Search Posts
8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;
In the upper levels of Downlow, a transitionally disreputable neighborhood of Absalom Station, there is a warehouse. It was secured by a team of Starfinders on behalf of the Exo-guardians shortly after the first, failed, Scoured Stars expedition. You've been summoned there by Zivigix, the shirren leader of the Exo-guardian faction. A smell of ozone wafts through the conditioned air of the warehouse. Makeshift offices full of equipment and furniture are in the process of having more permanent walls erected around them. A heavily augmented host shirren is conversing with a vesk when they glance over and notice the new arrivals. The shirren wears a pair of shoulder speakers playing upbeat music that fades in volume as the shirren telepathically greets the new group.
The volume of the music pumping from the shirren’s shoulder speakers further lowers to a barely audible level and the shirren’s telepathic voice takes on a wistful tone, “I have also been to the center, and joining such a close-knit community can be essential to the healing process. Please go to the Respite and talk to Hurondo’s partner in operations, Jiwalla Zarvim.
Zigvigix produces a datapad with the picture of a tall ysoki female in one corner and a map marked with the route from the warehouse to the Respite’s location in the Lorespire Complex.
Maps, etc...
Dateline: Absalom Station. The party members each receive a summons to meet with Captain Arvin about a secret multi-part mission.
Maps, etc...
Chapter 1. The First Mandate Your return trip only takes five days in the Drift. Within two hours of emerging from Triune's plane, you receive a message from Starfinder HQ instructing you to make your best speed back to Absalom Station. Final approach to the station is easy. You've been given landing priority and other traffic turns out of your way to provide a clear path. A small humanoid figure in tight fitting green armor with a helmet is waiting for you in the landing bay, and begins approaching the ship before it's even secured to the deck. When atmosphere is established in the bay and you open the door, the figure removes its helmet revealing the pale skin, and snow white hair of a bleachling gnome. The badge on her shoulder identifies her as a venture captain. "I was sent down here to personally impress on you the importance of this task.
She spins on her heel and strides purposefully toward the nearest hatch into the station proper. Intelligence DC 12, or Culture DC 8:
That must have been VC Naiaj. The gnome was one of the few who didn't go to the Scoured Stars, and so is one of the most senior venture captains left in the Starfinders. She reports directly to the First Seeker and has a reputation for strict discipline. GM notes: 1d8 ⇒ 5
Maps, etc...
Looking forward to playing with all of you again. As stated in the other thread, I won't be able to post until Wednesday, but you can all chat in the briefing room for this mission.
Maps, etc...
You've been summoned to the Lorespire Complex for a mission briefing with Venture Captain Arvin. The summons is exceptional in that it actually tells you something about the mission -- to pack for a long trip off-station. When you arrive at the conference room, the door is open. The room itself is dominated by a large conference table and chairs. The table itself glows with images
Characteristically, the VC is late. You have an opportunity to chat together until the VC arrives.
Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Hi, guys! I guess we can continue here in the discussion thread. Regarding builds and gear -- I might ask you for references if I don't have the sourcebooks for a particular class feature or feat or piece of equipment. Sometimes I am just too lazy to go look things up myself. No slights intended. As stated earlier we're starting at second level. 2000 credits of wealth. Bog-standard SFS starting stats. All Paizo SFS sourcebooks accepted.
Hello, and welcome to the Scoured Stars Story Arc recruitment thread. I hope that we'll all be friends. As Therenger pointed out at Flaxseed Station, this is a long term project, 2-3 years. I hope it addresses two of what I consider weaknesses in my largely PbP SFS experience. First is extremely random shuffling of the Starfinder teams. You run into situations like a planetary exploration expedition with no life science experts. The second problem for me is a lack of social bonding among the players. I do love a comradely discussion thread, and it often reduces to "Hi!" "Pick your boons, and roll your day job." "Thanks for playing." Quite disappointing. We have up to six slots. For now I am reserving one for a friend who has expressed interest. There is plenty to discuss. The way levels are distributed throughout the story arc means we'll have to change characters sometimes. I believe the chronological order of story arc modules is: The First Mandate (Levels 1-4), On the Trail of History (Levels 3-6) The Time Lost Tear (Levels 5-8) {Pregens or preexisting characters} Honorbound Emissaries (Levels 7-10) {Pregens or preexisting characters} The Scoured Stars Invasion (Levels 1-8) This one was a special -- we might run it for no credit, or maybe we'll work something out with an on-line con. Treading History's Folly (Levels 3-6)
The Herald's War (Levels 7-10) {Pregens or preexisting characters} If we're starting at level 1 we need 5 'extra' modules to hit level 3 on schedule for Trail of Tears. After that we're level-appropriate for Scoured Stars, History's Folly and Heart of the Foe. That would allow the same team of low level characters to run through 5 of the story arcs. That's why Time Lost Tear, Honorbound Emissaries, and the Herald's War get run with pregens or other level-appropriate characters that you already have. I am open to suggestions for other ways to approach the campaign. Welcome again !
Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Hello, everyone. Come on into the discussion thread and introduce yourselves and your character. I am a grognard. Been playing since the late 70's on and off. Living and working in the eastern US time zone, near Boston. We've got three, but I'm hoping for more. We'll give them a chance to trickle in while I prep for the game. I'm looking to start some time next week. Oh. And dot into the game thread if you like.
Survivor's Salvation
The conference room in the Lorespire Complex to which you've been summoned is on a higher floor than usual. Behind the door is a room richly appointed. A collection of chairs and sofas, some designed for humanoids, some not, surround a large circular crystal table. Real leather patterned in narrow swirling black and white bands covers the furniture. The species is unfamiliar, but it is definitely real leather, and not the synthetic substitute used in the lower floor conference rooms. Primitive sculptures from many cultures line shelves on the dark, wood-paneled walls. Again the wood has a texture and aura that synthetics seldom manage to imitate. On a long table along a side wall is the remains of a conference feast, baked goods, simple proteins, dips, and coffee and various infusions. Judging from the size of the platters and the relative virginity of the remains, the feasters politely restrained themselves from eating half the food. The view from the window looks out on the great crystal dome in the center of Absalom station. Above, the stars shine; below, parkland rolls to the next set of high rise towers.
Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Welcome, players. I have purchased and started reviewing 1-32. There's a lot of prep here. Fortunately, Farol stressed the importance of role playing in his original post. Since you all jumped in on that basis, I'm sure that you won't mind if I leave you an empty conference room to chat in in-game, and this OOC space to help us get organized. There are a large number of possible combinations of story elements, and I'd like to make the game as fresh as possible for you all. To that end please spoiler me what you remember about your previous runs through this scenario. Who was your dignitary, where did you go, what challenges did you face? If you haven't played this one yet, let me know that too. For this game, with the emphasis on role play, I will not be pushing the pace. I encourage you to interact among yourselves liberally. Also, I urge you not to select a character that you wish to play in the next few months. I just got slammed with work and will be very busy IRL for the next few weeks. I will try to maintain a two post per day rate for myself, but may not be successful. Hopefully all players can post 5-6 times per week on a roughly daily basis. If you foresee being unable to post for more than two days, please let us know. I will likewise notify you if I foresee an interruption in posting.
Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Welcome to Skittershot. I'll be pulling together materials over the next week. Still planning to start soon after Christmas. I will try to get the skittermander's descriptions posted here tonight. Meanwhile you can discuss the upcoming game and which roles you'd like to play. You can also dot in to the game play thread. The Dire GM, who ran the game for me, created links to some good resoources. I'll need the following information if you want SFS credit: Player Name/Alias:
Survivor's Salvation
It's been a long sweep through a stellar quadrant relatively bare of salvage. That's meant a lot of down time and light duty, but Nako's noticed some bad signs. The boss, Captain Nakonechkin, owner of the salvage tug Clutch has been missing crew dinners. The vesk has been holed up in his cabin going over ledgers and anyone accidentally lingering by his door can hear the captain complaining about the price of fuel and the interest on the loan for the last overhaul. Tonight, though, Nakonechkin has joined you for dinner in Clutch's tidy, compact kitchen and mess hall. The big vesk is quiet, picks at his food, and eschews his usual beer.
Welcome to the recruitment thread. I tentatively have four players already, Bigrin, phillipjcormier, Farol, and Nick Wasko. Happy to have a couple more. If you're interested, please post here. Paizo's quick description for Cries from the Drift is:
A missing Starfinder ship's distress signal would have gone unnoticed were it not for a passerby detecting it and selling the information to the Society. The PCs are to travel to the crippled starship, and once aboard, reach the bridge in order to piece together the tragic story of the vessel's lost crew. Only by unraveling the mysteries of the drifting starship can the PCs hope to uncover information critical to the Exo-Guardians future operations.
I look forward to gaming with whoever I'll be gaming with. Tom
Survivor's Salvation
Each of you has been summoned to a mission briefing by Zigvigix, the leader of the Exo-Guardian faction. Please phantom dot this thread. This post is just a placeholder to help create the campaign on the boards. I'll provide a better kick-off post once we're all squared away.
I don't think this is quite the right place, but ... The DM left this thread orphan. A coterie of players, including me I guess, would like it to be inactivated. Thanks.
So, while trying to fit out my first SFS character I ran into the equipment chart. I am having a hard time rationalizing the item prices, especially armor and weapons. Let's look at the first thing you see -- Basic melee weapons. Club is arguably the best of the level 1 weapons, and it's free. The next basic melee weapon to do as much damage is the level 2 tactical dueling sword, and that would cost nearly half your starting wealth. Beyond that is the level 7 tactical knife. For 5905 more than you spent on a survival knife, you can do 1d4 more damage. The level 1 advanced melee weapons are no better if you want to get to 1d6 damage or better. How mechanically is the longsword different from the tactical dueling sword? Aside from the extra cash required? Small arms? Is there really no one in the star system making a laser pistol that would fall between level 1 and 6? I suppose we should be grateful that they charged less than 4000 units to add 1d4 to damage. Many of the weapon names are just lame. Really they would have been better off with shotgun, level X in most cases. And tactical, yeah, that will make it all sound cool. Sniper weapons! Oh, sorry your operative can't have one at first level. And why are they all Shirren-eye ? Are the Shirren's the only race to have snipers, or the first to conceive them, or do all the other races use Shirren eyes for target practice? And what is with the chainsaws? It's like the game designers saw an old Doctor Who where Matt Smith said, "Chainsaws are cool." Armor presents a bewildering array of inferior concepts at inflated prices. It's like the designers said, "We need to teach players about careful comparison shopping." Comparing Estex (410) to Second skin (250), we see that it's worth 160 units to lower your EAC and KAC by 1 and increase your bulk for one additional upgrade slot. But ceremonial plate is only 110?! Admittedly the designers needed to throw the melee guys a bone, but they could have done that with extra starting cash and kept prices more rational. And damage. PCs start with around 15 combined stamina and hit points. Yet most first level weapons do 1d4. Somebody better have high strength mods or low level combat is going to take hours.
A colleague of mine posted a query about rounding numbers and I am not at all sure about my reply which I've spoilered below. Am I even correct? And can anyone provide a concise easily understandable explanation? I am dissatisfied with my argument being based on an example rather than a principle. Thanks in advance for your help. "Questioning Colleague" wrote:
My reply: Hmm. I've never thought to question this, perhaps because I'm not a mathematician either. While I agree that .220 is not the same as .22 for metrology purposes, I am not sure that your conclusion necessarily follows in purely mathematical terms.
If we look at this question in terms of the 'distance moved' in rounding the number then we might get a very different result : Assume a flat distribution of results. For the 5 results that would be rounded down: .22 -.220 = 0
And potentially the total distance moved while rounding down is -.010. Similarly for rounding up : .23 - .225 = .005 \\ .23 - 226 = .004 \\ .23 -.227 = .003 \\ .23-.228 = .002 \\ .23 -.229 = .001 And the total distance moved while rounding up would be +.015. This would bias the average of your total population higher. But I'm no expert. It might be nice if someone better qualified weighed in with an argument.
8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;
The sun is barely a quarter of the way to its apex and the day is already hot. The air is heavy with moisture and the sweat that any motion raises struggles to evaporate from your skin, leaving wet stains anywhere clothing touches skin. Clouds over the great lake to the north hint at relief if the wind will veer and bring them south, but for now the town of Haltwhistle swelters. Despite the heat the town is unusually busy. Lord Bradford Winehorn is on his procession through the countryside and is expected in Haltwhistle tomorrow or the day after. Winehorn's visits always produce an atmosphere of holiday. When he arrives, the day will be spent hearing petitions, but the evening will bring a potluck feast, games, and music. Local cooks, athletes and musicians will vie for popular and his lordship's acclaim. As many locals as can escape their farms are in town to see the lord and enjoy the festivities. Because the first fruits of the fall harvest are already being gathered and stored, the town is not as crowded as it will be in two months with the harvest fair. At the southeastern end of the main street a knot of citizens is struggling to erect a large open-walled tent. Along the main street merchants sweep the cobbles in front of their stores. Others string garlands of wildflowers or ivory and burgundy streamers, the colors of Winehorn's house, over the street and along their eaves. Galifar's Rest, the local watering hole is already open; the darkness behind its windows promises a cooler welcome than the street. Sally Turner stops her cart, this late the cisterns must be empty and she needn't worry about any milk spoiling, and slips through the gaping maw of it's open double doors. Toward the northwestern end of the street, Jerrick Butterfield welcomes a farm family who's brought part of their early harvest in. Karl Roujon:
Perhaps you've a duet with Peter, who sings fairly well, planned for the evening? Lydia Wolfheart: Amanda has been hinting that she'd like to visit town this day. Lately she's been wandering off without a word for hours at a time. Maybe the hints are a sign that she's coming out of a troublesome phase.
Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Welcome. I am running a bit behind and the place is a mess, but come in anyway. We can chat here. Everyone can say 'hi.' Work had me going late the past two days so I don't have the house rules quite organized. A few notes: Characters start at level 2, two traits. Core Rulebook, other Paizo material by agreement. Portions of Dreamscarred Press' first Psionics book, by agreement. 20 point buy. Max level 1 starting wealth plus a free light horse and basic tack. You may upgrade horse and tack by paying the delta.
I've heard some tough stories about Houston traffic. Thursday afternoon I will be visiting a prospective customer at the Woodlands north of Houston. My flight home leaves Houston Hobby Airport at 5:30. Assuming the usual (get at the airport between 4:00 and 4:30 for the 5:30 flight), how late can I stay at the customers before I must leave to make my flight?
Maps, etc...
Sunset over Riddleport, home to pirates and theives, intersection of sea and mountains, crossroads of Shoanti, elf, and Varisian cultures, long shadows stretch from the Calphiak Mountians over the city to expire on the ridge east of town. Above the sky is still a rich blue and the clouds gleam white. To the south the harbor is a metallic grey, lightening as it sweeps through the arch of the Cyphergate to the horizon until it rivals the azure sky. Even the Blot, the dark cloud that has hung over the city for months is gone today. At zenith a star blossoms, barely visible, small, only as bright as the moon, but growing rapidly in brightness and intensity. In a heartbeat it's as big as the sun and as bright and it seems inevitable that it must impact Riddleport. Another heartbeat and it's angling south of Riddleport. It disappears for an instant behind the Cyphergate then strikes the ocean on the horizon between the legs of the great arching artifact. A plume of dust rockets skyward. The wind slowly tugs at the top and middle of the plume, spinning it out into a gauzy brown lace across the face of the clouds. A crowd soon gathers on the waterfront. People are staring out at the sea and starting to talk about the great falling star and what it might portend when they are treated to new wonders. With a sudden rising motion the ground shakes. A massive thunder-like boom cuts through the dull rumble of the earthquake. The water level in the harbor drops rapidly. Many ship's keel ground. Below the oldest docks a massive hoary bunyip is left exposed on the mud and rock bottom as are many fish. Water stands in the main channel but the shallows are left bare. Bunyip - like a leopard seal on steroids. Know(nature) DC 20: Spoiler: The sudden retreat of water out of the harbor is the prelude to a massive wave.
A meteorite lands on an island south of Riddleport and the race for the valuable sky-metal is on. We're looking for one, two, or three players for Children of the Void , the second chapter of the Second Darkness AP. I'll be running the game as a oneshot. The adventure is basically a treasure hunt. The current party consists of druid, wizard, and barbarian. Meet them here. Please post submissions in this thread. Rough concept, motivation, and background are all that are required. Player's Guide or PRD content only, although special requests may be entertained if you leap through enough hoops.
Cookie Jar Pilferer 9 ; Dimensional Explorer 4
OOC thread for Children of the VOid. Character generation - 3rd level, 1 trait, Wealth appropriate to level. (Could someone look up the number?) 20 point buy or roll 4d6 six times keeping best three and arrange them in order desired. (Floor for rolling is an equivalent 16 point buy.) Max HP at first level. Roll thereafter, there is a floor for hit points of about 25% of max for levels above first. Given this is a one shot starting at level three let's give item creation feats a miss, but we'll work out something for any wizards. Also I have it in for Rapid shot and Multishot. They have higher prereqs than RAW. There won't be much opportunity to exercise Leadership. Feel free to ask for clarification of any of my rather foggy, ill-worded house rules. If you want to bring in other rules material, you may present it, we'll discuss it and I will consider it. I may allow it without reservation or provisionally with intent to playtest and possibly nerf it later. I may just say "NO!"
Survivor's Salvation
Keliwyn strides the broad avenue of Marshal's Way. He is late for the dinner with Darthen and his other new companions in arms, detained by Silas Masani, a low-grade contact who always has "the best tip" to sell, but whose information is seldom accurate, but spectacularly good occasionally. Perhaps he makes it up when he needs money and doesn't have real news to sell. This evening's offering was the presence of a new gang of assassins in town, as if the Cerulean Society, Korvosa's sole crime syndicate would allow competition. Keliwyn made the customary assurance that he would check it out and get back to him if the information was worth anything. The elf turns down Griffon's Lane and his shadow stretches down the hill in front of him. Six or seven more blocks and he'll be able to relax among friends. The sending is characteristically terse. Keliwyn, come to Bower House immediately. The ambassador calls.
Akorian: Spoiler:
Modifying your background just a hair, Neil. The rebel group you're in contact with isn't interested in weapons yet, but you have done some work with them. Mostly pretty tame stuff, lookout, bagman, that sort of thing. Your rebel handler is Janiven. She's attractive, and dresses like a warrior, but she talks more like a civic booster than a real rebel. It seems the goals of the rebels are to help the people take care of themselves and return the city to a cleaner more ethical government. Armed rebellion is not on the table yet, but that would be a very dangerous thing to talk about directly. Your assignment this evening is to come to a recruitment meeting, pretend to be a new recruit and watch Janiven's back in case one of the recruits is an Imperial or Hellknight plant. Be at Vizio's Tavern at about 4 pm. Raevanis: Spoiler:
You've been in touch with a rebel group for several weeks now. You have done some work with them. Mostly pretty tame stuff, lookout, bagman, that sort of thing. Your rebel handler is Janiven. She's attractive, and dresses like a warrior, but she talks more like a civic booster than a real rebel. It seems the goals of the rebels are to help the people take care of themselves and return the city to a cleaner more ethical government. Armed rebellion is not on the table yet, but that would be a very dangerous thing to talk about directly. Your assignment this evening is to act as lookout during a recruitment meeting. You are stationed a block from Vizio's Tavern (an often used rebel meeting place) watching the two main streets that approach the tavern. Marrius and Waifrin: Spoiler:
For the last week or so a woman named Janiven has been popping up in your life. She's attractive, and dresses like a warrior, but she talks more like a civic booster, people in the city should have more freedom, government should be less corrupt. After a few innocent conversations, she's given the impression that she and some friends would like to see a change. A cleaner government, untainted by greed and diabolicism. Basic rights and freedom guaranteed the common people. After carefully guaging your reactions she invites you to a 4 pm dinner at Vizio's Tavern to meet some friends in two days. Please spoiler any actions you might take in the intervening days. Post your entry into the tavern in the clear. Mother Vangelis: Spoiler:
hogarth, making a slight addition to your background. Mother Vangelis has already had one showdown with the shadow beasts that stalk the city at night. She saved a young boy who got caught out too late and was attacked by one of the creatures, pulling him into her daughter's house. Hope you don't mind. Shortly after that you met a young woman named Janiven in the market. She's attractive, and dresses like a warrior. She asked you about the experience and told you that if you were interested in trying to prevent such a thing from ever happening again and convincing the government to take more of an interest in the common folk, to come to a 4 pm dinner at Vizio's Tavern in two days. Please spoiler any actions you might take in the intervening days. Post your entry into the tavern in the clear. Zarabeta: Spoiler: For the last week or so a woman named Janiven has been popping up in your life. She's attractive, and dresses like a warrior, but she talks more like a civic booster, people in the city should have more freedom, government should be less corrupt. After a few innocent conversations, she's given the impression that she and some friends would like to see a change. A cleaner government, untainted by greed and diabolicism. Basic rights and freedom guaranteed the common people. After carefully guaging your reaction she invites you to a 4 pm dinner at Vizio's Tavern to meet some friendsin two days. Please spoiler any actions you might take in the intervening days. Post your entry into the tavern in the clear.
Ran an encounter at low levels against undead. The cleric channelled, and rolled well. So far everything is great. But when looking up effects I ran into a few questions. First, in the channeling description, does "30' burst" mean diameter or radius? Second, undead failing their save flee for x rounds. Great but details? Did they get the frightened condition? What if the rooms walls or a hazard block their flight? Would they flee into a fiery chasm? Do they cower as in 3.5? If they can't flee and the cleric closes to melee range do they snap out of it as in 3.5?
Survivor's Salvation
Morning comes to the Grey district of Korvosa, and with it time to rest. The clergy of Pharasma gathers in the Dawn Hall after a sleepless vigilant night. Such nights are not uncommon for those entrusted with insuring the dead are not disturbed from their eternal peaceful sleep, but three such nights in a row is uncommon. Stannus assumes the chair at the head of the table in Bishop d'Bear's stead. There are mutters of annoyance, resentment, even loathing, among the clergy. For him to do so three mornings in a row is also uncommon. What can be keeping d'Bears so long at the King Eodred's sickbed? As usual when Stannus presides, the ritual reading is brief The day's inspirational sermon, even more so. Assignments and business for the day quickly become the primary topic. The Pharasmen break up to sleep or attend their duties as directed. As usual when Stannus presides, the Temple feels more like a barracks. Stannus is a conundrum to most of the community. He does not approach the faith with the equinamity usual in Pharasma's devotees, but instead has an overriding mission to seek out and destroy the undead. He is nearly fanatical in this. During d'Bears infrequent absences, the temple does indeed become something of a military camp organized against the dead that walk to the diminuation of the other aspects of Pharasma, comfort in grief, healing, and new life. Having been given no instructions, Istas assumes she is free to seek out her pallet and rest. She rises from her meal and is turning to leave when Stannus speaks, "Shote girl." (Shoanti girl, Stannus is an uncommonly arrogant Chelaxian.) "Round up two noobs and make a sweep of the Potters Ward. There was movement down there last night, but Lily couldn't pin it down."
In creating charcters with the pathfinder rules, I do like the streamlined skill system. Class skills get a +3 modifier; cross class skills don't. It's simple and gets you about where the old system probably did anyway. But I feel constrained by the limited number of skills available at first level. I like a wide range of skills reflecting the character's history to date at first level. Therefore I propose the following change: You get twice as many skills at first level as on the others.
I think it widens the choices at first level, is still simple, and keeps the same limits as Jason's system. One downside is abuse by players seeking to get as many +2 modifiers as possible.
Not sure if this is the right place, but..... I've never been a big fan of AoOs. As other people have written, I feel they tend to slow combat. While I don't go as far as many of the fighter advocates, I do think they need a little extra. Therefore, why not require a feat for players to make AoOs and give fighters (and the other martial classes, if you like) the ability as a class feature? I await the fire storm.
Hi, my group is just finishing up a long intro and preparing to start CoCT proper. We've had a couple players drop out and the group could use a little more spell power. Its my first PbP and I'm learning a lot about running a game this way, I hope. The players are a great group of guys. Posting frequency is running a little less than 1/day with slow weekends. 3.5 Core books, added material by special arrangement. Check out the game thread and the discussion thread. New players welcome. About Mitsui SoichiroCrunch Mitsui Soichrio:
Rogue (Sanctified)7 CG Medium humanoid (human) Init +4; Perception +7 -------------------- Defense -------------------- AC 20, touch 13, flat-footed 11 (+3 armor, +5 Dex, +1 Dodge, +1 Ring of Protection) HP 38 (1d8, 0 Con) Fort +4 (+2 base, +1 Life of Toil, +1 Sanctified Rogue), Ref +11 (+5 base, +5 Dex, +1 Deft Dodger), Will +3 (+2 base, +0 Wis, +1 Sanctified Rogue) -------------------- Offense -------------------- Speed 30 ft. Melee Short Sword +10 (1d6+5/19-20/x2; slashing;) Melee Short Sword +10 (1d6+5/19-20x2; Slashing; ) Melee Dagger +0 (1d4) Ranged Cross bow (1d8/ 18-20 x2, piercing) -------------------- Statistics -------------------- Str 10, Dex 20, Con 10, Int 12, Wis 10, Cha 14 Base Atk +5; CMB +5; CMD 20 (+5 BAB, +5 Dex) Languages: Common, Tian, Ulfen -------------------- Feats -------------------- Human Dodge: Rogue Bonus Feat Weapon Finesse (Short Sword): You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons. Feat Level 1- Combat Reflexes Feat Level 3- Nimble Moves Feat Level 5- Two Weapon Fighting Feat Level7- Combat Expertise --------------------
--------------------
--------------------
Short Sword (2): 20 gp
Sleeves of Many Garments: 200 GP
Entertainer's Kit: 5 SP
Spending Money-
Rogue Talents (3):
2. Certainty (Sense Motive) (Ex)-Benefit: The rogue chooses one of the skills she selected with rogue’s edge. Once per day, the rogue can reroll a skill check she just made with the selected skill and take the better result. She can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter. A rogue can select this talent multiple times. Each time, the rogue must choose a different skill. A rogue must have the rogue’s edge class feature before selecting this talent. 3. Positioning Attack (Ex)- Benefit: Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack. Rogue Stuff: Trapfinding:A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Weapon Finesse (Short Sword- At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Evasion- At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Danger Sense- At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). Debilitating Injury (Ex)- At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. Rouge's Edge (Sense Motive)- At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. (5 Ranks Sense Motive: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.) Archetype (Sanctified Rogue) Stuff:
Backstory:
Mitsui Soichrio is the last of his kind. A hunted man.
His family were once well-trusted and loyal servants of the Minkai Emperors, sworn to uphold Imperial honor from time immemorial. While only the lowest caste of nobles, they prided themselves on service to the Empire and Emperor, with whole generations serving as valuable magical and martial agents. It was a point of pride in the Soichrio home to have a shrine dedicated to the many who had fallen in proud service. This ancient legacy collapsed however, when the Jade Regent took the throne. Looking to cement his own power he cast out the Soichrio family, exiling them forever. The new struck the family so hard that Mitsui’s grandfather, the family patriarch, committed seppuku rather than face the dishonor. The rest of the family escaped, fleeing to Hongal, hoping to escape the wrath of the Jade Regent, who sought to expunge this family who would surely back an Imperial restoration. So the Regent sent agents to kill off the family, one by one. Mitsui grew up watching his family die from seemingly unfortunate accidents, unlucky fights or random acts of nature. But he knew, it had all been planned by the Regent. So, at the tender age of 16 he fled north, to the Crown of the World, a place so distant and wild, no one could find him. He made a living among the caravans in those years, crisscrossing the Crown a dozen times. Sometimes he was a mere vagrant, following in the wake of a merchant, living off scraps, other times he earned his keep as fiddler or porter. Mitsui grew up to be a small, jittery man always convinced the next caravan would hold an agent to kill him, or that any accident was part of an evil plan. So it was common for him to simply vanish one night, leaving a caravan and striking on his own and meeting up with another one. His movements were random, erratic. What first had been a defensive mechanism became a lifestyle and Mitsui soon became known in towns all throughout the Crown and at both ends of the Path of Aganhei. For all of his paranoid fears and rather elaborate precautions (Mitsui would never drink from an unattended cup or eat untested food) the young rogue was a social man. Genial, and loving to laugh, he was often the life of the caravan, making jokes or playing his fiddle. At night he would tell ghost stories or even act out small plays himself. It was this entertainment, far more than anything else that got him hired. That said, he taught himself how to fight, how to protect himself. He picked up formal training from old retired knights, dirty tricks from waggoners and tricks of the thieves trade from various scoundrels. A natural curiosity often led him to be instructed from surprising people in unusual ways. As time has gone however, he wishes to stop running, to turn and confront the evil he knows lurks in Minkai… Questions:
1. What does your character look like? What kinds of clothes do they wear? What weapons and armor do they carry? Mitsui is a small wiry man, with a dark face and roving searching eyes. He is rarely still, a foot always tapping or fingers drumming. Even asleep, his legs jerk more than most people. Mitsui favors clothes that can easily be hidden, reversed or otherwise changed quickly. A bright yellow shirt turned inside out to be brown is a personal favorite and the like. It is rare to see him without his fiddle, strapped to his back. He has two short swords, at the ready and has a comical amount of well-hidden daggers scattered all over his person. Mitsui also has a small stone monkey around his neck, showing his devotion to his god, Sun Wukong. 2. How is your character acquainted with Ameiko Kaijitsu? Why would he care about traveling with her across the world? He doesn’t know Ameiko Kaijitsu but he has long been searching for a caravan or group heading East to Minaki, wishing to see the fate of the remains of his family as well as perhaps do something about the evil there. 3. Alternately, is there another reason they want to join the caravan? Perhaps they just want to travel to a faraway land, or perhaps they're from Minkai and wish to see its rightful ruler reinstated. I think it is stated above? He does have more than a taste for wanderlust at this point however, and enjoys traveling. He also knows the Crown well and considers himself an expert on it (although he really isn’t). 4. How did they become whatever class they are? Were they trained? Did it come to them magically one day? Mitsui became a rogue over time as he honed his body for fast escapes and paranoid fears. Later he augmented this by training with everyone and anyone, getting a fighting style fitting his fast and agile frame. He has had many tutors over the years, most of them informal. 5. What is your character like? How do they treat people? Mitsui is a friendly, genial person who enjoys social interactions and views them as a good way to keep control of the situation. No one assinates you when you are the life of the party. He enjoys jokes, games and riddles. He worships the Tian god of Sun Wukong, a god of trickery, wit and lies. All of which he uses a good deal but in his own self-defense. He doesn’t hurt anyone if he has a chance and prefers to negotiate or simply flee before violence. But he has no real friends as he finds it very hard to trust anyone or simply stay in one place long enough to build those relationships. 6. Why is your character whatever alignment they are? Explain what their own ideas of ethics or morality mean to them.
7. If you have a character with a Code, like a paladin, be explicit about what that Code means.- N/A
|