
GMGhost1776 |
3 people marked this as a favorite. |

So I have a map…
The Empire is in trouble and only one man fully knows and appreciates the disaster that is coming. His hands however are tied and he can do nothing, well almost nothing. A nudge from the shadows here, and a gentle shove there, and long range plans are put into motion that will hopefully change the things that are fated to come.
The map is the setting for the computer game Warlords made by Steven Fawkner and published by SSG. There’s a pretty decent wikepedia entry about it, although it doesn’t have a copy of the map of Illuria. Sooner or later I will make a copy of the map available but it’s pretty easy to find an image using Google.
It is my intention to run either one or two parties of 4 to 8 through a series or classic modules and adventures (or parts of classic modules and adventures) while weaving in fresh material about the threat to the Empire. What are some of adventures I have in mind? Keep on the Borderlands, Palace of the Silver Princess, Cleric’s Challenge, Fighter’s Challenge and Fighter’s Challenge 2, The Assassin’s Knot, Against the Giants, The Desert of Desolation series, just to name a few. I hoping to achieve a very sandbox feel without sacrificing the cohesion of linked adventures heading toward an ultimate goal. Now if I do run two parties, the actions of each party will affect the other. Only one group will answer the call to aid the Silver Princess for example. If one group accomplishes or fails at something, the other group may hear about it, and or experience recompressions
This will be my first time as GM of a PbP, so I’ve got a lot to learn. I also have only been playing Pathfinder for about six months, and I didn’t play 3.0 or 3.5 at all. On the other hand I started playing and game mastering back in 1981 or 1982. I’ve put a lot of time into role playing games and gaming over the years most of it as a game master, hopefully in 30 plus years I’ve learned something about running a game that’s exciting and entertaining.
If you happen to find a copy of the map, I’m so fond of; I’m changing its scale for my campaign purpose. The map now represents an area three times what it originally did. That map only represents about a third of the supercontinent the Empire is located on.
Now as the Empire closes in on its one thousand birth day. Unrest is in the air those that know where to look see disturbing things in the future.
Many areas despite being inside the borders of the Empire and technically owing allegiance to the Emperor are not under the direct control of the Imperial Government. These regions range in nature from wild uninhabited wilderness regions all the way up in size to an entire empire in one special case. On the supercontinent on which the bulk of the remaining Empire exists notable such regions include the elven Kingdom of the Silver Throne, the drawven Confederation of Kings, the Clans of the Horse Lords, The Selentine Empire, the City of The Storm King, and the vast wastes of the Scarcain desert.
Although it is common in the Empire to talk about “The 12” (the 12 Great Families, the 12 Great Gods, the 12 founding kingdoms of the Empire, etc.) as in most things the number is never actually 12.
Currently there are 10 families which everyone can agree on are “Great” and definitely belong to the Great 12. (Only the two most powerful are currently detailed, 3 more are reserved for the game master to flesh out, the other five are up for grabs for interesting submissions by potential players, also there is no limit on the number of minor noble families (and remember in an Empire this big a minor noble family might have territory the size of France or Spain under its control))
First, House Alenkine, Gregor the ninth ruler of the Empire of Alesian is the most powerful member of this House. Nearing 100 years old this human male has sat on the throne for nearly fifty years and has outlived his children, his grandchildren, and his great grandchildren. The Alenkine’s are deeply entrenched in the Imperial Bureaucracy. The family has many ways of generating wealth but shipping and trade ventures have been their traditional source of power. Gregor’s health is widely rumored to be in a state of decline and with no direct heir, the throne may slip out of the Alenkines control and into another family’s hands.
Second, House Rastar, House of the Hawk, the nickname of the First Emperor, is currently led by Marcus of Rastar. The First Emperor established not only the Empire but House Rastar. Since that time Rastar has provided more emperors than any other family, and has interests in anything that give them power – trade, industry, faming, mining, the civil service, and the military and according to some crime. The family’s main lands and powerbase lay in the far Eastern Provinces on the other half of the continent. Strangely the Duchy of Rastar is not under control of the Rastar family, and in fact never has been.
Special: Every player is welcome to submit two characters for consideration, and for campaign reasons as you’ll read below I strongly urge two submissions. Also aliases will not be required until acceptance.
Alignment: Any Good
Ability Scores: 25pt buy. No starting scores higher than 18 before racial mods.
Classes: No Gunslingers, No Summoners, No Alchemists, No Third Party… but I might make an exception for a Psionic using character trouble is I really don’t know much about the Psionic rules for Pathfinder since they’re not published by Paizo. So while a psionic using character might be accepted I advise submitting a second non psionic character as well.
Note 1: Wizards, Sorcerers, Witches, Clerics, Oracles, and Druids are all very rare I do not intend to select more than 1 full divine and 1 full arcane caster per party. An awesome back story might persuade me otherwise, but I suggest if you really want to play and you submit a full caster you also submit a second non full caster character.
Note 2: All spell casting classes play close attention to the notes under traits below
Note 3: Monks must be Tein (either from their homeland or descended from the Army that was left on the continent 200 years ago) or, from the desert nomad tribes of the far south. Ninjas and Samurai must be Tein (either from their homeland or from the Army that was left on the continent 200 years ago). These requirements can be fulfilled by taking the Adopted trait. This means a non-human, not from overseas, must take the Adopted trait to play a monk, ninja, or samurai. It also means that a human can fulfill the ethnicity requirement by taking Adopted as well.
Race: Any Paizo, no third party, but final party composition will have a max of two noncore races, like before with full spell casters an awesome backstory might convince me otherwise.
Note One: Orcs are generally considered loyal subjects of the Empire (think Klingons in ST: TNG) and will not count toward the non core max if someone wants to submit one.
Note Two: Because I am limiting the number of non core race members if you submit one and you really want to play I recommend submitting a second core race character.
Equipment: 300 gp at first level but no magic items. Traits can be taken for more gold.
HP: Max at first, second, and third level, average +1 after that
Traits: Three traits, one of which must be a campaign trait. A drawback can be taken to gain a forth trait.
Note one: Spell casters must take a trait that explains why they can cast spells. Even if they are a race that normally gets racial spells, or is considered to have an innate connection to magic.
Divine Casters must take Touched by Divinity, a campaign trait.
Arcane Casters except Sorcerers can take Touched by Divinity or a Bloodline trait, or a Magic trait that enhances spell casting abilities some way. Sorcerers should take the Bloodline trait that matches their bloodline. If one doesn’t exist they are free to pick from the other options. Below are the 4 Bloodline traits I am aware of and a few acceptable magic enhancing traits that I know of, this list is not exhaustive.
Bloodline
Genie Blood
Blood of Dragons
Death Touched
Fiend Blood
Magic Enhancers
Magical Knack
Magical Lineage
Magical Talent
Strength of Land
Trickster
Wizards and Sorcerers being sought after for Imperial Service in particular must take a second trait to explain why they are not in Imperial Service or ‘disappeared’, below are a few examples. Optionally a very good back story explanation may be accepted.
Rich Parents
Noble Born Traits (from Kingmaker)
I Know a Guy
Savage
Carefully Hidden
Influence
World Traveler
Weathered Emissary
Skills: Every class gets two extra skill points per level. Also a first level character can have up to three additional skill points beyond that if their back story makes it logical, 1pt each for a profession, a craft, and a hobby. A hobby skill should not be a class skill unless you spend a trait to make it so. These bonus skill points come from back story. A character who grew up by the sea can write “Every morning he would go swimming for exercise” and that’s fine. A character who has grew up in the desert can’t, if that character wants swimming as hobby I’m going to expect a much more detailed explanation.
Campaign Traits: The following are Campaign Traits
Noble Born – All from King Maker (All the Noble Traits from Kingmaker)
Touched by Divinity from Wraith of the Righteous
Exposed to Awfulness from Wraith of the Righteous
Family Ties from Rise of the Runelords
Scholar of the Ancients from Rise of the Runelords
Student of Faith from Rise of the Runelords
Conspiracy Hunter from Council of Thieves
All the Campaign Traits from Curse of the Crimson Throne
Note One: There are many nobles’ families in the Empire, too many to create a separate trait for each of them. Picking a particular trait will not tie your character to a particular family. Establishing noble ties should be done in your backstory.
Note Two: The Criminal that the Curse of the Crimson Throne campaign traits reference is named Aura Khar, a mysterious women, who the few that have met her face to face describe as “average looking but with a force of personality, that leaves you fascinated”, “cold hearted”, and “utterly ruthless”.
Feats: All characters receive Toughness as a free bonus feat at first level
Background Package: A Background Package is sort of an enhanced version of a campaign trait. It is meant as a reward for a well written or well thought out background story. I have currently only two Background Packages written up 1 martial with 3 variations, and 1 non martial. Take one or write your own and submit it for approval with your character. If approved future players may pick it. Note a back story that is well written enough can earn both the background bonus skill points and a background package!
Package One: Elite Imperial Veteran. You are a veteran of one of the elite units of the Imperial Armed Forces, no matter the reason you have left the experience has left you changed forever. Pick a unit and apply the benefits to your character.
Option 1: The 204th Imperial Legion (The Broken Spears). The only segregated non Honor unit left in service. It remains that way as a remembrance and point of pride. In the 175th year of the Empire this all half-orc and orc unit was garrisoned at the border of the great swamp known simply as The Mire near the cities of Deep Hallow, Needleton, and Pareth in the far north of the Empire, when an army of trolls and demons came pouring out of the swamp without prior warning threating all three cities. The 204th held their positions until almost completely wiped out, keeping the three solely human cities safe. When the relief forced arrived only two members of the legion still remain alive, a cook, and a wounded new recruit who was fighting with a broken spear.
Benefits: 1) Add the Endurance feat and 1 Team Work feat of your choice to your character for free.
2) Become specialized in Profession Solider; gain a skill point to put in it. Become specialized in your choice of Knowledge engineering, Knowledge planes, ride, or Profession Cook, gain a skill point to put into your into the skill you just chose.
Note: If not an Orc or a Half-Orc must have an extremely convincing back story to pick this option!
Option 2: The 57th Frontier Legion (The Emperor’s Hounds) While the Imperial Army attempts to equip each army legion uniformly, each Frontier Legion is a unique force equipped and trained for a specific task. The 57th is a unit of mounted Archers. While the unit has had many famous engagements in its long history, including the relief of the 204th Imperial Legion in 175 EY, they are perhaps most justly famous for the pursuit of Mad Emperor Cato the Sixth who in 586 EY struck a deal with Dark Powers to suck the entire planet into one of the lower hells.
Benefits: 1) Add the Mounted Combat and Mounted Archery Feats for free.
2) Become specialized in Profession Solider and Ride; gain skill point to put into each skill.
Option 3: The 3rdth Scout Detachment (Eyes and Ears). The scouts of the unit known as the Eyes and Ears specialize into getting into where they are not wanted and getting back again. They take great offensive at being called the Emperor’s personal assassins, and correct anyone who says that the underwear that has been hanging on their clubhouse wall under a powerful preservation spell since 678 EY belong to the seemingly immortal necromancer Lord Bane by pointing out the undergarments actually belonged to Bane’s mistress.
Benefit 1) Gain the Feat Stealthy and 1 feat of your choice from Skill Focus: Stealth, Skill Focus: Escape Artist, or Weapon Focus (your choice).
Benefit 2) Become specialized in Profession Solider and Stealth; gain a skill point to put into each.
Package Two: Honors Scholar. You have graduated with top honors from one of the branches of the Imperial University or one of the lesser universities across the Empire.
Benefit 1) Gain the Feats Scholar and Cosmopolitan
Benefit 2) Gain specialization in two of the skills, you selected with your Scholar and Cosmopolitan feats, and then gain a skill point in each of those skills.

Rednal |

I'm waiting on word from another campaign, but that should come through pretty soon - and if I don't get in there, I'm definitely interested in providing a character or two for here. ^^
In terms of deities - are Neutral deities acceptable for worship as long as the character is within one step of them? (True Neutral deities for Neutral Good characters, etc.)

GMGhost1776 |

Galahad0430, Vernon, its a Free City that sets on an island on one of the map's major rivers. It is south of the Confederation of Dwarven Kings, northeast of the City and Lands of the Storm King and north of the Elven Kingdom of Silver Throne.
Its a mix of races Humans, Dwarves, Halflings, Gnomes, Elves, Orcs, and misc.
Golorian Ethnicities would be Taladan, Tien, Varisians, Keleshite and misc.
Known for ship building, trade, and horses. Its not the best at anyone thing but everything its known for it does well.

Andrea1 |

Okay here we go. Furnok of Ferd. Skirmisher Ranger who serves as scout and switch-hitter.
Full Name : Furnok of Ferd
Race: Human
Classes/Levels : Ranger (Skirmisher)1 (hp favored)
Gender M
Size M
Age 18
Special Abilities :
Alignment: NG
Deity : Eristal
Location River Kingdoms
Languages Common
Occupation : Bounty Hunter
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 10
Height: 6'3" Weight: Hair: Black Eyes: Grey
Favored Class: Ranger(hp)
EXP:
Hit Points: 16
Spd: 30
Init: +6
AC: 17 ( 5 armor shield)/Touch 12 /FF15 )
BAB: +1
CMB: +4
CMD: 15
Saves: Fort +5 Ref +4 Will +2
Weapons:
Lucerne Hammer +4 1d12+3 BP Brace,Reach
Longbow +3 1d8/x3 100 ft
Falchion +4 2d4+3 18-20
Skills: (9 level)+2 free
Perception (1+2+3+1)7
Survival (1+2+3)6 +1 Tracking
Stealth (1+2+3) 6
Know-Geography (1+2+3) 6
Know-Nature (1+2+3) 6
Know-Dungeneering (1+2+3) 6
Climb (1+3+3) 7
Swim (1+3+3) 7
Ride (1+2+3) 6
Handle Animal (1+3) 4
Intimidate (1+3) 4
Feats:Improved Initiative, Combat Reflexes,Toughness(Free)
Traits: Conspiracy Hunter(+1 Perception),Axe to Grind(+1 damage against threatened foes),Resiliant(+1 fort saves)
Special Abilities: Favored Enemy(Humans) +2 Hit/Damage,Bluff,Knowledge,Perception,Sense Motive,Survival. +1 Tracking,Wild Empathy(+1)
Equipment:
Lucerne Hammer
Logbow
20 Arrows
Falchion
Scale Mail
Backpack
Waterskin
4 days rations
Silk rope
Bedroll
Manacles
Flint&Steel
2 Potions CLW
1 gp 9 sp
Description: Furnok is a rough looking young man who has a small scattering of scars on his tanned features and looks somewhat older than
his 18 years. he keeps his hair in a short mop in order to keep it out of combat and makes sure his weapons and armor are spotless.
Background:Furnok grew up near in a small outpost town and had a simple and hard life as a lad whose parents encouraged him to join the militia at
a young age and he took well to the scouts but loved the up-front life of a frontline battler and melded the skills of scout and soldier
together. Instead of joining the army, he decided to become a bounty hunter for a while and see what the world has to offer.

Oceanshieldwolf |

@GMGhost1776: Nice work on the Campaign. With the generous point buy, Orcs as a player race, military Campaign Background Packages and Toughness as a free feat at 1st level, I had a great idea for an Orcish Investigator (ACG playtest) who is more civilized than most humans and plays a kind of military police/internal affairs type. Sadly Imm running in 8 PbPs right now, though one is very slow - if it seems like it will drop out completely I'll make at least that submission.

Walter das Sombras |

The Empire is in trouble and only one man fully knows and appreciates the disaster that is coming. His hands however are tied and he can do nothing, well almost nothing. A nudge from the shadows here, and a gentle shove there, and long range plans are put into motion that will hopefully change the things that are fated to come.
So far it's impressive, this has the potential to be an awesome game, Ghost.
Anyway, I've read everything, and the upper quote is not detailed in the rest of the post. So, what's the hook? How do characters fit together in the beginning of the game? Coincidence? Destiny? Order's call? Do we know the man above? Do we see the weird signs or will we find about them during the game?
Also, that may gives us some spoilers, but tell us what you can about what will the party do in the game. With only good characters I suspect we will be saving the day, but is that the empire or something else?
Thanks.

Sawyer Masonjones |

I am definitely interested. I have two character concepts. The first is a scholar, a Lore Warden Fighter.Though he wields no magic himself, he has devoted his life to studying it, even teaching some mages in magic where no magical tutor was available. His ancestors were wizards and he seeks to restore magic to the world. He will mostly focus on trip and re-position maneuvers and wields guisarme.
Str:17
Dex 14
Con 14
Int 16
Wis 10
Cha 8
Race: Human
Traits:
Scholar of the Ancients
Pragmatic Activator
Threatening Defender
Background: Scholar
Feats:
Toughness
Scholar: Arcana and UMD
Cosmopolitan: UMD and Perception
Dodge
Mobility
Combat Reflexes
Skills: 2(fighter)+2(lore warden)+2(free)+3+1 = 10 +1 for UMD and Arcana from Scholar Background and Librarian from backstory
Climb 7
Arcana 10
History 8
Planes 7
Nature 7
Geography 7
Dungeoneering 7
Engineering 7
Perception 4
Profession(Librarian) 4 (see backstory)
Survival 4
Swim 7
UMD 9
HP: 14
AC: 17 T: 13 FF 14
Fort: 4 Ref 2 Will 0
BAB 1 CMB 4 CMD 16
Attacks:
Guisarme +4 2d4+4 x3 trip, reach
Composite Longbow +3 1d8 +3 x3
Languages: Common, Orc, Dwarf, Elven, Thassalonian
Equipment
Guisarme
Chain Shirt
Composite Longbow (+3 rating)
Rope
5 days rations
Bedroll
etc.
Brief Backstory:
When he was a child, he saw an Imperial Wizard perform a simple Burning Hands spell. Ever since then, he wanted to learn magic. But there was one problem. He did not have an ounce of magic in him. Not being swayed by this set back, he resolved to learn about magic to the point that he may figure out how to restore it. He went to the University of [insert major university here], working as a librarian to pay for it. After many years of hard labor, he managed to get his degree in Arcanum, despite having no arcane power. Having graduated, he is seeking work so he can continue his research.
The second submission will be posted later.

GMGhost1776 |

Nightdeath, submissions will end at midnight on Dec 29th, but I know people will be busy with holiday and family things so I might extend if there looks to be people interested but haven't been able to finish a submission.
Walter the opening quote was meant to be the type of teaser found on the back of some of the older modules. Some characters with the right background might know him, but the party, or parties is enough people apply for two groups, might meant him eventually.
How the pc's view how the party gets together will depend on each character's background. Pcs with thetouched by divinity trait will have received dreams telling them to be a certain place at a certain time. As for the rest well there is someone in the shadows arranging for the pcs to get together but most pcs will think they've come together by chance. (However, one of the two pcs already submitted has taken the Conspiracy Hunter campaign trait, I doubt he'll think anything is chance.)
As for what the characters will do in the game, the pc's will be working to make things right. What the pcs think or know at first is going to depend on the pc's background. Both of the character submitted so far have backgrounds that tell them that something is not right. As the game progress the pcs will find out more about what is going on and hopefully will be able to do something about it. The man from the quote is interested in saving the Empire, the deities who the pcs with touched by divinity have selected are interested in saving the world.

GMGhost1776 |


Movin |
Hey there, im interested in your campaign and have a thought for a submission but it requires a small clarification.
How long has it been since the Broken spear siege? I had though about connecting to the setting by making a blood relation to the broken spears unnamed Legendary Cook and am unsure how many generations have passed since that particular historical marker. I know its the 1000th year but I'm not sure if that means the broken spear siege happened 175 years ago or if it happened 825 years ago as the historical events have year marks but not the current day.

Walter das Sombras |

Thanks, that keeps every single possibility open for backgrounds.
(...)On the supercontinent on which the bulk of the remaining Empire exists notable such regions include the elven Kingdom of the Silver Throne, the drawven Confederation of Kings, the Clans of the Horse Lords, The Selentine Empire, the City of The Storm King, and the vast wastes of the Scarcain desert(...)
Do you mean these other kigdoms are not a part of the empire?

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Background Story
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He was beginning to think that his tutor would be someone he would never understand. The training with the spear he
understood, it was meant for survival. The need to understand recipes he failed to understand. Was this some attempt to teach him his letters? It did meant that he was becoming a pretty good cook.
The lump on his head would remind him to focus on his training opponent, old but sneaky, Gratus this old orc may have taken
him in and raised him on his own but in no way was he holding back as he desperately tries to avoid the bruising sent his way. The way this old orc uses that spear, one would think that he was actually trying to kill him!!
Another near miss, the shiny metal point nearly piercing his ear, that was close. with another lunge Vigar throws himself forward and the half orc finds the world turned upon him as he is flipped on his back and a spear point resting on his throat.
"I have told you to focus on your surroundings and not just your opponent. Never take your eyes off his weapons but dance with the wind as it'll tell you everything you need to know. However I must say you improved after all you didn't fall into your battle trance, one of your talents much sought after now in this times.........but no matter, now go on and cook something for the both of us." The spear point is lifted and and an old gnarly hand offered to him, taking it he is helped to his feet and now he faces his tutor, an old orc smiling at him leaning his weight against his spear. Vigar cannot help but noticed that this time, Gratus is panting something he rarely sees but something in the way Gratus stands halts Vigar.
The spear point is lifted and and an old gnarly hand offered to him, taking it he is helped to his feet and now he faces his tutor, an old orc smiling at him leaning his weight against his spear. Vigar cannot help but noticed that this time, Gratus is panting something he rarely
sees but something in the way Gratus stands halts Vigar.
"Recite our code young Half Orc." commands his training officer, as he moves to the spear rack and removes a new spear from it, this one not the heavy training practice weapon but one finely made.
Realising what it meant, and with the realisation of what it meant. Vigar stands straight and tall facing Gratus and begins
to recite the code. Not just any code but one that would induct him into the legion, the legendary legion, The 204th Imperial Legion (The Broken Spears).
"Never violate a woman, nor harm a child.
Do not lie, cheat or steal.
Protect the weak against the evil strong.
Fear not Evil's Might for We are the Legion of Spears.
Present your Spears and Pierce through Darkness.
Give no ground and let Evil quake at the sight of us.
The Legion of Spears."
Gratus smiles at his student as he presents him the mark of induction, a legion Spear.
"Welcome Vigar Savage."
The moment is broken though as he smiles and grins.
"We're still hungry Soldier. Go cook us a meal"
"Yes Sir!!"
Yes, He still didn't understand Gratus. Not one bit at all. Though he already had in mind a certain recipe involving a rather large amount of spices............
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Appearance
--------------------
Well Built and lean, This half orc is actually quite pleasant to look at in appearance, his hair is neat and functional, his uniform well maintained. Eyes of Cerulean blue gaze at you with a certain mischief as if daring you to guess his next moves though his stance remains rigid yet relaxed. His muscles ripple through his linen shirt though not large, giving him the appearance of a wolf about to move in for the kill.
--------------------
Intended Traits
--------------------
1) Elite Imperial Veteran (If this entry qualifies)
2) Sword Scion (If possible could this be reflavored to have spears instead) (Campaign)
3) Ascendant Recollection (Magic)
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Intended Class/Classes
--------------------
Bloodrager
Fighter (To reflect training)
Please PM me your opinions. I'll work on the second entry tomorrow. A Noble bastard......

GMGhost1776 |

There isn't any body producing magic items for sell within the Empire and outside the empire it very rare due to the scarcity of spell casters. So the answer depends on your back story. A scion of one of the great houses (take an appropriate trait), for one example, could probably buy whatever he wants if he has the funds. You could also pay the cost to scribe your own scrolls.

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My Submission, A Half Orc Bloodrager
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Vigar Savage
--------------------
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Male Half Orc Bloodrager (Destined) 1
Neutral Good Medium Humanoid
Init +6; Senses Dark Vision 60ft Perception +4
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Defense
--------------------
AC 18 (16), touch 13 (11), flat-footed 15 (13) (+5 armor, +0 Shield, +2 Dex, +0 natural) (-2 when in Bloodrage)
hp 13 (15) (1d10+2) (+1 Favored) (+2 Hitpoints when in bloodrage)
Fort +4 (6), Ref +2, [ b]Will [/b]+0 (2) (+2 morale to fort and Will when in Bloodrage)
Resist None
--------------------
Offense
--------------------
Offenses
Speed 30 ft.
Ranged Longbow +3 40 Arrows (1d8 20/x3)
Melee Spear +4 (1d8+4 20/x3)
Special Attacks
Spell-Like Abilities
Destined Strike (Sp): At 1st level, as a free action up to three times per day, you can grant one of your melee attacks an insight bonus equal to 1/2 your bloodrager level (minimum 1). At 12th level, you may use this ability up to five times per day.
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Statistics
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Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +4 (+6); CMD 16 (18) (+2 when in bloodrage)
Languages Common, Orc, Draconic
SQ None (dc XX)
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Feats
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Improved Initiative (1)
You get a +4 bonus on initiative checks.
Endurance (Background Package)
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion;
Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march;
Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst;
Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Precise Strike (Combat, Teamwork) (Background Package)
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
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Traits
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Elite Imperial Veteran (Background Package)
You are a veteran of one of the elite units of the Imperial Armed Forces, no matter the reason you have left the experience has left you changed forever. Pick a unit and apply the benefits to your character.
Option 1: The 204th Imperial Legion (The Broken Spears). The only segregated non Honor unit left in service. It remains that way as a remembrance and point of pride. In the 175th year of the Empire this all half-orc and orc unit was garrisoned at the border of the great swamp known simply as The Mire near the cities of Deep Hallow, Needleton, and Pareth in the far north of the Empire, when an army of trolls and demons came pouring out of the swamp without prior warning threating all three cities. The 204th held their positions until almost completely wiped out, keeping the three solely human cities safe.
When the relief forced arrived only two members of the legion still remain alive, a cook, and a wounded new recruit who was fighting with a broken spear.
Benefits: 1) Add the Endurance feat and 1 Team Work feat of your choice to your character for free.
2) Become specialized in Profession Solider; gain a skill point to put in it. Become specialized in your choice of
Knowledge engineering, Knowledge planes, ride, or Profession Cook, gain a skill point to put into your into the skill you just chose.
Ascendant Recollection (Magic)
Your first bloodline power is particularly strong. Your sorcerer level is considered to be 1 level higher when determining the effects of your 1st-level bloodline power.
Sword Scion (Campaign) (Could I reflavor this to spears instead?)
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
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Class Features
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Bloodline:
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus
spells. This source can represent a blood relation or an extreme event involving a creaturesomewhere in the family’s past.
Regardless of the source, this inf luence manifests itself in a number of ways as the bloodrager gains level.
A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each
bloodline. The bloodrager must meet the prerequisites for these bonus feats.
At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell, derived from his bloodline. These spells are
in addition to the number of spells given on Table 1–3. These spells cannot be exchanged for different spells at higher
levels.
Bloodrage (Su):
Each bloodrager has a source of internal power somewhere in his heritage that grants him the ability to bloodrage. Starting
at 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each
level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution, such as those
gained from bloodrage and spells like bear’s endurance, don’t increase the total number of rounds that a bloodrager can
bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these
hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his
Strength and Constitution, as well as a +2 morale bonus on Will saving throws. In addition, he takes a –2 penalty to Armor
Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage
ends and are not lost first like temporary hit points. While in bloodrage, a bloodrager cannot use any Charisma-,
Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires
patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to
twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted,
but otherwise can enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious,
his bloodrage immediately ends, placing him in peril of death.
In addition, the bloodrager gains additional bloodline powers at 1st level, 4th level, and every four levels thereafter.
The bloodline powers a bloodrager gains are based on his bloodline.
Bloodrage counts as the barbarian’s rage class ability for the purpose of qualifying for feat prerequisites, feat
abilities, magic item abilities, and spell effects.
Fast Movement (Ex):
A bloodrager’s land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no
armor, light armor, or medium armor, and while not carrying a heavy load. Apply this bonus before modifying the
bloodrager’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the bloodrager’s
land speed.
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Skills
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Acrobatics +2 (+1 Rank, +3 trained, +2 Ability, -4 Armor)
Appraise +1 (+0 Rank, +0 trained, +2 Ability)
Bluff +2 (+0 Rank, +0 trained, +2 Ability)
Climb -1 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy +3 (+1 Rank, +0 trained, +2 Ability)
Disguise +2 (+0 Rank, +0 trained, +2 Ability)
Escape Artist -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Fly -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Handle Animal +2 -2 (+0 Rank, +0 trained, +2 Ability)
Heal +0 -2 (+0 Rank, +0 trained, +0 Ability)
Intimidate +4 (+0 Rank, +0 trained, +2 Ability, +2 Racial)
Knowledge (Arcana) +5 (+1 Rank, +3 trained, +2 Ability)
Perception +4 (+1 Rank, +3 trained, +0 Ability)
Perform +3 (+1 Rank, +0 trained, +2 Ability)
Profession (Soldier) +1 (Background Package)
Profession (Cook) +1 (Background Package)
Ride -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Sense Motive +0 (+0 Rank, +0 trained, +0 Ability)
Spellcraft +5 (+1 Rank, +3 trained, +1 Ability)
Stealth -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Survival +4 (+1 Rank, +3 trained, +0 Ability)
Swim -1 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Use Magic Device +2 (+0 Rank, +0 trained, +2 Ability)
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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:)
Caster Level: Bloodrager 0
Spells Known (0) Level 0 DC 0
Spells (0) Level 0 DC 0
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Special Abilities
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None
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Equipment
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[Spoiler=Equipment list]
Melee Weapons Spear
Ranged Weapons Longbow, 40 Arrows
Armor Scale mail
Other Gear Backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10),
trail rations (5 days), and a waterskin, Explorer's Outfit
Magic Item
Wealth 246gp
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Background Story
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He was beginning to think that his tutor would be someone he would never understand. The training with the spear he
understood, it was meant for survival. The need to understand recipes he failed to understand. Was this some attempt to
teach him his letters? It did meant that he was becoming a pretty good cook.
The lump on his head would remind him to focus on his training opponent, old but sneaky, Gratus this old orc may have taken
him in and raised him on his own but in no way was he holding back as he desperately tries to avoid the bruising sent his
way. The way this old orc uses that spear, one would think that he was actually trying to kill him!!
Another near miss, the shiny metal point nearly piercing his ear, that was close. with another lunge Vigar throws himself
forward and the half orc finds the world turned upon him as he is flipped on his back and a spear point rests on his
throat.
"I have told you to focus on your surroundings and not just your opponent. Never take your eyes off his weapons but
dance with the wind as it'll tell you everything you need to know. However I must say you improved after all you didn't
fall into your battle trance, one of your talents much sought after now in this times.........but no matter, now go on and
cook something for the both of us." The spear point is lifted and and an old gnarly hand offered to him, taking it he
is helped to his feet and now he faces his tutor, an old orc smiling at him leaning his weight against his spear. Vigar
cannot help but noticed that this time, Gratus is panting something he rarely sees but something in the way Gratus stands
halts Vigar.
"Recite our code young Half Orc." commands his training officer, as he moves to the spear rack and removes a new
spear from it, this one not the heavy training practice weapon but one finely made.
Realising what it meant, and with the realisation of what it meant. Vigar stands straight and tall facing Gratus and begins
to recite the code. Not just any code but one that would induct him into the legion, the legendary legion, The 204th
Imperial Legion (The Broken Spears).
"Never violate a woman, nor harm a child.
Do not lie, cheat or steal.
Protect the weak against the evil strong.
Fear not Evil's Might for We are the Legion of Spears.
Present your Spears and Pierce through Darkness.
Give no ground and let Evil quake at the sight of us.
The Legion of Spears."
Gratus smiles at his student as he presents him the mark of induction, a legion Spear.
"Welcome Vigar Savage."
The moment is broken though as he smiles and grins.
"We're still hungry Soldier. Go cook us a meal"
"Yes Sir!!"
Yes, He still didn't understand Gratus. Not one bit at all. Though he already had in mind a certain recipe involving
a rather large amount of spices............
That was two years ago, he didn't truly understand it, he had lost control and in his blood-fueled rage he had struck a
commanding officer. Despite an outstanding record of service and the recommendations put forward from other officers
including the officer struck, he was discharged though not dishonorably. Now as a wandering warrior, he wonders. What
next?
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Appearance
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Travel-stained cloak does not hide the spear on his back, Linen shirt and well woven pants, with a functional belt holding
several pouches and a waterskin. Even his backpack is worn yet usable. The only thing here that stands out is the spear.
Well oiled and wraped in leather, its condition indicates it as very well maintained.
Hair tied in a simple knot down the back of his neck, eyes of Cerulean blue on a strong jawed rugged face, stubble on his
chin, Vigar could cut a fine figure if he was dressed better.
I await feedback. :P

Sawyer Masonjones |

Second character submission is a decidedly more exotic character. A Coldborn wizard who later will multiclass into bloodrager and eldritch knight. His role will be buffer/frontline fighter/auxiliary caster/Wondrous Crafter
Str 15 (+1 from Physical Enhancement)
Dex 12
Con 16
Int 17
wis 12 (14 when shifted)
Cha 5
Race Coldborn skinwalker
Class Shapechanger Wizard, opposition schools Illusion and Enchantment
Traits:
Magical Knack
Mastery of Form
Background: Backwoods Scholar - Character was trained by a wizard in hiding in transformation magic and how to survive in the wilderness. Benefits-Scholar K Nature and Survival and Extra Feature. Also explains why he is not Imperial Army.
Arcane Focus
Drawback: Loner
HP 11
AC 11 T 11 FF 10 (4 for each shield and mage armor)
Fort 3 Ref 3 Will 3(4)
Feats:
Toughness
Scholar
Extra feature
Combat Casting
Alertness (From Familiar)
Weasel Familiar
Skills: 2+2+3
Arcana 7
Nature 9
Planes 7
Geography 7
Spellcraft 7
Perception 4(5)
Survival 4(5)
Main attacks are bite and claws from his racial ability change shape and natural attacks he gains from the Battle Shaper class Feature. Next level, he will have larger claws while raging.
Equipment:
3 Scrolls Burning Hands
3 Scrolls Mage Armor
2 Scrolls Shield
2 Scrolls Enlarge Person
Compass
Rope
Explorers Clothes
5 days of rations
Composite Longbow (+3 str rating)
Greataxe
38 gp
Backstory: Found by fey left in the wilderness to die, he was taken to the only human they knew, a wizard named Jaran Tharn, who had deserted the Imperial Army, fleeing into the forests to hide. During his childhood, he wandered the wilderness with his adoptive father and the 2 fey that found him, training in magic and evading those that might discover them.
It was not until he was 13 years of age that he discovered that he was not completely human. One day,he woke up to hear a pair of bandits found their camp. His father was sleeping in another tent and the fey were no where to be found. The bandits started to rummage through their camp, stealing whatever useful things they could find. Eventually, they reached his father's tent. He heard them whispering to each other about how they were going to cut his fathers throat. Filled with fear, he underwent his first shift, growing a nasty bite, attacking those who would harm his father. He caught them by surprise, but they were two and he was but a boy. They stabbed him, but the noise was enough to wake his father, who blasted them with fire. For two long weeks, the boy was unconscious, his father all along fearing for both the boy's life and what he was.
From that point on, his training was doubled, teaching the boy how to control his rage and his shifts, as well as having him focus on shapechanging magic. This went on for 5 years, until his aging father passed in his sleep. Now with nothing left keeping him to the wilds (the only thing keeping him there was his fathers fear of discovery), the boy said goodbye to his fey friends set off to explore the world outside the forests he grew up in and to discover what sort of creature he is. He has been traveling now for 4 years, going from town to town, gathering information on rumors of strange beasts and earning money by acting as a bodyguard to caravans and guides through the wilderness.
He is a rather wild looking man, standing at 6'3" with long, tangled blonde hair. He tends to hide his magic, often using a greataxe or bow, pretending to be a ranger. When he must perform magic in front of others, he tells others that he is a druid as not to alert the Imperials that they are missing a potential soldier.

GMGhost1776 |

The real name of the city is Stormheim, but few people use that name outside of official documents and maps. The city it self sits in the middle of a ring of high hills surrounded by a a forest of significant size. It is the traditional home of a race of storm giants who have the ability to shape change into humans. The Storm King is not only king of the city and its territories but the storm giant clans. (I'm afraid pcs can't play giants or giant blooded at this time.) Race wise the city is dominated by giants, giant blooded, humans (Taladan, Shoanti, Varisian, and misc), elves, gnomes, and misc.
To the east is the elven kingdom of Silver Throne. The storm giants used to maintain a fleet of airships that they used for trade and for the core of the Imperial air service, but the decline of spell casters has grounded most of those ships
Their primary export these days is mercenaries. The government actually runs most of the mercenary companies directly. They produce high quality arms and armor but almost all of it is for internal use.
Technically outside the direct authority of Imperial officials, Stormheim is a safe haven for casters avoiding the empire.

Rednal |

I think it's an easy mistake to make - having both cutlass and pistol is pretty much the ultimate stereotype of a pirate, after all, and swashbucklers are usually affiliated with that. ^^ The alternate class being Gunslinger isn't helping any. I haven't really looked at them too much myself, other than a quick read when they first game out.