GM Arkwright's Heroes of the Valley (Inactive)

Game Master Arkwright

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‘As for me, build my cairn on the ridge above my House, so that I may watch over you always; and those of you who obey my laws shall join me on the hill.’
-Svein the Hero

Wotcher; an IRL campaign of mine is going fairly well, and I'd like to re-use the material generated in a PBP. I've been running PBPs on this forum for years and I believe I can deliver a quality game, and a long-lasting one.

Setting:
This will take place within the Valley, a mostly-homebrew setting based on Jonathan Stroud's novel 'Heroes of the Valley'. The setting page can be found here, linking to maps and house details. The setting page contains 'things to know' and other information, so I'll just say that reading through as much of the setting as possible will be of great advantage in this game. The game will seek to ground itself in the setting's lore and laws as much as possible.

Do further note that the setting is not for everyone. While it has its good qualities, it can be quite legitimately judged boring/stupid/uninteresting by players of different temperaments and preferences. Do read through to see if this is a setting and a campaign which appeals to you.

Players who have already read the book are welcome, though I would request that they not share details of the latter stages of the book with other players. Much of the end-of-book twist is intact, though with new variations written by me, and would be a strong spoiler. If players would like they are welcome to read through the book, though if you wish to avoid spoilers I suggest reading through no more than 1/2 or 3/4 of the way through.

Campaign:
Within my IRL campaign, we have completed one arc and are working through a second; I will leave it to votes cast here as to which arc people would like to start with. Naturally, I intend to fully respect player agency and not demand that the group acts just as my IRL did and proceed down the same path. Completing the first arc may lead into a different arc.

The Gathering
The first gathering since the winter has been called. The leaders of each house will move in force, gathering in the land of house Svein to discuss and plan the future of the valley. House Svein has also promised to drive back the winter through resurrecting the gathering's role as a time of celebration, of contests of skill and honour between the houses. As the party represent their respective houses, what sinister motives and secret plots will they discover?

Reclaiming House Gisli
With a successful gathering behind them, the council and the houses are agreed- it is time for the valley to move together in force, strike back, and reclaim house Gisli’s ruins from the winter. A brave team of scouts will venture forth first, battling and discovering the threads which have slithered and battered their way onto the land since the winter, then lead the rebuilding before the house’s members can return proper. As the party climb atop their own Battle Hill, will they be able to defend against the forces and treacheries of the winter?

I will use Google Drawings for maps. I will require players to add their stats (initiative, saves) to their character sidebar.


Build Rules:
Level: 3 (4 if doing Reclaim)
Point Buy: 27 (I'm feeling whimsical)
HP: Max first, average rounded up therafter. Same for animal companions, eidolons and the like.
Skills: Unchained Background Skills
Traits: 2, one can be any relevant AP trait. One optional drawback.
Races: Human. Racial Heritage: Elf permitted.
Wealth: Average for your level. Note setting-specific requirements for armor and the like.
Alignment: Any capable of working with a group.
Materials: Any paizo-made on d20pfsrd. My homebrew is allowed. Path of War is allowed. Note that I have read very little PoW so do not expect much help with me on character creation if you decide to use that material.
Setting-specific character rules

Recruitment:
I will be recruiting four players, possibly three if I do not receive very much interest.
I will require at least one paragraph of backstory, half a paragraph of personality, and one line of physical description. If you intend to aim for the minimum, please get a lot of detail out of those few words.
I prefer backstories to be written in the third person, or to at least contain a brief third-person summary, as I will likely have questions best answered in that format.
I encourage applicants to add a line about their experience in PBPs, and in sticking with PBPs over a significant period of time.
I will not require a full character sheet at this time. Key details would still be appreciated.
I am not expecting a large amount of interest, so if you could coordinate with other applicants to avoid doubling up on classes and builds, that would be appreciated. No need to go any further, can easily still work with a party missing a role or two.
I will keep recruitment open until I have four complete applications which I am happy with.
As per the setting document, the setting is designed to be quite basic, and for it to be built on by players. If you'd like to create a landmark, group or something else as part of your backstory, feel free, though I reserve the right to require changes or decline certain ideas after you make your application.

Consider structuring your application by filling out the following form;

Name:
Race:
Class:
Alignment:
Backstory:
Personality:
Description:
Sheet (Optional)

While I've tried to be as thorough as possible, I'm sure you'll still have questions, please feel free to post them here.


Interested! I've read through everything and really like the Norse vibe of the setting. Was thinking about submitting a barbarian or druid but then I came across your homebrewed primal warrior and really like the fit for this setting (I could easily tie it to a couple of houses).

I am going to read everything again before I decide on something. Good luck with the recruitment.


Dotting for interest.

The Exchange

That's certainly an interesting setting. Much more tribal and desperate than the usual. I just have a few questions.

None of the setting material mentioned very much magic (other than monsters, that I noticed). Would it be more in keeping with the theme to avoid spellcasters, or at least full casters? Would Spheres of Power be acceptable?


Full casters are fine; house Ketil particularly has a few. There's just none that are especially high level.

I'm unfamiliar with Spheres of Power and am hesitant to allow it as an optional subsystem due to not knowing the consequences.

The Exchange

I'd encourage you to look it over. It's a very different and cool system. Primarily it gives casters a lot more flexibility, but secondarily it seems to make them more linear while giving martials access to limited abilities (making them less linear, and thus closing the caster/martial gap somewhat).


I'm super interested! Looking over setting now


GM; am I crazy or are the house traits/skills not up yet?

For the sake of transparency in this setting a Sorceror is calling to me and if anyone wants a joint character submission I'd be super on board!


Should all be there; house traits and skills are written on the Houses of the Valley page.


I was quite tired and on my mobile I'll take another look


Found it and am starting to craft a character. I do have a question, GM. Some of the houses list one skill or the other (House Ketil, for instance). Is that intentional in terms of the +2 bonus or should we assume that we get that bonus for both skills for all houses?


Something else; I tend to have multiple character concepts at one time, so I'd like your feedback! Currently I'm considering a Cleric fixated on attaining the same level of power as The Avatar, and is willing (in a greater good sort of mindset) to sacrifice much to achieve that goal. Then there's a potential bard or sorceror who's intent on climbing the ranks of their house by making alliances with others. Finally, there's a crippled but talented member of House Eirek who always dreamed of having mobility and freedom. In exploring the mines, discovers and bonds with something otherworldly, becoming a Synthesist Summoner.

I'm not married to any of these concepts though the Summoner is the most fleshed out in my head so far. I wanted to get some feedback from you as to whether or not any of these were inappropriate or you'd have a preference for one over the other.


intarested


Dot


Each house has a particular pair of skills they are skilled in; gain +2 to one of them and make it a class skill. Houseless gain +1 to any one skill and make that skill and any other skill a class skill.

Does your Cleric have in mind what he wants to do with that power and why? Same for your bard/sorcerer.

Synthesist Summoner will need some careful fluff to suit the setting. Refer to norse mythology.


D-Kal wrote:
I'd encourage you to look it over. It's a very different and cool system. Primarily it gives casters a lot more flexibility, but secondarily it seems to make them more linear while giving martials access to limited abilities (making them less linear, and thus closing the caster/martial gap somewhat).

I agree with D-Kal in this regard. I have a concept (really two versions of one concept) in mind if SoP is allowed. If PoW is acceptable, then SoP should raise no concerns in terms of power.

I like the Norse theme, that is not often done on the boards. My concept is a sort of "skinwalker", similar in vein to a wild-shaping druid or animalistic shaman. The sort that people would seek for wisdom, not the sort that prefers to hang out in the woods and gnaw on bones.

One question I have, regarding your stance on outsiders, what is your stance on elementals? It is a different sort of outsider from demons and angels and the like, and I could see them included for player options (summons and such), but I was wondering if they were included in the outsider restriction.


Elementals are fine.


After some pondering, I'm not going to allow Spheres of Power in this game. I don't want to introduce it to a homebrew setting; in the future I'll likely allow it in a Paizo AP/Module/Scenario.


Yes! cool one blaster coming up

Liberty's Edge

Very interested in making a character. I am looking to create a craftsman from the fallen house of Orm. Looking through the classes, I cannot actually find a good class to represent a craftsman. I see him as a creator of the armor and weapons used by the New Heroes, but also as a warrior in the fight to reclaim his house's lands.

The best fit I can find would be a forgemaster, however that is only open to dwarven clerics. While I do not have a problem being a cleric, is it possible to take forgemaster as a human?

Your direction is greatly appreciated! And now I will have to look up those books to read...you have me hooked on the setting!


Doesn't seem there's much dwarf-exclusive in it, so taking Forgemaster should be fine.

Do note the advice on how to read the book in the setting spoiler.


I've never read the book, but I do love me some Norse myth. How analogous are the heroes to the Aesir? Is veneration of the heroes what grants divine power? If not, where does it come from?
Pending answers my background might be more of a short fiction then "Character X was born to parents and is a cleric because..."


Considering a Warder (Fiendbound Marauder) of House Gest

Liberty's Edge

Ok, here is my first run at my character for this game. Please check him over as I am sure I have missed something..lol
As for the campaign, I vote for the 'Reclaiming House Gisli' adventure.

Name: Torag Ormsson
Race: Human
Class: Cleric (Forgemaster)
Alignment: NG
Backstory: Torag was born and raised in an Ormite colony within the Erlend lands. His people are proud and skilled, and the Erlenders treat them fairly. Most of his people drifted off to work in the larger settlements throughout the Erlend lands, but Torag kept close to their ancestral lands. At the age of fifteen, the headstrong youth ventured into the sodden remains of his homeland to ‘get a feel’ for his homeland. While there he was set upon by some sort of sea creature and was able to escape by wiggling into a narrow cleft in the side of a hill. The cleft turned out to lead to a buried building…an ancient workshop of the Orm people. While waiting for the sea monster to lose interest, he explored the place and came upon an ancient book and several old tools, the most impressive of which was a great hammer inscribed with many runes.
Returning to his own small forge, Torag cleaned and repaired the items he found, and in doing so felt a closeness to Orm and his people that he had never felt before. The many runes on the hammer turned out to be holy runes of Orm, and by studying them and the ancient book, he became able to feel the hero within himself take shape…as if Orm himself was forging the boy into an instrument of his will.
The following eight years saw the boy grow into a powerful man, steeped in the lore and knowledge of Orm. He was able to call upon his patron to create items of power and beauty, as well as other miracles. Many times he ventured back into the sodden lands of Orm to do battle with the fell denizens there, and return with treasures which he gave to the wisewomen of the tribe. He is championing the tribes to reclaim the lost lands and is willing to help in any way he can.
Personality: Torag is a driven young man. The passion of Orm shines in his eyes. He is serious and focused, but still can be seen in the local alehouse enjoying a drink and the company of others. He is a man of few words, but when he does speak, other take note, for his wisdom is coveted through the community.
Description: Standing just under six feet, Torag is a barrel-chested powerhouse. Years at the forge has built his physique and increased his endurance. Ruddy-coloured hair grows in perfusion upon his body, and when working at the forge wearing only his leather apron and breeks, some laughingly refer to him as the ‘fire bear’.

Sheet:

Torag Ormsson
Human cleric (forgemaster) of Orm 4
Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 35 (4d8+12)
Fort +6, Ref +2, Will +8
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 throwing warhammer +7 (1d8+4/×3)
Domain Spell-Like Abilities (CL 4th; concentration +8)
. . At will—mending
. . 7/day—artificer's touch (1d6+2 , bypasses DR and hardness 4)
Cleric (Forgemaster) Spells Prepared (CL 4th; concentration +8)
. . 2nd—aid, hold person (DC 16), weapon of awe[APG] (DC 16), wood shape[D] (DC 16)
. . 1st—animate rope[D], bless, lead blades[APG], magic weapon, shield of faith
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domain Artifice
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 15, Int 10, Wis 18, Cha 10
Base Atk +3; CMB +6; CMD 17
Feats Craft Magic Arms & Armor, Craft Wondrous Item, Create Reliquary Arms And Shields[UM], War Blessing[ACG]
Traits artisan, eye of the father
Skills Acrobatics -4 (-8 to jump), Appraise +5, Craft (armor) +5, Craft (weapons) +6, Diplomacy +5, Heal +9, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (religion) +5, Sense Motive +9, Spellcraft +5
Languages Common
SQ divine smith, forgemaster's blessing, runeforger, runes (featherlight[ARG], return*[ARG])
Other Gear +1 holy reliquary lamellar (steel) armor[UC], mwk heavy steel shield, +1 throwing warhammer, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 1,749 gp, 5 sp, 3 cp
--------------------
Special Abilities
--------------------
Artificer's Touch 1d6+2 (7/day) (Sp) Melee touch attack deals 1d6+2 damage to objects or constructs, bypassing 4 hardness.
Cleric (Forgemaster) Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Create Reliquary Arms and Shields Make shield or weapon a holy symbol of your deity.
Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment.
Featherlight Item's weight and armor check penalty are halved.
Forgemaster's Blessing The inscribed nonmagical item functions as a masterwork item.
Return* Inscribed weapon gains the returning weapon special ability.
Runeforger (3/day) (Su) Inscribe temporary abilities on armor shields or weapons.


I also vote for Reclaiming House Gisli for what it's worth.


Just so any who wants to can find them, the core rules for SoP can be found here spheres of power


Here is my submission (still working on the sheet). As far as campaigns go I am fine with either one.

Also, before I get to far into the build details are you allowing any of the possible changes to the primal warrior homebrew for non-Dark Souls games? 1. Gain Nature’s Ferocity at level 1 but it functions as Alter Self until level 4, when it’s Beast Shape. 2. Give Aspect of the Beast feat free. or 3. Also, maybe remove the companion restriction.

Submission:
Name Aerik Rurikson
Race Human
Class Primal Warrior (Barbarian Archetype)
Alignment Chaotic Good
Backstory The Valley of Heroes are hard and unforgiving lands that have produced hard and self-reliant people. Aerik Rurikson is one such product.

Aerik was born in the upper valley close to the pig farm currently known as the Dawnfort. He arrived in this world during a winter storm, on the longest night of the year. It is said that Aerik was born covered in hair and that you could hear a great tumult of animal cries as he left the womb. Regardless of the circumstances of his birth Aerik grew into a young man with an aptitude with animals.

Aerik spent much of his childhood wishing he was bigger and much of the last five years wishing he was better. Hard time and steady work on the family’s ramshackle farm helped with Aerik’s youthful desire to be bigger and his steadfast determination helped with the latter. Do to the unnatural turn of events Aerik has spent the last five years with a spear in his hand as he has helped patrol the palisades and cairn lines of his families lands. (As his shape changing abilities develope some will attribute this to the rumored dark rites alleged against his people).

Personality Aerik is self-reliant and prefers to solve his problems directly. He is provincial, superstitious, and untrusting of strangers as well as having a deep distrust of arcane magic. He can be surly and taciturn when he first meets someone opening up once they gain his trust. Aerik has a unique sense of honor refusing to wear metal armor and is reluctant to harm women.

Description Aerik is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His skin is ruddy from constant exposure to the elements and is covered in coarse hair that cannot conceal the hard, dangerous lines of his body. Although he is a big man, Aerik moves with the grace of a large cat and has the predatory gaze of a wolf. He has smoldering green eyes which are set below a low and broad brow. His gloomy, scarred, almost sinister face is that of a warrior, with a blonde flowing mane of hair worn in a braid reaching below his shoulders and a thick beard. Aerik has a loud booming voice like stone breaking. Aerik usually wears furs and hides with a spear and great club close at hand.


@GM Panic - I do not think the elf race is allowed. I believe the human race feat racial heritage is allowed. Also, spheres of power is not approved for this campaign (see below, emphasis added is mine).

GM Arkwright wrote:
After some pondering, I'm not going to allow Spheres of Power in this game. I don't want to introduce it to a homebrew setting; in the future I'll likely allow it in a Paizo AP/Module/Scenario.


Races: Human. Racial Heritage: Elf permitted.

I see where I went wrong there, ok,

I'm dropping not so keen in all human games.


Sorry to see you go I think you had a good concept that could work with some tweaking. Also, the skill/trait/domain options between the houses allows for some variation between the differing human heritages. This might make an all human game more palatable for you.


Circadian; likely not analogous at all. I fleshed them out myself with no particular reference to the individual Aesir. In retrospect, that probably would have been a great idea. Scholarly opinion is divided as to whether clerical power comes from the heroes or the mere worship of such; popular opinion is in favor of the former.

Daniel, character seems quite good, though there's one major inconsistency with the setting. As per the Valley's history, the winter and the loss of houses (such as Orm) occurred only five years ago; your backstory seems to assume a much longer time since then.

G-unit; those changes were designed for games starting at levels 1-3, since otherwise this barbarian is giving up Rage for an ability that doesn't kick in until level 4. If we do not play Reclaim, I will consider adding Alter Self/Aspect of the Beast, but as it seems likely we'll be playing Reclaim, I'm not going to make such changes. I think I will remove the Animal Companion restriction however.

G-Unit; character seems good. I'd appreciate some idea of your character's goals and ambitions, however. Particularly if/why he'd be interested in either of the two campaign premises.

Also everyone, just a quick note. It's been brought to my attention that I've semi-drastically screwed up my map's distance scale to the point where it's made the map way too small. Please forestall any questions on that matter, and possibly not assume a very quick travel time throughout the valley

Liberty's Edge

oops...will fix that. For some reason I thought the land was taken sometime in the past...dont know why!!

Liberty's Edge

ok...I corrected the background and have just placed the whole thing in a spoiler so as not to distract from other people's submissions. Hope it reads a little better now!

Updated Character:

Name: Torag Ormsson
Race: Human
Class: Cleric (Forgemaster)
Alignment: NG
Backstory: Torag was born and raised in an Ormite village close to the Erlend lands. His people are proud and skilled, and the Erlenders treat them fairly. After the devestation of their lands, most of his people drifted off to work in the larger settlements throughout the Erlend lands, but Torag kept close to their ancestral territory.
Torag was sixteen years old when their lands were taken from them. The sea, whose bounty had sustained the Ormites for generations, turned against them, swallowing most of the land in a single event. While escaping he was set upon by some sort of sea creature but was able to escape by wiggling into a narrow cleft in the side of a hill. The cleft turned out to lead to a buried building…a derelict workshop that seemed to have been forgotten for generations. While waiting for the sea monster to lose interest, he explored the place and came upon an ancient book and several old tools, the most impressive of which was a great hammer inscribed with many runes.
Escaping the devastation of his homeland, Torag set up his own forge at the old border between the Erlenders and Ormite lands. Here Torag cleaned and repaired the items he found in the old workshop and in doing so experienced a closeness to Orm and his people that he had never felt before. The many runes on the hammer turned out to be holy symbols of Orm, and by studying them and the ancient book, he was able to feel the hero within himself take shape…as if Orm himself was forging the boy into an instrument of his will.
The following five years saw the boy grow into a powerful man, steeped in the lore and knowledge of Orm. He was able to call upon his patron to create items of power and beauty, as well as other miracles. Many times he ventured back into the sodden lands of Orm to do battle with the fell denizens there, and return with treasures which he gave to the wisewomen of the tribe. He is championing the tribes to reclaim the lost lands and is willing to help in any way he can.
Personality: Torag is a driven young man. The passion of Orm shines in his eyes. He is serious and focused, but still can be seen in the local alehouse enjoying a drink and the company of others. He is a man of few words, but when he does speak, other take note, for his wisdom is coveted through the community.
Description: Standing just under six feet, Torag is a barrel-chested powerhouse. Years at the forge has built his physique and increased his endurance. Ruddy-coloured hair grows in perfusion upon his body, and when working at the forge wearing only his leather apron and breeks, some laughingly refer to him as the ‘fire bear’.
[spoiler=Sheet]
Torag Ormsson
Human cleric (forgemaster) of Torag 4 (Pathfinder RPG Advanced Race Guide 15)
NG Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 35 (4d8+12)
Fort +6, Ref +2, Will +8
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 throwing warhammer +7 (1d8+4/×3)
Domain Spell-Like Abilities (CL 4th; concentration +8)
. . At will—mending
. . 7/day—artificer's touch (1d6+2 , bypasses DR and hardness 4)
Cleric (Forgemaster) Spells Prepared (CL 4th; concentration +8)
. . 2nd—aid, hold person (DC 16), weapon of awe[APG] (DC 16), wood shape[D] (DC 16)
. . 1st—animate rope[D], bless, lead blades[APG], magic weapon, shield of faith
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domain Artifice
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 15, Int 10, Wis 18, Cha 10
Base Atk +3; CMB +6; CMD 17
Feats Craft Magic Arms & Armor, Craft Wondrous Item, Create Reliquary Arms And Shields[UM], War Blessing[ACG]
Traits artisan, eye of the father
Skills Acrobatics -4 (-8 to jump), Appraise +5, Craft (armor) +5, Craft (weapons) +6, Diplomacy +5, Heal +9, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (religion) +5, Sense Motive +9, Spellcraft +5
Languages Common
SQ divine smith, forgemaster's blessing, runeforger, runes (featherlight[ARG], return*[ARG])
Other Gear +1 holy reliquary lamellar (steel) armor[UC], mwk heavy steel shield, +1 throwing warhammer, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 1,749 gp, 5 sp, 3 cp
--------------------
Special Abilities
--------------------
Artificer's Touch 1d6+2 (7/day) (Sp) Melee touch attack deals 1d6+2 damage to objects or constructs, bypassing 4 hardness.
Cleric (Forgemaster) Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Create Reliquary Arms and Shields Make shield or weapon a holy symbol of your deity.
Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment.
Featherlight Item's weight and armor check penalty are halved.
Forgemaster's Blessing The inscribed nonmagical item functions as a masterwork item.
Return* Inscribed weapon gains the returning weapon special ability.
Runeforger (3/day) (Su) Inscribe temporary abilities on armor shields or weapons.


Arkwright;
Would a bit of creative license be okay on my part? I've been thinking of having my Cleric be spurred on by dream-visions where he speaks with Svein, who in my headcanon is linked to Odin (mostly just based on how Svein is described as the leader). The Cleric would be motivated to gather power in defense of the People or the Valley but understand that leading is precarious and not without sacrifice. If Svein is actually analogous to Odin in any way then the visions could actually be an aspect of Svein cultivating a host-body; perhaps a refuge where his enemies would not find him


Daniel, background seems fine. I should warn you, I haven't much had to deal with crafting in previous games, I might require some help from you. Also, you may want to consider switching sword/shield for a two-handed sword; if both hands are full, you cannot cast many spells.

Circadian, That kind of creative license is expected and fine in backstory writing. However, if you'll look through the rest of the heroes, you'll notice that most of them are noted as being the leader, in one way or another. A part of the valley is that most stories are contradictory.

If you're trying to determine he's an Odin analogue, consider having reference to the 'Stories of the Heroes' on the setting page. Your 'host-body' idea is fine for your character to believe, but I wouldn't expect much in-setting corroboration at this time.


@Arkwright- Gotcha. There also is the thought that perhaps it's not Svein who he's communing with, but someone merely wearing his face...almost like a certain trickster of some type...just some thoughts I have kicking around. I'll work on this over the next couple of days.

Liberty's Edge

I do not see Torag casting too much in combat, but rather casting before a conflict and boosting the arms and armor of his companions. As for the crafting of items, we can go as light or heavy as you like...I just wanted to make a character who fit the template of one of the heroes of old, and really like the idea of a warrior smith! Most of his work will be of the temporary type...casting spells and etching runes to power up the weapons and armor of his friends. This game will probably not have a lot of downtime crafting available...will it? (Which is fine with me!)


Added a little to his background. Also, I will take (if approved) the Invulnerable Rager archetype with the Primal Warrior as the PC will have a relatively low AC and the damage reduction will come in handy.

I think I will go with the wolf domain and a wolf companion.

Submission:
Name Aerik Rurikson
Race Human
Class Barbarian (Primal Warrior/Invulnerable rager)
Alignment Chaotic Good

Backstory The Valley of Heroes are hard and unforgiving lands that have produced hard and self-reliant people. Aerik Rurikson is one such product.

Aerik was born in the upper valley close to the pig farm currently known as the Dawnfort. He arrived in this world during a winter storm, on the longest night of the year. It is said that Aerik was born covered in hair and that you could hear a great tumult of animal cries as he left the womb. Regardless of the circumstances of his birth Aerik grew into a young man with an aptitude with animals.

Aerik spent much of his childhood wishing he was bigger and much of the last five years wishing he was better. Hard time and steady work on the family’s ramshackle farm helped with Aerik’s youthful desire to be bigger and his steadfast determination helped with the latter. Do to the unnatural turn of events Aerik has spent the last five years with a spear in his hand as he has helped patrol the palisades and cairn lines of his families lands.

Aerik is honored to be chosen as one of the scouts to reclaim the lost lands and seeks to bring glory to himself and his clan. As much as he wants to reclaim the lost lands he also wants to find out whats behind the unnatural happenings of the last five years. (As his shape changing abilities develop some will attribute this to the rumored dark rites alleged against his people).

Personality Aerik is self-reliant and prefers to solve his problems directly. He is provincial, superstitious, and untrusting of strangers as well as having a deep distrust of arcane magic. He can be surly and taciturn when he first meets someone opening up once they gain his trust. Aerik has a unique sense of honor refusing to wear metal armor and is reluctant to harm women.

Description Aerik is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His skin is ruddy from constant exposure to the elements and is covered in coarse hair that cannot conceal the hard, dangerous lines of his body. Although he is a big man, Aerik moves with the grace of a large cat and has the predatory gaze of a wolf. He has smoldering green eyes which are set below a low and broad brow. His gloomy, scarred, almost sinister face is that of a warrior, with a blonde flowing mane of hair worn in a braid reaching below his shoulders and a thick beard. Aerik has a loud booming voice like stone breaking. Aerik usually wears furs and hides with a spear and great club close at hand.


Daniel; could be a fair bit of downtime crafting if we do the reclaim arc. But again, might need a bit of help with it.

G-unit, if Invulnerable Barbarian and Primal Warrior stack, welcome to take it. Character seems pretty complete.

That's two applications complete. One or two more and we can start.


Color me interested. I'd like to play a PoW Stalker-- should fit in nicely w/ an Erlend concept. I'll get to working on it.

The Exchange

Kalira:

Name: Kalira
Race: Human
Class: Winter Witch 4
Alignment: N
Backstory: Once upon a time, Kalira's mother was of the House Gisli. However, she always had latent power that she was never fully in control off. One day when the monsters came to attack the village, in panic, and seeing her husband slain by the monsters, Kalira's mother summoned a massive blizzard, with hailstones pelting monsters and villagers alike. The villagers won that day, but there was no victory for Kalira's mother, for they saw her as a witch, and had her banished from the village, telling her never to return on the pain of death. Alone, she wandered the wilds, gave birth to Kalira, and brought her up. Before she died, she prophesied that Kalira's destiny was to return to the house of Gisli. Kalira has been living in the wilds for a long time and has only returned to the valley of heroes at her mother's behest.
Personality: Kalira has lived a long time in the wilds with only her bat for company and is nervous around people.
Description:
Kalira has white hair, wears white robes, and looks like a strong breeze might blow her over. Her eyes are ice-blue.

Character sheet:

Female Human Witch (Patron - Deception)
N Humanoid
Init +4; Perception +4
--------------------
[b]Defense

--------------------
AC 12 , touch 12, flat-footed 10
hp 30
Fort +3, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d6) or Cold Iron Dagger +2 (1d4/19-20)
Witch Spells Prepared (CL 4th; concentration +9)
. . 2nd — Flurry of Snowballs (DC 18) (x1), Glitterdust (DC 17) (x1), Invisibility (x1)
. . 1st — CLW (x1), Ear Piercing Scream (DC 15) (x1), Mage Armor (x2), Enlarge Person (x1)
. . 0 (at will)—Detect magic, Ray of Frost, Light, Message
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 21, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats

Skills Spellcraft +12, Perception +4, Knowledge Nature +10, Knowledge Planes + 10, Knowledge Arcana + 10, Knowledge Dungeoneering +10, Knowledge local +10, Knowledge Engineering +7, Knowledge Religion +10, Knowledge nobility +7

Feats Spell Focus Evocation, Spell Penetration

Background skills Linguistics +6, Knowledge History +13, Knowledge Geography +8,
Languages Common, Aquan, Draconic, Terran, Aklo, Gnoll

Traits Reactionary, Houseless

Alternate Racial Traits

Gear Handy Haversack, Belt pouch, Spell component pouch (x2), Quarterstaff, Cold Iron Dagger, Silver Morningstar, 50 ft hemp rope, (3) torches, Flint and Steel, Signal whistle, Waterskin, String, Journal Book, Familiar Satchel, Chalk (5), 2 sacks, 2 Anti Toxin, 1 Anti Plague, 1 Wand of CLW, 5 Trail rations, Travellers any tool, Grappling hook, mess kit, bed roll, TBD.

Wt - Handy Haversack.

--------------------
Special Abilities
--------------------

At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.

Hex: Slumber (DC 17)
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regular snow without penalty, and heavy snow only costs her 2 squares of movement instead of 4.

Hex: Prehensile Hair
The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Spells stored in Bat Familiar:

Cantrips: All
Lvl 1 spells:
Ventriloquism, Chill Touch, Command, Comprehend languages, Mage Armor, Ear piercing Scream, Enlarge person, Snowball, Obscuring mist, Shadow Trap, Cure Light Wounds
Level 2 spells:
Invisibility, Glitterdust, See invisibility, Flurry of Snowballs, Summon Monster 2

The Exchange

Ark, I have a few questions:

1) You mentioned a potential lack of undead, and restricted calling of angels and demons. What about necromancy/corpse calling?
2) What's your stance on the Eidolon "Grab" evolution vs the latest UMR errata for the "Grab" ability?
3) Are you using any house rules other than those listed? ABP, automatic feat chain upgrades, free combat expertise/weapon finesse, etc?
4) How do you plan to handle PC death?
5) What are some logical Ranger favored terrains and enemies?


Mort, character looks good; just have regard to the winter having only been around for five years, and I'd like a little more on your characters' goals. Also with your sheet, Houseless is a racial trait rather than a normal trait, might want to factor that in.

D-kal;
1> Animate Dead with Zombies and Skeletons should be fine mechanically. But a lot of people probably won't be especially cool with it, will require some handling.
2> I'm not familiar; probably not going to use the errata if it's a nerf.
3> No house rules other than those listed.
4> If Raise Dead isn't available, which is likely; give the player the option to bring in a new character or leave the game.
5> Human (naturally), animal, magical beast, vermin, aberration, undead. Cold, mountain, forest.

The Exchange

Thanks Ark.
Grab, the monster rule, used to work only on smaller creatures; The Eidolon ability of the same name did the same thing, explicitly. But Grab, the monster rule, was updated to work on creatures up to your own size; the Eidolon ability of the same name was not updated, although it still says it gives you Grab, the monster ability. It could be that the Eidolon ability is meant to be weaker, or it could be that the reference was included for convenience and simply wasn't updated.


Pike:

Name: Pike Erlendson
Race: Human
Class: Stalker (Path of War)
Alignment: NG
Backstory: Pike might have had a different childhood had he been born to another house, but thankfully for him, he wasn't. His small stature, lithe limbs, and tendency to blend in wouldn't have earned him any renown in say, House Svein. Growing up in Erland however, Pike set his sights high from an early age, and embraced his gifts in emulation of his hero, spending his time training his body to move ever faster and quieter.

When the winter came, Pike and many of his peers undertook training to turn their skills toward battle. For Pike, recognizing where to hit an enemy came naturally and he found himself outpacing many of the other Erlend recruits. Pike honed his talents working up the ranks in years of combat; after a time, he began treating the more trivial battles as exercise, stacking the odds against himself to increase the challenge and push his limits. While others entered battle with the goal of surviving, Pike found himself looking to emerge completely untouched by their enemies. He found much success, and though he talked himself out of blindfolding himself for battle on more than one occasion (rightly concerned for his compatriots) he often found himself training wiht his eyes masked to push himself further.

At a certain point, Pike reached the peak of what mundane skill could accomplish, and yet, his abilities continued to grow and his talents flourished. The learned wizards couldn't identify the exact nature of his abilities, but whatever fueled his power, Pike had begun to take on the more storied and mystical qualities of his idol: Erlend. His senses were almost unmatched, and his skill at stealth outpaced everyone. When he really pushed himself, he could flicker in and out of existence itself, and the accuracy of his repeated, deadly strikes was devastating to anything that stood in front of him. Though he doesn't know where exactly his abilities are coming from, it's enough for Pike to know that his emulation of Erlend is at least related. Having pushed past what he thought was possible for a non-caster such as himself, Pike wants to see how far he can take himself, ever-reaching for new heights.

Personality: Pike has a good sense of himself, and is quick to joke, even if he's the target. He's grown up a bit since his days of blindfolding himself, but is still willing to fight to defend his home, even against difficult odds, and if he learns something about himself and his skills in the process, all the better.
Description: Pike's a short young man, with white flowing hair he occasionally ties back. He carries a rapier at his hip, preferring its accuracy and speed to heavier blades. He dresses as appropriate for a scout: light armor, and local, natural colors as opposed to the flashy soldier's uniforms preferred by many, though he does wear a brooch with Erlend's sigil proudly on his breast.

Player Exp: Been in PbP on these boards for a little over a year (and a few years before that in other places), haven't left a game. Still playing the first game I got recruited in, actually. Just wrapping up playing as Zerisi in your 'Doom Comes to Dustpawn' game.

Char Link


I must withdraw my interest. I simply don't have time to put together the character I'd like for such a game. Best of luck all!

The Exchange

Here's a draft of my concept.

Mother Perrish:
Name: Mother Perrish
Race: Human (with bonus feat)
Class: Unchained Summoner
Alignment: Neutral

Backstory: Mother Perrish has tended the cairns since her youth, a time few remember. She has laid to rest generations of Valley folk, performing rites and bestowing them with hand-made charms and wards. Many in the Valley, especially children, find her unsettling or frightening. Rumors abound as to her true relationship with the dead and the source of her long life, though most reasonable folk agree she's just too bitter to let go. In truth, however, many of her rituals and prayers are bargains with passing souls. She deals in a magic that the others would fear and shun; Mother Perrish is indeed a necromancer.

Since the coming of the Winter, she's been uncharacteristically pleasant, some might even say happy. Part of this is because she is more busy than ever with her work, with so many passing from monster attacks and the elements. She takes pride in her duties being so valued, and she appreciates the way the cold has dampened everyone's spirits. Even so, she does not specifically enjoy the death of her kinfolk, and she is nothing of not respectful of the deceased and their families.

Personality: Mother Perrish is a bitter old crone that likes to remind other people how dismal and hopeless life really is. She dislikes cheerful people, anyone who disagrees with her, and most other people in general. However, she finds purpose in her work and could be said to enjoy it. She also is fond of people who look up to her, bring her treats or presents, and those who share her negative outlook on life.

Description: Mother Perrish is an old woman, a full head shorter than the average man standing straight; she's even shorter in her usual hunched over posture, leaning on her cane. Nevertheless, she has been known to be oddly quick and spry for her age, apparently using the cane more to garner sympathy than to steady herself. She's usually cloaked and wearing a headscarf to bind up her thin, greying hair. She dresses mostly in brown and grey.

mechanics:
I don't have a sheet yet, but she'd be a Summoner with a ghoulish Eidolon and the Skeleton Summoner feat, primarily focused on more subtle magic while in the presence of Valley folk, and full-on skeleton summoning when in battle.
Desperate times, desperate measures.

The Exchange

I wil tweak background. That picture of snow was so striking. Also realized I have 1 hex too many, since 4th level hex is replaced by winterwitch archetype. Removing prehensile hair hex. Though it would have been fun swotting people with hair.

background:
Once upon a time, Kalira's mother was of the House Gisli. However, she always had latent power that she was never fully in control off. Five years ago, when the monsters came to attack the village, in panic, and seeing her husband slain by the monsters,and her daughter in danger, Kalira's mother summoned a massive blizzard, with hailstones pelting monsters and villagers alike. The villagers won that day, but there was no victory for Kalira's family. The villagers branded Kalira's mother as a witch, some accusing her of bringing both monsters and winter onto the village.

Knowing some of these ancient powers could be passed on by blood, banished both Kalira's mother and herself to exile in the wilds, never to return on pain of death.

Before Kalira's mother died of a long illness, she prophesied that Kalira's destiny was to return to the house of Gisli. Kalira has been living in the wilds for 5 years, living on what she can gather from the land and stealing from hunters snares. She has only returned to the valley of heroes at her mother's behest.

Goals:

Kalira has heard that House Gisli has been destroyed. But her mother has never been wrong with her prophecies yet. Perhaps the survivors will not remember the girl they banished 5 years ago. Or perhaps they are so desperate they will take up any help to reclaim their house. Perhaps her mother meant her to reclaim the house, then rule over it...

That wouldn't be a bad idea. At all.

The Exchange

Kalira's personality:

Kalira ia very much like winter. Cold and calculative. She resents her unjust banishment, and wants those who banished her to have their juat desserts. Her exile has made her realize that the only people she can depend on, besides Basha bat, is herself.

char sheet:

Female Human Winter witch (Patron - Deception)
N Humanoid
Init +4; Perception +4
--------------------
[b]Defense
--------------------
AC 12 , touch 12, flat-footed 10
hp 30
Fort +3, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d6) or Cold Iron Dagger +2 (1d4/19-20)
Witch Spells Prepared (CL 4th; concentration +9)
. . 2nd — Flurry of Snowballs (DC 18) (x1), Glitterdust (DC 17) (x1), Invisibility (x1)
. . 1st — CLW (x1), Ear Piercing Scream (DC 15) (x1), Mage Armor (x2), Enlarge Person (x1)
. . 0 (at will)—Detect magic, Ray of Frost, Light, Message
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 21, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats
Skills Spellcraft +11, Perception +4, Knowledge Nature +10, Knowledge Planes + 9, Knowledge Arcana + 10, Knowledge Dungeoneering +9, Knowledge local +9, Knowledge Engineering +7, Knowledge Religion +9, Knowledge nobility +7, Survival +1, Disable device +10(+12 with MW tools)

Feats Spell Focus Evocation, Spell Penetration

Background skills Linguistics +6, Knowledge History +13, Knowledge Geography +8,
Languages Common, Aquan, Draconic, Terran, Aklo, Gnoll

Traits Reactionary, Trapfinder

Alternate Racial Traits
Houseless

Gear Handy Haversack, Belt pouch, Spell component pouch (x2), Quarterstaff, Cold Iron Dagger, Silver Morningstar, 50 ft hemp rope, (3) torches, Flint and Steel, Signal whistle, Waterskin, String, Journal Book, Familiar Satchel, Chalk (5), 2 sacks, 2 Anti Toxin, 1 Anti Plague, 1 Wand of CLW, 5 Trail rations, Travellers any tool, Light Crossbow, Grappling Arrow, Liquid Ice, mess kit, bed roll, MW thieves tools, TBD.

Wt - Handy Haversack.

--------------------
Special Abilities
--------------------

At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.

Hex: Slumber (DC 17)
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regular snow without penalty, and heavy snow only costs her 2 squares of movement instead of 4.

Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Spells stored in Bat Familiar:

Cantrips: All
Lvl 1 spells:
Ventriloquism, Chill Touch, Command, Comprehend languages, Mage Armor, Ear piercing Scream, Enlarge person, Snowball, Obscuring mist, Shadow Trap, Cure Light Wounds
Level 2 spells:
Invisibility, Glitterdust, See invisibility, Flurry of Snowballs, Summon Monster 2

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