Mustering
The gameplay, as you might have guessed, is very player-driven. Those of you who don't live in the city have only gotten a letter written in sophisticated penmanship promising you work in Krisol. Those of you who do live there are simply there and haven't been recruited yet.
You need to role play where you are in the city and why you're there. Then an NPC will bring you into the campaign.
The City of Krisol:
Aside from what's shown on the crude map you've found, you already know this much about Krisol:
The city is divided into sections based on proximity to the port and social class into the following sections: the docks, the lower city, the upper city, and the shanties (northern, center, and eastern).
Docks: shops are inexpensive, but shady; the population consists of fishermen, "merchant sailors," and street performers, not to mention the guards manning the march line, which separates the docks from the lower city.
Lower city: shops are a tad more expensive (depending) and more selective, but with a more varied selection; the population consists of merchants, do-it-alls, and "private security agents"
Upper city: Shops are pricey and have low diversity, but large stock; it's populated by the Nobility, officials, officers of the Guard, and "Major Businessmen"
Shanties: There could literally be anything going on in the shanties. Since they're self-policed, untaxed, and entirely made up of people who couldn't afford to live in town, it's a ripe breeding ground for criminals, but also for very inexpensive shop-tents that may have just about anything. So have fun, but watch your purse...
Thorn & Gwyn:
You are probably from the Shanties, Thorn is probably from the northern shanty, where there is a secret hole in the city wall leading to the northern part of the upper city. This gives the Upright Man (who lives the high-life here) a direct line to his lower-level enforcers.
Gwyn probably lives in the center shanty, being as it's probably the only one that could foster religion, and the southern shanty is where her former gang used to live.
I have a question about the animal companion. How many tricks can the dog be taught prior to the start of the adventure? He's smart enough to learn up to 6, plus bonus tricks.
Everything should be all leveled now. I look forward to getting started.
You might have missed it, but we're using this for gameplay right now, we're discussing in the Recruitment thread (Gameplay is broken)...I'll reply to you over there
Male Human Unarmed Fighter (Fighter)/2 Martial Artist (Monk)/1: HP 12/26 ; AC17 - FF14 - T13 ; F+7, R+4, W+1 ; Per:+2, Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300
Crawling out from his lean-to Odd'n can hear the sounds of a city waking up from a long, quiet night. The image from yesterday, a rose rising up from the cracks in the cities cobbled streets, remained fresh in his mind. The previous day proved uneventful, however he gathered from the few willing to talk to him a little bit about the city he was in.
Kristol, located on a small island, is divided into several quarters or regions; the docks, upper & lower regions (priced accordingly), and the shanties (spread throughout the city wherever those of wealth don't pay much attention too). How he came to the island is a bit of a mystery, while he was locked in a windowless carriage when being transported between cities and fighting events he still should have felt the rolling of the sea. But then again, I have never been on the sea before.. Odd'n thought to himself. Regardless, he was here now and was intent on doing the best he could with what he had. I was brought here to fight.. surely those bastards that were intent on watching linger around. Perhaps I can pay them a visit and see if I can save a few of my 'pit-brothers' from the same fate I was destined for.
Grabbing his bags and strapping on his worn gauntlets, Odd'n stepped out into the street with his hood drawn and eyes downcast. He had left from the same alley a day past and received nothing but stares; he wasn't sure if it was his looks or if word had spread about a 'slave master' who had his throat ripped out several nights past after a particularly lucrative night at the pits. Hopefully these people think he was a victim of his own success.. cut down by vicious thieves.. he thought as he trundled on through the crowd, taking care to avoid bumping into anyone as he followed a smell common to all cities he has been too-- the sickening miasma of raw sewage and rotting foods that characterise the poorer areas.
Perhaps the poor can point me towards those sick enough to fine enjoyment in the pain and suffering of others he uttered, drawing eyes from those lining the streets. Hood drawn and face down he did not notice and so he continued on to the shanties without missing a step, oblivious to anything occurring in his wake.
Having survived in the wilderness Odd'n was no stranger to orienting himself with the sun and the stars; however he wasn't entirely certain if what he learnt in his youth applied to this land he now found himself.
Survival:
Determining which region of the city I am in with regard to 'shanties'; North or Eastern. Presumed not to be central due to time walking in one direction, however Odd'n has no idea about the true size of this city so he may as well be there anyway! Who knows!
Survival:1d20 + 3 ⇒ (5) + 3 = 8
Thumbing a few coppers from his coin purse around his neck, he places them in his pocket and proceeds into the shanties. Old people are smart.. and poor people can't travel.. so surely an old person in this area must have lived here for a while. Perhaps they can tell me about the going-ons in this strange city.. Odd'n thinks to himself. While excellent at sizing people up with regard to their fighting prowess, Odd'n is a terrible judge of character. His mind set, he begins scanning the crowds and alleys for someone both 'old' and 'poor' that he may question about the city.
Perception & Charisma:
Odd'n is looking for an old person to ask questions (Ho' old timer, have you a moment for a few questions? I am new to this city and, having recently found my freedom, seek to help others gain the same). However, he will insist upon helping those he sees in DIRE need and so may find himself sidetracked. And of course, being unwise and a poor judge of character.. maybe he will ask the wrong person entirely.
Regardless, due to his teeth and scars from years of pit-fighting (plus a low charisma score) I will roll Charisma to see if Odd'n scares them away or they want to beat him up for being ugly..
Male Human Unarmed Fighter (Fighter)/2 Martial Artist (Monk)/1: HP 12/26 ; AC17 - FF14 - T13 ; F+7, R+4, W+1 ; Per:+2, Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300
@TLGM; mind if I swap my chain-shirt for lamellar leather? Same AC but cheaper and with a higher dex penalty. Makes more sense for a former slave to have (cheaper and with a higher penalty?) and Odd'n can pocket 40gp ;)
The beginnings of my character getting transferred from paper to the webs, if I don't get him completed and checked into the game thread today, he will be ready by tomorrow.
Male Human Unarmed Fighter (Fighter)/2 Martial Artist (Monk)/1: HP 12/26 ; AC17 - FF14 - T13 ; F+7, R+4, W+1 ; Per:+2, Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300
Word. A quick google answered by query.. and you confirmed it ;) Thanks! I haven't 'ventured very far into the finicky races of PF so its good to learn something new :)
You guys should know that the range of interaction with your NPCs is fairly unlimited. You can haggle, ask for work, recruit, whatever you think your character might want or need to do, feel free.
PS: I know it may seem like I'm not letting you guys free-roam very much, but I'm just trying to get the story started. Feel free to ignore Umaveti.
Male Tiefling (Asura-Spawn) Lore Warden (Fighter)/2 HP: 22/22 AC 16/12/14: F+5, R +2, W+2, Per:+7, Init: +2
Yup, its a big weapon. Just a heads up, if Baru comes across overly douchey and bothers you let me know and I can tone it down. I like the idea of playing him so headstrong, but I personally don't want to rub anyone the wrong way.
Please play the character as you made him! It'll make for a much more dramatic and flavorful story, and if he's a big enough deuche we may get to see some good-aligned NPC battles...hehe
This isn't important at the moment, but the date of the current game is 8 Desnus, 4714. It'll become important later on, so I thought I'd let you know now.
Male Human Unarmed Fighter (Fighter)/2 Martial Artist (Monk)/1: HP 12/26 ; AC17 - FF14 - T13 ; F+7, R+4, W+1 ; Per:+2, Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300
@Gwyn; I'll respond to you once TLGM has a chance to decide where I've ended up on-route to the city hall. Prepare for a blustering and awkward encounter.. poor Odd'n isn't great at dealing with guilt over his actions or making friends..
Yup, its a big weapon. Just a heads up, if Baru comes across overly douchey and bothers you let me know and I can tone it down. I like the idea of playing him so headstrong, but I personally don't want to rub anyone the wrong way.
My character is probably come off as a pretty big ass as well, more so since he used to live in Chelix and his family used to summon devils. Hah
Odd'n and Gwyn's kerfuffle will play out on the google doc should they choose not to surrender (just so you know, this is a fair fight, but assault/battery is a worse charge than attempted theft).
Male Human Unarmed Fighter (Fighter)/2 Martial Artist (Monk)/1: HP 12/26 ; AC17 - FF14 - T13 ; F+7, R+4, W+1 ; Per:+2, Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300
Odd'n isn't good with confrontation. It is usually run and fight.
(Like I said in his background.. he isn't quick to catch on to things or deal with certain pressures (low wisdom), but he isn't too stupid so he miiight turn himself in eventually..)
Can everybody access the map? It's linked below my name. You should be able to move your own pieces from there. Provided you need to (so that's Gwyn and Odd'n right now).
Male Human Unarmed Fighter (Fighter)/2 Martial Artist (Monk)/1: HP 12/26 ; AC17 - FF14 - T13 ; F+7, R+4, W+1 ; Per:+2, Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300
@TLGM; did you want me to post something before you post for 'zared'? I'm not sure if you are waiting and wanna see what my proposed actions will be before you 'act' with him or not. There has just been a few posts post-Gwyn so maybe I'm out of order or missed something..
Male Human Unarmed Fighter (Fighter)/2 Martial Artist (Monk)/1: HP 12/26 ; AC17 - FF14 - T13 ; F+7, R+4, W+1 ; Per:+2, Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300
@tlgm; as you are surely aware Odd'n can make silly decisions on his own and wants to trust people, but he really isn't wise enough in the ways of the world and general social norms to act appropriately. Thus, to maintain this theme could we/you/I roll something to see if he responds normally? So far we have been poking fun at his low wisdom and I think that will be good going forward, but can we set a DC for meeting new people or following directions?
Once he figures he can trust someone then that person will be recognized always, and perhaps in the presence of a trusted individual Odd'n can gain a bonus to his wisdom checks (their guiding hand to help him on lifes path). I bring this up now as Odd'n follows Gwyn in our encounter; his initial reaction to chase her was instinctual but once his thoughts catch up to him (as Gwyn leads them further through the alleys) maybe he starts second guessing himself..?
this might make him harder to fit into the party.. but once one person gains his trust it should help his poor judgement immensely (unless of course they take advantage of his naivety.. which could be fun as well)
Sure! We'll use charisma for social interaction, and wisdom for other social norms. The DC will vary based on how basic the interaction is. Saying hello, and introducing yourself, etc. will be a DC 15; picking up on more subtle cues will be DC 20. Of course, this is all on a case by case basis.
People trying to take advantage will roll Bluff and your Asperger's Roll (copyright pending) will substitute your Sense Motive.
Male Human Unarmed Fighter (Fighter)/2 Martial Artist (Monk)/1: HP 12/26 ; AC17 - FF14 - T13 ; F+7, R+4, W+1 ; Per:+2, Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300
@Gwyn; Odd'n may be getting tired of running and hiding.. his (adoptive orc) parents beat it into him at an early age that you should only run from CERTAIN defeat.. not a good 'fair' battle.. ;)
He might do something stupid.. we shall let the dice decide ;)
Male Tiefling (Asura-Spawn) Lore Warden (Fighter)/2 HP: 22/22 AC 16/12/14: F+5, R +2, W+2, Per:+7, Init: +2
No, I'm ok, I just think there is enough of a dis-synch in our current times that some people are waiting on others. Our summoner is a few hours ahead of Bronnan and I and We are a few ahead of everyone else so even though we are at the mayors office, I think we have delayed to let the others work on soaking the time to get to the office.
(Tier 1-2; homebrew)
The port-city of Krisol is known for its chaotic mix of races; from its Ifrit mayor down to the neighborhood of catfolk; not to mention the backdrop of half-elves, half-orcs, and multi-ethnic humans.
Mayor Minoj, has hired you and six others to "run an errand" for him: to travel to the nearby desert town of Fwey to retrieve his son Minah. The boy had been staying with some family while the mayor had been making some rather sensitive diplomatic decisions, and didn't want the boy to be subject to any ridicule that was really meant for the mayor. He's since learned that the road to Fwey has seen a rise in bandit activity.
"I'm sure it's nothing to fret over," the fire-haired man says calmly, but sternly, "I know the type, never stay in one place too long. I just have to be sure. The boy's all I have you understand, and I can't risk it." That's how it starts. This is an action/adventure campaign that's heavy on the fighting, diplomacy, and the occasional, but necessary use of knowledge. Stealth is useful too, but only as it pertains to the fighting...I think. Here's the necessities:
Character Creation:
Number of Characters: 3-7 (hopefully on the 7 side, but I can make it work. If there's more interest, I'll try to build the best team for the campaign, and keep everyone else on a wait list in case someone drops)
Classes/Races: Any Paizo (If you want to do Drow, standard only)
Alignment: Any. I know that’s risqué, but I’ve always wanted to try it. Feel free to be whatever you want, and act however you feel your character would act. That being said, if you’re evil there are some rules you have to follow, and work in to your character’s background: no attacking or killing the other PCs, no betraying the other PCs in a way that might get them harmed or killed, and no graphic acts (to include rape, child murder, public indecency, etc.).
Level: the highest I want the tier to be is 2, so you can be level 3 but only if someone will counter with a 1.
Point-Buy: 19, just to be random. No min/max, but remember, I'm choosing based on how well the team fits the campaign.
HP: Max the first, then roll on here for the rest
Background: VERY IMPORTANT, I need a good story for your character. Notice I said good not long. A note on languages: common is Taldane for this campaign, but in the spirit of creativity, if you want your character to be from a far(ish) away land where Taldane is not the common language, take a rank in Linguistics on me.
Feats: Any paizo
Traits: 2 of any paizo that your character qualifies for (as in, you can’t take a trait that isn’t supported by your character’s background, not that I’ll do a lot of research on everyone). You are ENCOURAGED to take a third and a drawback, or four traits and two drawbacks, heck you can go as far as you want with that, as long as it fits your character. I haven’t seen enough drawbacks.
Spells: …you guessed it: any paizo
Money: Show your roll. I will be looking very closely to your background if you choose the Rich Parents trait… Also, if you rank your profession, I’ll let you make one DC 15 Profession check per rank for 50gp and an additional 10gp per score above the DC, if you roll a natural 20, you get a bonus 100gp.
Equipment: I will be looking at carrying capacity, so be smart with your purchases. That being said, the mayor will let you leave whatever you want in his office under lock-and-key, so just make sure your essentials aren’t too heavy.
I'll also be tracking food (one day's ration/day; .25 lb water/day) and water. Not to worry, I'm not above god-moding some manna for you guys.
If I missed something, follow PFS rules.
Gameplay:
I’m expecting a post from everyone at least every other day, but the faster we post, the faster it goes. I personally should be on every day. If you’re going to have to bail (even just for a while), gimme some notice so I can have someone pinch hit for you/GMNPC you without there being a huge pause in gameplay.
My style (that I’m currently developing) is fairly sand-boxy, especially since this is a homebrew of mine. I’m familiar with my own world, and you have free reign of it.
As far as maps go, I’ll be keeping track of battles with my very very rudimentary map, it won’t be pretty, but that’s what your imagination is for.
Time will be kept by player action (each post takes 6 seconds, more if indicated—like if you take 20 or summon an eidolon or what have you). But that won’t matter very long…*maniacal laughter*
Recruitment will be open for the next 168 hours (closed in the wee hours of next Wednesday, the 7th of May). Obviously if we don’t have what we need by then there will be an extension. And if we have exactly what we need before then, we’ll close early (but feel free to continue posting if you want on the wait list).
I only need race, class, level, name, and a brief backstory until then. You’ll then have another 3 days to fully hash out your character once picked.
I know I can ramble/be confusing, so if you have questions, don’t hesitate!
This is my submission - let me know if you want me to change anything - his background mentions Magnimar and Varisia - this can be changed to Krisol and surrounds...
Happy to leave him at level 1 so someone else can be level 3, or change him to level 2...
Also - Equipment is a placeholder:
Funds:5d6 ⇒ (2, 4, 3, 5, 4) = 18 x10 =180 gp
[EDIT - Equipment adjusted]
[Double EDIT - just noticed 19 point buy. Tanque is 15, so I'd probably up his Cha to 14...]
What about young creatures are they allowed? What is the upper and lower limit on ability scores? I am thinking about submitting a fourteen year old human rogue.
No definite minimum or maximum for ability scores, just remember if you are too specialized you may not fit well in this campaign.
I should note, even though it's probably obvious, that if your character is 14 years old, there should be a good reason in their backstory as to why they're alone.
Not that they have to be alone: feel free to stat NPC parent(s) and/or guardian(s) for them.
So it sounds like this campaign is at least going to start in a desert area, I have always wanted to try out the Sand Shaper prestige class from sand storm. If I updated it from 3.5 to pathfinder rules do you think that that could eventually be a possibility?
1. Tanque: Male Human Fighter 1; Varisian Caravan Guard
2. Nondescript Human Rogue; age 14
3. Nondescript Sand Shaper? (Seriously though, I'd hate to see you go through all the work of converting, and then not actually be able to use it)
4. Bronan: Male Aasimar Cavalier 1
I present Garret, question about gold if starting at second level do we use second level gold off the table or do we still roll?
Garret:
Human Fighter1, Wizard1(Favored Class +1HP)
Favored school; Transmutation, Enhancement School(APG)
Opposed schools; Evocation, Necromancy
Arcane bond(Ring)
Alignment:Neutral Evil
19 point buy
Str 12
Dex 15+2(Human)+1(Favored School)
Con 12
Int 16
Wis 12
Cha 7
Background: Garret grew up in Cheliax as part of a rich wizard family(Avarice, Hedonistic, Power-Hungry) that would get hired to summon devils to write up contracts. When young he was constantly left with his fathers Imp to care for him, while his family members went out on jobs, which due to it being an evil creature wasnt the greatest of ideas. It would constantly torment him(Infernal Influence, Magical Knack) as such he would regularly flee his home to escape the Imp, As such he met and befriended some street urchans who shared some of their tricks with him(Deft Dodger, Child of the Streets, Fighter) When he came of age he went to one of the wizarding schools for training on summoning but found that his talents lay elsewhere(Wizard, Transmutation) His parents ended up sending him away to 'hide' him due to his lack of tallent in summoning devils, before he left they gave him a bow(Herloom Weapon) that had been kept in the family for years but no one else cared enough to learn to use it. Garret traveled for a time trying to find a way to make easy money before he turned to adventuring to fulfill his many vices.
Feats; Point Blank Shot, Precise Shot, Arcane Strike
Traits; Magical Knack, Herloom Weapon(Composite Longbow), Infernal Influence, Deft Dodger, Child of the Streets
Drawbacks; Avarice, Hedonistic, Power-Hungry
@Dementia Walker - By RAW, you're limited to one trait from each category (Combat, Campaign, etc) unless The Little Game Master is waiving that rule, in which case I'll make a few adjustments to Bronan I think.
@DW: Money above level 1: off the table please, I don't want to stifle you.
And I'm not against it, but is there a super-special reason you went for the multiclass rather than choosing Magus? I suppose if you're in love with your favored school, then there's that.
As far as all the traits go, I may have gotten ahead of myself...a little. How about an equal number from each category? That should limit it a bit.
IE: if you have 8 traits, you should have one of each: Combat, Equipment, Faith, Magic, Race, Regional, Religion, and Social Traits.
If you have less than that they can be any kind, but must be different kinds.
If you have between 8 & 16 (...how?) then you can have no more than two in each, etc.
Again you must have one drawback for each trait over two.
Definitely Interested with a Human. Need to write a back story in, but I I'm thinking mischievous orphan child turns sells sword. Going with the Sword Lord Archtype and Moving into the Prestige Sword Lord. here is a link to the breakdown of what I'll be doing. Grixus.
This is Alhandra. She is a cultist of the Elder Gods who live on the bottom of the ocean or the outer planes, take your pick. 8)
She is not really evil, for a person trying to bring about the end of the world. She is not a homicidal murder monkey aside from the odd NPC sacrifice that she needs to make to the elder powers.
I really want to play her in a sandbox campaign because no other kind ever seems suited to her.
She is more than a little insane and interacts with both the world around her and the one in her head at the same time. She is addicted to pesh, which drives some people mad but tends to calm down her wilder ideas...or at least make her too sleepy to carry them out.
Oh, and she has tentacles. But then, you did say all races are open. 8)
So, if you'd like to usher a more than slightly made cultist through the difficulties of exploring evil temples, sacrificing everyone in them and then rededicating them to the Elder Gods, please let me know.
Odd'n is a human unarmed fighter with a mildly odd history that makes for someone who should absolutely not be the group 'face' due to latent potential for violence.. but he does have a slowly developing heart.. :P
Character info is kinda up.. but I just made it for a level 1. If you are interested, Mr Little Game Master, let me know and I'll adjust to lvl 2 / alter ability scores for 19-point-buy (Used 20) / change my gold amount / add more background if you'd like.
The mayor had sent for Straker a well know Rake and duelist. Unfortunately Straker had recently plucked the wrong man's bird so to speak and was now on the run with Red Mantis assasins on his trail. The local head of the theives guild a shadowy figure know as the Upright Man sent Thorn to let the Mayor know that Straker would not be coming, and to offer his services if needed.
Thorn is something of a pet-project for the Upright Man. A foundling, Thorn was raised by the thieves guild. He has been cutting purses in Krisol for at least five years. Thorn just recently turned fourteen, and the Upright Man has started sending him on more difficult jobs. The job for the Mayor is a test for Thorn. Can he get the Mayor to accept him in Straker's place? Straker held a high place in the guild and it was rumored that the Upright Man was grooming him to take over. Can Thorn complete the Mayor's task, and step into the place left by Straker's departure?
The Upright Man also wants what ever political clout he can get by doing the Mayor a favor. The guild always need friends in high places.
basic crunch:
Thorn Bedwyn
Male Young Human (Varisian) Rogue (Cutpurse) 2
N Small humanoid (human)
Init +5; Senses Perception +5
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Defense
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AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 13 (2d8)
Fort +0, Ref +8, Will +0; +2 trait bonus vs. fear
Defensive Abilities evasion
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Offense
--------------------
Speed 30 ft.
Special Attacks rogue talents (hidden weapons), sneak attack +1d6
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Statistics
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Str 8, Dex 20, Con 10, Int 12, Wis 10, Cha 14
Base Atk +1; CMB -1; CMD 14
Feats Athletic, Weapon Finesse
Traits canter, courageous, vagabond child (urban)
Skills
Acrobatics +10,
Appraise +5,
Bluff +6,
Climb +6,
Diplomacy +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized),
Disable Device +7,
Escape Artist +9,
Knowledge (local) +5,
Perception +5,
Perform (juggling) +6,
Profession (Thief) +5,
Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +10 to intercept a secret message),
Sleight of Hand +11 ( +13 to conceal a weapon),
Stealth +13,
Survival +1,
Swim +5;
Racial Modifiers measure the mark
Languages Common, Polyglot, Varisian
SQ pride
Other Gear 170 gp
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Canter If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a secret message with Sense Motive, you get +5.
Courageous +2 save vs. fear.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Weapons +2 (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
rolls for extra cash:1d20 + 5 ⇒ (16) + 5 = 21 rolls for extra cash:1d20 + 5 ⇒ (8) + 5 = 13
2 lvls in profession thief one roll of 21 50+10x6=110 gp
More fluff for Garret, this is more his personality then his background
fluff:
Growing up in a Lawful evil land that summons devils regularly made Garret kind of a dick, being from part of a rich family didn't help much either.
Avarice, Garret feels that he is literally better then everyone he works with and therefore deserves more of the loot, however he doesn't have the 'face' to back it up and when he doesn't get more loot he becomes short with party members and will not assist them, even with important things.
Hedonistic, Unfortunately Avarice isn't his only sin and most of the extra money he does gain goes to pamper himself, if he does not get to pamper himself on a day he is usually lazy and whiny the next day.
Power-Hungry, Any time someone promises wealth or power to Garret he quickly looses sight of whatever his main goal is over come with dreams of wealth and getting pampered. And usually assists or is at least more likely to listen to said person.
Extremely Fashionable, Garret always wears at least 150gp worth of gold or jewelry, no matter what he is doing, he also always has prestidigitation as one of his cantrips so that after he is done slogging through sewers or sleeping on the ground he can quickly clean himself so that he looks his best.
Still brainstorming, but it's more for the crunch.
Anyway, the basic premise of the character is that she is trying to be good. She grew up among thieves and certain habits are harder to break than others. First is the need to have at least three different knives hidden about her person. The second is randomly stealing from vendors that crowd the markets. She always returns the item, but she can't keep herself from doing it in the first place, and often subconsciously.
Anyway, I'll have the details up later today or tonight.
@ The Little Game Master: So, I have a question. You have everything paizo as acceptable. I'm just curious what your your thoughts are on the tiefling variant SLA chart. I have a few abilities in mind that would be fun to play, but I feel like I'd want to get your ok before I go through with it.
Specifically:
# 7 You can eat and gain nourishment from ash, cinders, dust, and sand.
#16 You have over-sized limbs, allowing you to use Large weapons without penalty.
#23 You never need to drink to survive.
#66 You can drink and gain nourishment from ash, cinders, dust, and sand.
#87 You can survive on one-quarter the amount of food and water a human requires.
I was looking at a fun ranged build with #16 but wanted to know what you thought before I fleshed everything out.
@Grixus: I have an answer. LOVE TIEFLING VARIANTS, as a matter of fact it's a rule of mine that if you're going Aasimar or Tiefling, you have to pick a heritage. I wasn't going to mention it unless it came up.
That being said, I realize you might want the standard tiefling racial traits, and that's fine, you can claim a heritage that affects the story and not the traits/SLA if you want.
Once your heritage has been selected, whether or not you're using the related stats, you can pick one variant ability and one variant physical feature that fits your heritage. IE: if you're in love with having oversized limbs, you'll probably want to be the descendant of something Large (with humanoid limbs) or that itself has oversized limbs.
Any chance I could claim a lvl 3 character spot or should we wait till you have picked the characters you would like and see if the lvl 1's would first like to up to 2?
In any case I'll be a meat tank rolling around (quite literally) in the thick of battle.. so extra HP is a lovely thing :P
Sweet, I'm thinking Asura spawn, I was looking a the real world mythology on the Asura (Hindu and Buddhist) and they fit pretty well with what I'm going for. I'm thinking I'll go with the oversized limbs (Some Buddhist texts translate Asura as giant or titan).
As for the physical trait, maybe vestigial limbs since the Asura usually had 4 to 6 arms, but other than that, they aren't our stereo typical horns and tail demon.
Assuming you still have openings, I've got a Gnomish mercenary (alchemist) I'd like to play around with.
Here's some story, if you're interested, and I'll post stats, etc. if I am accepted.
Background:
Kervick always liked rules, and order. From a young age, he never felt quite at home with people, preferring instead to escape to the logic of books. He had a family, a good one, but he never truly understood them, nor they him. He cared for them in his way, but giving in to emotions and feelings clouded logical judgement, so he didn't... and was always seen as distant and aloof.
From a young age, he was fascinated by topics such as engineering, tactics, strategy, and history. He dreamed of one day being a general, using his tactical acumen to achieve victories, but as he grew it quickly became plain that his gifts did not extend far enough into the physical realm for him to stand a chance at becoming a talented warrior in the traditional sense. This saddened him, but he resolved to find a way to merge his love of knowledge and logic with his talent for all things tactical.
It was shortly after this that he discovered alchemy, in an old dusty tome he found at the bottom of a pile of books for sale at a local shop. The well-worn tome became his constant companion, as he developed an immediate love for the subject, his imagination running wild with ideas for practical applications of alchemical models. Realizing, however, that he'd only be able to get so far by reading, he vowed that he would do whatever it took to find talented teachers from whom he could learn.
And so he set off to do exactly that, learning from a series of teachers in exchange for helping them with their work. After enough time, he felt ready to call himself a full-blown alchemist, but still wasn't fully satisfied.
It was not long thereafter that he came to the attention of a soldier-turned-alchemist, Lunding, who had heard of the bright young gnome from some of his colleagues, and recognized in him a kindred spirit. He took Kervick under his wing, and began to teach him his place in the world. After a time of study, in which he learned more about war, on both the personal and academic levels, and the application of alchemy thereto, Kervick was approached by Lunding about "fieldwork"... and that became his first mercenary contract. The two alchemists hired themselves out to a mercenary captain who was part of a group that had been tasked with disabling the offense of an upstart border lord before he could begin a war.
Kervick now knew his purpose. The campaign had cost Lunding a leg, leaving the young Gnome alone in the field... but he didn't mind. At last he'd found a place where he didn't have to get too close to people. He was given a job, and expected to do it to the best of his ability, and that job allowed him to fuse his interest in warcraft with his alchemical studies in a way he'd never dreamed of.
And so his mercenary life began...
I'm leaning towards Saboteur, or maybe Grenadier. :) Again, let me know if you'd like me to stat him up, etc. Thanks!
@Odd’n: go ahead and leave it at 2 for now, and I’ll let you know once I’ve picked whether we can afford for you to level up
@Grixus: just to stick with the mythology, I’d like for you to go with a Pathfinder asura. The asurendura asuras (try saying that 5 times fast) are large, in charge, and quad-limbed; so they would be fitting ancestors for your Sword Lord (also, asurendura asuras are known for using longsword-like force effects).
@Oniwaban: great backstory (your traits are showing…haha); recruitment will be open until this coming Wednesday morning, so I’ll let you know if Kervick will make his way to Krisol by then.
@AW: like the concept of an aasimar thief…very self-oppositional. And you don’t have to pick a particular azata of whom Gwyn is a descendant since they’re all fairly humanoid. But if you wanted to pick out a variant abilities & an alternate physical trait they’d need to fit with one type (just like Grixus’ Asura-spawn Tiefling).
As far as the criminal underbelly is concerned, Krisol is a bustling port-city, so it (of course) has its fair share of crime: pirates from the sea, loosely organized crime, and of course the standard allotment of street-rats (some of them more literally than others). All of this crime is known, but unspoken in polite company; the big names change as regularly as the city’s population and even the city itself.
Currently however, the bandits who trouble the nearby trade routes are led by a vagabond—well-known among the beer-and-bonnie crowd—called “The Wish.”
@Saltykid: I need a brief backstory for Darven ASAP. Trying to pick a good group and I don’t want to leave him out just because I don’t know anything about him.
Gwyndolin Maulsen
Azata-Blooded Aasimar (Musetouched) Fighter 1/Rogue 1
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (1d10+1d8+2)
Fort +3, Ref +5, Will +0; +1 vs. charm and compulsion
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) and
. . dussack +5 (1d6+2/19-20) and
. . dussack +4 (1d6+2/19-20) and
. . kerambit +4 (1d3+2/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—glitterdust (DC 14)
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Statistics
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Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +3; CMD 16
Feats Two-weapon Fighting, Weapon Finesse
Traits adrift, armor expert, charming
Skills Acrobatics +8, Bluff +6 (+7 vs. characters who could be attracted to you), Diplomacy +8 (+9 vs. characters who could be attracted to you), Disable Device +11, Escape Artist +7, Intimidate +6, Perception +5 (+6 to locate traps), Perform (dance) +8, Perform (sing) +8, Sleight of Hand +7; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (sing)
Languages Celestial, Common, Sylvan
SQ mark of slavery, trapfinding +1
Combat Gear potion of cure light wounds (4); Other Gear masterwork chain shirt, dagger (4), dussack, dussack, kerambit (2), artisan's outfit (2), backpack, masterwork, bedroll, belt pouch, scarf, blanket, grappling hook, hat, silk rope, thieves' tools, masterwork, 43 gp, 1 sp
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Special Abilities
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Adrift +1 to save vs charm and compulsion effects.
Armor Expert -1 Armor check penalty.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
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.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
More detailed background tomorrow. I'll explain how she got everything.
Would you like me to finish character creation and make a post with him or is the information I have submitted thus far sufficient for choosing the party?
@Syksy: Krisol is on a very large (made-up) island near the inner sea somewhere. So, Golarion. Sorry, I should have mentioned that before.
@DW: You're good for now!
@ Grixus: I also need a backstory from you too, the sooner we get these in, the better.
@ Hilde: I hate to ask, but could you make an alias on here for Alhandra? The pdf is crashing my browser...
@A#33: I'm trying to figure out how you got a REF save of +8...
@AW: I wanted to make sure you knew, you can pick any variant ability and any alternative physical feature that fits your specific heritage...you don't have to roll
@TLGM Honestly I have no idea. I build my characters using herolab and that is the number it spit out. I can't find any rules that would give rogues a +3 on reflex saves. It seems to be a class feature though. When I change the class to bard it changes to +7 and when I change it to fighter it changes to +5.
@AW: I wanted to make sure you knew, you can pick any variant ability and any alternative physical feature that fits your specific heritage...you don't have to roll
My inner min-max started giggling like a maniac when I read this.
I looked over the Physical stuff, but nothing fits what I have in mind.
@Hilde: I got the pdf to work...but I have a question: how do you (at level 2) have 24 hit points? Or did you stat her for another game?
Also, I LOVE the concept. What kind of aberration is she turning into? Several of them have tentacles...just curious!
Finally, as far as your language/origin bit goes: she should be merfolk for the purposes of this campaign, so her racial language should be Aquan. That being said, if she's hearing the voice(s) of the Great Old Ones, it stands to reason that she would be able to speak Aklo: take a free rank in Linguistics to know it.
@AW: The Yamah Azata fits your character well (celestial thieves who steal powerful magic/magical items from evil-doers); if you chose it, you could pick blue skin, butterfly wings (not as fitting for a theif), or winged shadow. Again, not necessary, your human blood could just as easily win out.