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Recruitment: Kulan: Shackled City Legacy PbP Game (On Hiatus)


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JustinCase

the magical equivalent to the number zero
I added Brother Pi to the RG.

Just one question, though: Is it alright if my signature weapon (a +1 short sword) is actually hidden within the staff of a broom? So in case of fighting, he can pull out the blade from the broom "scabbard"?

Also, I'm hoping that incorporating your Hassan PC the way I did is okay.
 

Knightfall

World of Kulan DM
I added Brother Pi to the RG.

Just one question, though: Is it alright if my signature weapon (a +1 short sword) is actually hidden within the staff of a broom? So in case of fighting, he can pull out the blade from the broom "scabbard"?
That's fine. And a good place for Brother Pi to 'work' would be a place called the Hall of Bast. It is a memorial near The Temple of the Cat and honors those Bastites who died helping protect the city from the Cagewrights. (It's also very museum-like.)

Another good option would be for him to work in one of the local inns. There is the Magma Inn in the southern part of the city on the eastern edge of the Groves of the Bloodsun. Another major workplace would be the Gateway Inn, which stands just south of The Stone Gate (the northern gate into the city).

Also, I'm hoping that incorporating your Hassan PC the way I did is okay.
It's good. Note, however, that Jagged Peaks are some distance from the Kul Moren Mountains. They are a small range to the northeast in the lands known as the Eastern Shores. The guild sending him there from Cauldron would be a major task.

Also note that there aren't any major thieves' guilds in Cauldron. There are several trying to make inroads into the city since the Alleybashers and The Last Laugh were both run out of the city by the Order of the Silver Hand. (There was also a criminal guild known as the Heartless Firestorm who became highly infamous. They are still a problem but that group only accepts the most vicious of initiates and they don't have a presence in the city.)

Did Brother Pi reveal himself to the guards when he turned in his former leader? If he did, then Cauldron's guards would know him and some would respect him for taking such a risk (not knowing his skills).

Here are some options for the name of Brother Pi's former guild: The Bloodshields, The Iron Order, The Jade Dragoons, or The Red Fangs. Those are from/were inspired by an online generator.

Just some suggestions... :)
 

Knightfall

World of Kulan DM
Also, since you're playing a dwarf, he could have integrated himself into the Dwarven District. He could work as a minor assistant at Gurnezarn’s Smithy or as a sweeper at the newly constructed Temple of Clangeddin, which sits next to Toryn's Forge.

Toryn Stonecutter is a member of the Order of the Silver Hand but he is rarely in the city. His forge is run by his former apprentices, and now partners, Tebul and Ushbarte Jokulsson. They are twins and are always willing to help out young dwarves looking for "honest" employment. Working there would be a lot harder than working for Phalian Gurnezarn, however.

He could also work at The Old Sanctuary, which was once the temple to Jalivier. But after the High Sun Sanctuary was built, the old building was donated to the city's dwarves by Argo Flameheart and Toryn. It is now used as a meeting hall and has several shrines in it dedicated to the dwarven gods.
 

JustinCase

the magical equivalent to the number zero
Pi doesn't need to come from Cauldron. Is there a suitable city near the Jagged Peaks?

I think he wouldn't let himself known to the city guards; doing good is its own reward, he'd say.
 

Knightfall

World of Kulan DM
Pi doesn't need to come from Cauldron. Is there a suitable city near the Jagged Peaks?

I think he wouldn't let himself known to the city guards; doing good is its own reward, he'd say.
There are several cities near the Jagged Peaks. On the coast there is the capital city of Theocracy of Thallin, Fruen, which was once a place for heroes but the new Mad King of Thallin has turned it and the country into a bastion for villainy. (The Sword Gods are openly worshiped there.) There is also the city of Rivenwood, which is on the border of Thallin. There is more freedom in that city, but the Fury of the Dragon do have their spies on its streets.

There are several thieves' guilds in Thallin but most pale in comparison compared to the guild of assassins, that is allowed to operate with impunity in dark kingdom, called Vespin's Hand. That guild doesn't let members leave, however, and it isn't found in Caludron. (However, it is whispered that the Hand has a foothold in Mor's End.) Vespin is a decease Sword God that the Hand and their masters want to return to life.

There is another city that sits in the hills that surround the Jagged Peaks. It is called Alora and is a place for demihumans to find shelter against the evils of Thallin. Alora exists within Thallin's border, but it is a hidden place that is not easily accessible. It a place of good.

Note that Rivenwood is the city that is the closest to the Town of Fallow's Cross where Hassan and the rest of the Fallow's Cross Adventurers have their collective origin. I do have an old hex map of the region but it is a bit out of date. (I was sure I had a replacement done, but I think my plan was to redo it after I finished the Thunder Lands.) The placement of towns and cities has "shifted" since I did that map.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
You really should edit all the info required to submit a character to the first post, ESPECIALLY if you're using house rules. If you want a serious commitment from your players, entice them by showing that you're committed enough to organize things.

There is a name I have not seen in a long time!
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Yeah, it would definitely squeak as it follows the group around. But maybe it only moves when you aren't looking at it? ;)

Don't blink.

weeping.jpg
 


Thateous

Explorer
Meet Cujo. He's missing a feat at the moment but he's pretty much good to go.

Celestial Estrela Mountain War Dog
Name: Cujo aka JoJo
HD: 5d8+20
Speed: 50 feet
Initiative: +4
AC: 19 (+3 Dex, +6 natural), touch 13, ff 16
Resistance: 5/Acid Cold Electricity
Spell Resistance: 8
BAB/Grapple: +3/+?
Attack: Bite +7 1d6+4
Special Attack:
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Space/Reach: 5ft/5ft
Special Qualities: Low-Light Vision, Darkvision 60ft, Scent
Saves: Fort +8, Ref +8, Will +3
Abilities: Str: 19, Dex 16, Con 18, Int 3, Wis 14, Cha 6
Skills: Jump +8, Listen +7, Spot +7, Swim +3, Survival +1
Feats:
Alertness: +2 bonus on all Listen checks and Spot checks
Track:
Evasion;
+1 feat


Sent from my SM-G935P using EN World mobile app
 

Knightfall

World of Kulan DM
Meet Cujo. He's missing a feat at the moment but he's pretty much good to go.

Celestial Estrela Mountain War Dog
Name: Cujo aka JoJo
HD: 5d8+20
Speed: 50 feet
Initiative: +4
AC: 19 (+3 Dex, +6 natural), touch 13, ff 16
Resistance: 5/Acid Cold Electricity
Spell Resistance: 8
BAB/Grapple: +3/+?
Attack: Bite +7 1d6+4
Special Attack:
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Space/Reach: 5ft/5ft
Special Qualities: Low-Light Vision, Darkvision 60ft, Scent
Saves: Fort +8, Ref +8, Will +3
Abilities: Str: 19, Dex 16, Con 18, Int 3, Wis 14, Cha 6
Skills: Jump +8, Listen +7, Spot +7, Swim +3, Survival +1
Feats:
Alertness: +2 bonus on all Listen checks and Spot checks
Track:
Evasion;
+1 feat
I don't think you've posted this in the right thread, man.
 

JustinCase

the magical equivalent to the number zero
There are several cities near the Jagged Peaks. On the coast there is the capital city of Theocracy of Thallin, Fruen, which was once a place for heroes but the new Mad King of Thallin has turned it and the country into a bastion for villainy. (The Sword Gods are openly worshiped there.) There is also the city of Rivenwood, which is on the border of Thallin. There is more freedom in that city, but the Fury of the Dragon do have their spies on its streets.

There are several thieves' guilds in Thallin but most pale in comparison compared to the guild of assassins, that is allowed to operate with impunity in dark kingdom, called Vespin's Hand. That guild doesn't let members leave, however, and it isn't found in Caludron. (However, it is whispered that the Hand has a foothold in Mor's End.) Vespin is a decease Sword God that the Hand and their masters want to return to life.

Hmm, Fruen might be a good place for Brother Pi to come from, as it's basically a very bad place to be. Delivering a known thieves' guild master to the city guard, however, would not work there. Delivering him to the assassin's guild that owes him money, however...

I doubt Brother Pi would have been part of the assassin's guild himself, although he must've had run-ins with them before.

Also, it would make more sense for him to work in an inn, rather than a temple of sorts. People attending the temples of good gods tend to be good, whereas people who are in need of finding their moral compass are more likely to be found in bars. So I reckon Brother Pi would be working in Gateway Inn as a cleaner.
 




Scotley

Hero
Bravec Trask
Human Urban Druid 3
Align: NG (no specific deity)
Str: 15
Dex: 16 (14+2 race)
Con: 10
Int: 12
Wis: 13
Cha: 16
HP: 18=(8+8+2)
AC: 18 FF: 13 Touch: 14
Saves: Fort: +3 Ref: +4 Will: +4 (+2 in favored city)
Init: +3
BAB: +2

[sblock=Human Racial Features]
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.[/sblock]

[sblock=Urban Druid Class Features]
Weapons: club, crossbow (any), dagger, quarterstaff, rapier, sap, and short sword
Armor: padded, leather, and studded leather armor as well as bucklers
City Sense (Ex): An urban druid gains a +2 bonus on Gather Information and Knowledge (local) checks.
Favored City (Ex): At 1st level, an urban druid must select a favored city. This must be a settlement of
at least small town size (DUNGEON MASTER'S Guide, page 137) or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. As she gains levels, an urban druid may consider additional cities her favored cities. While within the city limits of one of her favored
cities, an urban druid gains a sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate
checks equal to her Wisdom modifier. In addition, she gains a +2 morale bonus on all Will saving throws.
Urban Companion (Ex): small animated object (wagon)
Crowdwalk (Ex): At 2nd level, an urban druid can move through crowds with ease, moving as if in an open space. If an urban druid attempts to move through a square occupied by a hostile creature (such as with a Tumble check or an overrun attempt), she gains a +4 bonus on any skill check, Strength check, or attack roll made to resolve the movement.
Alley Fighting (Ex): Urban druids are masters at fighting in cramped quarters, such as city alleyways or
narrow dungeon corridors. At 3rd-level, an urban druid's ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a Small or Medium humanoid), she gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a corner, the target does not gain the benefit of cover (unless the foe has total cover). The urban druid retains the benefits of cover against her enemy, unless she is fighting another urban druid or other creature with a similar power.
(Pending 4th) Disease Immunity (Ex): At 4th level, an urban druid becomes immune to all forms of disease, including supernatural diseases like mummy rot.
(Pending 5th) Urban Shape (Su):
(Pending 9th) Information Network (Ex):
Spell Casting (Cha based) [/sblock]

[sblock=Feats]
1st Level: Weapon Focus (Rapier)
Human Bonus: Point Blank Shot
Campaign Bonus (no fighter, item creation or metamagic) Investigator +2 sense motive and search
3rd Level: Dodge
[/sblock]

[sblock=Skills]
36
Class Skills:
*Bluff 5 (Cha+3)
Concentration (Con)
Craft (Int+1)
*Diplomacy 5 (Cha+3) +4 syn
*Gather Information 5 (Cha+3)+2 City Sense
*Intimidate 1 (Cha+3) +2syn
Knowledge 1 (architecture and engineering) (Int+1)
Knowledge 1 (history) (Int+1)
Knowledge 5 (local) (Int+1)+2 City Sense
Perform (Oratory) 1 (Cha+3)
Profession (Wis+1)
Sense Motive 5 (Wis+1) +2 feat
Speak Language—Common,? ? ?
Spellcraft 3 (Int+1)
Survival 1 (Wis+1)

Cross Class:
Appraise (Int+1)
Balance (Dex+3)
Climb (Str+2)
Disguise (Cha+3)+2 syn
Escape Artist (Dex+3)
Heal (Wis+1)
Hide (Dex+3)
Intimidate (Cha+3)
Jump (Str+2)
Listen (Wis+1)
Move Silently (Dex+3)
Ride (Dex+3)
Search (Int+1) +2 feat
Spot 1 (Wis+1)
Swim (Str+2)
Use Rope (Dex+3)

*=+1 when in favored city
[/sblock]

[sblock=Spells]
Spells DC Level +3
4 orisons cure minor wounds, light, detect magic x2
3 1st Charm Person, Cure Light Wounds, Scatter Spray
2 2nd Bull’s Strength, Spider Climb
[/sblock]


[sblock=Appearance/Personality]


[/sblock]

[sblock=Background/History]

[/sblock]

Gear: Base 2700 gp +1000 gp toward signature item.
Explorer’s Outfit
MW Buckler 165 gp
MW Studded Leather 175 gp
+1 rapier illuminating (signature item named) 2820 gp
Club
Dagger x2 4 gp
Cold Iron Dagger 4 gp
Sap 1 gp
MW Crossbow, Bladed 450 gp
Quiver 20 bolts (3 alchemical silver, 3 cold iron) 8 gp
Standard Adventurer’s Kit 15 gp (Backpack, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50’), Sunrods (2), Trail Rations (10 days), Waterskin)
Spell Component Pouch 5 gp
Potion of cure light wounds 50 gp
1 gp 19 sp 10 cp

[sblock=Companion]
Animated Wagon (Squeaks)
Size/Type: Small Construct
Hit Dice: 1d10+10 (25 hp)
Initiative: +1
Speed: 70’ Swim 35’
AC16, Touch: 12, FF: 15
Base attack/Grapple: +0/-4
Attack/Full Attack: Slam +1 Melee (1d4)
Abilities: Str 11, Dex 13, Con 0, Int 0, Wis 1, Cha 1
Alignment: Neutral
Special Qualities: Low Light Vision, Dark Vision 60’,
Contstruct Traits:
No Constitution score.
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected.
Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not eat, sleep, or breathe.
[/sblock]
 



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