Quintas sighs. well, such spells often only work on the entire body of a human or human-like creature. I am not a human. And however much our dhampir friend here says she's not, both her parents where human at one point. I however have the blood of oni within me. I can be summoned like a petty being, I am immune to a majority of minor spells simply because they effect humans, not outsiders... he sighs and shakes his head. many people forget this, and all I want is some clarification.
Vigan looks deep in thought, concerned for his friend "Well now, that would be a question for a theologian. Who do we know that's learned in the holy arts?"
M Gnome | HP: 23/23 +1 point of burn | AC: 18 (14 Tch, 15 FF) | CMB: +0; CMD: 12 | Fort +7, Ref +6, Will +1 | Init: +3 | Perception: +5, Sense Motive: +0 | Speed 20ft | Active conditions: DR 2/Adamantine | GeoKineticist 2
Gnarl has been sinking lower and lower into his seat as the discussion proceeded. When Orwinnia shows her teeth he almost disappears completely. But when a contract is placed before him he "gnomes" up and signs but does not check the box for "scry and res" saying This is no insurance. Its a loan. They are gonna charge you the full cost of scrying, retrieval, and raise dead anyway. Its not much of a favor if the loan is secured by your indentured servitude.
Considering the mission Gnarl adds Seems to me if our man never showed up at the market we should start looking for him at his home and along his route to the market and not at the market. That is if we can find where he lived. Maybe people who knew him at the market can tell us that though.
Female NG Dhampir Oracle 2 | HP: 17/17 | AC: 19 (11 Tch, 18 FF) | CMB: +2; CMD: 11 | Fort +1, Ref +1, Will +4 | Init: +1 | Perception: +3, Sense Motive: +6 | Speed 20ft | Active conditions: Sickened | Spells: L1: 5/5
Orwinnia nods at Gnarl's assessment. "So, to Downmarket first to find out if someone knows where Pitkenstump lives, then. Also, if he was coming in from out of town, he probably went up the Halflight Path. Maybe the Duskwardens remember him."
Quintas nods at Anastasia, That is true, my father was human, my mother a teifling like myself. But, you can never be too careful. he signs but doesn't check the box. If I die, my belongings go to whichever order I am sworn, and if I carry no order, let my friends do as they please.
Hoborth shakes his head. "Well, you nonhumans will have to have your own arrangements, or talk about it with the Masters. That's up to you."
As long as everyone has signed, the wizard then will take his leave and be on his way.
Following Orwinnia's suggestion, the group pays its bills (everyone who drank subtract 2 sp), and takes its leave from the Common Ground and heads towards the Downmarket district to make some inquiries about Pitkenstump.
As you head out the door, the waitress waves to you, calling out: "See you at the Festival of Insults!" (The contest is scheduled for this evening)
Heading out of the bottoms, you can see that it is market day and there is a huge throng of people heading towards Downmarket, especially out of the exit from the Halflight Path. Carts, beasts of burden, wagons, and most of all, people crowd Kaer Maga's narrow, winding streets, making any progress toward the market very, very slow.
There are a number of options here. You could either wait your turn and slowly make your way toward Downmarket. You could make a DC 10 Knowledge (local) check (which anyone can attempt, since it's DC 10) to figure out which back streets to take to get to the Downmarket quicker. You could also head against the traffic and visit the Duskwarden Guildhouse to talk to the rangers there and see if anyone has seen Pitkenstump. Finally, you can do something completely different that I haven't thought of; these are just suggestions.
Theodric mutters to himself, "Why in the Nine Hells would I want to watch a bunch of amateurs attempt to insult each other?" as he exits the Common Ground.
Turning to Anastasia, the grump says, "Look at all of the damned people. Tell me again why I let you convince me to do this..."
Female NG Dhampir Oracle 2 | HP: 17/17 | AC: 19 (11 Tch, 18 FF) | CMB: +2; CMD: 11 | Fort +1, Ref +1, Will +4 | Init: +1 | Perception: +3, Sense Motive: +6 | Speed 20ft | Active conditions: Sickened | Spells: L1: 5/5
untrained Knowledge (local):1d20 ⇒ 8
"Well, s**t," Orwinnia curses as she sees the throng of people crowding into Downmarket's street. "I'm not that familiar with this part of Kaer Maga - anyone know a better route?"
"Certainly, follow me." after catching the irritated look on the dhampir's face he modifies "...er...follow me a few feet behind." He walks with a regal poise despite his small stature, as if every stone belonged to him. It appears he is walking directly into a wall, but at the last moment he beats his shoulder hard on the barrier, swinging open a short metal door leading into a dark passage.
Anastasia impatiently follows as well. "I dunno about you, Theodric; you have that cushy teaching gig, but I gotta eat. And if Pitkenstump did get himself into some kind of arcane trouble, chances are we may find something interesting."
It is easy to insult one when everything they say about you is true
Quintas holds his ticket up. For example, I am a bastard and my mother was a wench. Doesn't bother me one bit. But if I where to say the same about you, or let's say... your face is as appealing as a troglodyte's arse. Actually that's more insulting to troglodyte's arse more than to you. Quintas chuckles to himself... and it's unclear what his insults where for.
M Gnome | HP: 23/23 +1 point of burn | AC: 18 (14 Tch, 15 FF) | CMB: +0; CMD: 12 | Fort +7, Ref +6, Will +1 | Init: +3 | Perception: +5, Sense Motive: +0 | Speed 20ft | Active conditions: DR 2/Adamantine | GeoKineticist 2
Happy to be avoiding the crowds, Gnarl falls in but also mentions. If this does not pan out lets go and speak with the rangers at the Duskwarden Guildhouse. Perhaps someone has reported something. He certainly does not recommend splitting up.
It's quite dark at times but following Vigan is perhaps made easier with the occasional small chirps and peeps coming from his thrush familiar. "Usually I would side with Theodric on the matter of the insult contest. Brutal and absurd, no doubt. Still, we've earned a little something I'd say. There are worse forms of entertainment to be had."
Sorry I've been away so long. RL intruded, but now on with the show!
Vigan takes you through the back alleys of Kaer Maga's Bottoms district. Houses here tend to be on the shorter side, and the Ring District ceiling hangs oppressively just over the height of the tallest structure.
You pass through the back lots of numerous business and residents, getting more than you share of shouted insults, rude stares, and skittering vermin and animals making a meal of the trash left behind by others. A number of times you think that the halfling has taken you to a dead-end, when he pushes aside the slat of a fence, or unlatches a hidden door and leads you on to the next alley.
Finally you emerge out from under the walls of Kaer Maga, out of the Ring and into the "fresh" air of the Core. The houses here are in better repair, and the space between properties widens, suggesting that you are passing into the more affluent Downmarket district, Kaer Maga's commercial hub.
Curious to see if the streets here are more passable now that you are a good distance from the exit of the Halflight Path, Vigan heads out of the back alleys. A sharp whistle rings out, alerting you to the presence of three previously hidden toughs sitting on nearby rooftops with crossbows trained on you.
The closest to Vigan calls out: "Hey, this is Bloodraptor territory. Anyone who wants to pass has to pay the shiny or end up with a quarrel sticking out of their gut. Now what's you got in your pockets?"
Thugs are all 15' off street level on rooftops. There are no obvious ways up, but the walls can be climbed with a DC 15 Climb check. You are currently not in combat. Combat map is :
HERE, and will also post in the Campaign Tab.
Female NG Dhampir Oracle 2 | HP: 17/17 | AC: 19 (11 Tch, 18 FF) | CMB: +2; CMD: 11 | Fort +1, Ref +1, Will +4 | Init: +1 | Perception: +3, Sense Motive: +6 | Speed 20ft | Active conditions: Sickened | Spells: L1: 5/5
Dammit, I'm going to need a rank or two in Knowledge (local).
"I've no quarrel with your quarrels, friend, but we ain't dropjaws, gawkin' about the city. Messing with us might make other folks in town mad. But most of us probably spent time in one of the city's gangs, so we know how it is. How many sails are we talking for free passage?"
The nominal leader's face spreads in a wide grin, half-filled with brown, rotten teeth. "Oh 15 sails each will do, and if you don't have it, your weapons will cover that nicely."
EDIT: I forgot to mention, Gnarl, you don't think they've spotted you.
M Gnome | HP: 23/23 +1 point of burn | AC: 18 (14 Tch, 15 FF) | CMB: +0; CMD: 12 | Fort +7, Ref +6, Will +1 | Init: +3 | Perception: +5, Sense Motive: +0 | Speed 20ft | Active conditions: DR 2/Adamantine | GeoKineticist 2
Seeing no eyes on him Gnarl makes the decision for the group. He certainly is not gonna pay some fine for being in this ally. Calling on his powers over earth he fires a stone at the southern most thug. After firing he hunkers down behind the cover of the building.
Seeing the thug teeter on the edge of the roof, Vigan answers "You'll never guess what I have in my pockets. Look!" reaching into his pocket Vigan pulls out a pulsating energy sphere of scintillating colors, seemingly tearing apart the natural order of the surrounding space. Holding the strange, arcane source up high so the thug can see, the sphere morphs into a long lance, and finally a straight beam of light bursting silver beyond silver...it seems to seek the thugs eyes...
Blinding ray illusionist spell-like ability, no save for 1 round of blind, but has to hit as ranged touch...HD dependent reference
Ranged Touch:1d20 + 5 ⇒ (17) + 5 = 22
Attacking the one closest to me on my side, hopefully blinding and messing his balance up so he falls
Female NG Dhampir Oracle 2 | HP: 17/17 | AC: 19 (11 Tch, 18 FF) | CMB: +2; CMD: 11 | Fort +1, Ref +1, Will +4 | Init: +1 | Perception: +3, Sense Motive: +6 | Speed 20ft | Active conditions: Sickened | Spells: L1: 5/5
"Dammit, you two!", Orwinnia shouts as Gnarl and Vigan fire into the Bloodraptors. "You don't know what you've done!" She clutches her abdomen, doubling over in pain. When she snaps her head back up, her eyes are as black as pitch.
"The HUNGER gnaws at me, and I will be [i]FED!", she says as her teeth become razor sharp. "YOU!", she cries, pointing at the thug nearest her. "Flee before Mister Death takes hold of me entirely!"
Cause fear on Red Thug. DC 15 Will save or be frightened for this many rounds::1d4 ⇒ 2. Success indicates that he is merely shaken for 1 round.
From the shadows, Gnarl rips a brick out of the building next to him using the force of his mind and flings it at the closest Bloodraptor (Pink), hitting him square in the face. He stumbles back on the roof tiles, nearly dropping his crossbow, but quickly recovers. Gnarl can now be seen by the pink and green thugs; he is out of line of sight from the red one.
"So that's how you want it, eh?" he mutters, spitting out chunks of masonry.
Just then, Vigan's blinding ray hits him, instantly turning his eyes the color of milk. The thug drops his crossbow, rubbing at his eyes, screaming out: "My eyes, I can't see! What did you do to them?"
As Orwinnia casts her spell, the (red) thug's face momentarily grows white, but quickly regains its color. "What the hell?" he mutters. Save succeeded.
Theodric fires off a shot, but the thug ducks back, and the arrow goes flying off into the mid-morning sun.
Quintas draws his blade and whistles loudly, calling his horse. He then looks at the theives and asks, did you think you could take us? How pitiful demoralize Intimidation:1d20 + 5 ⇒ (10) + 5 = 15
His eyes burn like fire under the mask of his helmate.
The thugs seemingly decide that you are more than a challenge for them, and skitter off over the rooftops, shouting "You haven't heard the last of the Bloodraptors, arcane lackeys!". You then hear the blinded one curse loudly from above as he runs headlong into a chimney.
You can try to pursue them if you want, or check the top of the rooftops for anything they've left behind. Otherwise, combat is over.
Female NG Dhampir Oracle 2 | HP: 17/17 | AC: 19 (11 Tch, 18 FF) | CMB: +2; CMD: 11 | Fort +1, Ref +1, Will +4 | Init: +1 | Perception: +3, Sense Motive: +6 | Speed 20ft | Active conditions: Sickened | Spells: L1: 5/5
Orwinnia slumps against the wall as the Bloodraptors retreat, feeling the blood hunger subside after a few moments. "I'm never going to get used to that," she says, her eyes returning to their normal color and her teeth returning to normal. When her breathing returns to normal, she gives Gnarl a disapproving glare. "I hope you're happy. Now we've got bad blood between us and this gang. Not only could we have avoided that, but maybe we could have used them for information on a later job or assistance or something. We hadn't even haggled on the price yet! Now they're going to run back to their boss and tell them what happened here - and that will come back to bite us in the ass."
She sighs, and eventually speaks again. "Look, I get you didn't want to pay, and if our parley broke down, I'd be with you in taking them down fast and hard. We should probably plan some stuff out after we're done with this job. I mean, this is our first job together, after all."
M Gnome | HP: 23/23 +1 point of burn | AC: 18 (14 Tch, 15 FF) | CMB: +0; CMD: 12 | Fort +7, Ref +6, Will +1 | Init: +3 | Perception: +5, Sense Motive: +0 | Speed 20ft | Active conditions: DR 2/Adamantine | GeoKineticist 2
They only understand force. Gnarl mumbles in response. I've been dodging them for years. Can't loose the chance to hit um when they are not expecting it. Maybe their bosses would talk though. Gnarl seems quite skeptical.
Vigan brushes the encounter off as nothing with a light "Trees in the forest, thugs in the Core. I'd say we're about there now. Pfft. 10 years ago we'd have hired a cart runner and been there 2 hours already..." not slowing his gait. I suppose its me who's changed... he thinks.
Are we really willing to work with people who would kill us over a few coins? Quintas chuckles and sighs. well... I suppose we are he sheathes his katana and follows the others.
Quintas remains silent. He doesn't do much, people are offten put off by him so he has deemed it necessary to leave the talking to others... other than the occasional threat.
Vigan spots a certain Lashunta noblewoman he used to trade realty with "Ah, Teris. How does the afternoon find you? I suppose you walking brazenly out in the Downmarket means your loyal companion is hiding among the crowd here." he smirks in amusement, trying to spot the polymorphed reptile she often transmutes as a bodyguard. "But I don't mean to prattle, I had an earnest question. Remember that trader who used to sell Osirion reagents down there just before the bestial organs ward? Right, Pitkenstump...well, could be something is holding him from returning his wares this week. I thought you being the canny shopper might have heard the skinny already."
Looking for a few additional players to join our group after we had folks drop. We haven't really begun the meat of the story yet, but you can see it HERE. Basically, you're playing "fixers" for a collection of mages known as the Arcanist's Circle in the Varisian city of Kaer Maga. You all know each other, and have worked together multiple times before, which means you are either natives to Kaer Maga, or have lived there some time.
Adventures will tend to be a mix of themes from X-Files meets Buffy meets Doc Martin meets The Eric Andre Show. No weirdos.
Basic Character Stuff:
2nd level
20-pt stat buy
2,000 gp character wealth, with no single item over 500 gp.
Any race/class you like from Paizo publications
Just post your ideas here, preference given to those who complement existing group.
Recruitment will be open until Wednesday, October 12th. If I really like a concept, I'll just ask you to join and we might close recruitment early if we get enough folks.
Hmmm! Your group could benefit from a healer-support type, or maybe a sneaky type (I notice that your illusionist has some Disable Device goin' on).
I'm thinking of working up a rogue (relic raider)/cleric who's a kind of a cross between Lara Croft (Tomb Raider) and Sister Stephanie (Father Dowling mysteries), with strong skills in the locks-and-traps and sneaking department as well as a few divine magical tricks.
Lucirel
Female Aasimar shaman (Life Spirit)
N Medium Outsider (Counts as human too)
Init +3; Senses darkvision; Perception +4
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Defense
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AC 17, touch 11, flat-footed 15
hp 18 (1d8+2)
Fort +5, Ref +1, Will +7
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Offense
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Speed 30 ft.
Melee quarterstaff +1 (1d6) or Cold Iron Dagger +1 (1d4/19-20)
Shaman Spells Prepared (CL 1th; concentration +4)
. . 1st — Goodberry, CLW (2) Detect Undead (Spirit Magic Spell)
. . 0 (at will)—Detect magic, Stabilize, Create Water
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Statistics
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Str 10, Dex 12, Con 14, Int 10, Wis 18, Cha 15
Base Atk +0; CMB +0; CMD 12
Feats Extra Channels
Skills Perception +5, Knowledge (nature) +5, Spellcraft +5, Survival +8, Diplomacy +6, knowledge religion +5, heal +8
Languages Common
Traits:Paragon of speed, TBD
Feats:Selective channel
Hex:Slumber
Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Alternate Racial Traits
Scion of Humanity:Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Crusading Magic: Many aasimars feel obligated to train to defend the world against fiends. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.
Gear Cold Iron Dagger, Silver Mace, Quarterstaff, MW chainshirt, Belt pouch, Backpack, 2 sacks, 2 Waterproof bags, Waterskin, Flint and Steel, Torch, Light crossbow, Rope, String, 20 crossbow bolts, 5 sheets of paper, Grappling bolt, Charcoal, Spell component pouch,3 days trail rations, 1 sack of flour, a bell, string, fishhook, signal whistle, 5 pieces chalk, compass, 2 pitons, 1 acid flask, 1 hammer, medium hawk shaped leather barding, heavy wooden shield, TBD
Wt - medium load
Spirit animal hawk (Mauler archetype)
How do you rule the human FCB for shaman? The forums are still trying to determine if it works or not.
I've a Hearld Caller Cleric of Iomadae I'd like to offer for this. He's not a strong guy and realized early on he needed another way of defending the weak and after seeing creatures summoned that that is the best way he could protect others.
I'm dotting for interest, thinking of rolling up some sort of Investigator. Looks like you need a fair amount of skill monkeying in the group, and I think it could be a good fit.
Kaer Maga you say? Always an interesting place. I have a few thoughts around an occultist that might fit into this game.
I'm in a number of games with Jesse Heinig and may ask if he would be interested linking character backgrounds. @Jesse - Interested?
@GM BrOp - Any thoughts as to how many characters you will be selecting? Are you using Traits?
Always up for a connection Talomyr! I'm tentatively working on Anastasia Lirel as my ersatz Lara Croft, but I could go in a totally different direction if it would make sense. I have a couple other concepts I've been thinking about trying, though with this group's arcane-heavy focus it would probably be best for me to stick with healer or rogue types.
I have a fun character that would work well in a Kaer Maga game. I included a tie to Vigan, at least by reputation. Nero is a pickpocket and thief.
Nero the Shade:
Nero the Shade
Male catfolk rogue (unchained, cat burglar) 2 (Pathfinder RPG Advanced Race Guide 92, Pathfinder RPG Bestiary 3 47, Pathfinder Unchained 20)
CN Medium humanoid (catfolk)
Init +4; Senses scent; Perception +4
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Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 15 (2d8+2)
Fort +1, Ref +7, Will -1
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4/19-20) or
. . punching dagger +5 (1d4/×3) or
. . spring blade +5 (1d4) or
. . unarmed strike +5 (1d3 nonlethal) or
. . 2 claws +6 (1d4)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 11, Dex 18, Con 12, Int 12, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Black Cat[ARG], Weapon Finesse
Traits child of the streets, inquisitive banterer
Skills Acrobatics +7, Artistry (criticism) +6, Bluff +7 (+8 to feint), Climb +4, Diplomacy +8 (Gather Information in 1d2 hours), Disable Device +11, Escape Artist +8, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +4, Profession (peddler) +3, Sleight of Hand +9 (+10 to pickpocket), Stealth +8, Use Magic Device +8
Languages Catfolk, Common, Halfling
SQ cat's luck, catfolk rogue/ninja, rogue talent (fast stealth), sprinter, trapfinding +1
Combat Gear wand of cure light wounds (33 charges), wand of vanish (CL 5th, 6 charges), caltrops (2); Other Gear mwk chain shirt, dagger (3), punching dagger, spring blade, adventurer's sash, claw blades[ARG], concealable thieves' tools, flint and steel, glass cutter[UE], masterwork backpack[APG], sack, second-story harness, subversive vest, trail rations (5), wrist sheath, spring loaded, 1 gp, 4 sp
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Special Abilities
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+1 on Bluff to feint & Sleight of Hands to pickpocket. +1/2 bonus on feint and pickpocket checks.
Black Cat (1/day) Once per day, make enemy reroll an attack vs. you with a -4 penalty.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Nero is nicknamed 'the shade'... he's not actually undead in any way. He has spent many years in Kaer Maga, since he was just a wee kitten. He didn't used to be black; that happened somehow when he got older.
Nero was not associated with any particular gang, but he got around the different criminal groups. He was a pickpocket, a damn good one, but he was also a skilled cat burglar, having slipped into some of the best-guarded houses and slipped out with the goods and no one the wiser. He is a type of person who likes to live publically, at least during the daytime.
Nero is a full black cat catfolk, lithe and quite confident. He tends to move with the confidence of a successful rogue.
[Ties] Nero would have been familiar with Vigan, an all-too familiar story in the underground. Vigan might have heard of him too, a child who grew up on the streets by avoiding people and stealing what he could to survive.
First, are you okay with application of stat modifiers for age? (I'm leaning toward a human who would already be in his 40's who would have been a former teacher/mentor to Jesse's Anastasia Lirel tentative submission).
Second, if you are okay with the stat adjustment for age, are you alright with me only building a 19 point build character? (In the spirit of openess, the character's stats after age adjustment would actually be the equivalent of a 22 point build character)
Example:
Stats as bought: 15 (7), 13 (3), 13 (3), 15 (7), 13 (3), 7 (-4) = 19 points adding the (+2 for human to INT after point buy as normal).
Age Adjustment for Middle Age (-1 to all physicals, +1 to all mentals) turns this into:
14, 12, 12, 16, 14, 8 (5+2+2+10+5-2 = 22) again with the +2 for human going to INT, for a final stat line of 14, 12, 12, 18, 14, 8.
I realize this is very much so number crunchy/optimized and if you would prefer that I not go this route, I fully understand but thought it best to ask.
Third question. Do you intend to use background skills?
I would like to submit Virgil here.
He was in a home brew until recently the GM ended the game.
I hope that you will allow retreads, although I haven't really gotten to stretch his legs, as of yet.
I will adjust, as needed, today.
Thank you.
Edit: I would also like to know if you were allowing traits (2?), drawback (for a third trait?) and the use of background skills.
Lucirel was born in Kaer Maga lived in the Downmarket, with her parents selling fruit. At a young age, the arcanist circle saw her innate magical talent and brought her in for training. She has joined them and has been sent out to assist various teams in their tasks.
To everyone who asked me about mechanics re: the game: don't worry about it until I pick you for the game. I am picking people according to their ability to write an interesting character concept and backstory. I am pretty much ignoring all mechanics (other than class) until then.
GM BrOp, I'd like to introduce you to Dru'gan, orc fighter and one of many hardasses in the Arcanist's Circle's employ.
I will update him with traits, but he's essentially done.
I'm very interested in this, though there's so much cool stuff about Kaer Maga that I have way too many ideas. My current leading candidate is a human or half-elf Zeitgeist Binder Spiritualist with origins as a Tallow Boy. I'll have to skim through the Kaer Maga book a bit more and do some thinking about personality and such.