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Post by Rigil Kent on Jan 7, 2017 20:17:25 GMT -6
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Post by Rigil Kent on Nov 2, 2017 19:02:22 GMT -6
Am I completely mad or was there some recent talk about you not retiring Walays after all?
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Post by Gigermann on Nov 2, 2017 19:04:48 GMT -6
Am I completely mad or was there some recent talk about you not retiring Walays after all? There was a bit, but that doesn't mean you're not mad
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Post by Rigil Kent on Nov 2, 2017 19:09:15 GMT -6
Cool. I liked Walays. He has character. Would hate to see him go. Maybe you could pick up Leadership and have Oliver as his cohort (albeit a slightly less powerful version.)
If Walays stays, I'll need to tweak Andrei's cohort since I built her solely to serve as the grand diplomat. Could keep most of the same story (or maybe revise it wholly) but have her become Andrei's spouse ... maybe the daughter or niece of that Varn dude to the east? We sent Walays over there to open up diplomatic ties, so it would make sense in the medieval age to seal a diplomatic pact with a marriage...
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Post by Rigil Kent on Jan 4, 2018 15:28:34 GMT -6
Attempting to confirm with Giger: are you sticking with Walays? Need to know so I can firm up my own character stuffs...
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Post by Gigermann on Jan 4, 2018 16:19:06 GMT -6
Yeah, I suppose it's confirmed
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Post by WxMAN on Jan 4, 2018 16:23:01 GMT -6
If you're sticking with Walays, I will try and find a way to help ease some of the problems you've had with being the 'face' as much as I can.
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Post by Gigermann on Jan 4, 2018 16:27:51 GMT -6
Really need to sort out why he's still hanging around
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Post by WxMAN on Jan 4, 2018 16:32:05 GMT -6
Do you want to tweak his story a bit? Would you like to give me some ideas as to what could motivate him to stay so I could help bring them into the story?
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Post by Rigil Kent on Jan 4, 2018 16:33:48 GMT -6
Really need to sort out why he's still hanging around He fell madly in love with Tess' sister.
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Post by WxMAN on Jan 4, 2018 16:49:06 GMT -6
Now *THAT* would be awesome!
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Post by LabRat on Jan 4, 2018 21:04:36 GMT -6
Daaaaaaannnnggggg! Do eet!
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Post by Gigermann on Jan 4, 2018 23:34:08 GMT -6
I really don't see Walays(Sparrow) falling in love with anyone but himself (which has been part of the problem)
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Post by WxMAN on Jan 5, 2018 9:30:16 GMT -6
Hmmmm *looks up doppelgangers*
I can do that!
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Post by Rigil Kent on Jan 5, 2018 9:52:14 GMT -6
Or he pisses off the old witch lady and she curses him so he falls in love with Tess' sister.
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Post by Gigermann on Jan 5, 2018 13:11:47 GMT -6
- Simplest way I can think of to keep Walays hanging around is to stick to the original background, in which I wrote he was looking for some "great Whatzit" in the area. It's nature or use need not necessarily be defined. It need not even be "real." It just needs to promise some sort of "profit' for him.
- A long-term relationship just doesn't make any sense for the character (though someone might have a long-term crush on him)
- If everyone adjusts their thinking WRT the character, it will clear up a lot of my problems:
- He's not a diplomat. He's a liar, cheat, thief. Remove him from the diplomat role.
- He's much better suited as a spy.
- He's out for his own profit. If there's no profit in it, he's really not interested. He'll stick around as long as there's profit in doing so, and when there isn't, he'll leave.
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Post by Rigil Kent on Jan 5, 2018 13:48:37 GMT -6
Hmm. I clearly need to re-evaluate how Andrei interacts with him. The "liar, cheat, thief" thing makes him sound like the "friend that no one likes" thing from TVTropes. I suppose we could play it as Andrei relying on Walays to provide the dirty side of the argument? I initially thought that maybe Andrei could just be a poor judge of character with regards to Walays, but that doesn't track with stats (Wis 12, Sense Motive +5 ... so he's not a complete idiot in that regard.) Maybe he's the buddy that you know you shouldn't hang out with because it always ends with you in jail but you still do it anyway?
As to him being the spy, well clearly those kobolds have to revolt - the poor chief is massacred in his sleep by younger kobolds who are more firmly embracing the evil part of their alignment - so a job opens up. Interestingly, going solely by the Kingdom rules, Walays is better suited as diplomat than spymaster (Diplomat adds Charisma mod to Kingdom score, Spymaster adds Dex or Int) ... but that's fine. Just means we'll need a replacement diplomat when that time comes, I suppose...
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Post by WxMAN on Jan 5, 2018 14:18:14 GMT -6
"Lair, cheat and thief" Sounds like most politicians I know Right now there is a war going on, and a kingdom being raised - those two areas typically promise a lot of profit for those of.... looser morals.... so Walays could see each as a big opportunity to line his pockets. If I remember right (and this could be very wrong) I seem to remember his character's image did have a selfless side that now and again would show and that while he did seek profit, glory, etc he did end up doing the right things for people who he cared about - even if it took putting those people in bad situations in the interim. Not that I am beholding Walays to that, just a thought if you are heavily cribbing from the Jack Sparrow archetype. I'm perfectly happy having Walays be any job he wants in the kingdom - as I'm not trying to have y'all optimize your kingdom and I'd rather have the PCs do things they like than what they don't. As far as Andrei's motivation... maybe a more cynical part of him recognizing sometimes you have to do bad things for good to come out of it and Walays is your option to do things more morally questionable (I'll leave it up to the player to decide if that still puts the blood on Andrei's hands and how Andrei would deal with that.
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Post by Rigil Kent on Jan 12, 2018 11:39:59 GMT -6
Right now there is a war going on, and a kingdom being raised - those two areas typically promise a lot of profit for those of.... looser morals.... so Walays could see each as a big opportunity to line his pockets. Therein lies a problem, though. Get caught lining your pockets with your lord's money in a quasi-medieval society and you don't go to jail, you go to the headsman. This is my current thinking. He's had enough time to get to know Walays and realize he's the "friend that no one likes" because he's "a liar, cheat, thief" but at the same time, Andrei is presumably sharp enough to realize that you need someone like that on your side. Might also work if multiple NPCs (perhaps including Walays) approach Andrei and point that out. Andrei is of average Int (10) and slightly above average Wis (12), but has Knowledge (nobility) +8 so I presume that he's going to be aware that he needs the sneaky bastard ... Who replaces as Diplomat, though? Suppose original angle on Liliya ("Court Bard") makes the most sense if we don't have anyone else appropriate...
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Post by WxMAN on Jan 12, 2018 12:50:40 GMT -6
Therein lies a problem, though. Get caught lining your pockets with your lord's money in a quasi-medieval society and you don't go to jail, you go to the headsman. I never said there was no risk or consequences... plus... that is a problem for future-Walays to worry about, current-Walays will buy lots of fun with that gold Who replaces as Diplomat, though? Suppose original angle on Liliya ("Court Bard") makes the most sense if we don't have anyone else appropriate... Everyone's favorite Kobold: Mikmek! He already has experience: Mikmek helped seal a deal in which the kobolds gave away useless shiny rocks to the Shieldlands for useful and delicious meats!
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Post by Rigil Kent on Apr 10, 2018 16:28:29 GMT -6
It's the future: Walays (clearly using an illusion to change his appearance) and Tess' sister aboard their pirate ship. Because we just know he's going to go evil on us and turn into a bad guy, right? (FWIW, this is the "schemer" character that Giger referenced he was thinking of with regards to Walays' characterization in lieu of the drunken moron that is Jack Sparrow...)
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Post by Gigermann on May 27, 2018 18:19:36 GMT -6
L8 HP: bA6BiKzN1-81-8
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Post by Rigil Kent on May 29, 2018 9:27:08 GMT -6
Updated his stats on the second post (first page).
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Post by Rigil Kent on Aug 10, 2018 18:04:34 GMT -6
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Post by Rigil Kent on Aug 5, 2020 12:38:52 GMT -6
10th level Walays mac CellachMale human (Kellid) bard (street performer) 10 (Pathfinder RPG Advanced Player's Guide 85) CG Medium humanoid (human) Init +2; Senses Perception +10 -------------------- Defense-------------------- AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 70 (10d8+18) Fort +4, Ref +9, Will +9; +4 vs. bardic performance, language-dependent, and sonic -------------------- Offense-------------------- Speed 30 ft. Melee +1 rapier +10/+5 (1d6+1/18-20) or . . mwk longspear +8/+3 (1d8/×3) Ranged mwk light crossbow +10 (1d8/19-20) or . . sling +9 (1d4) Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear) Special Attacks bardic performance 26 rounds/day (move action; dirge of doom, disappearing act [DC 19], distraction, fascinate [DC 19], harmless performer [DC 19], madcap prank [DC 19], suggestion [DC 19]) Bard (Street Performer) Spells Known (CL 10th; concentration +14) . . 4th (2/day)—hallucinatory terrain (DC 20), greater invisibility . . 3rd (4/day)—invisibility sphere, major image (DC 19), see invisibility, thundering drums[APG] (DC 17) . . 2nd (5/day)—blur, glitterdust (DC 16), invisibility, minor image (DC 18), mirror image, pyrotechnics (DC 16) . . 1st (6/day)—disguise self, flare burst[APG] (DC 15), grease, silent image (DC 17), vanish[APG] (DC 17) . . 0 (at will)—dancing lights, detect magic, ghost sound (DC 16), light, prestidigitation, read magic -------------------- Statistics-------------------- Str 10, Dex 14, Con 12, Int 13, Wis 14, Cha 18 Base Atk +7; CMB +7; CMD 19 Feats Additional Traits, Alertness, Combat Expertise, Greater Spell Focus (illusion), Spell Focus (illusion), Weapon Finesse Traits brigand, fast-talker, Magical Talent (Mage Hand), riverfolk (river kingdoms) Skills Acrobatics +7, Appraise +8, Bluff +23, Climb +3, Diplomacy +19 (+24 to influence crowds and gather information), Disable Device +0, Disguise +13, Escape Artist +6, Intimidate +11 (+16 to influence crowds), Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (history) +5, Knowledge (local) +10, Knowledge (nobility) +6, Knowledge (planes) +5, Linguistics +6, Perception +10, Perform (oratory) +14, Perform (percussion instruments) +11, Perform (wind instruments) +19, Profession (sailor) +8, Ride +2, Sense Motive +14, Sleight of Hand +16, Spellcraft +10, Stealth +5, Swim +2, Use Magic Device +13; Racial Modifiers brigand Languages Common, Draconic, Hallit, Sylvan SQ gladhandling, jack-of-all-trades, quick change, streetwise, versatile performances (oratory, percussion, wind) Combat Gear wand of burning hands; Other Gear +2 chain shirt, +1 rapier, mwk light crossbow, mwk longspear, sling, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork Bagpipes, sunrod (2), trail rations (10), waterskin, 4 gp, 9 sp -------------------- Special Abilities-------------------- Bardic Performance (move action, 26 rounds/day) Your performances can create magical effects. Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Gladhandling Use Bluff to improve attitude, but the attitude becomes worse 1 minute later. Earn double for perform checks. Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school. Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained. Quick Change (1/day) (Ex) Take 10 on bluff and disguise checks, and 1/day take 20 as a standard action. Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC. Streetwise +5 (Ex) You add half your bard level to Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information Versatile Performance (Oratory) +14 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks Versatile Performance (Percussion Instruments) +11 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks Versatile Performance (Wind Instruments) +19 (Ex) You may substitute the final value of your Perform: Wind Instruments skill for Diplomacy or Handle Animal checks -------------------- Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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Post by Gigermann on Aug 5, 2020 14:25:13 GMT -6
Damara Kovac- Riverfolk; foreign accent
- Wicked smart, devious businesswoman
- Runs (will) brothel ops; "speaks softly but carries a big stick"—with spikes…poisoned spikes
- Likes girls (too)
- Class=Expert? Maybe Rogue
- Streetwise contact
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Post by Gigermann on Nov 4, 2020 19:12:15 GMT -6
wnvgI2M61-81-8
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Post by Rigil Kent on Nov 4, 2020 19:43:53 GMT -6
Walays mac CellachMale human (Kellid) bard (street performer) 11 (Pathfinder RPG Advanced Player's Guide 85) CG Medium humanoid (human) Init +2; Senses Perception +10 -------------------- Defense-------------------- AC 20, touch 14, flat-footed 18 (+6 armor, +2 deflection, +2 Dex) hp 77 (11d8+22) Fort +4, Ref +9, Will +9; +4 vs. bardic performance, language-dependent, and sonic -------------------- Offense-------------------- Speed 30 ft. (20 ft. in armor) Melee +1 boar spear +9/+4 (1d8+1) or . . +2 rapier +12/+7 (1d6+2/18-20) Ranged +1 light crossbow +11 (1d8+1/19-20) Special Attacks bardic performance 29 rounds/day (move action; dirge of doom, disappearing act [DC 20], distraction, fascinate [DC 20], harmless performer [DC 20], madcap prank [DC 20], suggestion [DC 20]) Bard (Street Performer) Spells Known (CL 11th; concentration +16) . . 4th (3/day)—hallucinatory terrain (DC 21), greater invisibility, shocking image[UC] . . 3rd (5/day)—invisibility sphere, major image (DC 20), see invisibility, thundering drums[APG] (DC 18) . . 2nd (5/day)—blur, glitterdust (DC 17), invisibility, minor image (DC 19), mirror image . . 1st (7/day)—disguise self, flare burst[APG] (DC 16), grease, magic aura, silent image (DC 18), vanish[APG] (DC 18) . . 0 (at will)—dancing lights, detect magic, ghost sound (DC 17), light, prestidigitation, read magic -------------------- Statistics-------------------- Str 10, Dex 14, Con 12, Int 15, Wis 14, Cha 20 Base Atk +8; CMB +8; CMD 22 Feats Additional Traits, Alertness, Combat Expertise, Greater Spell Focus (illusion), Minor Spell Expertise[APG], Spell Focus (illusion), Weapon Finesse Traits brigand, fast-talker, Magical Talent (Mage Hand), riverfolk (river kingdoms) Skills Acrobatics +5 (+1 to jump), Appraise +10, Bluff +25, Climb +1, Diplomacy +19 (+24 to influence crowds and gather information), Disable Device -2, Disguise +14, Escape Artist +5, Intimidate +12 (+17 to influence crowds), Knowledge (arcana) +8, Knowledge (dungeoneering) +6, Knowledge (history) +6, Knowledge (local) +11, Knowledge (nobility) +7, Knowledge (planes) +16, Linguistics +7, Perception +10, Perform (oratory) +18, Perform (percussion instruments) +12, Perform (wind instruments) +19, Profession (sailor) +8, Ride +0, Sense Motive +18, Sleight of Hand +14 (+19 to conceal a weapon stored within, and casual inspection does not reveal it at all), Spellcraft +11, Stealth +3, Swim +0, Use Magic Device +14; Racial Modifiers brigand Languages Aquan, Common, Draconic, Gnome, Hallit, Sylvan SQ gladhandling, jack-of-all-trades, quick change, streetwise, versatile performances (oratory, percussion, wind) Other Gear +2 chain shirt, +1 boar spear[APG], +1 light crossbow, +2 rapier, headband of mental prowess +2 (Int, Cha), ring of protection +2, sheath of bladestealth[APG] -------------------- Special Abilities-------------------- Bardic Performance (move action, 29 rounds/day) Your performances can create magical effects. Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack. Gladhandling Use Bluff to improve attitude, but the attitude becomes worse 1 minute later. Earn double for perform checks. Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school. Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained. Minor Spell Expertise (Silent Image, 2/day) (Sp) The selected spell becomes a spell-like ability, 2/day. Quick Change (2/day) (Ex) Take 10 on bluff and disguise checks, and 1/day take 20 as a standard action. Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC. Streetwise +5 (Ex) You add half your bard level to Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information Versatile Performance (Oratory) +18 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks Versatile Performance (Percussion Instruments) +12 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks Versatile Performance (Wind Instruments) +19 (Ex) You may substitute the final value of your Perform: Wind Instruments skill for Diplomacy or Handle Animal checks Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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