Minutes to Midnight: Dragoncat's New Second Darkness Campaign (Inactive)

Game Master Dragoncat

Map of Riddleport

Gold Goblin Gambling Hall
St. Casperian's Map

Riddleport Townhouse Maps

Current Date: 14th of Rova, 4708 AR


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Riddleport.

A city of many things: of vice and cruelty, of opportunity and ambition.

A city where everyone has eyes on the back of their head, watching for the inevitable betrayal coming for them.

A city where if you strike at those in power, you’d best not miss, lest everything you’ve ever known and loved be burnt to cinders in retribution.

For many, it is the city they’ve known and suffered in all their life—a place where survival means that you were cunning, nimble or strong enough to get everything you needed to eat and sleep in peace for one more night. For many others, it represents the ultimate triumph of determination and skill—if one can succeed here, with everything arrayed against them, then they can succeed anywhere. And others still see it for the cesspit of civilization that it is and move on.

Of late, a couple of strange things have happened in the City of Cyphers—the foremost thing being the appearance of a curious black spot within the sky, unhindered by clouds or sunshine. The Order of Cyphers has cast many divinations in an attempt to discern the dark spot’s true nature, but nothing has come of them; every time one tries, stranger arcane phenomena occur in defiance of such an attempt. Crystal balls cloud and crack, never to scry again; blocks of incense instantly melt into ash; paper turns brittle and shatters into a thousand pieces, each smaller than the last.

Most folk do not turn their gaze skyward, however, instead focusing on more comprehensible matters. Coinciding with the appearance of what the locals have dubbed the Blot, the former esteemed criminal Saul Vancaskerkin has returned to the pirate city after being exiled from it, leaving behind a hand and the ashes of his home. Over the course of several weeks he has purchased an old casino and breathed life anew into its aging timbers and rusting metal, renovating it and rechristening it The Gold Goblin. Now, in celebration of his fresh start (and perhaps to trumpet his return to those in power), he has opened the Gold Goblin’s doors with an inaugural gambling tournament…

”COME ONE AND ALL! STEP RIGHT UP! CHEAT THE DEVIL! AND TAKE HIS GOLD!”
——————————————
Hello everyone! I’m looking to start up a PF1E Second Darkness campaign here on the boards, and I’m hoping to keep it going for a good long time. To that end, I’m looking for 5 players!

Character Generation!
CharGen Method: 20-point buy.
Classes: Any except Antipaladin. Barbarians, Monks, Rogues and Summoners must all be Unchained.
Races: Core + Featured, except for drow.
Alignment: Any non-evil.
Starting Level: 1.
HP on Level-Up: Half + 1 + CON.
Traits: 2 to start with, one of which is a Campaign Trait. You may take a Drawback for a 3rd trait.
Optional Systems: Background Skills.
Starting Wealth: Max for your class.

One thing before going further though: I’ve played through enough of Second Darkness to understand that the traits in the Player’s Guide for this AP don’t quite reflect its overarching themes of intrigue, betrayal, ambition and acting at cross-purposes. Admittedly, this is an AP that was originally designed in D&D 3.5E (so some jank is to be expected), but even so the traits (for the most part) connected PCs to a singular event in Riddleport—the ‘Cheat the Devil and Take His Gold’ Gambling Tournament—and didn’t offer much beyond that. With later developments in the AP in mind, here are Campaign Traits that I feel are more appropriate for this venture.

Campaign Traits!:
Cromarcky’s Gendarme: You are part of Riddleport’s Gendarmes—they’re what passes for the law in the City of Cyphers. Whether you’re one of the vanishingly rare honest officers or one of the many content to take bribes and break legs in the name of maintaining order, you’re in a better position to tip the balance of local politics than most, even if your job doesn’t pay much. You’ve developed a healthy sense of paranoia (in Riddleport, it’s not a question of if you’ll be stabbed in the back, but when) and a good feel for the city—and you’re used to striking first once it’s clear hostilities are about to happen. Attending the Gold Goblin’s gambling tournament sounds like a good way to let off some steam; if the gambling doesn’t take your mind off your troubles, the drinks certainly will. And besides, Cromarcky’s bound to have questions as to why Saul Vancaskerkin was stupid enough to return. You gain a +1 trait bonus to Sense Motive and Knowledge (Local) checks, and one of these is always a class skill for you. You also gain a +1 trait bonus to Initiative rolls.

Knocmar’s Mouse: Your childhood was spent in Riddleport’s filth-strewn alleyways and dark corners, stealing what you could and fighting or begging for what you couldn’t. It was not a dignified existence, but it was one you could claw out for yourself—and it was your tenacity that caught the attention of one of Riddleport’s crime lords, Varnal ‘Split Face’ Knocmar. The beggar king took you under his wing and taught you how to become a more successful criminal, sending you on more and more daring burglaries as you grew older and improved your skills. Now it’s time to strike out on your own before one of the jobs Knocmar sends you on gets you imprisoned or worse. The Gold Goblin’s tournament should be the perfect place to start making your name—even if you don’t strike it rich at the tables, there’s bound to be plenty of marks with purses ripe for the picking! You gain a +1 bonus to Sleight of Hand and Stealth rolls, and one of these is always a class skill for you. You also gain a +1 trait bonus to Reflex Saves.

Lantern Informant: You’re one of the rarest breed of folk in Riddleport—you’re someone respectable. The ones in charge either ignore you or otherwise don’t see you as a threat, the smallfolk don’t mind so much when you pass them by and you know what to do to get the gangs to leave you alone. By all standards, you’re no one of importance: that was why you were contacted. A stranger in a dark green, leaf-embroidered cloak and bearing a fancy lantern tracked you to your home one night and offered you gold for information regarding Riddleport’s leaders. You told him what you knew, accepted your payment and thought you’d never see him again—but he came back the next week. And the week after that, and for many weeks afterward. Now, the stranger has made a bigger request of you—he wishes for you to attend the Gold Goblin’s opening tournament and find out everything you can about Saul Vancaskerkin and why he has returned to Riddleport. You gain a +1 trait bonus to Diplomacy and Perception rolls, and one of these is always a class skill for you.

Out-of-Towner: You’re not from Riddleport originally. Whether it’s from your clothes, your mode of speech or how you carry yourself, that fact is very visible to any local who sees you. As a result, people tend to underestimate just how savvy and dangerous you can be. You’ve learned to use this tendency to your advantage, letting them think they have the upper hand until you prove otherwise in a suitably threatening display. Riddleport is said to be a city of opportunities, and you’re going to make the most of them—starting with the Gold Goblin casino’s opening gambling tournament. You gain a +1 trait bonus to one Craft or Profession skill of your choice, and a +1 trait bonus to Intimidate rolls. Intimidate is always a class skill for you.

Pamodae’s Catspaw: Passion can loosen the lips of even the most private of people, and you have firsthand experience in that. You are a worker in the House of the Silken Veil—Riddleport’s biggest brothel and temple of Calistria. Your boss, High Priestess Shorafa Pamodae, is one of the city’s foremost information brokers thanks to her extensive clientele—and the skills of her employees in pumping them for secrets. Saul Vancaskerkin’s return to Riddleport is of particular interest to Pamodae, and you were chosen to go forth, insinuate yourself into Saul’s good graces and determine just what would compel Saul to return. You gain a +2 trait bonus to Bluff checks made against people who are attracted to you, and Bluff is always a class skill for you. Also, choose one spell of the enchantment school that you know. The Saving Throw DC of that spell is increased by one against any who are attracted to you.

Saul’s Old Pal: You’ve always been at Saul Vancaskerkin’s side, even when he crossed the wrong crime lord and lost almost everything he had for it. The two of you go back a long way, with you frequently pulling him out of one jam or another and he occasionally doing the same for you. Many people have told you that your friendship with Saul is destined to end badly and that you should have cut him loose a long time ago; on bad days, some part of you is inclined to agree with them. But you’ve stuck with each other through thick and thin, and that’s not the sort of thing you could just throw away. Now that Saul’s making his grand comeback with the ‘Cheat the Devil and Take His Gold’ tournament, it’ll be just like the old days… right? Your stubbornness grants you a +1 trait bonus to Will Saves.

Tammerhawk’s Agent: You are a junior member of the Cyphermages, formally known as the Order of Cyphers. The Order of Cyphers has a strange, aloof relationship with Riddleport’s politics; so long as their affairs and research are not interfered with, most Cyphermages are content to live and let live. Speaker Elias Tammerhawk, on the other hand, is much more ambitious and active in the pirate city’s local politics. As of late, he’s interested in the Blot that formed in the sky—the same one that came into being the day Saul Vancaskerkin came back to town. It could be a coincidence, or it could be that the two events are related somehow. Regardless, if you’re to advance in standing with the Order, you’ll need to ingratiate yourself with Tammerhawk—and you know that investigating the Blot will be the best way to do it. To that end, you’ve attended the Gold Goblin’s inaugural gambling tournament with hopes of turning up something regarding the Blot. You gain a +1 trait bonus to Knowledge (Arcana) or Spellcraft checks, and one of these skills is always a class skill for you. Whenever you use a library or similar storehouse of knowledge to make a Knowledge skill check, the time taken to complete the check is halved.

Zincher’s Patsy: Somehow, you’ve gotten yourself indebted to Clegg Zincher, one of Riddleport’s major crime lords. You’ve been trying your damnedest to get out from under his thumb, but no matter how many jobs you do for the man (all of them taxing, physically and morally), he always finds some excuse to increase the debt you owe him that much more. It’s become clear to you that the only way he’ll be forced to call the debt paid is if you manage to repay it in one massive payout—and in order to accomplish that, you’ll have to take a few risks. The Gold Goblin’s ‘Cheat the Devil’ tournament sounds like it’ll be just what you need. And it’s not like you can get yourself into even deeper trouble with Zincher if this doesn’t pan out, right? You gain a +1 trait bonus to Fortitude Saves.

Recruitment ends October 31st.


Oooooh, dotting this for sure.

Scarab Sages

Super dotting!

How do you feel about undine Oracle/wizards of the water element or ice element instead>

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Dotting with intense interest!

I'm thinking about a Half-Elf ranger with the Lantern Informant trait (who may know nothing about their organization now, but will eventually take the Lantern Bearer archetype and prestige class). I've always thought that was a particularly cool group and this is sure the campaign to play one in.

I've got a couple of other ideas in consideration too, but that's the one that jumps to mind.


TheNine wrote:

Super dotting!

How do you feel about undine Oracle/wizards of the water element or ice element instead?

I'll allow them, certainly.

Scarab Sages

woot will have something up tomorrow then :)


Dotting for interest - am mulling Mholk a dim-witted Human (with Ogrekin lineage) either a Brawler or Barbarian (Brutal Pugilist) whose in debt to Clegg Zincher - likely through thrown fights etc.

Quick question G-M C: I'm a huge fan of traits for character flavour, is the Additional Traits Feat permitted? Or would you prefer to cap at 3 (2+1 from Drawback).


For 1st-level, I'd like the cap on traits to be at 3. The Additional Traits feat may be taken later.


Dotting. Will likely submit a cleric of Cayden Cailean.


Dotting


Are we allowed to submit a character if we've played the AP before? If it helps, I have a terrible memory :)


Questions:
1) No 3ed party stuff other than background skills?
2) How much background write up do you want?
3) How are you deciding who to take?

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Ooh, haven't been in a Second Darkness game in a while! Dotting!


Hey Dragoncat TG-MC it's been a while, Thanks for running the game. We don't see second darkness come up often, and I've not been able to get past the beginning. Let me see if I can dust off an old character or create a new one for you. I still prefer combat or skill focused characters, but it's the personalities I'm more interested in these days.

Dig the Campaign Traits by the way.

edit; Will you be looking for a certain amount of diversity in the traits of the people you select?


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@Ridge: Yes, you are. With that in mind, don't count on me to follow the books exactly as they're written. ;)

@pad300: 1) Not entirely sure what you mean by 3ed party stuff, but I won't be using Automatic Bonus Progression or anything else like that; just Background Skills and the Unchained classes. 2) A few paragraphs of backstory is fine. You don't need to give me a novella. 3) I'm looking for a balanced mix of classes and Campaign Traits.

@Robert Henry: Thanks for the interest in the Traits. :) I'm going to lean more towards having one unique Campaign Trait per PC--so one Gendarme, one Patsy, one Old Pal, etc.


The Game-Mastering Cat wrote:

@Ridge: Yes, you are. With that in mind, don't count on me to follow the books exactly as they're written. ;)

Even better, I shall try to put up something soon


I was in a SD game once that collapsed almost immediately. Not sure what I want to do, but I’ll look at some possibilities.

Liberty's Edge

Always wanted to try this one...let me see about getting a character up...probably a fighter of some type..lol


The Game-Mastering Cat wrote:
For 1st-level, I'd like the cap on traits to be at 3. The Additional Traits feat may be taken later.

No probs - makes it a nice feat to pick up later.

Going with Mholk as a Human (Ogre Ancestry) Fighter (Brawler archetype) - a CM monster for something different for me :)

Silver Crusade

Oh this is very tempting! I have a character from a game that’s currently on hiatus that would be perfect for the Pamodae’s Catspaw trait. I will muse on the subject and see what I decide


Contemplating a strength rogue/monk Intimidation/non-lethal build, a stern follower of Andoletta from “Out of Town”, down from Magnimar who is NOT impressed with the level of foolishness and amoral behaviours she sees in Riddleport.

Silver Crusade

Definitely dotting this, will probably try and make a mesmerist or an enchantment bard.

Dark Archive

I am interested. Here is

Thraag the Younger:

Thraag the Younger
-------------------
Male Half Orc Soulbound Summoner 1
N Medium humanoid (Human, Orc)
Init +2 ; Senses Perception +0
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, + Dodge, +0 Natural Armor, + Deflection, + Shield)

hp: 10 (1d8+2)

Fort +4 [+0 Base, +2 Con, +2 Luck], Ref +4 [+0 Base, +2 Ref, +2 Luck],
Will +5 [+2 Base, +1 Wis, +2 Luck]

--------------------
Offense
--------------------
Speed: 30 Ft

Melee: Dagger -5 [1d4-1; 19+ x2]

Ranged: Ranged Touch +2

Special Attacks:
Spells (CL 1st; Concentration +5)
Level 0 (-):[4] Daze, Detect Magic, Acid Splash, Read Magic
Level 1 (2/2): [2] Burning Hands (b), Mage Armor, Lesser Rejuvenate Eidolon

--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 14, Wis 12, Cha 16

Base Atk +0 ; CMB -5; CMD 11

Racial Abilities:
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

Sacred Tattoos: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class Abilities:

Spellcasting: Charisma based. Unchained Summoner Spell list + Oracle’s Curse spells..

Cantrips: You have cantrips.

Pactbound Curse: A soulbound summoner’s metaphysical connection with his eidolon has profound effects on both of them. The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype. In addition, at 1st level, the summoner must choose an oracle curse, using his summoner level as his oracle level for determining the curse’s effects. Once this choice is made, it cannot be changed. A summoner that gains spells for his list of spells known as a result of his curse must be able to cast spells of the appropriate level in order to cast the learned spell.

The glowing rune that the soulbound summoner shares with his eidolon always appears on a place symbolic of his pactbond curse. For example, a summoner who chooses the clouded vision curse might have his summoner’s rune manifest on one of his eyes, while a summoner who chooses the tongues curse might have his summoner’s rune appear on his lips. A soulbound summoner’s eidolon is summoned from his own psyche rather than a different plane, so spells such as banishment and dismissal do not work when cast on the eidolon. This alters the eidolon class feature.

Soulbound Life Link: The essence of a soulbound summoner’s eidolon resides within the summoner’s mind and soul instead of a home plane, and he can use this connection to restore his eidolon with his own vitality. The summoner can use his life link ability to sacrifice any number of his hit points without using an action. Each hit point sacrificed in this way heals the eidolon for 1 point of damage. The soulbound summoner can use this ability even after the eidolon has been killed and sent back to its summoner’s mind; if the eidolon is healed enough that its hit point total is above 0, it can be summoned again as normal. This alters life link.

Weakend Summoning: A soulbound summoner’s eidolon is usually the result of unintended magic, trauma, or a singular pact, instead of rigorous arcane study. Soulbound summoners do not gain the ability to cast the summon monster or gate spells as a spell-like ability.

Soulbound Evolution: A soulbound summoner’s eidolon gains power from its unusually strong bond with its summoner.

At 3rd level, and again at 5th, 7th, and 9th level, the eidolon adds 1 point to its evolution pool.

At 11th level, and again at 15th, 17th, and 19th level, the eidolon adds 2 points to its evolution pool. At 7th level, the eidolon can select evolutions even if it does not meet the subtype requirements for that evolution.

At 13th level, the eidolon can draw from its summoner’s power to cast spells. The spell must be a spell that the summoner knows, and the summoner must expend two spell slots of the same spell level or higher to allow the eidolon to cast the spell. Expending spell slots in this way does not take an action. The eidolon uses the summoner’s caster level, feats, and casting statistics for all spellcasting purposes. The eidolon must be able to meet all other requirements for casting the spell, such as being able to speak for spells requiring verbal components and providing any material components or focuses for spells that require them. The eidolon must be able to move its body to cast spells with somatic components, but it does not need to have the limbs (arms) evolution.

Oracle’s Curse: Blackened: You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.

At 5th level, add scorching ray and flaming sphere to your list of spells known.

At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.

Traits
Lantern Informant: You’re one of the rarest breed of folk in Riddleport—you’re someone respectable. The ones in charge either ignore you or otherwise don’t see you as a threat, the smallfolk don’t mind so much when you pass them by and you know what to do to get the gangs to leave you alone. By all standards, you’re no one of importance: that was why you were contacted. A stranger in a dark green, leaf-embroidered cloak and bearing a fancy lantern tracked you to your home one night and offered you gold for information regarding Riddleport’s leaders. You told him what you knew, accepted your payment and thought you’d never see him again—but he came back the next week. And the week after that, and for many weeks afterward. Now, the stranger has made a bigger request of you—he wishes for you to attend the Gold Goblin’s opening tournament and find out everything you can about Saul Vancaskerkin and why he has returned to Riddleport. You gain a +1 trait bonus to Diplomacy and Perception rolls, and one of these is always a class skill for you.

Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Feats:
Simple Weapons and Light Armor Proficiency
Extra Evolution: +1 Evolution Pool point.

Skills: Acrobatics +4 [1], Climb +0 [0], Diplomacy +4 [0], Knowledge: Arcana +6 [1], Linguistics +5 [1], Perception +6 [1] Spellcraft +6 [1], Use Magic Device +7 [1]

Languages: Common, Orc, Ancient Osirian, Necril

SQ: -4 weapon attack Rolls

Combat Gear: Dagger, Hide Shirt, Greataxe* 42 gp

Gold: 53 Silver:3 Copper:

--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll x2* 1/1 5 0.2 gp
Spell Component Pouch 1/1 2 5 gp
*= Carried by Thraag the Elder.
Total Weight 21 lbs lbs light 26 or less/ medium 27-53/ heavy 54-80
Thraag the Elder
-------------------

Male Ancestor Half Orc Eidolon 1
N Medium humanoid (Human, Orc)

Init +1 ; Senses Perception +3

--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+0 armor, +1 Dex, + Dodge, +4 Natural Armor, +0 Deflection, +0 Shield)

hp: 11 (1d10+1)

Fort +3, Ref +1, Will +2

Defensive Abilities: None

--------------------
Offense
--------------------
Speed: 30 Ft

Melee: Greataxe +4 [1d12+4; x3] and Bite -1 [1d6+3; x2]
Or 2 Claws +4 [1d4+3; x2] and Bite +4 [1d6+3; x2]

Ranged: None

Special Attacks: Primary Natural Attacks [Claws, Bite]

--------------------
Statistics
--------------------

Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

Base Atk +1 ; CMB +4; CMD 15

Racial Abilities:
Intimidating: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Darkvision: 60 ft.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class Abilities:

Max Natural Attacks: [3]

Darkvision [60 ft]

Link: A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Share Spells: The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Additional Class Skills: Acrobatics, Survival, Intimidate, Knowledge: History

Evolutions: Evolution Pool [2]

Biped (Limbs [Arms] and Limbs [Legs]), Claws 2 [1d4] Free
[i]All Half Orc base racial traits. Free
Improved Natural Armor: +2 Natural Armor [1]
Bite: Sharpened Teeth [1]

Feats:
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skills: Acrobatics +5 [1], Bluff +4 [1], Intimidating +2 [0], Knowledge (History) +2 [1], Perception +3 [1]

Languages: Common, Orc

SQ: Darkvision 60 ft., Link, Share Spells

Combat Gear: Rough leather pants, Greataxe
Total Weight lbs light 76 or less/ medium 77-153/ heavy 154-230

Here is his

Background:

Thraag grew up in the city of Riddleport. He was weak of stature which meant most of the criminal groups had little interest, but was likeable enough that most also chose to leave him alone. Because of this he missed out on many of the darkest aspects of the City of Ciphers.
One day Thraag saw a murder and chose to report it rather then turning a blind eye. Unfortunately for Thraag, the guard that he told his information to worked for the criminal group that reported the murder and reported to them that Thraag had told on them.

The crew hired some thugs to take care of Thraag while distancing themselves from what happened to him in case he told others what he had seen. When the group attack Thraag the were told to make it look bad so others would not follow in his suit. So the group began by pinning him and striking at him with torches meant to slowly burn him to death. Thraag defended himself by throwing up his arms to block the flaming blows which charred his hands and arms.

As Thraag howled in pain he heard a gruff voice in his mind telling him to let him out. Thraag had no idea what the voice was talking about but howled out “Yes!”. Suddenly a huge half orc burst out from the darkness into the thugs.The first thug went down to a flurry of clawed attacks, while went down to a vicious bite.

In short order the strange half orc destroyed the thugs. He took some equipment from the fallen thugs and then carried Thraag to a nearby shrine to have him healed. But even with the magical healing the charred marks on Thraags arms remained there.

Word of the lost thugs reached the crime organization, but they were unsure of what occurred or where the large half orc that now traveled with Thraag came from. Many assumed it was a family member as the two resembled each other, even though the new half orc looked far more feral. The group decided to simply watch for now and use the charred marks on Thraag’s arms and hands as a threat to those who would cross them.

When the two were alone they spoke and Thraag discovered that his savior was an ancestor who shared his name and heard his pain in the spirit world and returned to aid his descendant.

Shortly after Thraag survived his encounter a man with a lantern came and started asking him for favors. Thraag was bitter over what happened and agreed to start passing what he saw or heard to the man.

The Concordance

TheMorphling here! I've been an active participant on the forums for years and I've got lots of PbP experience - I've played in a Kingmaker game which ran from 2014 to 2018, and am currently in a PbP Wrath of the Righteous which has run from late 2015 to the present, so I can promise reliability and attendance.

Here's that half-elf ranger I talked about - her build's still coming together but I've hammered out the basics and her backstory is listed below. I'll get the last of her skills/equipment figured out shortly.

Campaign Trait: Lantern Informant

Backstory: Erileth's parents met while her elven mother was traveling, and they struck up a casual romance that lasted long enough to leave her with child. She returned once the child was born - a son they named Delanar. She left the boy with his father but vowed to return - a promise she kept, checking in with the growing boy and her lover each time she returned from an excursion. Where exactly she was being called off to each time she kept vague, but kept her word and maintained their relationship. Eventually the pair were blessed with another child, seven years younger than her older brother - a cherry-haired girl they named Erileth. Alas, the little girl would never get to know her mother - she was called away mere weeks after the birth of her child, and this time she did not return.

Erileth's life growing up was a happy one, with a devoted and loving father and the support of her older brother. By the time she was an adult, her brother (a crack shot with a bow himself) had taught her to be a fine archer, and her father's work as a tradesman was enough to give her a modest education. Things took a turn for the worse when Erileth grew into her thirties - her brother left, off on some mission he wouldn't explain, and shortly after their father fell ill, dying later that year.

With little left to tie her to the town, Erileth packed up her things and set off to look for her brother. She followed what leads she could, but the trail went cold in Riddleport after nearly a year of effort. At first she found herself overwhelmed by the dangers of the deadly port, but quickly discovered the one legitimate way to make a coin in the City of Ciphers - information. A keen-eared observer could learn a lot in the city, and that's how she met her latest client - a strange fellow in a green cloak who always carried a fancy lantern with him. More than happy to take his coin, she's reported several times to the mysterious figure on the various goings-on of the city. Now he's asked her to do a bit more - attend the opening of the Gold Goblin and report on its proprietor. Reasoning that the more difficult request might have a sweeter payout, Erileth has decided to attend. After all, what could go wrong?

(Potential spoilers hidden for anyone who hasn't read the adventure path - I've not played it, but I've GM'd the first book and am vaguely aware of the major themes of the AP.)

OOC Notes:
Erileth's mother was of course a Lantern Bearer, and a few years back her brother was recruited to join the organization as well. A Lantern Bearer approaching a half-elf whose parentage is known makes sense - if she does well, perhaps she'll be offered membership too. I definitely intend for her to take the Lantern Bearer prestige class once she's high enough level - it seems like a fun class and should fit this AP beautifully.

GM, please let me know if any of this is unworkable or you'd like to see some changes!


Looks pretty good so far!

Just as a reminder to all applicants, if you wish to take a 3rd trait for your character, you'll need to take a Drawback as well.


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So working on a member of Cromarcky’s Gendarme. A Varisian who was tired of everyone thinking all Varisian's were Sczarni, so he decided to do something about it. One of the last good cops in a bad city. A cross between Jim Malone, John McClane and Captain Carrot. I figure by this time, after one too many threats on his life, his Varisian wife has taken the kids and left, joining her family on the open road.

I need to decide what kind of crunch, I've never played an investigator so thinking about it. Once I've decided what class and some of the other particulars I'll fill in the details on the fluff.

With the deadline being the 31st that gives us plenty of time :)

edit: Hmmm, why not the Cavalier archetype "Constable"


Dotting, I’ve always liked this AP, despite the blemishes. A drow AP is just such a cool idea.


In the process of fleshing out the backstory for my professional tavern wench turned faithful of Grandmother Crow. Before I get too far down the rabbit hole, there’s a trait I like for the mechanics (Absalom Bouncer) but I would prefer to have her hail from Magnimar instead. Any issue with reflavouring the trait?


@Caria Imbrex: Sure, I'll allow it.


Hey! I've always wanted to play in this AP. Was thinking of creating some sort of elven mage (i.e. wizard, arcanist, etc.) with the Tammerhawk’s Agent trait.

Silver Crusade

Hello! I'm happy to present Ella Va Gootyme (catspaw of Shorafa Pamodae) for consideration.

Crunch:
Ella Va Gootyme
Male azata-blooded aasimar (musetouched) vigilante (zealot) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Intrigue 9, 62)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +6
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged pistol +2 (1d8/×4)
Special Attacks deeds (quick clear), grit (4)
Vigilante (Zealot) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—fabricate disguise[UI], forbid action[UM] (DC 15)
. . 0 (at will)—brand[APG] (DC 14), daze (DC 14), detect magic, oath of anonymity
. . Domain Black powder inquisition[UC]
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Statistics
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Str 11, Dex 14, Con 12, Int 10, Wis 18, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Amateur Gunslinger[UC], Gunsmithing[UC]
Traits black powder interjection, charming, - custom trait -
Skills Bluff +7 (+8 vs. characters who could be attracted to you), Craft (alchemy) +4, Diplomacy +9 (+10 vs. characters who could be attracted to you), Disguise +7 (+27 to appear as part of polite society while in your social identity), Perception +8, Profession (courtesan) +8, Spellcraft +4; Racial Modifiers +2 Diplomacy
Languages Celestial, Common
SQ disruptive shot, dual identity, hedonistic, inquisition (black powder inquisition[UC]), social talent (double time[UI])
Combat Gear black powder reagent (7); Other Gear lamellar cuirass[UC], buckler, dagger, pistol[UC], belt pouch, fashionable accessories, flint and steel, gunsmith's kit[UC], pocketed scarf[UE], powder horn[UC], 11 gp, 7 sp
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Special Abilities
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Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Disruptive Shot (DC 14) When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a -4 penalty on concentration checks for 1 round.
Double Time (Ex) 6 hr shifts at day job, 4 if it involves social grace skill.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Grit Tracker Helper This is a dummy ability to add an extra entry for the amatuer gunslinger's grit in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Vigilante (Zealot) Domain (Black Powder Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If failed, the spellcaster takes a -4 on concentration checks for 1 round.

Fluff:
Ella is one of High Priestess Pamodae's secret weapons, a highly effective information agent well-versed in multiple forms of seduction and subterfuge. And if that doesn't work, then Ellery (as his alter ego is known) is a crack shot with his pistol. It pays to have a fallback option, especially in Riddleport.

Ella presented herself to Shorafa Pamodae's establishment one day without warning, an ebony-skinned, emerald-eyed temptress dressed in pristine white, destined for greatness within the halls of companionship. It took a few days before Ellery, Ella's alter ego, surfaced in the private room of an otherwise-lovely evening turned sour. The gendarme in question suffered a flesh wound to the upper thigh in payment for his less-than-gentlemanly manners, and after Madame Pamodae paid him off, she realised the treasure employed on her roster.

A staunch devotee of Nethys, Ellery (surname redacted) is a logical and dispassionate employee, but Ella Va Gootyme is a hedonistic force of nature. Madame Pamodae has taken Ella under her wing, teaching her much of what she knows so that Ella can expand on what Shorafa knows. After all, knowledge is power, not only in Riddleport, but elsewhere. The knowledge of Ellery remains in Madame Pamodae's asset column, but for how much longer?

Ella has been dispatched to Saul Vancaskerkin's Return to Riddleport party, the party girl destined to kick the shindig up a notch. It remains to be seen just how many notches up things will go.


Trying to work towards the full campaign and not the starting spot, I'm looking at a Kyonin Elf Ranger (Lantern Lighter) who is an Out-of-Towner, but was sent specifically to provide assistance to the unnamed one gathering information. My character wouldn't have any of the intelligence being sought, so the Informant trait just feels wrong, but the connection feels so right.

I'm most of the way through the mechanics. Will post more once it is ready for review and feedback.

Note, while the character will easily qualify for the Lantern Bearer Prestige Class, staying Lantern Lighter will yield some marvelous capabilities. Darkvision, Evasion, Poison Immunity, light as a weapon against sensitives, . . ..

Silver Crusade

Alrighty I decided to submit! I believe I have finished tweaking her for your game’s starting requirements. Here I present Briar. Let me know if I’m missing anything or there are any questions!


@Hrothdane: Looks neat!

@Ella va Gootyme: Looks good!


This will be the Nine's Entrant, Working on the updating of the profile and backstory now. Going with the Out of Towner background trait despite being a wizard/oracle. (well eventually)

Everything should be good to go, will probably go over my gear again but the rest of the crunch should be good to go along with the background.


Neat!


I'm not super familiar with the AP, but I'm pretty sure that the darklantern archetype wouldn't be a particularly fitting one, am I correct?

If so, I'll try to put something else interesting together.

Also, hi Dragoncat. Nice to see you.


I've a character just for that. I'd just need to adjust the levels and backstory, but she doesn't even need that much tweaking.


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I figured I’d run a list just to see what others were doing. The finished applications are listed by Traits, it seems relevant.

I noticed Hrothdane Nice character by the way listed some personal information on the character sheet. Would something like that aid in your selection?

Posted Interest:
The Sorting Hat GM
Black Dow: Mholk as a Human (Ogre Ancestry) Fighter (Brawler archetype)
Brainiac: a cleric of Cayden Cailean
pad300:
Ridge:
Archpaladin Zousha:
Robert Henry: Onnello Ustradi: Male Human Cavalier (archetype Constable) Cromarcky’s Gendarme
Ouachitionian:
Daniel Stewart:
Nazard: rogue/monk Intimidation/non-lethal build, a stern follower of Andoletta from “Out of Town”
Trevor86: a mesmerist or an enchantment bard.
Mythicman19:
Caria Imbrex:
MauveAvengr: some sort of elven mage (i.e. wizard, arcanist, etc.) with the Tammerhawk’s Agent trait.
hustonj: a Kyonin Elf Ranger (Lantern Lighter) who is an Out-of-Towner,
Sensen
Krystal Popescu

Finished character: Sorted by Trait:
Cromarcky’s Gendarme:

Knocmar’s Mouse:

Lantern Informant:
The Morphling: Erleth Female Half-Elf Ilsurian Archer Ranger 1: Lantern Informant
Malinor.: Thraag the Younger Male Half Orc Soulbound Summoner 1: Lantern Informant

Out-of-Towner:
TheNine: Acesy Aelln Male Undine Wizard/Oracle 1: Out of towner

Pamodae’s Catspaw:
Hrothdane: Briar the Rose Human Oracle/1: Pamodae’s Catspaw
dinkertry: Ella Va Gootyme Male azata-blooded aasimar (musetouched) vigilante (zealot) 1 catspaw of Shorafa Pamodae

Saul’s Old Pal:

Tammerhawk’s Agent:

Zincher’s Patsy:

I apologize If I have missed something or gotten something wrong, please let me so I can fix it


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Sensen wrote:

I'm not super familiar with the AP, but I'm pretty sure that the darklantern archetype wouldn't be a particularly fitting one, am I correct?

If so, I'll try to put something else interesting together.

Also, hi Dragoncat. Nice to see you.

For the archetype, you would be correct--at least, for the first book.

And hello :3


Robert Henry wrote:
I noticed Hrothdane Nice character by the way listed some personal information on the character sheet. Would something like that aid in your selection?

You don't have to do that if you don't want to.


Yeah, I more or less figured, but I wanted to check first...

EDIT: Is retraining open? I'm debating doing a vigilante anyways.


Sensen wrote:

Yeah, I more or less figured, but I wanted to check first...

EDIT: Is retraining open? I'm debating doing a vigilante anyways.

Retraining will be an option.


Personality, Description, and tragic Background are up for Caria.


Sorry, I should specify, this is Nazard’s monk/rogue.


Caria Imbrex wrote:
Sorry, I should specify, this is Nazard’s monk/rogue.

Looks good!


Alright, everything has been adjusted now for Krystal. Her trait is Saul's Old Pal.


Krystal Popescu wrote:
Alright, everything has been adjusted now for Krystal. Her trait is Saul's Old Pal.

Looks good for the most part--the one problem I see is that you have the Ex-Sczarni trait, which is a Campaign Trait for Shattered Star.


The Game-Mastering Cat wrote:
Krystal Popescu wrote:
Alright, everything has been adjusted now for Krystal. Her trait is Saul's Old Pal.
Looks good for the most part--the one problem I see is that you have the Ex-Sczarni trait, which is a Campaign Trait for Shattered Star.

Alright, that's been fixed. I thought the wrong one was the campaign trait. And I put background skills into account.


Teion's backstory is done, but I've yet to put together his stats - once I decide how I want to build him/them, I'll get that done, but I'm satisfied with what I've done so far.

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