GM Whiteroses Curse of the Crimson Throne: On A Knife's Edge (Inactive)

Game Master Vanulf Wulfson

Korvosa, a city balanced on the edge of a knife. King Eodred II is in failing health, suffering from an incurable form of leprosy. The entire city-state holds it's breath waiting to see if the king will fall victim to the curse of the crimson throne, an infamous superstitious belief that no monarch to sit upon it will ever live to die of old age or produce an heir to inherit it.


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And Sykes should be done (sorry the backstory ran a bit long) :3


GM Marik Whiterose, this is Ariarh Kane's submission: Viria Volus, Cleric (Angelfire Apostle) of Sarenrae. All her stats and fluff are on her profile. If there are any errors or omissions, please let me know and I'll amend the sheet. I included a picture of Viria under the description spoiler as we still can't add avatars to aliases due to the glitch in coding.

Thank you for your consideration. :)


I’ve got an aasimar solar oracle who follows Saranrae, could fit in well with the Sun Squad.


Marik Whiterose wrote:
SCKnightHero1 wrote:

I have an aasimar paladin of Shelyn with an interesting backstory. I'll have to check some stuff on her to make sure the rules and guidelines have been met.

But I hope playing an aasimar is okay.

Aasimar's are okay but as I said I'm biased toward core races. If it came down choosing between your Aasimar and another mechanically similar core race I would probably go core.

Well I have a human fighter who might work. I'm using the armor master archetype. So I'll use him. He was a level 4 at the time but he'll work. Just have to readjust a lot of things for him.


Alright, I think I'll go with the template/stat block as it is easier to read IMO, I already finished the crunch and numbers,only backstory is pending, I'm gonna take the lost love (lover) trait as it looks as the most appealing hook to me and +2 intimidate is handy for my build (blade of mercy + enforcer + dervish dance)


Aleister VII wrote:
Alright, I think I'll go with the template/stat block as it is easier to read IMO, I already finished the crunch and numbers,only backstory is pending, I'm gonna take the lost love (lover) trait as it looks as the most appealing hook to me and +2 intimidate is handy for my build (blade of mercy + enforcer + dervish dance)

Be aware that the version of the traits to use is from the blog, linked in the GMs first post. Lost Love (Lover) should get you +1 Intimidate and having it as a class skill.


Interested, and probably looking at a classic Dwarven Cleric.
It will take a day or so to put together a character though.


Darius Corbeanu wrote:


Be aware that the version of the traits to use is from the blog, linked in the GMs first post. Lost Love (Lover) should get you +1 Intimidate and having it as a class skill.

Oh! Thanks for pointing it out! I downloaded the player guide and didn't read the traits on the link x.x


Here is most of the build for Granslounge's character, a wizard name Javier DeCalos.

Quick backstory outline:
I'm working up the back story now. Still, the skeleton is that Javier was the former underling of a criminal wizard who he met attempting to learn magic through non-traditional means because he did not have the means to attend the Acadamae (ties in effortless magic and Arcane Temper). This wizard served under Gaedren Lamm. So, in time, he learned what he could from a teacher and handler and paid him back by stealing and spying. During this training, Javier underwent strange rituals that bound him to a patron of unknown origins, but who he likes to think is Sarenrae because of the healing magic he is capable of. Eventually, Javier, like many young criminals, was made to take the fall for a crime to protect his 'betters.' But, despite being a loner (Drawback), he does have a silver tongue (Cleaver wordplay) and managed to get community service. Generally, Javier lacks trust in people but is smart enough to have figured out how to talk to them when he has to. Since then, he has kept to himself, worked where he could. His unconventional training means he has less magical energy (fewer spells) but is far more flexible (quick study, patron spells) than the average wizard.

I like to have every mechanical aspect of my character represented in the backstory I have laid them out where I can.

I have picked options like a sage/figment familiar, so the group will have a scouting opportunity to alleviate some pressure on a rogue type character. I have the healing patrons, so a potential cleric can pack other spells without always having to have every 'remove' and 'restoration spell' ready. The goal of this wizard is to use its flexibility to free up other people's resources so they can further customize their characters.

Please have a look I will keep updating the character over the next couple days.

Shadow Lodge

Withdrawing for want of gaming time. You HAD to start a game during election season, didn't you?

Just kidding. Break a leg, all of you.


Ok, submitting Joseph Hill, an investigator with the Empiricist archetype. He is a 46 years old man with many regrets, but a renewed view on life.

About Joseph Hill:

Appearance
Joseph Hill looks like a man who only grooms once a month. His beard is mischaven, his hair is uncombed and in need of a cut and the dirt under his nails are very visible whenever he isn't wearing his gloves. He wears a stained hat and unmatching boots. His slender body gives the impression that he is malnutritioned which gives an eerie feeling when combined with his tired eyes and dark eye bags underneath them. The only indication of any elegance comes with a cane which he carries and deftly manipulates. The trained eye can also spot armor underneath his shirt. He constantly chews on tobacco, and people who know him associate this with a surrogate for shiver, a drug he was addicted to. But this gives him an unpleasant smell.

Background
Joseph is son of Chieliaxian immigrants who came to Korvosa to find a peaceful life. His father Antonio was a failed engineer who was searching for work more often than working, and his mother Sylvia tried to bring money to the family in her own way, staying out late at night. Both of Joseph's parents died of illness when he was 16 years old. Despite the poverty and the hardships, he had a happy childhood until his parents died.

Antonio always tried to give Joseph the notion that he was to join the Korvosan Guard in order to get out of their miserable life. The boy needed to wear armor everyday, even when playing with his friends, in order to get used to it. After his father died, however, Joseph couldn't bring himself to remove the armor. Although he never succeeded in joining the Guard, he was very clever and always knew how to get himself into and out of trouble. He eventually made a living as an apprentice to Theobald, a renowned alchemist from the Acadamae.

Much to his master's dismay, Joseph seemed much more interested in matters of everyday life than the misteries of the arcane. With his newfound influence, Joseph spent most of his time trying to do things for the less fortunate people of the city. One day Theobald became tired of his apprentice's behaviour and let go of him.

Theobald decided to open a small office for himself, where he could do investigations on demand for people who were deemed not important enough by the city authorities. But sitting in that office thinking about his parents, his lost loves and opportunities, all the injustice in the world drove Joseph into a depression which made him turn to illegal substances. He became addicted to shiver, an aggressive drug made from a tropical spider's venom. After almost dying, Joseph put himself together with a new resolve for his life. He reopened his office and decided that his addiction was a man's fault. He would bring that man down, not only for himself, but also for all the other lives he ruins.

Personality
At first impression, most people who meet Joseph would describe him as disgruntled, rude and uncaring. Although he has a hard character, he cares deeply about others, particularly those of least fortunate origin. He has problem with authority, especially those who think themselves better than others, but he is loyal and always sees a task to the end. Most of his small reputation comes from his dedication to finishing anything he starts.

Crunches:

STR 10, DEX 16, CON 12, INT 16, WIS 10, CHA 8
Human (Cheliaxian)
Male
Medium Size
NG Investigator lvl 1 (Empiricist archetype)
BaB 0
Init +2; Senses: Perception +4
CMB +0 (0BaB)
CMD 13 (0BaB +3dexterity +10)
Favored Class Investigator (+1 skill point)

Defense
AC 16, touch 13 flat-footed 13 (+3 Armor +3 Dexterity)
HP 9 (8 (lvl 1) + 1 (1*1Con))
Fort +2 (+0 base +1 Con +1 Trait)
Ref +5 (+2 base +3 Dex)
Will +2 (+2 base)

Offense
Speed 30 ft
Melee Sword cane +3 (1d6/20x2)
Space 5 ft, Reach 5 ft

Inspiration
Pool: 6
Free use: Knowledge, Linguistics, Spellcraft

Extracts
CL 1

DC: 13+extract level

Extract level: Slots per day
1: 1+1

Extracts prepared:
1: Shield, FREE

Formula book
1: Comprehend Languages, Cure Light Wounds, Disguise Self, Expeditious Retreat, Keen Senses, Shield

Traits:
Drug Addict: Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.
Armor expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Feats:
Lvl 1 - Weapon Finesse
Human - Exra inspiration

Skills (6 class +3 Int +1 Human +1 Fav class = 11 ranks/level):
Diplomacy +3 (1 Rank -1 Cha +3 Class skill)
Disable Device +8 (1 Rank +3 Dex +3 Class skill +1 Trapfinding)
Escape Artist +7 (1 Rank +3 Dex +3 Class skill)
Knowledge arcana +7 (1 Rank +3 Int +3 Class skill)
Knowledge local +7 (1 Rank +3 Int +3 Class skill)
Knowledge nature +7 (1 Rank +3 Int +3 Class skill)
Perception +4 (1 Rank +3 Class skill) (add 1/2 level to locate traps, minimum 1)
Sense Motive +4 (1 Rank +3 Class skill)
Spellcraft +7 (1 Rank +3 Int +3 Class skill)
Stealth +7 (1 Rank +3 Dex +3 Class skill)
Use Magic Device +3 (1 Rank -1 Cha +3 Class skill)

Background skills:
Craft alchemy +7 (1 Rank +3 Int +3 Class skill) (add investigator level as competence bonus to create alchemical item)
Knowledge engineering +7 (1 Rank +3 Int +3 Class skill)

Languages: Common, Shoanti, Varisian, Elven

Equipment
Will be bought if selected

I intend him to run for the 'skill' role in the group. But he also contributes with some arcane with extracts and kewl knowledges (some still to be taken in later levels)


Here is a submission for rogue, burglar, pickpocket, and all around scoundrel "Fingers" Malone. He is applying as unchained rogue and will best fill a skill monkey role. He will be built to be stealthy, nimble, and sneaky (including sneak attacks). I will build an alias for Fingers should he be selected or at your request.

Crunch:
Fingers Malone
Human unchained rogue (burglar, cutpurse) 1 (Pathfinder RPG Advanced Player's Guide 132, 132, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +6, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
dagger +4 (1d4/19-20) or
dagger +4 (1d4/19-20) or
dagger +4 (1d4/19-20) or
rapier +4 (1d6/18-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +0; CMD 15
Feats Combat Reflexes, Dodge, Weapon Finesse
Traits child of the streets, hungry for revenge
Skills Acrobatics +8, Appraise +4, Bluff +6, Diplomacy +6, Disable Device +10, Escape Artist +8, Knowledge (local) +4, Perception +3, Sleight of Hand +9, Stealth +8
Languages Common
SQ measure the mark
Combat Gear caltrops; Other Gear leather armor, dagger, dagger, dagger, dagger, rapier, backpack, belt pouch, chalk (10), flint and steel, masterwork thieves' tools, mirror, waterskin, lion's head ring, 28 gp, 7 sp, 1 cp
--------------------
Special Abilities
--------------------
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Measure the Mark (Ex) Learn foe's Perception before pick pocket. Bluff check to go undetected if back out.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Light Background:
Orphaned at a young age, and a victim in the hard streets of Korvosa, it wasn't long before Fingers was taken in by Gaedren Lamm and his gang. As a pickpocket and upstairs-man, Fingers was able to refine his natural skills under Lamm's tutelage, becoming a good earner for the group. As he grew up, Fingers got the idea to leave the Lambs and go solo, but Gaedren wouldn't let him become competition, and one night waylaid the young Fingers, leaving him hurt and left for dead. He recovered and now harbors a strong desire for revenge against Lamm and his cohorts.

Fingers' only possession he retained after Lamm's beat-down was a lion-head ring with the name "Malone" engraved inside. He's had it as long as he can remember, even when he joined the Lambs. He believes it was from his birth family, but doesn't remember anything. The Malone name he chose for his surname as a result.

Appearance and Characterization:
Fingers has long light brown hair tied into a queue at the back. He is usually unshaven with a scraggly beard growing. He is thin but tougher than he looks. He moves with an unnatural grace, and his hands move quickly and skillfully in almost any situation.

Fingers grew up in tough streets, and is hardened as a result. He is not friendly to most. He is a cynical realist and looks out for himself first, unless given a reason to care about others. He is very interested in lucre, with the idea of getting off the streets or out of the life. He has a drive to succeed and will let little get in his way.


stats:
Lauren Crus
Male human fighter (Unarmed fighter)
LG Medium humanoid (human)
Init +3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 15 (1d12+3)
Fort +3, Ref +2, Will +2;
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike (1d3+3/×2) or
greatsword (2d6+3/19-20/×2)

--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16

FEATS

Improved Unarmed Strike, Improved Initiative, Iron Will, Pummelling Style

TRAITS
Hard To Kill: Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the course of your first battle.

Benefit(s): When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

Reformed Criminal: You’ve given up the life of crime, and managed to talk your way out of any repercussions such as jail time or fines. You’ve told yourself that you would rather leave your past behind, yet the concept of seeing Gaedren Lamm pay for his crimes still appeals to you. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Skills: +4 Diplomacy, +4 Intimidate, +4 Knowledge (dungeoneering)

Languages Common

Items: Chainmail, short sword
--------------------
Special Abilities
--------------------
Unarmed Style

At 1st level, a unarmed fighter gains the Improved Unarmed Strike feat and any single style feat as a bonus feat. The unarmed fighter need not meet all the prerequisites of the style feat he chooses, but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the unarmed fighter has that feat.


Working on a Shoanti Barbarian

weath: 3d6 ⇒ (6, 4, 1) = 11

I'll take the 110 over the average of 105


Dot. Thinking of making a swashbuckler.


I've added a Personality section to this alias, after seeing some others that had it, because I like the idea.


Beefed up the background stuff for Javier which can all be found in the alias.

Thanks for the consideration.


I’m hoping to have a final copy done by Wednesday if work doesn’t get crazy.


Starting Gold: 5d6 ⇒ (1, 5, 3, 6, 2) = 17 Huh. Missed average by 5 GP.


Dotting because I so want to play this! I've already PM'd you a question GM, and what I play is going to depend on that.

Option 1: spellcaster of some stripe that is a devout follower of Shelyn and a gifted artist/musician.

Option 2: An ulfen emigrate whose parents died in a plague while in Korvosa looking for partners to trade with and whose sisters have been missing for a few years.


I'll make a cartomancer witch. The flavor should fit well. Focusing on touch spells and hexes will avoid flooding the battlefield even if she might pick up a few summons for flexibility down the line. Let's see if I can afford a longbow for my elf...
gold: 3d6 ⇒ (3, 4, 5) = 12


Dot


I humbly submit Nathak Cinder Runner, a Shoanti barbarian for consideration.

Character:
Nathak Cinder Runner
Shoanti Barbarian (Mounted Fury/Superstitous) 1 CG Age 22

Str 16
Dex 12
Con 16
Int 10
Wis 10
Cha 8
HP 15
AC: 15, Touch 11, FF 14
Fort 4 , Ref 1 , will 1

Traits: Missing Child (+1 Will save)
Shoanti Steed
Attack: +4 Earthbreaker (2d6 +5) (PA:+3, 2d6+8)
Feats: Mounted Combat Power Attack
Fast Rider (+10 mount move), Rage

Skills:
Ride 1+1+3
Survival 1+0+3
Perception 1+0+3
Intimidate 1-1+3
Survival 1+0+3

Background skills:
Handle Animal 1+0+3
Profession (Trapper) 1

Equipment: Earthbreaker, Hide Shirt, Klar, backpack, belt pouch, blanket, flint and steel, iron pot, rope, soap, 10 torches, 5 days rations, waterskin, dagger; Barbarian chew, combat trained light horse (Sililit)
Gp 2

background, appearance, demeanor:

Nathak is a 22 year old Shoanti of the Sklar-Quah, a powerful figure with a haunted look in his eyes. He has journeyed to Korvosa because his wife and child disappeared some months ago while undertaking a religious pilgrimage to the Skaldwood on the outskirts of Korvosa.
When they did not return, the young burn rider set out against the wishes of his family and jothka to find his wife. Mounted on his loyal steed, Sililit, he set out for the long journey to the land ripped from his tribe so many generations ago.
Arriving in the Skaldwood, he found the Shoanti there to be somewhat sullen, and while they knew his wife and young son (Sinopah Storm Rider and Nakot), they had not seen them in some weeks, but they knew that people from the city were in the woods the night they disappeared, and while they weren’t sure of whom they were, it was known they were from the nearby city.
Dreading what he would find, he journeyed into the city of Korvosa, to attempt to find his missing wife and child. Obviously an outsider, he was met with hostility and fear time and again in the city of Korvosa, until he could find different Shoanti and their families to attempt to help him locating Sinopah and Nakot. Trying the authorities at the recommendations of some of the Shoanti who livein the city, he met with the Korvosan Guard, who regarded the tattooed and heavily armed Shoanti with suspicion and frustration. He met and begrudgingly befriended Tauk Par, the bouncer at Three Rings Tavern. Nathak has taken to quietly walking the streets listening for the voices of his wife and child.

Nathak is a relatively easy going man with the Shoanti, however in Korvosa, he’s been depressed and saddened without being able to find his wife and child. He hopes they live still, but can imagine they have gone to meet the ancestors. He is fiercely loyal to his friends, and has trouble deceiving people as his straightforward way and limited mastery over the common tongue at times hamper his communication (low Cha score). He is large, over 6’ tall, and heavily muscled as an athlete is. His tattoos across his back with sun and fire imagery.

Dark Archive

Thanks everyone for keeping this going and answering some of the questions that had come up. I've been rather busy at work these last few days as I prepare for my vacation next week. I'll go over everyone's submissions tonight and tomorrow, if I have any questions I'll send them to you via PM.
Remember that recruitment closes Friday night, so anyone who has dotted for interest but hasn't submitted at least a proof of concept will need to do so by then. Six o'clock is not a hard set deadline and I will consider anyone who has already dotted in who can get their character in before Midnight Friday.

However, no NEW submissions will be considered after 6 p.m. Friday.

I'll announce the final four Saturday morning.

Thank you,
Marik.


Thanks Marik,

Good luck everyone!

Silver Crusade

Ye, good luck everybody!


Thank you, Marik.

And, best of luck to all. :)


Thanks! Just a reminder that I sent you a question in a PM to avoid possible spoilers. Looking forward to hearing from ya.


Thanks gm! See you all on the other side.


I still need to roll for gold and get gear, but here's Audria, a tiny woman with a thing for fire. Mechanically, she's artillery. Put her somewhere and let her burn stuff. Narratively, she'll be a good fit for the conscious of group or as comic relief. I plan on playing her as quite charming, so I may give her some face skills to give that a mechanical basis.

Oh, and hey Rysky! How's it going?

Stats:

Audria (Firebug)
Human (Varisian) pyrokineticist 1 (Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike -2 (1d3-2 nonlethal)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—searing flesh
. . Infusions—extended range
. . Blasts—fire blast (1d6+1 fire)
. . Utility—basic pyrokinesis
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 15, Int 12, Wis 12, Cha 12
Base Atk +0.75; CMB -2; CMD 11
Feats Point-Blank Shot, Precise Shot
Traits intense artist, seasoned climber, tortured
Skills Acrobatics +7, Climb +3, Craft (painting) +5, Craft (sculpture) +5, Perform (dance) +6, Perform (sing) +6, Perform (string instruments) +5, Perform (wind instruments) +5, Stealth +7
Languages Common, Sylvan, Varisian
SQ burn (1 point/round, max 5), dependent, gather power
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 5/day) Burn HP to gain greater effects on your wild talents.
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Extended Range Kinetic blast has range of 120ft.
Fire Blast (Sp) Level 0; Burn 0
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Personality:

Audria is a kind-hearted, bubbly person that generally tries to see the good in people and bring them up. She enjoys the acts of creating and performing, often spending hours working on a piece of art or strolling through the streets singing songs or spending a night dancing in a tavern.

She has a short way with bullies, however, and generally has trouble trusting people in positions of authority or power. Her childhood has led her to have an almost compulsive need to be accepted by others, however, and she generally doesn't handle rejection well.


Appearance:

Audria has a copper-red hair, fair and freckled skin, and ice-blue eyes, the legacy of her unknown ulfen father. She didn't inherit his strength or height, though, being short and not very strong. She is built like a dancer or an acrobat, just not as toned.

She favors outfits that have a bit of flow to them and follow her movements. Her typical outfit is a simple cream shirt with gold trim, a pair of sturdy pants with pockets for her pens, charcoal, and journal, a pair of supple leather boots, and a gold-trimmed, red scarf and sash around her neck and waist.


Background (Warning: Scenes of Child Abuse):

The docks of Korvosa are a hard place to live and grow up. They are certainly no place for a young child, but that is where Audria's earliest memories are of. Her mother was a dockside doxie that was pretty enough. During a night of paid for passion with a ulfen ship hand where she grew careless, she found she was with child. Audria was born nine months later. Her mother only did as much as she had to to keep Audria alive, setting the stage for a miserable childhood.

Audria's first memories were of yelling and screaming as the woman who ran the brothel demanded to know why Audria's mother's earnings for the previous night were so low. Her mother came back into the small bedroom they shared and slapped Audria across the face. The woman blamed Audria for her failings. Audria, not able to understand what was happening cried, and earned herself another stinging slap.

It went on this way for a couple of years, until a bitter man named Gaedren Lamm came to call. Audria's mother owed him for her fixes of shiver, and she offered up her daughter to him as payment. A pretty girl, though a little scrawny, Lamm had ideas about how he could use Audria in time. He accepted the trade, and Audria left the dockside brothel to live under Lamm's heel as one of his little "lambs."

For seven years Audria was beaten, cursed at, and run ragged as she tried to do everything Lamm wanted of her. Several times she had to escape the guards or angry folk chasing her by taking to the roofs, and she got very good at climbing despite her short, scrawny frame. A favorite target for Lamm and his lackeys to bully, she found herself ostracized by the other children, lest they join her in her misery. She craved acceptance, but it always seemed beyond her reach.

Then came the night her power awoke.

It was a night like many others. An alert guard had chased her off before she could pick a merchant's pocket, and the resulting bedlam had spoiled the trap the other lambs had set up. With all fingers pointed at her, it was hard to evade Lamm's ire. His punishment began with the berating, then the slapping. Audria, nearing her thirteenth birthday, at first tried to plead with Lamm, then held up her hands to ward off the blows that were starting to come. There was a roar of flame and a flash of heat that burned Lamm's arm.

Lamm stood there, dumbfounded for a moment, before lunging after Audria. It was all the time she needed to make a break for it. Lamm, not willing to let her get away with burning him with damned, hells-spawned magic, gathered up two of his lackeys to chase her down. She gave them a good run, but there is a world of difference between a guard that wants to scare you away and a bitter man out for your blood. They hunted her down and when they had her cornered, Lamm beat her mercilessly.

Lamm and his lackeys left Audria in the dead-end alley they'd caught her in. The back of her shirt was little more than bloody strips of cloth where Lamm had whipped her again and again, leaving most of her back covered in crosshatched welts and lacerations. She was bruised, bloodied, and had several broken bones. As he left, Lamm spit on her, cursing her for a witch.

Audria was sure she would die there that night. Fate, however, had other plans. A young girl, around the same age as Audria, came rushing to her side only a few minutes later. The girl, a foundling named Trinia Sabor, fetched the priest of Shelyn at the shrine she had been raised at to come help. The man, Argus Sabor, mended what he could and nursed Audria back to health as she healed what he could not mend with magic. Save a few scars and an ache in her leg when a bad storm comes in, she, miraculously, recovered with no ill effects.

Brother Argus, as the priest preferred to be called, adopted Audria and treated her like she was his own daughter. Audria learned to paint alongside Trinia, but found that her love was for charcoal and ink rather than with pigments and oils. Between sessions of drawing and painting, Audria learned to sing, play, and dance from the acolytes and worshippers that came to the shrine. The shrine quickly became her home as, for the first time, she felt accepted and loved.

Over the next several years, Audria and Trinia became fast friends, practically sisters. They supported one another, and helped each other out when they got into a spot of trouble. Of course, they were pretty good at getting into trouble in the first place, a talent that caused Brother Argus no end of headaches. Among the most memorable incidents were the accidental dye job they gave an abadarian priest's white vestments when they knocked off a pot of paint from some scaffolding, the caper of the missing pie that they went great lengths to hide, and the calistrian painting that neither one of them was sure how they got talked into posing for.

Recently, rumors of Gaedren Lamm and his Lost Lambs have begun to surface again. The rumors and the knowledge that other children are suffering as she had cast a shadow over the happy life she had been leading. While it did little to dampen her spirits as she celebrated Trinia's success in being chosen to paint King Eodred's portrait, nor the delight and wonder she had felt when Trinia had given her a crimson scarf with golden trim and a matching sash long enough to wrap around her waist a few times after she had finished and been paid for the portrait, it was growing harder to not do anything. In the morning, she made up her mind to talk to Trinia about what was weighing on her and see if she was being crazy.

She didn't intend to fight Lamm, but the years since her brutal beating had not been idle ones. She had honed her gift with fire, learning to shape it to her whim. It was something she only shared with Trinia, and if Lamm decided to go for violence, Audria was determined not to be the helpless little girl she was.


Submission:

I am submitting Meiric Mthunzi Ken Umthakathi.
His name was a descriptor moniker. It means Dark-skinned (Meiric, an Ulfen word) Shadow (Mthunzi, a Mwangi word) Sword (Ken, a Minkaian word) Witch (Umthakathi, a Mwangi word from a different tribe).

He goes by any of these names, as they are not a first middle last or last middle first as you see in many countries. They are literally the single word names he was called in different parts of the world.

Hatima. Fate. His right arm.
Kothama. Death. His left arm.

The tattoos are on the insides of either of his biceps, in his native tongue.

Meiric is a giant of a man, at 6'3" with coal dark skin, he is lean and muscular. He has white dreadlocks, swept back from his head, and a white beard. His eyes are also so pale as to appear white. He dresses in full armor from his days in Minkai, and always wears his masked helmet...that of a demon oni. He does not take it off in public.

"You do not need to see my face. It is the face of death, umunto ofile. I see your face, that is enough. It is the same face as a man I slew in the battle of Kurotakibashi Bridge. Perhaps we've met?"

His back is covered in a tattoo, and also in burns from a great fire.

He was trafficked out of Mwangi as a young boy, living in Casmaran for years as they traveled across the great Kelesh Empire. Eventually, he boarded a ship, sold to Minkaian lord. Used as a slave warrior in Tian, he worked his way into the service of a Shogun. When that Shogun was slane in front of Meiric, he was sold to a trader, traveling by wagon caravan back over the Crown of the world to the Lands of the Linnorm Kings, where again he fought for other men's wars, other men's politics, other men's destinies. He caused death wherever he went.

"The deserts of the Kelesh Empire are an inferno, and the Crown of the world is a frozen cemetery. I have been in the desert freezing, colder than I've ever been, Baridi, I tell you, and I have crossed an icy tundra, sweating out of my clothes, desperate for a breeze or some shade. Everyone's perception of the world is like this - full of expectations that are incorrect. Full of assumptions. Full of lies."

He grew tired of men arguing politics, arguing morals, arguing laws, all the while justifying others to suffer and die. He follows Pharasma, believing he is reborn every time he gains a new name. He has read the prophecies and believes that Varisia was where he should be, especially after all of the recent chaos happening there.

He is a mix of his Mwangi heritage with his fighting styles from Casmaran and Tian and the north, sprinkled with his interpretations of Pharasma all tinted through the worldview of a slave-warrior.

If there was death, he would usher it in. If there was a prophecy, he would follow it. This is how he would be reborn again. This is his fate.

"I remember a girl. Smaller than me, with eyes like mine. Zuri. She may have been just some random girl. I could not have been more than...four, perhaps five. Such eyes. Her smile was in them. In my memories, she is my sister. But she was probably just some other slave."

He is a Vanguard Slayer and will take levels as an Inquisitor of Pharasma, possibly as a Hexenhammer, as he draws upon his Mwangi roots, mixing them with his faith, and his fighting skills. I have also considered a ninja scout mixed in there. He is fast and mobile, but armored, bringing down curses and judgments, and bonding with his traveling companions.

He fights with a Naginata, and a katana and wakizashi.


I unfortunately won't have a submission ready.

Good luck to all!


Introducing a classic Elven Wizard (Universalist) with no archetype and a detailed backstory!

Submitting Kesseril Dammarkandil for your review.

starting gold: 2d6 ⇒ (2, 5) = 7 x10 = 70


This is my submission.

Shaman who focuses on face skills, sneakiness, and buffinf his companions. Can handle healing duties as well, if needed.


For your consideration.

Will make an alias if selected.

Bruneor Hammerslammer

Spoiler:

Basic Info:

Dwarven Cleric (Level 1)
Deity Torag:
Alignment: LN
Hair Colour: Deep Red
Eye Colour: Blue
Height: 4’
Weight 180 lb
Darkvision 60’
Stats:
STR: 14
Dex: 12
Con: 12
Int: 11
Wis: 16
Cha: 10

Offence:
BAB: 0
CMD 13
CMB 2

Ranged:
Light Crossbow +1 (d8, 19/20 x2) (BAB 0, Dex +1)

2 Handed Melee
Warhammer +2 (d8+3; 20x3) (BAB 0, STR +2)

1 Handed Melee
Warhammer +2(d8+2; 20x3) (BAB 0, STR +2)
Dagger+2 (d4+2; 19/20x2) (BAB 0, STR +2)

Defence:
With / Without Shield
AC N/A / 16
Touch N/A / 11
Flat Footed N/A / 15
Fort 4
Reflex 3
Will 6
HP 9

Gear:
Armour and Weapons:
Scale Mail
Warhammer
Dagger
Light Crossbow; 40 Bolts

Adventuring Equipment:
Clewric Kit (Medium Creature)
Dungeoneering Kit
Explorers Outfitx2

Wonderous Items:
None

Money:
PP:
GP: 7
SP: 3
CP: 9
Gems / Jewelry

Skills:

Skills
With / Without Shield
Acrobatics N/A / -3
Appraise N/A / 4
Bluff N/A / 0
Climb N/A / -2
Diplomacy N/A / 0
Disguise N/A / 0
Escape Artist N/A / -3
Fly N/A / -3
Heal N/A / 7
Intimidate N/A / 0
Knowledge (Engineering N/A / 7)
Knowledge (Religion N/A / 2)
Perception N/A / 7
Ride N/A / -3
Sense Motive N/A / 3
Spellcraft N/A / 4
Stealth N/A / -3
Survival N/A / 3
Swim N/A / -2

Racial and CampaignTraits:

Dwarf Racial Traits
Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor
or encumbrance.

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Campaign Traits

Tortured (APCT 16) You gain +1 Reflex Save

Warsmith (DoG 10) You gain a +1 Trait bonus to damage rolls against creatures made primarily with clay, crystal, earth, metal, or stone. Knowledge (Engineering) is a class skill for you.

Class Features:

Class Features
Armour and Shield Proficiency: You are proficient in Light and Medium Armour. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple Weapons, additionally you are proficient with the following weapons Battleaxe, Heavy Pick, Warhammer.

Aura (Ex) (Core 39): You have a particularly powerful aura corresponding to your deity's alignment.

Favored Weapon: (Core 39) You gain proficiency with the favoured weapon of your deity. (Warhammer)
Channel Energy (Su); You can release a wave of positive energy which either heals 1d6 of damage to living creatures, or damages undead creatures (Will Save DC 10) 3 times a day.

Spontaneous Casting (Core 41): You may convert the stored energy of a prepared spell that is not a domain spell nor an orison, into a cure spell of the same level or lower.

Domain Powers:
Protection:
Resistance Bonus (Core 41) You receive a +1 resistance bonus on saving throws.
Resistant Touch (Core 46) 6 times per day, you can touch an ally to transfer your domains resistance Bonus to them for 1 minute (+1)
Earth:
Acid Dart (Core 43) As a standard action, you can unleash an acid dart targeting any foe within 30’ as a ranged touch attack. Damage is 1d6+0. You can use this ability 6 times per day.

Feats:
Steel Soul: (APG 170) You receive a +4 bonus on saving throws against spells and spell like abilities. This replaces the nbormal bonus from the dwarfs hardy racial trait.

Magic Items
NONE

History and Background:

Background
Bruneor Hammerslammer was born the 3th son of a minor noble family in Janderhoff for much of his formative years, he was regaled with stories of heroism and valour by his father who was a soldier In the army. His mother, an artisan who was responsible for making items of jewelry. She started teaching him at a young age how to do this but he rebelled against the teachings.

As he grew, he was taught the basics of combat by dwarven weaponmasters, who gave him a working knowledge of dwarven traditional weapons.
After a stint in the church, he got bad news from his father, in that his younger sister was missing, and the last town where she was with her caravan, was Korvosa.

Being at loose ends, he started to traveled to Korvosa where he started his questioning about where she was, and where her caravan was.


Here is my character. Don't have time to work on my human fighter, so I'll fall back on my aasimar paladin of Shelyn.


My 5 year old son didn't fall asleep until 11 pm last night, so my evening went to teaching care of him instead finishing my character. I hope to finish it today instead... But I might miss the deadline. Just letting you know what's up. Hopefully I'll still make it.


Aleziella is pretty close to done. At least she got a decent backstory and the crunch is finished. I hope you like her. It's way too late here, I'll look it over in the morning.

Dark Archive

1 person marked this as a favorite.

Okay everyone, sorry for the delay. Thank you all for expressing an interest in playing and for making an already tough decision even harder.
After some painstaking thought I've decided on the following four players to join me in rescuing the citystate of Korvosa from the clutches of it's evil queen.

Aleziella Libuyaza
Joseph Hill
Sykes Vorkanna
Viria Volus

Thank you all. I'll have the Discussion thread up momentarily and you can all dot in there. I should have the introductory thread up tomorrow morning.


Good luck and congrats all!


Thank you for giving me the opportunity to play in your game, Marik. Congratulations to the selected players and best of luck to those still wishing to get into a game. Happy gaming to all! :)


Good luck to you all! You're going to need it! ;)


Yay! Thankies ^w^

Good luck to those in search of games


Thank you for the selection. Rolling wealth for Joseph now. Will post with an alias shortly.

Wealth: 3d6 ⇒ (5, 1, 1) = 7

I suppose average of 105 it is.


Congratulations to those who were picked and good luck in your adventure!


Okay everyone. We've lost our Cleric due to RL issues and are now looking for a Divine character to replace her. Same creation rules as above with the exception of traits, since Lamm is dead at this point, you no longer need to take a Campaign trait if you don't want to.


Dotting...

Oddly enough in your Which AP thread to run next saw War for the Crown in the lead and started building a character against type and it was a cleric....

But the idea would require a OK,
And I'd need to figure out how to work with 15 PB, as I'm used to 20 PB with the pre-racial stat array of 14,14,13,13,12,12.


I'd propose remaking this profile into a Hex Channeler witch-

Will focus on "positive" hexes (healing, fortune) rather than misfortune or other "negative" hexes. Between the Channel feature, and taking the healing patron and spells should work out to being a solid main healer.


Marthkus Malindroit wrote:

I'd propose remaking this profile into a Hex Channeler witch-

Will focus on "positive" hexes (healing, fortune) rather than misfortune or other "negative" hexes. Between the Channel feature, and taking the healing patron and spells should work out to being a solid main healer.

Do note that the party is already a witch, a ranger and an investigator. I do not think another witch is a particularly good fit.

Everyone left in the party got negative charisma modifiers, so it might be good to be decent at social skills (thought the investigator can certainly get pretty good at them if he wants, but that't not currently the case).

Grand Lodge

Aleziella Libuyaza wrote:
thought the investigator can certainly get pretty good at them if he wants, but that't not currently the case

Well, I am investing investing in Diplomacy, but my Cha will always be negative.

BTW, the ranger is melee focused.

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