Pathfinder RPG [PF] Age of Woe OOC




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  1. #1
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    [PF] Age of Woe OOC

    Welcome to Westcrown! Remember to Behave. You're Being Watched.
    For eight centuries, Westcrown was a bastion of civilization and a symbol of national strength in Chelish eyes. As the city served as the center of Aroden’s faith, all Cheliax deemed the City of Nine Stars to be Aroden’s next home in the mortal world. Westcrown rivaled Absalom as a destination of pilgrimages during the Age of Enthronement. Yet, with Aroden’s unexpected death, the once shining City of Nine Stars became the City of Twilight as Chelish citizens lost hope. Decades of bloody strife followed, and the only direction out of the chaos seemed to be the orderly tenets of diabolism. A city that once symbolized a people’s power now projects a people’s disappointment and despair. Hope has dimmed in the city, and shadow beasts walk the streets instead of Aroden’s clergy. Westcrown remains influential in its mercantile and military might, but also humbled by its lost faith and tarnished reputation. One of the most varied and sophisticated cities of the Inner Sea, Westcrown is an enigma. By day, this city reminds many of any city or country they know, either because of the varied architecture or because people from all across Avistan and Garund now call Westcrown home. The many religious sites, whether active or debased, continue to draw the pious, the curious, and the devious. Even the ruins of the northern city draw interest among those looking for less-than-legal materials or rare treasures amid the dangerous rubble. But once the sun sets, only the foolish walk out of doors in Westcrown, for the shadow beasts prowl every darkened lane and waterway.

    Bumping in the Night
    Westcrown's Age of Woe began in Rova of 4676 ar. What started as stories of strange creatures slinking through the shadows became a citywide panic as Wiscrani began disappearing off the darkened streets. Rumors spread quickly of a return of the White Plague or a resurrection of the infamous Council of Thieves, but these tales were soon replaced by reports of a shadowy calamity at Delvehaven, the local Pathfinder lodge, and sightings of dark and insubstantial beings hunting the streets. After months of ignoring or dismissing the problem, the government eventually launched a campaign to seek out and put an end to what they downplayed as an infestation of giant rats, goblins, and goblin dogs. Yet the dottari proved ill equipped for these midnight hunts, and the office of the mayor offered only empty promises. Growing fear and anger led to scapegoating and suspicions of insurrectionists from Nidal, which culminated in a mob’s daylight burning of twin Nidalese coasters. Finally, for the populace’s protection, a curfew was enacted throughout the city while a small army of dottari and experienced mercenaries were commissioned to deal with the shadowy curse that had afflicted the Wiscrani night. Numerous raids and hunts were conducted in the Dospera and ancient city sewers, only to result in the loss of many hunters with little apparent gain. Thus, the nightly curfew remained in effect for more than 30 years, with the unwary risking their very lives.

    Today, with the dying of every day’s light, businesses hurriedly close and respectable homes light lanterns outside their doors. Members of the dotarri light pyrahjes, man-sized torches, throughout the Parego Regicona and in the major plazas of the Parego Spera, patrolling between such islands of light in groups of seven. Taverns, festhalls, and similar establishments maintain sleeping rolls for those who stay after dark, collecting a customary 2 silver fee for boarders soon after twilight. Those forced onto the street after dark typically carry halorans, 7-foot-tall hooked staves hung with bright lanterns, made publicly available along the city’s most traveled avenues. Despite the city’s adaptation to the nightly scourge, specifics of what the creatures are, where they came from, and their intentions remain the stuff of rumors, with every Wiscrani having his own wildly varying theory. Most residents have accepted and adapted to the deadly curfew, which is frequently broken in the Spera and even more often on Westcrown Island, where few attacks take place. Dottari who catch residents out after curfew can enforce up to a 5 gold fine, but more commonly hurry such scofflaws along their way. Weekly, though, new tales arise of deadly attacks on curfew breakers, assuring that the nightly ban is widely maintained. Several times a year the lord mayor makes a show of decrying the plague of mysterious hunters stalking the city’s streets, promising renewed efforts to put an end to the menace, but little has changed in the three decades since the creatures’ mysterious appearance.

    A Secret Meeting in an Abandoned Building
    Vizio's Tavern. It's easy enough to find, standing sadly on a corner of the eastern Rego Scripa. The tavern is commonplace in this part of Westcrown, the kind of place where merchant guards go to relax, gripe about their employers, and look for more work. Or at least, it was until several months ago, when the Vizio patriarch passed away, and the surviving family moved out of Westcrown to go live with kin in distant Corentyn. Today, Vizio's stands apparently empty, its windows grimy, its overhead sign in need of a fresh paint job. A wooden placard stands in one splintered window frame, the words 'Reopening Soon' scrawled upon it in dark paint. The afternoon sun in the sky above marks the time as nearly 4:00. The hour of the Westcrown Adventurer's Guild meeting is at hand.

    The PCs
    I like Elite+6 for stats. Everyone starts with 15, 14, 13, 12, 10, 8, arranged to taste, plus 6 points for customization.

    8 to 13 costs 1 point
    14 to 15 cost 2 points
    16 to 17 costs 3 points

    So, raising an 8 to a 10 would cost 2 points. Raising a 13 to a 15 would cost 3 points (1 to get to 14 plus 2 to get to 15).

    Maximum hit points. Average starting gold. Pick two traits. Everyone starts with 300 XP.

    Download the Council of Thieves Player's Guide.

    The Set-Up
    The PCs share a concern about the situation in Westcrown. The isn't unusual. Surely everyone is concerned. The PCs, however, are willing to do something about it. At the secret meeting in an abandoned building, they meet to discuss a plan of action.
    Last edited by Mark Chance; Saturday, 23rd January, 2010 at 01:23 PM.
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  2. #2
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    ø Ignore Scott DeWar
    Am I still invited?

    starting numbers:
    str:10 Dex:15 con:12 Int:14 wis:08 Cha:13
    6 point custom ization:
    str:12 (2 points) Dex:16 (2 points) con:12 Int:14 wis:10 (2 points) Cha:13
    Human Bonus: +2 to Str

    Marcus Dubois



    notes:
    Blood line: Taldan father, chelish mother
    Father: minor noble

    Code:
      Name: Marcus Dubois   Age: 17,000 Years old
     Class: Fighter         Height: 35' 6"
      Race: eradusian           Weight:  19,000 lbs
      Size: Medium          Hair: orange and black flames
      Gender: Male            Eyes:blood red pinpoints
     Align: neutral         Skin: dark red with black bat 
                               wings and spiraled horns
     Deity: self
    [work in progress]
    (neutral good) Human Fighter 1



    Code:
      Name: Marcus Dubois   Age: 17 Years old
     Class: Fighter         Height: 5' 6"
      Race: human           Weight:  190 lbs
      Size: Medium          Hair: black 
    Gender: Male            Eyes: dark brown
     Align: neutral         Skin: pale
     favored class: Fighter
    
    Str: 16 +3 (2p.)     Level:  01   XP:  300/2000
    Dex: 16 +3 (2p.)     BAB: +1      HP:(1d10+1) 11/11
    Con: 12 +1 (0p.)     CMB: +3      ACP: -1
    Int: 14 +2 (0p.)     CMD: 16      Dmg Red:  0/anything
    Wis: 10 +0 (2p.)     Speed: 30'   Spell Res:  None
    Cha: 13 +1 (3p.)     Init: +5     Spell Save:  NA
    Ability adjustments: +2 str (Race)
    
       AC:  Base  Armor  Dex  Misc
              16   +3    +3    +x
    
                Touch AC: 13        Flatfooted AC: 13
    *A/C improves when fighting with two weapons
    
    Studded Leather: bonus: +3  Max dex: +5  Acp: -1  
    
    
                   Total  Base   Mod  Misc   Special
    Fort:            +3     2    +1          
    Ref:             +3     0    +3         
    Will:            +0     0    +0     
    
    
    Weapon        Attack  Dam   Crit      Rng  Type 
    Rapier          +5    1d6+2 18-20/X2  ---   P
    Dagger (Thrown) +4    1d4+2 20/X2     10'  p/s
    Dagger (Melee)  +4    1d4+2 20/X2     ---  p/s
    Short Bow       +4    1d6   20/X3     60 '  P
    
    Full Round attack:
    Rapier/Dagger [attack:+3/+2]  [Dam: d6+2/d4+1]
    
    Languages: Common, 
    
    Human traits:+2 to str; med size; 30' base speed; 
    +1 feat @ lv 1; +1 skill rank / lv; Language: commen
    
    Fighter traits:  bonus feat at level 1
     
    Feats:
    Human: 2 Weapon Fighting (base -2/-2 attack)
    Fighter 1: 2 weapon Defense (+1 Shield bonus)
    level 1: Weapon focus (Rapier)
    
    Traits:
    Conspicy hunter (campain trait) +1 Knowledge:
         local/class skill
    Reactionary +2 to inititive (basic combat trait)
    
    Skill Points: 2(Base)+2(Int)+1(Race)+1 
    (fav class)/ level = 6
    
    Skills                Rank CS Abl Misc Total
    Craft* (Int)           1   3   2    0  +6
    (Paper making)
    Handle Animal* (Cha)   1   3   1    0  +5
    Knowledge  *(Int)      1   3   2    0  +6
    (Engeneeering)
    Knowledge *(Int)       1   3   2    1  +7
    (Local)
    Profession* (Wis)      1   3   0    0  +4
    (Scrivner)
    Ride* (Dex)            1   3   3   -1  +6
    (Cs= class skill and gets a +3 bonus)
    
    Money
    PP:   GP:  SP:   CP: 
    
    Equipment                 Cost    Weight
    Well Made Attire         30 Gp*
    Studded Leather Armor    25 Gp    20 lb
    Dagger                    2 Gp     1 lb
    Rapier                    2 Gp     2 Lb
    Short Bow                30 Gp     2 Lb
    Arrows (20)               1 Gp     3 Lb
    Back pack                 2 Gp     2 Lb  At home
    wine, bottle(fine)       10 Gp     1.5 Lb  At home
    Rope (Silk, 50')         10 Gp     5 lb at home
    Belt pouch (2)             2 Gp     1 lb
      Flint & Steel           1 Gp   
    sunrods (3 )              6 Gp     3 Lb  
         Total Weight:  40.5  lb ; carrieing : 32.0 Lb
    
    total spent: 121 GP  (start 175)
    
    *Cost of clothing is that of a cortier's outfit, 
    to show the fine workmanship of the cloth and make. It is not as 
    fancy or showy, just simply well made!
    
                Lgt  Med   Hvy    Lift    Push
    Max Weight: 33    66  100  300  500
    x
    x
    Feaat Ideas:
    Deadly defense (comp scoundral)

    History/background
    It is hard to be the son of a minor noble. It is even harder to be a bastard child. What is harder still is being a bastard child of a minor noble. There is no one to claim you and care for you or to learn a trade from. There is always the fact that the children of the actual wife if the noble might come hunting you down to make sure you dont try to bid for the faimly seat of leadership. You are stuck fatherless and without a heritage.

    His mother is a beatuiful woman, the daughter of a minor successful merchant and she was able to aquire a few skills for him, things like an apprinticeship in the scrivner's office and a place in a local fencing school. It is here that destiny found him. He learned to deal with bullies, as the other students woud tease him about being a normal, a human. Even more so was the fact that he was teased amoung the humans as a bastard. When competitions were displayed, only his mother showed usually. Very rarely would his his grandparents show up, though they were always impressed with his skills when they did
    .
    It is here that he learned resolve. It is here that he learned to fight with intellegence and skill, not brute strength. But destiny was not finished with him with just yet. His mother told him from his young years who his faather was and why he could not see him. But armed with the knowledge of who his father was he tried his best to live a good standard... a flawed gentleman. It was with this forknown knowledge with destiny that he was asked to scribe copies of a document that had his father's name on it that destiny called loudest. it was just a minor document, but it was a sign of who he was. it was a letter of greeting to a small insignifcant meeting between potential business associates, but it was also a chance to actually see who his father was and what he did.

    The document was scribed in excellent penmenship and he asked to deliver them in person. he hoped to be able to see his father... hope. upon completion of the task and permission granted to hand carry them back to the home, it was here he was to learn who his extended family was. The wife of the man opened the door. he was granted entrence, though she looked at him strangely, like she recognized him from someshere. he waas led to the office, and it was here that it was confirmed. ti was looking at himself, but older. He and his father were the spitting immage of each other. they stared at each other for many secoinds. finaly his father asked for the document and he told him in a hushe voice that he should go. he was also promised to be seen again. soon. since the man knew where he worked, he knew where to find him.

    He hurried back to the office, face flushed with the effort. The day had no other duties, so he hurried home, to strap on his weapons and hurry to sword practice. He looked like his father, so he needed to bring pride to the family name. What did his father do? Are there siblings? What do they look like? Will they be hostile? These questions ran like a regulare drone in his still and practiced mind. It will be done with in the law. But he might need some help knowing what the way was.He was always told his father was a good man. so he will try to be a good man.

    As he is usually without the aim a father would nomally give, he seemsed to find more then a few seedey persons, though that has been a great help unto it self. He has learned much of the city and the ways behind the unbending law.

    [/work in progress]

    wish list
    deadlY defense
    You are at your most dangerous when forced to protect
    yourself .
    Benefit: When fighting defensively, you deal an extra
    1d6 points of damage with any light weapon or with any
    weapon to which the Weapon Finesse feat applies (such
    as a rapier, spiked chain, or whip) .
    This feat’s benefit applies only when you are unarmored
    or wearing light armor and not using a shield .
    Special: If you have the Combat Expertise feat, you also
    gain the benefit of Deadly Defense when taking a penalty
    of at least –2 on your attack roll from that feat .
    A fighter can select Deadly Defense as one of his fighter
    bonus feats (PH 38) .

    Combat Expertise (Combat)
    You can increase your defense at the expense of your
    accuracy.
    Prerequisite: Int 13.
    Benefit: You can choose to take a –1 penalty on melee attack
    rolls and combat maneuver checks to gain a +1 dodge bonus
    to your Armor Class. When your base attack bonus reaches
    +4, and every +4 thereafter, the penalty increases by –1 and
    the dodge bonus increases by +1. You can only choose to use
    this feat when you declare that you are making an attack or a
    full-attack action with a melee weapon. The effects of this
    feat last until your next turn.

    Last edited by Scott DeWar; Saturday, 23rd January, 2010 at 06:04 PM.
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  3. #3
    Boingy! Boingy! COPPER SUBSCRIBER
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    Quote Originally Posted by Scott DeWar View Post
    Am I still invited?
    Yep.


    Quote Originally Posted by Scott DeWar View Post
    Feaat Ideas:
    Deadly defense (comp scoundral)
    I don't know what this does.
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  4. #4
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    ø Ignore ghostcat
    Mark. is this a general recruitment thread. If so, can I apply?

    Looking at a human witch.

  5. #5
    Boingy! Boingy! COPPER SUBSCRIBER
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    Quote Originally Posted by Mowgli View Post
    This is OOC, correct?
    That's correct.

    Quote Originally Posted by ghostcat View Post
    Mark. is this a general recruitment thread. If so, can I apply?
    It's not quite general recruitment. We're salvaging a game that ran aground on the shoals of life. We've got four so far: Mowgli, SelcSilverhand, Shayuri, and Scott DeWar.

    Folks: Is there anyone else from the other game that is unaccounted for?
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  6. #6
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    Grandfather of Assassins (Lvl 19)

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    ø Ignore Scott DeWar
    I think that is all of us accounted for. as for this:
    Feat Ideas:
    Deadly defense (comp scoundral)
    it is a possible idea for a feat in the near future. it is in the 3.5 book complete scoundrel . just thoughts running through my mind is all.
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  7. #7
    Quote Originally Posted by Mark Chance View Post
    ...

    It's not quite general recruitment. We're salvaging a game that ran aground on the shoals of life. We've got four so far: Mowgli, SelcSilverhand, Shayuri, and Scott DeWar.

    Folks: Is there anyone else from the other game that is unaccounted for?
    Does this game count?:
    Xenon in A Dark and Stormy Night OOC

    Would be this ok, if I want to retain his race/class?
    Psionic Races Alpha 2
    Soulknife
    Last edited by Walking Dad; Thursday, 21st January, 2010 at 10:20 AM.
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  8. #8
    Na Bith Mo Riocht Tá! COPPER SUBSCRIBER
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    ø Ignore Mowgli
    This is OOC, correct?

    Working on my cleric but it may be a day or two . . .
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



    Legacy of Fire
    OOC IC

  9. #9
    Na Bith Mo Riocht Tá! COPPER SUBSCRIBER
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    ø Ignore Mowgli
    I think I'm going to have to bow out of this one. Sorry, guys - the pace is just a bit too slow and I've lost my 'feel' for the character. As my other games have picked up somewhat I need to drop a few.

    You guys have fun, and best of luck!
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



    Legacy of Fire
    OOC IC

  10. #10
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    ø Ignore Mowgli

    Changed my mind - I REALLY like 'Slip' so I'm sticking with her!

    Name Pronunciation: EHM-rayal (t)new-HAN-uch gun did-ANN

    IC Posting Conventions:
    "Color & Quotes" = Speech
    Color & Italics = Thoughts


    Code:
      Name: Emraeal Tnúthánach gan Didean ('Slip')         Age: 25
     Class: Ranger                                      Height: 5'2"
      Race: Elf                                         Weight: 90 lbs
      Size: Medium                                        Hair: Black
    Gender: Female                                        Eyes: Violet
     Align: Chaotic Good                                  Skin: Light Brown
     Deity: Desna
    
    Str: 13 +1 (03p.)     Level:  01             XP:  300/2000
    Dex: 16 +3 (05p.)       BAB: +01             HP:  10
    Con: 10 +0 (02p.)       CMB: +02            ACP: -01
    Int: 14 +2 (02p.)       CMD: +15        Dmg Red:  0/anything
    Wis: 13 +1 (03p.)     Speed:  30'     Spell Res:  None
    Cha: 10 +0 (00p.)      Init: +03     Spell Save:  NA
    
    
        AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Misc
                  16    10     +3    +0    +3   +0     +0    +0    +0
    
                      Touch AC: 13              Flatfooted AC: 13
    
    
                    Total  Base   Mod  Misc   Special
    Fort:             2     2     +0          Immune to Magic Sleep Effects
    Ref:              5     2     +3          +2 Saves vs. Enchantments
    Will:             1     0     +1     
    
    
    Weapon                  Attack    Damage      Critical     Special
    Falcata                 +0        1d8+1       19-20/x3     +1 D when Flanking
    Kukri                   +0        1d4         18-20/x2     +1 D when Flanking
    Axe (Throwing)          +2 (+4)   1d6+1          20/x2     Range: 10'
    Dagger (Thrown)         +2 (+4)   1d4+1          20/x2     Range: 10'
    
    
    Languages: Common, Elven, Orc, Goblin
    
    
    Elf Traits:
        * +2 DEX, +2 INT, -2 CON
        * Low Light Vision (See 2x Human in Poor Illumination)
        * Keen Senses (+2 Perception, 'Passive' Secret Door Detection)
        * Elven Immunities (Immune to Magic Sleep Effects,
    	+2 Saves vs. Enchantment Spells/Effects)
        * Elven Magic (+2 CL vs. SR Checks, +2 Spellcraft: ID Magic Properties)
        * Elven Weapon Proficiencies
        * Favored Class (Ranger)
    
    Ranger Abilities:
        * Proficiencies: Simple & Martial Weapons
    	Light & Medium Armor/Shields except Tower Shield
        * Favored Enemy: Evil Outsiders (+2 TH/D, Bluff, Knowledge, Perception,
            Sense Motive, Survival Checks)
        * Tracking (+½ Lvl to Survival Checks for Tracking (Min 01)
        * Wild Empathy (Improve Starting Attitude of Animals one Category)
        
    Character Traits:
        * Dirty Fighter (+1 Damage when Flanking, multiplied for Crit)
        * Conspiracy Hunter (+1 KS: Local checks, KS: Local is Class Skill)    
    
    Feats:
        * Exotic Weapon Proficiency (Falcata)
        
    
    Skill Points: 09 (6/Lvl + 2/Lvl INT + 1/Lvl FC)
    
    Skills                Total   Rank     CS   Ability  Misc
    Acrobatics              2                      3     -1  
    Appraise                2                      2     
    Bluff                   0                      0     
    Climb                   4       1       3      1     -1  
    Craft                   2                      2      
    Diplomacy               0                      0     
    Disguise                0                      0     
    Escape Artist           2                      3     -1  
    Handle Animal           4       1       3      0     
    Heal                    1                      1     
    Intimidate              4       1       3      0     
    Knowledge (Dngnrng)     6       1       3      2     
    Knowledge (Local)       7       1       3      2      1
    Perception              7       1       3      1      2
    Perform                 0                      0     
    Ride                    2                      3     -1  
    Sense Motive            2       1              1     
    Stealth                 6       1       3      3     -1
    survival                5       1       3      1     
    Swim                    0                      1     -1
    
    
    Money
    PP: 00     GP: 64      SP: 29     CP: 00
    
    Equipment                      Cost    Weight
    Explorer's Outfit                       8 lb
    Studded Leather Armor            25gp  20 lb
    Falcata                          16gp   4 lb
    Kukri                             8gp   2 lb
    Throwing Axe (2)                 16gp   4 lb
    Dagger (2)                        4gp   2 lb
    Rope (Silk, 50')                 10gp   5 lb
    Grappling Hook                    1gp   4 lb
    Beltpouch (2)                     2gp   1 lb
      Flint & Steel                   1gp   
      Parchment (5 Sheets)            1gp   
      Charcoal (10 Sticks)            1sp  
    
    Carafir (Guard Dog - See SBlock) 25gp
      
                            Total Weight:  50 lb
    
                Light  Medium   Heavy    Over Head  Lift    Push
    Max Weight: 0-50   51-100   101-150  0-150      0-300   0-750
    Carafir

    'Dog' stats, trained for GP 'Guard' (Attack, Defend, Down, Guard)

    Carafir is Slip's best friend and constant companion. The Ranger rescued the dog as a very young pup. Carafir is now a year old and about half grown, and the two have been learning to work and fight together.


    Stat Block
    Code:
       HP: 10/10     AC: 16   AC(T): 13   AC(FF): 13
     Init: +03    ST(F):+02   ST(R):+05    ST(W):+01
    
      BAB: 01       CMB: 02     CMD: 15
    
    Weapon                  Attack    Damage      Critical     Special
    Falcata                 +2        1d8+1       19-20/x3     +1 D when Flanking
    Kukri                   +2        1d4         18-20/x2     +1 D when Flanking
    Axe (Throwing)          +2 (+4)   1d6+1          20/x2     Range: 10'
    Dagger (Thrown)         +2 (+4)   1d4+1          20/x2     Range: 10'


    Background
    The Parego Dospera is hard. Brutally hard. Despair’s Altar took everything meaningful from my life, left me alone and helpless. But if you can make it, if you can survive and come out the other side, there’s hope here as well. There’s a toughness, a determination in the dregs who live here, that’s worth fighting for.

    My name is Slip, and Dospera is my home.

    I roam the rubble strewn alleys and ruined buildings, hunting the hunters of the youth of my home. I teach the kids how to protect themselves, how to survive and maybe make it out. But all the time I’m looking for my real prey – the bastards that took my life from me. A devil spawn killed my parents when I was just a little, and left me alone. I don’t remember much about them now; I don’t know why they were here or what they were doing. I’ve been advised to let it go, for my own good. I’ve been told that it was random, that it meant nothing. But I know better. There’s some guiding force behind the evil of this city, I know it. Not the devil worshippers, those effete snobs on the island. Something behind the scenes. They sent the Tiefling; my parents were a threat to them, so they got snuffed. I know this. I’ll find them.

    In the mean time, I’ll content myself with hunting their errand boys, and doing what I can to give a little back to this town that gave me my life.


    ~~~~~~~~~~~~~~~

    “You want to do what? And you want me to help? Are you crazy? And what do you know about me anyway?”

    “Slip, we’ve been keeping an eye on you. You came to our . . . attention . . . when one of your younglings came to a friend of mine for help with a, um, personal problem. She told us about all the things you do for the street kids up here. We’d like to see you - to help you - do more.”

    “Look, lady, much as I appreciate your help back there – you really saved my arse from the shadows – I don’t need any more trouble than I’ve got. There’s more than I can do already, without taking on another lost cause.”

    “That’s what I’m trying to tell you. You’re doing all you can by yourself. We want to organize something bigger, a movement that supports each other, that can really make a difference around here. Think what you could do for your kids with a team of twenty or thirty . . . And I can offer you something else as well.”

    “OK, you got my attention; I’m listening.”

    “When we heard about what you’re doing up here, we started asking around. I know about your parents. I may have a solid piece of information about their killers – the real ones, the one’s behind the killing, as well as the Tiefling that wielded the blade.”

    “Lady, you better not be playing me. If you are, I swear by all that’s holy I’ll . . .”

    “I’m not . . . I’m not! We think there’s a noble family behind your parents’ deaths, an old one. We can’t do anything right now except try to find out more, but if you’ll meet with my friends, if you’ll work with us, you’d have our help for your cause as well when the time is right.”

    “Where and when? I'll be there.”

    “We’re meeting at the . . .”


    Appearance/Personality

    Slip is a very small specimen of her race - malnourishment took its toll early, and she never fully recovered. Her hair is raven black, her skin a rich creamy brown. Her violet eyes drink in the light. She dresses in mottled black and gray leathers.

    She radiates a subtle air of menace as well - a survival trait on the streets where she was raised. She can come across as gruff, but in fact she has somehow survived her brutal childhood with her soul intact and with a strong determination to 'do what is right' - even when what is right flies in the face of Westcrown's rigid laws.
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



    Legacy of Fire
    OOC IC

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