Swords, Sex and Sorcery (D20 casting call)

This conversation reminds me of one of the sayings at our gaming table that has become a quote. When we get off topic to bring us back in we usually say "Let's get back to the Ass-to-mouth". There's a story behind it...of course now that I read this I'm not sure I want to retell it...
 
MANY APOLOGIES TO YOU ALL, I appear to have left caps lock on, but anyway, Ive been run off my feet lately and haven't been able to post, but now I'm back and will have a post up in no time.
 
And I'm back. My monitor died yesterday morning and I just got the replacement installed.
 
Guess who just got back today? Those wild-eyed boys who have been away...

Yay! The boys are back in town!

For a while there I was forseeing it being me and the girls, leading to death by sexual exhaustion for poor Tarik.

*cough* Which would obviously be a terrible thing.
 
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[b]Name:[/b] Siria Haernwald
[b]Age:[/b] 18
[b]Race:[/b] [url=http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/changeling]Changeling[/url]
[b]Gender:[/b] Female
[b]Class:[/b] Monk (Martial Artist) 4
[b]Alignment:[/b] Chaotic Good

Strength 	8	(-1)
Dexterity 	18	(+4)
Constitution 	10	(0)
Intelligence 	10	(0)
Wisdom 		20	(+5)
Charisma 	20	(+5)

[b]Size:[/b] 	Medium
[b]Height:[/b] 5'7"

[b]Total Hit Points:[/b] 36 

[b]Speed:[/b] 40 Feet (Monk)

[b]Armor Class:[/b] 
    Regular:      23   = 10 + 5 (Wis) +4 (Dex) +1 (Monk) +1 (Dodge) +1 (Changeling, NA) +1 (Wristabnd)
    Touch AC:     21   = 10 + 5 (Wis) +4 (Dex) +1 (Monk) +1 (Dodge)
    Flat-footed:  18   = 10 + 5 (Wis)          +1 (Monk) +1 (Dodge) +1 (Changeling, NA) +1 (Wristabnd)

[b]Saving Throws:[/b]
    Fortitude:		+ 5	= +4 (Base) +1 (Resilient Trait)
    Reflex:		+ 8	= +4 (Base) +4 (Dex)
    Will:		+ 9	= +4 (Base) +5 (Wis)

[b]Combat:[/b]
    Initiative modifier:      + 6     = +4 (Dex) +2 (Reactionary Trait)
    Combat Maneuver Bonus:    + 9     = +4 (Monk level) +5 (Cha)
    Combat Maneuver Defense:  + 29    = 10 +4 (Monk level) +5 (Cha) +4 (Dex) +6 (Wis +1, Monk)

    Attack (unarmed):         + 9     = +3 (BAB) +5 (Cha) +1 (WFoc)
    Attack (Flurry of Blows)  + 8/+8  = +4 (Monk level) +5 (Cha) +1 (WFoc) -2 (Flurry penalty)
    Attack (missile):         + 5     = +3 (BAB) +4 (Dex) -2 (Shakey Trait)

    Damage (unarmed):      1d8+1d6+9  = 1d8 +5 (Cha) +2 (Changeling) +2 (WSpec) +1d6 (Amulet, acid)

[b]Languages:[/b]	
    Common

[b]Traits:[/b]
    Resilient (+1 Fort Save)
    Reactionary (+2 Initiative)    
    Scribe (+2 Profession(Scribe))

[b]Flaws:[/b]
    Shakey (-2 to hit on ranged attacks)

[b]Feats:[/b]
    Morning Preparations *
    Dodge
    Strike with Inner Strength *
    Weapon Focus (Unarmed Strike)
    Weapon Specialization (Unarmed Strike)
    Power Attack

[b]Skills:[/b]                        Ability    Ranks  Class  Misc
    Acrobatics         +11 =   +4 (Dex)   +4     +3
    Climb              + 3 =   -1 (Str)   +1     +3
    Diplomacy          + 6 =   +5 (Cha)   +1     - 
    Escape Artist      + 8 =   +4 (Dex)   +1     +3
    Perception         +12 =   +5 (Wis)   +4     +3
    Profession(Scribe) +11 =   +5 (Wis)   +1     +3     +2(Trait)
    Stealth            +12 =   +4 (Dex)   +4     +3
    Sense Motive       +12 =   +5 (Wis)   +4     +3

[b]Favored class points:[/b] 
    Hit points 		4
    Skill points 	0

[b]Monk Skills:[/b]
    Unarmed Strike
    Flurry of Blows
    Stunning Fist: Target must succeed on DC 18 Fort save or be stunned for a round (4/day)
    Evasion: No damage on successful Reflex save
    Fast Movement: + 10 feet
    Maneuver Training: Used Monk level instead of BAB for CMB and CMD
    Pain Points: +1 on critical hit confirmation and Stunning Fist DC
    Exploit Weakness: Check gives +2 to hit and bypasses DR for the round 
    Martial Arts Master: Monk levels count as Fighter levels to qualify for feats
    

[b]Changeling Skills:[/b]
    Daughter of an Annis hag: +1 to melee damage
    Natural Attacks: Retraceable Claws give +1 to unarmed damage
    AC bonus: +1 to natural armor
    Darkvision 60 feet

[b]Equipment:[/b]
    Amulet of Mighty Fists (Corrosive, +1d6 acid damage)   5000g
    Wristband of Armor +1                          1000g
    Quill and Ink
    Linen Tunic
    Leather Pants
    Leather Boots
    Belt with Pouch
    Bag slung over her shoulder
    Bedroll
    Hospitality papers

[b]Gold:[/b] 1g


---------------------

*New Feats:

[b]Strike with Inner Strength (Combat)[/b]

You use your inner strength rather than brute force to deliver devastating unarmed attacks.

[b]Prerequisites[/b]: Cha 13, base attack bonus +1, Improved Unarmed Strike.

[b]Benefit[/b]: As long as you are fighting unarmed you can replace your Strength bonus with your Charisma bonus to determine melee to hit chance and damage as well as Combat Maneuver Bonus and Combat Maneuver Defense.

Monks can choose Strike with Inner Strength as one of their bonus feats.


[b]Morning Preparations (Special)[/b]
By pressing ones body to the limit they can turn it in to a lethal weapon, but like all weapons it can tarnish without the proper care.

[b]Benefit[/b]: By exercising/meditating for a small time every morning, a martial artist may add +1 to any one of their save bonuses for the rest of the day.

Appearance:
Siria sports the hallmark physical attributes of her true race. A tall slender woman with almost unnaturally pale but flawlessly soft skin and shoulder length smooth raven black hair. But even among her own kind her beauty would be outstanding, her face sporting the delicate, almost angelic features, high cheek bones, a perfectly proportioned nose and a pair of large, dreamy eyes. That impression was completed by her toned, well shaped limbs leading up to her trim and firm small behind, and her outstanding breasts, almost unfittingly large and plump for a frame so frail. The only feature an acute observer might find distracting are her eyes, the right one a shining blue, the left one a sparkling red.

Backstory:
It is small things that can make life miserable. Small things that set you apart. Small things like having one eye crystal blue as the ocean and the other sparkling red like a precious ruby. And that which humans do not understand they fear and reject. Such was Siria's fate for as long as she could think back. Born the third and youngest child to a town clerk she never met her mother who died at her birth, and it was only the social standing of her loving father that shielded her from the worst abuse. Still, more often than not the naturally curious and easygoing girl was the target of derision and malice, her friends few and far between. As she grew older, things took a turn for the worse, as a particularly ill behaved group of boys made her the target of increasingly frequent physical abuse. This could have been her undoing, if not for one very fortunate incident.

About twice a year a traveling merchant frequented the remote towns of the kingdom, trying to earn his living by bringing exotic wares from faraway lands - or so he claimed. Siria found all this alien merchandise very intriguing and regularly used the opportunity to get at least a faint taste of the world beyond her horizon. Upon one of these visits she noticed an old, half decayed tome, a true shelf warmer among the mostly illiterate populace. Some instinct or intuition, however, told her to purchase this book, and the charming innocence of youth combined with the prospect to get at least a few coins and free up space caused the merchant to part with the folio for a very reasonable price.

It turned out the tome - once one had managed to fight through the partially incomplete or withered pages - had a very valuable content. After the apparently purely esoteric opening chapters it delved deeply into how to mobilize the inner reserves of ones body and - much more relevant for the physically weak and tormented girl - how to turn them into a means of very efficient self defense. In secret she began with the described exercises, suffering for another half a year while she built her skills, until one day she deemed it appropriate to strike back. After that day the four biggest bullies sported several prominent bruises and her physical abuse apruptly stopped.

This did improve her situation only slightly, though, as in the narrow minds of the villagers a girl simply was not supposed to be able to beat up several boys at once. The climate around her cooled down even more, became almost icy, and the sociable girl was increasingly shunned and starved for contact outside her family. And so it was an easy decision when news of the newly discovered faraway land reached these backwater regions that she would go. Somewhat naive, likely, and not truly aware of what she would have to expect that fabled continent could be a place to start anew, freed of her prejudice laden past. So Siria packed her meager belongings, among them the pendant she had found wedged between the pages of the old book which could make her hands burn like acid, as well as her modest savings, and set out for Rania.
 
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I love the character. I was confused at first till I read that feat. Cha based monk. That is great. And the martial artist archetype is the bee's knees. Bravo.
 
Hello HotKittyGirl, that was a fast response. I was about to add some explanation to my post out of nowhere, but you beat me to it. :)

Without further ado, the post two posts above contains the approved by our GM version of the character I would like to add to your lovely group. What we are still working on is a suitable way to integrate Siria into the group.

The basic premise, also something that might throw a wrench into the regular schemes, is that she is not really an adventurer - yet. She, maybe a bit naively, had assumed that for starters she could easily find work as a scribe in the new world, her primary intention being to have a new beginning. Sadly all her savings were spent for the ticket.

That said kittenofdeath and I have thought up the following possible schemes:

1) Rather generic: She is assaulted in the streets by two ruffians and has no choice but to demonstrate her hand-to-hand proficiency. At least one group member notices and approaches her.

2) Things did not work out as she had planned, and the administration has no open position for her. So in a last desperate attempt she has to resort to freelance work, performing reading and writing duties for the illiterate populace. As it happens one of her customers is Zell, and she is coincidentally with the group just when - trouble happens.

3) [That is where your grand suggestions come in]
 
Well that's my specialty. :p

I also assumed such since KoD had said he had some people interested. Glad to have you aboard.

As to how to join the group. That needs to be brainstormed on. Since we seem to have a issue with getting the current people together at the moment.

But maybe, the group as a whole (including Zell and Nizzre) have to help her out of a situation. It could be a great opportunity for all of them to band together with an equal goal, might help take the edge of the animosity that seemed to be seething still. Just my humble opinion. It lacks any details though.
 
I should also add that I have not read through the whole thread yet, only the opening posts. That was not out of laziness (well, maybe a bit) but also since my character anyways does not know what happened there, and so knowing it myself might just have a negative influence on the authenticity of my posts. You know, the same phenomenon why the GM in RL tabletop games sometimes has to leave the room with one or more players. :)
 
Yah gotta keep the meta-gaming to a minimum. Sometimes its hard to ignore in person though. hah.
 
Yup, just sitting there, knowing that that other player's character is scamming yours, and NOT purely coincidentally performing just the right actions to uncover that scheme.

Edit: That was in reply to HotKittyGirl :)

Edit 2: *hugs back*
 
Post is being heavily edited for errors on my part.
 
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Hah. Herro. I dunno what KoD's ultimate plan was so I can't say anything. But the more the merrier I say.
 
Heinrich is a funny name for a girl...

****

As for metagaming...

I was once a ref for a big multiplayer forums game on the WOTC boards, and an NPC was having a private conversation with one of the PCs, in a private booth, with a crossbow cocked and aimed at the curtains.

A different player decided to metagamishly know they were there and burst into the booth. He was warned not to metagame, but went ahead anyway.

Shame the NPC has a twitchy finger... Mr Metagamer took a critical from a crossbow bolt, plus sneak attack damage - died instantly. With no fiddling of dice on my part.
 
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