DM Titan
|
@Cuàn: Very nice! The Varisian element is something I could definitely harness in the game.
By stat blocks, there are less than 186 tieflings in the entire city, not taking into account races that aren't human, half-elf, elf, halfling and dwarf. So, with half-orc and gnome, close to ~60 if it's divided by even lines.
In Egorian, capitol of Cheliax, there are 1600 tieflings, and in Westcrown, the old capitol, there's ~955 taking into account dwarves, elves, half-eves, half-orcs and the other races. So there's actually a lot less tieflings here than other races.
If the Sczarni are in with her, that's interesting-- the rest of the Varisian populace might know her and call her by a nickname (I'm thinking "horns"). If you're able to talk your way out of being arrested, you might have never run into trouble with the Hellknights-- which is good for your wellbeing!
@James: Continuing to be solid. There are hooks galore I could throw at Percy from just that. Awesome!
@Waterhammer: Simple enough!
@Vixen: Interesting! So, questions/comments: Hellknights are extremely noticable commodity in Korvosa because of its proximity to Citadel Vraid. They're present in everyday life because of it: people aspire to become Hellknights, Hellknights walk the streets to keep the peace, Hellknights raid tenements and shops to put a stop to lawlessness. They're like the FBI-- difficult not to know who they are due to their ease of prevalence in contemporary storytelling.
The crux of the story is this: Hania's mother knows something about the Hellknights, has a child, realizes their secret gift and begins to train them from birth to reveal their secrets; She's found out that her child is special and is killed for it? I feel like there needs to be a conspiracy there, otherwise I don't see why they would kill her. To tighten it up: Your mother meets one of the nobles, this Simon, and they are embroiled in a conspiracy revolving around the Hellknights when your mother is killed for her knowledge. Your character seeks revenge. Thoughts?
What do you think the nature of the corruption involving the Hellknights is? What matters more to Hania: revealing this corruption, or taking revenge? How has your character's unique situation revolving around her race colored her viewpoint of the racial tension in Korvosa surrounding Varisians, Shoanti, Chelish etcetera? What family is Simon from in the nobility of Korvosa? Here's a big question: Simon and your mother know of this hypothetical conspiracy; she unconvers something is killed for it. What happened to Simon afterwards? Is he still a noble or has his fortune and name been ruined?
And finally, why would a member of the Korvosan Guard decide to ask you to investigate a mystery involving the disappearance of an actress, and why would you be interested in undertaking this task?
| Grand Moff Vixen |
@Vixen: Interesting! So, questions/comments: Hellknights are extremely noticable commodity in Korvosa because of its proximity to Citadel Vraid. They're present in everyday life because of it: people aspire to become Hellknights, Hellknights walk the streets to keep the peace, Hellknights raid tenements and shops to put a stop to lawlessness. They're like the FBI-- difficult not to know who they are due to their ease of prevalence in contemporary storytelling.The crux of the story is this: Hania's mother knows something about the Hellknights, has a child, realizes their secret gift and begins to train them from birth to reveal their secrets; She's found out that her child is special and is killed for it? I feel like there needs to be a conspiracy there, otherwise I don't see why they would kill her. To tighten it up: Your mother meets one of the nobles, this Simon, and they are embroiled in a conspiracy revolving around the Hellknights when your mother is killed for her...
And finally, why would a member of the Korvosan Guard decide to ask you to investigate a mystery involving the disappearance of an actress, and why would you be interested in undertaking this task?
I am up for a conspiracy. Not sure what they would be conspiring about. Maybe they were trying to oust the Hellknights? Do you have any ideas that would fit?
As to the info her mother had, I leave that to you to decide and whether that will have repercussions when she goes out in public.
As for why she would be approached for this job? She has gained a small but well-earned reputation for being able to get information that others could not.
Her interest: Her funds will not last forever, she desires to gain additional contacts for finding out about what her mother knew, and she gets to infiltrate her way into new and exciting places she has not gone before (she has an very insatiable curiosity and will often sneak into places just because she can).
| Cuàn |
Her adoptive family is Sczarni and she has been raised by them so she pretty much is part of the group. While not by blood she surely is in mind.
As for the Hellknights, she might have bumped into them solely because she is a Tiefling, but lots of grovelling and placating should be enough if being a Tiefling is your only crime. The Hellknight in Korvosa are of the Order of the Nail after all and as such probably are more concerned with rebellious thugs and savage outriders than with a lone tiefling who seems to be humble and willing to just fulfil her role in society. Seems being the important part here.
DM Titan
|
So we have, so far, at the more-than-halfway-point:
AdAstra - Uther Malthurian, Fighter
Viluki - Temerith, Wizard (necromancer)
Digger Chandler - Untitled, Inquisitor of Sivanah
Nidoran Duran - Rhiannon Mableanbh, Bard
James Martin - Percivel, Inquisitor of Shelyn
Waterhammer - Raikdar Silvershrike, Magus
Cuan - Sarina Imoroa, Magus
Grand Moff Vixen - Hania Ishihara, Rogue
I'm seeing no barbarians, cleric, monks, paladins, rangers, sorcerers, witches, oracles, alchemists, cavaliers, ninjas, samurai or gunslingers so far, so we've definitely still got space for new ideas if you're thinking 'Dang, that's a lot of characters!'
Just jump right in.
It'll be good for you.
Promise.
| Waterhammer |
It'll be good for you.
Promise.
Must be true, I had fun writing up Raik's background. I've been having some writer's block on the whole Magus thing. His story seemed to flow pretty well. For me writing, anyway.
I do plan on doing a re-wright to answer the questions you have asked, DM Titan. Had some drama at work today, so I haven't really been able to work on the loss of Glim. It was a little distracting. (The work related drama, that is. Nothing too serious.)
I do want to cover that area, there has to be a cool story in it.
| Grand Moff Vixen |
I believe I am done with any changes so far for Hania. Would you look over the revised background one more time DM Titan?
Much appreciated. :)
| Waterhammer |
Here is the crunchy part:
Male Human (Chelaxian) Magus (Bladebound) 2
CG Medium Humanoid (human)
Init +2; Senses Perception +1
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Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 17 (2d8+4)
Fort +4, Ref +3, Will +4
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Offense
--------------------
Speed 30 ft.
Melee Club +3 (1d6+2/x2) and
Dagger +3 (1d4+2/19-20/x2) and
Masterwork Longsword +4 (1d8+2/19-20/x2)
Ranged Composite shortbow (Str +2) +3 (1d6+2/x3)
Special Attacks spellstrike
Magus (Bladebound) Spells Prepared (CL 2):
1 (3/day) Chill Touch (DC 14), Color Spray (DC 14), Jump
0 (at will) Acid Splash, Read Magic, Detect Magic, Dancing Lights
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 13, Int 16, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Combat Casting, Dodge
Traits Deft Dodger, Poverty-Stricken
Skills Acrobatics +1, Appraise +4, Bluff +1, Climb +5, Diplomacy +1, Escape Artist +1, Fly +1, Intimidate +4, Knowledge (arcana) +8, Ride +1, Sense Motive +2, Spellcraft +8, Stealth +2, Survival +2, Swim +5
Languages Celestial, Common, Draconic, Goblin
SQ arcane pool (+1) (4/day), spell combat
Combat Gear Potion of cure light wounds, Smokestick (5), Sunrod; Other Gear Masterwork Chain shirt, Arrows (30), Club, Composite shortbow (Str +2), Dagger (3), Masterwork Longsword, Backpack (5 @ 8 lbs), Belt pouch (1 @ 0 lbs), Belt pouch (1 @ 1.18 lbs), Chalk (3), Flint and steel, Ink, black, Inkpen, Parchment (5), Scroll case (6 @ 0 lbs), Signet ring, Silk rope, Spell component pouch, Spellbook, Tindertwig (10), Waterskin, Whetstone, 5 PP, 48 GP, 2 SP, 4 CP
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Special Abilities
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Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
And a link to the Raikdar Silvershrike profile.
| Cuàn |
Wasn't there an Urban Ranger/Falconer hidden in the woodwork somewhere? He was the reason my decision my decision between Urban Ranger and Magus tipped towards Magus.
If you're really desperate for a divine spellcaster I might be able to cook something up, but I'm actually rather happy with Sarina now (possible change would be for her to become an Oracle).
DM Titan
|
@Vixen: Looks alright-- your mother was part of a group who disliked the Hellknights and wanted to remove them from Korvosa, found something out and was killed for it. I'm still not sure why the Judge ordered her to die for having a child that can change shape. He bought her mom because she can change shape. She was probably in kitsune form when she was born, and the midwife saw, and probably other bystanders. How does the judge go that long without knowing that his daughter can change shape? Why is having a child who can change shape a death sentence? Why did the judge want the child afterwards-- he ordered her death because of the child, she fled, he wants the child. Why not just kidnap the child? I'm not seeing why she has to die in this plot here. Maybe edge it closer to her death being necessary-- perhaps the Hellknights committing it because of her political leanings.
On the flip side, I do not reccommend you taking Black Market Connections. The game isn't going to be leaving Korvosa, a large city, which is a DC 30 Diplomacy check to activate your talent-- if you fail by 5 or more, your talent is gone for a week and the game advocates direct reprisal. Hania has +10 diplomacy. Nat 20 only.
It's passive is to make Korvosa into a metropolis for purchasing magical items. You're level 2. This is a great talent if you plan on buying and selling items in small thorps and hamlets as you pass through, but in Korvosa, it lets you buy and sell 16,000gp magic items without a 25% chance of not having it instead of 8,000gp magic items. In essence... it's not going to do a lot for you.
@Waterhammer: Poverty-stricken isn't the word I'd use to describe a noble who's survived by selling off bits and pieces of their familial estate... Besides that, stat block looks good. Eagerly awaiting the backstory revamp.
| Grand Moff Vixen |
@Vixen: Looks alright-- your mother was part of a group who disliked the Hellknights and wanted to remove them from Korvosa, found something out and was killed for it. I'm still not sure why the Judge ordered her to die for having a child that can change shape. He bought her mom because she can change shape. She was probably in kitsune form when she was born, and the midwife saw, and probably other bystanders. How does the judge go that long without knowing that his daughter can change shape? Why is having a child who can change shape a death sentence? Why did the judge want the child afterwards-- he ordered her death because of the child, she fled, he wants the child. Why not just kidnap the child? I'm not seeing why she has to die in this plot here. Maybe edge it closer to her death being necessary-- perhaps the Hellknights committing it because of her political leanings.
On the flip side, I do not reccommend you taking Black Market Connections. The game isn't going to be leaving Korvosa, a large city, which is a DC 30 Diplomacy check to activate your talent-- if you fail by 5 or more, your talent is gone for a week and the game advocates direct reprisal. Hania has +10 diplomacy. Nat 20 only.
It's passive is to make Korvosa into a metropolis for purchasing magical items. You're level 2. This is a great talent if you plan on buying and selling items in small thorps and hamlets as you pass through, but in Korvosa, it lets you buy and sell 16,000gp magic items without a 25% chance of not having it instead of 8,000gp magic items. In essence... it's not going to do a lot for you.
Alright. I can modify the background to have the judge order both the mother and the daughter to be brought to him and an overzealous Hellknight took the order too far. I just made that a plot point to make it exciting.
I will change the rouge talent to something else.
DM Titan
|
Do you have any recommendations for Uther's second trait? Is Defender of the Society kosher with you, given that it deals with the Pathfinder Society, or would you prefer a different one?
They're good traits. Sad as it is, I would prefer them changed.
Here's some ones that give diplomacy I think fit - Trustworthy or Friend in Every Town
This one also fits if you're looking to be a 'mage-killer' -- the low Will save might hurt you in some cases, so shore it up - Focused Disciple
@Vixen: Solid. You know how ki pool says in the description it doesn't do a lot? Don't worry about that-- I think it's fine for it to give you running start, boost movement, bonus to stealth. Ninjas have a big leg up on rogues anyways. If you wanted to base it off of Charisma, I'm fine there too.
Three more days, ladies and gentlemen.
| AdAstraGames |
All three of those are good. The real problem is the lack of skill points, and the lack of a free feat suitable for Fast Learner.
Does anyone else on the team have a good skill in either:
Diplomacy
Bluff
Knowledge (local)
I plan on getting Iron Will at 5th level; not that more Will save bonuses aren't worth having.
I will probably decide on this trait after we know what the team is, and if I'm on it.
I am also heading to the Origins game convention on the 11th and will have sporadic internet access until I return on the 17th.
| Grand Moff Vixen |
@Vixen: Solid. You know how ki pool says in the description it doesn't do a lot? Don't worry about that-- I think it's fine for it to give you running start, boost movement, bonus to stealth. Ninjas have a big leg up on rogues anyways. If you wanted to base it off of Charisma, I'm fine there too.
Three more days, ladies and gentlemen.
I could base it off charisma since you are cool with it. I did research all the rogue talents and this seemed to give the kinds of benefits I was looking for. It seemed like a good choice.
Crunch altered.
| Dreaming Warforged |
DESCRIPTION
Falko Escheus stands tall and wide, but with an old body that reminds of gnarled wood. His hands are like metal clamps, showing the wear from having handled sword and shield for so many years under all the weathers one can conjure up in his mind. His blue eyes seem to remain in a perplex frown. His hair has paled through the years, though it is still lush and he still wears a proud mustache.
His gnarled body he keeps in a straight posture, though not without obvious efforts, fueled by pride. He is wrapped in a simple flowing dark brown leather cape, lined with a dark velvet that seems to absorb light and sound. Though his movements are those of a veteran, a nervousness hangs around him and makes some of his movements jerkier. His leather armour is covered by a grey overcoat. He often wears leather pants of the same shade as his cloak, and sturdy boots comfortable for walking in the deepest mud. A pouch on his side carries his precious pipe and tobacco.
BACKGROUND
Most would say that Falko Escheus has no ambition. Certainly, the last 25 years certainly proves them right, though the tragic death of his father Delgo Escheus might change things a little.
To understand Falko, one must delve into his past. One would first recognize how dreadful his youth was, as his father moved the whole family to Korvosa, perhaps the last civilized place where decent Chelaxiana would wish to grow up.
His father Delgo was a proud man, full of himself. He could just not go wrong, for he mastered the Divination Art. Powerful allies and enemies he made in Westcrown, as he used his power to become a well known broker of information. Yet, in the end he was better at finding information than at knowing what to do with it though, which forced the middle-of-the-night move to Korvosa. A marking event for Falko, as he discovered with fright that his father did not always know, and that things were not always ‘going to be all right’.
Falko, mostly left to himself, wandered the streets of Old Korvosa all his youth. fortunately, life on the street brought him gravitating towards the City Guard. Recruited first as an informant by Lukain Silvaski, he joined the Guard a few years later. He was good at his job, and worked hard, though never harder, and never harder than anyone else. Despite his experience, his lack of ambition and improvement meant he was never promoted. Korvosan Guard to the core, Falko never missed a chance to show the Sable Company and the Hellknights that the Guard runs the show in Korvosa. He worked a few good cases and did good work, but he always preferred to remain in the shadows.
Reminded daily by his father of its shortcomings, and of the true calling of the Escheus family, Falko never missed a chance to prove him right. He married the wrong girl, chose the wrong career path, never made a name for himself, never cared about the greater things like ambition and the Arcane Arts!
25 years later, recently retired, his wife Ednea happy but clearly bored and seeing someone else, his oldest son having joined the Guard thanks to a good word from Lukain, and his eldest daughter having joined the Pharasmins, Falko stands over his father’s dead body, and it dawns on him...
His father was an idiot... And he lost half his life for the wrong reasons!
With the sour taste of years wasted in his mouth, Falko knocks on Lukain’s door, hoping to recuperate a bit of what life had kept in store for him...
| Nidoran Duran |
All three of those are good. The real problem is the lack of skill points, and the lack of a free feat suitable for Fast Learner.
Does anyone else on the team have a good skill in either:
Diplomacy
Bluff
Knowledge (local)I plan on getting Iron Will at 5th level; not that more Will save bonuses aren't worth having.
I will probably decide on this trait after we know what the team is, and if I'm on it.
My bard's a bard, so, y'know. She even makes her bluff rolls off of her primary perform roll, so her bonus is currently +9 for it. But yeah, it's good to consider everything in a "maybe" state depending on team comp.
| Raikdar Silvershrike |
So, I changed the trait from Poverty stricken, to Charming. The editing is done. I did it last night, but the site ate all the changes. Someday I'll learn to remember to copy before I submit if it a longer post.
Anyway it's done now. The character if final form.
Thanks for giving it consideration, DM Titan.
Waterhammer.
| AdAstraGames |
STR 14+2 [5], DEX 14 [5], CON 14 [4], INT 12 [2], WIS 12 [2], CHA 13 [3] (Human)
Uther Malthurian, called the Unavoidable, LN Fighter. Lay follower of Abadar.
Focused Study Alternate Trait
1T Classically Schooled (+1 Trait Bonus on Spellcraft, Class Skill)
1T Strong Willed (+2 Will vs Charm and Compulsion)
1G Step Up
1F Following Step
1H Skill Focus (Knowledge Nature)
2F Combat Reflexes; Bravery +1
Skills: 4/level, 8/8 spent, FC to HPs.
Knowledge (Nature) 2+1+0+3 = +6
Spellcraft 2+1+3+1 = +7
Survival 2+3+1 = +6/+10
Intimidate = 1+1+3 = +5
Climb = 1+3+1=+5
HP: 1: 10+2+1=13
HP: 2: 13+6+2+1=22
Equipment, 1175 GP to spend:
Breastplate, 200 GP
Heavy Shield, Steel: 20 GP
Wayfinder, 500 GP (Full MSRP)
Masterwork Longsword: 315 GP
40 GP unspent.
AC: 10+6+2+2=20
HP: 22
Fort: 3+2=+5
Ref: 0+2=+2
Will: 0+1=+2, +1 additional versus Fear, +2 additional versus charm/compulsion.
Future Feat Planning:
3G Eldritch Heritage (Void-Touched), Armor Training +1
4F Power Attack, +1 CHA
5G Iron Will, Weapon Training 1 (Swords)
6F Disruptive, Bravery +2
7G Step Up and Strike, Armor Training 2
8F Cleave, Skill Focus (Spellcraft), +1 CHA
9G ??, Weapon Training 2 (Bows)
10F SpellBreaker
11G Improved Eldritch Heritage (Void-Touched)
DM Titan
|
@Falko: You wish you had the Int for Combat Expertise. I wish you did, too. What ranger combat style is Falko? I'm not seeing Weapon Focus (what weapon, by the way?) available on any combat style lists.
You have (300gp - starting) on your sheet, but you should be starting at 1,175gp. Nice grab bag of weapon tricks, by the way.
A lot of my questions were answered by the background. Great voice! Let's see: When Falko was younger, who did he inform on? Who has it out for him because of that? The man Ednea's seeing-- who is he? What's Falko's relationship with his children? What's Falko's plan now-- how he is going to reclaim his lost ambition?
@Raikdar: I saw the background balloon on a refresh. Oh boy! Yeah-- everything I could ever want is answered here. Two things: Chill your commas! and I'm pretty certain Glim might have moved depending on how quickly I feel you should be leveling up. Otherwise, good stuff! Hi fives!
@Lantana: You're sitting on 26 point buy right now (18 - 17, 12 - 2, 14 - 5, 12 - 2, 10 - 0, 10 - 0). Or you're raging and it's 9, which is worse (14 - 5, 12 - 2, 10 - 0, 12 - 2, 10 - 0, 10 - 0). May want to correct that!
Composite longbow (str +5) is 600gp. You have 803~ remaining-- I'm not sure if that's correct.
Reactionary means your character is picked on and beaten up so much that you've got an innate defensive reaction to violence because you never developed an offensive one. A lady with 16+ strength who wields a greatsword doesn't have an offensive reaction to violence?
Trying to figure out where you get +2 Perception as a special quality. It's from the variant tiefling special abilities, right? Fluff your supernatural keen eyesight for me and we can get away without you needing to scratch it out and roll percentile to find out what you really have. :P
On to questions: How does the Temple of Shelyn view your character? How is Lanny effected by being raised in the Temple of Shelyn-- what are her viewpoints on art and music? How does Lanny feel about being raised in a world where art, talent and beauty are most important, yet, is described as being masculine ("most do not notice she is a woman"), ugly ("crooked teeth, vestigal horns and the scowl...") and unskilled at art (+2 bonus with skill ranks and a trait, which means she tries really hard to be ultimately worse than someone with natural talent)? Who named her? What happened to her parents after they left her? I really like that she's super cutsie and feminine (odd that you'd call out she's masculine looking?-- you can be feminine with thick forearms and biceps, and if it's charisma, you could be beautiful with 7 cha and just smell funny) for being a hulking ragezerker. As a tiefling, she's partially spirit-essence and elementally aligned towards evil the same way an ifrit is aligned towards fire. Is her rage an outpouring of her outsider traits? How is Lanny's mindset different because of her racial inclination to do oni things? How does she interact with the minimalist tiefling community in Korvosa, and how does she deal with being a disdained minority? Who are her people-- is it the Temple of Shelyn?
Get questioned on! I'm excited to see these answered. She sounds like an interesting creature to have around, swinging an angry, angry sword (with butterflies in her hair and rainbow stickers on the hilt)...
@Digger: Okay, it's been long enough: What's your character's name?
As an aside, very excited about this game. I've been fine-tuning an opening post and making a small image collection to use in the game as visual aids. I've scoured around for maps to use and even drawn (not very beautifully) one of my own. NPCs have been looked at and locations have been fleshed out. Stat blocks have been written and chosen. I read the Guide to Korvosa for the first time since I finished Curse of the Crimson Throne and I'm excited to get my feet back on old ground.
Two days and twelve hours left!
| Digger Chandler |
Male Half-Elf Inquisitor of Sivanah 2 (Domain: Rune/Language)
CN Medium Humanoid (Elf, Human)
Init +6; Perception + 13
--------------------
Defense
--------------------
AC 17 (11 touch, 16 ff)
hp 15
Fort +4, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Dagger +1 (1d4)
Melee: Morningstar +1 (1d8)
Melee:
Ranged: Longbow +2 (1d8)
Ranged:
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 12, Int 15, Wis 17, Cha 12
Base Atk +1; CMB ; CMD
Feats: Skill Focus (Perception), Scribe Scroll, Alertness
Traits: Cosmopolitan, Elven Reflexes
Skills: Bluff 6 (1+2+3), Craft Prose 6 (2+1+3), Diplomacy 6 (8 for city officials) (1+2+3), Heal 8 (3+2+3), Knowledge (arcana) 9 (2+3+1+3), Knowledge (dungeoneering) 9 (2+3+1+3), Knowledge (nature) 9 (2+3+1+3),Knowledge (planes) 9 (2+3+1+3), Knowledge (Religion) 9 (2+3+1+3), Perception 13 (15 with cap) (3+2+3+3+2), Sense Motive 11 (3+2+3+1+2), Knowledge (local) 4 (2+2), Survival 9 (11 with kit) (3+2+3+1), Linguistics 8 (10 forgeries) (2+2+3+1)
Languages: Common, Elven, Draconic, Varisian
--------------------
Racial Traits
Standard Racial Traits
• Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
• Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
• Base Speed: Half-elves have a base speed of 30 feet.
• Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
• Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Senses Racial Traits
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Other Racial Traits
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Inquisitor Class Abilities
--------------------
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every twocleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Judgment (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.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus onconcentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore (Ex)
The inquisitor 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.
Orisons
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze (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).
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Spells Known:
0: Daze, Detect Magic, Detect Poison, Sift, Stabilize
1: Comprehend Languages (Domain), Deadeye's Lore, Peacebond, Haze of Dreams
EQUIPMENT:
Breastplate armor
Longbow, 40 arrows
dagger
morningstar
cypher book
Book of Letters
Chronicler's kit (map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. )
mwk survival kit
Tinker's Cap
wismuth salix
Six potions CLW
33gp
| Lantana Mugwort |
@Lantana: You're sitting on 26 point buy right now (18 - 17, 12 - 2, 14 - 5, 12 - 2, 10 - 0, 10 - 0). Or you're raging and it's 9, which is worse (14 - 5, 12 - 2, 10 - 0, 12 - 2, 10 - 0, 10 - 0). May want to correct that!
Composite longbow (str +5) is 600gp. You have 803~ remaining-- I'm not sure if that's correct.
As for the stats, I backed her up from a level 3 character. I'm going to redo her from scratch. This isn't the first time Hero Labs has messed up on backtracking. That should straighten out the money and such.
Reactionary means your character is picked on and beaten up so much that you've got an innate defensive reaction to violence because you never developed an offensive one. A lady with 16+ strength who wields a greatsword doesn't have an offensive reaction to violence?
She does now. Sort of. Very few children ever went after her one on one. Children can be quite cowardly. But she was chased by mobs, ambushed by gangs and pelted by entire families with rocks. She's pretty wary about ambushes and such. She's also learned that she can react quickly enough and take out or better still, intimidate, one or more of the mob, the rest will usually leave her alone.
[i]Trying to figure out where you get +2 Perception as a special quality. It's from the variant tiefling special abilities, right?
Exactly, it's offered as an option. As for how she got it, she's developed excellent situational awareness. Probably from being beaten up every day for years.
On to questions: How does the Temple of Shelyn view your character?
A mixture of pity and compassion. A few of the worshippers are snooty towards her but they are the less pretty, more insecure ones.
How is Lanny effected by being raised in the Temple of Shelyn-- what are her viewpoints on art and music?
She adores art and music, very much so, and is envious of anyone who has talents in those directions. A male bard will get her attention in a heartbeat, will he or nil he. Any sort of music player will get her attention. She loves to pick their minds for playing tips and for songs.
How does Lanny feel about being raised in a world where art, talent and beauty are most important, yet, is described as being masculine ("most do not notice she is a woman"), ugly ("crooked teeth, vestigal horns and the scowl...") and unskilled at art (+2 bonus with skill ranks and a trait, which means she tries really hard to be ultimately worse than someone with natural talent)?
She's secure about her femininity. She is so much an outlier that it was either accept herself or become a ball of wounds. She has accepted herself for what she is. What rankles every so often is that other people have problems with that.
Who named her?
Her parents. The Mugworts skipped town, possibly all the way to Cheliax. She really does not want to find them. They left her on the temple steps with a note that read "Here is our daughter Lantana Mugwort. We are leaving her in your care to atone for the disfavour of the gods, most likely Shelyn. Here is a silver piece for you to pray and intercede for us. If you want to drown her, that's fine."
What happened to her parents after they left her?
They took the first boat out of town. Rumour has it they went to Cheliax. Dad went to Egorian. Mom went to Westcrown.
I really like that she's super cutsie and feminine (odd that you'd call out she's masculine looking?-- you can be feminine with thick forearms and biceps, and if it's charisma, you could be beautiful with 7 cha and just smell funny) for being a hulking ragezerker. As a tiefling, she's partially spirit-essence and elementally aligned towards evil the same way an ifrit is aligned towards fire. Is her rage an outpouring of her outsider traits?
Exactly. Being raised in the temple has help her overcome her natural tendencies towards evil.
How is Lanny's mindset different because of her racial inclination to do oni things?
She has her "Hulk Smash!" moments. But since she's been hiring herself out as muscle, she's generally does that only on the job. Oni tend to be bullies, but like most people who were picked on as children, she's sensitive to being one herself. Again, since she can bully people professionally, she can release some of that there.
How does she interact with the minimalist tiefling community in Korvosa, and how does she deal with being a disdained minority?
They represent a source of potential husband material. She's heard there are more of her kind in Cheliax. If she could be certain where the Mugworts went, she'd visit the parts of Cheliax that they aren't in. As for being disdained, she's kind of scary. So she's turned it to her advantage. She'd rather be respected and liked, but she'll take what she can get.
Who are her people-- is it the Temple of Shelyn?
The priests were good to her. She identifies with them. She isn't especially religious but she isn't an atheist either. So when she hit sixteen she left, but she left on good terms. They've even had work for her, from time to time.
Get questioned on! I'm excited to see these answered. She sounds like an interesting creature to have around, swinging an angry, angry sword (with butterflies in her hair and rainbow stickers on the hilt)...
I'll flesh out the bio shortly with the above.
DM Titan
|
Would you be ok with me pitching a second concept? It's not meant to replace my earlier submission, just another idea I have that I think would fit perfectly with the game concept.
What if I choose both?!
That's fine. Go crazy! I like reading submissions as much as you guys like writing them.
DM Titan
|
@Lantana: It's all good. Just needed some kind of explanation! Everything answered-- good! Thumbs up.
If strength 20 is really that important to you, that works out. You could go down to 19 strength and get 4 points for it, put into Con and be a lot more well-rounded imo. I'm not a big fan of min-maxing (which is exactly what 20 12 12 12 11 8 is).
@Digger: I don't think your point buy is correct. Str 10 - 0, Dex 12 - 2, Con 12 - 2, Int 15 - 7, Wis 17 - 7, Cha 12 - 2 is 20. You have 22, my friend! 2 more points! Go crazy!
I'll be out for the rest of the day soon enough, so don't expect much of me until later tonight. But keep fine tuning and stuff! It's fun to read.
| Grand Moff Vixen |
I was playing around with the rogue talents and I have decided on a talent that fits better: canny observer. While Hania is about stealth she is more about disguising to infiltrate where she wants to get in to. This leads into getting information which is what she specializes in.
I have changed the talent to Canny Observer instead of Ki Pool.
| Falko Escheus |
@Falko: You wish you had the Int for Combat Expertise. I wish you did, too. What ranger combat style is Falko? I'm not seeing Weapon Focus (what weapon, by the way?) available on any combat style lists.
You have (300gp - starting) on your sheet, but you should be starting at 1,175gp. Nice grab bag of weapon tricks, by the way.
A lot of my questions were answered by the background. Great voice! Let's see: When Falko was younger, who did he inform on? Who has it out for him because of that? The man Ednea's seeing-- who is he? What's Falko's relationship with his children? What's Falko's plan now-- how he is going to reclaim his lost ambition?
Updated the sheet with Int 13, going for Combat Expertise and Improved Disarm. Weapon Focus came from the Natural Weapon combat style, but I've revised things and am now going with the two-haded weapon style.
I had pictured Falko doing small time informant work, letting the Guard knows of whereabouts, comings and goings, nothing big, as he was still quite young then. I'm open to having him rat out some small thieves. Perhaps they have become powerful. It could be a small family running a protection scam.
He does not know for sure whether his wife is seeing someone, nor whom, but he suspects she is. He might do something about it, or she might!
As for how he would reclaim his lost ambition: he would walk up to Lukain and ask him for work, on or off the books. He'll claim he's going crazy and can't cope with retirement.
| Waterhammer |
Hi, DM Titan. No problem, if you want to do something different with Glim. Raikdar does not really know where the sword is right now, and given the length of time involved, it would be logical if the sword had moved.
I'll try to clean up my punctuation. Migrate the commas from where they should not graze, to the approved pastures. Commas are herd animals, right?
| Cuàn |
For my second concept I have a Human Hospitaler Paladin named Uriel Felar. I'm thinking I might go for either some levels of Sorcerer or Oracle in the near future and go for Hellknight Signifier, but I'm not sure. Another option is going a more stealthy route and maybe even go crazy and make him a Shadowdancer or, if I feel really silly, a Sleepless Detective.
He now works as a protector in the red light district, dealing with elements of society other are afraid of. Most gangs respect him and the honesty with which he does his work.
Another thing Uriel doesn't know is that his father is a Hellknight paralictor, though he knows his father is in law enforcement of some kind and is Chelish.
Here is the first part of his background, I don't think I have time for the second part before the deadline, though I'll try to at least get a summary out.
Born in Korvosa's red light district, Uriel never knew luxury, nor did he know his father. His entire youth he spent running through the streets where his mother and all his "aunties" worked.
When he hit puberty things started to change. While he had spent his previous years in ignorant bliss he soon discovered the truth about the area he lived in and the women that worked there. Like many of his friends, the children of his many aunties, he turned to a life of petty crime, frustrated with his situation and ashamed of both his mother's work and his lack of father. He had no hopes for the future, neither his nor his mother's, and didn't care in the least.
When he came home late one night after a failed burglary he heard shouting coming from his house. Inside he found two men trying to hold his mother down while a fourth was dropping his pants. None of them had seen him. Without so much as a second though he drew his blade and castrated the man who had dropped his pants. The men fell to his knees, screaming. One of the others who had tried to keep him mother down pulled a knife and turned to attack Uriel at which point his mother ordered him to run, and he did. He did not run far though, waiting outside their door, crouched around the corner. When the other man came outside to see if he was truly gone he cut the tendon at the back of one of the men's heels, making him lose stability. As the man cursed Uriel slipped around him and placed a cut inside the knee of the other leg, causing the man to fall over. Inside he found that the castrated man had passed out due to blood loss but the third had instead knocked his mother out and was now trying to steal what meagre possessions they had before running off. Confronted with the teen holding a bloody blade and blood spatters all over his clothes the man dropped everything, fell to his knees and started begging for his life. For a short moment he wanted to strike the man down, but instead he lowered his blade and let the man go after promising he'd take his friends with him. The man thanked Uriel, slung his castrated friend over his shoulders and supported his other friend as they limped away.
From that day on Uriel was a hero. His mother had not been the first victim of those men and wouldn't have been the last if it hadn't been for his intervention. Despite attempts to brush all the compliments off as nonsense the praise got to him. Starting the next day he gathered some friends and together they patrolled the streets as guards only came there for personal affairs. Together they protected all their mothers, sisters and aunties. Sometimes one of his militia went to far, using unnecessary violence against some of the clients, other accepted bribes or otherwise gave in to corruption. Uriel made it his duty to find out when such things happened and corrected those he could or simply removed militia members who had gone too far.
Once he was of age he was offered a position as a city guard, letting him do with his did now but be paid by the city for it. He eagerly accepted, hoping the city had finally decided to protect it's own people. From the guard he received proper training and a uniform. What he hadn't expected however, were the instructions he received. From the moment his training had concluded and he had become a proper guard his militia was to no longer bother the wealthy people coming to his neighbourhood, he was to let them be. When he asked why the guard captain revealed the true reason they had recruited him: Many wealthy merchants and nobles had complained that the rabble prevented them from treating their whores like the whores they were and insisted they behaved decently. Uriel resigned immediately.
DM Titan
|
I'll see if I can get something submitted by this evening. :)
Does Korvosa have like a gladiator pit area or some such?
Unfortunately, no. Magnimar is where the blood sports are at. However, there's no lack of illegal gladiator pits beneath taverns and in the darker parts of town like the Shingles, Docks, or Old Korvosa, and the more crafty members of society sometimes hold blood sport events on flat barges in the bay, outside of city limits and the laws against gambling and violence.
Korvosa is really... in my opinion, it has a lot of similarities with Gangs of New York's New York.
| Arknight |
Here's Gerrosk, Half-orc Fighter (Unarmed Fighter)
Male Half-Orc Fighter (Unarmed Fighter) 2
NG Medium Humanoid (human, orc)
Init +3; Senses darkvision 90 ft.; Perception +3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 18 (2d10+2)
Fort +4, Ref +2, Will +1; +1 vs. exhausted, fatigued, staggered, or temporary penalties to ability scores
Defensive Abilities harsh training +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Chakram +6 (1d8+4/x2) and
. . Masterwork Nine-section whip +7 (1d8+4/19-20/x2) and
. . Unarmed strike +6 (1d3+4/x2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 13, Wis 12, Cha 10
Base Atk +2; CMB +6 (+8 Tripping); CMD 18 (20 vs. Trip)
Feats Combat Expertise +/-1, Improved Trip, Improved Unarmed Strike, Snake Style
Traits Bastard, Tactician
Skills Acrobatics +1, Climb +7, Escape Artist +1, Fly +1, Intimidate +2, Linguistics +2, Perception +3, Perform (act) +1, Ride +1, Sense Motive +9, Stealth +1, Swim +7; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc, Varisian
Combat Gear Potion of cure light wounds (2), Potion of magic fang; Other Gear Masterwork Lamellar (leather) armor, Masterwork Chakram, Masterwork Nine-section whip, 206 GP
--------------------
TRACKED RESOURCES
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Masterwork Chakram - 0/1
Potion of cure light wounds - 0/2
Potion of magic fang - 0/1
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (90 feet) (Acute Darkvision) You can see in the dark (black and white vision only).
Harsh Training +1 (Ex) +1 Will save vs. effects that cause exhausted, fatigued, or staggered conditions or temporary penalties to ability scores
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
--------------------
Appearance: Tall with skin tinted a light bluish-green and gold-flecked eyes, Gerrosk appears to be a typical member of the Orc race, but should anyone approach close enough, they will see some humor and joy reflected in his eyes which is atypical for his kind.
Personality: Quiet and reserved, Gerrosk has a tendency to observe rather than speak. Because of his upbringing, he's managed to be understanding about people taking him for one of his more savage kinsfolk, and tries to calm their fears when they take a breath from berating or cursing at him. When he enters combat though, his tendency is to be quick and precise, striking where he feels it will do the most good to protect his companions.
Background: Growing up in a small village of humans was a tough time for Gerrosk. His mother, who in her earlier days entertained many and kept audiences smiling, never spoke about his father, but nearly every time Gerrosk or one of his sisters asked about him, she would try to hide tears. Because of his bastard birth, several times a week he found himself having to defend himself against those who, because of that or because of his heritage, would often gang up on him and try to beat him into submission. However, he kept coming back from it all stronger and stronger, both physically and mentally. When a traveling carnival stopped in the village and asked for volunteers to battle their brawler, Gerrosk surprised many when he not only stepped up to the task, but won the match (at a cost however, as one of his older sisters had developed a serious crush on the brawler, leaving with him when the troupe left to continue on it's journey).
His match was the turning point for Gerrosk it seemed. A trainer for one of the gladiator schools in Magnimar saw the match and was impressed with Gerrosk's win. Impressed enough to offer him the chance to attend his school at no cost. After discussing it with his mother and sister, Gerrosk agreed. While undergoing an intense training regimen, Gerrosk saw his fates turn once more when he became romantically involved with one of the other students. An intense relationship, the older woman ended up showing Gerrosk that it really was the person inside that mattered. However, when she left to take up a mercenary contract, he wound up a bit depressed but focused more on his training in order to complete and move on where he might have a chance to run into her once more. Throughout his training, he specialized in bare fists and exotic weapons commonly used by the monks across Varisia and from Tien.
As he neared completion of his training, his mother got word that a friend of hers was needing assistance with an issue he was having regarding his troupe performing at the Firenze theater in Korvosa. She asked Gerrosk, once he finished his training to go see what he might be able to help with. Gerrosk agreed, not knowing by the time he got there that he could wind up in the middle of a mystery regarding one of the members of the troupe.
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DM Titan
|
@Falko: Right on. Easy enough!
Cuàn: I like the idea of a protector of the red light district. What god is Uriel a paladin of? I'm a firm believer in paladins having a god; this could be Calistria. I'm not a firm believer in paladins not being able to worship whatever god they choose (until it gets evil-- then they're an antipaladin). A good goal would be to establish a temple of Calistria, thereby offering a significant amount of protection for the women of the district.
Here's a good question: What district is the red light district in? The Docks and Old Korvosa seem like prime territory for that location. It's up to you.
Uriel keeps the peace in the red light district, and isn't killed because he's 'protected' by a crime family. Uriel doesn't know. Why not? Who's this guy and what's his racket?
You're fairly accomplished-- Uriel sounds like a good candidate for a leadership feat. By the backstory, why doesn't Uriel have a crowd of low-level NPCs as a squad at all times? Are there only a few? Is it an all-day job? Maybe he doesn't want to expose them to danger?
So, Uriel meets a corrupt member of the guard (the Korvosan Guard is actually remarkably free of general corruption) and this person declares madness at him, enough to get him to quit entirely. Why would Uriel ever work with the Korvosan guard again? Why would a Korvosan guardsman seek him out to help him with a job about a missing woman, and why would Uriel be interested in that job?
@Arknight: Take everything about Gerrosk's backstory and plant him in South Shore in Korvosa, perhaps? Otherwise I don't see a reason for you to stay for a long period of time afterwards-- I actually see reasons for you to leave!
Why would a member of the Korvosan Guard seek you out to perform this job, and why would Gerrosk be interested in that job? His mother knows something but... what does she know? How is Gerrosk, his mother and this theater connected? What is her stake in him "helping" them, because it's doubtful he was sent to find a person she didn't know was missing. What's going on there?
Everything else looks interesting. Are the rest of Gerrosk's sisters half-orc as well? What's the name of the woman he was involved with? How does being a half-orc make Gerrosk different than if he were human? Does he wish he were human?
Last but not least: Prejudice is a thing and you may experience some of it, especially from Shoanti when the come up in the campaign. Regular people will be a bit intimidated, some people will be accomodating, and Shoanti will see you as an abomination. So, just letting your half-orc self know!
Looks like we got something close to 24 hours remaining, folks. I'll have my choices by the morning on the 13th, after a brief period of deliberation. After doing unique bonuses, house rules and having sheets checked over, we should be good to start by the 14th or 15th most likely.
| Cuàn |
Questions:
Q1: I like the idea of a protector of the red light district. What god is Uriel a paladin of? I'm a firm believer in paladins having a god; this could be Calistria. I'm not a firm believer in paladins not being able to worship whatever god they choose (until it gets evil-- then they're an antipaladin). A good goal would be to establish a temple of Calistria, thereby offering a significant amount of protection for the women of the district.
He actually is a follower of the Empyreal Lords, three of them to be precise. The main one is Lumnieris, who governs prostitution. After that it's Arshea, Empyreal Lord of sexuality, freedom and bodyguards and the last being Damerrich, Empyreal Lord of responsibility and execution. He views the latter as the exemplar of his duty to protect.
Uriel would look favorable upon a temple of Calistria because it protects the women (and men) working in the red light district but he would be very wary of their lust for vengeance.
Q2:Here's a good question: What district is the red light district in? The Docks and Old Korvosa seem like prime territory for that location. It's up to you.
Old Korvosa would be the best idea I think, probably one of the quieter parts of the Old Docks, which are a part of it.
Q3: Uriel keeps the peace in the red light district, and isn't killed because he's 'protected' by a crime family. Uriel doesn't know. Why not? Who's this guy and what's his racket?
Because no one ever told him and he'd rather not see it himself, choosing to ignore any hints that point at something more behind the scenes. The man in charge is part of the Cerulean Society, Korvosa's thieves' guild. His racket mostly consists of moonshine, addictive substances and, to a lesser extent, prostitution through brothels (Uriel mostly concerns himself with the independent women). He also has a finger in several legal bars in the area.
Q4: You're fairly accomplished-- Uriel sounds like a good candidate for a leadership feat. By the backstory, why doesn't Uriel have a crowd of low-level NPCs as a squad at all times? Are there only a few? Is it an all-day job? Maybe he doesn't want to expose them to danger?
Many of the people who follow him are young, somewhere in their teens. Most that grow older move away and either join some gang or get a legitimate job.
When he is on his home turf they immediately flock to him, but when he's out of the area they stay behind. My idea is that he has one or two people his own age working with him and when he had business outside the area they are the ones who keep an eye on things.
It might be interesting for him to take the Squire feat at level 3 and have one of the teens follow him around.
Q5: So, Uriel meets a corrupt member of the guard (the Korvosan Guard is actually remarkably free of general corruption) and this person declares madness at him, enough to get him to quit entirely. Why would Uriel ever work with the Korvosan guard again? Why would a Korvosan guardsman seek him out to help him with a job about a missing woman, and why would Uriel be interested in that job?
Uriel's problem mainly was with the leading guards in the district of Old Korvosa, he has very little experience with guards from other areas and as such is reserved towards them but is willing to listen.
He might have refused the job at first, not willing to throw his lot with the guard again. He would however have talked about it with his mother, whom he still lives with, and upon hearing the story she would probably have convinced him, saying it wasn't about the guard but about the missing girl and that the others would be able to hold down the fort while he was working. She would also appeal to the fact that he once wanted to join the guard and that despite he previous disappointment he still held the same ideals he had when he wanted to join. That would be enough for him to reconsider and sign up after all.