Players needed for ongoing P6 UC heavy homebrew


Recruitment

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It's been a year since Free Captain Finn Blackstone discovered the new continent. He returned to Port Peril with grand plans of exploiting his discovery and keeping the place a secret for his own profit, but he returned to the Shackles. A week after landing, he was found floating face-down in the harbor, his throat slit, and his "secret" soon became public knowledge throughout Avistan and Garund. The great navies of the world were put on alert. A race was on

Over the past few months, word has reached each of you of a grand fleet leaving Absalom, sailing under the flag of The Golden Pegasus. Sailing from Absalom, but not of Absalom, the expedition was funded by a private consortium. Brigades of cavalry and infantry would set sail to conquer the newly discovered lands, and hundreds of men and women were wanted to found a new city, a shining light of civilization in the unexplored wilderness, the beginnings of a new nation. The call went out for volunteers, and you answered.

The Captain of the expedition's flagship, The Golden Pegasus, had been Blackstone's mate, and had selected an ideal spot for a new city along the new continent's coast. A place with a sheltered harbor, with access to fresh water, with abundant forest covering rugged hills and flats alike. A paradise was promised.

When the fleet set sail, it was a glorious thing, three massive warships guarding no less than a dozen smaller brigs and caravels. A thousand men and women would found a new town, and everything they needed was provided, materials and supplies to last them through the first year, seed and livestock to establish a farming base, skilled tradesmen and the tools they would need to take what was needed from the forest and hills.

The fleet sailed across the inner sea and through the arch of Aroden without incident. A week into the Arcadian Ocean the storm struck. It came out of the north, a terrible storm that battered the fleet for days, and when it was over, half the ships were gone, either sunk or blown away from the fleet and vanished in the open ocean....

The story continues here and here.

We've lost 2 of 6 original players to real life issues, and are hoping to find a couple of replacements. Reading through the existing threads will show you what has happened thus far.

expectations:
This campaign will initially make heavy use of Ultimate Campaign's downtime and exploration rules, and eventually the kingdom building and mass combat rules. It will be extremely sandboxy, with players determining their own goals and setting the course of their own adventures. The colony will largely succeed or fail according to the players choices. If it succeeds, it will grow, and eventually the players can found a kingdom.
Until the players found a kingdom or discover native settlements, there is essentially no town. Nowhere to buy magic items, nowhere to sell their loot. No one to buy spells from. There will be little, if any contact with the old world, and what ships do come will be trading at a drastic markup, owing to the hazards of the voyage.

The new world is NOT a static environment. The colony will have an impact on the new continent, and the inhabitants will respond. Such is the nature of this fantasy world.

Simple survival is by no means guaranteed. Players should expect to face the wilderness with all its dangers, environmental hazards, etc. They should be ready to handle it.

Working together is going to be pretty necessary, and characters who seem likely to be able to do so are more likely to be chosen.

submissions:
This campaign will use the P6 rules (slightly modified) found here to manage power levels and keep things gritty.

Crunch:
Characters will be built with 20 points.
All races, classes and archetypes are available, provided they are Paizo (non 3pp) and in the PFSRD. If you're unsure of something that is in the PFSRD and is published by Paizo, the answer is yes, it is available. I do have a personal preference for the CRB races and classes, but any strong submission will be considered.
All alignments will be considered.
Each character will start with 150gp in equipment, as well as 100gp worth of downtime capital (at purchased prices) ready for immediate use.
Emerging guns.
Each character will start at second level with a "free" level of an NPC class in addition to two levels of normal PC classes. This will not count against your 6 level cap.

Languages: I've thought about this, and decided that the standard "terrestrial" pathfinder languages (elvish, orcish, sylvan, draconic, etc) have parallels in the new world. Any character with a skill point in linguistics can make a skill check to understand the Native version of a language that they understand. The check can be made each time that language is encountered. DC 15 will allow extremely simple (think toddler) communication, DC 20 will allow "broken" use of the language, and DC 25 means that you understand the native version of the language well enough to add it to your list of languages spoken. Languages associated with extraplanar creatures (celestial, infernal, auran, etc) will be the languages you are familiar with.

Background:
Be creative, but remember that this is the beginning of the story. While you do not need to be a complete neophyte, if you have more than one or two epic adventures worthy of Homer in your backstory, I'll be a little intimidated.
In addition to the standard character history, it is essential that you make it clear why you have chosen to join this expedition. You should also feel free to tell your character's experience of the voyage over.

Appearance:
Pretty self explanatory. What does your character look like?

Personality:
This is not a yes or no question. It's assumed that to a great extent, this will evolve during play, but tell us a bit about how we can expect your character to behave.

Goals:
This is very much a sandbox campaign, and a certain amount of self-starting is needed. Your character should have goals, plans, hopes and dreams. You may be tempted to be mysterious about these things, to intrigue and arouse curiosity. Do not be fooled. I have all the native curiosity of a rock. I'll just assume you couldn't be bothered.

Your Story:
I will work with the new players to determine how your characters have come to join the story in progress, but any suggestions are welcome. Despite the hopes of my current players, you will not be natives of the new world, full of useful information and connections.


As one of the current players, I can say this one of the best campaigns I have been involved with either in real life or PBP. I don't think I have been involved in any other campaign where several pages of discussion in character have happened on individual issues.

Currently our party does not appear very diverse, we have 2 dwarven clerics and 2 human rangers. But our characters seem very different, the two clerics compliment each other well as do the pair of rangers.

All skills have been incredibly handy, my profession (miner) has been useful several times and once some of our more pressing concerns are addressed will likely be vital to establishing more industry in the colony. If you are planning on playing a class with few skill points per level I highly recommend that you take your NPC level in expert to broaden your skill set, or find another way of doing so.

Dark Archive

Dotting for interest.

Lantern Lodge

The sheer nature of this campaign world intrigues me. I'll start reading through what's transpired so far and, without glancing at the material yet, hope to have a concept ready by tomorrow night.


Also a current player here.

Advice/info

*Prepare your character as if you will not come in contact with civilization again for a long time. You will only have what you bring with you. We really regret not bringing shovels. Though a forge will be completed soon and our few smiths can start banging away, when we find some source of ore.

*Food is scare and currently our main settlement is on the verge of starvation. As Browman said, skilled characters are going to get some extra mileage, hell even Craft (Baskets) could be useful right now. If your character was a brewer or baker, give them some ranks in those professions/crafts. You'd be surprised how many mundane things people need and how much they appreciate it.

*There is a ton of work to do, we are literally building a town from the ground up. We keep track of everything in Google Spreadsheets. Organizational skills are a plus.

*As Browman said, we have two dwarf clerics and two human rangers right now. One is a skill cleric (me, I know I'm crazy), the other is a combat cleric, and we have a sailor/skilled ranger as well as a switch-hitter melee/ranged ranger.

--This leaves a lot of room open for other people to fill the gaps, but Nerk, and ourselves, will be looking for not so much party balance but someone who is going to have fun playing their character. We all have "that character" floating around in our mind and are dying to play it- that's why we want. (You may literally be dying though. Seriously we're really hungry.)

--We have no pack animals or mounts until we find some in the wild and tame them. You probably do not want to be a cavalier or someone focused on mounted combat, unless Nerk says you can buy a mount.

*All of us are heavy roleplayers, and our characters knowledge, mannerisms, and feelings drive our actions. Be prepared to discuss ethics from your character's point of view, we often have those conversations. This is why your character's personality and backstory is important.

--Here's a great example of the things we talk about: A horde of cannibalistic humanoid children are rushing towards you in an attempt to defend their home after you killed all of their hyper-aggressive warrior parents who slaughtered your friends- what do you do and why?

Intercepting some questions

*We post 2-4 times on a typical day.

*Combat maps are either described or made in the Googledocs Spreadsheet. Surprisingly effective and often colorful.

*If you look at our campaign, you will see we have two characters each. The lower level characters are our cohorts, which we call 2PCs. They are unrelated to our main characters and allow us to have two group operating simultaneously, typically an exploration party and a town party. Nerk will likely give you a list of npcs to choose from- they start off normal folk and can take class levels later.

Brief Synopsis of our adventure so far-

Landed on the beach of the new world on the last ship to survive. Began setting up Newspring. Party of explorers sent to investigate the wreck of another ship that almost made it.

Discovery of cannibal Kurus and their attack on the survivors, rescue of the the other survivors, brought them to Newspring. Establishment of a council to direct activities. Another exploration party sent out to find Kuru settlement- discovery of seemingly neutral bugbears who have not spoken with us. Discovery of mysterious undead.

3 days travel away from Newspring is some old native Dwarf island fort ruins the kuru had occupied. Killed all of them, explored the ruins to find evidence of demonic worship by the dwarves as well as evidence of native elves working with the native dwarves hundreds of years prior. No contact with either species yet. Island fort could be functional as a town with cleaning up.

Food situation dire in Newspring, half-rations for all, we've started to eat the dogs, dwarf fortress style. Dog leather armor in progress. Attempting to find new land to forage while building farms/gardens. Currently exploring the surrounding area, evidence of violent hobgoblin tribe nearby. Also killer monkeys.

DM Nerk wrote:
Despite the hopes of my current players, you will not be natives of the new world, full of useful information and connections.

Damnit.


I'd like to put forth Tomag here. A quick question: even though Expert doesn't count towards the 6 level limit, will my character count as a 2nd or 3rd level character for the purposes of gaining feats and such?

Character Sheet:
TOMAG BORN-AT-DAWN
Male Half-orc Expert 1 / Paladin (Redeemer) 2
LG Medium Humanoid (Human, Orc)
Init +3; Senses Darkvision, Perception +4

--------------------
DEFENSE
--------------------

AC 16, touch 11, flat-footed 15. . (+1 Dex, +5 armor)
HP 30 (2d10+1d8+6)
Fort +7, Ref +3, Will +5

--------------------
OFFENSE
--------------------

Speed 20 ft. (Medium Armor)
Melee Greataxe +6 (1d12+7 nonlethal/20/x3)
. . Greataxe +5 (1d12+10 nonlethal/20/x3)
. . Scimitar +6 (1d6+5 nonlethal/18-20/x2)
. . Scimitar +5 (1d6+7 nonlethal/18-20/x2)
. . Gauntlet +6 (1d3+4/20/x2)
. . Gauntlet +5 (1d3+6/20/x2)
Ranged Sling +2 (1d4+4/20/x2)
Special Attack Merciful Smite (Su) 1 of 1/day
. . Lay on Hands (Su) 4 of 4/day (heals 1d6 HP)

--------------------
STATISTICS
--------------------

Str 18, Dex 12, Con 14, Int 10, Wis 7, Cha 15
Base Atk +2; CMB +6; CMD 17
Feats Enforcer, Power Attack (-1/+2)
Traits Blade of Mercy (+1 nonlethal damage w/ slashing weapons), Outlander (Exile) (+2 Initiative)
Skills Intimidate 3 ranks (+10), Diplomacy 3 ranks (+8), Perception 3 ranks (+4), Craft (cooking) 1 rank (+4), Knowledge (Religion) 1 rank (+4), Survival 1 rank (+2)
Languages Common, Orc
Combat Gear -; Other Gear 8sp 5cp, greataxe, scimitar, sling, sling bullet (20), scale armor, heavy steel shield, adventurer's outfit, backpack, bedroll, winter blanket, candle (5), flint and steel, belt pouch, silk rope (50 ft.), torch (5), silver holy symbol of Sarenrae, 5 days trail rations, waterskin

--------------------
SPECIAL ABILITIES
--------------------

Favored Class: Paladin (Skill Point)
Half-orc Racial Traits
Aura of Good (Ex)
Merciful Smite (Su) (1/day)
Monstrous Rapport (Ex)
Divine Grace (Ex)
Lay on Hands (Su) (4/day)

--------------------
SPELLS
--------------------

Paladin
1- [DC13]
2- [DC14]
3- [DC15]
4- [DC16]

Background:
Tomag has never known his birth parents. The son of an orc shaman and a captured human woman, he was traded to another tribe as a baby by his father, in order to not threaten the shaman's pure-blooded orc son's claim to the position. In his adoptive tribe, he was beaten, abused and generally mistreated by the pure-blooded orcs that made up the ruling structure. When he was six years old, they finally drove him out of the tribe, alone into the wilderness, where he wandered for days until stumbling upon a human settlement.

Taken in by the town's orphanage, which was sponsored by the Church of Sarenrae, Tomag grew up among many other children. Some halfbreeds and others, not, but certainly less stacked against him. Still the subject of verbal abuse and prejudice in this environment, the half-orc boy seemed to develop strangely. Unlike the other children, who grew depressed and increasingly angry with their situation and those around them, Tomag grew friendlier, more trusting, and even happier and more content. Having known nothing but suffering for all his years, the simple friendships he developed filled him with nothing but joy and relief. Always smiling, always forgiving, he eventually befriended all the other orphans.

Wanting to repay the Church of Sarenrae for taking him in and raising him, shortly after he turned fourteen, the boy applied to be a squire with an order of Sarenraen Paladins. Though young, Tomag's strength and personality enamored the leaders of the order, and he was quickly raised through the ranks to become a Paladin, himself. Now, nearly a decade later, the half-orc man travels to spread the word of the Dawnflower, to help the sick and needy, and redeem those who can be shown the error of their ways, man and monster alike.

With the chance to spread Sarenrae's warm glow to a new place, and to help those in need, Tomag sets forth from Absalom with high hopes and a wide smile.

Description:
Tomag is a tall and broad half-orc man. His olive skin and jutting tusks easily mark him as one bearing orcish blood, though his face appears calm and even handsome, despite this. He has piercing gray eyes, and keeps his black hair short, and cut neatly. Heavily muscled and quite tough, Tomag is every bit the trained soldier he looks.

When not wearing his armor, he prefers to don a comfortable adventurer's outfit. He is roughly 6'8", and weighs about 210 pounds.

Portrait of Tomag.

Personality:
Friendly, loyal and just a little naive, Tomag is a joy to be around. Though his Paladin's code is highly important to him, he knows how to relax and enjoy himself. His loyalty is sometimes given a little too easily, but those who have used this against him have found themselves on the wrong end of a blade, a pair of burning gray eyes behind it.

He is not particularly perceptive, whether it be regarding things going on in his surrounding or in his relationships with others. Though years of hardship, abuse and prejudice as a child should have probably made him otherwise, Tomag always seems to see the good in people, even if it may not actually be there.

Tomag's Code:
1. Be as a caring parent or sibling to all in need. Help heal the sick and lift the fallen. Be a guiding light into the darkest hearts and lands.
2. Only respond to violence in kind with swift metal and scorching light.
3. Each new day brings hope and renewed opportunity. One must not let darkness into your life.
4. May the strength of the sun guide you through the fog of mortal words.

Goals:
Tomag's main goal is to start up a branch of the Church of Sarenrae in this promised paradise. Beyond that, he just wants to help people. At his core, the half-orc is a very simple and forthright person.


Hi everyone, another player here. Nerk, Browman and Vallen have hit the major points, so I just wanted to put in a plug for the GM and will be lurking around to answer any questions. DM Nerk is travelling overseas at the moment so he'll probably be checking in and out in the next week or so. I imagine that recruiting will last about that long, perhaps longer.

I'm with Browman that this campaign is a lot of fun - one of the very best I've been a part of. Nerk has done a fantastic job of creating a realistic (and scary) world, replete with dangers internal and external. Tension has a way of building to a crescendo with this campaign, almost like really great music, and that is due largely to Nerk's ability to weave a story. His NPCs are also top-notch, and I've gotten quite fond of many of them.

A couple of things I'd like to put emphasis on are skills and cooperation. We're using the downtime rules, so skills that don't often see much play will be used. Always wanted to take profession (seamstress)? Take it! You'll find a way to bring it into the world. We've seen craft (carpentry), knowledge (history), linguistics, knowledge (geography), profession (miner), craft (sculptures), knowledge (engineering) and profession (sailor) used quite liberally throughout the campaign. Additionally, we've got most all of the skills covered, so don't feel that you have to fill a niche - diplomacy, survival, perception have all seen a lot of use though.

Probably the most important thing to bring with your character and your play-style is the ability to work together, though. All our characters have different motivations for being in the New World, but we all face the same dangers, and I think it is important, ooc, to find ic reasons for doing things that may really fit into another PC's backstory/story arc. I'd say anti-social lone-wolf mysterious types have less chance of getting selected for this game.


@ Tomag: Your NPC level counts for skills, hp (max, if I recall correctly), saves, BAB, total level (so for the purposes of feats Tomag is character level 3), etc. About the only thing it doesn't count for is experience. We're using the fast track and as experience goes are technically level 2.


I might look at making something. I do like campaigns that see greater use of skills that fall by the wayside in other games. I will toy with what the races and classes and see what leaps out at me.


@ Cueta, Browman, Galorit: thanks for the kind words, guys.

Hi, Severed Ronin & Grand Moff Vixen. I hope you like what you see.

@ Tomag: looks good, based on a quick peek. You are 3rd level for feats, max skills, etc. You have half hit points for your NPC level and one PC level, and max hit points for the other PC level.

I am travelling a lot this week, so my replies will be, shall we say, succinct. By August I should be back to "normal" and will keep this recruitment open until 8/1.

Also, this:

Cueta wrote:
Probably the most important thing to bring with your character and your play-style is the ability to work together, though. All our characters have different motivations for being in the New World, but we all face the same dangers, and I think it is important, ooc, to find ic reasons for doing things that may really fit into another PC's backstory/story arc. I'd say anti-social lone-wolf mysterious types have less chance of getting selected for this game.

and this:

Me wrote:
I will NOT push for any character type. I firmly believe that what matters is having a good player, who's playing what s/he wants to to play. If we end up with all human rangers and dwarven clerics who are engaged and having fun, I'd rather that than a carefully balanced party of rules-lawyering, semi-weekly-posting, cheese-wizarding munchkins.


DM Nerk wrote:
I will NOT push for any character type. I firmly believe that what matters is having a good player, who's playing what s/he wants to to play. If we end up with all human rangers and dwarven clerics who are engaged and having fun, I'd rather that than a carefully balanced party of rules-lawyering, semi-weekly-posting, cheese-wizarding munchkins.

I'd still like to see a cheese-wizard though. Someone who designs, makes and distributes arcane cheese. Has ever a character existed? I certainly hope so.


Isn't that pretty much an alchemist with the milkmaid archetype?


Okay, just had to change my HP, but I should be ready. I, admittedly, just kind of grabbed a character I really wanted to play last year and polished him up a little for this game, but since it's been awhile since I last played PF, I wanted to go with something I was comfortable with. That should help me get back into the swing of things.

I generally have found that a DM with multiple players vouching for him is definitely worth playing with, so I hope I get to join your merry band. :)

Fun note:
Tthe first character I considered playing for this? A dwarven ranger. ;)


Oh my gosh, yes, I have been waiting for this!

I'll have a character submission up some time soon, but before I finish her up I'd like to know if we can have a minor NPC character or two with our bedraggled survivors. I noticed that the original merry band has them, and I am essentially a huge sucker for plot hooks, roleplaying attachments, and putting people important to my characters in various types of peril.

My proposed character is Zoriya Yelizaveta, Irriseni Jadwiga noble woman, witch, and debuffer extraordinaire. She fled Irrisen to start a new life with her children (the NPCs I really want to bring with) Vasily (7) and Koschei (3), after stabbing her husband to death a domestic quarrel. Her major goal in the new world would be making it as safe as possible for her family by any and all means, which will naturally flow into making Newspring a rock solid, well-supplied, and heavily guarded place.

With a school. Education is the path to success. She'll build it herself if she has to, although if she can convince someone else to do the heavy lifting...

Personality wise, Zoriya is disciplined, sharp-witted, and too prideful for her own good. She does work well with others, but feels most at home in a management role, so she'd probably end up with political ambitions. She'd be quite relieved, all the same, to have a community to fall back on instead of having to go it alone anymore.

Dark Archive

Dotting, sounds like a fun campaign.


DM Nerk wrote:
Isn't that pretty much an alchemist with the milkmaid archetype?

This had better be in the next Paizo publication.

@Tomag: Take as much time to polish as you like! It's going to be a while before we select someone, Nerk has to cross an extremely large body of water first. Also, that's funny but a dwarf ranger would bridge the gap between cleric and ranger. It's amusing because when we vote on things, the two clerics vote the same and the two rangers vote for something different. Our rogue used to be our swing vote.

@Mushroomeque: That's up to Nerk, but he did omit the connected npcs for some reason I assume. Your character sounds fun though and I'm already imagining some of the interactions with some of our more... egotistic... npcs.


Galorit wrote:
DM Nerk wrote:
Isn't that pretty much an alchemist with the milkmaid archetype?

This had better be in the next Paizo publication.

@Tomag: Take as much time to polish as you like! It's going to be a while before we select someone, Nerk has to cross an extremely large body of water first. Also, that's funny but a dwarf ranger would bridge the gap between cleric and ranger. It's amusing because when we vote on things, the two clerics vote the same and the two rangers vote for something different. Our rogue used to be our swing vote.

@Mushroomeque: That's up to Nerk, but he did omit the connected npcs for some reason I assume. Your character sounds fun though and I'm already imagining some of the interactions with some of our more... egotistic... npcs.

Or the subset of PCs that wish to see these new lands freed from the issues of class and title.

Dark Archive

well that makes one of my character options more interesting as a Cheliax noble my other one is an Ulfen raider.

The Exchange

Wow this seems neat and sadly my lady pair of outing swith Nerk pttered out so jtwouldbe.fun. Ill see if i can get inspired because the set up skins great.


I figure it's about time I check in here. I'm the last of the current players to be blessed with a spot in Nerk's excellent campaign. Glad to see we have a few solid character ideas already!

I think the others have mostly covered everything I would mention at the moment though I will reiterate a couple points.

One of the main themes of this campaign so far has been the spirit of cooperation, at least as far as the PC's are concerned. Our situation presents us with more than enough challenges to keep us busy, we don't need to be constantly fighting amongst each other. Those looking to be selected should ensure that their character can play well with others. Being strongly opinionated or having an attitude is absolutely encouraged, just so long as you can still pull your weight and work for the good of the colony when it counts.

Aside from that, I think the biggest thing to be considered when creating your characters should be making sure you have long term plans for them. This campaign is designed to span a long period of time and the further we get the more things are going to become focused on our character's personal goals and the realization of their desires. You will very much want to be thinking about how your character is likely to fit into the community, say two years down the road. As well as what directions you will want to try to steer Newspring's development during that time? So far we have a bunch of plans for things such as architectural wonders, the creation of a pirate/shipping fleet, the domestication of a host of strange and dangerous wild animals and the eventual relocation of numerous, numerous people's to the new world just to name a few!

On a similar topic, Galorit is absolutely correct. This campaign includes a lot of bookkeeping. There are a ton of problems, developments, projects and people that we all work together to record and keep up to date. Just make sure you are prepared to deal with a fairly robust level of accounting if you are selected to join us.

Good luck to all our applicants! I look forward to reading your submissions!


Browman wrote:
Or the subset of PCs that wish to see these new lands freed from the issues of class and title.

*Puts hands in pockets, whistles nonchalantly, backs away.*

Sadly, my staunchest ally in this regard just got his head caved in by Gair's son...

Deiros wrote:
well that makes one of my character options more interesting as a Cheliax noble...

Oh yeah, Cueta would hate your character :) I've tried to find reasons to put all the PCs firmly in the "friends" column quickly though!

Mushroomesque wrote:
before I finish her up I'd like to know if we can have a minor NPC character or two with our bedraggled survivors

Yeah, Nerk did omit that part of the recruitment this time around. I hope he allows it though, as the PC connected NPCs have added a lot to the game so far.

The Exchange

Wow my phone mangled my last post! Anyway. Played with Nerk before, excitedf by this. Looking at bard or rogue, i should have something up soon for initial review.


Cueta Guiding Star wrote:
Browman wrote:
Or the subset of PCs that wish to see these new lands freed from the issues of class and title.

*Puts hands in pockets, whistles nonchalantly, backs away.*

Sadly, my staunchest ally in this regard just got his head caved in by Gair's son...

As I understand things, the diminutive libertarian totally had it coming :P


A quick hello to everyone.

For the new characters, the reason I omitted the NPC requirement is more to do with the business of adding characters to a campaign in progress. Just because it isn't a requirement, though, doesn't mean new applicants shouldn't have those connections if they want.

Mushroomesque's idea, for example, is great. How often do we see moms adventuring? So yes, it would be fine to bring Koschei and Vasili along.

Deiros, you should feel free to play either character concept. The Chelaxian noble will certainly have some personality conflicts with some of our current PCs, but that's fine. I have no problem with characters who hate each other, as long as the players can find reasons for them to work together and not kill each other.

PirateDevon, good to see you again. I look forward to seeing what you come up with.

The Exchange

So I'm looking at a gnome alchemist/bard...explorer type. Might have crunch and basic fluff up tonight if things go my way.


Gair Hearthseeker wrote:
As I understand things, the diminutive libertarian totally had it coming :P

I first read that as "diminutive librarian"! Libertarian makes more sense (though Ben did have craft [bookbinding] - hmmm).

DM Nerk wrote:
Deiros, you should feel free to play either character concept.

Yes, I probably should have been more clear - I wasn't trying to dissuade you from that character in any way!


This sounds fun.

Everything:
Jak Dorn
Male Half-Orc Druid 2/Expert 1
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft., scent; Perception +9
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +1 Dex, +1 dodge)
hp 27 (3d8+3)
Fort +4, Ref +2, Will +8
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed
Melee greataxe +3 (1d12+3/×3) and
spear +3 (1d8+3/×3)
Ranged sling +3 (1d4+2)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
6/day—storm burst (1d6+1 nonlethal damage)
Druid Spells Prepared (CL 2nd; concentration +5):
1st—call animal[APG], entangle (DC 14), obscuring mist[D], stone fist[APG]
0 (at will)—create water, mending, purify food and drink (DC 13), read magic
D Domain spell; Domain Weather
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 14, Wis 16, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Dodge, Keen Scent[APG]
Traits devotee of the green, nomadic (bas'o)
Skills Climb +0, Fly +0, Handle Animal +5, Heal +7, Intimidate +1, Knowledge (geography) +7, Knowledge (nature) +11, Perception +9, Profession (architect) +7, Profession (farmer) +7, Profession (gardener) +7, Profession (shepherd) +7, Profession (woodcutter) +7, Survival +12 (+14 to avoid becoming lost when using this), Swim +0; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Druidic, Giant, Orc
SQ nature bonds (weather domain), orc blood, weapon familiarity, wild empathy +1, woodland stride
Combat Gear oil (5); Other Gear padded armor, greataxe, sling, spear, ale (per gallon) (10), animal harness, anvil, blacksmith, artisan's tools, backpack, bear trap, bedroll, bit and bridle, blanket, winter, block and tackle, bread (20), bucket, candle (3), canteen, chalk, cheese (20), chest, large, coffee pot, cold weather outfit, compass, crowbar, feed (per day) (30), flint and steel, hammer, ladder, maple syrup (per jar), meat (20), milk (20), miner's pick, poncho, pot, saw, saw, shovel (2), skillet, sledge, soap (7), surgeon's tools, tent, medium, 2 gp, 5 sp, 1 cp
--------------------
Special Abilities
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Cold weather outfit +5 Fort save vs. cold weather.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Druid Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Storm Burst 1d6+1 nonlethal damage (6/day) (Sp) As a standard action, ranged touch attack deals 1d6+1 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Jak was born without a name, cast out at birth by an Orc tribe in Belkzan for his half man status. He luckily was found by a wandering adventurer. That adventutuer gave Jak to a farmer named Luke Dorn.

Raising the Half-Orc, Luke and his wife Rumila named the boy Jak when he was young and showed a natural talent for farming and nearly everything he set his mind too. A Jack of All Trades.

A green thumb gardener, skilled hunter, and trailblazer. Jak would go on huge expidtions into the wilderness, often gone for weeks at a time.

After one such out, Jak returned to find that raiders had pillaged his father's farm and killed his family. Grief stricken Jak fled, wandering for several years, living in isolation. When he made his way to Absolom and heard of the expidition he decided to stop running, to help people and grow things again.

He is good natured and kind, willing to help and build communities. Fiercely protective of friends, though he currently doesn't have any. He is humble and hardworking, a salt of the earth kind of man.

His appearance is that of most half-orcs, but he is lacking the tattoos and battle scars found on most of his kin. Tall and broad with long black hair he wears in a ponytail, thick arms and worn hands.

Goals: Establish a strong communtiy and own a ranch and farm. Maybe in the distant future be a food merchant to make some money.

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Welcome aboard Jak. At a glance the it looks good. A druid is going to be a big help in a campaign like this.

PD: alchemist/bard sounds like a dangerous combination. In a fun way.


I feel like there is stuff I should add, but I'm kind of at a loss. Like, I know what Tomag will do in a given situation, but it's kind of hard to explain beyond the fact that he's a big friendly, too-trusting idiot.

[spoiler=He's kinda Forrest Gump, but a half-orc. Accent not included. :3[/spoiler]

Is there anything else that might be important? Since we've got awhile before you're making any decision, Nerk, I'd like to do a little fine-tuning. :)


If you want to add more depth to your character, ask them some or all of these questions.

Marcel Proust wrote:


What do you consider your greatest achievement?

What is your idea of perfect happiness?

What is your current state of mind?

What is your favorite occupation?

What is your most treasured possession?

What or who is the greatest love of your life?

What is your favorite journey?

What is your most marked characteristic?

When and where were you the happiest?

What is it that you most dislike?

What is your greatest fear?

What is your greatest extravagance?

Which living person do you most despise?

What is your greatest regret?

Which talent would you most like to have?

Where would you like to live?

What do you regard as the lowest depth of misery?

What is the quality you most like in a man?

What is the quality you most like in a woman?

What is the trait you most deplore in yourself?

What is the trait you most deplore in others?

What do you most value in your friends?

Who is your favorite hero of fiction?

Whose are your heroes in real life?

Which living person do you most admire?

What do you consider the most overrated virtue?

On what occasions do you lie?

Which words or phrases do you most overuse?

If you could change one thing about yourself, what would it be?

What are your favorite names?

How would you like to die?

If you were to die and come back as a person or thing, what do you think it would be?

What is your motto?

The Exchange

DM Nerk wrote:

PD: alchemist/bard sounds like a dangerous combination. In a fun way.

Yeah and I think the most complicated character I have ever built. Skills, skills, skills! YAY!

But I think he has a lot of flavor I hope to wheel him out for you folks tomorrow.


Interest/submitted list:

Submitted

Seranov – Tomag Born-at-Dawn (Half-orc Expert 1 / Paladin [redeemer] 2)
Bane88 – Jack Dorn (Half-orc Expert 1 / Druid 2)

Interest shown

Severed Ronin - ?
Grand Moff Vixen – skilled character
Mushroomesque – Zoriya Yelizaveta (Irriseni Jadwiga witch)
Deiros - Cheliax noble or Ulfen radier
PirateDevon - alchemist/bard


Cueta Guiding Star wrote:

Interest/submitted list:

Interest shown

Grand Moff Vixen – skilled character

I am seriously considering making a Wildblooded Sage. I noticed this archetype recently and it has an appeal that I want to do something with.

I am going to work with this concept and build it from here. The ideas are beginning to take shape and it feels like something I would have much fun with. I will post more when I am further along in the process. Hero Lab for the win!


Man this is taking forever! I am posting him now, even though my fluff/equipment thereby my combat stats are off but the skills took so long to comb over and triple check that I wanted him up and on the radar. If anyone notices anything off let me know.


Do we need to pay for things that 1st level characters get free from our 150 gp? I am thinking about outfits, my formulae book, etc. And would I assume not but want to verify because "hard living" seems a big aspect of the game.

Edit: As an FYI my fluff should be done. Basically looking at gear at this point and will wrap that when I know more about my question above. Thanks.

Also, to those current players bouncing around I would love any input (even negative if you think Brittiri wouldn't fit in) about the character and how things look to you...


I believe your outfits and things like spellbooks are free with the character. (Nerk can yell at me and make us fight something we can't actually eat if I'm wrong. We just butchered a bunch of monkeys if anyone wants to know. Select monkey cuts, compliments of Cueta.)

Take all the time you need with your characters. Nerk still has to come back from traveling.


Vallen Silverclasp wrote:

I believe your outfits and things like spellbooks are free with the character. (Nerk can yell at me and make us fight something we can't actually eat if I'm wrong. We just butchered a bunch of monkeys if anyone wants to know. Select monkey cuts, compliments of Cueta.)

Take all the time you need with your characters. Nerk still has to come back from traveling.

Mentioning select cuts implies we are being picky about our food, which is certainly not the case.


Brittiri Longtread wrote:

Do we need to pay for things that 1st level characters get free from our 150 gp? I am thinking about outfits, my formulae book, etc. And would I assume not but want to verify because "hard living" seems a big aspect of the game.

Edit: As an FYI my fluff should be done. Basically looking at gear at this point and will wrap that when I know more about my question above. Thanks.

Also, to those current players bouncing around I would love any input (even negative if you think Brittiri wouldn't fit in) about the character and how things look to you...

Haven't actually looked at the character yet, but wanted to answer the question. Yes, you'll get clothes on your back + 150gp worth of stuff + items granted you by your class, such as spellbooks, formulae books, etc. Bring your own ink, though. Actually, an alchemist can probably make ink, never mind. In the original recruitment we had an alchemist who was worried about a glassblowing because how could he make his flasks? I believe I suggested he could gilligan a solution. I want the circumstances of the game to create challenges, but not to the point of gimping central class abilities.


GMV: as a person who loves skills and spontaneous casting, I wholeheartedly endorse the sage bloodline.


Back in the US, no longer delirious, slightly jet-lagged.

Brittiri - finally looked everything over, very solid.

Lantern Lodge

Dotting for interest.

Would you have a use for a character that is an arcane, or arcane/divine hybrid crafter? Both in the mundane and magical senses? Have an idea for a character that I have been toying around with for a while now.


I have been pondering those questions you linked, Nerk. I am writing up the answers in my head before I give you a couple of them at once. :)

I am also thinking I may change to a 1 Warrior/2 Inquisitor for extra skills and the same general feeling. Will probably keep the code, even. I'll get back to you on that!


Ok, more info on my concept. I was waiting for inspiration to strike and it finally hit me just today.

My sage sorcerer is obsessed with the acquisition and practical use of knowledge. Some want to lock it away and leave it there for posterity, but what good is it if said knowledge is never learned by those who obtained it? How then, do you pass it on? He is a human who was raised among the high elves. While he gained their love of knowledge, he is still human. The procurement of ancient and modern secrets is something that the others just don't fully understand. They want to keep it from those races who they think are not ready for such things, while Sage feels that this should be the decision of said races to use or not. He feels that mortals should not tell mortals what to do regarding such things. None of the races (longer lived or not) are omniscient, so let others come to their own conclusions.

He travels to varying locations to see the dig sites of expeditions (his breadth of knowledge is most useful with identifying things), to groups who are out to unearth the secrets of tombs long sealed. He is not out to desecrate or rob them, but to learn what they knew and bring it to the rest of civilization.

He is a librarian, a book crafter, and will have arcana +11, history +10, nobility +9, untrained: dungeoneering +8, and all other knowledge at +7 (plus many other skills). I am taking a feat that allows untrained skill usage as if trained plus bonuses to such checks. I also intend him to write books about his findings and then share them with those who would part with what he has learned for the sake of those who wish to improve their lives.

This is as far as I have gotten. His early history is still being fleshed out. More to come.

Thoughts, DM Nerk (and current players)?


thestrongangel wrote:

Dotting for interest.

Would you have a use for a character that is an arcane, or arcane/divine hybrid crafter? Both in the mundane and magical senses? Have an idea for a character that I have been toying around with for a while now.

Before we started recruitment, we got into a conversation where I asked about the roles we needed, and Nerk had a really good point - we're more interested in getting a couple of good players than filling specific roles. I'd say build the character you've been playing around with - there will be plenty of space for crafting if that is his or her focus.


Tomag wrote:
I am also thinking I may change to a 1 Warrior/2 Inquisitor for extra skills and the same general feeling. Will probably keep the code, even. I'll get back to you on that!

I think Pallys are awesome, but I can say that I absolutely love have a lot of skills for this campaign. It is one of the reasons that the campaign rocks, and since the campaign is sandboxy in nature, you'll be able find reasons to use all those skills too.

I'm also a fan of refluffing classes. Cueta is a ranger by class, but I've purposely never referred to her as one. In her mind, she's a sailor, mosquito or warrior, depending on the situation.


Grand Moff Vixen wrote:

Ok, more info on my concept. I was waiting for inspiration to strike and it finally hit me just today.

My sage sorcerer is obsessed with the acquisition and practical use of knowledge. Some want to lock it away and leave it there for posterity, but what good is it if said knowledge is never learned by those who obtained it? How then, do you pass it on? He is a human who was raised among the high elves. While he gained their love of knowledge, he is still human. The procurement of ancient and modern secrets is something that the others just don't fully understand. They want to keep it from those races who they think are not ready for such things, while Sage feels that this should be the decision of said races to use or not. He feels that mortals should not tell mortals what to do regarding such things. None of the races (longer lived or not) are omniscient, so let others come to their own conclusions.

He travels to varying locations to see the dig sites of expeditions (his breadth of knowledge is most useful with identifying things), to groups who are out to unearth the secrets of tombs long sealed. He is not out to desecrate or rob them, but to learn what they knew and bring it to the rest of civilization.

He is a librarian, a book crafter, and will have arcana +11, history +10, nobility +9, untrained: dungeoneering +8, and all other knowledge at +7 (plus many other skills). I am taking a feat that allows untrained skill usage as if trained plus bonuses to such checks. I also intend him to write books about his findings and then share them with those who would part with what he has learned for the sake of those who wish to improve their lives.

This is as far as I have gotten. His early history is still being fleshed out. More to come.

Thoughts, DM Nerk (and current players)?

Sounds cool, Grand Moff Vixen! Sorala (Fighting Chicken's PC2), essentially a history graduate assistant, has been kicking herself for not bringing her library with her. She'd love to have a librarian around.


Using skills was a big reason I wanted to bring Brittiri in as a candidate, I have had an npc in many of my games who served as the PC's skill catch all because they weren't particularly interested in dealing with taking skills that might only prove useful "sometimes" and I have long liked some of the gnome alternative traits but thought to myself "when would I ever really get to use THOSE?"...and here I am.

If it helps my "application" at all I work in the business office of a 4 year college. Contracting. Accounting. Inventory. So I am pretty good with spreadsheets :p LOL

Dark Archive

Cueta Guiding Star wrote:
Tomag wrote:
I am also thinking I may change to a 1 Warrior/2 Inquisitor for extra skills and the same general feeling. Will probably keep the code, even. I'll get back to you on that!

I think Pallys are awesome, but I can say that I absolutely love have a lot of skills for this campaign. It is one of the reasons that the campaign rocks, and since the campaign is sandboxy in nature, you'll be able find reasons to use all those skills too.

I'm also a fan of refluffing classes. Cueta is a ranger by class, but I've purposely never referred to her as one. In her mind, she's a sailor, mosquito or warrior, depending on the situation.

Tomag is the sort who would sooner call himself a "Missionary" or a "Hand of Sarenrae" then by any traditional class name. I think mechanically, the best way to keep him working the same way as his Paladin equivalent is to give him the Conversion domain, which will use his Charisma modifier instead of his Wisdom one for Bluff, Diplomacy and Intimidate checks. It's not really the same thing as being full-on charismatic, but it should do the job. My only real regret about this change is that I won't be able to roleplay him as a good-hearted goof with absolutely no common sense (because if you have 14+ Wisdom, you know better!). ;)


Seranov wrote:
Cueta Guiding Star wrote:
Tomag wrote:
I am also thinking I may change to a 1 Warrior/2 Inquisitor for extra skills and the same general feeling. Will probably keep the code, even. I'll get back to you on that!

I think Pallys are awesome, but I can say that I absolutely love have a lot of skills for this campaign. It is one of the reasons that the campaign rocks, and since the campaign is sandboxy in nature, you'll be able find reasons to use all those skills too.

I'm also a fan of refluffing classes. Cueta is a ranger by class, but I've purposely never referred to her as one. In her mind, she's a sailor, mosquito or warrior, depending on the situation.

Tomag is the sort who would sooner call himself a "Missionary" or a "Hand of Sarenrae" then by any traditional class name. I think mechanically, the best way to keep him working the same way as his Paladin equivalent is to give him the Conversion domain, which will use his Charisma modifier instead of his Wisdom one for Bluff, Diplomacy and Intimidate checks. It's not really the same thing as being full-on charismatic, but it should do the job. My only real regret about this change is that I won't be able to roleplay him as a good-hearted goof with absolutely no common sense (because if you have 14+ Wisdom, you know better!). ;)

You could always go the Carrot Ironfoundersson route and make him wise enough to know better, but good enough to still act like a good-hearted goof because it's the Right Example To Set For People, by gosh.

Dark Archive

Mushroomesque wrote:
You could always go the Carrot Ironfoundersson route and make him wise enough to know better, but good enough to still act like a good-hearted goof because it's the Right Example To Set For People, by gosh.

Sounds like a plan to me. Rebuilding the character now. ;)

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