Pathfinder Interest Check: Crimson Throne

Started by kckolbe, December 10, 2014, 08:31:30 PM

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kckolbe

Good point on player drops.  It is something that tends to happen, after all. 

I completely understand what you mean about the images, as that is something that annoys me as well.  Perhaps we can work a slight rule change allowing a different alignment in return for some other restriction? 

I am completely okay with re-flavoring a trait.  The Lamm thing is extremely forced and not even required, as we are just hired to kill him.  It doesn't have to be personal.  Anyone who took that can change to something slightly less "b action movie"-ish.

Bibliophilia, let me talk to VonDoom and Blinkin first.  I'd like to keep the group small.
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

Bibliophilia


Andi

Just for what it's worth, I'm still interested. Would play a male, but @#$%, have outside demands kept me uncreative. Tentatively considering a Desnan rogue, starknife-thrower. Part of a theater + circus troupe, earns his keep by precision knifethrowing, doubles as bouncer if needed, probably does his share of pursecutting as well.

kckolbe

Will consider him, but I'll want to see a source of income from less combat/rogue-ish means as well.
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

ChaoticSky

Damn, seem to have missed the boat on this one.

Andi

Urrek

Six foot two tall, with the light-blue skin of an Ulfen with giant blood in his veins, the pointed ears of a half-elf and the silver-blonde hair and bright eyes of a Snowcaster elf, Urrek excels at his work to a large extent because he is so obvious. After all, he cannot possibly be so stupid as to embark on a life of crime when he is recognizable at half a mile in a crowd... can he? Either way, Urrek is a pleasant man, a storyteller of some skill, charming, skilled with words, always a pleasant smile on his lips. He wears the fur-lined leathers of his homeland easily, moves gracefully, and usually has a small entourage following him - the charm of the exotic more than anything, he explains with a small smirk. Aside from telling stories, he sometimes earns money as professional knife-thrower (when he can find a volunteer to act as target).

Most recently, he has arrived in Korvosa, intent on spending a few weeks in a bigger city, refill the coffers and supplies, possibly stay for winter. And that means, Urrek is quickly developing that itch to do things that comes with sedentiary phases.
Statblock

Urrek Thursen
Half-elf (snowborn) rogue (knife master) 2 (Pathfinder RPG Ultimate Combat 72)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (2d8)
Fort +0, Ref +7, Will +0; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk starknife +3 (1d4+1/×3) or
. . starknife +2 (1d4+1/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 14, Wis 11, Cha 15
Base Atk +1; CMB +2 (+3 sunder); CMD 16 (17 vs. bull rush, 17 vs. overrun)
Feats Martial Weapon Proficiency (starknife), Skill Focus (Diplomacy)
Traits blood of giants, voice of velvet (vudrani)
Skills Acrobatics +6 (+2 to jump), Bluff +7, Diplomacy +11, Disable Device +8, Disguise +7, Knowledge (local) +7, Perception +7, Perform (oratory) +8, Sense Motive +5, Sleight of Hand +6 (+7 to conceal a light blade), Stealth +6; Racial Modifiers +2 Perception
Languages Common, Elven, Skald, Varisian
SQ elf blood, hidden blade, rogue talent (charmer)
Other Gear mwk leather armor, mwk starknife, starknife (10), bedroll, belt pouch, blanket, winter, masterwork backpack, masterwork thieves' tools, 24 gp, 4 sp
--------------------
Special Abilities
--------------------
Charmer (1/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Blade +1 +1 bonus on Sleight of Hand checks to conceal a light blade.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

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VonDoom

I'll try and have my character proposal up today.  :-)
Now this is the Law of the Jungle-
as old and as true as the sky;
And the Wolf that shall keep it may  prosper,
but the Wolf that shall break it must die.

-Rudyard Kipling, "The Law of the Jungle"
O&O

VonDoom

Lyra Neriya, CG Human Swashbuckler


Name: Lyra Neriya
Class: Swashbuckler (Inspired Blade) 2
Race: Human
Alignment: Chaotic Good (dancing on the edge to Chaotic Neutral, but unless pushed more naturally inclined towards CG)

Information and Background

Background
Lyra was born as the first-born daughter of the noble Neriya family, a minor off-shoot of the Arkona without much influence, but between a measure of wealth and the prestige associated with nobility they have carved out a rather comfortable and privileged existence.

Of course, Lyra proved herself the black sheep of the family in pretty much every respect. Growing up she was a little hellcat, constantly sneaking off and running wild - walls and high windows were more challenge than hindrance to her.

As a youth she was often seen on the streets and managed to become friends with a group of kids there. During the time she was notorious for her pretend-plays in which she put on a mask and claimed to be Blackjack, fighting for abandoned kids everywhere. Of course, that couldn't last and eventually her identity was discovered. She was well-liked, but the threat of Hellknights coming after them for 'kidnapping a noble' was too great and so she had to stop meeting them.

Despite her best attempts to avoid her eduction, she still received one and to this day knows her etiquette, her formal dances, all that was expected of a noblewoman -- she was set to be married off, too, at least until she made a show of sleeping with a stable-hand, making sure that they would be discovered in such a manner as to make it impossible to hide her indiscretion. And when they tried it anyway, she challenged a number of hothead young nobles to rather unladylike duels and proceeded to use every dirty trick she knew.

Thus thoroughly disreputed, she had effectively disavowed any advantage familial ties might provide, but in exchange gained her freedom.

Freedom which she mostly spent with her old gang (now all grown up) at Pilts Swastel's Exemplary Execrables, where she hired on as a stage actor - as a trained fencer, she performs a variety of stunts and often takes male roles. [Can be switched to a different place or after a falling out she simply moved to whatever place our group is involved in.]

Recently, the child of her younger sister disappeared. (Sister: Sanya Neriya, Niece: Siri Neriya) Though their relationship has been frosty at best since Sanya effectively had to take Lyra's position in the family, she is still blood and since the guard has been unable or unwilling to investigate properly, Lyra has taken to searching the streets, figuring that she has a better chance to get Siri back than her mollycoddled sister.

Personality
Lyra grew up as a noble but her heart pulled her towards the street and its far less stuck up ways. Despite this, she is no fanciful dreamer -- she wants adventure, fame, fortunes, all those things, of course, but past failures and travails have curbed her enthusiasm into a more realistic mindset.

She likes the life of a rowdy performer and sellsword and wouldn't give the freedom it brings her up for the world. Freedom means everything to her, the ability to choose her own path -- and anything that gets in the way of that brings out the fierce side of her, dry wit giving way to quiet rage and gleaming blades.

With the sort of people she enjoys being around (scoundrels, performers, honest workers, adventurers) she is largely pleasant, even forthcoming and quick to make friends or take lovers, for the latter of which she has an appreciation of both male and female.

With haughty nobles or people who affect similar attitudes, her own quickly becomes cold and defensive, even unpleasant. She has little patience for the pretensions of her own family and even less for those unrelated.

Notable Skills as an Employee
Bodyguard and Skill Demonstrations/Wagers aside, Lyra is skilled at stage performance and has turned her childhood fancies into a measure of actual acting skill (some sleight of hand and escape artistry doesn't hurt, either, for portraying those dashing heroes) -- not to mention her dancing, which is not nearly as limited to classic dances as her former tutors would like.

Though effectively disavowed, she still knows how to play at nobility and etiquette, knows the customs and people, perhaps opening doors where otherwise there would be none.

Appearance

Lyra on a bad day.

Lyra's sharp features are framed by wavy auburn hair that reaches just past her shoulders: attentive blue eyes, fierce eyebrows, high cheekbones and full lips that do what they can to lessen her overall severity, though that impression is often put to the test when she flashes a brilliant smile.

Unlike many performers she prefers to be fully dressed unless her role specifically calls for a different ensemble and it reflects on how she dresses normally -- yet for all of this, she has nothing in particular to hide. Her shape is an athletic one, yet she has managed to retain her feminine curves - her breasts pleasant handfulls, her hips perhaps not prominent but undoubtedly feminine. An intricate weave of tattoos runs along her back and her upper arms, a netting of stylized roses and thorns.

Her preferred manner of clothes are a simple shirt and black pants, over that a red buttoned-up vest and a dull-black coat, usually open to emphasize her form and display some color. Always on her belt are her rapier and the light crossbow she keeps as a backup.

Sometimes she wears a triangular hat, matched in color to her coat -- usually when things get grim.

Statsheet

Lyra Neriya
CG Human Swashbuckler (Inspired Blade) 2

HP: 16
BAB +2

Attributes
Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 14

Saves:
Con: 2 (0+2[con])
Ref: 7 (3+4[dex])
Will: 1 (0+1[trait])

Panache
4 (+1/2 from favored class)

Traits:
Fencer
Missing Child [Missing Son or Daughter (Niece)]

Skills: 4+Int (2)+1=14 (7 maxed)
Acrobatics 1
Bluff 1
Climb 1
Diplomacy 1
Escape Artist 1
Intimidate 1
Knowledge (Local) 1
Knowledge (Nobility) 1
Perception 1
Performance (Act) 1
Performance (Dance) 1
Ride 1
Sense Motive 1
Sleight of Hand 1

Feats:
1 Fencing Grace (Weapon Finesse, Weapon Focus [rapier])
1 Combat Reflexes

Class Features:
1 Deeds, Inspired Panache, Inspired Finesse (Weapon Finesse, Weapon Focus [rapier])
2 Charmed life 3/day

Attack:
MW Rapier, +8 attack, 1d6+4 damage, 18-20 critical
Light Crossbow, +4 attack, 1d8 damage, 19-20 critical

AC: 19 10 + 4 armor + 1 shield + 4 dex)

Inventory:
[1000gp starting money (taken from Wealth by Level chart)]

MW Rapier, 320gp, 2 lbs
Light Crossbow, 35 gp, 4 lbs
Chain Shirt, 100gp, 25 lbs
Buckler, 5gp, 5 lbs
Sleeves of Many Garments, 200gp, 1 lb
Explorer's Outfit (free), 8 lbs

Light Horse (Combat Trained), 110 gp
Riding Saddle, 10 gp
Saddlebags, 4 gp
Small Tent, 10 gp
MW Backpack, 50 gp, 4 lbs
Pathfinder's Kit, 12 gp, 22lbs
Grooming Kit, 1 gp, 2 lbs
Rapier, 20 gp, 2 lbs
Rapier, 20 gp, 2 lbs
Dice, 1 sp
Cards, 1 sp
102,8 gp remaining
Now this is the Law of the Jungle-
as old and as true as the sky;
And the Wolf that shall keep it may  prosper,
but the Wolf that shall break it must die.

-Rudyard Kipling, "The Law of the Jungle"
O&O

VonDoom

#83
New proposal, sadly a fairly rushed writeup. To make things more simple and have the concept out faster, I will use the same stat setup, only switching out the skills, campaign trait, and equipment. I'll do the equipment later.

Information and Background

Background
Magnus Verrier's grandfather was a Varisian blacksmith who traveled the lands in hopes of mastering his craft. He eventually settled in Minkai, marrying into a family whose traditional craft was swordsmithing after they recognized his talent. His father (Jin Verrier, he later re-adopted the Varisian family name), then, was a swordsmith who grew up learning the family trade as well as local swordsmanship, but was ostracised for his status as a half-breed. Eventually he decided to travel to the home of his 'barbarian' father in hopes that they would prove more accepting.

They did. Not always, of course, but he found love there, relatives he hadn't known before and a new home. A few years later, he had become a popular weaponmaker even among the nobility -- and, of course, Magnus was born.

He grew up quickly -- as the son of a famous swordsmith he wasn't exactly nobility, nor could his family be considered wealthy, but they were certainly well off and he grew up in that comfortable sort of household where you didn't have to worry about starving every day but still had a honest life without the complications and intricacies of court life.

Magnus learned the family trade, learned to fight and eventually it was discovered that he was a lot better at the latter. Back in Tian Xia, Magnus' father had learned that fighter and blade should be one and that was what he passed along to his son. Magnus took from that that a true master of the sword would both make and wield it in equal measure.

He didn't have many friends, growing up, only two or three -- as his apprenticeship permitted him -- but for those he was the most steadfast and loyal of companions. Of course, the folly of youth always interferes, and where his father knew not to get entangled too much with the aristocracy Magnus fell in love with a young noblewoman, the daughter of one of their customers. He tried his best to fit into that world, learning manners as befit a courtier, but was ultimately rebuked by one of her more 'legitimate' suitors.

And mysteriously, after that happened, the Verrier smithy started losing customers. Eventually his father grew sick, the frustration about not being able to work his craft perhaps exacerbating his sickness -- he would likely have passed away soon after, if he had not been killed first. Jin was returning from work, which he still forced himself to do, and murdered right on the street, robbed of his heirloom ring.

Unable to rely on their old reputation and forced now to provide for his mother and much younger siblings (a brother and a sister), he began to ply his trade in the streets -- attempting to garner interest by demonstrating his skill with a blade to show the quality of the blade. Magnus still hopes to bring whoever murdered his father to justice one day, but so far has been unable to find any leads.

Personality
Magnus has tasted both the simple life and that of the high-born, if only briefly. He still isn't sure which one he prefers, but for now he has other priorities. Family matters and he has one to provide for. That has to come first.

The weight of responsibility has forced him to become more serious and he spends most of his time improving his craft or trying to peddle his skills. He isn't really satisfied with the current state of things, but he believes that if he persists things will get better.




Appearance

Magnus has the looks of a serious man, with angular features - a broad well-shaved chin, strong nose and a prominent brow. Light-brown hair rests on the top of his head and frames his cheeks, short sideburns on each side. Though he carries some Tian Xia heritage, he doesn't really show it, his features clearly masculine in the way more common to these lands. His frame is tall, his limbs long and with clear muscle definition -- the definition of an acrobat, broadened by his work as a smith.

He wears a dark grey long coat, buttoned on the left side, together with a white cloak, complete with cowl, attached by cords. The coat is held tight by a broad dark-brown girdle, on which he wears his blade.

Those who have faced him before in duel or training know he also hides armor beneath that coat, a mesh of chain intent to provide the most protection while leaving him his precious mobility.


Statsheet

Magnus Verrior
Human (varisian) swashbuckler (inspired blade) 2 (Pathfinder RPG Advanced Class Guide 56, 125)
LN Medium humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 16 (2d10+4)
Fort +2, Ref +7, Will +0
Defensive Abilities charmed life 3/day
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk rapier +8 (1d6+4/18-20)
Ranged mwk light crossbow +7 (1d8/19-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 16 (16 vs. disarm)
Feats Combat Reflexes, Fencing Grace, Weapon Focus (rapier)
Traits fencer, love lost (orphaned)
Skills Acrobatics +7, Bluff +6, Climb +3, Craft (armor) +10, Craft (weapons) +10, Diplomacy +6, Escape Artist +7, Intimidate +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +4, Ride +7, Sense Motive +4, Sleight of Hand +7, Survival +0 (+2 to avoid becoming lost when using this)
Languages Common, Dwarven, Minkaian, Varisian
SQ inspired panache
Combat Gear potion of cure light wounds (2), alchemist's kindness; Other Gear mwk chain shirt, mwk buckler, mwk light crossbow, mwk rapier, belt pouch, cards, chalk, compass, dice, fishhook (2), flint and steel, journal, masterwork artisan's tools, masterwork artisan's tools, masterwork backpack, mirror, sealing wax, sewing needle, signal whistle, string or twine, weapon cord, whetstone, light horse (combat trained), bedroll, bit and bridle, blanket, brush, shaving (0.1 lb), caltrops, crossbow bolts, cup, shaving (0.2 lb), feed (per day), hemp rope (50 ft.), mug/tankard, rapier, rapier, rapier, rapier, riding saddle, saddlebags, shaving powder (one shave) (0.01 lb), shovel, straight razor (0.2 lb), tent, small, trail rations, wagon, light, waterskin, 126 gp, 12 sp, 2 cp
--------------------
Special Abilities
--------------------
Charmed Life +2 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Fencer +1 to hit with dagger or sword AoOs.
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Weapon cord Attached weapon can be recovered as a swift action.


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

Horse, light (combat trained)
Horse  (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee (M) rapier -3 (1d6+3/18-20) or
. . (M) rapier -3 (1d6+3/18-20) or
. . (M) rapier -3 (1d6+3/18-20) or
. . (M) rapier -3 (1d6+3/18-20) or
. . 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run[/B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
Combat Gear caltrops (5); Other Gear crossbow bolts (100), rapier, rapier, rapier, rapier, bedroll, bit and bridle, blanket, brush, shaving (0.1 lb), cup, shaving (0.2 lb), feed (per day) (2), hemp rope (50 ft.), mug/tankard, riding saddle, saddlebags, shaving powder (one shave) (0.01 lb) (50), shovel, straight razor (0.2 lb), tent, small, trail rations (7), wagon, light, waterskin
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Now this is the Law of the Jungle-
as old and as true as the sky;
And the Wolf that shall keep it may  prosper,
but the Wolf that shall break it must die.

-Rudyard Kipling, "The Law of the Jungle"
O&O

kckolbe

Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

VonDoom

@Ixy Sorry I'm responding so late to that bit, but if a more refined barbarian is still of interest, there's also the Barbarian/Sorcerer class, the Bloodrager (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager) or the Barbarian/Bard, the Skald (http://www.d20pfsrd.com/classes/hybrid-classes/skald).

@kclolbe In regards to taking over NPCs, if you need help I'm of course willing to assist, but I have to admit to relative inexperience writing the sexy stuff ... well, and the last time I was supposed to dedicatedly portray NPC it was mostly waiting and then the game failed, so that didn't work out so well ... but as I said, if it gets too much, I'll gladly help out, but outside of that I'd rather stick to one character.
Now this is the Law of the Jungle-
as old and as true as the sky;
And the Wolf that shall keep it may  prosper,
but the Wolf that shall break it must die.

-Rudyard Kipling, "The Law of the Jungle"
O&O

VonDoom

Statsheet updated. I took the liberty of having him craft his own armor and weapons, so he managed to squeeze in a few extra weapons to peddle (and he kept the best he made so far for himself, of course).
Now this is the Law of the Jungle-
as old and as true as the sky;
And the Wolf that shall keep it may  prosper,
but the Wolf that shall break it must die.

-Rudyard Kipling, "The Law of the Jungle"
O&O

Ixy

For review and suggestions:

   
Kasmira

Ah, the idyllic orphan story-- it was as in the fairy tales, a basket on a doorstep, a soft blanket with gold trim that hinted at nobility, a lovely babe with bright eyes, porcelain skin, and raven-black hair.  Yes, Master Rence and Mistress Catherina Doska, retired to their country estate, were quite smitten with the infant that became the focus of their lives.  Having retired, childless, to a defensible chateau stocked with servants and vineyards, they needed a distraction from their boring and tedious lives of wealth in the countryside.  The girl provided that-- growing lovely in her youth, she was the focus of their tales for guests both merchant and semi-noble, she was the reason for their parties and the recipient of their lavish gifts.  They named the girl Kasmira, and she was suited-after by youths and leches quite heavily in her time.

Paying little heed to the girl's peculiarities-- her fondness for blue-rare meat, her sensitivity to bright daylight and insistence on heavy curtains in her chambers, her strange interests in morbid tales and taboo subjects-- they turned away suitors on her behalf and distracted her with a broad library and the loveliest of dresses.  She was a spoiled prat, no doubt, but she made them quite happy.  The onset of her puberty was quite late, which gave them greater cause to enjoy spoiling her in her 'girlish years'.  Her fascination with dead things was simple 'childhood curiosity' or 'sensitivity'.  And her parlor tricks-- the abilities she began to show to manipulate things and turn away servants that annoyed her?  Well, those were just quirks of her mystery, and one day she would grow out of them.

Regardless, she began to earn a reputation among the visitors-- some said she was a succubus that was leeching life and wealth from her aging parents, and others that she was a changeling that would one day return to the realm of the dark fae.  Little heed was given these warnings, although her suitors dried up, and the legends greatly overshadowed any true menace.   

When visitors declined and her parents grew more feeble, the girl took to bouts of exploring... visiting taverns, inviting herself to dances that she'd received no invitation to.  She loved her parents-- well, at least had a fondness for them... but she wanted to experiment, to see the things that people rarely spoke of.  She made pretense of joining a convent, only to sneak out when she grew bored.  She entertained an ivory merchant's advances only to brush him off when he insisted on marriage.  She visited caravans and stole moments of arcanists' time, dug up bodies and lingered in brothels.  Every curiosity was hers to indulge... until her adopted parents, one night, were murdered. 

They and their servants were slaughtered, and all were strung up for display at the gates of their home.  There was evidence of some robbery, but the violence and brutality so outweighed the monetary gain that the murder was assumed to be a personal vendetta.  A fisherman on the loch described seeing a young woman in league with a half-dozen horsemen ride to the chateau the night of the murder, and having heard screams he fled to the next village to drink away his terrors.

His story was accepted as fact, and the suspicious townsfolk blamed Kasmira-- the morbid girl's room was filled with curious trophies, in fact... jewels from the deceased, tomes of dark magic, and even a few human skulls.  She was unable to account for her whereabouts because the nomadic merchants that she'd spent the evening with had left town without a trace, and she even had blood under her fingernails (a coincidence of regretfully having to purchase raw lamb to scorch for her breakfast). 

Incarcerated for weeks, she was finally freed when her closest friend, confronting the fisherman, forced him to reveal additional details about the mysterious assailants at the home that cast doubt on Kasmira's involvement.  Before the girl could be released from prison, the poor fisherman went missing, and his body (when it broke free of the chains on its ankles and drifted ashore) was found a week later, bloodless, bloated, and putrid.

Kasmira has since found a theater and tavern that, in the owner's kindness, allows her to entertain travelers for coin so she can keep up room and board.  All her family's wealth was seized by the government, despite the fact that charges against her were dismissed, because as an adopted child she could not be named an heir under local law.  With only a trunk of her old possessions, she lives humbly and performs acts of 'spiritual premonition' for guests-- the reading of tarot cards, spirit-board communication, and seances of minor prestidigitation.  She knows that personal wealth and power are the only tools she has for revenge, and she is plotting to build her reputation and wealth as best opportunity can provide, though for the past few weeks she has barely been scraping by.
______________________
The big print giveth, the small print taketh away.

kckolbe

This character is so interesting that I am almost upset with you for not posting her sooner.  All I ask is that two skill points go to something to help her make money.  Perform: fortune-telling, maybe, or crafting.  Craft: Calligraphy, bookbinding, jeweler, or maybe painter, constructing portraits of rather morbid scenes.
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

Ixy

I appreciate the compliment.  I kept messing around with it in my head until I decided on it today.  I was thinking that she could use prestidigitation, bluff, and sense motive to perform convincing street magic, fake seances, etc.  If I pick either a level of performance or profession, would that be ok?  And which one would be more appropriate for a charlatan-level performance?
______________________
The big print giveth, the small print taketh away.

kckolbe

Ah, I see where you are going now.  Admittedly, I am still fond of her painting her "visions."  Failing that, perform works, adding a +2 to the roll once you get 5 ranks in bluff and sense motive.
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

Ixy

I can do that, for sure.  I also liked the idea of her mixing her "harmless little shows' with just enough real magic to sadistically scare the pants off these poor townsfolk, at some point....
______________________
The big print giveth, the small print taketh away.

kckolbe

You are a horrible person, Ixy.  I'll create an OOC soon.  Thinking NC Exotic System Small Groups.

By the way, Chulanowa successfully described the business I am going for as a Hooters-style flea market, which I am going to steal.
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

Ixy

Chicken wings, broken tools, home-make pork rinds and semi-nude hula girls.  Sounds like a party.
______________________
The big print giveth, the small print taketh away.

MiraMirror

Evera can provide the atmospheric drums...She only does tribal. :l
On's and Offs -  Please read before asking for a story <3

kckolbe

Maybe a survival-based skill?  Leatherworking/tanning, an antlerer, maybe, or woodcarving.  Trapmaking would also work.
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

Chulanowa


kckolbe

Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

MiraMirror

Well, I just figured that it'd work if she was the muscle/bouncer/percussionist for the group, since percussion has been around for ages, even for older tribes.  I'm open to suggestions, mind.  I figured that she might've learned from her father how to make spears and some basic weapons like it, or how to make armor (like the hide armor that she wears).
On's and Offs -  Please read before asking for a story <3

kckolbe

Well we have a weaponsmith/armorsmith with VonDoom, but if he is open to having someone to work with (to lessen crafting times) then by all means.  If not, generic woodworking or leatherworking, maybe even a bowyer could all fit the theme.
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread