
bbangerter |

Ascension
I'm looking for 16 or 20 players to form four groups of 4/5 players each representing a different faction. Each of the four groups has different goals and motivations, sometimes those goals will overlap with another faction's goals, and sometimes they will conflict. As a result players will find themselves sometimes working with the other groups, and other times in opposition to them.
Players wishing to participate in this game should be able to post once per day (Mon-Fri). More is certainly allowed, but if you cannot meet this posting requirement please don't sign up for this game. I will generally post updates between 10-11 PM MST. I will sometimes post small updates during the day as well dependent on me having some down time at work. Maps will be posted to my photo bucket account for viewing by the players. For example
Despite the campaign name, this game is not using the mythic play test rules, and there is no mythic ascension point in the campaign.
This is the recruitment thread for the Merchant's Guild.
Other factions can be found here:
Mageocracy
Thieve's Guild
Rebellion
I'm expecting to leave the recruitment thread open for about one week. After which players will be selected for each faction and another week will be given for players to flesh out any final details for their character back story and create a character stat block.
Either you are a son or daughter of a wealthy merchant, or perhaps a caravan guard or caravan captain. The lack of action on the part of the mages has forced the merchants to trust to their own devices for protecting their caravans and interests. Some of the merchants are motivated by simple greed, others simply seek a peaceful and lawful society which the mageocracy seems incapable of providing. Some of the merchants have started (or increased) smuggling operations or started dealing with illegal goods while trying to use their political influence with the mage tower to improve the situation. You have been entrusted to work towards the common interests in the merchants guild as a whole.
Allowed Alignments: CG, LN, N, CN, LE
Allowed classes: Any as allowed by the above alignments (rogues and fighters are a natural fit, but the party should be well rounded).
Races Allowed: Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Haflings, Humans, Catfolk, Undines. If you select Undine in addition to your normal racial abilities you also get an extra feat (similar to humans).
When creating your back story feel free to talk with other players wishing to join this faction and create ties between your back stories.
More information on your faction will be given once the game starts, though you are free to ask questions if you are looking for additional details to flesh out your back story.
The remainder of the spoilers contain information that is identical in each of the faction threads. If you have already read this information in one of the other threads you can skip these.
This campaign is mostly an urban campaign, though some wilderness travel and ocean travel will also occur.
The factions will give their teams various goals or objectives to meet, it is up to the players to determine how to achieve those goals. While I've got a number of missions for each faction to give to players, this campaign is intended to be fairly sandbox. If players come up with things they'd like to try to further the overall goals of their faction I will try to incorporate those ideas into the campaign. Be aware though that there are some places in the world that will prove death to the players if they wander about haphazardly.
I'm not currently interested in character stat blocks, I want to see first and foremost a back story for your character. As part of this back story all characters are required to include one (though more is allowed) individuals living in Coran, Gumlat, or Issust Hold (see geography below) whom they hold dear. When your character is in the neighborhood it is expected your character will take some time (stealthily or openly) to visit with this person. This could be a spouse, sibling, parent, aunt, uncle, cousin, etc. But it must be someone the character would take great pains (or even be willing die for) to prevent harm to them. This NPC will be a commoner and is not capable of defending themselves from more powerful PC's or NPC's.
It is expected your character has friends and acquaintances from this region of the world, feel free to include a couple such friends in part of your back story.
All players are from this region of the world and should select one of the areas from the geography section as a birth place.
I'd like to know what motivates your character and what your character is afraid of. Anything that I can hook some side plots into will make for a much more interesting play experience.
Please also include a physical description of your character including such things as skin color, hair color, eye color, and style and color of clothing.
Your posted stat block for your character should use this format or something very similar to it. Feel free to copy and paste this into your profile then change it up to match your own character.
Characters will be created using a 20 point buy.
Characters will start at 5th level. You may choose no more than 2 classes (or 3 if the 3rd is a prestige class) to create your character. This also applies when leveling up.
Each character starts with 10,000gp, of which no more than 50% may be spent on a single item. During character creation all items within the given 5000gp or less per item are available.
As you accumulate wealth you can assume anything costing 4000gp or less (assuming it is not an illegal item) are readily available. Anything costing more than 4000gp will require crafting time to have made for you, though anything up to 15000gp can be obtained. Anything above that price may or may not be available. Characters may not start with custom made magic items. You may request to have a custom magic item made – though I'm likely to add a flat cost on top of whatever costs might normally be associated with said items – or may just flat out disallow it.
Slotless magic items that mimic the ability of an existing magic item that normally requires a equipment slot are not allowed.
Magic items that provide +x enhancement bonuses such as cloaks of resistance, rings of protection, belts of physical stats, headbands of mental stats, etc can always be upgraded to a higher level for the cost difference. Also, these items may always be combined with another effect that uses that item slot for the price of the additional magical enhancement + 50%. For example a cloak of resistance +1, cost 1000gp, could be combined with a catching cape, normal cost of 200gp (plus 50% for a cost of 300gp), for a total of 1300gp. Or a ring of protection +1, cost 2000gp, combined with a ring of counterspells, normally 4000gp (plus 50% for a cost of 6000gp), for a total of 8000gp.
Players should select 2 traits using the standard rules.
Depending on which faction you are a member of there are alignment and racial restrictions (see the individual faction recruitment threads for this information).
Because of the nature of this campaign there will be PvP between factions. Players should plan for escape mechanisms from a battle turned against them.
Inter-party PvP will be strongly discouraged. If you wish to engage in PvP with those who should be your allies you must talk to me about it first, and your reasons must be compelling in story character reasons (like your allies endangered your NPC dependent – not something petty or trivial).
All players will get one free true resurrection during the course of the campaign should they die (you may choose to use this to raise a fallen ally). Unless the player's gear can be recovered though, resurrected players will start with one-half their WBL based on their current level. For arcane casters you will get a new spell book with only those spells you would have for your current level, any additional spells will need to be purchased again. If your body can be recovered then normal uses of spells like raise dead are available.
Players get max HP at every level.
Players will level up when I say they do, but this will be roughly following the fast experience track.
I do enforce encumbrance rules, keep this in mind when equipping your character. In general I will not be keeping track of food or normal ammunition (things like arrows made out of special materials will be tracked). If you somehow get yourself trapped in an area though where you could not readily restock these items then these items will be tracked until you can escape the situation. You must still buy 1 quiver (or 2) full of arrows, bolts, sling stones, what have you. At such time as you may become trapped you will have the amount listed on your character and those items will be tracked at that time.
Rule books allowed are Core Rule Book, Advanced Players Guide, Ultimate Magic, Ultimate Combat, Ultimate Equipment, and some portions of the Advanced Race Guide (alternate racial features and archetypes are allowed, as are racial spells and feats, and see faction specific areas for races allowed). Other source books are not allowed.
I recommend all characters train the stealth and disguise skills, but this is not required.
Leadership feat is not allowed, I've got enough to keep track of without worrying about cohorts.
Antagonize feat is not allowed. It is especially problematic for a PvP type game.
You may take item creation feats, but these feats will not be applied to your starting 10k wealth to reduce the cost of magic items. You will be able to get use out of item creation feats though if you select them.
Diplomacy and intimidate skills don't exist. They are all rolled into the bluff skill. If your chosen class has diplomacy or intimidate as a class skill you instead have bluff as a class skill. Feats and traits that would increase diplomacy or intimidate instead affect your bluff skill, however these do not stack with other feats or traits that would increase one of these skills.
In game when you are using your bluff skill please specify what you are actually trying to accomplish. i.e., still state you are trying to intimidate someone, or calm someone with diplomacy, etc, but your bluff skill will be used to modify the d20 roll to determine the effectiveness.
Because of the potential PvP encounters realize that using the bluff skill to get someone to act more friendly towards you (because of good diplomacy or fearsome intimidation) in a social situation may or may not work, though role-playing in this area is certainly encouraged. Combat uses of bluff skill can also be used to apply the shaken condition (as per intimidate) or apply class specific abilities that rely on one of these skills.
Note that many d20 rolls will be done by the GM. Skills that have an obvious success or failure such as climbing, swimming, crafting, attacking, should be made by the players. Skills which have more hidden results will be made by the GM such as Bluff, Sense Motive, Knowledge, Spellcraft, Stealth, Perception, etc.
When your character speaks, unless you specify otherwise, it will be assumed you are speaking in common. This means any listeners, known or hidden, will be able to understand you. Speak in another language and you may be able to foil spies if they don't have a means of understanding the given language.
Because this game will be taking place in four different threads simultaneously I ask that you refrain from reading the other factions threads. Doing so will only reduce your own and other players enjoyment.
Also because of the four threads game time will not always be consistent between the different groups. This could also result in a given thread being put on hold for a day or two if an encounter is about to occur between two groups but one group needs to finish something up.
The campaign takes place in the city of Coran, capital of the Ondian empire. Coran lies on the eastern coast of the continent and in the southern foothills of the Chaggath Spine, a large mountain range that runs northwest from the city. Coran is home to the great library, which draws scholars from across the continent to it for study and research. The city is a good sized metropolis with a large transient population. The given population at any given time is around 15,000 people. Many magical wonders and exotic goods are available in the city, as are illicit substances and other secrets for those who know where to look. Coran is also home to the current ruling Mageocracy, who rule from the Tower of the Heavens. What happens inside the walls of the tower is a secret to all but those allowed inside. From the tower come the laws of the land as enacted by the Council of Seven. Coran is primarily human though it is not uncommon to see all the varied races of the lands walking its streets.
A weeks travel to the west is a small village known as Gumlat (population of around 600). This village lies at the edge of a large expanse of forest. Rumors and stories of were-creatures surround the rise of this small village. It is said many years ago, Aroale Nulil, priestess of Erastil, defended what was then a settlement against a large number of lycanthropes through the strength of her god, though she perished in the effort. The tales of beast men continue to float about the area, though no one has since that time brought forth clear proof that any such creatures continue to exist in the area. Many believe the forests west of Gumlat are haunted though, and more than one soul has disappeared into those forests to never to return. The land between Gumlat and Coran is mostly farmlands with small thinly wooded areas near the base of the Chaggath Spine. Gumlat is primarily human though a good number of gnomes and haflings also inhabit the area.
North across the Chaggath Spine, two and a half weeks of travel over the high mountain roads, lies the city of Akleta with a population of around 3,000. This population is not centralized though, perhaps 1500 live in the city proper, with the other 1500 inhabitants within two days travel of the city. The area consists mostly of shepherds, cattle ranchers, and miners. The mountains separating Akleta from Coran have given the people of Akleta a sense of independence from the rest of the empire, though they are still dependent on Coran for trade goods from across the sea and rely on them for aid in times of war and to influence the surrounding tribes of hillmen. Akleta consists of almost entirely of humans in population. Other races visiting this area are frequently given a cold shoulder.
South of Coran lies a large expanse of desert known as The Endless Desert. At the northern edge of the desert, nine days travel south of Coran (or 3 days by ship), lies a mining town known as Issust Hold. The population is actually scattered between a small walled port that services Issust Hold (population of roughly 100 people) and a more heavily fortified settlement that was built on top of a natural oasis (population of around 500). Issust Hold primarily produces iron, but also mines some precious metals and gems. The place seems to attract the unsavory sorts of characters, perhaps in part due to a recent war against pirates from the southern seas which occurred nearly 30 years ago. No doubt some of those pirates make up part of the holds population. Issust hold is the home of a large number of dwarves, half-orcs, tieflings, and ifrit, though other races also commonly seen.
Seven days voyage by sea, to the east of Coran, lie the islands of Ioso, considered a tropical paradise by many. A relatively simple people inhabit the islands, which export fish, spices, and exotic goods from other lands. Outside of the villages the islands are the home of wild animals, dinosaurs, and a few other dangerous creatures. The islands are primarily inhabited by humans and undine.
The Chaggath Spine is home to several goblin clans, but these are probably the least dangerous of the the creatures that roam the mountain cliffs and dens.
The Endless Desert is home to desert nomads and various dangerous creatures, both natural and magical.
West of the empire are various smaller kingdoms who trade with the Ondian people.
South of the islands are pirate infested waters, and east of the islands lies a great ocean.
North of Akleta live tribes of savage hills men. These disparate groups are usually not a concern for the inhabitants of Akleta though there was a time in the past when they banded together under one tribal leader and threatened the area.
Laws are about what might expected of any medieval society, with punishments fitting the crime. Pick pockets will lose their hand after a 3rd offense. Murder is punishable by death. Creating undead is illegal (this doesn't mean you can't select spells/abilities to do so, just don't get caught). Slavery is illegal.
The Tower of the Heavens is home to the current ruling mageocracy. While it primarly consists of wizards, they also have among their ranks magus, witch's, sorcerers, and all other forms of arcane magic users. The Council of Seven makes up the ruling body and currently consists of masters Veray, Isul, Akeli, Torenest, Danroth, Banock, and Liam.
In recent times the roads have become a bit dangerous of late for individuals or small groups. Bandits and highwaymen, and in the mountain and desert roads more dangerous creatures are becoming a growing problem. This has been a cause of contention between the Mageocracy and the Merchants Guild. Tariffs have been raised to help pay for the costs of patrolling the roads but the added protection seems to be of limited effectiveness.
At the same time a group dissatisfied with the mages rule is starting to become more than a mere nuisance. The Mageocracy would like to put an end to this discontentment, if only they could figure out who is behind it and where they are hiding out.
With the current turmoil and politics the thieves guild is looking to expand their operations while the mages are distracted with other matters. Crime in Coran is on the rise, from petty thefts to rumors of an underground slave trade.
Because this campaign allows for evil characters there are some things that are likely to come up that could make other players uncomfortable discussing.
Sexual content should be limited to a PG-13 range. Rape or other sexual crimes are not allowed in the campaign.
Violence against children is not allowed, though you may run into street rats and such at times – bringing them to the authorities if the situation merits is a real possibility. You may burn down an orphanage if you like, but slaughtering its inhabitants is not allowed.
Torture is allowed, but highly detailed descriptions of such are not. Cutting of a limb or breaking some bones is fine. Descriptive details of what you do with a carving knife, or hot poker, etc, are not.

Casnae |

I am willing to change any details to make a better fit into the campaign. I would, however, like to maintain the spirit of the character.

bbangerter |

** spoiler omitted **
I am willing to change any details to make a better fit into the campaign. I would, however, like to maintain the spirit of the character.
Looks fine. Only thing I'm unclear on is if Anna or Taloon would be your NPC dependent - or maybe you haven't decided on that yet?
Some additional details on the merchant's guild. While there are hundreds of merchants who are ostensibly under the care of the merchant's guild only the more wealthy have seats on the merchant council itself - and not all seats on the merchant council are created equal. Where would you see Freanivirrea fitting into that structure? Does not have a seat? Has a minor seat? Has a major seat?

Casnae |

I could see his parents having a major seat while he was recently granted a minor seat that no one thinks he deserves and that is why he is out to prove himself. Anna may have been his inspiration, but his love of swordplay quickly overshadowed his crush on her. So, his parents would be the dependents and Taloon and Anna would be friends.

wolfheart |

Backstory:Mikal grew up the son of a cartographer who had a small shop in Coran, his father, Torv, created maps for all manner of customers but never left the street they lived on. But not Mikal, his mind wandered down every road and river, along coastlines and over mountains. When he was finally of age, he signed on as a caravan guard and set out to see the world. His skill with maps made him stand out from the usual rabble who signed on for such duty. He found himself assigned to serving the caravan captain, Dragun. He learned from Dragun more than just martial skills, he learned how to lead and inspire men. He never failed to visit his father whenever they ventured through Coran and he would describe the things that he had seen his father draw in the past. During one trip north of Gumlat, the caravan was waylaid by an especiallly crafty tribe of goblins. The group was descimated, Dragun was killed, and Mikal was left for dead. He was dicovered by a group of Clerics of Abadar who were on a mission in the north trying to establish the rule of law among the barbarian tribes. He listened to there teachings, at first out of gratitude at being saved but soon out of genuine curiosity. Soon they devised a way that his particular skills could be of use to them and the church, and they brought him to the temple in Gumlat to begin his training. He would be taught to seek out the corrupting influences that were eating away at the core of law and order in Coran and therefore all the realms. He would be sent to the merchant council as a devout agent for them to use in their wisdom to further their and the churches aims.
Mikal is human and is about 6' tall and weighs about 195 pounds. He has sun kissed brown hair and Amber eyes that are creased from many years in the field. He has a broad shouldered, well muscled frame and walks with a deliberate gait. He dresses in conservative fashion and in the white and gold colors of his god, Abadar.
Mikal is a Human Fighter (Tactician) 2/ Inquisitor of Abadar 3.

Arazni |

Going with the Human Air Elementalist (female) Aria Stellar (a self created) name.

Nidoran Duran |

Talathel Miriel is a half-elven Bard 3/Rogue 2.
The Mageocracy's policies toward tariffs and security of the roads made things more difficult, money becoming tighter while not lessening the threat of bandits. When Talathel was 15, his father's caravan, which included all of the farm hands except for the ex-thief, Soren, was attacked by bandits. With nobody to tend the crops and no money, they had no choice but to sell the farm and move to Coran, as Akleta would have been too cold toward an elf and her half-elven children. The sale was not a fair one, but out of desperation they took what money they could and tried to survive. His mother resumed singing, though the money coming in was not enough to make their savings last. Before departing to find work elsewhere, Soren taught Talathel how to pick pockets and locks, and in addition to singing lessons from his mother at an early age, he tried his best to support his family. He would play on street corners or in pubs, and resorted to thievery only if he did not make enough money that night. His mother would go out during the day, when it was safer for a woman, and he would play at night, watching his sister until their mom returned home.
On the farm, he had been taught the basics of archery and swordplay, and in his free time practiced with them, hoping to find work that paid better than his passion, music. When he became of age, he became a caravan guard for the merchant's guild, having been personally touched by the dangers of the road posed to caravans by bandits and seeking to prevent more lives from being ruined by it. Even though his father was never a part of it, he holds great support for their political cause as well, believing that safer roads would have led to his father still being alive.
He took the job with the merchant's guild largely because of the money and the goals of the organization, but he also feels that the travel can help him ply his craft as a bard. He hopes once the political situation is resolved, he would have the skills, tales, and possible renown to travel as a great bard.
Aside from helping his family, he's guided by his beliefs of right and wrong, always striving to do good by people who deserve it, and only harm those who he feels wrong others. He takes issue with working with those who harm innocents, but if he sees it as a lesser of two evils situation then he will simply try to make up for it with good deeds elsewhere.
His greatest fears are losing more of his family members, and taking actions that will make him no better than the common bandits who stalk the roads.

wolfheart |

I have refined my vision of Mikal. He is a Human Ranger 2/ Inquisitor of Abadar 3. Short story is he is a caravan scout who was nearly killed and found by priests of Abadar. Nursed back to health in Gumlat and trained as an inquisitor. Charged with traveling with caravans, scouting out threats to trade and cities, and spying on the activities of the thieve's guild and the mageocracy. Details are below.
Backstory:
When he was finally of age, he signed on as a caravan guard and set out to see the world. His skill with maps and knowledge of geography made him stand out from the usual rabble who signed on for such duty. He was assigned to train with the scouts and was mentored by a grizzled veteran by the name of Dragun. Dragun turned the boy into a lethal scout, and taught him the finer aspects of life on the road (where to get deals on gear in Gumlat, where not to drink in Issust Hold, etc.)Mikal always brought Dragun home with him for a meal when they were in Coran, and they would spend the night pouring over his fathers maps telling tales of the places they had been.
During one trip north of Gumlat, the caravan was waylaid by an especiallly crafty tribe of goblins. The group was descimated, Dragun was killed, and Mikal was left for dead. He was dicovered by a group of Clerics of Abadar who were on a mission in the north trying to establish the rule of law among the barbarian tribes. They returned with him to Gumlat and he was nursed back to health by the local temple. But Abadar does not dole out healing and hospice for free and the price of his salvation soon became apparent. He was enlisted into the church and taught the traditions of the Master of the First Vault. It was decided that his skills as a scout could be put to use in the Inquisition. He was trained and tasked with rooting out threats to the church and trade in the region, and to keep an eye on the theive's guilds and even the ruling mageocracy. To accomplish his mission he would return to his profession of scouting for caravans, and clandestinely report to the church when he visited the cities on the routes.
Friends:
motivations/fears:
Physical Description:

Garion Tathos |

Garion Tathos fifth level cleric of Desna
The best way to do that, he found, was to seek employment as a caravan guard. He looks forward to the possibilities of his new job with eager anticipation.
He was assigned to House Freanivirrea and met with the seneschal, Taloon Carlton.
Garion is a kind-hearted, amiable sort and makes friends easily. He is tall and slender, with black hair and grey-green eyes.
He has no family that he knows of, save his elven father, whom he seeks everywhere, showing his pendant to even casual acquaintances and hoping for recognition of the symbol. He bears great love and respect for Astrid BelVan, priestess of Desna from some unknown land. The old priestess helped care for his mother during her long illness and helped Garion deal with her death. Whenever he can, he visits her, always bringing her some small trinket or memento of his journeys.
Because of his constant inquiries about his father, Garion knows a great many people in a casual way. Delven Glorbud, the dwarven town guard from Akleta is a good friend, as is Beldeena, the barmaid at the Rusty Shovel in Issust Hold.

bbangerter |

Characters so far:
Casnae - Elven, Fighter, from Coran, holds a minor seat on the merchant council and wants to prove himself worthy of it. Significant NPC's: parents.
Mikal (wolfheart) - Human, Ranger/Inquisitor, from Coran, father killed by goblins, in debt to the church of Abadar. Significant NPC's: mother.
? (Ebonnard Raloon) - no info yet
Garion Tathos - Half-elf, Cleric, searches for his elven father, has ties with Casnae. Significant NPC's: Astrid BelVan.
Gorgutz Lanwell (whalerking) - Half-orc, Inquisitor, living in Coran, dedicated to stamping out evil, interested in alchemy. No significant NPC's listed yet (at least none in the campaign region).

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Characters so far:
Casnae - Elven, Fighter, from Coran, holds a minor seat on the merchant council and wants to prove himself worthy of it. Significant NPC's: parents.
Mikal (wolfheart) - Human, Ranger/Inquisitor, from Coran, father killed by goblins, in debt to the church of Abadar. Significant NPC's: mother.
? (Ebonnard Raloon) - no info yet
Garion Tathos - Half-elf, Cleric, searches for his elven father, has ties with Casnae. Significant NPC's: Astrid BelVan.
Gorgutz Lanwell (whalerking) - Half-orc, Inquisitor, living in Coran, dedicated to stamping out evil, interested in alchemy. No significant NPC's listed yet (at least none in the campaign region).
I have decided on a human monk wanderer that has taken a vow of truth and vow of poverty. I am working on him now, getting his story together etc.
Been going back and forth between different ideas all day. :P

Arazni |

Characters so far:
Casnae - Elven, Fighter, from Coran, holds a minor seat on the merchant council and wants to prove himself worthy of it. Significant NPC's: parents.
Mikal (wolfheart) - Human, Ranger/Inquisitor, from Coran, father killed by goblins, in debt to the church of Abadar. Significant NPC's: mother.
? (Ebonnard Raloon) - no info yet
Garion Tathos - Half-elf, Cleric, searches for his elven father, has ties with Casnae. Significant NPC's: Astrid BelVan.
Gorgutz Lanwell (whalerking) - Half-orc, Inquisitor, living in Coran, dedicated to stamping out evil, interested in alchemy. No significant NPC's listed yet (at least none in the campaign region).
Aria Stellar (arazni) - Human Air Elementalist, war wizard mercenary, Significant NPC's: Captain Silvers of Coran (friend and sometimes lover)
Not sure why I got left out unless I need to work on her some more. A fuller backstory will be filled out with the character profile. :)

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WOO HOO! done :). I am thoroughly happy with this character now.
And i know that your mainly interested in back-story, but building the character helps me better understand who this character is.
I hope that his back-story is rich enough, also the stat block may not be how you like, but this is just for now, it will be better organized when and if i get picked :).
Edit: I should also mention that he has taken a "vow of poverty", which means he can only own six items, five of which must be very simple, and the sixth may be something more extravagant as long as it has some sort of meaning, therefore it has more value sentimentally than value in gold. So the only thing over four gp that he owns is a "Ring of Sustenance", and how he attained this is in his story. All other gold was donated to the temple or Coran where he was raised (again, in the back-story)
Mal
Race: Human
Class: Monk Wanderer
Alignment: Neutral
Age: 20
Height: 5'4ft
Weight: 145 lb.
Religion:Shelyn
Languages: Common, elvish, dwarven, halfling, Gnome, Orc, Goblin
Abilities:
-Strength: 12 +1
-Dexterity: 18 +4
-Constitution: 12 +1
-Intelligence: 12 +1
-Wisdom: 13 +1
-Charisma: 12 +1
Saves:
- Fortitude: +5
- Reflex: +8
- Will: +5
*You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Favored Class Option: Add +1/4 to the monk's ki pool.
Feats:
- Dodge
- Weapon Finesse
- Endurance
- Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
- Snake Style: You gain a +2 bonus on Sense Motive checks,
and you can deal piercing damage with your unarmed
strikes. While using the Snake Style feat, when an
opponent targets you with a melee or ranged attack, you
can spend an immediate action to make a Sense Motive
check. You can use the result as your AC or touch AC
against that attack. You must be aware of the attack and
not f lat-footed.
- Snapping Turtle Style: While using the Snapping Turtle Style feat
with at least one hand free, you gain a +1 shield bonus
to AC.
- Tiger Style: While using this style, you gain a +2 bonus to
your CMD against bull rush, overrun, and trip maneuvers.
You can also deal slashing damage with your unarmed
strikes. Whenever you score a critical hit with your slashing
unarmed strike, your opponent also takes 1d4 points of
bleed damage at the start of his next two turns.
Traits::
- Without a Past: You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill.
- Reactionary: You gain a +2 trait bonus on Initiative checks.
Armor/Clothing:
-Peasants Outfit 2lb.
Other Items:
- sack 1/2lb.
- Blanket 1lb.
- Straw Hat 2lb.?
- Ring of Sustenance -
Total: 4lb
Light: 43 lbs. or less
Medium: 44–86 lbs.
Heavy: 87–130 lbs.
Far Traveler: At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon.
Long Walk: At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when he makes Constitution checks because of a forced march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue.
Light Step: At 5th level, a wanderer leaves no trail and cannot be tracked, though he can leave a trail if desired. By spending 1 point from his ki pool, he can use ant haul, feather step, longstrider, pass without trace, or tireless pursuit as a spell-like ability (with a caster level equal to his monk level).
Inscrutable: At 5th level, the wanderer gains a supernatural air of mystery. The DC to gain information or insight into the wanderer with Diplomacy, Knowledge skills, or Sense Motive increases by 5. In addition, by spending 1 point from his ki pool, the wanderer gains nondetection for 24 hours with a caster level equal to his monk level.
Furry of Blows[b]: Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
[b]Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Evasion: At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training: At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Ki Pool: At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
-At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
-By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Purity of Body : At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Vows:
- Vow of Poverty:
Restriction: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment.
Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
- Vow of Truth:
Restriction: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment.
Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
- Acrobatics +9 = Rank 5 + Base(DEX) 4
- Climb +8 = Rank 5 + Base(Str) 3
- Craft(religious icons, wooden) +1 = Base(Int) 1
- Escape Artist +1 = Base(Dex) 1
- Knowledge (religion) +2 = Rank 1 + Base(Int) 1
- Knowledge (geography) +3 = Rank 2 + Base(Int) 1
- Knowledge (local) +3 = Rank 2 + Base(Int) 1
- Linguistics +6 = Rank 5 + Base(Int) 1
- Perception +1 = Base(Wis) 1
- Perform +1 = Base(Cha) 1
- Profession(temple monk, guard) +1 = Base(Wis) 1
- Ride +1 = Base(Dex) 1
- Sense Motive +1 = Base(Wis) 1
- Stealth +9 = Rank 5 + Base(DEX)
- Survival +1 = Base(Wis) 1
- Swim +1 = Base(Str) 1
- HP: 40
- AC: 18
-Flat-Footed: 11
Touch: 16
- CMD: +6
- CMB: 21
- Init: +6
- BAB: +3
- Speed: 40ft
Appearance:
Eyes: Blue
Hair: Long (shaggy, scruffy) brown hair with matching beard.
Skin: Slightly tan, tough, skin
Clothing: Peasants Outfit
Description: You see a scruffy man, looking way older than he should, toting a sack over his back with really bad clothing. He appears to be a homeless person.
His story: This young man never knew his parents, for when he was born he was given to the temple of Shelyn in Coran where is was raised. He was taught by the local monks of martial arts where he excelled and loved, it was his favorite form of meditation.
When he came of age he decided to take two vows: A vow of poverty and truth. For he may never lie nor own more than six objects.
After this vow he decided to leave the temple, but before he left... His religious teacher gave him an item so that he may further his vow of poverty with his travels. He took him to the back of the temple and gave him an ancient ring passed down through the temples leaders. He told him if he wore it, he would never have to eat nor drink and his sleep would be lessened greatly. Mal, as the temple leaders named him, was incredibly enthused and went out into the world.
He decided he wanted to travel to better understand the world and his religion.
He quickly found that he could travel with a caravan and act as guard for them. And he could travel to far away lands and all around.
But still to this day whenever he is back in Coran he makes a stop at the temple see his master and his friends and show them how he has kept his vows and tell them stories and the places he has seen.
Personality: He tends to be very statue like as he will after go long periods without talking, and when he does talk his says very little. In fact he only moves in two situations: When he travels he moves his feet (of course) and when he is fighting. However he is often so fast that you can't see him when he moves.
Though on the outside he seems quite dull and lifeless, on the inside he is quite a happy person, knowing all the things he does for his deity everyday. And the fact he also gets to keep people from stealing caravan goods, despite his non-intimidating prowess.
How he falls into the campaign: He sees the power of the rotten mages, he sees their black souls, he even sees the horrible effects their rule has on caravans. He is searching in every way to help against this horrible unjust, heretical rule.

Pedwiddle |
Okay, I know I said I wouldn't post in another thread (this is Drewan from the Rebellion thread), but this was a thought I had just now, and I wanted to have another option just in case the other one didn't play out. The concept of the campaign is extremely intriguing.
Abroshtor is about three and a half feet tall, with light brown skin and deep red hair. He has large eyes and nose, but no chin to speak of - in some ways, his face resembles that of a rat. He has done fairly well for himself, but recently felt that he needed to take a more active role in making sure that shipments reach their destinations, as well as other related tasks.
Abroshtor is afraid that if his trade dries up, he will no longer be able to perform his alchemical experimentation. He doesn't care about the money, per se, except inasmuch as it funds his research. He is also concerned about his wife, who lives with him in Coran - he does not want his activities to cause her harm.
While he was growing up, Abroshtor had an odd connection to his fey origins. He didn't manifest his power as a sorcerer, nor did the magical writings of wizards stir in him nearly the same thrill as he got when he saw a simple sunrod burning, or the flare of a tindertwig being struck. His parents were flabbergasted, but agreed that rather than send him to the Tower of the Heavens for a magical education, he would be apprenticed to Zarzuket Sootybottom, a local alchemist.
Once he mastered the basics of the trade, Abroshtor was able to manufacture many useful alchemical items and sell them at Zarzuket's storefront. One day, while working on a batch of alchemists' flasks, he ran out of some supplies. While looking for them, he happened upon his master's old diary, and after reading it for a few minutes, saw something that resonated within him - the power to change oneself.
He is no longer working with Zarzuket - he outgrew his apprenticeship years ago. Since then, however, he has working on formulae to help with the guild's problems, and is looking for a way to test his theories, whether it's joining a caraven for a cross-country journey or dealing with things closer to home.
I'll put in some additional work on this soon, GM, but at the moment, my eyes're awfully heavy.

wolfheart |

Characters so far:
Casnae - Elven, Fighter, from Coran, holds a minor seat on the merchant council and wants to prove himself worthy of it. Significant NPC's: parents.
Mikal (wolfheart) - Human, Ranger/Inquisitor, from Coran, father killed by goblins, in debt to the church of Abadar. Significant NPC's: mother.
? (Ebonnard Raloon) - no info yet
Garion Tathos - Half-elf, Cleric, searches for his elven father, has ties with Casnae. Significant NPC's: Astrid BelVan.
Gorgutz Lanwell (whalerking) - Half-orc, Inquisitor, living in Coran, dedicated to stamping out evil, interested in alchemy. No significant NPC's listed yet (at least none in the campaign region).
Not to nit-pick, But Mikal's father is still alive and pumping out maps in Coran, it was his mentor in the caravan gaurd that died at the hands of goblins.

bbangerter |

We also forgot:
Talathel Miriel - Half-Elf Bard/Rogue, traveler and caravan guard. Significant NPCs: Mother and Sister (family).
Thanks for catching that Arazni. He should have been in the list too. That's what I get for posting after a 12 hour work day of trying to figure out why our software works fine on some hardware and not on others.

Nidoran Duran |

Arazni wrote:Thanks for catching that Arazni. He should have been in the list too. That's what I get for posting after a 12 hour work day of trying to figure out why our software works fine on some hardware and not on others.We also forgot:
Talathel Miriel - Half-Elf Bard/Rogue, traveler and caravan guard. Significant NPCs: Mother and Sister (family).
So, should I assume from that that there's nothing I need to fix or clarify?

bbangerter |

bbangerter wrote:So, should I assume from that that there's nothing I need to fix or clarify?Arazni wrote:Thanks for catching that Arazni. He should have been in the list too. That's what I get for posting after a 12 hour work day of trying to figure out why our software works fine on some hardware and not on others.We also forgot:
Talathel Miriel - Half-Elf Bard/Rogue, traveler and caravan guard. Significant NPCs: Mother and Sister (family).
Correct. You've got a good well rounded back story.

bbangerter |

Characters so far (updated):
Casnae - Elven, Fighter, from Coran, holds a minor seat on the merchant council and wants to prove himself worthy of it. Significant NPC's: parents.
Mikal Amakiir (wolfheart) - Human, Ranger/Inquisitor, from Coran, mentor killed by goblins, in debt to the church of Abadar. Significant NPC's: parents.
Aria Stellar (arazni) - Human, Air Elementalist Wizard, war wizard mercenary looking for more permanent work while assisting the merchant's guild. Significant NPC's: Captain Silvers of Coran (friend and sometimes lover)
Garion Tathos - Half-elf, Cleric, searches for his elven father, has ties with Casnae. Significant NPC's: Astrid BelVan.
Gorgutz Lanwell (whalerking) - Half-orc, Inquisitor, living in Coran, dedicated to stamping out evil, interested in alchemy. No significant NPC's listed yet (at least none in the campaign region).
Mal (Ebonnard Raloon) - Human, Monk, vows of poverty and truth, sees the corruption of the government for what it is. Significant NPC's: religious mentor.
Talathel Miriel (Nidoran Duran) - Half-Elf, Bard/Rogue, from Akleta, father killed by brigands for which he holds the mages responsible, shunned and cast out of Akleta. Significant NPC's: mother and sister.
Abroshtor (Pedwiddle) (alt of Drewan from Rebellion if not selected for that group) - race? (hafling/gnome/other?), Alchemist, from Coran, interested primarily in his work of altering his own body. Significant NPC's: wife

SpectralVisage |

This is looking great! Wanted to jump in with my character, if there's still room. I saw that we already have a monk, so if it makes sense I could swap to another class and still keep most of my backstory. And if there are too many characters here, I could probably also work Vados into the Mageocracy pretty easily.
Vados Umbaran - Bondsworn of the Merchant's Guild
Name: Vados Umbaran
Race: Undine
Physical Appearance: 6'1", 185 lbs, fit and lean, 29 years old. Skin is a deep ocean green, with a series of white lines tattooed across his body. Two down the middle of his face, started at the crown of his head, centered on each eye, and running across his torso and down to his feet. Two more starting at the tip of his finned ears, running down the outside of his torso and legs. These four lines are repeated on his back as well. Finally, two running down each arm, the lines ending between the pinky and ring finger, and the thumb and pointer finger. His hair is cropped short, and is almost black, but reflects green and blue, like the carapace of a fly. His eyes are bright blue, calm, and transparent.
While in the field, Vados wears a heavy grey cloak with a hood which can easily conceal his features, clothing, and other items. Underneath he is fitted with a tight, black, matte fabric bodyglove, with a turtleneck collar. The hands and feet are mostly exposed, with a single loop around the middle finger and toe to keep the garment in place. Lines of coral red piping running along the suit accentuate Vados' musculature. In the halls of the Merchant's guild, he can be seen wearing an overdone navy blue dress tunic and jhodpurs with gold accents.
Class: Monk
Alignment: Lawful Neutral
Vados often seems cold, as his training has taught to eschew outward signs of emotion. His clear eyes reveal nothing at first glance. However, he is no stranger to subterfuge, and can put on the right face when he needs to. While he doesn't wear his heart on his sleeve, he is not blind to the workings of the world, and his true emotions run very deep. He will put the Guild and their interests first, and will question those who don't seem to have those same interests in mind. He is unswervingly loyal to those whose goals align with his, and will seek out solutions to problems that provide a significant or new challenge to him, even if there are easier ways.
Vados hails from the capital city of Coran. He was born into the ranks of the Myrmidos, also known as the Bondsworn, a prestigious and tight-knit order of undine warriors. The Myrmidos are not bound to a creed of good or evil, instead seeking perfection through constant physical and mental challenge. An enterprising high-family of the Merchant's guild saw opportunity in this, and long ago provided the Myrmidos with facilities, funding, and most importantly challenging work. For generations the Myrmidos have been agents of the Merchant's guild, acting as bodyguards, spies, and enforcers. They are unswervingly loyal to their personal goals and regard their employer's wishes as law. The Merchants love them for this, not to mention that the exotic warriors make a great conversation piece at society gatherings. They number not more than 20, and rarely accept new members into their ranks, usually only for the purpose of continuing the bloodlines.
Vados' father and mother, Nurl and Lumir Umbaran, are both senior members of the order. Outward signs of attachment are discouraged within the order, and though Vados and Lumir have a quiet affection for each other, Nurl has only ever been Vados' teacher at best, and his harshest critic at worst. Vados sees Nurl as a personal challenge, someone that he must overcome if he is to achieve the perfection desired by every member of the Myrmidos. If it means he has to kill Nurl to prove his capabilities, then so be it.
Though a skilled operative and a fearsome combatant, Vados has, since his elevation to a full-fledged agent four years ago, been given duties that he sees as beneath him. His current occupation has been to oversee select Guild shipments at the docks, which Vados suspects may be smuggled goods, though he would never question his orders. He loves his position in the Myrmidos and with the Guild, and is eager to see his worth proven. He has taken all of the jobs to the backwaters of Issust Hold, Gumlat and Akleta that he is given, and done it with a smile. He has made contacts within various small-time merchants and underworld members in the cities of this region, though under a variety of guises, and none that he would call true friends. All it would take is one real challenge to prove himself not only to his order, but to the guild as well.
But perhaps his greatest challenge is that of young Vedra. 3 years ago, it was discovered that a member of the order had become romantically involved with a member of a Merchant guild house. To betray not only the trust of the order, but of their benefactors in the Guild, was a heinous crime, and the Merchant family had the offender put to death. What none of them knew then, was that a child had been born. Vedra, half-human and half-undine. Her mother approached Vados secretly and told him that her affair had happened years ago, and that her lover's discovery was only recent. He had been caring for the child to prevent his lover from being found out, and without him, Vedra had no caretaker. Despite his better judgement, Vados took Vedra, then just 5 years old, and ferreted her away in Issust Hold. There was a family there, dispatch couriers by trade, who he pays to look after the child. So far her existence has been kept secret, but Vados fears the day when he must either give up the child to save himself, or lose himself to save her.
Occupation:
*Bondsworn Monk in the employ of the Merchant's Guild
*Member of the Myrmidos Order
Primary Motivators:
*Challenge himself physically and mentally
*Fulfil oaths and duties to the Merchant's Guild
*Overcome his father Nurl, both physically or socially
*Protect Vedra
Fears:
*Being disgraced and kicked out of the order
*Never being able to best Nurl
*Losing Vedra

Barek Hisdren |

Very interesting campaign concept. I'd like to submit Barek. He's currently written for a Rise of the Runelords campaign, but I think the core of his background is perfect for this campaign.
I'll remove his religious aspect and move him to LN to represent his 'enforcer' status. Does Coran have anything like an organized crime group focused on trade? I think Barek fits in the merchant side more than the thieves' guild.
I'll adjust his background and level him up to 5. He'll be a Fighter (Brawler) 4/Monk 1

tomtesserae |

Gharak fears sharks and lightning. He is repulsed by land octopi (spiders). Their small size and the way they crawl creep him out. He dislikes blood in certain situations. Blood in water is like a flower blooming that loses coherence. He can watch the changing patterns for quite some time, at least until the sharks appear. In the air, blood is too bright and red. This is why he prefers using bludgeoning weapons while on land.
From an early age, Gharak had a sense of numbers and math abilities that surpassed his other siblings. When he was old enough, Ovren began Gharak’s family business education. He spent a year tending and harvesting the plants for spices; he spent a year building ships and another sailing them; he spent a year driving caravans and then another year guarding the caravans that would go to Akleta. In his time of learning the spice trade, he fought pirates, sharks, goblins, and desert nomads, had dinner with a prince of one of the western kingdoms, and played a strategic game of stones, straight edge, and compass with a monk guarding an oasis. Gharak’s favorite activities were working with the ledgers, recording revenues and expenses, changing various currencies, and meeting and negotiating with customers and other merchants. Before the crisis of silence with the Tower began, Gharak was working on a special project his father called insurance. He wants to start providing a service that if a shipment doesn’t reach its destination the owners will be covered for the monetary loss provided they paid a certain fraction of it’s networth beforehand. Ovren wants Gharak to figure out what that fraction should be.
On Ioso he has two undine wives and five children. In Coran he has a mistress and a five-years old son. His wives know about the mistress and met her once three years ago when she and Gharak’s natural born son accompanied him to Ioso. Since intermarriage is common for undine culture they don’t have any problem with her. His father also lives in Coran.

bbangerter |

It starts tomorrow.
Almost, recruitment closes tomorrow. It will take me a day or two select the groups from those who showed interest and completed their back stories. Once that is done during the rest of the week players finalize their characters, I do an audit on them to make sure no one overspent/underspent on stats, skills, and starting equipment. During that time I will also assign the first 'missions' for each group so they can begin thinking about how they want to approach it. By Jan 21st the game will be fully going, if not a little before then.