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Buried Secrets

Game Master overfiend_87

Magnimar, a city filled with crime and oppitunity. The players each have an issue, most of them being plagued with nightmares of the city in flames and others having more personal problems. The one man with all the answer, the notorious Irthir.


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Hi all, DM Aron Marczylo here with a homebrew called, Buried Secrets. This will be Pathfinder, set in Golarian in the city of Magnimar starting at 1st level with 6 players.

Set up:

Magnimar, City of Monuments. It brings in all kinds of travellers, from scholars to study the ruins to hardened adventurers who wish to dive into the great Irespan in search of treasures. Neither of these things have brought you here, but something mysterious is going on in the world that you have yet to comprehend.

In this city you are to meet up with a man named Irthir. Well known in the criminal underworld as an enigma that has been around since early civilisation and is said to be able to get you anything you desire for the right price, yet holds a moral code by refusing to deal in slavery or those who wish to harm innocents.

You decided to search for him because of an issue that has come up in your own life (see traits below or use campaign trait from a AP) and no matter what you or anyone else does to help, it doesn’t bring you any closer to the answers that you seek, but from asking around, you find an invitation in your bedroom one night of this stranger promising to help you, if you are willing to visit him and discuss the issue. He is the only positive lead you’ve had so far, everything else leading you in circles or paying money to people who found nothing themselves

Traits:

Start with 2 traits. One campaign (either one below or from another campaign that goes with your backstory) and another non-campaign trait.

Blood of Ancients: You have ancient and powerful blood running through your body. No matter your ancestor, you choose your own path, but you gain a boon from the strength of your ancestors. It may have manifested itself since birth or late teens, but either way you feel that you are destined for greatness.

Azlanti: Somewhere far in your past your ancestors were part of the great and ancient human race known as the Azlanti, who managed to escape the initial destruction of Earthfall. You have a natural skill with all things magical. You gain a +2 trait bonus to Spellcraft as you appear to understand all spells on a subconscious level.

Dire Corby: Your blood once crossed with the Dire Corby, bird-like humanoids that it was said once lived on the surface before being driven into the Darklands just as the Serpentfolk were. You have had many dreams of flying, more than the average person. You gain a +2 trait bonus to fly, which increases to +4 if the character gains wings.

Serpentfolk: Your ancestors mixed with the Serpentfolk, most likely as slaves that produced offspring or some kind of experiment in mixing the two species. You have an affiliation with serpents and reptiles, and can cast Speak With Animals at will to converse with such creatures (including various forms of dinosaurs, lizards, and other cold-blooded creatures). In addition, you gain a +1 trait bonus on the initial save to resist a poison.

Thassilonian: The lords of Thassilon decided that the lesser races should be allowed to practice magic just as the Azlanti do, however the civilisation fell into decadence and those that were there have been scatters, most likely either as Varisians or Shoanti tribes, both of who practice their own kind of magic. Your ancestor might have been one of the "lesser races" or an Azlanti who lives in Thassilonian. Because of your Affiliation with magic you gain a +1 trait bonus to one sub school (such as compulsion or polymorph).

Missing Colleague/Friend/Partner: You know someone who went to Magnimar to study the monuments of Magnimar as they appear to have become recently charged, though no one knows why. Your colleague went ahead of you to investigate this but has not returned your messages for several weeks and has gone missing from their inn room leaving no trace. From your study you gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments.

Omen: You one night have a vision of Magnimar in fire. You were then plagued with visions, yet retain no memory of them but you get a sense of Dejavu. Because of this you gain a +1 to initiative and reflex saves.

Child of a Hero: Varisia breeds many heroes in its history and you are the child of one of these many heroes who have travelled the lands and killed impending threats to Varisia and Golarian. That greatness has been passed to you, whether you ever knew your parent or not doesn't matter as they have passed down their greatness to you. You gain a masterwork breastplate and a +1 trait bonus to diplomacy within Varisia, due to the high standing of your parent or parents.

Character Creation:

Level: This is for 1st level characters.
Ability Scores: 15 point buy
Alignment: Any non-evil welcome.
Hit Points: Max at first level, then average every level afterwards.
Classes: Core + APG
Starting Wealth: Average, however for future reference those who are starting later get wealth per level as the rules. (This is not a low magic campaign, so magic items will be available if this is ever the option.)
Races:

allowed races:

Core (human, elf, dwarf etc.)
Aasimar
Catfolk
Changling
Dhampire
Fetchling
Ifrit
Kitsune
Oread
Sylph
Suli
Tengu
Tiefling
Undine
Vanara
Vishkanya

Other races will be accepted on a case-by-case look. The city is open to most races and would’ve seen stranger groups of heroes walking the streets. It’s a big port city so just about any race of human ethnicity would be found here or make their way here.


Spells and Equipment: Core, APG and Adventurer’s Armoury, but Ultimate Combat armour allowed (not in pieces) for characters from Eastern lands (like Tian Xia or other locations)
Feats: Core, APG, ARG, inner sea guide and other (with DM approval)

Rules:
A few ground rules because I’ve had bad experiences with party members arguing and going at each other’s throats over the split of treasure and so on so please read these rules before applying. If you complain later, don’t say I never stated them.

Treasure: This will be done as fair as possible with a system that I have found has worked flawlessly.
The sale value of items and combined value of coins gem's etc. comes to 3000 gold pieces.

Each player gets 500 gold to claim out of it.

Player X wants item Y, which costs 1,000 gold.

He takes the item, and everyone else gets 400 gold. He then 'owes' the additional 500 gold out of his next treasure share; simply put, he takes 500 less from the next share, without having to pay gold back in.

This means people can claim what they like and it works out balanced and fair to everyone. As long as loot keeps coming in it works.

Everything else are forum rules, don’t be a pain and argue out of character, so on and so forth, yadda, yadda. We’re all grownups so I think you know the rest.

Application: I don’t need to see numbers for a character, but I put my stock in backstory. This is not a “first come, first serve” deal so please take your time with a backstory and how it ties into your traits, race and everything. I want to know why your character came here, what they’re after and what is their reason for seeking the mysterious Irthir? Not to mention what this person can get them that they have been unable to obtain information about.

Grand Lodge

Hello, I am Tiasar Auvrelth, elf conjurer. After I was denounced by my family, I've been seeking to master my arcane powers and all that is in the other planes, which requires a great deal of information. Apparently this man offers said information, so I have come to seek my destiny.

Tell me your thoughts

edit: also a lot more detailed backstory if you click on the profile


Tiasar wrote:

Hello, I am Tiasar Auvrelth, elf conjurer. After I was denounced by my family, I've been seeking to master my arcane powers and all that is in the other planes, which requires a great deal of information. Apparently this man offers said information, so I have come to seek my destiny.

Tell me your thoughts

edit: also a lot more detailed backstory if you click on the profile

Currently your character is built for 20 point buy and the backstory is okey, but I see no real motivation nor how you would've gotten the invitation to Magnimar by Irthir.

Grand Lodge

1 person marked this as a favorite.

ah my bad, i shall correct the point buy. as far as my reason, i am one of the 'scholars coming to study the ruins'. Tiasar asks a lot of questions, trying to find the easiest way to get what he wants done

Grand Lodge

also, doing the math for a 15 point buy, i can lower my INT 1 and my CHA 2, making him virtually the same character. he'll just get a -1 on cha related thing, and have to wait until lv 8 to make his INT 20


I was originally interested by this advertisement. The thing that told me to look elsewhere was the mandated treasure division rules.

I'm VERY old fashioned, and I am a firm believer in letting the individual in the party who can best use an item have that item, and then letting "hand-me-downs" flow back through the party if there is a benefit to them doing so.

By no means should this be mistakent as a request for DM Aron Marczylo to change the rules he has selected to use for his campaign. It is intended to simply provide him with an indication of what aspect of his chosen rule set reduced his potential player pool. As long as you get more applicants than you want to accept as players, that informaiton could very well be meaningless to you.

Good luck and HAVE FUN!


Dotting for interest - have no clue what yet. Probably a Core or Base class and one of the listed races.

Regarding the loot split - I am in the campaign where this loot split issue came to blows before this method was implemented. The method works great. You lend money to someone so that they can get something, then next time they get less to balance things out. Real simple.

Shadow Lodge

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Dotted for interest.

Grand Lodge

added a trait for character flavor. Binder's Blood. similar to hunters blood, but instead of undead it refers to outsiders.


Hello.

First I would like to put forward 'Sunny'. (^_^)

Sunny has come North looking for a missing kinfolk. Sunny's folk often travel the world as hired crew on merchant vessels, so when her cousin journeyed North to Magnamar Sunny was looking forward to the tails said relative would share upon their return.

While missing one or two boat trips home is kind of normal, missing for a year or more with out word is not. Hence, Sunny has come to the wondrous city of Maganamar in search of lost kin-folk. (^_^)

As for classes etc. Well...that really depends.

I have a whole slew of ideas, what perchance might the DM or other players be thinking of?

Much cheers to all.

Grand Lodge

@sunny. Hello again Sunny! good to see you again. i'm playing an elf conjurer specializing in summoning and battlefield control, and also utility casting.


Dotting for interest should be able to bring up a viable character in a day or so. This may seem like a stupid question, but guns? no guns?


Hey-ya there Tiasar! (^_^)

You'll have t' refresh my memory, but where have our path's crossed before?

Also, not sure what class to take. This build will probably struggle under a 15 point stat buy.

Might have to swap the classes out for my 'Saracen of Sarenrae'.

Though would probably change the Deity to Calistra.

Though the whole 'Saracen of Sarenrae' does have a better ring to it. (^_~)

Basically a Magus. *Bows*

Hope I've piqued people's interest. (^_^)


.Sunny. wrote:

Hello.

First I would like to put forward 'Sunny'. (^_^)

Sunny has come North looking for a missing kinfolk. Sunny's folk often travel the world as hired crew on merchant vessels, so when her cousin journeyed North to Magnamar Sunny was looking forward to the tails said relative would share upon their return.

While missing one or two boat trips home is kind of normal, missing for a year or more with out word is not. Hence, Sunny has come to the wondrous city of Maganamar in search of lost kin-folk. (^_^)

As for classes etc. Well...that really depends.

I have a whole slew of ideas, what perchance might the DM or other players be thinking of?

Much cheers to all.

Just pick a class, I won't be running the campaign for a while so you have a lot of time to flesh out the backstory a bit more and a class. People will be chosen on background when making the team so it's based more on story-telling than anything else.

There is no assembled team already so you'll have to pick a class and try to win me over with the backstory.

Octavian42 wrote:
Dotting for interest should be able to bring up a viable character in a day or so. This may seem like a stupid question, but guns? no guns?

Sorry, no guns. Otherwise would've allowed UC.

.Sunny. wrote:

Hey-ya there Tiasar! (^_^)

You'll have t' refresh my memory, but where have our path's crossed before?

Also, not sure what class to take. This build will probably struggle under a 15 point stat buy.

Might have to swap the classes out for my 'Saracen of Sarenrae'.

Though would probably change the Deity to Calistra.

Though the whole 'Saracen of Sarenrae' does have a better ring to it. (^_~)

Basically a Magus. *Bows*

Hope I've piqued people's interest. (^_^)

What is Saracen of Sarenrae from?


DM Aron Marczylo wrote:
What is Saracen of Sarenrae from?

*Laughs* (^_^) It's not 'from' any thing. It's just a term I've kind of invented to help explain why the this Magus character is so all fired up for protecting the Church. :)

So, instead of a Paladin, who has lawful ideals. Or a Dervish Dancer, who's kind of a religiously inspired combatant (A Bard class). Or even a Cleric who whirls for their beliefs.

So, there's this: Link Which is a feat.

Then this:Link Which is a Bard class.

Then this:Link Which is a 'Combat Cleric'.

I'm aiming for a 'Secular defender of the faith'. Hence swinging a large curved sword and wielding 'power' which, while the character ascribes to said religion, said effects are not granted by said faith.

(^_^)

I also prefer this avatar to give 'character' to the Saracen'. :)


I am interested in this as well.

I am planning on taking Blood of the Ancients; Serpentfolk to aid in my backstory creation

I grew up in a large city with its own Thieves guild, though not a part of it I ran with some of the 'gutter rats' of the guild while growing up much to my patients chagrin and learned much about the ways of the street, the kids found my ability to talk to the lizards of the town to get information useful and entertaining. Prior to actually getting a direct invitation to the guild I stopped hanging out with that group, and at my parents urgings and got a real job working as a 'butler' of sorts at a particularly wealthy family's house in the city.

Due to the size of the thieves guild they would regularly muscle local businesses and families for 'protection money.' Because I knew a bit of how the guild worked I was regularly able to get around their racket much to the guilds displeasure and the families joy. After having worked for the family for many years (From the time I was 16 till about 21) I began receiving threats from the guild to stop preventing their schemes under threat of death to my family. I did not take them seriously because I knew the money they were trying to get from the family I worked for was easily made up for by other jobs they did and I knew they were not assassins.

About 6 mo later I came home to my family slaughtered in our home and the place trashed, but oddly nothing was stolen, also there was a strange mark branded onto both my parents. I knew immediately that this was not the work of the thieves guild and swore to hunt down and find the person responsible. The family I worked for essentially adopted me at this point because I had worked for them for so long, though I still did the jobs that I had always done the lord of the house treated me more as son then an employee. After a few years of detective work, lucky guesses, and dead ends I finally found the trail of the person who committed the act. A woman who regularly killed those with 'unclean blood' Hunting down and killing those who she saw as tainted with the blood of other species in their family tree. I followed the trail to Magnimar where it went cold, until I was contacted by Irthir...

I would like to add/subtract from this as the group grows to make it fit better with everyone else ideas but that is the basic premiss for this character. A man who appears quite well bred and has extensive knowledge of high class social events and the like but with the skills of a thief.


Sounds like a sweet game. I think ill go Ranger, son of a legendary hunter who lived in Varisia. Thinking Aasimar for the race. Would you be ok with the alternate aasimar heritages from blood of angels? found Here


I would be human by the way.


Aroach1188 wrote:
Sounds like a sweet game. I think ill go Ranger, son of a legendary hunter who lived in Varisia. Thinking Aasimar for the race. Would you be ok with the alternate aasimar heritages from blood of angels? found Here

ahh that's something I forgot to mention.

Yes, Alternate heritages from APG or ARG. Other sources I'll need to check though.

Dark Archive

Dotting for intrest.


May I join? I'm interested but rather noobish at Pathfinder & PBP but if you'll take me I promise to learn quickly and be active!


DM Aron Marczylo wrote:

Ahh that's something I forgot to mention.

Yes, Alternate heritages from APG or ARG. Other sources I'll need to check though.

Now, here's another question. Is/are books such as the "Inner Sea World Guide" available/allowable?

Just a thought.

Much cheers to all.


Aron, nothing from Ultimate Magic is allowed, right? I just got some inspiration for a rapier-wielding Half-Elf Bladebound Magus (UM pgs.47-48) for use with the Missing Colleague/Friend/Partner campaign trait.

If not, that's cool; it seems to require GM input for the blade's mission anyway, and I don't mean to create any extra work for you. Just figured I'd ask first. I can always go with a human or oread spellcaster of some sort focused on the monuments or one of the Empyreal lords instead.


Oh...that's a another thought. Is the 'Kensai' Magus allowed?

What about things from 'Ultimate Combat'?

Much cheers to all.


Here is my character concept for this campaign. A Shoanti Oracle of Stone Mystery. I only have the abilities and backstory on this profile so far, will update in future. -Nimon

Grand Lodge

@sunny oh we were both trying to get into a different campaign but lady luck hadn't favored either one of us. maybe baldwin the merciful or gm-wu's campaign?


jigglylizard wrote:
May I join? I'm interested but rather noobish at Pathfinder & PBP but if you'll take me I promise to learn quickly and be active!

Experience not nessacery, however as I said it's all based on backstory and research on people's profiles like any good DM or PC.

.Sunset. wrote:
DM Aron Marczylo wrote:

Ahh that's something I forgot to mention.

Yes, Alternate heritages from APG or ARG. Other sources I'll need to check though.

Now, here's another question. Is/are books such as the "Inner Sea World Guide" available/allowable?

Just a thought.

Much cheers to all.

As I stated in the first post, Inner Sea World Guide is allowed for Feats.

Bob Evil wrote:

Aron, nothing from Ultimate Magic is allowed, right? I just got some inspiration for a rapier-wielding Half-Elf Bladebound Magus (UM pgs.47-48) for use with the Missing Colleague/Friend/Partner campaign trait.

If not, that's cool; it seems to require GM input for the blade's mission anyway, and I don't mean to create any extra work for you. Just figured I'd ask first. I can always go with a human or oread spellcaster of some sort focused on the monuments or one of the Empyreal lords instead.

Yeah, no UM. Don't like the stuff in either UC or UM as some of it can be over-balanced.

Also, thanks for the consideration of not adding more workload ontop of my work. I've already made only the start of the adventure so I can edit and add new things that fit with the characters I finally choose.

.Sunset. wrote:

Oh...that's a another thought. Is the 'Kensai' Magus allowed?

What about things from 'Ultimate Combat'?

Much cheers to all.

Again as stated above:

Classes: Core + APG

Spells and Equipment: Core, APG and Adventurer’s Armoury, but Ultimate Combat armour allowed (not in pieces) for characters from Eastern lands (like Tian Xia or other locations)

Feats: Core, APG, ARG, inner sea guide and other (with DM approval)


Finder of Stones wrote:
Here is my character concept for this campaign. A Shoanti Oracle of Stone Mystery. I only have the abilities and backstory on this profile so far, will update in future. -Nimon

I see, the numbers appear to be fine and I see how you worked the Omen trait into your backstory, nicely done.


I'd like to submit Alcaydian Indros IV, the descendant of Alcaydian Indros the founder of Magnimar. As it goes with heroes their descendants do not always live up to their memory. Since the death of Alcaydian Indros the first, the Indros line has been cursed each generation with a single male. Indros the second was a commander of the guard and was implicated in a major political scandel that caused him to take his life in shame. The Indros name was tarnished and the Indros family found itself for several generations dabbling in mercenary work. Their name still held clout but for several generations no great men emerged from house Indros. It was seem that our hero, though named for his great ancestor, was on much the same track of his ignoble brethren. His father raised him hard and made him believe that it was time for an Indros to stride the land again and raise the Indros name up from ruin but Little Alcaydian wasn't much interested in fighting. His interest lay in women and he found himself a beautiful wife and took work on the docks unloading freight. With his strong frame he was always able to care for his ever growing family. Yet the fates warn us to never count a man happy until his dying breath, that you might look upon his life and total his griefs and triumphs. Giving birth to their third daughter, Alcaydian's wife died, leaving him in despair. Already caring for his aged father, whom constantly nags his son for his adventure-less life, Alcaydian began to find it hard to care for so many mouths on a dock worker's wages. Pulling out the old family breastplate and sharping the greatsword he trained with as a child, Alcaydian steps out into Magnimar looking to put his unique talents as a fighting man to use for some real coin. Who knows, maybe he'll even end up in a song or two.


Sadly, I find myself as if feeling upon the horns of a dilemma.

Not enough time to develop a class/character concept and not enough time to submit something.

The Saracen of Sarenrae kind of works from eats from the UC. Ah well...back to the drawing board.

Actually, the Ninja/Monk build runs off the Martial Artist, which is from the UC as well...(-_-)

Ah, fie! Fickle fate why does't thou curse me so!

As a side note. I noticed you allow feats from the "Inner Sea World Guide". Do you/Would you also allow page 25? (^_^)

Much cheers to all.

Edit: I see above in the thread you say yes, so that's a good thing. (^_^)


(Bob Evil here, using an alias. The Eagle Shaman druid archetype is from the Advanced Player's Guide pgs.102-103. The Empyreal Lord Ylimancha is found on pg.25 of Magnimar, City of Monuments.)

Born and raised in Magnimar, Estru Milovica (NG Male Human[Varisian] Druid[Eagle Shaman] 1) is a Varisian priest of the mystery cult of Ylimancha, a fisher-druid in service to the Empyreal Lord of coastal waters, fishermen, and flying creatures. He has learned to draw upon the power of nature and his divine patron by taking the osprey, a sea hawk, as his totem, and is able to command the weather, be it soothing winds or torrential storms. A quiet man by nature, Estru has spent most of his time up until now traveling the coastline and harbor of Outcast's Cove, attending to the needs of the faithful and using beneficent magic to aid sailors and improve the catches of fishermen. While generally unknown to the population of the city at large, he is well regarded by the native Varisians and those who make their living by the seashore as a kind and helpful man, subsisting as a fisherman who supplements his living by providing religious services. Occasionally he assists the authorities by using his magics to address some threat to the local community, but for the most part Estru attempts to steer clear of trouble.

Recently however, Estru's sleep has been plagued by disturbing visions. Beginning with an image of Magnimar engulfed in flames, the dreams have become increasingly cryptic, but as their memory is soon vanished upon waking Estru has been unable to piece together their true meaning. Frustratingly, what contacts he has been able to cultivate over the years have turned up nothing of use, as has any attempt to augur the cause of the omens from Ylimancha herself.

Feeling the desperate need to act but stymied by false leads, Estru awakens one evening after yet another dream to discover a letter signed by the notorious Irthir promising a meeting and assistance in deciphering the visions. Having exhausted all other options, Estru has resolved to follow up on this message and meet with Irthir and find out what he claims to know, for good or ill.


I've created a tentative character sheet along with a brief physical description of Estru that can be read by clicking either here or my character name. Let me know what you think.


OKAY! With thought and suggestions from friends I am going to go with "Sunny, Calistran Saracen" (^_^)

Basically a 'vanilla' Inquisitor for class with role playing adding the 'favour' if the 'Saracen' (Them revenge thing-y's in't gon'a just do 'em selves now, y'know)

Quick charterer synopsis:

Trait1:Heirloom Weapon: Aldori Dueling Blade.

Trait2: Lost Friend (From choices above)

1st lvl Inquisitor stuff
1st Lvl 'basic' feat Weapon Finesse.

APG Pg 13 Optional racial traits; 'Light bringer' At will cast 'Light'. Replaces Elvish resistances/Magic bonuses.

Str 09
Dex 16
Int 12
Wis 14
Con 10
Cha 14

Also, "Inner Sea World Guide" Pg 25 Under the description of 'Elves' it states Sea Elves are 'Amphibious'. This means Sunny, being a slight variation of 'Island Elf' is good both in and out of the water. (^_^)

Hope my idea meets with DM approval. More details/back ground etc to come when time permits.

Much cheers to all.


Andrea runs in and does a run-by glomping on Sunny before running off.


Hehe.. (^_^)


Jaidoh comes in and looks at the slovenly group and is pretty sure that most of them will be corpses before long. She then slinks back and disappears into the shadows.

May I present Jaidoh Palumbra, Fetchling Shadow Sorceress.

Alternate Racial Traits: Gloom Shimmer and Shadow Magic

Campaign Trait: Omen
Other Trait - TBD

Feat - probably Improved Init, but might take Spell Focus(Illusion)

Background about half done, will hopefully finish it tonight.


Sunny grins and waves at the slinky svelte female figure who flits about the coalescing groups periphery. (^_^)

Grand Lodge

Tiasar sits in the corner reading a book that would dwarf a dictionary, then the raven on his shoulder hops and looks like it whispers in his ear. He glances towards the shadows, then continues readin


Rebooting my idea since we have a lot of squishies, I am going to put forth a barbarian, using Omen for one of my traits.

Rabe Sterk Arm, Hailing from the Poison tongue tribe:
a group of warriors that are, oddly enough, most commonly compared to politicians due to their predilection to say or agree to one thing and mean or do something completely different when dealing with people outside of their clan. They believe that when dealing with 'family' (anyone in the clan) word is law, but when dealing with outsiders anything agreed upon is only law if it can be enforced. Therefore other people groups tend to have trouble taking anything they say at face value. It does not help that almost the entire clan is left handed and their coat of arms is a left hand holding a dagger. Most peoples that know of them take this to be a warning about making agreements with them since most agreements are sealed by shaking the right hand and not the left.

Rabe grew up as a typical Poison tongue, predominantly hunter-gatherers and nomads they lived in tent cities that would move across large areas. Never staying in one place for too long so that they could follow the food sources they would consistently travel by large cities and use them to trade for items they could not make or find themselves.

Learning to hunt and the ways of the wild at a young age, Rabe was also one of the lucky ones that got to visit towns and cities to trade when passing by as one of the more intelligent younglings. He lived his life never expecting to leave the tribe. One night he had a terrible vision of a city he had never seen before burning, he could smell the ash and feel the heat. This happened many nights for almost a month until the tribe passed by Magnimar. Recognizing the City from his dream he spoke to the tribes seer and was told that his destiny was inexplicably tied to this city and he must discover why, so when the tribe moved on Rabe ended up staying and searching the city for something to explain why he was tied to it. Essentially this will be a smoothing talking barbarian that has a skewed sense of what is right and wrong due to his upbringing. I promise to not intentionally cause inner party trouble with him.

or alternately,

Rabe the Hunter:
also a barbarian
Rabe's mother was a beautiful herbalist, that highly sought after by all men, human and elvish alike, but she would have none of them. She spent great deals of time in the woods and forests near the ancestral homes of the elves gathering plants for tonics and potions. One day while she was out gathering things took on a misty like quality and she met the most handsome human man she had ever seen, he claimed to be a ranger that lived in those parts and had seen her on other occasions passing through but was too nervous to introduce himself. They spent a nice afternoon together, neither talking but assisting each other finding and gathering herbs. Soon it became their routine to meet at the edge of the woods and assist each other throughout the day rarely talking. Soon Rabe's mother fell in love with this man and they made love under a tree on one of her outings. As soon as they finished he transformed into a long faced elf and bowed to her with a wink and disappeared. She was distraught and researched to discover who he was, She found out he was Ketephys Elvish god of the hunt, and he only hunted for dangerous or highly sought after creatures. She carried Rabe through to turn and he was a healthy boy, as he grew up he was more wild then other children and spent much time in the woods with his mother learning wood craft and herbs. As he grew older he would disappear into the woods for days at a time saying only that he was communing with nature when he returned. Eventually after one of these visits he returned and told his mother of a vision he had had telling her that he must leave her and discover what it had meant. Bidding her farewell he went to Magnimar. This character would be modeled after the Celtic/Irish god of the wood, sporting a enclosed helm with deer antlers and a broken sword. Not expecting to have any 'demi god powers' just using the god as a dad background because I thought it would be cool.


(¬_¬)

Here. Who you callin' 'squishy'...?

I mean, I know I be kind'a soft an' cuddly, but squishy? Never bin called that afore.


Gotta find me to squish me.


dotting for interest, will return with a solid character idea and backstory for your consideration!


Aasimar angelkin paladin.

Jerry will be an avowed smiter of evil and all around champion of good. Think of having Jerry having origins similar to Superman--raised by human parents after being sent by his parents to avoid a massive war between angels and devils. Hopefully no tieflings in the party :-)

Jerry was irrestibly drawn to Magnimar after having visions of Magnimar in flames.

By the way 15 pt buy, I like it. The old standard buy before it seemed 20 pts became the 'new standard buy'.


.Sunny. wrote:

(¬_¬)

Here. Who you callin' 'squishy'...?

I mean, I know I be kind'a soft an' cuddly, but squishy? Never bin called that afore.

Nothing wrong with a woman that's a lil squishy ;p makes for better cuddling.


(^_^)

Grand Lodge

sunny you would make the best tank ever. if i was in heated combat and saw that face, i just couldn't hit it


Can't help but come up with a Futanari/Hermaphrodite Noble/Princess/etc...


Belle Mythix wrote:

Can't help but come up with a Futanari/Hermaphrodite Noble/Princess/etc...

Lol, whatever goes for you.

Only race in bf I know that is hermaphrodidic are Aboleths.


DM Aron Marczylo wrote:
Belle Mythix wrote:

Can't help but come up with a Futanari/Hermaphrodite Noble/Princess/etc...

Lol, whatever goes for you.

Only race in bf I know that is hermaphrodidic are Aboleths.

That can happen to nearly any gendered races, weird things happen: Genetics (and Genetic Mutations), Magic, Alchemy, Cross Breeding ...


Belle Mythix wrote:
DM Aron Marczylo wrote:
Belle Mythix wrote:

Can't help but come up with a Futanari/Hermaphrodite Noble/Princess/etc...

Lol, whatever goes for you.

Only race in bf I know that is hermaphrodidic are Aboleths.

That can happen to nearly any gendered races, weird things happen: Genetics (and Genetic Mutations), Magic, Alchemy, Cross Breeding ...

True enough, but I meant creatures that were known hermaphrodites. A Herm princess would certainly give her rescuer a shock at the end of the day after her rescue.

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