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Paridon Book II: A Taste For Power (Closed)
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<blockquote data-quote="Neurotic" data-source="post: 4774717" data-attributes="member: 24380"><p><span style="color: Teal">"I'm sorry to hear that there are gnomes in the prison. They are usualy peaceful people, altough among them there is a family that has shadowy dealings and hands in most of dirty business in the city. I hear their manor recently burned and that every last one of them was killed. Pitty that.</span></p><p><span style="color: Teal"></span></p><p><span style="color: Teal">I'm here because I want to make Paridon safer for innocent people. My parents have shop in the city and it's hard to think that they are at the receiving end of gang rackets and such.</span></p><p><span style="color: Teal"></span></p><p><span style="color: Teal">I am very good at getting information from different people and for listening to the pulse of the city. If something needs to be found by listening on the streets, I'll be one of those informed about it. Also, I have some small skill in searching for clues, but I'm sure there are others that are better at it. I just make everything easier due to my roots."</span></p><p></p><p>[sblock=For InVinoVeritas]</p><p>I'd like to create a base for leadership feat next level. I think of followers as first levels thieves as informants, young nobles that were discretely sobered and removed from embarassing or dangerous situations in the gutters (Aristocrats) as contacts in high society and parents (expert and adept) as contacts in merchant area (altough this is less then optimal as they are 'barbarians' - outsiders), but still, they could also provide some alchemy as needed.</p><p></p><p></p><p>I would ask you to consider some herbal concoctions that they make in the alchemy shop. These could be true potions and such, but without instant benefits of magical potions. Or there could be unpleasant side effects.</p><p></p><p>For example: they could create healing salve that will ease pain of the burns and quicken the healing of burns (healing normal 1d8+1 for potion), BUT only for burn damage and with FORT save needed or either half effect of healing or somethink like ugly scarring or nausea or some such side effect.</p><p></p><p>Essentialy, these would be non-magical potions, but some of them would be almost poisonous and would require good stamina to weather them out (something that wasn't much of the problem in hardy barbarian people of thier former tribe, but is decidedly unpleasant in city dwellers). But, they are affordable, discreet and make some potions that are otherwise hard to get.</p><p>[/sblock]</p><p></p><p>Will this be IC thread or we will start another thread after introductions? Is there RG thread and where did main story thread go after page 43 which ends suddenly after death of Aladavas automaton?</p></blockquote><p></p>
[QUOTE="Neurotic, post: 4774717, member: 24380"] [COLOR="Teal"]"I'm sorry to hear that there are gnomes in the prison. They are usualy peaceful people, altough among them there is a family that has shadowy dealings and hands in most of dirty business in the city. I hear their manor recently burned and that every last one of them was killed. Pitty that. I'm here because I want to make Paridon safer for innocent people. My parents have shop in the city and it's hard to think that they are at the receiving end of gang rackets and such. I am very good at getting information from different people and for listening to the pulse of the city. If something needs to be found by listening on the streets, I'll be one of those informed about it. Also, I have some small skill in searching for clues, but I'm sure there are others that are better at it. I just make everything easier due to my roots."[/COLOR] [sblock=For InVinoVeritas] I'd like to create a base for leadership feat next level. I think of followers as first levels thieves as informants, young nobles that were discretely sobered and removed from embarassing or dangerous situations in the gutters (Aristocrats) as contacts in high society and parents (expert and adept) as contacts in merchant area (altough this is less then optimal as they are 'barbarians' - outsiders), but still, they could also provide some alchemy as needed. I would ask you to consider some herbal concoctions that they make in the alchemy shop. These could be true potions and such, but without instant benefits of magical potions. Or there could be unpleasant side effects. For example: they could create healing salve that will ease pain of the burns and quicken the healing of burns (healing normal 1d8+1 for potion), BUT only for burn damage and with FORT save needed or either half effect of healing or somethink like ugly scarring or nausea or some such side effect. Essentialy, these would be non-magical potions, but some of them would be almost poisonous and would require good stamina to weather them out (something that wasn't much of the problem in hardy barbarian people of thier former tribe, but is decidedly unpleasant in city dwellers). But, they are affordable, discreet and make some potions that are otherwise hard to get. [/sblock] Will this be IC thread or we will start another thread after introductions? Is there RG thread and where did main story thread go after page 43 which ends suddenly after death of Aladavas automaton? [/QUOTE]
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