Beyond the World's Edge: A Frontier Campaign

Game Master vayelan

Current Encounter: Cyclopean Ruins

Resources:
The Caravan

River Delta Regional Map

Downtime Calendar
Rooms and Buildings Guide
Teams and Organizations Guide


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Opportunity! Freedom! Adventure!

Are you seeking a fresh start? A chance to reap the fruits of your labor? Or are you simply looking to escape the oblivion of the Final Blades?

An expedition is being assembled to journey eastward from Galt, downriver into the Whistling Plains of Casmaron, beyond the World’s Edge Mountains, and towards the Castrovin Sea.

There, a new and independent settlement will be founded, and this bold frontier needs settlers!

These are the promises that have passed around Galt, and fliers have spread the call across neighboring Taldor, the River Kingdoms, Andoran, Kyonin, and Absalom.

Inquiring further, you discover that one of the innumerable nobles displaced by the endless revolutions and anarchy in Galt, is funding this endeavor - secretly gathering settlers and materials to travel east, beyond Avistan, and he looks to find other adventurous souls to join his exodus.

The noble especially needs strong and canny people to guard the expedition down the river and protect the fledgling settlement once it is founded.

Do you dare roll down the river to the Frontier, and help found a town?
-DM Quoth

.....

Here are the character creation guidelines. Please note, some of these have changed from the original campaign post.

Rules Set: Pathfinder
Material Allowed: Paizo Products only
Class Restrictions: Summoners must use Unchained rules
Race Restrictions: No Uncommon races

Starting Level: 2
Ability Scores: 15 point buy

Alignments: All alignments allowed, but don't play them stupidly.
Don’t use CE as an excuse for blindly attacking everyone around you; don’t use LG as an excuse for attacking every non-human creature you see, even if it hasn't done anything.

HP: Maximum for first 2 levels. Future levels, gain average for new HD.
Traits: Two traits. One drawback is allowed for one additional trait.
Background skills will be used.
Starting Gold: 1000gp

Those who want to set up a business in the founded town should invest in skills that reflect their plans.

.....

With your submission, also please answer these questions:

1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!
2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.
3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

.....

I will be co-running this campaign with GM Cyrioul
Special thanks to DM Quoth for the original campaign drive.

We’ll be recruiting 6 players for this game.
The deadline will be 10pm EST on Sunday, March 18th.


Have you meet my friend, DOT!?


From Hells heart I DOT thee!

Entered the first time. Happy to do so again.


Dotting for interest.

Silver Crusade

ooo level 2. I'll try and finish whipping up my druid. Maybe an occult class not sure.

Scarab Sages

Will finish up my submission and post it asap.


Dotting. I should have my submission finished this weekend.


I'm thinking the new settlement will need a school and teacher. So, I'm looking to build a Bard (either Archivist or Studious Librarian, but leaning more to the first archetype) to fit the role. I'm working on my submission currently and will post it up soon. :)


Will make modifications and resubmit this character. Thanks for starting this up again.


I will edit Marcian according to the new rules tonight and resubmit, I like the pitch to the noble :) Do we have a name for him/her yet?


Definitely interested in submitting a gnome cavalier for this! Spring Break is coming up, which means traveling out of town with the family, but I should be able to submit this before the deadline.


I present a reworked Sir Dorick Granstead, an Order of the Lion cavalier formerly of the Taldor Horse.

Overview:

Dorick is an exceptional rider but he's not limited to just mounted combat. With his cavalier and Order of the Lion abilities, he'll be able to buff the party while still contributing in melee. And his social skills will improve over the course of the campaign.

I'm hoping the choice of Order of the Lion will lead to interesting roleplaying. Maybe a change of liege eventually, or even a change of order.

Background:

The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.
- Order of the Lion Edicts

Sir Dorick Granstead is a scion of an ancient Taldor noble house in good stead with his liege lord, Exarch Dantus IV. Which made his fall from grace even more scandalous.

As a youth, Dorick was always more enamoured with weapon practice and riding into the forests than in courtly matters. And that ultimately cost him. While a generous soul himself, he had his flaws. He thought too well of people who did not return that view, and he had a fierce streak of pride that others took note of. His leal service in the Taldan Horse to the crown against bandits and foreign foes, his acceptance into the Most Worthy Order of the Lion, his natural gift for bonding with animals, these would count for little in the end.

A cabal desired advantage through shaming the venerable House Granstead and saw Dorick as the weak link to strike at. They plotted and arranged matters so that Dorick got into a very public and brutal duel with the Exarch's brother, seemingly instigated by Dorick for no good reason. He had been tricked by subtle half-truths and honest-seeming words that this man had dishonoured his younger sister. And thus he lashed out.

The Exarch had little choice in the matter. Dorick was stripped of almost everything. In light of his prior service, he got to keep his life, his title, his horse, and a small pile of old equipment. And the dubious honour of being sent on a "mission" to assist the nobility of Galt. Alone. His actual authority of course would be non-existent. Promised papers never appeared, letters were never sent.

Bound by his oaths, Sir Dorick Granstead rode north, thinking he had accepted his fate. But before he ran into trouble he could not survive, he saw a certain flyer. And realised that he still had a way to assist the Galt nobility without futile sacrifice...

Appearance:

Dorick stands 5' 11" tall and weighs 190kg. He is a fairly brawny man, well used to the rigours of riding into battle. He has well-groomed black hair and moustache, with few scars visible. His gear is second or third hand, but serviceable.

Personality:

Dorick is at heart an amiable and generous sort, who enjoys hearty company and animals. He is deeply ashamed and saddened over the events that led to his effective exile, both of his own actions and the deep betrayal of those he considered friends and fine acquaintances. He still takes his oaths very seriously, they are what are left to him.

Answers to Questions:

1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

Dorick is from Taldor, driven out by noble machinations and his Exarch throwing him a lifeline/indirect execution. He's been sent to aid Galt nobility, and he's found a loophole that lets him leave Galt and actually do some good.

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

"Sirrah, I am Sir Dorick Granstead, of the Most Worthy Order of the Lions, the Taldor Horse, and of the venerable House Granstead. I have been charged by the Exarch Dantus the Fourth, to venture into the lands of Galt and assist the nobility therein. You, a lord of noble birth, have sent forth requests for strong arms to guard your settlers. I am well versed in the ways of horsemanship, personal combat, and tactics. I believe that I could render great assistance to you and your efforts, if you will have me."

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

Dorick has realised that his mission was intended as exile at best. He has seen a way to carry it out with more honour and to better effect than a fruitless charge against Galt revolutionaries. His noble birth and training leads him to think that he could rise through the ranks of any militia or military that forms. He seeks to become a man of import in the new community, respected for nobility and strength of arms.

Mechanics:

Sir Dorick Granstead
Male Human Cavalier 2, Order of the Lion
Neutral Good Medium Humanoid (human)
Init +1; Senses Perception -2

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Defense
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AC 18, touch 11, flat-footed 17 [10 +1 Dex +7 Banded Mail]
hp 24 (2 HD; 6+2 per level after 2nd level)
Fort +5, Ref +1, Will -2
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Offense
--------------------
Speed 30 ft., 20ft. in scale mail

Melee
Mwk. Lance +6 1D8+3 / x3 / P / Reach
Bardiche +5 1D10+3 / 19-20/x2 / S / Brace, Reach, +2 vs sunder
Cestus +5 1d4+3 / 19-20/x2 / B or P

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Statistics
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Human, +2 to Str
Str 16, Dex 12, Con 14, Int 12, Wis 7, Cha 14
Base Atk +2; CMB +5; CMD 15
Feats Mounted Combat, Skill Focus (Ride)

Mounted Combat
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

Skill Focus (Ride)
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Traits

Beast Bond - Social
You share a close bond with animals.

Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Dedicated Defender - Combat
When a companion is down, you fight harder.

Benefits: You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.

Friend to Animals - Race
Requirement(s) Human
You grew up in close proximity to animals and relate with them intuitively.

Benefits: You gain a +1 bonus on Handle Animal and Ride checks, and one of those skills (your choice) is always a class skill for you.

Drawback
Pride
You can’t abide challenges to your dignity, authority, or honor.

Penalty: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologises to you.

Skills
Class Skills

The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier. +2 background skills.

Armour Check Penalty: -4 scale mail (-6 with heavy steel shield)

Acrobatics +1 |+1 Dex
Appraise +1 |+1 Int
+Bluff +2 |+2 Cha
+Climb +6 |+3 Str +1 rank +3 class
+Craft +1 |+1 Int
+Diplomacy +6 / +4 |+2 Cha +1 rank +3 class skill (-2 if challenged)
Disable Device* -- |+1 Dex untrained
Disguise +2 |+2 Cha
Escape Artist +1 |+1 Dex
Fly +1 |+1 Dex
+Handle Animal* +9 |+2 Cha +2 ranks +3 class skill +1 beast bond +1 friend to animals
Heal -2 |-2 Wis
+Intimidate +6 |+2 Cha +1 rank +3 class skill
Knowledge Arcana* -- |+2 Int
Knowledge Dungeoneering* -- |+1 Int untrained
Knowledge Engineering* -- |+1 Int untrained
Knowledge Geography* -- |+1 Int untrained
Knowledge History* +6 |+1 Int +1 rank +3 class skill
+Knowledge Local* -- |+1 Int untrained
+Knowledge Nobility* +7 |+1 Int +2 rank +3 class skill (+1 regarding his sovereign)
Knowledge Nature* +2 |+1 Int +1 rank
Knowledge Planes* -- |+1 Int untrained
Knowledge Religion* -- |+1 Int untrained
Linguistics* -- |+1 Int untrained
Perception -2 |-2 Wis
Perform +2 |+2 Cha
+Profession (soldier) +2 |-2 Wis +1 rank +3 class skill
+Ride +11 |+1 Dex +2 ranks +3 class skill +3 skill focus +1 beast bond +1 friend to animals
+Sense Motive +0 / -2 |-2 Wis +2 racial (-2 if challenged)
Sleight of Hand* -- |+1 Dex untrained
Spellcraft* -- |+1 Int untrained
Stealth +1 |+1 Dex
Survival -1 |-2 Wis +1 rank
+Swim +6 |+3 Str +1 rank +3 class skill
Use Magic Device* -- |+2 Cha untrained

Languages
Common, Kelish

Special Qualities

Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Taken: Skill Focus (Ride)

Mount
"Caragus"
Horse
3rd level with trait

Size Large

Speed 50 ft.

AC +6 natural armor

Attack bite (1d4), 2 hooves* (1d6); A

bility Scores Str 19, Dex 14, Con 15, Int 2, Wis 12, Cha 6

Special Qualities low-light vision, scent.

HD 3

BAB +2

Fort +3
Ref +3
Will +1

Light Armor Proficiency, Combat Reflexes, Power Attack

Natural Armour Bonus +2 (included)

Str/Dex Bonus +1 (included)

Bonus Tricks 2: Attack, Down

Link, Evasion

Gear
Squire's Outfit ___

Cestus 5
Mwk. Lance 310
Bardiche 13
Mwk. Banded Mail 400
Sling 0
Bullets (20) 0.2

Bit and Bridle 2
Military Saddle 20
10 days of Feed 0.2
Fighter’s Kit 9
Studded Leather Barding 100
Saddle Bags 4
Grooming Kit 1
Signet Ring 5
Noble's Outfit 75

Starting Gold: 1000g
Spent on equipment: 944.4g

Gold Remaining: 55.6g

================
Class Abilities
================
Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Mount (Ex)
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount.

A Medium cavalier can select a camel, horse, or a zebra as a mount.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Order (Ex)
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

The following orders can be chosen by both cavaliers and samurai.

Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of cavaliers that all belong to one specific order.

Order of the Lion
A cavalier who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the local warlord. Cavaliers of this order are stalwart and dedicated to their cause, willing to go any length to ensure the safety of their lord and his domain.

Edicts: The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.

Challenge: Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.

Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Lion’s Call (Ex)

At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).

Leveling
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L1: 12 HP, Add +¼ to the cavalier’s banner bonus.
L2: 12 HP, Add +¼ to the cavalier’s banner bonus.


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Dot


Glad to have been able to convert Maskini back into an Unchained Monk. The conversion is complete, and other campaign questions have been answered on his profile, but I'll include the pitch to the noble here.

Character Pitch:

Bending his head low to get through the doorway, Maskini stands up to his full height once he was entered. His head nearly brushes the ceiling, and he towers over the seated noble behind the table.

Many people find Maskini's size to be intimidating, but he adopts a very peaceful and placid expression on his face that shows there is little overt aggression in the large man.

Maskini lightly crosses his hands in an X shape over his heart and bows his head. He speaks in broken Taldane, explaining himself and his abilities to the man.

"Morning, Sir. Me, Maskini.

Me hear you put together frontier trip and want go along. You see. Maskini big help in frontier. Maskini grow up Mwangi Expanse. No fear frontier spaces.

Maskini good hunt. Good fight. Good cut trees. Maskini Endure and Renew, like Irori say. You pick Maskini for trip, you no say sorry."

Having said what he came to say in simple terms, Maskini stills and stands patiently, waiting to see if the noble has any questions.


I submitted this guy in the original thread. Will level him up.

Sczarni

Here’s my dwarven musket master.

Mort is a big game hunter who would love to establish a hunting lodge in a land no one in the inner sea has hunted in.

Mortimer Mathias Argentum:

Male dwarf gunslinger (musket master) 1 (Pathfinder RPG Ultimate Combat 9, 50)
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6 (+8 to notice unusual stonework)
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +5, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist cold 2
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Offense
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Speed 20 ft.
Melee warhammer +2 (1d8+1/×3)
Ranged musket +4 (1d12/×4)
Special Attacks deeds (deadeye, quick clear, steady aim), grit (2)
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Statistics
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Str 13, Dex 16, Con 14, Int 13, Wis 14, Cha 8
Base Atk +1; CMB +2; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Gunsmithing[UC], Point-Blank Shot, Rapid Reload
Traits never stop shooting, northern ancestry
Skills Acrobatics +5 (+1 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Craft (firearms) +5, Knowledge (engineering) +5, Knowledge (local) +5, Perception +6 (+8 to notice unusual stonework), Stealth +2, Survival +2 (+4 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ giant hunter[ARG], gunsmith
Other Gear lamellar (leather) armor[UC], black powder[UC], bullet[UC] (20), musket[UC], paper cartridge[UC] (5), warhammer, backpack, belt pouch, flint and steel, powder horn[UC], donkey, bedroll, feed (per day), gunsmith's kit, hemp rope (50 ft.), mess kit, pot, torch, trail rations, waterskin, 10 gp, 5 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


While I am still building my character, I thought I'd get my questions out of the way first:

1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

My tribe is looking for a place it can call it's own, and so we are willing to provide warriors in exchange for making such a dream a reality.

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

"I know that you look at me and only see my skin color, but my tribe and I are people worthy of respect and a chance to show that we are not just 'monsters', villains', and 'barbarians'. My people are willing to work for our place, as we are skilled warriors and even have a couple of spellcasters among us for good measure. While I'm sure that you will have many adventurers apply to join your expedition, how many will bring their own fighting force with them?"

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

My character is looking for a home for his Hobgoblin tribe; not just a place where they hide in the mountains and raid caravans or the like, but an actual home, where they are a part of the community.


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Hello, GM Vayelan & GM Cyrioul.

This is Ariarh Kane and I'd like to put forward my submission for your consideration: Saara Kensley, Human Bard (Archivist). Below, I have answered your three questions (and they'll also be placed on Saara's profile for easy access).

Thank you kindly for your consideration. :)

=======

GM's 3 questions and Saara's answers:

1. Why is your character fleeing Galt? Are they from a neighbouring nation? What attracts them to this expedition? Be specific!

Saara is from a neighbouring nation (currently in the River Kingdoms, but journeyed there not long ago from Taldor). She is not fleeing any persecution. Saara sees this as a great opportunity to do good for the new settlement and for herself. (By teaching the children of the settlers, she hopes to instil in them a great desire and drive to learn and better themselves. It is her way of trying to change the world, and its horrors, through the new generation.) She is attracted to this expedition because deep down she is an idealist and believes there can be a better place, where people strive for the common good and will not be caught up in the madness of war upon war – rebellion against rebellion – until all is destroyed and nothing can grow. She is looking to settle down and put down real roots.

---

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

She lifted her chin and smiled as she entered before taking the pro-offered chair. ”Good day, sir. My name is Miss Saara Kensley and I am a teacher of history, of the wild, of the cities, of the healing arts, magic and music. I graduated with exemplary grades from the Rhapsodic College in Taldor. I came by your flier and I wish to put my name forward for the expedition. I am young, but I am eager, loyal, hardworking and carry with me knowledge that can be useful as we journey and then settle down. I care for the welfare of children – my students – and any who are under my care in general – I will not forsake them. I am fair enough swords woman and a decent rider. I can speak without prejudice and am at ease talking to people from all societies. I am not prone to theatrics, anguish or grandstanding. I am accustomed to towns and open wildlands and cities alike, so I will not be daunted by the task, if you should include me in your expedition, which is my grandest wish. I will teach any who need it. And, if there is need for some light distraction from the challenges ahead, I can entertain the settlers and adventurers with tales and song. I wish to build a better land and find my place within it.“

---

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

At first, a short term goal would be to build and open a school for the children of the settlement, even the adults who cannot read and write. Saara believes knowledge is a powerful tool and with the right mindset could be a force to be reckoned with. The school will cater to everyone, wealthy and poor alike (she believes everyone deserves a good education and foundation). As part of this, she would also like to open a small library, where books can be assessed by the people of the new settlement.

Long term goal: Saara would like to open a bard college like the one she attended in Taldor: Rhapsodic College. She would dearly love to pass along her knowledge and love of music to a new generation and create the best trained bards, bringing music and culture into the growing settlement and in the region, and, the college being comparable to those of the bustling metropolises.


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Marcian Grallm wrote:
I will edit Marcian according to the new rules tonight and resubmit, I like the pitch to the noble :) Do we have a name for him/her yet?

The noble funding and organizing this expedition is Viscount Aristide. (Credit for the name goes to DM Quoth).

Other information about Aristide remains sparse as he or she tries to hide this plan from the Gray Gardeners and the Revolutionary Council in Galt.


Letter to Viscount Aristides:
Dear Viscount Aristides,

Please forgive my timerity in recommending myself, Marxian Grallm, for your consideration. I am an alchemist of outstanding talent looking to establish myself in an upcoming locale and apply my intellect, and talents towards making it great.

Though I may appear to lack the physical capacities that the early stages of such a venture would require, I am more than capable of rendering assistance should danger strike the settlement. I am not strong, but I am swift and agile, and my alchemical concoctions pack a fearsome punch - which can also act as a force multiplier if distributed to other settlers.

Most of all I am an extremely well read individual, with a broad array of knowledge in an astounding array of subjects. Knowledge is, as the cliché would have it, power, and I would endeavour to harness that power towards the furtherance of your goals in an advisory capacity should you wish it.

My own plans would be the construction of a small, but readily expansible, alchemical workshop able to provide antidotes, curatives, and perhaps even appropriately useful poisons - pending approval by the authorities - such as those to subdue dangerous beasts. Perhaps operating a small storefront with the opportunity to exchange goods.

I should forewarn your Lordship that I am a tiefling, figuratively cursed with a somewhat unsightly appearance, which I generally conceal so as to avoid unsettling others. A part of the reason I desire to start a new is because of prejudice, and the unjust attentions of a small thieves guild - far too small for their reach to or ability to trouble your endeavours I assure, but enough to be problematic for a lone alchemist. These unfortunate experiences have filled me with the desire to become an integral part of a community by rendering valuable service and council.

Yours Sincerely, Marxian J. Grallm.

Scarab Sages

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So in the creation of my entrant and their backstory would having say a family member and/or wife with them be too much? I have a rogue trying to turn over a new leaf and thought maybe the reason with the wanting to start fresh might involve a relationship. If you would prefer them to be single thats cool too, just wanted to know how to build the backstory.

Working on being a shopkeeper or inkeep or the like, but who knows, maybe his shady past catches up and he sets up a theives guild in the new town.


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TheNine wrote:

So in the creation of my entrant and their backstory would having say a family member and/or wife with them be too much? I have a rogue trying to turn over a new leaf and thought maybe the reason with the wanting to start fresh might involve a relationship. If you would prefer them to be single thats cool too, just wanted to know how to build the backstory.

Working on being a shopkeeper or inkeep or the like, but who knows, maybe his shady past catches up and he sets up a theives guild in the new town.

Bringing family members along is definitely good, especially if it builds upon your character's backstory and motivation.

Thematically, it would also be encouraged since Viscount Aristide hopes to build a stable new community.

Spouses, siblings, parents, and other adult family members will be treated as having 1 or 2 NPC class levels, depending on backstory. Children will be 0-level NPCs.

Scarab Sages

Sweet I should be done in oh... 20 minutes or so.


@ DM Vayelan

Questions about starting a business

Spoiler:

I had a character idea involving the starting of a business.

1. Would it be required to spend 150% of the price to bring along workers of various types?
From the PRD (easier to copy paste than type in from the UC):
Moving an Organization
You can move an organization to a different settlement by paying half the price of recruiting it. This price accounts for paying relocation expenses for your teams, hiring replacements for people unwilling to move, and so on. Arranging the movement of an organization usually takes 1d6 days per team in the organization; the time needed to actually move the teams is the amount of time it takes to travel from the old settlement to the new one. The organization provides only half its benefits during the time you are arranging the move, and none of its benefits while traveling to the new settlement.
2. Would I get to choose the type of individuals recruited with respect to race and class? IOW, could an "apprentice" be an investigator if I so chose?
3. The rich parents trait explicitly refers to starting money. However, I was wondering if there would be a way to use that to gain gps that could only be used to "purchase" business components (rooms/teams) to take at the start start?
If no, no problem and end of discussion.
If yes, how much?


This is the nine's entrant.

3 questions:
1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific! Francoix and his 'wife' Noemie are young lovers fleeing from a crime of passion at a displaced noble of Galt's estate in the river kingdom. Both Francoix and Noemie were born in Galt and are Orphans. The expidition attracts them because its a chance for them to start their lives together free from obligations or disfavor. More specifically the lady of the estate has forbid them to be together.
2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

"My lord Viscount Aristide, Thank you for looking over my application to join your expedition."

He said nervously bowing low properly before the nobleman behind the desk. He was dressed well, for a servant, his clothing giving neither a display or wealth or pauperdom. He crossed his hands in front of his waist and took a small breath before he continued.
"The billing said my lord you were looking for settlers. Those with the skills and will to make a new life from themselves far from the ill things that have befallen Galt. My wife and I my lord, were of Galt, both orphaned young. My wife is a well. She is a lady in waiting for the daughter of Lord and Lady Mogayne. I was taken in by their head cook, Madamoiselle Ninette has trained me well in the culinary arts."
profession baker: 1d20 + 6 ⇒ (11) + 6 = 17
The young man bent over and removed a small wooden case from the decently worn satchel at his feet and opened it a half dozen powdered tea cakes lay within.

"I've brought a sample if you would like my lord. But to be honest those arent my only skills. Up until well I was taken in my Miss Ninette I spent a good time on the streets. Now im not proud of the things i did to survive then as a child, but im well versed in not being seen, and uh... perhaps acquiring a few things laying about. I would gladly help your town guard learn to better spot such things, or help them track down any thieves that show up my lord. My word on that, I've no desire to travel those dark paths anymore. I've spent a small amount of time training with their guard as well, so if trouble comes I will be there to help defend the folk.

Whatever nerves that had been bothering the young man seemed to slip away after he mentioned his skills replaced with a look of steady determination.

"Between the two of us,my wife and I, we've saved a small sum, and miss Ninette has given us an additional small sum of gold to get us started and I was thinking, that I could open a store, or an inn there. Perhaps a tavern. Noemie and I my lord, we just want to start a life together, simple as that far from our worries or troubles. Your expidition seemed a gift from Erastil so here I am."

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

Long term, Francoix would like nothing more than to live a life with his 'wife' Noemie, raising kids, and coin. He believes that with his skill in cooking and backing he could run a nice little tavern or inn. His time on the streets had allowed him to gaze upon a myriad of shops(and indeed break into some of them), and it looked like a merchants lot in life was pretty plumb easy as well. That being said, he has no qualms whatsoever about doing whatever needs to be done to make that life happen.

Everything looks about ready to go, I will tweak a thing or two perhaps until decision time.

A few additional questions and notes.
1. Ive made Francoix neutral evil, though i dont really think he is evil evil. He will do whatever it takes to survive and protect himself and his new wife. If he feels he has to kill to do so he will. If he has to frame someone or hide the body, he will. Despite his youth spent being a petty thief, burglar and cutpurse he doesnt actually desire to steal to collect wealth, he would much rather earn it. . . though of course if those earnings arent enough well.... some people clearly have coin they dont need. (stealing from party members is a no-no dont worry)

2. Aside from a name and an appearance, his wife is a blank slate, would you prefer us to add a few npc ish details, or would the Dm's involved want to do that. Im all for saving you guy's as much work as I can, and I could whip up her backstory easily enough.

3.Bullo asked it, but would it be okay to just convert some of the wealth into those things needed to start a business up upon arrival? or would saying "I have 259 gold in goods (if it was like a shop)" Good for the starting bit and expanding from there?


I've been accepted on about game and in the past have had an issue with over extending myself, don't want to do that this time, so I an going to retract my dot. Sounds like an interesting story. Have fun all


Answers About Starting A Business
1. Yes, to bring along teams/workers along, it would cost 150% of the price. However, if the team or organization is part of your character's backstory, I will allow you to use the Earned Cost rather than the Purchased Cost - for example, it would cost 300gp to recruit and bring along a team of craftspeople rather than 600gp. This ruling assumes your character has previously spent time earning the relevant capital. If this organization is not part of your character's backstory, then you would have to pay 150% of the Purchased Cost since you are starting from scratch.

2. No, you would not get to chose these details. Ensuring that you have workers willing to make this journey turns this into a "beggars can't be choosers" situation.

3. I will allow the money from Rich Parents to be used for capital costs. Thematically, it makes sense that a character may have inherited a business or received other related resources.

...

@Francoix
1. This should be fine, and your explanation sounds very similar to my conception of Neutral Evil. I've always thought that Evil alignments don't necessitate outright villainy, but rather they represent varying degrees of callousness and self interest.

2. I will leave NPC fluff details to the players. Anything not established about an NPC at creation can also be fleshed out during gameplay.

3. Yes, you can use your character's starting wealth to purchase Capital for a business or similar enterprise. You can also transplant Teams (within reason) for 150% of the Earned or Purchased Cost, depending on whether previously employing said workers would be a part of your character's backstory.


DM Vayelan wrote:

Answers About Starting A Business

1. Yes, to bring along teams/workers along, it would cost 150% of the price. However, if the team or organization is part of your character's backstory, I will allow you to use the Earned Cost rather than the Purchased Cost - for example, it would cost 300gp to recruit and bring along a team of craftspeople rather than 600gp. This ruling assumes your character has previously spent time earning the relevant capital. If this organization is not part of your character's backstory, then you would have to pay 150% of the Purchased Cost since you are starting from scratch.

2. No, you would not get to chose these details. Ensuring that you have workers willing to make this journey turns this into a "beggars can't be choosers" situation.

3. I will allow the money from Rich Parents to be used for capital costs. Thematically, it makes sense that a character may have inherited a business or received other related resources.

(snip)

Sorry for all the questions. :)

1. 200 gp is the price to outright buy 1 craftspeople team. The cost to earn the units is 100 gp. The price for relocating a team is 1/2 the price of recruiting it.
Shouldn't obtaining a team by "earning" it (cost 50%) and moving it (cost 50%) add up to the original cost of buying it outright?

2. OK

3. Definition-Capital costs are fixed, one-time expenses incurred on the purchase of land, buildings, construction, and equipment used in the production of goods or in the rendering of services. In other words, it is the total cost needed to bring a project to a commercially operable status.
So, RAW, that would exclude "teams". Are you going to allow "teams" to be purchased that way?

Silver Crusade

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OK, I Am planning on submitted a druid (herbal concoction bond) that wants to set up their own potion shop.


Sounds great, dotting.


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Hello, all, this is the co-GM, and I look forward to reading your applications!

Bullo, since you're already in conversation with GM Vayelan, I'll let him finish up the answers, though it looks like your definition of Capital Costs is coming from Wikipedia, not Ultimate Campaign, which states,

PRD, Rooms and Teams wrote:
Create: This entry lists how much Goods, Influence, Labor, and Magic are required to construct the room or recruit the team. It also includes a gp value for purchasing a completed room of that type or recruiting an existing team of that type.

So yes, capital costs can be applied to recruiting teams, but your math is correct - if you recruit a team using Earned Captial (vs. Purchased Capital), then you could pay the same amount of Earned Capital again ( 3 Goods, 2 Influence, 4 Labor) to move them somewhere else, or otherwise purchase the capital at full price. We'll assume that this cost will cover any supplies needed to transport these craftspeople to the new destination and get you set up to operate there as soon as you arrive. Sound good?


Looking at building a cavalier. I was thinking order of the lion devoted to Viscount Aristide, but wanted to make sure that's not an issue before I start building him.

Silver Crusade

@ GM(s), how would you feel about my character having bought a slave she saw for sale, and then gave her freedom, and the option to work for her? I'd still pay the required amount listed in the SRD for hirelings


This is littlehewy, presenting Ariso Chivala, a 42 year old ex-killer on the run from his crimelord brother, for your consideration.

Hope you like him, I'd really love to play this guy :)

Spoiler:

1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific! 

Ariso (originally Dorvin Kalleste) was born into crime. His father was a mid-level member of a criminal, mafia-style "family" in Isarn, a kind of sergeant with his own small band of hoods to coordinate. His mother was a minstrel, and, before meeting and marrying his father, a sometime whore. When Ariso was seven years old, he and his big brother Geran witnessed the brutal murder of their parents by rival criminals. They fled, and the family gave them a home and a purpose. From then on, the brothers were groomed as career criminals.

They excelled. Geran was clever, manipulative, and driven, and rose quickly through the ranks of the family, becoming part of the elite. Ariso was gifted with more operational skills. He became a hunter, a thief, but most of all a ruthless killer. He was known in the Isarn underworld by the time he was 15.

In his early twenties, however, Ariso began to think more broadly about the world, and questioned his life. As his brother was poised to take over the family, Ariso fled Isarn, sickened with killing and intending to build a new life. This he did, first travelling through the River Kingdoms, then settling in the small town of Littledown, some 50 miles from Woodsedge. He took up tanning, as well as crafting armour and weaponry. After completing a ten year apprenticeship, he moved into Woodsedge to start his own business.

In Woodsedge he launched his tanning and armoury business, found a wife (Lissa), and began a family. However, not more than six months ago, Geran, now the well-entrenched head of the family, found him, and sent a team to "persuade" Ariso to return to Isarn and use his talents for the family once more. Ariso begged Lissa to trust him and leave with him to find sanctuary somewhere else, but when he told her why she took their two children and fled back to her family. Having lost nearly everything, and facing death if he did not comply with his brother's wishes, Ariso has gone into hiding once more. Viscount Aristide's offer of a new life seems perfectly timed. If Ariso can do well in the newly-founded town, he hopes to be able to travel back to Woodsedge, collect his estranged wife and children, and continue raising his family in peace.

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy. 

Ariso bows to the viscount, showing proper respect but no hint of obsequiousness. His clothes are those of those of a successful tradesman, though his chain shirt is obviously of excellent quality, as are the longbow slung across his shoulders and the falchion strapped to his back.

"Greetings, my lord," he begins steadily. "My name is Ariso Chivala, and I present myself for your consideration regarding your expedition. I am a master tanner, armourer, and weaponsmith. I did my apprenticeship with Keiran Pariekos of Littledown, and my business and wares are well-known in Woodsedge. The weapons and armour I bear are of my own make. I seek to join you, and begin afresh in the town you plan to found."

"I am also competent with the weapons I carry, and would gladly become a member of the militia in addition to tanning and crafting equipment for the town. I have also spent time in the wilderness in my youth, and am a proficient tracker and huntsman. If need be, I would happily demonstrate any or all of these skills for your approval."

"If I were to be accepted into your expedition, I would seek to cement my place as a useful citizen, and once the town's safety was ensured, send for my wife and children and raise my family there. My wife and I are both sick of the strife that wracks Galt, and wish to begin again, far from the self-made troubles of cities. I hope you view my offer favourably, as you would do me a great service by accepting me into your expedition. Thank you, lord."

With that, if the viscount has no questions or further statements to make, Ariso bows once more and makes to exit the lord's presence.

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

Ariso seeks to do exactly what he has communicated to the viscount above: he wants to start his business anew, promote the safety of the new village, and join the militia. He is fighting the urge to seek more action, possibly by applying to become a noble's bodyguard or the like in the new village. However, the idea of simply producing leather, armour, and weapons for his fellow villagers doesn't bother him at all, and he's sure that there will be action aplenty in a frontier town without needing to go looking for it.


Here is my character, the leader of a small (about a dozen or so) tribe of hobgoblins who are looking to help form a community and dispel racial stereotypes about themselves:

Fendir Tang:

LN Hobgoblin Geokineticist 2

STR 10
DEX 16
CON 16
INT 10
WIS 14
CHA 10

HP 24
AC
BAB 1
Init +3

Fort +5
Ref +5
Will +3

Speed 30'

Earth Blast: +4 to hit; 1d6+4 damage; 20/x2 crit

Skills: Climb r2 +6, Knowledge (Dungeoneering) r2 +6, Perception r2 +7, Stealth r2 +12

Background: Linguistics r2 +5, Knowledge (History) r2 +5

Feats: Point Blank Shot

Traits: Reactionary, Indomitable Faith

Class Features: Elemental Focus (Earth), Burn (1/round; max 6), Earth Blast, Gather Power, Infusions (Kinetic Blade), Wild Talents (Basic Geokinesis, Skilled Kineticist), Flesh of Stone

Equipment: MW Chain Shirt, 750 gp


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1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

Yeoffrey is actually already fled Cheliax to Galt, and is now fleeing again. He THINKS he fled Cheliax due to persecution of his "radical" ideas. In fact, Thrune-employed genealogists found evidence of Aasimar blood in his family (something Yeoffrey knows nothing about). As for Galt, while the lack of diabolists watching your every move was appealing, a place of constant upheaval isn't a great place for schools. Naive and overconfident, Yeoffrey thinks a fresh start will allow him to form his OWN school, run "the right way!"

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

Noble Viscount Aristides,

I write to you today with both great excitement and great grace. Through you and your settlement, I can make my greatest dream come true: the founding of a school ...without limits! In Cheliax, House Thrune controls what gets taught. In Galt, the curriculum changes with each revolution, leaving faculty and students outright confused.

In this new settlement, though, a school can be founded with a focus purely on education! As a lifelong educator, I will take everything I've learned and create a school unlike any seen before! I, of course, will bring funding for the labor necessary, as my pension has barely been dipped into. However, I also plan on a revolutionary barter system where labor for the school can purchase special training and classes more easily than gold! Soon, everyone from the common timbersman to the guard to the children will have access to knowledge in all areas!

Just think of it ...the Viscount Aristides College of Learning!

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

As is probably obvious, Yeoffrey wants to start a school where his knowledge and the expertise of others can be shared with children and adults alike. He's not travelling with anyone; making friends has never been easy for him. But he hopes to "befriend" many on this journey, and recruit them to share their expertise with the others as well. Let the ranger teach ranging, the wizard teach wizardry, etc.


Professor Yeoffray Potter wrote:
Heaps of stuff...

That's a really great pitch :)

Also, had a quick gander at your character sheet, I think you may not have noticed the 1000 gp starting wealth... Get spending! Or have you just not withdrawn the aforementioned pension yet?


Not super familiar with the building/business rules, so I just didn't spend most of his 1000. He's got over 700 in gold to use for hiring builders and such. I'll reread the campaign/building rules now to see if that helps.

RPG Superstar 2015 Top 8

Wow, I had seen this the first time and almost applied, then saw the GM had a habit of recruiting and then dropping out not long after. I'm sorry to see that actually happened. I really am. :(

Love the concept, and you guys look like you can run a fun game. I'll see if I can finish my submission by the deadline. I'm probably submitting a version of the half-orc urban druid in my aliases. Good luck to all.


OK, I'm going through this. Looks like the school should have a classroom and a book repository ...he could afford that.


LanguageJunkie:
What sort of backstory did you have in mind for this cavalier? While it may not work to have your character be a long-time servant of Aristide, your character may devote themselves to the Viscount at the outset of the expedition.

Perhaps their previous sovereign died, abandoned them, or left them disillusioned, and Viscount Aristide presents a new opportunity. Admittedly, I also had a Don Quixote-esque image in my mind of a would-be cavalier just showing up and pledging themselves to a very surprised albeit grateful Aristide.

As a note for everyone, the Rich Parents trait (instead of its normal function) will give an addition 750gp as a flat bonus to the base 1000gp starting wealth.


DM Vayelan:
I had envisioned him as maybe being pledged to the Viscount from afar (kind of a hero worship type thing). Doing things he thinks would be in the name of and to the benefit of the Viscount up until the point they actually meet. Then he'd finally pledge himself directly to Aristide.

If that doesn't work, I also do like the idea of the would-be cavalier seeking out a liege lord and settling on Aristride when he hears about the expedition.


This is DQ with my application. Character sheet is subject to tweaking; suggestions and corrections are welcome.

1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

Kalig originates from the neighboring north and travels through many regions. She was drawn to Galt for its chaos--wanting to heal wounded towns and wild places alike from the chaos in the region, and also to observe the endless rebellion for herself. She was to some extent in the wrong place at the wrong time, drinking in a tavern when a fight broke out. She may have accidentally buried the end of her flail in the combat leader's son's eye socket. The leader had friends among the Grey Gardeners. She decided it was a good time to move on.

She's attracted to the expedition because she has never really found a place established to belong, and yet while she can survive in wilderness, she likes being around communities. In short, she wants a place to belong. A new place at the edge of wilderness, where she gets to be part of things from the get-go--this may be her best opportunity to establish a true sense of home for the first time in her life.

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

"I will keep your people alive on the trail, and fed when they get to the settlement, when they haven't gotten crops growing yet. I'll keep the horses calm, and the guards healed up. I have a good reason not to betray you--these jerks I pissed off a few miles back. You have good reason not to starve. I think we could make this work. If not, I'll survive quite well on my own. Could you say the same?" She offers him a goodberry.

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

Kalig by her nature does not make in-depth plans for the future--she is never quite sure what is going to come next. She is very much a take it as it comes kind of person--but she thinks that this group needs someone LIKE her, as there are going to be plenty of ambitious doers and dreamers with their heads in the clouds, whereas she is going to focus on the here and now and keep the dreamers alive long enough for them to build their dreams. So in short--her role is to help everyone else be successful.

Probably if things get settled well and she wants to stay around, she may decide to set up a little shrine to Gozreh. Nothing fancy.


Languagejunkie:
Your initial idea should work without any trouble.


Here is the completed Marcian, all 3 questions are answered fairly explicitly within his background and letter to Viscount Aristeides.

Marcian Grallm:

Marcian Grallm
Tiefling alchemist (mindchemist) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 19)
LN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+3 armor, +4 Dex, +2 shield)
hp 15 (2d8+2)
Fort +4, Ref +7, Will -1; +2 bonus vs. poison
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged bomb +6 (1d6+5 fire)
Special Attacks bomb 6/day (1d6+5 fire, DC 15)
Spell-Like Abilities (CL 2nd; concentration -1)
. . 1/day—darkness
Alchemist (Mindchemist) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—adhesive spittle[ACG] (DC 15), cure light wounds, expeditious retreat
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 12, Int 18, Wis 8, Cha 5
Base Atk +1; CMB +0; CMD 14
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits extremely fashionable, fast-talker, reactionary
Skills Appraise +9, Bluff +3 (+7 to tell a lie), Craft (alchemy) +9 (+11 to create alchemical items), Craft (clothing) +6, Diplomacy +1, Heal +3, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +12, Knowledge (planes) +9, Knowledge (religion) +9, Perception +3, Sleight of Hand +8, Spellcraft +8
Languages Abyssal, Common, Draconic, Goblin, Infernal, Orc
SQ alchemy (alchemy crafting +2), beguiling liar[ARG], cognatogen (+4/-2, +2 natural armor, 20 minutes), discovery (explosive bomb), perfect recall, prehensile tail[ARG]
Combat Gear potion of cure light wounds (4); Other Gear mwk studded leather, darkwood shield, alchemist starting formula book, chalk, jewelry[UE], waterproof bag[UE], mule, acid, alchemical grease, alchemist's kindness, alchemist's lab, alkali flask, bachelor snuff, bedroll, feed (per day), flayleaf, masterwork tool, noble's outfit, pack saddle, pavilion tent, poison ward salve, reagent paper, smelling salts, wandermeal, waterskin, winter blanket, 7 sp, 1 cp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Beguiling Liar +4 to Bluff to tell a lie.
Bomb 1d6+5 (6/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Cognatogen (DC 15) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 20 minutes.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Letter to Viscount Aristides:
Dear Viscount Aristides,
Please forgive my timerity in recommending myself, Marxian Grallm, for your consideration. I am an alchemist of outstanding talent looking to establish myself in an upcoming locale and apply my intellect, and talents towards making it great.

Though I may appear to lack the physical capacities that the early stages of such a venture would require, I am more than capable of rendering assistance should danger strike the settlement. I am not strong, but I am swift and agile, and my alchemical concoctions pack a fearsome punch - which can also act as a force multiplier if distributed to other settlers.

Most of all I am an extremely well read individual, with a broad array of knowledge in an astounding array of subjects. Knowledge is, as the cliché would have it, power, and I would endeavour to harness that power towards the furtherance of your goals in an advisory capacity should you wish it.

My own plans would be the construction of a small, but readily expansible, alchemical workshop able to provide antidotes, curatives, and perhaps even appropriately useful poisons - pending approval by the authorities - such as those to subdue dangerous beasts. Perhaps operating a small storefront with the opportunity to exchange goods.

I should forewarn your Lordship that I am a tiefling, figuratively cursed with a somewhat unsightly appearance, which I generally conceal so as to avoid unsettling others. A part of the reason I desire to start a new is because of prejudice, and the unjust attentions of a small thieves guild - far too small for their reach to or ability to trouble your endeavours I assure, but enough to be problematic for a lone alchemist. These unfortunate experiences have filled me with the desire to become an integral part of a community by rendering valuable service and council.

Yours Sincerely, Marxian J. Grallm.

Introduction:
Marcian glowered at the notice, to think he, a man of such vaunted brilliance and ambition should be reduced to skulking in the shadows and fleeing to an as yet undug midden in the savage wilderlands. Disgusting. But needs must, and he did rather prefer his intestines inside his body.

There was, he mused, a definite advantage in being able to steer the development of a settlement from its birth; And surely in such dull hinterlands he could produce many sought after legitimate concoctions, as well as a few more misunderstood solutions, without the scrutiny of the feckless busybodies that were so prevalent in civilization.

Yes, perhaps it was for the best, with a face like his - once compared to that of a week dead baboon by some barroom wit - who shortly thereafter found himself unable to leave the privy for three days - it would be more practical to rule from the shadows. Here he would delve further into the mysteries of alchemy and fashion a web of influence that would show them all!

Taking a deep calming breath he prodded Isabelle, his long suffering mule, fed the beast half a carrot, and set off to embrace his long overdue destiny.

Background:

The son of Hebran Grallm an ambitious Wizard, Marcian was one of eleven babes, mostly mixed breeds of demonic origin, born within days of one another. Hebran intended to educate his sons together creating his own unit of dedicated Wizard soldiers, but to Jebran's frustration none of his offspring had the talent for wizardry. Showing the most promise Marcian was kept as an alchemy assistant until fed up of being belittled and insulted, and even tortured for mistakes, his anger finally overcame his fear freed his brothers from the cages, or experiments Hebran had them trapped in instigating them to kill the old man - while Marxian took then prudent path and fled.

After several weeks of travel Marcian joined a large City gang who provided him with alchemical equipment, and even taught him a few tricks. But when the Guild Leader's Mistress mocked his hideous appearance his ascerbic tongue shot back telling the powder faced whore a few home truths and earning him a merciless beating. In response Marcian laced every bottle of the Guild master's prized wine collection with Klum flower syrup, and then quietly filed leaving the thief to enjoy, impotence, hair loss, and several deeply unfortunate varieties of bodily leakage.

Personality:

Marcian believes himself to be smarter than just about anyone, but generally attempts to act humbly and ingratiate himself. His hideous appearance has lead to countless petty humiliations which he has avenged wherever possible, generally with strong laxatives, or by crafting particularly vicious, but compelling, rumours. Of course creative measures were only for worthy enemies, mouth breathing rabble were generally exempt with only a small contents of purse fee extracted.

Despite a somewhat megalomaniacal inner monologue, Marxian is rarely cruel, and his little revenges are fairly proportional as a rule. He values loyalty, but barely believes in it, having been hurt too many times.

Isabelle the Mule:

Isabelle the Mule CR –
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics -5 (-1 to jump with a running start), Perception +5
Combat Gear acid (3), alchemical grease[APG], alchemist's kindness[APG], alkali flask[APG], bachelor snuff, poison ward salve[ACG], reagent paper[ACG] (10), smelling salts[APG]; Other Gear alchemist's lab, bedroll, feed (per day) (4), flayleaf, masterwork tool, noble's outfit, pack saddle, pavilion tent[APG], wandermeal[UE] (20), waterskin, winter blanket, 41 gp, 11 sp, 6 cp
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.


rorek55:
Can you give me a little more detailed preview of the concept and backstory on your character and said freed slave? I want to know your ideas before deciding on a sensitive topic.

Silver Crusade

DM Vaylean:

Basically, the idea is that while she was traveling around, she saw Maria being sold as a slave, just by pure happenstance. She wanted to do something good, so she bought her, and when she left the immediate area turned to the girl and said "well, you're free" She offered to help her on her way with a handful of gold, or she offered her a job of sorts as an apprentice in herbology and alchemy. She would pay her, provide food, and teach her what she could. Mia (my character) is 24, Maria is about 18-19. At the time Mia had been 22, and maria 16. So, they would have a bigger/younger sister feel. Was there anything else in particular you wanted to know?

I'll have the 3 things finished tonight or tomorrow as well

also, for Number 2, are we actually writing a writ, or are we writing out our characters meeting with the noble? Mia is fairly shy in person at first, so it would be totally different depending.

Silver Crusade

I went with the idea we are meeting someone in person. As it gets across her character more. Her full backstory is not quite finished yet.

rough crunch:

Mia, Human female Druid Level 2
Alternate Racial traits: dual-talented
Traits: Accelerated Drinker,
Ability Scores:
Str: 12
Dex: 15
Con: 12
Int: 12
Wis: 18
Cha: 08
------------------------------------------------------------
Defenses:
------------------------------------------------------------
HP: 18 (2d8+2)
AC: 18 FF: 16 T: 12 (10+4armor +2 Shield +2Dex)
Saves:
Fort: +4 [base3 + 1con]
Ref: +2 [base0+ 2Dex]
Will: +7 [base3+ 4Wis]
------------------------------------------------------------
Offense:
------------------------------------------------------------
Movement: 30ft
Crudgel:
To hit: +2
Damage: 1d6+1
Dart:
To Hit: +3
Damage: 1d4+1

Feats:
1- Spell focus conjuration
------------------------------------------------------------
Skills: 4+int/level +2 background skills per level (12 SP)
------------------------------------------------------------
Ride: 1
Swim: 1
Diplomacy: 1
Survival: 2
Handle Animal: 1
Know. Nature: 2
Spellcraft: 1
Perception: 2
Climb: 1
Background Skills:
Know. Geography: 1
Craft (alchemy): 2
Appraise: 1

------------------------------------------------------------
Equipment: Starting gold 1000, Left: 273g 7s
------------------------------------------------------------
Arms and Armor: Leaf armor, Crudgel, Quarterstaff, 30 darts, heavy wood shield

Miscellaneous Gear: Tent (for 2), Backpack, Saddle bags, 2 waterskins, Grappling hook, 200ft of silk rope, hammer, flint and steel, Caltrops (3), Map, Rations (3 weeks’ worth of dried fruit/meat/rice) 3 full bags of horse feed, 3 sacks, 3 barrels, 1 Pony 75g, 1 Light wagon 100g. 1 common “slave” (freed)75g now works as hireling

Alchemy Items: portable alchemy lab 75g, 5 acid Flasks (25), 2 alchemical fire(10g), 10 sunrods (30g)

Potions (4 free): 1 shillelagh oil potion(free), 1 potion of Endure Elements(free), 1 potion of Speak with Animals(free),1 potion of Natures Paths(free) 4 CLW potions (100g), 2 potion of Ice Armor (50g), 2 potions of Ant Haul (50g)

Questions:

1) She Is leaving Galt as the chaotic nature of the city isn’t good for business. And at a frontier town, she would be much closer to the natural world around her, and hopefully have more say in how expansion was handled and how the town itself dealt with the natural world. Plus, its an Idea place to start her small time shop up at(As the flow of magic across the land seems to condense there much more than in galt). As there would be plenty of herbs to use in her concoctions and likely plenty of people requiring her assistance. Besides, there are far too many spirits and ghosts wandering Galt for Mia, too spoopy (She is a menhir savant)
--------

2.) Mia enters the timidly, her hands clasped together in front of her as she makes her way over to stand in front of the noble. She wears a verdant skirt, with a earthy green cloak overtop wonderfully made leaf armor with intricate designs woven into it. Ah, um. Hello uh, ah sir. She manages to mutter out almost too quiet to hear. She then continues, her voice wavering a little, M-my name is Mia Ravenlock, I, I was wondering if you um, had any more openings for the, um, well the new town. I mean, if you need a woodland guide that is, um, and uh someone good with plants. Um… oh dear. She has started shaking, but takes a deep breath and manages to steady herself. She then continues rather quickly, You see, I know almost every herb and plant around this area, and, I am really good at finding my way through the more untamed wildlands. I normally can find the quickest way through without a problem. I can also brew potions for ailments and other issues that may come up on an undertaking such as this. I’m a good gardener so I could help with the farms and… um... well I wanted to start my shop in the new town as well.. So I promise I would be a great help to your endeavor so, please! Let me and my assistant come along. She almost blurts out the end of her speech before lowering her head slightly, her red locks falling to cover one of her eyes. She jumps a little Oh, I-I also have some magic gifted by the energies of the natural world at my disposal, so I can heal wounds and help with sicknesses that come up even without my herbal remedies. And, while I did say I um, love nature, I also care about the people on the quest! I’d help them out in any way I could. Um… Oh! Right, um, a small demonstration! I prepared one… just um… one second please sir. She rummages around in her pack and pulls out a fairly rotten apple. ok, so, um… here we go. She shuts her eyes and a green glow of energy begins to swirl around her hand, and then slowly go into the apple. As it does so, the apple slowly transforms from a rotten, worthless piece of junk, into a new, vibrant and completely edible apple as if it had just been picked yesterday. To prove her point, she takes a bite out of the apple and gives a small giggle and a smile. I always feel nice after doing that hehe. So, um I promise you won’t regret taking me… her hair once again falls to cover one of her eyes as she holds the her arm close to her side with the other and traces her foot In a small circle.
-------------

3.) She would be focused on summoning an ally, utility, maybe a few blasts, and control spells. She hopes to fully start up her Potion shop/Apothecary and to make an example town that works with nature, to better its townsfolk instead of just plowing nature over and destroying it. She may even start an “animal center” and nature oriented school

some personality traits and appearance:

1- She is exceptionally shy and soft spoken
2- She is kind hearted and welcoming
3- She becomes very talkative when she can discuss aspects of nature, particularly plants.
4- Understands that civilization has its own natural cycle but seeks to find a balance between them. She figured having some sway in a town would help with this.
5- Is bisexual
6- Is not fond of higher technology
7- Enjoys gardening, and is fairly good at it
8- Has had to kill a wild animal before, didn’t like it.
9- Has a taste for alcohol, or, well, a weakness for it. However, she can drink dwarves under the table. Usually.
10- is rather short, only being 5’3”, has fiery red hair and vibrant green eyes, almost athletic build, with a decent bosom.
11- Doesn’t realize how pretty she is, so does not knowingly use it to her advantage.

Picture of Mia, Minus the face paint


Dotting.

I was looking to make a necromancer cleric in the original recruitment. I'll rehash it for this one.

More to follow.


I got a few ideas:

A dwarven brawler, with profession brewer, helping to support his clan

A halfling rogue escaping his Chelish master

A human Sorcerer, a noble’s daughter running by away for an “arranged marriage” to a douchebag.

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