Shadows in Westcrown: A Council of Thieves Campaign

Game Master Briccone


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Silver Crusade

Those are perfectly acceptable terms :3


GM The Shadow of Westcrown wrote:
Litania, for some reason, I can imagine your character speaking in Bayonetta's voice. :P

Is this a good thing or a bad thing, milord GM?


is recruitment still open for this?


Miko Background:

Miko was a part of a group of entertainers. They loved to make people laugh, cry, dance, they loved to make people feel the whole spectrum of emotion.
With their arcane and natural abilities, they did just that. Some scenes or plays one of the family played all the rolls. Miko as she was known, was very gifted in the art of changing her appearance. She could do it faster than most of her family, and she enjoyed it very much. She made friends quickly, soothed over a savage crowd, even made people believe her characters were real
Tricks and games were part of everyday life. She and her family never revealed their true identity. It would just cause confusion and maybe even make their acts less awe inspiring.

Just a little something, can broaden it. I did this before i looked at traits, so i picked the trait to fit her story :)

Miko Stat Block:

Miko
Female kitsune rogue (kitsune trickster) 1 (Pathfinder RPG Advanced Race Guide 192, 193)
CG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . mwk rapier +3 (1d6+2/18-20) or
. . bite -3 (1d4+1)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 18, Wis 8, Cha 18
Base Atk +0; CMB +2; CMD 15
Feats Deceitful, Realistic Likeness[ARG]
Traits child of infamy, subjective truth
Skills Acrobatics +6, Appraise +8, Bluff +14 (+16 to lie vs. someone who's never caught you in a lie), Diplomacy +12, Disable Device +8, Disguise +14, Escape Artist +6, Knowledge (local) +8, Linguistics +8, Perception +3, Perform (act) +9, Sense Motive +7, Sleight of Hand +6 (+8 to conceal the ring in a search, +10 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +6, Use Magic Device +8
Languages Aklo, Celestial, Common, Elven, Gnome, Sylvan, Undercommon
SQ change shape, fast shifter, gregarious
Other Gear mwk chain shirt, dagger, mwk rapier, bedroll, belt pouch, flint and steel, hip flask, masterwork backpack, masterwork thieves' tools, pocketed scarf, sewing needle, signal whistle, spider's silk rope (50 ft.), thieves' ring, thread (50 ft.), trail rations (7), whetstone, 162 gp, 2 sp, 3 cp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs further CHA skills for 24 hr.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Subjective Truth +2 to bluff checks to lie, provided that person hasn't caught you in a lie before

Want to know if i can make the Mwk Thieves tools, and the Thieve's Ring, the same item? So a master worked thieve's ring?


GM The Shadow of Westcrown

My grasp of how PBPs work:
first you create an Alias for your charakter,
which you use to post what your charakter tries to do/say + dice rolls (as often as the Campaign reqires)

My Tieflings fluff is almost ready :)


@Shadow of Westcown - I just know what's in the player's guide at this point. The blurb on how monks might find themselves in Westcrown was intriguing, and the Exile campaign trait appealed the most to what I had in mind for the pc. Why? What sort of bed am I making for poor Corbould?

If things look good so far, I'll flesh out the two or three contacts I mentioned in the write up and maybe clean up a few things in the piece. (I wrote it pretty late, heh)

Also, forgot to include my first pass on stats...

Corbould Stats (rough):

Corbould Portos
Human (Chelaxian) Monk 1
LN Medium humanoid (human)
Init +8; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+4 Dex, +3 untyped)
hp 11 (1d8+3)
Fort +4, Ref +6, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee darkwood quarterstaff +3 (1d6+3) and
. . handaxe +4 (1d6+2/×3) and
. . handaxe +4 (1d6+2/×3) and
. . unarmed strike +4 (1d6+2)
Ranged shuriken +4 (1d2+2)
Special Attacks flurry of blows, stunning fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 10, Wis 16, Cha 12
Base Atk +0; CMB +2 (+4 grapple); CMD 19 (21 vs. grapple)
Feats Crushing Blow[UC], Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Traits the pathfinder's exile, wisdom in the flesh
Skills Acrobatics +8, Knowledge (history) +4, Knowledge (religion) +7, Perception +7, Profession (teacher) +7, Sense Motive +7, Stealth +8
Languages Common
SQ ac bonus, stunning fist (stun), unarmed strike
Combat Gear caltrops (2); Other Gear darkwood quarterstaff, handaxe, handaxe, shuriken (10), backpack, masterwork, grappling hook, impossible papyrus, iron spike (2), scroll case, silk rope (50 ft.), waterskin, 283 gp, 9 sp
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Crushing Blow (-3) Stunning Fist reduces target's AC
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
The Pathfinder's Exile Receive a magic compass (+2 survival to avoid being getting lost, light on command)
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wisdom in the Flesh (Knowledge [religion]) Knowledge (religion) becomes a Wisdom-based, class skill.


Allow me to introduce myself. My name is Alektara Bluemoon. I grew up in and around Westcrown. My father worked for the city and my mother was a performer in the theaters. Sadly they were both taken too soon from this life, mother from childbirth (mine) and father from an over zealous Hellknight.I spent my youth on the streets getting into trouble and learning some rather diverse set of skills for life. My father taught me how to handle both bow and blade and after his death I took that as my calling. Pleased to make your acquaintance. A word to the wise- do not get on my bad side though. You won't stay there for long.

Alektara Bluemoon:

Alektara Bluemoon
Slayer 1
NG Medium humanoid (Half Elf)
Init: +5; Perception: +6
--------------------
Defense
--------------------
AC: 18 FF: 13, T: 15
HP: 12 (1d10+2)
Fort: +4, Ref: +7, Will: +0
--------------------
Offense
--------------------
Speed 30 ft.
Ranged: + 6 Composite (STR +2) Longbow (1d8 +2)
Melee: +6 MW Elven Curved Blade (1d10+3)
--------------------
Statistics
--------------------
Str: 14, Dex: 18, Con: 14, Int: 12, Wis: 10, Cha: 14
BAB: +1; CMB: +3; CMD: 18
Languages: Common, Elven, Infernal
--------------------
Feats
--------------------
1st Racial Bonus-Exotic Wpn Prof- Elven Curved Blade
1st Class- Weapon Finesse: use DEX to hit
1st Campaign Bonus- Point Blank Shot:+1 attack/damage within 30ft
--------------------
Traits and Drawbacks
--------------------
Trait- Race- Warrior of Old: +2 to initiative
Trait- Social- Criminal: Disable Device +1, class skill
Trait- Campaign- Conspiracy Hunter: +1 to Diplomacy, class skill
Drawback- Warded Against Nature: Animals do not willingly approach within 30 feet of you
--------------------
Special /Class Abilities
--------------------
FCB: 1/6 to a bonus Slayer Talent
1st Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it.
Track: A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
--------------------
Racial Abilities
--------------------
Ancestral Arms: Exotic Weapon Proficiency Feat
Elven Immunities: immune to magic sleep effects /+2 bonus vs enchantment spells and effects
Keen Senses: +2 racial bonus on Perception checks
--------------------
Skills
--------------------
Acrobatics: +9
Bluff: +6
Climb: +6
Diplomacy: +3
Disable Device: +10
Heal: +0
Intimidate: +2
Linguistics: +0
Perception: +6
Ride: +6
Sense Motive: +0
Stealth: +9
Survival: +4
Track: +5
Swim: +6
Knowledge: Local: +5
--------------------
Gear
--------------------
MW Studded Leather, MW Elven Curved Blade, MW Comp Longbow (+2), dagger

Coin (platinum) (x0)
Coin (gold) (x0)
Coin (silver) (x0)

Backpack, Common [
Bedroll
Flint and Steel
Trail Rations (x5)
Rope (Hemp/50 ft.)
Waterskin (Filled)
Smoked Goggles
Earplugs
Thieves Tools
Quiver/ 40 arrows
Messkit
Belt Pouch
Anti Toxin (x2)
Anti Plague (x2)
Alchemist Fire (x5)
Thieves Tools and Kit
]
--------------------
Backstory
--------------------
Alektara was born into a minor wing of the House of Thrune. Her father was a human Durotas and her mother was an elven court performer. While her parents could trace their family lineages back to the Everwar, each of their respective families fell on hard times until the present when Aletara’s father met her mother at a performance house. Her father had dealings with elves on previous occasions, even receiving an elven sword as a gift for saving an elven merchant from brigands. Her mother was a bard working in one of the many theatre houses in the city. Their love did not last as her mother died during childbirth and her father raised her the best he could on his city guard salary. He did teach her how to handle herself and she grew up mostly on the street when he was working. She acquired a rather diverse set of skills and street education although her mean streak as a child against small animals forever marked her and now animals smell an difference on her. When her father was accused by a Hellknight for stealing city funds Alektra found herself alone in the world after her father requested a trial, was found guilty and publicly executed. This occurred as she entered her teen years and when evidence was uncovered that her father’s Duxotar framed her father to protect himself from the law. Alektara killed him when he tried to rape her while boasting of his wrongdoings. He was her first kill and she finally found her purpose in life- as a slayer, a killer, a person who meets out street justice.
--------------------
Personality
--------------------
Alektara is a social chameleon. She can go from silent to feigning boredom to chatty, depending on the circumstances at the time. She desires to focus all of her attentions on perfecting her craft as a switch hitter as she is skilled with bow and blade. She has a sense of street justice and seeks to protect the innocent but is not foolish enough to believe that all people are innocent. She also has a hatred for Hellknights.


still need to do a gear list and remaining monies.


Just realized I forgot the bonus skill. I'll fix that tonight and makes some tweaks to Astra's fluff.


Here's the fluff for Melissa 'Medina' Al-Shams CG half Kelesh half Cheliaxian who grew up in Katheer. She's a dervish dancer bard so she'll be a face, a lightly armoured striker, and bard style utility caster. I've given her motivation and I hope a reasonable reason for her to be a Westcrown fireband (which is the campaign trait I would take) Thanks for your consideration and please let me know if you have any questions. Not doing crunch yet as you said it would be fine to do so if she gets picked.

Background:
My name is Melissa Al-Shams, though my friends and teachers have had so much trouble pronouncing it that I just ask them to call me Medina. The foreign sounding first name comes, of course, from my mother who was a Chelaxian refugee from Westcrown, while my father is a settled and prosperous minor Qadrian noble in Katheer.

My child hood was, well to complain about it would be ungrateful. A protective mother, an indulgent father both of whom I played off each other to get what I wanted. I loved them deeply of course and would never do anything to shame them. I just did what I could to ensure I was free to pursue whatever I wished and wanted for nothing either materially, or spiritually, or even socially. My mother worried that my pale skin would get me bullied but I have always had such an easy time making friends that what might have been a disadvantage I turned to my favour. I grew up learning to dance in the temples of Sarenrae and using that to learn to fight with the dervishes. I may not have much strength but I used my grace and agility to humiliate many stronger sparring partners. Only during the fight of course, a quick smile, and a kind word after would always work to cheer them up and keep me from making any enemies. Of course I kept up with my studies as well, I might have been able to charm my parents for most things but they weren't pushovers.

My mother's childhood was happy too until her family got into trouble and she had to flee. In her darker moments she muttered about some circle of bandits or some such who are the real rulers of Westcrown that decided for some reason or other to eliminate her entire family. She was the only one who survived and fled, hiding on a ship that took her to Qadira where she would have been enslaved if my father hadn't stepped in to free her. The sheer horror of her stories of both the tyranny of Westcrown and then her brush with slavers in Qadira have stuck with me.

Both my parents died in a traveling accident a few months ago. It was a terrible time that I only got through with the support of my many friends. When I finally found the strength to go through my mother's personal affects I found almost nothing but mementos of her childhood in Westcrown. It humbles me that I know so little about the city that raised her and then brought her so much pain. I have resolved to travel there and see if I can connect with that part of my roots, and also to see if something can be done to prevent what happened to my mother from happening to anyone ever again.

I think I'll have to go by Melissa and not Medina when I get to Westcrown. That would be fun for a change.


Dotting like crazy. I haven't done much with melee characters, so I'll probably roll one of the ones in heavier armor up. Gonna flip through the player's guide before I commit to anything.


Posting character soon. I just want to make sure he has all the fluff! This looks like it could be a lot of fun =D


Litania, a good thing of course! It gives me a feel for her personality, if true. Bayonetta is one of my favorite video game characters lol.

Qwerty1971, yes it is!

Seth86, going for the classic trickster depiction, eh? Understandable, given the insane number of Kitsune Holy Gun Paladins running around! And yes, that is an acceptable item fusion.

Yokaiboy, there's a bit more to it than that, but those are the basics. Basically, respect your group, play by the rules (And my rules are often a bit looser than many GMs!), let us know of any absences you may be having (If you feel sick and don't feel like posting, please let us all know!), try to keep up the post rate so you don't have to be 'botted', and things of that nature. There is a thread somewhere here on the boards for beginning PBP players. Try searching for it in the search bar on the left-side of this page.

Song of Chiroptera, no reason, apart from some GM finger pyramiding!

Looking good, folks!


Yup. Classic. Kitsune are tricksters. If i played the evil one, it would be a kitsune from the actual legends. deadly pranks etc. The CG one is more fun and games and maybe a bit humiliating pranks, some pranks might cause frustration... but never will the intended purpose be to harm...


Salm has been updated to be 1st level with the bonus skill points and bonus feat.

Dark Archive

GM The Shadow of Westcrown wrote:

Tim, yes, I said that Craft, Perform, or Profession must be taken as one of the bonus skill points.

Rysky, yes, with the understanding that any changes in the official book be reflected on your character sheet. Sound fair?

Song of Chiroptera, interesting! Do you have any knowledge of CoT? Again, it won't count against you, I'm just curious.

Definitely put one of my bonus skill ranks into Diplomacy. Would you prefer it go into a perform skill? Sorry, I operated under impression any Charisma-based skill was solid.

Also, I am thinking we need a Chelaxian version of shakespeare, with all these PC actors floating around. Do you think they write comedies in Cheliax?


background:
Thoros will be a bitter, human ninja. Fed up with doing dirty work for nobles with little pay and much danger. He has seen to many associates kill during jobs, killed by the authorities or horribly injured to the point where they cannot work anymore.

An orphan from a young age, Thoros has been forced to fend for himself for years. He became very quick, avoiding those stronger than he was. He also became tough from those times when his speed or smooth tongue couldn't get him out of a situation. He is intelligent but frequently acts before thinking things through. He fell in with a group of thugs that did random jobs for those who would pay. Over the years the group gained and lost members as members were killed, arrested or too badly injured to work. Recently the gang broke up when a job went bad and the authorities were waiting for them.

Thoros will be a human ninja with lots of skills, who wields two weapons in combat. Down the road he will focus his ninja tricks on things that help him sneak better or deal more damage.

Thoughts?


Here's my submission:
Severus Karkalas, a human arcane bloodrager sent to Westcrown to serve as an apprentice to his ex-pathfinder wizard uncle (flexible, if anyone would like to take him under their wing). He is young and reckless, preferring to focus on physical activities rather than his arcane studies.
Unbeknownst to him, the arcane magic that his family has been in contact with for generations has found its way into their bloodline, enhancing young Severus.

He is a jock that comes from a long line of arcane-focused adventurers. I'll need to work on crunch later today, but I plan on having him wield a big greatax.

Currently tossing around the idea of making him either an untouchable rager or a spelleater. I saw that they could be combined, but that seems counter-productive, no?


Sildred, ah, I see how that could be confusing. I was using that as an example, since someone asked. I forgot to include all CHA skills, then have Perform in parentheses. I apologize for the gaff. Also, Cheliax already HAS a Shakespeare or, rather, did.

Browman, I'm getting a Shadow (Final Fantasy VI version) vibe from Thoros. Is that incorrect? :P

Severus, I'm unsure how it is counterproductive. It seems pretty legit to me: a giant, beefy, magic-resilient, fast-healing rage tank that can blast people with spells.


GM The Shadow of Westcrown wrote:

Sildred, ah, I see how that could be confusing. I was using that as an example, since someone asked. I forgot to include all CHA skills, then have Perform in parentheses. I apologize for the gaff. Also, Cheliax already HAS a Shakespeare or, rather, did.

Browman, I'm getting a Shadow (Final Fantasy VI version) vibe from Thoros. Is that incorrect? :P

Severus, I'm unsure how it is counterproductive. It seems pretty legit to me: a giant, beefy, magic-resilient, fast-healing rage tank that can blast people with spells.

Well, Untouchable replaces your spells with spell resistance when you bloodrage, so I won't be able to cast any spells whatsoever, but I will sure be able to take a few spells to the face.

Spelleater grants fast healing 1. Later on, you can expend your spell slots for heals.
Since I'll be combining the two archetypes, I won't be able to eat my spells to heal without houseruling.

BUT EITHER WAY the concept sounds cool as heck and I never cared for optimization. Spelleating Untouchable rager, here we come.


GM The Shadow of Westcrown wrote:

Sildred, ah, I see how that could be confusing. I was using that as an example, since someone asked. I forgot to include all CHA skills, then have Perform in parentheses. I apologize for the gaff. Also, Cheliax already HAS a Shakespeare or, rather, did.

Browman, I'm getting a Shadow (Final Fantasy VI version) vibe from Thoros. Is that incorrect? :P

Severus, I'm unsure how it is counterproductive. It seems pretty legit to me: a giant, beefy, magic-resilient, fast-healing rage tank that can blast people with spells.

That would be accurate, though Thoros will focus on dual wielding instead of throwing.


Severus, since you won't be CASTING a spell to eat it, I houserule that you can eat your own spells during Bloodrage.


Any feedback on Ms. Al-Shams? I'll probably have to change her name to Nadine actually.


{Another CoT refugee along with Tal the Tin-man far far upthread.}

background:
Pollux was once almost a member of a minor but respected house. He was a bit of an embarrassment. The wrong side of the sheet embarrassment. So while he would never be recognized as a member of the family a place was made for him. He was bright so he was trained to assist at arcane and religious rites and largely forgotten.

This saved his life. The family had been playing politics, and other games. They lost. When the Hellknights came he was asleep in one of the storerooms. They took him for a servant. The interrogation was unusually efficient and he quickly told them everything they wanted to hear long before he passed out. Before the end he overheard a Helknight captain saying that they had killed the last of the blood relations and the torturers could do what they liked to the servants. So they did, for a very long time.
...
He was tossed into the midden behind the prison. It was raining, that was what woke him up. When he opened his blood-caked eyes there was a rat sitting an inch or two from his face.

He looked at the rat, the rat looked at him.

The rat said "So do you want to kill them yet?" And that as they say was the beginning of a beautiful friendship.
Pollux is motivated to see Westcrown in flames but he, or at least Castor who may or may not be a figment of The witch's shattered mind, knows this is a long term project. So Pollux will play nice and hide behind convenient Hamletian madness until he has enough power to effect real, lasting, and incendiary change.

Quick/rough Crunch:
Human Witch, Insanity patron, rat familiar. Current crunch under the alias is for a Pollux from a forgotten future.
Traits:Courageous, +2 saves vs. fear & Shadowchild, ignore 20% miss due to dim light
Bonus Trait TBD but lets face it the chances it will be anything but Extra Hex are rather small.

and the person below me should b*()%y well apply!


I highly recommend Tal and Pollux. Those two are great roleplayers and Pollux and his lord and master Castor would be a fantastic and terrifying addition.

Dark Archive

GM The Shadow of Westcrown wrote:

Sildred, ah, I see how that could be confusing. I was using that as an example, since someone asked. I forgot to include all CHA skills, then have Perform in parentheses. I apologize for the gaff. Also, Cheliax already HAS a Shakespeare or, rather, did.

Browman, I'm getting a Shadow (Final Fantasy VI version) vibe from Thoros. Is that incorrect? :P

Severus, I'm unsure how it is counterproductive. It seems pretty legit to me: a giant, beefy, magic-resilient, fast-healing rage tank that can blast people with spells.

"Well it must be my failure, as I have never heard of him. I spend most of my time at the other end of the library, away from the "Literature" these courtlings seem to be so enraptured by."

It looks like I will be swinging by the froendly local game shop tonight then. I assume it's in the Chelliax splatbook?

Severus, if you really want, we could work it so that Sildred is teaching you what he knows, but I'm hoping to play him as a divine caster. Still, the fella will be a under-cover cleric of Nethys and all.


After some thought, I've decided that I'll drop this. I want to keep my campaign load manageable.

Good luck to the rest of you! :)


The following is my submission, hopefully you like it!

"Hello, my name's Mattimeo, I'm a student at the Westcrown magic academy... well at least I was. I'm not exactly the most studious of students, but I'm more than capable. Watch this! *Poof*

Crunch:

Mattimeo Pulcher
Male Human Wizard (Specialization: Illusion Mage of the Veil (APG))
CG Medium humanoid (human) 
Init +4; Perception +2
-------------------- 
Defense 
-------------------- 
AC 13, touch 13, flat-footed 10 (+3 Dex) 
hp 9 (1d6 +3) (+2 Con, +1 Favored Class) 
Fort +2, Ref +3, Will +2
-------------------- 
Offense 
-------------------- 
Speed 30 ft. 
Melee dagger +0 (1d4/19-20) 
-------------------- 
Statistics 
-------------------- 
Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 16 
Base Atk +0; CMB +0; CMD 13 
Languages Common, Draconic, Infernal, Celestial, Elven, Gnomish
--------------------
Feats Fast Learner, Deceitful, Improvisation (Human Racial ARG), Scribe Scroll
--------------------
Skills Acrobatics +5, Appraise +6, Bluff +9, Climb +2, Diplomacy +5, Disable Device +5, Disguise +9, Escape Artist +5, Knowledge (arcana, history, religion) +8, Knowledge (everything else) +6, Linguistics +9, Perception +2, Profession (acolyte) +4, Ride +5, Sense Motive +2, Sleight of Hand +5, Spellcraft +9, Stealth +10, Survival +2, Swim +2, Use Magic Device +4
--------------------
Other Gear yet to be determined 
-------------------- 
Special Abilities 
-------------------- 
Arcane Bond Cat Familiar
School Specialization Illusion, Master of the Veil (APG)
Opposition Schools Evocation, Necromancy
--------------------
Traits
--------------------
Westcrown Firebrand
Self-Taught Scholar

Here's a brief(ish) piece of his story

Story:

"Get outta my house you ungrateful swine!" Yelled Mattimeo's father, clenching a Westcrown necromancy wizard report card in his massive fist.

Once again, Mattimeo failed his wizard classes and was thus rejected from continuing. The young blond haired boy ran tearfully from his home of 16 years, while his elder brother Gallus rejoiced and gleefully chased after him mockingly. As he was running, his grey/gold tabby cat familiar named Felix stopped and growled. Two of Gallus' military friends turned around the bend. As the 3 tough men approached, Mattimeo pulled out his spellbook, whispered a few arcane words, and disappeared from sight. Felix the cat darted in the opposite direction, leading the brawny brutes on a false trail.

Just because he hated necromancy, didn't mean he never had other tricks up his sleeves. He had done things like this many times. Usually when encountering a stranger being harassed or abused. That's the one great thing about brutes. They think with their eyes, and their brains are silent.

Mattimeo ran swiftly to the only place he ever felt at home: The church of Shelyn. Indebted to the church for saving his life at the cost of elven Father Varus several years ago, Mattimeo worked long and hard for the church, and took Shelyn's words to heart. After speaking to his good friend, Priestess Sabina, she spoke to him of rumors concerning a group called the Westcrown Firebrands. Mattimeo then began his search to find these free-thinkers who hopefully want to aid the abused, and punish the corrupt.


Mattimeo is 16 years old of Chelish decent with shoulder length blond hair, blue eyes, and a slight dashing of freckles on either side of his nose. He stands no taller than 5'2" and has a very thin, narrow frame. There isn't a single hair on his chin, which greatly upsets him. To those who don't know better, it's possible to mistake him for a girl. He is a wizard of Illusion with great talent, but the ever strict nature of education goes against his learning style. He is CG and genuinely hopes to improve Westcrown, as he has seen many mortifying sights while growing up.

As a quick note, I've been playing pathfinder for around a year and a half, but I'm new to pbps. I hope you'll be supportive of me, as I'd really like to put in a lot of effort to this game.


Okay, now I think Astra's ready to go. The core concept is the same, but I was not happy with how I handled the fluff, so here' round 2!

Stats:

Astra Vesper
Female angel-blooded aasimar (angelkin) ranger (urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 129, Pathfinder RPG Advanced Race Guide 84)
NG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) or
. . gladius +5 (1d6+4/19-20) or
. . mwk bastard sword +7 (1d10+4/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (evil outsiders +2)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—alter self
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 14, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 19
Feats Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword)
Traits talented, westcrown firebrand
Skills Climb +7, Disable Device +9, Heal +8, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +6, Perform (sing) +5, Profession (cook) +6, Stealth +7, Survival +6; Racial Modifiers +2 Heal
Languages Celestial, Common, Sylvan
SQ track +1, wild empathy +1
Combat Gear potion of cure light wounds (2); Other Gear mwk chain shirt, arrows (20), dagger (3), gladius, longbow, mwk bastard sword, bedroll, blanket, explorer's outfit, grappling hook, masterwork backpack, masterwork thieves' tools, silk rope (50 ft.), silver holy symbol of The Black Butterfly, trail rations (6), traveler's outfit, waterskin (2), 15 gp, 4 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Track +1 Add the listed bonus to survival checks made to track.
Westcrown Firebrand +1 Initiative, +1 attack rolls during a surprise round.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Astra was born to a couple of minor nobles who were beginning to wrangle their way to more prestige and power. The girl, however, was not seen as a blessing, or even a pawn, but an embarrassment. It was obvious that her veins had the blood of something other than that of a human in them. This taint, however, was not the infernal one so common to Cheliax, but a celestial one.

Within hours the midwives were hushed and the babe was left to die on the cold, dreary streets of Westcrown. The couple claimed the child had been stillborn, and held a small, private ceremony to bury her.

Except the child still lived.

An old couple, followers of an empyreal lord known as The Black Butterfly found the girl and adopted her. They raised her as their own, and were overjoyed when she took to The teachings of Desna and the Black Butterfly with aplomb. Those years were the happy ones.

Shortly after turning thirteen, Astra was at the market when she learned that her parents, her real parents, had abandoned her to die when she was born. She went home, tears streaming down her face as her world threatened to come undone. Fate was not done shattering her world just yet, and she rounded the corner to see Hellknights from the Order of the Rack set her home ablaze with her adoptive parents inside.

Brokem, scared, and alone, she hid wherever she could. She taught herself to fight, to fend off the imps that sometimes found her and thought her good sport. A few years after her adoptive parents' deaths, she found a small group of Iomedaeans that taught her to use the sword and the bow. She was skilled with both, but her true talents lay with the bastard sword. She had grown into a strong, nimble woman and soon was pushing the limits of even the more skilled of them.

Her time wandering the streets showed her many things. The injustice of House Thrune, the corruption that ran rampant, and the brutality of the Hellknights. She put herself to work trying to right the wrongs and be a beacon of hope, but the city was too large, too rotten for only one person to have a hope of setting things right.

A decade had past since that day that her world was shattered, and Astra feels the weight of despair threatening to crush her. She tries to help however she can, but she can feel herself closing off other people. If something doesn't change soon, she may make her parents' lie a reality.


Personality:

Astra is a mix of opposites. She is kind and gentle to those in need, especially orphans and children, but to those who prey on the innocent and the weak, she is cold and hard. She comes off as distant most of the time, even flighty, but those that have seen her when she gives a young widow food for a week, or when she cooks a pot of soup for a group of hungry orphans, or when she entertains a group of kids while their mothers work, learn that she is anything but those things.

Appearance:

Astra looks like a silver-haired pixie grown to the size of a small woman. She wears her silver hair in a long ponytail or braid and covers her slender frame with worn, but sturdy, utilitarian outfits. Her clothing is dark, contrasting sharply with her alabaster skin.

Her face is easily recognized, given to easy, even mischievous, smiles and doing nothing to dissuade those that ask from believing she's one of the fey. Her haunted, gray eyes, though, answer that question.

When she wears a hood, and it is night, only her hair and her eyes ever appear. Her face seems to become as dark as the night sky.


NPC Relations:

She doesn't make friends easily, so there aren't many NPCs with whom she is friends with, but her parents are still alive and have had other children, two sons and three daughters. Astra's mother and sisters share her pixie-like proportions and looks, but all of them have black hair and blue eyes. The daughters and the mother are socialites and the sons are both promising students of politics and history.

I left it mostly open so you can have some fun thinking of complications to throw Astra's way. The only way Astra would know any of them were family would be by their looks, and it'd be pretty funny to have them meet at some point in the AP.


Fluff!:

Cato is, at first glance, a simple barkeep with a gruff but not unkind demeanor. He radiates an aura of quiet calm as he walks. He is polite in speech and neighborly in manner.

All this belies the unquenched fire that rages in his heart.

Cato was born into the prestigious Archimboli family, one of the many noble families of Cheliax. Although they openly proclaimed their affection for Asmodeus, they quietly worshipped Desna, and made the mistake of informing a close family friend. In a political power grab, the "friend" turned the information over to the empire, and the family was stripped of their nobility, and in the case of Cato's mother and father, their lives. In an act of mercy, Cato's life was spared, but he was relegated to a life of slavery. At the age of seven, Cato's life changed from one of simple luxury to one of unending labor.

Yet, even in the bleakness of his new life, the boy held on to a glimmer of hope: the Dies Irae. Four times every year, the empire held a death tournament which slaves could enter; the prize was freedom. For ten years, Cato labored away, voluntarily taking on the most grueling tasks to train his body for the arena. At the age of seventeen, Cato finally participated in the tournament. The matches were fierce, but in each round, when it seemed as if Cato was going to lose his life, some small act of luck won him the match. An opponent tripped upon a small pebble trying to deliver the killing blow, or else a small insect flew into the open mouth of his would-be killer, granting Cato enough time to end his opponent's life. It was as if all the luck that had been deprived Cato throughout his life was saved for those few moments. The young man went on to win the Winter Solstice Dies Irae, earning his freedom, a plot of land near Westcrown, and the title of baronet. He planned to build a small farm and earn his money by selling crops.

Once again, misfortune struck Cato. The shadow beasts ravaged his farmland, and hellknights demanded outrageous tolls for their protection. In a matter of years, Cato found himself broke, and was forced to sell his title in order to eat. With the money left over from the sale, Cato purchased a modest tavern in Westcrown, which he has run for a good number of years. He has watched the slow decline of the city, and wishes to change it for the better, but lacks the means to do so. At the age of 49, he cares less for his own life, and more for the lives of those to come - for the future. He has come to despise the current way of things, and is growing frustrated with his own powerlessness.

And so his fire rages on, silent, unseen, and ever-growing.

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

Cato is to be a Destined Bloodrager. A former slave, he is ready to change Westcrown for the better - if he can only figure out what small difference he can make.

Crunch to come.


Tentative dot...had an idea for a Wild Child brawler awhile back for a different recruitment thread but ended up going with something else. This might be the time to revisit that idea :)

@Cato - Laughed my butt off at your main alias name!


Thanks for the endorsement Trevor and wish you were at least trying to join Pollux and I again. Need all the help I can dealing with the rat's human. ;p

Tal's Background...:

Tal never considered himself more than a hard working man. He worked hard producing armor and shields for the people of Westcrown that needed them. As long as they paid for the items Tal did not ask any questions. He did what he was asked and tried to keep as low of a profile as he could considering his size. It was a peaceful life and Tal went through it like most would in Westcrown: eyes downcast yet carefuyl where one stepped to make sure that one didn't go outside the boundaries.

Most of that changed one random evening as Tal was on his way home. There was still plenty of daylight left, as no one ever wanted to be caught out at night in Westcrown, when he heard the sound of a woman singing. Looking up and paying attention he noticed a beautiful woman doing some chores outside taking full advantage of the waning light. well from that moment on Tal's life changed. He no longer just went about his life.No, he dedicated himself to wooing and marrying that woman who he eventually found out was named Lily.

As good fortune came to pass Tal did indeed woo and marry Lily as he convinced her father to consent to their marriage. Tal said and meant nothing less than he would do whatever he could to make her happy and provide for her. He worked as hard as he could at the forge during the day and cared for her at night. It sounds worse than it is as Lily was neither high maintenance nor demanding with Tal. Instead she grew to love him as much as he loved her. In such instances one doe not ask favors of the other to manipulate them but rather they did things for each other because they wanted to. Tal would go on walks and do little things around the house while she appreciated his efforts to support them both.

The only difficulties the two expressed was that Lily wanted to have a family but was nervous about bringing a child into the world in Westcrown. The terrors of the nights combined with the Hellknights were enough to curtail Lily's hopes. Yet Tal kept his eyes open and, unbeknownst to Lily, would go to any length to take a moonlit stroll down the street with Lily pushing a basinet without fear if he could. For Lily, Tal would brave any danger in the hope that he could make her dreams a reality.

background design thoughts:

Tal tries to act like a macho man most of the time but really has a soft spot in his heart when it comes to his wife Lily and families. In combat and other pursuits though then Tal's other more competitive side manifests. I took the drawback lovesick to represent the connection that Tal has to his wife which I know is going to be a problem as no doubt Lily is going to be in trouble at some point. The flip side is that the trait indomitable will is the bonus trait I gained showing how resolute Tal is once he sets his mind to something.

crunch thoughts:

Pretty straightforward of a character considering Tal is going tower shield specialist. Took the trait to grant perception as being in the front Tal is going to get targeted a lot and needs to be able to act instead of react to situations. The last trait was threatening defender to get the most mileage out of combat expertise in the beginning as that -2 penalty to attacks really hurts until 5th level. By then if Tal has platemale then the combat expertise isn't as big of a deal as the AC will be pretty close to 26 already by then. Bonus sp went into Tal's business side as he has craft armor and diplomacy to interact with customers. Bonus feat is weapon focus (longsword) to again help out the penalty for using a towershield. Any other questions please ask.

Crunch coming shortly.

crunch:

Tal Bernard Mainz
Human fighter 1
NG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 21 (+6 armor, +2 Dex, +5 shield)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +6 (1d8+5/19-20)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 13, Wis 12, Cha 8
Base Atk +1; CMB +6; CMD 18
Feats Combat Expertise, Power Attack, Shield Focus, Weapon Focus (longsword)
Traits conspiracy hunter, indomitable faith
Skills Acrobatics -11 (-15 to jump), Climb -5, Craft (armor) +5, Diplomacy +0, Knowledge (dungeoneering) +5, Perception +6, Swim -5
Languages Common, Dwarven
Combat Gear acid (2), alchemist's fire (2); Other Gear chainmail, mwk tower shield, mwk longsword, artisan's tools, bedroll, crowbar, everburning torch, grappling hook, hammer, masterwork backpack, miner's pick, mirror, piton (10), portable ram, sack, saw, shovel, silk rope (100 ft.), waterskin, weapon cord, weapon cord, whetstone, 79 gp, 4 cp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Portable ram +2 to STR checks to break open a door, and allows a second helper (+2).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Weapon cord Attached weapon can be recovered as a swift action.
Indomitable will
Threatening defender
Conspiracy hunter
Lovesick

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And here's my character submission! All relevant info can be found on his character sheet.


Here is my promised fluff

Kiriko Kangetsu

Background:

Kiriko was born as the only child of a exiled Ninja from Minkai. She has never met her Father, whom her Mother only described as a Stranger with a „beautiful fire“ in his eyes. Once she was old enough her mother started to train her in the secret arts of her clan.

As a teenager tragedy befall the small family, Kirikos mother died of an mysterious illness. All alone in the world Kiriko was forced to life on the Street, surviving (barely) with the skills her mother taught her. After long years of living hand to mouth she was blessed with a chance, while getting caught stealing from a rich merchant, who was impressed with her skills, she was offered Work, getting rid of a rivaling merchant.

Now she lives by killing rich idiots for other rich idiots. Even having enough money to by good food, witch she relishes having starved for so long, Kiriko is unsatisfied by her current lifestyle. The quiet, young woman, still having questions about the mysterious illness that killed her mother, seeks answers and a live that is more fulfilling than killing just for money.

Look:
Kirikos skin is slightly darker than the pale Chelish skin-tone. Her eyes of the color of sunlit amber (glowing slightly when in bright light) watch her environment closely. Her black Hair is probably her most unsettling feature, being too black, almost swallowing the light. Her sinuous tail, ending in an arrowhead, is of a dark red color with black arrow-like marks and always in movement.

The Shadow of Westcrown I have found and read the "DH's Guide to Play By Post gaming"


Hello, GM!

I've never ran a PBP before. I've glanced at many APs, and I've been waiting for a recruitment drive for Council of Thieves for a while; there's something in Cheliax that just spells it right for my character. You'll see what I mean in a moment.

The way I'll introduce my character is via the 10 memories background generation style if he seems interesting enough to be eligible. A short background is provided (as the actual background is about 8k words).
He himself is not Chelish, but he is not conspicuous in Westcrown.

Hrafen Ulfwyth:
Hrafen is a young man of Ulfen and Kellid descent. From his mother he inherited smooth black hair, which he keeps in a ponytail. From his father he inherited his grey eyes and calm demeanor. He is soft spoken, cautious, and has a hint of rare Ulfen and Tian wisdom.
A relatively new arrival to Westcrown (only been around for five months), he does minor work as a translator (as he knows Varisian, Skald, Tian, and Aklo), scribe, and small-time bounty hunter (usually fighting goblins or shadowbeasts).
Unknown to many, he researches (though does not practice) eldritch lore like shadow magic and necromancy in the ancient crumbling towers at the edges of Westcrown. He is particularly fascinated by the curse on the city; the roaming Shadowbeasts, and he frequently breaks curfew to investigate the effects of the twilit curse. He can function as a contact for petty crimelords, connect to a researcher who studies magic, or even aid in removing the curse (which he is interested in doing). He possesses a strange secret that he is terrified to have revealed, and will do anything to keep it in the shadows.

Thus, Hrafen Ulfwyth is a Slayer, slowly becoming a wizard after about two years of study. I do not ask for any EXP, but this is the plan for now.
The Shadow Child trait is from his long studies, and the Blood of Dragons traits (since it is PFS Legal) represents his learning in the ways of magic (though informal and erratic as it is).

Crunch:

Hrafen Ulfwyth
Male Human Kellid-Ulfen Slayer (Cutthroat) 1
LN Medium Humanoid (human)
Init+3; Senses Low-Light Vision, ignores 20% concealment, Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex + 2 Leather)
hp 10 (1d10)
Fort +2*, Ref +4, Will +1*
Roll twice against disease, take better result (Trait); +1 to disbelief vs. illusions (Trait)
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Light Crossbow +3 (1d8 19-20/x2)
Melee Shortsword +3 (1d6+1, 19-20/x2), or Sap (same damage (nonlethal), no crit range)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 10, Int 18, Wis 12, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Heart of the Slums, Racial Heritage (Gnome), Weapon Finesse, Effortless Trickery
Skills Acrobatics +5, Appraise +7, Bluff +6 (+8 to lie) (1), Climb +4 (+5 Urban), Craft (Carpentry) (1), Diplomacy +6 (+8 to convince) (1), Disable Device +2, Disguise +6 (1), Escape Artist +5, Intimidate +5, Knowledge (Nobility) +7, Knowledge (Local) +8 (1), Linguistics +7, Perception +5 (1), Perform (Wind Instruments) +6 (1), Sense Motive +5 (1), Sleight of Hand +7, Stealth +7 (1), Survival +2 (+6 Urban) (1), Swim +2, Use Magical Device +4 (0), Spellcraft +5 (1), Knowledge (Arcana) +5 (1)
Bonus skills chosen: Perform (Wind Instruments), Craft (Carpentry)
Languages Common, Varasian, Gnome, Skald, Tian, Aklo
--------------------
Traits
--------------------
Philosopher (religion) – You may substitute your Intelligence for your Charisma when using Bluff to lie, and when using Diplomacy to convince.
Shadow Child (campaign) – When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area.
Blood of Dragons (race) Shadow Blood – You gain Low-Light Vision.
Magical Knack (magic) – Wizard: Your Caster Level increases by 2 (up to a maximum of your Hit Dice).
---------------------
Drawbacks
---------------------
Nervous – Taking 10 results in taking an 8.
Loner – You take -1 to AC and attack when adjacent to an ally or taking the Aid Another action.
--------------------
Gear
--------------------
Backpack, Slayer’s Kit [Bedroll, flint and steel, Disguise Kit (10 uses), ink, iron pot, mess kit, soap (50 uses), torches (10)], Belt Pouch [Thieves’ tools, steel mirror, candle (5), trail rations (5), hip flask (half capacity), Grappling Bolt (5)], Book Pouch [False Spellbook, Lady’s Journal], light crossbow, Thigh quiver [crossbow bolts (20)], 2 Belt sheaths [1 Shortsword, 1 dagger], 2 boot sheath daggers [Hidden, DC 17 to find, Standard action to draw out], full-body cloak (blue-black), common clothes (style depending on location), poison pill ring [3 small pieces of hard mint candy], Black Fleece-Stuffed Gloves [Right Hand], Blue Glove Whistle [Left Hand], Money Pouch [850 GP].
--------------------
Special Abilities
--------------------
Favored Class Bonus: None (Wizard)
Racial Bonus Feat: Humans gain an additional feat at 1st level.
Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Class Features: Slayer
Proficient with all simple and martial weaponry and Light, Medium armor and shields.
Studied Target (Ex): Move action, gain +1 bluff, Knowledge, Perception, Sense Motive, and Survival, +1 damage and attack rolls. Can apply bonuses retroactively after sneak attack.
Street Stalker (Ex): Add ½ Slayer level in Urban environments with Climb (1).
---------------------
False Spellbook
---------------------
Pages 1-49: Contains many Tian stanzas on the nature of ‘the true warrior’, and flowery descriptions of cherry trees in blossom. Also has observations on noble houses, and many small notes that contain details of enemies in Varasia and the western coast of Cheliax (up to Pazzik.

Pages 50-100: Has pages written in Draconic, Common and Aklo about spell perameters. Has mock abjuration and divination spells like [Senna’s Kind Disposition], [Silvui’s Brilliance Aura] and [Helmut’s Death Curse]. A DC 15 Spellcraft check can reveal the spells are either falsely scribed, or the spells are completely fake. A Linguistics check will reveal Hraven’s obsession with magic and how he ‘wants to be a real mage one day’.

Now that I have provided my submission, please allow me to ask a few questions.
1. I have taken another drawback; is that all right? Of course, the drawbacks are integrated into my memories, so I will assuredly role play them appropriately.
2. What themes will we be going through in Council of Thieves?
3. Are we expected to stick by the railroad, or are you all right with branching out (even for a short time)?
4. Do you encourage establishing personal character goals (depending on what character preferences are)? Are you open to developing said goals further if the player reasonably doesn't take too much of the spotlight?
5. Will you be tracking encumbrance, or is a reasonable estimate enough?
6. Will you have players moving on a bulk on initiative, or will you rule initiative normally? I am of the opinion that having all the players move at once is preferable, but I will take what you decide.

Note for my fellow players:
My posts are formatted with some hints on how my character would act in response to a direct stimulus. Please feel free to assume my character emits the response in a light-handed manner.
I wish to lessen the issue PBP players face when speaking to one who is not directly available for comment. Please take care not to role-play my character for me; just the programmed responses are enough.

General note: My preferred storytelling POV is third person, past tense, which is unlike the present tense I see used in PBP. I find that using present tense is fitting, but assumptive and untraditional.
This may cause some continuity issues, but I will strive to keep the telling artistic and flavorful.

Thank you for reading, and I hope I'm among the chosen ones *wink*.


Pathfinder Adventure Path, Rulebook Subscriber

I am working on a couple of concepts for a character submission and wondered on whether you would accept multiple submissions. The one I am bouncing around now I though I would mention to get the ok due to the race.

Concept:
Jawara abu'Silar is a suli brawler, raised in the country of Osirion along with his little sister, Kamaria. While Jawara was studying the art of brawling, Kamaria, a great beauty, was busy learning to dance and sing, training to be a bard. During one of her most spectacular performances she attracted the eye of a Chelish noble who desired her and, while Jawara was in the middle of a match, the Chelaxian abducted his sister and pressed her into slavery as his personal entertainer.

Jawara only found her missing after a day had passed when she did not return home and quickly tracked down those who had taken his sister for the Chelish devil. When he was finished, none of her abductors survived the meeting and he quickly fled Osirion to follow Jawara's trail. After some months he managed to track Kamaria's captor to the town of Westcrown. Recently arrived he has realized that he needs help to rescue her and flee this Hellish country.


I plan to use this alias.

Concept is a fetchling bard (thundercaller) -- should probably move to weapon finesse or dervish build for combat.

He can be the face of the party, should be able to provide the skill roll. With savant trait and versatile performance, should quickly excel at this. With his shadow abilities, should be stealthy and make a good scout.

Background and appearance started, crunch can follow. I believe background is most important.


Here is Pelius the Priest. Still not finished, but the background and class/archetype is ready.
Hope you like it.


dot. Will work on it tonight.


Azih, your character is just fine! I am trying to avoid commenting on characters unless feedback is wanted, there is some humorous anecdote I feel like saying, or I have a question of some sort. My reasons are somewhat odd.

Pollux, intriguing but I have a question for you.

Castor/Pollux:
You know the goal of the group is not to burn Westcrown, right? Maybe burn some of the bad people IN Westcrown, but you know what I mean lol. Answer in spoiler or PM, if you please. :)

Sildred, I do not know, but you will find out later (Or earlier, if you can Knowledge check it!).

That sucks, Dragoncat, but is understandable.

Mattimeo, I have no issues with a new PBP player, because I am a new-ish PBP GM. I say new-ish because I have helped run campaigns for someone at times on these messageboards.

Adam Warnock, complications are always fun in roleplaying games!

Ragde, would it be incorrect to compare the Mad Jester to Kefka Palazzo? I certainly hope you get the reference, because Final Fantasy VI was an amazing game!

Yokaiboy, a Tiefling, I presume?

Cato, you took the Roman name for wise? Nice! Cool historical reference. :P

Arrius, let me address your questions below.
1. As stated in the OP, it is completely acceptable.
2. Define themes. Also, PM me, because some people may or may not want theme spoilers.
3. I am fine with PCs branching out in the story. I will even be making side missions for each characters tied into their backgrounds, actions, and aspirations. That said, straying from the story at key points can have consequences. Know someone is going to be assassinated in a day? If you choose to craft items or attend a 'free drinks on Frabjous Day' or something, the person in question will be assassinated, thus bringing that situation to an undesirable conclusion that will have real impact in the game. Make sense?
4. Yes and yes.
5. You will track encumbrance and I will occasionally check it to ensure no one is fudging it. Sound good?
6. Block initiative, with the party's average initiative being used against the enemy's average initiative. Thus, while initiative bonuses are relevant, they no longer just benefit the player with them, it benefits the group as a whole.

Drogeny, Suli is fine. My main thing with my caveat on races was just so we wouldn't have an 'Androids & Aliens' party for a traditional campaign. I'm sure you understand the reasoning, yes?

Windfavor, Thundercaller is quite interesting! I have never seen anyone use it before, apart from a member in my home group when we made a 'Bardic Gods of Thunder' campaign. Had an Orc Bloodrager/Bard with a unique guitar-axe, a Gnome Sorceror(Maestro)/Bard who was the 'screamo' of the group, a Dwarf Fighter/Bard(Thundercaller) in charge of the drums, ect. It was a fun campaign, even if it was a pretty crazy idea.

JuanAdriel, a Seperatist Cleric of Asmodeus? Quite interesting, given the setting!


Questions are a burden to others; answers a prison for oneself:

GM SoWC wrote:
You know the goal of the group is not to burn Westcrown, right? Maybe burn some of the bad people IN Westcrown, but you know what I mean lol. Answer in spoiler or PM, if you please. :)

Ah the dance of playing an evil character in a good aligned AP. Yes I am very aware that we don't want the AP to end in a bright white light and a loud BANG.

Pollux however does.
So it is my job as a player to straddle that line. Rest assured Pollux WILL NEVER PRESS THE BUTTON. At least until the very end of the AP and only then if he can do in in a way that adds to rather than lessens everyone's enjoyment.
Pollux is ultimately a tragic figure. He is doomed to failure by an uncaring universe. That being me, you, and the plot. But I do expect the mite to do some damage and who knows maybe the next AP will be about a scrappy band of heroes freeing Westcrown form the mad visions of the Vagabond King.

The think to remember is that Pollux takes the long view. The Lovecraftian long view. Everyone is already dead. Wectcrown and all of Golarian is just dust in the void. The temporary aberration that is him and the world is barely worth the consideration a normal person gives a soap bubble. He does not have to destroy the world he just has to wait.

So with long term goals settled the immediate questions of survival and power come to the fore. Pollux is happy to work with good aligned organizations/people and will not betray them with out cause. (NOTE: ANY SUCH BETRAYAL WOULD BE WORKED OUT WITH YOU IN ADVANCE SO AS NOT TO DERAIL THE PLOT.) I as a player am committed to helping everyone enjoy the game. I quite easily see Pollux & party completing the AP, getting the 'best' or 'near-best' ending and only then once the AP is over and the campaign is ended begin to be an active force for evil.

Ok that got long tl:dr. i won't burn the city/party/plot w/o your express permission.

Dark Archive

@Shadow et al
Well, the book ended up worth it. Shakespeare or no. Definitely helped me buff my fluff. Did I tell you guys? I BUFFED MY FLUFF Y'ALL!

"I have taken rooms in a tavern near the old Wiscrani Leroung family estate. I have never been happier to be an Egorani. This place is a crumbling shambles."

Book's great. Seriously helped me get "into the empire".


Pollux:
No problem, I just wanted to make sure things were understood! Rest assured, there will be opportunities to make parts of Westcrown, and the tyrannical establishment, burn.

Sildred, nothing like buffing that fluff! It IS a really good book.


@ GM TSW: I agree, otherwise I wouldn't keep throwing them at my players. :D


Theme Song Link

I picked out my thundercallers theme song. Now I need to finish up the background.

I have never done this AP, but I hope to. A bardic outsider, he will find a way to tell the epic story of the group and possibly get caught up in it. Just as Schroedinger says the observer affects any experiment so does the bard affect the story by being involved.


GM The Shadow of Westcrown wrote:

Arrius, let me address your questions below.

2. Define themes. Also, PM me, because some people may or may not want theme spoilers.

3. I am fine with PCs branching out in the story. I will even be making side missions for each characters tied into their backgrounds, actions, and aspirations. That said, straying from the story at key points can have consequences. Know someone is going to be assassinated in a day? If you choose to craft items or attend a 'free drinks on Frabjous Day' or something, the person in question will be assassinated, thus bringing that situation to an undesirable conclusion that will have real impact in the game. Make sense?
4. Yes and yes.
5. You will track encumbrance and I will occasionally check it to ensure no one is fudging it. Sound good?
6. Block initiative, with the party's average initiative being used against the enemy's average initiative. Thus, while initiative bonuses are relevant, they no longer just benefit the player with them, it benefits the group as a whole.

2. I suspect that this is an urban campaign, which usually has a lot of character connections and networking. This question need not be answered anymore; I've sort of got a gist of what we'll be facing. Cheliax: Empire of Devils really is good for fluff, Sildred. If going through the alleyways of Westcrown, dodging thieves and making connections that turn out to be relevant in this adventure is how you intend to run this game--it's going to be my kind of story.

I'm willing to aid you in this effort--just as long as I don't get any spoilers.

3. Now I'm really looking forward to playing this. There's a GM after my own heart.

5. Very.

6. Very clear. I assume that within a party's block, the one with the highest initiative goes first?
Relevant question: Will you accommodate strategizing or discussing tactics when we learn (or can tell with a Sense Motive check) that combat is about to start? My character has a kind of a tactician/distractor/buffer build.

Note: Now that I think about it, my comment reminds me of mission conferences in Fire Emblem. Great series. Tried it?


AdamWarnock, I know, right?

Windfavor, nice theme song!

Arrius, yes, urban campaigns have a special place in the RPG world for me, because one of my first real campaigns was one set in urban cities in Ustalav. And you are correct about the initiative. What do you mean about strategizing or discussing tactics? Like using an adventurer version of Thieve's Cant to discuss things with your teammates before combat? Talking before and during combat? All of those things are up to your discretion, of course. I have not, unfortunately, tried Fire Emblem. I know that some of my buddies I play Super Smash Bros with (We're VERY competetive with this game, but don't think it's the length and breadth of my gaming experience lol!) have remarked about how cool the games are.


Gm: if i wish to make prank traps? Would i need craft trap or will u allow her winging it?

Prank traps are non lethal traps. It will have prank elements. Water bucket. Flower. Pies. Cake. Cream. Loud noises. And the old quill and ink on face...


Doting for interest.

I'll work in a concept and post it in some hours.


Seth86, depends on how complex they are. If it is a tripwire that makes a bucket of angry crawfish to fall on a nobleman, that is simple where no check is really needed. If you are making something that is mechanical in nature, such as with springs, clockwork components, ect, then you will need the skill. Make sense?


Got it! Thanks. Will drop a point into it every level from 2 if possible =^^=

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