The Tale of Solku - and the Nights of Fire (Inactive)

Game Master Mark Sweetman

Only in complete silence, will you hear the desert


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Would you dislike it if I expended gold to train my hit points up?


Khol - I'd prefer no retraining at this point.


Tiasar wrote:

I LOVE Joe Abercrombie. Best dark fantasy writer EVER.

You sir, know your good fantasy.

I concur... DMVoV knows his red handed writings :)


What are your thoughts on the downtime rules?


Presenting Rodrin Rustbeard, dwarf inquisitor of Abadar

Spoiler:
A paragraph description of what your character looks like.
A dwarf less heavy than most – his body type tends towards the wiry rather than the stocky. Fair skin dotted with freckles, constantly burned by the sun, despite him wearing loose and covering clothes typical of Katapesh under his tough suit of armor.
A warm and healthy face, with hazelnut eyes and a welcoming smile under a thick rust-colored beard. He carries his weapons (a hammer, a dagger and a bow) as well as a thick brass key as his holy symbol and a copy of the Order of Numbers.
IMAGE

Why are you in Solku?
“Ach! I tell you, three years I worked as a caravan guard, and never saw such a horror! I mean, I usually protect trade routes and the honest fellas walk take them from gnolls and bandits – but this time it was different! Abadar help me, it was some sort of ancient king, buried in the desert and awoken by necromancy. Covered in rotting regalia, this thing shambled towards us – we could’ve fled, but abandoning our carriages? Not an option, not until this son of Abadar is around. Well, a few bashes of the hammer, a lucky shot with some alchemist’s fire – it was dead for good this time. But it got me first. Oh, that was nasty! We had just a few days left, to Solku, but by the time we got into the city I was half gone myself, I tell you that. They had to carry me over to the temple on a stretcher. High Priest tried and cure me, but it’s tough, very tough. This thing sticks to you. Mummy’s rot, they call it. Well, they just about used up half the temple’s reserves to get me back on my feet, so the least I could do for this temple was to give them something in return. It’s a fair trade. Just as the Master likes it.
They needed a servant of the First Vault to keep an eye on this New Market, to catch dishonest merchants and keep the peace, and that’s what I’m doing. Not as exciting as protecting caravans, but it’s still Abadar’s good work I’m doing here, so I cannot complain.

Now, would you please put back down that basket of dates? I know you didn’t pay for them. Don’t make me raise my voice."

What are your plans for the next seven days?
Fulfilling my debt with the Temple of Solku, of course. They cured a brother from Avistan, no less, so it is fair that I repay them. That’s how Abadar works, and by the all the Gods, it’s how the civilized world should always work. I keep watch here on the New Market, catch pickpockets and dishonest hagglers. Then? I’d go back to guarding trade routes, maybe. Or go looking for some treasure to bring back here to the Temple of Solku – I hear there’s a lot of good prospects out there. Or perhaps join a gnoll hunting party. Go active, and prevent assaults on caravans rather than fighting them off. Land’s rich with opportunities, my friend!

A summary of how your character will be mechanically built (abilities, class, major character choices)
Straight up inquisitor of Abadar. Travel domain – probably Trade subdomain, I’m still on the fence. Lots of skills, social (intimidate, sense motive, diplomacy) physical (stealth, survival, perception) and a few knowledges. Spell selection focused on utilities and minor buffs (divine favor, tongues). In combat, strong melee fighter using medium armor and a warhammer (he’ll have Weapon focus and Dazzling Display with it to take advantage of a good Intimidate score), but also carrying a bow for ranged support, just in case. Abilities would likely be (after racial and with +1 from 4th to Str) Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 12.


Khol - Why do you ask? As it stands I'm not expecting there to be large amounts of flat time in the campaign where they might come into play. What were you interested in using them for?


Tharn Blightfang:

While I know that this character is outside the boundaries you set for what you are looking for, I hope that you find the character intriguing enough to consider for this game.

Per your request, I am going to forgo the fancy writing and stick to exposition. I'm happy to answer any concerns you may have and am providing a little more information than requested to hopefully head them off at the pass.

A paragraph description of what your character looks like.
A giant figure, Tharn towers over seven and a half feet tall despite his hunched posture. Unlike most of his gnoll kin, Tharn's stature is matched by his muscular bulk and he weighs 350 pounds. His fur is burnt orange blending to burnt umber (blackish-brown) on his muzzle, mane, belly and paws. Black spots break up the dull bronze fur, larger and more concentrated toward the peak of his back, smaller and less dense toward his belly.

Tharn dresses in a white linen grand boubou with gold trim and accouterments in the Bedouin tradition. A bronze colored sash encircles his waist, over which he wears a belt of thin gold coins which rings with every long, loping stride such that others may hear him coming. Many armed katapeshi men wear the belts as a courtesy that they not "sneak up" on others, the belt is removed beyond the walls of the city.

Tharn is heavily covered in scars which stand out pale against his dark fur. While many are clearly from battles, the branded Pharasmin spiral of the reformed felon scars the center of his forehead, between black, forward-facing ears. His left eye is further scarred with the four-sided starknife symbol of Desna, marking him as under the protection of that goddess.

Why are you in Solku?
Tharn is an exile from the Carrion Tribe gnolls of Pale Mountain. His tribe, the Blightfangs, were conquered ten years ago and assimilated into the larger tribe and although he was not a particularly devout worshiper of Lamashtu, he refused to follow Rovagug. Upon his exile, he lived as a bandit and occasional slaver for almost a year before his capture outside Solku.

Although convicted of banditry, his slaving activities were unknown by the Iomedean patrol who captured him. Once convicted of banditry by an itinerant judge of Pharasma, Tharn was sentenced to five years of hard labor in the Nagri salt flats south of the city. There, he met Artewyn Greencrest, a gnome burglar from the Finderplain, and eventually converts to the worship of Desna.

Upon his release, Tharn takes up residence in Solku, protected by both the churches of Pharasma (for completing his punishment) and Desna (as a worshipper of the goddess). Having passed investigation by the paladins of Sarenrae, the residents tolerate his presence despite some being unhappy about it.

What are your plans for the next seven days?
Tharn works as a guard and occasional mercenary but carefully screens all of his employers with the Church of Iomedae. Although his clientele are few, his service is eagerly sought after due to his reputation as a ferocious fighter and the scrutiny of the various churches. This scrutiny is well-known within the city of Solku and all know that proven illegal behavior of any kind will result in the gnoll's death.

Tharn is very careful when leaving the city and prefers to work within its walls. He knows that the protection of Solku authorities becomes less effective the further he roams and also knows that the rangers of Fort Longjaw will kill him before inquiring about his scars. On those occasions when he does work outside the city, he wears a loose silk turban to hide the majority of his head and while it covers the symbol of Pharasma, it leaves bare the symbol of Desna.

A summary of how your character will be mechanically built (abilities, class, major character choices).
Tharn is a Huntmaster Ronin/Knight Errant Cavalier. He is beastly strong, agile and hardy. (20 Str, 14 Dex, 16 Con) Despite being illiterate and speaking only common and gnoll, he is quite cunning. Lastly, whether charming or sullen, he is never given a chance to show his nature by the residents of Solku and so quietly keeps to himself. (8 Int, 13 Wis, 7 Cha)

Tharn fights with a magic bardiche over the backs of his pack, two hyenas. His feats are power attack and Huntmaster, a feat which increases the level of his hyena companions. He is armored in a magical steel breastplate, worn beneath his flowing boubou. He carries a massive composite longbow, nearly as long as he is tall, and fires arrows backed by all the sinewy strength of his muscular frame.

Tharn is Chaotic Good, a fact known by the churches of Iomede, Pharasma, Sarenrae and Desna as well as the secular ruler of the city. While his alignment is public knowledge, few citizens take enough interest to question his appearance and thus assume that he is as barbaric and evil as his feral kin. Even still, most give him wide berth, aware of the restrictions placed upon him as a former felon and the constant scrutiny focused upon him. Killing one lone gnoll is not considered worth the effort given that he is routinely watched by the authorities.

Summary
Well, this is my submission and I hope you've enjoyed reading it. I tried to make something colorful and bound to the region. I hope that I have given convincing reasons why a gnoll is not immediately killed on sight in Solku while still leaving enough danger in the world to make his race an issue.

I'm not sure exactly when the character became a gnoll in my mind but it was well into the character creation process. Gnolls have fewer racial points than any race, other than kobolds, and no alternative racial traits. Fortunately, I am more interested in roleplaying than crunch and so am undeterred.

I hope you like the character and thank you for reading.


I just wanted to know if I needed to reflect certain character aspects with mechanical representations.


Ah ok - the answer to that is no, not really. Just put forward a suitably intriguing character concept and that should be enough.

Hilde - interesting, and I'll give it some real thought.

The Exchange

Any thoughts on Kienyach DM? Anything you like or anything I should fix/change?


Out of curiosity Hilde, can you link me to the rules for Gnolls as characters? My Google-fu is failing me : /


Here is the crunch for the time being. I will be posting the complete version with both mechanics and fluff later.

Corven Endronil, Tattooed Sorcerer:
CORVEN ENDRONIL CR 3
Male Human (Varisian) Sorcerer (Tattooed Sorcerer, Wildblooded) 4
CG Medium Humanoid (Human)
Init +4; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 14, touch 13, flat-footed 12. . (+1 natural armor, +1 deflection, +2 Dex)
hp 26 (4d6+4)
Fort +3, Ref +4, Will +6
Defensive Abilities None
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Alchemical silver dagger +2 (1d4-1/19-20/x2) or
. . Cold iron dagger +2 (1d4/19-20/x2) or
. . Unarmed strike +2 (1d3/20/x2)
Ranged Alchemical silver dagger +4 (1d4-1/19-20/x2/10 ft.) or
. . Cold iron dagger +4 (1d4/19-20/x2/10 ft.)
Special Attacks None
--------------------
SPELLCASTING
--------------------
Spell-Like Abilities (CL 4th)
3/day - dancing lights
Sorcerer Spells Known (CL 4th, 5th for Evocation and bloodline spells; concentration +10)
2nd (4/day) - glitterdust (DC 17)
1st (7/day) - grease (DC 16), identify, mage armor, magic missile, vanish
0 (at will) - acid splash, daze (DC 14), detect magic, ghost sound (DC 14), mage hand, message, open/close (DC 14), prestidigitation (DC 14), spark (DC 14)
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 13
Base Atk +2; CMB +2; CMD 15
Feats Alertness*, Cosmopolitan (Perception, Sense Motive), Spell Focus (Conjuration), Toughness, Varisian Tattoo (Evocation)
Traits Focused Mind, Reactionary, World Traveler
Drawbacks Power-Hungry
Skills (Trained) Bluff +9, Diplomacy +7, Intimidate +6, Knowledge (Arcana) +13, Knowledge (Local) +6, Knowledge (Planes) +9, Perception +10, Sense Motive +10, Spellcraft +13, Use Magic Device +6
Skills (Untrained) Acrobatics +2, Appraise +4, Climb +0, Craft +4, Disguise +1, Escape Artist +2, Fly +2, Heal +1, Perform +1, Ride +2, Stealth +2, Survival +1 (+3 to avoid becoming lost), Swim +2
Languages Common, Dwarven, Elven, Gnoll, Kelish, Osiriani, Thassilonian, Varisian
SQ Bloodline (Arcane/Sage), Bloodline Arcana, Bloodline Powers (Metamagic Adept 1/day), Bloodline Tattoos (identify), Familiar Tattoo (Viper), Skilled
Combat Gear Amulet of natural armor +1, ring of protection +1, cloak of resistance +1, spell component pouch; Other Gear Traveler’s outfit, wrist sheath (1 lb: alchemical silver dagger), wrist sheath (1 lb: cold iron dagger), masterwork backpack (13.5 lbs: bedroll, flint and steel, ink (black), inkpen, mess kit, shaving kit, trail rations x4, waterskin), belt pouch (1 lb: acid flask), belt pouch (2 lbs: caltrops), scroll case (0 lbs: parchment x5); Magic Items Wayfinder (empty)
Wealth 380 gold pieces, 4 silver pieces
--------------------
RACIAL TRAITS
--------------------
Bonus Feat Extra feat at 1st level
Skilled +1 skill rank/level
--------------------
CLASS FEATURES
--------------------
Bloodline Gain spells, bonus feats, an additional class skill, and other special abilities depending on bloodline chosen
Bloodline Arcana Use INT instead of CHA to determine sorcerer class features and effects, +2 bonus on Knowledge (Arcana) and Spellcraft checks
Bloodline Tattoos (Ex) Cast bloodline spells at +1 caster level
Familiar Tattoo (Su) Gain familiar as arcane bond that can transform itself into a tattoo, still granting its special familiar ability
Metamagic Adept (Ex) Apply a metamagic feat without increasing the casting time
--------------------
SPECIAL ABILITIES
--------------------
Focused Mind +2 trait bonus on concentration checks
Power-Hungry -2 penalty on saves vs. charm and compulsion if promised wealth or power
Reactionary +2 trait bonus on Initiative checks
World Traveler +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill


I guess later is here earlier than expected.

Corven Endronil, Tattooed Sorcerer:
CORVEN ENDRONIL CR 3
Male Human (Varisian) Sorcerer (Tattooed Sorcerer, Wildblooded) 4
CG Medium Humanoid (Human)
Init +4; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 14, touch 13, flat-footed 12. . (+1 natural armor, +1 deflection, +2 Dex)
hp 26 (4d6+4)
Fort +3, Ref +4, Will +6
Defensive Abilities None
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Alchemical silver dagger +2 (1d4-1/19-20/x2) or
. . Cold iron dagger +2 (1d4/19-20/x2) or
. . Unarmed strike +2 (1d3/20/x2)
Ranged Alchemical silver dagger +4 (1d4-1/19-20/x2/10 ft.) or
. . Cold iron dagger +4 (1d4/19-20/x2/10 ft.)
Special Attacks None
--------------------
SPELLCASTING
--------------------
Spell-Like Abilities (CL 4th)
3/day - dancing lights
Sorcerer Spells Known (CL 4th, 5th for Evocation and bloodline spells; concentration +10)
2nd (4/day) - glitterdust (DC 17)
1st (7/day) - grease (DC 16), identify, mage armor, magic missile, vanish
0 (at will) - acid splash, daze (DC 14), detect magic, ghost sound (DC 14), mage hand, message, open/close (DC 14), prestidigitation (DC 14), spark (DC 14)
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 13
Base Atk +2; CMB +2; CMD 15
Feats Alertness*, Cosmopolitan (Perception, Sense Motive), Spell Focus (Conjuration), Toughness, Varisian Tattoo (Evocation)
Traits Focused Mind, Reactionary, World Traveler
Drawbacks Power-Hungry
Skills (Trained) Bluff +9, Diplomacy +7, Intimidate +6, Knowledge (Arcana) +13, Knowledge (Local) +6, Knowledge (Planes) +9, Perception +10, Sense Motive +10, Spellcraft +13, Use Magic Device +6
Skills (Untrained) Acrobatics +2, Appraise +4, Climb +0, Craft +4, Disguise +1, Escape Artist +2, Fly +2, Heal +1, Perform +1, Ride +2, Stealth +2, Survival +1 (+3 to avoid becoming lost), Swim +2
Languages Common, Dwarven, Elven, Gnoll, Kelish, Osiriani, Thassilonian, Varisian
SQ Bloodline (Arcane/Sage), Bloodline Arcana, Bloodline Powers (Metamagic Adept 1/day), Bloodline Tattoos (identify), Familiar Tattoo (Viper), Skilled
Combat Gear Amulet of natural armor +1, ring of protection +1, cloak of resistance +1, spell component pouch; Other Gear Traveler’s outfit, wrist sheath (1 lb: alchemical silver dagger), wrist sheath (1 lb: cold iron dagger), masterwork backpack (13.5 lbs: bedroll, flint and steel, ink (black), inkpen, mess kit, shaving kit, trail rations x4, waterskin), belt pouch (1 lb: acid flask), belt pouch (2 lbs: caltrops), scroll case (0 lbs: parchment x5); Magic Items Wayfinder (empty)
Wealth 380 gold pieces, 4 silver pieces
--------------------
RACIAL TRAITS
--------------------
Bonus Feat Extra feat at 1st level
Skilled +1 skill rank/level
--------------------
CLASS FEATURES
--------------------
Bloodline Gain spells, bonus feats, an additional class skill, and other special abilities depending on bloodline chosen
Bloodline Arcana Use INT instead of CHA to determine sorcerer class features and effects, +2 bonus on Knowledge (Arcana) and Spellcraft checks
Bloodline Tattoos (Ex) Cast bloodline spells at +1 caster level
Familiar Tattoo (Su) Gain familiar as arcane bond that can transform itself into a tattoo, still granting its special familiar ability
Metamagic Adept (Ex) Apply a metamagic feat without increasing the casting time
--------------------
SPECIAL ABILITIES
--------------------
Focused Mind +2 trait bonus on concentration checks
Power-Hungry -2 penalty on saves vs. charm and compulsion if promised wealth or power
Reactionary +2 trait bonus on Initiative checks
World Traveler +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill

Description:
Possessed of the raven black hair and golden eyes of his mother, a Varisian sorceress and fortune teller, and the sharp features and fair complexion of his father, a Chelaxian colonist and wizard, Corven stands five feet and ten inches tall with a slender build. Usually dressed in comfortable fitted attire of black, midnight blue and indigo and a black hooded cloak, he has several tattoos mostly covered by his clothes. On his right arm there are two of them, one of a stylized viper wrapped around almost his entire arm, and the other of the word "Ragario", the Varisian name of the dancing lights spell, encircling his wrist like a bracelet made of ink. A third tattoo made up of the Thassilonian runes and symbols associated with the identify spell can be found on his left shoulder. Finally, apart from several pouches, a scroll case and what appears to be a wayfinder hanging from his belt, he seems to carry no weapons, at least no readily apparent ones. However, under each long sleeve lies a wrist sheath along with its accompanying dagger, one silvered and the other forged of cold iron.

Reason for being in Solku:
A traveler and seeker of both knowledge and power, Corven believes firmly that on more than one occasion knowledge indeed is power, both literally and figuratively. Although the Varisian sorcerer hardly needs a specific reason to move around, almost never staying in one place for more than a few months, what has brought him to Solku, apart from finding the fortified city an interesting destination in general, is its Archive of Eminent Tomes. He heard of the place from a Pathfinder acquaintance of his, as Corven has lent his aid to the Society on more than one occasion, a fact that resulted in being given one of the organisation’s magical wayfinders even though he never became a full member.

However, it is this little item that has made his entrance in the Archive and his perusal of the place’s tomes and scrolls more than a little difficult, as Menthis Talp, the building’s curator, is not particularly fond of the Pathfinder Society and its members or even associates, past and present.

Plans for the next seven days:
Corven is currently staying at the Breakstride inn and will be doing so for at least a week or two. Although his time in the city is and will be mostly spent trying to gain entrance to the Archive, its curator has proven -and quite possibly will continue to do so- a worthy adversary for the sorcerer's considerable people skills and has not yet been swayed by either charm or deception, not even by promises of Corven lending his intelligence, experience and knowledge of arcane and planar lore to the staff's continued research of the tomes and artifacts within. Thus, when he will not be having his words fall on deaf ears, so to speak, he will be chatting up Erilene Finch, the Breakstride's owner and resident retired adventurer, and moving about the city, taking in its sights and seeing what other people and places of interest it has to offer.

Character outline:
Corven will probably focus a bit more on Conjuration and Evocation spells, mostly summoning minions and using damaging spells. However, thanks to both schools having their share of utility spells and between his bloodline bonus spells and human favored class bonus spells, he most likely will not be a simple summoner/blaster and, despite being a sorcerer and not a wizard, will at least have more than a few spells to play around with. Other than that, he will be grabbing a few metamagic feats (probably Dazing, Empower and Persistent) along the line so as to take advantage of the Arcane/Sage bloodline's powers involving said metamagic feats, as well as certain summoning feats (such as Augment Summoning and Superior Summoning, though I am not entirely certain about the latter). Finally, he will be mostly focusing on his chosen trained skills, which can be seen in his character sheet, though some will be given a bit more priority over others (having Intelligence instead of Charisma as his primary ability does make things a little easier, however).


F. Castor, barring DM approval to the contrary, Wildblooded cannot be combined with Tattooed Sorcerer. I personally think its b+~*@#!s, but the evidence is quite sound : /


Oh? HeroLab seemed to have no problem combining them. Why is that? I did not notice anything interfering with anything.

Dark Archive

hello mark. would a barrister be out of place in a NG town like Solku?


Tiasar - I haven't had time to delve into characters too deeply as I'm in the throes of a five day weekend here in Malaysia :)

F Castor - Herolab still has a few tics I think. TBH I don't delve too much into crunch until post selection anyhow. I'm assuming the tattooed part is the more significant part of the equation?

Radavel - a barrister would not be out of place.


F. Castor wrote:
Oh? HeroLab seemed to have no problem combining them. Why is that? I did not notice anything interfering with anything.

HeroLAb really shouldn't be used as a reference point for the legality of a build.

Its funny, I remember my idea for a tattoed empyreal dwarven sorcerer being shot down, but I cant for the life of me find the thread that discussed it. I just remember I ended up admitting defeat in the face of the arguments against it.

I think its something about Tattooed altering the bloodline, and Wildblooded doing the same.


Ah, I see. Wildblooded and Tattooed both replace the bloodline power gained at 1st level. Hmm... I always thought the Wildblooded bloodlines as alternate bloodlines rather than true archetypes. So basically I considered Wildblooded as giving you access to a mutated version of a normal bloodline and then taking an archetype would still work.

This is a problem.

Fluffwise, Tattooed is probably more important, yes. But mechanically? More or less both are equally important, with the fact that Intelligence becomes the primary ability thanks to the Sage bloodline being an integral part of the character. Making his bloodline Arcane instead of Sage means I have to rework him in a major way.


Yeah, its really annoying : /


While undoubtedly RAW, that's pretty specious. Wildblooded is obviously to ordinary bloodlines as subdomains are to domains. Paizo just got lazy and called it an "archetype" when even the fluff says it's merely an alteration to an existing bloodline.


@Hilde: think Tharn (who is a great concept - wish I'd thought of them) might work well as a Pharasmin Penitent that I originally mooted? Would fit nicely.

For myself I'm stepping out of the running... My character has morphed into something more of a Prophet of Doom and a little too groetusque ;) for the group that DMVoV is envisaging.

I will however leave you in DMVoV stylee with some apt verbage:

I have seen hell, it is a great city under siege. ― Joe Abercrombie, Best Served Cold

Borrowed time and borrowed world and borrowed eyes with which to sorrow it. ― Cormac McCarthy, The Road.

Till we meet again


Had a closer look at it - and I agree with Joana.

Your 'bloodline' is effectively Arcane (Sage), and then applying tattooed replaces the 1st level bloodline power. So I've no issue with them stacking.


DM - Voice of the Voiceless wrote:
Your 'bloodline' is effectively Arcane (Sage), and then applying tattooed replaces the 1st level bloodline power. So I've no issue with them stacking

Huzzah!


Huzzah indeed! Thanks guys (and gal)! :-)


Gregory Paltaris wrote:


Out of curiosity Hilde, can you link me to the rules for Gnolls as characters? My Google-fu is failing me : /

It is included in the Advanced Race Guide as an example of a how to build a custom race. If you do not have that book, you can find it on d20pfsrd.com under "More Races".

There is a 3rd party book by SuperGenius Games that expands the race, but I have not used it as most DMs don't like 3rd party books.

I'm a little disappointed that they don't get a bite attack the way Tengu do, but they probably wouldn't be good 1st level opponents in packs if they did.


Wow, never even went that far in the book to see that! I like how they managed to sneak all those races in that "shouldnt" really see much play, with the use of the race builder.

They are very similar to Hobgoblins from a build perspective now that I think about it.


Black Dow wrote:
@Hilde: think Tharn (who is a great concept - wish I'd thought of them) might work well as a Pharasmin Penitent that I originally mooted? Would fit nicely.

I am a firm believer that every player should imagine every rule/setting/feature of the game for themselves and damn the original intent of the writers. If you envision Pharasmin Penitents in Solku, then that is exactly where they belong.

With that said, the Church of Pharasma Penitent is very Ravenloft in my mind. They are the witch hunters of Salem, MA with buckled hats. Solomon Kane is a perfect example, in my mind, of a penitent.

In my mind, while a flagellant might still be a worshiper of Pharasma, they fit just as well with Iomede or even Sarenrae in a desert setting. That's just me however.

Despite my relatively short exposition on Tharn, I've actually put a lot more thought into how he came to be in Solku. My thinking was that he began as Chaotic Evil like most gnolls. Exile from his tribe was a major life event and drove him to Chaotic Neutral - now dependent on others and without the luxury of bullying everyone he meets. After all, while he may be uneducated, a wisdom of 13 shows that he is not stupid.

Capture and hard labor was another major life event, causing him to question his life to that point. His introduction to Desna shows him that you can fit in with the rest of society while still being wild and free.

Tharn is Chaotic Good because he believes everyone should be free to be themselves and chase their dreams while still caring enough about others to be a member of society. In a way, he considers caring about others as a means of caring for himself - good members of society are welcomed by society and therefore have far better lives.

It has always seemed to me that the story of Drizzt is too easy in the same way that romanticizing vampires is. It's an easy jump to make because both drow and vampires are so sexy. I think it is much more challenging to do the same story with a non-sexy race, something that Warm Bodies did so well with zombies. Gnolls are not sexy and that's why I gave him such an ex-con background. I think it's a more realistic story and one that is very relevant in today's world. He's a former gangbanger who did his time only to find L.A. under siege by aliens upon his release.

Or maybe I'm just giving the concept too much credit.


Hilde: Yeah I did have a former pesh addict now turned flagellant by redeemeing fire of Sarenrae in mind. Mechanics weren't mimicking what I had in mind ultimately but I agree about making things fit... typically the Penitents are very Ravenloft in flavour but hey-ho its moot at present.

Tharn is a very cool concept - gnolls are a favourite race of mine so kudos to you :)


Hey VOV, michaelane checking in with Trig Thistlethorp.

A paragraph description of what your character looks like:

A young Sarenrite altar girl at the Lambent Citadel. A disheveled and barefoot street urchin from Dustyfoot. A plump halfling cook for the Serpentine Blades. A traveling gnomish tinker from the markets of Katapesh. A whimpering gnoll pup separated from his slaver father in the Pens.

Trig Thistlethorp wears many guises. Her true form is that of a young, gnomish woman in her late 40s. She is tall for a gnome, just over three and a half feet tall, but rail-thin weighing just over 30 pounds. Her natural hair color is a bright yellow that dazzles like the summer sun and contrasts with her rich bronze skin that glows with the vitality of a gnome untouched by the bleaching. Her eyes are the color of spring green though the people of Solku see little green so brilliant and she frequently shifts them to turquoise, pink, or blue instead when she chooses to take gnomish form.

Trig usually dresses for the desert heat. Her robes hint at her magic, always pure white even in the most dusty quarters. They are trimmed with bright colors, solid or patterned, and she usually chooses a matching loosely woven cotton headscarf common in western Katapesh except for its magical nature (a headscarf of disguise).

Whatever her form, there is one constant. Trig always carries a small bundle of knotted silks, her holy symbol of Sivanah, and a talisman that she twists, knots, and continually finds herself fidgeting with while thinking or planning...and cursing herself for the potential tell it represents.

Why are you in Solku?:

Trig is in Solku for the secrets. Every city has them. Trig makes sure Solku’s belong to Sivanah.

The Seventh Veil called Trig to Solku in mid-4701 shortly after her last priestess was slain in the Battle of Red Hail. A vision of flames flickering over the famed stained glass dome of the Lambent Citadel. But whether the fires represented Sarenrae’s protective seals, the victory pyre of gnoll invaders, or Sivanah’s veils blowing in a desert sirocco, Trig could not say. She only knew that the Seventh Veil wanted her in Solku.

Nearly thirteen years later, Solku has given up many of her secrets, but Sivanah craves more. The city continually changes and Trig has been kept quite busy keeping up. The gnomish woman has insinuated her way into the lifeblood of the city, but in so doing Solku has also wormed its way into her heart. Originally a fiercely independent agent, Trig finds herself increasingly favoring those who protect the city’s interests and she has shared more secrets than she would have imagined prior to coming.

What are your plans for the next seven days?:

Currently, Trig is doing a favor for Lord Hazic Kel-Kalaar. A troupe of gnomish rogues and illusionists recently came to the city and is preparing an elaborate performance for the Sunwrought Festival in a few months. Wary of a more sinister purpose Lord Kel-Kalaar looked the other way when the gnomes bribed some of his guards and asked Trig to see if they were as harmless as they seemed. After ensuring that she was “discovered” by Esgandiar at a street performance in New Market, Trig joined the troupe two weeks ago and in the midst of perfecting a particularly dangerous aerial stunt before the company takes a break for the Night of Tears. After a couple weeks with the company, Trig has yet to find anything more malevolent than the gnomes trespass on the manor of an out-of-town merchant, but she does find herself eyeing the handsome Esgandiar and finds herself tempted to give in to his neverending requests to go for coffee at Thrice Blessed.

Ties to Groups within Solku:

Trig has many connections within the city, but tends to ally more with Lord Kel-Kalaar than with Lady Cynore. Her experiences with the pain and loss dealt by the gnolls has been more second-hand since she came to Solku after the Battle of Red Hail and she is confident that with vigilance and timely action, the city can forestall any threats.

A summary of how your character will be mechanically built:

Trig will be a bard (sandman) focusing on illusion and deception. I see her going with the veiled illusionist prestige class once she qualifies. She will have a strong skills focus, especially bluff, diplomacy, and stealth, but she should be able to contribute to combat with her illusions, spell theft, and other trickery.


Just a quick note that I'm still floating around and reading up.

The Exchange

Thanks for the note DM, can't wait for selection! How's Malaysia?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Dotting for interest... I'll put together a concept ASAP! =)


Hm. I'd respectfully like to withdraw my application from this game - I just got accepted into another, and would not like to hog things up. You have plenty of great applicants here, after all.

Best of luck to everyone else. :)


Description? -- Like most Keleshites, Siddig has brown skin and black hair, which he keeps his hair cropped short. When grown, his beard comes in horribly patchy, so he tends to stay clean shaven. He is tall but wirey, and hides his narrow figure underneath baggy clothes. The clothes are nondescript, and usually sandy from weeks on the caravan trails.

Why are you in Solku? -- 'The Family Business'. Eighth of eight kin, five of which are brothers, leaves Siddig with few lucrative routes or goods to sell. Never the charming merchant his father is, Siddig has often had to rely on bluffs and cajoling to make a sale. This last route was a grueling trek through Osirion, then south along the western highlands, before arriving in Solku.

What are your plans? -- Recover from disaster. Siddig's modest caravan was ransacked by bandits a day out of Solku. He managed to escape the ambush on his horse, which died a mile from the city gates, but left him with only his personal gear. Now he must find a way to recoup the lost wealth, by whatever means... and explain it to his family.

Ties to Solku? -- The al'Basheer business is headquartered in Katapesh city, but they have a small outpost office in Solku. However, Siddig is avoiding the place and delaying his check in until he can find a way to recover and save face. For the time being, he is staying at the Breakstride, pondering his way forward.

Build? -- Rogue, almost certainly. I haven't spec'd him out yet, but I'm envisioning high Dex, and good Cha and Str. Lower stats will probably be Wis and Con. For skills, acro, bluff, sleight of hand, with some profession (merchant). I'm interested in a high-mobility, flanking specialist... feats and abilities that help shape the battlefield to aid the heavy hitters. I still have to page through the all the archetypes and feats.

Let me know if you have any questions! =)


A rough collation of interest and such thus far:

  • Luke_Parry - Sahir-Afiyun ?
  • magnumCPA - Carwyl - Halfling Ranger Horse Lord / Slave
  • Jetty - Jabrim Lightfoot - Halfling Ninja / Bartender at the Breakstride
  • DM Corvus - Conjurer ?
  • Otm-Shank - ?
  • Khepri of the Dawn - Human Paladin of the Dawnflower
  • Enchanter Tim - Half-Elf Archeologist Bard / Visitor of the Archive
  • Noor El'Harkon - Human Bloodrager / Outrider from Fort Longjaw
  • Ptolmaeus Arvenus - Khol Karis - Bard ?
  • SurplusRaine - Farah Ashbel - Bladebound Magus / Serpentine Blade
  • F. Castor - Corven Endronil - Tattooed Sorcerer / Archive of Eminent Tomes
  • Twigs - Erasmes Yasir Ibn Amin - Human Evoker / Merchant staying at Gilded Dreams
  • Udaya Udas - Human Paladin of the Dawnflower / Loose tie to Sarenrans
  • Spazmodeus - ?
  • Antal al-Besir - Halfling Oracle / Serpentine Blade
  • Fahada Salib - Half-Elf Rogue / Sorcerer / Caravan Guard
  • Gregory Paltaris - Tiefling Alchemist / Archive of Eminent Tomes
  • Tiasar - Half Drow Brawler / Pit Fighter
  • Hilde Alfborne - Tharn Blightfang - Gnoll Cavalier
  • Trig Thistlethorp - Gnome Bard (Sandman) / Illusionist Troupe
  • nomadicc - Siddig al'Basheer - Human Rogue / Trade Guild

My apologies if I've gotten anything wrong above. The question mark indicates only that the submission isn't finalised.

My five day weekend turned into a two and a half ish day weekend and two and a half ish day work-end, but I shall commence with the read throughs upon the morrow.


DM - Voice of the Voiceless wrote:

A rough collation of interest and such thus far:

[...]

My apologies if I've gotten anything wrong above. The question mark indicates only that the submission isn't finalised.

My five day weekend turned into a two and a half ish day weekend and two and a half ish day work-end, but I shall commence with the read throughs upon the morrow.

DM VotV, I'm afraid you missed my submission.


Off the top of my head I am thinking a suli ronin. Not sure if it's allowed so going to read up on Solku in the meantime. Hopefully not to late for consideration. ; )


Airon87 - indeed I did miss it in the list, though not in thread. I'll update upon the next collation of the tally.

Nerak - not too late at all. And a suli sits slightly outside of the original race remit, but I'm not completely against the wee-Genie spawn.


Right, finally got the wee one off to bed and had a chance to look over at least a few people tonight. I'm starting at the top of the list and working slowly down it. Questions are spoilered mainly for length - feel free to look through if you like, there isn't anything to hide.

Responses don't need to be detailed if you can answer in a sentence or two. Most of the queries are as a confirmation I saw the application and seeing if you're still following the thread enough to respond ;)

magnumCPA:
Is Carwyl an obedient slave? - or is he a person unto himself?

Jetty - Jabrim Lightfoot:
  • How do you intend to characterize the ninja nature? - ie. is it mystical in origin / training / mind based / etc
  • Given that the Breakstride would be open till all hours - how does he manage to go a thieving while still holding down a job as a bartender?

Khepri of the Dawn:
I assume Khepri is not in the direct employ of the Lambent Citadel and is a free-lancer?

Enchanter Tim:
Does Dario worship a deity himself?

Noor El'Harkon:
Does she ride? - and if so, what?

SurplusRaine:
No questions :)


Carwyl is definitely an obedient slave. He can interpret his last tasks quite creatively, but despite this his entire identity is being a slave warrior. Even when he is freed from his master, that would mean either someone else would possess his contract, or if it was done through violence, then that person would possess his 'contract' in a sense. He carries out whatever his last orders are to whatever their logical conclusion is.

The details of this still need to be elaborated at this point as I don't know who else is playing or what the campaign entails yet. I am open to improvisation or suggestions as always.


VoV:

Dario would tell you he doesn't revere any god above any other and respects them all. Especially with how much research he's done, he's seen good and bad of many religions. However, he holds up Aroden as a model in his mind of the enlightened and cultured society that he hopes will eventually prevail.


Ninja - in this case, it is a combination of special training and inner strenght/talent. Nothing really mystical about it. Ninja just seemed to be the perfect spy/special operative

Breakstride - there are certainly shifts, it is not 24/7 job, and Jabrim prefers day shift to meet the arriving caravans and evening ones to observe the most people. He should be able to have a special arrangement or just do part time if shifts are not an option. Actually he must have some understanding with the halfling proprietor to allow for his longer leaves for special assignements.


This is what I have so far. Should have him fully statted in a bit. Also any restrictions on mounts?

Description:

Ht: 5 ft. 10 in.
Wt: 175 lbs.
Age: 19
Hair: Black
Eyes: Swirling Elements
Skin: Tanned Bronze

Nerak is of average height with a strong balanced build, shoulder length black hair he keeps tied back, skin bronzed from birth and deepened by the desert sun. Still his most striking trait is his eyes with their pool of elements endlessly moving about, often bring one element above the others in response to events and thoughts. When fully armored, as he often is, he strikes an impressive form. His o-yoroi armor is colored gold with silver accents below which lies padded white silk for both function and comfort. Protecting his head, at times his identity, is a tiered four horned kabuto helmet and matching ho-ate mask based off a lungwang, commonly known as a sovereign dragon. On his left arm is strapped a heavy darkwood shield with a carving of a tiger on it. Secured at his waist with their own belt, two weapons are sheathed in black scabbards with gold filigree. One is a long gently curved slender blade inscribed with a strange sun like symbol, a koi token dangling from it's pommel. The other similar yet shorter inscribed with a crescent moon on the blade, a crane token hanging from it's pommel. Draping down from his back is a sand colored cloak with swirling white trim, strapped over that is a slanted five foot darkwood longbow.

Solku:

Nerak considers himself a local at this point. Having spent a few years in the city and owning a small home, even if he is often away from the city due to work. He regularly works with the Serpentine Blades even being considered a sergeant with in the mercenary company. While his age and status as a newcomer work against him, his skills and results speak for themselves. Something of greater substance among the company by far then anything else. His favored contracts involving guard duty for caravans to Katapesh as it gives him a chance to keep well informed on the possible sale of items of interest to him.

During his time off between contracts or simply when their is little need of his skills. He takes it on himself to keep busy with side work or hunting trips as he sees them. This normally involves him checking in with Patriarch Edris Kebede or others from Dustyfoot concerning their problems outside the city. Mostly with gnolls or the clearing of ruins for little or no pay, which he accepts none the less. As these trips give him the chance to satisfy a number of desires such as training, protecting the people, protecting the city, and should he find any riches to give a portion back to the poor.

Statwise:

Nerak is a LN suli samurai (ronin) all the way. Going to try to balance his offensive power with his defensive power but as a heavy frontliner will likely focus on defense before offense.


Khol is tall and lanky with dusky skin and sharp features. While not the most powerfully built man, he does carry himself with a sort of grace that either implies a life of dancing or the sword. His tendency to dress well and a constant attention to his personal hygiene might lead others to mistake him for a perfumed aristocrat, who dabbles in swordplay but the truth could not be farther from that.

He is a native of Solku, born, orphaned, and raised in it. To the casual observer, his name suggests a small and unpleasant truth about his existence, that he never knew his family and was not taken in by anyone of note until he was considered an adult by the city. However, since then he has done very well for himself, avoiding the gangs of Solku until he was old enough to join the biggest gang of all, the Militia.

Khol is currently enjoying a short sabbatical from his duties as a Dathapatish. That is not to say he is not still a busy man as he has rapidly earned the reputation as the sort who is ready, willing, and able to look into troubling matters for others. While certainly not the most well known for handling this sort of thing, news get around by word of mouth that if you manage to catch Khol while he takes his coffee at the Thrice Blessed and speak plainly of your problems, you may be able to convince him to look into matters for you.

As a Dathapatish of the Militia, Khol has his fair share of responsibilities. However, he often finds the tangle of bureaucracy suffocating and works outside the system from time to time. His men and superiors are enamored by both his skill and personality enough to look the other way or even help from time to time. As such, he has gained considerable respect, and some infamy in certain quarters.

In combat Khol uses his magic to supplement his agile swordplay. While he is not an incredible bruiser, he does possess some not inconsiderable skill with blade and spell. He also possesses a capacity for improving the capabilities of his companions.

That took me longer than it should have.


My current version, nothing is final just yet. ; )

Crunch:

Nerak Sersver
Male Suli Samurai (Ronin) 4
LN Medium Outsider (Native)
Init +2; Senses Low-light vision, Darkvision 60 ft.; Perception +6
___________________________________________________________________________ _________________
AC 23, touch 12, flat-footed 21
(+2 Dex, +9 Armor, +2 Shield)
Hp 40
Fort +7, Ref +4, Will +3
Defensive Abilities resolve 2/day
Resist acid 7, cold 7, electricity 7, fire 7
___________________________________________________________________________ _________________
Speed 30 ft.
Melee: Itahara +10 (1d8+4/18-20) or
Matsukawa +9 (1d6+4/18-20)
Ranged: Composite Darkwood Longbow +7 (1d8+4/x3)
Atk Options: elemental assault 1/day, challenge (+4, +1, 2/day)
___________________________________________________________________________ _________________
Abilities: Str 19, Dex 14, Con 14, Int 10, Wis 12, Cha 9
Base Atk +4; CMB +8; CMD 20
Feats: Toughness, Weapon Focus (Katana)
Traits: Seeker, Armor Expert, Unscathed
Drawback: Overprotective
Skills: Knowledge (Local) +4, Perception +6, Ride +6, Sense Motive +7, Survival +5,
Languages Common, Kelish, Auran
SQ: Mount, Ronin (self reliant), Weapon Expertise (longbow), Mounted Archer
Possessions: Explorers Outfit, +1 O-yoroi, Heavy Darkwood Shield, Itahara (Masterwork Katana), Matsukawa (Masterwork Cold Iron Wakizashi), Composite Darkwood Longbow (+4), Arrows (40), Blunt Arrows (20), Cloak of Resistance +1,


Sorry for the double post but I just caught myself. Skills should be Knowledge (Local) +7, Perception +9, Ride +9, Sense Motive +10, and Survival +8. xP


DM VoV:

Correct as a free lancer. They have a history of working together so he has an attachment to the Lambent Citadel.

Solku has been the city he would identify as his home city and would defend it against gnoll attacks or any other danger. As an orphan of the gnoll war, his view is that a strong Lambent Citadel keeps Solku safe. So he has a strong allegiance to the Lambent Citadel and would do whatever they required of him for the good of the city/region as long as it wouldn't conflict with existing obligations he had.


VoV:
Yeah, as I will her built, she will have Ride and have a sure footed mountain pony as her steed.


A paragraph description of what your character looks like:
When seen from the right side, Kif does not seem overly unusual. Although her skin tone betrays Avistani descent, it is tanned and weathered like that of other immigrants who have lived their lives in Katapesh and does not mark her as a tourist or outsider, and if her sun-lightened hair looks as if it was cut off short without a looking glass with the edge of a blade (which it was), such lack of feminine vanity is not uncommon around the slave pens, where curbing the spread of lice is a higher priority than aesthetic concerns. Once viewed from the opposite angle, however, her appearance is much more striking. The left side of her face is marred by the white lines of multiple scars, criss-crossing her cheek and temple to the extent that it's a wonder her eye was spared her. Her vision remains unimpaired, however, and she glares out at the world with the same level of challenge that has led her to refuse any suggestion she don the hijab to blend in with the crowd and conceal some of her imperfections. Of late, she is habitually accompanied by a young sand-colored desert hound with a doleful face and slender legs that seem too spindly for its barrel chest.

Why are you in Solku? What are your plans for the next seven days?:
Kif is in Solku with a small group from Fort Longjaw, where she has resided since the day she received her scars, replenishing supplies for the stockade and its residents at New Market. While some of Giana Secondstride's band vie eagerly for such a duty for the chance to enjoy the rare pleasures of town life, Kif accepted the assignment grudgingly, always more comfortable in the solitude of the wilderness than among the strangers of the city, particularly in the shadow of the Lambent Citadel. Giana is scupulously fair about rotating duties, however, and Kif plans to take the opportunity while in town of scouting the Pens for inside information on slaving caravans that might be passing through Fort Longjaw's territory in the near future. And there's always the possibility a captive or two might coincidentally manage to slip away while she's in town....

A summary of how your character will be mechanically built (abilities, class, major character choices):
Kif is a human archery ranger with a dog animal companion; her first favored enemy is gnolls. Her unlikely survival of the events that left her badly scarred is reflected in the Heart of the Wilderness racial trait. As an additional result of that experience, Kif is an Atheist: not of the philosophical Rahadoumi variety, but for intensely personal and emotional reasons. She is particularly bitter towards Sarenrae; while she shares the goals and admires the bravery of the Sarenite militia that protect Solku, she thinks they are naive to place such faith in their goddess while she has chosen to put her trust only in herself and her companions. She has the Divine Defiance and Godless Healing feats, and her traits are History of Heresy and, presuming you'll allow it to apply to the Sarenite congregation in Solku rather than the crusaders of Mendev, Cynic.

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