Darkest Corners volume 2

Game Master Harakani


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Qantium, capital of Nex, is the largest, most magically advanced city in the world. The masses of citizens contained in the walled city are seeded with rogue alchemist experiments, escaped summonings and unlicensed monsters. Every day a hundred crimes are reported, and another hundred aren't.
It's the Guard's job to deal with all of them. Most guard squads deal with the everyday misdemeanour's and fights - but not yours.
You deal with the 'unusual' crimes. The ones that no-one else can - or wants to - deal with.

Inspired by Simon R Green and Jim Butcher.

More details here

Crunch:
Starting level: 5th
HP: full at 1st level, half+1 after that
Alignment: anything appropriate for City Guard (CE is definitely not), must be able to cooperate with fellow Guardsmen and follow orders (or at least must seem to follow orders...)
Stats: 25 point buy
Class: any Paizo
Race: any Paizo
Traits: pick any two, two more special campaign traits will be given based on your background
Wealth: level appropriate (10.500 gp for 5th level)

Fluff:
Description: Please provide a description of your character as if someone saw you for the first time.
Personality: Self explanatory. This may include favorite quotes, quirks, etc.
Background: Please submit a rather detailed history of your character including prior adventures/work and how she/he happened to be in Quantium and entered the service. You are starting at 5th level, so you should have some interesting past...

This is a continuation of our campaign. We have lost some players and are looking for replacement characters.
The Guard squad currently consists of a Human Diviner and Clockwork Investigator.
We are looking for 3-5 characters to complement the group.
We need a martial character (preferably melee)and a divine character. The other characters may have any class you feel might be useful for urban investigation and monster hunting.

All submitted characters will be considered by GM and remaining players. The approval will be done by consensus.

The recruitment will probably be opened till April 24th, but if we find suitable characters before that time, we might close it earlier (but prior notice at will be given).


Ooh, Nex is a cool place. Depending on how current recruitments go, I might submit something.


Oh this sounds friggin' sweet. Will get to a character idea tomorrow.


I'd love to participate.

Dotting!


Sounds very cool!

Dotting.

Liberty's Edge

I would like to apply with an urban ranger/investigator. Will get it written up and submitted!


Ealianne here... with a new alias.

I'll be submitting a Skinwalker Warpriest (Sacred Fist)... a little bit of divine caster and fighter using his natural claw weapons when in battle!


Hi, I will provide an Urban Druid hopefully :)

Liberty's Edge

Ok...here is the crunch so far for my submission...will work on fluff shortly

Kal:

Kal Lomarsson
Male half-elf ranger (urban ranger) 3/rogue (investigator) 2 (Pathfinder RPG Advanced Player's Guide 129, 133)
N Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 42 (5 HD; 2d8+3d10+10)
Fort +5, Ref +11, Will +3; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 throwing axe +7 (1d6+3) or
. . +1 throwing axe +7 (1d6+2)
Special Attacks combat style (two-weapon combat), favored enemy (humans +2), sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 14, Wis 12, Cha 12
Base Atk +4; CMB +6; CMD 20
Feats Alertness, Skill Focus (Perception), Two-weapon Defense, Two-weapon Fighting, Urban Forager, Weapon Finesse
Traits friend in every town, warrior of old
Skills Acrobatics +8, Bluff +6, Craft (alchemy) +10, Diplomacy +9, Disable Device +16, Knowledge (dungeoneering) +6, Knowledge (local) +9, Linguistics +7, Perception +16, Ride +8, Sense Motive +11, Stealth +12, Survival +9; Racial Modifiers +2 Perception, follow up
Languages Common, Elven, Kelish, Necril, Osiriani, Vudrani
SQ elf blood, favored community (Nex +2), rogue talent (finesse rogue), track +1, trapfinding +2, wild empathy +4
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds (2), potion of darkvision, caltrops; Other Gear mithral shirt, +1 throwing axe, +1 throwing axe, cloak of resistance +1, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, masterwork thieves' tools, mess kit, mirror, piton (10), pot, soap, trail rations (5), waterskin, 565 gp, 1 sp
--------------------
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.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Community (Nex +2) (Ex) +2 to rolls when in Favored Community (Nex).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Urban Forager You may use the Survival skill to forage and track in urban locations using the table below.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Interested. :) I have in mind an Arcanist....


Actually, I think a Two Weapon Rogue would be perfect for this..... :)


Ptahh wrote:

Ealianne here... with a new alias.

I'll be submitting a Skinwalker Warpriest (Sacred Fist)... a little bit of divine caster and fighter using his natural claw weapons when in battle!

I think Skinwalkers are rare in Nex. Are you a Natural skinwalker, or are you reflavouring it as some sort of experiment. Either way, it can work - though you'll likely face prejudice if people work it out.


Daniel Stewart wrote:
I would like to apply with an urban ranger/investigator. Will get it written up and submitted!

We do have an Investigator. Not saying no, but I do want people to have separate niches.

Edit: oh, a Rogue(Investigator). I get it now, I'll have a look through the sheet.

Edit2: Nice try with Favored Community. Given that the entire game takes place within Qantium or things within/attached to Qantium, I'm going to need to redefine Community. Pick a community within Qantium - like a class or subset(lower class, mages)

Liberty's Edge

Lol...was not too sure how you might want to split the community up. Last time I played an urban ranger the Dm had different 'wards' within the city to choose (docks, lower class, middle class, merchant, etc). What do you think of that?


Hmmm. That's (A) going to require specifying the city to a level of detail that I'd prefer to avoid (B) requires relatively homogeneous wards (C) either works every time (if the ward is your patrol area) or never (if you get transferred.
Given that it should probably work about 30% of the time, how about just 'upper class areas', 'middle class areas' and 'lower class areas'. They do tend to clump together, but you'll know (and be known) in all the areas like that in the city.
Basically Upper Class = the ruling aristocracy and mages, Middle Class = citizens, merchants and well off visitors, Lower Class = poor citizens, non-citizens and the exploited.

Liberty's Edge

That works for me...I will change my sheet to reflect this. Thanks!


Hello all, I am one of the players in the Darkest Corners volume 2 campaign.

Here is a summary of the submissions/interest so far (in no particular order):

player Daniel Steward / character: Kal Lomarsson - half-elf ranger (urban ranger) 3/rogue (investigator) 2
player Ealiane / Valjoen KC / character: Ptahh Spyritfang - skinwalker warpriest (sacred fist) 5
player thunderbeard / character: ???
player Derz / character: ???
player bigrig107 / character:???
player Azih / character: Two Weapon Rogue?

I wish you all luck! May the craftiest ones win!


Darkest Corners GM wrote:
Ptahh wrote:

Ealianne here... with a new alias.

I'll be submitting a Skinwalker Warpriest (Sacred Fist)... a little bit of divine caster and fighter using his natural claw weapons when in battle!

I think Skinwalkers are rare in Nex. Are you a Natural skinwalker, or are you reflavouring it as some sort of experiment. Either way, it can work - though you'll likely face prejudice if people work it out.

I'm still tinkering with the build. One option is using a Wereboar to avoid the hit to Int. This build has him tanking very well at the expense of CHA. The other build is more offensive minded and a better healer. Kind of depends which the party needs.

As for the fluffy stuff, he's a natural skinwalker. He had anger issues as a child so he was sent to live in a monastary as a young boy. There he developed the self-discipline to control his transformations.


crunch:
Zandor Gossamar
Male human brawler (shield champion) 4/investigator (mastermind) 1 (Pathfinder RPG Advanced Class Guide 23, 30, 86, 101)
LN Medium humanoid (human)
Init +2; Senses Perception +10
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+5 armor, +2 Dex, +4 shield)
hp 47 (5 HD; 1d8+4d10+14)
Fort +6, Ref +8, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +8 (1d4+4) or
. . heavy shield bash flurry of blows +6/+6 (1d4+4) or
. . unarmed strike +10 (1d8+6) or
. . unarmed strike flurry of blows +8/+8 (1d8+6)
Special Attacks brawler's flurry, knockout 1/day (DC 16), martial flexibility 5/day
Investigator (Mastermind) Extracts Prepared (CL 1st; concentration +2)
. . 1st—comprehend languages, long arm[ACG]
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Base Atk +4; CMB +8 (+10 grapple); CMD 20
Feats Combat Reflexes, Enforcer[APG], Improved Shield Bash, Improved Unarmed Strike, Shield Focus, Step Up
Skills Acrobatics +4, Appraise +5, Bluff +4, Diplomacy +5, Disable Device +2, Escape Artist +4, Intimidate +8, Knowledge (arcana) +8, Knowledge (local) +5, Perception +10, Sense Motive +10, Spellcraft +8, Use Magic Device +4
Languages Common, Draconic
SQ a quiet word, alchemy (alchemy crafting +1), brawler's cunning, inspiration (1/day), martial training, throw shield
Combat Gear potion of cure moderate wounds (2), potion of endure elements (2), potion of enlarge person (2), potion of fly (2), potion of invisibility (2), potion of reduce person (2); Other Gear +1 brawling lamellar (leather) armor, +1 throwing (metal shields) heavy steel shield, handy haversack, bandolier, 69 gp, 5 sp
--------------------
Special Abilities
--------------------
A Quiet Word (Diplomacy or Intimidate, 1/day) (Ex) With 10 minutes of prep, an ally can use your skill ranks on a Diplomacy or Intimidate check later.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Brawler's Flurry +2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiration (+1d6, 1/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Knockout (1/day, DC 16) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Shield Focus +1 Shield AC
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.

Background:
Zandor had always wanted to join "the Guard". When he was accepted and trained. His exceptionally high marks in combat skills, but what really impressed the instructors, was his restraint. His ability to deal brutal blows often intimidated his sparring partners, but Zandor always dealt non-lethal blows.

He was quickly assigned duties geared to take advantage of his brawling expertise. Guarding prisoners, escorting criminals, and quick reaction teams. All, of course, providing him great amounts of experience. Not long ago, his guard sergeant too note of a more inquisitive side of Zandor. Seeing the potential for much more than a guard "muscle", his Sergeant submitted a request to have him interviewed for a position on the "unusual crimes" squad.

The selection process didn't take long, as the recruiters have specialized skills to see past the black and white words noted in his service record. They saw potential as well. Zandor was promoted and put through a specialized training course to prepare him for assignment to a special squad. Areas of concentration focused on: understanding of magic, basics of alchemy, interpreting motives and body language, social skills, and a variety of other things an investigator might use to solve crimes, and catch the guity.

Zandor's knack for non-lethal (to bring criminals in), protective nature (avoid injury's to self and squad), and investigative training (to find the truth) make him a well rounded, valuable asset to the "unusual crimes" team. Having completed his extra training, Zandor anxiously awaits meeting his new squad and putting his skills to use.

thank you for your consideration.


Hi Castor Drey, I'm actually submitting an Urban Druid. Here she is:

Urban Druid Isama Zenj crunch:

NG Medium Humanoid
STR: 10 DEX: 14 CON: 10 INT: 13 WIS: 18 CHA: 16
Init +6 (4 feat +2 dex)
Perception +11 (4 rank +4 wis +3 class)

DEFENSE::

AC 21 (5 armor +2 shield +2 dex + 1 natural + 1 deflection )
T 13 (-8 armor,shield,natural)
FF 19 (-2 dex)
HP 35 (8 + 5 + 6 + 5 + 6 + 5 fcb)

Fort 5 (4 +1 cloak)
Ref 4 (1 +2 dex +1 cloak)
Will 9 (4 + 4 wis +1 cloak +2 feat)

Conditional:
+2 against divinations and enchantments

CMD 15 (10 + 3 BAB + 2 dex)

OFFENSE:
BAB 3
Speed 20 feet (medium armor)
+1 scimitar 1d20+6;1d6+3 Dervish Dance for +2 dex and +1 enchantment and 3 BAB)
MW light mace 1d20+5;1d6 (similar to above)
CMB 3 (3 BAB)

TRAITS:

Human: Bonus Feat
Human: Extra skill point per level
Altruistic Diplomat +2 on Diplomacy
Traveling Merchant +1 on Appraise, Bluff, and Sense Motive

FEATS:

First: Iron Will +2 to Will Saving Throw
Human: Improved Initiatve +2 to Initiative
3rd: Weapon Finesse (Dex to attack with light weapon)
5th: Dervish Dance (Dex to attack and damage with scimitar)

SKILLS:

Acrobatics +2 (+2 dex)
Appraise 4 (+1 Int +2 rank +1 trait)
Bluff 4 (+3 cha +1 trait)
Climb +4 (+1 rank +3 class)
Diplomacy 12 (+3 cha +4 rank +3 class +2 trait)
Disguise 3 (+3 cha)
Escape Artist +2 (+2 Dex)
Fly +2 (2 dex)
Handle Animal 9 (+3 cha +3 ranks +3 class)
Heal +4 (4 wis)
Intimidate +3 (+3 cha)
Kn:Geo +6 (+1 int +2 rank +3 class)
Kn:Local +5 (+1 int +1 rank +3 class)
Kn:Nature +9 (+1 int +3 rank +3 class +2 bonus)
Perception +11 (4 rank +4 wis +3 class)
Perform: Dance +5 (3 cha + 2 rank)
Profession: Guard 8 (4 wis + 1 rank +3 class)
Ride +6 (2 dex +1 rank +3 class)
Sense Motive +7 (4 wis +2 rank + 1 trait)
Spellcraft 5 (1 int + 1 rank + 3 class)
Stealth +2 (2 dex)
Survival +11 (4 wis + 2 rank + 3 class + 2 )
Swim +4 (1 rank +3 class)

LANGUAGES:

Common, Polygot, Kelish, Druidic

GEAR:

+1 Scimitar 2315
MW light mace 155

+1 hide armor 1165
+1 darkwood buckler 1205
+1 Cloak of resist 1000
+1 Ring of Prot 2000
+1 Amulet nat armor 2000

druid kit 14
explorer outfit 0
masterwork backpack 49
Weapon cord 0.1
Compass 10
Ioun torch 75
3x acid 30
3x alchemical fire 60

Money spent 10078.1
Money left 421.9

Special Abilities:

Charm Domain Dazing Touch 7/day
Nature Sense +2 bonus to Nature and Survival
Wild Empathy Diplomacy check with Cha bonus against animals
Lorekeeper +2 to diplomacy, History, Local, Nobility, class skills
Resist Temptation +2 bonus on save vs divinations and enchantments

Tracked Resource:

Dazing Touch 7/day

Spells

Lev 0 DC 14
Stablize
Detect Magic
Light
Create Weather

Lev 1 DC 15
Domain: Charm Person
Cure Light WOunds
Hydraulic Push
Entangle
Faerie Fire

Lev 2 DC 16
Domain: Calm Emotions
Barkskin
Restoration, Lesser
Stone Call

Lev 3 DC 17
Domain: Suggestion
Summon Nature Ally III
Swarm Of Fangs

Appearance:

Sitting in front of the immigration officer is a short human woman, barely 5 feet tall, with skin a colour somewhere between coffee and mocha. Her smooth skin has a few blemishes here and there, evidence of a life lived outdoors, and a few faded scars. It's apparent that she knows how to handle the scimitar strapped to her back and the buckler hanging loosely from her belt. She seems pretty young; Maybe late teens or early twenties and she's wearing her dark hair at a practical short length which she's toying with nervously. She's smiling though and it's an arresting sight. It's obvious that she has an easy time making friends

Personality:

Isama is an optimistic and cheerful young woman. She knows what she wants and takes deliberate steps to get it. Right now she's feeling both far more nervous and far more excited than usual as she's made it to the big city of Quantium. She hasn't spent long in the capital city of Nex but she knows that it's a place that she wants to make her home. That's why she's applied for citizenship and is right now sitting in front of an immigration officer, ready to begin what she has been warned is going to be a long process. This isn't dampering her embullient personality though.

Background:

Final Immgration Interview Record - Immigration and Citzenship Department - Quantium - Nex.
Applicant Isama Zenj
Age 19
Sex Female
Origin Near Kibwe City, Mwangi Expanse
Training Druid
Current status Stray
Officer Repet Oleyk

Repet Oleyk: "Could you state your name for our records please?"

Isama: "Yeah, my name's Isama."

IO: "Do you have a last name?"

IZ: "Nah, my people don't, I'm a Zenj though so you can put me down as Isama Zenj if you want. What's your name?"

RO: "Repet Oleyk. Pleased to meet you."

IZ: "Same here Repet."

*they shake hands*

RO: "Isama Zenj then.. You're Mwangi correct?"

IZ: "That's me. Right out of the deep dark Jungle."

RO: *chuckles* "What is your profession?"

IZ: "I'm a druid. Born and raised to it in a druid circle a dozen miles or so outside of Kibwe.. that's a Mwangi city"

RO: *covers the from he's filling in that had Kibwe circled with a question mark from Isama's inquisitive eyes and harumphs" "That's surprising. I wouldn't have thought any druid would want to come and live in a large city like Quantium

IZ: *gives RO a knowing look* "Why not? There's nature everywhere in a city. Rats and pigeons, all kinds of pets.. and hey Humans and Elves and Dwarves and all the rest are all natural creature's arent they?"

RO: "Never.. really thought of it that way. Why did you come to Quantium and why do you wish to be a citizen of Nex"

IZ: "Well.. my parents and the circle don't really.. well, let's just say they don't really agree with my opinion of places outside the jungle. We're not exactly on the same plane if you see what I'm getting at."

RO: "So you fled from them then"

IZ: "Nah, nothing like that. I completed my druidic training in the circle and I liked it there well enough. It's just... as long as I remember I was always fascinated by the Kelishi trading caravan that comes by once a year. The things they had. The books, the made things, all of it. I just loved it. At best the others in the circle tolerated the caravan and traded as little as possible, only for necessities, but it became my favourite time of the year and I became the main person that traded with the caravan when I got older"

RO: "Ah. But you're still a druid right? With your connection to nature and all?"

IZ: "Oh yeah, I have a deep connection to the natural energies of the world. Wouldn't trade that for anything. It's just that in an odd way I felt an even deeper connection to nature when I was with the caravan then when I was in the middle of the jungle with the circle"

*she shrugs before continuing*

IZ: "There were even things like.. well.. I could have learned the language of the fey, but I pored over the few books that I got as gifts one year from the caravan that I ended up learning Kelishi instead! My parent's weren't exactly pleased at that. Plus I'm as good a tracker as any, but not as good as keeping from being tracked in the wilds. Stuff like that. I just didn't 'wear' the jungle like a skin like everybody else seemed to and I just didn't feel strongly enough about any animal to take it as a companion. Everybody else had one. I'm a really good druid though! I'll be really valuable to Nex and Quantium! I just need a chance to show..."

RO: *interrupts* "I'm sure you are Isama. I didn't mean to question your talents. Please continue"

IZ: "Ok, so, after my training was complete and I was indoctrinated as a full druid I decided that I wasn't meant to use my training to protect the jungle but to serve some other place. No better way to do that than to travel out with the caravan when it passed through next. I explained it to my family and they accepted it. I was the odd one out anyway. We parted on decent terms and I was such good friends with the caravan that they took me on with no problems."

RO: "How did you pay for passage?"

IZ: "I didn't pay for anything. I *got* paid. Like I said I'm a really good druid and a good fighter. Any caravan would kill to have someone like me as a trail finder and a guard. I even picked up some trading tips from my friends in the caravan. Made a good profit by holding on to some trinkets from home until we got far enough away that they become 'exotic treasures' from the deep dark jungle. Heh. We made our way out of the jungle to Solku and then from there to Katapesh. It's a pretty long trade route with a lot of hazards, wild animals, gnolls, and bandits and such. Well wild animals weren't nearly as much of a problem while I was with the caravan. But I'll let you know that I really really hate gnolls now. Anyway travelling.. was really good for me. There's so much to see outside of the jungle and the challenges heleped me really grow as a person and a druid. But I still liked it best when we stopped in settled places. The bigger the place, the happier I was. Pretty clear at that point that I didn't have wanderlust. I just like cities."

RO: "You said the trade route ended in Katapesh."

IZ: "Yeah"

RO: "why didn't you stay there? I've heard Katapesh is a huge and wonderous city."

IZ: "Yeah it is. I really liked it and I spent a some time there, was thinking of settling down there, but... it's too much money driven for my tastes. Plus there's so much slavery there. I know there's some here as well but it's just absurd how much there is in Katapesh. It's not the most accepting place either. Anyway I spent quite a lot of time reading and learning about the world and Quantium. Well Quantium just seems perfect for me."

RO: "How so?"

IZ: "Well just the idea of earning a citizenship and that meaning something. People not being discriminated against and everyone being accepted. It's just great. Really it was Quantium or Almas and well, Andoran is way farther away from Katapesh than Nex is" *grin* "Took a ship to get here, which was kind of a mistake. Found out I really don't like sea travel. I got here and well. I love this place. I love everything about it. I want to live here and help build it and protect it. And that's the honest truth."

RO: "Hrm.." *writes in his report for a while and then starts filling out a separate form*

IZ: *getting anxious* "Look if there's anything..."

RO: *interrupts* "For a person of your talents I recommend the best way to earn citizenship is to apply as a Guard. Serve Nex and Quantium well and you'll earn your citizenship. I can't promise that they'll accept you, they'll test you to confirm that you do have the talents and training that you claim. But if you haven't lied then you should have no problem. Here is a copy of your citizenship application and a signed form from the Immigration and Citizenship Department to the Office of the Guards. Take this to the closest Guard office and they'll set you up. If you need dire.."

IZ: *squeals and jumps out of her seat to hugs Repet hard* "Thank you thank you thank you. I promise that you and Quantium won't regret this, I'm so excited, I'm going to go and write a letter to tell everyone that I actually manged to get in. Oh I'm so happy thank you thank you thank you."

RO: *turning blue* "Grrkkkkkk.."

Role:
Isama is going to be primarily a divine spell caster. Still she's pretty good with her scimitar and decently armoured if she needs to go into the front lines. She also has a good mix of Knowledge and skills including diplomacy.

I've got a few questions about HP and traits but it's minor stuff.

Hope you like my submission. Waiting with baited breath. If you guys have any questions let me know.


No problem, I will update the summary on Monday.


Hmmm... how about a kitsune who can shift faces and work with crazy social-fu? I'm still figuring out which class would be best.


Hello!

I'm the other player : )

If you have any questions about the campaign or anything, feel free to shoot away and we will try and reply as best as we can !


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Dotting for the moment. I play with Castor in a different PbP & am most likely to try & see if I could make one of my 'presently non-active' characters 'fit' this setting. I will have to see which ones would work best.
It looks as though you already have arcane magic & skills well wrapped up, so probably bring in a leg-breaker/damage-sponge...

Actually...

The more I think about it...

I think I have an idea...


Not sure if I'll be submitting a character, but I was a player in another Darkest Corners game that sadly died with a different GM who seems to have been involved in a previous iteration of this game. I was just curious what the connection was.


Okay, Kitsune Inquisitor of Sarenrae 4, rogue 1. More info to come.


dotting. Catfolk Paladin, Chosen One or Holy Gun...not sure yet. Leaning towards Chosen One.


The Dread Pirate Hurley wrote:
Not sure if I'll be submitting a character, but I was a player in another Darkest Corners game that sadly died with a different GM who seems to have been involved in a previous iteration of this game. I was just curious what the connection was.

Connection: Back in the dark ages of 2013/2014, a being only known to us as "Nidoran Duran"/"Spooky GM" made a campaign. The players played the campaign and had very fun - so much fun, that when the poor GM had to cancel due to IRL issues, they made a spin-off. This campaign!

If you are even more curious, this was Ophelia's alias back then and, you can find the campaign by clicking on her : )

Then, as you might have noticed, the old GM made an attempt to reboot the campaign a while ago. An attempt that was sadly thwarted by real life issues again. But this spin-off is still going strong : )

(Say 'hi' to Erasmus from me :) //Miranda)


I do hope Spooky is okay. I got into a carrion crown game that he started that had to be shut as well. Luckily another GM stepped in for that one.


He should be okay. He resurfaces from time to time, starts another campaign and than vanishes again. Sometimes he lets the players know, sometimes not. I actually play in "his" WotR campaign. Luckily we got another GM. Most of his players are not that lucky.


Seems like a lot of people are dipping. Am I missing something? We've been levelling pretty quickly - Ophelia started at 3rd level.

If you are bringing in a character from one of the three old games, make sure you shout out :)

Liberty's Edge

Ok, here is the background information for Kal

background:

Physical Description: Kal is a young man, just in his mid-20's with raven-black hair and light grey eyes. Even at his young age, his skin has started to take on the leathery look of a man who spends most of his life out-of-doors. A serious man, he none the less is developing laugh-lines at the corners of his mouth. Kal keeps his face clean-shaven, but with synch dark hair it always looks like he is in need of a shave. His dark hair is also kept short and neat. Parted down the middle, his dark bangs frame a high widow's peak.
Kal dresses in a very modest way. When not in his "working" clothes, he usually wears dark brown trousers and a loose white linen shirt covered with a dark green leather vest. He lately has also been wearing a mid-length cloak. When 'on the job' he adds a magical, light chain shirt. Around his waist you will see a cross- braced set of throwing axes.

Personality: Upon first meeting Kal, may have commented on the young man's serious nature, but any who have spent time with him know he is a jovial fellow, ready with a joke or amusing story. Kal has a rather up beat outlook on life. He tries not to 'sweat the small stuff' and keeps a fairly neutral attitude to most folk. Speaking in a slow, deep voice, some think him simple, but soon realize their mistake when he turn the tables on them in some joke.

Background: Growing up in a middle class neighbourhood of merchants and shopkeepers, Kal's parents held a place of some prestige. Kal's father worked as a 'Finder', a person who can be hired to, well, find thing so; people, wallabies, whatever the client wanted found...and he was quite good.
Kal is the oldest of two children born to the family. He has a sister who is almost 10 years his junior, to whom he is extremely protective. His parents and sister still live in the same house, even though the time have become difficult since his fathers 'accident'.
Kal joined the guard 3 years ago, as a training ground to gain experience for taking over his father's business. He walked a beat through the greater part of the middle class neighbourhoods within the city. He made corporal just 5 months ago, and was well liked by his squad mates and commander, as well as the people he protected.
When his father was injured on one of his jobs, he attempted to get the guard to let him investigate, but he was denied. They told him that the investigation was outside his departments jurisdiction, and it would be examined by the 'Special Branch'. As the weeks went by and no one seemed to be doing anything, he decided to take matters into his own hands. He was actually able to track the criminals to their hide out, where he discovered they were Dhampir. Before he could do anything, however, he was scooped up by members of the Special Branch. He had unwittedly stumbled upon an operation already running. While the unit was upset with him, they were also impressed with his tracking ability. Once the operation was over, he was requested to transfer to the Special Branch, and has only just started with them.

Liberty's Edge

Kal is aiming for the Sleepless Investigator prestige class when he qualifies. I am looking at that as possibility his becoming a Sargent.


So this is Irnk's offering.

Meta-wise, I started him in a Kingmaker/Curse of the Crimson Throne mash-up that petered-out not long after we made it to third level & were just on the cusp of forging the Kingdom, so basically what has happened since then was that we wound up being betrayed to the forces of Issian Brevoy & Tad was the only survivor. No longer having the heart to keep going up there, Tad has wandered for a few years since then, always going further away from Brevoy & the River Kingdoms until he finally left the continent all together.


Ah, thanks for the clarification, Ophelia and Castor. I had just noticed the WotR game on the sidebar as well. Digging through aliases and previous games only raised more questions when I went looking.

Since you mention it, GM, I might send in a submission. I was playing a Gunslinger with advanced firearms. What firearms level do you prefer to have for this game? If early, I might do a re-build, since I really don't want to bother with the double-barrel pistol weapon-cord cheese.


This is an almost finished alias by Derz. The personality and stuff is all on the page.


Question for DCGM: Would Elemental Spell (Cold) Metamagic feat actuall change the descriptor of the spell to Cold? I've seen a lot of dissension on if it does or not...


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I am not the GM, but I would say it adds or changes the descriptor (depending on the usage). It would seem weird to have a cold spell with fire descriptor.


Working on this character here. Will be done tomorrow....er...later today.


Bazokas The Dwarf:

Bazokas
Male Dwarf Barbarian (Superstitious Archetype)
NG Medium humanoid (dwarf, human)
Init +2; Senses Dark vision; Perception +10
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 78 (5 HD; 12+(6.5*4) +(5*4))
Fort +8 (+4 vs poison), Ref +3, Will +4 (+4 vs spells, and spell-like abilities;
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Ranged: Composite Longbow 1d10+4
Great Sword - 2d6 + 6
Heavy Flail - 1d10 + 6

--------------------
Statistics
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Str 18, Dex 14, Con 19, Int 10, Wis 14, Cha 5
Base Atk +5; CMB +6; CMD 20

Feats: Power Attack, Steel Soul, Intimidating Prowess

Traits Glory of Old (+1 trait bonus on saving throws against spells, spell-like abilities, and poison) Indomitable Faith (+1 bonus on will saves)

Skills
Acrobatics +10, Climb +8, Intimidate +12 (using strength with intimidatig Prowess, +14 when raging), Perception +10, Survival +7, Swim +8

Languages Common, Dwarven

Combat Gear: Masterwork Silver Greatsword, Masterwork Adamantium Heavy Flail, Composite Longbow, 60 cold Iron arrows, potion of cure light wounds (2), potion of cure moderate wounds (2),
Other Gear mithral chain shirt, Backpack, bedroll, flint & Steel, sunrod, 4 trail rations, waterskin, whetstone, Belt of Strength(+2) 1354gp
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Special Abilities
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Strength Surge: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Reckless Abandon: The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.
Fast Movement - +10ft a round
Uncanny Dodge - Never flatfooted
Improved Uncanny Dodge - Unable to be flanked or sneak attacked
Sixth Sense - +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.

Bazokas The Dwarf Description:

You see before you a sandy haired dwarf. He has very bronzed skin, and deep purple eyes. He has a greatsword at his side, a flail at his other side, and a bow on his back, but his greatest weapon seems to be his look of absolute rage. Even the dogs of this town are giving him a wide berth.

Bazokas The Dwarf Personality:

Bazokas is hard to get along with, even for a dwarf. He doesn't understand humans, and is continually puzzled by their traditions and lifestyles. He still struggles with the concept that other races shave their facial hair, and such an idea is viewed as exceptionally wanton and immodest. He is fond of wearing Pahmet oil through his hair and greased onto his skin. This gives him a smell that is similar to fermented dates.

Due to his backstory he is resentful of his life, and has a large amount of rage bottled up inside of him. He can keep it controlled most of the time, but enjoys letting it out.

Due to his backstory he dislikes 'other dwarves' (I.e. non Pahmet).

Bazokas The Dwarf Backstory:

Bazokas was born into the Pahmet clan at Tar Kuata. He was raised in the faith of Irori, of which there were very few Pahmet who acknowledged this religion as real (let alone anything else). He trained for many years to enter the Pahmet Scout Guard, a collection of fierce warriors who roamed the dessert as scouts for the Pahmet.

Unfortunately when he passed the initiation test he was asked to swear a religious oath to a deity who was not his patron. He refused and immediately rejected.

Disillusioned, he exiled himself into the dessert, wandering for a while, his last adventure was to rescue a collection of Dwarven slaves from slave traders in Osirion. Unfortunately he realized at the successful end of this, the traders were far better connected than he had considered and one of the freed dwarves actually ratted him out to the slavers. He considered it wise to skip the country before the bounty he had placed on his head by the traders caught up with him.

He arrived in Quantium and madecontact with a small number of Pahmet in the city. He initially got a job being a guard for a merchant, but was fired when another Pahmet needed a job, and was told quite bluntly he was let go as he was a worshiper of Irori.

Despondently he joined the city guard. For the first time in his life his religion was not held against him. Sure his Pahmet oil is rubbished, and loud manner were looked down on, but he was much happier, he could put his martial skills to good use, and praise Irori.

His ability to fly off the handle has saved many officer's lives in a fight, and caused many suspects to confess. He is respected for his talents, and in return he is fiercely loyal to the only organisation that he considers gave him a fair chance.


The Dread Pirate Hurley wrote:

Ah, thanks for the clarification, Ophelia and Castor. I had just noticed the WotR game on the sidebar as well. Digging through aliases and previous games only raised more questions when I went looking.

Since you mention it, GM, I might send in a submission. I was playing a Gunslinger with advanced firearms. What firearms level do you prefer to have for this game? If early, I might do a re-build, since I really don't want to bother with the double-barrel pistol weapon-cord cheese.

Hmm - if you had a character earlier, I'll try and support it. Let's see...

Nex borders Alkenstar, which is the firearm capital of the world. Emerging Guns, but there's a few experimental prototype Advanced Gun weapons (normal cost). All such guns are named and historied at this point, and usable pretty much only by gunslingers. You can start with one if you buy it out of equipment allowance. They're often enchanted (it actually makes them easier to craft if you 'cheat' and use magic).


Castor Drey wrote:
I am not the GM, but I would say it adds or changes the descriptor (depending on the usage). It would seem weird to have a cold spell with fire descriptor.

I am the GM, and I concur.

That said, I'm aware of the cheese here. Don't make a character that exploits this to ridiculous levels.


John Whyte wrote:
Bazokas...

Just checking: Cha 5 and only intimidate leaves him pretty socially inept in a lot of situations. While admittedly they haven't come up much yet, I do expect there'll be social scenes, and the nature of PbP means these could take a month (or more!) to get through. Are you, as a player, going to be okay with that?


GM,

I'm more than happy to yell, loudly, in social situations. In the good cop, bad cop, I'm the bad cop.

As the dm it's your call, but I'm happy to yell my way through social encounters, it seemed fitting for a watch investigation.

Plus in the others happy to rp CHA5.


Well I'm making a character better at social-fu than combat. Perhaps that might help to get thing more in a talking mood.

background:
Selvara grew up as an orphan. She has vague memories of a father and watching his face change from fox to human and back. But for most of her life, she's been on her own. Since almost nobody had fur and a snout, she learned early how to make herself human to blend in. She enjoyed knowing that nobody knew who she was. Still a young child with big sad eyes and a woeful story of a sick mother could usually get a few coins out of people as they walked along.

Still, the city guard saw her often enough to catch on. One, a gruff fellow named Marsden Brae, caught her and seemed to understand her plight. He found a place for her in Mother Gleya's orphanage, which was one of the better places for children in the city.

Nice orphanage or not, Selvara wasn't the kind to stay in one place and follow instructions. She quickly found a way to talk her way out of the orphanage and back onto the streets. Though she moved to a different part of the city, Marsden found her within a couple of weeks. This time he brought her to a cell of stone and iron. Though she was scared, she knew there was more to the story than this. He didn't want to leave her locked up. And there she knew she had a chance.

She talked about how big the orphanage was and how she didn't like so many people around. She talked about how she missed her father and just wanted someone to take care of her. As she talked, she realized that what she was saying was true. She guessed that Marsden lived alone, with nobody around in his lonely apartment. It was the last part that convinced him, and he took her home for a trial.

She kept home for him for the next few years, learning a bit about the watch from the tales he brought home after work. Unlike most guardsmen, he wasn't content to simply walk the streets. He investigated to try and figure out how the criminals thought and find out where they hid. This was his downfall.

One night he didn't come home. Not just coming home late, but not coming at all. She asked at the station, and he wasn't there. Then she went to look for him. She succeeded, but she found him dying. They had beat him for two days before killing him. He was ashamed that she saw him like this, but glad to see her one last time. As a final gift, he gave her his old beaten flask, one with a pattern on one side hard to see through the wear. As he slipped away, she showed him her true face.

At that, she vowed to find his killers. As she changed back to human in that damp alley, her clothes felt off. In her grief she had become Marsden. She went back in a daze. That night she dreamed about a woman standing in the alleyway, a woman half in white moonlight and half in shadows. This strange woman asked questions about the alleyway, questions about the body. Selvara got the sense that the woman knew the answers, but wanted to know if Selvara knew the answers.

In the morning, 'Officer Marsden' reported for duty bruised and battered. From the stories, she knew enough to get by at the office as she asked around to learn details that would help her find the killers. The next day, she walked by as a random stranger and heard them talking about poor dead Marsden.

It took her weeks to find the killers. She figured out which gang had done it, and even impersonated one of them to see their lair. Returning as herself to the guard's headquarters, she asked to talk to {commanding officer for the PC's}. She told them that she was Marsden's ward and how she investigated. She even impersonated the members of the gang so they'd know who they were looking for. Knowing they were avenging one of their own, the raid was quick and bloody.

Afterwards, {commander} asked her what was next. He revealed that Marsden had mentioned that Selvara would be a good guardsman some day. They both agreed that that day had come.

That night, the woman in black and white came to her in her dreams again. She seemed pleased, though she had even more difficult questions than before. In the morning, Selvara awoke with new purpose, and felt new powers within her. These powers helped her as a guardsman.

Today, a new chapter starts.

Stats:
Selvara
Female kitsune inquisitor (infiltrator) of Zohls 4/rogue (kitsune trickster) 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 192, 193, Pathfinder RPG Ultimate Magic 45)
NG Medium humanoid (kitsune, shapechanger)
Hero Points 3
Init +5; Senses Perception +13
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Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 dodge, +1 shield)
hp 33 (5d8+5)
Fort +6, Ref +6, Will +8; +4 vs. abilities that detect lies or force the truth
--------------------
Offense
--------------------
Speed 30 ft.
Melee bladed belt - rapier +6 (1d6+1/18-20) or
dagger +5 (1d4/19-20)
Ranged mwk composite longbow +6 (1d8/×3)
Special Attacks judgment 2/day, sneak attack +1d6
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
At will—detect alignment
Inquisitor (Infiltrator) Spells Known (CL 4th; concentration +7)
2nd (2/day)—detect thoughts (DC 15), spiritual weapon
1st (4/day)—command (DC 15), cure light wounds, divine favor, secret speech
0 (at will)—daze (DC 14), detect magic, detect poison, disrupt undead, sift[APG], stabilize
Domain Redemption inquisition
--------------------
Statistics
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Str 10, Dex 14, Con 12, Int 16, Wis 16, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Realistic Likeness[ARG], Shake It Off[UC], Weapon Finesse
Traits amiable blunder, careful combatant
Skills Acrobatics +6, Appraise +7, Bluff +16, Climb +4, Diplomacy +16, Disguise +13, Escape Artist +7, Heal +7, Intimidate +10, Knowledge (arcana) +7, Knowledge (local) +9, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +13, Sense Motive +16, Sleight of Hand +7, Spellcraft +7, Stealth +10, Survival +7, Swim +4
Languages Celestial, Common, Elven, Gnome, Orc, Sylvan
SQ change shape, forbidden lore, gregarious, hero points, kitsune magic, misdirection, necessary lies, patient sensibility, redeemer’s mercy, solo tactics
Combat Gear bladed belt; Other Gear +1 mithral shirt, mwk buckler, dagger, mwk composite longbow, apprentice's cheating gloves, cloak of resistance +1, sleeves of many garments, adventurer's sash, holy symbol with flask of Zohls, mirror, skeleton key (2), 242 gp, 1 cp
--------------------
Special Abilities
--------------------
Amiable Blunder (1/day) Diplomacy failed by 5+, re-roll, success averts attitude change.
Bladed belt Belt transforms into any slashing or piercing masterwork weapon on command.
Careful Combatant When withdrawing, the first 2 squares of your movement are not considered threatened.
Change Shape (Human) (Su) Assume a single human form.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs further CHA skills for 24 hr.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor (Infiltrator) Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.

Granted Powers: You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Misdirection (Chaotic Evil) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +4 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Redeemer’s Mercy (Su) Any weapon you wield gains the merciful magic weapon power for as long as you wield it.
Shake It Off Gain +1 to all saving throws per adjacent ally
Skeleton key Use a +10 Disable Device for one try to open a lock.
Sleeves of many garments Transform current clothes into any non-magical new form.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.


Darkest Corners GM wrote:
Castor Drey wrote:
I am not the GM, but I would say it adds or changes the descriptor (depending on the usage). It would seem weird to have a cold spell with fire descriptor.

I am the GM, and I concur.

That said, I'm aware of the cheese here. Don't make a character that exploits this to ridiculous levels.

I admit, I was thinking of a Halfling Magus with Magical Lineage using Shocking Grasp+Elemental Spell (Cold)+Rime Spell.

However, I've also been watching Musketeers recently, and think a Swashbuckler is in order. ;)


And here we go!

Description

:

Thessirris (Or just Tess to her friends) stands 5’2” and without her armor is a lithe 125 pounds. She has jet black fur that shimmers when light catches her coat. Her hair is short in the front and cream colored kept in a very rainbow dyed short pony tail that juts out from her uniform’s cap showing her allegiance to the goddess Shelyn. Despite the multicolored end of her hair, the rest of her uniform is pressed and polished, covering over her mithral shirt as it’s one of the only outfits she owns and she has a certain pride in her appearance. Her Estoc is a brightly polished steel blade made for thrusting attacks and is just under four feet long including the leather wrapped handle, and engraved lion’s head guard & pommel.

Background Story

:

Personality:
Tess’s biggest character flaw is she is very attentive to her looks, she has to brush her fur every night, and keep her outfit and weapons clean. Like all catfolk she can be a bit naïve, tending to take things literally at least at first and is easily distracted. For most people she doesn’t know a stranger, and will approach just about any humanoid creature to converse with if they aren’t an obvious threat. As she dislikes cages of any sort, she lets her familiar fly overhead and free when she can, or otherwise prefers to keep the bird in hand or on her shoulder.

While not magically gifted in bardic arts she does own a flute and can play it well, though for her it is more a hobby then a way to earn additional income. She is quite happy to live on her on salary as a Guard in Quantium.

Background:
Thessirris did not have a happy childhood. In order to gain citizenship in the city of Quantium her abusive father put her ‘on the market corner’ rather than do any hard work for the government. This did a significant amount of damage to her sense of self-worth, though it did teach her how to ‘conduct’ herself around people, and the dangers of the profession forced on her, lead to her developing a talent for avoiding blows from customers and her father.

When her father bought himself citizenship, he abandoned her on the Street of Gods and left her a literal stray. Young, alone, terrified, and after days on her own, growing hungry, she started to chase after a beautiful thrush…mostly to eat it. She chased it into the temple of Shelyn where the bird and many of its kind were sheltered and was taken into the clergy to be fed, clothed and Common. While still a stray, Tess took the path of a paladin and keeps the same thrush she chased as her familiar, even though she doesn’t treat him like one, as she views their bond as a partnership rather than service. Still, she wanted earn true citizenship, and do it the way he father found so distasteful, part of that motivation was still spite, but her dedication to protecting art and beauty could be accomplished well in service to the Guard.

To join, she has kept her young age a secret, more by not divulging it, rather than outright lying. She followed orders of her superiors to the letter during training, sometimes literally if it didn’t violate her paladin code. She is valued for her agility, and willingness to open dialog with a person no matter what they look like. She was deemed well qualified to be in the ‘special squad’ and when assigned she gleefully accepted the post. She is truly happy to serve Shelyn and Quantium, and happy to work her way to citizenship…the right way.

She hasn’t figured it out yet, but the thrush she chased that day, was a very special guide, that led the otherwise doomed girl to have a chance at making something of herself. He will help where he can and watches over her, for she is still bound to find trouble.


I am glad there is so much interest in our campaign so far! I can see already, it will not be easy to choose the best fitting submissions...

Just a small reminder: We are looking for 3-5 new Guards to complement our unit. One should be martial (melee), one should be divine and the other 1-3 might be anything. This means we might accept another arcane class or skill class. The only two classes I do not really see us choosing are Diviner and Investigator.
So do not be afraid to apply for those 1-3 non-melee, non-divine slots. (Although maybe I should have written "potentially non-melee, non-divine" as those slots are really free-for-all.)

Another reminder – not so small this time: You are starting at 5th level. That is quite a lot of in-game experience for the characters. A lot of the background stories I see is great for first level characters, but for fifth level… not so much. I kindly ask the participants to expand the history of their characters to account for the additional experience. This might help our DM to better integrate the selected characters in the future adventures. And it might help with your chance during the selection process too…
This does not mean you have to write some many page stories, bullet points are certainly okay at this point. But the more detail/facts, the better. (“I have been a guard ever since” is not enough in my opinion, if it seems like you entered the service at low level.)

Last reminder - small one again: The above mentioned reminders are just my own view on the selection. And I am at best 1/3 of the committee ... So even if you do not heed my advice, you might make it ;-)

So, no more reminders, here is the updated list of submissions :
player Daniel Steward / character: Kal Lomarsson with background - half-elf ranger (urban ranger) 3/rogue (investigator) 2
player Ealiane / Valjoen KC / character: Ptahh Spyritfang - Skinwalker Warpriest (Sacred Fist) 5
player Derz / character: Samson Perlych – Human Fighter (Armor Master) 5
player Azih / character: Isama Zenj – Human Urban Druid 5
player gossamar4 / character: Zandor Gossamar - human brawler (shield champion) 4/investigator (mastermind) 1
player Philo Pharynx / character: Selvara - kitsune inquisitor (infiltrator) of Zohls 4/rogue (kitsune trickster) 1
player Irnk, Dead-Eye's Prodigal / character: Thadeuzs 'Tad' Orlovsky - Human Fighter (Brawler) 5
player KingmanHighborn / character: Thessirris Running Brook - human brawler (shield champion) 4/investigator (mastermind) 1
player John Whyte / character: Bazokas The Dwarf - Dwarf Barbarian (Superstitious) 5
player The Dread Pirate Hurley / character: gunslinger?
player Arknight / character: swashbuckler?
player thunderbeard / character: ???
player bigrig107 / character:???

If I have overlooked anyone or made any mistake, please let me know.
This is probably last time this list is unsorted, I just have to come up with the best way to sort it…

As before I wish you all luck! May the craftiest ones win!


Been pondering a Dwarf Stonelord. Does that fit the theme? I promise, he has an awesome backstory.


For Isama. She's travelled out of the jungles of Mwange and traveled across all of Katapesh as a part of a caravan and spent time in Kataphesh before catching a ship down to Quantium. I hope that'e enough of a journey to explain her being level 5

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