion for water-borne infection remedies and occasional advice on alchemical properties of certain items he has acquired. Gnitt with his orphange/sweatshop I can see a constant but sadly friendly struggle over control of children as a resource (somehow I picture old men competing over their pigeon flocks from neighboring rooftops). I will need Gnitt's input on this to determine the strength of the rivalry, as I can see bitter rivals called on to work together as fun as well.
With Joseph, I could image the need for a legit-looking provenance for certain items if that is the kind of forgery he would be in to? Otherwise I guess just knowing you through work with the police on occasion.
And looking more thoroughly through everyone's character sheets, I see that I am indeed not a primary combatant for this group. That is cool and works more with the concept in my head. But he will be a ready and willing flank buddy to Joseph and Lucretta while using his Enlarge ability. That should also work with Tania and her longspear and bag of martial tricks. Also Gnitt with his Summoning spell list. Lots of flanks to go around.
Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7
I think the selling bread to the orphanage angle is good. Perhaps they have a few drinks together from time to time as well. And Gnitt has been known to pay off the theft from the bakery from some of his orphans before.
Joseph Bakerson wrote:
Fiterri - I think I would readily help to try and disguise the provenance of certain items of doubtful origin. Also, if you ever possibly acted as a fence, my frequent sailing trips might provide an opportunity to get rid of certain small high value items that are too hot to stay in the city.
Tania - it seems likely the Golden Dice is the sort of place I would have frequented. Perhaps Jared and I were friends, and I even helped you hunt down a couple of thugs you were having trouble locating?
Lucetta - perhaps we've encountered each other roaming the streets at night on our respective errands? And while not exactly friends, we also know we're not exactly working at cross purposes.
Gnitt - perhaps we've known each other as acquaintances for years, as my family sells discounted bread to the orphanage?
As for combat, I'm pretty much planning to prioritize attacking no armored, light armored, medium armored, and heavily armored opponents in that order. The idea being that I can move anywhere, through and past enemies to get to my target, and that the most dangerous spell casters usually follow that priority of armoring. So Fiterri might be more of a primary front liner than you think, as I'll hopefully be behind their line. It'll be interesting to see if this actually works out like I hope, because 5th is the level at which, in theory, I can get sneak attack damage every round without help. I will be doing A LOT of acrobatics checks every combat, that's for sure.
Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7
Gnitt is more of the healing, diplomacy, support member of the group. When forced into combat he typically tends to use his crossbow to attack from a distance, and relies on his heavy armor and shield for protection.
Lucretta - Perhaps unknown to her. Gnitt is the person who placed her long ago with her patron.
Tania - Perhaps you were a little troublemaker who served in the orphanage once or twice but kept escaping, so Gnitt let you be when he saw you were cared for. Might explain your dislike for Gnitt.
NOTE: I have made Gnitt a bit older, so he could have some different connections to all the other characters. Perhaps he is starting to question the validity of his place in life, and is eager to look elsewhere for satisfaction. Especially since his adopted daughter Gwinn seems to be much better at running things than he is.
It's a nice idea Gnitt, but even though it's a one shot where background will likely not have much affect on anything, Lucetta should keep her background as it is, rescued by the Madame for the Madame's reasons.
There are many other reasons though as to why Gnitt would know the Bitter Vial alchemy shop. I'd suggest that a healthy urchin is a productive urchin, so Gnitt might have frequented the shop to pick up cures or remedies for his crew.
Let me know if people think I'm rushing too much or info dumping too quickly - I just didn't want to waste a couple of weeks going through the rigmarole of back and forth for the opening scene. Now that the primary dump is out in the open things should flow a little smoother and more proper 'investigaty' for you guys.
DM, your pace is great! Too many games fall by the wayside because of lack of input from either players or DM, so bravo to you for being invested and providing regular updates :)
Shortening or summarising 'trivial' bits are fine. It's like looting in a standard game, the players really don't need to say 'I search the room and cast detect magic' after every fight!
Anyway long story short, all is good, please do keep up the good work :)
Just a quick one - I'll be off for a short holiday sojourn down to Singapore starting tomorrow and stretching through to the 27th of December. As expected I'll be a wee bit incommunicado through that time and probably won't be posting.
Merry Christmas to all regardless and I hope that you all get to descend into tryptophanic nirvana.
Just a quick one to state a hope that your Christmastimes were enjoyable, I'm back in the saddle and recovering from my short holiday - though I understand we probably won't get back up and running until we've left the year of 2016 behind us.
Myself, partner and kids emigrated from the UK to New Zealand a few years back with two suitcases and the clothes on our backs and haven't looked back since :)
Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7
I'll be on a week long business trip, but should still be able to post from the hotel. Don't let me hold things up if not however, and feel free to DMPC my character.
I'm a player in a Zeitgeist AP game (currently lvl 6) that is looking for one or two more player. Send me a PM if you're interested. I'll put you in touch with the GM.
Dereliction of duty has been too oft an occurrence by myself over the last couple of weeks and for my part I apologize unreservedly. Work situations have been fluid and undulating, but hopefully have reached a kind of conclusion in the last couple of days that will at least give a stability. It looks like I'll be uprooting my roots in a couple of months and repatriating back down to Australia. Much excitement, trepidation and confusion... but hopefully after this weekend I'll be in a better head, mind and body space to roll on forwards.
After an interminable time keeping you waiting I will have to face facts and realise that I'm not going to be able to keep things rolling here. Turmoil of packing up 11 years of life, flusterances over work and the occasional roll of existential ennui are keeping me from giving you guys what you deserve - which is a DM that's actually able to engage consistently and deeply to progress the campaign.
From the medium term it looks like I'm unlikely to get into a situation where I can resume steady posting either - as I'll start FIFO roles working offshore after I do relocate down to Australia, which will put sizable black spots over my time for PbPing. I'm likely to be flat out keeping up with the three PbPs I'm still playing in let alone being able to block out time for DMing.
So I'm sorry, but I'll need to curtail. It's nothing on your characters or conduct, I was engaged deeply and happily within the whirl and whorl of the campaign... but the road of life has hit the cobblestones section.
This is a recruitment for the first one-shot adventure that's been released for Monsignor Pett's foetid and sweaty magnum opus... that being Bloody Jack a chef d'œuvre from the sanguine filled eldritch pen of Greg A. Vaughan.
What is this 'Blight' of which I speak? - it is a whole cloth creation of the very man that popularized the Trial of Larazod, whose voice echoes with the sonorous tones of the Sound of a Thousand Screams... and who drugged your drink in the Formidably Maid one evening. A rotting, steaming pile of human achievement that is more ably described upon it's Kickstarter page here.
So what am I looking for? - I'm looking for betwixt four and six intrepid and foolish souls who think themselves either worthy or able to plumb the depths. The adventure itself is a one-shot and I'll be running just it and no more - your characters will start at 5th level, and should be built to PFS standard.
This adventure begins with the party assisting the city watch in the investigation of a murder. I don't require much in the way of background or motivation, as this will just be a one-shot, but your characters should be compatible with that being the focus of the adventure.
In order to assist me in selection though - I would ask you to state what your favourite content created by the Master of Mnnaaaarrr himself is, and why? (but please, hide it behind a spoiler to keep those yet in the dark free of it's tainting influence). Alternatively, if you are not suitably acquainted with Master Pett's growing and dangerous grimoires (which you really really should be... honest)... instead tell me what part of the kickstarter pitch (see above link) interested you sufficiently for you to apply.
Bloody Jack Carver
Went down to the harbour
Taking some children to play.
An eel popped up its head
And ate them instead,
While Jack tip-toed away
Questions are welcome, though answers are often partial... and seldom free....
I had just got a 3-year subscription to Dragon magazine when the whole Paizo publishing thing started. I was awarded free issues of this new "Adventure Path" thing since I'd paid for a subscription that I wasn't going to get. I remember my trepidation, at the premises, but was willing to give it a shot... especially since I'd already paid for it. I liked the first adventure, but was a little concerned that the material wouldn't be mature enough for my tastes... then The Skinsaw Murders hit and I was hooked. Particularly on Petts work. I really like the whole Foxglove manor adventure, and have used it more than once as a stand alone adventure, but it's hard to pick that out as a favorite since I've read nothing of his I didn't like.
BTW I've kickstarted this as well, but in 5E which has become my system of choice. Don't mind playing Pathfinder, but the system bloat has kept me from DM'ing it for a couple of years now.
Interested. To date I don't think I have knowingly played any of Mr. Pett's adventures. I am however a big fan of Noir games and to date Sharn was my favorite gaming setting.
Damn yer eyes Sweetman - once more you draw me back intae the murk...
My Favourite:
Hei Mark
Was a Dragon and Dungeon subscriber back in the halycon days of D&D, and while I had read Pett's The Styes never got a chance to run it for my real life gaming group.
Fastforward to PF and The Skinsaw Murders was deliciously creepy - dressing classic horror tropes in a new skin-suit... and I was hooked. Guess it sits, for me, as his current opus (soon to be outdone methinks...) as it landed at a time when PF and these here boards became my go-to for the ol' gaming fix.
Belltrap - In essence yes. If there is something that is Paizo / FGG written that is not PFS legal, then I'm open to it's potential inclusion, but that would be on a case by case basis.
For cases like alchemist, are item creation feats subbed out, per PFS?
Right now I'm not sure whether to go for a ranger with the sword-devil archetype, if it's allowed (from Pathfinder Worldscape) or an alchemist with the gloom chymist archetype (from Blood of Shadows). I need to explore the setting a little more before coming a decision. Any input on that front, though, would be valued.
As for my interest, I'm only passingly familiar with Mr. Pett's work, having skimmed Escape from Old Korvosa for pertinent background details for the House on Hook Street campaign I'm DMing on Roll20. That said, I'm a big fan of Razor Coast, and while this sounds like a very different product, it has an eerie vibe that piques my interest (I mean, I am running The House on Hook Street, which should say something about my tastes).
Personally I'm interested in the following rage powers:
Spoiler:
Furious Barrage (Ex): The barbarian is treated as having
the Rapid Shot feat, but only for the purpose of attacking
with thrown weapons. She need not meet the feat’s
prerequisites. A barbarian must be at least 4th level and
must have the furious draw rage power before selecting
this power.
Furious Draw (Ex): The barbarian is treated as having the
Quick Draw feat.
Savage Hurl (Ex): The barbarian gains a +1 bonus on
ranged attack rolls with thrown weapons that add her
Dexterity bonus to the attack roll. This bonus increases
to +2 at 4th level if the barbarian’s Strength modifier
is at least +4, to +3 at 8th level if her Strength modifier
is at least +6, and to +4 at 12th level if her Strength
modifier is at least +8.
Two-Fanged Pounce (Ex): If the barbarian is wielding
a pair of daggers, kukris, or punching daggers, she can
attack once with each of the two weapons when she charges.
If she does, she loses the bonus on attack rolls for charging
and takes an additional –2 penalty to her AC, and she applies
precision damage or effects that occur on a hit only once,
even if she hits with both attacks.
Belltrap - sure, sub out item creation if you go that route. I tend not to give guiding information on characters as I find it's always easier if you just put forward a character that you want to play.
I'm thinking a definitely "non-traditional" cleric of some sort. I'll give it some thought this weekend, but who says all the donations to feed the poor children of the city have to buy soup. There are after-all those administrative costs, and city fees... and you know. It goes fast.
Despite being big on number crunching and the GM indicating that he doesn't care about backgrounds I got my background done first...
Zatra
True N Human Hurler Savage Technologist 4/Something 1
Appearance:
A wiry woman in her mid to late thirties, her skin a tone of copper unusual in this land.
Her face covered by shadow to hide the scars.
Her eyes troubled but piercing bright as the stars.
Her movement graceful as a cat in the night. A cat you better not fight.
Her voice silent but demanding, telling of her descent from a faraway land.
Background:
Zatra has lived many lives.
Once a fierce huntress living on a faraway island, she was captured and brought to Blight to serve as a bed slave.
She was exotic, hard to tame and dangerous. This made her desirable.
Once she was broken and empty she was discarded and shamed.
The huntress survived the street and regained her strength, mastered her territory and took revenge.
Now she knows not where, lost in this land with no home, no cause and only few she would call friends.
Also I'm not actually intending on ever use a gun. I just want the awesome Rage and Primal Magnetism from Savage Technologist.
Edit: What pantheon will this game use as it's not set in Gollarion?
Definitely interested. I can see an Occultist running a shop in a lowering pile of a building where 'mudlarks' bring their scraps, tidbits, and hopeful finds for him to look over and buy. Turning up the occasional murder weapon or victim's locket has proven valuable to the authorities and more importantly, valuable to the Occultist's cash reserves.
Inspiration:
I have yet had the chance to play through any of Pett's creations. I read through the Styes back in the day. And I plan to run my group through the Old Margrave and Thousand Screams. I was also in two RotR that sputtered out in the first book.
So why do I look forward to the Blight. I can state it in one word - Lankhmar.
Do I need to go on? I Live and breathe dark, urban adventure. Leiber's tales I reread on a near yearly basis. The dark. The damp. The soot. The strange. The dark magic. The Gods OF the City. I love it all.
I also love Dicken's and then Tim Power's more modern twists on such locales in Anubis Gates and the Polidori based series. My character idea is firmly rooted in this realm of poverty and dark dealings.
In my home game, a friend has run a lot of Ptolus, which I love, but it is definitely more on the hopeful side with the terrors beneath most peoples' notice as they live their lives. Of course, my character's never shared this viewpoint, but that is another story or two...
What I want is Mike Mignola's Lankhmar. And if this carries any of that taint than count me in.
For a little bit of inspiratory assistance I though I might link to a description of the part of the setting where the module plays out (from the KS updates):
The city chokes upon itself before finally reaching the river; this vast place of impossible variety and temporariness. It is a city within a city made of leftovers and spit and hope; a place that might fall at any moment and yet is alive, giving the impression of a human nest or anthill. Places rise amongst this rot; a vast prison, a huge levee, a handful of towers and other places, yet it all seems to have a feeling of instability. Perhaps it is the timber, which clothes the whole place in the risk of immolation, or perhaps it is the smog, the burning peat and coal of the chimneys. Whatever it is, you have the feeling man should not be here; is unwelcome, from the furthest northern fishing towns through sweatshops and vast tanning pits and jumbles in the centre.
Finally, in the very far south of the shanty-city, the buildings stop, as though unprepared to dip their toes into the fetid marsh and more beyond. And while a few farmsteads and brave thorps do slip into the fens, they are noteworthy; bare, or perhaps foolish places built to fail.
Submitting a character adapted from one created a long while ago for Riddleport, but never really got to play. Details in the profile, though the gear list needs to be updated. His skill set probably works even better for this setting.
why:
As for why I'm interested, I am not familiar with Pett's work, but I prefer to play skill monkeys, and gritty urban settings are where they really get a chance to shine. And honestly, most game worlds are a little too bright and airy. Real medieval style places and times were not nearly so pleasant as some place like Golarion seems to be.
Sefagreth, God of Commerce, Trade, Cities Alignment: Neutral Domains: Luck, Travel, Diplomacy, Trickery Symbol: Compass rose Garb: Elaborate robes of blue, a color often associated with diplomats. Favored Weapons: Rapier Form of Worship and Holidays: The founding days of cities are considered holy days to Sefagreth, regardless of when they occur. Typical Worshippers: Aristocrats, merchants, seafarers and caravan masters. Sefagreth is a handsome deity popular among aristocrats, diplomats, tradesmen and courtiers. The father of cities and founder of trade, Sephagreth is a deity whose primary concern is the creation and maintenance of wealth and good relations between cities. Sefagreth is therefore considered a neutral party who aids in disputes among the gods, and counts diplomats among his followers. He disdains combat, preferring to use argument and rhetoric, and allowing others to do the fighting.
Oh one gear related question, would you consider using the cost of living rules? I've always found it a nice way to not have to track how many blankets and candles I've got in my flat. And also background skills? It's tough to allocate skill points to professions otherwise.
I'm a big fan of noir and urban horror; Fallen London, Penny Dreadful and of course Pett's 'Escape from Old Korvosa' :)
I'm thinking of a criminal informer, one who is immersed in the underworld but that tries to keep to a certain code of behavior, and helps the watch with investigating and removing those who live in the shadows but that step 'over the line'.
Noted about PFS standard chargen, but just a quick question on the allowed races. PFS has allowed various different options over the years, so I'm wondering whether the urban horror themed races (skinwalker, changeling, dhampir, ratfolk, tiefling) might be acceptable?
Joseph - if you want to put the appropriate amount of coin towards a 'cost of living' for a month I've got no issues with the minor benefits you'd get from it.
It's a no to background skills for this module though.
Fiendish Zen - on races, I'm open to those that might appear on the surface to be near enough to a core race (ie. skinwalker, changeling, etc)... but I don't like races that are significantly different (eg. ratfolk, tengu, etc).
Joseph - if you want to put the appropriate amount of coin towards a 'cost of living' for a month I've got no issues with the minor benefits you'd get from it.
It's a no to background skills for this module though.
...
Copy that! I'll trash bluff and profession gambler to keep baker/sailor. I'm now really bad at any form of gambling. Heh. Though, if it won't affect your odds of selecting me, I'd like to wait to deal with the minutiae of gear that costs less than 50gp 'til after I know if I've been selected. Same with languages.
So here's my completed submission. Noticed that I would have been much better off with a half orc so that'll teach me to figure out my fluff before my crunch in the future :)
Motivation:
I'm a big fan of the Noir genre, mostly in film, but also in gaming. Part of this comes from my dislike for "heroic" fantasy where good fights evil. Cause as we all know the world ain't that simple. Thus my characters tend to favor neutral alignments and contain a lot of shades of Grey. The setting I have played in a lot and enjoyed the most over the years was definitely Eberron (maybe some day Paizo can purchase the rights...) and specifically the City of Towers. The closest thing to inspiration for this character is prolly Asha from GoT.
Stats:
Zatra
Human True N Savage Technologist 4/Ranger 1
STR 18 DEX 14 CON 12 INT 12 WIS 12 CHA 12
AC: 17 (T 13 FF 15) HP: 48 CMB: +9 CMD: 21
REF +5 FORT +7 WILL+2 (+2 vs. Mind Affecting) while raging REF +7 FORT +7 WILL+4 (+2 vs. Mind Affecting)
Offense (While Raging)
+1Longbow +13 1d8+8(x3)
Claw Claw Bite +15/+15/+15 1d6+8
Traits+Feats+Class Abilities:
Race Traits:
Bonus Feat: Rapid Shot
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
Traits:
Deathtouched: +2 to saves versus mind affecting
Second chance: Reroll one saving throw per day.
Class abilities:
Fast Movement
Rage 13 rounds per day (Ex): A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist's Strength while raging, it increases her Dexterity instead.
Sword and Gun (Ex): At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two-Weapon Fighting feat, but only if all attacks are made with those weapons.
Primal Magnetism (Ex): At 3rd level, a savage technologist adds her Strength modifier on Diplomacy checks when interacting with tribal cultures. She can expend 2 rounds of rage (even if not raging) to add a bonus equal to 1/2 his barbarian level on a Diplomacy check.Feats/Rage Powers
Favored Enemy( Human) +2
Track
Wild Empathy
Feats/Rage Powers
1 Point Blank Shot, Rapid Shot
2 Animal Fury
3 Extra Rage Power: Lesser Beast Totem
4 Reckless Abandon
5 Extra Rage Power: Scent
+1 Composite Longbow Bow (+6) (2900 GP)
+1 Chain shirt (1250)
Furious Amulet of Mighty Fists (4000 GP)
Cloak of Resistance +1 (1000 GP)
Quiver
20 Pheromone Arrows (300 GP)
Other Assorted Arrows (50 GP)
Wand of CLW (750 GP)
Air Crystal (50 GP)
300 GP
Appearance:
A wiry woman in her mid to late thirties, her skin a tone of copper unusual in this land.
Her face covered by shadow to hide the scars.
Her eyes troubled but piercing bright as the stars.
Her movement graceful as a cat in the night. A cat you better not fight.
Her voice silent but demanding, telling of her descent of a faraway land.
Background:
Zatra has lived many lives.
Once a fierce huntress living on a faraway island, she was captured and brought to Blight to serve as a bed slave.
She was exotic, hard to tame and dangerous. This made her desirable.
Once she was broken and empty she was discarded and shamed.
The huntress survived the street and regained her strength, mastered her territory and took revenge.
Now she knows not where, lost in this land with no home and no purpose.
Here is the HL profile for my "not so nice" cleric and leader of one of the shadier orphanages in the city. I still have to shop and come up with some greedy buy not evil thoughts on his background, but otherwise should be good to go.
Might swap out the "Blackmarket" feat, as it's more for a campaign than a single adventure, just liked the feel of it. Also, might go for the Diplomacy domain instead of trickery, got to investigate it a bit more.
Gnitt enohp
Spoiler:
Gnitt enohp
Human cleric of Sefagreth 5
LN Medium humanoid (human)
Init +1; Senses Perception +3
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Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 33 (5d8+5)
Fort +5, Ref +2, Will +7
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Offense
--------------------
Speed 0 ft.
Special Attacks channel positive energy 8/day (DC 15, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +8)
. . 6/day—bit of luck, copycat (5 rounds)
Cleric Spells Prepared (CL 5th; concentration +8)
. . 3rd—channel vigor, protection from energy[D], summon monster III
. . 2nd—dread bolt[UM] (DC 15), invisibility[D], lesser restoration, summon monster II
. . 1st—disguise self[D], divine favor, forbid action[UM] (DC 14), shield of faith, summon monster I
. . 0 (at will)—enhanced diplomacy, light, purify food and drink (DC 13), sotto voce (DC 13)
. . D Domain spell; Domains Luck, Trickery
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 12, Int 12, Wis 16, Cha 16
Base Atk +3; CMB +3; CMD 14
Feats Black Market Dealings, Extra Channel, Selective Channeling, Versatile Channeler[UM]
Traits criminal roots, fate's favored
Skills Appraise +5, Bluff +11, Diplomacy +11 (+15 to locate black markets, +13 vs. criminals, 9 vs. law-abiding citizens), Disguise +7, Heal +7, Intimidate +3 (+5 vs. law-abiding citizens), Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Profession (teacher) +7, Sense Motive +11, Spellcraft +5, Stealth -1
Languages Common, Shadowtongue
Other Gear 10,500 gp
--------------------
Special Abilities
--------------------
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Black Market Dealings +4 diplomacy to locate black markets & no cost. Locate merchants as 1 size larger settlement.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Selective Channeling Exclude targets from the area of your Channel Energy.
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Positive Energy 3d6 (8/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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Here is the HL profile for Fiterri Finch. On the surface he seems a bit of a bone and rag man. But he is known to be an honest merchant to the locals, taking items for sale or pawn. He is ruthlessly protective of his Mudlarks out looking for lost and discarded items of potential value. His shop has taken on the name, the Rookery, and does have the look of being the home to several ravens, with shiny baubles scattered about the more general junk items that he collects,sells, and mends. Few have seen his upstairs quarters, where he keeps his more valuable items. It is equally a mess, of papers and maps and genealogies, as he works out the histories and provenance of his truly unique items.
Feiterri Finch Character Sheet:
Fiterri Finch
Male human occultist 5 (Pathfinder RPG Occult Adventures 46)
LN Medium humanoid (human)
Init +2; Senses aura sight; Perception +9
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Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 33 (5d8+5)
Fort +6, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee an illiterate's letter opener +7 (dagger)(1d4+4/19-20) or
. . walking stick of a cloistered monk(+1 Ironwood Sansetsukon) +8 (1d10+7/19-20)
Ranged a blind child's dart +5 (dart)(1d4+4) or
. . dart +5 (1d4+4)
Implement Schools (1 generic focus)
. . Abjuration (Holy Symbol of an Unbeliever, 2 points) Resonant—warding talisman; Focus—mind barrier
. . Divination (Glasses of a Blind Seer, 2 points) Resonant—third eye; Focus—sudden insight
. . Transmutation (Walking Stick of a Cloistered Monk, 5 points) Resonant—physical enhancement; Focus—legacy weapon
Occultist Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—air step[ACG], find traps, spider climb
. . 1st (5/day)—ant haul[APG] (DC 14), lead blades[APG], shield
. . 0 (at will)—detect magic, detect psychic significance[OA], mending
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 16, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 19
Feats Amateur Investigator[ACG], Extra Focus Power[OA], Extra Mental Focus[OA], Power Attack
Traits tenacious shifting, tireless logic
Skills
Acrobatics +3
Appraise +8
Craft (Small Repairs) +9
Diplomacy +5
Disable Device +8
Knowledge (arcana) +10
Knowledge (dungeoneering) +5 (+7 to navigate underground)
Knowledge (engineering) +7
Knowledge (geography) +4
Knowledge (history) +7
Knowledge (local) +6
Knowledge (nature) +4
Knowledge (planes) +7
Knowledge (religion) +7
Linguistics +7
Perception +9
Profession (merchant) +4
Sense Motive +5
Sleight of Hand +7
Spellcraft +10
Survival +0 (+2 to avoid becoming lost when using this)
Use Magic Device +8
Languages Celestial, Common, Dwarven, Elven, Goblin
SQ automatic writing (linguistics), gatekeeper (knowledge [planes]), hypnotism (diplomacy), implements 3, magic item skill, mental focus (10/day), object reading, phrenology (knowledge [arcana]), prognostication (sense motive), psychometry (appraise), read aura (perception), shift focus
Combat Gear potion of cure moderate wounds, acid, alchemical solvent[APG], alchemist's fire (2), antitoxin, rusting powder[UE], tanglefoot bag (2), vermin repellent[UE], water purification sponge[UE]; Other Gear the discarded coat of a begger (+1 mithral armored coat)[APG], walking stick of a cloistered monk (+1 Ironwood Sansetsukon)[UC], a blind child's darts (x10), an illiterate's letter opener (dagger), elixir of swimming, handy haversack, compass[APG], ink (2), inkpen (2), journal[UE] (2), masterwork thieves' tools, masterwork tool, paper (10), pomander, merchant's, powder[APG] (2), scroll case, sunrod (5), 53 gp
--------------------
Special Abilities
--------------------
Abjuration (Holy Symbol of an Unbeliever) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Aegis +1 (Su) 1 focus: Grant armor or shield enh. bonus and special ability.
Amateur Investigator (3/day) Your knowledge is more than plain smarts - it's inspired.
Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.
Benefit: Like an investigator, you have the ability to use an inspiration pool.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Divination (Glasses of a Blind Seer) Implements of the divination school grant powers related to foresight and remote viewing.
Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Energy Shield (25 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Implements (Su) Gain a series of items which grant access to schools and powers.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (10/day) (Su) You have a pool of points that activate your focus powers.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Quickness (5 rounds) (Sp) 1 focus: target gains supernatural quickenss, as haste, but +2 AC/Reflex saves.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Shift Focus (Transmutation [Walking Stick of a Cloistered Monk], 7 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Transmutation (Walking Stick of a Cloistered Monk) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Appearance and Personality:
Fiterri is a tall (6'4") and gaunt figure. His pale skin color suggests he rarely leaves his shop during daylight hours these days. Early mornings he is often seen along waters' edge in his long flapping black cloak and his large walking stick. The stick is unique in that it has a silver bird (A finch of course) atop it that he often uses to hook items out of reach. The bird also makes a chirp when he whirls the stick about, to the delight of children often following him. For them he often has some second-hand toy that he has mended to the child that helps him carry home his mornings scrapings from the muddy banks.
A simple mudlarker himself until a few years ago, Fiterri discovered he had an 'ear' for the truly great finds. He never visited the same spot twice in a row, always leaving his schedule up to chance. But once he gets to a location, people say the lost coins, rings, and broaches call out to him. He made enough large finds that it allowed him to open a simple shop. He also made some unfortunate finds, murder weapons, stolen goods, and bodies that the constabulary have come to trust his skills. The trust also comes from the care that he takes in looking after those selling to his shop and those in greater need that he provides a little charity. To these people, the eccentric shopkeeper is fiercely local and protective. Unknown to all, thugs slinking through this portion of the slums shaking down merchants and tenants alike have encountered sudden and savage beatings that encouraged them to move along and leave the struggling people to continue struggling in peace.
Still here and still interested, I got 90% of the way through building my vivisectionist alchemist before the following happened: ok so replace brew potion with extra bombs, but vivisectionists don't have bombs... what does the PFS FAQ say? Oh vivisectionist isn't permitted for PFS play at all >.<
So just re-jigging the mechanics of the character and will hopefully have fluff and crunch up within 24 hours :)
Lucetta was likely the sole survivor of a plague-ridden shantitown that had succumbed to that year's pestilence, her small and shivering body carried out of that decaying malaise in the arms of Madame Laveau, a local apothecary and priestess of Narrah.
Since she was but a few years old she has lived in Laveau's shop, 'The Bitter Vial', and under her watchful eye. Since then she has earned her keep and learned her trade well, assisting and apprenticing to the shop's mistress for nearly two decades. During that time she learned of generosity from an orphan's empty purse, vengeance from the frothing angry mouth of a betrayed spouse, patience from the quiet and ever unperturbed Madame Laveau. Each lesson hidden behind the work of tending to the flock of Cutter's Square, the tenement of houses built haphazardly upon and through each other that seemed to surround the Bitter Vial like a layer of bone and dust.
When Lucetta experienced her first transformation, Laveau was there to calm and counsel, and save the life of the young lady that was with her at the time. More lessons were learned, of fur and fang, and crimson eyes in the dark. Another protector for the Square was born, and those of the sharp trade who made their living cutting purses or throats learned quick to ply their trades elsewhere. Of those villains whose foulness reached the ears of the women of the Bitter Vial rather than the streets of their home, their names were whispered in shadowed secret to those of the watch that knew to keep their minds forgetful about where they'd heard the suggestion. On occasion the Watch retain Madame's services to identify odd alchemy or poisons, or to investigate a corpse where other avenues have failed to bear any fruit.
A few months ago, a year and a day since Lucetta's change, Laveau left her in charge of the Bitter Vial citing a matter of most import she needed to attend to, in collecting a debt of life she was owed. Her last words breathed in Lucetta's ear as she left were that Lucetta was not her true name, nor De Leon that of her family, but that all would be clear upon her return.
Lucetta waits now, still clinging to her name, and looking to embrace a distraction to tide her over until Madame's return.
On erudite matters of substance...:
Female Skinwalker (fanglord) alchemist (Beastmorph, Vivisectionist) 5
N medium humanoid (skinwalker, shapechanger)
Init +4; Senses Perception +10, low-light vision
DEFENCE
AC 20, touch 14, flat-footed 16 (+4 Dex +6 armor)
hp 43 (8 + 4*5 Class + 10 CON +5 fave class)
Fort +6, Ref +8, Will +1
STATISTICS Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 11(13)
BAB +3 CMB +3; CMD 17
Feats (A1)Brew Potion, (A1)Throw Anything, (1)Extra Feature, (3)Extra Feature, (5)Weapon Finesse
Skills (20 class +10 INT)
Acrobatics +15 (5 ranks +3 class +4 attribute +3 misc)
Craft (alchemy) +10 (5 ranks +3 class +2 attribute + misc)
Disable Device +12 (5 ranks +3 class +4 attribute + misc)
Knowledge (nature) +10 (5 ranks +3 class +2 attribute + misc)
Perception +10 (5 ranks +3 class + attribute +2 misc)
Spellcraft +10 (5 ranks +3 class +2 attribute + misc)
Traits Reckless (+1 bonus on Acrobatics checks, and Acrobatics is always a class skill), armor expert (-1 to ACP of worn armor)
Languages common, elven, halfling
SQ
Change Shape (Su): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to Charisma. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features: Bite attack that deals 1d6 points of damage, 2 claw attacks that each deal 1d4 points of damage, +10-foot racial bonus to base speed, See in darkness.
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again.
Sneak Attack: 3d6
Beastform mutagen: Takes one hour to brew, maximum 1 at a time. +4 DEX, -2 WIS, +2 NA and pick 1 of (darkvision 60 ft, low-light vision, scent, swim 30 ft) lasts 50 minutes
Cruel Anatomist: a vivisectionist may use her Knowledge (nature) skill bonus in place of her Heal skill bonus.
Poison use: Alchemists are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
Throw anything: An alchemist adds her Intelligence modifier to damage done with splash weapons, including the splash damage if any. You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Discoveries
Infusion: When the alchemist creates an extract, she can infuse it with an extra bit of her own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Spontaneous Healing (Ex): The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, she can heal 5 hit points as if she had the fast healing ability. She can heal 5 hit points per day in this manner for every 2 alchemist levels she possesses. If the alchemist falls unconscious because of hit point damage and she still has healing available from this ability, the ability activates automatically each round until she is conscious again or the ability is depleted for the day.
(10 hp/day)
Gear
(assumed WBL 10500 gp)
Formula Book
1st: Crafter's Fortune, Comprehend Languages, Cure Light Wounds, Disguise Self, Long Arm, Shield
2nd: Alchemical Allocation, Animal Aspect
Pickpocket's outfit
4 gp 2 * daggers
40 gp Alchemist's kit (alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.)
4,200gp Mithril breastplate (light, +6 AC, +5 max. DEX, -1 ACP)
4,000 gp Amulet of mighty fists (+0, Agile)
750 gp Wand of Cure Light Wounds
375 gp Potion of greater magic fang (CL5, +1 all natural attacks, 5 hr duration)
20 gp Adventurer's sash
-190 gp Concealable Thieves' Tools
-20 gp 2 * Acid (1d6 acid, 10 ft)
-40 gp 2 * Alchemist's fire (1d6 fire, 10 ft)
-50 gp 2 * Holy Water (2d4 holy, 10 ft)
-100 gp 2 * Tanglefoot bag
711 gp
My favorite Pett:
Whilst I thought the final dungeon of Escape from Old Korvosa was pretty epic in scale, well-designed and big in ideas as well as saturated in theme, I think the best parts of the adventure are the characters. From the Old Emperor through to Laori, they're all well thought through and thematic. My favorite scene was the Old Emperor's court and trying to persuade him to let you see Salvator. I still recall the horror in a fellow player's eyes as their PC was bullrushed in to the wolverine pit during Blood Pig!
My favourite piece is probably Skinsaw Murderer, though I've experienced it as a player. The DM did a great job, but he also had great material. I liked how the final challenge comes into focus early, and in an innocent way that distracts players from seeking other motives, because there are none yet. Then, when it is almost too late, players become aware of the foe's terrible fate. In more than one way, the finale was to bring peace to the foe more than judgment. I liked the greyness of it.
Dreaming Warforged - Tania Teg - Human Bard / Brawler
Alex Mack - Zatra - Human Savage Technologist / Ranger
Black Dow - ?
Belltrap - ?
Meowzebub - Feiterri Finch - Human Occultist
Joseph Bakerson - Human Rogue
Fiendish Zen - Lucetta de Leon - Skinwalker Alchemist
StoryTellBones - Ninja?
With the withdrawal of BD and completion of Fiendish Zen, that leaves us with just the two declared interest without definition. Recruitment is still open if there are any other interested souls out there - but if there isn't another bite in the next day or so, then I will likely call it closed, select and get this puppy underway.
<--I am interested as well. I was monitoring the thread while trying to come up with an idea.
Reason:
I grew up playing Ravenloft (primarily the Hyskosa Hexad series) and gothic horror/adventure is high on my list for adventure types. Gloom, decay, omens, and villains that portray humanity or innocence lost create wonderful shades of grey. Mix in other authors high on my list (China Miéville, Lovecraft) and I'm definitely more than a bit curious. My subscription to Dragon/Adventure Paths has been continuous since 2001ish, so I definitely own a lot of Pett's work, but I've only GM'd The Skinsaw Murders and Carrion Hill, which incorporate wonderful elements of gothic and cosmic horror, respectively.
Belltrap, I don't have access to the source material beyond the kickstarter page so this is not canon, but I'd think with that particular ending it's likely to be 'Castorhager'.
Hope that helps or at least tides you over till more knowledgeable minds weigh in :)
The material that I've got refers to the inhabitants of Castorhage as exactly that, the people of Castorhage, people of the Blight, etc. There doesn't appear to be a specific reference... and I'd guess that people would likely associate more with the district than the city as a whole - as in someone from East Ending might call themselves an East Ender.
I inquire because my concept is the son of an ambassador from Castorhage to one of its major trading partners, finding his way to Castorhage for the first time.
Some might call themselves Blighters, or worse, Blighted or Blightened...
Considering the overall tone has a healthy dash of Victorian era England... yep - Blighters, or referring to the city as Ol' Blighty wouldn't be out of form... hip hip, wot wot.
Belltrap and djpika - lets try and get your characters up and cogent soon. I think we've tapped out the well of interest for the moment and I'm itching to move through and get started :)