GM Edwin's Jade Regent looking for 1-2 new players


Recruitment


Characters should be 3rd level, 20 pt buy system, standard wealth and gear should not spend more than 25% of money on one item. I have had two characters disappear so they need to be replaced.

At this point in the campaign, campaign traits seem to make no sense. The PCs have just defeated one of the boss guys by entering Brinewall through the backdoor. Be prepared to post at least once a day.

Currently we have a Magus, a Ranger/ninja, a Barbarian and a Witch. Thanks!


Oh boy you're having little luck...


Disappearances galore is my problem... hahahaha!!!! One player joined the group and left a week later to join a brand new JR campaign. The recent 2 just done disappeared. I could plug along with four but figured 5-6 is also good...

Liberty's Edge

I'm looking at playing an archer of some kind.

Does your party have a dedicated ranged combatant already?


What party roles do you need? Front-line hitter? A support skill monkey? Hmm how about a cleric?


The party could use anything other than a frontliner. I would lean toward either a skills dude or cleric or a bad ass arcanist, Feral a bowed out rogue could work.... I am most interested in the story.

Campaign trait only if your reason for being in Brinewall makes sense other than blind coincidence.

With this I want to jump on it quick, I have a really good excuse to have a PC come in.

Liberty's Edge

I can have a PC ready in 10 minutes if I have an in. =P

I have a character I applied with to Jade Regent a few months ago.

He'd be looking at building towards arcane archer.

Liberty's Edge

Background:
Banished from his homeland in the land of the Linnhorm Kings for crimes he prefers not to talk about, Vermundr made his way to Absalom with hopes of putting his strength and skills to use working for the illustrious Pathfinder Society. As most do, he waited outside the Grand Lodge's doors for days on end, awaiting a chance to apply for admission. Eventually, his wish was granted and the doors opened for him.

The training was difficult, the more academic aspects all but lost on his unschooled mind and the exploration training was counter-intuitive. The idea that his job might require him to put the lives of his comrades before his own was bizarre for the survival-oriented Ulfen. With time though, the lessons sank in and Vermundr began to look forward to the life of a full-fledged Pathfinder.

That is, until his final test - his Confirmation - was administered. Again, the subject is a topic that the young Northman prefers to not speak of, but whatever it was, it was something that he had failed at in such a way that the Pathfinders deemed him unworthy to join their ranks. Disgraced and bereft of what little purpose he had left, Vermundr joined a local mercenary guild doing work across the Inner Sea but each time returning to Absalom in hopes of another chance as a Pathfinder.

Appearance:
Vermundr is a tall (6'4") fair-skinned youth, with an appearance typical of the Ulfen people. Although powerfully built with long strong limbs, his strength is well proportioned and he carries himself with a grace and agility rarely seen among his more musclebound kin. His mid length hair and short seal-brown beard are clean and well cared for.

He carries a massive enchanted bow, a testament to his prowess and dresses lightly - a low-cut tunic covering a suit of fine mithril mesh.

Tattooed across his chest is the visage of a fearsome sea hawk, talons outstretched and poised to strike.

Persona:
Vermundr is young man with simple tastes: mead, maids, and the coin to afford them are his primary interests. His time away from the north have softened him some but he is still overly taciturn at times and nearly humorless.


Works for me, toss me a decent backstory with the idea you were on an expedition with Kelda Oxgutter from the LLK and you were captured and you are in... If you want a campaign trait feel free to chose Kelda to be your NPC.

check her out if you would like

http://www.obsidianportal.com/campaigns/adelaide-jade-regent/characters/kel da-oxgutter

Liberty's Edge

Vermundr:

Human (Ulfen) Barbarian 2 Sorcerer (Tattooed Sorcerer, Wildblooded) 1
CN Medium Humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 26 (2d12+1d6+3)
Fort +4, Ref +4, Will +1
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee Battleaxe +5 (1d8+3/x3)
Ranged Masterwork Composite longbow (Str +3) +7 (1d8+3/x3)
Special Attacks rage (7 rounds/day), rage powers (reckless abandon [+/-1])
Spell-Like Abilities Mage Hand (3/day)
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 1):
1 (4/day) True Strike, Endure Elements
0 (at will) Detect Magic, Mending, Light, Detect Poison
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 12, Int 8, Wis 8, Cha 12
Base Atk +2; CMB +5; CMD 18
Feats Point Blank Shot, Precise Shot, Rapid Shot, Varisian Tattoo (Transmutation)
Traits Highlander (hills or mountains), Suspicious
Skills Acrobatics +7, Climb +9, Escape Artist +1, Fly +1, Intimidate +6, Perception +7, Ride +1, Sense Motive +6, Stealth +8 (+10 in hilly or rocky areas), Survival +7, Swim +4 Modifiers highlander (hills or mountains)
Languages Common, Skald
SQ +3 to survival checks, bloodline tattoos, empathic link with familiar, familiar tattoo, fast movement +10, mutated bloodlines (envenomed), share spells with familiar
Other Gear Masterwork Agile breastplate, Battleaxe, Masterwork Composite longbow (Str +3), 150 GP
--------------------
Special Abilities
--------------------
+3 to Survival checks You gain the Alertness feat while your familiar is within arm's reach.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to ha
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Varisian Tattoo (Transmutation) Spells from chosen school gain +1 caster level.

Background Continued:
With the weight of his failed admission to the Society weighing on his thoughts, Vermundr took whatever work he could find. He stumbled from job to job until he found himself far to the north in the employ of Kelda Oxgutter. Kelda was fierce ulfen woman and, though she made his heart ache with loss over the home he'd left behind, fighting alongside her helped him forget the failures of his past.

Life at sea was everything the young ulfen wanted until the day he, Kelda, and the rest of her crew were ambushed by a monstrous sea drake just outside Brinewall Castle. Kelda managed to slay the beast but not before her ship was smashed to splinters and the rest of her men were slain. Young Vermundr dragged himself to shore alongside his headstrong leader and, though both were severely wounded, Kelda wished to seize Brinewall's riches right away. Vermunder followed but the pair didn't get far before they were ambushed by the keep's defenders and captured.


Darn, I was hoping you would be a Rogue sorceror/wizard so we can a little monkey in there...

Liberty's Edge

I have a bird!

But he's a tattoo most of the time. =/


Ha, I meant skills monkey...

Liberty's Edge

Vermundr's skills are pretty good. The only thing rogue-thing he can't do is disarm traps.


Do you allow crafting? I can fill the role you seem to want.


I don't see why not. Your character will be on the road for months at a time so you can definitely craft along the journey.


I'll toss Lou in hes been in several dead JR games never got very far.

you can check back story but will need to level him up.


@Black Thorn, give me a good backstory, the group is at Brinewall castle so, Part 3 of the first module.

@Lou, your character is a great one for starting the adventure out or along the road to Brinewall (At least up till Riddleport) and maybe on the way to Kalsgard. If you can make up a good back story we'll see.

@Feral, no problem... right now we have three frontliners. ok cool.


dang not knowing anything beyond the adventure start this may take a bit.

only thing I can think of is he was always with the caravan as a cook. but I really don't know anything about the adventure.

will actually have to read the mod up to where the group is at. and maybe read the thread. depends on how long you are willing to give.


If so skip to level 3 of the castle because they went in through the secret entrance. page 47-48. the rest of the castle has not been explored or read the thread.


now I am wondering if I can come up with a story that does not change the entire character. the campaign trait would no longer really be usable (actually no campaign trait would) also the distance and illogical gaps that would be created makes the entire personality needing to be changed.

about the only thing I can keep would be the character name and class.

I am guess it best to just wait till a new JR opens up. been trying for a year I can wait longer...

Liberty's Edge

Vermundr is an archer, not a frontliner.


Busy work day... Maybe Lou and whomever I come up with can be siblings or half-siblings.

I will go Wizard/Rogue.


As the group's Barbarian, I can say we can definitely use a ranged specialist, a skillmonkey/knowledge person, or a cleric.


Pathfinder PF Special Edition Subscriber

I'll throw in my hat. I'll submit a halfling that I made that failed to get into a winter AP campaign. I put a new paint job on him, and made him work for what the party seems to need. You guys seem to have plenty of arcane casters. He is a support caster/healer with trapfinding.

Tribble Padfoot

Background:

Tribble Padfoot has always been an adventurous halfling. A native of Absolom, he had the complete package: good looks, smart, agile, and strong (for a halfling). He was once a little known but underestimated thief of some skill, and often used his charm and skills for the local thieves guild as one of their primary trapfinders.

However, when he was 39 years old, he and a few of his buddies were hired by a someone to steal some jewelry from some noble. It was supposed to be their biggest heist to date, and was supposed to set him up for life. Unfortunately, his team was unfortunately caught red handed by the owner in the middle of the heist. It ended very badly for his team, as they were all killed by the noble’s hired guards. Tribble managed to escape with the jewelry, and completed his side of the contract. However, because his group was discovered, his employer tried to kill him. Tribble managed to once again escape, but did not escape unscratched. The employer turned out to be a powerful witch, who placed a powerful curse on poor Tribble, stealing his strength away; his legs became withered and maimed. This ended his thievery career prematurely.

Seeking to cure his legs and his curse, he sought help from the local church of Desna. The clerics agreed to help him, but as penance he had to learn the healing arts and serve the community. He eventually came to enjoy his work as a healer, finding more reward in grateful mothers and smiling children than he had stealing other people’s money. Over the next 8 years, Tribble worked hard, studying medicine and exercising his crippled legs. He eventually regained much of his former mobility despite the condition of his legs through personal training and hard work.

As a devout worshiper of Desna, he eventually decided to take his medical skills on the road, seeking out temples of good gods and learning as much about medicine as he can from them. One day, he is hired by a caravan master to work as their caravan doctor…

Why do I follow Desna, when fate seemingly took away my legs? It was actually my bad decisions that took my legs away from me. I barely escaped because a random cat decided to drop some containers in another room and distracted that witch. Desna gave me some luck, and I made the most of it. Now, I make my own luck, and hopefully give some of that luck to others.

Description:

Though Tribble Padfoot is no longer the young, vibrant halfling of his rougish days, he still maintains a handsome face. He is still quite tall for a halfling at 3' 2", but most of his muscles has atrophied under the curse placed on him long ago. Still, he has stayed relatively healthy all things considered. He tends to wear baggy clothes that blend into the background, which hides his weak body and lets him sneak up on his friends when he feels like trolling them. Though he uses a reinforced cane to help him move around, he can hobble around without it. An avid enthusiast of Desna, he prays regularly to her, and goes on and on about the wonders of Desna, much to the deterrent of his friends.

Stats:

Male Halfling Level 3 Oracle of Life (Seeker)
CG Medium Humanoid (Halfling)

Defense
AC 19, touch 14, flat-footed 16 (Armor +4, Shield +1, Dex +3, Size +1)
HP 24 (3d8+6)
Fort +4, Ref +5, Will +5

Offense
Speed 20ft. (Fleet of Foot, Lame)
Melee: Cane (Club) +1 (1d6-2, x2)
Ranged: Masterwork Crossbow +5 (1d6, 19-20 / x2)
Channel Positive Energy 2d6 damage (4x/day, DC 14)
Oracle (Life) Spells Prepared (CL 3, Concentration: +10):
1 (6x/day) Cure Light Wounds, Detect Undead, Liberating Command, Summon Monster I, Shield of Faith
0 (at will) Detect Magic, Light, Read Magic, Stabilize, Detect Poison

Statistics
Str 6, Dex 16, Con 14, Int 14, Wis 12, Cha 16
Base Atk +2, CMB -1, CMD 12

Traits
Eyes and Ears of the City - +1 Perception, and Perception is always a class skill for you)
Silent Hunter - +1 Stealth, and Stealth is always a class skill for you

Feats: Lucky Halfling, Selective Channelling

Skills: Diplomacy +9, Disable Device +10 (+12 with kit), Heal +7 (+9 with kit), Perception +10 (+11 vs. traps), Sense Motive +9, Knowledge (Religion) +8, Stealth +14

Languages: Common, Halfling, Goblin, Gnome

SQ: Oracle Curse (Lame), Oracle Revelations, Tinkering, Halfling Luck, Fearless

Fearless: +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Halfling luck.

Oracle Curse (Lame): One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.

Tinkerer (Ex): Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle levels for determining his overall bonus on these skill checks.

Lucky Halfling: Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.

Oracle Revelations:

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Seeker Lore: By 3rd level, a seeker has already learned much about his mystery, and is more comfortable using the bonus spells gained by that mystery. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells.

Other Gear: Masterwork Chain Shirt, Masterwork Thieves Tools, Oracle’s Kit, Cold-weather outfit, Traveler’s Outfit, Doctor’s Outfit, Holy Text of Desna, Vetinarian’s Kit, Healer’s Kit, Pack Mule, Large Tent, Wand of CLW (50 Charges), Wand of Bless (50 Charges), Ioun Torch, Ink, Paper, Holy Water (x3), Alkali Flask (x2), Antitoxin (x2), Antiplague (x2), Smelling Salts, Smokestick, 228 gp.

By the way, I know Feral personally. He is an avid online poster with some good characters and role play. I highly recommend him for your campaign.

Liberty's Edge

Oh the flattery. =P

Wise Fox is a good guy too.


Cool, just update your backstory and tell me how you ended up in brinewall..


Pathfinder PF Special Edition Subscriber
GMEDWIN wrote:
Cool, just update your backstory and tell me how you ended up in brinewall..

I assume you are talking to me. Let me finish eating and I'll adjust the back-story.


stats:

lvl 3 human wizard (enchanter), LN
ac 10, hp 6+[dice]2d6[dice], saves fort 1+, reflex 1+, will 3+, Initative 4+
str 8
dex 10
con 10
int 20 (18+2)
wis 10
cha 14
familiar Greensting scorpion
feats spell focus and spell focus greater enchantment, persusive
spells cantrips mage hand, message, presdignation and ghost sound. lvl 1 spells Charm Person, Memory Lapse, Hypnotism and sleep. lvl 2 spells Hideous Laughter and Adoration.
traits Bully and Peace Maker
skillpoints per lvl 9 knowledge arcana, knowledge history, knowledge local, knowledge religion, knowledge the planes, spellcraft, diplomacy, intimidate and use magic device.
equipment 3000 gp Mask of stony Demeanor (500 gp), Nobles outfit (75 gp), Arrow magnet (600 gp), campfire bead (720 gp),dice (1 sp), cards (50 gp), board game (10 gp), wizards kit (21 gp), wine, bottled 10 (100 gp) wagon light(200 gp, price will be explained), horse light (75 gp) and the rest is kept in the wagon.

story:
Barras is a strange man he never goes into public without wearing his strange stone mask which has one eye covered completely. He wears blak robes that are highly ornate, suggesting to many a powerful aranist of some sort. Barras lives in an exceptionally ornate house wagon, its space while cramped is comfortable with a bed for its lone occupant and a set of folding chairs for guests.

Barras is in Brinewall pursueing his own unknown agenda, he then heard of a great commotion involving a caravan and has decided to investigate.

GM do you like?


The stats seem fine but could you extrapolate a little bit more on your backstory.


Pathfinder PF Special Edition Subscriber

Here is my updated background. I swapped out the trait Eyes and Ears of the City with the campaign trait Friend of the Family

Background:

Tribble Padfoot has always been an adventurous halfling. A native of Absolom, he had the complete package: good looks, smart, agile, and strong (for a halfling). He was once a little known but underestimated thief of some skill, and often used his charm and skills for the local thieves guild as one of their primary trapfinders.

However, when he was 39 years old, he and a few of his buddies were hired by a someone to steal some jewelry from some noble. It was supposed to be their biggest heist to date, and was supposed to set him up for life. Unfortunately, his team was unfortunately caught red handed by the owner in the middle of the heist. It ended very badly for his team, as they were all killed by the noble’s hired guards. Tribble managed to escape with the jewelry, and completed his side of the contract. However, because his group was discovered, his employer tried to kill him. Tribble managed to once again escape, but did not escape unscratched. The employer turned out to be a powerful witch, who placed a powerful curse on poor Tribble, stealing his strength away; his legs became withered and maimed. This ended his thievery career prematurely.

Seeking to cure his legs and his curse, he sought help from the local church of Desna. The clerics agreed to help him, but as penance he had to learn the healing arts and serve the community. He eventually came to enjoy his work as a healer, finding more reward in grateful mothers and smiling children than he had stealing other people’s money. Over the next 8 years, Tribble worked hard, studying medicine and exercising his crippled legs. He eventually regained much of his former mobility despite the condition of his legs through personal training and hard work.

As a devout worshiper of Desna, he eventually decided to take his medical skills on the road, seeking out temples of good gods and learning as much about medicine as he can from them. During his journeys, Tribble met Niska and Koya Mvashti in Sandpoint, and became fast friends with them both. He stayed in Sandpoint for 10 years as a local healer, where he eventually help administer Niska's ailing health. The day before her death, he made a promise to his old friend; Tribble would watch over Koya should she ever succumb to the wanderlust Desna demands on her faithful. After Niska's death, Tribble decided to continue his solo journey across the world.

Eventually, Tribble returned to Sandpoint to visit Koya and see how she was doing. To his surprise, he heard that she left with a caravan that was traveling to Brinewall. Remembering his promise, Tribble set off to catch up with the caravan and protect his precious friend.

Why do I follow Desna, when fate seemingly took away my legs? It was actually my bad decisions that took my legs away from me. I barely escaped because a random cat decided to drop some containers in another room and distracted that witch. Desna gave me some luck, and I made the most of it. Now, I make my own luck, and hopefully give some of that luck to others.

description:

Though Tribble Padfoot is no longer the young, vibrant halfling of his rougish days, he still maintains a handsome face. He is still quite tall for a halfling at 3' 2", but most of his muscles has atrophied under the curse placed on him long ago. Still, he has stayed relatively healthy all things considered. He tends to wear baggy clothes that blend into the background, which hides his weak body and lets him sneak up on his friends when he feels like trolling them. Though he uses a reinforced cane to help him move around, he can hobble around without it. On his free time, he enjoys taking apart physical and magical devices to try to find out how they work, which is a holdover from his roguish days. An avid practicioner of Desna, he prays regularly to her, and goes on and on about the wonders of Desna, much to the deterrent of his friends.


I recommend not picking a campaign trait unless you choose Kelda Oxgutter as an alternative. Choosing any of the standard NPCs especially in Brinewall seems a bit too coincidental and unlikely. I will explain why... The road between Riddleport and Brinewall is hardly ever used if at all. And caravans if there are any avoid the place like the plague. Now if you were referencing "Varisia, Birthplace of Legends" takes place after this AP, the sea option is less likely unless you were with Oxgutter on her voyage.

Feasible options could be a noble Nolander who sick of the turbulantness of the area decided to join the caravan and carry a message ,or something.


Pathfinder PF Special Edition Subscriber

I edited my background slightly. Now Tribble was chasing the caravan to fulfil his promise, but got captured by the defenders of Brinewall. He is now in the same cell as Vermunder and Kelda.

Background:

Tribble Padfoot has always been an adventurous halfling. A native of Absolom, he had the complete package: good looks, smart, agile, and strong (for a halfling). He was once a little known but underestimated thief of some skill, and often used his charm and skills for the local thieves guild as one of their primary trapfinders.

However, when he was 39 years old, he and a few of his buddies were hired by a someone to steal some jewelry from some noble. It was supposed to be their biggest heist to date, and was supposed to set him up for life. Unfortunately, his team was unfortunately caught red handed by the owner in the middle of the heist. It ended very badly for his team, as they were all killed by the noble’s hired guards. Tribble managed to escape with the jewelry, and completed his side of the contract. However, because his group was discovered, his employer tried to kill him. Tribble managed to once again escape, but did not escape unscratched. The employer turned out to be a powerful witch, who placed a powerful curse on poor Tribble, stealing his strength away; his legs became withered and maimed. This ended his thievery career prematurely.

Seeking to cure his legs and his curse, he sought help from the local church of Desna. The clerics agreed to help him, but as penance he had to learn the healing arts and serve the community. He eventually came to enjoy his work as a healer, finding more reward in grateful mothers and smiling children than he had stealing other people’s money. Over the next 8 years, Tribble worked hard, studying medicine and exercising his crippled legs. He eventually regained much of his former mobility despite the condition of his legs through personal training and hard work.

As a devout worshiper of Desna, he eventually decided to take his medical skills on the road, seeking out temples of good gods and learning as much about medicine as he can from them. During his journeys, Tribble met Niska and Koya Mvashti in Sandpoint, and became fast friends with them both. He stayed in Sandpoint for 10 years as a local healer, where he eventually help administer Niska's ailing health. The day before her death, he made a promise to his old friend; Tribble would watch over Koya should she ever succumb to the wanderlust Desna demands on her faithful. After Niska's death, Tribble decided to continue his solo journey across the world.

Eventually, Tribble returned to Sandpoint to visit Koya and see how she was doing. To his surprise, he heard that she left with a caravan that was traveling to Brinewall. Even though he knew it was dangerous, Tribble set off to catch up with the caravan and protect his precious friend.

Unfortunately, he was spotted by the denizens of Brinewall when he was looking for the caravan. Knocked unconscious, he awoke to find himself in a cell with two Ulfen humans named Vermundr and Kelda. Having nothing better to do, he began tending their wounds as best he could, believing that Desna will once again grant him the luck he needs to escape his captivity safely.

Why do I follow Desna, when fate seemingly took away my legs? It was actually my bad decisions that took my legs away from me. I barely escaped because a random cat decided to drop some containers in another room and distracted that witch. Desna gave me some luck, and I made the most of it. Now, I make my own luck, and hopefully give some of that luck to others.

Liberty's Edge

Thats a good story, i wish i could write like that...
ALSO, wondering if i could come along, with this guy, i couldve travelled overseas and been captured after walking through those roads to sandpoint and throw in the cell next to you guys?


You folks seem to have good synergy. I'll wait for the next round.


@Torcan, write up a backstory but to be honest a cavalier is not what the party needs. Kalistrine wrote it best, the question if they need more healing is debatable. A skills person or a arcanist would probably fit best.


the agenda:

Barras is actully Vosik Crain an agrnt of house Crain sent to kill an agent (or more accurately a doubleagent) of houe Crain for his betrayal. Also he needs to rectify the damage that has been dealt by this agent, as house Crain has imporant interests that must be protected...especially of their rival house Korin is involved.

As for the history behind the two houses and why they are interested in Brinewall its this. One thousand years ago Brinewall did not stand, a underground library where mages were trained did. No one not even the houses Crain and Korin remember what happened but 800 years ago the library and most of its faculty were destroyed. However both houses suspect that the Vault as they call it might have escaped unscathed, the artifacts contained within are of exceptional importance to both houses.

like GM?


Pathfinder PF Special Edition Subscriber
GMEDWIN wrote:

@Torcan, write up a backstory but to be honest a cavalier is not what the party needs. Kalistrine wrote it best, the question if they need more healing is debatable. A skills person or a arcanist would probably fit best.

When you say skills person, what to you mean? I'm pretty sure that I got a lot of "roguish skills" into my oracle with trapfinding, stealth, & perception. I can make Tribble a lot more wizard like instead by switching his mystery to lore instead of life, dropping seeker, and swapping skills around.

Liberty's Edge

A definition of what skills you're looking for what be good.

Vermundr has stealth and perception but that doesn't seem to be what you're looking for.


Well, I was just trying to help Torcan because his character is not what the party needs.

You guys have your basis covered.

@Viluki, an interesting take... who are these houses and where are they from?


the houses are basically whats left off the underground academy, they want to get in the Vault real bad. The houses themselves are both based in small villages off the beaten path, these guys have been trying to take over Brinewall for a long time.

as for the houses themselves, house Crain favors subterfuge, enchantment and other subtle methods of gaining the upper hand. House Korin by contrast is a family of agressive evokers and conjurers, they favor the direct approach.


Viluki it is an interesting take but it doesnt seem to fit too much.

I have decided on closing it and congrats to Feral and the Fox,
my main gripe really thought a rogue/sorceror would fit better because I already have a barbarian but no matter, and chasing Koya and somehow your character ended up in Brinewall before her seems a bit too, Tolstoish ( theoretically I guess you could have taken a boat to Riddleport, not knowing if and when the group would go to Brinewall, taken a horse and well got nabbed.

At this point your characters are without gear and imprisoned to be let out shortly after this battle which is raging outside the cells where you are located. You will be at 3 hp, due to the beatings you have taken at the hands of the corbies in the castle.


Hurray!

Thanks Edwin. Good luck in future gaming, to those that didn't make it. =(


Thanks for your efforts on putting characters together, they were definitely interesting reads. I wish you luck in the future...

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