Jakob Alexander |
Hey Drunk submission.
wine and beer do mix at least for me tonight.
I was born in northern Brevroy a land of misty shores and harsh hill lands. A place of snowy vistas and violet hued mountains, but I am waxing on a little too much aren't I. I was born to Margret and Robert in a small village in the north as I said before. They wanted me, prayed for me before birth, and hoped for the most for me. This was all before I was born of course. They, my parents, were simple shop owners in that small town near the Lake of Mist and Veils. My mother had an amazing way with herbs and my father could make any potion you could imagine. Whether it was healing, poison, or explosive he could mix it up and you wanted it for it's intended purpose. Together they made a life providing a service that helped others and it was a grand life for them. They were content and happy. That was until I was born.
To say that I am a freak would be an understatement. I am nothing like what my parents expected and I was nothing like I should have been. I was always agile of foot and quick of mid but never strong. But I am getting ahead of myself again aren't I. I should just start from the beginning and with that I mean my birth. That is when the freakiness of my existence really begins. When I was born I had bronze lustrous skin and silver hair that shone in the light like polished metal. My eyes shone like emeralds polished bright and sparkling in the dimmest of light. I was a sight to see a thing of beauty and of pain. The pain for my father was I looked nothing like him. You see my parents were both pale white with blonde hair and blue eyes. I was nothing like them. To say it caused a little concern would be an understatement.
Well actually my father wouldn't believe that I wasn't a bastard. In fact he took me and my mother to the Temple of Erastil to find the answer of my mothers infidelity. So my life started as a would be bastard but it got only a even weirder from there. The clerics were able to prove that I wasn't a bastard and that my mother wasn't unfaithful. It turns out that I am what the clerics at the local temple called an Aasamir. In essence I am supposed to be an angel on earth. My ancestory has outsider blood and I am a manifestation of that blood now after all this time.
What that meant for my village was I was some sort of good omen for the village. Everyone wanted to touch me to help their ills, or have me hold their children so they could be healed, or bless their crops. I wasn't a cleric or some sort of oracle but that didn't matter I was an angel on earth. It only got freakier when I actually healed a child who fell from a barn. The wounds were fatal but the mother insisted I could heal the child. I tried to tell her that I was not a cleric but she insisted that I hold the child. I wept for the little girl and her family and as my tears fell upon the girls her wounds started to heal. I did nothing but me being be somehow healed the child. It isn't something I can control but when there is pain and I am moved by that suffering my tears can heal.
Because of this my parents wanted me to enroll in the temple of Erastil to become a cleric or palladin or anything religious. They pushed me to do this for year after year but all I wanted was to do what my parents did. To do good for others through what I know. And what I know is what my parents knew Alchemy. I understood what my father did with the potions and the herbs were as easy to me as they were to my mother.
I never went to the temple though my parents never let it go. Though I stopped letting the other villagers treat me like some sort of a good luck charm. Though I always helped where I could.
The years passed and I watched my parents grow old, but I never seemed to age. When I turned 60 I was no older than humans that were in their 20's. I watched my parents slowly die at a ripe old age. In fact toward the end my father seemed to be able to lock anything and everything with the keys still on the wrong side of the lock. I was forced to learn to pick locks and disable other certain deterants that my father had set. I know that they loved me and I loved them but I always felt like I never lived up to their expectations even after 70 years of my life.
So yes, I am a freak always was always will be. I am an angel who doesn't use religious means to live. I am not a cleric and I am deffinitely no palladin. But I can blow your mind and your life because I am an alchemist. I use extracts, potions, and mutageons to help others, myself, and defeat evil.
I have now left my village since my parents are dead because I heard of an opportunity to make a name for myself. I am taking that opportunity to become my own person, to find myself, to make myself, and to live my life. I will settle the unsettled land and become more than a freak. I will become human.
HP 9
Initiative 5
AC 17 (armor chain shirt 4 dexterity 3)
Melee attack -1
Ranged +3
CMB -1
CMD 12
Weapons
Alchemist Bomb +4Atk 1d6+4 (point blank shot) 4/day
Light Crossbow 0Atk 1d8
Club 0Atk 1d6-1
Saves
Fort 3
Ref 5
Will 1
Special Abilities
Dark Vision,
1/Day Positive energy for 1d6 (alternate),
Celestial Resistance Acid Cold and Electricity 5,
(Issian Trait) 1 to will saves to resist mind affecting,
Reactionary trait 2 bonus to initiative,
Point Blank Shot feat,
throw anything,
Brew Potion
Extracts 2/day
Skills
Acrobatics 1
Appraise 7
Bluff 1
climb -3
Diplomacy 3
disguise 1
Escape artist 1
fly 1
Heal 1
Perception 7
Sense Motive 1
Stealth 1
Survival 5
Track 5
Disable Device 5
Knowledge Nature 7
Slight of Hand 5
Spellcraft 7
Use Magical Device 5
Equipment
Back Pack
Bed Roll
Belt Pouch
Explores Outfit (free)
Ration 3
Waterskin
Thieves Tools
Bolts (20)
Phillip0614 |
Finally got my submission ready, Tassadan! Please let me know if you'd like any corrections, clarifications, or alterations made.
Tektik Spellscale
Male Kobold Sorcerer 1
LN Small Humanoid (reptilian)
Init +2; Senses darkvision; Perception +7
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Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 6 (1d6)
Fort +0, Ref +2, Will +2
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee Spear +0 (1d6-1/x3)
Ranged Light crossbow +3 (1d6/19-20/x2)
Special Attacks claws (6 rounds/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Magic Missile, Mage Armor
0 (at will) Mage Hand, Ghost Sound (DC 13), Jolt, Spark (DC 13)
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 10, Int 12, Wis 10, Cha 16
Base Atk +0; CMB -2; CMD 10
Feats Combat Casting, Eschew Materials
Traits Pioneer (Perception), Poverty-Stricken
Skills Fly +4, Perception +7, Spellcraft +5, Stealth +10, Survival +5 (+7 to avoid becoming lost when using this)
Languages Common, Draconic
SQ bloodlines (draconic [bronze dragon [electricity]])
Other Gear Crossbow bolts (20), Light crossbow, Spear, Backpack (12 @ 5.25 lbs), Bedroll, Blanket, Chalk, Compass, Rope, Trail rations (7), Waterskin (2), Weapon cord, 61 GP, 7 SP, 9 CP
--------------------
Special Abilities
--------------------
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic (Bronze Dragon [Electricity]) +1 damage per die for [Electricity] spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Tektik has had hard life. Life of kobold is hard already, but Tektik life harder than that! When Tektik is hatchling, he learn big people take advantage of kobolds. Think kobolds weak. Or at least...that what other kobolds say. All his life, clutchmates tell Tektik how big people bad. And Tektik believe them! Why not? Clutchmates not lie...even if they jealous of pretty, shiny scales Tektik have. Or that what he think is why they not like him, anyway. Or maybe is how he can use magics. No one else in tribe uses magics like Tektik does.
Anyway...one day, Tektik out for walk. Tribe send Tektik out for walks a lot. But is ok, Tektik like to go out for walks. I walking around, then suddenly, ground fall right from under Tektik's feet! Then feel bad hurt in leg! At first he not know what happening, pain hurt so much. Then he notice that him in a hole in the ground and there is a sharp stick poking through leg! Well, Tektik know he in trouble. Can get stick out of leg, but cannot get out of hole with hurt leg. Tektik think..."This is it. Goodbye, cruel world!" But...then he hear someone above him, so he look...and there is big people! Human! Well, Tektik think again..."Goodbye, cruel world!" But is not goodbye, cruel world! Big human not like clutchmates say. Big human, he tell Tektik he sorry and try to get animal, not kobold! Tektik still very scared...human might lie! How Tektik know if he tell truth? I very worried at first, but then he give Tektik food and tell him if I stay night, he fix Tektik's leg! Tektik know he in trouble if leg not fixed. So...he stay. But he not talk to human! Human, though? Human talk lots. And lots and lots. Tell Tektik lots of things. Things that surprise Tektik! He start to think…maybe other kobolds wrong about big peoples. So…he start talking to human. Find out lots and lots of things about bad big people and not-bad big people. Then sleep...then next day, human uses magics to make Tektik's leg all better, just like human says!
Tektik go back to tribe, quick as can. Have to tell them about not-bad human! But nobody believes Tektik. Say he crazy, not know what he talks about. So tribe treats Tektik even worse than before, 'cause he start saying maybe big peoples not all bad. Tektik know they wrong, though. He start thinking…why should he stay with clutchmates when clutchmates no like him? They never do nothing for him! They never show him respect! Tektik can take care of Tektik. So one day, Tektik takes his things and leaves. Not even look back!
Tektik never be by self before..not really...Tektik not know how dangerous world is! Tektik start finding good plants to eat and using tricks with his magics to get by. Makes big people hear things so can sneak in from other directions and take food. Need meat from somewhere! One day, Tektik hear big peoples talk about new place called 'Oleg's' where they get foods and things from! So Tektik decides maybe they be like first human and be nice to him, since theys been nice to others. So Tektik goes to Oleg-place now. He tired of living by self in woods!
Tim Woodhams |
Hi Tassadan, here is a link to my hobgoblin archer Harroag. I have to say I am impressed by effort you have gone into in getting the characters to be appropriate for the campaign.
I haven't heard from LurkingTyranny about borrowing his background, if he isn't happy I'll change the background but the crunch can stay the same. On the topic of crunch I have an alternative crunch at the bottom who is more of a army archer rather than guide. I am happy to use either crunch on your/parties preferences, but given that there will be plenty of exploring the guide is probably more useful.
Lastly while I like the idea of having three hobgoblins in one party that might not be possible, if it comes down to a choice between LurkingTyranny character and mine please put his in rather than mine.
Daniel Stewart or LurkingTyranny if there are any changes to make my background fit better let me know. BTW Harroag would have been one of the one taking particular glee in hitting Dench.
Koldin Shensik |
@Tassadin: Regarding the Pioneer campaign trait -- I assume it's a light horse, yes? If so, do you think it would be reasonable for my character to have trained him as a war horse?
The alternative is that he was a gift horse for his quest to become a Horse Lord. Perhaps part of the quest is to train your horse to be a worthy mount?
Transylvanian Tadpole RPG Superstar 2013 Top 32 |
Hi Tassadan; as it seems there's a dearth of archer types I thought I'd throw my hat into that arena with a Varisian rogue (sniper archetype). If accepted I'll set up an alias for him. Thanks for reading
Solan Calezaru
human (Varisian) male rogue (sniper) 1
N Medium Humanoid (human)
Init +4
Senses
Perception +6
--------------------
Defence
--------------------
AC 17 (+4 Dex, studded leather)
hp 9 (1d8+1)
Saves Fort +1, Ref +6, Will +2
--------------------
Offence
--------------------
Speed 30 ft.
Melee
Heavy Mace +2 (1d8+2/20 x2)
Cestus +2 (1d4+2/19-20 x2)
Dagger +2 (1d4+3/19-20 x2)
Ranged
Composite Shortbow (+2 Str) +4 or +2/+2 (1d6+2/20x3) [70-ft.]
Dagger +2 (1d4+3/19-20 x2) [10-ft.]
Special Attacks sneak attack +1d6, accuracy
--------------------
Statistics
--------------------
Str 14
Dex 18
Con 12
Int 10
Wis 14
Cha 8
Base Atk +0 CMB +2 CMD 16
Feats
Point Blank Shot
Rapid Shot
Traits
River Rat
Brigand
Skills
Acrobatics +7
Bluff +3
Climb +5
Diplomacy +3
Intimidate +3
Perception +6
Sense Motive +6
Stealth +7
Survival +3
Swim +5
Languages Common
Equipment:
Composite short bow (+2 Str), 20 arrows, heavy mace, cestus, dagger, studded leather armour, thieves’ tools, backpack, five tindertwigs, water skin, one day’s trail rations, sack, hooded lantern, 3 flasks of oil, flint & steel, peasant’s outfit, kapenia (Varisian scarf), 21 gold pieces
--------------------
Special Abilities
--------------------
Accuracy: halve range increment penalties with a bow or crossbow
River Rat +1 swim checks and +1 damage with a dagger
Brigand +100 gp starting wealth, +1 bonus to Bluff, Diplomacy, Intimidate and Sense Motive checks when dealing with brigands, bandits, thieves and other shifty types.
Favoured Class: Rogue (+1 skill point)
Five years ago, the fourteen year old Solan Calezaru crept off his parent’s river barge at Artume with intentions of petty theft, wenching and general havoc. By morning he found himself in the stocks doing his best to weather a storm of rotten vegetables and worse. By afternoon he had been set free, but he returned to the River Sellen to find the gaily painted barge of the Calezarus gone.
Left to fend for himself, it took only a week for Solan to grow tired of running from the rough-handed templars of Artume and head out into the woods. He did his best to live off the land, hunting birds, squirrels and the occasional deer with a stolen bow, but quickly got hungry and (although he wouldn’t admit it to himself) lonely. One evening he stumbled across the camp of the Sixhoot Gang, a dangerous band of outlaws led by the grizzled old ranger Mendocian and decided a life of brigandry would serve him just fine.
The Sixhoot Gang were always happy to welcome new blood into their ranks – new blood being much easier to waste. However, Solan showed himself to be a tough and dirty little fighter, with an instinct for slipping unharmed through the vicious, claustrophobic politics of the bandit gang. Mendocian tutored him in archery, and Solan aptly demonstrated his newfound skill by putting an arrow between Mendocian’s shoulder blades from over a hundred yards away whilst the gang looted a tinker’s wagon on the road to Gralton.
None in the Sixhoot Gang felt a moment’s remorse for their tyrannical leader, but to Solan’s frustration, neither were they willing to appoint Mendocian’s killer as his successor. Sensing the power struggle was about to get bloody and ruthless, Solan cut his losses, crammed as much of the gang’s loot into his backpack as would fit, and headed north towards Brevoy.
Solan is a tall, wiry Varisian with thick, curly black hair and dusky skin. He has a weasely face, and his dark eyes gleam beneath tangled frowning eyebrows that greet each other over the bridge of his crooked nose. He walks with a cocksure swagger (though he knows when to skulk when it’s good for him) that belies his overconfidence in himself. He’s an ambitious man, but he’s learning that allies can get him places he can’t reach on his own. Whether these allies should trust him for longer than it takes to put an arrow to a string and draw it back is another matter.
Silent the Armorer |
idea for background story:
Silent isn't very well liked. He's a pretty sour, sarcastic, with no beard or hair. His clan damns him. He was hated so much by his own kind that he was outcast to the surface. He spends most his time free time staring and that burning globe in sky to help improve his sight, but still will mutter about how much he hate it. His motivation is more so as a armorer. It's one of few things that brings him joy. Being a Brigand for most his surface life, Silent is searching for somewhere he can work and keep to himself.
Silent is quick to anger. His temper gets the best of him. He will normally drop his shield and axe, in favor of the Earth breaker strapped to his back. He doesn't like bows of any kind, they are very cowardly.
Added:
Personal or background info:
A curse place upon his family, from the Dark smith(Droskar), makes some of his family beardless. They were one of few Duergar/Dwarves that tried to secretly worship Gorum, when all the others openly worshiped Droskar during the Age of Darkness. Most of Silent's lineage has fallen over the centuries and decades. The beardless curse will skip generations, but Silent managed to contract it. From the first day he started toiling in the mines of his kin he lost the hair he had. Which now causes the sour disposition that he now has. He was picked on and beat near death several times. He sought refuge in his armor making, not the normal toiling of his kin. Upon a ancient anvil Silent found a mark, the mark of Gorum. That day he cursed Droskar's name and continued down the path he looked to be set upon. His temper and lack of caring to the endless work required, he found himself in a very heated spot. Silent would rather spend his entire time crafting armor. Duergar around him sensed his lack of devotion to his other work, became more violent with Silent. Silent, being fed up, went a little crazy one day. He was told to drop what he was doing to help improve the walls. He snapped, much like his kin does, on his fellow duergar. Taking his earth breaker, caving in his skull, then went back to work on his armor. Upon finishing his armor, he hoisted the dead body up and took a iron spike and fastened it to the door. He was outcast by himself and his clan at Diepkamer that day.
Upon his journey to the surface, Silent has found that he is not fond of random comments made to him. Specially if they confuse him for something that is not a dwarf. He tends to be borderline violent. The same if he is interrupted while forging. He does carry his kin's violent nature. He spent several days battling with some rangers upon his arrival to the surface. Countless arrow shots and wounds, gave him a almost loathing towards those weapons. He will not hesitate to smash or break them. And will openly call anyone using them a coward, without a second thought.
Wallop Fey |
Wallop is now ready for your approval. His backstory is complete and so is his crunchy bits. I've been looking forward to playing a tiny barbarian/warrior for a loooonng time. This should be a hoot!!
Good luck to all the other applicants and if I see you in this world or another we shall hoist some of the Fey family brew!
PS Sorry but I couldn't resist naming Wallop's mother Teena Fey *chuckles*
Vesaana |
@Vesaana: It all looks good, I’m just wondering why you’re not taking weapon finesse to begin with. You need to be able to hit in order to deal damage with your claws.
@Tassadan: Yeah, good point. I had gone back and forth on Wep Fin vs. Uncanny Resistance when I had Str at 13 and decided for the latter (SR at 1st Lv is pretty nice) but Wep Fin makes a lot more sense with the lower Str build. Change officially made to Wep Fin for Feat.
dolgren |
I am taking Undead bloodline because in my story the village was destroyed and most of the residents were slain in front of dolgren as a mere infant. I also think the undead bloodline is the right bloodline because he is familiar with the suffering of the living. He is so familiar with death he is slowly becomeing a "undead" being as well.
Phillip0614 |
I made some changes to Tektik's background. I also opted for his alignment to be lawful neutral rather than trying to make him be good from the get-go. I'd rather work out that significant an alignment shift from the typical kobold within the game itself, done over a period of time. Here's the updated version.
Male Kobold Sorcerer 1
LN Small Humanoid (reptilian)
Init +2; Senses darkvision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 6 (1d6)
Fort +0, Ref +2, Will +2
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee Spear +0 (1d6-1/x3)
Ranged Light crossbow +3 (1d6/19-20/x2)
Special Attacks claws (6 rounds/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Magic Missile, Mage Armor
0 (at will) Mage Hand, Ghost Sound (DC 13), Jolt, Spark (DC 13)
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 10, Int 12, Wis 10, Cha 16
Base Atk +0; CMB -2; CMD 10
Feats Combat Casting, Eschew Materials
Traits Pioneer (Perception), Poverty-Stricken
Skills Fly +4, Perception +7, Spellcraft +5, Stealth +10, Survival +5 (+7 to avoid becoming lost when using this)
Languages Common, Draconic
SQ bloodlines (draconic [bronze dragon [electricity]])
Other Gear Crossbow bolts (20), Light crossbow, Spear, Backpack (12 @ 5.25 lbs), Bedroll, Blanket, Chalk, Compass, Rope, Trail rations (7), Waterskin (2), Weapon cord, 61 GP, 7 SP, 9 CP
--------------------
Special Abilities
--------------------
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic (Bronze Dragon [Electricity]) +1 damage per die for [Electricity] spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Tektik is kobold. Tektik from Longtooth kobold tribe. Tektik has had hard life. Life of kobold is hard already, but Tektik life harder than that! When Tektik is hatchling, he learn big people take advantage of kobolds. Think kobolds weak. Or at least...that what other kobolds say. All his life, clutchmates tell Tektik how big people bad. And Tektik believe them! Why not? Clutchmates not lie...they always tell Tektik truth. Tektik only kobold in Longtooth tribe that can use magics. Not big magics, though...only little magics. He think that why other kobolds act funny around him. Tektik not use magics much, 'cause he not wanting to be treated not-same.
Anyway...one day, Tektik out for walk. Tribe send Tektik out for walks a lot. But is ok, Tektik like to go out for walks. I walking around, then suddenly, ground fall right from under Tektik's feet! Then feel bad hurt in leg! At first he not know what happening, pain hurt so much. Then he notice that him in a hole in the ground and there is a sharp stick poking through leg! Well, Tektik know he in trouble. Can get stick out of leg, but cannot get out of hole with hurt leg. Tektik think..."This is it. Goodbye, cruel world!" But...then he hear someone above him, so he look...and there is big people! Human! Well, Tektik think again..."Goodbye, cruel world!" But is not goodbye, cruel world! Big human not like clutchmates say. Big human, he tell Tektik he sorry and try to get animal, not kobold! Tektik still very scared...human might lie! How Tektik know if he tell truth? I very worried at first, but then he give Tektik food and tell him if I stay night, he fix Tektik's leg! Tektik know he in trouble if leg not fixed. So...he stay. But he not talk to human! Human, though? Human talk lots. And lots and lots. Tell Tektik lots of things. Things that surprise Tektik! He start to think…maybe other kobolds wrong about big peoples. So…he start talking to human. Find out lots and lots of things about bad big people and not-bad big people. Then sleep...then next day, human uses magics to make Tektik's leg all better, just like human says!
Tektik go back to tribe, quick as can. Have to tell them about not-bad human! But...when he gets back to tribe's home, he find bad things! All tribe dead! All Tektik's clutchmates dead! He not know what happens to them. Tektik looks around to try and finds out what happens to them, sees many kobold footprints. Only kobold footprints. Tektik thinks to self, must be other tribe that kills them all! Tektik very sad. He know clutchmates not like Tektik much, but they still his family! Tektik know he cannot stay at old tribe home. He needs find out what happened to clutchmates, so must leave and find out.
Tektik never be by self before..not really...Tektik not know how dangerous world is! Tektik start finding good plants to eat and using tricks with his magics to get by. Makes big people hear things so can sneak in from other directions and take food. Need meat from somewhere! All time, look for what happened to clutchmates...but no have luck. But Tektik not give up! He has to find out truth! One day, Tektik hear big peoples talk about new place called 'Oleg's' where they get foods and things from! So Tektik decides maybe they be like first human and be nice to him, since theys been nice to others. Tektik hope maybe be someone who help find out what happened to clutchmates. So Tektik goes to Oleg-place now. He tired of living by self in woods and not knowing what happen to Longtooth tribe!
Adrien Riventhorn |
I'm reposting my submission after changing the class and background to fit a little bit better. This includes crunch, and all the same info is on my profile.
Adrien Riventhorn was born to Elwen Riventhorn, and later raised in New Stetven of Brevoy. He was always curious of his heritage. He knew that he inherited Elf blood from his mother, but never knew his father. What he did know, was he had darker skin, and pointy canines. His mother often eluded the question of his father, and instead taught him what she knew of Alchemy. As a sorceress and scholar, Elwen had plenty of devoted time to her craft, and as a working elf, less time for her son. He had taken to exploring the streets, and the less attractive underworld of New Stetven while his mother was busy though. There was a certain allure of the Brigand life that he didn't quite understand, but it was exciting and glorious to him.
At first he watched from afar, observing and learning how thieves and their ilk made a life. Eventually though, he began acting upon these things. Often times he was passed up by gangs, bandits, pirates and more because of his half-breed blood. Multiple times he was attacked for trying to steal from the wrong people. As he grew older, more people recognized and hated him. The people started to assault his mothers shop and their home. After rebuilding their home, he finally confronted his mother about his heritage. What she revealed to him was horrifying. In her younger years, she was involved with a group of travelers, trying to make a name for themselves. During their adventures, the group agreed to help a town who was being harassed by a vampire. When they went to inspect the Vampires' lair, Elwen was separated from the others. The vampire confessed she was one of the most beautiful mortals he'd ever seen.
She was seduced, and later gave birth to Adrien. She could not give him away. She had fallen in love with him while she was pregnant, he was her son, she loved him as all parents love their children. Her love had consequences though. She was betrayed by her kin, and shunned from their village. Taking her new child to Brevoy, she opened a shop to make a living for her son. Learning of the shame his birth caused, the circumstances of his conception, and what his father was filled him with hate. He decided from that moment forward, he would dedicate his life to killing his father. Perhaps then, his mothers shame would end, and she wouldn't live with the fear that Adrien's father would be able to do the same to others. Adrien took and used this knowledge as his driving force to go out into the world.
Adrien Riventhorn
Male Elvish Dhampir
Rogue (Sniper) 1
H:6'0" W:170lbs
Black hair with Blue eyes
Deity: Calistria
HP: 9
CMB: 2
CMD: 15
BAB: 0
AC: 16 (FF: 13, Touch: 13)
Initiative: 3
STR: 14 +2
DEX: 16 +3
CON: 12 +1
INT: 12 +1
WIS: 11 +0
CHA: 16 +3
Skills: Acrobatics 7, Bluff 7, Craft Alchemy 5, Diplomacy 7, Disable Divice 7, Escape Artist 7, Perception 6, Sleight of Hand 10, Stealth 7, Use Magic Device 8.
Feats: Point Blank Shot, Skill Focus (Sleight of Hand)
Special Abilities: Perception, Darkvision 60ft, Light Sensitivity, Negative Energy Affinity, Elven Weapon Familiarity, Sneak attack +1d6, Accuracy.
Traits: Brigand, Dangerously Curious
Languages: Common, Elvish, Draconic
Weapons: Longsword (1d8), 10 Daggers for throwing (1d4), Longbow 20 arrows (1d8)
Armor: Black and Red Studded Leather (+3)
Equipment: Backpack, Bedroll, Trail Rations (4), Hemp Rope, Cloak, Belt Pouch 2, Fishing Net, Thieves tools
Money: 171GP 9SP (after buying items, including brigand trait gold)
Hope this is better, and more to your liking :)
Ebonnard Raloon |
My submissions posted all together to make it easier :)
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Tosniak Voxile "Vox the Vile"
Race: Tiefling
Class: Cleric of Dispater
Alignment: Lawful Neutral
Age: 74
Height: 6'2
Weight: 170 lb.
Religion: Dispater
Languages: Abyssal, common and infernal
Abilities:
-Strength: 13 +1
-Dexterity: 12 +1
-Constitution: 8 -1
-Intelligence: 15 +2
-Wisdom: 16 +3
-Charisma: 10 +0
Saves:
- Fortitude: +2
- Reflex: +1
- Will: +5
Feats:
-Eschew Materials
Traits::
-Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
-Noble Born(Surtova): You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.”
Domains:
-Law(devil):Hell’s Corruption (Su):
- You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
- Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Spells:
-1st: command
-2nd: align weapon
-3rd: suggestion
-4th: order's wrath
-5th: dispel chaos
-6th: hold monster
-7th: dictum
-8th: shield of law
-9th: summon monster IX
-Trickery(deception):
- Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
- Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Spells:
- 1st: disguise self
- 2nd: mirror image
- 3rd: non-detection
- 4th: confusion
- 5th: false vision
- 6th: mislead
- 7th: project image
- 8th mass invisibility
- 9th time stop
Weapons:
-Heavy Mace 1d8 (x2) 8lb.
Armor/Clothing:
-Armored Coat +4 AC, 20%, ACp -2 20lb.
-Light Steel Shield +1 AC, 5%, ACP -1 6lb.
-Scholars Outfit 6lb.
Other Items:
-Signet Ring -
-Feather Token(bird)(2) -
-backpack 2lb.
gold(62) 3lb.
Total: 43lb
Light: 50 or less
Medium: 51–100 lbs.
Heavy: 101–150 lbs.
- Appraise: +2
- Bluff: +4
- Craft: +2
- Diplomacy: +4
- Disguise: +0
- Heal: +3
- Knowledge(nobility): +6
- Linguistics: +2
- Proffesion(politician): +3
- Sense Motive: +3
- Stealth: +1
- HP: 8
- AC: 16
- CMD: 13
- CMB: +2
- Init: +1
- Speed: 20ft(with armor)
Born: Outside The World Wound in Shudderwood.
Birth: It is said his mother was raped by a fiend and let live. She fled the to Shudderwood, elves assisting the native fey helped give birth to the tiefling... This process killed the mother. It was noticed by one of the elves the odd mark on the left inside palm of the child... (Birthmark trait) it looked odd or perhaps familiar... A cleric present observed the mark. It appeared as a brand more so than a birthmark. The cleric verified is was the mark of dispater...
Life as Child: The elves horrified by the mark wanted to kill the child, as it was considered not a child of any fiend... But of Dispater himself. The Elves were quite distressed but took him took him far away to brevoy, in hopes to stave his wickedness he was left with temple. As the child starting growing up the Surtova family saw him and were immediately taken by the child, and decided on adoption. Despite the warnings from the clerics they took him in with ease. Earlier on the child started showing odd signs, as for one he was left handed....
As a young adult:In his teen years he starting showing signs of interest in politics and law. In his years he as well started feeling the over-whelming to worship the Iron Lord Dispater. He started making small altars in in the forests and some other area of secrecy. His devotion over the years was soon rewarded with powers as his worship continued.
Adult in the World: He sets out in the world finding whatever he can to get himself into politics, rather it be directly, gold or infamy, it is apparent he wants to rule the world for the glory of Dispater and above all uphold the law.
Though not born in the family of Surtova, he is quite close with the family. His rise in politics brought him close with the Surtova family. The family loves his wit and cleverness, and they are the perfect guinea pigs for his political gain.
He earned his nickname "Vox the Vile" not in the typical way of battle or perhaps battlewounds, but in the act of deviance and harshness in political negotiations. Often leaving one party short handed and without choice, just by pure cleverness.
__________________________________________________________
__________________________________________________________
Virnal "The Enternal" Markov
Race: Elf
Class: Internal Alchemist
Alignment: Neutral
Age: 120
Height: 6ft
Weight: 106 lb.
Religion: None
Languages: Common, Elven, Dwarven, Gnome, Orc, Draconic
Abilities:
-Strength: 14 +2
-Dexterity: 12 +1
-Constitution: 14 +2
-Intelligence: 16 +3
-Wisdom: 10 0
-Charisma: 10 0
Saves:
- Fortitude: +6
- Reflex: +3
- Will: 0
Feats:
-Godless Healing: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Traits::
- Resilent: +1 Fortitude on Saves.
- Rostlander: +1 Fortitude on Saves.
Weapons:
- Mace, light 1d6 (x2) 4lb.
Armor/Clothing:
- Wooden Armor +3 AC, 15%, ACP -1 25lb.
- Buckler +1 ac, 5%, ACP -1 5lb.
- Scholars Outfit 6lb.
Other Items:
- Alcehmist Kit 5lb.
- Waterskin 4lb.
- Ration(2) 1lb.
- Backpack 2lb.
- 51gp 1lb
Total: 53lb
Light: 58 or less
Medium: 59–116 lbs.
Heavy: 117–175 lbs.
Breath Mastery: At 1st level, the internal alchemist can
control his breath and the f low of vital energy within his
body. Without preparation, he can hold his breath for a
number of minutes equal to his Constitution score (after
this, he must begin making Constitution checks or risk
suffocation); by spending a full-round action preparing
himself, he can increase this duration to 1 hour per point
of Constitution. The alchemist can survive twice as long
as normal without food or water before he starts to take
penalties. He can put himself into a state of suspended
animation as a move action, and is then unconscious and
appears completely dead; he awakens at a preset time or
in response to a condition set by him when he enters this
state. This ability replaces Throw Anything.
Mutagen: At 1st level, an alchemist discovers how to
create a mutagen that he can imbibe in order to heighten
his physical prowess at the cost of his personality. It
takes 1 hour to brew a dose of mutagen, and once brewed,
it remains potent until used. An alchemist can only
maintain one dose of mutagen at a time—if he brews
a second dose, any existing mutagen becomes inert. As
with an extract or bomb, a mutagen that is not in an
alchemist’s possession becomes inert until an alchemist
picks it up again.
When an alchemist brews a mutagen, he selects one
physical ability score—either Strength, Dexterity, or
Constitution. It’s a standard action to drink a mutagen.
Upon being imbibed, the mutagen causes the alchemist
to grow bulkier and more bestial, granting him a +2
natural armor bonus and a +4 alchemical bonus to the
selected ability score for 10 minutes per alchemist level.
In addition, while the mutagen is in effect, the alchemist
takes a –2 penalty to one of his mental ability scores. If
the mutagen enhances his Strength, it applies a penalty to
his Intelligence. If it enhances his Dexterity, it applies a
penalty to his Wisdom. If it enhances his Constitution, it
applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make
a Fortitude save (DC 10 + 1/2 the alchemist’s level + the
alchemist’s Intelligence modifier) or become nauseated for
1 hour—a non-alchemist can never gain the benefit of a
mutagen, but an alchemist can gain the effects of another
alchemist’s mutagen if he drinks it. (Although if the other
alchemist creates a different mutagen, the effects of the
“stolen” mutagen immediately cease.) The effects of a mutagen
do not stack. Whenever an alchemist drinks a mutagen, the
effects of any previous mutagen immediately end.
Bombs: In addition to magical extracts, alchemists
are adept at swiftly mixing various volatile chemicals
and infusing them with their magical reserves to create
powerful bombs that they can hurl at their enemies. An
alchemist can use a number of bombs each day equal
to his class level + his Intelligence modifier. Bombs
are unstable, and if not used in the round they are
created, they degrade and become inert—their method
of creation prevents large volumes of explosive material
from being created and stored. In order to create a
bomb, the alchemist must use a small vial containing
an ounce of liquid catalyst—the alchemist can create
this liquid catalyst from small amounts of chemicals
from an alchemy lab, and these supplies can be readily
refilled in the same manner as a spellcaster’s component
pouch. Most alchemists create a number of catalyst vials
at the start of the day equal to the total number of bombs
they can create in that day—once created, a catalyst vial
remains usable by the alchemist for years.
Creating and throwing a bomb requires a standard
action that provokes an attack of opportunity. Thrown
bombs have a range of 20 feet and use the Throw Splash
Weapon special attack (see page 202 of the Pathfinder
RPG Core Rulebook). Bombs are considered weapons
and can be selected using feats such as Point-Blank
Shot and Weapon Focus. On a direct hit, an alchemist’s
bomb inf licts 1d6 points of f ire damage + additional
damage equal to the alchemist’s Intelligence modif ier.
The damage of an alchemist’s bomb increases by 1d6
points at every odd-numbered alchemist level (this
bonus damage is not multiplied on a critical hit or by
using feats such as Vital Strike). Splash damage from an
alchemist bomb is always equal to the bomb’s minimum
damage (so if the bomb would deal 2d6+4 points of f ire
damage on a direct hit, its splash damage would be 6
points of f ire damage). Those caught in the splash
damage can attempt a Ref lex save for half damage. The
DC of this save is equal to 10 + 1/2 the alchemist’s level +
the alchemist’s Intelligence modif ier.
Alchemists can learn new types of bombs as discoveries
(see the Discovery ability) as they level up. An alchemist’s
bomb, like an extract, becomes inert if used or carried by
anyone else.
Brew Potion (Ex): At 1st level, alchemists receive Brew
Potion as a bonus feat. An alchemist can brew potions of
any formulae he knows (up to 3rd level), using his alchemist
level as his caster level. The spell must be one that can be
made into a potion. The alchemist does not need to meet
the prerequisites for this feat.
Mutagen (Su): At 1st level, an
- Appraise: +7
- Craft: +4
- Disable Device: +1
- Fly: 0
- Heal: +4
- Knowledge(Arcana): +7
- Knowledge(Nature): +7
- Perception: +4
- Proffesion(Librarian): 0
- Sleight of Hand: +4
- Spellcraft: +3
- Survival: +4
- Use Magic Device: +3
- HP: 8
- AC: 15
- CMD: 12
- CMB: +1
- Init: +1
- BAB: +0
- Speed: 20ft(with armor)
Appearance: You see a stern Elf with a sharp gaze, wearing wooden armor and a buckler.
This Elf of Rostlander grew uo in a poor family, not having much. He was very close to the woods and forest. He spent most of his young life exploring in wooded areas. He would meditate often in the woods honing his soon to be magical skills.
As he went out into the world he found an alchemist looking for an apprentice. It was perfect for him. He found that the knowledge and power he honed in the forest could be easily applied to potions.
He feels very close to nature for he considers it his first home, and his second the small cottage he lived in with his family.
He refuses to harm anything natural or green without good reason. He wears wooden armor and shield to show his bond to nature.
As he starts to further his skills he learns further how to keep himself alive, getting the idea that one day he could keep himself alive indefinetly with the power of nature and science coming together in a loving union.
__________________________________________________________
__________________________________________________________
Izzaz "Firebrand"
Race: Human
Class: Dual-Cursed Oracle
Alignment: Neutral
Age: 23
Height: 5'4ft
Weight: 76 lb.
Religion: Worshipper of many deities, but the Sun and Fire itself is above others.
Languages: Common
Abilities:
-Strength: 8 -1
-Dexterity: 12 +1
-Constitution: 14 +2
-Intelligence: 10 +4
-Wisdom: 16 +3
-Charisma: 16 +3
Saves:
- Fortitude: +2
- Reflex: +1
- Will: +5
Feats:
- Eschew Materials
- Prophetic Visionary: Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success.
Traits::
- Deformed(Burnt face/chest/shoulders): +1 on intimidate checks.
- Bastard: +1 on Will Saves.
Weapons:
-Longspear 1d8 (x3) 9lb.
Armor/Clothing:
-Padded Armor +1 AC, 5%, ACP 0 10lb.
-Peasants Outfit 2lb.
Other Items:
- Waterskin 4lb.
- Ration(2) 1lb.
- Everburning torch 1lb.
- sack 1/2lb.
- gold 57 1lb.
Total: 28.5lb
Light: 26 or less
Medium: 27–53 lbs.
Heavy: 54–80 lbs.
Curses:
- Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.
You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.
- Wasting[b]: Your body is slowly rotting away.
You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.
At 5th level, you are immune to the sickened condition (but not nauseated).
At 10th level, you gain immunity to disease.
At 15th level, you are immune to the nauseated condition.
[b]Mystery(Revelation):
Flame:
-Bonus Spells: burning hands (2nd), resist energy (4th), fireball
(6th), wall of fire (8th), summon monster V (fire elementals
only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud
(16th), fiery body* (18th).
Revelations:
-Molten Skin (Ex): You gain resist fire 5. This resistance
increases to 10 at 5th level and 20 at 11th level. At 17th level,
you gain immunity to fire.
Spells:
0 Level:
- Detect Magic
- Purify Food/Drink
- Read Magic
- Spark
1st Level:
- Burning Disarm
- Sun Metal
- Burning Hands
- Acrobatics: +1
- Climb: -1
- Craft: +0
- Diplomacy: +6
- Heal: +3
- Intimidate: +8
- Knowledge(Religion): +4
- Perform: +3
- Proffesion(Oracle): +7
- Sense Motive: +3
- Spellcraft: +0
- HP: 8
- AC: 12
- CMD: 10
- CMB: -1
- Init: +1
- BAB: +0
- Speed: 20ft(with armor)
[b]Appearance: You see a what appears to be a walking corpse. As his face/chest/shoulders are scarred from horrific burns, he lacks a nose, just holes. And now hair other than slight pathces of gray ato his head. But his hands.... His hands look as if they have suffered even worse burns but have not healed. They appear black with ash and brittle and thin. And the rest of his body looks as if it is a rotting corpse, thin, bony and smelling of rot. He wields a spear and has on mere peasants clothing and padded armor on.
This repulsive man was not always so.... For not much is know before what has happened except for the events that lay before it.
It started with a humble trip with a caravan through the desert, however this was not the best of wonderings the the young male. For it was not long that the caravan realized they were lost and quickly running out of rations and water. All but this young man survived, struggling, crawling, throught the dense heat. Wearing rags at this point and without and food or water that it happened.
He looks up to the sky, on his knees, to ask the gods to help him or slay him... They did both. For as he faced the sky lighting struck his hands and a dense ray of heat that was if the sun itself was channeling itself right at the poor soul. The ray of heat didn't last long, mere mintues that felt like ages to him, however his hands continued to burn thorought the night... Slowly... Slowly burning down it stopped. Though he could feel the fire within himself. The next day as he layed in the sun thought himself slain and cursed by the gods... A rescue caravan set out to find survivers, as a messenger bird was set out in help before the whole party parished. He realized that the gods had not cursed him... But shown him the light, or rather, fire. His wounds was treated, his face slowly healed, though his hands never ceased its burnt condition, nor did his body ever regain its weight lost ffrom near starvation. He realized the gods had marked him. That he was meant to be as he is, as a sign that the fire flows through him.
He know travels the world, spreading the word that is fire. Making his way giving out predictions of the future. He arrives at this land out of mere chance. As he has no real home.
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LurkingTyranny |
Tim Woodhams - It's all good with me. Good luck to you and everyone else.
Tassadan - I realized I didn't include my languages in my stat block. I seriously doubt that will have much impact, but what languages would you recommend for the region? I was thinking Goblin, Common (Taldan) and either Skald, Hallit, or Giant as my bonus language? Thoughts?
KenderKin |
@Lurking Tyranny
I would see what the party looks like, looking at some of the submissions for example I thought I saw a kobold, and a kobold usually speaks kobold.
The players guide to kingmaker lists several creatures by name if you look closely at some parts of it...
For example:
A ranger’s best choices for favored enemies in
Kingmaker include the following: animal, dragon, fey,
humanoid (boggard, human, giant, or reptilian), magical
beast, monstrous humanoid, plant, undead, and vermin.
Tassadan |
Final day for submissions! Remember that the deadline is 8:00 tonight! You should expect the final character list for the campaign to be posted by early-afternoon tomorrow. Here's what we have so far. I've put in an extra category just for Alchemists because we have so many. Again, if you feel I've misplaced your character or haven't put them on this list, let me know.
Melee:
Alagor- Male Human Weapon Master Fighter
Uldin Barbleda- Male Hobgoblin Pole-Arm Master Fighter
Wulfgar- Male Human Two-Weapon Fighter
Silent The Armorer- Duergar Fighter
Koldin Shensik: Male Human Ranger
Wallop Fey- Male Gnome Barbarian
Grif Hallisp- Male Half-Elf Invulnerable Rager Barbarian
Ranged:
Gerran Ashkenazi- Male Catfolk Skirmisher (Ranger)
Harroag: Male Hobgoblin Ranger (Guide)
Adrien Riventhorn: Male Elvish Dhampir Sniper (Rogue)
Skill:
(SecondSight)Vesaana P’Salek- Female Changeling Ninja
(Grymblade) Jivokun Hukaii- Male Half-Elf Knife Master Rogue
Arcane:
Marius Cambari- Male Chelish Human Conjurer* (Wizard)
Auren Cloudstrider- Female Sylph Air Elementalist (Wizard)
Aerynne Linnaea: Female Half-Elf Wild Caller (Summoner)*
Sigaldren Roth: Male Gnome Witch (Going with the slumber route)
Tektik Spellscael: Male Kobold Draconic Sorcerer
Dolgren: Male Half-Orc Undead Sorcerer
Divine:
(Kenderkin)Caspian Barefoot- Male Halfling Cleric of Desna
Vox the Vile: Male Tiefling Cleric of Dispater
(Kenderkin) Frepply- Male Grippli Storm Druid
Ajani Beleren: Male Human Cleric of Desna (aiming for mystic Theurge)
Azziz “Firebrand”- Male Human Dual Cursed Flame Oracle
Malkan: Male Emberkin (Aasimar) Heavens Oracle
Alchemists:
Drucias Flavius- Half-Orc Alchemist
Ebbonard Raloon: Virnal “The Eternal” Markov- Male Elf Internal Alchemist
Drucias Flavius: Male Half-Orc Mindchemist
Halfred Goodbarrel: Male Halfling Alchemist
Jakob Alexander: Male Aasimar Alchemist
Halfred Lindenbrook: Male Halfling Alchemist
Mix ‘n’ Match:
(Escharid Blackrose) Hadin Cassoren- Male Paladin of Erastil
Caelius Nicos- Male Human Investigator Rogue with intentions of multiclassing
(Daniel Stewart)Dench- Male Hobgoblin Bladebound Magus
Cabe Fermor: Male Human Ranger (Horse Lord/Trapper) [I put him down here b/c he looks like a switch-hitter]
@Jakob Alexander, Halfred Lindenbrook, Phillip0164: Looks good!
@Tim Woodhams: Yeah, I’m probably not going to take your linked backstories into account when choosing, sorry. With PbP, the campaign is as much about the players as it is the characters. Know that if I choose you, it’s going to be based on a number of factors.
@Koldin: There are two ways you can do this. First: if your handle animal skill is such that you can make a DC 20 Handle animal check by taking 10, or by rolling on this thread, then your horse can be combat trained. The flavor of the Horse Lord stuff is good justification, but you need the mechanics or RAW to back it up.
@Transylvanian Tadpole: Interesting that you’re going with rapid shot instead of precise shot at 1st. Remember that there’s a -4 penalty to attack rolls for firing into melee without precise shot.
@Silent the Armorer: Much better, and I like the Droskar tie-in. The only thing is that the Earthbreaker is a Shoanti weapon, not a Duergar one, so it makes little sense for one to have it so far under the earth’s surface. He can totally have it in a campaign, so I’ll just pretend you said “warhammer” in the backstory and we’ll call it a day.
@Wallop Fey: Nice. I like the backstory and can definitely see a former Chelaxian Halfling in this Campaign. The Halfling Barbarian and multiclassing thing makes a lot of sense to me as well, as even though halflings aren’t the strongest of races they do tend to run hot-blooded.
@Vesanna: Good choice. I can tell you that in the low levels of this campaign, a good to-hit bonus would serve you far better than SR.
@Frepply: Your backstory at the moment is a little short and impersonal. I don’t mean that Frepply has to embody a sort of “Tragic, Sympathetic Hero” sort of thing, but more detail would be nice. If you haven’t yet updated it yet, disregard this comment. Also Kobolds speak Draconic, as there is no such language as “Kobold” in this game.
@Drucias: Thank you for your time and energy. I wish you luck in your endeavors, whatever they may be.
@Ajani Beleren: You are right on time, and Mystic Theurge is quite the choice! While your current build supports taking a level or two in Wizard, I would suggest something else for the purposes of being a Mystic Theurge: Sorcerers. This is for the following reason:
This takes away the primary advantage of Wizardry over Sorcery: Knowing more spells. Because of this, I’d recommend one of two things:
1. If you want to take levels of Cleric still, you can multiclass with Empyreal Sorcerer. This allows you to gain spells and other abilities as a Celestial-Blooded Sorcerer, but base all of your DCs, spells per day, and class features on WIS instead of CHA.
2. If you’d rather not be a celestial sorcerer, then you can use Oracle as your divine spellcasting class and then take ANY sorcerer bloodline as another class and you would still get all the benefits of having your DCs and class features being based off a single ability score.
Either way, you don’t waste time, money, or magic items, trying to keep both of your casting ability scores at an effective level, and you avoid the “I no longer have powerful arcane spells” problem.
@Ashkenazi: You can still do that crafting stuff you wanted to do with dice rolls on this thread. Just because it didn’t work on PMs doesn’t mean your strategy is illegitimate.
@Adrien: Looks good, but I can tell you now that it’s better to start over-prepared than under prepared. Buy more arrows (I suggest flight arrows to fully take advantage of your range) and perhaps a few other things listed under Goods and Services. If there’s one thing a rogue should be, it’s prepared for any situation.
@Ebonnard: Gotcha.
@Koldin Shensik: I anticipate the rest of your story. You ask good questions of yourself. Go with your instincts.
@Grif Hallisp: Cool beans.
@LurkingTyranny: Hobgoblins start off with Common and Goblin. As for what languages to learn in this campaign? Since your INT. is 13, you can learn one more bonus language from the Hobgoblin bonus list, of which I’d suggest Draconic. As for languages learned via linguistics? These are some that are known to be useful in the Greenbelt (where the first part of the AP takes place): Sylvan, Undercommon, Draconic, Boggard.
Sigaldren Roth |
Quick questions: How much would a dose hair dye set my character back, how long in game would it take before his roots grew out to a noticeable length, and would he have to dye his hair and beard separately (or would one dose of dye be sufficient for both)?
I'm thinking that Sigaldren's natural hair color is either Lemon Yellow or Cyan but he dyes it to stand out less among the nobles of house Orlovsky.
Adrien Riventhorn |
I'll be adding a set of Flight Arrows(20) at (2gp), Artisans Tools (5gp), Alchemist's Fire x1 (20gp), Acid x1 (10gp), Thunderstone x1 (30gp), and a vial of sac of Flash Powder (50gp) unless you want to halve these costs because of my Craft (Alchemy) ability.
Arrows for range, tools for crafting, Fire for crowd control, thunderstone and flash powder for escaping. I've gotta get ready for work though, got pulled into a 7p-7a shift today. So this will have to be the last edit to the character. Hope I've covered all the bases. Wishing for the best, and good luck to the rest of you all.
Scraps |
A note found posted throughout Restov:
Note.
An official proclamation, posted by courtier two weeks after the events of the Restov Rebellion.
Note.
The Kommittee On Equal Heights!
A girl’s life is not an easy one in the nation of Brevoy – especially if she’s barely three feet tall and green. Between dodging the young nobles in their drunken duels, being stepped on in the market or ignored at court, the indignities never cease.
Her parents had never known what to do with her. They tried to teach her the important things in life: always take the shiny trash off the top of the pile first, never eat anything that’s already been eaten twice and most importantly, never, ever, anger something bigger than you. At heart a good child, she’d never had any problems with the first two…
Scraps loved her parents deeply and tried to live by their wishes. Their love of her knew no bounds and on her third birthday, her mother gave her a beautiful red ribbon, nicked off the rubbish pile behind Tall Sally’s Fashions - for the plus sized minx in all of us. When Arthur Brisbane, a nasty piece of work at fourteen years old, had knocked her down and taken it, she’d lept at his shins, biting and gnawing for all she was worth, despite his towering almost two full feet above her.
The constable had come of course, a huge relief to Scraps, who was definitely on the losing end of the tussle. Expecting justice, she had been dismayed when Arthur was cut loose, ribbon in hand, and she was dragged before the magistrate. His Honorableness had been appalled, appalled I tell you, that there were goblins resident in the fine city of Restov, and demanded that something be done about it – whereupon Scraps was summarily thrown out of the city and into the river for good measure.
Her exile did not last long, barely an hour actually, with most of that time spent trying to get to shore. Offended deeply, all three feet of her quivered with rage. Returning home, she gathered up her friends and told them her plans. Her cousin Rags was there, both of the Stewmeat twins and even Stumblestink the kobold came. She gave a rousing speech on the need for mutual respect, outside meal hours of course, and moved her audience to tears. Together, they would form the Kommittee for Equal Heights and force the humans to respect their smaller neighbors.
She remained undeterred the next day when her friends, having forgotten their oaths the day before, invited her to a game of King of the Midden. Taking a crate in hand, she set out for the city, a collection of old declarations and notices in a sack at her side. She’d stayed up all night writing out her message over and over on the backs of the recycled pages, using her very best handwriting. She’d hidden this activity from her ma of course, lest she get in trouble for Rule 3, again…
She spent all that day posting notices, and most of the next, stopping only once it began to turn dark. Returning home, she was surprised to see her pa futily pushing back a crowd before their burrow under the 9th street bridge. The motley collection of kobolds, goblins, blues and even a few gremlins jostled back and forth before her father finally spotted her at the back of the crowd.
Thus was the Kommittee for Equal Heights born. They marched the next day, dressed in their best, and ignored the thrown tomatoes and other refuse. Upon returning home that night, the crowd was even larger, spilling out from under the bridge on both banks. They staged a sit-in two days later, carefully planned and orchestrated, when the Lord Mayor held court in the old bailey. The constables attempted to drive them away, but their numbers had swelled to over sixty. When the tall men waded in with batons and clubs, even the humans stopped to listen as Scraps made an impassioned plea for civilized discourse before being clubbed to her knees.
Scraps hovered on the brink of death for a week after the sit-in and the whole city was aflame with accusations of tyranny! All that week the Kommittee had demonstrated, marching each day with her ma and pa at their head. Scraps awoke to the whole city, or at least all of the city beneath the height of four feet, hailing her name. Her pa had her rise and greet the throng outside, the large group now joined by fifteen halflings, ten gnomes, a lone Flummph and even some humans!
No one was more surprised than Scraps when the notices went up the next day – In recognition of her bravery, the Kommittee was given suzerainty over the Stolen Lands!
Scraps chose her companions carefully and they presented the next day at court. Initially dismayed that three other groups would be competing for the same land, Scraps stood tall as her name was called, all three feet of her radiating determination and majesty. With two tiny steps forward, she swore the oath and strode into the annals of history.
tomtesserae |
Here's Lynndra, halfling bard (archivist archetype)
At the age of ten, she started bardic training under a half-elf named Dabyd. He had helped numerous halflings escape slavery. Her apprenticeship was cut short when bounty hunters discovered her family’s activities and in the process of capturing three slaves, her younger brother was killed. This shattered the family. Boram and Rilka’s grief was too great to maintain their relationship. Rilka took the children to Brevoy — about as remote a place she could “easily” get to and where she didn’t think any hunters would make a profit if they chased them. Boram stayed in Absalom determined to get revenge upon the bounty hunters. They haven’t heard anything about Boram since leaving Absalom.
Along the southern border of Brevoy, Rilka and her children carved out a often hungry existence along the Shrike River. Lynndra practiced music and on occasion she would perform in taverns and at festivals. As the years passed a few halfling families and some “lone wolves” moved into the region (within half a day’s walk). Since the age of twenty, Lynndra has spent half a day teaching young halflings history, geography, math, languages, and how to use a sling staff. In the afternoon, she gathers berries, farms, and makes traps for small animals. For the past eight years she has traveled to Restov for two weeks in the winter to perform in taverns and buy one or two books. The most recent trip she heard about explorers wanted to chart the Stolen Lands and forge new nations. Believing this would be a perfect opportunity to create a haven for halflings, if not a homeland, she submitted an application with the swordlords.
Goals: She wants to establish a nation in the Stolen Lands based on freedom and liberty, where all races are welcome. Lynndra’s dreams include a national library, academy, and theater.
Personality: Somewhat reserved unless she is performing or giving a speech, Lynndra is kind and generous. Despite the hardships, she laughs easily.
Neutral Good Small Humanoid (Halfling)
Init +2; Senses Perception +6
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DEFENSE
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AC 15, touch 12, flat-footed
13 HP 9 (1d8)
Fort +2, Ref +5, Will +4
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OFFENSE
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Speed 20 ft. Melee +1 Short sword 1d4, 19-20/x2 Piercing
Ranged +2 Halfling sling staff 1d6, x3, 80 ft range Bludgeon
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Slow speed 20 ft., Fearless +2 saving throws against fear, Halfling luck, Polyglot, Warslinger, Weapon familiarity
Bardic Knowledge, Bardic performance 12 rounds/day, cantrips, countersong, distraction, fascinate, naturalist +1, Spells/Day 1 Level 1, Spells Known Cantrips: Detect Magic, Ghost Sound, Summon Instrument, Unwitting Ally. Level 1: Sleep, Solid Note, Unprepared Combatant.
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STATISTICS
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Str 10(+0), Dex 15(+2), Con 13(+1), Int 14(+2), Wis 13(+1), Cha 15(+2)
Base Atk +0; CMB 9; CMD 11
Feats: Extra Performance
Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy +6, Disguise, Escape Artist +6, Intimidate, Knowledge (all), Knowledge (geography) +6, Knowledge (local) +6, Knowledge, Linguistics +4, Perception +5, Perform +6, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth +10, Survival +2, Use Magic Device +6
Traits: Freedom fighter, Pioneer
Languages: Common, Halfling, Elven, Gnome, Goblin
Height 2’10” Weight 29 lbs.
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GEAR/POSSESSIONS
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Weapons & Armor: Leather Armor, Short sword, Halfling sling staff (20 bullets). Other gear: Traveler’s outfit, Entertainer’s outfit, Backpack, Bedroll, Belt pouch, Chalk, Candle, Flint & steel, Vial of ink, Ink pen, Parchment (10 sheets), Rations (3 days), Sack, Soap, Sunrod, Waterskin, Whetstone.
Carrying Capacity Light <38, Medium 39-76, Heavy >77 Max 115
Tassadan |
@Frepply: Fleshing out would be appreciated
@Phillip0164: Honestly, Tektik looks great. I'm usually not a fan of the first person narrative form of backstory, but it works well for him.
@Hadin "The Pale" Cassoren: Hm... I can't say that I'll wait, but I'll take him into consideration as is at least.
@Sigaldren: I'd say 5 gp to dye your hair well enough so that it was believable that brown is your natural color. As for time... gnomes age at approximately half the rate that humans do and humans grow hair at an average of about 1/2 inch per month (I'm going out on a limb here and assuming that all humanoids grow hair at a constant rate compared to the degradation of their telomeres) which means that he would probably have noticeable growth in a month or two. Let's take an average and say he has to dye his roots every 1.5 months.
@Caelius Nicos: Looks much better. I'm assuming the questions remaining are not for your narrative development, but questions that could be answered in the campaign or just a notation that they are unanswered?
@Cabe Fermor: Your story is concise, yet specific and full-bodied. It does the character justice without over-explaining. Good job.
@Adrien Riventhorn: If you want to roll a craft alchemy check on the thread, go right ahead! Also, you can act as though you're taking 10, and if the result is satisfactory for that item (15 for Acid, 20 for alchemist's fire and Flashpowder). If you don't get to do it today, if you're chosen it can be done on the discussion thread. This goes for everyone. If your character has items they could have possibly crafted before the campaign, it can still happen after you're chosen.
@Ajani: Looks good. The backstory is a little unorganized for my taste (sorry I didn't have time to look at it before) but it may be too late to change it. If you do have time, you may wish to add some more details about what Ajani's home life or other motivations. It is rare that you find someone with only one aspect to their life.
Phillip0614 |
@Phillip0164: Honestly, Tektik looks great. I'm usually not a fan of the first person narrative form of backstory, but it works well for him
I appreciate that very much! I'm not usually one for the first-person narrative either; this is actually the first time I've ever used that style in a backstory. My inspiration for the character was a kobold bard in the first and second Neverwinter Nights expansion (Shadows of Undrentide and Hordes of the Underdark) named Deekin, and his manner of speaking was very similar to how I intend to have Tektik speak. It seemed appropriate to use that style as a way to further cement the type of character Tektik is.
Tassadan |
@ Scraps: your dedication and creativity are admirable, but I need stats!
@tomtesserae: Lynndra looks good. She actually makes me nostalgic, as I once played this campaign as a halfling gunslinger whose secret objective was to turn the Stolen lands into a headquarters for the Bellflower Network. Great minds think alike?
@Tam: Another great changeling rogue! (Well the first one was a ninja, but I digress) This is going to be tough!
Scraps |
Scraps
Abilities
ST 8
DX 19
CN 14
IN 12
WI 14
CH 10
Offense
Init +10
BAB +1
CMB -1
Attack: +6, 1d10, 20x4, Rng 40', B/P, Misfire 1-2)
Defense
HP 12
AC 18 (+4 dex, +3 armor, +1 size)
Touch 15
Flat 14
CMD 13
Saves
Fort +4
Reflex +6
Will +2
Skills
Acrobatics 7
Climb -2
Craft ammo 4
Craft firearms 4
Escape Artist 3
Heal 2
Perception 6
Ride 7
Sense Motive 2
Stealth 12
Survival 2
Swim -2
Special Abilities
Size: small
Speed 30'
Darkvision 60'
Sneaky rider +4 stealth and ride
Automatic Language: Goblin
Learned Language: Common
Musket Master archtype
Grit 2
Deeds Deadeye, quick clear, steady aim
Gunsmith
Armor proficiency light
Improved Initiative
Rapid Reload (Musket)
Traits
Brigand - she's not one, but it fits most easily
Reactionary - +2 initiative
Morgrym Hammergun |
This is King Meander's submission. Sorry that I'm not only pushing the deadline, but still completing him, but multiple failed character concepts ate away many an hour.
The crunch basics should be pretty well in hand. Need to buy adventuring equipment still, but that should be the last of it.
Backstory will be further fleshed out when I'm not exhausted from a 28 hour workday, clif-notes: Morgrym is a Dwarf Stonelord (Paladin Archetype) from the Five Kings Mountains. He was sent to Brevoy upon word of the attempted settlement of the River Kingdoms to grant his assistance in any way he can. Motivation of the Five Kings Mountains is to foster the positive development of a potential future ally and trading partner to the north (it's that dwarven long-term planning). Beyond simply the great honor of having been chosen as an ambassador of the Five Kingdoms, Morgrym desires to help the forging (see what I did there) of a land of order and prosperity where craftsman, warriors, and the devout can pursue a life of prosperity. Also, if his example can bring glory to Torag, the Five Kings, and his family, so much the better.
Edit: One minor detail, Morgrym has the pioneer trait because it best fit his background as a non-native of Brevoy. As far as the free horse that comes with this, Morgrym isn't really impressed as he believes that a dwarf's feet should stay on the ground where they belong. However, having a pack animal to help him carry provisions through Galt was certainly useful.
Scraps |
Gear
Gunslinger's kit
(This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith’s kit, an iron pot, a mess kit, a powder horn,
rope, torches (10), trail rations (5 days), and a waterskin.)
Studded Leather Armor
Backpack
Bandolier
Bell
Candle
Chalk
Charcoal
Fishhook
Flint and Steel
Parchment
Sewing Needle
Signal Whistle
Sling
Tindertwig
20 doses blackpowder
20 bullets
MW Musket
2 waterproof sacks
5 paper cartridges
5 silver
Total weight 35.5
donkey
harness
bit/bridle
Yes, I am the only gunslinger. You didn't seem very keen on gunslingers but I wanted to make a goblin sniper and this seemed like the most fun. Naturally, I can swap her to a crossbow with little change in mechanics.
If accepted, I would also like to take the Bushwacker archtype for her level of gunslinger. It's normally given to kobolds but it seems to me that kobolds and goblins are pretty close in flavor and the fluff to the archtype is that they are both sneaky gits.
Either way, Scraps will primarily be a Sniper type Rogue. I simply had to take the Gunslinger level first or I couldn't afford a gun later.