The Year of Our Lord 1437 Pathfinder RAW PBP (Inactive)

Game Master Michael Johnson 66

Fantasy swords and sorcery in the early Renaissance!


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Silver Crusade

I just wanted to say that I won't be applying for this campaign.

Sounds kike a lot of fun, mind :-)


pauljathome wrote:

I just wanted to say that I won't be applying for this campaign.

Sounds k*** a lot of fun, mind :-)

Hehe! Thank you! I have been told my campaigns are pretty dope, just saying...


Michael Johnson 66 wrote:
Simeon wrote:
Quick question, I really want to make a Living Grimoire inqusitor that wield a copy of the Malleus Maleficarum, Hammer of Witches in English, but it was published in 1486. Can we edit the world slightly to have it published during the time of the game?

We could, or you could choose one of the many other real-life grimoires that we’re published by 1437, such as The Key of Solomon, or The Necronomicon of Abdul Alhazred, it the Emerald Tablets of Thoth... etc.... if you’re really sold on the Hammer, though, we can bend history a bit.

There was also Kabbala and Book of Enoch

Very Impressive, I had to google the ones I hadn't heard of...

I've started putting my Dhampir inquisitor together. Mechanically he's looking very much like another character I'm playing, which will get boring fast. So I may go another direction.

I'm trying to imagine other fantasy creatures that would fit the period/mythology. Is there any specific direction you plan on going with the story line that might help us with background or direction?


Sariel Patrick Cornelius wrote:
Michael Johnson 66 wrote:
Simeon wrote:
Quick question, I really want to make a Living Grimoire inqusitor that wield a copy of the Malleus Maleficarum, Hammer of Witches in English, but it was published in 1486. Can we edit the world slightly to have it published during the time of the game?

We could, or you could choose one of the many other real-life grimoires that we’re published by 1437, such as The Key of Solomon, or The Necronomicon of Abdul Alhazred, it the Emerald Tablets of Thoth... etc.... if you’re really sold on the Hammer, though, we can bend history a bit.

There was also Kabbala and Book of Enoch

Very Impressive, I had to google the ones I hadn't heard of...

I've started putting my Dhampir inquisitor together. Mechanically he's looking very much like another character I'm playing, which will get boring fast. So I may go another direction.

I'm trying to imagine other fantasy creatures that would fit the period/mythology. Is there any specific direction you plan on going with the story line that might help us with background or direction?

Well, I’ve always preferred sandbox campaigns where the players drive the narrative with their imaginations unfettered. So I kind of want to hear feedback from the players I choose about where they’d like to start and what drives them to adventure. I have content developed for every part of the Old World, basically.

The Arab Slave Trade is thriving and in league with the European Church of Lucifer. Saint Moses the Black, patron saint of Africa (and currently a demigod/hero-deity), might appear to you in a vision, charging you with the quest of freeing African slaves.


In the original campaign that occurred in 1431-1435, a fugitive ninja joined the others just so he’d have allies to help him fight when his clan mates came hunting him. A Norse skald, who’d spent several years under the sea in the faerieland of Tir Na Nog in a sea dryad’s grotto, joined the others for inspiration. An English aasimar paladin needed little coercion to join the quest against evil, and an Irish rogue was in it for the wenches and gold.


The Archangel Saint Michael is patron of paladins, and also a meddler in the Mortal World who likes to send mortals on holy quests, or crusades against the minions of the Devil.


Thanks, that will help give a little focus.

Hard to go wrong playing a paladin... I think the 'hospitaller's were still in Rhodes then...

Last question, under Campaign Info you listed: Any playable race published on PRD that is CR 1/3

I'm having trouble finding a list that shows 'CR's', may I assume that any 'Standard Race' (1-10) points will be ok?

Hmmm, along those lines, a lot of cultures have stories of giants, would it be ok to re-flavor orc as a half-giant or would some other version of 'half giant' be better?


Michael Johnson 66 wrote:
In the original campaign that occurred in 1431-1435, a fugitive ninja joined the others just so he’d have allies to help him fight when his clan mates came hunting him. A Norse skald, who’d spent several years under the sea in the faerieland of Tir Na Nog in a sea dryad’s grotto, joined the others for inspiration. An English aasimar paladin needed little coercion to join the quest against evil, and an Irish rogue was in it for the wenches and gold.

Reflavoring/reskinning is great, and any race that’s 10 points or less is fine


I suppose I could use a different grimoire, or just a Bible, but the Hammer of Witches being used to literally hammer witches is such an amazing image.


Simeon wrote:
I suppose I could use a different grimoire, or just a Bible, but the Hammer of Witches being used to literally hammer witches is such an amazing image.

True lol


Michael Johnson 66 wrote:
Michael Johnson 66 wrote:
In the original campaign that occurred in 1431-1435, a fugitive ninja joined the others just so he’d have allies to help him fight when his clan mates came hunting him. A Norse skald, who’d spent several years under the sea in the faerieland of Tir Na Nog in a sea dryad’s grotto, joined the others for inspiration. An English aasimar paladin needed little coercion to join the quest against evil, and an Irish rogue was in it for the wenches and gold.
Reflavoring/reskinning is great, and any race that’s 10 points or less is fine

Thanks, I also saw that you approved 'Aasimar' correct?

idea:
I took a quick look at two things:

First: history; I really like the Knights Hospitaller who were still in Rhodes at this time, fighting mostly with the Barbary pirates.

Second: Character classes I'm already playing; one inquisitor, a couple of barbarians and rogues and several slayers.

So I'm thinking a young man who was raised in Constantinople. His father being a member of the Varangian guard (either Norse or Anglo-Saxon) and his mother being local. As a young man he would have been captured by Barbary pirates, kept as a galley slave for several years and freed by the Hospitaller's. Out of appreciation He would then join the order either as a member or just a soldier.

Class will depend on the race. I'm down to either 'half-giant' as a Slayer either the deliverer or the Vanguard archetype. But I'm leaning toward Aasimar and bloodrager thus the confirmation that Aasimar is allowed.

If I go Aasimar (from his mothers side) he would have the celestial bloodline. Going Aasimar (angel-kin) would make the Charisma easier and would permit Wings I like the idea of an Aasimar who eventually has wings :-). I would use most of the bloodline for rage powers to reflect the style of combat he would have learned from his father. Anyway just a few thoughts typed out loud...


Sariel Patrick Cornelius wrote:
Michael Johnson 66 wrote:
Michael Johnson 66 wrote:
In the original campaign that occurred in 1431-1435, a fugitive ninja joined the others just so he’d have allies to help him fight when his clan mates came hunting him. A Norse skald, who’d spent several years under the sea in the faerieland of Tir Na Nog in a sea dryad’s grotto, joined the others for inspiration. An English aasimar paladin needed little coercion to join the quest against evil, and an Irish rogue was in it for the wenches and gold.
Reflavoring/reskinning is great, and any race that’s 10 points or less is fine

Thanks, I also saw that you approved 'Aasimar' correct?

** spoiler omitted **...

Aasimar is all good. Your ideas are great! Develop further and submit a character sheet


Sariel Patrick Cornelius wrote:


Hey, Panic!

Hiya! :)


GM_Panic wrote:
Sariel Patrick Cornelius wrote:


Hey, Panic!

Hiya! :)

It looks like we could be back on earth sailing the Mediterranean :-)

Ok, GM last question before I post a character, are we using background skills?

Grand Lodge

ok...getting character done today....gonna be a swashbucklet...either a rondelero or an inspired blade. likely human....


Hi GM Panic here.
Hi GM, been hitting a wall, to get Perpireen to work the way I want I need to use a Archetype Psychic Detective
If not then I will have to make him a Kineticist which will brakes him as a spy and he just becomes a plane old blaster type that has been done to death,

The idea is he has no weapons as such but can hearl objects round him at opponents.
But his real use is his skill set as an investigator,

So I see him as a good add to a party with his Kn skills.

Would it be ok to use Archetype Psychic Detective? if not he is kind of going the wrong way from my core idea of him.


I've been accepted on about game and in the past have had an issue with over extending myself, don't want to do that this time, so I an going to retract my dot. Sounds like an interesting story. Have fun all.


Sariel Patrick Cornelius wrote:
GM_Panic wrote:
Sariel Patrick Cornelius wrote:


Hey, Panic!

Hiya! :)

It looks like we could be back on earth sailing the Mediterranean :-)

Ok, GM last question before I post a character, are we using background skills?

Background skills? Not familiar with that term...


Lord Perpireen McGibel wrote:

Hi GM Panic here.

Hi GM, been hitting a wall, to get Perpireen to work the way I want I need to use a Archetype Psychic Detective
If not then I will have to make him a Kineticist which will brakes him as a spy and he just becomes a plane old blaster type that has been done to death,

The idea is he has no weapons as such but can hearl objects round him at opponents.
But his real use is his skill set as an investigator,

So I see him as a good add to a party with his Kn skills.

Would it be ok to use Archetype Psychic Detective? if not he is kind of going the wrong way from my core idea of him.

Yes, Psychic Detective is fine.


Michael Johnson 66 wrote:
Background skills? Not familiar with that term...

Sorry, Background Skills.

This is Sariel's bloodrager, Wulfgar Ivarsson. I have the crunch finished. The fluff will be done soon.

I swapped out 'skilled' for the alternate race trait "Truthspeak," so he knows three languages. I'm assuming they would still speak 'Greek' in Constantinople. The second language would be his fathers 'native tongue.' Are there any recommendations language-wise that would be of value?

edit:Went back to recheck the Guidelines on 'Campaign info' noticed the traits need to be on the PRD. I realized my second trait "Navigation"/Trench Navigator is not. The reason I selected it is that it reflects having spent time at sea. Is it ok?


I have my PCs as
Celtic, Gaelic, Latin, Anglo Saxon, Danish.


Wulfgar Ivarsson wrote:
Michael Johnson 66 wrote:
Background skills? Not familiar with that term...

Sorry, Background Skills.

This is Sariel's bloodrager, Wulfgar Ivarsson. I have the crunch finished. The fluff will be done soon.

I swapped out 'skilled' for the alternate race trait "Truthspeak," so he knows three languages. I'm assuming they would still speak 'Greek' in Constantinople. The second language would be his fathers 'native tongue.' Are there any recommendations language-wise that would be of value?

edit:Went back to recheck the Guidelines on 'Campaign info' noticed the traits need to be on the PRD. I realized my second trait "Navigation"/Trench Navigator is not. The reason I selected it is that it reflects having spent time at sea. Is it ok?

Yes, using Background skills, and yes, Trench Navigator is fine as long as you post the Crunch here please.


Wulfgar Ivarsson wrote:
Michael Johnson 66 wrote:
Background skills? Not familiar with that term...

Sorry, Background Skills.

This is Sariel's bloodrager, Wulfgar Ivarsson. I have the crunch finished. The fluff will be done soon.

I swapped out 'skilled' for the alternate race trait "Truthspeak," so he knows three languages. I'm assuming they would still speak 'Greek' in Constantinople. The second language would be his fathers 'native tongue.' Are there any recommendations language-wise that would be of value?

edit:Went back to recheck the Guidelines on 'Campaign info' noticed the traits need to be on the PRD. I realized my second trait "Navigation"/Trench Navigator is not. The reason I selected it is that it reflects having spent time at sea. Is it ok?

English will be sort of a trade or Common language in this campaign


BTW, re: starting languages: Each character begins with the native language of whatever country they are from—English or French for England, French for France, Italian for Italy, Spanish for Spain, Portuguese for Portugal, Dutch for Holland, Norse for Norway, Swedish for Sweden, Finnish for Finland, German for most of the Holy Roman Empire, Russian for Russia, etc., plus one bonus language for each point of Intelligence modifier (if a bonus). I recommend Latin or English as a Common tongue, but you don’t get it for free.

In 1437, Latin is an ecclesiastical language used mostly in the Roman Catholic Church and by sages and educated nobles. To common folk it is a dead language, and has been since the fall of the first Roman Empire.

Scarab Sages

So my first thought was to create a character who is a composer and organist...but there weren't portable organs then unless you count the organetto, but it could only play a single note at a time. If you can't play any chords it's just not the effect I'm looking for. So I don't think there's a way to make this idea into an adventurer.


Keante wrote:
So my first thought was to create a character who is a composer and organist...but there weren't portable organs then unless you count the organetto, but it could only play a single note at a time. If you can't play any chords it's just not the effect I'm looking for. So I don't think there's a way to make this idea into an adventurer.

Most musicians play more than one instrument, if they're any good. An organist could tote around a lute, a flute, some kind of viola, or something else portable, and have an organ back at home...?


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Keante wrote:
So my first thought was to create a character who is a composer and organist...but there weren't portable organs then unless you count the organetto, but it could only play a single note at a time. If you can't play any chords it's just not the effect I'm looking for. So I don't think there's a way to make this idea into an adventurer.

Fun fact (I'm a music major and music historian): counterpoint--the harmonizing of two separate musical lines--was just invented like 6 years ago lol


Did you know about Research on Neolithic sites like Salisbury and Newgrange Ireland, show that Sites going back some 10,000 years have counter point locations with them that set up sound interference zones in the same way that harmonizing instruments works. And a counter sonic zone is located between the two instruments, such as Celtic bagpipes etc. The idea is that the sites where built in the way they where so that sound could be played in them this way.

Scarab Sages

I've started looking at the vigilante class, actually, and I think it maybe could work. With a social identity as a composer and performer and then having the separate vigilante identity...it makes it a lot easier in my mind to get over this question of, "Why on earth would a composer start traveling about as an adventurer?" Of course, not being a bard means there are no magical effects of his music, but I don't think I have a problem with that. And I love what I'm reading about the vigilante social identity--it sounds just like a famous composer to me (one of the ones who had popularity while he lived, rather than one of those that died poor only to be recognized posthumously).


Keante wrote:
I've started looking at the vigilante class, actually, and I think it maybe could work. With a social identity as a composer and performer and then having the separate vigilante identity...it makes it a lot easier in my mind to get over this question of, "Why on earth would a composer start traveling about as an adventurer?" Of course, not being a bard means there are no magical effects of his music, but I don't think I have a problem with that. And I love what I'm reading about the vigilante social identity--it sounds just like a famous composer to me (one of the ones who had popularity while he lived, rather than one of those that died poor only to be recognized posthumously).

Cool... You would probably be rivals or friends with English composer John Dunstable (pioneer of counterpoint), or French composer Guillaume Dufay, or a part of the flourishing music scene in Holland, which is currently where European music is really blossoming.


GM_Panic wrote:
Did you know about Research on Neolithic sites like Salisbury and Newgrange Ireland, show that Sites going back some 10,000 years have counter point locations with them that set up sound interference zones in the same way that harmonizing instruments works. And a counter sonic zone is located between the two instruments, such as Celtic bagpipes etc. The idea is that the sites where built in the way they where so that sound could be played in them this way.

That's cool, didn't know that. Might make those sites enchanted with ancient bardic magic in this campaign! ;)

Scarab Sages

Okay so I'm working on a kitsune (with keen kitsune, multilingual, and superior shapeshifter alternate racial traits) vigilante with the warlock archetype. Does that all look okay?

For the most part he'll always be in human shape in his social identity, always in kitsune shape in his vigilante identity, and then he'll use fox shape as needed, could be in either identity at the time. I think it will be pretty fun. =)


Keante wrote:

Okay so I'm working on a kitsune (with keen kitsune, multilingual, and superior shapeshifter alternate racial traits) vigilante with the warlock archetype. Does that all look okay?

For the most part he'll always be in human shape in his social identity, always in kitsune shape in his vigilante identity, and then he'll use fox shape as needed, could be in either identity at the time. I think it will be pretty fun. =)

Sounds awesome!


Presenting Sulayman Hain, ex-Janissary, cutthroat, and dirty fighter!

Stats:

Sulayman Hain
Human fighter (cad) 1 (Pathfinder RPG Ultimate Combat 45)
CN Medium humanoid (human)
Init +5; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee gladius +5 (1d6+1/19-20)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 16
Feats Agile Maneuvers, Weapon Finesse, Weapon Focus (gladius)
Traits betrayal of trust, bloody-minded
Skills Bluff +7 (+11 on checks made to conceal or deny your infidelity), Intimidate +6, Perception +1, Sleight of Hand +6
Languages English, Turkish
Other Gear studded leather, buckler, gladius[UC], backpack, bedroll, belt pouch, flint and steel, mess kit[UE], soap, waterskin, whetstone, 250 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB

I'll have a full background up soon, but the rundown is essentially that he was "recruited" into the Janissaries as many were, but hated the lifestyle he was forced into. He fled from battle and was branded a traitor, his last name changed to Hain, meaning traitor or coward in Turkish. He eventually escaped the Janissaries and took up the life of a prize fighter, using whatever tactics he could to win.


Hi there Michael, just wondering how many submissions you've had so far, and if it's too late to get something together. I'm having the vague idea of a thief from Istanbul, but if you have a good idea of who you want already maybe it's not worth me building the whole character...? Sounds like great fun anyhow :)

Edit: Oh, an ex-Janissary posted just above me, all the Turks!

Grand Lodge

Hmmm a White Haired Witch or Tatterdemalion Witch from Africa would be interesting. Maybe even a Shaman.


How about an Ecclesitheurge that eventually uses a Hand of Glory as his holy symbol? The hand is a relic, a hand from Jan Hus that was not consumed when he was burned for heresy. Don't think that is actually legal, but kind of cool anyway. Might be kind of hard (or fun) to play a cleric presenting a singed hand as a holy symbol!

Scarab Sages

I do have a request for a house rule--since we are using background skills, the most appropriate main skill for this character seems to be Artistry (musical composition). The vigilante has several social talents (like Double Time and In Vogue) which have to do with the Craft skill, but of course there is no mention of Artistry because it's not part of the core rules. Could we say that anything that applies to Craft would apply in the same way to Artistry?


Sorry, I have to pull out. Have fun.


Michael Johnson 66 wrote:
Yes, using Background skills, and yes, Trench Navigator is fine as long as you post the Crunch here please.

I wasn't sure what part of the crunch you wanted exactly. so I will post 'Navigator' here, and everything else under the spoilers. I finally finished the fluff, sorry about the delay. If you have any questions please let me know.

PFSRD wrote:

Navigator:

You’ve sailed the treacherous waters of the sea and you can navigate their dangers adroitly.
Benefit: You gain a +1 trait bonus on Knowledge (geography) checks, and a +1 trait bonus on Profession (sailor) checks. One of these skills becomes a class skill for you.

Crunch:

Initiative: + 2
Senses:
perception + 4

Speed: 20 ft.

Hit Points: 13 = 10 + 2 + 1

Defense
AC: 19 = 10 + 7[armor] + 2 [dex]
Touch: 12
Flat-footed: 17

Fort: 4 = 2 [base] + 2 [constitution]
Ref: 2 = 0 [base] + 2 [dexterity]
Will: 0 = 0 [base]

Base Atk + 1
CMB + 5
CMD 17

Melee:
Hammer, lucerne + 5[1d12+6, x2, B or P, brace, reach]
Dagger + 5[1d4+4, x2, P or S]

Ranged:
Sling + 3[1d4+4, x2, 50 ft. B]
Dagger + 3[1d4+4, x2,10 ft, P or S]

Rage @ 9 HP 15, AC 16, T 10, FF 14, will + 2

Stats: Str. : 18, Dex.: 14, Con.: 14, Int.: 08, Wis.: 10, Cha.: 14,

Special Abilities: Deathless Spirit, Halo, truthspeak

Alignment: CG

Deity: Christian

Languages: Danish, English, Greek,

Traits:
Berserker of the Society
Navigator

Feats:
Angelic Blood

Race Traits: Aasimar angel-kin
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled

Class:Bloodrager ArchetypeSteelblood, Primalist\
First Level:
Bloodline: Celestial
Bloodrage: 9 = 4 + 2 [con] + 3 [trait]
Angelic Attacks: At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.
Indomitable Stance: gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.

favored class bonus: + 1 HP

Skills
5 = 1(4 [class skill] + 2 [background skill] - 1 [int])
Acrobatics -3 = +2 Dex* - 5 [armor]
Appraise -1 = - 1 Int
Bluff 1 = +2 Cha
Climb -1 = +4 Str* - 5 [armor]
Diplomacy 1 = +2 Cha
Disguise 1 = +2 Cha
Escape Artist -3 = +2 Dex* - 5 [armor]
Intimidate 6/8 = +2 Cha + 1 [rank] + 3 [class skill] + 2 [Halo/against evil/race trait]
Knowledge (geography): 4 = - 1 Int + 1 [rank] + 3 [background skill] + 1 [trait]
Linguistics 5 = - 1 Int + 1 [rank] + 3[background skill] + 2 [truthspeaker]]
Perception 4 = +0 Wis + 1 [rank] + 3 [class skill]
Profession (Sailor): 1 = +0 Wis + 1 [trait]
Ride -3 = +2 Dex* - 5 [armor]
Sense Motive 2 = +0 Wis + 2 [truthspeaker]
Stealth -3 = +2 Dex* - 5 [armor]
Survival 0 = +0 Wis
Swim -1 = +4 Str** + 1 [rank] + 3 [class skill] - 5 [armor]

Beginning Gear
Outfit, Traveler's: N/A 5 lbs
Four-mirror armor: 125 gp. 45 lbs.
Armored Kilt: 20 gp. 10 lbs.
Hammer, lucerne: 15 gp. 12 lbs.
Dagger: 2 gp. 1 lbs.
Sling: N/A N/A
crowbar: 2 gp: 5 lbs.
Barbarian Kit: 9 gp. 26 lbs. This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Consumables
Sling Bullets @ 20: 2 sp. 10 lbs.
Coldiron Sling Bullets @ 10: 2 sp. 5 lbs.

acquied gear

Purchased items:

Magical Items:

Total weight of all gear: 119 lbs.

wealth
180 gp. beginning wealth - 173.4 gp. Beginning expenditure = 6 gp. 6 sp. remaining

Carry Capacity
Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.


Fluff:

The one paragraph version:
Wulfgar Ivarsson is the child of a Danish Barbarian named Ivar and a Jewish sorceress, who descended from the archangel Raphael, named Rebecca. Both his parents served the Emperor of Constantinople, his mother until she died giving birth to Wulfgar and his father until the Emperor died. When his lord was gone Wulfgar’s father and he traveled visiting the places that were important to his father. During this time is father taught him to be a warrior and a sailor. While sailing his father died in a pirate attack and Wulfgar was taken as a slave, later to be freed by the ‘knights of Saint John.’ Who he then joined as a soldier but not swearing the oaths of the clergy. Wulfgar’s fighting style combines the rage of his father with the mysticism of his mother. At the present he is wearing ‘mirror armor; he took from an ottoman janissary that he killed and caries a polearm called a Lucerne hammer.

Appearance
Wulfgar is tall and thick shouldered like his father, dark haired and dark eyed like his mother. His skin an amalgamation of both, so when he is out in the sun he tans instead of turning pink. He wears simple travelers clothing and whatever armor and weapons he is in possession of at the time. The heavier the better. When he rages, he takes on an angelic visage. His halo burns brightly, his eyes going nearly white, his skin takes on a pewter appearance and his cast shadow appears to have wings.

Personality
Due in part to where and by whom he was raised, and in part to his outgoing personality; Wulfgar is easy going and friendly. Quick to make friends and willing to accept those who may be different in appearance or beliefs. He has a live and let live attitude in general about lifestyles. Except to where it comes to slavers. Because of his experience at the oar, he has no patience for those who make their living at the expense of others lives.
On the Myers Briggs scale Wulfgar is The Entrepreneur

I took some liberties with the Danes, I assumed that since ‘The Viking gods’ still existed that the north people would not be as ‘Christian’ or maybe as ‘civilized’ as they were in history. So Wulfgar’s father Ivar is still a ‘pagan.’

I attempted to fit Ivar’s story into the history of Constantinople keeping the names and years of rulers accurate. Though it made Ivar a little long in the tooth. Which is ok because any time I picture an old guy swinging a weapon it reminds me of Lancelots return.

The longer story
Ivar Theodinson, Wulfgar’s father, was raised in Skånelandene a region on the southern Scandinavian peninsula. He grew up listening to the Skalds songs of great adventurers who traveled to "Miklagard" (as the fabulous Constantinople was called in Scandinavia) to make their fame and fortune as members of The Varangian Guard. He always dreamed of going there.

When Ivar was old enough to sail he left Skånelandene, Danish axe in hand, traveling the waterways, working from ship to ship. First sailing the Baltic sea. Then following the rivers south through Kiev. Finally reaching the ‘Black Sea’ and from there the great golden city. Ivar found that things were not as he expected. The city was no longer what the stories told; war torn and nearly empty. Worse, the Byzantine emperors guard was no longer filled with Norse or Anglo-Saxon’s but almost exclusively Cretans. Not speaking the language well, he was refused even an interview.

Despondent, he was considering joining the city militia or a mercenary troop, he then heard important news. He learned that the Emperor John V Palaiologos had removed his son Manuel II Palaiologos from the line of succession and reinserted Manuel’s older brother John VI. He also learned that Manuel was leaving Constantinople to return to Thessalonica. In the dead of night, when Manuel’s train left the golden city, Ivar went with them.

In the following years Ivar served Manuel II well, eventually becoming captain of his vanguard. Even leading Manuel’s forces onto the ramparts at Philadelpheia. When Manuel became Emperor of Constantinople in 1391 Ivar Theodinson became the captain of the Emperors guard. He served Manuel II for the rest of Emperor’s life; selecting and training the guard, helping oversee the defense of the city, leading the vanguard in dire times and traveling with the Emperor on diplomatic missions.

It was on one of theses diplomatic mission that Ivar met Rebecca his future wife and Wulfgar’s mother. Manuel II was traveling to Europe to ask the crown heads for support fighting the Turks. He was only taking forty people in the retinue. Ivar criticized that there would not be enough soldiers for a proper guard. To compensate Manuel II hired a sorceress from a mercenary troop. Her name was Rebecca daughter of Isaac of Antioch, she was called Rebecca the flame of Raphael , due to her use of fire and her patron, the archangel Raphael. They traveled with the Emperor for five years; falling in love and wedded while visiting at Eltham Palace.

Ivar had delegated most of his responsibilities to accompany the king abroad. So, returning to Constantinople, Ivar, no longer a young man, retained only the Captainship of the Emperors guard. For ten years Ivar and Rebecca lived happily in the palace there in Constantinople. Then, for a time, Ivar’s joy was magnified tenfold when Rebecca told him she was pregnant.

The pregnancy was fraught with difficulties. The delivery itself worse. With all the help the Emperors clerics and physicians could provide they were not able to save Rebecca the flame of Raphael. As she lay holding the baby boy she asked Ivar to promise to “Show the boy the world we saw when we first met.” Ivar agreed, as he swore on his love for his wife to do what she asked.

For a time Ivar drowned his sorrows in wine. But as Wulfgar began to grow; first jabbering, then walking, being weened and finally potty-trained, Ivar took more and more interest in the boy. So that at an early age they were inseparable. It was not an uncommon sight to see the middle aged Ivar, now retired from his captaincy and serving as a counselor, inspecting troops with the little Wulfgar marching behind.

Wulfgar was twelve when Emperor Manuel II Palaiologos died. Shortly after the funeral Ivar and Wulfgar left Constantinople so Ivar could fulfill his vow to his wife. He decided to not only show the boy all of Europe but to also retrace the journey he had taken on his way to Constantinople. Ivar booked passage on a ship sailing from Constantinople sailing to Kiev. Though older than most sailors Ivar helped with the vessel, teaching Wulfgar how to sail. When they left Kiev to sail north Ivar and Wulfgar were part of the crew.

They sailed to the Baltic, eventually landing in Skånelandene. Ivar showed Wulfgar the places of his youth, continuing the boy’s education with weapons, sailing and languages. Leaving the tip of Sweden they sailed to the other port cities of the Baltic sea; taking jobs as sailors or guards, to make Ivar’s wealth last. Slowly they sailed the Atlantic and the rivers of Europe. Visiting the great towns of the continent and then the British Isles.

Wulfgar was eighteen when the ship “fair Maiden” left the port of Brighton. He had signed on as the assistant to the ships Navigator. His father, Ivar, his eyes and strength failing, was sailing as a passenger. The ship stopped in Lisbon to resupply on it’s way to the island of Malta and then to Constantinople; where Wulfgar intended to let his father live out his remaining days and then be buried beside his mother.

They were two day’s travel from Malta when the “Fair Maiden” began to be followed by two faster ships. Wulfgar, at the helm, attempted to maneuver the “Fair Maiden” Away. The pursuers, due to having banks of oars rowed by slaves were able to move straight to the larger vessel, which had to use the wind to maneuver. Quickly the two pirate vessels came along opposite sides of the “Fair Maiden” and sent boarders to attack.

As Wulfgar and the ships allotment of marines, crew and officers attempted to repel the boarders, he did not notice his father come above decks wearing a chain shirt, carrying his Danish axe and a burning torch dipped in pitch, until it was too late. Ivar charged through the borders on the portside of the doomed vessel, using their own ropes he moved to the corsair. Throwing the torch onto the deck near the helm, the old Norseman stood over it, axe in hand repelling any who attempted to put it out.

Realizing his father’s intent, Wulfgar attempted to move toward the portside, taking an arrow in the shoulder as he pressed through. More pirates moved off of the burning boat, cutting the ropes that tied the captured ship to the doomed one. Wulfgar continued fighting until unconsciousness took him. The last thing he saw: his father swinging his Danish axe at the remaining pirates, who were not wise enough to abandon the sinking vessel.

There were many days lost to fever, blood-loss and delirium. The arrow had been pulled out roughly, but the wound would heal with little long-term damage. His next clear memory was the slavers block in Mahdia. After he was sold he was herded along with a dozen or so other men back to the docks and loaded into the belly of a corsair where he was chained to the oars. He would remain there for five years.

While in the belly of that Corsair, Wulfgar grew stronger, coming into manhood. He like all the others, suffered from the lash, but never gave up hope. Whispering to those near about escape when the guards were not near. At his lowest point, he even prayed. He knew better than to ask for favor from his father’s god ‘Odin’; because even if Odin saw all things he did not interfere with what the fates wove. Instead he prayed to the God of Abraham. Being from Constantinople, He knew that Jews, Christians and Muslims alike claimed they worshiped the god of Abraham. So, Wulfgar promised the God of Abraham that which ever of his three ‘children’ freed him; then he would serve that one: Moses, Mohamed or the white Christ.

Early one summer morning shorty after Wulfgar had been chained to the oar, the drums began to beat faster. There was an excited air amongst the pirate crew. The ‘lashers’ had started enthusiastically beating any not rowing well enough. A whisper went through the oar-men, a Greek Hulk. The Corsair and it’s hunting twin quickly came alongside the slow moving hulk and quickly tied themselves to it. As the pirates climbed over the rails attacking the sailors, out of the fore and aft castles poured armored knights. It was a trap.

Wulfgar realized this was his chance, If they were going to be free, they had to keep the corsair from moving away from the hulk. Throwing caution to the wind, he grabbed the ankle of the nearest ‘lasher’ the man started beating him ruthlessly with the club he carried. Wulfgar had grown used to the lash and club, pulling the man to him he started to strangle him. The others with lashes and clubs, began to assail Wulfgar.

He began to lose consciousness like he had when his father died; something within him rose up, an anger, a frustration, a rage. As he raged his appearance changed, something above his head glowed as he broke the mans neck. Grabbing another pirate, the others moved away from him, staring, pointing. He killed the second man as the others fled. Wulfgar attempted to chase after, pulling on his chains till his wrists bled. But they had gone above deck.

As he calmed he saw the other oarsmen pointing at him. Some saying, “a halo” some pointing at his skin, “he turned to metal” some saying, “did you see his shadow.” Before he could ask questions, a knight wearing a black tabard with a white Maltese cross appeared on the steps leading to the lower deck. The oarsmen began to cheer.

RPG Superstar 2012 Top 32

hmm... I really like historical fantasy... I was kind of on the fence about maybe putting together a character until you busted out the Moses the Black reference, lol.

I'm worried about the 1/week post rate (that seems really low to stay in a character's head), but if you're still taking applications I'd like to put something together. I'm not sure what, and I shouldn't even be on the forums right now because I have a work project I desperately need to finish, but I'll think about it whenever I zone out from my work...

edit: what are your thoughts on variant multiclassing (from Pathfinder Unchained)?


ok...here's my concept...she's an aasimar swashbuckler....inspired blade archetype.. had crunch finished but didnt save it...fml...will do again today...


littlehewy wrote:

Hi there Michael, just wondering how many submissions you've had so far, and if it's too late to get something together. I'm having the vague idea of a thief from Istanbul, but if you have a good idea of who you want already maybe it's not worth me building the whole character...? Sounds like great fun anyhow :)

Edit: Oh, an ex-Janissary posted just above me, all the Turks!

If you are interested and willing to commit to attempting to post daily (preferably), please submit your character sheet and backstory. Im accepting 6, and there haven't been that many yet, I don't think.


Licitus wrote:
How about an Ecclesitheurge that eventually uses a Hand of Glory as his holy symbol? The hand is a relic, a hand from Jan Hus that was not consumed when he was burned for heresy. Don't think that is actually legal, but kind of cool anyway. Might be kind of hard (or fun) to play a cleric presenting a singed hand as a holy symbol!

Love the Jan Hus idea!


Keante wrote:
I do have a request for a house rule--since we are using background skills, the most appropriate main skill for this character seems to be Artistry (musical composition). The vigilante has several social talents (like Double Time and In Vogue) which have to do with the Craft skill, but of course there is no mention of Artistry because it's not part of the core rules. Could we say that anything that applies to Craft would apply in the same way to Artistry?

I intend to stay fairly strict with RAW and RAI, but I think you make a strong case for a house rule in this instance, and am going to allow it.


nate lange wrote:

hmm... I really like historical fantasy... I was kind of on the fence about maybe putting together a character until you busted out the Moses the Black reference, lol.

I'm worried about the 1/week post rate (that seems really low to stay in a character's head), but if you're still taking applications I'd like to put something together. I'm not sure what, and I shouldn't even be on the forums right now because I have a work project I desperately need to finish, but I'll think about it whenever I zone out from my work...

edit: what are your thoughts on variant multiclassing (from Pathfinder Unchained)?

I like pretty much everything from Pathfinder Unchained :)

Glad you liked my Moses the Black reference! LOL


chillblame wrote:
Sorry, I have to pull out. Have fun.

Aww, ok, thanks!


RE: Post rate.
I've reconsidered, and I'd like participants to commit to at least one post per day barring the emergency RL stuff that inevitably disrupts that ideal LOL


Wulfgar Ivarsson wrote:
...

Looks great first glance, I will strongly consider this submission! Thanks!


Simeon wrote:

Presenting Sulayman Hain, ex-Janissary, cutthroat, and dirty fighter!

** spoiler omitted **

I'll have a full background up soon, but the rundown is essentially that he was "recruited" into the Janissaries as many were, but hated the lifestyle he was forced into. He fled from battle and was branded a traitor, his last name changed to Hain, meaning traitor or coward in Turkish. He eventually escaped the Janissaries and took up the life of a prize fighter, using whatever tactics he could to win.

First glance, I really dig it! Thank you, I'll let everyone know who I select around Easter when I return from a two week Eurotrip for inspiration LOL

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