DM Default |
So to my wallet's detriment, I took advantage of the Golem clearance event to pick up a hefty stack of modules. In order to improve my DM skills and also get to experience the module format, I'd like to start a game in which a group of adventurers jump from module to module, essentially creating a story by taking part in so many different scenarios.
There'd be breaks in which the characters return "home" and a familiar cast of characters can grow and react to their success and failure. For levels at which I don't have a module ready, I'll adjust another one I do possess or use a third party one I pre-selected before hand.
I also understand that even finishing one module takes a long time and there are bound to be players who drop out. Still, I'd like to push this as far as it will go and hopefully replace dropouts with those who are in it for the long haul.
The first module will most likely be Murderer's Mark or an adventure from Tales of the Old Margreve. This decision will be finalized with the input of the selected characters.
• We will be starting at level 1, and be leveling usually through the moderate experience track and key moments during play.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Advanced Class Guide (ACG), Ultimate Combat (UC), and Ultimate Magic (UM), Occult Adventures(OA), and Ultimate Intrigue (UI) will be allowed. Any Archetype for these base classes will be allowed.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16.
• Feats: Any feat from the Core Rulebook, APG, ACG, UM, UI, OA, or UC will be acceptable.
• Skills: We will be using the Background Skill system.
• Traits: Characters will start with two traits.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• Third Party Pathfinder material and 3.5 material will be considered on a case-by-case basis.
• Unchained options are allowed, but you must fully commit. Meaning, you cannot choose the unchained version of a barbarian but choose the non-unchained version of one of his rage powers.
• While I don't mandate posting every day, I do hope you will post frequently. If you will be gone for a decent span of time, please inform me and I will bot you as necessary.
• I will be using Roll20 for combat, but all rolls and role-playing will be done in the gameplay thread of this campaign.
• Keep Min-maxing to a minimum, please. I understand the joy of a powerful character, but I like to see reasons behind character decisions. Relevant background reasons, not "its the most effective."
• If your character sheet is difficult to reach or read, that is a bad thing.
• I'm going to push this thing as far as it will go, up to level 20 if possible. If you want a short succinct adventure that will only last one module, please do not apply.
• While I said I would consider third party and 3.5 material, I'm not entirely confident of them.
• The number one deciding factor that will boost your chances of selection is if you have a very real character, one that oozes personality, backstory, and motivation. At times, I have chosen lopsided parties of characters I enjoyed and worked with the chosen players to balance the party after selection.
Recruitment will last until the first of September.
Archpaladin Zousha |
I am most interested! I've always wanted to have a "campaign" like this! One question, though: would you be adapting non-Golarion modules to Golarion or Golarion modules to your own non-Golarion setting? The answer'll likely influence the character I come up with.
DM Default |
I'm going to be straight with you guys, I do not a have a great understanding of Golarion. That being said, I'm planning on using that setting and just having you guys fast travel to the next module's setting when we switch.
If you know of a cliffnotes of Golarian (that's a great idea for someone to do) please refer me to it.
AS for hometowns, you're free to create any kind of backstory you'd like. Eventually, I'll try to work some of it into the modules to give it a more personalized setting. As for the location of the first module, that will be voted on by the selected players so can't tell yet.
zerceses |
DM Default |
If you'd like to propose 3rd party or 3.5 material, please link to the material.
One rule of thumb is if I can't reference the information directly (online), then I won't allow it.
In the case of weapon an armor master handbooks, I don't know what materials you're planning to use so I can't make a judgement.
Annubis |
Name: Jix "the Jinx" Rissi
Race: Ratfolk
Class: Rogue (Sniper) 1
Age: 15
Height: 3'9ft (Small)
Weight: 65lbs.
Stats
Str 12
Dex 20
Con 7
Int 16
Wis 7
Cha 11
Initiative +5
Land Speed: 20ft
HP 6
AC 18/16 Tch/ 13 Flt
Saves
Fort -2
Ref +7
Will -2
Racial Traits
Dark-vision
Cornered Fury
Skulk
Unnatural
Alignment= Chaotic Neutral
Deity= Calistia
Languages= Common, Draconic, Goblin, Orc
Weapons= Heavy Crossbow-1d8 x19/20 (+6 to hit, +7 if within 30ft), 30 Crossbow bolts-1d3 x20 (-2 to hit Melee), Dagger-1d3+1 x19/20 (+2 to hit Melee, +6 to hit Ranged)
Skills
*Acrobatics +9 (Ranked)
*Appraise +3
*Bluff +7 (Ranked)
*Climb +5 (Ranked)
*Craft (Alchemy) +7 (Ranked)
*Diplomacy +0
*Disguise +0
*Escape Artist +9 (Ranked)
Fly +6
Heal -2
*Intimidate +0
*Knowledge (Dungeoneering) +7 (Ranked)
*Knowledge (Local) +7 (Ranked)
*Perception +2 (Ranked)
Ride +5
*Sense Motive +2 (Ranked)
*Sleight of Hand +9 (Ranked)
*Stealth +18* (Ranked)
Survival -2
*Swim +5 (Ranked)
Feats = Point-Blank Shot
Traits= Highlander (Hills or Mountains), Fast-Talker
Armor= Leather armor
Gear= Alchemy Crafting Kit, Pickpocket's Outfit, Drow Poison x1, Grappling Hook, Masterwork Tool (Bluff), Masterwork Tool (Stealth), Silk Rope (10ft)
Gold= 11gp, 3sp, 3cp
Details
Darkvision (60ft)- You can see in the dark (black and white vision only)
Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.
Skulk: Some ratfolk can blend easily into their environments, and move with surprising grace. Ratfolk gain a +2 racial bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty).
Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Highlander (Hills or Mountains): You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Fast-Talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Description: Jix Rissi is a lithe, jet black furred ratfolk with a toned, though slight, physique that should have made her appear rather attractive were it not for her extremely vulgar and intimidating attitude. She has a long tan tail that hangs low to the ground and gold eyes. Her favorite jewelry consists of a series of three golden earrings on her left ear and a golden ring three quarters of the way down her tail inscribed with Draconic writing. The garb she wears consists of her leather armor which is shapely in design and has a low V-cut, as well as a black scarf she wears wrapped around her head and over her mouth revealing just her eyes to hide her face from human civilizations, who often find ratfolks' appearances to be distasteful. She has a streak or red warpaint going down either side of her snout under the scarf.
Background: Jix "The Jinx" Rissi was born into a fairly standard ratfolk community. That being that it wasn't what many humans would consider a standard way to raise a child. Being that the Rissi tribe traveled around the world as a gypsy group, selling their wares. As such Jix's clan was a traveling group of caravan traders that roved from town to town on the back's of their giant rat mounts loaded with all kinds of valuables to ship back to the Inner Sea Region, from whence they were based out of, for enormous profit. It was here that Jix began to develop a case of sticky fingers when it came to objects of great interest to her which included, even as a younger girl, any sort of draconic art and, curiously, poisons. The young ratfolk girl absolutely adored poisons for some inexplicable reason, she loved the look of it, the smell of it, and, unfortunately for Jix on several occasions, the taste of it, and she would horde the stuff as she continues to do to this day. Because of her compulsive stealing habit she was forced to develop a quick whit when it came to weaseling her way out of trouble, though this very habit also turned out to be what saved her life.
As one might have expected, with beasts of burden laden with all sorts of valuables and not many strong defenders, a deadly raid from bandits was an inevitable occurrence, for Jix this day came when she was a mere 8 years old, which is around 12 in human years. On a seldom and lonely night far away from civilization as the family slept, bandits descended from on high. Jix awoke to the sounds of her family being slaughtered as a man garbed in furs cleaved through her mother, father, and brothers in their family pavilion. The young ratfolk girl's gold eyes grew wide and she shook with terror as the man callously made his way through her family. As the slaughter went on, Jix used the opportunity to sneak to the back of the pavilion where she hoarded her own personal, pilfered loot and grabbed the first weapon she saw. A crossbow and three bolts. When she pulled the weapon from her hoard, the whole pile shifted and drew the barbarian's attentions. Jix could feel her heart stop beating in her chest as the deranged man grinned at her murderously and charged, swinging his axe at the girl. Fortunately, her petite form was small enough to slip under the bandit's legs as he struck leaving him only to rend a hole through the soft fabric at the back of the tent.
In an instant Jix was outside, through the newly torn hole, sprinting for her life, her over-sized weapon clutched tightly to her chest as she ran crying from the scene of the slaughter. But the enraged barbarian wasn't done yet. Hefting his monstrous weapon from the ground he pursed the young girl though the grassy knolls. Blinded by her tears the poor girl didn't notice the thick patch of mud before her from the recent rains and took a tumble onto her back covering her in mud. As she lay whimpering and gasping for air the bandit drew nearer and let out an uproarious laugh. He drew in for the kill and hefted his axe high when suddenly the girl spun around and loosed her bolt straight into the bandit's heart, half by accident. The barbarian stood there stupidly for a moment, transfixed by the arrow that burrowed deep inside his chest, then plummeted to the ground falling right on top of the girl. As warm blood spilled over her the girl cringed and screamed and struggled to push off the body only managing the feat after quite some time due to the man's muscular proportions. She then dusted herself off, took one last look at her burning caravan and decided to put her tears behind her as she made her way to the nearest town. Shirima.
In Shirima the rat girl spent much of the remainder of her childhood as an urchin, stealing to survive. Fortunately for her, several of the local prostitutes took pity on her and helped her find places to sleep for the night or provided her with food when she could gain none of her own, and otherwise just kept the girl company. It was from them that she heard of the goddess Calistria and took to her worship. After all she was the goddess of revenge and making a strike to live another day and this spoke directly to the girl's experience that horrible night. While Jix had once been a sweet and jovial girl, after the attacks she was never the same, the girl seemed to grow into a bratty thug, mocking others and getting in brawls being her favorite past times.
As time went on and Jix blossomed into womanhood, a group of traders passing through recognized the potential in the young woman immediately and asked her to join with their caravan. While Jix was reluctant at first she eventually agreed to join as a guard for the caravan for the sake of money, adding to her new hoard of items, and in hopes of gaining a new host of people to tease and harass. Through her journeys she has encountered all kinds of creatures including the reviled orcs and goblins. While many of the caravan's members outright refused business with such creatures Jix would have no issue marching into a village or camp full of the creatures and establishing a basic trade policy as her gruff mannerisms were well respected an acknowledged by the creatures. It was though this bravery that the traders came to respect the girl and even became her friends even despite the fact that she had picked up the nickname of "Jinx" from the other caravan members after they had heard of what happened to her original caravan so many years ago. Jix actually came to like the nickname and accepts it as a badge of honor.
As of now she lives in a trade cart in a caravan and is currently on leave of the crew until there next mission. It is likely that she is at her favorite establishment in any town at this moment, the pub. Looking to get a drink, chat with the local traders, or stir up some trouble.
zerceses |
DM Default |
@ Zerceses
For now, I'll say all three are fine but if selected and I notice that's a bit overpowered, I may ask you to swap out choices or nerf them a tad.
@ Annubis
Thank you for your submission.
@ Seth 86
At first glance, spell scale seems fine. I don't have any idea what the blood quickening can do so you if you have reference page for that, it'd be appreciated.
Papa-DRB |
Mahk was created for a Legacy of Fire campaign that he did not get selected for. If there is something that would work better, I can change him around somewhat to fit where the campaign will start.
Mahk the Scythe (MM)
Male Human ranger 1
TN Medium humanoid (human)
Init +4, Senses Perception +6
=================================================
DEFENSE
=================================================
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex, )
hp 13 ((1d10)+3)
Fort +4, Ref +4, Will +2
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee scythe +4 (2d4+4/x4)
Ranged longbow +3 (1d8/x3)
Melee flail, heavy +4 (1d10+4/19-20)
Special Attacks Humanoid (Gnoll) +2,
=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8,
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Quick Draw
Skills Handle Animal +3, Heal +6, Knowledge (Dungeoneering) +5, Knowledge (Geography) +6, Knowledge (Nature) +6, Perception +6, Profession (Soldier) +6, Ride +1, Stealth +1, Survival +6, Survival (Follow or identify tracks) +7,
Traits Devotee of the Green (Knowledge (Nature)), Reactionary,
Languages Common, Gnoll
SQ bonus feat, humanoid traits, skilled, track +1, wild empathy +0, +1 skill rank (handle animal, knowledge (geography)), ,
Gear rations (trail/per day) (6), sunrod (5), scythe, outfit (traveler's), chainmail, arrows (20) (5), backpack, waterskin (filled), flint and steel, rope (hemp/50 ft.) (2), grappling hook, pouch (belt), longbow, flail, heavy, 16.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Bonus Feat Humans select one extra feat at 1st level.
Devotee of the Green (Knowledge (Nature)) Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (Geography) and Knowledge (Nature) checks, and Knowledge (Nature) is always a class skill for you.
Humanoid (Gnoll) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnolls. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
+1 Skill Rank (Handle Animal, Knowledge (Geography)) GM awarded PC with +1 skill rank (won't exceed max ranks).
Race Line in Profile:
TN Male Human
ranger
1
Class Line in Profile:
(HP 13 AC:18 T:12 F:16 Saves F:+4 R:+4 W:+2 CMB:+4 CMD:16 Init:+4 Perc: +6)
At 6 feet 2 inches and 225 pounds, Mahk is big for his 18 years. He wears a chainmail suit over wool breeches, and shirt. His boots look rather new, but all his other clothing, while clean and servicable, has seen some years of use. Over his shoulder is slung a longbow, and he carries a scythe that is of an older design, however the wicked looking blade still seems razor sharp.
As he walks down the street, he looks and acts like a happy-go-lucky sort of fellow, humming and whistling, very off key, as he looks around at the wonders of the city.
Mahk was raised in a small village about one days travel from Solku in western Katapesh. The big attraction was a watering hole that caravans and travelers were able to use for a simple daily fee. There was room for the visitors to rest, whether setting up a camp for themselves, as caravans usually did, or staying in the Sand Storm Inn House which was located in the center of this small village. The largest problem the town had was wandering gnoll tribes and bandits.
Mahk father was one of several families that were simple farmers, who raised crops to sell to others in town and the folks passing thru. All the families took turns working the fields, and the older teenage children took turns guarding the fields so the gnolls and bandits did not burn them down.
Mahk grandfather was an adventurer who returned after many years away and became a member of the local militia. On his return, he took Mahk under his wing and taught him that a scythe would not only cut down the crops in the fields during harvest time, but was also good for cutting down gnolls. He also taught him how to shoot a bow, and his special secret, how to set up traps and disable them. That way, he could protect more of the crops by wounding the gnolls before having to either shoot them or cut them down with his scythe.
One fateful night while Mahk and some of the other elder teenagers were on watch, the gnolls attacked in a larger than normal force. While eventually the ones who were not killed were driven away, the cost to the village and especially to Mahk was quite high. The found his grandfather severely wounded, and his famous flaming scythe missing. ”Mahk” the old man whispered, ”I give to you my armor and my old scythe. Use it to someday recover Gnoll Bane, my scythe from the gnoll bandits” and with that he died.
Mahk was stricken to the very core of his being with hatred of gnolls, and taking his grandfathers chain armor and his old scythe set out to find Gnoll Bane and return it to the village. On his travels he killed many a gnoll, learned their language so he could taunt them as they died, and finally found his way to <insert city that the campaign starts in> where he heard of a man named Garavel who was looking to hire adventurers to free the village of Kelmarane from a gnoll tribe.
Finding this man, Mahk approaches him and waits his turn as others plead their case to be included in this outing. ”Mr. Garavel, I offer my services to you in freeing Kelmarane from the gnoll infestation. I know their language, and I am proficient on killing them. My grandpa's scythe is sharp, and his longbow shoots straight. I can track them, and I can find them. I also know the way of traps, both building them and disabling them. What say you?” and he waits for the man to tell him yea or nay.
Note: Gnoll Bane - +1 Keen Scythe, with the Flaming property.
Farmer, Soldier, Adventurer
Core Rulebook
Advanced Player Guide - Traits (only)
Unchained - Background Skills - Listed as +1 GM Awards above twice per level
Ranger all the way!
Background Skils(2): Max Handle Animal, Knowledge (Geography)
Regular Skills(8): Max Heal, Knowledge (Nature), Perception, Survival, Stealth
Combat Style: Archery
2nd: Rapid Shot
6th:
Feats:
3rd: Deadly Aim
5th: Weapon Focus (Scythe)
7th:
Hunters Bond:
Probably wolf animal companion
Created using PCGen 6.07.01-dev on Aug 19, 2016
Annubis |
Thank you DM but I also just noticed the fact that we will be using background skills. Which I didn't realize when making Jix. Would you like me to repost to character sheet with the updated information following these rules then?
Also my work allows a ton of free time and I'm very committed to a campaign once I start. I can guarantee I will see it through =P
Also Mahk seems to have a very interesting backstory. Well made indeed Papa-DRB. ^^
Jesse Heinig |
Ok ring, here's my hat!
Molly Mindigo is a halfing tank. Yes, that's right, she's a 2' 8" fighter designed to tank for the party.
While this may seem comical, she is played as a straight character. She may be small, she may have an occasionally squeaky voice, she may look like a tiny version of someone's mom in armor running screaming across the battlefield, but she is surprisingly effective.
Molly is a cheerful, caring sort who will always be there to support party members when they're blue, and to comment on the absurdity of the world (after finding herself turned into a wandering armor master).
She also starts out at AC 21 and has +5 to hit with her small bastard sword (+2 Strength, +1 size, +1 Weapon Focus, +1 BAB), and if the campaign goes for a while and she gains a few levels, she will handle battlefield positioning by overruns.
Shub-Niggurath's cousin Al |
DM Default |
@ Burnscar
I'd rather not.
@ Gurich, Jane, Papa, Jameco, Jesse
Thank you for your submission. Will do a cursory look over.
@ Jesstral
Newcomers are welcome to apply.
@ Annubis
Fine with me, but please use a spoiler tag to avoid the wall of text effect.
@ Shub
Sorry, but won't be allowing Ochremancer.
Annubis |
Name: Jix "the Jinx" Rissi
Str 12
Dex 20
Con 7
Int 16
Wis 7
Cha 11
Fort -2
Ref +7
Will -2
Racial Traits
Dark-vision
Cornered Fury
Skulk
Unnatural
*Acrobatics +9 (Ranked)
*Appraise +7 (Ranked)
*Bluff +7 (Ranked)
*Climb +5 (Ranked)
*Craft (Alchemy) +7 (Ranked)
*Diplomacy +0
*Disguise +0
*Escape Artist +9 (Ranked)
Fly +6
Heal -2
*Intimidate +0
*Knowledge (Dungeoneering) +7 (Ranked)
*Knowledge (Local) +7 (Ranked)
*Linguistics +7 (Ranked)
*Perception +2 (Ranked)
Ride +5
*Sense Motive +2 (Ranked)
*Sleight of Hand +9 (Ranked)
*Stealth +18* (Ranked)
Survival -2
*Swim +5 (Ranked)
Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.
Skulk: Some ratfolk can blend easily into their environments, and move with surprising grace. Ratfolk gain a +2 racial bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty).
Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Highlander (Hills or Mountains): You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Fast-Talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
As one might have expected, with beasts of burden laden with all sorts of valuables and not many strong defenders, a deadly raid from bandits was an inevitable occurrence, for Jix this day came when she was a mere 8 years old, which is around 12 in human years. On a seldom and lonely night far away from civilization as the family slept, bandits descended from on high. Jix awoke to the sounds of her family being slaughtered as a man garbed in furs cleaved through her mother, father, and brothers in their family pavilion. The young ratfolk girl's gold eyes grew wide and she shook with terror as the man callously made his way through her family. As the slaughter went on, Jix used the opportunity to sneak to the back of the pavilion where she hoarded her own personal, pilfered loot and grabbed the first weapon she saw. A crossbow and three bolts. When she pulled the weapon from her hoard, the whole pile shifted and drew the barbarian's attentions. Jix could feel her heart stop beating in her chest as the deranged man grinned at her murderously and charged, swinging his axe at the girl. Fortunately, her petite form was small enough to slip under the bandit's legs as he struck leaving him only to rend a hole through the soft fabric at the back of the tent.
In an instant Jix was outside, through the newly torn hole, sprinting for her life, her over-sized weapon clutched tightly to her chest as she ran crying from the scene of the slaughter. But the enraged barbarian wasn't done yet. Hefting his monstrous weapon from the ground he pursed the young girl through the grassy knolls. Blinded by her tears the poor girl didn't notice the thick patch of mud before her from the recent rains and took a tumble onto her back covering her in mud. As she lay whimpering and gasping for air the bandit drew nearer and let out an uproarious laugh. He drew in for the kill and hefted his axe high when suddenly the girl spun around and loosed her bolt straight into the bandit's heart, half by accident. The barbarian stood there stupidly for a moment, transfixed by the arrow that burrowed deep inside his chest, then plummeted to the ground falling right on top of the girl. As warm blood spilled over her the girl cringed and screamed and struggled to push off the body only managing the feat after quite some time due to the man's muscular proportions. She then dusted herself off, took one last look at her burning caravan and decided to put her tears behind her as she made her way to the nearest town. Shirima.
In Shirima the rat girl spent much of the remainder of her childhood as an urchin, stealing to survive. Fortunately for her, several of the local prostitutes took pity on her and helped her find places to sleep for the night or provided her with food when she could gain none of her own, and otherwise just kept the girl company. It was from them that she heard of the goddess Calistria and took to her worship. After all she was the goddess of revenge and making a strike to live another day and this spoke directly to the girl's experience that horrible night. While Jix had once been a sweet and jovial girl, after the attacks she was never the same, the girl seemed to grow into a bratty thug, mocking others and getting in brawls being her favorite past times.
As time went on and Jix blossomed into womanhood, a group of traders passing through recognized the potential in the young woman immediately and asked her to join with their caravan. While Jix was reluctant at first she eventually agreed to join as a guard for the caravan for the sake of money, adding to her new hoard of items, and in hopes of gaining a new host of people to tease and harass. Through her journeys she has encountered all kinds of creatures including the reviled orcs and goblins. While many of the caravan's members outright refused business with such creatures Jix would have no issue marching into a village or camp full of the creatures and establishing a basic trade policy as her gruff mannerisms were well respected an acknowledged by the creatures. It was through this bravery that the traders came to respect the girl and even became her friends even despite the fact that she had picked up the nickname of "Jinx" from the other caravan members after they had heard of what happened to her original caravan so many years ago. Jix actually came to like the nickname and accepts it as a badge of honor.
As of now she lives in a trade cart in a caravan and is currently on leave of the crew until their next mission. It is likely that she is at her favorite establishment in any town at this moment, the pub. Looking to get a drink, chat with the local traders, or stir up some trouble.
Seth86 |
Introducing Nox
Nox
Male dragonscale sorcerer (crossblooded) 1 (Pathfinder RPG Ultimate Magic 69)
CG Medium humanoid (orc, udaeus)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +0, Ref +3, Will -1
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—shield
. . 0 (at will)—acid splash, detect magic, penumbra[UM]
. . Bloodline Draconic, Orc
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 10, Int 12, Wis 8, Cha 20
Base Atk +0; CMB -2; CMD 11
Feats Eschew Materials, Point-Blank Shot
Traits planar savant, spiritual forester
Skills Knowledge (arcana) +5, Knowledge (planes) +10, Linguistics +2, Lore (Dragons) +5, Perception +3
Languages Boggard, Common, Draconic, Elven
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Combat Gear acid; Other Gear 140 gp
--------------------
Special Abilities
--------------------
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Onlything not added, is the Bloodquickening ability
Papa-DRB |
Here is the updated Mahk. When I "modified" him for this campaign, I mistakenly dropped his Archetype. He is still from the desert area, but the "city", "country", "favored enemy" can be changed if that will make more sense for the start of this campaign.
Male Human ranger 1 Archetypes Trapper,
TN Medium humanoid (human)
Init +4, Senses Perception +5
=================================================
DEFENSE
=================================================
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex, )
hp 13 ((1d10)+3)
Fort +4, Ref +4, Will +1
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee scythe +4 (2d4+4/x4)
Ranged longbow +3 (1d8/x3)
Melee flail, heavy +4 (1d10+4/19-20)
Special Attacks Humanoid (Gnoll) +2
=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 10,
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Quick Draw
Skills Disable Device +2, Handle Animal +4, Heal +5, Knowledge (Dungeoneering) +5, Knowledge (Geography) +6, Knowledge (Nature) +6, Perception +5, Perception (Trapfinding) +6, Profession (Soldier) +5, Stealth +1, Survival +5, Survival (Follow or identify tracks) +6,
Traits Devotee of the Green (Knowledge (Nature)), Reactionary,
Languages Common, Gnoll
SQ bonus feat, humanoid traits, skilled, track +1, trapfinding, wild empathy +1,
Gear rations (trail/per day) (6), sunrod (5), scythe, outfit (traveler's), chainmail, arrows (20) (5), backpack, waterskin (filled), flint and steel, rope (hemp/50 ft.) (2), grappling hook, pouch (belt), longbow, flail, heavy, 16.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Background Skill (Handle Animal, Knowledge (Geography))
Bonus Feat Humans select one extra feat at 1st level.
Devotee of the Green (Knowledge (Nature)) Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (Geography) and Knowledge (Nature) checks, and Knowledge (Nature) is always a class skill for you.
Humanoid (Gnoll) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnolls. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
No Spellcasting
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Race Line in Profile:
TN Male Human
ranger
1
Archetypes(
Trapper,
)
Class Line in Profile:
(HP 13 AC:18 T:12 F:16 Saves F:+4 R:+4 W:+1 CMB:+4 CMD:16 Init:+4 Perc: +5)
At 6 feet 2 inches and 225 pounds, Mahk is big for his 18 years. He wears a chainmail suit over wool breeches, and shirt. His boots look rather new, but all his other clothing, while clean and serviceable, has seen some years of use. Over his shoulder is slung a longbow, and he carries a scythe that is of an older design, however the wicked looking blade still seems razor sharp.
As he walks down the street, he looks and acts like a happy-go-lucky sort of fellow, humming and whistling, very off key, as he looks around at the wonders of the city, gawking at everything.
Mahk was raised in a small village about one days travel from Solku in western Katapesh. The big attraction was a watering hole that caravans and travelers were able to use for a simple daily fee. There was room for the visitors to rest, whether setting up a camp for themselves, as caravans usually did, or staying in the Sand Storm Inn House which was located in the center of this small village. The largest problem the town had was wandering gnoll tribes and bandits.
Mahk father was one of several families that were simple farmers, who raised crops to sell to others in town and the folks passing thru. All the families took turns working the fields, and the older teenage children took turns guarding the fields so the gnolls and bandits did not burn them down.
Mahk grandfather was an adventurer who returned after many years away and became a member of the local militia. On his return, he took Mahk under his wing and taught him that a scythe would not only cut down the crops in the fields during harvest time, but was also good for cutting down gnolls. He also taught him how to shoot a bow, and his special secret, how to set up traps and disable them. That way, he could protect more of the crops by wounding the gnolls before having to either shoot them or cut them down with his scythe.
One fateful night while Mahk and some of the other elder teenagers were on watch, the human bandits along with gnolls, and lead by a raging gnoll leader, attacked in a larger than normal force. While eventually the ones who were not killed were driven away, the cost to the village and especially to Mahk was quite high. The found his grandfather severely wounded, and his famous flaming scythe missing. ”Mahk” the old man whispered, ”I give to you my armor and my old scythe. Use it to someday recover Bane, my scythe from the gnolls and the bandits” and with that he died.
Mahk was stricken to the very core of his being with hatred of gnolls and all bandits, took his grandfathers chain armor and his old scythe set out to find Bane and return it to the village. On his travels he killed many a gnoll and many a bandit, learned the gnoll language so he could also taunt them as they died, and finally found his way to <insert city that the campaign starts in> where he heard of a man named Garavel who was looking to hire adventurers to free the village of Kelmarane from a gnoll tribe.
Finding this man, Mahk approaches him and waits his turn as others plead their case to be included in this outing. ”Mr. Garavel, I offer my services to you in freeing Kelmarane from the gnoll infestation. I know their language, and I am proficient on killing them. My grandpa's scythe is sharp, and his longbow shoots straight. I can track them, and I can find them. I also know the way of traps, both building them and disabling them. What say you?” and he waits for the man to tell him yea or nay.
Note: Bane - +1 Keen Scythe, with the Flaming property.
Farmer, Soldier, Adventurer
Core Rulebook
Advanced Player Guide - Traits (only)
Ultimate Magic - Trapper Archetype (only)
Unchained - Background Skills
Ranger all the way!
Background Skills(2): Max - Handle Animal, Knowledge (Geography)
Regular Skills(8): Max - Disable Device, Heal, Knowledge (Dungeering, Nature), Perception, Stealth, Survival, + 1 other (only need 1 rank in Profession (Soldier)
Combat Style: Archery
2nd: Rapid Shot
6th:
Feats:
3rd: Deadly Aim
5th: Weapon Focus (Scythe)
7th:
Hunters Bond:
Probably wolf animal companion
Created using PCGen 6.07.01-dev on Aug 20, 2016
Loup Blanc |
DM Default, my build is coming along well, but I was wondeirng if you'd be okay with my using the Unchained Ninja? It's third-party, but mostly just applying Unchained Rogue (and a touch of Monk) to the Ninja alternate class, so really nothing new or major design-wise going on (except perhaps with some of the tricks, I haven't looked at all of them, but I wouldn't take anything that seemed game-breaking). If you aren't okay with it, I'll just make a rogue, but I figured the ninja could add some extra options and depth to the character.
Annubis |
@Seth86 Hmm decisions decisions XD I know the feeling. I kinda wanna switch Jix's stats around to have her be more Charisma oriented for one of her rogue talents next level instead of intelligence but it's probably too late for that now @.@
But yeah all that extra damage should come in handy in early levels like this!
Are ya coming up with a backstory for Nox?
Annubis |
@Seth86 Any way you play it sounds cool to me. =3 No idea what a spellscale/orc looks like though =P Also I understand as for the story. There seems to be a bit on Murderer's Mark you can read without buying the product. Just sayin' DM Default said he was gonna pick characters based on interesting backstory so you might wanna have one!
@DM Default Hey I know I already reposted my character sheet by I was hoping to ask a huge favor. @.@ Could I post it again? I'll make it in less spoiler tags so it takes up less space! I discovered a rogue talent that would really help my build idea that, for some reason, wasn't on Hero Lab, where I made her, even though it's direct from paizo and everything! But the thing is it would require me to have Charisma as my second highest stat and not Intelligence. Also I missed putting down some of the gear she has. I know I already reposted it but one more time pleeeeaaaassseeee ;.;