eatalotoftictacs's Untitled Campaign

Game Master eatalotoftictacs


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The PF game I was playing in real life kinda sputtered to a halt after a few months after both our casters dropped out, so I thought I'd try posting here.

Would anyone else be interested in running/ playing the Curse of the Crimson Throne AP? I'm a pretty experienced PF player, but have never GM'd a game before, or else I'd be running this myself. I've also heard good things about the forumites in this corner of the internet... ;)

I'm willing to experiment with higher level characters, starting the campaign mid-way (at part 3-4), etc, if that will help to expedite interest.


This is my favorite AP, and I would give my left pinkie finger to get to play in it long term. Every time I get in this particular AP, it ends up dying out...


I would be interested in playing.


dotting


I am pretty tempted to jump into this as a player and potentially as a GM as well. Assuming I can give myself the kick in the pants to make this happen, how about everyone roll up some characters.

Abilities: 25 point buy with no more than 2 negative modifiers, only one of which can be -2, and none of which can be -3 or less.
Races: All Core, Androids, Lashunta, & Ghoran from Inner Sea Bestiary, and Featured Races from ARG exluding evil races (Drow, Goblins, Hobgoblins, Kobolds, & Orcs). Uncommon Races from the ARG may be allowed subject to review, but not without being mega-cool.
Classes/Archetypes: Any, though I don't really like Summoners.
Traits: 2 standard + 1 campaign (from Player's Guide)
Starting Gold: Standard per class.
HP: Max HD at 1st, half+1 after that.
Game Pace: One post per day minimum excluding weekends and holidays.
All submissions subject to review of course, but I'm a pretty lenient GM who is more interested in making sure everyone is having a good time than anything else.

I'd be looking for a group of 4 players with me DM-PCing a 5th party member so I can have some playing fun too. I prefer balanced parties, but am flexible and anyone with a good background with good immersion in the setting will stand out.

For a little about me, I've been playing and DMing games since 3rd edition for about 10-12 years now. I've both played in and DMed PbP games a couple of years ago so I'm fairly experienced. I'm a 28 year old dude who lives in Washington state with my wife and two cats. I am currently DMing two active games IRL at the moment (Carrion Crown @ 10th level and Legacy of Fire @ 2nd). I can't think of anything else to write, so I'll open the floor for submissions. No set in stone deadline, but I'll make selections when it looks like I've got a good field of cool dudes and dudettes to choose from.

EDIT: Also, I'd be looking to start this at 1st level.


6 PCs, 25 point-buy, and allowing negative stats would likely be a cake walk,
Given that all APs are calibrated to 4 PCs, 15 point-buy.


Would be 5 PCs total, not 6. Edited my post to clarify that. Aside from that, I'm not too concerned.


Even 5 PC @ 25 point-buy is a cake walk, played a few modules at 25 point-buy with no negative stats, and it was a cake walk.

20 point-buy is not cake walk, but also gives enough for the MAD classes.


Mmmm... Cake

dotting


Pai is a gnome illusionist that I'd have to adjust the point buy on, but I'd love to get her in a game again. Oh and I'd need to add a trait as well, but the skeleton is there.


I prefer 25 point-buy as I like powerful characters. I'm not too concerned about whether it is a "cake-walk" or not as encounters can always be tweaked and everyone having fun, getting into the story, and doing cool things with their characters is more important to me than having encounters be more of a challenge from a lower-power point-buy.


Good to know you'll be tweaking it, so 25 point-buy is less of an issue of challenging the PCs


Pai Kromnite wrote:
Pai is a gnome illusionist that I'd have to adjust the point buy on, but I'd love to get her in a game again. Oh and I'd need to add a trait as well, but the skeleton is there.

Assuming you're planning to remove the mythic tier, everything looks fine stat-wise. I do have one question though:

What is the reason for giving her a Neutral Good alignment? Seeing as she currently funds her operations by stealing from innocents I don't see her as particularly Good. I could see an event like deific intervention changing someone's alignment, but Sivanah is Neutral-aligned herself so that doesn't seem very likely in this case.

Azure Zero wrote:
Good to know you'll be tweaking it, so 25 point-buy is less of an issue of challenging the PCs

I won't be tweaking everything, but if things seem unbalanced I'll certainly mix things up a bit.


What about racial class archetypes I was thinking of playing a dwarven cleric Forgemaster

He'll be on the warrior/cleric side - but wish to see how they rune ability plays out. And the 25 pt buy will help as he'll need STR/CON/INT/WIS/CHA all on the mid to high side.


I have a couple of PFS scenarios that are finishing up, so this could be good timing, and I also have an idea for a dwarf that would be greatly helped out by having a 25-point buy (mine's a magus). I'll see what I can pull together.


EnWorld's HolyMan wrote:

What about racial class archetypes I was thinking of playing a dwarven cleric Forgemaster

He'll be on the warrior/cleric side - but wish to see how they rune ability plays out. And the 25 pt buy will help as he'll need STR/CON/INT/WIS/CHA all on the mid to high side.

Yep, any Paizo archetypes are fine including Racial ones. Go hog wild! :)


my application

Auren "Rin" Cloudstrider

Female Sylph (Varisian) Air Elementalist Wizard 1

Attributes:
Str 8
Dex 16
Con 12
Int 19
Wis 12
Cha 12

Languages: Common, Auren, Varisian, Shoanti, Giant, Infernal

Traits:

Focused Mind (+2 Concentration)

Resilient (+1 to fortitude saves)

Missing Sibling (Sense Motive and Diplomacy are Class Skills)

observant (perception is a class skill, +1 trait bonus to perception checks)

child of the streets (+1 to sleight of hand checks, sleight of hand is a class skill)

Feats:

Additional Traits x1 (child of the streets, observant)
Scribe Scroll

Gear:

Gear:
Silken Ceremonial Robe (30gp),
Familiar (Pale Blue Falcon, +3 to perception checks),
Spellbook (15GP)
Spell Component Pouch (5gp)
Belt Pouch, waterskin,
flint and steel,
1 loaf of bread,
1 wheel of cheese,
1 hunk of meat.
16 gold pieces, 5 silver pieces and 8 copper pieces unspent.

Skills:

(1 rank each, FC bonus =skills)

Diplomacy +5
Sense Motive +5
sleight of hand +8
Perception +6
Stealth +4
Disable Device +4
Spellcraft +8

Racial Abilities:

Like the Wind: (Base speed increases by 5 feet, replaces electricity resistance),
Breeze Kissed (+2 AC against ranged attacks, replaces air affinity)
Weather Saavy (automatically predict the next 24 hours of natural weather as a full round action, usable at will, replaces spell like ability) darkvision

Class Features:

Air Supremacy (+2 to fly checks, may cast feather fall on self at will)

Lightning Flash (5 ft burst centered around self, usable 7/day, deals 1d6+1 electricity damage and dazes for a round, DC 15 reflex saves the damage and negates the daze)

Spells:

all 0 level spells. may prepare any 3 plus message

1st level spells 3/day. 1 of which must be a spell of the air school
shocking grasp*
feather fall*
grease
magic missile
burning hands
magic weapon
shield

Backstory:
a sylph adopted and raised by a varisian caravan at a young age. living a rather carefree lifestyle as a traveling street magician with her troupe. one day, the caravan was performing in Korvosa, and the Caravan Elder's youngest Great Granddaughter was kidnapped by Gaedren's Little Lamms. and Auren, still comparatively young offered to find the missing child after a bad week of woe. "this is to repay your kindness." the young Sylph proposed. seperating herself, vowing not to return until she either found the whereabouts of the missing great grandchild, alive or dead, mutilated or whole. she searched for years, but could not find the missing child amongst all the other varisian children. using her youthful appearance to infiltrate and her skill at speaking to find a means to find a solution.

Rin is a small framed and emaciated sylph at a height of four feet and eleven and a half inches. starved from her labor and lifestyle as a street magician. her best friend is a pale blue falcon named Nikoletta. the young sylph has shoulder length dyed green hair that is worn in a single ponytail on the left side, but not the right, her eyes are a deep blue green, and she is nearly pale a milk itself. adorning her skin is a series of blue-green markings resembling tattoos of avian design. covering her extremely underendowed body is a heavy dark green silken robe thick enough to stop a small blade or few. massive sleeves cover her arm, and the blue ribbon in her hair has a pair of small silver hollowed bells that do not jingle. on her feet is a simple pair of dark leather boots and around her waist, is a pale blue sash worn for looks and around her neck is a pale green scarf. over her left shoulder, is a messenger style bag that she keeps lightly packed.

Rin is a wizard, who will likely double as a skill monkey rather than a proper sage. and will likely take a few key roguish skills and play a role closer to that of a utilitarian rogue rather than that of a proper wizard.

Vital Details
Height 4'11.5"
Weight 40 lbs (Hollow bones)
Hair: Dyed Medium Green
Eyes: Blue-green
Skin: pale
Build: emaciated and not very well endowed either.
Notable Details: a sweet and friendly street magician from one of the Varisian performing caravans and into the slums of Korvosa.
Favorite Food: Sourdough Bread
Other Details: the missing child that needs rescuing has been left blank for the DM to model as they please. not that Auren is that physically developed herself. though it is likely that the child has grown up by now.


I'd like to present Alastair Stills, male halfling rogue (bandit/knife master). I've been really hoping to do an adventure path, and I think he fits really well into the urban theme of this one.

Also, DM Kacy, if you're interested in using rotating GMs so that you wouldn't have to do double duty for the whole time, I'd be willing to help out. I'm also running two IRL campaigns (one a homebrew, and Jade Regent at 11th level), and have a decent amount of experience in PbPs.

Thanks for considering me!


Little Rin

a sylph street magician raised by varisians. i posted the backstory in my previous post, and on the alias. she is kind and sweet, and does a good job of pretending to be a child to infiltrate the little Lamms in search for her kidnapped "Sister" from the caravan. not her biological sister, but a fellow child of great signifficance from the same caravan. the details are left blank for DM interpretation as desired.


Curse of the Crimson Throne you say?! This is one of the AP's I've been most eager to try out!

As such, I'd like to submit Travigan Frost for consideration. His point buy is in the right place, I'd just need to pick up another trait.

Regarding starting wealth, by "standard for class", does that mean the average or the max? I presume average, but it can only help to ask.

I'm on the east coast, but I have access to the boards at my office, so posting even multiple times a day is rarely a problem. Thanks for the consideration and best of luck to everyone in the running! =D


Curse of the Crimson throne is an AP i never got to start, and have wanted to do for a while. my last audition didn't go so well because i tried to play a servant of the queen without realizing the queen was the main villain. now, i offer a rather Roguish Wizard. she has likely done a few favors for the local authorities to earn some spare coin to live with her modest conditions. and she is not the judge dredd or other evil trope. she is more sweet, friendly, happy go lucky street magician who owns a modest apartment in the slums. her intended attitude is positive, although seemingly a little whimsical.


Alastair Stills wrote:

Alastair is looking good. I also like the rotating GM idea so I may take you up on that. One note, should Alastair's damage be 1d3-1 or am I missing something?

Auren "Rin" Cloudstrider wrote:

Looking good as well.

Travigan Frost wrote:

Also great. By standard for class I meant average.

Lots of good submissions so far! Keep em coming and if anyone has any additional questions for me, let me know! :)


@DM Kacy you're absolutely right, it should be 1d3-1. Alastair isn't really a traditional damage dealer haha more an out of combat/sneak attack kinda guy.

Also, what were your thoughts on how you're going to convert CotCT to Pathfinder from 3.5?


I'll probably just use the conversions here on the SRD and then if anything else doesn't make sense, just manually adjust it.

Also, I'm probably not going to be posting in this thread much between about half an hour from now and Monday. I'll be on a little Monday to check up on things and then will be busy all day Tuesday and will be back in mostly full swing on Tuesday.

Most of my posting is done while at work (M-F 9-6 PST) with home-time usually off the introwebs, though certainly able to check from time to time. I'm also going to be training someone during work for the non-holiday days of next week so my posting may be diminished during that time, but I'm guessing we'll have a decent field of submissions by then and I'll be able to find some time to go through everything. Just wanted to let everyone know unless I seem to be incommunicado or not posting very much for the next little bit here. I'll try to check in over the weekend, but no promises with inlaws in town and all of those good times. If I do seem to disappear for a bit, Happy Holidays to everyone and keep rolling out the submissions as I'll be around to look at them before too long! :)


I have a few unused characters at the moment,
mostly from games that died.

List (I tend to reuse aliases as needed)
Combat
Changeling Barbarian(Urban+Brutal Pugilist)
Half-elf Monk(Martial artist)
Human Fighter(Polearm master)
Half-elf Fighter(Phalanx)

Skilled
Half-elf Ninja
Tiefling(beastbrood) Ninja
Assimar(Idyllkin or Musetouched) Ninja
Assimar(Azata) Bard(Archaeologist)

Heal
Assimar(reg) Cleric(Theologian)
Tielfling(Pitborn) Cleric(Theologian)

I'll ask the GM to pick two from the above, I'll pick two, then I'll randomise which one I'll put up for recruitment.


.....


Azure Zero wrote:

1d3 ⇒ 1 = Combat

1d4 ⇒ 2 = Half-elf Monk(Martial artist)

1d3 ⇒ 3 = Heal
1d2 ⇒ 1 = Aasimar(reg) Cleric(Theologian)

No preferences here, so I've let the dice decide :)


Oh wow. I head out to snowboard for 6hrs, get home, check the boards and BAM. You guys and ladies are amazing. Thanks DM Kacy! :)

I'll post the stats for my human TWF kukri fighter in a bit. I've been wanting to see how she'll fare in a campaign without me delving into Dawnflower Dervish or any of the archetypes.


I'll pick the
Human Fighter(Polearm master)
and
Tiefling(beastbrood) Ninja

can't resist adding random selection

1d3 ⇒ 3 Heal, Tielfling(Pitborn) Cleric(Theologian)
1d2 ⇒ 2 Skill
1d4 ⇒ 4 Assimar(Azata) Bard(Archaeologist)

List:
Half-elf Monk(Martial artist)
Aasimar(reg) Cleric(Theologian)
Human Fighter(Polearm master)
Tiefling(beastbrood) Ninja
Tielfling(Pitborn) Cleric(Theologian)
Assimar(Azata) Bard(Archaeologist)

Nice balance of pickings (2 combat, 2 skilled, 2 divine, 2 tiefling, 2 aasimars, 2 core races)

--------------------------
Half-elf Monk(Martial artist)
Human Fighter(Polearm master)
-
Assimar(Azata) Bard(Archaeologist)
Tiefling(beastbrood) Ninja
-
Aasimar(reg) Cleric(Theologian)
Tielfling(Pitborn) Cleric(Theologian)

Selecting 3

Combat
1d2 ⇒ 1
Skill
1d2 ⇒ 1
Divine
1d2 ⇒ 2
Select
1d3 ⇒ 3

Combat
1d2 ⇒ 2
Skill
1d2 ⇒ 2
Divine
1d2 ⇒ 1
Select
1d3 ⇒ 2

Combat
1d2 ⇒ 2

3d100 ⇒ (24, 78, 75) = 177
3d100 ⇒ (84, 60, 66) = 210

I'll make both the
Human Fighter(Polearm master) and
Tiefling(beastbrood) Ninja

and let either GM or players pick the one they like.


You know you need a human paladin.

Feats: quickdraw
Two weapon fighting

Kukri
Scimitar
Daggers

Light steel quickdraw shield with spikes

Next levels ranger!


DM Kacy wrote:
Pai Kromnite wrote:
Pai is a gnome illusionist that I'd have to adjust the point buy on, but I'd love to get her in a game again. Oh and I'd need to add a trait as well, but the skeleton is there.

Assuming you're planning to remove the mythic tier, everything looks fine stat-wise. I do have one question though:

What is the reason for giving her a Neutral Good alignment? Seeing as she currently funds her operations by stealing from innocents I don't see her as particularly Good. I could see an event like deific intervention changing someone's alignment, but Sivanah is Neutral-aligned herself so that doesn't seem very likely in this case.

DM

Spoiler:
She ended up being a good alignment in her last iteration, because in that game , she had joined the town guard after her being jailed and released. I hadn't thought about the alignment with the slightly different history, but some sort of true neutral would probably be more appropriate now, unless you would prefer her being part of the guard. She was a "special agent" who specialized in infiltration for them. I considered having her prestige class Into a Veiled Illusionist, if the game progressed that far.

If you have any questions or suggestions, I'd be happy to make changes, as CoCT is my favorite AP and I'd love to get a slot. Thanks for your consideration.


I played as a guest in one session of this AP a long time ago, and always wanted more of it.
A bit more sniffing through the player's guide before her story appears, but I would like to introduce Glimoril.


Do you allow traits from Varisia: Birthplace of Legends
as it adds two campaign traits (Dockside Avenger and Varisian Immunity)
and two regional traits (Roof racer, and Savage Breaker)


backstory:

Glimoril was born in Mierani, but at a young age, she began to join her father in his travels. Many elves were scattered across Varisia and the lands nearby, and they missed the things from home. Eledim traded the products of Mierani with the elves in other towns, and he brought his young daughter on his journeys in hopes of satisfying her seemingly endless curiosity.

On these journeys, she learned that it was often better not to ask questions. She would explore the homes they visited at night, discovering secrets that had little importance to anyone but a child. The only time she was ever caught was when they shared a camp with a man named Hallen. She was searching through his pack, out of curiosity, when she felt the edge of a knife press against her throat.

She tried to explain, but the man was determined that she had meant to steal from him. Hallen's anger woke her father, who came with his two-handed elven blade ready, and persuaded Hallen to release the girl. When it was discovered that nothing had been stolen, Glimor and his daughter made ready to leave, but the human was unsatisfied. He attacked, and Glimor fought him off, wounding his leg. Then Glimor and Glimoril rode away.

Weeks later, they were approaching Korvosa with a delivery for Perishial Kalissreavil, when an arrow appeared in her father's back. Glimor turned to face the enemy, and the next arrow took him in the chest. He died before he reached Hallen, and Glimoril watched Hallen ride away, laughing.

Glimoril found her way into the city, and it wasn't long before she discovered the cure to her grief. The drug called shiver gave her beautiful dreams, and for two years she was a slave to shiver. It was only when she overdosed, and a dealer named Gaedren Lamm dumped her for dead in the Vaults that she was able to free herself of it. After the brutal withdrawal, she slowly began to undo the damage that she did under the influence of the drug. She fed herself by stealing from dealers and others who exploited addicts, and recently was able to steal back her father's curveblade from the man she had sold it to for a pathetic fraction of its worth. Soon, she will be ready to confront Gaedren, and then she will begin her search for Hallen.


and
crunch:

Glimoril
Elf Rogue (Scout, Swashbuckler) 1
CG Medium Humanoid (elf)
Init +6; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 9 (1d8)
Fort +1, Ref +6, Will +2; +2 vs. enchantments
Immune sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Elven curve blade +2 (1d10+3/18-20/x2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +2; CMD 17
Feats Dodge
Traits Forlorn, Indomitable Faith, Reactionary
Skills Acrobatics +8, Appraise +5, Bluff +6, Climb +6, Disable Device +6, Escape Artist +8, Perception +7, Sense Motive +5, Stealth +8
Languages Common, Draconic, Elven
SQ elven magic
Other Gear Leather armor, Elven curve blade, Thieves' tools, 70 GP
--------------------
Special Abilities
--------------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

for your perusal.

I'm excited to see what happens!


Ridge here...
It's been awhile since I've played a paladin, and I've never played one in Pathfinder, so I thought I'd give it a go. Crunch is in the alias.

Staryth Valdian (Paladin of Shelyn)

Background/History:
Staryth has been blessed all his life. While not noble born, his family served nobles and made a good living at it. His mother and father loved him and were supportive, and while he squabbled with his two older brothers, when the 'chips were down', they had his back.

He did not stumble onto his worship of Shelyn. His parents were of the faith and took him to ceremonies regularly. No, his love affair with his goddess was one long in the making. His strong singing voice was promising, but while he enjoyed it and did join in often, he always felt the goddess had some other plan for him. And so she did. When a temple guard retired, young men of the church were asked if they would like to volunteer for the task. Not a warrior faith by nature, many either declined or just weren't up to the task. Staryth, however, took to arms and weapons quite well, and served dutifully as he trained.

This progressed until the calling of paladin came on him in full force. But this calling did not happen in an empty world. Staryth had a friend from one of the seedier sides of the city named Zan. Zan had seemingly overcome all the obstacles that had never been in Staryth's way to begin with. While not a paladin, he was a skilled guard and warrior in his own right and Staryth admired him very much.

So much, that the young paladin was blind to the fact that Zan was taking shiver to cope with some hard times he was too embarrassed to tell the church about. The more Zan began to rely on the shiver and the pleasant dreams it brought him, the worse the problems he sought to escape became. Staryth's friend was soon missing duty watches, and services alike. Then, he vanished.

Startyh went seeking his friend out, and finally did. Zan was in a gutter, babbling and shaking in the rain. Staryth saved the man's life, but what truly appalled Startyh was how blind he'd been to this sort of thing. It wasn't just Zan that was hooked, others suffered, and it was not just something the 'lower class did'. It was something that trapped them and slowly killed them while the rest of the citizenry turned a blind eye.

Of course, Staryth knew he had to take action against this, and that meant finding out who had sold it to his friend...
That was when he first heard the name of Gaedren Lamm.

Personality/Motivation: While Korvosa may not be the friendliest place in the world to paladins, Staryth thinks of it as home. He's always been a joyful fellow, delighting in the beauty of the city. Now, however, he realizes he has been a little naive. Others lead lives that are not so joyous, not so beautiful, and until nearly losing a friend to shiver, he hadn't realized just how bad it was for entire neighborhoods beyond his own.

He feels more than a bit guilty about that, and has decided to help spread the blessings that have graced him all his life. He's not as 'stiff' as some paladins, but he's just as dedicated.


This is the crunch for my kukri TWF-er fighter, "Red". I'd typed out the background but the messageboards died on me last night. I'll edit this post to add the background later.


Hi!

Been thinking 'bout alchemists for a while, but havent been able to form a good backstory until now.

Ferka Olasz:

There is not much to say about Ferka's early life, apart that he was noticeably more astute than most of the children of his age. After he came to age, he started applying to the numerous wizardly schools of Korvosa, starting with the prestigious Academae and the universalist Anomanexus College and ending with the smaller institutions, but was rejected from every one of them despite his intelligence. The word soon spread about a poor guy who had been denied entrance to every possible school, and he became a laughing stock of those who had been admitted entrance.

Feeling resigned and down, he decided that if he could not be a wizard, he could at least do something related to it, and went to ask for work from a small facility that, he thought, was limited to produce spell components for the wizards of Korvosa. Once inside, however, he noticed that the spell components were just a way to finance the facility's real purpose, pushing the limits of alchemy beyond just mixing potions and making smokesticks to something far more powerful, and sometimes dangerous.

Due to his considerable intellect, Ferka was soon moved into the research team, honing his own skills while assisting senior alchemists. Such was his enthusiasm that he did research even on his own, experimenting with whatever he could get in his hands. It was while doing these experiments that he stumbled upon a discovery that would cause him much trouble: a way to create much more of the drug "shiver" from a dose of Dream spider venom, making it much cheaper to produce.

Knowledge about this new method somehow reached the ears of Gaedren Lamm, who offered Ferka a share of the profits if he sold the recipe to him. Being in financial problems at the moment, he reluctantly agreed. He never saw his share, though, and when he started asking around for Lamm seeking to get his share of the gold, Lamm decided to get rid of him. He was arrested on false charges of murder, and though a friend of his the truth was made known and he was released, but the damage had been done, and he found that he was not welcome anymore to his workplace.

Nowadays Ferka sustains himself by selling alchemical concoctions on demand. These often turn to be poisons or other goods of questionable legality, but he does not have much of a choice if he wants to earn enough to not fall into poverty. But should an opportunity arise, he would be more than willing to stop Lamm from profiting from his invention...

Stats and personality will be coming later.


New questions for the GM,

1) If an Aasimar takes the "Scion of humanity" trait, and takes the human feat "Fast Learner." Could the aasimar learn a human Favored class option that the aasimar does not have.

2) Since Ninja favored class options do not exist as official PF material, but 3PP options exist (I think super genius has a free one) or use the rogue Favored options.


Here's Red's backstory for consideration.

backstory:

Write 5 background and concept elements that you feel are important to your image of the character.

1. Seraphina was born to a poor family in a small town near Riddleport, the third daughter in a disgraced scholar's horde of brat children. Her father was an abusive alcoholic who took to beating his wife and children on the least provocation. Slow to learn and meek, Sera, as her mother called her, was a frequent target of his rages. Despite her mother's best efforts, Sera and her siblings were mostly left to take care of themselves and run wild on the streets.

2. On one occasion, Sera's father beat her so badly that her arm bone broke through the skin. Since the family was unable to afford the services of the local Adabar priest, the task fell to an itinerant cleric of Cayden Cailean, who took pity on the family and healed Sera for free. From that moment on, Sera nurtured a growing curiosity about the Lucky Drunk, and as an adult, took up the proper worship of the god.

3. After Sera' mother died from illness, a family friend pulled strings to send Sera and her two youngest siblings to a distant Irorian monastary, rather than leave them in the hands of her father. Sera, having been made rebellious and aggressive after countless beatings at her father's hands over the years, made a poor novice monk. Between her temper and lack of interest in attaining mental perfection, it was impossible for Sera to gather her ki, let alone attempt to purify it. Unhappy with the monastery’s rigid daily routines, she was constantly making attempts to run away and showed little to no deference towards her superiors.

Sera was soon relegated to doing chores instead of attending novice training, in the hopes that the menial labour would sort her out. One of the monastery's oldest attendants, an ex-sohei monk called Rathi Baghera, took it upon herself to channel the girl's anger into proper martial training. It was only after much patience, stern affection, and kind words, that Rathi was able to soothe much of Sera's shattered self. Over the years, Sera grew to love and respect her mentor as the mother she'd lost too soon.

4. Following Rathi's passing from old age in Sera's seventeenth year, Sera finally left the monastery, carrying nothing but a few personal belongings, Rathi's old rosary, and a pair of worn kukris that the abbot was willing to spare. She has since been wandering Varisia and the surrounding regions, going by the moniker of "Red" and earning her living through a mixture of mercenary work and hard labour.

One of Red's first acquisitions once she obtained enough money was a massive tattoo on her back, in memory of Rathi. Over her years of wandering, Red has also sought out her siblings and keeps in cordial contact with them. On the other hand, she has no desire to see her father and doesn't care what becomes of him.

5. Red's wanderings have brought her to Korvosa many times. It was on one of her earliest visits to the city that she found a friend in Kristen Vian, an eager young recruit of the Sable Company, after the latter intervened in a bar brawl that Red was involved in. Over the years, the friendship between Kristen and Red developed into something more, with the two eventually becoming lovers. Red eventually began spending more and more time in Korvosa and the surrounding townships, doing her best to find employment within the city in order to be with Kristen. Kristen, on the other hand, was always careful to ensure that their relationship remained a secret from her superiors in the Company.

Red's world has recently fallen apart, however. A few weeks ago, Kristen was found dead in an alleyway, stripped of her valuables, the apparent victim of a petty theft while on her way home after patrol duty. Furious with the inability of the Korvosan Guard to find the thief and haunted by grief, Red has been frantically going through Korvosa's pawnshops and underworld for any clue that might tell her the identity of the one responsible. After days of searching, the chance discovery of Kristen's ring of protection in a local merchant's trinket shop has finally given Red a name to go on - Gaedren Lamm.

------------

Personality
All heart and not much head, Red is a quiet young woman, gentle and sweet-tempered by nature. Once roused into battle or provoked, however, she tends to get carried away and has no qualms dealing out massive doses of double kukri slicey death.

Appearance
Red is of mixed Tian-Min and Varisian blood, inheriting her looks from her father and her fox-red hair from her mother. She is fair-skinned, with her hair cut short and a trim fighter's body. She is also rather short for a human female.

Red prefers to dress like a man when out travelling, ostensibly on the grounds that it is easier to fight in pants rather than a skirt. She is never without an Irorian rosary tied to her right wrist. She also bears a massive black ink tattoo of two feathered angel wings that goes from the top of her shoulders all the way to her lower back.


Azure_Zero wrote:

New questions for the GM,

1) If an Aasimar takes the "Scion of humanity" trait, and takes the human feat "Fast Learner." Could the aasimar learn a human Favored class option that the aasimar does not have.

2) Since Ninja favored class options do not exist as official PF material, but 3PP options exist (I think super genius has a free one) or use the rogue Favored options.

1) Sure, why not.

2) Use the Rogue options. The alternate class rules read: "An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class—a samurai cannot also be a cavalier, and vice versa" so you can take Favored Class options, Archetypes, or whatever from the associated class since it functions "exactly as a base class."

Also, all of the submissions are still looking good. I probably won't be able to make any decisions until the holidays are over, but it looks like I'll have some tough choices to make!


The unanswered question
Do you allow traits from Varisia: Birthplace of Legends
as it adds two campaign traits (Dockside Avenger and Varisian Immunity)
and two regional traits (Roof racer, and Savage Breaker)


DM Kacy wrote:

Also, all of the submissions are still looking good. I probably won't be able to make any decisions until the holidays are over, but it looks like I'll have some tough choices to make!

Another question for you, how many submissions can one player make? I have other ideas if the pally either isn't quite what you're looking for or you have too many 'meat shield' options on the plate as it is. I figure no harm in asking if I can increase my chances :)


Tally so far (of those with alias presented)

Classes:
Wizard: 2
Rogue: 2
Barbarian: 1
Paladin: 1
Fighter: 1

Races:
Human: 2
Gnome: 1
Sylph: 1
Halfling: 1
Half-elf: 1
Elf: 1

--------------------------
We have no Clerics, Druids or Oracles

--------------------------
No alias
human, paladin
???, Alchemist.


Ridge wrote:
DM Kacy wrote:

Also, all of the submissions are still looking good. I probably won't be able to make any decisions until the holidays are over, but it looks like I'll have some tough choices to make!

Another question for you, how many submissions can one player make? I have other ideas if the pally either isn't quite what you're looking for or you have too many 'meat shield' options on the plate as it is. I figure no harm in asking if I can increase my chances :)

Looks like meat shields (assault type) is not a problem as it's pretty close to arcane and skill type, what's a problem is the void of divine types, though paladins help alleviate the void.


Actually, one of the other concepts I had was divine oriented. But EnWorld's HolyMan mentioned making a Forgemaster IIRC. I don't think he's submitted one in full yet


I can roll up a cleric or oracle if there's a lack of one... but only if we get to submit more than once.


I am interested and would like to submit my raised by humans elven wizard - Hásteinn of Orentil

background:
For eighty-seven years Hásteinn had been a slave, serving one master or another as a linguist and a walking encyclopedia. The uniqueness of his race and his training made him valuable, and while he had one or two cruel masters, for the most part his masters treated him more like a prized possession then a beast of burden or a whipping boy. He learned early on that if he excelled and flattered he would be rewarded and so he accepted his servitude, after all it was all he truly knew and he had never encountered one of his racial kin.

For the last fifty one years of his slavery he served one man, the Magnimar caravan merchant Orentil Himil. Orentil treated Hásteinn almost like a son. Orentil had two sons of his own, but he was distant from both of them. Orentil’s eldest son, Orftri, defied him and became a mercenary, favoring winning coin by his arm and a sword, then by trading exotic goods and making deals. Orentil Hamil’s younger son, Faerthord Hamil, did not reject his father’s way of life, merely his father. Viewing his father as too old fashioned and too long lived, Faethord established his own trade caravan in Northern Varisia and the two companies became rivals – breaking Orentil’s heart. Yet for years Orentil continued on, until at the age of 76 he died. The week before he expired, Orentil Himil granted Hásteinn his freedom and a small collection of arcane scrolls and books that he had never fully been able to grasp. He wrote to his collegues that he had adopted Hásteinn and hoped they would abide by his wishes. Moreover, old Orentil suspected that Hásteinn’s racial gifts and innate intelligence would be able to unlock the mysteries of the arcane where he had failed.

Wracked with despair and uncertainty, Hásteinn bid his master goodbye and left the life of servitude for a future that was confusing and strange. He had never had to make his own decisions before and while he knew enough to get by and prevent starvation, he was at a loss of what to do with his life. Unwilling to disrespect his master’s last blessing of freedom, he rejected the notion of finding another to serve. Instead, he did what seemed most natural – he set his mind to unraveling the mysteries of the arcane that had eluded Orentil. He traveled to the small town of Sandpoint and locked himself away in study. For over ten years Hásteinn studied the dark mysteries of magic, intrigued most by the connection between life and death. He knew he did not age as other men did and understood that clearly some epoch long ago his race had unlocked the secret of immortality. Setting his life on a new path, he pledged that he too would unlock this mystery and save good men from the ravages of time and disease.

appearence:
A tall elven man with sharp, aquine features and dark eyes. His hair is the color of deep oak wood and though long, he has it tied back into a single trailing braid. His eyes are the color of a deep northern fjord, brimming with mystery and intelligence. He dresses simply and seems well versed in the customs of the land. Not at all haughty or distant in his demeanor.

stats:
Race: Elf
Gender: Male
Age: At least 97 years old, probably older.
Class: Wizard (Necromancy) Level: 1
Alignment: LN

Str: 12
Dex: 14 (16)
Con: 13 (11)
Int: 16 (18 )
Wis: 10
Cha: 14

HP – 7
Saving Throws – Fort: + 0 Ref: +3 Will: +2
Traits: World Traveler (diplomacy), Merchant Family
Racial Abilities: Low Light Vision, Elven Immunity, Elven Magic, Keen Senses (+2 perception), Weapon Familiarity
BAB: +0
CMB: +1
CDM: 13
Feats: Scribe Scroll, Spell Focus (Necromancy)
Skills: 1 Rank of Appraise (8), 1 Rank of Know Arcana (8), 1 Rank of Diplomacy (10), 1 Rank of Spellcraft (8), 1 Rank of Linquistics (8), 1 Rank of Know Local (8)

Languages: Common (Chelaxian accent), Elven, Giant, Dwarven, Shaonti, Varisian, Skald

School of Focus: Necromacy Schoolsof Opposition: Transmutation, Abjuration
Necromancy Powers
Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
Familiar: Thrush* (speaks language) – Alertness, Improved Evasion, Empathic Link, Share Spells
Thrush* Master gains a +3 bonus on Diplomacy checks

Spells known: Charm Person, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Chill Touch, Sleep, Comprehend languages, Vanish

Equipment: GP - 14 SP - 8 CP - 5
Spellbook
Quarterstaff
Longsword
Shortbow
60 arrows
backpack
bedroll
flint and steel
chalk (5 pieces)
Tent
Merchant's scale
Travelers outfit (3)


Count me interested, I'll most likely submit an oracle.


Sorry missed the Varisia: Birthplace of Legends question. Sure, that should be fine.

As for submitting multiple characters, I'm fine with that in theory as long as they are all fleshed out with full backgrounds and everything.


Eve Valeria Abia Human Fighter(Polearm)

Noya Yuuki Aiba Aasimar Ninja

I could make a make a few more,
but I think the character submission limit should be 2 or 3 characters.

Think I'll do the tiefling Cleric next

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