DM Caleth's Bronze Age: An Inheritance of Dragons (Inactive)

Game Master Saint Caleth

In an ancient world, a group of recently freed slaves join the fight against the tyrannical Dragon God, possibly to end his reign forever...


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I'm a bit late to the party, but I've got a concept for a hunter of men and beasts. Ranger (Guide+Skirmisher (not a magic-based character at all)). Human, Southern-based, likely. Worships the Orc Spirits.

Being a hunter she'll have perception to the nines, so much so that she'll know precisely how to kill with a single hit eventually (I'm thinking potentially going assassin). She's no murdering lunatic or anything of the sort. Calm, methodical, very very very efficient. Protracted fights are not her cup of tea, but she'll be able to contribute if need be.

Would this fit? Seems also very Gods among Men to me, as the new gods would lead to some suspicions of this nature-spirit worshiper.

4d6 ⇒ (2, 3, 3, 4) = 12=10
4d6 ⇒ (5, 1, 4, 4) = 14=13
4d6 ⇒ (2, 6, 6, 4) = 18=16
4d6 ⇒ (4, 6, 5, 1) = 16=15
4d6 ⇒ (4, 3, 4, 6) = 17=14
4d6 ⇒ (4, 1, 4, 4) = 13=12

12/18/13/15/14/10, post racial


Byarsh:
I assume that by alternate trait you mean something to replace the darkness SLA. If that is the case then anything in line with that power wise would be ok, such as Summon Mosnter instead to summon 1d4+1 ravens or something of that nature. Or perhaps a divination given the theme of the character.

I just want to make a count everyone who has posted character concepts to see who is going to be in each party.

Group 1:Gods
Byarsh Gyvualinn-Tiefling Witch
Alorha-Human Ranger
Timmon-Human Summoner
Gregor-Human Bard

Group 2:Dragons
Kjolmar Greyhelm-Dwarf Rogue
Edgar Lamoureux-Human Soulbolt
Orion Snow-Human Barbarian
Mark Sweetman-Human Psionic Warrior or Vitalist

Undecided:
Ævux-Fighter of some variety. I'm still thinking about the Aspect of the Beast.
Vethcyr-Skill monkey of some variety
Jeff MacDonald-Human Witch

Tell me if I forgot anyone, that is two full groups. I'd be willing to take maybe 1 more before closing recruitment and starting an OOC thread. If a newcomer wanted to play some sort of divine spellcaster they would get priority since there don't seem to be any in either group right now.


I'd vote for Dragons for me.

Though I'll also consider a Vitalist (from Dreamscarred) to round out the healing for Group 2. Will ponder a while before final decision...


Profile created. As far as advancement goes, I'm probably going to multiclass ranger later, though not a whole lot. Favored enemy dragon, of course. This might be after I get some experience fighting the dragons/dragonborn.

And as for my drive, you can see my backstory. It's changed from "I want dragon gold" to "I wanna kill a dragon".


Yep, you tell me ya or nah on AotB and I'll present you the character.

With the tiefling witch, it might actually party pretty well with the tiefling witch. Like something is in the water or whatever.


Mark Sweetman wrote:

I'd vote for Dragons for me.

Though I'll also consider a Vitalist (from Dreamscarred) to round out the healing for Group 2. Will ponder a while before final decision...

I like the looks of Vitalist, its got some unique abilities. And that's saying a lot for a healer class.


Caleth, don't forget about me! (Xzarf)
Playing Timmon Wesgar - Summoner
I think I am more inclined to head towards Group 1: Gods

A question for you Caleth.
Being a summoner, I would think a skill like Knowledge:Planes would be necessary for knowing summoned creatues (considering they are not of this plane). Let me know if it is a skill I can take or something I may have to pick up later in the game.


On second thought, I don't think that Knowledge(Planes) will be a problem, go ahead and take it. Even though there is no planar travel, outsiders are known and the skill covers that too.

Also people should tell me what sort of campaign/backstory trait they want so that we can get that hammered out.


I'd be happy to be in the Gods party.


Ok - I'll roll with a Half-Orc Vitalist instead to fill out the healer side in the Dragon's group.

If the DM is ok, I'd have him as a long-term captive of the slave caravan. He has just awoken his latent powers and is looking to break out. Worships the nature spirits, but tending on the negative aspects.

Crunch will be up later, but will be a Soulthief Method - which will give him some offensive punch as well as the healing.


Here is a character background for Timmon.

Background:
Timmon has been a slave of the dragonlords for almost as long as he can remember. His parents and most of the village he was living in were rounded up and deemed to be useful for labour to the benefit of the dragonlords. Timmon’s parents (as well as most of the adult population) were worked to the point of death and the children were left to fend for themselves. Timmon, being a bright and charismatic lad, made friends will all sorts of people that had also been rounded up to be used. In getting to know these people he quickly grasped new languages and became adept at calming nerves.
Timmon seemed to always have a knack for avoiding trouble or when trouble was coming his way in the form of a vicious guard, something was always there to distract long enough for Timmon to slip away and hide. He swore he could sometimes see what seemed to be a pile of rocks come to life. One day Timmon’s luck had run out, an enforcer of the dragonlords had decided it was Timmon’s turn to be an example of what punishment waited for all. Timmon had nowhere to run, as the enforcer approached, a pile of rocks sprung to life, formed into a creature of some sort and then attacked and killed the one threatening Timmon and then was gone as fast as he arrived.
Over the next weeks, Timmon was then visited by this creature which Timmon named Batu. Batu quickly became all Timmon could think about, and live for. From what Timmon could understand from Batu is that he was a guardian for Timmon, and would guide and teach him all he would need until the day that Timmon could fight his way free of his oppressors. Batu taught Timmon languages which only they could share as well as information about magic and far away realms where he and many other creatures resided. Timmon, full of confidence and newfound knowledge and power now looks for ways to escape from his captors and hopes to take some of the other slaves with him to a place without the ever-watchful eyes and the shackles of the dragonlords.

DM Caleth:

I figure the Gods line is probably the better line for me as Timmon is going to have some issues with even facing the dragonlords, let alone fighting them. Though maybe if pushed hard enough....
As you can probably guess, the Eidolon is going to be based on an Earth elemental creature. Still have to figure him out yet.
I am not sure what kind of campaign trait we can work out, maybe something related to languages as I seem to be somewhat strong in that respect.
I have taken the Cosmopolitan feat but not necessarily matching the true description of the feat in the books. I figure he has been around enough different kinds of people with all the slaves (+2 languages) and he has developed a knack for calming people (Diplomacy) and staying alert of the guards (Perception).


Personally, I'd like to play in the Gods group - I'm thinking Changeling (RoE) Beguiler (PHB2), if allowed.


Simple background: I'll add fluff as inspiration hits, but basically Orion was a fairly normal Barbarian child who enjoyed tests of strength. He was a bastard and didn't know who his father was. Around puberty his true heritage started to become apparent. He ran away from his village and eventually met up with the Dragonborn who became like a second family for him. He had found his calling and something resembling acceptance, despite his appearance.

"Snow" is the surname given to illegitimate children in the north.


Still finishing up on my Half-Orc Vitalist - will polish off over the weekend.


Another question, now that I'm actually working on the character.

The lack of writing means no scrolls, correct? Since that's one of the main ways a witch can learn new spells, will there be some alternative? Possibly just more opportunities to meet NPC witches willing to exchange spells.

I could fit into either group, depending on where he's needed. Witches have patrons, which gives him a link to the gods.
No direct ties to the dragonborn, but if he discovers any real chance of success, he'd certainly be willing to throw in with them.


I think a campaign trait that emphasizes the distance he's travelled already would be fun. Perhaps something like knack for communication - communicate simple concepts across a language barrier? Or footsore - bonus to fort save or con checks for travel/terrain related fatigue? Or hitchhiker - pay hal (75%?)f price when purchasing travel for you and your group?

Does any of that apply?


Complete Arcane (page 186) has some good alternate spellbook options, which also could be employed for learning spells. Arcane Geometry, Structures, Tattoos, and Tokens/Fetishes are all clever ways to store and pass on occult knowledge in such a setting. Depending upon the culture, the proto-writing could show up on some pretty awesome surfaces: Cuneiform-like clay tablets, runes carefully etched on thin sheets of bronze, or spell knowledge codified in the silhouette of a mountain viewed at sunset.

More for Caleth:
Yep, I was talking about replacing the Darkness spell-like ability. Darkness is a pain unless everyone has darkvision, and I don't want to cause such havoc in a PbP setting - not when a more flavorful ability might be employed in its stead. Something dreamer or divination related would be great. Again, the Dreamspeaker elven alternate ability from APG is about what I was imagining. If you can imagine something that would fit even better with how you'd like the character to work in your setting, let me know. I'm perfectly happy to act as an in-game mouthpiece for the occasional plot hook.

As for the campaign trait, the Good Dreams trait is a fair start. I would also be open to a campaign trait that allows me gradually to unlock other players' ability to use Hero Points from Chapter 8 of the APG. Byarsh may not be a hero himself, but he is interested in bringing out the best in a few select champions.

As always, I am open to your input and preferences.

The Exchange

Hmm. For the campaign trait, I think something giving him a bonus to survival would work well, specifically when looking for food. I don't know how much of a bonus would be in order, though.


Actually, please disregard my last post about the beguiler. I hadn't seen how many casters were signed up for the gods group. I'm working on an elf archer-type character for the dragon group, and I have a melee rogue-type character that could work for the gods group. Both would still be skill monkeys.


For the mechanics of campaign traits..

For the savage fighter..

Touch of Lycanthropy - Able to select Aspect of the Beast as a fighter bonus feat. whenever you heal through non-magical means you gain +1 hp. (this applies mainly to resting and to godless healing)

for my duelist..

Lightfooted - +1 to acrobatics, acrobatics is a class skill


(This is Alorha)
My profile has a good deal of information, but I'll post the mechanics in a spoiler below as well as my initial backstory thoughts.

Lilandra is likely from the south, given her Orc Spirit worship. What terrains are common there? Also what animals. I'd like to know what and where she started out hunting for backstory purposes.

Another option is for her to have fled to the campaign areas, instead of those surrounding her home, in which case a rough idea of the terrain where we'll play might help. Doesn't have to be too specific of course. I'll have both knowledge nature (+6) and geography (+6), if that would help you know what I'd know.

Character Mechanics:
Ranger (Guide, Skirmisher) 1
LE Medium Female Humanoid (Human)
Senses: +6 Perception

Defense:
AC 14 (No Armor) / Touch 14 / Flat-Footed 14
HP 12 (Favored Class)
Saves: F +3 / R +6 / W +2

Offense
Move 30ft
Melee +2 (+5 if light weapon) / Ranged +5
Special Attacks: Rangers Focus (+2) 1/day

Statistics:
STR 12 / DEX 18 / CON 13 / INT 15 / WIS 14 / CHA 10
Feats: Piranha Strike, Weapon Finesse
Skills: Acrobatics +5, Climb +5, Heal +6, Knowledge Geography +6, Knowledge Nature +6, Perception +6, Stealth +8, Survival +6 (+7 Tracking), Swim +5
Traits: Killer, [Campaign]
Language: Orc (Native), Camthi, Brywn (I can change either of these if communication between party members is an issue)
Special Qualities: Track +1, Wild Empathy +1

She's going to go two-weapon style, though her next several non-bonus feats will be perception-based

Basic background outline:
She was trained in light blade techniques by her father (hence her finesse and piranha strike feats). He also taught her to hunt (explaining why she's a ranger), but unlike many men of the woods, he trained her to take a quarry, regardless of the type of creature (explaining the guide feature).

Her father was likely killed by some group of bandits or raiders, she avenged him by ending the life of one (explaining the killer trait), but fled into <insert proper terrain>. She spent the rest of her time alone, living off what she could kill.

She learned a great deal of both patience and attention, keeping out of sight of prey and predators.

I'll add more as I learn things


How the two groups stand now:

Group 1:Gods
Byarsh Gyvualinn-Tiefling Witch
Lylindra-Human Ranger
Timmon-Human Summoner
Tama Eloni-Human Bard

Group 2:Dragons
Kjolmar Greyhelm-Dwarf Rogue
Edgar Lamoureux-Human Soulbolt
Orion Snow-Human Barbarian
Mark Sweetman-Human Vitalist
Jeff MacDonald-Human Witch

Undecided:
Ævux-Fighter of some variety
Vethcyr-Rogue or Elf Archer

Tama Eloni:

Any of these ideas work. I think that the language one could be potentially very useful.

Byarsh:
Go ahead with the Dreamspeaker ability and use the SLA based on your Int not Cha since thats what you cast off of anyway.

Edgar Lamoureux:
you can have +4 to survival when looking for food. That is about in like with the other conditional skill bonus traits.

Ævux:
Either trait is fine. I personally like the duelist idea but either is perfectly fine.

Lylindra:
The South is mostly tundra and ice with some mountains. Directly north of that there is plains with small amounts of forest. This is where the dragons mostly live.
Common large animals there include mammoths, sabertooth tigers and other ice age megafauna. Wolves, Bears and ravens are also common.


Given his distinctly draconic appearance I thought a nickname/title would be appropriate. So far All i have come up with on my own is "the wyrm," but I'm not in love with the title. So He's got silver dragon heritage, wings, vestigial horns, and occasionally claws. his coloring could very easily be misconstrued for white/grey/or silver. he's a barbarian with some minor casting ability.

THoughts?

edit:and he's a Dragonborn (hunts dragons) so maybe kinslayer or something.


I guess I play the duelist then.

But I have a question, Is it possible to drop things like Medium, heavy and shield prof for extra skill points per level?


Ævux:
I'll let you trade heavy armor and sheilds for 4+int skills if you want to reflect a more strategic fighter. You might still want medium armor incase you come across elven chainmail or mithril armor (which does exist) at some point.


Profile is up.


Later today I'm going to put up an OOC thread for both groups and start giving out personalized setting information to everyone based on your backstory.

Once that happens everyone should post there just to let me know that you are ready.


Okay, so she'll likely end up cold terrain focused (though that doesn't really mean anything until level 3). I'll write up her backstory proper and post it to this profile.


Caleth:

Well the elven chain counts as light armor even with prof. I'd rather use a chain shirt personally as it has no skill penalty and is the lightest armor i could get beyond padded.

But 4+int was as much as I was hoping for in the first place. So its good.

Will finish up character creation here very shortly.

Which group wants me?


A duelist? But of course! A duelist would be just the heroically dashing type we're looking for. While I'm sure Timmon can flood a map with meat shields, and Lylindra can hold her own in melee, having a skilled front-liner who actually wants to be in the thick of things sounds like a good idea.

That, and what self-respecting duelist doesn't want to be in a party with a personal, bardic story-teller to magnify the impact of his deeds?


Yeah I was thinking about going the gods game as well.

I Think i've finished everything i needed for my character, cept for a backstory, because I don't really know what the world is like at all except for "its in the bronze age"


Backstory up. I'll figure out a description at some point.

Insofar as second trait thoughts go, I suppose her most formative background elements are her father's training (in both light blades and the hunt), killing two of his killers, the final killer escaping, and living entirely off the land as a hunter for several years. The killing of her father's killers already has its own trait, though.


DM Caleth:

Just working on Batu (Eidolon) and wondering what your policy is on HP for eidolons. Max? Avg? Roll?
Right now it looks like:
Biped
2 Slam attacks
Improved Nat Armor
Toughness Feat
Basically I am making him a medium earth elemental.


Timmon:
I always treat eidolons just like characters in that regard. Max on the 1st HD, then roll after that.

Estil Trivanise:
What sort of stuff did you want to know? I am trying to not give out too much information at first since I want to have the feeling of the charcters hearing stories and legends of things before encountering them for real and seeing what gave rise to the myth so to speak.

Also I was thinking of just setting up one OOC thread for both groups since a lot of the time when I see two groups run by the same DM have two OOC threads what happens is that one OOC thread just doesn't get used. If anyone feels strongly about this tell me though.

The Exchange

One OOC thread is fine, IMO.


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Well the town names, environment, economics and that sort of thing.

If not, then I'd have to make some super generic thing like

"My father left us when I was three, and for six years my mother and I had to fend for ourselves. then suddenly my father came back and killed my mother, except the person killed wasn't my mother but her twin sister. My real mother then killed my father and gored out his eyes. But he was actually my stepfather. I was really a bastard child until my biological father showed up and we were a family again. Then a hooker came out of the dark forest and shot both my parents with a repeating cross bow, leaving me to escape, where I began to train under the guise of Platypus man. Defender of the weak and the innocent, and protector of bean curd."


I'll take the language trait. One ooc thread is fine with me.


Some more background:
History
While every culture in the known world has their own mythical history, the myths are similar and boil down to the same basic story.
Humans came to the Known World from another place, for reasons that vary between retellings. On finding this world, inhabited only sparsely by dragons, dwarves, elves and orcs they settled and began slowly colonizing the continent. They learned to work metal from the dwarves, learned to cimmune with spirits from the orcs and learned of magic from the elves. Then, after milennia, the Dragon God came and demanded that all other races pay tribute to the dragons. Humans argues over whether to serve the dragons or fight their new empire. Those who chose to serve settled the plains and those who chose to fight were pushed to the borders of the world, into desert and mountain and jungle as they had no gods with which to fight the power of the dragons. However now, after even more milennia the humans have gods as well and the rule of the dragons may be coming to an end.

Region Specific General Information. Please only read what applies to your character.

Dwarves:
The dwarves were here before dragon and human alike and will endure from the making of the world to it's undoing with the power fo their ancestors behind them. The dwarves live both in the mountains and underground, although the two groups have little contact. mountain dwarves live in seminomadic camps and graze their herds of yaks and mammoths during the warm parts of the year and return to the central camp of Erzuk for the cold part of the year. Dwarves know how to work steel, mithral and adamantine in addition to bronze but have little access to iron ore, which mainly occurs in the plains. The dwarves have a writing system of characters, but it is only used to record genealogies and for other ritual purposes and no one has thought to try to write down magic with it.

East:
The east is a vast desert, partially rocky and mountainous and getting sandy and flat the farther east you travel. The Humans there are nomadic tribes traveling from oasis to oasis and providing trade routes for copper from the north and tin from the south. The desert is also dominated by the ruins of the first men, pyramids and temples to unknown powers which they worshiped. The men of the desert know that their ancestors had knowledge which is now lost and balance the desire to regain this knowledge with the superstitious fear of the ruins which they have. The most prominent of these ruins are the Pyramid of Ur-Nungal and the great labyrinth of Lagesh. The economy is mainly trading based, as caravans of trade goods travel north to south through the desert, bringing tin and dwarven craftmanship north to exchange for copper, salt and other raw materials from the north. In the deep reaches of the desert sits the new city of Eresh-Aga, founded a century ago by Marduk and surrounded by a growing network of irrigation. Some of the tribes have settled down and began to farm this newly arable land and Marduk has created the beginnings of a central redistribution economy in the city and its surroundings.


West:
The west is the most hospitable part of the known world, which is the reason that the dragons quickly claimed it for their own. Their god effectively rules most of the world from the temple-city of Vel Daeroth, collecting a steady stream of tribute and slaves to work the mines and die in the arena. The humans live in small villages and generally farm at a subsistence level as periodically the dragons or their servants show up and demand tribute in the form of food or more usually slaves. There is virtually no trade as anyone traveling is liable to be enslaved by roaming slave caravans.

South:
The south is the most inhospitable parts of the world, as it is comprised of mountains and frozen wasteland. The orcs are the native inhabitants of the region, however, they were joined by humans fleeing the rise of the dragons. The two species at this point for the most part both follow the same warrior/hunter culture, giving rise to the large population of half-orcs. They trade with the dwarves as their only source of metal tools and in return barter their labor mining for the dwarves or as mercenaries. The tribes have traditionally had little contact with each other, traveling following the herds which they hunt, however with the arrival of the god Ramlor 50 years ago the tribes have been consolidating under him and under human warlords by both marriage and conquest.

North:
The north is the most mysterious of all the corners of the world, as it is largely impenetrable jungle. The humans who live here have little knowledge of or care for the rest of the world. They hunt in the jungle and there is some but not much travel between islands. In the center of the archipelligo is the mysterious citadel of the silver angels, who jealously guard it's contents, said to be a demon who will someday devour the world. Some of the tribes have tried to worship these angels, however those attempts were rebuffed and any who try to enter the fortress are slain without exception. There are rumors of tribes who worship the demon, however, sacrificing travelers to him in the hope that when he emerges he will spare their corner of the world.


OOC Thread is up. Check in when you are ready.

OOC Thread


Character concept enclosed:

Caleth:

Tessara is an elf with one level in the Scout class (CAdv).

Tessara is a novice scout for her clan. She was out with her scouting band exploring the outskirts of the plains when the slavers fell upon them. She was knocked unconscious and captured; the rest of her group was killed.
As for her personality, she will be much more at home in the wilds than in urban settings, but definitely lacks people skills at this point in her career. She will eventually multiclass – I’d like to take a level or two in the Targeteer variant of the fighter from dragon 310, if possible.

Her stats after racial adjustments are:
- STR: 11
- DEX: 18
- CON: 12
- INT: 16
- WIS: 12
- CHA: 12

As for traits, I’m thinking the “Warrior of Old” trait from the APG will be one – the elf gets a permanent trait bonus of +2 to initiative checks. For her campaign trait, perhaps a bonus to survival due to the elves’ isolated, semi-nomadic culture?

Also, she will definitely take a level of cloistered cleric sometime down the road (level 3-ish, probably), so I’d like to know more about the elven deity or deities in this setting – preferably, they will offer the travel domain.


Vaethcyr:
This all looks ok. If you can give me a copy of the targateer fighter I will take a look at it.

The elves do not have gods in this setting, instead they are nature worshipers and typically take nature based domains. Travel would be a kind of strange but valid choice.

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