
KoolKobold |
6 people marked this as a favorite. |

The king is dead, but should the queen live long? This is what the heroes of Korvosa must answer in these trying times.
NOTE ABOUT THE DM: I am still very new at PbP, and I recently had to drop a RotRL thread due to momentum grinding to a halt due to a player or two ghosting and issues with other players being able to post. If you are not sure you can maintain as steady of a posting schedule as possible, I wouldn't recommend to join. Also, there may be a day where I don't post due to mental health reasons, but if there's any moment where I won't be able to post for whatever reason, I will be 100% transparent about it. I ask that all players joining due the same.
Races: All Core, plus aasimar*, kobold**, tengu and tiefling*.
*Aasimar and tiefling characters can select a different available race to base their character's heritage on besides humans; said characters take any changes from their size and speed modifiers. For example, aasimars and tieflings that have gnome, halfling or kobold parents are Small, and for the former two their base speed is 20 ft. Aasimars and tieflings that have dwarf heritage have their base speed at 20 ft but gain the slow and steady racial trait.
**Kobolds' racial modifiers are changed to the following: +4 Dex, -2 Str, -2 Con. They also lose darkvision and light sensitivity and gain low-light vision, as the dayrunner ability. Those creating kobold characters can choose between one of the two options.
Classes: All Core, APG (minus cavalier), ACG, and magus. Vigilante I'm not 100% sure of, but you would have to convince me. No gunslinger, no Occult classes. Archetypes are available, except for any that give firearms or occult class abilities. If you wish to play a prestige class, talk it over with me first-Champion of Irori and dragon disciple are two I will be the most accepting, but if you have a case for why you want to play a prestige class, I'll be willing to hear you out.
Starting Gear: Max gold. You start with one outfit for free. You also start with one weapon your class is proficient in for free (this weapon cannot be an exotic weapon).
Feats: We are using Elephant in the Room rules
Skills: Classes that have skill ranks of 2 + Int modifier have 4 + Int modifier instead. We are also using background skills.
Traits: Three traits, one must be campaign, one drawback.
HP: Max at 1st level. After the 2nd level, you can either take half the die rounded down (3 for d6, 4 for d8, 5 for d10, 6 for d12), or you can attempt to roll for higher but must keep the result.
Stats: We'll be doing 20 point buy.
Characters: As the characters are all supposed to have a background with the criminal Gaedren Lamm, all characters must be either born in Korvosa, or moved in when they were young. Also, I heavily prefer you to play a good or neutral alignment.
Deadline: I'll keep this recruitment thread open until September 3rd at 4 pm CST. If needed, I can extend the deadline to no further than September 10th at 4 pm CST.
If there's anything I missed, or if you have any questions, let me know.

Profession Smith 6 ranks |

Starting Gear: Max gold. You start with one outfit for free. You also start with one weapon your class is proficient in for free (this weapon cannot be an exotic weapon).
If a PC is proficient with a composite longbow and has +1 Str, can they get such a weapon (composite longbow [+1 Str]) for free or perhaps pay the extra gold to upgrade if they can afford it?

KoolKobold |

Thinking about a shaman with the Heavens mystery. If I make an aasimar with the Scion of Humanity racial trait, can I take the human favored class bonus?
Yes
If a PC is proficient with a composite longbow and has +1 Str, can they get such a weapon (composite longbow [+1 Str]) for free or perhaps pay the extra gold to upgrade if they can afford it?
I’m gonna say the composite longbow for free will be a bit much, however if you get accepted I’m willing to allow you to pay the difference to upgrade later.

DaisL |

DaisL wrote:Any chance you'd let a goblin sorcerer in? They used to be one of Gaedrens lambs but found their way escape with them temple of sarenrae. Love fire.I’ll allow it.
Should I use the standard goblin racial modifiers or do you want to change it to be more in line with the usual modifiers, like you did with kobolds?

Veniir |
1 person marked this as a favorite. |

Hi, I'm submitting Leo Wulff, empiricist investigator.
This is obviously a skill monkey. He has the face skills as well, but if the selected party has another face, I'll consider redirecting Bluff and Intimidate if that's ok.
He'll cover the important knowledges, the very important trapfinding and spellcraft too. Perception will be very high.
He'll also giev a lot of party versatility via extracts. Starting level 3 he'll be able to share his extracts with the infusion alchemy discovery. That gives some unique buffs (like shield spell on anyone).
In combat, the empiricist is a late bloomer. He'll start doing little damage, but he'll eventually get dex to damage and studied combat, which scales slow but really powerfully.
I have a few games going on and am a very consistent poster. I inform the party of my absenses beforehand, like a trip or some other reason. My posting quality can vary, because sometimes I don't have much time to post, but I make sure to post at least something short, in the very least to keep things rolling.
STR 13, DEX 16, CON 10, INT 18, WIS 10, CHA 10
Male Elf
Medium Size
LG Investigator (empiricist) 1
BaB +0
Init +3; Senses: Perception +6, Sense Motive +4, Lowlight vision
CMB 0 (+BaB)
CMD 13 (10 0+3Dex)
Favored Class Investigator
FC bonus: +⅓ inspiration
Defense
AC 15, touch 13 flat-footed 12 (+3 Dex +2 Armor) (mind shield extract)
HP 11 (8 (1st investigator) + 3 (Toughness))
Fort +1 (+1 Con +1 trait)
Ref +5 (+2 base +3 Dex)
Will +3 (+2 base +0 Wis +1 trait) (add 2 vs enchantment)
Offense
Speed 30 ft
Melee rapier +3 (1d6+1/20x2)
Space 5 ft, Reach 5 ft
Magic
Spell-like ability
At will: Detect Magic
Alchemy
CL 1
DC: 14+extract level
Prepared (slots):
1 (2): Shield, free slot
Formula book
1 (4): Crafter's Fortune, Cure Light Wounds, Disguise Self, Long arm, Shield, Tears to wine
Inspiration:
Inspiration pool: 4
Die: 1d6
Free uses: Knowledge, Linguistics, Spellcraft
Other abilities and SQ:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Traits:
Accelerated drinker
Forlorn
Missing child (own son)
Grudge keeper (flaw)
Feats:
Lvl 1 - Toughness
Skills:
Bluff +4 (1 Ranks +3 CS)
Disable Device +8 (1 Ranks +3 Dex +3 CS +1 trapfinding)
Diplomacy +4 (1 Ranks +3 CS)
Intimidate +6 (1 Ranks +3 CS +2 trait)
Knowledge (arcana) +8 (1 Ranks +4 Int +3 CS)
Knowledge (dungeoneering)
Knowledge (local) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion) +8 (1 Ranks +4 Int +3 CS)
Perception +6 (1 Ranks +3 CS +2 racial) (add 1 to locate traps)
Sense Motive +4 (1 Ranks +3 CS)
Spellcraft +8 (1 Ranks +4 Int +3 CS)
Background skills:
Craft (alchemy) +8 (1 Ranks +4 Int +3 CS) (add 1 to create alchemical item)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Profession (private investigator) +4 (1 Ranks +3 CS)
Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc
Equipment:
Wealth: 5gp 2sp
Common items
Rapier, Leather armor, Dagger x2, Backpack, Bedroll, Caltrops, Crowbar, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Thieves' tools
Magic items
-
Leofel Wulff came to Korvosa with his family when he was young. They were coming to spend some time expanding their business. However, after only 10 months, they had not yet secured all the contacts they needed, they were all killed in a street robery. Leofel was barely a young adult, so he was not allowed to go on the business talks. When the Korvosan guard came to give him the news, he could not understand it.
As a young elf in a human city, Leofel was quickly scammed out of his family's money. All he managed to keep for himself was enough money to buy himself a small apartment in Old Korvosa. After learning how humans work, the elf started to go by the name of Leo, and started to try and get his family's business back on track.
It took Leo many years to realize he is not meant for commerce. Instead, he started a small private investigation office. It turned out that this business was better suited for him. He found enough clients to keep his office afloat and for a while he thought he'd make it.
A few years went by. One day he was hired by Yecza, a beautiful yet poor woman to find a watch of sentimental value to her. Even though he did find the watch, she couldn't afford his fee. She became his assistant to eventually have money to pay her debt. It was not entirely surprising that they fell for each other. Soon, the debt was forgotten, and they had a son together. They named him Cooper and they were happy.
Cooper was 8 years old when he disappeared from Leo's side one day at the market. The elf went mad with rage. Yecza didn't forgive the elf and hasn't since been able to form a coherent sentence due to grief.
Today Leo spends his days running the streets, mad to find any clue of his son.

KoolKobold |

@KoolKobold
If I take the kobold feat for draconic breath, would you allow it to combine/stack with the PrC ability?
As I would like to lean into the whole draconic theme
I’m gonna say the answer is yes but also no. What I will allow is you to take the kobold feat, and once you can learn the breath weapon from the bloodline, your breath weapon damage increases by one step. (Unless that’s exactly what you’re talking about.)

DM Azure_Zero |
1 person marked this as a favorite. |

...
NOTE ABOUT THE DM: I am still very new at PbP, and I recently had to drop a RotRL thread due to momentum grinding to a halt due to a player or two ghosting and issues with other players being able to post. If you are not sure you can maintain as steady of a posting schedule as possible, I wouldn't recommend to join. Also, there may be a day where I don't post due to mental health reasons, but if there's any moment where I won't be able to post for whatever reason, I will be 100% transparent about it. I ask that all players joining due the same.
Very honest, As GM and player I find that excellent.
I've run games on the boards for Years and know a few tricks.
Now there is a slight change to the PF rules, that make it so that a PBP game does not lose anywhere near as much momentum of would happen following the exact rules.
I recommend using the "Us vs Them Initiative" which works best with slower non-real-time games instead of the regular normal initiative system that is more rigid and is more for a live real-time games.
As Us vs Them removes a majority of delays in combat by removing fixed player order and NPC orders. Instead players roll and NPCs roll as normal, but the highest player roll (the total) is the same for all players and the highest NPC roll is the same for all NPCs.
The PCs can post in any order during the player turn so they don't need to wait on someone to post before they can post and all the NPCs go at once, which means only one major update post for the GM to make each round if there are many NPCs in combat.
Now some folks don't like this slight change, but this one change is a major boon for the slower PBP play in keeping player momentum, where as the normal initiative rules are better for a live real-time game.

KoolKobold |

KoolKobold wrote:...
NOTE ABOUT THE DM: I am still very new at PbP, and I recently had to drop a RotRL thread due to momentum grinding to a halt due to a player or two ghosting and issues with other players being able to post. If you are not sure you can maintain as steady of a posting schedule as possible, I wouldn't recommend to join. Also, there may be a day where I don't post due to mental health reasons, but if there's any moment where I won't be able to post for whatever reason, I will be 100% transparent about it. I ask that all players joining due the same.
Very honest, As GM and player I find that excellent.
I've run games on the boards for Years and know a few tricks.
Now there is a slight change to the PF rules, that make it so that a PBP game does not lose anywhere near as much momentum of would happen following the exact rules.
I recommend using the "Us vs Them Initiative" which works best with slower non-real-time games instead of the regular normal initiative system that is more rigid and is more for a live real-time games.
As Us vs Them removes a majority of delays in combat by removing fixed player order and NPC orders. Instead players roll and NPCs roll as normal, but the highest player roll (the total) is the same for all players and the highest NPC roll is the same for all NPCs.
The PCs can post in any order during the player turn so they don't need to wait on someone to post before they can post and all the NPCs go at once, which means only one major update post for the GM to make each round if there are many NPCs in combat.Now some folks don't like this slight change, but this one change is a major boon for the slower PBP play in keeping player momentum, where as the normal initiative rules are better for a live real-time game.
I’ve seen this before, but I never used it in a game. I might try that. Thank you for the advice

Seth86 |
1 person marked this as a favorite. |

Here is Treble in all his draconic splendor, yes, you may applaud now
Treble
Blue kobold sorcerer 1 (Pathfinder Campaign Setting: Classic Monsters Revisited)
CG Small humanoid (reptilian)
Init +4; Senses low-light vision; Perception +6
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Defense
--------------------
AC 17, touch 15, flat-footed 13 (+1 armor, +4 Dex, +1 natural, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +4, Will +2; +1 trait bonus vs. traps.
Resist electricity 5
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Offense
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Speed 30 ft.
Melee dagger +5 (1d3-1/19-20) or
. . sharpened tool +5 (1d6-1)
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—protection from evil, shocking grasp
. . 0 (at will)—detect magic, drench[UM] (DC 13), jolt[UM], prestidigitation
. . Bloodline Draconic
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Statistics
--------------------
Str 8, Dex 18, Con 12, Int 11, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 12
Feats Agile Maneuvers, Draconic Aspect[ARG], Eschew Materials
Traits dropout, magical lineage, trap savvy (darklands)
Skills Appraise +4, Bluff +7, Craft (traps) +7, Knowledge (arcana) +4, Perception +6, Spellcraft +5, Stealth +12; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Draconic
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), crafty, finesse weapon attack attribute, unlearned
Combat Gear bottled lightning[UE]; Other Gear haramaki[UC], dagger, sharpened tool, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, hip flask[UE], masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), trapmaking tools, waterskin, whetstone, 9 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Unlearned (Knowledge [arcana]) You cannot attempt untrained checks with knowledge skills other than the one selected.

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Oh wow, I've been WAITING for a Curse of the Crimson Throne game! I can adjust my Varisian Warpriest of Desna, Gerinel, to fit the entry specifications right quick! (He was made for a Curse of the Crimson Throne game that died unfortunately quickly).

KoolKobold |

I'm thinking a Tiefling Alley Witch might be fun here, a creepy waif who was left for dead by a crime boss. I might go grimspawn or shackleborn.
Would that work?
Oh wow, I've been WAITING for a Curse of the Crimson Throne game! I can adjust my Varisian Warpriest of Desna, Gerinel, to fit the entry specifications right quick! (He was made for a Curse of the Crimson Throne game that died unfortunately quickly).
Both submissions are good with me!
A Sable Company Marine Ranger could be fun.
If you want to try that, I’ll allow it.

Wrong John Silver |
2 people marked this as a favorite. |

Okay, here's my submission: Sluagh!
Notes: I still have to work on equipment, and I took the Slippery trait that is normally reserved for the Bellflower Network, but I think you'll understand why I think it's appropriate for Sluagh. I'm using a base tiefling, no grimspawn or shackleborn.
Name: Sluagh
Race: Tiefling (halfling, small)
Class: Alley Witch
Languages: Common, Abyssal, Infernal, Halfling, Elf, Draconic
Alignment: True Neutral
Strength 8
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 12
Charisma 8
Init +3* (+3 Dex)
Fort +2 (+0 base +2 Con)
Ref +4 (+0 base, +3 Dex, +1 trait)
Will +3 (+2 base, +1 Wis)
HP 9 (6 +2 Con, +1 FC)
AC 14/ff 11/touch 14 (+3 Dex, +1 size)
BAB +0
CMB -2 (-1 Str, -1 size)
CMD 11 (10 -1 Str, -1 size, +3 Dex)
Move 20'
Attacks:
Small Size, 20' move
Favored Class: Witch
Native Outsider type
Darkvision 60’
+2 racial bonus to Bluff and Stealth
Cast darkness 1/day as a spell-like ability
Cold resistance 5, Electricity resistance 5, Fire resistance 5
Alley Witch archetype (Pathfinder Player Companion: Heroes of the Street)
Weapon Proficiency: Simple weapons
Armor Proficiency: None
Witch’s Familiar: House Centipede holds Sluagh’s spells
Crowd Patron: Patron spells come from the Crowd Patron list
Child of the Streets: Bluff and Knowledge (Local) are class skills, Knowledge (Planes) and Knowledge (Nature) are not
Speak to the City: While in Korvosa, Sluagh gets +2 to Initiative, Knowledge (Local), Perception, Stealth, and Sense Motive checks.
Stealthy (+2 Escape Artist and +2 Stealth)
Adventuring Skills:
Perception +1* (+1 Wis)
Escape Artist +10 (1 rank, +3 class, +3 Dex, +2 feat, +1 trait)
Heal +5 (1 rank, +3 class, +1 Wis)
Spellcraft +8 (1 rank, +3 class, +4 Int)
Sense Motive +2* (1 rank, +1 Wis)
Knowledge(Arcana) +8 (1 rank, +3 class, +4 Int)
Knowledge(Local) +8* (1 rank, +3 class, +4 Int)
Stealth +19* (1 rank, +3 class, +3 Dex, +4 size, +2 racial, +2 feat, +3 familiar, +1 trait)
Bluff +5 (1 rank, +3 class, -1 Cha, +2 racial)
Background Skills:
Craft (Alchemy) +8 (1 rank, +3 class, +4 Int)
Lore (Korvosa sewers) +8 (1 rank, +3 class, +4 Int)
Unhappy Childhood: Tortured (Campaign): +1 Reflex
Vagabond Child (Regional, Urban): +1 Escape Artist, Escape Artist is a class skill
Slippery (Combat): +1 Stealth, Stealth is a class skill
Anxious (Drawback): -2 Diplomacy, speaks slowly, always assumed to be whispering
180 gp
Total Encumbrance:
Light: 0-26 Medium 27-53 Heavy 54-80
Known Spells:
Level 1: (DC 15) cure light wounds, grease, adhesive spittle, burning hands, sleep, urban grace, mage armor
XP: 0
Background:
Sluagh doesn’t know where she’s from. She doesn’t even know her own name, or if she ever had one. She had been abandoned by her mother long before she knew her. She had no one to take care of her. No one to look after her.
No one, of course, except for Gaedren Lamm.
Sluagh was the name Lamm and the other children gave her, called her a demon, teased her for dripping everywhere and left to sleep in the trash heaps, covered in bugs and spiders and all manner of creepy crawlies.
She was one of Lamm’s thieves, valued for her ability to slip into tight spaces, get lost in crowds, and disappear. But, she still lived at the bottom of the pecking order, and any time things didn’t work out, she was punished for it. Even when it wasn’t her fault.
That’s how she ended up left for dead with the trash by the dockside at night. Maybe she did die. She doesn’t know. She does know that a centipede woke her up. She suspects it crawled out from inside her. But through it, for the first time in her life, there was something that knew she had more purpose. And now, she knows every last ditch, sewer, and dump site in Korvosa. And she’s going to do something about her situation.
Appearance:
Sluagh is scrawny, pale, and greasy. Malnourishment combined with her halfling heritage has left her looking like the picture-perfect example of a street waif, an urchin, a mudlark. One might think that this would lend her to earn sympathy in others, but no. Something is always terribly off about her. Whether it’s the black oil that hangs on her face or runs down her limbs, or the way there always seems to be something skittering in her long, black straight hair, people always know there’s something wrong about her.
Personality:
Sluagh is quiet, mousy, and used to being pushed around. She is used to living in fear, living with abuse in the home. She expects to be disrespected, harmed, bullied. None of that would drive her to stray. But there is still a spark of self-worth within her. She might not speak up, but she knows she can slip away and get things done herself. And, of course, she’s no longer alone.

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“Crisischild” wrote:A Sable Company Marine Ranger could be fun.If you want to try that, I’ll allow it.
Appreciate the response =) But on second thought, I'm not in love with animal companions in PbP. PbP combat is already kinda a slog without added bodies on the field. Would you allow the Brewkeeper PrC?

KoolKobold |

KoolKobold wrote:Appreciate the response =) But on second thought, I'm not in love with animal companions in PbP. PbP combat is already kinda a slog without added bodies on the field. Would you allow the Brewkeeper PrC?“Crisischild” wrote:A Sable Company Marine Ranger could be fun.If you want to try that, I’ll allow it.
I have not heard of this prestige class before, but as a fan of Cayden Cailean, I approve

Linnea the Diviner |

A couple of questions. One, will we have any downtime for crafting magic items? I would like to take Craft Wondrous Item at some point. Two, is the Evangelist PrC acceptable? My character is a follower of Desna. I'm looking at that sweet, sweet Starlit Caster boon. Her Obedience is pretty handy for not dying to surprise attacks too.

KoolKobold |

A couple of questions. One, will we have any downtime for crafting magic items? I would like to take Craft Wondrous Item at some point. Two, is the Evangelist PrC acceptable? My character is a follower of Desna. I'm looking at that sweet, sweet Starlit Caster boon. Her Obedience is pretty handy for not dying to surprise attacks too.
Yes we will do downtime, and the evangelist PrC is acceptable (as someone planning to play an evangelist of Erastil in another campaign)

Ouachitonian |

I've always thought that the Sable Company Marine Ranger archetype seems like it would make a ton of sense in this campaign. But is having a large companion going to be a big hindrance? And will having a flying companion big enough to ride be much help? If it's a lot of tunnels and dungeons, that's probably not the best idea.

Seth86 |
1 person marked this as a favorite. |

If it starts getting a problem, start saving up for a Belt of the Weasel
That items has come in handy so many times for me
Side note. I plan to write some more things about Treble
Kobold in a human majority city. Not to mention his stature and a whole slew of things. No wonder he was a scape goat... Scape lizard... For a murder.
But how a critter like him could do that? Don't know why it took so long to free him. Some people... Uhg. Humans

KoolKobold |

I've always thought that the Sable Company Marine Ranger archetype seems like it would make a ton of sense in this campaign. But is having a large companion going to be a big hindrance? And will having a flying companion big enough to ride be much help? If it's a lot of tunnels and dungeons, that's probably not the best idea.
I’m one who lets animal companions roll on the same turn as the player. But I do think a large companion might be a bit of a struggle.

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2 people marked this as a favorite. |

I have decided to go with a Dragonblood Chemist Alchemist.
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Male Half-Orc Alchemist (Dragonblood Chemist) 1
N Medium humanoid (Human, Orc)
Init +2 ; Senses Perception +6
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Defense
--------------------
AC 19 [23], touch 13, flat-footed 16 [20] (+4 armor, +2 Dex, +1 Dodge, +2 Natural Armor +[4 Shield])
hp: 10 (1d8+ 2 Con)
Fort +6, Ref +7, Will +3 [+2 vs Fear]
Defensive Abilities:
--------------------
Offense
--------------------
Speed: 30 Ft
Melee: Spiked Chain +3 (4) [2d4+4 (6); x2]
Ranged: Sling +2 [d4+3 (4)] (50 ft)
Special Attacks: Bombs [15 ft cone; d6; Reflex DC 12- 10+½ level+Int Mod]
Extracts (CL 1; Concentration +3)
Formulae Known:
Level 1: Enlarge Person, Shield
Daily Extracts
Level 1: [2] Shield x2
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +0 ; CMB +3; CMD 15
Racial Abilities:
Unflinching Valor: half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This replaces intimidating
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.
Weapon Familiarity/i]: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
[i]Darkvision: See 60 feet in darkness.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Abilities:
Dragonblood Mutagen (SU): At 1st level, a dragonblood chymist discovers how to create a mutagen that he can imbibe in order to mimic the might of a dragon. While he maintains his original form, his features take on a draconic appearance, becoming scaly and lizard-like. He gains a +2 natural armor bonus and a +2 alchemical bonus to his Strength for 10 minutes per class level.
At 2nd level, the dragonblood chymist has learned to concentrate the potency of his dragonblood mutagen such that it grants him two claw attacks and a bite attack. If these are the only attacks the dragonblood chymist makes in a round, they are primary attacks and are made using his full base attack bonus. Otherwise, these natural attacks are treated as secondary attacks. The claw attacks deal 1d4 points of damage (1d3 if he is Small) and the bite attack deals 1d6 points of damage (1d4 if he is Small). While the mutagen is in effect, he gains a +2 competence bonus on Intimidate checks. At 12th level, the dragonblood mutagen grants a +4 natural armor bonus and a +4 alchemical bonus to his Strength. At 16th level, the dragonblood mutagen grants a +6 natural armor bonus and a +6 alchemical bonus to his Strength. This ability otherwise functions as mutagen.
This ability modifies the mutagen class feature; replaces the discoveries gained at 2nd, 12th, and 16th levels; and precludes the dragonblood chymist from taking any other mutagen discoveries.
Explosive Breath (SU): At 1st level, a dragonblood chymist gains the ability to expel fire from his mouth in the same manner as a dragon. He gains the breath weapon bomb alchemist discovery but must apply this discovery to every bomb he creates.
This ability replaces the Throw Anything ability
Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist’s bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.
Bomb 1d6: n addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Brew Potion: At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Traits
Faith- Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Combat- Reckless: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Campaign-Unhappy Childhood (Tortured): The crimelord tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 bonus on Reflex saves.
Drawback- Betrayed: You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.
Feats:
Dodge: You gain a +1 dodge bonus to your AC.
Skills: Acrobatics +7 (5) [1], Craft: Alchemy +6 (7) [1], Knowledge: Arcana +6 [1], Knowledge: Nature +6 [1], Perception +5 [1], Spellcraft +6 [1], Use Magic Device +3 [1]
Languages: Common, Half-Orc, Shoanti, Varisian
Combat Gear: Greataxe [20 gp, 12 lbs], Chain Shirt [100 gp, 25 lbs], Spiked Gauntlet [Free, 1 lbs], Sling [Free, - lbs], 20 bullets [0.2 gp, 10 lbs]
Gold:40 Silver: 2 Copper:
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Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5 (0)
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
*= Carried in Backpack
Total Weight 80 [23 in backpack] lbs // 76 (100) light or less/ 77-153 (101-200) medium / 154-230 (201-300) heavy
Tocash would have died there had an alchemist named Theordore Krumpt happened by looking for alchemical ingredients. The man took pity on the nearly dead child and used his elixirs to heal him. Theordore brought Tocash in as an apprentice. Tocash proved to be a skilled Alchemist who learned to implement his heritage into the teachings of Theordore to improve his skills as an alchemist.

GuardYourPrivates |

I don't know that I've ever made a character for this. I will have to look into it. I have been aching to get into a campaign lately and not just spend all my energy running my own tables. I'll have my own recruitment coming up shortly, but I can't turn down a table that welcomes kobolds!
Though I feel I might be making something much more basic to submit here.

Linnea the Diviner |
1 person marked this as a favorite. |

I don't know that I've ever made a character for this. I will have to look into it. I have been aching to get into a campaign lately and not just spend all my energy running my own tables. I'll have my own recruitment coming up shortly, but I can't turn down a table that welcomes kobolds!
Though I feel I might be making something much more basic to submit here.
Recruitment, you say? :D I do like to maximize my odds by applying to multiple games.

Amadine Steleanu |
2 people marked this as a favorite. |

Linnea the Diviner here, with one shaman reporting for duty! Haven't bought my gear or statted out my spirit animal yet, but everything else should be there. Please let me know if I've made any mistakes.
As far as party role goes, Amadine is a debuffer and healer. She doesn't do ranged or melee combat. She stands in the back hexing the enemy, casting various debuff spells, and generally making their lives difficult. After the fight she can patch the party up.
She also has excellent Perception and Sense Motive (thank you trait system), as well as pretty good Spellcraft. Later on I plan to take the Evangelist prestige class and Craft Wondrous Item.
Female aasimar shaman of heavens 1
CG Medium outsider (native) and humanoid (human)
Init +4; Perception +11
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Defense
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AC 15, touch 10, flat-footed 15
HP 10 (1 HD; 1d8+2 Con)
Fort +4, Ref +0, Will +6
Defensive Abilities: Deathless Spirit (Gain resistance 5 against negative energy damage. Do not lose hit points when you gain a negative level, and gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.)
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Offense
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Speed: 30 ft (20 ft armored)
Melee: light mace (+0, 1d6, x2 crit) or dagger (+0, 1d4, crit 19-20/x2)
Ranged: sling with bullets x10 (+0, 1d4, crit x2, range 50 ft)
Space: 5 ft, Reach: 5 ft
Special Attacks: none
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Statistics
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Str 10, Dex 10, Con 14, Int 10, Wis 18, Cha 16
Base Atk +0; CMB +0; CMD +10
Feats: Awareness (Familiar), Improved Initiative
Skills: Handle Animal +7, Heal +8 (+10 with healer's kit), Knowledge (Religion) +4, Linguistics +1, Perception +11, Sense Motive +10, Spellcraft +7
Languages: Common, Varisian
SQ: Orisons, Spirit (Heavens), Spirit Animal (Baji the rat), Spirit Magic
Combat Gear: Scale armor, light mace, dagger, sling, bullets x10
Other Gear: Backpack, bandolier, spell component pouch,
Coin:
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Traits
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Missing Child - Sibling (Campaign): Diplomacy and Sense Motive are always class skills for you.
Seeker (Social): +1 trait bonus to Perception, always a class skill
Voices of Solid Things (Region): Use Cha for Spellcraft checks
Overprotective (Drawback): If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
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Special Abilities
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+2 Wis, +2 Cha
Darkvision 60 ft
Scion of Humanity: An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Crusading Magic: These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.
Deathless Spirit: Gain resistance 5 against negative energy damage. Do not lose hit points when you gain a negative level, and gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Spirit: Heavens
Spirit Animal: Baji the rat (+2 Fort and Awareness to master, Improved Evasion, Share Spells, Empathic Link, Nat Armor +1, Int 6)
Spirit Ability: Stardust 6/day (As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.)
Prepared Spells: Orisons- 3/day, 1st level- 2/day
Spirit Magic: 1st level - 1/day
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Spells Prepared
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Orisons:
Daze
Guidance
Stabilize
1st level:
Cure Light Wounds
Cure Light Wounds
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Spirit Magic
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1st level:
Heavens - color spray
However, the spirits decreed a different path for Amadine. Her grandmother Daiona is a shaman of the ancestors spirit, following an ancient Varisian tradition of communion with the spirit world, and when Amadine was born it was clear that she had great potential. Unlike with other forms of magic, though, an affinity for the spirits is a double-edged sword. Amadine absolutely had to be trained, otherwise there was a real danger than a malicious spirit would possess her. The fact that the young girl was also an aasimar was a footnote compared to the power and danger of her spiritual ability.
Ruslo and Cinamenta weren't particularly thrilled at Daiona's decree. The path of a shaman is fraught with danger to body and soul. But there are many tales of untrained people with spiritual potential becoming victims of evil or mischievous spirits in the Varisian oral tradition. Ruslo's mother was right, and everyone knew it. So Grandma Daiona began training Amadine as soon as she was old enough to understand the necessary concepts and the gravity of what they were doing. Amadine's older sister Jaelle was jealous of the attention her little sister was receiving, especially when her aasimar heritage became more obvious. Her younger sister Maireni, on the other hand, thought Amadine was the coolest ever and adored her. Amadine is a naturally friendly person who likes to make people happy, so she tried her best to be a good friend to her siblings, a loving daughter to her parents, and both a diligent student and loving granddaughter to her grandma.
Later in life, her parents had another child, Daval. Amadine and Maireni (Jaelle having married and moved out) did their best to help their aging parents raise him, but Daval inherited the Varisian wanderlust. He's a sweet kid, but an extremely curious one with a tendency to wander off. Two weeks ago, Amadine took him with her to the Reefclaw Run fish market in Old Korvosa to buy oysters for dinner. She looked away for one minute to count out coin for the oyster seller, and Daval was gone. Normally, Grandma Daiona can track him down with her magic, but this time she's having no luck. Wherever Daval is, he's out of range of his grandma's spells. So Amadine has taken it upon herself to find her little brother the old fashioned way. She bought a suit of scale mail and a light mace, strapped on her dagger and sling, and started combing Endrin Isle for signs of little Daval.
Amadine just recently finished her shamanic training, so she hasn't got a formal job yet. Mostly she helps around the stables like her sister Maireni. It's Varisian custom for grown children to stay in their parents' caravan or home until they get married, so her parents are happy to have her around.
Like most of her family, Amadine is fond of animals, especially her familiar Baji. Most of her relatives took a while to warm up to the rat, and Jaelle never did. Treating Baji well- or better yet, cooing over his cuteness- always wins brownie points with Amadine. She enjoys music, although she doesn't have the typical Varisian skill at performing. and she loves good food a little too much.
Amadine likes billowy blouses, full skirts, and colorful jewelry in the traditional Varisian style. Lately, though, she's been venturing into the more dangerous parts of Korvosa in search of her brother. This requires armor and sturdy woolen shirts and trousers, cut so as not to impede her movements and dyed shades of brown and rust to hide the inevitable stains. She's had to beat off more than one mugger with her light mace.
Mother: Cinamenta Steleanu, Varisian horse trader. Handles the bookkeeping and budget for Shooting Star Stables. Tends to fret over Amadine, but has resigned herself to the fact that the spirits chose her daughter. Also a devout Desnan.
Grandmother: Daiona Steleanu, shaman of the ancestors. She recognized the potential in Amadine when she was born, and saw that the spirits were attracted to her. Daiona took it upon herself to teach her granddaughter, both to pass on her knowledge and ensure that a malicious spirit wouldn't bond with the child. She has a raven familiar named Ladon.
Elder Sister: Jaelle Bourean, leatherworker, 27. She resented the amount of attention Amadine got as a child, and still has a frosty relationship with her today. Jaelle and her husband Kaldri are leatherworkers specializing in tack and harness.
Younger Sister: Maireni Steleanu, apprentice horse trader, 23. Maireni inherited their father's love of horses and is training to inherit the family business. She adored Amadine as a child and the two are still good friends.
Younger Brother: Daval Steleanu, 11. He was an oops baby, but his parents dote on him nonetheless. Daval is a very curious child who got the Varisian wanderlust in spades. He's constantly wandering off to explore and giving his parents and sisters heart attacks. Normally Grandma can track him down with her magic, but this time she's having no luck. Daval has been gone for weeks now, and everyone's sure something terrible happened to him.
Best Friend: Tasarla Ionescu, journeyman weaver, 25. A neighbor and part of Korvosa's Varisian community. Tasarla is a cheerful, easygoing sort of person who never treated Amadine any differently for being an aasimar.

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Kudos to you, Kool, for taking up the mantle.
Interested in submitting a fighter. Question for the Kobold Kommander: would you allow a Hellknight of the Nail aspirant (an armiger fighter)? He'd be LG, driven by the All Alone campaign trait to avenge the savagery of his lover's murder.

Gerinel |

I've updated Gerinel to fit the recruitment's specifications (brought his stats up to 20 point-buy, got 2 extra skill points, added a drawback and a third trait). I'll repost his backstory and other information here for easy reading:
Male human (Varisian) warpriest of Desna 1 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (human)
Init +3; Senses Perception +3
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +4 (-1 penalty vs. [emotion] spells unless they're [fear] spells as well)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longsword +0 (1d8+1/19-20) or
. . starknife +1 (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—divine favor, protection from evil
. . 0 (at will)—create water, detect magic, light
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Statistics
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Str 12, Dex 16, Con 14, Int 13, Wis 14, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Two-weapon Fighting, Weapon Finesse, Weapon Focus (longsword)
Traits fate's favored, magical knack, religious
Skills Acrobatics +0 (-4 to jump), Climb +2, Knowledge (religion) +5, Perception +3, Perform (sing) +1, Sense Motive +6, Sleight of Hand +1, Stealth +1, Swim +2
Languages Common, Shoanti, Varisian
SQ righteous indignation
Other Gear chain shirt, 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, 45 gp
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Special Abilities
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Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Righteous Indignation (DC 11) Must take any AoO provoked by enemy (Will neg). -1 to Will saves vs. non-fear emotion effects.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
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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...

GuardYourPrivates |
1 person marked this as a favorite. |

I'm thinking a dragonheir scion fighter. A lesser noble who was looking to move up after winning the hand of a proper lady. Only to have her murdered. That and fallout after the fact left him disenfranchised and without steady work. A bit threadbare, rougher looking, weary from drink and rougher living conditions. Planning his revenge and more than a bit jaded, but unable to shake his kind nature entirely.
Thinking primarily strength, some dex and con, a touch of charisma. Probably going with some flavor of intimidation build since the archetype and the campaign trait both lean into it.

KoolKobold |
3 people marked this as a favorite. |

I would like to thoroughly apologize for my absence these last couple of days. My energy pretty much tanked after pet sitting my mom's dogs over last weekend and I'm picking myself back up.
Tomorrow I will make a sheet of all recruitments and interests so far. Thank you all for already giving so much interest!

Amadine Steleanu |

I want to change some things around a bit to get more Int. KoolKobold, can I still get the Sense Motive version of the Missing Child campaign trait if the missing child is her nephew instead of her brother? The mental stat boosts from middle age would come in handy here, and it would be fun to play an older character for once.