GM Harrow’s Curse of the Crimson Throne - AE

Game Master GM Harrow

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@Bellinda: I'm mostly going to be really reading backstories and description, making sure characters are more-or-less mechanically accurate, and stuff like that. I may also be checking out games you've been in in the past, so if there's RP you enjoyed from previous games, feel free to link it here or in a PM so I can read it.

RPG Superstar 2010 Top 32, 2011 Top 4

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Vanulf Wulfson wrote:
A lot of drug addicts lying around

However it shapes out, it may not be the most balanced group, it may not be the most competent group, but by god, it's a group that knows how to PARTY.


I am happiest with postings that I've done as Gudada Purrun.

More recently (and ongoing) I have been enjoying Anthiol, Ioney Dragi, Simza Purrun, and Terry of Quent. All 5 can be reached off my alias page. Tawni will be roughly a cross between Terry and Gudada, I think, though a bit more violent than either of the two.

When we hit a dice-chuckin' exercise (like the crab pot fishing bit Ioney just engaged in - keep rolling these 2 checks until you succeed at both of them in the same round 4 times), I tend to drop into chuck dice mode, primarily because I would rather be telling the story than mechanizing it.

I can be descriptive in combat, of course. That's some dice chuckin' everyone expects, but I'm not sad about skipping those dice, either. I'm here for the story.


@GM Elfriede, here are some of my recent character play samples. I'm currently in only a handful of games and post frequently.

Tarrow Harfoot This game ended far too soon, unfortunately.
Esgean Eyre A druid and team player.
Triphylla Achlys A highly contentious character - the fly in the Oppara stew.
Rilynn Rae Starfinder organized play character.
Never Stormfox Another Starfinder character. Better rp near the bottom of the first page of posts.

I expect Merrick will combine the earnestness of Tarrow with Esgean's amicable nature, and a dose of Rilynn's pragmatism with a touch of Never's ferocity in combat. And then something unique I'll figure out as we go.

Grand Lodge

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DankeSean wrote:
Vanulf Wulfson wrote:
A lot of drug addicts lying around
However it shapes out, it may not be the most balanced group, it may not be the most competent group, but by god, it's a group that knows how to PARTY.

They'd be too stoned to do anything, but by the Hells, what a laugh they'd have!


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I can even make new drugs!


pad300 wrote:
A question for GM Elfriede: I'm writing background; what year are you setting this in?

I'm so sorry I missed this! I'm going to go with 4710, just because I lazily copy/pasted my Kingmaker calendar over to my Curse of the Crimson Throne folder.

Grand Lodge

Just noticed I had never actually written down a Description of Ernhild. I added one into her profile.


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hustonj wrote:
Vanulf Wulfson wrote:
A lot of drug addicts lying around
You aren't kidding. 7 out of 15 submissions.

Says a lot about the world that half of all adventurers need to cope with drugs


Ironically, despite having a backstory that might seem on paper to fit missing sibling better, I liked the extra level of guilt for Abella by doing it this way. She is clean enough that she considers herself a Temporarily Embarassed Non-Addict who has since moved on.

Grand Lodge

dot

Grand Lodge

Abella Tribastarion wrote:
Ironically, despite having a backstory that might seem on paper to fit missing sibling better, I liked the extra level of guilt for Abella by doing it this way. She is clean enough that she considers herself a Temporarily Embarassed Non-Addict who has since moved on.

I liked the idea of a cleric who was a former junkie. *le shrug*

Also tried to think about who might be drawn to Abadar, and why. Thought the god of law and civilization might be weirdly appealing to those who have experienced a life of crime, and Ernhild was born.


This is Cinnabar, checking in with the build and backstory for Lania 'Shrike' Fordyce, half-elven vigilante. It took me a little while longer than I thought to be happy with it. Everything is in the profile, but I'll also put it all here under spoilers for ease of reference. I welcome questions and comments. I also have some quick notes of my own:

1) Is Fordyce an okay minor noble family to have fallen from grace in the backstory? Not stepping on any NPC toes in the adventure, I hope.
2) I tried not to make the background too dark, but the kidnapping of a child as character motivation is pretty rough any way you slice it. I am still happy to change to Betrayed, which I originally thought was what I might do. Mechanically it seems about equal to me, if not a bit better.
3) Instead of a curve blade, I ended up going with the elven branched spear as her primary intended weapon (as of L2). This is... not exactly optimized, shall we say. I just couldn't resist the flavor of the elven branched spear combined with the name. Hoping to make up for it with a high Initiative, a reach weapon for opportunity attacks, and eventually Vital Strike and a reliable way to combine it with Hidden Strike through Acrobatics. The skills were also more disappointing than I expected going in. If it turns out we need different ones, again, happy to adjust them.
4) My only other character on these boards is Verene, a human wizard in GM Sensen's Wrath of the Righteous. Her posts would probably give a good sense of my posting style.

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Background:
Born in a decaying mansion to a family of crumbling prestige, the half-elf Lania Fordyce nevertheless enjoyed a relatively privileged, stable and loving upbringing in Korvosa — until a speculation scheme ruined what remained of the family's fortunes in her early twenties. By that time, her elven diplomat father had been recalled to the Mierani Forest, and the money he sent for her upkeep and that of her younger brother was not sufficient on its own to keep the family in the lifestyle to which they were accustomed. Her foolish human grandfather was dead, never having seen the ruinous results of his speculating, and her mother rendered prostrate with grief. Thus, supporting both her mother and her younger brother fell to the just-barely-adult Lania. After the sale of the manor and all remaining valuables to settle the family's debts, she used the relative pennies left to move them to a modest house in Korvosa's cosmopolitan Midland merchants' district, thinking they would be safe there while she scraped together the money — or the marriage — to restore their position in the minor nobility.

She was not prepared for Gaedren Lamm. While Lania — using the name Merula Antius and a human identity to put a thin veneer over her family's shame, though it was certain many of her clients knew the truth — was busy teaching the bored daughters of nobility and rich merchants as a dancing-instructor, and auditioning endlessly for more lucrative work as a performer at various theaters with the intent of eventually joining the elite company at the Marbledome, her younger brother Isideo, just ten years old, was neglecting his studies and spending more and more time out of the house. One day six months ago he simply vanished.

Lania's whole life since that terrible day has revolved around how to get him back. When Korvosa's Guards could not or would not help her, she began investigating on her own after her jobs let out at night, and sleeping during the daylight hours. She could not afford for anyone to know of her interest and have it get back to the kidnapper, for she and her mother were too easy to find and too vulnerable to a determined criminal gang. So she began using a convenient mask from a recently discontinued performance, and emphasizing the elven features she normally found it easier to hide in order to pass for human.

Slowly, as the weeks and months passed and she spoke to more and more of the bereaved parents, siblings, guardians and peers who were not too intimidated to say anything about it, she realized that Isi was far from the first innocent to be taken by the vile child-snatcher Lamm, and it was far from his only heinous crime. Drugs, muggings, murder — all treated with the same seeming indifference by the legitimate authorities that they showed to Pilts Swastel, Touran Palastus and all the other abusive scum preying on the vulnerable in the city's underbelly.

If they will not act, someone will. By this time, Shrike is a powder keg of suppressed rage, and it will not be long now before she finds Gaedren Lamm and earns her name.

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Description:
Shrike is an androgynous figure wearing a half-mask shaped like a pale white and grey bird's face, with a small hooked beak and dark brown tear tracks leading away from its slanted, clearly elf-shaped black eyes. The hooded cloak mostly hides the elf's ears, but now and then one long and pointed tip is visible through the moon-pale hair. The cloak and her light chain shirt likewise hide her sex for the most part: though she would be a bit short for an elven man, they certainly can be as gracile as elven women, and only the light timbre of her harsh and croaky voice really gives her away. Her dark cloak and habit of complete stillness lets her blend unnoticed into the shadows, until she chooses to surge out of them with startling speed. Vigilante identity reference picture (but she will be using an elven branched spear, not a spiked chain.)

Lania is a tall and very slender human woman with the elegant bearing and smooth gestures of a trained dancer; when she moves with her feet concealed by an entertainer's voluminous split skirts, her head is so steady she appears almost to be floating. She wears her silver-blonde hair in a loose braided-back style. If one looks closely, her proportions are just slightly eerie in their elongation: her limbs and fingers a bit too long for her torso, too long for the human her near-colorless eyes and other rounded facial features proclaim her to be. (Mismatched) Reference: 1; 2

Personality: Lania was fairly happy-go-lucky until she was forced by her family's circumstances to grow up very quickly. Even until six months ago, her ambition to return her family and herself to the security and luxuries of their old life was always tempered by a real affection for her friends and admirers in the theater scene. But these days, she increasingly finds that the diplomatic, fun-loving performer is the exhausting mask to wear, and the ruthless, intimidating Shrike is the more honest version of herself (Empty Mask). Yet Shrike was only supposed to be a temporary pressure valve, and has certainly never been a whole different person; the human way of doing things had failed, so it was time to try the self-reliant techniques and tactics her father and grandmother had taught her. Once Isi is back and Lamm is dead, Shrike can die too. ...Right?

Mechanics:
Female Half-Elf Vigilante (Double Scion) 1
CG Medium Humanoid (Human, Elf)
Init +10; Senses Perception +4☁; low-light vision
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+4 Dex, +4 )
HP 10 (1d8+2)
Fort +1, Ref +5, Will +3 (+5 vs. enchantment, +4 vs. compulsions)
Immune Magic sleep effects
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OFFENSE
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Speed 30 ft.
Melee Guisarme +2 (2d4+3, x3; with hidden strike 2d4+3+1d8 or 2d4+3+1d4) [reach, trip]
Ranged Heavy crossbow +4 (1d10+0, x3; with hidden strike 1d10+1d8) or mwk dagger +4 (1d4+2, 19-20x2)
Space 5 ft.; Reach 10 ft.
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STATISTICS
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Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 13 (+1)
Base Atk +0; CMB +4; CMD 16
Feats Combat Reflexes (L1)
Traits Missing Child (+1 trait bonus on Will saves), Elven Reflexes (+2 trait bonus to Initiative), Deft Dodger (+1 trait bonus on Reflex saves), Empty Mask (-1 on Will saves against compulsions)
Skills Acrobatics¹† +8, Bluff¹ +5, Climb† +2, Diplomacy¹ +5, Disable Device† +4, Disguise +1, Escape Artist† +4, Intimidate¹☁ +5, Knowledge (Nobility)¹ +4, Perception¹☁ +4, Perform (dance)¹ +5, Ride† +4, Sense Motive +0, Sleight of Hand☽† +4, Stealth¹☽☁† +8, Survival +0, Swim† +2, Use Magic Device +1
(8 ranks total with background skills; 1 rank=¹; ☽=+2 at night; ☁=+2 for dim light or darkness; †=-2 for Armor Check Penalty)
Languages Common/Taldane, Elven
Special Qualities:
Dimdweller (When benefiting from concealment or full concealment from dim light or darkness, gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Replaces Adaptability.)
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Mismatched Lose keen senses and low-light vision, take a -2 penalty on Reflex saves, gain +4 racial bonus on Initiative checks. (Human eyes, elf ears - makes Dual Scion's ease of passing for either race make sense. Getting low-light vision back through vigilante talent Owl's Sight, i.e. a function of long practice and effort rather than innate ability.)
Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
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SPECIAL ABILITIES
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Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dual Heritage A half-elf double scion appears to be an elf in one identity and a human in the other identity. She takes no penalties to Disguise checks to appear as the race that matches her current identity. The selection of which race is the social identity and which is the vigilante identity is made at 1st level and cannot be changed. Additionally, when a half-elf double scion switches from one identity to another, she is representing different aspects of her heritage rather than personality. As a result, a half-elf double scion has the same alignment in both of her identities. This alters dual identity.

Dual Identity (Ex) A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret.

Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Hidden Strike (Ex) A stalker vigilante gains an ability called hidden strike, which allows her to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of her presence, who consider her an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that she is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

Once this choice is made, it can’t be changed. While many vigilante talents are usable by both specializations, some are unique to each specialization. A stalker vigilante can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante’s presence (or who considers her an ally), unless otherwise noted.

Owl’s Sight (Ex) (Social Talent L1) The vigilante gains low-light vision. If she already has low-light vision, she gains a +4 competence bonus on Perception checks in dim light. The vigilante also gains a +2 competence bonus on Sleight of Hand and Stealth checks at night.

Seamless Guise (Ex) A vigilante knows how to behave in a way that appears perfectly proper and normal for her current identity. Should anyone suspect her of being anything other than what she appears to be while either in her social or vigilante identity, she can attempt a Disguise check with a +20 circumstance bonus to appear as her current identity, and not as her other identity.

Vigilante Specialization (Ex) At 1st level, a vigilante must choose to be either an avenger or a stalker.
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GEAR/POSSESSIONS
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Worn backpack (2 gp, 2 lbs), chain shirt (100 gp, 25 lbs), dagger (2 gp, 1 lb), guisarme (9 gp, 12 lbs), heavy crossbow (50 gp, 8 lbs)
Carried
Carrying Capacity (Backpack) Light: 58 lbs Medium: 59-116 lbs Heavy: 117-175 lbs Current 37 lbs (light load)
Money 0 pp 14 gp 0 sp 0 cp Starting Gold Spent: 161/175
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FUTURE BUILD PLANS
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At second level, will take Elven Weapon Command to start using the heirloom elven branched spear from which her vigilante name comes. (For now, the IC reason she can't use it is that it was pawned and she doesn't have the money to buy it back.) From there, Up Close and Personal at L4, then at level 6, Vital Punishment. Regular feats and social talents are TBD, but I do plan to take Renown in order to do the classic Intimidate vigilante thing.


I believe Ersica is fully complete now. I might tinker with her BAP sections and add a little more if I get inspired, but that's all.

As for RP samples:

Ro here is my first ever PbP character here and the RotRL campaign she's in is still going after 7 years. Ro is a Human Archaeologist Bard who resents her 'chosen by Desna' fate (homebrew background rules) and is sort of a dirtbag in her interpersonal relationships. Lots of posts, but the most baroque RP is probably in the older half of the posts.

Signy is a Human Inquisitor of Cayden Cailean in a Kingmaker campaign. She's an intense protector for the new kingdom, but in downtimes is generally lazy. Represents the kingdom's common folk and enjoys being a thorn in the ruler's side. Has some plans to establish a brewery and ale-church sometime in the vague future.

Amandine is a Half-Elf Investigator in War for the Crown. Team leader and mastermind. Likes well-crafted plans, blackmail, persuasion, and books. Dislikes violence, insects, and impulsive decisions. A bit of a cold fish who's willing to do bad things for a good cause.

Fenna is a Half-Elf Bard in Ruins of Azlant. An Andoran Navy vet (cabin girl: 1 year) she is a Milanite and political radical who believes the Andoran revolution was never really completed and that backsliding has made the nation irredeemable. Her ambition is to start from scratch founding a new nation in a new land. Upbeat in personality but suspicious of any powers that be.


RP samples?
Bluffing is fun!

Or more fun, when you use silent image to
recruit a dire badger

I am a big fan of resolving situations creatively, but within the scope of the challenge. For example substituting a couple of cantrips from the team to get past a Viper


Kizziak Saor-Liamh

Role:

Kizziak is a combat brute, able to fight in melee or at range using improvised weapons... At later levels, this will become extremely effective, with 3 size increases (Shikigami style) on top of his normal brawler unarmed strike damage (which applies to improvised weapons. Starting at 2nd level from Hinyasi brawler).

Background:

[i]"I don’t know who you are. I don't know what you want. If you are looking for ransom I can tell you I don't have money, but what I do have are a very particular set of skills. Skills that make me a nightmare for people like you. If you let my daughter go now that'll be the end of it. I will not look for you, I will not pursue you, but if you don't, I will look for you, I will find you and I will kill you."[i]
Gaedran Lamm has made a terrible mistake. He kidnapped Kizziak’s daughter. Kizziak was a simple gardener, but he has a particular set of skills; he has learned the way of the Hinyasi from his human grandfather. Now he hunts for young Kendara (or vengeance, or both), and Pharasma have mercy on the souls of his enemies...
The story perhaps starts with Amare’s human great-grandfather (Kian Liamh), who was a refugee from Yamasa, after the formation of the Eye of Aroden (4606 AR). He ended up in Korvosa, and started a family. From him came Kiath (and others), Amare’s grandfather, and thence his mother, Kianara. Kianara married Davor Saor (they combined the family names to Saor-laimh). Kiath was still alive (although ancient for a human), and had a large part in raising young Kizziak (which is where Kizziak learned the basics of the art of Hinyasi).
Kizziak was following in the family business of gardening and had married his sweetheart Natasha. They had a daughter, Kendara, and another baby on the way. Kendara was kidnapped. That was 2 years ago, and she has not been found. In their grief, Natasha left him, returning to her family in Southshore. Kizziak no longer works as a gardener; instead, he hunts obsessively in the slums of Bridgefront (where he keeps a bare-bones 1 room walk-up on the 3ed floor of a decrepit hardware store, owned by an old friend of his – Jack Ebelson)
He has long suspected Lamm of having kidnapped Kendara, but has been able to gather no proof or evidence, no matter who he followed (or beat up). The letter he has received is well calculated to bring him in; if offered the slightest hint of Kendara’s fate, he will rise to the bait like a striking trout...


Appearance:

A (28 years old) ½ orc male just reaching the end of his prime. Skin and bones (for a half-orc, mind 5’11” and 183 lbs). There’s no longer a gleam in his eye ( but there used to be one that spoke of a wicked sense of humour). Black hair, with some gray coming in. Glossy green skin, but his face shows the lines that come with a life lived, both from laughter and sorrow. Prominent tusks and heavy eyebrows. His hand show the usual calluses, knicks and small scars of a man who’s spent his whole life working with a wide variety of tools.

Demeanour:

Focused, depressed and obsessed.

Mechanical:

Kizziak Saor-Liamh

Half-orc Brawler (Hinyasi) 1
Alignment: Chaotic Good
Diety: Calistria
Init +4 = +4 Dex
Speed 30 ft
Dark vision (120ft)
Defense
AC : 18 =10+4 Armor +4 Dex
HP: 12 = 10 + 2 (con)
Fort + 6 = +2 Brawler +2 con +2 luck
Ref + 8 = +2 Brawler + 4 dex +2 luck
Will + 5 = +0 Brawler + 2 wis +2 luck +1 trait

CMD : 15 = 10 + 1 (bab)+4 (dex)
Offense
Melee: ***
Ranged: ***
BAB: +1
CMB : +1 = +1 (BAB)
+4 dex if applicable
Str 10 = 10 (0 pts)
Dex 18 = 16 (10 pts) +2 racial
Con 14 = 14 (5 pts)
Int 12 = 12 (2 pts)
Wis 14 = 14 (5pts)
Cha 8 = 8 (-2 pts)
Feats: Unarmed Combatant (Brawler 1, IUS>Unarmed Combatant EITR), Catch Off Guard (Humble Beginnings), Shikigami Style (1st), Shikigami Mimicry (3ed), Shikigami Manipulation (5th), Improvised Weapon Master (7th),
Free Feats from EITR: Weapon Finesse, Power Attack, Combat Expertise
Traits: Surprise Weapon (Combat), Missing Child (daughter) (Campaign), Fates Favored (faith), Unlearned - Local (Drawback)
Skills (4+1(int)+1 FCB) (skill roll NOT INCLUDING ACP)
UMD (1 rank +3 trained -1 cha)
Perception (1 rank +3 trained +2 wis)
Acrobatics (1 rank +3 trained +4 dex)
Sense Motive (1 rank +3 trained +2 wis)
Stealth (1 rank +3 trained +4 dex)

Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Handle Animal (1 rank +3 trained -1 cha)
Profession (Gardener) (1 rank +3 trained +2 wis)
Languages: Common (Taldane), Orc, Abyssal (int)
FCB: Brawler, +1 Skill Point


Class Abilities:

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor .
Humble Beginnings (Ex): A hinyasi gains Catch Off-Guard as a bonus feat. She is not proficient with shields.
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex) (4/day): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike (1d6): At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Race Abilities:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: 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.
Fey Thoughts The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-orc can take this trait in place of racial weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.


Equipment, 180 gp:

Weapons (estimated 30 gp)
Dagger (2 gp), Dan Bong (1 sp), Emei Piercer (3 gp), Claw Hammer, Hand Adze, 30 3” roofing nails, a good heavy plumb bob on a line (long line = reach), 2 flasks of Acid (20 gp)
Armor (100 gp)
Chain Shirt (100 gp)
Equipment (22.41 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp),
Cash: 17.59 gp

Radiant Oath

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

Getting a post to show I am in fact still working on this. The basics are mostly covered, now I just have to get his equipment bought and write out his backstory properly.

Spoiler:
Gerinel
Male human (Varisian) warpriest of Desna 1 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks blessings 3/day (Liberation: liberation, Luck: lucky presence), sacred weapon (1d6, +0, 1 rounds/day)
Warpriest Spells Prepared (CL 1st; concentration +6)
. . 1st—protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, light
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 14, Int 14, Wis 16, Cha 7
Base Atk +0; CMB +2; CMD 13
Feats Agile Maneuvers, Slashing Grace[ACG], Two-weapon Fighting, Weapon Focus
Traits fate's favored, religious
Skills Diplomacy +2, Intimidate +2, Knowledge (geography) +3, Knowledge (religion) +6, Linguistics +3, Perception +4, Sense Motive +7
Languages Common, Halfling, Infernal, Shoanti, Varisian
SQ finesse weapon attack attribute
Other Gear 175 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Slashing Grace (Longsword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


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I am very fortunate to live in the Pacific Northwest in the US, which is just amazingly beautiful, if you've never been. We're farther north than most people realize and in the summertime the sun sets after 10 PM and it glows a deep pinkish orange on the horizon. Our house has a lot of windows and at sunset the whole house fills with this incredible color. I like to call it the "magic minute" although it lasts a little longer than that. It is my favorite time of day and I miss it when the season changes.

It feels like we're quickly approaching the magic minute with this recruitment, when all are excited at the possibility of being chosen, and before the change of mood for many. Good luck to all.


Ha! I'm Pac-NW as well! Portland to be specific. Fall and spring are wonderful here, yes. Not much of a fall this year though. Seems like we went straight from summer to winter!


I'm in Port Angeles. We went from 75 degrees on October 25 to snow on November 2. The cottonwoods still have most of their leaves. Very strange.


Nicolai's background touches on several of the Campaign traits (i.e. Dropout, Missing Sibling, All Alone, and Drug Addict) and also gives a reason for involvement in some events later in the AP.

Two of my favorite characters for roleplaying are Nicolai himself and Randall McNally a smart assed Bard whose mouth seems to get him in trouble.

I'm in the NW suburbs of Chicago, where Winter is a long, cold, grey suck and in the Spring orange barrels blossom along every major street and expressway.


I'm in PNW as well! Portland/Vancouver, not the Canadian one.


Oi Randall, that crazy but fun "totally not a Succubus" Lucille says hi.


My parents and brother are West of the sound outside Seattle.

I'm in South Texas.

We're all good with our climates.


Sliding in at the last minute here. I'll have a submission up before the deadline.


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Hi everyone. Life got busy so I haven't had time to review submissions/give feedback. I'm reading everything, but I won't be able to go over everything with a fine-tooth comb or anything.

@Merrick: I've been to Port Angeles on a vacation. I'm from western Colorado, so it was very different from home up there. I liked it a lot. And yeah, it's getting to be that exciting time before the deadline!


Nobody should ever apologize for living their life.

For getting trapped in work instead of living, yeah, that's not so good. Actually going out there and living, though? That's what we're SUPPOSED to do.


@GM Elfriede: Hello, just a quick one, are you okay with the Chosen One Paladin Archetype? I pretty much know what I want to play, but I just wanted to see if the archetype was okay. If not, I'm okay playing a regular Paladin.


@AdamWarnock: I love that archetype, and I don't see any reason to say no, so yes, I'm cool with it.


Alrighty!

And I was planning on making a tiefling, are you okay with the different variants? Specifically the demon-blooded one?

Nevermind. I changed my mind. Going human instead.


Stats done. Still need to get her background written out. I have an idea of Audria's personality, but I need to figure out Talanaliel's personality.


I've corrected some minor errors/typos, edited the backstory a bit to make it more clear, and finalized equipment on Shrike's profile, so the profile is a bit different and more reliable than the info in the above post. I'm now having second thoughts about how 'sneaking around in the dark'-focused the character is. But oh well. If I am lucky enough to be selected and this isn't an adventure conducive to that, I can rework that combination of racial traits and vigilante talent.

I'm in California myself, but I was just in Port Angeles for two (non-consecutive) days in September! It was very pretty, and I was really impressed by the pizza at the Strait Slice and the coffee at Fogtown Coffee.


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@Shrike: I have both the original and anniversary editions of this AP. Don't worry. There's always going to be ways for a skulker to be useful and there'll be plenty of opportunity to sneak around in the dark.


Okay, background is done, at least a first pass. GM, I can detail Audria's friend, but I kept it vague for the moment since it could be either an NPC or PC depending on if Audria is selected and who else alongside her.

I tried to keep it to the cliffnotes version, but I couldn't help myself it seems. Hopefully it isn't too long.

Oh, and here's a sampling of RP samples if you want them. There's... a lot.

My best hits!:

GM Elfriede:

I'd like to pay homage to the last time I played Audria. While this version is very different, I like the idea of an inconvenient magical quirk that could manifest when one of us thinks it'd be either funny or inconvenient for Audria. Think of it as something to help break the tension at times.

Besides, I already have a backstory in mind and hope it'll provide some hooks for you. :D


I like Port Angeles. I've been up there a handful of times when I've gone to the peninsula to hike or go to the beaches.


Heya AdamWarnock, it's been a minute since I've seen you around here on the boards. I still have fond memories of that Jade Regent campaign you ran a few years back. It was a good one!


Hey rdknight! I was dealing with some stuff back in January, so I left for a while. I got the itch to play here again, so I came back. Hope things have been going well for you. I'm glad you had fun playing Vigny in that one. I don't think I'm up to running anything yet, so it'll be a while before I put my gming hat back on.

Looks like Ersica is going to be a fun character. Here's to both of us getting in.


Don't worry AdamWarnock, I won't pester you to run anything. :p

Heh heh, my elevator speech for Ersica: She's mostly the version of Velma Dinkley from Scooby Doo! Mystery Incorporated with pointy ears and swordplay added.

Best of luck to you as well, it would be fun to play together!


If Ersica is Velma, does that make Audria Shaggy and Talanaliel Scooby? :D


Hope you are doing better, Adam.

Abella’s inspiration should be very clear to anyone who has read The Locked Tomb series :D


Audria wrote:
If Ersica is Velma, does that make Audria Shaggy and Talanaliel Scooby? :D

Tough to say... Fred is the most conventionally Paladin adjacent one of the gang. But, he doesn't have a pet. I guess it comes down to tolerance of fear and dietary habits?


I didn't mean for you to put that much thought into it! It was a joke.

Wish paizo would let you put smilies into posts. Would make it so much easier to convey tone and mood.

@hrothdane: Thanks! I am doing a lot better. Happy to be back.


I'm (fashionably) late to the party. It's been a few years since I've done PbP but have been keeping an eye on recruitments lately and this is the first to really excite me.

Better organized character sheet and longer backstory to follow, the basic concept being a young Varisian criminal whose bloodrage powers awakened after her brush with death at the hands of Gaedren.

Viveca cel Tradat:

Human 
Urban Bloodrager (Undead) 1

CN Medium Humanoid

Speed: 40
Initiative: +1 Perception: +4
HP 12/12
AC: 12 FF: 10 T: 11

CMD: 16

Fort: +4 Ref: +2 Will: 0

BAB +1
Bloodrage 6/6

Str 16 (+3) ; Dex 12 (+1) ; Con 14 (+2) ; Int 8 (-1) ; Wis 10 (0) ; Cha 16 (+3)

Racial Features:
Bonus Feat
Skilled

Class Features:
Fast Movement
Controlled Bloodrage

Bloodline Powers:
Undead Bloodline
Frightful Charger

Feats:
Dodge
Powerful Maneuvers

Traits:
Unhappy Childhood (Tortured)
Child of the Streets

Skills:
Acrobatics +5, Intimidate +7, Kn. Local +3, Perception +4, Kn. Nobility 0, Sleight of Hand +6


AdamWarnock wrote:

I didn't mean for you to put that much thought into it! It was a joke.

Wish paizo would let you put smilies into posts. Would make it so much easier to convey tone and mood.

Oh, that was only about 2 seconds worth of thought, and sort of a joke as well.

Emojis would be a nice option for sure.


24 hours to go, give or take a few.

I'm going to try to have selections done quickly, but we may not start until mid-next week or after Thanksgiving once I have selections done. I know a lot of people will be traveling and out and about next week, so it could be spotty.


I was curious if 7:00 was 0700 or 1900. Now I know.


Yeah. That being said, it'll probably be closer to 8:00 MST. I won't be at home to close recruitment, so it's open until I post that it's closed.


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Dots are in the order they are in the thread. Submissions are in character name alphabetical order (by surname when provided).

Dots are just about out of time to provide a character.

Orannis - dot
Ms. Bloodrive - dot
CrusaderWold - dot
Monkeygod - dot
Me'Mori - Declan - ? ? Half-Elf Spiritualist(Phantom Blade)/Magus(Black Blade) - Framed: Dropout
Kul'Theraka - dot

Has all the info I'm posting in my list, but no mechanics?

Maximillio Calus - MontCestMoi - NG M Human Ranger (Infiltrator) - Missing Child: Nephew

Character submissions that have enough mechanics I didn't look to see if they were complete:

Audria - AdamWarnock - LG F Varisian Paladin (Chosen One) - Unhappy Childhood: Tortured
Rodrigo de Castro - Mightypion - CN M Human Brawler (Mutagenic Mauler) - Drug Addict: Personal Addiction
Ersica Centho - rdknight - NG - F Half-Elf Swashbuckler (Inspired Blade / Noble Fencer)/Investigator (Empriricst) planned - Love Lost: All Alone
Lina Derexhi - Nickadeamous - CG F Half-Elf Sorcerer (Seeker / Wild-Blooded: Empyreal) - Drug Addict: Personal Addiction
Sgt. Drakus - Camris - LN M Human Fighter (Phalanx Soldier) - Dockside Avenger
Sylvia Falschen - vegecannibal - CN F Half-Orc Witch (Jinx Witch / Nexian Spellspy) - Drug Addict: Personal Addiction
Lania 'Shrike' Fordyce - Cinnabar -CG F Half-Elf Vigilante (Double Scion) - Missing Child: Sibling
Nicolai Fortescu - Vanulf Wulfson - CG M Varisian Wizard (Diviner: Foresight) - Drug Addict: Personal Addiction
Gerinel - Archpaladin Zousha - CG M Varisian Warpriest of Desna - Unhappy Childhood: Religuous
Garrett Goodbarrel - Malinor - NG M Halfling Rogue - Framed: Family Honor
Ernhild Jaggvir - Ythiel - LN F Dwarf Cleric of Abadar - Drug Addict: Personal Addiction
Pendleton Luculus - Rabscuttle - LN M human Witch (base?) - Framed: Dropout
Sujani Ruhlan - DankeSean - LG M Vudrani Fighter (Lore Warden) - Drug Addiction: Personal Addiction
Kizziak Saor-Liamh - pad300 - CG M Half-Orc Brawler (Hinyasi) - Missing Child: Daughter
Dolgrin Skreebeard - Mokshai - LN M Dwarf Warpriest of Torag - Unhappy Childhood: Tortured
Bellinda Swiftfoot - DarkOne7141981 - LG F Halfling Bard (Dawnflower Dervish/Sound Striker) - Unhappy Childhood: Religious
Merrick Talbar (Gregor Falconbridge) - Therenger - LN M human Monk (Ki Mystic/Qinggong Monk) - Love Lost: Orphaned
Tawni - hustonj - CG M Varisian Swahsbuckler (Inspired Blade) - Betrayed: Reformed Criminal
Viveca cel Tradat- rutaskadis - CN F Human Bloodrager (Urban; Undead) - Unhappy Childhood: Tortured
Abella Tribastarion - Hrothdane - N F Half-Elf Shaman (Speaker for the Past) - Drug Addict: Personal Addiction

Race Breakout:

Dwarf: 2
Half-Elf: 4
Half-Orc: 2
Halfling: 2
Human: 11
-Varisian: 4
-Vudrani: 1

Class Breakout:

Bard: 1
Bloodrager: 1
Brawler: 2
Cleric: 1
Fighter: 2
Monk: 1
Paladin: 1
Ranger: 1
Rogue: 1
Shaman: 1
Sorcerer: 1
Swashbuckler: 2
Vigilante: 1
Warpriest: 2
Witch: 2
Wizard: 1

Campaign Trait Breakout:

Betrayed: Hungry for Revenge
Betrayed: Reformed Criminal: 1
Drug Addict: Addicted Friend
Drug Addict: Personal Addiction: 7
Framed: Dropout: 1
Framed: Family Honor: 1
Love Lost: All Alone: 1
Love Lost: Orphaned: 1
Missing Child: Missing Sibling: 1
Missing Child: Missing Son or Daughter: 1
<Missing Child: Nephew>: 1
Unhappy Childhood: Religious: 2
Unhappy Childhood: Tortured: 3
Other source: 1

Alignment Breakout:

LG: 3
NG: 3
CG: 6
LN: 5
N: 1
CN: 3
LE
NE
CE


Archpaladin Zousha, back with Gerinel's completed profile!

Revised Character Sheet:
Gerinel
Male human (Varisian) warpriest of Desna 1 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +1 (1d8+2/19-20) or
. . starknife +2 (1d6/×3)
Special Attacks blessings 3/day (Liberation: liberation, Luck: lucky presence), sacred weapon (1d6, +0, 1 rounds/day)
Warpriest Spells Prepared (CL 1st; concentration +5)
. . 1st—protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, light
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 14, Int 12, Wis 14, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Agile Maneuvers, Slashing Grace[ACG], Two-weapon Fighting, Weapon Focus
Traits fate's favored, religious
Skills Acrobatics -4 (-8 to jump), Diplomacy +6, Knowledge (geography) +2, Knowledge (religion) +5, Perception +3, Perform (sing) +3, Sense Motive +6
Languages Common, Shoanti, Varisian
SQ finesse weapon attack attribute
Other Gear studded leather, longsword, starknife, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (The Eight Scrolls)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Desna, 95 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Slashing Grace (Longsword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Description:
Gerinel is a tall, lithe man, garbed in leathers and scarves like many Varisians are, along with a voluminous blue cloak. He has the olive skin-tone typical of his people, as well as colorful Varisian tattoos. His long, dark hair has occasional streaks of blond running through it, and he wears it loose most of the time. At his side are both a longsword and a starknife, while around his neck he wears a wooden amulet of Desna's holy symbol, one that looks like it was split and repaired, with a large crack still visible across it.
Personality:
Gerinel usually tries to make good impressions on anyone he meets, as one never knows who'll they'll be sharing the road with, and it it always pays to make friends. He does, however, not flinch when it comes to standing up against bullies and the cruel, never wanting another innocent to suffer like he had at Gaedren's hands, and a bully with a badge or a uniform is no exception. His faith in Desna is unshakeable, and he is ever grateful for the turns of fate she blesses him with. When bad luck comes his way, he takes it in stride, knowing it is inevitable that his fortune will turn good just as quickly. He also greatly enjoys singing and watching the stars at night.
Background:
Gerinel's childhood was like that of many Varisians and many orphans in Korvosa: a second-class citizen forced to turn to crime just to survive. He barely remembers his parents and the series of uncles, aunts and cousins he bounced around from after their untimely deaths, until he came into the "care" of Gaedren Lamm. Life among the "Little Lamms" was harsh and painful, but in Gerinel's eyes, any night he went to sleep with a meal in his stomach and bruises that weren't too painful was a blessing. He couldn't imagine another life...at least not until someone showed him one.

A caravan of Varisian wanderers was passing through Korvosa, and Gerinel watched them curiously. He'd never seen or met Varisians from outside Korvosa, ones who hadn't been broken by the city, and he was entranced by their vibrant dances, their joyful music and the clear love they shared for one another, a love that Gerinel had never had a chance to know. One of the caravan's elders noticed him watching, and asked him to sit by her. She asked him questions about himself, what his life was like and how his family fared. When Gerinel informed her he didn't have one, the elder was saddened, and told him "No child of Desna should have to face the shadows alone." She offered him an amulet of a wooden butterfly, and told Gerinel that even as the shadows gathered, the stars would still light his way.

The experience changed Gerinel, and over the course of the next year, he found himself staying out later, seeking any vantage point he could find over the haze of the city where he could see the stars. He began to feel a sense of awe, as if he'd never noticed their beauty before, and in time discovered local faithful of Desna willing to share more of her way with him. That this world was dark and frightening, but Desna had given mortals the ability to dream of a better world, and the power to make those dreams real in the waking world. For the first time in his life, Gerinel felt like he had a future.

Unfortunately, one night, Gaedren had Gerinel followed to see where he went at night, and upon discovering the boy's clandestine meetings with priests and wanderers, began to beat him savagely, cursing him and the priests who'd filled his head with such foolish dreams, raging that this life was the best an orphaned moth brat like him could hope for, and that no one was going to save him. Gerinel took the blows, fixing his gaze on the sky above and the stars watching over him, even as Gaedren screamed for the boy to look at him, even as he ripped the amulet from his neck and cast it to the cobblestones, breaking it like a cheap bauble. It was only when strangers investigating the noise came that Gaedren ran like a frightened hare, leaving Gerinel lying bloodied in the street, but mercifully still alive.

It was around this time that the caravan Gerinel had watched the year before had returned to Korvosa, and he immediately sought out the elder who'd spoken to him before. He showed her the broken amulet, showed her the still-healing wounds he bore and he begged her to take him with the caravan. He feared that if he stayed in the city even one more night, Gaedren would make sure he did not see the next sunrise. She reassured the wailing boy, and spoke with her kin, who welcomed Gerinel as if a long-lost cousin, and when the caravan did depart, he came with them.

In his years with the wanderers, Gerinel grew into a handsome and proud man. His adoptive family taught him more of Desna's ways, as well as how to defend himself and his new family from the dangers of the road, and he was surprised when his dreams turned prophetic and he came to see how Desna's blessing had been with him all his life, keeping him from the worst of Gaedren's wrath and allowing him to survive. As he grew into manhood, his dreams began to manifest in the waking world with the powers of a priest, a day of joyous celebration for the caravan. In time, they returned to Korvosa once more, a time Gerinel used to dread, but now welcomed, as he felt it was now time for Gaedren Lamm's luck to run out. When a letter came to him shortly after his arrival asking to meet someone else Gaedren had wronged, he smiled a grim smile, for it seemed fortune was guiding him towards the justice he sought...

As for RP samples, I'm perhaps most proud of Fireday, whom I played through the entirety of the Iron Gods adventure path! He was admittedly one of the less exciting members of the party in terms of storytelling: he was an android wronged by the Technic League and sought to bring them to justice, but he was a rock the party could depend on to do the right thing and try to make Numeria a better place. Plus, he shows the sense of commitment I have for these kinds of games. <_<

I've mentioned before that I've played through part of Curse of the Crimson Throne before, getting to about the start of book 3 before we had to call it quits. Jolon Vulture-Heart was my character, a half-Shoanti half-orc struggling to fit in in a city that fears and despises him, and trying to control the strange ancestral whispers that tug on him with Pharasma's help. Nicolai Fortesqu was actually part of that same group! I actually kind of see Gerinel here as a refinement of Jolon, so to speak, making him a bit more grounded in the city and tying him more to the Varisians so learning about the Shoanti and their culture is a new thing to him too (even though he HAS met them before on the road, hence why he knows their language). If I am selected, I solemnly swear I will make sure I do not let my previous experiences of the first parts of the game guide my roleplay.

One of my less "badass/serious" characters is Eh-Acka Loudmouse, a goblin bard with a hurdy-gurdy and big dreams I'm playing in a Second Darkness campaign that's currently on a bit of hiatus. Nevertheless, I feel she demonstrates I can be flexible in my roleplay and am not just playing the same character archetype over and over.

And I think that's everything? Thank you again, GM Elfriede, for your consideration! :)


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Gerinel wrote:
As for RP samples, I'm perhaps most proud of Fireday, whom I played through the entirety of the Iron Gods adventure path! He was admittedly one of the less exciting members of the party in terms of storytelling

Don't sell yourself short. I was there and Fireday rocked!

-Kaska

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