And now for something completly different, Fluff:
Anakasta stands a staggering...normal height height of five eight, has strikingly...bland blue eyes and horrifyingly bad white hair that falls to her ankles. Seriously, her hair is a mess, the tips drag on the ground if she forgets to braid them, small twigs constantly catch it and, by Desnas starry eyes THE SPLIT ENDS!!! A nose broken more times than she cares to remember, a mouth missing half her teeth, about two dozen knife scars on her face and a body covered with burn marks from being burned at the stake last year, Anakasta looks like a terrifying monster. The kind children run from and parents shield the eyes of babies from.
It was no small wonder she was driven form her home as a vile monster, but, she was alive and that was not a bad thing nor a small thing. A short time later, she had taken in with others like her,driven from their homes. With so very little, her small group turned to banditry and with her leadership, they became surprisingly good at it. Their brief period of good fortune only lasted a summer and fall, the cold winter brought a roundness to her belly and hunger. The following spring Anakasta and only her son set out to the River Kingdoms for a new life, the prospect of wealth and a new babysitter. The rest of her gang, well, they could not accompany her...on account of death and all. :) Anakasta is ruthless, brutal and savage when necessary. She presents a facade of the caring, loving mommy and truly is to her son. Her world is very much a me and mine are the only one that matter and has no qualms about ending anything that threatens that. Her love and loyalty are hard won and once gained, you may wish you never had them. Anakasta:
Human (Jadwiga) witch (winter witch) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65) LE Medium humanoid (human) Init +2; Senses Perception -1 (-2 when adjacent to open flames or on fire) -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 9 (1d6+3) Fort +2, Ref +2, Will +1; -1 vs. fire effects, -1 when adjacent to open flames or on fire -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger -1 (1d4-1/19-20) or . . hair +4 (1d3+6) Ranged sling +2 (1d4-1) Special Attacks hexes (evil eye[APG], healing[APG], prehensile hair[UM]) Witch Spell-Like Abilities (CL 1st; concentration +5) . . Constant—endure elements (cold only) Witch (Winter Witch) Spells Prepared (CL 1st; concentration +5) . . 1st—ill omen[APG], ray of enfeeblement (DC 15) . . 0 (at will)—detect magic, guidance, ray of frost . . Patron Winter -------------------- Statistics -------------------- Str 9, Dex 14, Con 14, Int 19, Wis 8, Cha 10 Base Atk +0; CMB -1; CMD 11 Feats Extra Hex[APG], Extra Hex[APG] Traits brigand, bruising intellect, hard to kill Skills Acrobatics -1 (-2 when adjacent to open flames or on fire, -5 to jump), Appraise +4 (+3 when adjacent to open flames or on fire), Bluff +0 (-1 when adjacent to open flames or on fire), Climb -4 (-5 when adjacent to open flames or on fire), Diplomacy +0 (-1 when adjacent to open flames or on fire), Disguise +0 (-1 when adjacent to open flames or on fire), Escape Artist -1 (-2 when adjacent to open flames or on fire), Fly -1 (-2 when adjacent to open flames or on fire), Heal -1 (-2 when adjacent to open flames or on fire), Intimidate +8 (+7 when adjacent to open flames or on fire), Knowledge (arcana) +8 (+7 when adjacent to open flames or on fire), Knowledge (history) +8 (+7 when adjacent to open flames or on fire), Knowledge (nature) +8 (+7 when adjacent to open flames or on fire), Knowledge (planes) +8 (+7 when adjacent to open flames or on fire), Perception -1 (-2 when adjacent to open flames or on fire), Ride -1 (-2 when adjacent to open flames or on fire), Sense Motive -1 (-2 when adjacent to open flames or on fire), Spellcraft +8 (+7 when adjacent to open flames or on fire), Stealth -1 (-2 when adjacent to open flames or on fire), Survival -1 (-2 when adjacent to open flames or on fire), Swim -4 (-5 when adjacent to open flames or on fire), Use Magic Device +4 (+3 when adjacent to open flames or on fire); Racial Modifiers brigand Languages Aklo, Common, Giant, Infernal, Sylvan SQ burned, cold flesh, witch's familiar (weasel named Arcane Familiar) Other Gear dagger, sling, backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 157 gp -------------------- Special Abilities -------------------- Burned -1 to save vs. fire, -1 attacks, saves, skill checks if you are adjacent to or on fire. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Endure Elements (Cold only) (Ex) Exist comfortably in cold regions. Evil Eye -2 (7 rounds, DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part). Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach. Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs. Prehensile Hair (1/day) (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Witch's Familiar (Ex) Gain the services of a special familiar that stores spells. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Little bit risky, but i like the character idea. If I am fortuitous enough to be picked, I will create an online character.
Dame
Revenge is all well and good, however, perhaps the better word should be Justice? Revenge is petty word, over used and burdened with emotion to often turning a good seed to bad apple. With a light fed by the righteous wrath of the city, one can have the same effect. With the bonuses of providing oneself with many allies, a possible legal backing and the lessened chance of another seeking...revenge on oneself. Be wary of battling a Thrune, they are hard to kill and quite...tenacious. Sips from her cup of coffee, staring intently at the small group.
I apoligise for the sparseness of my posts,I left my previous company of 16 years and am still adapting to my new...everything, the 12- 16 hour days 5 days a week and 1/2 day on Saturday along with 330starts have been trying. I will create an online character if chosen, but I believe Dame Jarvis would have the following to chime in with I do not wish to see my Opera House blown to smithereens, the consuming of coffee and pastry of good quality is a pleasure not a a chore, and there shall be mint within this city. I want my julips to taste proper!
Intro:
The redaction’s of the many years have allowed the House of Thrune to edit history as they see fit. History is swept under the rug, deeds thrown out with the rubbish, and people written out of existence.
Now, a reckoning has come from one thrown away, namely, myself. I am known as Dame Resadona Jarvis. I married into the family many decades ago, before my name became synonymous with devil worship and wickedness. My maiden name is Thrune, but , I find it laughable if you try and find mention of me after so many years of purges. I doubt any even know of me. Now, this lout with my blood in his veins sickens my city and my home. I will no long stand for it, I will no long tell myself I am to old to be of use. I cannot battle a country, but, for this city, my home of the many decades, I will rise and stand with what heroes I can find and take back our home. Personal Info:
Dame Thrune stands just over six feet four in height with waist length silver grey hair, purple eyes and a plump figure. A steel gaze and stern look greet all before her, giving way to a kinder smile when in private with friends and family. Her Garb matches the occasion, but her sword stays strapped to her side unless common sense dictates otherwise. The Dame is a serious person, dedicated to her cause and her allies, but not strictly bound to the notions of absolute law and order. She has no compulsions of voicing her unfiltered opinions and cutting holes in thin, poorly thought out ideas and plans, bu twill also make sure everyone is allowed to speak and voice their ideas. Resadona's party role is firepower, party support, and knowledge skills.
Dame Resadona Jarvis.: ake Dame Thrune Female old archon-blooded aasimar (lawbringers) cleric of Iomedae 1/evoker (admixture[APG]) 3 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 7) NG Medium outsider (native) Init -1; Senses Perception +3 (+1 to avoid being surprised) -------------------- Defense -------------------- AC 9, touch 9, flat-footed 9 (-1 Dex) hp 23 (4 HD; 3d6+1d8+4) Fort +4, Ref +0 (-2 to avoid traps or hazards), Will +8; +2 vs. [evil], +2 circumstance vs. blinded or dazzled -------------------- Offense -------------------- Speed 30 ft. Melee mwk longsword +2 (1d8/19-20) Special Attacks channel positive energy 5/day (DC 12, 1d6), intense spells (+1 damage) Spell-Like Abilities (CL 4th; concentration +6) . . At will—halo . . 1/day—continual flame Domain Spell-Like Abilities (CL 1st; concentration +4) . . 6/day—touch of good (+1) Cleric Spells Prepared (CL 3rd; concentration +6) . . 1st—bless, divine favor[D], weapons against evil . . 0 (at will)—enhanced diplomacy, guidance, resistance . . D Domain spell; Domains Good (Archon[APG] subdomain), War (Tactics[APG] subdomain) Evoker Spells Prepared (CL 3rd; concentration +7) . . 2nd—bull's strength, scorching ray, scorching ray . . 1st—burning hands (2, DC 15), grease, hydraulic push[APG] . . 0 (at will)—mage hand, mending, message, ray of frost . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 10, Dex 8, Con 13, Int 18, Wis 16, Cha 14 Base Atk +1; CMB +1; CMD 10 Feats Angelic Blood[ARG], Noble Scion of Magic[ISWG], Scribe Scroll Traits child of kintargo, innocent, magical knack Skills Appraise +8, Craft (armor) +7, Diplomacy +7, Heal +8, Intimidate +2 (+4 circumstance vs. evil creatures), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +12, Knowledge (planes) +9 (+11 to identify evil outsiders or items or effects created by evil outsiders), Knowledge (religion) +9, Linguistics +9, Perception +3 (+1 to avoid being surprised), Sense Motive +8, Spellcraft +8 (+10 to identify evil outsiders or items or effects created by evil outsiders) Languages Celestial, Common, Daemonic, Dwarven, Elven, Gnome, Halfling, Infernal, Tengu SQ arcane bond (Arcane Familiar, cat), celestial crusader[ARG], halo[ARG], seize the initiative, sentimental, versatile evocation Other Gear mwk longsword, wizard starting spellbook, 3,377 gp, 1 cp -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding. Celestial Crusader +1 att/AC vs. evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects. Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Archon (Good)) Cleric Domain (Tactics) Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach. Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled. Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Noble Scion of Magic (1/day) You are a member of a proud noble family. Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative Sentimental -2 perception to avoid being surprised. -2 Reflex to avoid traps or hazards Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd. Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
If everyone would place yourselves at the correct positions, we can have some fun! I won't begin combat until you are at the location you believe is appropriate for your previous actions. Surprise round: The Black Thorn and Canacha Bais can take actions!
Grimples! Arani and Canacha: As you move around and investigate, you both hear tiny voices chuckling....
Spoiler:
The Abrasax Perception : 1d20 + 12 ⇒ (1) + 12 = 13 The Black Thorn Perception: 1d20 + 6 ⇒ (16) + 6 = 22 Canacha Bais Perception: 1d20 + 6 ⇒ (17) + 6 = 23 Lensar Major Perception: 1d20 + 9 ⇒ (3) + 9 = 12 Mirais Perception: 1d20 + 4 ⇒ (6) + 4 = 10 Talon Skyfall Perception: 1d20 + 6 ⇒ (11) + 6 = 17 Stealth: 1d20 + 16 ⇒ (19) + 16 = 35
Initiative: The Abrasax Initiative: 1d20 + 3 ⇒ (1) + 3 = 4 The Black Thorn Initiative: 1d20 + 3 ⇒ (9) + 3 = 12 Canacha Bais Initiative: 1d20 + 5 ⇒ (14) + 5 = 19 Lensar Major Initiative: 1d20 + 3 ⇒ (6) + 3 = 9 Mirais Initiative: 1d20 + 1 ⇒ (19) + 1 = 20 Talon Skyfall Initiative: 1d20 + 2 ⇒ (20) + 2 = 22 Grimples!Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
A large mallet slips from the hook it hangs upon, slamming into the floor loudly. Next to it, a meat cleaver swings on its hook to sharpen its rusted edge against a large knife sharpener. Small colored lights drift down from the ceiling and your feet feel a bit colder.
Lensar Major wrote:
1st round:
Definitively magical auras here. 2nd Round:
There are six separate auras the most powerful is only faint. 3rd round: All of the auras are faint, a Knowledge Arcane DC 15 can identify the schools of them
This old workroom houses numerous old slaughterhouse tools, veterinary equipment, and woodworking tools, all of which are covered with a thick layer of dust through which strange tracks and patterns have been traced. Heavy mallets, crumbling ropes, and tools for restraining animals hang from pegs in the walls or rest atop leaning tables. To the southwest, a trap door sits ajar, propped open by a block of wood. The second Mirais opens the door, blood starts weeping up from the floor, some of the tools rock in place and the floor starts creaking like step are coming to her! DC 20 Knowledge (arcana):
The effects are being generated by the cantrips mage hand and prestidigitation, but by what? DC 15 Knowledge (nature): The strange tracks look like Grimple footprints.
The iron gate blocking the entrance to this hallway is locked (hardness 10, hp 60, break DC 25, Disable Device DC 20), but the lock can be opened with the key Abby found. The middle of the gate has a wide opening in the bars through which a Small creature could wriggle with a DC 15 Escape Artist check. Just inside on Mirais's left hangs the mangled remains of a door, once painted like the surrounding wall, now hanging open. Mirais, you do not hear anything out of the ordinary
Pathos wrote:
So very much! And to a gamer like me! Woot!
James Jacobs wrote:
Selective reading is always fun! I will misinterpret that statement to my own amusement and look forward to the big Tenth Anniversary plan.
Warded Against Nature Animals will not willingly approach within 30 ft. Interesting flaw/ability that is, yess yess! The trio of hounds snarl and bark for a moment more, then dart out the door. The largest keeps its head down and it tail between its legs as it flees, whimpering pitifully. If you arre standing by the door you can make attacks if you wish!
I will select an avatar if chosen for the campaign, until then I will ask everyone suspend their disbelief and not picture Sos as a Swamp Fish:) Sos. Was a good pay out, only a little knife work, nothing nasty. Today was a good day. Wonder if Lavender is around. Na, my second best set of clothing dissipated last time she was over. Sos strides thru the door, his average frame, standard looks and unarmored figure at odds with the looks of respect and polite words given him by the local patrons. Sturdy boots, a matching belt, standard clothing identical to most in Riddleport did little set him apart from the other men. The finely crafted blade at his side, however, screamed a different tale. It's hilt was worn, well used, but cared for. The metal blade, clean, sharp and dull in color, brought looks of fear and unease to some. Old Thunder, neat, double please. What's Marny cooking today and does she have anything to go? Uncle Fritz's leg isn't feeling well, and he wants some dinner. Bluff: 1d20 ⇒ 4 +2 circumstance bonus on Sense Motive for locals and low lifes Bluff: Sending a secret message asking about "work".
Canacha Bais wrote:
With their attention focused on the terrifying female in front of them, the animals mostly ignore Canacha.
Arani Thorindal wrote:
Link or description of arrow?
Sos. Crunch, Backstory to come: Sos The Blade 4th
Human (Varisian) alchemist (vivisectionist) 2/magus (kensai) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 20) CN Medium humanoid (human) Init +4; Senses Perception +5 -------------------- Defense -------------------- AC 16, touch 16, flat-footed 10 (+4 Dex, +2 dodge) hp 44 (4d8+12) Fort +8, Ref +7, Will +2; +2 bonus vs. poison Defensive Abilities canny defense +2; Resist poison resistance -------------------- Offense -------------------- Speed 30 ft. Melee the keen wit +8 (1d4+5/18-20) Special Attacks arcane pool (+1, 3 points), sneak attack +1d6 plus 1 bleed, spell combat, spellstrike Alchemist (Vivisectionist) Extracts Prepared (CL 2nd; concentration +4) . . 1st—long arm[ACG], longshot[UC], true strike Magus (Kensai) Spells Prepared (CL 4th; concentration +6) . . 1st—color spray (DC 13), corrosive touch[UM] . . 0 (at will)—acid splash, disrupt undead, ray of frost -------------------- Statistics -------------------- Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 10 Base Atk +2; CMB +2; CMD 18 Feats Brew Potion, Piranha Strike, Slashing Grace[ACG], Throw Anything, Weapon Finesse, Weapon Focus (kukri) Traits magical knack, reckless Skills Acrobatics +12, Appraise +6, Climb +4, Craft (alchemy) +8 (+10 to create alchemical items), Diplomacy +1, Disable Device +6, Intimidate +7, Knowledge (arcana) +7, Perception +5, Spellcraft +7, Survival +3, Swim +4 Languages Common, Goblin, Hallit, Varisian SQ alchemy (alchemy crafting +2), chosen weapon, discovery (bleeding attack +1), mutagen (+4/-2, +2 natural armor, 20 minutes), poison use Combat Gear mutagen[APG]; Other Gear the keen wit, 3,692 gp -------------------- Special Abilities -------------------- Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round. Canny Defense +2 (Ex) +INT bonus to AC (max Kensai level). Chosen Weapon (Kukri) Kensai abilities only function when wielding a weapon of this type. Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes. Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons. Poison Resistance +2 (Ex) +2 to save vs. Poison. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Slashing Grace (Kukri) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Spellstrike (Su) Deliver touch spells as part of a melee attack. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Lensar Major wrote: "There are dogs here...sleeping, hopefully through this all." Possibly, maybe...oh, dear. Mirais spoke aloud! Nope. You know what they say about leaving sleeping dogs lay! Spoiler:
Perception DC 10: 1d20 + 3 ⇒ (15) + 3 = 18
Perception DC 10: 1d20 + 3 ⇒ (14) + 3 = 17 Perception DC 10: 1d20 + 3 ⇒ (18) + 3 = 21 With a several snorts and snarls, two mangy mutts and massive hound poke their heads out of the tangled debris. Sniffing the air they whine and bark loudly at Mirais. You have a surprise round to act as the dogs wake up and discover they really, REALLY don't want to be near the crazy hair, mouth lady!
Broken desks, scuffed tables, and torn chairs crowd the thirteen horse stalls, all of which are covered with a healthy layer of dust. A grated-off alcove along the southeast wall seems to house the only relatively intact wares. Gm Fish Stuff:
1d20 + 3 ⇒ (2) + 3 = 5 Perception 10:
There is a strong oder of urine, feces and canine here Perception 20: You can hear the distinctive sound of snoring and whimpers from the location marked on the map. They sound like dogs or such.
Barbarian, the character will be going for the melee slot with a secondary focus on arcane and skills. This is a sample of my character at second level, it needs to be updated to your guidelines, but provides an outline of my intent. I plan on an even level progression until about 8th level.
GM Wulfson wrote:
Excellent! I will have a character prepared for submission in the next day or so. I hope you will allow background skills, they are nice way to round out characters.
Before I make a submission for you, I must tell you I am currently running this for my tabletop group. I do keep meta knowledge out of the game, but some are uncomfortable with it. My current front runner for a submission would be a barbarian/Alchemist with Technologist and going for exotic weapon Chain Saw. Let me know if any of this is not to your taste!
Sailor Moon? ...sweeet! I've got to finish Iron Gods and return to Shattered Star, finish that one before I'm allowed to be a player again. One of my players ran Dragons Demand with an all dwarf party. Ended with a TPK...IT WAS FRAKKEN AWESOME!!!! He still has PTSD from it, but I believe he will run King Maker for us.
Stealth checks will be required if you are trying an action with a consequence of failure, otherwise I am using the take ten rule. That will cover most of the routine issues. SO, if you are trying to pick the lock or squeeze between the door, Roll them Dice! I will roll dice for you in secret, if needed for some actions, but I try to make it rare. We are all gamers, even if it's the message board roller, no one likes to let someone else roll for them!
History 20:
The Fair Fortune was a slaughterhouse in Redroof’s earliest days, but it was remade into a thriving stable under the direction of the now-dead Juliac family, who insisted their fortunes come from the care of creatures rather than their deaths. This aged stable leans slightly to one side, its roof precariously propped up by aged wooden walls. The air reeks of stale urine. Checking Doors: The livery’s front and back doors are locked shut and chained (hardness 5, hp 30, break DC 18, Disable Device DC 20), but so loosely that a Medium creature can squeeze through with a DC 15 Escape Artist check (Small creatures just treat the doors as difficult terrain). The livery’s back door is not locked but is tenaciously stuck (hardness 5, hp 30, break DC 22).
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