Criminals of the Eternal Grudge

Game Master Roycilo

A mysterious vision leads a group of strangers on a quest fraught with danger, and filled with classic adventuring clichés.

Link to the Map of Althamar


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Dungeons and Dragons has always been filled with iconic monsters and traps, and has spawned several tropes accordingly over the decades. Yet, many players haven’t fought a dragon. Or a Mind Flayer. Or even just goblins/hobgoblins/bugbears. Pathfinder has continued this tradition of excellence in gaming, and people have developed more clichés as they play.

I have a homebrewed campaign setting built around this idea that I’ve used successfully for several tabletop games. It is filled with iconic encounters, like rescuing a princess from a tower, fighting a red dragon to loot it’s treasure hoard, or protecting a village from bandits. I recently brought it to the forums, and I am looking to run a second table.

This game will be in a world that isn’t dissimilar to the way many people fondly remember their first adventures: Through Rose-Colored Glasses of Nostalgia and Fond Remembrance…tempered by lots and lots of TV and Internet Tropes. Players would assume the role of classic heroes, intentionally using fantasy clichés to really play up the setting. Previous F2F characters include the farmboy who picked up a magic sword and found out he is the long-lost prince of the kingdom. The virginal priestess who rode a unicorn. The halfling rogue who was something of a klepto, but with a heart of gold. The bard who died. A LOT. (That was the same month the Gamers: Dorkness Rising movie came out, with the pile of bards, so it has really stuck with my gaming group, having been solidified in a way we would have never imagined!) Additionally, every time I run this setting, the party goes through a classic adventure module as part of the main questline. Previous modules include the Tomb of Horrors, Expedition to Barrier Peaks, and even a brief foray into Ravenloft.

Would you like to come on this journey with me?

It will be a Pathfinder-Rules-Play-by-Post.I have the expectation of at least one post a day on weekdays. I would prefer more, but one will be the minimum standard. Weekends are optional.

While the premise does lend to some light-hearted moments, and occasional silliness, this will be a full-blown Pathfinder game. Be sure to make fun cliché characters, but nothing that would detract too much either.

Setting:

Spoiler:

Althamar:
Althamar is a largely agrarian nation, ran by a family of Paladin-Kings. The Royal Bloodline is rich with Sorcerous power, and as such the threat of action by the King and his family is often enough to stay the hand of any would-be aggressor. Althamar’s population is approximated at two hundred twenty nine thousand people. About a third of the country’s population live away from towns or villages, and instead form a series of homestead communities with their closest neighbors. Often you will see four homes built very close together, forming a sort of square pattern, not unlike the Microsoft symbol. These families look out for one another, and foster a sense of community in their little neck of the woods. It is estimated that over 90% of the country’s population work in the farming industry, in one capacity or another. Halflings are by and large the most common non-human race in Althamarian cities, though they are actually third, not second, in population size. Althamar is unique in that it has several “kingdoms” within it’s borders: the Elven Kingdom in the eastern forests, the Sea Elves in the inland sea, and the Dwarven kingdom in the northern mountains. As such, the elves are actually the second most prevalent race in the kingdom, from a population standpoint.
Althamarian Geography:
Althamar is surrounded by mountains on about three sides, with coastal access in the southwest. Picture the country as a vast, flat plain of preternaturally-rich soil. The occasionally rivers and streams run all throughout the kingdom, and it has a large salt-water inland sea dominating the northwestern quadrant of the kingdom. Forests line the east and west foothills, with the forest on the eastern side being much larger. You’ll be starting the game in the city just north of the southernmost city of the country. That second star from the bottom, the city of Dromstron. Dromston is a city with lots of taverns. It's the place where soldiers from the southern military city of Combley travel on leave. Since Dromston accommodates so many farmers and off-duty soldiers, it is something of a poor man’s resort town. It has an active and engaging theater community, more taverns per capita than anywhere else in the country, and a lively and exciting boxing club. The city is at it’s core a tourist destination for the people of the region.

A Map of Althamar

Character Creation Rules:
Backstory:
First off, the backstory. It is the most important aspect of this recruitment, and while I don’t expect pages and pages of story, I do expect something decent. Please try to incorporate the following list:
• 2 character goals to accomplish in this game. Preferably at least one short-term, and one long-term.
• 2 secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, because plot.
• 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
• Three key memories that define your character as the person they are at the time of submission.
• Please speak a little to your character’s personality and appearance.

Yes, I am lifting all that from GM Knightmare Knight’s background format, by way of GM Fez’s recent recruitment thread. Lastly, when the game starts, none of you will be heroes or adventurers. Please try to reflect this in your background.

Level: Characters will start at 1st level.

Stats: 25 Point Buy. No ability scores below 8.

Races: All Paizo races are allowed within reason. That said, the core races are a bit more “classic”, and will likely have an easier time getting in. You’ll notice that the primary kingdom is very human-heavy, as it is the “Old Standard”, and as such if you aren’t a core race, you are very likely from another kingdom. Which is fine; just understand you may have less of a motivation to help the country in it’s hour of need. So be sure to work that into your backstory.

Classes: Any Paizo class is allowed, excluding Gunslinger, since the tech level just isn’t there. Alchemist is allowed, but needs to have a more high-fantasy feel. This includes prestige classes at higher levels; just run them by me first. Archetypes will all be permitted unless something really crazy comes up. No 3rd party material, and no early-entry shenanigans.

Alignment: Anything non-evil is allowed. Good characters are more “classic heroes”, and much like the core races, will also likely have an easier time getting in.

Deities: Standard Pathfinder Pantheon.

Skills: In addition to your normal skills, I am using the Background Skills from Unchained. They can be found on the PFSRD for anyone without the book. These should be relevant to your back story. I will be giving an extra skill point per level, that must be spent on Appraise, Craft, Perform, or a Profession skill. Three extra total. You’ll notice the heroes are often the best at what they do, even though you rarely see them ever practice. This is a fun way to acknowledge that, while making a roleplay skill easy to stay relevant. I’m also not of those GMs that punishes a group for not having a trapbreaker, or constantly screws people over for a lack of Perception or Sense Motive. Take those skills if you think your character would have them; don’t worry if you don’t.

Traits: You may select two traits. Campaign traits from APs may be allowed, but I reserve the right to approve or deny them on a case-by-case basis. Please no drawbacks.

Wealth: Max for your class.

Hit Points: Max hit points at each level.

About Me, as a GM: I've been playing D&D for over 20 years, and that is most of my life. I prefer grand, epic adventures; smart games, that are heavy on roleplay. Don't expect me to always guide you, instead, I prefer to let the party work together to make decisions and really go where they want to take the story. That said, I am on the boards for several hours a day, and will likely post multiple times a day. I try to adjust my posting rate to that of my players. I love incorporating backstories, and weaving tales that have people talking for years. As for houserules, I just make natural ones auto-fails for attack rolls, not fumbles. It helps with pacing for PBP, but NPCs can still fumble. You are heroes, after all. That, and successive criticals. You roll a 20, roll again. Roll another 20? Roll again. Etc, etc, until no natural 20 is rolled. Enemies don’t get this, not to worry. I am always available via PM.

What I am Looking for: I'm not as concerned with posting count as I am with posting rate. I want a well thought-out character, and characters without backstories are very likely to not get picked. The more you have, the better. I try to give preference to active PBP DMs as well, but it isn't a dealbreaker, but more of a tiebreaker.

Recruitment will run until Noon Pacific Time, Thursday the 7th of April. That is two weeks from today, at which time I will deliberate and pick a party of six PCs.


I had an idea for a character that may or may not work.

For crunch he would be an Unchained Monk Aasimar (Garuda-Blood)
His fluff is that he was born the youngest son of a noble lord or king.
The lord had many sons and daughters, six in total. His elder two sons were 6 and 5 when he was born. The lord sent his youngest son to a monastery for education from birth as he didn't want another possible heir bickering over his title. The Monk never really knew of his parents he has always been at the monastery. A few years after he had been sent to the monastery his noble born father was killed and those siblings not sent away prior were slain by the usurping lord. The head monk hearing of this retrieved and locked up every letter or trace of evidence that he could find to hide the boy's identity.

As he reached manhood he was given a puzzlebox by his master who had basically adopted him. He was told that when he could open the box he would be ready for the contents inside. He was always swift, smart and rather personable so the monastery would often send him on journeys between brother locations and to order shipments of supplies. During one of this journeys he ran into trouble, a group of bandits attacking the town he was suppose to be going to get supplies from.

He helped defeat the bandits and realized, he really did like helping people. Upon the return to his master he asked permission to depart, to travel the world and try to do good.

That is a rough draft of his history and inspiration.
EDIT: Its a pity we do not get to roll dice


That's a good start. Murdered family, traveling noble, and revenge. Definitely flesh it out; I like it so far!


Is it alright if I use Myth-weaver I dont want to make an alias unless approved. I can add fluff into the bottom half of their profiles.

Scarab Sages

I've never played an iconic Paladin. You know, defending the righteous, smiting evil, standing fast in the face of overwhelming odds.

I think I'm going to go for that. Human, naturally. High cha, high Str. This is gonna be awesome!

Scarab Sages

Rough story-ish thing

Evil abounds. Everywhere you step another feind seems to have left its droppings. That's why the church trains is champions. Protectors of unimpeachable moral fortutude and unassailable martial prowess are needed to defend the poor and helps from the depredations of evil. That's where I come in.

As soon as I get into the order...
------------------------
Starting at lvl 1 as a paladin in training. All the heart. None of the skill.


Looks like we are going strongly LG

Scarab Sages

That's right we are! :P


Hell yes tropes and classic themes!

I hope to work up one of the iconic martial types - The Barbarian (big sword, 80s hair, icy blue eyes, huge body thick with corded muscle, moves like a panther, lamentations of the women, etc.) or The Dwarf (drunk, gruff, comes out of the mountain to save all yer human arses, lethal over short distances).


I hope we run into a Nilbog. I love those dudes.

EDIT: What level will we be reaching?


How about a young lumberjack who heads out to seek his fortune? Lots of plaid and a hat with earflaps.


Myth-Weaver is fine, so long as you follow the guidelines.

Iconic Paladins, Barbarians, Dwarves; all good. Lumberjacks too!

As for level, the vast majority of the games I run go virtually all the way. My average end-game level is 18.

That means it can be quite the commitment, but it's worth it.


I kinda want to build a wizard for this, an iconic class for an iconic game. Despite playing a plenthora of different arcane characters I haven't actually played a wizard before.


Maaaan, I've been itching to play the classicalest classic game who ever classicaled and now here is it!

I will need to think what exact cliches I present, but from the top of my head -and ones I really really like-...

*The son of the blacksmith whose father was killed by the evil baron. The boy managed to survice and is now hell bent on training so one day he can avenge his father. Bonus points for either swashbuckling or surviving on the woods and ending a ranger.
*The golden hearted thief from a shady city. Rocking two daggers- or short swords or another pair of stabby stuff-, there's no job dashing enough... but he has to run from the thief guild after crossing them.
*Fighty McFigherton the Fighter: Big and kind child from a remote village, joined the millitia qnd wanted to marry the daughter of the innkeeper. But then cliché happens and he is on the run.
*The half orc who traced his human ancestors back to his grandfather, a great paladin. He travelled to the keep where he was buried and retrieved a helmet/sword/shield, whatever. Now he has assumed the mantle of his bloodline and strives to prove himself better than his orc blood shows.

Whatever the trope is it's completely necessary to rock a longsword and add one or more of the following cliches:killed parents, framed of a crime, evil sibling, magical item found, long lost royal bloodline, pseudodragon familiar... and a lot more!

I'll come back with more, but please do tell me what these preliminary concepts look to you ^^


Oyzar, Althamar has a renowed War Mage Academy, so the kingdom is very friendly towards wizards. Obviously, it is a little heavy on evokers, but the Acadamy doesn't force their students to specialize, just to not have Evocation as a forbidden school. You don't have to have trained there, in fact, at level one, you probably haven't, but it is a good goal to work toward.

EmissaryOfTheNorth, your concepts are ripe with clichés and tropes...which is perfect! Any of them would work just fine. The one thing to note is that the half-orc may have it a little rough, due to Althamar's on-again, off-again relationship with the Orc nation to the East, Gornashka. That said, it would also be a terrific roleplay hook too.

Scarab Sages

I claim the evil sibling! Paladin on anti-paladin action is now guaranteed at some point!


I have a character concept
A half-elf who had a hard time fitting in, and that+overwhelming (fake)evidence against him in his parent's murder, put him on the run.
Before I decide on a class, 1 question, because this game focuses on cliches and tropes, would we have the "classic" party: wizard, cleric, fighter, rogue?


Doesn't have to be the "Classic" party, no. That said, I will probably try to get one of each of those roles filled. Still, with 6 PCs, there is a lot of wiggle room, and as previously stated, I'm not one to punish the party for not having a trapbreaker, for example. The other table I'm running is a fighter, witch, sorcerer, and summoner. I'm sure we'll end up with an arcane character, and a melee. The other two "roles" are more optional.


Ok, so I went ahead and developed a rough draft backstory for my idea. Let me know if this will work and if I've overlooked something important.

Spoiler:

Scylax was, at one time, a young farmer content in his life. He had his farm, the love of a beautiful wife, and a young child on the way. He was financially as sound as a farmer could be and enjoyed toiling in his fields all day, returning home at night to a delicious dinner prepared by his loving wife. He would spend the dark hours playing his Lute for his wife while she would sing softly to the child in her womb.

Whenever Scylax would go to town to trade his crops, he would pay a visit to his childhood friend, Dieter Chesiks, the Captain of the local guard. They would meet at the Tavern at night and drink deep of tankards of mead while listening to the whimsical tales of another friend of theirs, the Bard Killian Durish. It is only these two men who know "Scylax" is not the farmer's name, but that is neither here or now.

One day, as he was returning to his home from a particularly lucrative trip selling crops, Scylax came to a thrashed path coming onto the road and continuing further down the path. The packed earth was churned as if someone has taken his plough and strapped it to a bear who wildly tried breaking loose of it. As Scylax's gaze followed the torn-up trail, he realized it was heading directly for his farm. With a fresh panic, Scylax tore off down the road towards home, abandoning his cart and mule.

Scylax ran on until he came close enough to his house to see the gore that once was his wife and unborn child. He collapsed in heap on the dusty earth and wept for long minutes. He would've wept longer, had he not been attacked by whatever had still been lurking in the house. Scylax's sobs had drown out the noise of the beast approaching, not that he would've cared much to flee.

Scylax awoke in a church, being tended over by a rather attractive and seductively dressed priestess. She explained to him he had been brought into Calistria's Temple for lack of space in any other church. They were doing the best they could, but his wounds were many and severe. He had been clawed across the face, chest, back, and legs. While he would survive, he would bear severe scars for the rest of his life.

Scylax spent weeks recovering enough to be able to walk. During this time, his friends Dieter and Killian visited him regularly, but something had changed in their once-happy friend. Something dark and brooding had taken over. The priestesses had noticed this trait in their charge as well.

During one evening meal, the head priest came to Scylax with news. He told the scarred man that he and his wife had been attacked by a monster of some sort, though no other information could be determined in the investigation. He went on to console the welling anger of the young farmer by asking one simple question:

"What are you going to do about it?"

The young farmer's eyes glossed over and in an emotionless tone he responded with surprising ferocity.

"I'm going to do the same to it…"

The head priest smiled, content with the answer. He went on to offer something unique to the boy. Training. IF the boy would serve the church in seeking out these sort of creatures and removing their taint from the world. He offered him training as a Sin Eater.

-----------------------------------------------------------------------

It has been 20 years since his joining the ranks of Sin Eaters. The scarred Monster Hunter had now been known as Scylax for just as long. He had hunted monsters with whip in one hand and sickle in the other for decades. He had ritualistically been eating Sins of monsters, evil men, and evil creatures for a tedious amount of time. But his resolve for ridding the world of evil and preventing another poor sod from his fate had never been sharper or more pure.


Kearra Stormsoul Half-Orc Brawler for your consideration.

Backstory:
Born of a famous battle couple, Kearra has always had expectations on her. Her Human father, Greil, was fighter of renowned strength. Her Half-Orc mother, Mailoh, was a monk whose grace was unparalleled. The mix of chaotic fighter and lawful monk made them an interesting couple but left Kearra feeling like she was pulled in two different directions. She favored her mother's up close and personal style but had her father's temperament.

She eventually tried to get out of the craziness by training in her mother's monastery. She excelled at the physical side of being a monk; she quickly distinguished herself as the strongest trainee. The trainees were of course too serene to point out that her mother's tutelage gave her a headstart and naturally Kearra was far too mature to lord her prowess over them. Still, for some reason, Kearra didn't have too many friends at the monastery. What few could look past her brashness were friends for life.

As good as she was at the physical side of monk training, she was awful at the spiritual side. Though she could focus on a specific thing, Kearra just couldn't clear her mind enough to meditate. She found koans stupid, hated sitting still, and fell asleep during lectures.

So Kearra simply left the monastery and wandered the land. She couldn't face her parents even though she knew the monastery had mailed them. After she had made it to her first big city, she found her new love: pit fighting.

She noticed a crowd gathering in a seedier part of town and her natural curiosity took hold. Her training made her unafraid of the dangers of the slums. When she made her way through she found a large pit dug into the ruins of a condemned building. A promoter extolled the virtues of Fiona the Fury, the first woman Kearra had ever seen that matched her height and surpassed her muscle. the promoter said Fiona would take on any challengers so Kearra leapt into the pit before even learning of the fabulous 300 gold prize for even tying her.

Kearra's training served her well in her first outing as a pit fighter. Her comparatively graceful, controlled moves were novelty with the crowd and surprised Fiona. But in the end, the more experienced champion won. Kearra did receive 50 gold for lasting longer than any other challenger had. She was popular enough that the promoter, Anton, offered to take her on as a client and enter her into the pit fighting circuit.

From there, pit fighting became her life. She would wrestle bears, fight men twice her weight, and earn a comfortable wage. She couldn't save up too much however as she could only heal herself up using "official" clerics, oracles, and alchemists to prevent "cheating." These healers naturally cost the fighters quite a bit and were only one of the ways the bosses who ran the pits kept the fighters from getting too rich and too independent.

Though her famous upset against Mack the Crusher earned her the name Bruiser, she is only moderately well-known in the league and unknown outside of it. Her win/loss ratio is slightly above average and she was never seriously injured in the ring which makes her a friend -as much as one can be - to the bookies. Fighting against the many different brawlers taught her a more varied set of techniques than even her monastery could do. She fought against swordmasters with magically dulled weapons, Dervishes whose graceful forms were at once a combat style and a dance, disillusioned monks like herself, wrestlers, gladiators, and plenty of fierce creatures in her time.

She didn't know who truly runs the whole business: organized crime.

When she found out, she tried to do something very stupid; she tried to organize the fighters and take back the sport to make it legitimate. While some were generally amenable to the idea, they were too scared to support her openly. One of the fighters she talked to - Kearra doesn't know who - ratted her out.

The Bosses tried to kill her in her sleep. Fate intervened, it seemed, as a maid caught the hitman sneaking into Kearra's room. Her screams woke Kearra immediately. She overpowered the hitman and knocked him out. After gathering her few possessions, she and the maid fled the city. The life of an adventurer was not for Siobhan and so she stayed in a nearby village to work at another inn.

Kearra decided to wander for a while until she can find a way to fix her city's crime problem and redeem her profession.

Character goals:

1. To redeem the sport of pit fighting i.e. make it more like professional boxing.

2. To do her parents proud

Secrets

1. She ran away from the monastery she initially trained in.

2. Her former ringmates would be forced to turn her over to the crime bosses who ran the pits.

Significant NPCs

1. Her parents Mailoh and Greil. Former adventurers who retired to be together. May or may not know that Kearra ran away from her mother's old monastery.

2. Siobhan. A maid that Kearra owes her life to.

3. Fiona the Fury. Kearra's first opponent and mentor in the pit-fighting world.

4. Kiv Vralke. Local gang boss in charge of the pit that Kearra fought in. Has superiors and flunkies in the organization.

Three Key Memories

1. The first fight she won. Her dad was so proud

2. The day she left the monastery. Her teacher surprised her by supporting her decision and even lending her some money for the journey.

3. The day she was nearly assassinated. She realized then that she shouldn't have been ignoring injustice and needed to fight against it.

Personality and Appearance

Kearra is a half-orc like her mother and gets much of her appearance, from her green skin to her yellow eyes, from her. Kearra is less toothy though which is what she gets from her dad. Her prematurely white hair is unique.

She stands tall at 5'11" with a significant bulk. She is very muscular and often intimidates people without trying.

Kearra is a brash, hardcore person. She fights hard, works hard, and plays hard. This can be off-putting but once she makes a friend, it's for life. Though monk-trained, she isn't very wise and often rushes to conclusions without thinking things through. This does not apply to races or people's appearances because she knows what it's like to be discriminated against. She tends to prefer violence as a solution to evil or other solutions that are as direct. She is not a bully however; she'd prefer to be the protector standing up against bullies.

She's a mix of She-Hulk and Avatar Korra.

I love that there's background skills! How do you feel about Automatic Bonus Progression?


Throwing in the plucky, friendly, silver tongued (and silver fingered) halfling rogue. Kidnapped as a child by slavers, but rescued by a circus filled with misfits and freaks. Raised among them, taught everyone is equal, so not respect for authority or rank, but completely wanting to help those less fortunate.

Ok, need to start writing....


Mannygoblin here with Clyde McClod. Young lumberjack.


General idea I'm throwing out there as I think about it more:
A boy who grew up on the streets and was found and taken in by the King and his bodyguard. He doesn't know why they gave him this kindness, his only hint is overhearing a conversation in which he was mentioned as the 'exact likeness' of someone the King knew. He was an odd and somewhat awkward child and no one took him seriously until the day a child of one of the noblemen put a spear in his hands and attempted to humiliate him in a 'spar'. Everyone who witnessed the event say it was like his true birth happened there, the moment the spear was placed in his hands. He moved as though the weapon was an extension of himself, a grace none had seen in him overtaking his movements. He beat the other boy soundly and word quickly spread of the spear prodigy.

I am going to say that he forms a life long enmity with the other boy and eventually the other boy takes things too far. Wounding or killing a friend or ally of the boy.

Mechanically he would be a Lore Warden Fighter with Spear Dancing Style.


.

Grand Lodge

Here layeth Emissary's submission, comolete with backstory and details.
Equipment will depend if you allow him to have crafted a breastplate and greatsword, being a blacksmith and such, but there's no problem adjusting it because I really gain no advantage with breastplate instead of chainmail for example -it just looks cooler-.

I hope you enjoy it!


Scylax and Kearra, those were terrific stories! I really enjoyed reading them, and I think you are one to something there.

I don't dislike Automatic Bonus Progression, but I rarely use it because I am one of those GMs who gives quite a bit more treasure than the Wealth By Level guidelines, and the ABP doesn't really sync well with that.

Wanderer82, very good start. Strong base idea.

Clyde! Welcome back. I remember you from the last recruitment. I did change things around a little, so be sure to be updated, and welcome back!

Pale King, that was great. I have a lot I can do with that! Wonderful start, go ahead and flesh it out. Good use of tropes.

As for Varian, very good start so far. I like where you are headed with it. Yes, you can have crafted your own weapons and armor, owing to the corresponding skills.

For everyone:

Remember recruitment is closing on the 7th of April, so be sure to use all this time to really flesh things out in your backstory.


I understand that. I prefer ABP and low treasure because it makes the characters feel more like heroes to me. By making power attached to equipment, it feels like the true power is in the equipment than in the hero. Plus it kinda ruins jailbreak scenarios.

That said, I can handle more money. Amulets of Mighty Fists are expensive as hells :P


Ready to go!


While its not a RPG Cliché the whole "Little girl, big monster" thing is one I've always wanted to do with the summoner. I never DID though because nobody let's me use the base class rather than the neutered unchained varient.


derpdidruid wrote:
While its not a RPG Cliché the whole "Little girl, big monster" thing is one I've always wanted to do with the summoner. I never DID though because nobody let's me use the base class rather than the neutered unchained varient.

Would you accept the PFS compromise of base Eidolon and Unchained spell list?


I did not know that compromise existed for PFS... But yes, I would. I don't really care how powerful the class is I just don't like how restricted the UN-Eidolon feels.


The player of the virginal priestess who rode a unicorn I mentioned in the original post was the player in another game in this setting, where she played a young woman who was protected by Mr. Throvolz (Say Mr. Bubbles with a terrible, angry Russian accent) who wrapped around her like a suit. That was a fun Synthesist.

Yes, I allow non-unchained Summoners, and am a fan of the PFS compromise, so if you are fine with that, so am I.


Sweet. For the fluf I'm thinking something along the lines ooof street urchin with a best friend. For crunch it'll most likely be a childlike halfling (less you OK with young PC's) with a horrible flying mass of limbs and faces for an eidolon.


Halflings are fun. Just remember to play to the stereotypes!

Sczarni

Backstory: wrote:


First off, the backstory. It is the most important aspect of this recruitment, and while I don’t expect pages and pages of story, I do expect something decent. Please try to incorporate the following list:
• 2 character goals to accomplish in this game. Preferably at least one short-term, and one long-term.
• 2 secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, because plot.
• 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
• Three key memories that define your character as the person they are at the time of submission.
• Please speak a little to your character’s personality and appearance.

Allow me to present Leodithus Balsandoral, Guardian of the Forest's Edge and Hunter of Bandits.

Leodithus hails from the elven kingdom east of Althamar, where he works with the Elven Defense Force as a forward scout. Never seen without his finely carved bow and tooled leather quiver, he commonly wears fine brown leathers with a tightly woven wool cloak over, died green and dirty from the outdoors. Standing tall and slim, he wears his long dark brown hair tied back in a simple braid. He bears the typical features of most forest elves, dark of eye and fair complected. The sun and wind shows only slightly in his appearance.

From a young age, Leodithus craved the peace and quiet of the forest, preferring to caper and run amongst the trees over any other entertainment. While his siblings Andreolus (his older brother) and Sillandrialeila (his younger sister) took to the classical studies of magic and song, becoming an apprentice Wizard and Bard, respectively. His culture respected his choices and proclivities, if less so than the magically inclined, and he found willing teachers of the outdoors skills fairly easily.

The Great Druid Forsimethius noticed the young Leodithus on his frequent outings and struck up a friendship with him. He thought to bring the adolescent elf to his circle and train him in the druidic arts, but his talents lay elsewhere. The two remained close friends, however, with Forsimethius assisting Leodithus hone his skills both by imparting direct wisdom and knowledge, as well as playing games in the forest in many different forms of creatures. He also taught Leodithus of the elder god Erastil, known as Old Deadeye.

All was not peaceful in the Forest Kingdom, however. Many bandits took up residence along the edges and in the darkened areas, hiding from the law of Althamar. Other, darker, more ancient evils also dwell in the forest, where even the elven druids dare not tread. One such evil arose along the western edge of the forest, taking hold in the hearts and minds of a group of bandits. These bandits, a ragtag band of humans, half-orcs, and other castaways, slowly gained power and strength from the evil rituals enacted by their leader. That leader came to be known as Fallen Willow, and word of her prowess spread through the elven kingdom. Rumors of cannibalism, living sacrifice, and diabolical rites abounded.

These rumors drew many adventurers from the human lands, most of whom were never heard or seen from again. They also gained traction among the elves, especially with the younger and more impressionable ones. The elders forbade any contact or approach to the redoubt of Fallen Willow. Leodithus felt he could gain valuable intelligence for the elven kingdom, and elevate his status among the community, and snuck off to try to reconnoiter this evil place. Unbeknownst to him, he was followed by his friend and mentor Forsimethius in the form of an owl.

Leodithus overestimated his skills, or underestimated the abilities of Fallen Willow's followers, and he was captured quite quickly upon his approach. Tied up, wounded, and despairing of ever seeing his family again, the Great Druid Forsimethius rescued the young elf. Descending from the trees while resuming his true form, Forsimethius cut Leodithus's bonds and thrust his longbow and quiver onto him. Ordering the youngster to flee the evil witch Fallen Willow, the last Leodithus saw of his friend was a pile of monstrous creatures dragging him down while the white haired witch looked on and cackled.

Ashamed at his failure and embarassed about his foolishness, Leodithus snuck back into his family's home and grabbed his outdoors gear and any food he could. He left in the dark of night and set out to find allies, intent on rescuing his friend. If unable to rescue him, he seeks to avenge him at the least. What he does not know is that the druid council of elders foresaw this event. Forsimethius believed the young ranger was key to restoring the balance of good and evil in the forest, and worked to ensure he had the skills and experience to take action when the time came.

That time may be sooner than he hoped, unfortunately.

Statistics: Str 14, Dex 18, Con 8, Int 16, Wis 13, Cha 12. Standard Ranger class, focusing on archery and stealth. Background skills of Craft (bowyer), Craft (woodcarving), and Profession (Farmer).


@psionichamster, great storyline! One question from your build: why the 16 intelligence? I mean, you reference being "less magically inclined", but with a 16 Int you would have been highly capable. Maybe move a little to your Wisdom or Constitution? Just a thought.

Sczarni

wanderer82 wrote:
@psionichamster, great storyline! One question from your build: why the 16 intelligence? I mean, you reference being "less magically inclined", but with a 16 Int you would have been highly capable. Maybe move a little to your Wisdom or Constitution? Just a thought.

It's a thought.

I was thinking about using the focused shot feat, possibly combining that with the vital strike tree. They are suboptimal, I know, but the mobility afforded with the hit & move type feats seem to correspond well to a fast-moving ranger type.

Plus, more skills is always good, IMO.

I could easily move them around, going for a 14 Str/20 Dex/12 Con elf, if the numbers seem more critical.

I'm flexible on the build, TBH, was looking for something kinda off the beaten path while holding to the trope at the same time.


I'd pump up Wis instead of Int then. The druid would likely teach wisdom based stuff more than book learning since he's a Wis-based caster. Plus it fits the classic Ranger more too. They're in tune with nature and know things from experience rather than study and logic.


My name is Tomas Dusek. You killed my father. Prepare to die.

I will work on the character tomorrow and through the weekend, but here's my introduction :P


Is your character Gestalt? 'Cause we're only supposed to be level 1


Forget everything is there, it was from an earlier iteration. I'll need to rework everything, just keeping the Inigo Montoya feeling.


Sounds lovely

The idea I have would be somewhat atypical but more as a twist than going against things.

Farmer's son comes back from the market to sell goods only to see farm burning in the distance. He approaches to find his family but the bandits are still there and he has to ride for his life (he rode to market on the family's lone horse). He gets lost in the woods, horse valiantly sacrifices itself to save character from rabid wolves. Some wolves give chase anyway and get killed by mysterious archer. Archer is Elven master marksman and high officer in Elven army. Takes the boy in out of pity. Boy picks up archery and is ridiculously good at it. Said to be Elven spirit trapped in human body. Quickly outperforms most Elves at archery but cares little for other pursuits. Eventually gets fed up with Elven life and discrimination, says his goodbyes and leaves to avenge his family (The secret kept from him is that the bandits recruited his little sister).

Other idea is for the weird, exotic one. Baby goblin adopted by noble paladin and raised by him. Goblin struggles with upbringing and thoroughly chaotic and slightly evil nature. Not sure on class but it likely involves fire.


Here is Numari, her backstory can be found in the bottom of her profile in the spoiler. She took longer to make than I expected and her Eidolon may yet change but I like enough right now to put her out there.

Goals Numari wants very much to help the children of her old orphanage not have to serve the Gijardo anymore. One way or another, she will put a stop to it.

She also eventually wants to make Pushie (her eidolon) see the world the way she does.

Secretes Numari keeps the events of "That night" when Gijardo called them to his room to herself.

Numari doesn't know that Gijardo actually bought the orphanage under the table as to have a neigh in ending supply of slaves.

People tied to her Gijardo, Pushie, Auntie Mel (Previous owner of the orphanage), Dom (A wizard turned begger that taught Numari about a bit of magic which lead to her being able to summon Pushie) and Jess her old friend at the orphanage.

3 key memory's
1.Story time with aunt Mel every night. She loved hearing about the brave people that fought monsters and kept everybody safe.

2. The Night when she was called to Gijardo's room. This not only fostered a burning hatred for the man but also a spark of resentment at the orphanage for letting it happen.

3.The first time she summoned Pushie. She was terrified of him at first but he grew on her a a LOT after a while.

Personality & Appearance
For the most part Numari is a very impulsive fun loving teenage halfling who finds it hard to sit still. She has long brown hair that curls near the end. She keeps her ears covered and manages to pull of a pretty good human child look.


And then the Eidolon. Don't know if you want a whole alias for him but I made one anyways.


Pasie Numari wrote:

Here is Numari, her backstory can be found in the bottom of her profile in the spoiler. She took longer to make than I expected and her Eidolon may yet change but I like enough right now to put her out there.

Goals Numari wants very much to help the children of her old orphanage not have to serve the Gijardo anymore. One way or another, she will put a stop to it.

She also eventually wants to make Pushie (her eidolon) see the world the way she does.

Secretes Numari keeps the events of "That night" when Gijardo called them to his room to herself.

Numari doesn't know that Gijardo actually bought the orphanage under the table as to have a neigh in ending supply of slaves.

People tied to her Gijardo, Pushie, Auntie Mel (Previous owner of the orphanage), Dom (A wizard turned begger that taught Numari about a bit of magic which lead to her being able to summon Pushie) and Jess her old friend at the orphanage.

3 key memory's
1.Story time with aunt Mel every night. She loved hearing about the brave people that fought monsters and kept everybody safe.

2. The Night when she was called to Gijardo's room. This not only fostered a burning hatred for the man but also a spark of resentment at the orphanage for letting it happen.

3.The first time she summoned Pushie. She was terrified of him at first but he grew on her a a LOT after a while.

Personality & Appearance
For the most part Numari is a very impulsive fun loving teenage halfling who finds it hard to sit still. She has long brown hair that curls near the end. She keeps her ears covered and manages to pull of a pretty good human child look.

I understand if you want to keep things a secret but when did she first summon Pushie? Also the implication of the fateful day she was called into Gijardo's bedchambers...

As for crunch, what are her spells?


She summoned Pushie for the first time at the age of 17.

The implications of Gijardo's bedchamber's are of the uuuh...

Potential trigger warning:
Molesty nature... Didn't just want to come out and say it due to potential sensitivity of some people to the subject.

I forgot that summoners are spontaneous casters. I'll go figure it out.


derpdidruid wrote:

She summoned Pushie for the first time at the age of 17.

The implications of Gijardo's bedchamber's are of the uuuh... ** spoiler omitted **

I forgot that summoners are spontaneous casters. I'll go figure it out.

I figured the implications. No triggers for me and I appreciate the attempt at subtlety. Especially since Pasie is a Halfling.

And lol, Summoners would be pretty useless by themselves if they didn't have spells. Their spell list is what made them so broken. (Haste as a 2nd level that won't break anything. /eyeroll)


A concept for Lotar Blackiron, typically dwarfy grimdrunk exiled two-weapon dwarf fighter, is below (work in progress but mostly there):

Stats: Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Uses Dwarven Waraxe and shortsword in combat - no sense in using a shield anymore when honorable death is an option.

Background:

STORY:
Lotar once guarded a noble house. However, four months ago the palace he guarded was attacked, and the noble was killed. The only member of his unit left, Lotar was exiled to the surface. He took with him only his trusty dwarven waraxe and a necklace of glass beads made by his sister.

Although he initially joined up with a mercenary group, he quickly found himself disgusted with their ways and is now at a loss for what to do next. Lotar now sells his axe and/or muscle wherever he can, and searches for a chance to redeem himself.

GOALS:
Redemption - Lotar feels shame for his loss and seeks to prove himself as an adventurer (and maybe get rich) or die trying.
Home - Lotar still loves his old home, but knows he can never go back. Now he searches for a new clan/family and a new place to live his life.

SECRETS:
Keeps from others - Lotar was not the only survivor of the raid. He and the other survivors were given the choice of death or exile. Many took the honorable route, but Lotar could not bring himself to do it. Secretly he harbors some shame for this.

Keeps from others - He also was not allowed to bring his weapons with him - his own waraxe and urgrosh were broken. The vice captain of the guard was able to arrange for a smuggler to obtain weapons for the exiles.

Kept from PC - the raid was an inside job. The guard group's second in command sold them out for a princely sum.

TIES:
Vice Captain - The former second in command had previously visited the surface world and wanted a way out from the halls and ways of his people. He took his payment for the inside job, along with several of the other survivors and is assembling a mercenary company that he hopes will bring him fame and fortune. His initial methods have been to engage in robbery and pillaging to make ends meet and to earn a reputation. He and Lotar were never on good terms - Lotar never trusted the vice captain, and expressed in no uncertain terms his lack of desire to further debase himself as part of the vice captain's outfit. If Lotar if he ever discovered the vice captain's treachery, taking his head would become Lotar's goal #1.

Sister - still lives in halls of stone. She and Lotar were their parents' only children and each one holds out hope of some reunion. If the opportunity to get a message to her presented itself, Lotar would jump at it.

Broin Goldvein - Broin was a friend of Lotar's and likewise accepted exile over an honorable death. Broin joined the vice captain's mercenary group, but may be having second thoughts.

MEMORIES:
His last bender with core members of the guard. One of Lotar's favorite parts of his job was the bond he formed with his companions. Even though he did not stay with the mercenary group and reviles at their banditry, he still misses the comraderie of some of their members. Part of the search for a new home is a search for another group to call his own and with which he might share the bond he had with the other guards.

Staring at a suicide knife, thinking of honor and duty, and not being able to go through with it.

Saying goodbye to his family as he left his old mountain home. His mother was there, as well as several cousins and his sister. His father couldn't bring himself to go.

Appearance and Personality:

Grim and bristly - can be a downer and sound pessimistic, but never gives up and his grumblings are often laced with a biting wit that loosens up the more he fights or drinks (especially if he fights while drinking). As his former captain Pontus Grimbeard would say, "All Grim and no Beard makes Ponty a dull boy."

A great beer enthusiast - secretly hoped to be a brewer's apprentice before his father convinced him to take on the more prestigious guard position. Can talk for hours over different styles, food pairings, and exotic ingredients - but sometimes enjoys his cups a bit too much. Favorite quote about beer: "Small beer is for lads with small beards!"


GM are you a fan of dragonlance? Because I am thinking it's time to revisit the age old cliche:

The Gods Abandoned Us and flavor it with some exciting spoonfuls of The Clerics have Returned

Since we don't have any clerics/oracles/druids yet, I'm going to lay claim to one and write up Farmgirl Apothecary is a Healer. I'll take false arcanist for a cleric, and then have a mentor who is either an arcanist, alchemist, or witch.

Probably profession (midwife) and something else. Thinking Sivanah to fit the theme.

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