| leinathan |
Alright, questions!
@Ila: So...your mother was going to try and kill Gaedren? Did she make a regular habit of visiting righteous Pharasmin vengeance on criminals?
Where is Ila from? One of the small cities outside of Korvosa? An entirely different place?
It's been two years since her mother died, and she's not sure of the specifics of the event. How did she find out that Gaedren was involved?
And also, about Aaron: He's missing a language. Speaking of that...when did he learn Infernal?
| Li'an Va'ardalia |
Her Quah will be Lyrune, reading through Humans of Golarion to try and flesh out her childhood some before she ran off with Marius. I'll have a full background here in a while, feeling like it'll flow pretty quickly once I get writing (maybe even finishing it tonight!).
She's a hunter by training, yes (in both profession and class, and archetype Feral Hunter). Obviously hunting in an urban setting isn't really possible, so it translates to doing odd jobs putting her strength and feral abilities to use. When she can't get work, she leaves and goes hunting outside town. Only really as a last resort, though, as she prefers not to leave her family any longer than necessary.
Husband's name is Marius and he's pretty important to her, daughter's name is Sigrid. Her life and motivations revolve primarily around them now, and she'll be visiting them as often as she can manage once Lamm is taken care of and Sigrid saved (or in a worst-case scenario, buried properly). I'll take care of both of them, but there'll be a few characters in her Quah that I'll leave to you (including her parents).
| Aaron 'Hatchet Man' Crispin |
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Small note, I've just decided it does actual fit Aaron to be Neutral Evil, all things considered. I'll be careful to play a smart evil, so he's not going to be against doing good, he just has evil as a day job.
Also, quick question for the peanut gallery to suggest. I need one more language. What would make sense for a Korvosan native?
| Aaron 'Hatchet Man' Crispin |
| 2 people marked this as a favorite. |
leinathan wrote:Also, it's a mistress campaign because we're cheating on Kioralady with it.I'll try not to be too jealous ;)
Don't worry. We still love you too Kioralady :P
| Hotaru of the Society |
Ila is a nomad from Varisia. I think that's a normal thing, right?
As for righteous vengeance... she did not. But when the bodies of children start piling up (or does he feed them all to crocs?), even a devout Pharasman has a change of heart.
Hm. Let's change that up. Rather than spotting it on a merchant, she spotted it on his hand. It seems much more fitting that he'd keep it as a trophy after having killed someone who tried to take his life (as opposed to just killing someone who was in the wrong place at the wrong time).
| Auraelia Blackthorn |
And you as a crazy-haired fancy-jacket cleric and/or tattooed sorceress ;)
| Hotaru of the Society |
Actually, the idea is Wizard 1 (for backstory), followed by Paladin 19 (for Forestory! That's a word). It just feels right for her to first claim her mother's soul as a familiar... then be guided by it to righteousness. :3
I could go full paladin, and just make the familiar a 'story' thing. Because it actually is mechanically bad for me to go the route I'm going. It actually weakens my familiar to go this route, and makes me even more behind on paladin goodies!
| leinathan |
Actually, the idea is Wizard 1 (for backstory), followed by Paladin 19 (for Forestory! That's a word). It just feels right for her to first claim her mother's soul as a familiar... then be guided by it to righteousness. :3
I could go full paladin, and just make the familiar a 'story' thing. Because it actually is mechanically bad for me to go the route I'm going. It actually weakens my familiar to go this route, and makes me even more behind on paladin goodies!
You could variant-multiclass in wizard for the wizard spellcasting ;)
| Li'an Va'ardalia |
You could always pick up a VMC class that grants familiar progression to get full benefit out of it. Might even be able to convince Markus to let you have the familiar without benefits until third level when it kicks in if you weren't going to go for the dip.
Question to everyone: Toughness or heavy armor proficiency for my bonus first level feat? The other will be Intimidating prowess, otherwise I'd go for both. I don't really have any spare feats along the way either (5 - Power attack, 9 - Animal Soul, 13 - Natural Spell), so will end up skipping one or the other.
I'm planning to pick up Wild on my armor as soon as possible so it'll be useful while wildshaping.
Also Markus: Did you see my earlier question about Animal Soul? Is it possible to use the pre-nerf version? (i.e. allow animal buffs on yourself instead of preventing non-animal spells from affecting you)
| leinathan |
I did see your earlier question but I've been very frustrated trying to comb through the errata document.
Yes, you can use the pre-errata version.
I'd say Toughness for level 1 - affording Heavy Armor at level 1 is really hard.
Also, the Chosen One paladin gains a familiar at level 1...I'd be willing to say that it's your mother if you are.
| Nary-a-Care |
Mister GM -
My intention with ol' Nary is to run her as a hypnotist con-artist with an emphasis on bluff and diplomacy.
The occult book comes with a number of "skill unlocks" - bonus skill uses available to occult classes. The only one I actually care about are the hypnotist unlocks associated with diplomacy.
They'll probably be on the d20pfsrd eventually.
The rules are listed below:
HYPNOTISM (Diplomacy)You use the power of suggestion and subtle psychic influence to alter a subject’s mind and dredge up repressed memories.
Check: You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind- affecting enchantment (compulsion) effects.
Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, you implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher.Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.
Action: Hypnotism takes 1 minute of calm interaction.
Try Again: Yes. You can try to hypnotize the same creature more than once, but only once per day.
So, my question is, are you comfortable with the use of this skills rule-set?
If not, I'll probably run a different character (since the hypnotism stuff is pretty central to what I have for the mesmerist)
| Auraelia Blackthorn |
Yeah, it's been a real pain to look through that. D20pfsrd has updated a lot of the stuff, which helps a bit, and they've got a master list somewhere that had the full errata and which ones they've updated already.
Also, the Chosen One paladin gains a familiar at level 1...I'd be willing to say that it's your mother if you are.
There's also the Chosen One paladin archetype which gets a familiar at 1st level. It's generally flavored as a messenger of the divine granting them power, but it could be re-flavored as her mother's spirit returning to help Ila carry out the justice that she failed to.
There ya go Ary! You can go VMC wizard/Chosen One paladin and end up a Wizadin with Ma the Whippoorwill! :)
Edit: Those Hypnotist uses for Diplomacy are pretty neat. Nice to be able to grant a reroll on a knowledge check 1/day!
| Ila Indigo |
I was already going Chosen One. I'll get her updated statwise. :)
| Ila Indigo |
What are your thoughts on my familiar having Shake it Off? It's a teamwork feat that will grant both it and Ila a +1 to all saves (and these numbers will go up if that remains the case for others). Familiar Folio (IIRC) suggests that you can choose your own feat for the familiar. I feel that being able to console and strengthen others is something that fits... but it's also +1 to all saves (and more if others take them).
It felt more reasonable when it was mechanically her mother, not just fluffwise. :P
If it's not alright, I'm not sure what I'll swap to, but I'll find something. :) Otherwise, I think everything is fixed up.
Also, I snatched up 1 cold resist as her favored class bonus. No idea if it'll come up often, but it felt more interesting. Plus it makes her warm-weather outfit make more sense! :)
| Aaron 'Hatchet Man' Crispin |
When it evolves to an Improved Familiar, are you considering having it become a Nosoi Psychopomp, since you follow Pharasma?
| Auraelia Blackthorn |
Nice, Auraelia will have someone to team up with on teamwork feats. She'll have outflank + one more that she can change at will, shake it off is definitely a nice one.
Any summons Auraelia casts will have those two teamwork feats as well.
| Ila Indigo |
That was the plan! :) I've always wanted a character with a Nosoi Psychopomp, and this was the perfect chance. :)
Also, Markus-DM: What are your thoughts on Lore: Dearly Departed and Blessedly Born? :)
| Ila Indigo |
Midwifery works. Keeping up with who's recently died, and who's recently been born is something that would be part of a Pharasman's... daily thing. You know? In fact, her obedience has birth and death as major components. It's such an awkward section. I mean, I could see just taking the appropriate knowledges. Like... nobility, history, and the like. And then it kind of covers the big names that are born and that die.
| Aaron 'Hatchet Man' Crispin |
Actually, would Lore (Korvosan Underworld) or something of that nature be appropriate? It seems like a thing Aaron would have since he works for a lot of different criminals and works at a bar that basically caters to criminals. And he is a criminal. That's important too.
| Auraelia Blackthorn |
| 1 person marked this as a favorite. |
Here, have a background story! I'm pretty happy with it. It'll probably need some minor tweaks (haven't really had a chance to finish proofreading it), but it should pretty much cover everything important in Auraelia's life.
Auraelia stands an imposing 6'4", tall even for a Shoanti woman, Her build is quite athletic, although her looks are otherwise average. Red and silver tribal tattoos from her Quah adorn her face, neck and arms (along with most of her body when she's not covered up). Long, fine orange hair hanging down to her shoulders belies her appearance as a warrior of the Lyrune-Quah, however. Until recently she's usually dressed in simple clothing, wearing leather armor when needed on a job or when going out hunting. With the disappearance of her daughter, Sigrid, she has donned heavier armor, and generally travels with a greataxe.
When at home with Marius, her husband, and Sigrid, it's hard to see the warrior in Auraelia. She smiles brightly and does what she can to help the family along. She cares deeply for them both, and isn't afraid to show her affection for Marius in public or in private. She's quite protective of her family, feeling it her duty to ensure their safety as the only one of them trained for combat. Her husband, while a wonderful man and a hard worker, was only a Chelaxian after all, and hadn't been raised to fight from the time he could walk as she had.
Despite this, when she's out on business she's as fearsome as all but the most battle-hardened Shoanti warriors. Just a glance from her can send the bravest thugs scurrying into the back streets, and when it comes down to fighting she's more than capable of holding her own.
Auraelia was born among the Lyrune-Quah of the Shoanti. Her mother, Sigrid, was an influential shaman in the tribe, occupying one of the six seats in the council of elders. Her father, Dagak, similarly was a well respected warrior who'd seen his share of battle. Needless to say when she was born there were high expectations for their daughter. Auraelia's early childhood consisted of learning the basics of life as a member of the Quah. She learned to hunt stalk game, shoot a bow, and fight with various weapons. The children her age often competed at various things, anything from racing across a field to felling a bird in flight with an arrow. Auraelia managed to hold her own in many of the competitions, being quite strong herself and being gifted with her mother's ability to call upon totem spirits to lend her their power. The only thing she found she lacked a talent for was archery. While her father had been quite adept with a bow, she'd inherited her father's strength, but her mother's dexterity leaving her hard pressed to use a bow effectively.
Life wasn't easy in her Quah, but it was good. She became well respected herself, and when she came of age she was gifted the title "Rasar Björn" ("Raging Bear") in common, partly for her tendency to lose herself in battle, and partly for the ursine qualities that she took on when calling upon her totem spirits in battle. Things continued well for her for several years afterwards, studying combat under her father and druidic magic under her mother when not hunting for the Quah.
One day, shortly after she'd turned nineteen, a group from Shiikirri-Quah came to visit. They brought with them many Chelaxians, whom they were trying to use to convince the other Quahs that peace with the Korvosans was in the best interests of everyone. While the members of the Lyrune-Quah were relatively uninterested in what they were offering, Auraelia herself was quite curious about the non-Shoanti visitors, having never seen any before in her life. One evening during their visit she stole off to their campsite and there she saw a young Chelaxian man sharpening various weapons. His face was quite striking, framed by short-cut black hair, and his body--if small compared to the average Shoanti--was quite athletic. Before she knew what had happened, she found herself smitten with the man, her heart racing as she spied on him.
Not knowing what else to do, she strode into the camp and demanded to know his name. The young man, startled and a bit intimidated at first, replied eventually that his name was Marius Blackthorn, and that he was apprenticed to Damien Baradin the smith who'd come along on this trip. A few tense moments passed, and then she smiled at him and introduced herself. The two spent the rest of the evening talking, and several subsequent evenings together as well. On the fourth such night she led him back to her tent and the two spent the night together there, waking in each other's arms. That morning they professed their love for each other, and he promised that as soon as he could return he would be at her side again.
In the months that followed it became clear that her night with Marius had resulted in her carrying his child. Though Auraelia was at first excited by the prospect, confiding in her mother about having fallen in love with him, that dream was soon shattered by the harsh realities of life in her tribe. Even though her Quah was not as xenophobic as the Sklar, they still were prejudiced against those they considered to have stolen the lands that rightfully belonged to the Shoanti. When it became known that Auraelia carried the child of a främling (Shoanti: outsider), and a Chelaxian at that, much of the clan began demanding that the man be hunted down. She was dragged before the council and interrogated on the child, many expecting her to claim the man had assaulted her, name him and to denounce him and the child. The elders would then provide a tea which would kill the child and the man would be sentenced to death by the Quah.
What they got, however, wasn't at all what they'd expected. Auraelia stood before them and explained the truth, that she'd approached him repeatedly, and that they'd fallen in love. She'd shared her tent with him because of that, and she intended to keep the child and bring Marius to live with them. Her pronouncement divided the clan quite clearly. While some were willing to accept that, her parents included, a great many of the Quah were incensed that a member of one of the great families of the Quah would debase their bloodline. Unfortunately for Auraelia, the elders were forbidden from voting when doling out punishment to one related to them by blood. Without her mother's vote and council, the elders voted three to two to banish her from the tribe, stripping her of her moniker and forever declaring her a främling. Furthermore, they declared that she would be subject to punishment, possibly even death, should she violate her exile. Confused and heartbroken by the decision of her people to exile her for choosing her love and her child, she left the Quah and sought out the Shiikirri to find out where she might find Marius. They directed her to Korvosa and gave her the name of the shop Damien ran.
The trip was long and hard, but eventually she arrived in the city. It was quite a shock for her, having lived in the wilderness all her life, seeing the cramped quarters of the city. Still, she had no choice, and so she wandered the streets until she found Damien's shop. She encountered Marius there, who was quite confused to see her, but welcomed her with open arms once she'd explained the situation. The two moved in together almost immediately, and with Damien acting as a witness, were married in the Church of Abadar. Half a year later she had her child, a gorgeous baby girl she convinced Marius to name after her mother.
The first few years afterwards were difficult, as Auraelia had to stay at home to nurse the child, but her parents had secretly given her a small sum of gold when she left, and it was sufficient to help them through the lean times until Sigrid was old enough to not require constant attention. When Sigrid was almost four years old, Auraelia began looking for jobs around town that could make use of her skills. She learned quickly that many people in Korvosa did not approve of Shoanti, and even the Shoanti she encountered soured when they found she'd married a Chelaxian. It caused her a great amount of anguish being isolated from both her people and the rest of the citizens of the city, but Marius and Sigrid anchored her and gave her a reason to continue on. Eventually she was able to make some contacts among the Korvosan guard, who would occasionally give her work tracking down some fugitive or another, as well as among some of the various shopkeepers who needed someone to help collect on outstanding payments. Though she sometimes suspected that the work she was doing was legally in a grey zone, that work helped put food on the table when work at the smithy was slow for Marius.
And so years passed for her little family. Their home was small, and they were always just barely scraping by, but Auraelia was happy nevertheless. In many ways it was no harsher than the life she'd had in the Quah, although she still prefered the wilderness to the town by far. Occasionally when things were quiet she dreamed of returning with her husband and Sigrid to the Quah and being accepted again. A small portion of her longed to return home like that, though for the most part she accepted that she'd never have that chance.
Late in the fall of the year in which Sigrid had turned ten, a lack of work for both Auraelia and Marius forced her to leave town to try to hunt in the nearby wilderness. She'd done it a few times, and had been able to bring back a week's worth of food, which she extended by offering a portion along with a small tithe to the Church of Abardar in exchange for magically preserving the carcasses she'd retrieved. This time she was gone almost a full week, as the weather had been bad that year and the wildlife was laying low as a result. When she'd finally bagged a small deer, she decided to head back to town, unsure she'd be able to catch anything else, and missing her family.
When she returned she found Marius at the table in their small shack, laying face down, barely responsive. She managed to rouse him finally and, with tears in his eyes, he explained that Sigrid had gone missing one day when he'd taken her to the market. The news hit Auraelia as hard as it had hit Marius. The two of them consoled each other, and when she'd regained some composure, they went to try to retrace Marius's steps and to look for clues to Sigrid's whereabouts. Half a year passed and there was little to no information about what had become of Sigrid, but Auraelia refused to give up hope. She eventually managed to make contact with an informant in the Underground who sold her information that a man named Gaedren Lamm had been involved in the abduction of many children throughout the city. Following up on that trail eventually led her to several witnesses who described a black-haired Shoanti child who had been forced into service as one of the "Little Lamms".
With evidence that Sigrid was still out there, and a name for her abductor, Auraelia's grief turned into rage. Her child had been stolen, and she intended to retrieve her and to injure Lamm so grievously that he'd beg her for the release of death. Knowing she'd need better gear than what little she'd managed to get while in Korvosa, Auraelia resolved to return to her Quah to ask her parents for her inheritance.
She explained the situation to Marius and took off, borrowing a horse from a friend who tended the stables at one of the inns in town and riding as fast as she could back to her home. Several days later she caught up with her Quah and strode into the center of the encampment, whereupon she was detained by those Quah members on guard duty. They dragged her before the council of elders, her mother conspicuously absent, all elderly women who whispered amongst themselves about the gall the girl had returning.
Auraelia cleared her throat to gain their attention. She was in no mood to listen to them going on about this, and the sooner she was done here, the better. Though they didn't recognize it, the woman standing before them was in many ways quite different than the one they'd booted out of the Quah a decade earlier.
"Be recieved, stranger" the council said to her, seemingly taking pleasure in greeting her as an outsider.
Auraelia remained impassive, however, and lowered herself onto her knees before them in the traditional gesture of respect, addressing them, "Council, I have come here to ask for your permiss-"
"The girl must long for an early death," quipped Aryah to the others, cutting Auraelia off mid sentence. She was the eldest of the council and the one who had originally called for her exile. "Perhaps her husband abandoned her," added Yaziyah gleefully. "Was one night of passion worth it?" she asked Auraelia.
Again Auraelia suffered the insults stoically, much to the disappointment of the council. She began again, hoping they'd allow her to finish this time. "Council," she opened, more forcefully this time. "I have come seeking your permission to ask my-"
"What you have come seeking is of no consequence to us, you are no longer a member of this Quah," Aryah said, taking great pleasure in cutting her off again. "Leave our lands and return to that mongrel child of you-" Auraelia stood and bellowed "ENOUGH," drawing a look of shock from the old women before her. It was one thing to insult her and her husband, but Auraelia would not tolerate this treatment of Sigrid.
"I did NOT come here to listen to your prattling. Listen to me you old crones, you WILL sit there and hear me out, and you will remain quiet until then," she said, her rage clearly evident not only in the tone of her voice, but in her face and stance. "You may have stripped me of my rights and my name, but not even you can take my birthright from me. I have come to ask a boon of my father, and if I didn't need your permission in order to do so, I'd not have set foot here to begin with."
The council sat there in stunned silence, seeing the woman before them anew. Auraelia, more than willing to continue without their interruptions, wasted no time. "My daughter has been taken from me, kidnapped by some piece kogödsel named Gaedren Lamm. I will carve a path across Korvosa to get my Sigrid back, and if that has to start here, I WILL NOT HESITATE TO DO SO." She towered there before them, seeming to have grown in stature before their very eyes. "I may be a främling now, and my daughter may be nothing to you, but are you so cold and cruel, have your hearts shrivelled so much that you would deny a mother the chance to save her child? Which one of you wouldn't do the same in my place? If you wish to execute me for this affront to your sensibilities, so be it! But you will grant me words with my father, and you will allow me to leave to save my Sigrid. Once I have done that, I will return and face your 'punishment', whatever that may be."[/i] Auraelia finished and returned to her knees out of respect for the traditions of her Quah, if not for the women before her.
Minutes passed in the tent, none of the elders apparently willing to be the first to speak up lest they anger Auraelia further. Aryah especially seemed to be in shock, desperately trying to find some retort to regain the face she'd lost in being intimidated by this girl before the others. Finally the youngest among the group, Catahrra stood and spoke, [b]"What you ask of us is well within your rights, and we will not deny your request, Auraelia." Hearing her name spoken for the first time since she'd arrived calmed Auraelia down significantly. She looked Catahrra in the eyes and saw there only sympathy and respect, instead of the fear and derision she saw in the others.
The other elders began to protest, but Catahrra calmly silenced them and continued, "When you have saved your daughter, or avenged her, you will return to us and submit to our judgement. If you will swear by blood that you will do so, we will allow you to see your parents. The request that she return to stand for punishment when done seemed to calm the concerns of the rest of the women.
"By blood it is sworn," Auraelia replied without hesitating, drawing her dagger and extending her arm forward, palm open facing upwards. She traced the point across it, drawing a trickle of crimson from the cut and then extended he dagger hilt first towards Catahrra. Catahrra stepped forward quietly and took the blade, repeating the gesture and clasping her hand to Auraelia's, sealing the blood pact. She returned the dagger to Auraelia and turned to the others. "It is done. Are you all satisfied? If so we will let her go ask what she will of Dagak and Sigrid." She turned back to Auraelia and smiled, and when no objections were raised, bowed and gestured towards the door, giving her leave to exit.
Auraelia nodded with respect at Catahrra and strode out of the tent and towards that of her parents. She'd only vaguely known of Catahrra before she'd left, and she must have been added to the council quite recently. Auraelia hoped in her heart that she wouldn't pay for standing up like that. When she entered the tent, she found her father and mother there waiting anxiously. Sigrid ran up and embraced her, nearly in tears. "Aryah had said they would execute you on the spot," she said, her voice breaking up. Auraelia, now almost half a foot taller than her mother, embraced her and smiled. "The Quah chose well in seating Catahrra among the elders. I might very well have been put to death if not for her compassion."
"Why would you risk coming back here, Auraelia," Dagak asked impassionately, "You knew that the price for doing so might be your life."
"Sigrid..." Auraelia started, but realized she'd not even had a chance to tell them about her daughter in past ten years. "My daughter, I named her after you mother," she said with proud smile. "You'll meet her one day, I swear. She's getting so big now..." She said, her voice trailing off as she recalled various memories of her daughter running about. "She's been kidnapped by a man. This man Gaedren Lamm, he steals children and forces them into lives of petty thievery to support himself. I came to ask for your help, father." Dropping down to her knees, she prostrated herself before him. "Please grant me your armor and greataxe that I might bring down anyone who stands between myself and Sigrid. We... Marius and I, cannot afford to provide me with the weapons and gear needed for me to hunt Lamm and mete out justice to him. Please father, grant me this favor!" She looked up at him, terrified that she'd see disappointment or disgust in his eyes at her failure to protect her daughter. Instead she saw pride and compassion as he reached down and lifted her up. He held her close and said "Of course, even if the Quah does not consider you to be among them anymore, you are still my child." In her father's arms she felt like a child again and then and there she broke down, crying for both for Sigrid and for the life she'd lost among her people. She stayed a while to visit with them, telling the story of her journey to find Marius, and of Sigrid's birth and all the things that had happened since then.
The next morning, with her father's breastplate and greataxe packed and strapped to her back, along with a modest sum her parents had saved, she began the trip back to Korvosa. Once there she would get Marius and Damien to help adjust the breastplate for her, and buy any remaining supplies she needeed before beginning her hunt. And then she would track down Gaedren Lamm, get Sigrid back, and kill him, mercifully if she was unharmed, and less so otherwise.
| Ila Indigo |
Before I get to reading: How old is your daughter? If she's young enough it's possible that Maria acted as your mid-wife. (Six is the oldest, if you lived in town).
Still reading between being slammed. I see what you did there with Sigrid mom and Sigrid daughter!
Made it. She's ten. Oh well! Ten is more fitting than six, anyway. :)
We can find other ways to link characters a bit. :)
Finished. Darn you and your high bars. :|
| Li'an Va'ardalia |
It's possible to tweak some ages to make things work out, it would be a really neat (and totally non-standard for adventurers) tie in! :)
| Ila Indigo |
| 1 person marked this as a favorite. |
"Now I remember you. You look different when you aren't screaming." :p
I can probably tweak a bit. Have her father have been bedridden for years being the reason they moved to Korvosa in the first place. :)
Ten years would make my character nine... which means she remembers your hair being pretty. :p
We'll see.
Now to work out tenuous connections with the others. :)
Does the Hatchet Man have a calling card or just an MO?
What did Nary steal from me and why? :p
| Auraelia Blackthorn |
"Now I remember you. You look different when you aren't screaming." :p
That would probably make things different. Also she would have been nearly bald back then, given that Shoanti women shave their heads!
Haha, yeah, probably not going for the female version of Doogie Howser: Midwife, huh? ;)
Six would still put ya at thirteen though. Who did Ila learn under? Was her mother a Midwife as well (actually pretty common, a friend of mine is a midwife and is passing her practice down to her daughter).
| Ila Indigo |
Why do Shoanti shave their heads? :0
Maybe we should ask the DM what the target age of children is for Lamm and that'll get our ducks in a row. :)
| Auraelia Blackthorn |
It's hot is probably as good a reason as any :)
The guides explain that it's because hair of any length can be used against you in a fight, and all Shoanti are consummate warriors. Since leaving the Quah Auraelia no longer adheres to that though (especially since Marius likes her hair longer).
Knowing the age range of the Little Lamms would be great information for sure.
| Auraelia Blackthorn |
So I think this is what we've got so far:
Ila Indigo - Human Paladin (Chosen One)
Aaron 'Hatchet Man' Crispin - Human Slayer (Cutthroat)
Auraelia Blackthorn - Human Hunter (Feral Hunter)/Barbarian (VMC)
Nary-a-care - Gnome Mesmerist
(Hrut) ??? - Tiefling Warpriest?
(Ehren) ??? - ???
| Aaron 'Hatchet Man' Crispin |
Actually a really interesting party
Ila - Melee and Support (auras and healing), and likely the party's moral compass.
Aaron - Melee and sneaky skills
Auraelia - Melee and durability
Nary - Battlefield control and social skills likely party face
??? (Hrut) - Ranged Combat (Archery) and Support (Spell casting)
??? (Ehren) - ???
Very nicely balanced at this point too.
| Auraelia Blackthorn |
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Like Peter Pan, when they start to get too old and independent he usually kills them.
I totally missed that part of Peter Pan! :o
| Ila Indigo |
Don't forget Maria! She'll eventually be pretty solid at K(Religion, Nobility, and Geography)! (and not terrible at everything else).
Ila doubles down on Religion, and has History (but no class skill :( in either).
I'm still trying to come up with a good way to say 'I keep up with who's born and who's died.'.
| Auraelia Blackthorn |
I think they call that a "busy body" in a small town, although it could also be the clerk at the records section of City Hall ;)
Auraelia will have Nature/Geography, and should have excellent perception, stealth, intimidate and pretty much unbeatable tracking (scent + deadeye's lore and the human and ranger survival bonuses)
| Mavarro Estrovan |
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Well, that took forever. :P
Still needs an official background, but I believe this should cover the gist of it. Have a little more gold to spend, and I'm still on the fence about my second trait.
Mavarro makes a meager living on the streets as a fortune teller. Most of his clientele are fellow Varisians, many of whom are friends or regulars. Despite the local prejudice toward Varisians, it is difficult for some people to ignore the allure of their exotic traditions. Thus, he also receives a significant number of native Korvosan clients, ranging from lovesick maidens to merchants seeking business advice; naturally, they would always keep a low profile. Ultimately it is up to Mavarro’s subjects to determine whether his readings contain truth or nonsense; there is indeed power behind his cards, but many of them are unaware.
2. What did Gaedren Lamm, the notorious criminal, do to you? How did you respond, emotionally to it?
One day, a close friend of the family came before him, her face wet with tears. Her eldest son Silva, an old friend of Mavarro’s, had recently died of a drug overdose. The news did not particularly surprise him; his relationship with the man had eroded years ago, when he had learned of his involvement with the Sczarni. Nonetheless, Silva had been a brother once, and he bore no ill will towards the man’s mother. When the cards failed to provide a satisfactory answer, Mavarro resolved to find out why Silva had to die through other means. Over the next few weeks, he reached out to his clientele, offering his services in return for gossip instead of coin. As he continued his investigation, he learned of more and more people that had succumbed to the very same drug as Silva – shiver. All of the threads seemed to be connected to the same name – Gaedren Lamm. When it became apparent that the Korvosan Guard was not going to do anything about him, Mavarro decided to take matters into his own hands.
3. Why are you your alignment?
Mavarro is chaotic good. He views law and order as manufactured concepts, that ultimately do little else but to oppress others. Korvosa’s discrimination toward Varisians and the city guard’s refusal to apprehend Gaedren Lamm are only two such examples. Even the tradition he has dedicated his life to is ingrained in chaos, for the future is never absolute. As someone who offers his services to all, he tries to keep an open mind about everyone he meets, giving them – and their cards – a chance to speak for themselves. He understands the value of an altruistic act, and is willing to go through great lengths to protect his people and their traditons.
4. If you're a spellcaster, where are you getting your spellcasting from? If you receive powers from a deity, why do you worship that deity? If you studied, who did you study under and why?
Mavarro draws his power from his grandmother’s harrow deck, passed down through the generations. The cards represent centuries’ worth of tradition, and are said to contain the spirits of all their past owners, imparting to him their knowledge of the arcane and the harrow. Whether this is strictly true does not particularly matter to him – all he knows is that looking to the cards indeed provides him with some measure of power, which he has learned to control over the years with his grandmother’s guidance.
5. Do you have a family? What are your relationships like with your family?
Mavarro has no actual siblings to speak of, nor does he have parents; they both died when he was still young. It was his grandmother, Mahala that raised him, teaching him everything she knew as she had once down for his mother. She has been ailing as of late, but is still alive and kicking. He still frequently turns to her for advice when he is uncertain about his interpretations of the harrow. And of course, he has an extended family in the form of various friends, some whom he considers close enough to siblings.
6. Are you a Korvosan native? If not, where are you from and why did you move to Korvosa?
Mavarro was born on a caravan, on which he spent most of his early years. The caravan traveled all over Varisia, from Sandpoint to Magnimar, to Riddleport, to the Mierani, and even to the Velashu Uplands. Ideally, this life would have gone on forever. Unfortunately, a failed attempt to negotiate passage through giant territory resulted in the destruction of much of the caravan, as well as the deaths of Mavarro’s parents. The survivors salvaged what they could and took refuge in Korvosa. Leaving proved to be a far more difficult task, as they had to exchange many of their commodities for shelter and sustenance. They ultimately had little choice but to settle down there.
7a. List a short-term (complete-able within a month) goal for your character.
To find Gaedren Lamm with or without the law’s help and put an end to his drug trade, giving peace to Silva’s mother and the rest of his people. He is willing to let the law enforcement take the man if they are so willing, though he suspects that more drastic action might be necessary.
7a. List a medium-term (complete-able within five years) goal for your character.
Improve the situation for his fellow Varisians. He wishes to prevent other youths from getting involved with the likes of the Sczarni and Lamm. Perhaps if fewer of his people gave them a bad name, they would not be so heavily discriminated against.
7c. List a long-term (complete-able by the time you die) goal for your character.
Mavarro has come to acknowledge Korvosa as his home, but it will never be where he belongs. He would love an opportunity to leave the city once again, to travel across the land. Perhaps one day he will leave the city for good, and adventure to lands beyond the borders of Varisia.
| Li'an Va'ardalia |
Neat, hadn't expected a Harrow user. Nice that the archetype gives lets you Gambit your cards for free too.
I'm pretty much done with Auraelia's character sheet now, should have everything spent and updated. In theory I have 22 gold left, which I wanted to use to pay for two months rent to represent the small apartment on Garrison Hill in old Korvosa that Auraelia and Marius live in.
| leinathan |
The Cerulean Society, (run by a man called Boule) is something of a thieves' guild and operates within the confines of Old Korvosa. Somehow, they make crime and thieving standardized and safe.
Glorio Arkona, an Old Korvosan nobleman, has his hands in many criminal enterprises, although he maintains a polite public face. He is primarily a smuggler, although word has it that he has many of the city's criminals in his pocket.
Gaedren Lamm is an old, washed-out criminal by now, but he still holds power. Mostly he has a few employees and a very handy knowledge of when to move so that the authorities never catch him.
Devargo Barvasi is a younger, new guard of criminal. He owns a flotilla on the docks called Eel's End, and there's everything from drugs to prostitution to gambling on Eel's End.
Would Aaron associate with any of these people?
| Aaron 'Hatchet Man' Crispin |
As for Lamm, he's wary of the guy's reputation and isn't fond of his rumored methods surrounding children (one of Aaron true limits is that he does not take harming children well) so he'd have avoided the guy if possible. He definitely would have taken more interest in Lamm once he realized there was a connection to his fiance's murder though.
For Barvasi, I actually have a question. How long is 'new guard' exactly? A few years? Aaron's been at this business for over a decade (twelve years actually) so if the guys too new Aaron wouldn't really have the same respect he has the older, bigger syndicates, but he'd take contracts if he was asked.