The Festival of the Damned

Game Master Green Smashomancer

Abel, Seraphina, Tom
Jean
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If anybody is interested in a steampunk setting, built from the ground-up, put your characters here! I'm looking for 4-5 participants for the titular Festival of the Damned. What is it you may ask?

The festival:
The isolationist island nation of Calweld holds the titular festival every three years. On the surface it is a longstanding celebration to both honor family and friends who have passed on, and to ward off angry spirits of less reputable individuals. Colorful outfits with masks, treats and entertainment are all available for the commonfolk to enjoy. The forest within the Capital is closed off for the three day duration. For the safety of the people you see. Hoodlums can get rowdy after all.
Underneath, it’s also an excuse for the local nobility to jockey for power. You see, when the Festival of the Damned was created, the ruling families agreed to the festival as a twisted, yet fair way to decide which houses would get to increase their influence and control of the nation. The competitions would predominantly take place within the Irewood. And when I say “competitions” I mean “people are hired in groups of 4 or 5 and go around killing each other while regular civilians are left none the wiser.” Well not always killing, but thats beside the point. The point is that, for whatever reason (detailed in your potential bio preferably) you were picked from either the island itself, or are one of the lucky few who were permitted into the territory for the time of the festival. Sometimes merchants with a bit of pull in the right places can get an invitation. Others may simply be in the right place at the right time.
Thats the long and short of the set-up. The PC's have been recruited by The Ainsworth noble house to represent them during this years official activities. The Island itself has focused more on the development of technology than magic, as such the tech level is quite a bit higher than your average medieval society. There will be factories. And guns. I’m debating on whether or not there will be blood, brawl airships. Think steampunk. Maybe a little magitech.

More information on the power players around Calweld

Head Honcho's:
First thing worth noting would be the three most powerful ruling houses. All of these triumvirate families are based in the capital, itself called Calweld as well, but usually referred to as the capital in everyday speech.
The Ainsworth family is the third most powerful of the trio. Although they are the weakest of the three, this only causes them to exert more control and careful planning than the other houses may employ. Indeed, their treatment of citizens and foreigners alike on their territories can be extreme, but no house runs a more efficient ship. This family is also the one most readily willing to recruit outsiders from the world beyond the island. Some say the Ainsworths would provide a thousand years of prosperity and security.

Lorne Ainsworth, the head of the house had become a recluse years ago. No one has heard from him since then outside of his daughters and only the most trusted of servants. Gremory, who has left for her own devices, and Morganna, the main contact for the party. Rumors abound that he was struck by madness as many mages are. It is said that this is an inevitable fate for any spellcaster. Of course that isn’t true. They could also die. Painfully.

The middle tier power is wielded by the ancient Hightower family. They are the most open and vocal about destroying the evils that plague the island they call home. One of only two noble houses that can trace its prosperity all the way back to the first truce that started the Festival. This zeal is not tempered with much caution, however. Some claim that the Hightowers could give personal power to every man and woman.

Calayas Hightower is known as the Hero King. The original founder of the Hightower house. He has appeared to have all but halted aging. no one can agree on why. Could the rumor of a pact with dragons have done it? Maybe he isn’t immortal at all, but a different man comes to be each generation. The truth is unknown of course, since anytime he’s asked about it, the man finds a way around the answer. He is succeeded by children of his own, however they do not seem to expect a place at the Hightower throne, Many have gone into dangerous professions, with the expected results.

Finally, the ruling dynasty: Calweld. Little to none is known as hard fact about them. The house head hasn’t been seen in person by anyone who has lived to tell the tale. And yet, they still live. They must, who else is passing down laws? One fact about Calweld house is certain; they’re almost entirely responsible for the seclusion of the island. All attempts at divination to search for the Calweld family, or to try to break into the island's territory, have either failed or leave the insolent one stricken with madness. What kind of power is needed for that kind of influence? If anyone’s asking, Calweld isn’t telling.

Something that became a sort of local custom longer ago than most remember, is that the head of any family that wants to be taken seriously needs to find themselves a method to halt their aging. Many turn to undeath for this reason.

Other miscellaneous trivia to hopefully get the creative juices flowing.

Spoiler:
Other notes:
  • The Irewood is said to be filled with the restless spirits of the dead, a driving force behind the surface reasoning of the Festival of the Damned.

  • There is a significantly higher native population of Tieflings in the nation of Calweld than other areas.

  • Many merchants enjoy the chance to obtain Calweldian goods. Many of which are relatively equal in utility to their magic counterparts, but with the novelty of steam/electric power. Calweld is also fortunate enough to have a significant supply of

  • It’s considered good form to complete your revelry outfit with a mask of some kind, though the practice has waned in recent years.

  • The city guards are the most active during this festival, having every reason to expect the worst. Food vendors and other stores tend to give them discounts for their efforts.

  • The sewer system is enormous to compensate for the heavily urban terrain. As such, there have been reports of non-government issued personnel entering the drainage systems.

  • While non-native merchants are by far the most common folks to be invited to the ceremonies, others can occasionally show up as well. All one needs are the right connections.
  • Depending on what your character is like, and where they are from, they may have more detailed information on some of these points, but this is “common knowledge.”

    Race Relations:
    The only founding families of Calweld still in power are the human Hightower house, the Calweld’s themselves, and an elven client house to the Hightower’s named Vilendros. It wasn’t always this way, in it’s heyday Vilendros was the more powerful between itself and Hightower, but, as the years and technology marched on, the elves became stuck in their ways. The ever adaptable humans had stayed on the forefront of advancements, while Vilendros fell behind. But the nature of the relations between the two had always been one of support. As house Vilendros once propped up and aided the Hightowers, so too did the human family who pulled ahead in recent generations. The oldest members of the Vilendrosses even claim to remember when Calayas himself would come to them for aid. Now the hints of resentment have begun to surface, and they are not just limited to the elves of Vilendros. Many have started to feel marginalized, a sentiment many Aasimar have known for a long time. While neither they nor tieflings have the numbers or family prestige to build a city nor even a noble house to call their own, the push of fiendish energy found in the blood of tieflings is troubling to even the more generous of the other planetouched.

    The orc’s have a much different reading of the city. While peace was made between Orc clans riding through the plains of the continental east and the humans native to there, the island Calweld makes it’s home on causes information to travel slowly from the outside. All these folks know is that the blood war is not to be spoken about aloud. Two decades ago riots broke out in the streets of the capital, and the nearby city of Tor. The chaos ensued for two weeks before the government was able to get the cities under control again. Some of the damage can still be seen in the less well travelled corners of the two cities. The two most active groups of participants were the Orcs and humans, attacking each other in ways that are still whispered bitterly about at night. But Calweld house made it clear that they wouldn’t tolerate any further actions. The Devoted Church of The Old Lord have followed suit, though, perhaps not for the same reasons. If word were to escape to the outside, after all, it could be perceived as weakness. But regardless of official orders, the locals haven’t forgotten the damage that occurred that night. Other notes:

  • Local Goblins are either sought after gunsmiths, or outlaws, sanity depending. All are kept track of.
  • Dwarves and Gnomes are both doing well for themselves, though in fierce competition.
  • Lizardfolk and their client races of Nagaji and Kobolds joined together to form a Noble House.
  • Tengu got the short end of the stick. Not enough power to own land, they're usually stuck living in slums, or travelling. Many turn to the underground (metaphorical, mostly).
  • A rather large caravan of Catfolk has been invited to trade at the Festival of the Damned.
  • Depending on what characters people come up with, they will get some more detailed notes, but I wanted to cover the broad strokes here.

    Character Creation outline:

  • 25 Point-buy. Two traits. I'd like for them to fit the character.
  • Background skill system from the Unchained book is in use.
  • Automatic bonus progression is as well.
  • Only outright banned alignments are NE, and CE. I’d need to look over and approve any CN, or LE characters. I’d be more lenient with Chaotic Neutral, but the stereotypes are all too real.
  • A general Gentlefolks agreement on certain things. The shortlist is:

    No PvP unless all involved players want to do it, lemme know ahead of time too. I may want to have some fun with it.

    Certain spells should be avoided. Look, blood money was invented by one jerkwhistle who never shared it thousands of years ago. Possibly never even existed (see below for what I mean)

  • Guns everywhere rules. To tie into the steampunk atmosphere. These will instead of targetting touch AC work off of a Penetration rating system.
    Penetration Rating:
    This rating is equal to one quarter (rounded up) of the damage die of the weapon. So, a revolver dealing 1d8 ignores 2 points of armor, a rifle ignores 3, a small sized revolver (dealing 1d6) would still ignore 2 AC, but a small rifle only ignores 2, etc... When a misfire occurs, the superior make of a masterwork gun means that the misfire value only increases by 2. It would be a standard action to fix when a gun is broken from a misfire. This effect doesn't stack with the similar effect from Gun Training. Also, due to the availability of advanced firearms, their price is 10% normal value listed in the firearm table, and regular ammunition as well. However, due to government regulation, you will be known about by at least one of the three major houses.
  • All first party classes are allowed. Common, Uncommon, and featured races are allowed too. Anti-Paladin would be Lawful Evil only, in this case. I’m happy to allow third-party material as well, I just any prospective players to give me access to it, and I’ll allow them on a case by case basis. I reserve the right to reverse this decision after a period of gameplay. As a protip; try to avoid things that require me to learn a new system. That’s not a hard “no” mind you, it would just be extra effort on my part. The Rogue and Summoner are replaced with their younger, cooler siblings from Unchained. Pick your favorite between the Monk and Barbarian.
  • Sphere's of Power system is allowed, as is Fractional save progression.
  • Level 3. Average Gold. And full HP first level. Roll others.
  • I’m open to use of the race builder if you have that concept in your head, but can’t quite get it going with the races in first party. RP is a terrible metric for balance, instead, post your race in recruitment here, or PM me the details. I’ll allow or not based on whether I like what I see.

  • In general? If you want to try something weird, just ask. I’m pretty open, but I’ll admit I have my hang-ups. Let’s see what we can come up with through the power of jolly co-operation.

    As the setting is custom made, so too has been the pantheon:

    At it's head:

    The Old Lord:
    Har-kul: The Old Lord

    Har-kul represents the defenders of the weak. His church is frequently responsible for the defense of the borders of a country, and at one time were the blades that carved a path for civilization to take root. Many times they are called to defend their homes, but the true purpose of Har-kuls church is to nurture the newest generations. To prepare them for an ever changing world. His title was earned when he became the eldest of the gods. His predecessor in age, Rigel, was slain by the upstart Orion. Har-kul acts as a father to many of the Gods, which caused the God-Hunters actions to be seen negatively. The churches of the two are not in open conflict, though reparations are slow coming.

    Har-kul’s followers believe in mercy whenever reasonable. Any captured foes are treated well, because when the battle is over, attacking someone is no longer done in defense. His Paladins are known far and wide as heralds of justice. Though many are foolhardy, the lessons of compassion Har-kul teaches fall on deaf ears to many young adventurers. Some branches of his church have undergone efforts to regulate these behaviors as of late.

    Home: The Eldest Throne, Heaven
    Alignment: Lawful Good
    Portfolio: Family, Honor, Justice, Protection
    Worshipers: Caretakers, Leaders, Guardians
    Domains: Community, Good, Law, Strength, Protection
    Subdomains: Archon, Cooperation, Family, Judgement, Loyalty, Redemption
    Favored Weapon: Scythe
    Symbol: A hand with an open palm
    Sacred Animal: Horse
    Sacred Colors: Red and Gold

    After him stand:
    The Fallen God:
    Belial: The Fallen God

    Belials very nature requires his churches to meet in secret in many corners of the world. He is lord among the Archdevils, and responsible for the construction of Hell as it is known today. Cast down from the heavens long before history was recorded, he clawed his way up through the putrid chaff of hells lowest reaches with one strange note. No devil can tell a time when he destroyed an an enemy of his personally. No devil still alive anyway. To all appearances, he does not get his own hands dirty, but manipulates, and sets others against each other.

    Worshipers of Belial frequently keep their patron a personal secret, as even those without evil hearts know the stigma of following a Devilgod. In truth, some simply seek advice of Belial's priests to outwit their enemies. Contracts are the standard way of ensuring someone honors their word, and Belial has had much practice binding them. The tradition continues onto the material plane through his church. In some corners of the world, Belials faithful have established themselves as a major power.

    Adjective: Belites
    Home: Twisted Metropolis, Hell
    Alignment: Lawful Evil
    Portfolio: Contracts, Obfuscation, Secrets, Slavery
    Worshipers: Slavers, Tyrants,
    Domains: Charm, Death, Evil, Law, Trickery
    Subdomains: Blood, Deception, Devil, Divine, Murder, Thievery
    Favored Weapon: Dagger/Pistol
    Symbol: A blindfolded skull
    Sacred Animal: Goat
    Sacred Colors: Deep Purple and Black

    That Which is Many:
    Soriel: That which is Many

    Represents the essence of nature and the forces connecting everything. Soriel is not a single being but many, appearing as but balls of light or taking the form of a body-less voice, of multiple things speaking at once. How Soriel came to sentience, none know not even Soriel himself. Soriel home is the Material plane, where his various consciousnesses act, in an effort to keep the plane safe from Outsiders.

    Soriel's followers believe in protecting the home above all else, often fighting to protect it from those who would seek to destroy it. His practices consist of teaching honor and wisdom, always growing and learning to better one's self and helping others to grow as well.

    Although it should be said followers are rare due to many not considering him a real god. Soriel's followers are often recluses, loners, and those who take refuge in the deepest wilds.

    Adjective: Sorien's

    Alignment: Neutral

    Home: The Material plane
    Portfolio: Family, Protection, Nature, Spirits
    Worshipers: Recluses, Druids, Fey, Healers,
    Domains: Community, Repose, Protection, Air, Water
    Sub Domains: Wind, Growth, Home, Defense,Souls
    Favored Weapon: Unarmed Strike
    Symbol: A Tree with many roots spreading far and wide.
    Sacred Animal: The Ant
    Sacred Color: Dark Green


    The Choleric Queen:
    Ashtoreth: The Choleric Queen

    Ashtoreth represents the noble aspects of competition, as well as the best parts of the individual that are brought out in war. Heroism, camaraderie, and bravery are all associated with the Choleric Queen. Her title is well earned, as the first berserker in battle was said to be possessed by her spirit and Ashtoreths own power in single combat is said to be unmatched. She is aware that the Saint Sanguine wants her domain of war, but she knows full well how that would end.

    The faithful of Ashtoreth share her zeal for life. Knowing that they must live life to it’s fullest to please their goddess. Her followers are known for their fighting spirits, however, her church always teaches good tactics must be used. Poor planning is the domain of the foolish, and can cost lives. Her ideals are adopted by many athletes as well, competition is in the blood for her faithful. But this can come from any walk of life, as such her church is quite diverse in its roster.
    Adjective: Ashtorethians
    Home: Titanic Battlescape, Elysium
    Alignment: Chaotic Good
    Portfolio: Battle, Bravery, Determination, Glory
    Worshipers: Athletes, warriors, performers
    Domains: Chaos, Glory, Good, Strength, War
    Subdomains: Azata, Blood, Competition, Heroism, Resolve, Tactics
    Favored Weapon: Greatsword
    Symbol: A field of broken weaponry
    Sacred Animal: Sparrow
    Sacred Colors: Firey yellows and reds


    The Saint Sanguine:
    Vaoh: The Saint Sanguine

    Vaoh is a mad god, associated with manic insanity, blood and undeath. He covets the War domain of Ashtoreth, and she knows it. It is said by his church that he spread the dual curses of undeath and lycanthropy to sew distrust between neighbors, and to unbalance the nature of the world. If Ashtoreth represents the heroism and bravery that is brought out in conflict, Vaoh is the aspect of horror and suffering. Yet his madness breeds creative minds. Disturbed minds often show artistic talent, and Vaoh is not merely a peddler of pain and destruction. He and his faithful see their work as art, flayed bodies as sculptures built with the same care, and sometimes even the same hands, as they would a marble statue.

    He is worshipped in his most concentrated numbers by vampires and cannibals, who see him as their direct patron. Other intelligent undead, as well as werewolves do so as well. Some even setting up places of worship in cities with blasphemous mockeries of other religions as a cover. Among all of this is a warped sense of community between these various outcasts, all of them pulled towards the Saint Sanguine in the belief that they belong with one another. And mortals? Talkative cattle at best.
    Adjective: Vaoans
    Home: Floating Mass, Abyss
    Alignment: Chaotic Evil
    Portfolio: Art, Madness, Undeath
    Worshipers: Artists, cannibals, the mad, undead.
    Domains: Chaos, Death, Evil, Madness, Magic
    Subdomains: Arcane, Demon, Murder, Nightmare, Undeath
    Favored Weapon: Rapier
    Symbol: A goblet running over with blood in a skeletal hand
    Sacred Animal: Serpent
    Sacred Colors: White and deep red.


    Elemental Lady of Life:
    Kalmista: Elemental Lady of Life

    Kalmista represents the blending of the elements from which most life arises. She is the Balance of Life itself, and works towards the end of making all life a little better, a little stronger. She teaches that all life should seek to improve itself and the world, and her worshippers should oppose any who wish to drag the world into darkness and hatred.

    She believes that working to undo the balance of the world is an evil act, and that performing evil acts unbalances the world - they are one and the same. Her faithful are taught to avoid these if at all possible, and when faced with two evils to choose the lesser in the long run.

    She is often worshipped by various members of the Elemental races, as they see there own aspect within her. The Suli are especially common worshippers, given they are also a blending of all four elements. Many other, more mortal races, worship Kalmistra as the Lady of Life and a powerful healer.

    Although there is quite a bit of overlap, Kalmistra's church is generally seen in two forms - divine healers who help the populace, and powerful warriors that protect and restore balance.

    Alignment: Neutral Good
    Portfolio: Healing, Fire, Earth, Water, Air.
    Worshipers: The Elemental races, healers.
    Domains: Air, Fire, Earth, Healing, Water.
    Subdomains: Wind, Smoke, Metal, Restoration, Flowing.
    Favoured Weapon: Rifles
    Symbol: A diamond formed of Fire in the top, Wind in the right, Earth on the bottom and Water on the left.
    Sacred Colours: Blue, Green and Red.

    Noticeably, Kalmistra changed her favoured weapon several generations ago when the developments of guns became common. She feels they better show the melding of the elements - the earth in the metal, the water in the stock, the fire in the powder and the air it displaces - than her previous weapon did.

    The Caretaker:
    Riestarch: The Caretaker

    Riestarch is a goddess presiding over death, community, and protection. Typically death is seen as something undesirable by most cultures, but for the Caretaker and her followers it represents a final peace from the harrows of life.
    She does not actively support violence (though the situation does sometimes call for it regardless) and instead commands her flock to bring comfort to others in times of great strife. Similarly, those souls that enter her care are protected from any further suffering - that is, until they make it to their final destination. It is worth mentioning that the church of Riestarch is not one of healing, and it is notably taboo among them to attempt to cure a person of some fatal ailment. For them death is just another expression of life and it would be wholly unnatural to stand in its way.

    Hospitalers
    The order of paladins who carry on in the name of Riestarch. It may seem odd that a goddess of death runs a Hospice, there are ultimately many clinics and temples that ultimately have Riestarch as their patron. The Caretaker protects her followers, as a mother would a child.

    For those who are beyond medical help, one of these Hospices is a welcome way to spend the short remainder of their lives. They aren't grim or terrible places, as Riestarch is not a morbid goddess, and her followers are gregarious and sentimental, making sure to comfort those who are suffering and allow them to enjoy what they have. Though outright cures in Riestarch's hospices are extremely rare, it's not uncommon at all for those who have shown great faith or are simply blessed by the kindly hand of Riestarch to have their disease go into remission or to become asymptomatic carriers.

    Alignment: Lawful Nuetral
    Portfolio: Death, Comfort, Protection, Community
    Worshipers: Caretakers, Battlefield Healers, Lepers
    Domains: Community, Death, Plant, Protection, Repose
    Subdomains: Family, Plague, Decay, Souls, Defense, Undead
    Favored Weapon: Heavy Shield
    Symbol: Skull with a budding flow inside
    Sacred Colors: Green & White

    The God-Hunter:
    Orion: The God-Hunter

    Long ago, the mortal Orion slew the Ancient God Rigel. None know how he accomplished this feat, as the gods were originally thought to be entirely beyond mortal grasp. Some scholars theorize he received aid from Belial the god of devils, who wanted the power of Rigel himself. Some say Rigel never died at all, but reincarnated himself to gain new worshippers. Whatever happened, no one since Orion has replicated this feat. Mostly because he takes a personal interest in tracking any mortals who would replicate his accomplishment, and destroying them. This is not done purely out of spite, however. After ascending with the power stolen from Rigel, he was tasked by Har-kul with preventing others from slaying more of the Old Lords kin. Orion accepted the assignment, feeling remorse for his previous actions. He extends his eye to all who would attempt to rise to the ranks of godhood as well. The other gods are wary of his future actions, but he has made no moves against them yet.

    The God-Hunter emphasizes the acts of hunting as well as striving to hone one's own skills. In accordance with what little is known about his mortal life, his church has taken to the woods, frequently meeting at each solstice and equinox. Often he is associated with nature, as well as mystery. Many who wish to research ancient ideas and lore pay homage to him, as the Knowledge domain is one he took from the Ancient God.
    Home: Tempest Wilds, Astral Fires
    Alignment: Neutral
    Portfolio: Knowledge, Vigilance
    Worshipers: Assassins, vigilantes, sport hunters
    Domains: Animal, Death, Knowledge, Strength, Travel
    Subdomains: Espionage, Exploration, Feather, Ferocity, Memory, Psychopomp
    Favored Weapon: Longbow
    Symbol: An arrow split in an upper and lower half. Some more modern depictions show a bullet similarly cut.
    Sacred Animal: Scorpion
    Sacred Colors: Black and White

    With that all being said, let me know if you want to Try something not covered here. Happy gaming everybody!


  • Reposting my character submission here.


    There's an interesting Homebrew Tinker here (willing to accept adjustments as needed): LINK

    ...and an interesting Tinker Gnome (to use as a jump off point for the race builder): LINK

    Would this fit into thine game?

    What sort of posting expectations do you have?

    How much roll play/hack n' slash vs. roleplay/character development?


    Here's the character, the concept is a more support and defense rather than attacking. He is an Undine Monk using the Sensei archetype, he tries his hardest not to fight or cause permenant harm to others.

    Alias for character

    Hp: 2d8 ⇒ (5, 3) = 8


    Dotting until I come up with the full character. I will keep the concept I posted in the interest check thread: a Paladin of the Old Lord.


    is a Wizard(spellslinger) multiclassed with sorcerer okay?


    I'd be interested in submitting a ranger, perhaps of he halfling persuasion? I'll have to read through the entirety of the OP before I make a serious submission with fluff and whatnot, but I'm super down for a Steam/Diesel/MagiPunk game.


    Definitely interested. I'll brew up an occultist, if you don't mind. I've been meaning to use that class sooner or later.
    EDIT; Might as well roll quickly.
    2d8 ⇒ (4, 2) = 6
    ... decent, I guess...


    still trying to get a feed on what my character looks like, would it be alright if i made him look Zora-esq (Legend of Zelda). Basically like bipedal fish person.


    Seraphina Drakyos - The Fire Dancer:

    Seraphina
    Female Tiefling Oracle 3
    Chaotic Neutral Medium Humanoid (Human, Native Outsider)
    Initiative; +3 Perception +4
    --------------------
    Defense
    --------------------

    AC 20 touch 17 flat-footed 13
    hp 19
    Fort +2 Ref +4, Will +3
    Resistances - 5 Acid - 5 Fire - 5 Electricity
    --------------------
    Offence
    --------------------

    Speed 30 ft.
    Melee Destructive Blast (+3 Melee Touch Attack, 2d6 Bludgeoning Damage, x20 Crit)
    Ranged Destructive Blast (+5 Ranged Touch Attack, 2d6 Bludgeoning Damage, x20 Crit)

    Magic
    Caster Level 3
    Spell Points 8
    Difficulty Check 15

    Life Sphere Magic - Allows the use of Healing and Restorative talents.
    Invigorate - Add a number of temporary hit points equal to caster level to a target. These do not stack with other temporary hit points and cannot increase it over there starting HP.
    Cure - For one spell point, heal 1d8 plus your level.
    Restore - Removes a variety of ill effects.
    - Restore Health - This talent adds an additional 1d8 to all Cures cast, and allows Restore to affect Diseases and Poisons.
    - Restore Soul - Heals an additional 1d8, and allows Restore to heal energy drain and temporary negative levels.

    Destruction - Grants the use of various devastating blasts.
    Destructive Blasts - Deals 1d6 per 2 caster levels in bludgeoning damage as a touch attack or ranged touch attack. At the cost of one Spell Point this can be increased to 1d6 per caster level.
    - Crafted Blast - Change damage type to piercing or slashing at will. All 1’s and 2’s rolled count as 3’s for total damage. Cannot be used with any other Blast type abilities.

    --------------------
    Statistics
    --------------------

    Str 11, Dex 16, Con 12, Int 12, Wis 12, Cha 18,
    Base Atk +2; CMB +2; CMD 15

    Feats
    1st - Armour of the Pit - Adds +2 to Natural Armour.
    3rd - Selective Channeling - Choose who is affected by Channel Positive Energy.

    Traits
    Signature Moves - Adds Darkleaf Cloth Parade Armour.
    Friend in Every Town - Gain a +1 bonus to Diplomacy and Knowledge (Local). One becomes a class skill.
    Racial Traits
    Dark Vision - Able to see in total darkness 60ft.
    Pass For Human - Appear almost entire human, loosing usual starting tongue and counting as a human for all purposes. Replaces type, subtype and languages.
    Soul Seer - Use Deathwatch as a spell-like ability. Replaces the spell-like ability and fiendish sorcery traits.
    Fiendish Resistance - Resistance 5 for Fire, Cold and Lightning damage.
    Skilled - Gain +2 to Diplomacy and Linguistics.

    Skills Diplomacy +13, Heal +7, Perception +4, Sense Motive +7, Survival +7, Knowledge (Local) +8.
    Background Skills Linguistics +8, Perform (Dance) +8, Craft (Food) +6, Handle Animal +5
    Languages Common, Aquan, Terran, Ignan, Auran.

    Combat Gear Darkleaf Parade Armour (10 lbs), Darkwood Heavy Shield (5 lbs).
    Other Gear Muleback Cords (1/2 lbs) 40gp Fire Ink Tattoos, Fire Ink Holy Symbol Tattoo, Masterwork Backpack (4 lbs), Medium Tent, 2 x Chalk, 50ft Rope.
    3 x Explorer’s Outfit (24 lbs), Cold Weather Outfit (7 lbs), Hot Weather Outfit (4 lbs)
    10 x Wandermeal, 7 x Trail Rations (7 lbs), 5 x Elven Rations (5 lbs), 5 x Gnome Trail Rations, (5 lbs), 5 x Hafling Trail Rations (2.5 lbs), Dried Meat (2 lbs), Cheese (2lbs), Honey (0.5 lbs)
    Cooking Kit (Pot, skillet, skewer, cutting board, knife, iron tripod, tinder, spices) (12 lbs),
    4 x Mess Kits (plate, bowl, cup, fork, knife, and spoon) (4 lbs)
    Grooming Kit (comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder)
    Pathfinder’s Kit - (bedroll, belt pouch, a clay mug, a dagger, two fishhooks, flint and steel, sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone) (15 lbs)
    Money, 1gp 4sp, 9cp
    Weight 100.5 lbs
    Carrying Capacity Light - 173 lbs, Medium - 347 lbs, Heavy - 520 lbs

    --------------------
    Special Abilities
    --------------------

    Oracle’s Curse - Merciful - Cannot refuse to aid non-enemy creatures who ask for healing and cannot perform a coup de grace.
    - Lay on Hands - Functions as the Paladin ability of the same name. Heals 2d6 points 5 times per day.
    Life Mystery - A healing focused set of abilities.
    - Channel Positive Energy - Heal all chosen targets within a 30 foot burst, or harm the undead. Heals 2d6 hits points, usable 7 times per day.
    - Safe Curing - Using healing magic does not provoke attacks.

    Favoured Class Bonus - +3 Skill Points..

    Appearance:
    A tall woman with dark skin and hair, Seraphina has long limbs and a lithe form. Her muscles are well defined thanks to the Muleback Cords she wears on her upper arms and shoulders, but are not unusually heavy for someone of her build.

    The most noticeable feature that most people spot are the glowing, Fire Ink tattoos that run from the left side of her next to her right arm, around her torso and down her left leg. A second, separate tattoo on the back of her left hand forms her holy symbol. Several silver earrings hang in either ear, and she wears bracelets and anklets on both arms and legs. They are, however, arranged so that they won’t jangle together.

    Another, less obvious, thing about her is her eyes, which are bright green and slitted like a cat's - the only obvious sign of her Rakasha heritage.

    When out adventuring, Seraphina wears a light dress with Darkleaf armour in various places. She wears a long, thin darkwood shield on her right arm. She doesn’t carry an obvious weapon, relying on her spellcasting instead as a weapon. She tends to smell of lavender soap and has a soprano voice.

    Personality:
    Seraphina is known to be merciful. That she has no choice in the matter is a source of some frustration on occasion, but generally she agrees with her curse anyway. She is generally a kind hearted person. She enjoys supporting others and finds healing, especially without the help of magic, to be a satisfying use of her time.

    This doesn’t mean that she can’t or won’t hurt people, although she usually needs a good reason to do so. She tends to wade into combat as needed, trusting to her speed and armour to keep her safe, and when not healing or supporting others in battle she typically tends to use her spells to remove the threat as cleanly and quickly as she can.

    In general life she’s fairly happy and calm, and rarely gets annoyed or angry, with an easy smile and laugh. Exasperated, however, is not uncommon. She’s a terrible liar, but quite skilled at seeing through lies, and skilled at negotiation. She even prefers it to battle, if she thinks it will succeed.

    Background:
    Raised in an orphanage of Kalmistra near Calweld, Seraphina has no idea what she is or why she was abandoned. She knows she isn’t human - her eyes are enough to give that away, as is her resistance to Fire Ink, but beyond that she has no idea. She doesn’t consider it a huge issue, anyway, especially since she seems to be mostly human.

    As Seraphina grew older, it became clear that she had been chosen. She was naturally charismatic, well spoken and well liked. She also proved to have exceptional healing abilities. Her magic was...different, and flowed differently to normal spells. She was certainly no Cleric, although she shared some of their attributes. Her magic flowed freely, with one small issue - the compulsion to heal any who asked. As these things went, there are worse issues...

    As she grew, she learned more things. She learned to dance from Ifrits, even adopting their Fire Ink once she realized she was immune to it’s effects. She learned to cook from some travelling Slyph, to barter from Undines deal with animals from an Oread Druid.

    Once her times in the orphanage was complete, Seraphina left to see the rest of the island. Skilled in healing as she was, she was able to travel with several groups, solving minor problems and, more importantly, keeping people alive. Sometimes it was her wounded colleagues, sometimes others - she discovered she had a knack for curing illnesses.

    Now, with some experience under her belt, she has been approached to act under the auspices of the Ainsworth family.


    Nice seeing familiar faces, and some new ones too. To answer questions:

    Synxol wrote:

    There's an interesting Homebrew Tinker here (willing to accept adjustments as needed): LINK

    ...and an interesting Tinker Gnome (to use as a jump off point for the race builder): LINK

    Would this fit into thine game?

    What sort of posting expectations do you have?

    How much roll play/hack n' slash vs. roleplay/character development?

    All good questions. I felt like the OP was getting overly long as-is, so I had to leave some things out. As for the gnome, I think a tinker would fit quite well into the setting. Try re-writing the gnome into pathfinder with the race builder, and I'll see how it looks. I assume the class you mean specifically is the one at the bottom of the page? I'll keep looking over it more closely, since I'm not really sure at the moment what it's meant to do role-wise.

    I want to see at least 1 post per day. I know life takes priority, but I do want to see the effort to keep involved.

    I'm not of the mind that roll/role play are separate. If I had to say, I'd say things will be a bit combat lite to start, but it'll pick up after. Later on? Well, that partly depends on how the party rolls. Rolls as in operates, not "you failed your diplomacy check, the crowd pulls out the torches."

    Also, may as well put it here, no stats below 8 before racial modifiers. Forgot that in the OP.

    Legomyeggo wrote:
    is a Wizard (spellslinger) multiclassed with sorcerer okay?

    Hmm, I'd say so. But as a point of advice, I'd like to see that the bloodline is well represented.

    RomaniMayhem wrote:
    I'd be interested in submitting a ranger, perhaps of he halfling persuasion? I'll have to read through the entirety of the OP before I make a serious submission with fluff and whatnot, but I'm super down for a Steam/Diesel/MagiPunk game.

    The first post is quite an eyeful, sorry about that. Take your time if need be. But yes, Halfling ranger sounds good.

    Dieselpunk you say? There's an idea...

    Seraphina Firedancer wrote:
    Seraphina Drakyos - The Fire Dancer

    I need you to walk me through that +19 perception.


    Whoops, sorry. That was a mistake. I used another character as a template and didn't edit that bit. The actual perception is +4.


    Jaster Kite's submission. Fluff'll come in the tomorrow. Any thoughts or input?

    EDIT
    Also, what's the setting's opinion on Tielfings?


    I'll have my character posted tomorrow - I am going with a Monk/Paladin build. Per our conversations in the other thread, I'm almost certainly going with a Tengu who lost his home during the wars with humans / orcs. My problem is that the Tengu racials are not really great for my build.... at all. Swordtrained and Natural Attacks are both completely wasted - as is the Stealth bonus.

    So, here are my questions:

    Questions:
    a) The Tengu has "Sneaky" (+2 Racial bonus on Perception and Stealth checks). Can I swap that out for the Goblin alternate of City Scavenger? It sounds like it might really fit the Tengu for what they've lost:

    City Scavenger wrote:
    "Goblins who live within the boundaries of human cities survive by scavenging for refuse and hunting stray animals. Goblins with this trait gain a +2 racial bonus on Perception and Survival checks, and can use Survival to forage for food while in a city."

    b) The Tengu has Swordtrained (proficiency in several bladed weapons). I'd rather take Carrion Sense, but that says it replaces the Linguistics traits. I'd rather take it instead of Swordtrained if possible. For a healer who has been through battle, it feels very fitting to be able to find wounded, and be accustomed to the smell of blood.

    c) Not a question but honestly I'd probably just throw natural weapons in the bin because I don't want / need them.

    And here's what the Tengu race would look like if the changes are approved

    Tengu:

    Ability Score Racial Traits: Tengus are fast and observant, but relatively fragile and delicate. They gain +2 Dexterity, +2 Wisdom, –2 Constitution.

    Type: Humanoid (Tengu)

    Size / Speed: Medium / 30

    Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

    Senses: Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.

    City Scavenger: Tengu who live within the boundaries of human cities survive by scavenging for refuse and hunting stray animals. Tengu with this trait gain a +2 racial bonus on Perception and Survival checks, and can use Survival to forage for food while in a city.

    Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.

    Carrion Sense Many tengus have a natural ability to sniff out carrion. While their sense of smell isn't as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengus with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points).

    RP Cost: 11-13 - City Scavenger (4-6), Gifted Linguist (3), Carrion Sense (3), Low-Light Vision (1)

    I'll probably go with Tengu either way. Honestly the Human bonus feat is so appealing, but I'd rather go with what feels flavourful, and I love what I have in mind for this poor little bird.


    Gwynn Cleary wrote:

    Jaster Kite's submission. Fluff'll come in the tomorrow. Any thoughts or input?

    EDIT
    Also, what's the setting's opinion on Tielfings?

    One thing to remember is that using automatic bonus progression is that the expected WBL per level is half the normal level. As such, Gwynn would have 1,500 GP to work with. Other than that, looking good so far. Tieflings are as noted, an uncommon, but not unusual sight. As such the superstition about them is replaced with suspicion that any in positions of power are doing so for some hidden motive. Otherwise, they get a similar treatment to what half-orcs can expect in most settings.

    YoricksRequiem wrote:
    Cityborn Tengu

    Looks very reasonable, allowed. Call it "refugee" variant or some such and you're good.


    How much to guns cost in this setting?


    10% of their listed cost.


    Their price is 10% normal value listed in the firearm table, and regular ammunition as well. However, due to government regulation, you will be known about by at least one of the three major houses.


    GM Smashomancer wrote:
    Looks very reasonable, allowed. Call it "refugee" variant or some such and you're good.

    Thanks!

    I am working on writing the Paladin Code of Conduct now, so my backstory posting will be slightly delayed, but I am still hoping to have it up tonight or tomorrow.


    Fluff is up. Tell me what you think. Input is appreciated.


    Gwynn Cleary wrote:
    Fluff is up. Tell me what you think. Input is appreciated.

    It you were interested, it could help round out your character if you spoke a bit about personal relationships they may have. Family, friends, that sort of thing. If you like singing that much it may be worthwhile to look and see if you can spare a rank for Perform. I'm not a huge fan of the attached image but if it works then more power to you. Finally, Occultists usually have a firm attachment to specific implements and it would be interesting to explore their historical or personal significance.


    Gwynn Cleary wrote:
    Fluff is up. Tell me what you think. Input is appreciated.

    I happen to like Gwynn at the moment. I'm a fan of good guys who are actually good. Something I like to do to flesh out my characters is to give them a significant flaw. Perhaps a vice like drinking or gambling. Maybe a personality defect. Perhaps Gwynn is naive and trusts the wrong people. Maybe she thinks she's the end-all-be-all of her profession, and ignores important advice. Maybe the optimism you mentioned is an active effort on her part to drown out an overwhelming urge towards cynicism.

    I don't mean to say adding any of these are required, lest ye be banished, or some nonsense like that, but that's what my input is.


    Anyone know the cost of water resistant clothing? it's a character thing, wondering if there was such a thing.


    GM Smashomancer wrote:
    Hmm, I'd say so. But as a point of advice, I'd like to see that the bloodline is well represented.

    Ok!

    GM Smashomancer wrote:
    Legomyeggo wrote:
    :is a Wizard (spellslinger) multiclassed with sorcerer okay?

    LOL, you wrote my name wrong, don't worry, I write peoples name wrong all the time


    Ha, RomaniMayhem, I see what you did there, excellent.


    Thank you both for your input, it was appreciated.

    Johnnycat93-
    Actually, I do have two ranks in Perform (Sing) under background skills.
    As a rule, I don't put too much detail into my characters' backgrounds past a certain point, giving the GM a degree of flexibility, and me the ability to delve deeper into her background as the campaign goes on. After all, the best fictional characters only give you an outline, and grow as the story progresses.
    The implements is actually what turned me on to the class. I was absolutely planning on making them intimate objects from her past, or others' pasts.

    Smashomancer-
    That was exactly what I was going for. Depending on the tone of the campaign, she could really potentially struggle with her optimism. Additionally, I also think she is both overconfidant in her abilities and profession, and vastly out of her depth in the world around her outside her library.


    oops, accidentally posted as a character for another game. Quickly deleted the post.

    Hello again. Done my crunch and have an idea for fluff. For character sheet viewing purposes: i am creating my character using Beyond Tabletop. I can share a link with you, but to view it you have to connect Beyond Tabletop to google drive(don't worry, Beyond Tabletop is free) and then view it. Or I can just create an alias with all my stats. I would prefer the first option, but if you do not want to view it on Beyond Tabletop, I will create an alias with all my stats listed.


    legoguy4492 wrote:

    oops, accidentally posted as a character for another game. Quickly deleted the post.

    Hello again. Done my crunch and have an idea for fluff. For character sheet viewing purposes: i am creating my character using Beyond Tabletop. I can share a link with you, but to view it you have to connect Beyond Tabletop to google drive(don't worry, Beyond Tabletop is free) and then view it. Or I can just create an alias with all my stats. I would prefer the first option, but if you do not want to view it on Beyond Tabletop, I will create an alias with all my stats listed.

    Would you not be making an alias anyway for the gameplay thread? I'll accept the Beyond Tabletop character sheet, but wouldn't you end up making an Alias either way?

    Edit: BTW if you post under the wrong alias, you can just edit the post, and switch who you "post as." No need to delete.


    TINKER GNOME

    Personality
    Tinker Gnomes are an overly inquisitive and curious race, often getting themselves into danger or trouble. They're always trying to tinker with the way things work or function. They will tinker with magical or mechanical devices just to see if there's a way to make them better or just to see how they work. Tinker gnomes have been known to put so much of their time and energy into research & development of new mechanical devices or new magics, that they have lost track of all time.

    Physical Description
    Tinker Gnomes average 3 to 3 1/2 feet tall and weigh about 45-50 lbs. Their skin is a Pale white color depending on where they are living, with either straight or curly white hair, china-blue to violet eyes. Males have soft white beards and mustaches, females are beardless. Both sexes develop facial wrinkles after the age of 50. Tinker Gnomes are very short and stocky, though their movement is quick and their hands are deft and sure. They have rounded ears and large noses.

    Relations
    Tinker Gnomes get along well with dwarves, who share their curiosity with mechanical devices, and their dislike for goblins and giants (some hatreds run deep.) They have lost their distrust/suspicion of the taller races -- Humans, Elves, Half-elves and Half-orcs, after years of living in large cities and populated areas.

    Alignment]
    Good, and lean strongly towards Chaos due to their fickle and impulsive acts, which more than rightly has earned them a reputation for being impetuous and at least a little mad.

    Lands
    Sometimes more destructive inventions require living outside communal living and clutches of tightknit houses or labs can be formed under tree roots, caves, or even in the branches of towering oaks. These homes are littered with telltale scorch marks and often have spare bits of scrap lying here and there.

    Religion
    Tinker gnome follow any deity who is of good alignment, and represents Building, Knowledge or Craftsmanship. Favoured Domains: Magic, knowledge, creation.

    Language
    Tinker Gnome language has not changed from the root language of their gnome ancestors, but the years of city living and their move away from nature, have left them unable to speak with burrowing animals.

    Racial Traits

  • Ability Score: +2 to STR, DEX, CON, +4 to INT, -2 to WIS
  • Race: Humanoid (Gnome).
  • Small: Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
  • Base Speed: 30'
  • Automatic Languages: Common, Gnome to start. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Halfling, and Orc.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
  • Darkvision 60 Feet: Can see in the dark up to 60 feet.
  • Gnome Magic: Tinker Gnomes gain the ability to cast Mending and Prestidigitation at will.
  • Craftsman: Gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
  • Master Tinker: Gains a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
  • Stonecutting: Receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

    Advanced Race (13 RP)

  • Humanoid (0 RP)
  • Small (0 RP)
  • 30' Base Speed (0 RP)
  • Advanced Attributes (4 RP)
  • Standard Language (0 RP)
  • Low-Light Vision (1 RP)
  • Darkvision 60 Feet (2 RP)
  • Gnome Magic (2 RP)
  • Craftsman (1 RP)
  • Master Tinker (2 RP)
  • Stonecunning (1 RP)


  • Before I place my idea, what sort of age are you looking at in characters?


    Synxol wrote:
    Gnomes gnomes gnomes

    Mostly good, but right away I question the use of an advanced ability score array. Why would they go from a strength penalty to a bonus? And a dex bonus as well? I'll accept a standard array of +2 con, +2 int, -2 wis, you can add the -2 str as well for an ad hoc penalty.

    I'd also prefer if the SLA's were just 3/day each. At will abilities like that can get out of hand.

    BigBaguetteEiffelTower wrote:
    Before I place my idea, what sort of age are you looking at in characters?

    Hmm? You mean like age categories? You can pick which ever you'd like, but stat drain is on the table for everybody.


    GM Smashomancer wrote:
    BigBaguetteEiffelTower wrote:
    Before I place my idea, what sort of age are you looking at in characters?
    Hmm? You mean like age categories? You can pick which ever you'd like, but stat drain is on the table for everybody.

    I mean, like, if I had a character who was say, betwene the ages of 13-17, would they be okay?


    BigBenClockTower wrote:
    GM Smashomancer wrote:
    BigBaguetteEiffelTower wrote:
    Before I place my idea, what sort of age are you looking at in characters?
    Hmm? You mean like age categories? You can pick which ever you'd like, but stat drain is on the table for everybody.
    I mean, like, if I had a character who was say, betwene the ages of 13-17, would they be okay?

    Ah, I see. I assume your going for the Child Prodigy, or Kid Hero, vibe? Well, there are a couple notes on that to keep in mind.

  • Firstly, 15 counts as "adult" in any race that ages similar to, or faster than a human. Now, they'd be wet behind the ears and such, but mechanically, and socially, that's the cut off age for a child to start acting as their own man/woman. This is probably the way to go for ease of play.
  • Second, there is in fact a system in place for young characters. The adjustments are pretty harsh, IMO.
  • Third, I just don't really care for child heros mixed in with adults as well. Especially when the party itself will very heavily be implied to end up in highly illegal and dangerous situations.

    So, it would be up to you, but I heavily advise against it.


  • GM Smashomancer wrote:
    Third, I just don't really care for child heros mixed in with adults as well. Especially when the party itself will very heavily be implied to end up in highly illegal and dangerous situations.

    Highly Illegal? B!@@*&&s. This might damage my concept.


    I'll have it posted today and you can let me know if it won't work, which would be sad, but understandable.

    In the meanwhile:
    Rollin' HP: 2d10 ⇒ (10, 8) = 18


    Please do. I did expect someone to want to play paladin, so there are a couple things in store to help facilitate that.


    GM Smashomancer wrote:
    Would you not be making an alias anyway for the gameplay thread? I'll accept the Beyond Tabletop character sheet, but wouldn't you end up making an Alias either way?...

    Ok, I will make an alias with a link in his profile. Thanks for letting me do that!


    1 person marked this as a favorite.

    New rule: Any one who rolls their HP, while linking to Chamillionares hit song Ridin' can add +1 to the total they get. One time re-rolls allowed. Text must include the phrase "they see me rollin'."


    They See Me Rollin'


    Good, good. Now roll. Don't forget the link.

    They hatin'


    *Happy Clap*
    They see me Rollin'
    First lvl hit dice max=6-1(CON)=5
    Second and third level 2d6 ⇒ (2, 3) = 5
    subtract two
    add 1
    Reroll 2d6 ⇒ (1, 3) = 4
    subtract two
    add 1


    NOOOOOOOOOOO, poor hp.
    :( . Oh well, I will just load up on healing kits


    ...wow. You're gonna be using a rifle from far away right? Good thing for Long range spells.


    Yeah. I also got a shotgun to make enemies think twice about coming close.


    Are magic items allowed? Specifically a wand of mage armor?


    Yes. Though if you want flavor points, you could make it a magitech equivalent. Same mechanical effect, different style. If folks want to make technological versions of magic items, run it by me and I'll see what I can come up with. Elemental upgrades to weapons for example. Pretty easy.

    Edit: Before I go off, I'd like to look at our line-up so far:

  • Johnnycat93: Eddie Richter, Kineticist/Incanter

  • Synxol: Gnome Tinker

  • Ammon, Knight of Ragathiel: Abel, Monk (Sensei)

  • Emissary of the North: Paladin

  • Legoguy 4492: Wizard (spellslinger)/Sorcerer

  • GypsyMischief: Halfling Ranger

  • Jaster Kite: Gwynn Cleary, Occultist

  • JonGarret: Seraphina Drakyos, Oracle (Spheres of Power system)

  • YoricksRequiem: Tengu Monk/Paladin

  • Bigbenclocktower: ??? (still interested?)

    That should be everyone. Do keep in mind I won't just try to pick a relatively balanced party, but also characters I think will have the most interesting interactions.


  • Since I am an elemental sorcerer, what about a small capsule in the wand that has a little bit of my element(in my case fire) and channels that essence to make the mage armor. No mechanical difference, just a flavor one.


    legoguy4492's character here. Very excited, hope you choose me!


    GM Smashomancer wrote:
    Please do. I did expect someone to want to play paladin, so there are a couple things in store to help facilitate that.

    Alrighty, here's YoricksRequiem's Paladin/Monk. The backstory and Paladin's code are both VERY rough first drafts. I wanted to at least get down what I had in mind to receive feedback before going too refined with it. Admittedly I spent more time talking about the Tengu as a people than my own character, but there is perhaps enough there to get a basic gist.


    Rhys Talloran wrote:
    GM Smashomancer wrote:
    Please do. I did expect someone to want to play paladin, so there are a couple things in store to help facilitate that.
    Alrighty, here's YoricksRequiem's Paladin/Monk. The backstory and Paladin's code are both VERY rough first drafts. I wanted to at least get down what I had in mind to receive feedback before going too refined with it. Admittedly I spent more time talking about the Tengu as a people than my own character, but there is perhaps enough there to get a basic gist.

    Alright, I think I'm rocking what you're rolling. Some detail on Rhys himself would be in order, maybe info on how the rest of his family/loved ones are handling things. If you like, I can PM you some details about Calwelds seedier elements. I'm also wondering where he is getting Cha to AC from. The archetype I assume?

    Edit: I can't read Lanliss' character sheet. The website says "need edit-level access"

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