Acadamae of Secrets!

Game Master mathpro18


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I've recently returned after a LONG hiatus and I've decided to run The Academe of Secrets. Its a pathfinder module released for 13th level players.

Those interested please post character concepts here. I don't need full sheets/alias's because putting that much time into a build to not be selected is something I can't ask you to do. But if you wish to build an alias feel free I won't stop you. I just need an outline of classes/abilities/feats/general direction your taking your character. I do want to see a fleshed out background so please read the background spoiler below. Character creation rules are in the spoiler below labeled character creation.

If you are new to play by post/pathfinder I would suggest this isn't the game for you as it requires someone with experience to navigate its twists and turns. I am currently recruiting for some first level modules(Crypt of the EverFlame and Hollows last Hope) that will be more suited for new players.

I would like my players to be able to post once a day during the week. I am going to be on and available to post while at work and I tend to work 3-8 hour shifts depending on the day but I won't be on on the weekends. Posting on the weekends is also fine just understand I will not be able to respond until Monday.

Character Creation:

-Level 13 characters
-2d6+6 or 20 Point buy which ever is higher for stats
-Roll HP or take average which ever is higher
-Average starting gold for the level(140,000 gp)
-Core races are preferred but other races may be considered but I will not allow custom races.
-All classes are allowed except Psionic classes
-Any equipment found in Ultimate Equipment is allowed
-No Third party published material
-Any and all paizo 1E books are open and available for use
-Prestige classes are encouraged but not required. To make some of these more appetizing I will be allowing Variant Multi classing. The rules for which can be found here.
-Background skills will be allowed
-You will get two traits

Backgrounds:

I've seen this method used in the past with fabulous results and it really helps flesh out your characters. Though I haven't seen it used for a Module so I'm wanting to see if it has the same results. So please give me the following:
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
5) Three key memories that define your character as the person they are at the time of submission.

All that is to help you and me tell a compelling story not only you, but any who read our adventure, will enjoy. If this is asking too much, let me know.

Recruitment will close on Wednesday Feb 26th at 7 PM EST.


2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 5) + 6 = 13

Dotting. Would you be okay with evil-aligned characters, if they're truly willing to work with the party and not stab anyone in the back? I have a concept I'd love to try (will write down in more details).


Hi!

I rolled in your other recruitment, but then I realised it was a 1st level adventure. This one seems more fitting. Let's have a try! I'll pick the 20 point buy, though.

The basic concept is a Shoanti who has to flee his village and adapt to a Varisian settlement or wandering community. The exact details I'll have to develop.


The Archlich wrote:

2d6+6

2d6+6
2d6+6
2d6+6
2d6+6
2d6+6

Dotting. Would you be okay with evil-aligned characters, if they're truly willing to work with the party and not stab anyone in the back? I have a concept I'd love to try (will write down in more details).

I swear your stalking my threads Archlitch...not that I mind that much. For this I'm going to have to say no Evil alignments but I am also recruiting for Moonscar(level 16) where I am allowing evil alignments so feel free to stalk me over there lol.


Jereru wrote:

Hi!

I rolled in your other recruitment, but then I realised it was a 1st level adventure. This one seems more fitting. Let's have a try! I'll pick the 20 point buy, though.

Sounds good Jereru, are you withdrawing from my other game then?


DM Mathpro wrote:
The Archlich wrote:

2d6+6

2d6+6
2d6+6
2d6+6
2d6+6
2d6+6

Dotting. Would you be okay with evil-aligned characters, if they're truly willing to work with the party and not stab anyone in the back? I have a concept I'd love to try (will write down in more details).

I swear your stalking my threads Archlitch...not that I mind that much. For this I'm going to have to say no Evil alignments but I am also recruiting for Moonscar(level 16) where I am allowing evil alignments so feel free to stalk me over there lol.

Heh all good! The evil concept I had in mind works better in the Korvosa setting of the Acadamae - but I have others to present, here and for Moonscar. Thanks mate.


Yes, sorry, I'll post there to make it clear. A pity, I had some good rolls :p


Jereru wrote:
Yes, sorry, I'll post there to make it clear. A pity, I had some good rolls :p

If you want you can use those rolls here or just do 20 point buy either way.


People might be interested in the module blurb.

Also, Dotting for interest


pad300 wrote:

People might be interested in the module blurb.

Also, Dotting for interest

Thanks Pad! I'll throw that in the campaign info tab.


DM Mathpro wrote:
Jereru wrote:
Yes, sorry, I'll post there to make it clear. A pity, I had some good rolls :p
If you want you can use those rolls here or just do 20 point buy either way.

Aw, that's nice. I'll do that then.

Do you want a narrative together with all the questions?


Jereru wrote:
DM Mathpro wrote:
Jereru wrote:
Yes, sorry, I'll post there to make it clear. A pity, I had some good rolls :p
If you want you can use those rolls here or just do 20 point buy either way.

Aw, that's nice. I'll do that then.

Do you want a narrative together with all the questions?

Yeah thats fine or if you just want to do a bullited list that would work to. What ever is easier for you, I know a lot of work goes into creating higher level character.


This is interesting. Let's roll.

2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10

Ok, not bad. I'll think on some options.


A set of dice rolls
Ability 1: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Ability 2: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Ability 3: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Ability 4: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Ability 5: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Ability 6: 2d6 + 6 ⇒ (3, 4) + 6 = 13


Hurray for even more high level play!

4d6 - 2 ⇒ (2, 3, 3, 6) - 2 = 12
4d6 - 3 ⇒ (4, 3, 4, 3) - 3 = 11
4d6 - 1 ⇒ (1, 3, 6, 6) - 1 = 15
4d6 - 1 ⇒ (5, 6, 2, 1) - 1 = 13
4d6 - 4 ⇒ (5, 4, 6, 4) - 4 = 15
4d6 - 1 ⇒ (1, 6, 5, 5) - 1 = 16


12d8 ⇒ (7, 8, 2, 3, 5, 5, 2, 3, 1, 2, 6, 7) = 51

Roll, minimum 5, right? So that becomes 8 at 1st, plus 7, 8, 5, 5, 5, 5, 5, 5, 5, 5, 6, 7.


Man, I can't read. Igonore my previous post.

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 3) + 6 = 13

20 point by it is...

I have a couple of ideas for characters.


To trust in the fates.

2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 3) + 6 = 15


Would you prefer me to only submit for one adventure? Or is it ok to sumbit to two of them? (I have already submitted in the Moonscar one).


HP: 1d8 ⇒ 3
HP: 1d8 ⇒ 3
HP: 1d8 ⇒ 5
HP: 1d8 ⇒ 1
HP: 1d8 ⇒ 5
HP: 1d8 ⇒ 5
HP: 1d8 ⇒ 3
HP: 1d8 ⇒ 7
HP: 1d8 ⇒ 8
HP: 1d8 ⇒ 7
HP: 1d8 ⇒ 8
HP: 1d8 ⇒ 7


I'm having a look at the classes and I think I'm leaning towards something like Barbarian or Bloodrager, which fits with the Shoanti background of the character.

I'm even considering changing the Shoanti thing for something like Ulfen, Mammoth Lord or even Mwangi. The concept would be the same though. The game starts in Korvosa, right?


Yes it starts and stays in Korvosa...well...kind of...but I don't want to give anything away.


JohnnyBlack wrote:
Would you prefer me to only submit for one adventure? Or is it ok to sumbit to two of them? (I have already submitted in the Moonscar one).

You can apply in both of them.


Ouachitonian wrote:

12d8

Roll, minimum 5, right? So that becomes 8 at 1st, plus 7, 8, 5, 5, 5, 5, 5, 5, 5, 5, 6, 7.

Yes minimum 5


Given the Academae’s general reputation for internal associations (all those Imps in Korvosa, for example), I’m thinking a good deity might want this investigated. Say, by a paladin or Warpriest.


I'm working on a Thundercaller Bard.


Ouachitonian wrote:
Given the Academae’s general reputation for internal associations (all those Imps in Korvosa, for example), I’m thinking a good deity might want this investigated. Say, by a paladin or Warpriest.

*infernal. Darned autocorrect.


Ouachitonian wrote:
Given the Academae’s general reputation for internal associations (all those Imps in Korvosa, for example), I’m thinking a good deity might want this investigated. Say, by a paladin or Warpriest.

As I read the blurb, you're being invited to the Acadamae to play in their "Breaching Festival" competition... Not to sure they're going to invited trouble...


I have two ideas, but of those I'm leaning towards an investigator right now,
stat rolls: 2d6 + 6 ⇒ (1, 4) + 6 = 11
stat rolls: 2d6 + 6 ⇒ (5, 2) + 6 = 13
stat rolls: 2d6 + 6 ⇒ (4, 6) + 6 = 16
stat rolls: 2d6 + 6 ⇒ (1, 2) + 6 = 9
stat rolls: 2d6 + 6 ⇒ (2, 5) + 6 = 13
stat rolls: 2d6 + 6 ⇒ (4, 6) + 6 = 16


DM Mathpro wrote:
JohnnyBlack wrote:
Would you prefer me to only submit for one adventure? Or is it ok to sumbit to two of them? (I have already submitted in the Moonscar one).
You can apply in both of them.

Excellent, let me see what I can come out with.


pad300 wrote:
Ouachitonian wrote:
Given the Academae’s general reputation for internal associations (all those Imps in Korvosa, for example), I’m thinking a good deity might want this investigated. Say, by a paladin or Warpriest.
As I read the blurb, you're being invited to the Acadamae to play in their "Breaching Festival" competition... Not to sure they're going to invited trouble...

Really? I tried clicking the link but it wouldn't work. Now that you say that, I might need to rethink my story.


Rolling for HP:

12d10 ⇒ (2, 1, 8, 7, 5, 8, 6, 2, 8, 2, 7, 9) = 65

Replacing the below average with 6s:

10 (Level 1) + 6,6,8,7,6,8,6,6,8,6,7,9 = 93


Jereru wrote:
pad300 wrote:
Ouachitonian wrote:
Given the Academae’s general reputation for internal associations (all those Imps in Korvosa, for example), I’m thinking a good deity might want this investigated. Say, by a paladin or Warpriest.
As I read the blurb, you're being invited to the Acadamae to play in their "Breaching Festival" competition... Not to sure they're going to invited trouble...
Really? I tried clicking the link but it wouldn't work. Now that you say that, I might need to rethink my story.

I've also put the blurb in the campaign info tab.


So here is a list of who we have so far. If I left you off let me know but I think I got everyone.

Undecided:

The Archlich
Pad300
Ouachitonian
Oblivion's Scion
JohnnyBlack

Casters:

VrokSkyreaver-Thundercaller Bard
David_Bross-Investigator
Jereru-Bloodrager

Non-Casters:

Jereru-Barbarian


Ah, right, thank you. Now I get it, lol.

Capitalising from a very good and well-rounded stat array, I'm going to try a Bloodrager instead of a Barbarian. It also fits better, me thinks, having a bit of spellcasting.


Okay, I finally answered the background questions. I don't think a narrative is needed, since all is more or less explained, but if I have the time I might write something.

Björn Haraldsson:

FIVE (OR MORE) CONCEPTS
-Harald Knudsson, Björn’s father, was a famed warrior and raider from the Lands of the Linnorm Kings. One day, he came from a raid to the southern territories with a half-orc woman, Chikara, with whom he got married. Chikara was a powerful warrior and a potent arcanist, but she died giving birth to Björn, whom Harald treated fairly despite the child being a mestizo.
-Harald eventually became jarl (chieftain) of his village, though he had many enemies and having a mixed-blood child didn’t help. Björn was constantly bullied and in the end a coup was orchestrated by one of Harald’s huskarls (personal guards) named Olaf, who violently deposed the former chieftain. Most of his family was slaughtered, though Björn managed to escape. He was 15 at the time.
-Björn tried to flee away, but he was pursued. When caught, he fought for his life, and that’s when he first entered a bloodrage, discovering his singular powers. He managed to defeat his pursuers and made it to northern Varisia.
-Having wandered through Varisia and some other lands, Björn has found that Half-Orcs are not really welcomed anywhere. He had to rely on his muscle to make a living, as that was something always in need. He also discovered adventurers and mercenaries are the people who least care about his origins, and has consequently developed an affection for this lifestyle.
-Some time ago, Björn finally went back to his native village to seek revenge. He found out, however, that the new chieftain Olaf was too powerful for him. He was a skilled warrior, and was also receiving some kind of magical support, so Björn was lucky enough to survive and flee to fight another day.
-He’s wandered around for quite a while, trying to gather strength and money enough to afford another try at Olaf. He actively tried to meet heroes who would help him in such endeavour, and he also took some time to learn more about his strange abilities.
-Having been in Korvosa numerous times before, and aware of the prestige the Acadamae bears, he thinks there’s no better place around to try to recruit a powerful arcanist who can help him.

TWO GOALS
-Björn’s long-term goal is to gather help to go back to his home village and kill Olaf to avenge his father. He knows this might take time, and is in no hurry, but all his moves are thought with this in mind. Björn is now in his late thirties, so he’s had time to forge his patience.
-My own goal for Björn is that he ends up being a recognised, important person in the setting. That is the most fulfilling way of knowing you’re integrated in the story, and that your interaction really meant something. Your PC finally stops being a thing only in your head, and is now a thing in everyone’s head.

THREE SECRETS
-To many, it might seem trivial, but to Björn it’s a very important thing. Björn has sometimes visited local brothels, as there have been times he’s needed to... unload. He will never admit it, considering it a matter of honour, and could turn very angry at someone wielding this argument against him. He’s also not quite happy with himself, and a sour sense of contradiction invades him when the subject arises.
-Olaf is not the person Björn thinks he is. Actually, Olaf is a good man and is quite appreciated by his people. In truth, Chikara was an evil enchantress who took Harald and most of his family under her mind control. Olaf and others discovered it and heroically put an end to the sorceress and her minions. Björn’s feelings for revenge have been so strong that this possibility has never occurred to him.
-Also unbeknown to Björn, Olaf has put a man to follow him. The chieftain had long ago forgotten about the fleeing youngster, but then he came back to the village seeking revenge. Since Björn managed to escape again, this time Olaf decided to keep an eye on him and watch his moves. He’s not too keen on dirty tactics like assassination, so for now he’s fine with having Björn under vigilance. Olaf’s man has followed Björn to Korvosa, and is well aware of his plans.

THREE PEOPLE
-Olaf Jansson, the man who slew Björn’s father, is always in his thoughts. Probably Olaf doesn’t even remember about the young boy who fled the village, but Björn plans all the details of how he will practice the blood eagle on the vile traitor.
-Marcus Thalassinus Endrin was Commandant of the Sable Company in Korvosa. Björn worked for him many times, since the half-orc was reliable and a good source of information about land activities in town - Marcus never trusted the Korvosan Guard hundred percent, and much less the Hellknights. Even though they didn’t share some methods, a friendship grew between both, and Björn felt he wasn’t judged for his origins when he was with Marcus. Sadly, Commandant Endrin was killed some years ago in a plot against Queen Ileosa Arabasti.
-Thewald is a student at Theumanexus College. The young man has hired Björn’s services more than a pair of times, usually as a bodyguard but sometimes also to find rare materials for his experiments. Björn also knows that Thewald has a cousin in the Acadamae. When he arrived in Korvosa this last time, Björn tried to visit Thewald to be updated on potential allies for his plan, but he wasn’t able to find the wizard at his usual places. Björn is not really worried, but knowing Thewald has always been a bookworm guy makes his disappearance somewhat strange.

THREE MEMORIES, QUIRKS, ETC
-Some nights, Björn wakes up in the middle of the night, disoriented and feeling he’s revisiting the night of Olaf’s cup. He remembers the sound of baby cries and the smell of smoke and blood.
-Björn has always been a lucky guy, and that has made him develop a somewhat careless attitude. Other adventurers are amazed at how the half-orc sometimes forgets to keep watch, or goes to whatever places without proper preparation, and nothing bad seems to happen to him. Even when he gets in trouble, his attitude is like “I move my sword and you die”, a combat tactic which is in fact the total opposite of any tactic (but which, given his tremendous strength, endurance and sheer luck, has given Björn many sound victories).
-Björn’s name means “bear” in Skald, and he has a profound respect and admiration for that animal. The tattoos he has on his arms represent this powerful beast, and he believes he’s blessed by a bear spirit which gives him some of his powers. He tested his might against a bear more than once, and the bear skin cloak he wears comes from a bear he killed himself.

I'll make the crunch now, and an alias (though sadly it will have no avatar, since Paizo doesn't seem to want to fix that).


Let's see how Björn's HP end up:

HP: 12d10 ⇒ (6, 8, 2, 7, 9, 9, 5, 10, 7, 4, 4, 4) = 75

That's 10 (1st level) +6+8+6+7+9+9+6+10+7+6+6+6 for a total of 96 plus Con bonus.


Just to be clear on the premise, are our characters be an established adventuring party who know one another, or are we coming together for the adventure?


Established party


Okay, finally got it finished:

Dawncaller:

AL Human (Shoanti) Bard 13

str 8
dex 12/16
con 14/18
int 8
wis 10
cha 22/26

HP 137
AC: 27; T: 15; FF: 24 (10 base +8 armor +3 dex +2 deflection +4 shield)
BAB 9
Init +5

Fort +11
Ref +14
Will +13

Speed 30'

Weapons:
1) Melee Attack: +8 to hit
2) Ranged Attack: +10 to hit

Skills:
*Knowledge (History) r13 +15
*Knowledge (Nature) r13 +21
*Intimidate r13 +24
*Perception r13 +8
*Perform (Sing) r13 +24
*Survival r13 +22

Languages:
*Common
*Shoanti

Class Features:
*Archetype (Thundercaller)
- Bound to the Land (gain half bard level to Handle Animal, Knowledge (Nature), and Survival checks)
- Bardic Performance: Thunder Call (Spend 1 round of Bardic Performance to create an effect similar to Sound Burst, including range and area and same save, but damage is 5d8)
- Bardic Performance: Incite Rage (create a Rage effect; a target is immune for 24 hours if they save; if the target is a barbarian, they can use their own rage benefits)
- Bardic Performance: Call Lightning (create an effect per call lightning)

*Bardic Performance (48 rounds/day; DC: 24)
- Countersong
- Distraction
- Fascinate
- Inspire Courage +3
- Inspire Greatness
- Soothing Performance

*Versatile Performance
- Sing (Bluff, Diplomacy, Escape Artist, Sense Motive)
- Advanced Versatile Performance (Expanded Versatility: Diplomacy)
- Advanced Versatile Performance (Expanded Versatility: Escape Artist)

*Well-Versed
*Lore Master
*Jack-of-All-Trades

Traits:
*Reactionary (+2 trait bonus to Initiative)
*Indomitable Faith (+1 trait bonus to Will saves)

Feats:
Discordant Voice
Endurance
Extra Performance x4
Totem Spirit (Lyrune Quah; +1 to Will Saves and +2 to Perception)
Toughness

Spells:
*Spells/Day: -/5/5/4/3/1
*Spell DC:

*Cantrips:
- Detect Magic
- Know Direction
- Mage Hand
- Mending
- Prestidigitation
- Read Magic

*First:
- Cure Light Wounds
- Expeditious Retreat
- Heightened Awareness
- Liberating Command
- Solid Note
- Songbird

*Second:
- Anticipate Thoughts
- Cure Moderate Wounds
- Glitterdust
- Heroism
- Resist Energy

*Third:
- Cure Serious Wounds
- Jester's Jaunt
- Haste
- See Invisibility
- Slow

*Fourth: 4
- Ancestral Gift
- Cure Critical Wounds
- Dimension Door
- Freedom of Movement

*Fifth: 2
- Bard's Escape
- Shadowbard

Equipment:
*Hypnotic Tattoo (when I use a perform skil or bardic performance, pick a target within 90' that I can see and can see my tattoo. that creature gets -2 to perception and sense motive checks. This is a mind-effecting effect.) -900 gp

*Runeward Tattoo (Enchantment; can cast detect magic to detect enchantment spells; grants a +1 insight bonus to Enchantment spells and spell-likes and knows when such a spell or spell-like ability has been cast within 60') -1000 gp

*Band of Triumph (+4 enh. to cha; 1/day can generate a 60' cone; designated enemies would take damage from shout, DC 20 Fort Save. Non-enemies gain benefits of Inspire courgae from a 7th level bard for 3 rounds. can spend 1 round of bardic performance to make it count as level 13 bard instead) -50000 gp

*+4 Deathless Leather Lamellar Armor 25210 gp

*+4 Belt of Physical Might (Dex/Con) -40000 gp

*+2 Ring of Protection -8000 gp

*+3 Cloak of Resistance -9000 gp

*+2 Heavy Wooden Shield -4165 gp

1725 gp

Questions:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

*Dawncaller is a traditional Shoanti Thundercaller, even though he rarely interacts with his people.

*Dawncaller carries a small locket made in the Cheliaxian style that he explains to no one.

*Dawncaller is looking for his wife.

*Dawncaller is afraid of squirrels for some reason.

*Dawncaller is has an unhealthy interest in waffles, though he only speaks of them with those he considers worthy.

2) Two goals that you'd like the character to accomplish in-game.

*Find clues to his wife's disappearance.

*(Assuming the group knows each other and works together): help whoever wanted to enter this competition to win.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

*Secret 1: Dawncaller was exiled for falling in love with (and marrying) a former hellknight.

*Secret 2: Dawncaller's wife was actually an agent for the Cheliaxian government and didn't actually love him at all.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

*Dawncaller's wife: Aria Jeggare "former" Hellknight. Last seen by Dawncaller when she was dragged away by Hellknights, shortly before his near death at the hands of other Hellknights; dark and stormy night optional.

*Benny: Dawncaller's secret waffle supplier (really just a guy who owns a restaurant).

*Mortimer Casta De La Lione: a "master perfomer" from Pitax who lost a singing competition to Dawncaller once; the man hates Dawncaller, while Dawncaller doesn't even remember him.

5) Three key memories that define your character as the person they are at the time of submission.

*Memory 1: Dawncaller first gaining his power during a normal teenage argument with his parents about...something unimportant (although it was life-or-death for him at the time). He blew out the back wall of their dwelling with his voice.

*Memory 2: The day Dawncaller met his wife: she was running from some thugs and quite literally ran right into him. Dawncaller used his magical voice destroying power to kill them and then talked to her.

*Memory 3: Crawling out of the open grave the Hellknights had dumped his body into after taking his wife.


Presenting

Eldorazo Stickyfingers
Unchained Rogue (Scout, Underground Chemist) 13

I'd like 5+ points that capture the concept and story of the character.:

a) Concept: Rogue who’s preferred tool is alchemy.
b) He’s greedy, he’s twitchy and always looking for a main chance.
c) Up from the streets – kicked out his apprenticeship (to an alchemist) for being a rotten git (dealing drugs on the side). Turned to dealing full time (underground Chemist) and ended up in jail in a deal gone wrong
d) Skipped on a harsh labour (effectively death) sentence by volunteering to go with an adventuring party who needed a sneak…By the time they were done the first adventure, he was hooked on adrenaline, camaraderie, and profits! Since then he’s been running with the party.
e) There have been several personal close calls – he died the last time out, as well as being aged many years by a ghost (not fixed/fixable) and it’s got him thinking about his future.

Two goals that you'd like the character to accomplish in-game.:

a) Get Rich!
b) Live to spend it!
He plans on retiring after this gig – he wants one last big heist to retire on… He’s getting old (1 year short of middle aged = 61 years old) and can feel it in his bones that he’s been pushing his luck to long…

Two secrets, one the PC keeps to himself, and one kept from the PC.:

a) His secret: he didn’t actually get kicked out of his apprenticeship – he ran away. He’s actually a bastard son of Toff Ornelos (Master of the Acadamae) (with an exotic elven whore – a dark elf!), who arranged a respectable career for his bastard. Fleeing the apprenticeship was his rebellion, very much an F-you to an absent father. He thinks he’s left Toff far behind, but worries about him catching up and stuffing him back into respectability. He does not know that Toff has gone on to become Master of the academy.
b) Little doesn’t he know that Toff tracked him down a long time ago through scrying. What kind of set up is the invite to participate in the festival? (only the GM knows)

3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.:

a) Rivalry : Eldorazo and Barken the Knife ( another rogue, of a rival group of adventurers) continue to joust for the title of best thief in Korvosa.
b) Enemy : He and Barken share a mutual enemy, Gundren Steelhammer, dwarven trapmaker and locksmith, who’s the “security guy” in Korvosa. Gundren hates both of them, for specifically picking on his clients in their ongoing challenge of one upmanship.
c) Love : The other reason he wants to retire – Miss Licatia Ancelos, respectable1/2 elven actress, who he’s fallen head over heels for. She wants him to settle down before they get married.
d) Blood : Toff Ornelos (Master of the Academy), what does he want with Eldorazo.

Three key memories that define your character as the person they are at the time of submission.:

a) The first time he played with alchemists fire, hearing the bottle crack as it the cobblestones, and watching the blossom of fire. The flames were so pretty…
b) Watching Licatia’s breast rise and fall as she sleeps beside him, and thinking she’s right, I am getting to old for this, and she is worth getting out of the game for….
c) Being on the street, hungry and unable to afford enough food. Swearing never to be poor again.

Build Skeleton:

This build is very much a skeleton right now, but you get the idea. The equipment list is going to be long...

½ Elf (Blended View) Rogue (Scout, Underground Chemist) 13

Init +***
Speed 30 ft
Darkvision (60 ft), Low Light Vision
Defense
AC : *** =10+*** Armor +*** Dex
HP: = 8+12d8 + 13* (con)
Fort + = +4 class +*** con
Ref + = +8 class + *** dex
Will + = +4 class + *** wis
CMD : 13 = 10 + 9 (bab)+*** (dex)
Offense
Melee: Flame Fountain Firework ***, Spiked Gauntlet ***
Ranged: Dagger ***, Alchemy (Assorted), ***
BAB : +9
CMB : + = +9 (BAB)+*** (Str)

St : =14
Dex : = 17 + 1 lvl 4
Con : =14
Int : =15 +1 lvl 8
Wis; =13 +1 lvl 12
Cha: = 11

Feats : Throw Anything (1st), Skill Focus ; Perception (Adaptability), Weapon Finesse (Class Bonus), Quickdraw (3ed), Equipment Trick (Tanglefoot bag) (5th), Concentrated Splash (7th), *** (9th), *** (11th), *** (13th)

Traits : ?Pragmatic Activator?, ?Firebug?

Skills (8+3(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (13,+*** ), Disable Device (13,+*** ) Stealth(13,+***), K Dungeoneering (13, +***), Sleight of Hand, Bluff, Intimidate, Diplomacy, Sense Motive, Acrobatics, Escape Artist, Use Magic Device, ?Climb?, ?Fly?

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Craft – Alchemy(13,+???) ,

Languages : Common, Elven, Varisian, Shoanti

Class Special Abilities: Finesse training(1st, 3ed, 11th), trapfinding, Chemical Weapons (Ex), rogue talent (2nd), Debilitating injury, Precise Splash, Scout’s Charge, Rogue's edge (5th, 10th), rogue talent (6th), Skirmisher, rogue talent: Dampen Presence (8th), Danger sense +4, Advanced talents & Discovery, rogue talent: Quick Shot (10th), rogue talent: Double Debilitation (12th), Sneak attack +7d6

Racial Abilities : Low Light Vision, Adaptability, Elf Blood, Elven Immunities, Keen Senses, Blended View,

Equipment (130,000 gp)

Gm Question:

These are questions about how the rules work at your table:
a) Precise Splash (underground chemist), Sneak Attack + Concentrated Splash(feat); Does Concentrated Splash multiply the sneak attack damage?
b) Does the attack from the Quick Shot rogue talent count as part of the first round of combat? (note that Precise Splash only works on the first splash weapon per round) ie. Can you use precise splash on the Quick Shot, and again in the first melee round?
c) Can you use Finesse Training (dex to damage) with a weapon that cannot be weapon finessed, because it is already a dex based attack (missile weapons in general, and in particular splash weapons?


My investigator, Gandin Deep-crag, a dwarven tiefling (the dwarf part has no mechanical effect, per the rules of non-human based tieflings).

points:
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
1. His family has a dark secret in the past that afflicted him, making him a Tiefling rather than a normal dwarf.
2. He tried to be the most devoted Toragian that he could to try to find acceptance, learning crafting skills and planning a life at the forges, but his racial traits led to him not being accepted in dwarven society, so he eventually left.
3. Unsure of where to go, he thought he’d take his crafting skills to Magnimar, but upon arrival there an incident occurred with the golemworks factory, leading to loose golems on the streets. He was narrowly saved by a group of pathfinders, and decided that an adventuring life may suit him better.
4. He joined the pathfinder society because he thought that these archeologists may be able to uncover parts of his family past, about the curse on his line.
5. His cohort of pathfinder agent trainees included a half-elf bard that he both trained and adventured with. She taught him to find comedy, even in the most dire of situations. Despite his stoic dwarven upbringing, he tries to make light of even the drastic situations that adventuring brings.
6. He is still a devoted Toragian, and finds taking the front line to be the most comfortable situation to be in. He is dedicated to keeping his allies safe, putting himself on the line to accomplish this.

In character goals:
2) Two goals that you'd like the character to accomplish in-game.
1. Find out the more about Kolvas in the acadamae (or encounter him and free his great
2. Have all of his comrades survive the academae.

two secrets:

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
1. The curse on the Deep-Crag clan was actually a mutual contract between Kolvas and his 17th great grandfather (Durrin). Gandin discovered this in a mission to Jormunden, he keeps this to himself).
2. Gandin’s never been ‘cursed’. In fact, the Tiefling heritage that manifests at least once a generation was the promised reward to his clan, and their clan’s endurance is partially due to this. (Gandin doesn’t know this)

contacts:

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
1. Valrus Magewright- A bomb throwing alchemist that taught him secrets of alchemy. Shortly after leaving his home, Valrus met Gandin and the two of them struck up a friendship. It was Valrus that convinced Gandin that joining the society would serve him well. Eventually a friendly rival that argue over the merits of consuming the alchemical substances and using a rapier vs making the biggest boom possible.
2. Kreighton Shaine- The master of scrolls, a mentor who both taught him pathfinder skills that would serve his investigative mission.
3. Kolvas- The devil responsible for the curse on the Deep-Crag clan, and thus Gandin’s adventuring life and his eventual goal.
4. Kat- A female half-elf bard who taught Gandin to appreciate comedy. They were mostly friends, and occasionally more, during their pathfinder missions together.

key memories:

5) Three key memories that define your character as the person they are at the time of submission.
1. Bullying that led him to leave dwarven society.
2. The acceptance he found in the pathfinder society.
3. The shock of discovering that the curse wasn’t one inflicted in battle, but a mutual agreement.

backstory:
The day Gandin was born, his father Bogor knew than that Deep-Crag clan’s dark past would stay buried no longer. Gandin tried to be an exemplary dwarf, but his fiendish characteristics led to him being ostracized by peers from an early age. He more he was excluded, the more the attempted to be a ‘good’ dwarf, following the teachings of Torag and acting stoically about it, but one day he snapped. His fellow apprentice smiths knew he was resistant to the heats of the forges, and came up with a practical joke to test this resistance. He wound up burned and tended to by the local clergy, but had enough and decided to leave the Five Kings Mountains.

Gandin went to Magnimar, figuring life with humans may be easier, and thinking his skill with the forges would be appreciated there. He was correct in thinking that he’d make a reasonable smith, and was on his way towards working in the factories when an incident occurred with the golemworks factory, leading to loose golems on the streets. He was narrowly saved by a group of pathfinders, and decided that an adventuring life may suit him better. Valrus Magewright led the group of pathfinders that saved him, and they struck up a friendship. Unlike other’s he’d worked with, the pathfinders seemed to have no qualms about plane touched, halflings, or any other sort of person.

When the group of pathfinder finished their mission and decided to return to Absolom, Gandin decided to go with them. On the journey, Valrus taught Gandin how to apply the same basically craftsmen principles to alchemy instead of at a forge. Arriving in Absolom, he was trained extensively by Kreighton Shaine, the master of scrolls, in investigative arts that would help Gandin eventually attempt to uncover the secrets of his past. He focused on such arts, knowing that if he were ever going to uncover the past, he’d need the ability to investigate his families past and survive such explorations. He met Kat during this time, a fellow half-elf agent that would both be responsible for softening his demeanor, and teaching him how to find laughter even in the difficult situations. They had a friendly relationship going forward, and went on numerous missions together. She taught him numerous tricks that she’d picked up as a bard and even how to use her elven curve blade, which would become his favored rather than the hammer that’d he’d practiced with his entire life. The life of a pathfinder takes you all over Golarion, so they had adventures both together and separately.

One such mission was the exploration of Jormunden, an ancient dwarven sky citadel. During this exploration he found an account that referenced a magically binding contract between his 17th great grandfather and a devil by the name of Kolvas. He explored and eventually located his ancestors tomb, which yielded the parchment that was Durin’s copy of the contract. Unfortunately he found out that without the devil’s copy, the agreement could not be broken, his family would remain afflicted, and Durin’s soul trapped forever. Gandin resolved to track down Kolvas, and returned to the grand lodge in Absolom scoured the extensive chronicles there. A recently rediscovered chronicle from Eylysia held a clue that Kolvas had been involved, two hundred years ago, with events in Korvosa. Knowing that cities history, and the academae's background, Gandin hopes to use the breaching festival as an opportunity to further investigate his background.

Mechanics: I’m thinking Tiefling Investigator 13, VMC Bard. Gandin will be a good generalist at skills (including trap finding), he’ll be able to inspire courage, buff with alchemy, and should be passably competent at melee. For feats probably weapon finesse, power attack, lingering performance, maybe deific obedience: Torag. For investigator talents I’m thinking expanded inspiration, mutagen, sickening offensive, chronicler’s insight, quick study, and Rogue Talent: Trapspotter. Depending on the party selected and other things, I’ll probably rework things slightly, but that was what came to mind. Based on above rolls probably starting stats (before racial and adjustments, magic items): str 13, Dex 16, Con 13, Int 16, Wis 11, Cha 9

hp: 12d8 + 8 ⇒ (2, 7, 1, 5, 3, 5, 6, 6, 1, 3, 4, 2) + 8 = 53 62 is higher, assuming by average you mean 4.5 instead of 5


Hi GM! Archlich here with my character, Aramant - he is a Fighter and advanced on the prestige class of Heritor Knight. The profile has also the character sheet for him.

Questions:

Character Concept
- Aramant was a sailor and a guide for most of his life. He used to help merchant ships cross the frozen northern seas.

- Captured on the seas and made a slave for months, Aramant was freed by a group of paladins of Iomedae and truly converted himself. While he's not as lawful as his companions, it's clear he is a power for good.

- Aramant is an Ulfen man with clear dwarven heritage: he looks rugged, brutish, and has something intimidating about his actions; when better known, however, he reveals a golden heart and a caring way.

- The strong warrior eventually retired from navigating. He fell in love and married a priestess of Iomedae, and together they had a daughter.

- While Aramant is almost middle-aged, he still fights as knight of Iomedae, leading small crusades with his comrades.

Goals
- The sin of pride: the warrior would love to become famous inside his faith and hear his name sung on the cathedrals of Golarion. As much as he hates to admit, his heart of adventure is fed many times by the sheer desire of being admired.

- Aramant wants to eventually retire completely and join the church as a speaker. He's already excellent when performing his speeches, but his martial abilities push him to be in the field.

Secrets
- In his core, he still loves the sea, and misses the times where he would be on deck feeling the winds and the freedom. He secretly desires some day to have a ship of his own to navigate peacefully with his family.

- Aramant loves his wife and his daughter, but he truly wished to have a son as well, to train and teach his ways. As much as the couple prays and tries, however, it seems they will have only the single child; his wife lost at least three other babies after she had their daughter, and they both fear for her health.

People
- Elle Drakkuskail is Aramant's wife. A priestess of Iomedae and as skilled in the longsword as he is, the varisian woman is beautiful and gentle, yet brave and fiercely defensive of her family. She still preaches, but never took the oath of chastity.

- Metii Drakkuskail is the daughter of Aramant and Elle. Currently 14 years old, she clearly pulled a lot from his father side: she's tall and bulky, a little bit of a tomboy, and good hearted and adventurous as they come. She studies to become a paladin of Iomedae, but her tutors fear she's too stubborn and freehearted to truly follow the rigid ways of the Inheritor.

- Shermon Karese is an inquisitor of the Iomedaen church and close friend to Aramant and his family. The aged half-orc fought many battles - especially against undead - before retiring to a farm with his family. He lost his son in the crusades, and reluctantly sees his second son join new crusades now under Aramant. Stubborn and starting to show some signs of dementia, it was tough to convince Shermon to hang his sword.

Memories
- He remembers well the first time he was onboard a ship: He was taken by his parents on a merchant ship off the silver coast. That day the skies were clear and the waves were calm, and the entire travel went peacefully with no sign of pirate attacks. At night they all enjoyed a good mug of aged cheese beer, a family recipe of generations.

- Aramant remembers his capture and torture, when he was made a slave, but he especially remembers the day he was released. The small platoon of Iomedaen knights and paladins was not attacking the camp because of him - they were actually fighting the bandits to recover religious artifacts that had been stolen. When they found him in the underground caves, however, their attitude was that of immediately harbor him and bring him to full health. He was never judged by his past as a pirate; they embraced the slave and took him with them, fed him, and their warm ways redeemed and converted his heart.

- And finally, the most important, Aramant remembers the birth of Metii. The skies were cloudy, and it was a bit after lunch when his wife pain finally gave them the most prized gift of their life. The doula was soaking wet in blood when she stood up and gave the little girl for him to hold. Elle smiled - she was weak and had lost way too much blood, but still survived. The ulfen man immediately wrapped her in a cloth with the colors of Iomedae and thanked the blessing. They chanted prayers the rest of the day, until the first stars started to come and the baby slept.


DM Mathpro wrote:
Established party

Do all characters have to be part of the established party? I only ask as I am considering a background where my character would have compelling reasons to go to Korvosa and seek the prize, but would then seek a party to go with. It is important that he has been elsewhere until recently.

2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 6) + 6 = 17


Gavmania wrote:
DM Mathpro wrote:
Established party

Do all characters have to be part of the established party? I only ask as I am considering a background where my character would have compelling reasons to go to Korvosa and seek the prize, but would then seek a party to go with. It is important that he has been elsewhere until recently.

2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6

Actually I misspoke, for this game the party will be complete strangers brought together to compete in the breeching festival as a team in hopes to increase the chances of having a winner this year.

My other high-level play game is going to be preexisting party members...I got the two confused. My apologies.


Just a heads up Recruitment is closing on Wednesday. Those of you who need to finish up characters I'll be contacting you via PM to remind you once I go through and update my list of completed characters and submissions and such. Again I don't need complete aliases but I do want at least the background questions answers and the class/role you intend to fill.


David_Bross wrote:

My investigator, Gandin Deep-crag, a dwarven tiefling (the dwarf part has no mechanical effect, per the rules of non-human based tieflings).

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Average is 5.


DM Mathpro wrote:
David_Bross wrote:

My investigator, Gandin Deep-crag, a dwarven tiefling (the dwarf part has no mechanical effect, per the rules of non-human based tieflings).

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Average is 5.

I missed the intent, I now understand the idea is rolled or average rounded up, whichever is higher, so 72 before modifiers based on above rolls.


DM Mathpro wrote:


Actually I misspoke, for this game the party will be complete strangers brought together to compete in the breeching festival as a team in hopes to increase the chances of having a winner this year.
...

Ok, revision to Eldorazo's 5 points:

I'd like 5+ points that capture the concept and story of the character:

a) Concept: Rogue who’s preferred tool is alchemy.
b) He’s greedy, he’s twitchy and always looking for a main chance.
c) Up from the streets – kicked out his apprenticeship (to an alchemist) for being a rotten git (dealing drugs on the side). Turned to dealing full time (underground Chemist) and ended up in jail in a deal gone wrong
d) Skipped on a harsh labour (effectively death) sentence by volunteering to go with an adventuring party who needed a sneak (and by paying for a membership in the Cerulean Society, Korvosa's legal thieves guild)…By the time he was done the first adventure, he was hooked on adrenaline, camaraderie, and profits! Since then he’s been running with the party. He's gone on several adventures since, as a contractor with a variety of parties. (He's also taken part in several Cerulean society jobs; he's become a player in the Cerulean Society's politics).
e) There have been several personal close calls – he died the last time out, as well as being aged many years by a ghost (not fixed/fixable) and it’s got him thinking about his future.

3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.:

a) Rivalry : Eldorazo and Barken the Knife ( another rogue, of a rival group of adventurers a member of the Cerulean Society) continue to joust for the title of best thief in Korvosa.
b) Enemy : He and Barken share a mutual enemy, Gundren Steelhammer, dwarven trapmaker and locksmith, who’s the “security guy” in Korvosa. Gundren hates both of them, for specifically picking on his clients in their ongoing challenge of one upmanship.
c) Love : The other reason he wants to retire – Miss Licatia Ancelos, respectable1/2 elven actress, who he’s fallen head over heels for. She wants him to settle down before they get married.
d) Blood : Toff Ornelos (Master of the Academy), what does he want with Eldorazo.

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