| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Hey, guys. This thread will serve as a place to check in on the upcoming Fall After Pride game I'm running for PaizoCon. It's a Friday night session (6PM-11PM), though it might not take up the entire 5 hours. We'll just have to see how things go. I'll post up pregen characters here for everyone to review. That way, you can call dibs on a particular PC you really want to play or talk it through with one another. In the meantime, feel free to check in here and let everyone know you're in the game (as well as which PC you favor).
Here's the adventure synopsis as a reminder:
Few citizens of Korvosa have known such grand favor from the gods as Pellius Abinor, a master weaponsmith with a reputation for the finest blades in Varisia. He's become a rising star among the city's elite, turning out the most prestigious weapons for the best fighting schools, well-heeled nobles, and even the Korvosan Guard. But his personal pride may have finally gotten the best of him. Orders have gone unfilled. No one's seen or heard from the weaponsmith or his family in nearly a week. Yet, smoke still rises from the stone-walled forge of his shopfront in the Midlands. What could he be working on? One of Abinor's patrons wants the PCs to find out.
This adventure is for 4th level characters, which I'll obviously provide. I've designed each one with less of an eye towards optimization and more towards what fits best for the story that should play out in the course of the adventure. Just about every class is represented, including a handful of new archetypes from the Advanced Player's Guide and Ultimate Magic. So give them a look and hopefully at least a PC or two matches your prefered playstyle. There's a decent overlap in abilities so the group shouldn't be overly dependent on a single PC and everyone can stay involved in each scene or challenge.
The premise of Fall After Pride also appears in this year's issue of Wayfinder, which Tim and Hugo will likely be handing out on Friday afternoon. Don't worry if you read through that scenario, though. I'll be giving you the director's cut of this adventure, which is considerably more fleshed out than what appears in those pages. All I ask is that anyone familiar with the writeup in Wayfinder do your best to keep that knowledge separate from what your PC would know.
That said, welcome to PaizoCon and welcome to the game!
--Neil
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Sun Mei
Female human (Tian) monk 2 / oracle 2
LN Medium humanoid (human)
Init +2; Senses Perception +6
DEFENSE
AC 21, touch 16, flat-footed 18 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +2 Wis, +1 natural)
hp 31 (4 HD; 2d8+2d8+10)
Fort +4, Ref +5, Will +8
Defensive Abilities evasion
OFFENSE
Spd 30 ft.
Melee unarmed strike +4 (1d6+1) or ancestral katana +3 (1d10+1/19–20), or flurry of blows +3/+3 (1d6+1)
Ranged mwk light crossbow +5 (1d8/19–20)
Special Attacks ancestral weapon (katana, 2 minutes/day), flurry of blows, stunning fist (2/day, DC 14)
Oracle Spells Known (CL 2nd; concentration +4)
1st (5/day)—cure light wounds, divine favor, shield of faith, unseen servant
0 (at will)—detect poison, guidance, mending, stabilize, virtue
Mystery Ancestor
STATISTICS
Str 13, Dex 14, Con 12, Int 10, Wis 14, Cha 14
Base Atk +2; CMB +3; CMD 19
Feats Dodge, Extra Revelation, Improved Unarmed Strike, Stunning Fist, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +8, Climb +6, Diplomacy +6, Escape Artist +8, Heal +8, Knowledge (religion) +4, Perception +6, Perform (dance) +6, Perform (wind) +7, Sense Motive +6, Stealth +8
Languages Celestial, Common, Tien
SQ oracle's curse (tongues), spirit shield (+4 AC, 2 hours/day)
Combat Gear elixir of tumbling, potion of bear's endurance, potion of bull's strength, wand of sound burst (9 charges remaining); Other Gear amulet of natural armor +1, ring of protection +1, masterwork light crossbow w/ 10 bolts, belt pouch, masterwork flute, traveler's outfit, 5 gp.
BACKGROUND
As a young girl in Tian Xia, you always knew you were different from everyone else. The guardian spirits of your family watch over you, guiding your hand and protecting you from harm. In moments of anger and stress, they sometimes speak through you in the celestial tongue, which often unnerves your friends as well as the many suitors your father tried convincing you to marry. In time, these rejections brought shame and dishonor to your family. Not wishing to burden them any further, you vowed to remain unmarried and left home, joining a group of monks on their journey across the Crown of the World.
In the Varisian city of Korvosa, you eventually found acceptance and purpose. While begging for alms and entertaining passers-by with your exotic music and dance, several Sczarni thugs tried to steal from you. Thinking you were unarmed, they received a swift lesson in martial combat from your hands, feet, and the summoning of your ancestral blade. A local fencing instructor named Vencarlo Orisini took an interest in you after that, and invited your participation in his school for fighters at the Orisini Academy.
Since that time, you've participated in Orisini's school not simply as a student, but also as a teacher in the ways of unarmed combat. These lessons have also helped you gain focus and clarity while meditating on the influence your ancestors continue to have on your life. No matter how hard you try, you can't shake the feeling you're meant for something greater, that your family's spirits are preparing you for a time when your skills will be needed.
You believe part of this preparation led you to Orisini. You're one of the few people aware of his secret identity as Korvosa's masked vigilante, Blackjack. And you often aid his one-man fight against corruption and crime, either by helping him narrowly escape his enemies with a well-timed getaway, covering for his nightly absences, or treating his wounds after a particularly hard battle.
More recently, Orisini started trusting and empowering you to make your own stand against those preying on the innocent. While tied down with larger investigations, he's left you to look into smaller matters of street crime, kidnappings, and bribery. This has often put you at odds with local gangs among the Sczarni living in the city's slums—but it's a role you relish since your encounter with them in the marketplace.
This activity also afforded you the opportunity to discover a new development in the Sczarni ranks. Someone has supplied these street thugs with unusually well-crafted weapons, all bearing a strange Thassilonian rune. The knives themselves trace back to a forge run by Pellius Abinor, a weaponsmith Orisini sometimes uses to craft weapons for his fighting school. But Abinor and his entire family went missing several days ago and his forge has lain silent ever since.
Orisini asked you and some other students to look into the matter. Among them are your favorite sparring partner, Cavathes Ranlin and a street fighter named Garridus Wardroxan. Both have something of a rivalry going on between them and you're not quite sure why. You just hope they can set it aside for now.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Garridus Wardroxan
Male human (Chelaxian) fighter 4
CN Medium humanoid (human)
Init +1; Senses Perception +2
DEFENSE
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 44 (4d10+16)
Fort +6, Ref +2, Will +1; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Spd 30 ft.
Melee +1 longsword +10 (1d8+7/19–20) or mwk silver dagger (1d4+4/19–20), or unarmed strike +8 (1d3+4 nonlethal or lethal)
Ranged mwk light crossbow +6 (1d8/19–20)
STATISTICS
Str 18, Dex 13, Con 14, Int 8, Wis 10, Cha 12
Base Atk +4; CMB +8; CMD 19
Feats Enforcer, Improved Unarmed Strike, Intimidating Prowess, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Intimidate +10, Knowledge (local) +3, Perception +2
Languages Common
SQ armor training 1
Combat Gear potion of cure light wounds, potion of cure moderate wounds; Other Gear +1 breastplate, +1 buckler, +1 longsword, masterwork light crossbow w/ 10 bolts, masterwork silver dagger, belt pouch, traveler's outfit, 163 gp.
BACKGROUND
You've been a fighter your whole life—from the streets of Riddleport to hiring yourself out as muscle for all sorts of unsavory characters across Varisia. You never really stayed in one place very long, breaking the law and alienating most of your friends with ill-advised comments or arguing with your employers when they held back your earnings. More often than not, you found you had to move on to the next job just to scrounge up enough money to fund your heavy drinking.
When it comes to battle, however, you're always completely sober and you've yet to meet your match. Stronger than anyone you know, you rely on your fists and blade to do your talking. If people aren't bright enough to grasp your meaning, that's their shortcoming, not yours. Of course, despite your bravado and carefree attitude, you yearn for a place to call home. Korvosa seemed best and you've carved out quite a name for yourself as a swordsman. Unfortunately, the Korvosan Guard never seemed to appreciate your style. You spent more than a few nights sleeping off a hangover in the city jail.
Eventually, a guardsman recommended channeling your skills into one of Korvosa's many fighting schools. To avoid further dust-ups with the peacekeepers (as well as a longer sentence in the iron mines of Baslwief), you agreed to take your aggression to someone who might help you control it. So, you enrolled in the Orisini Academy under the instruction of Vencarlo Orisini. He's helped you steadily improve your skills and your temper. It's been weeks since you've had a drink and you're starting to clean yourself up. You're also in the best shape of your life. And, in your calmer hours, you've even started making friends again.
Foremost among the latter is Sun Mei, a fellow student and occasional instructor at the school. She has an exotic look about her you find appealing. And she teaches an unusual style of hand-to-hand combat that intrigues you as well. You're not quite sure if you've the focus (or courage) to woo her, but she's the first woman you've felt this way about. Of course, she doesn't seem to know how you feel, and you just haven't found the right time to tell her. Even so, you find every excuse you can to be at her side. Unfortunately, a new student at the school—a half-elf named Cavathes Ranlin—has started spending more time sparring and chatting with Sun Mei than you do. You're convinced he's trying to steal her away from you and sometimes your temper gets the best of you when you're sparring with him.
Recently, Orisini asked the three of you to look into a local matter with a couple of his friends. Apparently, a local weaponsmith—a man named Pellius Abinor who supplies masterwork swords for the Academy—has gone missing. He disappeared several days ago and Orisini fears foul play might be involved. You're more than happy to investigate the matter, somewhat hopeful that time away with Sun Mei will give you an opportunity to finally impress her and win her affection. You just need that opportunistic half-elf Cavathes to stay out of your way.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Cavathes Ranlin
Male half-elf bard (arcane duelist) 4
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +2
DEFENSE
AC 20, touch 13, flat-footed 18 (+5 armor, +1 deflection, +2 Dex, +2 shield)
hp 39 (4d8+16)
Fort +3, Ref +6, Will +4; +2 vs. enchantments
OFFENSE
Spd 30 ft.
Melee mwk longsword +7 (1d8+3/19–20) or mwk dagger +6 (1d4+3/19–20) and/or feather token (whip) +10 (1d6+1 nonlethal plus free grapple +15 CMB)
Ranged mwk dagger +6 (1d4+3/19–20) or shortbow +5 (1d6+1/x3)
Special Attacks bardic performance 12 rounds/day (distraction, fascinate, inspire competence +2, inspire courage +1, rallying cry)
Bard Spells Known (CL 3rd; concentration +5)
2nd (2/day)—heroism, suggestion (DC 14)
1st (4/day)—hypnotism (DC 13), lesser confusion (DC 13), remove fear, silent image (DC 13)
0 (at will)—dancing lights, detect magic, ghost sound (DC 12), mage hand, read magic, summon instrument
STATISTICS
Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +5; CMD 18
Feats Arcane Strike, Combat Casting, Skill Focus (Perform [oratory]), Toughness, Weapon Focus (longsword)
Skills Acrobatics +6, Appraise +6, Bluff +6, Diplomacy +6, Intimidate +8, Knowledge (geography) +4, Knowledge (history) +5, Knowledge (local) +4, Perception +2, Perform (dance) +7, Perform (oratory) +10, Perform (sing) +7, Perform (string) +6, Sense Motive +6, Stealth +6, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood
Combat Gear feather token (whip), scroll of identify, scroll of invisibility, wand of cure light wounds (17 charges remaining); Other Gear +1 chain shirt, +1 light steel shield, masterwork dagger, masterwork longsword, shortbow w/ 20 arrows, belt pouch, quiver, ring of protection +1, spell component pouch, traveler's outfit, 14 gp.
BACKGROUND
You've studied the history of Golarion's greatest heroes nearly your entire life. Their legends and myths speak to you, inspiring you to follow in their footsteps. You can even recite their stories word for word—and often do to anyone willing to listen, believing it's important to honor their memory and the sacrifices they made in life.
Foremost among the stories of these heroes are the legendary weapons they used to wield—magnificent blades capable of piercing the toughest dragon armor and slaying entire armies. A few years ago, you realized if you truly wanted to become one of these champions, you'd need to find such a weapon or create one yourself. So you became a bard, focusing your arcane talents on researching the kind of magic capable of making the most formidable weapon, even as you practiced advanced swordplay in anticipation of some heroic battle you're destined to win.
Almost every master weaponsmith in Varisia knows you by name. You often seek them out, trading unusual gear recovered during your adventures or simply buying their latest wares with your hard won gains. As a result, you've amassed quite a reputation as a collector of knives. Likewise, you've darkened the doors of almost every fighting school in Korvosa, training with the best of the best and determined to become a master in your own right. Currently, you've enrolled at the Orisini Academy, an elite school managed by Vencarlo Orisini—a man for whom you have a great deal of respect.
Under Orisini's tutelage, you've become more skilled with the blade than ever before. You love the art of dueling, vastly preferring it to the chaos of street-fighting or pitched battlefields. One of Orisini's students, an exotic maiden named Sun Mei from faraway Tian Xia, seems to share your interest. The two of you struck up a fast friendship almost immediately, sometimes partnering to spar with blades, meditating together by the Jeggare River, or taking turns entertaining one another with a new song or dance.
Unfortunately, another of Orisini's students, a brutish lout by the name of Garridus, has taken exception to the amount of time you spend with Sun Mei. He seems to think of you as a rival for her affections, though the girl doesn't appear to have any kind of relationship with him or you. Quite to the contrary, she's often far too busy to make time for anyone other than Orisini when outside the school. But Garridus hasn't recognized that and you sense there's trouble brewing between the two of you.
Complicating this situation is the fact that Orisini recently asked the three of you to work together with some friends of his, requesting you look into the disappearance of a local weaponsmith named Pellius Abinor. You know the man quite well, having bought one of his blades for your own. Several days ago, he and his entire family went missing. Orisini worries there may be foul play involved and you only hope Garridus can set aside his jealousy long enough to focus on the task at hand.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Kieyanna Dayn
Female half-elf ranger (urban ranger) 4
LG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +12
DEFENSE
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 40 (4d10+12)
Fort +6, Ref +7, Will +2; +2 vs. enchantments
OFFENSE
Spd 30 ft.
Melee mwk cold iron short sword +5 (1d6+2/19–20) and mwk dagger +5 (1d4+1/19–20) or mwk cold iron short sword +7 (1d6+2/19–20)
Ranged mwk dagger +8 (1d4+2/19–20)
Special Attacks favored enemy (humans +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—longstrider
STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 19
Feats Skill Focus (Perception), Sable Company Marine, Two-Weapon Defense, Two-Weapon Fighting
Skills Climb +6, Diplomacy +4, Disable Device +8 (+10 vs. traps), Knowledge (local) +8, Perception +12 (+14 vs. traps), Ride +10, Sense Motive +5, Stealth +10, Survival +10 (+12 to identify or follow tracks); Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, favored community (+2 in Korvosa), hunter's bond (hippogriff), track +2, trapfinding, wild empathy +4
Combat Gear oil of bless weapon (2), potion of barkskin, potion of cat's grace, potion of cure moderate wounds, potion of delay poison; Other Gear +1 studded leather, masterwork daggers (4), masterwork cold iron short sword, belt pouch, handy haversack, traveler's outfit, 47 gp.
BACKGROUND
You've lived your entire life in the city of Korvosa, raised by a Chelish mother who had an all-too-brief affair with an elven noble from the South Shore. Her indiscretion caused quite a scandal in your family. Though she refused to give you up for adoption and always did her best to ensure you'd have a happy childhood, it was clear from the start that your older siblings, and especially your wealthy stepfather, never cared for you.
But, rather than concern yourself with their acceptance, you turned your attention to the city itself. The pageantry of the Korvosan Guard and the honor of the Sable Marines drew you. At an early age, you would escape your family's estate by wandering through the Shingles just to watch them muster and the hippogriff-mounted sentinels fly across the sky, always longing to join them.
When you came of age, you stirred even more gossip by announcing you'd enlisted in the Sable Marines, submitting to their training as one of the few female members to ever join their ranks. It caused a permanent rift with your stepfather, who's all but disowned you now. His rejection suited you just fine and you moved out of his home and into the marine barracks at the Great Tower. Since then, you've devoted yourself as Korvosa's guardian, bonding with a hippogriff of your own as you soar above the city.
In the course of your duties as a Sable Marine, you often assist the Korvosan Guard in the investigation of certain crimes. You've become especially adept at capturing fugitives from the law, none of which have ever managed to outrun your hippogriff. In your off hours, you've taken up further training in one of the city's most prestigious fighting schools—the Orisini Academy. Its instructor, Vencarlo Orisini, has taken a particular interest in you. In many ways, he's the father you never had, encouraging you to embrace the oath you've sworn as a Sable Marine and doing everything he can to help you grow in your skills.
A few days ago, he asked if you could help him investigate the disappearance of a friend. Given all he's done for you, it seemed only right to repay him with your assistance. The missing person is a rather prominent merchant and weaponsmith named Pellius Abinor who runs a forge in the Midland District. Apparently, Abinor and his entire family disappeared a few days ago. No one recalls seeing them leave the city, and all orders at Abinor's forge have gone unfilled for quite some time. Orisini suspects foul play might be involved in their disappearance. He's asked you to help lead a small group of his students and other friends with a vested interest in seeing Abinor found. And he's offered to waive next month's fee at the school if you're successful in finding him.
Rookclaw hippogriff animal companion; AL N; Large magical beast; Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9; AC 14, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +2 natural, –1 size); hp 15 (2d10+4); Fort +5, Ref +5, Will +1; Spd 40 ft., fly 100 ft. (average); Melee bite +4 (1d6+2), 2 claws +4 (1d4+2); Space 10 ft.; Reach 5 ft.; Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9; Base Atk +1; CMB +4; CMD 17; Feats Dodge; Skills Fly +4, Perception +9; Racial Modifiers +4 Perception; SQ link, share spells.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Vestrian Andlu
Male elf fighter 1/transmuter 3
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 29 (1d10+3d6+7)
Fort +5, Ref +5, Will +4; +2 vs. enchantments
OFFENSE
Spd 30 ft.
Melee mwk rapier +6 (1d6+1/18–20) or mwk silver dagger +6 (1d4+1/19–20)
Ranged +1 composite longbow +6 (1d8+2/x3)
Arcane School Spell-Like Abilities (CL 3rd; concentration +6)
6/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 3rd; concentration +6)
2nd—acid arrow, levitate (DC 14), see invisibility
1st—expeditious retreat, magic weapon, shield, true strike
0 (at will)—arcane mark, detect magic, mage hand, message, read magic
Opposition Schools Illusion, Necromancy
STATISTICS
Str 12, Dex 16, Con 12, Int 17, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 16
Feats Point Blank Shot, Precise Shot, Scribe Scroll, Weapon Finesse
Skills Appraise +8, Knowledge (arcana) +9, Knowledge (history) +8, Knowledge (local) +7, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Perception +6, Spellcraft +9 (+11 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft (to identify magic item properites)
Languages Aklo, Common, Draconic, Elven, Goblin
SQ arcane bond (composite longbow), elven magic, physical enhancement +1 (Dex), weapon familiarity
Combat Gear potion of bear's endurance, potions of cure light wounds (2), potion of cure moderate wounds, scroll of locate object, scroll of protection from evil; Other Gear mithril chain shirt, +1 composite longbow w/ 20 arrows, masterwork rapier, masterwork silver dagger, belt pouch, cloak of resistance +1, spell component pouch, traveler's outfit, 283 gp.
BACKGROUND
You've adventured for many years across the length and breadth of Varisia, thoroughly enjoying its varied cultures and traditions, even as you've outlived many of those who introduced you to them. Though primarily a student of the arcane art of transmutation, like any other elf, you also enjoy practicing swordplay and archery. You've become quite adept at the latter, even forming an arcane bond with your bow and channeling much of your magic through it. In time, you hope to become an arcane archer equal in skill to the legendary marksmen of your people's greatest champions.
Your first journey to Korvosa coincided with your father's need for a sword of unsurpassed quality which he planned to imbue with elven magic and use to reclaim the elven ruins of Celwynvian. Unfortunately, the best weaponsmiths in Varisia were the dwarves of Janderhoff—a bastion of greed and stubbornness which rarely welcomed your kind! Through human intermediaries in Korvosa, your father secured the crafting of this blade and, while awaiting its delivery, you had free run of the city. Attracted to the various fighting schools, you spent some time studying at the Orisini Academy under Vencarlo Orisini and became fast friends. In time, however, you returned with your father to the Mierani Forest and fell out of contact with your old friend.
More years passed and you returned to your studies of magecraft. Under your father's tutelage, you assisted him in enchanting the magic blade forged by the dwarves. However, once complete, he could spare little time for you after that, returning to Celwynvian to root out the terrible evils residing there. Eventually, he met his fate at the hands of a great demon. The elves returned with his body and the broken blade of the sword you crafted together. Your father's death finally opened your eyes to the importance of his work and the dangers of Celwynvian. Moved to action, you decided to have the blade reforged so you can take up his life's work.
This decision brought you back to Korvosa. Reestablishing your friendship with Orisini, you relied on his recommendation and asked a local weaponsmith named Pellius Abinor to reforge your father's blade—more than happy to shun the intractable dwarves of Janderhoff whom you blame for the inferior craftsmanship that caused it to break when your father needed it most. In the meantime, you've resumed your martial studies at the Orisini Academy, making friends with many of the other students even as you hone your skills in preparation for taking up your father's mantle.
Unfortunately, three weeks have passed since you entrusted the broken blade to Pellius Abinor. The weaponsmith has disappeared and no one's seen or heard from him for several days. Orisini himself is also waiting on an order of masterwork blades to give his students when they graduate the academy. At his urging, he's asked you and several others to look into Abinor's whereabouts. You've readily agreed, fearful now that foul play may be involved—and, if so, that someone may have stolen your father's sword.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Orlan Foehammer
Male dwarf cleric of Torag 3/fighter 1
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 44 (4 HD; 3d8+1d10+19)
Fort +8, Ref +1, Will +6; +2 vs. poison, spells, and spell-like abilities
OFFENSE
Spd 20 ft.
Melee +1 warhammer +7 (1d8+3/x3) or mwk light hammer +6 (1d4+2)
Ranged mwk light crossbow +4 (1d8//19–20) or mwk light hammer +4 (1d4+2)
Special Attacks channel positive energy 5/day (DC 11, 2d6), +1 on attacks vs. goblinoid and orc humanoids
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—artificer's touch (1d6+1, bypasses 3 DR and hardness), touch of good (+1)
Cleric Spells Prepared (CL 3rd; concentration +6)
2nd—align weapon (D), bull's strength, spiritual weapon
1st—bless, divine favor, protection from evil (D), shield of faith
0 (at will)—detect magic, guidance, mending, stabilize
D Domain spell; Domains Artifice, Good
STATISTICS
Str 14, Dex 10, Con 16, Int 10, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 15 (19 vs. bull rush & trip)
Feats Extra Channel, Toughness, Weapon Focus (warhammer)
Skills Appraise +5 (+7 nonmagical metals and gemstones), Craft (armor) +5, Knowledge (religion) +6, Perception +3 (+5 to detect unusual stonework), Sense Motive +5; Racial Modifiers +2 Appraise (nonmagical metals and gemstones), +2 Perception (to detect unusual stonework)
Languages Common, Dwarven
SQ aura (good), slow and steady, weapon familiarity
Combat Gear potions of cure moderate wounds (2), potion of lesser restoration; Other Gear +1 chainmail, +1 light steel shield, +1 warhammer, masterwork light crossbow w/ 10 bolts, masterwork light hammer, belt pouch, silver holy symbol of Torag, traveler's outfit, waterskin, 7 gp.
BACKGROUND
You come from a long line of crafters and weaponsmiths, having lived your whole life in the dwarven city of Janderhoff in the Mindspin Mountains. While traditionally, you've always focused your own skills on armorsmithing more than weaponcrafting, you still appreciate a good hammer, blade, or crossbow like anyone else. Your family, the Foehammer clan, has long traded with the human city of Korvosa in southern Varisia. But, alarmingly to some of your cousins, a human weaponsmith named Pellius Abinor has taken away some of their business by turning out masterwork weapons which rival even those of your kinsmen.
Your cousin Bolig, sixteenth in line for ascension to the throne of Janderhoff, recently asked you to lead a caravan of trade goods into Korvosa. While there, he also requested you seek out and insinuate yourself into the good graces of Abinor in an effort to learn the secrets of this human's forge. It's clear your ever-greedy cousin is worried about the competition and suspects Abinor may have some unusual advantage that's taking business away from the Foehammers.
Ordinarily, this task wouldn't be to your liking. As a follower of the noble god Torag the Forgefather, you're happy to see any and all people excel in the art of crafting, no matter their race or their calling. But, you also recognize the potential threat Abinor's success presents to the economic balance in the region and the impact it could have on your people. To protect their interests, you've accepted Bolig's mission and have already started developing contacts and relationships with some of Abinor's customers and suppliers to learn more about the man, his methods, and his handiwork.
To this end, you recently purchased a masterwork light hammer from the Abinor forge and fully admire it for its fine quality, perfect balance, and overall workmanship. But the human merchant doesn't allow customers into the forge itself. So, you've been unable to glean any secrets from his crafting methods. You were starting to despair that you'd return empty-handed to your cousin (albeit with a really nice hammer you've grown quite fond of). But, luckily, ill fortune seems to have befallen Abinor.
While making arrangements to lead your cousin's caravan back to Janderhoff, news came of the weaponsmith's disappearance—both him and his entire family. Abinor's orders have gone unfilled, including an especially lucrative one for seven masterwork blades at a local fighting school—the Orisini Academy—which used to only buy from the Foehammers. The instructor of that school, Vencarlo Orisini, has asked a group of friends to investigate Abinor's disappearance and inquire into Abinor's whereabouts. Realizing this might be your opportunity to finally see the weaponsmith's forge for yourself, you've asked to join them. And, though you expect you may well learn the secrets your cousin desires, you're more concerned about the well-being of a fellow master of his craft.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
DIBS on the open spot!
However, what this does tell me is that I should start stringing together a non-lottery, pick-up game at PaizoCon from now on. Maybe I'll run it once as a lottery offering and a second time as a pickup game, depending on who wants in. I wonder how that'd go over?
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Has anyone claimed any of these yet?
Nope.
Do you mind if I transfer his stats etc to an actual character sheet for the game?
I'll have character sheets (in my own special format) that I'll hand out to everyone. If you find it's easier to locate everything if you transcribe it to your own character sheet, I suppose that's your option. My version will have the character's background so you can reference it during the game as well. It's exactly what you see here.
Marc Radle
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Marc Radle wrote:Do you mind if I transfer his stats etc to an actual character sheet for the game?I'll have character sheets (in my own special format) that I'll hand out to everyone. If you find it's easier to locate everything if you transcribe it to your own character sheet, I suppose that's your option. My version will have the character's background so you can reference it during the game as well. It's exactly what you see here.
Got it - I'll just go with your hand out then!