Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
General Discussion Recruitment Play-by-Post Play-by-Post Discussion
PaizoCon 2015

Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Battles

Pathfinder Comics

Pathfinder Legends

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.



I am opening a re-recruitment for my homebrew, Buried Secrets. The homebrew is set in Magnimar and has it's own story and events going on, however I also incorperate the player's backgrounds into the story with bringing in ideas for possible redemption and other things devised from your backstory.

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. Many of these things or possibly more has brought you to the city.

The group are in contact with a mysterious man named Irthir. He deals with a lot of behind-the-scenes activities in Magnimar, but so far has not asked the group to do anything evil or unethical. If anything, he has been helping clear up the city and rid it of evil so far. He can get anyone, anything, but he doesn't deal with slavery, nor murder of innocents.

For one reason or another you may have searched for him through your contacts or choices. Either to gain work, information or whatever you can imagine.

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: The characters are now 4th level
Ability Scores: 15 point buy
Alignment: Any non-evil welcome.
Hit Points: Max at first level, then average every level afterwards.
Classes: Core + APG + UM + UC and other Pathfinder sources
Starting Wealth: Average for your level, but note that this is a normal level of magic in this pathfinder world, so magic items will be available at markets, but artifacts and incredibly powerful items will be hard to come by for example, you won't find anyone selling a intelligent magic item.

Races:

Almost any race, apart from those with HD for obvious reasons, but as stated earlier it's better if it's tied into the backstory. For example, why would your character be a Kitsune that travelled all this way? Maybe a slave who broke free either by themselve, Ithir or someone else.

Spells, Equipment and Feats: Like classes, everything from offical paizo is allowed.

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.

The current party consists of:

Jaidoh Palumbra (Fetchling Sorceress)
Ostog Oath-Breaker (Human Ranger, Two-Weapon-Fighter) Not heard from him in a while
Rabe the Hunter (Human Barbarian)

I was originally thinking of running 6 players so I'll need three more, possibly 4 players to re-fill the slots. Whilst the recruitment is going on I'm going to devise a way for you to make an appearance.


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

An envoy – of all things. La'vriel sighs again, like so many times in his life. Then he continues mumbling to himself, half loud and more to the vial in front of him than to anyone else, for of course he is alone again. Envoy to get rid of me. Like most times of my life. Well, at least that loneliness would change. After 10 days at sea, crossing the Arcadian Ocean, landfall in Magnimar is imminent. The City of Monuments, with many times more inhabitants than the whole Ironbound Archipelago together, let alone his own little island. But most of them his enemy, the seed of Azlant. If that kin of my father won't kill me at first sight. And if no aquatic Gelantinous Cube will eat me before I arrive. Or were there none in Varisia? Someone had mentioned those oozes only existed at the shores of his home island, a parting curse of Azlant, but before La'vriel could find out more, he was detected and chased away with some well thrown stones. They don't like him at home, he doesn't belong there, they made that clear abundant times.
La'vriel – mistake. Failure. His name has many layers in the elven language, non of them even bordering on nice. As if it had been his mistake or failure that his mother had spoiled her pure blood with human mud. Fallen for his fiendish azlantic spells, most likely. At least she could have been so nice not to make it so obvious, La'vriel mumbeled, looking at his reflection in the glass of the vial. If only his ears would have been longer, his chin more elegant, without those hairs he carefully removed every morning. The chin was hidden behind his mask mostly, of course, but still.
La'vriel shakes his head to chase the bad thoughts away. You have to concentrate on the future! he reminds himself. Being an envoy to the humans of Thassilonia, that colonie of hated Azlant. Or had that part of their empire fallen and drowned, too? I'm not sure... they could have given me some informations at least. They had not even given me papers, or gold. There is no house waiting for me. If I am an envoy of the Mordant Spire... his thoughts trail away. I'm an exile with a nice job describtion, a shame send away to die. La'vriel always had been proud in his talent for studying, for investigating, but this one was so obvious a Gelatinous Cube would have figured that one out.
But all that envoy-thing is but one reason for being here.
No one had cared where to send him, obviously most important was him being away. Magnimar had been his own choice.
He hadn't dared to tell anybody about the reason for the City of Monuments, not that anyone would have listened anyway. The reason was bottled in the vial before him. That was supposed to be a mutagen... but something had gone wrong. He had examined the potion afterwards, of course. It was something new, more akin to dream tea. And it had given him visions, strong visions. Visions of doom, visions he couldn't comprehend, for all his knowledge, all his studies, all his investigations. I'm useless. La'vreiel shakes his head once more, tightens his grip on his longspear, which had fended off so many of his folk back on the Mordent Spire. Still I have to try.
Try to find that man so prominent in his dreams, that Irthir...
Why do I even know his name?
Shalarat Thassilon! He hears an elven voice calling out. The coast of Thassilon. Magnimar. Home of the enemy. Home of his destiny. And no home at all. Exile.

And so, since his ship had thrown him overboard a few miles north of Magnimar, La'vriel the Failure, Investigator, half elf, half human with an Azlanti trait, a bastard of Golarion, envy of the Mordent Spire, enters the City of Monuments on foot, with wet clothes and not much more, looking for a name and an explaination for his disturbing dreams...

La'vriel:
Name: La'vriel the Failure. Class: Investigator. Race: Half Elf. Alternate Racial Trait: Mordant Envoy (Bastards of Golarion). Campaign Trait: Azlanti. Home (sort of): Mordant Spire


Just a update, our Bard appaears to be around, but not heard from the ranger.

Love the story so far with La'vriel, very interesting and we even had a encounter with Mordant Spire Elves too.


Yep, I am here. Looking forward to getting this moving at a good pace again.

Plan is the archaeologist bard with a low wisdom to show he is impetuous. Running around with a magic mithral shirt and whip. He has been know to trip foes with his whip, but combat is not his forte.


Dotting.

Silver Crusade

dot


Sounds like you could use... A SMALL NINJA!!!

Gimme some time to tweak this profile and I'll have it set!


Alrighty! Mostly finished! I need to finish work on the equipment section, but beyond that, he'll be ready to roll!

Crunch (Unfinished):
Kikiri Shadowscale
Male Kobold Ninja 4
LN Small Humanoid (Reptilian)
Deity: Irori/Apsu

Init +6; Senses Perception +7, Darkvision 60'
--------------------
Defense
--------------------
AC 16 Touch 13 Flat-footed 13 (+1 Size, +1 NA, +1 Armor)
HP 8/8
Fort +0 Ref +8 Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Kunai +4 (1d3/x2/10')
Ranged Shuriken +7 (1/x2/10')
Special Sneak Attack +2d6,

Ninja Tricks Flurry of Stars, Smoke Bomb

--------------------
Statistics
--------------------
Str 10, Dex 17, Con 8, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Precise Shot, Rapid Shot, Uncanny Dodge
Traits Reactionary, Omen
Skills Acrobatics +10, Disable Device +10, Disguise +9, Escape Artist +10, Kn. Local +5, Linguistics +2, Perception +7, Sleight of Hand +10, Stealth +14
Languages Draconic, Common, Undercommon
Combat Gear Haramaki, 50 Shuriken, Wakizashi
--------------------
Equipment
--------------------

History:
Born into the secretive Shadowscale tribe of kobolds, Kikiri grew up learning the art of ninjitsu from those around him, as was custom. According to his tribe's history, long ago, an extremely rare obsidian dragon gifted the Shadowscales with the ninja arts, and was so good at them, none have found her again to this day. The Shadowscales use their nigh-mystical techniques to protect themselves and their warren with ruthless efficiency. And they receive their "missions" when the tribe elders experience visions, supposedly given to them by the obsidian dragon herself.

However, a while ago, Kikiri began experiencing visions of his own. The sight of a city in flames and the name "Magnimar" continually ringing in his ears upon waking up. After several nights of the same dream, he brought it before his elders, who discussed it amongst themselves. After much debate, the elders returned to tell Kikiri that the unusual nature of his dream must be a special vision gifted to him by the obsidian dragon. As a result, he should seek out this city and investigate it, with the understanding that he should be on the lookout for anything weird or out of the ordinary.

After packing and many days of travel, Kikiri has arrived quietly in the city of Magnimar, and has begun investigating a series of events that have been occurring around town recently. A strange group of individuals seem to be turning up at every corner, and Kikiri believes they may have something to do with his visions.

Personality:
Kikiri's training has made him quiet, observant and reclusive to all, but his own kind. He is quick to react to danger and almost always has a weapon hidden somewhere in case of trouble. Kikiri doesn't speak much, and when he does, it's generally no nonsense and to the point, but he does enjoy company for what it's worth - he is fond of simply listening to others speak their minds, and as such, although he may not show it, Kikiri is a great confidante and good for speaking openly about what plagues the mind. Kikiri is faithful to his tribe and the kingdom he calls home, and would sooner off himself than give up secrets about either. Thankfully, his knack for getting out of trouble typically prevents such situations from occurring.
In battle, Kikiri often appears to have abandoned the fight, when in reality he is merely hiding and waiting for the perfect opportunity to strike. He prefers to keep at a distance, but if an opportunity to floor a foe presents itself, he is often the first to rush in and deal the crucial blow. Aside from his more mystical ninja arts, Kikiri has a habit of tinkering with things to assist where his ninjitsu would normally not get him past, and when given downtime, can be found fumbling with something he's been hiding on his person.


Interested. I just need to come up with a character. Thinking Oracle or Shamen.


Mr.Sandman wrote:
Interested. I just need to come up with a character. Thinking Oracle or Shamen.

Either is fine as there are no current divine casters. Nor any submitted.


I have had an idea for a Swashbuckler (Inspired Blade)/Arcanist (Blade adept)/Elritch Knight build. Aasimar for the early entry. He would have the Missing colleague trait, being a scholar of some ability, and I think it likely that it would be a love interest (he is a swashbuckler after all - perhaps I should call him Westley aka the dread pirate Roberts, lol).


What's the benefit for Ancient Blood


The Ancient Blood is linked to the few below, though I could've brought it out a bit better.

Basically the choice of:

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).

As the choice for the blood. Your species doesn't have to be any scaleykind to have serphentfolk somewhere in your blood so there is no restriction there, just a bit of flavour that one of your ancestors was possibly related to one of these races.


Are Racial Archtypes race locked? I have an idea for a Reincarnated Oracle who was an Azlanti priestess ~15-20 lifetimes ago. Every few centuries she wakes up in the body of a young human woman, with a mental compass pointing her somewhere she may be needed. Her Tongues curse would be ancient Azlanti, but she doesn't really remember much from that time. If not, I have a few other ideas floating around.


Mr.Sandman wrote:
Are Racial Archtypes race locked? I have an idea for a Reincarnated Oracle who was an Azlanti priestess ~15-20 lifetimes ago. Every few centuries she wakes up in the body of a young human woman, with a mental compass pointing her somewhere she may be needed. Her Tongues curse would be ancient Azlanti, but she doesn't really remember much from that time. If not, I have a few other ideas floating around.

That's perfectly fine. I'm very open to the different races as mentioned above and I'm really more interested in backstory than build. The way I'm running the campaign is that there is a overaching story, but there will be situations that I may involve your backstory.

A example would be where in my KM game the Bard had become the ruler of the kingdom, but I had him recieve a note stating "I know who you are. Come here and meet me, old friend." which was not in the campaign at all, but his backstory was that he ran with criminals before killing someone who was meant to have gone to the Stolen Lands and he basically used his invite and now these people had returned.

Another example would be, as Noah Antwiler (AKA Spoony) once said about this being a effective technique to keep players interested is a player could be searching for a man with six fingers on his hand and when interrogating someone, he mentions that he took orders from a man with six fingers.

They may not play a big part in the rest of the story or may not be involved in other things that are going on at all, but you may end up crossing paths with them.


Got some very interesting characters here so far. Not only that, it's giving me lots of ideas of what I can do later and how I can bring them into the story. This will be very interesting.


Here is the Crunch quick before I head back to work

Crunch:
Tarelni
Female Human Oracle (Reincarnated Oracle) 4 
NG Medium Humanoid (Human)
Init +2; Senses ; Perception +0
-------------------- 
DEFENSE 
-------------------- 
AC 16, touch 12, flat-footed 14 (dex +2, armor +4)
hp 24 
Fort +1, Ref +3, Will +4  
-------------------- 
OFFENSE 
-------------------- 
Speed 30 ft 
Melee Light Mace +3 1d6 x2 B
Ranged  +1 Light Crossbow +6 1d8+1 19-20/x2 10' P
Space 5 ft.; Reach 5 ft. 
Special Attacks: Channel Energy 2d6 6/ day 
Spell-like Abilities
Oracle Spells Known (CL 4nd; concentration +) 
2nd (4/day, DC 15) -- Aid, Location Memories
1st (7/day, DC 14) -- Cure Light Wounds (1d8+4), Shield of Faith, Entropic Shield, See Alignment
0 (at will, DC 13) -- Purify Food and Drink, Stabalize, Resistance, Detect Poison, Detect Magic, Read Magic 
-------------------- 
STATISTICS 
-------------------- 
Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 17 
BAB +3, CMB +3, CMD 15 
Feats: Magical Aptitude, Extra Channel, Brew Potion 
Traits: Bloodline (Azlanti), Dangerously Curious 
Skills: Knowledge (History) 9, Knowledge (Religion) 9, Knowledge (Planes) 9, Spellcraft 13, Use Magic Device 13, Heal 7, Linguistics 9 
Languages Common, Ancient Azlanti, +6 more

SQ: Curse: Tongues (Ancient Azlanti)

Combat Gear:+1 Studded Leather Armor, +1 Light Crossbow, 50 crossbow Bolts, Light Mace
 Other Gear: Healers Kit, Wand of Cure Light Wounds (1d8+1)


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber
DM Aron Marczylo wrote:
Got some very interesting characters here so far. Not only that, it's giving me lots of ideas of what I can do later and how I can bring them into the story. This will be very interesting.

Great! Hope we can start soon!


Tariel:
Tariel
Female Human Oracle (Reincarnated Oracle) 4 
NG Medium Humanoid (Human)
Init +2; Senses ; Perception +0
-------------------- 
DEFENSE 
-------------------- 
AC 16, touch 12, flat-footed 14 (dex +2, armor +4)
hp 24 
Fort +1, Ref +3, Will +4  
-------------------- 
OFFENSE 
-------------------- 
Speed 30 ft 
Melee Light Mace +3 1d6 x2 B
Ranged  +1 Light Crossbow +6 1d8+1 19-20/x2 10' P
Space 5 ft.; Reach 5 ft. 
Special Attacks:  
Spell-like Abilities
Oracle Spells Known (CL 4nd; concentration +) 
2nd (4/day, DC 15) -- Aid, Location Memories
1st (7/day, DC 14) -- Cure Light Wounds (1d8+4), Shield of Faith, Entropic Shield, See Alignment
0 (at will, DC 13) -- Purify Food and Drink, Stabalize, Resistance, Detect Poison, Detect Magic, Read Magic 
-------------------- 
STATISTICS 
-------------------- 
Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 17 
BAB +3, CMB +3, CMD 15 
Feats: Magical Aptitude, Extra Channel, Brew Potion 
Traits: Bloodline (Azlanti), Dangerously Curious 
Skills: Knowledge (History) 9, Knowledge (Religion) 9, Knowledge (Planes) 9, Spellcraft 13, Use Magic Device 13, Heal 7, Linguistics 9 
Languages Common, Ancient Azlanti, Elf, Celestial, Kelish, Varisian, Sylvan, Giant

SQ: Curse: Tongues (Ancient Azlanti), Mystery: Ancestors.
Spirit Memories 6/ day, DC 15
Location Memories 6/ day.

Combat Gear:+1 Studded Leather Armor, +1 Light Crossbow, 50 crossbow Bolts, Light Mace
 Other Gear: Healers Kit, Wand of Cure Light Wounds (1d8+1)
1680 GP

Background:
Tariel was first born near the end of the ancient Azlanti empire, and was a scholar at a prestigious school for magic during her short life. She was only twenty-five when Earthfall came, and that should have been the end of it for her. She doesn't know why she 'woke up' a hundred years later in the body of another young woman, but she has been doing it for millennia since.

She has often been on the sidelines for great events, or events that would later turn out to be great. Convincing a few of her friends and traveling companions to give in to their mutual attraction has led to bloodlines that produced legendary heroes or powerful rulers. She has offered small bits of advice that led to the development of some of the strongest spells of our time. She has been present for the defeat of demon lords, and the sacrifice of noble angels. And she has awoken in modern times in the body of a merchants daughter.

Three years ago Eliza Tabeli regained her ancient memories and, as she has so many times now, set out to see how the world has changed in her absence. Or did she? In her darkest moments Tariel wonders if she really did live all those lifetimes. Perhaps she is simply Eliza Tabeli, a young Oracle cursed with the ability to see the past in the same way others can see the future, and it has driven her mad. She has no way of knowing either way, and so pushes these dark thoughts to the side as she gazes in wonder at the sights of the fabled 'City of Monuments.' There is adventure to be had here, and it is with this in mind that she approaches Irthir, fresh off of helping a group of healers in a poor section of town deal with a strange disease, eager for another assignment.


Hi there, just to tell you know I'm still here. I'm just going to give the recruitment a little longer first, but should be ending it soon.


"It shall be as it has been before."
(Ready as always)


Before I do a full on submission, would you be willing to allow an unfettered Eidelon?

Shi here was made for a game that died, and I had a blast playing him. Before you worry about 'monsters as PCs', he's not built as an unfettered eidelon (from the bestiary). He's built as half a class. That is, he's built as a summoner without the spellcasting mortal.

So, he levels up as an Eidelon from the Summoner class, but without the spellcasting alter ego. This means he's far from overpowered (the usual first chorus I hear.). :)

Originally, he was built with the GM of that game with the idea that at the levels he doesn't get hit dice (4th, 8th, etc) he'd get a class level instead to keep him up with everyone else as far as hit die and skill ranks, but still get his evolution points for that level.

Anyway, if he's allowable, I'll rebuild him per the character build requirements. His backstory is in his profile, and I'd keep it similar. TL/DR version is he was a Paladin/Summoner's Eidelon, one who had rather a good reptuation with his church. Said Paladin fell and became an Anti-Paladin. The former Paladin is afraid to kill him lest she permanently loose her summoner powers, so she tried to turn him evil after their link was rent asunder. But he escaped and now he works for his church as scout priest (without the spellcasty bits).


A very interesting concept, though I'm afraid it might be a little out there for me. I do like the idea, but is a little out there. I do apologise, especially considering things going on in the campaign it would fit better than most.


Any template allowed?

Human Natural Were-Eagle


Ah well, no problem then. Good luck with the game. :)


I see an archeologist bard but this game sounds perfect for one I tried in another similar setting.

Owl:
As cliché as it sounds, and one of his life's greatest regrets, the man who would come to be known as Owl was dropped off in a hand basket at the steps of an orphanage in the city of Harlan. He was barely a few hours old when his parents abandoned him to the cruel fate of an orphan in perhaps the worst orphanage imaginable. The meals were cold and sparse, the beds threadbare, and the head woman a nightmare. Woe to any child that acted against her orders lest they want to spend the night in the iron maiden. No really, she had an iron maiden. Spikes and everything. It was ghastly the way she treated those poor, defenseless children. At least the other children were full human. That's right. The little baby left on the steps of an orphanage was in fact a little bastard. Explains why his parents didn't want him really. He was also pretty sure it was the reason the head woman singled him out. He spent an excessive amount of time in that iron maiden for the smallest of crimes and got less than the others during meals. The children weren't much better. They would blame him for mishaps and usually it would work.

Small wonder when he ran away. Barely five years old and he was out on the streets. Alone. He knew he couldn't survive long this way so he fell with a gang of street urchins. They were about as friendly as the children from the orphanage but they recognized his knack for planning and keen eyes. For a while things were pretty good. That is until one plan went south. Though it was completely his fault, a prominent member of their little band of misfits got caught and punished severely. Doubt I need to tell you the punishment for stealing. Let's just say he became a lefty after that. From then on Owl became the bait. When they needed a quick escape they would leave him behind or trip him up so he
would get caught. He suffered many a beating this way. And when he did make it back to the others they had little left for him to eat and even less to say about leaving him behind. The child dealt with all of this for several years until a particularly brutal thrashing. He was left for dead in an alley, barely conscious, broken and starving. Several people passed by but all paid him no heed, except for one.

Had he been a little older, or less sore, he would have found the situation he was in after waking rather appealing. He awoke in a bed with a pair of thin arms wrapped about him a loving embrace. His mind was still hazy from being knocked around and the slightest stir caused his head to explode with pain. His groan of pain seemed to have awoken his savior though. As gently as possible the arms unwound and the warmth next to him disappeared. A woman, though barely so, then strolled into his vision range. At one point she might have been a beauty but the years had been hard on her. She was paper thin, almost gaunt, had thin wispy hair, and several blemishes from abuse. She was also completely naked but he was far too hurt to care. The only thing that really registered was her slightly pointed ears, just like his.

Her name was Valadhiel. She was a prostitute at the Pixie's Kitten, not from Runelords I just like the name a brothel that would be considered low standard. It certainly showed in the amenities. The bed was thin and hard, the room was small, and more than once he saw a rat scurry by. The only thing that was even mildly nice was the vanity and the curtains to one side of the room. He found out quickly what happened on the other side of those. The curtains were thick but they didn't drown out all the noise.

For several months she took care of him. She fed him some of the food given to her. She bandaged his wounds and reset his bones using only what was available in the room, which was sometimes her own clothing. And when the owner came by she hid him under the bed, for they were not allowed un-paying guests. She didn't talk much but he found out enough to know their situations were similar. Her parents died when she was young, leaving her to fend for herself until the man who owned the brothel found her. Some patrons love a little exotic beauty but elves are usually far too expensive. So they sometimes settle for a half-elf. This made Valadhiel very popular but she never saw any of the profit.

It was strange for Orym. Every time she left for a client she would put on a fake smile and it would disappear the moment she came back. She would just sit on the small couch that served as her bed, for the real bed was for customers only, and pat his head. And every night he fell asleep in her arms though that is as far as it went. She was the one taking care of him, and yet, as broken as he was, he wasn't nearly as broken as her. When he asked her about the smile, all she said was, "Its so they'll never know they won." It was her only act of defiance. It was the only defense she had left. They never knew they had broken her years ago. And they never would for she died soon after, a real smile on her face this time.

Orym stayed in the room on more night. In the morning he took what valuables he could find and made for the front door. When the owner tried to stop him, the boy stabbed him repeatedly with a hair pin he found in her room. And the whole time he did he smiled. Even as he watched the whore house burn down he smiled. And even as he watched his old gang get rounded up thanks to an anonymous tip to the authorities he smiled. He promised himself he would never turn out like her. He would never let the world break him, never let it control him. He was a free man and he could do whatever he wanted in life. Like an owl flying high in the midnight sky. Owl. It had a nice ring to it.


I'd like to submit a gnomish abjuration wizard for your consideration, venerable DM.

Shermuk Zarbuckle:
Raised in the gnomish Isgeri town of Umok, Shermuk had more experience with the infernal then most of his kin. When he was of age and he showed talent for conjuration, a Chelaxian noble named Tirek Arneste approached the gnome and invited him to join his entourage in exchange for any and all access to summoning beings from beyond the Material Plane.

Shermuk, ecstatic, agreed at once, only realizing too late that he was a key piece in darker deals with the forces of Hell. Witnessing ritual after infernal ritual, his appearance began to change, his hair darkening, his skin growing ruddy, and his eyes taking on a fiendish glint.

After a haunting event that required a halfling slave to be butchered before his eyes, he could take it no longer. He requested his master to send him to Korvosa, lying that he heard of a tome that could ease his own summoning and mastery (as he failed time and time again to keep devils under his control). Tirek agreed, but the heir, a youth named Darius, suspected the gnome of treachery and warned the wizard what would happen should the Arneste family be betrayed.

Shermuk did indeed arrive in Korvosa, but when an epidemic broke loose he fled to Magnimar, vowing he would find a way to banish any evil he found.

Currently working on a sheet, will post profile soon if the concept is acceptable.


I'll make my decision tomorrow. I have a plan how to bring in the new characters to meet the current party.


can't get my head round this character, I'll have to withdraw


Tomorrow eh?


Yeah I do apologise. I was tasked to fill out stuff for work and long-story short I lost time.

Back home now and looking over the characters which I'll get back before I go to sleep tonight.


This was very hard to put together in my mind as all your sumissions were all interesting, but these were the ones who stuck with me the most whilst reading them over.

Congratulations to:

La'vriel the Failure

Tariel the Reincarnated

Owl

Please report to the Discussion Thread. I have a few ideas for something to add to your backgrounds (but not alter it) for how you come to join the group. I'll get onto that tomorrow.


Thanks for letting me in :-)

Paizo / Messageboards / Paizo Community / Online Campaigns / Recruitment / Buried Secrets Re-Recruitment (Pathfinder Homebrew. Player Backstory Focused) All Messageboards

Want to post a reply? Sign in.

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.