Paridon Book II: A Taste For Power (Closed)

Regarding "extra gold/rewards": Your reward is the continued preservation of culture and good works in the city! :angel: More seriously, because you're members of the constabulary, your ability to requisition equipment covers most of that need. The 9,000 gp starting gold is a quick representation of what can be reasonably acquired. Furthermore, you'll find that your successes will quickly translate into added social status in Paridon--and that status is priceless. As an example, Fr. Berman's new pistols came from somebody. Ru's history kept showing up. (Even throwaway details can prove important later in the game. And, thanks to the forum format, I can remember these details.) In an ever-connected city like Paridon, reputations travel far.


Hehe, Calahan is fine, as long as he get's new fuel for his flamethrower!:devil:

- And I'd like two more Potions of Cure Wounds, but apart from that, no real needs here... Of course, if somebody can spare a +5 composite bow of Elven swiftness, let me know.:p:lol:

As to Calahan's social standing, shouldn't it be a bit diminished, mainly due to those grotesque scars the spider left on him?:eek:
 

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New dragon shaman

Eugene Brasspin

Strength............12 (+1 4pts)...........Character Level: Dragon shaman 5
Dexterity...........12 (+1 4pts)...........Medium Size, Speed 30 ft.
Constitution......15+1 (+3 8pts)............Initiative: +1, BAB: +4
Intelligence.......12 (+1 4pts)............Melee: +4 Ranged: +1
Wisdom...........10 (+0 2pts)............Total HP: 46
Charisma..........14 (+2 6pts)...............Fortitude: +4+3, Reflex: +1+1, Will: +4+2

CON+1 at 4th level
AC: 10 + 1 + armor = 16

Alignment: Lawful good, Age 30, Height 5'5'', Weight 140 lbs.
Pale skin, raven black hair, long braided

Languages: Common, Gnome
Proficiencies: All simple weapons, light and medium armors, shields.

Feats:
human: Force of Personality (add CHA to will save)
1st: Blind Fight (may change yet)
3rd: Knowledge Devotion (complete champion)


Skills: 4*4 + 4*4 = 32
Climb 1
Craft (alchemy) 6 *
Intimidate 1
Knowledge(nature) 1
Knowledge(local) 5 *
Search 5

Bluff 8 *
Gather Information 5 *
Survival 1


Aura +2
Skill focus (gather info)
Draconic Adaptation - endure elements at will
Breath weapon 2d6 line of fire
Draconic resolve - immune to sleep and paralysis

Auras: Senses, Vitality, Energy Shield, Resistance, Presence

Sudden Stunning Masterwork Morning Star 2308 gp (DMG II; pg 261)
Silver Dagger (2 gp, 1 lb., 1d4 piercing or slashing, 19-20/x2 critical, 10 ft. increment),
Mithral Shirt Armor +1 (2,100 gp, 10 lbs., +5 AC, +6 maximum Dexterity bonus to AC, -0 armor check penalty, 10% arcane spell failure),

Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws)
Darkwood buckler (316gp)

Handy Haversack(2,000 gp, 5 lbs)
currently holds coins, poison flask, map case, bedroll, tools, survival kit, rations, and waterskins), chalk, flint, steel, and tindertwig

1 Potions of Cure Light Wounds (50 gp, heals 1d8+1 hit points),
2 Alchemist fire flasks (2 lbs., 20 gp, 1d6 fire damage on a direct hit and 1 fire splash damage within 5 feet)

Hand of the Mage 900gp
Gray Ioun Stone with continual light 125gp
Quaal feather token 400



Noble Outfit (10 gp, 3 lbs., worn outfit doesn't count towards his encumbrance),

Map Case (1 gp, 1/2 lb., holds map),
Bedroll (1 sp, 1-1/4 lbs.),
Wooden Holy Symbol of draconic deity avaliable (1 gp),
Chalk (1 cp),
Flint & Steel (1 gp),
Tindertwig (1 gp),
4 Trail Rations (2 gp, 1 lb.),
2 Waterskins (4 gp, 4 lbs.).
Oil

Light Load: 43lbs. max..Medium Load: 86 lbs. max..Heavy Load: 130 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.

Appearance:
Picture pending

History:
Jeremiah and Lydia Tomesh were part of semi-nomadic tribe, traveling between cities for trade and living off the land. They maintained ancient traditions and stories about mighty dragons. After Eugene was born they had a row with some disagreement over selling traditional poultices believed to be gift of the dragons to city dwellers.

Eugene's parents separated from the tribe over that perceived slight (they were banished) and he grew up on the streets of Paridon. Being outsiders there was precious little they could do, but their knowledge of natural herbs and ancient cures served them well. After several lean years they set up a shop and are doing quite well. In the years that followed they attracted several wealthy patrons and one of them was local sage. Another one was Edithomas, gnome alchemist of some renown. Young Eugene was fascinated with old traditions of his people and was reading all he could about it and pestered his parents about them. In time, adolescent Eugene showed signs of blessings of the Ancient Ones and his parents knew they cannot teach him anymore. As they don't have access to tribe shamans they turned to their well learned and traveled patron. He took Eugene and tought him how to be true dragon heir. After three years of learning Eugene took name Brasspin honoring ancient spirit of his dragon and joined law enforcement. Eugene is stickler for justice and while he looks forward to restoring his family honor once the tribe appears again at Paridon, he joined the police so he could keep the streets, vileness of which he felt more then once, as clean as possible. And to keep his parents and their shop safe and their business prospering.

Soon he became part of company of investigators and somehow his colleagues exceled at what they did. Less traps were sprung, more clues turned up and reflexes were faster when he was around. When Eugene did something that was group success and when he failed, that was his own. His small advantage in dealing with evil on the streets was that he knows how to deal with rubble of the streets thanks to harsh years before business started. But he also knows how to behave with rich and even noble citizens due to rareness of some herbal poultices his family provided and their contact with citizens who could afford such.
 
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Excellent charsketches pathfinderq1. I like them all.

A question/suggestion for this one:

Concept pitch (2 of 3):

Name: Annabeth (“Annie”) Kumari
Concept: Swashbuckler
Race/gender: Human/ female
Class/level: Rogue 2/Fighter 1/Urban ranger 2

Feats:
1. Dodge (1st level)
2. Force of personality (racial bonus)
3. Weapon finesse (3rd level)
4. Urban tracking (Ranger 1 bonus)
5. Exotic weapon proficiency- Sting pistol (FTR 1 bonus)
6. Two-weapon fighting (Ranger 2 bonus- combat style)


Why not switch her Fighter levels for actual Swashbuckler levels from Complete Warrior? If you don't have the book, crystalkeep has the first two levels of all PrC available here.
 

HP are max 1st level, 1/2+1 each level after that. (3 for a d4, 4 for a d6, etc.)


Hey IVV, in the original game we used max hit points at 1st, then 3/4 each level after that. Are you changing that? Because all the original PCs will have to modify their hit points downward.
 


Hey IVV, in the original game we used max hit points at 1st, then 3/4 each level after that. Are you changing that? Because all the original PCs will have to modify their hit points downward.

Bah, I hadn't checked what I did before. No, that remains the same. Max hit at 1st, then 3/4 for each level after that. That's the HP.
 


Thanks for the reply IVV. I was being nerdy/nosy and reading the OOC thread for the previous game(originally hoping to find the second portion of the original thread, as it seemed to cut off abruptly around the 43rd page, and wanted to know what happened after the climactic battle that hadn't seemed completely over yet), and noticed your ruling on guns then;
Everyone:

Regarding firearms: We'll use Monte Cook's rules. All firearms are going to be treated as exotic weapons. The available weapons are: Dragon Pistol, Sting, Double Pistol, Dragon Rifle. The Dragon Rifle takes a full round to reload, and all firearms require two hands (of which one or both may hold the firearm) to reload. The Powder Bomb and Smoke Bomb are available, and can be thrown as any alchemical weapon (alchemist's fire, etc.)[/quote]
Does this still apply? I had been looking at other things in Monte Cook's rules, so I wanted to make sure I'm not adding additional headache if this is still how you'd like it.

Aside from that, I'll be tweaking my character a bit to fit better. Not sure exactly what I'll do yet regarding the mechanics of the character. History will stay as it is for the most part, though I believe I may flesh it out more to give you more material to work with.[/quote]

Sorry if I'm being a bother IVV, just this is somewhat important for me to tweak the mechanics.
 

Excellent charsketches pathfinderq1. I like them all.

A question/suggestion for this one:




Why not switch her Fighter levels for actual Swashbuckler levels from Complete Warrior? If you don't have the book, crystalkeep has the first two levels of all PrC available here.

Actually, I was considering it and decided against that- and now I can't remember why... I think I'm going to change things just a bit for that pitch- switching Fighter to Swashbuckler and removing pistol use, in fact making her dislike firearms in general... I'll edit the original post shortly. So far that concept is leading for me- I'm playing a lot of caster/brain trust characters right now.


For HP: is that 3/4 rounded up or down, for us folks with pesky d6 (4.5) and d10 (7.5) hit dice?
 

Actually, I was considering it and decided against that- and now I can't remember why... I think I'm going to change things just a bit for that pitch- switching Fighter to Swashbuckler and removing pistol use, in fact making her dislike firearms in general... I'll edit the original post shortly. So far that concept is leading for me- I'm playing a lot of caster/brain trust characters right now.


For HP: is that 3/4 rounded up or down, for us folks with pesky d6 (4.5) and d10 (7.5) hit dice?

Alternate. So, if you're a Fighter 5 with 10 constitution, say, then your HP are 10+7.5*4=40. Do the rounding after you've added all the dice together.
 

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