rknop |
Answering some questions, in no particular order:
- Item crafting feats are allowed, yes. Especially if you're making a magic shop or a blacksmith's shop or some such, you may need them!
- I'd rather you do not spend your personal starting wealth on your organization, but rather on outfitting yourself with adventuring gear. You may, if you wish, spend it on a residence if you don't have a room inside your organization where you sleep, but otherwise spend it on adventuring gear. If you don't have quite enough to build the organization you want, get close, and keep a list of expansions you want to make. As the game goes on, you will have a chance to earn more capital!
- Re: Scion of a new or impoverished House, that could work... I don't have a feat or trait off of the top of my head that would work for that, but I could create an additional campaign trait to fit that. Or, there may well be something out there already that works for that.
- Re: followers and organization, what that means is that you can make your Followers that you get from the Leadership feat to be part of a team; that's what you do in order to get the bonus. You can get a team without paying the Capital cost if it's composed entirely of your followers. So, for example, if you have 5 followers, you could declare that those 5 followers make up a team of Bureaucrats.
- Geisha/escort business sounds great.
- I will keep the applications open throughout the week, and decide who's in the game at the end of the week. Alas, I am almost certainly going to have to turn down some very good applications :( (I won't survive if I have too many players in the game.)
DM Barcas |
Settling in on a bounty hunter/private investigator (an urban ranger/guide) - a disillusioned former city guardsman and homicide detective who made plenty of enemies and some still-open cases that gnaw at him. His cohort is a doctor (alchemist) who stiches him and his quarries up. He has a network of informants, thieves, bureaucrats, and strongmen that he uses to track down information and targets.
Details to follow.
Harakani |
I'm considering thinking big. Given there's at least one other concept similar to that of an Academy, I'm leaning towards a higher level OOC goal.
Replace Gyr.
Looooooooooooooooooooooooooooooooooooooooong term, use the Academy to build up power. Use the power to build up influence. Use the influence to get a low seat on the grand council. Then a high seat. Then have myself (or my younger cohort... this is a long term plan) elected Patriach when Gyr dies.
IC the founder doesn't have anywhere near this ambition yet.
RE Scion: There is a Noble Scion feat. That's more for someone who was born noble, but it could be made to work.
Daynen |
Okay...I've behaved myself. I've resisted and resisted and RESISTED the urge to look for more campaigns. I burned out about a year ago with RL piling up, and decided to stay away.
Resolution failed. My interest is piqued.
I already have an idea for an organization, if not a character. I'm thinking an animal emporium for people to purchase trained animals as pets, mounts, workers, etc. Could offer grooming, feeding, stabling, and medical care for the discerning animal owner. Would certainly need some outdoorsmen to capture wild animals, breeders and tenders to help rear and train offspring, some druids would certainly be good for lots of those uses.
Good chance this would work for a druid PC, actually. Maybe even a ranger. I dunno. I'll have to look up all the downtime rules again and see if I can put it together in my head.
SCKnightHero1 |
Going to do a undine cleric of Calistria and her male beastbrood tiefling merchant sorcerer lover who will run a temple dedicated to Calistria, brothel, and mercenary group: the Heart of the Ocean's Passion. The undine priestess plans to transform the temple into a cathedral with the tiefling hoping to use the temple to further his ambitions of creating a trading network with the cathedral as the center of it all, enriching both him and the church. Besides merchants and traders get lonely as well. ;P
The priesthood will also act as a sort of special bodyguard service performing both entertainment and protection services.
Korak The Boisterous |
Example of my organization, The Orphanage. The orphanage was taken over by my character and rebuilt in an act of charity. Unknown to all is that promising children from there are being trained from pickpockets to full on rogues. Organization rules involve not stealing in the slum districts or from working men, and putting fair share of earnings into the new thieves guild's coffers, these are used to partially finance a continuing renewal effort.
ElenionAncalima |
I have a concept in mind for a swashbuckler who is starting a duelist academy to try and keep her father's unique fighting style alive. She has aspirations for the academy one day becoming a full-fledged boarding school, where she accommodate students who may not have homes or families. However, she currently trains mostly the children of nobility, to pay the bills. For traits, I am leaning towards the "I know a guy, who knows a guy", to represent her being networked within the noble ranks.
Any followers would likely be representative of the young non-noble students she has been training up, but is currently unable to formally house. Still brainstorming who the cohort would be. Likely it would either be her most skilled student or a younger sibling.
pH unbalanced |
My goodness. A level 7 character, a level 5 cohort, an organization, building and backstory. It's enough to drive me to Herolab.
So I don't have all of that yet. Here is my actual character, Turanerra, both crunch and backstory. I'm also appending the crunch of the Failed -- Maricelli, the Watercolor Woman. I completely understand that there are no actual mechanical benefits or divine powers associated with worshipping Maricelli, and that in all likelihood she failed. But my character, cohort, and followers are all true believers trying to spread the word.
Female (Arcane Healer) Bard 7
CG Medium Humanoid (Human)
Init: x; Perception: x
Languages: Common,
Str: 10 Dex: 13 Con: 12 Int: 14 Wis: 13 Cha: 18
BOOKKEEPING:
Archetype: Arcane Healer
Alternate Racial Trait: Focused Study
Feats: Dazzling Display (Lvl 5), Eldritch Heritage (Impossible) (Lvl 7), False Focus,(Lvl 1), Skill Focus(Kn:Engineering) (Human Bonus), Weapon Focus (Iron Brush) (Lvl 3)
Traits: Success from the Failed (Campaign), Heirloom Weapon (Iron Brush) (Equipment)
Favored Class: Bard (1xHP, 6xSpells Known)
Skills Purchased: 7 Ranks each in Appraise, Craft (Painting), Diplomacy, Knowledge (Religion), Perform (Oratory), 3 Ranks each in Acrobatics, Bluff, Heal, Intimidate, Perception, Sense Motive, Sleight of Hand, Stealth, 1 Rank each in Climb, Knowledge (Engineering), Knowledge(Local), Spellcraft
MAGIC:
Spells Known:
Level 0:
Dancing Lights
Detect Magic
Ghost Sound
Mending
Message
Prestidigitation
Sift
Unwitting Ally
Level 1:
Clarion Call
Discern Next of Kin
Glue Seal
Hypnotism
Silent Image
Timely Inspiration
Unseen Servant
Vanish
Level 2:
Allegro
Blistering Invective
Cure Moderate Wounds
Masterwork Transformation
Tongues
Level 3:
Clairaudience/Clairvoyance
Major Image
EQUIPMENT:
Marvelous Pigments (4,000gp)
+1 Calming Mithral Chain Shirt (5,100gp)
+1 Clangorous Buckler (4,155gp)
+1 Iron Brush (2,332gp)
Ring of the Sublime (2,000gp)
Amulet of Souk (4,000gp)
Wand of Cure Light Wounds (750gp)
Assorted Scrolls, Potions, Alchemical and Mundane Goods: 1,163gp
Turanerra was not a natural painter. Painting is about the moment -- one crystalline instant torn out of time's flow, implying an origin and fate, but depicting neither. But Turanerra craved the movement and the blur. She arrived in Oparra as an eager young storyteller, the rhythm of her voice spinning tales and fates that picked up speed every day until mornings were flayleaf and zerk and evenings were shiver and pesh and every hour in between was full of strange friends or friendly strangers. A sadly ordinary tale for such a promising storyteller.
Dawnfoot at Sunset
Which is why Maricelli taught her to paint. Turanerra hadn't wanted to leave Oppara but no one would buy the ticket to Absalom her sister had sent her and she owed the streets more than she could afford to pay. In Absalom, Maricelli locked her in a room with a window and canvas, and no matter how many times Turanerra smeared paint and other fluids on the walls Marinelli would just say "Paint what you see, and the door will open." By the time Turanerra could slow the world down long enough to capture it in brushstrokes, she wanted no more than that.
Everything's for Sale
Both sisters painted, but Maricelli's paintings were the ones that made the sun shine brighter on her canvas. So Turanerra took over the practical side of life -- soon they had students and a gallery and, Shelyn help them, a salon. Maricelli married a softspoken mason who couldn't tell chartreuse from cyan but who could tell Maricelli she was the moon in his sky. And they were busy and they were focused and they were enterprising and they were vivid and they were happy. And then one day Maricelli walked into the Starstone Cathedral.
Test of the Starstone
They call her one of the Failed -- but how could they know? How could a woman so talented, so vibrant, so vital simply be gone? And as Turanerra looks more closely at her sister's life, at her work, and at the ways she enhanced everyone around her, she becomes more and more convinced that they were filled with miracles. Miracles -- from oracular paintings to healing and other powers Turanerra has been manifesting since declaring her sister's divinity. After having spent so long in Maricelli's shadow, Turanerra now understands what she was been called to do -- to spread the word of Golarion's newest goddess, Maricelli, the Watercolor Woman.
NG Goddess of Watercolors, Landscapes, Sunsets, and Clairvoyance
Holy Symbol: Paintbrush w/multicolored tip
Sacred Weapon: Iron Brush
Domains: Good, Knowledge, Luck, Sun
Subdomains: Fate, Imagination, Memory, Revelation
Josephus Fynch |
DM Barcas here with my submission.
Josephus Fynch (human ranger 7) is a retired member of the city guard who is now a bounty hunter and private investigator. He is aided by Benjen Grachs (human alchemist 5), a physician from the city's upper class. Benjen's sister was murdered, and he and Fynch worked together to solve the case. Now they run the investigation business/underground clinic in the shady part of town.
Josephus Fynch
Middle-aged Human (Mwangi) ranger (guide, urban ranger) 7
CG Medium humanoid (human)
Init +6; Senses Perception +19
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 46 (7d10)
Fort +6, Ref +10, Will +6
--------------------
Offense
--------------------
Speed 30 ft., push through
Ranged +1 frost composite longbow +12/+7 (1d8+2/×3 plus 1d6 cold plus Manyshot and Point-Blank Shot)
Ranged (Deadly Aim) +1 frost composite longbow +10/+5(1d8+6/×3 plus 1d6 cold plus Manyshot and Point-Blank Shot)
Ranged (Rapid Shot) +1 frost composite longbow +8/+8/+3 (1d8+6/×3 plus 1d6 cold plus Manyshot and Point-Blank Shot)
Melee masterwork short sword +9/+4 (1d6+1/19-20, x2)
Special Attacks combat style (archery), ranger's focus
Ranger Spells Prepared (CL 4th; concentration +6)
2nd—wind wall
1st—glide, gravity bow
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 13, Wis 14, Cha 14
Base Atk +7; CMB +8; CMD 22
Feats Deadly Aim, Improved Precise Shot, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Leadership
Traits Suspicious, I Know a Guy
Skills Diplomacy +9, Disable Device +18, Escape Artist +10, Knowledge (local) +13, Perception +19 (+22 vs. traps), Sense Motive +13, Stealth +15, Survival +16
Languages Common, Polyglot, Varisian
SQ favored community (Absalom +2), terrain bond, track +3, trapfinding +3, wild empathy +9
Combat Gear quick runner's shirt, caltrops, tracking powder; Other Gear +1 mithral breastplate, +1 frost composite longbow (+1 Str), boots of gusto, cape of free will +1/+2, eyes of the eagle, gloves of reconnaissance, belt pouch, belt pouch, belt pouch, belt pouch, blue book, glass cutter, grappling arrow, masterwork thieves' tools, masterwork tool, mwk (survival), masterwork manacles x2, periscope, vial, wire, wrist sheath, spring loaded, 473 gp
--------------------
Special Abilities
--------------------
Favored Community (Absalom) (Ex) +2 to rolls when in Favored Community (Absalom), cannot be tracked. Not slowed by difficult terrain within a favored community, and may move through citizen's spaces as allies. Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within Absalom.
Ranger's Focus +4 (3/day) (Ex) +4 to hit and damage focused target.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Quick Runner's Shirt (1/day) As swift action, take an extra move action to move on your turn.
Gloves of Reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Boots of Gusto (3/day) Add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim; if 6, roll another 1d6.
--------------------
History
--------------------
Josephus Atten was a teenager when his father was killed in the line of duty as a member of the city guard. His mother died in his youth, leaving his father to raise him alone. His father – a talented investigator and a bastion of integrity – was killed while chasing a violent murderer that had plagued the Petal District, but he managed to capture his own killer before the man’s poison claimed him as well. Josephus was heartbroken by the loss of his father, vowing to follow his footsteps in protecting the citizens of Absalom. He joined the city watch as soon as he was of age.
It took a few years for his rosy visions of the city watch to disappear. His father had kept him shielded from the graft and corruption that ran rampant for many of the watchmen. Josephus worked in the Token Guard, the Harbor Guard, even the Puddles. Many of his brethren turned a blind eye to crime when the price was right, but not Josephus. He fought the corrupt within the city guard as hard as he chased down criminals, earning plenty of enemies on both sides. Eventually – perhaps to get him removed from the day-to-day law enforcement in the districts – he was offered a position as a detective to investigate killings.
It was a far different man that took a commission as a detective than the idealistic youth who had first joined. Despite his cynicism, Josephus excelled as an investigator stationed out of Starwatch Keep. Unlike many of his profession, he didn’t simply resort to spells to speak to the dead, arguing that the dead were often as blind as the living to the details around them. He followed the evidence where it led, solving several killings that some had claimed were unsolvable. For a decade, he investigated murders in the city, solving three quarters and never resting on the remaining.
His final case was the one that broke his spirit and prompted his retirement. A killer was stalking wealthy young women of Absalom in the Petal District, slaying them and waiting for their families to pay for their resurrection – then killing them again, leaving messages in blood that their souls belonged to him now. Josephus spent a year on the case, following clues even as divinations failed. After seventeen murders (of twelve different women), he solved the case – at great cost. The murderer was a scion of the wealthy and influential House Dureanz, and every magistrate that he brought the evidence to refused to sign a warrant. Josephus called in every favor of his twenty-year career. He gathered every honest lawman that he knew and led them to the doorstep of House Dureanz. When the night was over, the captive Coran Dureanz had confessed, two of his men were dead, and Josephus’s career was finished. Unable to cover up Dureanz’s misdeeds, the magistrates quietly held trial and sentenced him to a life sentence – but Josephus was told in no uncertain terms that it was time for him to retire.
Retirement did not suit Josephus, so he cashed in his pension to start a new business as a bounty hunter and private investigator. He recruited Benjen Grachs, the younger brother of one of Coran Dureanz’s victims and a trained physician, to assist him. Josephus managed to convince a few of the honest lawmen to join his organization in the hopes that they could do some real good without having to worry about politics, and poached a few promising young guards as well. With a decent network of unsavory informants gathering the pulse of the city, Josephus has a real opportunity to protect the citizens of Absalom, a chance to work on some old cases - and a chance to investigate the nagging hunch that Coran wasn't working alone.
--------------------
Organization
--------------------
Fynch Investigations Josephus converted his father's house into an office from which to run his investigations, only to see it turn more into an underground infirmary run by Benjen. When they receive a knock at the door, it might be someone looking for a discreet doctor or a discreet investigator - or both. The townhome is situated in Eastgate near the boundaries of the Coins and the Docks, in a neighborhood that has grown quite rough around the edges. His years of investigations has given him a sizable network of informants, some of whom are willing to break into a mark's property to secure evidence for him. A half-dozen honest former officers have joined him in his quest to rid the city of crime from outside the system, and several barristers and clerks assist him in any way that they can.
-- Rooms: Alchemy Lab (+10 gp, Goods, or Magic), Bedroom (+3 gp or Influence), Infirmary (+14 gp or Influence), Office; Earnings +21
-- Teams: Bureacrats (+4 gp or Influence), Robbers (+4 gp, Goods, or Influence), Apprentice (+4 gp, Influence, or Magic), Soldiers (Leadership, +5 gp, Influence, or Labor), Scofflaws (+2 gp or Influence); Earnings +19
Human alchemist (chirurgeon) 5
NG Medium humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 33 (5d8+5)
Fort +4, Ref +6, Will +3; +2 bonus vs. poison
Resist poison resistance +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk dagger +4 (1d4/19-20)
Ranged bomb +6 (3d6+4 Fire)
Ranged smoke bomb +6
Ranged tanglefoot bomb +6
Ranged glassfoot bomb +6
Special Attacks bomb 9/day (3d6+4 fire, DC 16)
Alchemist (Chirurgeon) Extracts Prepared (CL 5th; concentration +9)
2nd—acute senses (DC 16), invisibility, invisibility
1st—cure light wounds, cure light wounds, disguise self, expeditious retreat, shield
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Brew Potion, Extra Discovery, Extra Discovery, Extra Discovery, Iron Will, Skill Focus (Heal), Throw Anything
Traits bruising intellect, meticulous concoction
Skills Acrobatics -4 (-8 to jump), Appraise +12, Craft (alchemy) +14 (+19 to create alchemical items), Heal +13 (+14 circumstance to treat wounds or deadly wounds), Intimidate +12, Knowledge (arcana) +12, Knowledge (nature) +12, Perception +8, Spellcraft +12, Use Magic Device +8
Languages Common, Dwarven, Elven, Halfling, Minkaian
SQ alchemy (alchemy crafting +5), anaesthetic, discoveries (glassfoot bomb, infusion, precise bombs [4 squares], smoke bomb, tanglefoot bomb), infused curative, mutagen (+4/-2, +2 natural armor, 50 minutes), swift alchemy
Combat Gear mutagen, potion of cure light wounds (4), potion of invisibility, potion of remove fear, wand of cure light wounds, acid (2), antiplague, antitoxin (2), flash powder (2), healer's kit, liquid ice, smoke pellet (3), tanglefoot bag (2); Other Gear mwk chain shirt, mwk dagger, alchemist's lab, sunrod, surgeon's tools, 644 gp
--------------------
Special Abilities
--------------------
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs.
Bomb 3d6+4 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Meticulous Concoction (1/day) Your meticulous carefulness makes your bombs and extracts more potent. Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 minutes.
Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Smoke Bomb (5 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash are entangled.
--------------------
History
--------------------
Benjen Grachs was born into a life of luxury, only to greatly disappoint his parents by choosing a vocation of helping people. His father was a Banker of Abadar, rising to a position of great wealth and power. Benjen, the youngest of three children, never seemed interested in the acquisition of wealth. He gravitated to science in his education and felt a draw to helping others. The family grew wealthier as time went on, gaining a manor in the Petal District and servants to tend to their needs. Benjen's older brother followed their father into the clergy of Abadar, while his sister Arina was happy to be a socialite. Benjen studied the body and how to help those who couldn't afford a month's wage on a curative potion when injury struck.
Benjen was completing his time at the university when catastrophe struck. Arina was found dead in the manor, brutally slain by an unknown killer. Not a day passed before their father spent the money to have her restored to life - only for the same person to sneak through their increased guards to kill her again three nights later. She was resurrected a second time, but she was heavily traumatized by the experience. When the man came a third time, it was Benjen who found her body. He noticed a strange telltale slash on the body and told that to Josephus Fynch, the investigator from the city guard looking into the repeated killing. Fynch found that the clue was the last piece of a puzzle pointing towards Coran Dureanz, a rival of his at school whose courtship Arina had politely ignored.
Once Fynch captured Coran, Benjen's father had Arina resurrected a third time. He was scrambling to find a marriage match for the traumatized young woman in order to recoup his costs, but she rejected the family and the life she had been living. She left the manor and became an artist, achieving some renown in certain parts of the city, refusing to speak to anyone in the family except for Benjen.
A few months after the ordeal, which had nearly torn his family apart, he learned that Fynch had been dismissed from the city guard. When he sought the canny detective out to relay his family's thanks and regrets, he quickly found himself in a partnership with the grizzled veteran lawman. Fynch told him that he was starting a business of bounty hunting and occasional vigilantism. Seeing an opportunity to do more for people than sneak into the poor parts of the city hoping to find someone to give his alchemical curative extracts to, he requested to work Fynch. He agreed to use his medical knowledge and alchemy to assist in any way that he could.
He takes the daily walk from the Petal District to Eastgate, where Fynch's townhome was converted to a clinic. His father knows that he is off doing something charitable, but says little about it. Benjen finds himself fascinated by Fynch, despite his cynicism, and looks up to the retired guardsman. He believes that his sunnier demeanor will brighten up the old man, but he is happy to simply make a difference for once.
Aneirin Rhodri |
Might I introduce my submission, Davina Golden-Ale and her cohort Eudocia. They head the small temple/bar/brewery The Temple of the Silver Mug, dedicating it to Cayden Cailean, their patron deity.
Here is their stats. If you need more info about them or their organization, feel free to ask.
Herger Orickson |
Last creation question I believe.
1.If we have left over BP from the initial creation do we get to keep them in some form or another or are they use or lose?
Cohort
Asplexia "asp' Asploric
Business - Absalom Fighting Association
Building -
Battlering - 38 points
Earnings - gp or Influence+15
Benefit- contestant gains bonus on intimidateand performance combat checks
size - 40 to 100 squares (100 squares)
create - 18 goods,4 influence,16 labor (800 gp)
Game room - 15 points
Earnings - gp +5
Benefit - (legal gaming) +5 gp crime +0, Danger +0
Size - 10-20 squares (20 squares)
Create - 8 goods, 7 labor (300gp)
Infirmiary - 14 poimts
Earnings - gp or Influence+8
Benefit - counts as having a healing kit for up to two healers as long as building doesnt have broken condition, there is no need to track uses of the 'healing' kit.
Size - 4-12 squares (12 squares)
Create - 6 goods, 1 Influence,6 labor,1 magic
Teams -
Scofflaws - Arena fighters
Size - team of five pulled from followers
Earnings - gp, goods, or Inluence+2
Create - 3 influence, 2 labor (130 gp)
Scofflaws - Gaming attendants
size - team of five pulled from followers
Earnings - gp, goods, or Inluence+2
Create - 3 influence, 2 labor (130 gp)
Acolytes - Infirmiary attendant
size - 1 individual
Earnings - gp, influence, or magic+4
Create - 2 goods, 2 influence,, 2 labor,3 magic
Laborers - general labor
size - 5 people
Earnings - gp or labor+2
Create - 1 Influence, 2 Labor (70gp)
Dragonflyer1243 |
All right, here's my application for Cysos 'Cy' Flametender, as well as his cohort Merric!
When Cy had finished his magical apprenticeship and given leave to set out on his own, the first place he visited was the menagerie. There, he found Merric working as an animal trainer. Cy pitched the idea of creating a menagerie in Absalom, and his friend quickly agreed to travel with him to the huge city and work to create their dream. Years later, the two have worked odd jobs to build up the funds to build their menagerie one piece at a time.
NG Small Humanoid (Halfling)
Init +6; Senses Low Light Vision; Perception +13
====================
Defense
====================
AC 16, touch 14, flat-footed 13
HP 49/49
Fort +6, Ref +6, Will +9(+2 vs. fear)
CMD 12
Shift 7/7
Arcane Reservoir 6/6
====================
Offense
====================
Speed 20 ft.
Range
Ranged Touch Attack +5
BAB +3
CMB +1
====================
Statistics
====================
Str 8, Dex 12, Con 12, Int 19, Wis 12, Cha 18
Feats: Leadership(Score=14), Improved Initiative, Craft Wondrous Items, Spell Penetration, Skill Focus(Diplomacy)
Languages: Common, Halfling, Dwarven, Elven, Gnome, Goblin
Traits: Trustworthy, Lucky Organization
Skills: Acrobatics +4, Appraise +9, Diplomacy +17, Fly +5, Handle Animal +3, Knowledge(Arcana) +8, Dungeoneering +8, Knowledge(Engineering) +8, Knowledge(Geography) +8, Knowledge(History) +8, Knowledge(Local), +8, Knowledge(Nature) +8, Knowledge(Nobility) +8, Knowledge(Planes) +8, Knowledge(Religion) +8, Perception +13, Sense Motive +2, Spellcraft +12, Stealth +8, UMD +10
Exploits: School Understanding(Conjuration-Teleportation), Ice Missiles(4d6, DC 17), Quick Study, Potent Magic
====================
Special Abilities
====================
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Ice Missile: The arcanist can unleash a freezing projectile by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + the arcanist's Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.
Quick Study (Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
====================
Equipment
====================
9,304
Headband of Mental Prowess +2(Int/Cha)
Cloak of Resistance +2
Ring of Protection +1
+1 Mithral Buckler
Handy Haversack
Arcanist’s Kit
1 Wand of CLW(50 Charges)
====================
Spells Known
====================
0-All
1-Mage Armor, Magic Missile, Obscuring Mist, Vanish, Hypnotism, Enlarge Person, Bungle, Snowball, Grease, Mount, Feather Fall
2-Scorching Ray, Resist Energy, Glitterdust, Mirror Image, Blindness/Deafness
3-Dispel Magic, Fly, Haste, Fireball
Male Human Ranger 5
NG Medium Humanoid (Human)
Init +4; Senses; Perception +9
====================
Defense
====================
AC 18, touch 12, flat-footed 16
HP 55/55
Fort +6, Ref +7, Will +3
CMD 21
====================
Offense
====================
Speed 20 ft.
Melee
+1 Greataxe +10 (1d12+7/X3)
Range
Composite Longbow +8 (1d8+4/X3)
BAB +5
CMB +9
====================
Statistics
====================
Str 18, Dex 14, Con 13, Int 8, Wis 12, Cha 8
Feats: Power Attack, Cleave, Great Cleave, Skill Focus(Handle Animal), Weapon Focus(Greataxe), Endurance
Languages: Common
Traits: Beast Bond, Reactionary
Skills(ACP-3): Acrobatics +3, Climb +5, Diplomacy +4, Handle Animal +12, Knowledge(Nature) +5, Perception +9, Stealth +7, Survival +7, Swim +5
Favored Enemy: Humanoid(Human) +4, Animal +2
Favored Terrain: Urban
Combat Style: Two-Handed Weapon
Hunter’s Bond: Animal Companion(Small Cat)
====================
Special Abilities
====================
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
====================
Equipment
====================
185
Breastplate
+1 Greataxe
+1 Cloak of Resistance
Mwk. Composite Longbow(Str. +4)
0 Influence
12 Labor
15 Goods
Menagerie in progress(2 Acolytes, 2 Apprentices, 1 Mage, 1 Priest, 1 Sage, 3 Laborers, 2 Bureaucrats, 3 Soldiers, 1 Craftperson(cages/enclosures), 2 Animal Pens, 1 Courtyard, 1 Hatchery, 1 Stall)-+102 to GP, +38 to Goods, +58 to Influence, +59 to Labor, +14 to Magic
ElenionAncalima |
Here is Brielle Wethers, owner of the Wethers Duelist Academy.
Still need to stat up her cohort and equip her, but the main idea is there.
gyrfalcon |
OK, I've been bouncing around ideas and am excited to create a sort of underground railroad / anti-slavery organization, attempting to covertly free slaves, and help them get legitimate papers and/or leave Absolom.
Before I go too far down that road, does that seem like a good fit for the downtime rules and what you're envisioning?
Crunchwise, I'm still playing with options. I could be any of: Bard (various archetypes), Investigator, Inquisitor of Milani, Swashbuckler, or Slayer.
Dolgrin Girndmar |
Thron here, officially presenting Dolgrin Girndmar for consideration. I have his sheet spoilered in hopes that it keeps things streamlined and clutter free for review.
I have purposefully left the gear sections for both he and his cohort blank, and will fill those sections out once I know if I should be looking at crafted prices or full prices for the initial gear.
I am fine with either price, but for flavor and RP reasons, the gear would have been crafted by Dolgrin himself. He is proud of his own work, after all.
Also, I would definitely be willing to create connections to the other PC's should we be among the fortunate ones selected. Makes things interesting.
PS: Please don't hold my crude map-creation abilities against me, I rushed that map together for the Darksteel Smithy real fast like. It is mainly just to give an idea of the layout of the building as Dolgrin would have built it. Consists of a Storefront as the main entry, with the Artisan's Workshop and Forge combined into the large interior room. Dolgrin's bedroom and the storage for the building are on the back of the building, with a rear entrance available for the unloading of ore/coal for the forge.
rknop |
Answering some more questions:
- Stratos: I'm torn a bit here. The real reason I gave everybody the Leadership feat for free was not a "free feat", as it were, but because I wanted everybody to have a cohort (that would sometimes be an NPC, sometimes be played as a PC). So, I'm not sure a bonus feat really is appropriate.... What bonus feat are you thinking about taking in place of the Leadership feat?
- Submissions are due by Friday. I will make the decision over the weekend. You don't have to have all the mechanics down; I do want to know about the nature of your character and business, and its basic idea. We can tune up and hammer out details (as well as work out connections, as The Nameless Librarian indicates) after I've figured out who's actually in the game.
- It's going to be really hard to limit myself to four players; I will even find it hard to cut down to six, but I really do need to stay at that so that I can manage the game. I apologize in advance to those who aren't selected!
- If you have crafting feats, you can purchase items you could have crafted for half cost, assuming you're able to take 10 and succeed at the craft roll.
- Left over BP at organization creation-- by which I assume you mean Capital -- you can keep as "banked" capital that is already paid for, to use for future expansion.
- An underground railroad sort of thing could work. There are a few places it could focus. There are of course the notorious "slave pits of Absalom" in the Coins district. Also, ships from Okeno with their characteristic yellow sails will dock at Absalom. There are many in Absalom who do not like salvery, though, and the Slave Pits in the Coins are the only place where open slave sales are actually legal.
If I've missed your question, I apologize! Please ask it again, as I've probably lost it in the fray above.
ElenionAncalima |
Should be mostly finished up now.
Here is Brielle Wethers again, now with her brother and cohort, Branson Wethers.
Phylotus |
@ The Nameless Librarian
If I get selected, that would be something I would be interested in. Both of our characters manage an information network of sorts, so its reasonable we crossed paths at some point. (Perhaps I requested information from you?).
You were the one doing the escort (in the literal term) business, correct? I think that The Librarian and your character could definitely have shared information. Guards can overhear lots of information, as well as other people in service of the temple, given a Calistran temple's... unique standing :-)
Sirith the bard |
Dang it! Pulls hair out by the roots. I still don't understand the building rules. I'm trying to create a simple temple as shown in ultimate campaign with 1 furished baths, 2 baths, 2 additional bedrooms (1 has furnishings), 2 furnishings (one for the altar and the other for the ballroom) and a ballroom connected to it with three acolytes and an abbot using 80 capital but I don't understand how the capital works. Is capital a total of everything added together or is it something entirely separate?
I just need to get that done and I should be good except for the backgrounds. Can anyone help me out here please?
Sirith the bard |
I can try to help you out if you'd like. I'll try to figure out what it would take and let you know what, if any, capital you have left over.
Sweet! Thank you very much! I greatly appreciate it! I had also planned on adding a lavatory and connect it to the sewer system. In addition to an reliquary to house some religious artifacts gathered by Sirith during her adventures.
Again thank you so much for your help!
TheNine |
Harakani applying here with Simon Longreach, his Cohort Ashleigh and his Magical Academy.
@Rknop: I'm thinking I'd like to add more to the profile, but it's already "Wall o' Text" big. How do you feel about it?
in your profile you can spoiler things, it helps keep the clutter down
Josephus Fynch |
Player ginganinja
Character Amara Ishu, Kitsune Sorcerer 7
Cohort Esha Meshva, Aasimar Bard 5
Relationship Professional
Organization Temple of Calistria/Information Broker
Player Phylotus
Character The Nameless Librarian, Gillman Oracle 7
Cohort Fist of Absalom, Tiefling Rogue 5
Relationship Professional
Organization Curio Shoppe
Player TheNine
Character Herger Orickson, Human Fighter 5/Rogue 2
Cohort Aspexia Asploric, Human Rogue 5
Relationship Romantic
Organization Gladiator Arena/Gambling Hall
Player ph Unbalanced
Character Turanerra Kalidoksis, Human Bard 7
Cohort ????, ????
Relationship ????
Organization ????
Player DM Barcas
Character Josephus Fynch, Human Ranger 7
Cohort Benjen Grachs, Human Alchemist 5
Relationship Professional
Organization Bounty Hunting/Private Investigation
Player Anerin Rhodri
Character Davina Goldenale, Aasimar Warpriest 7
Cohort Eudocia Mugmaiden, Human Cleric 5
Relationship Romantic
Organization Temple of Cayden Cailean/Bar
Player Dragonflyer1243
Character Cysos Flametender, Halfling Arcanist 7
Cohort Merric, Human Ranger 5
Relationship Professional
Organization Zoo
Player ElonionAncalima
Character Brielle Wethers, Human Swashbuckler 7
Cohort Branson Wethers, Human Rogue 5
Relationship Family
Organization Dueling Academy
Player Thron
CharacterDolgrin Girndmar, Dwarf Cleric 7
Cohort Lithandra Lilandria, Elf Wizard 5
Relationship Professional
Organization Smith/Temple of Torag
Player niconorsk
Character Arythia Lodesani, Human Bard 7
Cohort Dario Metzal, Human Swashbuckler 5
Relationship Romantic
Organization Escort/Bodyguard Service
Player SCKnightHero1
Character Sirith, Undine Bard 7
Cohort ????, Tiefling Sorcerer 5
Relationship Romantic
Organization Temple of Calistria/Brothel
Player Harakani
Character Simon Longreach, Human Wizard 7
Cohort Ashleigh, ?? Wizard 5
Relationship Professional
Organization Wizard Academy
I believe I got everyone listed. Hopefully I didn't miss anyone.
Simon Longreach |
I cleaned it up a little.
There's a lot of background in the old man. There's stuff I didn't think was clear... but I know it can be irritating to get multi-page stories during a recruitment. Thought I'd check.
@Joseph: Asheleigh is a Human Wizard 5, and they have a father-daughter relationship. Ashleigh could probably be off making a fortune somewhere else right now!