
Azalea Bramson |

Guards:
Henry Orisson, Guardsman
Maxis Harrison, Guardsman
Craftspeople:
Cadell Grimm, Blacksmith
Fragtop Dragfire, Alchemist
Geoffrey, Handyman
Celes Rose, Locksmith
Entertainers:
John Corner, Performer
Mael Boon, Musician
Establishment Holders:
Ajax, Publican
Azalea Bramson, Schoolmistress and archivist
Workers of the Land:
Arakar Vino, Vintner
Spur Harrison, Prospector

scranford |

I've taken the liberty of compiling the applicants for our DM's benefit. For the sake of simplicity, I've only listed characters with completed backgrounds or character profiles, sorted by professions and disciplines. If I've forgotten someone, by all means, please speak up.
Guards:
Henry Orisson, Guardsman
Maxis Harrison, GuardsmanCraftspeople:
Cadell Grimm, Blacksmith
Fragtop Dragfire, Alchemist
Geoffrey, HandymanEntertainers:
John Corner, Performer
Mael Boon, MusicianEstablishment Holders:
Ajax, Publican
Azalea Bramson, Schoolmistress and archivistWorkers of the Land:
Arakar Vino, Vintner
Spur Harrison, ProspectorWith Adria's departure, I am amused to note that I seem to be the sole female character around. :P
Dont forget Fritz

Azalea Bramson |

Guards:
Henry Orisson, Guardsman
Maxis Harrison, Guardsman
Craftspeople:
Cadell Grimm, Blacksmith
Fragtop Dragfire, Alchemist
Geoffrey, Handyman
Celes Rose, Locksmith
Entertainers:
John Corner, Performer
Mael Boon, Musician
Spiritual Guides:
Fritz Horton, Preacher
Establishment Holders:
Ajax, Publican
Azalea Bramson, Schoolmistress and archivist
Workers of the Land:
Arakar Vino, Vintner
Spur Harrison, Prospector

Karl "The Dragon" Franz |

just, one question, well actually two.
1.for a capt. of the watch/guardsmen, would a "longsword" fall under the need equipment? Just the sword mind you, and maybe a shield but I will be replacing it anyway.
2.will this be a NPC class only game, or will the players obtain the chance to level into classes, both RP wise and mechanically speaking, at some point?
sorry if these haven been asked, as I skimmed over the posts and didn't see anything pertaining to these.

Hoga the half orc |

5d10 + 50 ⇒ (3, 3, 9, 4, 6) + 50 = 75
It was, but it was far less welcoming than the family he'd lost. There were some who left food out for him, sometimes, but they had their own mouths to feed. He lived in the woods, able to stay fed on his own, usually.
When his luck wasn't so good, he'd wander closer, aware that some would want to hurt him because he was a half orc. Others recognized him as the harmless soul he was, and were not mean to him. He still kept his distance. It was a lonely life.
Half orc adept 3. More coming soon.

Lloyd Jackson |

5d10 + 50 ⇒ (6, 3, 9, 2, 1) + 50 = 711d10 ⇒ 10 80gp
Hedel
Female Half-orc Expert 3
N Medium Humanoid (Human/Orc)
Init +0, Senses: Scent, Darkvision
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 27
Fort +4, Ref +1, Will +4
CMD 13
--------------------
OFFENSE
--------------------
Spd 30
Melee: Greataxe +3; 1d12 + 1, Bite -2/+3; 1d4 + 1
Ranged: Javalin +2; 1d6 + 1
CMB +3
--------------------
STATISTICS
--------------------
Str 13, Dex 10, Con 16, Int 12, Wis 14, Cha 10
Feats: Keen Scent; Prodigy
Traits: Tusked, Harvester
Racial Traits: Bestial(+2 perception), Shaman's Apprentice(Endurance)
Skills:
Craft(Trap) +5, 1
Craft(Carpenter) +5, 1
Knowledge(Nature) +5, 1
Heal +6, 1
Swim +5, 1
Survival +6, 1
Perception +10, 3
Diplomacy +5, 2
Sense Motive +7, 2
Perform(Chant) +5, 2
Profession(Baker) +10, 3
Profession(Miller) +10, 3
Profession(Butcher) +6, 1
Profession(Trapper) +7, 1
Profession(Farmer) +6, 1
Languages: Common, Orc, Giant
SQ: Scent, Darkvision
Diety: Erastil
--------------------
Equipment
--------------------
Artisan's tools(Miller, Baker, Butcher/Trapper)
Greataxe
Mule
Kits(Cooking, Fishing, Rangers)
3x Bear Trap
Cart
3x Pig
3x Goat
Many chickens
3gp
In the dim light, the woman looks like the archtypical butcher or baker in children's stories or plays. Tall, big framed, and with the special kind of fleshyness that comes from a life of continuous work and plentiful food. The smell of baking bread wafts from the open doorway, accompanied by an old working chant. As you approach the singing stops and deep, for a woman's, voice greets you.
As she turns to face you, the jolly baker transforms into a monster from the same stories. Skin the color of pond-scum, jutting tusks, and twitching, pointed ears. Backlit by the open oven, you half expect to see a naughty child in her paws, ready to be saved, or cooked if the storyteller is feeling grim. With a grin to chill the blood, she slowly asks, Would you like a meat pie?
Hedel is the sixth of ten children, though only by a by a few moments. She just as easily could have been number five. Contrary to what you hear, plenty of half-orcs come from happy, or at least normally unhappy, unions, often between half-orcs. This was this case with her family.
Two half-orcs met and, like what happens to most of us, decided that they rather enjoyed one another's company and enjoyed it enough to not kill each other or the squalling brats when they inevitably came along. Being in a small town that, like many, followed Erastil and put great stock in such things as 'commitment' and 'tradition' the two got married. More children came, and more children, and some how a few more snuck in, which Hedel's father is firmly, or at least loudly, convinced that someone simply dropped off and forget to return for, surely he wasn't responsible for all of these. To which her mother would reply that yes he was and had he forgotten how it came about. Ah well then, perhaps you could remind me how its done, and, inevitably, soon after another child would sneak, or rather come lustily wailing, into the house.
And no, they are all, well most of them anyway, alive and doing well. Stop assuming that everyone's families had to have died or that their home life was terrible. Hedel's was quite good and if you visit her home you'll see that they are still doing well and are well liked by their neighbors. Few things cement a family's place in an Erastilite community like a dozen healthy children, though having someone willing to take all the night guard duties doesn't hurt. That's what her father is by the way, the night watchmen. Her mother raises children.
In a family with so many, the choice bits were usually taken before Hedel or her twin could get them. Either the older ones had grabbed them first, or they were being saved for the younger ones. Pondering on how to correct this injustice, Hedel was struck by the realization that the person making the food was always there first. Being first meant getting the best bits. So, making food would mean getting the favorite pieces, and probably extra pieces too. The rest, as they say, is history.
Hedel is the miller/baker of Bastrop, something that she takes great pride in. Having finished an apprenticeship to the baker in her hometown, Hedel heard about the growing hamlet's lack of a baker and decided to try making a place for herself there.
The mill, as with many other things, was a result of necessity. Bread requires flour after all. A small dam provides power to the stones, as well as making a fine pond for fishing or swimming.

Azalea Bramson |

Guards:
Henry Orisson, Guardsman
Maxis Harrison, Guardsman
Carl Franz, Guardsman
Craftspeople:
Cadell Grimm, Blacksmith
Fragtop Dragfire, Alchemist
Geoffrey, Handyman
Celes Rose, Locksmith
Hedel, Baker and Butcher
Entertainers:
John Corner, Performer
Mael Boon, Musician
Spiritual Guides:
Fritz Horton, Preacher
Establishment Holders:
Ajax, Publican
Azalea Bramson, Schoolmistress and archivist
Workers of the land:
Arakar Vino, Vintner
Spur Harrison, Prospector
No profession given:
Hoga

NerdOfTheYear |

@Gilthanis, my understanding is that combat would be fairly minimal aspect of the game. I'm down.
I think I remember the original GM saying it'd be something like 4 PCs versus 1 goblin, because that's all they can really face.
As for how I'd envisaged the game running, I'm a massive fan of the show Deadwood. For anyone that hasn't seen it, it's a 3 season TV show about a frontier town in the american gold rush, that progresses from a small town into a booming gold and trade hub. The show basically tracks the effects that this sudden growth and trade has upon how the town runs, but also on the people who live in this town. In particular, it deals with the idea of a "lawless" town with no formal government, evolving into having a town mayor and council and so on.
Not saying that's how it should run, but that would have been the direction I would have taken it.

Gilthanis |

I will think it over and see if I can manage 2 games as DM along with RL and my PFS games. I don't want to attempt it only to half-ass it or bail out for it would not be fair to everyone else involved.
I was toying with the idea if allowing anyone and everyone to join, since this would be more rp based, this allowing more interaction amongst PC and NPC alike?

Hoga the half orc |

Just an idea for a caveman world.
Races allowed: Human, Half Elf, Half Orc, Halfling
The other PC races exist, but are not generally friendly to humans. You may meet elves, dwarves, etc., but like any tribal group in these dangerous lands, they won't be very trusting of strangers.
Since falchions don't exist, half orcs are instead proficient with great clubs.
Classes allowed: Adept, Expert, Warrior.
All characters have knowledge (nature), perception, ride and survival as class skills. All characters are proficient with simple weapons that can be made without metal, and short bows. Crossbows don't exist.
Adepts are as written, with the following changes:
Adepts (like magic itself,) are rare and unique in this world. You must have a minimum of 15 wisdom and 13 intelligence to take a level of adept.
Adepts gain the Brew Potion feat at 3rd level, and bonus metamagic or item creation feats at 5th, 10th, 15th and 20th levels, as wizards.
Adepts gain 0 level spells per day as sorcerers. A 3rd level adept can prepare 5 per day, instead of 3.
The following spells are added to the adept's spell list:
0: Acid Splash, Detect Poison, Message, Spark
1: Goodberry, Shield of Faith, Snowball, Vanish
2: Spider Climb, Restoration, Lesser
3: Quench, Water Breathing
4: Air Walk, Restoration, Scrying
5: Breath of Life, Tree Stride, Wall of Fire, Wall of Thorns
Experts are as written, but may choose any 12 skills as class skills. They gain Rogue talents as a rogue of their level, and may choose 4 traits at 1st level.
Warriors are as written, but gain 4 skill points per level and d12 hit dice. They are proficient with medium armor (not made of metal) and wooden shields. They gain the Track ability (like Rangers), and can choose fighter-only feats, and begin play with Weapon Focus as a bonus feat.
Just some ideas. Treasure and WBL wouldn't work the usual way, since there's no money, in the normal sense.

Gilthanis |

I have a blacksmith/armor smith in the Woodbridge campaign. I have enjoyed it since day 1, and do give Terq a big kudos for making everyone feel important and give each of us our own spotlight moments.
I find the "primitive" game intriguing as well, and could see a lot of diversity and fun builds there too. Any other though on the primitive or Terq's campaign?
If the consensus is to join Terq or start the primitive game then I will yield to them. If nobody steps up then I will take over the game :)

Gilthanis |

Hoga, I'm interested. Would you allow adepts access to the witch's hexes, perhaps through feats or instead of spells?
Gilthanis, what is this Woodbridge game?
Woodbridge is a campaign where Terquem is the GM, and I think they would be able to explain it better that I. He posted a few posts above this, so I would suggest asking them about it more.