Metropolis - The Weight of the World (and Found Wanting)


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Phoenix said:
Love it, but:

- Why are you Lawful?
- Don't have Races of Stone, you'll have to detail the feat in your character to get it accepted.
- What was your life like with the dwarves? Do you remember, if not say so.

- In the book that I took the idea of Sebek from, it listed his followers as only being allowed to be LN, CN, CE and I don't see him as an evil character. I think CN could work as well, but I don't see him as being an overly loose cannon either. He wants the balance to be maintained and will do whatever is necessary to keep it there. So perhaps TN?

- Earth Sense: As long as you are touching the ground, you can take a move action to sense the number if creatures within 20' that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feet.

- While the dwarves he grew up with never treated him unkindly, Azot always felt like an outcast among them. While his hands would have allowed him to be a fine gemcutter, he had no love to shape and work with the fruits of the earth the way his kin did. He told none of his family about his decision to leave for the undercity and after two decades they still search for him. However since they keep their searches above ground, they never learn anything new.

Hope this helps explain it more.
 

'k. The diviner idea never gelled for me. :\ So instead I've come up with Ymris, a monk 3/sorcerer 2... Scotley, Candlestick Lane struck me so that I couldn't help making a reference to it in my history. Hope you don't mind.

[sblock=Ymris]Deep within the labrinth of streets that make up Metropolis is an oasis of serenity its residents call Three Stone Green. Called by less savory names by those who live outside its walls and envy its prosperity the least offensive and most common of these names is Three Crones.

Three Stone Green takes its name from three heavily weathered stone sculptures that rest upon a small grassy patch of ground surrounded by the stone-walled suburb. Though virtually unrecognizable now, the three statues are said to represent the founders of Three Stone Green: three generations of women now referred to as the Matriarchs. And in fact, Three Stone Green is ruled by three women who proudly bear the titles of Elder, Matron, and Maid.

As all girls of Three Stone Green must do, Ymris began training to carry a spear in the Maidens, the suburb's militia, at the age of 9. It quickly became apparent that the spear did not rest lightly within her hands and she began training in a more obscure and demanding martial style that honed her body into a weapon and supplemented it with a quarterstaff. At the age of 13, two years early, Ymris was initiated into the ranks of the Maidens along with her close companions, Haela and Eothe. The next years passed swiftly and she revelled in the sisterhood of the Maidens and in combat training.

By her 17th year Ymris was a leader of a hand of Maidens and by the time she was 22 had secured the title of Maid and led all the Maidens and sat upon the ruling council with Elder Raitha and Matron Syali. It was her intent to keep the position of Maid for several years but she had not reckoned on the charms of Ari Kolarn of Candlestick Lane.

In Ymris’ 24th year a group of merchants, Ari Kolarn among them, arrived at Three Stone Green’s gate market in the late spring to trade their wares with the women of Three Stone Green and the peoples of surrounding suburbs. As part of the duties of the Maidens to patrol the market and ensure the safety of those conducting trade, Ymris came into contact with many merchants and relished the duty. The attractive Ari immediately caught her eye and she found reason for several days afterward to visit his stall and buy some small item from him. What began with flirtatious haggling led to more passionate encounters and, for the first time, Ymris began to spend her nights outside Three Stone Green. By the end of summer, several weeks after Ari had returned to Candlestick Lane, Ymris knew she carried Ari’s child.

This knowledge lay within her like a lump of ice. It meant the end of all that she held dear. With the birth of her child she would have to surrender the leadership of the Maidens and enter the ranks of the matrons. However unready she was, the child was born. Ymris surrendered her title and in a rather tense ceremony made unpleasant by Ymris’ obvious reluctance joined the matrons.

Feeling nothing but resentment for the child, Ymris gave it up to be raised by another woman. Imagining herself cut off from the Maidens she stormed about the suburb in a foul mood for weeks until summoned by the elder Tysura, a reclusive, wrinkled, sharp-tongued old crone with an air of mystery about her. Ymris’ next days were spent serving Tysura in menial capacities though as time passed the elder set her seemingly meaningless tasks. Far from meaningless, though Ymris didn’t realize it, the tasks exercised her mind much like her previous training exercised her body until the day she experienced a break-through and successfully conjured a burst of light. Success kindled an interest that duty could not and Ymris devoured every book on the arcane that Tysura directed her towards.

Most matrons choose their own path but Ymris was content to allow Tysura to direct her way and so when the elder ordered her to begin telling fortunes in Three Stone Green’s gate market she did not question the order. And so the years passed: in the morning Ymris would serve Tysura, afternoons were spent telling fortunes in the market, she would dine with her sisters, and her evenings were spent reading and rereading the tomes of Three Stone Green’s library.

In Ymris’ 40th year the Matron Seolor’s health took a downward turn. Rumor had it that it would not be long before she would be forced to surrender the position of Matron. A chance comment by Tysura, “You could become Matron if you’d bothered to spend some time outside of the Green,” set Ymris to thinking. Not long after she was stepping through the gate of Three Stone Green and into the vaster, more dangerous world of Metropolis.[/sblock]
 

GlassEye said:
'k. The diviner idea never gelled for me. :\ So instead I've come up with Ymris, a monk 3/sorcerer 2... Scotley, Candlestick Lane struck me so that I couldn't help making a reference to it in my history. Hope you don't mind.

Not at all, I'm glad to see some connections forming. Ymris looks cool. I like the history. Of course Jazick seems to be well on his way to being the first causualty. Perhaps I'll reference Three Stone Green in my next character's background. :heh:
 
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Tonks said:
- In the book that I took the idea of Sebek from, it listed his followers as only being allowed to be LN, CN, CE and I don't see him as an evil character. I think CN could work as well, but I don't see him as being an overly loose cannon either. He wants the balance to be maintained and will do whatever is necessary to keep it there. So perhaps TN?

- Earth Sense: As long as you are touching the ground, you can take a move action to sense the number if creatures within 20' that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feet.

- While the dwarves he grew up with never treated him unkindly, Azot always felt like an outcast among them. While his hands would have allowed him to be a fine gemcutter, he had no love to shape and work with the fruits of the earth the way his kin did. He told none of his family about his decision to leave for the undercity and after two decades they still search for him. However since they keep their searches above ground, they never learn anything new.

Hope this helps explain it more.

The alignment restrictions don't faze me, change it to match your character better, TN or CN would be fine in my books, whichever you prefer.

If you update your character sheet with all this info (as well as the Feat info) you can post it to the RG and I'll get to you...maybe tonight? I got people over playing Arkham Horror, but I'll do me best to post before they arrive!
 

GlassEye said:
'k. The diviner idea never gelled for me. :\ So instead I've come up with Ymris, a monk 3/sorcerer 2... Scotley, Candlestick Lane struck me so that I couldn't help making a reference to it in my history. Hope you don't mind.

[sblock=Ymris]Deep within the labrinth of streets that make up Metropolis is an oasis of serenity its residents call Three Stone Green. Called by less savory names by those who live outside its walls and envy its prosperity the least offensive and most common of these names is Three Crones.

Three Stone Green takes its name from three heavily weathered stone sculptures that rest upon a small grassy patch of ground surrounded by the stone-walled suburb. Though virtually unrecognizable now, the three statues are said to represent the founders of Three Stone Green: three generations of women now referred to as the Matriarchs. And in fact, Three Stone Green is ruled by three women who proudly bear the titles of Elder, Matron, and Maid.

As all girls of Three Stone Green must do, Ymris began training to carry a spear in the Maidens, the suburb's militia, at the age of 9. It quickly became apparent that the spear did not rest lightly within her hands and she began training in a more obscure and demanding martial style that honed her body into a weapon and supplemented it with a quarterstaff. At the age of 13, two years early, Ymris was initiated into the ranks of the Maidens along with her close companions, Haela and Eothe. The next years passed swiftly and she revelled in the sisterhood of the Maidens and in combat training.

By her 17th year Ymris was a leader of a hand of Maidens and by the time she was 22 had secured the title of Maid and led all the Maidens and sat upon the ruling council with Elder Raitha and Matron Syali. It was her intent to keep the position of Maid for several years but she had not reckoned on the charms of Ari Kolarn of Candlestick Lane.

In Ymris’ 24th year a group of merchants, Ari Kolarn among them, arrived at Three Stone Green’s gate market in the late spring to trade their wares with the women of Three Stone Green and the peoples of surrounding suburbs. As part of the duties of the Maidens to patrol the market and ensure the safety of those conducting trade, Ymris came into contact with many merchants and relished the duty. The attractive Ari immediately caught her eye and she found reason for several days afterward to visit his stall and buy some small item from him. What began with flirtatious haggling led to more passionate encounters and, for the first time, Ymris began to spend her nights outside Three Stone Green. By the end of summer, several weeks after Ari had returned to Candlestick Lane, Ymris knew she carried Ari’s child.

This knowledge lay within her like a lump of ice. It meant the end of all that she held dear. With the birth of her child she would have to surrender the leadership of the Maidens and enter the ranks of the matrons. However unready she was, the child was born. Ymris surrendered her title and in a rather tense ceremony made unpleasant by Ymris’ obvious reluctance joined the matrons.

Feeling nothing but resentment for the child, Ymris gave it up to be raised by another woman. Imagining herself cut off from the Maidens she stormed about the suburb in a foul mood for weeks until summoned by the elder Tysura, a reclusive, wrinkled, sharp-tongued old crone with an air of mystery about her. Ymris’ next days were spent serving Tysura in menial capacities though as time passed the elder set her seemingly meaningless tasks. Far from meaningless, though Ymris didn’t realize it, the tasks exercised her mind much like her previous training exercised her body until the day she experienced a break-through and successfully conjured a burst of light. Success kindled an interest that duty could not and Ymris devoured every book on the arcane that Tysura directed her towards.

Most matrons choose their own path but Ymris was content to allow Tysura to direct her way and so when the elder ordered her to begin telling fortunes in Three Stone Green’s gate market she did not question the order. And so the years passed: in the morning Ymris would serve Tysura, afternoons were spent telling fortunes in the market, she would dine with her sisters, and her evenings were spent reading and rereading the tomes of Three Stone Green’s library.

In Ymris’ 40th year the Matron Seolor’s health took a downward turn. Rumor had it that it would not be long before she would be forced to surrender the position of Matron. A chance comment by Tysura, “You could become Matron if you’d bothered to spend some time outside of the Green,” set Ymris to thinking. Not long after she was stepping through the gate of Three Stone Green and into the vaster, more dangerous world of Metropolis.[/sblock]

I dig it, show me some stats!
 


Phoenix said:
The alignment restrictions don't faze me, change it to match your character better, TN or CN would be fine in my books, whichever you prefer.

If you update your character sheet with all this info (as well as the Feat info) you can post it to the RG and I'll get to you...maybe tonight? I got people over playing Arkham Horror, but I'll do me best to post before they arrive!

I will go with CN for now to match his unpredictable nature, but I still don't plan on having him go off the deep end for no reason.

I will cut and paste as quick as I can to get him in the RG, but no pressure if you need more time to work his intro more.
 

I'm still working on physical appearance, spells, and equipment but here is what I have completed so far. I'm still thinking about a whether I want her to have a familiar or not.

Code:
Name: Ymris 
Class: Monk 3 / Sorcerer 2
Race: Human
Size: Medium
Gender: Female
Alignment: LN

Str: 10 +0 (3p.)     Level: 5        XP: 0 / 0
Dex: 12 +1 (5p.)     BAB: +3         HP: 21 (3d8+2d4)
Con: 11 +0 (4p.)     Grapple: +0     Dmg Red: -/-
Int: 14 +2 (5p.)     Speed: 40'      Magic Ability: Sorcerer
Wis: 14 +2 (5p.)     Init: +1        Caster Level: 2
Cha: 16 +3 (6p.)     ACP: -0         Save DC: 13+spell level

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +0    +0    +1    +0    +0    +2    13
Touch: 13              Flatfooted: 12

                         Base   Mod  Misc  Total
Fort:                      3    +0    +0    +3
Ref:                       3    +1    +0    +4
Will:                      6    +2    +0    +8

Weapon                  Attack   Damage     Critical
Quarterstaff             +3      1d6          x2
Unarmed strike           +3      1d6          x2
Flurry                  +1/+1
Ranged attack            +4

Languages: Common

Abilities:
Monk Class Abilities
- Flurry of Blows
- Unarmed Strike
- Evasion
- Still Mind

Sorcerer Class Abilities
- Summon Familiar

Feats:
Acrobatic (human bonus)
Improved Unarmed Strike (monk bonus)
Stunning Fist (monk bonus)
Combat Expertise (1st level)
Combat Reflexes (monk bonus)
Skill Focus: Profession (3rd level)
*Alertness when Thom is nearby

Skill Points: 46       Max Ranks: 8/4
Skills                Ranks  Mod  Misc  Total
Balance                 6     +1   +0    +7
Bluff                   4     +3   +0    +7
Jump                   6     +0    +2    +8
Knowledge
 (Arcana)              3     +2    +0    +5
Listen                 6     +2    +2    +10
Move Silently          0     +1    +3    +4
Profession
 (Fortune-telling)     3     +2    +3    +8          
Sense Motive           6     +2    +0    +8
Spot                   6     +2    +2    +10
Tumble                 6     +1    +2    +9

Equipment:                      Cost  Weight
Traveler's outfit                -      5

Total Weight: 5 lb      Money: 10,000 gp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                33    66    100  200   500

[sblock=Ability modifiers]Age: Str -1, Dex -1, Con -1, Int +1, Wis +1, Cha +1
4th level: Cha +1[/sblock]

[sblock=Spellcasting]
Spells per day:
0-level: 6
1st-level: 4

Spells Known:
0-level: Acid Splash, Detect Poison, Flare, Light, Prestidigitation
1st-level: Shocking Grasp, Unseen Servant
[/sblock]

[sblock=Familiar]
Feeling some trepidation over leaving Three Stone Green and venturing out into Metropolis, Ymris endeavored to undertake a ritual to summon an arcane companion and assistant. She meticulously gathered herbs and minerals and other ingredients detailed in the Caudex Veneficii, a tome borrowed from elder Tysura. She spent from dawn of one day to dawn of the next in fasting and performing a series of arcane rituals and meditations. And when the ritual was complete nothing happened. No puff of smoke, no mystical appearance of a wondrous creature. Somewhat dejected, Ymris steeled herself to travel alone and completed preparations for her journey.

Setting out, Ymris soon discovered that she was being paced by a scruffy tomcat. Its orange and tan striped fur was dirty and it had a mass of scar tissue on its right shoulder that looked as if it was caused by a burn. Its left ear looked as if it were chewed half off and its tail had a permanent bend from being broken.

Ragged Thom (Cat)
Size/Type: Tiny Magical Beast
Hit Dice: ½ d8 or 5 (10 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural armor), touch 14, flat-footed 13
Base Attack/Grapple: +3/-9
Attack: Claw +7 melee (1d2-4)
Full Attack: 2 claws +7 melee (1d2-4) and bite +2 melee (1d3-4) Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Familiar Qualities: Improved evasion, share spells, empathic link
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7
Skills: Balance +16, Climb +6, Hide +16*, Jump +16,
Listen +7, Move Silently +8, Spot +7
Feats: Stealthy, Weapon FinesseB
[/sblock]

[sblock=Appearance]
Age: 40 years
Height: 5’3”
Weight: 120 lbs.
Eyes: Hazel
Hair: Light brown with a few strands of gray beginning to show
Skin: pale

At first glance it is apparent that Ymris is no classic beauty though she is not unattractive. She is thin, small-breasted, and leanly muscled. A longer, second look would reveal that she seems perfectly comfortable within her body and confident of its abilities. It is this confidence and poise that is her greatest attribute.
[/sblock]

[sblock=Fortune-telling]
Ymris’ first attempts at fortune-telling were woefully inept. Several seasons of sitting her tiny carpet in Three Stone Green’s gate market taught her to read people a little better. She was surprised to discover that most people desired a little mystery when having their fortunes told and began to use a bit of magic and drama in her readings.

Her method of telling fortunes entails having her subject cast three stones three times upon a cleared space on her carpet. These slightly larger than coin-sized stones are small, flat, round stones polished smooth by years of handling. All have the same arcane symbol etched on one side and a second symbol on the obverse. The client casts the stones and Ymris determines by the symbols appearing on the stone and by quadrant where it falls a certain runic mark predetermined and described in the Commentarius ad Novem Lapillos (The Book of Nine Stones), an ancient volume on foretelling the future. Three casts reveal three such runic marks and every possible triad of runes has a passage in the book. After years of such a process Ymris knows by heart the major passages of the book and can perform her foretelling without referencing passages in the book. (Don't think I described this well so just think I Ching.)

Ymris may spice up the presentation of her foretelling by chanting a throaty array of arcane-seeming syllables as the client casts the stones and causing a glowing mystic symbol to appear (by means of Prestidigitation) in the air between Ymris and her client after each cast.
[/sblock]

[sblock=Equipment]
Familiar ritual 100 gp
+1 Darkwood Quarterstaff 2,640 gp 2 lbs.
MW Silver Dagger 322 gp 1 lb.
- 1d4-1 19-20x2 10 ft.
Amulet of natural armor +1 2,000 gp
Bracers of Armor +1 1,000 gp
Spell component pouch 5 gp 2 lbs.
Flask 3 cp 1 ½ lbs.
Pouch, belt 1 gp ½ lb.
Flint and steel 1 gp

Heward’s Handy Haversack 2,000 gp
Feather token, bird 300 gp
Cloak of Resistance +1 1,000 gp
3 potions Cure light wounds 150 gp
Canvas (painted; 1 yd x 2 yds.) 1 gp 2 lbs.
Mirror, small steel 10 gp ½ lb.
Bedroll 1 sp 5 lbs.
Tool, Masterwork 50 gp 3 lbs.
- +2 to Profession: Fortune-telling
- Commentarius ad Novem Lapillos (A Commentary concerning Nine Small Stones/The Book of Nine Stones)
2 days rations 1 gp 2 lbs.
Sack 1 sp ½ lb.
Sewing needle 5 gp
Soap 5 sp 1 lb.
Entertainer's outfit 3 gp 4 lbs.
-layered skirts & blouse of vari-colored cloth, fringed shawl, etc.
Assorted gold rings and necklaces 65 gp
Peasant's outfit 1 sp 2 lbs.

345 gp, 1 sp, 1 cp
[/sblock]
 
Last edited:

GlassEye said:
I'm still working on physical appearance, spells, and equipment but here is what I have completed so far. I'm still thinking about a whether I want her to have a familiar or not.

Code:
Name: Ymris 
Class: Monk 3 / Sorcerer 2
Race: Human
Size: Medium
Gender: Female
Alignment: LN

Str: 10 +0 (3p.)     Level: 5        XP: 0 / 0
Dex: 12 +1 (5p.)     BAB: +3         HP: 20 (3d8+2d4)
Con: 11 +0 (4p.)     Grapple: +0     Dmg Red: -/-
Int: 14 +2 (5p.)     Speed: 40'      Magic Ability: Sorcerer
Wis: 14 +2 (5p.)     Init: +1        Caster Level: 2
Cha: 16 +3 (6p.)     ACP: -0         Save DC: +

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +0    +0    +1    +0    +0    +0    11
Touch: 11              Flatfooted: 10

                         Base   Mod  Misc  Total
Fort:                      3    +0    +0    +3
Ref:                       3    +1    +0    +4
Will:                      6    +2    +0    +8

Weapon                  Attack   Damage     Critical
Quarterstaff             +3      1d6          x2
Unarmed strike           +3      1d6          x2
Flurry                  +1/+1

Languages: Common

Abilities:
Monk Class Abilities
- Flurry of Blows
- Unarmed Strike
- Evasion
- Still Mind

Sorcerer Class Abilities
- Summon Familiar

Feats:
Acrobatic (human bonus)
Improved Unarmed Strike (monk bonus)
Stunning Fist (monk bonus)
Combat Expertise (1st level)
Combat Reflexes (monk bonus)
Skill Focus: Profession (3rd level)

Skill Points: 46       Max Ranks: 8/4
Skills                Ranks  Mod  Misc  Total
Balance                 6     +1   +0    +7
Bluff                   4     +3   +0    +7
Jump                   6     +0    +2    +8
Knowledge
 (Arcana)              3     +2    +0    +5
Listen                 6     +2    +0    +8
Profession
 (Fortune-telling)     3     +2    +3    +8          
Sense Motive           6     +2    +0    +8
Spot                   6     +2    +0    +8
Tumble                 6     +1    +2    +9

Equipment:                      Cost  Weight
Traveler's outfit                -      5

Total Weight: 5 lb      Money: 10,000 gp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                33    66    100  200   500

[sblock=Ability modifiers]Age: Str -1, Dex -1, Con -1, Int +1, Wis +1, Cha +1
4th level: Cha +1[/sblock]

Shouldn't your AC be higher due to your Wis bonus?
 

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