Alleran Odeber |
I just realized that just mentioning the Order of the Scourge is pretty bad from the name alone. This Hellknight Order is pretty much dedicated to eliminating crime, but specifically criminal organizations... such as the Lumber Consortium.
Yeah, that and flaunting the name of an order in service to our former imperial overlords...
Good idea on the pre-selection role play. Great way for people to get to know one another.
Hokina |
I was going to wait till the 18th, but I think everyone who said they were going to have posted a submission.
There are 7 people who have posted:
Amori Ren (Slayer), Zova Lex (Inquisitor), Soul (Fighter), Ford (Cleric), Hound (Oracle), Alleran (Ranger), and Samuel (Wizard).
There has been a lot of good posts. I should have the party picked by the time you leave the shop.
Hokina |
1st off, Everyone was great. The discussion thread made it harder to pick.
If they want, the people not picked can post a closer.
Like a old friend comes in and says there was a Werewolf sighting and they are getting a group together to hunt it down south.
Or Maybe someone they know is very sick and needs someone to take care of them.
For people picked, after leaving the shop the game will move to the Gameplay thread. I have the map of the area under the Short Description. It can be found right above the tab "Campaign Info".
Picks:
Ford Benett (Cleric)
Hound (Oracle)
Zova Lex (Inquisitor)
Alleran (Ranger)
Hokina |
As we have lost at lest one player, I am re-opening recruitment. For two PCs.
PCs are now Level 2.
We have one Inquisitor, one ranger, and a Cleric. but have not heard from the Cleric in a few days. They are all human.
The one we lost was a Oracle.
Town Background:
Falcon's Hollow is the town founded on the edge of Darkmoon Vale. Darkmoon Vale is the only place that grows the rare Darkmoon wood. Many come to this town to seek their riches. Most find themselves working for the Lumber Consortium. The work is hard, and the pay is small.
The party has just returned with a cure for a sickness that had killed a few people in the town.
Character Creation Guidelines:
level: 2
Stats: 25 point buy
Hit Points: Max at first level, Half round up after.
Starting Gold: Level 2 wealth. So 1k gp.
Classes: Core, Base, Hybrid.
Races: Core, but you can ask if you want to play any of the other common playable races. Over 90% of town pop is human.
Traits: 2. You may (but don't have to) pick 1 from this 3rd party.
As the sickness has been cured, some of the 3rd party traits are not useful or apply any more.
Character Background:
The traits linked above can help with ideas.
Darkmoon wood is the largest trade. Maybe you were hired as a caravan guard or traveled with the caravan to see/study the Darkmoon woods. Maybe to find out why the Darkmoon wood grows so well here, but fails to grow anywhere else.
A druid may be a member of the Greenfire Circle.
Webb |
Here is Didier Russoux.
I will follow up with a backstory, please take a look and tell me what you think.
Didier Russoux
Male Aasimar Paladin 1/Oracle 1 (life)
NG outsider ( native )
Initiative +1; Perception +3
--------------------
Defense
--------------------
AC 17/19, Touch 11 , Flat-Footed 16
HP 17
Fort +5, Ref +1, Will +4
Speed 30 ft.
--------------------
Offense
-------------------
Longbow +2 1d8 20 *3
Longsword +4 1d8+2 19-20 *2
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 13, Cha 18
Base +1; CMB +3; CMD 13
Feats
Selective Channeling
Traits
Caretaker
Infected Family Member
Skills
Acrobatics 0+1=1, Appraise 0+0=0, Bluff 0+4=4, Climb 0+2=2, Diplomacy 2+9=11, Disguise 0+4=4, Escape Artist 0+1=0, Fly 0+1=0, Heal 2+4=6, Intimidate 0+4=4, Knowledge Nature 1+3=4, Knowledge Religion 1+3=4, Perception 0+3=3, Perform 0+4=4, Ride 0+1=1, Sense Motive 1+4=5, Spellcraft 1+3=4, Stealth 0+1=1, Survival 0+1=1, Swim 0+2=2
Languages
Celestial, Common
--------------------
Equipment
Arrows(20), Backpack, Bedroll, Blanket, winter, Breastplate Mw, Chalk, Longbow, Longsword Mw, Pouch, belt, Rations, trail 5 days, Rope, silk( 50 ft. ), Shield, heavy wooden, Waterskin ( water )
--------------------
Spells
Create Water, Detect Magic, Detect Poison, Ghost Hand, Mage Hand, Stabilize
Bless, Cure Light Wounds, Shield of Faith
--------------------
Special
Aasimar
Acid Resistance 5, Cold Resistance 5, Darkvision 60 ft, Daylight 1/day, Electricity Resistance 5
Oracle
Channel 1d6 5/day, Haunted
Paladin
Aura of Good, Detect Evil, Smite Evil 1/day
brent brent |
Growing up on the streets in a city like Alkenstar, Vergian had no idea what the next day was going to bring. He didn't know his family, and he had to fight for every bit of food he ate. The daily struggle met it end on the day he managed to steal some fresh food from a blacksmith's family. While he was devouring his treasure, several other thugs surrounded him to take it. He began fighting, but the numbers were a bit much and he felt blow after blow. Just before he passed out, he saw the woman blacksmith fire a shot from a gun into the ground next to the leader's head. Without hesitation, the gang fled, leaving the smith to kneel beside Vergian and check on the young man.
When he awoke, amazingly it was to a new life. The smith hadn't held it against Vergian for taking the food, only admonished him that if he'd asked the smith would have given him that and more. Feeling guilty, Vergian asked to stay to help the man out with chores for a few days. In the end, Vergian stayed for years. Over the time, he learned about smithing and metals as well as how to construct the guns that made Alkenstar a place for business. However, not only did the smith teach him to make the weapons, she taught him to use them. The entire relationship made Vergian feel like he actually did have a mother, and the feeling of mother to son also was the feeling of the smith to Vergian.
The family feeling ended as abruptly as it began however when the smith left to meet an associate in the city of Olfden. The smith was to meet several associates to investigate a series of attacks on caravans nearby. As the woman had been doing the same previously, Vergian didn't think much of it. When he was awoken by the feeling of tragedy his mind changed. Unsure of what he was feeling, he spent days in a bit of a mood. When a package was delivered to him from the smith, he knew what put him in a mood. The package contained a letter and a journal partially covered in blood. The last entry in the journal was talking about an ambush on the smith's arrival in Falcon's Hollow. The entry was ended in the hand of someone else, with notations of the inn where the event occurred at and the name of the bartender who apparently retrieved the journal after the smith met her demise in the ambush.
Leaving the business in the hands of others, Vergian began his journey to Olfden. There, he spoke with several people who remembered his 'mother' and also the strange individuals asking after her once she left for Falcon's Hollow. Something though told him that it wasn't going to be a simple journey...
Lemme know what you think please
I'm thinking of a Human Rogue
Hokina |
Webb:
While Aasimar are not fey, many of the town's people are superstitious of fey and "unnatural folk". Most just won't trust him and will be substitutes of him. But the worst case happened a few years before. The town burned a whole family at the stake. they were changelings, Skinwalkers, and other "tainted" races.
brent brent:
If the attack happened outside of the inn, Jak Crimmy of the inn Jak-a'- Napes could be the bartender.
If you want to attack to happen inside the place; The Sitting Duck fit. Unlike the Jak-a'-Napes, it is on the edge of town, but the people working there are less likely to care about sending the book.
Webb |
Still able to heal and melee but completely changed my character.
I give you :
Kiezel Steenvuist
Male Dwarf Warpriest 2
NG humanoid
Initiative +2; Perception +3
--------------------
Defense
--------------------
AC 18/20, Touch 12 , Flat-Footed 16
HP 16
Fort +6, Ref +2, Will +6
Speed 20 ft.
--------------------
Offense
-------------------
Crossbow, light +3 1d8 19-20 *2
Waraxe, dwarven +6 1d10+4 20 *3
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 16, Cha 8
Base +1; CMB +4; CMD 16
Feats
Power Attack
Weapon Focus ‘Waraxe, dwarven’
Traits
Company Lumberjack
Infected Family Member
Skills
Acrobatics 0+2=2, Appraise 0+1=1, Bluff 0-1=-1, Climb 0+3=3, Craft Armor 1+4=5, Diplomacy 0-1=1, Disguise 0-1=-1, Escape Artist 0+2=2, Fly 0+2=2, Heal 1+6=7, Intimidate 0-1=-1, Knowledge Engineering 1+4=5, Perception 0+3=3, Perform 0-1=-1, Profession Woodcutter 1+6=7, Ride 0+2=2, Sense Motive 2+6=8, Spellcraft 2+4=6, Stealth 0+2=2, Survival 0+3=3, Swim 0+3=3
Languages
Common, Dwarven, Undercommon
--------------------
Equipment
Backpack, Bedroll, Blanket, winter, Bolts (20), Breastplate Mw, Chalk, Crossbow, Light, Pouch, belt, Rations, trail 5 days, Rope, silk (50 ft.), Shield, heavy wooden, Waraxe, dwarven, Mw, Waterskin ( water )
--------------------
Spells
Detect Magic, Mending, Read Magic, Stabilize
Bless, Know The Enemy, Shield of Faith
--------------------
Special
Dwarf
Darkvision (60 ft.), Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity
Warpriest
Blessings, Good Protection, Holy Strike 1d6 damage 1 minute, Increased Defense, +1 AC/saving throws 1 min, 4/day, Fervor 4/day
Sitting down at a table at Jak’a’Napes Kiezel marveled about how the place hadn’t changed the last decade. Had it been a decade ago he went with his father into the woods, his father was the foreman of a small group of woodcutters operating at the edge of the Darkmoon Wood. Although he was apprenticed to the local smith, Kiezel made yearly trips with his father where he also worked as a woodcutter to earn some extra cash.
About 3 years later his father had a run in with Pay Day and his family was forced to leave. Returning to their ancestral halls Kiezel joined the temple of Torag where he was trained to be a divine fighter a so-called warpriest.
After he heard of the death of his former mentor he had decided to travel to Falcon’s Hallow to pay his final respects by visiting both his remaining son and his grave. He had first visited the grave. The headstone engraved with a woodcutter’s axe, his profession for the last 20 something years, was made well by a skilled artist and befitting the man. Arriving at the son he heard he had fallen ill with a strange sickness, like some other villagers, but had recently recovered with the help of some out of towners. After spending the afternoon with the son he went to the inn for a good meal and some drinks. He went to sleep with a full belly but a restless mind. He had a feeling he wouldn’t be returning to his temple any time soon.
Powerful built dwarven man. Clean-shaven head with a braided white beard. Brown eyes looking at the world with confidence and experience. Donning a steel breastplate and wielding an impressive looking waraxe in one hand and a wooden shield, bearing the sacred hammer of Torag, in the other hand.
Have played a paladin before, decided to play something i haven't tried before.
Comments are appreciated.
brent brent |
Verigan
Male Human (Azlanti) Rogue 2
N Medium humanoid (human)
Init +7; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 19 (2d8+6)
Fort +2, Ref +8, Will +1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +2 (1d6/18-20) and
. . rapier +2 (1d6/18-20)
Ranged pistol +6 (1d8/×4)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 16
Feats Two-weapon Fighting, Weapon Finesse
Traits reactionary, suspicious
Skills Acrobatics +10, Disable Device +8, Disguise +5, Escape Artist +9, Intimidate +4, Knowledge (history) +1, Perception +6 (+7 to locate traps), Sense Motive +7, Sleight of Hand +10, Stealth +10, Swim +4, Use Magic Device +4
Languages Azlanti, Common
SQ rogue talents (firearm training), trapfinding +1
Combat Gear black smear (20); Other Gear leaf armor, firearm bullet (15), pistol, rapier, rapier, backpack, barbed vest, blanket, crowbar, disguise kit, fishing net, flint and steel, grappling hook, portable ram, powder (15), powder horn, rope, tent, medium, waterskin, weapon cord, 111 gp, 3 sp, 9 cp
--------------------
Special Abilities
--------------------
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Portable ram +2 to STR checks to break open a door, and allows a second helper (+2).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon cord Attached weapon can be recovered as a swift action.
Growing up on the streets in a city like Alkenstar, Vergian had no idea what the next day was going to bring. He didn't know his family, and he had to fight for every bit of food he ate. The daily struggle met it end on the day he managed to steal some fresh food from a blacksmith's family. While he was devouring his treasure, several other thugs surrounded him to take it. He began fighting, but the numbers were a bit much and he felt blow after blow. Just before he passed out, he saw the woman blacksmith fire a shot from a gun into the ground next to the leader's head. Without hesitation, the gang fled, leaving the smith to kneel beside Vergian and check on the young man.
When he awoke, amazingly it was to a new life. The smith hadn't held it against Vergian for taking the food, only admonished him that if he'd asked the smith would have given him that and more. Feeling guilty, Vergian asked to stay to help the man out with chores for a few days. In the end, Vergian stayed for years. Over the time, he learned about smithing and metals as well as how to construct the guns that made Alkenstar a place for business. However, not only did the smith teach him to make the weapons, she taught him to use them. The entire relationship made Vergian feel like he actually did have a mother, and the feeling of mother to son also was the feeling of the smith to Vergian.
The family feeling ended as abruptly as it began however when the smith left to meet an associate in the city of Olfden. The smith was to meet several associates to investigate a series of attacks on caravans nearby. As the woman had been doing the same previously, Vergian didn't think much of it. When he was awoken by the feeling of tragedy his mind changed. Unsure of what he was feeling, he spent days in a bit of a mood. When a package was delivered to him from the smith, he knew what put him in a mood. The package contained a letter and a journal partially covered in blood. The last entry in the journal was talking about an ambush on the smith's arrival in Falcon's Hollow. The entry was ended in the hand of someone else, with notations of the inn where the event occurred at and the name of the bartender who apparently retrieved the journal after the smith met her demise in the ambush.
Leaving the business in the hands of others, Vergian began his journey to Olfden. There, he spoke with several people who remembered his 'mother' and also the strange individuals asking after her once she left for Falcon's Hollow. Something though told him that it wasn't going to be a simple journey...
He is a sleek man, with a young looking face. He is wiry but muscular. His head is shaved, and his eyes are a deep blue that resembles ice. He is dressed in a black cloak that moves like a shadow around him
Aithaloessa Cyana |
I know this is late, but on the off chance that it's not quite too late, here's a character that I threw together, with the details in this alias' profile. The backstory is a bit hazy, but Andoran is almost on the way to Kyonin from Alkenstar, and I thought a low-level character wouldn't have done much in between, but someone with a good heart might stop to do a bit of good, and Falcon's Hollow is as likely a place as any...