GM Niles |
Perched at the edge of civilized lands, the small
town of Falcon’s Hollow has always had to
rely on itself to solve its problems. Meanwhile,
the uncaring lumber barons squeeze the common
folk for every last copper, deaf to their
pleas. Now the hacking coughs of the sick are
heard throughout town. The plague has come
to Falcon’s Hollow and the town’s leaders can’t
be bothered to stop it.
This is my first PbP game as GM so I decided to start small.
Looking for 4-5 roleplayers to find a cure for Falcon's Hollow.
Any race from core rulebook is ok check with me for anything else, no evil alignments please. 2 traits, 20 point buy. Any class is also ok. Check with me on archetypes.
Post a short blurb about your character, looking for why your visiting Falcon's Hollow.
I'll post the 4 or 5 characters that are in by Friday the 3rd of August.
FangDragon |
For your consideration
Human (Varisian) Court-Bard - Chaotic Good. Worships Desna.
Str - 12
Dex - 14
Con - 12
Int - 14
Wis - 9
Cha - 17
Feats:
1) Spell Focus (Enchantment), Focused Study (Perform: Comedy)
Later he'd probably go for:
3) Varisian Tatoo (Enchantment)
5) Greater Spell Focus (Enchantment)
Silas is one of the wandering Varisians, tall, handsome and exotic but with a tongue sharper than any blade; a tongue which has frequently got him into trouble. Silas means well, but sometimes he just can't help it if there's a joke to be told (usually at somebody else's expense).
Most recently Silas was in Almas, but he's not exactly welcome there anymore, not after that scandalous tavern song which suggested several prominent members of the council where less than honest with public funds and where spending their ill gotten gains on naughty things...
Falcon’s Hollow is just a name on the map to Silas, but it's far away from Almas which is good. Hopefully nobody has heard of him here, at least not yet!
As far as combat goes, Silas will be a debuffer / controller first and archer second.
I've not played a PbP before, but it's something I've been meaning to try for ages. I should be able to post most days. In case it matters I'm in the UK.
GM Niles |
@awkright lvl 1, can be from the town or visiting. I'll post some info on the town shortly.
@zeguma ill be posting 2-3 times a day. I'd like everyone to post at least once daily. I'm not in a rush to finish so not gonna hold anyone to more than 1x daily. Yes post here with the character
@ fang dragon I'm a new gm in pbp so we will learn together. Time zone isn't a big deal.
Lewa263 |
I've got Mythweavers sheets for Saffron and her horse.
Backstory-wise, Saffron was raised by a couple of humans in isolated wilderness and not informed of her true race. She was raised on fantastic stories of knights and heroes of legend, and trained with the family horse in anticipation of being a knight herself. Then some travelers came through and panicked when they were greeted by a hobgoblin. Saffron knew something was up and confronted her parents, who finally told her the truth. Shocked to the core, she took the horse and stormed off to deal with the revelation. Since then, she has, through great effort, managed to get a few temporary jobs as hired muscle in order to earn money to buy basic equipment. Now she is looking to go off and protect the common people.
GM Niles |
Info on Falcon's Hollow
A rough community wholly owned by the local Lumber Consortium, Falcon’s Hollow rests on the edge of Darkmoon Vale, a blunt, sawdust choked stop on a winding trade route. Home to fewer than 1,500 humans
and a smattering of other races, most of the townsfolk care only for the paltry coins paid for their backbreaking work and what simple comforts they can buy. A few, however, understand that what’s bad for one is
bad for all, and so the community thrives on a tenacious mix of greed, debauchery, and stubborn self-reliance.
Lewa263 |
Well, she would expect and accept being treated as little more than a monster by this point. She would be trying to earn respect through deeds and patience. This struggle is a crucial part of why she is a hobgoblin, but if you don't think it would work, half-orcs are a more typical sufferer of these prejudices.
Ridge |
Info on Falcon's Hollow
A rough community wholly owned by the local Lumber Consortium, Falcon’s Hollow rests on the edge of Darkmoon Vale, a blunt, sawdust choked stop on a winding trade route. Home to fewer than 1,500 humans
and a smattering of other races, most of the townsfolk care only for the paltry coins paid for their backbreaking work and what simple comforts they can buy. A few, however, understand that what’s bad for one is
bad for all, and so the community thrives on a tenacious mix of greed, debauchery, and stubborn self-reliance.
ooo, another question... are there any shrines or the like to any particular gods there if we're looking for a religious tie/cause for a character?
Ridge |
There is a small church dedicated to Iomedae, Erastil is revered also, probably some Gozreh worshipers around too.
Falcon's Hollow is located in Andoran.
Thanks, that inspired me. I've been wanting to try an Inquisitor for awhile (never played one before) and the idea of a class allowing one to serve the goddess of chivalry in ways that your typical paladin or cleric of the same faith wouldn't appealed to me.
So my concept is Lucanor, a Human Inquisitor of Iomedae who, if things had gone differently, probably would have ended up a rogue instead. He's NG rather than LG but he still values justice and the good fight.
Regardless, as an orphan on the streets of Almas, Lucanor fell in with a group of thieves and crooks. They traveled a great deal in order to avoid the authorities, and Lucanor was taught how to sneak and pick locks among other shady gifts.
But as they say, there's no honor among thieves. Lucanor was left holding the bag, quite literally. A theft had gone very wrong, one of the crooks slew a merchant who wasn't supposed to be home. Knowing the authorities wouldn't rest until they had someone, the murderer framed Lucanor leaving him out cold with a bloody knife in his hands at the scene.
If not for the Church of Iomedae, Luc would have been strung up quickly for a crime he had not committed. The church proved his innocence, and took the young man under their wing. Slowly, begrudgingly, Lucanor accepted Iomedae into his heart. While he sometimes annoyed the clergy greatly with his own views that Justice and Law were NOT as close as they taught, his criminal skills and 'flexible view' helped him find his true calling as an Inquisitor.
And so, when asked to check on how a small chapel of the faith was doing in the village of Falcon's Hallow, Lucanor went. As an Inquisitor, he's not part of the typical hierarchy, and his methods are not as forthright as his religion prefers... but that is just how he likes it.
Unruly |
I'm interested as well. I'm pretty new to PbP myself, and a small module-sized game would be pretty good for me. It will also help me get more familiarized with Pathfinder as a whole. I played vanilla 3E D&D years ago, didn't play 3.5, and have tried to play Pathfinder off and on IRL for the last year and haven't been able to find a consistent group. My only experience with PbP has been a failed campaign earlier this year where the DM left really early, and I'm applying for another campaign right now.
I've got an idea to play a Cavalier to get acquainted with the rules behind stuff like mounts and animal companions. I'm thinking a Human Order of the Dragon Cavalier who has friends or family in the area who have asked him to come to their aid. Maybe they're being strong-armed by the logging company over wages or something. He'll most likely be NG, maybe TN. I'm not familiar with the deities in Pathfinder, so I don't know who he'll worship yet.
I'll try to stat him out sometime later today.
Also, depending on how this turns out is there any chance on it getting extended beyond the module?
John Stout |
I'd like to run with a neutral Ranger who works with the Lumber Consortium to figure out prime locations for logging, as well as track down any fugitives in the area. I'll get the crunch done tonight.
Human Homeland: 1d100 ⇒ 77
Human Parents: 1d100 ⇒ 63
Human Siblings: 1d100 ⇒ 2, 1d2 ⇒ 1
Circumstances of Birth: 1d100 ⇒ 15
Parents' Profession: 2d20 ⇒ (10, 4) = 14
Major Childhood Event: 1d100 ⇒ 93
Step 2 - Adolescence and Training
Ranger Backgrounds: 1d100 ⇒ 92
Influential Associates: 1d100 ⇒ 88
[b]Step 3 - Moral Conflicts, Relationships and Drawbacks
Conflict: 1d12 ⇒ 10, 1d20 ⇒ 12, 1d10 ⇒ 7
Unruly |
Ok, so here's my character - Michael Stanford, Human Cavalier(Order of the Dragon) 1
Michael Stanford
Male Human Cavalier 1
NG Medium Humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 16 (1d10+6)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
. . Shortsword +4 (1d6+3/19-20/x2) and
. . Warhammer +4 (1d8+3/x3)
Special Attacks dragon's challenge +1 (1/day)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 11, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Power Attack -1/+2, Precise Strike, Toughness +3
Traits Beast Bond (Ride), Tactician (1/day)
Skills Acrobatics -4 (-8 jump), Climb -3, Diplomacy +5, Escape Artist -4, Fly -4, Handle Animal +6, Intimidate +5, Perception +4, Ride +1, Sense Motive +4, Stealth -4, Survival +0 (+1 to provide food and water for allies or to protect allies from harsh weather), Swim -3; Racial Modifiers +6 ride while riding your bonded mount., dragon's skills
Languages Common, Elven
SQ animal companion link, orders (order of the dragon), tactician (precise strike) 3 rds (1/day)
Other Gear Scale mail, Heavy wooden shield, Shortsword, Warhammer, Backpack (9 @ 15 lbs), Bedroll, Belt pouch (1 @ 0.54 lbs), Blanket, Flint and steel, Rope, Torch (5), Waterskin, Waterskin, 13 GP, 9 SP, 5 CP
--------------------
Special Abilities
--------------------
+6 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -6 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Dragon's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity.
Tactician (Precise Strike) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Adrienne
Horse
N Large Animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 15 (+2 armor, +1 Dex, -1 size, +4 natural, +1 dodge)
hp 17 (+4)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Horse) +3 (1d4+3/x2) and
. . Hooves x2 (Horse) +3 x2 (1d6+3/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Dodge
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +1 (+9 jump), Fly -1, Perception +5, Ride +1 (+3 to stay in the saddle), Stealth -3, Swim +7
Languages
SQ attack any target [trick], combat riding [trick]
Combat Gear Oil; Other Gear Leather armor, Bit and bridle, Canvas (sq. yd.), Hooded lantern, Military saddle, Piton (2), Rope, Saddlebags (6 @ 15 lbs), You have no money!
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Any gear that's listed as being included on my horse is meant to be either worn by or fastened to her. If I've screwed anything up, please let me know. I've never done anything with an animal companion before, and this is my first Cavalier.
Geriatric_ |
dotting for interest.
GM: if you're okay with it, I'd like to watch this game. I'm Al-Akim, and Kierra in the other two games, and I'm interested in GM'ing as well, so I'd like to sit in and watch.
Also, I don't want to take a slot away from other players here, but if you need someone to fill in, let me know and I can hop in quickly.
Chyrone |
Hello,
Submitting Hecktor Thames, lvl 1 human fighter.
Background
One day, while working in the field, a band of raiders attacked. They ransacked and burned down his farm.
To its defense he took the only thing close to what he had for a weapon, his scythe. He managed to kill 2 of the raiders, but the rest fled with the spoils.
Having lost everything, he had to earn money to survive. Just so happened, a local group of mercenaries were recruiting in Almas, the nearest city. They had their doubts, but showing his skill with a scythe got their interest. They bought him a combat-scythe and sickle, and he would work with them to pay off the debt.
A few years later, the mercenaries were hired as a permanent security unit at the large estate of a local lord. On a diplomatic assignment for said lord, Hecktor and another merc were appointed as bodyguards to a representative of the lord. During the assignment, his fellow merc and the diplomat were murdered overnight. He killed his assassin before he got to him. Hecktor decided then he would not return to the lord until he'd find the culprits. As such he had been traveling across the country. As of recent, he had heard a rumor the culprit has visited, if not holds up in, Falcon's Hollow.
Stats:
Defense:
Saves: Fort +2, Ref +1, Will +0
AC: 18 (+2, +1, +5)
Trait: Deft Dodger
Offense:
BaB +1
Feats: Cleave, Power attack 1, Dodge.
Move: 30 ft => 20ft; 20 ft => 15ft
Hp: 12 (10 +1 +1)
Favored Class: Fighter
Favored class bonus: +1 Hp
Init. +2, Touch 12, Flat footed 16
Str 18, Dex 14, Con 13, Int 10, Wis 10, Cha 12.
Skills: Handle Animal 1 rank(+5), Intimidate 1(+5)
Gear:
Weapons: Scythe, Sickle, Short Bow
Armor: Scale Mail
Outfit: explorer's outfit.
GM Niles |
@ Geriatric heck yeah man, no problems here
@ Chyrone, you can choose an additional trait. Why no ranks in profession farmer? Where is Hecktor from? Where were the raiders from? This assassin, did Hecktor get a good look at him/her? Were they all humans (raiders and assassins)? Just a few things to think about.
@ Unruly Thanks for the submission.
@ John looking forward to your writeup of random rolls =) It should prove interesting.
@ Ridge Looking for anything specifically in the church?
@ Awkwright looking forward to your alchemist
@ Biophilia Any of those would work. I'm ok with Mad Dog barb.
So far definitely interested include
Fangdragon Varisian Bard (Court Bard)
Lewa263 Hobgoblin Cavalier
Ridge Human Inquisitor (no crunch)
JohnStout Human Ranger (no crunch)
Unruly Human Cavalier
Chyrone Fighter
Awkright Alchemist (no writeup)
Biophilia Barbarian, Nature Oracle or Druid
Need some more arcane characters =)
Ridge |
@ Ridge Looking for anything specifically in the church?
I hope it doesn't hurt my chances to say this, but nothing specific comes to mind. :)
I can see Lucanor offering his services to the temple if its having any problems. A lot depends on how it is doing. He'd probably place the regular worshipers under his protection, whether he was told to or not.
Clearly, if he hears of a plague, he'll probably see what any healing clerics there might have to say about it and being a good guy, he'll do his best to help the populace.
If the town is truly corrupt, as an Andoran who serves the goddess of Rulership, Justice, all that jazz, he might help the locals reclaim their democracy as best he could. Which might make him less than popular among the Lumber Consortium.
Lucanor
Male Human (Chelaxian) Inquisitor 1
NG Medium Humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 9 (1d8+1); judgement of sacred healing 1
Fort +3, Ref +2, Will +5
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword +2 (1d8+2/19-20/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Cure Light Wounds, True Strike
0 (at will) Light, Brand (DC 13), Disrupt Undead, Stabilize
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Alertness, Dodge
Traits Vagabond Child (urban) (Disable Device), World Traveler (Knowledge [local])
Skills Acrobatics +1, Climb +1, Disable Device +6, Escape Artist +1, Fly +1, Heal +7, Intimidate +5, Knowledge (local) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (religion) +5 (+8 to identify the abilities and weaknesses of creatures), Perception +9, Ride +1, Sense Motive +10, Stealth +5, Survival +7, Swim +1; Racial Modifiers monster lore
Languages Celestial, Common
SQ domains (tactics), judgement (1/day), seize the initiative (6/day)
Other Gear Studded leather armor, Crossbow bolts (20), Light crossbow, Longsword, Backpack (6 @ 4.58 lbs), Blanket, Flint and steel, Holy symbol, wooden ( Iomedae), Thieves' tools, Trail rations (2), 29 GP
--------------------
Special Abilities
--------------------
Inquisitor Domain (Tactics) Associated Domain: War
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
FangDragon |
I've stated Silas out a bit more, and worked on his background.
Human (Varisian) Bard (Court Bard) 1
CG Medium Humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +1 (1d4+1/19-20/x2)
Ranged Shortbow, Comp. (Str +0) +2 (1d6/x3)
Special Attacks bardic performance (standard action) (7 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13)
Bard (Court Bard) Spells Known (CL 1):
1 (2/day) Hideous Laughter (DC 15), Charm Person (DC 15)
0 (at will) Know Direction, Daze (DC 14), Message, Light
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 14, Wis 9, Cha 17
Base Atk +0; CMB +1; CMD 13
Feats Skill Focus (Perform [comedy]), Spell Focus (Enchantment)
Traits Reactionary, Savant (Perform [comedy])
Skills Acrobatics +3 (-1 jump), Bluff +7, Climb -2, Diplomacy +8, Disguise +7, Escape Artist -1, Fly -1, Intimidate +7, Perception +3, Perform (comedy) +12, Perform (sing) +7, Ride -1, Sense Motive +3, Stealth -1, Swim -2, Use Magic Device +7
Languages Common, Dwarven, Elven, Varisian
SQ bardic performance: satire -1, heraldic expertise (1/day)
Combat Gear Caltrops, Oil (5); Other Gear Lamellar (leather) armor, Dagger, Shortbow, Comp. (Str +0), Bedroll, Belt pouch (empty), Blanket, Canteen, Chalk (2), Hammer, Marbles, Marbles, Marbles, Marbles, Mess kit, Piton (4), Soap (2), String or twine, Survival kit, 2 GP, 3 SP, 7 CP
--------------------
Special Abilities
--------------------
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Satire -1 (Su) Inflict penalties to attack, damage, save vs. fear and charm.
Heraldic Expertise +1 (1/day) (Ex) You add half your bard level to Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks.
Savant (Perform [comedy]) You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Silas is one of the wandering Varisians, tall, handsome and exotic but with a tongue sharper than any blade; a tongue which has frequently got him into trouble. Silas means well, but sometimes he just can't help it if there's a joke to be told (usually at somebody else's expense). Growing up as a Varisian far away from home was hard for Silas, as they are often unfairly seen as being thieves and Sialas was tormented by some of the other haughty students at the Kitharoadian Academy. Despite his flair for comedy and song, he never fit in at the Academy and soon after graduating found himself drifting. Besides there was that misunderstanding with the Baron's daughter, traveling to Andoran was her idea and it was hardly his fault if she wanted run off and join the thieves guild now was it? Neither was it his fault if she took a several obscenely expensive art works from her Daddie's collection with her!
Most recently Silas was in Almas, but he's not exactly welcome there anymore, not after that scandalous tavern song. At the time it seemed very clever and funny to expose the cheating bankers who had been giving large "donations" to several prominent members of the council in return for looking the other way. If the same son song claimed the very same councilors where allegedly found in a ditch by the local constabulary after a night of debauchery, so much the better! It was the magistrates suggestion that Silas leave town before things got ugly, not that he was staying anyway after that creep with the daggers started following him around town like a bad smell.
Falcon’s Hollow is just a name on the map to Silas, but it's far away from Almas which is good! Hopefully nobody has heard of him here, at least not yet!
Silas will be spell caster first and archer second.
Incidentally if where where to reach level 2, how would you handle versatile performance? Would Silas be able to "respec" skill points spend in skills that are covered by the versatile performance? I'm hoping to cover the usual knowledge skills down the line too :)
Chyrone |
GM Niles, did some editing. Here you go. I set skills to animal handling, farming and intimidate. The 3rd feat was dodge, i set that at the def and the other 2 under off.
Hecktor used to be a farmer, growing up in the countryside near Almas. He grew crops, wheat and produced butter, as he was one of Almas' food suppliers.
One day, while working in the field, a band of human bandits attacked. They ransacked and burned down his farm, taking as much food and coin they could get their hands on.
To its defense he took the only thing close to what he had for a weapon, his scythe. He managed to kill 2 of the raiders, but the rest fled with the spoils.
Having lost everything, he had to earn money to survive. Just so happened, a local group of mercenaries were recruiting in Almas, the nearest city. The mercs were called the Storm Unit, due to their quick and effecient attacks. They had their doubts, but showing his skill with a scythe got their interest. They bought him a combat-scythe and sickle, and he would work with them to pay off the debt.
A few years later, the mercenaries were hired as a permanent security unit at the large estate of a local lord. On a diplomatic assignment for said lord, Hecktor and another merc were appointed as bodyguards to a representative of the lord. During the assignment, his fellow merc and the diplomat were murdered overnight. He killed his assassin before he got to him, unfortunately there was no opportunity for interrogation. However, the assassin did carry a note, saying to kill the diplomat and any accompanying him and then rendevouz at Falcon's Hollow. The assassin was a member of the Shades, an assassins group known for political and high profile killings. Hecktor discovered the assassin was human and had a tattoo above the left eyebrow, a bar with half a moon through it. Not knowing the who and why, Hecktor decided then he would not return to the lord until he'd find the culprits. As such he had been traveling across the country towards Falcon's Hollow.
I had thought the assassins were hired for an (to him) unknown political reason. But those plottwists are prob best left to the GM. ;)
GM Niles |
@ Chyrone, awesome exactly what I was looking for. Gives me a way to make modules personal and less bland.
@Fangdragon Anything can be retrained, there are rules for that now =)
Fang brings up a good point. The module is very short. Meaning that there will be no leveling during the module. However, if we continue to the next in the series then you would level. On that thought, I don't do experience points. They just seem awkward and pointless, I'll level you at appropriate points in the modules/campaign (if we continue).
Ridge |
@ Ridge Everything looks good except, why the world traveler trait? Seems from the backstory that Lucanor was born in Andoran and stayed there.
Ah, good point. I guess I was just looking at the traveler part more than the world and thought 'crooks on the run' for his early years. I'd be happy to change traits to something that fits better.
GM Arkwright |
Name: Percival Lawson, Chirurgeon
Race: Human
Class: Alchemist (Chirurgeon)
Alignment: NG
Backstory: A foundling raised at a museum in Sandpoint, Percival lived a quiet, administrative little life, becoming curator. One day a visitor suddenly fell to the floor and his hands began to glow blue. Recognizing the rare Fainting-Color attack from the museum archives, he retrieved the required medicine from an exhibit and applied it to the visitor, who lived, barely. Inspired by this- and the sudden void of meaning and worth that a life caring to a museum seemed to be- he began studying with the town herbalist, learning of the practice of Alchemy and its healing arts.
Percival has made his way to the town of Falcon's Hollow to learn more about and, hopefully, cure the plague.
Personality: Percival is a meek and quiet man with a surprisingly infinite amount of care and compassion for his fellow sentients. He is strongly interested in Alchemy, both as a path to healing and as a path to understanding. From his time at the museum he holds a keen interest in cultures and histories. He has no strong feelings about the logging industry, unless they act selfishly to the detriment of the townsfolk.
Description: Chirurgeon Lawson is a thin and scrawny man wearing thick, hardened iron-studded leather armor nearly twice as thick as he is. He wears an adjustable monocle and has bottles and containers and vials strapped all over his body.
Unruly |
I have a small question, which I figure I already know the answer for but I'm asking regardless - With my mount/companion, when I tallied up the HP it had two HD. I assumed that I should tally it up as the first being full HD and the second being half HD+1. Was that correct?
Also, I'm somewhat confused with my horse's attacks since I've never dealt with primary/secondary attacks or even natural attacks in general(my previous experiences with D&D/Pathfinder tended to stay really, really simple). I know the bite is a primary and the two hooves are secondary. I know that secondary attacks are made at BAB -5. What I'm confused about is if a full-attack includes both the bite and both hooves. And if it does, are the hooves at only the BAB-5 or does the horse get the normal TWF penalties on top of that?
John Stout |
Character Drawback: 1d100 ⇒ 49
I've got the character background complete, so I shall churn out the crunch tonight.
Edit: As part of my background, I'll be taking the Vengeance feat which stipulates that I must have a particular foe (and his minions) against whom I shall get a +1 on saving throws, attack rolls and weapon damage rolls. Which foe in the module would make sense to be up against? They have to have been capable of raiding Falcon's Hollow in the past.
Lewa263 |
I'd like to run with a neutral Ranger who works with the Lumber Consortium to figure out prime locations for logging, as well as track down any fugitives in the area. I'll get the crunch done tonight.
Out of curiosity, where did you get this background rolling thing? Is there a site where I can see this? It looks interesting.
GM Niles |
@Lewa and Unruly Yep, UC is a pretty damned cool book.
@John Let me do a little research on the area. Andoran isn't friendly with Cheliax so thats an option.For this module only, the foes won't be typed humanoid much, without giving away too much plot. If we play further into the series, Kobalds and Goblinoids become more of a factor.