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Here's the character, I went with Paladin since we seem to have a dedicated divine caster by now (Alias will follow soon).
I would like to see some backstory, what are the little things leading your character to this point:
After an quite unagitated youth Desnold at some point decided he was bored enough to leave his parental farm and become a mercenary, more exactly a cavern guard. As such he lived for the last few years, proofing his worth with sword and, especially, bow on more than one occasion.
Then only a few month back the cavern he was guarding got into an ambush by a bigger group of gnolls while crossing the outskirts of the Osirion dessert.
All resistance was swiftly crushed before the gnolls started to kill every survivor while Desnold, mortally wounded and bleeding out could only watch. Just as one of the ugly canines wanted to finish him off, too, they were interrupted. A single knight had come upon the field of carnage, valiantly challenging the gnolls to leave them be.
The last thing Desnold saw was this single armed and armored women charging headlong towards more than 20 vicious man-hyenas.
When he regained consciousness he was in a Sarenrae church in a small village nearby. The priest told him that a few days ago an woman brought him in, magically brought back from death's door but impossible to be woken. She had told him that Desnold was the only survivor of a caravan raid and asked him to care for him until he wakes, while she herself had to leave to continue her journey to the worldwound, for she was a paladin of Iomedae and had to to her duty.
Desnold, still in shock, was stirred by all this and, after only short consideration, decided to follow in his saviors footsteps and dedicate his life to Iomedae, thus giving his life meaning and hoping to at least partly repay the debt that never can be repaid.
If your character could have one wish, what would it be?
To meet his savior and thank her.
What does your character believe his strongest strength to be?
His (or her) greatest weakness.
How does your character see himself in the wider world?
Dotting for interest as an Wizard, probably Teleportation subschool.
Maybe that's why he grew silent?^^
Oh, and everyone seems to forget witches for healing. While they don't normaly exist in Faerun (courtesy of it being 3.5), they seem to be in existance here.
Ups, yeah forgott to write it to the actuall class levels, though the Myth weaver sheet is called Kensai Magus.
As for meeting, sure. It would for example be possible that you or one of your group asked for advise about the undermountain, either magical or in person. Considering the siege and that he fears Myth Drannor could fall while he's away, it is unlikely though that Tarwas was in Waterdeep anytime in the last 30 years. His own adventures there lie over 500 years back.
So, I've switched a few thing around to at least keep his armor from rising farther and give him a bit more con so he isn't that likely anymore to just fall over dead when targeted by any Antimagic/being actually hit.
Hmm, about the maximum age. I assumed to use the Races of Faerun Age Tables, in which case Maximum Age, while still possibly a problem, most likely shouldn't be one (Sun Elf: 420+6d% Years). Though if you want to use the Golarion life span that is far more likely to become a problem (Golarion Elf: 350+4d%).
I've also finished a first version of the backstory. If you want I can elaborate a bit more about his past (I have already thought out a few more things), but it is already kinda long.
Tarwas Childhood in Myth Drannor still is his fondest memory, of times of innocent play and peaceful existence. Then the Daemons came and and it all ended in tears, blood and fire, the great elven kingdom layed to ruin and its survivors scattered through the other receding elven setlements, human lands or retreated to Evermeet.
The next 70 years Tarwas, for elven standards still adolescent, traveled most of Faerun as Adventurer, in search of the happiness and the feeling of home he had lost. He found great comrades and for some years he was almost content, yet at some point his mostly human friends started to grow old, stopped adventuring and finally died, leaving him uprooted again.
When Seiveril Miritar then called for the crusade he decided it time to do something. Without his wife there wasn't much left to keep him grounded on the island and this might be the last chance for the elves to reclaim their place in the world.
While the Mythal spared Myth Drannor from the fate of most humans cities the constant siege takes it toll.
Then one day he and his men, patrolling the outskirt of the Mythal, came upon a group of demons who managed to break through the weakened mythal and making their way towards one of the outward living quarters.
The beast, startled by this maggots courage, just started to laugh in a booming, but somehow still screeching voice.
Ok, I'll think about it.
Do you mind if I make my character almost 600 years old?
I'll flesh that out and write it in a more clear and serious way if the general idea of an character theoretically that old is ok with you.
Here is also a first draft of the crunch. Is it only me not used to high level games anymore or do the mythic rules push all the base values into the sky?
Ok, in that case I'll just use the 3.5 Thinblade, I just didn't want to ask for it since it's so minor either way and 3.5 sources don't seem normaly allowed. As Kensai signature weapon it doesn't matter that it's exotic.
Quite interested, though I'll have to read myself deeper into the Mythic rules first. Right now thinking about an Elfen Magus as Chosen of Corellon Larethian.
@Rokku I guess he meant the Marshall Path of the Mythic Rules, not the 3.5 class.
Yeah sorry, that might have been not completely clear.
So, welcome to the game.
Should you have any questions, ask.
For now just try to get to know each other in a small prelude in the tavern.
Oh, and please write me which kind of Relationship, if any, you have to the different NPC's.
Ok, after long pondering I've come to a decision:
Yes, that's more people than advertised, but in my experience PbPs have the nasty habit to loose a few people in the first two weeks.
To those who didn't make it: Sorry, you also made quite interesting characters but one game can sadly only support so many people and especially the meele department was flooded with applications.
To those chosen: Please check in in the discussion thread.
Well, for one you can't cast 9th level spells on level 9.
Edit: And the bonus slots for high ability scores only come into play once you can cast spells of that level.
Finished crunch on the niveau if a mythweaver sheet is preffered but not required. But I don't care how many pieces of chalk or pork based travel rations you've got (as long as you don't think it is important for the character).
And if I understood it right you can add Cerana (the other remaining player of my carrion crown) with an elf wizard to your list.
Nope, but you also don't get to roll for Variant Abilities (some of them are slightly unbalancing). Just take the Oni-Spawn as it is presented (+2 Str, +2 Wis,–2 Cha, Skillbonus to Disguise/Intimidate instead of Bluff/Stealth, Alter Self instead of Darkness)
While Oni-blooded in general is ok, keep in mind that the Oni are kinda the enemies here, so being faithfull to your mother would be kinda problematic.
Considering it's 8 am on sunday at the US eastcoast I doubt there are many americans lurking around right now :)
Oh, and Ameiko is 22 (freaking young for someone who ownes a tavern if you ask me, but that's adventuring for you...)
Hmm, "Friend of the family" is probably the best fit for you then as far as knowing the NPC's goes, but it's your decicion. And remember that you'll be marching over land with a caravan, quite in difference to the life on see.
Looked over both your characters (mostly the fluff). While they all in all look good they both need quite a makeover to connect them to the path.
For years the trade routes around Sandport were calm and mostly safe, even the old “goblin bounty" was discontinued. But now a group of goblins seems to have gotten their hands on firework and started to raid caravans again, disrupting trade and travel. Fearing that they'll spark a new wave of monster activity Sheriff Hemlock renewed the bounty, pledging 10 gold coins per goblins ear and an additional 500 for the eradication of this particular tribe. Determined to ensure the safety of the town and convinced the money best goes to you, you met up with some friends at the Rusty Dragon tavern to plan your foray into the marsh.
After my Carrion Crown sadly died a slow death I admittedly might not be completely faultless in, I and the remaining two players decided to start anew instead of trying to reanimate the dead.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
We'll play the Pathfinder Adventure Path "Jade Regent". With some old friends you make'll the long journey from Sandpoint to the distant land of Minkai to uncover an old conspiracy and save the kingdom from the rule of evil spirits.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
About 3 Players (in addition to the remainder of my Carrion Crown, should one of them decide to drop out I'll take another newcomer)
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
Paizo forum PbP with some added maps on googledocs.
5. What is the characters' starting status (i.e. experience level)?
Start at level 2. I'm not that big a fan of level 1 and it's overly high chance of instant death. The encounters will be adjusted accordingly.
6. How much gold or other starting funds will the characters begin with?
WBL = 1000 gold
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
All Paizo is allowed, 3.5 material requires approval (but will most likely be allowed as long as it is reasonable converted/convertible). Not a big fan of homebrew, but if you REALY want something you can ask.
Try to build well working characters without going to cheesy levels as in the end I can and will veto anything that breaks the game or the other players fun. Should someone find himself loosing to much ground towards the other characters I might give him some boon, but don't expect me to artificially fix up your brokenly weak character and better ask for advise beforehand.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
Nothing to exotic please, afterall you have to be somewhat accepted into human society.
9. By what method should Players generate their attributes/ability scores and Hit Points?
Ability Scores: Let's try a 3d6+1, if you don't like it take 25 point buy. (Yes, I know it's high, but I don't like locking people out of MAD classes)
Hitpoints: Max for the first two hitdice, afterwards the better of a diceroll and half.
10. Does your game use alignment? What are your restrictions, if so?
Basic rules on alignment, Be able to work together, Don't be a ****.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Standard pathfinder multi-classing rules.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
You'll make most of your rolls in your posts, I'll take some of your passive checks to speed things up. I'll usually also roll most thinks open. No fudging for or against you, if you die, you die. While I'll let initiative decide things when it matters everyone if free to post once he can to speed things up.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Traits: You get two traits. One trait must be a campaign trait from the Jade Regent player handbook.
Caravan Rules: I'm not completely sure yet in how far I'll use them as the caravan combat seems to be quite a few rounds of only one action by the group. Fornow assume that I'll use it but that I'll speed the combat up.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Something decent please, that gives me an idea of who your character is, what motivates them, and how they're connected to the world and the NPC's. You should pick one of the campaign traits and work it into your backstory or give me a good reason why you don't. It doesn't have to be long, but it should answer those general points.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
A mix of all as typical for an paizo adventure path.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
See Question 7.
Also, to all those applying, please read the Jade Regent Player's Handbook.
Jade Regent sounds good enough for me (kinda fitting considering I'm in Taiwan right now).
If Cerana is okay with it you can send me rough character idea (as in "a wizard" etc) and I get a recruitment thread up.
This time around I'll try to push the game a bit more, I guess me always waiting until someone indeed DID something had its part in this campaigns slow death...
Hmm, are Lyla and Cerana still here?
Oh, and should you wonder, I didn't change that encounter. The adventure path indeed places a haunt which can shoot for up to 48 Damage a round in a position where it can be encountered by 1th level characters. And I'm not completely sure how the player (as written) are meant to find the mean to permanently "kill" it, as it's kinda obscure (it can still be destroyed in combat for a few days, but then it'll return).
As Torald gets near it, the entrance of the furnance seems to anymate into a skull of twisting metal and stone. The long dead fire in it's belly roawring once again as a ray of fire lashes out like a tongue. It strikes at strike Torald, who just in time brings up his shield.
Touch Attack1d20 + 3 ⇒ (7) + 3 = 10
You recall that there was some small tibit about a big furnance used to heat the prison and that the guards sometimes threatened prisoners to burn them alive in it. If they actually ever did it you don't know, but it surely wasn't a normal way of execution.