Save the Greenskins (Inactive)

Game Master Brian Minhinnick

17th Century North America inspiried game set in a possible future of Golarion.


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Set near Elesomare on the continent of Arcadia in the year 5000 AR, Golarion is a much-changed place. Waves of Andoran style democratic revolutions in combination with a magico-industrial revolution led to centuries of warfare in the Inner Sea Region and to the eventual creation of the Confederated States of Avistan.

It consists of the formerly independent nations of Andoran, Brevoy, Cheliax, Druma, Galt, Isger, Molthrune, Nidal, The River Kingdoms, and Taldor with the new capital in Absolom. With most of the inner sea region becoming over populated and stagnant, waves and waves of colonists streamed across the Arcadian Ocean to settle and exploit the ‘virgin’ land. The only problem was that various native races, representing all the humanoids common to Golarion, already heavily occupied said ‘virgin’ land. Their level of technology was however insufficient to withstand the new firearms brought by the Avistani. This has resulted in many native peoples being destroyed or displaced, while the newcomers strip their ancestral lands of resources in order to ship them back over the ocean to the CSA. Every year the settlers push farther into Arcadia buying up or taking land, driving the tribes before them.

In one particular region near the newly independent state of Elesomare this has had the unintended effect of forcing all the formerly racially divided tribes of orcs, humans and goblinoids to intermingle and interbreed. This racial melting pot has thrown up something totally new, a hodgepodge race of humanoids that the colonists simply call Greenskins. These new people are adaptable and canny, and might be just what is needed to unite the tribes and drive the invaders from their ancestral lands. The recent suspicious death of the Great Chieftain of the Kinkanoa Confederacy has left his younger brother, Wammsutta Thunderstick in charge. He has demanded a cease to the Elesomari expansion, and they have refused. So he is gathering heroes to his banner to oppose the colonists, and the drums of war begin to beat…

Character Creation:

Level: 4

Ability Scores:20 pt Buy

Races: See Races document. The greenskin race uses the custom race rules from the ARG, you get 10 RP to spend on any of the listed abilities.

Classes:Any Paizo

Feats:Any Paizo on d20pfsrd.com, 3rd party by approval only

Starting Gold:Standard

HP:Max at first, then 1/2+1

House Rules:

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Defense Bonus

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This is a 17th century North American inspired game. I'm sure I missed something, feel free to ask questions. More info about the setting will be forthcoming on the campaign info tab. Recruitment is open until next Friday, August 10th. Looking for four players probably, if you can't post at least once every 48 hours on a normal basis don't bother applying.


I suppose I should point out that the orcs and goblinoids in my version of Arcadia are neutrally aligned tribal peoples. Not the savage killers that is the norm for those races.


Dotting, Looks interesting and potentially fun. I may or may not have access to a computer next week so I will try to decide quickly. Also, what's starting gold for a 4th level character? I am a bit confused, if these Green Skins are in an encampent stlye living, I understand guns being common place outside the camp but are the Elesomari giving the GS guns? Also, can we get more information on what life is like for the GS?


Starting gold for a fourth level character is 6,000 GP.

The colonists have been on Arcadia for a long time now. The current year in normal Pathfinder is 4712 AR. Elesomar was basically a small Andoren lumber colony, and flintlocks were around even then. In the 300 odd years since, the amount of colonists has increased to the point that the coastal natives have been completely displaced. But it was a gradual process and there was plenty of trading along the way. So while most greenskins might not have a brand new masterwork rifle, they definitely have reliable access to flintlock weapons at least, and often better. Either taken off enemy dead, or traded for with colonists. A more pressing issue during times of conflict with the colonists is a good source of black powder.

The life of a typical greenskin is a mix between hunting, and supplemental forest agriculture. Rather than large permanent settlements they are semi-nomadic, living in extended family groups. Their dwellings are easily assembled, so they stay in one place until the game is depleted and then move on rotating back after several years. The mothers, older men and children typically stay near the dwellings and farm, while the young men and women hunt. The hunters ride domesticated dire wolves, and are thus able to cover great ranges of land. When not unified against an outside force, the tribes often engage in constant low level raiding and warfare. The purpose being more to capture food, and bring new women into the tribe than to kill your enemy.

More to come when I have time.


Looks interesting, though I was wondering about the greenskins religion? Any specific or new deities they worship?


Hey, I was thinking of a Ranger/Gunslinger like a musketeer. I am envisioning almost like a Roger's Ranger type of character. Primary weapon a Flintlock rifle and secondary being a tomahawk.


How do you feel about the Treesinger Druid archetype? I know it's Elf only but both Greenskin and Half-Orc could qualify by virtue of the Racial Heritage feat and they would (in my opinion) be great fits for a forest that partially relies on forest agriculture for food.


If we wanted to be of the Hunter class does that mean we get a Dire Wolf? Or if someone went ranger would they get it as an animal companion? I'm thinking about going Barbarian or Fighter.


interested. would you allow a replacement feat for the musket (rifle?) master in place of the free rapid reload(musket) since rifles will be readily available?


@ Kirsteen - Check out the campaign info tab. They are mostly nature worshipers but also venerate Gozreh in the form of Mother Sea and Father Sky.

@ Insnare - Sounds like the typical Greenskin warrior/hunter. SAme gear mentioned and expert at guerrilla tactics.

@ Cuan - Treesinger is fine, no need for a special feat or anything. I'll just change the race requirement.

@ Hragas - If you did have one it wouldn't be an animal companion unless you could normally qualify to get it as one.

@ Misterlurch - I hadn't thought about that yet. I will change rapid reload to either effect all flintlocks or all modern firearms. So musket master would still give you repaid reload (flintlocks), but you could also take rapid reload (modern firearms) as a normal feat. I'll add the house rule to the campaign info tab later today when I have more time.


Interested. I've been wanting to play a Gunslinger/Inquisitor with advanced guns, so I might put that forward. Not sure how that would fit in with a more nature-worshiping culture.

I also don't have the ARG, so it'll be a struggle to put together a Greenskin race, though I bet I would like doing it. Alternatively, maybe a Hobgoblin.


Definitely interested. I'm thinking a Ranger, possibly with some Rogue or something similar thrown in. I'm definitely being inspired (at least right now) by AC3's Connor, and that definitely fits in the setting. As such, I'm wondering if I can have the appropriate hidden blade. If not, that's fine.

As for backstory, I'll get to work on that along with character, but I'm thinking a bit of a rebel who's been jailed a few times, and has since trained to become more powerful, so he can take down his homeland's oppressors.


Enchanter Tim wrote:

Interested. I've been wanting to play a Gunslinger/Inquisitor with advanced guns, so I might put that forward. Not sure how that would fit in with a more nature-worshiping culture.

I also don't have the ARG, so it'll be a struggle to put together a Greenskin race, though I bet I would like doing it. Alternatively, maybe a Hobgoblin.

This might help you.

I might be interested in this, but I'm not sure what kind of character I would play.

The Exchange

This is an interesting concept. I think I'll apply.

Hows the sound of a Half-Orc Cavalier? He won't be the knight in shining armor, just a hunter who prefers to fight on his Dire Wolf. I think the Order of the Lion would fit, since the order is all about protecting the land and whatnot. Stats would be around the 16 12 14 10 13 16 range. +1 Hide armor for sure, and probably a +1 Spear. Maybe something a little fancier, I don't know, but this could deffinately be cool.

Let me know if this works for you.


Probably a Silly question but I notice the Race Sheet says all advance traits. Do we also have all standard Traits?

EDIT Sorry to keep peppering you with questions. I also wanted to know if we get 2 character traits, like Deft Dodger? And other small things. And If I went fighter, in a world where armor isn't going to do me any good. What does Armor Training do for me? Or do i need to just look up archtypes?

EDIT AGAIN If I go Lore Warden Do I get to keep my +7 Bonus to Defense?


@ Enchanter Tim - As Lordzack pointed out all the ARG stuff is up on d20pfsrd.com now. That's where I got it, don't have the ARG either. The inquisitor would likely be a protector of the land type. I think it's workable.

@ Loup Blanc - Hidden blade could be accomplished pretty easily with a Spring Loaded Wrist Sheath

@ Tirq - That would all work fine, with a couple caveats. You'd need the Beast Rider archetype, and the dire wolf's stats would follow the Animal Companion chart, not it's bestiary entry. I'll put stats for a dire wolf mount/animal companion in the campaign info tab.

@ Hragas - Not sure what you mean by 'do we have all standard traits?'. The advanced traits I was referring to are these. There are no 'standard' ability score racial traits.

But yeah, you get two character traits as normal. I forgot to put that in the character creation. Same rules as always no two from the same category.


That entire Page has lists of different Advanced Traits, Standard Traits, and Monsterous Traits. Those are the Standard Traits I speak of.


Oic. Then no. That's the whole point of the races document, to narrow the list of available racial traits. You can pick any of the ones listed on that document, and that's it. None of the monstrous ones are available, and I believe the ability score ones and scent are the only advanced traits I approved.

Edit:The world still has armor, it's just not useful in a gun fight. Lore Warden and armor training function exactly as written. Since the lore warden only has proficiency with light armor, they would use column B on the defense bonus chart. Starting at a +3 bonus.

RPG Superstar 2013 Top 8

I'm interested. Can I use the Orc racial archetypes for a Greenskin? Planning on making a scarred witch doctor (witch archetype) who is an intimidating shaman type. Maybe multiclass with barbarian. Can we spend money on a dire wolf or does we need to use a class that gets a mount or an animal companion?

Is this going to be all about the conflict between the Greenskins and the settlers or is that mainly backdrop for frontier adventures?


@ Wolfwaker - Yes, greenskins have the human, orc AND goblinoid subtypes, so they can use racial archetypes from any of those races. You need a class ability to get a riding wolf (as I'm now calling them). Their animal companion stats are in the campaign info tab. You can always buy a horse from some colonist though.

Yes, this is going to be all about the conflict between the greenskins and the settlers. Roughly inspired by King Phillip's War.


Here is my concept, Silas Springing Chipmunk, Hunter 4/ Greenskin Male, disgruntled with the way the new waves of colonists have been treating the Original Colonists or OCs and indigenous people. His human side were originally pioneers from Cheliax but went deeper into the unknown of Arcadia and intermingled with local Goblinoids and humans. His Greenskin tribe were forced to move east due to inclement weather and an openning of a newly established world wound(GM discretion :)).

He spent most of his childhood in the pristine forest and traveling the grasslands of Arcadia, honing his bushcraft and military skills fighting in different guerrilla wars throughout the continent. An excellent tracker and scout, his primary weapon is his rifle named Squanta, which he uses for his survival.

Ill get the crunch to you soon...


I have the next day or so off work, and nothing planned so I should be expanding quite a bit on the fluff for you guys.

There will be another colonial nation introduced to the north, who are enemies of the Elesomari. It's made up of settlers from the Northern Federation (former Lands of the Linnorm Kings, Irrisen and Land of the Mammoth Lords). These ethnically Ulfen and Kellid peoples happily trade with the natives, and exist in a largely peaceful manner with them.

I will also fluff out the other two nations some more. So far seeing a lot of cool submissions, what's really gonna get the four people their spot is their writing. If you have a couple small mistakes in your stats, but you have a great, well written backstory you are more likely to get picked than someone with a mechanically perfect character who writes a cookie-cutter paragraph long backstory full of typos.

The Exchange

Jelani, your link broke. Did you by any chance mean King Philip's War?

Also, if this is like KPW, then what is the name of the leader of the rebellion? I was thinking my character, whose name shall be decided when I get the name, could be from the same tribe. I also think it would be cool if he were Middle Aged. Is this alright? If so, his stats would be unmoded at 15 13 15 10 10 15. Adding in the Middle Aged factor it would be 14 12 14 11 11 16. +1 into wisdom for being level 4.

RPG Superstar 2013 Top 8

Greenskins can use hogoblin archetypes?


Though far from done, this is what I have so far: Tekumsah La'Awethikah, whose name means something along the lines of "Panther causing noise." Seems good for a stealthy revolutionary.

I'm wondering if I could take the Pass for Human or Veiled Vileness from the Campaign Setting book. Either way, I basically am running with the idea that Tekumsah is almost indistinguishable from humans (although he hates them).

Speaking of, here's the racial traits I took:

Flexible Ability package, +2 to Str and Dex
Ancient Foe (humans)
Silent Hunter
Quick Reactions
Hatred (humans and elves)
Total RP: 10

Will start doing backstory, and hopefully crunch will be up by the end of today.


@ Tirq - Yeah, that's what I meant. The native leader is named Wammsutta Thunderstick. I'm not gonna follow history exactly, just took it as inspiration. Your character can be middle aged, that's fine.

@ Wolfwaker - Yes.

@ Tekumsah - You can take pass for human.


I am Beskermer Kennis. I have always studied the history of our people because I still believe in the old ways. I still believe in the World my father died for. I refuse to use the weapons of the outsiders. I will answer the call and drive them back and teach our children of who we still are. I fight as those before me have with courage and with my family in my heart. The only place left to find them. I have spent years learning more about everything. Any key any advantage to our enemy. I will find what will break them.

My name Translates roughly to Protector of Knowledge. Lore Warden 4 Still want a Riding Wolf but I don't know how I could get it.

The Exchange

Alright, his name shall be Kaiyohos Strongspear. He is a Gendarme Beast Rider Cavalier of the Order of the Lion. His faithful companion is Cormag, a dire wolf. His three feats are Mounted Combat, Ride-by-attack, and Spirited Charge. He is 40 years old and is still active in hunting.

He will have a backstory by tonight.


Question, what is the most prevalent terrain in the region, other than urban? I'm thinking I may drop a level of Survivalist to pick up favored terrain.


I'm thinking of playing a greenskin wizard. Some how he was trained in the ways of wizard magic (I'm not sure if there would be a local wizardry tradition or not), perhaps by being taken away from his people from a young age. Whether he was trained among his people or not, he has decided to fight for his people and their way of life.


I got two different ideas. I want to see which would fit into the campaign better.

1. Greenskin Gunslinger/Inquisitor - Defender of natural world, angry at the widespread settlements. Somewhat of an infiltrator too, which explains his access and training in firearms.

2. Hobgoblin Tactician Fighter - Strategist/General of the military forces. As militaristic as Hobgoblins are, it would make sense that they have tactical experts. Leader and enabler for the rest of the party.

The Exchange

I like the flavor of the hobgoblin better than the Blackpowder Inquisitor. On the otherhand, the party doesn't have a strong healer as of yet.

Do what you want.


I'd love to play a Goblin Treesinger Druid. Goblins have a tendency to burst into song and this guy's favourite audience are trees. His name will be Burk Leafhide. So far he has been working with the tribal farmers to make sure they don't harm the forest and he was ok with the logging at the start, considering people also needed a place to live. Now however he thinks it has gotten out of control and he thinks of starting guerilla warfare and attacking the humans.

EDIT: Maybe I'll also grab the World Walker archetype


Here's the backstory for Tekumsah La'Awethikah, the Panther who Makes Noise.

Backstory (long!):
Part One: Heritage

The greenskin boy who would come to be feared by the settlers’, their children, and their women was born to an Ulfen sailor named Vjoric and a greenskin woman called Mayara. The father was a crewmate on a trading vessel from the Northern Federation, the mother a shaman. They loved each other dearly, despite Vjoric’s often distance from his family, and their son grew up happily.

The boy received two names, one given by Vjoric, and one by his mother and the tribal chief. His Ulfen name was Amund, a name Vjoric said was that of a warrior, and one that would bring the boy great power and skill in all he did. Mayara and the chief named him Tekumsah, which meant “Panther stalking” in the local dialect.

As he grew older, it became apparent that Tekumsah was blessed by both his heritages. Though a greenskin, he was almost indistinguishable from a human of his age, although he inherited the powerful build and deceptive agility of his mother’s kind.

Tekumsah also grew up learning to hate the settlers from the CSA, though it was less because he was taught this and more because his tribe suffered at their hands. From a young age, Tekumsah would watch humans from the trees, learning how to defend himself against them, and he learned from his father and the other sailors some of their techniques and combat styles. He also grew to dislike elves, who seemed to have a racial prejudice against his own people, and who drove them from the forests violently.

Part Two: Transition to Adventuring

When he was 14 years old, in tradition with his tribe, Tekumsah was inducted into manhood, taking his place as a hunter and warrior. Quickly proving himself extremely strong and fast, as well as connected to nature, Tekumsah claimed some fame in territorial disputes. However, in a fierce battle with encroaching settlers, Tekumsah became a hero of his tribe at just 16, holding the line and refusing to retreat despite overwhelming odds. Covering his allies’ return to the forest, Tekumsah put arrows through dozens of settlers that day before being shot in the stomach and captured.

After being interrogated and imprisoned for two years, Tekumsah was released into the streets of Elesomare Bay, where he had been held. Fortunately due to his appearance, Tekumsah was generally thought to be a human, and was able to live in the city for several more years, where he joined a local resistance group, training in subterfuge and stealth tactics.

However, once again he was captured and jailed. This time, he was treated even more harshly, and suffered more than a little damage at the hands of the settlers. Tekumsah broke free during an interrogation and made his way back to the forests of Kinkanoa, hijacking a military supply carriage along the way.

But what should have been a joyous reunion was instead a shocking revelation. Tekumsah learned from another tribe that his own people had been all but eradicated in an attack by the CSA, and only a handful were left, including his four-year-old sister.

Tekumsah sojourned into the wilderness for weeks after hearing this, and returned fierce, but tempered and in control of himself. Revealing his cargo—guns and ammunition—Tekumsah renewed his crusade against the settlers, taking to the woods once more. Having become a near-legendary figure during his absence (everyone assumed he was dead) called La’Awethikah, “he who makes noise,” Tekumsah has inspired many more young hunters and warriors to fight the Avistani.

With the installment of the new Great Chieftain Wammsutta Thunderstick, Tekumsah now essentially has governmental approval of his war, and may well have even been summoned by Wammsutta to lead warriors or participate in special raids or attacks. Regardless of whether the Chieftain sanctions Tekumsah’s one-man war, the greenskin will drive out the barbarians who slew his people… Or die trying.

Part Three: Roleplaying Example with Backstory

Since the actual holding cells were considered too good for a greenskin, Tekumsah was shackled in the back of a stable when Captain Valistairian of the Grand Army of Avistan came for him. Tekumsah had large bruises across his chest and back, but none on his arms—the lack of defensive wounds a testament to his willpower and endurance.

“So, the infamous ‘La’Awethikah’ is brought to his knees at last,” Valistairian sneered. “All wild dogs are brought to heel eventually.”

Tekumsah kept his eyes on the ground, his shoulders slouched, his back hunched. Look beaten, Mart had told him in the resistance’s den, giving him advice in case of capture. Make them think you’re no threat.

“So let’s see what you’ve done now, hm?” The Taldan drew a folded piece of paper from inside his jacket, looking at it for a moment. Good, Tekumsah thought. That means he’s not paying attention to me, thinks I’m not a worthy threat right now. He fought hard to keep from grinning, in case the Taldan might see.

“Theft, murder, treason, resisting arrest—you’re quite the busy creature, aren’t you?” Valistairian looked at Tekumsah, then frowned. “I asked you a question, beast!”

Tekumsah said nothing, just continued to stare at the ground. It was dirt, and there were some horse droppings not far from his place. The whole place smelled.

“Very well,” Valistairian intoned murderously. “As I said, you are a dog, and a wild one. And wild dogs need to be punished.” The Taldan hefted a shovel from its place against a stall. Pausing for a moment, he said, “I won’t even try not to enjoy this.”

- - - - -

Bors was a simple Andoran man, not very tall or broad, and he’d signed on to the army simply because he didn’t know what else to do. He’d accompanied the captain to the stable, not quite sure what was going on, but confident that it would be relatively uneventful. He hadn’t even bothered loading his rifle, considering the attached bayonet more than enough for this duty.

He was understandably surprised when the captain reappeared, bleeding from a gash on his forehead, with a large man holding his limp body, the captain’s double-barreled pistol held against his own temple by the man.

“Halt!” was all Bors could think to say.

“No,” said the large man. “Here’s what will happen. First, you’re going to set your rifle on the ground. Next, you’ll unlock these manacles with your captain’s key. And finally, you’ll lie face-down on the ground while I leave.”

“And why would I do that?” Bors asked, confused but recovering from the initial shock.

“Because,” the man said ominously, “if you do these things, I may let you see tomorrow.”

Bors blanched as the pistol turned to point at his own forehead. “O-okay,” he stammered, dropping his rifle. “S-s-see?”

“Now the manacles.”

As soon as the cuffs were unlocked, Tekumsah slammed the butt of the pistol across Bors’s head, knocking him out—but not before the man had a chance to yell in surprise. Cursing, Tekumsah dropped the Captain to the earth and ran.

Around the building, four soldiers were talking. Upon seeing the running man, they shouted and turned their rifles at him. Tekumsah spun back around the corner of the stable, and checked the pistol to make sure it was loaded. Two alchemical cartridges were inside.

Offering a brief prayer to the spirits of his people, Tekumsah spun back around the building, firing. The closest soldier jolted and fell back, blood spurting from his chest. The others yelled and began to retreat, but not before Tekumsah picked off another one, the bullet plowing into the back of his skull.

Tekumsah ran again, giving up all hope of leaving the compound through the main road. Instead, he ran for the back, atop a massive cliff.

He reached the outcropping and turned around when he heard a yell. Facing him were almost twenty soldiers, guns leveled his way, and a mounted officer. “You’re surrounded, filth!” the man cried. “You have nowhere to go!”

“Agree to disagree,” Tekumsah shouted back, then turned and leapt off the cliff, praying the waters at the bottom would be deep enough.

The Exchange

There are three attributes that make me who I am. Love. I love my Wife, my Children, my bretheren, my Chief, and my Land. Strength. I hunt with the strength of my forefathers and my ancestors, with the skills they have tried and mastered and perfected. Courage. With my courage I strive for what my people need most. They call themselves colonists, I call them invaders. If they wish to take my love, then I will show them my Strength while my Courage brings them to their knees. They tread our sacred grounds. They refuse to leave! For that, I, Kaiyohos Strongspear, shall make them regret coming to our lands.

Kaiyohos Strongspear is a mounted hunter, and a traditionalist. He is 40 years old and is married to Ewaha. His children are also mounted hunters, and hunt with him from time to time. Kaiyohos is getting old and weaker with his age, but do not think for one minute that that means he is feeble.

The Exchange

Kaiyohos' backstory.

The Backstory:
Kaiyohos was born during the second moon of the Rainy Season. He was small, and very weak, but he would live. He was the third son in his family. At the age of 5 he was taught how to use a spear and wear armor, and his strength grew. At the age of 10, he went through the common coming of age ceremony. He was to be put into the pit with a wolf. Their weapons were matched, the wolf with its natural claws, and Kaiyohos' his. The wolf with its natural hide armor, and Kaiyohos natural skin. If it were not for his brute strength, he wouldn't have made it.

A year afterwards, he met who would be the love of his life, Ewaha. Ewaha was the daughter of a smalltime farmer, and a quiet girl. Kaiyohos came up with the courage to ask her father in marriage, and impressed the old man. Ewaha's Father, Inui, told Kaiyohos that if he can hunt with only the help of his riding wolf and a spear, he may have her hand. It took Kaiyohos an entire week for him to find a prize worthy of what he thought of Ewaha. The animal was a giant buffalo, much bigger than Kaiyohos' riding wolf. The giant buffalo was a mighty prize indeed, but kaiyohos' riding wolf died in the battle. Ewaha's father was impressed by the size of the buffalo, but was most impressed that Kaiyohos was able to carry the beast back by himself.

A year after they were married, Kaiyohos met his lifepartner, Cormag the Wolf. At the time, Cormag was a small pup, barely as big as Kaiyohos' thigh, but it had a heart stronger than all the other members of its litter. Cormag quickly grew to be the size of a normal wolf within 5 years.

5 years after Cormag had grown to a normal size, when Kaiyohos was about 20, Kaiyohos had his first son. Kaiyohos named him after his father, Iwa. Kaiyohos had been told that their first son would be cursed to be lame, but that didn't stop Iwa from learning to ride and hunt like his father. 2 years later, Kaiyohos had another son. This time, Ewaha named him after her father. Inui was fleet on his feet, and quite capible with the bow and arrow. Kaiyohos could not be more proud with his children and wife, words would not begin to describe how he felt about them.

When Kaiyohos heard about the colonists all those years ago, he thought nothing of it. Now, that they have come closer and closer to his home and to his family, he worries and has decided that something must be done. Kaiyohos has heard of the name Wammsutta Thunderstick, and that Wammsutta had similar thoughts. Kaiyohos decided to make the long journey to the tribe where Wammsutta Thunderstick lives.


@ Hragas - You could take a level of druid or beast rider and then take boon companion. In the old days the tribes had enough land and people to breed wolves for all the hunters, but now it is a rare privilege to bond with a wolf.

@ Tirq - Backstory sounds good. Kaiyohos would be from farther west than the game is taking place, possibly the other side of the Appalachuck Mountains.

@ Tekumsah - There is very little urban actually. The largest towns are still pretty small. The land is very heavily forested. The region where the PCs would be is bordered on the west by an old mountain range known as the Appalachuck. Great backstory as well.

PS: Growing up in Ohio, I love the name. I went to the Tekumsah show in Chilicothe when I was a kid.

@ Lordzack - Sounds like a great idea to me. He could have learned from colonists, or locals. While wizardry isn't as popular amonst the natives as other forms of magic after a few hundred years of rubbing shoulders with foreigners there are certainly native wizards.

@ Enchanter Tim - Option #1 sounds lit it would fit well. Option #2 would also work with some minor rewording. There is no real organized military, just warbands. You could be a respected warleader who is expert at guerrilla tactics.

@ Cuan - Sounds awesome, also not seeing a lot of casters so far so you'd have a good chance of getting in.


Thanks! I'll edit the backstory a bit, since there aren't any big cities. Now I just have to buy gear for this guy, which'll be a pain considering how many weapons his basis packs...


Added descriptions for the three main nation things on the campaign tab, also added a map.


sorry i was out of reach for a while, is selection still open?


"I am Squatunga Red Mask. Hear what I say. The invaders continue to take the ancestral lands of the people. The spirits have shown me what will happen if we do not resist. We must show them that we are a foe to be feared. Only then will they relent and leave us in peace."

Wolfwaker here, working on this guy still but I will take Witch (Scarred Witch Doctor) which uses CON in place of INT for witch abilities. I think I will take 1 level of Barbarian which will make him a ferocious warrior as well and goes great with his CON score (was thinking about the Samurai/Cavalier for the mount but don't want to overlap too badly with another submission). He wears a ferocious fetish mask (class feature) into battle which strikes fear in his foes (+2 intimidate).


Here's a list of the characters so far:
Hragas - Beskermer Kennis Greenskin Lore Warden 4

Insnare - Ranger/Gunslinger

Enchanter Tim - Greenskin Gunslinger/Inquisitor or Hobgoblin Fighter (Tactician)

Loup Blanc - Tekumsah La'Awethikah Greenskin Ranger (Skirmisher) 2/Rogue (Survivalist) 2

Lordzack - Greenskin Wizard

Tirq - Kaiyohos Strongspear Greenskin Cavalier (Gendarme, Beast Rider)

Cuan - Goblin Druid (Treesinger, World Walker)

Wolfwaker - Squatunga Red-Mask Greenskin Witch 3 (Scarred Witch Doctor)/Barbarian 1

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@ MisterLurch - Yeah, recruitment is open until Friday August 10th.


Hey you mentioned a Hunter/warrior template. Do you have guidelines to that?


I just meant that a ranger/gunslinger would be typical of a Greenskin warrior or hunter. It's not a template or anything like that. Sorry for the unclear wording. A lot of greenskins fight with flintlocks and tommahawks.

Edit:Adding stats for tommahawks to the campaign info tab, under house rules.


I would like to participate at this campaign.
I'm able to post at least once per day.
The charakter will be an Alchemist 3 / Monk 1

I'm Gromsch Longclaw, great Shaman of the Bear Totem. Bear sends me to punish the invaders of his lands. I'm an protector of the land and my people.


Updated backstory to fit the map a little bit better. Also put crunch and equipment into the profile. I changed the flavor of the spring-loaded wrist sheath and butterfly knife to fit the concept a little better, but specifically stated that it has no effects on mechanics; if you'd prefer me to have a straight wrist sheath, that's fine.

This guy is kind of ridiculously loaded with weapons, now that I look at it. I like weapons.


Excellent submission Tekumsah. The rest of you have four more days to get an alias worked out and completed. If you have a finished product you want me to look over feel free to post it.


Im going to bow out. I am having problems with my damned computer and it looks like a fun game...


GM - What's the availability of advanced firearms? "Guns Everywhere" would make them viable at 400gp for a revolver. But during the timeframe for King Philip's War, I don't think revolvers and rifles were as widespread.


Advanced firearms are available as you just described. The tech level is higher than in the history yeah. There also wasn't any magic in King Phillip's war. You can buy any advanced firearm you want at 10% listed price.

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