The Journey of a Thousand Miles (Jade Regent AP, PF1e)


Recruitment

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Here's a list of who's playing what, and who's expressed interest, etc. At least as far as I can tell.

“The Thread” wrote:


Submissions:
Seishin of the Wheel, samsaran cleric of Tsukiyo, by Dragoncat
Ting Ting Ting, tengu slayer, by Robert Henry
Rosmary Cutter, human paladin (Holy Guide/Divine Guardian/Chosen One) of Shelyn?, by Kobold Cleaver
Illir Olcana, half-elf paladin (hospitaler) of Shelyn, by Stratos
Beastbrother, human cavalier (hussar), by Simeon
Scera, human Void wizard, by Drogeney
Calder Morsson, human ranger, by DBH
Baradim Walks-The-Earth, half-orc unchained monk (perfect scholar), by KingHotTrash
Hana Tenko, kitsune ninja, by Delightful

Interest Expressed:
The Archlich with an oozemorph shifter
nightdeath
Cuán with a Fighter into Ironbound Sword Samurai
hustonj with an Unchained Rogue
Rackal28 with a Bard


My Fighter and future Samurai will be Shalelu's younger sister, the child of Shalelu's mother and her human stepdad. While she grew up in Crying Leaf, the same town Shalelu grew up, she often visited her big sister and would stay in the Rusty Dragon when she did. As a result she also grew very fond of Ameiko, viewing her as a sort of second big sister.
After their shared mother died a few years ago, my character's father moved away from Crying Leaf, while she instead settled in Sandpoint. (I borrowed heavily from Shalelu's entry on the Pathfinder wiki)

Mechanically she'd be a switch hitter, as adept in melee with an Elven Curve Blade as they are at range with a longbow.


Sounds good to me. I'll try to figure out the timeline there... but you should be fine. Jakardos is off in Fort Rannick at the moment, I think, but other than that, you're good!

Sovereign Court

I'm thinking Monk.
Dwarven Monk with some limited spell casting.
Or fighter Phalanx warrior.

Related to Stone, rocks or something. lol


That Fort Rannick thing helped quite a lot to track down more information on Jakardos.

Based on the timeline I'd say my character would actually have been raised by an Elven aunt and uncle back in Crying Leaf, considering her parents were only together for 3 years before mother was killed.
In that case she would have moved to Sandpoint once she was old enough to make that decision for herself.


Announcement: I will also be using the weather rules in Ultimate Wilderness because this is a pretty long and wilderness-focused AP.

Also, there are very few caster submissions in general.


Yep, I noticed, wihich works out nicely for me.


A question GM, what is your stance on the Stamina rules from Pathfinder Unchained?


Cuàn wrote:

A question GM, what is your stance on the Stamina rules from Pathfinder Unchained?

I'm disinclined to include them, if only because they're another resource to track (which means I'll inevitably end up keeping track of them, even if the players do). That said, if someone who gets selected wants to use that, I'll be open to discussion.


Aganhei GM wrote:
Ameiko does, in fact, have a canonical reason for abandoning adventuring. It isn't critical to her character, but it is important in some respects.

Gotcha! Okay, I won't put that into Cutter's backstory. My thinking right now is that Cutter encountered Ameiko's party near the end of Ameiko's adventuring days, then, when Cutter's bandit crew went after them and Cutter finally stood in the way (and received her paladin calling). Cutter went down in the fight, but Ameiko and the party patched her up after the other bandits were driven off. Cutter didn't recognize Ameiko until after the fight, and Ameiko didn't recognize her at all, but Cutter actually knows her from her early days in Sandpoint.

I'm currently thinking Cutter will take the Childhood Crush trait, though whether that leads to anything romantic is up in the air. She has feelings, and those feelings helped bring her back to Sandpoint, but she herself isn't sure if it's really serious or more of an unrealistic infatuation. I like to have plenty of options open, especially if someone else comes in with the same Crush.


I also left Ting's friendship with Sandru Vhiski very thin. Only stating that he began working as a caravan guard for him.

Would you rather we expend on that?

I waffled between not wanting to post a novelette and worried about enough 'hooks' relating to Sandpoint.


Rosemary Cutter wrote:

Gotcha! Okay, I won't put that into Cutter's backstory. My thinking right now is that Cutter encountered Ameiko's party near the end of Ameiko's adventuring days, then, when Cutter's bandit crew went after them and Cutter finally stood in the way (and received her paladin calling). Cutter went down in the fight, but Ameiko and the party patched her up after the other bandits were driven off. Cutter didn't recognize Ameiko until after the fight, and Ameiko didn't recognize her at all, but Cutter actually knows her from her early days in Sandpoint.

I'm currently thinking Cutter will take the Childhood Crush trait, though whether that leads to anything romantic is up in the air. She has feelings, and those feelings helped bring her back to Sandpoint, but she herself isn't sure if it's really serious or more of an unrealistic infatuation. I like to have plenty of options open, especially if someone else comes in with the same Crush.

Interestingly, Ameiko's adventuring party included Sandru and his late younger brother, too, whose name escapes me at the moment Alder.

Ting Ting Ting wrote:

I also left Ting's friendship with Sandru Vhiski very thin. Only stating that he began working as a caravan guard for him.

Would you rather we expend on that?

I waffled between not wanting to post a novelette and worried about enough 'hooks' relating to Sandpoint.

Like I said above, I don't mind it being middle-long, but I just don't want like, ten paragraphs of backstory - at least not until after a character's accepted. Feel free to detail his friendship if you'd like. It's more hooks, etc.


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I was wondering about Sandru, since I saw he adventured with her at some point! It might also be interesting if someone like Sandru or Koya recognizes Cutter but hasn't let on yet. I should also note that Cutter's true surname is the more relevant bit--her first name died a long time ago, and is less a "true name" and more one of the things she's trying to put behind her.

Also, I have a backup concept for a kobold wizard--an exiled chief's daughter from a distant tribe, supposedly plotting her triumphant return but really just a Rusty Dragon regular at this point. She also works as a common race if need be, with certain modifications (as a disowned heiress). I'm keeping her in reserve in case the caster pool doesn't improve. I really like Rosemary, but I can also kind of tell that she's not exactly filling a needed niche for this thread right now. :P


Let me know what you think, please.

Omoikane Pulcher - human unchained rogue (scout), CG

AppearanceThe young man is very much dressed the part of a young explorer in Varisia, but his coloration and size are clearly Tian. Standing only 5' 2" and weighing in at roughly 140#, he doesn't look to be able to stand against a strong wind, let alone hold his ground in a hard fight. His fine, straight, black hair is cut short, keeping it out of his eyes and preventing it from becoming an easy handhold in a fight. His eyes are a bright, pale jade green, frequently twinkling with good cheer, or mischief. His nose is the unremarkable small protrusion so common amongst the various Tian ethnicities.

Personality first thoughts:
Omoikane has a very positive outlook on life, especially for an orphan. He knows that he was seen after, and provided every possible opportunity as he grew up, despite being an orphan. He tends to look for the good in people, because it is what he has been shown most consistently in his life. He is very aware there's evil in the world, but in his experience, it tends to show up in bursts and fade into the background again.

Kane knows he's going to share the Healing Light with the world.

He hopes to garner many friends and have as much fun as he can along the way.


Background:
Born in Sandpoint, Omoikane had a fairly normal early childhood. His father, Terto, was a fisherman and his mother, Mirai, an herbalist. Omo spent a great deal of time with his mother, picking up some of what she did as small children will do, but mostly being in her way. Mirai openly worshipped Qi Zhong, and the name and common practices should be familiar to Omoikane when he encounters them again, though he doesn't remember much.

In the summer of 4700, Terto got tangled in the nets and drug overboard into the water. His crew managed to pull him back out before he drowned, but a big gash had been ripped into his side. Despite the best Mirai could do, the wound festered. Father Tobyn tried Desnan blessings to cure the infection, but he also failed, multiple times. Terto died weeks after the accident. Omoikane was five.

Early in 4702, Mirai fell as The Choppers's third victim, leaving Omoikane an orphan. He moved into the Turandarok academy, of course. Wanting a better sense of belonging than he could find in the orphanage, Kane started spending time at Hannah's. She ensured he attended his classes and did his chores in the orphanage before she would allow him to assist. He worked with Hannah Velerin for five years, learning about herbalism and healing and running a business, before anything about his life really changed. He also learned much of Sarenrae, recognizing her as the patron for his studies. All the events that unfolded after the opening of the new cathedral got him thinking about how to be more heroic himself. Boys are like that at 12.

Ilsoari Gandethus, the orphanage's headmaster, started teaching some of the older children the skills he had used during his adventuring days, figuring he cold help guide their behavior and attitudes, try to help them be positive members of society and not become Scarzani opportunists. Mr. Gandethus enjoyed having Kane participate, because he very much wanted to help people, to make a positive difference, and that perspective helped keep some of the other children positive as well.

After a couple of years splitting time between Hannah's and the Turandarok Academy, while out foraging for supplies for Ms. Velerin, Shalelu Andosana introduced herself to Kane in the wilds outside of town. She had seen him foraging off and on again for a while, now, and decided to teach him more about what he was trying to do. Whether she was trying to restrict the damage he did while searching, had an honest interest in improving the life of one of Sandpoint's orphans, was doing Hannah a favor, or had a different motive entirely really isn't known. Kane didn't care, he just absorbed what he could of her lessons, when she was in the area and teaching, and found it made the tasks easier.

Now it is 4711, and Kane is 16. He has more than adequate skills to support himself, and possibly a family, but Hannah's isn't profitable enough to pay him much, and Mr. Gandethus says it is time for him to start his life as an adult. Kane's purchased a few items with money he made at Hannah's, and all three of his mentors have provided him simple tools of their trades as gifts to get him started in his new life. But, what should he do? He can't compete with Ms. Velerin after all she's done for him, so he needs to move on.


Hidden Potential Hooks/Notes:
Omoikane COULD BE an illegitamte child of Lonjiku Kaijitsu. Choosing not to take the Campaign Trait that would have made it absolute. Might also be an illegitimate child of Tsuto, depending on if you use his given date of birth or his age at death to determine the timeline. One says he would have been 20 when Kane was conceived. The other says 8.

Mirai called him Omo, but after her death, the adults in his life used Kane instead, as it was more familiar sounding to them.

Mirai was descended from Kokoro Ohno, the female Imperial Healer that accompanied the Kaijitsus as they fled Minkai. She learned her mother's full skillset, including healing, herbalism, and acupuncture. Mirai had started teaching Omo, but he was young enough when she died that he remembers nearly nothing of the Minkai healing methods.

Shalelu's motivations, of course.

Kane's a 16 year-old boy. I haven't mentioned any girls. That's an oversight I need to fix. A certain girl would help explain why he hasn't already left Sandpoint . . ..


Combat:
Init: +4 (Dex+4)
Move x' (x' w/o pack)

Melee +1, Finesse/Ranged +4 CMB +1/+4 (BAB+0, Str+1, Dex+4)

Standard attacks:
Rapier +4 for 1d6+1 @ 18+, P
Light Mace +4 for 1d6+1 @ x2, B
Dagger +4 for 1d4+1 @ 19+ over 10'. P or S
Sap +4 for 1d6+1 @ x2, B, nonlethal
Shortbow +4 for 1d6 @ x3 over 60', P, 20 arrows

Sneak Attack +1d6

HP: 9 (8 + 1xCon+1)

AC 16, T 14, FF 12, CMD 15 (Armor+2, Dex+4, BAB+0, Str+1)

Fort: +1 (Base+0, Con+1)
Ref: +6 (Base+2, Dex+4)
Will: +2 (Base+0, Wis+2)


Feats & Traits:
Anything in "()" is an advancement thought and not written in stone.

* Feats *
H Skill Focus (Heal)
1 Self-Sufficient
R Weapon Finesse
3 (Improvisational Healer)
5 (Incredible Healer)
7 (Healer's Hands)
H Skill Focus ()
9
11
13
15
H Skill Focus ()
17
19

* Traits *
Campaign: Student Survivalist: You gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Shalelu.
Faith: Caretaker: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.


Class Feature Selections:
Anything in "()" is an advancement thought and not written in stone.

* Rogue Talents *
2 (Canny Observer)
4 (Trap Spotter)
6 (Feat: Graceful Athlete)
8 (Bleeding Attack)
10
12
14
16
18
20

* Finesse Training *
3 (Rapier)
11
19

* Rogue's Edge *
5 (Heal)
10 (Perception)
15
20


Skills & Languages:
8 Class +1 Skilled +1 Int +1 Favored Class = 11 Adventuring Skills & 2 Background Skills / Unchained Rogue (Scout) Level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]{Notes}
+ 8-Acrobatics 4+1+3+ACP
+ 1 Appraise 1+0+0
+ 0 Bluff 0+0+0
+ 5-Climb 1+1+3+ACP
+ 1 Craft 1+0+0
+ 0 Diplomacy 0+0+0
+ 8-Disable Device 4+1+3+ACP
+ 0 Disguise 0+0+0
+ 8-Escape Artist 4+1+3+ACP
+ 4-Fly 4+0+0+ACP
+12~Heal 2+1+3+3 Skill Focus+2 Self-Sufficient+1 Caretaker(+2 Circumstance Healer's Kit)
+ 0 Intimidate 0+0+0
+ 2 Knowledge (nature) 1+1+0
+ 2 Knowledge (planes) 1+1+0
+ 5 Linguistics 1+1+3 {Background}
+ 6 Perception 2+1+3
+ 6 Profession (Herbalist) 2+1+3 {Background}
+ 4-Ride 4+0+0+ACP
+ 2 Sense Motive 2+0+0
+ 8-Stealth 4+1+3+ACP
+ 7 Survival 2+1+0+2 Self-Sufficient+2 Student Survivalist
+ 5-Swim 1+1+3+ACP

ACP -3 (-0 w/o pack)

Languages: Taldane, Minkaian; Varisian; Elven


Gear:
240 GP Budget
xFREE Explorer's Outfit (8#, )
x10.0.0 Leather Armor (15#, +2/+6/-0/10%/30')
x20.0.0 Rapier (2#, 1d6/18+/P)
xx5.0.0 Light Mace (4#, 1d6/x2/B)
xx2.0.0 Dagger (1#, 1d4/19+/10'/PorS)
xx1.0.0 Sap (2#, 1d6/x2/B/nonlethal)
x30.0.0 Shortbow (2#, 1d6/x3/60'/P)
xx1.0.0 Arrows, 20 (3#)
x50.0.0 Rogue's Kit (37#, backpack, bedroll (p), belt pouch, caltrops (p), chalk (10), flint and steel, grappling hook (p), iron pot (p), mess kit (p), mirror (p), pitons (10) (p), rope (p), soap (p), thieves’ tools, torches (10) (p), trail rations (5 days) (p), waterskin (p))
x50.0.0 Healer's Kit (1#, 10 uses) - Pack
x50.00 Healer's Kit (1#, 10 uses)

219 GP Spent for 68# (31.5# w/o pack); 21 GP on hand

Light <= 50# (~/-0/30/x4)
Medium <= 100# (+3/-3/20'/x4)
Heavy <= 150# (+1/-6/20'/x3)


Human (Tian-Min):
+2 to One Ability Score: +2 Dex
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.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Unchained Rogue (Scout):
Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Danger sense +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Debilitating injury, rogue talent, scout's charge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Danger sense +2, rogue talent
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Rogue talent, skirmisher
9th +6/+1 +3 +6 +3 Danger sense +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Danger sense +4, rogue talent
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Danger sense +5, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Danger sense +6, rogue talent
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. The following rogue talents complement the scout archetype: assault leader, camouflage, cunning trigger, survivalist, and trap spotter.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Scout’s Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.
Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.
Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the advanced talents in place of a rogue talent. The following advanced rogue talents complement the scout archetype: hunter’s surprise, skill mastery*, and stealthy sniper.
Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Attributes:
25 pt buy
Base Race Level Magic Current
x3 13 +0 13 +0 13 +0 S 13 +1
13 17 +2 19 +0 19 +0 D 19 +4
x2 12 +0 12 +0 12 +0 C 12 +1
x2 12 +0 12 +0 12 +0 I 12 +1
x5 14 +0 14 +0 14 +0 W 14 +2
x0 10 +0 10 +0 10 +0 H 10 +0


I'll go into more detail this weekend, but it looks good from the brief overview I did, hustonj.


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For players' reference:

NPC Ages
Ameiko Kaijitsu - 22 years old, born in 4689
Sandru Vhiski - 31 years old, born in 4680
Koya Mvashti - 65 years old, born in 4646
Shalelu Andosana - 130 years old, born in 4581

It might help you calculate ages and such.


Interest!


Here's my submission! I have more background details but I would prefer they remain private.

Would you prefer I just DM them to you or post them here anyways?

Anywho, without further ado I present to you Riftun the bard (archivist)!

Stats:
Riftun
Male human bard (archivist) 1
NG medium humanoid (human)
Init +8; Senses Perception -2
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 4 (+4 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed -2 (1d4 - 2)
Special Attacks bardic performance (9/day)
Spells (CL 1; concentration +6):
1st (2/day)—timely inspiration, saving finale
0 (at will)—detect magic, prestidigitation, light, mending
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 11, Int 16, Wis 7, Cha 20
Base Atk +0; CMB -2;CMD 10
Feats Combat Advice, Improved Initiative
Traits Best Friend (Ameiko), Reactionary
Skills
knowledge (arcana) +7=+3+1+3
knowledge (dungeoneering) +7=+3+1+3
knowledge (geography) +7=+3+1+3
knowledge (history) +7=+3+1+3
knowledge (local) +7=+3+1+3
knowledge (nature) +7=+3+1+3
knowledge (planes) +7=+3+1+3
knowledge (religion) +7=+3+1+3
diplomacy +11=+5+1+3+2
disable device +3=+2+1
spellcraft +7=+3+1+3
Background Skills
knowledge (nobility) +7=+3+1+3
preform (oratory) +9=+5+1+3
Languages common, draconic, giant, tien, infernal
SQ cantrips
Combat Gear chain shirt, Other Gear waterskin, bedroll, trail rations x4, masterwork backpack
Misc book, ink, quill, 18gp 7sp
--------------------
Special Abilities
--------------------
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.
Bardic Performance: (9/day)
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

Description:
Riftun is a rather pale Chelish young man at 20 with soft features and a somewhat small frame. His delicate features have even lead to him being confused for a woman on more than one rather awkward occassion but he takes no offense to it. On rare occasion he will even let his best friend Ameiko dress him up in "women's" clothing for some laughs.

Despite his slender frame and lack of what one might call "traditionally manly" features Riftun is rather handsome, in a certain light under his shockingly messy red hair and all of the ink stains covering his hands, cheeks, and brow. His smile is even said to light up a room whenever Ameiko or one of the regulars at the Rusty Dragon can get him to crack one with a smart joke or clever retort. This is further complimented by his deep blue eyes, almost sapphire-like in the way they sparkle when he laughs, and peculiarly a few streaks of red running through them (though he always insists people are imagining it when they remark on the strangeness of it).

He doesn't wear much in the way of jewelry though he does have a small blue ball piercing in each ear and his hair has been braided (by Ameiko) on the right side of his head, grown a little past his shoulder, much longer the rest of his hair.

As for clothes, he often wears white robes with a fancy green trim on them (often covered in ink stains as well) and is always found carrying his favorite leather backpack, stuffed with books, papers, inks, and quills.

Personality:
There are a few words that could be used to sum up Riftun's existence with a fair degree of accuracy. Bright, kind-hearted, soft, shy, cowardly, depressive.

Riftun is a kind soul, always going out of his way to help others when he can, no thanks required or expected. He's never able to put into words why he is like this exactly, it seems to be something that has simply always been an integral part of his personality. His shyness and self-defeating attitude he says, when pressed, comes from his parents having constantly told him that he had nothing to say worth hearing and that he was an embarrassment to the family to the point where they eventually refused to let him out of the house for fear of causing further embarrassment. Because of this he is hesitant to speak, because he believes no one wants to hear what he has to say and he refuses to aknowldge himself as a person with value which is perhaps why he has never pursued romance or noticed any time someone has attempted to flirt with him. He simply isn't worthy of their time after all.

Being locked away for so long did have its benifits though! Riftun was able to spend many long hours studying massive texts and scriptures, gaining an encyclopedic knowledge of the world just outside the walls he would never be able to see. He particularly enjoyed, however, works of fiction and heroic retellings of tales of chivalrous knights, dangerous beasts, and fair maidens awaiting rescue (though he often lamented that is was never fair men awaiting rescue by a bold hero). To this end, he began writing himself, making fanciful tales of adventure and romance though they never featured himself as a character, he was unworthy of such things. Secretly, he sometimes wishes he could follow a daring band of adventures on their quest, recording their great deeds with only a tasteful amount of embellishment though only Ameiko knows of this hidden yearning.

As for his fearful nature, or cowardice as some other might put it? He refuses to talk about it, even to Ameiko, though she suspects it may have something to do with his hesitance around other women, and the scars that cover the young man's body underneath his robes.

History:
Riftun arrived in Sandpoint almost two whole years ago to date. Having turned up, seemingly, out of nowhere with little more than the bag on his shoulders and the dust he carried with him. He said he had been travelling for quite some time and was roaming around the world to hear the best stories far off places had to offer and write about their culture and heritage. He had come for the famous Swallowtail Festival to be held there soon where he hoped to witness the Swallowtail Release for himself. Given that he had arrived so early before the festival and his, seemingly, congenial manner the guards welcomed him to the town telling him that he was lucky to have arrived before all the crowds began to show up so there should still be some room in the Rusty Dragon Inn.

"Look for Ameiko Kaijitsu." They said.

"If you're looking for a piece of Sandpoint culture that's the place to start."

He and Ameiko became fast friends after an, admittedly rough, initial meeting. She was able to break through his shyness and hesitation and bring out some joy in the young man. And he was always eager to listen to her tales of daring adventure and funny pub stories and, most importantly, lent an unjudging ear towards her sorrows and frustrations. Always there with a soft smile and a kind word when she couldn't give those things to herself.

She also noticed that Riftun had actual talent as a bard despite all appearances to the contrary because she knew that, behind closed doors, when he began retelling one of his stories of heroes and adventure the wall of shyness and apprehension would fall away and he would speak so boldly and full of excitement. It was impossible not to get drawn in yourself. He even did the voices! And so, like any true friend, she pushed him to get outside of his bubble and began giving him some stage instructions in private as well as making him go up on stage every now and again at the Inn to tell harrowing stories to an awestruck host of customers who couldn't believe the transformation of the timid young man they had grown to know and the bold fellow that stood before them on the stage. It helped bring in customers when things were slow, she reasoned with him. Besides the way he smiled when he was up on that stage really brightened the place up.

Ever since his arrival at Sandpoint two years ago Riftun has stayed at the Rusty Dragon Inn. What coin he had long since ran out but Ameiko was happy for him to stay rent free, as she often did with friends. Riftun insisted that he pay her back in return however so for the past year and a half Riftun has been a fixture in Sandpoint as dishwasher, barmaid, and occassional preformer at the Rusty Dragon Inn.

Little do they know, his bags have been packed for the past four months. He knows it's long past time to leave but every time he thinks to tell his dear friend it's time for him to leave his heart sinks.

"Just one more day." He tells himself while shooting nervous glances every time a customer walks through the door.

"Just one more day."


You can DM me or post them here, as you see fit, Rackal.


1 person marked this as a favorite.

Character & Backstory Commentary/Thoughts

Seishin of the Wheel: Looks good to me - just a few questions. Who were his (adopted, obviously) parents? Did he have any friends in Magnimar? Given that the focus of the AP is going north (at least in Avistan), maybe he met Ulfen in his youth that might have descendants show up in the Lands of the Linnorm Kings, once they get there.

Ting Ting Ting: Seems alright! Tell me, though, how long ago did Ting Ting Ting join Sandru’s caravan? Is the journey to Sandpoint his first, or has he worked with him longer?

Rosemary Cutter: Mostly we’ve discussed via PM what I’m most curious about, so she looks fine to me. That said, do note that I’ll probably want a deity chosen soon after the game begins, if you get chosen (and choose to keep Rosemary, rather than going with your other idea). Also, I know we focused on the thrush as the sacred animal of Shelyn, but the familiar can be any sort - it doesn’t have to be one that can talk, which might mitigate some of your concerns about it.

Illir Olcana: Huh, just realized that Sandru and Illir are the same age. That probably means that they didn’t hit maturity together, but that’s no big deal, just something to consider. Also, Illir probably spent some time with Alder (Sandru’s younger brother, also a decent guy), and knows of Jubrayl, his older brother, who is associated with the Sczarni - not a nice guy at all. I don’t think Ellion will show up, as Taldor, even the northernmost parts, isn’t really relevant to the AP.

Beastbrother: Similarly to Ting Ting Ting above - how long has Beastbrother been working with Sandru? Other than that, uh… This isn’t a backstory thing, but you have Mounted Combat as a feat, but Order of the Saddle cavaliers get that as a bonus feat at 2nd level. Do you want to stick with that? Also, do you have any ideas for how True Arrow and her death might play into the AP? I have one or two, but I’m curious.

Scera: Interesting background. I like it! And yes, nice inclusion of the attacks on Sandpoint. Just a minor suggestion - maybe swap out one of the bonus languages for Tien? Just to represent her study of the book she found.

Calder Morsson: It seems okay to me! Just think a bit more about his childhood in Kalsgard - did he have any close friends? Any romances? Enemies/rivals? Who did he serve as a karl’s guard?

Hana Tenko: Lots of detail here! Definitely justified in taking the ninja class - not that I think that was a concern. (Tamamo - reference noted and appreciated). Hm, other than that, depending on when Ameiko and Hana met, Ameiko may have run off to adventure shortly thereafter - I believe she was sixteen when she first left, and seventeen when she returned. Other than that, looks good.

Omoikane Pulcher: Quite young, isn’t he? Not a bad thing, just a comment. Anyways, I approve of your hooks - I’ll definitely keep them in mind. Other than that, he looks good to me!

Riftun: I can’t comment overmuch on the Sandpoint part of his history, but it looks good to me.


I swapped infernal out for Tien because it does make sense to have that given the book.

I'll get the bits of crunch I still need to complete done this weekend.


For the record, I have a strong lean towards Shelyn. I want Cutter to feel unsure in-character, but out-of-character, I can't think of a god who would fit Cutter more perfectly. I'm also pretty happy with the songbird—Bittersweet Melody, as the songbird is known, just chooses not to talk much to Cutter.


Sounds good to me, you two.


@Aganhei GM

I never really thought about it, but I'd probably put Hana down as coming to Sandpoint with her mom in 4699 AR, so when she and Ameiko was around ten. Plenty of time for the two to have a decent childhood friendship before Ameiko went off adventuring.

Thanks for appreciating the reference with her mom's name! I honestly thought I'd gone a bit overboard with all the kitsune and fox references but it feels good to know I didn't waste my time with them. :)


Hana Tenko wrote:
Been dreaming of doing this Adventure path for a good long while now! I have Hana Tenko right here for selection. She's a Chaotic Good Ninja Kitsune with a focus on being a Face as well as an effective melee Striker than can able serve as a stealthy Scout if required. She's also rocking the romance trait with Ameiko though I can underplay that if required.

Oh, gosh, this character slipped past me because she appeared right before page 2! I do want to stress, for the sake of the three of us (I think, including Hana, Cutter and Omoikane) who are taking Childhood Crush (Ameiko), that Cutter's crush is intentionally written so that it can be safely set aside if need be. I mean, I'm a huge sucker for drama, but I can get that from a doomed infatuation just as much as a love triangle. Considering Omoikane's age compared to Ameiko, maybe Cutter will get to bond with the kid over that, if we both make it in. :P


Omoikane Pulcher - Quite young? Well, minimum age for an adult PC within the system, so, yeah, inherently quite young.

Also realized I forgot to be explicit about something I tried to be careful about - the ethnicity of BOTH parents. Terto Pulcher (fisherman Father) was typical local Chelaxian stock. Minor detail, I realize.

Yes, I used web name tools to come up with the names I provided. All the Minkai names were picked from Japanese name lists. Terto Pulcher was assembled from selections out of a Chelaxian specific name generator.


Rosemary Cutter wrote:
I do want to stress, for the sake of the three of us (I think, including Hana, Cutter and Omoikane) who are taking Childhood Crush (Ameiko), that Cutter's crush is intentionally written so that it can be safely set aside if need be. I mean, I'm a huge sucker for drama, but I can get that from a doomed infatuation just as much as a love triangle. Considering Omoikane's age compared to Ameiko, maybe Cutter will get to bond with the kid over that, if we both make it in. :P

I think Omoikane has Student Survivalist as his trait. Just for clarity's sake.


Oh! I just realized I may have got the wrong impression while browsing his entry. My bad!


I don't think I mentioned Ameiko in my write-up for Kane at all.

Maybe it was one of the other characters presented?

Maybe you just assumed a 16 year old guy HAD to have fixated on the attractive Bard? <evil grin>


A short background as requested! Should be enough to get the gist of things.

Sara:
Stronger than she looked, Sara was a tall, plainly dressed young woman with short dark hair, lightly tanned skin with a heart shaped face and the barest hint of almond eyes courtesy of distant Tian ancestor.

Her smile was radiant, "It's funny I've known Ameiko since forever, our parents were friends as unlikely as that sounds! Dad was a shepherd and the Kaijitsus, well they're basically aristocracy although they don't put on airs and graces. Ameiko is the big sister I never had, we've always looked out for each other! The Kaijitsus have been so good to us over the years, indulging me when I wanted to learn to paint and this armor was a birthday present. I'd do almost anything for them if they where to ask."

You mentioned the tabby cat and she replied, "Oh that's just Miu, he's followed me around for years. Honestly it's the strangest thing, he's my moral compass, he doesn't like it if I'm naughty!"

Character arc & personality:
I'm a fan of the Deed of Paksenarrion, one of the few Paladins done right in literature. Just like Paks, Sara comes from a very humble background and at first has no idea about her calling as a paladin. It's a role I see her growing into as the campaign progresses. I wanted her to be invested in Ameiko's quest and to later discover an affinity for Tian Xia. So I choose her name since it's used in the west and in Japan. For similar reasons chose Shelyn as the Deity calling Sara to action.

Personality: Sara is an optimist who tries to see the best in people, fiercely loyal to here friends and despite her humble origins she has an inner nobility of spirit. Well aware of the dangers in the world, Sara is ready and wiling to step up and defend those in need.

Build:
Note I took the Dual Talent alternative human racial to gain +2 to str & cha.
Sara
Human paladin (chosen one) 1 (Pathfinder Player Companion: Familiar Folio 6, Ultimate Wilderness 210)
LG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +2
Defensive Abilities share will
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee glaive +4 (1d10+4/×3) or
. . morningstar +4 (1d8+3)
Ranged longbow +3 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Power Attack
Traits best friend, poverty-stricken
Skills Acrobatics -3 (-7 to jump), Craft (painting) +4, Diplomacy +9, Heal +4, Knowledge (nobility) +6, Sense Motive +4, Spellcraft +6, Stealth +0, Survival +5
Languages Common, Elven, Varisian
Other Gear chainmail, glaive, longbow, morningstar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.

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

Miu CR –
Cat (Pathfinder RPG Bestiary 131)
NG Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8-1)
Fort +1, Ref +4, Will +3
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +5 (1d3-4), 2 claws +5 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +6, Diplomacy -1, Heal +5, Perception +5, Sense Motive +5, Spellcraft -1, Stealth +14, Survival +2; Racial Modifiers +4 Climb, +4 Stealth
SQ empathic link, share will
--------------------
Special Abilities
--------------------
Divine Guidance (Sp) An emissary can cast guidance at will.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.

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Here's a new and updated list, everyone!

“The Thread” wrote:


Submissions:
Seishin of the Wheel, samsaran cleric of Tsukiyo, by Dragoncat
Ting Ting Ting, tengu slayer, by Robert Henry
Rosmary Cutter, human paladin (Holy Guide/Divine Guardian/Chosen One) of Shelyn, by Kobold Cleaver (or a wizard of some sort)
Illir Olcana, half-elf paladin (hospitaler) of Shelyn, by Stratos
Beastbrother, human cavalier (hussar), by Simeon
Scera, human Void wizard, by Drogeney
Calder Morsson, human ranger, by DBH
Baradim Walks-The-Earth, half-orc unchained monk (perfect scholar), by KingHotTrash
Hana Tenko, kitsune ninja, by Delightful
Omoikane Pulcher, human unchained rogue (scout), by hustonj
Riftun, human bard (archivist), by Rackal28
Sara, human paladin (Chosen One) of Shelyn, by FangDragon

Interest Expressed:
The Archlich with an oozemorph shifter
nightdeath, with a dwarven monk or phalanx warrior fighter
Cuán with a half-elf Fighter into Ironbound Sword Samurai
Camris

By my count, that's:

1 full divine caster
1 full arcane caster
6 combat-y types submitted, 9 total
4 skilled-type characters

Just for future submissions/those who might want to change them.


Dotting for interest. Thinking druid.


@GM: Seishin's adoptive parents were Varisian in origin: Alerdene and Ignacio Lucerna. Seishin's main friend group consisted of a gang of Ulfen youths who fancied themselves Magnimar's branch of 'raiders'--which basically meant that they'd goad each other into doing incredibly stupid and risky stunts as a way of earning prestige. As they grew up, they grew out of their 'living dangerously and stupidly' phase and quite a few of them left Magnimar to go north.

By the time Seishin had decided to set out from Magnimar, his family had since grown old and drifted apart.


Good to know, Seishin. And welcome, Fighting Chicken.


Aganhei GM wrote:
Ting Ting Ting: Seems alright! Tell me, though, how long ago did Ting Ting Ting join Sandru’s caravan? Is the journey to Sandpoint his first, or has he worked with him longer?

Ok, sadly, I added five paragraphs, but I had to work the story out... Ting has been away from home five years, two working for another caravan. Three working for Sandru. I assumed that Sandru occasionally stopped in Sandpoint and went from there. If that is not the case, I can change it so his 'previous employer' had gone through the town.

I really like the idea of Ting being drawn to Ameiko because of the familiarity of music, language and food, so I worked that in.

Background:

Hatched in Kaer Maga’s Warren district, part of a small community of Tengu’s that had migrated there from Kwanlai four generations ago, fleeing the Lung Wa empire. He was raised by His mother, Kankai, Who ran a "curiosity shop." His absentee father Taicho "I know a guy" Maous a merchant, smuggler and small time criminal would travel throughout Varisia, working closely with the Sczarni. Turning a profit where he could and bringing certain goods back for Kankai to sell in her shop. When father was home he would bring gifts and regale the young Tengu with adventures of the road, Ting.

Spending his formative years in Kaer Maga, during the daytime usually running the streets with other delinquents or occasionally helping at mothers shop. In the evening he would spend his time with Grandmother Zim, herself a priestess of Hei Feng. Learning about the old world and how they brought some of their Tian traditions with them. Grandmother taught him the old ways; of Hei Feng, the Tian languages and why they came to Kaer Maga.

Just after Ting's fifteenth birthday his life took an unforeseen turn when he suffered a grievous injury while running afoul of the local constable. Fortunately he was able to escape the officer and recover from his injury, but he was now being searched for by the local officials. Deciding, with his family, that it would be best for him to leave Kaer Maga. He snuck out of the slums with the help of a 'merchant' named Onnello Ustradi. A dark haired olive skinned middle-aged man who ran a Sczarni crew out of his caravan.

Ting traveled with Ustradi and his crew, first to Abken, where they traded their goods and ran a couple of jobs. Then on their way to Janderhoff. He was excited to see the other places, especially the dwarven city. But he was new to the crew and Onello explained that being low man on the list and barely more than a refugee, he would make less and have the worst jobs. So Ting was used mostly as a look out or a distraction while the Sczarni pulled off the ' real' jobs.

After working for Ustradi for two years, It was in the town of Isurian that Ting and Ustradi's caravan eventually parted ways. There was a circus in town and Onello thought it was an excellent time to make a little fast cash picking pockets. Again, Ting was the look out for the others. Having been shown the local law officers Ting recognized Sheriff Feldane when she approached. Giving the signal the group stopped their activity and Ting wandered off. Due to the reputation of Tengus, the sheriff followed him. As he arrived at the caravan Ustradi interrupted the sheriff, quickly showing her the wagon Ting slept in. The Sczarni had placed all the stolen items in with his gear, framing him. Ting barely escaped with the clothes on his back and his fathers staff. Stowing aboard a boat on Lake Syrantula, hiding until he disembarked in Whistledown.

Finding a halfling river captain named Rory Cornelius, Ting worked his way down the Yondabakari River to the town of Wartle, There in Wartle he heard about a merchant named Sandru Vhiski who was looking for good help. Having traveled with Sandru for a time and finding he really liked the charming fellow, Ting decided to 'come clean' with his new employer. Sandru was not surprised by Ting's revelation, he knew the outside world viewed Tengus as criminals, the same way they viewed all Varisians. Sandru accepted Ting's oath that he wouldn't steal from anyone as long as he was in Sandru's employment and Ting meant it.

Having traveled with Vhiski's caravan for almost a year after resupplying in Magnimar, they traveled to Sandru's home town, Sandpoint. Since it was Ting's first time in Sandpoint, Sandru showed the Tengu the sites: The temple, the 'lighthouse' and his 'favorite tavern in the whole world.' the Rusty Dragon. The Dragon was owned by a lovely Tian woman named Ameiko, Apparently she had adventured with Sandru back in the day. What really tickled Ting was how well she played the Pipa. He could sit and listen for hours. He hadn't heard anyone play one since his grandfather. When Ameiko wasn't busy playing or running the inn, she would sit and practice speaking to him in the languages they both knew from Tian Xia.

Over the next two years, Ting became fast friends with Sandru, watching his back and keeping his ear to the ground about rumors that may help his employer. Sandru for his part, helped Ting lose the heavy 'bator' accent he had developed in Kaer Maga and taught him about the local peoples of Varisia. Ting looked forward to the caravan's regular visits to Sandpoint where he could enjoy proper language, music and food, if only for a short time. When rumors started to fly around the caravan that there may be a long voyage in the future Ting hoped Sandru would invite him.

Did you count Ting as combat-y type or skilled-type? I see him functioning much like a switch hitting ranger with disable device.


Aganhei GM wrote:


By my count, that's:
1 full divine caster
1 full arcane caster
6 combat-y types submitted, 9 total
4 skilled-type characters

Just for future submissions/those who might want to change them.

Of course, Omoikane is going to be quite the "mundane" healer as well.


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I included Ting as a skilled-type, but you're right in that he can provide combat-y type stuff, as well. The hybrid classes are handy that way.


And, for the record, I see the locals pronouncing "Kane" as "Cain", not the more oriental "Kah-nay." Forgive my Anglicization attempt. I'm sure I missed a subtlety.

Why do I bring it up? Because hearing more and more people pronounce his name the way his mother did would HAVE to have an impact on the character.


I'm vaguely surprised - we don't have any planetouched (aasimar, tiefling, et al.) or any occult classes. Those are all open to being chosen, people who have yet to submit things!

Also, we don't have any Small characters, which is just oddly amusing to me.


I so rarely play a plain human. I'd thought about a psychic for a while but decided I wanted to try and actually build into a mystic theurge for once.


Aganhei GM wrote:
I'm vaguely surprised - we don't have any planetouched (aasimar, tiefling, et al.) or any occult classes. Those are all open to being chosen, people who have yet to submit things!
I'd assume no Aasimar or Tieflings because you said:
Aganhei GM wrote:
Races/Ancestries (I like the 2e term, myself): Core (of course) and most Tian-flavored races are favored. Which is to say, samsarans, kitsune, tengu, or wayangs (to a degree). Nagaji are not terribly favored, being fairly uncommon in Avistan, if not unheard of. Other races, barring a few very intuitive exceptions, are all under consideration.

Seemingly naming the preferred races. That's why I asked about Tengu's since they weren't originally on the list.

Well, that and because I'd really like to have Ting in a game again.

But if it would help his chance he can be a celestial tengu... not that it would change anything mechanically just sound really really cool.

"Oy! I's be a floggin' Garuda bloke, wroight."


Fair enough. Well, no one's submission is set in stone yet, so you can all modify things as you see fit for at most another six days.


Here it comes Hirabashi Yuto, a Tien who is shyly starting the journey of becoming a samurai just from what he has read in books and heard about his father.

Background:

Yuto is not known for his prowess or bravery. In fact, when 4 years ago the Thisletop goblins attacked the Glasswork Factory where he had been working since he had the age to, he barely managed to find a place to hide until Delendir and the other heroes of Sandpoint appeared to defeat Lonjiku’s son, Tsuto.

Since his mother died giving him birth, the shy and withdrawn child was fostered by Madame Niska Mvashti and her daughter Koya. His father, an old samurai known as Hirabashi Tsutamu, disappeared in strange circumstances along with his Master, Lonjiku’s father, just a month before Umie, a humble dressmaker of Tien origins, discovered she was pregnant by her husband.

The few possessions his parents left him were his mother's dresses and sewing needles, and his father’s books that the boy devoured with faithful reverence since he learned to read Tien at an early age. That is how Yuto learned about the edicts of the samurai orders, about the daisho and the other arts of the sword. He learned about the lines of succession of distant Minkai, about honor, and so idealized his parents and the distant world they came from decades ago.

When Yuto became a teenager, Madame Mvashti decided to train his body and mind in a way he would not shy off. She ensured he put his mother’s needles to work with Rhynshinn Povalli, and convinced Lonjiku the boy deserved a job at the Glasswork Factory, if only because of the loyalty of his father to Lonjiku’s own father. Without the boy noticing his body endured and strengthened at the rigors of the factory, while his precision and patience grew at the art of sewing, while the old sage of Sandpoint insisted to teach him about the oni and the kami, and other distant spirits. It almost seemed as if the fortuneteller knew about the role the boy would have in the future and decided to prepare him for without scaring him.

Although Yuto often daydreams about traveling to Minkai to discover the origin of his family and become a samurai like his father, the boy has been always too shy and withdrawn to immerse himself in such a bold voyage. At least until a few weeks ago, when Niska summoned him shortly before dying, to make him promise he will join Koya and protect her should she endeavour in a long travel. The fortuneteller said a lot of strange omens he was not able to understand and gave him the training weapon and armor his father left behind whose existence Yuto never knew about before.

Secrets:

Spoiler:

Although her mother lived a humble life in Sandpoint, back at Minkai she had a comfortable life in a well-off family of traders or noblemen. Her marriage with Tsutamu, a much older man with little coin or titles, was judged inconvenient for the young Umie and caused a great storm in the family. Nevertheless, she decided to leave the life of comfort and remain truthful to her love, even when Tsutamu’s liege brought her to the far away foreign lands of Varisia. This is a possible hook for end game at Minkai. If you want, you can give me a family name and I will incorporate it.

Personality, main NPCs relations and Adventure motivations:
For much he has idealized the loyalty and combat excellence of his father through the reading of his samurai books, Yuto remains an insecure 24 years old young man. Shy and withdrawn, when not working he passes most of his time reading at the Mvashti’s house, but now that Kuya is spending less and less time at town, Yuto is being forced to leave his jobs at the Glassworks Factory and with Rhynshinn Povalli at Vernah’s Fine Clothing and take the sword to follow Kuya as promised and work with his fostering brother Sandru Vhiski.

While the relation with Kuya has always been of mutual care as in a mother to child normal relationship, his relation with Sandru has been more conflicted. Yuto sees his fostering companion as his older brother, and enjoys his protection and cares, but at the same time it is conflictive and creates a secret resent, as he sees in him the boldness and detachment of the samurais that he lacks.

With Ameiko, the young man has a relation of reverence. He sees his own Tien ethnicity reflected on the woman. And despite not having enjoyed much time with the over demanded woman, he was lucky enough that Madame Mvashti convinced her to teach Yuto the Tien and Minkaian languages early on.

Shalelu on the other side is just a mystery to Yuto, although he knows about her and how important she was in the goblin and giant attacks. He idealizes the guardian for her boldness and judges her as an archer able to rival the best samurai bowmen.

His shyness and sensibility though, have made Yuto an observant person, able to understand the motivations and virtues of others, and has made him a great guardian of the self being of his companion emotions. He will always try to help people work well together around him.

HIRABASHI YUTO:

Male human (tien) samurai (Yojimbo) 1
LN Medium humanoid (human)
Init +2; Senses Perception +5
DEFENSE
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 13 (1d10+2+1)
Fort +4 (2 class, 2 Con), Ref +2 (0 class, 2 Dex), Will +1 (0 class, 0 Wis, 1 trait)
Special defenses resolve (1/day), determined (use resolve to remove shaken, fatigued or sickened), resolute (use resolve to roll Fort or Will twice), unstoppable (use resolve to stabilize and remain conscious)

OFFENSE
Speed 20 ft (30 ft without armor)
Melee katana +5 (1d8+6) 18/x2 slashing, or
quarterstaff +5 (1d6+6) 20/x2 bludgeoning
Ranged sling +3 (1d4+4) 20/x3 bludgeoning
Special attacks challenge (1/day, +1 damage, DR 1/-, -2 AC)

STATISTICS
Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Ability increments +2 Str (racial)
Base Atk +1; CMB +5; CMD 17
Feats Combat Expertise, Fast Learner
Traits
Friend of the Family (campaign): You are a friend to the Mvashtis. Niska Mvashti’s made you promise before dying to accompany her daughter Koya and protect her if she begins a long travel. Ever since you made this promise, you’ve felt a strange sense of destiny looming in your future—you might even think that Niska is now watching over your shoulder, just as she asked you to watch over her daughter. As a result of this eerie sense of being watched over, you’ve been able to react to dangerous situations more quickly than ever. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya. NPC Choices: Koya.
Indomitable Faith (faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. I do not know what religion might be suitable, but I was thinking one original from Minkai he might have read about on books
Skills (4 class + 2 background + 2 Int + 1 skilled + 1 fast learner = 10 x 1 level = 10; ACP=-7)
* = background skill
Bluff +0 (0 Cha, class)
Climb +1 (4 Str, 1 rank, 3 class, -7 ACP)
Craft* clothing +6 (2 Int, 1 rank, 3 class)
Diplomacy +4 (0 Cha, 1 rank, 3 class)
Handle Animal* +4 (0 Cha, 1 rank, 3 class)
Intimidate +0 (0 Cha, class)
K. history* +6 (2 Int, 1 rank, 3 class)
K. nobility* +7 (2 Int, 1 rank, 3 class, 1 order)
K. planes +3 (2 Int, 1 rank)
Perception +5 (0 Wis, 1 rank, 3 class, 1 trait)
Profession* - (0 Wis, class)
Ride -5 (2 Dex, class, -7 ACP)
Sense Motive +4 (0 Wis, 1 rank, 3 class)
Swim +1 (4 Str, 1 rank, 3 class, -7 ACP)
Languages Common, Tien, Minkaian, Goblin
Favored class (samurai): Both +1 HP and +1 Skill (Fast Learner feat).

SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Str
Bonus Feat Fast Learner
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).
challenge (Ex): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the samurai's concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.
Resolute defense (Ex): At 1st level, whenever a yojimbo issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the yojimbo is adjacent to his ward, he can use resolve, greater resolve, and true resolve on his ward rather than targeting himself.
Order: Order of the Warrior
Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways. Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Equipment:

Worn
four-mirrors armor, 125 gp [+6 AC, 2 Dex, -5 ACP]
shield, heavy wooden, 7 gp [+2 AC, -2 ACP]

Weapons
katana, 50 gp
training staff, 0 gp
sling, 0 gp
sling bullets, 1 gp

Waterproof bag, 5 sp
Bandoliers go here before going into the water

Belt
-

Bandolier 1 (1/8)
oil of bless weapon, 50 gp

Bandolier 2 (3/8)
alchemist fire [x1], 20 gp
acid flask [x2], 10 gp

Backpack
crowbar, 2 gp (+2 to open Str checks)
flint and steel, 1 gp
silk rope, 10 gp (50' break 24 DC)
sewing needle, 0.5 gp
torches [x5], 0.01 gp

Gold earned: 300 gp (initial)
Gold spent: -183(weapon+armor)-40(alchemicals)-50(potions)-14.05(gear)=-287.05 gp
Gold remaining: 12.95 gp


Most samurai follow Shizuru, the Empress of Heaven. That said, her husband/lover/consort, Tsukiyo, the Prince of the Moon, is not without adherents. He's also almost shy, in comparison with the sunlit goddess. Those are the two that would most likely be written of in books, I think. There's also General Susumu, who's Shizuru's half-brother, but he focuses mostly on evil samurai.


hustonj wrote:

I don't think I mentioned Ameiko in my write-up for Kane at all.

Maybe it was one of the other characters presented?

Maybe you just assumed a 16 year old guy HAD to have fixated on the attractive Bard? <evil grin>

In my defense, I saw you reference "a certain girl" and assumed you meant one of the main four NPCs!

Goodness, I'm... probably going to have to switch to the kobold. I really like Rosemary, but I think this is getting a little silly. I like Kinfen too, so let's go with her for now. I don't know Occult Adventures too well aside from the Occultist, and I think we really need 9th-level casters right now, so I'll keep it simple.

Kinfen, LN Kobold Wizard
Campaign Trait: Childhood Crush (undecided at this time) (like I said, I like doomed crushes)
When Kinfen first came to town, she was Lawful Evil, and had a very traditionally "kobold" mindset. She's mellowed a lot since then; she's still a cranky little coward, but she's also come to crave the kindness and company of the few Sandpoint locals who don't mind her being around. I like the idea of her being friends with Koya, maybe sharing a hobby or vice or the like, and since I'm apparently a real sucker for doomed crushes, I like the idea of her having a slight crush on one of the NPCs—probably still Ameiko, just because she's the obvious "doomed crush" pick, but Shalelu or Sandru could be interesting.

Backstory:
Kinfen is an exiled "princess", the way she tells it, who showed up in Sandpoint a few years ago and took to haunting the Rusty Dragon common room. Kobolds aren't a big problem in Sandpoint the way goblins and dragons have been, so people didn't quite know what to do with her, and decided to let her be the first one to cause trouble. She's known as a bit of a crabby type, but has mellowed considerably from the bitter, shrieking lizardrat who appeared in Sandpoint vowing revenge on her ouster. Nowadays, she just studies magic, alchemy and pigments. She has become something of a "mascot" for the Rusty Dragon owing to her fittingly rusty-red scales and firm declarations of draconic ancestry.

Kinfen misses the closeness of her tribe, but is incredibly proud, and sort of has it in her head that she's not "allowed" to make friends until she's reclaimed the "throne". So she just pours herself into her work, studying the paints of colors she cannot see, drawing abstract art and Harrow cards and tinkering with the magical technique she's developed. She chats with the regulars and staff of the Rusty Dragon on occasion, but she doesn't exactly open up much—except to declare that she will soon return to her tribe and bring ruination upon her enemies.

She's joining the party ostensibly in exchange for a favor—Sandru says he's met a dwarf on one of his travels who might be able to draw a map leading back to her tribe, as she got hopelessly lost on the ascent and has no idea where it is anymore—but really, she's lonely and happy to help the people of the Rusty Dragon, and feels a bit indebted to their hospitality.

Potential Hooks:
- The location of the tribe can be very flexible, since the kobold got very lost in her ascent and spent upwards of a year wandering through the Darklands. Likewise, the identity of the enemies who ousted her "rightful rule" is left vague—she herself might not remember, as she was quite young, and it might not just be kobolds.

- Kinfen has practically lived at the Rusty Dragon for the last five years, and she knows everyone who shows up there regularly by name. She's very curious about the surface world, and while I doubt she goes on many outings, she would talk to Shalelu a lot about local plants and animals that could provide bold new hues, and interrogates the four regularly to learn more about the world she's never ventured out into.

- Kinfen can't see color—kobolds have little use for it in the darkness—and this saddens her more than she'll admit to anyone. She sometimes asks people if her paintings look "right", as she has a tendency to accidentally slip in errors like a tree with brilliant pink foliage. She's currently trying to concoct a new blue pigment, and will do just about anything to get it. Most of her spells are linked to the paints and drawings she does, giving her a more utilitarian reason, but she does genuinely love the art itself.

- I like the idea that she and Koya are friends. Maybe Koya judges her work for her, or maybe they play a game together. Maybe Kinfen is painting those Harrow cards as a gift for Koya, and she's a little afraid that Koya won't live to receive it. She and Koya certainly share an eagerness to explore the surface world, though Kinfen won't admit it.


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Kobold Cleaver wrote:


Kinfen, LN Kobold Wizard
Campaign Trait: Childhood Crush (undecided at this time) (like I said, I like doomed crushes)
When Kinfen first came to town, she was Lawful Evil, and had a very traditionally "kobold" mindset. She's mellowed a lot since then; she's still a cranky little coward, but she's also come to crave the kindness and company of the few Sandpoint locals who don't mind her being around. I like the idea of her being friends with Koya, maybe sharing a hobby or vice or the like, and since I'm apparently a real sucker for doomed crushes, I like the idea of her having a slight crush on one of the NPCs—probably still Ameiko, just because she's the obvious "doomed crush" pick, but Shalelu or Sandru could be interesting.

Go with Koya for the crush. More seriously, I will say that kobold adventurers need a lot of explanation - they're very much homebodies, and intensely communal. But I won't stop you from pursuing it if you'd like!


I feel pretty good about her explanation—she was ousted from her comfortable position and driven out of her tribe during a takeover, and she's been holing up in the Rusty Dragon for a few years at this point "planning her next move". Her communal-ness is actually part of what's driving her to adventure—in the absence of a tribe, she's gotten very attached to the Rusty Dragon crew, though she obviously will never say it outright. She's not in it for the adventure, she's here because she doesn't want to be left alone.

... That, and she doesn't think the people of Sandpoint will continue to put up with her once Ameiko, Sandru, Shalelu and Koya aren't around to keep an eye on her. :P

If you think it needs more, let me know! Kinfen does not have to be a kobold, but I think she's much more interesting as one—for instance, her being a painter who's unable to see color, her intense fascination with a world she doesn't understand, and her being extremely ill-fit to the environment she's been dropped into and then being pushed into a dangerous and difficult journey.

I did consider Koya for the crush, but if I make Kinfen Old age, her Strength drops to 3!


Being wholly fair, kobolds' max age is only 40+1d20. And 3 strength is, uh... like, at that point you might be able to carry your clothing and a spell component pouch? Maybe a spell book?

But yes, that's up to you.


Really? I could've sworn Paizo source placed them at living to upwards of 130 years, but reaching adulthood at, like, 6. But that might be out of date.

Oh, yeah, this is what I was remembering. It's a Paizo source, but the ARG would definitely overrule it.

Classic Monsters Revisited wrote:
They are considered to be full adults around age 10. Sexual dimorphism is very limited, with non-kobolds rarely able to tell the differences between the sexes. Most kobolds are quite short-lived, with a typical life-expectancy of around 30 years before typically dying through violent means. However, when their lives are not cut off early, they have also been known to live for quite a long time, with the oldest kobolds claiming their age to be 140.


Huh. Maybe Kobolds of Golarion has more to say...

Kobolds of Golarion wrote:

Hatchlings develop quite quickly, doubling in size each year until they reach the juvenile stage at around 3 years of age and full adulthood by their tenth year. Males

and females are virtually indistinguishable to other races, even after reaching adulthood. Life expectancy for most kobolds is about 30 years, though some particularly hardy and careful kobolds have been known to live up to 140 years.

Weird.

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