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Found 10 results

  1. aishwaary anant


    From the album: Character Design [Gaming Project]

    Digital Character Design... *Nagraj* photoshop cs5. work for client...

    © aishwaary anant

  2. aishwaary anant


    From the album: Character Design [Gaming Project]

    Digital Character Design... *Nagraj* photoshop cs5. work for client...

    © aishwaary anant

  3. Fede Liderra ,, ,, ,, Character Sheet "[bigger]LIDERRA FEDE[/bigger] Male Paladin 1 Init +4; Senses Perception +0, Low-light Vision ==DEFENSE== AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex) hp 11 (1d10+1) SR 0 Fort +3, Ref +4, Will +2 Armor Chainmail, Medium, Cap of Light Defensive Abilities Mental Immunity (PFARG 217), Immune to Paralysis (PFARG 217) ==OFFENSE== Spd 20 ft/x4 Melee Masterwork Greatsword +3 (2d6+3) 19-20/x2 Ranged Masterwork Composite Longbow +5 (1d8) 20/x3 ==STATISTICS== Str 14, Dex 18, Con 12, Int 12, Wis 11, Cha 16 BAB +1, CMB +3, CMD +17 Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Point-Blank Shot (PFCR 131), Shield Proficiency (PFCR 133) Skills Diplomacy +7, Heal +4, Knowledge (religion) +5 SQ Aura of Good (PFCR 60), Detect Evil (PFCR 60) SU Weal's Champion (PFUC 64) MC Code of Conduct (PFCR 63-64) Traits Natural-Born Leader (Social) (PFAPG 330) Blessed Touch (Faith) (PPC:CoP) Languages Doak
  4. This thread is for general discussion of Navin by players and non-players alike. The main Navin forum is the only forum available for non-players to post in at this point; this is primarily to keep the game on track as we move forward. I'm also trying out the features as I come across them on the Games tab, so things might slide around a bit. I'll make News posts if I make a major change to the set-up of a forum.
  5. In an effort to get all character creation information in one page and not spread out over several posts in a PM (or me forgetting that talking to people in chat does not actually reach everyone in the game >.<), I will be putting up the CC rules here. I will update this post as/if things change, and I'll put up a shout box notice when I do. ,, ,, PC character creation: 25 High Fantasy point buy for your PC. Max starting hit points. Max starting gold. If I don't do it pretty quick, remind me that I am giving out an ST +2 stat bonus and a "benny". I am open to suggestions on the benny, it should be a fairly minor magical item or other minor (but useful, especially for a level 1 character) boon. I hate rolling for HP, as I think it creates a huge chance for disparity between characters. So, PCs, as special shiny guys, get full hit points each level. ,, NPC character creation: Standard pre-gen NPC stats. NPC classes only, Max level: 3. Starting gold as show on this page. This gold belongs to the NPC exclusively and cannot be used to buy gear for other characters or be added to the Treasury. Please make a complete sheet for each NPC even if you do not forsee them adventuring. With the simplified classes for NPC, that should still go pretty fast. NPCs get full hit points at first level and half, round down, each level after that. NPCs do not get Traits. ,, Follower character creation: As NPC character creation, but PC classes are allowed. Full hit points at first level and half, round up​, each level after that. ,, Cohort character creation: Heroic NPC stat blocks used and PC classes allowed. Heroic gold allocation. Full hit points at first level and half, round up, each level after that. ,, Kingdom additions to character creation: Each kingdom begins with 50 BP. The PC may exchange BP for 500 gp per BP to purchase leaders (25 gold per Turn per level) and adventurers (1 gold per day adventuring per level and an equal split of acquired loot minus one "first pick" by the PC), as well as to purchase additional/better equipment for the PC and any hire leaders/adventurers. These items are considered property of the state and stay with the kingdom, not the hired leader/adventurer. Ditto of a PC is killed or retires in the course of play. ,, ,, If I've missed something you remember me telling you, please post in this thread to remind me. Thanks!
  6. This is where we can talk and hash out setting-specific ideas and suggestions. Also, I have the Races of Navineh and The Nine threads locked as I don't want discussion posts or really any other posts beyond the official entries. As we flesh things out, just PM me or post somewhere like here what you'd like me to update. Personally, I'd PM me, that way I won't miss something in scroll. ,, The threads I'd love for you all to do to start with is individual threads about the starting culture, history, interesting non-crunchy bits about your races/proto-kingdoms. ,, Suggestions on other setting topics/ideas are also quite welcome! ,, We'll be using a lot of stuff out of the Monster manuals or bestiaries or whatever they're calling the creature books this time around, but I'd love to have some unique, Navin-specific flairs and twists on things, as well as any new creatures you guys would like to come up with and test out in the setting.
  7. Okay! So we've got pages! I've set up one for each race, viewable only by the IC account for that race and myself. This page will hold your super secrets kingdom info, such as your explored map, kingdom stats, etc. Mostly it's there for the map, since only I can change/add to pages from what I've seen, so we can't do rolls and whatnot there (meaning other people will be able to figure out your kingdom stats if they want to take the time to pay attention to your stuff), but still, I want to play around with the pages. ,, You'll be able to see links for all the pages in the navigation menu, but you'll get a "no permission" error message if you try to click into one that isn't yours or when you're not in your IC account. That's all for now. I'll add more info here if I make changes or discover new things. Feel free to post questions/complaints/requests about the pages.
  8. I've invited everyone in the PM by those accounts, though I'm still going to want kingdom/PC accounts for everyone. I've created an OOC Rank so I can set what areas you can post with your OOC account and what must be in you PC account. I'm getting pages set up for each race/kingdom and will be in general trying out every feature I can find for the Game tab so I actually know what we can do with them and let other ST's know.
  9. It was on that fateful night, several weeks ago, when the six of you 'met', so to speak. Well into your cups at the Sitting Duck in Falcon's Hollow, you all overheard a dwarf who called himself Druingar Glintaxe, also well into his cups, bragging about how he intended to brave 'The Crags' just north of Darkmoon Woods. With his shiny mithral armor and his magically glimmering battle axe, he bragged well into the night giving up more than a dozen locations to twice as many adventurers, gloating about riches, glory and ancient lores. For some it was the riches. For others the promises of glory. A scant few thought ancient lores sounded interesting... BUT! Whatever the case nearly ten of you found your way to the abandoned Gold Falls Mine, the richest place (or so Druingar claimed) for one to begin their first expedition into greatness. Through a harsh challenge of natural selection, infighting, greed, and just plain bad luck... you are the only six that survived that hell. The Cave Fisher that dwelled within the mine had been feasting on unlucky adventurers for what must have been years and you were fortunate to find yourselves quite a haul. Too bad about the other four guys... you promised you'd tip one back in their honor when you returned to Falcon's Hollow, except that jerk off Marty, he got what was coming to him. Anyway... On to your glorious return to Falcon's Hollow! Toilday 28 Arodus, 4711AR (Tuesday the 28th of August, 4711 Absolom Reckoning) The six of you return just before lunch, entering through the northern most gate, closest to the Sitting Duck. Jak'a'Napes, the only inn in town is just right down the road, not far off. It doesn't take any of you long to notice that something is 'off'. Now, being perched at the edge of civilized lands, the small town of Falcon’s Hollow has always had to rely on itself to solve its problems. Usually while the uncaring lumber barons squeeze the common folk for every last copper, deaf to their pleas. Just in the short trip it takes you to walk from the front gate to the inn, it's evident the people have a problem. The hacking coughs of the sick are heard throughout town. A plague seems to have come to Falcon’s Hollow and the town’s leaders can’t be bothered to stop it. ^ You see that? Not the question mark, the little '^' thing that looks like an up arrow. That's to make you look up at the red text. The red text is usually plot driven stuff that you guys should pay attention to. Do me a favor: DO NOT do all your characters dialogue in various colors of the rainbow. You're supposed to be IC so when you character talks so there's no need for you to type in red. If you're talking, I pretty much assume it's for something in game unless the halflings are talking to me again, but the Doc assured me I'm cured. If you have to use OOC, either use the Interest threat until we have an OOC one, or use a Spoiler Box. When I'm typing in black, it's "table talk" so you understand the situation better.
  10. Falcon’s Hollow Town nonstandard (Lumber Consortium); AL NE GP Limit 1,500gp; Assets 40,550gp Demographics Population 1,448 Type isolated (94% human, 3% halfling, 1% half-elf, 1% elf, 1% other races) Authority Figures & People of Interest Gavel Thuldrin Kreed, male human (Gavel of the Lumber Consortium) Magistrate Vamros Harg, male halfling (Magistrate-Elect) Sheriff Deldrin Baleson, male half-elf (Sheriff of Darkmoon Vale) Boss Payden “Pay Day” Teedum, male human (Overboss of the Lumber Consortium) Jak Crimmy, male human (Owner of the Jak’a’naps Inn) Lady Cirthana, female human (Cleric of Iomede, runs the Church) Sharvoaros Vade, male human (advisor to Kreed) Laurel, female human (Owns and operates Roots n’ Remedies) Kabran Bloodeye, male half-orc (Owns and operates The Rouge Lady) Brickasnurd Hildrinsocks, male gnome (Owns and operates The Goose n’ Gander) Places of Interest 1. The Cutyard: A bustling place full of lumberjacks and woodcutters hauling logs from the river and turning them into timber. 2. Lumber Warehouse: A storage place for extra timber. 3. Paper Mill: A smelly building full of vats and simple machines that convert wood refuse to pulp and pulp to paper. 4. Low Market: Open to everyone in town, the Low Market sells the High Market’s food leftovers (including meats and vegetables just starting to go bad), heavily salted meats, and other foodstuffs that barely survive their trip to the market. Nothing in the Low Market sells for more than a few gold, and almost everything is worth only coppers. 5. High Market: With access restricted by Boss Teedum’s most loyal “boys,” the High Market consistently serves only those with some amount of influence in the town (Thuldrin Kreed and his lackeys, Deldrin Baleson, Vamros Harg, and visiting Lumber Consortium bosses and managers). Kreed holds a lottery once per month to allow in nine lucky residents for up to 3 days. All residents who work for the Lumber Consortium (which is nearly everyone, but excludes such notables as Laurel, and Lady Cirthana) are automatically entered, as the drawing is done by employee number. The winning residents can bring along up to three family members. The High Market sells meats and vegetables without a hint of rot on them; nicely made clothes of materials other than canvas, cotton, and leather; spices (including a popular vendor who sells only salt); and various items that cost more than 10 gold coins. 6. Ferry Dock: A dock large enough to moor the passenger bearing ferries from elsewhere on the river. 7. Jak’a’napes: This leaning ramshackle inn located next to the town’s stables offers lodgings and food to the many travelers who pass through Falcon’s Hollow. The owner, a rotund red-faced human named Jak Crimmy, with a single wisp of bright red hair on his otherwise bald head, is a retired bard who sports an easy smile. Jak’s cinnamon crusted flapjacks are legendary in town, as is his skill at juggling frying pans and his astonishing marksmanship with a heavy crossbow (Jak is a man of many talents). 8. Hollow Tribunal: This is where the diminutive halfling Magistrate Vamros Harg dispenses merchant licenses, stamps mining and lumber claims, and passes judgment on criminal and civil cases. Harg is an attractive young halfling fond of finery whose romantic interests run toward his own gender. Most Falconers enjoy the irony of the Hollow Tribunal’s name, since the justice meted out there is rarely equitable. The fact that Harg is firmly in Gavel Thuldrin’s pocket is well known, but those who value their lives rarely utter it in public. 9. The Sitting Duck: Located a little too close to the town palisade for many folks’ comfort, the Duck is the local hot spot for adventurers, explorers, and other rapscallions looking for excitement. The tavern serves a potent local brew of fermented darkwood leaf that can floor an ogre in a few tankards. Raucous games of “knivesies” and “lefty-loosy” (two dangerous local recreational activities, both with a high rate of maiming) often rage late into the night. Many adventurers share tales of Darkmoon Vale, Droskar’s Crag, and other surrounding locations for the price of a mug of ale. 10. Darkmoon Lumber Headquarters: Base of operations for the business that runs this town. 11. Church of Iomedae: Falcon’s Hollow has few clerics. Despite little competition from other churches and a demonstrated record of concern for the town’s residence, Lady Cirthana, priestess of Iomedae, continues to struggle to win converts in the beleaguered town. Few townsfolk trust Cirthana, and most lay their medical concerns at the feet of Laurel. Most residents of Falcon’s Hollow avoid the temple of Iomedae as much as possible, as the Lumber Consortium has made itself clear in denouncing the meddling of the Inheritor in the town’s affairs. Many other religious sects who fled here from Olfden and larger cities to escape the Church of Light’s persecution resent the recent arrival of Iomedae’s followers. Tensions run high among congregations, often resulting in less-than holy brawls on the muddy thoroughfares of Worship Way. 12. Kreed Manor: Once the most impressive building in Falcon’s Hollow, Thuldrin Kreed has allowed the office to fall into disrepair, for the most part, while his own manor house continues to nearly shine in opulence. Kreed only uses this building to host important consortium guests and other official business he wishes to keep out of his private estate. Otherwise, this once grand and bustling building usually remains empty. 13. Vade’s Tower: Little more than a two-story shack, this is the home of Sharvaros Vade, a sullen hermit and wizard, and his son. 14. Roots and Remedies: Creeping ivy and full window boxes cover the facade of this rugged-looking, two-story shop bearing the faded sign “Roots and Remedies.” Owned by the local herbalist and healer, Laurel, the small, mud tracked shop smells of burnt earth and spicy incense. Bunches of dried herbs hang from the ceiling, along with dangling pots, presses, alchemical apparatuses, and glassware of more arcane purposes. Pouches of rare plants, jars of colored glass, and all manner of dried, preserved, and jellied animal parts fill high shelves and tables doing double duty as displays and workspaces. In the shop’s rear stand a rack of herbs, a table covered in stray powders and measuring equipment, and a pot that loudly bubbles whenever Laurel has the shop open. 15. The Rouge Lady: A burlesque and gambling hall that doubles as a brothel. 16. The Goose n’ Gander: The local general store in Falcon’s Hollow is run by the only gnome resident, Brickasnurd Hildrinsocks, who sells everything from standard amenities such as grain, lamp oil, ink, and mining supplies, to such rare oddities as alchemist’s fire, antitoxin, a petrified pseudodragon, and taxidermy nixies. The Goose n’ Gander does not carry ‘tools and skill kits’ (PF Core, pg. 158) not related to woodworking (saws, wedges, etc). In other words, he doesn’t carry spell books, thieves’ tools, or holy symbols.
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