The Road to The Crimson Throne. (A Merger of Road to Revolution by 0one Games and Curse of The Crimson Throne) (Inactive)

Game Master Dread

Can you help steer the course of Korvosa as it suffers under The Curse of The Crimson Throne?


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This will be a Merger of the two adventure paths: Road to Revolution & Curse of The Crimson Throne. I have also added a few of the PFS scenarios in the area. There are substantial changes to CotCT, so if you have played it...dont worry it will be different.

The party will be heavily invested in determining the outcome of Korvosa's fate.

This adventure primarily takes places in Korvosa, in the region of Varisia, however there will be a few times the party journey's beyond the city to garner allies in their attempt to save Korvosa in around the South East Varisia. (noteworty are Kaer Maga, Janderhoff, and The Shoanti tribes: Lyrune-Quah, Sklar-Quah, and Skoan-Quah

I do not want potential players to spend a lot of energy creating characters if they aren't chosen. So please read character selection and creation below.

what I want from my players:

1. To endeavor to post once a day.

2. To work together as a group for an enjoyable game.

3. No 'spotlight hogging' ie each player and character will enjoy equal time in the sun. If youre the type of player that 'wants to stay in the spotlight constantly, please choose a different game.

4. Respectful communication among each other.

5. Interesting and enjoyable character development and interaction

my gaming contract with the players:

1. I will also try to post at least once a day.

2. I will weave an interesting and challenging game story with multiple plot lines and even balance between role playing and combat (as much as can be in a tactical simulation)

3. I will be respectful when communicating and try not to read more into posts than is intended.

4. I will try and keep all characters in the spotlight and give equal face time to each

Character selection:

I will be choosing 6 players to take this journey with me. Please provide the following when requesting consideration.

I will be choosing one to fill each of the following categories- Primary Combatant (Must have a Good BAB Progression), Primary Arcane Caster (Must be able to cast Arcane Spells at first level), Primary Divine Caster (Must be able to cast divine spells at 1st level), Trapsmith (Must have trapfinding and at first level and a class with a 6/level skill rank progression at 1st level), Secondary Caster (Must be able to cast either arcane or divine spells at first level) Secondary Combatant (Must have Good BAB progression and either at least 4 skill rank progression and spell casting capability, even if delayed.)

1. A Character Concept adhering to the Character Creation Rules.
-Concept is Race, Class, Probably Archetypes and party roll you are applying for.

2. A bare bones back story that we can hone together as a party on why your character is choosing to be an adventurer and why you live in Korvosa and why you would work to save it from itself.

3. A Character Goal you would like to see woven into the 'story'

4. A writing sample. please keep this to less then three paragraphs. The sample should take into account the opening paragraph found below.

character creation:

1. Races allowed: Dwarf, Elf, Gnome, Halfling, Half-Elf, Half-Orc, Human, Aasimar, Tiefling. No Exceptions to this rule.

2. Books allowed: Core Pathfinder Book, Ultimate Magic, Ultimate Combat, Advanced Players Guide, Advanced Race Guide, Ultimate Equipment. No third Party Publishers material.

3. Alignments: This campaign takes the pre-dispostion that the party wants to save Korvosa. Because of that, any chaotics or evils should have a vested interest in their background of not seeing the city tear itself apart. Beyond that, discuss non-good alignements with the DM, me.

3a) I do not cotton to Player vs Player conflicts, so if you want to play an Evil character (which in this AP I will allow under circumstances as written above) Make sure you make a character that WILL work with the party. Failure to do so will not have you chosen.

4. You will create your statistics with a 20 point buy, however each player will roll a single d6 once in front of all others, and add the results of that dice roll to their point buy (thus the point buy will be 21-26, for variety)

5. No Ability can be taken above 18 during creation, and no ability can be taken below 8 during creation.

6. All players will get 3 traits. The first has to be taken from the listed Campaign Traits In Curse of The Crimson Throne Campaign Guide. (it's a free download) The other two may be taken from any legitimate Paizo Pathfinder Source Material to flesh out the background and character’s personality.. Just tell me the source so I can look it up.

6a)Note: Traits will have impact’s other than gameplay, but in the game itself so make sure you READ the material of the traits, I will ;)

6b) 1 single Trait may be swapped out for a single +2 in one ability score adhering to Rule 5.

7. Each player will get 1 FREE rank in either a Craft:?? or Profession:?? . This then will be what your character has been doing to make a living, and will determine where your player lives. (ie I will match up your job, traits, and background to place you in the beginning.

7a) I use Profession as a catch all for other things. so lets say you are a Fighter who is a fisherman. You would be allowed to ask me for a +2 circumstance bonus for handling a watercraft, or swimming per se...

8. Each player will be allowed to ‘create’ the names and professions of three contacts ie friends, family co-workers as part of the background for me the DM to incorpoorate into the game. In addition I will give each player the names of 2 others from among the many books for the campaign, so each player will have 5 npc they know within the city well enough to call upon for one thing or another.

9. No True Namers

10. All classes are available, however it is important to note I will only be choosing 1 of any single class.

11. All character Classes receive max hit points at 1st level. Then Character classes can choose to roll OR can take 1 above half (d6=4/d8=5/d10=6/d12=7).

12. Favored Class Bonus' as normal.

13. Max starting wealth.

14. We will be using the Moderate Experience point trek.

I will keep The recruiting open until Sunday 06/30 at 9:00 EST.

Then I will begin selection finalizing the party by Sunday at Noon 06/30

The Edge of Anarchy

Long has The criminal Gaedran Lamm eluded the authorities of Korvosa. His reach and impact has been great and perverse. Whether by bribery or elusivness he has escaped capture, or worse, again and again. His allies count among the great crime lords of Korvosa. However just maybe his running is at end….just maybe…..

With the city perched on the edge of anarchy, the ailing King Eodred Arabasti II slipping from the limelight, and his young power hungry Queen, Ileosa taking more and more control of governing, things have been going from bad to worse within this once proud city. Easily a 5th of all buildings are abandoned as people flee to better managed cities, such as Maginmar. Hellknight patrols seek swift justice to any who interfere. The Korvosan Guard is hard put to stop organized crime, but makes a good attempt at non-organized variants. The Sczarni smirk in their multicolored tents and gilded wagons on the fringe of the city, at watching the Chelish infidels try and stem the tides of depravity. Hippogriff Riding Marines ply the sky’s over the city in fewer and fewer numbers from what once was, their sight bringing brief hope.

Reveling even more though are the Shoanti barbarians who had the land that was sacred to their people snatched from them by Chelish invaders oh so many years ago. The deeds of the wars between the Chelaxian Explorers and the Shoanti Guardians of The Grand Masataba, upon which Castle Korvosa sits, are filled with wonder and awe for both people’s. But as the power of Korvosa wanes, so to does the flames of desire for righteous vengeance begin to wax. Whisper’s have begun in dark corners.

There is but one beacon of hope to the impoverished people of Korvosa, The Legendary hero ‘Black Jack’ who pioneer’s the cause of the downtrodden, eluding capture and discovery. Some say he is a ghost, some say he is tall tale, some say he is the hope of the city given life.

All that can be said though, whether it is on Endrin Ilse; where Old Korvosa and The Patriarch of The Poor, The Noble Glorio Arkona or by the Self Named King of Spider’s Devargo Bevassi; or in the trimmed estates of South Shore where the womanizing Perishial Kalissreavil, Ambassador of the Elvish Kingdom of Mierani or among the varied clergy of the many turreted Temple of The Many sits; Whether on the heights where the aging Wizard Toff of House Ornelos works as Headmaster to famed wizardy school Acadamae, or in the myriad confined streets of Mainshore where Archbanker Daub Tuttle of Abadar works to stave off the coming storm of anarchy....

All that can be said though, is Korvosa has made it’s mark on the land once ruled by Ancient Thassilonian Runelords and is in the process of either making history or becoming history…in your lifetime. How will you affect the course of Korvosa....

The 6th of Pharast in the city of Korvosa was coming to an end. Darkness had come to a day of celebration, 'The Founding Day of Sable Company'. Sable Company, The Guard, and The Hellknights had all been out in force as well as participating in the parade. They had left The Great Hall, wound down the Avenue of Arms to Palin Street, turning towards Jeggare Circle, down Northgate Avenue to pass the Longacre Building and The Courthouse to Sunrise Boulevard where it turned south until coming to Harborview Boulevard where it turned towards The Gold Market and Eodreds walk. Then it turned up Field Marshal Avenue to The Grand Masataba and Castle Korvosa, where Queen Ileosa received Commandant Marcus Thalassinus Endrin of Sable Company in a ceremony of much pomp, commemorating the founding of this stalwart organization.

Noteworthy was the absence of King Arabasti however....

After the parade which drew throngs of people into the streets, the atmosphere turned as it always did to the party. Revelry ensued and eating drinking and socializing became the goal. Putting a brief respite on the fact that the numbers of attendants to the festival were down by 20% from previous years....that the edicts coming from the palace these days were more restrictive than before...that more and more small business were going under in the economic crunch of current policies.

But as the end of the day drew upon you, you had to wonder if your current investigation on trying to find Gaedran Lamm would bear fruit.


I am definitely interested in this. No idea what I want to play yet, but I definitely am dotting for interest. I'll go ahead and roll to see how many points I'm working with.

Creation die: 1d6 ⇒ 6


How's this for a starter Character.

It's based on 20 points buy and 3 traits (one of which was made up by another DM), and his backstory hasn't been tweaked to fit yours yet. Otherwise I think he fits your build for 'trapsmith'.

As for myself I'm relatively new to pathfinder but I've plenty of experience in RPGing or PbP. I Have some of the Pathfinder Books and I'm currently playing as a half-giant fighter in RL.


1d6 ⇒ 6

I will see if I can find anything that I want to play.

Will this be an urban campaign then?

Grand Lodge

stat point bonus: 1d6 ⇒ 5


Yes The original CotCT has the players staying in Korvosa throughout level 9 and then doing some wilderness stuff for level 10-11 and then a huge dungeon for 12-14. Then back to the city for 15-16. Road to Revolution is 1-16 urban

Now both have mini dungeons in the city (so to speak)

My re-imaging will see urban 1-16 with a couple trips outside the city all along the levels.

so say 70% urban, 10% wilderness 20% dungeon


Voren the Rogue wrote:

How's this for a starter Character.

It's based on 20 points buy and 3 traits (one of which was made up by another DM), and his backstory hasn't been tweaked to fit yours yet. Otherwise I think he fits your build for 'trapsmith'.

As for myself I'm relatively new to pathfinder but I've plenty of experience in RPGing or PbP. I Have some of the Pathfinder Books and I'm currently playing as a half-giant fighter in RL.

two things...remember 1 trait has to be from the campaign guide which ties your character to Gaedran Lamm and the city initially. Second, this is a humanocentric campaign and as such a visibile Tiefling (the scales)would cause you to be classed as an outsider by the majority of folk. I wouldnt disallow it, but know it will have game ramifications.


What level of firearms?


Emerging Guns.

There will be one shopkeeper who can produce guns in the campaign.

Now before you make any decisions on running a Gunslinger, and by the way I totally like the class, however most GM's do not fully exploit the gunslingers biggest weakness....The Gun.

They are noisy and attract attention, and could become the target of aggression by those who are envious or jealous or hostile.

I do not make that mistake. Firing a gun is sure to draw attention of all kinds.


I would like to submit this character for the AP. I'm fairly new to Pathfinder so I have no knowledge of the AP so there is no worries of spoilers. I do believe this character should fit in however. I may need to update his stat block spoiler to pick a campaign triat, I will do that this afternoon and let you know when it is updated.

**EDIT: Stat Block updated. Campaign triat was easy to select.


GMMichael wrote:

Emerging Guns.

There will be one shopkeeper who can produce guns in the campaign.

Now before you make any decisions on running a Gunslinger, and by the way I totally like the class, however most GM's do not fully exploit the gunslingers biggest weakness....The Gun.

They are noisy and attract attention, and could become the target of aggression by those who are envious or jealous or hostile.

I do not make that mistake. Firing a gun is sure to draw attention of all kinds.

That is fine. I still like the idea of playing one in an urban game. New idea to play.

I am thinking of focusing on pistols and going with the mysterious stranger archetype. I will post more as the build progresses.


everyone submitting characters please read through character selection and character creation guidelines in the first post. I appreciate folks doing full characters at this time, but there are a few things that I ask for partially to see how well folks pay attention, partially so i can have a sense of the character ;) and if they arent there the submission is not taken into account.


This sounds very interesting. Lukain here was created for a Curse of the Crimson Throne game but not selected. I'd prolly rebuild him slightly removing the daggermaster Archetype to maintain trapfinding and then also apply to that role. He already has three NPCs with whom he'd be affiliated so that part would fit quite well.

1d6 ⇒ 3

Grand Lodge

Name: Cedric
Race:Human
Class: Ranger (Urban)
Application: Trappsmith
Level : 1
Profession:
Concept: Refugee
Profession: Trapper
Point buy: 20+5

Short Fluff: Cedric is a slave refugee. He unfortunately wasn't captured slaved for too long (under a year) but still it has left his mark. He had drifted a an other year from place to place trying to find some port of call to attach himself. That is when he landed in Korvosa. He enjoyed the freedom of the city.But still he had liked the city to a certain extend of course. He had figured to live here for a bit. And so he found a job, a harsh and dangerous job: Working for the sewers maintenance groupe as an otyughs Enforcer. Occasionally these creatures escape their pens and break into the main sewers, or even make their way onto the city streets, causing untold damage. And its his job to track and kill those dangerous escaped creature.

Hurting Children is the one thing completely unforgivable to Cedreic. Adults have the tools (moral values, intelligence, education, cultures etc...) to understand that they are responsible for their actions, children aren't usually.

So when he has heard word that Gaedran Lamm might be heavily in the children slavery business, Cedric know he had to find out the truth and do something about it, if it was.

---------
About me: A play regularly in a bunch of pbp and poste more then 5 times a day.


I have a concept for this

Half-elf ranger (skirmisher) as a secondary combatant postion

I have a done back story but unfortunately it is lengthy the back story was adapted from a Wizards of the Coast Character Creation Contest (this character scored 3rd place out of 10 entries)

the back story is spoilered below.

also the alias is already done but need to adjust it later for creation rules here.

character back story:

Turlan’s Wood, the southern edge of the Ashwood Forest, home too many; this is where I used to call home. A village not far from the wood’s edge near Skull River called Raviline. The Raviline people prided them selves in their deep elven heritage and my mother, Jastra, was not much different, Jastra was a fair elf maiden, daughter of an elven merchant, she was much more tolerant of other races than many in the village.

Jastra traveled from time to time with my grandfather along with her sister Jessum, the two sisters were inseparable one would never be seen without the other. During their journeys into the plains from Biston down to Korvosa, my grandfather would contact a man by the name of Torack, a ranger guide from Baslwief. The more Torack journeyed with them the more Jastra was fascinated by him, Jessum often voiced her objection to such a union between elf and human but Jastra would hear nothing of it.

Jastra was blinded in her growing love for Torack despite objections from Jessum; and now grandfather voiced his objections as well. Jastra and Torack would meet secretly to decide what can be done to convince the family and the elders of the Village of Raviline that the two should wed, but because Torack was not elf the elders objected and unless all living members of Jastra’s family agreed to a union Torack would be forced to leave the village and Jastra would be forced to a prearranged union. Jessum agreed but grandfather would not and they were the only two that were living in the village from whom consent was required.

Several days passed and despite Jastra’s constant asking and Torack’s pleading grandfather would not agree saying that he would never have the blood of a Brindale tainted by human blood. This infuriated Torack but Jastra kept him calm and said it would be best that Torack leave the village for a few days.

During Torack’s leave grandfather became ill and died, mystery surrounded his death but it was his wish that no divinations be made on his behalf. Honoring his wishes his body was returned to the Glade of Life. Two days later Torack returned and was free to join with Jastra as now only Jessum remained and she consented to the union, although reluctantly.

Jastra and Torack were wed and soon they begat a child, Dorian Brindale Leafthorn. It wasn’t long after the birth that questions arose around the death of my grandfather and the acceptance by Jessum on the union. Jessum appeared to suddenly voice objection to Jastra’s union with Torack and she bore no memory of her consent. The elders cast divinations on her behalf and discovered that Jessum was influenced by magic in her acceptance of Torack. This now raised concerns on the circumstances of Grandfather’s death. Torack needed to be watched!

Elf spies in the Ashwood Forest followed Torack and discovered a plot to steal from the wood elves deep in the forest and he was using Jastra to meet this end. The spies reported back to Raviline Elders and it was decided that the Union of Torack and Jastra be annulled and to protect Jastra from future enchantments she would be re-wed in a prearranged union. The child, Dorian, would remain in the village to be raised by Jastra and her new husband, Respin.

As time passed, I grew, never knowing the truth of what happened years earlier, I considered Respin my own father and Jastra my mother. As I entered puberty some very distinct non-elf features began to surface and mannerisms that were not elf like. My stature led to ridicule and segregation from many others of the village. I approached my mother about these problems and soon the whole story was passed on to me, though the exact nature of what Torack did and planned to do was not.

It became apparent that my place was not here in Raviline. Torack lived south near Melfesh; it is there that I intend to travel to learn the truth of Torack. Mother pleaded for me to not go, it would be too dangerous Torack is a dangerous man who knows what evil is in his heart. The only support I got was from Jessum, she wanted Torack dead.

Jessum was not my mother and as such had no say in Jastra’s raising of me. Respin realized the problems I was facing and my contemplation to leave the village. He consulted the elders who in turn prayed to Ketephys. Respin returned with a Terry Yart, a servant of Erastil. Respin paid Terry to teach me the ways of Erastil in an attempt to keep me from pursuing Torack. Terry’s price was high but where his son was concerned, no cost was too high.

The pressures of my mixed heritage lay heavy on the Brindale family, and pressure from the elders to produce true elven heirs to the family name brought even more hardship to the family. Eventually, Jastra and Respin bore two more children, twins named Galentheous and Nith Falor. I worked hard to keep to my studies, and ways of Erastil proved interesting, I seemed poised to enter the priesthood. Money became tight and my teachings would have to be stopped. Terry saw promise in me and it was decided that Terry would take me with him to a larger temple and have me placed as a full acolyte of Erastil. Jastra objected at first but later agreed due to pressure from the elders and Terry agreed to no longer accept payment.

Terry and I went to the temple of Erastil in Melfesh, of course I could not say it was a larger temple in this rather small hamlet, here I learned more of the ways of Erastil, but now the knowledge of where I was, and the name of Torack still weighing heavy on my mind, I decided that the priesthood was not for me. Terry confided in me that he brought me here to give me the opportunity to find Torack and what I did when I found him would be my final test of Terry’s teachings. Terry sent me on my way to Korvosa, which is where Torack is most likely to be. I will forever be grateful to Terry and to this day consider him a friend.

Terry realized that the road to Korvosa is not an easy road to travel alone. Melfesh is a town of rangers and guides so Terry put me under the care of Jacob, another half-elf and member of Pathfinders.

Jacob was trained in the teachings of Erastil as well as the secrets of the lands from his upbringing in Melfesh. Jacob taught me much about the lay of the land, Jacob was a good mentor showing me all that I needed to know about surviving in the wilderness. Jacob told me that because of my mixed heritage I might find it difficult to be accepted in many communities.

On the road to Korvosa, Jacob and I happened upon a caravan in apparent ruin, smoke was billowing from one of the wagons, and the other overturned and its contents ransacked. All clues indicated that this was an Orc raid. Among the ruins I was able to pick out a wounded survivor, an elf woman. I tended to her using the healing skills Terry had taught me; apparently the Orcs left her for dead, while Jacob searched for more signs of Orcs.

The elf girl was named Karma and she only spoke elf. Karma told me that orcs did not attack the caravan; rather it was human mercenaries under an Orc banner. A man that knew much of elf ways and their merchant caravan routes led them. The man she described was Torack.

Jacob and I escorted Karma to Korvosa; I brought her to the temple of Erastil where her wounds were healed. I mentioned my association with Terry and was able to get away without paying for the healing. Karma and I saw much of each other for the next several weeks as I always found reason to check her condition. Jacob said that it might not be wise to continue my relationship with her, as it will not look favorable to the elf communities of Korvosa.

Jacob introduced me to the pathfinders, and soon I was brought in. I remained as a student of Jacob for the next couple of years and Jacob supported me in my union to Karma. Jacob was right, the elf communities and emissaries from the region objected publicly to the union. A deal was struck and in return for our union, neither karma nor I may call the Ashwood Forest home. I soon discovered that also that we were no longer found to be in favor of the church of Erastil, (due mostly to political pressure from the Elf communities), my love for Karma was all I had.

About a year after the birth of my son, Fin, overcrowding and unsanitary conditions, plague struck Korvosa. My son Fin was still quite young and showed many signs of a strong constitution for he seemed able to fend off the sickness, but Karma was not so lucky. I pleaded with the priests but with the suffering so widespread and the limited abilities of the priesthood there was a pecking order for healing and with my past choices I knew where I stood. Karma passed; long before the priests would come to our part of town.

I began to have a loathing for the church at my loss blaming both them and myself for what had happened to Karma, cursing Erastil and the church publicly. The church had me excommunicated for my sins against Erastil and the church. My only source of guidance now was Jacob; Terry was too far to assist. I took some of the monies I had gathered and gave Fin to Jacob with instruction to take him to Jessum in Raviline since I was barred from entering due to the agreement with the elves to allow my union with Karma. Jacob was instructed to say that Fin was his so that he would be allowed to enter. I never saw Fin or Jacob again.

I fell into a deep depression, drinking and gambling trying to survive. The streets of Korvosa are unforgiving and soon found myself without a home and without friends, all of my training lost to a blur of drink and a drug known as Shiver. I saw shadows where there were none, and missed them where shadows did lay. It was during these dark times that I met my supplier, Gaedren Lamm. He constantly fed my addiction giving what I wanted for small favors here and there. only the gods probably know how many lives I destroyed during this time

The last of my coins was destined for more ale, when one of those shadows I thought I would see was in fact a member of the town guard. I was thrown into the drunk-tank for the night to sleep off my intoxication. Upon my release in the morning I made my way to the river where I might find Gaedren Lamm, and more of the shiver I seemed to now be addicted to. My daze was interrupted by a splash and scream of a child.

A boy had fallen into the water; my mind went blank of rational thought and immediately instincts kicked in. I dived in and brought the boy to the edge, he was screaming of flesh eating eels and I felt their bite as well. The pain raced through my body but was able to push the boy to dry land. I managed to climb out myself before succumbing to the eel’s poison. My orginal hope was to send the boy off to Lamm as a payment for more of what I needed most.

Perhaps it was fate that intervened or perhaps Erastil herself, but in my unconcious state the boy managed to fetch his father who came to my rescue.

The boy’s name was Fran and was the son of Sieger, an arms master and well-respected weapons trainer in Korvosa. Sieger was overjoyed at his son’s return and promised to repay the favor if ever he could. It was at this point I realized what I was doing to myself and what I would be doing to Fin in the future. I sought the Pathfinders once more to get myself straight. The pathfinders never abandoned me and in no time, I was back on me feet.

I sobered up, and was soon back to my prime, at least as close as possible. I completed a few minor missions for the lodge mostly against the orcs from the east, and whenever I could I would stop and see Terry in Melfesh and share my adventures with other guides there. I managed to learn the Orc language from lodge members in Korvosa, which proved useful in my missions. As the years passed I became more proficient in my skills with a bow and my ability to survive in the wild.

I learned a few lesser-known trails to allow faster travel between cities and managed to befriend a few of the Elven Druids of the region.

Now I have my life back on track though I have not fully recovered from my addictions and still to this day suffer from the damage caused to my body from the drugs. Perhaps someday I will see my son and I can only pray to Erastil that he will forgive me. In the meantime I seek to restore my relationship with the church and once again gain the good graces of Erastil.

But there is on last pressing matter that I now felt obligated to correct; the end of the man who almost destroyed me and is still destroying others, Gaedren Lamm.

(Note: Dorian could be considered a fallen cleric of Erastil seeking atonement but he is a ranger first and foremost having taken that profession after his fall from the church)


Sorry GMMichael, I completely forgot about the other stuff outside of the campaign triat. I'll get back to fixing him up.

Point Buy Bonus: 1d6 ⇒ 6


OK extra point roll.

1d6 ⇒ 6


Sounds interesting, I have a couple characters concepts that might work with this idea. I'll see what I can make up.

Point Buy Bonus: 1d6 ⇒ 4


GMMichael wrote:

1. A Character Concept adhering to the Character Creation Rules.

-Concept is Race, Class, Probably Archetypes and party roll you are applying for.

Human (ethnic Chelaxian), Fighter (no planned archetype), Primary combatant

Quote:
2. A bare bones back story that we can hone together as a party on why your character is choosing to be an adventurer and why you live in Korvosa and why you would work to save it from itself.

Growing up in the Shingles isn't hard. A lot of people do it. Escaping the Shingles is a different matter. As he got older, and stronger, this young man began taking bodyguard work, slowly building up a reputation until he was able to seek more regular work as a guard for merchants in Midland. While he was doing this work, his younger sister went missing, and all evidence suggests she is now one of Gaedren's "Little Lamms." This young man has been attempting to join the Korvosan Guard in an effort to get some authority behind the search for his sister. He knows he must follow whatever path will allow him to free her.

Quote:
3. A Character Goal you would like to see woven into the 'story'

Well, he wants to "move up" in the world, establishing himself as a man of means and living in a situation appropriate to such.

He wants to rescue his sister. I figure such trait-based goals are already worked into the plot, though.

He wants to join the Korvosan Guard (though that is a means to an end for him right now).

Quote:
4. A writing sample. please keep this to less then three paragraphs. The sample should take into account the opening paragraph found below.

As another band of friends fall laughing into the tavern, talking about the parade, he throws his mug across the room. The disgust on his face gives little clue about the thoughts roiling around in his head. Parades! Parties! Public displays that all is right in Korvosa! This mewling, blind mob continues not to care about the ones who go missing, about the ones who simply vanish, about . . ..

Beggin' your pardon, SIR, but that's the third mug you've thrown tonight, and the second you've broke. We can't have you chasin' off the night's party, so you're goin' to have to come back tomorrow. Or later. The serving girl's tone softens before she continues. I know you miss her, and this ain't helpin'. Go get some sleep. We'll see you tomorrow.

--------

Obviously, I haven't put any effort into names or hard mechanics, yet. I think people underestimate the power of an actual core Fighter as compared to the archetypes.

I could easily try for a different role. I just tend to default to very basic concepts. They see so little use anymore.


GMMichael wrote:
two things...remember 1 trait has to be from the campaign guide which ties your character to Gaedran Lamm and the city initially. Second, this is a humanocentric campaign and as such a visibile Tiefling (the scales)would cause you to be classed as an outsider by the majority of folk. I wouldnt disallow it, but know it will have game ramifications.

That's cool. I'll trade my made up trait.

I made the character as someone who survives on the edges of society, so I think he'll work just fine in this regard. I'll look over the materials and see what I can do.

What are the rules on multi-classing? Are the stats limits before of after racial modifiers?


GMMichael, I have updated my stat block and profile. I hope I did not take too much liberty with my background, let me know if that is the case. Also I have not completed purchasing items as of yet.

Background:
Jarrin Fayne grew up in one of the nomadic Varisian groups that all place see from time to time. His parents were performers and Jarrin soon became fascinated with the art of fortune-telling (or as is father put it, "Guessing the futures of people you never met before and never plan to see again.")

Jarrin quickly became very successful though his father took most of te profit from his act. Eventually Jarrin decided he had outgrown the travelling caravan shows and eloped with his sweetheart, Vissa, and made his own path. Word of his "powers" spread over time and eventually led him to settle down in the city of Korvosa, performing his craft for parties, nobles, and even honed his "psychic" abilities for local law enforcement from time to time.

Things were going well in the confidence games Fayne was playing. He soon had a nice home and was comfortably supporting his wife and newborn daughter, Eleeva. He was generally respected by the common folk but always had a suspicious eye cast upon him by those who had sharper minds than the simpletons that were easily deceived. The more the masses were amazed by his predictions the more cocky and overconfident he became. His readings were more like shows, using his psychic/fortune-telling "powers" to make bold, brash statements about anymore he desired, in particular the beacon of hope of the people, “Black Jack”, expecting that no backlash would come to him due to the popularity of the underground hero (or that what he said might actually prove to be true).

One day, Jarrin was asked to help with locating the famous criminal Gaedran Lamm. Jarrin agreed and put on quite the show, gallantly claiming that Lamm and his associates were living on borrowed time. Fayne assured the masses that justice would soon be at hand and prosperity would return to their fair city as a result, filling the building once more. Foolishly he boasted that this future had been shown to him time and time again. Since Jarrin felt his standing in society was enough to protect him he was naive enough to think that his words would never fall on the ears of these villains, so what was the harm? For all he knew Lamm had escaped and left the town for good.

Evidently harm found its way to Fayne. His home was looted and then burned to the ground with disregard to anyone that may have been inside. Jarrin was at a high-society function working his craft for the nobility that evening and had no idea of what had happened while he was away. Returning later that night, he found that not only his home was in ruins but also his life, as two small burnt corpses had been brought out of the rubble. Clearly his words had been heard and this was the vicious response.

Jerrin was devastated, he might be a con-man but he was as good as any home-loving man would be to his family. He was sure Gaedran Lamm did not approve of Jarrin’s forecast of the villain’s fate. Jarrin took to grieving over his wife and daughter full time, neglecting anything else for months. People in Korvosa felt his pain but they also knew that he had likely brought down this upon himself, perhaps even a message from the gods. Eventually Jerrin spent most of his nights in drink and self-pity, losing any faith he ever had in said gods, and his life spiraled downward fast.

Slowly over time Jarrin found that vengeance was growing stronger than the grief. That strength soon had Jarrin dedicate the rest of his life into finding a way, any way, to bring Gaedran Lamm to justice for all of his crimes, including the murder of his family, whether he had that proof or not. Jarrin had also grown to love this city, another reason that he had made up such stories was to give the people who looked up to him any hope that things would get better, no matter who was ruling the city.

But how Fayne would be able to locate a man that no one was able to pin down was still a mystery. Perhaps to track down the myth named Black Jack? Discover if there were any secrets within The Hellknights or the Korvosan Guard. Was evil truly even higher than that, for the youg Queen Ileosa surely seems to crave the power of ruling the city.

Whatever that case might be somebody had to determine the truth and help rescue this once fine city from the burdens of its dire conditions. Surely a man with the talents of Jarrin Fayne could find himself to be valuable in times like these. But as this day drew up him, he had to wonder if his current investigation on trying to find Gaedran Lamm would ever bear fruit.

Three People:
Three people to ‘create’ : Nivik Darven, Sczarni man-of-the-streets. Jarrin once talked the knave out of a bad situation and in repayment for that he uses Nivik as his ear to the streets for anything related to Lamm.

Trayven Pike, former Varisian performer and current innkeeper : Another ear for Jarrin and also a childhood friend. Jarrin rents a small room here and occasionally helps Pike out when non-violent trouble comes around.

Karric Fayne, father : The elder Fayne has been seen in the city much more often after word of the tragedy reached his ears. While he never stays long, Karric does try to help with things that can’t be discovered from within the city.

Stat Block:
Jerrin Fayne
Male Human (Varisian) Bard (Detective) 1
CG Medium Humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee Light mace -1 (1d6-1/x2) and
Rapier -1 (1d6-1/18-20/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Special Attacks bardic performance (standard action) (8 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 14)
Bard (Detective) Spells Known (CL 1):
1 (2/day) Cure Light Wounds, Charm Person (DC 15)
0 (at will) Light, Prestidigitation (DC 14), Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 13, Int 14, Wis 14, Cha 18
Base Atk +0; CMB +2; CMD 11
Feats Agile Maneuvers, Alertness
Traits Fast-Talker, Bonus : Harrow Born (Varisian), Campaign : Love Lost (Widowed)
Skills Acrobatics -1 (-5 jump), Appraise +6, Bluff +9, Climb -4, Diplomacy +8 (+9 to gather information), Disable Device +0, Escape Artist -1, Fly -1, Intimidate +10, Knowledge (geography) +6, Perception +9, Bonus: Profession (fortune-teller) +6, Ride -1, Sense Motive +9, Sleight of Hand +3, Stealth +3, Swim -4
Languages Common, Dwarven, Elven, Varisian
SQ bardic performance: careful teamwork +1, eye for detail
Other Gear Leather armor, Light crossbow, Light mace, Rapier, Backpack (11 @ 15.5 lbs), Bedroll, Eyeglasses, Soap, Thieves' tools, Trail rations (5), Twine (50'), Waterproof bag (empty), Waterskin, 38 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Careful Teamwork +1 (Su) Bonuses to initiative, perception, disable device and against traps or while flat-footed.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Eye for Detail +1 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.


List of prospects and status

and a big thank you to hustonj for submitting exactly what I asked.

1. Primary Combatant (Must have a Good BAB Progression)
Complete
hustonj---?? Human Fighter

Incomplete

2. Primary Arcane Caster (Must be able to cast Arcane Spells at first level)
Complete

Incomplete

3. Primary Divine Caster (Must be able to cast divine spells at 1st level)
Complete

Incomplete

4. Trapsmith (Must have trapfinding and at first level and a class with a 6/level skill rank progression at 1st level)
Complete

Incomplete
PhilOfCalth---Voren The Rogue Tiefling Male Rogue
Alex Mack---Lukain Callinova Human Rogue
Algar Lysandris---Cedric Human Urban Ranger

5. Secondary Caster (Must be able to cast either arcane or divine spells at first level)
Complete

Incomplete
RyckyRych---Jarrin Fayne Human Male Bard <Detective>

6. Secondary Combatant (Must have Good BAB progression and either at least 4 skill rank progression and spell casting capability, even if delayed.)
Complete

Incomplete
Grand Moff Vixen---?? ?? ?? Gunslinger <Mysterious Stranger>
Eric Sobel---Dorian Brindale Leafthorn Male Half Elf Ranger <Skirmisher>

7. Undecided
ShadowyFox
Spazmodeus
Berenzen


Voren the Rogue wrote:


I made the character as someone who survives on the edges of society, so I think he'll work just fine in this regard. I'll look over the materials and see what I can do.

What are the rules on multi-classing? Are the stats limits before of after racial modifiers?

The stat limits are after all modifiers.


1. A Character Concept adhering to the Character Creation Rules.
-Concept is Race, Class, Probably Archetypes and party roll you are applying for. : Human Bard <Detective>, Secondary Caster

2. A bare bones back story that we can hone together as a party on why your character is choosing to be an adventurer and why you live in Korvosa and why you would work to save it from itself. : Trying to locate Lamm alone has been a mostly fruitless endeavor. Leads grow cold by the time they are tracked down. Money is tight. The city is falling to pieces everywhere Fayne looks. Finding Lamm is bound to help both the city and himself find the peace they both deserve.

3. A Character Goal you would like to see woven into the 'story' : The quest for vengence, assuming the background I have constructed is acceptable. Being able to help with a greater cause while seeking said vengence.

4. A writing sample. please keep this to less then three paragraphs. The sample should take into account the opening paragraph found below.

Come now, Nivik, you'd had to have heard about what happened yesterday. Men with Sczarni connections don't fall out of windows and onto their own daggers everyday like Harrin did. Jarrin watches the man in front of him with a keen eye.

Honest, I haven't heard anything! And 'specially nothing about Lamm being involved 'n anythin' lately. I'd tell ya, ya know I would. Nivik is not the trustworthy type but Fayne has one over on him and does mostly trust his intel. I know you want Lamm pretty bad but not everythin' that happens 'round here is cuz of him. You know that!

Jarrin Fayne spies his informant once more. Perhaps you are right. But we can't be too sure. Keep your eyes and ears open for me, alright? I'd ask the Guard but they don't always seem willing to tell me everything they know. Nivik gives a quick smirk and chuckles. You give them too much credit, ya know that, right? Fayne looks back at him with a smile, Maybe I give you too much credit also. Right?


Cool I'll just have to be clever about where I put my bonus points
bonus stats points: 1d6 ⇒ 4


remember they arent pure bonus points but add to the 20 point build. so in your case your build would be 24 points


So what is the general opinion of Shoanti in the city right now? And in the surrounding area? I'm looking at possibly submitting a Shoanti fighter that will later multi-class barbarian.

Sovereign Court

Will write up a concept, sounds like a very interesting campaign.

Bonus Stat Points: 1d6 ⇒ 4


ShadowyFox wrote:
So what is the general opinion of Shoanti in the city right now? And in the surrounding area? I'm looking at possibly submitting a Shoanti fighter that will later multi-class barbarian.

That would depend greatly upon who you talk to.

The Nobility, and majority of those with Chelaxian heritage looks down on them and theres a general prejudice towards them and in some cases downright anger.

The kinder Chelaxians and the Varisians treat them with respect and as any other.

Most Shoanti live either in East Shore or Thieves Camp or Trails End., the latter two, small communities on the outskirts of the city


Look at which Trait to take and I need to bend it a little to match my backstory/concept.
I want to take missing child (Son or Daughter) but instead for it to be a child that sometimes meets Voren and who treats him as a friend, seeing past how he looks. Voren would cherish this relationship greatly, and do anything to retrieve the child.

Is that OK with you GMMichael? If so can I use the child as one of my NPCs?


yes.


Made a few adjustments and brought equipment.

Stat Block:
Jerrin Fayne
Male Human (Varisian) Bard (Detective) 1
CG Medium Humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Rapier +0 (1d6/18-20/x2)
Ranged Shortbow +2 (1d6/x3)
Special Attacks bardic performance (standard action) (8 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 14)
Bard (Detective) Spells Known (CL 1):
1 (2/day) Cure Light Wounds, Charm Person (DC 15)
0 (at will) Light, Prestidigitation (DC 14), Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 10, Int 14, Wis 14, Cha 18
Base Atk +0; CMB +2; CMD 12
Feats Agile Maneuvers, Alertness
Traits Fast-Talker, Harrow Born (Varisian), Love Lost (Widowed)
Skills Appraise +6, Bluff +9, Diplomacy +8 (+9 to gather information), Disable Device +3, Intimidate +10, Knowledge (geography) +6, Perception +9, Profession (fortune-teller) +7, Sense Motive +9, Sleight of Hand +6, Stealth +6
Languages Common, Dwarven, Elven, Varisian
SQ bardic performance: careful teamwork +1, eye for detail
Other Gear Leather armor, Arrows (20), Dagger, Rapier, Shortbow, Backpack, masterwork (empty), Belt pouch (empty), Fortune-teller's deck, quality, Tea (per cup) (3), Thieves' tools, Trail rations (5), Vest, Waterskin, Wrist sheath, spring loaded (1 @ 1 lbs), 12 GP, 4 SP, 4 CP
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Careful Teamwork +1 (Su) Bonuses to initiative, perception, disable device and against traps or while flat-footed.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Eye for Detail +1 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.
Fortune-teller's deck, quality +1 to Profession: Fortune-Teller or Profession: Medium


Jarrin, Glancing over the character I think you overlooked Perform as a needed skill for Bards.

Careful teamwork needs: Visual and Audible Performance
Countersong needs: Audible Performance
Distraction needs: Visual Performance
Fascinate needs: Visual and Audible Performance

"A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired....."

Perform (Cha)
You are skilled at one form of entertainment, from singing to acting to playing an instrument. Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. You could have several Perform skills, each with its own ranks.

Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small sample of which is provided for each category below.
Act (comedy, drama, pantomime)
Comedy (buffoonery, limericks, joke-telling)
Dance (ballet, waltz, jig)
Keyboard instruments (harpsichord, piano, pipe organ)
Oratory (epic, ode, storytelling)
Percussion instruments (bells, chimes, drums, gong)
String instruments (fiddle, harp, lute, mandolin)
Wind instruments (flute, pan pipes, recorder, trumpet)
Sing (ballad, chant, melody)

so you need perform (something) as a class skill maybe 2 depending on what you take..because you need to cover Audible and Visual.


Aha, for some reason I thought the profession was taking care of that. Considering my background would Oratory be enough or would you say I need Act also?


Are the Pathfinder Society traits allowed? Like Berserker of the Society, for example


Jarrin- Profession Fortune Teller would allow for a circumstance bonus dealing with cerain things, but it cannot replace a needed skill

For instance with successful Fortune Teller Check you could gain a +2 to Sense Motive for a human bluffing you, or Diplomacy- gather Information. Or you might make a fortune teller check to use dice, rune stones, harrow cards to gain money...you get the idea. You could use a fortune teller check to boost a perform oratory.

Oratory has no visual. Its just Audible. I think Act is probably the only one that combines the two. Unless you want to give your speeches with a great flamboyance ;)

Shadowfox- Im not up on The PFS traits, so tell me what you have in mind


I was meaning like Berserker of the Society, which allows 3 additional rounds of rage/day.

Trait in Question


Youd have to be an agent of the Pathfinders to use that, but I dont have any problems with that.

The upside is Id give you a Pathfinder Venture Captain as a contact. The downside is you'd have pretty much forsworn your loyalties to the Shoanti with one possible exception.


GMMichael wrote:

1. A Character Concept adhering to the Character Creation Rules.

-Concept is Race, Class, Probably Archetypes and party roll you are applying for.

The character Voren is an outcast and a natural survivor.

GMMichael wrote:
2. A bare bones back story that we can hone together as a party on why your character is choosing to be an adventurer and why you live in Korvosa and why you would work to save it from itself.

As given in my profile. Voren would generally live in the woods surrounding Korvosa only entering the city in disguise or under the cover of darkness. I would see him as spending his early years in an orphanage but running away due to bullying and mistreatment, and learning to fend for himself.

Through his contact Applin (NPC) he takes some jobs with The Cerulean Society, but doesn't touch anything he has scruples with.
Sometimes he manages to hunt some game and sell it to a butcher (NPC) to allow himself to buy equipment to survive in the wilds.

Why your character is choosing to be an adventurer:
Voren longs for friendship and to be accepted, and would do anything to be part of a group of friends

Why you live in Korvosa:
Despite his mistreatment Voren sees Korvosa as his home and would have no idea of how to survive elsewhere. He cares for those he has regular contact with, even though it is rarely reciprocated

Why you would work to save it from itself:
Although Voren would happy kill anyone who has wronged him he considers most people who react badly to him as innocent. Only fearing his looks and not knowing any better. He sees Korvosa as his home and wouldn't want to see any harm come to it's citizens.

GMMichael wrote:
3. A Character Goal you would like to see woven into the 'story'

1/ The search for the missing child. The only person to currently accept Voren as an equal.

2/ His search for acceptance. Voren dreams of being an accepted member of society. He doesn't truly believe he'll ever achieve this dream, but he longs for it more than anything.

GMMichael wrote:
4. A writing sample. please keep this to less then three paragraphs. The sample should take into account the opening paragraph found below.

To follow when I have some time :D


The loss of the Shoanti, I think, would truly kill him. Maybe something like Veteran of Battle (You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.), Auspicious Tattoo, and the Tortured version of Unhappy Childhood.

The rest is coming together, as I've decided on a barbarian, but no idea how to go about the feats. I should have it in the next hour or so.


OK, I'll take Perform : Act in that case. Probably makes the most sense too.

Stat Block:
Jerrin Fayne
Male Human (Varisian) Bard (Detective) 1
CG Medium Humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Rapier +0 (1d6/18-20/x2)
Ranged Shortbow +2 (1d6/x3)
Special Attacks bardic performance (standard action) (8 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 14)
Bard (Detective) Spells Known (CL 1):
1 (2/day) Cure Light Wounds, Charm Person (DC 15)
0 (at will) Light, Prestidigitation (DC 14), Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 10, Int 14, Wis 14, Cha 18
Base Atk +0; CMB +2; CMD 12
Feats Agile Maneuvers, Alertness
Traits Fast-Talker, Harrow Born (Varisian), Love Lost (Widowed)
Skills Appraise +6, Bluff +9, Diplomacy +8 (+9 to gather information), Intimidate +10, Knowledge (geography) +6, Perception +9, Perform (act) +8, Profession (fortune-teller) +8, Sense Motive +9, Sleight of Hand +6, Stealth +6
Languages Common, Dwarven, Elven, Varisian
SQ bardic performance: careful teamwork +1, eye for detail
Other Gear Leather armor, Arrows (20), Dagger, Rapier, Shortbow, Backpack, masterwork (empty), Belt pouch (empty), Fortune-teller's deck, masterwork, Tea (per cup) (3), Trail rations (5), Vest, Waterskin, Wrist sheath, spring loaded (1 @ 1 lbs), 17 GP, 4 SP, 4 CP
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Careful Teamwork +1 (Su) Bonuses to initiative, perception, disable device and against traps or while flat-footed.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Eye for Detail +1 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.
Fortune-teller's deck, masterwork +2 to Profession: Fortune-Teller or Profession: Medium

If there is anything else you need from me you know where to find me.


1. Primary Combatant (Must have a Good BAB Progression)
Complete
hustonj---?? Human Fighter

Incomplete

2. Primary Arcane Caster (Must be able to cast Arcane Spells at first level)
Complete

Incomplete

3. Primary Divine Caster (Must be able to cast divine spells at 1st level)
Complete

Incomplete

4. Trapsmith (Must have trapfinding and at first level and a class with a 6/level skill rank progression at 1st level)
Complete
PhilOfCalth---Voren The Rogue Tiefling Male Rogue

Incomplete
Alex Mack---Lukain Callinova Human Rogue
Algar Lysandris---Cedric Human Urban Ranger

5. Secondary Caster (Must be able to cast either arcane or divine spells at first level)
Complete
RyckyRych---Jarrin Fayne Human Male Bard <Detective>

Incomplete

6. Secondary Combatant (Must have Good BAB progression and either at least 4 skill rank progression and spell casting capability, even if delayed.)
Complete

Incomplete
Grand Moff Vixen---?? ?? ?? Gunslinger <Mysterious Stranger>
Eric Sobel---Dorian Brindale Leafthorn Male Half Elf Ranger <Skirmisher>

7. Undecided
ShadowyFox---Human Barbarian
Spazmodeus
Berenzen


Character Concept

Branhleir Gilden
1. Female Dwarf Ranger (Guide)
Applying for Secondary Combatant

2. Originally from Janderhoff, Branhleir has eagerly hired on to one of the noble families in Korvosa, namely as a (Profession: Trapper) and wilderness guide. Unused, at first, to the wealth and privelege such a position offered her, Branhleir swiftly became a spendthrift, and a bit of a prodigal daughter, even to the point of experimenting with Shiver, with Gaedren Lamm as her supplier (Drug Addict trait). With the assistance of a cleric of Iomedae, Branhleir trained herself to break the addiction. The teachings of Iomedae are an important aspect of her character, now, and she finds herself pulled into assisting the lower classes of Korvosa regularly (Inspired trait), as well as working with nobles to see what situations can be improved upon by the wealthy. It's a strange life for a dwarf more used to the outdoors than to comfortable living of nobility, and Branhleir seems to be more a woman of action than her current situation allows her to be.

3. Although the teachings of Iomedae expect violence to be controlled, and only used when absolutely necessary, that still hasn't stopped Branhleir from expecting and hoping that someone do something about the rabble in the city, starting with Gaedren Lamm. She'll appoint herself if it comes to it, as she has a particularly decisive mind when she wants to get things done. (Branhleir wants to see quite a few of Korvosa's crime lords brought to justice. At least 5, including Lamm.)

4.
Branhlaier ducked down into an alley, nimbly stepping over a stream of an undefinable putrid fluid, her bright eyes looking around and into the shadows, piercing the darkness with her racial sight. One of those guttersnipes is around her somewhere, she thought to herself, carefully holding up her repeating crossbow. "Come along, little lamb, I won't hurt you if you tell me where your master is. There's other things you can do to make a living, and I know people, important people, who can help make it happen."

She doubted that her promise would have much effect. She looked up briefly as a shadow flitted across the sky between the buildings above her. An imp, or a pseudodragon, she couldn't be sure. Or perhaps a roofrunner. But she hadn't heard the sounds of running feet, nor, she reminded herself, had she been trying to.

A sound ahead of her drew her attention back to the alley. "Well? This type of opportunity only comes along once or twice in a lifetime you know. Most people would shoot first and ask questions later." It was obvious that she was losing her temper, if only a little bit. Miriam Iomenclair would be very mispleased if she learned of it. She applied herself a little more forcefully to prevent herself from inadvertently killing the child, but she expected some cooperation. Finally, after what seemed like an hour, a lone child crept out of the shadows.

I wasn't sure if we were supposed to do Character Concept and Character Submission at the same time, so here's just the Concept. The above was edited.


1d6 ⇒ 5 for Ability Score (Points)

Sorry, replace Inspired with Child of the Temple trait. Forgot about not using Ultimate Campaign.


What is the prevailing sentiment towards half-elves and half-orcs?


Half Elves are a fact, especially with those horny elves in the Mierani colony in South Shore District. There's an over abundance of half elves in Korvosa. They are neither looked down upon nor totally accepted its just a fact of life.

Half Orcs are looked at by most to be a slave race. The Shoanti respect them. The Varisians tolerate them. The Chelaxian's use them.


High 5 for the Shoanti!

As far as secondary combatant, to make sure I understand, it requires a good BAB and skills AND spellcasting? Or is it a good BAB, and either skills or spellcasting?


Branhleir Gilden:

Branhleir Gilden
Female Dwarf Guide 1
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft, Perception +8
-----DEFENSES-----
AC 16, flat-footed 13, touch 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +5, Ref +5, Will +4 (+2 vs poison, spells and spell-like abilities)
-----OFFENSE-----
Speed 20 ft.
Melee battleaxe +2 (1d8+1, crit. 20/x3)
Ranged repeating light crossbow +4 (1d8, crit. 19-20/x2)
Special Attacks Ranger's Focus (1/day)
-----STATISTICS-----
Str 12, Dex 16, Con 15, Int 10, Wis 18, Cha 10
Base Atk +1; CMB +2; CMD 15 (+4 vs bull rush and trip attempts)
Feats Exotic Weapon Proficiency (Repeating Light Crossbow)
Skills Heal +8, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Knowledge (nobility) +5, Perception +8, Profession (trapper) +8, Survival +8; Armor Check Penalty -1.
Traits
Child of the Temple Branhleir has +1 to Knowledge (noblity) and Knowledge (religion). Knowledge (nobility) is a class skill for her.
Drug Addict Branhleir has +1 trait bonus to Fortitude saving throws.
Languages Common, Dwarven
SQ defensive training, greed, slow and sturdy, track +1, wild empathy +1
Gear studded leather armor, repeating light crossbow, battleaxe, 10 repeating crossbow bolts, ranger's kit, 4 gp
-----FEATS AND SPECIAL ABILITIES-----
Defensive Training (Racial) Against giants, Branhleir has a +4 dodge bonus to AC.
Greed (Racial) Branhleir has a +2 racial bonus on Appraise skill checks to determine the price of precious metals and gemstones.
Hatred (Racial) Branhleir has a +1 bonus on attack rolls against orcs and goblinoids.
Hardy (Racial) Branhleir has a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability (Racial) Branhleir has +4 racial bonus to CMD when resisting bull rush and trip attempts while standing on the ground.
Ranger's Focus (Ex) Once per day, Branhleir can focus on a single enemy within line of sight as a swift action, and it remains Branhleir's focus until it is reduced to 0 hitpoints or surrenders, or until she designates a new focus, whichever occurs first. She gains a +2 bonus on attack and damage rolls against the target of her focus.
Slow and Sturdy (Racial) Branhleir has a base speed of 20 feet, but her speed is never modified by armor or encumbrance.
Track (Ex) Branhleir adds half her ranger level (minimum 1) to Survival skill checks to follow tracks.
Weapon Familiarity (Racial) Branhleir is proficient with battleaxes, heavy picks, and warhammers, and treats any weapon with the word "dwarven" as a martial weapon.
Wild Empathy (Ex) Branhleir can improve the initial attitude of an animal as with a Diplomacy skill check. She rolls 1d20 and adds her ranger level and Charisma bonus to determine the result.

Grand Lodge

Follow up to add to Cedric's application:

Character goal:

To become an Arbiter or maybe, just maybe Cedric would dream to become a minor noble.

Writing sample:

As the evening street party was going in full strength, cedric got himself ready to go to work. He sight a few times while heading toward his workplace for he knew, tonight when all the cheerful people would go home his job would be dangerous. There were lots of cleaning up to do and the Otyughs were likely to get out of hand, and with passed out citizens in the streets it could get ugly real fast. He really wanted to stop somewhere and pray but the festivities meant it would take extra time for him to get to work.

Upon arrival, after saying hello to everyone ine in the courtyard he went directly to the Otyughs pens, and gave them a long hard look.

You better not give us any trouble tonight, there will be plenty of waste for you to eat in the sewers so don't get to curious if you smell lots of nice things to eat up on the streets. You have plenty down there. It was wishful thinking of course but he couldn't help it. For tonight some of his colleagues might not make it home.

Well then i better get ready now he said to no one in particular.


I have a concept for an Ardoc Golembuilder who has fled Kaer Maga that I'd like to put forward. I'll get it together as fast as I can.

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