A Very Grimm War for the Crown (Inactive) (Inactive)

Game Master Nikolaus de'Shade

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Loyalty: 13
Okerra: Helpful, Crabbe: Helpful, Voinum: Friendly, Piscum: Friendly.


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Starting Wealth: 5d6 ⇒ (1, 3, 2, 3, 1) = 10 x10

I'll take average of 175 gp.

Stats are done, except for familiar. I'll write up the full backstory later this morning.


Backstory is complete! Ready to go. :)


Character should be done. Thanara is the daughter of a man by the name of Talbus whose wife died while delivering their daughter in the midst of a powerful nighttime storm. He also (courtesy of some prior fortuitous dealings) selected as the recipient of that year’s Exaltation. The family, while now having claim to a very minor noble title, was still basically regarded as a mockery in Opparan society. Their family was soon enough regarded as “Stormborn,” much to Talbus’ frustration.

The fact that his only child and daughter also appeared to be a sorceress in a society that preferred wizards did not help matters. However, one benefit she possessed was her stunning beauty. However, she is aloof, naive, and flirtatious. She enjoys the finer things in life as well as a good time, often living beyond her own families means. However, she is doted on by her father, who sees in her the last connection to his late wife that he has left. The two have a strained relationship, doing circles around him being overbearing, controlling, and borderline abusive to him entering an apologetic phase and pampering her.

As for a potential Story Feat, that I dunno, and am open to suggestions.


I completely forgot about the request for a potential story feat. I would go with Apotheosis since it fits in perfectly with my character's backstory.


Doing a favor for the GM and I thought it might also help others who are interested in applying to see what is already there.

If anything if wrong, I apologise and please do say.

Pre-Confirmed Players
Inara – Lucretia Tatyana Vernisant - Muse-Touched Aasimar Mesmerist. Child of Oppara and Noble Scion Feat.
Brainiac – Victor Stavian human vigilante (magical child), Child of Oppara

Submissions:
TorilgreyEtienne St Germain - Male human (Taldan) paladin (virtuous bravo)
KingHotTrash-Krios Dinrulsis - Male Elf Investigator (Empiricist) – Young Reformer.
Fanguar – Fezzan Valdemar Human Dandy Ranger
Itzi – Lollia Vernisant Suli Geisha Bard – Rising Star campaign trait
Drogoney – Valeria Turanor Human Oracle – Child of Oppara
Alistus - Lucian Harrowborn - Unchained Rogue, future wizard arcane trickster
Thron – Thanara Stormborn - Air Elemental Sorcerer 1
Kittenmancer – Kyralina Licina – Human Bard - Child of Oppara
Simeon – Olnaris Valkavian - Human telekineticist – Disgraced Noble
Patrickthekid – TracXuanLin- human wizard (universalist) 1 – young reformer

Dotting:
Dragoncat – Changeling feyspeaker druid. Young Reformer.
Robert Merosett – Cardinal Cleric of Calistria – story feat – deceitful
Ouachitonian – Ulfen Barbarian -
Black Dow - Half-Elven Inspired Blade Swashbuckler
PolyFrequencies – Aphorite Occultist
Hayato Ken - human unchained monk zen archer, noble scion of house Clement
Ventiine
TheWaskally - aasimar cleric of Olheon – Child of Opara, Noble Scion (Kastner)
Rorek 55 – arcane?
Hustonj - personal bodyguard-style combatant – many ideas


Hmm, I somehow glossed over the story feat part of the application... Conciliator or Champion would be appropriate for Etienne.


A young man with radiant golden skin hands a card to the major domo at the ball room entrance. The older gentlemen read the card to himself, then proclaims to the room:
"Master Zarelon Kastner, scion of House Kastner, and aasimar cleric of Olheon."
The young taldane nods to the major domo and enters the ballroom proper to polite applause.

If given the choice, Zarelon would attempt the Blessed Story Feat.


As much as I would love to have my chance to play this, I need to be practical and not bite off more games then I can chew. I am going to drop out but I wish you all the best. Some fierce competition will be in this recruitment, I can feel it.


Now thinking a Cavalier (Courtly Knight/Sister-in-Arms) who left Korvosa after being disenchanted with how all that went down with Ileosa. She headed towards Absalom, looking for an inspirational cause, and heard about the political developments in Taldor. She's changed her direction to Taldor specifically to do what she can to help with getting them past their patriarchal patterns.

Athletic Champion and Young Reformer are pretty much the only campaign traits that seem available to non-Taldans, and Young Reformer is very rogueish . . ..

I need to round out that story sketch more before I go any deeper into mechanics though. Need to understand her better before I start needing to justify everything after picking it. The class/archetype and target role combo gives me framework to build her outlook, and then to expand it.


Palantir Merrosett is ready to rub elbows with some Senators:

Backstory:
The notoriously insular Merrosett family has rarely made deviations from its strict breeding practices, unless some young upstart got it in their heads that they were in love or some such silly nonsense and sired a bastard in a fit of youthful rebellion. And yet a rare deviation could still introduce something interesting to the family line, if only in a minor branch house. That is how, twenty-three years ago, Palantir was brought into existence.

Palantir’s father Martynius was an aphorite ambassador of the great planar City of Axis who came to Taldor on a mission of great import. On this mission, Martynius met with many of the great noble houses of Taldor. A scion of House Merrosett brought Martynius into his confidence. Negotiations were made and Martynius agreed to sire a child with Palantir’s mother Augustia, a minor lady of a lesser branch house. Palantir’s conception was said to be an experiment in the Merrosett program that would at least prove interesting and could provide certain benefits if the House ever needed something of The Eternal City in the future. So Martynius completed his mission and returned to Axis, and nine months later his son Palantir was born a bastard. But he was a bastard given the Merrosett family name (by way of his mother) and afforded at least some of the benefits of minor nobility.

From an early age Palantir was subjected to a bevy of experiments, rife with blood draws and other (often esoteric and painful) ways of understanding his axiomatic physiology. At the same time, however, he received extensive private tutoring by the best scholars and knights the Merrosett family had produced in a generation. He drank in Taldan lore as he learned her ancient fighting styles. He was particularly fascinated by House Merrosett’s reliquary in Yanmass. He spent hours walking up and down aisles, studying the objects collected by his House and reading through reports of what the objects had been used for and what powers they yet possessed (complete with bills of sale or auction records for those originally attached to other families). Palantir felt sad that so many of these items were here collecting dust instead of serving their purpose. They had stories to tell, yes, but they could yet write more if given the chance.

As he came of age, Palantir took his study of powerful objects to his own conclusion. While not necessarily eschewing House Merrosett’s arcane traditions, he sidestepped them. He studied with sages who taught him to imbue his essence into an object and coax more out of it: shades of what his axiomite forbears could do naturally. Palantir served his family by traveling Taldor to seek out relics to add to the collection. Greatness bubbled up in unexpected places in Taldor, not merely in the noble houses: sometimes a peasant family did not even know that they possessed something of great significance. A tarnished heirloom gathering dust over a mantelpiece could have once been used to slay a dragon during the Dragon Plague! These items Palantir dutifully brought back to Yanmass (after paying the previous owners handsomely).

Some of the gentle people that Palantir has worked with have remarked that he should consider a political career. While he hadn’t considered the possibility much before, he recognized that he had certain features that could benefit Taldor: a quick mind, a light tongue, and a deep knowledge of and appreciation for Taldor’s history and culture. But there were many Merrosetts—humans at that—who were ranked much higher and were more likely to inherit a senatorial appointment. But many of them seemed uninterested in governance, and the most recent senators that House Merrosett had sent to Oppara were known to be corrupt. So why not him?

Palantir’s family laughed when he raised the idea. Him? A bastard? And not even human? What a ridiculous thought. He was lucky that he was permitted as much privilege as he had been to this point in his life, and it was strongly implied that such privileges could be revoked if he did not keep his head down. His uncles, aunts, and cousins would hear no more of this senatorial talk. Best to keep doing what he did best: systematically transferring wealth back to the family with his silver tongue and a fat purse.

But the idea, once given a bit of soil and room to grow, will now not stop sprouting. Palantir is learning to toe a fine line: on one hand maintaining a place in his family’s good graces, while on the other fostering nascent political aspirations. His work has recently brought him to Oppara, where liquor loosens lips and interesting ideas can be discussed as long as you remember to look over your shoulder for rumormongers and spies. Palantir has put out feelers for anyone else with similar ideas: those who wish to help Taldor, not for glory or fame or wealth, but to effect positive change. Preferably from within the byzantine bureaucracy instead of some crazy anarchists. It didn’t take long before Palantir received an invitation from one Martella Lotheed, who seemed quite interested in meeting.

Appearance, Personality:
Palantir is striking as an aphorite. Though generally human in appearance, he is immediately recognizable as an outsider because of his sparkling golden skin and silvery hair and eyes. One might consider him a construct of some sort except that he clearly breathes and performs other humanoid functions. He is otherwise statuesque: He stands at 6’1” and is solidly built at 180 lb. He possesses an aquiline nose, perfect facial symmetry, and a literal silver tongue. His resting face is inscrutable but becomes expressive when he gets on an interesting topic of conversation. His eyes sparkle and dance and the crystalline dust on his skin begins to coruscate as curiosity burbles from his pores. What he lacks in natural magnetism he makes up for with careful study, well-prepared anecdotes, and a desire to learn more.

Details:
Palantir Merrosett
Aphorite Occultist 1
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6

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Defense
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AC 18, touch 11, flat-footed 17 (+1 Dex, +5 armor, +2 shield)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +3
Resist electricity 5; +2 vs poison and mind-affecting effects

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Offense
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Speed: 30 ft. (20 ft. in armor)
Melee: longsword +4 (1d8+4/19-20)
Special Attacks: Crystalline Dust (1 rd/day)
Spell-Like Abilities (CL 1st)
1/day urban grace
Occultist Spells Prepared (CL 1st; concentration +4)
1st (2/day) heightened awareness, lead blades
0 (at will) detect magic, mage hand

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Statistics
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Str 18, Dex 12, Con 14, Int 17, Wis 12, Cha 7
Base Atk +0; CMB +4; CMD 15

Feats: Extra Mental Focus
Traits: Senatorial Hopeful (campaign), Clever Wordplay (social), Pragmatic Activator (magic), Meticulous (drawback)
Skills: Diplomacy +8, Knowledge (local) +10, Knowledge (arcana, history, religion) +7, Linguistics +7, Perception +6, Sense Motive +5, Spellcraft +7, Use Magic Device +7
Languages: Azlanti, Celestial, Common (Taldane), Draconic, Dwarven, Elven, Halfling
SQ: Aphorite Resistances, Crystalline Dust, Planar Envoy, Urban Memories, Implements (Divination: holy text; Transmutation: longsword), Focus Powers (Sudden Insight, Future Gaze, Legacy Weapon, Sudden Speed), Resonant Powers (Third Eye (Perception +1), Physical Enhancement (Strength +2)), Mental Focus (6 points: Divination 3, Transmutation 3)
Gear: Longsword, heavy steel shield, scale mail, holy text of Abadar (25 gp), belt pouch, chalk (10), ink, ink pen, journal, signet ring of House Merrosett, 5 gp, 8 sp

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Special Abilities
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Class Abilities:
Focus/Resonant Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Third Eye (Su): The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

Future Gaze (Sp): As a standard action, you can gain an insight into the future by expending 1 point of mental focus. This functions as augury, using your occultist level as the caster level.

Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.

Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.

Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).

Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

Divination Implement (3 Mental Focus): A copy of The Order of Numbers, holy text of the Church of Abadar. This particular tome was previously owned by Ardross Merrosett, a Paladin of Abadar who dutifully joined his countrymen during the Grand Campaign to fight back against the tide of war.

Transmutation Implement (3 Mental Focus): A longsword wielded by Yander Darahan, a Knight of Ozem who fought during the Shining Crusade.

Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.

Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.

The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.

The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.

The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

Race Traits:
Aphorite Resistances (Ex)
Aphorites have electricity resistance 5 and a +2 bonus on saves versus poison and mind-affecting effects.

Crystalline Dust (Su)
An aphorite can manifest a haze of crystalline dust that forms into indistinct runes and glyphs surrounding its body. This effect grants the aphorite a 20% miss chance against melee and ranged attacks. Activating this dust is a move action, but it can be maintained each round as a free action. The effect cannot be disrupted, but it ends immediately if the aphorite is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. An aphorite can use this ability a number of rounds per day equal to its Hit Dice, but the rounds do not need to be consecutive.

Planar Envoy
Reflecting their original role as translators and intermediaries, some aphorites are especially skilled at communication. Aphorites with this racial trait begin play speaking Common and either Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Aphorites with this racial trait and a high Intelligence score can choose any languages at character creation (except for secret languages, such as Druidic). They learn two languages rather than one each time they gain a rank in Linguistics. This racial trait modifies languages and replaces skilled.

Urban Memories
With vague memories of the Perfect City resting somewhere deep in their minds, aphorites with this racial trait gain a +2 racial bonus on Knowledge (local) checks and can cast urban grace once per day as a spell-like ability (caster level equal to the aphorite’s character level). This racial trait replaces the spell-like ability racial trait.

Traits:
Senatorial Hopeful (campaign): While you belong to a noble family, hailing from the outlying prefectures means you lack the pull and wealth needed to rub shoulders with the stars of Oppara’s social scene. Your life has been quiet, isolated from the thrum of fashion and pop culture, but you see this as a source of insight and aim to help people by someday joining the senate. It’ll be a long journey, but you’ve already begun learning which hands to shake and how to listen carefully when others tell you what they want. You gain a +1 bonus on Diplomacy and Knowledge (local) checks, and both of these skills are always class skills for you. Once each week you can call on family connections to obtain a single piece of equipment or consumable magic item (such as a potion or scroll) worth up to your character level × 25 gp. Delivery of the goods you request takes 1d4 days. At 10th level, the potential value of a magical item increases to your character level × 50 gp, and your requests can also include spellcasting services and wands.

Clever Wordplay (social): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Pragmatic Activator (magic): 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.

Meticulous (drawback): You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned. You take a –2 penalty on skill checks for skills with which you’re untrained.

Potential Story Feat:
The most likely story feat that fits Palantir is Artifact Hunter. It fits his whole schtick, which is less “it belongs in a museum” and more “this should be used responsibly when it’s not in a museum”. A relic is obviously not an artifact, so I imagine this will take a long time to complete.


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Updated the list!

Pre-Confirmed Players
Inara – Lucretia Tatyana Vernisant - Muse-Touched Aasimar Mesmerist. Child of Oppara and Noble Scion Feat.
Brainiac – Victor Stavian human vigilante (magical child), Child of Oppara

Submissions:
Torilgrey-Etienne St Germain - Male human (Taldan) paladin (virtuous bravo)
Fanguar – Fezzan Valdemar Human Dandy Ranger
Itzi – Lollia Vernisant Suli Geisha Bard – Rising Star campaign trait
DrogEney – Valeria Turanor Human Oracle – Child of Oppara
Alistus - Lucian Harrowborn - Unchained Rogue, future wizard arcane trickster
Thron – Thanara Stormborn - Air Elemental Sorcerer 1
Kittenmancer – Kyralina Licina – Human Bard - Child of Oppara
Simeon – Olnaris Valkavian - Human telekineticist – Disgraced Noble
Patrickthekid – TracXuanLin- human wizard (universalist) 1 – young reformer
Anthorg - Robert Merosett – Cardinal Cleric of Calistria – Disgraced Noble
The Waskally - Zarelon Kastner - aasimar cleric of Olheon - Child of Oppara
polyfrequencies - Palantir Merosett - aphorite occultist - Senatorial Hopeful

Dotting:

Ouachitonian – Ulfen Barbarian -
Black Dow - Half-Elven Inspired Blade Swashbuckler
Hayato Ken - human unchained monk zen archer, noble scion of house Clement
Ventiine
Rorek 55 – arcane?
Hustonj - Cavalier (Courtly Knight/Sister-in-Arms)


Wow, lot's of Children of Oppara.


I just want time to go faster so we can get started now!

Loving reading so many of these backgrounds!


Speaking of time I want to remind everyone that the recruitment closes at 00:00 GMT on Friday (or 8pm Thursday for EST). I'm in the UK so it makes sense to me! :P

I will make decisions on Friday and then we'll start either over the weekend or iron things out to begin with a bang on Monday!


I can easily change my campaign trait to Senatorial Hopeful to keep things varied (and it fits slightly better with Kyralina's situation).

For those who don't make it, I have a spot in my campaign (we're just starting part 2 now) for a trapfinder and knowledge person.


Made a few tweaks to Olnaris with the build rules in mind. He should be all good to go.


I'm going to sneak a submission in late. Shulamit (Shula to just about everyone) is a Chaotic Neutral Ifrit Rogue with the Bandit and Rake archetypes. (The Rake archetype trades out trapfinding, so while I did put a point into Disable Device she can't disable magical traps). Chosen campaign trait is Young Reformer, and if she got a story feat it would be Wily Warrior.

If you have any questions please let me know!

Random Notes:
I took the alternate racial trait Mostly Human so Shula can 'pass' as human if necessary. However there are some hints to her heritage, (most notably her hair and eyes), so it's possible for people to figure it out.

Also, I know the Chaotic Neutral alignment might be concerning. I see her as borderline between Neutral and Good. She's definitely capable of self-sacrifice for the people she cares about, but she can be ruthless enough that I didn't think the CG alignment quite fit. However one of her primary character traits is loyalty. She's loyal to her self-made family, she's loyal to Martella Lotheed, and if selected I'd give her reasons to be loyal to the party. She is not a 'WHEEEE, I do whatever I want regardless of how it affects anyone else' type of character.

(If it helps to visualize, on this expanded alignment chart she'd be Lawless Moral.)


Easier after last night's decision.

Starting Cash: 5d6 ⇒ (2, 1, 6, 1, 5) = 15 150 versus the average 175. Okay, 175 it is!

26 year-old, Lawful Good Cavalier (without a mount or related abilities). Slightly retooled version of the story that got me ready to make decisions about who she is, rather than just what I think will be useful.

Background sketch:
10 years ago, an innocent young girl was convinced to elevate her position through service to her beautiful new queen, Ileosa Arabasti. She got through the training, earning her title as a Gray Maiden, about the time they begin conscripting violent criminals. Her brainwashing had built upon her belief that she was doing the right thing by serving her queen, so the addition of the violent criminal began to break the programming earlier for her than her peers, though she tried to see her commitment through. Until things went sideways. The revelation of Queen Ileosa's designs caused the Gray Maidens to fracture, and for a while heroine chose to remain with the Scarlet Rose contingent.

In 4712, heroine realized that while the Scarlet Rose represented all she really knew of life as an adult, they weren't working to make the world a better place as broadly as they could, and she decided to strike out on her own. She migrated Eastward, towards the modern seats of civilization, looking for inspiration, for a way she could improve the world for the other women she met as she traveled.

Eventually, she reached Taldor, and then Oppara. She learned of the slowly building movement to grant equal status to women royal descendants as male ones, and immediately recognized this cause as one which could improve the lives of women across the nation of Taldor. She had found a cause worthy of her support. She's been in Oppara now for about 3 years, making contacts, learning the political scene, and trying to find ways of improving the acceptance of the idea that women should be equal to men.

I still need a name, to make purchases, complete the combat section, and present the package.

Story Feat would probably be Champion, but there's room to consider a couple others.


Okay. Still need to write up a description, but I've got the rest of the package, so I'm going to provide it before the deadline. <grin> Bedtime tonight, and I don't normally get free until after the grandkids go down for the night, which will be after the deadline instead.

Vasia Purrun, 26 year-old Lawful Good Cavalier

Background sketch:
10 years ago, an innocent, young, Varisian girl, Vasia Purrun, was convinced to elevate her position through service to her beautiful new queen, Ileosa Arabasti. She got through the training, earning her title as a Gray Maiden, about the time they begin conscripting violent criminals. Her brainwashing had built upon her belief that she was doing the right thing by serving her queen, so the addition of the violent criminals began to break the programming earlier for her than her peers, though she tried to see her commitment through. Until things went sideways. The revelation of Queen Ileosa's designs caused the Gray Maidens to fracture, and for a while Vasia chose to remain with the Scarlet Rose contingent.

In 4712, Vasia realized that while the Scarlet Rose represented all she really knew of life as an adult, they weren't working to make the world a better place as broadly as they could, and she decided to strike out on her own. She migrated Eastward, towards the modern seats of civilization, looking for inspiration, for a way she could improve the world for the other women she met as she traveled.

Eventually, she reached Taldor, and then Oppara. She learned of the slowly building movement to grant equal status to women royal descendants as male ones, and immediately recognized this cause as one which could improve the lives of women across the nation of Taldor. She had found a cause worthy of her support. She's been in Oppara now for about 3 years, making contacts, learning the political scene, and trying to find ways of improving the acceptance of the idea that women should be equal to men. Now it is 4718, and the 26 year-old woman is no longer as innocent nor as blinded by pomp and circumstance.

Combat:
Init: +3 (Dex+3)
Move 20' Full combat (30' w/o Scale Mail)

Melee +3, Finesse/Ranged +4 CMB +3/+4 (BAB+1, Str+2, Dex+3)

Standard attacks:
Rapier +4 for 1d6+2 @ 18+, P
Light Steel Shield +4 for 1d3+2 @ x2, B
Dagger +4 for 1d4+2 @ 19+ over 10'. P or S
Bill +3 for 1d8+3 @ x2, S, brace/reach/disarm/shield
Unarmed +4 for 1d4+2 @ x2, B, lethal or nonlethal, does not provoke

Challenge: +1 melee attack to allies while I threaten Target; +1 to my damage vs Target
Combat Expertise: -1 Attack, +1 Dodge
Combat Reflexes: 4 AoO per round, even while flat-footed
Power Attack: -1 Attack, +2 Damage (3 with 2-handed)
Weapon Finesse

HP: 12 (10 + 1xCon+1 + 1xFavoredClass+1)

Scale Mail: AC 19, T 13, FF 15, CMD 16 (Armor+5, Dex+3, Shield+1, BAB+1, Str+2)
Ceremonial: AC 15, T 13, FF 11, CMD 16 (Armor+1, Dex+3, Shield+1, BAB+1, Str+2)

Challenge, +1 Dodge vs Target; -2 AC vs others

Fort: +3 (Base+2, Con+1)
Ref: +3 (Base+0, Dex+3)
Will: +1 (Base+0, Wis+1)


Feats & Traits:
Anything in "()" is an advancement thought and not written in stone.

* Feats *
H Combat Reflexes
1 Improved Unarmed Strike
C3 Bodyguard
3 (Agile Maneuvers)
5 (Improved Disarm)
C6 (Greater Disarm)
7 (Improved Trip)
9 (Greater Trip)
11 (Dodge)
C12 (Mobility)
13 (Combat Patrol)
15 (Weapon Focus)
17 (Archon Style)
C18 (Archon Diversion)
19 (Archon Justice)

* Traits *
Campaign: Young Reformer: 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 (*) 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.
Social: Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.


Skills & Languages:
4 Class +1 Skilled +1 Int = 6 Adventuring Skills & 2 Background Skills / Cavalier Level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]{Notes}
+ 3-Acrobatics 3+0+0(+ACP)
+ 1 Appraise 1+0+0
+ 7 Bluff (Cha) 1+1+3+1 Social Presence+1 Trustworthy
+ 4-Climb (Str) 2+0+0(+ACP)
+ 1 Craft (Int) 1+0+0
+ 7 Diplomacy (Cha) 1+1+3+1 Social Presence+1 Trustworthy
+ 8~Disable Device (Dex) 3+1+3+1 Young Reformer(+ACP)
+ 1 Disguise 1+0+0
+ 3-Escape Artist 3+0+0(+ACP)
+ 3-Fly 3+0+0(+ACP)
+ 1 Heal 1+0+0
+ 2 Intimidate (Cha) 1+0+0+1 Social Presence
+ 6 Knowledge (local) (Int) 1+1+3+1 Young Reformer
+ 5+Knowledge (nobility) (Int) 1+1+3(+1 about liege) [Background]
+ 5 Perception (Wis) 1+1+3
+ 1 Perform 1+0+0
+ 5 Profession (Bodyguard) (Wis) 1+1+3 [Background]
+ 3-Ride (Dex) 3+0+0(+ACP)
+ 6 Sense Motive (Wis) 1+1+3+1 Social Presence
+ 3-Stealth 3+0+0(+ACP)
+ 1+Survival (Wis) 1+0+0(+1 ally support)
+ 2-Swim (Str) 2+0+0(+ACP)

ACP -5 Scale Mail (-4 w/o shield) [-1 Ceremonial (-0 w/o shield)]

Languages: Taldane, Varisian; Infernal


Gear:
175 GP Budget
xFREE Explorer's Outfit (8#, )
x50.0.0 Scale Mail (30#, +5/+3/-4/20')
x30.0.0 Silken Ceremonial Armor (4#, +1/-/-/30')
x11.0.0 Bill (11#/1d8/x3/S/brace, disarm, reach, shield)
x20.0.0 Rapier (2#, 1d6/18+/P/finesse)
xx2.0.0 Dagger (1#, 1d4/19+/10'/P or S)
xx9.0.0 Light Steel Shield (6#, +1/-/-1; 1d3/x2/B)
x30.0.0 Thieves' Tools (1#)

152 GP Spent for 63# total (59# in Scale Mail; 33# in Silken Ceremonial Armor); 23 GP on hand

Light <= 58# (~/-0/30/x4)
Medium <= 116# (+3/-3/20'/x4)
Heavy <= 175# (+1/-6/20'/x3)


Order:
Edicts: Dragon: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Challenge: Dragon: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Lion: Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: Dragon: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Lion: An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.
Order Abilities:
Level 2: Dragon: Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Lion: Lion's Call (Ex): At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
Level 8: Dragon: Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
Lion: For the King (Ex): At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.
Level 15: Dragon: Act as One (Ex): At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.
Lion:Shield of the Liege (Ex): At 15th level, an order of the lion cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier's reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier's AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover or concealment bonuses when subject to the redirected attack.

Cavalier (Courtly Knight/Sister-in-Arms):
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Halfhearted challenge 1/day, maiden's order, social presence
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Devoted defender
4th +4 +4 +1 +1 Halfhearted challenge 2/day, maiden’s loyalty
5th +5 +4 +1 +1 Banner
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Halfhearted challenge 3/day
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Imperious attitude
10th +10/+5 +7 +3 +3 Halfhearted challenge 4/day
11th +11/+6/+1 +7 +3 +3 Dedicated commander
12th +12/+7/+2 +8 +4 +4 Bonus feat, demanding challenge
13th +13/+8/+3 +8 +4 +4 Halfhearted challenge 5/day
14th +14/+9/+4 +9 +4 +4 Greater banner
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Halfhearted challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Grand boast
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Halfhearted challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Dedicated commander
Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Halfhearted Challenge (Ex): Sisters-in-arms vigilantly protect their allies, weakening their focus on their challenged foe. A sister-in-arms adds only half her cavalier level (minimum 1) to damage rolls against her challenge target.
This ability alters challenge.
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Maiden’s Order (Ex): All sisters-in-arms share a talent for aiding and inspiring their fellow Gray Maidens, strengthened by training and the bond of sisterhood. Generally, those loyal to Queen Ileosa refer to their pledge as the order of the fanged crown, while those who have forsaken the cruel queen call it the order of the scarlet rose. In either case, the benefits are the same.
A sister-in-arms does not choose an order. Instead, she is considered to belong to both the order of the dragon and the order of the lion, and she gains all of the benefits of both orders (including additional class skills and conditional skill bonuses, additional challenge benefits, and order abilities) at the appropriate levels. At 1st level, a sister-in-arms chooses which order’s edicts she must follow; generally, those of the fanged crown choose the order of the lion’s edicts, while those of the scarlet rose choose the order of the dragon’s edicts.
This ability alters order and replaces mount.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
Social Presence (Ex): A courtly knight gains a +1 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks. At 4th level and every 4 cavalier levels thereafter, this bonus increases by 1 (to a maximum of +6 at 20th level). A courtly knight starts any verbal duel with an extra edge she can use for only the presence tactic unless she is at a significant or extreme disadvantage in the duel.
This ability replaces tactician.
Devoted Defender (Ex): Sisters-in-arms cling to their fellow Gray Maidens as closely as family and protect them with intense devotion. At 3rd level, a sister-in-arms gains Bodyguard as a bonus feat (she does not need to meet the feat’s prerequisite).
This ability replaces cavalier’s charge.
Maiden’s Loyalty (Ex): The loyalty of a sister-in-arms is absolute. At 4th level, a sister-in-arms gains a +2 bonus on Will saves against any effect that would compel her to attack or betray her allies. This bonus increases by 1 for every 4 levels beyond 4th.
This ability replaces expert trainer.
Banner (Ex): At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.
Imperious Attitude (Ex): At 9th level, a courtly knight develops a commanding demeanor, and the strength of her conviction is often enough to get others to do as she asks, merely because she expects it to be done. In a social setting, the courtly knight can attempt Diplomacy checks to make a request of a creature whose attitude toward her is unfriendly, provided that creature does not intend to harm or oppose the courtly knight or her allies in the immediate future. Further, whenever she attempts a Diplomacy check to make a request, a courtly knight can first attempt an Intimidate check (DC = 20 + the creature’s Charisma modifier). If she succeeds, she gains a +5 bonus on the subsequent Diplomacy check. Neither aspect of imperious attitude applies if the requested creature considers itself to be of an equal or higher social rank than the courtly knight, which includes creatures that don’t understand or value the concept of social ranks.
This ability replaces greater tactician.
Dedicated Commander (Ex): A sister-in-arms can inspire and direct allies with great efficiency. At 11th level, the sister-in-arms can use lion’s call or strategy order as a move action, rather than as a standard action. At 20th level, she can use act as one, lion’s call, or strategy order as a swift or move action.
This ability replaces mighty charge and supreme charge.
Demanding Challenge (Ex): At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.
Greater Banner (Ex): At 14th level, the cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
Grand Boast (Ex): At 17th level, whenever a courtly knight uses her challenge class feature against an opponent who is at full health and under no negative afflictions, conditions, spells, or other effects, she can make a grand boast, declaring that she can defeat her foe with ease. She does not gain the benefits of her challenge (including any additional benefits granted by her order) when making a grand boast. If she successfully defeats the target of her challenge within 1 minute, however, she is vindicated in her boast and gains the benefits of her challenge against all allies of the defeated enemy who witnessed her grand boast and who are of the same or lower CR as the defeated enemy. If any of the courtly knight’s allies attack the initial target of the challenge or assist the courtly knight after the boast, this ability has no effect.
This ability replaces master tactician.

Human (Varisian):
+2 to One Ability Score: Human characters get a +2 bonus to Dex
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Attributes:
20 pt buy
Base Race Level Magic Current
x5 14 +0 14 +0 14 +0 S 14 +2
x5 14 +2 16 +0 16 +0 D 16 +3
x2 12 +0 12 +0 12 +0 C 12 +1
x3 13 +0 13 +0 13 +0 I 13 +1
x2 12 +0 12 +0 12 +0 W 12 +1
x3 13 +0 13 +0 13 +0 H 13 +1

And again, probably Champion for a story feat.


Pathfinder Adventure Path Subscriber
GM Nikolaus 'the Grimm' wrote:

Speaking of time I want to remind everyone that the recruitment closes at 00:00 GMT on Friday (or 8pm Thursday for EST). I'm in the UK so it makes sense to me! :P

I will make decisions on Friday and then we'll start either over the weekend or iron things out to begin with a bang on Monday!

Oh wow seeing GMT here is very refreshing for starters!

For me it's 1am then ;)


A fraction over six hours to go if anyone wants to sneak in under the wire!


I was sorely tempted to, GM, but I promised myself if I picked up another game, it was gonna be 2e. :)

Good luck to all! (waves to Valeria)


I apologize for the late submission, but I would like to submit Diana, an illusion specialist hailing from house Lotheed:

Backstory:

As a noble born into house Lotheed, Diana has always had a scholarly appoach to most things, loving to just analyze and understand a given subject. The Taldan court was just another of her favorite subjects, and as an expert in deception and misdirection herself, she enjoyed watching the moves of her fellow nobles, both those that were expertly done and the ones that were amusingly obvious and inefficient. All of it in support of their collective grand illusion, the idea that Taldan mantains its past greatness, mainly due (and not in spite of) its aristocracy. It was similar to having an illusionist believing their own illusions - something that would surely lead to madness!

She was mostly content being an observer, but knew she also had a part to play now, namely, finding an appropriate husband for a lady of her house. But, unsurprisingly, she found most suitors too focused on their own ego or personal advancement. Until she met Alan - who shared most of her views on the current state of their nation. But where she had simply been a passive observer all this time, Alan believed it was up to them to change the system for the better, and was actually invested in making it happen - and helped her see just how broken the system truly is. He had been secretely working with like minded people, nobles and non nobles, to both help out people where possible, like secretely helping tenants move away from an abusive noble's domain; and also to gather enough court support to try to change the course of the nation's course.

His determination to fix Taldor was a breath of fresh air among all the court intrigue. They fell in love, but tragedy struck just as their families were starting talks of marriage arrangements: during an hunting trip (that Diana knew to be a front for a meeting with his contacts in the region) Alan and his guards were found dead in his room along with the bodies of commoners the local authorities believed to be anti-nobility terrorists. Diana was heartbroken when she heard the news, and tried to stay away from court, instead focusing on her academic pursuits as a way to cope. But as she started to accept her loss, she has decided that her best course for honoring his memory is to try to realise Alan's dreams towards a better Taldor.

Mantaining her image as a grief-stricken scholar, she has recently been traveling around the nation, furthering her knowledge of its history - while secretly getting in contact with her lover's former allies to continue Alan's work. And, when possible, to investigate details of his death - she suspects the "terrorists" were the contacts he was meeting, which would mean his true killers and their motives are yet unkown.

She was just recently in one such trip, but returned a bit earlier than she planned after receiving a message from her Martella asking for her presence.

Stat block:

Neutral Good Medium Human Wizard 1;

Init 1; Perception: +2

DEFENSE

AC 11, touch 11, flat-footed 10

hp 7

Fort 0, Ref 1, Will 3

OFFENSE

Speed 30 ft.

Melee Dagger -2 (1d4-2 19-20),

Ranged Light crossbow +1 (1d8 19-20),

Wizard spells prepared (CL 1; concentration +6; (3/3+1/0/0/0/0/0/0/0/0))

1st- Heightened Awareness (DC 16); Silent Image (DC 16); [slot open]; [slot open]

0th (at will)- Detect Magic (DC 15); Ghost Sound (DC 15); Message (DC 15)

STATISTICS[b]

[b]Str 7, Dex 12, Con 10, Int 20, Wis 12, Cha 13
Base Atk +0; CMB -2; CMD 9

Feats Deceitful; Noble Scion (Lotheed); Scribe Scroll; Alertness (familiar)
Traits Child of Oppara; Student of philosophy; Extremely Fashionable
Drawback Meticulous

Languages Celestial, Common, Draconic, Dwarven, Elven, Infernal

SQ Deceptive Flourish (Su); Subtle Misdirection (Sp); Spellbooks; Opposition Schools: Enchantment; Necromancy; Familiar: Thrush; Familiar: Diplomacy checks +3 bonus; Schools: Illusion (Deception);

Special Abilities: Dancing Lights (1/day); Prestidigitation (1/day); Read Magic (1/day); Unseen Servant (1/day)

Skills Bluff +6 (+10); Diplomacy +8 (+12); Knowledge (arcana) +9; Knowledge (history) +9; Knowledge (nobility) +12; Knowledge (planes) +9;Knowledge (religion) +9; Perception +2 (+4); Sense Motive +2 (+4); Spellcraft +9;

Equipment
9gp
Adventuring Gear Spellbook; Traveler's outfit; Light Crossbow; crossbow boltsx20; Acid Flask; Scroll Case; Backpack; Ink; Parchment x5;
OtherNoble Outfit; Signet Ring; Jewelry (200gp)

Notes to GM:

I did proposedly leave Alan's house undefined - I'll assume that he belongs to a minor house (and I'll come up with a name if Diana gets chosen), but I wanted to give you the option of going with a more prominent house if it helped the story.

I also like to know what the relationship between Martella and Diana should be - I was thinking they could be sisters (with Diana being younger if needed so as to not clash with any plans Martella might have regarding inheritance). I assume she has either found out about Diana's connections and goals, or believes she would be a valuable help in achieving her own.


It's coming up to the end, who will make it, who won't?! The anticipation is crazy!!!!!

Good luck to all, it looks like some steep competition.

*Waves a sad goodbye at Redblade*


Pathfinder Adventure Path Subscriber

5d6: 5d6 ⇒ (2, 5, 3, 3, 4) = 17

Horizon Hunters

So i need to clean this up a bit, but essentially this is my submission.
Female half-elf sword-devil ranger with the disgraced noble background.

My plan is to take 1 level of intrigue mystery oracle later on to get some very interesting revelations that fit the overall character concept very well.

Horizon Hunters

Backstory is on, i hope i got everything right.
I might actually use a different avatar if chosen and come up with a more Taldane name, but that needs some further thinking.


Recruitment is CLOSED

Thank you for the submissions everyone, I'll go through them when time allows today and try to get the announcement out later!


Good luck folks!


Thank you everyone for your submissions, some great characters here and narrowing it down was extremely difficult.

That said, congratulations to:
Shulamit (Clear Spring)
Lollia Vernisant (Itzi)
Robert Merosett (Anthorg)

Thank you again everyone for taking the time to make a submission!


Dang, ah well, congrats to those who made it. Have a good time!


Congrats to all, best of luck!


Enjoy the game, all!


Thanks for the selection! I just realized I forgot to roll for my starting gold, so I'll do so now.

5d6 ⇒ (6, 3, 3, 5, 3) = 20


Hey Everyone,

We've lost a couple of people through assorted real life issues (and one PC due to a bad case of Manticore!) and so I am re-opening recruitment for one Level 5 PC.

Build rules are the same as the original post with the exception of being level 5 (and having appropriate WBL).

The party currently consists of an Ifrit Slayer, a Human Magical Child Vigilante and a Fetchling Magus. To that end I will favor a human or near human PC over any other races at this point.

Storywise the PC's are in the process of establishing themselves in Stachys. The Lady of the Manor is one of our lost players who is continuing as an NPC for now so the players don't have to worry too much about schmoozing with nobles etc. Feel free to skim the gameplay thread for an idea of where we've got to.

I'd like this to be a fairly swift recruitment so I'll put a loose time limit of one week, March 15th on it, with the right to shorten or lengthen the process as I see fit.

Any questions do let me, or one of the players, know!


War for the Crown is an absolute favorite of mine! Any particular roles the party is in need of? Seems like some healing/divine casting could be useful.


A divine/healing caster would be beneficial (speaking as the player of the character that succumbed to Terminal Manticore). However it wouldn't be absolutely necessary. We've got plenty of melee characters and Sercha is covering some of the arcane casting (as a magus). Support would be nice as well.

By far the most important trait the incoming character would need would be an appreciation of the need for romance.

sees GM Nikolaus roll his eyes and reach for a gag

Uh ... and that's, uh ... all I have to add ...

quickly retreats back into the green room

Scarab Sages

I'm interested and thinking about an Oracle. Cyclopian Seer archetype and maybe the Ancestor, maybe the Intrigue Mystery. The character would be able to handle healing and support pretty well.

I'll try to have it submitted by this Friday.


Looking at the group, I think an Urban Skald Healer/Buffbot would likely be more appreciated then another melee beatstick, especially since Urban Skalds can also moonlight as ranged DPR to an extent.

How is it looking skill wise?


Sercha wrote:

By far the most important trait the incoming character would need would be an appreciation of the need for romance.

sees GM Nikolaus roll his eyes and reach for a gag

"Quiet you!" CRACK!

Sercha wrote:

Uh ... and that's, uh ... all I have to add ...

quickly retreats back into the green room

Yeah you'd better run...

More seriously, healing/support is where the party is weakest. They lost a mesmerist and a cleric which explains the slight imbalance.


I'll update my prior submission here once I get the chance for consideration.


Mightypions suggestion (not even close to finished) here:

What she does:

--A lot of buff spells from Urban Skald, including Heroism as a level 2 spells and various retroactive inspirations
--Additional morale boni to Dex, Con, or STR depending on the situation
--Access to rage powers for the entire party (note, Urban Skald rage does not stop you from doing your thing, unlike other SKalds)
--Since I am level 5, I can access Spell Kenning and thus joink, once per day, superior condition removal from the cleric spell list.
--Use Magic device as a class skill, a bunch of other skills because Skalds get a pretty good list.
--Excellent face.
--Can build her to stealth OK, perception will be eh though.
--Pretty sure I can fill out any skills, other then disable magical traps, that the party lacks.
--Wands of healing etc. can be used without checks.

Personality:
--A bit cheeky, intelligent, moderatly sarcastic, quite conscious of her 17-20 Charisma, partly modeled after real life Pushkin, so will accept duels even if its a horrible idea. Extremely attached to her looks.

Rage power wise, I think the pounce tree is kind of boring.
There are plenty of options to shore up saves, or go down the spirit totem tree which kind of fits with being a mixture of female Puschkin and female Edgar Allen Poe.

Concerning Story feat: Otherworldy influence could make a degree of sense (she accepted aid from a certain someone but did not convert to that certain someone).

Additional questions:
--How do you handle Crafting? Skalds are pretty decent crafters?


Actually I don't think I will redo Valeria, I would rather get her into afresh game sometime and am nearing my limit of games as it is. Enjoy folks.


HPX4: 4d8 ⇒ (6, 3, 3, 8) = 20

If Take average instead it would be 22 hp from levels, I think I can work with that.


Crafting: I've always liked it but the rules are implausibly fiddly. If you're interested in doing it we'll up the RAW production rate by several factors of 10. Probably looking at 500-1000gp of crafting per day assuming you can make the check.


It is coming together,
she will do decent DPR via spirit totem (everyone gets a bonus attack at +8 AB for 1d4+5 negative energy damage), be 5 feet behind the actual melees and essentially provide a +3 AC aura via bodyguard (I took the helpfull trait). Frequently, I will also just give a +3AB boni via aid then attack myself, I am still a 2/3 BAB class and can hit AC 10 :).

Urban Skalds can still get savage intuition an start inspiring ferocity as an immidiate action. She currently has craft wondrous items, and plans to outfit the party with a lot of gadgets, if it is full downtime, she can use various spells via spell kenning to considerably improve crafting. Craft Magic Arms and Armor will be at level 7.

Assuming I am picked, party can start writing a wishlist :).


And she is ready. Items were done assuming I can self craft those I can self craft with craft wondrous items.
Skills that worked out being higher then I thought they would be:
Perform Oratory (versatile performance for diplo and sense motive)=19
Use magic device=16
A solid 12 in the other CHA skills, 10 in spellcraft, 12 in craft (tailor).
AC 21 and 40 HP is not very tanky, but tanky enough. I can ditch cats grace (which is otherwise really good for crafting, we have at leas 2 Dex based attackers, and its also needed for agile weapon at level 7 down the line) and pick up mirror image if the party actually wants me to be the main tank.


Hi there! Some of my games sadly came to a premature end over the last couple of months so I have enough time to dip my toes into another one.

My first question: is the Omdura class allowed? I wouldn't mind going for a regular cleric instead if the answer is no, but it looks like a fun cross between the cleric, inquisitor, and paladin. I'm thinking about a follower of Milani who also pays (more-than-)lip service to Cayden, Desna, Shelyn and Sarenrae.

The second question: how deadly/mechanically serious is the game? I see a PC died to a manticore encounter, and I'm fine with danger being a real thing in a game, but I tend to 'waste' feats and other build points on fluff that help me feel closer to the character I want to play.

If the Omdura isn't cool (I can understand, I prefer to DM classes and options that I am knowledgeable about), I'm sure I can find a mechanical alternative!


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Hi Solicitor,

I've never played (with) an omdura before so I'm a little wary but since it is Paizo published I'm willing to consider it. (I'd be a lot happier with a mechanical alternative though!) That said if your character concept revolves around it then by all means go for it!

Re. deadly/mechanical - not at all. I play by the rules but not for the rules. The player who got manticore'd was singing with the manticore in a fog cloud. Since she was the only person it had any way of targeting it threw tail spikes at her. Got three hits (terrible AC) and managed to get all of them through the 50% miss chance and then had high damage on top. So Lollia died to some highly improbable dice - I certainly wasn't setting out to kill her!

I'm a big fan of characters with character so absolutely spend your feats on thematic things. I won't punish you for it, and I will tweak encounters etc if needed. So yeah, have fun and don't worry about mechanical perfection.

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