Curse of the Crimson Throne

Game Master EltonJ

The Curse of the Crimson Throne is a campaign dealing with one of the curse on the rulers of Korvosa. Can you alleviate the Curse? Can you prevent a queen in her evil and mad bid for immortality?

Map of the Old Fishery


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Hi everyone,

I recently acquired the Curse of the Crimson Throne adventure path and I was wondering if I can run it for you. If you are familiar with the adventure path, the adventure is one of restoring order to your Kingdom, before a mad queen makes a bid for immortality.

This is my CotCT adventure path, so you can go off script. I'm not a Railroad DM, where I railroad you. I'm not a killer DM, it's not me versus you, the players. I aim to be a storyteller. I'm looking for 4 to 6 players. So, without further adieu, lets get to the crunch.

What you will need:
1. At least a copy of the Pathfinder Roleplaying Game 1st edition. I have access to other splats and other parts of the game in PDF. But if you want to play in this game, you need at least the PFRPG 1st edition.

2. Curse of the Crimson Throne player's guide: I think this one is available for free. I purchased the CotCT Hardcover in PDF today, and I'm looking at that part right now. It contains some beautiful guidelines for creating your character, including some campaign traits.

3. The Inner Sea World Guide: This is one of those books that is helpful in crafting your character.

Optional Books:
Really, all other PF books are strictly optional. But here are a list of books that will prove helpful and I recommend for this campaign.

a. Pathfinder Campaign Setting -- Varisia Birthplace of Legends -- if you want to produce a solid background for your character I can suggest this book, since the adventure path is set in Varisia. I suggest you (re)read it to get a good in depth view of Varisia and what it is about.

b. Advanced Race Guide: All other races are optional. You can choose a core race/core class character. However, if you want to play a different race for this game, I suggest to add something to your backstory to tell how and why you became involved.

c. Pathfinder Campaign Setting -- Inner Sea Magic: This book will give your spellcasters different options. Although I discourage you to play a Thassilonian character.

Creating Your Character:
a. Classes: PFRPG: all available. APG: All available, but I still dislike the Inquisitor class. All archetypes for core classes available. PF Unchained: All available. UC: gunslinger only. Don't want Samurai or Ninja, Especially since the Samurai class in OA 3e and Rokugan is a thousand times better and more customizable than the PF Samurai. and I discourage the gunslinger. All archetypes listed are available. UM Magus. All archetypes are available. ACG: all available. UI: Vigilante is available. Plus all Archetypes are available. Yes, you can play BATMAN if you really want to. Note: I didn't list PF OA simply because I don't like it. BUT I HAVE IT. But if you want to play a Psychic character, you'll have to beg. Because, naturally, I have something better -- ULTIMATE PSIONICS!

b. Feats: No elephant in the room/Feat tax, sorry.

c. Abilities: Roll 4d6, drop lowest, arrange to taste. My campaign isn't official, and I want a brake from asking you to do point buy. If your Ability bonuses total to zero or less, then reroll.

d. Skills: yes, we are doing Background skills.

e. Level: The adventure path starts you out at level 1, I presume. Full hit points at 1st level, then average at subsequent levels.

f. Wealth: Wealth starts at level one. Roll for your wealth.

g. Traits: You get two. Try to choose at least one campaign trait from the Curse of the Crimson Throne: Player's Guide so you will be tied to the campaign. That's all I ask.

h. Alignment: I encourage you to play good or neutral alignments for this campaign.

I think that's it. Any questions?


Interested but one quick question.

I have been interested in playing a Beastkin Berserker Barbarian, possibly an orc or half-orc, from Heroes of the Darklands. Would you allow that?


J Scot Shady wrote:

Interested but one quick question.

I have been interested in playing a Beastkin Berserker Barbarian, possibly an orc or half-orc, from Heroes of the Darklands. Would you allow that?

Yes, I have that book. I haven't read it yet, so let me unpack it and read it. Okay? I'm sure you can play a Beastkin Berserker barbarian. :)

Edit: Now that I unpacked my PDF copy and read it, I'm going to let you play a Beastkin Berserker barbarian.


stat: 4d6 ⇒ (4, 4, 6, 4) = 18 14
stat: 4d6 ⇒ (2, 6, 3, 2) = 13 11
stat: 4d6 ⇒ (1, 3, 4, 5) = 13 12
stat: 4d6 ⇒ (6, 3, 6, 6) = 21 18
stat: 4d6 ⇒ (2, 4, 1, 4) = 11 10
stat: 4d6 ⇒ (6, 2, 6, 1) = 15 14

Let's see if I can come up with something.


EltonJ wrote:

Yes, I have that book. I haven't read it yet, so let me unpack it and read it. Okay? I'm sure you can play a Beastkin Berserker barbarian. :)

Edit: Now that I unpacked my PDF copy and read it, I'm going to let you play a Beastkin Berserker barbarian.

Thanks for the consideration. It's appreciated.

Roll 1: 4d6 ⇒ (4, 5, 5, 2) = 16 14
Roll 2: 4d6 ⇒ (3, 1, 3, 3) = 10 9
Roll 3: 4d6 ⇒ (2, 1, 2, 4) = 9 8
Roll 4: 4d6 ⇒ (2, 2, 1, 3) = 8 7
Roll 5: 4d6 ⇒ (5, 6, 4, 1) = 16 15
Roll 6: 4d6 ⇒ (6, 5, 1, 1) = 13 12

Well, that's a rough roll, but we will see how it goes.


4d6 ⇒ (6, 2, 6, 4) = 18-2=16
4d6 ⇒ (6, 4, 2, 4) = 16-2=14
4d6 ⇒ (3, 6, 3, 1) = 13-1=12
4d6 ⇒ (3, 5, 6, 4) = 18-3=15
4d6 ⇒ (2, 4, 5, 4) = 15-2=13
4d6 ⇒ (5, 3, 3, 4) = 15-3=12

Well, those are good stats. Not really sure what I want to play, but I’ll think about it. Given that Psionics is allowed, are the Psionic races allowed?


Ouachitonian wrote:
Well, those are good stats. Not really sure what I want to play, but I’ll think about it. Given that Psionics is allowed, are the Psionic races allowed?

Yes.


What about the Medium from OA. I don't have Ultimate Psionics. Is there an alternative to the Medium in that?


Blake's Tiger wrote:
What about the Medium from OA. I don't have Ultimate Psionics. Is there an alternative to the Medium in that?

A seer (psion with the Clairsentience discipline). Alternatively, we could use a Sorcerer with Dreamspun bloodline.


I like the idea of playing a Sable Company Marine Ranger. There’s no better AP to fit that archetype than one set in Korvosa. How difficult will it be to have a large, flying mount? If this AP involves a lot of dungeon crawling, that may not be a good idea. (Due to the weird rules for that particular mount, it’d be just a companion for much of the AP, not big enough to ride until later on, but still.)

Scarab Sages

Let's see what happens...

4d6 ⇒ (5, 4, 2, 3) = 14 = 12
4d6 ⇒ (2, 3, 4, 1) = 10 = 9
4d6 ⇒ (1, 5, 1, 6) = 13 = 12
4d6 ⇒ (3, 5, 2, 2) = 12 = 10
4d6 ⇒ (2, 2, 4, 4) = 12 = 10
4d6 ⇒ (5, 1, 3, 5) = 14 = 13

That's a 6 point buy!

I'll show myself out.


4d6 ⇒ (1, 4, 4, 4) = 13 12
4d6 ⇒ (6, 1, 6, 4) = 17 16
4d6 ⇒ (5, 2, 4, 6) = 17 15
4d6 ⇒ (4, 2, 6, 4) = 16 14
4d6 ⇒ (3, 5, 6, 4) = 18 15
4d6 ⇒ (4, 5, 4, 1) = 14 13

That's not bad at all

I'll see what I can come up with


I'm going to assume you mean for each stat bonus, otherwise a 10-10-10-10-10-12 character would be alright. RD as well, I think you can reroll?

4d6 ⇒ (2, 6, 4, 5) = 17 => 15
4d6 ⇒ (3, 2, 5, 2) = 12 NOPE 4d6 ⇒ (1, 5, 2, 4) = 12 NOPE 4d6 ⇒ (3, 4, 3, 2) = 12 NOPE 4d6 ⇒ (2, 1, 1, 1) = 5 NOPE 4d6 ⇒ (5, 1, 2, 5) = 13 => 12 Holy hell. If I'm wrong about the rerolls, I'm out as well.
4d6 ⇒ (4, 2, 1, 3) = 10 do the dice just hate me 4d6 ⇒ (4, 2, 4, 5) = 15 => 13
4d6 ⇒ (6, 6, 1, 5) = 18 => 17
4d6 ⇒ (5, 4, 6, 4) = 19 => 15
4d6 ⇒ (6, 4, 1, 3) = 14 => 13

Well that was... certainly something. 15/12/13/17/15/13. 15/10/11/10/4/12 if I'm wrong about the rerolls.

I submit a dead Kobold!!

Dark Archive

Hello! I am interested in applying. But settling on a character before you know your numbers is a fool's errand. So in that case...

Roll: 4d6 ⇒ (3, 1, 5, 2) = 11 10
Roll: 4d6 ⇒ (3, 1, 5, 2) = 11 10
Roll: 4d6 ⇒ (6, 4, 5, 2) = 17 15
Roll: 4d6 ⇒ (3, 2, 2, 4) = 11 9
Roll: 4d6 ⇒ (2, 4, 6, 6) = 18 16
Roll: 4d6 ⇒ (5, 6, 5, 6) = 22 17

Okay I can work with this. Even if the identical first rolls look a little suspect...

While I want for those to generate, I have a couple questions.
1) I didn't see Ultimate Wilderness on the list. How do you feel about the Shifter class? And doubly so, how do you feel about the Oozemorph archetype? I think that one may go especially well with the Drug Addict background.
2) Thoughts on the Kineticist? It's Burn mechanic is my favorite resource system in all of PF1e, and I'd love to play a dedicated special-powers-person. I'm also inclined towards the spiritualist and the fun stories that can come from the phantoms. A small writing example of such fun can be found here.

Scarab Sages

@Violant Well, if it's a reroll for each stat at 10 or below I can reroll 3.

4d6 ⇒ (6, 3, 1, 6) = 16
4d6 ⇒ (4, 1, 1, 6) = 12
4d6 ⇒ (1, 3, 6, 4) = 14

So that would be 12, 12, 13, 15, 11, 13

That's still pretty garbage, but could work for a wizard or sorcerer I guess. It's technically an 18 point buy, but about half the points are wasted. I'll still pass.

Edit: Actually if the scores are giggled just right, they might work for a Virtuous Bravo Paladin of Chaldira Zuzaristan. CotCT isn't usually prime Paladin territory, but Chaldira might just have the wriggle room in the code for it to be okay. Tinkering...


My current idea is a 2 weapon fighter. May actually go human

Won't say Crit fishing. But very close to it

Heavily armoured 2 weapon warrior

Gold
5d6 ⇒ (6, 3, 6, 5, 2) = 22


4d6 ⇒ (2, 1, 3, 1) = 7 = 6
4d6 ⇒ (3, 6, 2, 6) = 17 = 15
4d6 ⇒ (6, 5, 6, 2) = 19 = 17
4d6 ⇒ (3, 1, 5, 2) = 11= 10
4d6 ⇒ (6, 3, 1, 1) = 11 =10
4d6 ⇒ (4, 4, 3, 4) = 15 = 12

Three re-rerolls

4d6 ⇒ (5, 2, 5, 4) = 16 = 14
4d6 ⇒ (6, 2, 6, 4) = 18 = 16
4d6 ⇒ (5, 2, 2, 3) = 12 = 10

on more re-roll
4d6 ⇒ (6, 4, 2, 2) = 14 = 12

so 15, 17, 12, 14, 16, and 12
I can roll with that!


Character Sheet

So some idea has formed. After the death of a very close friend, due to the rampant drug trade, he began to hunt traders with a passion. Wanting to make the city he loved a better place for those in it


Oh, I love the concept of this AP. Not a big fan of rolling, but we'll see. Thanks for running!

4d6 ⇒ (2, 2, 5, 6) = 15
4d6 ⇒ (5, 1, 2, 2) = 10
4d6 ⇒ (6, 2, 3, 5) = 16
4d6 ⇒ (5, 4, 5, 6) = 20
4d6 ⇒ (4, 4, 6, 1) = 15
4d6 ⇒ (2, 3, 1, 6) = 12

Rerolls: 3d6 ⇒ (5, 1, 2) = 8

So, this is a 13 12 14 16 14 11 array. I'm thinking of an Investigator. I'll come back with more.


4d6 ⇒ (2, 4, 4, 1) = 11 4d6 ⇒ (5, 1, 1, 1) = 8 4d6 ⇒ (1, 1, 2, 5) = 9 4d6 ⇒ (5, 6, 4, 5) = 20 (16)
4d6 ⇒ (1, 6, 5, 4) = 16 (15)
4d6 ⇒ (5, 1, 1, 3) = 10 4d6 ⇒ (4, 1, 5, 6) = 16 (15)
4d6 ⇒ (6, 6, 4, 2) = 18 (16)
4d6 ⇒ (1, 5, 4, 2) = 12 (11)
4d6 ⇒ (1, 6, 2, 2) = 11 4d6 ⇒ (3, 1, 2, 2) = 8 4d6 ⇒ (4, 3, 1, 6) = 14 (13)

I'm thinking I'll put together a Vigilante.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

.


@GM: Do you have a deadline for character submissions?


Going to do the rolls, and then see what I can come up with.

Stats: 4d6 ⇒ (5, 6, 1, 1) = 13 = 12
Stats: 4d6 ⇒ (1, 3, 6, 1) = 11 = 10
Stats: 4d6 ⇒ (5, 6, 5, 6) = 22 = 17
Stats: 4d6 ⇒ (3, 1, 5, 2) = 11 = 10
Stats: 4d6 ⇒ (4, 3, 4, 2) = 13 = 11
Stats: 4d6 ⇒ (1, 5, 4, 4) = 14 = 13

Man, rough Stats, but I can work with that.

I guess I can work up a Cleric of Iomendae

Edit, I just noticed the 10 or under provision.

So Rerolls
Stats: 4d6 ⇒ (4, 5, 3, 4) = 16 = 13
Stats: 4d6 ⇒ (4, 3, 1, 5) = 13 = 12


Veniir wrote:
@GM: Do you have a deadline for character submissions?

The 31st.


Well this has promise, let's get rolling...
Attribute: 4d6 ⇒ (5, 5, 5, 1) = 16
Attribute: 4d6 ⇒ (4, 4, 1, 6) = 15
Attribute: 4d6 ⇒ (1, 1, 2, 6) = 10
Attribute: 4d6 ⇒ (1, 2, 6, 4) = 13
Attribute: 4d6 ⇒ (1, 2, 4, 1) = 8
Attribute: 4d6 ⇒ (1, 1, 6, 6) = 14

Attributes: 15(+2), 14(+2), 13(+1), 12(+1), 9(-1), 7(-2)

Well if the other 2 players come through have a Barbarian and a Ranger so I guess I will go Oracle just so you folks that have said nothing thus far are wondering what to take you know what might be in the game.

Attribute: 4d6 ⇒ (4, 6, 3, 4) = 17 ... 14 x 10 = 140gp + 10gp for starting clothes

Hey J Scot Shady I do believe you can reroll your Attributes as you got: 15(+2), 14(+2), 10(+0), 9(-1), 8(-1), 7(-2) = +0 or less

Also Violant you did get a reroll just not the way you implemented it and your rolls look like this:
1st Set: 15(+2), 12(+1), 11(+0), 10(+0), 10(+0), 4(-3) = +0 or less
.
2nd Set: 17(+3), 15(+2), 13(+1), 13(+1), 9(-1)


Seth86 wrote:

Character Sheet

So some idea has formed. After the death of a very close friend, due to the rampant drug trade, he began to hunt traders with a passion. Wanting to make the city he loved a better place for those in it

You got to choose a Trait specialty for your drug addict. Either addicted friend or personal addiction.


DeJoker wrote:
Hey J Scot Shady I do believe you can reroll your Attributes as you got: 15(+2), 14(+2), 10(+0), 9(-1), 8(-1), 7(-2) = +0 or less

DeJoker, when I first rolled I missed the drop the lower (it's been a while since I've rolled stats) and I did the math. They I realized I needed to recalculate each stat and completely forgot to redo the math. Thanks.

So, here is the reroll. I am assuming it's a complete reroll since it's based on the total bonuses, but if I am wrong I will stick with the first three (to replace my lower than 10s).

Roll 1: 4d6 ⇒ (3, 5, 6, 3) = 17 = 14
Roll 2: 4d6 ⇒ (5, 5, 2, 1) = 13 = 12
Roll 3: 4d6 ⇒ (2, 4, 2, 5) = 13 = 11
Roll 4: 4d6 ⇒ (5, 6, 5, 2) = 18 = 16
Roll 5: 4d6 ⇒ (6, 5, 1, 4) = 16 = 15
Roll 6: 4d6 ⇒ (1, 3, 5, 6) = 15 = 14

That's not bad at all. I am going with it (unless I am wrong). Also, am I nuts that I want to willing drop one of the 14s to a 13. Something about the sequence feels better.


Yeah J Scot Shady I would just probably go with that attribute set as is.

16, 15, 14, 14, 12, 11

Then at 4th-Level bump the 15 or 11 up one then at 8th-Level bump the other one up. Then 12th-Level + 16th-Level take a 16 to an 18 that last point at 20th-Level maybe the GM will let you exchange it for a Feat or something.

Grand Lodge

Halfling fighter


Rosc wrote:

While I want for those to generate, I have a couple questions.

1) I didn't see Ultimate Wilderness on the list. How do you feel about the Shifter class? And doubly so, how do you feel about the Oozemorph archetype? I think that one may go especially well with the Drug Addict background.

A1. I don't have Ultimate Wilderness. That's the reason why you don't see it on the list. As far as I know, I didn't buy it when the PF Humble Bundle was offered.

Quote:
2) Thoughts on the Kineticist? It's Burn mechanic is my favorite resource system in all of PF1e, and I'd love to play a dedicated special-powers-person. I'm also inclined towards the spiritualist and the fun stories that can come from the phantoms. A small writing example of such fun can be found here.

The kineticist is my least hated class in PF OA (OA for me means Oriental Adventures 1e or 3e. So I make sure I use PF as a prefix). Since it has Avatar: the Last Airbender vibes. As far as everything else, I don't like it because I think the 3.5 psionics captures the "power of the mind" vibe better.


I changed my mind-- I'm working on a Mysterious Avenger Swashbuckler rather than a Vigilante. Here is my first draft.

Starting gold: 5d6 ⇒ (3, 5, 2, 2, 2) = 14


EltonJ wrote:
Seth86 wrote:

Character Sheet

So some idea has formed. After the death of a very close friend, due to the rampant drug trade, he began to hunt traders with a passion. Wanting to make the city he loved a better place for those in it

You got to choose a Trait specialty for your drug addict. Either addicted friend or personal addiction.

Addicted Friend.

I tried to include it in the concept as pathbuilder didn't give me the option to chose. I haven't had time to make the build on HL yet


Announcement regarding Ultimate Wilderness

Hi everyone. I'm sorry for not listing Ultimate Wilderness as a resource you can use for creating characters. I have Ultimate Wilderness, I just didn't open it to read it. I'm reading it now. You can use UW for creating your characters, just one restriction.

You can't create a Ghoran or a Leshy, as plants really aren't born. But they grow from seeds. Plants aren't considered to have an intelligent race amongst their kingdom. I hope you understand this restriction.


Hey eriktd your first sequence of rolls netted you the following:

16(+3), 15(+2), 10(+0), 9(-1), 8(-1), 7(-2) = +1 so no rerolls

And Mokshai your first sequence of rolls netted you the following:

17(+3), 13(+1), 12(+1), 11(+0), 11(+0), 10(+0) = +5 so no rerolls


4d6 ⇒ (3, 5, 2, 3) = 13=11
4d6 ⇒ (5, 3, 6, 5) = 19=16 (+2=18)
4d6 ⇒ (6, 1, 2, 1) = 10=9
4d6 ⇒ (4, 6, 1, 4) = 15=14
4d6 ⇒ (6, 3, 4, 3) = 16=13
4d6 ⇒ (1, 3, 6, 6) = 16=15

Starting Gold: 2d6 ⇒ (5, 5) = 10 (x10=100)
Okay, I'll see what I can come up with this, Thinking a Diviner Wizard [Foresight sub-school]


DeJoker wrote:

Hey eriktd your first sequence of rolls netted you the following:

16(+3), 15(+2), 10(+0), 9(-1), 8(-1), 7(-2) = +1 so no rerolls

Oh! I had been thinking like Violant that rerolls were for each stat being less than 10. That's going to significantly change my array!


2 people marked this as a favorite.

That isn't even the GM, so I'll await for confirmation since my 10-10-10-10-10-12 point still stands.

Sovereign Court

4d6 ⇒ (2, 3, 2, 6) = 13 = 11
4d6 ⇒ (4, 2, 3, 6) = 15 = 13
4d6 ⇒ (4, 2, 5, 4) = 15 = 13
4d6 ⇒ (1, 1, 3, 2) = 7 = 6
4d6 ⇒ (2, 4, 4, 1) = 11 = 10
4d6 ⇒ (1, 2, 5, 4) = 12 = 11

0+1+1-2+0+0 = 0, so...

4d6 ⇒ (2, 1, 6, 4) = 13 = 12
4d6 ⇒ (2, 3, 6, 1) = 12 = 11
4d6 ⇒ (2, 3, 4, 2) = 11 = 9
4d6 ⇒ (1, 2, 1, 2) = 6 = 5
4d6 ⇒ (1, 6, 1, 4) = 12 = 11
4d6 ⇒ (6, 2, 1, 4) = 13 = 12

1+0-1-3+0+1 = -2, so...

4d6 ⇒ (3, 5, 4, 6) = 18 = 15
4d6 ⇒ (2, 1, 5, 1) = 9 = 8
4d6 ⇒ (2, 6, 4, 1) = 13 = 12
4d6 ⇒ (4, 3, 1, 1) = 9 = 8
4d6 ⇒ (5, 6, 4, 5) = 20 = 16
4d6 ⇒ (5, 3, 1, 6) = 15 = 14

+2-1+1-1+3+2

...working out to exactly a 20 point-buy ;-)

Not quite the array I would have chosen, mind you, but I will see what I can do with it.


Violant wrote:
That isn't even the GM, so I'll await for confirmation since my 10-10-10-10-10-12 point still stands.

Shoot, I just went and redid all my stats, thinking that was the GM who responded. :)

(A 10-point buy is pretty difficult for me to work with! I don't even know what yours is, Violant. A -2 point buy?)


If your Ability bonuses total to zero or less, then reroll.

You reroll all of your stats, Violant and eriktd, if your ability bonuses total to 0 or less. I got that little rule bit from the D&D PHB (3.5).

If the dice are against you, I can give you an elite array to start with.

Scarab Sages

Well, that decides it. I'll pass.


Eh, I'm out then. Mostly because I have to finish up another character.


I'd certainly like to give this campaign another try.

Roll 1: 4d6 ⇒ (3, 6, 5, 2) = 16 = 14
Roll 2: 4d6 ⇒ (3, 3, 4, 3) = 13 = 10
Roll 3: 4d6 ⇒ (6, 3, 6, 1) = 16 = 15
Roll 4: 4d6 ⇒ (4, 1, 6, 4) = 15 = 14
Roll 5: 4d6 ⇒ (2, 3, 6, 6) = 17 = 15
Roll 6: 4d6 ⇒ (1, 5, 6, 6) = 18 = 17

Pretty good rolls. Let's see what I can come up with.


Ok, so I misread that.

But that don't mean that I cannot get that array to work.


This is AJM4885's submission. He's still a work in progress but it's about 95% set in stone.

EltonJ, what are your thoughts on pre-crafting some items (i.e. scrolls) before the game starts, or purchasing additional spells for my spellbook?


May I introduce Neghed for submission.

Unknown to Neghed, he is the grandson of the Godcaller of a Mammoth Lord tribe whose daughter was captured and enslaved by an war tribe of orcs. The spiritual connection was carried in his blood and the spirit guide has watched over him. Unfortunately, without the training, Neghed can only feel the connection through an understanding of related animals and in his rage.

Rough Background:
Born to a Kellid slave in Urglin and then sold to a slaver in Kaer Maga, Neghed was eventually freed thanks to the Freeman faction. He was taken to an orphanage in Korvosa but found his orc heritage meant he was abused by his caretaker as well as the other children. In addition, odd things seem to happen such as extra food appearing in his bed when he was hungry. When another boy tried to harm him, somehow the bully ended up losing his ear. Neghed knew he would never be able to explain that he didn't do it, so he fled into the streets of the city.

Eventually, Neghed joined Gaedren Lamm's gang of thieves. Neghed was never a great thief, but he proved he could flex his muscle to get his way. As he got older though, he often was ordered to discipline the other children but Neghed found even if he tried he could never bring much harm to them. Gaedren found this weakness to be too much, and would discipline Neghed along with the other child himself.

As the years went on, Gaedren abused Neghed more and more for these failures until one night he beat him and left him for dead in the cold. Neghed knew it was over and felt himself go numb, then slipped into the dark as he heard the howl of a wolf. He woke after a time on the deck of a fishing vessel with the small crew watching him carefully. They told him that he was found floating in the river and they brought him aboard, unsure how he had made it without being finished off by some predator.

Neghed was offered to join the crew, and without any better offer he figured this would be a good alternative to thievery. Soon the crew begin to look at Neghed as a good luck charm. Their hauls were greater than they had ever been. The boat seemed to need less repairs. Occasionally they would see a figure near Neghed, just for a second, but Neghed never did. They would hear a wolf howl from time to time, and Neghed began to feel he could almost hear a voice within it.

Gold: 3d6 ⇒ (6, 1, 2) = 9 x10=90

Still need to work out what gear he will have and work out a more formal backstory. Sheet will be updated as I get it done. Thanks.


Nicolai Antonescu wrote:

This is AJM4885's submission. He's still a work in progress but it's about 95% set in stone.

EltonJ, what are your thoughts on pre-crafting some items (i.e. scrolls) before the game starts, or purchasing additional spells for my spellbook?

Pre-crafting items is a no, but purchasing additional spells for your spellbook is a yes.


This is one of the few PF1 APs I haven't played.

Stat 1: 4d6 ⇒ (4, 5, 1, 2) = 12 11
Stat 1: 4d6 ⇒ (2, 5, 5, 1) = 13 12
Stat 1: 4d6 ⇒ (2, 5, 4, 5) = 16 14
Stat 1: 4d6 ⇒ (4, 1, 1, 5) = 11 10
Stat 1: 4d6 ⇒ (6, 2, 3, 4) = 15 13
Stat 1: 4d6 ⇒ (3, 1, 6, 4) = 14 13

Well that is a lot of odds for stat bumps.
I can work with this.


HL made sheet of Griffith (may decide to recycle another profile)

Griffith:

Griffith
Male human fighter (armiger, two-weapon fighter) 1 (Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Adventurer's Guide 94)
LN Medium humanoid (human)
Init +2; Senses Perception +7
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+4/19-20) or
. . falcata +5 (1d8+4/19-20/×3) or
. . short sword +5 (1d6+4/19-20)
Ranged javelin +3 (1d6+4)
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Statistics
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Str 18, Dex 15, Con 15, Int 13, Wis 14, Cha 12
Base Atk +1; CMB +5; CMD 17
Feats Exotic Weapon Proficiency (falcata), Two-weapon Fighting
Traits addicted friend, seeker
Skills Acrobatics -3 (-7 to jump), Climb +3, Intimidate +5, Knowledge (engineering) +5, Knowledge (local) +6, Knowledge (planes) +5, Perception +7, Profession (soldier) +6, Swim +3
Languages Common, Infernal
SQ hellknight order (order of the scar), studious squire
Other Gear lamellar (steel) armor[UC], dagger, falcata[APG], javelin (10), short sword, backpack, bedroll, belt pouch, canteen[UE], flint and steel, hemp rope (50 ft.), hip flask[UE], manacles, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), waterskin, whetstone, 4 gp, 7 sp
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Special Abilities
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Studious Squire Gain 1 additional skill points/level in Intimidate and Knowledge (planes)


Forgot to do this on the rolls.

Wealth: 4d6 ⇒ (4, 4, 1, 1) = 10x10 = 100

Ugg, what a crappy roll, and a 19 point array.
Oh well, thems the breaks.

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