Ive basically outlined the idea for the campaign in Terra Nova's thread but I'll do a quick recap here.
Your characters will start on a vessel fleeing from the twin cities of Azhagur and Bezek on the southern continent of Aramais. The cities were taken by a horde from the deserts but I'll let you discover more about that in game.
Without getting into too much background stuff right now, I'll let you know about creation rules so you can toss around the ideas of the character types you're after.
Rules will be Pathfinder Beta, to convert when the offical rules are released. I'm also allowing feats from PHB2, Complete Warrior, Complete Arcane, Complete Adventurer and Complete Divine. Some equipment from these will also be introduced as the campaign progresses.
I'm going to be introducing gear from Magic item compendum and players can use spells from spell compendium. Understand that some of the spells need to be changed to better fit Pathfinder but we'll deal with those as they crop up.
Races and religions are from the Pathfinder campaign setting. While their names and abilities are going to be the same, where they come from will be changed. I'll add those details as we need them.
Classes as per pathfinder. You can also use a Warlock or a Swashbuckler if you want. The warlock is good as is, the swashbuckler has a conversion in one of the threads that I'm happy with so will make available to you if you choose to go that path.
Paladins - I like the idea of all religions having access to Paladins as champiions of their faiths. As such, you don't need to be Lawful Good to be a Paladin. Instead you choose the god you worship and match their alignment exactly. No True Neutral though please. For detect and smite abilities, you choose one alignment axis from your deity and that's what those abilities are based off. So you can either be Good or Chaotc or Lawful. We'll iron out other abilities as we go though most of them shouldn't need modifying beyond a name change.
On alignment, you can choose anything except Evil. I find Evil doesn't really work for the type of game we're after. Lot's of true neutral mercenaries are fine though :).
Background - all you need is a brief bit explaining why you were in those cities. The natives of that land are Garundi and Kheleshite. Every other race would be visitors to those cities. They were very cosmopolitian and controlled the best trade route across the sea though, so it is possible you could have been raised there and be another nationality. Don't go into too much depth, let it grow as the game progresses, plus I'll be throwing bits at as we go.
Righto, the nitty gritty. - 20 point buy. Starting cash is standard for your class (not max, the average). You can have one trait from the standard traits availble from the Paizo downloads section (free). Max hit points plus con mod to start. When you level you roll for hit points. If your roll is less than half the possible score for your dice type, you automatically take the half value instead. So for a d6, the minimum you can get is a 3 for the roll. Then you add con mod obviously.
That's it for a start. Feel free to choose any character type. If no one wants to play a healing type I'll use an action point system that allows for healing in combat. If you don't like that idea I'll make magic items available early that allows for healing.
Do you want a fifth player?
What you have written sounds good to me.
Sure thing French Wolf. I'll probably cap it out at 6 at this stage. I'm waiting to see how many of the group i originally asked commit before I go public in the gamer connection forum, but consider yourself in.
I'd like to play a NG gnome sorcerer with a celestial bloodline. I'd rather not be a healer since I currently play two in other pbps.
That is unless someone else really wants to go arcane, in which case I'd think about a ranger or paladin instead.
This isle of Aramais and the two cities, I got out my Golarion Gazetteer and couldn't find them. Am I blind?
That's because I'm blending worlds French wolf. This is a bit of a home brew stealing stuff from all over. The names and map I'm using for the place is coming from an old table top game I used to play. The rules are pathfinder basically, and since most of the group are familiar with that system I've kept the deities and races the same. There'll also be aspects of Eberron in the game, namely the big war aspect of things and a blurry alignment system.
I'm going this methods becasue I want the characters to have a dynamic impact on the world, which means I want to be able to bend and even break some of the Canon that Paizo are going to release.
The other thing it allows for is player surprise. You won't know anything about the new world, so it keeps it fresh. Anything your PC's do know will become available to you as we go, through your questions or through game experiences.
This also allows me to grow the world organically, rather than having o read and learn a hole new setting (whih I won't have time for). Hope this hasn't turned you off the game.
Over the next few days I'll release more info about the world to help you develop background stuff.
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I've kicked a twin-sword fighter around in my head for quite a while now, so that is one of my options. Otherwise, there is always the "tainted blood" warlock I've tried to play for some times.
Finally, a somewhat deranged druid I've had in a game a long time ago is trying to get back out of the "old character bin". A lot more "anger of nature" than "serene lakes and streams"
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Hmmm, all this talk about the 'old character bin' has reminded me of Bo-Dan, the half-elf monk was was falling for the beautiful half-elf healer before their world (game) caved in on them...
She's uses a slight Monk variant template Wrath if that would be ok with you? You can check her out HERE:
But I could just make her a standard Pathfinder Monk if necessary...
(Edit) Although, Hmmm, reading up on the pathfinder Monk, it still doesn't seem to give the Monk much Umph or Pizaz (at least not until latter levels) I mean, compare it with all the stuff given a cleric, sorcerer, rogue, bard..etc etc you get my drift.
Is it just me or does the Monk seem an overlooked class to anyone else? I'd be curious to hear opinions and good reasons to play one as I am kinda fond of 'hard on the outside tender on the inside' Bo-Dan : )
But otherwise I'm leaning towards a flinty eyed, hard as stone desert ranger (unless TN's already going for one?)
Wrath, as this is to be a Desert setting ( I Think?) would you allow anything from Sandstorm?
I'd also started but never finished building a young but very intelligent wizard runaway from a fierce desert tribe....
Boy! Decisions decisions! lol
Didn't they release some alternate Beta rules for monks, or was it just for paladins and barbarians?
Wrath, this is going to sound like a crazy question, but...well, yes, actually it is a pretty crazy question. ;) Would you say it's possible that some human or elven culture in this setting may have already invented hang gliding, even if the knowledge of it may not be widespread?
Hey, lots more posts :) . I've been busy with the kids today. I'll try to post a big background post again tonight to give you some more insight.
Khaladon - The monk is set to shine more brightly when the official rules come out. Mostly becasue they are going to change some of the mechanics for grapple and combat maneuvres, which monks are meant to be masters of. I'll check out your variant later and let you know what I think.
This isn't a desert setting persee. You are fleeing from a desert environment but will be heading to a much cooler setting. Depending on what types of jobs you take on or plotlines you follow/create, you could end up in any environment. I'll be using aspects of the envionmetn books i have (desert, sand and arctic) throughout, but I wouldn't tie my characters too heavily to any one environment if I was you.
On that note, also be aware that any character class will be useful, as you guys really get to decide as a group how you want this to go. While you are heading to a big city, many of the missions will take you away from that environment. Feel free to double up on character archetypes types as well. I am a believer in trying to balance the game to characters, not to the requirement of the big 4 types. I see no problem with a wizard and a sorceror for instance, as one is intelligence based and the other is charisma based. This means those two won't be competing for gear as much as might otherwise be the case.
OK, I can see that I'm going to have to go for broke with you guys. Something a bit different to my normal boring PC. I think I'll stick with the gnome sorcerer but maybe make him a bit more creepy.
As for monks question, they are the one class I have never played in 3E. My one and only experience of them in 3.5E was of my high level elven cleric eventually getting fed up of saving the elven monks ass. I let him die. He kept getting beaten up. I recently saw a monk with a longspear that seemed ok. Maybe a bit of Paizo love will make them winners.
However I have friends that play wizards and sorcerers who always take a level or two of monk for the benefits they get. A monk with mage armour and shield is a dangerous monk.
For myself I'll wait for the added background stuff. Maybe we need a party shtick like all wizards or all the same faith or summat to give us a common goal.
I'm just thinking out loud but it maybe fun to come up with a decent link?
Crikey we could all play monks.
Righto, a general overview of the world.
There are two main coninents plus a bunch of islands that are all you need to worry about for the moment. It's a big world so more continents are likely to exist, but not really known in this part of the world as general knowledge.
The southern continent (Aramais) was actually the most settled. With vast sweeping plains, leading into rocky desert in the deep south. Given its warmer climate and the general flow of tropical currents into its shores, it recieved plenty of rainfall and suported a huge population. About twenty years ago news started filtering up from the south of the goblinoid tribes banding together under a new leader. No one thought much of it, figuring they would just break apart under internal strife. They were wrong (I'll write a little story snippet of the final days of the city of Azaghur later, to give you some more thematic stuff dealing with this). The city kingdoms in this place were really the cradle of civilisation.
The western part of the Aramais is dominated by a sweeping sand desert. The only truly settled part of this desert are the twin rivers that split the desert. They merge at the coast in in a huge delta of swamp and jungle. There are outposts of a number of different nations here, but mostly the settlements are jungle tribes (Mwangi)
The Northern continent, called Selios, has pockets of civilisation centred around city states. Effectively aything within a weeks travel of a city is fairly settled but after that you have wild lands. Dominated by temperate conditions in the south but changing into colder environments in the north, with rugged mountains and pine forrests. This area was was built on the ruins of some ancient civilisation that crumbled into obscurity aeons ago.
Lots of barbarian type tribes and clans of Dwarves and halflings in this region.
The three gret islands of the northern seas are inhabited by the elves. They tend to be Xenophobic on the islands themselves, but there are settlements of more free thinking elves on both continents.
<sigh> Well both my kids are up now, time to go be dad :) I'll get something on races up later.
Some stuff on races
Dwarves - Dwarves are dwarves. They're clanninsh, they live in mountains and like to dig stuff up. They're found throughout the lands. Interestingly, unlike other worlds, the clans of dwarves in this one are very fractious. They compete in everything, and some have taken this so far as to have blood feuds with other clans. Dwarves don hate orcs in this gae. They hate goblinoids and may have a hatred of another clan.
Elves -Living on the three great islands in the cold northern seas, the elves tend to be Xenophobic and trosective as a nation. Apparently they had something to do with the collapse of the great ancient nation of the northern continent but none of them are talking much about it. There are groups of elves who wnader the old lands though, some searching for secrets of teh past, others just interested in learning other cultures.
Gnomes - I really like the bleaching idea of the Golarian setting so I'm going to stick with that. Gnomes are almost exclusively found in the northern continent. The lands there call to an heriditary part of their lost heritage. The city of Gergythia has a big population of Gnomes who try to hold back the bleaching through alchmey and elemental bonding. They are great inventors. Other than that, gnomes have just permeated society for the experiences.
Halflings - Halflings are as adaptable as portrayed in Golarian, but there are three main types. The Halflings of the southern continent are nomadic. They follow the great Saurian herds of teh plainlands, riding their Pterosaurs and Raptors. While some tribes are friendly, others are extrmely territorial and many a traveller in the region met an untimely end at the lance point of Halfling Out rider.
In the Jungles of the two river swamps, the halflings are in small villages where they practice cannbilism and head shrinking. Their small size in thsi this dangerous region led to them evolving a much more viscious nature in order to survive. Some of them have been captured and "civilised" (taught not kill poeple and eat them in essence)
Civilised halflings have adapted to life with other cultures and have pervaded most of the settled areas.
Haf-Elves and Half-Orcs - Half elves are very rare, given the xenophobic nature of that race. The few that have occured are rarely born of mutual consentual relationships. Some are even teh progeny of breeding programs that certain Elf groups run, the reason for which are unknown.
Half orcs ont he other hand are fairly common on the southern continnet. The orcs are tribal and nature worshippers, not the evil chaotic creatures of other worlds. The goblinoids are the real bad tribes of blackbloods, and orcs and goblinoids have a hatred of each stretching back thousands of years. Half orcs may have hatred of goblinoids as a racial trait depending ont eh region they're from
Ok I'll get to the humans later.
Also nore, this is a collaborative effort I'm aiming for. If you have a concept your interested in for a character build, throw it at me and I'll see if it melds. This can include traits appropriate for different races and environs etc. We'll see how we go.
Hehe just read over my posts and saw all the spelling mistakes. Sorry about that. I'm writing fast as ideas come to me and getting this done between dad duties.
Ok more on Human nationalities.
Azlanti - The Azlanti are a bit of a mystery. They are a throwback to the ancient civisation that collapsed in the northern continent. They are rare and just arrise from random birthings. Any couple can give birth to an Azlant, and no one seems to know why, though the elves are reportedly very interested in finding out. This one makes a good background for sorcerors and warlocks possibly.
Chelaxians- The Chelaxians live int eh Northern most city state of Solaris. Their nation is bordered by rough mountains to the west and barbarian tribes to the north. Given the small size of their kingdom, they have taken to pact magic to aid in their defense. This goes beyond just daemons and devils. Chelaxian will pact with almost anything that will give them more power to survive the harsh land they settled. This why the Gnomes settled here in great numbers as they often bind elementals to their devices.
Gharundi and Kheleshite- These two pople co-inhabited the great southern kingdom known as the Sun Empire. Unfortunately, it's just been rampaged over by a horde of goblinoids and the nation only exists now in the refugees fleeing the land, and few settlements in places like the Two Rivers Delta.
Kellid Not much different to the Gollarian version. They form tribes that range across the Northern parts of the world. Kind of like the nomadic Halflings of the southern lands. They follow the big mammal migrations and tend to be a nation of horse people (Though some ride Giant boar, Deer or even Mammoth).
Mwangi Living in stilt villages in the Swamps fo teh Two River Delta and also all along those rivers pathways. Mwangi are not much different to what's found int eh gollarian setting.
Taldan - I don't really like the concept of the Taldan's for my world, so they're out im afraid. Unless someone was desperately interested in playing.
Tian -This group of people live in the cities across the dragon straights. They are on the Northern continent but separated from Aramais only by a short stretch of water (the Dragon Straights). As such, they have a great culture as well, the lands are just not as heavily populated as the Empire of the Sun was. They also tend to be a bt more Feudal than other nations, with a strict Hierarchy to their nation.
Ulfen - These are the vikings of the world. They live in castal villages and townships along the cold reaches of teh Northern seas. They delight in raiding and piracy, but some of the lower clans have turned this around into trading as well. Rumours abound of strong ties to many Ulfen Clans and totemic beasts. Someeven claim the Ulfen carry the taint of Lycanthropy very strongly in their bloodlines. (If you want to try for an Ulfen, you can take a Shifter character from teh Eberron setting.Mind you, people wold be very mistrustful if you suddenly grew a wolfs face and strted chewing things)
Varisians - Pirates and scoudrels. They mostly inhabit the myriad of Islets in the warm southern stretch of teh great ocean separating the two big continents. Great wanders, good seafairers. Small clans of Gypsy like Varisians inhabit the Northern climes.
[Vudrani[/b] - I'm struggling to slot the Vudrani in. unless someone really wants to play one, I'll leave them out. If someone ios keen I'll work something out.
Well hoprfully I've given you enough to go on for your character concpets. Feel free to ask questions. If you're struggling for motivation let me knwo and I'll see if I can help out.
I was heading towards half-elf, with probably a Varisian cultural background. Probably didn't know her parents(which sounds like it's for the best in this setting), taken in early in life by wandering Varisians, eventually got the wanderlust so bad that even that nomadic lifestyle was too sedentary for her.
Would it be alright if she had a little bit of history stowing away on an airship and doing a stint with the crew?(to spur her fascination with flight on and to explain why she has a rank in Fly)
The last days of Azaghur - A story from the fall of the Sun Empire.
This is a bit grimm, so if you're not up for reading that type of thing, best skip it.
Ormizd moved along the battlements of Azaghur with a weary pace. The bronze tipped spear and armour he wore were heavy and the helmet sat awkwardly on his brow. Two weeks ago he had been a merchant selling silk and spices in the southern town of Araxus. That was before he had been ordered to move north and serve in the citis militia. The Immortal Sun Emperor, his holiness Nashrapur had led 15000 men south to try adn rout the blackbloods from their lands, all but gutting the cities of the empire of their fighting men. In response, merchants and farmers such as eh had to serve a months duty in militias around teh empire to help bolster its defenses and maintain law.
"Thinking of Home Ormizd" a deep voice broke his revery, cutting through the cool morning air and echoing off the great stone Parapets. The Khelish merchant turned and saw the big Gharund soldier Arind approach him. The man was one fo the few true soldiers left int eh city, spread amongst the milita to help train them and bolster their morale if trouble started. He wa s huge man, wielding a great Falchion with consumate skill.
"I'm thinking that I'll be happy to return to selling my silks when the God Emperor returns" Ormizd replied, a frown creasing his otherwise friendly face. "How long now do you think?"
The dark skinned soldier looked down at the merchant and frowned, deep concern showing on his face. The last riders from the front had stopped coming nearly 4 days ago. The refugee caravans had ceased nearly a day later. He was under no illusion about what that meant, but he wouldn't crush this man's spirit when he was on the walls. He'd need it all too soon.
"I think we shall see an end to this before the month is out" was all he stated, pasting a smile across his face. He slapped the merchant on the shoulder and turned to face the rising sun. Great Sarenrae brought him comfort, her rays warming the metal links fo his chain shirt and glinting beautifully from his pointed helm. In the distance he heard a faint horn, a mournful dirge of noise. Covering his eyes from the glare of the low sun, he saw the dust cloud growing from the south east, the sun reflecting off points of metal. Thousands of points of metal.
"Hah!"Ormizd shouted as he too saw the cloud of dust. "See, the Empereor returns even now!"
A droning noise began to fill the air as more and more militia roused form their quarters and moved to the wall to see what was occuring. The drone grew louder and out of the morning sun a great cloud of giant insects rose through the air, wheeling slightly and turning towards the great city. Ormizd's eyes opened in shock when he realized they were Wasp riders of teh southern Goblin tribes. Four hundred of the great beasts flew across teh battlements, their riders unleashing a casual volley of poisoned tipped arrows at the defenders before teh air cavalry sed across, heading deeper into the city to casue havock.
In front of the walls, the ground began to tremble under the feet of the approaching army. Great beasts could be seen here adn there amongst the approaching horde. Huge Sauropods and giant insects, dragging siege equipment and Howdahs of troops and magic wielders. A great floc of ripper beast cavalry wheeled to the left of the army, its riders heading out past the walled the city to the shanty town that had sprung up over the last year. The screaming began.
Beside him Ormizd heard a baritone voice raised in song. it was a song to Sun goddess, asking for her blessing on the day of death. Arind had unstrapped his Falchion and stood singing to his god. The huge man wore a grim expression and he had tied a ceremonial red sash around his waist. He looked truly frightening now, but not nearly so much as the great hordes of goblinoids that began to charge the city walls.
As the first of teh siege ladders stuck near Ormizd, he suddenly felt very glad he had sent Khsimia and the girls to the docks to board the Chelaxian vessel. They at least would survive this. Then he had no more time to think as the the first hobgoblin broke over the parrrapets. He fought as visciously as he could, taking three warriors down before teh spear point found his chest and brahed his armour. As he sunk to the battlements, his pulse punding in his ears and his breath coming in laboured gasps he couls still hear the song to the great sun goddess. It was the last sound he heard.
Khaladon. I had a look at your monk. The only variation I can see is the one that lets you swap out your wisdom and strength. I'm happy enough for you to play it atm, but I'd like us to review it when the official rules come out.
Can I get a quick rollcall of those still interested? Not sure if i need to do an open call or not.
I'm also hoping to write up a class section explining some possible motvations of why you're around if people want that.
I'm also going to try and crete some campaign traits, but I want others to contribute to this. So anyone who's keen to try their hand at contributing a campaign trait, hears your chance.
Ok some stuff o classes. This may present a reason why you were in the nation when it fell.
Barbarians - This is a pretty wild land so Barbarian cultures are fairly high. In the south, the hlafling tribes were nomadic but very few others where. Ulfen raiders are oftne known as Beserkers, for the blloody rages they fly into, sometimes fighting nude in their unhinking rages. Mwangi and Khellid barbarians are very common. In the Sun Empire they were mostly slaves used for pit fighting or as expendable shock troops in the army. You could be in teh area as a roaming seafarere of teh Ulfen, on a trade mission for exotic spices or selling weapons. Possibly you're a slave, suddenly free becasue the nation that held you as a lsave is now gone. Other races have people who are barbarians purely through bloodlust or other uncontrollable emotions.The fear response can often trigger uncontrollable rage in people and creatures, maybe this is what your charcter has.
Bard - Bards are world travellers. Every nationality has them and most nationalities treat them with respet. Bards can travel most lands without the worries of boundary checks, though many governments keep an eye on them discreetly for fear they are spying. The war in the south has now strethced for 10 years, and many bards travelled there to tell the tales of heroics and tragedies. Some acted as intermediaries between governments as the Sun Empire began to implore its neighbours for aid, wither through troops, weaposn or just taking in refugees. Bard characters shouldn't have too much trouble finding motivation or reason to be here.
Cleric - A war needs clerics. Healing, combat enhancement, offering faith and hope to the desperate. All of these are reasons why clerics flocked to the great war. Some where sent on holy missions, others for political or monetary reasons. Certainly when the last cities fell, there were plenty of wounded being tended, and the churhes of teh region were relocating their wealth and artefacts to safer locations.
Druid - The orcs, the halflings, the barbarian tribes, the Ulfen all have a nature bent to their lifestyles. Many of them worship nature deities or spirit totems and the Druids of the land can be found amongst all of these. As spiritual leaders or assistants, Many druids found themselves in the cities in the final days o teh war, as they led their people from the advancing hirdes. Others had come to try and prevent the spread of diseases and famine amongst the city, knowing that the flood of refugees across the seas and along the coastlines would spread such horrors to almost pandemic proportions. Another, more dark faction of druids, saw teh great war as a chance for the fall of a civilisation that was beginning tochange the natural balance of thigns. They acted to their own ends, trying to bring about teh order of nature and wild spirits in an otherwise tamed land.
Fighter - There are any number of reasons why fighters are in the area. The question is why is your character fleeing teh city, rather than fighting on the walls. - Many fighting slaves suddenly found themsleves free when the final assaults began. They may have taken the opportunity to return to a homeland they hadn't dreamt of seeing again. - You may have been an injured soldier, just returned to light duties when the battle commenced. You were overseeign the movement of civilian refugees when the horns started blaring and teh ships left with you on board. - A mercenary only fights for money, and usually leaves when the battle is lost. Most fighting people knew this battle was lost weeks before the final assaults. - A bodyguard for a merchant or noble, trying to keep ypour charge alive and get them to a ship bound for safe ports. They're all reason sI can think of, I'm sure there''s heaps more.
Monk - The Sun Empire was the cradle of civilisation in this world. It had studies of many philosiphies and many monastaries were scattered across its lands. It is possible you were snet by the monastry as the last survivning member to keep their way of life and philosophy alive. Tasked with gathereing the funds and converts to start a new monastry somehwre. - Perhaps you are a tavelling monk, experiencing the world and using life as a test of your skills and the path to enlightenment. - Again teh freed slave or bodyguard might come into play, with your fighting style merely being different to those of the barbarian and fighter.
Ok, gotta take a break there. Will get the other classes done tomorrow. Is stuff helping at all? What other information would you like to help with your character builds?
Paladin - As noted in my original posts, Every religion has Paladin orders. These knights are defenders of an ideal as well as a faith, taking one of the four alignments as their virtue, and trying to live to its tennets. Most of the major religions in the world had a place in the Sun Empire before its fall, and many of the Paladins from other sectors travelled to the war zone on crusades of various types. Some to rescue artefacts from the land, others to test their mettle in battle gainst such a savage foe. You may be protecting an artefact of your church, travelling to crusade for your beliefs, protecting refugees as they flee across the great ocean or trying to present a foundation of rock for a world turning to chaos and despair around you.
Ranger - Every army needs a scouting force and most nations in the world have rangers in them. Some were sent by other kingdoms to the southern lands to train under the mighty Halfling scout Talazzhar. The halfling is a modern legend and is responsible for training a number of scout companies throughout the lands. He disapeared nearly 6 moths ago on a mission for the Immortal Emperor. Others are merely people who live in the wilds, provoding for their people. The plainlands of the Sun empire were not all tamed, and many pathces of wild savanah bushland and jungle dotted the landscape where hunters loved to roam. This was also a land with unique fauna, where many nobles and famous hunters gathered to try and collect trophies of the great raptors and Sauropods, plus the mighty Savannah hunting cats. Any of these could be reason you were in the region.
A note on favoured enemy. Although Goblins will surely be encountered in early levels, please note this is not a campaign purely focused on fighting the goblin empire. Any selection you make will be useful at some stage, as I'll go out of my way to provide opportunities for every class to shine.
Rogue - Thieves, beggers, adventurers, tomb robbers, locksmiths, gamblers, explorers and others who just want to experience life. Rogues are one class that can have almost any reason to exist and almost any reason to want to travel or adventure. One of the concepts I had was the thieves guild falling apart in the last few weeks and having an intenecine war that most did not survive. A very few have fled, hoping to find new lives or maybe start their own guilds in lands far away. Another concept for a thief type rogue was they were just about to pull a great heist while the authrities were so disorganised but the war caught up to them at the wrong time. Maybe they actually got the loot, and ow they trapped on a boat fleeing a city with stolen goods (this might tie in nicely with the rich parents trait from the Traits section from Paizo). I'm sure there are thousands of other possible reason to play a rogue.
Sorceror and Warlock - Bloodlines are pretty common theme in the world. Azlanti seem to crop up from no where. Half Elves are being force bred for some great experiment of the Elves, pact magic in the chelaxian nations have led to people with strange powers. The beast totems of the ulfen and their Lycanthropic ties might lead to certain bloodlines. The Mwangi shamans and Halfling tribes have strange blood magic and voodoo rituals that can be linked to these types of characters. Elves are the greatest of the magic wielding races and many have it literally runnig through their blood. And teh gnomes are fey in nature, they're basically created from a realm of magic and stranded ont hsi plane of existnece. Any number of motivations there. I guess the reasons you're in the city states when they fall can come from any of teh classes above.
Swashbuckler See for fighter, plus there are a number of pirate nations in the southern isles. These are mostly Varisian but others exist. It cold be you were a noble born son returning from training across the sea, only to find your estates and family have been consumed by the war. Maybe an ex pirate, trying out a new life.
Wizard Wizards are mostly into knowledge and magical research in my experience. The reasons behind why you adventure are yours I guess. Why they might be in teh cities when they fell are easy. The greatest centres of knowledge existed in the Sun Empire, and entire guilds of wizards existed in teh realm as well. You could have been sent to train, travelled ther for some obscure knowledge only found in the great libraries of the south. Whatever teh reason, it now stands that any wizard who gains enough power will become famous by default, because the most powerful wizards in the civilised lands have either been destroyed or captured by the rampaging hordes of the new goblin empire.
I think that's all I'll post for now. I don't want to do too much as part of this should be about discovering the world as you adventure. I'll give people a few more days to get character concepts together and then we might make a start (assuming I've still got 5 players, otherwise I'll have to recruit again).
Maybe the Source could be Nethys? Not sure. Perhaps the PC is not fleeing but one of those being drawn to the new church in preparation for a battle? It could be a gladiator who saw the light after meeting with a strange Lady....a la the Rigante books.
OK, here is Milhar, my human sorcerer, I still need to do his background, personality, equipment and such like but the bare bones are done.
Wrath, I have included a trait from the pdf that fits his character, let me know if that's ok, since I adapted it slightly to include the fact he is using arcane magic and not divine.
I like the concept of the thrity. If you can come up with a way to meld that into my game I'd be more than happy to oblige. The sorceror come fighting type your using seems like a great way to do that. I always Liked Decado from king beyond the gate as my two wepon inspiration, although he was not source skilled :).
Your sorceror seems to have too many hit points. You've listed 12 as max but it should be 6 unless i'm missing something. I'm guessing you've copied over from another character :). I liked the way you've meled the new trait with your concept, it works for me. Is that what you want for a campaign trait? as you also have the rich parents trait written?
I'm thinking of rolling out the actual game by next friday, assuming I can get others to confirm. Thanks for your ethusiasm to date :)
|Khaladon Star Voter Season 6|
Hey still here Wrath! I'd missed the earlier posts as I had forgotten to subscribe to the RSS but I think I've got it now.
There was more to the Monk mod but as Bo-Dan never got beyond 1st level it's not listed. I'll try and find it again and post it here (it involved some roundhouse kicks and some other stuff). I do trust you about Monk's being improved with the new PF so I will go with her. Do you have any idea when the new version is coming out though?
I also like French Wolf's idea of a few arcane levels so I'd like her to be one of those Azianti who has some arcane blood in her. Is a half-elf Azianti possible?? ;-)
As for her background, I don't know if you got a chance to go though the novel that it is, but I think most of it could still work in the world you've outlined. She could still be the orphaned result of a forbidden love tryst between a young elf and human. Shunned by society she made her way to a monastery where she remained until sent forth by them (or by events) to "spread the word'. (Wow, that's a Lot shorter than her other background! LOL)
Also wanted to say Thanks So Much for all the effort you've Already put into all of this Wrath! I'm Very excited to be a part of this game and get things going! If you could give me some points on how you'd like Bo-Dan modified (other than normal PF stuff) for your game/world I'll get right on it.
|TerraNova RPG Superstar 2009 Top 32 , Star Voter Season 6|
Sweet, still got at least 4 players so that's a bonus. I'll pop up a short recruit in the connect forum for one or two others and we'll look to get the ball rolling in a week or so.
FW, I've been working on a campaig trait for your character, but struggling to make sure it's balanced.
Unfettered Mind - You've been belssed by your god with the ability to allow your spirit to travel freely from your body. During these trips you are able to explore some of the myriad of paths of the future that you may travel. Effect - Once per day, reroll a failed save.
Now I'm not sure if that's actually useful enough as a trait but also don't want to make it too powerful. I was thinking of maybe allowing you to choose one save type and adding a bonus +1 to it for a day instead (the save type could change daily ). What are your thoughts?
Also, did you want me to develop the idea of the thirty a little bit more for the campaign, or would you like to have a go at it. I like the cocept of Nethys as a source like figure. Particularly his shatterd mind aspect. I envision a kind of fractured soul, with on part not knowing what the other part is doing, so its possible Nethys is guiding entire groups of worshippers to do things against each other, and is not even aware hes doing it.
Anyway, hoping that's all useful.
Khaladon, the background was great.
Your background half elf story sticks to my world beautifully. Unfortunately, half elves and Azlanti aren't really a compatible mix. Elves are very magical though, so half elves would also have a magical bent to them. Also, you could use the spiritual aspect of eastern culture monks to explain your sorceror powers. Kind of a Wu Jen magic if you'd like. Plenty of movies with that kind of thing in it.
I'm toying around with a trait for her, from your background. Something along the lines of a Hardened soul - adding a bonus to intimidate or maybe a bonus resistance to compulsion and charm effects becasue she's so naturally distrustful. I'll keep playing around with it but if you have any ideas leat me know. I wouldn't change any of the background really. I'll pencil a location for the temple fo teh wind where you did your training. You mention the Northern seas for it so that makes it cold and also close to the elven nations. Kind of perfect really. cheers
I was starting to write the starter story for the game and was throwing some griffon riders into it when I remembered you asking about flying. There are griffon riders in the game too, but only nobility can ride them as it's a blood thing. A griffon won't let any one ride them unless noble born (not necessarily noble of spirit you'll notice.) Any way, I know you already have a concept for your character but this was an extra bot of info I thought might help.
|Khaladon Star Voter Season 6|
Thanks Wrath! I'm glad you liked it, Bo-Dan really made me pour a lot of heart and soul into it and verily I say unto thee that at times I did find myself a bit misty eyed for her (and her parents) suffering...poor lost little lambs
As for the traits that's so cool you're willing to put the work into making ones up! I'm not sure if I see her being the intimidating type or not though...she is, from her training and her years of wandering alone, hard of body and mind, but this was a necessity to cover up her inner pain and fragility...the idea of some resistance to charms is not a bad one, but she has some of that from her elf traits anyway, no? I'll keep thinking about it too and I'm sure between the two of us we'll come up with something great : )
As for the campaign trait I have two suggestions;
Merciful: Once per day per level, Milhar can call on the Source to allow him to make a non lethal melee attack without penalty. I hope this isn't too powerful but it fits the way he could be trying to avoid taking lives more and more as he gets closer to the One True Path.
The Path of Mists: Milhar received a a clue from the Veiled Lady, a clue which he must unravel to reach the first marker in his journey. There he will be helped to carry on.
|Algret , Priestess of Torag|
Welcome aboard to Mark Thomas and Woodraven as the final compliment for the game.
For those who've posted characters and ideas for traits and background, I'll try and get through them tonight or early tomorrow and post an update.
I'd like to start this by Friday, but if people's weekends are super busy, I'll wait till monday morning one week from now. I'm in the Australian east coast so my updates will be a little off from most of yours, hope there's no probs with it, but I doubt there will be.
Alright, giving this alias another try. Basic backstory and attributes at this point. I am open for comments.
Wow TN, nice little background stoy there. Plenty for me to work with.
Will try and think up some form of campaign trait for you over the next few days. Anything else you want input for from me, or do you want to develop some of those background threads some more for yourself?
I like your merciful trait quite a bit French Wolf. I don't see it as overpowered, especially since you're doing non lethal damage and all it's doing is removing a penalty for doing something your character would attempt to. We may even try for a feat that allows you to do something similar with spells at some stage, however there are plenty of non lethal spells around so not sure about this one.
I'll develop the thirty concept and let it pick up in game sometime. Assume you've heard rumours of a group of fighters with powers similar to the ones you are developing. No one has heard much of them since the battle of Penneth fields some five years ago though.
Your other trait suggestion I'd like to use for further plot hooks from my end if that is ok. Once we both get a feel for the game world and how you want your character to progress, both the veiled lady and the thirty will be able to slip in more easily.
Mark, it all looks pretty good to me.
Some things to think about - I'd like for your clan to be situated in the northern continent. This allows a reason for you to be on the boat returning there. Can I also make an assumption that you haven't had much contact with the clan in that time. I find it's a useful plot device for me as DM later. It allows me to create all sorts of antagonisms and scenarios for your character.
However, if you have some definite ideas about your clan and how they work, let me know so I can sort them into the game.
Also, as a campaign trait I was tossing around the idea of something called Renewed Faith - Since you're returning home now you have come to terms with your lot in life somewhat more. This has renewed your faith in Torag, and whatever plans the creator has for you. You gain a +1 to spellcraft checks.
I figured this may help in combat siuations or difficlt terrain etc. However, I could also make it a +1 to the results of healing spells if you'd prefer. Also, if you have your own ideas for a campaign trait, let me know and we'll see what we can do.
Ok, so final roll call is
French Wolf - Milhar, human Sorceror
Khaladon - Bo-Dan, half elven Monk
Valkyrie - ?? ,half elven Rogue
Terra Nova - Dirty Dergo, human Warlock
Mark Thomas - Algret, dwarven priestess of Torag
Woodraven - ?? Possibly Ulfen druid or barbarian.
Nice little group of characters really. Light on fighting but big on magic and skills. Should make for some interesting games.
Now, we have a cleric so I'd rather not throw in an extra healing mechanism in terms of action points. If I feel healing is becoming an issue (especially for Mark if he doesn't want to play healer bot a great deal) I'll get some magic items in there to help sooner rather than later.
I'll endeavour to post daily and will try to keep plots flowing as fast as possible. Comabat will not be using maps, I'll put in some ooc info on combat scenarios to help you plan better. I will use intiitaives, but will not force you to post in initiative order. Just post what you'd like done including rolls and I'll sort out the order it happens. If your action gets nerfed due to something happening mid round, I'll either apply it to another combatant or situation or ask you to rethink. Is that ok with everyone?
Rolling will be on the honour system. While I like Invisible Castle I also understand it sometimes fails to work. Feel free to roll using dice at home if it's easier.
Would you prefer that I track xp and let you know when to level up, or do you want xp dished out when you earn it?
I am on holiday from Friday, staying with relations until Thursday. But I doubt it will effect my posting much.
However the Friday 15th/Sat 16th/Sun 17th after that, I'm running a mini-con at my home for seven guys and I'll be pretty much out of the loop until Tuesday.
I'm not that fussed about how you handle the xp, I'm happy enough with you doling it out or just telling when to level up.
I'll try to do the background for Milhar today or tomorrow, but I am a year older today so may be busy.
Right I think I'm finished.
Just need a suitable second language that you would recommend, Wrath. What languages are mainly spoken around the city and further afield?
This PC is an open book so if any of the other players wants to have a look and see if there is some way to tie us together then go for it.
Nice work French Wolf. 1 charater done.
Happy Birthday by the way :). Hope it was good one.
PS if some of you want to tie your characters together somehow, that always makes the beginning of a campaign easier. It's not essential, but may speed things up somewhat.
Val and Khaladon, given both your characters are kind of wandering souls, its possible you met up at some stage for instance.