Before Golarion is what it is today, with the sophisticated buildings, eccentric people and firearms blasting holes in monsters...there was nothing. “Tabula Rasa”, means clean slate, and that is when man first came into existence. They clawed, and scratched for survival against nature, ferocious animals, and even each other at times.
You are individuals, whom were exiled from your now former tribes. You banded together, if only for the adage of “strength in numbers”, to prove your old tribes that you are strong...and try’s no to survive the harshness in front of you.
Hopefully I haven’t lost you after the brief intro, if your still here then WOOHOO! So, this game will be set in pre-historic Golarion. Character creation will be basic, and simple. Some skills will be more useful than others of course. Acrobatics to avoid enemies is good, Knowledge Planes not so much as much of the enemies will be humanoid, monstrous humanoid, animal, environmental, etc.
HP: Max at 1st, average+1 after
Stats: 15 point buy
Races: Human only, with only one potential half-orc allowed (+ racial variants)
Classes: Barbarian, Fighter, Witch, Druid, Oracle (+ archetypes)
Equipment: bone, obsidian, or stone materials allowed; following rules found on Archives of Nethys. Hide armor is fine, “worked” leather products are ok but suffer a -1 reduction in AC bonus due to tanning not existing. Only simple or martial weapons and light or medium armor allowed.
Background Skills: yes
Starting Wealth: 250 gold pieces; everything is cheaper so your starting wealth reflects this
If I missed anything please ask, I will answer when I can to the best I can. Recruitment will be open until submission die off or midnight PST rolling over into May 7th.
|Ammon Knight of Ragathiel|
|Marren, spirit talker|
Backstory: as much or as little as you want. I figured you are all outcasts from your former tribes for reasons of your own, or you could be crazy and want to start your own tribes. I’m easy going I like to think, sometimes I have a hard time figuring out the background I want.
Ranger will be a negative, while I thought maybe of allowing it, thematically I feel it has too much training and “advanced” feel to it.
This is going to be a hard-ish campaign of survival, possible kingdom very light as you gain levels/potential followers/etc.
When you say martial and simple weapons are allowed, I'm guessing that "clearly" advanced weapons are NOT allowed? Eg, crossbows would be right out?
Definitely going for shaman. Probably life spirit unless somebody else decides to go life oracle (they're kind of redundant :-))
Correct, crossbows are out. Too many working mechanical parts. Longbows/shortbows ate okay though. Use common sense is the best way to describe it. If it doesn’t fit with prehistoric times, than hedge on a “no”, but when it doubt ask.
Per crafting is allowed, presuming you can “take 10” and succeed on it.
|Ammon Knight of Ragathiel|
Traits: 2, Flaws: no
Might I apply a Skald? I'd think the raging warchanters would fit a Tribal setting more than the aristocatic Bards...
Other than that how about the Shifter Class?(basically a Druid Brawler) or the Brawler class
If none of those are available I'll play a barbarian...
Skald: let me think it over for a moment. I get where you’re coming from as they are more barbarian than bard. Too arcane spell casting or my liking.
quick question, would you be willing to allow the Hunter?
|Ammon Knight of Ragathiel|
So, I'm finalizing on my character. Animist Shaman with a life spirit.
What I'd REALLY like (almost completely for role playing reasons) is for this character to be cursed with the Oracle Haunted Curse. There is no legal way to get this that I'm aware of (other than to be an Oracle). However, this is a home game and it seems to me that the Curse is a net negative so I thought that I'd ask.
Any chance that I can play a Cursed (Haunted) Shaman? If yes, what would it cost me?
What about a very dextrous fighter woman, cast out of her tribe for the "crime" of using weapons, and now looking for a group to keep safe in numbers?
She has plenty useful skills, and able to stand in a fight.
CG Medium humanoid (human)
Init +2, Senses Perception +1
AC 14, touch 13, flat-footed 11 (+1 armor, +2 Dex, +1 dodge, )
hp 20 ((2d10)+4)
Fort +5, Ref +2, Will +1, +1 Will vs. fear
Speed 30 ft.
Melee greatclub +4 (1d10+3)
Melee dagger (bone) +4 (1d4-1/19-20) Fragile
Ranged dagger (bone/thrown) +4 (1d4-1/19-20) Fragile
Ranged javelin +4 (1d6+2)
Ranged longbow +4 (1d8/x3)
Melee boar spear +4 (1d8+3)
Ranged boar spear (thrown) +4 (1d8+2)
Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 10,
Base Atk +2; CMB +4; CMD 17
Feats Combat Reflexes, Dodge, Opening Volley, Power Attack
Skills Acrobatics +8, Climb +6, Craft (Clothing) +4, Craft (Weapons) +4, Handle Animal +4, Profession (Trapper) +5, Stealth +8, Stealth (In hilly or rocky areas) +9, Survival +6,
Traits Reckless, Highlander (hills or mountains)
SQ bonus feat, bonus feats, bravery, heart of the wilderness, humanoid traits, +1 skill rank (craft (clothing), craft (weapons), handle animal, profession (trapper))
Gear greatclub, padded, peasant's outfit, arrows (20/bone), beaver pelt (5), dagger (bone), flint and steel, fox pelt (4), javelin (2), longbow, pole (10 ft.), rope (hemp/50 ft.), boar spear, sack (2), waterskin, honey (jar) (3), rations (trail/per day) (2), torch (4), 0.61 gp unspent
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.
Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
No Racial Subtype You have chosen no racial subtype.
Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Background Skills +1 Skill Rank (Craft (Clothing), Craft (Weapons), Handle Animal, Profession (Trapper)) GM awarded PC with +1 skill rank (won't exceed max ranks).
Ammon Here my submission is basically done.
he's a Skills and casty type with a healing and illusion/ Enchantment focus and a rather large snake
He's kind of a Mowgli reference in a way and more the ancient homosapien than neanderthal caveman type. In that he's brainy rather than the warrior.
His Crime? Scary giant snake and Magic
Did I miss the window? In case I didn't, here is Fenal. Human Animist Shaman who has VMC'ed into Oracle
Fenal is the first born son of the shaman of the local tribe. As such, it was always expected that he would someday become the new shaman of his tribe.
So, when at adolescence he went on his vision quest it was no surprise when he didn't return quickly. But then months passed, eventually turning into years.
Two years later he returned, appearing to have not aged a day and with absolutely no memory of what had happened during those two years.
He returned with a spirit familiar, an exceedingly feisty little songbird called Decos.
He returned with many spirits accompanying him. Some friendly, some malicious, some just tricksters.
His village tried to adapt to his presence. They really did. But things just got too strange around him and they drove him out of their presence.
He managed to meet up with some others for survival and is trying to find his place in the world, what happened to him over the years that he was gone, and WHY the spirits seem so interested in him
Fenal is a young man looking for a purpose, looking to understand who he is and why he is here.
He trusts his bird spirit although he is somewhat dismayed to find that his totem animal is a THRUSH of all things. But the spirit has been his loyal ally and friend (if a somewhat sarcastic one) since he was exiled from his tribe.
He is, of course, a reasonably hard man even at his young age (a softer one would have died). That said, he DOES have a compassionate side to him and will help others if doing so is not TOO dangerous or expensive.
A reasonably handsome young man of 15, he has a fairly typical appearance for his people (not sure what that is :-)). He is of average weight, average height, etc.
While a long way from a mighty warrior he is prepared to defend himself when necessary and wears armour made with wood and leather.
Human shaman (animist) 2/oracle* (Pathfinder RPG Advanced Class Guide 35, 110)
Medium humanoid (human)
Init +0; Senses Perception +10
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 17 (2d8+4)
Fort +1, Ref +0, Will +6; +2 vs. death
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . longspear +2 (1d8+1/×3)
Ranged javelin +1 (1d6+1)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 3/day (DC 13, 1d6)
Shaman (Animist) Spells Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds, magic weapon, obscuring mist; speak with animals[S]
. . 0 (at will)—create water, guidance, light, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit
Str 12, Dex 10, Con 13, Int 10, Wis 16, Cha 14
Base Atk +1; CMB +2; CMD 12
Feats Alertness, Fey Foundling[ISWG], Skill Focus (Diplomacy)
Skills Craft (boneworking) +4, Craft (carpentry) +4, Diplomacy +13, Handle Animal +7, Heal +8, Knowledge (nature) +5, Perception +10, Sense Motive +9, Survival +7
SQ mystery (life), oracle's curse (haunted), spirit animal (thrush named Decos), wrangle condition
Other Gear wooden armor[APG], dagger, javelin (2), longspear, boneworking tools, carpentry tools, 211 gp
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Shaman Channel Positive Energy 1d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (thrush named Decos)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Wrangle Condition (4/day) (Su) As a standard action, Diplomacy check transfers condition from ally to self.
Note - Swapped Skilled for Fey Thoughts and Fey Magic
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
The character sees the world more like a native of the First World. Perception and Sense Motive are class skills
Familiar has Animal Exemplar template