Male Human M Human N Rogue 2 |AC17 T14 FF13|HP 16/16|F+1 R+7 W -1|Init+4 |Perc +3
NO! Please retcon that, I didn't see the GM post, while I was working on mine. Sorry for the confusion. Give peace a chance...
Fingers, who was moving to finish off the surrendering hobgoblin stops and stares at Nilan, but complies, putting his shortsword away.
"What'll we do wit' all these pris'ners?" mutters Fingers. "Any of the clerics here survive? We need someone to look t'Koriko. She looks hurt pretty bad."
Nilan barks an order at Fingers, who holds back the killing blow on the surrendering hobgoblin. It and the hobgoblin knocked out by the color spray are bundled together. The party hears some shouting from the northeast, where a spiral staircase leading downwards is buried under a pile of pews.
Koriko looks around and seeing that the last remaining hobgoblins have been subdued staggers to her feet. She picks up her katana and sheathes the weapon.
"Sore wa orokadatta...", she mumbles
Tien:
"That was foolish..."
Hearing the shouting she gathers herself and turns her attention towards the stairs: "They may be, but be wary, it could be more hobgoblins."
Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11
Still in decent enough shape Irina gestures to Zoresk to stand close to her while she maneuvers the pews out of the way...
Kumyo stays where she is, keeping an eye on their prisoners. At her feet, Kuryho licks its fangs with loud slappings and smackings of his mouth, his eyes trained on the prisoners.
Then he stretches his front paws and gets on all four.
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3
"Pretty bad, indeed. I'm still relatively uninjured so it might be best if all of you remain behind me. I can hold them off with my longer blade." Zoresk hefts his fauchard and nods to Irina's gesture, he takes his place nearby and watches the pews intently.
Irina hauls the pews out of the way, the lithe brawler moving the heavy wood with ease. A cheer rises up from below and a stream of people step out, looking tired and frightened. Two of them wear the grey robes of Pharasman priests, one of whom is a young man, the other an extremely young woman.
The young man speaks up as he helps people out.
"I... I don't know any of you, but thank you so much! The Lady of Graves keeps us on this land but a little longer. Who are you? What has happened? We heard a horn sound and the hobgoblins rushed in here, locking us in the crypts!"
Thank the Lady you are all well. I am Nilan Milarne, late of Caliphas, mendicant Priest of Our Lady. These are my friends and companions. Nilan gestures to the group around him. Strange magic brought us here...I can only assume it was for this reason.
All told there are around twenty people who were imprisoned in the church. The younger priest stares at the hobgoblin's bodies distastefully.
"Before we... clean up is there anything you need from them? That cruel one with the long weapon was very proud of his possessions. I am Acolyte Neerun."
An older halfling man walks through the crowd to address the group as well; people seem to give the halfling some deference.
"A pleasure I'm sure. My name is Mr. Silversleeves and I run the textile factory in town. Once these hobgoblins have been cleared out I will be sure to reward you for your... services, no matter how strange your arrival may be."
Koriko feels her wound and looks at the blood on her hand. "If you are able to provide healing, we would be grateful, acolyte."
She looks to the others: "We should see if the hobgoblins have anything that is of use to us"
Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11
Irina, ever the pragmatist, hits Fingers in the shoulder as soon as the priest mentions "possessions" and moves to search the bodies of their attackers...
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3
Zoresk relaxes as he sees the trapped priests and townfolk. He listens for a time, keeping an eye on the entrance to the cathedral, before helping Irina in searching through the hobgoblin bodies.
Male Human M Human N Rogue 2 |AC17 T14 FF13|HP 16/16|F+1 R+7 W -1|Init+4 |Perc +3
Stopped momentarily by the mention of a reward, Fingers takes note of Silversleeves face and name. When pushed by Irina, he bends to the task of searching the hobgoblin corpses, including those near the door.
Any have detect magic now that our sorceror is decapitated?
The group begin looking over the bodies and quickly discover some valuables. With a bit of the muck wiped away, the glaive that almost did Koriko in glows with enchantment. As well, three potions are on the body of the same hobgoblin.
Amongst the hobgoblins is an impressive amount of money and gems, 90 pp, 253 gp, 93 sp. And at the side of the dead spellcaster is a mahogony wand which glows with magic. The hobgoblins also all have four longswords, four longbows, studded leather armour, large wooden shields, and 43 arrows between all of them. One of the longbows is of high quality and very sturdy, and one of the suits of studded leather is of exceptional quality.
After inspecting them thoroughly Koriko shakes her head, she turns to Kumyo: "Kumyo-san wa, osoraku anata wa korera no sakuhin o shikibetsu suru koto ga dekimasu. Watashi wa sorera o ninshiki shimasen."
Tien:
"Kumyo-San, perhaps you can identify these pieces. I do not recognize them.
People start looking outside of the cathedral and there are a few shouts of delight as they realize there are no hobgoblins guarding the gates.
Mr. Silversleeves speaks up after people look around outside. His voice is dry and educated, with a strange lilt to it.
"Your timing is superlative, I believe the hobgoblins were waiting for their leader to return and they could take off with as many slaves as they could carry. As for their numbers, I cannot be certain. They're well-trained and not as stupid as they look. But not enough for this town... I reckon two dozen perhaps? Maybe less."
He steps out onto the steps of the cathedral, blinking in the sunlight. Silversleeves calls over his shoulder.
"Two per gate... which you seem to have handled. Some at the barracks, some here, and some at the inn. I was able to negotiate a a certain freedom for myself, although the bastards eventually realized I was playing them for information and bundled me in here with the commonfolk. So my question to you, my dear heroes - where haven't you been?"
I can take care of it. I assume you haven't added anything yet from this loot. Also you might want to take the curing wand, I think you're the only one who can currently use it without rolling UMD.
Added the Masterwork Armor, the Composite Longbow and the cash. I assume we are going to leave the regular weapons and armor.
Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11
Anyone mind me taking the MW studded leather? My HP is good personally but I got lucky the last couple of fights unless I missed something.
Irina lists where they have been careful to mention the hobgoblins that came to respond in force after they released the prisoners.
I think the only one who would have reason to contend for it is Fingers, although mwk studded leather will not give you better protection than the studded leather you already have. It just gets rid of the -1 armor check penalty.
Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11
Koriko Honokami wrote:
I think the only one who would have reason to contend for it is Fingers, although mwk studded leather will not give you better protection than the studded leather you already have. It just gets rid of the -1 armor check penalty.
Yeah the armr check penalty is actually why I am interested. Anything to help keep me mobile as it were but if it upgrade Fingers actual AC and he wants it I can wait. ;p
As people step out of the cathedral you see houses down the main row open up as people step out of their homes. Soon, a crowd is rushing the cathedral, calling out their thanks to you. Inside the cathedral, the Alcolyte has opened the back door and is busy removing the hobgoblin. Finally, the older priest steps forwards to the gathering crowd on the steps.
"Please! Return to your homes. The Lady of Graves has seen fit that we may walk this land another day, but we are not assured of the safety of our town. Let those who do battle do their battle and take care for your families."
He turns to the group, keeping a bit of distance from Silversleeves.
"Are any of you still injured? I can offer my blessing if required."
Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11
Irina gestures at Koriko, Her above and beyond the others needs aid. Please be sure she is okay.
Male Human M Human N Rogue 2 |AC17 T14 FF13|HP 16/16|F+1 R+7 W -1|Init+4 |Perc +3
Fingers is full HP. Irina you take the mwk studded leather for now, and can hand it down to me once we find something better, okay? Fingers will re-fill his quiver with 8 arrows from the stash, if acceptable.
Fingers watches the face of the halfling merchant carefully for signs of a tell - indicating he might not be telling the whole truth about his incarceration and deal with the hobbers.
Sense Motive:1d20 + 3 ⇒ (15) + 3 = 18
He smiles with satisfaction as signficant coins are taken from the hobgoblins, thinking of all that metal rattling in his purse...
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3
I'll take the glaive for now. Ideally I'd like something with the trip property, but I'm still the best to use it for now given my reach-targeted build. :)
"I'm well enough, thank you father. I seem to have avoided the worst of it, all things taken. She'll need a look, as Irina says." Zoresk nods with his chin towards Koriko. Addressing the rest of the group, he asks, "So we secured the cathedral, best make some haste to the gate once our worst wounds are taken care of."
Fingers is full HP. Irina you take the mwk studded leather for now, and can hand it down to me once we find something better, okay? Fingers will re-fill his quiver with 8 arrows from the stash, if acceptable.
Noted.
Koriko bows to the acolyte, her face red with embarrassment. "I acted foolishly and paid the price. But I would ask your help, so I can continue to aid in liberating this town.", she says formally.
Male Human M Human N Rogue 2 |AC17 T14 FF13|HP 16/16|F+1 R+7 W -1|Init+4 |Perc +3
Perception:1d20 + 5 ⇒ (20) + 5 = 25
Straining to hear over the conversation, Fingers hears the hue and cry of battle off to the south. "Looks like our work ain't done yet," he says to his erstwhile compatriots. "Gear up, sounds like trouble to t'south. Koriko get patched up an' c'mon."
Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11
Perception:1d20 + 7 ⇒ (10) + 7 = 17
Irina frowns as she struggles with the last of her buckles on the new armor, More trouble? Makes sense... The brawler nods as the final cinch is in place, indicating she is ready to go.
Despite the din of the freed people milling about the cathedral and now what sounds like an argument between Silversleeves and the older priest, Fingers' keen ears distinctly pick up what sounds like a very large melee from across town. The streets remain empty except for a few townsfolk sticking their heads out of houses. Outside of the cathedral a large road leads back wests, where it joins up with a major north/south road. The group could also head directly south, behind the cathedral and through the graveyard into what look like some side streets. The cathedral itself is also a few stories high and could offer a view.
Male Human M Human N Rogue 2 |AC17 T14 FF13|HP 16/16|F+1 R+7 W -1|Init+4 |Perc +3
While Nilan is trying out the wand and Irina is getting dressed, Fingers will move to the stairs looking out over the upper balcony to see what's up with the noise coming from the south.
"Gonna go scope it out. Y'all be ready, we may 'ave t' defend t'cathedral now tha' we took it."
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3
Perception:1d20 + 4 ⇒ (1) + 4 = 5
Hefting his new-found weapon experimentally, Zoresk is caught completely off guard when Fingers relays what he can hear of the battle. Flushing slightly for his lack of awareness, Zoresk waits with the group, watching Fingers path for signs of his return. "We're all ready and armed in case we've more fighting ahead?"
Kumyo spends a few moments studying the eldritch auras of the objects they have found, fascinated by the oscillating patterns and their meanings. She raises her head as Fingers warns them of another battle.
Weary, she thinks Again!? But a trained imperial courtesan knows better than to show signs of fatigue and she maintains her perfect posture saying a straight "Ai!" in response, while gliding towards Nilan.
She smiles at the priest, pointing to the long bloody gash on her arm and says: "May I?" with a deferential bow.
I'll move you guys to the next scene tomorrow night, I have to work with my map a bit and don't have as much time as I usually have.
Fingers climbs the stairs to the second level of the cathedral. Here the walls are lined with a variety of rooms, and larger central rooms. Flights of stairs lead up to the towers on either side of the cathedral. He manages to get a good look across the town.
An old brick building, several stories tall is in the far southwest, near the south gate. There, it looks like a mob of around twenty figures are facing off with a handful of other figures. Several bodies are strewn around, but it's hard to make out details.
Male Human M Human N Rogue 2 |AC17 T14 FF13|HP 16/16|F+1 R+7 W -1|Init+4 |Perc +3
Fingers comes downstairs, taking them two at a time, and reports of a pitched battle near a tall old brick building. He asks the priest and merchant what that building might be.
Silversleeves pipes up, the little halfling turning away from his argument with the older priest.
"A man of action - I like that. I believe that would be the inn; the hobgoblins have most certainly made that their base of operations. Probably a ten minute jog from here."
Silversleeves sighs dramatically, speaking a little more quickly in his dry, yet sonorous voice.
"No idea, you saw the fight. There's a couple dozen of the blighters around Douleurs. I imagine your lot has killed a bunch, and so some assortment of the remaining ones would be left. If you struggle with your maths count out how many you've put down and maybe we can sort out the remaining numbers."
After taking a long break from writing games and instead running APs exclusively, I've realised that PbP's incredibly decompressed storytelling allows me ample time to write what I'd like.
As such I am interested in running a campaign.. Standard Pathfinder; if it's Paizo published I'm generally okay with it, and set in Golarion. I am looking for 4-6 players (depending on interest).
Although recruitment opens with this post, you do not need to post a full character sheet. Your background, personality, and appearance will be sufficient. The reason is that the game is not done yet, and the backgrounds of the characters who app will heavily influence what I write. If you give me something, I'll give it back in the game plot.
What you need to know:
- Write the backstory you want. This includes whatever you want. Goals, NPCs who may reappear in the future, family, anything you want that can produce a level 1 character. Any location you want as well. My job will be to bring it together.
- Characters start at level one. All published Paizo books are acceptable, including Advanced Class Guide since it's coming out so soon. If you app with an unusual race, it will have to be an exceptional app to be get in.
- Heroic characters make my life easier. Evil characters have to be exceptional to be considered.
- Posting rate is 1/day, 1/weekend. It may go up if everyone posts more than that.
- Mythic adventures will be used in this game eventually.
- If you want to write up your crunch we're going 20 point buy, max hp, 2 traits, 150 gold.
What are you looking for?
- Players who can post regularly with interesting, well-played characters. I am not interested in optimization and will be less likely to select people who have a post history of excessively min-maxed characters. I also value decent spelling and grammar and a respectful out of game manner.
When does this get started?
That depends. If I can get my maps together early enough we can start in a couple of weeks. Otherwise it may be in a month or so.
I'm unsure of the volume of applicants for homebrew games, so I will open recruiting until I have a good pool to select from.
So again, if you are interested please submit character ideas below. Once more, full crunch is NOT REQUIRED, but doesn't hurt either.
I made a character for a Dragon's Demand game a while ago that I'd like to resurrect (especially since that DD game fell through) and tweak for your game. She's... rather unusual, though. ^^;
RAU (Research & Analysis - Unit) is an Android from Numeria. She suffered an accident that wiped out a part of her programming, and had to find her own way in the world. She took to studying alchemy, since it came closest to what she recognized as science (so Alchemist 1).
Ever since she awoke as the person she is, RAU has been investigating not only the physical world, but also the spiritual one. To be precise, she has grown concerned whether or not she possesses a soul. If she does not, then she fears futility, as she no longer remembers where she should deposit the sum of her accumulated knowledge. Just in case she does, she has taken to divine worship of Brigh and Pharasma; the former because she comes as close to a patron goddess of constructs as RAU has been able to find, and the latter because she governs the souls of the dead.
RAU looks like a fairly typical Kellid woman, save that she has a grid of tattoos which look too regular and mathematical for typical Kellid work.
She is not unking, but also not prone to high emotion, and tends to an odd aesthetic. (In the DD-game I was in, RAU commented favourably on the functionality and practicality of an iron maiden, and was puzzled why this creeped out the other characters so much).
(Stole the below form from one of the players in the homebrew game I just started. Love to see what stories and worlds others come up with. :D)
Hector Quigley:
Roguish/dirty fighter with a Heart of Gold - CG (Swashbuckler. I have been dying to play one.)
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) Hector grew up on the streets. His father abandoned both Hector and his mother, Galfinia, at an early age. With his mother's poor health, Hector took it upon himself to provide for the both of them.
2) Hector's quick wits, and quicker hands helped him bring home whatever food and coin who could obtain. When that failed, he used his natural charm. He knew that it would break his mother's heart if she ever knew the truth about his "job".
3) One day, Hector got caught trying to swipe a bag of rations off of an adventurer, named Tallos (good fighter or paladin background). Tallos caught Hector and asked why he went for the bag of food when Hector could have easily grabbed a weapon and made a quick escape (and bigger profit). Hector told Tallos about his mother and that he wasn't interested in stealing anything of value. He only took what he needed to survive and stole from anyone else that was in need.
4) Tallos sympathized with poor Hector as he had grown up under-privileged and his own mother passed away shortly before he began adventuring. He could tell that the boy really meant no harm, but seemed especially skilled of hand and appeared quite sharp and receptive. Tallos offered to teach Hector skills to make a more honest living as well as provide some food and coin if Hector agreed to work towards bettering himself and to help those less fortunate when he became able
5) It has now been 3 years since Hector agreed and made his promise with Tallos. The training was difficult, but Hector took quickly to the training Tallos provided. Though Hector could not match Tallos' strength, the two devised a style that better suited Hector's abilities.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) Hector wants to one day have enough money saved to open a school for other children of the streets. He hopes that they too can learn skills, trades, and professions that would otherwise be unobtainable for them.
2) I would like to see Hector have opportunities show his heart of gold and maybe confront his father about why he had left them (can be good or bad, selfish or not, want to be surprised if this comes up).
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character.
1) Galfinia's poor health is really a result of a curse. Hector doesn't know how to save her and break the curse, but he knows she doesn't have much time.
2) Why his father left him and his mother. (Maybe related to Galfinia's curse?)
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) Galfinia, Hector's sick (cursed) mother.
2) Tallos, Hector's mentor that trained him.
3) Cyrus Gallows, head of a thieves guild that had planned to recruit Hector for his skills before Tallos took Hector under his wing.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) Though not a blatant liar, Hector will tell white lies when he is embarrassed or needs to get out of trouble.
2) Hector is kind to most people (especially the poor), but has a complete disdain for those who treat others like dirt. Will often to poor districts in town and drop off some coins or help someone.
3) In battle, Hector prefers to humiliate and otherwise resort to tactics that involve tripping, disarming, etc. rather than just sticking his blade into his opponent.
I present you Ragnar Djorinson, Ulfen witch (and possibly something like a fighter or barbarian) and outcast, not quite ready to meet his destiny:
Ragnar Djorinson was born as the second son to Djorin, the chieftain of the small town of Skergnholm, up in the far north of the Lands of the Linnorm Kings. Ambitious from the start he was far better suited to lead than his older brother, which’s rank in the community let envy bloom in Ragnar’s heart. That envy soon draw the attention of Grendyr, a spirit of the wilds residing in an old cave close to the villages hunting grounds. Grendyr showed himself to Ragnar in the form of a white snow fox, speaking with him telepathically. In the coming month he whispered promises into the young man’s mind, promises of glory, power and appreciation. The spirit was planting the seed for a much greater plan, which by the time went far beyond Ragnar’s comprehension.
In the night of the winter equinox Ragnar set events in motion his familiar and him had planned for months. What the snow fox hadn’t told the aspiring male witch was that as part of this plan to make him the leader of his tribe, both his brother and father had to die. Not only that, their deaths would bestow great power to both the young apprentice of the dark arts and his mentor.
To Ragnar, the events of that night are blurry at best. Still one image was burned into his mind, haunting his dreams and every waking hour. His brother, father and mother, dying by his hands. Fear and surprise in their cold, lifeless eyes.
Since then Ragnar is on the run. If anyone of his former friends would recognize him, they would strike him down without hesitation. Grendyr is following him, now trapped in the body of a white fox. Their fates are intertwined and someday Ragnar will have to continue the training the spirit has to offer. Someday, when he can see over the spirits transgression and may be able to forgive him and himself. This day must come soon. Destiny is calling.
I have played a similar character in a pen-and-paper round once (as a fighter/wizard, but still...) and he was great story wise, but lacking the firepower to compete with a min-maxing-mastermind at our table (if you read this, you know I mean you and your archer of doom!).
I'd love to give this round a shot. I haven't done Pathfinder RPG rules in a while and am new to pbp, but I will try to make up for it with enthusiasm. I'm currently used to playing on Storium.com, which is heavily story driven, so I'm used to writing by now and posting on a daily basis.
Just give me a sign and I will start working on the crunch. I think I will start with a witch level. Maybe I'll mix in something like a barbarian later. Or even start with a barbarian until Ragnar comes to some kind of agreement with Grendyr and starts working on his witch skills. Would even be more fun that way story wise.
I think Ragnar might be of neutral alignment and his mentor sort of the NE type. Ragnar was NG before and has now taken a downward turn. Since he was not completely responsible for his deeds, I won't call him evil per se.
As you see, I'm working on the details. I'll update his profile every now and then till I hopefully get your ok.
@RAU-286
Didn't expect an android application! I have had no dealings with the race previously so will do some reading. Would RAU have a more typical, human name she'd go by?
@Ragnar:
No promises on a yes/no yet since apps just got started, but looks good! As for your character class, an option may be the bloodrager in the acg which is a sorcerer/barbarian hybrid.
@Donald
Useful form! Hector grew up on the streets of... where? Where is he from, what ethnicity is he? This game is based in present day Golarion.
@GM- Hadn't considered those as I had planned to just be from near where we begin (if accepted into the game). By choice, I'd say that Hector is Varisian and grew up on the streets of Korvosa.
He'll need some tweaking, but here is a dwarf ranger (skirmisher) I've been holding onto.
I'll work on him the next few days.
Rough background: Kurgan left the Five Kingdoms in his youth after refusing to follow the family business (ie. - mining). He found that he enjoyed being outdoors more that being stuck underground. Befriending a grizzled dwarf ranger who invited him to help guard ore caravans to surrounding lands, he also taught Kurgan the ways of the ranger. (wip)
Hmm, not certain the direction I wish to take from here. Let me see how a couple other games I am trying for turn out. I should know in a few days. I'll post again when I know more.
Orvald is a world worn Chelaxian man that for all intents and purposes looks like a farmer, or possibly a hunter. He travels the countryside of Cheliax, generally helping the common people.
He helps those that show kindness and hospitality to a poor wanderer, a farmer that shares his meager meal and some space in the barn may find that his tired old hen has laid a pouch of silver in the morning.
Those that fail to meet his standards of proper conduct to their fellow man, however may discover their purses and treasures are missing in the morning.
He avoids conflict but never backs down when someone else is in danger. He generally avoids the gaze of the Chelaxian guards and hellknights because there is nothing about him to suggest he is more than a simple wanderer.
He has lived in this many for many years, but now he feels a calling to become part of something greater, to be part of a greater solution. Lets see where this path leads.
I've had an evil character that I've wanted to test the waters with, but I'd rather wait until I know the nature of the campaign before submitting her anywhere. Any chance you could give some story details?
Didn't expect an android application! I have had no dealings with the race previously so will do some reading. Would RAU have a more typical, human name she'd go by?
Since she looks Numerian, and the Numerians are of Kellid stock, she would not object to being addressed as 'Raven Six' or something similar. ^^
Aaron Malleus - The Sojourner
LG Ulfen Male Divine Hunter of Erastil.
17 years old 6'4 245lbs Blonde Hair Green Eyes.
Aaron was born to unknown Ulfen parents and left in Avistan at a Shrine of Erastil. Found by a local farmer and his wife, who lived on the outskirts of a small community. Aaron was raised as their son and became a loyal follower of Erastil, valuing community and working together for prosperity and safety above all. At 15 donned with the armor the whole village had scraped together and purchased for him from a passing merchant, and armed with his father's trust longbow, Aaron departed on a Sojourn which is a life long journey to find oneself and do the work of Erastil, helping communities in need or befriending those who are weaker than yourself.
Aaron is a sincere and adventurous young man. A truer friend you'll never find. Believing the best of people and that no one is beyond redemption. Shy around women, not afraid of monster.
Unfortunately I have to be vague because surprise and mystery are (I hope) part of the fun. Suffice to say you will be taken out of your element for an unknown reason, and you will share this in common with the rest of the group. The motivation to work together would be based around finding out what has happened, and why it had to happen to you.
So the motivation in this game is selfish as opposed to heroic, which is why an evil character could work out really well. I just would want someone who could co-exist and want to work with a group of good/neutral characters as a means to an end.
@RAU - Thanks! I'll also poke at some sourcebooks. No further questions on my part.
@Hector - Sure. I'm not a huge fan of drawbacks because they are the best friend of the min-maxer, but that doesn't seem your intent and they can flesh out a character.
I've tweaked RAU's equipment. ^^ She has barely enough money left to stay in a poor inn for a few nights, so in addition to pursuing her research, she'll be looking for a paying job...
Dotting for interest, will work on something. One question though: whereabouts in Golarian are you thinking of starting? It does matter to me, as I like to think about not just where my character came from but why he/she would be going where he ends up. If you don't have a place in mind yet it is fine, I will focus on the start and work my way there.
Well, I'm on a roll tonight and the ideas just keep flying in, so here goes.
Juid lan Déguîs Introduction:
When Juid first joined the caravan to Korvosa, he was seen as an odd bird. Something between hermit and beggar, the unpretentious acolyte wasn’t exactly welcome among the merchant families, whose lives revolved around calculating their costs to the nearest quarter penny, especially as the old man didn’t look like he’d bring much in the way of protection, either. In the five weeks it took to move the cargo through the rough terrain and narrow passes, however, he had won them over with his gentle, good-humored nature, patient ear, and sound advice. The fear of bandits also seemed less threatening, and the one time bandits did arrive, they seemed to have more fear of him than vice versa. The old man even had a way with young children, entertaining them for an hour with funny stories and giving their parents opportunity to take care of other tasks. In exchange, most families of means were only too glad to share the small portion of food the ascetic humbly requested. They even pressed the extra coin into his hands now and then in appreciation, surprised at their own generosity and not fully comprehending that the way of the ascetic was chosen willingly and that the coin would only be passed on to someone more needy.
This captures his personality, his Wisdom and Charisma, his traits and his Persuasive feat.
Juid's Faith:
But Juid’s charm seemed different than the quick-witted, smooth-talking, slippery-fingered, often strikingly handsome minnesingers that they occasionally watched in Korvosa. One would have said that his charisma had an almost earthy quality, because of his calm in emergencies and his ability to be a rock in the storm. However, those who were open to learning more about this curious man could see that his inner glow came from the ember of faith that burned within him, and was the object and symbol of his adoration. Juid espoused the faith of Sarenrae's fire, its ability to burn away evil and cleanse the soul. Unlike many of his brethren in the faith, however, Juid did not focus on the destructive/regenerative aspect of fire, enabling new life to spring from the ashes of destruction like a phoenix. Rather, his was The Path of the Healing Flame.
The Path of the Healing Flame rejoices in heat’s ability to cauterize the wound and drive out the chill. Followers of Sarenrae's Path have a three-fingered flame branded on their arm, and often bear a holy symbol of Sarenrae whereby the wings and body look like stylized flames. Wounds healed by followers of the Path of the Healing Flame often leave a scar like a single finger of flame. Followers of the Path see it as their duty to heal the wounds of the world, whether that means actually healing wounded creatures or removing some festering problem, like unseating a corrupt leader or rooting out the mole in an organization. It is not unusual to find followers of the path manning clinics for humanoids or those specialized in animals. A warming fire is always burning in the fireplace at these clinics. Given the flame-shaped scars, it doesn’t take long to see whether the Path has a presence in a certain community. Followers tend to urge their ‘patients’ to become “part of the solution and not the problem”.
This captures his deity and domains.
Cyamalaera and the hyanda:
Had an elven family been in the group of travelers, they would likely have seen that Juid’s elemental quality came from more than his faith. There is something of the ancient people about him, the supernatural ones, the fey. He doesn’t seem to be part fey himself, no slightly pointed ears or elemental taint to his skin. But his eyes tell the story of one familiar with the Others and their changeable nature. Indeed, Juid spends one month every solar orbit with Cyamalaera, the nymph of the Capalinda Vale, and Nerneht, her latest satyr lover.
Juid first met Cyamalaera more than fifteen years ago, when, as a younger man, he chose to follow in the footsteps of the great Neafar and wander the wilderness, meditating and searching within for the cosmic balance. At one point, he wandered unknowingly into Cyamalaera’s revere to bathe himself and the nymph, normally shy of contact with humans, was curious about his aura of calm. Upon beholding the nymph, Juid was more than curious, he was fascinated and every further insight into the world of the fey only pulled his attention further. The same cannot be said for the quixotic fey, who normally tire of human contact after hours or days at the most. In this remarkably rare instance, however, the less than ordinary human had met a less than ordinary fey. Cyamalaera, the dark beauty, was curious of the world beyond her vale, especially as seen through the eyes of this optimistic, good-natured man. Her occasional satyr mate also welcomed the interruption, as unthreatening yet charismatic as the visitor was. The pact was made, and every year Juid returns to Capalinda Vale to spend one month. The month can best be described as a sharing in every way, as Juid, Cyamalaera and her occasional mates exchange learning and insight, and give of their bodies and minds. Indeed, the month has come to be known by the participants as hyanda, the sharing. It comes during the month when the sun is furthest from the continent. It goes without saying that, if anything were to threaten Cyamalaera’s spring or Capalinda Vale around it, Juid would come to her aid.
Juid's Beginning:
Of Juid’s early life, he speaks little. Both of his parents died with many other villagers during a random forest fire presumably caused by lightning striking at the end of a drought. Juid inexplicably survived without a burn. After that, he grew up in an orphanage run by the acolytes of the Order of the Chivalrous Sun.
One day, when Juid was in his thirties, the Order was attacked by followers of the Path of the Healing Flame, who believed they were carrying out a sacred mission to cleanse the region of false preaching. Several believers on both sides fell before the acolyte, Juid, stepped forward to do the unthinkable or sacrifice himself in the attempt. With his powerful voice, Juid was able to pierce the confusion, summon the attention of the combatants and break off the fighting, before he shocked his superiors by offering to convert if the attackers called off their assault. More astonishing to everyone, including the followers of the Healing Flame, was that they agreed.
For the following four years, Juid studied with headmaster Aryadnä, learning the precepts and tenets of the Flame. His former brothers tried on several occasions to ‘save’ him, but they were always sent back with a polite word of thanks and some doubt about who was ‘saving’ whom. On one occasion, his former superior, Brother Piordan Mischel, was so frustrated at his inability to persuade Juid and enraged at the latter’s hubris to try to convert him that he delivered a fell blow that knocked Juid down the stairs and broke his back, causing Mischel to panic and flee from his loss of control. It took months for Juid’s spine to heal, but he was otherwise hale and eventually regained most of his strength and dexterity, though not all.
At one point, Mischel, overcome with guilt at what he had done, managed to speak with Juid during one of the latter’s wanderings, and offered to use his budding divine magic to cure the acolyte’s damaged spine. To his dismay, Juid declined, feeling that he was partially responsible for the accident by handling the situation badly and indelicately declaring that, if the Path of the Flame felt he needed his full abilities back, it would surely see it done. The double rejection – of his offer of aid and his faith – was the last straw for Piordan. Sensing that Juid was not just his personal failure but a threat to his order as well, he vowed that one day Juid would beg for Piordan’s forgiveness of his sins and his pride, and Piordan would see that it was sooner rather than later.
From that day on, Brother Mischel has been a formidable foe of the Path of the Healing Flame and a considerable threat to Juid himself. In their last encounter, Brother Mischel’s obsession with Juid showed signs of escalating madness and he placed a vile curse upon him – a curse that caused him to wake up the next morning in the body of someone fifteen years his senior. The effect on Piordan of casting a vile curse is unknown, though his order will likely force him to atone or leave if it comes to light.
Juid is not actively seeking a cure for his curse, but he does keep his eyes, ears, and heart open for signs that it might be possible.
This explains his age and introduces a villain in his life. It also gives a plot hook about how he might get the curse reversed.
I'm kicking around the idea of a dhampir inquisitor who's seeking out the vampire who spawned her. I originally had planned to save her for Carrion Crown, but I can rework her backstory for this.
Not giving you a starting location or basic theme of the campaign can be a little frustrating for which I apologise. Indulge me. You can start your character however you wish - that includes in bed, about to be executed, or looking at an "adventurer's wanted" sign in an inn. I'll handle the rest. Backstory is still important but what you've written will (likely) take a bit to come back to you. Just ensure your character will work well in a group, even if its just a means to an end. I'll try to find a group that'll have a cool dynamic.
Still got room? I'd love to play a good old-fashioned Homebrew still set in Golarion, rather than the same few AP's that only make it half-way through the first book.
Looks like you still need skilled character? Have a Varisian Bard that may fit the bill. Let me make sure he fits yoru build rules and I'll get him submitted.
Hallo there, I really wanna get into another campaign! It sounds like this is a homebrew with class, so I'm definitely interested. I'm pretty strictly one a day for another two weeks, but I can pick up after.
This is Czein (Pronounced "Chain"), a Half-Orc Ranger. He was Orphaned as a child and raised partially by bandits. When the bandits changed and started killing, raping, and pillaging rather than just general thievery, Czein took an opportunity and killed the entire crew in their sleep. As such, this Ranger is a backslidden Goromite due to the underhanded act. Technically, his alignment is Neutral Evil, as an act that heinous does not come without consequence. His part in this adventure, however, begins with Czein finally deciding that he needs to redeem himself to Gorom and walking into town to find an appropriate venture. (His "Redemption" should happen around level four, when he needs a deity for Ranger spells. His alignment will shift to true neutral then)
Whattaya think? Oh and mechanically, He is an Attack Damage Carry Dual wielding Ranger. Twin axes of doom!
DM Dr Evil here with "Fingers" Mitchell applying for your skill monkey position. Not the bard I thought I'd go with, but Human rogue with Burglar and Cutpurse archeytpe instead. Perhaps with an eye toward Duelist or Arcane Trickster PrC later on.
Crunch:
"Fingers" Mitchell
Male Human (Chelaxian) Rogue (Burglar, Cutpurse) 1
N Medium humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +7, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) and
dagger +4 (1d4+2/19-20) and
rapier +4 (1d6+2/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 16
Feats Deft Hands, Weapon Finesse
Traits child of the streets, deft dodger
Skills Appraise +4, Bluff +6, Diplomacy +6, Disable Device +10, Escape Artist +8, Knowledge (local) +4, Perception +3, Sense Motive +3, Sleight of Hand +11, Stealth +8; Racial Modifiers measure the mark
Languages Common
Combat Gear caltrops; Other Gear leather armor, arrows (40), dagger, dagger, rapier, shortbow, backpack, bedroll, belt pouch, belt pouch, chalk (3), flint and steel, grappling hook, mirror, piton (10), soap, thieves' tools, trail rations (5), waterskin, 24 gp, 21 sp
--------------------
Special Abilities
--------------------
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Fluff:
He never knew anything but life on the streets. Never knew his parents or a home. Never even knew his name. All he had was that lion-head ring with a name scratched inside "Mitchell".
Orphaned and alone since before he could remember, "Fingers" survived. If that meant mucking out stalls, it paid for bread. If it meant rolling a drunken nobleman in any alleyway, it was less work and paid better.
Staying alive by begging, trickery, and outright stealing had become second nature to him. Eventually, his wily ways attracted the notice of the Cerulean Society, the Korovosan thieves guild. Unable and unwilling to pay dues to the "higher ups" , Fingers was roughed up then thrown out of town upon threat of violence or imprisonment.
He caught on with a ships crew to _______, where he was tossed ashore after winning most of the crews money in cards (no cheating, of course not...I'm just a favorite of Desna). On shore he's found a cheap bar, (The Poop Deck) and a dwarven barman (Gunder Blackforge) who doesn't ask too many questions as long as he gets a cut of Fingers' daily take from the inebriated patrons. Paying a little extra for a cot in the back, Fingers knows there's got to be more to life than this, but he's not exactly sure when Fate will push him to the next step.
He is irresolutely independent, and very suspicious and resentful of those in authority. His primary motivation is gold, gems, and jewels in that order, but he also has an itch to find out about his family ring and what might have been left behind. He is not a hero and will not go to serve Good, unless the pay is right. Neither will he serve Evil, it'd just bring down the Law that much faster.
Fingers' new location is pretty much any seedy port town from Riddleport to the docks of Absalom or anywhere in between that suits the needs of your homebrew or fits in well with another player.
OK, concept is this: My character would be a half-elf sorceror (blue dragon bloodline). He would be the reincarnation of a blue dragon that was slain by his elf half of the family (part of its long range schemes to take over the world). That said, he doesn't really remember that past life or its memories.
Still working on the specifics for the backstory, but I should have them up sometime tomorrow (it's my birthday so won't be posting after this today... celebrating to do and all).
Oh, and Ivy was just an example of mine. Sorry for any confusion on that score.
Vestil Tempe
Male Half Elf Bard (Archeologist) 1
N Medium humanoid (elf, human) Init +3;
Senses: lowlight vision Perception +11
-------------------- Defense --------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1) Fort +1, Ref +5, Will +4
-------------------- Offense --------------------
Speed 30 ft.
Melee dagger -2 (1d4-1/19-20)
Ranged dagger +4 (1d4-1/19-20) 10 ft
Special Attacks Point Blank Shot
-------------------- Statistics --------------------
Str 14, Dex 18, Con 12, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 16
Feats: Point Blank Shot, Skill Focus (Perception) Traits: vagabond child, fate's favor
Skills: Disable Device +10(+12 with tools), Knowledge (history) +8, Knowledge (local) +7, Perception +11, Sense Motive +6, Sleight of Hand +7, Spellcraft +6, Stealth +7;
Racial Modifiers +2 against enchantment, adaptability, keen senses, multitalented,
Languages Common, Elven, Dwarven, Draconic
Combat Gear throwing daggers(5), lamellar cuirass;
Other Gear masterwork thieves tools, dungeoneering kit, bandolier, backpack;
-------------------- Special Abilities --------------------
Bardic Knowledge
Archeologist's Luck (Ex): 6/day; +2 luck bonus on attack rolls, saving throws, skill checks, and weapon damage roll. Maintaining this bonus is a free action.
-------------------- Spells ------------------------------
DC=10+Spell Level+2(cha)
0 lvl-
Detect Magic
Ghost Sound
Prestidigitation
Read Magic
1st lvl- 2/day
Grease
Silent Image
Background:
Luck and skill have played huge roles in Vestil's life. From being able to survive on the streets, abandoned by both his human mother and elven father, to keeping food in his mouth through skillful pickpocketing and burglary. It would seem each time life dealt a bad hand, fate gave plentiful opportunities, or atleast that's how he chose to see it. The crowning moment that cemented this view was the day he met the Professor.
A stodgy, grumpy man by all accounts, who taught and compiled history, Professor Simkin still managed to see something in Vestil. He literally ran into Simkin whilst fleeing from a furious orc ( a long story containing a donkey, a barrel of grease and a big bet). This chance meeting and the quick thinking of Vestil in the fight that followed provided all the evidence the Professor needed. Taking the young vagabond under his wing, he molded Vestil into more than just a simple streetwise child, providing him with a basic education and a permanent shelter. In return the Professor recieved an apprentice who could do all the running around required for research and acquiring important peices.
As is usual with those of his race, Vestil outlived his human father figure. Left sad but driven, he has taken up the Professor's work and made it his life's goal to explore ruins, document their history, and recover the artifacts buried inside.
Dragoncat here. I'll have her crunch up soon enough, but here's my dhampir inquisitor: Crystal Delphi.
Background:
The nation of Ustalav is a land fraught with peril. Bandits, werewolves and the walking dead stalk the country's forests and roads, while deadly & sensuous vampires subtly manipulate the living from their havens in Ustalav's cities. Such dangers have bred in the locals a deep distrust of outsiders and a great fear of those who stalk the night. The church of Pharasma has a strong presence in Ustalav, willing to serve the people in a myriad of ways--as prophets, as midwives, as healers… and as hunters of the damned.
One such city where Pharasma's power is needed is the city of Caliphas, the capital of Ustalav. At once isolated from the rest of the country and open to foreign trade, it is a veritable melting pot of races and cultures, all of whom are preyed upon by the city's vampiric underground. The Maiden's Choir, Caliphas' cathedral of Pharasma, serves as a bastion of security against the undead menace, aiding victims of the vampires in regaining their strength and taking vengeance.
Such were the circumstances of Crystal's birth, in the halls of the Maiden's Choir.
Crystal was born amid screams and blood in the city of Caliphas, under the watchful eyes and expertise of Pharasmin priests. Her mother, Aveline, barely survived the experience, her vampiric injuries greatly weakening her enough that without the intervention of the priests, she would have died. Oddly, she refused to abandon her newborn daughter, despite all the hell she went through birthing her--the only explanation that she ever offered was that she made a promise to her father.
It wasn't easy for Crystal to grow up in a temple of Pharasma--the priests there tended to have only two ways of seeing her: either as a figure to be pitied (whether or not she wanted it), or a walking violation of Pharasma's dominion over life and death--born from the union of both worlds, with no real place in either. The cold glares and frequent lectures given to her by the priests hardened her, turning her into a dour, humourless sort of lady despite Aveline's best efforts.
Crystal enjoyed spending her adolescence snooping around the Maiden's Choir, stealing into the rooms of the high priests at night and occasionally having to dodge sharp objects thrown at her when she was inevitably caught. Her nightly ventures eventually revealed some truths about two of the high priests there--namely, that they were cultists of the goddess Urgathoa, Pharasma's greatest foe. Once she brought this to the other priests, it wasn't long before the two cultists were brought before the church and executed.
The whole affair caught the attention of the church's inquisitors, who offered to train her in order to better serve the Lady of Graves. Crystal took them up on the offer, seeing it as a chance to finally earn the respect of her peers and to put her talents to good use. She was a fast learner, drawn to using Pharasma's power to return the undead to their final rest any way she could.
It was during the fifth year of her training that she finally began noticing strange things about her mother. Specifically, she began noticing that her movements seemed to be stilted, as if someone… or something else was controlling her. At once terrified and curious to know what was pulling her strings, she kept her head down and did what she did best--snoop around, looking for evidence. And she found it one night as Aveline stole away from the Maiden's Choir.
Crystal tailed her mother to the shadows of Caliphas' Restoration Park, and it was there that she saw her first vampire: a tall, well-built man, bald and clad in elegant, gothic noble's attire. Aveline approached him without fear, and as they spoke, it became evident that she was fully under the vampire's thrall. They spoke of Crystal as they walked--how she was adjusting to civilian life, and the possibility of sharing eternity together. As the time came to part, the vampire attempted to drain Aveline dry of blood and life, to make her his bride.
Crystal put an end to that with an arrow through her mother's skull, and fled into the night, returning to the Maiden's Choir with tears in her eyes.
When dawn came, Crystal packed what belongings she had and left the city, her training as an inquisitor complete. She has wandered for some time, hoping to gain enough power to hunt down her sire and end his existence once and for all...
hey Boss, anything else you'd like for my submission? I think I'll take pool time tomorrow to write a bit more depth to the story, but I wanna make sure there's nothing specific you're looking for :D
@Czein There's a lot you can explore with this backstory. Aside from figuring out location, and how long ago this happened (it could have been hours if you want), there's some questions to ask. Why was he orphaned? What caused the bandits to start doing evil things? What location was this in? Why was he the only moral one in the group?
Well, RAU's been walking the world, investigating matters both scientific and spiritual, and she has an interest in Pharasma. It's not entirely impossible for Crystal to have met her once, praying to the Lady of Graves; Ustalav has some fine universities, after all. ^^
If you meet again, years later, you might be surprised and suspicious to find she hasn't visibly aged -- if you recognize her at all.
I'll do the crunch for Ragnar as soon as I'm back from vacation tomorrow. He will be a scheeming witch. Charismatic and intelligent, getting bad influence from his mentor.
Anyone have ideas how I can crossclass with barbarian in any kind of sensible way? I'd love the concept, but I can't figure out any way to make that combination effective.
Bloodrager just doesn't really fit. Too few spells for my taste and way too late.
@Crystal - Go nuts, pre-existing relationships add to the game and give me some stuff to work with. The game presumes you are strangers, but knowing someone is fine.
@Ragnar - One of the great failings of Pathfinder (and its predecessor) is that casters rarely benefit from multiclassing. Someone cleverer than I may have come up with an ingenuous build, but my default would be to dip one level in barbarian to pick up some hit points and weapon proficiencies. You could make Magus work with this character, although it's a thematic mismatch.
I seem to recall there's a rage power that allows you to cast while raging, but I may be mistaken.
AD&D 3.5 does have the Rage Mage PrC in Complete Warrior, which was a pretty good shot at combining magic and barbarian rage, though it did cost several spellcasting levels...
@Ragnar - If you use the rage power Moment of Clarity then you can cast a spell (just not quickened spells because it takes a swift action). If only taking a dip, bloodrager might be better than full barbarian (like 1-2 levels). Just make sure you take Magical Knack so that you don't fall behind in the potency of your spells (from caster level checks to durations). If you didn't want to go arcane caster, you could always do the Rage Prophet with barbarian/oracle.
I love a good homebrew game but this one is getting full up pretty quick. I'll go ahead and pitch my idea and do a more detailed one later.
Tobius Flint:
Background: I have an idea for a half-elf rogue or ninja. He is the bastard son of a human noble but he doesn't know who. He was raised by his mother who works in a smallish town as a barmaid. She was raped but and he was the product though she never blamed him. One day though an assassin comes to clean up the noble's mistake. In a Harry Potter like fashion his mother sacrifices herself to stop the assassin. She takes the man's blade and holds him so her son can escape. Instead, he kills the assassin with a kitchen knife. She dies and he is left cowering in the corner for days. The man's associates show up when he doesn't come back to the guild. They see the boy and the dead assassin and put 2 and 2 together. They are not the kind of guild to leave loose ends and their reputation is on the line if a contract goes unfulfilled. So instead of killing him they offer to train him as he has some potential. He accepts. He trains to be an assassin, does a few jobs, of his choice, usually evil men, until he can get a lead on the man that killed his mother. When that day comes he puts in a contract and accepts it, a rare instance but not unheard of in the guild, and goes looking for him.
Personality and Description: Tobius Flint is only in his twenties but years of anger and resentment have aged him further. He has a scraggly beard most of the time and wears a cowboy style hat to hide his ears. He also smokes and wears a large duster. I am going for knife slinging cowboy rather than gun slinger. He is tall and lanky but deadly accurate and stealthy. Likes to use disguises and intimidation to get what he wants or needs. Gruff sounding and pessimistic, he tends to see the evil in others before the good.
I want to go full 2 weapon fighting and dagger thrower so I was also wondering if I could us two PrC from DnD 3.5? Invisible Blade and Master Thrower?