Cheliax is a great and evil devil-worshipping empire on Golarion, bordered to a prior vassal, freedom-loving Andoran. Conflict between them quietly simmers. On a lower level, we have the Bellflower Network, a secret organization dedicated to freeing Cheliax's large population of mostly-halfling slaves. You will all take the role of Bellflower operatives, 'tillers', charged with seeing these slaves to safety along an underground railroad of sorts. I'll be following more precisely the rules for starvation and survival out in the elements to make moving thirty slaves through the wilderness more challenging and rewarding.
If we last long enough, you will also be involved in the Bellflower Network's greatest operation; the disruption of the upcoming first World Slave Market, held in Cheliax, where slavers from all over the world will come to share experience and sell slaves. You'll all perform tasks to set up the operation, and if you have enough success and show enough promise, you'll get a chance to shape the operation and design much of it yourselves. All goes well, the campaign will finish with one great escape.
Max first HD, average hitpoints per level rounded down thereafter
2 traits, and any relevant campaign trait
Races; Core + Tiefling + Octofolk
Alignment: Preferably good, neutral is fine, evil requires a good justification
Any Paizo and PoW material on d20pfsrd is fine. As is my homebrew.
I'll need a minimum of three lines of Backstory, a line or two of Personality, and one short, medium and long-term Goal. At level 2 you should be somewhat inexperienced, but have potential, skills and hatred of slavery enough to attract a Bellflower recruiter.
Post if you have questions.
Heya Arkwright, we seem to have gotten along fairly well as GM/Player before (although the game you were in is one of my more oddly slow but never quite dying games). And we do ok in Pox's game, so figured I'd throw Erick's hat in the ring.
He's already built to the specs for your game (although I think his stats are 20BP instead of 25, so I'd have to boost them a bit). His backstory even works with Cheliax.
Normally, as slammed as I've been at work, I wouldn't throw in for a new game, but I only have two active games now that I'm playing in, and one semi active but not very active game (Kind of like the one you were in oddly enough). So figured I'd throw in a hat.
|Whiskey and a Bonesaw|
Hey Arkwright long time no see...as it were lol. A very interesting setup...I would love to submit a character for your game. I am thinking of a former halfling slave looking for a little payback. A bit of a loose cannon, but still willing to do what he can to free his fellow halfling's from slavery. Will work up crunch asap and get it up.
I'm not sure if this would work with your setting as you said that mostly the halflings are slaves but I have been wanting to play a half orc Druid with the bear shaman archetype. Basically he was a slave and the mother of the forest came to him in the form of a bear and set him free on 2 conditions. 1 that he would ceaselessly fight for the freedom of his fellow man and for the forest and secondly that he would slowly become part of the forest, which is the hook for his wildshape and for his abilities.
Let me know if something like that might work.
|Captain collateral damage|
Submitting Clyde McClod, Ranger and aspiring slave liberator.
Classes/Levels : Ranger 3
Gender : M
Size : M
Special Abilities :
Deity : Eristal
Location : Andorian
Languages : Common
Occupation : Guide
Strength 14 (+2)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 14 (+2)
Height: 6' Weight: Hair: Brown Eyes: Brown
Favored Class: Ranger (HP)
Hit Points: 29
AC: (armor shield)/Touch /FF )
Saves: Fort +5 Ref +6 Will +3
Survival (3+2+3)8 +13 Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather. +9 Follow tracks
Know-Local (3+2) 5
Stealth (3+3+3) 9
Perception (3+2+3) 8
Climb (3+2+3) 8
Swim (3+2+3) 8
Heal (3+2+3) 8
Ride (3+3+3) 9
Linguistics (2+2) 5 (Halfling,Infernal)
Handle Animal (1+3) 4
Feats:Improved Initiative (+4),Blindfight(Reroll miss chance based on concealment),Endurance(Bonus),Precise Shot(No penalty firing into melee)
Traits:Survivalist(+5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.)Ambush Training
You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Favored EnemyAt 1st level, a ranger selects a creature type from the ranger favored enemies table.Human He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
TrackA ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild EmpathyA ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style:Archery Point Blank Shot(+1 Hit/Damage within 30 feet)
Favored TerrainAt 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Ranger's Kit (9)
flint and steel
trail rations (5 days)
Longbow Composite(+2) (300)
30 Arrows (1)
+1 Chain Shirt (1100)) -1 ACP
Campfire Bead (720)
4 Potions CLW (200)
Healer's Kit 10 uses (50)
Riding Kit (16)
Combat trained light horse (110)
Backstory: Clyde grew up in Andorian and not wanting to take up the family business of farming signed up for the army and showed an interest in the scouts that often patrolled the
When out on patrol, Clyde's squad intercepted a slave caravan that was transporting halflings to Ergonian's slave market. Seeing the halflings packed into the wagons and suffering from
malnourishment angered Clyde greatly and he promptly started volunteering for more missions to free slaves from caravans and escort then to Andorian.
Personality: Clyde tends to be rather taciturn when out patrolling and if he ever encounters Chelaxians, he gets very curt and even rude. Among friends and fellow soldiers, he
becomes much more relaxed although he is still stiff being a relatively new soldier.
Short term goal: Keep Andorian's borders safe from any more 'incursions' from Cheliax.
Medium goal: Free as many slaves as possible and escort them back to Andorian
Long term goal: Deal a major blow to the slave trade in Cheliax.
Human harbinger 3 ( [PoWEx])
CN Medium humanoid (human)
Init +4; Senses Perception +2
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 22 (3d8+6)
Fort +4, Ref +5, Will +4
Speed 40 ft., ill tidings 10 ft.
Mwk short sword +8 (1d6+4/19-20)
Ranged composite shortbow +7 (1d6+1/×3)
Special Attacks 1 aura of misfortune, 1 breaking glass strike, 1 doppelganger dance, 1 woeful burden, 2
bad karma, 2 mockery, accursed will (attack rolls)
Harbinger Spell-Like Abilities (CL 3rd; concentration +4)
Str 12, Dex 18, Con 12, Int 15, Wis 12, Cha 12
Base Atk +2; CMB +4; CMD 17
Feats Deadly Agility, Dirty Fighting, Weapon Finesse
Traits child of the streets, opportunistic
Skills Acrobatics +9 (+13 to jump), Bluff +7, Climb +4, Diplomacy +5, Disable Device +6, Intimidate +6,
Knowledge (arcana) +6, Knowledge (local) +7, Knowledge (nobility) +6, Perception +2, Profession (peddler)
+6, Sense Motive +6, Sleight of Hand +10, Spellcraft +6, Stealth +9
Languages Common, Dwarven, Infernal
SQ dark claim, dark focus, grim news
Combat Gear potion of cure light wounds (2), potion of invisibility ; Other Gear +1 chain shirt , arrows
(20), composite shortbow (+1 Str), dagger, dagger, mwk short sword, hat UE, masterwork thieves' tools,
784 gp, 8 sp
1 Aura of Misfortune (Su) Stance - Opponents within 20 feet suffer -2 penalty to saving throws.
1 Breaking Glass Strike (Readied, 1/Encounter) (Su) Strike – Make a melee attack; struck opponent becomes dazed and dazzled.
1 Doppelganger Dance (Su) Stance – Follow when opponents make 5-foot steps.
1 Woeful Burden (Readied, 1/Encounter) (Su) Make a melee attack, target’s movement speed is reduced by ten feet, plus an additional five feet per four levels
2 Bad Karma (Readied, 1/Encounter) (Su) Counter [Curse] - Creature that targets you must succeed at a Will save or suffer –4 penalty to d20 rolls for 1d4 rounds, become cursed.
2 Mockery (Readied, 1/Encounter) (Su) Strike – Melee attack deals an additional 1d6 damage, improves to 3d6 against cursed opponents.
Accursed Will (Attack Rolls) (Ex) Add 1/2 your INT bonus to attack rolls as an insight bonus.
Dark Claim (2 creatures, 1 rounds, 30 Feet) (Su) Claim a creature to know its position and use other Harbinger abilities against it
Dark Focus (+1, Cursed Razor) (Ex) Bonus to attack rolls and manuever DC's for chosen discipline
Deadly Agility Use Dex for damage with light and finesse weapons
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Grim News (1/Encounter) (Su) Move up to 2x your speed as a swift action
Ill tidings (10 feet) +10 ft to speed, additional +10 ft at 10th level
His chest hurt like really hurt, he took 2 steps back away from the guard and composed himself, plate gloves hurt like hell. Hell I will never get used to the way they just hit you if they don't like you A smile coming to his face Dalen shook out his muscles and faked the guard out, going left with his body but his sword coming in the from the right. The guard took the side of his blade to the helmet and went down in a heap, Dalen saw his opening and he was gone, out of the city and away with the papers he had been set to retrieve.
Growing up in Cheliax was never easy, well it was if you were a noble and your family had its own Devil to make sure you stayed rich. Dalen had grown up poor and had grown up in an orphanage, he had also grown up to be a scrawny runt. Once a month the "collectors" came and took away children to "put them in homes," all the kids new it was fake and knew that those who were taken were doomed to something terrible.
At the Ripe old age of 10 Dalen was picked by a collector but not the usual kind, it was an older gentlemen, he looked well to do and maybe had some money. Dalen rode in a fine coach with a driver and 2 white ponies pulling it. He never talked and neither did the man who had come and collected him, once they arrived outside the city the ponies picked up speed and they were away into the country side. After a very very quiet 2 hour ride they arrived at the Manse of the gentlemen. It wasn't large it wasn't extravagant but it was well fortified if Dalen had ever seen. A thick stone wall, guard towers and what looked like its own barracks. Once they arrived inside Dalen learned the true intentions of the man, he was to be trained, trained in ways he never thought possible.
As the years of training went by Dalen learned all manor of weapon techniques, learned how to unhinge people before, during and after combat and most of all how to survive. He had become a boon to his friend and master, never once did he regret how his life had turned out despite all the cuts and bruises and even a broken bone or two, well more like a whole chest full but who is counting.
As Dalen sprinted out of the gate and rounded the corner to his palfrey he noticed something strange. Why are there not guards on this side of the gate, something is really wrong here. He slowly approached the stables to see something red and sticky coming out to greet him, Gods be damned they killed my horse. 3 guards stood there waiting for him, and 1 very large man in terrifying looking Hell Knight plate mail, well terrifying if you didn't know the man.
"Herlick you ruddy bastard, you killed another one of my horses you are going to owe me huge one of these days." With that Dalen attacked a dagger launched at 2 guards so quickly that they scare had time to react his short sword in hand like it had always been there and the 3rd guards left leg was a mess of cuts and puncture holes. The Hell Knight never moved a muscle, didn't even flinch as 2 of his men dies and the 3rd was injured badly. Dalen turned saluted him sword at the ready, as the Hell Knight lifted his bloody great sword Dalen sprinted away. He knew he couldn't stand long against Herlick by himself so he left, left to keep his life.
Erick, on your page there's no full sheet so I can't make much judgement.
Clyde, do you want to be an active member of the Andoran military, or an ex-member? If the former I'll need to work something out. Having a serving member of the Andoran military be helping the Bellflowers would be like a serving French soldier helping in a Calais operation smuggling people over the Channel.
Dalen, I know very little about PoW so I'll have to warn you that I can't offer much feedback on that. Backstory-wise I might need to suggest that you add a short summary in non-narrative form.
-Why were you being trained?
-Anything in particular happen to your parents?
-Why are you keen on freeing slaves?
-Why were the Hellknights there?
-How have you escaped Hellknight arrest?
Other than that; I appreciate a fairly high standard of english and a reasonable standard of story-writing ability so this may not be the game for you.
Submitting a character I managed to get to 3rd level in another game.
His background and personality are under "Background." I'll have to double check his stats, gear, etc., to suit this game.
Telsyn currently tutors others in minor magic. It's a living, but he longs for more. Telsyn's first goal is to find something useful and altruistic to do: Cheliax, with its oppressive atmosphere, is ripe for a team of do-gooders to do some good. Meeting and agreeing to work with the Tillers would be a good first step for him.
He also wants to learn to cast Fireball. Most wizards would say there are better 3rd level spells out there, but to Telsyn, there's just something flashy about evocation spells, and he wants to be able to harness those energies in a 20' radius blast. If he never progressed from there, he would still feel as if he'd accomplished something, just because it looks cool.
Lastly, like many other people, he's frustrated with the corruption and outright evil of the status quo in Cheliax. He'd like to use his magic to help make the place more like Andoran, where people eschew slavery and resist it. Perhaps he could be part of some movement, if he could find the right people to get it started.
If this won't do, I have an idea for a melee type, too. I need more PbP in my life.
-A Highly Regarded Expert
-Why were you being trained? I was trained to help to with the rescue of slaves, I was trained to be something that the Hell Knights began to fear because I wasn't like all the rest I wasn't afraid to die and I wasn't afraid to do what it took to win.
-Anything in particular happen to your parents? My parents I know nothing about, I was an orphan for as long as I can remember. I was taken in at the age of 10 and my training began.
-Why are you keen on freeing slaves? I grew up a slave, the Orphans in Cheliax are treated no better than slaves and used in the same manor just have a place to go for a bed and meal at the end of the day. My Master has always been opposed to slavery but he is just 1 man against a nation. I will give my life to free slaves.
-Why were the Hellknights there? I stole some slave documents, trade manifestos and an inventory of where unsold slaves are currently being kept.
-How have you escaped Hellknight arrest? It might have to do with an old orphan friend of mine becoming a hell knight and maybe him having some sympathy for me? Maybe he is a fellow sympathizer or maybe he is just lulling me into a false sense of security around him.
Ok, have my build.
Henry the bowman.
Henry is an escaped halfling slave from Cheliax. He grew up a slave, and live as a slave. Taken from his parents at adolescence, he was forced over to a new master and grew to be quite bitter and sullen. He spent most of his time avoiding attention, as attention most often meant the lash. A strike by the Bellflower Network set him free, and once in Andoran as a young man, he trained himself for his revenge, honing his skills at stealth and taking up the bow.
Eventually he was proselytized by an adept of Cayden Calean, but that merely tempered his outlook a bit, not removing his deep hatred for slavers.
Henry is not your typical happy go lucky halfling. He lives to end slavers and slavery, and doesn't really even imagine a life for himself beyond that.
Henry the bowman
Halfling slayer 3 (Pathfinder RPG Advanced Class Guide 53)
CG Small humanoid (halfling)
Init +4; Senses Perception +9
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 28 (3d10+6)
Fort +6, Ref +8, Will +4; +2 vs. fear
Speed 20 ft.
Melee kukri +5 (1d3+1/18-20)
Ranged mwk composite longbow +9 (1d6+1/×3)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 17
Feats Expert Sniper, Point-Blank Shot, Precise Shot
Traits freedom fighter, indomitable faith
Skills Acrobatics +10 (+6 to jump), Bluff +4, Climb +5, Intimidate +6, Perception +9, Sense Motive +7, Stealth +14, Survival +7, Swim +5; Racial Modifiers +2 Perception, swift as shadows
Languages Common, Halfling
SQ combat style (archery), slayer talent (ranger combat style[ACG]), track +1
Combat Gear durable arrow (50); Other Gear +1 mithral chain shirt, kukri, mwk composite longbow (+1 Str), candle (2), chalk, everburning torch, hammer, masterwork backpack[APG], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), trail rations (8), 158 gp
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
Track +1 Add the listed bonus to survival checks made to track.
That gunslingers have minimal out-of-combat utility, and guns are usually inferior to bows, barring advanced firearms.
I can see that. I will be taking full ranks in survival and intimidate. Also, if you allow pre-game crafting, I could start with a pepperbox. I'll have some crunch and backstory up by tomorrow.
Sorry to see you go.
Alright, character run-down.
drbuzzard|Henry|CG Halfling Slayer
dave|Telsyn Setiva|NG Elf Wizard
mdt|Erick|LN Human Cavalier
Andrea|Clyde McCLod|NG Human Ranger
Raltus|Dalen Hurmn|CN Human Harbinger
I don't believe I'm missing anyone.
Alrighty. Henry, Telsyn, Erick, Clyde; please report to Discussion and Gameplay (once I get those set up). Everyone else, thanks for applying or showing interest.