Ptolus Nights and Dungeon Days (Inactive)

Game Master Lord Thasmudyan

A city of mysteries, secrets, and dark histories, Ptolus lies forever in the shadow of a towering stone spire reaching impossibly high into the sky, an enigma and reminder of evil long past.


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I have been getting ideas together for a PbP Ptolus game, using the PFRPG as the system for the game, looking for people wanting to play.
4 to 6 players will be accepted.

Character Creation Guidelines
1st Level Characters
Race: Core, APG, UC, UM, ARG, Ptolus or Arcana Evolved(within reason and no drow or custom races) 

Class: Core, APG, UC, UM
Archetypes: Core, APG, UC, UM, ARG (stacking is allowed, assuming nothing overlaps)
Abilities: 20-pt Buy
Alignment: No Evil, all else is allowed
Wealth: Average by class
Character Traits: Three traits

What I'm Looking For
I would like players who can post a minimum of 1-2 posts per weekday.
I'm looking for creative, interesting backstories - not overly optimized character crunches
Play well with others. If a player makes a mistake, it's ok to point it out, but do so kindly - or in private. If you have a frustration with a fellow player, message me privately first.


I will leave the recruitment open thru the weekend till middle of next week.


Dotting for interest. Will be back with a concept.

Lord Thasmudyan, are you thinking it'll be more a sandbox style game or a more directed?


I see you're allowing the AE races. Any chance on their classes as well?


I've had an idea for an Half-Orc eldritch knight. One that was raised by humans and because of that will have some traits and feats that would reflect that. Considering how half-orcs are thought of is that something that would be alright? Also, I do know about the magus, but I do see the eldritch knight being the more fun career path to take.

Grand Lodge

I will dot for a Kitsune bard. I will start on the backstory of her soon and have the crunchies up by the EOD tomorrow

Dark Archive

I am thinking of making a human diviner obsessed with prognostication and gambling.


Krumthi wrote:
I will dot for a Kitsune bard. I will start on the backstory of her soon and have the crunchies up by the EOD tomorrow

A kitsune bard sounds really cute!

@Radavel That sounds really fun too!

I better get on mine!


I'd be very interested if I don't get into either of the other PbPs I'm applying for (I just don't want to end up biting off more than I can chew here). A querry, though. With Ptolus being built for 3.5, the Advanced Races Guide being out, and the standard Ptolus races being pretty different from those in the Pathfinder Core Rulebook, would you consider allowing PCs to use the race builder to tweak the core races a bit to bring them more in line with their Ptolus style? Moving a few abilities around, for example, to build Harrow Elves or Litorians that are in line with the PC racial standard for the PFRPG? If not, that's cool, I was just wondering if I might be able to PM you a few for you to consider (after I had built them, I mean - I still don't know if I'll end up tossing my name in the hat). I know you don't want custom races, but I figure this is more of an update on existing races than it is creating new ones.


I'm leaning towards a human rogue. He'd be a cat burglar type that likes the finer things in life and will work very hard to avoid working for them. His dream is to find a get-rich-quick scheme and/or steal enough to live out his days in luxury in the Nobles' District as the kind of guy too rich and well-connected to leave off the guest list even though everybody knows he's jumped up gutter trash. That's his secondary goal.

Goal Number One is seeing the Balacazars dead and their organization destroyed because they, perhaps including the old man personally, tortured and then murdered his family when he was a kid. He's old enough to remember it happening but somehow escaped notice and landed with one of the more goodly temples in Ptolus (maybe Gaen, maybe Lothian) that tried to raise him to be a paladin, which didn't really take. (I'm thinking CG but with a really mean, hard edge when it comes to the Balacazars and those in their employ.)

I'll try to get the stats and a more narrative, detailed backstory up tomorrow.

Grand Lodge

Here is my Backstory for Ayaki

Ayaki:

Ayaki
Female
Kitsune Bard 1st.

STR 10
DEX 16
CON 12
INT 14
WIS 11
CHA 16

--------------------------------------------------------------------------- --------------------------------------------------------------------------- ----------------------------------------------------------

When Ayaki was born the stars where aligned just right she came out of her mother a furry ball and quickly changed into a human looking baby. At first her parrents where not happy and they almost killed her. The Midwife looked at her and stated that she was a blessed one. That she would do great things with her life. The parrents kept her and loved her just the same. Over time as she grew she learned to contorl her ablities to change from one form to another. She was wondering down the streets in town as a teenager when she heard the most impressive music that she had ever heard in her live.She quickly ran to where the music was. There was a local bard called Boram the short. Now being a good bard Boram had taken up the girl and started teaching her the ways of the music. After getting approval from her parrents she went on to apperitince under Boram. There she learned more about how music effected the body and soul of a person. While apperiteinceing she learned how to play a mulitude of instruments and learned how to be great story-teller. She feel deeply in love with her Mentor. After Composing a song for him and playing it. He rejected her because of his age compared to hers. She was devistated and was very depressed for quite some time. It wasn't untill the day she got a letter from Boram's wife that she figured out why he did what he did. The letter stated that he had died and there was something left for her in his will and that it would be delivered to her soon. The next couple of days was filled with tears for her. Then her package came. Inside was the most beautifual thing that she had ever seen. This was thing that her heart needed the most to mend. It was Boram's Bagpipes, At that moment she swore that she would again take center stage and prove to her dead mentor that she would be the best that there ever could be.
--------------------------------------------------------------------------- --------------------------------------------------------------------------- ----------------------------------------------------------
Traits:
Ear for Music (Shelyn)
Benefit: You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.

Magical Lineage
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.(Chord of Shards).

Maestro of the Society (Bard, Pathfinder Society)Benefit: Studying this knowledge gave you the ability to use your bardic performance an additional 3 rounds per day.

--------------------------------------------------------------------------- --------------------------------------------------------------------------- ----------------------------------------------------------
* Ability Score Racial Traits: Kitsune are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
* Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
* Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
* Base Speed: Kitsune have a base speed of 30 feet.
* Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.
*Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
* Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
* Fast Shifter (Su) You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic
* Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
* Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

--------------------------------------------------------------------------- --------------------------------------------------------------------------- ----------------------------------------------------------
In Human shape she is 5'8 with really long blond hair that reaches down to the the middle of her back in one pony tail. She has green eyes that sparkle and shine. she is 125lbs and wears a bright pink tunic with a pair of brown leather breeches most of the time, During her performances she always has her mentors pipes near her at all times.

In Kitsune form she is 5'8 with a muzzle that is covered in reddish fur that covers her whole body, Her tail is big and fluffy with a white tip at the end of it.


martinaj wrote:
I'd be very interested if I don't get into either of the other PbPs I'm applying for (I just don't want to end up biting off more than I can chew here). A querry, though. With Ptolus being built for 3.5, the Advanced Races Guide being out, and the standard Ptolus races being pretty different from those in the Pathfinder Core Rulebook, would you consider allowing PCs to use the race builder to tweak the core races a bit to bring them more in line with their Ptolus style? Moving a few abilities around, for example, to build Harrow Elves or Litorians that are in line with the PC racial standard for the PFRPG? If not, that's cool, I was just wondering if I might be able to PM you a few for you to consider (after I had built them, I mean - I still don't know if I'll end up tossing my name in the hat). I know you don't want custom races, but I figure this is more of an update on existing races than it is creating new ones.

This brings up a few good points first everyone should download the player's guide to ptolus and read through it for basic knowledge of the city. You can find it here.

As to the Litorians, the dwarves, the elves, the centuars and the assarai there are several conversions that I have found. We will use these, they are here, here, and here. Tieflings and Aasimar are okay too.

As to Arcana Evolved classes no good conversions exist that I know of so for now we stick with the PFRPG classes. Oh and Gunslingers are in as the setting has early guns in it.


Krumthi wrote:

Here is my Backstory for Ayaki

** spoiler omitted **...

Like it so far Krumthi same with you Samnell. CaptMadJaq are you talking about taking the eldritch knight prestige class down the line? Also Half-orc sounds good but you will still need to stick with half-orc racial feats and traits though if you decide to choose racial feats or traits for your character.

Grand Lodge

here are the Crunchies for Ayaki

Ayaki:
AYAKI CR 1/2
Female Kitsune Bard 1
CN Medium Humanoid
Init +3; Senses Low-Light Vision; Perception +4
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Bite (Kitsune) -2 (1d4/20/x2) and
. . Rapier +3 (1d6/18-20/x2) and
. . Unarmed Strike +3 (1d3/20/x2) and
. . Whip +3 (1d3/20/x2)
Special Attacks Bardic Performance (standard action) (7 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (1 targets) (DC 13), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, +3 melee touch, +3 ranged touch):
1 (2/day) Chord of Shards (DC 14), Eagle's Splendor (DC 14)
0 (at will) Light, Read Magic (DC 13), Detect Magic, Summon Instrument
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 12, Int 14, Wis 11, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Bard Weapon Proficiencies, Weapon Finesse
Traits Ear for Music: Perform (Wind Instruments), Magical Lineage: Chord of Shards
Skills Acrobatics +5, Bluff +7, Diplomacy +7, Knowledge (Arcana) +7, Perception +4, Perform (Oratory) +7, Perform (Wind Instruments) +8, Sense Motive +4, Spellcraft +6, Use Magic Device +7
Languages Common, Gnome, Senzar, Tien
SQ Bardic Knowledge +1 (Ex), Change Shape (Su), Fast Shifter (Su)
Combat Gear Rapier, Studded Leather, Whip;
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
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: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Change Shape (Su) Assume a single human form.
Ear for Music: Perform (Wind Instruments) +1 to a chosen Perform skill, +2 to Knowledge (local) checks dealing with the local art or music scene.
Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage: Chord of Shards A chosen spell counts as 1 level lower when metamagic feats are applied to it.
I will post gear a little later today, right now is bed time for me.


Krumthi wrote:

here are the Crunchies for Ayaki

** spoiler omitted **...

Let me double check on the langauges as they will be specific to the setting but otherwise it looks good so far


Hey Lord Thas. This is Aelaeron from the Maure Castle game. I think I'll see what I can do with an inquisitor, but first I'll read the player's guide and get a better feeling for the setting.


The below list are all the langauges for Ptolus including a few of the dead languages

Abyssal

The language of Hell itself, spoken by demons and their fiendish ilk. Thousands of years ago the Dread One, Eslathagos Malkith, adopted this language and taught it to his creations and servants. It remains common among many aberrations and other monstrous beings.

Aram

Native language of the Centaur. Virtually never spoken (and almost never known) outside the Aram themselves.

Celestial

Mostly known only by celestials and their descendants, its very rarely spoken beyond members of the Malkuth.

Charad (dead language)

The Charad Titans, who visited the shores of the Whitewind Sea six millennia ago, had their own extremely sophisticated language. Some Half-Giants embrace their heritage enough to learn this language, otherwise few outside Elven scholars know it. Cannot be learned by normal means, unless specifically allowed by your race.

Common (Imperial)

A variation of Old Prustan (see below), this language could be called “New Prustan.” Carried throughout the known world by the men and women who forged the Empire of Tarsis, it is now common in every land. If nothing else, it provides a way for people to conduct trade without the need of translators or spells.

Draconic

Vying for oldest language with Elder Elvish and Dwarvish, Draconic has always been spoken by dragons. Many other creatures have since picked it up—some reptilian in nature, others not. Draconic has become the unofficial language of magics, so much that virtually all Grimoires are written in Draconic.

Dwarvish

Unlike the language of the elves (see below), Dwarvish has remained almost entirely unchanged in the thousands of years of dwarven civilization. A modern dwarf could find an ancient scroll of her most distant ancestors and would be able to understand the vast majority of it. The fact that their mother tongue has for so long remained unchanged says more about dwarves than their language. Dwarvish words are typically short, with many compound word constructions that create new words as needed.

Elvish

A newer tongue based on an older version, Elvish is surprisingly different from its parent language, Elder Elvish. It is a lyrical, beautiful language that almost sounds (particularly to humans) like singing when spoken correctly. Elvish boasts a huge and very precise vocabulary.

Elvish, Dark

Like Elvish, this language has Elder Elvish as its root, but it has deviated from it so much that today it is not very similar to Elvish. It has many subtly different words for betrayal, but no words for charity or benevolence.

Elvish, Elder (dead language)

Virtually a dead language, the original tongue of the elves may be the oldest language in the world. With a very few exceptions, no one speaks it any longer. The letters in Elder Elvish also represent numbers, which makes it easy to craft double meanings with words and numbers. Cannot be learned by normal means, unless specifically allowed by your race.

Gnomish and Halfling

These races do not have their own languages. As distant sub-races of elves, they still use Elvish.

Infernal

The language of the devils, for whatever reason this language has become almost lost in Praemal, being supplanted even among the devil population by Abyssal. Cannot be learned by normal means, unless specifically allowed by your race.

Litorian

A gruff language unrelated to any other known language.

Old Prustan (dead language)

An old language of humans, Prustan sounds harsh when compared to those derived from Elder Elvish. This tongue shares a few similarities with Dwarvish, but not many. Today only scholars speak it. Can only be learned by use of the Linguistics skill.

Orcish

Interestingly, this language is a mixture of Westron and Abyssal. Originally, orcs spoke Abyssal, taught to them by their creator, the Dread One. After his destruction, they fled west, where they became heavily influenced by the cultures there.

Palastani

A rather simple language, Palastani is once again coming into vogue, after having faded considerably during the height of the Empire of Tarsis.

Nallish

This crude, simple language is used by the people of Nall and the barbarian tribes of the east.

Undercommon

This derivative of Elder Elvish is mixed with Abyssal and Draconic. Originally, it was the language of the dark elves. It has since become almost unrecognizable as related to any of its roots.

Uraqi

Another human tongue, Uraqi is very different from Old Prustan and even Westron, having originated in ancient Kellisan, far to the south. It is spoken almost exclusively in Uraq and along the coast of the Southern Sea (a relic of the fact that Uraq conquered most towns and cities along that coast long ago).

Westron (dead language)

Perhaps the oldest human language—older even than Old Prustan—is Westron. Some scholars believe it was a common tongue of much older times, long before the Empire. Some believe the language was given to humans by the Creator himself. Cannot be learned by normal means, such as the Linguistics skill.


psychicmachinery wrote:
Hey Lord Thas. This is Aelaeron from the Maure Castle game. I think I'll see what I can do with an inquisitor, but first I'll read the player's guide and get a better feeling for the setting.

Your definitely welcome to join as it looks like drake jumped over from the maure castle game too :) This is more of a roleplay than a roll play setting and great fun to say the least. By far one of my most favorite settings simply because of the amount of detail the book has in it.


I've got nothing but office hours all day tomorrow, so I'll probably be putting up a submission. I've had one idea so far, but might hit on a better one after I sleep on it a bit. Will you allow the Ifrit race (the fire-descended counterpart to Aasimars and Tieflings). I've got an idea for a sorcerer using the Wischcrafter archtype from Advanced Races who recently fled home when his sorcerous powers awakened to catastrophic effects, with someone's idle wish serving as a catalyst (haven't worked out the specifics yet). He would have ties, good or ill, to the Inverted Pyramid and the Sorn in his backstory, though he's not affiliated with either (anymore).


Submitted for consideration:

Daulic Stilinisti

Stats:

Male Human (Prustan) Rogue 1
CG Medium humanoid (human)
Init[b] +4; [b]Senses Perception +5 (+6 to find traps)
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +1
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee rapier +4 (1d8 (18-20)) or
. . . . . dagger +4 or
. . . . . rapier +2 (1d8 (18-20)) and dagger +2 (1d4 (19-20)) or
. . . . . dagger +2 (1d4 (19-20)) and dagger +2 (1d4 (19-20))
Ranged shortbow +4 (1d6 (/x3))
. . . . . dagger +4 (1d4 (19-20))
Special Attacks Fencer: +1 to AOO attack rolls with bladed weapons, sneak attack (+1d6)
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 11, Int 14, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 14
Feats Two-Weapon Fighting, Weapon Finesse
Traits Cynic, Fencer, [url=http://www.d20pfsrd.com/traits/regional-traits/vagabond-childVagabond Child (Sleight of hand)[/url]
Skills Acrobatics +8, Bluff +5, Climb +4, Diplomacy +5, Disable Device +9, Escape Artist +8, Knowledge (local) +6, Perception +5 (+6 to find traps), Sense Motive +6, Sleight of Hand +9, Stealth +8
Languages Common, Elvish, Palastani
SQ Trapfinding (+1)
Gear 20 arrows (3), 2 daggers (2), explorer's outfit (0), Imperial citizenship papers, leather armor (15), rapier(2), shortbow(2), thieves' tools (1); 45gp, 0sp, 0cp
Total weight of all gear: 25

Background:

Daulic was born to the proprietors of a successful print shop and spent his early years dodging the presses as they rolled out books and broadsheets alike. Life was comfortable and the family enjoyed enough success to move out from the apartment above the presses and into a burrow in Rivergate.

A combination of sharp business acumen and a well-timed opportunity secured the family business a part of the contract to produce local editions of the Vast Codex for the nest five years. It was far from the entire contract, but even a fraction of it would be enough to more than secure the family's future. Daulin was too young to understand the details, but he knew that they were about to become very rich and his parents talked about sending him to the University. His youthful imagination ran wild with thoughts of the family moving to the Nobles' District. They would have servants and a wizard to wait on his every whim! Maybe he could even learn magic himself!

Unfortuantely for the family, the Vast Codex contract was not meant for them. The former printer had been removed so a Balacazar front could take its place. Daulic's father accidentally learned of the opening and moved fast enough to enter the secret bidding that no honest printer was to know about until the contract was signed.

A few weeks later, several men visited the Stilinisti home late at night. Daulic woke to the screams. They were doing something horrible to his mother, who was naked, and had his father restrained. A particularly hateful old man gave the other men directions. Paralyzed by terror, Daulic hid and watched as increasingly horrific things were done to both of his parents. When the men were done, they set the home on fire and left.

Daulic could barely recognize what was left of his parents, but fear conquered grief and he ran from the burning building. None of the family's neighbors would admit to knowing him when he went for help and Daulic wandered increasingly far afield looking for help. He came finally to a lay worshiper of Gaen who took him to the temple.

The priests heard Daulic's story and believed him. They took him in, hoping to raise him to become a paladin. Daulic had other ideas. Their high-minded talk about fighting evil meshed well with what he wanted to do to the hateful man, but the otherworldly theology was not for him. Nor was the relatively spartan life they offered. Daulic had precious little faith to give anything, except his childhood dream of riches falling into his lap and sending him off to a life of luxury and his dreams of vengeance. He learned not to fully share the latter, as the priests always became very grave and upset when he did.

But Daulic took what he could of the priests' training. He learned weapons, but soon found ways to escape less interesting classes. The walls were easy enough to climb and he'd always been light-footed.

Now of age, Daulic set out to make his own way. Over his teen years he accumulated a small nest egg of ill-gotten gains which he spent to outfit himself with an adequate assortment of weapons, armor, and the tools of a less holy trade than his mentors would have liked. His departure from the temple was tense, with the priests insisting he had a higher calling and knowing all too well that Daulic planned to steal his way to riches and revenge. To Daulic higher callings are like laws, things people make up that don't really mean anything. If there was a law, where was it when his parents needed it?

Since his departure, Daulic has made his way on petty theft while looking for a big score. Stealing is fun, a game as much as a living, and he's worked hard since leaving the temple to become more informed about Ptolus and its seedy underbelly. Before he left he knew that the hateful man, probably Menon Balacazar, would not fall to a novice. So Daulic bides his time, steals, and looks for the big score until the day he has his chance.

The priests of Gaen had an influence they might not have expected, though. While Daulic desperately wants his revenge, their relatively gentle upbringing helped him cope with what otherwise might have been all-consuming hatred. Getting rich would not be as sweet as Balacazar's eyes going dark while Daulic's hands bathed in his blood, but it's a form of revenge and the pleasures of even the wealth he comes by pickpocketing and the like help keep Daulic from falling into obsessive darkness.

Feedback welcome and I'm perfectly willing to make adjustments. The trait flavor text isn't a perfect match, but they were the closest I could find. If the sources aren't ok on them, I can go digging for others.


Will traits be used?

Grand Lodge

Lord T wrote:
Character Traits: Three traits

Yes we get 3 traits


Krumthi wrote:
Lord T wrote:
Character Traits: Three traits
Yes we get 3 traits

Woot!


How long will recruitment be open? I intend to put in a character, but if time permits, I'd like to take a couple of days to peruse the Ptolus book to see what really jumps out at me, especially as far as organizations go. Also, the current list of candidates seems to be...

Ayaki - Kitsune Bard
Daulic Stilinisti - Rogue
CaptMadJaq - Half-Orc Eldritch Knight(?)
Psychicmachinery - Inquisitor (?)

C'mon other people! We need moar dudes!


martinaj wrote:

How long will recruitment be open? I intend to put in a character, but if time permits, I'd like to take a couple of days to peruse the Ptolus book to see what really jumps out at me, especially as far as organizations go. Also, the current list of candidates seems to be...

Ayaki - Kitsune Bard
Daulic Stilinisti - Rogue
CaptMadJaq - Half-Orc Eldritch Knight(?)
Psychicmachinery - Inquisitor (?)

C'mon other people! We need moar dudes!

I kind of was wondering who the heal-bunny was going to be. Oh, and I am going to be a Magus and will be posting her drafts soon.


I'm sorry. Writing isn't something I normally do. Usually I draw pictures and play with Adobe Photoshop and Illustrator. I apologize for subjecting you to this.

I'm almost finished. If you have any suggestions, concerns, or would just like to tell me how bad (or not bad) this is, feel free to tell me!

I am running out of steam so I'll need to call it a night and finish this later!

-CMJ

Caution! Back story!:

Rosemary's story begins rather strangely, and with a human wizard named Ahron and a half-elf named Xylia. Ahron is an accomplished wizard, and before he became middle-aged he settled in a small town and decided to plant his roots. Xylia is a fighter, and despite her need to wander and explore, she stayed close to Ahron. Both were accomplished adventurers.

One one warm spring day, Ahron was wandering back from having coffee at the local tavern 'The Comely Ogre', when he spotted something strange on his doorstep. He squinted at it, fixed his spectacles back on the bridge of his nose and moced closer to inviestigate. His mouth dropped when he saw, all bundled in blankets, a baby asleep with it's tiny mouth suckling up at an invisible breast, like babies are known to do when dreaming. And to Ahron's surprise it wasn't just any baby, but a half-orc child hardly three months old, by the black curls cropping from the crown of her head. Perplexed, he at first didn't know what to do until his familiar, a white cat name Snowball chastized him. Each syllabel was long and whiny, his accent since he was a cat after all with a mouth not accustomed to speaking the common tongue.

"Don't just stand there like some doofus, pick the baby up!" Ahron did as he was told, turning a full full circle just to see if he could spot anyone spying on him. Finding no one he picked up the basket with both hands, and with the feats still spell and silent spell willed the door open. For three weeks he took after the child and explored the area searching for her mother. Finding no one, he came home, and felt at a loss to what to do next. This irritated Snowball as he knew exactly what Ahron's options were, but he kept his silence leaving his master to his pipe, rocking chair, and his concentration. The words would be too hard to hard to form, and besides. Ahron, when he was like this, couldn't be distracted -ever. (Except for that one time involving Xylia and a fishing accident, but we shan't digress).

Three days later Xylia visited and found Ahron by the fire, puffing on his pipe rocking something on the floor with his toe. Deep in thought he didn't notice her watching him, her nose mere centimters from his cheek.

"Is there something you want to tell me?" as if groggy he slowly turned to her, blinked, and then leapt nearly falling out of the chair.

"What! Oh, um. No." Ahron stammered. Xylia frowned with a an incredulous look and nodded towards the baby.

"Oh, that! That's just a baby."

Xylia rolled her eyes and rapped a knuckle against his forehead, "Hello! Duh! I know it's a baby. Question is, what are you doing with a baby? Is there something you want to tell me?" She sighed audibly through her nose in a taurine like fashion, and then her face fell groundward in shock. "And it's green. Is that a..."

"She was left on my front doorstep with a letter saying it was my fault." He shrugged. "I haven't an inkling to why as I haven't slept with anyone, musch less an orc."

Xylia laughed and patted his shoulder. "Someday you and I have to work on that," and no sooner had she said that that both of them were blushing furiously and were left silent for several long moments. Until finally Xylia broke the silence.

Scooping up the baby and rocking it in her arms, "For an orc kid she's kind of cute. What did you name her?"

"I uh..." Xylia glared at him and Ahron felt a tight ball grow in his throat. He swallowed hard. "She's a half-orc Xylia. I hadn't expected to keep her. So, I didn't actually..." He could feel her blue eyes burn into him and he slowly sank in his chair. He quickly looked around his room for any inspiration to a name. Anything! Spotting a pair of flasks on the counter in the adjacent room he quickly spurted out what was on the labels praying to all the gods in the pantheon it would make sense.
"Rosemary and thyme!"

"Rosemary-Anne Thyme?" Xylia gave him a quizzical look. "Like the herbs?"

Ahron shrugged. It was a feeble attempt and he knew it.

"Cute!" She beamed and sat down to rock the baby. She sampled the name three more times in three different pitches. "Yes, I think that works. She's green like leaves. And you know Ahron, I think you'll be a great father. I think this little one will be just the hell you need to keep you on your toes." she said, wrinkling her nose at him playfully,while sticking her tongue out.

"That's all I need," he replied as he puffed on his pipe. "hell."

Xylia giggled and rested her slender hand on his arm, "I'll be here to help."

"Oh great -ow!" Xylia brandished a fist at him, glaring. Then after the moment passed they laughed.

---

Rosemary-Anne is a half orc raised by humans and had a fairly decent life. Thanks to Ahron's influences she was eventually known for herself as a person and not as her race. During her childhood she was picked on by bullies and antagonized into losing her temper many times. Ahron didn't like her fighting by Xylia showed her a few moves and how to stay on her toes.

Which lead to Rosemary-Anne becoming the playground champion. Nobody dared to bully her or anyone else for that matter while she was around.

When she was twelve she got a job at the Comely Ogre as a serving girl. Then, two years later, she was behind the bar slinging forthy mugs of ale and hearing tales. She liked it, she got to wear a dress.

Ahron was a strict teacher demanding results immediately, as Xylia was more capricious. Sure she was a fierce fighter, but she stopped to enjoy things. Once she admitted to Rosemary-Anne that she found door hinges amazing. Rosemary-Anne found that a little peculiar, but she did admire how Xylia would drop everything to enjoy a moment.

"Life will give you opportunites Rose." she would say in melodious way, smiling. Xylia always smiled. "It's important to stop to take them in because they rarely come back a second time."

When she was eighteen she saw less and less of Ahron and Xylia. They would be gone for weeks at a time, and when they would come back they would hide away in a room whispering. It was very suspicious, but thanks to warding spells and keen ears she never could quite sneak up to catch what they were discussing. however, she knew it was about her and how she came to live with Xylia and Ahron. Then, one cold night they came back and she could tell by the looks on their faces that something wasn't right. They sat down on either side of her.

"Honey," Xylia began, "We want to discuss something with you. It's about where you came from." No sooner had Rosemary-Anne nodded, everything exploded all around her. Fire was everywhere, and she was suddenly outside looking up at the silhouette of a dragon breathing fire on the village. The next morning she pulled herself out of the ashes, and seeing nothing left she decided to become an adventurer to find Ahron and Xylia and discover why she was left on Ahron's front door almost two decades ago.

Stats n' Stuff:

Rosemary-Anne Thyme
Race: Half-Orc
Alignment: Neutral Good

Gender: Female / Size: Medium
Age: 18 / Height: 6',2" / Weight: 257 lbs / Hair: Black / Eyes: Amber

(Favored) Class: 1Magus

--------------------
Abilities
--------------------
Str 15, [2]
Dex 13, [1]
Con 13, [1]
Int 14, [2]
Wis 10, [0]
Cha 12 [1]

--------------------
Armor Class
--------------------
AC 16 = 10 + chain shirt [4] + light steel shield [1] + Dex Mod [1] + Size Mod [0]

Touch: 11

Flat-Footed: 15

--------------------
Base Attack Bonus +1,
--------------------
CMB 3 = Base Attack [1] + Strength Mod [2] + Size Mod [0]

CMD 14 = Base Attack [1] + Strength mod [2] + Dexterity mod [1] + Size Mod [0] + 10

--------------------
Saving Throws
--------------------
Fortitude 3 = Base Save [2] + Con Mod [1]

Reflex 1 = Base Save [0] + Dex Mod [1]

Will 2 = Base Save [2] = Wisdom Mod [0]

--------------------
Skills
--------------------
Climb: 6,
Disguise: 2,
Intimidate:7,
Spellcraft:6,
Use Magic Device:5

--------------------
Feats
--------------------
Pass as Human (As she was adopted by one and live with them)
Combat Reflexes

--------------------
Traits
--------------------
Adopted: Gain one human racial trait; Bonus Feat (Pass as Human)
Reactionary (Xylia): Bullied; +2 initiative
Focused Mind (Ahron): +2 to concentration checks

--------------------
Class Features
--------------------
Arcane Pool (Su):
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his

weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The

pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1

enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum

of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5.

Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst,

frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to

the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the

weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added

before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and

cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by

anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Cantrips:
A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.”

These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat (Ex):
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon

fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even

if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other

hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any

spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also

takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up

to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails,

the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon

attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

--------------------
Racial Traits
--------------------
Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent

their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round

as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and

begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its

name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the

following: Abyssal, Draconic, Giant, Gnoll, and Goblin.


As far as healers go, I'm finding the politics involved in the Church of Lothian could be interesting, so I'm toying with the idea of making a priest errant.


martinaj wrote:
As far as healers go, I'm finding the politics involved in the Church of Lothian could be interesting, so I'm toying with the idea of making a priest errant.

Huzzah!


The players guide is all u should be browsing as the rest is spoilers for the evil I will bring


Sorry. I've gone through the whole thing once or twice before, I was just trying to refresh my memory on a few things, but trying not to delve too deeply. I think I've settled on a aasimar cleric of Lothian using the Separatist Cleric archtype, probably with the Good and Knowledge Domains. He'll be working as a priest errant, so he's no longer part of the formal church hierarchy. Stats and backstory soon to follow.


Lord T wrote:
The players guide is all u should be browsing as the rest is spoilers for the evil I will bring

*guilty look*

I've read the brick about three times all the way through, but there's so much to it that it generally all dissolves into a big buzz of awesome.


Alright, here's martinaj applying with Caldor Brehgan. Stats aren't completely done - he still needs his feat, his gear, and I'm still not completely settled on his ability scores (more to follow on that - I need advice!) but his backstory and current sketch should be more or less ready to go.

history:
Many of the older members of the Brehgan family insist they are descended from some great hero whose name was lost to history, though few people - the tale-tellers themselves included - really believe it. The truth is they have been living in the Docks for the last twenty generations, and every pretty much expected them to stay there for the next twenty. Working as fishermen and laborers, the Brehgan clan seemed fated for a modest and mundane existence. That is why, 26 years ago, it came as no small shock to Randal Brehgan when his wife bore a babe with a golden halo of light above its brow. This was surely an omen.

The child was named Caldor after an angel from a myth favored by his father, and from a young age he was groomed to join the ranks of Lothian's priesthood. His father ensure that the boy embraced righteousness and justice, encouraging him to help the community, and he spent as much as he dared on Caldor's education, making sure that the boy learned to read and write. When the time came, the Church was only too eager to have a child of so obviously divine origins, and even paid to have him moved to the more prosperous Temple District.

Life became very different for Caldor then. The scene in the Temple Distract was as different from the docks as he could have imagined. He benefited from amenities he had only dreamed off, and for the first time saw shrines to gods besides Lothian (though the older priests discouraged the interest he expressed in them). Still, he made sure to visit the docks once each week, using what he learned at the temple to improve the community as best he was able.

However, Caldor did not find everything in his new life to his liking. As he progressed in the priesthood, he found that many of the Church's teachings were at odds with the values he had developed as a child, or even at odds with themselves. While many of the priests seemed to be wholly dedicated to the betterment of mankind, there were just as many who were more concerned with mankind serving Lothian, and Caldor found many of the Church's laws unnecessary, and even a few that he found unjust. He voiced his concerns to his elders, but they assured him that if he trusted in the wisdom of the church all would be well. Caldor did his best to lay aside whatever doubts he had, and in time was fully initiated as an itinerant priest, preferring to focus on good works over administering Church law and business.

It went well for a time, but one day a man walked through the doors of a temple Caldor was visiting, an older man - clearly wounded - leaning on his shoulder. The older man was barely coherent, but was bleeding badly from a wound in his belly. The younger man explained he was a beggar who usually set up outside the tavern in which he worked. He had grabbed the arm of a sellsword entering the pub, asking for some coin, and the sellsword give him a dagger in the gut for touching him. Caldor assured the young man he would do all he can, but before he could heal him, the resident curate interceded, requiring a donation to the temple before any healing spells could be administered. The beggar, being a beggar, could scarcely afford a the requested silver piece, which Caldor quickly explained would not be a problem. The curate, however, disagreed.

He expressly forbade Caldor from healing the beggar until he or the man helping him had made a donation. Caldor retorted that he would not stand by and watch a man die when it was within his power to save him - that was not Lothian's will. The curate began to roar about an itinerant priest lecturing him on the will of Lothian when Caldor reached out touched the man, casting a simple healing spell. The man's wound closed up, and a hush fell over the room. Caldor had willfully denied a direct order of a superior within the Church, but his magic, granted by Lothian, had worked nonetheless. The other priest were unsure of how to react, standing in silence and the beggar returned to the streets.

Caldor was forbidden from performing deeds in the name of Lothian while the Church decided what was to be done, but that didn't take long. Caldor was called before a small gathering of curates and they explained that there were indeed precedents for this. It was possible, though rare, for a priest to defy the will of the Church without defying the will of Lothian. They recognized his status as a cleric, though he would be removed from the Church's hierarchy, instead operating independently as a priest errant.

Caldor was unsure of what to make of this. He hadn't done anything wrong, had he? If he had, surely Lothian would have revoked his gifts. He found himself puzzling over the quandry of how one could defy the Church without defying Lothian, remembering the doubts of his younger days. He began visiting temples of other faiths, even befriending other priests, and still his powers continued to function. Deciding that this bore further investigation, he gathered as much material on the Church as he could - and not only that which had been written by the clergy - and returned to the docks for a time. He studied books on the faith that were considered to be borderline heretical, as well as secular books that detailed the history of the faith from an outside perspective, and all things led him to only one conclusion - the Church served the Church, not Lothian. They were not his enemies, else why would he grant them his favor as he did to Caldor? But much of what was written was irrelevant. All of the superfluous or overly harsh laws were pointless, and maybe even some of the fables from the holy books.

Dogma was unnecessary, perhaps even harmful, Caldor decided. He no longer believed in the Church, but he still believed in Lothian. He felt as if he understood his god better than ever, but at the same time Lothian had never been a greater mystery to him. He had found new purpose, though - to determine the truth of his own faith. If most of what the Church preached was not the word of Lothian, then what was? What was his god's true message? The real essence of what he stood for? This is what Caldor is determined to learn, though he doesn't imagine it will be easy. He'll have to find most of the answers on his own, piecing together what he can from various sources, and from what he knows to be right.

Today Caldor performs much as he did as an itinerant priest, moving through Ptolus and performing good works in Lothian's name, and visiting the Docks once each week. He still works with the Church often - they're purposes often overlap, after all - and remains on good terms with several priest, though there are of course others who regard him as letter better than a heretic. More than anything else, though, Caldor now disagrees with the Church's suppression of knowledge - of condemning arcane magic or technology, of understanding other faiths, or of understanding the earliest days of the history of Tarsis. He has come to believe that next to compassion, education and enlightenment are two things everyone to strive for, and he seeks to empower people to find truths as he has rather than insisting them to take the Church's word on all matters.

Now as far as crunch goes, he's mostly done, but I could really use some advice, as I've never played a cleric before. I figured he'd be on the front lines with Rosemary-Ann, since we're still lacking any full BAB classes. What should I be shooting for as far as ability scores go? Is 16 wisdom too low? How important is charisma? What about strength and constitution? I know his intelligence is unusually high for a cleric, but I really wanted more skill points (maybe I should bump it down to 12, though?). What types of feats do you generally aim for as a cleric? That's where I'm REALLY clueless. Also, as a separatist, he's not proficient with his god's favored weapon, so I was thinking spear... I'm not necessarily looking for a fully optimized build, but I'd at least like to be effective.


Oh yes! I have been wanting to play a Ptolus game for a while now. Count me in!

I have several ideas for some characters.

A Vanara Druid.
A Merfolk Sorcerer
A Catfolk Ranger
An Oracle (no race in mind yet)

How do you feel about a half-dragon? I have never played one and have thought for a long while about playing one.

I may think up more but this seems good for now.

I may mix and match the race and classes for some added fun!

Lord T, how do you feel about these races?

Let me know and I will make a decision on that.


Merfolk not an option as this isn't an aquatic game. Vanara might be alright though with right concept and catfolk are fine.


Catfolk ranger it is! I am beginning a background and should have something up by tomorrow night.

Dark Archive

Since there is yet no cleric submitted, I will change my intended character to that of a cleric of Niveral, the god of secrets (Memory and Fire Domains).

But I will maintain his roguish outlook on life as he continues to accumulate resources to fund his dream library. He is into scams, gambling and other shady dealings as he believes the same to be consistent with the god of secrets' tenets. (Think Agent Mulder mixed with Indiana Jones)

Will flesh out my submission when I get home later. Hopefully after a nice massage.


Radavel wrote:

Since there is yet no cleric submitted, I will change my intended character to that of a cleric of Niveral, the god of secrets (Memory and Fire Domains).

But I will maintain his roguish outlook on life as he continues to accumulate resources to fund his dream library. He is into scams, gambling and other shady dealings as he believes the same to be consistent with the god of secrets' tenets. (Think Agent Mulder mixed with Indiana Jones)

Will flesh out my submission when I get home later. Hopefully after a nice massage.

I just submitted a cleric yesterday.


Would I be able to take the Angelkin variant for the Aasimar with the Celestial Crusader and Halo alternate racial traits? I plan on writing up a Vengeance paladin, and I'd like to get your approval on those before I do anything else.

Dark Archive

martinaj wrote:
Radavel wrote:

Since there is yet no cleric submitted, I will change my intended character to that of a cleric of Niveral, the god of secrets (Memory and Fire Domains).

But I will maintain his roguish outlook on life as he continues to accumulate resources to fund his dream library. He is into scams, gambling and other shady dealings as he believes the same to be consistent with the god of secrets' tenets. (Think Agent Mulder mixed with Indiana Jones)

Will flesh out my submission when I get home later. Hopefully after a nice massage.

I just submitted a cleric yesterday.

Sorry for not seeing that.


One question before I finish my ranger. I am split between the falconer and warden archetypes. If I chose the warden I would most likely choose the urban favored terrain. Just trying to make this so I can get the most fun out of the character.

Which one would you recommend? Or would either be ok?

Thanks.

I have the alias up. Only the background is posted. I will put in the crunch soon.


I created an alias. Let's see if linking it will work. I decided to go my original route having Rosemary-Anne be a fighter. It just seems more fun having her to work up into her magic as part of the story than having her be a magus right away. Sorry for being wishy-washy.

Rosemary-Anne Thyme


Alright, I have the crunch for my angelkin aasimar up. It can be found here.

Background is getting written up.

Sovereign Court

I played 3 sessions (about 10 hours) of Ptolus about 6 years ago before I had to move for work and have never had a chance to play it again.

I will update to PFRPG and submit my human ninja.


Like what I see so far from the various entries will be making a decision in the next couple of days.

GMV either is fine, mind you most of the game will be in a urban environment so it may be to your advantage.

Berenzen the angelkin is fine I like what I see.


Just completed my ninja, switched him to aasimar (not avaiable when I first played) to emphasise his strangeness and isolation when he was young... and because I have just got the book and am all giddy.

See profile for stats.

background:

Rain, or Buchephalas Scrimshaw.

The Scrimshaws raised a veritable brood; Seven children raised by Luba Scrimshaw whilst their father, Aman, sweated in his smithy to feed the family and keep each and every wolf from the door. Then, one fine summer morning, a tiger strolled across the threshold.

Abendigo Meer had been raised a mean, low-down son-of-a-b~#$# in a family of frauds, chancers and cut-throats but he put them all in the shade. In one season of madness and death Abendigo killed 24 people; men, women, young, old, elf, dwarf and human, mostly human. Edgy, tense and cold from too much {crystal meth} and drifting across the countryside away from his earlier crimes Abendigo had pitched up in the small village of (?????) late at night and curled up in the forge; shivering out his cold junkie sweats and fevered sleep next to the hot coals. Early in the morning he sucked on his last pipe of {meth} and strode proprietorially into the Scrimshaw home, looking for {meth}, money to buy {meth} and food. He found poor people with little and at some point he started killing; first the parents and then the young ones, he killed them cold, mutilated the
corpses and fed on their flesh (after this point some started saying their was a little demon blood in Abendigo Meer, maybe more than a little...) All except for one child, the youngest; Buchephalas.

No-one knows for sure why Abendigo took the boy, kicking and crying, tucked under one arm, and nobody stopped to ask. An elven ranger passed through the village just a few hours later and hunted down the killer; a posse of villagers hot on his heels. That ranger put three arrows through Abendigo before he even knew what was going on and nobody could say for sure whether the first, second or third actually killed the man. The posse hanged Abendigo's corpse from the nearest tree, just for good measure, the Ranger moved on, and the villagers buried the Scrimshaw family. All the while carefully avoiding the boy who hadn't had the dignity to die with his kin and now sat sad, perplexed and real whilst his family swiftly devolved into glorious, mawkish examples of simple nobility; stripped of the messy humanity that plagues us all in life.

Buchephalas was soon put up for orphaning; advertised as a quick, bright boy who learns fast and causes no trouble. Few locals were interested, the contamination of Abendigo's crimes hung around the child, and the boy was nearly passed off to a weird looking dunikin-diver from the next village when fate finally handed the boy an even-break.

Shan-Lou was the first Head of Twelve Dragon Monastery to rise to that position from the position of Ki Trainer. Calm and focused as any monk, Shan-Lou had a broader outlook than most and it was he who invited ninjas to teach at the school; without him the Path of the Ghost Dragon would never have been born. Two ninjas from a broken, defeated clan had come to Twelve Dragon Monastery seeking a temporary refuge, but as they shared their explorations of focused Ki energy with the more inquisitive monks and proved their decent character Shan-Lou increasingly appreciated the potential of Bai-Mo and Sway, eventually recruiting them to teach a small number of pupils. First helping with Ki focus, but later expanding to house a small ninja school within the monastery; the ninjas filling roles that the more direct monks could not but with a complimentary appreciation of Ki, light movement, and precise training.

Recruitment, however, was always a problem. Parents brought their children to the monastery to become monks, strong, vigorous lads with Ki potential were identified by village elders who had learnt the signs by rote from the elders before them. Nobody wanted a ninja child. But Twelve Dragon Monastery had a history of taking in waifs and strays, of disciplining street urchins and giving orphans a new life. When Shan-Lou saw of Buchephalas he recognised the boy's strange potential, his latent divine gifts that were just beginning to manifest, and took the boy to the monastery. After identifying his potential the child joined the fourth group of ninjas trained under the Path of the Ghost Dragon; he was four years old.

Buchephalas' weaknesses; his youth, his inability to act, his defeat, his failure, his family's death, were left beyond the monastery's doors and as Buchephalas was put to one side a new man stepped forth in the same body; Rain.

Rain learnt fast, quick-limbed and swift thinking, but without the sinewy strength of his monk friends, he enjoyed monastery life and progressed well as a Ghost Dragon. But voices in the monastery ever rumbled against the ninja; outsiders without discipline, and without a place in the monastery's tradition. Even Shan-lou was unsure whether his experiment would succeed and when he died, aged 112, internal machinations soon drove Bai-Mo and Sway from the school and then the monastery. They took the older student ninjas, those ready for the road, and headed west. Rain was the oldest they left behind. First the monks tried to coax Rain's skills toward the monk's path, then they pushed, then they forced - it never worked. Rain grew frustrated and angry, acting out as he was increasingly singled out, his strange eyes and nails accentuating his otherness, and eventually he ran away - slinking through the shadows and two days distant before they even realised he was gone; ninja style, a true Ghost Dragon.

Like a thousand lost souls before him Rain pitched up in Ptolus; 15 years old but hard from too many knocks and determined to live a new life in Ptolus as a man. He avoided the workhouse and the cotton mill, landing a job as a brewers mate. With a quick eye for bad mash and good judge of balance, quantity and flavour; a simple, not-unpleasant future rolled out before him in which his clothes would always smell slightly of hops and barley mash.

Yet Rain had not entirely embraced this life - he lived in Narred with the centaurs and other hardy fey folk and every day he went through his training routines, every morning began with meditation and breathing exercises, every night ended with a quiet slink across the city. He loved to sit quiet in the dark places, watching the night unfold; he had found a better drug than Abendigo.

Rain has a few friends, his brewery colleagues rub along with him well enough; he plays chess with Caswen, the centaur baker in the flat downstairs; and he has developed a love for centaur music - the winding notes and weird chanting always intriguing and satisfying - through which he has a troupe of like-minded folk who sit together as the elf, gnome, dwarf and human minority when centaur performers play, always to their own kind.

Rain has a dislike of faff. He likes good food but he'd rather eat a simple, well-reared, well-cooked steak in a bring-your-own-booze place than be waited on, use silver cutlery and have elaborate sauces (he thinks that anyway, he's obviously never tried the grand meal). He'd rather see a bard in the back room of a pub than at the opera house, chooses beer over wine, and rum over both, and wants a nice house in Narred with a good local girl who'll feed him stew and let him get happy and fat; he's not dreaming of a princess as so many adventurers might. He's a member of the church of St.?????, part of the church of ???? that celebrates freedom and hope and a certain carpe diem quality. The saint's final words before he was martyred were "You cannot lock me up; I am eternally free!" and Rain has 'Eternally Free' tattooed across his back in gothic letters - it looks like a gang tattoo from far off, as does his his ghost dragon tattoo; the faint silvery-grey dragons crawling up each bicep to his shoulders.

So why turn to delving and adventure? Well... They've been talking about laying people off at the brewery and he doesn't know how far the rumours go but his job doesn't feel too secure - and - a few weeks ago as he slunk through the city night he saved a young couple from being mugged and the elation and adrenaline shot through him like a bolt - and – he keeps on seeing all these out-of-towners swanking around with shiny armour, plenty of coin, and no smarts and thinking "I could do that" - and - he looks at Gravelle, his boss, and sees that the position he might aspire to is hard work, long hours and not so brilliant pay; all of which is rather unforgiving to a man as he grows old - and - he's got a sensitive nose after his experiences; he can feel the wind shift and thinks that maybe now might be the time to have ready cash, magic items and some strong-armed friends, rather than a steady living and no way to keep himself and his friends safe...


Sorry for so many questions. This is the last one. If I took a profession, how useful would it be? I am looking at something like herbalist or similar. This would be one of the ways he would get items to trade when he went to town.


Considering the setting is the town itself it would be really useful and could help provide a background tie-in


Herbalist it is then. I will post the crunch sometime today, probably in about an hour or so.


It is with great pleasure that I introduce: Rorrath, the catfolk ranger!

I like him a lot. Should be really fun to play.


Alright, Davina's basically done. Might fill out the backstory a bit more later if I have the time but otherwise, she's ready for review.

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