Freeing the Asylum Stone (Inactive)

Game Master Mowque


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Miron Iliescu/Matsuka Yoshiko wrote:


I'd just forgotten to add that. It's now in his profile (though more than a sentence long).

Very nice, thanks!

Dark Archive

actually, i don't think this game is for me right now, Have fun but im dropping from the race ;P


william Nightmoon wrote:
actually, i don't think this game is for me right now, Have fun but im dropping from the race ;P

Sorry to hear that, but I get you. See you around!


Hi, this is Azih with Quent. I think I've got everything for him. Here's my answers to your other questions.

1. Why are you in Kaer Maga? Are you a local, hoping to free the city? A visitor, caught up in trouble? Or perhaps a predator, looking for spoils?

Local. Hoping to free the city.

2. Why do you wish to free the city? What drives you to fightback against the hated Chelish? Political, religious, financial reasons? A sheer hate for the Diabolists or perhaps envy for what they have?

Liked it the way it was before. Though now that things are in flux maybe helping make things better for after the devils are kicked out wouldn't be the worst thing.

3. What factions are you aligned with in the city? A few are listed below (There are more, feel free to read background on the city if you wish)

The mercenaries are family. The Freemen are comrades. Have a lot of contacts with the Ardocs. At the start of the game they don't really know what Quent's loyalties are. Definitely aligned with the Ardoc rebels.

4.Lastly, in the most broad sense, how do you plan to free the city? General uprising? Careful assassination? Brutal guerrilla war? Political intrigue? Digging up ancient weapons from a bygone era? Something else? You don't need a full-fledged plan but just a sense of how your character approaches the problem and how to fix it.

Quent is a talker much more than a fighter. He hopes to make alliances, make plans to undermine aspects of Chelish rule and then act as the forward agent to help the plans go off. The kind of things Quent would want to do are learn patrol routes to aid with ambushing them, sabotage HellKnight warmarchines, spy on leaders to learn their plans. etc. He wouldn't be averse to assassination either.

-A sentence on your views (hopes, wishes, doubts) of a solo game would be very interesting

Well I built Quent to be a very skill heavy character and that means that he's not the most durable and the only magic he has is expensive (Use Magical Device). I really want him to be a capable secret agent type who can get in and out of places he shouldn't be and then be a supporting presence for fights. Not the main fighter himself. It would be amazing that his mostly munane approach of mostly skills and diplomacy could help turn an entire city around!

Feedback would be great even if he doesn't get picked. Please let me know if I get any of the crunch wrong as well too!


Quent wrote:
Hi, this is Azih with Quent. I think I've got everything for him. Here's my answers to your other questions.

Ah, a rogue? (mind placing the class somewhere? So I can recall.)

I really liked the first person backstory. An interesting take. (The bit about the fourth option with the Ardoc's 'your'e dead' amused me.)

I like the angle of marrying into trouble. Consider me interested.


Yup, an unchained rogue. Also have realize now that he's very similar to Matsuka! Really love that submission too.


Quent wrote:
Yup, an unchained rogue. Also have realize now that he's very similar to Matsuka! Really love that submission too.

Ah, why thank you! Aren't charismatic rogues just so much fun?


Yes, two similar entries so far.


I've an idea for a human Andoren trapped in Kaer Maga. He's an investigator who finds people and things that were lost. Was tracking the child of his current client here and making local connections when Chelix came in. Any chance to take Chelix down a peg is good in his book. Hopefully I can have something by Friday.


trawets71 wrote:
I've an idea for a human Andoren trapped in Kaer Maga. He's an investigator who finds people and things that were lost. Was tracking the child of his current client here and making local connections when Chelix came in. Any chance to take Chelix down a peg is good in his book. Hopefully I can have something by Friday.

Investigators are always a fun class! Looking forward to seeing your proposal.


I had...an interesting idea. Let me know if it even has a chance?

Super Secret Idea:
Thinking Gnome Oracle of Bones (Back-Blooded Oracle archetype) that follows Urgathoa.

Very few people know who originally began the settlement of Kaer Maga aboveground: the Runelord of Greed himself, Karzoug. When he began to bring his caulborn allies the criminals and scum of his realm, the other Runelords took notice and sent their own agents.

When the catastrophe that was Starfall struck Golarion, the Runelords and their favored minions retreated into their various ways of surviving this apocalypse.

A gnome named (haven't thought up a name yet) was one of Runelord Zutha's relatively low-level minions that infiltrated the caverns and caves under Kaer Maga, and eventually found his way down into one of the many Vaults deep under the surface of Golarion.

This particular Vault was connected to the Land of Black Blood, and was full of the stuff. Time was not as it should be there, with the inhabitants not aging beyond the day they stepped into the Vault.

And so (insert gnome's name here) has spent the last few thousand years trapped inside the horrifying vault, feeling himself become more and more twisted by the necromantic energy of the Black Blood. During his stint here, Urgathoa herself deigned to reach out to his now surely broken mind and established contact, convincing (the unnamed gnome) to begin worshipping her. Seeing as how he was now healed by that most vile of negative energy and had served Zutha in his former life, the Pallid Princess was a natural fit for his religious needs.

But then the Chelish invaded, and the magical energy resulting from the fight for Kaer Maga broke the seals of the Vault, releasing the inhabitants to once again roam the world.

With that, (unnamed gnome) made his way up to the surface, ready to begin his necromantic studies once more.
But there was this tiny problem of the Chelish; they didn't exactly take kindly to his killing and dissection of anyone he felt the urge to kill.

This situation would take quite a bit of diplomatic finesse to fix, along with the occasional brutal murder.
But (unnamed gnome) doesn't mind getting his hands bloody every now and then.

It's a little bit "out there", but the idea struck me as interesting, and surely it's at least worth proposing.


Dotting.

I played with you for a while, but the campaign wasn't what you wanted. I've read your solo campaigns with interest, and can see why you like them so much.

This character is 20th level, and I enjoyed the heck out of him in two PbP games. He's one that I'd like to have played at any level. We know how cool he is at 20th, but how cool was he at 5th? What did he do and where did he go long before he got powerful and worked as a special agent for the queen? I want to know that story.

Lefty

I'll be submitting him at 5th, with all the questions answered in a way that works, soon. The rules have changed since I made him, so he'll be a little different.


GM Mowque wrote:


robertness wrote:
As you're allowing the vigilante, what are your thoughts on the magical child archetype for this game?
I read through it. I don't know. It has a very different 'feel' from what I imagine a vigilante. That being said, this is a solo game. I'll allow it, with reservations. Depends on how the character looks. That fair?

More than fair. Thanks for taking the time to look at the magic child archetype. After a closer look at your campaign description, I don't think I could come up with a character using that archetype that would be a good fit.

I do like this setting, so I may come up with an alternative concept.


bigrig107 wrote:

I had...an interesting idea. Let me know if it even has a chance?

An interesting idea. A bit more high magic then I had in mind, but that doesn't have to be bad.

Would they have enough political motivation for this game? I had a lot of wheeling and dealing in mind, with the factions and not. Would that character have the skills and desire to do such things?

Sborki wrote:

Dotting.

I played with you for a while, but the campaign wasn't what you wanted. I've read your solo campaigns with interest, and can see why you like them so much.

Lefty

I'll be submitting him at 5th, with all the questions answered in a way that works, soon. The rules have changed since I made him, so he'll be a little different.

Hey Sborki, I remember you! Nice to see you turn up.

Well look forward to seeing Lefty: Prequel Edition.

robertness wrote:


I do like this setting, so I may come up with an alternative concept.

I hope you do!


My plate is unfortunately too full at the moment. All the best!


Dreaming Warforged wrote:
My plate is unfortunately too full at the moment. All the best!

Unfortunate but understandable. See you around!


Ok, this is Demon Lurking, I've finally got my submission put together.

May I introduce Rylka Sarna, female halfling inquisitor (infiltrator, preacher) of Milani. I've included all the relevant information both here and in the profile.

I still have some cash left over for incidental gear. Please let me know if I've missed anything. Comments and criticism welcome.

Crunch:

CG Small humanoid (halfling)
Init +5; Senses Perception +12, Sense Motive +11

Defense
AC 19, touch 15, flat-footed 17 (+4 armor, +1 deflection, +2 Dex, +1 enhancement, +1 size)
HP 28 (5d8)
Fort +5, Ref +4, Will +8; +5 vs. abilities that detect lies or force the truth, +2 vs. fear, +2 trait bonus vs. charm and compulson

Offense
Speed 20 ft.
Melee Melee dagger +5 (1d3+1/19-20) or
mwk morningstar +6 (1d6+1)
Ranged mwk hand crossbow +7 (1d3/19-20) or
mwk repeating heavy crossbow +7 (1d8/19-20)
Special Attacks bane (5 rounds/day), halfling jinx, judgment 2/day
Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
At will—detect alignment
Inquisitor (Infiltrator) Spells Known (CL 5th; concentration +8)
2nd (3/day)—cure moderate wounds, hold person (DC 15), lesser restoration
1st (5/day)—cure light wounds, expeditious retreat, sanctuary (DC 14), true strike
0 (at will)—acid splash, brand (DC 13), detect magic, light, read magic, sift
Domain Liberation

Statistics
Str 12 +1, Dex 14 +2, Con 10 +0, Int 10 +0, Wis 16 +3, Cha 16 +3
BAB +3; CMB +3; CMD 16
Feats Point-Blank Shot, Precise Shot, Sluggish Jinx
Traits birthmark, well-informed
SQ +1 skill point, determination, forbidden lore, halfling weapon familiarity, keen senses, liberation (5 rounds/day), misdirection, necessary lies, shiftless

bigger]Skills[/bigger]
Acrobatics +2 (-2 to jump); (Ranks:0, +2 Dex, -0 ACP) (-4 speed)
Appraise +0; (Ranks:0, +0 Int)
Bluff +14; (Ranks:3, +3 class, +3 Cha, +2 racial (shiftless), +3 Wis(Guileful Lore))
Climb +1; (Ranks:0, +0 class, +1 Str, -0 ACP)
Craft (untrained) +0; (Ranks:0, +0 class, +0 Int)
Diplomacy +13 (+14 to gather information); (Ranks:4, +3 class, +3 Cha, +3 Wis(Guileful Lore)) (+1 trait (well-informed))
Disguise +8; (Ranks:2, +3 class, +3 Cha)
Escape Artist +2; (Ranks:0, +2 Dex, -0 ACP)
Fly +2; (Ranks:0, +2 Dex, -0 ACP)
Heal +3; (Ranks:0, +0 class, +3 Wis)
Intimidate +8; (Ranks:2, +3 class, +3 Cha)
Knowledge (arcana) +4; (Ranks:1, +3 class, +0 Int)
Knowledge (dungeoneering) +4; (Ranks:1, +3 class, +0 Int)
Knowledge (local) +8; (Ranks:4, +3 class, +0 Int, +1 trait (well-informed))
Knowledge (nature) +4; (Ranks:1, +3 class, +0 Int)
Knowledge (planes) +4; (Ranks:1, +3 class, +0 Int)
Knowledge (religion) +6; (Ranks:3, +3 class, +0 Int)
Linguistics +5; (Ranks:5, +0 Int)
Perception +12; (Ranks:4, +3 class, +3 Wis, +2 racial)
Ride +2; (Ranks:0, +0 class, +2 Dex, -0 ACP)
Sense Motive +11; (Ranks:5, +3 class, +3 Wis)
Sleight of Hand +12; (Ranks:5, +3 class, +2 Dex, -0 ACP, +2 racial)
Spellcraft +6; (Ranks:3, +3 class, +0 Int)
Stealth +10; (Ranks:1, +3 class, +2 Dex, -0 ACP, +4 size)
Survival +3; (Ranks:0, +0 class, +3 Wis)
Swim +1; (Ranks:0, +0 class, +1 Str, -0 ACP)
Racial Modifiers +2 Bluff, +2 Perception, +2 Sleight of Hand
Languages Celestial, Common, Halfling, Infernal, Sakvroth, Shoanti, Varisian

Equipment and Encumberence
Weapons and Ammo dagger, mwk hand crossbow, hand crossbow bolts (20), mwk morningstar, mwk repeating heavy crossbow, repeating crossbow bolts (50)
Armor and Defense mithral shirt
Combat Gear wand of cure light wounds
Other Gear handy haversack, ring of sustenance, bedroll, belt pouch (2), candle (10), chalk (5), flint and steel, grappling bolt, mess kit, pot, silk rope (50'), soap, spell component pouch, string or twine (50'), torch (10), trail rations (5), waterskin, wooden holy symbols (20)
Coins 2,683 gp, 9 sp, 4 cp
Carrying Capacity
L / M / H - 32.25 / 64.5 / 97.5 lbs.
Encumberence
Light Load - 22 lbs.

Tracked Resources
Armor Attunement (1/day) - 0/1
Bane (+2 / 2d6, 5 rounds/day) (Su) - 0/5
Dagger - 0/1
Determination (2/day) (Ex) - 0/2
Hand Crossbow bolts - 0/20
Judgment (2/day) (Su) - 0/2
Liberation (5 rounds/day) (Su) - 0/5
Repeating crossbow bolts - 0/50
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds - 0/50
Weapon Attunement (1/day) - 0/1

Special Abilities
+1 Skill Point (FCB) (5) +1 Skill Point
Armor Proficiency (Light)(Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (2/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Guileful Lore (Ex) Add your Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
Halfling Jinx (30 ft, At will, DC 13) (Su) Foe in 30 ft takes -1 to saves for 24 hr or until jinx again (Will neg).
Halfling Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Inquisitor (Infiltrator) Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Keen Senses +2 racial bonus on Perception checks.
Liberation (5 rounds/day) (Su) Act as if you had freedom of movement for 5 rounds/day.
Misdirection (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +5 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
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.
Shield Proficiency You can use a shield and take only the standard penalties.
Shiftless +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Sluggish Jinx Jinx penalty also applies to initiative and attack rolls.

Fluff:

Background
Rylka was born into slavery in Egorian. Her father was a gardener and her mother a chambermaid. When she was ten, her family managed to escape their owner with the help of a Bellflower tiller. Their plan was to head east through Brastlewark masquerading as gnomes.

However, part way there a group of bounty hunters caught up with them. Her parents were slain for attempted escape, but the Tiller managed to slip away with Rylka. With the heat on, plans were changed and the Tiller swung north the Kintargo and stowed away on a ship bounty for Korvosa.

Once in Varisia, the Tiller passed the, now orphaned, child to other Bellflower agents to find her a new family. For a few years she traveled among both Varisian caravans and Shoanti tribes. As her new family traveled, a priestess in Riddleport noticed a mark on her arm that had been mistaken for a tattoo, it was a bloody rose.

Sent to study Milani, Rylka soon found herself happy to be training to take down slavery. She traveled some, to various congregations of the Everbloom throughout Avistan. Eventually she found herself sent to Kaer Maga to rebuild the Freemen in the Bottoms.

Description
Rylka Sarna stands just short of three feet and weighs only 25 pounds. She keeps her feet shaven so as to more easily appear as a human child. Her mousey brown hair is kept long to hide her ears. Her face is narrow for a halfling and she dresses in a Varisian style. She keeps many holy symbols stashed about her person, but not one of her patron's, relying instead upon her birthmark.

Q&A:

Why are you in Kaer Maga? Are you a local, hoping to free the city? A visitor, caught up in trouble? Or perhaps a predator, looking for spoils?

Rylka is in Kaer Maga to rebuild the Freemen and perhaps overturn Chelaxian rule if possible. Her cover is as a Varisian trader.

2. Why do you wish to free the city? What drives you to fightback against the hated Chelish? Political, religious, financial reasons? A sheer hate for the Diabolists or perhaps envy for what they have?

Religion drives Rylka to free Kaer Maga.

3. What factions are you aligned with in the city?

The Freemen. She received the name of one of the Commerce League that may be friendly to her cause, but has not yet been able to make contact.

4.Lastly, in the most broad sense, how do you plan to free the city? General uprising? Careful assassination? Brutal guerrilla war? Political intrigue? Digging up ancient weapons from a bygone era? Something else? You don't need a full-fledged plan but just a sense of how your character approaches the problem and how to fix it.

The primary plan is to work to end slavery, then either a general uprising of the lower classes (including military if possible), or a political uprising (possibly convincing the Commerce League to regain control and force out the Chelaxians).

Why a solo game?

I've never been in one and the concept is intriguing. I can see how the concentration on a single character can make for a more intense and concentrated game. Also I really like the campaign description.


Rylka Sarna wrote:


May I introduce Rylka Sarna, female halfling inquisitor (infiltrator, preacher) of Milani. I've included all the relevant information both here and in the profile.

Very interesting. Halflings have a big presence in the city, which is a nice angle to have. Milani is a very interesting god for this campaign. A good entry, for sure.


WBL is 10,500. With Automatic Bonus Progression, should our starting wealth be 5,250?


Yes


GM Mowque wrote:
Sborki wrote:
WBL is 10,500. With Automatic Bonus Progression, should our starting wealth be 5,250?
Yes

Hmmm, forgot to take that into account. Will need to adjust gear. Should be pretty simple though.


I tried to resist, I really did but this looks like it will be too much fun. I have a couple of ideas running through my head and will have one finalized tomorrow.

I've never played in a solo pbp but I think it could be epic!


Hmm, two days until recruitment closes. Let's see if I can come up with something in that time.


G-unit wrote:

I tried to resist, I really did but this looks like it will be too much fun. I have a couple of ideas running through my head and will have one finalized tomorrow.

I've never played in a solo pbp but I think it could be epic!

I am eager to see what you come up with!

The Pale King wrote:
Hmm, two days until recruitment closes. Let's see if I can come up with something in that time.

Short notice, I know, but I hope you can come up with something!


Almost finished. Tell me what you think, and ask me anything.

Relevant info:
Due to the political and revolutionary nature of this game, I have a few questions for your background.
1. Why are you in Kaer Maga? Are you a local, hoping to free the city? A visitor, caught up in trouble? Or perhaps a predator, looking for spoils?

Lefty is a visitor looking for treasure and power. If he helps to hurt the Chelish, all the better. He likes to spy and learn secrets, using them for personal gain. Chelish nobles are notoriously corrupt, and he wants to work with that for his own benefit.

2.Why do you wish to free the city? What drives you to fight back against the hated Chelish? Political, religious, financial reasons? A sheer hate for the Diabolists or perhaps envy for what they have?

Latharien knows that a lot of people are frustrated by the occupation. He'd rather frustrate the Chelish, if the price is right. They annoy him with their arrogance and casual cruelty. He'd work with just about anyone who opposes them, especially if there's something in it for him.

3. What factions are you aligned with in the city? A few are listed below (There are more, feel free to read background on the city if you wish)

Lefty would be most comfortable with the Arcanist Circle, I think. They would be a good source of spells, but also probably hold some big grudges against the Chelish occupiers. If he wanted to mess with them, there may be some mages (maybe even bloat mages!) who could give him some info.

I think that, with some good spying spells, the elf would be able to gather information and act on it, or give it to someone else to act on.

4. Lastly, in the most broad sense, how do you plan to free the city? General uprising? Careful assassination? Brutal guerrilla war? Political intrigue? Digging up ancient weapons from a bygone era? Something else? You don't need a full-fledged plan but just a sense of how your character approaches the problem and how to fix it.

Careful assassination has a nice ring to it. I'd love to see Lefty spy and plot the murder of someone who really has it coming. I liked Sons of Anarchy because when they finally killed the bad guys who caused them so much pain, it was cathartic. It would be great to quietly murder some really awful guy who deserves it.
That said, political intrigue and fomenting guerrilla activity would be a hoot, too. Can I just say “all the above?” It's romantic to be “in the resistance.”

Convince me your character has what it takes to free the city and you are well on your way to joining this game!

He's got the skills of a rogue and the magic of a wizard. That combo should suffice to make for some tense spying/stealing/sleuthing/slaughtering. He doesn't have the hit points or combat chops to attack directly. He has to do it unnoticed.

What I expect:
-A fully finished statblock (you can hold off on minor gear if you wish). An alias is not required but if you want to make one, it won't hurt your chances.

Just call me “Lefty.”

-Some backstory, with the caveats mentioned above. I look forward to hearing about some diverse, and driven characters. Freeing a city is a big task. Create a character up to it!
Backstory is on the character sheet.

-A sentence on your views (hopes, wishes, doubts) of a solo game would be very interesting.

I've read some of your solo games (Soaring Ambition and Among the Remains, mostly) and found them interesting. I think Lefty would be less of a detective and more of a spy/assassin. He might even carry out some robberies or sabotage Chelish enemies to make them easier to defeat. He's an elf of action!


Latharien "Lefty" Setiva wrote:

Almost finished. Tell me what you think, and ask me anything.

What general alignment are you thinking? Obviously alignments are just shorthand and real characters tend to be more nuanced but it can be a useful way to indicate how you intend to play them.


GM Mowque wrote:
Latharien "Lefty" Setiva wrote:

Almost finished. Tell me what you think, and ask me anything.

What general alignment are you thinking? Obviously alignments are just shorthand and real characters tend to be more nuanced but it can be a useful way to indicate how you intend to play them.

CN. He's not vicious, but seeing diabolists being cruel to people just to get their jollies makes him see red. Perhaps angry enough to really hurt them, if he thinks he can arrange it.

You know how videos of people being cruel to animals makes you just want to beat them with a baseball bat? Like that.

I wouldn't do that in RL. Lefty would, though.


I am thinking an Urban Druid. A character who has a tangible and real connection to the city. A connection that has run in his family for generation. His family even believes they were part of the creation of the original fortress which Kaer Maga was built upon (meaning he would likely be a tiefling or an aasimar or something, since the place has existed since before men). It's not just his home, but his constant companion.

Ever since the Chelish invaded the city, it just hasn't felt quite right. That is where the revolution begins. With a man fighting for his best friend, who happens to be a city.


Okay, that took long enough! Gadriel ended up going animal domain, and I decided to make a sheet for her booned panther, Chet, as well.

Gadriel's sheet.

Chet's sheet.

I've been working a lot on Gadriel's backstory since then, adding more connections to Kaer Maga itself and generally filling in what happened before the Chelish invasion and Gadriel's turn to demon worshipping. Everything stated prior about Gadriel still stands.

-------------------

Gadriel, a qlippoth-spawned tiefling, has lived in Kaer Maga for as long as she can remember. Her childhood in the Warren passed her by in a flash, with her favorite pastime being the exploration of the nooks and crannies of the district. She was educated by her distant mother, who had long since ceased using arcane magic after the advent of her qlippoth induced trauma. While the single mother was not at all wealthy, food was kept on the table and life, though humble, was comfortable.

But Gadriel wanted more.

More knowledge, more experiences, more power. She left her home to wander the city when she was an adolescent, and stumbled across a very profitable trade within the twisting streets of the Downmarket- smuggling. While the Downmarket represented complete freedom of trade, other areas of the city did not. Gadriel's job was simple: get goods from one area of the city to an area in which they were illegal. Poisons, magical and cursed items, rare wildlife; all were treasured by certain residents of various well-guarded districts who were willing to pay a pretty penny to obtain them. Gadriel participated in the business for years, and grew into an adult with her nose buried in old, demonic tomes that were transported between various cults throughout the city.

In recent years, she has set up camp in unassuming little houses within the Downmarket, having enough gold to pay consistent rent. She's well-acquainted with Downmarket traders (at least, the ones running more shady businesses), and repeat clients throughout Kaer Maga. With a growing reputation, however, comes growing danger. Gadriel has begun to be more cautious with her routes. She solely works by the cover of night, and has added a sort of guard 'dog' to her arsenal. In a trading mishap, she was left with an illegally bought panther cub in her possession, and decided to train it to guard her home and follow her on days when she is transporting a more dangerous artifact. The creature has grown into more than a simple guard on her missions, and is the only thing in Gadriel's life that she truly needs to be permanent.

Chet recieving a deadly injury is the only thing that could possibly cause Gadriel to break her otherwise constant level-head.

----------

Within the campaign, I imagine Chet being a sort of intimidation tactic used by Gadriel to instill fear in her victims enemies. Nothing quite nonverbally says 'I'm willing to use lethal force' like a snarling panther licking its chops.

Once again, feedback is appreciated. I look forward to it!


I'm not going to be able to get a character done for this. My day off yesterday was a busy and long one unfortunately. Have fun guys.


Here is my submission The Gray Fox, scourge to the Hell Knights, aka Jaks his social identity.

Here is picture I used as inspiration: picture

He is a Halfling Vigilante specializing in stealth, subterfuge, and slaying oppressors. All of the information below is also in the Gray Fox alias linked above. If you have any questions let me know.

Also, I apologize his background is kind of long but I couldn't stop writing.

Quesitons & Answers:

Character Background:
Due to the political and revolutionary nature of this game, I have a few questions for your background.
1. Why are you in Kaer Maga? Are you a local, hoping to free the city? A visitor, caught up in trouble? Or perhaps a predator, looking for spoils? The Fox is a former slave, raised in Kaer Maga. He is hoping to free the city.
2. Why do you wish to free the city? What drives you to fightback against the hated Chelish? Political, religious, financial reasons? A sheer hate for the Diabolists or perhaps envy for what they have? As a former slave The Fox hates the Diabolists. In addition to his anti-slavery stance he seeks revenge for the killing of his foster father Ben.
3. What factions are you aligned with in the city? A few are listed below (There are more, feel free to read background on the city if you wish):
Ardoc Family: The Fox owes the Ardoc family a few favors for their role in his escape. However, he will exploit the division in the family and put pressure on the family to work with the other factions.
Arcanist Circle: The Fox has no real connection to the Arcanist Circle. Jaks (his social identity) will try to exploit some of the relationships he has with certain members from working at the library.
Duskwardens: Neither the Fox or Jaks has a relationship with the Duskwardens. The fox will try to get the Duskwardens to abandon their posts causing the hell knights to divert resources.
Freemen: Jaks (social identiy) Has a long standing relationship with the freemen. He will attempt to reestablish the freemen and get them to work with the other factions.
Commerce League: No relationship. The Fox and Jaks will try to put pressure on the organization by forcing the Hell Knights to take measures that will decrease their profits.
4.Lastly, in the most broad sense, how do you plan to free the city? General uprising? Careful assassination? Brutal guerrilla war? Political intrigue? Digging up ancient weapons from a bygone era? Something else? You don't need a full-fledged plan but just a sense of how your character approaches the problem and how to fix it.
The Fox’s strategy will be to take a multi-faceted approach; using his social identity to encourage and plant seeds of an uprising (trying to get the various factions to work together). He will use assassination and sabotage to put pressure on the Diabolist forcing them to put more pressure/burden on the various factions. Hopefully this will push the factions to work together.

Stat Block:

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The Gray Fox (Jaks, Social Identity)
===============================================
Male, Halfling, Vigilante
N, Small Humanoid (Halfling),
Initiative: +6 (+4 dex, +2 trait)
[b]Senses
Perception +11
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DEFENSE
===============================================
AC: 21, touch 16, flat footed 17 (+4 Dex, +4 Armor, +1AA, +1 deflect, +1 size)
HP: 38 (28 class, +5 con, +5 feat)
Fort +5, Ref +10, Will +7 +2 saves vs. fear (+1 race, +1 resistance, +1 trait [fort])
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OFFENSE
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Melee
Dagger +10 (1d3 +3/ 19-20) bab +3, dex +4, +1 wf, +1 wa, +1 size)
Dagger, twf +8/+7 (1d3+3 /1d3+3, 19-20)
Ranged
Dagger +10 (1d3 /19-20) range 10
Special Attacks: Hidden Strike, Startling Appearance
==============================================
STATISTICS
==============================================
Str 10, Dex 18, Con 12, Int 14 Wis 12, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats
Two weapon fighting (1st level),
Weapon Focus (Dagger)(3rd level)
Toughness (5th level)
Vigilante Talents
Lethal Grace (2nd level)
Up Close and Personal (4th level)
Social Talents
Social Grace (1st level) +4 on Bluff and Diplomacy in social identity
Street Smarts (3rd level)
Many Guises (5th level)
Skills
Acrobatics +12 5 rank, 4 dex, 3 class
Appraise +6 1 Rank, 2 int, 3 class
Bluff +10 5 rank, 2 cha, 3 class
Climb +4, 1 rank, 3 class
Craft (any) +0,
Diplomacy +10 5 rank, 2 cha, 3 class
Disable Device +12 5 rank, 4 dex, 3 class
Disguise +10 5 rank, 2 cha, 3 class
Escape Artist +81 rank, 4 dex, 3 class
Fly (*),
Handle Animal +(*)
Heal +1
Intimidate +2 1 rank, 2 cha, 3 class, -4 size
Knowledge (Dungeonneering) +6 1 rank, 2 int, 3 class
Knowledge (Engineering) +6 1 rank, 2 int, 3 class
Knowledge (Geography) +3 1 rank, 2 int
Knowledge (History) +3 1 rank, 2 int
Knowledge (Local) +8 1 rank, 2 int, 3 class, +2 social
Knowledge (Nobility) +4 1 rank, 2 int
Linguistics +10 5 rank, 2 int, 3 class
Perception +11 5 rank, 1 wis, 3 class, 2 race
Profession (Librarian) +5 1 rank, 1 wis, 3 class
Sense Motive +11 5 rank, 1 wis, 3 class, +2 social
Sleight of Hand +8 1 rank, 4 dex, 3 class
Spellcraft (*)
Stealth +16 5 rank, 4 dex, 3 class skill, 4 size
Survival +5 1 rank, +1 wis, +3 class
Swim +4 [ooc]1 rank, 3 class

Use Magic Device +(*)
11 ranks/level (6 class, +2 int, +1 Fav. Class, +2 background)
Traits
Combat – Reactionary( +2 initiative ),
Social – Life of Toil +1 Fortitude Saves.)
Languages Common, Halfling, Dwarvish, Elvish, Infernal, Celestial, Orc, Goblin, Undercommon

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SPECIAL ABILITIES/CLASS FEATURES/RACIAL TRAITS
==============================================

Dual Identity (Ex)
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret.
Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user's appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.
Despite being a single person, a vigilante's dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity's alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.
A vigilante's two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.
Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex)
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Social Talent
Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

Vigilante Specialization (Ex)
At 1st level, a vigilante must choose to be either an avenger or a stalker.

Stalker: Gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

Once this choice is made, it can't be changed. While many vigilante talents are usable by both specializations, some are unique to each specialization. A stalker vigilante can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante's presence (or who considers him an ally), unless otherwise noted.

Vigilante Talent
Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can't be changed.

Unshakable (Ex)
Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.

Startling Appearance (Ex)
At 5th level, a vigilante learns to use the element of surprise to his advantage, startling foes that are unaware of his presence. Whenever a vigilante with this ability attempts an attack against a foe that is completely unaware of the vigilante's presence (usually due to Stealth or invisibility), the foe is treated as flat-footed for the rest of the vigilante's turn (uncanny dodge or a similar ability prevents this effect unless the vigilante is at least 4 levels higher than the foe with uncanny dodge).
The foe also takes a –4 penalty on attacks made against the vigilante until the start of the vigilante's next turn.

Standard Racial Traits

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Feat and Skill Racial Traits

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Offense Racial Traits

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Senses Racial Traits

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Alternate Racial Traits
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

==============================================
EQUIPMENT
==============================================
Armor
Chain Shirt (Mithral), 1100gp (6.25lbs)

Weapons
Dagger (10), 20gp (5lbs)

Equipmet

Foot slot
Daredevil Boots, 1,400gp (.5lbs)
Chest Slot
Quick Runners Shirt 1,000gp (-)
Wrist Slot
Sleeves of Many Garments, 1,000gp (.5 lbs)

Coins & Gems
GP: 730gp,

Encumbrance
light: 24.75 lbs medium: 49.5 lbs heavy 75 lbs
Carried: 12.25 lbs

background:

I’ve been in worse places, Jaks thinks, as lays in his oversized bunk, his hands clasped behind his head as he tries to forget about the pain of his throbbing face. He lays there with his eyes almost swollen shut, and goes over the layout of the room in his mind, Six foot by eight foot with six foot ceilings, cramped for a human less so for a Halfling like myself. The walls, ceiling and floor are all made of stone with a solid oak door in one wall and in the opposite wall there is a small window with four iron bars placed vertically through the opening. The only furniture in the cell is the bed Jaks is lying on, a water basin, and chamber pot in the corner. Jaks concludes, the door is the weak link in the prison and wouldn’t be a problem even without my tools. He continues his musings while he slowly opens his bruised eyes and examines the bars on the cell’s window. By the angle of the fading light coming in through the window he figures that it must be close to dinner.

Jaks throws his feet over the side of his cot, springing to his feet. Ignoring the pain, he swiftly walks over to the water basin in the corner and takes a sip of the brackish liquid. As he does so Jaks considers his reflection and smiles. Blood covers his teeth causing him to have a fearsome appearance. He takes another sip from the basin and continues looking at his reflection, taking note of his swollen face and laughs, even his own mother wouldn’t recognize him. Thanks to his captors, his face is covered in purple and yellow bruises, and blood mats his curly auburn hair. ”Stop admiring yourself like a maiden going to her first ball,” he chides himself as he turns away from the basin.

As Jaks turns he hears the lock on the cell door being engaged and sees the door being opened. To his surprise it is not the usual guard bringing dinner but three thick necked guards he does not recognize. The largest of the three motions with his arm and says, ”Come.”

”Is it time or my massage?” Jaks quips. The large men just stand there with blank faces. ”Tough crowd,” He mutters.

With a shrug he begins to follow the men. It doesn’t take long before he brought into the Warden’s office, but it wasn’t the Warden sitting behind the desk. The room was well lit and two men are sitting behind the desk. One is the Hell Knight Maralictor Brutus Callus, the commander of patrols in the Bottoms, who waits with a scowl on his face, the second man, is unknown to Jaks and is reviewing some paper work, ignoring the newcomers. One of the thick necked guards shows Jaks a seat on the opposite side of the desk from the two men. The other two large guards take positions at the door behind Jaks, while the guard that shoed Jaks his seat takes a position behind the two men sitting across the desk from Jaks.

Eventually, the unknown man behind the desk looks up from his paperwork and says in a raspy voice, ”You little Slip, you really screwed up this time. Your subversive activities are coming to an end,” as he slaps his hand down on the desk with a laugh. He nods his head towards Maralictor Callus, ”We will finally be rid of the remnants of the Freemen. Your little band of Gray Foxes were among the last bunch to be rounded up. What do you have to say for yourself.”

Jaks leans back in the chair throwing his leg over the armrest and responds, ”Better luck next time, I guess.”

”You can laugh all you want,” the Hell Knight interrupts, raising his voice as he stands, “but five of your rebel friends are dead and you’re next.”

Not answering, Jaks grins at the man and thinks to himself, We were more protesters then rebels.

When no response is forth coming the Maralictor sits back down, flipping through some pages of a file in front of him and crisply chimes in, “Eventually you will tell us everything about your little operation.” He scrolls down the page, ”Interesting, the others talked before they died and our intelligence says that you were the least likely to take part in the rebellion. They said that you are arrogant, an incorrigible gambler, as well as a philanderer, and drunkard. Well Halfling,” He looks at the paper in front of him, ”What did they call you, ah yes Slate. Well Slate it looks like your arrogance finally did you in.”

”You forgot slothful and I have a tendency to talk with my mouthful. Also, technically, I’ am more of a womanizer than a philanderer,” Jaks replies with a grin.

”And smartass,” the Hell Knight retorts.

”True, true,” Jaks chuckles and continues, ”Now, I’ll be the first to admit that there is a fine line between arrogance and self-confidence and that sometimes I cross that line. But in the end I trust my luck and my instincts.” Getting tired of the banter he asks, ”Is there a reason you called this meeting?”

”And full of crap,” adds the Hell Knight.

The other man interrupts, takes a deep breath and pulls a sheet of paper off the table. Looking down at the paper in his hand he states, ”While we don’t know who you are yet, we are starting to piece things together, and when we do we will execute your family and all you hold dear, just like we did with the others.” With a self-satisfied smile he continues, ”You’ve left quite a trail for us to piece together and there only so many halflings with in the city. Why don’t you save us all some trouble and tell us who you really are?”

As his question is met with silence he goes on, ”We’ve recently come into possession of some information suggesting that you’ve trained with Yurig the Black. “

Interesting, Jaks thinks as he tries to hide his surprise, This man obviously is not a part of the Hell Knights, or some faceless bureaucrat. Local by his accent, I wonder why he is bringing up Yurig and his black book.

The man continues, reaching for another document on the table and hands the document to Jaks, ”Read this, it’s the order for your execution.”

As Jaks reads the order his mild irritation turns to surprise and he asks, “Are you sure this is correct?”

The unknown man answers, ”Absolutely.”

”Not so smug now,” the Hell Knight interjects with a self-satisfied smirk.

”No, I can’t say that I disagree with the order,” Jaks laughs and continues, ”It is probably for the best and let’s be honest Maralictor Callus, I wouldn’t handle the rigors of prison very well. I’m afraid I'd be a bit too popular with the inmates, so to speak. Plus, your Hell Knights would probably lose their meager paychecks gambling with me and start beating their wives and that would not be good for moral. So as you can see the way it is going to work out is better for everyone.”

Angrily the Marlictor retorts, ”You can put on a show now but come tomorrow I bet you crap your britches.”

The unknown man continues saying, ”We’re not barbarians here, do you have any last requests?”

”I suppose an all-expenses paid trip to Nex is out of the question.” Not waiting for a reply Jaks continues, ”No, I can’t think of anything,” as he gingerly strokes his chin, ”well maybe some butter with my dinner bread tonight.”

”That can be done,” the man replies and adds, ”Maralictor have the warden triple the guard outside his door tonight we’ll resume his questioning at dawn with the execution is set for midday.” Motioning to the thick necked guards, ”Take him back to his cell.”

Back in his cell Jaks lies in his bunk, with his hands behind his head, again. It is dark outside and he is humming as he thinks about the conversation he just had and the order he read. Well this is definitely the end he thinks, and he reminisces about the life he is going to give up.

Jaks ponders about the time when he had another name and a family. He was raised a slave along with his parents in Imperial Cheliax. His master was a brutal and strict taskmaster. At an early age his family secured his freedom with the help of the Bellflower Network. Jaks was smuggled out of Cheliax buy an elderly human librarian named Ben who relocated the emancipated Halfling to Kaer Maga. Ben raised Jaks as his own and Jaks fell in love with books. Books! What alive, colorful, and vibrant things. Books were a place to forget about your troubles, a place to share your dreams, and they never failed to lift your spirits. Jaks took to the learning like a fish to the water, the library became a home away from home for him. When he wasn’t running around the streets he could usually be found squirreled away in the stacks with his nose in a book.

So his book learning began in earnest and he learned the power and magic of words. He flourished in this environment and grew in knowledge and wit. Not only were there books about history and engineering but there were books on body language, diplomacy, etiquette, religion, and numerous other subjects. He learned the stories of the Hell Knights, Dwarven Sky Citadels, Pathfinders, and too many heroes and distant lands to name. There were Taldorian Epics, and Elven Ballads as well as treatise on human behavior. He learned to recite entire poems, discourses, and plays from memory. There were maps of forgotten places and secret things. It was from books he learned fencing and fitness, strategy and tactics. Looking back, he would say that his time spent studying in the dusty corners of the library was the most enjoyable part of his life.

It was hard to believe that a former slave and bookish librarian would become a renowned linguist and member of a small group of rebels called the Gray Foxes. He really had no choice on getting involved, not after Ben was assassinated. The old man was killed on the eve of the actual invasion by an Order of the Scar Hell Knight, for his involvement with the Bellflower Network, a sort of preemptive strike by the armies of Thrune.

He recounts to himself, The Gray Foxes were a small network of rebels comprised entirely of Halflings. Originally they specialized in organizing protests and demonstrations against the occupation. After the brutality of the occupiers became apparent the branched out into clandestine operations, subterfuge, and high risk rescues. Their abilities, the rise in lawlessness, and the current political climate made their capture a primary objective for the Hell Knights. He can’t help but think about the other members of the Gray Foxes that were rounded up and killed. Rabbit, Sabre, Sandy, Carp, and Garrison. All lost because of a traitor in their midst. It was the only explanation as to why their secret meeting was discovered. But the Gray Foxes are no more, I’m the only one left.

His musings are interrupted, as two guards bring in his dinner. They place it on the floor and leave, locking the door behind them. Jaks gets up from the bunk and inspects his dinner, a stale loaf of bread and a small wedge of butter. Perfect, he thinks as he picks up the loaf, takes a bite, and swallows.

Jaks takes the remainder of the loaf and throws it into the chamber pot. Next he picks up the butter and with little wasted movement springs up to the bars in the window. Holding onto a bar with one hand he smears the butter onto two of the bars. When he is done he hops back down to the cell floor and undresses, folding his clothes into a small package. He takes the remaining water from the basin and pours it over his body.

”‘That should do it,” he mummers to himself as he picks up his clothes then jumps up and grabs a hold of the bars in the cell’s window again. He throws his clothes out the window and begins to wiggle through the bars, the butter and the water providing enough lubrication for him to slip through. He is thankful that the cell was designed to keep humans in and not Halflings otherwise he would have had to fight his way out.

Once outside the cell Jaks picks up his clothes and stealthy moves across the courtyard, examining the surrounding buildings. He heads toward the outer wall and sees what he is looking for, a door in the base of the tower, he reads the sign on the door marking it as a storeroom E. Speedily, Jaks makes for the door, and opens it dashing inside. Once inside he turns around quietly, shutting and locking the door. Fortunately the room is empty, not that he expected otherwise this time of night. Jaks quickly gets dressed and begins to search the room for any usable items. After a quick search he is able to salvage a length of rope and a heavy crossbow. However he could only find one bolt for the crossbow whose tip was smeared with a stick paste. He cranks the handle, loading the crossbow and concludes, I wish it was a bow but this will work.

Furtively Jaks begins to make his way to the top of the tower. As he moves upward he encounters no one and is unmolested as he makes it to the top. Once on the top the tower he looks up and down the wall, thankful for what his mother called dragon sight which accounts for his superior vision at night, where he can see a guard patrolling in the distance. I’ve got two minutes at the most he calculates. Next he ties the rope off and throws the remainder of the rope over the outside of the wall.

Looks like this might work after all he reassures himself. Then he hesitates for a second, and considers, Once I do this there is no turning back. He turns and makes his way back to the inner wall and looks out across the courtyard toward the well-lit stables. A minute and a half before the guard is in position to see me, he reminds himself. From his perch atop the tower Jaks doesn’t have to wait long before he sees the Hell Knight Maralictor Brutus Callus standing in the enclosure outside the stables waiting for someone to bring his mount. Thirty seconds, his internal clock tells him. With little hesitation he brings up the crossbow and rests the sights on the Hell Knights head. Jaks smoothly pulls the trigger and the Maralictor collapses. No time to congratulate yourself, he thinks as he drops the Crossbow and rushes for the rope.

Crud Nuggets, as expected, the loud thunk of the crossbow gave his position away to the approaching guard. He can hear the commotion and confusion as the guard begins to cry out. Not wasting any time Jaks throws himself over the outer side of the wall and quickly slides down the rope. He runs across the open square that surrounds the compound as crossbows fire and bolts ricochet off the cobble stone streets, Too close for comfort. Jaks makes it to the concealment of the nearby buildings and begins to make is way down the deserted lanes as bells begin to ring in alarm. Ah, here’s the road I want, Up ahead he sees a carriage with six horses, pulled to the side of the lane. This is my last chance to disappear he thinks as he approaches the coach, in for a copper in for a platinum as my father used to say. He musters his resolve and clambers up into the coach. Upon entering the coach he is immediately thrust back as the carriage shoots forward.

Jaks is not surprised to see the man from the warden’s office seated beside him. ”Nice work” the man says and continues, ”I wasn’t sure you would recognize the message hidden in the orders to execute you.”

Jaks replies, ”Your Yurig the Black reference was obscure but got me thinking. How did you know I had read Yurig’s black book on cyphers?”

”I didn’t,” the man admits.

Jaks nods his head, ” The content of the message surprised me, Escape immediately after dinner, proceed to storage room E, terminate Maralictor Callus at stable, rendezvous with Carriage on Downey Street. I had to read it twice to make sure.” He continues and asks, ”why all the subterfuge, I’m sure the Ardoc Family could have arranged for the Maralictor’s demise?”

”You’re quick, when did you know I was with the Ardoc Family,” the man replies.

”Just now,” Jaks responds while the carriage speeds along.

”To answer your question Maralictor Calluss had to die,” the man clears his throat, ”He was becoming a thorn in our side, disrupting family business, and he started costing us money. Unfortunately, there was no politically expedient way to remove him without serious ramifications. Plus, we couldn’t have anything point back to the family in this.”

The man goes on, ”Nevertheless, your capture gave us the perfect opportunity to kill two birds with one stone. We were able to get rid of the Maralictor, place the blame on someone else, and gain a new operative all in one fell swoop.” He reaches into his satchel and hands a package to Jaks.

He goes on, ”Needless to say the file the Hell Knights had on you will be destroyed and shortly they will find the body of a Halfling in an alley way wearing prisoner garb. He will have died from a crossbow wound and his face will be smashed to pieces making him unrecognizable.” He takes a breath, ”You can continue your freedom fighting activities if you like. However, as you’ve probably guessed, we can use your services and have an offer for you. Of course you will have no official connection with the Ardoc Family. As a show of good faith we’ll let you off here.” The coach begins slow and the man continues as he hands Jaks a packet, ”Here are the protocols for contacting us and how we’ll contact you.”

Jaks chimes in, ”And if I refuse.”

The man smiles for the first time, ”Our leash is easier to bear than that of House Thrune. Plus, you’ll like it, and you’re the perfect person for the job.”

”By perfect, you mean expendable,” Jaks adds as he reviews the documents in front of him and exits the coach.

Thus was born the Gray Fox, scourge to the diabolist


A lot of very impressive submissions. Good luck, all!


I haven't had the chance to complete my submission today and might not get too. Wish you all the best of luck with selection.


Realized I left this question out.

-A sentence on your views (hopes, wishes, doubts) of a solo game would be very interesting.

I really think a solo game can move along at a better pace then normal pbp and allow for the PC to delve deeper into the setting and I would enjoy not having to share the spotlight or worry about sharing the spotlight with other PCs.

I do have some concerns as far as the vesitility (spells, healing, traps) of a single PC in overcoming challenges but I think this will also encourage better roleplaying

----------------------------------------------------------------

Good luck all!


I will be doing the deciding tomorrow! Everyone has time for a last minute entry, if they need it.

See you all then.

Lots of good applicants already....


Hello all!

Before I announce the 'winner', I would like to say thanks for submitting all these characters. Making a Pathfinder character is not a trivial task, there is a good deal of math, sweat and creativity involved. So thanks.

Secondly, I'd like to say to everyone who expressed interest, do not be surprised if I contact you about other solo games! I have done this before with recruitment threads for my other games. All of you are in a poll of 'applicants' which I often consult when I make a new game. So consider yourself on a wait list. I will be contacting some of you!

Without further ado, the chosen one for Freeing the Asylum Stone is ...

Rylka Sarna!

Rylka, go ahead and post in Discussion and we'll get this party started.

Everyone else, thanks for showing interest. I appreciate it and will be reaching out to some of you, now and in the future.


Ah I missed it :/ Anyway GM in case you're looking for more players at a later date here was my submission.

Maximilian Ardoc Questionnaire & Build:

1. Why are you in Kaer Maga?
I was borne into a life of wealth and privilege, sheltered by Nanny Fae and my mother Alayna Ardoc. All the young Ardocs are taught weaponry, and lore from an early age. The ugly reality of family business is hidden until majority...

2. Why do you wish to free the city?
Over time I came to realize the family terrorized the district and has extensive business with Cheliax and by extension all the Devils of Asmodeus's infernal court. I was disgusted by the way Father dealt with the halfling servants, well indentured slaves really. The coup was the last straw, metaphorically speaking Father opened the city gate and let Diabolists in. I heard rumors that he was cheering on the slaughter, making sure various business rivals got a knife in the back. This can not stand!

3. What factions are you aligned with in the city?
Wistfully Maximilian replies, "I wish I could say I was a Freeman, I admire their courage and tenacity..." His face clouds as he admits, "Officially of course I stand with firm with the family, at least for now. Mind you if Father knew what I was up to, he'd kill me with his bear hands!" With an impish grin he explains, "For years I've been volunteering for the Duskwardens under an assumed name, disguised by magic and makeup, if they fail we're all dead. The great thing about the Duskwardens is they don't ask questions!"

4. Lastly, in the most broad sense, how do you plan to free the city?
Maximilian smiles like a Cheshire cat as he explains, "I shall find stout hearted men and women, true patriots, and introduce them to Milani's creed. It will take time and I shall need to recruit many cells, each working independently. I shall be the ultimate mole, with insider knowledge guiding the cells unerringly to hit where it hurts most! They shall start off small, torching a Chelaxian business here and slaying a Hell Knight there. But overtime we shall undermine the Chelaxian resolve and that of my family, and then the people shall rise up and the revolution blossom. Fear that day father, for it shall be your last!"

Human (Varisian) bard (dervish dancer) 5 (Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (human)
Init +1; Senses Perception +7
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Defense
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AC 18, touch 12, flat-footed 17 (+5 armor, +1 deflection, +1 Dex, +1 shield)
hp 29 (5d8+5)
Fort +3, Ref +6, Will +5; +4 vs. bardic performance, language-dependent, and sonic
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Offense
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Speed 30 ft.
Melee +1 scimitar +6 (1d6+3/18-20)
Special Attacks battle dance: inspire courage
Bard (Dervish Dancer) Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—allegro[UM], mirror image
. . 1st (5/day)—charm person (DC 15), disguise self, saving finale[APG] (DC 15), sow thought[ARG] (DC 15), urban grace[ARG], vanish[APG] (DC 15)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 14), light, read magic, resistance
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Statistics
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Str 14, Dex 12, Con 12, Int 14, Wis 9, Cha 18
Base Atk +3; CMB +5; CMD 17
Feats Eldritch Heritage[UM], Noble Scion Of Lore[ISWG], Power Attack, Skill Focus (Knowledge [arcana])
Traits extremely fashionable, indomitable faith
Skills Bluff +13, Diplomacy +16, Disguise +10, Intimidate +13, Knowledge (arcana) +10, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +11, Knowledge (nobility) +11, Knowledge (religion) +7, Perception +7, Perform (dance) +13, Sense Motive +7, Spellcraft +10, Stealth +8, Use Magic Device +12
Languages Common, Elven, Halfling, Varisian
SQ battle dance, fleet, masterpieces (pageant of the peacock)
Combat Gear quick runner's shirt[UE], wand of cure light wounds; Other Gear +1 mithral chain shirt, buckler, +1 scimitar, quickchange cloak[UE], disguise kit, 135 gp
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Special Abilities
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Battle Dance (move action, 16 rounds/day) Battle dances can create bardic performance effects only on self.
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fleet (Su) Gain an enhancement bonus to speed when battle dancing.
Pageant of the Peacock As a standard action, +4 to bluff, and can use that skill for Int skills and checks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Charlie the familiar
Thrush (Pathfinder RPG Ultimate Magic)
CG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +13
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Defense
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AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)
hp 14 (1d8-2)
Fort +0, Ref +6, Will +6
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Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +2 (1d2-5)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +3; CMB +1; CMD 6
Feats Skill Focus (Perception)
[b]Skills
Acrobatics +2 (-6 to jump), Bluff +3, Diplomacy +3, Disguise -1, Fly +12, Intimidate +3, Perception +13, Sense Motive +7, Spellcraft +3, Stealth +22, Use Magic Device +3
SQ improved evasion
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Special Abilities
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Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Maximilian Ardoc: Description:

At first glance Maximilian Ardoc could easily be written off as a foppish dandy, clean shaven with a ready smile, flaxen hair and dressed to the nines in the latest fashion. Further adding to the foppish ensemble is a pet song bird and fancy looking basket hilt sword. Underneath he's all lean and wiry sinew, with a fast sword hand and a faster tongue!


I will say this, to anyone reading...

If you are willing to GM a game for me, I might be willing to GM a game for you. PM me and maybe we can work out a deal!


Good choice very complete PC! Congrats Rylka.


Congratulations! I'll have to watch the gameplay here. ;)


Congrats Rylka.

@GM - Sorry, about not finishing a character in time. Could not figure out what I was going to do.

-- david


Papa-DRB wrote:

Congrats Rylka.

@GM - Sorry, about not finishing a character in time. Could not figure out what I was going to do.

-- david

david- Look a few posts above at my offer.


Gratz Rylka. It is a great character.

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