Leinathan's Curse of the Crimson Throne (Inactive)

Game Master leinathan

When a king is dead, and chaos grips the streets of a great city, who will rise to return order and to save the lives of the citizenry from those that would prey on them?


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Hey there readers, been trying to test my DMing skills for awhile now, and I was wondering if there would be interest in a PbP AP. Along that line of things...

Introduction
The Curse of the Crimson Throne AP!
The PCs have lived in the city of Korvosa their entire lives, and thus have always known about the Curse of the Crimson Throne. No monarch has ever died of old age while sitting on the Crimson Throne, although the current King Eodred Arabasti II is settling comfortably into old age. The PCs are drawn together by a common hatred of a local crime lord, and an adventure begins that will decide the fate of a city.

-----------
Character Creation

Ability Scores:
Ability score generation will be by rolling. Roll six sets of 5d6, take the three highest dice results of each set and use the sums. Assign scores as you see fit.

Races:
All Core are allowed, although Half-Orcs and Elves are particularly rare in Korvosa. In addition to the Core races, Aasimars, Ratfolk, Tieflings, and Dhampir are allowed, although a higher backstory standard will be held to nonstandard race choices.

Alignment:
All alignments except for Chaotic Evil alignment are allowed, however, please don't use that opportunity to play a character that will be purposefully contrary.

Classes:
All core classes are allowed, including the following additional class choices: Alchemist, Inquisitor, Magus, Oracle, Witch. Ninja is also allowed, although no special allowances will be made for it (Eastern equipment being the missing thing).

Traits:
Players will choose one of the following campaign traits, as well as one additional trait from the Pathfinder Character Traits Web Enhancement, found as a free download on this site.
Drug Addict
Someone you know has become addicted to shiver, a drug
distilled from the venom of dream spiders. The drug
induces sleep f illed with vivid dreams, during which the
user’s body often shakes and shivers, giving the substance
its street name. Shiver is particularly dangerous for the
desperate, for its promises of dreams and oblivion are
often viewed as the only alternative apart from suicide
for escaping a dreary life. 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 one who got
your friend addicted in the first place was a crimelord
named Gaedren. Unfortunately, the guards seem to be
more 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 his
operation is to be stopped, it falls to you.

Addicted Friend: The addict is a friend or lover who
might or might not have survived the overdose. Your
research into the drug scene and local politics has given you
a respectable education in street knowledge. You gain a +2
bonus on Knowledge (local) checks or Diplomacy
checks (choose one when selecting this trait).
Personal Addiction: 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 have a +1 bonus on Fortitude saving throws.
Framed
Someone you know and love was accused of murder. A
supposed eyewitness account from a local fisherman
seemed to be enough to seal the case, but the accused
had enough alibis that sentencing wasn’t immediate.
Someone confronted the fisherman and discovered he was
intimidated into providing false witness and forced into
planting the murder weapon by the actual murderer—a
local crimelord named Gaedren Lamm. Lamm’s thugs
killed the fisherman before he could recant his testimony.
Although this removed the key witness and resulted in the
accused being set free, the stigma was enough to badly
damage his reputation. If you can find Gaedren, you’re
sure you can find evidence that ties him to the murder and
can clear the accused’s name.

Family Honor: The person framed was a family member,
perhaps a father or brother. You managed to trick the
fisherman into revealing the truth with your skilled
tongue, and thus gain a +2 bonus on Bluff checks.
Dropout: You were the one accused. Although you were
eventually freed when a friend confronted the fisherman
and got the truth, the damage had been done. You were
forced to leave your school (perhaps the Acadamae)
or church. As a result, you were forced to self-train
and promised yourself you would become better at your
chosen profession despite the spurning of your peers. You
gain a +2 bonus on Spellcraft checks.
Love Lost
Someone you loved was knifed to death in a dark alley one
night. You were called to the scene by the Korvosan Guard
to identify the body, and as rough as that was for you, you
also noticed a ring was missing from the body. Whoever
murdered your loved one stole that ring—you’re convinced
of it. You’ve done some investigation on your own and
recently found the ring for sale at a local merchant.
Although, to your great frustration, you can’t afford yet
to buy it back, the merchant did tell you from whom he
purchased the ring: a man named Gaedren Lamm. It seems
likely this criminal is the one who killed your loved one,
or at the very least knows who did. The only problem is
finding him.

Orphaned: The murder victim was
your only surviving parent. You had to
grow up fast to take care of your siblings
or to handle your family’s matters and were
forced from an early age to support yourself.
You gain a +2 bonus on one of the following
skills: Craft, Perform, or Profession.
Widowed: The murder victim was a
lover. With your lover’s death, a part of
you died as well, leaving you haunted,
grim, and prone to dark musings. You
gain a +2 bonus on Intimidate checks.
Missing Child
You suspect that a child you know has
been abducted by Gaedren. Whatever the
relationship, you’ve heard rumors about
Gaedren’s “Little Lamms,” and of how
the old man uses children as pickpockets
and agents for his crimes. You’ve even heard rumors
that the child you’re looking for has been spotted in the
marketplaces in the company of other known
to be cutpurses and pickpockets.
Although the Korvosan Guard has
been understanding of your plight,
yet it has its hands full with “more
important” matters these days, it
seems, and has not yet been able to
learn anything more about Gaedren. No
one else is interested in bringing Gaedren
down and rescuing his victims—that
task falls to you. Yet where could the old
scoundrel be hiding?

Missing Sibling: The missing child is
a brother or sister. Although everyone else
has given up hope, you believe your sibling
still lives out there. Your constant search for
the missing sibling has developed into great
skill at rumor mongering and f inding
information from others. Diplomacy and Sense Motive are
always class skills for you.
Missing Son or Daughter: The
missing child is your own son
or daughter, a niece or nephew, or
the son or daughter of your superior or
employer and one you had been charged with protecting.
The child was abducted during a trip to the market or
some other daily event. Long hours spent searching for
rumors and your stubborn will to continue grant you a +1
bonus on Will saves.
Unhappy Childhood
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.

Tortured: 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 bonus on Reflex saves.
Religious: You found a holy
symbol of the god you worship today
while on a job for Gaedren and, intrigued by
it, you snuck off to attend services. When Gaedren found
out, he beat you to within an inch of your life and broke
your holy symbol. Your faith let you block out the pain,
and you escaped his control and took shelter in the church,
where you spent the rest of your youth. You gain a +2 bonus
on Concentration checks.

Background:
The trait will help, but I'm looking for fairly in-depth background stories. Questions to base it off of include whether you have loved ones in the city, your relationship with them, how you live or have supported yourself, and a detailed connection to Gaedren Lamm.

If you read or even skimmed all of that, thanks! I'm looking for character applications or simple interest notings, just to see if this is something that can happen. I've noted a lot of demand for PbP campaigns. I'm looking for a total of five players, and will likely alter the written campaign a bit. In addition, I'd like you to note if you have read the campaign and the general level of experience that you have.
If you have any questions, feel free to direct them here. And now to wait for potential replies! :D


More than interested XD, And I think people will be interested AP's are popular and Curse of the Crimson Throne is one of the most popular APs.
About my level of experience I have experience playing both live and Pbp from a long time ago, then after years not palying I returned to RPGs first playing in a World of Darkness table then in a D&D Table and finally now I DM pathfinder at my table. Trying to enter in some games here in this forum and I readying myself for DMing an AP here also.

I've read the first volume of this campaign till I decided I wanted to play this, much more than DM it. So I know some spoilers:

Spoiler:
I know Ileosa tale and true aligment, plus because of a Wayfinder edition I know there's a disease tematic adventure in the AP

5d6 ⇒ (3, 3, 6, 4, 5) = 21:15
5d6 ⇒ (4, 3, 6, 2, 1) = 16:13
5d6 ⇒ (6, 3, 4, 4, 6) = 23:16
5d6 ⇒ (4, 2, 1, 2, 4) = 13:10
5d6 ⇒ (6, 5, 6, 3, 4) = 24:16
5d6 ⇒ (1, 2, 6, 5, 4) = 18:15

How much starting GP?


Interested, I've been meaning to play an AP of Pathfinder for some time now.
I'd have to read up on Korvosa and Curse of the Crimson Throne though, my main Pathfinder experiences have been table-top homebrews and now some PbP brews. About 3 years playing Pathfinder under my belt, 1.5 as a DM myself.

5d6 ⇒ (4, 1, 2, 2, 3) = 12 = 9
5d6 ⇒ (3, 2, 5, 4, 1) = 15 = 12
5d6 ⇒ (5, 1, 5, 2, 4) = 17 = 14
5d6 ⇒ (2, 3, 3, 3, 5) = 16 = 11
5d6 ⇒ (1, 1, 2, 4, 3) = 11 = 9
5d6 ⇒ (4, 1, 3, 1, 1) = 10 = 8

ouch, that hurts....guess Rafael took all the luck out of the rolls ;)
I wanted to play a Ratfolk, seeing these stats, I'd might play an alchemist.
He has a either a missing sister he intends to find or an addicted little sister he tries to cure (hence becoming an alchemist), probably the latter. I'll write up a story later.
For now: Str 9-2=7, Dex 12+2=14, Con 11, Int 14+2=16, Wis 9, Cha 8


what books and products are available for character creation?


Hmm...

Gonna have to dot this. I have a character idea in mind, but I want to clear it with my home group that we won't be playing this one in the future.

5d6 ⇒ (6, 6, 6, 1, 2) = 21=18
5d6 ⇒ (5, 6, 2, 4, 3) = 20=15
5d6 ⇒ (6, 4, 2, 3, 6) = 21=16
5d6 ⇒ (6, 1, 6, 3, 6) = 22=18
5d6 ⇒ (4, 6, 4, 1, 5) = 20=13
5d6 ⇒ (1, 6, 4, 4, 1) = 16=14

I suppose that I should say that I've been doing play by posts for a while now, and that I started gaming 16 years ago. I have little technical knowledge about maps and such, but I have a large understanding of the rules, although there's always something else to learn. I enjoy making characters and tactics in combat. I've not read or played this AP before, as a friend was going to run it, but some RL issues caused her to bow out.

Shadow Lodge

Consider me interested. I have an alias dedicated to this AP already on the boards (the campaign fizzled in the middle of the first book, unfortunately, though I blame myself for trying to GM when the original GM left...turns out I'm not that good at GMing), though I may build another if the rolls suggest it.

5d6 ⇒ (5, 5, 2, 1, 2) = 15 ⇒ 12
5d6 ⇒ (1, 4, 6, 6, 1) = 18 ⇒ 16
5d6 ⇒ (4, 3, 4, 4, 6) = 21 ⇒ 14
5d6 ⇒ (3, 5, 1, 2, 3) = 14 ⇒ 11
5d6 ⇒ (1, 3, 4, 1, 6) = 15 ⇒ 13
5d6 ⇒ (2, 5, 6, 5, 4) = 22 ⇒ 16

Nope, just some minor tweaking then.


I'm definitely interested in this. I've never done a play-by-post before, but I have a lot of time where I'm sitting around at a computer, so I think it should be fun. :)

I haven't read the campaign before, have a good amount of experience playing in both 3.5 and Pathfinder campaigns.

5d6 ⇒ (2, 3, 4, 6, 6) = 21 = 16
5d6 ⇒ (1, 6, 3, 6, 5) = 21 = 17
5d6 ⇒ (4, 2, 1, 6, 6) = 19 = 16
5d6 ⇒ (3, 1, 2, 2, 1) = 9 = 7
5d6 ⇒ (5, 5, 6, 6, 1) = 23 = 17
5d6 ⇒ (5, 5, 1, 2, 6) = 19 = 16

Seriously? Am I magic?

(I'll have my character background written up and posted this evening.)


I'm definitely interested. I have 0 experience playing CotCT. Here's my dice rolls, will submit character tomorrow:

5d6 ⇒ (6, 6, 3, 1, 6) = 22 = 18
5d6 ⇒ (1, 2, 5, 5, 1) = 14 = 12
5d6 ⇒ (1, 5, 5, 3, 4) = 18 = 14
5d6 ⇒ (5, 5, 5, 6, 4) = 25 = 16
5d6 ⇒ (5, 2, 6, 4, 4) = 21 = 15
5d6 ⇒ (6, 5, 5, 3, 3) = 22 = 16

As an aside: when you said "any non-chaotic evil", would that include a Lawful Evil inquisitor of Asmodeus, hellbent on getting people to sign suspicion contracts? Not planning to play this character mind you, I've just been pondering the concept lately of an 'evil cleric' who just doesn't get why everyone hates his God.

Spoiler:
(even more so if it was somehow a 'Lawful Good' follower of Rovagug who had been brought up in cult that said Rovagug just wants to hug everyone).


no experience playing PBP or CotCT, but I am very interested. I have much experience playing live.

5d6 ⇒ (4, 3, 5, 2, 1) = 15=12
5d6 ⇒ (5, 4, 1, 3, 4) = 17=13
5d6 ⇒ (2, 3, 4, 2, 3) = 14=10
5d6 ⇒ (5, 4, 5, 5, 2) = 21=15
5d6 ⇒ (1, 4, 4, 3, 3) = 15=11
5d6 ⇒ (1, 1, 6, 5, 6) = 19=17


Here's my submission of my ratfolk, not yet set on his alignment, probably CN, please read the story and tell me what would fit him.
Hope his stats don't influence your decision.

Also can you give a link for those Web Enhancement traits, can't seem to find them.

Burahl 'The Frail' Narnec:

Burahl ‘The Frail’ Narnec
Male Ratfolk Alchemist 1
CN Small Humanoid (Ratfolk)
Init +2; Senses: Perception +5, Darkvision

--------------------
DEFENSE
--------------------

AC 16, touch 13, flat-footed 13. . (+1 size, +2 Dex, +3 Armor) +2 Dodge vs animals
HP 9 (1d8+1)
Fort +3, Ref +4, Will -1 ()

--------------------
OFFENSE
--------------------

Speed 20 ft. (Light Armor)
Melee: Quarterstaff -1 (1d6-2/x2)
Ranged: Bomb +3(+2 Dex, +1 Size) (1d6+3), splash (1+3) DC 14 Reflex to halve
Light Crossbow +3 (1d6/19-20/2x)
--------------------
STATISTICS
--------------------

Str 7, Dex 14, Con 11, Int 16, Wis 9, Cha 8
Base Atk +0; CMB +-2; CMD 10
Feats: Brew Potion (Bonus Feat), Throw Anything (Bonus Feat), Extra Bombs
Traits: Addicted Friend (Sibling): +2 bonus on Knowledge (Local), Resilient (+1 Fort Save)
Skills: Craft (Alchemy) 1 rank (+9), Disable Device 1 rank (+6), Knowledge (Local) 1 rank (+6), Knowledge (Arcana) 1 rank (+9), Knowledge (Nature) 1 rank (+9), Perception 1 rank (+5), Spellcraft 1 rank (+7). AC penalty -1
Languages: Common, Varisian, Halfling, Gnome
Combat Gear: Quarterstaff (2lbs), Studded Leather Armor (25gp, 10lbs), Light Crossbow, 20 bolts (35+2gp, 2+2lbs)
Other Gear: Pouch Belt (1gp, 0.125lbs), Waterskin (1gp, 1lbs), Bandolier (5sp), Spell Component’s Pouch (5gp, 2lbs)
Encumbrance: 19,125 lbs; Light Load up to (23lbs)
Money Spent: 70.5 gp spent
--------------------
SPECIAL ABILITIES
--------------------
Extracts 2/day
Bombs: 6/day, 20 ft range 1d6 points of fire damage +3 (Int), Splash damage (1+3=4) to creatures in 5 ft range of square hit. Reflex DC14 to halve splash damage
Bonus Feats: Throw Anything, Brew Potion
Mutagen: At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Alternative Racial trait: Unnatural; +2 Dodge bonus to AC vs animals, -4 penalty on all Cha based skills to affect creatures of the animal subtype. An animal’s starting attitude towards it is one step worse than normal
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Favored Class Bonus: Alchemist (+1HP)
--------------------
EXTRACTS
--------------------
1-level extracts known (2+3 Int=5) DC 14
Shield: +4 AC shield bonus
Detect Secret Doors
Bomber’s Eye: +10 ft range for bombs, +1 att
Crafter’s Fortune
Cure Light Wounds

Background:

Burahl grew up in Korvosa, in the district known as Old Korvosa. Part of a reasonably large family of ratfolk inside the city, about 30 members spread out among 5 families. Life was rough for his parents and his 4 siblings, two older brothers, an older sister and a younger sister. They lived in old buildings, basements and other cramped spaces, usually with another family of his kin, sometimes with some other cramped up citizens, like gnome, though they were not preferred. Living life relatively inconspicuous, he and his family were at a reasonable good place.
Until his family was approached by a man from Gaedren, a local man in ‘power’. His brothers were soon recruited to gang-life, ‘The Little Lamms’, his father was offered a spying job on military activity in the East Shore district, this had become fatal to him as he was caught on an unlucky day and sentenced to death. His sisters however were spared such lives, just like him, the man of Gaedren had looked at him and laughed at the frail ratfolk boy, announcing that he would not need someone as weak of body as him. His younger sister, Thissi, the one he loved the most, eventually got addicted to a drug named Shiver, spread by Gaedren’s dealers. Watching as his favourite person slip away into a life of dependence on it, he tried to get her out of it. To that aim he stole a book out of a shop once, titled: Alchemy: Ingredients, preparation and usage or ‘How to heal ailments, transform, bombard and turn lead into gold. The last part, he found, was a hoax. Initially he stole it to try and cure Thissi of her dependence. He had created a small lab under the Old Korvosa streets, an old basement of a collapsed building. Concealing the entrance to it and making a new way in and out took him a few months. Later, when he found and made a simple elixir that should do the trick, he rushed over to his old house on the other side of Old Korvosa, only to find his mother sobbing over the lifeless body of Thissi, she had overdosed on Shiver.

Vowing revenge on Gaedren Lamm for his sister, father and his brothers, which are still active as strong-men for him now, he waits patiently for a chance to strike out at the crimelord. Burahl has also set up a shop in Old Korvosa, selling some of his potions, substances and such in his secret basement, known mostly among ratfolk across the city that have a grudge against Gaedren. A small crude mark and signs at the rubbled building in a combination of Gnome, Halfling and Varisian cryptically describes the shop: Visit the Bee and his Nectar, flutter around the clock and descent into heaven through the pollen. Appearing as a madman’s ramble, it describes to get to Burahl Nernac’s shop, go clockwise around this sign, and descent the concealed stairs among the rubble. When someone gets inside, Burahl will welcome them with him saying:”Finest potions available”

Personality:

Burahl is a reclusive character, bent on improving his work and exacting his vengeance (eventually). He has some outside information coming into his shop, and a few regular visitors of his shop who’s company he enjoys. His work and lifestyle give him a bit of a asocial mannerism towards others that are not so dedicated as him. Others usually feel the same way, though many of them acknowledge his knowledge and skill of alchemy, arcane and the natural world, often common folk come to him for advice on such things.

Appearance:

He is 4 feet 1, lean and scruffy looking. He weighs slightly less than other ratfolk, at 72lbs. Mostly he wears robes when working, though when travelling through the city he dresses himself as a common traveller, with a leather armour under his robes and a quarter staff in his hands which he appears to lean on. Hiding a few of his mixtures under his robes to not seem conspicuous to guards throughout the city.

Dark Archive

Well... I was about to put forward a Ratfolk Alchemist, but Rocan beat me to it. Drat.

I'll have to mull things over and see where I sit.

Perhaps if I don't make it into Lexibean's Carrion Crown I can use that Tiefling...


Rocan wrote:
Also can you give a link for those Web Enhancement traits, can't seem to find them.

It should be in your downloads, or you can follow this link - https://secure.paizo.com/traits


Thanks for the link Yorick, though if it was mentioned as Basic Traits I wouldn't have a problem of finding them.
Added Resilient as my second trait.


Oh ho ho! Marking for interest! I have a character that's just been waiting around for a chance like this! In my head she's a bard though I can alter her if the need arises.


male human universalist

skrahen wrote:

no experience playing PBP or CotCT, but I am very interested. I have much experience playing live.

5d6=12
5d6=13
5d6=10
5d6=15
5d6=11
5d6=17

Guerado:

Male Human Wizard 1
NE Medium Humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Club +0 (1d6/x2) and
Dagger +0 (1d4/19-20/x2) and
Quarterstaff +0 (1d6/x2)
Wizard Spells Prepared (CL 1):
1 (2/day) Color Spray (DC 15), Grease (DC 15)
0 (at will) Disrupt Undead, Daze (DC 14), Detect Magic
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 19, Wis 13, Cha 11
Base Atk +0; CMB +0; CMD 13
Feats Dodge, Scribe Scroll, Throw Anything
Traits Framed (Dropout), Hedge Magician
Skills Craft (alchemy) +8, Craft (ships) +6, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (planes) +8, Perception +2, Spellcraft +10
Languages Common, Daemonic, Draconic, Gnoll, Infernal
SQ arcane bonds (object [amulet] [1/day]), hand of the apprentice (7/day), specialized schools (universalist)
Combat Gear Tanglefoot bag; Other Gear Club, Dagger, Quarterstaff, Amulet, Backpack (10 @ 13.32 lbs), Bedroll, Trail rations (7), Travelling spellbook, 12 GP, 4 SP
--------------------
Special Abilities
--------------------
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Hedge Magician Magic item gp costs -5%.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

--------------------
background:
Guerado was raised on stories of Charon the boatman and idealizes his qualities. He is exceptionally patient, views his goals in the long term, willing to sacrifice immediate gains for guaranteed eventual victory. He is also secretive. His gift for the arcane began when he found some arcane tombs mixed in with his fathers shipbuilding manuals, his father stole much of his library and was self taught as a shipbuilder, the books were part of the haul.
Guerado self taught for much of his youth, but when things got too difficult he was enrolled in academy by his parents, his father took some risky jobs on the open sea to help pay for Guerado's education and was tragically killed in a seafaring accident. His mother blamed him for the death of his father and left. Guerado tried to make the best of his fathers sacrifice, but was thrown out of school on moral grounds after being accused of murder at the docks. Even after being cleared of the crime the taint remained, and Guerado was unable to reenter school. Angry, he vowed to do better than all of his classmates, at whatever costs, and to take revenge on his accusers. He can be a bit of a coward on occasion and often prays that he gets old before he dies.


well here is the one that didn't make the cut in a previous application (DM said the backstory was too long)

everything is in the profile if interested.


5d6 ⇒ (6, 2, 4, 2, 6) = 20 = 16
5d6 ⇒ (1, 1, 4, 3, 2) = 11 = 9
5d6 ⇒ (1, 2, 5, 1, 6) = 15 = 13
5d6 ⇒ (4, 5, 3, 5, 6) = 23 = 16
5d6 ⇒ (2, 5, 4, 3, 2) = 16 = 12
5d6 ⇒ (1, 4, 6, 6, 5) = 22 = 17


forgot guess I need to reroll the stats:

5d6 ⇒ (4, 4, 3, 1, 5) = 17= 13
5d6 ⇒ (3, 2, 1, 4, 3) = 13= 10
5d6 ⇒ (1, 2, 1, 5, 2) = 11= 9
5d6 ⇒ (5, 2, 2, 6, 3) = 18= 14
5d6 ⇒ (1, 6, 5, 5, 2) = 19= 16
5d6 ⇒ (6, 2, 2, 5, 5) = 20= 16

ugg wish I could keep the original stats...

well off to the recalculation board (again)


Each player starts with 200gp, to answer that question.

And yes, you may play a Lawful Evil character. In some ways, I would trust a Lawful Evil character much more than I would a Chaotic Neutral character. As I said though, I'm not much a fan of PvP, so if you're going to go against the group's interests overtly, I don't want your character.

Oh, and the books that are available are the CRB, UM, UC, and the APG. You may also use feats and spells from this AP, if you know them.

Wow! Wasn't quite expecting this much interest. This will be fun. I'll set a deadline soon.


@Dorian look at my rolls and feel blessed haha

@Leinathan, can characters with Craft(Alchemy) and such get certain items at a discount or is that too much?


Rocan wrote:

@Dorian look at my rolls and feel blessed haha

@Leinathan, can characters with Craft(Alchemy) and such get certain items at a discount or is that too much?

it was more of the ugg having to re-calculate all the stats into the various parts of the character sheet.


Dorian, I believe you need to re-adjust the profile to reflect those re-rolled stats, for one. Also, you have one too many traits. It's one campaign trait plus one additional trait.


Rocan, I suppose that's a reasonable rule. If you're feeling haggle-y with shopkeepers, you can substitute Appraise with Craft (Alchemy). Although the point of a Craft skill is to get them for cheaper, it's because you make them at one-third the price.
There will be small interims of time between the parts, if we get that far, for the purpose of making things. Additionally, you can leave stuff brewing on days that you go adventuring, provided that you have a place that you can safely leave it.


Hey leinathan, I was considering making a Magus with both the Archetypes "Bladebound" and "Kensai". The manuals said it should be fine since they don't conflict or overlap, but I figured I'd run it by you first. I don't mind dropping it down to one.

(Also holy wow is that a lot of player interest. There's enough here for two groups.)


@Leinathan I have a secret shop/small lab written into my backstory if that is approved, so I could turn out flasks of acid and such between parts or during adventuring days.

I was actually referring to crafting such flasks or potions before actual gameplay starts and if we get a discount on those purchases, though I might agree if that is a bit of a stretch.


leinathan wrote:
Dorian, I believe you need to re-adjust the profile to reflect those re-rolled stats, for one. Also, you have one too many traits. It's one campaign trait plus one additional trait.

yes I know...multi tasking a bit as I try and work on this character while trying to formulate another character in another game. as well as respond to PM's


Rocan wrote:

@Leinathan I have a secret shop/small lab written into my backstory if that is approved, so I could turn out flasks of acid and such between parts or during adventuring days.

I was actually referring to crafting such flasks or potions before actual gameplay starts and if we get a discount on those purchases, though I might agree if that is a bit of a stretch.

Ohh, that makes much more sense, thanks for explaining. Hmm, I'm thinking that the answer is yes, but don't go overboard with it. Your character didn't have infinite time to craft, and it's a pretty time-consuming process.


Dorian updated with the new rolled stats. also removed the History of Heresy trait


YoricksRequiem wrote:

Hey leinathan, I was considering making a Magus with both the Archetypes "Bladebound" and "Kensai". The manuals said it should be fine since they don't conflict or overlap, but I figured I'd run it by you first. I don't mind dropping it down to one.

(Also holy wow is that a lot of player interest. There's enough here for two groups.)

As long as they're within the books I mentioned (I'm fairly certain they are) and it's a legal choice, it's fine with me.


This is Zimmer. I still need to buy gear (I hate buying gear), but otherwise my character's ready.


Leinathan:
Let's say we have one week of time before we start
I can take 10 on my Craft check to get a 19 x 15 =285 sp for two flasks of acid=240 sp and perhaps a potion of CLW in 2 hours I have left that week (via Brew Potion), spending 8+25 gp on them.

If we have a second week I'll try for Alchemist's fire, paying of course in case it goes wrong.
Craft check: 1d20 + 9 ⇒ (2) + 9 = 11 which fails, -67 sp Brewing 1 potion of Shield in the last 2 hours of the week for 25 gp

Spent 33 gp first week
31.7 gp second week
Total success: 1 potion of Shield, 1 potion of CLW, 2 Flasks of Acid
With my remaining gp I'd buy two potions of alchemist's fire then.


Rocan wrote:
** spoiler omitted **

The two weeks' preparation looks good to me! :D


Rollin' Tahm! :D

5d6 ⇒ (2, 1, 1, 6, 4) = 14 = 12
5d6 ⇒ (5, 4, 4, 3, 3) = 19 = 13
5d6 ⇒ (6, 2, 4, 1, 1) = 14 = 12
5d6 ⇒ (1, 6, 6, 5, 2) = 20 = 17
5d6 ⇒ (4, 5, 4, 1, 5) = 19 = 14
5d6 ⇒ (5, 4, 5, 4, 4) = 22 = 14

Noice.


I've got a character I've really wanted for this. Let me roll up some stats.

5d6 - 3 ⇒ (1, 4, 4, 6, 2) - 3 = 14
5d6 - 6 ⇒ (4, 5, 4, 2, 4) - 6 = 13
5d6 - 9 ⇒ (4, 6, 5, 5, 5) - 9 = 16
5d6 - 5 ⇒ (6, 2, 3, 6, 3) - 5 = 15
5d6 - 6 ⇒ (2, 5, 5, 5, 4) - 6 = 15
5d6 - 3 ⇒ (2, 1, 5, 6, 4) - 3 = 15

Edit: wow. the dice are really with me today.


5d6 ⇒ (5, 6, 3, 3, 6) = 23= 17
5d6 ⇒ (5, 6, 5, 5, 5) = 26= 16
5d6 ⇒ (2, 1, 5, 3, 2) = 13= 10
5d6 ⇒ (6, 1, 1, 3, 5) = 16= 14
5d6 ⇒ (3, 3, 3, 6, 1) = 16= 12
5d6 ⇒ (5, 4, 2, 5, 1) = 17= 14


Here's Akiki - finishing up her backstory now! The crunch is in the profile.


Is there a timeframe on roster selection and game start?


Guerado wrote:

Is there a timeframe on roster selection and game start?

I'm shooting for a deadline of Wednesday, 8pm PST. I'll start the gameplay and discussion thread directly after I select players, and gameplay will start after everyone posts their first post.


Akiki's stuff..

Kiki
Female Elf Rogue (Charlatan) 1
CG Medium Humanoid (elf)
Init +4; Senses low-light vision; Perception +7

Defense:

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities

Offense:

Speed 30 ft.
Melee Dagger +4 (1d4+2/19-20/x2) and
Sickle +4 (1d6+2/x2)
Ranged Longbow, Comp. (Str +0) +4 (1d8/x3)
Special Attacks sneak attack +1d6

Statistics:

Str 14, Dex 19, Con 11, Int 16, Wis 12, Cha 12

Base Atk +0; CMB +2; CMD 15

Feats: Weapon Finesse

Traits: Canter, Missing Child (Sibling)

Skills: Acrobatics +6, Appraise +7, Bluff +5, Climb +4, Diplomacy +5, Disable Device +6, Disguise +5, Escape Artist +6, Fly +2, Perception +7, Ride +2, Sleight of Hand +6, Stealth +6, Swim +0, Use Magic Device +5 (Modifiers: Silent Hunter)

Languages: Common, Draconic, Elven, Gnome, Sylvan

SQ Natural born liar

Other Gear: Lamellar (leather) armor, Dagger, Longbow, Comp. (Str +0), Sickle, Thieves' tools, 2 GP

Special Abilities:

Canter: If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a secret message with Sense Motive, you get +5.
Elven Immunities: +2 save bonus vs Enchantments.
Elven Immunities: - Sleep You are immune to magic sleep effects.
Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail.
Natural Born Liar (Ex) Creatures deceived by Bluff check take a -2 penalty vs your Bluff checks for 24 hours.
Silent Hunter: Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Sneak Attack: +1d6 damage if you flank your target or your target is flat-footed.

About Akiki:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

- Akiki is a street orphan. She was raised among thieves and beggars, and has only since becoming an adult managed to turn her fate. She still fights these ties sometimes, and is still by no means wealthy.

- Born and raised in Korvosa of course - there are not many elves there at all, and Akiki and her family were never what you'd call integrated. Her mother would never tell her what she was running from to land them in such poverty, and Akiki's father died just shortly before they came to the city.

- Akiki is working hard to get out of her situation for the sake of her little sister Semelle - she's been working hard at stealing from higher-profile targets for a while now. But Semelle has disappeared ... and Akiki will do anything to get her little sister back.

- Akiki would like to be an opportunist, or a pragmatist, and someone that can live by her wits. But she isn't. Time being hungry and seeing some of the true horrors that the poor experienced around her leaves her for a soft spot for others in that position. Thus, she'd like, in the long run, to take on a sort of 'Robin Hood' persona for people like her.

- She rarely has to fight, but will to save her skin or get out of trouble. In most situations, her first instinct is to hide or lie or otherwise slip her way out of problems. She's recently stolen the bow ... and is debating whether to sell it or not. Its worth a lot, but she is also naturally good at using it and can see how that might be handy.

Akiki's Goals:
List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Akiki's immediate and most pressing goal is to find her sister Semelle, and pay back whatever bastard took her.

2. In the long run, she wants to get her family out of poverty, and in more of a pipe-dream way ... she wants to improve conditions for everyone in Korvosa.

3. My goal for her should be to become more of a hero. She'll start out more interested in herself (with an undeniable conscience always dragging her into complicated situations) - and hopefully change over time to be a real hero.

Akiki's Secrets:
List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

Known - Akiki doesn't tell her sister or her family what she does to make the money she does. She's a criminal herself, but doesn't want them dragged into her world; its part of the reason she's so angry about Semelle being taken, and potentially working for Gaeden.

Unknown - Akiki's father isn't dead - their mother just told her that because it was easier ... he left them after things became difficult with Semelle in the house. They don't know where he is ... but he might come poking his head up again if he thinks Akiki can do anything for him.

Akiki's People:
Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1. Semelle - A young elf that looks a lot like Akiki. She is not actually oblivious of what Akiki does for a living, but pretends she is. Its possible she ran away to help her sister provide for their mother.

2. Ranken - A human that happened to grow up near the elf in recent years. Of course, Akiki was already mostly grown by then, but she has a fondness for the teenager as someone who 'grew up with her' anyway. He works at his father's general store and can be counted on to sell things without asking where Akiki got them.

3. Nimoe - Ranken's father. He does not approve of the elf or her relationship with his son, and will chase her out of his shop any time she appears.

Akiki's details:
Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Akiki doesn't remember 'better times' and she doesn't remember her father at all, but she does remember moving to Korvosa and how difficult it was. She remembers a lot of being hungry. She has a particular soft spot for anyone who is hungry.

2. Akiki likes to sleep high up. Ranken likes to tease her about her ancestors sleeping in trees. The elf has always preferred lofts and roofs to beds in more normal places.

3. Akiki remembers one time when she had enough money to buy a fancy pastry. She's had a sweet tooth since then, but not much chance to eat anything that would satisfy it.

All in my alias now too. :D


leinathan wrote:
As long as they're within the books I mentioned (I'm fairly certain they are) and it's a legal choice, it's fine with me.

Thanks!

Ugh, I'm hung up on a few details, I'll post mine tomorrow.


I stole your idea lexi XD, consider it a compliment.

Statistics:

Albus Navre
Male Human (Chelish) Ranger (Urban) 1
NG Medium Humanoid (human)
Init +4; Senses Perception +7

Str 16, Dex 15, Con 10, Int 16, Wis 17, Cha 13
Base Atk +1; CMB +4; CMD 17

Defense:

AC 17(16 Without Shield), touch 13, flat-footed 14 (+3 Dex, +3 Armor +1 Shield)
hp 10 (1d10)
Fort +2, Ref +5, Will +3

Offense:

Speed 30 ft.
Melee Longsword +3(1d8 +3 19-20/x2)
Melee Lance +3 (1d8 +3/x3)
Ranged Composite longbow +3(1d8 /x3)(Ammunition:60)

Feats:
Point Blank Shot, Precise Shot

Traits:

Missing Child: Diplomacy and Sense Motive are always class skills.
Armor Expert:Reduce an armor skill penalty by 1 (To a maximum of 0)

Skills:
Climb 7, Disable Device 6, Diplomacy 5, Knowledge (dungeoneering) 7, Knowledge (geography) 7, Knowledge (Local) 7, Perception 7, Ride 7, Sense Motive 7, Stealth 6, Survival 7.

Special Abilities:

Favored Enemy Human +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival. +2 Attack Roll and DMG.

Gear:

Armor: Studded Leather
Buckler
Thieves tools,
Pathfinder kit.(backpack, a bedroll, a belt pouch, a clay
mug, a dagger, two fishhooks, a flint and steel, a sewing
needle, a signal whistle, 50 feet of string, 50 feet of thread,
a waterskin, a week’s worth of trail rations, and a whetstone)

background:

“Children eyes are bright with dreams.”

To young Albus his dreams were the Sable marines, flying atop hippo-griffins, protecting his beloved Korvosa, for to Albus Korvosa was another dream, constructed atop ancient Shoanti ruins, the city had a multitude of secrets, be they secret shortcuts, underground pathways and ruins, secrets that called to Albus, thus he would spend days investigating Korvosa, but even so everyday Albus would take a moment to watch, from atop a ruined city wall, the patrols of the Sable marines in their black uniform, the silver and black feathers of the hippo-griffins cutting through the sky in Korvosa.

Thus when his father began to train Albus to inherit his shop and craft, Albus said to him: Father, I admire your work, you make of leather not only items of quality but of beauty also… But it’s not what I desire to do, I have always dreamed of becoming a Sable marine, I have two siblings, I ask you that you grant me permission to try. To which his father with a closed expression asked: What if you fail son? What will you do then? Have you thought about this? Very few are accepted to enroll at Endrin academy.

Then I will join the Korvosan guard, I know this city better than I know our own house father, and yes I have thought of this for some time, I even kept all the coins you gave me and these I found in the street so that I could pay someone to teach me how to use a bow and blade. Albus father sighted and finally said:Very well you problematic child, I let you do as you want, but you will still learn my trade and help with the shop, so you can pay any weapon master you find with what you sell, for I doubt even Ildren would accept as pay the few pieces you have gathered. Thus the second-part of Albus childhood began one where he had no time for playing, or exploring for he had to learn both his father trade and the many skills he would need to be accepted at the Endirn academy. But though it was hard Albus never felt unhappy, for in his heart he could hear the sound of beating wings.

As time passed and Albus grew, the day finally came for his test, the trial he had worked years for. The Edrin academy test was long with the hopeful and nervous youths being tested in basic knowledge of language, math and Korvosan history, and then being tested for physical abilities, these tests were of many forms, running climbing, swimming, and a combat either with a applicant already trained weapon or in unarmed combat. Albus chose to challenge the bow and with keen eyes he hit every mark asked of him. When the tests ended the sun was already falling in the horizon, and Albus never felt so tired or so content. It would be days before he received a message with the result of his test but in his heart Albus felt secure of his success. While life at the academy was hard it was not harder than the years Albus trained for the test, he was after all very close to his dreams and he knew his family was proud of him.
If Albus Navre dream was becoming a sable marine, then Korva Navre dream was becoming like her brother, to little Korva Albus was a Idol, in her eyes Albus was both talented smart and fearless, an while he certainly was the first two and perhaps way too naïve to really fear something, in Korva eyes these qualities became amplified, unlike Aeron, Albus did not keep telling her not to do things, he would at most tell her to be careful, like her Albus was interested in adventure and heroics. And so she became quite proud so to say when Albus was accepted in the academy even if that left her without his company. Though her older brother had cautioned her to avoid certain parts of the city, Korva thought she had uncovered a secret tunnel that led to Edrin academy which would allow her to see her brother at least if not everyday more frequently than simply when he returned once a week.
Albus was the last to know of Korva disappearance: He was working feeding the young hippogriffs when an instructor told him that his brother was here with an urgent message, being excused of his lesson Albus swiftly went to see Aeron. Seeing Albus, Aeron asked: Tell me you know where Korva is! No even if you do not you know these hideaways and streets better you have to help find her!

Wait! Korva is missing?
Yes, it’s already dark and she hasn’t returned she’s not at Ildren neither together with her friends! Albus face bleached when he heard that then he turned towards the listening instructor and said:I’m sorry sir, but I must go I accept any reprimand later! But I must find my sister!
Go boy. I will arrange things here. We have a duty to Korvosa first, but it’s not one where we sacrifice a missing child, so you can feed mounts. Responded the instructor. Even though Albus searched through the night and the other day he was unable to find Korva, for while one might know many parts of Korvosa no one could know her completely. After returning without success to his home Albus was confronted, by Aeron; This is your fault! It was because of you she took to exploring every cranny and nook! And you say you can’t find her? Get out of my sight Albus. You ever kept dreaming and Now look at us. Knowing that his brother words were at least to an extent accurate Albus fled his house, and unable to go back to the academy so soon he climbed the old broken wall where he always watched the flying patrols, and there he cried till he fell asleep there. When dawn came again Albus was woken by the sun, the memories of recent events coming to him in a painful flash. But this time Albus didn’t cry, this time he looked to the sky where a hippogriff flew in the distance and then he looked towards the ground looking at Korvosa. I will find you Korva, Even if I have to search every boulder in this city I will find you sister.
The Navres asked the korvosan guard to search for Korva, but they confessed to not having the resources to do more than tell the guard to keep their eyes open. But time passed and they found nothing, still Albus kept searching for himself every time he was not actually in duties he searched, he slept little, and many days he would not sleep at all sneaking out of the academy after dark to seek information. For a long time his searches gave no results, till Albus heard of a man, scoundrel and criminal called Gaedren Lamm and the children he uses as pickpockets, upon investigating this rumor Albus discovered sightings of a girl that might look like Korva. But as of yet Albus has not been able to find the man. Albus eyes are bright no longer, and though he might grow because of this misfortune he will remain struck in place if he does not find his missing sister.
[spoiler=Albus Concept].Albus had a lucky life, and because of this he was to a certain point naïve he knew there was suffering in Korvosa, but he knew it as a fact nothing more, that is till his sister was kidnapped.
Albus is drawn to mysteries and challenges, this made him sometimes incredibly focused in attaining either an answer or overcoming a challenge, Albus himself is aware of this and while he sometimes ignored important things, Albus found this trait a quality until recently when he noticed that even searching for his sister elated him.
While Albus loved his entire family, in his heart first and foremost were his father and sister.
Albus was born with the instincts of a hunter which were tempered and forged by his earlier adventures and his teacher an ex-member of the Cerulean thieves’ guild.
Albus is a character with a conflict inside himself, he has a chaotic mind, that focus too much on his desires, and a lawful discipline which he holds to himself and to others.


Albus Goals:

Albus main goal right now is to find his missing younger sister. He still wants to become a Sable marine.
Albus is a determined good-natured youth, he has dreamed of heroics but has not really understood that being heroic is dealing with danger, confronting your own fears and problems, I want Albus to see the darker side to Korvosa he has ignored until now and accept it, so that he can not only protect his beloved home-city from threats without but work for its good within it. I don’t know where this AP will lead Albus but I want him to become something of a guardian of Korvosa a member of the Sable marine company working with the Korvosan guard to make things better.

Albus people:

Albus has a family he dearly loves, but more important to him are his father and sister.
+Albus Father: Henric was born In the shingles and at first lived a poor life that beat merriness out of him, he became a thief as a youth with Ildren as a partner, they lived this life for a time till Henric fell in love with Albus’ mother Aula Navre, together the friends pooled enough resources till they managed to buy to Henric a position as apprentice to Aula’s father, after this Henric worked hard both in trying to seduce Aula and become a master at his craft.
+Korva Navre: The youngest of the Navre siblings Korva like her older brother has an adventurous soul, which was perhaps awakened by Albus in taking her along his explorations in the city.
+Ildren, Albus teacher and once partner to Henric, Ildren had a poorer life than his friend for while poor Henric made friends in the shingles most not close like Ildren became, but he, he had a family that hated each other and having dealt with this family Ildren rarely opened himself to another, he only accepted Henric because the same had saved him when, his father gave him a complete beating and threw him in the canals. Ildren helped his friend courtship of Aula, then left the city to work as a caravan guard only returning much later in his life.
+Aeron Navre: Aeron and Albus always had a rocky relationship being dragged along in Albus troubles and expeditions led him to see his older brother as a kind of egotist (And being fair Albus was one, he was certainly generous enough, but he did ignore others opinions view and even feelings sometimes while focused in something), Aeron thus tried to do the contrary thinking first of what people at his side needed, so even though he struggled to learn his father craft he kept at it, He helped his mother with the duties at home, and tried his best at being a responsible brother to little Korva. Aeron blames Albus for Korva disappearance, blaming him for her irresponsible adventures. Though Aeron is the only one besides Albus which believes Korva might still be saved.

Albus Secrets:

+Albus has kept his private investigations a secret from family and friends alike.
+Albus does not know Ildren and his father were thieves, he is aware his father was once poor, and he suspects his teacher has not always lived reputably, but he does not know.
+ildren is sickly and that coupled with his distrust of other people is what has kept him from investigating Korva disappearance himself, though he has kept his eyes and ears open and suspects Albus is searching for his sister.

Albus Details:

Though Albus normally dislikes histories with obvious plots, he has a soft spot for heroic tales.
Albus has an insensitive tongue, his likes and dislikes of food come from their texture and smell.
Albus has since little a love for high places once he got into trouble with the Korvosan guard because he tried climbing one of Castle Korvosa Towers.


How could youuuuu :)

I likes it.


Just as an addition,for those of you who haven't yet submitted, I'm looking for some divine spellcasters. I haven't seen any, and for party balance reasons I'd like some sort of healer or support.

Dark Archive

I think I'll toss something into the ring for this.

5d6 ⇒ (2, 3, 5, 6, 6) = 22=17
5d6 ⇒ (4, 6, 1, 4, 1) = 16=14
5d6 ⇒ (3, 4, 2, 5, 3) = 17=12
5d6 ⇒ (2, 2, 6, 4, 5) = 19=15
5d6 ⇒ (4, 5, 2, 5, 5) = 21=15
5d6 ⇒ (2, 1, 6, 1, 5) = 15=13

Nice scores, works out to be 37 points.

leinathan: Was the Varisia players companion omitted from allowed sources for a reason, or was it simply an oversight? Also, why no cavalier?


Guess I'll need to up my background then as well to be able to make a shot.

Burahls'Goals:
Burahls'main goal now is revenge for the lives lost in his family due to Gaedren. Burhals doesn't know how or when yet, but it will happen, and if he happens to go out with a BANG to do so, so be it. His second goal is to get his brothers out of the grip of the criminal circuit, getting rid of Gaedren is one thing, convincing his brothers to return to their old ways might be totally different.

Burahls' People:
1. Thissi Narnec - Burahls' dead sister that overdosed, though she is no longer alive, Burahl still keeps a pendant of her around his neck. Along the chain hangs a simple pearl between two former claws/nails of his father, symbolizing the protection his father would have given her had he not died. At times it seems Burahl is communicating with her, though it is just talking to himself, a way of a compass for himself to right and wrong.

2. His brothers; Tikkin and Amoq. Though they don't see each other, sporadic contact between the three happens through a reliable customer of Burahl named Nebi Fhess. Through her the brothers heard of Thissi's passing and were shocked, however they would not return to Burahls and the rest. If this was because of fear of Graeden, afraid to lose their status or something else is unknown. Tikkin, the most rational of the two, would have dropped a hint of being scared according to Nebi, so perhaps if he settles the score with Graeden they might return.

3. Nebi Fhess - A young ratfolk woman, a few years younger than Burahl (he is 22 she is 18). Among ratfolk she is very pretty, also stronger than Burahl, but she has grown fond of his underground resistance to foil some of Gaedren's work, coming often to the secret potion shop to tell latest gossip, rumors or stories of Burahl's brothers. Burahl has a secret crush on her, though he is not sure if the feeling is mutual therefore not saying anything.

4. Bastarom Forkswith - A gnome which his family once lived with, the gnome is making a decent living now, owning an antique shop in Midland for the last several years. He has kept contact with Burahl ever since they both got into trouble once after investigating an old house for possible shelter and be attacked by a rabied dog. Bastarom proved to have an innate ability for magic as the dog was blinded by strange colours before they got away. Nowadays Burahl and Bastarom enjoy good relations and a drink from time to time in a Midland tavern. Also Bastarom is the main person through which others come to know about Burahls' shop. But he has a good enough an eye for people he could trust with that information, to others he remains tight-lipped.

5. His last sister, Neimi - His mother passing away a few months ago of an illness, Burahls' sister Neimi moved to the Shingles, there she lives with a few other ratfolk, one that she is currently having a relationship with. Neimi is 23 years old and she and Burahlhave little contact, though he visits her from time to time in his traveller's disguise. Having almost nothing in common but being family they still cling to each other and can count on the other for help if possible. She also hopes to see her brothers again, though thinks that Burahls will never succeed in his revenge.

Burahls' Secrets:
1. He has found a remedy, a simple elixir, to counter the addictive effects of Shiver. He treats one person at a time, if Gaedren would find out about this, he would have all crimelords after his tail.

2. The alchemy book he has stolen was left there on purpose by another person with a distaste of Gaedren, (cue tie-in with another PC), Burahl has no idea of this.

3. His brother Amoq has no intention to return, he is working himself up, hoping to become a crimelord himself one day. He has kept this from Tikkin and Burahl.

Burahl's Details:
Burahl has grown up among the busiest streets of Korvosa and in poverty, he has eaten and will eat any food, even if it is rancid or disgusting.
His favourite pastime after work and talking to Bastarom and Nebi is looking at the stars on a cloudless night.
He hates cats and dogs, they always hiss or bark at him when he walks past making him feel uneasy.

Edit: I'm probably gonna play Burahl as a support/controller role, him being an after combat healer through his potions and possibly later through his infusions during combat.


Justin Sluder wrote:

I think I'll toss something into the ring for this.

5d6=17
5d6=14
5d6=12
5d6=15
5d6=15
5d6=13

Nice scores, works out to be 37 points.

leinathan: Was the Varisia players companion omitted from allowed sources for a reason, or was it simply an oversight? Also, why no cavalier?

It was oversight XD You can use other sources as well, just run them by me first.

Also, no cavalier mostly for ease of play. This isn't a campaign in which you can really take much advantage of your horse.


By the way, for those interested and didn't know, the player's guide can be downloaded as a free PDF
HERE: http://paizo.com/products/btpy8bdb?Pathfinder-Curse-of-the-Crimson-Throne-P layers-Guide


Well one could have a small cavalier, plus if the mount has, enough escape artist and narrow frame you can use him in pretty much every dungeon, +O Of course you have little oportunities to charge, but they can be used in other ways though my planned hippogrffin is better at that.


Rafael The Silent wrote:
Well one could have a small cavalier, plus if the mount has, enough escape artist and narrow frame you can use him in pretty much every dungeon, +O Of course you have little oportunities to charge, but they can be used in other ways though my planned hippogrffin is better at that.

This is true. I suppose in light of that, if you really want to make one, Cavalier and Samurai would be allowed. I certainly have their stats and stuffz available to me, I just didn't think it would be effective, and didn't want someone to make one only to realize that they couldn't use a bevy of their abilities most of the time.


leinathan wrote:
By the way, for those interested and didn't know, the player's guide can be downloaded as a free PDF HERE:

Linked for you.

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