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Have a need for some new blood in a recently started Second Darkness campaign.
Due to RL delays, lost a couple of the my original selections, and another has had to bow out due to RL pressures.
We've only just started, so you haven't missed much!
Looking for 1-2 ( or even 3! ) characters using the creation guidelines below.
I don't want the original players to wait any longer than they already have, so I'm looking at a nice quick recruitment. Based on the response to the original recruitment post I'll be making my decisions on the 6th of September . Those of you who responded to the original recruitment here feel
free to re-submit your submissions.
CharGen Method: 20-point buy.
Classes: Any except Antipaladin. Barbarians, Monks, Rogues and Summoners must all be Unchained.
Races: Core + Featured, except for drow.
Alignment: Any non-evil.
Starting Level: 1.
HP on Level-Up: Half + 1 + CON.
Traits: 2 to start with, one of which is a Campaign Trait. You may take a Drawback for a 3rd trait.
Optional Systems: Background Skills.
Starting Wealth: Max for your class.
Do not use the official campaign traits , use the following instead.
Only one character per campaign trait will be chosen.
Cromarcky’s Gendarme: You are part of Riddleport’s Gendarmes—they’re what passes for the law in the City of Cyphers. Whether you’re one of the vanishingly rare honest officers or one of the many content to take bribes and break legs in the name of maintaining order, you’re in a better position to tip the balance of local politics than most, even if your job doesn’t pay much. You’ve developed a healthy sense of paranoia (in Riddleport, it’s not a question of if you’ll be stabbed in the back, but when) and a good feel for the city—and you’re used to striking first once it’s clear hostilities are about to happen. Attending the Gold Goblin’s gambling tournament sounds like a good way to let off some steam; if the gambling doesn’t take your mind off your troubles, the drinks certainly will. And besides, Cromarcky’s bound to have questions as to why Saul Vancaskerkin was stupid enough to return. You gain a +1 trait bonus to Sense Motive and Knowledge (Local) checks, and one of these is always a class skill for you. You also gain a +1 trait bonus to Initiative rolls.
Knocmar’s Mouse: Your childhood was spent in Riddleport’s filth-strewn alleyways and dark corners, stealing what you could and fighting or begging for what you couldn’t. It was not a dignified existence, but it was one you could claw out for yourself—and it was your tenacity that caught the attention of one of Riddleport’s crime lords, Varnal ‘Split Face’ Knocmar. The beggar king took you under his wing and taught you how to become a more successful criminal, sending you on more and more daring burglaries as you grew older and improved your skills. Now it’s time to strike out on your own before one of the jobs Knocmar sends you on gets you imprisoned or worse. The Gold Goblin’s tournament should be the perfect place to start making your name—even if you don’t strike it rich at the tables, there’s bound to be plenty of marks with purses ripe for the picking! You gain a +1 bonus to Sleight of Hand and Stealth rolls, and one of these is always a class skill for you. You also gain a +1 trait bonus to Reflex Saves.
Lantern Informant: You’re one of the rarest breed of folk in Riddleport—you’re someone respectable. The ones in charge either ignore you or otherwise don’t see you as a threat, the smallfolk don’t mind so much when you pass them by and you know what to do to get the gangs to leave you alone. By all standards, you’re no one of importance: that was why you were contacted. A stranger in a dark green, leaf-embroidered cloak and bearing a fancy lantern tracked you to your home one night and offered you gold for information regarding Riddleport’s leaders. You told him what you knew, accepted your payment and thought you’d never see him again—but he came back the next week. And the week after that, and for many weeks afterward. Now, the stranger has made a bigger request of you—he wishes for you to attend the Gold Goblin’s opening tournament and find out everything you can about Saul Vancaskerkin and why he has returned to Riddleport. You gain a +1 trait bonus to Diplomacy and Perception rolls, and one of these is always a class skill for you.
Out-of-Towner: You’re not from Riddleport originally. Whether it’s from your clothes, your mode of speech or how you carry yourself, that fact is very visible to any local who sees you. As a result, people tend to underestimate just how savvy and dangerous you can be. You’ve learned to use this tendency to your advantage, letting them think they have the upper hand until you prove otherwise in a suitably threatening display. Riddleport is said to be a city of opportunities, and you’re going to make the most of them—starting with the Gold Goblin casino’s opening gambling tournament. You gain a +1 trait bonus to one Craft or Profession skill of your choice, and a +1 trait bonus to Intimidate rolls. Intimidate is always a class skill for you.
Pamodae’s Catspaw: Passion can loosen the lips of even the most private of people, and you have firsthand experience in that. You are a worker in the House of the Silken Veil—Riddleport’s biggest brothel and temple of Calistria. Your boss, High Priestess Shorafa Pamodae, is one of the city’s foremost information brokers thanks to her extensive clientele—and the skills of her employees in pumping them for secrets. Saul Vancaskerkin’s return to Riddleport is of particular interest to Pamodae, and you were chosen to go forth, insinuate yourself into Saul’s good graces and determine just what would compel Saul to return. You gain a +2 trait bonus to Bluff checks made against people who are attracted to you, and Bluff is always a class skill for you. Also, choose one spell of the enchantment school that you know. The Saving Throw DC of that spell is increased by one against any who are attracted to you.