War for the Crown #3 - The Twilight Child

Game Master Kittenmancer

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I'm thinking of a Human (Taldan) Daring Champion Cavalier (Order of the Lion). He's more of an outlier in Taldan society spending more time with the common folk than the nobility but still quite deadly with his rapier.


Presenting Barcos, urban druid, part-time vagrant, and ambitious reformer!

Stats:

Barcos
Human (Taldan) druid (urban druid) 5 (Pathfinder RPG Advanced Player's Guide 101)
NG Medium humanoid (human)
Init +3; Senses Perception +13
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Defense
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AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 33 (5d8+5)
Fort +4, Ref +3, Will +9; +2 bonus vs. divinations and enchantment effects
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4/19-20)
Ranged mwk light crossbow +6 (1d8/19-20)
Domain Spell-Like Abilities (CL 5th; concentration +10)
. . 8/day—dazing touch
Druid (Urban Druid) Spells Prepared (CL 5th; concentration +10)
. . 3rd—cure moderate wounds, mad monkeys[UM], suggestion[D] (DC 19)*
. . 2nd—calm emotions[D] (DC 18)*, euphoric cloud[ACG] (DC 17), lesser restoration, summon nature's ally II
. . 1st—charm person[D] (DC 17)*, entangle (DC 16), heightened awareness[ACG], produce flame, summon nature's ally I (2)
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, light
. . D Domain spell; Domain Charm domain
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Statistics
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Str 10, Dex 14, Con 10, Int 12, Wis 20, Cha 14
Base Atk +3; CMB +5; CMD 15
Feats Agile Maneuvers, Combat Expertise, Cosmopolitan[APG], Deadly Aim, Power Attack, Precise Shot, Simple Weapon Proficiency - All, Spell Focus (enchantment)
Traits fast-talker, narrows survivor
Skills Bluff +11, Diplomacy +11, Disguise +17, Intimidate +7, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +8, Knowledge (nobility) +11, Perception +13, Sense Motive +12, Survival +12
Languages Common, Druidic, Halfling, Kelish, Skald
SQ finesse weapon attack attribute, lorekeeper, nature bond (Charm domain), nature sense, resist temptation, wild empathy +7
Combat Gear wand of cure light wounds; Other Gear +1 lamellar (leather) armor[UC], mwk light crossbow, amulet of natural armor +1, hat of disguise, headband of inspired wisdom +2, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 391 gp, 3 sp, 5 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Dazing Touch (5 HD max, 8/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Druid (Urban Druid) Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Lorekeeper (Ex) +2 Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility).
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Resist Temptation (Ex) +2 save vs. enchantment and divination
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Most folk who come to Oppara stay away from the Narrows. Why would anyone go there, really? Rather than gawking at stunning monuments and catching a show at one of Oppara’s theaters, you’re more likely to wade through filthy mud and catch a knife to the gut. Most folk in the Narrows who have a chance to leave take it as soon as they can. Most don’t.

Barcos was one of these unfortunate folks. His mother was a ragpicker, and his father was a part-time beggar and a part-time two bit conman. As with the Taldan love of pedigree, Barcos’ old man claimed descent from the first beggar in all of Taldor…whatever that meant. Whether it was true didn’t matter much at all.

Barcos spent his childhood scrabbling in the streets, working with other children when he could to scrounge for food and other necessities. He found that his wits were quick and his eyes were keen, that the hackles on the back of his neck would rise as if the city itself were speaking to him.

A chance meeting with another beggar changed his life forever. Uncommonly for many residents of the Narrows, it was for the better.

The old man sat on a crate on a corner dressed in the simple rags that most of the old beggar folk wore. As Barcos walked by him, those same hackles on the back of his neck raised. Not risk, not danger…no, this was a feeling of opportunity. He sat down beside the old man and started talking. He had a way with words, one he picked up from his father, and found it was easy to talk to the old man. The conversation flowed naturally through the day, and Barcos learned that the man was not just any old beggar. He was a druid, one that communed with the city and heard its subtle voice. Barcos was entranced.

A few years passed and Barcos practiced with the old man, who Barcos would come to find out was named Odovas. Some of his training involved actually doing things. There was instruction in the secret tongue of the druids, and lessons in the age-old arts of getting into trouble and then talking your way out of it. Mostly though, it was a process of watching, listening, and waiting, searching for the citysong, a nebulous force that embodied the life of Oppara itself.

One day, Odovas told Barcos he was moving on. There was more he had to do in life than just teach Barcos, after all, and he wasn’t getting any younger. Odovas told the young man that his final lesson, his final goal, would be to do some good to the city. To take the care that Odovas had shown him and magnify it. To work to change the system so that the wretched poverty of the Narrows would not need to define anyone again.

Odovas also pointed Barcos towards an old friend of his, an ambitious reformer named Martella Lotheed. His talents, after all, would go a long way to changing Taldor for the better. Barcos just needed a little nudge in the right direction.

Since meeting her, Barcos has found a deep passion for change and reform. His knowledge of the city and how to get around without being noticed in most situations has proven quite useful. Both his connection to the citysong and his talents for infiltration and reconnaissance have benefited greatly.

Appearance and Personality:

Most often, Barcos appears as a scruffy and deeply unassuming vagrant. His greyish-brownish-blackish beard is choppily trimmed and his similarly colored hair is roughly cut too. He wears a roughspun tunic and breeches held up by an ill-fittingly large leather belt. His simple appearance belies his keen talent for disguise and infiltration. With a silver tongue and a breadth of experience in seeing how people act, he’s quite proficient at disguising himself as many different stations of society, especially with the help of a hat of disguise from Martella Lotheed. He also carries a crossbow and a dagger for when a rare situation arises that he can’t defuse or escape from.

While life on some of the hardest streets of Oppara have left him a somewhat skittish character, Barcos is a deeply caring man. His heart bleeds for the other residents of the Narrows who lacked his good fortune in acquiring a caring mentor that fostered his talents. His magic and talents, he believes, spring from that. When not working for Martella, he does what he can to make life better in the Narrows using his magic, whether it’s conjuring water, purifying food, or healing illnesses. A life mostly on the streets has given him a few odd quirks. First, he rarely sleeps a whole night through. Rather, he sleeps sitting up, back against a wall, in fits and starts with his dagger always in his hand. It’s a holdover of a childhood that never promised something close to safety. Second, he hides away as much food as he can get his hands on. With no stable source of food growing up, it’s a compulsion now to make sure he has at least a few day’s worth of food that won’t go bad for when times get rough. For those able to look past his quirks and his wariness to trust new folks, Barcos is a kind man with a wide array of useful skills that he has a burning desire to use for the betterment of the people of Taldor.

Grand Lodge

working on a cardinal cleric

Grand Lodge

A war preist turned cardinal after suffering horrible wounds with their company to the fact they were one of three survivors and the worst one injured. Retired from the Company and devoted themself to the church! Thinking a Shelynite Priestess.


Hey, best of luck everyone, but don’t wait up for me, I think I’ve got enough irons in the fire.


Just wanted to follow up that I am working on finalizing my Half-Orc Brawler. Will try and have everything done as soon as possible.

RPG Superstar 2015 Top 8

I just so happen to have built a level 5 character for another War for the Crown recruitment. She has a ranged focus and would fill a niche for a full BAB character--but while she's built to be combat capable, she is definitely also quite capable of engaging in RP, and indeed would prefer to talk (or sneak) her way through something before fighting. She is a cousin of Martella's who has been some snooping (and perhaps performing the odd poisoning--mostly knockout drugs, mind) on Martella's behalf behind the scenes.

This build includes background skills (a holdover from the previous application), but I can remove them if you don't allow those.

Naliah Lotheed


@DeathQuaker - background skills are in use for this campaign, so you're good leaving those in.


Sure, I wouldn't making something to try. How is Hp generated?


HP is half HD +1, plus Con modifier, if any.


I would like to present for consideration, Weathering Cantrell, sailor, brawler, and steward. I apologize for the picture, as I could not find an image that I felt had the right look for him, so I went with what I determined to be as close as possible.

-Brigadoon

Sczarni

Hey everyone! I had just finished moving and finding a new job, and with more free time comes the urge to go back to PbP. Imagine my surprise when I saw a PbP War for the Crown game, ideally ticking off the intrigue and pathfinder urge at the same time!

I had been a part of a War for the Crown game where my involvement ended at some part previous to the point the team was in.

As per the requirements, I'd mostly be checking with Raesilia regarding my backstory, given that I was playing a Talbot Scion, and based on the story so far, it obviously wouldn't work.

Bartolo Talbot

Regarding potential familial links:

I had been playing a young scion of the Talbot family in a similar position as Raesilia - in the disagreement regarding Taldor as it is. With the current Talbot scion being who they are, namely Raesilia, I was thinking about a not-so-distant cousin who's similarly minded, but quite detached of the inheritant, main branch. I assume that, if that is reasonable, things can be worked out more in detail pre-joining!

As per the questions in the initial post:

Regarding Link to Taldor, and motivations to get involved, and generally alignment and morality:

A (potentially, depending on current player permission), Bartolo Talbot is a scion of the non-main branch of the Talbots. He is a skilled merchant, sent away to oversee some familiar holdings and trading routes - mostly due to his love of the drink and proneness to engage in political debates with people above his standing.

Bartolo Talbot is an enthusiastic follower of Abadarian principle, as befits a Talbot. Trade, when moral an uncoerced, is what brings prosperity, and with it order, joy and health to the nation. The arcane structure, unfair and entrenched systems of taxation, and quarrels with neighbours most should have forgotten, are a block on the road towards prosperity that Taldor could enjoy. As such, Princess Eutropia's thoughts are sympathetic to Bartolo, and he views her as a change for Taldor to rise from its slumber.

Role in the Group:

While obviously subject to change/communication, the role that Bartolo would fill in combat would be a melee fighter, potentially more ready than others to fight in a social situation - but still preferring not to.

In social environments, his brashness, boldness and cheek should fit as a counterpoint to the more subtle operators, drawing attention, and enjoying his position as an imposing man not afraid of confrontation to provide cover or inviting himself and the team to places. While Intimidate will be a skill he'd possess and use often, I do see it as mainly the "Do you know who we are?" or "I demand you rescind your statement about X/Y/Z." as opposed to being a brute.

Character Progression:

I've not got the mechanical sheet up and running, but the general mechanical side would be leaning into fighting with improvised weapons, and leaning into the Enforcer/Hurtful side of things. Will happily work with the GM regarding what level of optimisation would be reasonable and stay away from some questionable combinations.

In addition, a few feats will be spent towards social sides, such as the ones getting people that might've been intimidated to remain neutral after the fact, and the ones that help with social/intrigue rolls.

Narrative-wise - working to change minds, broker deals, and act in accordance of the Abadarite principles, helping businesses and craftsmen start. Would also like engagement with the Talbot family, but that would require some chats!

Why Merratt:

As a known, and obvious, sympathiser to the cause, Martella Lotheed could've sent Bartolo a message regarding needing like-minded individuals, there. Alternatively, I'd need to check the way book 1 got resolved here, Bartolo could've decided to offer his assistance on his own accord, having heard rumours of the sort (and potentially been told to be subtler).

Alternatively, if need be - I did have a concept of a Sarenite (or Abadarite, I do love me Abadar) Qadiran, hoping to work towards burying old grudges and hoping to find a new ally to the North, and playing with the Taldan dislike of Qadirans as well as Qadira's own position of being a satrapdom in a much larger Empire and all the complications that come with that.


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Thank you to everyone who has applied, or is thinking of applying (and nice to see some familiar faces, Garvid!).

I would like to reiterate that the vibe of the current party and how the AP has flown so far is *not* combat-focused, so I suggest that your builds should be focused on the intrigue, diplomacy and utility aspects first, and combat second - as otherwise you might find yourself awfully bored. Not saying there is no combat whatsoever, but we have been finding ourselves going months IRL without a fight.


I have made some updates to Weathering regarding his stats, as well as adding a note to this profile on his potential role in this party.


@Critzible A Shelynite priestess sounds fun! One half of my vigilante is also A Shelynite with an... interesting take on her faith.

@The Lion Cleric

Ah, a fellow Talbot! Sure, collaborating a potential backstory sounds fun.

Rose's story is based around an interpretation that strict adherence to ancient customs for a merchant family means the women can have no possessions and essentially work for the family, allowed to live among their wealth but never owning any part of it themselves. That might not be canon but it's what was established for this story. As a result this has led to a theme of female Talbots rebelling against this through time and she is just the latest one - hoping to be the last. Her mother disappearing after such an act of protest triggered her becoming a vigilante (that is nearing being revealed in the near future) and starting a countermovement of which the full scope isn't known yet.

If Bartolo is an established troublemaker and outcast like her then I can see them getting along well despite the above. Maybe he's even involved with this more shady, underground faction she runs. If that interests you we can work out some details by PM.

I feel the need to repeat though that the current players tend to avoid combat when possible and instead usually go for intrigue and non-combat solutions. For instance, looking at Bartolo's statblock, I'd recommend not going 20 str and instead investing more in skills and out of combat utility. Ranger can probably work well there and your social skills are decently good as they are - just be mindful that you'd probably rely on those more than the combat ones. I've heard there is a lot of combat in the near future but that is atypical for this PBP as a whole.

RPG Superstar 2015 Top 8

I realize the comments may not have been directed toward my submission, but I do want to assure that when I built Naliah, I wanted her to be fully not just capable of but absolutely ensconced in social interaction and intrigue. And indeed, one of the things I like about the Slayer is that Studied Target applies to many skill checks, including Bluff and Sense Motive. Even the combatty things she can do are often intended to be more actions in surprise and/or in secret, for when things get dire, or to prevent a greater altercation (for example, secretly poisoning someone who is about to start a fight and knocking them out so they can't start the fight).

I even originally envisaged this character as a Velvet Blade archetype and could revert her to that if that was preferable (though I do like her as she is).

Sczarni

Hey! Thanks for the response.

I agree with that, I've not changed the statblock for the moment, I was looking for the response about the potential backstory alignment.

I'll have an updated one later today. Definitely will lean a lot more towards skills!


@Deathquaker Sorry, I forgot to respond to yours. I like the backstory; it is very meaty and would suit the campaign style well. There's a lot of similarities between Rose and Naliah so lots of possible bonding options as well.

I should mention though that game-mechanically it is a very similar build to mine (an archer 'rogue' with the exact same skillset out of combat) and to a lesser extent to Marius (who has the slayer archetype on his inquisitor). Being a melee primary combatant would be a plus in my book as we lost our tank with the paladin and Marius would like someone to flank with him. We also lack a primary divine caster at present but i'm not sure if that can be aligned with Nailah's backstory.

RPG Superstar 2015 Top 8

Ah, I had seen the overall class setups but had not seen the specifics and thought I might have lucked out and had her be able to fit in. I had built Naliah for another WftC recruitment who needed a ranged combatant specifically. I figured since I already had a character for this specific AP who happened to be exactly the right level and using EITR, etc. I'd throw her in for consideration.

But it looks like she just won't work, so I'll withdraw my application. I've got a bit of rebuild fatigue with this character (I had already reworked her from being melee to ranged, and trying to go back now and refigure out how she would work... I just don't have it in me at the moment). So that will be easier for all of us. Good luck and happy gaming.


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Any thoughts on Barcos from the existing players? I’m not seeing any tremendously clear potential background links but I’d love to try to work something out.


Hey Simeon! Nice to see you again.

I like everything mechanically for your Urban Druid. Haven't seen those in action yet and the utility even outside of the spellcasting also seems great.

For a shared backstory of sorts, for a beggar druid there's two things that come to mind immediately that weren't in the backgrounds but did happen in the story.

First, when the party reached the village we're currently gouverning, Stachys, everyone there was described to be living in severe poverty. One of the first thing Rose, as a Major Noble, offered to do there was to buy everyone shoes. That was a huge punt on her part and it generally wasn't received well due to pride of the local populace, but it might be that word of that kind-hearted (if ill-received) gesture spread. Especially with how drasticaly we've been investing in the town since and how much people's lives presumably have improved with its wealth. Also we've been doing a lot of monster hunting and repairing of local landmarks as well. Presumably we have a good reputation by now. Maybe as a champion of the poor you feel drawn to that cause in some way?

Otherwise, we have also recently had dealings with a local druid circle. There was a disease spreading among local cattle, the source of which was a pumping station the party had cleared of undead (and Rose had repaired and improved with dwarven technology - courtesy of a very high lucky engineering roll). Apparently, when the swamp started to dry the unearthing cemetary below had poisoned adjacent grazers. One of their agents came and tried to fix it alone, was caught in the act and accused of spreading said disease. We eventually cleared their name in a trial and Marius as the judge and steward of the town proclaimed them innocent. Afterwards we worked together with that faction to conpletely clear the disease. Maybe you can be a liason or ally from that cooperation?


@Simeon:

There is also a third element that just got resolved, although news of it may travel slowly. Some of the population of several villages in the county have been living as refugees in a place called Beggarwood, loosely led by four Robin Hood-type figures. The issues that had driven them from their homes have been resolved and they are now returning (or resettling, in some cases) to something more resembling civilization.


I've got the sheet going on now! I've changed things so that there's significantly more skills and they're more applicable. I've also leaned more into the, uhm, enjoying life concept of the character - he's definitely not a toned combatant, but the big, burly, bearded Taldane nobleman demanded a high Str score! No need for the Giant's Belt, though.

The key thing is, to avoid potential skill/concept overlap, I've tried to avoid anything that deals with physical subterfuge. Providing a distraction while said subterfuge is happening, however, absolutely.

Raesilia Talbot wrote:


Rose's story is based around an interpretation that strict adherence to ancient customs for a merchant family means the women can have no possessions and essentially work for the family, allowed to live among their wealth but never owning any part of it themselves. That might not be canon but it's what was established for this story. As a result this has led to a theme of female Talbots rebelling against this through time and she is just the latest one - hoping to be the last. Her mother disappearing after such an act of protest triggered her becoming a vigilante (that is nearing being revealed in the near future) and starting a countermovement of which the full scope isn't known yet.

If Bartolo is an established troublemaker and outcast like her then I can see them getting along well despite the above. Maybe he's even involved with this more shady, underground faction she runs. If that interests you we can work out some details by PM.

Sounds pretty accurate. While Bartolo might be very similar to the "young nobleman" at first glance, being loud, proud and direct, he has the wealth of worldview in his experience. He's leaned on his noble reputation to get away with being contrarian, and the skills he learned in the Kitharodian Academy (The most prestigious bardic college in Oppara) have aided in that regard.

and it matters not what people are, but what they can do for their compatriots! His (aunt?) disappearing, might've been the last drop.

I'm also interested about the underground faction in question - part of the skill acquisition was a set of skills (and gear) that make Bartolo an excellent transporter of goods, messages, and potentially people.

==========================


Howdy Trevor86!

I could see Barcos being intrigued by Rose's reputation by proxy through Martella Lotheed.

The druid circle could also be a good connection through Barcos' mentor, Odovas.

I think what I'll ultimately settle on is some combination of those connections. With Odovas having known Martella, I was also thinking he could have had contacts with the druid circle.

With the connections between Odovas and both Martella and the druids, Barcos would have his interest in the town piqued. Looking into it more with Martella's aid, he'd have learned about Rose's charity and thought it could be interesting to meet a noble that had people's best interests at heart for a change and maybe try to help them.


I am going to try again on this one. I submitted St. John Smythe the first time and updated him. He has a love interest in one of Martella's cousins though her family would never allow it. He met her through Martella when he came to her attention through his dueling while in the Rondelero school.


I finally finished something, after working on it for a while.

Faenia Jarlborn:

Faenia Jarlbjorn
Female human skald (battle scion, court poet) 5 (Pathfinder Player Companion: Heroes of the High Court 6, Pathfinder RPG Advanced Class Guide 49, Pathfinder RPG Ultimate Intrigue 48)
CG Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 21, touch 13, flat-footed 19 (+7 armor, +1 deflection, +2 Dex, +1 natural)
hp 36 (5d8+10)
Fort +9, Ref +6, Will +7
Defensive Abilities uncanny dodge
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +6 (2d6+4/19-20) or
. . mwk silver warhammer +6 (1d8+2/×3)
Ranged mwk composite longbow +6 (1d8+2/×3)
Special Attacks battle prowess, rage power (guarded life[APG]), raging song 14 rounds/day (inspired contemplation, song of marching), spell kenning 1/day
Skald (Battle Scion, Court Poet) Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—blistering invective[UC] (DC 15), heroism, versatile weapon[APG] (DC 15)
. . 1st (5/day)—grease, heightened awareness[ACG], liberating command[UC], moment of greatness[UC], saving finale[APG] (DC 14), timely inspiration[APG] (DC 14)
. . 0 (at will)—detect magic, ghost sound (DC 13), grasp, mending, oath of anonymity, prestidigitation
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Statistics
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Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 18
Feats Combat Expertise, Deadly Aim, Lingering Performance[APG], Power Attack, Scribe Scroll, Spellsong[UM]
Traits helpful, rising star
Skills Acrobatics +5 (+1 to jump), Bluff +12, Climb +3, Diplomacy +12 (+14 to handle crowds), Disguise +10 (+14 on checks to pass as human), Escape Artist +3, Intimidate +11, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +9, Knowledge (nature) +5, Knowledge (nobility) +7, Knowledge (planes) +5, Knowledge (religion) +7, Linguistics +5, Perception +8, Perform (oratory) +12, Perform (sing) +7, Ride +3, Sense Motive +12, Spellcraft +5, Swim +3, Use Magic Device +8; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Celestial, Common, Draconic
SQ bardic knowledge +2, courtly presence, finesse weapon attack attribute, handling the crowd, versatile performance (oratory)
Combat Gear durable arrow (5); Other Gear +1 breastplate, mwk heavy steel shield, +1 greatsword, mwk composite longbow (+2 Str), mwk silver warhammer, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, bedroll, belt pouch, courtier's outfit, flint and steel, masterwork backpack[APG], mess kit[UE], mirror, silk rope (50 ft.), songs of the linnorm kings, with ritual (meditation book, level 5 skald), spell component pouch, tome of epics[ACG], trail rations (5), waterskin, 13 gp, 9 sp
--------------------
Special Abilities
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Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Battle Prowess (Ex) Selected feats can be shared with inspired allies for 2 rounds of raging song per round shared.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Courtly Presence +2 (Ex) Start verbal duels with extra edge for presence tactics
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Guarded Life (5 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Handling the Crowd +1 (Ex) +1 AC, Perform when adjacent to two creatures, bonus on Diplomacy to influence crowds.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Raging Song (standard action, 14 rounds/day) (Su) Song can inspire allies in a variety of ways.
Spell Kenning (1/day) (Su) Spend a skald spell to duplicate a bard, cleric, or sorcerer/wizard spell.
Spellsong Combine spellcasting and bardic performance
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Versatile Performance (Oratory) +12 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Faenia Jarlborn is the daughter of Landgrave Ogvai Jarlbjorn. Due to the laws of male inheritance, she won't be able to inherit any of his holdings in a real way, but Ogvai was a generous and caring father, and when she was growing up her fervent hope was to become an Ulfen guard, and protect the emperor. For myriad reasons, this was unrealistic, and while Faenia eventually stopped talking about this dream, she grew to enjoy the culture of the court, and how her father was able to influence Taldor towards better outcomes. She asked to learn the ways of the bard, and he paid her way into Kitharodian Academy.

More Background - Trying to Adapt to Coming in at level 5:

She turned out to be less adept at certain traditional bardic performances. She had good pitch and could sing, but more than anything - her skill was in oratory. She could hold the attention of a room with as well as any bard, but her father's training and her martial background led her to accidentally get into fights - once which she won more often than not, often by virtue of size and strength. In lieu of kicking her out, they developed an alternate path for graduation, bringing in ulfen teachers to give her a traditional skald education.

Finally she had found her calling. She learned about the taletelling of her ancestors, and how the tales could subtly get messages across that took root into the minds of those that listened - allegory, idioms, ideas that took root. The skald had, for time immemorial, tempered the erratic nature of the leaders of the land of the Linnorm kings. She thought such a thing would be useful if she could get close to court. In order to work on the process of reforming society, she begun working on ways to get herself into the good graces of Stavia, though more recently she has begun to see that Eutropia is a much better bet, and can be found in ale halls preaching the virtues of reform.

Faenia is a statuesque woman with blond hair and blue/hazel eyes. Her skin is a little darker than most Ulfen women, which is likely a reflection of her mother's southern heritage. She keeps her hair ably coiffed in traditional ulfen braids. Other than a mild underbite, she is strikingly handsome, and obviously follows a diligent exercise regiment - given that under her loose entertainer or courtier outfit are rippling muscles.

Perception, DC 20, in circumstances where she reveals all of her arms:

She has beautiful tattoos of blood-red roses on a thorny vine running from halfway up her forearms to very near to her back. The tattoos are almost always covered by clothes, and she is careful to keep them hidden.

She never tries to get into fights, but is opinionated, and certain things push her buttons. She is gregarious, and an excellent storyteller and diplomat, and a competent singer, who knows a great deal of odd information picked up from her training. In a fight, she is brutal, and swings her enormous familial greatsword with skill, which were reinforced over the course of a few dungeon-delves and other fights, though she didn't quite prove as useful to the other adventurers as they had predicted, given her courtly inclinations, she struggled a bit to continue training, and is eager to work with people who would need her.


Recruitment closes on Sunday, August 6th.

So far we seem to have:

- Ouachitonian's wannabe Ulfen Guard
- Brigadoon's brawler/rogue in service of House Erallan, Weathering Cantrell
- Simeon's beggar urban druid, Barcos
- Marik Whiterose's Order of the Lion Daring Champion Cavalier
- Critzible's (Shelynite?) cardinal cleric
- DeathQuaker's Naliah Lotheed - withdrawn
- The Lion Cleric's dandy ranger, Bartolo Talbot
- trawets71's rondelero duelist, St. John Smythe
- Litejedi's skald, Faenia Jarlborn

Let me know if I've missed anyone!


I apologize for the late update, but some changes needed to be made. The final draft for Weathering Cantrell, in service of House Erallan, is submitted


Good luck folks!


Just checking in - I've updated my character sheet with what I believe is the final version as well - Shopping takes a while!


3 people marked this as a favorite.

Hi everyone!

This was a difficult choice, as there were multiple great submissions. With feedback from the rest of the group, and also taking into account playing and posting histories, I would like to invite the following players to the Discussion thread:

- Simeon, with urban druid Barcos
- Litejedi, with skald Faeni Jarlbjorn

Everyone else, thank you for your interest! And a special mention to Brigadoon for the effort you put into Weathering's background, much appreciated!


1 person marked this as a favorite.

Have a great game, everyone! Thank you for the consideration and hopefully see you around!


Congrats folks! Thanks for the consideration and have a great game!


Hi everyone, we have an opening for a full arcane caster who can cast Haste. The group just started Book 3 and they're at level 7. In addition to the initial character building rules, we are using Elephant in the Room.

The current players and characters:
- CrusaderWolf with Marius Erallan, human Inquisitor of Kelinahat with a Swashbuckler dip
- Trevor86 with Raesilia Talbot, human vigilante
- Simeon with Barcos, human urban druid, and his companion, Baron Barksley
- Litejedi with Faenia, human skald

This is a RP-heavy AP that uses multiple sub-systems, such as influence and a lite version of the persona and agents system. We are looking for someone who can mesh well with the existing party (mechanically and in terms of playstyle) and who can commit to a long-running game.

Recruitment will run until Sunday, August 18th at 23:59 UTC.

If you have any questions about how your character might fit in the narrative, please PM me to avoid spoilers on this thread.


GM Catullus wrote:
This is a RP-heavy AP that uses multiple sub-systems, such as influence and a lite version of the persona and agents system. We are looking for someone who can mesh well with the existing party (mechanically and in terms of playstyle) and who can commit to a long-running game.

**SPOILER ALERT**

I'm your player... I've been meshing things up since circa '85. 19 that is.

Grand Lodge

Fildrea:

Fildrea Drusilla Xochpillian
Wizard Enchanter(Manipulator) 8th
Medium Humaniod(Elf)
Init:.Perception+
Defense
AC:, touch,flat footed[10]
hp:
Fortitude: +3(+2+1)Reflex:+4 (+2+2) Will:+8(+6+2)
Immunity to Sleep, +2 v. Enchantment
Speed:30ft
Melee:+4
Ranged:+6
Melee:
Dagger +4 1d4+0

Ranged
Light Crossbow +8

Offensive abilities: Statistics
Str10 Dex14 Con13 Int18 Wis14 Cha14
BAB:+4 CMB:+7 CMD:20
Feats:Scribe Scroll*, Craft Poppet*, Deceitful, Spell Penetration, Spell Focus(Enchantment), Improved Familiar
Traits:
Skills:56(2+4+1x8) background:10
Bluff +15 |6+4(Int)+3(En)+2(Feat)
Diplomacy +10|5+2(Cha)+3(En)
Disguise +10 |5+2(Cha)(+2(Feat)
Intimidate +10 |5+2(Cha)+3(En)
Know(Arcana) +12 |5+4(Int)+3
Know(The Planes) +12 |5+4((Int)+3
Know(Religion) +12|5+4(Int)+3
Perception +11 |5+2(wis)+2(Race)+2(Fam)
Sense Motive +9 |5+2(Wis)+2(Fam)
Spellcraft +14 |5+4(int)+3+2(Race)
Sleight of Hand +7 |5+2(Dex)

Background:
Craft(Carpentry) +9 |2+4(Int)+3
Profession(Seamstress) +7|2+2(wis)+3
Appraise +9 |2+4(Int)+3
Perform(Puppetry) +4 |2+2(Cha)
Know(Nobility) +8 | 2+4(Int)+3

Languages:Elven Common
Abilities:
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

DEFENSE RACIAL TRAITS
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

FEAT AND SKILL RACIAL TRAITS
Keen Senses: Elves receive a +2 racial bonus on Perception checks.

MAGICAL RACIAL TRAITS
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

OFFENSE RACIAL TRAITS

Crossbow Training: An elf with this trait can reload a light crossbow as a free action and a heavy crossbow as a move action, provided that she is proficient with the weapon. If she selects the Rapid Reload feat for a heavy crossbow, she can reload the weapon as a free action. This racial trait replaces weapon familiarity

SENSES RACIAL TRAITS

Low-Light Vision: Elves can see twice as far as humans in conditions of dim lighting

Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp)
Can you identify an item that is the subject of an arcane bond from a wizard with detect magic or a similar affect, even if the item contains no other enchantments?
Since the arcane bond class feature, when tied to an item, grants a wizard the ability to cast any one spell, it is safe to assume that it does radiate magic when it is the subject of detect magic. The aura power would be directly related to the highest level spell it could be used to cast, but there would be no school associated with the item unless it was further enchanted.
Can I dismiss my familiar so I may select a new familiar?
This isn’t addressed in the rules anywhere, but yes, you should be able to dismiss a familiar if you want to select a new one. However, you must still wait 1 week and pay 200 gp for the 8-hour ritual. Dismissing a familiar is ending a link between your soul and it, so it should probably take about an hour. The exception to the above is if you take the Improved Familiar feat, which allows you to immediately replace your familiar with the new familiar, at no cost or time required (it is assumed this occurs during whatever preparations you make while leveling up). Once dismissed, an animal familiar is just a normal animal of its type (a special familiar from the Improved Familiar feat reverts to a normal creature of its type). Whether or not it wants to remain with you is up to your GM and probably based on how you treated the creature while it was your familiar.
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Rules for bonded items are given below, while rules for familiars are located here: Familiars.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and ot her effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks becoming a bonded item.
Arcane School:
Enchantment Arcane School
The enchanter uses magic to control and manipulate the minds of his victims.
Enchanting Smile (Su)
You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Beguiling Touch (Sp): 7/day Will DC 18
You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Shape Emotions (Su): At 8th level, you can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your wizard level. If you choose to ward, you and your allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting you or your allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened). If you chose to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive.
Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats:Create Poppet
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.
Spells:
0-(DC14/15) 4
1st-(dC15/16) 6
2nd-(DC16/17) 4
3rd-(DC17/18) 4
4th-(DC18/19) 3
5th-(DC19/20)raspign tentacles
6th-(DC 20/21)
7th-(DC21/22)
8th-(DC22/23)
9th-(DC23/24)

Spellbook:
0- Resistance, Acid Splash,Detect Magic,Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted fey aspect, Oath of Anonymity, Vacuous Vessel, Mage Hand Mending, Open/Close, Scriveners Chant, Arcane Mark, Prestidigitation
1-Charm Person*,Sleep*, Hypnotism*,Bungle*, memory Lapse*,Endure elements,Fastidiousness,Shield, theft Ward, Mage Armor, Mount, Unseen Servant,Secluded Grimoire, Comprehend Languages, Identify, Detect Chram, Detect SeInvisicret Doors, Detect undead, Skim, Mage’s Perusal,True Strike,Keep Watch*,,Blend,Disguise Self, Animate Rope,Dancing Lantern,Enlarge Person,Erase,Expeditious Retreat,Ferment, Grappling Scarf, Longshot, Magic Weapon,Sculpted Cape,
2-Arcane Disruption*,Seducer’s Eyes*, Touch of idiocy*,Hideous Laughter*,Hidden Presence*,Hoodwink*, Aura of Distraction*, Arcane Lock, Book Ward, Gird Ally, Protection from Arrows, Resist Energy, Warding Weapon, Acid Arrow,Apport Object,Callback, Create Pit,Euphoric Cloud, Fog Cloud, Glitterdust, Stone Call, Web, Commune with Birds, Detect Thoughts,Determine Depth,Enchanter’s Sight,Locate Object,See Invisibility, Spell Guage, Share memory, Blur, Familiar Figment, Invisibility, Mirror image, Raiment of Command,Silent Table,Alter Self,Billowing Skirt, Cat’s Grace, Bull's Strength, Darkvision,Glide, knock, Levitate, make Whole, Mirror Hideaway, Rope trick, Silk to Steel, Spider Climb, tears to Wine, Whispering Wind
3-Aversion*, Business Boom*, Deep Slumber*,Deflect Blame*,Draconic malice*,Gullibility*,Heroism*,Hold person*,Rage*, Suggestion* Dispel Magic,Nondetection,Protection from energy,Aqueous Orb, Conjure Carriage,Gloombind Bolts,Urban Step, Unseen Engineers, Wall of Mist,Arcane Sight, Clairaudience/Clairvoyance,Detect Desires,Discern Value, Gilded Whispers,Find Fault,Mirror Sight, Open Book,Seek Thoughts,Tongues,Displacement,Hallucinatory Decor, Illusory Script, Invisibility Sphere, Major Image,Stolen Light,Phantasmal Reminder,Anthropomorphic Animal, Aristocrat’s Nightmare, Armor lock, Blink,blot, Bone Flensing,Control Vermin,Eruptive Pustules, Excruciating Deformation,Fly, Forced mutation, golden Guise, haste,Hostile Levitation, greater Magic Weapon, Secret Page, Shaper’s Touch,Shrink Item,Steal Years, Strangeling Hair,WaterBreathing,
4-Aura of the Unremarkable*,Charm Monster*,Confusion*, Control Summoned Creature*, Crushing Despair* Mass Daze*,Lesser Geas*,Demanding Message*,Mind Wipe*, triggered Suggestion*,Enchantment Foil,Fire trap,Lesser Globe of Invulnerability,Remove Curse,Medusa’s Bane,Tough Crowd, Acid Pit, Dimension Door, Minor Creation, Secure Shelter, Solid Fog, Touch of Slime,Arcane Eye, Detect Scrying,Share Senses, Hallucinatory Terrain,Instant Fake, Greater Magic Aura, Greater Invisibility, Rainbow Pattern,Shadow Step, Calcify Touch, Claim Identity, Elemental Body 1, Fey Form 1,Mirror transport,Rags to Riches,Greater make Whole
Equipment:

Familiar:
Frogthulu the Poppet

Background:


Already have one character that fits the build requirements with a bit of adjustment, but I do have two questions:

- Would an Aphorite be okay, provided reasonable explanation for their existence?
- What, precisely, is the reason to not dump a mental stat? Is it due to the skills precisely, or is it some aspect of the subsystem that relies directly on the stats?


@Violant:

I'm fine with an Aphorite. The reason for not dumping mental stats is that the AP is very heavy on social interactions and investigation, so Diplomacy/Bluff, Sense Motive, Perception, Knowledge and even Lore or Profession skills tend to be important.


Alright, so the Orator feat should cover it, then. I'll have an updated version of the character by the end of the day, and a good luck in advance to everyone who will submit!


4 people marked this as a favorite.

I thought I should write a summary of the campaign so far, to help folks with their background creation or tweaking.

The PCs are agents of Princess Eutropia of Taldor, employed through her spymaster and right-hand woman Martella Lotheed.

In Book 1 they spent some time attending the Exaltation Gala in Oppara and rubbing elbows with the nobility before the fateful vote to end the male primogeniture was cast. The Grand Prince Stavian III seemingly went a little mad at the results and had many of the senators and other attendees massacred by mercenaries. The PCs escaped via magical portal into some long-forgotten catacombs under the city and made their way back to the surface. After that they rescued Martella from the den of an assassin organization called the Brotherhood of Silence, who had been hired to eliminate Martella. Upon their return, they found out that the Grand Prince was unfortunately killed in the Senate massacre and the country is in crisis.

At this point, Taldor is the subject of a succession battle and possibly on the brink of civil war. The two major contenders to the throne are Princess Eutropia, the Grand Prince's only surviving biological child (her brother died in a riding accident when he was 15), and High Strategos Maxillar Pythareus, the Taldane's army supreme commander and the recently-adopted son of the Grand Prince. Various factions and nobles are backing one or the other, and the party's job is to secure more support for the princess.

In Book 2 they have done so by solving the problems of a rural county that also houses one of the imperial properties, the Palace of Birdsong. They managed to get the palace back from Martella's half-brother without bloodshed, and strengthened relationships with the nobles in the area.

In Book 3, the PCs have been sent to Yanmass, a trade city in the north-east close to the border with Qadira. All sorts of disturbances have been reported there, and the agent that Martella has previously sent to try and gain the loyalty of the Mercantile Council who rules the city has disappeared.

WARNING: Politics

Eutropia seems to be more socially progressive and concerned with the people's welfare, while the High Strategos takes a more nationalistic approach and threatens war with Qadira, Taldor's ancient enemy. Some of the PCs - past and present - have expressed support for their own personal causes, such as women's rights, increased social and economic equity, sex worker's rights, or even a new political system. So even if this is a fictional story in a fictional setting, real life topics and debates do crop up in this way, IC. If this is not something you're comfortable with, this is maybe not a good choice of AP for you.


I present Zinnath the Scary!

Zinnath is a vicious denizen of the streets of Oppara. A fearless and terrible opponent, who perhaps prefers to stick to the shadows rather than get right up in danger's face.

After a brief chat with the GM, he approved the concept. Haste is on the menu here, as are rogue skills you might be missing, and some other utility. I look forward to being considered and possibly joining your party.

Zinnath is a supporter of Dragons Rights, and perhaps more broadly the rights of Familiars as well. Not that he is one, or was one, etc. He certainly disclaims that.

Zinnath could easily be a native of the Yanmass area, if that suits the story better as well.

Silver Crusade

@Zinnath As one of the players, reading your character sheet has me curious - how do you have haste with only 4 caster levels in sorceror? Apologies I am asking something that should be obvious.

@Everyone Thank you all for showing interest! I'm eagerly looking forward to the finished submissions.


Trevor86 wrote:
@Zinnath As one of the players, reading your character sheet has me curious - how do you have haste with only 4 caster levels in sorceror? Apologies I am asking something that should be obvious.

No problemo!

A Faerie Dragon has the casting ability of a 3rd level Sorcerer. By adding on actual level of Sorcerer, and then 2 levels of Arcane Trickster, one ends up with 6 levels of Sorcerer casting ability.

I had considered only taking 1 level of URogue (which is still an option), and 4 levels of Arcane Trickster. That would have ended Zinnath up with 8 levels of Sorcerer casting, which seemed slightly OP in a 7th level party.

In combat, I envision Zinnath casting haste and going invisible, so he can use his Elemental Ray, and Acid/Cold Orb, as a delivery system for sneak attacks of 4d6 against flatfooted touch ACs.

Glad to answer any other questions.


@Trevor - Are you using 2 separate aliases for the two faces of your Vigilante? If so, that's a genius way to handle playing one of those.


Throwing my hat into the ring, and it goes a little something like this...

Kaliban, Concerned Citizen up from the Streets:
Kaliban

Male half-orc unchained rogue (scout) 2/transmuter (enhancement[APG]) 5 (Pathfinder RPG Advanced Player's Guide 134, 145, Pathfinder Unchained 20)

NG Medium humanoid (human, orc)

Init +3; Senses darkvision 60 ft.; Perception +10

--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)

hp 52 (7 HD; 5d6+2d8+19)

Fort +3, Ref +7, Will +6

Defensive Abilities evasion

--------------------
Offense
--------------------
Speed 30 ft.

Melee
. . +1 fire-forged steel sickle +7 (1d6+1) or
. . +1 frost-forged steel sickle +7 (1d6+1)

Special Attacks sneak attack (unchained) +1d6

Transmuter Spells Prepared (CL 5th; concentration +9)
. . 3rd—displacement, fireball (DC 17), haste
. . 2nd—mirror hideaway[ACG], mirror image, communal protection from chaos[UC], web (DC 16)
. . 1st—magic missile, mirror strike[UC], obscuring mist, touch of gracelessness[APG] (DC 15), vanish[APG] (DC 15)
. . 0 (at will)—dancing lights, detect magic, message, ray of frost
. . Opposition Schools Enchantment, Necromancy

--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 14, Cha 8

Base Atk +3

CMB +10 (+12 dirty trick, +12 disarm, +12 reposition, +12 steal, +12 trip);

CMD 21 (23 vs. dirty trick, 23 vs. disarm, 23 vs. reposition, 23 vs. steal, 23 vs. trip)

Feats Agile Maneuvers, Arcane Armor Training, Arcane Builder[UM], Combat Expertise, Craft Wondrous Item, Deadly Aim, Deft Maneuvers, Dodge, Knowledge Is Power, Power Attack, Scribe Scroll, Twist Away[ACG]

Traits pragmatic activator, senatorial hopeful, student of philosophy

Skills
. . Acrobatics +13
. . Appraise +8
. . Bluff +9/+11 vs. other humanoids
. . . +14/+16 to lie (Int instead of Cha)
. . . +4 add'l to feign ignorance
. . Climb +4
. . Craft (jewelry) +6
. . Diplomacy +10/+12 vs. other humanoids
. . . +15/+17 to persuade others (Int instead of Cha)
. . . +2 add'l to persuade if can see the ring
. . Disguise -1
. . Escape Artist +7
. . Fly +3
. . Heal +2
. . Intimidate -1
. . Know (arcana) +10
. . Know (history) +12
. . Know (local) +15
. . Know (nobility) +10
. . Linguistics +10
. . Perception +10
. . Ride +3 (+1)
. . Sense Motive +12/+14 vs. other humanoids
. . . +4 add'l to intercept secret messages
. . Sleight of Hand +7
. . Spellcraft +14
. . Stealth +10
. . Survival +2
. . Swim +4
. . Use Magic Device +10

Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive

Languages Common, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Halfling, Orc

SQ arcane bond (ring of austere majesty), augment, finesse weapon attack attribute, orc blood, overlooked mastermind, overprotective, physical enhancement (+2), rogue talent (weapon training), trapfinding +1

Combat Gear oil of darkness, potion of barkskin +2 (2), potion of cat's grace, potion of cure moderate wounds (2), wand of levitate; Other Gear +1 mithral chain shirt, +1 fire-forged steel sickle, +1 frost-forged steel sickle, ring of austere majesty, ring of sustenance, great expectations (compact spellbook), wizard starting spellbook

Money 4,148 gp

--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Ring of austere majesty) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Builder (Wondrous Items) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Augment (+2 ability or +2 AC, 2 rounds, 7/day) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhancement Associated School: Transmutation
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Knowledge Is Power (Ex) Add intelligence bonus to CMB, CMD, and to Strength checks to break or lift objects.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overlooked Mastermind Additional +2 racial bonus to Bluff, Diplo, and Sense Mot. vs humanoids.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Physical Enhancement +2 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.

Some of the situational modifiers around Bluff, Diplomacy and Sense Motive get layered/complex because of Overlooked Mastermind.

Quick history besides what can be assumed/intuited by campaign trait... grew up on or close to the streets, good natured but not quite a bleeding heart (overprotective). Taken under a Wizard's wing and started to work for the good or the people, all people.

Multi-classed Rogue, but not investing too much into traps... more of a misspent youth (sneak attack, survive on the streets)... I eye of the tiger type stuff.

He's a wizard with a bit of martial swagger. Trip build (debuff) and everyone gets their licks in... when not spell slinging.

Questions, comments and concerns (or mistakes)... Let me know!

Good luck all.


I caught some errors (a few minutes too late):

Kaliban, fixed mostly:

Male half-orc unchained rogue (scout) 2/transmuter (enhancement[APG]) 5 (Pathfinder RPG Advanced Player's Guide 134, 145, Pathfinder Unchained 20)

NG Medium humanoid (human, orc)

Init +3; Senses darkvision 60 ft.; Perception +10

--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)

hp 52 (7 HD; 5d6+2d8+19)

Fort +3, Ref +7, Will +6

Defensive Abilities evasion

--------------------
Offense
--------------------
Speed 30 ft.

Melee
. . +1 fire-forged steel sickle +8 (1d6+1) or
. . +1 frost-forged steel sickle +8 (1d6+1)

Special Attacks sneak attack (unchained) +1d6

Transmuter Spells Prepared (CL 5th; concentration +9)
. . 3rd—displacement, fireball (DC 17), haste
. . 2nd—mirror hideaway[ACG], mirror image, communal protection from chaos[UC], web (DC 16)
. . 1st—magic missile, mirror strike[UC], obscuring mist, touch of gracelessness[APG] (DC 15), vanish[APG] (DC 15)
. . 0 (at will)—dancing lights, detect magic, message, ray of frost
. . Opposition Schools Enchantment, Necromancy

--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 14, Cha 8

Base Atk +3

CMB +10 (+12 dirty trick, +12 disarm, +12 reposition, +12 steal, +12 trip);

CMD 21 (23 vs. dirty trick, 23 vs. disarm, 23 vs. reposition, 23 vs. steal, 23 vs. trip)

Feats Agile Maneuvers, Arcane Armor Training, Combat Expertise, Craft Wondrous Item, Deadly Aim, Deft Maneuvers, Dodge, Knowledge Is Power, Power Attack, Scribe Scroll, Twist Away[ACG], Weapon Focus (Light Blades)

Traits pragmatic activator, senatorial hopeful, student of philosophy

Skills
. . Acrobatics +13
. . Appraise +8
. . Bluff +9/+11 vs. other humanoids
. . . +14/+16 to lie (Int instead of Cha)
. . . +4 add'l to feign ignorance
. . Climb +4
. . Craft (jewelry) +6
. . Diplomacy +10/+12 vs. other humanoids
. . . +15/+17 to persuade others (Int instead of Cha)
. . . +2 add'l to persuade if can see the ring
. . Disguise -1
. . Escape Artist +7
. . Fly +3
. . Heal +2
. . Intimidate -1
. . Know (arcana) +10
. . Know (history) +12
. . Know (local) +15
. . Know (nobility) +10
. . Linguistics +10
. . Perception +10
. . Ride +3 (+1)
. . Sense Motive +12/+14 vs. other humanoids
. . . +4 add'l to intercept secret messages
. . Sleight of Hand +7
. . Spellcraft +14
. . Stealth +10
. . Survival +2
. . Swim +4
. . Use Magic Device +10

Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive

Languages Common, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Halfling, Orc

SQ arcane bond (ring of austere majesty), augment, finesse weapon attack attribute, orc blood, overlooked mastermind, overprotective, physical enhancement (+2), rogue talent (weapon training), trapfinding +1

Combat Gear
. . oil of darkness
. . potion of barkskin +2 (2)
. . potion of cat's grace
. . potion of cure moderate wounds (2)
. . wand of levitate

Other Gear
. . +1 mithral chain shirt
. . +1 fire-forged steel sickle
. . +1 frost-forged steel sickle
. . ring of austere majesty
. . ring of sustenance
. . great expectations (compact spellbook)
. . wizard starting spellbook

Money 4,148 gp

--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Ring of austere majesty) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment (+2 ability or +2 AC, 2 rounds, 7/day) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhancement Associated School: Transmutation
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Knowledge Is Power (Ex) Add intelligence bonus to CMB, CMD, and to Strength checks to break or lift objects.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overlooked Mastermind Additional +2 racial bonus to Bluff, Diplo, and Sense Mot. vs humanoids.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Physical Enhancement +2 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Weapon Focus Light Blades.

I think he's mostly ready, just needs a ranged weapon and some mundane gear.


Thank you everyone for the submissions and interest!

Just to make sure it is clear to everyone, since it is mentioned in the initial recruitment post but I did not call it out in the re-recruitment one: we do need character backgrounds and some sort of tie-in with the party's current mission, which is to shift support of the Mercantile Council of Yanmass in favour of Princess Eutropia. To achieve that, the group is currently investigating several mishaps in the city: mysterious nightmares, the disappearance of the Taldan Horse company protecting the city, rumours of bandit raids and a mysterious, seemingly benign, cult.

Happy to talk over PM about specific hooks, or give more details about the past happenings in the story so far.


Alright, thanks for the summary :)

I finally found a way to poach Haste onto the Witch spell list at only 7 levels (I thought I could poach it from Sorcerer/Wizard and make it a 4th level... but I lose a level of spellcasting, so I don't have 4th level spells yet.). Turns out, both Medium and Chained Sorcerer have it at 2nd level. I need to expand the background a bit more, since this would be the second time I submit the character, but this is the character sheet done.

I am rewriting the background and reasoning why he'd be joining the party, but he 100% supports Princess Eutropia and the party's goals. He's far more accepting of Axis's perfect system of rules and regulation than a decadant nation living off of its former glory like Taldor. He's also getting fed up with the goings-on in Yanmass (disappearance, nightmares, bandits, and the cult).

He is also horribly skiddish, and will run away the moment he gets frightened. He does not want to die yet, even if there is literally no doubt his soul will go to Axis. He sold it.

Character Sheet:

Krowys Axillensis

Male Aphorite (Planar Envoy) Witch 5 (Pact Witch) / Pathfinder Savant 2
Lawful Neutral, Medium, outsider (native)
Init: +2; Senses: Darkvision 60ft, Perception +10

DEFENSE
Resist 5 Electricity
AC: 18, T: 14, FF: 14 (2 Dex, 2 Natural, 2 Deflect, 2 Armor)
HP: 49/49 (7d6 + 5 [fcb] + 14 [con])
Fort: +5 (+2 v. Poison & Mind-Affecting) (2 Base, 2 Con, 1 Resist);
Ref: +5 (+2 v. Poison & Mind-Affecting) (2 Base, 2 Dex, 1 Resist);
Will: +6 (+2 v. Poison & Mind-Affecting) (5 Base, 1 Resist)

OFFENSE
Speed: 30ft
Special Attacks: hexes (Evil Eye, Healing, Cackle)
Spell-Like Abilities: Protection from Chaos (CL7) [0/1 used]
SQ: Crystalline Dust 0/7 used

STATISTICS

STR 7 + 2 (Race) = 9
DEX 14 + 1 (ASI) - 2 (Race) + 2 (Belt) = 15
CON 14 = 14
INT 18 + 2 (Race) = 20
WIS 11 = 11
CHA 7 = 7
BAB: 3, CMB: +2, CMD: 13

Traits: Clever "Word"play (UMD), Magical Knack, Young Reformer, Frightened (Drawback)

Feats: Magical Aptitude, Craft Wondrous Item, Skill Focus (Linguistics), Orator

0: Common, Celestial; Infernal, Abyssal, Protean, Sylvan, Aklo
1 Aquan, Auran
2 Terran, Ignan
3 Undercommon, Elven
4 Halfling, Kelish
5 Varisian, Draconic
6 Gnome, Goblin
7 Necril, Orc
-----------------
Skills:
Acrobatics +3
Appraise +5
Bluff -2 (Linguistics to tell a falsehood/conceal info)
Climb -1
Craft (Alchemy) +5
Diplomacy 3 + 7 + -2 = +8 (Linguistics to change attitude)
Disable Device +3
Disguise -2
Escape Artist +2
Fly +2
Handle Animal -2
Heal +0
Intimidate -2 (Linguistics to coerce)
Knowledge (Arcana) 5 + 7 + 3 + 1 = +16
Knowledge (Dungeoneering) +5
Knowledge (Engineering) +5
Knowledge (Geography) +5
Knowledge (History) 5 + 3 + 3 = +11
Knowledge (Local) +6
Knowledge (Nature) 5 + 7 + 3 = +15
Knowledge (Nobility) 5 + 4 + 3 = +12
Knowledge (Planes) 5 + 7 + 3 = +15
Knowledge (Religion) +5
Linguistics 5 + 7 + 3 + 3 = +18
Perception +7 + 3 = +10
Perform -2
Ride +2
Sense Motive +7
Sleight of Hand +2
Spellcraft 5 + 7 + 3 + 1 + 2 = +18
Stealth +2
Survival +0
Swim -1
UMD (Int) 5 + 7 + 3 + 1 + 2 = +18

Gear:
Amulet of Natural Armor +2 (8000gp)
Ring of Protection +2 (8000gp)
Belt of Dexterity +2 (4000gp)
+1 Haramaki (1003gp)
+1 Cloak of Resistance (1000gp)
Witch's Kit (21gp)
Crossbow (35gp)
3 Scrolls of Haste
7pp

Silver Crusade

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@Zinnath Okay, thanks for the explanation. To be honest and open, personally I am wary of monster PC's in a group of otherwise normal humanoids as the combination of monster-level ability scores and saving throws, innate spellcasting abilities, 'bonus spellcaster levels' and other extra bonusses like permanent flight + dimunative size seem to make that impossible to balance against the other 'normal' characters.

In example, even looking at the second 'toned down' version, it seems to have the equivalent of a 40 pt stat buy compared to the other characters' 20, in addition to all other advantages it has from being a monster compared to normal humanoids, essentially by losing just 1 class level (as the 2 bonus sorcerer levels just buy that right back). Do you have a suggestion that would somehow counteract these imbalances to the point where the other characters would not get completely outclassed?


Trevor86 wrote:

@Zinnath Okay, thanks for the explanation. To be honest and open, personally I am wary of monster PC's in a group of otherwise normal humanoids as the combination of monster-level ability scores and saving throws, innate spellcasting abilities, 'bonus spellcaster levels' and other extra bonusses like permanent flight + dimunative size seem to make that impossible to balance against the other 'normal' characters.

In example, even looking at the second 'toned down' version, it seems to have the equivalent of a 40 pt stat buy compared to the other characters' 20, in addition to all other advantages it has from being a monster compared to normal humanoids, essentially by losing just 1 class level (as the 2 bonus sorcerer levels just buy that right back). Do you have a suggestion that would somehow counteract these imbalances to the point where the other characters would not get completely outclassed?

Let me see what I can do.

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