Chaos in Korvosa-GMKoolKobold's Curse of the Crimson Throne

Game Master KoolKobold

Map (Old Fishery)

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Well this looks very exciting - Curse of the Crimson Throne is top of my AP wishlist!

I have a blossoming light cleric of Pulura in mind that I could retool and I think would fit nicely. Accordingly I have a couple of questions: is variant channelling ok? I'd like to move into the stargazer PRC - would this be alright?


Amadine Steleanu wrote:
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.
Slowdrifter wrote:

Well this looks very exciting - Curse of the Crimson Throne is top of my AP wishlist!

I have a blossoming light cleric of Pulura in mind that I could retool and I think would fit nicely. Accordingly I have a couple of questions: is variant channelling ok? I'd like to move into the stargazer PRC - would this be alright?

I will allow it


SUBMISSIONS

Linnea the Divine-Amadine Steleanu (middle aged? aasimar shaman of heavens)
Profession Smith 6 ranks-urban ranger, name and race unknown
DaisL-goblin sorcerer, name unknown
Malinor.-Tocash (half orc alchemist [dragonblood chemist archetype])
Seth86-Treble (blue kobold sorcerer, plans to be a draconic disciple)
Wrong John Silver-Sluagh (tielfing-halfling witch [alley witch archetype])
CrisisChild-name, class and race unknown, wants to be a brewkeeper
Veniir-Leo Wulff (elf investigator [empiricist archetype])
GM_Drake-name, class and race unknown
Ouachitonian-name, class and race unknown
Archpaladin Zousha-Gerinel (Varisian warpriest of Desna)
GuardYourPrivates-Divo Merula (human fighter [dragonheir scion archetype])
Slowdrifter-cleric of Pulura, plans to be a stargazer; name and race unknown

If I missed anyone or any details or submissions please let me know!

I also decided I'll be selecting 6 players by the end of the recruitment time (September 3rd 4 pm CST)


I will be submitting the character I specfically made up for EltonJ's CotCT campaign, if I am not selected for his campaign (which he put Labour Day (Sept 1) as his recruitment deadline...if you okay my character being a mostly human sylph. If my character is accepted for Elton's campaign, I would remove myself for consideration for your campaign.

Mardrezi Seudair

Some questions regarding Mardrezi as a potential candidate for your campaign:

Would you be okay with Mardrezi remaining a Mostly Human slyph (who he and his family is unaware of their pureblood Varisian bloodline has a long-forgotten sylph ancestor). Being pureblood Varisian is part of his background (being picked on by a couple of Chelaxian bullies growing up), and the alternate sylph racial trait, Breeze-Kissed, is part of the background I came up for him.

They have attributed the abilities he has (from being a sylph) as part of his magical talent that allowed him to become a kapenia dancer magus.

I would need to change his build some so it is within your character creaton guidelines.

If Mardrezi is not accepted for Elton's campaign, and you do not okay him being a mostly human sylph, I will create a different character for consideration for yours, as Mostly Human slyph is an integral part of Mardrezi.

Should I start thinking of a different character as a possible candidate for your campaign or is Mardrezi approved as a candidate?


Putting my stats math here, just in case I mess up somehow.

Math:
Purchased:
Str 9
Dex 11
Con 13
Int 15
Wis 15
Cha 13

With Racial Bonuses:
Str 9
Dex 11
Con 13
Int 15
Wis 15 + 2 = 17
Cha 13 + 2 = 15

With Age Modifiers:
Str 9 - 1 = 8
Dex 11 - 1 = 10
Con 13 - 1 = 12
Int 15 + 1 = 16
Wis 17 + 1 = 18
Cha 15 + 1 = 16

Now Arcane Enlightenment and Ritual Hex will someday be within my grasp! Since the Voices of Solid Things trait is no longer necessary, I'm swapping it out for Magical Knack. That'll compensate a bit for the lost level of spellcasting from Evangelist.


GM_Drake wrote:

I will be submitting the character I specfically made up for EltonJ's CotCT campaign, if I am not selected for his campaign (which he put Labour Day (Sept 1) as his recruitment deadline...if you okay my character being a mostly human sylph. If my character is accepted for Elton's campaign, I would remove myself for consideration for your campaign.

Mardrezi Seudair

Some questions regarding Mardrezi as a potential candidate for your campaign:

Would you be okay with Mardrezi remaining a Mostly Human slyph (who he and his family is unaware of their pureblood Varisian bloodline has a long-forgotten sylph ancestor). Being pureblood Varisian is part of his background (being picked on by a couple of Chelaxian bullies growing up), and the alternate sylph racial trait, Breeze-Kissed, is part of the background I came up for him.

They have attributed the abilities he has (from being a sylph) as part of his magical talent that allowed him to become a kapenia dancer magus.

I would need to change his build some so it is within your character creaton guidelines.

If Mardrezi is not accepted for Elton's campaign, and you do not okay him being a mostly human sylph, I will create a different character for consideration for yours, as Mostly Human slyph is an integral part of Mardrezi.

Should I start thinking of a different character as a possible candidate for your campaign or is Mardrezi approved as a candidate?

I would say Mardrezi is fine in of itself, but you are also free to create an entirely new character if you'd like


Thank you for offering to run an AP! :-D
Here's my submission:

Fluff:
May I present Romli, with a height of 3 feet and 4 inches probably the smallest adult dwarf of Golarion Korvosa.
He's an orphan originally from who wants nothing more than to turn the tables and be taller than the humanoids around him so that once it's them who have to look up when being around him. He said to himself: "Who are expert in tallness? Right, giants!" So when he learned about the giant deities and their domains, he quickly became very religious.
Since that day, Romli has been praying every day to Fandarra, the giant goddess of growth, to make him taller. Maybe one day she will answer his prayers?

Mechanically, Romli is going to be a dwarven melee fighter (thinking about the Two-handed Fighter archetype) with a one level dip of cleric of Fandarra at level 2.

A couple of questions:

I know that exotic weapons are not allowed as a free starting weapon, but are they allowed in general?
Is the cleric archetype Separatist allowed?
Is the feat Additional Traits allowed?
Are the following traits allowed?
- Dockside Avenger (Campaign)
- Glory of Old (Region)


I'm thinking of putting a character forward here.

Currently thinking of putting together some kind of rogue or monk.


By the way, are we using the Unchained versions of Barbarian, Rogue, Monk and Summoner for this game?


kaervek78 wrote:

Thank you for offering to run an AP! :-D

Here's my submission:

** spoiler omitted **

Mechanically, Romli is going to be a dwarven melee fighter (thinking about the Two-handed Fighter archetype) with a one level dip of cleric of Fandarra at level 2.

A couple of questions:

I know that exotic weapons are not allowed as a free starting weapon, but are they allowed in general?
Is the cleric archetype Separatist allowed?
Is the feat Additional Traits allowed?
Are the following traits allowed?
- Dockside Avenger (Campaign)
- Glory of Old (Region)

Separatist and Glory of Old traits are allowed (treat Glory of Old as a race trait), but I’m gonna say no to Additional Traits and Dockside Avenger


Darn, I was hoping to grab a couple more class skill traits with that feat for Knowledge (arcana) and Knowledge (history). Oh well, guess I’ll have to do without the class skill bonus there.


Dragoncat wrote:
By the way, are we using the Unchained versions of Barbarian, Rogue, Monk and Summoner for this game?

Paizo ate the response, but no unchained Barbarian. unchained for monk, rogue and summoner are mandatory


Gotcha. Gonna think about what sort of character I want to make.


KoolKobold wrote:
Paizo ate the response, but no unchained Barbarian. unchained for monk, rogue and summoner are mandatory

Good to know - then Romli could also be an unchained monk (with the same cleric dip) instead of a fighter. Either way, he would be frontline melee. Now I have more questions... ;-)

Which of the following options do you allow?

- Cleric Archetype Ecclesitheurge
Traits: Framed: Family Honor (Campaign), Martial Manuscript (Faith), Mark of Slavery (Drawback)
- Feats: Steel Soul, Crane Style, Vicious Stomp
- Alternative Racial Traits for Dwarves:

Iron Within:
Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred.
Source: Heroes from the Fringe pg. 4

Craftsman:
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Source: Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11

Rock Stepper:
Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Source: Advanced Race Guide pg. 12

Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
Source: Blood of Shadows pg. 5

Scarab Sages

Nice to see CotCT offered! Thanks for running it!

Would an Unchained Rogue going into the Milani-specific Rose Warden prestige class be okay?


kaervek78 wrote:
KoolKobold wrote:
Paizo ate the response, but no unchained Barbarian. unchained for monk, rogue and summoner are mandatory

Good to know - then Romli could also be an unchained monk (with the same cleric dip) instead of a fighter. Either way, he would be frontline melee. Now I have more questions... ;-)

Which of the following options do you allow?

- Cleric Archetype Ecclesitheurge
Traits: Framed: Family Honor (Campaign), Martial Manuscript (Faith), Mark of Slavery (Drawback)
- Feats: Steel Soul, Crane Style, Vicious Stomp
- Alternative Racial Traits for Dwarves:
** spoiler omitted **
** spoiler omitted **...

rdknight wrote:

Nice to see CotCT offered! Thanks for running it!

Would an Unchained Rogue going into the Milani-specific Rose Warden prestige class be okay?

Yes to all of that


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Great! :-D

Please add Romli, the dwarven unchained monk (+ future cleric dip) as a frontline melee to the list. I will make an alias with a complete profile in the next few days.


Do I need to spend some of my starting gold on rent for a place to live? I hope not.

Here's my revised sheet, complete with gear! 36 year old Amadine is a horse doctor (what did people call veterinarians back in pre-industrial times?) who is a bit insecure that the vast magical potential her grandma saw in her never manifested. When she asks the spirits, their only reply is The stars are not yet right.

Stats:
Amadine Steleanu
Female middle-aged aasimar shaman of heavens 1
CG Medium outsider (native) and humanoid (human)
Init +4; Perception +11

-----------------------------------------
Defense
-----------------------------------------

AC 16, touch 10, flat-footed 16
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.)

-----------------------------------------
Offense
-----------------------------------------

Speed: 30 ft (20 ft armored)
Melee: 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

------------------------------------------
Statistics
------------------------------------------

Str 8, Dex 10, Con 12, Int 16, 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 (arcana) +4, Knowledge (history) +4, Knowledge (religion) +7, Linguistics +4, 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, buckler, dagger, sling, bullets x10, holy water x1
Other Gear: Backpack, bandolier, spell component pouch, healer's kit (10 uses), explorer's outfit (worn), traveler's outfit, wooden holy symbol of Desna, scroll case (contains parchment x5), ink, inkpen, candles x10, waterskin, grooming kit, flint & steel, chalk x10
Coin: 27 gp 1 sp

------------------------------------------
Traits
------------------------------------------

Missing Child - Nephew (Campaign): Diplomacy and Sense Motive are always class skills for you.
Seeker (Social): +1 trait bonus to Perception, always a class skill
Magical Knack (Magic): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
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.

------------------------------------------
Special Abilities
------------------------------------------

Middle Aged: Age 36, -1 Str, Dex, and Con, +1 Int, Wis, and Cha
+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
Favored Class Bonus: 1st level +1 HP

------------------------------------------
Spells Prepared
------------------------------------------

Orisons:
Daze
Guidance
Stabilize

1st level:
Cure Light Wounds
Cure Light Wounds

------------------------------------------
Spirit Magic
------------------------------------------

1st level:
Heavens - color spray

Background:
Amadine Steleanu is one of the few pureblooded Varisians in Korvosa, born into a horse-trading family. The extended Steleanu family has been breeding and training fine horses and ponies outside Korvosa and selling them in the Ridgefield ward of North Point for three generations. Unlike many Varisian families, the Steleanus have managed to prosper and gain the respect of their neighbors for the consistently high quality of their mounts and draft animals. Varisians have a reputation for expertise with horses, which the Steleanu family has parlayed into successful businesses.

However, the spirits decreed a different path for Amadine. Her grandmother Daiona was 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 potential 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.

Inexplicably, no matter how hard Amadine worked and meditated, she was never able to progress her magical studies very far. She and Grandma both asked the spirits why, and both of them got the same answer every time. The stars are not yet right. Eventually Amadine gave up and apprenticed under a horse doctor, learning nonmagical ways to treat animals' illnesses and injuries. Once she earned her mastery, the Steleanu family's contacts and reputation ensured that she had a ready made client base. Despite being unmarried, Amadine moved out of her parents' house and got her own apartment to avoid waking her family up when she gets late night emergency calls. She makes decent money as a horse doctor, and occasionally treats her family's ailments as well. Amadine knows people medicine, she just prefers treating animals.

Maireni and Amadine are still very close. Maireni's husband and children like her, and on days when she doesn't have a lot of patients, Amadine frequently babysits her nieces and nephews to get them out from underfoot. Maireni's second child, eight year old Daval, got the Varisian wanderlust in spades. 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 Baji can track him down with his sensitive nose, but the smells of the fish market were too strong. So Amadine has taken it upon herself to find her nephew the old fashioned way. She bought a suit of scale mail and a buckler, strapped on her dagger and sling, and started combing Endrin Isle for signs of little Daval.

Personality:
Friendly and polite, with a natural charm that attracts people despite her slightly unearthly presence. However, Amadine tends to keep personal information close and others at arm's length until she decides whether or not to trust them. People have befriended her with ulterior motives before, thinking that proximity to an aasimar would bring them good fortune or the gods' favor. That's one reason why she keeps her hair covered and pretends to be human now. She's more likely to trust Varisians and other marginalized people than Chelaxians, dwarves, or elves. Although she wants to help everyone with her magic, hard experience has taught her that that isn't possible, and being known as a Varisian spellcaster can be dangerous in Korvosa. She's a bit insecure that the vast magical potential her grandma saw in her never manifested. Every time Amadine asks the spirits about it, the answer is the same. The stars are not yet right.

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 some 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.

Appearance:
Amadine is a beautiful Varisian woman, slightly taller than average and a bit on the plump side. Although she appears youthful, something about her demeanor suggests that she's older than she looks. Her eyes are deep violet, her hair black with silver strands scattered throughout. Not white or gray, glittering metallic silver. She usually keeps her hair covered with a scarf or hat to avoid people trying to pluck a strand for good luck. Her bond with a heavens spirit makes her eyes sparkle like starlight and gives her an otherworldly aura. With her hair covered, Amadine can pass for human. Varisians are known for strange eye colors; violet shows up much more often among them than other human ethnicities.

Amadine likes billowy blouses, full skirts, and colorful jewelry in the traditional Varisian style, and always wears a carved wooden holy symbol of Desna. 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 in dark colors to hide the inevitable stains. Even her working clothes boast tone-on-tone embroidery in the style of her people.

Family and Friends:
Father: Ruslo Steleanu, retired Varisian horse trader. He gave Shooting Star Stables to Maireni a few years ago, but he's still active in the business. His cousin Pacuaro runs Shooting Star Ranch several hours ride outside the city, where he and his family breed and train the horses that Shooting Star Stables sells. Ruslo is proud of his shaman daughter, but fears for her safety as an aasimar and divine spellcaster in a city that embraces infernalism. A devout Desnan, although he also pays homage to Rowdrosh.

Mother: Cinamenta Steleanu, retired Varisian horse trader. Like her husband, she still helps out with the stables, but these days she spends more of her time caring for her grandchildren and doing good works in the community. Tends to fret over Amadine, but has resigned herself to the fact that the spirits chose her daughter. Also a devout Desnan.

Grandmother (deceased): 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. Died in her sleep five years ago.

Elder Sister: Jaelle Bourean, leatherworker, 38. Time, perspective, and her own adventures in parenting have mellowed Jaelle's attitude toward her sister. While she's still not as close to Amadine as Maireni is, their relationship is amiable enough. Jaelle and her husband Kaldri are leatherworkers specializing in tack and harness. They have five children.

Younger Sister: Maireni Steleanu, Varisian horse trader, 34. Maireni inherited their father's love of horses along with the family business, and she and her husband are doing a good job maintaining the Steleanu reputation for quality steeds. A condition of her marriage was that her husband Camlo take her last name, which he accepted. They have four children; Hanzi (11), Daval (8), Corolenia (6), and Daiona (3, named after Grandma).

Nephew: Daval Steleanu, 8. 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 Amadine's familiar Baji can track him down by scent, but this time the smells of the fish market were too strong. Daval has been gone for weeks now, and everyone's sure something terrible happened to him.

Best Friend: Tasarla Ionescu, master weaver, 36. 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.

Liberty's Edge

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Here be my Brewmaster of Cayden Cailean, Kraig "the Bull" Haldersson, whomst fights for freedom with improvised weapons. Starting with one level of Hinyasi Brawler because Martial Flexibility is amazing with Feat Tax rules, followed by four levels of Cleric with the Conversion Inquisition for social skills and either Ferocity or Travel Domain, then Brewkeeper PrC. Not the most optimized build out there, but it looks like fun to me. Probably think of him more in lines with a Warpriest or Inquisitor than a full Cleric. I'm dubious on the usefulness of Brewkeeper - mainly I think most friendly PCs aren't going to want to spend actions drawing and consuming a potion - but this is a good game for a Caydenite and the Brewkeeper is certainly one of the more functional PrCs. He runs a pub, The Sodden Hippogriff, which he'll probably 'buy' at some point VIA the Rooms and Teams downtime rules. Could be a cool base of operations for the group. More info about this in the Business Pursuits spoiler.

Kraig - the Bull - Haldersson:

============Description============
Height: 7'6" | Weight: 447 lbs. | Hair: Black, slicked back; black handlebar moustache | Eyes: Pale blue | Age: 34
Pic for inspiration.

Kraig. Is. Gigantic. A mountain of a man with ox-like shoulders, a thick neck, barrel chest, and arms like oak trees. His skin is sun-browned by countless hours on the sunny docks of Korvosa, his hands huge and calloused, dwarfing even the most generously sized tankard. Despite his imposing size, his slicked back, short cropped, jet-black hair and waxed handlebar moustache sitting above an anvil-like jaw gives him a professional, though casual, appearance. His eyes sit half-closed with casual confidence. Laugh lines crease his face from countless shared jokes in the tavern. He moves with surprising grace for one so large, easily navigating crowded common rooms and overly-busy kitchens. He gives the impression of warmth first, wrecking ball second, complimented by a friendly, rumbling voice built to carry over music and merriment.

He dresses like a brewer ready for a brawl to break out: a deep red work shirt, open at the neck with sleeves rolled to the biceps, a heavy sea-green apron fitted with brass buttons and buckles and fixed in place with a red, knotted sash. He carries no weapons for he needs none.

============Personality============
"Friend, you’re about three words from meeting the floor. Better pick three good ones."

Kraig is a gentle giant, his personality is as large as he his. Laughter announces him wherever he goes. He has countless friends, always bringing people together, believing happiness should be shared. He embodies the tenets of Cayden Cailean and enjoys the simple things in life; courage, loyalty, freedom, good food (but not too much), good ale (but not too much), and good friends (never enough). He is an endless font of bravery and questionable advice. He will share a loaf of bread with the hungry, or enjoy a drink with the sorrowful.

He tries humor before he tries arguing, tries mercy before he tries muscle, not because he doubts his own strength but because he respects it. Always looking for a peaceful solution, a bully meets his smile first. None of that is to say Kraig will turn down a good brawl. Kraig is always ready for a good brawl and quick to jump to the defense of the defenseless. While he plays a bit of a buffoon, he is no fool, with a keen eye for deception.

============Story============

Born in the Shingles district of Korvosa to first generation immigrants, Kraig was always the largest child in any room. His father, Halder Ironsson, was a stevedore who could lift crates that took three other men to move, while his mother, Marta, worked the fish markets with a voice that could cut through the din of the crowded market docks. He grew up hauling cargo alongside his father, work that taught him that honest work and honest ale are key pillars of life. Kraig was always a big boy, but his parents taught him that strength without kindness is only masking for ones own weakness. By the time he was seventeen he could out-work three men and out-drink four.

One evening Kraig came upon a pressgang trying to abduct a group of drunks. Kraig intervened. The ensuing brawl was finally ended when Kraig wrenched a piling free from its post and wielded it as easily as a poet wields a pen. It also left him with a split lip, two broken ribs, and an epiphany: sometimes the gods put you right where you need to be.

A traveling priest of Cayden Cailean - Brother Tommas - witnessed the brawl. He recognized something in the young brawler, not the obvious strength, but a spark of divine purpose. He took Kraig under his wing and, with his tutelage, Kraig learned to embrace Cayden Cailean's teachings. For five years, Kraig studied and served, dividing his time between work, the small temple of Cayden Cailean in Old Korvosa, and the rough taverns where his ministry was most needed. He learned to channel divine magic through his massive fists, to bless ale and break jaws with equal reverence. His reputation grew: the giant who'd buy you a drink with one hand while tossing troublemakers out with the other.

The tavern came to him like a gift from the gods. The Sodden Hippogriff belonged to a surly, bitter old dwarf named Ironjaw. It was never a respected establishment - indeed it was one of the rougher dockside taverns in the city - and the dwarf had let it rot into a den of cheap rotgut and even cheaper company. Nevertheless, Kraig saw potential in the cracked foundation and rotting timbers. He also saw potential in its location, a rather busy throughfare on the waterfront in the Midland district, with more than enough potential clientele to turn a profit. Using every copper he'd saved, plus a "divine loan" from his temple (and possibly some winnings from bare-knuckle boxing at the Sticky Mermaid), he leased the establishment.

The renovation took six months. Kraig did most of the work himself, having learned something of carpentry from a life around ships. The bartop was made from a beautiful plank of Mwangi darkwood, recovered from a merchants ship that had sunk some years before just off the coast, and it made a superb centerpiece for the bar. He cleaned up the customer base as well, turning the problem bar into a well-regarded establishment, and he kept a tight reign on the sailors that managed to wander in. The Hippogriff also gained popularity with both the Korvosan Guard and the Sable Company, which were generally welcome company. The Hippogriff became a place where both sides of the law could comingle in relative peace, as Kraig was quick to toss out troublemakers. The tavern became a cornerstone of the neighborhood. A plaque of simple rules hangs over the bar. "No blood on the floorboards, no magic at the card tables, no tabs over a week old." He started brewing his own mead, which served both as a way to save money on inventory and as adequate worship of Cayden Cailean. He found he had a knack for not just brewing, but alchemy, and it wasn't long until he was spinning spells into alcoholic potions.

But Korvosa is changing. The city grows darker, more dangerous. Strange disappearances, corrupt guards shaking down honest folk, and whispers of something rotten in the nobility have Kraig concerned. His tavern has become an unofficial sanctuary, a place where the common folk can speak freely and find an ally in their giant proprietor. He's not looking for trouble, but he knows Cayden Cailean didn't become a god by standing idly by when evil showed its face.

Tragedy struck the Ironsson family six months ago. Kraig's niece, Lysa - daughter of his sister, Sanna Haldersdottir - disappeared from the docks one cool and sunny morning. A frantic search turned up nothing, and the Guard, while sympathetic, assumed she had been murdered or impressed. The guard closed her case, but Kraig's family did not give up hope. Kraig maintains connections throughout the city: dock workers who tell him about strange shipments, guards who appreciate a free drink and a sympathetic ear, street children who know he'll always have yesterday's bread and today's protection. Of late he has heard rumors of a girl matching Lysa's description seen in the company of other urchins known to work for the vile criminal Gaedren Lamm. If there's one thing the Bull cannot stand, it's people who prey on children...

Possible Build Path:

Level 2 (Cleric) - FCB: +1 HP; Domain: Conversion Inquisition, Travel or Ferocity Domain
Level 3 (Cleric) - FCB: +1 HP; Feat: Brew Potion
Level 4 (Cleric) - FCB: +1 HP;
Level 5 (Cleric) - FCB: +1 HP; Feat: Shikigami Mimicry
Level 6 (Brewkeeper)
Level 7 (Brewkeeper) - Feat: Shikigami Manipulation
Level 8 (Brewkeeper) -
Level 9 (Brewkeeper) - Feat: Improved Initiative

Kraig's Business Pursuits:

Capital Rules.
Building Rules.
Rooms and Teams Rules.

Capital‎ ‎ ‎ ‎ ‎ ‎ Purchased Cost‎‎ ‎ ‎ ‎ ‎ Earned Cost
Goods‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 20 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 10 gp
Influence‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎30 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 15 gp
Labor‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 20 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 10 gp
Magic‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 100 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ 50 gp

====Current Capital====
Goods: 0
Influence: 0
Labor: 0
Magic: 0

==========The Sodden Hippogriff==========

Create 43 Goods, 3 Influence, 40 Labor (1,750 gp)
Rooms *1 Bar*, 1 Brewery, 1 Common Room, 1 Kitchen, 1 Office, 2 Storages, 1 Workstation

====Currently Building====

*1 Bar as part of Tavern*
Earnings gp or Influence +10
Benefit bonus on Diplomacy checks to gather information
Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days; Size 10–20 squares
A Bar stores a selection of drinks and includes a counter for preparing them. After spending an hour with local people in this room, for the next 24 hours you gain a +1 bonus on Diplomacy checks you make to gather information in the settlement.

====Progress on Bar====
Goods: 0/6
Influence: 0/1
Labor: 0/5
Magic: 0/0
Time: 0/16
Max Total GP: 250

====Progress on Tavern====
Goods: 0/43
Influence: 0/3
Labor: 0/40
Magic: 0/0
Time: 0/100
Max Total GP: 1,750

====Future Plans====

1 Brewery
Earnings gp or Influence +10
Create 9 Goods, 2 Influence, 7 Labor (380 gp); Time 24 days; Size 12–24 squares

A Brewery allows you to ferment or distill ingredients such as fruits and grain to create potent beverages.

1 Common Room
Earnings gp or Influence +7
Create 7 Goods, 8 Labor (300 gp); Time 16 days; Size 10–30 squares
This versatile open area has enough space for many people to use at once. a Common Room is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.

1 Kitchen
Earnings gp or Goods +4

Create 4 Goods, 4 Labor (160 gp); Time 12 days; Size 2–6 squares

A Kitchen is used to prepare food. It contains a stove, sink, and small pantry with basic cooking tools and supplies. a Kitchen for a business that serves food, such as an Inn, probably also has Storage just for foodstuffs.

Office
Create 3 Goods, 3 Labor (120 gp); Time 8 days; Size 2–5 squares

Upgrades From Storage

This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.

2x Storage
Earnings gp +2

Create 2 Goods, 2 Labor (80 gp); Time 8 days; Size 4–8 squares

Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.

1 Workstation (Profession: Brewer)
Earnings gp, Goods, or Influence +8
Benefit counts as masterwork artisan’s tools for one Craft or Profession skill
Create 8 Goods, 7 Labor (300 gp); Time 16 days; Size 8–16 squares

This includes a table, chair, and appropriate masterwork artisan’s tools for one Craft or Profession skill you choose when you build the room. For example, if intended for a carpenter, it has clamps, saws, nails, hammers, and a sturdy worktable. Up to three people can use the room at a time.

====Teams====

1 Bureaucrats
Earnings gp or Influence +4

Create 7 Goods, 7 Influence, 12 Labor (610 gp); Time 5 days; Size 5 people

Bureaucrats interface with local government and deal with annoying paperwork related to running a business or organization. This type of team could include accountants, diplomats, lawyers, and scribes. a typical bureaucrat is a 1st-, 2nd-, or 3rd-level expert with ranks in Bluff, Diplomacy, Intimidate, Knowledge (local), Linguistics, and Profession (barrister, clerk, or scribe).

2 Craftspeople (Brewery, Kitchen)
Earnings gp, Goods, or Labor +4
Create (x2) 3 Goods, 2 Influence, 4 Labor (200 gp); Time 2 days; Size 3 people

Craftspeople are trained in a particular Craft or Profession skill and make a living using that skill. Examples of this team are alchemists, carpenters, leatherworkers, masons, and smiths. A typical carpenter is a 4th-level expert with 4 ranks each in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Craftspeople in other fields have a similar skill arrangement.

?? Laborers)
Earnings gp or Labor +2
Create (x??) 1 Influence, 2 Labor (70 gp); Time 0 days; Size 5 people

Laborers are unskilled workers who carry out basic orders. In most cases, their work is physical labor, though you may recruit laborers for specialized tasks such as begging for your thieves’ guild, being professional mourners for your cult, or filling out the cast of a theater performance. They are typically 1st-level commoners with no ranks in Craft or Profession.

Stats:

Kraig, the Bull
Male human (Ulfen) brawler (hinyasi) 1
CG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee belt buckle wrap (improvised cestus) +7 (1d6+3) or
. . iron hoop tankard (improvised warhammer) +7 (1d8+3) or
. . marlinspike (improvised sharpened tool) +7 (1d8+3) or
. . sledge (improvised earthbreaker) +7 (2d6+4) or
. . unarmed strike +5 (1d6+3)
Special Attacks martial flexibility 4/day
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +5 (+7 grapple); CMD 17 (19 vs. grapple)
Feats Catch Off-guard, Combat Expertise, Deadly Aim, Power Attack, Shikigami Style, Unarmed Combatant, Weapon Focus
Traits magical knack, missing son or daughter, overprotective, surprise weapon
Skills Climb +5, Intimidate +3, Knowledge (local) +5, Linguistics +2, Perception +6, Profession (brewer) +6, Sense Motive +6, Stealth -2
Languages Common, Infernal, Skald, Varisian
SQ brawler's cunning, finesse weapon attack attribute, humble beginnings, martial training
Other Gear chain shirt, belt buckle wrap (improvised cestus), iron hoop tankard (improvised warhammer), marlinspike (improvised sharpened tool), sledge (improvised earthbreaker), holy symbol with flask of Cayden Cailean, spell component pouch, 65 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Humble Beginnings (Catch Off-Guard) (Ex) A hinyasi gains Catch Off-Guard.
Trait: Magical Knack (Cleric) +2 caster level.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Trait: Missing Son or Daughter +1 Will saves.
Drawback: Overprotective -2 attk and skills when further than 10' from fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shikigami Style Deal dmg with imp wpn as if 1 sz cat larger. Other feats with this style as prereq +1 sz cat.
Trait: Surprise Weapon +2 Attack with Improvised Weapons
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Close Weapons) +1 Attack.


Slowdrifter reporting in, info in my profile.

tl;dr backstory: Cirandiu is an orphan of unknown origins who grew up as one of Lamm's Lamb's. After making a fortunate escape, he lived with his stepfather, found his spiritual calling in Pulara thanks to a divine birthmark and gained an education in various formal and informal ways. Having spent a period of time on the road, he found himself drawn back to Korvosa, his true home. In a nice piece of symmetry, he has found his true calling working at Danwnflower House orphanage alongside the clergy of Sarenrae, trying to give the children there better opportunities than he himself initially had.

He's very much a caster-focused cleric with a focus on buffs and healing with channel energy, plus the skills you'd probably expect (some face, some knowledge). With no armour and limited martial abilities he's not going to be doing a lot of damage himself.

Liberty's Edge

Kraig would like Cirandiu =)


Hi there throwing in my hat, and another Cleric, but one I hope adds something. I am coming at the whole other angle here, she is of the sea and she knows Gaedren Lamm form a slightly different angle as well.

So here is, ALT coming if GM says ok's to build

Doctor Aliron Whitehill
Female - Beast-blooded Aasimar - Dolphin - [Sea-Elf Blood] NG Cleric of Gozreh and the Crashing Ways {Archetype}

Description.
IMAGE HERE
Slender tall, with white long hair and ice blue skin, what gives her away as being Aasimar and not full sea elf is her golden eyes. There is always the sound of waves in the air around her and she is cold to the touch. Aften wearing a doctor's outfit and caring an medical bag at work. She ware more Sea Elf clothing when not, And when she does a "House Call" as she puts it, she is always more fully equipped with her Trident and backpack.

Personality
Aliron is kind at her core and does her best to help the weak and helpless. But she understands the realites, coin is needed to help, and there are only so many one can help with out it. So she picks her moments for good. Friendly she dose not drink or have any kind of relationships with any sex. There is always a wistfulness about her, and a longing for the sea. A good listener and good confidant. She does have friends and will go out of his way to help them. She charges what she feels the person can afford for healing. Be they rich or poor.

Back Story.
Sold into child slavery she was sold to a healing practice called Lewon and sons in Korvosa. Aliron's natural skills in healing and 'Sea Craft' made her a good money maker for a family of healers. Ones that fixed the hurts for the criminals of the city, No questions asked, they also supplied toxic for those needing such things. Aliron was treated well and knew the 5 rules,

1: Learn your craft and do it well.
2: Know your place and act it.
3: Always work hard and diligently
4: Never turn a job down unless it may cost you your life.
5: And Always, always, charge for your work.

Being a Sea Elf Aasimar she outlived both his master and his sons. And along time ago paid off her slave price, becoming a free agent. She still lives and works at the Lewon and sons compound, now more a private hospital/Clinic, and the two other small walk in Clinics in the city. She gained the title Doctor and is a respected member of the now extended Lewon family, whose head is now a lesser lord in the city.

LINKS TO: Gaedren Lamm? is a customer and brings from time to time one of Lamm's Lamb's for healing, on the quiet of course, Lamm pays well. When she felt she could get away with it, Aliron told Gaedren his lamb had died of a condition. But in fact the right toxin to simulate death, and a payment to get the child out of the city has set more than one soul free form the grips of Gaedren Lamm. But these are few and far between, Aliron keeps helping Lamm for the odd chance of saving another child in the future, Sorry of all is Rolth Lamm who she most of all feels sorry for, as Gaedren Lamm beats him all the time, and is one of the very few clients she will heal for a very low cost if any at all. And she hopes one day to help him get away from his father.

Aliron loves to swim and is one of the few healers from the city to will work with the sea folk, one of the Lewon clinics being underwater, allowing sea elves and merfolk treatment. As a cleric of the crashing ways She has an affinity for such beings.
She had a child once with a Sea Elf mage, but lost contact some years ago, and has been seeking her every since.

stats + Feats + Traits + other:

Str=14+2Race+2buy[2p]
Dex=14+2Race+2buy[2p]
Con=14+4buy[5p]
Int=13+3buy[3p]
Wis=15+2Race+3buy[3p]
Cha=14+4buy[5p]

Inplace of spell casting +2Str

Traits
Seafarer
You’re familiar with treacherous coastlines, currents, and tides and can use that knowledge anywhere.
Benefit: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Missing Child
You suspect that a child you know has been abducted.
Missing Daughter: The missing child is your own son or daughter, a niece or nephew, or the son or daughter of your superior or employer and one you had been charged with protecting. The child was abducted during a trip to the market or some other daily event. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will saves.

Rich Parents
From a wealthy family, you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.

Drawback
Family Ties {The Lewon Family}
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback..

Liberty's Edge

Is that enough clerics to do an all cleric party?


I will post all the submissions tomorrow. I think we have enough submissions to close the recruitment this Wednesday


Here's my U-Rogue submission, Prax the Half-Elf. All the character information is in the profile. I'm still working on a couple of things like appearance and personality but the build and the background are finished though they probably need an edit to correct any mistakes.

One thing I should ask about. I traded away the half-elf trait Multitalented for Blended View, which gives darkvision. Blended View is fluffed as a drow half-elf thing, so if that's not alright with you I'll drop it and stick with Multitalented. I figured it seemed overly restrictive since nobody ever plays drow anything characters, but no big deal either way.

I also picked up a potion of CLW since it was within budget, but I can get rid of it if you don't want any starter magic items.

I paid for the Elven Curve Blade and took the Light Mace as the free weapon.

Character Advancement:

There are three possible paths I could take with Prax and I haven't decided which one to go with yet.

1. U-Rogue 5 or 6 -> Rose Warden 10 -> back to U-Rogue if the AP goes past level 16.

2. U-Rogue 3 -> Inquisitor (Milani) with Sanctified Slayer and probably Urban Infiltrator archetypes. Probably the Liberation domain although
the Clandestine inquisition looks good too.

3. U-Rogue 3 -> Slayer with the Stygian Slayer archetype. Deific Obedience and Diverse Obedience (Milani) feats included.

I can see pros and cons for each of the paths so it's hard to know which to choose. If my character is selected and then if it's alright with you, I'd like to keep all three open as options until it's time to choose. It would help to be able to look at party composition in case there are specific things that need covering.

Regardless of which one, they all play like variants of a sacred rogue character.


I'm so excited! Depending on who gets in we might have quite a pious party!


Hi, a late submission here!

Valten was washed ashore, not remembering much other then how to do contract negotiations and how to do violence, and quickly entered the local arena circuit.

Until Ghaedren Lamm nearly murdered him for refusing to throw a fight, and stole his winnings.

Valten is a pragmatist at heart, but he wont let that slide.

I still need to adjust his gear, I think the background vignette works for Korvosa (which does have at least one arena, which is probably a mix between "pro wrestling" and actual bloodsports).


Please let me know if I missed anything.

Adjustments to Mardrezi to your build rules:

Thanks for approving Mostly Human sylph for Mardrezi.

Character background is the same except that part of his goal still includes making Gaedren Lamm pay for taking Carmelita away from him, as well as whoever carried out Gaedren's order to kill the love of his life.

See Mardrezi's profile for his background story.

20 Point-Buy
Racial Adjustments: +2 Dex, +2 Int, -2 Con

Str 10 (0 points)
Dex 15 (7 points)
Con 14 (5 points)
Int 14 (5 points)
Wis 8 (-2 points)
Cha 14 (5 points)

Modified Stats:
Str 10 (+0)
Dex 17 (+3)
Con 12 (+1)
Int 16 (+3) bonus languages: Elven, Halfling, Shoanti
Cha 14 (+2)

Automatic Language: Common (Taldane), Varisian

Favored Class Bonus: Alternate human bonus: +1/4 point to magus' arcane pool. Current bonus: +1/4 (effective +0)

Skills (extra 2 skill ranks from the class bump for magus from 2+Int mod to 4+Int mod

Background Skills: 2/level x 2 levels = 4)

Craft (jewelry) +0 (1 rank, +3 class skill, +3 Int, +2 circumstance from masterwork artisan's tools)
Perform (dance) +8 (1 rank, +3 class skill, +2 Cha, +2 Trait)

Adventuring Skills: (2+Int mod)/level x 2 levels = 10 ==> (4+Int mod)/level x 1 level = 7

Acrobatics +4 (1 rank, +3 Dex)
Diplomacy +3 (1 rank, +2 Cha)
Intimidate +7 (1 rank, +3 class skill, +2 Cha, +1 Trait)
Perception +0 (1 rank, -1 Wis)
Spellcraft +7 (1 rank, +3 class skill, +3 Int)
Swim +4 (1 rank, +3 class skill, +0 Str)
Stealth +4 (1 rank, +3 Dex)

Traits:

Campaign: Love Lost (All Alone)

Race (Varisian): Tattooed Focus - Perform (Dance)

Regional (Korvosa) Roof Racer One of the ways that young Mardrezi would use to lose bullies that were chasing him.

Drawback: Sentimental Mardrezi's thoughts are often of happy memories of his lost love, Carmelita.

Feats

Kapenia Dancer archetype bonus 1st level feat: Weapon Focus (bladed scarf) --> Weapon Focus (flails)

1st level feat: Deft Maneuvers

Tentative Feat Plan

3rd level: Extra Arcana (Close Range)
5th level: Extra Arcana (Flamboyant Arcana)
7th level: Extra Arcana (Spirit Fingers)
9th level: Greater Disarm
11th level : Improved Critical (bladed scarf) --> Improved Critical (flails)
13th level: Disarming Strike
15th level: Directed Disarm
17th level: Greater Weapon Focus (bladed scarf) --> Greater Weapon Focus (flails)
19th level: Forge Ring (His goal being to imbue the engagement ring he made for Carmelita, into a ring of wish, to bring her back to life).

Tentative Magus Arcana Plan

3rd level: Elasticity
(3rd level feat: Extra Arcana: Close Range)
(5th level feat: Extra Arcana: Flamboyant Arcana)
6th level: Arcane Deed: Kip-Up
(7th level feat: Spirit Fingers)
9th level: Kapenia Curse (Dexterity)
12th level: Spirit Step
15th level: ?
18th level: ?

Gear (rolled 130 gold to maximum 240 gold --> minus gold already spent (111 gold, 2 silver) = 128 gold and 8 silver to spend)

same gear as on Mardrezi's profile plus the following items/changes to items:

free non-exotic weapon: light crossbow (-) (4 lbs)

backpack upgraded to masterwork backpack (50 gold - 2 gold = 48 gold) (encumbrance 2lbs --> 4 lbs); money left to spend: 80 gold, 2 silver)

case of 10 crossbow bolts (1 gold) (1 lb); money left to spend: 79 gold, 2 silver

Light Load Carrying Capacity: 33 lbs (38 lbs with masterwork backpack)

Encumbrance of initial gear (on his profile) 29 lbs
backpack --> masterwork backpack --> total enc 31 lbs
light crossbow --> total enc 35 lbs
case with 10 crossbow bolts --> total enc: 36 lbs

All gear kept in/attached to masterwork backpack except for:

bladed scarf (2 lbs), cold iron dagger (1 lb), silver dagger (1 lb), worn outfit (kapenia dancer outfit) (4 lbs), spell component pouch (2 lbs), belt pouch (1/2 lb), up to 200 coins in belt pouch (4 lbs)

Total encumbrance while not carrying backpack (with full belt pouch full of coins): 14 1/2 lbs (light encumbrance threshold: 33 lbs)

Encumbrance of backpack and contents within/attached:21 1/2 lbs

Encumbrance with backpack: 36 lbs (light encumbrance threshold: 38 lbs)

Money in belt pouch: 5 platinum, 25 gold, 40 silver, 20 copper


This is very exciting! Looking forward to this!


3 people marked this as a favorite.

SUBMISSIONS

Linnea the Divine-Amadine Steleanu (middle aged aasimar shaman of heavens)
Profession Smith 6 ranks-urban ranger, name and race unknown
DaisL-goblin sorcerer, name unknown
Malinor.-Tocash (half orc alchemist [dragonblood chemist archetype])
Seth86-Treble (blue kobold sorcerer, plans to be a draconic disciple)
Wrong John Silver-Sluagh (tielfing-halfling witch [alley witch archetype])
CrisisChild-Kraig "the Bull" Haldersson (human brawler [hinyasi archetype] plans to go into brewkeeper prestige class)
Veniir-Leo Wulff (elf investigator [empiricist archetype])
GM_Drake-Mardrezi Seudair (sylph magus [kapenia dancer archetype])
Ouachitonian-name, class and race unknown
Archpaladin Zousha-Gerinel (Varisian warpriest of Desna)
GuardYourPrivates-Divo Merula (human fighter [dragonheir scion archetype])
Slowdrifter-Cirandiu Florean (cleric of Pulura [blossoming light + separatist archetypes], plans to be a stargazer)
kaervek78-Romli (dwarf unchained monk, plans to dip into cleric)
GM_Panic-Doctor Aliron Whitehill (best blooded aasimar cleric of Gozreh [crashing ways archetype])
rdknight-Praxedis "Prax" Duvanti (half elf unchained rogue)
mightypion-"Valten" (angelkin aasimar bloodrager [rageshaper])

Again if I missed anyone or anything let me know!


@Valten: The trait Dockside Avenger is not allowed, see here.


@KoolKobold: Romli's planned cleric dip at level 2 makes him a backup healer, a better melee and also very helpful outside of combat. (Have a look at the ecclesitheurge's blessing of the faithful and the ability of the memory subdomain.)


One thing I should probably note is I was eyeing Sphere Singer as a potential Prestige Class for him later. It's not gonna make or break his character concept, but it was definitely a factor in my character creation choices.


Adjusting for build rules, didnt take into account that dockside avenger
isnt allowed, aonrpd lists it under "campaign trait for curse of the crimson throne" although its actually from varisia, birthplace of legends.

Question: Is coherent rage trait allowed?
Mechanically it allows me to bluff and thus feint while raging, it is "ulfen guard" requirement wise which I find odd narratively (and mechanically, given that Ulfen guard members are unlikely to be level 1 characters).

There is a feat called skilled rager which I could use instead, would just delay parts of my build for a bit.


1 person marked this as a favorite.
"Valten" wrote:

Adjusting for build rules, didnt take into account that dockside avenger

isnt allowed, aonrpd lists it under "campaign trait for curse of the crimson throne" although its actually from varisia, birthplace of legends.

Question: Is coherent rage trait allowed?
Mechanically it allows me to bluff and thus feint while raging, it is "ulfen guard" requirement wise which I find odd narratively (and mechanically, given that Ulfen guard members are unlikely to be level 1 characters).

There is a feat called skilled rager which I could use instead, would just delay parts of my build for a bit.

I’ll allow it


Praxedis Duvanti wrote:


One thing I should ask about. I traded away the half-elf trait Multitalented for Blended View, which gives darkvision. Blended View is fluffed as a drow half-elf thing, so if that's not alright with you I'll drop it and stick with Multitalented. I figured it seemed overly restrictive since nobody ever plays drow anything characters, but no big deal either way.

I also picked up a potion of CLW since it was within budget, but I can get rid of it if you don't want any starter magic items.

** spoiler omitted **

@GMKK I'm checking again about these two questions. It seems you missed them before?


1 person marked this as a favorite.
Praxedis Duvanti wrote:
Praxedis Duvanti wrote:


One thing I should ask about. I traded away the half-elf trait Multitalented for Blended View, which gives darkvision. Blended View is fluffed as a drow half-elf thing, so if that's not alright with you I'll drop it and stick with Multitalented. I figured it seemed overly restrictive since nobody ever plays drow anything characters, but no big deal either way.

I also picked up a potion of CLW since it was within budget, but I can get rid of it if you don't want any starter magic items.

** spoiler omitted **

@GMKK I'm checking again about these two questions. It seems you missed them before?

Crap I did. Yes you can have that without being half drow


Here's my submission for a wizard. Her character sheet is linked in her profile. Note that I didn't pick all her spells or buy all her gear yet because those choices may be affected by who else is in the party--hope that's okay. I'd also like to take the Thassilonian Specialist archetype if possible, but I can also live without it.

-----

Race/Class: (half)-Human Wizard (Enchanter, Thassilonian Specialist if allowed)
Role: Face, Textbook, Magic

Description: Barely five-feet tall—and that includes her frizzy, unkempt hair—Valehtja looks the part of a mousy, rotund bookkeeper, with ink-stained fingers and rumpled clothes that smell of musty parchment. When she needs to leave the backroom and appear presentable—say, to serve a customer—she simply dons a dark hooded cloak that is kept clean and ready for such occasions. Her voice is appropriately timid and quiet in idle conversation, but when something important or urgent arises—oh, but then her earnest words are a torrent of precise staccatos, an unrelenting assault of logic and reason that won’t cease until you are convinced or overwhelmed (or both).

Background: Valehtja grew up as one might expect for a rich merchant’s daughter: pampered, carefree, and directionless. Her natural talent and her father’s wealth earned her a place at the magic Acadamae where she coasted on her intellect for years, taking shortcuts whenever possible, all while feigning the role of a ‘good student’. It’s amazing what you can get away with when you swear ‘by Abadar’ on the holy symbol around your neck.

But everything changed when her father Bolgrin was framed for murder. The injustice sparked a newfound determination and fierce dedication in the young wizard. She immediately forgot her impatient frustrations with his plodding inflexibility—she really does love the old dwarf—and hunted down the lying witness. Ensnaring him with a web of her own falsehoods, she extracted the truth. Alas, the real killer drowned the witness before he could recant, and although the case was dismissed, the stigma remained. Bolgrin’s comfortable trading house in Midland never really recovered, and today he remains depressed and withdrawn at the loss of his reputation.

And yet … in a strange way, this incident might have been the best thing that’s happened to Valehtja. She buckled down and worked hard, leaving the Acadamae to help support her family as a scribe. In her spare time she studied magic on her own—still taking shortcuts and skipping entire fields of study, but at least she’s focused now … focused on righting a wrong, and gathering all the resources she can to do so. Her father, like most dwarves, might not care for Dranngvit, but The Debt Minder has garnered Valehtja’s admiration and respect, giving her a new purpose in life. It’s time for Gaedren Lamm to pay his debts.


GM panic here, this is the good doctors alt, working on it now to flesh put,


i found a much better image of the good doctor

HERE


I believe Prax is complete and all ready to go now.


Ugh, I still need to do my shopping. Nothing fancy, but probably a lot of little things to add.


This is DaisL with my goblin sorcerer profile, should all be complete.


3 people marked this as a favorite.

Applications are closed. I caught some kind of stomach bug yesterday, so take the next couple days to finish up your applications. I’ll make my choices by either this weekend or Monday.


Here's what I have so far for my urban ranger; I still need to finish picking her gear, writing down her background, and a few other small details.

I included cut-and-paste text for her attacks, saves, skill checks and the like, and it looks like the MB decided to make all those rolls inside the spoiler; please ignore those. I'll finish updating ASAP.

Gaelwen, Female Human Urban Ranger:

Name Gaelwen
_____________________________________________
Race Human
Gender Female
Age 17
Class Ranger (Urban) Level 1
Init +7; Senses Perception +5
Genwyn Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
AL Neutral
_____________________________________________
DEFENSE
_____________________________________________
AC , touch , flat-footed
(+3 armor, +3 Dex, + shield)
hp 12
Genwyn Constitution Check to Stabilize: 1d20 + 1 ⇒ (5) + 1 = 6
Fort +3, Ref +5, Will +1
Genwyn Fortitude Saving Throw: 100d1d20 + 5 ⇒ (3, 20, 15, 20, 17, 9, 19, 12, 9, 13, 12, 12, 1, 12, 2, 4, 20, 5, 8, 7, 1, 17, 7, 16, 14, 3, 12, 4, 4, 18, 9, 14, 10, 13, 8, 17, 20, 8, 1, 11, 11, 9, 12, 15, 18, 14, 12, 5, 15, 15, 6, 15, 13, 16, 1, 16, 10, 12, 10, 9, 6, 17, 8, 11, 11, 4, 15, 12, 10, 14, 19, 12, 15, 12, 1, 19, 8, 4, 18, 17, 6, 12, 15, 9, 2, 5, 4, 15, 14, 10, 4, 2, 14, 6, 2, 6, 8, 1, 20, 4) + 5 = 1058 for piercing damage: 1d6 + 1 ⇒ (3) + 1 = 4 (18/20; +1 to confirm vs. humans)
Genwyn kukri: 1d20 + 4 ⇒ (20) + 4 = 24 for slashing damage: 1d4 + 1 ⇒ (2) + 1 = 3 (18/20; +1 to confirm vs. humans)
Genwyn sap: 1d20 + 4 ⇒ (10) + 4 = 14 for bludgeoning, nonlethal damage: 1d6 + 1 ⇒ (1) + 1 = 2 (+1 to confirm vs. humans)
Genwyn unarmed strike: 1d20 + 4 ⇒ (9) + 4 = 13 for bludgeoning, nonlethal damage: 1d3 + 1 ⇒ (3) + 1 = 4 (+1 to confirm vs. humans)
Ranged
Genwyn composite longbow: 1d20 + 4 ⇒ (10) + 4 = 14 for piercing damage: 1d8 ⇒ 3 (x3; +1 to confirm vs. humans)
Genwyn: 1d20 ⇒ 8 for damage: 1d6d6 + 2 ⇒ (4, 6, 2, 1) + 2 = 150 + 2 + 1 = 32 = 215d1d20 ⇒ (10, 9, 2, 3, 1, 17, 20, 8, 14, 4, 16, 9, 9, 6, 2) = 130 for damage: 1d6d6 - 1d6d6 - 1d6d6 - 1d6d6d6 ⇒ (1, 2) - (4, 2, 1, 6, 3) - (4) - (4, 1, 2, 4, 4, 6, 6, 1, 1, 2, 4, 1, 4, 5, 2, 3, 5, 5, 1, 2, 4, 6) = -901d6d6 - 1d6d6d6 - 1d6 - 1d6 + 9 + 6 + 1d6 + 2d6 ⇒ (3) - (3, 6, 5, 6, 5, 3, 1, 2, 4, 5, 2, 4, 3, 3, 2, 5, 3, 4, 2, 4, 6) - (1) - (4) + 9 + 6 + (2) + (2, 5) = -561d6d1d20 + 7 ⇒ (3, 17, 10, 12, 8) + 7 = 57 – (+1 rank, +3 class, +2 Cha, +1 trait)
Genwyn Bluff Check (vs. humans): 1d20 + 9 ⇒ (5) + 9 = 14 – (+7 base, +2 FE)
Genwyn Climb Check: 1d20 ⇒ 19 – (+ Str, - ACP)
Genwyn Craft () Check: 1d20 ⇒ 18 – (+ Int) [BG]
Genwyn Diplomacy Check: 1d20 + 7 ⇒ (15) + 7 = 22 – (+1 rank, +3 class, +2 Cha, +1 trait)
Genwyn Disable Device Check: 1d20 + 5 ⇒ (20) + 5 = 25 – (+1 rank, +3 class, +3 Dex, -2 ACP)
Genwyn Heal Check: 1d20 ⇒ 13 – (+ Wis)
Genwyn Intimidate Check: 1d20 ⇒ 5 – (+ Cha)
Genwyn Knowledge (dungeoneering) Check: 1d20 ⇒ 13 – (+ Int; up to DC 10 only without library)
Genwyn Knowledge (geography) Check: 1d20 ⇒ 8 – (+ Int; up to DC 10 only without library) [BG]
Genwyn Knowledge (local) Check: 1d20 + 4 ⇒ (19) + 4 = 23 – (+1 rank, +3 class, +0 Int)
Genwyn Knowledge (local) Check (vs. humans): 1d20 + 6 ⇒ (2) + 6 = 8 – (+4 base, +2 FE)
Genwyn Lore (the Shingles) Check: 1d20 + 4 ⇒ (17) + 4 = 21 – (+1 rank, +3 class, +0 Int) [BG]
Genwyn Perception Check: 1d20 + 5 ⇒ (20) + 5 = 25 – (+1 rank, +3 class, +1 Wis)
Genwyn Perception Check (vs. humans): 1d20 + 7 ⇒ (7) + 7 = 14 – (+5 base, +2 FE)
Genwyn Profession () Check: 1d20 ⇒ 8 – (+ Wis; cannot be used untrained) [BG]
Genwyn Ride Check: 1d20 ⇒ 11 – (+ Dex, - ACP)
Genwyn Spellcraft Check: 1d20 ⇒ 6 – (+ Int; cannot use untrained)
Genwyn Stealth Check: 1d20 ⇒ 9 – (+1 rank, +3 class, +3 Dex, - ACP)
Genwyn Survival Check: 1d20 + 5 ⇒ (9) + 5 = 14 – (+1 rank, +3 class, +1 Wis)
Genwyn Survival Check (track): 1d20 + 6 ⇒ (4) + 6 = 10 – (+5 base, +1 level)
Genwyn Survival Check (track humans): 1d20 + 9 ⇒ (4) + 9 = 13 – (+6 base, +2 FE, +1 trait)
Genwyn Swim Check: 1d20 ⇒ 4 – (+ Str, - ACP)
UNTRAINED SKILLS
Genwyn Acrobatics Check: 1d20 ⇒ 9 – (+ Dex, - ACP)
Genwyn Appraise Check: 1d20 ⇒ 10 – (+ Int) [BG]
Genwyn Artistry () Check: 1d20 ⇒ 3 – (+ Int) [BG]
Genwyn Disguise Check: 1d20 ⇒ 17 – (+ Cha)
Genwyn Escape Artist Check: 1d20 ⇒ 12 – (+ Dex, - ACP)
Genwyn Fly Check: 1d20 ⇒ 20 – (+ Dex, - ACP)
Genwyn Handle Animal Check: 1d20 ⇒ 2 – (+ Cha; untrained can handle and push domestic animals only) [BG]
Genwyn Knowledge (arcana) Check: 1d20 ⇒ 5 – (+ Int; up to DC 10 only without library)
Genwyn Knowledge (engineering) Check: 1d20 ⇒ 2 – (+ Int; up to DC 10 only without library) [BG]
Genwyn Knowledge (history) Check: 1d20 ⇒ 14 – (+ Int; up to DC 10 only without library) [BG]
Genwyn Knowledge (nature) Check: 1d20 ⇒ 9 – (+ Int; up to DC 10 only without library)
Genwyn Knowledge (nobility) Check: 1d20 ⇒ 3 – (+ Int; up to DC 10 only without library) [BG]
Genwyn Knowledge (planes) Check: 1d20 ⇒ 14 – (+ Int; up to DC 10 only without library)
Genwyn Knowledge (religion) Check: 1d20 ⇒ 7 – (+ Int; up to DC 10 only without library)
Genwyn Linguistics Check: 1d20 ⇒ 5 – (+ Int; cannot be used untrained except to read archaic/strange forms of known languages or to detect a forgery) [BG]
Genwyn Perform (dance) Check: 1d20 ⇒ 1 – (+ Cha) [BG]
Genwyn Sense Motive Check: 1d20 ⇒ 4 – (+1 Wis)
Genwyn Sense Motive Check (vs. humans): 1d20 ⇒ 18 – (+1 base, +2 FE)
Genwyn Sleight of Hand Check: 1d20 ⇒ 1 – (+ Dex, - ACP; up to DC 10 only untrained, except to hide items on one’s body) [BG]
Genwyn Use Magic Device Check: 1d20 ⇒ 5 – (+ Cha; cannot use untrained)

+1 rank, +3 class,
+? ranks, +3 class,

Languages Common
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ

____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear rapier (20 gp/2 lbs.), kukri (8/2), sap (1/2), composite longbow (100/3), 20 arrows (/), 20 silver-tipped arrows (/), 20 cold iron-tipped arrows (/), masterwork backpack (50/4), thieves’ tools (30/1)

Gold 300 gp
____________________________________________
APPEARANCE
____________________________________________
Height 5’4”
Weight 113 lbs.
Eye Color Brown
Hair Color Dark Brown
Region of Origin Korvosa
Parents Regions of Origin Korvosa
Deity none yet

Appearance

Personality

URBAN RANGER
For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. An urban ranger has the following class features.
Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
Favored Community (Ex): At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2.
For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.
Trapfinding (Ex): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.
Push Through (Ex): At 7th level, an urban ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him. This replaces woodland stride.
Blend In (Ex): An urban ranger of 12th level or higher can use his Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general. This replaces camouflage.
Invisibility Trick (Sp): At 17th level, the urban ranger can cast greater invisibility on himself as a wizard of his ranger level as a swift action. He can use this spell-like ability a number of times per day equal to his Wisdom modifier (minimum 1). This ability replaces hide in plain sight.


I'm so excited!


Good luck everyone!


Munches popcorn in the "character pick lobby".


Everyone, best of luck and lets hope the GM likes clerics ahaha


...or at least cleric dips... ;-)

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