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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I will withdraw interest from consideration.


Iocundius again. I've made some changes as per suggestions. And I think it's fair that Mask of Virtue would not be able to hide active uses of dark powers. If it disguises his true nature passively the rest of the time, that's fine by me.

Changes:

The big change is switching Iocundius' core loyalty from law and order in abstract, to that of a deep love for the city of Korvosa. This actually doesn't change so much about his activities. He's still lawful, but not so much wedded to the concept of law in the abstract.

Ability changes, dropped Con slightly in order to raise Int.

Str 18, Dex 10, Con 12, Int 13, Wis 10, Cha 14

He now has Bluff and Linguistics trained (I had forgotten to add a second background skill). His second language is Varisian, mainly from dealing with Sczarni activities. I debated taking Knowledge (Local) but I think not having it helps represent that his leads dried up. He clearly didn't know the city as well as he thought he did.

I picked up the oilskin cloak and reflavoured the Memorable trait as "Emissary's Gift". No rule change whatsoever bar the name and description.

Overview:

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, and any would threaten Korvosa.

Appearance:

Iocundius stands 5' 9" tall and weighs 155lb. He has the dark hair and pale skin of the Chelish, 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 has a deep love of the city of Korvosa and takes great pride in serving it. It's the main reason he signed up for the Guard.

* 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, "Serving Korvosa 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.

Mobs running wild in Korvosa. The idea of his beloved city being a playground for a howling mob bothers him deeply. Scenes reminiscent of the scene of his wife's murder are also very hard for him, as unlikely as they are.

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 is loyal to the city of Korvosa, even when he serves it 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
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Defense
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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 +3, 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 12, Int 13, 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.

Emissary's Gift (Memorable)(Social trait)

As part of the boons from the pact, The Emissary has given Iocundius more cunning and powerful speech.

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.

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: 4 (2 + 1 Int modifier + 1 human bonus) +2 Background Skills

Armour Check Penalty: -7 (splint mail)

Acrobatics +0 |+0 Dex
Appraise +0 |+0 Int
+Bluff +6 |+2 Cha +1 rank +3 class skill
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
Knowledge Nature* -- |+0 Int untrained
Knowledge Planes* -- |+0 Int untrained
+Knowledge Religion* -- |+0 Int untrained
Linguistics* +1 |+0 Int +1 rank
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, Varisian

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

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

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

Future Class Features from Archetypes
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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.


Starting HP changed from 12 to 11.


Looks good, Iocundius.

It looks like we have front line and skilled classes, not much in Arcane or divine classes hopefully we get a few of them. I would like to close this in one more week.


TheChelaxian is submitting Vilbert Cluny, a human wizard dropout from the Acadamae. Link is to myth-weavers sheet. Full stat block and backstory in alias.

He is an infernal binder who will focus on battlefield control, summoning devils (when he can) and using enchantment and evocation spells to support allies and devils.

He is Lawful Neutral, but might shift into Lawful Evil if the story develops that direction. That's up to our DM's storytelling and where it goes. If he goes LE, he will take up the Diabolist prestige class.

Five Points:
1 Regret, for losing so much to a wasted endeavor and for his friends' loss of their souls at his expense
2 Determination, to surpass any graduate the Acadamae has produced and to prove his own power
3 Subtlety, he studies the covert deal-making of devils and sees the appeal
4 Dark Humor, finding satire and sarcasm hilarious
5 Honor, firmly believing that a bargain must be upheld

Two Goals:
1 Discover the true identity of Lorthact and what the devil wants with him.
2 Challenge Master Toff Ornelos and prove to the Acadamae that he could outclass the school.

Two Secrets:
Kept Himself He tried to summon a devil, and it backfired and almost got loose. His rival, Isiel, took the blame.
Kept From Him Isiel was the one to summon Lorthact to save Vilbert.

Relationships:
Lorthact The mysterious devil that freed Vilbert of his mortal chains in exchange for immortal ones.
Dalphira Cluny The Varisian glassblower that raised her son and prays to Desna for his future.
Sevevi Zeutomar A Chelaxian woman and fellow student, they were peers, partners, friends, and then lovers.
Isiel Lhulien Vilbert's elven rival, they are not exactly enemies but they would often argue and furiously try and outdo the other's accomplishments.

Key Memories:
1 That night the devil Lorthact appeared to Vilbert and showed him the contract that held his and his friends souls. The scar on his palm where he used his own blood to sign the contract and spare his friends' souls still burns.
2 The night Vilbert and Sevevi consummated their love. He confronted her alone after learning she had signed that contract. She confessed how she felt about him and that it was worth it to save him.
3 The time Vilbert tried to summon a devil and it got loose. Isiel and Vilbert were impatient and tried before they were really ready. Toff Ornelos banished the fiend, but not before it wounded the two students. Isiel took the blame, making Vilbert look like he tried to stop him from summoning the devil.
4 The time he spent in the dungeons of the Order of the Nail's citadel. The Hellknights tortured Vilbert to try and get him to confess to the crimes he was accused of, and those memories still give him nightmares from which he awakes in a cold sweat.

Fear:
Imprisonment and physical pain. He remembers all too well being held by the Hellknight Order of the Nail and the torture he endured whilst in their custody. He will avoid Hellknights and anything illegal if there is even a slight chance he'll get caught.


This is Aguilar Nuberu being submitted and my wife will have her sorcerer Sereia Neberu ready shortly history is almost done I just wanted to get the character sheet out here. Character sheet is in profile


Here is Rodren, I think I have dotted all the Is and crossed all the Ts, but I will have another check when I am a bit more with it :) Everything should be in the profile.


@Aguilar- are you and your wife a Matched Submission? (where only interested if both are in?) I was looking at your submission, I would be ok with both of you taking the same trait like missing son/daughter, etc. because it looks like on your post your characters would be married. (or related) assuming the Neberu is a typo.


Yes it’s a matched submission. I hadn’t thought of doing it like that, I’m using unhappy childhood and she has addicted friend Basically a friend of her’s died from shiver and when looking for answers found out about my character and that’s how we met.

Part of my characters inspiration is the new series on Netflix called Swordgai. Basically when I was left for dead my will to live called my phantom blade.


Hi Darkwing, just checking you saw my submission, if you have any feedback for improvement etc I'd be glad to hear it.


Updated list- I will be closing recruitment Fri 6th, I believe this week ill be going through everyone's character with a comb. take the weekend to decide then start that Monday. ( I plan on choosing 5 players)

Warrior-
Kertuffle- Kesso (Fighter)-
Forged Rain- Windle (ranger)-
mustached- Drognar (vigilante brute)-
Decimus- Iocundius (anti paladin)

skills-
Mac Ivar- (dwarf investigator)
Oalin- dervin (rogue)
Littleheavy- Rasvan (Unchain rogue)
Vrog Skyreaver- Althea (bard)-

Arcane-
The chelax- Vilbert (wizard)

Divine-
Aguilar Nuberu- (Spiritualist)
Placeholder of doom- Rodren (hunter)

Dots or unfinished characters-
Snowheart-
Arnmon- (starknife fighter)
Rocabarraigh- (arcanist)
Black dow- (HOrc paladin)
DBH
Chobo- (Investigator)
Captainford- (Brawler)
Terrinam
Veltharis
Alexgndl- (rogue, sylvan trickster)
Sunderhero- (mesmerist)
Ouachitonain- (vigilante)
Ford Benett-


Dotting. I have a couple of ideas to run with, but will take me a day to narrow down....


Hello this is Cyra's submission. An enchantment specialist sorcerer. This is my character sheet, history will be done soon.


Reduced Kesso's Dex to 14, but raised her Int and Con to 13. Also switched out her armor to masterwork lamellar.

Kesso:

Kesso
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 14, Con 13, Int 13, 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 +5, Bluff +2, Craft (shoes) +5, 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 mwk lamellar (leather) armor[UC], 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, 25 gp
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Special Abilities
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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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Adjusted a section of Dervin's background to include the Background Skill (Perform)

Adjustment:
Almost penniless, with no friends, no desire to get back to Skeldt even if he wanted to or was welcome there anymore, Dervin plied the Korvosan Shingles and streets, it’s alleys and rooftops, earning, stealing, scraping together what he could by guise, hook or crook. Occasionally, his magnetism and easy gift for barbed words found him some meager earnings at various low-brow open-night playhouses, his satirical wit spearing the more disliked among Korvosan elites and their unpopular public policies..


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

How would you feel about a Cleric (possibly of Abadar) heading towards Hell Knight Signifier with the Order of the Nail?


Well I started going through everyone's character some of the comments are listed below, if you have none I haven't gotten to your character yet. and I'm still not finished, I want everyone to know I am super excited about this AP, I have never read/Played it before and it is good, one of the best in my opinion. I have expanded the role of the Grey maidens and gadrean as well as looking at posts of the PbP GM threads on what people have changed/updated as well as several surprises I think people will like.

Warrior-
Kertuffle- Kesso (Fighter)- naganata I think is a Tien martial weapon its exotic for non Tein races, or you can write it in on why you might be using a Tein weapon. Love the virtuous greed btw, never seen it before. SRD always changing, lol. You will also need to update your background after changing a few things.

Forged Rain- Windle (ranger)- good choice on the sky stalker fits very well, by your backstory I assume you have read/played the CoCT before i'm ok with that, because I got a few surprises. but I'm curios where you stopped or how far did you go? I am not a fan of animal companions everywhere in a campaign like in people houses, so i have a question how do you see yourself using the animal companion?

mustached- Drognar (vigilante brute)- I saw you just opened a recruitment thread, I know Dming takes alot. Are you good with the extra postings? And on your secret trying to keep people from knowing your identity might last the first fight, LOL.

Decimus- Iocundius (anti paladin)- It always difficult with evil characters, I want you to know that if you are chosen, you can also take vindictive bastard archetype for "Fallen" paladins if you feel like after we start you turning to a good character over the course of the adventure. I will have to "loosely" monitor the Tyrants code because I want evil characters to have redeeming qualities. where you wont lose everything by giving a orphan a gold piece. It also looks like you have played the AP before, how far did your group get or did you read it?

skills-
Mac Ivar- (dwarf investigator)- Your character is almost the same as the other recruitment thread, It would probably flow better with the collage being the Academe out of Korvosa.

Oalin- dervin (rogue)- your missing your Character sheet. (stats)

Littleheavy- Rasvan (Unchain rogue)

Vrog Skyreaver- Althea (bard)-

Arcane-
The chelax- Vilbert (wizard)
Sereia Nuberu- (sor)- I don't use Combat stamina, I am open to it however if your chosen it can be brought up in the discussion thread, any optional rules can be voted on before we start, where everyone can get a chance to have their say. please update if you want with a "/" with what you will be taken. (example: Combat stamina/Power attack) where I can still see your build.

Divine-
Aguilar Nuberu- (Spiritualist) same as your wife (see above)
Placeholder of doom- Rodren (hunter)

Dots or unfinished characters-
Snowheart-
Arnmon- (starknife fighter)
Rocabarraigh- (arcanist)
Black dow- (HOrc paladin)
DBH
Chobo- (Investigator)
Captainford- (Brawler)
Terrinam
Veltharis
Alexgndl- (rogue, sylvan trickster)
Sunderhero- (mesmerist)
Ouachitonain- (vigilante)
Ford Benett-


Kevin O'Rourke 440 wrote:
How would you feel about a Cleric (possibly of Abadar) heading towards Hell Knight Signifier with the Order of the Nail?

I'm ok with it, you just need to add the redeeming qualities if your playing a evil character, if your neutral don't worry about it. love hellknights so thematically its ok.


@Darkwing_DM:

I have no issue with a non-standard reading of the anti-paladin's code. And I fully intended Iocundius to have redeeming qualities. I haven't played the AP before but picked up hints from browsing other threads.

I took a lot of inspiration from alignment guides:

http://www.giantitp.com/forums/showthread.php?448542-Compliance-Will-Be-Rew arded-A-Guide-to-Lawful-Evil

http://www.giantitp.com/forums/showthread.php?448817-My-Country-Right-Or-Wr ong-A-Lawful-Neutral-Alignment-Handbook


adjusted


Darkwing_DM wrote:
I don't use Combat stamina, I am open to it however if your chosen it can be brought up in the discussion thread, any optional rules can be voted on before we start, where everyone can get a chance to have their say. please update if you want with a "/" with what you will be taken. (example: Combat stamina/Power attack) where I can still see your build.

I didn’t realize I had left that option selected on herolab I’ll make sure to edit that and get rid of it. History should be ready for submission tonight. Thank you for your time hope we can get in this one looks like a lot of fun.


DM History:
1) 5+ points
1) Sereia is mistrusting and doesn't let people in due to betrayal and loss.
2) Wants to explore her sorceress blood
3) Enjoys singing and dancing with Aguilar by the sea.
4) Loves playfully embarrassing her husband by calling him funny nicknames in public.
5) Spends a good portion of her day with Aguilar trying to find things her familiar hoarded away in the house.
6) Celebrates her freedom by being spontaneous and artistic with her outward appearance.

2) Two goals that you'd like the character to accomplish in-game.
1) To rid the streets of shiver along side her husband.
2) To destroy Pilts Swastel

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) Is afraid she is too damaged and that her past defines her future.
2) Her parents sold her for a shipment of shiver to sell for Gaedren Lamm.

4) 3-5 people that are tied to your PC
1) Aguilar Nuberu: (her husband) the one who gave her the courage to fly from her cage.
2)Pilts Swastel: the master of the brothel that purchased her. She has a deep rooted hatred for him.
3) Lumara Fernan reduced to nothing more than a ghost in a memory, she was the first person and friend Sereia made at the brothel. Lumara overdosed on shiver after a violent night with a client.

5) Three key memories that define your character as the person they are at the time of submission.
1)The nauseating mixture of incense, perfume, cheap liquor and sweat in a hot room. Her first time entering the brothel was more of a punch in the gut than the initial betrayal of her family that sold her to it.
2)Finding Aguilar unconscious behind the brothel.
3) The night sky, stinging lungs and a blur of street lamps while her legs carried her faster than she ever knew they could run. Her fingers gripping Aguilar's hand so tightly while they escaped the brothel.

6) Fear
1) Men speaking loudly when drunk cause her to panic and have flashbacks of violent nights at the brothel.


Dervin's Character sheet up.


DM history:

1) 5+ points
1 Hosts the demonic sword Alma Core within his body
2 Hates to see children being abused because of his own past
3 loves Sereia and would give his life in her defense
4 Has a reckless streak a mile long living life on a razor's edge
5 Learned to play the guitar just to impress Sereia and so she can sing for him

2) Two goals that you'd like the character to accomplish in-game.
1 clear the streets of shiver
2 start an orphanage to protect children

3) Two secrets, one the PC keeps to himself, and one kept from the PC.
1 keeps to himself Everyday he fells Alma Core's call that more strongly he fears it will one day consume him
2 kept from pc Alma Core was forged from the chains of a Kyton and holds some small spark of that planar creature

4)
(1) Sereia Nuberu: his wife and connection to humanity
(2) Blackjack: He sees him as someone who fights for all
(3) Keppira d'Bea: Bishop to Pharasma has helped Aquilar learn about the Alma Core
(4) Glorio Arkona: a noble who wishes to purchase the Alma Core only to sever the bond is Aguilar's death

5)
1 Going to sleep hungry and sore after another one of Lamm's beatings
2 Laying in the alley his lifeblood dripping from between his fingers. His fear a metallic taste in his mouth as one of Lamm's men walks up; the dagger blade flashing in the moonlight when he first heard it. "If you want to live, then KILL". The next thing he knew the man was dead and he had an oversized blade held in his small hands.
3 Seeing a pair of beautiful green eyes across the market framed by long lashes.

6)
He is afraid of losing his heart and soul to the Alma Core and being nothing but a blade.


Darkwing_DM wrote:

mustached- Drognar (vigilante brute)- I saw you just opened a recruitment thread, I know Dming takes alot. Are you good with the extra postings? And on your secret trying to keep people from knowing your identity might last the first fight, LOL.

Ha, yeah. Well as for his secret identity, my hope is that Drognar can "excuse himself" to switch to monster form, so the party won't learn the truth until he passes out and runs out of time. Maybe it will last past the first fight, but it won't last past the first area/dungeon.

Also, yup, I am in a bunch of threads, GMing and otherwise. Many of those have slowed down to less than 2 or 3 posts a week, so I have the time. I prefer a faster game so my GM threads are more active, but I don't have control on those other ones.


Thanks for updating I’ll relook at the characters and if I have more questions I’ll post


@Darkwing_DM The more I read about Korvosa and Vasisia the more ideas I come up with. I have move from investigator to inquisitor to bardand so on ..... I have (finally)settled on making a PC rooted in the traditions of Varisia.

The idea is a Human of the Varisan ethnicity that uses the traditional weapons/ideals of her people of her people; specifically the Bladed scarf (link) and Harrow Deck (link). There are few ways to accomplish this but I have decided (I think) to use the Magus class and the archetypes Card Caster (link) and Kapenia Dancer (link).

Mechanically I will not be able to use spellstrike with the bladed scarf but will still be able to use spell combat with it. So I see her focusing more on debuffing, disarming and tripping in combat (using true strike with spell combat and the bladed scarf). I have a couple of questions:

1. I would like to stack the Hex Crafter (link) archetype with the other two. To be up front both the hexcrafter and Kapenia Dancer add choices to their Magus Arcana but they don't replace or modify the ability.

2. Do you allow slashing grace to work with spell combat and the bladed scarf?

Regardless this is the backstory I'm going with (although the class may change three or four more times).

Thanks,
- C


I have made an alias for Kesso and incorporated your suggestions into the backstory.


@chobo- where technically you can do all three archtypes. there are several drawbacks.

1. you wouldn't not be able to take feat extra magic arcana until you get it for the first time at 6. because when you replace it via any other abilities you would not gain it as class ability. so you would be super arcana strapped with too many choices from all 3.

2. no on the slashing grace and spell combat. the feat states specifically does not work with two weapons, flurry, etc. spell combat is essentially two weapon combat with the same negatives.


I’m not sure if it was mentioned but both Aguilar and Sereia are varisian which is why we thought it fitting both would take the varisian tattoo feat. If accepted we can probably do character drawings for the other players I’ve already got ideas for Aguilar.


Thanks for the quick response!

I agree with your points about the archetypes. Stacking them is more for flavor then anything else.

I'll probably still take slashing grace at some point as there will be times when I am out of spells.


Was there anything in my submission that needed fixing? I only ask cause there's a dash next to my character name, which either means you forgot notes, or I'm totally winning =P

Seriously though, I just wanted to make sure I didn't need to fix anything.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Nanta-Human (Shoanti) Cleric of Abadar

Character Sheet:

Str 14+2, Dex 12, Con 14, Int 13, Wis 14+2, Cha 10
HP: 14=8+2+1+3, Fort +5, Ref +2, Will +6, CMB +3, CMD 14, Initiative +3

Feat: Toughness
Traits: Religious (Campaign), Reactionary (Combat)
Domains: Protection, Law
Alternate Racial: Dual Talent

Diplomacy, Heal, Knowledge (Arcana, Planes 5=1+1+3, Religion 5=1+1+3), Sense Motive, Spellcraft 5=1+1+3 *Start getting Intimidate
Appraise, Craft, Knowledge (History, Nobility), Linguistics, Profession: Lawyer 5=1+1+3

Languages: Common (Taldane), Shoanti, Infernal

Chainmail 150gp, Heavy Wooden Shield 7gp, Shield Sconce 1gp, Cold Iron Morningstar 16gp, Alchemical Silver Light Mace 25gp, Silver Holy Symbol of Abadar, Cleric Kit, Light Crossbow, Crossbow Bolt (20) 23gp

Traits: Unhappy Childhood, 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.

Background:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
-A young orphaned Shoanti boy who found faith with Abadar and order.
-After getting away from Gaedren he handed himself in to a church of Abadar. Gaedren as usual escaped conviction but the young boy spent a year performing penance for the many petty crimes he had performed while under Gardren’s sway.
-Though Gaedren avoided justice Grauk felt some satisfaction when he observed on of the crimelords assistants meet swiftly dispensed justice at the hands of Sir Cannith,a Hellknight of the Order of the Nail. Though Abadar holds the perfect laws within his vaults the laws written by mortal men were imperfect in some cases.
-Sir Cannith was willing to help train the young priest of Abadar in his combat skills in preparation for someday undergoing the trials to become a Hellknight.
-Sir Cannith was killed in the Grey District. They had been charged with cleansing a series of Mausoleums from the grips of a gang of minor necromancers. Sir Cannith died at the hands of a ghoul ally of the Necromancers. One thing Sir Cannith had discovered beforehand was that these Necromancers were vassals and apprentices of a far more powerful necromancer.
2) Two goals that you'd like the character to accomplish in-game.
-Join the Order of the Nail
-Avenge Sir Cannith.
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.
-Nanta knows Sir Cannith had a wife and child few knew about. He feels honour bound to look out for them.
-One of the children that had worked for Lam and was arrested thanks to Nanta’s confession got out of jail a while back and is plotting revenge against him.
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.
-Margareth Cannith, the wife of late Sir Cannith
-Malco Cannith, the son of the late Sir Cannith
-Gaz, another one of Lam’s Lambs that is bent on revenge against Nanta
-Signifier Kaldos has taken an interest in Nanta’s trainning and will ensure he is either found worthy or broken.
5) Three key memories that define your character as the person they are at the time of submission.
-Finding the holy symbol of Abadar and being beaten for having found faith. The road to salvation is filled with hardship
-Seeing the Hellknights dispensing justice for the first time where the watch had failed.
-Watching Sir Cannith die, now he must complete his training without his mentor. Most likely he will die before being deemed worthy.
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.
-Mild Arachnophobia


I'm seconding Vrog's question and asking if there is anything I need to touch on? Or am I, like Vrog, just winning?


I imagine Rodren would also run a foul of animal companions inside being frowned upon. Power wise hunter leans more to the companion than other classes so its potentially more problematic.

That said I mostly share the sentiment, I would probably try to take Phen inside in abandoned or particularly grotty buildings, but not in homes, or public buildings, etc. In tough situations I might be tempted to call him in via say throwing open or smashing a window, but more as a desperate option.


Warrior-
Kertuffle- Kesso (Fighter)- Completed, ready.
mustached- Drognar (vigilante brute)- Completed, ready.
Decimus- Iocundius (anti paladin)- Completed, ready.

Forged Rain- Windle (ranger)- good choice on the sky stalker fits very well, by your backstory I assume you have read/played the CoCT before i'm ok with that, because I got a few surprises. but I'm curios where you stopped or how far did you go? I am not a fan of animal companions everywhere in a campaign like in people houses, so i have a question how do you see yourself using the animal companion?

skills-
Mac Ivar- (dwarf investigator)- Completed, ready.
Oalin- dervin (rogue)- completed, ready.

Littleheavy- Rasvan (Unchain rogue) - on your character, on two weapon fighting with dex based characters, the off hand gets half the dex just like strength, just making sure you are aware, I'm only mentioning this because there was a argument at my FtF group, and i wanted to make sure where you stood, and any questions out of the way. What feat tree are you looking at on the scout? Good background Btw.

Vrog Skyreaver- Althea (bard)- I stopped at your last time that why the "-", you have three traits but i don't see the drawback. You have alot of campaigns on your avatar (the most I've ever seen). i expect a post a day is that possible? or are you interested in slower campaigns. (i hold to it especially in combat, if you don't post by 8:00Pm you miss your turn.)

Arcane-
The chelax- Vilbert (wizard)- What do you think your out is on your character to get your soul back (have you seen any of the Contracts that are in Hells rebels?. I would allow you to take any of the Damnation feats. (then switch them out for free if you get out of your "contract") or are you intentionally wanting a fall. I would also recommend the drawback (marked).

Sereia Nuberu- (sor)- I don't use Combat stamina, I am open to it however if your chosen it can be brought up in the discussion thread, any optional rules can be voted on before we start, where everyone can get a chance to have their say. please update if you want with a "/" with what you will be taken. (example: Combat stamina/Power attack) where I can still see your build.

Divine-
Aguilar Nuberu- (Spiritualist) completed, ready.

Placeholder of doom- Rodren (hunter)- Going with what you posted i don't think i would allow flying for your animal as long as its indoors unless the room is obviously bigger. is that acceptable? In addition your character has nine ring broadsword, you will need to explain in your background why you have a exotic Tien weapon proficiency and being Varasian, (see Kesso) he has a naganata.

Kevin (cleric)- missing alignment and a few basic crunch items, and a true background post. (optional), do you have the hellkniight booklet? for the order of nail descriptions, special abilities, etc.

Dots or unfinished characters-
Snowheart-
Arnmon- (starknife fighter)
Rocabarraigh- (arcanist)
Black dow- (HOrc paladin)
DBH
Chobo- (Magus)
Captainford- (Brawler)
Terrinam
Veltharis
Alexgndl- (rogue, sylvan trickster)
Sunderhero- (mesmerist)
Ouachitonain- (vigilante)
Ford Benett-


No flying indoors makes sense to me, outside of vaulting ceiled cathedrals and the like, I cannot see a hippogriff doing that in my head - I often try to use cinematic reasoning in PF. As for the nine ring sword the answer is I saw it on herolab and must have missed the exotic nature, I think I will swap out for a trident - for something a bit different.


Sorry paizo had a hicup tried to remove the combat stamina stuff and it didn’t, should be gone now.


Darkwing_DM wrote:
Vrog Skyreaver- Althea (bard)- I stopped at your last time that why the "-", you have three traits but i don't see the drawback. You have alot of campaigns on your avatar (the most I've ever seen). i expect a post a day is that possible? or are you interested in slower campaigns. (i hold to it especially in combat, if you don't post by 8:00Pm you miss your turn.)

I keep up with all the games that I am currently in, to answer your second question. I carve out an hour or two each day to update the games that I am playing in.

As for your first point, you are correct, I accidently picked three traits. I went ahead and swapped out one of my starting feats for Additional Traits, and should now have the correct number of traits (I also listed the type, to make sure I wasn't accidentally double dipping):

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.

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 +3

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, Additional Traits

Traits: Practiced Gambler (+1 to Bluff and Sleight of Hand; +2 for gambling; Race), Lost Love (Orphaned; +1 to Survival and Survival as a class skill; Campaign), Fate's Favored (+1 to Luck bonuses; Faith), Arcane Temper (+1 to concentration and initiative; magic)

Class Features: Archetype (Archeologist), Bardic Knowledge (+1), Archeologist's Luck (+2; 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, Thieve's Tools, 20 GP


Yes, I have read up on Infernal Contracts in The Kintargo Contract. His out is to get another to sign his/her soul over in exchange. That was the out for his friends when Vilbert signed his name to remove theirs.

I took the Foul Brand drawback (the cut on his palm to sign in blood).

Also, I am open to a fall, but it is not planned. What I mean is that depending on how his story within the AP unfolds, how he reacts and how others react to him, will determine if he is vulnerable to a fall into darkness.

Also Also, altering the Secret kept from him to become that Lorthact wanted Vilbert from the start, and that's why he allowed Vilbert to sign in exchange for his three friends, if that is alright with you, almighty Darkwing Dungeon Master.


Does a Blue Book for Korvosa exist?
Also, I think that Kesso's contact and intended career goal should be the Korvosan Guard and not Sable Company. I didn't realize they were two distinct groups.


Hi Darkwing.

Re: Rasvan, yep, aware that Dex is a straight stand-in for Str, no worries there. As for feat progression, I'm definitely looking at the feint/two-weapon feint tree - it's not the reason I took the Cunning Liar trait, but it definitely allows for feinting as an option. With rogue talents I'm thinking of taking Gang Up as well, as well as Minor and Major Magic, and by 10th level I'll be able to use my advanced rogue talent to take Improved Two Weapon Feint as a bonus feat. That's as far as I've looked, really. It's not set in stone, but that's my favoured path at the moment.


GM Darkwing

I have in fact NOT played CoCT. Read the player guide and thought that it was a fun backstory to put together. As far as animal companions go, i usually only use them as transportation and combat though with my backstory, might have him with my character a bit more than i'm used to. Also thought it would be good to have him trained to fly back to the Sable company stables for any time he is getting too cumbersome.

Also changed up some contacts a bit to tie more into the city, and also have Windle sneaking out at night to hunt/interrogate drug dealers in the city.


Hey Darkwing - RL is stymieing my attempts to get my pitch readied, so I'll gracefully withdraw from consideration.

Thanks for the opp and good luck to all.

Cheers

BD


Re: Rasvan's feat progression, here's a possible map till level 10:

1 TWF, Improved Initiative (human), Weapon Finesse (archaeologist)
2 Rogue Talent: Minor Magic
3 Combat Expertise
4 Rogue Talent: Combat Feat (Gang Up)
5 Improved Feint
6 RT: Major Magic
7 Two Weapon Feint
8 RT: Weapon Training (dagger or shortsword)
9 Improved Two Weapon Fighting
10 Advanced RT: Improved Two Weapon Feint

Apart from minor/major magic, it's all pretty focused on maximising sneak attack damage. Not necessarily how it would pan out, but if I felt like I needed to keep up with a kickass party, that's what I'd do.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

@Darkwing DM
I don't think I'll get to respond properly for a few hours at the soonest which is too late.
Alignment LN.
As for Order of the Nail abilities, I hadn't even bothered looking them up level six is a long way off. I could dig them out later if you haven't chosen.
As for the few pieces of basic gear and the fleshed out background I was trying to keep it brief so you got an idea of who the character is and what they would be like rather than a long sprawling submission.... probably not enough time now.

Better luck next time I guess.


GM, this is a bit rough as I had to significantly revise it after reading Iocundus's excellent submission (that happened to hit on a lot of the points I was thinking of using, though he did it far better) and I'm going to continue to refine it, but I wanted to post it now in the event you had time to provide any feedback on what just does not work or you'd definitely like me to expand on, I'll work that into my revision process.

Crunch for Matei Caran:

Male human (Varisian) fighter (crossbowman) 1 (Pathfinder RPG Advanced Player's Guide 104)
TN Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . longsword +3 (1d8+2/19-20)
Ranged heavy crossbow +5 (1d10/19-20)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot, Rapid Reload
Traits highlander (hills or mountains), tortured
Skills Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Profession (soldier) +4, Stealth +8 (+10 in hilly or rocky areas), Survival +4; Racial Modifiers highlander (hills or mountains)
Languages Common, Draconic, Varisian
Combat Gear potion of cure light wounds; Other Gear studded leather, buckler, blunted bolts (10), crossbow bolts (20), dagger (2), heavy crossbow, longsword, flint and steel, masterwork backpack[APG], tabard[UE], tindertwig (2), torch (5), 89 gp, 9 sp, 5 cp
--------------------
Special Abilities
--------------------
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.

10 Minute Background:

1) 5+ Concept Points
- Born in the foothills of the Kodar Mountains, Matei's parents were killed in an orc raid and he found himself in an orphanage in Korvosa. From there, he found himself kidnapped and roped into working as one of Gaedren's lambs.
- Problem was, Matei wasn't a very good thief. He fumbled at picking pockets and wasn't cute or charming enough to con anyone. He also tended to lip off to Gaedren and his thugs. Eventually, Lamm had enough of it and used Matei as an example. He was whipped and burned, his face scarred, then thrown into a refuse pile to die.
- The following years were tough and Matei only barely managed to scrape by before he managed to join a mercenary company as an indentured soldier (his training to be paid for with mandatory time in service to the company). Though he was initially considered to be little more than meat for the grinder, his lack of a moral core and willingness to do any of the jobs got the attention of his superiors. He received additional training on the use of a crossbow and began to excel at it.
- Regarding his morals and ethics, it wasn't that he enjoyed doing evil deeds. He just didn't feel anything about it either way. Bad things happen to people, including to him. Better that he be the one dolling out the pain than receiving it. The idea that he could do good and try to help others has never seriously dawned on him and he's had no role model to suggest as much.
- The last contract was in the Kodar Mountains and took the company into a fierce battle with an ancient tribe of orcs made powerful with shamanstic magics. Near the end of the fight, Matei was cut off from the rest of his company when he came face-to-face with one of the orcs' wyrmwitches. Out of bolts and having lost his sword, Matei had only his dagger and only barely managed to kill the wyrmwitch but not before the orc had cast some spells and perhaps a curse on Matei.
- In the end, the Kodar Mountain contract was a success and the company was not only richly paid for its work but managed to secure a fair amount of treasure the wyrmwitch had been guarding. In exchange, the company commanders deemed Matei eligible for release from his contract. Prior to making a decision, he's taking some leave in Korvosa. What initially seemed like a chance to spend some money and blow of some steam at Eels End is slowly morphing into an idea of trying to track down Gaedren and get some revenge.

2) 2 Goals
- Kill Gaedren. Painfully.
- Find a purpose in life. Work as a mercenary has given him something to do, to fill time and a void in his life, but it hasn't given him any purpose. He's good at it but he feels the void in his soul. (He is not evil and I don't see him becoming evil, but he could become good if shown a path.)

3) 2 Secrets (1 known/1 unknown)
- Since the fight in the Kodar Mountains, he's been having nightterrors that leave him screaming and waking up in a cold sweat. The nightmares are of something profoundly evil moving around the periphery of his vision before it devours Korvosa. He is convinced he's going mad and will tell no one. The fact that he has suddenly learned how to speak Draconic makes him even more terrified and considering that, rather than going crazy, he's been possessed.
- Before Matei killed him, the wyrmwitch cursed Matei to serve as a witness to the return of an ancient evil.

4) 3-5 people that are tied to your PC
- Cressida Kroft - Kroft hired his mercenary company once for some work outside of Korvosa. The job involved dealing with some raiders preying on the outlying farms. The mercs completed the job but had used some farmers as bait, which Kroft didn't approve nor appreciate. At the time, Matei was an Indentured Sergeant and could have been seen as either a slave to the mercenary company or as a very junior commander.
- Blackjack - Years ago when Matei was an urchin on the street but after Gaedren had tortured and released him, Matei was cornered by some otyughs and likely to be killed before Blackjack swooped in and saved the boy. It left an impression but the masked savior was gone as swiftly as he'd appeared.
- Glorio Arkona - The noble hired Matei's mercenary company on more than one occasion (and perhaps for the Kodar Mountain mission). Matei was attached to the commander who negotiated with Glorio so he had a few interactions with the nobleman and may have left a positive impression with his can-do, no-nonsense attitude.
- Devargo Barvassi - Since returning to Korvosa, Matei has been spending a fair amount of time at Eels End, gambling and enjoying the company of the prostitutes. Devargo has obliquely mentioned the possibility of hiring Matei as one of his guards, but the proposal has held no interest to Matei. He's happy to partake of Eel's End's services, but something about Devargo reminds Matei too much of Gaedren.

5) 3 key memories
- Being tortured and cast off by Gaedren. This taught Matei that life is cheap and nobody will ever look out for you.
- Killing the wyrmwitch. Most of Matei's mercenary work has been with a crossbow or as an intimidating/reassuring presence in meetings. Killing someone up-close and personal with a dagger, even if it was an orc trying to kill him, has left an impression burned into his soul and memory. This is actually part of the curse the witch cast on him, but Matei doesn't understand that.
- Being rescued as a child by Blackjack. To this day, he has no understanding why Blackjack saved him. That it might have been rooted in an altruistic desire to do good is completely foreign to him.

6) 1 fear or paranoia
- Swimming and being underwater. When Gaedren left him to die, it was in a trash-strewn puddle. When Matei came to, it was with his face half-submerged and experiencing a sense of drowning. That even an inch or so of water could do that to him has left him resolved to never go in water above his waist.


Two days left on recruitment! This will be closing on Friday at 10:00. All changes must be made by then thank you. I’ll be updating shortly the recruitment list.


@kesso- No it doesn't but I do like it, I will probably have it in the adventure.
@windle- cool, I thought your backstory was really good.
@kevin- its ok, you were fine in your submission. the rest can be fleshed out. I was mainly just curious about the Alignment.

Warrior-
Kertuffle- Kesso (Fighter)- Completed, ready.
mustached- Drognar (vigilante brute)- Completed, ready.
Decimus- Iocundius (anti paladin)- Completed, ready.
Forged Rain- Windle (ranger)-Completed, ready.
Snowheart- (fighter)- completed, ready.

skills-
Mac Ivar- (dwarf investigator)- Completed, ready.
Oalin- dervin (rogue)- completed, ready.
Littleheavy- Rasvan (Unchain rogue) - Completed, ready.
Vrog Skyreaver- Althea (bard)- Completed, ready.

Arcane-
The chelax- Vilbert (wizard)-Completed, ready.
Sereia Nuberu- (sor)- completed, ready.

Divine-
Aguilar Nuberu- (Spiritualist) completed, ready.
Placeholder of doom- Rodren (hunter)- completed, ready.
Kevin (cleric)- completed, ready.

Dots, etc.
Arnmon- (starknife fighter)
Rocabarraigh- (arcanist)
DBH
Chobo- (Magus)
Captainford- (Brawler)
Terrinam
Veltharis
Alexgndl- (rogue, sylvan trickster)
Sunderhero- (mesmerist)
Ouachitonain- (vigilante)
Ford Benett-


We hope to join in this adventure and rid the streets of Korvosa of the drug known as Shiver and see Lamm behind bars. At least

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