Darkwings Curse of the Crimson Throne (Inactive)

Game Master DarkWingD

this campaingn has several changes, I will be doing a table FtF CoCT and I will trying out several ideas I had after reading the AP.

Korvosa

Loot


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Ill be doing a recruitment thread for Curse of the crimson throne. I go ahead and let everyone know ahead of time im increasing Gaedren Lamm Story in this. Its ok if you have played this AP before. becasue ill be changing some things to keep it interesting.

-Characters are level 1
-starting wealth 300gp
-All Classes allowed, including vampire hunter. (I am also interested in any possible grey madiens, Sable company representatives. You can also use sorcerer of sleep archetype but with shiver.)
-Core races.
-NO third party publishing sources allowed!
-All other Paizo books will be allowed
-Using background skills and you need a Profession, because this AP is a Little about Fate.
-2 traits one of which has to be a campaign trait from the Traits below from the updated anniversay players guide.
-20 point buy with no stat above 18 or below 10 before racial adjustment.
-Recruitment will be based more on RP than class preferenences
-will be using escalated fear rules when oppropiate.
-might be using dreamscape rules.
- The remade Campaign traits for CoCT found out of the Ann booklet.

Curse of crimson throne Player guide blog page gives the folloing.

CoCT Blog post:

Curse of the Crimson Throne Player's Guide
Thursday, October 6, 2016
All the information you need to start and run a Curse of the Crimson Throne campaign is included in the new hardcover edition, but what if you're planning on being a player in the campaign instead? Well then, this blog post is for you! Alternately, you can check out the original Curse of the Crimson Throne Player's Guide we produced back in 2008 for even more details—most of the rules mechanics in that book have long since been updated to the Pathfinder RPG, with one notable exception—the Curse of the Crimson Throne campaign traits. These traits are presented in full detail in the hardcover edition, but they are also reprinted in this blog post for you to peruse with ease.

Illustration by Miguel Regodon Harkness

Character Tips
Curse of the Crimson Throne is primarily an urban-based campaign set in the city of Korvosa in southeastern Varisia, although there are a few lengthy portions of the Adventure Path that take place outside of Korvosa's walls. To a certain extent, these portions of the game are intended to force urban-themed PCs out of their comfort zone, but the reverse certainly holds true. You can absolutely play a barbarian or druid or other nature-themed PC in Curse of the Crimson Throne, but you should come up with an in-character reason to explain why your non-urban character is in Korvosa at the start of the campaign, as well as why you'd want to stay in Korvosa as things inevitably start to go bad for the city. Building strong links to other player characters is a great solution—your druid or barbarian might normally just abandon the city, but not when a close friend or relative or other ally who lives in the city is in danger!

Character Races
Korvosa is predominantly a human city, although all of the PC races in the Pathfinder Core Rulebook are welcome within its walls. Korvosa itself was founded many years ago by Cheliax, and most of its human citizens are of the Chelaxian ethnicity today as a result, although there are large numbers of Varisians, Taldans, and Vudrani present within the city walls as well.

Shoanti are also quite common, although they tend to be less welcome in certain parts of the city and face the specter of racism that lingers still in Korvosa, thanks in part to the city's unfortunate history of Chelaxian conquerors claiming the land from the Shoanti and forcing them to flee to the northeast to the harsh Cinderlands. While a Shoanti character may be subjected to bigotry from some of Korvosa's more narrow-minded citizens, having a Shoanti PC may open up other advantages later in the campaign. Other ethnicities are rare but not unknown in the city.

Dwarves mostly hail from nearby Janderhoff, many of whom have ties to robust trade and mercantilism between Korvosa and the nearby Sky Citadel.

Elves and gnomes are relatively rare in Korvosa, but not so much that they'd turn heads when spotted walking down the city streets.
Halflings are relatively common in the city; many have escaped from lives as slaves in Cheliax to the south, and many of Korvosa's shipping concerns have large numbers of halfling sailors on their payroll.
Half-elves and half-orcs are present in the city as well, but while half-elves can generally pass uncommented upon, many of Korvosa's inhabitants (particularly the Shoanti, who have a long, bitter history with orcs) react poorly to half-orc presences; bigotry and fear are unfortunately not uncommon against these oft-misunderstood folk.

Character Classes
Curse of the Crimson Throne, as an urban-themed campaign, presents numerous opportunities for intrigue-based characters to shine, yet there remain plenty of old-fashioned dungeon crawls and dangerous combats awaiting as well. As with all campaigns, having a balanced party with regards to combat prowess, magical ability, and intrigue skills will go a long way toward success.

Character Classes:
Alchemist, Arcanist, Magus, Sorcerer, Summoner, Witch, Wizard: Korvosa is welcoming to those who specialize in arcane magic, and there are numerous opportunities for an arcane spellcaster to flourish in the city—and being an adventurer is certainly one option for prosperity! One important thing to keep in mind, though, is that Korvosa's most well-known school for arcane spellcasters, the Acadamae, does not play a significant role in Curse of the Crimson Throne. If you wish your character to be associated with the Acadamae, speak to your GM or build your character so those links are relatively minor. All of the standard familiars are good choices in Korvosa. There is a long-standing feud in the city between imps (who've escaped servitude to Acadamae students and teachers) and pseudodragon-like creatures called house drakes. Both of these are classic choices for improved familiars. (A spellcaster must be 7th level and chaotic good to gain a house drake as a familiar; full statistics for these tiny dragons appear in Curse of the Crimson Throne.) Other commonly seen improved familiars in Korvosa include dire rats, lyrakien, nosois, and pseudodragons, but anything approved by your GM could serve.

Barbarian, Bloodrager, Druid, Hunter, Shaman, Skald: These classes are not normally associated with urban regions, but as long as you have a reason for your character to live in or be on an extended visit to Korvosa, the campaign will accommodate such characters (and in fact, when the plot moves beyond the city walls, such characters may well be particularly helpful!). A character associated with one of the Shoanti quahs might provide some additional advantages or opportunities as the campaign progresses, particularly if the PC hails from one of the quahs that dwells in the Cinderlands (the Lyrune-Quah, the Sklar-Quah, or the Skoan-Quah)—although if your PC is a member of one such tribe, don't assume that you'll be automatically welcomed back into your tribe's arms after spending a significant amount of time in Korvosa! Classes that take animal companions should be able to function normally in Korvosa—after all, this is a city where defenders mounted on hippogriffs exist. The sight of someone with an exotic animal companion is unlikely to raise many eyebrows, provided the animal companion is well behaved. Nonetheless, there are certain types of animal companions that are more commonly encountered in this part of Varisia, including alligators, badgers, bears, birds, boars, dogs, horses, ponies, small cats (mostly firepelt cougars), wolverines, and wolves.

Bard, Investigator, Rogue, Slayer, Swashbuckler: These intrigue-focused characters make excellent choices for an urban campaign like Curse of the Crimson Throne. Korvosa has a wide range of organizations and groups that characters like this can belong to, but the campaign works best for "freelancers"—intrigue-based characters who haven't yet selected a group to associate with, be they underground guilds or high society. As the Curse of the Crimson Throne campaign progresses, you'll encounter several groups with which your intrigue-themed character might ally with or oppose, and coming to these groups without having a strong affiliation at the outset makes for a more rewarding play experience. Of course, there's one group your intrigue-focused character should start quite loyal to—that of the player character party! If you want to associate with a particular group, speak to your GM before the game begins. Note also that any of these intrigue-focused characters could benefit from the specific information provided below for vigilante characters.

Brawler, Cavalier, Fighter, Monk: As with intrigue-focused characters, there are numerous options for martial classes to flourish in Korvosa. The most appropriate group to ally with in this campaign would be the Korvosan Guard, which serves as the city's police force and plays a significant role in the campaign. Other groups, like the Hellknight Order of the Nail and the Sable Company have specific roles to play in Curse of the Crimson Throne that make them poor choices for PCs. If you wish to associate with one of these two groups, speak with your GM before the game.

Cleric, Inquisitor, Oracle, Warpriest: All four of these divine spellcasting classes are well known and welcome in Korvosa—provided they do not use their religious beliefs and zeal to cause trouble. Consult the Religions section below for further details.

Kineticist, Medium, Mesmerist, Occultist, Psychic, Spiritualist: There are a few opportunities for psychic classes to particularly shine throughout the Curse of the Crimson Throne Adventure Path, be they links to the deep themes of spiritualism associated with the Harrow or explorations of particularly notorious haunted sites. Make sure your GM is familiar with and comfortable with options from Pathfinder RPG Occult Adventures before choosing one of these classes for your character.

Paladin: Paladins are an excellent choice for Curse of the Crimson Throne—with one caveat: do not let the lawful portion of your alignment rule your play choices. Things rapidly get out of control and go bad in Korvosa as the campaign unfolds, and your paladin's choices should put her or him firmly on the side of the PCs. Speak to your GM before playing a paladin in this game. As a general rule, it's probably better to play a paladin of a neutral good deity than of a lawful neutral deity in Curse of the Crimson Throne.

Ranger: If you choose to play a ranger, make sure to consult the information above for other nature-themed classes (barbarian, druid, etc.), including advice on animal companions. Note also that while Korvosa has a ranger-themed organization that operates within its walls (the Sable Company), that group is not a great choice for association with as a player character. If you wish to be associated with the Sable Company, clear it with your GM before play. The best options for favored enemy are animal, humanoid (human), undead, and vermin. These choices remain strong in the later parts of the campaign, but outsider (evil) and outsider (native) grow stronger as options. Most other favored enemy choices will be represented now and then in the campaign, but not nearly as often. The best favored terrain choices are (in descending order of importance) urban, underground, desert, swamp, and plains.

Gunslinger, Ninja, Samurai: These three classes are all but unknown in Korvosa. While samurai and gunslingers can fit in well with other martial-focused classes and ninja fit in well with intrigue-focused classes, there are no specific themes in Korvosa tailored specifically for these exotic class choices.

Vigilante: Korvosa's current political climate is ripe for the attention of a vigilante. In fact, the city already has one notorious legend in this category: Blackjack, a figure at once beloved and reviled, is a masked hero who has fought for Korvosa's downtrodden for many decades. Rumors about his or her identity, race, and gender are across the board, as are opinions as to whether Blackjack is one person or a role held by several over the course of the city's growth. Whatever the truth, Blackjack has been lying low of late, perhaps retired, perhaps dead, or perhaps (as the downtrodden hope) merely waiting for the right time to burst back onto the scene. Of course, this means the city is potentially ready for a new vigilante to look up to or to fight against. Your vigilante could even be interested in taking on the role of Blackjack, although if you do so, speak to your GM first to determine how that might be worked out.

Prestige Classes: The Harrow plays a significant role in Curse of the Crimson Throne, and as such, the harrower prestige class from Pathfinder Campaign Setting: The Inner Sea World Guide would make a particularly interesting choice for anyone who can qualify for it. Certain prestige classes are associated with key organizations in Golarion, and some of those organizations have key roles to play in Curse of the Crimson Throne. As such, these prestige classes are inappropriate for use in this campaign, but in order to avoid spoiling too much, those classes are not called out here. If you wish to build your character toward a specific prestige class, make sure to let your GM know as soon as possible so that she or he can either approve or deny your choice based on whether it makes sense to take levels in that class for Curse of the Crimson Throne.

Languages
The Common tongue is the most appropriate language for this campaign, but two others that will see a lot of use are Shoanti and Varisian. Beyond these three obvious choices, Orc, Thassilonian, and Vudrani will have some sporadic uses here and there. You can expect to encounter the typically wide range of creatures in a lengthy campaign, with more common languages (such as Dwarven, Elven, and Draconic) likely being more useful than obscure ones (such as Azlanti, Cyclops, or Orvian), which may not have much use at all.

Religions
Korvosa is tolerant of a wide range of religions and doesn't favor any one faith over another. The city's largest and most publicly active temple is the Bank of Abadar, but the city also hosts temples devoted to Asmodeus, Pharasma, Sarenrae, and Shelyn. Beyond these temples, the Pantheon of the Many in southern Korvosa represents 17 of the core 20 deities of the Inner Sea region—the only three deities who are not represented here are Gorum, Lamashtu, and Rovagug. While worship of Gorum isn't illegal in the city, his following has never been strong in the region (even among the Shoanti, who prefer a more shamanistic or druidic form of worship). While the faiths of Zon-Kuthon, Urgathoa, and Norgorber are represented in the Pantheon of the Many, their shrines are generally unused and neglected. When choosing a faith for your character, it's best overall to avoid worshiping an evil deity—if you do wish to worship such a deity, speak to your GM as your choice may be inappropriate (for reasons beyond alignment!) for this campaign.

Campaign Traits
Korvosa, like any city, has its share of undesirables. Cutpurses, thugs, thieves, burglars, assassins, and lowlifes of every sort can be found in waterfront slums, creeping in the sewers, or hiding in the tangled rooftop-scape known as the Shingles. The Korvosan Guard does what it can to keep the city's criminals from causing too much harm, but the cold reality is that crooks will always outnumber the law. And that means some crimes go unpunished and some criminals see great success.

The worst of these, perhaps, are the city's crime lords. Dozens of them operate in Korvosa today, from the scheming leader of the Cerulean Society all the way down to the Varisian Sczarni thugs who preside over a gang of a half-dozen friends and cousins. These minor crime lords are often, ironically, the ones who do the most damage to Korvosa's law-abiding citizens, as larger organizations have little need to bother commoners. One such undesirable is Gaedren Lamm, a despicable wretch who missed his chance at being somebody big in Korvosa's murky underworld. Well past his prime, the decrepit thief abducts orphans and forces them to support his parasitic lifestyle with petty crime. Many members of Korvosa's lower class have had dealings with Lamm, and even a few of the city's middle class and nobility have had their lives complicated by this foul old man. Yet no matter what he does, he always seems to slip away from the guards and avoid answering for his crimes.
Gaedren Lamm's luck is about to change, though. For among those his actions have recently touched are men and women destined to become some of Korvosa's greatest heroes—your player characters!

Before your Curse of the Crimson Throne campaign begins, look through the following Campaign Traits and select one that works well for your character. These traits detail how your PCs has been wronged by Gaedren Lamm, and set up the initial events for the Adventure Path—events that may well allow you and your fellow PCs to see that Gaedren Lamm answers for his terrible crimes, be that in a court of law or at the edge of a vengeful blade.

The campaign traits all tie Gaedren to a PC, and represent historical snippets that explain how this detestable crime lord has affected each PC in the past. Each trait is categorized into one of six unique themes with two separate choices for each campaign trait. In addition to selecting one of these campaign traits, each player should select an additional character trait; see Pathfinder RPG Advanced Player's Guide for more rules on character traits.

Campaign Traits:

Betrayed
You were hardly a model citizen as a child or young adult. Your reasons for turning to a life of crime may be varied, but what matters is that you eventually fell in with a certain well-connected and notorious crime lord named Gaedren Lamm. His reputation as a snake and a treacherous scoundrel was known to you, but for reasons of your own, you chose not to turn him down when he offered you a chance to work for him. You may have assumed you were an exception, or that you'd be able to handle him, or perhaps even planned to betray him. As it worked out, though, Gaedren got the upper hand and took you down you first. You may have served time in jail, may have been beaten by his thugs and left for dead, or could simply have had your profits stolen out from under you. Whatever the cause, Gaedren wronged you, and you are eager for the chance to get revenge.
Choose one of the following benefits.
Hungry for Revenge: You've never forgiven Gaedren for his betrayal, and have vowed to make him pay for what he did. Whether that's seeing him rot in jail or a shallow grave, you hope to taste vengeance someday. Whenever you deal damage with a melee weapon on a creature that is flat-footed, you gain a +1 trait bonus on the damage roll.
Reformed Criminal: You've given up the life of crime, and managed to talk your way out of any repercussions such as jail time or fines. You've told yourself that you would rather leave your past behind, yet the concept of seeing Gaedren Lamm pay for his crimes still appeals to you. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Drug Addict
Someone you know has become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user's body shakes and shivers, giving the substance its street name. You've always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You've done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don't have time to devote many resources to what they've called "a bit player in a beggar's problem." It would seem that if Gaedren's operation is to be stopped, it falls to you.
Choose one of the following benefits.
Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you.
Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.

Framed
Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn't immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crime lord named Gaedren Lamm, whose thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage the accused's reputation. If you can find Gaedren, you're sure you can find evidence that ties him to the murder and can clear the accused's name.
Choose one of the following benefits.
Dropout: You were the one accused of the murder. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is a class skill for you.
Family Honor: The person who was framed was a family member, perhaps a father or sister. You managed to trick the fisherman into revealing the truth with your skilled tongue. You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you.

Love Lost
Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from your loved one's finger. Whoever murdered your loved one stole that ring—you're convinced of it. You've done some investigation on your own and recently found the ring for sale at a local merchant's shop. To your great frustration, you can't yet afford the 500 gp to buy it back, but the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal killed your loved one, or at the very least, he knows who did. The only problem is finding him.
Choose one of the following benefits.
All Alone: The murder victim was a lover. With your lover's death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.
Orphaned: The murder victim was your only surviving parent. You had to work hard to make ends meet for yourself and any siblings, and often had to scavenge for food. You gain a +1 trait bonus on Survival checks, and Survival is a class skill for you.

Missing Child
You suspect that a child you know has been abducted by Gaedren Lamm. Whatever the relationship, you've heard rumors about "Lamm's Lambs," and of how the old man uses children as pickpockets and agents for his crimes. You've even heard rumors that the child you're looking for has been spotted in the marketplaces in the company of known cutpurses and pickpockets. Although the Korvosan Guard has been understanding of your plight, it has its hands full with "more important" matters these days, it seems, and has not yet been able to learn anything more about Gaedren. No one else is interested in bringing Gaedren down and rescuing his victims—that task falls to you. Yet where could the old scoundrel be hiding?
Choose one of the following benefits.
Missing Sibling: The missing child is a brother or sister. Although everyone else has given up hope, you believe your sibling still lives. Your constant search for the missing sibling has developed into great skill at rumormongering and finding out information from others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you.
Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.

Unhappy Childhood
You spent a period of time as one of Gaedren Lamm's enslaved orphans, doing all manner of dirty work for him. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed financial loan. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of "Lamm's Lambs" before escaping. You've nursed a grudge against the old man ever since.
Choose one of the following benefits.
Religious: One day, while on a job for Gaedren, you found a holy symbol of the god you worship, and intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 trait bonus on concentration checks and Constitution checks to stabilize at negative hit points.
Tortured: After you made one too many errors, Gaedren tortured you and left you for dead in a garbage heap. Your scars and memories have motivated you to hone your reaction speed and make you rather jumpy. You gain a +1 trait bonus on Reflex saves.

I will give about a week (maybe a little longer) on recruitment and time for people to build characters. (I don't know how much the interest will be but I hate not giving people a chance.)
I will also be recruiting people or to replace people at the end of each book and work them in. With first preference to those in the story already but that will give people a chance to leave or come back or replace missing players. if we lose people in the campaign i will just adjust the CR encounters until the end of the book. along with that, any character changes that someone wants to do they can have a opportunity at the end of each book. I am looking for 5 players to start.

Background- I saw this and stole it. (shoutout DM mathpro, who also stole it from someone else)
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
5) Three key memories that define your character as the person they are at the time of submission.
6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.


Hm, I've got a Vigilante idea I'd like to try, but I've also always wanted to play a Sable Company Marine in this one. Decisions, Decisions...


Too bad it's only Core races, I have a spiritualist who'd work good for this, but she's Aasimar. :(


Is this a PbP or using a VTT and voice? If so what day/time would it be? I've got a mesmerist and shadowdancer character that might fit in.


Dotting. I'll put something together this weekend.


I think it might actually be cool to play a member of the city guard. Someone genuinely interested in upholding the law and placing Lamm under arrest. Let's see...


orphan assassin character, Human either Oracle, Fighter or slayer

using unhappy childhood trait.

the idea is child who grew up as an assassin/ mercenary for hire


Dotting! I'm hoping to do a half-elf Sylvan Trickster unRogue. Gonna try for a kind of "fish out of water" theme-someone who moved to the city and immediately got crushed by it, now he's trying to rebuild his life.


I've had a Varisian Sorceror going into Harrower floating about. I'll check the bloodlines, and see if the Maestro Bloodline might work towards someone that is focused on art and performance (as well as profit), and how this city has affected their aims.(Framed)

Alternately, the potential of a Calistrian Inquisitor is present. Unhappy Childhood(Religious), they took solace in the scars they wear as a mark of pride (Torture Inquisition), and looked to master the art of marking. Now, they look to return the favor to Lamm, and continue to demonstrate their devotion to The Savored Sting.


I am considering making a retired Sable Company marine whose wife and daughter were killed while he was out of Korvosa working. Distraught he took to drink and drugs and was kicked out of the Company - though still on a friendly basis since his distress was understandable if not excusable. Now he has received a report that his daughter has been spotted alive and he needs to pull himself back together and find her.

My main question is, is it alright to have him previously have been higher level, if it does not effect his starting stats in any way? Mechanically he probably needs to have been 7th level or so. I believe that 3 years as a drunk could reasonably atrophy skills that much, but obviously there is no mechanic so I just want to check before I do a detailed background write-up, etc.

Dark Archive

Have a few rough ideas I could work with, but past experience tells me that my characters tend to dip toward the lower end of the alignment chart, so I'm curious what your position is on evil PCs.

Also, quasi-related, your stance on Variant Multiclassing.


@sunderedhero- PbP and ill be using Google slides for combat.

@Placeholder of Doom- I'm Ok with you being a "former high level" character that let his skill autotrophy. only because its pure background.

@Veltharis- I'm ok with a evil character as long as it fits, typically I'm only ok with Evil characters in terms of greed, and other sins, and not a betray the group type. If your doing a evil character you need to in the background a #6 added-

3 things that redeem your character. (that way if your chosen i can have a easier time with hooks for motivation, a example being a soft spot for widows, children, trustworthy, Cares for sick, hates nobles that take advantage of "poor" people, etc...)

I'm going to tentativly say no, when the group is chosen ill leave it up to the group to decide if they want to use it or no because it will be everyone use it or no one.


Thanks, its not something that would be mentioned just sort of allows me to make sense of things for myself :)

Would you mind me reflavouring a Roc as a wounded, three legged, hippogriff? I would be going human so no flying before 7th level, same as a Hippogriff taken via Monsterous Mount, and Monstrous Mastery. It is just that taking two feats to get a hippogriff that is significantly worse than a Roc which costs no feats - planning to run a Hunter - seems very painful. I like to think I am not much of a minmaxer, but wow, paying two feats to be much worse than a normal free option is not appealing despite the cool flavor.


Dot... Thinking about a gambler brawler, robbed and left for dead by Lamm's goons (Reformed Criminal trait)

Dark Archive

Darkwing_DM wrote:

@Veltharis- I'm ok with a evil character as long as it fits, typically I'm only ok with Evil characters in terms of greed, and other sins, and not a betray the group type. If your doing a evil character you need to in the background a #6 added-

3 things that redeem your character. (that way if your chosen i can have a easier time with hooks for motivation, a example being a soft spot for widows, children, trustworthy, Cares for sick, hates nobles that take advantage of "poor" people, etc...)

Perfectly reasonable.

Never been of the "plotting against the party" mindset - if the character can't work within the group, there's no point in playing it.

I generally aim for the "dabbles with dark powers" or "info-dealing political manipulator" types that possess a deal of subtlety and forethought, rather than a "shank and rob 'em blind" type that is all instant gratification and ignores the consequences. It's more of an indicator of the lengths to which the character might be willing to go to achieve their goals (both individual and party-wide) than it is an idea of how they'll interact with the other PCs.

With that said, I'll need to rattle my brain-box a bit and see what shakes out.

Darkwing_DM wrote:
I'm going to tentativly say no, when the group is chosen ill leave it up to the group to decide if they want to use it or no because it will be everyone use it or no one.

I'm assuming this was referring to the Variant Multiclassing question?


I'll go over what I can potentially make tonight and see about writing something up tomorrow.


I'm actually thinking a brawler using the constructed pugilist archetype... because a robot arm sounds all kinds of cool. My concept is a reformed criminal who lost his arm after working with Lamm (probably took issue with the whole kidnapping orphans to do his work thing) and was saved by a cassisian angel who agreed to be become a replacement arm on the condition that he changed his ways. Add in the Possessed Hand and Hand's Autonomy to play up the whole angelic robot arm theme.


Investigator coming soon.


dot. Will look into what to make tomorrow


Is this still 'Guns are common?'

As I said on the interest thread I'll make up a Cleric of some type, I just want to know if she's going to be a Nun-with-a-gun or not?


Dotting for interest - I've a female Half Orc Paladin (Redeemer/Warrior of the Holy Light) - Mercy Quaalearn.

She was previously created (and ran) on a CoTCT pbp. We got part way through the first part of the AP, so I'd be keen to give her a revamp and pitch her for your game Darkwing.

Quick question - I'm a fan of traits... Is the Additional Traits allowed as a starting feat?


I have a notion for a fairly obsessive enforcer of law, seeking to perfect himself and his surroundings. A lawful evil follower of Irori. I'm thinking anti-paladin (tyrant, dread vanguard) or slayer (executioner).

Grand Lodge

I'd like to submit Khareg Runeaxe, a Dwarven Chirurgeon Alchemist. Khareg lived in Korvosa three decades ago but currently resides in Kaer Maga. He gets drawn into the Gaedren Lamm situation via the Missing Child (son or daughter) trait avenue. The child isn't Khareg's, but belongs to a family that helped the Runeaxe clan some human generations ago. He hears about the matter via the Slatehammer clan, who were visiting Varisia and passed along the news (they are aware of the Runeaxe obligation). The humans he is helping probably don't even remember the Runeaxes, but a dwarf pays his debts.

If one of the other players is doing Missing Child (Son or Daughter) we might want to make it be the same missing child (which would likely imply that the Runeaxes owe their debt to your family).

In combat, Khareg will play a melee backup role focusing on the mutagen & infusion parts of his class, with less emphasis on the bombs.

The traits in the booklet I have access to look like they might be out of date (it refers to Gather Information checks in one spot). What's the trait bonus from Missing Child (Son or Daughter) in the anniversary book?


If antipaladin is an acceptable choice, one notion is that he was a Korvosan Guard whose nephew was abducted. Despairing for the child's safety and exhausting his existing channels, he came into contact with a patron who offered him the power to find the child - in exchange for the usual price. Turning the man into an anti-paladin serving either a dark servitor of Irori or an outright devil. Sliding him into lawful evil, but taking the damnation feats Mask of Virtue to hide his new alliegiance and Soul Gaze to terrorise those who oppose him.


@Veltharis- yes that is referring to the VMC question.

@placeholder of Doom. that will be fine. Use the roc stats all the way through and call it a hippogriff ill be ok with that.

@DBH- nope sorry, that was for the other one I want more of a classic feel in this one.

@Black Dow- I'm ok with extra traits feat. I do that all the time myself.

@Decimus- you will follow the same rules that I gave Veltharis if you wish a evil character to be considered.

@nathan- its all under the Blog post spoiler for all the anniversary update info for the players guide.
Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.


I'd be interested in playing an Elven Arcanist with the Love Lost trait. Could conceivably also roll up a Human Swashbuckler or a Gnome Summoner.


Doing a Starknife dex Fighter, Ashling Frostwing. She's either True neutral or Neutral Good. The idea is She's been a mercenary assassin since she was 12 and has kept doing the work.


That's fair. I was just confirming that those options were possibilities. I'll apply by the above rules when I have a character idea more fleshed out.


Hi Darkwing_DM,

Lets... get... dangerous!

I would like to play a brute vigilante...You know, Bruce Banner/Hulk.

However, the brute gets a little thing put on him which makes him unplayable. Here: "While he still attacks enemies preferentially during a battle, when there are no more enemies around, each round he must succeed at a Will save (DC = 20 + 1/2 his vigilante level) or continue fighting against his allies or bystanders."

A brute gets 1/3 progression on Will saves, so this save to not kill his friends actually gets harder as the game proceeds, and that is a really high Will save to succeed at.

There are a whole bunch of other downsides to the archetype, like potentially losing your secret identity, and -2 to various things requiring intelligence, wisdom, and charisma, and you can get fatigued after being in your monster form. You can only be a monster for 6 hours a day.

Would you be willing to remove that quoted line so he at least wouldn't attack his friends?


I've decided to go the sword and board route, with a little anime Balsa thrown in.

Kesso Shoemaker:

Female human (Varisian) fighter 1
CG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +4 (1d8+3/19-20) or
spear +4 (1d8+4/×3)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Bodyguard[APG], Combat Reflexes, Virtuous Creed (protection)
Traits affable, extremely fashionable, missing sibling
Skills Acrobatics -1 (-5 to jump), Craft (shoes) +5, Diplomacy +5 (+7 to gather information.), Knowledge (local) +5, Perception +5, Profession (merchant) +5, Sense Motive +2
Languages Common, Sylvan, Varisian
SQ doubt, fey magic
Other Gear chainmail, heavy wooden shield, longsword, spear, backpack, bedroll, belt pouch, cobbling tools, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 112 gp
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Fey Magic (Favored Terrain [Urban]) Gain spell-like abilities in selected terrain. (Mending 3/day, Jump 1/day)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Virtuous Creed (Protection) +4 bonus to ally's AC when using Aid Another action.
--------------------

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


Background:

Kesso had never even heard of Lamm and the seedy underbelly of Korvosa. She grew up the daughter of a shoe manufacturer and because she was not especially skilled at making shoes or selling them, she decided to go into the Sable Company. She hired tutors to teach her to fight, telling her parents it was to learn how to protect the company. The training has paid off, she is strong for her size and she enjoys protecting people. Then one horrific night the factory burned down. There was no doubt it was arson, the smell of brimstone was in the air and Kesso saw her little brother Tomas being dragged off by one of the arsonists before a timber fell on her. She survived the fire, but the rest of her family did not. Her only clue as to who perpetrated the deed is the man she saw dragging her brother away, who she has identified as working for Lamm. A fey house spirit, long watching over her family has identified her as the last heir and can be called upon to mend items (it prefers shoes) and can give her footwear the ability to jump long distances. So now she plots her revenge. Rescue her brother first and then make Lamm pay for the destruction of her family.

DEFINING CHARACTERISTICS:

1) Failed to protect her family - is wracked by self doubt
2) Takes the safety of whomever she is protecting seriously
3) Protects the innocent
4) Proud of her appearance, dresses well
5) Want's to be judged by her competence, not by being a woman.

GOALS:

1) Obviously rescue her brother and take vengence on Lamm
2) Has discovered that she has a knack for detective work and eventually will try and make this her profession.

SECRETS:

1) Her real reason for wanting to join the Sable Company was romantic.
2) Someone else other than Lamm was responsible for the fire. Lamm was just the hired muscle.

CONTACTS:

1) Tomas Shoemaker - brother
2) Vanda Lazar - childhood friend who joined the Sable Company. She visited Kesso while she was recuperating and told her that she was joining an elite unit.
3) Lamm - man she thinks was responsible for the fire. Technically he is, but he is not the highest person on that particular chain of responsibily.
4) Remus Balan - owner of The Solstice Inn. Friend of Kesso's family, he is letting her stay there until she gets back on her feet.
5) Brandon Cross - the guard in charge of investigating the arson.
6) Smarkag - a fey spirit that watches over her family.

MEMORIES:

1) The fire, especially the timber collapsing on her.
2) Seeing her brother dragged away, screaming for help.
3) Smarkag granting her the family's 'legacy' in her dreams.

FEAR:

She has a fear of being burned.


think I will try to refit this guy from the other campaign you were considering running.


Background:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

*She is a professional gambler.

*She is a native of Korvosa.

*Her parents are expatriated Taldoran nobles.

*She relies on her good looks and ability to manipulate people to get what she wants.

*Gaedren Lamm had her parents murdered; she has proof of this, she just doesn't know why.

2) Two goals that you'd like the character to accomplish in-game.

*See Gaedren Lamm pay for his crimes.

*To be recognized as the greatest gambler in the world.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

*She doesn't have as much money as she makes people think she does.

*She accidentally killed her mother while trying to save her with healing potions, as she poured too much into her mouth at once and she drowned.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.

When her parents fled their homeland, their bodyguard came with them. Though they couldn't afford to keep him around, he cared about them and so would often pretend to be their servant to help them keep up appearances. His name is Earl Sindora, but she just calls him uncle Earl.

*She has a rival gambler, a handsome Varisian man by the name of Inzo (who she calls Inzo the clown). He flirts with her every chance she gets, but she emphatically shuts him down each time he does.

*Unlike my character, her sister Justinea has worked hard to contribute to Korvosa's stability. She is a sergeant in the city guard, and a rather no nonsense type.

5) Three key memories that define your character as the person they are at the time of submission.

*She is the one who found her parent's dead bodies. They were laying on the floor in their bedroom, throats slit; although her mother was still alive, she died shortly thereafter. despite my character's attempts to save her.

*The first time she won a tournament at the age of 13.

*When she purchased her small home in Korvosa, which is filled with things that she enjoys: books, wine, games of chance, nice clothes, and so on.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.

She is paranoid about using potions of any kind, and so will not do so willingly.

Character coming shortly; just finishing it up now.

EDIT: And here is my character crunch:

Althea Altaire:

CG Human Bard 1

STR 12
DEX 14
CON 14
INT 13
WIS 10
CHA 16

HP 11
AC 18, T 12, FF 16 (10 base +2 dex +4 armor +2 shield)
BAB 0 CMB +1 CMD 13
Init +2

Fort +2
Ref +4
Will +2

Speed 30'

Longsword: +1 to hit; 1d8+1 damage; 19-20/x2 crit.

Skills:
Adventuring: Bluff r1 +8, Diplomacy r1 +7, Disable Device r1 +6, Escape Artist r1 +6, Perception r1 +4, Sense Motive r1 +4, Sleight of Hand r1 +7, Survival r1 +5, UMD r1 +7

Background: Profession (Gambler) r1 +4, Linguistics r1 +4

Feats: Lingering Performance, Fast Learner

Traits: Practiced Gambler (+1 to Bluff and Sleight of Hand; +2 for gambling), Lost Love (Orphaned; +1 to Survival and Survival as a class skill), Fate's Favored (Increase Luck bonuses by +1),

Class Features: Archetype (Archeologist), Bardic Knowledge (+1), Archeologist's Luck (+1; 7/day)

Spells/day: -/2

Spells Known:
0: Detect Magic, Light, Prestidigitation, Read Magic

1: Cure Light Wounds, Biting Words

Equipment: Longsword, Chainshirt, Heavy Shield, Courtier's Outfit, 50 GP


Windle is a ranger who is on the path to becoming a Sable Company Marine. Will have a hippogriff companion when he hits 2nd level due to being a sky stalker. might make a few changes over the next couple of days.

background:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
*Woke up one day and found his parents dead from apparent drug overdoses. He fled, and with nowhere else to go became a homeless street urchin.
*Desperate for food he snuck into the Sable companies Hippogriff stable and ended up befriending one of the Stable hands, Carlo, who secretly offered him food in exchange for helping him take care of the griffin’s
*Bonded with an angry and unruly hippogriff named Cloud Strife who saved him from being taken away when the Sable Company found him in the stables
*After the incident with Cloud Strife he was invited to join the Sable Company and train to become a Sable marine alongside Carlo.
*Carlo almost died after overdosing on shiver, causing him to go into a coma. Windel found out he got it from a man named Gaedren and vowed to catch him after the guards refused to deal with it.
2) Two goals that you'd like the character to accomplish in-game.
*Catch Gaedren and make him pay for what his drugs did to his friend
*Find a way to wake up Carlo from his comma
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
*Only agreed to join the Sable Company because it would allow him to stay with Carlo and his hippogriff Cloud Strife. He has loyalty to them not the Company itself.
*Unknown to him Windle’s parents were drug addicts that owed Dervago Barvassi, the owner of Eel’s End, lots of money. It’s where they got the drugs that eventually killed them.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
*Carlo Riveria, a Sable Company marine and Windle’s best friend. Currently in a coma after a shiver overdose.
*Torgress Voss: A noble who is offended at the fact that a street urchin was not only invited into the Sable Company, but also allowed to bond a Hippogriff. He looks for any reason he can to get Windel thrown out or better yet arrested. Will go out of his way to cause Windle and anyone that supports him trouble.
*Dorrea Sulvis: The officer who invited Windle into the Sable Company. She is Windle’s strongest supporter and his commanding officer.
5) Three key memories that define your character as the person they are at the time of submission.
*Finding his parents dead bodies right before a group of people broke into his house looking for him
*Cloud Strife tearing his way out of the stables to protect him
*Being invited to train to become a Sable Company marine
6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.
*After what happened with Carlo, is terrified of losing his hippogriff Cloud Strife. Will start to panic if he’s separated from Cloud Strife. Will also freak out if could strife gets knocked unconcious.

Character Sheet:

Windle Drezston
Male human Ranger (sky stalker)
CG Medium Humanoid
Int +4,SensesPerception +6
----------
Defenses
----------
AC 18, touch 14, flat-footed 14
HP 12 (1d10 + 1(CON) + 1(FC))
Fort +3,Ref +6,Will +2
----------
Offense
----------
Speed 30 ft
Melee
Longbow +5 (1d8/x3)
Longsword +1 (1d8/ 19-20 x2)
Special Attacks Point blank shot (+1 atk, dmg at 30ft), favored enemy: humanoid(humans) +2, rapid shot (shoot two arrows at -2 each)
----------
Stats
----------
Str 10,Dex 18,Con 12,Int 13,Wis 14,Cha 10
Base Attack +1,CMB +1,CMD 15
Feats Point blank shot, rapid-shot
Skills know(local) +5, profession (soldier) +6, perception +6, stealth +8, ride +8, survival +6, spellcraft +5, heal +6, knowl(nature) +5, disable device +8
Languages Common, Varisian
Gear: longbow, chain shirt, backpack, bedroll, crowbar, flint & steel, grappling hook, silk rope, belt pouch, waterskin, explorer’s outfit, longsword, rations x5, arrows (40)

-----------
Traits
-----------
addicted friend You gain know(local) +1, and becomes a class skill
Vagabond Child:Select one of the following skills: Disable Device or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.


----------
Special Abilities:

Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Extra Feat: Humans select one extra feat at 1st level
skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Hippogriff Champion:At 2nd level, a sky stalker adds Monstrous Mount to the list of bonus feats made available to him by his chosen combat style, regardless of the style chosen. He can only use this feat to select a hippogriff mount. If he does so, he treats his ranger level – 1 as his effective druid level. A stalker who takes this option does not gain the hunter’s bond class feature at 4th level.
At 6th level, a sky stalker adds Monstrous Mount Mastery to the list of available bonus feats granted by his chosen combat style. If he takes this feat as his 6th-level combat style bonus feat, note that he must wait until 8th level before he meets the effective druid level prerequisite to utilize his mount’s mastery abilities.


Backstory:

Windle grew up an orphan on the streets. He lived a normal life with his parents, an only child. His parents would have people over late into the night, but would always lock him in his room, but come and unlock the door in the morning for breakfast. But one morning noone came to unlock the door. After hours of waiting he crawled out of his window and then back into the house. He found both of his parents dead in their bedroom. Foaming at the mouth and with needles in their arms it was clear what that they had died of drugs. With no other family in the city he lived off the streets. He learned to hide from those who would take advantage of him and steal from those who had what he needed to survive. One day, desperate for food, he snuck into the stables for the sable company barracks hoping to steal some of the meat they fed the hippogriffs. No sooner did he find where they kept the food, that one of the younger stable hands showed up with a feed bucket with Windle stuffing his pockets with meat. Instead of calling for the guards, the young stable hand filled the bucket with food and asked Windle if he’d be willing to help him in the stable and in exchange he’d let him walk out with some food. Windle immediately agreed and after that first day, the two became fast friends. The stable hands name was Carlo and was good 5 years Windle’s senior. Every couple of days he’d help Windle sneak into the stables to help him with his chores. The two would talk almost non stop during the hours of work it took to take care of all the hippogriffs in the stables, getting to know each other. Carlo’s dream was to be a hippogriff rider and flyin the skies as a Sable company marine. He became a stable hand hoping that he’d be able to bond with one of the hippogriffs and be accepted for training.
It did not take long for Windle to notice that one of the hippogriffs had a warning sign in front of his stable and was being fed half as much as the other hippogriffs. When asked Carlo told him that was a young hippogriff, Cloud Strife, that no one had been able to bond with. Cloud Strife’s parents were killed by a group of human hunters whose livestock were being preyed upon by them. Instead of killing the young hippogriff, they sold him to the Sable Company just a few weeks before Windle snuck into the stables. In the days following his sale, Cloud Strife went on to injure multiple marines and few stable hands who tried to groom or train him. As punishment Cloud strife was chained up in one of the stables and left to half rations until he either calmed down or until he was too weak to fight back during training.
Feeling a connection with the hippogriff that had lost its parents, Windle started sneaking food into Cloud Strife’s stable. After a couple of days of this he started to notice that Cloud Strife’s was looking dirty and unkept. Feeling it was unfair that he was the only Hippogriff that was going ungroomed, Windle crawled into the stable. Upon entering, Cloud Strife locked eyes with Windle. The two stared at each other for the next few minutes until Cloud Strife laid his head down on the floor making a harumph. Windle took this as a okay and began grooming the hippogriff. Week after week, a couple of months went by and slowly but surely the young hippogriffs disposition began to improve toward the young street urchin. Carlo had found his own hippogriff in tis time and began to leave more and more of his duties to Windle to spend time bonding with his hippogriff.
After a while one of the other stable hands began noticed that the unruly hippogriff was not only somehow getting groomed, but also appeared to be gaining back some weight. Carlo was unwilling to give Windle up but also knew that Cloud Strife would never let him anywhere near him, so said he had no idea what was going on. Not quite believing what Carlo was saying, the stable hand stacked out Cloud Strife’s stable and waited. It did not take long before Windle showed up to groom and feed the hippogriff. Seeing the random street urchin entering the dangerous hippogriff stable, the stable hand went and alerted some of the guards. Finishing up with Cloud Strife, Windle crawled out from the stable right into the awaiting guards. Kicking and screaming, he tried his hardest to get away but the guards grip was too strong. The guards began to drag Windle out of the stables, but were quickly interrupted by the loud screech of an enraged hippogriff followed by the sound of shattering wood. Their looks of confusion were very quickly replaced with surprise as Cloud Strife, bloody and dragging broken pieces of chain and wood, tore through the door of his stable. Screeching in rage, the hippogriff leapt upon the guards, biting and freeing Windle from their grip. With him free, the hippogriff released the guard and stood vigilantly above the small urchin boy. Within minutes multiple Sable Company Marines and Carlo dashed into the stables to find the hippogriff helping him to his feet. After a large amount of talking, effort and curses, the marines were able to get Cloud Strife back into a unbroken stable. They then took Carlo and Windle off to the side to hear their story and talk to some of the higher ups.
After telling them all that had happened over the last few months, a decision was made. Carlo was to be punished for allowing a street urchin into the stables and Windle was to work in the stables to pay for all the damage that Cloud Strife caused. Worried for his friend, Carlo asked what would happen to Windle once he was done working off the damages. With an amused smile the Sable officer smiled and said it would take a while for him to finish paying off the damages since both of them were going to very busy with their training to become marines. The two stared at the officer in shock, the meaning of that sentence taking a minute to sink in. When asked why, the officer simply stated that Carlo was more than ready to begin his training and that there was no way they’d let some who could handle a Hippogriff like Cloud Strife go without making them an offer to join. With a look of wonder, Windle immediately agreed. The two boys would spend the next few years training, increasing their skills and deepening the bond with their hippogriffs. Carlo, being much older and starting off better trained, graduated from a recruit to a true blue marine after only a few years. While he went off on patrols, Windel continued to study and train all the while taking care of Cloud Strife. Windel found he had a knack for the bow also even more surprising a natural instinct for riding.
Things were going very well, until one day Carlo returned from a raid on a bandit camp badly wounded and without his hippogriff. The raid had gone poorly and many marines, including Carlo lost their hippogriff to arrows and swords. With the death of his hippogriff, Carlo was heartbroken. As soon as he had recovered he took some leave and came back different. As weeks went by, Windle began finding his friend more and more often in the stables. He’d go into an empty stable where he’d fall asleep and then start to shake violently, sometimes for hours at a time. When asked about it Carlo would just say that since his hippogriffs death he just found it easier to sleep in the empty stable and that it wasn’t anything he needed to report to anyone else. Concerned, but not wanting to get Carlo in trouble, Windle held his tongue. Windel finished up the last of his training and began the final steps bonding himself to Cloud Strife. Despite the ever increasing frequency of Carlo’s visits to the stables, things looked like they were starting to improve. At least until he found Carlo pale white and not breathing in the stables. He quickly ran and grabbed the nearest guard, who quickly shoved a healing potion down Carlo’s throat. He started breathing again and color returned to his skin, however Carlo did not wake up. After a thorough investigation, it was determined that he’d had an overdose on Shiver. Windel quickly asked what was going to be done, to which he got the answer, Nothing. The Sable Company was too busy guarding the city to go chasing down a few drug dealers. With his friend in a coma and no one willing to help, Windle decided it was up to him to find out who it was that had done this. Using his skills as both a street urchin and Sable recruit he was able to hunt down a name, Gaedren. He wasn’t quite fully bonded to Cloud Strife so he’d have to wait to get his feathered friend in on the hunt. Now all he needed were allies also willing to hunt down this Gaedren.


Dotting.


Decimus Observet here, introducing Iocundius Paulum. A Korvosan Guard who lost his wife and fell hard. Mechanics to come later.

Background Notes:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

* Iocundius was a pretty ordinary man. He worked as a Korvosan Guard, had recently married his lover Messoria, and life seemed to be going as planned.

* He likes order. He likes plans and predictability. He does not like disruption of any of the above.

* His life came to an abrupt end on the night he stared at his wife's blood-splattered corpse in that rainy alleyway.

* His efforts to find justice failed, leads dissipating and priorities shifted to newer crimes. His bitterness and anger grew.

* One night, while praying, a "presence" spoke to him. It named itself "The Emissary" and informed him that he could have power and a real chance of hunting down those responsible for his wife's death. But it would come at a heavy price. Fell deeds and damnation. But he would also be given tools to conceal those. If he signed.

* Despite balking at the cost, Iocundius soon agreed and sealed the pact with The Emissary. He could feel the power growing in him soon after. His gaze grew hard and his tongue quick. He could sense much more. He felt now he had that real chance and he would take it.

2) Two goals that you'd like the character to accomplish in-game.

* Kill everyone responsible for his wife's death, even with tangential roles.

* Find a way to bring back his wife to him. His definition of "bring back" may become increasingly warped over time.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

* As far as he can tell, he has sold his soul for an opportunity to avenge his wife's death. He keeps his regrets buried deeply.

* The pact is not totally airtight and irrevocable, even now. But even if he realises this, the tragedy is that it will likely be too late for him to change from his darkening path.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.

* Alina Sergilla (formerly Alina Paulum). Iocundius' sister is the only one of his family he speaks with much as of late. Messoria was her best friend, and she introduced the future couple to each other. She is a generous, warm person and is concerned for Iocundius. Around her, his guard does drop quite a bit and he almost acts like his old self for a while.

* Glorio Arkona. Iocundius inadvertedly made an enemy of Glorio a few years back when he was responsible for breaking up a smuggling operation that was rumoured to have ties to the powerful noble.

* Valtien Volso. Iocundius' best friend and a fellow Korvosan Guard. A practical joker but a good listener. Worried about his friend.

* Field Marshall Cressida Kroft. The leader of the Korvosan Guard is well-disposed towards Iocundius, and has tried to get him out of his apparent gloom since he became a widower.

* Vencarlo Orisini. Sometimes drinking partners. They have energetic debates about many topics.

5) Three key memories that define your character as the person they are at the time of submission.

* His now-deceased father telling him as a young boy his favourite saying, "Order is its own reward".

* Seeing his wife's body in the alleyway.

* Making the decision to damn himself for hope of vengeance, despite a lingering sliver of doubt about whether it is worth it or even effective.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.

Rioting mobs and criminals running out of control. While disorder bothers him at a deep level and he is trained in combat, the idea of masses lashing out in mindless destructive rage is a nightmare for him.

7) 3 things that redeem your character. (that way if your chosen i can have a easier time with hooks for motivation, a example being a soft spot for widows, children, trustworthy, Cares for sick, hates nobles that take advantage of "poor" people, etc...)

* Self-sacrificing. Iocundius is uninterested in power for its own sake, seeing it as a means to avenge a crime - and his loss.

* He loves his family, even if he has largely drifted from them.

* He will defend the innocent, if indirectly by inflicting violence on criminals.

Grand Lodge

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Drognar Highfall is a lyin', cheatin', bribin', SOB dwarf lawyer who got addicted to drugs after a particularly bad case. His family left him, and in a fit of depression, he tried to committ suicide with a particularly nasty cocktail of Shiver and opiates. The strange brew interacted with his hidden ancestry, converting him into a horrible monster!

Drognar has learned to (slightly) leash his inner beast and he is using the powerful creature to hunt down Gaedren Lamm.

Mechanistically, he is a vigilante with the brute archetype. I dumped will saves so that if he goes crazy and starts attacking everyone, his friends will be able to put him to sleep without too much difficulty...

Background/5 questions from GM:

I reordered these slightly to provide a better narrative

1) Three key memories that define your character as the person they are at the time of submission (plus a memory that lays out his history)

0. Always a studious youth, young Drognar Highfall moved to Korvosa from the nearby dwarven community in Janderhoff, where he grew up. He wasn't interested in the normal dwarven pursuits of crafting and mining, but instead enjoyed working with people, and gaining wealth in whatever way possible, from lying to flattery to bribery. Naturally, he was a perfect fit to be a barrister and entered into the profession with zeal and eventually achieved great success and the reputation to go with it. Along the way, he married another Korvosan dwarf named Flower and had two children, a son Geck and a daughter Meika.

1. About two years before the campaign starts, Drognar was operating as successful barrister in Korvosa, with his own practice that catered specifically to noble clients. He was known as the person who get could things done quietly, but also someone who could argue effectively in front of the Arbiters when the need arose.

A son of a noble house was accused of raping a peasant woman, and what would normally be a cut-and-dried bribe to hush up the whole thing fell through as the woman became pregnant, and the angry father insisted on pursuing the case. The noble family was dragged through the mud, much to their embarrassment. Drognar's much acclaimed reputation took a serious blow among Korvosan nobles, and his rival Nal Tonthallvar siphoned off several of Drognar's loyal clients. His practice unraveling, Drognar fell into a depression and started to partake in street drugs to handle the stresses of his job. Drognar can still remember approaching that drug dealer for the first time. Over the years, he has become quite a loyal customer. (I am hoping that drug dealer could maybe be a goon or sub-boss that the party faces early on).

2. About 3 months before the campaign starts, Drognar was in the midst of drug and alcohol addiction, and his wife Flower left him, and his two young adult children had both decided to never speak to him again. In despair, Drognar mixed Shiver with several other opiates in an attempted suicide. However, the drugs reacted in an mysterious way with something in his genes, and it painfully transformed him into a terrible, gigantic monster, three times the size of Drognar. The monster would come and go... Initially, the monster would emerge whenever Drognar got too drunk or took too many drugs, and Arratu would wander the Korvosan streets at nights, howling and snarling in despair, but mostly remaining hidden and merely spawning numerous rumors about a monster lurking in Old Korvosa.

3. About 1 month before the campaign starts, Drognar's estranged daughter Meika died of an overdose of Shiver, a drug that Drognar has taken many times, and one that he knows to be distributed by crimelord Gaedren Lamm. After a couple of months of enduring and trying to suppress the monster, Meika's death lit a fire in Drognar, and he decided to channel the monster toward hunting and killing Lamm. His first night out, he hunted down lowlifes and drug-dealers known to work for Lamm. He mutilated several of them, but the one thug who always used to sell drugs to Drognar managed to escape, and told others the tale of the 12-foot tall demon who charged at them screaming and bellowing words that sounded like "ARRRAAATTUUUU". This drug dealer, and many other low lifes and thugs, now fear the night, whispering of the monster Arratu who chases down their kind and executes them when they can't give information on Gaedren's whereabouts.

2) Two goals that you'd like the character to accomplish in-game.

1. Drognar Highfall would like nothing more than to avenge himself on Gaedren Lamm, that son of a motherless whore who distributed the drugs that eventually killed his daughter.

2. Drognar Highfall's law practice took a major blow after a botched bribe, and he is struggling to rebuilt it. Drognar would like to recover his "good" name and reputation among the nobles of the city.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

1. Secret kept from PC: A strange mixture of ancestry and drugs caused the creation of Drognar's monster alter ego. Drognar doesn't know that somewhere in his distant ancestry demons/devils/fey (or whatever is most appropriate for the baddies of this AP, I have no idea what that is) mixed with dwarves. Perhaps that ancestry will come back to haunt him sometime in the future.

2. Secret he keeps to himself: Drognar doesn't wish anyone to know of Arratu, and will keep it from his adventuring party as long as he can. He will make up excuses why he and Arratu are never seen at the same time, but realistically his secret can't last long given his lack of control.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.

1. The elf Nal Tonthallvar: A crooked barrister who is Drognar's main competitor for noble business in the city.
2. The unnamed drug dealer: The street level thug who sold drugs to Drognar for a couple of years prior to the start of the campaign.
3. Geck Highfall: Drognar's estranged dwarf son, who is approaching adulthood and still lives with his mother.
4. Flower Highfall: Drognar's divorced dwarf wife, who left Drognar after his drug problems,
5. Barron Stonefist: Drognar's drinking buddy, who is suspicious that something weird has happened to his friend but can't quite piece it together yet.
6. Gaedram Lamm: Crimelord who spread the drugs that spawned Arratu within Drognar, and that eventually killed Drognar's daughter. (this is an obvious one so I didn't want to include it in the five).

5) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.

1. Drognar has never been comfortable with death; as a child he saw his Grandfather's body lying in repose, and the sight frightened him greatly. The mere thought that there are things like zombies and skeletons out there in the world make Drognar's shiver and start to hyperventilate, and he could possibly loose control to Arratu if he ever came face to face with them. (frightened against corporeal undead; or all undead if GM thinks that corporeal undead is not broad enough).


@mustached- sorry I wouldn't give up the will save however I will allow if your chosen, to have someone of your choice get a bonus to be able to "pull" you out, and let them get a bonus based upon your trust.

Submitted characters- (which I started reviewing if I see any issues ill message or PM

Kertuffle- Kesso (Fighter)- you will need to remove the fey magic it has a (RP) cost which would make your character more powerful, I will allow you to keep it if you will remove the bonus to Ability stat for human.

Vrog Skyreaver- Althea (bard)-
Forged Rain- Windle (ranger)-
mustached- Drognar (vigilante brute)-

Dots or unfinished characters-
Snowheart-
Mac Ivar- (dwarf invesigator)
Arnmon- (starknife fighter)
Rocabarraigh- (arcanist)
Decimus- (anti paladin)
Nathan- (Dwarven alchemist)
Black dow- (HOrc paladin)
DBH
Chobo- (Invesitgator)
Captainford- (Brawler)
Terrinam
Veltharis
Placeholder of doom (hunter)
Me'mori- (sor)
Alexgndl- (rogue, sylvan trickster)
Sunderhero- (mesmersist)
Ouachitonain- (vigilante)


Roger that. All for tryin', wanna see how crazy this will be!


Dotting. Very keen to play a reformed Varisian Sczarni member (thinking unchained rogue or archaeologist). I'll get something up asap.

Edit: The more I think, the more I'm leaning to an unchained rogue very loosely based on Edward Norton's Worm character from Rounders: a card cheat, a gambler, fairly charismatic. Although not a chaotic neutral douche like he was. He's been badly burnt by Lamm (not sure which trait to go for yet), and is seeking revenge. Fairly simple idea thus far, but I'll get stuck into it and try to build a sweet story.


Ok, got crunch done for a Varisian unchained rogue (TWF skill monkey/gambler, aiming for feinting and other improved sneak attack options), backstory/personality in my head, working through the questions now.


Darkwing_DM wrote:

Kertuffle- Kesso (Fighter)- you will need to remove the fey magic it has a (RP) cost which would make your character more powerful, I will allow you to keep it if you will remove the bonus to Ability stat for human.

I'm not sure how the RP stuff works out, but Fey Magic takes the place of the extra skill point per level ability for humans. I'll work on redoing her without the Fey Magic.


Changing from investigator to Inquisitor of the Lucky Drunk. I have off on Friday and will have everything in order by the end of Friday.


Here is a revamped

Kesso:

Kesso Shoemaker
Human (Varisian) fighter (sensate) 1 (Pathfinder RPG Occult Adventures 118)
CG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4+3/19-20) or
naginata +4 (1d8+4/×4)
Ranged dart +3 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with naginata)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Bodyguard[APG], Combat Reflexes, Virtuous Creed (protection)
Traits affable, courageous, family honor
Skills Acrobatics +4, Bluff +2, Craft (shoes) +3, Diplomacy +5 (+7 to gather information.), Knowledge (local) +5, Perception +5, Profession (merchant) +5, Sense Motive +5
Languages Common, Gnome, Varisian
SQ doubt
Other Gear chain shirt, cestus[APG], dart (4), naginata[UC], backpack, bedroll, belt pouch, cobbling tools, flint and steel, mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 135 gp
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Virtuous Creed (Protection) +4 bonus to ally's AC when using Aid Another action.

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Changes and Conception:

As you can note, I changed her from being a straight fighter to a fighter (Sensate archetype from Occult Adventures) I like the flavor of the archetype and it gives Perception and Acrobatics as class skills. It does not give Armor Prof (Heavy) so she may pick that up later. Thematically, she will be the 'good' bodyguard to contrast to the 'bad' bodyguards of the Grey Maidens. Unfortunately, Sense Motive is also a class skill so the Missing Sibling trait kinda becomes redundant. But I really like that part of the backstory, but I have taken Family Honor trait to model wanting to avenge her family but instead of her family being framed for murder, it has been killed. Once she rescues her brother, she'll take the additional Traits feat and use one of the additional traits to buy off the Doubt hindrance. Smarkagg has been traded from a class feature to merely a contact, a friendly fey who is interested in the family. Since she is a Sensate, that practically screams for a Sensei, someone who trained her. Perhaps he died pulling her from the fire. I also dropped the Extremely Fashionable Trait as I don't see her as that vain. I picked up Courageous in its place.


Okay, here's Rasvan Enescu, Varisian thief and con man. He's had a hard life, and (mostly) looks out for himself, but he aspires to greater things. Most of all, he aspires to revenge himself upon Gaedren Lamm.

Crunch:
Rasvan Enescu
Male human (Varisian) unchained rogue (scout) 1
N Medium Humanoid (25 y.o. 5’7”" 155 lbs.)
Init +4 Perception +8
==DEFENCE==
AC 17, touch 14, flat-footed 13 (+4 dex, +3 armour)
hp 10 (+1 Con, +1 favoured class)
Fort +1, Ref +6, Will +0
==OFFENCE==
Spd 30 ft.
Melee shortsword +4 (1d6/19-20)
Melee dagger +4 (1d4/19-20)
Ranged dagger +4 (1d4/19-20)
==STATISTICS==
Str 10, Dex 19, Con 12, Int 14, Wis 10, Cha 10
BAB +0, CMB +0, CMD 14
Feats Improved Initiative, TWF (human), Weapon Finesse (Rogue)

Languages Common, Varisian, Infernal

Special Abilities
* Skilled
*Finesse Training
*Sneak Attack 1d6
*Trapfinding

Traits
- Cunning Liar (use Int bonus instead of Cha bonus for Bluff)
- Betrayed (Hungry for Revenge: +1 melee dmg vs flat-footed opponent)

Favoured Class
Lvl 1: 1 hp

Adventuring Skills
11 ranks/lvl (class 8, Int +2, Skilled +1)
Acrobatics +8, Bluff +6, Climb +4, Disable Device +8(+10), Escape Artist +8, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +4, Sleight of Hand +8, Stealth +8, Use Magic Device +4
Background Skills
Lore (underworld of Korvosa) +6, Profession (Gambler) +4

Gear
Shortswords (2)
Daggers (2)
Studded leather armour
Backpack
Belt pouch
Caltrops (5)
Chalk (5)
Dice (5)
Dice, loaded
Flint & steel
Grappling hook
Hooded lantern
Marked cards
MW Thieves' Tools
Oil (5 pints)
Pocketed scarf
Silk rope (50')
Varisian flute
Whetstone
Varisian outfit
(Total cost 235.57 gp)

Wealth
4 pp, 22 gp, 23 sp, 13 cp


Background and Personality:
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five. 
• Rasvan is a gambler, a thief, and a con man. He has led an impoverished life ever since he can remember; his Varisian parents never found any luck or success in Korvosa, despite being hard-working and good-hearted. They both died relatively young, his mother of poor health when Rasvan was 8, his father of a random backstreet killing when he was 12. He and his newborn sister spent a year in an orphange in Pillar Hill, but ended up running away, and has made his own way since.
• Rasvan is clever, quick-witted, and skilled, but he lacks good judgement. This is reflected in his career choices, but also explains how he got caught up with Gaedren Lamm. A precocious street-thief and gambler, Rasvan was approached by Lamm to work for him. Even though he'd heard the stories, Rasvan was arrogant enough to think that he could come out on top, but Lamm ended up selling Rasvan out when the heat was on, and Rasvan spent four years (age 16-20) in Longacre for involvement in the murder of a guardsman.
• Rasvan learnt early on that no one cares if you cry, that being genuine leads to pain, and that winners are grinners. As such, he affects a happy-go-lucky attitude that covers a grim fatalism, which at times nose-dives into depression. He is happiest when he is active, when there is a lot going on, even if it's dangerous or stressful, and he keeps a quip handy and a wry grin on his face.
• Rasvan fell in love with a Varisian girl, Syeeda, a year or so after getting out of prison. This experience opened his heart in ways he hadn't imagined, and it was the happiest time of his young life. However, his inability to leave behind the seedy world of Korvosa meant that she could no longer tolerate his lifestyle. She left him, and Korvosa, to travel west back into the open spaces of Varisia.
• Over the past couple of years, Rasvan has begun visiting the orphanage where he spent a year of his childhood and where his sister still lives, Charrick House. He helps out in the kitchens, and also donates to the House when he makes a particularly good score. The stern but kindly matron of the House was there back when Rasvan first came to the orphanage, and she has a soft spot for him, but she constantly berates him about his lifestyle and the way he makes his coin.

2) Two goals that you'd like the character to accomplish in-game.
Apart from Rasvan helping Gaedren Lamm to get what's coming to him, two goals that I'd like to see Rasvan accomplish would be:
• To find his place in Korvosa. Rasvan has always felt (and been) a second-class citizen. I would like to see him find some self-worth, particularly through doing more than conning and stealing, maybe even through falling in love again (hopefully he would do a better job of it this time).
• Rasvan's only real goal in life at this time is to get rich, and he has a fantasy that when he does he will be able to provide himself and his sister with a perfect life. I would like to see Rasvan become wealthy and provide for his sister, but to realise that money will not bring him happiness.
 
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling. 
The secret Rasvan keeps to himself is this: he is in love with the Queen. He first saw her a few years ago as she paraded through town, and he fell for her immediately. He has even gone to such lengths as to attempt to sneak into Castle Korvosa to… see her? Meet her? Rasvan is not even sure himself. This love is a fantasy, the crazy ideal of a young man, based on nothing but Rasvan's imagination, yet to him it seems very real.
The secret kept from Rasvan is that Gacek killed his father all those years ago. The two men were horribly drunk, and began fighting on the way back from a tavern. Someone pulled a knife (Gacek can't remember who), and then before he knew it, Gacek had his friend's blood all over his hands. He fled the scene, and has never told anyone, not even his wife.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas. 
Rasvan's younger sister Aisha (now 13 years old) is his only surviving relative, as far as he is aware. She lives at the Charrick House orphanage. She is something of a tomboy, and hates conforming to the matrons' ideas of what a girl should look, sound, and act like. She has a keen interest in archery, and is pretty good at it too. The Sable Company have provided training for her the past couple of years, and she is considering joining them when she is of age. She loves her brother, but gets annoyed at him often, as he is prone to not visit for periods of up to a month at a time.
Devargo Barvassi and Rasvan have known each other for years, and never liked each other; Rasvan thinks Barvassi is a cruel, greedy pig, while Barvassi thinks Rasvan is disrespectful and too big for his boots. Devargo is after Rasvan ever since Rasvan took an almighty haul out of Eel's End four months ago; he is sure Rasvan cheated the house somehow. Rasvan is currently living off the last of that big win, and is preparing for the lean times that always seem to hit a gambler.
Gacek Mirosi was an old friend of Rasvan's parents, and after more than a decade of not seeing each other the pair met in a tavern one winter's night. They drank themselves into a stupor, toasting Rasvan's parents into the wee hours of the morning, and have remained friends ever since. Gacek, his wife Valendia, and their three children are also pure-blooded Varisians, and they offer Rasvan occasional glimpses into regular family life.
Matron Veigle runs Charrick House, and takes the role of a stern but loving aunt in Rasvan's world. She has known him since he was 12, and his story fills her with sadness, though she tries not to show it. She does her best to rear young Aisha to be a perfect little lady, but Aisha is having none of it, holding dear to her dream to be a heroic archer.
Bilan Paveli is Rasvan's best friend. They grew up on the streets together, though they have had long periods where they were less close (such as when Rasvan worked for Gaedran Lamm). Bilan is as much a rogue as Rasvan, though less daring, more cautious. They don't do every job or scam together, but they do work as partners regularly, particularly in setting up dodgy card or dice games.
Another option was that of a rival or bully from Longacre, but I have my five. As far as Rasvan knows, none of them are out, nor will they be for a long time. Happy for you to introduce one though :)

5) Three key memories that define your character as the person they are at the time of submission. 
The memory of the first night after his father died will live with Rasvan forever. He fled into the city, leaving his sister behind, and spent the night running from dogs and human predators, trying to weep silently in the dark. The night seemed endless, and he helpless. He has made a promise deep inside never to be that helpless again.
The memory of his last night with Syeeda haunts him too. After a bout of lovemaking, the pair started fighting. Rasvan did not cover himself in glory, and said a number of horrible things. He feels the guilt of that, and the blame for causing her to leave, over and over.
A recent memory is that of his sister Aisha winning a junior archery tournament a couple of months ago on a Korvosan feast day. The memory is equal parts pride and joy, and remorse at not being a better brother to her.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.
Rasvan had a particularly harrowing experience in Longacre jail one night, where among other things he ended up sharing a cell with a defiled and dismembered corpse. The wind was very strong that night, and the combination of the wind howling through the building and the darkness reduced Rasvan to a shivering mess in the corner of the cell. Whenever the wind howls at night, Rasvan gets very anxious, sometimes shivering or shaking, sometimes breaking out in a cold sweat.

Grand Lodge

I've realized since my last post that I have enough on my plate for now. Good luck everyone!


I'm still working on the backstory a bit, but I decided to change my concept from a brawler to an arcane duelist bard, since there seems to be enough interest for frontliners. I'll cover the face duties and some support!


A tweaked and hopefully complete version of Iocundius.

@Darkwing_DM, a few questions.

1. Do you think Iocundius' fall seems plausible? I am willing to rework the background further if you think there's anything awry.

2. Would the Mask of Virtue damnation feat hide the evil aura from the Beacon Of Evil class feature?

3. Are you open to reflavouring traits? e.g. memorable as an unholy gift of speech?

4. I cannot find a raincloak in the equipment section. The closest I can find is a poncho for 5sp, which doesn't cover the head. Could I spend 1 gold to get a oilskin raincloak with a hood?

5. Does Profession (Town Guard) sound appropriate? I didn't think any of the suggested list were suitable, except maybe soldier.

********************
Iocundius Paulum was a decent man who was pushed too far by his wife's murder and made a fateful decision. He has pledged himself to a strange entity and gained powers in exchange for his soul. He fully intends to use these powers to terrify and kill those who stand between him and his vengeance, or who would cause chaos and disorder.

Appearance:

Iocundius stands 5' 9" tall and weighs 155lb. He has the dark hair and pale skin of the Chelaxians, with pronounced and visible cheekbones. Since his wife's death, his face has become more gaunt and dark rings lie under his eyes. He clearly has not been eating or sleeping properly.

Personality:

He used to be more personable and jovial before his wife was killed. But his presence is somehow...more...than it was. He has skill in speaking he never had before, even if he is more dour in his manner.

Background Notes:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

* Iocundius Paulum was a pretty ordinary man. He worked as a Korvosan Guard, had recently married his lover Messoria, and life seemed to be going as planned.

* He likes order. He likes plans and predictability. He does not like disruption of any of the above.

* His life came to an abrupt end on the night he stared at his wife's blood-splattered corpse in that rainy alleyway.

* His efforts to find justice failed, leads dissipating and priorities shifted to newer crimes. His bitterness and anger grew.

* One night, while praying, a "presence" spoke to him. It named itself "The Emissary" and informed him that he could have power and a real chance of hunting down those responsible for his wife's death, and power to conceal these. But it would come at a heavy price. Doing fell deeds to further the goals of The Emissary and fated to damnation. If he said "yes".

* Despite hesitating momentarily at the cost, Iocundius soon agreed and sealed the pact with The Emissary. He could feel strength and power growing in him soon after. His gaze grew hard and his tongue quick. He could sense much more. He felt now he had that real chance and he would take it, regardless of the cost. Or his quietening conscience. He focused on a greatsword to smash his enemies swiftly and move on with his investigation. And he began to wonder...could he bring his wife back with this power?

2) Two goals that you'd like the character to accomplish in-game.

* Kill everyone responsible for his wife's death, even with tangential roles.

* Find a way to bring back his wife to him. His definition of "bring back" may become increasingly warped over time.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

* As far as he can tell, he has sold his soul for an opportunity to avenge his wife's death. He keeps his regrets buried deeply.

* The pact is not totally airtight and irrevocable, even now. But even if he realises this, the tragedy is that it will likely be too late for him to change from his darkening path.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.

* Alina Sergilla (formerly Alina Paulum). Iocundius' sister is the only one of his family he speaks with much as of late. Messoria was her best friend, and she introduced the future couple to each other. She is a generous, warm person and is concerned for Iocundius. Around her, his guard does drop quite a bit and he almost acts like his old self for a while.

* Glorio Arkona. Iocundius inadvertedly made an enemy of Glorio a few years back when he was responsible for breaking up a smuggling operation that was rumoured to have ties to the powerful noble.

* Valtien Volso. Iocundius' best friend and a fellow Korvosan Guard. A practical joker but a good listener. Worried about his friend.

* Field Marshall Cressida Kroft. The leader of the Korvosan Guard is well-disposed towards Iocundius, and has tried to get him out of his apparent gloom since he became a widower.

* Vencarlo Orisini. Sometimes drinking partners. They have energetic debates about many topics.

5) Three key memories that define your character as the person they are at the time of submission.

* His now-deceased father telling him as a young boy his favourite saying, "Order is its own reward".

* Seeing his wife's body in the alleyway.

* Making the decision to damn himself for hope of vengeance, despite a lingering sliver of doubt about whether it is worth it or even effective.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.

Rioting mobs and criminals running out of control. While disorder bothers him at a deep level and he is trained in combat, the idea of masses lashing out in mindless destructive rage is a nightmare for him. Scenes reminscent of the scene of his wife's murder are also very hard for him, though unlikely.

7) 3 things that redeem your character. (that way if your chosen i can have a easier time with hooks for motivation, a example being a soft spot for widows, children, trustworthy, Cares for sick, hates nobles that take advantage of "poor" people, etc...)

* Self-sacrificing. Iocundius is uninterested in power for its own sake, seeing it as a means to avenge a crime - and his loss.

* He loves his family, even if he has largely drifted from them.

* He will defend the innocent and maintain law and order, if indirectly by inflicting violence on criminals and others who oppose him.

Mechanics:

Iocundius Paulum
Male Human Anti-Paladin 1 (Dread Vanguard, Tyrant)
Lawful Evil Medium Humanoid (human)
Init +0; Senses Perception +0

--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 [10 +0 Dex +7 Splint Mail]
hp 12 (1 HD; 1d10+2 per level after 2nd level)
Fort +4, Ref +0, Will +2
--------------------
Offense
--------------------
Speed 30 ft., 20ft. in Splint Mail

Melee
Greatsword +5 2d6+4 / 19-20/x2 / S
Dagger +5 1d4+4 / 19-20/x2 / P or S

--------------------
Statistics
--------------------
Human, +2 to Str
Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +5; CMD 15
Feats

L1: Mask of Virtue, Soulless Gaze (both damnation feats)

Mask of Virtue (Damnation)

Your alignment is known to you and you alone.

Benefit(s): Those who try to learn your true alignment find it hidden or receive a false result. Depending on the number of damnation feats you possess, spells or special abilities that would normally reveal your alignment return a vague or incorrect result. If this feat disguises your alignment, you can use either your true alignment or the false one when using magic items with alignment prerequisites.

One Damnation Feat: The spell or special ability returns an inconclusive result.

Two Damnation Feats: Upon gaining this power, choose an alignment within one step of your actual alignment. Your alignment is always revealed as being that false alignment.

Three Damnation Feats: Upon gaining this power, choose an alignment within two steps of your actual alignment. Your alignment is always revealed as being this false alignment.

Four Damnation Feats: You immediately know when someone is attempting to use a spell or special ability to learn your alignment. You learn the name and alignment of the creature using the effect. Additionally, you can choose any alignment as the result returned by the spell or ability.

Soulless Gaze (Damnation)

Otherworldly dread infuses your gaze.

Benefit(s): You can use the Intimidate skill to manipulate and terrify others.

One Damnation Feat: You gain a +2 bonus on Intimidate checks.

Two Damnation Feats: When you demoralize a creatures more than once using Intimidate, you can create stronger fear conditions rather than increasing the duration of the shaken condition.

Three Damnation Feats: You gain a +2 bonus on Intimidate checks (this stacks with the earlier benefits of this feat).

Four Damnation Feats: You can use Intimidate to demoralize opponents as a swift action.

Traits

Love Lost (Campaign trait)

Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from your loved one's finger. Whoever murdered your loved one stole that ring—you're convinced of it. You've done some investigation on your own and recently found the ring for sale at a local merchant's shop. To your great frustration, you can't yet afford the 500 gp to buy it back, but the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal killed your loved one, or at the very least, he knows who did. The only problem is finding him.

All Alone: The murder victim was a lover. With your lover's death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.

Memorable (Social trait)

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

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

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

[Perhaps reflavoured as Iocundius' sudden gift of cunning speech?]

Skills
The antipaladin’s class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

A tyrant adds Diplomacy to his list of class skills, instead of Ride.

Skill Ranks per Level: 3 (2 + 0 Int modifier + 1 human bonus)

Armour Check Penalty: -7 (splint mail)

Acrobatics +0 |+0 Dex
Appraise +0 |+0 Int
+Bluff +2 |+2 Cha
Climb +4 |+4 Str
+Craft +0 |+0 Int
+Diplomacy +6 |+2 Cha +1 rank +3 class skill
Disable Device* -- |+0 Dex untrained
+Disguise +2 |+2 Cha
Escape Artist +0 |+0 Dex
Fly +0 |+0 Dex
+Handle Animal* -- |+2 Cha untrained
Heal +0 |+0 Wis
+Intimidate +9 |+2 Cha +1 rank +3 class skill +1 trait +2 Soulless Gaze
Knowledge Arcana* -- |+0 Int
Knowledge Dungeoneering* -- |+0 Int untrained
Knowledge Engineering* -- |+0 Int untrained
Knowledge Geography* -- |+0 Int untrained
Knowledge History* -- |+0 Int untrained
Knowledge Local* -- |+0 Int untrained
Knowledge Nobility* -- |+0 Int untrained regarding his sovereign)
Knowledge Nature* -- |+0 Int untrained
Knowledge Planes* -- |+0 Int untrained
+Knowledge Religion* -- |+0 Int untrained
Linguistics* -- |+0 Int untrained
Perception +0 |+0 Wis
Perform +2 |+2 Cha
+Profession (Town Guard) +4 |+0 Wis +1 rank +3 class skill
Ride +0 |+0 Dex
+Sense Motive +4 |+0 Wis +1 rank +3 class skill
Sleight of Hand* -- |+0 Dex untrained
+Spellcraft* -- |+0 Int untrained
+Stealth +0 |+0 Dex
Survival +0 |+0 Wis
Swim +4 |+4 Str
Use Magic Device* -- |+2 Cha untrained

Languages
Common

Special Qualities
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Gear
Town Guard's Outfit ___

Greatsword 50
Dagger 2
Splint Mail 200
2 x Manacles (common) 30

Oilskin cloak with hood (Poncho price of 0.5 doubled for a hood?) 1

http://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes- more/#TOC-Poncho

Grooming Kit 1
Kit, Fighter’s 9

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Gold Remaining: 7g

================
Class Abilities
================
Tyrant’s Code: A tyrant must be of lawful evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean the tyrant can’t take actions someone else might qualify as good, only that such actions must always be in service of his own dark ambitions. A tyrant’s code requires that he place his own sinister goals above all else, respect rightful authority even as he twists its loopholes to his own ends, impose tyranny, and punish all those who dare dissent. A tyrant can accept underlings of any alignment; he cares not who serves him, only that they are truly loyal to him. He can even work alongside good-aligned individuals, as long as he is secretly manipulating them.

This alters the antipaladin’s code of conduct and associated abilities, as well as the section on ex-antipaladins.

Class Skills

A tyrant adds Diplomacy to his list of class skills, instead of Ride.

This alters the antipaladin’s class skills.

Weapon and Armor Proficiency

Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Evil (Ex)

The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Detect Good (Sp)

At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good (Su)

Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.

Leveling
--------------------
L1: 12 HP, inc +1 skill from favoured class, Mask of Virtue, Soulless Gaze

Future Class Features from Archetypes
--------------------

Beacon of Evil (Su)

A dread vanguard unleashes the powers of his vile masters to strengthen both himself and his allies.

At 4th level and every 4 level thereafter, a dread vanguard gains one additional use of his touch of corruption ability per day. As a standard action, he can spend a use of his touch of corruption ability to manifest the darkness in his soul as an area of flickering shadows with a 30-foot radius centered on him. These shadows don’t affect visibility. The antipaladin and all allies in the area gain a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear, and also ignore the first 5 points of hardness when attacking unattended inanimate objects. This lasts for 1 minute, as long as the dread vanguard is conscious.

At 8th level, the aura grants fast healing 3 to the dread vanguard as well as to his allies while they remain within it. Additionally, while this aura is active, the antipaladin can use his touch of corruption ability against any targets within its radius by making a ranged touch attack.

At 12th level, when he activates this ability, a dread vanguard can choose to increase the radius of one antipaladin aura he possesses to 30 feet. Also, the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2.

At 16th level, the fast healing granted by this ability increases to 5. Additionally, the antipaladin’s weapons and those of his allies within the aura’s radius are considered evil for the purpose of overcoming damage reduction.

At 20th level, the beacon of evil’s radius increases to 60 feet, and the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +4. Lastly, attacks made by the dread vanguard and his allies within the aura’s radius are infused with pure unholy power, and deal an additional 1d6 points of damage.

This ability replaces the spells class feature. A dread vanguard does not gain any spells or spellcasting abilities, cannot use spell trigger or spell completion magic items, and does not have a caster level from this class.

Diabolic Boon (Sp)

At 5th level, if a tyrant chooses to gain the services of a fiendish servant with his fiendish boon ability, he must choose a fiendish animal or a creature with the lawful and evil subtypes.

This ability alters fiendish boon.

Dark Emissary (Sp)

At 14th level, a dread vanguard becomes a true messenger of the forces of darkness he serves. Once per day, the dread vanguard can expend two uses of his touch of corruption ability to mark one location within 60 feet with the stain of evil. This location can be any point in space, but the ability works best if placed on an altar, shrine, or other site important to a community.

The location is affected as if by a desecrate spell. Creatures approaching within 30 feet of the site must succeed at a Will save or suffer the effects of crushing despair.

At 17th level, the dread vanguard can also mark the site with a symbol of pain, and at 20th level, he adds a symbol of weakness. If available, all three of these effects overlap.

Creatures must save against each effect individually, and the effects stack. The caster level for all effects is equal to the dread vanguard’s class level. The save DC is equal to 10 + 1/2 the antipaladin’s level + his Charisma modifier.

A location remains marked in this way for up to 1 day per antipaladin level. During this time, the crushing despair and symbols are triggered when the first target enters each spell’s area. They remain active for 10 minutes, then can be triggered again if targets are within range. If the effects are disabled, they become inactive for 10 minutes, but then can be triggered again as normal. Dispel magic and similar spells suppress the effects, and all effects of dark emissary can be removed by a consecrate spell cast on the location by a cleric of a level equal to or higher than the dread vanguard.

Allies or evil creatures who serve the same power or organization as the dread vanguard are immune to the crushing despair and symbol effects, and automatically know that the location has been marked for their masters. They can treat this location as very familiar for the purpose of teleport and similar spells and can use scrying and related spells as though they were familiar with any subject within 20 feet of it. At 14th level, a dread vanguard can have one marked site active at a time. At 17th and 20th levels, he can add one additional site that is simultaneously active. Marking a new site beyond this limit ends all effects on the oldest active site.

This ability replaces aura of sin.


except for a few finishing touches, Mac's done. His background and questions answered are at the bottom of his character sheet


@Icoundius-
1. Do you think Iocundius' fall seems plausible? I am willing to rework the background further if you think there's anything awry. Your background is fine, the only change that i could see that would i think work better, is maybe a patriotic redeeming characteristic rather than law and order, that would give you a little more leeway to bend the law throughout the campaign, where your wanting to follow law and order would be a byproduct of that.

2. Would the Mask of Virtue damnation feat hide the evil aura from the Beacon Of Evil class feature? I dotn think it would hide the shadowlike aura when using your class ablilites.

3. Are you open to reflavouring traits? e.g. memorable as an unholy gift of speech? Im fine with that as long as teh acautaul feat/trait/etc is in paratheses as long as its just "reskinning" it to a different name.

4. I cannot find a raincloak in the equipment section. The closest I can find is a poncho for 5sp, which doesn't cover the head. Could I spend 1 gold to get a oilskin raincloak with a hood? thats fine.

5. Does Profession (Town Guard) sound appropriate? I didn't think any of the suggested list were suitable, except maybe soldier. town gaurd is fine.


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Dervin Oskander
Human Rogue / Counterfeit Mage

BACKGROUND:
Dervin was raised well-to-do, the only child of the owners of one of only two mills in the Nirmathan border city of Skeldt. Dervin never showed an abundance of good decision making growing up, but was quick on his feet to run when trouble came up, and always seemed to have the right words on his tongue to charm or cajole others into giving him what he wanted. Dervin never really wanted for anything, and was thus convinced his was a charmed life, that he was destined for greatness.

The needs of the Nirmathan war for independence from Molthune eventually reached as far as the folk of Skeldt, and Dervin’s father geared up and left for war, tussling his son’s curly blonde hair as he departed. Not long after, some wounded veterans came rolling in, trying to pick up the pieces of their lives now that they could no longer serve. Dervin hung on their every tale, longing for the day he came of age and could start his own famous life.

His mother, in the meantime, tried her best running the mill, and soon forced young Dervin to help out; managing the place and the workers was a task quite beyond her meager homemaker abilities. Dervin bucked and chaffed at his duties, felt it demeaning to have to work at something, and instead daydreamed of glory, and sought an escape whenever possible to hear the veterans talk.

The year before Dervin’s maturity by Nirmathan standards, bad news came to Skeldt. Dervin’s father had died in one of the last engagements of the war. His mother wailed in misery. But all Dervin could focus on was the fates robbing him of his chance to make his mark as a war hero. Embittered, Dervin soon treated those veterans he idolized before with barely concealed, rude jealousy.

The days marched on, and Dervin's distraction with not putting a full effort behind his work, his shortcuts and inattention to detail caused his overworked mother to have take on more and more responsibilities with the mill, which leds to her accidental death. Not recognizing his own measure of guilt in that, she was barely in the ground when Dervin sold the mill and used the resulting substantial amount to leave, bribing his way into the Korvosan Academae through a contact that visited Skeldt, Tamalius Arkona, son of Glorio Arkona, one of the best-connected families in the large city.

Dervin had determined that since he could not come to fame as a war hero, instead he would learn magic, and buying his way into the Korvosan Academae was just logical. It was the closest and most famous place to learn; his life was charmed and he had always been able to get by on his smooth tongue. The gold were all he needed to get his life rolling. Turns out it was all a scheme concocted by Tamalius to rob Dervin. Tamalius knew Dervin would NEVER make it.

Oh yes, Dervin was enrolled. And quickly kicked out on his ass HARD after less than a month. He was barely able to figure out one cantrip during that time. In his typical deluded overconfidence, Dervin mistakenly thought he could overcome with words the approach, attitude, discipline and dedication required to master the arcane arts in a formal setting.

Beaten, kicked out and humiliated, Dervin found his bought-and-paid-for sponsor suddenly wanted nothing to do with him. Dervin quickly discovered that in Korvosa, the respect & standing he thought his coin bought him was merely a temporary farce to part him of that same coin.

Almost penniless, with no friends, no desire to get back to Skeldt even if he wanted to, Dervin plied the Korvosan Shingles and streets, it’s alleys and rooftops, earning, stealing, scraping together what he could by guise, hook or crook. He found temporary respite in his woes with Esla Dollinger, a trollop that he felt was as convinced as he was that Dervin was destined for greatness. Familiar tragedy for Dervin, as she went missing for a week and was found dead. Dervin was taken to ID the body only to discover a gift he had given her, a memento she always wore was missing. Dervin was slow to recover, but with Esla's friend Gingi prodding, he located the (now twice) stolen ring in a barter shop. Some smooth talking with the keeper found its placement there was connected to Gaedren Lamm, a fairly notable underworld power. Dervin has two on his list now, Tamalius Arkona and this Gaedren Lamm.

In his typical rash and overconfident manner, Dervin starts seeking out this Mr. Lamm for revenge...

FIVE POINTS:

1 Convinced of his own greatness.
2 Blames others and the fates instead of his own actions.
3 Despite showing outward pride, secretly digs through mud for coppers.
4 Holds grudges.
5 Gave up on any family connection.

TWO GOALS:

1 Epiphany that one must work for what one wants.
2 Epiphany that happiness is a decision, not a condition to strive to achieve.

TWO SECRETS:

1 The ring he gave Esla Dollinger was actually stolen from an instructor at the Academae while Dervin was being beaten by that same instructor.
2 The reports of his father’s death are wrong, his father was wounded and is amnesiac, may eventually recover.

TIED TO THE PC:

1 Tephastus Killgore (Enemy. Academae Instructor who kicked Dervin out after beating him severely, who wonders where that ring went...)
2 Gingi Doorsa (Honor. Room mate and best friend of the late Esla, she is manipulative and guilt-tripping Dervin into finding Esla’s murderer.)
3 Klaathaan (Sorta Enemy. An imp Dervin bumped into on the rooftops in the Shingles, Klaathaan took an immediate dislike and cause Dervin to plummet, with only dumb luck saving his life in the fall. Dervin does not realize it, but the imp is treating finding Dervin like a hide and seek game, hoping to run into him on the roofs again for more fun.)
4 Tamalius Arkona (Revenge. Dervin blames Tamalius for his social and financial downfall since arriving at Korvosa. Tamalius probably would not recognize Dervin if he ever saw him again.)

FLAWS:

1 Prone to poor decisions.
2 Not willing to work hard/seeks shortcuts.
3 Practically ignored his mother’s needs after his father left for war.

FEARS:

Dervin really is an almost heartless coward that yearns to be famous and adored by the public, his biggest fear is to die without anyone knowing who he was, to shake his mortal coil anonymously, alone, in the dark, forgotten by all..

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