Darkmeer Runs Curse of the Crimson Throne (Pathfinder 1.0)


Recruitment

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Greetings, everyone. I am back to gamemastering. It's been a long while since I have run a game. But I'm ready. And I want to run this one. A lot.

This game will be for the Curse of the Crimson Throne Anniversary Edition. For everyone living under a rock, this is set in Korvosa, the Gotham City of Pathfinder. We will be using the Pathfinder 1.0 ruleset, we will not be converting during the campaign (although I do intend on playing 2.0, I just don't want to change mid-stream).

So, how do you apply and how do you create a character, read further to decide if you want to play!

Character Races and Classes:

Spoiler:

Any character will follow the Following Rule unless superceded in this post:

All characters are restricted to the Core Rulebook PLUS TWO OTHER BOOKS

All characters will be made with 20-point buy.

Open Books include:
Core Rulebook + Inner Sea World Guide (both count as one book), Advanced Player's Guide, Advanced Class Guide, Ultimate Combat, Ultimate Magic, Ultimate Wilderness.

While not specifically an Occult game, Occult Adventures Spiritualist does fit in the campaign for a number of reasons. I will allow the book for that class alone. It's not powerful, but the flavor is right.

Details from Ultimate Equipment, Ultimate Campaign, and Unchained will be used throughout the campaign, but may not be used in character creation unless stated below.

With Approval: Information from Faiths of Balance and Faiths of Purity may be used. As well as any of the "races of..." books for approved races. Just remember, these count against your two book limit.

Races allowed:
Human (Varisian), Human (Chelish), Human (Shoanti) Just remember, Chel's think they are superior (in general) to everyone, Varisians are considered thieves, and Shoanti are considered to be violent barbarians.

All other core races are available (Dwarf, Elf, Gnome, Halfling, Half-Elf, Half-Orc).

Other Races from Advanced Race Guide (does not count against your two book limit):

Aasimars, Changelings (Sea Hag is most common), Dhampirs, Sylphs, Tieflings, Undines. NO RACE BUILDER

Classes Allowed
I will be allowing all classes except the Ninja, and Samurai.
Gunslingers will be restricted to the Bolt Ace Archetype (guns are too new in the area) (Bolt ace archetype does not force the additional use of the second book, unless you use additional rules from that book).
Vigilante, as a class, may be unlocked through campaign play.

Skills

Spoiler:

We are utilizing background Skills from Pathfinder Unchained, which means that you gain 2 skill points to place into the following skills IN ADDITION TO any skill points you gain for a class and to use for your class skills:
Appraise, Craft, Handle Animal, Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (nobility), Linguistics, Perform, Profession, or Sleight of Hand.

Traits and campaign traits:

Spoiler:

I have checked the Open Game content, and the following is from the Curse of the Crimson Throne Players Guide in 2008, updated again in the hardcover edition (which I hold in my hands). All information is Copyright either 2008 Paizo Publishing, LLC with the authors being James Jacobs and Mike McArtor, OR Copyright 2016 Paizo Publishing, LLC, authors James Jacobs and Mike McArtor. (Rest in Peace Mr. McArtor).

Betrayed
You were hardly a model citizen as a child or young adult. Your reasons for turning to a life of crime may be varied, but what matters is that you eventually fell in with a certain well-connected and notorious crime lord named Gaedren Lamm. His reputation as a snake and a treacherous scoundrel was known to you, but for reasons of your own, you chose not to turn him down when he offered you a chance to work for him. You may have assumed you were an exception, or that you’d be able to handle him, or perhaps even planned to betray him. As it worked out, though, Gaedren got the upper hand and took you down you first. You may have served time in jail, may have been beaten by his thugs and left for dead, or could simply have had your profits stolen out from under you. Whatever the cause, Gaedren wronged you, and you are eager for the chance to get revenge.

Choose one of the following benefits.

Hungry for Revenge: You’ve never forgiven Gaedren for his betrayal, and have vowed to make him pay for what he did. Whether that’s seeing him rot in jail or a shallow grave, you hope to taste vengeance someday. Whenever you deal damage with a melee weapon on a creature that is flat-footed, you gain a +1 trait bonus on the damage roll.

Reformed Criminal: You’ve given up the life of crime, and managed to talk your way out of any repercussions such as jail time or fines. You’ve told yourself that you would rather leave your past behind, yet the concept of seeing Gaedren Lamm pay for his crimes still appeals to you. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Drug Addict
Someone you know has become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body shakes and shivers, giving the substance its street name. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called “a bit player in a beggar’s problem.” It would seem that if Gaedren’s operation is to be stopped, it falls to you.

Choose one of the following benefits.

Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you.

Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.

Framed
Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crime lord named Gaedren Lamm, whose thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage the accused’s reputation. If you can find Gaedren, you’re sure you can find evidence that ties him to the murder and can clear the accused’s name.
Choose one of the following benefits.

Dropout: You were the one accused of the murder. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is a class skill for you.

Family Honor: The person who was framed was a family member, perhaps a father or sister. You managed to trick the fisherman into revealing the truth with your skilled tongue. You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you.

Love Lost
Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from your loved one’s finger. Whoever murdered your loved one stole that ring— you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant’s shop. To your great frustration, you can’t yet afford the 500 gp to buy it back, but the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal killed your loved one, or at the very least, he knows who did. The only problem is finding him.

Choose one of the following benefits.

All Alone: The murder victim was a lover. With your lover’s death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.

Orphaned: The murder victim was your only surviving parent. You had to work hard to make ends meet for yourself and any siblings, and often had to scavenge for food. You gain a +1 trait bonus on Survival checks, and Survival is a class skill for you.

Missing Child
You suspect that a child you know has been abducted by Gaedren Lamm. Whatever the relationship, you’ve heard rumors about “Lamm’s Lambs,” and of how the old man uses children as pickpockets and agents for his crimes. You’ve even heard rumors that the child you’re looking for has been spotted in the marketplaces in the company of known cutpurses and pickpockets. Although the Korvosan Guard has been understanding of your plight, it has its hands full with “more important” matters these days, it seems, and has not yet been able to learn anything more about Gaedren. No one else is interested in bringing Gaedren down and rescuing his victims— that task falls to you. Yet where could the old scoundrel be hiding?

Choose one of the following benefits.

Missing Sibling: The missing child is a brother or sister. Although everyone else has given up hope, you believe your sibling still lives. Your constant search for the missing sibling has developed into great skill at rumormongering and finding out information from others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you.

Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.

Unhappy Childhood
You spent a period of time as one of Gaedren Lamm’s enslaved orphans, doing all manner of dirty work for him. Maybe you were abducted from your parent’s home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed financial loan. Or perhaps you, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Whatever the case, you spent several years of your life as one of “Lamm’s Lambs” before escaping. You’ve nursed a grudge against the old man ever since.

Choose one of the following benefits.

Religious: Today, while on a job for Gaedren, you found a holy symbol of the god you worship, and intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 trait bonus on concentration checks and Constitution checks to stabilize at negative hit points.

Tortured: After you made one too many errors, Gaedren tortured you and left you for dead in a garbage heap. Your scars and memories have motivated you to hone your reaction speed and make you rather jumpy. You gain a +1 trait bonus on Reflex saves.

The remaining traits may be chosen from the list available here, remember, the above traits are the campaign traits thus the campaign traits from the link below may NOT be used.
Traits on the PRD
As an ADDED bonus, if you complete your arc from the campaign trait, you will be able to select a THIRD campaign trait. If a character comes into the campaign after this is possible, then they do lose that ability.
[/spioler]

Other Sundry Rules:
[spoiler]
Starting Gold
Gold: To keep things even, I provide a FLAT 125 GP to all player characters at character creation.

ENCUMBRANCE RULES ARE USED

Hero Points
Using Hero Points

Hero points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character's turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.

Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

Downtime

I am using the following down time rules:
When you complete an adventure, the number of in-game days you take (unless there is a story based reason otherwise), you gain that many days do use as down time for crafting of items, carousing, gaining contacts, etc. You also have to earn a non-adventuring living, while you do that (unless you simply spend your winnings).
So, in order to do this, here is my version of a "Day job" chart and cost of living chart.
Day job check:
DC/GP
5 / 1 GP
10 / 5 GP
15 / 10 GP
20 / 15 GP
25 / 20 GP
30 / 50 GP
35 / 75 GP
40 / 100 GP
+5 DC / +50 GP.
How do you want to live? Well, it depends on your district, but here's a good average:

These are the rent prices (with food included for the month)
Homeless Survival Check or take 1d3 CON damage.
Inn 25 GP/Month
Studio ("Renting a room") 5gp 5sp-75 GP
Tenement Flat 6gp -18
Apartment suite 18-200 GP
House 65-300gp

During downtime, you can also take the following actions:

Research: You can spend 1 day and research a topic. This can allow you to utilize knowledge skills you do not have by visiting the university or one of the magical colleges. This also goes towards magical research and other topics. For every 10GP you spend on this, you gain +1, to the town's maximum bonus (which will vary chapter to chapter). Gather information can cost less, usually 2d4gp per two hours, while research takes 8 hours.

Train. It takes 5 days to level up wtih a trainer at a rate between 5 and 20 gp per day (depending on district and trainer). Sometimes, if you spend a "research" day during your level, you can shorten that. Some of the higher levels will obviously occur faster, without this training period, due to story reasons. This is okay and is covered by the "narrative epiphany."

Other activities: So, you want to form a union? Sure, you can try to be a Solly (that's an insult!). You want to buy a manor? Great! You want to try to gain some additional contacts? Great! You want to invest in the city some way? Perfect! These will occur. Some of them more easily than others, but if you can think of something to do while you're not working, feel free to throw that in.

Battle Maps
We are using the theater of the mind for battle maps. There will be some "zoning" involved, with short zones being within 10-15 feet (flanking, melee), medium zones between 15-30 feet (short ranged), long range (30-60) for charges, and then extreme range (60' or more). These zones are guidelines, and will stretch and shrink as needed. I do have roll20, but that has not been helpful for me in the past except in others' games. My mapping skills are awful.

About your character:

Spoiler:

1: The beginning of the campaign starts with the characters being brought together for their hatred of one man, Gaedren Lamm. You were all wronged by him in one way or another, either by being one of his "lambs" (forced child slaves/thieves) or by other reasons. You are so focused on your investigation, so what have you been doing on this front? Using your trait, how were you wronged and how do you see justice being brought to Lamm?

2a: Non-spellcasters or limited spellcasters: Where did you train? If you are from out of town, where are you from? One of the Shoanti tribes or being from Kaer Maga would be excellent, especially if Gaedren sabotaged your caravan home/did something to you to dishonor you in the face of your tribe. Orisini Fencing academy or Endrin Military Academy in Old Korvosa are great, as are the Exemplary Execrables for bards and skill monkeys.Heck, a Varisian gang would be good for a rogue.

2b: Arcane Spellcasters, Wizards: Did you specialize and succeed at the Acadamae, or did you take the generalist approach at the Theumanexus College? Alchemists (Acadamae or University of Korvosa are great choices here). If you are a limited spellcaster, did you mix your training with something from 2a?

2c: Divine Spellcasters: Korvosans follow a number of deities, but Abadar, Sarenrae (healing aspect), Pharasma, Erastil and Gozreh tend to be most worshipped. Shelyn is worshipped, but has little influence in the city, and, of course, the Chelish citizens bring with them Asmodeus. There is a Temple of the Many, with 17 members of the pantheon being included.

2d: Odd Races: especially Dhampir and Changelings: These races prove that the local area is dangerous, as their lineage shows activity of such creatures. Did you know your supernatural parent? Do you fully know what you are?

3: Do you know anyone in the city or have any family in the city?

4: Would you adventure after Gaedren is defeated? Why?

5: Who do you trust and why?

6: Do you have a family? If so, provide the known members of the family.

7: What do you think of the elderly King Eodred and his Chelish Queen, the near-teen, flame-haired Ileosa? Do you think it is scandalous?

8: What do you think of the minor bits of vigilantism? You know of the hero of the people (Blackjack) who is a masked Vigilante, but what do you think of his copycats and the villains that oppose them?

9: Sometimes you need to know someone, obviously your character cannot live in a bubble. So, make two contacts to know, pick one or two contacts from the below list.
Verik Vancaskerkin, who is a Sergeant of the Korvosan Guard, human (Chel)

Grau Soldado: Drunk, Korvosan Guardsman

Pilts Swastel Human, Varisian owner of the Exemplary Execrables in Old Korvosa (theatre troupe)
"Coin," some sort of masked vigilante, halfling.

Vencarlo Orisini, Human (Chelish) owner of Orisini Fencing Academy in Old Korvosa.
Dengaro Voraso, Human (Varisian) one of Vencarlo's top students and primary teacher of new students at Orisini Academy.
Bishop d'Bear (female human High Priestess of Pharasma)
Lictor Severs DiVri (Human (Chelish) leader of the Order of the Nail Hellknights near Korvosa (scary guy!)
Archbishop Reebs, Male Chelish Human High Priest of Asmodeus
Archbanker Darb Tuttle Human (Mwangi) High Priest of Abadar
Ishani Dhatri: Human (Vudran) Young Acolyte of Abadar
Lessilyn Dai of Dawnflower House (Priestess of Saerenrae in charge of the orphanage in Midland).

Now, to the GM expectations and what I want to see:
I would like to have six players. I definitely want to cover the traditional Melee/Arcane/Divine/Skill Monkey grouping. This leaves two wild cards.
No evil characters. Conflicted, yes. Evil, no.
The campaign could be very fun if you play into the city, care about the city and the people around you. Now, that doesn't mean a selfish character can't have fun, or be fun in the game, but I want to see characters who turn from revenge into something akin to heroes, or really rise to become true heroes. I would like to have at least 4 posts per week, and 1 on the weekend from each player, DM included.

The opening scene will have the characters outside of a townhouse on a rainy day at sunset, each looking at a harrow card, realizing each of them has been summoned together. But, before then, they have to realize the card has been received. So, as part of your application, and background, where do you find the harrow card on your person, and how does your character react to the note.

"I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him.
Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and Justice Must Be Done."


And, to confirm, I would like all applications in and completed by Sunday, August 12. That's 8 days. Thank you!

The next post will be of a character with the PC sheet formatting that I would like you to use.


DM Darkmeer here, If you are accepted, please use the following character setup for your character. This is my current character in a PbP.

This format works best for me to read and I'm able to quickly ascertain the character. You don't have to create a profile until you're accepted, of course!


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I applied to a recent CotCT game with a lamplighter investigator that I believed was pretty interesting, but was rejected. I’d like to apply again (subject to your rules) but I have been running this one IRL (though I’ve been on hiatus recently) for a few years. Is that disqualifying? I can keep myself spoiler-free.


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Recently applied for a similar game with this PC, an unchained rogue.

Will have to double check his mechanics to make sure he lines up with your rules, but the core is here.

I'll play with the questions and further backstory tomorrow.


Litejedi: if you can keep spoiler free, feel free to apply.

Roberto: read carefully. Unchained rogues are not being used in this campaign. I look forward to your modifications and the story work.

ALL: I realize I forgot hit points, are fixed. Max hit points at first, then as follows

4 hit points for every d6
5 hit points for every d8
6 hit points for every d10
7 hit points for every d12

And, as always, you can add your constitution modifier as well as any other modifiers such as favored class or toughness.


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Doesn't break the character I'm looking at, but being able to use Pathfinder Roleplaying Game Ultimate Intrigue (Fencing Grace) would allow me to build a Swashbuckler who does a little more damage with a rapier instead of using Pathfinder Roleplaying Game Advanced Class Guide (Slashing Grace) to do exactly the same thing mechanically with a cutlass or scimitar (including damage die and threat range).

There is no difference in character build cost to using those two feats, and no net difference mechanically. Slashing Grace is inside the same book as the class, though, so allowing Fencing Grace could consume my second book use.

If you need the Swashbuckler to use the cutlass or scimitar to gain this feat benefit instead, well, okay.

I figured it shouldn't hurt to ask, though.

EDIT:

I should give you some references to make the process easier, if you choose to consider the question.

Fencing Grace
Slashing Grace

And, okay, there is one mechanical difference that I missed. Fencing Grace provides a bonus vs Disarm maneuvers. I'm trying to keep this all above-board.


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Dotting for interest. Considering a wizard or sorcerer (definitely something arcane) submission in the next day or so.


Hustonj: while I agree about the Intelligence mechanics, I do have to ask what your second book is going to be.

So, making a human (core, no consumption), swashbuckler (ACG, consuming one book), with the Fencing Grace Feat (UI, consuming a second book) does use up all your resources as you surmised.

Sadly, I have had too many bad experiences with people abusing three to six books, and, if I open the book at character creation for that, I do miss the spirit of what I am trying to do. However, if you are willing to wait until 3rd level, this can be worked into the story, thus out of the character creation process. Sadly, I am guessing you are trying to get there at level one. These types of exceptions can be made, aND are when everything is above board. I started looking over the class, as well as the feat interactions, before making this ruling. Others who have similar needs can ask for similar rulings, and, I will oblige what I can within the story.

I take a hard look at all of these types of things, and I took a great deal of time to ensure fairness with how everyone started at level one.


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I am willing to give up the second book, and I am willing to wait until Level 3. Both are marvelous options. As I'm writing him up as having spent the last few years on a ship (Unhappy Childhood: Tortured), I'm not even certain the cutlass vs rapier thing is as big a flavor deal as I was thinking it wold be.

A quick glance told me that I can easily fill the character's advancement options out of just the core and one book. Heck, looking at my advancement thoughts in the window I'm using to scratch the concept out (currently no multi-class thoughts), I think every feat other than Fencing/Slashing Grace is out of the core book. I'm kind of a simple guy, I guess.

And I appreciate you taking the time to consider the question. A hard "Did you read my limits?" would have been far easier.


Hello,

I am very interested in playing this particular AP. I am willing to make any kind of character, but I hate to develop then get denied into the game. I am willing to communicate but I won't be writing a back story until confirmed I can play in game. If you have questions for me, I am more than happy to answer. I'm used to the traditional session 0 and working with the table to develop so I kinda prefer to make my characters knowing what the team is or is going to be.

Happy Gaming!


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I'm definitely interested, although I'd have to create a new character. I don't think anyone submitted a healer yet, so I'll work on that. I'll try to submit something today or tomorrow, if that's okay?


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Dotting for interest. Not sure what sort of character yet, have to percolate ideas.


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I always have a hard time coming up with a proper character for any Crimson Throne pbp. I'm not a fan of how it starts. But I shall try it again.


Dotting for interest. I took a look at your previous campaign and it looks like the type of game I enjoy. I've played CotCT before through a heavily modified book one, with this PC, which I'll be applying with. She was an inspired blade swashbuckler, though, and since you're already getting a similar application, I'm thinking I may go bard or cavalier with the crunch. If selected, I can keep PC and player knowledge separate.

I have a question about the vigilante unlock. If selected, I'd be interested in possibly going this route. Would vigilante be unlocked for multi-class purposes, or would the unlocking allow or neccesitate a rebuild from level 1?


Hi, I would love to join this if there is still space as the last game I joined ended before it started when the GM vanished.

Maria Serastus grew up on the streets. She doesnt know who her real family were, only that she was abandoned before she was old enough to take care of herself and left to starve. And starve she would had she not been (un)fortunate enough to be taken in by Gedrin Lamb, who quickly recognised her knack for simple but useful 'magic tricks'and put them to use. Who knows what kind of person she would have been if she had grown up in different circumstances, but life under Lamb taught her to be hard. The only person she could rely on was herself and the more she justified the things she did in the name of survival the less they bothered her, gaining herself a reputation amongst her fellow orphans as a person not to cross.
Things changed when she botched a burglary attempt on a preists dwelling and was almost caught. She didn't get the haul she intended that day, but the cleric did let her take a red pentagram, saying that she would need asmodeus strength if she was one day going to take the revenge he knew lay in her heart. Maria simply snarled at him, but took the pentacle and fled.
Intrigued by what had happened, she began sneaking into a local temple where she was fascinated by the rites and worship of a god she recognised as a mirror of her own determination to rise above her place in the world. Already tempered by life on the streets she became harder, cleverer, bolder, and it was noticed. Her rising capabilities were apreciated. Her growing boldness and spirit were not, and it was not long before Gedrin discovered the source of her newfound confidence.
Being beaten within an inch of her life she could accept - it was not the first time, and her newfound faith gave her the strength to rise above it. Having her pentagram broken and being forbidden from continuing to attend the church however was another matter - her faith had become a lifeline and the thought of sinking back into a mire of despondence was too much. With no other options, she ran.
The only place she knew to seek sanctuary was the church she had been attending, where she was taken in and raised as one of Asmodeus faithful. For years she assumed she would take up the Mace as one of Asmodeus clerics, but her adoptive family had other plans. Like Gedrin, they had recognised her latent magical talents and saw an opporunity to spread their influence by having her trained in the ways of Magic at the Acadamae.
Despite a hard exterior that made it hard to truly bond with her fellow students, the Academae was fanally a place where Maria could truly thrive. She excelled at her studies and found a strange kind of peace in the art of conjuring creatures over which she held absolute dominion. A conjured creature would never betray you, never strike you, never refuse your commands. Armed with power over the universe itself she rose quickly through the ranks of the Academae, soon passing the finishing exams and binding a familiar Imp to herself in the shape of a hawk.
The day after graduation she woke to find a harrow card and a note on her desk promising her long awaited revenge on Gedrin.
Truth be told, it was years since her thoughts had turned to revenge. Finding a place in the world and an art she excelled at had made such petty thoughts seem trivial, but she thought back to the words of that first cleric who had turned her onto Asmodeus path. She had no idea how the note or the card had arrived in her locked room, but surely this was a call to duty from Asmodeus himself.

Maria Serastus is a Wizard (conjuror) with the religious background. She is probably lawful evil (but could be lawful neutral if that was a problem) after being raised on the streets, but this represents a scheming survivalist mentality born of necessity rather than a true afinity for evil.

If it fits better with the party she could easily modify her background to become a cleric rather than a wizard.

I will add mechanics when I get the chance to look through books, but honestly I dont expect to use a huge amount outside of core.


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Great idea to restrict to two books!

Just to be clear:

- Everyone can use Core Rulebook + Inner Sea World Guide (both count as one book). Then we can choose two further books on top.

- For the specific races you mentioned as player choices we can choose them and also select alternate racial traits and these races do not count against the two chose books. E.g. if I play dwarf and want to select a specific racial trait like ‘stoic negotiator’ then I can freely do so.

- If a class in a book we choose receives or may choose from specific list of feats or abilities then these abilities are valid character choices even if they are from books we have not chosen.

Thanks


Deadly Secret: part of applying and answering the questions at least gives me a feel for the character you will be playing. I understand being rejected, having been rejected on these for unsure many times myself, but as is, you will be eliminated automatically for not following the application process.

Ythiel: A healer is a great choice, and handy, too! Looking forward to what you come up with.

Rabscuttle: looking forward to your character.

TheWaskally: The opening to the campaign is one of the reasons I am drawn to this campaign, but I get that the transition is hard for characters. I have a plan for this that I hope works.

Fighting Chicken: when the Vigilante is unlocked, there will be a one-time rebuild allowed from level one. This will also affect other characters, as they will be allowed to modify their characters as well, even if not vigilantes. Excellent question!

Dimitri Pavlenco: excellent backstory! Alignment as Lawful Neutral, please (I do not wish for any evil characters), but the fit of the character for the purpose of knowing who they are is great.

And Noral is correct regarding the rules regarding number of books. Thank you. Regarding alternate racial traits and alternative class traits: if they are not in the same book, they do consume a resource. This is similar to hustonj's inquiry earlier.

Hustonj:I try to give thoughtful feedback. If I do not do so, I am shortchanging you and all other applicants. I am still curious about your second book, though.


Maria Serastus draft stats for your perusal (Wizard version. I am happy to remake her as a Cleric if needed).

I think this is all core.

LN Medium Human Wizard(Conjuror, opposition: enchantment and necromancy) L1

Init +6, Senses Perception +1 (+4 in bright light)
Languages: Common, Draconic, Varisian, Thassilonian, Sylvan, Elven

AC 12, Touch 12, Flat-footed 10
(+2 Dex)
Hp 8 (1HD)
Fort +2 Ref +2 Will +2

Speed 30ft
Melee: Dagger (1d4-2/19-20)
Ranged: Dagger (thrown) +2 (1d4-2/19-20)

Special: Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1).
Acid Dart: (8/day) 30ft. Touch attack +2 (1d6 dam)

Base Atk +0; CMB -2; CMD +10

Spells Prepared (CL1st)
L1 (3+1); Mage Armour (+4AC), Summon Monster I, Enlarge Person, Summon Monster I
L0 (3+1); Detect Magic, acid splash (touch 25ft +2, d3dam), Mage Hand, Read Magic,

Abilities Str 7 (-2), Dex 14 (+2), Con 14 (+2), Int 20 (+5), Wis 11 (+0), Cha 7 (-2)

Traits; Unhappy Childhood (+2 concentration and stabilisation from dying), Dangerously Curious (+1UMD, class skill)

Feats; Scribe Scroll, Hawk Familiar (+3 per), Improved Initiative (+4 initiative), Spell focus (conjuration, DC+1)

Skills; Perception 1, Spellcraft 9, Craft 9, Knowledge (arcana) 9, Knowledge (Planes) 9, Knowledge (Religion) 9, Knowledge (Dungeoneering) 9, Knowledge (nobility) 9, Use Magic Device +3, Knowledge (History) +9

Possessions; Wizards Kit (21gp, 21lbs, backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), Spellbook, Silk Rope (10gp, 5lbs), smokestick (20gps, 0.5lbs), alchemists fire (20gp, 1lbs), Acid flask (10gp, 1lbs), Dagger (2gp, 1lbs), beltpouch (1gp, 0.5lbs) containing 41 gold peices.
Total: 30lbs

Spellbook;
L0:all core
L1: Mage Armour, Summon Monster I, Grease, Enlarge Person, Colour Spray


Thanks for your answer GM! ;-)

Last question before I start to roll up my sleeves to come up with a character background:

Would you be ok to report the AP also in PFS? It is possible to play an AP in any way a group wants and then apply credit to existing PFS characters.

Would that be an option?

Thanks a lot!


I realised I have not answered all of the questions:

3: Do you know anyone in the city or have any family in the city?

Yes. The congregation of the small church that 'saved' her. Some of her contempories amongst Gedrins lambs might still be in the city, although she hasnt thought about them since childhood. She also knows staff and students at the Academae. She doesn't have friends as such but a handful of students have been trailing in her shadow, taking what reflected glory they could and hoping to at least secure a powerful ally on graduation. She has also met one or two worthy if cautious rivals at the academae.

4: Would you adventure after Gaedren is defeated? Why?
Yes. On the surface for power, prestige, and glory. Really because she is afraid. Underneath the mask of a cold sorceress is still a vulnerable girl from the streets trying to survive by any means necessary.

5: Who do you trust and why?
Nobody but herself. Possibly the church of Asmodeus.

6: Do you have a family? If so, provide the known members of the family.
The Cleric who saved her: Father Pasqual Dorsuo.

7: What do you think of the elderly King Eodred and his Chelish Queen, the near-teen, flame-haired Ileosa? Do you think it is scandalous?
She respects them as the lawful rulers of Korvosa. She is especially enamoured of the Queen - an example of the power a woman can rise to if she has the will.

8: What do you think of the minor bits of vigilantism? You know of the hero of the people (Blackjack) who is a masked Vigilante, but what do you think of his copycats and the villains that oppose them?
Everybody does what they must to survive.

9: Sometimes you need to know someone, obviously your character cannot live in a bubble. So, make two contacts to know, pick one or two contacts from the below list.
Archbishop Reebs, Male Chelish Human High Priest of Asmodeus
She met him through the church, and he has acted as her sponsor at the acadamae.


DM_Darkmeer: Honestly, right now I don't have a second book in mind. Seriously. That's why I'm so willing to give it up!

Nearly done with the prime draft. I think I've got my story bits worked out, now I need to do equipment and all the calculations that go into the stats portion of the sheet.

Edit: Oh! I think I get it. I do most of my character work using PFSRD20, and I've been referencing the cutlass, without having verified the source for that weapon. It is from another book not on your list, so that drops me back to using either the rapier or the scimitar. <shrug> I'll keep the character sheet clean by source, even if my thought process isn't.

And yes, I found this out because I am starting the equipment purchase.


DM_Darkmeer wrote:
Fighting Chicken: when the Vigilante is unlocked, there will be a one-time rebuild allowed from level one. This will also affect other characters, as they will be allowed to modify their characters as well, even if not vigilantes. Excellent question!

Okies, thanks for the clarification, DM_Darkmeer! I think I'm going to apply with a rogue or slayer with the intention to go vigilante when it is available. I'll go rogue or slayer to make the transition to vigilante less jarring than say, bard.

I'm not real familiar with vigilantes so I could be mistaken, but I don't think they can quite fill the "skill" niche like a rogue, investigator, or bard can. As such, Juliette should probably not be considered for the skill slot submission, but rather one of the two wildcard slots. She'll be competent face and melee fighter, with some utility (perform and mobility skills and a couple of knowledges).

EDIT: Oh yeah, books will probably be advanced class guide and advanced player's guide.

Grand Lodge

Crunch should be done. Please tell me if there are any mistakes, or things to change to fit better with the campaign.

I didn't have the time to provide a background today, but I'll work on that tomorrow.


I was thinking to make an arcane trickster... But with the heavy book limit that will be difficult. No unchained and no dirty tactics toolbox makes it a lot less viable. I don't suppose there's something I can do to make you allow the feat Accomplished Sneak attacker (add +1d6 sneak attack, requires having sneak attack already) from dirty tactics toolboks?

However your rules seem to allow the normal Summoner. Very few games do that lately (most require unchained summoner). Assuming that is correct, I'll jump on that opportunity. I love the normal summoner and I got a great idea for it based on the opening prompt. Now to determine if I'm using an archtype or not...

I love the intro for this ap. It really ties everyone together.


Here's my draft of Tawni. I request feedback, if you are willing to provide it.

Background:
Tawni's earliest memories are of a woman in colorful clothes singing to him. He doesn't have many of those memories because he doesn't remember much before he was put into the orphanage. No one in a position to know has ever told him what happened that he was placed there, so he assumes his family are long-since dead. Being in the orphanage kept him from being raised as the Varisian child he was, but it didn't save him from a life of crime. He found himself learning to pick pockets and steal from street vendors as one of Gaedren Lamm's "Little Lambs." As Tawni approached puberty, Gaedren saw how people began to notice Tawni faster, how his age was starting to become a problem. When a profitable pick pocket scheme died, with 6 of the "Little Lambs" being caught by the Korvosan Guard, Gaedren decided it was time to free himself of this growing albatross. Lamm beat Tawni to death, or so he thought, and disposed of the body in the sewer. Tawni was still alive, though, and managed to work his way to the docks, where he joined a crew of humans as a new cabin boy.
Tawni spent the next several years learning how to be a sailor, learning how to fight on shipboard to defend the crew and cargo, and avoiding Korvosa. He told himself he had no reason to go back, to submit himself to the tender mercies of those streets again.
As the years have gone by, Tawni has tried to focus on his future, on making himself a life as a sailor. He really didn't understand the impact Gaedren had made on him, until the day the ship he was on stopped at Korvosa, and Tawni was taking some shore leave. Within the first hour on shore, he encountered a gang of "Little Lambs" fleecing people exactly the way he used to. Seeing a dirty waif of indeterminate sex, but soft features and big eyes, probably just past 10 years old, made it all come flooding back, as Tawni imagined the child being treated the same way he was. That quickly he knew he wasn't going back on board the ship, and that he had to find and stop Gaedren before that monster actually destroyed any more lives the way he had tried to destroy Tawni's.
Tawni has spent a few weeks inexpertly trying to find Lamm. He quickly learned that his memories of where his crew had lived were no longer relevant. The blatant refusal to oppose Gaedren was demonstrated very clearly when Tawni started asking questions, trying to find the man.
This morning, when Tawni checked his belongings to see if anything had been stolen while he slept, he found a battered harrow card inside his backpack, The Cricket. An invitation to give Gaedren his due was scrawled across the face of the card. He stopped and stared at the card, turning it over a few times, wondering who left it and when. Then he started worrying that it was a trap, and he was being invited simply to be dealt with. "Either I will find people who want to help end his reign of terror, or I will find him, with a group of men, no doubt." Tawni thought to himself. "Either way, I'll be closer to finding him than I am now. Gonna have to risk the trap."
Now he finds himself standing in front of a townhouse, at dusk and in the rain, the battered card at hand, seeing others arrive, building some confidence that this might really not be a trap.

About the character questions:
1. You are so focused on your investigation, so what have you been doing on this front? Using your trait, how were you wronged and how do you see justice being brought to Lamm? Tawni has been poking around in the locations where he remembers the "Little Lambs" living, but finding nothing. So he switched out to asking folk for information which might lead him there. During the three week's effort, he's made a couple of associations, potentially friends . . ..

2a. Where did you train? On ship. The earliest "training" had far more to do with surviving on board. When he worked his way onto "The Eagle", he found a crew eager to increase their own odds of survival by teaching him how to actually fight and how to take advantage of his inherent gifts. He stayed on "The Eagle" for 4 years. When the captain retired, most of the crew left with him, Tawni included. This is when he found "Vanessa", and accidentally returned home to Korvosa.

3. Do you know anyone in the city or have any family in the city? Tawni believes his close family to be dead, and has no idea who his distant relatives might be, so, he assumes he has no family. He has made some associations in the past few weeks. Notably "'Tano", Niraetano Corvus (Chelaxian human), the owner of the inn he's been staying at. It is known as "Heavily Salted" though the actual name of the place is "No More Salted Cod," as an attempt to draw in sea-weary sailors with month's of pay in their pockets.

4. Would you adventure after Gaedren is defeated? Why? Honestly, Tawni hasn't thought that far ahead. He never planned to start hunting Gaedren down, but it was absolutely the right thing for him to do once he was back in town. If he doesn't find another "absolutely right" thing to do afterwards, assuming there is an afterwards, then he's likely to just return to sea. Simply because it is what he knows.

5. Who do you trust and why? Here in Korvosa? Almost no one. He's coming to trust Lessilyn, because of her obvious dedication and devotion to her charges. He doesn't trust Grau to be on his side, but he trusts Grau to be on Grau's side. As long as he keeps things in Grau's own best interests, that connection should be safe. 'Tano confuses Tawni, as 'Tano seems willing to help in the search, but despite his connections keeps claiming to directly know nothing of help or interest.

6. Do you have a family? None known.

7. What do you think of the elderly King Eodred and his Chelish Queen, the near-teen, flame-haired Ileosa? Do you think it is scandalous? Meh. Hopefully he doesn't abuse her at all. Lots of wealthy old men take all the young girls they can get. At least he's putting up the appearance of only taking the one. Since she's Chelaxian, she's probably consciously choosing to trade away whatever he wants for the wealth and power she gets because of him.

8. What do you think of the minor bits of vigilantism? You know of the hero of the people (Blackjack) who is a masked Vigilante, but what do you think of his copycats and the villains that oppose them? People making some very dangerous choices who might not be ready to accept the consequences. The majority are probably just misguided idealists. A few are probably as bad or worse than the people they chase. The very rare few have the capability and desire to be the required positive influence. Hard to see it otherwise, since that's basically the role Tawni's accepted for now . . ..

9. Make two contacts to know, pick one or two contacts Well, I already identified 'Tano. I want to add: He's also beginning to establish a relationship with Lessilyn Dai of the Dawnflower House. He met her while trying to find a path the the "Little Lambs", and has begun helping out around the House some while he tries to figure out where to look next. His time on the streets and in the taverns has had him run into Garu Soldado multiple times. The Guardsman knows what Tawni wants to do, but he also knows Tawni doesn't have enough information for it to matter. He's waiting for Tawni to do something that Garu can turn him in for, and gain back some positive reputation with his superiors.

Defense:
Hero Points 1
Initiative +3
AC 15, T 13, F 12, CMD 15 (+2 Armor, +3 Dex, +1 Str, +1 BAB)
Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
HP 13 (10 +2 Conx1 +1 FavoredClassx1)
Fort +2 (+0 Base, +2 Con)
Ref +5 (+2 Base, +3 Dex)
Will +1 (+0 Base, +1 Wis)

Offense:
Speed 30'

Melee +2/Finesse +4, Ranged +4, CMB +2/+4 (+1 BAB, +1 Str, +3 Dex)

Melee
Rapier +5 for 1d6+3 @ 18+, P
(+1 BAB, +3 Dex, +1 Weapon Focus)
Light Pick +4 for 1d6+1 @ x4, P
(+1 BAB, +3 Dex, +1 Str)
Sap +4 for 1d6+1 @ x2, B, Nonlethal
Ranged
Shortbow +4 or 1d6 @ x3, P, 20 arrows
(+1 BAB, +3 Dex)

1 AoO/Round

Attributes:

# Bas Race Starting
2 12 +1 S 12 +1
5 14 +2 D 16 +3
5 14 +0 C 14 +2
0 10 +0 I 10 +0
3 13 +0 W 13 +1
5 14 +0 H 14 +2

Feats:

Class: "Weapon Finesse" (Swashbuckler Finesse: ". . . a swashbuckler gains the benefit of the Weapon Finesse feat with light or one-handed piercing melee weapons . . .. This ability counts as having the Weapon Finesse feat . . ..")
Human: Weapon Focus (Rapier)
1st: Fencing Grace

Progression thoughts:
3 - Combat Reflexes?
Class - Weapon Specialization
5 - Dazzling Display?
7 - Shatter Defenses?
Class - Greater Weapon Focus
9 - Deadly Stroke?
11 - Combat Expertise?
Class - Penetrating Strike
13 - Greater Weapon Specialization?
15 - Improved Disarm?
Class - Greater Penetrating Strike
17 - Greater Improved Disarm?
19 - ??
Class - ??

Traits:

Campaign: Unhappy Childhood: Tortured +1 Trait on Reflex Saves
Social: Bully +1 Trait on Intimidate checks; Intimidate is a Class Skill

Skills & Languages:
4Class+0Int+1Skilled+2Background=7 Ranks/Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 7-Acrobatics 3+1+3-AC Penalty
+ 0 Appraise 0+0+0
+ 2 Bluff 2+0+0
+ 0-Climb 0+0+0-AC Penalty
+ 0 Craft 0+0+0
+ 6 Diplomacy 2+1+3
+ 2 Disguise 2+0+0
+ 7-Escape Artist 3+1+3-AC Penalty
+ 3-Fly 3+0+0-AC Penalty
+ 1 Heal 1+0+0
+ 7 Intimidate 2+1+3+1 Bully
+ 5 Perception 1+1+3
+ 2 Perform 2+0+0
+ 5 Profession (Sailor) 1+1+3 {Background}
+ 3-Ride 3+0+0-AC Penalty
+ 1 Sense Motive 1+0+0
+ 7-Sleight of Hand 3+1+3-AC Penalty {Background}
+ 3-Stealth 3+0+0-AC Penalty
+ 1 Survival 1+0+0
+ 0-Swim 0+0+0-AC Penalty

Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Languages Known: Common (Taldane)

Swashbuckler:
Hit Die d10
Swashbuckler
Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Deeds, panache, swashbuckler finesse
2nd +2 +0 +3 +0 Charmed life 3/day
3rd +3 +1 +3 +1 Deeds, nimble +1
4th +4 +1 +4 +1 Bonus feat
5th +5 +1 +4 +1 Swashbuckler weapon training +1
6th +6/+1 +2 +5 +2 Charmed life 4/day
7th +7/+2 +2 +5 +2 Deeds, nimble +2
8th +8/+3 +2 +6 +2 Bonus feat
9th +9/+4 +3 +6 +3 Swashbuckler weapon training +2
10th +10/+5 +3 +7 +3 Charmed life 5/day
11th +11/+6/+1 +3 +7 +3 Deeds, nimble +3
12th +12/+7/+2 +4 +8 +4 Bonus feat
13th +13/+8/+3 +4 +8 +4 Swashbuckler weapon training +3
14th +14/+9/+4 +4 +9 +4 Charmed life 6/day
15th +15/+10/+5 +5 +9 +5 Deeds, nimble +4
16th +16/+11/+6/+1 +5 +10 +5 Bonus feat
17th +17/+12/+7/+2 +5 +10 +5 Swashbuckler weapon training +4
18th +18/+13/+8/+3 +6 +11 +6 Charmed life 7/day
19th +19/+14/+9/+4 +6 +11 +6 Deeds, nimble +5
20th +20/+15/+10/+5 +6 +12 +6 Bonus feat, swashbuckler weapon mastery
Class Skills Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str)
Skill Ranks per Level: 4 + Int modifier.

Class Features
Weapon and Armor Proficiency Swashbucklers are proficient with all simple and martial weapons, as well as light armor and bucklers.
Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually can't exceed her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache points to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore panache.
Grit and Panache The gunslinger's grit and the swashbuckler's panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources into a larger pool of both grit points and panache points.
For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.
Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require the expenditure of panache points to be maintained. A swashbuckler can perform deeds only of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Kip-Up (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she can stand up from prone as a move action without provoking an attack of opportunity. She can stand up from prone as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex) At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex) At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not a natural weapon), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on her next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has a light or one-handed piercing melee weapon that's unhidden and ready to draw, she can draw that weapon as part of the initiative check.
Swashbuckler's Grace (Ex) At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.
Superior Feint (Ex) At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposely miss a creature she could make a melee attack against with a wielded light or one-handed piercing melee weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn.
Targeted Strike (Ex) At 7th level, as a full-round action, the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted (see below). If a creature doesn't have one of these body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
Head: The target is confused for 1 round. This is a mind-affecting effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Torso or Wings: The target is staggered for 1 round.
Bleeding Wound (Ex) At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler's Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler's choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Evasive (Ex) At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.
Subtle Blade (Ex) At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.
Dizzying Defense (Ex) At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When she fights defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.
Perfect Thrust (Ex) At 15th level, while the swashbuckler has at least 1 panache point, she can make a perfect thrust, pooling all of her attack potential into a single melee attack as a full-round action made with a light or one-handed piercing melee weapon. When she does, she makes the attack against the target's touch AC and ignores all damage reduction possessed by the target.
Swashbuckler's Edge (Ex) At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.
Cheat Death (Ex) At 19th level, while the swashbuckler has at least 1 panache point, when she is reduced to 0 or fewer hit points, she can spend all of her remaining panache points to instead be reduced to 1 hit point. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability.
Deadly Stab (Ex) At 19th level, when the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier. This is a death attack. Performing this deed does not restore panache to the swashbuckler.
Stunning Stab (Ex) At 19th level, when a swashbuckler hits a creature with a light or one-handed piercing melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Swashbuckler Finesse (Ex) At 1st level, a swashbuckler gains the benefit of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of her Intelligence score as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purpose of meeting feat prerequisites.

Charmed Life (Ex)At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action, she can add her Charisma modifier to the result of a saving throw. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of seven times per day at 18th level).
Nimble (Ex) At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light armor or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Bonus Feats At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those categorized as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can change only one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
Swashbuckler Weapon Training (Ex) At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level).
Swashbuckler Weapon Mastery (Ex) At 20th level, when a swashbuckler threatens a critical hit with a light or one-handed piercing melee weapon, that critical hit is automatically confirmed. Furthermore, the critical multipliers of such weapons increase by 1 (×2 becomes ×3, and so on).

Human (Varisian):
+2 to One Ability Score Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Humans have a base speed of 30 feet.
Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Gear:
125 GP budget
20 Rapier 1d6/18+/2#/P (or Scimitar, 5 GP less, 4#, and S)
.4 Pick, Light 1d4/x4/3#/P
.1 Sap 1d6/x2/2#/B/Nonlethal
30 Shortbow 1d6/x3/60'/2#/P
.1 20 Arrows 3#
10 Leather Armor +2/+6/-0/10%/30'/15#
.2 Backpack (Seabag) 2#
.1 Belt Pouch .5#
.1 Waterskin 4#
-- Traveler's Outfit 5#

70 GP spent for 38.5# (or 65 gp for 40.5#)

55 GP on hand (or 60)

Carrying Capacity:
Light <= 43# By armor
Medium <= 86# +3/-3/20'/x4
Heavy <= 130# +1/-6/20'/x3

Again, I'm good with the Rapier and feat at level 1, Scimitar and feat at level 1, or either and feat at level 3. None of the options really hurts the character concept. For the 3rd level option, I'll just trade Combat Reflexes down to Level 1. Not that big a deal.

Heh. Maybe I should make my second book the Advanced Player's Guide just so I can purchase a MW Backpack. Just being silly. <wink>


OK I find these types of recruitments just a popularity contest and I don't want to take part. Thanks for answering and good luck.


Deadly Secret: I understand and respect you for your honest thoughts regarding the recruitment. Your concerns are valid. I personally find these drives to be very helpful in finding out about the other players and my GM style.

Noral: I need to read the Pathfinder Society rules for that. I am a PFS member but have not been a GM. If it requires a Pathfinder character to be used, the answer is no. If it simply requires confirming you made it through book one/two/three/etc. Then yes.

Oyzar: Since I do not personally own dirty tactics toolbox, I am reluctant to allow it. I rely on the actual books, with rare exceptions for web only content. I also wondered who would notice the summoner bit. You are correct, normal summoner it is.

Current applications and status;

Litejedi: dotted
Roberto Corvus: crunch for unchained at last look, please let me know if you are still interested.
Hustonj: Varisian human Swashbuckler. Excellent submission.
Ythiel: Dwarf cleric of Abadar, crunch complete. Waiting on fluff.
Gerald: dotted.
Rabscuttle: dotted
TheWaskally: dotted and percolating.
FightingChicken: working out options, dotted.
Noral: dotted. Answering questions
Dimitri: excellent application, character complete and being reviewed.
Oyzar: dotted, inauiring.
Deadly Secret: withdrawn.

Note:
I am reviewing all crunch and confirming sources. I will provide feedback on completed characters as soon as I can.

Sczarni

Still interested, leaning more towards Bard now, working on PC.

Basic premise: recovering pesh (or opium) addict and itinerant conman. Varisian and local to Korvosa, intent on making good and making up for his past indiscretions.


This is a fun challenge to some degree. With regards to what is/isn’t open in terms of allowed, is Heroes of the Streets allowed for a book source (at all)? What about Blood of Shadows for alternate racial options?

I think what I might do is give you a proposal and an alternative which strips out and compresses it to your specifications. My proposal basically uses the Advanced Class Guide, one archetype from Heroes of the Streets, and three-four alternative racial options from Blood of Shadows. The compressed version would drop the Heroes of the Streets archetype in lieu of a less flavorful ACG archetype. Let me know if you’d be interested in seeing either - they’re the lamplighter character I mentioned earlier.


PsionicHamster: Pesh is a good option as is shiver for drug choices, as both have strong drug trades in Korvosa.

Litejedi: The two book rule is a hard rule for characters creation, and it makes it very difficult when three sources make a flavorful choice you want. Blood of Shadows is a racial book, thus is subject to approval, but is open for use. Heroes of the streets, while appropriate, is not available for the campaign at all. To be clear, using blood of Shadows and the ACG uses your two books in addition to core and the inner sea world guide along with above exceptions etc.


Ythiel: Your cranch looks good. Looks lIke you only used core plus the APG, unless I missed something. Equipment does look like you started with 140 gold, not 125, but otherwise is okay. I am curious about a priestess of Abadar with a former drug addiction. Looking forward to your fluff!

Dimitri: crunch and fluff really fit together well. I do need to know what "race" of human she is, but otherwise the crunch looks good.One thing of note is that Ultimate Equipment, where the Wizard Kit comes from, is not used during character creation.

Hustonj: Tawni looks good. A very solid crunch and fluff, the feats look good and your interchangeable first and third level feats both work for the story, so please pick your choice.


I think you’ll get a lot of very good submissions without me, so I’ll take a pass and wish you luck.


I am sorry to hear that, I was looking forward to your submission.


Does the two book limit apply forever or just at creation?


Thanks GM!

See page 12 , right column. It will be your character creation rules of course. ;-)

“Campaign Mode: For sanctioned modules and Adventure Paths, GMs are allowed to use their own rules for character creation and running the presented content (the entire book or series). Credit is applied to an appropriate Roleplaying Guild character as if the character created were a pregenerated character.”


Pelloth: just creation and general path. Given how the APG can play out, a player could rebuild as a Vigilante after using their options at creation. I don't want to see gaming this ruling, especially given how crunchy some of the rules can get.

Noral: works for me :) been busy to check that, doing more character checking.


Maria is Chelaxian.

I hadnt realised about the wizards kit - or rather I assumed it was just standard kit grouped together to save time. I will take another look at her equipment and retotal it.


Not that I think it will matter as I'm fleshing out a character, but, just in case: if we use one of our two books, does that also give us access to traits in them?

Grand Lodge

Yes, I only used APG.

Sorry for the equipment thing -my mistake. I modified my character sheet accordingly.

Anyway, here's the fluff! (it's pretty long, sorry)

Confessions of a shiver eater:

Spoiler:
No one knows the virtue of law better than the one who has stared crime and misery in the face. Such is the important lesson that Ernhild Jaggvir has learned in prison.

Born in Janderhoff, Ernhild lived the first decade of her life in blissful happiness, until a dumb work accident cost her father his right hand. No prosthesis would have granted him the perfect accuracy he needed to craft jewels, and the loss of his job turned him bitter  and increasingly abusive, leading his wife to leave with another man. When none of Ernhild’s attempts to get away from him managed to grant her a moment of joy or peace, she left behind her job as a guard and a vague project of engagement, and embarked on a boat for Korvosa, hoping to start a new life.

What little money she had could only offer her a dilapidated flat on the Old Dock, and a small job as a bouncer in a shady inn where criminals, sailors, prostitutes and beggars alike came to drink their sorrow away. Ernhild came to regret that she couldn’t do the same.

It was there that she first heard of shiver, that a network of dealers provided generously. For a few, it was a necessary evil. For others, it was a distraction. An elf artist claimed that it enabled him to see masterpieces that no one had ever painted before. For Ernhild and so many other unhappy wrecks, it was simply relief, the kind that made the stars dance, your head spin, and almost knocked you out with ecstasy. The only thing strong enough to make them feel pleasure again -and how the spasms, the shaking hands and latent longing seemed like a small price to pay !

Without a homeland, friends or anything to hope for except a quiet, shameful death, Ernhild let herself sink deeper and deeper into an artificial paradise, until a particularly strong cocktail of alcohol and drug caused her to collapse on the street. The night patrol picked her up a couple of hours after.

She was in such poor a state that it was deemed better to let her in the care of the clerics of Abadar before talking trial and punishment. Miraculously, after a few weeks of constant screaming and pleading, she survived and recovered enough to stand before the judges without external help. She pleaded guilty. She was sent in jail.

While she served her sentence, she was noticed by one of the prison chaplains worshipping Abadar for both her resignation and the unusual, sincere comfort she seemed to find in their talks. Her mind and body were getting better and better, and she even got some of her determination back when the priest encouraged her to plan for a future as an active citizen. He was positive that she would make the most out of her second chance.

But a prisoner asking if there was any chance she could join the faith of Abadar as a priest was relatively unheard of.
Even as the prison chaplain tried to argue that she could perfectly be a devout follower of the divine Judge without becoming a cleric, Ernhild insisted that she wanted to make up for her past mistakes by helping other people in need. That part of Korvosa was only ruled by chaos and fear instead of the laws bringing peace and order. That she saw no greater honour than to dedicate her life to the God who had saved her. That she was ready to work hard and prove herself if she was only given a chance.

Ernhild repeated the same arguments for the last months of her sentence, and she looked so earnest that the priest, exceptionally, had a word with Archbanker Darb Tuttle about the strange prisoner. Fairly intrigued, he accepted to meet her personally when she got out, and listened to her plea.

He gave her a chance.

She started to work as a cleaning lady. Then, after a year or so, she became an occasional assistant. Renowned for her efficiency and exemplarity, Ernhild was eventually promoted as an apprentice, with extra work on the patrols.

When it was discovered that she could channel divine energy, it was no longer question to kick her out, and after an additional five years of hard work, she officially became a cleric. Her « past » and special dedication to the poor, the sick, and the lonely even made her fairly well-liked by the lowest classes.

Yet the drug addicts that Ernhild frequently nurses prove that shiver is still a lucrative market in the poorest districts of Korvosa. It’s been more than ten years since she last bought a dose, and yet, when talking about their dealer, people always whisper the same name : Gaedren Lamm and his thugs. Gaedren Lamm, whom the guards are sometimes afraid to confront. Gaedren Lamm, who ruined hundreds of life, and almost hers.

Dwarves live a long time, locked behind walls of stone. Threats usually come from the inside, and they have learned to identify and eradicate them quickly to protect the group.

They also never forget a grudge.

More questions!

Spoiler:
1. Lamm and Justice
Ernhild has listened to countless testimonies from the drug addicts she tries to help, occasionally from other victims of Lamm’s brutal treatment. None knew where to find him, and even the few guards she asked questions to are not sure of Lamm’s exact location. So far, something prevents the city from dislodging what is hurting it from within by harming its citizens. If Lamm twists the law by his evil acts, he must answer to it or be removed like a cancerous tumor.

4. Future adventuring
Ernhild will always have a soft spot for Korvosa, which eventually proved itself to be a better home than Janderhoff. Yet she believes in serving Abadar by going where she is most needed. If the circumstances pushes her to leave Korvosa for a greater purpose, so be it.

5. Trustworthy people
Ernhild trusts mainly her colleagues (although humans tend to be fickle and careless), and maybe a few devout followers of Abadar. She is (in)famous for frowning upon those who worship her God to crush their financial rivals, to abide in greed, or believe in administrating cruel punishments rather than seeking ways to fight against poverty or social disadvantage. She rather likes followers of Sarenrae, as long as they don’t mistake compassion for blind pity. She dislikes Asmodeus and his clerics, who view the clear separation between rich and poor Korvosa as a result of natural order.

7. Royal wedding
Obviously a stupid, reckless decision for a short-lived race, but humans rarely think long-term. The King is apparently no exception.

8. Vigilantes
Blackjack and those who imitate him are obviously well-intentioned, but ironically inspire some to proclaim themselves their rivals and opponents, causing a new wave of crimes in a vicious circle. They also take the risk to drive citizens further away from the guards, whose presence need to be reinforced. They should stop their activities.

9. Contacts
Ernhild evidently knows Archbanker Darb Tuttle. While their respective ranks keep them from overly friendly interactions, Ernhild respects him greatly, and is forever grateful that, years ago, he accepted to give her a chance.
Ernhild began her training shortly before Ishani Dhatri. Because she is a woman in her mid-sixties, usually stern, responsible finicky, and strict when it comes down to rules, Ishani tended to see her as more experimented and responsible, and sometimes looked up to her for advice. However, by dwarven standards, Ernhild is still in her prime, and no older than him, leading to confusing situations when Ishani honestly couldn’t tell if she was genuinely trying to help him, or just teasing him with her weird, deadpan sense of humor. With time, they eventually got to know each other better, and even struck up an odd friendship , where everyone in Vudra is actually a genie in disguise, and dwarves mount giant, red-eyed rats to travel underground.


Talnar: use the traits in the initial post and link for character creation. After that, during the campaign, you can unlock those additional traits by completing a portion of the storyline.

Dimitri: thank yoi.

Ythiel: story looks great! Motivation is good and some internal conflict with Abadar's faith is interesting. Nicely done.


I would like to submit Riren the warpriest of Sarenrae.

Background:
I am not sure who my parents are. All I remember is the hard life under Lamm's brutal thumb. I can't even recount all the things he made me do, or see, before I turned 7. My strength gave me an excuse to avoid some of the dirtier tasks he gave the other kids, but I would be sent in to move boxes. I was never fully sure what was in those boxes, but I always assumed it was bad.

One day while being sent to a warehouse full of boxes. I found a few dead bodies. They must have been in the way. On one of their bodies, I found a small holy symbol of Sarenrae. I pocketed it, and finished my job. I have no idea how I was able to keep it, or keep it hidden. Looking back on it now, I have to think The Everlight must have kept it hidden from prying eyes.

I would obsess over it, eventually learning it's significants. I started being able to get out and visit a local Sarenrae temple. I started to go to services whever I could get free. I continued this for a year, until I was found out. Gaedren saw me ducking out of the building, holding my symbol a bit too exposed. He beat the lever living light out of me. I just gripped the symbol as hard as I could, hoping the healing light of the Dawnflower would hold me through the pain. I was able to get away. I have no idea how I did. I ran to the temple. Luckely Lessiyn took me in.

I lived the rest of my childhood at the Temple. I started to help out wherever I could. I would preform the rituals and even was able to practice with the Scimitar with the other clerics.

I decided no one should have to live through what I did. I decided to dedicate my life to Sarenrae and the removal of evil, in all it's forms.

I was never as dedicated in the teachings to become a full cleric, but I used my strength and my hard life to focus on my training. I became a blade for the light.

Answers to questions:

1. I was a child slave of Gaedren. Described in backstory. I wish to remove his darkness and replace it with the light. Help out the kids who have not escaped yet.
2. Follower of The Dawnflower I learned my abilities in the temple. The Dawnflower House.
3. I know the temple clerics, as well as quite a few of the worshipers around town. (I can make up a few, but if GM wants to help fill in this with some followers I can)
4. I would, darkness does not end with Gaedren, but he is as good a place to start.
5. I trust people who want to bring light to the darkness. Helpers of the poor. People attempting to do good. People can be redeamed, but it is sometimes hard for me to give them the chance.
6. I do not know my family, though I imagine they are somewhere. I always assumed I was sold.
7. The King and Queen are outside of my view. I keep to my mission. The age difference does make me think there is something bad happening there, but until I know for sure I can only speculate. Who knows the red hair might be a sign of The Dawnflower's light.
8. Vigilantism is not a great thing, but sometimes it needs to be done. Or it is a sign of troubled people who need help. not inherently evil. It all depends on what is being done. The more people copying means there must be a group of people who strong values, unable to express them. More a problem with society than the individual.
9. I know Lessilyn Dai and plenty of followers

My hope is to be a melee damage dealer with some backup healing.

I think I got all the things. The books I picked are
1. Core + Inner Sea World Guide
2. Advanced Players Guide
3. Advanced Class Guide

I had one Hero point question. Do we start out with 1 point?

Let me know if I am missing anything! Thank you for the chance to play, I tend to GM.

Good luck to everyone else.


Each of you will receive one hero point at character creation, yes. Earning them through benefitting the city and helping other people at your own risk can and will be a part of earning your hero points.

Your campaign traits also imply some pretty big flaws or ways your character coped. If you play to that during a scene within an adventure, you can earn a hero point (similar to how 5e handles it), up to three within an adventure, plus 1/3 your level.

I just got home from work, so air will be reviewing Risen shortly, but the story is great.

So far, submissions are a Swashbuckler, cleric of Abadar, war priest of Sarenrae, and a conjurer.

Skill monkey and wild card slots are open... submissions so far are stupendous.


DM, I’m going to have to bow out. I’m not going to be able to get a submission ready.

Good luck to the group! I hope you all have a long and successful adventure!


Sad to hear Gerald. I understand. I am offline for the rest of the night due to the kiddos.

Apologies to Risen for not being faster with feedback on the crunch. Your fluff hits well with all of the others'. And the warpriest angle is fitting. I still need time to review the actual character, but you look solid in first look.

So far everyone is great. Ifor everyone today were accepted, we would have the top three faiths of the city represented. That could be a lot of fun. I definitely want to see a couple more applications, because closing early would be bad.


Because I always hate it when people talk about Good/Neutral/Evil the way it happens so often . . .. This is a game, and those terms don't mean what many people want them to mean because of their personal morality.

From PFSRD20:

Good Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

Evil Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.

Neutral People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.

Doing what you need to do in order to survive bad circumstances is NEUTRAL.

CHOOSING to abuse people when you don't need to, for fun or profit, is EVIL.

Yes, I'm posting this reminder for Dimitri, after finally reading his background for Maria:

"She is probably lawful evil (but could be lawful neutral if that was a problem) after being raised on the streets, but this represents a scheming survivalist mentality born of necessity rather than a true afinity for evil."

A "scheming survivalist mentality born of necessity" isn't EVIL. Now, if you started abusing without necessity, you would be heading firmly down that path, but that's not how you describe her.


DM_Darkmeer wrote:
Apologies to Risen for not being faster with feedback on the crunch. Your fluff hits well with all of the others'. And the warpriest angle is fitting. I still need time to review the actual character, but you look solid in first look

No worries! I hope it got it all down ok. I did it in Hero Lab, but then modified it for your formatting. There are a few things like the Holy Text I don't think I finished.

Oh one question. Are we doing coin weight?

I hope my half divine does not mess with things too much. It would likely fit the Wild Card slot. Honestly if it means not getting the spot I would be happy building up another class to fit another roll. I have an Investigator idea I never got to see through. Again Riren is my primary, but if if we are missing a spot I would be happy to mix it up.

Thank you for the opportunity. And let me know if any of my Crunch is too soft.


I have a three-quarter-built Halfling Magus who was once one of Lamm's aiming for a wildcard spot -- (crunch done, outline of backstory done, just needs the flesh-to-the-bones treatment)...

But, if everyone's rushing for those spots, I have a few older, dustier ideas that could be dug out for the skill or divine roles.


Submission update: Arzodus Crowler, inquisitor for Asmodeus, is nearly complete. Crunch is done, fluff needs some work.


Point taken Hustonj. I am not a big fan of the alignment system, and am not good at its implementation.

Given the examples shown, Maria is certainly LN rather than LE.

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