Giants of Autumn Twilight (Inactive)

Game Master Jubal Breakbottle

* NORTH OF THE SOUTH FORK OF THE RIVER ESK - 10:15, DAY 16
* Roll20 map


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==> GIANTS OF AUTUMN TWILIGHT <==

Congratulations, if you recognize the reference in the campaign title. I greatly enjoyed the original trilogy. It started with a bunch of friends getting back together after traveling away from home for five years gaining experience. After reading the first book of the Giantslayer Adventure Path, there appears to a close enough parallel to remove the start at 1st level that I don’t enjoy. To be clear, this game follows the Giantslayer Adventure Path after it starts differently.

The campaign begins five years after a night to remember at the Killin’ Ground (#15 in the Player’s Guide). When Chief Defender Halgra of the Blackened Blades challenged a youthful circle of companions who had spent the majority of their lives in Trunau. She stated that she had lived a full life well before returning to settle down in Trunau with many of her children. Had these youthful companions lived well yet? After many beverages, some of the companions decided to leave Trunau to seek their fortunes and return in five years.

Your character is one of those companions. Your background should explain how your character fit into the companions before the departure: were they a leader, a follower, a boyfriend of the leader, etc. Then, describe what your character has been doing for the past five years, which explains your three levels of experience. Did your character leave Trunau? Did they stay? What did they do?

Expected posting frequency is at least once per 48 hours, preferably once per 24 hours. Posting delays beyond 48 hours should be warned in advance.

I will also be making limited use of Roll20 as a place to host maps. Beyond that it will simply be a place to lounge and chat with one another.

Now, let's get into character creation guidelines.

Character Creation:
Starting Level: PCs start at 3rd level. Experience will not be tracked. Levels will be based on story.
Alignment: Must be either a Good or Lawful alignment.
Ability Scores: 20 point buy.
Races: Core races only.
Classes: All classes from Paizo products.
Hit Points: Maximum for each level.
Traits: 2 traits; can take a drawback and a 3rd trait
Starting Wealth: 3,000 gp, in addition to a masterwork dagger (hopeknife). If your character has the Trunau native campaign trait, you may also have another masterwork weapon of your choice, too.

Submissions:
Please create a profile with the relevant info contained within. I'm looking for profiles that are easy to read. If your profile looks like someone vomited a random block of numbers, words, and letters into a pile, I'm not going to bother reading it. Here is a decent example of what I'm looking for. Your profile does not have to be identical to this layout, but it should be similar.

All submitted characters will require the following: Character Description, Personality, and Background. Please put some effort into this. As mentioned before, I'm not looking for perfunctory descriptions. A couple of bland sentences is not going to inspire me to consider an application.

Once your character’s profile is complete, you can start posting in the Gameplay thread. The campaign begins in the Killin’ Ground (#15 in the Player’s Guide). Feel free to write your interaction with the proprietor Rabus Clarenston who remembers your character taking their first drink of his moonshine and the famous night when you declared to return in five years. Role-play among applicants sharing stories and catching up with old friends. I suggest that your character stay relatively sober. Significantly inebriated characters will not continue in the campaign.

Please use the Recruitment thread to discuss character creation.

After Recruitment closes and a half-dozen characters are selected to continue, then those characters will leave together and start the campaign. If selected characters drop the game, then replacements will first be sought from submitted characters.

Recruitment will close noon Eastern Time on Friday, May 22th. I reserve the right to close recruitment early. If I do, I will give several days warning.

Acknowledgements: Special appreciation to Brimleydower for recruitment descriptions and Jelani for map advice.


I didn't get the reference, but I'm always on the lookout for more good reading material! I like the sound of the premise; kicking things off with a reunion sounds like it'd be fun.

The level 3 start presents some interesting options for character creation. I've always wanted to try a Thunder and Fang build... Dotting for now, more thoughts later.


Huh, a place where half-orcs are decently common. Fighting giants. Dotting this and will return with a half-orc skald sometime soon.

Edit: You say core races only, are we able to use the alternative features from the ARG?


GM_Radiance wrote:
You say core races only, are we able to use the alternative features from the ARG?

Yes


Mahorfeus wrote:
I didn't get the reference, but I'm always on the lookout for more good reading material! I like the sound of the premise; kicking things off with a reunion sounds like it'd be fun.

The reference is about the first book of the Dragonlance Chronicles trilogy, which is called Dragons of Autumn Twilight and begins with the future Heroes of the Lance meeting up in the Inn of the Last Home in Solace after five years apart.

It also has one of the most epic ways to start a world-spanning quest. Ahem... "We'll have to go out through the kitchen."


Dotting and brainstorming. Now where did I put the ISWG. :)


As a lover of the Dragonlance books, especially the original trilogy, I appreciate the title and the idea a lot. Going to give some thought into a character and see if I can come up with anything worthy.

How do you feel about the unleashed classes and variant multiclassing?


Dotting for interest


Here is my submission. It needs some more spit and polish, but I think it is otherwise complete.

Shadow Lodge

You said Lawful or Good, so Lawful Evil is acceptable, correct? After all, by the end of the War of the Lance, a certain mage was evil.

Sovereign Court

I will begin working on a character presently. Would you mind a redemption story? Start off with a Lawful Evil character who is trying to break from his immoral life style? Totally party friendly of course as this would be an internal struggle of sorts. My idea was a half-orc raised by his more bestial brethren who used to act as an enforcer of sorts. After a harrowing encounter with a Paladin who spared his life, he decides to try and shift away from his upbringing.

As for class choice, I think I will go with bard. As much as I love them, I don't think I have made a pure single classed bard before, so, hey.

EDIT: I forgot about the childhood friends thing. I suppose when I write up the official backstory, I will make it so that the acts he wants to atone for happened in the five year break between the "Night to Remember" and the start of the adventure.


Dylos wrote:
You said Lawful or Good, so Lawful Evil is acceptable, correct? After all, by the end of the War of the Lance, a certain mage was evil.

Yes, Lawful Evil is acceptable. Remember the party are childhood companions.

I would advise not having an Evil aura at 1st level.


So, the players must be natives of trunau?

Liberty's Edge

Definitely interested. Dotting for now.

Edit:

Disregard, I'm out. Best of luck guys.

Silver Crusade

Dotting for now. I'm thinking a chosen one paladin at the moment.

Sovereign Court

Hrothdane. Would you mind me mentioning your Paladin in my backstory? A Paladin is exactly the kind of anchor my character would strive to be like in her redwmption arc.

Silver Crusade

Sure. I'm thinking that when she left, she was one of the last people you would expect to be a paladin--probably the typical poor half-orc orphan with a chip on her shoulder--but she converted to Iomedae thanks to influence of the Chosen One archetype's familiar and joined the Knights of Ozem in Lastwall.

EDIT: Thinking human instead now, same story though


I'm very interested in this game

I'm looking at a Human, either a Witch(Herb Witch) or a Shaman(maybe Witch Doctor), and a follower of the Empyreal Lord Immonhiel.

If you'd describe a group of friends as a tribe he'd be the tribal elder. Not because he's older than the rest but because he's patient and cares equally for everyone in the group. He's where people go to for advice or when they have issues with the leader, who likely is a very close friend of my character.

As for his time apart, he would have travelled into Varisia to find out about his family's origin and would have found faith among the travelling Varisians and later had that reaffirmed when he studied with the healers there.


Nicos wrote:
So, the players must be natives of trunau?

Characters must be at that fateful night five years ago in Trunau and be considered part of the companions. That can mean that they were born in Trunau or that they arrived in Trunau enough years before to make friends and accept a crazy challenge to leave and return 5 years later.

I'll open the Gameplay tomorrow for applicants wanting to role-play.

cheers


You know, the companions would probably have named themselves the night they agreed to the wager.

It would probably have been something one of them thought was funny at the time, or named after something at the inn...

Sovereign Court

If that's the case, Hrothdane, then here is what I had in mind. Iomedae is norally the "Redeem by the sword type unlike Sarenrae, but I was thinking that perhaps your character, for the sake of an old friendship, would try to pull my character into the light. I don't want to have tensions in the party if we are both chosen about "Uh oh. The Paladin found out someone was evil" so I wad thinking of having my character confess almost immediately and seek solace and a new path. It could make for some great roleplay!

Done with crunch. Just going to put a final few touches on backstory now...


While it's likely implied in the

Quote:
"Classes: All classes from Paizo products. "

, what are your feelings on Unchained material? I recently picked up Unchained, and like a fair amount of what I see, and would like a reason to roll up a Unchained Rogue, see it in action.

(As it's a brand new book not yet readily available, I certainly understand either way.)

At the moment, I haven't found the person, so do not yet have a description, though I'm definitely leaning towards a native.


Roonfizzle Garnackle wrote:
what are your feelings on Unchained material? I recently picked up Unchained, and like a fair amount of what I see, and would like a reason to roll up a Unchained Rogue, see it in action.

Nothing Unchained yet. It's not on the SRD which is my rules standard. FWIW I'm anxious to play an Unchained Rogue, too.

As for Evil characters, remember to reread the Detect Evil. Without an Aura from Cleric or Paladin, Evil characters do not detect as Evil until 5th level. So an Evil Bard, would be as evil as as Good Ranger. When we get to 5th level, that changes creating role-playing opportunities.

cheers


Took a bit longer than I thought but here is Beltzer, son of Halgra.

Submission for GM_radiance.


Crunch is done, except for equipment. Working on the fluff getting nailed down. Nerak is a LN Ulfen Transmuter. He was not born in Trunau but was brought over by his parents as a child so he grew up there. During the five years he went off to near by Varisia to learn some arcane secrets. Aiming to have him get into the cyphermage prestige class in a few levels.

Silver Crusade

DM Jubal wrote:

As for Evil characters, remember to reread the Detect Evil. Without an Aura from Cleric or Paladin, Evil characters do not detect as Evil until 5th level. So an Evil Bard, would be as evil as as Good Ranger. When we get to 5th level, that changes creating role-playing opportunities.

cheers

Detect evil also gives false positives on neutral clerics of evil gods and if the person is thinking actively evil thoughts at the time, too, so paladins should always be wary of taking detect evil as gospel truth.

Silver Crusade

Michael Riter wrote:

If that's the case, Hrothdane, then here is what I had in mind. Iomedae is norally the "Redeem by the sword type unlike Sarenrae, but I was thinking that perhaps your character, for the sake of an old friendship, would try to pull my character into the light. I don't want to have tensions in the party if we are both chosen about "Uh oh. The Paladin found out someone was evil" so I wad thinking of having my character confess almost immediately and seek solace and a new path. It could make for some great roleplay!

Done with crunch. Just going to put a final few touches on backstory now...

You dont need to rush the redemption imo. In addtion to Jubal's comments, having an evil alignment isn't a crime unless you are actually caught doing something evil. I want to play my character as a bit more conflicted starting out.

I got the mechanics written up in word and I'll get the story writtenup tonight or tommorow. Got a PFS gameday today and a big school assignment due Tuesday.


Hrothdane wrote:
Michael Riter wrote:

If that's the case, Hrothdane, then here is what I had in mind. Iomedae is norally the "Redeem by the sword type unlike Sarenrae, but I was thinking that perhaps your character, for the sake of an old friendship, would try to pull my character into the light. I don't want to have tensions in the party if we are both chosen about "Uh oh. The Paladin found out someone was evil" so I wad thinking of having my character confess almost immediately and seek solace and a new path. It could make for some great roleplay!

Done with crunch. Just going to put a final few touches on backstory now...

You dont need to rush the redemption imo. In addtion to Jubal's comments, having an evil alignment isn't a crime unless you are actually caught doing something evil. I want to play my character as a bit more conflicted starting out.

I got the mechanics written up in word and I'll get the story writtenup tonight or tommorow. Got a PFS gameday today and a big school assignment due Tuesday.

Cool beans. I also changed my backstory JUST enough so that it might be even more interesting. What pushed my character into evil ]ooc]this is her profile, by the way[/ooc] was an over zealousness of sorts. She would attempt to bring those who are evil to justice, perhaps. I would imagine she started out as Lawful Good, and would believe herself to be of a Good alignment... but in actuality she is more of a Dexter sort of character. [b]"What do you mean we can't do that to the evil-doers? My god Ragathiel should be alright with it."[b] It should be quite a shock come level 5 when suddenly she is detecting as evil herself.

Speaking of which, I really should actually WRITE my backstory. I've been too busy working on an essay on oil in the Middle East. :/


here is my submission.

Almost everything is complete, I have one feat open in case someone want to take a teamwork feat with me.


Well if anyone wants to be a half-orc that would be amazing (for teamwork feats anyway). Since if chosen, I'll be taking Amplified rage at level 5 which when doing raging song will give both the ally and myself +6 str/con, and only more as the levels go up.

Edit: Hrm wait requires rage class feature so might be hard for people without the power. I guess I'd save up for Ring of Tactical precision then they don't need the pre-reqs.


I was hoping someone would want outflank.

Shadow Lodge

I'm thinking about a warpriest, but the only LN deity whose theme I liked was a Dwarven deity, so I might need to be a dwarf.


Im throwing in a submission once I get all the information in to a profile. Id totally be up for Outflank. Would help hugely.


Outflank's at least level 4 ain't it?


Presenting Varin al'Thine for DearkestHearts submission.

"You know only my mother calls me Varin... Call me Rin!"

Yeah Outflank will have to be next level yup!


Got the alias together. I believe everything meets your specifications.


Karrdas wrote:
Got the alias together. I believe everything meets your specifications.

Oooh another Earthbreaker user. Awesome.

"Hail and well met Karrdas!"

Sczarni

Hmm... I wanted to play Giantslayer since the moment it came out! I wanted to try a gunslinger for once, but I'm split between a halfling mysterious stranger (Or simply, mysterious acquantance in our case) or a bolt ace.

About the Bolt Ace, is it strictly RAW? Would crossbow proficiencies be gained in place of firearm proficiency, or something to replace Gunsmithing?


The Lion Cleric wrote:
About the Bolt Ace, is it strictly RAW? Would crossbow proficiencies be gained in place of firearm proficiency, or something to replace Gunsmithing?

I would replace Gunsmithing for weapon proficiencies in all crossbows for the Bolt Ace archetype.

Be careful specializing in anything exotic. I've skimmed through the first two books and haven't found an abundance of shopping opportunities.


Beltzer wrote:
Outflank's at least level 4 ain't it?

...checking...yeah, you are right.


Presenting Elize Brokenshield, Bolt Ace, traveller and messenger extraordinaire.

Stat Sheet:

Elize 'Lys' Brokenshield
Female Human Gunslinger (Bolt Ace) 3
LN medium humanoid (human)
Init +6; Senses, Perception +8

_____DEFENSE_____
AC 20, touch 15, flat-footed 15 (+4 Dex, +4 armor, +1 shield, +1 dodge)
HP 36 (3d10 + 1 [Con] + 1 [Favored])
Fort +4, Ref +7, Will +3

_____OFFENSE_____
Speed 30 ft.
Melee battleaxe +2(1d8-1; x3)
Ranged +1 heavy crossbow
+8 (1d10+1)
+7 (1d10+3) w/Deadly Aim
+5/+5 (1d10+3) w/Deadly Aim & Rapid Shot
Space 5 ft., Reach 5 ft.

_____SPECIAL ABILITIES_____
Grit (2/day)
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Nimble(Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
_____DEEDS______
Sharp Shoot (Ex) At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point.
Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.
Shooter's Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

_____STATISTICS_____
Str 9, Dex 19, Con 12, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +2; CMD 16

Traits:
Dwarf-Trained [Campaign] - +1 trait bonus to attack orc subtype, +2 to AC vs Giants
World Traveller [Race] - +1 trait bonus to Sense Motive, Sense Motive class skill.
Highlander [Regional] - +1 trait bonus to Stealth, +2 in mountains, Stealth class skill.

Drawback: Attached: GM chooses object: when object threatened, in danger, or in someone else’s possession, -1 to Will and -2 to fear.

Feats:
[Human] Rapid Shot
[1st] Point-Blank Shot
[3rd] Deadly Aim

Skills: 18 (4 [Ranks] +1[Int] + 1 [Race])
+5/+8 Acrobatics (1 [Rank] + 4 [Dex] + 3 [Class])
+1/+3 Climb (1 [Rank] -1 [Str] + 3 [Class])
+8 Perception (3 [Rank] + 2 [Wis] + 3 [Class])
+8 Survival (3 [Rank] +2 [Wis] +3 [Class])
+9 Sense Motive (3 [Rank] +2 [Wis] +3 [Class] +1 [Trait])
+8 Ride (1 [Rank] +2[Dex] +3[Class])
+5 Knowledge(Local) (1 [Rank] + 1[Int] +3 [Class])
+8 Sleight of Hand (1 [Rank] + 4[Dex] +3 [Class])
+11/12 Stealth (3 [Rank] +4 [Dex] +3[Class] +1/2 [Trait])
+3 Linguistics (2 [Rank] +1 [Int])
+5 Disable Device (1 [Rank] +4 [Dex])
+5 Knowledge(Engineering) (1 [Rank] +1 [Int] +3 [Class])

Languages: Common, Hallit, Orc, Giant, Dwarf, Elven

_____GEAR/POSSESSIONS_____
The Messenger; +1 Heavy Repeating Crossbow (2,400gp)
Dwarf-Crafted Battleaxe. (10gp.)
Chain Shirt. (100gp.)
Light Horse. (75gp.)
Iron Rations, two weeks' worth. (14sp.)
40 bolts, 360 more on the horse. (40gp.)
Masterwork Buckler(155gp.)

195 gp and change left.

===================================================

Background:

Elize was one of the many orphans growing up in Trunau, but the only one with dwarven parents. Growing up in the Brokenshield household meant learning about maintaining, fixing and creating various devices, from hammering a cart-wheel to shape to keeping Trunau's porticullis oiled and rust-free. Elize showed some promise, but it was clear that she isn't terribly interested in the future of a tinkerer, and, seeing how her adoptive parents were still quite young and more than likely to outlive her, was left to her own devices.

As she grew older, her rather care-free demeanor was attempted to be reigned in by joining the training for the watch, where due to her being rather small, meant mostly watching, something her eye for detail quite liked, and excelled at it, but, again, didn't quite seem like something she'd want to devote herself to.

In that fateful night at the Killin' Ground, sneaking out to see her pals, she was moved by Halgra's speech, and departed Trunau the following day, hugging her parents. The Brokenshields were afraid at first, but, seeing passion in their daughter's eyes for the first time talking about her future, let her go. Borrowing her mother's old battleaxe and armed with nothing more than that and her hopeknife, left for Nirmathas.

Arriving in Nirmathas, she became smitten by the passion of all the people there, when talking about freedom. Volunteering to join a squad, she soon matched and surpassed her teacher in the use of a crossbow, and began showing survival skills to rival veteran rangers. Spending the better half of a year there, fighting for freedom, leading guerilla warfare, her enthusiasm for Nirmathan started to wane as soon as she realized that the lack of organisation in them is was as much a curse as it was a boon. After surviving another poorly-planned battle, she simply vanished eastward, without leaving a trace.

Arriving in Druma, and being in awe at the grandeur and lavishness of everything there, she wished to forge a life for herself there. The organisation, apparent camaraderie and, to lesser extend, nice black uniforms, led her to apply for training. Her unerring skill with the crossbow, skill in subterfuge, survival and infiltration made the entrance tests easy, but seeing the sheer brutality of the Blackjackets when taking care of things and cynism against anything that doesn't involve money, made her join a caravan heading for Ustalav, leaving yet another place behind her back, retaining only a set of Blackjacket uniform as a memento of the experience.

As an experienced mercenary looking for work, she quickly found herself accompanying an inqusitor of Pharasma. Putting undead and saving villages from ravening monsters felt like a good life to lead, until, in a tragic turn of events, the inqusitor was slain by a mob of villagers, dominated by a vampire. Unable to fight the fight against such foes, she found herself with nothing else to do in Ustalav. All she had left was the clothes on her back, and the inquisitor's weapon in her hands.

Arriving in Vigil, and spending multiple days in contemplation, in one faithful, alcohol-filled night, she came to the conclusion that life spent in one place is life wasted. A strong, experienced, confident woman marched in the recruitment station, cutting in line all the others, and offered her services as a messenger and runner. Accepted, she finally found a place for herself - On the back of the horse, a package or a set of orders in her pouch, trotting towards the next stronghold or village, stopping only to rest and restock on ammunition for her crossbow, now aptly renamed, The Messenger. As a year flew in a blast, the reputation of someone who can outrun anything she can't outfight and outfight anything she can't outrun, she set her affairs in order, and rode towards Trunau, calm and content, to see her family and her friends.

Appearance:

Elize is a young human, leaning on the short and wiry side, with auburn hair and brown eyes. Under the right circumstances, she could be called cute. The thing that catches the eye is the absolutely unordinary outfit she has: An Ustalavian-styled inquisitor's hat, a pair of gaudy Druman jeweled earrings, wearing a worn, unbuttoned Blackjacket uniform, interrupted by a sleeve of black-painted Blackwall full plate, and finishing with even more worn ranger's boots. Despite the mish-mashness of it, it's all picked so it fits together. A humongous crossbow-shaped contraption is strapped to her back, the words The Messenger engraved in silver on the stock. Two quivers, or Magazines are on each side of the blackjacket, and a worn leather pouch is usually on her side. A small smile is almost always on her face.

Personality:

Elize is quite the talkative person, and is always apparently active. She usually compares things to something that has happened in the past five years of her past, and would always love to share a tale if prompted (and sometimes, even if not). Inquisitive in nature, she shows interest in almost anything, usually, followed by the question, "Can I try too? Please?" When someone is being stubborn or close-minded, she usually tries to change their mind, but would probably stop if receiving an unappropriate response. Dislikes orcs, politicking and absolute aimlessness.

The biggest change in Lys during the 5 years would be the fact that she knows what she wants to do in the next five seconds. She is also surprisingly more wisened, and doesn't do that many pranks any more.


Submitting Torean Hillchild for your consideration.

Full story is in the alias, bu the tldr is dwarven infiltrator ranger with a hunger for revenge of his murdered parents.


Well, my submission is complete. The vast majority of my information is on my profile and you can also find my official character sheet there too. (Just click on the blue link)

Here are the fields you requested for (They are also in the profile)

Backstory:
8 Desnus, 4715

It has been one long year since I last entered the walls of Trunau; that free and wonderful town which I once called home. In all of the Hold of Belkzen, there is no place quite like it. To be honest, nostalgia may have altered my memories a bit, but the people here bring back such fond thoughts of friendship and family that it is impossible not to feel but the slightest twinges of regret for leaving. Still… I am glad I did.

But alas, a new journal calls for me to start from the beginning. Trunau has been my home since I could remember; I was an orphan of one of the savage orc clans in Belkzen and though Ragathiel has seen it right to forgive the taint in my blood, I do not believe I can. I grew up with such stories of horror and war and atrocities committed by those despicable brutes that I could hardly have believed it. Even over the years, as I witnessed failed raid after failed raid, I could not believe that I shared the same blood as those ferocious and bestial creatures. Those stories and my childhood experiences watching them bash helplessly against the town walls have shaped my love for storytelling and sparked a bit of adventure in my heart.

I did not know my actual mother or father, as one was dead and the other was scum scurrying like a rat with the other orcs, and so I lived at at The Killin’ Ground for the majority of my life. Old Rabus Clarenton took me in when I was little and let me sleep in one of the rooms there; though when it was especially busy I had go to the cellar. It wasn’t a bad time living there. Rabus gave me food and shelter for a little help here and there. Some days, I’d go out and do errands for him, but mostly he had me there as entertainment for the guests. What better attraction for the drunkards than a talented young half-orc who knew how to sing, after all? Over the years, I picked up a trick or two learning whatever I could from travelers. Obscure bits of magic here and there, but it fascinated me.

Eventually, however, I found that I could not simply work at The Killin’ Ground for all my life. There simply wasn’t enough money to be made as a waiter/singer. Still, that didn’t bother me much. I joined the town guard when my sixteenth winter passed so that I could give back more fully to the town that took me in as one of its own, despite the fact that monstrous blood flowed through my veins. I quickly learned that I was s!&#e with a sword, but I could use a bow well enough. The next four years that followed were pleasant enough I suppose. Patrolling the gate, scaring off bandits or orcs when need be. I found the worship of Ragathiel in that time. It helped me ease the pain of having to kill those sentient beings. Monster or no, they were living creatures weren’t they? Still, under the guidance of The General of Vengeance, I learned that the death of evil folk who threatened my home could be justified. It was not a happy thought, but it put my mind at ease for some time.

I made many friends at the guard, both with my coworkers and others who I visited often in my rounds. Quite a few people my own age became drinking companions of mine and I grew to be quite close with the lot of them. We would settle down at my old home of The Killin’ Ground and share a few drinks and when the night grew old, I would sing epics of the land beyond Trunau. I miss those days. Times were much simpler then. Heavens above, I remember that day we all made the pact to experience life to the fullest. The lot of us had so much to drink that night that night that it is a wonder we remembered anything the next day. Even more surprising was the fact that some of that group disappeared the very next day! They had taken their drunken promises to heart and wandered off to experience the world. A few of us stayed, more wary of the promise made under the effects of alcohol. To be honest I have not had a drink of anything stronger than water since that day.

Eventually some of the others left leaving me alone in the town. I continued my job with the guard for some time and even worked my way up the ranks, becoming a Captain after nine years of service. But with each passing day, I felt a nagging feeling at the back of my mind. I just couldn't help but feel that I was missing something...

And so one year ago today I put in my papers for an extended leave of absence from duty. Inspired by the stories i had grown up with concerning the monsters known as orcs, and the promise I had made to my allies in that night to remember, I decided to wander Belkzen and disguise myself as one of the tribal savages. It was easy enough to lie. After all, I spoke the language of the orc tribes. I wanted to learn more about them; after all, evil creatures such as those must have some reason for their wickedness... but I found the truth was much worse than I could have imagined. Not only were the orcs unrepentant, warlike beings, but they found a sick sense of pleasure out of their wickedness. For once in my life I was utterly horrified.

Something had to be done about the orc menace. Thankfully, one night Ragathiel gave me an epiphany. Upon personally witnessing one particularly vicious raid firsthand, I decided to take Vengeance for those who could not. I followed the offenders back to their camp and waited until their hedonistic celebrations died down. That is when I slipped in under the cover of night and killed the lot of them. I praise the gods I was not spotted and my dagger did not rest until the entire camp was wiped free of the taint of evil. The thrill was... exhilerating.

I repeated the process over the last month. Three more camps fell in one swift motion. I had taken to leaving a single survivor each to spread the word that Ragathiel's chosen had come as a scourge to wipe the land clean of the filth known as orckind, earning the titles "The Blood Traitor" and "The Betrayer" in the process. The entire lot of them must be exterminated with all the other evildoers. It must be done to keep the innocent safe. It must be done to keep Trunau safe.

Here I am, one year removed from the day I left the town and five years after the pact I made with my friends. I am back so that I may help protect my home from whatever outside forces may attempt to disturb the peace and harm the good, innocent folk. There are certain types who cannot be redeemed unlike those who follow Sarenrae believe... and I must be there to deal with those to make a better world for those I care for.

Personality:
For the most part, Keltza is a very amiable sort, especially with those from the town of Trunau. Always quick to make friends, she realizes the importance of allying herself with others to defend her home and so makes almost no discrimination against those she feels might have questionable character, even if she may personally object to their ethics. On the other hand, she shows no such kindness to those of full orcish descent. Taking an almost elitist attitude towards the idea of orcs not being allowed in the city, she would personally advocate the wholesale execution of full-blooded orcs (whom she considers filth at best and outright monstrous at worst) if she could find a sympathetic ear. Being a half-orc, however, she feels a sense of pity for those in her position. She feels no such hatred for her own race and knows when to draw a line. That being said, her extreme racism can be quelled, as she realizes that there is a time and a place for expressing such thoughts: usually areas in which she needs to use diplomacy or subterfuge.

Interestingly enough, she worships Ragathiel, holding the Five Winged Angel in high esteem for leading the battle against the forces of evil. This is likely due to a misunderstanding on her part as to what the god entitles. Despite Ragathiel being the god of Chivalry and Honor along with Vengeance, Keltza has only taken the last bit of the portfolio to heart. Having had no honor in her killings of the orc tribes, she has shifted into the very depths of evil that she so despises, like a misguided Paladin. If she were to discover her actions had left her in such a pitiful state, however, (through means such as a Paladin’s detect evil ability), she would be appropriately horrified enough to warrant a deep desire to atone for her deeds.

Description:
Standing at around five feet tall, and weighing 130 lbs. Keltza is not the biggest half-orc to grace Golarion, but she is an imposing figure within herself. Though not bulky, her lean frame is made completely of muscle from her time as a city guard. Her clothing is no less impressive than her form; she is often bound in a colorful red and black cloak symbolizing the colors of Ragathiel, and her chainmail bears the holy symbol of her god as well. As a half-orc, her skin is tinged green, but thankfully her mouth is less ‘deformed’ than most of her kind which is especially helpful as she has no tusks to get in the way of her singing.

EDIT: I mentioned it in the Personality section, but it bears repeating, she is Lawful Evil in actuality and Ragathiel would not approve of her methods... but SHE doesn't know that. This is represented by her lower than average Wisdom score of 8. Intelligent enough to know the tenants, but not wise enough to know when she is breaking them. Well... at least not until level 5 when I think the redemption arc could kick in quite well.


I have read the backstory and description of every character posted and I would totally be happy to lose out for a spot in this, to any one of these characters.

I am looking forward to the pre-Campaign Rp action.


Usually builds come to me with ease and I have a more difficult time thinking of a background to match, (Especially since I don't know Golarion as well as I'd like to) but this time I am having a hard time figuring out the build to match the backstory I've come up with. Hmm, difficult.


What is the backstory? Want some suggestions from the crowd?


Totally understandable! (Just got back home, spent the last 12 hours with family for Mother's day.)

Before I go completely back to the drawing board... What are your feelings about swapping to Unchained as soon as it's readily available on the PRD? I think that's usually about a month after release, so most Likely before we level to 4...

For the record, the portions of unchained that I was looking at that are different from core for the basic build: Finesse at 1, Dex to Damage at 3 for 1 weapon (Dagger or Short sword is what I'm thinking), Minor Magic goes from 3/day to @ Will (Detect magic, or Message, maybe). Major Magic goes from 2/day to L/2 per day, or 1/day at 3 (Most likely Vanish? So many good 1st level spells... Would be via 3rd Lvl feat for extra Talent. FCB into skills more likely than not).

I've got the basics of a character down, but I'm hesitant to work on the crunch before making sure we're on the same page. I Think, that this compromise works, and the details of the above is all things I've seen mentioned on the various preview threads, MOST of the actual major changes are 4/5 for the skill unlocks at 5, and the debuff at 4.

10 second preview: Gnome rogue, two weapon fighting, (Knife fighter archetype loses Trapfinding, which is normally a deal breaker for me) so most likely it will be vanilla core > unchained.

Fluff: the poor young gnome has great ideas! They just ... never work the way he wanted them to. This frequently led to minor trouble for them up until 5 years ago. The band will most likely fondly remember some antics, and expect a light-hearted trouble magnet. His ventures sent him around much of the Inner sea region, and he's lost more than a few temporary companions, and much of his happy go lucky persona now hides a deeply serious heart who fears to lose yet another friend.


Help would be appreciated. Here's a bit of backstory on my character idea that I wrote up off the top of my head:

Spoiler:
The beginning: It was on a clear autumn morning when the Council of Defenders convened, only to find a basket resting at the center of Ivory Hall. Nestled in the basket was an oddly silent babe, his pointed ears speaking of elven heritage. Given the name Godric he was raised as a combined effort by the citizens of Trunau. Helpful to a fault, Godric spent his childhood running errands and doing odd jobs for anyone and everyone, to the point that some of the villagers began to worry for the boy. It was as though he could not imagine thinking of himself. Eventually he was nearly forced to play with the other children, who quickly took a liking to the boy who would do anything they asked. It was hurtful drunken words from one he called friend that pushed him to accept Halgra's challenge to leave Tranau. Those words would forever echo in his mind "Ya' know Godric, sometimes I wonder if you're even a person, you just do whatever everyone else wants or asks, like some kind of empty shell or automaton." He set out with an emotion he had not felt before that point, righteous anger. He would go out into the world and find himself, and he would come back whole.

Personality: Godric mostly keeps his opinions to himself, but after his years of travel he has found that it is important to voice things at the right times. He is still kind to a fault and is easily dragged into dangerous situations with a simple plea for help. He is often found to have an overly somber expression.

Appearance: Tall and broad shouldered, Godric favours the features of his human heritage over the elven. However his pointed ears, auburn locks and bright golden eyes do showcase the elven side. He stares into the eyes of whomever he is speaking to, which can be unnerving for some.


I like it, I like it a lot. I don't know why, but when I was reading it, I got the feeling that he was missing something. Maybe an animal companion? Have you thought about maybe the Brawler Archetype, Wild Child? Maybe he was found with a wolf pup or a bear cub or something and the two of them used to bound around the town together silent and inquisitive.

Or maybe that is what he finds in the world, his other half, so to speak.

Edit: I recognize that him missing something is stated, that was poorly phrased by me. Hahaha


Thanks! I really really like the idea of giving him an animal companion. Lots of options there too. Druid, Hunter, Ranger, Cavalier, and archetypes like the Wild Child you mentioned. Or even the summoner.

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