Follow the Flood Road (Inactive)

Game Master Transylvanian Tadpole

The spring storms are over and the Flood Road lies open. Dierik Ironcoffer musters his caravan for the Realm of the Mammoth Lords, but can the adventurers he has hired protect him from the orcs of Belkzen?


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Most in Lastwall rest their eyes on the northern horizon looking only for danger, for the fragile frontier is all too close. Beyond lies the Hold of Belkzen, where the orc hordes that descend upon Lastwall are spawned year upon year.

Most rest their eyes on the horizon looking for danger, but not all. The eyes of Dierik Ironcoffer look for profit. The deluges of spring have nearly played themselves out, and soon the Flood Road will be open. If by blade, coin or cunning he can get his caravan safely through the Hold of Belkzen, he believes he can make a fortune in ivory in the strange Realms of the Mammoth Lords.

His wagons are ready and packed with trade goods, his hardened retinue of handpicked drovers, haulers and guardsmen await his word. But on this journey, he knows just the usual sturdy men under his banner will not be enough. He will need skill at arms. He will need bravery and imagination. He will need magic. In short, and although the thought of it engenders a twitch right on the end of his nose, he will need adventurers . . .

Hello all! Follow the Flood Road is a Pathfinder PbP campaign set in Golarion. My rough concept builds the campaign around a group of PCs hired to provide specialist protection for a caravan seeking to follow the Flood Road from Lastwall, through the Hold of Belkzen and into the Realms of the Mammoth Lords. I’m brimming with ideas and adventures tied to this conceit, but I also want to make a ‘sandbox’ play style integral to the campaign. If your PCs follow Dierik all the way to the Realms of the Mammoth Lords is ultimately up to you, the players. It’s your world, and you can turn off the road any time you choose (just be careful of the orcs; they love it when adventurers wander off the trail).

I intend to run recruitment for about a week (dependent on interest) before choosing players.

GM & Player etiquette:

This is an open-ended campaign, and I hope it will have the potential to run and run, so please only sign up if you’re committed to the long haul.

That being said, we all live in the real world. My expectation is that players can post at least daily. Once a group has been chosen we’ll decide whether this will include weekends. Of course, times will arise when this is impossible, but please try to let GM and players know in advance if possible.

If a player can’t post for his character in a 24 hour period the GM will take temporary control of their character and post an action for them (in most cases taking a fairly neutral action).

It hopefully goes without saying that we all want to be respectful and polite to each others as players. Our characters might think otherwise though, but if you decide your character doesn’t like another character, make sure their player knows as much, using either a PM or the Discussion thread.

Playing by post; how it works:

I’ve never run a PbP campaign before, so I’ll be cutting slack and no doubt asking for it. That being said; try and follow standard PbP conventions, summarised most eloquently here:

Useful Link

Normal format for in character gameplay posting is third-person, present tense. Try and do your best with spelling and grammar so it’s an easy and enjoyable read for all.

When the group’s finalized we’ll conclude how best to share tactical maps and player handouts, but it’ll probably be with Dropbox or Google Documents.

Character Creation:

And so, onto the good stuff! I’m looking for four 1st level characters (perhaps one or two more if there are submissions I really love). We’ll try and ensure a balanced party, but good characters come first.

Name I try my best to be an open-minded GM, but naming conventions are a pet peeve of mine. I want the campaign world to be as believable as possible, and for me, clumsy and real world names break the spell. Don’t call your character John, or Elizabeth or Jose. The Inner Sea World Guide has great example names under each race. By changing a few choice consonants or vowels it’s easy to create something original that retains the same feel. I’m happy to provide suggestion names if anyone is struggling.

Abilities 20-pt. Buy. No set restrictions but ridiculous min/maxing will be noticed and frowned upon.

Race and Class No 3rd party content, but otherwise feel free to use any of the Pathfinder sourcebooks. Archetypes welcome. With regards to race, I’m not a fan of ‘escaped circus freaks’ adventuring parties (although the one Chewbacca rule is cool). Furthermore, the campaign world will not ignore odd races for the benefit of the party. Full-blooded orcs and goblinoids in particular will be given very short shrift in Lastwall, where the campaign begins. The bottom line is ‘standard’ races are much more likely to make the cut; more oddball lords and ladies better have a really convincing and fascinating backstory. And perhaps a disguise.

Alignment No evil characters please. Furthermore, we want the kind of characters who are happy working as a team, and (at least for the time being), are interested in signing up for a long and dangerous journey as caravan guards.

Wealth Maximum starting wealth, but don’t blow it all at once. They’ll be additional opportunities for shopping before the caravan sets out. Lastwall is known for the quality of its horseflesh, and PCs will get the opportunity to purchase some local horses with some interesting traits of their own. That being said, mounts are not mandatory, you can always ride on a wagon.

Character traits Two traits. A list of campaign traits I’ve written for the campaign will shortly be posted seperately, you may choose one if you wish but it’s not mandatory.

Appearance, Background and Personality crucial of course, but it needn’t be of epic length. Remember your character is only 1st level, so you probably don’t have years of adventuring experience behind you.

I’d also like each player to specify three things they’d like to see happen to their character during the campaign. These could be character-driven plot resolutions (e.g. find my long-lost sister), bizarre notions (e.g. drink tea with a dragon), or mechanically driven ambitions (e.g. take some levels in the shadowdancer prestige class); it’s up to you.

Gaming Philosophy:

I got into the hobby during the 2nd edition days, so I guess I’m what you’d call old school. From my perspective, I want this campaign to tell a great story, with the PCs front and centre and the decisions and desires of the players pushing the action. I enjoy good roleplaying, interesting characters, and a good bit of action to the get the juices flowing.

On the whole, I play Pathfinder as you find it in the book, but there are a couple of notable exceptions.

Experience I won’t be awarding experience but instead levelling up the party together at appropriate intervals. The pace of advancement will be slow (it’s a PbP after all), but hopefully not torturously slow. I find characters who gain levels every week difficult to believe in!
Good roleplaying will be rewarded by non-XP benefits, such as bonuses to rolls in certain situations, establishing friendships with powerful individuals or organisations, and perhaps the odd gift.

Wealth-By-Level will be ignored. Fortune may favour you with riches if you go looking in the right places, but don’t count on it. On a similar note . . .

Chances to purchase magic items and magic shops are part of the Golarion world, but that doesn’t mean to say you can get any item wherever and whenever you want. Stocks are limited and randomly generated. Crafting is fine, but I’ll be expecting a bit of old fashioned adventuring to procure unusual components and ingredients rather than just throwing gold at an item until it appears.

As regards to Golarion, I stick to ‘canon’ where possible and where the DM gets to fill in the gaps I like to keep things as close to the spirit of the setting as possible. That being said, I haven’t read close to everything about Golarion, so I might get things wrong.

Background – Your Campaign Starts Here!:

The campaign begins in Vigil, the fortified crusader city that guards Lastwall’s borders against the Hold of Belkzen to the west and the dark forces of Ustalav to the north. Vigil is far more than a military outpost; it is a great, thriving city and a symbol of hope and endurance. It is full of crusaders, but also music, faith and unwavering courage.

It is in Vigil that Dierik’s Taldan adjutant, Second Master Santrian has recruited the PCs to protect their caravan on its great journey to the Realm of the Mammoth Lords. The PCs have yet to meet Dierik himself, but the man has some reputation as a master merchant who has mustered caravans along trails the length and breadth of Golarion. Once, long ago, people say he was one of the knights who broke the horde of Warlord Graukrad in 4695 AR, but until now he had not been seen in Lastwall for more than a decade.

That the Watcher-Lord and the Precentors Martial would let any man, old war hero or not, lead a caravan from their gates straight into enemy territory seems decidedly strange . . .

PCs should be aware that only sworn citizens of Vigil are permitted to bear arms greater than a staff or dagger within the city.


Your campaign and gaming philosophy sound outstanding, exactly what I'm looking for! I also started with AD&D 2nd Edition, enjoy strongly themed parties (We're caravan guards in this case, but I like anything that ties the party together.), prefer sandbox campaigns, love characters with goals, and appreciate good grammar. I've been running a lot of games lately, and have decided to try PBP for an opportunity to play rather than GM.

As the first poster, I'm unsure exactly what character to build for this campaign. As the most experienced gamer in my group, I'm used to letting my friends choose first and filling in whatever is needed. There are so many excellent possibilities for a campaign like this! I'm going to go read about Lastwall, think about what will be most fun to play, and come back shortly with a proposal.

Thanks for opening up a game!


Campaign Traits

PCs get two campaign traits on character creation. One of these can be one of the following traits created for this campaign, but doesn’t have to be.

Appraising Eye: Anything has value in your eyes. You gain a +1 bonus to Appraise checks and a +2 bonus to Bluff or Diplomacy checks to get a better price on something you are selling.

Defender of Manhome (human): You were raised in Trunau, the last settlement of men surviving in the Hold of Belkzen. The people of Trunau are always ready to defend themselves from the ever-present orc threat. You are proficient with a hopeknife, and gain a +2 trait bonus to initiative when battling with orcs.

hopeknife (light melee weapon)
cost 2 gp dmg (s) 1d2 dmg (m) 1d3 crit x3 weight 0.5 lbs type S

Dream of Beasts (human): One of your distant ancestors was a Mammoth Lord. Whilst generations have led your line further and further from the far north of Golarion, you nonetheless dream of massive, ancient beasts. You gain a +3 bonus to Ride and Handle Animal checks concerned with megafauna (mammoths, giant sloth, dire animals etc).

Holdborn (half-orc): You grew up amongst the orc tribes of the Hold of Belkzen. You receive a +2 trait bonus to Bluff and Diplomacy checks when dealing with orcs.

Lost Kin: Long ago, a close friend of relative was captured by the brutal orcs of Belkzen. In your heart, you know they still live, though no doubt in cruel slavery. Until you find your kin, you receive a +1 trait bonus to Will saves. Furthermore, when reduced to negative hit points you may make a single standard or move action before falling unconscious, as though staggered.

Orcslayer: Many an orc has already fallen beneath your blade. You gain a +1 bonus to attack rolls and damage when fighting orcs.

Scion of Koldukar (dwarf): You dream of reclaiming Koldukar, the dwarven Sky Citadel of your ancient ancestors, now defaced and desecrated by the orcs who name it Urgir, their first and greatest city. Against orcs you may reroll an attack roll to confirm a critical 3/day. Furthermore, in Koldukar itself who gain a +1 trait bonus to Knowledge (engineering), Knowledge (dungeoneering), and Perception checks and all saves.

Sharp as Sharpes: You have lived in Freedom Town, a rough settlement of crooks and outlaws lying on the Belkzen/Lastwall border. You gain a +1 trait bonus to Intimidate and Sleight of Hand checks; these are always class skills for you.

Sword of Vigil: You bear a mark of justice on the palm of each hand, the Shield Mark and the Sword Mark, designating you as a soldier of Lastwall. You may bear arms within the city of Vigil, but should you fail to protect your realms you will suffer the effects of the marks’ curse. You also gain a +2 trait bonus to Will saves against fear effects (this stacks with Bravery).

Trailhand: You have experience working the trail roads, guarding caravans and merchants. Your last run landed you in Vigil with a fat bonus purse. You begin the campaign with an extra 150 gp to spend, and gain a +1 trait bonus to driving checks to control a wagon and Handle Animal checks.


Interested, the caravan guard aspect sounds very familiar to me, having used the same idea in my campaign(s).

Just as Blueluck I might fill in any gap, however I have a char concept that might suit this type of campaign start very well, though I'll have to read up on Lastwall as well.

Idea at the moment is a human fighter or barbarian using a pole-arm, probably a former soldier of Vigil that is sent on leave after a lack of respect for his officers. In this case a barbarian might be more flavourful than a fighter.

I'll be looking forward to the other submissions


I was waiting for quite some time for the right opportunity to rise to play Alagor again, and this seems just what I need.

Of course, his background will need a bit of "tidying up" (since he was originally created for a Carrion Crown AP) but mechanically he should be ready to go. He is your typical "meat shield" kind of a character, with an Weapon master archetype.

I will think a bit about "three things I'd like to happen" to my character and get back to you. One is, I would say fairly obvious from my background, but I want to develop it a bit more. I'll let you know a bit later on that.


Tibal Vyron - Halfling Bard

History:
Tibal Vyron, aka Tibal the Halfling, comes from an old and respected family of Vigil. His ancestors have served the temple of Sarenrae faithfully in many capacities for generations. There’s one problem with this story that many long-time citizens of Vigil would spot immediately – the rest of the Vyron line is human.

Tibal was rescued as an infant by a group of Lastwall Crusaders on mission outside of their homeland. He was the only survivor of a caravan massacred while trying to make its way through the tusk mountains. The crusaders brought back the tiny, wailing baby to their city, hoping to find someone to raise the babe. The temple of Gorum (chaotic god of battle) is no place for a baby, and the temple of Iomedae (goddess of righteous valor, justice, and honor) has an official policy against housing anyone other than her holy knights, so passing by the two largest temples in Vigil, the baby Tibal was deposited at the smaller temple of Sarenrae.

At the temple an aging couple, Mathis and Sylvaine Vyron, took the babe as their own. They named him, raised him, and if they were surprised at the slow growth of their new son, they made sure he never felt they were disappointed at having a halfing for a child. Still, growing up in a majority human city with two human parents did give Tibal a lot to live up to, both literally and figuratively. His father was a priest of Sarenrae, and his mother a Dervish of the Dawn, but Tibal’s talents didn’t line up with his desire to follow in his parents’ footsteps. He always had more curiosity than dedication, more panache than wisdom, and a stronger desire for fellowship than worship.

His outgoing spirit led Tibal to boldly explore Vigil in his early teen years, making friends in places of both high and low repute. Later he travelled other parts of Lastwall, making his was from inn to inn, entertaining the patrons in exchange for a meal and a bed. (“It will be the cheapest entertainment you’ve ever paid for, as I require only a very small meal and a very small bed!”) But, adventure awaits outside of Lastwall as well, and he has finally arranged to set out on his greatest journey yet!

Personal Goals:
In addition to an adventurous spirit and a desire to see the world, Tibal has a few more specific goals.

Become a Dervish of the Dawnflower.
It is Tibal’s greatest desire to become a Dervish of the Dawn, like his mother. He sets out on his journey carrying the small scimitar his parents gifted him with many years ago. Each day he practices the moves he has seen the dervishes perform. But he is, alas, a bard of a more social bent. Perhaps one day he will be named a Dervish of the Dawn, although he does not carry that archetype. Or, perhaps he will give up that path, finding a way of his own. (The true desire behind this is simply to prove himself, to the world and to his parents.)

Find his halfling parents, or some sign of them.
The Lastwall Crusaders who found Tibal as an infant rescued him from the ruins of a caravan that had gone far off course in a blizzard. Although they were able to return him safely to Vigil, nothing else was brought back from that site, including its exact location. (Or the crusaders were unwilling to share the exact location, lest it give away sensitive information about their mission.) Although it’s unlikely, Tibal hopes to come upon some sign of his birth family while venturing in the north.

Be blessed by Sarenrae.
Growing up in a temple, educated by priests, raised by devotees, Tibal has always been a lay person rather than one with a specific tie to the goddess. He doesn’t have a conscious desire to feel Sarenrae’s intervention, but the desire is there nonetheless. It could, of course, occur in any number of ways.

Game Mechanics:
This is a first draft, definitely open to suggested changes. This character is built to take the feat Dervish Dance at level 3, and deal decent (although not great) damage with his scimitar. Also, because Versatile Performance doesn't kick in until 2nd level, the skills look a little odd at 1st level.

Tibal Vyron
Halfling Bard 1
NG Small Humanoid (halfling)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 17 (+4 armor, +2 shield, +3 Dex, +1 size)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +2; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee
. . Scimitar +0 (1d4-1/18-20/x2)
. . Light mace +4 (1d4-1/x2) and
Special Attacks bardic performance (standard action) (8 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 14), bardic performance: inspire courage +1
Bard Spells Known (CL 1):
1 (2/day) Sleep (DC 15), Cure Light Wounds
0 (at will) Detect Magic, Prestidigitation (DC 14), Message, Light
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB -2; CMD 11
Feats Weapon Finesse
Traits Heirloom Weapon (Proficiency) (Scimitar)
Skills Acrobatics -1 (-5 jump), Climb -5, Diplomacy +8, Escape Artist -1, Fly +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +1, Perception +6, Perform (dance) +8, Perform (sing) +8, Ride -1, Stealth +7, Swim -5
Languages Common, Halfling
SQ adaptable luck +2/+1 (3/day), bardic knowledge, fearless
Other Gear Chain shirt, Heavy wooden shield, Light mace, Scimitar, 23 GP
--------------------
Special Abilities
--------------------
Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Fearless +2 racial bonus vs Fear saves.

Personal Note:
I'm proposing a bard because I enjoy playing social characters, and because it makes a good addition to any well-built party. I would be happy to fill any role in the party, and could easily turn out an equally detailed character to do so.


Dotting for interest


Also dotting for interest, I'll see if I can come up with anything.


Hey everyone!

Thanks for all your interest. It's bedtime on my side of the world but I'll be back in the morning with some feedback on Alagor and Tibal the Halfling, plus any more fleshed out characters who make an appearance.

Keep 'em coming!


dotting for interest. I agree that the game and philosophy sound great to me. I started back in the dark days of the 'red box', played 2e all through college, and am just recently back into gaming after a 10yr hiatus.

I have a character idea Ive been trying to find a home for - a 'smart' fighter/treasure hunter type using lore warden and archaeologist. I will work on tweaking him and posting details later today for consideration.


Concept

Spoiler:
Kronak

He'll be a Cockatrice order cavalier of Kellid descent, with the "Dream of Beasts" campaign trait. He'll use the Beast Rider and Gendarme archtypes, and eventually, if he makes it to tenth level, would take the mammoth rider prestige class.

Although he's concerned with personal honor/glory, he isn't a bad guy and generally will prove to be a loyal ally. He's just kind of the Proud Warrior Race Guy

I'll see if I can come up with something more fleshed out over the next week or so, but i just wanted to speak up about my initial idea.


Howdy, DM Tadpole. Give Quen's story a look and let me know what you think. If it checks-out, I'd be thrilled to toss my hat in the ring.


Here is my idea for a polearm fighter

Character Sheet:

Korham Asiha
Male Human Fighter (Polearm Master) 1
CG Medium Humanoid (Human)
Init +6; Senses Perception +0

--------------------
DEFENSE
--------------------

AC 18, touch 12, flat-footed 16. . (+2 Dex, +6 armor)
HP 12 (1d10+2)
Fort +4, Ref +2, Will +0 (+2 vs Fear)

--------------------
OFFENSE
--------------------

Speed 20 ft. (Medium Armor)
Melee: Guisarme +5 (2d4+6/x3) with reach
Guisarme +1 (2d4+6/x3) close-quarter
Flail: +5 (1d8+6/x2)

--------------------
STATISTICS
--------------------

Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17 (+1 vs Trip and Disarm)
Feats: Power Attack, Combat Reflexes, Improved Iniative
Traits: Sword of Vigil (+2 on saves vs Fear), Heirloom Weapon (Guisarme, +1att on AOO’s, +2 CMB on Trip)
Skills: Climb 1 rank (+8), Knowledge Engineering 1 rank (+5), Ride 1 rank (+6), Swim 1 rank (+8)
Languages: Common, Orc
Combat Gear: Guisarme, Breastplate, Flail
Other Gear: Pouch Belt, Waterskin, Trail Rations (5)

--------------------
SPECIAL ABILITIES
--------------------

Alternate Favored Class Bonus: Fighter (+1 CMD vs Trip and Disarm)

Background:

Korham has lived almost his entire life in the Capital city of Vigil, raised by his father, Korvun Asiha, a well-known guard-captain of the city. His mother passed on early on in his life due to an illness.

Korham seeing the respect his father got throughout the city, dreamed of being as strong as his father, a thing he trained for from an early age on. Korvun realized his son’s ambitions and tutored him in the use of his favourite weapon, the guisarme, and in some arts of war; know your enemies, hit first and hit hard, and never let your weapon go.

In Vigil, Korham was greatly welcomed into the military academy, partly because of his father, but also for his already apparent skill with polearms. At the academy he got enlisted as a castle guard, alas even during his formal training it was found that he wasn’t fond of officers, a trait that he hasn’t gotten rid off yet as well as a lust for battle. This taste for battle drove him quite early on to the Temple of Gorum inside the city of Vigil, where he sometimes prayed for a life with more action in it, no doubt this wasn’t what he had in mind.

A few weeks ago he had been sent on leave from the castle guard for having a fight with his commanding officer. His father, disappointed with him, suggested him to leave Vigil and return when he could better keep his temper.
Now, armed with his father’s guisarme, Korham is ready to set out for adventures outside Vigil and outside Lastwall, trying to redeem himself in his father’s eyes.

Personality:

Korham is still young and rash, loving the thrill of battle. He still has an authority issue even though that is why he is now out on the road. To others he is a very social person, especially when concerning tales of battle they have fought (together). Even though he wanders the countryside, his duty is still with Lastwall.

Appearance:

A tall figure at 6 feet 5 inch, he looks imposing, even without his muscular build. His shaved head is still a reminder of his service as a soldier to Lastwall, not to mention the Marks on his hands.

Personal Goals:

Redeem himself in his father’s eyes
Something he wants more than anything, making his father proud again of him. Travelling the world he hopes that his deeds of bravery and loyalty reach Vigil.

Fight in an epic battle
Facing a horde of opponents with his allies or facing off against something akin to a dragon, to be able to push himself to the limit of his skills is one of his childhood dreams ever since he took up his father’s guisarme.

Pass down his skills
Something he doesn’t want to think of right now, but he intends to eventually pass down his skills as a polearm fighter to someone else, be it his own child or a group of fresh soldiers. He strives to be an authority figure himself, despite his own feelings of commanding officers.


Submitting Cale Stoneweaver, dwarven ranger, for this campaign. A brief background idea is included in the profile. I can expand upon it if you like.


Going to go ahead and drop Bonegrit's name into the hat; Neutral Half-Orc Ranger. He'll be focusing on archery and outdoorsmanship stuff for the most part.

Crunch:

Half-Orc Ranger 1
N Medium humanoid (human and orc)
Init +2; Sensesdarkvision 60 ft., scent, Perception +8

______DEFENSE______
AC
17, touch 12, flat-footed 15(+5 Armor; +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +2

______OFFENSE______
Speed
30 ft.
Melee +2 Greataxe (1d12+1; x3)
Ranged +3 Composite Longbow (1d8+1; 130 ft. range)

______STATISTICS______
Str
13, Dex 15, Con 13, Int 12, Wis 14, Cha 12
Base Atk +1; CMB ; CMD
Feats Keen Scent
Skills [6+Int+1(favored class)=8]
+6 Climb
+6 Handle Animal
+6 Heal
+5 Knowledge (Nature)
+8 Perception (+9 to avoid being surprised)
+6 Ride
+6 Stealth
+6 Survival (+8 tracking)
Languages Common, Goblin, Orc


Gear:

Composite Longbow (+1 Str)
Greataxe
Green Ringmail (Scalemail)
Explorer's Outfit
Cooking Kit
Ranger's Kit

159gp.


Favored Class - Ranger:

1st level: +1 Skill Point

Class Features:

Favored Enemy: Orcs (+2 attack and damage)
Track: +1 on Survival checks made to follow or identify tracks.
Wild Empathy: +2

Racial Traits:

Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Rock Climber Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Character Traits:

Trailhand: You have experience working the trail roads, guarding caravans and merchants. Your last run landed you in Vigil with a fat bonus purse. You begin the campaign with an extra 150 gp to spend, and gain a +1 trait bonus to driving checks to control a wagon and Handle Animal checks.
Bounty Hunter: You gain a +1 trait bonus on Survival checks to find or follow tracks, and a +1 trait bonus on Perception checks to avoid being surprised.

Appearance:

When compared to other half-orcs, Bonegrit is not the most physically impressive example of his kind. Though tall, he carries little of the bulk that orc blood usually affords. Bonegrit is mostly wire and sinew, with a very human, upright posture and physique. It is his ashen skin and bestial facial features that truly betray his blood: a large, stunted nose; angled yellow eyes and horn studded eyebrows; slanted, ragged knife-ears; and a severe, fanged underbite. His black hair carries a slight, grey tinge to it, which he pulls back in a ponytail, the entire length of which is bound by a thin cord of red cloth.

Despite his ferocious features, Bonegrit's features remain markedly calm in most cases, likely a tactic performed to soften what would otherwise be a poor reception of his heritage. His default feature is that of a vacant stare. It is quite commonplace for those speaking to him assume the half-orc is paying them no attention, though it is seldom the truth.

Bonegrit tends to dress largely in shades of black, brown, and grey to afford him a small measure of camouflage - his regular stomping grounds are the foothills and mountains surrounding Belkzen. His skin and gear all smell of dried earth and smoke; a testament to his time spent in the wilderness.
_________________________

    Hair: Light black with a grey tint
    Eyes: dull yellow
    Age: 17
    Ht: 6'0"
    Wt: 210 lbs


Personality:

Bonegrit learned along time ago that life is a brutal endeavor. He never knew his parents, nor their love, and has never fully belonged anywhere he has ended up. That he ultimately decided to fend for himself in the wilder reaches between Lastwall and Belkzen is no surprise. He has always harbored a secret longing to belong, however, which always manages to eventually coax him out of hiding and into one of the human settlements to be found in the vicinity.

Though not entirely used to the ways of civilized life, Bonegrit is far from timid in such locales. He does not wish to make himself an easy target, but he will be no one's lapdog or mascot either. He is surprisingly upright and forthcoming for one with such a harsh look to him, and he enjoys the companionship, fleeting though it might be, that comes along with a shared mug or meal in the local taverns. It is Bonegrit's hope that he might one day find his way among friends some day, accepted for what he is rather than being cultivated into something else. He is neither human nor orc, and will never pretend to be.


Background:

Like most half-orcs, Bonegrit (who was known as Grauskuk among the orcs) is the result of an unwilling union between orc and human. His mother succumbed to her slavery within Belkzen Hold, though Bonegrit was rescued from their grip as a toddler, the result of an aggressive Lastwall campaign northward. Given his feral look, however, he was never able to find a home. Instead, he was raised in an orphanage for much of his early days. He was unable to make many friends among the other children there, however, even with those who were half-blooded like himself. The result was a reserved boy who tired of not belonging. It was no surprise to any when he simply disappeared one day. "Grauskuk" never returned.

Stealing out of the orphanage on a spring night, Grauskuk (now a young man of 13) made his way through and out of Vigil. He stopped by some of the local armories and bakeries along the way, securing enough food and other provisions for his departure. He ultimately wound up in the Tusk Mountains. Though Bonegrit would have everyone believe he simply survived on his own, the truth of the matter is that he survived because of his time spent with a retired adventure, an old hermit named "Grimspur". The old man - a human - was in the twilight of his years, but shaped Bonegrit into a capable outdoorsman. The two never spoke of Grimspur's history, and Bonegrit never asked. For him, it was enough that this person accepted him freely without reservation. On his deathbed, he encourage Bonegrit to return to the lands of Lastwall, insisting that living alone in the Tusk Mountains would be an unfulfilling, dangerous life. Bonegrit obliged.

He has spent the interim hiring himself out as a guide and caravan guard in Vigil. Even more rarely, he offers his services as a scout and infiltrator to Lastwall itself, though a close call with the orcs of Belkzen on his last mission has since dissuaded him from any subsequent attempts. He has recently returned from guiding a caravan to Caliphas, and is enjoying what little riches he has left to squander on Vigil's amenities.


Here's my submission: Rogar the Beardless - Dwarven Fighter

Background:
Rogar hails from a small mining colony in the center of the Realm of the Mammoth Lords. Several years ago, his home was attacked by raiders, and everyone was slaughtered. Rogar was badly wounded and left for dead. Upon awakening, he managed to drag himself to a nearby town where he was nursed back to health. As he recovered from his injuries, Rogar began to blame himself for what had happened: if only he'd seen the raiders coming, if only he was a better warrior, if only he'd died with his family and friends. In his depression, Rogar did the unthinkable - he shaved his beard and took the title "Beardless". He's since made his home in Vigil where he looks for an opportunity to reclaim his honor and put off his grief. While he waits, Rogar has made himself into a veritable tank in order that never again will people come to harm - they'll have to go through him first.

Character Sheet:
Rogar the Beardless
Level 1 Armor Master
Alignment: NG
Languages: Common, Dwarven

STR 17
DEX 14
CON 16
INT 10
WIS 13
CHA 5

Darkvision 60ft
Speed: 20ft
Initiative: +2

HP: 17 (1d10 + 3CON + 1favored class + 3Toughness)
BAB: +1
AC: 12; Touch: 12; Flat-Footed: 10 (+4 AC vs. Giants)
CMB: +4; CMD: 16 (+4 vs. Bull Rush or Trip)
Saves: Fortitude +5; Reflex +3; Will +1 (+5 vs. poison, spells, and spell-like abilities)

Skills (2) ( Armor Check Penalty)
Acrobatics +3 (+2 if balance-related), *Knowledge(engineering) +5, (+2 Perception if related to stone)

Traits
Glory of Old (+1 saves vs. poison, spells, and spell-like abilities)
Grounded (+2 balance-related Acrobatics, +1 Reflex saves)

Feats
Toughness
Steel Soul
Money: 300gp

Armor/Weapons (+1 attack vs. Orcs or Goblins)

Other Gear:

Goals:
1. Plot-driven: Regain his honor and earn the right to call himself "Rogar the Bearded"
2. Mechanical: Take a few levels of Living Monolith
3. Bizarre: Discover what lies above the clouds

About Me:
Although still a relative newbie to Pathfinder (especially compared to some of the people who've posted above me), I'm quite knowledgeable about both the rules and the world of Golarion. I'm heavily involved in my local PFS group where I both play and GM. I've also recently entered the world of PbP and recently joined my first campaign (if anyone checked out the Splinters of Faith recruitment thread, I'm the insane meta-textual Gnome). I enjoy roll-play and role-play pretty evenly and - though I'm an optimizer who's not afraid to dump stats - I will never min-max, meta-game or power-game. The character I've submitted has 5 CHA, but it's because he's terribly scarred and coping with severe psychic trauma. Once I get a character conceptualized and statted up, I let him/her come to life, and his/her actions often surprise me. :-) I check the forums constantly and can post once per day at minimum - often much more than that depending on how active everyone else is.


Bonegrit's Goals:

First and foremost, to find a group to belong with. Most of the people he's encountered thus far have seen him either as a convenient tool or an abomination. Grimspur was truly accepting of him, though as mentioned above, has been deceased for some time.

Second, to find a home. He's never had a real opportunity to stake a claim for himself. His ambitions here aren't any different than that of most adventurer's: to make a name for himself and find someone worth spending the rest of life making children with.

Finally, and born mostly out of his over eagerness to fit in, Bonegrit has a driving need to live a life with meaning. That's something of a nebulous aspiration, admittedly, but Grimspur's words as he lay dying in bed really hit home for the half-orc. Much as he loved and respected the old man, he essentially died alone and feeble in a lonely old shack in the mountains. Bonegrit wants to leave behind a legacy worthy of remembrance. How he can accomplish this is utterly beyond him, but he wants ultimately to depart the world with his held high.


Some feedback on the character concepts already submitted. Feel free to throw any questions you might have regarding the campaign or possible PC concepts at me.

Tibal Vyron:
Tibal’s a great character who could fit well into the campaign. Mechanically speaking, Tibal can have another trait – perhaps the Lost Kin feat homebrewed above would be suitable considering Tibal’s history. Presumably Knowledge (local) would be Lastwall?

Alagor Faelan:
Alagor’s mechanics seem solid, but as you’ve pointed out his backstory needs to be “un-Carrion Crowned” to fit in with the campaign. I look forward to seeing what you come up with.

Kronak:
An interesting character that would fit in nicely with the direction the campaign will probably go. At 4th level, what kind of exotic mount would you be after? Though it’s difficult to predict, the campaign would probably be somewhere in the Hold of Belkzen by then. Arsinoitherium, aurochs, glyptodons, megaloceros, lions and tigers would be readily available, and I’d be open to developing other prehistoric megafauna as mounts. Mastodons (mammoths) are rarer, and usually in the hands of orc tribes. Rescuing one from its cruel masters would make a fun adventure, and a good reason for it to serve Kronak loyally.

Quen Spruceneedle:
– Quen’s a well-described character who could fit well with the campaign. A couple of small caveats; I’m not a great fan of the name ‘Spruceneedle’ – although it has obvious nature (and thus Elven) connotations, to me it allusions are rather spiky and drab, and perhaps the elves would favour more graceful nature motifs in their names. Second, check out Freedom Town. It stands outside Lastwall as a political entity. If Quen spent enough time there to gain the ‘Sharpe as Sharpes’ trait, this should be worked into his backstory, as it’s unlikely he did so under the auspices of a crusade against the orcs.

Korham Asiha:
Have you decided Korham’s ethnicity? His family name has a ring of Garundi or Tian-Min ring to it; races uncommon but by no means absent from Lastwall. This could add an additional interesting wrinkle to Korham’s backstory.
Story-wise, Lastwall has an unnamed ‘front-line’ with Belkzen where the fighting with the orcs takes place. Vigil is not far from the front, but the fighting itself only rarely comes close to the city walls. As a result, it might make more sense that Korham was sent back to Vigil from the lines after his altercation with a superior.
Mysteriously, on his return to Vigil he is clandestinely ordered to join Dierik’s caravan. His instructions must be kept secret – to his friends and family it appears he’s been dishonourably discharged and has joined the caravan as a sellsword. They are understandably appalled. It may be a while before his father forgives him.
Mechanically, note the errata on heirloom weapon. You gain only one of the benefits listed.

Cale Stoneweaver:
I’m afraid Cale just screams Trollslayer at me. If I was running a Warhammer Fantasy Roleplay campaign (which I’d love to get around to one day) he’d be fine, but I can’t see him fitting in to my vision of Golarion.

Bonegrit:
I can’t say I’m a great fan of his name, but Bonegrit’s an interesting character. The orphanage in particularly is a plot hook I’d like to develop if Bonegrit becomes part of the campaign. I’ve got an evocative image of a lonely fortified orphanage on the borders of Lastwall and Belkzen, where the unwanted half-orc babes of both nations are abandoned without sufficient questions as to what goes on within the orphanage’s walls.

Rogar the Beardless:
– A cool character and I think his terrible charisma is justified by his backstory. One change I’d be inclined to make would be to relocate his home from the Realm of the Mammoth Lords to another part of the Golarion. I think the sense of adventure would be heightened for all if the distant Realm of the Mammoth Lords remains an unknown quantity, a mysterious destination for the PCs. If you wanted to tie Rogar’s character arc to finding whoever destroyed his colony, his foe might have found his, her or its way into the Hold of Belkzen for a later reckoning and chance of redemption for Rogar.


A summary of character concepts submitted thus far...

Tibal Vyron aka Tibal the Halfling – halfling bard heading towards Dervish of the Dawn
Alagor Faelan – human fighter (weapon master with greatsword)
Kronak – human (kellid) cavalier (beast master-gendarme) heading towards Mammoth Rider
Quen Spruceneedle – half-elf ranger
Korham Asiha – human fighter (guisarme master)
Cale Stoneweaver – dwarf ranger (skirmisher-guide)
Bonegrit – half-orc fighter
Rogar the Beardless – dwarf fighter (armour master)


Doomed Hero here (thanks for spreading my guide around, hope it's helping folks.)

I had an idea for a character but wanted to run it by you before I finished the mechanics.

Basically, I wanted to play a Paladin of Pharasma who was born cursed with a monstrous form. He's human inside, and was raised by humans, but for all practical purposes he's something else.

Looking over the races, the Stryx is probably the most inhuman, so that's the one I went with in the background description, but he really could be anything so long as it's something kind of monstrous. I'd even be happy with hodge-podging something together out of the Advanced Race guide (or having you do it).

Do you have any preferences or ideas?


@DM Tadpole:
Relocating's not a problem. Rogar now hails from Osirian. After the massacre and his subsequent rehabilitation, he fled to Vigil to start a new life and (hopefully) erase the memories.


I'm thinking of a somewhat unusual model - a half-elf Inquisitor of Desna. She's not much of an inquisitor-type goddess, but I'm thinking of him more as a Desnan spirit who wanted to become a cleric but got booted out of his order, and set himself to spreading Desna's word his own way.

He focuses on the travel domain, and loves freedom and wandering, so travel with a caravan would be a perfect fit. He started training as a cleric, but was thrown out of the temple when he freed the chickens and goats in the temple gardens. He is well-loved by some within the church, but regarded as a renegade, even a madman, by many of the Desnan clergy, as he frees those who he considers imprisoned or trapped. He now travels on his own self-appointed mission for Desna, following his feet and freeing those who would benefit from time on the road, in the pursuit of Desna’s blessing. Sometimes this means he must fight those who restrict the freedom of others, and he is willing to do so.

Would welcome your thoughts on this read on an inquisitor, as I like their more independent affiliation with a deity, and interesting set of abilities, but I don't always go for the dour visage, stern demeanor and baneful wrath that they're supposed to tote around everywhere.

Edit: I appreciate your comments on etiquette and grammar. One of the things I like about PbP is it's like reading a book from many viewpoints, and if one of the viewpoints doesn't mesh well, or consistently spells evrythng baldy - well, my eye catches on it and the immersion is that much less.


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DM Tadpole wrote:
I’ve got an evocative image of a lonely fortified orphanage on the borders of Lastwall and Belkzen, where the unwanted half-orc babes of both nations are abandoned without sufficient questions as to what goes on within the orphanage’s walls.

Caught between Belkzen, Lastwall, and Ustalav (or, more notably, Gallowspire) -- what could possibly be amiss in such a place?


sorry it took a while, but Ive got the crunch together for my archaeologist:

Delkaneth

goals:
I see this character as the consummate treasure hunter who cant seem to stop getting himself into trouble - part Indiana Jones (no whips I promise), part Evie and Rick O'Connell from The Mummy, and part Bilbo. I built him starting as an Archaeologist as well as starting as a Lore Warden, but posted him as the Bard since the skill monkey type seemed missing in the concepts so far. I can easily switch if needed.

He favors dual wielding hand axes, and as he progresses he will even start throwing a few of them around the battlefield. Again, Im envisioning the quintissential action hero, striding acorss the battle field swinging at or shooting at enemies left and right.

I see him aiming toward Dark Delver or something similar. As for goals, Id love to see him get his hands on an extremely rare (and maybe extremely powerful) artifact and then have to work insanely hard to keep it out of the wrong hands.......

Thanks for the consideration!


DM Tadpole wrote:
Tibal’s a great character who could fit well into the campaign. Mechanically speaking, Tibal can have another trait – perhaps the Lost Kin feat homebrewed above would be suitable considering Tibal’s history. Presumably Knowledge (local) would be Lastwall?

I intentionally left one trait open in case a campaign trait would be appropriate. Lost Kin is perfect for Tibal.

Knowledge (local) is odd, in that it never tells you to choose a location. I assume a character from Lastwall would know the most about that region, and would learn a bit about other areas by studying them. For an academic, that might mean reading up on the subject, but for a bard like Tibal, it would mean traveling there and talking to the people.

Dark Archive

Dotting for interest. I'm toying with the concept of a cleric of Irori.


@DM Tadpole:

I always forget to put in ethnicity, but Tian-Min would certainly be more flavourful, compared to the rest of his backstory.

His father, Korvun, came to Lastwall after the merchant ship from the Minkai islands he was on, got shipwrecked in a storm on the Inner Sea. When washing ashore he felt terrible guilt of having saved himself instead of his friend and employer Zaiho Miyani. Wandering the lands with his trusted guisarme he searched for a new worthy cause to put his skills to good use, eventually finding solace in Lastwall, guarding the world against orcs, undead and the Whispering Tyrant.

His sense of honour and duty he has tried to imprint on his son Korham as well. Korham is not totally of Tian-Min blood. His mother was a Taldan woman, hence his first name and last name don't match, he does however have a tattoo of a large lizard on his back, with its paws on his shoulders and its head on his neck. This symbolizes his heritage of the Minkai and the tutelage by his father of striking first.

I agree with you on the 'frontline' story, that would suit him better, his new orders may be best left up to you I think, story-plot driven. I'll edit the story on his page later today.

Note on his Heirloom Weapon, I'll keep only the +1 on AOO's than

Seems we need an arcane and/or divine caster with us, at least a healer.

Sorceress:
I have an idea for a sorceress I'd like to try out, though I'd need to know if it is possible or this is the right campaign for it. Would be a sorceress with high Bluff and Diplomacy, trying for enemies to accept certain 'gifts' she offers them, else she would take on a more supporting role


Wow! That is all I can say to this, just Wow! It looks and sounds amazing, I only satrted playing at 3.5 but kind of wish that I had been able to start with 2nd Edition if it was all like this!

I have a character concept in mind, that I have been toying with for a while, which I would like to put forwards, it is yet another fighter (which you seem to have an over abundance of) but here it is anyway :

Class : Fighter (Dragoon)
Race : Un-sure as of yet, but toying with a Half-Orc who is oblivious to his Orcish blood and hates Orcs (maybe taking 1 level of Ranger later on)
Weapon of Choice : Longspear / Spear
General Backstory : S/He spent their childhood growing up being beaten a lot but unsure why, s/he turned to fighting, but found unlike most people s/he was more proficient in the longer weapons, not swords or axes. It was during an alley scrape that a dwarf happened across him/her and decided to train him/her as he was leading an expedition into Belkzen. Maybe he saw the Orcish blood and thought it would be useful or maybe he just took pity on the child, but still he took it in. Over the next few years the Dwarf and his friends/family trained the child how to fight and ride and didn't give him/her much rest. The child became accustomed long days and on 1 trip onto Belkzen was seperated from his/her new family. They were found eventually being ripped apart by Orcs. The Orcs didn't last long as s/he killed the lot, but the first dwarf was not there and s/he had to search for him. The Dwarf had always mentioned about heading to the Mammoth lands, maybe he had found a way ... s/he would have to go and find out!

I still need to work a lot of details out, but will work that out, if you think I have a chance. I am also able to cover any Arcane or Divine roles, although I would prefer not to play a Divine as I am currently playing on in Real-Life game.


Further feedback. As Korham pointed out, we are rather low on caster types (divine or arcane apart from two bards). I don’t necessarily look at this as a huge problem; I can design encounters to fit the party whatever its composition. Still it would be nice to see some spellcasters.

A lot of characters understandably hail from Lastwall and Vigil, but don’t be afraid to create PCs from further away. If things go as planned, by about 2nd or 3rd level the PCs will be already in the Hold of Belkzen, making their way north along the Flood Road, and the importance of links with Lastwall will recede. Of course, if things go as planned it probably means I’m doing something wrong, and if the final party includes a lot of characters with strong affiliations to Lastwall then this will no doubt naturally influence the flow of the game.

Doomed Hero First off, it’s a great guide, and I suspect I’m not the only one to have found it enormously helpful. Thanks for the work you put into it.

Kane Ravencourt is certainly quite different to anything else we’ve seen character-wise so far. Whilst I certainly don’t want to shoot you down in flames (and the backstory does make the concept work), I also must admit when choosing characters for the campaign I’d probably pass over Kane for something more conventional. That’s not a given, but equally I wouldn’t want you to go through the trouble of fully crunching out Kane if the odds of his inclusion seemed slim.

A couple of other notes, the Whispering Tyrant tie-in is nice, although I don’t see Tar-Barphon having much of an influence on this campaign at this stage (perhaps when everyone is really high level, by which time it’ll probably be about 2017). I’m afraid I haven’t got much love for names like Kane or Simon, which are too strongly tied to the real world for my tastes (although the family names I like a lot).

Sorry I can’t be more enthusiastic for the character concept, as your guide is great work!

Rogar Osirion it is – not surprised he shaved his beard off; it was probably way too hot and full of sand.

Khelreddin From my impression of the church of Desna, I think your PC would have to go a bit further than releasing a few goats and chickens to get booted out. I think they’d be pretty open-minded about just about anything beyond outright evil acts, as freedom seems a central tenant of the faith. By the same tenant, I think he’d have to be a real serious strain of fruitcake to be considered a madman by his fellows.

Inquisitor and Desna do seem like odd bedfellows, but I agree the concept could be made to work. After all, the labels we place on our PCs are not necessarily the ones they wear in Golarion, where your character might be viewed by common folk and the church as just another priest of Desna who receives his goddess’ blessings in a slightly different way.

Delkaneth Seems a solid character (and the third or fourth orphan so far!); I like how his spell selection matches his archaeologist shtick.

@ Blueluck Back in 3.5 days Knowledge (local) was tied to a specific region, which made sense to me, although it’s of less utility playwise. I’d ask you to specify a region (based on wherever your character grew up). But as suggested, I’d let PCs make knowledge (local) checks in other areas provided they’ve spent some significant time there.

Korham Actually it was the Asiha name that struck me as sounding Tian-Min rather than Korham or Korvun. Perhaps Korvun is a more local sounding name Korvun adopted after coming to Lastwall and discovering nobody could really pronounce his birth name correctly.

As for the sorceress ... when we say ‘gifts’ are we talking booty-shaking, all hot and bothered gifts (would you really wanting to give those kind of presents to orcs?) or novelty candy shaped like your favourite knight’s heraldry?

Dark Archive

Man... I thought I'd finally have a chance to play my Half-Orc Cavalier, but I'd be stepping pretty heavily on bi0philia's toes...

Oh well, there's always next time.


@DM Tadpole:

The sorceress would give gifts like orders or manuscripts with explosive runes written on them, convincing her enemies to read them and then leave the room, things like that. Of course if such a thing wouldn't work, she has to resort to other spells.

Of Korham I understood his last name sounded foreign, and yes Korvun, his father, adopted another name when he took up residence in Lastwall. His actual name was Dawuya Asiha, though not difficult to pronounce, he thought it better to adapt to his new life.


DM Tadpole

Spoiler:
oh man, the Arsinoitherium is one cool mega-fauna. But that being said, I definitely like the idea of him rescuing that mastodon at 4th level, perhaps it's the very beast that Kronak dreams about. He'd likely see the animal as sacred, and it'd be interesting to see the mastodon grow in size as the campaign went on ( 7th level advancement, "Gigantic Steed" ability of the Mammoth Rider ) and it'd feel a little more believable than hey this rhino thing is suddenly huge size.

so I suppose I'm torn between those two initially, but leaning towards the Mastodon.

thoughts?


I do have a Halfling Sorceresss of the Draconic Bloodline made up, she will be going into Dragon Disciple (surprise surprise), but her main tactics are Reduce Person, Attack from Range and Buff the Party spells like Enlarge Person, Bulls Strength, etc. Also will be having a few offensive spells. such as Magic Missile. See my profile for more information. She was made for a Jade Regent campaign, so will have to adjust the traits, etc. The backstory still fits, I just have to edit the last paragraph to fit this campaign.

This is Faelar Braegen by the way.


I've had an idea for a character aspiring to be the Grand Druid of Belkzen for quite a while, this game probably is a great fit for that.

I'm neither sold on race nor class, though the latter is limited to Druid or Nature Oracle assuming I want to get into the Green Faith Acolyte PrC. As far as races go I'm thinking of something either with a tie to the land or the people or both. Half Orc so far seems the most interesting option as Oracle, not sure on Druid.


Your DM is off to bed now. Tomorrow morning I'll give some feedback on the new contenders and anyone else who wiggles out of the woodwork during the night.


Here's the alias for Kronak.

Early rumblings of ideas for background have me thinking he was actually born in slave pins in Belkzen and managed to survive the hardships and eventually escape (perhaps with the help of a similarly enslaved Mastodon), eventually finding his way to the safety of Lastwall( or any other appropriate outpost; Vigil/whatever works)

open to, looking forward to feedback


That's fine. I'll withdraw Kane. I can always submit the concept to the the next PBP set in that area of Golarion.

Happy gaming.


Working up a human cleric of Erastil to submit. Will be going with the 'Lost Kin' trait.


DM Tadpole:

I have this burning yen to play a slayer-influenced character in an RPG, hence the submission.

I completely understand and respect that the idea doesn't fit your vision of Golarion, so I have been motivated to rework the background into what is in this character profile now. Hope you find it more fitting.

Revised background and character attached. spells and equipment need to be finalized. Switched from Ranger to Oracle with the haunted curse and the Ancestors Mystery. Inspired by the wisdom and knowledge of ancient dwarven forbearers, but also haunted by their misdirected anger and grief over ancient wrongs. Yknow, like dwarves are like to do.


Hey DM Tadpole,

I realize I may be late for a submission but please consider Krogar for inclusion in your game. I believe all the information is in the alias but please let me know if you need further information at this time.

Your campaign is original and your style sounds really good so I hope you get a chance to read what I came up with as I think it's a good fit for what you have in mind.

Happy gaming!


Dotting with interest.


Hey DM Tadpole,

Just for your consideration, the Sorceress I mentioned.
This is Korham

Info is in the alias, let me know what you think


DM Tadpole wrote:
@ BlueluckBack in 3.5 days Knowledge (local) was tied to a specific region, which made sense to me, although it’s of less utility playwise. I’d ask you to specify a region (based on wherever your character grew up). But as suggested, I’d let PCs make knowledge (local) checks in other areas provided they’ve spent some significant time there.

I would definitely choose Lastwall, of course.


Alagor's background updated, I hope it is a better fit now.

Three wishes:

As for his wishes, his most obvious wish is to "succeed in life" and get back to village and marry Grace. He might need a lots of money and/or influence to do this.

Aside from that, he would like to impress his uncle Konstantin by becoming a "man of his own". That would simply mean to survive and reach at least lvl. 5 or 6, becoming a better, more experienced warrior.

And finally - Alagor spent better part of his life listening to stories of famous Lastwall knights. He sees them as something glorious, skilled and deadly force, able to conquer through anything. He would do anything in his power to either become part of them, or if not - to earn their trust and admiration. To be seen by (majority of) them as either a good soldier/knight/leader or as a valuable ally.


Sorry about the misunderstanding with Freedom Town. Quen's story should be more in line with it now, and I altered his surname.


I have put together some idea's for my Orcish Dragoon fighter, here they are.

Name : Cahir Hamqi (Ka-here Ham-Kee)

Stats:

Strength : 16 (+3)
Dexterity : 14 (+2)
Constitution : 16 (+3)
Intelligence : 10 (-)
Wisdom : 12 (+1)
Charisma : 8 (-1)

Skills:

Perception : 2
Ride : 9 (3 with ACP)
Survival : 5

Traits:

Alternate Racial : City Raised
Alternate Racial : Sacred Tattoo
Alternate Racial : Shamans Apprentice*
Alternate Racial : Skilled
Campaign : Lost Kin
Race : Brute (from Orcs of Golorian)

Feats:

Fighter Bonus : Mounted Combat
Fighter Bonus : Skill Focus (Ride)
Level 1 : Ride-By Attack
*Trait : Endurance

Vitals:

Age : 15
Gender : Male
Height : 6'10"
Weight : 318 lb
Fortitude Save : 6
Reflex Save : 3
Will Save : 3

Gear:

GP : 108
Lance : 10 lb
Scale Mail : 30 lb
Heavy Wooden Shield : 10

3 Wishes:

1 : To find Gorvick, the Dwarf who rescued and trained me.
2 : To make Gorvick proud of me. Even in spirit.
3 : To settle down with a woman, once the Orcs have been driven back for good.

I have already posted this general backstory for him, but herre it is again.

Back-Story:

He spent his childhood growing up being beaten a lot but unsure why, he turned to fighting, but found unlike most people he was more proficient in the longer weapons ... from horse back, not swords or axes. It was during an alley scrape that a dwarf (Gorvick) happened across him and decided to train him as he was leading an expedition into Belkzen. Maybe he saw the Orcish blood and thought it would be useful, maybe he thought the size of the boy would be useful or maybe he just took pity on the child, but still he took it in. Over the next few years the Dwarf and his friends/family trained the child how to fight and ride and didn't give him much rest. The child became accustomed long days and on 1 trip into Belkzen was seperated from his new family. They were found eventually being ripped apart by Orcs. The Orcs didn't last long as he killed the lot, but the Gorvick was not there and he had to search for him. There was no doubt that he was still alive, but to find him he would likely have to travel into the hearts of Belkzen ... and for that he would need help.

Appearance:

Cahir is a giant of a man. He looks human, with a very faint green tint to his skin, that is un-noticeable unless you look really hard (Which Cahir has not done). The only thing that gives him away as not quite human is his height. At only 15 years old, he was nearly 7 feet tall. He has a few scars over his arms and back, long black hair that is braided down his back and a neatly trimmed beard. Over his arms and hands, there are tattoo's, in a deep Amethyst colour, obviously of Dwarven style and recognisable to another Dwarf as a family tattoo, something given to family members from the head of the family.

Personality:

Cahir is a reserved man, but once he becomes friends with someone he opens up and will fiercely protect his new friend. He gets along with Dwarves best and hates Orcs for killing his new family.


Hi DM Tadpole. Hope this finds you well. Your campaign sounds like a ton of fun, so here is my submission:

Dunagan Haarglick, LG Cleric (Forgemaster) of Torag

Abilities: STR: 14, DEX: 12, CON: 14, INT: 14, WIS: 17, CHA: 7

Plot
Character-driven 1: Perform Gladdringgar in Koldukar, but instead of the deepest cave, he wants to find the tallest building to carve his personal rune into.

Character-driven 2: Reclaim the lost arts of Dwarven smiths from Koldukar.

Bizarre Notions: Unite the Dwarves to reclaim Koldukar.

Traits: Scion of Koldukar, Warsmith

Background:
Dunagan's chance to visit the once great Sky Citadel of his ancestors finally came in a letter sealed by Second Master Santrian. It was a chance to perform his own Gladdringgar in Koldukar. The young Dwarf assumed that he was chosen to perform repairs and maintenance for the caravan and its guard's arms rather than as a guard. That's not to say that he wasn't horrible with a weapon and his faith has always been strong with Torag's blessings.

The Haarglick family has lived on the surface for centuries providing some of the finest arms and armor for the surface dwellers. Recently, his family has come to live in the dual-ringed city of Vigil. The traditions of their craft has been passed by father to son. While their crafts are of superior quality, they still pale in comparison to the many artifacts brought back from their ancestral home by adventurers and traders. It has been every Haarglick's dream since their expulsion from Koldukar to return to their home and recover their most prized possessions, the Skilag Smiddi Stones. The Skilag Smiddi, or the "smith learning", Stones are ancient stone books that detail the smithy techniques of Dunagan's forefathers.

Dunagan's desire doesn't stop there. He is an ambitious Dwarf that seeks to incorporate many arts into his techniques. New and rare metals, techniques of mixing metals into stronger alloys, and tempering the alloys into fine weapons and even finer armors are what drives him. Traveling the world would be the best chance he has to accomplish this and he knows that this caravan may be his one and only chance at doing just that.

Personality:
Dunagan is a simple Dwarf that sees the world in black and white. There are things made well and things not made well - the same goes for people. He conserves his words, for he believes that each one is a strike on the anvil and must be well placed or forever damage their work. Mostly his words are pointed and illustrate his opinion on the subject. This creates a personality that can be construed as abrasive.

Appearance:
The young Haarglick can almost always be seen in a thick leather apron and rather common clothes. He often smells of sweat, dirt, and smoke. He keeps his beard short as not to interfere with his work. Long beards have a habit of catching fire, getting caught in moving parts, and overall becoming a nuisance. His hair is a dusty blond and his eyes are a sky blue. His features are rather sharp for a dwarf, but that is mainly due to his youth. The Dwarf doesn't adorn himself with jewelry for similar reasons as he has for not having a long beard.


A revised summary of character concepts submitted thus far...

Tibal Vyron aka Tibal the Halfling – halfling bard heading towards Dervish of the Dawn
Alagor Faelan – human fighter (weapon master with greatsword)
Kronak – human (kellid) cavalier (beast master-gendarme) heading towards Mammoth Rider
Quen Gladegazer – half-elf ranger
Korham Asiha – human fighter (guisarme master)
Cale Stoneweaver – dwarf oracle (ancestors)
Bonegrit – half-orc fighter
Rogar the Beardless – dwarf fighter (armour master)
Half-elf inquisitor of Desna (name pending)
Delkaneth – human bard (archaeologist) dual classing with lore warden and heading towards Dark Delver
Kerri Corynian – halfling sorceress heading towards Dragon Disciple
Lyra Kaldean – human cleric of Erastil
Lanya Beladon – half-elf sorceress
Cahir Hamqi – half-orc fighter (dragoon)
Dunagan Haarglick – dwarf cleric of Torag

Morning all. Some further feedback regarding the new character concepts posted overnight. My home internet connection has inexplicably conked out, so I’m posting from a nearby restaurant. You may not hear more from me today unless it gets fixed quickly.

Kronak. On the ‘which mega-fauna question’, it’s not something that necessarily needs to be ironed out now. If you join the campaign, it’s probably a question which will be answered naturally as the story unfolds. I struggle with the idea that an animal companion gets bigger as your character levels, rather than getting bigger as it gets older. I don’t really have an answer to this conundrum which is fair to the player and also reconciles common sense; I’ll think a little further about it.

For the same reasons which switched Rogar the Beardless’ home from the Mammoth Lords to Osirion, I like the idea that Kronak is a Kellid who’s never seen his homeland. It gives his character more incentive to make the journey and also adds a sense of mysticism to the final destination.

Kerri Corynian. Cahir Hamqi sounds like a better prospect than Kerri.

Cuan. Your idea sounds intriguing and ambitious. To become Grand Druid of Belkzen would probably take many years of play (both in-game and pbp!), but it’s definitely an idea I could get behind. I’d like to hear more about your ideas. The Brimstone Haruspex might be interesting to look at regarding orcish oracles, although not necessarily relevant to your character.

Lyra Kaldean. A strong character; and nice to see a female cleric given the testosterone heavy nature of most of the submissions!

Lanya Beladon. Another interesting character; now I feel sheepish for instantly making lewd assumptions about her gifts. I’d be interested in hearing a little more about the Lanya’s possible meeting with the underworld figure, and whether it was her who caused the tavern to explode (and if so, how?).

Alagor Faelon. Thanks for the rewrite and the more specific ties to the campaign.

Quen Gladegazer. I like the new surname and the revised background, the intermediary to Freedom Town role fits the campaign well, although the citizens of Vigil likely regard him with just as much distrust as the ‘old hands’ in Freedom Town.

Cahir Hamqi. Mechanically speaking, I’d have to rule that others recognise Cahir’s orcish nature as he doesn’t possess the Pass For Human trait. Of course he can always make Disguise checks to conceal his heritage.

I think we’d need some explanation in his backstory about how he possesses the ‘City Raised’ and ‘Shaman’s Apprentice’ traits. The story elements to these traits don’t seem to reconcile easily (though it’s not impossible to create a backstory to put them together). Although this could be handwaved as ‘fluff’, I’d rather not – in my eyes ‘fluff’ is the heart of the story, and thus the heart of the campaign.
The backstory is a little light on details. Where did he grow up, and what does he know about the circumstances of his real family? I’d be happy to throw out some suggestions.

The choice of dragoon is a good one, as the campaign should give ample opportunities to fight from horseback.

I appreciate your enthusiasm. As for myself, I can’t really say 2nd edition was at all like this. I wished it was a lot of the time, but the truth was I was still at high school, so most of my 2nd ‘campaigns’ were little more than puerile humour and whining from this or that player on hearing he couldn’t have a titan for his PC.

On a more general note, I plan to keep recruitment open over the weekend and choose the party over Monday and Tuesday of next week. As is so often the case on these boards, we’re already at the stage where we’ve got far more submissions than available slots. I really appreciate the time people take over their characters, and inevitably for some it will be to no avail. I’ve missed the cut myself on several PbPs after having crafted up a PC from scratch, and I know it’s frustrating. So once again, thanks to you all for the effort you’ve made with your submissions, and sorry I that I won’t be able to take you all with me on this adventure.


DM Tadpole wrote:

A revised summary of character concepts submitted thus far...

Hey DM Tadpole,

I hope you skipping right by my PC submission is an oversight and not a deliberate attempt to subtly let me know your feelings on him! :)

All kidding aside, please review and comment when you get a chance. Even if I don't get picked, making a decent, campaign-specific character is lots of fun. The expanded knowledge on Golarion that goes into character making is well worth it.

Thanks for your time and I look forward to your comments.

Happy gaming!

Dark Archive

Thanks for extending the deadline to Monday, I had to work on a more complicated sheet today.

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