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Pathfinder Interest Check: Crimson Throne

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

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MiraMirror

#100
The most important thing is that it matches what she'd be capable of doing in the wilderness. She only rarely visited her mother and sister in the city, so she wouldn't havehave had the "good" equipment to work with (like furnaces and anvils).
On's and Offs -  Please read before asking for a story <3

VonDoom

Sure, always good to have someone handle the woodwork (I mean, sure, spears still fall under Craft Weapons, but someone with woodwork could probably still give the +2 bonus from Assist Other ... or speed up crafting, yes) and keep the forge hot.  ::)

Though depending on what she looks like, he might feel bad about making a slight girl do hard work. :P
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

Jaded

#102
I'm still not fully happy with the background, but wanted to get something posted before Tuesday.


Iriel Goldwind, at least that is the name she uses among humans, is a one hundred and twenty six year old elf.  She rarely speaks of her past, of the violent storm that shattered the ship her family was travelling on, or the years she spent crafting poisons and other lethal concoctions for an assassin’s guild after she washed up on shore. 

She is the child of Elven wanderers and alchemists, a duo who made their way studying the world and unlocking its secrets.  They taught her as they travelled, and even at a young age she had a knack for alchemy.  The storm that killed her parents, and left her half-drowned on a distant shore, changed Iriel's life forever.  Between a fever and hallucinations, she doesn't remember much of the days that followed.  Questions about her past and skills, threats of violence if she tried to escape, and an offer of employment that was effectively slavery.  When her mind finally cleared, she was working for a small group of assassins, producing poisons for their use.

She took up dancing as an escape, the freedom of movement a protest against the cramped quarters that she lived most of her life in.  She never thought that she'd one day use it to help support herself. 

It was in the confusion during a raid by the local city guard that Iriel saw her chance.  She fled, taking what little coin she had managed to scavenge, and booked a trip on the first ship she came across.  She had no destination in mind, just away, far away. 

Korvosa was a place for Iriel to make a new start.  She chose it at random, hoping that those that might be searching for her would have difficulty following a trail that didn't have a specific purpose.  She found a job as a stage dancer and occasional mercenary.  While she still practices alchemy, she refuses to sell poison.  While she might use it to aid herself, she doesn't want to be responsible for the death of those that may be innocent. 

Spoiler: Click to Show/Hide
Aeriele Mithtalen, Eriel 'the Elven Dancer' Goldwind
Level 2 True Neutral Elven Alchemist

STR:  8 [-1]   INT: 20 [+5]
DEX: 16 [+3]   WIS: 10 [+0]
CON:  8 [-1]   CHA: 14 [+2]

HP: 8
BAB: +1
Fort +2, Ref +6, Will +0

  CLASS
Alchemy
Bomb 1d6
Brew Potion
Mutagen
Throw Anything
Discovery
Poison Resistance +2
Poison Use

  FEATS
Skill Focus (Craft, Alchemy)

  TRAITS
Alchemical Adept (+2 Craft Alchemy, don't ruin ingredients as easily)
Talented, Dance (+1 Perform (Dance), Perform always a class skill)


  RACIAL
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

  SKILLS
Acrobatics +5, Craft (Alchemy) +17, Disable Device +8,
Knowledge (Nature) +10, Perception +7, Perform (Dance) +8,
Sleight of Hand +8, Spellcraft +10, Survival +5,
Use Magic Device +7

Languages: Common, Elven, Celestial, Draconic, Goblin, Orc, Sylvan

  DISCOVERIES
Precise Bombs

  EXTRACTS
--1st Level (4/day)
Crafter's Fortune
Cure Light Wounds
Disguise Self
Firebelly
Illusion of Calm
Polypurpose Panacea
Shield
Targeted Bomb Admixture

VonDoom

#103
Drawbacks/Flaws were allowed? Hmm, I may have to look into those, then, maybe one or another is appropriate for Magnus.

Edit: Hmm, Overprotective seems like a nice one for him. The Family Ties one is kinda bleh, since it doesn't account for ridiculous things like asking for a pony or somesuch.
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

Bibliophilia

#104

Flynn's mother was a seamstress and his father was a sailor.  His father wasn't home much, but when he was, he regaled his family with tales of adventure on the high seas, thrilling his only son with whispered stories of monstrous beasts and deadly storms.  His mother didn't approve of the stories, worrying that such ideas would lead their son to follow in his father's footsteps.  Her plans for him were far safer and less likely to have him leaving home for months on end.  She wished for her son to settle down, become a merchant and have a large family.  He likes to think he's fulfilled her wishes, to some degree.  It's likely, after all, that he has a few bastards out there somewhere.

Flynn was first introduced to firearms while visiting his father on the docks, meeting the incoming ship and taking advantage of his connections to get a look at the imported goods before the rest of Korvosa.  His father showed him the pistol they'd imported for some wealthy so-and-so, and it was the most intriguing and beautiful thing Flynn had seen in his young life.  His curiosity led him to talk his way into working in the kitchens of the rich merchant, Quinton Lockehart, in the hopes of finding a way to learn more about the weapon.  His natural charm and pleasurable company proved valuable in his endeavors, and soon he found himself going from Quinton's dishwasher to his apprentice.  Quinton was a childless widow, and the more time he spent with the young Halfling, the closer their bond became, until he considered Flynn the son he'd never had.

He not only taught the boy how to use a pistol, as well as gifting him one of his own, he trained the boy in crafting the weapons for himself and how to turn his charms to a profit.  When Quinton was framed for the murder of a business rival, those charms...and the threat of the firearm, were how Flynn learned of Gaedren Lamm's involvement.  The death of the fisherman, however, left the city with questions about Quinton and utterly destroyed his reputation, as well as his business.  Unable to work, the man fell into a deep depression, and no matter how hard Flynn tried, he couldn't pull him out of it.  Almost a year after he was framed, Quinton put a bullet through his brain, and left his apprentice and friend with the burning need to avenge him

Flynn runs a small stall, selling firearms to those wealthy enough, and ballsy enough, to buy them.  When he's not plying his wares, he can be found drinking, gambling or fucking.  Sometimes all three.  A man of insatiable appetites, and unfortunately bad luck, he rarely has more than enough gold to cover his expenses.  While exceptionally clever at games of skill, his passion lies in games of chance, and he is notoriously bad at them.  Still, his natural charm, good natured manner and sense of humor, even when on a losing streak, make him quite enjoyable company.  He rarely, if ever, has to pay for companionship, and yet almost never sleeps alone.

Despite his seeming irreverence and joie de vivre, within him smolders an ember of hatred, and the memory of a vow made at the side of Quinton's corpse after he had discovered him cold, and stiff.  One day Gaedren Lamm would suffer the same wounds as his mentor and friend.  The gun he'd taken from the suicide, the gun that had first brought him to the merchant's house, would complete the circle and end Lamm as it had Quinton.

Chulanowa

#105
Alright, got together an updated version of the character. Might go and re-do the equipment, but whatever.

Ramzenny Tarblottle
Class: Paladin
Race: Gnome
Deity(s): Arshea
Alignment: Lawful Good
Campaign Trait: Addicted Friend (+2 to Knowledge: Local)
Tradeskill: heal (Massage, herbal pharmacopeia, and general health-related services)
Character Sheet: http://www.myth-weavers.com/sheetview.php?sheetid=1074171
Stat block
Ramzenny Tarblottle
Gnome Paladin
LG Small humanoid (Gnome)
Init +1 Senses Darkvision; Perception -1


Defense


AC 18, touch 12, flat-footed 17 (+1 dex, +4 Armor, +1 shield, +1 size)
hp 16 (2d8+4)
Fort +8, Ref +4, Will +5
Defensive Abilities Bond to the Land (Urban), Illusion Resistance. Divine Drace
Bond to the Land
Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.
Illusion Resistance
Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Divine grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.



Offense


Speed 20 ft.
Melee Greatsword +6 (1d10 19-20/x2) or
   Morningstar +6 (1d6 x2) or
   Lance (1d10 x3)
Ranged Composite Longbow +4 (1d6+3/x3)
Special attacks Smite Evil 1/day
Smite Evil
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Spell-Like Abilities (CL 2; concentration +5)
   1/day - ghost sound (DC 15)
   1/day - dancing lights
   1/day - prestidigitation
   1/day - speak with animals
   At will - detect evil


Statistics


Str 16, Dex 12, Con 14, Int 10, Wis 9, Cha 16
Base Atk +2; CMB +4; CMD 15
Feats (1) Power Attack
Skills diplomacy +7, handle animal +7, heal +3, knowledge (local), ride +5, sense motive +3
Languages Common, Gnome, Sylvan
SQ Aura of Good, lay on hands
Aura of Good
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Lay on Hands
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Traits Addicted Friend, Self-sacrifice


Background

   Ramzenny is not a native of Korvosa; rather she and her family are natives of Magnimar; well, at least as native as one can be to such a young city. Her Whistledown parents joined the first colonists from Korvosa a hundred years ago, and happily worked their way into the middle class of the City of monuments as fine instrument crafters. Rather astoundingly, they raised a large family; five children, of which Ramzenny was the only girl, and second-youngest.

   Even from youth, Ramzenny was a curious creature. Magnimar is a city filled with odd notions of faith and religion, with the old varisian worship of the empyreal lords mingling with the other faiths of the Inner sea, and for a time, Ramzenny studied all of them. of course some don't take well to a gnome hiding under the pews taking field notes as if observing a long-lost tribe.

   But the worshipers of one empyreal Lord didn't mind. In fact, they extended a hand and welcomed her to their prayers. The cult of Arshea was small even in Magnimar, but earnest, and through their rites and teachings, she learned tenets of the Spirit of Abandon; a new love of beauty and song, freedom of body and spirit, and when she was deemed ready, the mysteries of the body, both for joy and mercy.

   Sometimes to hear though, one must cut; Arshea's followers were sometimes seen as easy marks, peaceful, soft, and few in number. When the mistress of Ramzenny's congregation was attacked in broad daylight by a band of Scarzni thugs, it was Ramzenny, alone of the group, who stood to drive them away. Though she did not escape unscathed, she had found a new calling; service of arms for the divine.

   It was shortly after this that  her younger brother, Dellorim seemed to disappear. he had joined a merchant crew, eager to see new lands, and never came back; the Varisian captain insisted that the young gnome had simply never come back. Worried, Ramzenny took the next ship to the port of call where Dellorim had vanished; Korvosa.

   It took several weeks of asking and nosing about before she found her brother, in an Old Town hospice, already so far gone that even Ramzenny's healing could not bring him back; she could heal his body but his mind was already fading away. For two days she was at his side, and when he finally slept, to never truly wake again, she had a name in mind - Gaedren Lamm, the man who had plied the drug on her brother in the first place. However, the city guards informed her they had no time for a foreign gnome's problem with a two-bit dealer.

   She's been stewing since. Unwilling to return home without justice for her brother, she has taken up a trade of healing, doing what she can to bring others away from the hopelessness that makes shiver and its like so tempting, and to heal the bodies of those who she can. she hopes to spread the name of Arshea and the angel's mercies, even in this city's stifling and stilted environs.

kckolbe

Nice!  I'll start the necessary threads (except for IC) after work.

And I am going to say no to flaws.
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

Shame, I like their Pathfinder implementation much better than what they did in 3.5.

Bibliophilia, have you looked at the Mysterious Stranger archetype? If you're going for a charismatic fellow, that's the archetype that's basically geared towards that.

Also, if anyone wants to get Masterwork weapons or armor, Magnus can make them for you. Not sure if our good GM approves of crafting for the remaining cast in advance, but it could at least be fluffed that way if anyone is interested. Usually crafted mundane stuff costs 1/3 the price, so he'd do it for 2/3 for good colleagues. An MW Rapier is priced at 320gp, for example, so that's 107 gp round up material cost and a discounted price of 214gp.

Once we're a proper group and mutually sharing profit, he'd of course do it for material recompense.
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

Bibliophilia

Yeah, I looked at it.  It's not a bad Archetype, but I don't like the idea of losing my Gun Training 1 at level 5, so I just played with my points.  I appreciate the heads-up, though.

kckolbe

VonDoom, at least let the ladies offer to pay in services ~grins~

Crafting pre-game is fine, though will still require rolls if unable to take 10.  I'll set limits like that in the OOC thread.
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

With the campaign trait, he has sufficient skill to do MW via take 10, luckily. :)

I was in a game once where the GM made a quick and dirty fusion of Mysterious Stranger and Gunslinger, mixing and balancing their traits together, that was pretty awesome to play. But the campaign was heavily homebrewed in the first place.

So, folks, weapons and armour at 2/3 rate, then. MW or not, whichever you want. Just be sure to tell me, since Magnus gets half of that. Which is actually pretty awesome, since then I'll have some funds to full his cart with more than just a few replacement non-MW rapiers.
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

MiraMirror

I'll be putting the skill rank into Craft:Weapons, so she could help...in a primitive manner. Just let her bang on things.
On's and Offs -  Please read before asking for a story <3

VonDoom

Welp, you only need DC10 to assist, so it shouldn't be a problem if hers isn't too high.

Other Craft skills that might be of interest are bows, leather and traps. I believe we have Alchemy via Jaded's character and firearms via Flynn.
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

MiraMirror

Evera Calanthe
Female half-elf druid (Feral Shifter) 2
CN Medium humanoid (elf, human)

Crunch
Init +4; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (2d8+3)
Fort +6, Ref +2, Will +4; +2 vs. enchantments,
Immune Magical sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee Masterwork Spear +5 (1d8+4/20/x3) or
. . Club +4 (1d8+3)
Ranged Masterwork Spear +4 (1d8+4) or
. . Club +3 (1d8+3)
Druid (Feral Shifter) Spells Prepared (CL 2nd; concentration +5)
. . 1st: alarm[D], Shillelagh, Cure Light Wounds, Magic Fang
. . 0 (at will): Create Water, Detect Magic, Light, Purify Food and Drink
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 13, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Skill Focus (Survival), Combat Reflexes
Traits Beast of the Society, Paragon of Speed
Skills Acrobatics -2 (-6 to jump), Climb +2, Craft (leather) +6, Diplomacy +4 (+6 involving creatures that belong to same race/ethnicity as your parents), Handle Animal +10, Heal +9 (+12 to treat common animals, but +1 to treat other creatures), Knowledge (geography) +6, Knowledge (local) +9, Knowledge (nature) +8, Perception +10, Sense Motive +3 (+5 involving creatures that belong to same race/ethnicity as your parents), Spellcraft +7, Survival +5, Swim +2; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ Elf Blood, Animal Focus, Nature Sense, wild empathy +4
Combat Gear
--------------------
Special Abilities
--------------------
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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------

I wanted to get something up before I went to sleep. Obviously, the armor will be changed to be non-MW depending on starting gold, and one of the traits is bound to change depending on what we go with, but it's (mostly) done. I just need to change the skill ranks up and do equipment, then type up the background.
On's and Offs -  Please read before asking for a story <3

kckolbe

https://elliquiy.com/forums/index.php?topic=219616.0  There's your OOC thread, with some handy info at the top.

Ixy, VonDoom, ThatOneShrroth, Jaded, Thorne, Bibliophilia, and Chulanowa, come on down.
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

Wohoo! Congrats to everyone else and I look forward to playing with you (again, in ... well, actually, most cases). I just posted the sheet in the other thread ... I may improve the writeup at some point, it's really rather rushed.

That said, what's your reasoning behind the crafting house rule? I haven't actually used crafting before, so I'm not too familiar with it, but I recall reading that if you have enough excess to the DC you shorten the crafting period already -- but it had to be like twice the DC to really count. To make it easier/more straightforward to use?
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

I just wanted to speed it up a little.  Crafting just takes a long time is all.
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

Andi