Heroes of the Lost Coast - A Sandpoint Campaign


Recruitment

1 to 50 of 90 << first < prev | 1 | 2 | next > last >>

INTRODUCTION

Sandpoint - an ideallic town nestled in a natural cove along the Lost Coast. A Holding in Good standing of Magnimar, Sandpoint is well supplied and thriving community, by all accounts the town is a Paradise. Or at least, it would be - if not for serial killers, strange fires, goblin raids, ghoul infestations and giant attacks - but such is the way of life on the frontier, and all of that lies in the past.

It has been four years since the defeat of the Runelord Karzoug at the hands of Sandpoint's heroes, and the town has been peaceful in those years. Sadly on the Lost, peace is a fragile thing, and a new group of heroes will need to rise up for the town of Sandpoint, and the Lost Coast, or see them fall into darkness.

STYLE

This game will be a sandbox style game, the first one that I've really ever tried to run as a PbP. Thematically this game owes a lot of inspiration to a few different sources, primarily Kingmaker and DM Barcas' "Kingmaker of Korvosa" PbP. (An awesome read for any looking to lurk! I highly reccomend it) The game is planned to take place primarily between Sandpoint and Magnimar, but could end up anywhere in Varisia as it were.

I'm staying vague on how each player will be drawn into the main story, choosing to see what I can come up with based on backgrounds given during this application process, and letting the story develop organically.

I am looking to develop my DMing into a more narrative style and will be expecting the same from my players. Expect a lot of conversation, both between PCs and NPCs. I will be giving experience based on Roleplaying and combat will most likely only be 50% of the game. (sometimes more and sometimes less, depending on the adventure)

CHARACTER CREATION

In yet another idea I'm thiefing from DM Barcas, we'll be using a 20 point buy, with a bonus of 2 points for having one non-neutral alignment axis and 3 points for having two. (Thus, N gets 20; LN, NE, CN, NG get 22, LG, LE, CE, CG get 23.)Dump stats are not appreciated and will need to be justified in character. I am allowing all books from the core ruleset (Core book, APG, Ultimate Magic, Ultimate Combat,) other Paizo sources will be allowed with DM approval. Mostly alternate races will have the hardest time getting approval, just check with me about anything else.

You may select two traits for your character. It's recommended that you select one of these from the campaign traits listed below, however you do not have to and will not be looked poorly upon if you don't. You should avoid campaign traits from other APs, obviously.

The party will have 5 members - who will be selected based on their potential for diversity and interesting dynamics. I will try to select each individual based onhow interesting their story is and how they will contribute to the party as a whole. Keep that in mind as you design your characters. If you overlap too much with another player, you are probably in direct competition. (If I feel a character is strong enough I may ask you to consider altering it to keep yourself in the race)

If you have no prior posting experience, that's fine. Everyone started like that at some point. I may ask for a writing sample.Take your time to craft a really good application! The more you immerse your character in Golarion, the better. I will be asking questions of everyone (Some more or less than others, don't take that as a sign of anything) to get a good idea of each character and give everyone the best chance I can.

I will leave applications open until Saturday morning, and make my decisions over the weekend.

Good luck to everyone!!

CAMPAIGN TRAITS

Heroes of the Lost Cost – Campaign Traits
DM NOTE: The “Shadows Under Sandpoint” Feats, (Favored Son/Daughter, Black Sheep, Outlander) are available as Campaign traits

To Serve and Protect You are a one of the dozen members of Sandpoint’s town guard, and as such the protection of Sandpoint and its people isn’t simply a responsibility, it’s your duty! You are afforded a bunk in the Garrison barracks, and are paid a salary of 20 GP a month. You also receive a +2 bonus on diplomacy, intimidation or bluff checks against locals.

Lost and Found You like to explore, you always have. Be it the caves along the coastline, the Mushfens, the old Foxglove manor or the tunnels under Old Light. You’ve got a knack for finding places others don’t, and getting in and out. And boy did it pay off! On your last excursion you found a Wayfinder! Beaten and tarnished though it is, it still works. You begin play with this beaten up wayfinder and gain a +1 to acrobatics OR survival.

Noble Born You are the youngest son or daughter of one of Sandpoint’s four founding families. As such you are about as close to royalty as Sandpoint gets. You begin play with an extra 100 GP starting Gold and attain the following benefits based on your family:

Kaijitsu The child of Lonjiku Kaijitsu, you are the younger sibling of Ameiko Kaijitsu – the owner of the Rusty Dragon – and sadly you and your sister are the only surviving members of your family. You begin play with your grandfather’s Wazikashi, that was passed down to you – You have taught yourself how to use this weapon and are considered proficient with it.

Deverin As the youngest child of the Deverins, your sister is in fact the mayor of Sandpoint. Your family’s long involvement in politics has rubbed off on you. Gain +1 to diplomacy, knowledge (Local) and Knowledge (Nobility) All three skills are considered class skills.

Scarnetti Your family has fallen on hard times, as it recently came to light that your father, Titus Scarnetti, was involved with the Scarzni, local Varisian thugs. Whether you like it or not, this has given you a certain sense of infamy, This allows you to call in a favour from the Scarzni, or gives you a +5 on Intimidation.

Valdemar Your grandfather is the only surviving member of the Founders of the town and your family owns a successful shipping business. You’ve learned a lot about maps and a lot about money. Choose either Appraise or Knowledge (Geography) and gain a +3 bonus. This skill is a class skill for you.

Varisian local You are a Varisian whose family has settled in Sandpoint. Your people are a close knit community and you’ve learned a lot from them and know that they will always be there for you. Choose any one Perform skill and gain +2, it is also a class skill. Also any Varisian caravan will trade with you for 20% less then the listed price.

Working Class stiff You’ve got a job! Start play with an extra 10 GP Once a week you receive a salary of 2 gold pieces, and gain the following skills a class skill, and a +2 bonus based on where you work:

The Rusty Dragon – Waiting tables and serving drinks lets you hear a lot. Skill: Gather Information

Goblin Squash Stables - You work as a stablehand, Skill: Ride

The Curious Goblin Bookstore You work as clerk and stockboy (or girl) and have a lot of time to read. Skill: Any one Knowledge skill

Local Celebrity – You are a mainstay in the many productions of the Sandpoint theatre, and have become something of a heartthrob to many in town and even as far as Magnimar. Gain Perform (Oral) as a class skill. You receive a +2 bonus to it. You also receive a +2 bonus to diplomacy checks against anyone who has seen one of your plays. (+4 if they fancy you.)


Sounds interesting! I'll be working up a character, to hopefully be submitted later tonight.


Dotting for interest. I've been making a lot of spellcasters lately, will try to shore up an intelligent bruiser of some sort, maybe with intent to multiclass. Not a skill monkey, but well rounded in terms of having some manner of profession, knowledge or craft skill they will maintain.

As the above poster, I will work on a submission today and post probably towards the evening.

So far looking at To Serve and Protect trait, will be building around that.


I made this character for Curse of the Crimson Throne, but always thought he would be good for something in Sandpoint. He's built to multiclass between wizard and ranger, ending up a Spherewalker of Desna. If that sounds interesting, I'll rework the details to explain how he's back in Sandpoint and pick a campaign trait and stuff later today.


What level will this campaign be starting at? It plays a big role in the character background for me, if they're a raw novice starting out or if they've had a few adventures already and are a bit more skilled.


Just some background, will have crunchy stuff tonight :)

background:
Whether trouble finds Ilya or Ilya finds trouble is not really certain. You could ask ten different people in Sandpoint and get ten different answers. Whatever the answer, it seems that Ilya has had far more than his fair share of calamities, problems and run ins with the law. Perhaps his only saving grace (aside from a nearly preternatural quickness) is that he is quite the charmer. His boyish good looks lend him an air of innocence that even the people who know him well find hard to see past. Many times his antics have only led to an exasperated admonishment from Mayor Kendra or Sherriff Belor instead of any real punishments. Unfortunately, this has only encouraged him. He has an almost obsessive fascination with Ameiko Kaijitsu. His attempts to impress her usually just amuse her and this drives him to take even greater risks. Caution and responsibility are anathema to him and he can not see past his infatuation to understand those concepts. One thing is certain though, he will either be very talented or very dead at the pace he is going now.


Rowena hails from Magnimar, visiting her brother who lives in Sandpoint. She's recently suffered a loss, and looking for a bit of payback, though she knows revenge conflicts with her ethos and what she's been taught. Her complete description and background can be found in her profile. I have started a write-up on the homebrewed Order of the Empyreal Way mentioned in her backstory, which I can finish if needs be.

She's currently a 20 point buy. I can easily boost her to 23 by pushing her Strength to 14, or perhaps by raising her Int and Cha a bit.

Liberty's Edge

dotting for interest. Will work something up tonight or tomorrow.


Twice Bloom, Female Elven Fighter:

Amrandlara “Twice Bloom”
Female Elven Fighter (Vanilla)
CG Medium Humaniod
Init +3; Senses Low Light Vision, Perception +3

DEFENSE

AC 17 (Armor +4, Dex +3), touch 13, flatfooted 14
HP 11
Fort +3 Ref +3 Will +1 (+2 vs. Enchantments, immunity to Sleep)

OFFENSE

Melee Elven Curve Blade +4 (1d10 +2, 18-20/x2)

STATISTICS

Str 12 Dex 16 Con 13 Int 13 Wis 12 Cha 14
BAB+2, CMB +3, CMD 14
Traits To Serve and Protect, Calistrian Prostitute
Feats Cosmopolitan(Bluff, Perform Dance), Weapon Finesse
Skills Bluff +6, Diplomacy +7 (+9 Sandpoint), Perform (Dance) +6
Languages Known Common, Elven, Sylvan, Varisian, Shoanti
Combat GearElven court blade, Chain shirt
Other Gear

RACIAL ABILITIES

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Concept:

Group Role: Striker, glass cannon
Level Progression: I plan on taking Combat Expertise, Improved Feint, and such “dirty” tactics type feats pretty quickly. Also Bloody Vegeance, the Calistrian combat feat. Perhaps multi class to rogue to pick up a few skill points and sneaking, all really depends on how the campaign will work out in terms of politics vs. brute force in terms of challenges. Later feats will be focusing on attaining and doing the most damage with critical hits.

Socially: Despite the appearance of the Calistrian prostitute trait, an excess of lust isn’t really going to pervade Amrandlara. Her time in the temple lead to some interesting stories, if any would question her about it, but that time is over. She grew tired of service in that manner, and became eager to go on adventure, rather than simply have the tales dictated to her. Her devotion to Calistria is met through her employment, meeting out the town’s vengeance on any filthy goblins that have the misfortune of crossing her path.

History:

Amrandlara was born in Kyonin, the happy product of a night of furious passion shared by her mother, a skilled assassin in the service of Calistria and her extremely seductive target. Amrandlara herself was raised by the church of Calistria to understand that this was Her nature, as one could give oneself fully to lust one moment, one could also completely divorce oneself of all emotion in the next and exact vengeance on the very same lover for some slight.

As to could be expected, Amrandlara’s vision of romance and heroism was heavily influenced by Elven culture, and furthermore by Calistria’s ideals. When she came of age, she became a prostitute in the cathedral, and her ready charm and sturdy and lithe frame led to many becoming infatuated with her and sharing the secrets of their success. At the cathedral, she was taught to dance, but despite her mistresses best efforts, she could not be induced to show any manner of aptitude for magic. It was decided instead that she should be trained in martial pursuits, to become a defender of the cathedral first, and perhaps, if she should make an effort and demonstrate promise, and arm dedicated to Her vengeance.

After a few decades, however, simply lying about listening to the tales of others, while exciting and enriching, was no longer rewarding. Amrandlara burned to see more of the world, and to carve her way to a tale of romance and heroism. Amrandlara traveled north, putting her complete faith in Calistria to guide her way. She arrived in Sandpoint several weeks after the defeat of Karzoug, but the tale of the great heroes who defeated him so entranced her that she resigned to stay. Having nothing but her blade and her amor, and finding that Calistria was not one of the goddesses revered at the town’s cathedral, Amrandlara enrolled in the town guard, which gave her the excuse to mingle among the people and its heroes for a time.

Amrandlara came to like the city, and her casual dalliances with the simple folk. There was something rewarding about knowing that her brothers and sisters in arms would not be as apt to murder her after she lay with them, but that they depended on each other’s strength rather than took death for granted. The social skills she had developed in her years at the cathedral suited her well, easily confounding uppity citizens with her wit and charm and negating violent encounters with deception. Additionally, she found the human laws in the city quite comical and enforcing them in her own small way appropriate vengeance for the evil doers among the community.


I'll give my submission some thought; I need to decide if I'm going to rework Itharian slightly to better fit this game, or try one of a few other concepts I've thought up should I ever have an opportunity to play a game in Sandpoint.


Kung-Fu Joe, here. Submitting for approval!


I'll be submitting Kale again once I fix his backstory to better fit Sandpoint(I just keep going back and forth with his backstory, I swear xD).

I'll probably take the Working Class stiff trait, with him working at the book store.

Also, you're not the only one who's gotten ideas from DM Barcas. He's the one who inspired me to try pbp DMing. Maybe we should start a fanclub or something.


May be interested, give me a day or so to post a concept though. Will most likely submit a witch, or perhaps a magus.


Presenting Traveriel, Cleric of Desna.


Presenting Kale, now with 20% more angst!

Kale Porter:

Male Human Sorcerer (Water Elemental Bloodline)
Neutral Good
Str 12
Dex 12
Con 10
Int 13
Wis 13
Cha 18

Appearance:

Kale is tall, lanky, and pale, with short, ruffled blond hair and striking blue eyes. His Ulfen traits show in his height and hair color, though that's about all he got from his father. The Varisian side of his blood gives him a soft, hairless face. He's fairly attractive, if you're into that sort of thing. His default expression is somewhat irritated, and he wears simple clothing.

Personality:

Kale is a 'nice guy'. He helps people out because he feels that's what's expected of him, and then later whines about how everyone has it so much better than him. He often does truly want to help people, but his belief that he 'has' to makes it easier for him to become bitter. Everyone else seems to have direction in life. Everyone else is happy. Everyone else belongs. In reality, he's your average, slightly depressive teenager.

Kale likes helping people. He was always the one sticking up for the kid getting picked on, so much so that he'd end up a target as well. He can't stand to see someone in pain. The fact that he really, really wants people to like him only makes this part of his personality shine through more.

However, Kale feels that most other people actually have it better than him. He may not like to see people in pain, but he believes that his good nature automatically sets him below other people. Good guys finish last, right? He struggles with these two sides of himself; the side that wants to give, and the side that wants to keep everything to himself so that he might be able to cling to some bit of happiness. He has issues with guilt; guilt that he has the powers he has, guilt that he's somehow let his sister down, and guilt that he's not doing all he can to be a better person.

Intellectually, Kale is fairly smart. He loves to learn, and tends to look at things from a logical standpoint. When he interacts with people, he's the type to think about the psychology behind everyone's actions. He's fairly creative, but only to the point of thinking up elaborate stories with a character that might as well be himself as the main focus. He longs for something 'more', but he doesn't have the faintest idea of what it could be.

History:
Kale grew up and was born in Sandpoint. He grew up in a fairly religious family devoted to Abadar. His mother was a kind and loving priest, though his father, Osten Porter, was a fairly temperamental and stern man of Ulfen blood. His childhood was simple and easy, mostly due to his father's work as a merchant, which kept more than enough food on the table. Things didn't get difficult until Kale's sister, Lydia, was born when he was about 3. There were complications with his mother's pregnancy, and she died in childbirth.

Without a mother around, Kale had to learn responsibility at a young age, and found himself having to help take care of his sister as he grew older. However, instead of resenting Lydia, he saw her as the last remaining link to his mother. His relationship with Lydia became more and more important to him as he grew older, and his father grew more and more difficult to live with. While he never beat Kale, he would scream and yell at him if he didn't follow his directions to the letter. While Kale clung to his sister after his mother's death, his father clung to his late wife's religion. He'd have his two children perform services every day, and began to raise Kale with the intention of having him go into the priesthood, though this didn't become apparent to Kale until he was in his teens.

Kale didn't want to be a priest. In fact, he'd rather do anything but be a priest, even if it meant being a fisherman for the rest of his life. Despite his late mother's profession, Kale associated religion with his dad and long, boring ceremony. Furthermore, the sea seemed to call to Kale, and he'd spend long hours simply staring at the ocean, watching the fishermen work.

Eventually, Kale made his thoughts known to his father. It didn't end well. They argued for hours, until Kale got mad and lost control of himself. He made a furious gesture with his hand and from it came a ray of ice cold water, which shot through one of the windows and shattered it. His father, shocked, grabbed Kale by the arm and screamed at him to never do that in his sight again. Kale, who was just as shocked as his father, just nodded.

The days after were filled with awkward silences and stern looks from his father. Though the incident had caused Osten to drop the whole 'priest' thing, it was little comfort to Kale, who was now both amazed and frightened at what he could do. He kept to himself for a few weeks after that, coming outside only to get away from his dad. It was during one of his walks through town that the goblins attacked.

Kale was able to hide with one of his friends at their family's house, but he learned after the attack ended that Lydia hadn't been so lucky. His father hadn't been able to protect her, and she was stabbed to death by one of the goblins. This only fueled Kale's dislike for his father, and in the years that followed, he began to experiment with his powers, to spite Osten if nothing else. He began working in the bookstore so that he could have access to basic arcane texts. While the heroes of Sandpoint were saving the town, Kale was wallowing in his sorrow.

It's been only recently that Kale has decided that he wants more out of life than grief and anger. He's made friends with a local girl named Mara, who he wishes was more than a friend. Where he once hid his talents, he now flaunts them in front of his dad. He misses his sister deeply, but the pain has lessened. Osten has come to value Kale more, now that his daughter is dead. He no longer yells at him, but that hasn't stopped Kale's resentment. He's been slowly saving up gold over the past few months, and hopes to move out into a house of his own, away from his dad. Maybe then he can figure out what he wants to do with his life.


@Kyouraku Kanatou A halfling monk eh? Neat idea. Okay first off I'd like to know (Without posting spoilers) if You have played or read the first adventure of Jade Regent. If you have, then I'll have more questions, hidden with a spoiler tag. For now though, How close is Kyouraku to Ameiko and her (admittedly now deceased) family. How was he trained in martial arts? And Does he work as a fisherman or in the bookstore? The Curious Goblin doesn't pay its customers, after all.


DM Rennick,

Is this set pre or post Jade Regent? I assumed we are starting at 1st lvl. And would any of the Campaign traits from Jade Regent be available (especially the "friend" one as the rogue guy from Jade Regent would be a natural for Ilya to follow). I have read the player's guide for JR, but not the adventure yet. Let us know if your using it so I hold off on reading it.

Thanks


Am interested - very. Basic character concept: Elven rogue, involved in smuggling/piracy along the Varisian coast. Ship got caught by a Korvosan patrol some way down the coast - he managed to slip over the side during the night and swim to shore, and is looking for somewhere to lie low and earn enough money to get back to Riddleport. Traits will probably be Canter and Reactive (?), but I'll have to double-check the books when I get home, at which point I'll also work up the character a bit more.


DM Rennick wrote:
@Kyouraku Kanatou A halfling monk eh? Neat idea. Okay first off I'd like to know (Without posting spoilers) if You have played or read the first adventure of Jade Regent. If you have, then I'll have more questions, hidden with a spoiler tag. For now though, How close is Kyouraku to Ameiko and her (admittedly now deceased) family. How was he trained in martial arts? And Does he work as a fisherman or in the bookstore? The Curious Goblin doesn't pay its customers, after all.

Ack, sorry-- that's a mistake. Should be a Human Monk. I'm playing a Halfling Monk in another game, and my wires got crossed while writing him up. I'll correct that now.

I have neither played nor read the first adventure of the Jade Regent.

It's possible that Ameiko would know Kyouraku by sight or by reputation; even moreso if the Rusty Dragon purchases fish from him or his family. However, given the wealth and status gap, it's unlikely that they'd have been close friends, I think.

I had figured he was holding down two jobs, going out fishing in the morning with his father, returning by mid-day to head to The Curious Goblin afterward.

EDIT: Missed the martial arts training question. His father had a limited knowledge, and began teaching him a bit when he was young, but Kyouraku's natural aptitude and hours of research and reading are what truly set him apart.


Sorry folks, Am at work and blanked on a couple of the questions asked. Anyways:

Quote:
What level are we starting at?

Good Ol' Level 1.

Quote:
Is this set pre or post Jade Regent? I assumed we are starting at 1st lvl. And would any of the Campaign traits from Jade Regent be available (especially the "friend" one as the rogue guy from Jade Regent would be a natural for Ilya to follow). I have read the player's guide for JR, but not the adventure yet. Let us know if your using it so I hold off on reading it.

I love the characters of Ameiko and Shalelu far too much to set it after they've left Sandpoint (Not a spoiler, it's in the players guide!) Also one of the traits has Madame Mvashti mentioned as alive (again in the guide) so this is set before Jade Regent. (If Jade Regent happens at all in "this" Golarion.

I'll review the trait later and get back to you on it, I'm feeling no at the moment, but I may change my mind when I re-read it.

Ok it's hard to to in depth posts from a staff room computer, so the rest will wait till I'm home this afternoon.


My concept is a NG female Gnome Witch details as follows

concept:
Alina is a young gnome 60 years of age. She grew up in a marsh near the town and in her 30’s decided to enter into the world of tall people. She has worked off and on at the local bookshop, and was a keen student of languages and theology.
Her mother had ‘the gift’ and served as a folk healer to the local gnome community. Alina has inherited this from her mother. In addition Alina apprenticed herself to a human midwife. Owing to her gentle manner, and very small hands, she has become very popular with the human community. Some of the most suspicious have accused her of ‘witchcraft’ and ‘diabloic’ tendencies but her reputation as a midwife is without peer.

looks:
Alina is very short, under 1m tall, exactly 36 inches. This is the first thing that anybody will notice about her. She has pitch black eyes with no whites visible and long pointed ears. Her blue hair is worn in a long braid down to the floor. She wears a black dress in the peasant bohemian style, always kept as clean as possible. Over her dress she wears a tanned red vest. She shows little skin besides her face and hands, but that is from modesty not a desire to be mysterious. Like most gnomes she does not have a particularly feminine appearance, and if she wears a cloak or heavy clothes she’d be taken for a girl of 5. This makes her laugh, as she is already older than the grandmothers of the babies she delivers. She carries a crossbow on her trips to gather herbs, but usually just walks with a quarterstaff. She is often seen talking to a large crow, her familiar.

motives:
Alina is a truly good soul most concerned with human suffering, particularly the suffering of children and women. She is easy to get along with, but prefers natural surroundings to the city. Since many witch practices look very strange to the uninitiated she spends much time alone in the wild. She worships nature, and would be considered a follower of ‘the Green Man’ but she simply doesn’t dwell on nature to much. She respects all nature deities and is only madly opposed to Lamashtu. She blames many of the birth defects and cases of stillbirth on her.

stats:
Alina
Female Gnome Witch 1
Neutral Good
Mod
Strength 8 -1
Dexterity 12 1
Constitution 14 2
Intelligence 16 3
Wisdom 13 1
Charisma 15 2

HP: 8
Speed: 20'
Armor Class: 12 10+1Size+1Dex
Touch 12
Flat Footed AC 11
Initiative modifier: 1 = + 1 [dexterity]
Fortitude save: 2 0+2CON
Reflex save: 1 0+1DEX
Will save: 3 2+1WIS
Attack (handheld): 0 0-1STR+1Size
Attack (missile): 2 0+1DEX+1 size
Combat Maneuver Bonus: -2 0-1Size-1STR
Combat Maneuver Defense: 8 10+ 0-1Size-1STR
Feats: Extra hex
Hexes Child Scent, Cauldron
Patron Healing

SKILLS

Craft Alchemy Int 11
Heal Wis 5
Knowledge Nature Int 8
Knowledge Religion Int 9
Perception Wis 3
Profession Midwife Wis 7
Spellcraft Int 4
Stealth Dex* 5

Traits:
Devotee of the Green +1 Nature and +1 Geography
Working Class Stiff-Bookstore Knowledge Religion+2
Languages: Gnome 1st language Common Sylvan Elf Draconic Goblin

I believe this is sufficient, but am happy to provide more details.

Grand Lodge

This sounds like a fun idea, but alas, I do not have enough time to participate. >.<


DM Rennick wrote:
I'll review the trait later and get back to you on it, I'm feeling no at the moment, but I may change my mind when I re-read it.

Not a problem. Honestly, I was just trying to shoe-horn one of the Campaign Traits into the character.

I'll re-work his backstory a little bit so as to give him a more fitting second trait, as well as discussing his martial training a bit.


Rently is a character i've got pending acceptance in a Jade Reagent game but he fits within Sandpoint well! the background was tailored for that particular AP, but I think it'll be general enough to work here and i can easily amend it to your fancy :D
-Inquisitor Leet

Background:
The bastard child of a sailor from somewhere south of Abaslom and a Varisian brothel worker, Rently was left to fend for himself on the streets of Korvosa at an early age. His mother died of flux shortly before his tenth birthday, leaving him nothing more than a crude map of the inner sea that supposedly belonged to his father. Luckily he was a naturally big child and his youth of menial labor honed his long limbs. He was also mean spirited, starting brawls over the most minor slights and forming a gang that terrorized unsuspecting travelers in the worst sections of city. But he was smart and that was what made him dangerous. He spent nearly every night deciphering the scrawled names of far off land and committing their locations to memory. He would often steal almanacs and ship logs to read them for more information about the fantasy he imagined to be beyond the crumbling decadence of his port side home.

Like most bullies, he joined the watch. Despite only being fourteen, his size made him look of age and the fact that he could read made recruiters overlook any questions they might have had. The watch gave him a target for his anger and aggression and better yet, it trained him to fight with blade, shield, and horse. His mounted skill was so great he quickly earned a place as an outrider, patrolling the minor roads villages around Korvosa. Each day he helped agents of the crown extort more from their charges. Each day he saw the look of quiet desperation in the eyes of the peasantry as he helped the wealthy grow fat off of the small-folk’s labor; and during all of this Rently continued to read. His focus shifted from geography to something more dangerous than all the swords of the inner sea; politics. The problems facing the small-folk of the world seemed to stem from the decadence and debauchery of the aristocrats, or so said the tattered pamphlet from a place called Galt. Rently grew bitter at being ordered to run down men and women who fled tax collectors, he grew enraged at having to tear apart homes searching for tax. These books planted the seeds of radical ideas in his young mind. Radical ideas flourished into radical action and soon Rently, rather impetuously, deserted his post and joined a plot to change the face of Korvosa forever.

They called themselves the Company of the Poor Fellow and they would lead the peasants of Korvosa into the old city where the aristocrats gorged themselves off the labor of others. There the Company would tear down the ivory gates and justice would come from the mob of their followers. Yet Rently’s fellows sorely underestimated the desire to hold onto power. Whether through torture, bribes, or intimidation the Company was found out and in single night the streets ran red with blood of Poor Fellows. Rently would have surely perished with his brethren, but fate had him pursuing books on an order of men and women who devoted their lives to protecting the simple folks of the world. He was caught near his home and a guardsman put a crossbow bolt through his back. Only through grim determination was he able to escape through the alleyways of his youth.

Fate intervened once more in the form of Koya Mvashti. The Varisian woman was in Korvosa trading for spices from across the sea when the dying revolutionary stumbled into her caravan. Barely able to spit out his story before passing out from blood loss, Rently awoke far from Korvosa. The old woman had taken pity on the youth and smuggled him out of the city, nursing him back to health along the way. When they reach Sandpoint, she kept Rently on as help, his intelligence was useful in book keeping and his strength was an asset on dangerous trading runs. Rently grew to love the old woman, treating her like the mother he had never really had. Under her tutorage he expanded his knowledge of the world, in particular on the subject of the Order of the Shield a group he has never met in person but whose training manuals and philosophies shaped his development and martial training. Now twenty, Rently grows restless and hoping desperately to venture into the wilds once more to see the places he’s only read of on his tattered map and to avenge the memory of the Company of the Poor Fellow by making sure that those too weak to rise against oppression never stand alone.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Hey Rennick! Great idea for a sandbox to play in!

I'd like to offer a half-elf bard (archaeologist) from UC. He would be from Magnimar, in town to study with Brodert Quink the ruins of the Old Light and the other ruins uncovered during the Rise era. He'd probably be a fairly Indiana Jones-ish type, coupled with a dash of Don Juan. He may be fairly embroiled in a secret affair with (insert name of NPC here).

Sovereign Court Wayfinder, PaizoCon Founder

Just a suggestion...consider using some of the staff's characters from The Shadow Under Sandpoint...located in the NPC Guide (and in Wayfinder #3 and #4)....as NPCs in your campaign, too!

Silver Crusade

Ahh... Sandpoint. Such a wonderful city. I would like to present Daemon Grizwold (a previous entry in another PBP that was rejected...)

Daemon Grizwold's Character Sheet

He's quite possibly one of my favorite characters I've ever developed. I've kept his gear the same as the previous, sense you haven't given a monetary allotment yet - which I can easily change when you do!


How much gold do we have to buy starting gear with?


Hokay, I've pulled together a character to submit. Tirami Jahael, an elven Witch with a bit of a healing focus. Let me know if you want me to expand on anything.

Stats:
Tirami Jahael
CG female elf Witch (Hedge Witch) 1
Str 12, Dex 16, Con 11, Int 18, Wis 10, Cha 13
Alt Racials: Dreamspeaker, Spirit of the Waters
Traits: Lore Seeker, River Rat
Skills: Heal, Intimidate, Knowledge (Arcana), Spellcraft, Swim, UMD
Feats: Extra Hex
Hexes: Healing, Slumber
Patron: Healing
Familiar: Owl

Background:
The Winter War, when Irrisen was carved out of the northlands, sent a wave of displaced refugees fleeing the icy grip of its new masters. Though the Ulfen speak loudest of what they lost there were other races who also fled that doomed land. Of the elves who inhabited the white forests, many retreated south to the comfort of Kyonin. But others could not, or would not, leave the north. Small families were left to wander the Lands of the Linnorm Kimgs, gradually losing contact as each generation grew more forlorn in their isolation.

It was to one of these families that Tirami was born. Without elven peers she grew up surrounded by human children. But her friends always seemed to grow bored of playing in the blink of an eye. In only a short decade they were more concerned with sailing off to adventure or starting families. So she tried helping play the grown up games they liked. They were happy having around a smart girl who could swim like a fish and was an innocent seeming lookout. So she played the smuggling game and the running from the guard game with her old friends.

That lasted for a couple decades. Then her friends starting getting sick more often. A couple got injured and died, which she didn't like at all. So Tirami learned how to fix her friends. First with simple bandages, then by calling on magic that came so easily she wondered why she'd never used it before. It worked, for a while. But more years passed and they got older, and frailer, and in the end they all died anyway. That hurt Tirami, and she didn't know how to fix this pain.

Tirami isn't a child anymore. She's old enough to understand the difference between elves and humans, and what time does to people. That doesn't make her any happier when people die that she doesn't want to lose. She's decided that since her little magic can fix the little things, if she wants to fix the big things she just needs a bigger magic. There are legends about the miraculous achievements of the Azlanti and the Thassilonians, who overcame all sorrow and loss. All she has to do is find it and she'll never have to be sad again. So she's followed the recent stories about risen Runelords south to the quiet little town of Sandpoint, to see what secrets have been brought to the surface.

Personality:
Tirami is carries an odd mix of idealism and cynicism. She's very eager to have friends and do her best to protect them so they never leave her. She's also grown up in the underbelly of human society and watched a generation of friends succumb to old age while their children squabbled over the inheritance. There are no illusions about how greedy or cruel people can be left. But she doesn't worry about it too much. If there's someone who refuses to be talked out of trying to hurt her or her friends, it just means she has to apply those skills for fixing people in reverse. You put them to sleep and cut here, and there, and they aren't a problem anymore.


Presenting Antonius Valdemar:

Portrait is likely a woman, just assume young but masculine boy.

More to come, RL things to do right now.

Description

A short but healthy looking lad of dark hair and eyes of fair but tanned skin wearing worn tough gear, good for sailing and traveling, in the Varisian style.

Background

Born in Sandpoint to the wealthy and poweful Valdemar family, Antonius never quite fit in. Insatiably curious but not studious he got into trouble often. His sibilings soon learned that to follow him meant a spanking thereafter. His short stature did not endear him to grandfather either, though he is a stout lad. He did climb around ships both building and shipping, learning a lot from sailors and officers. He would take off into the wilds camping and hunting. Shalelu often found him given tips along with cuffs for inconsideration. This would be taken in stride were it not for the sneaking out and leading other scions of notable families into questionable situations. Recently it came to ahead when he and some other children came upon a Scarzni smuggling ring. The kids were captured held for ransom. That was paid after a time but scars, mental, physical, financial, and diplomatic, were left. It was made clear that Antonius led the kids into trouble. The Valdemar family paid back all the others involved. For Antonius it was grim, given a small lot of money, he was disinherited and expelled from the family. He needs others around him or the nightmares return, but still needs to go and explore. Ameiko took pity on him and sometimes lets him stay for chores. Shadru also helps him with a bit of an air of shame. Mother Koya has done the most to take him under wing as his mother never speaks to him now. The Desnian temple has offered a little support but soon Antonius or Ant now, must leave and can now that he found a waverider.


thunder and fang Trapper. may use the same pic as another alias, lol. anyway... re-setting her to be in Sandpoint again.

so she's a sort of heavy-hitting Trapfinder with sense motive to lend the Face a hand by finding lies.


Jel Camo - Let me know when he's worked for this campaign.

Ilya - Need more info like class and what not. On top of that, What is it he's done that gets him in trouble? Is he a thief? How has this behavior affected his relation with criminals like the Scarzni?

Rowena - I would definitely need more information of the faction before introducing a homebrewed one into my game. So that I would know what you expect (though that may not be what you get) and that there was an understanding that once the game begins I'm the arbiter of the faction and can alter as I need or want to.

Amrandlara - I'll need to read up on Calistrea (I know the basics, but would like a stronger grasp) Given that Sandpoint is a smaller town I don't think I'd like her to have laid with too many of her brothers in arms.

Kyouraku - No the comment about the feat was about a different player's question. :p Also, is he a tian human then? or a chelaxian/varisian or other nationality raised by a Tian family?

Kale what's been altered? (It may just be blurring together for me, I admit) also is it Absalom or Magnimar, the profile says both in different spots.

Alright guys, I need to run an errand, back soon to post more questions. Thanks for patiently waiting!


I will give a go. I have three concepts I'd like to put forth.

First, I'd like to make a Chaotic Good, Half Elven Ranger with the Beast Master Archetype. He'd most likely take the outlander trait.
Two Major questions:
1. If and when I get my animal companion, do you allow dinos?
2. Would I be allowed the Boon Companion trait?

Second Character would be a Dwarven Monk, of the Grappler Archetype. He would most likely be Lawful Good. Not sure on the Trait yet but he is an idea I've wanted to run for a long time.

Third is a Halfling Cavalier, just because it looks fun to try. He would be either Chaotic Good, or Lawful good, haven't decided which. Also, still looking at Archetype possibilities for him.

Do you have any feed back on which of these concepts may fit in best with this campaign?


I'm thinking about applying for this.

Going for a Varisian lorekeeper that was badly wounded when the giants and dragon that attacked years ago that resulted in him being badly lame. He is currently working as an assistant at the The Curious Goblin Bookstore as a clerk as well as helping translating and writing down various Varisian songs and poems. While he hopes to one day travel abroad, he realizes his lame state doesn't help him too much.

He is a young, good hearted kid that is a bit bookish and tries to keep himself more in line with his mentor. As such, due to this, he isn't as strong as others, but takes time to meditate and maintains a somewhat rigorous diet and exercise, though nothing like that a monk would do. He maintains a healthy view of trying to keep the Varisian oral up with the times, though his more wild groups take a dim though understanding view.

Stats:

Breshin Dukker
NG male Human Oracle of Lore 1
Str 11 (1 PB)
Dex 12 (2 PB)
Con 12 (2 PB)
Int 14 (5 PB)
Wis 12 (2 PB)
Cha 18 (10 PB) (+2 Racial)
Traits: Varisian Local (Perform: Oral), Sacred Touch
Mystery: Lore
Revelation: Think On It

I'll get the rest up. Hope you enjoy what I have so far.


Ack, sorry! I didn't change anything in the profile, the changes were in the spoilers in the post. I went ahead and changed the history in my profile to match the one in the application though.


DM Rennick:

As I said, it's really not that huge of an issue. If there is overt lust to be sated, she might, but she's not ultra crazy slutty. She finds more purpose in being active and a town hero than she does in laying around waiting to get stuffed. That is why she left the cathedral.

I infrequently play a bard priestess of Calistria, so I've done my research. One can devote oneself fully to one of the three virtues, but it is taboo to deny or deprive oneself of experiencing any of the three. She has devoted herself to becoming Her arm of vengeance, but she is a tricksey little minx when she does not have to beat people up or throw them in jail, and if she feels the need, she'll go to bed with someone, but she's definitely not sleeping with half the town just to prove her devotion to Calistria.


Haven't had time to think about this character :). I'll bow out, save him for Crimson Throne. Thanks, though.


DM Rennick:
Also, he's from Sandpoint. I changed where he was born, how he found out about his powers, and the part about him staying at a temple. Also added some stuff.


Here is the character sheet so far. Added to my profile also.

character:
ILYA VARISON CR 1/2
Male Human (Varisian) Rogue (Rake) 1
CG Medium Humanoid (Human)
Hero Points 1
Init +4; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13. . (+3 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will -1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Rapier +4 (1d6+2/18-20/x2) and
. . Unarmed Strike +4 (1d3+2/20/x2)
Special Attacks Bravado's Blade, Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 10, Int 14, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 16
Feats Combat Expertise +/-1, Rogue Weapon Proficiencies, Weapon Finesse
Traits Threatening Defender
Skills Acrobatics +7, Bluff +6, Climb +5, Diplomacy +6, Escape Artist +3, Fly +3, Intimidate +6, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Perception +3, Perform (Act) +6, Perform (Dance) +6, Ride +3, Stealth +7, Swim +1
Languages Common, Shoanti, Varisian
SQ
Combat Gear Rapier, Studded Leather;
--------------------
SPECIAL ABILITIES
--------------------
Bravado's Blade (Ex) Forgo some sneak attack damage to make a free Intimidate check to demoralize at +5/sneak attack die.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

No, he is not a theif. But he is completely irreverent of authority. He is constantly getting in trouble because of his "adventures". From riling up the goblins to late night carousing, he is always ticking off Belor. He is Varisian, so he does know the Scarzni, but his dealings with them are superficial at best (though he does like to play up the idea of his being "connected"). Lately, he has actually been getting involved in more dangerous escapades in his attempts to impress Ameiko.


Think, Tom Sawyer, but older and in a world where there are actually bad things he can go after :)


Timitius wrote:

Just a suggestion...consider using some of the staff's characters from The Shadow Under Sandpoint...located in the NPC Guide (and in Wayfinder #3 and #4)....as NPCs in your campaign, too!

The Shadows of Shandpoint journal has been a great read for me (Thanks Howell!) and will definitely be a source of inspiration for this game. so thanks to you Tim, the other players and JJ, and thanks for the great reads in Howell's journal.

My errand ran long, and it's midnight for me, so I'll be holding off till tomorrow to go through the rest. sorry guys.

Kale - I have no idea how I missed those big shiny spoiler tags. Oops.


Koveluss Vossare
CN human summoner (synthesist) 1
You can find the character's completed stats on the profile page. They're complete save for the character's equipment, which I'll add once you provide us with starting wealth. If you need any more information, just let me know.

I did want to note that I used the trait Diabolical Dabbler, from Pathfinder Companion: Cheliax, Empire of Devils; it's simply a perfect fit for the character, but if you'd like me to select a different trait I'll happily do so.

APPEARANCE
Koveluss Vossare carries himself with an air of self-confidence and possesses a lean, athletic build. In his early twenties, he stands just shy of 6 feet in height and usually wears utilitarian travelling garb, favoring loose-fitting and light fabrics over leathers and tighter weaves. His shoulder-length auburn hair, naturally wavy and disheveled, frames a handsome face with pronounced cheek bones and a firm jawline. Koveluss' eyes are deep purple in color, identifying the presence of Azlanti blood, and he maintains a well-trimmed beard, though he's yet to decide on a style in which to groom it; every few days he'll trim his whiskers in a different manner, based on what's in fashion both locally and abroad.

PERSONALITY:
Possessing a generally friendly and welcoming attitude, Koveluss is rarely seen without a smile on his face. He is genuinely accepting of strangers, eager to speak with them of their travels and deeds, but has no patience with those that betray his trust or those he cares for; he's capable of being extremely vindictive when wronged, and will go out of his way to make miserable the life of anyone that crosses him.

Koveluss' personality changes noticeably in the days leading up to the new moon. He becomes melancholy and withdrawn, prone to frustrated outbursts and silent contemplation. During these times he forces himself to remain distant from those around him, and anyone seeking to improve his mood are turned away, usually without consideration to their intentions.

BACKGROUND:
Koveluss is one of two children born to Chelaxian actress Lady Parvella Vossare, who passed shortly after giving birth to him and his twin sister. Initially the public was informed of nothing more than the fact that the newborns' mother had died as a result of complications during childbirth. Before long, however, the truth of the delivery began to circulate throughout the city of Westcrown. Though the actress' daughter had been born happy and well, the very picture of health, the son she delivered was a tiefling; it had been the stresses of Koveluss' birth on his mother's body that ended Lady Parvella's life.

Numerous rumors were whispered by Westcrown's citizenry, each more outlandish than the last, each claiming to reveal the truth behind Koveluss' fiendish heritage. These tales continued to circulate for several years, constantly assailing the twins as they grew. The youths' father didn't help matters; once their mother's manager, he rarely spoke of the woman that had given birth to his children. When he did speak of of wife it was always in anger, blaming her death on his "mongrel son", declaring Koveluss as nothing more than a mistake that had ruined the man's life. He never showed kindness to the boy, often leaving him on the streets for weeks at a time. It was only due to the love of his sister Genevieve that his Koveluss' childhood failed to truly break the youth.

Both twins demonstrated natural talent early in life, and the reputation of their mother allowed them to draw a level of attention that would normally be impossible for performers of their age. Genevieve possessed a striking resemblance to Lady Parvella, and like her mother was soon recognized for he skill in the areas of dance, song, and stage. Koveluss drew upon his otherworldly appearance, easily portraying the more fiendish and monstrous characters that so often appeared in Chelaxian theater. Unfortunately, not everyone appreciated the young tiefling's work. He was beat regularly, often left unconscious in a random alley until found by his sister several hours later. It was after one particularly bloody attack that Genevieve decided to seek help.

As her fame grew, so too did Genevieve's contacts. After asking around for several months, the young woman was introduced to an eldery Varisian performer in Westcrown's rego pena. She was told that if her brother were to seek out Madame Mvashti, a seer in the coastal town of Sandpoint, he would be granted a rare opportunity to "bring peace to the opposing forces at battle in his heart". After taking this news to Koveluss, the twins discussed the matter for some time before Genevieve sent a letter to Lady Allishanda, an actress in Magnimar and former friend of the twins' mother. Allishanda's response was supportive; the diva had heard of Genevieve's growing talent, and had enclosed passage for two to Magnimar in the hopes of taking the young woman under her wing.

While Genevieve began training under Allishanda, Koveluss made the journey north along the Varisian coast to Sandpoint. Keeping a low profile, the tiefling made his way to Madame Mvashti's House, where he met Niska Mvashti. The Varisian elder agreed to help the youth, and using a number of native herbs she placed him into a dream state for a period of several weeks. In his dreams Koveluss' fiendish blood was given its own form, and the two clashed for control; the battle was fierce, but eventually the youth was able to overcome his inner demon, and use his dreams themselves to bind it to his will.

When Koveluss woke, any evidence of his fiendish blood was gone; he had not only overcome his otherworldly heritage, he had tamed it, restraining it in a manner that allowed him to summon forth his inner demon as he saw fit, gaining the appearance and strengths of his other self whenever he did. In exchange the young man could no longer dream, save for on the night of each new moon when he would once again have face his inner darkness. With a new lease on life, he made the return trip to Magnimar to reunite with his sister. However, when he arrived and asked to see Genevieve, Lady Allishanda was confused. Koveluss' sister had left for Sandpoint just days prior, in the hopes of meeting up with her brother.

Having had difficulty adjusting to life away from her brother, Genevieve had arranged to work at the Sandpoint Theater through the end of the year. Allishanda had hoped they twins would return together at that time, so that Genevieve's training could continue. Worried by the fact that he hadn't encountered his sister as he traveled south along the Lost Coast Road, Koveluss returned to Sandpoint. The Theater's owner, Cyrdak Drokkus, admitted hiring the man's sister, but she had never arrived. With no leads to follow, Koveluss decided to remain in Sandpoint in the hopes that news of his sister would find its way to the community. He agreed to work for Drokkus, serving in his sister's stead until she can be located. Every new face bring the man hope, but his patience continues to grow thin as time goes by with nothing to show for its passage.


Sorry this is so late, but without further ado...

planning to finish gear and spells a bit later


Ok, Breshin Dukker is almost done, just having to finish getting his gear and what not setup.

Basic gist: He is a knowledge based character that can help with research and support. While he isn't very strong, he is extremely knowledgeable and social. He can be a bit bookish, even though that is mostly due to being around the owner of the Curious Goblin for the last few years.

Appearance and Personality:

Breshir is of Varisian decent, of average hieght and weight, though lean and wiry due to being in a library most of the time. He is always ready with a smile, though his brown eyes are constantly on the move incase Sandpoint gets attacked again. Favoring light colored and durable clothering, Breshir is starting to take on a more clerkish look, even though he tends to keep his black long and ina pony tail. He has a staff that he is currently growing more comfortable using since his leg never healed properly.

Lately, he is writing down some of the oral traditions that he was taught, more to shine a more positive light on Varisians than for profit. He is also a gifted speaker, able to entertain with jokes and stories as well a being able to calm some of the more hotheaded individuals in the town.

Character History:

Breshin is a Varisian Local who has been with a gypsy caravan going around Varisia until five years ago when they stopped for the Goblin Day festival in Sandpoint. A few days after the festival, before the caravan left, Sandpoint was attacked by giants and a red dragon.

While helping put out the fires, one of the boulders that were being thrown by the giants hit a wagon next to Breshin, sending debris in all directions, which resulted in his left leg getting shattered. Even though the attack was driven off and the various healers tried to help him, his leg never returned to full functionality. Resigned to being lame, he impressed the owner of The Curious Goblin with his intellect and was hired as a clerk and assistant.

Since then, Breshir and the owner discovered that the gods smiled on him, for they offered insight when ever the two have trouble trying to find something, as well as a few divine abilities, most of which were either defensive or utilitarian in nature.

However, Breshir is also mentally scared as well, always keeping an eye out for trouble, even though it has been a few years since the attack. He also discovered that he isn't hampered as much when carrying a moderate load (for him, at least). Lately, he has adopted a staff as a way to help him get around.

Stats:

Breshin Dukker
NG male Human Oracle of Lore 1
Str 11 (1 PB)
Dex 12 (2 PB)
Con 12 (2 PB)
Int 14 (5 PB)
Wis 12 (2 PB)
Cha 18 (10 PB) (+2 Racial)
Traits: Varisian Local (Perform: Oral), Sacred Touch
Mystery: Lore
Revelation: Think On It
Feats: Alertness, Dodge

Breshin Dukker

Hope you all enjoy the character. If you got any questions, just ask.


Everyone - Use average starting gold.
- Keep in mind that we have a lot of “Working class stiff” – book store applications, that could put you in conflict or I may ask you to change it.
Kale - Is the Goblin attack mentioned the one from Burnt Offerings? If so, was Kale and his father in Sandpoint for the Giant attack?[/b]

Alina - What happened to her during the Goblin Raid on Sandpoint? the Giant attack, and actually as she's going back far enough, the "Late Unpleasantness" of Chopper's serial killings?

Rently – How long ago was your history in Korvosa? The city has been under far more benevolent leadership for almost three years at this point. (Without giving away anything, the game takes place after Curse of the Crimson Throne)

James Martin – Sounds interesting, I definitely look forward to seeing it.

Daemon Grizzwold - How does he stabilize a person without magic? Through heal checks? Or one of his class abilities? If so then how is it “Without special magic” Do you have plans for this mysterious woman? Or is she free game for whatever I come up with?

Tirami – This is as much personal preference then how the class is written, but I don’t like having witches that play as “Wizard with a furry spellbook” So: How does she meet her familiar, what was their first communion like and how has their relationship developed since then?

Antonius How old is he now? How long ago was he captured?

Lela Korvosa First of all, the same questions I asked last time still stand, Why Korvosa? It’s not a name that’s well associated with Shoanti, so why is it her last name?

Shanosuke Because of the high number of applicants, it wouldn’t be fair for me to guide your concept. Pick the one you like the best and go from there. All I can say is to look at what others have submitted and see if any of your concepts would work well, or maybe stand out? As I said, the more people whose role directly relates to yours, the more direct competition you’ll be in. Yes I allow Dinos, but it wouldn’t magically appear. We would work it into the story. What book is the trait in?

Breshin – Look forward to seeing what you come up with.

Kale – Looks great!

Koveluss – Very interesting read. But how is he a summoner? Is his Eidolon the fiendish aspect of his personality? As such, does It rebel against him?

Anselm – Why did he choose to move to Varisia?

Breshin nothing yet, though see the note to everyone above.

ANNOUNCEMENT : Because I was unable to get through these as fast as I will extend the submission deadline until Monday morning, my local time. It is currently 11:33 am for me. (Compare it to your personal time to know when your deadline is.)


DM Rennick wrote:
Koveluss – Very interesting read. But how is he a summoner? Is his Eidolon the fiendish aspect of his personality? As such, does It rebel against him?

Yup, the form given to his fiendish blood is now his eidolon which, as a synthesist, he can summon and fuse with as needed.

As of the start of the adventure, Koveluss' other self would not have rebelled. When it was initially given its own form, it had its own will. However, after being bested all that remains is mindless strength, animalistic at best; a synthesist's eidolon lacks its own mental ability scores. It's locked away in his subconscious, and Koveluss can only confront it face to face on the night of the new moon. Even though these meetings are stressful encounters, the fiendish self has no will to fight back with.

I guess if something would cause that to change is something that would fall to you as GM to determine, should I be accepted for the game; I always try to make a character's background open for the GM to draw from and build upon. I just ask that you try to avoid doing something that would strip my character of his abilities, his usefulness to the group. No one likes being a liability in this game.


I didn't see any acknowledgement of this submission in your list, so I want to be sure I was noticed.


Dotting to watch the process!

Silver Crusade

DM Rennick wrote:
Daemon Grizzwold - How does he stabilize a person without magic? Through heal checks? Or one of his class abilities? If so then how is it “Without special magic” Do you have plans for this mysterious woman? Or is she free game for whatever I come up with?

His 'healing' is actually just a stabilizer through the 'Sacred Touch' Trait in the APG (PG. 329). He was always able to keep someone from death so the healers were able to fully restore/mostly restore them. According to the text, there is no roll what-so-ever... If they're between 0 and -9, they're just automatically stabilized. No one in the order knew why, or how... They just considered it a miracle of sorts. This is the same reason he blames himself for his mothers death, because his 'miracle' was pretty much useless.

Sacred Touch:
Here it is (copied) from the text
You were exposed to a potent source of
positive energy as a child, perhaps by being born under the
right cosmic sign, or maybe because one of your parents was
a gifted healer. As a standard action, you may automatically
stabilize a dying creature merely by touching it.

The woman, ironically, was completely written in on a whim because I like telling stores in the first person like that. You are 100% fully able to do WHAT EVER you wish with her! I absolutely love giving DM full control over the environment around me - makes things more interesting.


This was Jel Camo, but a completely different character :). Shoanti Oracle with the Life mystery, devoted to healing with an oath to never kill. She had a much better reason to be in Sandpoint.

I think I got all the creation rules right, but let me know. I did not pick a campaign trait as the ones I had already picked fit my story so well, hope that's ok.

1 to 50 of 90 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Heroes of the Lost Coast - A Sandpoint Campaign All Messageboards

Want to post a reply? Sign in.