Smoke Knights of Absalom

Game Master Nimon

Join the Smoke Knights for skulduggery and intrigue in the slums of Absalom.


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Male Human Dungeon Master
Aeadon of House Ormuz wrote:
I hope my knowledge local roll was not overlooked. Been waiting on it.

Since It was done after I asked for one I assumed it was for that purpose. It not add a bold ooc to explain what the roll is for

Ex. 1d20 + 2 ⇒ (2) + 2 = 4 Knowledge Local to find a contact ect

That just makes it clear for me.


Male Aasimar Expert 1/ Conjurer 2

Will do in the future. ;3

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Male Human Dungeon Master
Aeadon of House Ormuz wrote:
Will do in the future. ;3

Cool no problem I should have put up some basic post expectations in the Campaign Tab, I usually do its a good reference. I might just do that tonight.

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Male Human Dungeon Master

I added some basic PbP info in the campaign trait. It would really help me out that if your character does something you give an appropriate roll to go with it, or if you want me to roll for you post your stats in your race block of profile so I can see it with out clicking on everyone's profiles.


Male Aasimar Expert 1/ Conjurer 2

Well unless someone else wants to chat with Aeadon I think he is ready to hunt down.....I mean find his contact and determine his usefulness in our little endeavor.


Female Human - Rogue 2/Aristocrat 1 - AC16 (T14, FF12) , In+8; P+5/+6 (Traps), F+0, R+7, W+2

Just to say that after today (my time) my posting will be sporadic for the next three days. Saturday and Sunday are always my slowest days – I tend to post mostly in the evenings.

Monday is my wife’s birthday, so expect zero posts and then I’m full steam ahead again from Tuesday morning. Thanks for your patience.


Male Aasimar Expert 1/ Conjurer 2

Aeadon is ready to go, in case I am holding anything up. x3


Male (Taldan) Human (Taldan) Expert [1]/Fighter (Archer) [2]

Same here, ready to go. I will flank Aeadon as we did previously (just in case someone else wants to come and chat).


Male Aasimar Expert 1/ Conjurer 2

I know the spoiler without opening it, why would nobles of Absalom or anyone that lives there for a few years not know what that pin means?

Also just want to know if suggestion is legal. Cause it seems like your saying it is. But seeing as it's a spell that makes people do what you say, so long as it is not obviously harmful. I would consider that illegal in anything but self defense. Trade city after all, silver tongues are bad enough. :P

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Male Human Dungeon Master
Aeadon of House Ormuz wrote:

I know the spoiler without opening it, why would nobles of Absalom or anyone that lives there for a few years not know what that pin means?

Also just want to know if suggestion is legal. Cause it seems like your saying it is. But seeing as it's a spell that makes people do what you say, so long as it is not obviously harmful. I would consider that illegal in anything but self defense. Trade city after all, silver tongues are bad enough. :P

DoYou live in America? would you know a service medal on site? I was four years in the military and I only know the ones related to my branch of service.

As to the spell suggestion, it depends on the context. It very well could be illegal used in this way. I am not saying it isn't illegial, Sir Voldniq only tells you he is aware of the laws pertaining to magic and asks who you are. For all you know Norvyn is being punished for some other crime and cleaning the sewers is part of his community service.


Male Aasimar Expert 1/ Conjurer 2
Nimon wrote:

DoYou live in America? would you know a service medal on site? I was four years in the military and I only know the ones related to my branch of service.

I don't know if I agree with that. Gold pins in Absalom are not service medals but rather closer to status symbols. Everyone who gets a service medal does not get a stone bust in the largest arena in the world for all to see. They are not known city wide and treated with respect by the social powers of said city too. Which nobles would be considered social powers I think.

I will say I have never met anyone who did not know what a purple heart is in real life. So some medals I think are important enough to be known by all.

Anyways will post in a bit.


Male (Taldan) Human (Taldan) Expert [1]/Fighter (Archer) [2]

I know what a purple heart is but I have never seen one. I wouldn't know a real one from a fake one.

Not taking sides, just stating this for discussion.

I also did not know about the gold pin but I haven't been playing Pathfinder that long either.

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Male Human Dungeon Master
Aeadon of House Ormuz wrote:
Nimon wrote:

DoYou live in America? would you know a service medal on site? I was four years in the military and I only know the ones related to my branch of service.

I don't know if I agree with that. Gold pins in Absalom are not service medals but rather closer to status symbols. Everyone who gets a service medal does not get a stone bust in the largest arena in the world for all to see. They are not known city wide and treated with respect by the social powers of said city too. Which nobles would be considered social powers I think.

I will say I have never met anyone who did not know what a purple heart is in real life. So some medals I think are important enough to be known by all.

Anyways will post in a bit.

If you earn a Medal of Honor, even the President has to Salute you and 5 Star Generals are called to attention when you enter a room. Even my little Combat Medical Badge holds considerable weight in my own unit.

Even still, just because you as a player own the Guide to Absolam, does not mean your character has access to all the information in that.

I know world series rings exist, but I would not know one from any other ring had I come in contact with it.

The Irorium in the Foreign District is notthe largest Arena in Golorian. It is a Unique reward given in a Specific location. There is a bust in the Irorium which is why Noro and Jiri Did not have to roll as they have contact with that specific location. Aeadon Does not that I read in his background.


Male Tiefling Expert 1/ Alchemist (grenadier) 2

So I'm really having a rough day today, medically. Hands shaking bad and I'm more than a wee bit disoriented, so this'll probably be the post from me, for the night. I'll try to post a bit more tomorrow, despite an early work shift. Thanks for understanding.


Male Aasimar Expert 1/ Conjurer 2

In case I was unclear Aeadon won't talk about stuff he did not take part in. Like Noro's encounter and Jiri's sneak attempt. He hates giving second hand information. ;-)

Btw why is the assassin lady looking at me. :'(

P.S. Get better and take it easy Sarvin.

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Male Human Dungeon Master

So congratulations on getting to level 3. Some of you might be thinking, "But I thought you said 3 encounters and we didn't fight" Well you did have 3 encounters(at least) since the last chapter. Sometimes it is not always wise to fight everything you see, and it appears that this group understands that concept. Best Role Player and Hero Point use to come shortly after I review. Pick your MVP!

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Male Human Dungeon Master

I really enjoy this group so far. The ones that have stuck it out have been playing their characters and I appreciate that.

Best Role Player this chapter goes to Aeadon. Some of this reflects the fact that more opportunity to role play may have presented itself for Aeadon this chapter, but Aeadon consistently puts up a nice sized post full of flavor.
Honorable Mentions Agreal you had some good posts this chapter and I enjoyed the way you played to Norvyn. Noro Like Aeadon you have consistently posted full posts and I appreciate that.
Best Use of a Hero Point Sarvin for using it on the Sense Motive roll, it was an important roll and even though Aeadon did it use it for that as well, I liked your explanation of it being due to your character's paranoia.

For you more martial characters, don't worry fights aplenty next chapter, in-fact get ready to roll initiative again.


Male Aasimar Expert 1/ Conjurer 2

Going to have to wait til later to level Aeadon.

MVP Vote: Agreal


male Human Expert 1/Sorcerer 2

MVP Sarvin (for telling us all to behave :-)


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

my MVP vote is Agreal because I like the way he seemed so innocent about things and it was enjoyable to be around.

I forgot though how are we doing HP?


Male (Taldan) Human (Taldan) Expert [1]/Fighter (Archer) [2]

MVP : Aeadon, though he better watch his puppies. I might shoot them.
HM : Noro and Agreal
HP Use : Sarvin

I wish I had more time to create longer posts. Like now, I barely have 10-15 minutes to check all my games before I go to work.


Female Human - Rogue 2/Aristocrat 1 - AC16 (T14, FF12) , In+8; P+5/+6 (Traps), F+0, R+7, W+2

Agreal for my MVP vote.


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

MVP: Aeadon, because he allowed us to meet Norvyn.


Male Tiefling Expert 1/ Alchemist (grenadier) 2
Noro Kas wrote:
my MVP vote is Agreal because I like the way he seemed so innocent about things and it was enjoyable to be around.

That pretty well sums it up. Innocent Agreal is my MVP vote.


Male (Taldan) Human (Taldan) Expert [1]/Fighter (Archer) [2]

Concerning level 3, since it seems I've teamed up with an assassin I'm actually tempted to take a level in rogue, as if Corvus has started showing me the ropes of the stealthy type. Opinions wanted. Should I wait or is doing so now a benefit?


Female Human - Rogue 2/Aristocrat 1 - AC16 (T14, FF12) , In+8; P+5/+6 (Traps), F+0, R+7, W+2
Gerrik Lovejoy wrote:
Concerning level 3, since it seems I've teamed up with an assassin I'm actually tempted to take a level in rogue, as if Corvus has started showing me the ropes of the stealthy type. Opinions wanted. Should I wait or is doing so now a benefit?

It's your character but I'd enjoy the teacher/apprentice role-play.

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Male Human Dungeon Master

So it looks like Agreal is the choice for MVP. *Edit Maldrek did not vote yet*

Full Hit Points every level

Just so you all know that was not a spell she casts it was a Slumber Hex She is a Naughty little witch.


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

Here to be checked before going into gameplay tab.

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Male Human Dungeon Master
Agreal wrote:
Here to be checked before going into gameplay tab.

Good to go.


Male Aasimar Expert 1/ Conjurer 2

I think he is good, give him the once over please. I got a loud mouthed sword to shut up. ;P


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

should be good to go.

level 2 barbarian here.

level up summary:

+15 hp (12, +1 favored class, +2 Con)

+1 BAB
+2 rounds rage (total now 8)

gain Brawler rage power (unarmed attacks do 1d6 while rageing)

gain Snapping Turtle clutch feat (+1 bonus to CMD and touch AC if enemy misses her in melee get a free grapple attempt

savage grapple can make Aoo's vs a grapple attempt even if they have feat or ability
+1 fort save
+5 skill points


Male (Taldan) Human (Taldan) Expert [1]/Fighter (Archer) [2]

I think I'm gonna take one more level in fighter so I can gain an extra combat feat. Since we didn't really have any combat this level Gerrik really hasn't had the chance to be influenced by Corvus' skills.

Profile updated.


male tiefling level 1 expert/cleric 2

my vote goes to Sarvin, we tieflings need to stick together and besides you pulled off angry tiefling with gusto.

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Male Human Dungeon Master

Everyone But Maldrek looks ready. Did you level up yet Maldrek? missing hit points and some major pieces.


Male Tiefling Expert 1/ Alchemist (grenadier) 2

Hey now! Don't forget me! I still have to get mine done up, but it'll be there soon.


Male Tiefling Expert 1/ Alchemist (grenadier) 2

I think ol' Sarvin is updated now.

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Male Human Dungeon Master

I ment everyone that had posted. You are fine now too Sarvin.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

who are we waiting on?


Male Tiefling Expert 1/ Alchemist (grenadier) 2

I...don't know.


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

We wait on the great McCluckins, Warrior Chicken... Fear his chicken goodness, and be awed by his deliciousness.


Male Aasimar Expert 1/ Conjurer 2

All I know is it's not me.


Male (Taldan) Human (Taldan) Expert [1]/Fighter (Archer) [2]

I was last to post so I'm fairly sure its not me.


Female Human - Rogue 2/Aristocrat 1 - AC16 (T14, FF12) , In+8; P+5/+6 (Traps), F+0, R+7, W+2

Still here - in case anyone's wondering...


male tiefling level 1 expert/cleric 2

The devil is in the details...


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

Any word on this?


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)
Agreal wrote:
Any word on this?

"bird?"


Male Aasimar Expert 1/ Conjurer 2

Has our DM gone MIA?


Male Tiefling Expert 1/ Alchemist (grenadier) 2

Oh, I hope not.


male tiefling level 1 expert/cleric 2

All of you go get the sacri...err "volunteers" from the safe house! I shall prepare the Altar to Asmodeus for the rite of "GM resummoning"!


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

Sorry, but it has been a month. I think this game has died :( I enjoyed roleplaying with you all and I hope Nimon's RL is okay. Have fun you guys.

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Whether out of desperation or blackmail you find yourself in the Crimson Coin. A seedy tavern in the Foreign District of Absalom. You had heard rumors of the so-called Smoke Knights of Absalom, but did not believe them to be true, until now. Waiting in the basement you can hear the shouting of bets being placed on the various gladiatorial events in the Foreign District, and the stench of vomit and alcohol permeates the air. A voice barley heard over the crowd calls from behind a closed door.

"They may enter now.

The door opens and a large Half-Orc snarls at you. "Go in". He says in common with a thick Orcish accent.

Standing in the supply room is a gaunt faced Tian man, though his affinity with his undead-half is obvious even had you not heard the rumors of Horner "The Gargoyle" Shan. Infamous for his stoic stare, Horner was named the Gargoyle for his ability to stand watch for hours without rest, or at least that is another rumor...

"Welcome initiates. You have been screened or you would not have made it this far so I will make this brief. If you want in the Smoke Knights, you must sign a contract. This is a very important contract, not something to take lightly. If you are successful in the organization and make it past Knight-Errant, you will sign another for Knight, and yet another for Knight-Captain, and another still if you happen to relieve me of the title of Knight-Marshal. Take a momment and read the contract friends and ask me any questions."

You look down on the table in front of the Dhampir and see five contracts, one for each of you.

Code of Fire:
[i] I _____ solemnly swear to uphold the following tenants to the up most of my ability. Firstly, I vow never to commit Regicide, nor participate in any activity that is subversive to Absalom as a whole without the expressed consent of a senior Smoke Knight of Absalom. Secondly, I vow to make the gain of wealth the main goal of any mission I participate in for the Smoke Knights of Absalom, resorting to violence only when required or commanded by a senior Smoke Knight of Absalom. Lastly, I vow to never harm a fellow Smoke Knight of Absalom unless ordered by a senior Smoke Knight of Absalom, nor will I give out information about the Smoke Knights of Absalom even if it means my death."

"Sign at the bottom, and I must draw a small amount of blood from thumb with this blade. Smudge it next to your signature and the deal is struck." Horner says enthusiastically as he fingers a five pointed star pendant around his neck.

Welcome all to another home-brew AP by Nimon. As you can tell I like to use aliases to add some flare to my PbP. My PbP are generally Theater of the Mind. I would like people to post once a day, most my PbP end due to lack of participation by a majority of players. I am looking to start the campaign mid-september. I have to fly out of town for training until the 11th so I am thinking the 16th to start, which should give everyone time to submit a quality character.

Campaign Information:
In this campaign you will play members of the Smoke Knights of Absalom expanding on the information found in the Guide to Absalom supplement by Paizo, and the Inner Sea World Guide.

Character Creation:
You start this game as a NPC class. An Adept, Aristocrat, Expert, Warrior or Commoner. You can be any race, but if you are an Uncommon race you must start out as a Commoner with the Foreigner Campaign Trait*See Campaign Tab. It will be 20 point buy, with
2 traits, one Campaign*See Campaign Tab. You may Take one Drawback from Ultimate Campaign Guide for another trait. You will start with 100 gold. Once you complete level 1, which will be after the first mission, you will be able to choose any class/archetype you wish from Core, APG, UM, UC, or ARG. Max Hit Points every Level(I loath rolling for anything that has such a mechanical impact). Choose a district in Absalom you want to live in, be mindful though that the richer the district the more expensive it will be to live. You have to have one rank in either a Profession or Craft skill, though some traits replace these with other things. No Lawful Good or Chaotic Evil, you are in a thief guild run by Diabolists so those alignments will not fly, but any others are fine. If you have a strong Demon connection you will have issues as well, and Following Rovagug is forbidden as well.

So to sum it up seeking five players to be choosen September 16th for a game of intrigue in the slums of Absalom. Look to the Campaign Information Tab for more information.


Hey I'm interested. Never done a pbp, but I have plenty of spare time, so I can post whenever.


Here's Jiri, a human bartender from Varisia. I'm intending for him to be a rogue/sorcerer. Background to follow...

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Jiri wrote:
Here's Jiri, a human bartender from Varisia. I'm intending for him to be a rogue/sorcerer. Background to follow...

Looks good so far. Your back story doesn't have to be a novel, just explain why you are in Absalom since you are a foreigner and why you felt the need/want to join the Smoke Knights of Absalom. I would ask in which district you are staying, but your trait dictates that.


Ooh! This is sounding really cool. :) I love shadowy sorts of games!


Updated Jiri with a background. Hopefully it makes sense in the context of your game world. Let me know if you want any editorial changes :-)


I'm thinking my guy will be an aristocrat or expert. Thinking maybe with House Affiliation with either House Ormuz or Morilla. Thinking race will be tiefling, and the basic idea is that his family dabbled in a bit too much of something for either longer life or more power, and he has decided to just enjoy what life he has (and when the time comes) he hopes he can make a name that is totally separate from what he was before.

I'm intending for him to go something like alchemist (grenadier).

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Cool feel free to post your characters ShadowyFox and Th3taSigma.

If you want to be an Alchemist Shadowyfox, you could start as an Adept, possibly an understudy of a prominent alchemist of the House.


That would work out real well. :) I like that. As far as which House, do you have a particular thought on which would have the most potential for RP growth?

Having read about adepts, though...I thought they were only divine magic users?


Oh, before I were to forget, would the Fiendish Heritage feat be allowable? If so, then I may consider it, depending on the roll.

Spoiler:

1d100 ⇒ 50
1d100 ⇒ 17
1d100 ⇒ 30


I'd like to give this a shot. Here is my submission, stat block and bullet points for the background I have in mind for him are below and in his profile.

Stat Block:
Gerrik Lovejoy
Male Human (Taldan) Expert 1
CN Medium Humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 7 (1d8-1)
Fort -1, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2)
Ranged Longbow +0 (1d8/x3)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 8, Int 14, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Point Blank Shot, Precise Shot
Traits Dealmaker (1/week)
Skills Acrobatics +8, Appraise +8, Bluff +4, Climb +6, Diplomacy +4, Knowledge (local) +6, Linguistics +6, Perception +5, Sense Motive +5, Swim +6
Languages Common, Dwarven, Elven, Varisian
Other Gear Leather armor, Arrows (40), Dagger, Longbow, Artisan's tools (Craft [bows]), Backpack (empty), Bedroll, Blanket, Trail rations (4), Waterskin, 4 SP
--------------------
Special Abilities
--------------------
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Background:
A young man that comes from a Taldan family that once had some influence, however whatever fortune and money they once had has been recently lost through bad business deals or mismanagement. Gerrik became adept and selling off his family's lavish but useless belongings, in particular artwork and jewelry that his father had acquired for his mother, usually on a whim or for social appearances.

Gerrik did receive some martial training, however he had some health issues when younger and while he did grow to be strong, his constitution suffered from them. Because of this Gerrik developed his dexterity and became a champion bowman, preferring to stay out of any melee contests.

Gerrik decided to join the Smoke Knights in hopes of being able to restore the value of his name and return his fsmily to one of wealth and prestige. He figured that he could take what he had learned from fencing his family's belongings could be the very skill that gets him a contract, and if that fails perhaps his skill as an archer could come in handy instead.

If you need more of a background to get started just let me know.


Will have a character up later today. Thinking Aristocrat moving to Rogue/Spy/Sniper. Durzo Blint but without the magic!

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ShadowyFox wrote:

That would work out real well. :) I like that. As far as which House, do you have a particular thought on which would have the most potential for RP growth?

Having read about adepts, though...I thought they were only divine magic users?

Well if you were going the Ormuz route I could see a Divine caster being interested in Sun Orchid Elixir, but wis is their casting stat so maybe not. Expert or whatever then.

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ShadowyFox wrote:

Oh, before I were to forget, would the Fiendish Heritage feat be allowable? If so, then I may consider it, depending on the roll.

** spoiler omitted **

If it is in one of the sources I cited then yes, I am not familiar with it.

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Gerrik Lovejoy wrote:

I'd like to give this a shot. Here is my submission, stat block and bullet points for the background I have in mind for him are below and in his profile.

** spoiler omitted **

** spoiler omitted **...

At first glance I notice no Campaign trait. They are in the Campaign Info Tab up top.

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GM Birch wrote:
Will have a character up later today. Thinking Aristocrat moving to Rogue/Spy/Sniper. Durzo Blint but without the magic!

Sure that would probably work well in this.


Thanks for that updated info. I looked, and Fiendish Heritage isn't from an allowed source, so that makes life easier.

I'm gonna post up a sheet and a good deal of fluff, in a little bit. Also, would Morilla have a decent amount of RP potential, or would Ormuz be my best bet?


Would you allow the Blacksnake archetype from Super Genius Games? The whip abilities would fit well with thieving.


Nimon wrote:
Gerrik Lovejoy wrote:

I'd like to give this a shot. Here is my submission, stat block and bullet points for the background I have in mind for him are below and in his profile.

** spoiler omitted **

** spoiler omitted **...

At first glance I notice no Campaign trait. They are in the Campaign Info Tab up top.

I would take Fence. Probably didn't show up in the Hero Lab statblock.

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ShadowyFox wrote:

Thanks for that updated info. I looked, and Fiendish Heritage isn't from an allowed source, so that makes life easier.

I'm gonna post up a sheet and a good deal of fluff, in a little bit. Also, would Morilla have a decent amount of RP potential, or would Ormuz be my best bet?

I intend to add interaction from all the houses, and each one does have an agenda.

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PwntQ wrote:
Would you allow the Blacksnake archetype from Super Genius Games? The whip abilities would fit well with thieving.

I am sorry but I will have to say no on 3rd Party Material for this.


It definitely makes that a tough choice between the two houses then.

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I added some more information to the campaign tab.


Alright, I'll have a character up in a bit then.


Ok here he is. A minor son of House Canden, still forced to partake in the house's sea trade. After years learning ships he is sent to a university for 'further schooling'. To be more accurate, he's never taken that well to sailing and has expressed little interest in the family business. One of his many uncles has managed to entice him into the line of smuggling and though he's only done small time work its enough that, combined with him family position, gets him noticed by the Smoke Knights.

I'll finalize this later, but basically bored minor noble's son, turns to crime for thrills. Going to be a rogue/smugger.

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Torry Maters wrote:

.

I'll finalize this later, but basically bored minor noble's son, turns to crime for thrills. Going to be a rogue/smugger.

Looks good so far. Aristocrat might work for you also. Less skill options, but it does open up martial weapons. Expert works well though for a smuggler from House Canden.

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Jiri wrote:
Updated Jiri with a background. Hopefully it makes sense in the context of your game world. Let me know if you want any editorial changes :-)

Looks good.

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So far the applicants are

Jiri- Varisian Barkeep at the Crimson Coin
Torry Matters- Smuggler of House Canden
Gerrik Lovejoy- Taldan Fence
ShadowyFox- Choosing between different houses.


I won't be creating an alias until I know whether or not I have been selected. Tell me what you think also do you allow bloodlines for tieflings?.

story:
Maldrek Zorn was born in the slums of Absolam, like most tieflings he was despised by the world at large. He struggled to survive and his world was brutal, he was beaten by corrupt guards and self righteous clerics of those so called "good" deities. He eventually holed up in the libraries of House Tevineg, the Infernal House did not seem to have the same prejudices of the outside world. He became a clerk in one of those libaries and studied his fair share of Infernal lore. As Maldrek desired to choose his own course in life, he desired the power to choose his own path. Then he found the text called "The Lessons of Thrune: Pacts with Devils". The promise of power that those pacts would give him all for the cost of his soul was siply to much to resist. However he needs to gather the materials to enact the pacts and choosing from so many options is...difficult to say the least.

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Viluki wrote:

Tell me what you think also do you allow bloodlines for tieflings?.

** spoiler omitted **

I am not familiar with specific bloodlines for tieflings, if this is in one of the sources I mentioned, Core, Advanced Players Guide, Ultimate Magic, Ultimate Combat, Advanced Race Guide Than it is fine with me. If not then I am afraid I can not allow it, though with all those books I listed a decent character should be easy to come by.

As far as your background is concerned, I like it. I would probably use the book you found as part of your motivation to join the Smoke Knights, as Horner Shan probably has a rare item you need.


I've decided on House Morilla, so I'm gonna write the guy up and have tons of fun!


Since this was mostly going to be a game of theft, martial weapons shouldn't really matter to my guy. He's mostly going to get by on guile and wit, with just a touch of force. I'll probably get Sap Adept and Sap Master as well.


Hello there this does seem interesting I could resurect this character from a similar game that is now inactive.

The backstory is in the profile but the stats are wrong for this game.

will definately begin as a warrior and trait would be Foriener (considering the backstroy.)

feedback on story is appreciated of course.

I look at the charcater as an enforcer / bouncer/ etc.

so levle 1 will be Warrior


Noro! :D


Yeah I got like 4 aliases for this character.

1 for skull and shackles.

this one was orginally for a serpent skull AP then adpated for an absalom game like this one.

also now two for runelords.


Noro is a fun one. The drunken lady!


ShadowyFox wrote:
Noro is a fun one. The drunken lady!

she is known as the Iron Maiden in the skull and shackles game after out drinking several crew members then trouncing Owlbear in the brawling match.

she was even playing the pimp for the party half-orc

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Torry Maters wrote:
Since this was mostly going to be a game of theft, martial weapons shouldn't really matter to my guy. He's mostly going to get by on guile and wit, with just a touch of force. I'll probably get Sap Adept and Sap Master as well.

Sounds good.

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Noro Kas wrote:

Hello there this does seem interesting I could resurect this character from a similar game that is now inactive.

The backstory is in the profile but the stats are wrong for this game.

will definately begin as a warrior and trait would be Foriener (considering the backstroy.)

feedback on story is appreciated of course.

I look at the charcater as an enforcer / bouncer/ etc.

so levle 1 will be Warrior

I am not familiar with the trait from Skull and Shackles, what does it do exactly? Skull and Shackles does have some very similar themes as this one so I am willing to allow it, but I need to know the mechanics of it first.

The backstory looks fine, Sczarni will make an appearance in this campaign so there are some things I can use there.

Warrior would be a nice addition, this campaign will have a heavy investigation and intrigue theme, but combat will be included and there is performance combat in the Foreign District so your background will come into play fine there. You might consider taking House Affiliation- House Kelthin so you have access to the Irorium and can fight for your down-time job. Being of Tien descent this would be probably a familiar atmosphere for her.


traits are subject to change I may not even use that trait. (dockside brawler gives +1 to damage with brass knuckles but I have found I liked bare fists instead). there is another Tien trait to give +1 damage with unarmed strikes.

will look over the campaign traits also to see which one is best fit. I said Foriener after a quick glance.


I made some corrections on the character. Some formatting errors on the alias and skill totals were wrong.

Hope to be selected, I'm looking forward to this game!


if you don't mind me dotting I would make an adept turning cleric.


I do have to ask is the cold iron weapon granted by House Tevineg free?

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Void Dragon wrote:
I do have to ask is the cold iron weapon granted by House Tevineg free?

Yes, if you join the House Tevineq you start the game with a Cold Iron weapon in addition to the 100gold you normally start with.


Will be completely done with character in 30 minutes then thanks.


the bloodlines are a moot point then gm and a question what archdevils can I make pacts with and do you allow the Infernal Dukes as well? http://www.pathfinderwiki.com/wiki/Infernal_duke


OK question here the House Kelthlin trait. can I take improved unarmed strike in place of the martial/exotic proficiency?


Here is my submission just say if I need to change anything.

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Viluki wrote:
the bloodlines are a moot point then gm and a question what archdevils can I make pacts with and do you allow the Infernal Dukes as well? http://www.pathfinderwiki.com/wiki/Infernal_duke

As long as you are not expecting some mechanical benefit I am ok with making pacts with any devil just as you can worship any one. If there is some hidden benefit behind your question than I am not aware of it and I am not going to read over every devil in the list to find it.

Dark Archive

Noro Kas wrote:

OK question here the House Kelthlin trait. can I take improved unarmed strike in place of the martial/exotic proficiency?

I would allow that sure.

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