Satinder Morne

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Organized Play Member. 45 posts (182 including aliases). No reviews. No lists. No wishlists. 16 Organized Play characters. 5 aliases.


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Here's hoping!

Spoiler:
NAME: Shosuro Ayumi
CLAN: Scorpion
SCHOOL: Bayushi Courtier
RANK: 3
Age: 24 Sex: Female Height: 5'2"
Description: A young woman with startlingly good skin, ink-black hair that she dyes an alluring blood red done up in a short ponytail behind her, and honey-gold eyes that smolder while overlooking a painted half-mask of red vines with flower petals on her lips. Those are the first things one would notice about this woman in a casual environment, when she deigns to show it. Her kimono is a beautiful red and black with scorpions dancing with one another amidst cherry trees with pink petals falling amongst them.

FIRE 3 (Agility 3; Intelligence 3
AIR 4 (Reflexes 4; Awareness 4)
EARTH 3 Willpower 3; Stamina 3
WATER 3 (Perception 3; Strength 3)
VOID 2
GLORY 1.0
HONOR 5.5
INSIGHT 199

INITIATIVE 7k3
TN TO BE HIT: 20
Armor Reduction: 0

Healthy (+0) 15
Nicked (+0) 21
Grazed (+2) 27
Hurt (+7) 33
Injured (+12) 39
Crippled (+17) 45
Down (+37) 51
Out 57

TECHNIQUES

Weakness is My Strength: When you are making a Contested Social Roll against someone else, you gain a Free Raise to your roll for every 3 points of Mental or Social Disadvantages (rounded off) he possesses. Disadvantages that did not award Experience Points still count for their normal point value for the purposes of this Technique. This cannot award more than 5 raises. Gain a free raise when using the Courtier skill to spread Gossip, and need not raise in order to conceal that you are the source of that gossip.

Shallow Waters: By conversing with someone for a few minutes, you can make a Contested Roll of your Investigation/Awareness against their Etiquette/Awareness. With a success you learn the identity and rank of their lowest Mental Trait and their lowest Social skiill that has at least one rank (GM chooses in case of ties). You may spend a Void point to also learn their next lowest Mental Trait and next lowest Social skill.

Secrets are Birthmarks: By speaking with someone for a few minutes, you can make a Contested roll of your Courtier (Manipulation)/Awareness against their Etiquette (Courtesy)/Awareness to force them into revealing one Mental or Social disadvantage they possess. If they have no such Disadvantages, this will instead reveal one Mental or Social Advantage. (Note that this only reveals the rulebook title of the Advantage/Disadvantage, not the specific nature of it. One can learn that they have a Dark Secret, but not the specific nature of that secret.) If the roll succeeded in revealing a Disadvantage, with the GM's permission you may take a 2point Blackmail Advantage aginst this individual, for no cost in Experience points.

ADVANTAGES

Dangerous Beauty, Blackmail, Benten's Blessing, Darling of the Court, Perceived Honor (2), Crafty

DISADVANTAGES

Lost Love (Sister)

SKILLS
Courtier 5 (Gossip)
Etiquette 5
Temptation 5
Sincerity 5 (Deceit)
Investigation 3
Lore Heraldry 3
Calligraphy 1
Kenjutsu 3
Divination 3
Defense 2
Games Letters 2
Perform Samisen 2
Lore: Bushido 1
Meditation 1
Tea Ceremony 1
Iajutsu 1

EQUIPMENT
Extravagant clothing, fine wakizashi, fine katana, Courtier's fan, Hakama, Kataginu, writing box, pillow book, sake cup, chopsticks, writing kit, three books/scrolls for writing.

Traveling pack containing: Mask, Game kit, Divination kit, Jewelry, makeup kit, Perfume, personal chop, Spare kimono and sandals, Ink brush kit, smoking pipe.

"You can ALWAYS trust a Scorpion! What you trust them with is up for debate though..."
—Unknown

HISTORY

Your Family

Born into the Shosuro family, Ayumi is one of three children sired by Shosuro Shimizu and Kotone, herself, her twin sister Ayame, and their older brother Haruhiro. The three of them were all fairly good to one another, though the twins were closer to one another obviously than they were to their brother. The two sisters had both developed the looks of their Bayushi clansmen, rather than the blandness of the Shosuro blood, and it allowed them to get away with a LOT from those who were susceptible to their charms. Even their brother was not immune to their wiles, something they used ruthlessly when subjecting him to their pranks. Good-naturedly, Haru was more than willing to return the favor however, which resulted in more than one prank war within their household over the years.

As the trio grew, each of them grew to take up a different branch of the clan's lifestyles. Ayame joined the Soshi's shugenja school, while Haruhiro joined the Actor's school. Ayumi on the other hand, showing a bit of flair for both dramatics and wordplay, instead of going for the actor's school like her brother chose to enter the Bayushi's Courtier school, hoping to gain some reknown for her family. The three kept in contact with one another over the years, and shared letters regularly. Yet danger always threatens...

Ayame's wedding came as natural amongst Scorpions, arranged with the future of the clan in mind. The ceremony itself was good, with Ayumi's sister marrying a Soshi magistrate named Jinochi, much to the delight of their family. However, three months afterwards, word came to Ayumi and her brother that there was something wrong. When they went to investigate, they found that their sibling had been murdered along with her husband. The killer had apparently slipped into the house and attempted to accost Jinochi, but when Ayame got involved they killed both of them and fled. Noone knew who the killer was, or how they got past the village's guards, but the dead bodies didn't argue the facts.

This was a complete embarrassment for the clan. To have someone murdered, and no idea as to the identity of the killer or knowledge of their means of entry, within the Clan of Secrets was something that many within the family considered a direct insult. Ayumi petitioned to be able to head the investigation, but was instead turned down. Despite that, her brother Haruhiro was able to convince his sensei and the clan's leadership that he could find the killer and put an end to this shame. Much to his sister's regret, he was granted that chance. Her only comfort is that his letters to her have not stopped, and he keeps her informed as to what he finds...

Your Assignment

Ayumi's task is, as ever, to collect the secrets of those around her for future use. In an effort to distract her from her sibling's death, she has been sent far from Scorpion lands as a result.

"The Scorpion without a tail" is what some call her, some even to her face. While others might call that an insult to one of her clan, she takes it in stride. Few realize the significance of the phrase after all...

WHAT YOU THINK OF THE OTHERS

Asoko Shiori: The woman seems like quite the lovestruck little bird. Yet she hides something inside, I just know it! The only question is, how to get it? She seems like a hollow doll, and only time will tell how to find the truth.

Akodo Takaji : His brother looms as a mountain over him, yet it only an illusion made by the setting of a sun upon the horizon. When that sun rises once more, mayhap his own shadow will grow to eclipse his brother? Making this come about may put him in my debt, yet doing so half-heartedly or with little care will only result in the Lion making a meal of me... The unrest between his own clan and the Crane might make this easier than one might think though...

Hida Yuo : Our elders say that the crab are too stupid to be manipulated, but there's always an exception to the rule. This one is too quiet for him to be that brutish...

Shinjo Nagasawa : I know little of this one, but that will change... sooner or later.

Soshi Obito : My yojimbo, cousin, and sometimes confidant. A man who obviously wants to prove himself, but who cannot do so through his current means. This can be useful, or disastrous. My own prosperity may be tested in making it come to be though... Either way, the clan will be strengthened.

YOUR DAISHO

Shungou ("Talent") is the name of your katana. It is 212 years old, and despite being in good condition shows that it still has seen much use. The saya is jet black with scarlet sakura blossoms along with a winding scorpion's tail. The tsuba is patterned after a net, and the hilt's ray-skin is dyed blood-red with black cotton wrap.

Fuzen ("Mischief") is its companion. It is patterned with a red sakura tree with a scorpion wrapped around the trunk, a smile on its face.


Ah, that was my goof actually. She's only from the courtier school. Let me fix that up.

Spoiler:
NAME: Shosuro Ayumi
CLAN: Scorpion
SCHOOL: Bayushi Courtier
RANK: 3 (Courtier 3)
Age: 24 Sex: Female Height: 5'2"
Description: A young woman with startlingly good skin, ink-black hair that she dyes an alluring blood red done up in a short ponytail behind her, and honey-gold eyes that smolder while overlooking a painted half-mask of red vines with flower petals on her lips. Those are the first things one would notice about this woman in a casual environment, when she deigns to show it. Her kimono is a beautiful red and black with scorpions dancing with one another amidst cherry trees with pink petals falling amongst them.

FIRE 3 (Agility 3; Intelligence 3
AIR 4 (Reflexes 4; Awareness 4)
EARTH 3 Willpower 3; Stamina 3
WATER 3 (Perception 3; Strength 3)
VOID 2
GLORY 1.0
HONOR 4.5
INSIGHT 199

INITIATIVE 7k3
TN TO BE HIT: 20
Armor Reduction: 0

Healthy (+0) 15
Nicked (+0) 21
Grazed (+2) 27
Hurt (+7) 33
Injured (+12) 39
Crippled (+17) 45
Down (+37) 51
Out 57

TECHNIQUES

Weakness is My Strength: When you are making a Contested Social Roll against someone else, you gain a Free Raise to your roll for every 3 points of Mental or Social Disadvantages (rounded off) he possesses. Disadvantages that did not award Experience Points still count for their normal point value for the purposes of this Technique. This cannot award more than 5 raises. Gain a free raise when using the Courtier skill to spread Gossip, and need not raise in order to conceal that you are the source of that gossip.

Shallow Waters: By conversing with someone for a few minutes, you can make a Contested Roll of your Investigation/Awareness against their Etiquette/Awareness. With a success you learn the identity and rank of their lowest Mental Trait and their lowest Social skiill that has at least one rank (GM chooses in case of ties). You may spend a Void point to also learn their next lowest Mental Trait and next lowest Social skill.

Secrets are Birthmarks: By speaking with someone for a few minutes, you can make a Contested roll of your Courtier (Manipulation)/Awareness against their Etiquette (Courtesy)/Awareness to force them into revealing one Mental or Social disadvantage they possess. If they have no such Disadvantages, this will instead reveal one Mental or Social Advantage. (Note that this only reveals the rulebook title of the Advantage/Disadvantage, not the specific nature of it. One can learn that they have a Dark Secret, but not the specific nature of that secret.) If the roll succeeded in revealing a Disadvantage, with the GM's permission you may take a 2point Blackmail Advantage aginst this individual, for no cost in Experience points.

ADVANTAGES

Dangerous Beauty, Blackmail, Benten's Blessing, Darling of the Court, Perceived Honor (2)

DISADVANTAGES

None

SKILLS
Courtier 5 (Gossip)
Etiquette 5
Temptation 5
Sincerity 5 (Deceit)
Investigation 3
Lore Heraldry 3
Calligraphy 1
Kenjutsu 3
Divination 3
Defense 2
Games Letters 2
Perform Samisen 2
Lore: Bushido 1
Meditation 1
Tea Ceremony 1

EQUIPMENT
Extravagant clothing, fine wakizashi, fine katana, Courtier's fan, Hakama, Kataginu, writing box, pillow book, sake cup,

Traveling pack containing: Mask, Game kit, Divination kit, Jewelry, makeup kit, Perfume, personal chop, Spare kimono and sandals, Ink brush kit, smoking pipe.

"You can ALWAYS trust a Scorpion! What you trust them with is up for debate though..."
—Unknown

That should fix that for mechanics. No multiple schools for one. And yeah, I was two points over.


Alright, still working on the backstory, but here is the crunch!

Spoiler:
NAME: Shosuro Ayumi
CLAN: Scorpion
SCHOOL: Shosuro Infiltrator & Bayushi Courtier
RANK: 3 (Infiltrator 1, Courtier 2)
Age: 24 Sex: Female Height: 5'2"
Description: A young woman with startlingly good skin, ink-black hair that she dyes an alluring blood red done up in a short ponytail behind her, and honey-gold eyes that smolder while overlooking a painted half-mask of red vines with flower petals on her lips. Those are the first things one would notice about this woman in a casual environment, when she deigns to show it. Her kimono is a beautiful red and black with scorpions dancing with one another amidst cherry trees with pink petals falling amongst them.

FIRE 3 (Agility 3; Reflexes 3
AIR 4 (Intelligence 4; Awareness 4)
EARTH 3 Willpower 3; Stamina 3
WATER 3 (Perception 3; Strength 3)
VOID 2
GLORY 1.0
HONOR 5.5
INSIGHT 199

INITIATIVE 7k3
TN TO BE HIT: 20
Armor Reduction: 0

Healthy (+0) 15
Nicked (+0) 21
Grazed (+2) 27
Hurt (+7) 33
Injured (+12) 39
Crippled (+17) 45
Down (+37) 51
Out 57

TECHNIQUES

Weakness is My Strength: When you are making a Contested Social Roll against someone else, you gain a Free Raise to your roll for every 3 points of Mental or Social Disadvantages (rounded off) he possesses. Disadvantages that did not award Experience Points still count for their normal point value for the purposes of this Technique. This cannot award more than 5 raises. Gain a free raise when using the Courtier skill to spread Gossip, and need not raise in order to conceal that you are the source of that gossip.

Shallow Waters: By conversing with someone for a few minutes, you can make a Contested Roll of your Investigation/Awareness against their Etiquette/Awareness. With a success you learn the identity and rank of their lowest Mental Trait and their lowest Social skiill that has at least one rank (GM chooses in case of ties). You may spend a Void point to also learn their next lowest Mental Trait and next lowest Social skill.

Secrets are Birthmarks: By speaking with someone for a few minutes, you can make a Contested roll of your Courtier (Manipulation)/Awareness against their Etiquette (Courtesy)/Awareness to force them into revealing one Mental or Social disadvantage they possess. If they have no such Disadvantages, this will instead reveal one Mental or Social Advantage. (Note that this only reveals the rulebook title of the Advantage/Disadvantage, not the specific nature of it. One can learn that they have a Dark Secret, but not the specific nature of that secret.) If the roll succeeded in revealing a Disadvantage, with the GM's permission you may take a 2point Blackmail Advantage aginst this individual, for no cost in Experience points.

ADVANTAGES

Dangerous Beauty, Blackmail, Benten's Blessing, Darling of the Court, Perceived Honor (3)

DISADVANTAGES

None

SKILLS
Courtier 5 (Gossip)
Etiquette 5
Temptation 5
Sincerity 5 (Deceit)
Investigation 3
Lore Heraldry 3
Calligraphy 1
Kenjutsu 3
Divination 3
Defense 2
Games Letters 2
Perform Samisen 2
Lore: Bushido 1
Meditation 1
Tea Ceremony 1

EQUIPMENT
Extravagant clothing, fine wakizashi, fine katana, Courtier's fan, Hakama, Kataginu, writing box, pillow book, sake cup,

Traveling pack containing: Mask, Game kit, Divination kit, Jewelry, makeup kit, Perfume, personal chop, Spare kimono and sandals, Ink brush kit, smoking pipe.

"You can ALWAYS trust a Scorpion! What you trust them with is up for debate though..."
—Unknown


So what budget do we have again for our characters? Not just starting outfit I imagine?


Sorry for being so late, I've been crazy busy and I am trying to nail down a new job IRL. Hopefully I can get it done by this weekend and have a character set up for you all! Sorry again!


I'll try and have my character up tomorrow. Or at least the general parts of it. I'm thinking courtier at this point, just to give us one who can fill that purpose.


205?! Oh dear LORD! Well... Looks like I can mesh a couple of things then... Alright, it seems we have at least one bushi, and a fellow Scorpion! Should I take the courtier, or shall I take the ninja?


It depends, as you said, on how you play a ninja. Ninjas are NOT assassins except in the worst of circumstances. They are better at being spies, and at sabotage. Also, one can never LET people know that they are a ninja. As far as the group would be concerned I am merely a bushi. That said, it does depend on the group and the game, so we'll see!


Also, if it wouldn't be something that anyone is opposed to, a slightly honorable ninja is something I'm fine playing as! I really would like to see a game of this happen!


I would LOVE to join in on this! I have tried to get into games before of L5R, both locally and online, but they never lasted! I would really like to try it! I've read a few of the books, and I loved the Scorpion clan! I've never done a shugenja before, but I wouldn't be opposed to it, or to playing the more familiar bushi and courtier if needed!


Sarazel is a half-elven woman who has been living in the town of _____ since she was a little girl. Her parents moved into the town to try and escape the business of larger cities, bringing with them an assortment of books and scrolls that they claimed were the result of several generations of collection. Whether that was true, or if they were simply on the run from something was never proven one way or the other, but it was made a moot point when first her mother, then her father fell ill to a wasting disease that left Sarazel by herself at the age of 14. Fortunately the illness did not spread to the rest of the community, but it left a feel of bad luck around the girl.

That left the collection in the hands of a girl with strange mannerisms and strange eyes, the result of elven blood in her veins no doubt. In what probably became the wisest decision of her young life, the girl chose to keep up her parents' collection, but also to open it to the town as a library for those who wanted to learn. A small town has little want or need for books on political histories of nobility or doctrines of magical theory, but it kept her out of trouble, and copying and trading some of the rarer tomes brought in business from abroad, so it was tolerated, even encouraged by some of the more mercantile townsfolk as it brought in folk who might be willing to buy from them as well.

Over a decade and a half later, Sarazel is still counted as the town's librarian and record keeper, though she seems more and more of a shut-in lately, engrossing herself with that strange tome that she's always carrying. Noone else in town could read it due to its strange script, the glowing ink making people nervous about it, but she didn't seem to do any ill and thus the half-elf was simply treated as the town's curiosity.

In truth, the book was handed down to Sarazel by her parents, and she was told to keep it safe, and that its teachings would instruct her on what she could become, and to be both respectful and wary of such a fate. Its lore was alien, and trying to understand it was and is still somewhat difficult even after all these years, for many of the teachings could be interpreted in different ways, which altered the entirety of the tome. Recently Sarazel has found that she can apply these teachings through arcane use, feeling the surge of unearthly energies in her veins with darts of eldritch energy and creating a barrier of the same. She is looking forward to seeing what else she is capable of, but is wary to keep her abilities out of view of the others in town...


Got a basic character sheet up for her, as well as an image if people want to see her. I'll have a detailed background up for her tomorrow evening at the latest. See you soon!

Sheet from Mythweavers

What she looks like!


Alright, so, just to clarify, one NPC level, then one level in a PC class, or just the NPC level? Also, yes or no to the Extra Traits feat?


Or does the Eccentric also have to be one of the NPC classes? It doesn't state any in your opening post.


Gonna throw out a request for the right to take the town's Eccentric position, if that's alright with everyone, as an abberant sorceress! I'll have a post up in a bit!


That's because it wasn't really innovated until the 1800s. It's a weapon that was made for the Napolean wars and afterwards, far more modern than anything in Pathfinder. It's essentially a scimitar though.


An old-style Cavalry saber you mean?


Backstory attempt here!

Spoiler:
Kan Mahreena is seen as the Demigoddess of War and Nature amongst the barbaric peoples of the forests and hills. This woman has cropped up again and again amongst her people to lead them in times of strife, and in conquest. Though she takes many mortal forms, her true self can always be seen on the battlefield, the animalistic features not found on any other creature in existence. Known as the Horned Queen, she stakes her claim on the woodland realm, and woe to any her cross her...

...So the tales say. In truth, Mahreena was a druid of the Scarus tribe in the Iron Woods. She sought out the verdant places of the world to try and understand their power, making many pacts with the spirits of her homeland, and tried to act as a peacemaker between the mortal and supernatural realms. In her first life, the world was a much more primitive state, and life was harsh, and those with magical powers were deemed to be holy or otherworldly beings, and the Scarus were no different in that regard. As a result, she ceased to be a regular human being in their eyes, and became something else. To some, Mahreena was a goddess come down to aid them, to others she was an example of what mortal potential could rise to be. In either case, she became a Kan, or spiritual patron, to the Scarus.

As she died however, Mahreena found that death was not a gentle or welcoming end, but a painful endeavour in which her soul was set upon by those who would prey upon the dead. For as long as Life had existed, so too had Death, and those who would abuse it. Necromancers even back then tried to defile those with power, trying to enslave their spirits to themselves. Mahreena had found herself a target of those beings, and fought for her very soul's existence as they tried to ply their magics. It was a hard and seemingly doomed battle, but just as she felt the last of her magic and power failing, something reached out to her...

Spirits, not those of divine or abyssal origin, but those of the world itself, are a different sort of being, and some can be stronger than even Gods... Such conceptual beings rarely interfere directly in the world, and few indeed are those who could even guess at their reasons why, but one such entity seemed to approve of the Kan's fight, of her refusal to back down even with her very soul being sundered. As its influence and power flowed into her, Mahreena found herself smashing the ethereal chains that the necromancers tried to place on her, and awoke on the mortal plane once more.

She found herself no longer in the form of a human, but as something else, something that her people had rarely had contact with, but still were told of in stories... an Elf. When she returned to the Scarus, her new form caused many to confront her with suspicion. It was only when she was able to prove her knowledge and capabilities were that of their Kan that they began to accept her... But it was Mahreena's revelation of what the strange black mages were doing to the graves of their fallen and others like it that she solidified their loyalties again in battle. Her new powers, in addition to her old ones, made her a frightful image on the battlefield, and the fervor that she could instill in her fellows swept aside the grave robbers like a landslide.

Since then, Mahreena has continuously returned from the grave in order to drive away those who would pervert the natural order, aided by her spiritual allies as well as mortal in a never-ending crusade. Her direct tribe is small in number, yet loyal, and all recognize her as the ruler of their tribe. Other tribes from the Titanwood, Iron Woods, and even the Blighted Forest venerate the Horned Queen as well, for as she has not always been human through her rebirths she has touched the lives of those elsewhere on many occasions, earning respect and infamy amongst the woodland peoples.

However, she has not only had to fight against those who practiced the undead arts. Others have throughout the ages sought to use or exploit the world, and so she has battled against encroaching civilization as well. As magi-tech grew in power, she has found herself sometimes pushed back by such forces, and she is suspicious and yet curious of what such things could mean in the future.


If you would like me to flesh out my character's backstory more, I'd love to know more about what the game's world is like so that I can finish it for you!

Also, done up my character in Mythweavers here for you!

Also, redid my budgeting here. Still going to be supplying a lot for my men and/or women, but as we get more followers, undoubtedly we'll be using the supply system for more.

Spoiler:
Maximum budget: 162,000 gp

Weapons and Armor:
Living Steel Scimitar 32,815 +2 Undead Bane, Keen
Living Steel Agile Breastplate 26,550 +3 Deathless, Impervious
Heavy Dark Wooden Shield 16,257 +2 Undead Defiant, Light Fortification
Mithril Sickle 9006 gp, +1, Ghost Touch
MW Sling 300 gp
Ammo: 40 4 sp

Personal Kits:
Handy Haversack 2,000
Druid's Kit: 14 gp
Witch's Kit: 21 gp
Familiar's Satchel: 25 gp
Gear Maintenance Kit: 5 gp
Scroll Case: 1 gp
Signal Horn 1 gp

Magic Items:
Waist Gorgon Belt 23,000
Feet Boots of Striding and Springing 5500
Head Crown of Swords 6000
Hands Gloves of Reconnaissance 2000
Ring Ring of Protection +2 8000
Headband Headband of Alluring Charisma +2 4000
Shoulders Cloak of Fangs 2800

Slotless 4 vials of Bottled Misfortune (Use with Battle Hex) 2000 gp
Slotless Pearl of Power I 1000 gp
Wand Wand of Cure Light Wounds 750 gp

Army Gear:
Weapons:
Longbows x8: 600 gp
Ammo:
240 Regular arrows: 12 gp
80 Flight arrows: 8 gp
40 Whistling arrows: 4 gp

Spears x6: 12 gp
Greataxes x6: 120 gp
Greatswords x2: 100 gp
Battleaxes x6: 60 gp
Longswords x16: 240 gp
Daggers x 20: 40 gp

6 Cold Iron daggers: 24 gp
10 slings: Free
Ammo: 200 bullets 2 gp

Armor:
Leather Lamellar 12 suits 720 gp
4 suits of Scale mail 200 gp

Shields:
Heavy wooden shields 8 56 gp

Gear:
10 Barbarians' Kits: 90 gp
1 Bards Kit: 41 gp
20 bedrolls: 2 gp
4 Medium chests: 20 gp
2 Druid's Kits: 28 gp
4 Fishing Kits: 2 gp
8 Gear Maintenance Kits: 40 gp
2 Portable Rams: 20 gp
20 sacks: 2 gp
4 Signal Horns: 4 gp
16 Tents: 160 gp
20 Weapon Cords: 2 gp
20 Whetstone: 4 sp
20 Bear Traps: 40 gp
2 Healer's Kits: 100 gp
2 Leeching Kits: 10 gp
2 Surgeon's Tools: 40 gp
8 Stretchers: 8 gp
Veterinarian's Kit: 25 gp
2 Carts: 30 gp
1 Light Wagon: 50 gp
4 Ponies: 120 gp
20 Soldier's uniform: 20 gp
8 Grappling Hooks 8 gp
16 50 ft ropes 16 gp
1x +1 Undead Bane Elysian Bronze Greatsword 9350
+1 Undead Defiant Mithril Chain Agile Breastplate 5400
Belt of Giant Strength +2 4000 gp

161,168 gold and 4 silver spent in total


Also, decided to swap out my Wolf companion for the Wolf Domain, and my hawk spirit animal for the fox one.


Alright, got a breakdown of my character's budget, can you give it a look-over to see if it's accurate? Thanks!

Spoiler:
Maximum budget: 162,000 gp

Weapons and Armor:
Living Steel Scimitar 32,815 +2 Undead Bane, Keen
Living Steel Agile Breastplate 26,550 +3 Deathless, Impervious
Heavy Dark Wooden Shield 16,257 +2 Undead Defiant, Light Fortification
Mithril Sickle 9006 gp, +1, Ghost Touch
MW Sling 300 gp
Ammo: 40 4 sp

Personal Kits:
Handy Haversack 2,000
Druid's Kit: 14 gp
Witch's Kit: 21 gp
Familiar's Satchel: 25 gp
Gear Maintenance Kit: 5 gp
Scroll Case: 1 gp
Signal Horn 1 gp

Magic Items:
Waist Gorgon Belt 23,000
Feet Boots of Striding and Springing 5500
Hands Gloves of Reconnaissance 2000
Slotless Cauldron of Plenty 15,000
Ring Ring of Protection +2 8000
Headband Headband of Alluring Charisma +2 4000
Shoulders Eagle Cape 7000
Slotless 4 vials of Bottled Misfortune (Use with Battle Hex) 2000 gp
Slotless Pearl of Power I 1000 gp
Wand Wand of Cure Light Wounds 750 gp

Army Gear:
Weapons:
Longbows x8: 600 gp
Ammo:
240 Regular arrows: 12 gp
80 Flight arrows: 8 gp
40 Whistling arrows: 4 gp

Spears x6: 12 gp
Greataxes x6: 120 gp
Greatswords x2: 100 gp
Battleaxes x6: 60 gp
Longswords x16: 240 gp
Daggers x 20: 40 gp

6 Cold Iron daggers: 24 gp
10 slings: Free
Ammo: 200 bullets 2 gp

Armor:
Leather Lamellar 12 suits 720 gp
4 suits of Scale mail 200 gp

Shields:
Heavy wooden shields 8 56 gp

Gear:
10 Barbarians' Kits: 90 gp
1 Bards Kit: 41 gp
20 bedrolls: 2 gp
4 Medium chests: 20 gp
2 Druid's Kits: 28 gp
4 Fishing Kits: 2 gp
8 Gear Maintenance Kits: 40 gp
2 Portable Rams: 20 gp
20 sacks: 2 gp
4 Signal Horns: 4 gp
16 Tents: 160 gp
20 Weapon Cords: 2 gp
20 Whetstone: 4 sp
20 Bear Traps: 40 gp
2 Healer's Kits: 100 gp
2 Leeching Kits: 10 gp
2 Surgeon's Tools: 40 gp
8 Stretchers: 8 gp
Veterinarian's Kit: 25 gp
2 Carts: 30 gp
1 Light Wagon: 50 gp
4 Ponies: 120 gp
20 Soldier's uniform: 20 gp
8 Grappling Hooks 8 gp
16 50 ft ropes 16 gp
1x +1 Elysian Bronze Greatsword 3350

161,718 gold and 4 silver spent in total

Leadership Value:
Lvl 12 + Cha 3 + Special power 1 - Animal companion 2 = 14

15 1st lvl followers, 1 second level follower


Also, are we starting with bases of operation/Fortresses/etc for the purposes of leadership or are we assumed to be landless mobs? So I know how much to budget for my followers?


Quick question, does Living Steel count as a metal or no for the purposes of Druid restriction on metal, since it's made from trees?

Starting off a bit here for character background, let's try this. It's nowhere near done obviously, but here goes:

History/Persona:

Spoiler:

Kan Mahreena is seen as the Demigoddess of War and Nature amongst the barbaric peoples of the forests and hills. This woman has cropped up again and again amongst her people to lead them in times of strife, and in conquest. Though she takes many mortal forms, her true self can always be seen on the battlefield, the animalistic features not found on any other creature in existence. Know as the Horned Queen, she stakes her claim on the woodland realm, and woe to any her cross her...

So the tales say. In truth, Mahreena was a druid who gained the ability to reincarnate herself upon death, then sought out how to use this power to better her people. She makes many pacts with the spirits of her homeland, and tries to act as a peacemaker between the mortal and supernatural realms. Her followers are small in number, yet loyal, and all recognize her as the ruler of their tribe.

Due to her reincarnations, she has fought against many realms in times past, and retains knowledge of times long past, with names, faces, and tales to boot. This gives her a unique perspective on the world, but it can sometimes distance herself from others as well. It also means she has a long memory for grudges, and has a long list against her as well.

Build:

Spoiler:

Reincarnated Druid 5/Battle Shaman 7
Str 14 Dex 14 Con 14 Int 14 Wis 16 Cha 14
Saves: Fort 8 Reflex 5 Will 12
+8 vs Death effects, +4 vs Necromancy, +4 vs Energy Drain, +4 to stabilization checks, +2 vs Fear effects

Feats:
Fey Foundling, Extra Traits, Toughness, Combat Expertise, Power Attack, Leadership, Battlecry, Spirit Talker

Traits: Reincarnated (Faith), Historian (Racial), Highlander (Regional), Princess (Social)

Animal Companion: Wolf
Spirit Animal (Familiar): Hawk

Skills:
Acrobatics +5
Climb +8
Diplomacy +18
Handle Animal +10
Heal +9
Intimidate +12
Knowledge Geography +8
Knowledge History +10
Knowledge Nature +8
Knowledge Religion +8
Perception +11 (+14 in daylight)
Sense Motive +9
Spellcraft +11
Stealth +14
Survival +12
Swim +7


Also, what about traits? Standard 2 or none?


Maximum hit points or is it law of averages after first level? Also, is it permitted to have an Ironwood-enhanced Darkwood breastplate?


I'd be interested as well! Thinking either a woodland paladin or a battle shaman myself!


Will such a recruitment be in this thread or in a different one? And good luck Grond!


Alright, here's a bit of a start for her....

Name: Kan Mareena, the Horned Queen
Divine Theme: Primal Magic, Blood, War, Rebirth
Followers: Druids, Barbarians, Sorcerers, Rangers, Magus, Summoners
Favored Weapon: Shotel
Holy Symbol: A bloodied leaf with a set of antlers behind it.
Build: Battle Shaman/Reincarnated Druid/Sorceror

History:

Spoiler:
Mareena was once the Goddess of War, Blood Magic, and Rebirth during the days of tribal mortals. Her followers were the wilder humanoids that lived and fought in the forests and plains, as well the roaming tribes of barbarians that battled against one another for food, shelter, and riches. She was seen as a goddess of conquest, rather than glory however. Fighting for its own sake was wasteful and arrogant, so Mareena encouraged her followers to tend the fields where they could and raise their herds so that there is something worth fighting for during the next battle, a home and a prize. In this regard some held her to be a consort to Erastil. However, the truth was that the wild goddess was in fact something of a friendly enemy of his, for her nature of war put her at odds with his more peace-loving methods as well as her affinity with wild beasts. Yet she does not hate Old Deadeye. If anything she seemed to delight in their animosity.

To those she favored, the Horned Queen was also a hope for immortality, for while death was Phantasma's domain, Mareena would steal those souls that caught her eye and bring them to her own realm to dally for awhile, before she would send them back into the mortal world, allowing them reincarnation through her priestesses and the tribes who championed her. Of course, this merely meant that Phantasma grew to dislike her thieveing ways and sought to be rid of her meddling.

The most frightening aspect of Kan Mareena however, would be the use of blood sacrifice in many of the rituals that she holds sacred to her. These involve the drinking of blood taken from foe and friend alike at times, as well as the beasts that are hunted. It is said that the goddess granted visions to her priests and priestesses through drinking prepared droughts of the blood, giving glimpses into the memories of those whose blood was donated. This was mostly used during hunting, to gain the knowledge of where other prey would hide themselves as well as any predators in the region, but it was also used in war to predict where an enemy might be hiding their warcamp or what their plans were...

The Horned Queen was content with her position amongst the old gods, minor though she might have been amongst their kind. Yet even amongst such beings there can be jealousy and vengeance. Many of her actions went in conflict with other gods, and Mareena's more carefree approach to her supposed indiscretions meant that it was only a matter of time until she was cast down. Surprisingly, or perhaps not so, it was one who shared a similar nature that challenged the Wild Goddess to combat. Gorum was young at the time, and his impulsive and violent personality meant that a confrontation was inevitable. The Lord in Iron stomped his way into the Emerald Glade, the goddess' home, and immediately charged forth to do battle. The two warrior entities clashed again and again within the glade, and the goddess called on her attendants to distract the armored god so as to provide her the means to defeat him. Gorum's wrath at Mareena's tactics suffused him however, and while Mareena's glade guardians fought well, none could do more but buy time for the goddess to enact a single spell...

As Gorum's blade felled the last of the beastial guardians, he looked up to find the Horned Queen waiting, her blade set to strike. As he brought his sword around in an arc, the two blades met with a resounding crack that echoed throughout the heavens! Yet in the end, Mareena's blade had been that of a mortal, and not godly origin, and as such could not withstand the force of the Iron Lord's blade. Her body was cleft in two, and her blood spattered across the ground and rained down onto her followers from the heavens. As Gorum stood over her to claim victory, the Wild goddess laughed. She said to the god "You have taken your prize this day... and you are welcome to it... But one day I will come for it again... and you had best be ready...". As she died, her essence flowed not into the realm of Phantasma, as one would have thought, but instead into those touched by her blood, giving a shard, a seed of holy power to each. For it was Mareena's plan that as long as the blood of her followers flowed in the veins of the living, she would find a way to come back....

Appearance:

Spoiler:
Mareena took the appearance of a humanoid female with animalistic features. Her face is humanoid, but with a doe-like nose and wolfish fangs, and her feet were digitigraded like a wolf as well. Most impressively, a set of curved antlers rose from her head like a crown, along with wolf's ears. Various tattoos and ritual scars adorn her flesh, painted a livid red so that they showed up on her tanned skin.

She wears a set of breastplate armor made of wood, leather, and hide with brass trim and a furred cloak. Mareena's weapon is a shotel forged from living steel, which she took as her own from a tribe of followers that had impressed her with five generations of unending victories in their raiding. Her attendants were almost always in the form of some animal, half-animal, or painted shirtless barbarian. But her favorites were two ravens she called Morri and Skagli, who would visit the families of those to whom would bear the reincarnated souls of her consorts and caw at the time of their rebirth.


Name: Kan Mareena
Divine Theme: Nature, Magic, Blood, War
Followers: Druids, Barbarians, Sorcerers, Rangers, Magus, Summoners
Favored Weapon: Shotel
Holy Symbol: A bloodied leaf with deer antlers.
Build: Battle Shaman/Reincarnated Druid/Sorceror

History: WIP (Will update within a day, sorry for the lateness!)


Definitely want to give this one a try! I've got a concept already in my head, but I'll have to type it up tomorrow. Only a short time available to me now. Will reply again then!


Hmmmm, definitely something I want to look into here! Although I'm not normally one for evil characters I can try for a neutral or Lawful evil one. Doing bad in the name of good can be acceptable...


(Still have to get Part II of my char's history up to. Sorry!)


Part one is here! Not the finished version, but it's a start until I get the next part completed!

Spoiler:
Born into a lower merchant family, Maleera grew up under less than ideal circumstances, her family forced to send her away in a bid to keep fewer mouths around to feed while attempting to secure moneys to increase their holdings above the meager shop they'd had. As luck would have it, they were able to make her a squire to a disgraced knight name Godfried, stripped of his own fortunes due to the varities of politics, in exchange for use of some of his land. Having to constantly travel around with her master Sir Godfried, she was exposed to a lot of the lower castes of Chelaxian society, both its peaceful and not-so-peaceful aspects. Though her master tried to instill in her a moral code and chivalrous nature, his own was not quite up to the heights he spoke of. During their misadventures, Sir Godfried used more than one criminal act in order to get ahead of his enemies, including theft, arson, and murder under the pretense of 'honor' duels. Though Godfried may have been a lout and a disgrace, Maleera had taken his words seriously. Eventually, this caused them to have increasing differences of opinions with one another, and during one of Godfried's duels in Taldor, a duel that the man lost his life in, the young woman took the chance to run away.

As a foreigner child in the streets of aristocratic Taldor, Maleera had little choice but to try and find some kind of work, and wound up having to do odd jobs for one of Godfried's 'friends' in the markets. The conditions were far from ideal, and the Alley lord of the area was harsher than she'd thought. When she back-talked to him about what he did, the man, Kalris by name, would give her lashings from his belt before throwing her out, only to demand that she go to work again for him in order to eat. This became even worse when he found out that the 'devil-worshipping child' had told one of the guards about another of his enforcers, causing them to investigate Kalris's business.

Maleera had made her 'home' in an abandoned temple of sorts to Iomadae, where she prayed for either the goddess or even the dark god her parents had worshipped to help her out of her current existence. Perhaps it was this duality that kept her prayers from being answered, maybe not, but one thing was certain, what happened after she had sold out Kalris was seen by both, and neither were apparently all that pleased. Kalris had called in a friend of his to get rid of the girl without leaving any evidence, and the man apparently took quite a bit of delight in his job.

The man's name was Beliros, a follower and summoner of demons who fed his victims to his 'pets'. The man's sneering face was covered in tattoos of otherworldly origins, and his bald head had a set of claw marks as well, neither of which drew much attention away from the burning orange eyes he had. When he found the girl hiding in the old church, the man toyed with her, his creatures taking snips and slashes at her in order to try and get her to scream out, to break her into a sobbing mess. As Beliros was laughing, she once again prayed, this time not for freedom, but for strength to forge her own path, for the ability to see justice done. Whether it was this shifting of focus from passive begging to self-determination, or the summoning of demons within a sacred place, something heard. Her palms burned with gold, red and black flames, and as one of the demons looked on, a silvery rapier appeared in the girl's hands. Screaming with determination, she plunged the weapon into the Dretch's skull once, twice, three times, sending it back into the Abyss. When Beliros saw that the girl was not willing to go done without a fight, and apparently being backed by some kind of power, he retreated, leaving the girl alone in the ruins with nothing but a sword in her hand...

After that incident, Kalris was arrested and thrown into prison, though Beliros remained at large. Rather than be sent off to a convent however, Maleera made her way towards Absalom, where she felt she could find a new life... one where she could live up to her ideals, and maybe make a difference...


We're still at Korvosa with 25pt, 5th level, 1 mythic.

Rednal - wants 7th level
Ashe - Batman
Sukrai - Robin/3 Musketeers wants 6th level, leaning towards Korvosa.
Slarus - Dr. Strange wants Absalom
D-Kal - Holmes/Jekyll
Jelani - Green Arrow (wishful thinking)
Cosmic Dream Lord
Gnomezrule - Daredevil wants Korvosa
Grey, the lady's dog
Numair -
Skorn - Ironman
Dark Netwerk - Gambit
Xeno the black widow - black widow


Either Korvosa or Absalom are fine with me. Absalom's more familiar, but I'm liking the feel of Korvosa, and it has more opportunities for vigilantism than Absalom does.


Point buy to 30 is too much in my mind, and level 7 may be a little high to start. I'd say stick with 25 point buy, as that's plenty high for stats, and level 6 as the most for starting. One mythic tier and we're good to go!

I'm debating either a Robin-esque hero, that focuses on mobility and multiple strikes, or a Todd McFarlane Anti-Spawn-style Hellknight warpriest.


Personally I'd prefer for level 6, but that's just me. A single Mythic tier looks to be a street level superhero in line with the likes of Robin, whereas a mythic tier of ten or higher would be Batman level.

A character like Beast Boy would be a mythic tier 1 Druid for example, whereas Batman would be a lvl 10 Monk/Rogue Mythic tier 5+.

So the question is how Super do you want your superheros?


I've never done the mythic tiers before... My only experience with them was in one of the adventures I had in Society play. That said, I'd LOVE to join in on something like this! What books would I need for info? Mythic Adventures, right?


Forgot to write in a haramaki (belly wrap) on my stats. It's already in the AC section, just forgot to write it down under equipment.


She is going to be from the Greyhawk setting, yes. And you're technically right, they are normally quick to sacrifice them... and sometimes to humiliate and mentally destroy them as a means of sadistic malice too. Sarazel's mother is just one of those unfortunate enough to have been born from such a thing, then cast into slavery when she showed as much drow heritage as surfacer. Apparently the drow in question wanted to keep her for more long term tortures and experiments via alchemy and poison use, but things didn't quite work that way due to the attack on their owner's House. Sarazel's knowledge of poison and resistance to it as part of her racial traits stems from what her mother and father passed to her due to their experiences. Sarazel herself was born in the wild underdark while they ran, and lived like that until she was five.


Quote:
Where does one find the rules for Shadowcasters? I don't see them anywhere in the d20PFSRD

Shadowcaster is found on the SRD under Paizo archetypes for wizards, while the Shadow school of magic is a subtype of the Illusion school.

Quote:

Sukari, are you using the Advanced Races guide for the drow half-elf?

One of your traits has a BOG after, what does BOG stand for?

Yes I am using the ARG for that, though not for ALL of the drow half-elf stuff. Her story is that she's the child of two slaves, one that is half-drow half surface elf, and the other a human. They escaped into the Underdark when the House that owned them was sacked by a rival, and as such Sarazel (her name) grew up first in the underdark, then in the slums of a human city when a party of adventurers found them and (unfortunately) killed her mother. I've got more for her story, but that's the jist of it.

BoG stands for Bastards of Golarion, one of the sourcebooks from Paizo.


Alright, here are the stats for my Sorceress, I'll have a background up later today as well.

Spoiler:
Female Half-Elf Shadowcaster (Illusionist, Shadow sub-school, Shadowcaster archetype) 1
LN Medium Humanoid (Human, Elf subtypes)
Deity: Wee Jas
Init +3; Senses Darkvision 60ft; Perception +0
Land Speed 30 ft.
====================
Defense
====================
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 Armor)
HP 10/10
Fort +1, Ref +2, Will +2
CMD 14
====================
Offense
====================
Melee:
Quarterstaff +2 attack, 1d6+2 damage, x2 crit
Dagger +2 attack, 1d4+2 damage, 19-20x2 crit
BAB +0
CMB +2

Ranged:
Light Crossbow +2 attack, 1d8 damage, 19-20x2 crit, 80 ft range
30 shots
====================
Statistics
====================
Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 13
32 years old, 5'9", 135 lbs
Skills: Bluff +3, Intimidate +3, Knowledge(Arcane, Local) +8, Linguistics +8, Sense Motive +5, Spellcraft +8
Languages: Common, Elven, Sylvan, Draconic, Orc, Shadowtongue, Undercommon
Traits: Signature Moves, Survivor
Feats: Toughness, Skill Focus (Sense Motive), Scribe Scroll
------------------------------
RACIAL ABILITIES
------------------------------
Thinblood Resilience (from the Underdark) [BOG]: Half-Elves from the underdark with this racial trait are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves. This racial trait replaces the elven immunities racial trait.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Wary Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.

Drow-Blooded Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (Wizard, Rogue)

------------------------------
CLASS ABILITIES
------------------------------
Spells: As normal

Cantrips: As normal

Arcane School: Illusion (Shadow)

Forbidden Schools: Necromancy and Transmutation

Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Shadow Spells (Su): At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highest-level wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language. This ability replaces arcane bond.

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-58 lb. Medium 59-100 lb. Heavy 101-163 lb.
Current Load Carried 54
Money: GP 3 SP 3 CP 7
1 Quarterstaff
1 Dagger
1 Cold iron dagger in wrist sheath
1 Light Crossbow with 30 bolts
1 Arcane Family Workbook with Mithril book lariat. Black leather and cold iron for bindings and glowing ink. (Stolen from former masters and given to her as a child by parents)
1 backpack
1 belt pouch
1 bedroll
1 blanket
1 loaf of bread
1 chunk of cheese
1 sweet meats
1 waterskin
1 bottle of common wine
1 bar of soap
50 ft hemp rope
1 Signal horn
1 hooded lantern
2 pints of oil
5 days trail rations
1 mess kit
1 Explorer's Outfit
1 Traveler's Outfit


Alright, I'll rewrite her up. One Female Half-elf Shadow Illusionist (Shadowcaster archetype) coming up!


I'd like to draw up a Shadowcaster illusionist, if that's fine with everyone. I had the stats to post, but the site went and reset on me halfway... *sigh* Gonna have to redraw the whole thing up... The other option is an old fashioned necromancer.


I would love to join in on this if it's alright with you! I assume this is a level 1 campaign start?