Welcome to Alkenstar! (Inactive)

Game Master Violant

Slides and Maps


151 to 162 of 162 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Grand Lodge

This is Degnax's character submission

Tolm Hidrer

Alignment: Chaotic Good
Race: Half-Orc
Class: Oracle (Dual-Cursed) 1 / Bard (Archeologist) 1
Favored Class: Bard
Deity: Desna

Init:-2 | Senses: Perception +5

Languages: Common, Dwarven, Orc, Kelish

Stats:

Str 10 | 0
Dex 7 | -2
Con 14 | +2
Int 15 | +2
Wis 10 | 0
Cha 20 | +5

Offense:

BAB:0
Speed:30ft
CMB:0

Starknife: Attack:+6 | Damage:1d4+5 | Crit:20/x3 | 3lbs | 324gp | P

Spells Per Day

Bard: 0: -/day 1st: 3/day

Oracle: 0: -/day 1st: 5/day

Defense:

AC: 18=10+3armor+5cha
Touch:15
Flat: 13
CMD: 8
HP: 17

Armor: Masterwork Studded Leather | +3 ac | 15% SF | 5 max dex | 0 Armor check | 20lbs | 175gp

Fortitude: 4
Reflex: 9
Will: 6

Racial Features:

Sacred Tattoo: +1 luck bonus to saving throws
Skilled: +1 skill point per level
Scavenger: +2 racial bonus to appraise checks and on perception to find hidden objects, determine if food is spoiled, or identify potions by taste
Orc Blood: both human and orc for effects related to race
Weapon Familiarity: Proficient with great axes, falchions and orc weapons

Oracle Class Features:

Archetype: Dual-Cursed

1.Curse(s): Plagued: -1 vs disease or infestation, Immune to sickened
Legalistic: Sickened if word is broken. 1/day morale bonus when aiding someone

Mystery: Lore

Revelation(s): Sidestep Secret: use Cha instead of Dex for AC and Reflex saving throws

Spells Known: 0th:4 1st:2

Spells/day: 0th:- 1st:5

Bard Class Features:

Archetype: Archeologist

1.Bardic Knowledge: + ½ level to Knowledge Checks and can make all knowledge skills untrained
Archeologist’s Luck: +1 luck bonus for attack, saving throw, skill and damage rolls. 10/day

Spells Known: 0th:4 1st:2

Spells/day: 0th:- 1st:3

Feats and traits:

Traits: Fate’s Favored (faith)
Tattooed Mystic (race)
Magical Knack: Oracle (Magic)

Drawback: Foul Brand: Hand

1.Divine Fighting Technique: Desna

Skills:

Appraise: 8=1rank+2int+5misc
Bluff:9=1rank+5cha+3misc
Diplomacy:10=2rank+5cha+3misc
Knowledge Arcana:7=1rank+2int+4misc
Knowledge Dungeoneering:7=1rank+2int+4misc
Knowledge History:8=2rank+2int+4misc
Knowledge Nature:7=1rank+2int+4misc
Knowledge Planes:7=1rank+2int+4misc
Knowledge Religion:7=1rank+2int+4misc
Perception:5=2ranks+3misc
Perform Oratory:9=1rank+5cha+3misc
Spellcraft:7=2ranks+2int+3cha

Oracle Spells:

0th: Create Water, Purify Food and Drink, Stabilize, Virtue

1st: Cure light wounds, Divine Favor

Bard spells:

0th: Detect Magic, Ghost Sound, Mage Hand, Prestidigitation

1st: Déjà vu, Lucky Number

Equipment:

Mw backpack, climbers kit, journal, ink, ink pen x2, Rations x 5, waterskin, magnifying glass

247gp 7sp

Backstory:

Tolm was born into a particularly evil Orc clan. Branded with the symbol of Moloch, one of the war deities worshipped in the tribe at birth, his hand never quite worked the same. As he grew older he sought to leave the tribe never really fitting in with the war mongering and finding pleasure in the books and knowledge that he could get his hands on from raiding spoils. Upon reaching adulthood he ran. He found a settlement that happened to have a church of Desna, which happened to have a room for travelers. Upon laying in the bed he prayed to and thanked Desna for his luck in finding this place and asked for continued luck. Upon finishing his prayer he felt a rush of divine energy enter his body but at the same time as he felt the divine so to did a rush of infernal energy rush into him through his scar. The energies fought in his body with the divine eventually winning however he was left feeling sickly. As he settled he heard a voice seeming to emanate from his brand telling him he was now cursed to be bound by his word. Over the course of the next few months he experimented with his power and traveled to Sothis in the Osirian nation. Learning kelish along the way so as to speak with the locals. Once he was there he found himself in the libraries and the museum as much as he could, seeking knowledge. Upon one of his trips to the museum he ran into a group of adventurers transporting a new relic. He immediately ran over and asked about it, how they found it etc etc…
Eventually learning about the archeologist that lead the expedition, whom he immediately sought out and asked (begged) to teach him and bring him along and teach him. After days of this the archeologist eventually relented and taught him his craft before finally sending him away to go do it on his own. Upon being set on his own he started adventuring trying to find ruins and artifacts. On one of his returns he spotted a group transporting a relic that seemed different than the ones he knew from the museum, so he followed them to see where they were bringing it. He followed them to the house of someone in the nobility. Tolm thinking this was not where it belonged decided to come back at night to try and retrieve the relic for the museum. Not being the sneakiest person Tolm ended up getting caught trying to sneak out with the relic. This made him wanted in Osirion and not knowing where else to turn he ran and ran until he was in the mana wastes making his way to the civilization of Alkenstar City.


2 people marked this as a favorite.

I apologize for not posting sooner. I'm still struggling with archetypes and or dual classing, but I wanted to get something on paper? Digital page? maybe?

Anyway, This is RH's former Paladin Onnello Ustradi. I'm going to include a sort of origin story, I'll get an official background, appearance and personality on his page, but it will probably be after I clear up class, feats and traits.

story:
Orlando Guillaume was dead, just like his father, Roland Guillaume was dead. Onnello lay there on the dark bank of the Ustradi: wet, covered in mud and blood, his left hand wrapped around the pistol, the emblem of Orlando's station. Cold, so cold, he thinks of the warm noonday sun of the Mana wastes, how as a child he'd sail with his uncle Durendal taking goods to Gunworks and firearms back to Alkenstar, riding the screw up the river to the city proper. Onnello wonders if that was how Olando's father, Roland had made the trip to the big city. Roland's father Renaud, a very conservative man, would pass his gunsmithing trade to his oldest son Veillantif. His second born son, Roland, would join the clergy. Which would free Durendal to be whatever he wanted, and Durendal had. But Durendal wasn't the captain of the boat Roland would have sailed to Alkenstar, was he.

Onnello rolls in the mud as someone tries to tug one of his boots off. His left eye throbbing, blood in his right, he couldn't see who it is, but he waives the revolver in the person's general direction and the tugging stops. How had he gotten here? How Had Shieldmashal Orlando Guillaume get here? Blast it, how had the shieldmarshal Roland Guillaume gotten here in the same blasted river fifteen years ago? Roland's father had sent him here to study with the Abadaran priests when he was fifteen. But being the son of a renown gunsmith they quickly had him working on the guns of the paladins, most of whom were members of the shieldmarshals. It didn't take long for Roland to join the sect of Abadaran paladins called the holy guns. Shortly after that, at twenty Roland joined the shieldmarshals. All Orlando had wanted to do was follow in his father's footsteps. Now he was dead in the same river as his father.

Onnello moans as pain shoots from the back of his head to his left eye, blacking out. Waking delirious, he was still covered in mud and blood. His boots now gone, but he held a death grip on Orlando's revolver. Or was it Roland's revolver? How had Roland ended up in the muddy river his body never recovered? That's what Orlando had spent the better part of his time off for two years trying to figure out. But Olando was dead. They told him he asked too many questions just like his father, put a bullet in the back of his head and pushed him in the river, like they had his father. But why? Why had they killed Roland? Why had they accused the young Guillaume of selling guns to giants twenty years ago and what would they accuse Orlando of to justify his killing?

Onnello tries to blink, tries to move his right hand to wipe the mud and blood off his face, but he can't move his shoulder. Falling back his shoulder feeling as if on fire. Orlando, in the last moments of his life learned who'd shot his father Roland, fate having it be the same man who shot him. But who was the mastermind behind it? Who were the two men standing in the shadow? Did Orlando's father have enemies with that sort of clout? It was no 'family secret' that business tycoon Gormond d'Aigremont did not approve of his daughter Lillian marrying a common member of the 'marshals.' Her own mother Patrice, helped her climb out a window to elope. But would a man have his only daughter's husband shot and framed for crimes?

Onnello, started to black out, but someone was pulling on the parade armor he was wearing, Orlando's parade armor. Too tired to lift the revolver, he tries to speak. His lips caked with mud, he gives up; unable to resist the armor being torn from his broken body. He thinks of Orlando, torn between wanting to spend time with his uncles and grandfather in 'Gunworks' but also wanting to spend time with his stepsisters and mother. After father had been murdered mother hid herself in her work at the tinwound hydroforge, it was five years before she gave into the arranged marriage her father had tried to arrange twelve years before. Bayard Montalbano was a rich businessman as well, and had been friendly with his parents, he'd remembered father and eventual stepfather discussing business. Discussions about traditional limitations on the sale of firearms outside of the Mana Wastes. The conservative gunsmith's son against increase trade, the rich businessman for it. Onnello starts to black out as he wonders if Orlando's mother was truly happy with her second husband.

Onnello, feeling dawn kiss the banks of the Ustradi, begins to come to; Orlando' parade armor gone, the uniform shirt shredded, skin and breeches covered in caked mud and dried blood. Onnello thinks of his family, Orlando's family; His mother, Orlando's mother, whatever had happened to his father, she'd loved him very much as she does Orlando and his half-sisters: Gabrielle, Elizabeth. Suzette. Orlando was dead. He'd joined the Abadaran paladin and the shieldmarshals to honor his father. Like his father he stuck his nose too far into something. Maybe it was the smuggling operation he was following, maybe he'd looked too far into his father's death. Whatever it was, got Orlando killed. Orlando needed to stay dead until Onnello could prove his father, Roland Guillaume was innocent, and that Orlando was innocent as well.

Onello, the back of his head, caked with mud, throbbing like someone hit it with a hammer. His left cheek and jaw numb. His left eye burning, His right shoulder broken. Nearly naked, he attempts to stand. Moaning in pain as his body slumps back to the ground. He Jams the barrel of the revolver into the muddy bank, burying it halfway up, pushing up on his good hand, holding the weapon firm, he stands. Jerking the mud caked gun out of the riverbank, he stands. Naked but for bloody muddy breaches and worn socks, he stands. Looking to the Ustradi river he stands.

Swearing under his breath and by his new name 'Onnello Ustradi' he will get revenge for his father and himself.


questions:

In my minds eye, Onnello has a horizontal T-shaped scar on the left side of his face, with a bullet exit wound on his left cheek. Since I couldn't find an image I like that shows a scar, I selected one that doesn't show his face. The question, can the scar be bad enough that he is not easily recognized as Orlando Guillaume?

The difficulty I'm having with the two 'paladin archetypes' Vindictive bastard says

PFSRD wrote:
This archetype can be taken by an ex-member of the indicated class immediately upon becoming an ex-member of that class, regardless of character level, replacing some or all of the lost class abilities. If another archetype the character had before she became an ex-member of her class replaces the same ability as the ex-class archetype, she loses the old archetype in favor of the new one; otherwise, she can retain both archetypes as normal.

Which means by raw, since the archetype 'Holy Gun' replaces 'detect evil' with Gunsmithing, that when Onnello loses his paladinhood and becomes a 'vindictive bastard' he loses gunsmithing and gains the 'vindictive bastard' class features. Which would make it hard to do 'gunsmithing' stuff. Are you ok with Onnello keeping the 'holy gun' class feature, in spite of 'Rules as Written'?


1 person marked this as a favorite.

I'm going to say yes, since being able to gunsmith doesn't seem like the thing you'd lose with paladinhood. That, and our Gunsmith member in the party is one of the ones that went MIA


Completed Jacq's statblock and made some minor tweaks to account for EITR, etc. Added a link to a HeroForge mini for additional character visuals. Did add favored enemy human, with the idea that growing up, her dad fought a lot of bandits and tomb raiding rivals. Please let me know if anything looks off.

If selected I might add a little more gear depending on where she's coming in but this should work for now.


You sure that character's supposed to be CE?

RPG Superstar 2015 Top 8

GM Violant wrote:
You sure that character's supposed to be CE?

Oh good lord, how the heck did I do that? No, CG. That is now corrected.


I've read through the game thread, nice narration on the combat rounds by the way. I love the goblins and the possibility of a dirigible. I am curious about the 'feel' of the setting, mostly so I get Onnello's 'Look' right in my mind's eye.

We start in a saloon and the play clearly has a western appearance (leather chaps, vest, and a shiny sheriff’s badge) as the play ends "The entire saloon erupts in applause as the pianist begins to play." and “Whiskey is only two copper for the next hour," So the intro has a very western 'feel' to me.

Other descriptions are "Deputy Loveless, a tall, tan-skinned vourinoi elf with gunmetal blue-you hair and mismatched silver and amber eyes." and "Lord Glass speaks up, gesticulating as he does so with his glass-studded armor," the mutant gnoll leader has leather armor and a Whip.

Erryll and I have been chatting on discord, they feel the game has a 'Western-ish meets magic-ish' vibe. So, the game has guns, armor, melee weapons, clockwork guards, funky magic and locations that sound like they're from a western.

Let me narrow my question down to one feature of the city for now. Since in his back story Onnello was a Shieldmashal, like his father. I will base some of his visual cues on that past experience.

Do the shieldmarshal's wear a uniform or do they supply their own gear? I will base a lot of my assumptions on the appearance of their law enforcement :)

If they wear a uniform, is it more like an early 20th century police uniform: shiny boots, a double-breasted brass-buttoned coat with badges and bars, a blue cap with a shiny insignia, a brass whistle, a service revolver and a night stick, with possibly a chain shirt (or other armor) underneath the 'Uniform.' Or is the uniform more like what we'd find in Taldor: 'parade armor' with matching grieves and helmet, the cities crest on the chest, a sword and buckler hanging from the belt, adding a very 'Alkenstar' bandolier with bullets for the pepperbox rifle or service revolver?

If the Shieldmarshals do not have a uniform are they more 'armor with guns' or 'western icon with patch-work armor and melee weapons'?

The image of their law enforcement should help me 'visualize' some of the concepts and ideas of the city as well as help me craft Onnello's gear. Hopefully the question isn't too much of a pain :)

EDit: I guess I'm asking if Onnello should weary his chain shirt over his cloths and cover it with a cloak. Or if he should wear his chain shirt over his cloths and cover it with a vest, bandana and duster :)

Either way I'd love to hear your take on the Shieldmarshal's overall appearance.


2 people marked this as a favorite.

Looking at the few pictures I could find, it's definitely more flavored towards the Wild West than the decadent Taldor. When guns are as plenty as Alkenstar, heavy parade armor will do basically nothing, even more so since this is 1e and we have Touch AC to target again. All the artwork I could find included no helmet and approached much more "Wild West Sheriff" feel than anything, the insignia of the Shieldmarshals was on a badge on their chest, not on any form of headwear. From what I can gather, it's a loose uniform standard that the Shieldmarshals ask you adhere to, being some form of light armor to make your DEX penalty not be a pain. And more guns than melee weapons.

And yeah, both the book and my vision of Alkenstar seem to be a combination of Western Themes and the typical magic in Golarion. You have commonplace guns with a few advanced guns thrown about, but they're about as rare as seeing an early firearm in, say, Taldor or Varisia.

And thanks for the compliment on the combat rounds! I find it much easier to do GMing over PbP than over the board or over a VTT, since I have time to get decent descriptions out, instead of just when someone dies or something. I hope that's enough description.


2 people marked this as a favorite.

Recruitment will close at the end of Wednesday, EST.

Finished
Selena - Pancakes - Human Inquisitor [Urban Infiltrator, Sanctified Slayer] 2
Vordel Punks - Veniir - Tiefling (Div-Spawn) swashbuckler [picaroon] 2
Onnello Ustradi - Robert Henry - Human ex-Paladin [Holy Gun, Vindictive Bastard] 2
Told Hidrer - Degnax - Half-orc oracle [Dual-cursed] 1 / Bard [Archaeologist] 1
Jacquelin Serra - DeathQuaker - Human ranger [coderunner, urban ranger] 2
Rena Cassidy - Mark Thomas 66 - Human Magus [Black Powder Magus (3pp)] 2


Ok, I think I've got everything ready to go. I apologize that the back story got a little long winded. I won't feel bad if you just skim it :)

We've got just under eight hours left, so I want to wish everyone good luck.

GM Violant, whatever your selections, I want to thank you for running the game, we players really do appreciate it.


1 person marked this as a favorite.

Alright, will Onnello Ustradi and Tolm Hidrer please report to discussion? You'll eventually be introduced to the rest of the team as Dunn and Maximillian leave.


Congratulations to both of you! Have fun!

151 to 162 of 162 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / 1e Outlaws of Alkenstar Recruitment All Messageboards

Want to post a reply? Sign in.