Darkest Corners volume 2

Game Master Harakani


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If armor, weapons and feats is all there is missing, post the character. I believe all this staff can be finished even after the final selection.


Question, since I'm aiming for Hellknight Signifier, and his background requires him to be one of the only true Hellknights here, could I have Valignatir start with a "signifier mask", that does nothing until I get the feature that makes it do stuff?

Not trying to break anything, just wanting to fix a "plot" hole.


Thirus Undershale, my applicant to join your game. A Dwarf Stonelord. As said above, the combat mechanics aren’t quite done. So he lacks armor, weapons and he still needs a few feats (I have one picked out). But, to be honest, the gist of the character is here. The actual…guy is presented.

I hope you enjoy. Feel free to ask any questions or point out mistakes.

Backstory:
[Following is the transcript of the Guard Application Interview for Applicant (Thirus Undershale.) Recorded by Scribe and Adept Ignatius Pewill.]

[Others present are Guards Herem Pinker and Lolland Ramura]

[Note: items in italics are scribe additions, observations or notes]

Applicant is sitting on chair, rocking it back and forth, making it squeak and groan under his weight when we enter. At our glances he stops.

Thirus: I apologize. Just diagnosing. Give me a minute, a chisel and some caulking ad I could have this chair fixed, right as rain. [Common has a harsh, gravelly accent. Barbaric]

Pinker: [irritated] Are you applying as a workman? Then you have the wrong room.

Thirus: No,no, just trying to be helpful. I am here to apply to join the Guard of Qantium.

Pinker: You do, do you? Do you know that this is an elite corp, made of only the finest and most trustworthy citizens…

Thirus: I have gathered this yes. I feel I am qualified, perhaps even for the Special Unit.

Pinker: [disdain] The Special Unit? We’ll see about that. [glances at papers]. Our records only show you arrived in the city a few days ago, hardly Guard material.

Ramura: [breaking in] Let us start at the beginning. Where were you born?

Thirus: Galt. I see this means nothing to you. It is a wild and lawless land in Avistan. Small place, no wonder you have never heard of it.

Ramura: State of family?

Thirus: You mean nobility? No, I’m the son of a humble dwarf mechanic in a nation of humans. I grew up fixing clocks, pumps that sort of thing. Always a knack of tearing things apart and looking inside.

Pinker: No education, no family…this hardly befits a Guardsmen, let alone the Special Unit. We have clockmakers a plenty, sir.

Thirus: [flash of anger] No education? Galt was a harder education then any training you can imagine. Galt is a treacherous swamp of political tyrants and bloody executioners. Every person is a political animal, and they feed on each other, on the fear. Accusations, investigations, manipulations are the bread and butter of the people. I have seen children turn on their parents for an increase in bread rations. I learned much there.

Ramura: Your family was political then?

Thirus: As dwarves, not much. We were as close to neutrals as the land had. We simply lived our commercials lives, ekeing out a living. Until my father died, during a plague that swept the city. [pause, solemn]. Then my uncle took over the family, and he pushed us into the political arena. I was a young dwarf then, sharp of eye and quick with a blade. I soon proved my worth in that complex and delicate world of allegation and bloodlust Galt was in those years. That was my education, sirs, spying on my neighbors, performing blackmail on officials and even…well, performing violence on others. It was a dark time, although I did not know it. I reveled in the power, in the game.

Ramura:[quietly] And then?

Thirus: We got in too deep. My uncle made the wrong friends and the Provisional Revolutionary Assembly he sided with fell, in the usual orgy of blood and betrayal. I was out of the city on an errand when it happened. When I returned, I found the shop burned and my family…killed. Taken to the Final Blades. I barely managed to escape and fled south, out of Galt.

Pinker: A tragic story, no doubt but how does it relate? Perhaps you think scheming as a child prepares you for criminal investigation?

Thirus: It was more than petty scheming, in those years. But Galt had taught me one great truth, one reality which I was to base my life on. That one must hold to the real law, to true order, to upholding what is right because it is right, not because some mob or ruler says it is justice. That is the single unswerving belief I gained out of that dark flight from Galt.

But still, you are right. If that was all I had done, I’d hardly qualify for your august post. But it gave me a base to build on. After leaving Galt, one step ahead of the mob, I headed into Taldor. Ah, that one you have heard of.

Pinker: [impatient] Yes, we have. And what did you do there, if we may speed up this tale?

Thirus: I did a good many things. I had a few skills, you’ll recall. I was good with a blade, a strong back and keen mind. I moved to Oppara, that grand old city. I worked in the city guard there, as some lowly hired muscle. But it gave me an insight into how the city worked, and I did some free-lance work. I actually became quite close to some of the lower nobility. Perhaps you have heard of the Case of the Moonstone?

Ramura:[amazed] That was you? You were the Cloaked Seeker? I heard the story, it was quite the mystery! Was it really you?

Thirus:[pleased] Yes, it really was me. I admit I lucked intot he case, but luck had nothing to do with solving it.

Ramura: [excited] So, the rumors never said. How did the thief hide it in his own rooms after being searched a dozen times?

Thirus: He had a simple triple-geared spring-back on a chest hidden behind a fake wall. Nice device, but elementary to the trained eye.

Pinker: Perhaps you did this, perhaps not. But why are you washed up on our dock and not feted in Oppara for being so renowned a detective?

Thirus: Because I soon realized that the ‘law’ in Taldor was little more then what the local ruling family wanted. After hunting down ‘lost taxes’ that turned out to be illegal and bandits that turned out to be starving peasants, I left. Besides, it had few challenges left.

Pinker: [audible snort]

Thirus: So I jumped a ship to Absalom. Now there was a real city, a huge tangled mass of beings. It made Oppara look like a local market and this city of yours look like a hamlet. I soon found work, and my hand and blade were soon needed. I was hired in the Precipice Quarter, hunting undead. Perhaps you know the area? No? Well, it was once a rich area then plagued by earthquakes and magical disaster. Many restless and evil creatures roamed there, so I hunted them. It was in those days I turned to Torag, the god of my dwarven youth and he answered me. He gave me powers and strength to hunt these fouls things.

Ramura: Sounds like dangerous work.

Thirus: It was, and I had many close calls. There was the time with the mummy and the zombie in an old tavern…never mind. In any case, I gained a bit of a reputation, so I headed down to the docks after my contract ended, looking for work that might challenge my mind as well. I am a practical man, so I didn’t expect to find a hard time finding work. I found much more than mere work, down in the Docks. I found Vex.

Pinker: Vex?

Thrius: A young ratfolk investigator, opening his own office. He was looking for a partner, so I signed up. Vex was brilliant, honest and loyal, everything you want in a partner. We made a great team, Vex and I. Those were the golden years [applicant touches beard wistfull], on the Docks. We had plenty of cases, everything from smuggling to counterfeiters. Perhaps you have heard of the Mystery of the Bleeding Cup? No? It was an interesting case involving a clockwork dog…. Ah well….Anyway. Ostensibly I was the muscle, but really we were full partners. The city was great in those days, not only the cases but the great ship cranes, which appealed to my engineering mind. And the stories of every ship and crew who landed. I even recall stories of Nex and this great city. In any case, it was the best time of my life.

Ramura: So what happened? Why did you leave?

Thirus: [sadness] I did not leave. It was taken from me. We finally went too far, Vex and I. We crossed some information brokers, and they pooled together against us. First they struck our informants and allies, and our network was soon a shambles. Then they burned down our office, those comfy little rooms on Breadbaker’s Street. Finally, they struck home. [utter sadness]. they got to Vex. One night I left him, to find a lead. I shouldn’t have left him, I shouldn’t have! [recovers composure]. So they found him alone, in a tavern room. From what I gathered later, they put him in a leaded sack and threw him the harbor. That was Vex’s reward, for cleaning up that city. Helping so many people….I wish they had thrown me instead.[tear on applicant’s face]

Pinker: [softly] What happened then?

Thirus: I got angry. I still had my blade. So I hunted them down, each and every one. Not just the thugs who killed my best friend, although I found them too, but that cartel of information brokers. Each and every one tasted the bitterness of my blade. I became a thing possessed, and found all the old Galt talents sharp and fresh. It was a dark time, again, but this time I knew how bad it was. But I did it anyway. The last broker though was clever, and managed to have me captured by the Guard. Imagine, the Guard! They locked me up and threw me out into the Black Whale. I was meant to die in that bleak prison. But a prison guard I did a favor for helped me escape.

Ramura: You escaped the Black Whale?

Thirus: Yes, but it wasn’t pretty. I was always clever with my hands, I made a raft from branches and driftwood. I made the rope and caulking from…[pause, with distaste] well, let’s say leftovers from other prisoners. In the end I shoved off and managed to get back to the city, jumped on the nearest ship and sailed off.

Pinker: And then what?

Thirus: I was a shadow of myself then. I was mad with grief over my friend and weak with the betrayal and violence I myself had unleashed. I drank to avoid my problems, and hide in the bottle. For months I merely worked as a lowly oarer in the great trading ships. Now and again I’d wash up in a port and work as a longshoreman. It was honest enough work and it let me turn off my brain. A few weeks ago I ended up in Nex, the city I once heard such rumors of. For the first time, in a long time, my brain woke up. I spent the time reading about your city, wandering about it, learning what I could. I admire it greatly. So now, I want to give back.

Ramura: Have you overcome your...issues?

Thirus: I believe so, yes. My drinking days are firmly behind me and I would like to report to duty, sir. Any duty.

Pinker: Do you think you can handle working with such a …varied cast as you find on our docks and streets? Qantium is a diverse place, dwarf.

Thirus: [nodding] I have worked with all kinds before, Absalom is also diverse.

Ramura: [delicately] You are a religious fighter, I know you types often have personal codes. Can you handle working on a real and living team? Compromises will have to be made, and I’ll admit even blind eyes must be turned at times. Can you do it?

Thirus:[thoughtful pause] If it is for a good cause, sir. I have spent my life reaching and grappling with that cause. From the blood soaked streets of Galt, where I was the evil to the briny wharves of Absalom where I worked together with some tough people to create good. I’d do anything to be in that place again. So yes, if it was for a good cause, for true law and justice. Am I acceptable?

[Pinker and Ramura exchange looks. Both shrug]

Ramura: One last question, this one straight from the Special Unit. What is your favorite quote?

Thirus: [confusion] What?

Ramura: Oh, they are a strange group and I have a note here to ask this question of any applicant. Do go on.

Thirus: [after long thought] There was one my father used to tell me, that I have found applies to more than just clocks. “When you want to know how things really work, study them when they're coming apart.” [another pause] Also, one that I learned on the docks of Absalom, “never trust an engineer who doesn’t have all his fingers.”[applicant laughs].

Ramura: All right then. I’ll send it to the boys upstairs, and see what they think of you. You’ll hear back at the end of the week. Where can we find you?

Thirus: The Young Pelican, sir. I wait, and hope.

Thirus's Personality:
On Thrius’s Personailty: He is a practical, solid dwarf. When he sees a crane he sees tensile strength, when he sees a ship he sees gross tonnage. His only exception to this blunt, materialistic view is when he sees people. His love of justice and order come from an appreciation of people and what they can achieve. He has a soft spot for art, although very few people know it. He enjoy the fight but doesn’t admit it to anyone, not even himself. Unless, of course, it is undead or some pure evil creature then he revels in it.

On Class Choice:
On Stonelord: I admit it is a tricky build, with lots of interesting add-ons, and normally I’d never try it. But for Pbp? There is plenty of time to consults the rules, SRD and GM for everything so I hope that doesn’t turn you off on the idea.

Racial Traits:
On Racial Traits: I changed them up a bit from standard. Usually I don’t, but Thrius is a different guy. Craftsman instead of Greed makes sense, given his background. Stubborn also fits a hard-bitten detective. And Relentless fits his fighting style, which is bull through and rely on his Stonelord-nish to protect him. Just thought I’d explain them from a story perspective.

Trait Choices:
On traits: Clearheaded (You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.) seemed a natural. Thirus is a hard-bitten realist, with a streak of the curious. Civilized (You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
) because of the research he did before applying. They seemed to make sense. I chose traits for character reasons, so they might be a bit odd for a Paladin. But I stand by them.

Stats:
Thrius Undershale
Male Dwarf Paladin (Stone Lord) Level 5
LG Medium humanoid (Dwarf)
Init +0; Senses Perception +1
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Defense
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AC 12, touch 12, flat-footed 12
hp 39 (
Fort +6, Ref +1, Will +5;
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Offense
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Speed 20 ft.
Melee
Ranged
Special
At will—detect alignment
Paladin Spells Known
1nd (2/day)—Changes Daily
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Statistics
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Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 16
Base Atk +5; CMB +7; CMD 17
Feats: Ironhide, ?
Traits: Clearheaded, Civilized
Skills: Diplomacy +9, Heal +6, Knowledge Nobility +1, Knowledge Religion +5, Profession Engineer +5, Sense Motive +6
Languages Common, Dwarven
Combat Gear ? Will be practical stuff as well as some flavor engineering stuff.
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Special Abilities
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Lots of stuff in here, I have it divided by section!

Dwarf Stuff
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round).
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. This racial trait replaces stability.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Stone lord Powers (there are a lot):
Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter.
This ability replaces smite evil.

At 2nd level, a stonelord's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure.
This ability replaces divine grace.

At 3rd level, a stonelord's vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.

At 4th level, a stonelord gains the defensive stance ability, as a stalwart defender, and may select one defensive power at 8th level and every four levels thereafter. Levels of stalwart defender stack with her paladin levels when determining the total number of rounds that she can maintain her defensive stance per day.

(Defensive Stance Stuff):
At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trance-like determination. A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear’s endurance, do not increase the total number of rounds that the stalwart defender can maintain a defensive stance per day. The stalwart defender can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a defensive stance, the stalwart defender gains a +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves.

At 4th level, a stonelord gains Elemental Channel (earth) as a bonus feat, which she may activate by spending two uses of her lay on hands ability, using her paladin level as her effective cleric level.
This ability replaces channel positive energy.

At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template.
This ability replaces divine bond.

Regular Paladin Stuff:

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses.

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

At 3rd level, and every three levels thereafter, a paladin can select one mercy. Mercy Selected: Shaken. The target is no longer shaken.

At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.


Daria Hearth, or "Mia" when infiltrating, is my application for the job. She brings a load of Knowledge-Skills, Trap Checks, Social Skills, Spell Support and a rather unique infiltration option to the table.(I feel those choices are only really competitive in a campaign such as this, so would really love to try them.).

Description:

Daria is a Halfling, at 2ft 9 and 28 lbs. However, possibly by some genetic chance, some typical features of her race are missing. Her ears are only very subtly pointed, and her feet never took to growing hair.
In fact, she looks very much like any human child would. (Childlike+Pass for Human Feats)
Taking advantage of that, she dresses in a childish fashion, has wild, untamed brown hair and eyes that always seem to look for the next opportunity to play a prank.

History/Background:

But that childish look is just an act. In fact, she's a travelled and very smart Halfling woman. But she soon learned that more often than not, it can be a boon not to be noticed. People get careless. She grew up among human children, and back then it annoyed her that adults did not seem to take her seriously when she grew older. But soon after she left home, she discovered that it was very easy to take advantage of this. People let their guard down when only children were nearby. She stole, she blackmailed, she cut purses. Most of the time without any problems, and the one or two times authoritys picked her up, she managed to get away with a slap on the wrist, being the poor street child that only wanted food.
This all turned sour when a Blackmail attempt went wrong big time. Unknowingly, she attempted to extort money from a local crime boss. When she went out of her hiding spot to pick up the bag, she found some of his man were waiting for her under magical cover. They brought her to him, and he decided Daria had too much potential to kill her over this. Henceforth, she was forced to run errands for him. Smuggling illegal goods, digging up dirt on local leadership, all kinds of things. She disliked this work, her payout was low and some of the things really hurt good people, but he had assured her that his resident mage would be able to track her down if she ever left, and there were other ways he could profit of her, chained to a wall in a cellar. Not wanting to even imagine what he meant, she did as she was told.
This went on for several month, and crime became so prevalent the city was forced to bring in reinforcements. Among them, a young human Captain that happened to be from the same village, a childhood friend of Daria. When she got an order to slip poison into the barracks food, to make an exempel of them, she instead told this young captain her story under cover of confidentiality.
He reported upwards, and together with his superiors a plan was devised that would bring down the local crimelord and his closest henchman. Daria was operative in this, helping a infiltration team get into his mansion to prevent him from fleeing. Several high-ranking criminals were brought to justice that day, killed in battle or thrown in jail. For her role in the operation and the proof she helped secure, Daria was pardoned for her crimes. However, not ALL members of the criminal network were apprehended, and it would have been dangerous for her to stay there. One of the guard captains arranged for her to be placed with a contact of him, with a safe place to stay and a job. Far away from there, in a large City.
That is how Daria came to Quantium, and came to work for the City Watch there. They also quickly found that her ability to infiltrate and work undercover was incredibly helpful. During her off times, Daria learned and learned in the Archives and Libraries. She had not yet really found friends here, and many things seemed alien, but books, they were reliable everywhere. It was ...good. Not how she imagined her life to be, but no real reason to complain. Then, one day, she got told she would be transferred to another department...
(My knowledge about Nex is not as good as I would want it to be(rusty), so not many details of her time there. IF she is choosen, I would obviously read up on it again)

Personality:
Daria is a very smart person, but out of habit, is not always acting the way, sometimes being slightly impulsive or not thinking things through properly. She is very helpful towards others, especially towards collegues that her life may depend on. She knows that in a battle, she will only just barely pull her own weight(as little as that may be), and thus makes sure to contribute as much as possible outside of these confrontations. She is generally a good sport and can't hold a grudge over small things. During her off-hours, she will usually be found in a library, or spending her salary on games or books of all kinds..
As she often is out on the streets pretending to be a child, she also kept a very playful nature.(This includes gambling with colleagues-)
Favorite Quotes and other Quirks, I feel depend on party dynamics and banter to some extent. While i have a Vision of her, obviously her surroundings will also influence her, so I would like to keep this part "blank" and dynamic and just see where it.


Finished info!
Let me know if it's not thorough enough, I'll add more.

Added letter of recommendation.

Letter of Recommendation:
"Senior Captains of the Quantium Guard,

We have heard about the formation of a specialized squad aimed at bringing order to the streets of Quantium, and to that end, we have provided an Arminger from our very own ranks.

We of Citadel Demain personally vouch for his effectiveness in battle and law.

We hope you accept this gift, and use it to it's full potential.

Signed.

Toulon Vidoc, Lictor
Uldrannas Haelcant, Master of Blades
Orlayn Khorelos, Paravicar

Order of the Scourge."


Valignatir wrote:

Question, since I'm aiming for Hellknight Signifier, and his background requires him to be one of the only true Hellknights here, could I have Valignatir start with a "signifier mask", that does nothing until I get the feature that makes it do stuff?

Not trying to break anything, just wanting to fix a "plot" hole.

Yeah, we can work something out. If nothing else, you could be teleported back.


Darkest Corners GM wrote:
Valignatir wrote:

Question, since I'm aiming for Hellknight Signifier, and his background requires him to be one of the only true Hellknights here, could I have Valignatir start with a "signifier mask", that does nothing until I get the feature that makes it do stuff?

Not trying to break anything, just wanting to fix a "plot" hole.

Yeah, we can work something out. If nothing else, you could be teleported back.

Seeing as how the leaders of my order sent me here as a political play, I'm assuming that they would have found a way to send me my mask.

Any word on slaying that devil?


Mowque wrote:
Regular Paladin Stuff:

Please check the archetype, you have several Paladin abilities listed, which are in fact replaced with special stonelord abilities.

Stonelord:

Stoneblood (Ex)
At 3rd level, a stonelord's vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.
At 9th level, this chance increases to 50% and she becomes immune to petrification.
At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects.
This ability replaces divine health and her mercies gained at 3rd, 9th, and 15th level.

Defensive Stance (Ex)
At 4th level, a stonelord gains the defensive stance ability, as a stalwart defender, and may select one defensive power at 8th level and every four levels thereafter. Levels of stalwart defender stack with her paladin levels when determining the total number of rounds that she can maintain her defensive stance per day. A stonelord does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

But do not worry about it now. As said earlier, we want the crunch only to have the idea about the character's abilities.
Those selected will have it checked and approved after the recruitment ends, those not selected... well, not really our problem anymore ;-)

Also, do not be surprised to be listed among melee characters. The archetype is not really divine.


No suggestions, no advice, no reminders, no clarifications this time around.

I hope that is a welcomed change.

Oh, almost forgot the list.

So here we go:
Melee:
player Daniel Steward / character: Kal Lomarsson - half-elf ranger (urban ranger) 3/rogue (investigator) 2
player gossamar4 / character: Zandor Gossamar - human brawler (shield champion) 4/investigator (mastermind) 1
player Derz / character: Samson Perlych – Human Fighter (Armor Master) 5
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 hallowsinder / character: Diene - Half-Elf Barbarian (Urban Barbarian) 2/Monk (Kata Master) 3
player Mowque / character: Thrius Undershale - Dwarf Paladin (Stonelord) 5

Divine:
player Philo Pharynx / character: Selvara - kitsune inquisitor (infiltrator) of Zohls 4/rogue (kitsune trickster) 1
player Jaime Sommers / character: Penelope "Penny" Hallways – Human Ancestor Oracle 5 (Psychic Searcher)

Melee and divine:
player Azih / character: Isama Zenj – Human Urban Druid 5
player Ealiane / Valjoen KC / character: Ptahh Spyritfang - Skinwalker Warpriest (Sacred Fist) 5
player bigrig107 / character: Valignatir - Human Cleric of Asmodeus 5 (crusader)

Other:
player MordredofFairy / character: Daria "Mia" Hearth - Halfling Bard(Archeologist) 5

Not specified yet:
player The Dread Pirate Hurley / character: gunslinger?
player Arknight / character: swashbuckler?
player Kubular / character: gunslinger?
player thunderbeard / character: ???

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

Quotes of the day:
“We have now left Reason and Sanity Junction. Next stop, Looneyville.” ― Jim Butcher, Grave Peril
“I've got a bad feeling about this, Isobel." "You're always getting bad feelings." "And I'm usually right.” – Simon R. Green, Hawk & Fisher


Castor Drey wrote:
Mowque wrote:
Regular Paladin Stuff:

Please check the archetype, you have several Paladin abilities listed, which are in fact replaced with special stonelord abilities.

** spoiler omitted **

But do not worry about it now. As said earlier, we want the crunch only to have the idea about the character's abilities.
Those selected will have it checked and approved after the recruitment ends, those not selected... well, not really our problem anymore ;-)

Also, do not be surprised to be listed among melee characters. The archetype is not really divine.

I thought I removed the ones that were replaced (which is why every Stonelord power had the 'this replaces' things on it). Hmm, I now feel a bit foolish. I look a bit rushed and non-committal. Not good signs.

Melee is fine. I usually player casters and skills, so I wanted to break out.

Liberty's Edge

Well if you are offering suggestions, I sure would not mind my character having a once over by you! With all the other martial players, I am beginning to wonder if I should switch over to maybe an arcane class??


I am not offering suggestions regarding character concepts. I only point out "technical" inconsistencies. And as I said earlier, this is not something we care about much at this point. These things will not help or hinder anyone's chances of being selected. I am just feeling nitpicky from time to time... ;-)

If you are referring to my yesterday's post with my class tips, it was meant for new submissions.

That said, if you feel you want to change your submission, there is still time to do it.

EDIT: Your stat block looks like it was exported from Heroforge, so my chances of finding a problem there are pretty slim... ;-)


Castor Drey wrote:


Other:
player MordredofFairy / character: Daria "Mia" Hearth - Halfling Bard(Archeologist) 5

Yay, I'm "other" all by myself. Or wait, is that good?

no kidding, when I was checking the listing I was wondering what would be her classification

Shadow Lodge

Two quick questions:


  • 1. What year is it in Golarion at this time?
  • 2. What is the name of Spooky's Ward?

If you guys haven't come up with that stuff yet, its okay, I'll submit my backstory and stuff as is.


As far as I know:
1. Current year
2. Spooky's Ward

But I might be wrong ;-)

On the other hand, I am sure you can use this in your backstory.


This is Kubular's Submission:

@Drey: Thanks =)

I made up names for a few other wards and captains, if it causes problems or someone doesn't like it, let me know.

I'm going to come up with some more if I get picked. Actually I might just come up with more just because I'm having so much fun with it. I hope you don't mind the legalistic description, I just imagined that Morgan's enemies on the force would have had a lot of power over what goes into her dossier and I thought it would be fun to write it out this way.

More on her backstory to come. She definitely has friends on and off the Guard, I just haven't come up with specifics yet.

Description:

GUARD DOSSIER: DE MORGAN, CONSTANCE

  • BADGE NUMBER: 2908
  • RANK: GUARD LIEUTENANT Junior Guard
  • WARD: MID-TOWN Spooky's Ward
  • DATE OF BIRTH: NETH 6th, 4683 32 Years old
  • RACE: HUMAN
  • SEX: FEMALE
  • EYES: BLUE
  • HAIR: BLONDE
  • HEIGHT: 5 FT. 0 IN.
  • WEIGHT: 100 LBS.

OTHER NOTES:
De Morgan distinguished herself in 4696, at the age of twenty in a suspected sabotage investigation in a factory in Mid-Town. De Morgan personally assisted in the discovery and capture of Rodney Elles, a disgruntled worker and religious fanatic who was charged with sabotage, conspiracy, theft, and attempted murder.

Since then, De Morgan has made over 800 arrests and nearly as many convictions. Several of her failed convictions were fairly grievous, despite this impressive record. Including the recent case involving Lord Eddard Smith, in which De Morgan wrongfully accused Smith of conspiracy, and embezzlement. This resulted in De Morgan's transfer to Guard Lieutenant Spooky's platoon and a demotion to Junior Guard.

During her time as Lieutenant in Mid-town ward, De Morgan spent most of her time in the field. Because of this, her platoon and leadership over them is currently under investigation. There are disturbing rumors of unwarranted violence and coercion against citizens to De Morgan's name which have also moved most of her old cases to be re-opened for investigation. We have been advised to note, however, that public support for De Morgan is noticeable.

De Morgan is also one of several Guards to carry experimental “Firearms”. While not against regulation, the weapons are considered highly dangerous and unpredictable.

Guard De Morgan is also prone to fits of anger which may have been exacerbated by her divorce from her husband several years ago. We are recommending she be given probationary status on Spooky's squad until the physician deems her mind to be sound. This does not supersede previous recommendations to remove Guard Constance De Morgan from the force.

Personality:

Constance De Morgan prefers to be called by her last name in most cases. The professionalism of it keeps her petite height less of an issue as the weight of being a Guard comes into the conversation. Being small and a woman meant that De Morgan's dreams of being a Guard Captain would be dubious at best. Because of that, she has fought extra hard to distinguish herself as the best guard in the City. She does have a temper problem, however, for the most part she keeps her emotions in check while on the clock. Which nowadays, is most of the time. Or was before she got transferred.

It may be worse to be on call 24/7. It may not be, but Spooky's squad seems like it might be the most challenging thing she's ever faced.

Prologue/backstory:

”Quantium is not a place for the faint of heart. Sure, the city is beautiful, filled with cathedrals, temples, statues, and great manors for the wealthy. But underneath all the glitter, the darkest corners of the city will readily eat you alive. Vampires, black wizards and other monsters rule the city beneath the shining council. The monsters and other unsavories have footholds even in the council, even here, in the guard. Quantium is a city under siege, but its a siege that no one knows about. No one but a few of us guards. “

-------

I pulled the trigger and a deafening CRACKOOM echoed throughout the building. The noise was oddly comforting to me. It meant that I was still standing and the bad guys were either running or dead. Or cowering in a corner like a small rodent.

Smith squealed indignantly, ”Oh Gods you're insane! Get out of my house! Get away from me you barbaric imbecile, I have rights! I'm a citizen!” He shook and babbled some more as I stalked toward him. I stowed my pistol and reached for the manacles on the back of my belt. ”Lord Eddard Smith, you're under arrest for conspiracy, and embezzlement of public funds. As I began to read him his rights, Lieutenant Randal Grint, from the Uptown Ward entered the room and interrupted, ”Actually, he isn't, Connie dear,” I flinched angrily at the over-familiar use of my name, The good Lord Smith is a philanthropist and an asset to the community. He doesn't need something like this on his record. He was just in the wrong place at the wrong time. Give the man a chance.” He flashed a brilliant white grin my way as I dragged “the good” Lord Smith to his feet in chains.

It was a difficult feat to be sure. I'm almost a head shorter than Smith, luckily, like most rotten scum, he was shaking like a leaf.

That damn snake, I thought to myself. I kept that to myself and instead grunted, the way that men think is only theirs to grunt, ”Get out of here Grint, this is out of your jurisdiction.” Grint only slithered closer at that and smiled, ”Come now Connie dear-” I interrupted him mid-sentence, ”It's De Morgan to you. My friends call me Connie.” He continued, confidence not to be bristled, ”De Morgan, then. If you won't listen to reason, then perhaps you'd like to know that Guard Captain Hall is on a first name basis with Lord Smith and would kindly appreciate it if you let him go.”

I faltered a bit.

Hell... I've wanted to be Senior Captain since I was nine years old, and I've been chasing that dream ever since. If I screwed this up with Captain Hall, I'd be stuck in Central the rest of my life. Or on some God-forsaken night-post. It wasn't technically a direct order from a superior officer, though, Grint was the same rank as me, and his Captain wasn't actually here. If I made that point crystal with the brass, I might be in the clear.

Yeah, and one of these days I might settle down and run a small business.

Potential Carreer Limiting Move or not, I had a job to do and the law to uphold. No one was above the law, not even –No, especially not –snobby rich kids. I growled back at Grint, ”If Captain Hall wants to make bail on my perp, he can come to Mid-town ward and do it himself.”

------

“I read your file, Lieutenant Guard Morgan. Although we soon won't be calling you that anymore,” Senior Captain Regnal intoned, “I'm sorry about what happened, but your career isn't totally dead in Spook.” I shifted in my seat, still trying to sit straight, despite how low I was feeling. I inquired curtly, ”Sir?” He smiled back, ”You may have heard things Lieutenant Spooky's platoon, some of them are true. It's probably why Randal and Hall got you assigned here and why you were slouching in your chair.” I opened my mouth in protest, ”I was not slouch- but he raised his hand and I stopped. He wasn't wrong that I was a worried though. Spooky has the highest death rate of any squad in the city. It's a literal suicide squad. But its either that or quitting my job. And I'll be damned before I let that slippery bastard Grint get the best of me.

The Captain continued, ”While it's true that Spooky handles some of the most lethal assignments, I have confidence in your ability to defy death. Your work might not be recognized as publicly as your previous post, but be certain that if you do well in this squad, your dreams of becoming Captain will come to fruition.“ He smiled at me and then at the door. I look back in time to see Grint passing by giving me a sneer through the door.

I raised an eyebrow, ”Are you a-

”Precog? No, just familiar with the building De Morgan.“ he interjected and passed me a wink.

I grinned widely in understanding. Maybe too widely, I couldn't tell. ”Of course, Captain.”


"Shorties unite!"

Goes in for high five.


Wonderful application Kubular. Blows mine right out of the water when it comes to presenting a pleasing and imaginative story! I enjoyed it.

Shadow Lodge

*Aww shucks, you're making me blush.*

I'm glad you liked it, and I appreciate your saying so. I think you might going a little overboard saying it "blows mine out of the water". Don't sell yourself short, I enjoyed reading Thirus. And the Stonelord archetype is a very cool addition.

EDIT: * High five received*

I actually only just noticed how short Dienne was, haha.

"Ugh, you're really not helping. We're supposed to arrest violent convicts, not give them a badge." *storms out*


She's got a tall enough personality to make it hard to notice. :D

"Aw, you flatterer," Diene brings up a hand in front of her face, looking away in an exaggeration of embarrassment, "but 'convict' implies I got taken to court." Diene sticks her tongue as Morgan leaves.


Some new material, preview, and revisions.

Physical Description:

On first glance, Diene is a half-elven girl wearing a lot of flamboyant red. Red ribbons in hair, red in her jacket, red in her sashes, red in her pants. Everything that isn't a functional brown leather or white undershirt, is generally some shade of red. At second glance with an well informed eye, you notice the skin tone, a shade darker and warmer than normal, and the details of her scarves, you can tell a hint of Varisian ancestery. But even without a well informed eye, you will spot the pumped muscle and the swagger. These two things can be highly informative that Diene is not a little girl.

Fun Quotes:

"Diene is to be commended for her excellent performance of the "good guard, bad guard" routine."
"Though I presume it's bad, I'm curious, which one did she play?"
"Both."

~Sargeant Aladomus Gren and Guard Sorcerer Illian Farsuil

"You know," WHAM "people always get fussy about violence." *WHAM* "I don't really see why."WHAM "Sure, knuckles and elbows can break your bones,"*WHAM*"but words.. words.. words can break who you ARE." Looks down. "Oh, hum... You're not really able to listen anymore. Meh, my bad."
~Diene

"SUPER FLYING DRAGON SLAM!"
WHUMP
"I'm curious, Diene, how did you manage to say all that while falling on the suspect from above?
"I climbed an extra story.... Ow... Totally worth his expression..."
~Sargeant Aladomus Gren and Diene.

"BANDAIDS!"
"FOR THE LAST TIME MY NAME IS GUARD SORCERER ILLIAN FARSUIL!"
~Diene and guess.

Mechanics Role:

Other serving as a front line melee DPS(and tank if she has time to Mage Armor/Shield), Diene has face capabilities with decent diplomacy and insane intimidate (+18(19 vs crowds)) and her ability to remove the "after" penalties from intimidate with Disarming Threat Deed. Good perception, and very good disguise (+17 all the time, and with another +10 with time to buff). She can also use the Arcane CLW wand. :P

Thematic Role:

The Buddy Cop genre almost always involves a by-the-books cop and a no-rules cop. It's a tired formula, but it's one that has proved itself to work very very well. Diene is the latter, in that the only rules she follows unequivacoly are her own. That is not to say she will be playing that perfectly straight as an excuse for a three dimensional personality. She has an aversion to killing, a very firm line that is uncommon for the no-rules cop. For all the tough gal, devil-may-care, attitude with a desire to show off, she also is still very young for a half-elf, and is still piecing together who she is as a person, and could definitely use some good solid and grounded folks to bounce ideas off. She is meant to serve the role of a no-rules cop, with surprisingly sharp morals but also a childish flair for the dramatic rather than tough macho grizzle, who that is also looking for a little introspection and growth. In a party of all rule breakers, she'd probably be competening for spotlight, but with a good relationship with a somewhat straight man or by-the-books cop, Diene should shine. :)


Changing things up, I think an arcanist will be my submission. (So many melee folks, a swashbuckler might be lost in the shuffle... LOL)

Would Reach Spell extend the 15'range of Burning Hands to Close (25 +5/2lvls) ? if not, is there a metamagic that would extend it?


Arknight wrote:

Changing things up, I think an arcanist will be my submission. (So many melee folks, a swashbuckler might be lost in the shuffle... LOL)

Would Reach Spell extend the 15'range of Burning Hands to Close (25 +5/2lvls) ? if not, is there a metamagic that would extend it?

Reach Spell does not work, as Burning Hands is not a spell with the range of Touch, Close, Medium or Long.*

Widen Spell does increase the range of Burning Hands but, it is freakishly expensive for some reason (+3 spell levels!)... Sadly.

*edit - Reach Spell does nothing to Long range spells either

edit2: The Ascendant Spell metamagic would raise the range to 20, but is a +5 adjustment. Not helpful either...

(Simply researching the Mythic Burning Hands as a second level spell might not be that bonkers, on the mercy of GM of course ... I heard he might even have a soft spot for Arcanists with Burning Hands ^^!)


Presenting Balthazar the Arcanist. He still needs gear and 7 languages.... any thoughts on what the dominant languages in Quantium are? :)

Balthazar and his familiar:
Balshazar
Male human (Taldan) arcanist 5 (Pathfinder RPG Advanced Class Guide 8)
LN Medium humanoid (human)
Init +5; Senses Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 22 (5d6)
Fort +1, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (3/8), arcanist exploits (familiar, metamagic knowledge, metamixing, potent magic), consume spells
Arcanist Spells Prepared (CL 5th; concentration +10)
. . 1st—burning hands (DC 16)
. . 0 (at will)—ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 10, Int 20, Wis 12, Cha 14
Base Atk +2; CMB +2; CMD 13
Feats Alertness, Elemental Spell[APG], Extra Arcanist Exploit[ACG], Focused Spell[APG], Intensified Spell[APG], Skill Focus (Knowledge [local])
Traits magical lineage, precocious spellcaster
Skills Appraise +9, Craft (alchemy) +13, Craft (gemcutting) +10, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +16, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +9, Linguistics +10, Perception +3, Sense Motive +3, Sleight of Hand +6, Spellcraft +11, Stealth +3, Survival +5 (+9 in urban and undergournd settings); Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common
SQ heart of the slums
Other Gear 10,500 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Focused Spell You can cast a spell that gains +2 DC against one of its multiple targets.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magical Lineage (Burning Hands) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on casting time.
Precocious Spellcaster (Ray of Frost, Burning Hands) Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.

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

Arcane Familiar
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 120 ft.; Perception +4
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 11 (1d8)
Fort +2, Ref +4, Will +4
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +7 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Deep Sight[APG], Weapon Finesse
[b]Skills
Appraise +0, Climb +7, Linguistics +1, Perception +4, Sleight of Hand +6, Spellcraft +2, Stealth +19, Survival +4; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


--------------------
Background Highlights:

* raised on the streets of Quantium
* caught as a teen breaking into the University
* Professor who caught him sensed some innate power within Balthazar, so decided to work with the authorities to let him work as his apprentice as punishment
* actual friends with small greensting scorpion, it often rode his shoulder as he did chores.
* when his mentor began teaching him, Balthazar showed extreme promise and skill with evocation spells, in particular the Burning Hands spell.
* While he showed a knack for Alchemy as well, his fondness for carousing in the areas he had grown up kept him from truly excelling (Although, he did learn much about the city in general and all the goings on both legal and illegal in the city.)
* He quickly began learning all that he could, both about all things arcane and anything else he could get a hand on. His time on the streets had told him that knowledge is everything.
* His mentor would consult for the City Guard from time to time and allow Balthazar to help with small crimes. As he grew older, he found himself providing more and more information to the Guard himself.
* An opportunity to join the Guard arose, and he asked his mentor to put in a good word for him. It worked and he found himself joining a couple of years ago.
* Since then, he's helped solve a couple of strange murders in the low quarters, and several burglaries (not with his arcane skill, but with his overall knowledge of the city and his appraisal skills.
* He came close to dying when he and a fellow guard member were on the trail of a Ghoul who had somehow taken up residence in the undercity. He's now a bit hesitant when it comes to undead, but he's also confident that he can handle anything that comes his way.


I have to say I have been really impressed with some of these applications.

So, new question for all applicants.

The Guard often have to deal with very different social classes: the desperate poor, the working poor, middle class citizens, middle class outsiders, wealthy citizens, wealthy outsiders, the nobility and the magocracy. Which two social classes is the PC most comfortable with, and why? Which two social classes are they least comfortable with, and why?


Coming from a background of crime and trickery, and used to a unluxurious lifestyle, I can relate to the desperate poor quite well. The things they may need to do just to keep going, their social standing, it's not unlike my own former life. In interactions with them, my own life experiences and solidarity make me feel more comfortable than others may be. But I may also tend to overlook minor(boy stealing an apple-kind of) crimes comitted by them when able to do so.

Middle class outsiders are interesting. I take great interest in many topics, places, ideas. So i approach those with an open mind and curiosity. I feel I understand about them better than many others who are blinded by prejudice or fear, and this is reflected in my interactions with them.

On the other hand, wealthy citizens, i don't quite feel comfortable with. Earlier in my life, I stole from their kind to finance my own life, and that keeps hanging like a shadow over my interactions with them. Even if they don't know, I do.

The same is true for the nobility. Their views and customs are nothing I can relate to. In my life, and in my work with the guard, I learned to accept authority that is skilled. Authority in a position of authority for their merits. That is not necessarily true of nobility, and especially those who believe they are our "betters" by birthright alone disgust me.

Comfortable: Desperate Poor, Midle Class Outsiders
Uncomfortable: Wealthy Citizens, Nobility

Extra:

The working poor:
They toil endlessly, but are just gears in a great social machine. They often have no vision, and just accepted their fate.
I understand that it may be hard to aim for greatness with their background, but I don't understand how they can be satisfied with their lifes.=>Neutral

Middle class citizens:
There are a great number of people who are simple mediocre. They tend to work hard to keep their standing, but some others feel they are worth more than their poorer kinsmen from less fortunate districts. There's good and bad in this social class, and on a whole, I have no strong feelings either way towards them.

Wealthy Outsiders:
...a difficult thing. While I generally feel comfortable with outsiders, I generally don't feel comfortable with the wealthy. In this case, it all depends on the personality. In a case-by-case basis, I could feel comfortable one time, and disgusted another.

Magocracy:
is fine. By it's nature, it's at least a kind of meritocracy which is heaps better than pure birthright-rulership. I learned about and use magic myself, but very little so. I know they are my betters, and at a point in my life, a caster was what kept me in check and forced me to do things i did not wish to do. So, much like with wealthy outsiders, how I feel about them will likely be dependent on the individuals we interact with.

Neutral: The working Poor, Middle Class Citizens
Conflicted: Wealthy Outsiders, Magocracy


As an infiltrator, Selvara has learned how to clamp down on her own feelings when dealing with different classes. She has to thrust herself into that role and believe that roles' attitudes at least a little bit.

But deep down, she has her own feelings. In many cases, she feels differently about the criminals of each class.

class attitudes:


  • Desperate poor. She sees many of these, and she's been one. Most of them she deeply sympathizes with. She'll help those where she can. She understands criminals who are trying to get up, but despises those who step on others to do so.
  • Working poor. These are people just trying to get by. While sometimes it's sad, She knows she can't eliminate the poor. The criminals at this level are usually cogs in the machine. They're stepping stones to the real criminals.
  • Middle class citizens. The makers and merchants are the lifesblood of the city. Without them, it dies. They are worthy of respect. These criminals are her main targets. They have enough power and reach, but usually one determined person can get in to take them down.
  • Middle class outsiders. Working travellers are interesting. It's hard to get their mannerism right. Since they come and go, you don't have the usual time to get to know them and sense if they're bad. But since the bad ones will get away, it can mean dropping everything.
  • Wealthy citizens. The rich are worth watching to see how they got there. Honest work or not. The honest are worth protecting, their wealth makes them victims. The dishonest need to be stopped. The full criminals are too protected to deal with alone. She's going to need a team to get to them.
  • Wealthy outsiders. Much like middle-class outsiders, but with more complications.
  • Nobility. Born rich, they squander their gifts on parties and politics. It's all one person trying to impress another. She knows that justice is rare at this level. Which makes it sweeter when it does come.
  • Magocracy. The powers of the elite mages are awesome in both the wonderful and scary way. She's a little intimidated, but as she gains power she's beginning to change and see them as just people with powerful abilities. Criminals among this level are unfortunate. As for now, they are usually beyond justice. But Justice is patient.


Arknight wrote:

Presenting Balthazar the Arcanist. He still needs gear and 7 languages.... any thoughts on what the dominant languages in Quantium are? :)

Common human languanges in Nex: Common, Kelish, Osiriani, Vudrani

Favored region for Gnomes.

That said, Quantium is a cosmopolitan city - any language might be appropriate.

He still needs more spells too. (Not important at this stage, but more important than languages and gear :-))


Stealing Daria's format

For Isama

Based on her twin heritages of druid training in a very rural druid circle and then a guard for a travelling merchant caravan Isama is most comfortable with:

The working poor:
who have a lifestyle not very unlike someone from a rural setting which is very familiar to Isama from her earlier life. These are people who work hard to earn what they have, little though it may be, and that is true nobility to her sensibilities.

Middle Class Outsiders:
A lot like the Kaleshi caravan traders that she traveled with for the last two years and this is the class that Isama finds herself in now with the money and equipment she's earned with them. These are people who, in Isama's view, earn their living based on skill and trade. They contribute to and build the social fabric of the city and she feels that there should be more ways for them to earn citizenship.

She is Most uncomfortable with:

Wealthy outsiders:
Isama isn't very sympathetic to people who might try to buy their way into being citizens while she and others want to earn it. In any case people who hoard their wealth and don't share with society are harmful to the social fabric and contribute to imbalance according to Isama's neutral druidic sensibilities.

Magocracy:
Arcane magic just isn't something that Isama has much experience with and so she's wary of people who wield it and in such a way to gain a lot of power and influence from it.

Comfortable with:

Middle Class Citizens:

Very similar to Middle Class Outsiders. She does feel there should be easier ways for Middle Class outsiders to join the ranks of the citizens though.

Nobility:

A bit unexpected for a Druid perhpas but Isama's view is that the common sentient beings are a lot like ants and bees. Two other species that have hierarchies and a Nobility. It's the Nobility of Quantium and Nex that have made it a welcome and accepting cosmopolitan place. They have Isama's respect for that. Of course those who abuse their position don't get the same respect.

Uncomfortable with:

Desperate Poor:
The aspect of cities that Isama is most uncomfortable with is the desperate poor (well that and the people who are property). Surely there must be some way they can improve their situation or some way that the other parts of the city could help them improve their lot. Where does the problem lie? Isama is conflicted.

Wealthy Citizens:
A lot like Wealthy Outsiders Isama feels that hoarding wealth is the cause of a lot of problems. At least they aren't trying to buy their way in. The ones who have she treats a lot more like Wealthy Outsiders.

Oh and a lot of the quotes that Isama likes comes from the books she got from caravan that talk about cities.

"All things good on this Earth flow into the City"

"A city is not gauged by its length and width, but by the broadness of its vision and the height of its dreams."

Oh and

Yeah, I hate to part with this. It was a gift to me from the elder shaman of my tribe as a keepsake and memento, see the lines and whorls here? That was painstakingly carved to represent the flow of Mwangi nature and the oneness of all things. If I didn't need to upgrade my equipment to help us get through the gnoll country between here and Katapesh... - Isama selling a chipped rock from the jungle for 75 gold to a wealthy art collector in Solku. It was a pretty large rock though.


Penny is quite comfortable with people from any walk of life. After all, a poor man might have noble and/or wealthy ancestors who gambled away their fortunes; a noble woman might have questionable ancestors who gained their land and titles via cheating or stealing. The desperate poors, she tries to help when she can; the noble and wealthy, she has seen some of them cry their eyes out at her psychic readings, mourning the unbearable loss of a beloved child or spouse.

Her unique perspective allows her to see beyond appearances of wealth, nobility or poverty.

The only ones she's REALLY uncomfortable with are the members of the magocracy. Their kind of magic is totally alien to her, and more than a bit disconcerting.

If I must pick two (well, four, really), I would say:
- more comfortable with Wealthy Citizens and the working poor
- more uncomfortable with Magocracy and the desperate poor (basically because she feels helpless to make a real difference in their lives).


Oh, and may I introduce you to Penny's Granny?


Penny's typical conversation:
"Such a beautiful woman!"
"But Penny, he's a man!"
"I'm not talking about him, I'm talking about his great-great-grandmother. (Ops, my apologies ma'am, that's supposed to be three "greats", I stand corrected). She's standing right next to him! She has the greenest eyes I've ever seen!"


Thrius’s opinions on the various classes of the city, although he more uses a ‘lawful’ vrs. ‘unlawful’ matrix then a wealth-based one to divide people.

Desperate Poor:
“A desperate lot is a dangerous lot. I’ve seen the starving, hungry mob in Galt tear a living man alive, and scream with joy. I understand their plight, but am not moved by the means they often take to relive their poverty.”

Working Poor:
“What divides the ‘working poor’ from the ‘middle classes’? Respectability? Prestige? A respect for the law? Sounds like a phrase spoken from either nervous kings seeking to divide or politicians looking to rile up the workers.

Middle Class:
“The solid class that makes every nation tick. In Galt they were the glue that held the loose nation (except when they were slaughtered to make way for politics) together. In Taldor they were the grist that were ground in the mill of the rich and powerful. In Absalom they were in a rare place of power, controlling the docks, moneylenders, the shops and stalls. It is among these ‘normal’ everyday people I get along with most. Besides, most respect the law as their only weapon against the poor and their shield against the rich.

Middle Class outsiders:
“They say you like what you know, and this applies to me. I am an outsider, a mechanic by trade and habit. Nothing could be more middle-class then a middling investigator. I may be a Holy Warrior now, sworn to upload truth and justice, but at heart I am a middle class tinkerer with a flair for solving crimes in faraway lands.”

Wealthy Citizens:
“I have no grudge against wealth, honestly earned. I knew many a good banker or trader in Absalom (and even Taldor and Galt). A city needs such striving men, who earn their living and I do not mind that they have a material reward.”

Wealthy Outsiders:
“Wealthy travelers? A mysterious bunch but usually not locked up in the crimes and intrigues of the local cases. They can be useful angles of attack…I mean approach to a case. Few of them have the local prejudices or hates that abound in any city. On the hand, they bring in trouble. Outsiders often bring in new crimes, new schemes and new opportune for crime. As much as I adore travel and far off tales, in my professional trade they can be trouble.

Nobility:
“I once adored the nobility. When I lived in Galt, and saw the horror of ‘popular government’ I often dreamed of a hereditary, solid, sensible upper class, bred for power and authority. OF course, my time in Taldor showed me the error of my ways. All too often, nobility is another word for the vain, the petty and the grasping. And few respect the law, for the law’s sake."

Magocracy:
“Magic complicates things, as Vex used to say. I’m an honest dwarf, stock and stone, wood and bone I can master. but wizards, planes, prayers to the great beyond?Alot of it is hokum and flim-flam anyway. I embrace Torag and gives me powers, but I do not pretend to understand them. Give me a safe to crack or a canal to dredge (or a bomb to dismantle) before taking one step into a magical academy.”

Liberty's Edge

Kal has been exposed to almost all walks of life during his upbringing and years on the guard. Due to his placement within the guard, his beat kept him mostly within the middle class neighborhoods of the city, but having mentored with his father, he has been exposed to all kinds of different people.

Class Attitudes:

Desperate poor: While having seen these wretches while on watch duty, Kal has never really given them too much thought. Used occasionally as informers and snitches, to him they were much to unreliable for information. On a more personal level, not having know anyone personally in this level of society, Kal feels sorry for them and on occasion will throw a beggar a few silver.

Working poor: Living on the border between these people and the middle class, Kal has a very good understanding of these people. His own family has crossed that thin line between have and have not more than a few times, and he is very well acquainted with the hardships and bias placed against these hard-working people. Whenever he can, Kal will send money to the families of working poor people to try and help them even a little. He has on may occasions paid for information that may not have been worth too much, just to help out a family in need.

Middle class citizens: For the most part, these are the people Kal knows best. His family has wavered between being poor and affluence, but for the most part Kal was steered to interact with the children of the shop owners and business men, not their employees. While it was mostly his mothers insistence (she came from a well-off merchant family), he was still taught to treat all people equally, regardless of their race or social standing. While in the guard, he made many contacts withing the middle class. He can call many shop owners and merchants as friend. This allowed him to create a vast intelligence network within this class of people, that even stretched into the lower and upper classes. If he had to label himself within a class, Kal would place himself as here.

Middle class outsiders: Again, working in this area within the guard, Kal has a number of contacts with these people. Being half-elven himself, he feels comfortable working with these people and interacting in their neighborhoods.

Wealthy citizens: His father always warned him to "get payment first before delivering any goods" when dealing with the rich. While his mother always aspired to become part of this elite class, his father was more practical. Having been hired several times by rich clients, he always was wary of them and their ways. He passes this caution onto his son, and Kal always feels that this class of people are either hiding something, or not tell the truth. Within the guard, he has seen wealth and connections elevate unworthy patrolmen into positions of influence and power. While he does not hate these people, he keeps them at arm's length.

Wealthy outsiders: Much as other wealthy people, Kal is friendly, but wary of these people. His heritage gives him some inroads here, but not much. He is still very much the outsider in this company.

Nobility: Respect. That is what has been drilled into him regarding the nobility, by both his parents and the guard. He has only actually met one royal in his life time up close and personal, so he really has not basis for dealing with them, other than ritual and deference.

Magocracy: Mages are scary, and those rulers who are magically active are more so! Like the nobility, Kal tries to steer clear of these people. In his mind they are a little crazy and some, well down right loony! Best to just keep you eyes cast down and answer in as little words as possible...that is unless you can avoid them completely!


regretfully I will withdraw my submission. I was accepted to a different game with a similar character, and don't want to overextend myself.

Please remove Zandor Gossamar from the selection list.

Good luck everyone.


This is the last update this week. I do not know, how much I will be able to follow the posts (and post) during the weekend.

.

.

The list:
Melee:
player Daniel Steward / character: Kal Lomarsson - half-elf ranger (urban ranger) 3/rogue (investigator) 2
player Derz / character: Samson Perlych – Human Fighter (Armor Master) 5
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 hallowsinder / character: Diene - Half-Elf Barbarian (Urban Barbarian) 2/Monk (Kata Master) 3
player Mowque / character: Thrius Undershale - Dwarf Paladin (Stonelord) 5

Divine:
player Philo Pharynx / character: Selvara - kitsune inquisitor (infiltrator) of Zohls 4/rogue (kitsune trickster) 1
player Jaime Sommers / character: Penelope "Penny" Hallways – Human Ancestor Oracle 5 (Psychic Searcher)

Melee and divine:
player Azih / character: Isama Zenj – Human Urban Druid 5
player Ealiane / Valjoen KC / character: Ptahh Spyritfang - Skinwalker Warpriest (Sacred Fist) 5
player bigrig107 / character: Valignatir - Human Cleric of Asmodeus 5 (crusader)

Other:
player MordredofFairy / character: Daria "Mia" Hearth - Halfling Bard(Archeologist) 5
player Kubular / character: Constance De Morgan – gunslinger 5
player Arknight / character: Balthazar – Arcanist 5

Not specified yet:
player The Dread Pirate Hurley / character: gunslinger?
player thunderbeard / character: ???

Withdrawn:
player gossamar4 / character: Zandor Gossamar - human brawler (shield champion) 4/investigator (mastermind) 1

I know I repeat myself, but: I wish you all luck! May the craftiest ones win!

Quotes of the day:
“Unicorns," I said. "Very dangerous. You go first.” ― Jim Butcher, Summer Knight
“Politically, the Steppes had always been neutral. Not to mention disinterested. The Conservatives won the elections because they paid out the most in bribes, and because it was dangerous to vote against them.” – Simon R. Green, Hawk & Fisher


Will have his relations with the people up later today.


Constance Morgan wrote:

This is Kubular's Submission:

@Drey: Thanks =)

I made up names for a few other wards and captains, if it causes problems or someone doesn't like it, let me know.

I'm going to come up with some more if I get picked. Actually I might just come up with more just because I'm having so much fun with it. I hope you don't mind the legalistic description, I just imagined that Morgan's enemies on the force would have had a lot of power over what goes into her dossier and I thought it would be fun to write it out this way.

More on her backstory to come. She definitely has friends on and off the Guard, I just haven't come up with specifics yet.

** spoiler omitted **...

Although 100% completed stat block is not required, please submit at least some outline before the recruitment ends next Friday. I gather she will be ranged combatant, but that is all we know now... ;-)


gossamar4 wrote:

regretfully I will withdraw my submission. I was accepted to a different game with a similar character, and don't want to overextend myself.

Please remove Zandor Gossamar from the selection list.

Good luck everyone.

Thank you for informing us. Have fun with your other game.


While Valignatir has not spent much time in Quantium, he has spent some time learning the different classes of people.

For the desperate poor, he is wary. He knows desperation can lead many men to the path of crime, and is aware of their potential.

For the working poor, he is comfortable around. They are poor, but not desperate enough to commit crimes, usually.

The middle class citizens are the second group he is most comfortable with. They have earned citizenship, which means that they must be somewhat law-abiding, and they are mostly content with their place in life.

The non-citizen middle class he is less accepting of, as they have not proven themselves worthy of citizenship.

Wealthy citizens make him slightly uncomfortable, as he knows money corrupts, and leads to illegal activities in order to ensure their wealth.

Wealthy outsiders are less concerning, as they are mostly composed of wealthy merchants who have no need for citizenship.

The nobility are his least favorite group, and the one which concerns him the most. Ever since the Chelish Civil War, the Order of the Scourge has kept eyes on House Thrune, looking for traitorous behavior towards the Hellknights. His family saw the brutal war that the nobility brought upon the people, and he has been taught to be watchful over those who claim superiority.

The magocracy comforts and distresses him, as their magic is part of the way the law is upheld, and therefore the city functions. But, their powerful magic can be used for nefarious purposes, so one must always be vigilant.


(On the list Thessirris should be Paladin (Chosen One) 4/ Swashbuckler 1)

Desperate Poor:
As someone that's been to the brink of near starvation herself, the desperate poor are easily the one group of people she looks out for over anyone else. She also knows that during an investigation it's generally these poor souls that bear witness to many back alley crimes and have information that can be bought with bread and kind words instead of more 'by the book' ways of information gathering.

Working Poor:
As someone that enjoys working and receiving recompense in equal to the quality of her work, she is comfortable but not quite as much as she'd be with the desperate poor, or non-citizens. She just wishes they were paid better then what they are getting.

Middle Class:
She really has no negative opinions on the middle class, it's a group of people that largely aren't committing crimes, it's just given how she has grown up, middle class areas are not familiar to her.

non-citizen middle class:
Outside of the desperate poor, this is the group Tess is most comfortable with. She came her with her father in this group before he eventually abandoned her. She knows their struggles and tries to make help when she can, and be a model on how to become a citizen the 'right way'.

wealthy citizens:
Like the middle class, no strong opinion to the positive or negative. She'd do her job around them, and just hope they aren't too belligerent to her or others.

wealthy outsiders :
She has a bit more positive opinion on wealthy outsiders, if for any reason they always pip her curiosity and she likes the strange and exotic.

nobility:
This is probably the one major group she would not be comfortable around. Not so much out of hate, though she doesn't like the idea of people earning something purely out of birthright. But, it's a bit of fear in that, it's the nobility's wealth that trickles down to pay her for doing her job. And thus she tends to be extra on edge about her looks, her salutes, and her basic p's and q's.

magocracy :
Second most group she is uncomfortable around, though divine casters, especially fellow followers of Shelyn she is a bit more comfortable around. For similar reasons to nobility though she can't shake her attentiveness, though she'd love to just converse and shoot the breeze with them.


I will change that in the next list. It is just copy/paste error.


Well some good questions

Bazokas

Relationship With Other Classes:

Bazokas gets along with the dwarfs in the city with the most difficulty. He distrusts all of them. To the normal dwarves he is a Khemet, and thus very weird, to they few Khemet he is a pariah, particularly as he had the audacity to suggest (and follow the suggestion with some digging) that one of their sons was instrumental in a string of bizarre break ins. The case has not been closed, and Bazokas still harbors suspicions.

He interacts most effectively with the desperate poor. They usually sense his tightly wound fury, and his shouts at many of them have stopped them running and made them answer questions. This means that none of them like him, but he has made a reputation as being an officer to avoid, but never one to run away from.

Non-Citizen Middle Class - Bazokas relates best to this section. He understands the issues that come with being a social pariah. Most of them are hard working and keen to escape their past, which is something he identifies strongly with. He attempts to empathize, but this is not always well received. They like to see him patrol the streets, and are politely respectful, but don't want to talk to him for longer than necessary.

The magocrasy Bazokas thinks are a collection of cheap parlor tricks that only work on the weak willed. He has enough sense not to voice this opinion too loudly. He prefers to avoid them.

The nobility think Bazokas is an oddity, Bazokas's commander has deliberately kept him away from the nobility, not sure how they would react to a short blond dwarf yelling his way through them.

The wealthy citizens are the ones Bazokas has the most friction with. They are offended when he yells, offended at his smell, and do not hide their disgust. He picks up on the later and yells more. He has received a number of complaints on his manner, most retracted when he has apprehended the perpetrator, and knocked some sense in to him for trying to run. There are still several merchants who are still offended the dwarf has accused them of fratricide or worse.


I bring glad tidings! Stat blocks and fluff are here! The Consolidated sheet will be on this alias as well.

Friends and Foes!:

Don't know if I went too far overboard or if these NPCs are too numerous see play, but I figure Connie needs some more flavor in her life to spice things up.
Friends!


  • Sergeant Evellior Illiari: De Morgan's old number two in her ward in Mid-town. An elf with a penchant for mischief, and a sucker for good puzzles. He likes De Morgan and is on good terms with the higher ups. He negotiated her probable suspension and possible termination to probationary status in Spooky squad. He might still be willing to help De Morgan out at her new post if she needs supplies or information.
  • Alliana Galanodel: De Morgan's shrink for her temporary status. One of several Aassimar in the country her blue skin causes her to stand out. She holds no ill will toward De Morgan, but will likely see that her anger issues could be a problem in the field.
  • Lawrence "Blue" Strom: A freelance wizard investigator whose expertise had been helpful in several of De Morgan's old cases. He's a human with a bag of tricks and the proprietor of "Strom's Apothecary and Occult Store". He's also De Morgan's go-to man for enchantments, potions and alchemical tools and reagents. She nicknamed him "Blue" because of the color of the robes he wears.
  • Marie De Morgan: Not exactly a friend since she's Constance's Mother. Also not exactly a friend since the two aren't on speaking terms any more after Constance's divorce. She is a widow to the deceased Captain Shawn De Morgan and mother of six (now adult) children.

Foes!

  • Captain Phillip Hall & Randal Grint: An upper crust socialite captain and his ladder climbing toady. They are primarily responsible for De Morgan's transfer to spooky. They will jump on any excuse to have her fired.
  • Lou "Blackfinger" Johnson Blackfinger got his nickname in an illegal weapons bust led by De Morgan and her squad while she was a Sergeant. She shot off his right thumb with her trademark gun. Most criminals fear her, but he's just been angry and has since been earning a reputation as an assassin.
  • Malek Ahmed: A Vampire crimelord and the owner of a so-called Gentlemen's Club in Quantium. De Morgan offended him when she insinuated he had been involved in a serial killing in his territory. He was, but only tangentially, and nothing could be tied to him. Still, her dragging the facts into the light upset him, though he hasn't tried anything on her yet.


Social Classes and opinions!:

Comfortable Classes

  • Middle Class Citizens: De Morgan considers herself a middle class citizen. Most of the people she knows and respects belong to this group so its no wonder she's most comfortable with them. Being able to kick back and enjoy a few beers is what makes them family.
  • Working Poor: The servants and lower craftsmen are always helpful to De Morgan, socially or not. She has friends among their number and is always grateful for their help and company.

Uncomfortable Classes

  • Wealthy Citizens: Always at least a touch arrogant, like they own the place all the time. She doesn't enjoy their showy displays of wealth and sees most of it as tasteless excess. She tries not to make it public knowledge that she dislikes them, but it has made it difficult for her to advance in the Guard.
  • Nobility: The worse version of Wealthy Citizens. They actually do own the place and it bothers her to no end that just because someone's great grand-pappy helped build the city, they get special privileges. She will admit that not all of them are bad, she just wishes the concept were different.

The Odd Ones Out

  • Desparate Poor: Beggars and strays never hold much of anyone's attention, De Morgan is no exception. Like most people, she can only really feel pity for their lot in life.
  • Middle Class Outsiders: De Morgan doesn't meet very many travelers, but views them with an eye of distrust out of habit. Not to say she particularly dislikes them, she's just like most people who harbor a healthy fear of the unknown.
  • Wealthy Outsiders: Like Wealthy Citizens, De Morgan holds a certain disdain for the Outsiders' profligate lifestyles. She has little contact with them, though, so it hardly warrants the "uncomfortable" category.
  • Magocracy: The Magocracy bothers De Morgan similarly to the Nobility, but the concern is less great because they actually have the power to back up their claims. She thinks its a little unfair that the Gods or the universe or whatever could have gifted these individuals with so much power. But then again, she knows they probably paid for it in blood, so to speak.


The Block of Stats!:
Constance De Morgan
LG Medium Humanoid (Human)
Init +8; Senses Perception +11
===== Defense =====
AC 23, touch 16, flat-footed 15; (armor +5, Dex +6, Dodge +1, shield +1)
hp 39 (5d10+5);
Fort +5, Ref +10, Will +4
===== Offense =====
Spd 30 ft.
Melee Cestus +3 (1d3-1)
Ranged +1 Pistol +10/+10 (1d8+12/x4) [Assuming Point-blank Range, Deadly Aim, and Rapid Shot]
Special Attacks
Up Close And Deadly: Spend 1 grit point to deal 2d6 bonus precision damage on a hit with a one-handed firearm that is not making a scatter shot.
===== Statistics =====
Str 8 (-1), Dex 22 (+6), Con 12 (+1), Int 12 (+1), Wis 16 (+3), Cha 10 (+0)
Base Atk +5; CMB +4
Feats Gunsmith, Rapid Reload (Pistol), Point-blank Shot, Rapid Shot, Weapon Finesse, Weapon Focus (Pistol)
Traits Influence, Civilized
Skills Acrobatics +14, Craft (Alchemy) +9, Knowledge (Local) +10, Intimidate +5 Perception +11, Sense Motive +10 Stealth +14,
Languages Taldane (Common), Kellish
Combat Gear +1 Mithral Chain Shirt (2100 GP), +1 Pistol (2300 GP), Belt of Incredible Dexterity +2 (4000 GP), Masterwork Buckler (155 GP), Alchemical Cartridges, Paper x50 (50 GP), Bullet, Silver x4 (10 GP), Bullet, Adamantine x4 (24.4 GP), +1 Bane (Undead) Alchemical Cartridge, Paper x3 (483 GP), Gunsmith's Kit, (15 GP)

1362 GP Remaining. Thinking of either making some Alchemical items and more spiffy bullets. Especially bane bullets. Either that or an Endless Bandolier.
===== Special Abilities =====
Grit (Ex) 5 pts/day A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Deeds (ex):
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

This deed replaces the deadeye deed.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.


  • Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
  • Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
  • Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

I'm not sure how I feel about my feats yet. I was thinking of running Master Craftsman and Craft Magical Arms and Armor, but I really don't have the feats to make it work. I can't even afford weapon finesse, which is sad, but not completely bad.

Also working on items for the future. I'm probably going to stick a pepperbox and an Endless Bandolier in there.

Here's the Old Stuff, so its all in one place:

Description:

GUARD DOSSIER: DE MORGAN, CONSTANCE

  • BADGE NUMBER: 2908
  • RANK: GUARD LIEUTENANT Junior Guard
  • WARD: MID-TOWN Spooky's Ward
  • DATE OF BIRTH: NETH 6th, 4683 32 Years old
  • RACE: HUMAN
  • SEX: FEMALE
  • EYES: BLUE
  • HAIR: BLONDE
  • HEIGHT: 5 FT. 0 IN.
  • WEIGHT: 100 LBS.

OTHER NOTES:
De Morgan distinguished herself in 4696, at the age of twenty in a sabotage investigation in a factory in Mid-Town. She personally assisted in the discovery and capture of Rodney Elles, a disgruntled worker and religious fanatic who was charged with sabotage, conspiracy, theft, and attempted murder.

Since then, De Morgan has made over 800 arrests and nearly as many convictions. Several of her failed convictions were fairly grievous, despite this impressive record. Including the recent case involving Lord Eddard Smith, in which De Morgan wrongfully accused Smith of conspiracy and embezzlement. This resulted in De Morgan's transfer to Guard Lieutenant Spooky's platoon and a demotion to Junior Guard.

During her time as Lieutenant in Mid-town ward, De Morgan spent most of her time in the field. Because of this, her platoon and leadership over them is currently under investigation. There are also disturbing rumors of unwarranted violence and coercion against citizens to De Morgan's name. These allegations have also moved most of her old cases to be re-opened for investigation. We have been advised to note, however, that public support for De Morgan is noticeable.

De Morgan is also one of several Guards to carry experimental “Firearms”. While not against regulation, the weapons are considered highly dangerous and unpredictable.

Guard De Morgan is also prone to fits of anger which may have been exacerbated by her divorce from her husband several years ago. We are recommending she be given probationary status on Spooky's squad until the physician deems her mind to be sound. This does not supersede previous recommendations to terminate Guard De Morgan's employment.

Personality:

Constance De Morgan prefers to be called by her last name in most cases. The professionalism of it keeps her petite height less of an issue as the weight of being a Guard comes into the conversation. Being small and a woman meant that De Morgan's dreams of being a Guard Captain would be dubious at best. Because of that, she has fought extra hard to distinguish herself as the best guard in the City. She does have a temper problem, however, for the most part she keeps her emotions in check while on the clock. Which nowadays, is most of the time. Or was before she got transferred.

It may be worse to be on call 24/7. It may not be, but Spooky's squad seems like it might be the most challenging thing she's ever faced.

Prologue/backstory:

”Quantium is not a place for the faint of heart. Sure, the city is beautiful, filled with cathedrals, temples, statues, and great manors for the wealthy. But underneath all the glitter, the darkest corners of the city will readily eat you alive. Vampires, black wizards and other monsters rule the city beneath the shining council. The monsters and other unsavories have footholds even in the council, even here, in the guard. Quantium is a city under siege, but its a siege that no one knows about. No one but a few of us guards. “

-------

I pulled the trigger and a deafening CRACKOOM echoed throughout the building. The noise was oddly comforting to me. It meant that I was still standing and the bad guys were either running or dead. Or cowering in a corner like a small rodent.

Smith squealed indignantly, ”Oh Gods you're insane! Get out of my house! Get away from me you barbaric imbecile, I have rights! I'm a citizen!” He shook and babbled some more as I stalked toward him. I stowed my pistol and reached for the manacles on the back of my belt. ”Lord Eddard Smith, you're under arrest for conspiracy, and embezzlement of public funds. As I began to read him his rights, Lieutenant Randal Grint, from the Uptown Ward entered the room and interrupted, ”Actually, he isn't, Connie dear,” I flinched angrily at the over-familiar use of my name, The good Lord Smith is a philanthropist and an asset to the community. He doesn't need something like this on his record. He was just in the wrong place at the wrong time. Give the man a chance.” He flashed a brilliant white grin my way as I dragged “the good” Lord Smith to his feet in chains.

It was a difficult feat to be sure. I'm almost a head shorter than Smith, luckily, like most rotten scum, he was shaking like a leaf.

That damn snake, I thought to myself. I kept that to myself and instead grunted, the way that men think is only theirs to grunt, ”Get out of here Grint, this is out of your jurisdiction.” Grint only slithered closer at that and smiled, ”Come now Connie dear-” I interrupted him mid-sentence, ”It's De Morgan to you. My friends call me Connie.” He continued, confidence not to be bristled, ”De Morgan, then. If you won't listen to reason, then perhaps you'd like to know that Guard Captain Hall is on a first name basis with Lord Smith and would kindly appreciate it if you let him go.”

I faltered a bit.

Hell... I've wanted to be Senior Captain since I was nine years old, and I've been chasing that dream ever since. If I screwed this up with Captain Hall, I'd be stuck in Central the rest of my life. Or on some God-forsaken night-post. It wasn't technically a direct order from a superior officer, though, Grint was the same rank as me, and his Captain wasn't actually here. If I made that point crystal with the brass, I might be in the clear.

Yeah, and one of these days I might settle down and run a small business.

Potential Carreer Limiting Move or not, I had a job to do and the law to uphold. No one was above the law, not even –No, especially not –snobby rich kids. I growled back at Grint, ”If Captain Hall wants to make bail on my perp, he can come to Mid-town ward and do it himself.”

------

“I read your file, Lieutenant Guard Morgan. Although we soon won't be calling you that anymore,” Senior Captain Regnal intoned, “I'm sorry about what happened, but your career isn't totally dead in Spook.” I shifted in my seat, still trying to sit straight, despite how low I was feeling. I inquired curtly, ”Sir?” He smiled back, ”You may have heard things Lieutenant Spooky's platoon, some of them are true. It's probably why Randal and Hall got you assigned here and why you were slouching in your chair.” I opened my mouth in protest, ”I was not slouch- but he raised his hand and I stopped. He wasn't wrong that I was a worried though. Spooky has the highest death rate of any squad in the city. It's a literal suicide squad. But its either that or quitting my job. And I'll be damned before I let that slippery bastard Grint get the best of me.

The Captain continued, ”While it's true that Spooky handles some of the most lethal assignments, I have confidence in your ability to defy death. Your work might not be recognized as publicly as your previous post, but be certain that if you do well in this squad, your dreams of becoming Captain will come to fruition.“ He smiled at me and then at the door. I look back in time to see Grint passing by giving me a sneer through the door.

I raised an eyebrow, ”Are you a-

”Precog? No, just familiar with the building De Morgan.“ he interjected and passed me a wink.

I grinned widely in understanding. Maybe too widely, I couldn't tell. ”Of course, Captain.”


Diene on Social Classes:

Most Comfortable
Wealthy Outsiders: My belt alone is worth more than ten years of a normal family's entire income, does that mean I'm part of this one? If so, cool. Diene doesn't really consider this her home yet. It's a stage to perform upon, and to soak in the sights. Though Diene may not be as wealthy as them, she has a surprising amount in common.
Middle Class Outsider: Would you believe how many old buds from Kaer Maga I found in ye old underworld? And there was the Sczarni's, and this gnome from Katapesh with a crossbow hat! Good times. She consider this her class, and she always enjoys swapping stories with outsiders.

Like
Nobility:Woooooh! They know how to put on a party! Who cares about politics? Diene doesn't have the exact social skill set necessary to interact with nobility, to say the least, but she's good enough at picking up on cues to follow someone's lead. One of her favorite non-fight moments in Qantium has been sneaking into a noble dance and managing to fit in. With her looks, bright eyed naivety, and lack of interest in political power, she'd make an excellent trophy wife if not for the fact that she'd make a horrible trophy wife.

Neutral
Working Poor: I admire a man with little enough to lose that he can just slug someone who ticks him off. A little more foresight would mean he'd have accumulated a lot more to lose, though. Diene enjoys "hanging out" with the working poor by her definition of "hanging out" is. But she looks down on them, and doesn't sympathize.
Magocracy:Zzzzzzz... To her, the magocracy isn't as flashy and fun as the nobility, and she's not interested in politics. Sooo...
Middle Class:Soo.... boring... While technically her second most uncomfortable, it's really not uncomfortable so much as "bored out of her skull." Thus I did not include it below.

Most Uncomfortable
Desperate Poor: I'm the kinda person who, when I want to do something, I do it. So if I had the least bit of empathy for these folks, they'd be calling me a saint and second coming of whatever god is all about kindness and generosity. *three hours later* Hey, did you know I couldn't find a single god with a portfolio that included kindness or generosity? Apparently they aren't important enough to mentioned, or are just subsumed as understood under "good". Diene is quite aware that if she let herself feel any empathy for these folks, she's not the kind of person to donate a little. She's not half-hearted in anything she does. It would be the rest of her life. So, she silences any shred of empathy in her soul in regard to them, and meets them with a stone heart. Their closeness to death unnerves her, and she hates being in their presence.


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With her looks, bright eyed naivety, and lack of interest in political power, she'd make an excellent trophy wife if not for the fact that she'd make a horrible trophy wife.

That made me laugh.


Pretty excited for this game. I was just reading the Gameplay thread and it looks pretty great. It also made me realize that I want to invest more in methods of subdual, like tanglefoot cartridges/bags. But hopefully something more effective. I think I'm also going to remove the Undeadbane cartridges from Constance's sheet and just leave them +1 Alchemical Cartridges for now.

EDIT: Also, please let me know if there is anything wrong on the sheet or if you have any other feedback please.


Thank you, thank you, I'm here for at least the next five days.

@Constance On subject of subdual: Yup, I went with monk in part for that reason. The other part because I'm absolutely in love with the Kata Master archetype.


Aye, with subduing, you biggies definitely have an advantage going for you.

But one way or the other, we're all excited for this, and there's some very good submissions too. Well, good luck to all of us, i guess.


You know, it's pretty awesome to be called "biggie." I will append that to my list of titles. *tiptoes, smug smile*

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