GM Blood's Savage Tide

Game Master David James Olsen

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Tilnar:

At Age 10 you develop jaded tastes for exotic and possibly expensive pleasures. You tend to be rude at times, knowingly or unknowingly.

Age 4 Event: An adolescent event happens Roll 1d20 for that chart

Age 18: Something Wonderful occurs: Roll 1d20+3

Age 18: You tattoo your face Roll 1d10 for what it is and a 1d20 (If result is a 20 it is an unusual color so roll a d20 again. If that is a 20 then roll once more)

If you want your tattoo of something specific you can choose it, like Besmara or something.


Tirion:

Wow that would have been a good channel roll or fireball roll.

So the event is a War. A battle in some war caused your entire family to die. (The battle came to your town?). I guess after that you inherited everything!

You have a personality trait to roll for this 2d20

ow last up for you then is your significant event of adulthood, aka what you did to get to first level! Roll 2d20+2


I keep trying to figure out how heavy a gold fiddle would be... Presumably, it's hollow so it can be played..

Besides, most of the soul trade is done by daemons in Abbadon, as I recall.


Early Maturity:

Age 4, redux: 1d20 ⇒ 3

Age 18, Something Wonderful: 1d20 + 3 ⇒ (20) + 3 = 23

I'll pick the tattoo as part of the build... I don't imagine I'm lucky enough for it to be usable as a divine focus?


Tilnar:

About the tatoo, it isn't usable as a focus as is, but you could always do the Birthmark trait and change the fluff to the tattoo. (Unless there is something else out there in the ever growing list of stuff that could work too.)

*Edit* Page 66 of Ultimate Equipment

At Age 4: You were apprenticed to learn an occupation. Roll d10 and a d20 then roll 2d20

At Age 18 Something Wonderful: Roll 1d20 then Roll d100 then 2d20


Child Labourer:

I knew it was there, didn't realize it was 100 gp. Wow. Nah, I'll just get something nice for now and have it sanctified later... Or something.

Apprenticeship: 1d10 ⇒ 61d20 ⇒ 122d20 ⇒ (9, 1) = 10

Bowl full of good things: 1d20 ⇒ 191d100 ⇒ 762d20 ⇒ (5, 10) = 15


Here is my alias, need a redheaded goblin that looks pretty.

rolls:
Head of household occupation: Had one job. Jack-of-all trades, minimal skill at many different trades. Roll 1d3+1, then a d10 and a d20 for each one.
1d3 + 1 ⇒ (1) + 1 = 21d10 ⇒ 31d20 ⇒ 161d10 ⇒ 41d20 ⇒ 16

Childhood:

At Age 7, A change or upheaval happens in your family. You moved. Roll 1d10 to see how far, 1 being within same town, 10 being a new continent.
1d10 ⇒ 9
You develop a personality trait Roll Roll 1d100 to see what kind, if any, then roll 2d20
1d100 ⇒ 222d20 ⇒ (3, 18) = 21

At Age 7 1-3 additional significant events happen Roll 1d3+1 and then roll 1d20 that many times re-rolling any 14's

1d3 + 1 ⇒ (3) + 1 = 41d10 ⇒ 51d20 ⇒ 41d10 ⇒ 51d20 ⇒ 31d10 ⇒ 101d20 ⇒ 181d10 ⇒ 51d20 ⇒ 1

At Age 12 A specific age related event occurs Roll 1d20
1d20 ⇒ 14

At Age 14 You learn an unusual skill Roll 1d20 then gain a neutral personality trait 2d20

1d20 ⇒ 182d20 ⇒ (6, 8) = 14

Sczarni

Rolls:

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

Guardian: 1d20 ⇒ 11

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

1d4 + 2 ⇒ (2) + 2 = 4
Gender: 1d2 ⇒ 1
Gender: 1d2 ⇒ 2
Gender: 1d2 ⇒ 1
Gender: 1d2 ⇒ 1

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

Laboratory?: 1d100 ⇒ 57
Laboratory?: 1d100 ⇒ 72

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.

Class: 1d31 ⇒ 25
Level: 1d20 ⇒ 4

So Far:

Culture Roll = 10 Civilized-Decadent

Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity

Civilized folk feel more comfortable in the city than outdoors.

Social Status = 86 Well-to-do

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

You were raised by a guardian: Roll a 1d20 then a second d20.

Find out siblings: Roll a d20 then a d20

Then Time of Birth: 1d12 Month, 1d28-31 depending on what month you roll (follow our calendar), then a d24 then d60 for time of day.

The Place of Birth: 1d20 If 12-13 or 17+ Roll 1d20 again. If it is 12-13 or 17+ after that, Roll Again.

Then d100

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.


Tilnar:

Horse Breeder Apprenticeship. You tended to remain immaculate from then on (clean and orderly character trait).

Something wonderful: Peace came upon the land after a terrible war for years. You became more pious.

Now last up for you then is your significant event of adulthood, aka what you did to get to first level! Roll 2d20+3


Aww... I'm all growed up.:

And here I was hoping it was something personally wonderful. Not that a war ending isn't cool, just that finding a Rod of Rulership or Staff of Power would be awesome. ;)
I'm an adult now: 2d20 + 3 ⇒ (6, 1) + 3 = 10

Wow. You know, I used to have characters that the diceroller actually liked, once, back in the day.


Pretty Goblin:

Jack of all trades: Farmer, Warrior, and Craftsman - Roll d20 to find out what craft[/ooc]

Age 7: You move very far from your original home, more than one country away but same continent.

Also at age 7 3 events:

#1: Your friends involve you in illegal activities [b]Roll 1d10 for how, then 1d6 for type, and then 3 1d20 rolls then 2d20

#2 Something wonderful occurs: 1d20 then 2d20

#3 Learn an unusual skill: Roll 1d20 then 2d20

#4 Something good happens to you: Roll 1d4 then 2d20

Age 12: An exotic event occurs: Roll 1d20 then 1d100 and 2d20

Age 14: Learned an unusual skill - Miscellaneous Skill Roll d10


Getting Older:

Personality Trait: 2d20 ⇒ (12, 14) = 26
Significant Adult Event: 2d20 + 2 ⇒ (8, 9) + 2 = 19


Crellan:

You and your siblings were raised by monks and priests. However the man you considered your guardian was a magus (4th level). You had 4 younger siblings (Brother, Sister, Brother, Brother)

You were born in a wizard's tower. You turned everything inside the tower into precious metals, and the sky darkened and the stars went out for an hour.

Noteworthy things about your guardian:

Roll a 1d3 for amount remembered and then a 1d20 and 1d6 for each memory.

Then we can start on significant childhood and adolescent events:

First childhood events:

Roll 1d3 for # of events. For each event roll 1d12 for age and 1d20+2

The Adolescent events:

Roll 1d3 for # of events. For each event roll 1d6+12 for age 1d20+2


Tilnar:

I missed a couple things to roll for you:

Roll a d20 for your face tattoo to see if it is a different color than normal. If 20 roll 1d20 again otherwise it is black

For your Apprenticeship, Roll 1d10 for events then 1d20

Ok now for your adult rolls:

You have a religious experience (and who said your dice isn't looking out for you!) Roll 1d20 for deity, then 1d10 for how it began, then 1d3 for # of events and a 1d20 for each event


Tirion:

After your family's death you have a touch of greed. (To go with your thrifty side!)

Adult Event: You become well known , even famous for the occurrence of an event in your life: Roll 2d20+2 again, re-rolling on a result of 19 and then a 2d20


Spoiler:

craft: 1d20 ⇒ 3
illegal: 1d10 ⇒ 61d6 ⇒ 51d20 ⇒ 91d20 ⇒ 31d20 ⇒ 52d20 ⇒ (11, 11) = 22
wonderful: 1d20 ⇒ 102d20 ⇒ (18, 8) = 26
unusual: 1d20 ⇒ 72d20 ⇒ (10, 17) = 27
good: 1d4 ⇒ 12d20 ⇒ (10, 1) = 11
exotic: 1d20 ⇒ 51d100 ⇒ 452d20 ⇒ (10, 14) = 24
skill: 1d10 ⇒ 9


More Adult Rated Stuff:

Famous Me: 2d20 + 2 ⇒ (10, 7) + 2 = 19 <-- Lol, there is the 19

Famous Me, Take 2: 2d20 + 2 ⇒ (11, 20) + 2 = 33

2 more d20: 2d20 ⇒ (15, 5) = 20


Tirion:

You become involved in illegal activities. Roll 1d10 for how. 1d6 for what. Then 1d3 event and a d20 for each event. Then 2d20 for personality trait


In the Traveler character creation process you could die.


Chainmail:

Your background is coming together kind of good here!

Grandfather's craft: Weaver

Age 7 Illegal Activities: Reason for getting involved is you wanted to live a lifestyle you could otherwise not afford. You decide on a life of piracy. You learn how to sail a ship, travel in a wide area learning a few words in many languages (basically swear words and how to order a drink), and on one trip they discovered a lost island with a mysterious temple. All member of the crew are cursed by the magic of them temple. It takes affect once day per month. Roll 1d20 for the curse and 1d30 for the day of the month. You grew disrespectful during this time.

At Age 7 Something wonderful occurs: A despotic and evil local ruler outlaws your parents. After some time the ruler's liege lord is overthrown and your parents are not only pardoned but honored in their role to overthrow him. You become generous (Willing to give more than fairly)! Roll 1d100 for title of noble. 1d10 for how many years past the age of seven.

At Age 7 - Learn an unusual skill: Skating

At Age 7 - Something good happens to you: Large sum of money (x10 starting)

Age 12: An exotic event occurs: While out pirating a planar rift opens and you are abducted by humanoids from another plane. You appear moments later with no one noticing you gone, but you physically aged 11-20 years, have no memory of that time, and not mentally aged at all. Roll 1d10+10 for # of years

Age 14 (Sorta) - Learned an unusual skill: - Musical Ability Roll 1d8


more rolls and curses:

Roll 1d20 for the curse and 1d30 for the day of the month
1d20 ⇒ 201d30 ⇒ 4
noble: 1d100 ⇒ 11d10 ⇒ 7
age: 1d10 + 10 ⇒ (10) + 10 = 20
music: 1d8 ⇒ 1


Chainmail:

Age 7 Curse: On the 4th day of every month, Your curse....Roll 1d3

Age 7 and evil Kings:Your parents help the emperor over throw the evil despot king when you are 14. Your parents are elevated to nobility and given the rank of Prince/princess. Roll 4d10 for special TiMod#, 1d4 for land titles, 1d100 and 1d20 for land. Then after all of that d100 again

Age 12 Aging: You age 20 years in a blink of an eye.

Age 14 going on 34 - Learned an unusual skill: - While pirating or after returning when your parents were elevated to nobility you learned a musical instrument of your choice. Roll 1d6


Chainmail:

For your curse above, I forgot to include that you need to roll a d20 per number rolled on the d3, re-rolling 20's

Sczarni

Rolls:

Noteworthy things about your guardian:

Roll a 1d3 for amount remembered and then a 1d20 and 1d6 for each memory.

Memories: 1d3 ⇒ 2

Memory: 1d20 ⇒ 15
Memory: 1d6 ⇒ 5

Memory: 1d20 ⇒ 12
Memory: 1d6 ⇒ 2

Then we can start on significant childhood and adolescent events:

First childhood events:

Roll 1d3 for # of events. For each event roll 1d12 for age and 1d20+2

Childhood Events: 1d3 ⇒ 2

Age: 1d12 ⇒ 1
Event: 1d20 + 2 ⇒ (12) + 2 = 14

Age: 1d12 ⇒ 12
Event: 1d20 + 2 ⇒ (11) + 2 = 13

The Adolescent events:

Roll 1d3 for # of events. For each event roll 1d6+12 for age 1d20+2

Adolescent Events: 1d3 ⇒ 1

Age: 1d6 + 12 ⇒ (6) + 12 = 18
Event: 1d20 + 2 ⇒ (5) + 2 = 7

So Far:

Culture Roll = 10 Civilized-Decadent
Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity

Civilized folk feel more comfortable in the city than outdoors.

Social Status = 86 Well-to-do

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

You were raised by a guardian: Roll a 1d20 then a second d20.

Find out siblings: Roll a d20 then a d20

Then Time of Birth: 1d12 Month, 1d28-31 depending on what month you roll (follow our calendar), then a d24 then d60 for time of day.

The Place of Birth: 1d20 If 12-13 or 17+ Roll 1d20 again. If it is 12-13 or 17+ after that, Roll Again.

Then d100

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.

You and your siblings were raised by monks and priests. However the man you considered your guardian was a magus (4th level). You had 4 younger siblings (Brother, Sister, Brother, Brother)
You were born in a wizard's tower. You turned everything inside the tower into precious metals, and the sky darkened and the stars went out for an hour.


Illegal Stuff:

You become involved in illegal activities. Roll 1d10 for how. 1d6 for what. Then 1d3 event and a d20 for each event. Then 2d20 for personality trait

How I did it: 1d10 ⇒ 4
What I did it: 1d6 ⇒ 2

How often I did it: 1d3 ⇒ 2

Event 1: 1d20 ⇒ 19
Event 2: 1d20 ⇒ 9
Event 3: 1d20 ⇒ 2

More Personality: 2d20 ⇒ (15, 19) = 34


Seeing gods:

Tattoo Hue: 1d20 ⇒ 18 Well, that's less exciting..

Apprentice Events: 1d10 ⇒ 51d20 ⇒ 5

Religious Experience Deity: 1d20 ⇒ 10
Religious Experience Origin: 1d10 ⇒ 4

Number of Events: 1d3 ⇒ 3
Event #1: 1d20 ⇒ 5
Event #2: 1d20 ⇒ 8
Event #3: 1d20 ⇒ 19

At least we don't have to worry about aging too much here (at least, I hope not) .. I remember building Twilight 2000 characters back in the day that were unusable... because, for example, your heavy weapons guy that managed to get the skills you wanted would no longer be able to lift the weapons he'd specialized b in because the system decided he was in his 50s when war broke out.


rolls:
Age 7 Curse: On the 4th day of every month, Your curse....Roll 1d3
1d3 ⇒ 22 rolls 1d20 ⇒ 51d20 ⇒ 19

Age 7 and evil Kings:Your parents help the emperor over throw the evil despot king when you are 14. Your parents are elevated to nobility and given the rank of Prince/princess. Roll 4d10 for special TiMod#, 1d4 for land titles, 1d100 and 1d20 for land. Then after all of that d100 again
4d10 ⇒ (2, 9, 10, 1) = 221d4 ⇒ 11d100 ⇒ 771d20 ⇒ 41d100 ⇒ 96

Age 12 Aging: You age 20 years in a blink of an eye.

Age 14 going on 34 - Learned an unusual skill: - While pirating or after returning when your parents were elevated to nobility you learned a musical instrument of your choice. Roll 1d6
perform skill: 1d6 ⇒ 6


Crellan:

Your guardian was originally of a different culture: Roll d10

Your guardian was a recruiter for the god he worshiped (Fits with being raised by monks and priests) Roll 1d20 for what type of god or you can pick if you desire

Childhood events:

Extra events: Roll 1d3+1 for events then for each event roll 1d12 for age and 1d20+2

Race specific event at 12: Roll 1d5 for type then 1d10 unless it is a 5 then 1d20

At 18 you learn an unusual skill: Roll1d20


Tirion:

Famous life of crime: You started because you wanted to defy authority so you joined an organized thievery guild. (Stealing and smuggling). You become more self doubting.

First Event: You did many jobs for the guild and were better at one thing. .Pick one skill off the thief class skill list to be a class skill for you

Second Event:You discover a prominent and popular government official is really the head of the guild. Roll 1d6


Tilnar:

Black Tattoo

Apprentice: While your master was out you looked through his books and found out he was a front office for a vast criminal network.

Religious Experience:

Type: Water God (Or choose if you like)

How it began: An inner Need. You feel like you need to seek out this religion.

Event #1: You join the religion. Roll 1d6 to strength of devotion
Event #2: Re-roll 1d20 and re-roll if results are 5-9 or 19
Event #3: You study the religion for 1-4 years Roll 1d4 for years

Almost there!


Chainmail:

Age 7 Curse: On the 4th day of every month, you are always blamed for the commission of heinous acts that happen in the same locale as you. You also get tongue tied in front of members of the opposite sex.

Age 14 learn a musical instrument of your choice. You become very skill with it. Your perform skill with that instrument alone is considered a class skill and to have skill focus

Age 7 and evil Kings:Your parents help the emperor over throw the evil despot king when you are 14. Your parents are elevated to nobility and given the rank of Prince/princess.

TiMod:22
Titles:1 Roll 3d20
Land Holdings: None
New Social Status:Wealthy New SolMod of 4 Roll 1d100 again to see if your parents are extremely wealthy

Ok, that is a pretty exciting life already and pretty far fetched if anyone told it to me, but you have an Adult event yet to get you to 1st level! roll 2d20+9


Guild Master:

The Man: 1d6 ⇒ 6


Was there a decision about a 5th player to take on the skill role? Just thinking any newbie is going to be about a week behind on dice rolls.. Probably better if they can stay sooner rather than later.


rolls:
Roll 3d20
3d20 ⇒ (9, 9, 2) = 20
Land Holdings: None
New Social Status:Wealthy New SolMod of 4 Roll 1d100 again to see if your parents are extremely wealthy
1d100 ⇒ 15

Ok, that is a pretty exciting life already and pretty far fetched if anyone told it to me, but you have an Adult event yet to get you to 1st level! roll 2d20+9
2d20 + 9 ⇒ (15, 4) + 9 = 28


I'm a Cultist:

Devotion Strength: 1d6 ⇒ 2

Event #2: 1d20 ⇒ 7

Length of Study: 1d4 ⇒ 2


Chainmail:

Your family's title became: Lord Governor of the Domain

If rolled under TiMod+1 you become Very Wealthy which you did (TimMod 21) that adds another +4 to your roll below...

Adult Event:

You have a romantic encounter. Roll d3 for # of events then Roll a 1d20 per number rolled. Then 2d20


romance:
1d3 ⇒ 11d20 ⇒ 112d20 ⇒ (9, 11) = 20

Sczarni

Rolls:

Your guardian was originally of a different culture: Roll d10

Guardian: 1d10 ⇒ 9

Your guardian was a recruiter for the god he worshiped (Fits with being raised by monks and priests) Roll 1d20 for what type of god or you can pick if you desire

God: 1d20 ⇒ 6

Childhood events:

Extra events: Roll 1d3+1 for events then for each event roll 1d12 for age and 1d20+2

Extra Events: 1d3 + 1 ⇒ (3) + 1 = 4

Age: 1d12 ⇒ 2
Event: 1d20 + 2 ⇒ (2) + 2 = 4

Age: 1d12 ⇒ 2
Event: 1d20 + 2 ⇒ (2) + 2 = 4

Age: 1d12 ⇒ 9
Event: 1d20 + 2 ⇒ (17) + 2 = 19

Age: 1d12 ⇒ 11
Event: 1d20 + 2 ⇒ (5) + 2 = 7

Race specific event at 12: Roll 1d5 for type then 1d10 unless it is a 5 then 1d20

Race Specific Event: 1d5 ⇒ 3
RSE: 1d10 ⇒ 2

At 18 you learn an unusual skill: Roll1d20

Unusual Skill: 1d20 ⇒ 2

So far:

Culture Roll = 10 Civilized-Decadent
Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity

Civilized folk feel more comfortable in the city than outdoors.

Social Status = 86 Well-to-do

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

You were raised by a guardian: Roll a 1d20 then a second d20.

Find out siblings: Roll a d20 then a d20

Then Time of Birth: 1d12 Month, 1d28-31 depending on what month you roll (follow our calendar), then a d24 then d60 for time of day.

The Place of Birth: 1d20 If 12-13 or 17+ Roll 1d20 again. If it is 12-13 or 17+ after that, Roll Again.

Then d100

Your guardian was a relative other than your parents. Roll 1d20 Re-rolling 13 or 14.

You have 3-6 siblings and your were first born (+20% starting money). Roll 1d4+2 to find out the number of siblings and for each one a 1d2 (1=Brother, 2=Sister). Birth order in the order you rolled them.

You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush.

You were born in a Wizard's laboratory. Roll 1d100 two times for the unusual birth circumstances.

I asked for an extra d20 so we will apply it the next step which is...

Parent's Occupation: Adventurer. Head of Household is/was an adventurer (Must be why you were born in a wizard's tower) Roll d31 for class and d20 for level.

You and your siblings were raised by monks and priests. However the man you considered your guardian was a magus (4th level). You had 4 younger siblings (Brother, Sister, Brother, Brother)
You were born in a wizard's tower. You turned everything inside the tower into precious metals, and the sky darkened and the stars went out for an hour.

Your guardian was originally of a different culture: Roll d10
Your guardian was a recruiter for the god he worshiped (Fits with being raised by monks and priests) Roll 1d20 for what type of god or you can pick if you desire

Childhood events:

Extra events: Roll 1d3+1 for events then for each event roll 1d12 for age and 1d20+2

Race specific event at 12: Roll 1d5 for type then 1d10 unless it is a 5 then 1d20

At 18 you learn an unusual skill: Roll1d20


Tirion:

The official thinks you need to be silenced!

Ok, I think you are done. I will post the full wrap up of everything later


Tilnar:

Religious Experience:

Type: Water God (Or choose if you like)

How it began: An inner Need. You feel like you need to seek out this religion.

Event #1: You join the religion. Roll 1d10 to strength of devotion, I wrote down wrong number
Event #2: That was a 7, Re-roll 1d20 and re-roll if results are between 5-9 or 19
Event #3: You study the religion for 2 years


Chainmail:

Event 1: The social status of your beloved is different than yours. Rolld100 and re-roll if 95 or higher


Crellan:

Your guardian was originally of a different culture: Barbarian

Your guardian was a recruiter for the god he worshiped: War God (Choose appropriate Golarion god or any one that you want if you care)

Childhood Events

Age 2 Event #1: Learn an unusual skill. Roll 1d20 then 2d20

Age 2 Event #2: Learn an unusual skill. Roll 1d20 then 2d20

Age 9: Age specific event occurs: Roll 1d20

Age 11: Religious Experience Roll d10 for how it began, d3 for # of events, then d20 for each event. Then followed by d100 and 2d20

Age 12 Race specific event: Halflings come and stay over night, straining your hospitality. They spend all night talking of adventure but leave before dawn. Yet, they leave something behind. Roll 1d20

Age 18 Learn an unusual skill: Professional gambling. Roll 1d6


Rerolling:

Reroll: 1d20 ⇒ 10
I did a second roll in an edit..

Guess I didn't save the changes and just previewed... Took me 2 rolls last time because I hit 19 before getting 13.


Tirion:

Tition

You were Born on Gozran(April), 18 at 5:16 a.m. Sign of the Bridge. In a hospital/healer's guild. You were a legitimate child, lived only with your immediate family which included your mom and dad. (Not Extended Family). 3 siblings, Older Sister, two younger brothers.

Your character was born and raised in a Civilized culture. (Civilized cultures are noted for Central governments, royal civil engineering, wizards, thieves, naval warfare, and of course taxmen. Examples would be Feudal Japan, or Tolkien's Gondor.) Civilized folk feel more comfortable in the city than outdoors. Your family when growing up was Well-to-do. (That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled.)

Your father had two jobs when raising you. Primary Occupation of your father was a stone cutter. Secondary was a Fletcher. Your mother was originally from a poor family (Low income, no property, luxuries include clean water, pets, heat, etc). Your mother was supposedly killed but your father spent the money to bring her back to life and she claimed to have another soul that came back with her!

At age 12, war breaks out and kills everyone in your family. You inherit a large sum of money. After inheriting the money you become thrifty and greedy.

At age 18, you left your home unexpectedly and came back after 5 days. (Tie into your life of crime?)

Adult: You started a life of crime because you wanted to defy authority so you joined an organized thievery guild. (Stealing and smuggling). You become well known for this. You did many jobs for the guild and were better at one thing. You discover a prominent and popular government official is really the head of the guild. The official thinks you need to be silenced! You become self doubting.

Try to tie as best you can the vents in your background. The traits are a suggestion and don't have to rule you, then can be a strong trait or a minor trait as you desire. Figure out how you ended up in Eleder.

The adventure will begin where you get a letter delivered to you that says:

"Greetings, and I trust this missive finds you in good health! My name is Lavinia Vanderboren, and I humbly request your attendance at dinner at my estate on Festival Street and Blue Skink Lane tomorrow evening. I think I can present you with an opportunity uniquely suited to your skills. Please inform the carrier of this letter of your response to this invitation, and I hope to be speaking to you soon!"

Lavinia Vanderboren

Starting bonuses

You starting money will be 1650% of starting gold (Brawler would get 5940gp in this case)

Sign of the Bridge

Pick one skill off the thief class skill list to be a class skill for you.

I was thinking Child of Shadow for your Campaign Trait. (Second post in recruitment).


Tilnar:

Religious Experience:

Type: Water God (Or choose if you like)

How it began: An inner Need. You feel like you need to seek out this religion.

Event #1: You join the religion. Roll 1d10 to strength of devotion
Event #2: You believe you are are a re-incarnated hero of the religion
Event #3: You study the religion for 2 years


Devotion:

Said d6 up there... But here you go. ;)
Devotion: 1d10 ⇒ 2


Tilnar:

Typo on the chart. Words said d6 chart is a d10. Eyes didn't pay attention!

Devoted Follower!

I'll sum everything up for you in a more organized way a little later and you can use that to form your back ground by tying things in where you can!


love:

1d94 ⇒ 67


Chainmail:

She is middle class, far below your new station. It is assumed you are still together as a couple even if she may not be here, you can play with that as you wish.

I'll sum everything up for you in a more organized way a little later and you can use that to form your back ground by tying things in where you can!


Cool, thanks. I will try to start getting him together. I don't have much time because of RL interfering with my PF for the next two weeks.

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