conquest of paradise: The consortium

Game Master katataban

The Aspis consortium has also set its eyes on the island of Carantena. They seek to reap the island's resources for their own profit. Preferably using the indigenous population, as well as the settlers as indentured workforce.

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This is the recruitment thread for the Aspis consortium faction of conquest of paradise. See: st for more info.

Additional rules:
Races: any Paizo race up to 13 points is allowed, anything over, check with me first.
Alignment: Any, but please keep the consortiums goals in mind.

I think I might have a character for this faction, will post in a bit.

Revaz Grosvenor, CN Half Elf Slayer.


Normally eschewing traditional employers, Revaz Grosvenor sees the Consortium's mandate in close alignment with his own, at least for the time being. Furthermore, the inherently wild nature of the new island will allow him to break free of the more restrictive bounds of "civilization." As long as Revaz can use his skill-set to keep the Aspis Consortium (and, in turn, himself) profitable, the new-found landmass will prove a boon for all those involved (except the natives, probably).

katataban wrote:

This is the recruitment thread for the Aspis consortium faction of conquest of paradise. See: this thread for more info.

Additional rules:
Races: any Paizo race up to 13 points is allowed, anything over, check with me first.
Alignment: Any, but please keep the consortiums goals in mind.

Link added.

here's my character submission for your approval.

Marat Sayed
Male human (Keleshite) rogue (unchained) 1 (Pathfinder Unchained 20)
LE Medium humanoid (human)
Init +3; Senses Perception +5
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+1/19-20) or
dagger +3 (1d4+1/19-20) or
dagger +3 (1d4+1/19-20) or
dagger +3 (1d4+1/19-20) or
dagger +3 (1d4+1/19-20) or
scimitar +1 (1d6+1/18-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks sneak attack (unchained) +1d6
Str 13, Dex 16, Con 12, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Combat Expertise, Martial Weapon Proficiency (scimitar), Weapon Finesse
Traits killer, shadow whispers
Skills Acrobatics +4 (+0 to jump), Bluff +6, Climb +2, Disable Device +5, Disguise +6, Escape Artist +4, Intimidate +6 (+8 to demoralize opponents), Perception +5, Sense Motive +5, Sleight of Hand +4, Stealth +4
Languages Common, Kelish, Osiriani
SQ paranoid, trapfinding +1
Other Gear leather armor, crossbow bolts (20), dagger, dagger, dagger, dagger, dagger, light crossbow, scimitar, backpack, bedroll, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), thieves' tools, waterskin, whetstone, 41 gp, 3 sp, 8 cp
Special Abilities
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Paranoid Aid Another DC 15 for attempts to help you.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Marat was born into slavery, his mother a concubine for a particularly degenerate merchant prince of Katapesh, his father some other slave or associate of his mother's master she had been given to as a reward or favor. His early life was one of constant toil and harsh cruelty that taught him very early on that the only person who he could rely on was himself. Not ever particularly strong, yet agile and cunning, Marat proved himself useful in many small ways to his master, a fact which allowed him one day to become close enough to garrote the vile bastard even though he was only thirteen. While vengeance was his, this resulted in Marat becoming an outlaw, fleeing into the labyrinthine alleys and back streets of Katapeh's slums. He was able to make his way among the criminal element despite being but a child and a lone operator among various gangs and syndicates, picking pockets, cutting purses, even preforming a few murders for hire. Now a young man, Marat is seeking his fortune, ready to test his skills and wits against any and all, seeking to take with both hands whatever he can wrest from life.
Despite his upbringing, Marat is neither cruel, nor bloodthirsty, however he is ruthless, cold, and calculating and while he holds nothing but contempt for the laws or imposed morality of gods and kings, he does adhere to a strict personal code of ethics. He may lie, cheat, steal, or kill, but it is never done out of malice or greed, rather it is what he believes is necessary, the rules of life as it were. In personality Marat is reserved, keeping his thoughts and, more importantly, his emotions to himself. He trusts no one fully, however, if loyalty is shown to him, he will return it. He is not entirely humorless, possessed of a somewhat wry, cynical wit which reflects his general, over all curmudgeonly view of the world and those in it.

hoping to have something up later tonight. DM will be pming a few questions. Most likely looking at a lawful evil, chaotic nuetral, or pure neutral (b choice and focus) character
. Leaning towards alchemist

working on consortium group.
need DM to roll so I can see options

working on consortium group.
need DM to roll so I can see options

just for kicks here's my 8 - 18 rolls

**: 1d10 + 8 ⇒ (8) + 8 = 16

**: 1d10 + 8 ⇒ (8) + 8 = 16

**: 1d10 + 8 ⇒ (2) + 8 = 10

crafting before hand? if so how do you want it handled cost wise and such?

Minotaur alchemist --Grenadier

Basic Background:
His herd/tribe was attacked and nearly wiped out by a group of orcs several years back. Many of those left sought to find and gather the remaining members. Among those scouts was (***INSERT NAME***)who went looking for his mate. While the searchers were away a group of dwarves tracking the orcs attacked and slaughtered the remaining Minotaurs.

I returned to find the camp burning and carcass' hacked to shreds. A few bodies of the attacking dwarfs lay rent among the destruction. Gathering what I could for supplies I set out to the nearest city to seek information and resupply before I began hunting my tribes killers.

My skills as a trapper of beasts served me well in my search but I have been unsuccessful as of yet in finding the marauders.

I trapped fur while I tracked and when I needed supplies I would enter the local towns and sell. During one such escapade, I could find no one willing to discuss a trade with me and fought my anger down at the slightly veiled contempt the towns folk showed me.

I was leaving the city when a gnome bustled out of a alleyway and intercepted me. He was an alchemist that needed someone to retrieve a "certain" ingredient for him. I agreed after negotiating a price. Upon my return with the item, the gnome asked if I would like to know how to enhance my weapons with alchemical items. I agreed reluctantly to "work with" him in exchange for some instruction in alchemy. I continued to hunt the killers of kin but kept returning to the town when i needed supplies. Each time I returned I was asked to find a certain ingredient and bring it the next time I "came to visit. As, I did this my pockets began to fill and my knowledge of alchemy grew.

The gnome Sirta Gumbletop introduced me to other members of the "consortium" that he belonged to and soon I wes learning from others as well as procuring needed items.I never questioned legality and my methods were often just as brutal as effective but none of my "customers" asked about how I had retrieved the items, so I didnt say.

Word reached me that an expedition was being gathered to explore an island just recently discovered. At the behest of Sirta I joined the group hoping to find new reagents to make me wealthy and powerful.The consortium was paying for the expedition and all they asked in exchange was to have access and claim on the resources we found. We were promised our pockets would be as lined as theirs if we were willing to accept the trip.
I was given instruction as to where to meet the resto f the expedition amd found myself a week later standing outside a consortium warehouse waiting for final instructions.

specs and such will be posed shortly.

DM= Do you have herolab program? if you do I can send you my file directly from that. if not I will convert it (will take longer) into another format to attach here

Yes I do. What exactly are the rolls for?

katataban wrote:
Yes I do. What exactly are the rolls for?

lol forget the rolls...I thought I had typed that in another window and didnt realize i hadnt until after i posted it.

If you wanna pm me an email address I'll send my hero lab file to you.

Okay. I'm looking through the characters and this looks incredibly promissing. Andoran and Cheliax especially have a lot of interest. Taldor seems a bit less so. Recruitment is open for another day and a half, I'll announce the groups after.

I'll send you the toon tonight. Just doing finishing touches.

Are we allowed crafting pregame?

I will assume that we can and will pay for two when I purchase three of items that should be fairly reasonable DC wise to make.
If this needs to be fixed let me know and I will adjust as well
I figure if I get three and buy two that allows for the screw ups and such that would waste materials while crafting.

Minotaur allowed?
If so. I would like to request a felitaur build similar to what a centaur is?

I'm going to sound so dumb here, but what's a felitaur.

As for allowing the minotaur. I'm allowing it as a one off, as the species is native to Golarion.

No worries. Just a feline taur race. It was just a question. Will stick with original char

Seth86 wrote:
No worries. Just a feline taur race. It was just a question. Will stick with original char

Just a note here as well. The minotaur was built using the race builder provided by paizo. There were several things that I would hav eliked to do that would have fit the overall general minotaur but I was able to get the general feel of the creature and keep it at the 13 pnt limit.

Just figured to put tat out there. Also if you have the herolab program I can and would be willing to send you the "racial" template I created for the minotaur.

And I still havent been chosen.

***A felitaur is much like the wemics***

No worries. I can build a felitaur for 13-14pts.
But i do not wish to upset the balance the GM is looking for =^^=
I have HL. But no need to send me the file. Was just curious =^^=

So far I have:


Did I miss anyone?

Only if i can submit my 13pt build for my felitaur :P

My main choice is in the Cheliax thread. =^^=

Sorry. Was a tiring night.

@katataban: any faction still needs reinforcements?

@Archlich. So far Andoran could use the most help, it has 2 open spots, but every other faction still has 1

If needed it would be easy for me to adjust story to go Andoran as well. Your call I can see me fitting either place. Especially if instead of hunting those that killed my mate I was made a slave and rescued later by Andorans. Then in order to maintain my freedom to look for my wife and avoid slavery again I work to free other slaves and go to explore the island so that I can find somewhere safe to go once my wife is found. Especially if we have found where my wife is enslaved. It would then make sense to me to have a location to flee to when she was "saved"

Which ever one fits best for the group I am amendable

Im not sure whats going on with this thinking that Kataban maybe still enmeshed with a family issue. I am going to respectfully withdraw.

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I'd like to jot my interest in making a hobgoblin cavalier (Fellrider)

Would that be acceptable?

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