waynemarkstubbs |
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"Heard a philosopher once say that there ain't no such thing as good an' evil - them's just names we give ter things that we like an' don't like."
The old man shifts slightly in his chair.
"But that's goblin-crap. Evil's real. I know. It leaves a taint - a metallic tang in the air. Yer can taste it. There ain't no mistakin'. A hungry bear, even a troll - that ain't real evil. A thief in the night, a bandit - they's just greed an' stupid. But there's other things - an' when I say they are evil, I means it. They embody it. It's in the very nature o' what they are."
He pauses a moment, and then spits into the fireplace.
"Thirty years I fought it. Seen things yer don't want ter know about; things I don't even want ter remember. Still, I had my reasons, just as yer've got yers. The war'll never stop, 'cos o' the nature o' what they are, an' the nature o' what we are. But I kept fightin', savourin' the small victories. Yer don't need ter know my reasons, just as yers are yer own. Then this.
He shifts again, leaning slightly forward so that the stump of his right leg, taken off just above the knee, can be seen in the flickering firelight.
I got sloppy. Forgot what I was facin'. Thought I knew it all. It showed me better, afore I finally banished it. The priests tell me that they can fix it, make it grow back, fer enough gold. But I don't mind. I can get 'round well enough. I prefer ter see it as a warnin'. I was too old, too jaded. It's time ter pass on the torch.
He shifts back and surveys the individuals before him from beneath grey eyebrows.
I'm figurin' I can do a more important job here. I've got ears in every tavern in Absalom. Hear all the travelers' tales, notice the details that others wouldn't. Put two and two tergether. Know what's really goin' on. Cos they're out there, believe me. Waitin'. Patient. Growin' in strength. Usin' our natures against us. They've waited fer eternity, an' they'll wait again, until they reckons the time is right. Unless someone stops 'em.
He leans forward intently.
"There ain't no glory in this fight. They can't recognise yer, know yer comin'. If'n yer lucky, yer'll get ter retire like me. Yer can guess what happens if'n yer unlucky. Yer've got ter want this fight. Yer've got ter fight 'cos it's right, 'cos yer can't bear the thought o' not fightin'. Yer've got ter fight even though yer know that any victory's only temporary, but at least yer bought others some time ter laugh an' love an' see their children grown. That's the reward. Fer thirty years I've thought it worth fightin' fer."
He settles back in his chair.
"And I'm thinkin' maybe yer does too."
waynemarkstubbs |
The campaign will be based in Golarion, and be centered around rooting out evil cults, demonic influence etc. under the direction of your patron (at least at first).
I'd like to begin at 3rd level, so the characters have some hinterland. 20 point buy method for character generation. Two traits.
Paizo sources only please. I'm not going to say "no this, no that", but I'm never really a fan of those parties that look like travelling zoos. I'd much rather you played your character quirks than gave her a quirky template. Your character should be a good part of the team and act like it. You are going up against dangerous foes.
I'd like to aim for 3 posts a week, and the game will continue for as long as all involved are having fun, so I suggest you concentrate on your character at each level, rather than aiming for a particular build. If there is a need for 'retraining' I'll be reasonably lenient.
Given the nature of the foe, there will be moderate horror. Nothing pornographic or gratuitous, but the fiends are the embodiment of all that is evil, so expect to encounter that.
Forthepie |
Inquisitor fleshed out a bit .
Name is Graven Chandler, Human Male Inquisitor. He was raised in the church since a young child. He's been training all his life to root out evil as it exists in the world around him. His stat block looks like this: Str: 17, Dex: 10, Con: 15, Int: 10, Wis: 14, Cha: 11.
First level feats: Power Attack, Cleave
Traits: Armor Expert and Corpse Hunter.
Diety: Pharasma
HP for 2 and 3 1d8 + 2 ⇒ (2) + 2 = 41d8 + 2 ⇒ (2) + 2 = 4
ashern |
Gordrun Silverkin: is my submission. An orc alchemist who was raised in the wilderness, and then left his family for the city to pursue his experiments. He has traveled the land and seen many horrors. He changes his form to a beastly wretch in order to forget the things from his past. (backstory to be expanded later).
I'll have a alias with the relevant info later.
scranford |
Here's my Barbarian idea I had. Still need equipment (Starting funds?), and how do we come up with hit points at each new level?
Ecruse
Ecruse
Male Human (Keleshite) Barbarian (Invulnerable Rager) 3
CG Medium Humanoid (human)
Init +1; Senses Perception +7
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 42 (3d12+18)
Fort +10, Ref +2, Will +4; +2 vs Fear and Death Effects, +2 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 1/—, 2/lethal; Resist extreme endurance (fire)
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Offense
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Speed 40 ft.
Melee Heavy Shield Bash +5 (1d4+2/x2) and
. . Dagger +5 (1d4+2/19-20/x2) and
. . Greathammer +5 (1d8+2/x3) and
. . Spear +5 (1d8+3/x3)
Ranged Sling +4 (1d4+2/x2)
Special Attacks rage (12 rounds/day), rage powers (superstition +2)
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Statistics
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Str 14, Dex 13, Con 18, Int 10, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 16
Feats Great Fortitude, Iron Will, Toughness +3
Traits Reincarnated, Resilient
Skills Acrobatics +6 (+10 jump), Climb +7, Escape Artist +0, Fly +0, Perception +7, Ride +0, Stealth +0, Survival +7, Swim +7
Languages Common, Kelish
SQ fast movement +10
Other Gear Hide shirt, Heavy wooden shield, Dagger (2), Greathammer, Sling, Spear, 107 GP
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Special Abilities
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Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Superstition +2 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
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Gordrun Silverkin |
Here's Gordrun Silverkin. I'm still filling in the background and a few numbers, but he was a young warrior kidnapped and tortured by an evil scientist. He finally broke free and killed the scientist in a rage, and after stealing his notes, destroyed the lab he was held in and started wandering. He was experimented on during his time in captivity, and bears a disfigured extra arm as a permanent souvenir. Ever since he has searched for knowledge and lore to prevent anyone ever subjugating him again. He despises those who enslave others, either through magic or manacles.
This is Ashern's submission.
Loup Blanc |
Incredibly intrigued and interested, but I'll need to figure out what to do. My first ideas were Inquisitor and Ranger, and both of those seem to have been grabbed by a couple people for ideas. Third is a Divine Hunter who hides his service to his god, but I'm not sure just how to work it.
I'll give everything a lookover and see what works.
Miri Leonsbane |
I am submitting Miri Leonsbane to be considered. She is a Human Paladin of Torag.
Miri felt the calling at a young age to hunt demons and their like, as both her parents were demon-hunters. She was raised mostly in the church as her parents were usually off hunting or protecting the weak. Growing up in the church was tough, as they expected strict discipline from her and taught her to give and sacrifice to a fault. Miri is a loving, kind, person but always puts the needs of others first. When she turned 16 she found out that both her parents were killed while hunting a great demon, that to this day she does not know the name. The name of the demon was kept hidden from her, in the fear that she would seek revenge. Now at the age of 18 she is ready to begin to follow her parents footsteps and bring justice and peace to the land...and avenge her fallen parents at all costs.
STR: 14, DEX: 12, CON: 12, INT: 10, WIS, 14, CHA: 18
HP for 2 and 3: 1d10 + 1 ⇒ (10) + 1 = 11 1d10 + 1 ⇒ (3) + 1 = 4
Will be working on the rest of the info right now.
Hatim al-Duri |
Hatim al-Duri is ready for this fight. The name of al-Duri will be branded on the minds of the minions of evil. They will whisper, "Hatim" when I pass among them. Let the demons know their place. Humans are mean enough to each other without the demon influence. I believe we have a similar cause Sir Waynemarkstubbs
My entry is a 3rd level Wizard from Nex. It's my first time playing by post. I'm not sure how these message boards work, but I'm willing to try. 3 posts a week seems about my speed.
Hatim Al-duri
Male Human
Wizard 3
NG Medium Humanoid (Human)
Init: +0, Senses: Perception: +3
Languages: Abyssal, Common, Dwarven, Elven
=================================================
DEFENSE
=================================================
AC 10, Touch 10, Flat-footed 10, CMD 11
HP 18 (3HD)
Fort: +3, Ref: +1, Will: +6
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OFFENSE
=================================================
Speed: 20 ft. (4 Squares)
Melee Quarterstaff +1 (1d6/)
Melee Quarterstaff (head 1 Only) null (1d6)
Melee Quarterstaff (head 2 Only) null (1d6)
Ranged Crossbow (light) +1 (1d8/19-20)
Face: 5 ft. Reach: 5 ft.
Base Atk: +1, CMB: +1
=================================================
STATISTICS
=================================================
Abilities: Str 10, Dex 10, Con 12, Int 16, Wis 16, Cha 10
Feats: Brew Potion, Combat Casting, Empower Spell, Scribe Scroll
Skills: Acrobatics -3, Acrobatics (Jump) -7, Appraise +3, Climb -3, Craft (Untrained) +3, Escape Artist -3, Fly -3, Heal +3, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Geography) +7, Knowledge (History) +10, Knowledge (Planes) +10, Knowledge (Religion) +7, Perception +3, Profession (Soothsayer) +7, Ride -3, Sense Motive +3, Spellcraft +9, Stealth -3, Survival +3,
Possessions: Masterwork Ring, Quarterstaff, Outfit (Explorer's), Bolts (Crossbow/10), Pouch (Belt), Spell Component Pouch, Crossbow (Light), Spellbook (Wizard's/Blank),
=================================================
Digger Chandler |
OK, so I went a little off my ranger idea when I thought about it. Character concept is a male elf who trained to be a ranger to fight demons but after his first sight of real demons, realized that just wasn't going to cut it, swallowed his pride, and became a wizard like his father had wanted all along. A Void Elementalist ...he believes the void and space may be the only things that could stop the demon threat for good.
CN Medium Humanoid (human)
Init +3; Perception + 9
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Defense
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AC 13/13/10 (+4 Mage Armor, +4 Shield)
hp 21
Fort +3, Ref +5, Will +5
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Offense
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Speed 30 ft.
Melee:
Melee:
Melee:
Ranged:
Ranged:
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Statistics
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Str 10, Dex 16, Con 12, Int 17, Wis 14, Cha 8
Base Atk +2; CMB 2; CMD 14
Feats: Scribe Scroll (Wizard Feat), Point Blank Shot (1st level), Precise Shot (3rd level)
Skills:
Craft (Bows) 9 (3+3+3), Heal 6 (2+1+3), Knowledge (Planes) 7 (3+1+3), Knowledge (Religion) 8 (3+2+3), Knowledge (dungeoneering) 7 (3+1+3), Knowledge (Arcana) 9 (3+3+3), Knowledge (nature) 7 (3+1+3), Perception 9 (2+2+3+2),Ride 7 (3+1+3), Spellcraft 7 (3+1+3), Stealth 7 (3+1+3), Survival 7 (8 to track) (2+2+3/+1), Linguistics 7 (3+1+3),
Languages: Common, Elven, Draconic, Abyssal, Infernal, Celestial
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Racial Traits
Standard Racial Traits
• Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
• Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Elves are Humanoids with the elf subtype.
• Base Speed: Elves have a base speed of 30 feet.
• Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
• Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
• Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraftskill checks made to identify the properties of magic items.
Offense Racial Traits
• Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Ranger Class Abilities
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Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy: Outsider (Evil)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacycheck to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
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Wizard Class Abilities
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Arcane Bond: Masterwork Longbow
Arcane School: Void Elementalist (Wood Elementalist Prohibited)
Void Magic
Add the following spells to your wizard spell list at the listed spell level:
1st—keen senses, 3rd—twilight knife*, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience.
Void Awareness (Su)
Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.
At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.
Reveal Weakness (Su)
When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level(minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Spells Known:
0:
1 (3+1 Void spell/day): Keen Senses, Gravity's Bow, Mage Armor, Shield, Ray of Enfeeblement, Touch of Gracelessness, Color Spray, Sleep, Protection from Evil
EQUIPMENT:
waynemarkstubbs |
Morning
Question roundup
1) How long with the recruitment thread be up? Until Monday. I'm really keen to see a background for your characters, why they would take up this mission, what drives them etc. That's more important than a statblock at the moment.
2) Money - 3rd Level wealth by level is 3000gp.
3) Qlippoth agent - I'm not opposed to this, as long as it's more background than mechanics. To be honest, I've never really known what to make of the Qlippoth. I get the whole 'edritch abominations that predate everything' theme, but they don't actually seem to do much.
4) Hitpoints: for levels above 1, you can take (half hitdie + 1) or roll, as you choose.
5) Goblins and kobolds - goblins definitely no. Kobolds probably no. Tiefling is a much better idea.
6) "Cavalier with a dog" archetype - nothing inherently wrong with it, but you'll have to do all the book-keeping etc. Note that animals won't normally attack outsiders - you have to spend an extra trick to train them.
Hatim al-Duri |
Hatim al-Durin, meaning brewer of determination, was born on Valkus Isle, an island penal colony in Nex. This illicit child was hidden and raised communally by the island "citizens." Being a penal colony and surrounded by magic pollution, the environment was challenging and filled with peril. His parents died during one of the attempts to escape - actually, many died. Only a few escaped to Nex and many colonists worked to make sure Hatim survived. Those that landed in Nex used political connections and bribery to make sure Hatim was given schooling as a Wizard. Sadly, as soon as his novice work was complete, his connections with Valkus Isle was revealed. He left Nex to seek his fortune. He believes that doing good and supporting goodness in the world is very, very important, but whether this should be achieved through rules, or through organic interactions is none of his concern.
He is sometimes considered too proud and when overly confident, refers to himself in the third-person. It is important to him to improve his family name in the world, and he is determined to achieve that goal, but is patient.
Graven Chandler |
Graven looks at the old man, nibbling on his bottom lip as he thinks for a moment.
I've been raised by the church of Pharasma since before I can remember. How I cam to the church is up for debate. There's the story the clerics tell me..then, there's the story I think is true.
Graven pauses for a while, you see his eyes get that faraway look people get when they are remembering something from long ago.
The official story is that my parents died of some illness that swept through the small village I was born in. They say my parents loved me very much. I don't doubt that.What I doubt is how my parents died. My vague memories are of screaming and horrible screeching noises. And fire. And evil.
He leans forward matching the old man's stare.
I feel evil. I sense it with some innate ability, always have. The church must've seen it early, because my training as an inquisitor was begun much earlier than other inquisitors. You see me, young in age, but I've been here and there, squashing evil, undead mostly, for several years. I've honed my skills, but I still have much to learn. There is some greater evil out there. I can sense it, always just out of reach. It's time I extend my reach.
He pauses again.
It is time to stop fighting the symptoms of this evil and deal with the root of this evil, or die trying. You're right old man, I'll fight this fight with my last breath. Maybe Pharasma will grant me a long life, maybe not. But until then, you tell me where to go, give me some benefits of your wisdom and I'll bring my strength to bear. You've got my word. Perhaps in our journey we can find out what happened to my parents, I know it weren't no plague.
Jessie Banem |
The small blonde figure sitting nearby pipes up at this point. Until now she had been sitting quietly, almost trying to avoid notice.
Pharasma is unlikely to grant you a long life, gods don't tend to interfere directly. They send mortals in their stead. Keeping you alive... that's my job.
Turning to look at the old man now, the figure continues.
Name's Jessie. I was raised in small community with a shared church. The community worshipped several gods, Shelyn, Saranrae, Iomedae, and Cayden Calien. I draw motivation and inspiration from each of them, but I draw my power from Shelyn. I've always had a pretty open mind so my teachers recommended learning about the way of the cleric. The clerics found I had an innate talent for channeling divine energy and so I was entered into a special curriculum. By the time I was twenty I had a firm grasp on the various religious doctrines of the churches, I was a skilled handler of divine power and I had discovered my talent for sculpting, singing, and playing the flute. Two years later, and here I am, trying to make myself useful to the world as a whole rather than just my community. No better way to help the world than keep alive those who are capable of defending it. That's why I'm here.
After this the figure returns to the quiet state she had been in previously.
Cuàn |
The idea with the Qlippoth is that they hate demons, because they tried to kill all Qlippoth. They hate mortals because mortal sin spawns more demons and instead of going the "good" route and trying to redeem mortals they decide to just kill them.
My idea for the character has changed a little. My current idea is for a man who seeks to live without sin while killing demons, thus pleasing his patron in a rather odd way. I was thinking of either a Qlippoth spawn tiefling or a man who's wife died while giving birth to a Qlippoth spawn tiefling.
Digger Chandler |
Sinden speaks as well. "Yup. Evil. Evil 'n hate, ever-thing awful, given form, given more 'n flesh. Chaos, in th' derivative conna-tation. Demons, and the dipshits what think they c'n deal 'er serve somethin' like 'em ...they's worse than some sickness. Worse 'n some plague. They're all our darkness, all our rage and ig=nernce, given limitless power. So I ain't hugely concerned by who you are, or why you're so hot on killin' demons. Cause it's necessary work. So why don't we drink another one and see what awful we can destroy."
Cuàn |
I'll get my submission in later today.
I changed my idea bit. The current idea for the character is for one who lost his mother because his younger brother turned out to be a Qlippoth tainted tiefling. He then later lost his father because his younger brother, the tiefling, killed him and then he killed his own tainted brother. Since then he has been working as a hunter of fiends, not really caring what kind, more out of a personal hatred than a drive to do good.
ShadowyFox |
I'm definitely interested in this game and was thinking I might run a barbarian/witch(scarred witch doctor), but I do have important questions for that. In your mind, is the witch archetype limited to orcs only in your game or would that racial restriction be removed? I see the character as being one who is trying to escape from the atrocities of his birth and achieving redemption through ridding the world of evil, both in himself and in the world.
Hern Goff |
Finally got my Hound Master finished. Was a bit busy, sorry for that.
And a bit of roleplay, why not?
"...Aye. Fighting seems to be the only approach left to me. Devastation is coming to Golarion, and its herald is the expansion of these ambitious human kingdoms. I have witnessed first hand the blind corruption of these fabled nations, those who claim to be prosperous when they truly are on a path of self-degradation. My quarrel with evil is with these people, who pervert the spirit of free thinking beings and the natural world alike. But these monstrosities you speak of... you say they use our own natures to vie us against each other?
I know not what depraved creatures you have encountered in your time, old one. They have not made themselves apparent to me in my journeys. But if they lead us further towards our future despotism, our future doom, then they are worth fighting. Perhaps they can show those who only think with their greed and self-interest a new path. Show me their domains, their crimes, and their intentions. If they be true to what you say, then me, my spear, my sword, and my hound will fight this good fight. I will join in your cause."
waynemarkstubbs |
Morning. Recruitment will close later today at an arbitrary time of my convenience. If you still haven't submitted, I'll take a character concept and a writing sample if you haven't got time to do a full character sheet.
Are Digger Chandler and Graven Chandler related? Or just coincidence?
@ShadowyFox - I'm not familiar with Tan Xia, so please give a good writeup of what your oriental dwarf who worships a Tian-Min deity is doing in Galt.
waynemarkstubbs |
Good afternoon - recruitment is now closed. Sort of. Read on.
Thank you all for your submissions. As always I cannot find room for them all, even though they were all excellent. Thanks for taking the time to submit, and I'm sorry if you didn't make it. I hope you will follow along.
The following characters are accepted:
Hern Goff Human Male Cavalier (Hound Master) 3 and his dog Duncan
Jessie Banem Human Female Paladin of Shelyn 3
Hatim al-Duri Human Male Wizard 3
Gordrun Silverkin Halforc Male Barbarian 1, Alchemist (Vivisectionist) 2
Graven Chandler Human Male Inquisitor of Pharasma (3)
However, I am holding one spot open - the group is missing a scout/fixer/skillmonkey. So I am still accepting submissions for a character along these lines. Please indicate if you are interested. You maximize your chances of acceptance by a) filling the required role and b) complementing the other characters. Complimenting the GM may also work :)
Other players, please report to the Campaign discussion thread.
Thanks again for all your submissions.