Shadowrun312 |
1 person marked this as a favorite. |
Setting: The adventure takes place at the end of the Age of Darkness in Galarion. The Starstone that impacted Galarion nearly 1,000 years ago in -5293 AR, and the current year is -4294. The cloud of fine dust created by Earthfall that caused the Age of Darkness finally begins to lift. The people of Golarion again see the full light of the sun after its absence of nearly a thousand years. This heralds the Age of Anguish as primitive people struggle to build new empires and forget the horrors of the past millennia. Many races are trying to rebuild, grow and gain power once more as the land is coming out of chaos. Currently the Orcs are still roaming the lands and causing chaos among people trying to rebuild. The ground still in the stages of non-fertility and only small portions of the world has become fertile enough for farms to prosper. There is still several places that are under ash from the excessive fall that have befallen the world causing dead trees and muddy swamps.
Character Builds: There will be a 6 party selection with a primary healer and off healer required.
- Level: “1st”
- Stats: “25 point buy”
- Race: “Core, and other Paizo Races” | Exception: no “Svirfneblin, Drow, or Orc” and no 3rd party
- HP: ” ½ HD +1, max at first”
- Traits: “Two” no major drawbacks for extra feat and no standard drawback for extra trait.
- Classes: “No 3rd party, but all Paizo classes accepted except Summoner”
- Feats: “Extra feat for anti-hero, no hero points”
- Alignment: “This game is going to be a good campaign, no character can be CN, or any Evil.
- Wealth: “All players start with 100g. The world is in a rise to civilization so supplies are limited.”
- Skills: “All players receive 4 additional skill points to their class, as you will need them”
Application: All characters must be fully completed in order to be considered for the campaign.
Character Selection Date: October 23rd, 2015
You must have:
- Character sheet correct and complete
- Background
- Goal for your character or a reason for moving forward such as revenge for parent/spouse, end the Orc chaos, etc. The choice is yours.
- Display your RPing skills: Something short but concise. Example or link to a previous character post.
Starting Location: The group will start out in Avistan, in the Kyonin Elven forest: the City “Walking Man”, one of the fastest growing areas with plenty of food, but outside of Kyonin it’s still a scary place beyond the forest, but be warned the forest is no place for commoners either and many still fear the invading Orcs. Kyonin
Additional information: The campaign is going to be very long, and I can’t assure that you will level up regularly, as time progresses you will level up but only time will tell. Furthermore, I will be posting as often as I can to the campaign which will be about once or twice a week. There will be times that I am capable of posting more than that but that will depend on my schedule. I like details and I will do my best to give the details as clear as possible, though I am not perfect. I encourage role play amongst each other and as long as actions don’t adversely affect play I am fairly relaxed about environmental interactions.
– Example: (Bad) “I run up to the NPC and kill him after beating him down, then I burn down the tavern that everyone was in.”
– Example: (good) “The bartender accepted my tip and gave me a quick pat on the back, while me and jimmy in the back had a spar to test our skills, apparently his skills were as good as mine or better.”
More elaborate details are acceptable but I think you understand the difference.
My experience with Galarion is limited so I am expending my knowledge as I go so bare with me. I will make judgment calls as I need to but I try to stick to the rules as close as possible. I have run several games before but majority of them are house based and completely of my own design.
House Rules: “If anything I say is wrong or not correct don’t hassle me amount rules, I do my best to follow them. It will be what I say it is at that time and then you can PM me later to inform me of the correct rule with link as proof, I will decide if I wish to accept it or not for future encounters.”
Player vs Player: “Banter is ok such as hatred for one another or dislike due to character concept, but if it comes to in game attacks on one another that is not a result of sparring I will kick both players from the campaign. This is a group campaign and players should get along or work together for a common goal, not PVP.”
The Archlich |
@Shadowrun: do you need me to post Dommer Heineous's sheet/stats here, or is it enough to have it on the profile?
oyzar |
Tentative interested. Probably with a heaven's oracle with the spirit guid archtype. As a full divine caster the character could work as the primary healer, but won't be amazing at it until channeling is an option through spirit guide -> life at level 7. If my character does end up as the primary healer we might have to rely on wands as I plan on mainly using the spells for other things. Would fit quite nicely for the "backup healer" role, though if others are more dedicated to that task I could also see going the entire game without casting much in the way of healing.
I'm also worried about the stated activity though. I find that games with frequent posts tend to run smoother and is more fun for all involved. Still life is what it is and we'll just have to do the best we can with it.
I'll have a completed submission with an alias up later.
GoatToucher |
Horst Ironbrow
Neutral Good Dwarf Cleric of Torag-1
HP: 11
AC: 17
Str:14
Dex:10
Con:16
Int:10
Wis:18
Cha:12
Traits:
Birthmark: A portwine warhammer in the middle of his forehead.
ToilCrafter
Feat: Extra Channel
Skills:
Craft: Weapons - 4
Craft: Armor - 4
Diplomacy - 5
Heal - 8
Knowledge: History - 4
Knowledge: Religion - 4
Sense Motive - 8
Domains:
Artifice: Mending at will, damage constructs
Protection: +1 to Saving Throws
Spells:
0: Detect Magic, Create Water, Light, Purify Food and Drink
1: Bless, Bane, (D) Sanctuary
Channel Positive Energy 1d6 7/day, DC 11
Equipment: Scale Mail, Heavy Wooden Shield, Warhammer, Dagger
Horsht came of age in the Temple of Torag in the nascent Sky Citadel of Janderhoff. He was raised to be dedicated to his community, but, while he respected the rules and traditions that allowed his culture to run in those early days above ground, he would regularly violate some of them when he felt the need was great. His masters bristled at this, and while they found him an effective servant of their god, they also found him to be a nuisance and disruption to the well oiled process of citadel construction.
As such, soon after coming of age, Horst was sent on a mission to contact the races of the surface, to find what resources they had that might suit the purposes of Janderhoff, and to make alliances that would benefit his home.
To protect the weak and innocent in general, but to help support his home and keep it safe specifically. To return home with knowledge, resources, and/or alliances to help secure Janderhoff's future.
Horst eyed the three men carefully. The short one adopted a friendly, almost obsequious mein that caused his beard to bristle. The fat one eyes Horst coolly and allowed his hand to rest on the knife at his side, and the tall one covered his face, but something in the tone of his skin and the color of his brow hinted "orc" to Horst.
"Thank you, friends, but I think I'll find my own lodgings tonight."
The tall and fat men intercepted him as the tried to pass by.
"No..." said the small man "we -insist-."
Noriel Dregon |
Submissions
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.
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Current Update on Completed Submissions:
Name - Class - Race
Warrior:
- Dommer Heineous - bloodrager - Skinchanger(wereboar-kin)
Caster/Arcane:
- Open
Healer/Divine:
- Horst Ironbrow – Cleric- Dwarf
Rogue/Skills:
- Open
I look forward to more completed characters as the submission process continues.
Noriel Dregon |
House Rules: “If anything I say is wrong or not correct don’t hassle me about rules, I do my best to follow them. It will be what I say it is at that time and then you can PM me later to inform me of the correct rule with link as proof, I will decide if I wish to accept it or not for future encounters.”
Noticed words "amount rules" in description was auto corrected wrong and should be "about rules".
Shadowrun312 |
@Sir Longears: True but history is a bit unwritten in this era, so gnomes are not banned. You could easily use a single gnome as part of a scouting party fitting in with there endless curiosity from the First World as they call it. More detail could detour from that but ideally the same idea.
@Horst IronBrow: The anti hero is not optional, you are still hero's as it is a good campaign, but no hero points. This grants you an extra feat rather then nothing at all for removing the hero points from the campaign.
Horst IronBrow |
Adjusted:
Horst Ironbrow
Neutral Good Dwarf Cleric of Torag-1
HP: 11
AC: 17
Str:14
Dex:10
Con:16
Int:10
Wis:18
Cha:12
Saves:
Fort:+6
Ref:+1
Will:+7
(+2 vs poison, +4 vs Spells and SLAs)
Traits:
Birthmark: A portwine warhammer in the middle of his forehead.
ToilCrafter
Feat: Extra Channel, Steel Soul
Skills:
Craft: Weapons - 4*
Craft: Armor - 4*
(*+2 when working with metal or stone due to Craftsman Alt. Racial Trait)
Diplomacy - 5
Heal - 8
Knowledge: History - 4
Knowledge: Religion - 4
Sense Motive - 8
Domains:
Artifice: Mending at will, damage constructs
Protection: +1 to Saving Throws
Spells:
0: Detect Magic, Create Water, Light, Purify Food and Drink
1: Bless, Bane, (D) Sanctuary
Channel Positive Energy 1d6 7/day, DC 11
Equipment: Scale Mail, Heavy Wooden Shield, Warhammer, Dagger
Shadowrun312 |
Possible Characters not yet completed.
- Geokineticist (elemental ascetic)
- Oracle
- Druid
- Varisian Magus
All of these suggestions are great, and I look forward to the finish products. Play what you want to play, You still have two weeks before I will start the campaign, remember there are six slots open for selection.
The Dragon |
Female NG Elf
Magus [Eldritch Archer] 1
Initiative +5, Perception +6
AC 17, T 14, FF 13, CMD 16
Hp 10, 1d8+2
Fort +3, Ref +4, Will +2
Speed 30ft
Melee
...Dagger +2, 1d4+2 (19-20)
Ranged
...Longbow +5, 1d8+2 (*3)
...Dagger +4, 1d4+2 (19-20)
Spells
0th - DC 13
0 - Daze
0 - Disrupt Undead
0 - Ray of Frost
1st - DC 14
1 - Color Spray
1 - Magic Weapon
Str 14, Dex 18, Con 12, Int 17, Wis 10, Cha 8
BAB/CMB: +0/+2
Feats: Point Blank Shot, Precise Shot
Traits: Warrior of Old, Magical Lineage(Snowball)
Skills: Acrobatics +8, Knowledge(Arcana) +7, Perception +6, Spellcraft +7, Stealth +8
Racial Traits: Elven Immunities, Eternal Grudge, Fey Thoughts(Acrobatics & Stealth), Keen Senses, Low-Light Vision
Class Features: Arcane Pool(4), Ranged Spell Combat, Ranged Weapon Bond
Gear: Masterwork Composite Longbow [+2 Str] (free from ranged weapon bond) 5 daggers, studded leather armor, spellbook, quiver, 20 arrows, remaining gold.
I figured this was an entirely fitting game to try out the new Eldritch Archer archetype in. It's a character I've been wanting to play for a while, so finally getting to do so is lovely :)
The Dragon |
New book. Pathfinder Player Companion: Heroes of the Streets. Isn't on the d20pfsrd yet.
Looks awesome: think Arcane Archer, but done right, on a magus base. It does about what you think it would.
A quick rundown of the abilities:
1) Ranged Spell combat. This is just spell combat with a ranged weapon.
2) Ranged Weapon Bond. This is like Arcane Bond, but it makes it so you can cast spells with somatic components while holding it, and you don't get the '1 wildcard spell per day' thing.
3) Ranged Spellstrike. Like spellstrike, but with ranged touch spells instead. Range is limited to the spell's maximum range.
In addition, it changes which enhancements arcane pool can put on weapons a bit.
Further, it switches out Counterstrike and introduces two new arcana, which probably won't be relevant to this game, since counterstrike is at level 16, and the arcana require level 9 and 12, respectively.
Aerek |
Submitted for your approval...
Aerek
NG Kellid geokineticist (elemental ascetic) 1
Height: 6'5"
Weight: 170 lbs.
Hair: Black
Eyes: Green
HP: 12
AC: 12
Str:14
Dex:14
Con:16
Int:12
Wis:14
Cha:13
Saves:
Fort:+5
Ref:+4
Will:+4
(+1 to Fort and Will when below 1/2 hit points)
Traits:
Pain Is Pleasure: +1 to Fort and Will when below 1/2 hit points
Witness to Nature's Cruelty: +1 trait bonus to Heal and Survival checks, Survival is class skill
Feats: Alertness*, Familiar Bond (raven)*, Iron Will
Skills:
Acrobatics +6
Heal +7
Intimidate +5
Perception +8
Sense Motive +4
Stealth +8
Survival +9
Use Magic Device +5
Kineticist Wild Talents Known:
Infusions – kinetic blade, kinetic fist
Kinetic Blasts – earth blast (1d6+4)
Utility – basic geokinesis
Languages: Common, Giant, Hallit
Gear:
battle mask (50 gp), explorer's outfit (free), neck guard (10 gp), tribal tattoo (1 gp), weighted spear (10 gp), 29 gp.
Ruhk
Raven familiar (figment)
N Tiny animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +6
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +2
Defensive Abilities recurring dream
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
SQ alertness, empathic link
Recurring Dream (Su) If Ruhk dies, it vanishes, appearing again with 1 hit point after Aerek awakens from a full night's sleep. If he ever strays more than 100 feet from its master, enters an antimagic field, or Aerek is rendered unconscious, Ruhk disappears until the next day.
A warrior touched by the spirits of nature, Aerek has wandered far afield of his native lands to the north in search of his fate after losing his love to another of his tribe.
Aerek seeks to prove himself a capable warrior so that he can earn a place of honor in the oral traditions of his people.
Shadowrun312 |
Submissions
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.
.
Current Update on Completed Submissions:
Name - Class - Race
Warrior:
- Dommer Heineous - bloodrager - Skinchanger(wereboar-kin)
- Aerek – geokineticist – kellid (human)
Caster/Arcane:
- Name(unknown) – - Witch – Changling (Pending Submission)
- Seliane – Magus [Eldritch Archer] – Elf (Pending background, Sample Post, Goal)
Healer/Divine:
- Horst Ironbrow – Cleric- Dwarf
Rogue/Skills:
- Madam Zorza – Catfolk – Rogue (Pending Background, Sample Post, Goal)
I look forward to more completed characters as the submission process continues. If I missed anyone let me know.
Qalifa |
We pledge ourselves to the safety of this village and the destruction of The Hoard.
Male sylph druid (sky druid) 1 (Pathfinder RPG Advanced Race Guide 158, Pathfinder RPG Bestiary 2 258)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
hp 8 (1d8)
Fort +2, Ref +3, Will +5
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Offense
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Speed 35 ft.
Melee dagger +1 (1d4+1/19-20) or
. . shortspear +1 (1d6+1)
Ranged sling +3 (1d4+1)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—speak with animals (birds of other flying animals only)
Druid (Sky Druid) Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, magic fang
. . 0 (at will)—guidance, know direction, purify food and drink (DC 13)
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Statistics
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Str 13, Dex 16, Con 10, Int 14, Wis 17, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Augment Summoning, Spell Focus (conjuration)
Traits child of nature, wind-carried voices
Skills Climb +4, Fly +6, Handle Animal +4, Heal +7, Knowledge (geography) +6, Knowledge (nature) +9, Linguistics +3, Perception +7, Profession (herbalist) +7, Sense Motive +3 (+4 to discern lies), Spellcraft +6, Survival +9 (+11 to find food and water)
Languages Auran, Common, Druidic, Dwarven, Orc, Sylvan
SQ air insight, nature bond (roc named tochrais), nature sense, wild empathy +1
Other Gear leather armor, light wooden shield, dagger, shortspear, sling, sling bullets (20), belt pouch, blanket[APG], flint and steel, holly and mistletoe, masterwork backpack[APG], mess kit[UE], spell component pouch, waterskin, 25 gp, 4 sp, 6 cp
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Special Abilities
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Air Insight +2 rounds duration when summoning air subtype creature.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Child of Nature (Survival) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wind-Carried Voices (Ex) +1 to Sense motive to detect lies, and can whisper to single target in 30 ft if outdoors.
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Born and raised in the Five Kings Mountains. Lived a simple life learning the ways of nature from the circle. Wondering the mountain peaks and valleys, hidden from The Hoard. We would do a small amount of trade with the short folk under the mountain.
One day while out looking for herbs and plants for food and medicine. I came across a Roc dieing from many wounds. Steel arrows piercing its breast and wings. I tried to heal her but, she was too badly injured for my meager abilities. She begged me to save her chick. Still in her nest unable to fly yet. I rushed up the the narrow trail. There in her nest were three orcs trying to put Tochrais(her chick) in a sack. Calling to father sky for aid an eagle swooped down on the orcs distracting them. I quickly ran in scooping up Tochrais and leaping over the nest. Falling as gently as a feather to the ground below. I quickly ran to my village. half a day away.
I told the elders of my encounter. They felt we were safe in our litle hidden valley. If only we had moved farther away. The orcs i encountered followed my tracks. Leading a war party. We were trapped in our little box canyon. only a few were able to hide or run. When it the orcs left we fled first to The Moutain folk begging for succor. But their great stone doors where shut and locked. Their ears deff to our cries. We fled north to the woods hoping for shelter and safety. We were found by rangers on the look out for trouble. They fed us listened to our story and brought us back to their village. I have pleadged myself to the people of Walking man. I will help them survive. With Tochrais by my side we scout the woods and it's borders. Help to heal the sick and wounded.
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Shadowrun312 |
Thank you Oalifa.
There is a bit of an issue with the gameplay thread, currently trying to get it in order with paizo. If it isn't fixed before recruitment is over, I will just start a new campaign thread and provide the link should it be needed. However, keep submitting your characters here as normal.
Shadowrun312 |
New Recruiting Page same information
As instructed I had to create a new campaign thread and this one will be removed after game play starts. Please start using this link to continue submissions. Thanks and sorry for the issues related to this campaign thread.