Alastor Land

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The time has finally come. The time where you will no longer see the light of day. No longer smell the open air of the surface. The time has come for you to be exiled into the abyss.
 
 
 
Bright light pierces your eyes as the door grates open, overwhelming your senses for a moment. Before you can react two pairs of strong arms grab you from either side. As your vision returns to you Agent Francis stands outlined in the doorway. ”Take the light in boy, this will be the last time you will get to see it. Shame you did something to deserves this. But ya did bring this onto yourself.” He turns to go but pauses and looks back at you, ”Oh, and don’t try anything funny. We got quite a few precautions in place. The first you may realize is the Silence on you.” The two guards holding onto your arms reaffirm their grip on you, a sharp pain accompanying their tighter grip.

Moving outside you see the streets of your home, a few people have stopped to watch as you are dragged to a small carriage, others hurry along not wanting to be involved in anyway. Taking in the scene sparks a small bit of nostalgia, or perhaps hatred for the Empire and the predicament you find yourself in. Just as abruptly as you were grabbed you are suddenly thrown into the carriage, none too gently. The carriage has a musky smell, somehow familiar yet foreign to the senses. The door slams behind you and all light is cut off.

--------------------------------------------------------------------------- --------

A voice drills into your head, nagging incessantly at the back of your mind, ”Wake… company… lonely… punched a guard…. wake….. WAKE up Opening your eyes everything is a blur, the ceiling keeps going in and out of focus, the stonework shimmering, never quite settling down. ”Oh goody, you are finally awake. Now you can keep me company.” Your bones ache as if from working nonstop hard labor for a week straight. A little gnome jumps on top of you eliciting a sharp pain resonating throughout your body.


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"We're almost to the gate, sir. How are the prisoners doing back there? It'll be just a few more moments to the accouterments and weapons station."

The voice echos through the dim windowless carriage as Agent Francis glares at the convicts enclosed with him. His gaze lingering on a short little gnome caressing a broken arm and a unusually hair man for longer than the rest.

"Alright now listen up, as I said before, I don't care about a damn thing you say, whether you did it or not. The Jury found you guilty and gave you your sentence. I got my list right here so there won't be no funny business about how you got jipped on anything. Now when we stop you all are gonna stay right here, no funny business or you'll end up like the little dumbass over there with the arm."

The carriage rumbles to a stop and a small elf enters the carriage from behind Agent Francis, "Berenbur Zookwinkle, come with me."

The gnome clumsily gets up and whispers a curse under his breath as he passes Agent Francis. "Same to you buddy."

A few minutes later the woman returns, "Alright next is..."





The Prison
Intrigue of the Empire




Hello and Welcome friends to The Prison.
In this adventure, your characters have been convicted for various crimes against the Empire or broken laws laid out by the Sovereign. In The Prison you will be fighting for survival and possibly making an escape back into the world above for vengeance. Your faith and reason for living may be tested but those who make it will only be stronger.

Before we get into the details of the campaign, I would like to lay out my expectations. In The Prison you have the chance to play an unusual sort of character. You will play as a group of convicts sent to The Prison -- someone who will take this new and challenging experience and turn it into wisdom and strength and possibly be the ruler of the underworld or the savior of those wronged above.

Any alignment falls into play, even lawful good, because the Empire is not a wholly lawful society and often gets rid of those in their way. This does not mean that your alignment gives you the right to make this into a free for all. As a matter of fact this will likely test your alignment and those who do not wish to cooperate with eachother will find themselves drowning very quickly. Those free for all campaigns exist elsewhere and if they are what you are looking for, perhaps you are in the wrong place. This is a campaign about surviving and succeeding in hidden desires. Someone mentioned a fantastic way to represent this type of campaign, remember the movie Alien well that is definitely a great way to describe the feeling your characters will have in the setting. I am looking for characters with interesting backstories, who would mesh well together. Good luck getting your "Ultra evil torture everything for fun" character into this campaign. Characters should be three-dimensional with personality, desires, and flaws. Disagreement between characters should be a natural occurrence based on strongly-held beliefs and philosophies, although they shouldn't derail the game.

For the ever important mechanics, Characters will start at level 2 to give your back story a little more umph, NPC classes are acceptable and slightly encouraged for your first level since it makes a bit more sense story wise. Characters will start with a 17 point-buy. But why such an odd number you ask? Read on and you'll see why. I strongly disfavor stat dumps without appropriate story justification. And if you do have dump stats, expect there to be consequences for them. One trait generic trait is allowed. All classes and archetypes published in Paizo books are allowed, I will also allow the psionic classes (but not races). All races found in the Advanced Race Guide are allowed. Also all characters will start with half (rounded up) their starting skill points per level. WHAT! GM you are so mean. Yes, but I haven't told you why yet, keep reading. These stats are the minimum that your character will start with. Once you have your character and back story written we will then go back and adjust your mechanics up to (could still be less) a 25ish point-buy, two traits, a bonus feat, and max skill points +2. This is to encourage you to write a full back story and incentives you to fill out your character so she can be the best she can be.

Here is a player's guide for you to get acquainted with the setting a little more and help flesh out your character. I strongly urge you to create NPCs and Organizations and Cities that interest you since I will be pulling from those to immerse you into this game. A great example of that is Trusk Warchild created by Unruly.

Here is the players guide on the forum for those that cannot access google documents. I warn you though this is not formatted for the forum and therefore is messy.

Unformatted Player's Guide:

GENERAL INFO
This campaign is firstly a survival campaign emphasizing the lack of resources on the party. There is also the limiting factor of magic. There are magical deadzones and places called twisters which warp magic in unpredictable ways.
Players are thrown into The Prison for committing a crime against the Empire, very little is known as fact to the common person about The Prison though there are several rumors about the place but cannot really be confirmed.
There will likely be a lot of downtime for the party as they travel about trying to initially survive, and gather resources to survive the upcoming Flood. Which means lots of opportunities for crafting and community building.
Eventually they can settle in a town and start building their own kingdom, or they can try to find a way to escape back to the surface for some ulterior motive.
The Surface Empire
The Human Empire first came to power 600 years ago and has since expanded to cover most of the main continent, slowly assimilating all in their way. They were harsh and strict showing high favoritism to the higher races, and treating the lower races as slaves. Many races are now extinct from genocide on the main continent because of Human greed for power. However the last two Sovreaigns, Chaundler and Eigen has shifted away from that bloodlust. They realize in order to expand their territory further off the main land into the world beyond they will need the help of the other races.
About 150 years ago, Chaundler made the move towards a fauxdemocracy where races are “equal” and those who committed crimes were given a trial by their peers. These trials were often rigged with threats and bribes, clearly innocent people being executed and murderers getting off free with many questions asked.
About 80 years ago at the end of Chaundlers life, the Empire discovered a magic portal leading to a HUGE underground cavern. The first initial explorers where not heard from and they assumed it to be a one way portal, so they sent in a top military group consisting of several very experienced magic users and fighters. Though they were able to communicate with this group some, the magic was very distorted and eventually after a few years of not figuring a way out the portal was “converted” into a prison.
This allowed an easy way to deal with criminals and members of society who were useless and unproductive. Since the cost of keeping them was the transport to the portal. About 50 years ago there was a revolt with how many people were being convicted and basically given a death sentence even though they were “guilty” of minor “crimes.” In response to this Sovereign Eigen implemented different types of sentencing with varying levels of equipment people would be given to survive.
The Empire has a strong hold on the justice system and can swing any case in their favor. They tend not to get involved in minor squabbles between the common people. These cases not of interest to the Sovereign are done by legitimate trial by peers with little sway on either side.
Sentences
Reformatory
People that have committed minor misdemeanors such as a bar fights, public drunkenness, involuntary property damage are sent to a local Reformatory. Here they are put into a bare cell and fed awful food for a certain amount of time relating to their crime. Once they have served time they are then released back into society. (Basically like a normal penitentiary)
Level 1 Conviction
People that have been sentenced to Reformatory multiple times without showing any signs of becoming a productive member of society are given this sentence. People who are medical hazards are also given this sentencing.
Given a survival kit and allowed to take in whatever they own up to 200g
Level 2 Conviction
People who have caused a decent damage to private or public property accidentally are given this sentence. This could be from an over the top barfight, or an accidental home laboratory fire that spread to others houses. This level also includes those who have stolen. This can be as minor as stealing a piece for food from a bazaar vendor as long as there is proof to convict. Other ways of earning this level of conviction is through public slander of the Empire. This is relatively easy to prove and only requires an employee of the Empire and two other witnesses (which can also be employees) to put their word forth. This can also be disproved by the same method.
Given a survival kit; choice of leather, studded leather, Lamellar cuirass, hide, scale mail, Four-mirror armor; choice of any simple or martial weapon under 40g, Choice of Limited spell component pouch or Light wooden shield
Level 3 Conviction
People who have cause purposeful large destruction of somebodies property such as arson, or intentionally destroying a vendor stall are sentenced here. Large scale stealing and stealing form the Empire also falls under this level. Lastly conspiring against the Empire, e.g. hiding a fugitive, trading with known terrorists will earn a person this sentence.
Given Survival kit; choice of leather, FRAGILE studded leather, Lamellar cuirass, hide, FRAGILE scale mail, FRAGILE Four-mirror armor; choice of any simple or martial weapon under 20g or choice of any simple or martial FRAGILE weapon under 40g, Choice of Limited spell component pouch or Light wooden shield
Level 4 Conviction
Those convicted of murder and those convicted of terrorism are under this category. Terrorism includes fighting against the Empire, sabotaging Imperial equipment, slowing Empire expansion among other things.
Given Lesser Survival Kit; Choice of Leather, FRAGILE studded leather, or hide armor; Choice of simple or martial weapon under 15g or choice of simple or martial EXTRA FRAGILE weapon under 30g.
Level 5 Conviction
This is the highest state and only given to serial/mass murders, those who commit treason (e.g. giving out secrets, betraying the Empire) and murdering an Imperial agent.
Given a water skin and 2 days’ worth of rations

Survival Kit (*included in Lesser)
Backpack*
Bedroll*
Bell
Building tools (Hammer, Saw, Nails, ect.)
Candle X3
Chalk*
Charcoal*
Earplugs*
Fishhook*
Flint and Steel*
Oil 1lb
Rations x5*
Rope 30ft*
Rope 20ft
Shovel*
Signal Whistle
Sling*
Tindertwig x3
Tindertwig x2*
Torch x3*
Torch x2
Twine 50ft
Utility Knife*
Wandermeal (10 meals)*
Waterskin*
Waterskin

(Extra) Fragile Weapons and Armor
Any time you confirm a critical failure with a fragile weapon it gains the broken condition. Extra fragile weapons are broken on a single natural 1. Fragile armor is broken whenever someone confirms a critical hit, however you only take normal damage for that hit (Exceptions apply).
Limited Spell Component Pouch
Any time a spell is cast with with a nonpriced spell component pouch there is a 10% chance the component is missing (this can be checked for before spells are prepared). From then on that spell component is permanently missing until replaced. For every two times the spell is cast the percent increases by 5%
Organizations
This is open to you. You can pretty much create any organization you want for your backstory. They will probably get tied into the game at some point. Create your character into something that you would love to play through and it could very well happen.

Important NPCs
Sovereign Eigan: Eigan began her reign about 50 years ago and her life looks to be coming to an end. She is human and about 90 years of age, though she looks more like someone in their 70s, which doesn’t say much since that is still very old.
Agent Francis: He oversees all prisoner transportation. He is a relatively nice guy and usually tries to have a conversation on the ride with the convicts. He also oversees the equipment partitions before the convicts are throw in making sure everyone has what they want as best he can, though is strictly follows the customs of each level. However, Francis is not a person to be tested, he is not afraid of giving a few injuries to those who get out of line, even going so far as to break a few bones if necessary.

OTHERS: Make your own NPCs that may make an appearance later on. They may have gone down into the prison before you, or are coming after, or even be awaiting your return from below. Help me tell you a story you want to hear and be involved in, the more you want to interact with the people surrounding your character the more attached you become and the better story I can tell.

The Realm Below
The Rumors: Every few years there is a flood where horrors come in great numbers to feast upon the convicted. To date no one is known to have escaped. Magic functions strangely or doesn’t work at all under the ground which is why it is so hard to get information to the surface and making it impossible to escape. The Prison was created by Sovereign Chaundler as an easy solution to getting rid of all who opposed him.
The facts: Magic to the surface is heavily distorted, the only magic know to work reliably are sending type spells. This has been the only way to communicate to people of the surface and then it isn’t reliable due to only pieces being coherent to the receiver. There is native fauna and plant life below, how it got there is up for debate. There is a supply of water down below, again its origins are highly debated, There are light sources from bioluminescent mushrooms that grown in abundance in certain areas of the cave.
Resources: Certain resources don’t exist down below and people have used substitutes to good effect, while some have no known substitutes. Other resources are rare and thus much more expensive, while some are even more bountiful than the surface. This also includes spell components and other expendable resources for classes.
Magic: Arcane magic uses magical currents that flows around the world, the cavern below the surface is sometimes outside the normal flow of magic causing deadzones, other times magic gets twisted up into a highly concentrated area, and magical effects can get very distorted. Divine magic is a direct connection to the gods above who are granting some of their power. However, the connection to the gods is much weaker down below for some reason and sometimes the gods don’t respond to their followers, other times you may get the wrong god granting you power through some strange mistake or misunderstanding.

RACES
Humans
Humans only came into power in the last 600 years on CONTINENT. Extremely power hungry and hostile Humans have taken land from the other civilized races to create large cities and fertile farms. Only recently however have then be a lot more tolerant and even accepting of other races. Under Sovereign Eigen Human rule has expanded faster than her previous five Sovereigns, mostly due to her policies dealing with nonHumans.
Humans are the most populous civilized race in the region. In The Prison there are relatively less of them compared to monstrous races, though they still are the most populous.
Elves
Elves used to rule the land before the Humans started taking everything over. They have an innate dislike of Humans but have relented to the fact that Humans aren’t leaving anytime soon. Since Sovereign Eigen’s new policies have come into effect more and more elves are moving into the city to take advantage of the comfortable living arrangements and to avoid undue prosecution of being a drain on society.
Elves are also not as long lived as in standard fantasy, living only slightly longer than Humans, with an average lifespan of 100 years. Their children mature at the same rate as Humans as well.
Gnomes and Halflings
Prior to the Human era of history these races were nomadic and excelled at trading. Even before Sovereign Eigen came to power they had already integrated into Human society as politicians and traders. These two races have integrated so seamlessly that interracial marriages are not uncommon.
Dwarves
Dwarves and Humans have a cordial relationship. Prior to Sovereign Eigen’s rule were hired to help build cities or undertake other massive construction projects in Human cities, and then were returned to their homes and not welcomed to live in what they built. Recently Sovereign Eigen has actually been encouraging Dwarves to settle in the cities to help make better weapons and stronger buildings.
Half-Orcs and Half-Elves
With Humans expanding their territory at such a fast rate interracial breeding was a non-question. At first they were considered dirty and given all the bad jobs around the city. Now it is not uncommon to find forth and sometimes even fifth generation half breeds in the city, even in prominent positions.
Aasimars and Tieflings
Tieflings are mostly found in the noble houses whereas Aasimars are usually found in middle class families, though a few can be found in prominent positions in the hierarchy. Seeing Tieflings populating so many noble houses has spurned unspoken rumors among the other races that the reason Humans have come into power so quickly is due to pacts with powerful fiends long ago.
Tieflings are more common than Aasimars on the surface, though nearly equal in number in The Prison, due to Aasimars having an obscenely high conviction rate compared to any other race.
Catfolk, Ratfolk and Other Civilized Races
The less common civilized races have been assimilated in Human society as they expanded. Though they are not unwelcome, the other races have not mixed in with society and often keep to the selves working and staying out of trouble. Each having their own little distinct district in the major cities.
Orcs, Goblins and Other ‘Noncivilized’ Races
Originally conquered as slaves and used as such for nearly 500 years, they have been freed under Sovereign Eigen. Though most still work for coppers a week, several of the smarter ones have successfully started their own businesses. They still face an uphill battle for identity and are usually grouped all grouped as Laborers by most Humans regardless of their actual race.
Shifters
There are a very few shifters in the world, they are not natural and are experiments of the Empire within the last 50 years. Generally keeping their secrets to themselves after the Empire has abandoned them, there are few cases known to the public. Those that are known have already been killed, mistaken for lycanthropes.
STATS:
Humanoid Type (Shapechanger Subtype)
Medium Size
Base Speed: 30'
Attribute Modifications: +2 Dex, +2 Wis, -2 to Cha
+2 racial bonus to Acrobatics and Climb.
Low-Light Vision
Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of power.
At character creation, a shifter chooses one of the following traits. Once chosen, this trait cannot be changed. Natural attacks while shifting qualifies as a natural attack for prerequisites, as does special powers or movement rates, even though they are not always available. However, the benefit to attributes does not count for such prerequisites. If a feat requires a Strength of 13, you must have a Strength of 13, without shifting, to qualify.
Beasthide: +2 racial bonus to Constitution and +2 natural armor bonus to AC.
Cliffwalk: +2 racial bonus to Dexterity and gains a Climb speed of 20'.
Dreamsight: +2 racial bonus to Wisdom and affected by the Speak with Animals spell. Shifters with this trait also gains +2 racial bonus to Handle Animal and Wild Empathy checks even when not shifting.
Gorebrute: +2 racial bonus to Strength and gains a natural attack (gore) for 1d6 (bludgeoning).
Longstride: +2 racial bonus to Dexterity, are always considered to have a running start when jump while shifted, and a +10' racial bonus to your land speed.
Longtooth: +2 racial bonus to Strength and gains a natural attack (bite) for 1d6 (piercing).
Razorclaw: +2 racial bonus to Strength and gains two natural attacks (claws) for 1d4 (slashing). These claw attacks always involve the hands and thus cannot be used anytime the hands cannot be used.
Swiftwing: +2 racial bonus to Dexterity and gains a fly speed of 30' (clumsy). This fly speed is provided by the arms and hands transforming into wings, which means anything that is held or wielded is automatically dropped. Likewise, the shifter cannot take actions that involve her hands, including attacks.
Truedive: +2 racial bonus to Constitution and a swim speed of 30'. Shifters with this trait also can hold breath for 4x Constitution score even when not shifting.
Wildhunt: +2 racial bonus to Constitution and the scent ability. Shifters with this trait also gain +2 racial bonus to Survival even when not shifting.
Winterhide: +2 racial bonus to Constitution, a +1 natural armor bonus to AC and cold resistance 5. Shifters with this trait also gain a +2 racial bonus to Fortitude saves to resist environmental effects of extreme cold.

Natural attacks while shifting qualifies as a natural attack for prerequisites, as does special powers or movement rates, even though they are not always available. However, the benefit to attributes does not count for such prerequisites. If a feat requires a Strength of 13, you must have a Strength of 13, without shifting, to qualify.

Shifting can be activated once per day as a free action that does not provoke and lasts for a number of rounds equal to 2+the shifter's Con modifier (After Shifting). It can be ended prematurely as a free action and is automatically ended anytime the shifter goes unconscious or dies.

Shifter Feats (Many monster feats listed can be taken by shifters and count as a Shifter Feat)
For each Shifter Feat taken by a shifter, add 1 round to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability.
For every two Shifter Feats taken, add 1 to the number of times you can shift per day.
Shifters must still qualify for these feats normally.

Automatic Languages: Common. Bonus Languages: Elven, Giant, Gnome, Goblin, Halfling, Orc and Sylvan
Favored Class Options:
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Druid: Add +1/4 to the druid's total number of Wild Shape per day.
Fighter: Add +1 to the fighter's CMD when resisting reposition or trip.
Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: Add +1/5 of a new rogue talent.
Witch: Add +1/6 of a new witch hex.
Age:
Adulthood: 20 years
Intuitive: +1d6/Self-Taught: +1d8/Trained: +2d8
Middle Age: 40/Old: 60/Venerable: 80
Base Height & Weight:
Height: 4' 7" (male) or 4' 5" (female)
Weight: 100 lbs (male) or 85 (female)
Modifier: 2d8 / Weight Modifier: x7
Shifter Feats
Shifter feats are only available to shifters and often only to those with the appropriate shifter trait. Almost all of the shifter feats also add rounds to the duration a shifter's shifting ability. These additional rounds stack.

Beasthide Elite [Shifter]
Prerequisite: Shifter with the Beasthide shifter trait
Benefit: The natural armor bonus provided by the Beasthide shifter trait increases to a total of +4.
Cliffwalk Elite [Shifter]
Prerequisite: Shifter with the Cliffwalk shifter trait
Benefit: The climb speed provided by the Cliffwalk shifter trait increases by another +10'.
Dreamsight Elite [Shifter]
Prerequisite: Shifter with the Dreamsight shifter trait
Benefit: While shifting, you gain a +5 racial bonus to Perception and can see invisible creatures and objects as if you under the effect of the See Invisibility spell. This is considered part of your shifting and cannot be dispelled or suppressed unless your entire shifting is dispelled or suppressed.
Extended Shifting [Shifter]
Prerequisite: Shifter, at least 1 other Shifter feat
Benefit: Add 3 rounds to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability.
Special: This feat can taken multiple times. Each time it is taken, it's effects stack.
Extra Shifter Trait [Shifter]
Prerequisite: Shifter
Benefit: Choose an additional shifter trait from the list detailed in the shifter race description. When you shift, you take on all shifter traits except the racial bonus to your attribute from the shifter trait chosen by this feat. For example, if you took Longstride as your primary shifter trait and choose Razorclaw as your shifter trait granted by this feat, when you shift, you would gain a +2 racial bonus to Dexterity, a +10' bonus to your land movement, are always considered to have a running start for jumping and would have two natural attacks (claws) for 1d4 damage. You would not gain the +2 racial bonus to Strength. The swiftwing and truedive shifter traits are mutually exclusive. You may not choose one if you already possess the other.
Gorebrute Elite [Shifter]
Prerequisite: Shifter with the Gorebrute shifter trait
Benefit: You gain the powerful charge special ability, but only for the gore attack provided by your Gorebrute shifter trait. The total damage is your powerful charge ability is twice the normal amount of damage from your gore attack.
Great Bite [Shifter]
Prerequisite: Shifter with the Longtooth shifter trait, +6 BAB
Benefit: The critical range on your bite attack from your Longtooth shifter trait improves to x3. This does not stack with other effects that increase the critical multiplier, but does stack with other effects that increase the critical range.
Great Rend [Shifter]
Prerequisite: Shifter with the Razorclaw shifter trait, +4 BAB
Benefit: You gain the rend special ability, but only if you successfully with both claw attacks granted by your Razorclaw shifter trait. This usually equates to an additional 1d4 + 1-1/2 Str modifier damage.
Greater Shifter Defense [Shifter]
Prerequisite: Shifter, Shifter Defense, three other shifter feats.
Benefit: While shifting, the damage reduction provided by the Shifter Defense feat improved to a total of DR: 4 / silver.
Healing Factor [Shifter]
Prerequisite: Shifter, Con 13
Benefit: While shifting, you gain the regeneration (1) special ability. Damage caused by silver overcomes this regeneration. Since going unconscious causes any shifting to prematurely end, this regeneration cannot help you if you go below 0 hit points unless you are normally capable of acting in such circumstances.
Longstride Elite [Shifter]
Prerequisite: Shifter with the Longstride shifter trait
Benefit: The bonus to your movement rate granted by your Longstride shifter trait increases to a total of +20'.
Longtooth Elite [Shifter]
Prerequisite: Shifter with the Longtooth shifter trait
Benefit: Your bite attack deals 1 Con damage on successful hit while shifting.
Razorclaw Elite [Shifter]
Prerequisite: Shifter with the Razorclaw shifter trait
Benefit: You gain the pounce special ability, but only when using the two claw attacks provided by your Razorclaw shifter trait. Both of these claw attacks use your full base attack bonus and both gain the +2 benefit from charging. If you have the rend special ability and successful hit with both claw attacks, the rend damage is also applied.
Reactive Shifting [Shifter]
Prerequisite: Shifter, Improved Initiative
Benefit: You can use your shifting ability as an immediate action, even when flat-footed or surprised.
Shifter Acrobatics [Shifter]
Prerequisite: Shifter with either the Cliffwalk, Longstride or Swiftwing trait, 5 ranks in Acrobatics
Benefit: While shifting, you gain a racial bonus to your Acrobatics skill equal to the number of Shifter feats that you currently have, including this one.
Shifter Agility [Shifter]
Prerequisite: Shifter with either the Cliffwalk, Longstride or Swiftwing trait
Benefit: While shifting, you gain a +1 dodge bonus to AC and a +1 untyped bonus to Reflex saves.
Shifter Defense [Shifter]
Prerequisite: Shifter, two other shifter feats
Benefit: While shifting, you gain damage reduction equal to DR: 2 / silver.
Shifter Ferocity [Shifter]
Prerequisite: Shifter, Wisdom 13
Benefit: While shifting, you gain the ferocity special ability. This will allow you to remain conscious if brought below 0 hit points.
Shifter Magnetism [Shifter]
Prerequisite: Shifter, wild empathy class feature
Benefit: You gain a racial bonus to your Handle Animal skill and wild empathy checks equal to the number of Shifter feats that you currently have, including this one. This bonus applies even when you not shifting.
Shifter Instincts [Shifter]
Prerequisite: Shifter
Benefit: While shifting, you gain a +2 competence bonus to Initiative and a +1 competence bonus to Perception and Sense Motive checks.
Shifter Savagery [Shifter]
Prerequisite: Shifter with either the Gorebrute, Longtooth or Razorclaw shifter trait, +6 BAB, ability to rage
Benefit: While shifting and raging simultaneously, the critical threat range of all of your natural attacks increase to 19-20 and the base damage improved by two steps, as if your size had increased by two size categories. This increase to the threat range does not stack with any other effect (such as Improved Critical), nor does the base damage increase stack with any other source that does not actually increase your size category. This leads to the following progression: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Shifter Stamina [Shifter]
Prerequisite: Shifter with either the beasthide, truedive or wildhunt shifter trait, Endurance
Benefit: While shifting, you are immune to nonlethal damage and any fatigue or exhaustion effect is suppressed. When your shifting ends, any fatigue or exhaustion effect that has not already expired during your shifting affect you normally.
Shifter Stealth [Shifter]
Prerequisite: Shifter with either the Cliffwalk, Longstride or Swiftwing trait, 5 ranks in Stealth
Benefit: While shifting, you gain a racial bonus to your Stealth skill equal to the number of Shifter feats that you currently have, including this one.
Swiftwing Elite [Shifter]
Prerequisite: Shifter with the Swiftwing shifter trait.
Benefit: The fly speed provided by your Swiftwing Elite shifter trait improves to a total of 40' and the maneuverability improves to good.
Truedive Elite [Shifter]
Prerequisite: Shifter with the Truedive shifter trait
Benefit: The swim speed provided by your Truedive shifter trait improves to a total of 40'. Also, you do not take penalties for fighting underwater.
Wildhunt Elite [Shifter]
Prerequisite: Shifter with the Wildhunt shifter trait
Benefit: While shifting, you gain blindsense 30'.
CLASSES
Alchemists
Above: Alchemists are commonly employed by the Empire to create cheap potions to heal as well as to increase production on various tasks. Many own their own shops/labs to try and find new and better ways to create potions.
Below: Alchemists are much harder to find underground since there is a lack of supplies to create their potions. Many Alchemists take up a new profession once underground. Several join with the druidic sects underground because they tend to have a small supply of common ingredients. There are a lucky few who have adapted their practice to use what materials they can scrounge from the underground.
Recommendations: Due to the lack of resources early in the campaign this class will be extremely challenging to play, but may be a boon to a party later on once established.
Barbarians
Above: Barbarians are extremely rare on the surface, mostly because they are quickly throw into The Prison for some outburst or another.
Below: As a conjugate to the above, Barbarians are fairly common below due to being thrown down there so very often and join one of the established barbarian tribes. Most tribes do some amount of raiding on other settlements, though there are a few that tend to keep to themselves.
Bards
Above: Theater is the most common form of entertainment in the Empire and many of the tropes travel from city to city. The bigger cities usually have at least one stationary troupe. Bards tend to stay away from anything mentioning the Empire or ancient civilizations as those topics tend to get their fellows a case of disappearing.
Below: Bards are welcomed in most areas and settlements. They are one of the few classes that do well economically since entertainment is scarce and in high demand.
Cavaliers
Above: Almost all Cavaliers have a military background, though a few are athletes that participate in the Garganmoth games every few years to show off their skills.
Below: Not many trained military officers make their way down into The Prison, mostly due to being smart enough not to mention anything about the dictatorship being run by the Sovereign. Those that do end up do end up down below sometimes get recognized if they are prominent. Most end up adapting their skills towards domesticated Giant Spiders and Giant Lizards.
Recommendations: Mounts likely won’t be accessible early on in the campaign, so several class features will be collecting dust until such a time that mounts are accessible. But perhaps riding a giant spider is worth the wait. So make sure you are able to survive the early game well enough to get to that point.
Clerics
Above: The Empire has allowed religion to exist under strict circumstances, which more or less forces many clerics to become healers. Those that wish to be more involved with their god and carry out their will must do so secretly for fear of repercussions.
Below: Clerics are also a well-respected class that can fit in anywhere due to their innate healing. However they are much farther from their gods so sometimes they won’t respond (they are still affected by the magical deadzones that populate The Prison). Unlike the surface people are much more openly pious and several settlements revolve around certain faiths.
Druids
mostly against the empire, have set up an underground network for people.
Thrive below but keep to themselves, prefer to be imprisoned away from oppressive empire, help out certain settlements who return the favor
Fighters
Above: People fight everywhere, in the military, in the bars, in competitions. The world belongs to fighters (metaphorically).
Below: See Above.
Gunslingers
Above: The Empire has put a lot of research into creating a triggered explosive powder but has not revealed its secret to the world yet. Most people that a gun shoots out a small round metal ball at high speeds, but they do not know why or how it does so. Guns are strictly military issue and used to keep the “peace.”
Below: Guns are scare down below, but not unheard of. The rare wielder of such a weapon is generally respected for fear of the damages it can cause. Explosive powder is extremely hard to come by and is hoarded by settlements lucky enough to have some.
Recommendation: Since supplies are hard to find, a secondary weapon is likely necessary. A smart gunslinger will be able to make use of her environment though.
Inquisitors
Above: Inquisitors are find themselves commonly out of a job due to the Empire’s tyrannical ways of enforcement. Some work in the bounds of the law, while others secretly move behind the scenes.
Below: Inquisitors are slightly more common below ground, but the link to the gods is weak and as such they have a harder time upholding their faith because sometimes their faith isn’t there for them.

Maguses
Above: Masguses are elite military trained combatants. It is rare for one to seen in the major cities due to usually being out on special operations for the Sovereign. Not much is known about what they do and those that do talk to them don’t get much information out of the encounter.
Below: Even more rare that seeing them in the city is seeing them in The Prison, and those that are found are instantly assumed to have committed treason against the Empire.
Monks
Above: Monks have slowly assimilated into the current culture of the Empire. They used to be in remote locations away from prying eyes and civilization but Human expansion has changed all of that. Those that didn’t put up a fight were welcomed. Those that did not are no longer around.
Below: Fighting against the Empire is a surefire way to get thrown into the Prison, and that is how most monks ended up down there. Usually the entire clan was thrown in there and they tend to stick together.
Ninjas
Above: Another of the Empires elite forces. They are similar to Maguses except without the innate magical talent.
Below: See Magus
Oracles
Above: Oracles are one of the more free classes on the surface since they tend to not be affiliated with any politics like other divine casters. That being said they still populate the churches as well as the government and everywhere in between.
Below: Though Oracles don’t need a divine connection like other casters, they still need to touch into the arcane magic to be able to cast at will and are subject to both divine and arcane magical effects from the world, but to a lesser extent than others.
Paladins
Very rare above since the empire has such a strong lock on interpreting the law. And even then they are highly hypocritical.
Usually fighters that have converted to a faith down below
Rangers
Similar to the druid but more open in protest of the empire also more along the lines of diplomats for the druids in the settlements
Favored enemies: Human, Humanoid (general), aberration, animal
Rouges
Above: Typically Rogues are scouts or guides for the various areas. The iconic thieving rogue is very uncommon due to a highly law abiding regime. But that does not mean there aren’t those skilled enough to get away with such things.
Below: Rogues are much more common down below, especially because of the dim light and darkness everywhere giving them the edge in surprise. Thieves are also fairly common due to a generally lawless environment.
Sorcerers
Above: Sorcerers are people with extremely high emotions capable of controlling the magical force and bending it with those emotions. Generally feared for their explosive personalities and fits of destruction many are unjustly shunned by society for their gifts. Few of the more powerful one are recruited by the Empire for testing.
Below: Sorcerers generally find themselves the most powerful magic class in The Prison due to not needing nearly as many resources as the other magical classes since they bend magic by sheer force.
Summoners
Above: Sorcerers that displayed an acute understanding of magical beasts were sought after by the Empire. From there they were trained to attune their magical abilities to summon creatures from all over and keep them under control. The Empire also experimented with bonding these creatures to a host, though many died in the process a few lived and now have a beast connected to their very nature.
Below: Summoners are even rarer than Maguses and Ninjas because of the Empires investment in them. The few cases are people naturally gifted in the way of summoning and these are few and far between since there are no real mentors to train them in the world above.
Recommendations: Since the Eidolon is itself partially magic as well as bonded by a magical link they are also effected similarly to how regular magic is.
Witches
Above: Witches are all but nonexistent in the Empire. The Empire sees them as a threat since they spend so much time in isolation and are usually unwilling to help them in their quest for expansion. Only recently have they not been exterminated on sight when discovered in their hidden abodes. Now they are being captured and studied by the Empire, trying to learn their secrets of magic.
Below: Witches are found in the dark corners of the caves sometimes, and often times people never return from seeking them out. There are a few stable places of magic in The Prison and this is where witches tend to set up home since their magic relies so heavily upon preparing their spells and then casting them.
Recommendations: Witches not only have to cast magical spells but also have to communicate with a higher power through their familiar to gain spells. Most familiars will not be going into the cave with their master since they will have been confiscated by the Empire. To make things slightly easier on the Witch. The Familiar will keep ¾ of the previous days spells stored so the witch will have some spells to prepare in case she cannot communicate that days to gain new ones. Hexes are innate supernatural magical effects and thus are less a subject to the magic distortions of The Prison.
Wizards
Above: Wizards are the most common form of magic users on the surface world due to the vast knowledge the Empire has surrendered to the public about magic. Many are on good terms with the Empire because they know that they will be without a spellbook should they ever be convicted.
Below: Contrary to the situation above, wizards are few and far between. Since it takes such a long time to gather the resources to make another spellbook and then even more to fill it up to something worthwhile many wizards retire into another roll that can help out in settlements that offer them protection.
Recommendations: Wizards will be without a spellbook and limited spell components. Keep that in mind as you create your character and try to find possible solutions to this problem.
Psionics
Psionics will be played like magic. Though not nearly as common as magic, psionics are known well enough that the common person has at least heard about the abilities and it is more than a rumor at this point.

This will be my first campaign DM in a pbp. I have played D&D/Pathfinder for eleven years. Players who make it into this campaign will be expected to post once every 48-hours, and I will uphold that same posting activity. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in 72 hours without prior warning of absence. I do emphasis Quality of Quantity. I don't care if you can post five times a day, if it isn't of substance it doesn't count as a post in my book.

I expect players to engross themselves in the roleplaying element and contribute interestingly to the story.

I do not use map tools unless required. And there should be very few times that happens. I will be taking applications until Sunday, 8/1/13. I have not decided how many players I will be taking, but the total will be between 4 and 6, depending on the exact needs of the party. As a warning, I also tend to select players over the course of the application period. If you have any questions, I'd be happy to answer them. If you don't have a posting history, I'm still happy to consider you but I may ask for a writing sample.


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Due to the last few days being a bit hectic for me the player's guide thing I have been working on won't be finished tomorrow like I planned.

I am hoping to have it finished Friday night with a full post Saturday!


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Spells Prepared:
0-Level (3/at will) Create Water, Detect Magic, Light 1-Level (2/day) Speak with Animals, Obscuring Mist
Rauve:
AC: 16/9/16 HP: 9/11 SAVES: 5/-1/6 INIT: -1 PER: +8 DV: 60ft
Farra:
AC: 16/12/13 HP: 13/13 SAVES: 5/6/0 INIT: +3 PER: +4 LLV, Scent

I looked at every avatar they have on this site and I couldn't find a single one I liked for Rauve. :(
I wish they had custom ones enabled.


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Oh and here is my character that I am posting. All the details are in the profile, but here they are as well just because.

Also the back story is kind of long because I tend to get carried away sometimes. >.<

Jaevin Half-Elf Male Bard (Detective) 1
Alignment Neutral Good Deity Shelyn

Stats:

Init +3; Senses Perception +5, Low-light Vision, Keen Senses
hp 7 (1d8-1)
Str 14, Dex 12, Con 9 (+2 racial), Int 12, Wis 7, Cha 18
BAB +0, CMB +2, CMD +13
Fort -1, Ref +3, Will +0
Spd 30 ft/x4

Defense:

AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 dex)
hp 7 (1d8-1)
SR 0
Fort -1, Ref +3, Will +0
Armor Studded Leather
Shield Buckler
Defensive Abilities Elven Immunities

Offense:

Spd 30 ft/x4
Melee Whip +2 (1d3+2) 20/x2
Melee Rapier +2 (1d6+2) 18-20/x2
Ranged Shortbow +1 (1d6) 20/x3
Ranged Net -3 (-)

Spells:

0-Level
•Dancing Lights Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

•Ghost Sound Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

•Mage Hand You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

•Prestidigitation Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

1st-Level
•Grease A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

•Silent Image This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.


Statistics:

Str 14, Dex 12, Con 9 (+2 racial), Int 12, Wis 7, Cha 18
BAB +0, CMB +2, CMD +13
Feats Armor Proficiency (LIGHT), Combat Expertise, Shield Proficiency, Skill Focus (Perform (comedy))
Skills Bluff +8, Disable Device +5, Knowledge (local) +6, Perception +5, Perform (act) +8, Sense Motive +3, Stealth +5, Use Magic Device +8
SQ Bardic Performance [8]
Traits Dangerously Curious (Magic),Chance Savior
Languages Common

Equipment:

Weapon Whip +2 (1d3+2) 20/x2
Weapon Rapier +2 (1d6+2) 18-20/x2 specialHollowed pommel
Weapon Shortbow +1 (1d6) 20/x3
Weapon Net -3 (-) A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Armor Studded Leather (+3 AC, +5 MaxDex, -1 ACP, 20 lbs)
Shield Buckler (+1 AC, -1ACP, 5 lbs)
Belt
Body
Chest
Eyes
Feet
Hands
Head
Headband
Neck
Ring #1
Ring #2
Shoulders
Wrists

Other Equipment
Entertainer’s Outfit 4 lbs
Bedroll 5 lbs
Backpack
Acid (Flask) 1 lbs (Used in backstory, there is no strikethrough option :()
Alchemist Fire 1 lbs
Bell 0 lbs
Candle 0 lbs
Chalk 0 lbs
Charcoal 0 lbs
Earplugs 0 lbs
False-Bottomed Cup 0 lbs
Fishhook 0 lbs
Flint and Steel 0 lbs
Holy Water 1 lbs
Oil 1lbs x3
Parchment 0 lbs x2
Paper, Sheet 0 lbs
Paper, Rice 0 lbs x2
Paper Candle Firework 0 lbs
Rations 1 lbs x2
Sewing Needle 0 lbs
Tindertwig 0 lbs
Various bits of torn cloth 0 lbs
Waterskin 0 lbs
Wandermeal 0 lbs x12
Whistle, Signal 0 lbs
Whistle, Silent 0 lbs

Equipment Weight 50 lbs

Money
0 GP
3 SP
4 CP


Racial Traits:

-- HALF-ELVEN RACIAL TRAITS --
• Con: +2
TYPE: Humanoid (Half-elf)
SIZE: Medium
ADAPTABILITY: Half-elves receive Skill Focus as a bonus feat at 1st level.
HUMAN HERITAGE (Constitution) : Half-elves get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
ELVEN IMMUNITIES: Half-elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
KEEN SENSES: Half-elves receive a +2 racial bonus on Perception skill checks.
LOW-LIGHT VISION: Half-elves can see twice as far as humans in conditions of
dim light.
ELVEN BLOOD: Half-elves count as elves for any effect related to race.
HUMAN BLOOD: Half-elves count as Human for any effect related to race.
MULTITALENTED: Half-elves choose two favored classes at first level.
• Automatic Languages: Common, Elven
• Bonus Languages: Any

Class Abilities:

-- ARCHETYPES --
- Detective (Bard)

-- CLASS ABILITIES --
FAVORED CLASS (Bard) : +1 Skill Point.
BARD CANTRIPS: The bard can cast known 0-level spells without limit.
BARD SPELLS: Arcane spells drawn from the bard spell list. Spontaneous
caster. Every bard spell has a verbal component (singing, reciting, or music).
BARD WEAPONS AND ARMOR: All simple weapons, longsword, rapier, sap,
short sword, shortbow, and whip, light armor and shields (except tower shields). No
arcane spell failure in light armor.

BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 8
rounds. Standard action to start, a free action each round to maintain. Only one
performance at a time. The targets must be able to perceive the performance. A deaf
bard fails audible performances 20% of the time, blindness causes visual performance
failure 50% of the time. Failed checks count against round limit.
- Careful Teamwork (Su): You use performance to keep allies coordinated, alert, and ready for action. All allies within 30 ft gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance.
- Countersong (Su):[/b[ Counters magical effects that depend on sound within 30 ft. Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active.
[b] - Distraction (Su):
Counters magical effects that depend on sight within 30 ft.
Creatures use the bard’s Perform check result in place of its saving throw each round
countersong is active.
- Fascinate (Sp): Up to 1 creatures within 30 ft able to see and hear the bard,
and able to pay attention to him (i.e., in no danger). The bard must also be able to
see the creature. The creature makes a Will save vs. DC 13. If a creature succeeds, it
immune for 24 hours. If it fails, the creature sits quietly and listens, for as long
as the bard continues to play and concentrate (up to bard's level in rounds) and takes
-4 on skill checks like Perception.

• DETECTIVE ARCANE INVESTIGATION: These spells are included in the Detective's class spell list: 1st- detect chaos/evil/good/law. 2nd- zone of truth. 3rd- arcane eye, speak with dead, speak with plants. 4th- discern lies. 5th- prying eyes, stone tell. 6th- discern location, find the path, greater prying eyes, moment of prescience.
• EYE FOR DETAIL: You gain a +1 bonus on Knowledge (local), Perception, Sense motive; and Diplomacy checks to Gather Info.


Feats and Traits:

-- GENERAL FEATS --
SKILL FOCUS (Disable Device): You get a bonus on checks with your focussed skill Disable Device +3.

-- COMBAT FEATS –
ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

COMBAT EXPERTISE: When making an attack with a melee weapon, you may subtract
1 point from attack rolls and combat maneuver checks and add the same as a dodge bonus
to AC until your next turn.
SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties.

-- TRAITS --
DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device
checks, and Use Magic Device is always a class skill for you.
CHANCE SAVIOR: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.

Weapons:

WHIP: A whip deals nonlethal damage. It deals no damage to any creature with an
armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is
treated as a melee weapon with 15 ft reach, though you don't threaten the area into
which you can make an attack. Unlike most other weapons with reach, you can use it
against foes anywhere within your reach (including adjacent foes).Using a whip
provokes an attack of opportunity, just as if you had used a ranged weapon. You can
make trip attacks with a whip. If you are tripped during your own trip attempt, you
can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on
opposed attack rolls made to disarm an opponent (including the roll to keep from being
disarmed if the attack fails).

NET: A net is used to entangle enemies. When you throw a net, you make a ranged
touch attack against your target. If you hit, the target is entangled. An entangled
creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at
only half speed, and cannot charge or run. If you control the trailing rope by
succeeding on an opposed Strength check while holding it, the entangled creature can
move only within the limits that the rope allows.

SHORTBOW: You need at least two hands to use a bow, regardless of its size. You can
use a shortbow while mounted. If you have a penalty for low Strength, apply it to
damage rolls when you use a shortbow.


Appearance:

Age 32 Height 6’0” Weight 160 lbs Eyes Greenish-blue Hair Medium Length Auburn, slightly wavey

A glance at Jaevin would not betray his elf heritage but the perceptive would notice that his long scraggly auburn hair sits out a little more than it should around his ears. Perhaps they would also notice that his baggy clothes hang a bit too loosely around his tall figure, as though he hadn’t eaten in weeks. However, his normally beaming face with shining green-blue eyes and fair complexion betray the fact that Jaevin is perfectly healthy. Maybe then will they realize he is a half-elf.


Backstory:

Jaevin’s Human mother was one of the more prominent “employees” at one of the more popular brothels in Caliphas and, as most would suspect, one plus one eventually became two. Even after Jaevin was born his mother continued working long hours into the night. But by no stretch of the imagination was she a bad mother, she certainly could not be called a good mother either, sometimes she was just a little too “enthusiastic” about her work. Nevertheless, she always was able to provide her son with more than enough food and had a nice apartment one of the better wards in the Midland.

As Jaevin started to get older his mother began staying out longer and longer, though never too long for him to really begin worrying. She would always check-in to make sure he was okay at least once a day and leave him cute little notes at home when he was out looking for parts to build toys. Notes that he now regrets he didn’t keep. These toys were quite the contraptions using different compounds to create various effects. Jaevin loved showing his mother all the new things he created while she was out for the week. Commonly he would tell funny stories with the toys, manipulating them with magic and giving them a life of their own. His mother would always be so proud of all the things he made and how every story was more intricate than the last, although she would constantly warn him of using his gift outside of the house because there were many people who would take him away and she would be very very sad if that were to happen to her little boy.

Unfortunately, a few weeks before his tenth birthday his mother did not return home, no notes were left for him when he came back or when he woke up in the morning. Worry started to set in, and by sundown Jaevin was panicking. He knew she worked in middle class district but no idea where exactly. Then he realized he didn’t even know his mom’s name, at least he didn’t think “Mom” was her actual name anyway. Sadly, the story was basically the same everywhere he visited. “Get out of here you pathetic rascal. I work for my money, and ain’t got none to spare for you.” That was echoed everywhere, even though he had plenty of money (well plenty for a child of ten years of age) and was just trying to find where his mother was.

The morning of his tenth birthday held quite the surprise, though not of the good kind. Jaevin awoke to the loud sounds of furniture being moved. He peered out of the small hole his room into the common room and saw four men in the room, two of them talking. “… been nearly a month,” were all the words Jaevin could make out of the huge burly man moving the table. From behind the man, a much shorter man dressed in nice clothes appeared, standing with an air of arrogance and in a snobly accent replied with a smirk, “well Larz, that is what happens when you deal with him.” His demeanor shifted, suddenly anger, “Now hurry up and quit wasting my time you lazy asses! I want to be out of here in time for my lunch date!”

Jaevin tore himself away from the wall and rapidly began stuffing as much as he could into his bag. He then cracked open his door slightly and waited for an opportune time to try and escape. After several minutes Larz started moving the huge dresser from the corner, picking it up as though it were a large chair. As he began headed for the door Jaevin saw his opportunity, he quickly put his plan into motion. The sound of glass shattering in the other room was enough to cause a couple of the men to stop and the big man to hesitate and look back. Then most of the cooking utensils fell from the counter sending up a bit of confusion among the workers. Larz was nearly at the door and the other three were investigating what was going on. Jaevin greased the floor under Larz and bolted from his room. Larz slipped and crashed into the doorway, the dresser splintering both itself and the wall. Leaping at just the right time Jaevin cleared the collapsed Larz and tumbling dresser and into the street. “GET HIM!” yelled the short man, but by the time the others maneuvered through the door Jaevin had disappeared into the crowd of people into one of the surrounding alleys.

--------------------------------------------------------------------------- --------------

Later that night as Jaevin was looking for a place to sleep for the night a tavern ahead of him burst open and along with a was a roaring applause. A beautiful, probably the most beautiful, woman Jaevin had ever seen moved through the door and two men were working a restraining more than a few drunks that were trying to follow her. “See you all next week. It has been a pleasure,” yelled the woman to everyone as she shut the door. Turning around the woman was shocked to see the tear-stained face of a boy staring up at her. She took a few paces forward towards him but remained several feet away and knelt down pulling her hair behind her ears to reveal the slightly pointed tips. “You look a little upset tonight, would you like to tell me what’s wrong?”

Jaevin just shook head and looked down at his feet.

“It’s okay sweetie, you don’t have to tell me anything at all, I understand. As a matter of fact I grew up just a few streets from here. There is a place run by a few worshipers of Shelyn, they’ll take care of you. Want me to show you were it is?”

Jaevin continued to look at his feet, shifting slightly, and shook his head almost imperceptibly.

“Alright sweetie, I hope you are going to be okay, be careful around here, it isn’t the best of parts. And if you do find you need anything at all I’ll be here next Sunday. Or you can just ask the owner where you can find Liliana. He’ll point you in the right direction.” She said, gesturing to the tavern she just left. She got up and turned to leave, “Good Luck.”

Jaevin watched Liliana walk down the moonlit street, after she was about a hundred yards away he meekly yelled out, “Wait! Show me!” Tears started streaming from his eyes again and he started running, but his feet didn’t seem to cooperate with his head. “Wait!” He yelled again, this time a bit louder, but still she didn’t hear. Jaevin ran faster, and so did his tears, “Come back!” He was much closer now about fifty yards, but then he tripped over a loose stone in the street that he didn’t through his blinding tears. Stumbling he fell hard to the ground tumbling a few feet. He just lay there tears coming out like waterfalls, “wait,” he sobbed, “show me.”

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“Sweeeeetie, do you know where my dancing shoes are? You know the kids will be very disappointed if they don’t get to see your sexy wife dance today!”

“The kids? I’ll be the one who is disappointed if my sexy wife doesn’t dance today. Besides, the kids want to laugh and have fun, they can’t appreciate your beauty quite yet. They are much too young. As for your shoes I have no idea.”

Liliana chuckled, “Well, Jay, more than a few of these kids are older than you were when we first met. AND I quote, ‘You’re cooking is almost as beautiful as you are.’ ”

Jaevin face flushed to bright red, “I don’t remember saying that. How do you remember something like that from what, 21/22 years ago?”

“Because I just do.” A huge smile crossed Liliana’s face as she pulled the shoes from underneath Jaevin’s stuffed backpack. “Now let’s hurry up, those sick kids don’t have all the time in the world like we do. Plus if we have time later we can go visit your favorite orphanage,” A knowing twinkle in her eye.

“Visit?! WE practically live there… STILL live there, kind of. But I must be modest here, the kids absolutely do adore me so,” Jaevin replied, laughing.

“Only because you spoil them rotten with your toys and fancy tricks,” came the returned jest, “anyways they like my cooking better than your toys. So HA!”

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As Jaevin and Liliana walked on their way back home they heard a terrified voice down one of the alleys, “N-no,” Jaevin dashed down and towards the alley, turning the corner he saw a hooded figure hunched over an elderly man on the ground. “You’ve got-you’ve got the wrong guy, I didn’t do anything.” [Unintelligible language] “Yes, I am D-Dr. Lorrimor, but-but I have no idea who y-“ Jaevin tackled the hooded figure to the ground, both tumbling to the far end of the alley nearly into the street on the other side.

The hooded figure got up. “Bad move,” a deep gruff voice resonated out of his cloak. Picking up Jaevin the figure threw him back into the alley against the same wall the Professor Lorrimor was on.

“JAEVIN!!!!” Liliana screamed as she watched her lover fly through the air. The figure looked up, realizing all the commotion going on would summon the guards, and he ran out into the street on the far side and disappeared.

Jaevin stood up shakily and turned to the man still on the ground, “Are you okay sir?”

“Yes, I believe so. That was quite an interesting twist of fate,” said Professor Lorrimor as he got up and dusted off.

“So, what was that about?”

“You know, honestly, I am not quite sure myself. Interesting fellow for sure he was.”

Liliana grabbed Jaevin from behind and whirled him around and started checking him for injuries. Jaevin gently grabbed her hands, “I’m fine Lili, just a bit banged up. I’m still standing, right?” Liliana’s face relaxed a bit and she nodded.

One of the nightwatch came around the corner, sword at the ready, “What’s going on!?”

Jaevin quickly responded before Dr. Lorrimor had the chance to say anything, “Not much, Tarvick, just a petty thief attacking this guy here.”

“Ah Jaevin, good to see you,” replied the guard, putting his sword back into its sheeth. “Normally you are a bit more subtle in your investigations though,” he chuckled.

“Well yes, normally I am, except this wasn’t an investigation, just convenient timing.”

“Haha, alright, if everything is okay here I’ll see you later.”

“Be safe out there Tarvick.”

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“Lili is going to LOVE this,” Jaevin whispered to himself looking over the gorgeous violin in his hand. “I cannot wait to see the look on her face.” Jaevin skipped home through the streets merrily waving at everyone he came across. Jaevin was so excited he practically tore the door from its hinges, “LILI!! GUESS WHAT I GOT TODAY!”

Liliana turned around from the table with a piece of parchment in her hand, “Ooohhhh! Is that what I think it is!?”

Liliana turned around from the table with a piece of parchment in her hand. Her eyes grew twice in size and her jaw slowly fell open, “Ooohhhh! Is that what I think it is!?”

“Of course, silly, what else could you think it was?”

“Wellllll, if you must know, there is this guy who is very good deceptive at times, it could have been one of his little tricks.” Lili retorted with a smile. “Oh and this letter came today, says that Professor Lorrimor has passed away and he personally named you in his will,” she said, handing Jaevin the letter. “You should go and see what it is all about. I guess he didn’t forget about the time that you saved him from that thing in the alley. Just promise me that you will be safe.”

“Of course I promise. I’ll be back before you know it. Tell the kids I will be back next week and have a super show ready for them when I get back, and maybe even souvenirs.”


Personality:

Jaevin is very clever and can usually get what he wants out of people. He is fairly intelligent and is good at making connections from the information he has. However, he commonly over looks obvious details in a situation and is quick to act before thinking. This has gotten him into thick spots before and has learn how to talk his way out of most situations he gets himself into.

By nature he is a good hearted individual but will manipulate situations to his benefit, so long as it doesn’t cause any malevolence to the average person. Anyone he judges to be below his standards for respect are treated with indifference and sometime even worse than that.