GM Tierce |
Crunch:
Stats: Focus and Foible: Pick your main stat, put an 18 in it. Pick your dump stat, put an 8 in it. For all other stats, roll a d10 and add 7. Rolls must be in a line, meaning your first roll is for Strength, your second for Dex, no moving about. You may roll stats a total of three times to find one you like
HP: Max at level one, rolled + 1 + con every level after.
Traits: Take two of your choice, I will gift you with a third afterwards on your character outline
Equipment: The militia gives you 150 gold to purchase your own equipment
Classes: Lets keep it to Pathfinder unless you really want to play something 3rd party. You will need to supply me with a link so I can review the class
Races: Mainly core, but I'm up for debate on other classes. Also, FallenMage has volunteered his races for playtest, which I will allow. They are re-printed here for reference. Their background details will be slightly altered to account for this new setting.
Majar Racial Traits:
+2 Charisma, +2 Dexterity, -2 Strength
Medium
Speed: 30 ft.
Low-Light Vision
Spell-like Ability, Constant: Detect Magic
Magically Adept: Majar get Magical Aptitude at first level.
Enclave Protector: Majar add +1 to the caster level of any abjuration spells they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level.
Skill Training: Majar have Spellcraft and Use Magic Device as class skills
Weapon Familiarity: Majar are proficient with Scimitars and Bracer Bows.
Description:
Majar are not as tall as Elves but taller than Humans and have a physique similar to Half-Elves. Due to their magical nature, their skin tone consists of a range of Pale Violet to Pale Blue and hair that ranges from Dark to Bright Red. The most distinctive features of the Majar, is that their skin never ages past their young adulthood, the only indication of age is in their eyes. From birth to young adulthood their eyes are a Dull Gray. Upon reaching Adulthood, their eyes become a Dark Silver slowly getting brighter as they progress in age, finally becoming a Bright Sliver that nearly glows at Venerable.
Velmoru Racial Traits:
+2 Wisdom, +2 Constitution, -2 Strength
Medium
Speed: 30ft
Ancient Foe-Vermin : +2 Dodge bonus to AC and +2 CMB Grapple vs Vermin
Healthy: +2 vs Poison and Disease (including Magical)
Natural Armor: +1 Natural Armor to AC
Bonus Feat: Self-Sufficient
Weapon Training: Two-Bladed Sword and Khopesh
Description:
The Velmoru are the native people of the Sea of Shifting Sand. These desert dwellers have about the same physique as humans, but their ears look more like three spine fish fins. Their skin is fairly tough, which certainly helps against the harsh wind storms that crop up from time to time. The Velmoru are also hairless and their skin tone ranges from red to yellow. Their eyes look like those of a normal humanoid, except for the fact that the whites of their eyes are various shades of green instead.
While a nomadic people, one Velmoru tribe maintains two ‘permanent’ camps at the northern and southern borders the desert region. It is at these camps, that the Kohatu Tribe hire themselves out as guides through the Sea of Shifting Sand.
Dunaux Racial Traits:
+2 Intelligence, +2 Dexterity, -2 Charisma
Small
Darkvision 60 ft
Speed: 30 ft
Bite: 1d3 Damage
Frenzy: Once per day, whenever a Dunaux takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Skill Bonus: +2 to Sense Motive
Skill Training: All Dunaux get Sense Motive is a class skill.
Spell-Like Ability, Lesser (1/day): Detect Thoughts. Caster Level = Character Level
Bonus Feat: Dunaux get Alertness as a bonus feat.
Toxic Saliva: Dunaux get the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a Dunaux can envenom a weapon that it wields or it’s bite attack with its toxic saliva. Applying venom in this way is a swift action.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
Description:
Created by a Lich, known as The Night Mage, on the distant world of Auralis, the Dunaux began as vicious pawns of his army of minions. Designed to work as a single mind, these beings were linked telepathically with each other to facilitate ease of command. However, over the years they began to evolve with higher intelligence, eventually culminating into a sense of individualism. It was at this point that they rebelled against the Night Mage and freed themselves from his tyrannical rule.
In the decades following, they evolved further to the point that they were no longer of a hive mind. This did not mean that they lost their telepathy, for it is how they communicate and allows them to skim some the surface thoughts of those they encounter. Even though they are more highly evolved, they still have, from time to time, the ferociousness of their ancestors.
The Dunaux are similar to Gnomes in size and weight. The main differences are in skin, eyes, head and hands. Their skin ranges from black to dark blue, their eyes have no pupils and range from red to blue. While their hands only have four fingers, they have no issues manipulating objects.
One of the most distinctive features is the head. The face is narrow and angular with no nose, but two slits where the sides of it would be. Along the top sides of the head are two ridges that run back and join at the base of the skull. Then there is the lack of a mouth. In its place are three mandibles that function similarly to viper fangs. One starts from the chin and points up to the nose slits and the other two located on the outside of the slits pointed towards the chin. The Dunaux use these mandibles to inject one of two kinds of venom. First venom is for digestion purposes, it is injected into their food, which is then liquefied and absorbed through the hollow fangs. The second venom is a little more deadly, as it sucks the life right out of its victim. However a Dunaux can only use their Life-Stealing venom so much before running dry.
Even though they lack a mouth, the Dunaux have no issue communicating via Telepathy. This telepathy is primarily for communication, but they have other mental abilities that allow them to gain a sense of what others are thinking.
Keep in mind this campaign will mostly be all under your control. However, Epiphany has alot of mythology steeped into it, so a lot of religion and god politics will come into play in the adventure. So if you love mythology like me, please tell me which was your favorite, ie, Norse, Greek, Egyptian...
GM Tierce |
The synopsis of the campaign is, Realinia has discovered an island about 10 leagues off the coast of their country. The island is large so confusion has occurred as to how it was missed. As Tyrene controls the sea, debate has arisen as to who can claim dominance of the island. Under the Peace accord, Realina is restricted from sending any of its standing army to the island to scout it out and claim it for themselves.
However, you have been approached to lead an expedition team to the island. You have thusly been stripped of your rank and are only considered citizens of Realina, so whatever you do on the island is your own business
JonGarrett |
I'm up for this. Give me a few minutes to assemble a few ideas for playing. Something that can heal seems like it should be on my to-do list...maybe a Scared Witch Doctor? Or I could try and talk Tierce into letting me play a Magister...
Also, as the info mentions, I'm an Archaeologist. I've got a passing familiarity with most of the European and Western Asian Pantheons, along with some African stuff. No idea which is my actual favorite, though.
Is it just the three of us, or will there be a fourth player/GMPC?
Also, I like purple and I'm theoretically a dude...
GM Tierce |
There is only three people, you three. Thanks for joining us Jon.
Why three? so the campaign won't get stuck on waiting for people to post, or for huge disagreements to happen. Plus, a Realinia squad is only three people.
There will be NPC's from time to time. May even have some stay for awhile, but its all up to you as this is your show.
Jon, I'm surprised you didn't ask about a godling. I am also familiar with the magister, and I'm not against it.
JonGarrett |
Never been that fond of Godlings. Magisters, however, I adore. If you're OK with me using those, I'll take a run with them. I already have an idea for a fairly martial healer type one. It would also need the Spell Finesse and Second Bond to work, though.
Essentially, I'd use the Arcane Bond Mystic Bond with the Teleport School powers, and at level 5 grab the Second Bond feat to add the Martial Bond ability, making me more fighty but cutting off some spell casting. Combined with the Dimensional feat chain I'd become a teleporting murder machine...if approved.
Otherwise, I'll go Scarred Witch Doctor. Knowing me, an Aasimar one...
JonGarrett |
Focus - Intelligence (Spell Finesse makes this my casting stat)
Foible - Wisdom
Strength - 1d10 + 7 ⇒ (5) + 7 = 12
Dexterity - 1d10 + 7 ⇒ (4) + 7 = 11
Constitution - 1d10 + 7 ⇒ (9) + 7 = 16
Charisma - 1d10 + 7 ⇒ (6) + 7 = 13
Strength - 1d10 + 7 ⇒ (6) + 7 = 13
Dexterity - 1d10 + 7 ⇒ (7) + 7 = 14
Constitution - 1d10 + 7 ⇒ (8) + 7 = 15
Charisma - 1d10 + 7 ⇒ (6) + 7 = 13
Strength - 1d10 + 7 ⇒ (3) + 7 = 10
Dexterity - 1d10 + 7 ⇒ (4) + 7 = 11
Constitution - 1d10 + 7 ⇒ (6) + 7 = 13
Charisma - 1d10 + 7 ⇒ (7) + 7 = 14
I'll take Stat Block #2 please Bob.
Fallen_Mage |
Okay, now that I'm home, I'll Generate the new Struug.
Magus
Focus: Int 18
Foible: Str 8
Roll 1
Dex 1d10 + 7 ⇒ (4) + 7 = 11
Con 1d10 + 7 ⇒ (5) + 7 = 12
Wis 1d10 + 7 ⇒ (2) + 7 = 9
Cha 1d10 + 7 ⇒ (5) + 7 = 12
Roll 2
Dex 1d10 + 7 ⇒ (5) + 7 = 12
Con 1d10 + 7 ⇒ (1) + 7 = 8
Wis 1d10 + 7 ⇒ (8) + 7 = 15
Cha 1d10 + 7 ⇒ (10) + 7 = 17
Roll 3
Dex 1d10 + 7 ⇒ (1) + 7 = 8
Con 1d10 + 7 ⇒ (8) + 7 = 15
Wis 1d10 + 7 ⇒ (6) + 7 = 13
Cha 1d10 + 7 ⇒ (4) + 7 = 11
Roll 3 seems the best.
JonGarrett |
The magister’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana)(Int), Knowledge (history)(Int), Knowledge (local)(Int), Knowledge (planes) (Int), Knowledge (religion)(Int), Perform (oratory)(Cha), Perform (sing)(Cha), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
GM Tierce |
Bjorn Svenson reporting for duty. Former Tyrene citizen from the Northlands and former gladiator. Escaped and came to live in Realania.
Focus Strength
Foible Wisdom
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (4) + 7 = 11
Third one it is! So with Human modifier to Str
Str 20
Dex 16
Con 14
Int 16
Wis 8
Cha 11
Well he ain't pretty, but he ain't ugly either
What do you guys think, should I go fighter with the viking archetype, or go barbarian? Never played a Barb before
Fallen_Mage |
So, GM Tierce, what area would best suit the Dunaux as a homeland? Was there also a Lich or some other spellcaster that would have been mad enough to create the little guys?
The reason I ask, is because I have the crunch, but now I need the fluff. All I need is just a little info of where they would fit in Epiphany.
GM Tierce |
Excellent question, and here is what I was thinking. The Swamp of the Dead is defiantly an area of necromancy, in fact the one and only tower in the Swamp is home to a Lich. The area is unexplored and unknown currently, so I'm thinking the Dunaux could have just walked out of the swamp lands one day and the whole world was stunned by their arrival.
As for the other races, I was thinking the largest concentration would be Mabrin for the Majar has it that country is mostly Fey Folk and Caldin for the Velmoru as it's a desert and that seems to be the area they like
GM Tierce |
I never wrote one, but I'm thinking that your character would never have met him and he was referred to as "The Nameless One". Its main goal was to reach undead godhood
One person you can certainly use in your backstory is the One Called Nemesis and his minion Hatred, a skeleton of considerable power. He is/was a follower of "The Nameless One" and would be in the Swamp from time to time. Although the original Darius met him in Realania while he was overseeing The Downfall
Fallen_Mage |
Tengu are a bit too asian for the setting
"I based my world on a Western Medieval Period. There were no 'huwa' kung fu monks in western europe."
*Cut to a little while later*
"Oh, monks you have a problem with. But, hey ninja's are okay."
--------------------------------------
I recall Nemesis, we met him right after Darius 1.0 got knocked on his @$$ by a concussion trap. I guess I could work him in, anything in particular I should know, besides what you already wrote.