| Taco Unicorn |
Howdy!
I'm looking for 2-3 more players for a campaign I'm creating based on a novel I'm writing! There will be quite a few differences obviously but the setting is the same! Anyway, basic information is below:
Formerly made up of seven kingdoms, the massive continent "Destiny" contains 5 large kingdoms, their borders vague and their lands fairly empty between cities and towns. The kingdoms are listed below.
The Cascade: The largest of the kingdoms, The Cascade has recently expanded to twice its size, conquering another kingdom and pushing at the borders of two others. Filled with huge cities of stone, The Cascade is the most guarded and occupied of the kingdoms, very few monstrous threats within its borders.
Four years ago the King was overthrown, murdered in cold blood by the new ruler, simply known as the Queen by most. She is ruthless, and her bloodthirst knows no bounds. She started a war within a year, conquering enough land to make The Cascade the largest kingdom by far. For the last two years, however, The Cascade and New Vadna have formed a sort of alliance and conquering has ceased, for the moment.
The capital, Stoneward, is a gigantic city spanning miles and miles, the cobblestone streets guarded by the Queen's finest soldiers. It is incredibly well protected, thick stone walls surrounding a majority of the city. Home to the world's most rare crafts, magical items, weapons, armor, trinkets, foods, etc, it is easily the top of the list for must-see locations.
Names of citizens in The Cascade vary wildly because of the diverse populace. Every race may come from The Cascade.
New Vadna: The third largest kingdom, New Vadna is without a doubt the most technologically advanced of the kingdoms, using oil, steam, and magic alike to power machines that guard cities, build structures, mine, and transport materials and/or people. These machines, collectively known as "Metals" are not seen highly of by the common populace, as they both take the jobs of living people, and are incredibly hazardous to build and manage.
New Vadna was formerly a union of three smaller kingdoms, one of which was conquered by the Cascade. In a deal seen as treacherous by most, Vadna agreed to help conquer the second kingdom in exchange for half of its land. The cities of New Vadna are congested and filled with smog, factories for Metals in almost every major town across the entire kingdom. These factories are all run by one man, the inventor of Metals, known as Neox.
The capital, Vadna, is located in the southern regions, and has nearly toxic air, guarded solely by machinery. Everything besides the people is metal, and the sound of cogs turning and hammers slamming is constant and neverending. It is the home of innovation and technology, but isn't a very nice place to live.
Names of citizens in New Vadna are strange, often short and containing a lesser used letter, such as X or Z. Every race may come from New Vadna. New Vadna is the only origin for those with the Gunslinger class.
Hosawa: The smallest kingdom by far, Hosawa is currently, technically in war with The Cascade, though violence between the two kingdoms has ceased. With a very unique culture and few cities, Hosawa is considered the most dangerous of the 'civilized' nations, with the highest numbers of draconic monsters and demon interactions.
Magic is forbidden in Hosawa, as many years ago magic was only used by dragons in disguise. The punishment for using magic is, of course, an honorable death. Samurai guard its cities, monks live in the mountains, and the mysterious ninjitsu has been all but forgotten by its populace, but that does not mean it has not vanished...
The capital, Bunri, is small and isolated, home of the emperor and his samurai, as well as the richest nobles in the land.
Names of citizens are not unlike names of Japan today. Humans, Tengu, Kitsune, and elves may come from Hosawa. Hosawa is the only origin for those with the Samurai or Ninja class, and arcane classes may not originate from Hosawa.
Irrida: Land of the elves, Irrida is the second largest, and second most dangerous kingdom. Its cities are built around massive trees, and they are few and far between, leading to the largest amount of common monsters in all of Destiny. Its history is unknown to most, and even its residents are not told much, the kingdom rules and governed by a council. Magic is encouraged, but due to the bridge built to Hosawa, it is not a requirement, and nonmagical citizens are needed as well.
The capital, Irridan, is a massive trading center for Destiny, home to a variety of peoples and cultures, but no corruption of the land is tolerated. Humans live in Irrida, but there are fewer numbers than anywhere else on the continent. Names here are long and complicated, usually in Elven. Every race may come from Irrida.
The Marshlands: Though technically a kingdom, its government is extremely simple, with its only major city on the coastline, with a constant airship port for travel to New Vadna. It is by far the most dangerous area of the continent, completely isolated and mostly unexplored.
The capital, Simply called Frontier, is home to a wide variety of adventurers and explorers keen on finding treasures deep in the marshes and jungles.
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The Plot.
Two weeks ago, every Metal factory in New Vadna shut down. Permanently. After ordering the shutdown, the company leader and founder, Neox, released a statement detailing the horrid working conditions in his factories, including the names of those who had died within the last month from work related accidents. This list included several children.
Neox fled soon after, and news spread between the kingdoms. He has completely disappeared, and adventurers across the world are being summoned to find him, for quite a handsome reward. He will pay for his crimes, unless he already handled the punishment himself, in which case, he needs to be found regardless.
A map of the continent can be seen HERE.
- This campaign is OPEN WORLD. However, there is still a general plot and a story that will unfold.
- Do not purposefully derail the plot. I doubt this will happen, but still.
- I require at the very least one post a day, and notice in advance if you are unable to play.
- I will need character sheets before play, but take your time to make them.
- The races and classes allowed are what is allowed in PFS, with the exception of Genasi, which you will need to adapt from 3.5, Artificer, and a custom dragon-like race, which you may PM me to ask about if you wish.
| Larkos |
I lobby for Background skills as well and would add Automatic Bonus Progression there too.
Otherwise I have a lot of characters in the backburner that I've been itching to play. I'll give a brief summary of them so you can at least rule any out based on your setting:
- Human Mesmerist. Noble Bastard that escaped the destruction of his house and was forced to grow up on the streets. After a blood biography spell, he seeks to reclaim what was his. *note* Evil character
- Changeling Witch. On the run from a major thieves' guild after defending herself from one of their enforcers. Also faces the unknown-to-her threat of her Hag mother but is getting help from her patron on that one.
- Half-Orc Brawler (Winding Path Renegade). Former Monk initiate and pit fighter. Seeks to redeem the sport after learning that it's controlled by organized crime (thieves' guild or mafia; doesn't matter.)
- Halfling Arcanist. Magic Academy Graduate. Wants to discover the world and have fun while doing it.
| rungok |
How does this look?
Ricard Jandleroy
Half-elf fighter (free hand fighter) 1 (Pathfinder RPG Advanced Player's Guide 105)
LN Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +3
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +0; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee estoc +6 (2d4+2/18-20) or
. . unarmed strike +5 (1d3+2 nonlethal)
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Statistics
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Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Weapon Finesse, Weapon Focus (estoc)
Traits bounty hunter (isger), wild stride
Skills Acrobatics +1 (-3 to jump), Intimidate +4, Knowledge (dungeoneering) +5, Perception +3, Survival +4; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven
SQ elf blood
Other Gear chain shirt, estoc, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 3 gp
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Special Abilities
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Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
| Taco Unicorn |
The Ratfolk character looks good! As for crafting ammunition, I don't remember the ruling on that for Pathfinder Society, but please follow their rules for that! As well, I would please recommend choosing a good alignment character, or using Chaotic Neutral in a way that doesn't seem like a 'discount evil.'
The half-elf seems fine too, though I'm unsure if the estoc is PFS allowed. You're also neutral, so may I suggest picking a good alignment instead? Your skills seem off as well, can you explain them, possibly? Isger isn't actually a place here.
Keep in mind that I only need 2-3 players, so once everyone has applied and the thread has settled down I'll pick!
| Kearra |
Here's the Brawler's alias. And here is her sheet
And here is the generic backstory. I can add names and such to tie her into the setting more later.
She eventually tried to get out of the craziness by training in her mother's monastery. She excelled at the physical side of being a monk; she quickly distinguished herself as the strongest trainee. The trainees were of course too serene to point out that her mother's tutelage gave her a headstart and naturally Kearra was far too mature to lord her prowess over them. Still, for some reason, Kearra didn't have too many friends at the monastery. What few could look past her brashness were friends for life.
As good as she was at the physical side of monk training, she was awful at the spiritual side. Though she could focus on a specific thing, Kearra just couldn't clear her mind enough to meditate. She found koans stupid, hated sitting still, and fell asleep during lectures.
So Kearra simply left the monastery and wandered the land. She couldn't face her parents even though she knew the monastery had mailed them. After she had made it to her first big city, she found her new love: pit fighting.
She noticed a crowd gathering in a seedier part of town and her natural curiosity took hold. Her training made her unafraid of the dangers of the slums. When she made her way through she found a large pit dug into the ruins of a condemned building. A promoter extolled the virtues of Fiona the Fury, the first woman Kearra had ever seen that matched her height and surpassed her muscle. the promoter said Fiona would take on any challengers so Kearra leapt into the pit before even learning of the fabulous 300 gold prize for even tying her.
Kearra's training served her well in her first outing as a pit fighter. Her comparatively graceful, controlled moves were novelty with the crowd and surprised Fiona. But in the end, the more experienced champion won. Kearra did receive 50 gold for lasting longer than any other challenger had. She was popular enough that the promoter, Anton, offered to take her on as a client and enter her into the pit fighting circuit.
From there, pit fighting became her life. She would wrestle bears, fight men twice her weight, and earn a comfortable wage. She couldn't save up too much however as she could only heal herself up using "official" clerics, oracles, and alchemists to prevent "cheating." These healers naturally cost the fighters quite a bit and were only one of the ways the bosses who ran the pits kept the fighters from getting too rich and too independent.
Though her famous upset against Mack the Crusher earned her the name Bruiser, she is only moderately well-known in the league and unknown outside of it. Her win/loss ratio is slightly above average and she was never seriously injured in the ring which makes her a friend -as much as one can be - to the bookies. Fighting against the many different brawlers taught her a more varied set of techniques than even her monastery could do. She fought against swordmasters with magically dulled weapons, Dervishes whose graceful forms were at once a combat style and a dance, disillusioned monks like herself, wrestlers, gladiators, and plenty of fierce creatures in her time.
She didn't know who truly runs the whole business: organized crime.
When she found out, she tried to do something very stupid; she tried to organize the fighters and take back the sport to make it legitimate. While some were generally amenable to the idea, they were too scared to support her openly. One of the fighters she talked to - Kearra doesn't know who - ratted her out.
The Bosses tried to kill her in her sleep. Fate intervened, it seemed, as a maid caught the hitman sneaking into Kearra's room. Her screams woke Kearra immediately. She overpowered the hitman and knocked him out. After gathering her few possessions, she and the maid fled the city. The life of an adventurer was not for Siobhan and so she stayed in a nearby village to work at another inn.
Kearra decided to wander for a while until she can find a way to fix her city's crime problem and redeem her profession.
| Taco Unicorn |
Your Ratfolk Gunslinger seems great then, I'll just need a backstory but that can come later!
Speaking of backstories, Kearra as a character is fine and her sheet seems okay but her backstory is a bit too much, in my opinion. She's done too much to only be a level one, don't you think? A level one character should be out of training and able to fight normal people very easily but with monk training AND all the pit fighting, it may just be slightly too much? I can let it slide since she wasn't dominating, only doing "average" compared to the rest. Just a little comment I guess.
| Kearra |
Well she flunked out of Monk Training. As for the rest, I took some advice from here. Specifically, she is better than she will fight now but she's holding back because she's on the lam. This backstory serves to explain her archetype and martial flexibility and was intended for low to mid level. Level 1 is bit much, I agree, but not outside of the realm of possibility.
Saiman
|
For the moment we have a witch, a fighter, and an artificer. I'd be willing to take in that brawler, Larkos! I could see about background skills but two of the three players I already have are really new to tabletops!
So what are you looking for in the party? I do want to play something new but kind of fearful it's not what you're looking for in your story.
And what is an artificer?
| Taco Unicorn |
I suppose we could use a full supporting character, or more damage, but make the character you want!
An artificer ( Link here ) is a tinkerer that builds devices that act as spells and such. It's hard to explain and I'm honestly still on the fence about it.
| Taco Unicorn |
Android would not fit the setting even if it was allowed. A Gold Draconic bloodline sorcerer would be fine, and you'd fit well with our other draconic member, the fighter!
Speaking of setting,
I actually completely forgot to, as "Just a Mort" said, mention the deities! I'm going to bold all this information for those who aren't reading every post, I guess.
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20 POINT BUY
PFS NORMAL STARTING GOLD
PFS-ALLOWED BOOKS AND SOURCES
CORE DEITIES
(Some of the history has been changed and religion is much, much less of an influence in this setting, but to make it simple and easy, I'm going to keep the core deities for this campaign)
Just a Mort
|
Half Elf (Lore Mystery - Seeker archetype)
N Humanoid
Init +6;
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Defense
--------------------
AC 16, touch 13, flat-footed 13
hp 11 (1d8+2)
Fort +2, Ref +3, Will +2 (+2 v enchantment)
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Offense
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Speed 30 ft.
Melee Longspear +2 (1d8+3)
Oracle Spells known (CL 1th; concentration +4)
. . 1st (4/day) — Cause Fear, Magic Weapon, CLW
. . 0 (at will)—Detect magic, Light, Create Water, Stabilize, Ghost sound, Mage hand
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Statistics
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Str 14, Dex 10, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Improved Initiative
Skills Perception +6(+1 vs traps), Disable device +4 (+1 vs traps), Knowledge Religion +6, Diplomacy +7, Knowledge local +3, Knowledge History +6
Languages Common, Sylvan, Celestial, Elven
Traits Elven reflexes, Wisdom in flesh (Disable device)
Revelation:Sidestep secret
Curse: Haunted
Racial abilities
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. (Skill focus: Perception)
Gear Cold Iron Dagger, Silver Mace, Longspear, Studded leather armor, Belt pouch, Backpack, 2 sacks, 2 Waterproof bags, Waterskin, Flint and Steel, Torch, Light crossbow, Rope, String, 20 crossbow bolts, 5 sheets of paper, Ink, Inkpen, Grappling bolt, Charcoal, Spell component pouch, 1 wooden holy symbol of Irori, 3 days trail rations, 1 sack of flour, a bell, string, fishhook, signal whistle, 5 pieces chalk, thieves tools, 2 pitons, 1 hammer
Wt - 51.5 lbs (light load)
Arendyl is the daughter of librarians living in Irrida. On hearing of Neox's escape, she thinks that there will be a huge manhunt going on for him and is looking for a party of adventurers to sweep her away off to a grand adventure (It's like all those books come to life, no?). She is accompanied by her grumpy old grandfather(who happens to be a ghost), who keeps constantly trying to dissuade her from adventuring and she should be a good daughter and go back to her family.
Her grandfather, a curmudgeonly ghost, is the one responsible for the haunted effects of her oracle's curse - should she ever use the spells spiritual weapon/spiritual guardian - it will manifest her grandfather wielding those weapons - that fine with you? Also, gp value may not be completely accurate but will fine tune if I'm selected.
Just a Mort
|
Please state when recruitment ends.
Character list to help get you started:
Gimpy Gumps - Gunslinger by William Nightmoon
Ricard Jandleroy - Fighter by rungok
Kearra - Brawler by Larkos
Tess Le'Blanc - Alchemist by Zen Al'Shear
Arendyl - Oracle by Just a Mort
Anyone I missed out, please let me know - I only pick up completed submissions.
Tyler Burns 127
|
I would like to submit Yolango Pointyhats for consideration. Yolango is a Gnome Druid(probably Water(sub-Ocean)Domain, with a love a fishing that can borders on obsession. Hope I am not to late to the party with this submission. Thanks for the consideration.
Actually let me change this to a Sorcerer/Verdant Bloodline instead of a Druid. Thanks
| Taco Unicorn |
Looks like we have a slot open, then. Artificer and Genasi are no longer allowed. The party is below:
Unnamed - Fighter - Dragonlike
Unnamed - Witch - Halfling
Arendyl - Oracle - Half-Elf
Kearra - Brawler - Half-Orc
Ricard - Fighter - Half-Elf
I am unsure when the campaign will start, and it will take time to set up everything, but by next tuesday we should be ready to go, if not much earlier!
Just a Mort
|
Updating inventory to match 150 gp.
Half Elf (Lore Mystery - Seeker archetype)
N Humanoid
Init +6;
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13
hp 11 (1d8+2)
Fort +2, Ref +3, Will +2 (+2 v enchantment)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longspear +2 (1d8+3)
Oracle Spells known (CL 1th; concentration +4)
. . 1st (4/day) — Cause Fear, Magic Weapon, CLW
. . 0 (at will)—Detect magic, Light, Create Water, Stabilize, Ghost sound, Mage hand
--------------------
Statistics
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Str 14, Dex 10, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Improved Initiative
Skills Perception +6(+1 vs traps), Disable device +4 (+1 vs traps), Knowledge Religion +6, Diplomacy +7, Knowledge local +3, Knowledge History +6
Languages Common, Sylvan, Celestial, Elven
Traits Elven reflexes, Wisdom in flesh (Disable device)
Revelation:Sidestep secret
Curse: Haunted
Racial abilities
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. (Skill focus: Perception)
Gear Cold Iron Dagger, Mace, Longspear, Studded leather armor, Belt pouch, Backpack, 2 sacks, 2 Waterproof bags, Waterskin, Flint and Steel, Torch, Light crossbow, Rope, String, 20 crossbow bolts, 5 sheets of paper, Grappling bolt, Charcoal, Spell component pouch, 1 wooden holy symbol of Irori, 3 days trail rations, 1 sack of flour, a bell, string, fishhook, signal whistle, 5 pieces chalk, thieves tools, 2 pitons, 1 hammer
Wt - 51.5 lbs (light load)
| Kearra |
Her mother was the monk and Kearra may have trained in Hosawa but she is from, lived in, and wants to return to a major city. I'm thinking her parents live in the Cascade but the fighting pits were in Irrida. Big city means lots of corruption and a need for entertainment for the lower classes.
Any problems with that?