So I'm sitting on my couch, typing on my wife's laptop, running financial modeling software on my personal laptop and my work laptop in preparation for a huge meeting this week at work. I've been doing this since I got home from work... where I was running other financial models all day.
I have to admit... sometimes, very rarely, for brief moments, I think it would be so much better for my job title to be "Beach Bum" with all of the duties and responsibilities that come along with that.
I can tell it's summer because I want to be on a beach, drinking adult beverages, trying to talk myself out of buying a sailboat. :)
I would like to submit Worryn, a CG human rouge (scout archetype) originally from Touvette (another River Kingdom). Below is a short summary of his background.
Worryn served as a scout in the Touvette army until he witnessed the truth of General Voran’s tyranny firsthand as a village he discovered was razed to the ground and every inhabitant put to the sword. This deeply affected him, and Worryn finally stopped believing the lies and platitudes he had heard his entire life – the military was not interested in protecting the people of Touvette, they were only interested in holding on and consolidating their power, even if it meant murdering innocent civilians. Even worse, as a soldier, Worryn was part of the very structure that inflicted so much pain and terror upon the populace. On what would be his final mission, Worryn risked his life and killed two soldiers who were preparing to murder a young girl. He hid their bodies, took the girl, then fled north with his mother and sister into the River Kingdoms.
Finally settling in Restov, Worryn has had many sleepless nights about the hurt that he caused so many people, but he is slowly coming to terms with the fact that he will never truly forgive himself. But Worryn also knows that his life is not over, and his skills still have value. He is not interested in revenge, or making a name for himself, but for fighting in support of those who find themselves the innocent victims of violence and oppression.
WS: 2d10 + 30 ⇒ (9, 2) + 30 = 41
Reroll: FE: 2d10 + 30 ⇒ (8, 9) + 30 = 47
Marines Errant Apothecary
Character Details (draft):
Weapon Skill: 41
Ballistic Skill: 45
Past: 1d5 ⇒ 3 = Crusader
Fate: 1d10 ⇒ 6 = 3 points
Power Armor History: 1d10 ⇒ 7 (shift -1) = Thy strength be legend
Unfortunately, after playing around with several ideas this morning, I cannot come up with a character concept I like enough for a solid submission. So while the game sounds like it's going to be a blast, I'm going to pass at this time.
Good luck to everyone!
My submission is Aerent, an Antipaladin of the infernal duke Furcas, Knight of Laurels.
Character details and a brief background are below.
Male Human (Chelaxian) Antipaladin 1
LE Medium Humanoid (human)
Init +3; Senses Perception +3
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +1
Speed 30 ft.
Special Attacks smite good (1/day)
Spell-Like Abilities Detect Good (At will)
Antipaladin Spells Prepared (CL 0):
Str 18, Dex 17, Con 12, Int 8, Wis 9, Cha 18
Base Atk +1; CMB +5; CMD 18
Feats Cosmopolitan (Perception, Diplomacy), Power Attack -1/+2
Traits Child of the Temple (Knowledge [nobility]); Heresy
Skills Bluff +8, Diplomacy +8, Knowledge (religion) +4, Perception +3, Sense Motive +3
Languages Common, Elven, Infernal
SQ aura of evil
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.
Heresy (Trait) +1 bonus on all saving throws against divine spells
Aerent Brief Background:
Aerent was born into a dispossessed family that had been driven into exile following the revolution that swept through Andoran. His family were dedicated followers of Asmodeus, but after fleeing into the wild forests, they began to venerate Furcas, infernal duke of duty and herbalism. Through their sacrifices (many of their servants that followed the family into hiding), Furcas blessed them and protected them from the witch hunters who sought them.
Many years passed, and Aerent was born. From birth, he was conditioned to venerate Furcas and his domains. The training was brutal, but Aerent excelled in every test. The infernal priests in the family declared him to be a holy warrior of Laurels, able to stand face-to-face with the enemies of their church and defeat them. Everyone was ecstatic - the family's fortunes had finally turned, and they had finally found a leader who could provide the means by which they could reclaim their rightful place in Andoran! A massive celebration was planned in which Aerent would receive a ritual tattoo of a blood red laurel across his brow.
Unfortunately, Furcas knew too well the weakness that had infested the older members of the Sephim line. The family was betrayed and the witch hunters gathered to assault their forest stronghold. The priests tending to Aerent were interrupted before they finished their work, leaving Aerent with only a portion of the laurel tattoo completed.
While the witch hunters quickly subdued the priests, they approached Aerent unsure if he was a willing participant or an innocent victim. Taking advantage of their confusion, Aerent quickly grabbed a sword and took the battle to them, screaming praises to Furcas, and decrying Sarenrae as a "Weakling whore diety of sub-human scum". He managed to injure several of his attackers before being overcome by sheer numbers.
He awoke to learn that he was being transported to Branderscar Prison on charges of Heresy, along with a host of other crimes. Though distraught at the circumstances, a strange calm came over him and he clearly heard a deep voice, as if from a great distance, "Patience, my son. Patience."
Please let me know if you have any questions.
Thanks for offering to DM, posting for interest.
Would you accept an anti-paladin with a Lawful Evil alignment? Not sure that's the character I would submit, but I'm considering it if allowed.
Also, how often do you expect to be able to post updates, and what kind of schedule do you expect from the players?
Here is my submission for Argen Bjeonskin.
The man now known as Argen Bjeornskin was once known by another name…
He was born Ivar Hrolfsson, the second child of a renown warrior. Ivar excelled at everything he attempted – mainly learning how to fight. But it was not without effort; Ivar would spend hours of his own time practicing his lessons, always striving for a perfect swing, or faster movement. He defeated many of the other children during his youth, even those who were a few years older. Ivar was confident with the dagger, sword, axe, and bow. As he grew, those of his age began to look to him for guidance and leadership.
Ivar fought with his clan, and eventually assumed a position of authority. His successes, mainly against the mighty warriors of the Wolf Kingdom, won him fame and wealth. He won his wife’s hand, and married a noble princess of a rival clan, bringing the two disparate families together. Several years passed and the Gods blessed him with twin sons, a rarity in the Northlands, and yet another sign of his growing legacy.
Unfortunately, the greatness and storied success of Ivar’s early years was not to be the full account of his life.
While Ivar was away from his home leading his troops in battle, a powerful werewolf and his pack descended upon his home. The werewolf had heard of Ivar’s life and power, and wished to destroy the man and everything he had gained. Sadly, the werewolf and his pack only found Ivar’s wife and sons when they broke into his house. Ivar returned home to find the heads of his wife and sons in the middle of the floor.
The mourning period lasted three weeks, and Ivar disappeared the next morning. Though none blamed him for the murders, he was convinced that he was somehow to blame for the death of his family, and Ivar fell into a horrible depression. He refused all visitors and took his leave from the warrior fellowship of his clan. After days of contemplation, Ivar realized that though the Gods granted him certain gifts, he had squandered them, lusting after material wealth, or the adulation of his comrades. Though he had won many victories, none were decisive enough to create peace in the lands – his battles only led to more death and destruction. Ivar had not used his abilities to protect his family or strengthen his clan, and as a result, his life was over.
He contemplated suicide for a short time, before deciding that too would be avoiding the Gods’ will. Under the cover of night, Ivar Hrolfsson left his home and never looked back. He paid for passage out of Bjeornheim, and took the name of Argen Bjeornskin. He made his way to a small monastery and joined as an initiate.
Years passed since Argen joined the monastic order before the abbot informed him that it was time to venture back out into the world in an effort to gain wisdom outside the walls of the monastery. Despite his reluctance, Argen agreed and ventured south, heading toward the city of Zobeck.
Human Monk (Monk of the Empty Hand) 1
LN Medium Humanoid (human)
Init +5; Senses Perception +6
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge)
hp 10 (1d8+1)
Fort +3, Ref +5, Will +4
Speed 30 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Ranged Shuriken +3 (1d2+2/x2)
Special Attacks flurry of blows -1/-1
Str 15, Dex 16, Con 12, Int 12, Wis 15, Cha 11
Base Atk +0; CMB +2; CMD 18
Feats Catch Off-Guard, Crane Style, Dodge, Improved Unarmed Strike, Stunning Fist (1/day) (DC 12)
Traits Poverty-Stricken, Reactionary
Skills Climb +6, Escape Artist +7, Perception +6, Sense Motive +6, Stealth +7, Survival +3, Swim +6
Languages Common, Dwarven
SQ stunning fist (stun), unarmed strike (1d6)
Other Gear Shuriken (5), sack, bedroll, lantern, oil x5, rations x5, candle x5, flint and steel, waterskin x2, 25 gp
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Not trying to speak for the DM here, but you do realize you need to drop the lowest from each of those rolls right. You don't keep the total of the four, but roll four and keep the highest three.
No problem. :) I noticed my mistake earlier and tried to post a correction, but it apparently got lost.
Actual results would be 15, 15, 14, 12, 12, 11; dropped 11, 9. 24-point buy, so not too bad.
After reviewing my options, and reading through the Northlands supplement, I couldn't settle on a background I was happy with for an inquisitor of Sif.
My new submission is Argen Bjeornskin, a human male from the Northlands. Argen wears a simple homespun robe, walks with a staff, and carries his belongings in a small sack. He claims to be an explorer and seeker of lost wisdom, but those who know can see the unmistakable signs of a warrior about the man.
Argen is a monk of the empty hand originally from Bjeonheim, capital of the Kingdom of the Bear.
Full background and character details tomorrow.
Rolling for interest, concept to follow today or tomorrow.
4d6 ⇒ (4, 1, 6, 2) = 13
4d6 ⇒ (2, 3, 6, 3) = 14
4d6 ⇒ (6, 2, 2, 6) = 16
4d6 ⇒ (2, 6, 5, 4) = 17
4d6 ⇒ (1, 2, 6, 3) = 12
4d6 ⇒ (3, 1, 4, 4) = 12
4d6 ⇒ (3, 4, 2, 1) = 10
4d6 ⇒ (6, 3, 6, 3) = 18
I have a few issues to mention that I have been experiencing since the update on Tuesday. I have replicated these issues in Firefox, Chrome, and IE. I have also deleted my cookies, as well as tried accessing the forums on different computers, clicking campaign titles, (X New), and thread titles, etc.
First, I continue to have (X New) problems like others above me. They are inconsistent at present; some threads clear, while others have shown the same thing since Tuesday.
Second, whenever I add a new thread to the PbP forums, I no longer have the option to add it to, or create a new, PbP campaign. I have tried new Recruitment, Gameplay, and Discussion threads to no avail.
Finally, I am currently unable to edit a campaign I created on Monday with a Recruitment thread. When I click the campaign's title, it directs me to a blank page that says "Online Campaigns" in the upper left corner. Link is here. (The campaign I am referencing is the first one listed in my profile)
I hope these details provide some assistance in smashing the bugs. Thanks for all your hard work, any changes aimed at improving the boards are greatly appreciated.
I'm with Gizsmith on finding a quicker way to resolve incidental rp encounters.
We're not moving that fast as it is, and now we're going to be slowing down even more. That's not necessarily a problem for me, but spending a bunch of time and effort writing posts about throw-away encounters just doesn't seem like a good investment to me.
If it's somebody important, then sure, let's hash it out, but I don't think it's a problem if we set some basic guidelines about how to treat "thugs" that don't really have an important role to play in the AP.
I tried to create a rogue, but I kept coming back to the small Chapel of Heironeous in Diamond Lake. So here is Khyrn Lossen, Cleric of Heironeous.
Male Human Cleric 1
LG Medium Humanoid (Human)
Init +4; Senses Perception +4
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +6
Spd 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/20/x2) and
Battleaxe +2 (1d8+2/20/x3) and
Dagger +2 (1d4+2/19-20/x2) and
Gauntlet (from Armor) +2 (1d3+2/20/x2)
Ranged Sling +0 (1d4+2/20/x2)
Cleric Spells Prepared (CL 1, 2 melee touch, 0 ranged touch):
1 (2/day) Magic Weapon (DC 15)
Str 14, Dex 10, Con 14, Int 14, Wis 18, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Channel Smite, Improved Initiative
Traits Deft Dodger
Skills Acrobatics -6, Climb -4, Craft (Blacksmith) +4, Escape Artist -6, Fly -6, Heal +8, Knowledge (Arcana) +6, Knowledge (Planes) +6, Knowledge (Religion) +6, Ride -6, Sense Motive +8, Spellcraft +6, Stealth -6, Swim -4
Languages Celestial, Common, Draconic
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (5/day) (DC 14) (Su), Cleric Domain: Heroism, Cleric Domain: Tactics, Seize the Initiative (7/day) (Su), Spontaneous Casting, Touch of Glory (7/day) (Sp)
Combat Gear Battleaxe, Dagger, Scale Mail, Shield, Heavy Wooden, Sling;
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 1d6 (5/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Heroism Associated Domain: Glory
Cleric Domain: Tactics Associated Domain: War
Seize the Initiative (7/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Glory (7/day) (Sp) Grant +1 to a CHA-based skill or ability check.
Khyrn Lossen was born and raised in Diamond Lake by his parents, Ardan and Lithia. Khyrn first enlisted in the Diamond Lake Greyhawk Militia, but after several unfulfilling years of drills, drills, and more drills, he joined the Church of Heironeous as a Priest Militant, the secular guards of the faith. During this time, he discovered a capacity for understanding divine magic, and he became a fully ordained brother in the church.
Throughout his life, Khyrn has demonstrated a capacity for persistence and determination, as well as a tendency to fully concentrate on the task at hand. Since attaining his standing in the church, Khyrn has begun to understand the concepts of leadership in the face of tyranny, as well as how his faith in Heironeous can in and of itself be an inspiration to the less fortunate or those living under the fist of oppression.
Family in Diamond Lake
Why does Khyrn want to leave Diamond Lake?
Also, tell me why you want to play this particular AP.
Sheriff Caeler eyes each of you before standing up. He finally walks to the door, opens it, and stands to the side.
"Well, thank you for coming to see me, and I appreciate the information you have shared with me. But now I have to beg your pardon, I have a very busy day ahead of me and no more time to spend with you at the moment. Enjoy your time in Ravengro, but leave the investigations to the professionals - and I would suggest you stay away from Harrowstone, the fire destroyed the wooden beams supporting the structure, and it could collapse at any moment. It's a death trap, and I have no desire to retrieve any more bodies from that cursed place. Good day."
He is clearly indicating the end of your meeting.
Everyone gets the impression that while the sheriff is definitely trying to get you to drop your investigation (and notify him if you find anything of interest), he is sincere in warning you about the danger of Harrowstone.
1d20 + 5 ⇒ (3) + 5 = 8
Would it then be inappropriate for someone to step up and take over?
Instead of going that route, it would be much easier for another DM to start their own S&S Recruitment thread. Going by the number of quality character submissions so far, there is clearly enough interest for several S&S games.
My point, which I utterly failed I make in my last post, was that even with the general location from the journal, there are still dozens of specific tombs to search. Depending on how the group tries to find the tomb, we might be able to avoid a ton of dice rolls and several hours in-game. There are a few different ways to approach this challenge, and I'm fine with whatever you choose, but I wanted to try and make sure everyone knew that it wasn't going to be easy to find the entrance in The Restlands.
Posting Ceton's character details:
Fiendish Heritage ability rolls:
Rolling for Fiendish Heritage abilities (3x d100, choose one):
1d100 ⇒ 93
1d100 ⇒ 7
1d100 ⇒ 32
#32: You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
CETON AYNGAV CR 1/2
Male Devil-Spawn Tiefling Monk (Martial Artist) 1
NN Medium Outsider (Native)
Init +2; Senses Darkvision; Perception +6
AC 15, touch 15, flat-footed 12. . (+2 Dex, +1 dodge)
hp 11 (1d8+2)
Fort +4, Ref +4, Will +4
Resist cold 5, electricity 5, fire 5
Spd 30 ft.
Melee Brass Knuckles +3 (1d3+4/20/x2) and
. . Unarmed Strike +3 (1d6+3/20/x2)
Special Attacks Flurry of Blows -1/-1
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 7
Base Atk +0; CMB +3; CMD 18
Feats Dodge, Fiendish Heritage, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (1/day) (DC 12)
Traits Dockside Brawler, History of Heresy
Skills Acrobatics +6, Climb +7, Diplomacy +0, Perception +6, Profession (Sailor) +6, Sense Motive +4, Swim +7
Languages Common, Draconic, Infernal
SQ AC Bonus +2, Sense Weakness, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Combat Gear Brass Knuckles;
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.
Prerequisite: Tiefling, must be taken at 1st level.
Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
History of Heresy +1 save vs, divine spells
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Sense Weakness You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Thanks for volunteering to run a Skull & Shackles PbP game, DM Cross.
I'd like to present the background for my character submission, a tiefling monk originally born in Cheliax, but now living the life of a pirate in the Shackles. I plan to complete his details and post them this evening. In the meantime, please let me know if you have any questions or require any clarifications.
Ceton was born into a diabolic cult based in Westcrown. He was almost immediately indoctrinated into a training program for assassins, schooled in martial arts based along the precepts of Infernal combat doctrines. After his cult was destroyed by the Westcrown authorities, Ceton escaped the city and signed on with a pirate ship. Sailing throughout the Inner Sea and the Obari Ocean, he eventually ended up in the Shackles where he has been working on various ships for the past several years. Landing recently in Port Peril and deciding to find another crew, he has decided to have a drink in the Formidably Maid...
Ceton was born in Westcrown to the high priestess of a cult dedicated to a powerful Ayngavhaul devil. As part of her reward for her devotion and service to the devil, Ceton was conceived. Born only six months later, he emerged into a world ruled by strict discipline and fear. Never receiving so much as a moment of compassion from his mother, Ceton was instead immediately turned over to a tiefling who claimed to be a master of the “Iron Tower” style of martial arts. So named for the massive fortress on the Hellish plane of Dis, Ceton quickly learned that unlike other martial arts, the Iron Tower style was based on precise movements and taking immediate advantage of his opponents’ weaknesses. Ceton also learned that through intense focus and concentration he was capable of performing the feats his instructor demanded of him. Failures brought beatings and starvation, while success were rewarded with hot meals and time to rest. The young boy soon began thriving in his training, surprising even his instructor with his advancement.
On his tenth birthday, his instructor informed him that he was conceived with the intention of training him as an assassin. Ceton would be sent to visit a target with the intent of killing them as quickly as possible while leaving behind no evidence, and then escaping undetected. Ceton also learned that his mother was in near-constant conflict with other cults around the city and she planned to use her son to eliminate her rivals. Having little reason to resist, Ceton accepted his chage of fortunes and killed his first target three months later. Over the next six years, he continuee to travel throughout the city and its surrounding areas to carry out similar missions.
Following one successful outing, Ceton was returning to his safehouse when he noticed the normally busy streets were nearly abandoned. Slowing his progress, he moved into the shadows near his destination and peered around the corner. Government troops were surrounding the building, and he watched as his mother and her followers were dragged out in chains. Ceton immediately turned around and walked away, determined to avoid the same fate as the cult that reared him. Deciding to leave the city at the earliest opportunity, he proceeded to the docks and found a bar frequented by sailors and merchants. After only a few inquiries, he found a ship sheduled to leave port the following morning. The first mate, planning to press more crew into service before he returned to the ship, readily agreed to take on a volunteer.
Once at sea, Ceton was informed that they were a privateer, a “legal” pirate ship, and he was asked if he would be willing to sign the ship’s charter. He was informed that since he volunteered, he was being asked, those pressed into service woud likely have to be forced. Knowing that his life in Westcrown was over, Ceton quickly agreed and settled in as one of the crew. The ship moved south along the Inner Sea and into the Obari Ocean. After nearly a year at sea and reveling in their successes, the captain and crew decided to keep their treasure to themselves and voted to break faith with their sponsor and become full pirates. Bypassing Westcrown, the ship sped through the Arch of Aroden and headed south into the Shackles.
Since that voyage, Ceton has spent several years sailing around the Shackles aboard a number of ships under a variety of captains. Through his travels, he has learned to enjoy the freedom of the lifestyle, and while he has sometimes chafed under particularly stupid orders, he has found an appreciation for the rigid heirarchy of leadership on a seagoing vessel. His earlier training in Iron Tower has come in particularly handy on ships since he generally doesn’t use any weapons. He has gained a small reputation as a man who can handle himself in a fight, and he has started allowing himself to think about possibly having his own ship and his own crew… someday.
Ceton entered Port Peril a few days ago, and surprisingly has only gotten into three fights since landing. Determined to find another ship for his next voyage, he entered the Formidably Maid for a cold drink, idly wondering where he will find his next berth…
Why did you go with the Mul race? Why did you go with the desert druid archetype? Back story looks okay to me.
I chose it because it's always been a favorite of mine. Unlike the other "half-" races, muls receive the somewhat derogatory name, identical in sound to a common beast of burden. Regardless of the individual, they are saddled with a racial name that doesn't really identify them. In my mind, this lends itself to a character that is part of society, but can feel distant at times. This is reflected in the story aspect you provided (via the link) about muls - when they find something to care for, they fight with everything they have to protect it - I infer they tend to act this way because it is rare for them to have such people to care about in their lives.
In my mind, this provides a number of role-playing opportunities for which this race is very well disposed. Specifically for my character, I think Drellik has reached a point in his life where he misses having people around. But the threat of finding somebody else to care about again, then possibly losing them, is causing him to doubt his feelings. So what does he do, how does he react, how do others he meet react to him? All of these questions are shaped by his race, and I would argue, moreso than any of the other half- varieties.
Ultimately, his journey on the adventure will determine whether he becomes a productive member of society, or goes the other direction and ends up a hermit in the middle of the desert with emotional attachment issues and a scarred psyche.
I considered other druid archetypes, but I kept coming back to the desert druid flavor - living amongst some of nature's most merciless and unforgiving lands, but also some of its starkest beauty. The dichotomy is fairly evident, and I think it ties in well to the mul race in general, and Drellik in particular. Just as most people only see the desert as a sea of endless sand, only a few notice the smaller details that make it such a vibrant part of the world. That is how I see the character - most only see what's on the surface, but those who really understand him see so much more than just a mul.
I hope I've answered your questions, but please let me know if you have any follow-up inquiries.
Javell DeLeon wrote:
I'm guessing you mean next Friday and Saturday? Or do you mean the 11th and 12th? The 13th falls on a Friday. Just want to be clear.
Thanks for the assist. I meant Thursday and Friday, the 12th and 13th. Fixed original post.
Dotting for interest. Planning to submit Gnome Wizard (Siege Mage) tomorrow.
Apologies, that post was intended for another game.
Instead, I would like to present Drellik Sandwalker, mul desert druid.
Drellik was raised in the small town of Commonfield. His human mother spent many hours in the fields, and Drellik joined her as soon as he could carry a basket. It was hard work, but Drellik learned the value of such labor, and he enjoyed playing with the small animals he found while in the fields.
When he was fifteen, Drellik managed to capture several rats that had been plaguing the community's stores. Even though they avoided the most clever traps laid by other farmers over several weeks, Drellik was able to get all of them on his first attempt. While both he and his mother were excited at his accomplishment, the rest of the town was suspicious - how could a half-breed teenager manage to capture all of the rodents while experienced farmers could not trap any? Even though nothing came of it, several families began distancing themselves from Drellik and his mother.
Nearly a year later, Drellik's mother caught a fever. Despite the best efforts of the local healer, his mother continued to worsen over the next week. At the end of the eighth day, she passed away. Her will instructed Drellik to sell the farm and join one of the caravans heading toward Katapesh in order to find a trade, leaving Commonfield and its predjudice behind him. In his grief, Drellik sold the farm for a fraction of its cost, eager to be away. He took the gold and a small locket his mother wore, then left Commonfield behind. The caravan he joined was a week into its journey when the bandits attacked.
Drellik managed to evade the bandits, and ran away as fast as he could. Little did he know but he chose to head deep into the southern desert. He wandered for days, dehydrated and confused, until stumbling into a small oasis. Drellik passed out on the bank of the tiny pool, reveling in the cool shade of the tall trees.
He awoke a few days later, surprised to notice a family of desert lions also lounging around the pool. Initially scared, he was surprised to see none of the cats paying him any special attention. He scouted the small oasis, luckily finding some berries, before returning to the pool. During the next few months, Drellik and the lions shared the oasis, ranging out during the evening to hunt for food, returning to spend the day near the cool water.
During one of these evening hunts, Drellik noticed that one of the cats seemed to be following him. While this surprised him, he was even more perplexed to discover the cat seemed to try and help him. It managed to find a few berry bushes he had missed, and it even killed a small snake then dropped it at the mul's feet. Drellik finally worked up the courage to pat the lion - it tensed at first, then rolled on its back with a satisfied growl. Over the next several weeks, Drellik continued to journey out with his new friend, becoming even closer and learning how to work together as a team during their hunts.
It was after one of these hunts as Drellik was laying down for the day he remembered his mother's locket. Pulling it out and opening it, he flipped a small clasp to find a drawing of a man with a bushy black beard. On the back was written "Drell, Kelmarane". Putting the locket back around his neck, he quickly forgot the details and concentrated on surviving with his new family in the desert.
Three years after Drellik first arrived at the oasis, three individuals mounted on camels approached. Drellik greeted them and offered them refreshment. The men, initially nervous about the lions quickly agreed. Over the course of their discussion, Drellik learned these men were traveling to join an exploration to the abandoned city of Kelmarane. The name caught his attention - he had discovered a way he might learn more about his past. Excited by the prospect of seeing more of the lands outside his oasis, Drellik asked if he could accompany them. Figuring that a man with his talents would be most useful in such an adventure, the men quickly accepted.
Brief Character Details:
Mul Druid (Desert Druid)
Fort +4, Ref +0, Wil +5
Animal Companion: Lion (big cat)
Please let me know if you have any questions or suggested changes, and thank you for your consideration.
Presenting Henri Vaas, half-orc inquisitor of Cayden Cailean.
Henri Vaas grew up in Neruma, spending most of his time getting into trouble while drinking and brawling throughout the town. Looking to earn some extra money, Henri took a job as a caravan guard heading toward Port Peril. While in town, he found himself the target of a press gang. Though he fought bravely, there were too many for the young half-orc, and they knocked him unconscious.
Henri woke up several hours later in a soft down bed. Beside him, a man lounged indolently, laughing when he saw Henri's eyes open. The man introduced himself as a priest of Cayden Cailean, and explained that he had saved Henri from the attackers. In the days that followed, Henri followed the man around Port Peril, learning about the worship of Cayden, and eventually dedicating himself to the god while obscenely inebriated. Henri later learned that such conversions were common for new believers.
Henri traveled throughout the Shackles after his conversion, preaching the word of Cayden, treating all those who came ashore after a long voyage to a cold round of Cayden's best, and helping those who fought against being victims of roving press gangs. He eventually became a sailor (voluntarily) on Siren's Song for a time before returning to port and continuing his work.
Only recently did Henri understand the truth behind his last name. Though he had received strange looks from time to time, an older sailor recently surprised him with a question, "Are you kin to 'ole Captain Colvaas? You know we all called him 'Cold Vaas' on account of him not having emotions. Got shortened into Colvaas later on..." Something about this made sense, and Henri remembered several comments he used to hear about how he wasn't welcome in Colvaas Gibbet... Henri does not know quite what to make of this new revelation, but he plans to think about how best to use any recognition in the service of Cayden Cailean.
Although Henri has been targeted by press gangs several times in the past, he has always defeated his attackers before...
@DM: I'm more then willing to change Henri's backstory for the Buccanneer Blood trait, but I wanted to provide something for the submission.
HENRI CR 1/2
Male Half-Orc Inquisitor 1
CN Medium Humanoid (Orc)
Init +0; Senses Darkvision; Perception +6
AC 10, touch 10, flat-footed 10
hp 13 (1d8+5); Judgement of Sacred Healing 1
Fort +4, Ref +1, Will +4
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Fire)
Spd 40 ft.
Melee Unarmed Strike +4 (1d3+4/20/x2)
Special Attacks Agile Feet (5/day), Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Inquisitor Spells Known (CL 1, +4 melee touch, +0 ranged touch):
1 (2/day) Divine Favor (DC 13), Persuasive Goad (DC 13)
0 (at will) Daze (DC 12), Light, Detect Magic, Create Water
Str 18, Dex 10, Con 14, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +4; CMD 14
Feats Toughness +3
Traits Buccaneer's Blood, Deft Dodger
Skills Climb +8, Intimidate +8, Knowledge (Nature) +4, Knowledge (Religion) +4, Perception +6, Profession (Sailor) +7, Sense Motive +7 Modifiers Monster Lore
Languages Common, Orc
SQ Inquisitor Domain: Travel, Judgement (1/day) (Su), Orc Ferocity (1/day)
1.What set of circumstances found you in Port Peril at a tavern having a lively drink anyway?
2.Are you the type who struggles against his chains as they are being put on or waits for an opportune moment to murder the jailer?
3.How do you see your character developing mechanically? Storywise?
4.Be ye a dirty scoundrel who would sell his mothers soul fer a farthing and a pint o' rum or be ye some heroic type who be thinking himself better 'n 'is fellow black hearted bastard?
5.THAR BE VOIKINGS OFF THE STARBOARD BOWWW!!! What do you do?
Well, how about this... Here is what I'm thinking for the game:
I'd consider exceptions to this list, but I'd really have to be sold on the entire character concept as it fits into the campaign.
Characters would need a written backstory that explains how they know Professor Lorrimor, and I would also like to see some additional personal details, things such as what kind of childhood the character had, any important NPCs in their life, etc. I wouldn't expect people to write novels, just a few paragraphs that allow me to get an impression about the character and his/her history.
Players would be expected to post at least once/day, and I'd probably post twice/day if not more (depending on action).
If the people who have posted so far are still interested, then they get first opportunity to play: NeoSeraphi, Cipherof3vil, Radavel, psychicmachinery, and Count Buggula.
No, have everything and read through it, but never run it.
Just curious about the initiative order on the Gameplay thread. Darien had a 26, but ended up going 3rd, which was behind Daven (25), and Theri (23).
I don't really care, and I'm definitely not complaining, but I am wondering if there are some other factors that affected the order aside from our Initiative rolls?