Lords of Taldor: Ascending Majesty: Act 2

Game Master Phoenix Hunter

Episode two: Meeting at the Chelish Villa.
The tense debate for the future of Taldor is interrupted by an atempt on Prince Stavian's life


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mark kay wrote:
Something I'm wondering, we're in a big ol developed society where Abadar is prominent along with his bank/church/bank, is it possible to have holdings insured with the Abadarian bank? Like pay x however much gold per year, insurance.

(I AM NOT THE GM) With the way the Noble Scion Semi-Gestalt works out, you could probably spend one week's worth of your 'flexible' spending budget on maintaining some insurance each month, cool idea at least.


Okay, just read the discussion thread (sorry, was looking for something about me xD), and I saw that the current party members don't want a full caster.

While I technically will have one level in Inquisitor, Cleric is a full caster.

Will this negatively impact my chances of being selected?

I really think that not much else fits the character idea, and was hoping class choice wouldn't do me in!


Roughly 3.5 days till I cut of submissions.

Applicants thus far:

-Tech55b Barnette Bright the XII Merchant born slave turned shipping tycoon- Summoner

-SCKnight Ruatria Knight of the Arts Proctor of a Bardic college – Bard

-Grovo Ser Thomas Crime Lord and his crew – Bard

-Mark Kay Aurelian Branas Savior of House Branas – Swashbuckler

-Jonny…Panic Rep. Calista de Romano The Lady in Print – Telepath

-DMRaven Ser Constantine Rook Flirt lord of virility - Bladecaster

-BigRig107 Ambassador Valignatir Jeggare Chelish ambassador of House Jeggare- Cleric

-Rednal – Lord Lucas The Unbearded Lord – Kinetesist
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DM Gazebo God Submission not provided

Barcas Submission not provided

Tharasiph Submission not provided

JonGarret Zereal the Druid of Cassomir Submission incomplete

Gyrfalcon Submission not provided Smuggler or Evangelist?

TheWaskally Submission not provided Monk?
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Gerard Nisroc Were you interested in this game, or just tagging along for the interesting recruitment? I didn’t see a submission, am I mistaken?
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If I missed anyone, I'm sorry, please let me know. I'm trying to keep on top of the submissions so they are fresh in my mind, and I have a solid idea of each of your characters to be considering preemptively.

Two days to choose this weekend might not be enough for me to weigh all the pros/cons and then discuss with my players, but I'll certainly try to make my decisions as quickly as possible

---edits---
Ash Lord of House Kitsunen Lord of Tea - Kitsune ?


You missed me, and I'm still on the same plan I PM'd you about.


Constantine & other character interactions:

I couldn't help but peek into what the other players already in the game were playing to get a better idea of how the game would evolve and develop. Rednal's inclusion of character relations intrigued me and I thought I'd steal from them.

Kyra Rubicon –With a House that has a strong military connection, Constantine may have personal contacts with the family—particularly Kyra's brother, Lexarius, who was a captain with the Phalanx. As a dabbling painter himself, for what foppish noble is complete without some art talents, Constantine might know of or have met Kyra herself. They both make use of arcane and martial techniques. Since her family is looking for an arranged marriage, its even possibly his return could make him a contender—although having so many bastard children likely makes him a slim possibility.

Ah..Kyra Rubicon. Famous for her singing voice and looks and...hm..aren't her parents seeking a match for her? I wonder if Lexarius would mind introducing us..

The Lady Knight While both having a background with the military, I feel it would be more of a point of contention between Constantine and the Lady. Where she has a strong belief in chivalry, Constantine has had numerous sordid affairs and isn't shy about it. He sees battles as something to be won rather than a way to gain honor and doesn't see a problem in using many means to win. It is possible they would get along more recently with Constantine attempts to aid and reform the military as well as his own image.

Who? Ah, yes..the Lady Knight. I agree with the Grand Prince's daughter that women should inherit and it is not unusual to see a woman fighting in a mercenary company...but a noble daughter? That seems strange. Not that there's anything necessarily wrong with it but..well..I don't know.

Lord Inkwell Born thirteen years after Marion returned to Taldor, Constantine was raised to be loyal to the royal family. Inkwell's habit of being above petty wars and feuds among the houses rubbed off on his son. Constantine sees his father in a dual light—first as the man he was in the past, an adventurer and wanderer seeing the unknown. And secondly as the political spider he became—standing resolutely by the royal family and elevating their own family to great heights.

My father? I'll inherit nothing and I care not. My brothers are oldest and deserve it. Besides, he'll never die. Haven't you heard the rumors? I simply hope my scandalous return doesn't hurt any plans he may have in play.

Lady Gabrielle d'Apcher Both are followers of Shelyn and favor the elaborate, colourful fashions of Taldor. As a well-known actress with a quick wit, Constantine would greatly enjoy meeting her to match minds. He would find her dark persona something to laugh about rather than to worry on from an ethical standpoint. Of course, should he find himself so targeted it would be a much different matter.

A beautiful actress, a sheer delight to behold on stage! Her mother is a wily woman, not someone I would wish to cross paths with. I have heard she inherited a bit of that..it would be interesting to find out.


bigrig107 wrote:

Okay, just read the discussion thread (sorry, was looking for something about me xD), and I saw that the current party members don't want a full caster.

While I technically will have one level in Inquisitor, Cleric is a full caster.

Will this negatively impact my chances of being selected?

Well, the GM's the one making the actual choice. Mostly, the players were originally worried that we had no full casters and needed one, then decided we could still be okay without them. (Personally, I think it could be fun to have an entire party of 2/3 casters, but only because I've never seen that before).

The only challenge with playing a cleric is that, as a devotee of a specific god, you're definitely motivated by their interests. On the other hand, a professional priest doesn't need to have levels in cleric (anything that casts divine spells can serve a similar function), and a cleric doesn't need to be a professional priest.


Oh, I just forgot that I haven't provided the "fitting into the party" information yet!

I'll get that in when I can, and hopefully that assuages your fears about the LE alignment.

If it's still an issue afterwards, I can think about changing it to LN.


Ash Please post your character on the recruitment thread, because my players' opinions are important to me in the final decision, and if they can't see your story they can't make an informed decision.


I mostly asked for the Abadarian banks being a sophisticated thing and the idea of insurance at least being a few centuries old, it seemed like something they might do. I'm cool with paying that sort of fee to truck in it.


Honestly, BigRig, the idea we've been kicking around of a bunch of 2/3 casters IS cool, but it's not going to hurt your chances as far as I'm concerned. It's your story and motivation that is going to sway me.

That should be a note for EVERYONE.

I know there is this difficult separation between characters and mechanics for a lot of players, but that is exactly what I'm looking for. Your class levels are supporting your story, not the other way around.


Related question actually, for skill and capacity in merchantry and finance, estate management, that kind of thing, would some sort of profession: merchantry type deal cover most of that?


bigrig107 wrote:

Okay, just read the discussion thread (sorry, was looking for something about me xD), and I saw that the current party members don't want a full caster.

While I technically will have one level in Inquisitor, Cleric is a full caster.

Will this negatively impact my chances of being selected?

I really think that not much else fits the character idea, and was hoping class choice wouldn't do me in!

The GM is a sucker for a good story. If you have an awesome character with a fantastic story, there is no way that class will make you unsuitable. I think we are all just highly amused with the thought of a party with no caster's, it seems like it might make things more difficult in this world of intrigue and it would make for a compelling story feature. I don't think any of us are truly against having a caster.


Ok forget the rest here is her holdings
They come in two forms

1: The "Da Romano" Science University. [21,600gp]
A large Printers University in the Capital city which is her base of operation. It has both a University for leaning about writing an authorship and a Technical Printers Academy

2: Then 8 Regional News papers in 8 large citys [16,880gp]

Rest of moneys going on staff

The Da Romano Science University:

Capital City "Printers University" A number of interlocked buildings making up the County's most modern and University.

Mansion
Create 132 Goods, 4 Influence, 120 Labor (5,160 gp)
Rooms 1 Bar, 1 Bath, 4 Bedrooms, 1 Escape Route, 2 Furnishings (Bedroom and Sitting Room), 1 Kitchen,
1 Laundry, 1 Lavatory, 1 Lodging, 1 Office, 1 Secret Room, 2 Sitting Rooms, 1 Stall, 2 Storages
A huge manor housing a rich family and its servants.

Bureau
Create 55 Goods, 6 Influence, 60 Labor, 1 Magic (2,420 gp)
Rooms 1 Book Repository, 1 Lavatory, 4 Offices, 2 Printers, 1 Sitting Room, 2 Storages
A large warren of offices for clerks and record-keepers working for a guild or government.

Writers University
Create 94 Goods, 10 Influence, 88 Labor, 2 Magic (4,140 gp)
Rooms 1 Bath, 1 Bell Tower, 1 Book Repository, 2 Classrooms, 1 Common Room, 1 Courtyard,
1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome, 2 Offices, 1 Printers, 1 Sitting Room, 1 Loggig
An institution of higher learning.

Technical Printers Academy
Create 120 Goods, 16 Influence, 117 Labor, 3 Magic (5,360 gp)
Rooms 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Bunks, 2 Classrooms,
1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome,
2 Offices, 1 Printers, 1 Sitting Room, 1 Statue
An institution of higher learning.

Library
Create 29 Goods, 4 Influence, 28 Labor, 2 Magic (1,460 gp)
Rooms 2 Book Repositories, 1 Common Room, 1 Office, 1 Storage
A large building containing an archive of books.

Shop
Create 14 Goods, 1 Influence, 12 Labor (550 gp)
Rooms 1 Lavatory, 1 Office, 1 Storage, 1 Storefront
A general store.

Inn
Create 52 Goods, 5 Influence, 47 Labor (2,130 gp)
Rooms 1 Bar, 1 Bath, 1 Bedroom, 1 Common Room, 1 Kitchen, 1 Lavatory, 1 Lodging, 1 Stall, 1 Storefront
A place for visitors to stay and rest.

Brewery 380 gp
Earnings gp or Influence +10
A Brewery allows you to ferment or distill ingredients such as fruits and grain to create potent beverages.

8x Regional News Papers, and book Publsihers:

[16,880gp]

Regional News Papers
Exotic Artisan [Print Shop]
Create 44 Goods, 1 Influence, 48 Labor (2,110 gp)
Rooms 1 Artisan's Workshop, Printer, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Store front
The workshop and home for a creator of Fine printed works.

Artisans 'News' Guild
Create 8 Goods, 10 Influence, 14 Labor (740 gp)
Teams 1 Bureaucrats, 2 Craftspeople, 2 Laborers
Artisans and assistants who create quality goods.

Story starts - The lost Village:

::"And you say the whole village was razed?"::

The Bright Star, lady of the Kind, Representative of None Human races, Lady Calista Da Romano, was sitting in a carriage looking over at her secretary, a small Gnome Called Master Cherick Whipelleen. They were talking to each other Telepathy as they road across town.

::"Yes and the Halflings driven off, there in a make shift camp out people set up for them just outside the woods. Somewhere hurt, there was a fight of a kind"::

He went into his small scribe case and brought out a sheet of paper and handed it to her. She scanned it for a moment.

::"Well we need to pay a visit, where is the closes office?::

::"Apple Port, one days ride away"::

She nodded,

::"Get yourself ready we go this afternoon, well take Mannzel with us"::

Her paper had been converting the story of land grabs, and of late there had been many, while the court spent it time running around trying to see who could stand on who, while the whole county sank. She did her best to keep things even and start. When you have lived this long you learned to trouble when it started. One of the good things about running a string of newspaper was the ability to her about things before others did. The press always had means. This one was troubling however it was from one of her own printers, a Halfling called Smuck. It seemed someone had ordered the clearing of his home village. O it would be bandits it always was, but who was paying them that’s what she wanted to know. Some local lord, a local businessman after the tress who know, the fact was no one local had done a thing to help them. She would not allow the none Human races to be pushed around like this was. Well she going to snoop around and see what she could did up. The stopped at the gate house of the and got out. The Building was modern made to her specifications. It was tracking to the Opulent building all around, its form followed its functions but with an eye to style. Think Rennie Mackintosh Design style The 1st years where going to class, and a number of visitors where looking around. The gate man let them in.

"Mam"

He said, she nodded, she did not like over formality.

Soon she was in her own rooms, sitting looking out over the city.
She sat thinking.

This this broken state needed to be dragged up into the modern world, it was old sick and lost in the a past now gone. There where batter ways, down below the poor worked carrying just a few free powerful rich self centred and self obsessed on their backs. Dictators free themselves but they enslave the people, with greed, hate and intolerance. Her she was fighting in her own way for a world of reason, a world where science and progress will lead to the betterment of all and she hoped happiness. Knowledge was power and she hopped power for all.

later that day they stood in the Psioport room and where off to the local office...

Really I don't think I have a chance in hell of getting selected, 1: I'm a full Caster, a Full psion Telepath. I have a feeling this is a really Magic slanted game. No matter how well I work to make her fit I think she is out in her ear because she not magic based. 2: Some her are reading the whole game threads and talking about how their PC will fit with the all ready in game PCs. I just do not have the life span for that, Way to much time needed. 2: Some here are all ready in the the players in game. I can tell by the posts and interest. So I will place my PC in offer here, if I am lucky and to my great shock picked the I will be happy and keen to play. All the best to everone, and lets see whos picked.


Crunch-Noble Scion stuff.:
David Ash
Male half-elf assassin 5/rogue (unchained) 7
LE Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +17
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Defense
--------------------
AC 23, touch 17, flat-footed 16 (+6 armor, +6 Dex, +1 dodge)
hp 109 (12d8+13)
Fort +6, Ref +15, Will +5; +2 vs. enchantments, +2 vs. poison
Defensive Abilities danger sense +2, evasion, improved uncanny dodge; Immune sleep
--------------------
Offense
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Speed 30 ft.
Melee david's cane +18/+13 (1d6+9/15-20 plus 1d6 acid)
Special Attacks death attack (DC 19), sneak attack (unchained) +4d6, sneak attack +3d6 +3 bleed, true death (DC 20)
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 12, Int 18, Wis 10, Cha 10
Base Atk +8; CMB +7; CMD 24
Feats Combat Reflexes, Deft Hands, Dodge, Hellcat Stealth, Shadow Dodge, Skill Focus (Stealth), Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +21, Appraise +8, Bluff +15, Climb +3, Diplomacy +7, Disable Device +30, Disguise +15, Escape Artist +21, Intimidate +4, Knowledge (dungeoneering) +8, Knowledge (local) +10, Linguistics +8, Perception +17, Sense Motive +15, Sleight of Hand +25 (+30 to hide weapons on body), Stealth +37, Swim +3, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven, Gnome, Osiriani, Tien, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, hidden weapons, poison use, rogue talents (bleeding attack +3, fast stealth, stand up, undetected sabotage), trapfinding +3
Other Gear +2 creeping shadow, improved mithral chain shirt, david's cane, cloak of resistance +1, bedroll, bell tripwire trap, belt pouch, chalk, disguise kit, flint and steel, glass cutter, grappling hook, hemp rope (50 ft.), hip flask, masterwork backpack, masterwork thieves' tools, piton (7), pocket watch, sewing needle, snuffbox, ivory, soap, string or twine (2), waterproof bag, waterskin, wire (2), wire saw, adamantine, light horse (combat trained), 545 gp, 1 sp, 6 cp
--------------------
Special Abilities
--------------------
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Death Attack (DC 19) (Ex) You can kill or paralyze for 1d6+5 rds with a prepared sneak attack.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Hidden Weapons +5 (Ex) You gain +5 to Sleight of Hand checks made to hide weapons on your person.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Dodge +3 dodge bonus to AC when you move your speed or more in normal or dim light.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stand Up (Ex) Stand up as a free action (provokes AoO) or swift action (no AoO).
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
True Death (DC 20) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 20 caster level check.
Undetected Sabotage +7 (Ex) Whenever a ninja with this trick uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone who inspects the device does not notice the sabotage and assumes the object works unless he bea

--------------------

Horse, light (combat trained)
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
--------------------
Special Abilities
--------------------
Combat Riding Trick The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Basic concept of David Ash is that he is the black sheep of an extremely powerful noble family, The Asharrods his father is an extremely pragmatic politician that has been amassing wealth and influence for the better part of the century. He has sired many children and marries a new noble woman about every decade or so. David himself was always a troublemaker and rabble rouser, his upstanding family comprised of his father who spoke of the old glory of Taldor, and his several mothers, and about 20 siblings all learned and well behaved. He was the youngest boy child and by the age of 20 had been dismissed by most at court as a womanizer, drunkard and all around bad seed, oft in the company of ladies of the night and partaking of illicit substances. Now, approaching 30 David runs a luxurious brothel which is lucrative and discreet. He uses a lot of the off the books money to fund his father's and brother's political aspirations.

Background:
Dave stifled a sneeze. The Asharrod country manor outside of Oppara was gilded with rustic luxury and he was enjoying his twelfth summer there, not that he remembered the first three, he had only been a baby after all, along with five of his sisters and three of his brothers. The sneeze bearing culprit was the dusty floor of the attic. David stepped lightly, doing his best not to further disturb the dust that floated in the air to make not a creak as he walked the ancient boards. Light crept in through a single window, illuminating the dust with the afternoon sun. In the dim, David lay down in the dust, looking through the slight cracks in the floor that was his sister Ibella's ceiling. He watched as his fair haired older sister sang to herself and worked at sewing a dress. He smiled an impish grin, he was going to scare the elf out of her! Producing a silver piece he had lifted from the pocket of his oldest brother present at the manor, Martin, he proceeded to carefully and patiently pry the nails from a slat over the bed. After a half an hour, he had removed one slat, and that was all he needed as he was a skinny boy, favoring his elven frame. He put his feet through the slat, after making sure Ibella was still engrossed in her sewing of course, bearing the weight of his body on his arms and hands, he slowly relaxed his muscles, lowering himself into the room until his feet dangled mere inches from her bed. He dropped silently, and slithered off the bed, staying low and moving with a feline gait. Sneaking up behind her he quietly gathered his breath and let out a ear shattering howl "I've come to get you!" he shrieked. Ibella screamed and was so startled she fell off her chair.

Laughing uncontrollably, he ducked a pair of fabric shears that whizzed by his head, sticking into the wooden door, his feet pounding down the hall towards the stairs, Ibella, mere paces
behind. Dave mounted the polished banister of the staircase and slid down, hitting the main level floor running, he ducked around a corner into a hallway, and waited. Ibella came rushing down the stairs and ran right past him. He was about to run out onto the lawn and make good his escape when a larger hand gripped his arm from behind and spun him around. Martin peered down at him. "What are you up to now?" his adult brother asked.

Ibella had heard and came rushing up. "Martin! The little cretin came through the attic into my room! Nearly gave me a heart attack!" she whined.

"I don't know what you're talking about!" Dave protested, squirming in his brother's much firmer grip. Martin sighed, "Both of you stop acting so immature. I've come to gather you, Tolvaas, Alex, Lyssa, Ellonwie, Sasha, and Jeanne are already in the courtyard, Father is about to arrive from the city." Martin tossed Dave toward the front door and he scurried through, followed by Ibella, straightening her summer dress.

True enough, the rest of David's sibling's were awaiting the carriage that meandered down the dirt trail. Stopping in front of the marble stairs upon which the family now stood. Dave listened to the whinnying of the horses and the pleasant trickle of the fountain just beyond the carriage. The driver pulled reigns and the horses stopped. He jumped down and opened the door. A man that David didn't recognized stepped out, he was adorned in simple traveling gear, though he did have a diamond earing and was armed. Following the stranger was David's father a tall stern elf whose white blonde hair was in a tight crop. His father wore his traditional black courtly robes with not an obscene amount, but of an obscene quality jewelry. Lady Georgina and Lady Ellanna followed, two of his father's wives, though not David's mother. Georgina was Martin's mother and Ellan was Lyssa's. The mother's smiled and fawned over the children and their husband. "Look at how big they've grown Davram." they would say to Dave's father. Davram himself shook hand with Martin and Tolvaas and kissed Lyssa and Ellonwie on the cheek. He tended to ignore his younger children until they were of age, of use.

The whole party made its way up the steps into the manor. Davram and the stranger went with Martin, Tolvaas and Lyssa into the study, closing the door behind them. Lady Georgina set Dave and Ibella about helping the servants prepare for dinner, Dave sullenly suspected this was only to keep him out of anyone's hair.

Night fell and David ate supper in the dining room with most of his siblings and the Ladies. His father and stranger did not join them, neither did Martin. After supper, Dave lay in front of the fire in the den spinning his stolen coin on the ground. "David." Martin's voice called from the doorway behind him. Instinctively, Dave palmed the coin to keep from getting found out. "What Martin?" he asked. "Father wants to see you in his study." the thirty year old half elf stated. "Hurry now."

Dave entered the sliding red oak door of his father's study. It was lit by candle and hearth, Davram sat in a high backed chair, padded with leather, scribbling on some parchment, the stranger smoked a pipe and sat at the room's bay window, looking out at the countryside in the fading twilight. "David sit down." Davram said without looking up. Dave scurried over and plopped down on a chair opposite his father at the desk. "Martin tells me you've been getting into trouble again. Harassing your sister, stealing, damaging property." Dave's face reddened as his father looked up at him.

Sighing, Davram continued. "We are Asharrods David, we all must learn our place. Martin will likely follow me into politics, Tolvaas into business. Alex is on his way to being a fine wizard and warrior. Lyssa will work in business and marry in court as will Ellonwie. Sasha will be an entertainer in Opparra, Jeanne an artist. Ibella will marry noble and likely have some fame as a craftswoman. Where do you fit in do you think?" Davram asked, looking at David expectantly for an answer.

"I don't know father" Dave answered honestly, he was only twelve for gods sakes. He knew that was not an excuse his father would accept.

"I thought" his father muttered. "David, I'd like you to meet an associate of mine. Mister Johann Bruge." Davram motioned to the stranger who was now standing, pipe still smoking.

"Ello lad." the stranger, Johann said. Davram continued. "Mr. Bruge works in acquisition and financing. It is an exciting field and I think your talent's well suited for it. I've discussed this with Johann and he has agreed to allow you to apprentice with him."

Dave looked uneasy. "What do you mean?" he asked. "You simply would leave with Mr. Bruge and learn his trade as his ward. You would be gone several years, still a part of this family of course and you could return at holidays or whenever Mr. Bruge feels so inclined to stop by." his father's voice got very serious. "This is what's best for you in this family David." he said.
"The servants have packed your things. You leave in the morning. Don't argue with me boy" Davram said sternly as Dave opened his mouth to protest.

Dave slept little that night and was woke by a servant before dawn. His father gave him some coin and helped him onto his horse. "Listen to Johann Dave, learn from him, and use what you learn to help our family." His father smiled and patted Dave on the leg. Nodding to Johann, the grizzled man nodded back, slicking his hair back with wax. The galloped off into the dawn.

Dave had cried the first few nights, but soon he got used to traveling with Johann Bruge, or Jo as he preferred to be called. Jo was a gruff man, unless he was trying to be charming, which he did often and succeeded at often. Dave learned quickly in his first month that "acquisitions" meant taking things that didn't belong to you, oft at the behest of others that wanted the things in question. David learned to break into cellars, to crawl down chimneys to let Jo in.

After a year, he had figured out cons and ran them with Jo, suckering people out of money or running through the streets looking for his parents and robbing those that stopped to help him. In tavern basements and wooded paths, Johann taught him how to fight, with sword and dagger, fist and wits. Taught him to hide, to distract and mislead, and how to get whatever he needed by knowing the right questions to ask and where to ask them.

Dave did this for years. Visiting his family occasionally. But always for very short periods of time. Johann trained David to be blindingly fast. Disciplined in mind and to disguise who he was physically or in personality.

When he was twenty two, ten years into his life of crime with Johann. He sat in a tavern in Opparra, and a serving girl handed Jo a note. The now graying man read it and frowned slightly. "What's it Jo?" Dave asked.

The man blew his nose into his handkerchief , "It's from yer father lad. Thinks you're ready, wants us to come to his office in the city. Best not keep him waiting."

A short time later, David sat at a desk across from his father as he had ten years ago. Davram looked the same as he had ten years ago, as was the way with elves. "Johann tells me you've grown quite skilled." his father stated. "Skilled in things I'd never have thought you to approve of" Dave retorted.
"Indeed." Davram said curtly. "I shall speak plainly David, the time has come for you to take your place in this family."
"And what place is that?" Dave asked warily.
"This will not be very honorable for you I'm afraid." Davram said. "I need you to be a very public black sheep. Questionable hobbies, company, and income. You should go by the moniker Ash, but I'll make sure that everyone at court knows you're my screw up son." Davram smiled as did Jo.
"And why would I do that?" Dave asked.
"Because I am going to push to vastly increase our family's standing and my own political office, I want you to be my spymaster and information broker, as well as a remover of obstacles. Jo told me you've become quite a proficient killer."
Dave smiled at this. He had never known his father was so conniving, his mothers would be displeased. Dave was ecstatic. He finally had purpose within his family.
"That sounds like something I've been training ten years for." he said with a sarcastic smile.
"The downside of this David, is that the rest of the family will likely be ashamed of you. None but Martin and myself know of your true skillset."
Dave shrugged. "While I'd like the adoration of my sibling, the end goal must be served here."
Davram smiled, "Sharp as a tac, and street smart. Good." his father smiled. "Johann has already acquired you a lavish brothel that will serve as your base of operations. It is centrally located and near many high ranking officials offices and apartments. And it is just the kind of thing a wealthy spoiled deviant would invest in."
Dave hugged his father. "I'll get to work sir."

"Come on kid." Jo said, "We best go start hiring people to staff it and agents to run about."

Sorry if this is super long, just got some inspiration.


PS

She is also married to a Dwarf Engineer, yep an elf married to a Dwarf.

PPS

Mind you its just been fun making the PC and writing with her voice.


CRFaye speaks truth. She is one of my regular F2F players, and can tell you exactly how I run games.

Checking other posts now


I'm so stupid, It just hit me, why I'm finding this so blasted hard to settle on a core idea, for my PC.
What's I've been doing wrong is this, I'm trying to get picked, I'm trying to get into this game and it's bending me all out of shape.

If I take it for granted that I will not get picked then I'm free to biiuld the PC I would like to play. No more looking at the games one of the two pcs need to fit, no more trying to show how my PC will fit play in the world. Just a clear idea of my PC and who she is.

Once I thought that it all became very clear.

She's a telepath, based on logic and laws, a psion and that's how she is in the world and sees it, she has little time for gods, seeing them as just uplifted beings powered by faith or some other means, no more real gods than humans are to dogs. Just a being with more power and knowledge.

The university in the city is her bace and home, it's a center for training the Psionicly gifted as well is logic and science. To her the two go hand in hand.

The in 4 smaller science Psionic academy's in other citys.

This is her life's work, it's taken 200 years.

With that as her center the rest of her falls into place now,
Her graduati students become agents, just as she was long ago.
They carry The Badge of the Science Acadimy training and can be hired.
They pay some of there earnings back to carry on the academy's.
It means they have a respected trade and have a support network of fellow Scientists and Psionics.


GM Leviathan wrote:
Gerard Nisroc Were you interested in this game, or just tagging along for the interesting recruitment? I didn’t see a submission, am I mistaken?

You, mistaken? Come, now! No submission, yet.

This is a wonderful game to be sure. I was actually addressing Harakani, whom you may have missed on the list. He knew me as Sandru the Brute.

I thought his idea of magic school of sorts, could use a logistics arm. As business partner, from a merchant family... by land and sea, caravan and fleet, crossing racial and cultural borders.

An operational counter to his academic mind. If I don't make it, good idea for a cohort.


Mark Kay An appropiate Profession descriptor for a merchant could be as simple as "Businessman" "Finances" "Accounting" "Merchant" etc. Estate Management would be more likely a profession skill your Servitor would have, and that would cover the larger base of making sure your estate, not business finances were handles. It's a bit confusing to think about, since your business would be part of your estate, but it's only "Part" of your estate, and your Estate Manager would be more focused on the tasks of keeping your buildings/businesses stocked then on how to sell or trade those goods away to make a profit If that makes any sense

Lady Calista I like the look of your Science university so far, that's not something that you'd typically find in a nation so focused on magic/faith over rationality. I haven't had time to further read your story as I'm on my phone atm. I will be looking over it more thoroughly ASAP. Also, you are more than welcome to read up on the existing characters/players and read the discussion thread.

David Ash Thankyou for your submission, I've only read the first half of your backstory (Again, on my phone), and will be reading the rest when I'm in a more appropriate location. I like it so far, and it's playing out intrestingly in my mind.

FOR ALL: You guys are more than welcome to do your research on the existing characters/players and pop in to READ (only) the discussion thread so you don't feel left behind in your ability to create outstanding characters. PLEASE! refrain from posting in the discussion thread. I would like to keep it for players to post only.


GM Leviathan wrote:
Ash Please post your character on the recruitment thread, because my players' opinions are important to me in the final decision, and if they can't see your story they can't make an informed decision.

Short summary for players: I'm building a merchant family that left Tian Xia and has now established itself as the head of the Inner Sea Trading and Holding Company, a wide conglomerate with imports and exports to and from Tian Xia and other ports. Instead of exploring the Rise of A Merchant Prince aspect, I'm looking at inheriting the dynasty.

I haven't had a chance to sort out the estate, so I can't judge the scale of their operations, but her family has always been outward focused and thus mostly neutral in the great game. They were granted nobility a while ago. It's been enough generations that they are now accepted as natives. My PC is the most recent heir, and interested in playing the great game in a way few of her ancestors considered. She's focusing inward, and expanding their already established coffeehouse/barrister-lounge/merchant-exchange beyond Oppara, possibly as tea-rooms or tea-houses. If you want to know what's happening on the far side of Golarion, you might ask one of my captains or merchants.

I'll probably build my steward as the dowager mother, her father lost at sea as a possible plot hook/dm device, and I don't know cleanly what I'm doing about crunch on myself or her cohort yet, busy settling her in my head and writing up bits and pieces, so haven't tied it all together.


Thanks for considering my application. My back story was a little short i just wanted to cover off the major points and get my concept up for consideration. I'm going to spend a bit of time fleshing it out and also working out how my character would interact with the other players.

BTW Here is my estate:

Estate:

Buildings
Black Market
Earnings: Gold +8, Goods +6
Take 10 values (choose 1): 1 gp and 8 sp, 1 Goods
Create: Goods 53, Influence 6, Labor 48 (2200 gp)
Rooms: 1 Armory, 1 Cell, 1 False Front
Size: 44 squares
Notes: A secret shop that buys and sells a variety of shady, dangerous, and illicit wares.

Dance Hall
Earnings: Gold +29, Influence +31
Take 10 values (choose 1): 3 gp and 9 sp, 4 Influence
Create: Goods 53, Influence 1, Labor 53 (2150 gp)
Rooms: 4 Ballroom
Size: 73 squares
Notes: An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Dance Hall
Earnings: Gold +29, Influence +31
Take 10 values (choose 1): 3 gp and 9 sp, 4 Influence
Create: Goods 53, Influence 1, Labor 53 (2150 gp)
Size: 73 squares
Notes: An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Dance Hall
Earnings: Gold +29, Influence +31
Take 10 values (choose 1): 3 gp and 9 sp, 4 Influence
Create: Goods 53, Influence 1, Labor 53 (2150 gp)
Size: 73 squares
Notes: An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Dance Hall
Earnings: Gold +29, Influence +31
Take 10 values (choose 1): 3 gp and 9 sp, 4 Influence
Create: Goods 53, Influence 1, Labor 53 (2150 gp)
Size: 73 squares
Notes: An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Guildhall
Earnings: Gold +39, Goods +28, Influence +35
Take 10 values (choose 1): 4 gp and 9 sp, 3 Goods, 4 Influence
Create: Goods 67, Labor 66 (2660 gp)
Rooms: 5 Common Room
Size: 61 squares
Notes: The headquarters for a guild or similar organization.

Luxury Store
Earnings: Gold +7
Take 10 values (choose 1): 1 gp and 7 sp
Create: Goods 28, Influence 1, Labor 22 (1030 gp)
Rooms: 1 Storefront (furnishing)
Size: 12 squares
Notes: A shop that specializes in expensive wares and luxuries.

Menagerie
Earnings: Gold +133, Goods +57, Influence +82, Labor +34
Take 10 values (choose 1): 14 gp and 3 sp, 6 Goods, 9 Influence, 4 Labor
Create: Goods 200, Influence 33, Labor 188 (8750 gp)
Rooms: 1 Farmland, 2 Guard Post, 6 Habitat, 1 Hatchery, 1 Storefront
Size: 439 squares
Notes: A large park stocked with exotic animals and magical beasts.

Noble Villa
Earnings: Gold +90, Goods +33, Influence +64, Labor +18
Take 10 values (choose 1): 10 gp, 4 Goods, 7 Influence, 2 Labor
Create: Goods 218, Influence 16, Labor 204 (8690 gp)
Rooms: 5 Bar, 1 Bath, 3 Bedroom, 1 Bedroom (furnishing), 3 Courtyard, 8 Defensive Wall, 2 Escape Route, 1 Garden, 1 Gatehouse, 3 Kitchen, 1 Labyrinth, 1 Laundry, 7 Lavatory, 1 Lodging, 14 Office, 4 Secret Room, 6 Sitting Room, 1 Sitting Room (furnishing), 2 Stall, 1 Statue, 18 Storage, 1 Trophy Room, 3 Vault
Size: 289 squares
Notes: A sprawling manor with luxurious grounds.

Pier
Earnings: Gold +24, Goods +20, Influence +12, Labor +20
Take 10 values (choose 1): 3 gp and 4 sp, 3 Goods, 2 Influence, 3 Labor
Create: Goods 22, Influence 3, Labor 20 (930 gp)
Rooms: 5 Animal Pen, 5 Dock
Size: 24 squares
Notes: Warehouses and workshops for docking ships and handling cargo and passengers.

Waterfront
Earnings: Gold +80, Goods +72, Influence +56, Labor +64
Take 10 values (choose 1): 9 gp, 8 Goods, 6 Influence, 7 Labor
Create: Goods 63, Influence 10, Labor 56 (2680 gp)
Rooms: 4 Workstation (Craft [ships])
Size: 74 squares
Notes: A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.

--------------------
Organizations
Caravan Crew
Earnings: Gold +8, Goods +4, Influence +2, Labor +8
Take 10 values (choose 1): 1 gp and 8 sp, 1 Goods, 1 Influence, 1 Labor
Create: Goods 6, Influence 3, Labor 7 (350 gp)
Teams: 4 Driver, 2 Guards
Size: 12 people
Notes: Travelers skilled in loading, transporting, and unloading trade goods from animals, wagons, and ships.

Caravan Crew
Earnings: Gold +8, Goods +4, Influence +2, Labor +8
Take 10 values (choose 1): 1 gp and 8 sp, 1 Goods, 1 Influence, 1 Labor
Create: Goods 6, Influence 3, Labor 7 (350 gp)
Size: 12 people
Notes: Travelers skilled in loading, transporting, and unloading trade goods from animals, wagons, and ships.

Mercenary Company
Earnings: Gold +26, Influence +26, Labor +19, Magic +7
Take 10 values (choose 1): 3 gp and 6 sp, 3 Influence, 2 Labor, 1 Magic
Create: Goods 18, Influence 13, Labor 25, Magic 6 (1850 gp)
Teams: 1 Elite Archers, 2 Elite Soldiers, 1 Priest
Size: 16 people
Notes: A well-armed group of warriors who are loyal to you, and who are paid to guard or fight.

Ship Crew
Earnings: Gold +4, Goods +2, Labor +4
Take 10 values (choose 1): 1 gp and 4 sp, 1 Goods, 1 Labor
Create: Goods 1, Influence 2, Labor 4 (160 gp)
Teams: 6 Laborers, 4 Sailors
Size: 10 people
Notes: The crew of a small sailing vessel.

Ship Crew
Earnings: Gold +4, Goods +2, Labor +4
Take 10 values (choose 1): 1 gp and 4 sp, 1 Goods, 1 Labor
Create: Goods 1, Influence 2, Labor 4 (160 gp)
Size: 10 people
Notes: The crew of a small sailing vessel.

Ship Crew
Earnings: Gold +4, Goods +2, Labor +4
Take 10 values (choose 1): 1 gp and 4 sp, 1 Goods, 1 Labor
Create: Goods 1, Influence 2, Labor 4 (160 gp)
Size: 10 people
Notes: The crew of a small sailing vessel.

Ship Crew
Earnings: Gold +4, Goods +2, Labor +4
Take 10 values (choose 1): 1 gp and 4 sp, 1 Goods, 1 Labor
Create: Goods 1, Influence 2, Labor 4 (160 gp)
Size: 10 people
Notes: The crew of a small sailing vessel.

I have also invest 8000gp into exotic imports as well as 4000gp into a merchants guild


GM Leviathan wrote:
Lady Calista I like the look of your Science university so far, that's not something that you'd typically find in a nation so focused on magic/faith over rationality. I haven't had time to further read your story as I'm on my phone atm. I will be looking over it more thoroughly ASAP. Also, you are more than welcome to read up on the existing characters/players and read the discussion thread.

Thanks GM, yes I'm going the Science root, from that every thing works.

Imperial thinking, logical research, experimental work. None of this mystic flim-flam
She publishes technical books an any number of things. Her aim is to usher in an age of techilogical advanmemt. To that end fire arms research is included. Her graduated die scientists are known for carrying revolvers and rifles over swords, bows, and shields etc.
they also have the latest techilogical equipment.

Regional Science Academy's x4 [20,000]
Create 120 Goods, 16 Influence, 117 Labor, 3 Magic (5,000 gp)
Rooms 1 Science Lab, 2 Baths, 1 Bedroom, 1 Book Repository, 1Bunks, 2 Classrooms,
1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome, 2 Offices, 1 Printers, 1 Sitting Room,
An institution of higher learning.

New image of her


Hey, this is Bigrig.

Finished his actual stat block.
Working on putting up the rest of his info.

Cohorts, estate, etc.

Silver Crusade

Update

- Jonny…Panic The lady Calista de Romano The Lady of Science – Telepath


So i been reading through the back stories of the other characters and i think there are some interesting stories that could unfold.

here are my thoughts on how Barnette might interact with the other characters.

Lord Rook::
It seems they both have a common interest of protecting the crown as well as wanting what is best for The Empire, however they have seemingly different methods and means of achieving their common interest.

While Barnette has only been a noble for a few years and is relativitly new at court he has taken a liking to lord Rook. He sees him as a sort of father figure and while Barnette uses corruption and subterfuge to play "The Game" he is intrigued at Lord Rook'd ideals of ridding the capital of corruption.

I see potential in Lord Rook mentoring Barnette and possibly swaying his ways from the underhanded to a more "noble" cause.

Lady Kyra Rubicon::
Barnette is distrustful of Lady Kyra, her attitude of indifference to the well-being of the empire makes her a difficult target to read and to understand her motivations.

Barnette would keep Kyra at arms reach until he could learn more about her history and motivations

Lady Gabrielle d'Apcher::
Barnette is enamored by Lady Gabrielle's grace and beauty, he see's her as a possible suitor and potential equal in wit and charm.

Barnette is not interested in marrying for power or wealth and only sees a beautiful woman that has as much cunning and finesse as himself if not more and he revels in the idea of the intense cat and mouse game of courtship that Lady Gabrielle will most surely provide

Lady Geneviéve Aelia Agrona Atropa::
Lady Genevieve's martial prowess is an attractive quality, while Barnette has always relied on others for muscle, he is both intrigued and admiring of the Lady Knight and her story of rise to the courts of Oppara.

Barnette Believe Lady Genevieve is not as well versed in the ways of court life and he will try and sway her opinions to that of his own, always playing a dangerous game to see how far he can push the "Lioness"

Barnette's Personal Motivations:

Barnette has designs on being the "Master of Coin" as well as a trusted adviser to the emperor. He also has an alterier motive of revenge.

Barnette has been dreaming of revenge of against the crime lord that sold him into slavery since he was a young boy, Barnette has always know who the crime lord was and has had more than a few occasions where he could have hired assassins to kill the man, however Barnette is patient. He wants to wait until he can expose the crime lord who also happens to be a noble and then have him exiled from taldor.

The Noble in question is a member of a particularly powerful family with known ties to the underworld and is also a powerful player in the royal court. Barnette must rise to power and turn the other nobles against him as well as gaining the kings ear and favor so that he can exact his revenge.


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AH! My mind is racing with all the possibilities you are all presenting!

Is anyone willing to gather, link and keep track of all the submissions starting tomorrow so I can keep them straight?

I noticed on my last compilation I missed like 3 of you, and I REALLY don't want that to happen when it comes time to start sorting out the pros and cons.

Inkwell is right. Of course!:

While I thought I'd be lucky to get 3 or 4 mediocre submissions, I really should've known that posting such a unique challenge, in both the creation guidelines and the limited space, would bring you guys out. By "you guys", I totally mean the uber-storytellers with amazing and well thought out ideas.

It's now officially past the midway point, and I've got so many options to think about in terms of who would be the best fit for this game that I might develop a fever from thinking too much... And the submissions aren't done!

I want to thank you all so much for putting forth the effort, and I want you to know that I'm already filled with dread about making any decisions in this matter. No matter what my final choice is, I'll be leaving a TON of REALLY good characters with extremely in-depth histories behind, and that makes me sad already. There is nothing I love more than a good story, and so many of you have already provided that. I appreciate everything you've done for the chance to play in my game. I don't really know enough RL people who play to have ever had anyone fight over my game before. This is truly a humbling experience!


@GM Leviathan: Thank you - that makes sense.


I shall be attempting to throw my hat in. Hopefully I will have it done sometime by tomorrow eve. I am working on a Flame Dancer/Savage Skald Bard. (The fire in his heart manifests into proper fire in his magic kind of stick.) I think he will be of a Taldorian nobility with his ancestors having a penchant for diversifying with their selected partners (IE the son or daughter chooses someone outside their ethnicity to be their mate for life.) So he will be Part Varisian and Part Taldorian. More to come when I've had sleep.


Also, Just as a note: Please avoid giving yourselves titles other than the general "Lord/Lady" types for now. I will be reviewing your estate holdings and determining from there what your actual titles are after recruitment is over.

Taldor is ripe with different titles for Lords and Ladies, and most of them are determined by either land holdings or military rank/power. These titles derive from the ENTIRE list of European titles all the way to Arabic, and even (rarely) Hindu titles.

Those titles that are safe for now: Ser/Sir, Lord, Lady, Dame, Laird, Senior, Mir, Khan, Sahib, Sheik, Vizier, Wazir. Basically anything that does not indicate your military rank or total land holdings. Up until Ghengis, Khan simply meant "lord"

There are other titles that I'm seeing that are fine to take, those are Ambassador and Representative, both of which are a title of position, not of holdings.


Ah! I posted with Caromarc to respond to Sandru - sorry.
Even 163 follower Adepts don't work - I think I'd probably take the new Recruits feat for 6 8th level 'deans', and a bunch of 'recruits' as Apprentice and Mage teams.
The more I think about the character, the more I think it's a great concept... but sadly not for this game. The story could probably be told in a more conventional game, and it seems a shame to take up a slot here.

I will bow out.

Best of luck to everyone, especially those I've played with previously.

@GM Leviathan: you're a brave manAkata, and I hope the game goes well.

Edit: Deleted the Caromarc post to prevent confusion.


Valignatir will probably go by the title of Ambassador, if only to reinforce the idea that he is actually here in Taldor as an ambassador.


Thank you for your interest Harakani. I'm sorry to see you go.


You're welcome! I'm having a lot of fun designing this character. The fluff should be done soon and ready for Thursday. Still having trouble doing the estate as I have never done the building rules before. XP

The stats for her should be done as well. I'm cutting it close sorry about that.


A well played and interesting concept always attracks a swarm of bees to the honeytrap. Such is a fate of well written recruitment.

Also, I am not sure if I should post everything again for revision [might as well do that + say what I have changed]

Keleth:

Male half-orc inquisitor(infiltrator) 12
LE Medium humanoid
Init +9; Senses Perception +23

--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
Hp 108 (12d8+12)

Fort +14, Ref +13, Will +16 (+12 vs lie detection i.e zone of truth)

Defensive Abilities Stalwart, Misdirection,
--------------------
Offense
--------------------
Speed 30 ft.

Melee
Dagger +12/+7 [1d4+3] [19-20] [2x]

Ranged
+2 Longbow of Thundering (Combosite +3) +15/+10 [1d8+9] [-19-20] [3x]
Throwing Dagger +13/+8 [+1d4+2] [19-20] [2x]

Special Attacks Judgement, Greater Bane
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 14, Wis 18, Cha 14
Base Atk +9; CMB +12; CMD 22

Feats Point-Black Shot, Rapid Shot, Precise Shot, Judgement Surge, Manyshot,

Teamwork Feats Distracting Charge, Coordinated Shot, Allied Spellcaster, Stealth Synergy

Traits Improved Initiative (+2 initiative), Reckless (+1 Acrobatics & Class skill)

Skills Acrobatics +25, Bluff +21, Climb +19, Craft +2, Diplomacy +21, Disguise +18, Intimidate +21, Kn:Arcana +2, Kn:Dungeoneering +2, Kn:Nature +2, Kn:Planes +2, Kn:Religion +2, Perception +23, Profession(Enforcer) +4, Ride +3, Sense Motive +20, Spellcraft +17, Stealth +19, Survival +20, Swim +19

Languages Common, Dwarven, Elven, Kelish

SQ Judgement, Misdirection, Greater Bane, Guileful Lore, Forbidden Lore, Stalwart,

Other Gear Chain Shirt +3 Warding (16530gp), 1. Ring of Feather Falling (2200gp), 2.Ring of Sustenance (2500gp), Belt of physical perfection +2 (16,000gp), Headband of mental Superiority +2 (16,000gp), Gloves, Arrow Snaring (4000gp), Daredevil boots (1400), Deathwatch eyes (2000gp), Aegis of Recovery (1500gp [Neck]), Cloak of Resistances +3 (9000gp), Bracers of Falcon Aim (9900gp), Stalker's Mask (3500gp), Quick Runner's Shirt (1000gp) Baldrics Bane (10000gp), Longbow (Combosite +3) +2 Thundering (18000gp)
--------------------
Spells
--------------------

0 level : Guidance, Light, Detect Magic, Detect Poison, Create Water, Acid Splash, Virtue, Resistance

1 level : Forced Quiet, Divine Favor, Doom, Cause Fear, Wrath, True Strike, Lend Judgement

2 level : Death Knell, Death Candle, Flames of Faithful, Resist Energy, Restoration Lesser, Tremor Blast

3 level : Cast Out, Deeper Darkness, Invisibility Purge, Keen Edge, Prayer

4 level : Divine Power, Sanctify Armor, Forced Repentance, Invisibility Greater

--------------------
Special Abilities
--------------------

Judgement Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction | Healing | Justice | Piercing | Protection | Purity | Resiliency | Resistance | Smiting

Guileful Lore At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

This ability replaces monster lore.

Orisons Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Forbidden Lore While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).

This ability replaces track.

Cunning Initiative At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alingment At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Misdirection At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).

This power replaces stern gaze.

Solo Tactics At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Necessary Lies An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.

This power replaces discern lies.

Second Judgement At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Improved Initiative Increase your initiative by +2

Reckless You earn +1 to Acrobatics and you treat Acrobatics as a class skill

Ser Thomas / Old Thom:

Male human bard(negotiator) 12
LE Medium humanoid old
Init +2; Senses Perception +20
--------------------
Defense
--------------------

AC 20, touch 12, flat-footed 18 (+8 armor, +1 dodge, +1 Dex)
Hp 132 (12d8+36)
Fort +7, Ref +12, Will +16

Defensive Abilities Defensive Roll
--------------------
Offense
--------------------

Speed 30 ft.

Melee
Dagger +8/+3 [1d4-1] [19-20] [2x]

Ranged
Bow +11/+6 [1d8+2] [19-20] [2x]
Throwing Dagger +11/+6 [+1d4+2] [19-20] [2x]

Special Attacks: Gloves, Shadow Falconer, Spell Song
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 20, Wis 20, Cha 22

Base Atk +8; CMB +8; CMD 19

Feats Deceitful, Combat Casting, Dimensional Agility, Discordant Voice, Dodge, Spell Song, Eclectic, Skill Focus (Bluff), Deceitful, Persuasive,

Rogue Talents (Black Market Connections, Charmer, Defensive Roll)

Traits Narrow Survivor, Aspiring Bard,

Skills Acrobatics +1, Appraise +20, Bluff +37, Climb +0, Craft +5, Diplomacy +36, Disguise +20, Escape Artist +17, Intimidate +31, Kn:Arcana +11, Kn:Dungeoneering +11, Kn:Engineering +11, Kn:Geography +26, Kn:History +21, Kn:Local +37, Kn:Nature +11, Kn:Nobility +31, Kn:Planes +11, Kn:Religion +20, Linguistic +15, Perception +20, Perform(Oratory) +22, Profession(Information Broker) +5, Ride +1, Sense Motive +27, Sleight of Hand +1, Spellcraft +14, Stealth +1, Use Magic Device +18

Languages Azlanti, Common, Draconic, Dwarven, Elven, Kelish, Varisian, Osiriani, Vudrani

SQ Bardic Performance, Dilettance Performance, Fast Talk, Master of Rhetoric, Jack of all Trades, Bardic Knowledge,

Other Gear Chain Shirt +4 (16000gp), 1. Ring of Feather Falling (2200gp), 2.Ring of Sustenance (2500gp), Belt of physical Might +4 (16,000gp), Headband of mental Superiority +2 (16,000gp), Gloves, Shadow Falconer (8000gp), Shoes of lightning Leaper (10,000gp), Eye Patch, Pirate (2600gp), Brooch of Shielding (1500gp [Neck]), Cloak of Resistance +3 (9000gp), Hat of Disguise (1800gp), Seducer's Bane (9900gp [Wrist]), Quick Runner's Shirt (1000gp)
--------------------
Spells
--------------------
Lvl 0 / DC 16: Light, Detect Magic, Flare, Ghost Sound, Mage Hand, Spark, Read Magic, Message

lvl 1 / DC 17: Unseen Servant, Memorize Page, Hideous Laughter, Detect Secret Doors, Chord of Shards, Alarm, Summon Monster I, Disguise Weapon

lvl 2 / DC 18: Silence, Spell Gauge, Mirror Image, Hypnotic Pattern, Allegro, Enthrall, Hypnotic Pattern

lvl 3 / DC 19: Charm Monster, Purging Finale, Thunderous Drums, Reviving Finale, Control Summooned Creature

lvl 4 / DC 20: Dimension Door, Freedom of Movement, Daze-Mass, Cure Critical Wounds, Invisibility-Greater

--------------------
Special Abilities
--------------------

Affluent (Ex) At each level, a noble scion gains a stipend worth a number of gold pieces equal to 750 multiplied by his class level. Current Unspent Wealth: 41250.

Aristocratic Erudition (Ex) At 3rd level, a noble scion gains a bonus equal to 1/2 his class level on Diplomacy, Knowledge (local), and Knowledge (nobility) checks. This ability also reduces the DCs of Diplomacy and Knowledge (local) checks others make to gather publicly known information about the noble scion by the same amount.

Dilettante Studies
-----Dilettance Performancer: A noble scion treats his effective bard level as two higher for the purpose of the bardic performance class ability. He must have the bardic performance class ability to choose this dilettante study.

Greater Leadership At 2nd level, a noble scion gains the Leadership feat as a bonus feat. He can recruit a cohort up to one level lower than himself. At 10th level, he can recruit a cohort of the same level as himself.

Leadership (Base Score 17) You attract loyal companions and devoted followers.

Peerless Patrician At 10th level, once per round a noble scion can roll twice on any Bluff, Diplomacy, Intimidate, Knowledge (nobility), or Sense Motive check and take the better roll. Once per day, instead of rolling one of these skill checks, he can assume the roll resulted in a natural 20.

Prestigious Influence (250 GP) At 4th level, a noble scion can use his influence to receive special treatment, favors, and other services. He effectively has a pool of virtual gold pieces equal to 150 gp plus 10 gp per class level to spend on services and non-material goods. This pool replenishes at the beginning of every week.

Regional Expertise The Fallen Empire.
--- Feats Chosen: Persuasive, Skill Focus (Bluff), Deceitful.

Servitor At 7th level, a noble scion gains a faithful NPC servitor of the same level as his cohort granted by the Leadership feat. This servitor can only have levels in NPC classes and comes equipped with gear appropriate for a character 1 level lower than the servitor's actual level. The servitor does not follow the noble scion as would a cohort or follower, but instead can run various errands for his master while the noble scion is adventuring, such as delivering messages or maintaining the scion's manor in his stead.

Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Jack of all Trades At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Rogue Talents At 2nd level, a negotiator gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the negotiator gains an additional rogue talent. A negotiator cannot select a rogue talent that modifies the sneak attack ability.

This ability replaces versatile performance.

Master of the Rhetorics At 5th level, the negotiator can take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check if he has ranks in that skill.

A negotiator can choose not to take 10 and can instead roll normally. In addition, the negotiator can take 20 on one of those skill checks (without spending any additional time). The negotiator can do this once per day at 5th level, twice per day at 11th level, and three times per day at 17th level.

This ability replaces lore master.

Advanced Talents At 10th level and every 4 levels thereafter, a negotiator can select an advanced rogue talent in place of a rogue talent. A negotiator cannot select an advanced talent that modifies the sneak attack ability.

Binding Contract (Sp) At 9th level, the negotiator can bind another creature's promise to the negotiator with a geas. This acts as lesser geas, except the creature must have Hit Dice equal to or less than the negotiator's level. The target can negate this effect with a successful Will save (DC = 10 + 1/2 the negotiator's level + the negotiator's Charisma modifier). The geas is discharged if the negotiator breaks his end of the bargain. Using this ability requires 3 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance. At 18th level, this effect acts as geas/quest (no HD limit, and the target cannot attempt a saving throw). Binding contract is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

This performance replaces inspire greatness.

Fast Talk (Su) At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator's level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator's choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object's perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components.

Counterargumenet (Su) This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument.

Aspiring Bard (Human—Taldan): You spent countless hours of your youth wandering the open campuses of the Kitharodian Academy and the Rhapsodic College, listening to wonderful musicians and singers and daydreaming of your life as a bard. You gain a +1 trait bonus to one category of Perform checks and a +2 trait bonus to any Knowledge (local) checks that deal with the Oppara music scene.

The changes made:

#What has been changed so far: All stacking "bonuses" removed which do not stack.

#Snakeskin tunic & Bracer of Armors off from both-> Ser Thomas received Seducer's Bane& Kelith received Bracers of Falcon Aim & Baldric Bane -> end result: Ser Thomas spending went up by little off 1k gold. Kelith gold spending went up 1-2k gold

#Releveant stats [AC, Dex-> all skills affected by dex, Skills, Weapon stats] have been changed

As for background regarding other characters, didnt though at all about that. Thank you for the tip @GM Leviathan :)

Relationships:

Sir "Inkwell" Rook : Both being old farts and having long history, it is more than likely that these two individuels have crashed against each other in more than just one occassion. Having contacts all around Inner Sea as well operating intensively in Oppara, it is hard to imagine that these two do not know each other in all the gathering events or parties to the nobles. Ser Thomas has grudging towards Rook but respect him as an opponent and has sided with him in some occassions (without Rook knowledge) to help him during his endeavours which has helped to boost Thomas own advantage / position in the world of criminals. Rooks ability to avoid dead like a cockroach has always amused Thomas although it does worry him how should he proceed if they were to clash at somepoint

Lady Kyra of Rubicon: Thomas has admiration for Kyra and her abilities, openingly acknowledging her being better at the arts of Bard but finding her to be a bit naive and inexperienced how to really proceed. Also her being graduate of Kithorian Academy does drive his flaming heart to think her as an inferior Bard in the regards of education. Her family background does also puzzle him since she has strong family connections so Thomas has to navigate in these waters carefully, as not to incur wrath of his General Father

(from other game) Detective Robert Blackhart: A true nemesis of each criminel. A potential ally through in Ser Thomas efforts to control whole Opparas underworld due to Blackhart desire to capture Masked Marquis. Having connections to the underworld and being in relationship with Brotherhood of Silence ser Thomas has all the cards in his hands to strife for some bargaining with Blackhart... with a cost

The Lady Knight: Thomas do find the idea of woman being a knight and does support this. An Injustice against the women in the society ruled by men: how is woman to advance further. Most of his criminal workers are women expect some additional man (women are better at extracting information as well doing some of the more delicate works and underworld dealings, well, requires more beautiful faces than hulking brutes).

he Lady From The House That Sired The Royal Guard's Captain: If Thomas could have good connection with her and get a chance to infiltrate one or two of his one men to the palace near the King, he could surely advance his plans further. Ser Thomas is doing everything in his power to appear likeable and approachable to her as well trying to please her. Nothing is detestable in the end if you are able to meet your quote and goals. That is one thing those Nobles have never learned


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SCKnightHero1 I get it. It takes me forever to hammer out the details of my characters... at 3rd level! 12th is SO much more difficult.

Grovo So long as you spoiler-ize them, I'm fine with that.


On Friday, I'll put up my expected game-play posting schedule, once I get it fleshed out. I'm looking at about 2 posts a day, probably 1 around midnight(+/-) and 1 around noon(+/-). This is going to be a word heavy game, and will require [relatively] quick responses to keep moving. If you are unable to keep up with that pace, please be honest with me. It will affect how I make my player decision this weekend.

I live in the American Rocky Mountains, if that helps you guys estimate my time-zone.

Silver Crusade

If I have missed anyone or got something wrong, please PM me and I will Fix ASAP

Applicants thus far:

-Tech55b Barnette Bright the XII Merchant born slave turned shipping tycoon- Summoner
-SCKnight Ruatria Knight of the Arts Proctor of a Bardic college – Bard
-Grovo Ser Thomas Crime Lord and his crew – Bard
-Mark Kay Aurelian Branas Savior of House Branas – Swashbuckler
-Jonny…Panic The lady Calista de Romano The Lady Of science – Telepath
-DMRaven Ser Constantine Rook Flirt lord of virility - Bladecaster
-BigRig107 Ambassador Valignatir Jeggare Chelish ambassador of House Jeggare- Cleric
-Rednal – Lord Lucas The Unbearded Lord – Kinetesist
-Bane88.- David Ash The Assassin Male half-elf assassin 5/rogue (unchained) 7
-Harakani - Earl J V Caromarc The Earl - Wizard 12? (Teleport)
-Hassan Ahmed - Gerard Nisroc Male Human Rogue (Knife Master) 13
-Grovo -Ser Thomas / Old Thom Male human bard(negotiator) 12
----------------------------------------------------------
Ash steward / dowager mother with big family??
DM Gazebo God Submission not provided
Barcas Submission not provided
Tharasiph Submission not provided
JonGarret Zereal the Druid of Cassomir Submission incomplete
Gyrfalcon Submission not provided Smuggler or Evangelist?TheWaskally Submission not provided Monk?


Ser Thomas
The lady of the house that sired the Guard captain is Lady Kyra (I didn't have all of the information at the time to present, so I did the best I could. You've missed Lady Gabrielle (or maybe not missed her, but misnamed her in your post?)


I am afraid that I did not find information regarding Lady Gabrielle. Saw her post information only a moment ago.

Here is a cap on his relationship regarding

Lady Gabrielle:

The recent troubles in Cassomir worries Ser Thomas since his business according to his Underboss Ralph. A lot foreigners are appearing there and he is struggling to keep the streets under his control. Requesting more manpower or more direct tactics against these invaders has caused Thomas consider possible partnership with Lady Gabrielle.

Knowing her and her family situation due to his excessive information network could be lucrative business as well securing some powerfull allies nearby. Not just getting a firm hold on Cassomir but controlling the whole city AND able to have some additional backup does sound idea.

The business deal would be win-win situation for both of them and there would be nothing to loose. Also having a friend like Old Thom surely does not sound so bad


GM Leviathan wrote:

SCKnightHero1 I get it. It takes me forever to hammer out the details of my characters... at 3rd level! 12th is SO much more difficult.

Grovo So long as you spoiler-ize them, I'm fine with that.

Background, description, personality , and relations are done! Now going to sleep for two hours. 7 pages long!


Lady Calista relationship regarding Chosen players

Sir Inkwell Rook:

The Lady Calista remembers him when he was a young boy, having known of him then. His love of books would mean they may not only know of each other but have corresponded over the years about works published. Some of his extended family my even by at one or more of her Academies of Science. By his/her request, as she has been a part of the culture for so long my hope is she respects him and he her. His time as spy master would have been of great interest to her as she always seeks to keep herself and her interests outside the great game. I feel she would consult with him on matter both historical and political.

Lady Gabrielle:
The Lady Calista knows of Lady Gabrielle as they move in the same social circles of Oppara. Its garden parties, theater outings, and masquerades. As an avid reader of adventure novels she is also a good customer of The Lady Calista less scientific publications. The Lady Calista has seen her grow from a young woman at court to the fine lady she is today. The Lady Calista would like to know her better but has never found the chance.

The Lady Knight:
The Lady Calista is more than happy to see a woman be a knight, being a very strong female herself, she would I think get on well with her. In fact she may even seek to commotion a book about the Hero knight’s life. She would be most interested in having the good Knight adopt the use of some of her institutions new’er technologies.

Lady Kyra of Rubicon:
As a great bard and teller of stories a number of her works would have been published by The Lady Calista. Lady Kyra of Rubicon would also appear in her lists of prominent cultural personages. Also the fact she has a high level of education, My feeling is that The Lady Calista would follower of Lady Kyra of Rubicon performances. Looking to see her perform whenever she can.

Lady Kyra:

Lady Kyra: Lady Calista would probably know of her having done work for the court over the years. Most of all finding spies in court and delivering the latest contraptions and books. She would look to gain great contact with the good Captain to ensure the none human races where represented in recruitment. She would also be interested in that the court is up to.

If in game:

Detective Robert Blackhart:

Someone she knows of/ if not knows, having her skill for the crown used to find criminals. As the agent to check the criminal class. Also in her role of hunting down the odd criminal Psionicsest or manipulator. She would look to have some of her graduated student/Agents working with him.


add Vincent Fleming to that list as "Submission not provided" please.

Silver Crusade

If I have missed anyone or got something wrong, please PM me and I will Fix ASAP
Applicants thus far
-Tech55b Barnette Bright the XII Merchant born slave turned shipping tycoon- Summoner
-SCKnight Ruatria Knight of the Arts Proctor of a Bardic college – Bard
-Mark Kay Aurelian Branas Savior of House Branas – Swashbuckler
-Jonny…Panic Representative Calista Da Romano The Lady Of Science – Psion Telepath L12
-Grovo - Ser Thomas / Old Thom Crime Lord - Male human bard(negotiator) L12
-DMRaven Ser Constantine Rook Flirt lord of virility - Bladecaster L12
-BigRig107 Ambassador Valignatir Jeggare Chelish ambassador of House Jeggare- Cleric
-Rednal – Lord Lucas The Unbearded Lord – Kinetesist L12
-Bane88.- David Ash The Assassin Male half-elf assassin L5/rogue (unchained) L7
-Hassan Ahmed - Gerard Nisroc Male Human Rogue (Knife Master) L12
-Harakani - Earl J V Caromarc The Earl - Wizard L12 (Teleport)
----------------------------------------------------------
JonGarret Submission incomplete Zereal Druid of Cassomir
Vitaliano da Riva Submission not provided - A flame dancer/savage skald bard??
Ash Submission not provided steward / dowager mother??
Vincent Fleming Submission not provided
DM Gazebo God Submission not provided
Barcas Submission not provided
Tharasiph Submission not provided

Gyrfalcon Submission not provided Smuggler or Evangelist?TheWaskally Submission not provided Monk?


The missing village part 2:

They came into being with in the academy office, the proctor bowed.

"Don't bow Sernor you know we don't hold with such nonsense within these walls. Are two of your students?"

Her Psycryal was flying around her head, behind her.

"Yes Calistra they are"

She looked at them as they stood there,

"Nice to meet you, I think you know who I am, so we can dispense with that."

They both nodded.

"Master Cherick Whipelleen is here to go over the book keeping while I go and investigate this missing village of yours and who's behind it. What do you say, let your students do some field work with the old lady."

She winked at them.

"If that is what you wish Representative"

She looked around
"yes I think it is, we shall see what is afoot here"


Whoops - already gave Lucas a title. That would be easy enough to change, though - I figure any title that's not too high and not too low would be fitting for his story. Important enough to get away with chucking others around, but not important enough to be top-tier or a true mover-and-shaker. XD

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