GM TBD's War for the Crown

Game Master Veltent

Crownfall

Maps & Info
Crownfall NPCs - Player Reference Sheet
Loot Tracker

Everyone gets one free re-roll of any skill check at any time during this portion of the adventure.


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Okay, here's the fluff and crunch for Nico! He is a human psychic with a focus on building people up and making Taldor a place where anyone can succeed.

Good luck to everyone, I hope to have the chance to play with you.

Background:
Nico's always had a knack for bringing out the best in others.

Survival at the bottom of Taldan society requires a keen eye and an agile mind, two things Nico certainly has in abundance. While never particularly skilled at dealing with others directly, Nico's talent for sizing someone up and telling a friend just how to handle them has made him a lot of allies.

Despite (or, indeed, because of) the relative comfort he has been afforded by this, Nico knows that Taldor's core is rotten. Every day, he sees good, hard-working people suffer for no better reason than an accident of birth, while capricious and indolent nobles live extravagant lifestyles for the same reason. It's for this reason that Nico began to use his connections to agitate for broad social reforms with the goal of making Taldor a more equitable society. After all, what good are favored owed if you never call them in? It should come as no surprise, though, that Nico quickly found himself just as talented at making enemies as he was at making friends.

This rabble-rousing, in turn, is what brought him to the attention of Lady Martella Lotheed. While certainly suspicious of her and her motives, Nico can't deny the opportunity granted by the connections and resources she has, and so he accepts her offer and her invitation to the Exaltation Gala.

Appearance and Personality:
Nico tries to, in all ways, appear as ordinary as possible. His clothes are well-made but not flashy, his dark brown hair is kept short but not in any particular style. He is even of only middling height and build. One thing he can't hide, however, are his eyes. His eyes, an even darker shade than his hair, gaze upon people with an almost palpable weight. He sees more than should be possible with eyes alone.

In direct conversation, Nico is kind and polite, if a bit awkward. He never likes to be the center of attention and usually fades into the background of any group conversation. Where he comes alive is when someone needs his advice or encouragement, always pushing people to accomplish things they would have never believed themselves capable of. These are the moments where his shy veneer evaporates and his smile emerges.

Stats:
Nico Sabinus
Male Human psychic 1
NG Medium humanoid (human)
Init +6, Senses Perception +7
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DEFENSE
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AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Wis)
hp 7 ((1d6)+1)
Fort +1, Ref +2, Will +5

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OFFENSE
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged dagger (thrown) +2 (1d4-1/19-20)
Known Psychic Spells (CL 1st, concentration +4):
1st (4/day)—color spray (DC 14), expeditious retreat, telempathic projection (DC 14)
0 (at will)—daze (DC 13), detect magic, message, read magic
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STATISTICS
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Str 9, Dex 14, Con 12, Int 17, Wis 17, Cha 10,
Base Atk +0; CMB -1; CMD 14
Feats Improved Initiative
Skills Disable Device +7, Knowledge (History) +7, Knowledge (Local) +8, Knowledge (Nobility) +7, Perception +7, Sense Motive +7, Spellcraft +7, Use Magic Device +4
Traits Pragmatic Activator, Young Reformer
Languages Common, Draconic, Elven, Hallit
SQ dual talent, overpowering mind, phrenic amplifications, phrenic pool, physical push, psychic discipline (self-perfection), spells
Combat Gear potion of remove fear, scroll of mage armor
Other Gear dagger, traveler's outfit, 13.0 gp
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SPECIAL ABILITIES
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AC Bonus (Ex) When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you're flat-footed. You lose these bonuses when you're immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Background Skill (Knowledge (History), Knowledge (Nobility))

Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Knacks Psychics learn a number of knacks, or 0-level spells, as noted on Table 1-8. These spells are cast like any other spell, but they don't consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Overpowering Mind (Ex) The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

Phrenic Amplifications A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell's effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification's description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can't be selected more than once. Once a phrenic amplification has been selected, it can't be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Phrenic Pool (Su) A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is 3. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.

Physical Push (Su) By channeling your psychic energy, you can make your body capable of greater physical feats. When you attempt a Strength-, Dexterity-, or Constitution based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier. Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.

Pragmatic Activator (Trait) While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Psychic Discipline (Ex or Sp) Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can't be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic's level + the psychic's Intelligence modifier. At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1-8. Spells learned from a discipline can't be exchanged for different spells at higher levels. Specific psychic disciplines are further described starting on page 64.

Self-Perfection You take a holistic view of psychic power, believing that you must hone both your mental and physical attributes to remain in balance. The focus you find while exercising, fasting, and otherwise tending to your body broadens your psychic powers. Phrenic Pool Ability: Wisdom. Discipline Powers: Your powers alter your body through your force of will.

Spells A psychic casts psychic spells drawn from the psychic class's spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic's spell is equal to 10 + the spell's level + the psychic's Intelligence modifier. A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score. The psychic's selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic's choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1-8: Psychic Spells Known. Unlike a psychic's spells per day, the number of spells a psychic knows isn't affected by her Intelligence score; the numbers on Table 1-8 are fixed. At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic's class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Weapon and Armor Proficiency A psychic is proficient with all simple weapons, but not with any type of armor or shield.

Young Reformer (Trait) Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken, and you’ve dedicated your life to fixing it. But tradition rules Taldor as much as any Grand Prince, and change requires more influence than you have… so far. You’ve got a few friends and allies, and plenty of determination, but while you work toward the power you need to change the nation, you’ll have to resort to more discrete ways of righting wrongs and curbing the abuses of the upper class. You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills (Disable Device) is always a class skill for you. Once per day, you can call upon your coconspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make—for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find—must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you’re a very important diplomat traveling in disguise, for example, but if a fight breaks out you could not rely on your network of contacts to feint for you in combat. You don’t have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.

Sovereign Court

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That makes three of us. Gionne was also in the selected group with Robert and Nico.


Chakos Hyluan wrote:
"You are living what should have been my life, if not for this afflicted hip and leg of mine!"

"We are all of us called to serve in our own ways, my lord. And believe me when I tell you the admiralty are largely unwilling to fight for Taldor's position abroad. After all, if they fight they might lose, and then where would their precious resumes be? I found the Phalanx far more to my liking."


Marius Erallan wrote:
Chakos Hyluan wrote:
"You are living what should have been my life, if not for this afflicted hip and leg of mine!"
"We are all of us called to serve in our own ways, my lord. And believe me when I tell you the admiralty are largely unwilling to fight for Taldor. After all, if they fight they might lose, and then where would their precious resumes be? I found the Phalanx far more to my liking."

"Indeed, indeed. The Wealth Father certainly moved fate to get me where he wanted me."


War for the Crown; you say? You had me at Hello...

I will be submitting a Mesmerist. I shall stat him accordingly.

Thank you for running.


This is Dorian's submission.

Any questions, concerns are welcome.

Starting Wealth: 3d6 ⇒ (3, 2, 1) = 6 x 10 gp (average 105 gp).


This is drogeney's submission. I'll have what is completed in the profile momentarily.

gold: 3d6 ⇒ (4, 3, 6) = 13x10=130

Nice! Better than average!

*Edit*
Still working on equipment and the background may get tweaked a bit.


Reintroducing Kinjal Sengal, semi-pacifistic human Vudrani LG cleric of Abadar.


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These are all some fantastic looking characters! I look forward to diving deeper into some of them this weekend, and I'm excited to see what else appears!


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Now posting the complete draft for Mirann's backstory. Again, minor spoilers for a side character

Final Fluff:
Originally from Vudra, Mirann and Kathann Zalar were brought to Taldor by their parents 15 years ago. Kathann, then 14 years old, enrolled into the Kitharodian Academy's acting program at great cost to their parents. For three years, every penny went towards Kathann's education, eventually rendering the family homeless.

Only seven years old, Mirann was sent to live in the dorms with her older sister, who acted as caretaker while their parents still worked to scrounge up money for the two of them to survive.

She felt the Academy was hers. She would often break into forbidden places, scrabble across roofs, hide in wardrobes to sit in on secret meetings. There was nowhere Mirann did not belong. And even as a child, she was an expert liar and a decent thief, keeping everything she could get her grubby hands on.

Mirann soaked up all she could from the bards' teaching without being a student herself, becoming especially enamored with the romantic concept of the Lion Blades, a secret order of spies and assassins serving the Crown, often recruiting from graduates and alumni of the Kith.

The sisters were both Vishkanya, a Vudrani race of near-humans with poison in their blood and spittle, ideal assassins. Perhaps because of this, while Mirann was collecting every scrap of rumor she could of the Lion Blades, Kathann was being groomed as one. She kept it secret, not wanting to endanger her kid sister.

Over the next two years, Mirann's skill at dance became evident. Upon graduating, Kathann struck up a deal, agreeing to join a Shadow School, become a Lion Blade and dedicate her life to Taldor if the Kith would raise and educate her sister. The Academy accepted, and Kathann began her life as actress, and spy.

Mirann enjoyed a long and early tutelage at the Kitharodian Academy, graduating early at the age of 16. Immensely qualified but lacking the peerage or sponsorship that defines success in Oppara, she kept herself fed by performing in taverns, dancing every night. Though their father had since passed, every week she sent what she could to her ailing mother.

The next three years went by quietly.

One night walking through Crownsgate on her way to her apartment in the Narrows, she was struck with song. That song would change her life forever. She was stopped by a stranger, a beautiful woman in her late 30's.

"Where did you learn to sing," asked the woman.

"I've no formal training in song, miss," Mirann answered, "but I spent most of my life learning at the Kith."

The woman introduced herself as the Marquess Charlotte Deschamps, former Senator for House Cato, and once a commoner like Mirann. "I pride myself on uplifting especial members of our social class," she explained, "and I want to show you to the world." The Marquess invited Mirann to live with her, and paid lavishly for vocal lessons for the girl.

Mirann quickly grew fond of Deschamps, viewing her almost as a replacement for her still-living family, even wearing one of the Marquess's hair ribbons around her neck at all times.

Deschamps was a fierce and vocal ally of the Princess, to the point that she sacrificed her Senate seat in order to better assist the Princess's bid for the Throne, and through the Marquess, Mirann was slowly introduced to people in the Princess's periphery- though never the Princess herself -including one Martella Lotheed.

Having worked closely with Mirann's sister Kathann, now a Lion Blade, Lotheed knew of Mirann already. She knew of her great talent at dance and now song, yes, but she knew also of her juvenile gifts for lying, theft and trespassing, and knew of her heritage as Vishkanya. Lotheed saw a path ahead for the girl, and offered her a chance to prove herself and her loyalty to the Crown, like her sister, or like a Lion Blade.


GM TBD wrote:
•Recruitment Period: I am going to leave this open until 9/12 at midnight though it may close sooner if applications cease sooner. Final selection will be completed and announced no later than 9/19.

you probably don't need to wait that long to get more submission than you have time to read through :)

Silver Crusade

Dotting for interest! I hope to have at least my original submission up later today, after some editing.


@GM TBD, what's your take on which enchantment spells are subtle and which are blatant? I.e. which ones the target automatically notices either as they take effect or the moment they expire and which ones the target needs to succeed on a Sense Motive (or other appropriate) check to notice after having been given a reason to make such check at all?

Dominate line or Command are obviously blatant, while, say, Sow Thought is subtle, but I've seen some contention about where Charm, Suggestion and other more underhanded spells fall on that scale.

Also, would it be possible to fix Charm hex to have duration of "concentration + rounds/int mod" rather than just "rounds/int mod", such that it may actually be used in social situations that it's most suitable for?

As you may infer from the questions, I'm considering a Seducer Witch specialized in, well, bewitching.

Dark Archive

Just popping in here again to roll gold now that I've settled on a concept.

Gold: 4d6 ⇒ (6, 6, 3, 3) = 18

Sweet, actually managed above average. I should hopefully have my submission done by tonight or tomorrow. Lots of good character concepts here I'd love to play with!

Liberty's Edge

Okay, I decided on a masked (False) Priest (Sorcerer) of Sarenrae who is rallying the public against the current monarchy.

Starting gold: 2d6 ⇒ (6, 6) = 12 Or 70

well, that certainly beat the average!


I'll be taking Child of Oppara Trait and Noble Scion (Talbor family) feat. Anyone planning to go a similar route? Be my sibling?


Dot for interest.
I'm waffling on a couple of build concepts.

Would you allow VMC if it makes sense for the concept?
What about hero points?

One of the concepts I'm considering would need to be a Nagaji or Kobold for the reptilian aspect. Are you ok with those?


Tavarokk wrote:

@GM TBD, what's your take on which enchantment spells are subtle and which are blatant? I.e. which ones the target automatically notices either as they take effect or the moment they expire and which ones the target needs to succeed on a Sense Motive (or other appropriate) check to notice after having been given a reason to make such check at all?

Per the rules, all spells have a visual effect, so someone will always be able to tell when a spell is cast. As for whether they are able to identify the caster, or say, the target (which would be even more difficult) that will depend on the appropriate checks.

As magic is common in Taldor, the simple casting of a spell is unlikely to raise much alarm unless someone suddenly drops dead.

Tavarokk wrote:

Also, would it be possible to fix Charm hex to have duration of "concentration + rounds/int mod" rather than just "rounds/int mod", such that it may actually be used in social situations that it's most suitable for?

Great question, and I understand where you're coming from. For this game, especially during recruitment, I would like to keep things RAW.


Revolving Door Alternate wrote:

Dot for interest.

I'm waffling on a couple of build concepts.

Would you allow VMC if it makes sense for the concept?
What about hero points?

Could you send me the concept for review?

Hero points will not be used at this time.

Revolving Door Alternate wrote:


One of the concepts I'm considering would need to be a Nagaji or Kobold for the reptilian aspect. Are you ok with those?

Hmm...I'd prefer Kobold. I'll make an update to the recruitment.


**UPDATE to Recruitment - Character Races**

Instead of reviewing non-core races on a case by case basis and to give everyone more options...

***Any character that is Core and Featured, as well as Changelings and Suli races may be submitted (exceptions, no Drow or Dhampir may be submitted). Please make sure you read the race guide in the Player's Guide when considering what race you choose.***

If you have already created a character and wish to change it based on this update, you may do so, but please let me know when your update is complete.

Thank you!
-TBD


GM TBD wrote:
**UPDATE to Recruitment - Character Races**

Are we now restricted to just Core and Featured, or if we previously submitted an Uncommon race will you still review it on a case by case basis? Either way, I can make a strong argument for my character if you would like


The Shadow Knows:

Supper sneaky spy.
Can go anywhere unseen.
Probably empiricist investigator as the base class
VMC sorcerer umbral bloodline to really be a part of the shadows.

Reptile:

Kobold bloodrager 1 / sorcerer 4 / dragon disciple 10
{If you had prefered Nagaji, I would do bloodrager 4 / sorcerer 1 and everything else would be the same.}
Thinks he is an avatar of Apsu. Was supposed to be born as a dragon. Obviously cursed by a high priest of Dahak into this tiny kobold body. Trying to get enough magical might to 'break the curse' and get his dragon body. As a player, I don't care if that is way outside the scope of the campaign. He just never quite succeeds.
But while he is doing that, he still has to serve Apsu by bringing more nations into alliance with dragons (as opposed to the usual of hunting them).
He doesn't really care who runs Taldor, but figures if he helps put a new power on the throne, he can get them to work with the dragons and maybe even get the image of a dragon added to the heraldry.

I like both concepts. playing around with builds and personality elements.


Mirann Zalar wrote:
GM TBD wrote:
**UPDATE to Recruitment - Character Races**
Are we now restricted to just Core and Featured, or if we previously submitted an Uncommon race will you still review it on a case by case basis? Either way, I can make a strong argument for my character if you would like

Similar to this question, I'm looking at possibly making my Amanadar-born character a Kitsune, would that be ok?


GM TBD wrote:


Per the rules, all spells have a visual effect, so someone will always be able to tell when a spell is cast. As for whether they are able to identify the caster, or say, the target (which would be even more difficult) that will depend on the appropriate checks.

No, that's not what I'm speaking about. Say, I cast a spell in such a way that the target doesn't notice the casting itself. Say, it succeeds. Will the target automatically feel something is wrong and when? For blatant spells, yes, for subtle spells, not unless they have a reason to make a check and succeed.

GM TBD wrote:


Great question, and I understand where you're coming from. For this game, especially during recruitment, I would like to keep things RAW.

Ouch. Having one less hex hurts for a witch, especially early on.


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GM TBD wrote:

**UPDATE to Recruitment - Character Races**

Instead of reviewing non-core races on a case by case basis and to give everyone more options...

***Any character that is Core and Featured, as well as Changelings and Suli races may be submitted (exceptions, no Drow or Dhampir may be submitted). Please make sure you read the race guide in the Player's Guide when considering what race you choose.***

If you have already created a character and wish to change it based on this update, you may do so, but please let me know when your update is complete.

Thank you!
-TBD

Lets just go with all races except Drow and Dhampir allowed. Taldor is quite metropolitan in that regard.


Randal is coming together nicely. background and equipment is all thats left.


Tavarokk wrote:
GM TBD wrote:


Per the rules, all spells have a visual effect, so someone will always be able to tell when a spell is cast. As for whether they are able to identify the caster, or say, the target (which would be even more difficult) that will depend on the appropriate checks.

No, that's not what I'm speaking about. Say, I cast a spell in such a way that the target doesn't notice the casting itself. Say, it succeeds. Will the target automatically feel something is wrong and when? For blatant spells, yes, for subtle spells, not unless they have a reason to make a check and succeed.

GM TBD wrote:


Great question, and I understand where you're coming from. For this game, especially during recruitment, I would like to keep things RAW.
Ouch. Having one less hex hurts for a witch, especially early on.

My apologies. Since the rules don't provide blatant instructions, it would be determined on a situational basis. some may realize long after the fact that they were influenced, others sooner, and some not at all.

The charm hex...at this time i do not want to increase its duration.


Rolling gold for Phillip, Investigator and security. Totally not a goblin dog.

Gold: 3d6 ⇒ (1, 2, 4) = 7x10=70


Randalls Background: Randal Tullmoor was an arena fighter, then with success he became a bouncer in a Tavern in Dalaston, The Black Ore Tavern, was a rough and tumble place frequented by the Miners in the area. One Day Baron Tanio Dalassnos, The son of Count Lucinius Dalassnos stopped by for a drink and soon became embroiled in a fight with a miner. It wasnt long before the Aristocrat found himself in over his head. Randal stepped in, besting several Thugs bent on killing the young noble.

This brought him to the attention of the Noble Family and he found himself hired as a body guard for the youth. Hes served them well for several eyars now and has a strong sense of patriotism to the country. The Upcoming Festival of The Grand Day of Exaltation has brought the family to Oppara and as 1 of the Senators, Count Lucinius will be in attendance. Tanio of course is going along to enjoy the finer things found in Oppara. Randal is there as Bodyguard of course....


Description:
Phillip is a young man who is neat and well dressed but appears somewhat gaunt. Despite his youth, he is quite bald which only adds to his appearance of being underfed.

Phillip grew up an orphan run by a Pharesmian temple and seemed destined to live his life as a simple lay-worshipper if not for the whimsy of
a social-minded Taldor noble. Said noble was generous in a sort of shallow, self-interested way and decided to sponsor several
of the children and pay for their education. Phillip leapt at the chance to escape his dreary life and took an interest in increasing the safety of his patron as thanks and considered making a career of easing the fears of nervous nobles. The upcoming gathering of Taldor nobility was to him, a potential goldmine and he set out right
away to hand out as many business cards as he could.


My question got missed.

SOLDIER-1st wrote:
I'm thinking about making a First Mother's Fang cavalier. It gives a bunch of knowledge and social skills, but originally it was written for the nagaji race, and thus gives a serpent mount. Would it be alright if I switch that out for a lion (since we're in Taldor) or even just a normal horse mount?


SOLDIER-1st wrote:

My question got missed.

SOLDIER-1st wrote:
I'm thinking about making a First Mother's Fang cavalier. It gives a bunch of knowledge and social skills, but originally it was written for the nagaji race, and thus gives a serpent mount. Would it be alright if I switch that out for a lion (since we're in Taldor) or even just a normal horse mount?

Sorry about that. You can switch it out for a normal horse mount.


Revolving Door Alternate wrote:

** spoiler omitted **

** spoiler omitted **

I like both concepts. playing around with builds and personality elements.

Looks good, go ahead and build it.


GM TBD wrote:
SOLDIER-1st wrote:

My question got missed.

SOLDIER-1st wrote:
I'm thinking about making a First Mother's Fang cavalier. It gives a bunch of knowledge and social skills, but originally it was written for the nagaji race, and thus gives a serpent mount. Would it be alright if I switch that out for a lion (since we're in Taldor) or even just a normal horse mount?
Sorry about that. You can switch it out for a normal horse mount.

Excellent thank you.


Added a few tidbits to Kyralina's profile - more detail about House Licinus and my ideas about her character arc.


Ok, this is Ouachitonian's submission. Cnut is a young Ulfen barbarian, come south in hopes of following in his grandfather's footsteps and joining the Ulfen Guard. I hope to take him into that eponymous prestige class if I get a chance later. I took the Taldan patriot trait, which sits a bit awkwardly on a character who is essentially a foreign mercenary, but A) it makes the most sense for a military character and B) he was raised on tales of the glorious, warm land of Taldor, so he's a big fan of the place even if he's only been there the last few years as he tries to make a name for himself and prove his worth to the Guard. The background may be a bit thin, I can expand on it if you like.

Mechanically, he's a Barbarian (Invulnerable Rager). He hits things really hard and they die. Things hit him really hard, he says "Ouch!" and doesn't die. Maybe not the best choice for the Courtly Intrigue AP, but every party needs a front-liner. An more importantly, it's the best AP to play an Ulfen Guard, since it's the only one that takes place primarily (well, I'm assuming) in Taldor.


Presenting Akorian Kotusia, an Arcane Trickster to be:

Starting Gold: 4d6 ⇒ (1, 2, 2, 6) = 11 X10
Edit: take the 140 and run...

Background:

Akorian is the youngest scion of house Kotusia, one of the “bearded” families on Lady Lotheed’s estates. He is a skilled young (18 years old) man, who already has senatorial ambitions (Senatorial Hopeful campaign trait). The cult of Calistria has brought him to the Lady Lotheed’s attention as a potentially useful tool (possibly as part of one of their own schemes).

It was his great-grandfather who brought house Kotusia into the cult of Calistria, seeking vengeance for a fey-stolen child – the family has been slightly paranoid ever since (Imposter Wary racial trait). It is clear that Akorian has Calistria favour from his wasp familiar, which came to him as a child. Thus, it was the Calistrians who took his education in had that guided him to becoming the young rake he is…

His uncle, Merus (a wizard), has been trying to lure Akorian onto a different path, by exposing him to magic and it’s wonders (magical knack trait). Merus has recently send Akorian a beginners spellbook, which Akorian is studying with interest.

Description:

5’9” and 148 lbs. Bright green eyes and brown hair and, as appropriate for this class, he has a short beard. Dresses neat, well-organized (not unkempt).

Mechanical:

***
Unchained Rogue 1 (Rake)
Wizard (Air Elementalist> Smoke Subschool) 3
Arcane Trickster ?

Alignment: Chaotic Neutral
Diety: Calistria

Init + 6 = +2 Dex+4 Familiar
Speed 30 ft

Defense
AC : 14 =10+2 Armor +2 Dex
HP: 10 = 8 + 2 (con)
Fort + 2 = +0 Rogue + 2 con
Ref +4 = +2 Rogue + 2 dex
Will + 0 = +0 Rogue + 0 wis (+2 vs Illusions)
CMD : 12 = 10 + 0 (bab)+ 2 (dex)
Offense
Melee: Rapier +2/1d6, Dagger +2/1d4, Sap +2/1d6, Spiked Gauntlet +2/1d4
Ranged: Shortbow +2/1d6
BAB : +0
CMB : + 0 = +0 (BAB)
Race = Human (favored class: Wizard)

Str: 10 = 10 (0 pts)
Dex : 14 = 14 (5 pts)
Con : 14 =14 (5 pts)
Int : 16 =14 (5 pts) +2 racial
Wis; 10 =10 (0 pts) Racial
Cha: 14 = 14 (5 pts)

Skills : (8+3 int/level) Not including ACP

Disable Device (1, +6 = 1 rank +3 trained +2 dex),
Escape Artist (1, +6 = 1 rank +3 trained +2 dex),
K Arcane (1, +5 = 1 rank +4 int),

Sense Motive (from imposter wary) (1,+4=1 rank +3 Trained+0 Wis)
Perception (1, +4 = 1 rank +3 trained),
Stealth (1, +6 = 1 rank +3 trained +2 dex),
Spellcraft (1, +5 = 1 rank +4 int),
UMD (1, +6 = 1 rank +3 trained+2 Cha),
Bluff (1, +6 = 1 rank +3 trained+2 Cha),
Acrobatics (1, +6 = 1 rank +3 trained +2 dex),
Intimidate (1, +6 = 1 rank +3 trained+2 Cha)
Diplomacy (1, +6 = 1 rank +3 trained+2 Cha)

Background Skills (2/level)
Linguistics (1, +7=1 rank +3 trained +3 int)
Sleight of Hand (1, +6 = 1 rank +3 trained +2 dex)

Languages : Common, Elven(int), Kelish(int), Skald(int), Draconic (Linguistics)

Traits : Senatorial Hopeful (Campaign), Magical Knack (Magic)

Feats
Accomplished Sneak Attacker (1st)
Weapon Finesse (Finesse Training)
Wasp Familiar (human Bonus feat)

Race Abilities:

Bonus Feat: Humans select one extra feat at 1st level.
Imposter-Wary: Humans trained to spot fey masquerading as their kin gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled.

Class Abilities:

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Bravado’s Blade (Ex): When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check. This ability replaces trapfinding.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.

Equipment (140 gp):

Weapons (59 gp)
Shortbow (30gp), 20 Arrows (3 gp), Dagger (2 gp), Rapier (20 gp), Spiked Gauntlet (5 gp), Sap (1 gp)

Armor (15 gp)
Lamellar Cuirass (15gp)

Equipment ( 66 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Thieves tools (30 gp), Spellbook (has it early, his intent is to take his 2nd level in wizard), spell component pouch (5gp), 8gp 6sp


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”Watch where you’re going!” A man in ragged clothing stumbles as he shoved to the side, steadying himself against the nearby wall so that he doesn’t fall into the street. The man who had shoved him was a noble, a minor one, Lord Atherton something or other with a small piece of land at the ass end of the country. He didn’t matter.

Lord Atherton continues shoving his way passed other common folk to get to his destination, his personal guard (a gaggle of uniformed thugs) taking pleasure in doing the same.

”Honestly.” He can be heard saying up ahead. ”I don’t know why they even let these people out during the day. All they do is crowd the streets with their filth.”

As Atherton drifts from sight, the ragged man shakes his head, disappointed, and dispels the illusion he is wearing. Dirty pallid skin gives way to the healthy immaculate dressed nobleman beneath. He adjusts his plaited leather gloves and steps back out into the walkway.

The common folk move from him in a reactionary way that makes him frown but he points to the Zespire family crest embroidered on his scarf and tips his hat to them.

”I’m sorry our countrymen set such a terrible example for the nobility, but you have nothing to fear from me. I simple come to pass a message.” He pulls a rolled up poster from within his long coat and hands it to a nearby commoner in coveralls, barely flinching at the smudge of dirt that leaves on his gloves.
” Place that where people will see it, but I’ll save you the trouble of reading it for the moment. House Zespire is hosting a charity event, three days from now on the outskirts of our property. We’ve collected clean clothing for people of all sizes. Our tailors will be there to size you and find you appropriate clothing. The earlier you arrive, the more options you’ll have. Sun up, to sun down or until all of our supplies are exhausted. If you don’t know where we live, well, follow everyone else!”

He offers the commoners a gentle bow, and cane in hand, begins the long walk back. Answering questions that any of the common folk have with patience and compassion along the way.

Atherton surely isn’t the altruistic patron he’s trying to convince my father he is. He thinks to himself. Just another spoiled brat trying to cozy up to a larger house. He must be desperate if he’s currying our favor.

His thoughts drift to Eutropia, and he silently prays that the vote to allow female heirs succeeds. Taldor could use a bit of shaking up.

Background:

Izalco is a lesser member of house Zespire, cousin to the branch currently running the family. Growing up among the noble families he rebelled against the family tendency to represent the common folk. He felt it was birthright to be above them and hated how his family name excluded him from certain social rings within noble society. After discovering an aptitude for deception and an ability to channel magic from an unusual source, Izalco began posing as the son of landed lords from outside Oppara to participate in high society without the stigma attached to his family name.

He was good at it, and before long he found himself deeply embedded with other young nobles eager to flex their influence around the city. They spent weekends terrorizing the common folk - Ordering them around, pranking them, disrupting their chores - whatever they could get away with.

This lasts for a few years, well into his teens, but eventually they pissed off the wrong commoner. Against all advice they wandered into the Narrows and began causing mayhem. Before long they had cornered a half-orc girl in an alley, tossing mud and rocks, taunting her all the while.

In a fury she charged Izalco, disarming him of the rapier at his side and with more fury than precision pierced it straight through his leg. While the other noble children stood there shocked, the young girl fled. Izalco found himself changed in that moment. Almost a man grown, he realized the pain he had been inflicting on the "lesser" people of Taldor. His families practice of charity and advocacy all came to light. He declined healing magic at the temple, choosing the live with the wound and consequently a limp for the rest of his life.

Izalco rededicated himself to the Zespire Household. He redirected his ability to blend with the other nobility to keep his family informed of any movements against them, and to cultivate a reputation among other young reformers without tarnishing what reputation they had left. It's a fine line to tread, but he believes in a more equal Taldor and is willing to do what he must to save his country from greed and gluttony.

His most trusted confidant and best friend is the same half-orc that set him straight. Now a young woman named Emilia, who proudly displays an ostentatious rapier above the hearth of her establishment in Eastport, the Fool's Rush Inn.

GM:
Izalco is a Silksworn Occultist designed to be good at social encounters and complete rubbish in combat. I'm still working on his gear but stats wise he's pretty complete. Here is his character sheet . Feel free to reach out with any questions.


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Character Submission List (in order presented in recruitment)

Larin Zespire, Human Ranger (Dandy) – adsapiens
Robert Merosett, Human Cleric (Cardinal) – Anthorg
Etienne St. Germain, Human Paladin (Virtuous Bravo) – Torilgrey
Kyralina Licina, Human Bard – Kittenmancer
Gionne Sulus, Human Fighter (Aldori Defender) – Galahad0430
Chakos Hyluan, Human Oracle – Zahir ibn Mahmoud ibn Jothan
Lottie Qebs, Gnome Blood Arcanist – Hawthwile
Marius Erallan, Human Inquisitor (Tactical Leader/Sanctified Slayer) – CrusaderWolf
Randal Tullmoor, Human Brawler – Dread
Mirann Zalar, Vishkanya Unchained Rogue (Deadly Courtesan) – The Lobster
Adriel Moonflower, Elf Unchained Rogue – inara14
Konstiantina Mokei, Aasimar Paladin (Virtuous Bravo) – electricjokecascade
Lope de Vega, Human Magus (Kensai/Bladebound) – Balacertar
Nico Sabinus, Human Psychic – Losonti
Maximo Durettani, Human Swashbuckler – Redblade8
Virgil Geryon, Half-orc Mesmerist – Dorian ‘Grey’
Valeria Turanor, Human Oracle – Drogeney
Kinjal Sengal, Human Cleric – Patrickthekid
Phillip Gastone, Human Investigator – Andrea1
Cnut Bjornsson, Human Barbarian (Invulnerable Rager) – Ouachitonian
Akorian Kotusia, Human Unchained Rogue (Rake) – Ouachitonian
Izalco Zespire, Human Occultist (Silksworn) – Xynen

Expressed Interest
•joker27
•Simeon
•Cuàn
•Ellioti
•Theasl
•TheNine
•Modulok
•Laird_Thorne
•SOLDIER-1st
•Irnk, Dead-Eye’s Prodical
•Tavarokk
•Revolving Door Alternate

If I missed anyone, please let me know.

TBD


You have myself and Adriel Moonflower as both Vishkanya, but they're a elf or half elf. Don't believe they've an archetype.

Also if you could please link to my profile instead, it has my complete crunch and fluff, where as my intro post just has a loose outline of the backstory, :)


GM TBD wrote:

Character Submission List (in order presented in recruitment)

Adriel Moonflower, Vishkanya Unchained Rogue (Deadly Courtesan) – inara14

Hey GM, I think there is a copy-paste error in the list. Adriel Moonflower is an elven rogue from Inara14 (me) - the Vishkanya rogue is from the Lobster.

Edit: You beat me to it - Lobster! :)


Mirann Zalar wrote:

You have myself and Adriel Moonflower as both Vishkanya, but they're a elf or half elf. Don't believe they've an archetype.

Also if you could please link to my profile instead, it has my complete crunch and fluff, where as my intro post just has a loose outline of the backstory, :)

Adriel Moonflower wrote:
GM TBD wrote:

Character Submission List (in order presented in recruitment)

Adriel Moonflower, Vishkanya Unchained Rogue (Deadly Courtesan) – inara14

Hey GM, I think there is a copy-paste error in the list. Adriel Moonflower is an elven rogue from Inara14 (me) - the Vishkanya rogue is from the Lobster.

Edit: You beat me to it - Lobster! :)

Thank you both for catching it and pointing it out so quickly. The above list has been edited to reflect this.


Here is my submission: a Human/Elf vigilante going for a nimble front-liner build.

If the game goes on and magic traps become a problem, I'd dip a level into Investigator.


GM TBD wrote:

Character Submission List (in order presented in recruitment)

...
•Akorian Kotusia, Human Unchained Rogue (Rake) – Ouachitonian
...

Two quick notes, 1) that's pad300 not Ouachitonian (he's not double dipping yet) 2) When you're evaluating submissions, remember Akorian is aimed at the Arcane Trickster prestige class, and will have only 1 non-caster level...


Another question, is having a large mount going to be a recurring liability, or would it mostly be fine outside of a few places? Trying to decide if I want to take the Mammoth Rider prc.


pad300 wrote:
GM TBD wrote:

Character Submission List (in order presented in recruitment)

...
•Akorian Kotusia, Human Unchained Rogue (Rake) – Ouachitonian
...

Two quick notes, 1) that's pad300 not Ouachitonian (he's not double dipping yet) 2) When you're evaluating submissions, remember Akorian is aimed at the Arcane Trickster prestige class, and will have only 1 non-caster level...

Thank you for that. It is updated in my list, and I'll have a new list out tomorrow.

Also, thank you for the reminder on the prestige class!


SOLDIER-1st wrote:
Another question, is having a large mount going to be a recurring liability, or would it mostly be fine outside of a few places? Trying to decide if I want to take the Mammoth Rider prc.

The majority of these adventures will taking place in cities, so a large mount will likely be more of a liability.


Still working on my submission, took me a bit to narrow down what I think will be a good fit. Going to be submitting a human investigator (with the majordomo archetype). Campaign trait will be Senatorial Hopeful.

Rolling for gold so that I have that out of the way Gold: 3d6 ⇒ (6, 2, 3) = 11 so 110... 5 gp over the average, I will take it. :)


Lady Aelia Norbanus of House Norbanus. Half-elf Bonded Witch with a shadow patron!

Aelia appears to be in her thirties with the fair skin and dark hair typical of Chelish and Taldane humans. She is in fact twice that age. She dresses simply and elegantly wearing a thin veil around her face. Her hair is worn down and rarely up. The only jewellery she wears is rose-gold ring with a Lapis lazuli gem carved into the shape of Aroden’s holy symbol.

starting gold: 3d6 ⇒ (5, 3, 2) = 10 multiplied by 10 is an even hundred.

confession cam:
I was a family secret, given a ‘generous’ stipend and a small cottage in Old Sehir. I earned money as a scribe and translator. Sometimes I taught languages to children in the Schoolhouse. My father’s family insisted I never use their name or seek them out. For sixty years, I never did. My neighbours tolerated me well enough, I had a roof over my head and I never went hungry.

My mother visited me once. While she never gave me any money, she did give me a ring. She said that it was a magical object whose enchantment depleted long ago. Foolishly, I asked if I could live with her amongst elves and she claimed that half-elves were rarely happy in her community. I wondered if I was her only bastard. The ring was a lovely gift and I was grateful to see my mother’s face.

That night I wore the ring to sleep. I cannot remember what I dreamt, only that it was vivid and intense! When I awoke, I suddenly knew things; about magic and spell-casting. This ring wasn’t empty! It filled to overflowing with spells, or at least the knowledge of how to cast them. The deeper I stared into the Eye of Aroden carved into the ring’s stone, the more I understood. It was as if something or someone were feeding me this knowledge. From then on, I could feel shadows deepen wherever I went. Darkness had become such a comfort that I rarely bothered with light in my house. As my behaviour changed, the wariness of my neighbours grew and my income receded.

I received word from my Father's Majordomo that my Father was dying and wished to see me. Travelling to Oparra was neither cheap nor convenient but I made my way there nonetheless. I discovered that the Norbanus dynasty was not exactly thriving . Father had two children before me both of whom died without living heirs. On his deathbed he presented me with documents legitimizing me and making me a lady of his House! It is up to me now to make what I will of an empty House. I look around at the small manor and tiny estate almost at the point of decay. The shadows cling to this place in a way that makes me feel very much at home...

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