| GM Blood |
I sent an email, I have some time at 12:30 today for about an hour that I could do google chat and get some extra rolls in, otherwise we can keep going here.
Culture: Civilized roll d100 for chance for a hobby. If result is 50 or lower roll
Social Status: Comfortable Roll d100 for a chance at an heirloom weapon
Legitimacy: roll 1d20+4
Family: Roll 1d20+4
| Tirion Jörðhár |
Aren't there feats that allow bards to use music/musical instruments in their songs? It adds a focus, but might be worth looking into. You would essentially use the flute to make your magic from music.
You would not have to be a bard, but it is an interesting way to add some flavor to your character.
michaelane
|
Siblings: 1d3 ⇒ 1
Older Sibling Gender: 1d2 ⇒ 2 Female
Younger Sibling Gender: 1d2 ⇒ 1 Male
Month of Birth: 1d12 ⇒ 11 Neth
Day: 1d30 ⇒ 12
Hour: 1d24 ⇒ 11
Minute: 1d60 ⇒ 53 Sign of the Star Gazer
Place of Birth: 1d20 ⇒ 12 Foreign Land
Place of Birth: 1d20 + 2 ⇒ (6) + 2 = 8 Hospital/Healer's Guild Hall
Unusual Birth: 1d100 + 2 ⇒ (95) + 2 = 97 Three Unusual Events
Unusual Birth Event 1: 1d100 ⇒ 23 All Glassware in the house suddenly shattered
Unusual Birth Event 2: 1d100 ⇒ 43 Actually born exactly at noon
1d3 ⇒ 1
1d10 ⇒ 4 Your skin is treated as +1 natural armor (Will stack with race NA if any)
Unusual Birth Event 3: 1d100 ⇒ 30 Identical Twin
1d2 ⇒ 1 Immediately after Older Sister
Separated at Birth?: 1d100 ⇒ 62 Not Separated
Alignment: 1d6 ⇒ 5 Same alignment
Parent's Occupation: 1d20 ⇒ 12 One occupation
Type of Work: 1d20 ⇒ 9 Middle Class
Job: 1d20 ⇒ 2 Merchant
Attitude/Performance Rolls: 1d3 ⇒ 3
Type 1: 1d20 ⇒ 6
Type 1: 1d6 ⇒ 5 Incompetent
Type 2: 1d20 ⇒ 6
Type 2: 1d6 ⇒ 4
Type 3: 1d20 ⇒ 14
Type 3: 1d6 ⇒ 4 Adept
Type of Merchant: 1d20 ⇒ 3 Tavern Keeper
Attitude 2: 1d20 ⇒ 18 Very Political
Achievement: 1d20 ⇒ 11 Average at Job
Number of Things Remembered About Him: 1d3 ⇒ 3
Thing 1: 1d20 ⇒ 8 He had an obsession regarding something that happened or may happen. This dominates his life.
Thing 1 Thing: 1d6 ⇒ 6 Preventing a future event foretold to him.
Thing 2: 1d20 ⇒ 16 Originally of a different social status
Thing 3: 1d20 ⇒ 1 Noted for his personality
Future Event Foretold to Him: 2d20 ⇒ (15, 18) = 33 Accused of a crime he didn't commit
Type of Crime: 2d20 ⇒ (3, 20) = 23 TBD Heresy, 20 years imprisonment
Type of Crime: 1d6 ⇒ 4 After 20 years he is found innocent
What was father's original social status: 1d100 + 4 ⇒ (93) + 4 = 97 Used to be wealthy
Personality father noted for: 1d6 ⇒ 6
Personality father noted for: 2d20 ⇒ (15, 8) = 23
michaelane
|
Personality Father Noted for: He was a Know-it-all or at least thought he was
Significant Events of Childhood - # of events: 1d3 ⇒ 2
Event 1 Age: 1d12 ⇒ 4
Event 1 Event: 1d20 ⇒ 18 Something good happened to you.
Event 2 Age: 1d12 ⇒ 3
Event 2 Event: 1d20 ⇒ 14 Up to three more events happen
Event 1 Good Thing: 1d4 ⇒ 3 A disease almost kills you at the age of 4, but you survive and become immune to all diseases.
Event 1 Good Personality Trait that developed: 2d20 ⇒ (7, 19) = 26 You are generous
Event 2 # of Events: 1d3 + 1 ⇒ (3) + 1 = 4
More Events #1: 1d12 ⇒ 6
More Events #1: 1d20 ⇒ 8
More Events #2: 1d12 ⇒ 11
More Events #2: 1d20 ⇒ 4
More Events #3: 1d12 ⇒ 7
More Events #3: 1d20 ⇒ 4
More Events #4: 1d12 ⇒ 9
More Events #4: 1d20 ⇒ 15
Something Wonderful: 1d20 ⇒ 4
Age 6 Event Family Attitude: 1d6 ⇒ 5 You family always encourages your interests
Personality Trait due to Family Encouraging Interests: 2d20 ⇒ (13, 18) = 31 Well-Mannered
Age 11 Event Learn Unusual Skill: 1d20 ⇒ 6 Learned to Ski
Age 11 Neutral Personality Trait: 2d20 ⇒ (2, 10) = 12 Skeptic
Age 7 Event Learn Unusual Skill: 1d20 ⇒ 18
Age 7 Neutral Personality Trait: 2d20 ⇒ (16, 11) = 27 TBD
Misc Skill Roll: 1d10 ⇒ 3 Calligraphy
Skiing: 1d6 ⇒ 1
Calligraphy: 1d6 ⇒ 2
Age 9 Exotic Event: 1d20 ⇒ 16 You and another PC become acquainted with each other.
How PC and I Became Acquainted: 1d10 ⇒ 1 You are fast friends, companions forever
Adolescent Events: 1d3 ⇒ 1
Adolescent Event Age: 12 + 1d6 ⇒ 12 + (5) = 17
Adolescent Event: 1d20 ⇒ 15
Exotic Event: 1d20 ⇒ 3 You stumbled upon a magic portal and is magically transported to your current location. You original homeland is far away
Exotic Event Reroll: 1d20 ⇒ 15 An evil despotic ruler orders all person of your gender, birth and approximate age put to death. As far as you know you were the only one to survive
Adult Life Event: 2d20 ⇒ (8, 12) = 20 You become famous for the occurrence of an event in your life.
What was the event: 2d20 ⇒ (8, 17) = 25 TBD
Random Personality trait 1: 1d100 ⇒ 24
Random Personality trait 2: 1d100 ⇒ 61 2d20 ⇒ (11, 20) = 31
Crellan
|
Age 2 Event #1: Learn an unusual skill. Roll 1d20 then 2d20
Event #1: 1d20 ⇒ 8
2d20 ⇒ (20, 7) = 27
Age 2 Event #2: Learn an unusual skill. Roll 1d20 then 2d20
Event #2: 1d20 ⇒ 1
2d20 ⇒ (18, 8) = 26
Age 9: Age specific event occurs: Roll 1d20
Event Age 9: 1d20 ⇒ 1
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
Religious Experience: 1d10 ⇒ 3
1d3 ⇒ 2
1d20 ⇒ 7
1d20 ⇒ 5
1d100 ⇒ 14
2d20 ⇒ (13, 18) = 31
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
Halflings: 1d20 ⇒ 4
Age 18 Learn an unusual skill: Professional gambling. Roll 1d6
Gamling: 1d6 ⇒ 1
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
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
michaelane
|
Ok, I've been toying with a few thoughts about characters post-Background generation and thought I'd throw them out here.
My first thought had been to take the skills mantle and really push it to the max. I was thinking Investigator (Sleuth).
Background generation got me thinking Distant Worlds which for a Sleuth naturally led to me thinking Android (you all follow that logic of course, right?). But, Androids aren't so great at all around Cha-based skills or Sense Motive and Cha is important for the Sleuth. Plus, I was really struggling with the combat role for a Sleuth.
So, I've switched this idea up and now have replaced the Sleuth archetype with the Steel Hound archetype. This seems like it might be a solid concept and the gun or laser pistol or whatever else we replace the gun with will fit with my heirloom weapon/unusual weapon that came up in the background. Lack of a magic weapon might hinder things, but potentially could be represented by fiddling with the weapon over time to add enhancements.
I think this would be solid. Solid all-around skills (minus a couple Cha-based ones) and an ability to provide ranged combat support. I'd have to fiddle around with what extracts to focus on, but could probably vary them between combat support and out of combat aid. But, if any of you hate mixing technology peanut butter with your fantasy chocolate than this idea is right out the window.
The other skills direction I explored was slayers and inquisitors. I was still thinking along the lines of Distant Worlds, so I tried a couple quick builds based on Lashunta and Kasatha, but I wasn't really happy with them. I couldn't find ideas where the things that make them unique as races mixed well with either the party as a whole or with the class directions I was interested in taking. There is an interesting archetype to allow the Kasatha to wield two bows, but its a ranger archetype so that's out
So instead I went down the road of a grippli inquisitor of Besmara. I was actually originally thinking of other deities originally, but one of the things that came up in my background was a close friendship with another PC and when I went looking for connections, voila Besmara (which also seems a good fit for the campaign). Something offbeat that I'm look at with this build is nets (in addition to archery). If retraining is allowed, I'm also thinking he might go the cold iron warden archetype later in the game. I can't think of a good reason for him to have it out of the gate.
So, there you have it. Android investigator or grippli inquisitor. Any thoughts?
michaelane
|
Can't remember why I zipped over the Empiricist. I remember looking at it. I think it came about when I started looking at ways for the character to have a combat role beyond telling everyone what the monsters are. Might look at that again though.
I'm pretty torn between these options right now. Will keep giving it thought.
Probably going Child of the Shadow for the campaign trait either way.
| GM Blood |
Sorry it took so long to get to you. Feeling a bit under the weather so its been a slow day for me.
Age #2 Event #1: Artistic Ability. Leaves you humorless. Roll 1d6 for the nature of this talent and 1d6 to see how gifted you eventually became
Age 2 Event #2: Social Dancing. Leaves you emotionless. Roll 1d6 to see how good you eventually became.
Age 9: A kindly neighbor schools you in an additional language Add one extra language at start
Age 11: Religious experience. Started out of curiosity. You hear stories about said religion and go to investigate.
Two things happen: You end up joining the religion. Roll 1d10 for how devoted you were.
Second Thing: Re-roll 1d20 re-rolling results of 5-9
Age 12: alflings come and stay over night, straining your hospitality. They spend all night talking of adventure but leave before dawn. Yet, they leave something behind. A piece of jewelry. Roll 1d10 to find out what kind
Age 18: Learn to be a professional Gambler. Average at it however.
Crellan
|
Artistic Ability: 1d6 ⇒ 3
Skill Level: 1d6 ⇒ 2
Dancing Ability: 1d6 ⇒ 6
Religious Devotion: 1d10 ⇒ 3
Second Thing: 1d20 ⇒ 13
Jewelry: 1d10 ⇒ 2
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
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
Age #2 Event #1: Artistic Ability. Leaves you humorless. Roll 1d6 for the nature of this talent and 1d6 to see how gifted you eventually became
Age 2 Event #2: Social Dancing. Leaves you emotionless. Roll 1d6 to see how good you eventually became.
Age 9: A kindly neighbor schools you in an additional language Add one extra language at start
Age 11: Religious experience. Started out of curiosity. You hear stories about said religion and go to investigate.
Two things happen: You end up joining the religion. Roll 1d10 for how devoted you were.
Second Thing: Re-roll 1d20 re-rolling results of 5-9
Age 12: alflings come and stay over night, straining your hospitality. They spend all night talking of adventure but leave before dawn. Yet, they leave something behind. A piece of jewelry. Roll 1d10 to find out what kind
Age 18: Learn to be a professional Gambler. Average at it however.
| GM Blood |
Age #2 Event #1: You learn Sculpting. Average at it. Leaves you humorless.
Age 2 Event #2: Social Dancing. Leaves you emotionless. You are extremely gifted in the art of Social Dancing Skill Focus (Social Dancing)!
Age 9: A kindly neighbor schools you in an additional language Add one extra language at start
Age 11: Religious experience. Started out of curiosity. You hear stories about said religion and go to investigate.
Two things happen: You end up joining the religion. You end up just a temple-goer. No extreme devotion.
Second Thing: However at one mass/religious day you make a prophetic statement about the religion. Roll 1d10. 6-10 it is something that makes you unpopular with that religion
Age 12: Halflings come and stay over night, straining your hospitality. They spend all night talking of adventure but leave before dawn. Yet, they leave a necklace behind. Not very valuable, but you have kept it.
Age 18: Learn to be a professional Gambler. Average at it however.
| GM Blood |
Take this and spruce it up how you wish. Remember the personality things can be strong or minor traits
Your character was born and raised in a Nomadic culture. You were always Poor, you lived to survive.
You were born on 25 Calistril at 2:10am born under the sign of the newlyweds, in a field in a land foreign to your homeland. You were born with the family curse of odd color hair. (Dark shade of metallic Gold). You were a legitimate child, lived only with your immediate family which included your mom and dad. (No Extended family). You were a second child and had an older brother and younger sister. Your mother died in Childbirth which means your younger sister was a half sister or twin.
Your Father was a fisherman growing up. Your dad claimed to be the offspring of your race and a demon or other-planar creature of evil). Your dad was born with psychic powers. Your dad was very religious and always trying to convert others. He was born with the family curse of odd hair color or was the start of the being passed on. (Dark shade of metallic Gold). He had multiple powers from his blood, the innate ability to see things in his mind at a distance away (clairvoyance), he also had the ability to convince people against their will to do things (domination), and had the ability to prevent it from happening to him (Mind shielding of some sort).
At Age 4 you were apprenticed to learn an occupation as a horse breeder. (typically a 5 year process). While your master was out you looked through his books and found out he was a front office for a vast criminal network. You learn to be immaculate.
At Age 10 you develop jaded tastes for exotic and possibly expensive pleasures. You tend to be rude at times, knowingly or unknowingly.
At Age 18, peace came upon the land after a terrible war for years. You became more pious and tattoo your face with the holy sybol of your deity and soon after seek out more of this religion. In your mind you believe you are a re-incarnated hero of the religion and become a devoted follower. You study for two years before setting out.
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 start at 30% of Max Wealth for your class. (Will be a rough start but you should be able to catch up pretty quick)
Sign of the Newlyweds trait is gained. You gain a +2 bonus on Diplomacy checks to influence those who might be romantically attracted to you, and Diplomacy becomes a class skill for you.
Ride is a class skill as well as getting 1 free rank in it at first.
You get a free rank of Knowledge Religion at first level and Skill Focus (knowledge religion)
For Campaign Trait I would say Suspicious eye (Post #3 in Recruitment): You are always on the lookout for treachery and wrongdoing, You get a +2 bonus on Sense Motive skill checks. However, the DC to take an object from you through the Sleight of Hand or to use the Feint combat maneuver increases to +4.
| GM Blood |
Take this and spruce it up how you wish. Remember the personality things can be strong or minor traits
You were born on Kuthona (Dec) 29th 4:24 AM, sign of the Thrush. You were born in your family home. Your character was an only child and was raised in a Civilized culture. You were the middle class of your civilized culture. You were a legitimate child, but lived only with your Grandparents on your father's side. (With results below I would say because they were working with the evil king in some way, before they knew who he was and sent back money to your grandparents) Your grandfather was a jack of all trades (minimal skill in multiple trades). He dabbled in being a Farmer, a Warrior, and a Weaver. He was very religious and tried to convert actively for a war god (your choice in Golarion that fits or choose whatever you desire)
Events in your life: (Tie these in together the best you can, it fits pretty good)
At the age of 7, your parents become exiles in your home country by the evil despot king. No longer safe, you and your grandparents move far from your home to a different country where it will be safer. However this puts a strain
on your grandparent's without the extra money from your parents and you decide to leave home and take up a life of piracy to help pay the bills. At 7 your job was either a Cabin Boy and a Powder Monkey (and certainly grew in responsibility over the years). You grew disrepectful to authority in this time.
On one of your trips you went on a long voyage to the Isle of Dread. There your crew found a mysterious temple. It was filled with plunder that everyone got a part of, even you. However everyone was affected by a curse. On the 4th of every month you get tongue tied and cannot speak to members of the opposite sex. Also on the 4th any heinous act that happens in the area you are in gets blamed on you.
You also learned to ice skate around this time.
When you were 12, a portal opens up and you were taken by humanoids. Even though you were returned immediately (on this plane at least), you aged phsyically 20 years and had no memory of the time you spent there.
By age 14 you learned your parents helped the emperor over throw the evil despot king. They were elevated to nobility and given the rank of Prince/princess and became very wealthy. Your family's title became: Lord Governor of the Domain. By this time you became very skilled in playing an instrument.
You can decide if you go back home or stay pirating
By the time you fall in love with someone of a lower social status than you. This creates a issue on the 4th of every month, but otherwise he/she is the love of your life. This has made you more self confident.
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:
x12 Starting Money for your class
Sign of the Thrush (You gain a +1 bonus on Perform (sing) checks, and Perform (sing) becomes a class skill for you.)
+1 to linguistics and 1 additional language known
Free rank in Profession (Sailor) at first
Free rank in skating at first. (whatever skill that would be, profession (ice skater)?
Your perform skill with one instrument of your choice is considered a class skill and to have skill focus and you get 1 free rank in it at first.
Crellan
|
Two things happen: You end up joining the religion. You end up just a temple-goer. No extreme devotion.
Second Thing: However at one mass/religious day you make a prophetic statement about the religion. Roll 1d10. 6-10 it is something that makes you unpopular with that religion
Religion: 1d10 ⇒ 9
Also GM Blood: Could the skill focus Perform Dance allow me to qualify for Dervish Dancer at first level?
| GM Blood |
Take this and spruce it up how you wish. Remember the personality things can be strong or minor traits
Time of Birth: 12th of Neth (November) Exactly at Noon under the sign of the Star Gazer. W
You were born in a civilized culture and was the middle class in your society. You were a legitimate child. You and your twin sister was born at noon (her right before it, and you exactly at noon.) in a land foreign to your normal home in a hospital/healer's guild. When you were born all the glassware in the building shattered. Your skin was rougher and more tanned. You also had a younger brother. Your mom dies when you were young and only your dad raised you.
Your father had one job as a tavern keeper. While he was very adept even into his later years, he was known as a know-it-all especially on the subject of politics, and over was incompetent at his job. Your father always worried about a foretelling where he would be imprisoned for 20 years for heresy before being found innocent and freed. (Which apparently didn't stop him from being a know-it-all)
At the age of 4 you contracted a disease and barely survived. Yet because of that close call, you become immune to disease.
At the age of 6 you became interested in all sorts of weird interests and your family encouraged your pursuits. You became well-mannered.
You took up Calligraphy and did so for quite some time when you were seven. You must have practiced jokes and riddle as you become humorous over that time.
At Age 9 you became fast life long friends with another party member. (I think the best one would be Chainmail/Julian Binetti's character as they went through a portal and aged 20 years without memory of what happened. He could have lived near you for a short while and you could help him remember some of the times you two had, but not everything that happened.)
At age 11 you learned another unusual skill, skiing. As you aged you became more skeptical.
When you turned Age 17, an evil despotic ruler orders all persons of your gender, birth and approximate age put to death. (Maybe the same time your father is imprisoned?) As far as you know you were the only one to survive. However it was many years before you could escape through a portal to arrive in Eleder where this adventure begins. This brings out your aggressiveness (since having to be so cautious for those couple years apparently)
You escaped with an heirloom weapon that your father owned. Here in Eleder you are known this unusual weapon.
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
Max Gold per your class
+1 to Natural Armor (Adds to race NA)
Immune to disease
Star Gazer Trait. (When rolling initiative as part of a surprise round, you take a –2 penalty on initiative checks, but you gain a +2 luck bonus to AC during all surprise rounds.)
You get a free skill rank in calligraphy...Profession (Calligrapher)?
You get a free skill rank in skiing... Profession (Skier)?
Heirloom weapon Trait
Exotic Weapon Proficiency with the type of unusual weapon known or if you get proficiency with it from a class, then Weapon Focus.
Since I and the background get to choose your Campaign Trait See that nice twist? I think that if you went android empiricist archetype you should have Academy Graduate. Goes pretty good, I think.
If you went the gripili inquisitor (Cold Iron Warden), you should have Arena Blood. Maybe that is why you are famous for whatever weapon you choose as you fight in the arena. And you could start as Cold Iron Warden by making the Evil Despotic Ruler that wanted to kill you aligned and used demons and fiends.
| GM Blood |
Forgot your campaign trait that your background/ me gets to pick! I think yours is easy with your life of pirating you should have Water Rat (You gain a +2 trait bonus on Swim checks. When wearing light or no armor and not encumbered, fatigued, or exhausted, you can swim at one-half your speed as a move action or your full speed as a full-round action. While swimming, you gain a +2 bonus on initiative checks.)
On an aside note, I can't wait to get another one of your characters in a water encounter.
| GM Blood |
You prophesize something unpopular about the religion.
Ok Dervish Dancer. Can you narrow it down as there seems to be about a million things labeled close to that. Dervish of Dawn/Dervish Dancer is a bard archetype so that would be no. Dervish Dance feat needs 2 ranks of Perform Dance not skill focus.
So is there another I am missing? Most likely.
| Julian Binetti |
Academy Graduate [General] You attended one of several academies in this district, dur- ing which you were schooled in the fi ner arts of being an aristocrat. Prerequisite: 1st level only. District: Noble. Benefi t: Pick any three Charisma- or Intelligence-based skills. These three skills are always considered class skills for you. In addition, you gain a +2 bonus on Knowledge (history) and Knowledge (nobility and royalty) checks, and may use these skills untrained.
Can we do the drawback thing for a third trait? If not, I would be happy with the two campaign traits.
| Julian Binetti |
Starting to work on this character. Funny, but I am burning a skill on sing (get +1 bonus and class skill for it), diplomacy, handle animal, knowledge arcane, linguistics, spellcraft.
One knowledge skill, it will take me a while to fill all the knowledge skills in. Can't pass up the opportunity to be a musical pirate.
Now I need to buy a kickass parrot to sing with me. I am a rich pirate.
| Tilnar |
OK, so, with the background of thinking myself a reborn hero and being devout to a deity, that's locked me in to Warpriest (doesn't really work for Shaman).
I'm torn, racially, between Changeling (with some sneaky ways of making it work with the family rolls anyway), Tiefling (based on the dad-related stuff), Oread (+2 strength and wis? Woo!) or Undine (water-based campaign) [either of which work with dad's parentage]...and Skinwalker (Seascarred, most likely)
Also, with the whole dad was a fisherman thing, I'm wondering if Ylimancha (Empyreal Lord of fisherfolk and coastal waters) might be better than Besmara.
| GM Blood |
Tilnar, Picking race via background both Tiefling and Samsaran would be easy. Changeling I can also see with a little tweaking.
Its giving me a great feeling seeing the background stuff used to flesh out your characters (race choice, skills, feats etc), even if it wouldn't be your first choices without having done them.
| Tirion Jörðhár |
I will get back to paying attention as soon as I can. Unfortunately, I am currently more than a little slammed with RL and hardly have the time to respond to IC posts with short replies, let alone draft backgrounds and characters. Will get to it late next week hopefully. I have a big trial possibly happening next week, and then am supposed to be going to CarnageCon over the weekend of Nov 7-9. Will definitely get it done after that if I do not find time before.
| GM Blood |
Also for those with extra money, remember that there won't be magic shops. You can probably find some divine healing stuff like wands of cure light wounds, potions and low level scrolls at a good temple. Maybe find some alchemist who makes low level potions (1st and second) or a wizard to scribe a few low level spells for you.
I know Tirion and Chainmail have tried these rules out with Rappan Athuk even though it didn't get too high of a level.
| GM Blood |
Take this and spruce it up how you wish. Remember the personality things can be strong or minor traits
You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush in a Wizard's laboratory. You turned everything inside the tower into precious metals, and the sky darkened and the stars went out for an hour. (something happen to your parents here as well?). Your character was born 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. You had 4 younger siblings (Brother, Sister, Brother, Brother)
You and your siblings were raised by a relative who was originally of a barbarian culture. He gave up on the adventuring life after reaching 4th level as a magus. (before or after you needed raising?) He no longer approved of the adventuring lefe and didn't want it for you. He was a recruiter for a war god (pick a Golarion one that fits or any other one of your choice) he worshiped.
At the young age of 2 you were involved in learning sculpting and dancing. While average at sculpting you had a real knack for dancing and became very good at it. However the pressure and rigors of learning these things left you humorless and emotionless.
At the age of 9 a kindly neighbor schools you and you learn a new language.
At 11 you were finally interested about a religion. At first it is just curiosity after hearing stories about it, and go to go to learn more about it. You end up joining the religion but just a temple-goer with no extreme devotion. However at one mass/religious day you make a prophetic statement about the religion. It is something that makes you unpopular with that religion.
At the age of 12 your guardian has a group of halflings come and stay over night, straining your hospitality. They spend all night talking of adventure but leave before dawn. Yet, they leave a necklace behind. Not very valuable, but you have kept it.
At the age 18 you learn to gamble.
As an adult you studied how to use an unusual weapon.
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 Bonus:
165% of starting Max Gold
Sign of the Thrush You gain a +1 bonus on Perform (sing) checks, and Perform (sing) becomes a class skill for you.
You get a +2 to save vs any spell or effect that causes insanity
1 free rank in Craft (Sculpture)
1 free rank in Perform (dance) and gain Skill Focus (dance)
1 free rank of linguistics at first giving you a free language
1 free rank of Profession (Gambler)
Exotic Weapon Proificiency (Your Choice)
I was thinking Steadfast Loyalty Campaign trait: You get a +2 trait bonus on Will saving throws against charm, compulsion, and fear effects.
Crellan
|
GM Blood: Are the bonus skill ranks we get in addition to other ranks we may take in the same skill, or do they replace the other ranks in the same skill? In other words, if we get a bonus rank of sing due to our background, does that mean we can take a rank of sing as well and have two ranks, or is the bonus in place of our ability to take a rank of sing?
michaelane
|
Two questions
1. Does the heirloom weapon basically = one of the standard heirloom weapon traits: AoO, Maneuver, Proficiency?
2. With the grippli inquisitor option, would like to know if you would consider allowing Believer's Boon to choose the Ambush domain? Ambush is a subdomain for Trickery (which is a Besmara domain), but it is specific to kobolds (and I think intended for Asmodeus) and would normally also require the kobold faith trait (gosh it sucks to be a kobold). I like the flavor of the domain for a grippli and mechanically I am considering the sanctified slayer archetype. The domain power would help with re-establishing stealth for sniping (since sanctified slayer gets sneak attack). It would be expensive because it would delay the whole archery feat tree, but has obvious benefits (at least I think it does). If you feel like it is either cheesy or stretching too many rules, I'm totally ok with a "rather not."