GM Teleute's Curse of the Crimson Throne PFRPG

Game Master Kris Vanhoyland

The struggle of Korvosa to survive under the encroaching evil.

Day 4: Calistril 23, 4712

Maps & Handouts
Korvosa Map
Loot list


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Hello, all. I've been on the boards for a while and after playing in a few games I'm want to try my hand at GMing a game for a change. Now onto the fun stuff, the character creation rules!

  • Ability Scores: 1:1 20 Point Buy. No score above 18, or below 8 before racial modifiers.
  • Starting Level: 1st
  • Classes: All Paizo (except Antipaladin; Unchained Summoner Only; Unchained Monk, Rogue, and Barbarian preferred). Anything from Kobold Press's Deep Magic. Any class from The Spellshaping Codices except the Advaitan, Dragonheart Adept, and Sublime Shaper.
  • Races: All Paizo (except Drow, Duergar, and Svirfneblin) are acceptable as well as any from The Spellshaping Codices.
  • HP and Starting Gold: Max HP for all levels and Max Starting Gold.
  • Traits: 2. One Campaign trait from the updated player's guide (Found here), and another of your choice. Drawbacks are allowed for an extra trait.
  • Other Rules: Background Skills will be used. Fighters gain Combat Stamina as a Bonus Feat at 1st level (Any other class has access to it as a feat).

A few items of note. First, Recruitment will run until 11:59 PM EST on Feb, 1st. As for how the spellshape races and classes fit into Golarion and the Inner Sea, I'm leaving the specifics up to you, the players. How they fit into the world generally will be put into the campaign info tab after I get it written up. With this being a pbp there is a minimum of 1 post per day to keep the game going. If you can post more, great. I usually can post at least twice a day, in the morning and evening.

Good luck everyone! I can't wait to see what kinds of characters you come up with.


Tentative dot for interest, as I applied in another Crimson Throne game application pool and it hasn't been resolved yet (translation: recruitment is closed, selection has not been announced yet).

A question as I ponder: what is your stance on the alternate racial traits from ARG? Not saying that I will use one necessarily, but I like knowing whether I can before I start crafting.


I am dotting with the same idea as The Emerald Duke though honestly the odds are against me on the other run. I will work on a backstory.

What dos 1:1 20 Point mean? Are the points always a one to one transaction instead of costing more as you progress like normal?


Likewise. Once the other recruitment shakes out (should be soon) I'll be back here if I didn't make it there.


Dotting


Well i had this cleric for another Campaign but didn't get picked. ill rebuild with your rules.

Dotting till completed


Posting interest. I had a concept for the other recruitment, but I think it's a bit late for it now... but I'm super excited for it, so here we go!


Dotting from just the other guys from cotct.


Dot.

Would you allow the dragon Rider 3pp class? I can link it to you if you will consider it. Basically it's shtick is having a fairly weakened dragon as a mount.


Dotting for interest.
A question: if I go for the Sacred Fist archetype of the Warpriest, will I be able to use the Unchained version of Flurry of Blows?

Grand Lodge

Dot similar to the others who said about the other CotCT


Hah, seems like a lot of folks are hedging their bets... wisely too, given there were 3 spots open and over 20 applicants...


"When the weak cry out for justice... when the poor plead for mercy... when the church bells toll for a hero... El Dragón shall answer their calls!"

Submitting the dashing, debonair, and dandy do-gooder that is El Dragón! Since he didn't get picked for the other game I apped, I figured I'd retool him for this game... besides, Korvosa already has one masked hero! Why not add another to the mix!

Stats:
Athraz (aka El Dragón)
Male Kobold Swashbuckler/1 (Mysterious Avenger)
CG Small Humanoid (Reptilian)
Deity: Apsu Homeland: Varisia

Init +4; Perception +8, Low-light Vision 60'
--------------------
Defense
--------------------
AC 19 Touch 15 Flat-footed 15
HP 12/12
Fort +1 Ref +6 Will +0
Favored Class Swashbuckler (+1 HP)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Whip +7 (1d2/x2) non-lethal, trip, disarm, reach
Rapier +6 (1d4/18-20)

--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +0 CMD 16
Feats Weapon Focus (Whip)
Traits Prehensile Whip, Reformed Criminal
Skills
Acrobatics +8 (1)
Bluff +6 (1)
Diplomacy +7 (1)
Disguise +6 (1)
Handle Animal +3 (1)
Linguistics +2 (1)
Perception +8 (1)
Languages Draconic, Common, Undercommon
SQ Crafty, Darkvision
Combat Gear Studded Leather, Whip, Rapier
--------------------
Equipment
--------------------
Backpack
Bedroll
Trail Rations x5
Waterskin

History:
Most people living in Korvosa don't think about what goes on in the sewers of their city... which is why it might surprise them to learn that the foul catacombs are actually thriving with stubbornly hardy creatures. Case in point: the Tunnel Dragons, a small tribe of kobolds who call the sewer tunnels beneath Old Korvosa their home, surviving by sporadic expeditions to the surface streets and rooting through the refuse of the citizens. Among them was the humble kobold Athraz, a somewhat talented animal tamer who helped handle the tribe's animals. While not wildly successful, he was decent at what he did, and that was enough for the tribe.

But a few months back, one of the Tunnel Dragons came back with a strange drug called "Shiver". The drug quickly became popular among the rest of the kobolds, and they became slavishly desperate for more of the stuff. Athraz never had a desire to try it (he was too busy with his animals to get hooked), but in an effort to secure more and appease their demanding chief, Athraz entered into business with a local crimelord named Gaedran Lamm, who promised to supply his tribe with more shiver in exchange for the use of his animals in his criminal activities. Athraz was so pleased to be of use to his tribe, he never saw the imminent betrayal by Lamm coming. In an attempted break in using one of his dire rats, Athraz was locked in the building and left to be caught by the city guards and taking the fall, while losing ownership of his beloved creatures.

Athraz was reminded of the many urban legends he'd heard of the infamous hero, Blackjack, hero to the city's downtrodden. Hopeful as he was that Blackjack might miraculously show up to save him, he knew such a chance was slim to none. And then a thought occurred to him: why should Blackjack save him? Blackjack was a human hero... there was no such thing for monsters like him.

So... why not become that hero?!

Athraz cleverly managed to convince a human child passing by the building to let him free, pretending to be another child stuck in the building, and quickly escaped back to his tribe. Athraz spent the last few weeks doing two things: helping his tribe overcome their addiction to shiver, and fashioning a new persona for himself. Korvosa's humans already had a hero... but the city's monsters had none. Nobody to stick up for them, even though they were the most downtrodden of all! But he would fix that! If no hero of monsters existed... he would just become that hero! After weeks of practicing with his favorite taming whip, practicing with one of the rapiers in the tribe armory, and digging through old rags to get just the right color, Athraz took to the streets of Korvosa as her newest protector. He would rid the city of the blights that harm both it's people AND it's monsters!

He was now El Dragón.

Personality:
Athraz's new occupation as "Korvosa's hero of men and monsters" has forced him to adopt two different personas when moving about the city. With the cape, mask, and hat off, Athraz pretends to be a jaded cynical animal tamer, who is disillusioned with good guys in shining armor stepping in to save the day. He acts as if pragmatic solutions are the best, though he secretly tries to follow through on his true notions of idealism.

When he puts on his caped crusader persona, however, he shifts into his more comfortable personality: that of El Dragón, the whip toting, quip throwing, daring and dashing dandy that he likes to be. Fearlessly leaping to the fray, Athraz favors his trusty old taming whip, though he is not without skill with a rapier in hand, not letting heavy armor bog him down and instead preferring to use his natural speed, grace, and flexibility as his protection. It is in this state that he is most comfortable and happy, believing that he can truly make the city better for its unseen denizens as well as those on the surface. Athraz prefers to try and talk down his adversaries if he believes they'll listen, but he's not afraid to cross steel with those who have no desire for redemption or won't listen.

Athraz is enamored with the tales of the hero Blackjack, but his recent absence combined with Gaedren's influence makes him wonder if the hero even still exists in Korvosa - after all, Blackjack is supposed to defend the weak, and the city guards certainly won't deal with Lamm! This makes him feel all the more pressured to step up and take the fight to evil himself, believing that he is now Korvosa's only remaining hero. In spite of that, he looks to the legends and tales of Blackjack as inspiration, modeling much of his debonair demeanor after the city legend.

Despite being one of the only few kobolds to exist in the city, Athraz believes nobody can tell that he's a kobold in his El Dragón guise, even though his mask doesn't cover his maw.


Hm... think I know what I will submit here (barring my selection in the other campaign, which isn't likely if I am being honest... my backstory wasn't all that great and I was bringing a fighter to a party that had two types of vigilantes and a brawler) once I get home from work: an Aasimar investigator with the sleuth archetype. I am thinking that he/she will likely be running a business specializing in the recovery of missing children. Should be fun, especially given that would make Lamm almost a nemesis.


The Emerald Duke wrote:
Tentative dot for interest, as I applied in another Crimson Throne game application pool and it hasn't been resolved yet (translation: recruitment is closed, selection has not been announced yet).

I'm in the same boat as The Emerald Duke, but the inclusion of some 3PP is very intriguing. I have a love for Kobold Press's Deep Magic, and will consider submitting a human Vril Adept (wizard).


Wow. Spellshaping looks interesting. Dot and Yakko and Wakko too.


Time to answer questions!

@The Emerald Duke: Alternate race traits from the ARG are allowed as long as it makes sense with the character's backstory.

@Twistlok: 1:1 is when you spend one point to increase a stat by 1 with no scaling cost. So 10->11 costs one point as does 17->18.

@thelizardwizard: I think I'm gunna go with no on the Dragon rider. The Full BAB and all good Save makes me a little wary.

@CyberMephit: I don't foresee any problems with that. If (and that's a big if) an issue arises I may ask you to put it back to as written if we can't find another way to balance things.


@GM Darth: Are characters from defunct campaigns welcome? I feel that I have a good handle on his personality and can easily depower to 1st level.


I'd be open to dropping to 2 good saves, (for both rider and dragon) If that is all you are worried about. Honestly I've always wanted to play a dragon riding character, and since its already 3pp a bit of modification couldn't hurt. I'd go with the silver dragon as well.

(Say, con/will or something to that sort).

If not its fine, Just been trying to get a chance to play one for a bit with little luck :P


@GM: Gotcha, will start crafting ... inspiration has hit and it is a good idea to work with it while it is here.


Dotting with tentative interest. Would you require tieflings to take the Fiendish Heritage feat to access the alternate racial backgrounds?


Speaking of Tieflings, can Tieflings and Aasimar roll on the alternate abilities table?


Dotting for interest like several others from another recruitment, should I not make it there.

@ GM Darth Rancor :
Is a drow-descended half-elf okay?
With the half drow heritage from BoG?


I'm with the crowd from the other CotCT game. When you say "any Paizo Race," does that include the pure-blood Azlanti human ethnicity?
Also, are alternate racial traits from sources other than the ARG allowed? Specifically asking about the "Shadowhunter" racial trait from Blood of Shadows.


@Corwin Avelard: Of course they are! Just as long as they fit the rules. What campaign was he in before?

@thelizardwizard: I'd be alright with 2 good saves (Fort and Will) on both the rider and mount. Go ahead with it. I'm interested to see what you do with it.

@El Ronza: No, I won't. I think it's kinda stupid to require a feat for a large alternate race trait.

@Ouachitonian: Sure you're allowed to roll on the alternate ability table. But on a 100 you don't get two abilities, instead, you roll twice more and pick one.

@Xilfae-ir: Sure, a "half-drow" is alright. The half-drow heritage is fine.

@Io Dorean: I'm gonna say no to the pure-blood Azlanti. A +2 to every ability score is just too powerful. Alt race traits from other sources are fine as long as you include what they do and where it's from on your character's "sheet" somewhere (d20PFSRD is a valid source if you don't know what book specifically it comes from).


Dot ...

I have to admit I am a crunch first then background type about 90% of the time... altough I do have an idea for a cleric that ... you know what I will back later ... (mumbles to self barbarian cleric warpriest ...err)


@GM Darth Rancor: http://paizo.com/campaigns/medliisCurseOfTheCrimsonThrone

I took a break from playing pbp in mid 2013 as I was entering medical school and needed to knuckle down to get through the first 2 years.


awesome. Thanks GM


Fair enough. It is pretty powerful (but awesome). It was worth a try. There goes a few of my skill points, I guess.
Thanks for the racial traits. My build should stay mostly the same.


Like many others, a tentative dot for me!

Sovereign Court

Here is my character Kalima Raustald, a Celestial Sorcerer and native of Korvossa, looking for the man who killed her mother 2 years ago.


GM Darth Rancor wrote:

Hello, all. I've been on the boards for a while and after playing in a few games I'm want to try my hand at GMing a game for a change. Now onto the fun stuff, the character creation rules!

[list]

  • Ability Scores: 1:1 20 Point Buy. No score above 18, or below 8 before racial modifiers.
  • .
  • What do you mean by 1:1 20 point buy? Does an 15 cost 5 points instead of 7?


    GM Darth Rancor wrote:
    @Twistlok: 1:1 is when you spend one point to increase a stat by 1 with no scaling cost. So 10->11 costs one point as does 17->18.


    Oh. I missed that.


    Not necessarily going to take this alternate spell table item result, it will have to fit the character I am envisioning, but rolling for fun to see what the dice suggest. Same with second roll for the physical description table.

    Spell: 1d100 ⇒ 37
    Physical: 1d100 ⇒ 34

    So that would be... (consults table)

    +2 Racial to perform of choice.... and...

    Metallic Hair.... hm...

    Yeah, not quite feeling the physical alteration (metallic hair would clash thematically with ability to disguise self for investigations) but the perfom bonus actually might make dropping profession for perform worthwhile.... will mull it over.


    Tentative dot for a human bard character. Still mulling over background, and archetype (if any, and they are allowed).

    -- david

    Edit:

    Campaign trait, Drug Addict, Personal addiction.
    Regular trait, Vagabond Child (Urban), Disable Device
    No Archetype
    Member of Lambs Lambs. Got me hooked on drugs. Acted & oratory for him, while also getting other Lambs into and out of places. Reformed after almost dying from drug overdose.


    Tenttive dot depending on another recruitment. Would go with a human barbarian.


    Dot. Thinking either a divine caster or a fighter, possibly with one eye towards a prestige class.


    Firing off a dot as well. I'll be submitting a Human Fighter.


    Current Submissions/Interest:

    Arcane:
    TheWaskally: Human Vril Adept Wizard
    ZetaGilgamesh: Corwin Avelard, Chelaxian Human Evoker
    Darkfire412: Kalima Raustald, Varisian Human Sorcereress

    Divine:
    Alecak: Cleric

    Martial:
    CaptainFord: Athraz, aka El Dragón, Kobold Mysterious Avenger Swashbuckler
    thelizardwizard: Dragonrider
    Daedalus the Dungeon Builder: Io Dorean, Azlanti Human Shield Champion Brawler
    Cydrius: Human Barbarian
    Phntm888: Human Fighter

    Skill:
    The Emerald Duke: Aasimar Sleuth Investigator
    Papa-DRB: Human Bard

    Others:
    Twistlok: Dot
    Jovich: Dot
    Teiidae: Dot
    CyberMephit: Sacred Fist Warpriest
    Raltus: Dot
    Philo Pharnys: Spellshaping
    El Ronza: Dot
    Ouachitonian: Dot
    Xilfrae-ir: Dot
    Ghost1776: Barbarian/Cleric/Warpriest
    Psyonis: Dot
    Bob Evil: Divine Caster or Fighter


    Submitting Kamilla Moor, human Inquisitor of Pharasma.

    Statblock:
    Kamilla Moor
    Female human (Chelaxian) inquisitor of Pharasma 1
    N Medium humanoid (human)
    Size 5'9", 139 lb.; Age 26
    Init +4; Senses Perception +7
    --------------------
    DEFENSE
    --------------------
    AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
    hp 10 (1d8+2)
    Fort +4, Ref +4, Will +5
    --------------------
    OFFENSE
    --------------------
    Speed 30 ft.
    Melee dagger +2 (1d4+2/19-20)
    Ranged longbow +4 (1d8/×3)
    Special Attacks judgment 1/day
    Inquisitor Spells Known (CL 1st; concentration +4)
    1st (2/day)—divine favor, shield of faith
    0 (at will)—create water, detect magic, guidance, light
    Domain Conversion inquisition
    --------------------
    STATISTICS
    --------------------
    Str 14, Dex 18, Con 12, Int 14, Wis 16, Cha 8
    Base Atk +0; CMB +2; CMD 16
    Feats Point-Blank Shot, Precise Shot
    Traits Anatomist, Friend in Every Town, Personal Addiction
    Flaw Family Ties
    Skills Bluff +7, Diplomacy +8, Heal +7, Intimidate +8, Knowledge (dungeoneering) +6, Knowledge (local) +7, Knowledge (religion) +6, Lore (Old Korvosa) +6, Perception +7, Profession (Mortician) +7, Sense Motive +8
    Languages Celestial, Common, Halfling
    SQ family ties, monster lore +3, stern gaze +1
    Other Gear chain shirt, dagger, longbow, backpack, belt pouch, candle (10), flint and steel, manacles, mess kit, silk rope (50 ft.), silver holy symbol of Pharasma, spell component pouch
    Wealth 3 gp, 7 sp
    --------------------
    SPECIAL ABILITIES
    --------------------
    Anatomist Kamilla has studied the workings of anatomy, as an apprentice mortician. She knows where to aim her blows to strike vital organs and she gains a +1 trait bonus on all rolls made to confirm critical hits.
    Charm of Wisdom (Ex) Kamilla uses her Wisdom modifier instead of her Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
    Family Ties Kamilla's family is extremely important to her, and she feel disheartened when she can’t do what they ask. When a family member makes a request of her, she must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until she either does what was requested or succeed at a DC 20 Will saving throw, which she can attempt once per day at the start of each day. If she ever loses her family or loses contact with her family, exchange this drawback for the Doubt drawback.
    Friend in Every Town Kamilla has no problem making friends and learning information from them wherever she goes. She gains a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks.
    Inquisitor Domain (Conversion Inquisition) Kamilla is a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to her side.
    Judgment (1/day) (Su) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
    Monster Lore +3 (Ex) Kamilla adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
    Personal Addiction Someone you know has become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body shakes and shivers, giving the substance its street name. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called “a bit player in a beggar’s problem.” It would seem that if Gaedren’s operation is to be stopped, it falls to you.
    You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.
    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.
    Stern Gaze +1 (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
    --------------------

    Backstory:
    Background: Born into a family of poor cobblers, Kamilla is the oldest of her five other siblings. Most of her young life was spent running around Old Korvosa's impoverished streets and alleyways, where crime is rampant. A bad place for a strong-willed child to grow up, so Kamilla's parents entered her into the Endrin Military Academy when she turned twelve. The young stubborn girl balked at the harsh regime of its drill sergeants, and rebelled at every opportunity that presented itself. After three long years and unbeknownst to her parents, Kamilla left of her own accord, and spent most of her days once more out on the streets that were so familiar to her.

    Meeting up with her old friends again, she found they had grown up fast, and were hooked on a rather nasty substance called shiver. Unaware of the exact nature of the drug, and eager to disprove that her time in the Endrin Academy had changed her, Kamilla agreed to procure a new batch of the highly addictive substance for them. She sought out their supplier, a deplorable crime lord by the name of Gaedren Lamm. The foul old man saw an opportunity, and Kamilla agreed to a deal, the details of which only she and Gaedren are privy too. She was sure that she would come out on top, but this proved a lapse in judgement, as she eventually became hooked on the stuff when Gaedren forced her to sample it herself to persuade a potential buyer. For eight months, she lived from moment to moment, thieving her way to her next fix. Kamilla was in a constant state of utter depression, alleviated only by the momentary highs the drug provided. By the end, the drugs merely took away the pain, and allowed her to function normally for progressingly shorter and shorter amounts of time.

    As it happens so often, at one point Kamilla pushed her substance abuse too far. Her vision went blurry, and she doubled over from headaches and chestpains. Her clothes soaked in sweat, she barely managed to make it home where she collapsed into a coma.

    Upon waking, Kamilla found herself in the Grand Cathedral of Pharasma. Her parents had called for the aid of a local healer, who had taken her there. They brought her back from the brink of death, and nursed her back to health. Learning that her parents had spent nearly all the money they had, Kamilla realized how foolish she had been, and chose to stay on with the church. They taught her a trade, and she became familiar with funerary customs, preparing bodies to be interred in the districts many graveyards and crypts. She was instructed in all facets of the Pharasmin church and received lessons in a wide variety of topics. Eventually Kamilla's martial training resurfaced, as the Cathedral could use all the help they could get with the constant threat of the undead rising from the Vaults beneath the district.

    Nowadays, she has grown into an accomplished and responsible young woman, but she has not yet forgotten the name Gaedren Lamm.

    Description: Kamilla is a rather homely woman, with mismatched eyebrows and one eye slightly bigger than the other. A badly healed scar mars her face, running from the middle of her nose to her left cheek, a reminder of her ill-spent youth in Old Korvosa. Her hair is a platinum gray, and she wears it asymmetrical; long and curly on one side, shorn close to her skull on the other side. Her ears are heavily pierced, and she has an elaborate tattoo on her chest and throat.

    Some people would call Kamilla a pessimist, but she sees herself as a realist. She has seen enough squalor and poverty to know that people can't just change the world, except in temporary and superficial ways. Everything that exists is an integral part of a greater whole, and there is a delicate balance in all of these things. This doesn't mean that Kamilla will sit by idly though, she will in fact go to great lengths to take corrective steps when she perceives an imbalance. In the great scheme of things, good and evil are all equally important and necessary, and in the end, the Lady sits in judgment over all.


    I would like to submit Asheena, a Shaman bonded with the Slums spirit.

    Backstory:

    For as long as she can remember, Asheena has lived on the streets of Korvosa, and like so many others like her, she worked for Lamm to earn her meal and roof for each day.

    Lamm was a harsh master, who did not tolerate poor results. Beatings were frequent, and Asheena's tendency to wander off to explore the streets did not help matters.

    But she couldn't help herself. The city seemed to call out to her. She loved to just get lost in the crowd, wander off into new streets, meet new people. She enjoyed talking to people, and most seemed to trust her easily. And sometimes she liked to just sit quietly and observe the way the people around her went on about their lives, learning about their routines and their worries, their dreams and their secrets.

    Gamm eventually realized how useful these habits of her could be, and started asking her to observe or get to know specific targets. She couldn't understand his particular interest in some people, but he was overall more pleased with her results, even if he still got mad at her when she failed to uncover anything he found interesting.

    But one day, her curiosity and tendency to listen in on people's conversations turned nearly fatal. She overheard Lamm talking about her with some of his shady friends, and decided to listen more closely. What she heard was horrifying. She heard Gamm boasting about killing her family, and how it had not only brought him a nice profit back then, but was paying off even now with all the juicy information she was bringing him. Anger took her, and she threw herself at him in rage, but was easily stopped. Gamm was furious, and her punishment was several times worse than any previous one, and he left her for dead in a garbage heap.

    She would probably have died, had it not been for a kind witch she had befriended during her escapades and who lived nearby. She tended to her wounds, and came to a startling discovery. Asheena seemed to share a bond, not unlike the one a witch might have with her patron. But Asheena's bond seemed to be, for lack of better terms, with the city itself.

    With a better understanding of her abilities, Asheena again turned her attention to Gamm and her family. She knew he was her best lead to her family's identity, and she wanted revenge. Asheena started to gather as much information as she could about him and his current whereabouts. Apparently, she was not the only one who had reasons to look for the man. If they could all team up, she was confident that their next confrontation would go quite differently than the previous one.

    Stats:

    Asheena
    Female Aasimar shaman 1
    NG Medium outsider (native, human)
    Init +5, Senses darkvision (60 ft.); Perception +10
    =================================================
    DEFENSE
    =================================================
    AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex, )
    hp 10 ((1d8)+2)
    Fort +1, Ref +2, Will +7
    Resistances acid 5, cold 5, electricity 5,
    =================================================
    OFFENSE
    =================================================
    Speed 20 ft.
    Melee longspear +0 (1d8/x3)
    Ranged light crossbow +1 (1d8/19-20)
    Melee cestus +0 (1d4/19-20)
    Innate Spell-Like Abilities daylight (1/day),

    Prepared Spells
    Shaman (CL 1st; concentration +6)
    1st-bless, sleep(DC 16)
    0th-daze(DC 15), detect magic, guidance(DC 15)
    Spirit Magic Spells charm person (1st)
    =================================================
    TACTICS
    =================================================
    Str 10, Dex 12, Con 12, Int 14, Wis 20, Cha 16,
    Base Atk +0; CMB +0; CMD 11
    Feats Alertness, Improved Initiative
    Skills Diplomacy +13, Knowledge (Local) +7, Knowledge (Nobility) +3, Knowledge (Religion) +6, Perception +8/+10, Sense Motive +6/+8, Sleight of Hand -4, Spellcraft +6,
    Traits Friend in Every Town (Knowledge (Local)), Unhappy Childhood (Tortured),
    Languages Common, Dwarven, Halfling
    SQ celestial resistance, darkvision, familiar's alertness ability active, lore (spirit), monstrous insight, orisons, scion of humanity, skilled, spell-like ability, spirit, spirit animal, spirit magic, weapon and armor proficiency,
    Combat Gear candle (10), torch (10), rations (trail/per day) (5),
    Other Gear longspear, scale mail, outfit (pickpocket's), crossbow bolts (10) (4), pouch (belt), light crossbow, cestus, backpack, bedroll, waterskin, flint and steel, pot (iron), mess kit, rope (hemp/50 ft.), soap (per lb.), spell component pouch, holy symbol (wooden), 66.0 gp
    =================================================
    SPECIAL ABILITIES
    =================================================
    Aasimar Default Aasimar Receive a +2 bonus to Wisdom and Charisma and a +2 bonus to Diplomacy and Perception checks. They can cast Daylight as a spell like ability.

    Background Skill (Knowledge (Nobility), Sleight of Hand)

    Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

    Darkvision See in the dark up to 60 ft.

    Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

    Doors to Everywhere (Ex) As a standard action, the shaman can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only you, and both your departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester’s jaunt. At 9th level, the shaman can use this ability as per dimension door. At 14th level, the shaman can use this ability as per tree stride (treating all doors as generic coniferous trees). You can use this ability three times per day, plus one additional time per day at 12th level and at 20th level.

    Familiar's Alertness ability (Ex) While a familiar is within arm's reach, the master gains the Alertness feat (You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.)

    Friend in Every Town (Knowledge (Local)) You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

    Orisons Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

    Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

    Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

    Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

    Scion of Humanity (Ex) You count as an outsider (native) and a humanoid (human) for any effect related to race. You can pass for human without using the Disguise skill.

    Skilled (Ex) Aasimars receive a +2 bonus to Diplomacy and Perception checks.

    Slums (Spirit) Spirit Magic Spells: charm person (1st), summon swarm (2nd), hold person (3rd), confusion (4th), wall of stone (5th), mislead (6th), mass hold person (7th), maze (8th), imprisonment (9th)

    Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability.

    Spirit (Su) A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

    Spirit Animal (Ex) A shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

    Spirit Magic A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.

    Unhappy Childhood (Tortured) You spent a period of time as one of Gaedren's enslaved orphans. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of his "Little Lamms" before escaping. You've nursed a grudge for the old man ever since. Gaedren tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 trait bonus on Reflex saves.

    Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor.


    Damiel Morgethain

    Elven bard, crunch only, still working on fluff.

    -- david


    Almost done with my investigator (Rebecca Mavern), just working on the specifics of her backstory that tie the elements I have crafted together. I have a good idea on how everything will shape up, but I don't want to submit my crunch without the backing fluff.


    Dot. I'm currently struggling between rolling up my concept as an Inquisitor or an Unchained Rogue (who then multiclasses into Swashbuckler later on), but I just wanted to throw my name into the pot for now.


    GM, would you be open to slight changes in the campaign traits? As an example, the missing sibling one, could I, instead of a sibling, have it be a very close, an likely lover instead?

    Dark Archive

    I'm going to dot this even though I've got some skin in the other game as well, even though I'm having some misgivings as to how that game is starting to shake out.


    Selection happened in the other game, I did not get picked. Can't say that I am surprised as such.

    Rebecca should be done, crunch wise. The backstory tab is empty as I am still formalizing it. Once that is done I will officially post her application here using the alias. Quick concept of the background is that she was one of the middle children to an older, not quite so rich (but still semi prestigious) noble house that decided to join the guard. She eventually resigned as she found more and more that she couldn't pursue Lamm. Currently she is a freelance detective that aids the guard from time to time, but primarily earns her keep by assisting private contractors. Her current case is to help return some visiting merchant's missing daughter to him. If it means the finally bringing down Lamm, all the better.

    Like I said, not quite fleshed out the way I want to for final submission but gives you an idea at least.


    Here is my Submission
    Gm please let me know if you have any questions
    Thanks again

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