Darkwing_DM's Heroes of Damara (Inactive)

Game Master DarkWingD

PbP featuring many classic DnD elements out of the Aber-Toril. Save the kingdom, rescue the Girl, fights in taverns. that will be set up as a choose your own adventure/video game with free roaming unlocking quests from people you meet.

Damara


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This campaign will be in Damara in forgotten realms. This campaign will not follow a AP it will be fluid on the choices you make. There will be a recruitment after every stopping point that I have determined. Those that play will have first choice to continue, and a say on any others joining after the first adventure.

story so far-
The small village of Knobs Mine has not heard from the outside world in awhile, once a year the Barons tax collector stops by to gather the years taxes. nothing ever happens in the small village, once the mine many years ago produced bloodstone ore for the Country of Damara. now its nothing but a after thought. Kids grow up dreaming to one day leave the village, but few ever do. Even fewer ever return. Your characters are from the small town just knowing that life in the outside world was hard. Your parents tell you tales around the campfires. some parents pass on knowledge of gods, others the sword, and still even some spells. until one day the town hears about another town just a day away being attacked by goblins, and that's when a few days later a man rides into town on a horse and with several attendants. After a few moments he pulls out a scroll and begins reading a official decree.

" To the towns under the most honorable Baron Felldane. It is decreed that all the most able bodied men and woman of town need to be gathered to the center of town and chosen to help the barony in this most difficult time. the rumors are true that a town was attacked by one of the most feared and vicious creatures in the region and it is up to us to pull together to assist against this menace. It is a honor to be called to help. The bearer of this letter has the right to choose as many as deemed able from each town. Thank you. signed Baron Felldane."

and with that the small group of attendants call a gathering of people, and the rider points out each person saying, " You, you , you.........." and so on......

- free bonus conscript feat
- Characters are level 1
- minimum starting wealth per class
- All Classes allowed; and unchained classes, core races only (some races will be harder than others for why never left the area or been to any grand cities.)
- NO third party publishing sources allowed!
- All other Paizo books will be allowed
- any two traits can take drawback for additional. (no more than one of each type, not campaign traits.)
- 20 point buy with no stat above 18 or below 8
- Recruitment will be based more on RP than class preferences
- We will be using background skills.
- Hit Points max first level, 3/4th all subsequent levels.
- Please pay more attention to your background than your build. I am far more interested in who you are than what you are.
- evil characters will even be considered but only in terms of evil greed, lust, power, etc. not betrayal to your group. your character must be loyal to his friends in town even rivalry is friendly.
- Will be using escalated Fear rules in Horror adventures.
- your characters must have a rank in linguistics to Read and write. , you only start with native tongue (if non-human) and common.

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
3) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.
4) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. or more than one.

thread and submissions will need to be completed by jan 5. feel free to ask questions.


Which races are available?


the main 7 core races. Human, Halfling, Dwarven, etc... just you gotta be creative on the background if not human in the isolated area village.


Interested. I am somewhat familiar with the Damara setting in Faerun.
I have a character concept already that I'm modifying to hit all your bullet points (he was a Golorian character.)

How do you want to review the PC? I can get you access to his Google Docs page if you PM me your email addy.


Alright, not too familiar with the Damara setting myself, but I found myself getting right into it when I started forming the character. Presenting Daren Del'Him, disillusioned youth. Will be keeping an updated version on my profile through recruitment, and will make an alias if chosen.

Daren Del'Him

Character Concept:
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Background
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Daren was born a bastard in the rotting little village of Knobs Mine. Far past its prime, the village now sits desolate, slowing dying and all the while draining the life of its citizens. No, Daren couldn't hate this cage of a life anymore.

Daren was born for more than this place, he knows it. Believing himself to be from a noble, proud heritage, Daren has trained himself in the ways of nobility despite all the filth around him. He even took on the name of Del'Him to add to his prestige. With rapier in hand, he plans to leave this place as soon as possible, with no plans of return.

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Personality
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Daren is egotistical, condenscending, and proud without compare in the small village of Knobs Mine. He believes his rightful place is to be leader, and of more than just this decrepit backwater. As long as others listen to him, or at least pretend to, Daren finds it easy to get along with others. More often than not, though, this just isn't the case. His high-and-mighty attitude is grating, but his quick-wit and tongue back it up well enough, and his handiness with the rapier even moreso.

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Description
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Daren stands proud at six feet tall. His clothes are quite nice for Knobs Mine, though pretty plain for anywhere else. With dark, earthy colored attire; shoulder length, well-kept hair; and fair, unscarred skin, one can find a few of the reasons for his ego when compared to the other inhabitants of the village.

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Character Questions
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1) Egotistical man with the belief that he is meant to be a leader and ruler of more than this ramshackle little village he has been stuck in.

Is cunning and quick-witted when it comes to wordplay, but his condescending attitude gets in the way at times.

A bastard without a father, yet believes himself to be nobility, and refuses to think otherwise.

Usually calm and cool, even in a fight. Mostly because he thinks that he can't lose, despite his lack of experience both on the court and battlefield.

Self-centered, turning his attention to others only if it will benefit him...or to expound on his greatness. Always has time for that.

2) Gain a title of some sort, the higher the better. Perferably with land and subjects to lord over. (Character's Desire)

Face a real good slap from reality. (Player's Desire)

3) Samantha - Mother - A young freckled girl at the time, he was still reckless and naive when a small battlion of the army stopped by to resupply one day. After a night with one of the soldiers, she found herself with child out of wedlock with no way to find the man that had wooed her over that night.

Has raised Daren as best she could on her own. Works in the only broken down tavern in the village. To make up for the few possessions and lack of time together, she coddles her son with stories of glory and granduer, as well as staying her hand one time too many when it came to correction. Firmly denies that there are any flaws in her son, though.

Ol' Man Gunther - Teacher - An impoverished and retired knight, he took it upon himself to use up Daren's energy as a child and teach him the rapier. This was partially because he was a bastard himself, and partially because he was the one who had trained Daren's father during his years of service. Though Daren was quite headstrong, Gunther is the reason the boy isn't any worse than he is. Gave his sword to the boy once he had taught him all the techniques he could, but never gave Daren even a hint that he knew Daren's father.

Tarquin - Ex-Noble - Formerly Tarquin of House Del'Yue, the man lost his titles and land from a series of irresponsible descisions. Not a very sharp knife in the rotted drawer that is Knobs Mine, he continued making poor choices once arriving at the town in search of riches. Believing the bloodstone ore was not yet stripped, he ventured down into the mines day after day until a cavein crushed his left leg.

Poverished, crippled, and alone, Tarquin finally began to give up. In exchange for food, Tarquin began to tell Daren tales of the courts, as well as how to speak and act in front of nobles. Even Daren could pick out parts that were probably wrong and resulted in Tarquin losing it all, but Daren still continued the trade, hungry for more than this dump.

4)Daren is fearful that he will never be able to leave this dump, mostly. He rather dislikes spiders in general, but would fear any that were bigger than his hand. As in, leave it to his underlings to handle, or run should he not have any more fodder to throw at them.

Stat Block:
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Daren Del'Him
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Male Human Cavalier (Daring Champion, Courtly Knight, Order of the Cockatrice) 1
Age 19; Skin White
N Medium humanoid (human)
Init +3; Senses Perception +1

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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
HP 12
Fort +4, Ref +3, Will +0 (+Cha against Intimidate attempts)

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Offense
-----------------------
Speed 30 ft.
Melee rapier +5* (1d6+3/18-20)
*+1 for AoO

Special Options
Challenge - 1/day - +1 dam against target, -2 AC against all other enemies; +1 dam if the only one threatening target.

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Statistics
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Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 16 (+3)
Base Atk +1; CMB +1; CMD 14

Traits
Ambitious - +4 on Diplomacy checks against creatures with at least 5 more Hit Dice than character.
Commanding - +1 on Intimidate checks; +1 to save DC for language-dependent compulsion spells character casts.
Condescending - -5 on Diplomacy and Intimidate checks to improve other's attitudes to you.
Fencer - +1 on AoO.

Feats
Fencing Grace - Use Dex for damage rolls.
Persuasive - +2 to Diplomacy and Intimidation checks; +4 if there are 10 or more ranks in them.
Weapon Finesse - Use Dex for attack rolls.
Weapon Focus (Rapier) - +1 on attack rolls.

Skills (8 ranks - 4 class, 1 Skilled, 1 Favored Class Bonus, 2 Background Skills)
Bluff +8 (1 rank, 3 class, 1 Social Presence 3 Cha)
Diplomacy +10 (1 rank, 3 class, 2 Persuasive, 1 Social Presence, 3 Cha)*
Intimidate +11 (1 rank, 3 class, 2 Persuasive, 1 Social Presence, 1 Commanding, 3 Cha)
Knowledge (Local) +1 (1 rank)
Knowledge (Nobility) +1 (1 rank)
Linguistics +1 (1 rank)
Perception +1 (1 rank)
Sense Motive +5 (1 rank, 3 class, 1 Social Presence)

Favored Class Bonuses
Cavalier - +1 Skill Point

Languages
Common (Read, Write, and Speak)

Alternate Racial Traits
Powerful Presence - Replaces Bonus Feat - Cha is 2 higher for feat prerequisites; gain Persuasive as a bonus feat.

Class Archetypes
Cavalier - Courtly Knight, Daring Champion

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Possessions
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Inventory (Wearing)
rapier, padded armor, backpack

Inventory (Backpack)
rations (x6)

Inventory Weight and Load
Without Backpack - 12 lbs (Light)
With Backpack - 17 lbs (Light)
Light - 33 lbs, Medium - 66 lbs, Heavy - 100 lbs.

Wealth
0 pp 0 gp 0 sp 0 cp

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Special Abilities
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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.

Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Champion’s Finesse (Ex) - At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.

Social Presence (Ex) - A courtly knight gains a +1 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks. At 4th level and every 4 cavalier levels thereafter, this bonus increases by 1 (to a maximum of +6 at 20th level). A courtly knight starts any verbal duel with an extra edge she can use for only the presence tactic unless she is at a significant or extreme disadvantage in the duel.


This sound interested. Like mardaddy, I'm working to refit a character that only saw a short-lived campaign. May I ask how half breeds are treated, as well as magic? Also, I'm a tad bit confused as to the conscript feat.


Have an idea for a Cleric of Kelemvor, but I wanted to be sure that lined up with whatever timeline you have going (seeing as he wasn't always around). From what I can see of his domains I was going to pick Protection and Travel as the domains if that makes any difference.


OK, got Lucien Sarkovich von Ulanoch just about done...

Basic Character Concept

:
Asmodean Advocate Barrister

Despite his somewhat normal clothing, Lucien carries himself with an aristocratic air. A native of Thay, he was high borne and benefitted from schooling with some of the most talented Barristers in Eltabbar, the Thavian capital.

He has found himself here in Damara quite by unfortunate chance. Lucien is on the run, barely escaping with his life the wrath of a client Lucien got a little too ambitious in swindling with what he thought was a finely crafted contract. A slave in his client’s household that Lucien was leveraging for information told him of the discovery -- and Lucien was able to get the head start he needed with only the clothes on his back and coin in his pocket.

Lucien has decided to stop at this humble place, Knob’s Mine, and tolerate it long enough to rest his bones from being on the run before heading to a larger city and hanging his shingle.
Lucien is all but immune to the suffering of others, an attitude bestowed by his birthplace and upbringing, especially taking pleasure of loss inflicted on those of lesser talent and cunning. Lucien is intelligent enough to realize that others outside of Thay do not share this pleasure with him, so he makes an effort to “fake” empathy, sometimes resulting in confusion. Lucien cannot help himself, even though he hardly ever acts on them, he is always plotting some scheme to lay low his “lessers.”

With an ultimate goal of carving out a nation he can rule for the glory of his infernal master, Lucien is just fine with spending time building his reputation, giving sound legal advice and drafting solid, if wordy, contracts as the need arises… unless he evaluates he can get away with pulling a con for extra coin. Neither of which are happening often enough to earn any kind of living in Knob’s Mine. So he is determined to head on soon.

He is indebted to the Dishon family of Knob’s Mine for taking him in for the few coins (he claimed) he can spare, and they seemed quite fond of him at first, his stories of far-off Thay both fascinated and horrified; but lately Lucien finds reasons to beg off helping the patriarch (Corvin) and his eldest son (Ty) with any labors on the property, so the stories are getting old and Mama Halee is ready to kick him out…

Gustav (the town wheelwright) is not quite sure, but thinks he might have been swindled out of some coin by Lucien on a contract Lucien offered to draft a week past, but cannot quite connect the dots to prove it. He has started a rumor campaign to cast suspicion on Lucien, hoping the newcomer will leave on his own.

Phyllo is his viper familiar; Lucien counts him as his only true and faithful companion, something Lucien pines internally for. Externally, if asked about Phyllo, Lucien will bluster the viper is about useless until he can leverage more power through him. But Lucien still whispers his care for Phyllo every night...

Two goals in Game - Establish an Asmodean-based faith in Damara and leverage Lucien’s leadership in that faith (with infernal power) to eventually take over rulership of Damara.

Lucien prides himself as a picture of measured self-control. Although he has no problems using charm and compulsion spells to bend other to his will (they are weak, after all), he is paranoid of being compelled by others through magic.


@hawks- for some reason its under Imperial Conscript if you type it in google search. but listed under conscript on the SRD.

Imperial Conscript
Prerequisites: Imperial serf in service to a lord
Benefit: When wielding a farm implement (such as a hand axe, pick, pitchfork, or scythe) as a weapon, you get a +1 bonus on damage rolls. When fighting alongside other conscripts you get a +1 bonus on initiative checks.

@exiledmimic- it will be after time of troubles but before the Spellplague so Kelemvor would fit. (I'm not a stickler on the domains/inqusitions of the Forgotten realms gods as long as it plausible based off the disruptions.)

@mardaddy- forgotten realms asmodeon would be in the hells and not a Greater god. So you would be worshiping a demigod in forgotten realms is that cool? Plus it seems the character concept is Pushing to the side one of the main points of the Campaign, he wouldnt be from thay, his parents would be (and possibly exiled?) and taught him a few things befitting a Peassant boy that he wants to retake his birthright maybe bitter about his parents leaving?


So if I am reading this right, the starting premise for all PC's is they are all peasants and dirt poor, and if going cleric, we need to worship a FR deity.

I have to completely rethink another PC then, Lucien will have to wait for another campaign...


@hawk sorry I forgot- May I ask how half breeds are treated, as well as magic?

Half breeds are treated fine, your all part of the same small community, you just need a reasonable background to as for why. along with magic, some people might know some taught by their parents or grandparents.

@Mardaddy- Yes, the premise of the campaign is basically raising from farmers and small town folk to heroes. you get caught up in something bigger than you are used to. I was expecting role play on learning the ways of the city, war, and friendship. very iconic Dnd experience.

(I would actually submit Lucien in DA HORDE recruitment, and see if the DM will allow it because the Thay are willing to work with evil humanoid races. It could work with this one also, because you could work towards becoming Thayish built apon listening to your great grandfather or something. because you could say that you have never seen his tattoos under his hair because he had to grow it out, and like I said evil characters can work as long as they realize that they are evil towards others not their friends that helped work the fields or helped their family through the harsh winters, because small villages are like families.)


How will this game be played? Roll20?


What do you mean by Minimum starting wealth? That's 5gp for a fighter.


DarkWingD wrote:

@hawks- for some reason its under Imperial Conscript if you type it in google search. but listed under conscript on the SRD.

Imperial Conscript
Prerequisites: Imperial serf in service to a lord
Benefit: When wielding a farm implement (such as a hand axe, pick, pitchfork, or scythe) as a weapon, you get a +1 bonus on damage rolls. When fighting alongside other conscripts you get a +1 bonus on initiative checks.

Whoops. Thought you were referring to a bonus feat for being conscripted, not a conscript feat itself. Changed out fencing grace to Imperial Conscript.


It's been a while since I played in the Forgotten Realms. Let's give this a shot.

Background:

Spoiler:

Clement Coughlan was a soldier of the U.S. Army Corps of Engineers. While on leave in Wyoming's Yellowstone National Park, celebrating his promotion to Warrant Officer, he found a strange ring with an inscription in an unknown language. Accidentally finding Elminister's portal, he was teleported to the planet Coliar (2nd from Toril's sun). Touching the metallic sphere with his hand while suffocating from a lack of oxygen, he was instantly enveloped by the metallic sphere. Finding himself in an octagonal room with four gateways he ended up choosing the one to Evermeet. Since only certain humans (like Elminster, Blackstaff, etc.) are welcome on the island of the elves Clement was immediately taken prisoner. Rather than kill the incomprehensible human, the elves wiped his mind and teleported him away.

He awoke to find himself curled upon the cold, wet and snowy ground. Disoriented he made his way through the wilderness of Damara. Tired, cold, dehydrated and starving he collapsed in the village of Knobs Mine. After several days of recuperation the villagers found the man suffering from amnesia and speaking in an unknown language. Naturally, even with magic they couldn't really figure out the meaning or correct pronunciation of the alphabetical letters on his uniform, so they named him Cofflan Yous'armay. Taken in by one of the families and taught to speak Common, his adopted family soon became impressed about Cofflan's broad range of abilities and knowledge skills, which Cofflan has used to help the town in many regards.

Character Stats:

Spoiler:

Male Human Commoner 1
CR ½; Medium Humanoid (human); HD 1d6+1; hp 8; Init +1; Perception +2; Spd 20 ft.; AC 16 (10 +1 Dex+1 Reinforced Tunic+4 Dodge), touch 15 (+1 Dex +4 Dodge), flat-footed 11 (+1 Reinforced Tunic); Base Atk +0; CMB +2 (+2 Str); CMD 17 (10 +2 Str + 1 Dex +4 Dodge); Atk +1 melee (1d6+1/19-20 x2; machete), Atk +2 ranged (1d8/19-20x2; light crossbow; 80 ft.); AL: LG; SV Fort +1, Ref +2, Will +0 (+2 Wis +2 Iron Will -4 Amnesia); Str 12, Dex 14 (12+2), Con 12, Int 16 (14+2), Wis 14, Cha 14. Skill Points: 8 (5 Commoner + 2 Background + 1 Favored Class)
Skills and Feats: Acrobatics -4 (+2 Dex +2 Improvisation -4 Slow -4 Amnesia), Appraise +0 (+2 Int + 2 Improvisation -4 Amnesia), Artistry +0 (+2 Int + 2 Improvisation -4 Amnesia), Bluff +0 (+2 Cha +2 Improvisation -4 Amnesia), Climb +1 (1 rank +1 Str + 3 class -4 Amnesia), Craft (alchemy) +2 (1 rank +2 Int + 3 class -4 Amnesia), Craft (any) +0 (+2 Int + 2 Improvisation -4 Amnesia), Knowledge (arcana) +0 (+2 Int +2 Improvisation -4 Amnesia), Knowledge (dungeoneering) +0 (+2 Int +2 Improvisation -4 Amnesia), Knowledge (engineering) +2 (1 rank +2 Int +3 class -4 Amnesia), Knowledge (geography) +0 (+2 Int +2 Improvisation -4 Amnesia), Knowledge (history) +0 (+2 Int +2 Improvisation -4 Amnesia), Knowledge (local - any) +0 (+2 Int +2 Improvisation -4 Amnesia), Knowledge (nature) +0 (+2 Int +2 Improvisation -4 Amnesia), Knowledge (planes) +0 (+2 Int +2 Improvisation -4 Amnesia), Knowledge (religion) +4 (1 rank +2 Int + 3 class +2 racial -4 Amnesia), Linguistics +0 (+2 Int +2 Improvisation -4 Amnesia), Lore (any) +0 (+2 Int +2 Improvisation -4 Amnesia), Perception +2 (1 rank + 2 Wis + 3 class -4 Amnesia), Perform (any) +0 (+2 Cha +2 Improvisation -4 Amnesia), Profession (carpenter) +2 (1 rank +2 Wis + 3 class -4 Amnesia), Profession (any) +0 (+2 Wis + 2 Improvisation -4 Amnesia), Ride +2 (1 rank + 2 Dex + 3 class -4 Amnesia), Sense Motive +0 (+2 Wis + 2 Improvisation -4 Amnesia), Sleight of Hand +0 (+2 Dex +2 Improvisation -4 Amnesia), Spellcraft +0 (+2 Int + 2 Improvisation -4 Amnesia), Stealth +0 (+2 Dex +2 Improvisation -4 Amnesia), Survival +1 (+2 Wis + 2 Improvisation +1 circum -4 Amnesia), Swim +1 (1 rank + 1 Str +3 class -4 Amnesia), and Use Magic Device +0 (+2 Cha +2 Improvisation -4 Amnesia); Read/Write/Speak (English, Common, Dwarven, Giant); Additional Traits (Inspiring, Reassuring Advice, Well-Provisioned Adventurer), Fast Learner, Improvisation; Drawback (Superstitious).
Free Conscript feat: Iron Will

Equipment (51 lbs.): Soldier's uniform, Machete (2 lbs.), Reinforced Tunic (1 gp; 5 lb.), Lore Seeker Package (44 lbs.).

Inspiring [Combat] (Quests and Campaigns, p. 18)
As a child, you learned the power of a simple expression of faith in another when you gave a hero the inspiration to fight on in the face of terrible odds and save you from danger. As a standard action, you can speak words of encouragement to grant a +1 morale bonus to an ally within 30 feet who can see and hear you. The ally can use this bonus on any d20 roll of her choice before the start of your next turn. You cannot use this trait to grant a bonus to yourself or to an ally who has already benefited from this trait within the last 24 hours.

Reassuring Advice [Social] (Arcane Anthology, p.10)
You've studied the speeches and writings of a leader or thinker who served as a reassuring voice in her community in the turbulent times after Aroden died, painfully learning which portions of Aroden's advice no longer applied and what of his writings could still be usefully applied. Once per day, you can speak Aroden's words of encouragement to grant any human a +1 insight bonus on any attack roll, saving throw, or skill check of his choice within the following hour. The choice to use the insight bonus must be made before the related roll is made.

Race Builder [Total: 10 RP]

Type: Humanoid (human) = 0 RP;
Size: Medium = 0 RP;
Base Speed: Slow and Steady = - 1 RP;
Ability Score Modifiers: Flexible = 2 RP;
Languages: Xenophobic = 0 RP.

Flexible: Members of this race gain a +2 bonus to any two ability scores.

Slow Speed: The race has a base speed of 20 feet. If the race is Medium, its members’ speed is never modified by armor or encumbrance.

Xenophobic: Members of this race start with their racial language only. Races without a racial language cannot take this array. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the Darklands). Members of this race with high Intelligence scores can choose from any of these additional languages.

Defensive Racial Traits

Defensive Training, Lesser [Humanoid(human)): Choose one subtype of humanoid. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype. [+1 RP]

Delicious: The character takes a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability. [-1 RP]

Frightened by Magic: The character is uneasy around magic, especially spells that have large, impressive effects. Whenever the character is damaged or affected by a spell or supernatural ability that has an obvious visual component, he is shaken for 1 round (subject to GM discretion). A character that gains the ability to cast spells from a class feature is unaffected by this racial trait.

Feat and Skill Racial Traits

Piety: Humans place great trust in the gods to protect them. Humans with this trait receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak. [+4 RP]

Flexible Bonus Feat: Members of this race select one extra feat at 1st level. [+4 RP]

Static Bonus Feat (Additional Traits): Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level. [+2 RP]

Offense Racial Traits:

Weapon Familiarity (Machete & Revolver): Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with
those weapons. [+1 RP]

Other Racial Traits:

Shattered Soul: The character who is killed is exceptionally difficult to return to life. Those who attempt to return him to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the character’s Hit Dice. If this check fails, the spell fails and the caster can’t return the character to life for the next 24 hours (though the caster can try again after this period). [-1 RP]


@ the DM, this will be a PbP

@DBH- yes that is correct, your groups of farmers, shepherds or masons, were picked up "off the street" so to speak. to take on the goblin horde.
there are some things that i would allow for free like, a quarterstaff or club or some other things but the story will take place right after the selection. so you will have a chance to talk to your parents and they might give you some stuff before sending you off.

@ cloud- we are not using the race builder to create your own race. please use one of the accepted under descriptions. (essentially using race builder you got additional ability stats, 4 feats, and special abilities that cost a feats. )


Crap, forgot the other points...

Spoiler:

1) I'd like 5+ points that capture the concept and story of the character.
• Amnesiac;
• Jack-of-all Trades;
• Alchemy & Technology user;
• Construct/Clockwork user;
• Graft user;
• Symbiont user.

2) Two goals that you'd like the character to accomplish in-game.
• Recover his memory;
• Find a way back to Earth.

3) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.
• Asmodeus: Sends out clerics and other minions to kill him for some unknown reason;
• Daughter of surrogate family (love interest; playful rivalry in regards to alchemy skill);
• Rivalry: Mayor's son (dislike because of Cofflan's abilities; love rival regarding daughter of Cofflan's surrogate family);
• Dislike: Father of surrogate family (thinks he's a Vaasan spy; thinks of him as weird and abnormal);
• Friendship: Grandfather of surrogate family (old Cleric of Bahamut, language teacher, general knowledge provider to Cofflan, Planar sage and descendant of the original adventurers that saved Damara during the Bloodstone Wars).

4) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. or more than one.
• Acrophobia;
• Magic;
• Undead.


This idea sounds promising. What sort of posting rate are you looking for? And are you requiring a minimum number of character submissions before proceeding?

Grand Lodge

Perfect....I have a concept or two will work through some stuff and see what is what


Looking for a post a day besides weekends , with the exception being battles , I don’t have a minimum number of submissions on this one just whomever is interested, this is my first campaign I ever ran so I made my own maps of dungeons that I’m trying to dl. I dicidcied this will be the only campaign I will run so I’ll be pouring a lot of my creativity in it. So some of the themes will be very iconic for those with nostalgia for the old days. And those who RP the fact the you aren’t adventures will find the most out of it.


OK, new concept...

:

OALIN DONKAS (human witch)

The Donkas family had always been treated with suspicion in Knob’s Mine. People fear what they do not know, and few know much about the family. The Donka’s have (for generations) chosen to keep to themselves, resisting being included in any of the towns meager events or gatherings. The people of Knob’s Mine would probably have run the family off for being so annoyingly unfriendly, if not for the quality of their foodstuff brought to barter and the bottles of delicious spirits they produce seasonally.

The Donkas keep a terrible secret. They are a family of witches. They are convinced an evil power beyond their understanding choose them, and continues to imbue each generation with otherworldly power through a creature (familiar) that seeks them out at the beginning of puberty, to a horrific evil goal. Lore passed down within the family tells that if any of them fully embraces this power, they will be cursed to wreck otherworldly evil upon all of Faerun. So the Donkas family hides this power from all, isolating themselves whenever possible, and avoiding all personal connections or social conversations.

Oalin Donkas is determined to be the last generation of the Donkas name, that the sway this otherworldly power has over their bloodline dies when he does. Oalin’s familiar is a House Centipede which Oalin hates and calls, “Thing,” to show his derision. Despite his families warnings, Oalin wants to get to know the people of Knob’s Mine. Children are cruel, though, and they threw rocks at him and his family when they felt they could get away with it, which turned to insulting barbs as they all matured.

Having the unfortunate family name Donkas did not help, as behind their backs they were all called, “donkey.” Yet they all suddenly acted like best friends when his family came to trade, bringing crops and liquor in...

Oalin has a personal secret as well. Only days before, he came across one of the Knob’s Mine children on her own being savaged by a wolf. Without realizing he had done so, Oalin harnessed a spark of power through his connection with Thing, dazing the wolf and scaring it off. Dropping to his knees and cradling the dying Elleria, Thing’s connection with Oalin's wishes again released some power... a stabilizing and calming wave through his touch; the bleeding coagulated and stopped, and Elleria’s weakened heart settled to a normal rate.

Shocked by what he had done without even realizing it, Oalin dropped the unconscious girl and ran away, convinced that any moment, some horrible creature will twist him into a monstrosity he had no intention of ever becoming.. Two days and nights in hiding has him now wondering if the family lore has it all wrong. He has returned to Knob’s Mine to see the conscript line forming and was quickly hustled against his will into his place among the other, ”of-age,” villagers.

1 Is hiding a terrible family secret (or it may be nothing…)
2 Family (and he) treated with suspicion by all.
3 Fear of Elleria telling what he did (shame at using the power.)
4 Grudgingly, gradually, learning his own talents.
5 Self-loathing for what he may become.

Oalin is a very conflicted soul...

He has a connection to every single PC and NPC in Knob’s Mine, they do not trust him in varying degrees. Some may not care that much, others show open hostility. Elleria regained consciousness as Oalin was running away, and all the bite marks from the wolf were closed, she does not know how, but thinks Oalin might have saved her. She is not sure if she should say anything.

2 goals… Now that he has made (what he feels is) the mistake of embracing his patron’s power, he is more determined to know who or what that patron is, and since nothing has happened in two days and nights, despite his trepidation, he's also curious if it is all wrong, and what the limits of his talents are.

Now that he has used the power, Oalin will ALWAYS be terrified of turning into a monster.

Let me know if he fits, and I'll work out stats and whatnot.


Its good, I like it.. It fits really well with the possibly to either good or evil.


I'll dot this.


Not interested in pbp. Folks should post the medium in the subject (or am I way off and this whole site is pbp by default?)


DBH wrote:
What do you mean by Minimum starting wealth? That's 5gp for a fighter.

5d6 x 10 minimum is 50. Minimum is 5 before the multiplier. Unless we're skipping the multiplier all together then.

The DM of wrote:
Not interested in pbp. Folks should post the medium in the subject (or am I way off and this whole site is pbp by default?)

It's PbP default unless someone mentioned another medium (Roll20 ect). Every so often someone will mention another medium in the description, but 98% of the site is PbP.

If you want to find something on Roll20 it has it's own search feature, but that's the best I can tell you without using local gaming to find a group.

Liberty's Edge

Yeah there is a PbP tag but I notice a lot of people don't use it/I'm stupid and can't find it. Regardless I actually really like the idea of this so I'ma throw my hat into the ring.

Cayde Kano:

Heishiro was student of this famous warlord in Wa, but the warlord was betrayed by one of his generals and his castle was destroyed. Heishiro managed to escape while his master held the general’s soldiers off. With his master’s sword he stowed away on a ship headed for the Cold Lands despite taking an arrow while escaping. He was found by the ship’s crew after he passed out from blood loss hiding in a barrel. The crew’s doctor nursed him back to health and he worked on the ship for the rest of the time to pay off his voyage.

Heishiro walked into Knobs Mine without a single coin in his purse and nothing of value on him but his master’s sword. He’d been running since landing at port, fearing that assassins or worse might be after him. He was half starved and half frozen so when he finally found shelter in the towns tiny inn for the night he would have happily done just about anything for a warm meal and a night indoors. He knew a little common from his studies and a little more from the ships crew, though they had people willing to translate for him. He could communicate vaguely, but couldn’t hold much of a conversation. The townsfolk didn’t take to kindly to the foreign boy in their town with a strange sword and a half vacant, half dangerous look in his eyes, but they didn’t confront him. Nothing happened in their small town, no reason to stir up trouble.
Heishiro walked into the inn and simply asked to pay for a meal in the best way he could. It was a bit of a struggle but the inn keeper was a kind man, and he took pity on him. The inn keeper made a deal with Heishiro, if he would keep his sword out of sight he could do chores around the inn and be paid in a bed and hot meals till he decided to leave.

Heishiro never did end up leaving the village. He settled down and helped with the inn as best he could, learning common and other crafts. He hid his sword in a locked chest in the attic of the inn but if anyone was interested in looking he could be spotted training behind the inn hours before dawn, when no one was around. The townsfolk got used to the foreign boy, and the inn keeper voguing for him was all many of them needed. There was gossip of course, as people are want to do in villages, rumors spread about the strange foreign boy who’d appeared one day and become a part of their lives.

Heishiro eventually married a woman in the village and they lived together in the inn that Heishiro had ended up running when the inn keeper and his wife died. Their child had left long ago so the inn was left to Heishiro. He ran the inn well, though it haunted him that he seemed to get much in life from the deaths of those around him. Rose eventually bore Heishiro a son. He grew up doing chores around the inn, learning the trade as well as his fathers code. Heishiro had integrated into the village, but he never gave up his code of honor, and he passed it onto his son.
Cayde learned of the sword and of honor from his father, from his mother he learned of the gods and their places in his life. He tried to take all their teachings to heart. His father taught him a bit of Wa-an during their training. Cayde grew up hearing whispers of the rumors that had started about Heishiro over the years, but not often enough or from enough people to make him bitter. A few children bullied him about being foreign, but for the most part no one seemed to care about his heritage. When the officers rode into town Cayde dropped what he was doing and followed them. Nothing ever happened in his home town, he wouldn’t dream of missing this. When the decree was made he almost volunteered on the spot. He’d been training with his father for years and he wasn’t going to miss the chance to use what he’d learned. His father might be content hiding in their village, but he was going to take this chance and make something of himself.

Cayde's Personality:
Cayde is the quiet type, he had a few friends but even as a child wasn't someone of many words. He would watch and listen instead of jumping into something. Which isn't to say that once he did jump into something he didn't jump in with both feet.

Cayde's Build:
Religion, honor, and swordplay making up a lot of Cayde's life he is going to be a Paladin, but much more offensively oriented than a normal paladin build. Thinking he's invincible he has a bad habit of throwing himself at the enemy without thinking.
Cayde's always been a bit of a loner so he'd like to use this as an opportunity to bond. It would also amuse me greatly to see his overconfidence get dashed as he faces enemies as good (better?) than he is.


The DM of wrote:
Not interested in pbp. Folks should post the medium in the subject (or am I way off and this whole site is pbp by default?)

Have you tried the "Gamer Connection" forum instead of the Paizo Online Gaming forum? If you start an online game on this site, and set up a recruitment thread, it is automatically posted into this forum. So most of the threads tend to be recruiting for games being played on this site.

Check out the other forum
Paizo Gamer Connection forum


@mimic- we are counting the multiplier. so a fighter would have 50.

@black- do you have the crunch? and is Heishiro from the silk way? what archtype are you thinking about on paladin?


DarkWingD wrote:
Two goals that you'd like the character to accomplish in-game.
Fire Drake wrote:

Gain a title of some sort, the higher the better. Perferably with land and subjects to lord over.(Character's Desire)

Face a real good slap from reality. (Player's Desire)
Raynor Black wrote:
Cayde's always been a bit of a loner so he'd like to use this as an opportunity to bond. It would also amuse me greatly to see his overconfidence get dashed as he faces enemies as good (better?) than he is.

It's like we're asking for hard mode. :D

Liberty's Edge

I'm not exactly sure what you mean by the crunch? The Silk Road connects Kara Tur and Faerun, and Wa is a country in Kara Tur so I suppose you could say that? As far as archetypes I was going to go Legate, Oath if Vengance, and Tempered Champion, so leaning heavily towards fighter but with some neat divine tricks. I'll put together a sheet for Cayde later today and post a view link to the google doc

@Fire Drake-whats the fun if it's not hardmode?


ExiledMimic wrote:

It's PbP default unless someone mentioned another medium (Roll20 ect). Every so often someone will mention another medium in the description, but 98% of the site is PbP.

Thanks, I was wondering about this.


@black- what I meant by crunch is the stats, Feats, traits, the background questions Etc, currently the rough idea is not considered a submission on my PbP games. sorry I've always called it crunch.


Oalin Donkas Stats

:

STR 10
DEX 14 (+2)
CON 11
INT 18 (+4)
WIS 12 (+1)
CHA 12 (+1)

Traits
Possessed (faith) Can make one untrained Knowledge check per day as if trained and at +2 if you are untrained in that skill.
Mentored (social) Apprenticed under a tutor to learn a craft/profession/performance trade (Craft:Alchemy)

Feats
Conscript
Scribe Scroll (will not use until he is aware more of what he can do and finds out that is a possibility.)
Spell Focus (Enchantment) +1 to the DC for Enchantment school saves.

1 rank each in:
Craft Alchemy (+9), Heal (+5), Knowledge Nature (+8), Linguistics (+5), Profession Herbalist (+5), Spellcraft (+8), Use Magic Device (+5), Stealth has an added misc +2 for the House Centipede (Familiar.)

Spear, Sickle, Sling, Dagger
Travelers outfit and other *very* basic sundries.
1sp 4cp remain.

Level 0
Stablize
Daze
Mend

Level 1
Mage Armor
Cure Light Wounds

Hex: Evil Eye

Roleplay stuff - Oalin does not know he can access some of the skills shown, or the Hex/spells shown (I'm starting him very weak and calling it what, "Thing," has decided is useful for him in his daily life, more will be revealed under stress conditions in play.)

Liberty's Edge

Sorry, my idea was a little out there. I didn't want to put all the work in to make a while sheet to have my idea vetoed based on the backstory. I believe the only thing you wanted that isn't in the backstory would be one of Cayde's fears. I suppose his deepest fear is probably that his father is found and assassins are sent after him, though after all these years he knows it's unlikely.

Cayde Kano.


So far this is what we have-

submitted-
Fire drake- Cavalier
mardaddy- witch
Rayner black- Paladin

interested -
HawksOrd
Exiled mimic- cleric kelemvor-
Cloud-
Tick in barrel
Critz
Teiidae

Grand Lodge

Dot...


Withdrawing interest for the time being :(

I currently have multiple outstanding submissions for other games, and can't in good faith submit to another 1/day commitment until I know their outcomes.


Its cool, stop by if you hear from the others. TY


I'm pretty familiar with FR pre-spellplague, but everything from 4e and 5e I'm kind of ignorant of - the novels all took a serious downhill turn after that, and they lost a lot of good writers, so I stopped paying attention. What timeline are you working with?


Woot! Best timeline. Gareth Dragonsbane is king of Damara, the Vaasa is a dangerous pioneer land, and magic rules haven't gotten stupid.

Color me interested.


How are you feeling about guns? Thinking a gunslinger, and I can max out craft and make my own if it's a big deal. Just figuring the kind of guy who tinkers with machines, takes them apart, puts them back together - often has soot on his face and hair blown back from minor explosions. Could be just a kid who worked in the back of a junk shop, you know?

I don't want to get into too much detail here if it's an option you don't want though.


This sounds really cool, but I don't really know anything about Faerun. How much knowledge of the setting should we be expected to have?


None really , because with coming from a small town in the middle of nowhere your not expected to campaign wise.


Awesome, I'm going to try and work on a halfling (or gnome, haven't decided yet) Mesmerist (enigma archetype). Hopefully will have something up soon. Not sure how great he's going to be in combat, but I'm thinking of a guy who was barely just getting by, even in this village. Having to RP someone who's really, REALLY out of his depth could be fun. As long as it doesn't hinder everyone else, of course.


I have this idea for a human druid with a bear cup familiar.


It’s been a while since I’ve read something from the Forgotten Realms, but I looked up some minor details to help out. Since a Warpriest needs functional domains for blessings and the like, I picked Shelyn for the real bonuses/prerequisites/etc. However, the flavor aspects are 90% Sune with some little bit of blending for tying in luck and art.

Virid, the Half-Orc Warpriest

Stats and Summary:

Worships Sune (mechanically Shelyn, Sune for story purposes)
Sacred Tattoo alternate racial
Blessings: Good and Luck
Feats: Weapon Focus (Glaive), Bladed Brush Combat
Traits: Fate’s Favored, Bred for War, Second Chance, Family Ties (Drawback)
Str 12
Dex 18
Con 14
Int 10
Wis 14
Cha 8

Background Story:

Virid gracefully spun his quarterstaff in lazy circles, warily eyeing his grandfather. The old man was surprisingly nimble, and it took all of Virid’s reflexes and luck to keep his grandfather’s staff from landing painful blows; fortunately, speed and luck were the two things Virid had in abundance. “They’re just about the only things I have” Virid thought, feeling a bit sorry for himself. It wasn’t true of course. He had a loving family; a safe, if simple, life; and no one in his close-knit village called Knob’s Mine had ever gone hungry. On the other hand, he was as ugly as his father, and as slim and willowy as his mother, hardly an inspiring combination. His father liked to joke, “You have my nose. I never had to wonder if you were my son”, always delivered with a wink and a cuff on the shoulder. Of course, no one had ever wondered that.

Back in the day, Virid’s grandfather had been a respected cleric of Sune, stationed in the capital city of Heliogabulus. With his golden voice and handsome features, women had loved to hear him teach of beauty and love. At least that’s how he told the tale. In any case, that had all changed. When a young orc, starving and haggard, arrived at the city, Zalus had spoken in his defense. “Sune acknowledges beauty in all its forms” he argued. “The fact that this creature has renounced the ways of his kin and chooses to pursue a peaceful life is one of the truest expressions of beauty!” The guards and citizens refused to accept such a monstrosity however; half-orcs could be tolerated, but their tempers were bad enough at times. Zalus was stubborn, and more pious than most knew, so it came as a great surprise when he announced that he would be leaving the city and taking the orc boy with him. And so it was that Aron, Virid’s father, left the great metropolis under the adopted parenthood of Zalus. At some point in their roaming, they arrived at the little town of Knob’s Mine, and found a community too isolated from the greater world to care overmuch about prejudices. One young woman in particular, Shari, had a heart after Sune’s own, and grew to love the soul beneath the monster, and so it was that Virid the half-orc was born.

Virid may not have been ostracized by their neighbors, but they couldn’t help but glance twice at him and the odd outcome of his mixed parentage. “Come over, little Vir! Have a meat pie”, a housewife might say, carefully staring at his relatively normal hands. It was subtle, but he always knew that he was accepted in spite of his appearance. As a result, although he did play with the village children, he spent most of his time with his odd little family. Zalus taught him of Sune, of the principles she valued, and the prayers she answered. He lacked the muscular build and casual grace of a warrior, but by Her grace he wielded polearms with reasonable ability, and taught Virid to do the same. They were far from master combatants, but there was nothing that needed fighting in Knob’s Mine anyway. Still, the practice brought with it a sort of comfortable confidence, and it was likely that shred of competence that led to the Baron’s messenger hesitating, then pointing a finger at Virid. “You”.

More Points, Objectives, and Fears:
Virid simultaneously embraces the entire town of Knob’s Mine as his own, and believes that he himself doesn’t quite deserve equal footing with the more typical residents.

Although he is ashamed of his own appearance, he is fiercely protective of his father and mother. Jests about his father’s looks or his mother’s tastes are among the few things that can work him into a seething rage.

A girl about Virid’s age, Zarah, had been exceptionally free and easy around him. Feeling truly comfortable with someone his age for the first time, Virid eventually worked up the courage to ask her to dance at the most recent town festival...and received the evasive stammers that he’d grown to expect from everyone else. Disheartened, he hasn’t made himself vulnerable in that way since.

Virid is terrified of living up to the unspoken expectations for his heritage. He is afraid that he might lose his temper and prove the assumptions right: that he is a beast, and incapable of being trusted by civilized folk.

Although he has some connection to his deity, Sune, Virid mostly provides lip service. He wants to believe, and fervently supports the dogma, but hasn’t had a critical moment where he makes the goddess his own. I would like for him to find success through faith, a defining moment where he finds peace because of Sune’s teaching, or something that gives him hope that the teaching will improve the world and not just be an empty platitude.

Virid has long suspected that, once his “grandfather” and parents die, he’ll be alone in the world. I hope he will discover a relationship, likely romantic but possibly platonic, that provides a sense of security for the future.


This will be my application.
Freja and Bjorn
Human Druid (Menhir Savant)1 with Grizzly cup.

5points+:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
Freja is a human woman of Oeridian descent.
She is a devout follower of Elhonna, the goddess of forests, woodlands, flora & fauna, and fertility.
Two years ago she found a little bear cup, whose mother had died. She has adopted him and from that day on the young woman and the ursine have never been seperate.
Freja is somewhat carefree and rather optimistic.
Feja is a caster druid, specialising in summoning magic.
Freja is pretty close to her mother Frikka, owner of a small haberdashery, trading herbs and furs for metalworks and cloth.
2) Two goals that you'd like the character to accomplish in-game.
Freja would love to understand who build the Menhir´s in the giants grove, four miles south of Knobs Mine.
Freja has always dreamt of finding a suitable husband, a man to grow old with.
3) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.
Frikka - Mother. Owner of a haberdashery
Flaki - Uncle. Mentor
Gaston - Gaston is the best hunter in Knob´s Mine, a rather cruel man who just loves to slaughter animals, often without sense. Gaston dreams of killing an unicorn.
4) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. or more than one.
Freja is really afraid of dying underground in a mine collapse, the fate of her father, who died in one of those mine disasters.


This is going to make my eye twitch every time I read it if I don't point it out.

It's a cub. Rhymes with rub, tub, scrub, or club.

A cup is something you drink out of. A cub, if it's mother is around and sufficiently angry, will likely drink out of your corpse.

I'm sorry. Otherwise I would eternally be picturing a little drink holder toddling around with a druid, which, while equally adorable, I'm sure is not your intent. (Though now I have an idea for a cup-based homonculous familiar for another character...)


This is my concept = Pietro Morvan, Gunslinger (Wyrm Sniper/Siege Gunner), who's favorite quote is "We're gonna need a bigger gun"

Quote:
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

1. He's the youngest of ten siblings, son of a blacksmith and a watch repair woman, and unlike his brothers and sisters who each took a trade of their parents, he was obsessed with machines and taking things apart in general.

2. He's never seen without a set of overalls two sizes too big, grease all over his face and hands, and a handkerchief that's obviously seen better days and would likely lead a person to be more greasy if used, rather than less.

3. While he was smart enough to go to learn to be a wizard, magic didn't click with him, as he wasn't so much the book learning type. He is a hands-on learner. There's a respect there for him, even a rivalry, but he believes one day machines will let the common man do what the wizard can do. He took one class and was kicked out when he spent the entire semester doodling designs for rifle prototypes throughout the pages of his spellbook. (Will likely be reflected in a decent Use Magic Device score.)

4. He wants to start a big family like his father, but is considerably shy (and not nearly as huge of a man as his father considering his father and older brothers work a forge all day - so you know, less confidence).

5. He will talk your ear off about angles, pressure, proper carbon ratios in steel, trigger mechanisms, and anything else related to his hobbies. Likely to the point of being yelled at "enough already!"

Quote:
2) Two goals that you'd like the character to accomplish in-game.

1. Kill a gargantuan or colossal sized creature with a canon he himself designed.

2. Save the girl, and get the girl. "The girl" is obviously a cliche any-woman the GM can feel free to enter, from farmer's daughter caught by orcs to princess saved from a dragon to whatever. Pietro grew up hearing knight's tales, and this is damn near archetypal.

Quote:
3) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.

1. Another PC (or NPC) who is a legit wizard. An alchemist could also work in a pinch, but it's much closer and less of a foil than a straight wizard to this type of character. It's your classic magic vs. tech scenario rivalry.

2. Any of his 9 siblings. I haven't laid out the full details, but considering he's the youngest and the ones who chose the blacksmith's path are likely much stronger and larger than him, there's probably either a protective attitude or a derivative sneer kind of thing going on.

3. A wandering gnome who taught him the basics of ballistics when he was a kid at a traveling show. He watched the man shoot a solid lead ball beyond his sight in the air and paid his life savings (2gp at the time) to learn from the gnome. We're talking one of those wild-eyed, poofy-hair crazy gnomes. Think a shorter version of Doc Brown from Back to the Future.

Quote:
4) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. or more than one.

Let's go for something semi-common, usually benevolent, but probably equally terrifying: Angels. Perhaps Pietro saw one when his father died, who came to collect him to the next life. Not knowing his father was a former adventurer who had retired as a blacksmith, he simply thought it was a monster coming to destroy him - and not speaking Celestial at the time, he wondered why his father would just walk away like that as if it were nothing. Mind you, he was too busy hiding in the unlit boiler, hoping to god nobody got cold, as he watched through the bars, quivering in fear.

----

Character sheet to come real soon. Just figured you'd want the story stuff sooner rather than later, since you said that matters the most to you.

Sczarni

Recruitment Rules for Reference wrote:

- free bonus conscript feat

- Characters are level 1
- minimum starting wealth per class
- All Classes allowed; and unchained classes, core races only (some races will be harder than others for why never left the area or been to any grand cities.)
- NO third party publishing sources allowed!
- All other Paizo books will be allowed
- any two traits can take drawback for additional. (no more than one of each type, not campaign traits.)
- 20 point buy with no stat above 18 or below 8
- Recruitment will be based more on RP than class preferences
- We will be using background skills.
- Hit Points max first level, 3/4th all subsequent levels.
- Please pay more attention to your background than your build. I am far more interested in who you are than what you are.
- evil characters will even be considered but only in terms of evil greed, lust, power, etc. not betrayal to your group. your character must be loyal to his friends in town even rivalry is friendly.
- Will be using escalated Fear rules in Horror adventures.
- your characters must have a rank in linguistics to Read and write. , you only start with native tongue (if non-human) and common.

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

2) Two goals that you'd like the character to accomplish in-game.
3) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.
4) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. or more than one.

Morgabir Swift-Feather or Mor as he is commonly known is a half-orc raised out in the woods by his Silvanus worshiping family. He is the product of a violent coupling that saw his mother's husband dead and his orcish father slain by the arrows of his maternal grandparents. The family has long lived outside the fences and walls of the small town of Knobs Mine, working the fields and clearings of the forest, serving as guides and trackers, and fending off bandits, goblins, spiders, or other threats to the civilized folk.

Mor was raised in a loving, if strained, family, taught to venerate the wild and understand his place in it. He was also taught of the evils of (meta)humanity, which his green skin, powerful build, and tusks reminds him of every time he sees his mother.

Sheara Swift-Feather, Mor's all-too-human mother, loves him despite his tragic origin. She bears no resentment or ill-will towards the lad, and has grieved long enough to have fully buried her late husband. Mor's grandfather Gregor took out his frustrations and anger early on in the boy's life, teaching him the tricks and vulnerabilities of full-blooded orcs, and conveying the need for merciless action against such evil beings. Mor's grandmother Esther is the only one who bears a grudge against the lad, at least among his own family. She conceals her anger and resentment well, content in the lessons of violence and hatred Mor absorbed so well at the able instruction of his grandfather.

With the announcement of the conscription, Mor's family (his mother, grandparents, as well as his aunts and uncles) all came to the conclusion that Mor should be their representative. They all had their reasons, but the loudest voice was Esther's, who hoped silently that the boy would slay some orcs before being brought low himself. At least, he could die honorably and in a fashion that would take some Evil out of the world.

For himself, Mor sees his conscription as an opportunity to grow as a ranger, a chance to help the community, and an escape from the ever-so-subtle judgement from his extended family. Strong, nimble, and more than at ease in the wilderness, he does not fear the admission into a military setting, which only belies his naivete again.

As for goals: Mor would like to see himself armed and armored as the rangers of the stories - cloaked in the colors of the forest, wielding a bow and blade of powerful magic, and clad with silent but strong mail. He won't admit it to anyone, but he also wants to kill orcs, in a great number if possible.

Mor fears being captured and tied up, being restrained in nearly any way is almost certain to give him a panic attack.

Stat Block to follow soon.

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