GM alientude's Savage Tide (Inactive)

Game Master Kyle Smith 700

Current Adventure Map


1 to 50 of 94 << first < prev | 1 | 2 | next > last >>

I will be starting a Savage Tide campaign set in my homebrew world. I have updated Savage Tide to Pathfinder, and am really looking forward to seeing how it plays out.

My homebrew world of Arisythila is still in the very early stages of development. There are several key things to know about it:

Gods:
Nearly four hundred years ago, the gods vanished from Arisythila. The exact date the gods went missing has been lost to time. Because of this absence, divine magic failed to work, as did arcane magic that duplicates the effects of the divine (such as a witch's or bard's cure light wounds). Even those who drew divine power from creatures that were not true gods, such as the Court of Stars and the Demon Paragons, were unable to call forth the miracles they once performed. The lack of divine magic made the world a more dangerous place, and mortals took to huddling in their homes, not daring to explore the world or make progress.

The year now is 123 GR (God's Return). 123 years ago, the gods returned to the world, bringing divine magic back into reality. Yet their long absence has caused many to forgo worshipping any god, viewing them as unreliable and uninterested. Still, the return of divine magic has seemingly sparked interest in exploration again, and the seas are alive with expeditions to places long-forgotten…and with pirates seeking to plunder the explorers.

The gods are inscrutable. They take little to no notice of what's going on in the world. They do not have alignments - they cannot be measured by such mortal methods.

The gods are:

Annidra
Domains: Air, Animal, Hunt, Madness, Travel
Holy symbol
Favored weapon: Longspear
Goddess of the hunt, the wilderness, exploration. Wife of Gerovit.

Gerovit
Domains: Decay, Earth, Plant, Spring, Weather
Holy symbol
Favored weapon: Scythe
God of nature, farming, weather. Husband of Annidra.

Istanu
Domains: Creation, Destruction, Fire, Judgment, Sun
Holy symbol
Favored weapon: Heavy flail
God of creation and destruction. Legends say he created existence, and will judge all beings, even existence itself, in time.

Kaskhu
Domains: Autumn, Cold, Darkness, Healing, Moon
Holy symbol
Favored weapon: Rapier
God of darkness, healing, night. Brother of Istanu, said to have been created by his sibling because he wanted an equal, but Istanu found he could not regard Kaskhu as such.

Kiregesh
Domains: Death, Imprisonment, Repose, Winter, Lust
Holy symbol
Favored weapon: Whip
Goddess of death, lust. Legends tell of Kiregesh’s realm of eternal peace, where all souls go when they die. Legends also speak of Kiregesh’s realm as a prison, one from which no soul has ever escaped, save one. Her worship is at its height during winter, when all things die. Yet winter is not eternal, and the cycle of life goes on. Older sister of Rathisi.

Merodach
Domains: Fear, Knowledge, Luck, Magic, Rune
Holy symbol
Favored weapon: Kukri
God of magic, knowledge, forbidden lore. It is said he knows the secrets of the other gods, and of something much greater.

Rathisi
Domains: Liberation, Love, Summer, War, Enervation
Holy symbol
Favored weapon: Longsword
Goddess of love, war, freedom. Legend has it that she rescued her lover from the clutches of Kiregesh - the only soul to ever escape - though the identity of her lover varies with the one repeating the legend. Her love is so powerful it drains the very life from her lovers.

Usherah
Domains: Protection, Travel, Trickery, Undeath, Water
Holy symbol
Favored weapon: Trident
Goddess of oceans, thieves, undeath. She is a capricious goddess, and a lover of both Istanu and Kashku.

Domains:
Some of the domains mentioned in the Gods section are new, others are changed. Below you will find any new or changed domains.

Autumn
Touch of Time (Sp): At 1st level, you can age creatures by making a melee touch attack. The target temporarily gains the penalties, but not the benefits, of aging to its next age category for a number of rounds equal to your Wisdom modifier. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Time (Su): At 8th level, you can emit a 30-foot aura that provides allies with the benefits of aging. Affected creatures gain all the benefits and none of the penalties of advancing to their next age category for a number of rounds equal to your cleric level. Activating this ability is a standard action, and maintaining it is a free action. The rounds per day do not need to be consecutive. You may increase the number of effective age category increases by expending 1 extra round per age category.

Domain Spells: 1st - disguise self, 2nd - alter self, 3rd - sands of time, 4th - threefold aspect, 5th - feeblemind, 6th - antilife shell, 7th - age resistance, greater, 8th - greater sands of time , 9th - shapechange

Greater Sands of Time
8th level spell
This spell functions exactly like sands of time, except that it is a 20' burst, ages targets to venerable. Objects, constructs, and undead take 1d6 per caster level (max 12d6) + caster level damage instead. A successful Fort save reduces the aging effect to the next age category.

Creation
Granted Power: You gain a +2 bonus to all Craft skills.

Focused Creation (Su): Treat your caster level as 1 higher for all spells with the Creation subdomain.

Rapid Assembly (Su): Beginning at 8th level, as a full-round action, you can conjure useful objects. You may create any non-magical item with a cost equal to or less than 25gp per cleric level. The created item lasts for 1 minute per cleric level, after which it vanishes. Created items may not be used as spell components. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st – obscuring mist, 2nd – instant armor, 3rd – create food and water, 4th – minor creation, 5th – major creation, 6th – wall of iron, 7th – rampart, 8th – create demiplane, 9th – wooden phalanx

Death
Only changes are to domain spells. 3rd – speak with dead, 6th – antilife shell, 8th – symbol of death
 
Decay
Decaying Touch (Sp): As a standard action, you can make a melee touch attack to impose a -2 penalty to Str, Dex, or Con to the target. This penalty lasts for 1d4 rounds. Using this ability on a Plant creature doubles the stat penalty and increases the duration to 2d4 rounds. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Decay (Su): Same as standard Decay subdomain.

Domain Spells: 1st - ray of sickening, 2nd - defoliate, 3rd - contagion, 4th - explosion of rot, 5th - blight, 6th - wracking ray (no evil subtype), 7th - terraform (swamps or other decaying terrain only), 8th - horrid wilting, 9th - cursed earth
 
Enervation
Drain Energy (Sp): As a standard action, you can make a melee touch attack to deal 1d4 points of damage + 1 point for every 2 cleric levels you possess. On a successful hit, you gain a number of temporary hit points equal to the damage dealt. You cannot gain more than the subject’s current hit points + the subject’s Constitution modifier (which is enough to kill the subject). The temporary hit points disappear 1 hour later. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Debilitate (Sp): Beginning at 8th level, as a standard action, you may attempt to exhaust a foe. You can target any single foe within 30 feet. The target must make a Fortitude (DC = 10 + 1/2 your cleric level + your Wisdom modifier) save or become fatigued. A fatigued target that fails its saving throw becomes exhausted. Using this ability on an exhausted target has no effect. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st ­– ray of enfeeblement , 2nd – ray of exhaustion , 3rd – vampiric touch, 4th – enervation, 5th – waves of fatigue, 6th – eyebite , 7th – waves of exhaustion, 8th – finger of death, 9th – energy drain
 
Fear
Granted Powers: Spells you cast with the Fear descriptor manifest at +1 CL.

Inspire Fear (Sp): As a standard action, you inspire fear with a touch. Make a melee touch attack as a standard action. If you hit, the target is shaken for 1d4 rounds. A Will save (DC 10 + 1/2 your cleric level + your Wisdom modifier) negates the effect. This is a mind-affecting fear effect. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fearful Presence (Su): Beginning at 8th level, you gain the frightful presence ability. The DC is 10 + 1/2 your cleric level + your Wisdom modifier. You may use this ability a number of rounds per day equal to your cleric level.

Domain Spells: 1st – cause fear, 2nd – scare, 3rd – vision of hell, 4th – fear, 5th – phantasmal killer, 6th – symbol of fear, 7th – phantasmal revenge , 8th – prediction of failure, 9th - weird
 
Hunt
Granted Powers: You gain a +2 bonus to Survival checks.

Camouflage (Su): As a standard action, you may camouflage yourself, gaining a bonus equal to your Wisdom modifier on Stealth checks for 1 minute. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ambush (Su): Whenever you cast a spell in the surprise round, it gains the effect of the empower metamagic feat. This does not increase the level of the spell or change the casting time.

Domain Spells: 1st - detect animal or plants,2nd - residual tracking, 3rd - greensight, 4th - hold animal, 5th - commune with nature, 6th - find the path, 7th - find quarry, 8th - vinetrap, 9th - foresight
 
Imprisonment
Snare (Sp): As a standard action, you may attempt to snare a foe. You can target any single foe within 20 feet. The target can resist this effect with a Reflex save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). If the target fails the save, it is entangled for 1d4 rounds. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Capturing Aura (Su): At 8th level, you can emit a 30-foot aura that hinders targets within it for a number of rounds equal to your cleric level. Creatures you target in this aura must make a Will save (DC 10 + 1/2 your cleric level + your Wisdom modifier) or treat all terrain within your aura as difficult terrain. Activating this ability is a standard action, and maintaining it is a free action. The rounds per day do not need to be consecutive.

Domain Spells: 1st – entangle, 2nd – hold person, 3rd – slow, 4th – black tentacles, 5th – hold monster, 6th – leashed shackles, 7th – forcecage, 8th – binding, 9th – imprisonment
 
Judgment
Render Verdict (Sp): As a standard action, you point your finger at one target and render your verdict against them. They must make a Will save (DC 10 + 1/2 your character level + your Wisdom modifier) or be sickened by the strength of your recrimination for 1d4 rounds. This is a mind-affecting effect.

Aura of Condemnation (Su): At 8th level, you can emit a 30-foot aura that radiates condemnation to your targets within it for a number of rounds equal to your cleric level. Creatures you target in this aura must make a Will save (DC 10 + 1/2 your cleric level + your Wisdom modifier) or take -2 on all ability checks, skill checks, attack and saving throws while in the aura. Activating this ability is a standard action, and maintaining it is a free action. The rounds per day do not need to be consecutive. This is a mind-affecting effect.

Domain Spells: 1st – truthtelling, 2nd – castigate, 3rd – chain of perdition, 4th – discern lies, 5th – mark of justice, 6th – major curse, 7th – mass castigate, 8th – demand, 9th – overwhelming presence
 
Lust
Only changes are to domain spells. 1st – unnatural lust, 3rd – reckless infatuation, 8th – symbol of debauchery
 
Spring
Enlarge (Su): Same as Growth subdomain.

Aura of Renewal (Su): Starting at 8th level, you can emit a 30-foot aura that radiates a sense of renewal and rejuvenation to all allies for a number of rounds equal to your cleric level. Affected allies gain fast healing 1 while within the aura. Activating this ability is a standard action, and maintaining it is a free action. The rounds per day do not need to be consecutive.

Domain Spells: 1st - obscuring mist, 2nd - wood shape, 3rd - plant growth, 4th - thorn body, 5th - cleanse, 6th - heal, 7th - regenerate, 8th - control plants, 9th - shambler
 
Summer
Flame Touch (Sp): As a standard action, you can make a melee touch attack to deal 1d6 points of fire damage +1 point for every cleric level you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Domain Spells: 1st – produce flame, 2nd – burning gaze, 3rd – daylight, 4th – fire shield, 5th – flame strike, 6th – sirocco, 7th – sunbeam, 8th – sunburst, 9th – fiery body
 
Undeath
Death's Kiss (Su): You can cause a creature to take on some of the traits of undeath with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of round equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Domain Spells: 1st - restore corpse, 2nd - ghoul touch, 3rd - animate dead, 4th - death knell aura, 5th - khain's army, 6th - create undead, 7th - control undead, 8th- create greater undead, 9th - wail of the banshee

Winter
Icy Touch (Sp): As a standard action, you can make a melee touch attack to deal 1d6 points of cold damage +1 point for every cleric level you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st – snow shape, 2nd –unshakable chill, 3rd – sleet storm, 4th – ice storm, 5th – cone of cold, 6th – antilife shell, 7th – ice body, 8th – polar ray, 9th – polar midnight

Siren's Bay:
You will be starting in the city-state of Siren's Bay. Siren's Bay is a prosperous city that sits on a valuable bay in a tropical area filled with jungle. The city has something of an odd relationship towards pirates - on the one hand, they hate actual piracy; on the other, they romanticize the concept of piracy - much like America does (Pirates of the Caribbean, for example), and like to consider their independence from any other country as "pirate spirit."

Siren's Bay was created several hundred years ago by the infamous pirate Black Thatch, who named the city Thatchhold. The city has had a storied history since then, going through several names as it was conquered several times. The most recent attempt was 45 years ago, when the Imperial Army of Glorious Cseza attempted to conquer the city. The battles waged for several years, but finally a peace treaty was signed, acknowledging Siren's Bay's independence. Lingering resentment from the war can cause some grief for Csezans in Siren's Bay.

The city is composed of seven districts - Azure (the waterfront district), Champion's (home to the popular Siren's Bay Arena), Cudgel (residential), Merchant's (not actually a merchant district; rather, a high-end residential district where rich merchant families live), Trade (the actual district where most merchants set up shop), Sails (what most consider to be the slums of the city), Sunrise (residential).

Some notable landmarks in Siren's Bay:

1) Black Thatch Statue - a towering statue of black stone depicting the founder of the city. It stands on the northeast tip of Champion's district.
2) Black Thatch Manor - a large mansion on an island in Merchant's district. This is the traditional seat of power for the mayor of Siren's Bay.
3) Siren's Bay Arena - One of the most popular places of entertainment in Siren's Bay. Will often stage battles between pirates and Csezans.
4) House of Flowers - A monastery dedicated to Kiregesh, notable for the striking violet stone that makes up the building. Few people are ever seen entering the House of Flowers, and fewer still leaving.
5) Ancestor Island - Island in Merchant's District that houses the graves of those wealthy enough to be bureid in this prestigious cemetery.
6) Scarlet Spire - Towering spire in the center of Ancestor Island, said to be the resting place of Black Thatch himself. The spire has no entrances, so this rumor has not been verified.

Map of Siren's Bay - Please ignore the key numbers for locations and the giant cutout where the key was. Also, if you can read any of the street names, please ignore anything directly referencing Greyhawk. My map editing skills only go so far.
Extremely crude map showing the borders of the various districts - Emphasis on the "extremely crude" part. My map drawing skills are non-existent.

Notable NPCs:
These are some NPCs your character may know/have had interactions with in the past.

Azure District
Belrain Daskeral (male human) - Priest of Usherah, Azure Chapel. Known to have a powerful temper.
Heldrath Kellani(female human) - Matroness of the Kellani merchant family, a one-time adventurer (some say a pirate). In poor health.
Keltar Islaran (male human) - Son of the city's elderly harbormaster. Has no real interest in continuing the tradition of an Islaran being the harbormaster.
Rowyn Kellani (female human) - Eldest daughter of the Kellani family. Most likely to take over control of the estate when her mother, Heldrath, passes.

Champion's District
Anteki Alresian (male human) - Ambassador from the Scarlet Skulls, a mercenary organization with a sinister reputation.
Tormagal Gred (male dwarf) - Arena master. While he doesn't actually have any official governmental power, most people in Champion's District view him as their leader.
Ulrika Toregson (female human) - Popular gladiator who's made a name for herself by raucously celebrating her arena wins in local taverns.

Cudgel District
Ruphus Laro (male human) - Priest of Kiregesh in the House of Flowers.
Tenkar Gritbeard (male dwarf) - A barrel-chested dwarf that is the leader of the Stonemason's Guild.

Merchant's District
Kalmadar Taskerhill (male halfling) - Lord of Taskerhill Manor. Possibly the richest man in Siren's Bay.
Lux Loreli (female human) - Mysterious (and somewhat frightening) mistress of Witch's Tower.
Worrin Lidu (male human) - Mayor of Siren's Bay. Many worry that Worrin is growing too soft in his advancing years to be an effective leader.
Zebula Meravanchi (male human) - Head of the semi-notorious Meravanchi merchant family. The Meravanchis are extremely wealthy due to their less-than-legal activities.

Sails District
Gregar Skeen (male human) - Master of the Shipwright's Guild.
Jalpe Jinn (female half-orc) - A likable-enough woman who tends to a small shrine dedicated to the life and deeds of Black Thatch.
Vico Bevenin (male human) - Owner of the Amijio Trading Concern, which makes him one of the richest men in Siren's Bay. Why he resides in Sails District is a mystery.
Amella Venkalie (female human) - A down-on-her-luck ship's captain, Amella is known as the most foul-mouthed sailor in the city.

Sunrise District
Basar Finn (male human) - Representative of the Farmer's Guild.
Kera Gosalar (female human) - Priestess of Istanu.

Trade District
Alma Telvanta (female human) - Exotic woman that runs the prestigious Telvanta Dance Academy.
Blisker Tittertop (male gnome) - Master of the Alchemist's Guild.
Lavinia Van Rebvorn (female human) - Young woman whose merchant parents recently perished in a terrible fire.

Character Background:
Your character should live in Siren's Bay, or have arrived there recently. Either way, some recent notable event has occurred that might mark you as an adventurer. Include this recent event in your background.

I am asking for a 10 minute background from all applicants:

1) Write five things about your character's concept and background - five things that you think are the most essential parts of your character.

2) List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

3) List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. I will also be creating a third secret which you as a player will not be aware of.

4) Describe three people that are tied to the character through blood, romance, or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up.

5) Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

Feel free to make up lore for your character that isn't included in this post - if it doesn't fit with my concepts for the setting, I can help sculpt it into something that does. If it does fit, it might just become canon for the setting. The people you describe can reference the ones in the Notable NPCs section, or they can be made up by you. They do not need to tie in to, or live in, Siren's Bay.

Also, think about your character as a person. What do they…
1) look like?
2) wear when adventuring?
3) wear when not adventuring?
4) do to relax?
5) do for entertainment?
Etc.

Your character should have an interest in adventuring, and a desire to see more of the world (you won't be in Siren's Bay forever).

Character Creation Guidelines/Houserules:

1) 20 point buy, with no stat below 8 before racial modifiers. Having multiple dump stats is frowned upon. I expect characters to roleplay their dump stats.

2) Average wealth for your class.

3) Core races only - no exceptions.

4) Most Paizo Pathfinder material is auto-approved (I reserve the right of veto). Non-Unchained Summoners, blood money and the Antagonize feat are banned. Unchained classes may be used, but are not required.

5) I will consider 3rd party material. Please be sure to link to the rules (such as on d20pfsrd).

6) Background skills will be used.

7) Breath of life is renamed cure deadly wounds, allowing it to be spontaneously cast by clerics.

8) Alignments should be a flavor of good - NG, CG, or LG. A note about Savage Tide - this adventure has some situations that involve working with people/creatures of questionable morals in order to bring about the greater good. This should be somewhat difficult for a good-aligned character to digest, but not an insurmountable problem.

9) Hero points will be used. Hero point feats, spells, and magic items will not be used. You start with 1 hero point, gain 1 at each level up, and can have no more than 3 at a time. When using the Cheat Death option, if your character does not have enough hero points, other members of the party can contribute their own instead, so long as they can come up with a reasonably flavorful way of helping you cheat death.

10) Major villains will receive villain points that can be used exactly like hero points, except they cannot Cheat Death.

11) Classes that are not Intelligence-based that only get 2 skill points per level (Fighter, Cleric, probably some others not coming to mind instantly) instead get 4 skill points per level.

12) 2 traits. No drawbacks.

13) Max hp at first level. Half rounded up at subsequent levels.

14) Monks are proficient with all monk weapons.

15) Power Attack, Piranha Strike, and Combat Expertise no longer exist - all characters have access to the abilities they grant. A character may not use any of them combined (ie, a charcter cannot use Power Attack and Combat Expertise in the same round).

16) For Improved (combat maneuver) and Greater (combat maneuver) feats, there is no stat requirement, and the feat requirement is waived if the feat in question is mentioned in #15.

A note about me:
I have GM'd games in real life for approximately 6 years, running 2 campaigns to completion. I've had some PBP games I GM'd aborted in the past due to some real-life events interfering, and due to a lack of maturity on my part in figuring out how to handle those events without abandoning the PBP games. My life should be more stable now, and even if not, I'd like to believe I'm more mature now and able to juggle multiple responsibilities better.

I'll be looking for 4-6 players. Recruitment will close on 3/1/2017. I am looking for players that can post 1/weekday, and once a weekend. An application is not considered complete until everything in the Character Background spoiler is completed. Build concepts are good, completed character sheets are great, background is most important.

Feel free to ask as many questions as you'd like.


i like what i see, power attack and the like not being feats saves the feat tax giving martials a slight buff.

the setting seems interesting, though im going to look over it some more see if i can think of a concept.

one thing that might co e up as a question, sumoner is banned, unchained is allowed, where does unchained summoner fall? doesn't much apply to me, i'm not in the summoner mood.

but anyway dotting


Non-Unchained Summoners are allowed. I've updated the initial post.


Interesting. Dotting while I think up a character.


Hmm, doting for interest. I shall be back! Hopefully with a character! XD

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Sounds like a great concept. Interested and will bring forth a character.

Scarab Sages

I'm interested. The first thing that comes to mind for me is a bomber alchemist. I'd probably play human so what ethno-linguistic groups are present in the setting?


Most humans speak Common.

There's a ethnicity of tribalistic humans known as Nahuahtl. They are considered "primitives" by most "civilized" humans. Their language is also called Nahuahtl. They are spread across many lands but mostly in small populations. They are inspired by Central/South American peoples such as Aztecs and Mayans.

Other than that, I haven't yet gotten into that area of design for the world.

Grand Lodge

Sounds like a lot of fun! Dotting and I have a character idea brewing already.

The Exchange

Ok definitely intrested. Already creating a character. Quick question: are firearms around? I presume not.


Looking at Ultimate Campaign's classification, I'd say firearms are currently just a little past the Very Rare Guns classification - most people would view them as magic, and they certainly aren't being mass-produced. I'd allow a gunslinger, but I'd need to work with the player one-on-one to come up with the background (PM me about it if you want to do so).


interested!


GM alientude wrote:
Looking at Ultimate Campaign's classification, I'd say firearms are currently just a little past the Very Rare Guns classification - most people would view them as magic, and they certainly aren't being mass-produced. I'd allow a gunslinger, but I'd need to work with the player one-on-one to come up with the background (PM me about it if you want to do so).

I have PM'd you.


Interesting. This may be a chance for me to try out my swashbuckling accountant!


Dotting for interest!


Power Attack, Piranha Strike, and Combat Expertise all being free? 4 skill points for the screwed classes? Man...how can I not take advantage of this?

Also, a question: My character is a decent smith. What rules for item creation will we be using, and can I use my starting wealth to have him create his own equipment?

Crunch:

Name: Valghaz Ironhammer
Race: Dwarf
Alignment: Lawful Neutral
Languages: Common, Dwarven, Celestial
Age: 142
Class: Forgepriest (Warpriest Archetype) of Merodach
Str (16) Dex (12) Con (15) Int (12) Wis (16) Cha (6) HP (14) Fort (+5) Ref (+1) Will (+5) Initiative (+1)

Racial
* Craftsman (+2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.)
* Stoic Negotiator (+2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning)
* Unstoppable (Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.)
* Stability (Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.)
* Slow and Steady (Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.)

Traits
* Bruising Intellect (Int for intimidate)
* Fate's Favored (+1 all luck bonuses)

Feats
* Power Attack (-1 hit, +2/3 damage) auto
* Piranha Strike (-1 hit, +2 damage) auto
* Combat Expertise (-1 hit, +2 AC) auto
* Toughness (+3 HP, then +1 HP for every level after 3) race
* Weapon Focus (Earthbreaker) class
* Breadth of Experience (+2 all profession checks and knowledge checks, may make all untrained) lvl 1

Skills
* Diplomacy: 1 skill point (+4)
* Intimidate: 1 skill point (+5)
* Sense Motive: 1 skill point (+7)
* Knowledge Engineering: 1 skill point (+7)
* Knowledge Religion: 1 skill point (+7)
* Knowledge All: 0 skill points (+3)
* Profession All: 0 skill points (+5)

Background Skills
* Craft-Blacksmithing: 1 skill point (+7)
* Profession-Merchant: 1 skill point (+11 / +13 when dealing with metal or gems)

Level 0 Spells
* Create Water
* Detect Magic
* Mending

Level 1 Spells 2 per day
* Cure Light Wounds (1d8+1 heal)
* Shield (1 min per level, +4 Shield AC)
* Divine Favor (1 min, +2 hit and +2 damage)

Blessings 4 per day
* Magic (At 1st level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver.)

Background:

1) Write five things about your character's concept and background - five things that you think are the most essential parts of your character.

1: Valghaz comes from a long line of dwarven priests of Merodach. Dwarves live far longer then men, and their memories persist longer too. His clan were smith-priests, using their skill and faith to forge magical artifacts in the name of their god. Because of their connection to the god of magic, and their ability to create magical items, they lack the resistance to magic that most dwarves enjoy. When the gods vanished, the clan (as was the rest of the world) went into a crisis. They continued smithing, though they lost the ability to make magical items.
2: Valghaz was raised with tales of the 'golden age' of his clan, told of the respect and wealth that his clan once had.
3: His parents moved to Siren's Bay when he was in his early twenties. He remembers the mountains that he was born in, but the city-state is his home.
4: When the gods returned, his father and mother immediately became staunch worshipers of Merodach. This in turn passed on to him. The return of the god was met with jubilation, though Valghaz does worry that if the gods left once, they may do so again.
5: Valghaz is of the belief that the secret to making a truly legendary weapon will only come about when he has mastered the art of both forging and wielding said weapon. He is determined to become an 'adventurer' for the purpose of becoming worthy to his god, and himself, so that he may complete his life goal.

2) List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1: Valghaz wants to create a weapon or piece of armor of such power that his name will live on through it far beyond his own death.
2: Valghaz wants to learn why the gods left.

3) List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. I will also be creating a third secret which you as a player will not be aware of.
1: Valghaz is outwardly pious and is confident in his god. Secretly he worries that the divine power which he enjoys will not stay.
2: He is not aware that there is magic in his blood, much like what a bloodrager would have. It is dormant though, and has not surfaced in many, many generations.
3: ???

4) Describe three people that are tied to the character through blood, romance, or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up.

1: Friendly-Father: Duradinn Ironhammer (Works the forges of Ironhammer smithies. A curmudgeon of a dwarf who prefers the heat of the forge to the coldness of mortal hearts. He has passed on his desire of making a name for himself via forging a magical artifact to his son.)
2: Friendly-Mother: Brunhilda Ironhammer (Runs the Ironhammer business, as his father is completely unsuited to the task. She is far more concerned with coin than she is with making any item of legend)
3: Hostile: Grima Ulafson (Rival Smith. During a competition the Meravanchi sabotaged Grima's submission because they had bet on him losing. Grima blamed Valghaz and has held a grudge ever since)

5) Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1: Eager to prove himself 'as a real man', Valghaz fought in the City's Arena. He was completely thrashed by Tormagal. The Arena Master likely saved his life, as he was far from ready to fight in such a deadly environment. Valghaz learned much of his own limitations from the encounter.
2: When coming of age he was tasked with making a hammer. While forging it, liquid metal splashed on his hand. So great was his desire not to let down his father that he let the burning metal sit while he finished his task. It left a large scar on the back of his right hand.
3: When the gods returned Valghaz was in the process of mending broken tools. Upon picking up a cracked shovel, the tool spontaneously mended itself. It was his first time feeling the touch of the divine, and the memory has never level him.

Also, think about your character as a person. What do they…
1) look like?
2) wear when adventuring?
3) wear when not adventuring?
4) do to relax?

A barrel chested dwarf with a thick black beard. When adventuring he carries with him a collection of hammers, along with a farrier anvil strapped to his back, so that he might practice his craft anywhere. When not adventuring he is usually seen in the garb of a smith, which he believes to be akin to the religious robes worn by priests. For relaxation he drinks, going from tavern to tavern in an attempt to try every kind of alcohol that the city has to offer.

So there you have it! A dwarven forgepriest. For those who don't want to read all of the above, he is looking to:

(1) Adventure so that he can master the art of using a hammer, so that he might be worthy of creating a weapon of legend.
(2) Find why the gods left, so that he can assuage the fear that the divine power he enjoys will vanish before he can complete the aforementioned goal.

Here to swing a large hammer around, heal the party, and create weapons/armor.


Grumbaki: Item creation will be done as the CRB states. I will say that you, and anybody else that wants to do pre-campaign crafting, can use 25% of your starting wealth for crafting. So if you started with 200 gp, 50 gp of it could be used for crafting materials that you can craft ahead of time, as long as you can make the DC by taking 10.

Valghaz's alignment is listed as LN. All characters must be either NG, CG, or LG.

One thing I should mention to everybody who's interested - this campaign will not explain why the gods went missing - the reason behind it is only ever-so-slightly touched upon. While the reason is defined and I know what it is, the campaign that would address it is really only a basic outline at this point.


Ah, a classic!
Interest is piqued!
...


GM alientude wrote:

Grumbaki: Item creation will be done as the CRB states. I will say that you, and anybody else that wants to do pre-campaign crafting, can use 25% of your starting wealth for crafting. So if you started with 200 gp, 50 gp of it could be used for crafting materials that you can craft ahead of time, as long as you can make the DC by taking 10.

Valghaz's alignment is listed as LN. All characters must be either NG, CG, or LG.

One thing I should mention to everybody who's interested - this campaign will not explain why the gods went missing - the reason behind it is only ever-so-slightly touched upon. While the reason is defined and I know what it is, the campaign that would address it is really only a basic outline at this point.

Roger that. I'll change his alignment to being NG.

As for crafting then...

* His craft skill is +9, so I can make DC19 checks. Enough for any kind of weapon, but not enough for masterwork (which I can't afford yet anyways)
* With 175 starting gold, I can have up to 44 gold in crafting materials.
* Crafting his earthbreaker will cost him 27 gold.
* Crafting his boulder helmet will cost him 13 gold.

Well within what he can make with the starting gold. And thanks to this ruling, he is able to start off (barely) with everything he needs.

Will also say that I look forward to seeing him gain some levels. He'll get 1/2 his class level as a bonus to his smithing and the free feat "craft magic armor and weapons." So by lvl 3 he can start enchanting the party's gear, so long as we can scrounge up the materials and get a quiet place to work.

----

As for the issue with the Gods, I'll keep that as one of his goals even though I know OOC that he won't be finding satisfactory answers. His main goals, regardless, is to get out and about to master his weapon so that he can create a legendary item which will carry his name past his death.

Liberty's Edge

This sounds interesting. I'd like to submit a bard I made for another campaign that fell apart...a couple times. She's different from my normal happy and heroic high fantasy character and I'd like to explore it more. Have a couple simple questions first.

1:She's a Dawnflower Dervish Bard, but since your world doesn't have a Sarenrae I assume it won't be a problem for her not to worship Saranwrap?

2: The Dervish Dance feat says you can't use a shield in your off hand, bucklers say they don't occupy your off hand. Would my PC be able to use a buckler and the Dervish Dance feat? It's not critical for the build, but she is a melee bard and the 1 AC would help.

3:Most of her life thus far was as a slave. Is there a slave nation in your world she can be from?

4: How much do you keep track of "minutia"? Food on the road, cost of day to day living, tracking number of mundane arrows, encumbrance etc.


Valghaz Ironhammer wrote:

* Crafting his earthbreaker will cost him 27 gold.

* Crafting his boulder helmet will cost him 13 gold.

Maybe I'm wrong, but doesn't mundane crafting cost 1/3 the item price?

So the Earth Breaker be 40/3 = 13.333 -> 14 gp to craft
And the Helmet would be 20/3 = 6.666 -> 7 gp?

Unless I'm missing something?


So it does. Thanks for that catch.


I'm interested, I'll have something up soon.


Crisischild:

1) Dawnflower Dervish Bard could simply be renamed something like Whirling Dervish Bard. It would not have a requirement to worship any particular god.

2) I would say no to the buckler while using Dervish Dance.

3) Cseza is a nation near Siren's Bay that utilizes slavery. It is a desert empire with a strong military bent.

4) Cost of living will be handled by the CRB rules. (Cost of Living section in the Gamemastering chapter). Food on the road and mundane ammunition I don't really have much interest in tracking. Encumbrance will be tracked, but not for party treasure that is not actively in use (if it's on your character sheet, you have to track it though).


I'm in the process of building a Nahuahtl summoner, I'll have it up fairly soon.


Presenting Tehuantin and Acoatl, Nahuahtl summoner and his (mostly) friendly tentacled serpent-beast!

Stats for Tehuantin:

Tehuantin
Human summoner 1 (Pathfinder RPG Advanced Player's Guide 54)
CG Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 9 (1d8+1)
Fort +0, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee shortspear +0 (1d6)
Ranged sling +1 (1d4)
Summoner Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—summon monster I
Summoner Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—grease, mage armor
. . 0 (at will)—detect magic, guidance, mage hand, message
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 11, Int 12, Wis 14, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Augment Summoning, Spell Focus (conjuration)
Skills Handle Animal +8, Perception +3, Spellcraft +5, Use Magic Device +8
Languages Common, Nahuahtl
SQ eidolon (named Acoatl), life link
Other Gear studded leather, shortspear, sling, 124 gp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Eidolon Can summon a powerful aspect of an outsider.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Stats for Acoatl:

Acoatl
Aquatic (Pathfinder RPG Ultimate Magic)
CG Medium outsider
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 6 (1d10+1)
Fort +3, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 20 ft., swim 40 ft.
Melee bite +4 (1d6+4), tentacle +0 (1d4+1), tentacle +0 (1d4+1)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15 (can't be tripped)
Feats Weapon Focus (tentacle)
Skills Acrobatics +1 (-3 to jump), Bluff +4, Perception +4, Stealth +5, Swim +12
Languages Nahuahtl
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Swim (40 feet) You have a Swim speed.

10 Minute Background:

Five Facts
1. Tehuantin was born in one of the Nahuahtl capitals, Huey Altepetl.
2.He was chosen to bond with a guardian spirit, his being a tentacled serpent named Acoatl.
3. Tehuantin takes his role highly seriously, viewing it as being chosen by the gods to represent one of their chosen beings.
4. Tehuantin's father was a rage prophet in service to the king, and was fairly cruel to him and his siblings. Tehuantin vowed to never hurt an innocent without provocation.
5. Tehuantin is often confused by Acoatl's inscrutable metaphors about the universe.

Two Goals
Tehuantin wishes to serve his people, and has ventured to Siren's Bay after a prophecy that great things laid in wait if he went there.

Tehuantin also wishes to bring his father to justice, as he stole a sacred relic and fled to Siren's Bay.

Two Secrets
Acoatl has told Tehuantin that a time will come when he will have to leave his homeland forever, and he fears the day when that will come.

Tehuantin's father was killed long ago when his ship was ambushed by pirates. The sacred relic he is searching for lies at the bottom of the sea, far out of reach.

Three People
His brother, Nocnehuan, a high-ranking warrior in the military of Huey Altepetl.

A ship's captain, Cordan Volas. Tehuantin helped him out when his ship was attacked by pirates, so Cordan owes him a favor or two.

The captain of the pirates he was attacked by, Al-Kharazhan, a Czesan privateer. Tehuantin foiled a lucrative raid, so Al-Kharazhan has sworn revenge.

Three Memories
Walking to the grand market in Huey Altepetl for the first time, seeing the brightly colored produce, exotic animals, and innumerable wares from other parts of the kingdom.

The ritual to connect him to Acoatl, the binding rune etched onto his chest with an obsidian dagger, and conjuring forth Acoatl for the first time, cutting open the air with the very same obsidian knife, his companion surgind forth from a distant watery realm.

Boarding the ship to Siren's bay, his family cheering him off. The ocean terrified him at first, as he had never seen a body of water that big before. He locked himself in his cabin until Acoatl assured him that the water was fairly safe, and even the largest creatures in the ocean he was sailing over couldn't compare to the beasts of Acoatl's realm.

Other Background:

Tehuantin is a tall Nahuahtl man, with skin like xocolatl mixed with llama's milk. He typically wears simple and traditional clothes in times of peace, a loincloth covered by a light cloak. If there is a chance of battle however, he wears the garb of a Nahuahtl summoner, a brightly feathered headdress, leather gauntlets and greaves, and feathered shoulder plates that allow his binding rune to be clearly visible. To relax, Tehuantin greatly enjoys talking with others, learning about their culture and simply enjoying their presence. He also enjoys a Nahuahtl ballgame called ollamaliztli, which he loves to teach to others. He is quite sociable, but not entirely fluent in Common, so some missteps happen. He will gladly recount the one of the first times he heard Common from a native speaker, when he thought the soup being served was made from teeth, as opposed to beef.

The Exchange

1 person marked this as a favorite.

I have created a human gunslinger

Character sheet:

Hanko
CG Human Gunslinger 1
Initiative: +5; Senses: Normal vision; Perception:+4
FCB: 1 hp
------------------------------------------------
Defense
------------------------------------------------
AC 15, Touch 12, Flat-Foot 13 (+2 Dex, +3 Armor)
hp: 15 = 10 + FCB + 4 con
Fort: +6, Ref: +4, Will: +0
DR: none
Resist: none
Immune: none
------------------------------------------------
Offence
------------------------------------------------
Speed: 30 ft

Melee:
Dagger
+2 @ 1d4+1 crit 19-20 x2

Ranged:
Dagger
+2 @ 1d4+1 crit 19-20 x2
Longbow
+2 @ 1d8 crit x3
Blunderbuss
+1 @ 1d8 15ft cone crit x2

------------------------------------------------
Statistics
------------------------------------------------
STR 12 DEX 14 CON 18 (+2racial) INT 14 WIS 10 CHA 8

Base Atk +1; CMB: +2; CMD: 14

Feats

Gunsmithing

Deadly aim

Point blank shot

Bruising intellect

Dirty Fighter

Skills 6 per level

Languages: Common, Elven, Dwarf
----------------------------------------------
Equipment
----------------------------------------------
Blunderbuss
Studded leather
Arrows, 40
Longbow
2 Daggers
Explorers outfit
50ft hemp rope
Signet ring
Waterskin
8 days trail rations
Backpack
Pouch
5 handfuls of pellets
4 black powder uses

3gp on hand

Also in my alias.


Backsory:

Hanko arrived at Sirens bay not so long ago. He is the shell of what many people think he used to be. Could he have been a hunter, baker, jeweller etc? The answer is nobody knows. At midnight he stutters into the local inn either drunk or with tears flowing down his cheeks and asked for a room which he almost always gets. In the morning he would have vanished and repeat that. No one knew where he went or what he was doing?

This is a very shallow backstory deliberately. This character is supposed to be very mysterious. But these are some rumours you might of heard some are true and some are not.
[list]

  • He is the mayors child
  • He is greiving for a loved one
  • He is from the recently raided town to the south by whom it was pillaged it is not known
  • He is looking for an elf man who wields to curved elven swords
  • He has this magical machine that causes a BANG and then a small piece of metal whizzes out

    That is about all you would know about the most part of his background.

    1) look like?
    2) wear when adventuring?
    3) wear when not adventuring?
    4) do to relax?
    5) do for entertainment?
    Etc.

    He has dark hair, blue eyes, perfect features (apart from a knocked ou tooth).
    He seems to wear a dark blood-stained tunic with quivers and a bow strapped to him at all times.
    No one has ever seen him do anything apart from come back to the inn. He is however one of the many talks of the town.

    That is it. All other details will be told throughout the adventure.

  • So there is my human gunslinger! His motives unclear to the party but hopefully to be a fun character to play.


    i've given it some thought, i'm going to write up an oracle using the seeker archetype. going for a kind of suave thief vibe. i'll have actual thing up on the morrow all really have is he calls himself “The prince of thieves”


    OH I would soo like to join.
    Inquisitor is one option... or swashbuckler, or slayer

    The Exchange

    Hanko wrote:

    I have created a human gunslinger

    ** spoiler omitted **
    ** spoiler omitted **...

    Forgot to mention I have sent the rest to the GM.


    Simeon wrote:
    Presenting Tehuantin and Acoatl, Nahuahtl summoner and his (mostly) friendly tentacled serpent-beast!

    As I stated above, non-Unchained Summoners are banned. I'll go over the background and provide feedback later today when I have some time.


    GM alientude wrote:
    Non-Unchained Summoners are allowed. I've updated the initial post.

    Really? I might be reading this post wrong but I saw it as saying normal summoners are allowed.


    Oops. I wrote it correctly in the main post above, and completely flubbed it there. Sorry about that, but non-Unchained Summoners are banned.


    Ah, okay. I can have his stats updated pretty soon.


    I was thinking of creating a character that was the son of the Mayor, but Hanko is already doing that so perhaps it is back to the drawing board for me.

    The Exchange

    Perspicacious Wanderer wrote:
    I was thinking of creating a character that was the son of the Mayor, but Hanko is already doing that so perhaps it is back to the drawing board for me.

    Well...they are all rumours (wink, wink) and some are not true.


    Simeon wrote:

    Presenting Tehuantin and Acoatl, Nahuahtl summoner and his (mostly) friendly tentacled serpent-beast!

    So I may have given the wrong impression about the Nahuahtl. There are tribes in many different places in the world, but they're all small tribes that don't have a centralized government. They are the remnants of a once-great empire, but that was a long time ago, and they are now a people in decline, and have been for several hundred years (at least).

    A tribe of Nahuahtl typically is just one village of perhaps 25-50 people (so a hamlet, in Pathfinder terms).


    Understood, would you allow Tehuantin to have been from a non-typical and slightly larger village, perhaps built on the ruins of an ancient Nahuahtl city where he bonded with his eidolon? Also, could I use the aquatic form for a water elemental eidolon?

    The Exchange

    Quick question
    Are poisions banned?

    Is magic illegal?

    Is there a tax?

    Grand Lodge

    Definitely dot.


    Simeon wrote:
    Understood, would you allow Tehuantin to have been from a non-typical and slightly larger village, perhaps built on the ruins of an ancient Nahuahtl city where he bonded with his eidolon? Also, could I use the aquatic form for a water elemental eidolon?

    It could be a slightly larger village, yes, but no more than 100ish people. I'm going to stick with how Pathfinder Unchained has it, that elemental eidolons are either biped or serpentine.


    Hanko wrote:

    Quick question

    Are poisions banned?

    Is magic illegal?

    Is there a tax?

    1) Poisons - are you asking if they're banned in Siren's Bay, or if they're banned in the campaign?

    2) Magic is not illegal.

    3) A tax on what?


    Okay, thanks for the clarification.


    Would VMC be allowed?

    Liberty's Edge

    Couple more questions.

    1: What sort of real world culture would Cseza be related to? Just so I can pick out a couple lore friendly names.

    2: Can my PC have a non-combat pet? I know some GMs are loathe to add any additional bodies to the game.

    3: Can I have more details on the dance academy? That's probably the entire reason Elaina is in Siren's Bay.


    Blue Drake: No to VMC.

    Crisischild:
    1) Cseza is kind of similar to Egypt.

    2) What kind of pet, specifically?

    3) The Telvanta Dance Academy teaches many forms of dance, but specializes in ballet. Only a select few highly talented individuals are accepted each year into their ballet program, and the cost is prodigious. Those that graduate from the Academy are highly sought-after performers. The academy puts on six shows each year; all but one of these shows costs a small fortune to attend. The sixth is done for free on the final day of the week-long celebration of Pirate's Day.

    Liberty's Edge

    GM alientude:
    A chicken.

    Scarab Sages

    @GM alientude: Any other options besides Cseza and Siren's Bay for human character origins?


    10 minute background:

    Write five things about your character's concept and background
    Ephiril is a halfblood, born to an elven father and a human woman.
    His father used to be a mercenary, but has been retired and owns a shop in the market district. For more than 300 years now.
    Ephiril has worked many years with his father in the shop. First as errant boy, later with his mother in the shop, cataloging and selling magical trinkets and spell components.
    Ephiril is a man of his word and he is unhappy to cheat people, but he has to obey his father's commands.
    Ephiril is a well learned you man, with strong magical talent, but needs implements to work tiny bits of it.

    List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
    Become a respect adventurer, by slaying an evil dragon, rescuing a princess or doing a heroic deed worthy of respect by others. Stop being seen as his father's son, or the half blood shopkeeper.
    One day create a magic item by himself and imprinting it with a bit of his spirit.

    List two secrets about your character.
    Some of items sold by his father are forgeries. Some of them even forged with Ephiril´s help. A lot of people could be VERY unhappy if they find out.
    On the day of his birth, the stars were specially aligned, heralding a strong magical potential in the infant. But his father made a pact with a demon stealing gaining a part of his sons potential for himself. But his magical talent could not be completely stolen and with the help of his implements Ephiril can steal weave magic.

    Describe three people that are tied to the character through blood, romance, or honor.
    Ephirils best friend is also his sister, although they just share the same father. There are no secrets between the two and although he loves his parents, he simple adores the 5 year older girl with the short blond hairs and the strong spirit, who is working in Black Thatch Manor as junior assistant attorny.
    A few years ago Ephiril befriended an elderly man named Father Hidalgo, who sometimes came to his father's shop to sell or buy items. Father Hidalgo is a follower of Merodach and a sage in matters of Religion and other Planes. Feeling the potential he helped him first manifest his powers and together they had a short affair. But Father Hidalgo didn't want to risk his marriage and his position in his parish. They are still good friends and meet regularly to talk and discuss matters of magic and planes at a scholar's circle.
    Three years ago during a discussion in the circle a young scholar named Tachi Broodus presented his theories about the disappearance of the gods and the reason of their return.
    Ephiril utterly destroyed his theories with two seemingly innocent questions. Broodus reputation as a sage was shattered beyond redemptions. But Tachi is a talented wizard and experienced adventurer, who specialises in the Nahuahtl civilisation and their artifacts.

    Describe three memories that your character has
    -The feeling as if a warm well located in the middle of his body sending energy flowing through his right arm into an old sword to empower it. The ecstatic joy when he used his power the first time.

    -Standing in the Siren's Bay Arena, feeling the thrill of the spectacles and the admiration of the crowd for victorious gladiators. Understanding that being cheered is intoxicating.

    -Looking up to his father who again beat him a training fight, understanding that he might never beat him in melee. Crying inside that he will always be his lesser if he does not leave his long shadow.

    Also, think about your character as a person.
    Ephiril is almost 6 feet with sand blond shoulder long hair and a medium stubble.
    His ears are quite pointy, but not as extreme as a full blooded elf, and his eyes crystal blue.
    When adventuring he wears sturdy brown leather pants and shirt with soft leather boots and gloves und a scale armor, with a Kukri sheathed on his left hip. A long polearm complements the attire.
    If not adventuring he wears combination of light leather and colourful linen shirt to show a well-respected shop-owners son.
    Ephiril enjoys a good book while lounging in a hot bath, with spiced wine and honey treats. He is also a regular attendant to a scholar circle.
    If he can he enjoys the spectacle in the arena, especially fights between the current champion Iobo the thrice-scarred and the various monsters brought to the arena for the audience enjoyment.
    Ephiril is a collector of seemingly mundane items, who speak to him in a very special way.
    Items like the belt of the pirate Redeye the cruel, made of a dozen strands of hair, collected from his own daughters. Or the jade-green silken headband, worn by the monk gladiator Steelfist in his first, championship duel 10 years, the one he threw into the crowd. Or the holy symbol of Father Hidalgo, which he presented to focus his faith to channel the vampire Obouro into dust.

    Grand Lodge

    Here is my character submission! It took a little longer than I though but I've wanted to play this character for a long time and this setting really brought her to life. With that in mind I'm sorry if it's resulted in quite a lengthy submission. Please let me know if there is anything in her backstory that doesn't fit in with the lore you had in mind.

    -----------

    10 Minute Background:

    1) Write five things about your character's concept and background - five things that you think are the most essential parts of your character.

    -Arya’s family moved to Siren’s Bay from Cseza when she was very young.

    -Growing up, she always wanted to be a dancer.

    -She dropped out of the Telvanta Dance Academy because she couldn’t handle the rules; she has a rebellious, chaotic spirit.

    -Arya makes her living as a sailor, because she wants to see more of the world.

    -The tattoos covering her body are a record of her life story so far.

    2) List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

    -It would be a dream come true for Arya to captain her own ship, with no one to tell her what to do and nothing holding her back from travelling wherever the wind takes her.

    -Arya wants to find the treasure hoard of the fearsome pirate Captain Mitabu Shikaba.

    3) List two secrets about your character. One is a secret the character knows, one is a secret that involves her but that she is not actually aware of yet.

    -When she was a child, Arya snuck into the Meravanchi’s private garden and overheard Zebula make a deal with Mayor Lidu. She slipped away unseen and has never told anybody a word of what she heard.

    -Arya is unaware that the buried treasure she believes her map leads to was actually retrieved long ago, by Captain Shikaba himself and it now lies deep within the dungeons of the pirate’s lair.

    4) Describe three people that are tied to the character through blood, romance, or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up.

    -Arya’s father, Namere “Nate” Semkhehay is a wealthy merchant. Nate disowned her when she dropped out of the dance academy to become a sailor.

    -Arya is currently involved in a romantic relationship with, Sikta “Ray” Huxley, a member of the tattooist guild who practices her trade in the Sails district.

    -Amella Venkalie saved Arya from drowning when she fell overboard in a storm, Arya feels indebted to the down-on-her-luck captain.

    5) Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

    -Arya has many memories of being bullied while growing up, this was usually for the fact that her family came from Cseza.

    -On the night her father threw her out of home, Nate had just found out that Arya was failing her schooling. Arya confessed she hated the strict rules and constant bullying she received at the academy and wanted to become a sailor. After a long shouting match Arya found herself standing on the curb, alone and in tears. It was three years ago now but it’s a memory that is hard to forget.

    -Arya remembers the pain and rush of adrenaline she felt while getting her first tattoo. It is a small flower, hidden away somewhere she could hide it from her family. She snuck out to get it when she was 14.


    ----------
    History:

    Born of Human parents in Cseza, Arya Semkhehay belongs to a well-to-do middle class family. Arya's parents travelled to Siren's Bay very early on in her life. They didn’t agree with the political climate in the Empire and wanted a new life for their children in the free city-state. At first the family had a rough start in their new home town. Not long after they arrived in the city-state, Arya’s mother, Lyssa, died in childbirth. Her father, Nate, attempted to establish himself as a jeweler, but did not do well. Eventually, Nate joined the more profitable merchant business and accumulated a substantial fortune. Arya has two older brothers. Djehi and Ismar, however she was always closest with her younger brother, Bobecc. This was especially the case once her father remarried and she received two new half-sisters, Kiandra and Maria.

    In her early life, Arya was easy prey for bullies, and anyone out to make themselves look tough. This was all thanks to her Csezan heritage. The other children would call her names, and make fun of her family, especially before her father managed to find success in the merchant business. On more than one occasion Arya was left bloody and bruised by some older bullies. After one particularly rough beating, Arya found herself in the arms of a kind stranger, who took her in and cleaned her wounds. The man was an old sailor, and while he nursed her back to health he told her of all the places he had traveled to and the people who lived there. This chance encounter inspired a wanderlust within her. The sailor also told her tales of the fearsome pirate captain Mitabu Shikaba, known on the high seas as “the Shark Lord”. Before she left the man pulled an old map from out his boot and gave it to her, he told her that it was a map to the pirate’s buried treasure, but neither he nor anyone she has shown it to since can decipher the clues scrawled on the parchment.

    As an adolescent, Arya started to stand out for a different reason. She was quite an attractive young girl, and some even started to see the fact that she was Csezan as something of a draw, especially rebellious young men looking to annoy their more patriotic parents. Arya paid little attention to the boys chasing after her though. Arya was an adrenaline junkie, and she and her friends would take turns daring one another to take risks and complete challenges around town. Racing through the markets, climbing up ships rigging, or performing other dangerous tasks to chase the high.
    For several years, Arya attended the Telvanta Dance Academy, where she pursued her dream of becoming a dancer. Although she was a talented young student, and got on well with her teacher, Alma Telvanta, her time at the academy was not a happy one. Arya could not handle the strict rules and regulations of academic life, and again she found herself the victim of bullies, whether they were discriminating against her because of her race or just because they were jealous of her looks, or skill, the other students made life hell for Arya and she dropped out of school before she turned fifteen.

    When she dropped out of school, her family disowned her, and she found herself out on the street. She ended up living in the sails district, where she met Sikta “Ray” Huxley. Arya quickly fell deeply in love with Sikta, the first person in her life who Arya felt she could tell anything to. Soon, Arya moved in with her lover in the sails district and started looking for work as a sailor to help support their life together.
    For the past two years sailing has been Arya’s life. She took to the profession quickly. Her years in the dance academy taught her a lot about how to move and this has served her well climbing the rigging and navigating through crowded decks. Arya has served on several voyages under Captain Amella Venkalie, although lately it seems like Amella’s luck has dried up, and with it so have Arya’s job prospects.


    ----------
    Personality and Motives:

    Arya is independent and free-spirited. She has an easy going and carefree approach to most situations although she can be unpredictable and hot-headed at times. She still respects people’s personal liberties and values their company, making a trustworthy and honest friend. She has little regard for law, order, or social standards and does not respond well to authority but would never betray a family member, comrade, or friend. She believes it is immoral to attack an unarmed foe or to ever harm an innocent creature. She has inherited a great wanderlust from growing up around the sailors around Siren’s Bay, and used to dream of taking a ship to faraway lands, especially in times where she saw it as a way to escape her bullies, although she still feels Siren’s Bay is her home.

    Arya is still looking for a true calling in her life. She feels like there's more to explore in the world than what she’s seen of it and longs for a life where she can be truly free and happy.


    ----------
    Appearance and Mannerisms:

    Arya is 17 years old, stands 5' 11" tall and weighs roughly 127 lbs.
    Arya’s thick, auburn hair is short and wavy in the front, and longer in the back where several thick dreadlocks are double braided and tied back under an old bandana. Her hair is decorated with numerous beads, bones and old coins that she has tied into it. She has a strong, angular face, high cheekbones and thick eyebrows. Her almond-shaped eyes are a bright blue-green, like two coastal lagoons, contrasting vibrantly against her warm-brown complexion. She has the thin, graceful build of a dancer, although she has put on some more muscle in her arms and shoulders since leaving the academy.

    She has a tattoo of a small anchor on her cheek, just below the outer corner of her right eye, a reminder of her first time at sea. Among a large sleeve tattoo, the constellation Usherine sprawls across her right forearm, roughly resembling the shape of a great whirlpool. In an ancient society, this constellation was seen as the representation of the goddess of the ocean, which is how it received the name still used today.

    Arya has quite a plain wardrobe. Her favourite shirt, once quite a fanciful blouse is now little more than a dirty scrap of fabric, grime and muck. Both sleeves are missing and there's two gaping holes where they once were which reach almost all the way down to her waist. Her dusty brown pants aren't in much better condition. She wears a small scarf around her neck and has it wrapped around her face in a way that covers the chin. It's ragged and stained, but it smells of the sea and she liked to keep it close.
    She accentuates her plain clothes with as much cheap jewelry as she can afford. Copper and brass adorn her wrists, arms, fingers and toes, just about anywhere she can fit a ring, a cuff, a bracelet or a bangle she'll wear one.
    When she's out at sea Arya wears a grubby old navy officer’s coat. It's in quite poor condition. Aside from the holes, the left arm is completely missing, as are most of the buttons and embellishments. But at least it helps her stay relatively warm and dry, even if only a little.

    Arya spends most of her free time relaxing in a hammock strung between a tree and the back wall of Sikta’s tattoo parlour, a drink in her hand and usually a fresh-picked fruit of some kind in the other. She daydreams a lot, or watches “Ray” work on her clients. When she’s feeling in the mood for something more entertaining, she likes to head over to the Smiling Shipwright Tavern in the Azure district. The walls of the tavern are littered with nautical memorabilia,and it is often packed full of sailors. Arya can often be found drinking at the bar, playing dice in the corner or even up dancing on one of the tables, on a good night.


    ----------
    Character Concept:

    Arya is a chaotic good rogue, using the unchained rules and following the pirate archetype. She will focus on using her rapier in battle, utilizing combat maneuvers and flanking to try and deal out sneak attack damage whenever possible. Outside of combat she will rely on good diplomacy or the ability to bluff to handle most situations, although she will also be able to sneak around and make use of her acrobatics and climbing abilities if the needs arise.

    -----------

    1 to 50 of 94 << first < prev | 1 | 2 | next > last >>
    Community / Forums / Online Campaigns / Recruitment / GM alientude's Savage Tide All Messageboards

    Want to post a reply? Sign in.