Nonbinary (They/them) Shoanti Rogue (Unchained, Scout, Thug)/Brawler (Snakebite Striker) 3/6 | HP 81/81 | AC 24, T 17, FF 17 CMD 25 | F +9, R +15, W +6 | Init +8 | Perc +7 | SM +6 | Long-term buffs:
Pava gives a kiss to the blade of their ancestral klar as Andaisin draws closer. "Time to se if Da's right, and you're really mad I shortened the blade."
Male human ranger (ilsurian archer, sable company marine) 8| HP 80/80 | AC 19/12/17, CMD 21 | F +9, R +9, W +6 | Init +2*, Perc. +13* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (40), blunt (20), cold iron (20) | Harrow Points: 3 |Status: N/A
Yeah, hand out that smackdown, Pava! You are missing damage rolls for the last two attacks.
CG F Half-Elf Vigilante (Double Scion) 8 | HP 60/61 | AC 22 (T 17 FF 16) | CMD 24 | Fort +3 Ref +12 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +12 | Perc. +10/+12 (dim light or darkness) | Conditions: -1 Cha (AS damage, blood veil), cat's grace 3m, bless 8m, stoneskin 8m (60/80) | Daredevil Boots 2/10 rounds | Harrow Points: 8
GM Harrow wrote:
Without her weapon, Andaisin considers the situation for a moment. Then she hisses "HALT!" with an air of absolute command as she clutches the unholy symbol of Urgathoa at her neck. She doesn't even flinch as Elric's arrow speeds past her cheek.
Shrike is already scanning the remaining zombies for her next target, but at the word, her attention is inexorably caught by the dark priestess's unholy symbol.
Will save, DC 23, compulsion:1d20 + 10 ⇒ (3) + 10 = 13Boo. Should've taken the other vigilante talent I was considering last level instead.
Will DC 23:1d20 + 7 ⇒ (8) + 7 = 15No AOO for Audria
Audria rethinks her tactics as once again she struggles to do anything, unfortunately, the young paladin's muscles seize as Andaisin's command rings out. All she can do is float in the air and watch as the priestess drops down to the floor.
F LG Tiefling (Hellspawn) Cleric (Ecclesitheurge) of Abadar 8 HP: 57/57 | AC: 16/12/14 | CMD: 17 | F: +9; R: +6; W: +12 | Resist: acid 10, cold 5, fire 5, electricity 5 | Init: +2 | Perception: +15; Darkvision 60 ft | Conditions:
Will:1d20 + 12 ⇒ (6) + 12 = 18
Kandru glares at the priestess from behind her mask as her limbs freeze up, her holy symbol still held aloft.
Her wolves, on the other hand, continue to attack the blinded zombies, trying to break apart the line of undead between the party and the master cleric.
Male human ranger (ilsurian archer, sable company marine) 8| HP 80/80 | AC 19/12/17, CMD 21 | F +9, R +9, W +6 | Init +2*, Perc. +13* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (40), blunt (20), cold iron (20) | Harrow Points: 3 |Status: N/A
Still frozen in place, Elric sends a mental plea to their ghostly guardian.
Zellara, if you are watching, I could really use your help. Her grip on my mind is too strong!
GM, any chance I can spend a Harrow point or the previous blessing from Zellara to get a bonus on Elric’s Will save? I need to roll 17+ not to be stuck for the rest of the fight.
Fueled by holy rage and empowered by her goddess, Audria spins her glaive around and finally connects with Andaisin as she starts to get out of the paladin's reach.
If she's still up.
Audria drops next to the priestess and tries to do it again.
Aided by the invisibility spell, Pava lands two solid hits on the priestess, her blood shockingly red on her pale skin as the cut-down klar slices down a thigh, then between two ribs on the backswing.
Andaisin gasps in pain and outrage, her eyes blazing with a dark fire that promises painful retribution. And that retribution comes, as a sickening backwash of energy that floods through the Shoanti.
Meanwhile, the summoned wolves continue to tear at the undead guards, one of them managing a bite.
One hit, no trip.
Audria
As Andaisin contemptuously turns her back to Audria and begins to move away, she has reason to regret that decision, as the paladin's glaive scores a deep, bright gash down her back. More guarded now, she stops Audria's second attack with crossed forearms.
No confirmation, unfortunately.
Round 3
CL check against AoO DC 25:1d20 + 22 ⇒ (9) + 22 = 31
Careful not to expose herself again to attacks, she utters an incantation and her right hand begins to burn with an eerie dark fire. With uncanny precision, she reaches out towards the one who has stolen her scythe, touching one finger to an invisible cheek.
One of the zombies lands a powerful blow on the summoned wolf in front of it, but the other two flail around uselessly. 16 damage to Pink wolf.
Party is up! In case Pava fails their Fort save... remember there's no PC death in my games. :P I will allow Pava to spend a Harrow point even while unconscious to gain fast healing, if needed.
Male human ranger (ilsurian archer, sable company marine) 8| HP 80/80 | AC 19/12/17, CMD 21 | F +9, R +9, W +6 | Init +2*, Perc. +13* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (40), blunt (20), cold iron (20) | Harrow Points: 3 |Status: N/A
Man, this lady is one tough cookie. Fingers crossed for a successful Fort save, Pava.
Will Save:1d20 + 6 ⇒ (9) + 6 = 15
Will Save (birthday reroll edition):1d20 + 6 ⇒ (6) + 6 = 12
Elric struggles in vain against the magic command holding him in place.
CG F Half-Elf Vigilante (Double Scion) 8 | HP 60/61 | AC 22 (T 17 FF 16) | CMD 24 | Fort +3 Ref +12 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +12 | Perc. +10/+12 (dim light or darkness) | Conditions: -1 Cha (AS damage, blood veil), cat's grace 3m, bless 8m, stoneskin 8m (60/80) | Daredevil Boots 2/10 rounds | Harrow Points: 8
Shrike watches, frozen, as Andaisin gathers the shadows around herself and reaches out with a hand wreathed in darkness. She does not know what it means, and cannot see Pava to know what it does, but it cannot be anything good. If she could only force her forward foot to move... One step. Then another.
It is not easy. Not a blaze of rage and refusal like breaking through the hated necromancer's command. Instead it is like pushing against a great weight. We tracked you. Followed your trail. Caught you in your den. Step by careful step. Patient and stubborn. The Hunter guided us, but we took those steps. I will not stop now.
Her foot shakes, but it moves forward, by one staggering step.
Will save DC 23, compulsion:1d20 + 10 ⇒ (14) + 10 = 24
Shrike shakes herself free of the rest of the spell with a jerk, and darts back into the fray. Twisting her head, she can see that Kandru and Elric are frozen, but the zombies are also still blinded and reeling. One looks weak enough to be taken down, and she could draw the others away.
Purple has already taken 35+ damage from Pava's AoO and Kandru's burst of radiance, so Shrike will move action through its square to target it with UCAP, free action drop the curve blade, and draw Thorn as part of a second necessary move action to threaten Andaisin while also trying to draw the zombies' attention away from her allies. She currently threatens the outer (green-lined) set of squares I have marked with Thorn, and the inner (purple-lined) set of squares with her cestus, which can be taken off wielding Thorn and put back on as a free action. AoOs provoked by the zombies or Andaisin get used to try to trip. Acrobatics to move through space of Purple, acrobat's pillar, daredevil softpaw boots:1d20 + 14 + 2 + 5 ⇒ (9) + 14 + 2 + 5 = 30 Mwk elven curve blade (UCAP) v. Purple, daredevil softpaw boots, cat's grace, bless, 2H Power Attack:1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (12) + 11 + 2 + 2 + 1 - 2 = 26 Mwk elven curve blade damage, Lethal Grace, UCAP Hidden Strike, 2H Power Attack:1d10 + 3 + 4 + 4d8 + 6 ⇒ (10) + 3 + 4 + (2, 7, 6, 5) + 6 = 43
Audria steps back and shifts her grip on her glaive, letting her take full advantage of its length. It also allows her to put Andaisin on a line between her and Shrike.
5 foot step to make sure Andaisin is getting flanked by Audria and Shrike, then whiff on both attacks.
"A spell to slay living?" Alarm fills him as Pava is the target even if he can't see all the details and effects. Please, gods above, let them be okay!
Shane moves , glad for the blinded undead and wolf barrier. He has to angle this next spell just right. He doesn't want to catch an ally.
A word of power tripping off the tongue, a gesture arcane, and just a pinch of ground mica... whether it works or not, this spell will make an entrance.
Glitter dust positioning so the 10 foot radius doesn't hit an an ally and just hits our evil cleric . Will save DC 18 or she is blinded. Lasts 8 rounds. Even if she makes the save, at least she'll sparkle.
Update Buff:
Audria flies, for 78 rounds left, 77 starting next round
cat's grace creww for 23 rounds remaining.
Shrike also had stone skin for 73 rounds or until depleted dispelled ..sixty out of 80 left?).
Shane goes BLUR (20% miss chance for 78 rounds counting this one)
Protection from Evil for Shane as he needs the +2 AC bonus also 78 rounds (counting this one)
Nonbinary (They/them) Shoanti Rogue (Unchained, Scout, Thug)/Brawler (Snakebite Striker) 3/6 | HP 81/81 | AC 24, T 17, FF 17 CMD 25 | F +9, R +15, W +6 | Init +8 | Perc +7 | SM +6 | Long-term buffs:
Pava tries to howl in pain, but no sounds escape their strangled throat. Darkness swallows up the edges of their vision, only driven back by the jagged flares of pain that striking against a goddesses beloved has earned them.
But then... The smell of pasteboard, the scratch of a card's edge scraping a table. A respite.
They strike like a serpent, willing to fall themself if they can bring the architect of so many horrors to the earth with them!
Shrike musters the will to resist the compulsion and cuts down a second zombie, while Audria repositions herself; and while the paladin does not manage to land another blow on the priestess, clearly the memory of the one time she did hurt her is still painful, and Andaisin struggles to keep her attention on all the possible threats.
Will vs. Glitter, DC 18, sickened:1d20 + 15 ⇒ (10) + 15 = 25
The shower of glittery particles further distracts her, which allows Pava to strike her twice more - although they pay the price for it.
F LG Tiefling (Hellspawn) Cleric (Ecclesitheurge) of Abadar 8 HP: 57/57 | AC: 16/12/14 | CMD: 17 | F: +9; R: +6; W: +12 | Resist: acid 10, cold 5, fire 5, electricity 5 | Init: +2 | Perception: +15; Darkvision 60 ft | Conditions:
Will:1d20 + 12 ⇒ (11) + 12 = 23
Kandru springs into motion as she shakes free of the spell - rather than directly attack, she blesses Audria again, but her summoned wolves continue to press their assault against the undead minions. The injured one yelps in pain, dissolving into motes of light, but the uninjured one moves around the pool, coming to Pava's aid. The wolf snarls at the wicked cleric, leaping at her throat, but it fails to get past Andaisin's defenses.
Blessing of the Faithful - +2 to attack on Audria, since she's been having trouble with PA. 16 damage is actually enough to take down the wolf. The other one doesn't actually have a chance of hitting the priestess, but it's still a flanking partner and a target for hits.
"You dare strike me?! Taste my Lady's gift, then! May your agony please her!"
Putting her back to the rock wall of the cavernous chamber, Andaisin casts another spell. A cold, cloying miasma spreads from the hands of the statue, covering almost the entire room.
CL to cast defensively, DC 23:1d20 + 22 ⇒ (20) + 22 = 42What a waste of a natural 20!
If you are good or neutral and inside the purple circle (that would be Audria, Shane, Pava, Shrike and potentially the summoned wolf), DC 22 Will save. On failure you take 5d8 ⇒ (8, 6, 2, 6, 8) = 30 damage and are sickened for 1d4 ⇒ 4 rounds. On a successful save you take half damage and are not sickened.
Spellcraft DC 20:
The spell is Unholy Blight.
The blinded zombies, now bereft of any targets in their immediate proximity, mill about uncertainly.
(round 4 for Shane I think)
As Shane moves to get better line of sight, he idly wonders if maybe the vampire WOULD have been the easier foe! Even without her scythe, she was damn near untouchable, and her spells devastating.
And it was his turn to get caught in the effect of one.
Spellcraft:1d20 + 17 ⇒ (15) + 17 = 32
"Unholy Blight," He tells the others, "It's going to sicken some of us and.. hurt, a lot."
He remembers being told about the nature of necromancy by Callibrie. At first she had sought ways to harness it for healing. The half elf and she had been friends, even lovers now and then. But as the years at the school went on, she became less concerned with helping, and more so with the power of it "If you do it right, it's like the necromancy is feasting on your foe ,and sharing the meal with you." she had said once.
"I hope you choke on it," Shane mutters to his assailant.
WILL Save . Protection from Evil Bonus included 1d20 + 10 ⇒ (14) + 10 = 24
His ill wish of defiance seems to strengthen his resolve, and he resists the worst of the spell, though the pain is still intense.
Half Damage, and not sick
He draws the wand of magic missile Weak, but at least it should hurt her and it isn't likely to miss.
The magic wand fires two rather unimpressive looking bolts of magic at Andaisin, but the good news is, they literally can't miss.
One charge down to 42 charges I think. Dmg is2d4 + 2 ⇒ (4, 4) + 2 = 10
Updated Buffs:
Audria flies, for 77 rounds left, 76 starting next round
cat's grace crew for 22 rounds remaining.
Shrike also had stone skin for 73 rounds or until depleted dispelled
Shane goes BLUR (20% miss chance for 78 rounds counting this one)
Protection from Evil for Shane as he needs the +2 AC bonus also 78 rounds (counting this one)
While not blinded, Andaisin IS sparkly all over thanks to Glitter dust, for seven more rounds
Male human ranger (ilsurian archer, sable company marine) 8| HP 80/80 | AC 19/12/17, CMD 21 | F +9, R +9, W +6 | Init +2*, Perc. +13* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (40), blunt (20), cold iron (20) | Harrow Points: 3 |Status: N/A
Will save:1d20 + 6 ⇒ (16) + 6 = 22Soooo close!
Elric continues to struggle against the magic command, but still in vain. He takes solace in seeing his allies land blow after blow, even if it comes at the cost of pain and injury.
The projectiles of magical force streaking from Shane's wand do hit Andaisin, and the priestess whirls to glare at the tiefling, but she is still standing.
Male human ranger (ilsurian archer, sable company marine) 8| HP 80/80 | AC 19/12/17, CMD 21 | F +9, R +9, W +6 | Init +2*, Perc. +13* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (40), blunt (20), cold iron (20) | Harrow Points: 3 |Status: N/A
Temp hit points are subtracted first, so they should all be gone now.
Even with a fly speed of 40, Audria should be able to fly over and drop down behind Andaisin without provoking an AoO, I think.
Audria and her guide start coughing as the miasma swirls around them. Despite their best efforts, neither is looking good. Tally sings a trilling note, giving Audria a spark of divine guidance to help her before taking off and flying over to Shane's shoulder. Audria leaps up in the air and flies over Pava's and Andaisin's heads to pin the priestess between herself and the Shoanti rake, choking up on her glaive as she does so. Knowing how had it is to hit the priestess, Audria changes her tack, going for finesse instead of raw power.
CG F Half-Elf Vigilante (Double Scion) 8 | HP 60/61 | AC 22 (T 17 FF 16) | CMD 24 | Fort +3 Ref +12 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +12 | Perc. +10/+12 (dim light or darkness) | Conditions: -1 Cha (AS damage, blood veil), cat's grace 3m, bless 8m, stoneskin 8m (60/80) | Daredevil Boots 2/10 rounds | Harrow Points: 8
Pava has a high chance to already have gone unconscious on Andaisin's turn (which we might hear with the sound of a body falling), and you could five-foot step, preserve Shrike's flank, and full attack rather than getting just one attack in, Audria, so would you consider five-foot stepping and flanking with Shrike instead? Never mind on the flank, see Discussion. Sorry for the late post, I was traveling all day yesterday and could not get any time to myself to finish one. Also, don't forget Kandru gave you +2 to everything last turn.
Will DC 22:1d20 + 9 ⇒ (9) + 9 = 18Nope. Really really bad time to be sickened. Reroll time? Will DC 22:1d20 + 9 ⇒ (2) + 9 = 11Worse. Okay then.
Shrike grunts as the pain and nausea of dark energy wash over her. She's too hard to hit. Got to even the odds."I've been tickled harder. Girl, with me." She slides in the same direction as the priestess went, keeping her at the same distance as before, and lashes out with the twisting blades of the branch-spear for Andaisin's ankles, once, then twice.
Andaisin's scythe clatters to the ground before Pava realizes that their nerveless fingers have released it. As they collapse, just before their cheek slaps against the floor and consciousness flees they have one last flight of fancy. Go on and pick it up; give Murder Bird just one chance...
"Pava!" Shane call out as his friend, his often confusing cocky sometimes abrasive but fearlessly loyal friend drops with an audible thump and clank. They'll be all right. Pava is tough. but while he was afraid, now a growing fury is in him towards Andaisin. He doesn't have enough friends where he can let them be killed in front of him. I am going to send Andaisin to her goddess, but if I can arrange it, the journey is going to be a painful one.
A look of supreme satisfaction spreads on Andaisin's face as her scythe is released. She easily avoids both Audria and Shrike's attacks and begins to reach for her weapon.
In the interest of moving things along, I will bot Kandru.
Will save DC 18:1d20 + 12 ⇒ (13) + 12 = 25 Channel energy:4d6 ⇒ (2, 6, 2, 1) = 11
Braving the still-glittering area to reach her comrades in distress, Kandru steps around the undead guards to channel the healing power of Abadar.
Everyone except for Elric and Shane heals 11 HP.
Wolf vs. ??:1d20 + 2 ⇒ (1) + 2 = 3
Not sure why the green wolf is all the way by invisible Pava, it doesn't have a chance to hit Andaisin. But it missed anyway.
The pallid priestess extends a black-slippered foot to step on one end of the scythe, flipping it upright and catching it deftly with one hand.
AoO from Shrike. Audria is using a reach weapon while adjacent to Andaisin, so she does not threaten, imo.
Gripping her weapon now in both hands, Andaisin swings it at Audria. The wickedly sharp blade cuts through the paladin's armour, and a flash of resonant energy erupts from the place of impact, spreading up the blade and the shaft and striking Andaisin as well. The priestess licks bloody lips, smiling darkly.
Reflex versus Grease:1d20 + 8 ⇒ (16) + 8 = 24
"And now, I shall reap you all for the glory of my Lady!"
Male human ranger (ilsurian archer, sable company marine) 8| HP 80/80 | AC 19/12/17, CMD 21 | F +9, R +9, W +6 | Init +2*, Perc. +13* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (40), blunt (20), cold iron (20) | Harrow Points: 3 |Status: N/A
GM Harrow wrote:
Not sure why the green wolf is all the way by invisible Pava, it doesn't have a chance to hit Andaisin. But it missed anyway.
I think it was acting as a flanking buddy for Shrike or Audria. I'm going to hold off Elric's action until I see the result of the AoO's triggered by picking up the weapon and the regular melee attacks.
Also, don't forget that Audria's Smite adds an AC bonus. Not sure a 22 hits her.
CG F Half-Elf Vigilante (Double Scion) 8 | HP 60/61 | AC 22 (T 17 FF 16) | CMD 24 | Fort +3 Ref +12 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +12 | Perc. +10/+12 (dim light or darkness) | Conditions: -1 Cha (AS damage, blood veil), cat's grace 3m, bless 8m, stoneskin 8m (60/80) | Daredevil Boots 2/10 rounds | Harrow Points: 8
Shrike has been watching for an opportunity, and when Andaisin bends contemptuously to pick up her dropped weapon, she lashes out with the twisting blades of her spear for the priestess's long emerald skirts.
Thorn (CM Trip) AoO v. Andaisin CMD, cat's grace, bless, sickened:1d20 + 12 + 2 + 1 - 2 ⇒ (10) + 12 + 2 + 1 - 2 = 23Here's hoping her CMD is lower than her AC... If this succeeds at tripping and Andaisin goes prone, either that attack by her with the scythe is at -4 and she also takes a -4 penalty to AC against melee attacks (i.e. much easier to hit), or she has to use her standard action for another move action to stand up, provoking again from both Audria and Shrike. Audria currently does threaten with the glaive at melee range due to Spear Dancing Style: she described moving, choking up on the glaive as a swift action and making her standard action attack from that square last turn.
I think Pava would be at 1 hp and did not act yet in R5.
Given that I've been using the Breastplate stats and not the Gray Maiden plate stats, that hits. Heck, even if I had Audria wearing full plate, that'd hit. Audria's AC vs. Andaisin is 21.
Audria lands a hit, but takes one in return. Her following attacks are clumsy as she tries to stem the tide of her blood flowing from the vicious wound.
Between what Kandru does and the LoH, Audria's right back to 37 hp left.
(Round 5)
Not sure if Shane is up now or not, but in case you are waiting on me...put this where it belongs
Shane backs up and tries the magic missiles one more time.
Moved one square back, and then fired wand again for:2d4 + 2 ⇒ (4, 2) + 2 = 8
If I can whittle her just a bit more, the others can get a killing blow !
Buffs as of Round five i think:
Audria flies, for 76 rounds left, 75 starting next round
cat's grace crew for 21 rounds remaining.
Shrike also had stone skin for 72 rounds or until depleted dispelled
Shane goes BLUR (20% miss chance for 77 rounds counting this one)
Protection from Evil for Shane as he needs the +2 AC bonus also 77 rounds (counting this one)
While not blinded, Andaisin IS sparkly all over thanks to Glitter dust, for six more rounds
Her hubris is Andaisin's undoing; she has discarded the mortally wounded Shoanti as no longer a threat, and they almost stab her through the heart. Audria, too, adds a deep gash to the pale, lovely shoulder - although getting close enough to the priestess to strike her is not without consequences.
She should have fallen by now, surely. Yet, some dark force seems to sustain her as she smiles a bloody smile and raises her face to the statue in the center of the room, eyes closed as if in ecstasy.
CG F Half-Elf Vigilante (Double Scion) 8 | HP 60/61 | AC 22 (T 17 FF 16) | CMD 24 | Fort +3 Ref +12 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +12 | Perc. +10/+12 (dim light or darkness) | Conditions: -1 Cha (AS damage, blood veil), cat's grace 3m, bless 8m, stoneskin 8m (60/80) | Daredevil Boots 2/10 rounds | Harrow Points: 8
Round 6
Shrike snarls, guttural. "Your mistake." The nausea is not going away. But the beauty of dance is a pretty lie for the audience pasted over the steely endurance of suffering. She has danced with sprains, with cramps, with the flu, with bloody feet and missing nails and once with a concussion. This is nothing. She touches her heels together and then spins forward in an unexpected aerial, lashing out with her mailed fist almost as an afterthought along the way. She lands and darts around where she thinks Pava is, and the Thorn describes a graceful arc between herself and the girl's shining black glaive haloed in a faint rainbow.
Acrobatics v. Andaisin CMD+5, cat's grace, daredevil softpaw boots, acrobat's pillar, sickened:1d20 + 14 + 5 + 2 + 2 + 1 - 2 ⇒ (12) + 14 + 5 + 2 + 2 + 1 - 2 = 34
Cestus v. Andaisin, Up Close and Personal, cat's grace, bless, daredevil boots, sickened:1d20 + 10 + 2 + 1 + 2 - 2 ⇒ (9) + 10 + 2 + 1 + 2 - 2 = 22
Oh please let that hit. Move action combined with Acrobatics through Andaisin's space, swift action attempt to hit with UCAP with the cestus (taking a hand off Thorn to do so as a free action and put it back as a free action), standard action attack while flanking with Audria.
Status:
HP: 42/61
AC: 22 (17 touch, 16 FF)
Saves: All -2 for sickened: Fort +3, Ref +9, Will +7 (+9 v. enchantment, +8 v. compulsions)
Buffs and conditions: Sickened 2r, Cat's grace (20 rounds remaining), bless (70 rounds remaining), stoneskin (70 rounds and 60/80 points of damage remaining), daredevil boots (3/10 uses per day remaining), immunity to blood veil (plaguebringer's mask)
F LG Tiefling (Hellspawn) Cleric (Ecclesitheurge) of Abadar 8 HP: 57/57 | AC: 16/12/14 | CMD: 17 | F: +9; R: +6; W: +12 | Resist: acid 10, cold 5, fire 5, electricity 5 | Init: +2 | Perception: +15; Darkvision 60 ft | Conditions:
Apologies for the delay - I've been trying to get caught back up on my PbPs after the outage.
As Pava falls again, Kandru scowls at the Urgathoan priest, muttering an Infernal imprecation. Holding the golden key of Abadar aloft, she strides into the fray - moving to Pava's side, she casts a spell to heal the worst of the injured Shoanti's wounds, praying she is able to help the rogue.
Shrike's fist misses the priestess, however one of Thorn's blades impales Andaisin through the heart and she slides to the ground in a heap of velvet tinged with blood.
Male human ranger (ilsurian archer, sable company marine) 8| HP 80/80 | AC 19/12/17, CMD 21 | F +9, R +9, W +6 | Init +2*, Perc. +13* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (40), blunt (20), cold iron (20) | Harrow Points: 3 |Status: N/A
Does her death release Elric from the command spell or does he keep having to roll Will saves?
Male human ranger (ilsurian archer, sable company marine) 8| HP 80/80 | AC 19/12/17, CMD 21 | F +9, R +9, W +6 | Init +2*, Perc. +13* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (40), blunt (20), cold iron (20) | Harrow Points: 3 |Status: N/A
Looks like the answer is no, since greater command has a fixed duration. So, here goes...
Will save:1d20 + 6 ⇒ (17) + 6 = 23Woo-hooo!!
Whether it's the sight of Andaisin's body dropping to the floor or the pure frustration of being immobilized while his friends bleed, Elric finally manages to snap out of the magical command holding him still.
In a blur of motion, he rains arrows coated in holy balm down on the remaining zombies.
Attacking Blue until dead, then switching to Orange.
Male human ranger (ilsurian archer, sable company marine) 8| HP 80/80 | AC 19/12/17, CMD 21 | F +9, R +9, W +6 | Init +2*, Perc. +13* (* +4 in urban terrain/+2 in water) | Ammo: regular arrows (40), silver blanched (40), blunt (20), cold iron (20) | Harrow Points: 3 |Status: N/A
GM Harrow wrote:
Elric destroys one of the remaining undead guards and severely injures the other.
Actually, everyone else can act as well. Even if the last zombie dies, we are still in rounds.
The remaining zombie is likely destroyed by then, but it must make a DC 10 Reflex save next round or take another 1d4 dmg.
CG F Half-Elf Vigilante (Double Scion) 8 | HP 60/61 | AC 22 (T 17 FF 16) | CMD 24 | Fort +3 Ref +12 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +12 | Perc. +10/+12 (dim light or darkness) | Conditions: -1 Cha (AS damage, blood veil), cat's grace 3m, bless 8m, stoneskin 8m (60/80) | Daredevil Boots 2/10 rounds | Harrow Points: 8
This doesn't feel over. Hunter, guard us from Urgathoa's wrath for striking down her chosen and ending this abomination that sickens the village. Shrike wrenches her spear free from the priestess's dark heart and keeps a wary eye on both her corpse and the last of the strangely fast zombies as she speaks in the general direction of where she thinks Pava is.
"It was your kill. No crowing?" She is worried about Pava, but not unduly so. The sharp spray of Andaisin's bright red blood from an invisible blade when she bent to pick up her scythe had indicated that Pava had still been alive and kicking then. But they have heard no words from the acerbic Shoanti for an uncharacteristically long time. And every time Audria had struck her with the glaive, the dark nimbus of energy surrounding the priestess had flared, and the girl's face had grown grayer and more drawn. Likely that had been happening to Pava too, just invisibly, and the lack of blood on the floor is no guarantee of anything.
If it's important to keep track of rounds still, it looks like Shane and Kandru have acted for Round 5, while Audria, Shrike and Elric have also acted for Round 6. Pava was unconscious and dying at the top of Round 5 so missed that turn. Then we applied the channel that technically took place at the bottom of Round 4, and Pava came back up and took an AoO during Andaisin's Round 5 action that hit, but dropped to unconscious and dying again due to the Profane Nimbus. Now, if Kandru's additional healing from the bottom of Round 5 works (can you easily target an invisible creature with a touch spell?), Pava could now act in Round 6. So Pava, Kandru and Shane could act for Round 6.
Unholy blight happened in Round 4, so two rounds remain on those sickened effects.
Greater invisibility happened the turn right before we entered combat, so this round and next round would be all that remains. This is by far the highest-impact greater invisibility I have ever seen in actual play, by the way. Kudos.
Also, unfortunately, I wasn't tracking the blinded duration on burst of radiance - looks like it happened in Round 1 and gave blinded for only two rounds, so it should be long gone from the zombies by now. Oops.
Nonbinary (They/them) Shoanti Rogue (Unchained, Scout, Thug)/Brawler (Snakebite Striker) 3/6 | HP 81/81 | AC 24, T 17, FF 17 CMD 25 | F +9, R +15, W +6 | Init +8 | Perc +7 | SM +6 | Long-term buffs:
"Over here," they croak. A cork clatters to the ground next to Kandru and they take an almost impossibly long swig from a vial.
Potion of CMW:2d8 + 3 ⇒ (2, 2) + 3 = 7Round 6
They sigh wearily and haul themselves to their feat, appearing in the midst of refastening some of the straps of their klar. "A good job that Lady Despair taught her, else she might not have surpassed us in biting off more than she could chew."Round 7 (just in case)
CG F Half-Elf Vigilante (Double Scion) 8 | HP 60/61 | AC 22 (T 17 FF 16) | CMD 24 | Fort +3 Ref +12 Will +9 (+11 v. enchantment, +10 v. compulsions) | Init +12 | Perc. +10/+12 (dim light or darkness) | Conditions: -1 Cha (AS damage, blood veil), cat's grace 3m, bless 8m, stoneskin 8m (60/80) | Daredevil Boots 2/10 rounds | Harrow Points: 8
Shrike's posture relaxes fractionally at the sound of Pava's voice, hoarse though it may be. She jerks her head at the gilded statue of the half-skeletal goddess. "Wouldn't be a corpse-fly if she knew when to quit. She was always going to fight to the death. You didn't have to." From anyone else this would sound like a criticism. From Shrike, it doesn't.
The falsely short beak tilts toward Audria and the visible slash she had taken, as well as the less visible wounds to body and spirit. There is no blood on Shrike's dark clothes, and the mask hides her expression. A stranger would see only readiness to spring. But to those who know her, there is pain in her slightly bunched shoulders too. "We need the wand. Or more of the Judge's blessings." A nod to Kandru.
"But I don't trust her to stay dead." Shrike shifts to the side and closer so she can maintain a clear line of attack at the noise of Pava standing up, adjusting her grip on the spear. She stands prepared to strike downward with full force at the slightest motion or evidence of unlife from Andaisin's corpse. What odds that the shiniest, favoritest fly of the rot-goddess doesn't still have some scummer left to smear?
Round 7, when we get there: five-foot step, swift to switch to Spear Dancing Style, standard to ready an action to attack.
Audria sighs in relief as she hears Pava's voice. With everyone accounted for, she turns her attention to the corpse at her feet. Her stomach turns at what she decides to do next, but better a stain on her conscious than for the others to wind up stains on the floor, she supposes with surprisingly morbid humor. While Shirke stands ready to strike if Andaisin decides not to stay dead, Audria takes a more proactive approach.
Lady Shelyn, please forgive me for what I am about to do, but I don't think we can risk her coming back, she prays silently as she holds her glaive to her bowed head for a moment, then she begins the grim and grizzly task of dismembering the dead Urgathoan, starting with taking her head.
”The king is dying!” “What will become of Korvosa now?” “Who is this Chelaxian trollop who’s going to be our queen?” “It’s the curse, I tell you! The curse! For weeks, the rumors have been flying. Speculation runs rampant through the streets, and unease fills the air. From the East Shore to Old Korvosa, it seems like it’s all that anyone’s talked about. You've hardly noticed. All that’s on your mind is a message from an unknown writer.
I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset on the eighth. Others like you will be there. Gaedren must face his fate, and justice must be done.
It’s the eighth of Desnus, and it’s time you learned just what this mysterious writer knows about the man who ruined your life.
= = = = = = = = = = = = = = = = = = = =
Hi there. I’m GM Elfriede, and I’m looking to run my second favorite AP (behind Kingmaker). I’ve liked the urban adventure vibes of Curse of the Crimson Throne for a long time, and I’m aiming to take 5-6 PCs on this classic AP. I’m aiming for a pace of 1 post/day on weekdays, 1/weekend, though I may do more if I have time (I can't post during work, as I am an elementary school teacher).
Recruitment will be open until November 17 at 7:00 Mountain Standard Time. If submissions slow down before then, I’ll give 72 hours notice, then shut things down.
About Me:
I used to be very active on the boards as GM Aest, but lost access to the account. It was on an email address I can’t get on to anymore, so I’m back after a long hiatus. I’ve been a fan of Pathfinder and D&D since I was 14/15, when my friend DM’d a homebrew campaign for a couple of us. I like to use pictures to add to my description, and I generally have a few Pinterest boards hidden away for reference material.
Character Creation:
Race: Core races. I may be open to Tiefling as well.
Class: Core, Base (Unchained Summoner only, no Gunslinger), and Hybrid
Point Buy: 20 Point Buy
Gold: Average By Class
Traits: 1 Campaign, 1 Other. Up to one drawback for another trait.
3PP: Elephant in the Room Feat Tax Rules
Other Stuff: Background Skills are in play, any alignment is allowed, and HP is max at 1st level, roll or 1/2+1 after, your choice.
Background, Personality, and Appearance: I don't need a novel, but I am looking for something that's tied to your campaign trait.
Hi, Robert. Hags of Heibarr got benched for the time being due to work/life balance issues on my part. I was overcommitting to work and not setting boundaries, and it was killing my free time. I've figured out how to separate a bit better, so I'm going to run a few games. I think pad300 was part of Hags, so small world, haha.
Submitting Sylvia, a Half-Orc Jinx/Spellspy Witch with a Rat named Cheese.
Background, Personality, and Appearance:
Sylvia is capricious when not undercover, her boisterous attitude serves to further distance herself from the serene disguises she wears while hunting down drug dealers. She used to be an addict, and after a brush with death thanks to shiver she's dedicated herself to tracking down it's source and ending it, permanently.
Her long black hair can be seen in one of two styles, sleek and down when disguised, or messy and up when not. Her tusks are so small that most could assume they're simply crooked teeth. Her skin tone is a pink-grey, though with enough powder it's a pale-grey.
She practices the arts of her mother before her, though the whims of her patron are a mystery to her still.
I actually had this character built for a different campaign but didn't get selected, it happened to use the same build rules and i just swapped one campaign trait for another. -1 Reflex, +1 Fortitude
@GM Elfriede, I woke up with a good idea about a background story for this campaign. It does not neatly align with any of the listed campaign traits. Would you please give this a read and let me know where this fits best? I'm thinking Orphaned or Tortured...
My Story So Far...:
"Look at him, he's so weak!" The shove that came next put Gregor on his backside, his school-grays fouled on the muddy cobblestone.
Another bully kicked him in the side. "Go home and cry. Mother will take care of her little boy!" The pack of older boys laughed and took turns kicking the smaller child, finally leaving him to sob face-down in the dirt outside the school gate.
"Well now, aren't you a pathetic soul," announced a gravelly voice.
Gregor turned his head to see a gaunt older man staring down on him from around a post on the opposite side of the thoroughfare.
"Why do they torment you, boy?"
Forcing himself up, Gregor sat on his feet. "They hate my father."
"Hmm? And who is your father?" asked the strange man.
Gregor considered him before answering. There was a sinister tone to his concern, and he looked disheveled, out of place. How long had he been standing there? Was he waiting for someone at the school? But he seemed interested in Gregor, which was enough to loosen the boy's tongue.
"Davos Falconbridge. He's a mer--"
"I know who he is!" the man snapped. He paused to regard Gregor, then straightened, his body elongating with the fluidity of a snake. Then he smiled. "Well, the best revenge is revenge, I always say. Toughen up, boy. Here, take this." He produced from a pocket a small knife.
Gregor took to his feet and stepped closer, struck by the notion that he could do anything about the bullies, and that it should involve greater violence. But how he hated them. And then he was standing next to the older man, and the knife was pressed into the palm of his small hand. It felt warm, almost familiar.
"There now. It's not hard to figure out what to do with it. Good luck, boy." And with that, the old fellow drew a hood low, covering the exaggerated features of his face. A moment later Gregor stood alone, wondering what to do next.
*****
It wasn't difficult for Gregor to convince his father he needed to learn how to defend himself. A new conviction stirred in the young boy and Davos, who abhorred the weakness in his son, was all too pleased to pay for private martial training with a member of the Korvosan Guard. Each day after school Gregor was given a gold piece to pay for the lessons. Although he benefited from rigorous exercise, he was unable to shake a natural clumsiness with a weapon in his hand. When he asked to be trained with the little knife, the guardsman laughed at him and boxed his ears.
Not long after that, Gregor took his gold piece elsewhere. Afraid to tell his parents, he looked to The Shingles. There a gang of boys beat him and stole his gold, but another older figure took pity on him and carried him to a ramshackle rooftop abode.
"You are not from here?" The man cleaned Gregor's scrapes and gave him hot tea. The boy shook his head. "Then why are you here?"
"I'm weak," Gregor explained. "I'm a disappointment. Wherever I go I get kicked in the mud. I was hoping..." His voice trailed off.
"To be treated with dignity, is that it? Korvosa punishes you, for no reason? Your family, Same?" The man sighed and took pity on Gregor. "Tired, you are. Tired of sadness, of anger. But channel those feelings, and you can learn to defend yourself. Is that what you want? Is that why you are here?"
Gregor sat up. "Yes."
The man stood and bowed. "I am Ip-Xi Han, and I will teach you."
*****
For the next year Gregor would take his gold piece to The Shingles. His father never asked about his martial training; it was enough that the boy seemed more confident and there were fewer incidents at school. Davos assumed the guardsman's training was taking root in his son. But instead, Gregor learned from Master Ip-Xi. His body slowly transformed and as he grew taller he became stronger as well. He learned forms and striking techniques, sparring with a wooden dummy. They raced across the rooftops of the old city and in this way Gregor learned balance and speed. For his part, Master Ip-Xi never accepted payment, insisting Gregor use the daily gold piece to improve te lot of someone in The Shingles, and this became the first ritual before any training would commence.
One early afternoon Gregor spied a street urchin skulking in the shadows, eyeing an older woman carrying a small loaf of dark bread. The dirty child leapt at her with a little knife and she gave up her evening meal. The attacker fled quickly and Gregor rushed to help the woman, giving her his gold piece. The next day it was Gregor who faced the knife.
"You've got a piece of gold in your pocket. Give it to me," said the other boy, his voice a mix of desperation and fear. The knife was dirty and it reminded Gregor of the one given to him more than a year ago.
Seizing on his assailant's hesitation, Gregor grabbed the boy's arm and pulled, tripping him and landing atop his back. He disarmed him of the knife and then let him go. "Here, take it," he said to the defeated child. The gold piece changed hands and the child picked up his knife and ran off. It was the first time Gregor had tested his new skills. He would not have to wait long to test them again.
Two days later the same boy was back and two others were with him. This was the moment. If Gregor showed weakness he would never be able to return. He had to fight. He had to win.
The boys were aggressive but not coordinated. Gregor slipped the first knife attack and threw his attacker down. Then as the next boy came at him he kicked him in the chest. When the last boy tried to get around him, Gregor caught him by the arm and struck him in the face. The fight was over almost as quickly as it had begun.
"You've done well, boy," said an old familiar voice. The gaunt man emerged from the shadows. "Took my advice, I see. Good for you. Now I need something in return. You see, those were my boys. They're just like you were, only they don't have rich families to run back to. I show them how to survive, and there are many more of them."
"Who are you?" Gregor asked.
The old man smiled but his eyes betrayed cold malice. "Gaedren Lamm. I look after those who got no one else. You were that child not long ago. You know how I mean. But you ain't from here and my Little Lamms are hungry. You can start paying me back by giving me that gold in your pocket."
Gregor was afraid of Lamm, but he also felt a pull of sympathy, and possibly some measure of gratitude. The gold piece found it's way to Lamm's hand as easily as the knife had come to Gregor one year earlier.
Lamm knelt down and looked Gregor in the eyes. "Now, let's talk about your father."
*****
Everything happened too fast. Gregor didn't tell Master Ip-Xi about Gaedren Lamm for the same reason he didn't tell his father about Master Ip-Xi. He just didn't want things to be complicated. That happened anyway.
Within a month Lamm was plotting to break into the Falconbridge estate. "No one would get hurt," he promised. Besides, Gregor hated his old man as much as everyone else did, and his reasons were personal, so why not give the rich bastard a taste of his own medicine?
For a creepy old guy, Lamm was surprisingly nimble in the shadows. He and his small band of Little Lamms evaded the Guard and Gregor met them near his home. He showed them how to get into the house so that the watchman wouldn't know until it was too late. He told Lamm where the most lavish valuables were kept. He explained where his parents would be at this hour and that they would almost certainly be willing to be locked in the cellar when confronted. And of course, they wouldn't be overly concerned with their son's welfare, because when had that ever been the case?
Gregor remained out front on lookout. It was his job to deflect the Night Watch from suspicion. Lamm led his crew inside from the back alley but things almost immediately went sideways. Gregor heard a scream, then the sound of children howling like wolves. He rushed back inside too late. His mother's throat was cut and his father lay face-down on the floor, bleeding out from a rough castration. Lamm held a bloody dagger and a fistful of gems and was reaching for more.
The old villain sneered as Gregor stood mortified in the hall. "You are your own man now, kid," taunted Lamm. "How's it feel to be free?"
Gregor coiled up against his mother's lifeless body until the Korvosan Guard arrived early the next morning. Little of the Falconbridge fortune remained and his father's creditors demanded the estate. Left with nothing, his spirit crushed, he returned to the only person who had shown him true compassion in his young life: Master Ip-Xi Han.
He still carries the little knife. One day he'll use it to cut Gaedren Lamm's throat.
I KNOW I had a character I liked for this. Let me see if I can find it . . ..
Edit:
Ah, found him! Pretty much as I remembered, but he seems to have been advanced for a later stage game application. I'll need to adjust the build to your specs and drop him back to 1st level . . ..
https://paizo.com/people/Tawni
I post something off that alias after finishing the rebuild.
@Ms Bloodrive: You know what? Why not? Occult classes are cool, and I enjoy a good mesmerist every now and then. Occult Classes are okay too.
@Therenger: I feel good about orphaned, to be honest. It's a pretty intense backstory, but it works for sure.
@Everyone: Thanks for the interest! I'm excited to see what people create. I know there's one or two mostly-finished submissions, and I'll check them out in more detail later.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
I'd like to dot in, I was Caolaidhe in the Hags campaign. I will need a few days to consider but I'm currently leaning towards an alchemist, brawler, or kineticist.
@Therenger: I feel good about orphaned, to be honest. It's a pretty intense backstory, but it works for sure.
Yeah, it's easily the darkest backstory I've ever written. The character will be LN, so he turns out okay. I like Orphaned too, although it gives me something else to think about how any of those skills works for the character. This will probably be a straight-up human Monk, no archetype. (but no promises yet)
Working on Drobin, a man in the search for his kidnapped daughter!
Urban Bloodrager X/Inspired Blade Swashbuckler 5 focused build, that is hoping to follow the rumors that his daughter is in the city. Should have a backstory in a few days at most!
Here's my submission. Ersica will start off with one level as a Swashbuckler. From second level onward she will go straight through as an Empiricist Investigator.
She's completed mechanically except for editing. I have a quick background in place that I'll add to as I have time. I also need to finalize equipment and money.
One thing, I took the campaign trait Dockside Avenger. It's listed in Archives of Nethys for CotCT but isn't in the Players Guide. I'm not sure what's up with that. If it's not a legit CotCT trait I'll find another.
Here's my submission. Ersica will start off with one level as a Swashbuckler. From second level onward she will go straight through as an Empiricist Investigator.
She's completed mechanically except for editing. I have a quick background in place that I'll add to as I have time. I also need to finalize equipment and money.
One thing, I took the campaign trait Dockside Avenger. It's listed in Archives of Nethys for CotCT but isn't in the Players Guide. I'm not sure what's up with that. If it's not a legit CotCT trait I'll find another.
That campaign trait is from Varisia, Birthplace of Legends (PFRPG), and supposedly can be used in many different campaigns that are in Varisia, so it would be up to the GM to allow it as a AP Campaign trait. Thematically, I think it works, but that's just me.
I dearly want to play this AP! I've been playin PF since the Alpha, and have sadly yet to complete one adventure path. Curse is on my top priority of APs to hopefully play in and complete.
Unsure about what my character might be, but I'll read over the PG and see if I get any good ideas.
Pendleton here was in a short-lived CotCT game about 4 years ago, apparently we made it to level 2, but I can't remember what happened and I'd like to give him another chance.
He is a witch by class, but is/was a lawyer by trade.
Rolewise, he'll be buff/debuff with some healing.
I need to level down and check that he aligns with the other build reqs, but crunchwise he won't be changing much.
Backstory:
As a student, Pendleton would have been content to go through life as a trade lawyer - one who organises trade agreements and works out the appropriate legal documentation. He was personable enough to be able to negotiate agreements between two disagreeable parties, and though the minutia of his work would generally be considered uninteresting by most, he both enjoyed and excelled at it. However, fate, or someone else had him marked for more. One night, when he had been studying late into the night, he was roused from his writing by a sharp tapping at his window. Opening the shutters, he discovered a thrush, who fluttered in and took up position upon his desk. Staring at it, there was... communication of a sort between them. A small gift of power, and the knowledge that this gift could be nurtured and trained into something greater. Intrigued, Pendleton accepted, and since that night the thrush (named Perkins) has been his companion, although for a time he was content to focus more on his legal training.
Later, in his final year, he finally had a chance to use his skills on a job. He was working for Kistol, a small fisherman who was just getting big enough to start exporting. Everything seemed to be going well, when one night when Pendleton went to meet him, he found the fisherman murdered - and before he could do anything the guards arrived and he was arrested. Later, he found that Kistol had made an enemy of a man named Gaedren Lamm, but the source of this information - a fellow fisherman who had been badgered into providing false witness - had also been killed before revealing the truth to the authorities. Pendleton was released, but was forced to leave his training. In the months after this - when he had little else to do - that he began working to develop his own magical ability.
I'd love to be considered for this campaign. Curse of the Crimson Throne seems like the perfect urban adventure for a vigilante — someone inspired by the stories of Blackjack and also by a more personal and immediate need for revenge on Gaedren Lamm. The basic backstory would be a well-trained and well-educated upper-class young person, whose family experienced a drastic reversal of fortune, putting him/her in the position of suddenly needing to provide for younger siblings and leading him/her to accept dangerous work from Lamm out of desperation, with predictably tragic results.
Either the Betrayed or Missing Child campaign trait would work for the concept. None of the vigilante archetypes seem right except perhaps Dual Scion: if Lamm knew a half-elf he now believes dead, a social identity as a human and vigilante identity as an elf would offer some protection. Elven curve blade user with a Vital Strike-based avenger vigilante build could be a very decent primary melee damage dealer, as well as fill the role of face or shore up any given set of skills the party was lacking with the vigilante's excellent class skill list. But a trip-focused stalker vigilante using twin sickles and Acrobatics (maybe with an herbalist social identity?) could also work. I'll think it over and have a profile and more details done by mid-next-week.
I've got a cleric I can re-write a little for this campaign.
Here's the fluff: (sorry, it's a bit long)
Confessions of a shiver eater:
Spoiler:
No one knows the virtue of law better than the one who has stared crime and misery in the face. Such is the important lesson that Ernhild Jaggvir has learned in prison.
Born in Janderhoff, Ernhild lived the first decade of her life in blissful happiness, until a dumb work accident cost her father his right hand. No prosthesis would have granted him the perfect accuracy he needed to craft jewels, and the loss of his job turned him bitter and increasingly abusive, leading his wife to leave with another man. When none of Ernhild’s attempts to get away from him managed to grant her a moment of joy or peace, she left behind her job as a guard and a vague project of engagement, and embarked on a boat for Korvosa, hoping to start a new life.
What little money she had could only offer her a dilapidated flat on the Old Dock, and a small job as a bouncer in a shady inn where criminals, sailors, prostitutes and beggars alike came to drink their sorrow away. Ernhild came to regret that she couldn’t do the same.
It was there that she first heard of shiver, that a network of dealers provided generously. For a few, it was a necessary evil. For others, it was a distraction. An elf artist claimed that it enabled him to see masterpieces that no one had ever painted before. For Ernhild and so many other unhappy wrecks, it was simply relief, the kind that made the stars dance, your head spin, and almost knocked you out with ecstasy. The only thing strong enough to make them feel pleasure again -and how the spasms, the shaking hands and latent longing seemed like a small price to pay!
Without a homeland, friends or anything to hope for except a quiet, shameful death, Ernhild let herself sink deeper and deeper into an artificial paradise, until a particularly strong cocktail of alcohol and drug caused her to collapse on the street. The night patrol picked her up a couple of hours after.
She was in such poor a state that it was deemed better to let her in the care of the clerics of Abadar before talking trial and punishment. Miraculously, after a few weeks of constant screaming and pleading, she survived and recovered enough to stand before the judges without external help. She pleaded guilty. She was sent in jail.
While she served her sentence, she was noticed by one of the prison chaplains worshipping Abadar for both her resignation and the unusual, sincere comfort she seemed to find in their talks. Her mind and body were getting better and better, and she even got some of her determination back when the priest encouraged her to plan for a future as an active citizen. He was positive that she would make the most out of her second chance.
But a prisoner asking if there was any chance she could join the faith of Abadar as a priest was relatively unheard of.
Even as the prison chaplain tried to argue that she could perfectly be a devout follower of the divine Judge without becoming a cleric, Ernhild insisted that she wanted to make up for her past mistakes by helping other people in need. That part of Korvosa was only ruled by chaos and fear instead of the laws bringing peace and order. That she saw no greater honour than to dedicate her life to the God who had saved her. That she was ready to work hard and prove herself if she was only given a chance.
Ernhild repeated the same arguments for the last months of her sentence, and she looked so earnest that the priest, exceptionally, had a word with Archbanker Darb Tuttle about the strange prisoner. Fairly intrigued, he accepted to meet her personally when she got out and listened to her plea.
He gave her a chance.
She started to work as a cleaning lady. Then, after a year or so, she became an occasional assistant. Renowned for her efficiency and exemplarity, Ernhild was eventually promoted as an apprentice, with extra work on the patrols.
When it was discovered that she could channel divine energy, to kick her out became out of question, and after an additional five years of hard work, she officially became a cleric. Her « past » and special dedication to the poor, the sick, and the lonely even made her fairly well-liked by the lowest classes.
Yet the drug addicts that Ernhild frequently nurses prove that shiver is still a lucrative market in the poorest districts of Korvosa. It’s been more than ten years since she last bought a dose, and yet, when talking about their dealer, people always whisper the same name: Gaedren Lamm and his thugs. Gaedren Lamm, whom the guards are sometimes afraid to confront. Gaedren Lamm, who ruined hundreds of lives, and nearly ruined hers.
Dwarves live a long time, locked behind walls of stone. Threats usually come from the inside, and they have learned to identify and eradicate them quickly to protect the group.
@Drobin Tharcrash: Thinking on it some, I could see Drobin and Ersica having linked backstories through his missing daughter.
What if Drobin has hired Ersica to help him find her? It would be the kind of case she'd readily take. It wouldn't even cost Drobin much. Business isn't booming for Ersica. The detective for hire thing is a pretty weird concept for most people and it isn't exactly catching on. Come to think of it, Drobin could probably get her help for free or near to it.
Does this sound interesting to you? Ersica would switch to share your trait.
1 Handed Melee
Battleaxe +3 (1d8+3) Crit x3 Slashing
Dwarven Maulaxe +3 (1d6+3) Crit x 3 Bludgeoning or Slashing
Cold Iron Boarding Axe +3 (1d6+3) Crit x 3 Slashing or Piercing
Dagger +3 (1d4+3) Crit 19-20 x2 Piercing/Slashing
Ranged
Sling +0 (1d4+3) Crit x2 Bludgeoning
Thrown
Dwarven Maulaxe +0 (1d6+3) Crit x3 Bludgeoning or Slashing
Cold Iron Boarding Axe +0 (1d6+3) Crit x3 Slashing or Piercing
Dagger +0 (1d4+3) Crit 19-20 x2 Piercing/Slashing
Defence:
AC 15, touch 10, flat-footed 15 (+4 vs Giant)
hp 10
Fort 4, Reflex 1, Will 5 (+4 vs Spell/Spell Like Ability +3 vs Poison)
CMD 13
+4 vs Trip/Reposition
Skills:
Without / With Shield
Acrobatics -4
Appraise 1
Bluff -1
Climb -1
Craft (Arms and Armour) 5
Diplomacy -1
Disguise -1
Escape Artist -4
Fly -4
Handle Animal -1
Heal 3
Intimidate -1
Knowledge (engineering) 5
Knowledge (religion) 5
Perception 4
Ride -4
Sense Motive 3
Spellcraft 5
Stealth -4
Survival 3
Swim -1
Use Magic Device 0
Languages:
Dwarven
Common
Gear and Equipment:
Armour:
Scale Mail
Shield:
None at this time
Weapons:
Sling
Battleaxe
Cold Iron Boarding Axe
Dwarven Maulaxe
Dagger
Ammo
10 Sling Bullets
Adventuring Gear:
Warpriests Kit
Fishing Kit – Contains
Fishing Pole (Missing from Core)
Fishing Tackle (Hooks, Sinkers, Floats, and Lures)
Grappling Hook
Grooming Kit
String or twine (50 ft.)
Gear Maintenance Kit
Cooking Kit (AA)
Blanket
Flint and Steel
Consumables:
Sling Bullets x 10
Trail Rations x 5
Valuables:
PP=0
GP=30
SP=1
CP=9
Gems / Jewels
None
Traits:
Type (CRB 21): You are a humanoid with the dwarf subtype.
Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.
Darkvision (CRB 21): You have darkvision with a range of 60ft.
Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.
Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Tortured (APCT 16): You gain a +1 trait bonus to Reflex Saves
Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium, and Heavy Armours. You are proficient with shields (excluding tower shields.)
Weapon Proficiency: You are proficient with all Simple and Martial weapons. Additionally you are proficient with the following weapons: Battleaxe; Heavy Pick; Warhammer, and treat any weapon with Dwarven in its name as a martial weapon.
Aura (Core 39): A Warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.
Blessings (Su) (ACG60) 3 Times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC 13)
Increased Defence (ACG 67) You can gain a +1 Sacred Bonus on saving throws and AC for 1 minute.
Crafters Wrath (ACG 64) You can touch one melee weapon and grant it the power to bypass hardness and damage reduction for 1 minute.
Focus Weapon (Ex) (ACG 60) You gain Weapon Focus as a bonus Feat
Sacred Weapon (Ex) (ACG 60) Weapons you wield are charged with the power of your faith. When you wield a medium version of a Sacred Weapon, or one that you have weapon focus in, you can choose to do the base damage, or 1d6
Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast a cure spell of the same spell level or lower.
Feats:
Steel Soul (APG 170) You receive a +4 Racial bonus on saving throws against spells and spell like abilities. This replaces the normal bonus from the dwarfs hardy trait.
Weapon Focus (Longbow) (Core 136) You gain a +1 bonus on all attack rolls you make with this weapon.
Background:
Dolgrin was a born of a poorer family at Highhelm in the 5 kings mountains. During his very early years, he was brought up on the stories of his ancestors and their brave stands to bring the dwarves to the surface world. Shortly after his 10th birthday, his immediate family was killed in a mine collapse.
The only uncle of his family in Highhelm did not want him around, so paid for a trip to one of his cousins in Jangerhoff.
When the small caravan was passing near Korvosa, it was set upon by bandits who were routed by a patrol of hellnights which brought the few survivors to the city.
Not knowing where to turn, and out of money, He fell in with a bad crowd and soon was running errands, and cutting purses for Gaedren.
After a few years of that, he was not doing as well as he could due to him filling out in both bulk and height (For a dwarf).
Not wanting to continue to take risks, Gaedren and a couple of other Lamms cornered him where he spent the night in agony as he was tortured for sport.
In the morning, after they left, he made a vow to an entity that he had heard the other dwarves in the city use, that if he were to survive the torture, he would join the ranks of his supporters, and hunt him down.
A blue glow enveloped Dolgrin healing him of the open injuries, but leaving the scars as a reminder of the night.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Oh I'm SO interested in this! I played in a CotCT game a few years back that kind of died right at the start of book 3.
I'll get started when I'm not at work, but I think my character's base concept will be a Varisian warpriest of Desna with a sword in one hand and a starknife in the other. A Des-knight, if you will! :D
There's a lot of Clerics and Warpriests getting submitted, but I have no other ready characters, so here goes! Ernhild's crunch has been tweaked and can reviewed.
It seems like by the 17th, I'll have a bunch of great applications. I'll get a spreadsheet going or something, and I'll start doing lists of characters soon as well.
@Ersica: I think that trait could be okay, if your backstory gets tweaked so that the Gaedren Lamm conflict is personal, not just business. Alternatively, if your shared backstory with Drobin switches your trait, then that works as well.
I've landed on Monk (Ki Mystic). Gaining the ki pool a level earlier is just too good to pass on. Still working on the crunch but the profile is started here: Merrick Talbar (Gregor's assumed name)
@GM Elfriede, I'm planning to take the Axe to Grind and Reactionary traits in exchange for the Betrayed drawback. I think those work well with the backstory previously posted and the Orphaned campaign trait. Would it feel like I'm over-optimizing to also take Improved Initiative?
Seems a lot of people want to dip into Swashbuckler (either starting there or later in their build), but my plan for Tawni has him STAYING Swashbuckler until he's done.
He was originally built with Unhappy Childhood: Tortured, but the write-up fits Betrayed: Reformed Criminal just as easily, really. Some minor modifications could make it fit Betrayed: Hungry for Revenge, which is a mechanically superior choice for the character. Probably not going to do that, though. I think I will swap his trait out for Betrayed, though. I like how it feels around the character better at this point.
I've got to do some Elephant in the Room checks, purchase equipment, and calculate everything in the combat section. I think that's all I have left.
Question: Swashbuckler/Inspired Finesse - Assume the same swap as EitR provides for Unchained Rogue and give Deft Maneuvers instead, or do you have another preference or plan?
With the reply that I should stick with Deft Maneuvers in trade for Weapon Finesse, I believe Tawni has been both downgraded and updated to match the recruitment standards.
He's older for a 1st level character, but he's traveled quite the road (sometimes literally) to get back to Korvosa today. I kept his age below middle-aged, so there are no games to play about his attributes and aging.
The write-up includes my current thoughts for his Feat advancement. Some of the order choices are HARD. <grin> Most likely early alteration is swapping Dodge and Combat Reflexes, since Opportune Parry and Riposte lives and dies by AoO count . . .. Gotta make choices and stick with them, though, right?
Swashbucklers are meant to be front-line fighters. Tawni's skills are mostly Face skills and Movement skills (plus Perform (dance) and Sleight of Hand).
Hope you're not reconsidering your character concept because of my post! Maybe everyone who wanted to submit a Cleric did it at the same time ¯\_ (ツ)_/ Everyone has the right to play what they want to play
@Ersica: I think that trait could be okay, if your backstory gets tweaked so that the Gaedren Lamm conflict is personal, not just business. Alternatively, if your shared backstory with Drobin switches your trait, then that works as well.
Thanks for the feedback Elfriede. With Drobin no longer a submission it would be hard to make the Missing Child trait work without reworking Ersica's background quite a bit.
I wasn't really thinking about Lamm as someone who Ersica has a highly personal grudge against in using Dockside Avenger. I'll think on this and if I can find a good way to make it more personal I may stick with that trait. I have some days yet to come up with something.
The trait that seems to harmonize with Ersica the most as she currently exists is probably Love Lost (All Alone) so I'll consider it my default choice unless I think of a good idea for Dockside Avenger.
I'm mostly looking at character story fit over benefit. Most of the campaign traits aren't giving an Investigator anything more than +1 to a skill since practically every skill will be a class skill by level 2. Drug Addict (Personal Addiction) gives +1 to FORT, which is nice. But it just doesn't seem to match Ersica's vibe.
Hope you're not reconsidering your character concept because of my post! Maybe everyone who wanted to submit a Cleric did it at the same time ¯\_ (ツ)_/ Everyone has the right to play what they want to play
nope. just agreeing with your observation, and if i went magus, it would also work for me.
Don't forget the Inspired Finesse also grants you Deft Maneuvers as per the answer to my previous question. (Same swap the EitR rules explicitly provide for Unchained Rogue. Weapon Finesse becomes Deft maneuvers.)
Merrick Talbar (Gregor Falconbridge) - Therenger - LN M human Monk (Ki Mystic) - Love Lost: Orphaned? Reads like Betrayed: Hungry for Revenge to me
I might agree but the free OGL Player's Guide from Paizo lists no such trait unless I'm completely blind. Would or anyone you please provide the correct resource for players?
Well, obviously the Player's Guide is the CORE SOURCE.
We haven't really heard from the GM about the acceptability of the other options.
So, where are those options from? From a website (The Archives of Nethys) commonly referred to simply as Nethys. It is the formal website for Paizo's online SRD. Or was last I knew.
Hi there. I'd prefer you use the proper campaign traits, simply because this AP does a good job of tying the party together early with them. They're a little weird, because the Varisia: Birthplace of Legends traits seem to be lumped in with them on Archives of Nethys. Here's the list of ones that are from the Player's Guide, if you don't want to download it.
Betrayed either Hungry for Revenge or Reformed Criminal Drug Addict either Addicted Friend or Personal Addiction Framed either Dropout or Family Honor Love Lost either All Alone or Orphaned Missing Child either Missing Sibling or Missing Son or Daughter Unhappy Childhood either Religious or Tortured
I have finished my submission under this alias. I have played a version of this character in a second edition game, and you can read some of the posts under her profile to get a sense of who she is.
Thanks for the link, hustonj! I could go either way, but Merrick is not and never was a criminal - quite the opposite. Orphaned still feels like an okay fit.
I'll work on finishing my submission this evening. The next post from me will be under the alias Merrick Talbar.
1: Bounty hunter slayer. Background trait: Missing child. He was charged with protecting his Employers daughter. He failed. LN, extremely exact about contracts. Prefers non lethal options since he is generally speaking not being paid to kill, however, he is extremely protective of children and does not tolerate those who willingly harm them.
2: Urban Skald, Background trait Orphan. Seeks to rise into the Korvosan Opera, from extremely humble beginnings. CN, very upbeat and friendly.
Also aware that avenging her mother would be a great operatic story.
3: Steelblood Bloodrager or Brawler. Once had a solid reputation and personality, as both an arena fighter and a Bodyguard. Got addicted to drugs when a certain crimelord spiked his drink with them. His not mixed martial arts club got him unaddicted, and now he is up for some payback.