GM Budd the C.H.U.D.'s "The Price of Immortality" Trilogy

Game Master Budd the C.H.U.D.

The Price of Immortality Trilogy, part two - Masks of the Living God!

CURRENT MAP - On board the Black Mist

A group of young heroes set out upon what was meant to be a simple coming-of-age ritual, but found the Crypt of the Everflame overrun with undead horrors in the wake of a botched tomb robbery. Now, the cult of the Living God, Razmir, beckons in the distant city of Tamran, the origin of this great tragedy. The young Heroes of Kassen prepare now to head south, down the River Tourondel to the banks of eerie Lake Encarthan, where the next phase of their adventure awaits...


1 to 50 of 165 << first < prev | 1 | 2 | 3 | 4 | next > last >>

For nearly two hundred years, the people of the rough-and-tumble hold of Kassen have relied on the symbolic strength of the Everflame to comfort them during the long, harsh winters. Every year, just as the winter winds begin to blow, representatives from the village travel to the tomb of Kassen's founder in order to retrieve a piece of the eternal fire. Normally, it is the duty of Kassen's mayor and other leaders of the community to undertake the Quest for the Everflame, but every few years, a number of young people are offered the chance to step forth and take the lantern for themselves. It has become a beloved coming-of-age tradition, a rite of passage for young Kassenites who wish for more than the life of a mere logger or woodsman, and the village elders often venture ahead to prepare the Crypt of the Everflame with a number of traps and puzzles designed to test the wits and reflexes of the lantern-bearers.

This is one of those years. This is your time to shine. Mayor Uptal has informed you that you have been chosen to participate in the upcoming Quest for the Everflame. If ever there was a chance to prove to the community- and yourself- that you are meant for more, this is it.

But this is also not destined to be an ordinary coming-of-age. What awaits the young lantern-bearers in Kassen's tomb is no trick or prank. Foreign eyes have turned to Kassen, and something has gone horribly awry within the Crypt of the Everflame. What awaits the would-be heroes of Kassen will challenge their wits as well as their lives... and should they survive, they will find themselves facing a daunting threat that endangers not only their own humble homestead, but all of Nirmathas!

- - - -

The "Price of Immortality" Trilogy is a series of three interconnected modules from Paizo that manage to cover just about all the bases of what makes fantasy RPGs awesome: dungeon crawling (Crypt of the Everflame), urban investigation and social roleplaying (Masks of the Living God), and wilderness exploration (City of Golden Death). Masks of the Living God is my personal favorite out of the lot, but I've always wanted to run this trilogy in its intended form as a continuous narrative. I've been running a fantastic Feast of Ravenmoor here on the boards, and I've been aching to start up a second game. Now that a few of the other games I was playing in have come to an end, I've decided that the time is right, and the Price of Immortality must be paid! Mwahahaha.

I'm looking for a group of four to six players willing to watch their characters grow from meager, Luke-on-Tattooine wannabe heroes eager for adventure into seasoned, renowned heroes of Nirmathas. And who knows? The adventure might continue on after the City of Golden Death, if the players are interested; after all, Nirmathas has more than a few threats looming over it, and there just happens to be another couple of modules set there that I'm interested in running...

What am I looking for in a character?:

-1st level. By the time we finish the third module, your character can probably be expected to reach level 7.
-15 point-buy for attributes. I actually really prefer these lower point-buy values, though I know some people are turned off by them. I implore you to accept the challenge and make it work! Please try to avoid overzealous min-maxing.
-Core races preferred, with humans being particularly encouraged (darkvision spoils so many surprises!). That said, I'll humor just about any character concept if it's good enough! In other words, though I'd prefer to keep this as close to Core as possible, don't feel as if you absolutely can't propose a more exotic race.
-Core classes preferred, but as with the races, I'm open to less-standard character types as long as they are interesting enough and fit the theme of the campaign. Any official Paizo material is fair game, but I would prefer the Unchained versions of Barbarian/Monk/Rogue/Summoner. Third party material is probably off the board, but if it's something that can be easily referenced, I might consider it.
-Two traits (three if you take a drawback). Regional traits related to rivers and forests might be appropriate, considering Kassen's location. Keep in mind that I expect these things to actually reflect your character's background/personality and not just whatever mechanical benefit you wanted! Also, drawbacks will not be ignored if you take one.
-Average starting wealth for your class.
-Good or Neutral alignments are preferred. I don't really see this adventure working out too well for Evil-aligned characters.
-Your character should be either a native of the town of Kassen (located in northern Nirmathas, just south of the border with Lastwall) or have lived there long enough to be considered a part of the community. As the setup of the module involves embarking on a local "coming-of-age" tradition, it's probably best if your character is pretty young (reference the appropriate minimum ages for your chosen class- that's probably about how old your character should be!). If you're interested in ways to tie your character to the town (or to one another!), we can work that out together; Crypt of the Everflame has a rather exhaustive gazetteer of Kassen that includes potential mentors for characters of various classes.
-On a related note: Does your character have family, friends, rivals, or other such associates in Kassen? I am a fan of incorporating NPCs tied to the player characters into the proceedings. Siblings, parents, mentors, even enemies- all of them can potentially raise the stakes. Please include any such associated characters, as well as the nature of their relationship to your own character, in your profile. If you are interested in working with established NPCs that already exist within Kassen as-written, let me know what your intentions are and I can offer some suggestions.
-In addition to a good background and personality, don't be afraid to flesh out your character's appearance, as well. If you have an image that you feel better represents your character than whatever Paizo avatar you pick out, link it so that I can use it for your token on the maps.
-We'll be using the Background Skills subsystem from Pathfinder Unchained, which gives your characters two extra skill points per level to throw into skill categories that don't normally get a lot of love as a way of reflecting their interests outside of adventuring. It is possible that other new systems introduced in Unchained might make an appearance, but this one I'm already sure about.

What am I looking for in a player?:

-I don't require Shakespeare in every post, but after seeing how good things can get in my Feast of Ravenmoor game, I'd prefer a bit of writing finesse, if you can manage it. Try to get into your character's head and offer up some insight into not only how they physically react to the situations at hand, but also what they're thinking and feeling. As long as your posts amount to more than "I swing my longsword" and you're not spilling typos all over the place, you should do just fine.
-I would prefer that you be able to post at least once a day. I know that things get hectic sometimes, and sometimes you'll need to go a day without posting- happens to the best of us- but if you'll need to be away for more than two days, try to let me know ahead of time so the group's not sittin' around on their thumbs waiting on you. I reserve my right to bot you into NPC mode if you're gone more than a couple days, and after a more extended absence, the character's fate is in my hands- with all that implies!
-Don't be afraid to engage with the other players and chat things up a bit. One of my favorite things as a GM is to be able to just sit back and let the PCs talk amongst themselves for a while.
-If you pick up any loot, add it to your inventory on your profile! Also, please delete things you've used up and are no longer carrying. I hate having to keep up with what my players are lugging around. Same goes for tracking your limited-use abilities, spells, etc.!
-Don't be a jerk! Goes without saying, but it's still worth saying. A bit of in-character bickering is fun and fair game, but don't disrupt other people's enjoyment of the game by taking it too far.

So we're starting out in Kassen, eh? What should I know about this place?:

-Kassen is a scrappy, tight-knit frontier town with a population of about 750, located in the nation of Nirmathas near the Fangwood and the Tourondel River just south of the border with Lastwall. The population is almost entirely human, with only a handful of non-humans about: a few elves, dwarves, and halflings, a very few half-elves and gnomes, and few enough half-orcs to count on one hand. Kassen gets by primarily on its lumber industry, floating lumber down the Tourondel River to Lake Encarthan, then on down the coast of the lake to Tamran, the capital city of Nirmathas.
-One of the biggest things one should know about the country of Nirmathas is its seemingly never-ending war with its southern neighbor, the military oligarchy of Molthune, from which it seceded some time ago. While there's certainly no love lost for the Molthuni folk (or Cheliaxians, for that matter) in Kassen, since the village is on the far north side of the country, it's unlikely most Kassenites have ever so much as laid eyes on a Molthuni soldier. There are a few exceptions, however...
-The chief deities worshiped in Nirmathas are Erastil, Gorum, and Iomedae. There's only one temple in Kassen, but while it is dedicated to the worship of Erastil, it also provides for the worship of other gods- including the aforementioned deities, Gozreh, Shelyn, and Torag.
-Local dangers include wolves, goblinoids, and occasional ogres, trolls, or unseelie fey. With Kassen being so near to both the Hold of Belkzen and Lastwall, it should go without saying that Kassenites are always on the lookout for stray Orc raiding parties, though it's been quite some time since any have appeared.
-What about the Pathfinder Society? They don't have a branch open in Nirmathas; as such, the Pathfinders are known mostly by reputation in this country. They are seen by some as untrustworthy grave robbers, troublemakers, and scoundrels; others idolize the tales of the Pathfinders' adventures across Golarion and see them as heroes. Of course, the truth is a little bit of both... but to the young people of Kassen, the notion of a real Pathfinder coming across their humble little town would be very exciting. Rumors abound that a man named Cygar- a scar-faced, gruff-voiced man of few words who wandered into Kassen in recent months- might be just one such Pathfinder, but he's not telling anybody. With this in mind, you should think about what your characters' opinion on the Pathfinder Society is, and what they might do if they had an opportunity to work with or even join this (in)famous organization...
-Once we get further along in the recruitment process, I can certainly provide further information regarding the NPCs and Notable Locations of Kassen.

What else do you need to know?:

-I'll be using Google Drawings for the maps. Why? Because my crappy computer can't reliably handle Roll20, that's why! Also, not every encounter will have an interactive battlemap; be prepared to do a few encounters, mostly smaller ones, within the theater of the mind.
-I have a tendency to alter the modules I run, sometimes substantially. If you've skimmed or even read any of these modules before, don't count on things going exactly the way you expected. There is a great deal of supplemental material out there suggesting tweaks to the narratives or mechanical content of this series in order to enhance the experience, and some of these changes will be incorporated into this campaign.
-I'm one of those GMs who favors Rule of Cool (or Rule of Fun) over RAW. If you want to try something outside of the box, go for it!
-I'm also one of those GMs who doesn't really track Experience Points- at least, not religiously. I prefer to just level you lot up when I deem it appropriate (luckily, these adventures have some pretty obvious level-up intervals in there). That said, I also believe very strongly in rewarding players for excellent roleplaying- this will often be found in the form of bonuses to various rolls or treasures that might not have otherwise been lying around.
-On a related note, we may not be using Hero Points here, but I do reserve my right as GM to push a skill check or attack roll that might otherwise have just barely failed if you put enough "oomph" into it with your description. Don't get cocky with this, though!

Recruitment is tentatively open until Monday, September 14th, though I may close recruitment earlier than that depending on the number and quality of submissions. So... what are you waiting for? The winter winds are blowing, wolves are howling at the walls, and there are serpents in the shadows, waiting to strike. Get to it, future Heroes of Kassen!


How do you want to handle someone who wants to play a rogue, but their concept requires a talent that is from a player's guide? Foe example and Underground Chemist that wants to take bomber.


Dotski


@Nohwear - I don't see any problem with that. Go for it.

Dark Archive

Dot


Sounds interesting! I'll see if I can come up with something. Perhaps a young lass tired of serving breakfast before sunrise to bawdy lumberjacks..?


@Dreaming Warforged - I can dig that. What sort of class are you thinking of?


I actually have been having a look at the ifrit race and was wondering if you'd be opposed to a Wishcrafter Ifrit sorcerer. The general idea is he follows one of the other PCs around and is his/her humble "genie in training" for the adventure.

Perhaps he's part of the reason Dreaming Warforged's character is journeying, with her permission, of course (a bardmaid discovers an old lamp and releases the genie inside, and has to become an adventurer just to shut him up... that'd be a new story).


How do you feel about shamans (shamen?)? It doesn't get much more Luke-on-Tattooine than wandering around in the woods listening to spirits. Well, maybe Luke-on-Dagobah.


@CaptainFord - Hmm. Keep developing this idea and let's see where it goes. I do like ifrits. They're not precisely Core, but there is a lot of support for them as a Featured race. We shall see!

@chuffster - No problem with Shamans here. Nirmathas does have a very woodsy, nature-y feel to it that might work for a shaman.


Sweet. Just a check: how do you do the hex count for the Unsworn Shaman? The class ability is unclear about what is being altered and what is being replaced, so it's hard to tell if it's supposed to be:
Flex hex at 1, 4, 8, 12 + static hex at 2, 10 or
Flex hex at 1, 4, 8, 12 and no other hexes.

The base shaman gets:
Static hex at 2, 4, 8, 10, 12 and flex hex at 6.

I like the flavor for the unsworn shaman (especially for a self-trained dude) but I'm not sure I'd give up a hex to get it. It's no big deal either way, I'd just like to have an idea before I flesh out the character. He's going to be an unarmed melee focused shaman so I'm not shooting for maximum optimization anyways.


The Life of Spooky Crowley

A normal girl growing up in Magnimar.
A little bit small.
A little bit shy.
A blossom with petals closed, turned away from the sun.

Until the Skinsaw man came.
Skinned her parents.
Skinned her life.
A blossom drinking the blood of Magnimar's dark shame.

They sent her to her aunt, a reader of cards.
Reviled. Feared.
Secretly sought out.
A blossom transplanted to hating soil.

She lived there, hating the hate.
Hating the lies.
Hating the taunts
A blossom shriveling under the harsh light of ignorance.

Yet, the cards whispered to her.
They told her secrets.
They told her truths.
The blossom opens. It needed moonlight, not sunlight.

I am the blossom, open to the moon's kiss.
I am a reader of cards.
I am a witch.
Woe be to those who trample my world.

-----

The good people of Kassen avoided the broken old hut just past the edge of town. They spoke of the strange old woman who lived there only in whispers.

Or, at least, so they pretended.

In truth, almost every citizen of Kassen had gone to see Goodwife Crowley to have their Harrow cards read.

They pretended not to need the old witch and, yet, she was perhaps the most vital member of the community. It was Goodwife Crowley's cards that helped set the dates of the harvest, determine the gender of unborn babes, and even select the party members for the Quest of the Everflame.

Three years ago, a young maiden came to live with Goodwife Crowley. Young Doreen Crowley's parents died, victims of the Skinsaw Man in Magnimar. The young teen found herself carted across the Mindspin Mountains to live with the only relative she had left, her great-aunt Crowley.

Already an introspective person, Doreen found leaving her friends and life behind was hard. Having to move into the hut of an old woman she didn't know was worse. Being taunted or feared as the niece of a witch? Doreen had trouble adjusting to the situation and, in time, she turned inward.

Oddly, in depression, Doreen found strength. She learned to connect with her heritage as a witch. She learned to connect with her great-aunt's Harrow deck. She learned to hear the whisper of the cards. By the time three years had passed, Doreen had become just as strange and dark as her great-aunt.

So, imagination her surprise when it came time for the Quest of the Everflame and spooky Maiden Crowley was chosen. Perhaps because the cards demanded it.

Or perhaps because Goodwife Crowley demanded it.

Doreen Crowley will be a human witch with the cartomancer archetype.


@chuffster - I'll read up on it and let you know. Sounds like it could use some rewording, doesn't it?

@Warshawski - Love it. Love it, love it, love it.


Budd the C.H.U.D. wrote:
@Warshawski - Love it. Love it, love it, love it.

Wicked. I'll write her up. I wanted to be sure on the concept before I did the stats.


How about a woodcutter's son named Clyde Mclod? He's a lumberjack and thats' ok!

Liberty's Edge

I suppose a campaign taking place in Nirmathas would be the perfect opportunity to play a human ranger of the Nirmathi Irregular archetype.

Would "Fangwood" be an appropriate subject for the Lore skill?


Question for the DM. You said changes. I'm okay with that, but are the maps and storyline the same? By maps, I understand if you move traps around or objects around, and monsters around, but I mean like moving rooms around entirely. I like changes, but something like, room 7A is now in the Western corner when it is suppose to be in somewhat of a southeastern area, or room 7A is suppose to be in the shape of an octagon and you decide you want to make it a trapezoid, will make me feel like I got cheated.

And I have played Crypt of the Everflame, just not the other 2, so I am liking the changes, as long as the dungeon isn't topsyturby, upsidedown, or sideways, I will feel like I actually played the game and not some homebrew.


DoubleGold wrote:
And I have played Crypt of the Everflame, just not the other 2, so I am liking the changes, as long as the dungeon isn't topsyturby, upsidedown, or sideways, I will feel like I actually played the game and not some homebrew.

Wouldn't a brand new maze add to the replay value?


Interested.

GM

Spoiler:
Hi there GM, I'm relatively new to the boards here and the only PbP I'm in currently is a Crypt of the Everflame game, but admittedly, it's running a little slow and I'd love to get a game with a bit faster pace. That being said, my first child is due late this month, so I expect that will keep me away from the boards for a few days at least. If neither of those things disqualify me in your eyes, I'll work on a submission!

The Exchange

.

Liberty's Edge

Let me see what I come out with...


@ClydeMcClod - Is it really okay? ;) In all seriousness, though, tell me more about this lumberjack's son. Let's see how Clyde looks when he's all fleshed-out.

@Crisischild - Yes and yes! Nirmathi Irregular is pretty much perfect, rangers are Kassen's bread and butter, and the Fangwood is pretty much right outside the walls, so... Yup. Looking forward to seeing what you come up with.

@DoubleGold - I don't plan on changing the map itself. However, I am incorporating a few balance changes suggested by various podcasts/reviews/etc. and tinkering with some of the encounters. The plot won't be changed too heavily from the original. At least, that's the plan.

@Moon Papa - Welcome to the boards! And congrats on the child. If you think you'll be able to get a character wrangled together and commit to the game, then absolutely apply. The next few days shouldn't be a problem. Take your time and come up with something cool.


All right, I'll take a stab at it...

Damien's beginnings:
Damien grumbled as he pushed through the underbrush, using the shortbow clutched in his right hand to bat aside the low-hanging branches that blocked his way. The Fangwood grew in thick and wild. A stranger to the area would never have guessed that the town of Kassen was less than a day's walk away. It made for rough going, especially for a young man who had spent more time in the farmer's fields than the forest--and more time still hanging around the local tavern.

Damien was convinced that the world was out to get him. The day had started out well: his brother Adrien had been easily "persuaded" to handle Damien's chores around the farm, while Damien settled down to sleep off his hangover. Unfortunately his headache had hardly worn off at all when he was awakened by a screaming tirade from his mother. She had really laid into him and hadn't shown any signs of slowing down until his father stepped in. While his father was calm and collected, his decision was harsh: if Damien couldn't keep his attention on the farm, he said, he might as well direct his energy toward a worthy cause and track down the wolf that had been harrying their livestock.

Damien had been dividing his attention ever since between trying to move safely through the forest and fantasizing about the revenge he was going to dish out on his rat fink of a little brother. He didn't even think about trying to skive off and continue his nap: letting your guard down like that in the Fangwood was beyond foolish.

That didn't mean that Damien thought he had any chance of catching the wolf. The village's trained hunters had been trying to kill the thing for weeks. He was hardly going to succeed where they had failed. This was nothing more than a glorified punishment detail.

It just wasn't fair. His older brother Sebastien had picked on him constantly while their parents turned a blind eye. Damien hadn't been able to keep all of his pocket money until Sebastien finally ran off to join the Nirmathi Irregulars. Of course, the minute Damien tried to assert his new authority as the eldest child, his parents stepped in to protect their precious baby Adrien.

It was this kind of treatment that made him dream of running off and going on an adventure, maybe even joining the Pathfinder Society. He could do it, he knew. He was stronger than most of the men in the village, and--

Stop!

Damien came to a halt before he even realized the thought had not been his own. He cautiously craned his neck, looking around for the source of the message. He had stopped in between two large trees, on the cusp of walking into a small clearing that was laid out in front of him.

A white streak flashed across the clearing. Damien fumbled his shortbow in position, but the small animal had moved out of his sight by the time he had brought the bow to bear. A moment later, a large wolf came running into view, apparently tracking the smaller animal. The wolf stopped suddenly and growled, a low, angry sound that caused the hairs on the back of Damien's neck to rise. That small animal must have stopped just outside of his view.

Don't just stand there...

With a start, Damien realized that he was wasting a golden opportunity. Normally he would have counted himself lucky to get a shot at the wolf from fifty feet away while it was moving. Now it was standing still, not more than twenty feet from him. He sighted down the arrow and held his breath as he let it fly. With a sharp twang, the arrow seemed to simply materialize halfway through the wolf's head. Damien let out his breath, then began dancing in celebration when the wolf fell over, dead.

"Ha! I did it! I did it! Wait until the guys hear about this. Damien Wolf-Killer, they'll call me! I bet-"

He stopped suddenly when he realized the white animal--on second look, it was some kind of rabbit--was still there. Staring at him. Examining it more closely, he realized there was something... off about it. Something unnatural.

You're welcome.

"Eh?"

You wanted to do something special, did you not?

The rabbit nodded its head toward the dead wolf. It was a surprisingly human gesture.

"I... you did that on purpose?"

It was hard to read the body language of such a small animal, but Damien had the distinct impression the rabbit was holding back a sigh.

I could do so much more--we could do so much more--if we could truly work together. If you learn how to tap into true magical power.

"I can do that?"

The rabbit hopped forward. A truly zealous light was shining behind its tiny eyes.

The only question is, are you willing to make a deal?

Damien's numbers:
Human Shaman (Unsworn Shaman)
Alignment: CN
Deity: Erastil

STR 14
DEX 12
CON 12
INT 11
WIS 16 (racial bonus)
CHA 10

Traits: Reactionary, Birthmark, Bully
Drawback: Provincial

Feats: (1) Improved Unarmed Strike; (human) Enforcer

I think it's interesting that Unsworn Shamans get their familiar before they pick up a Spirit. Kind of makes you wonder about the recruiting process.


He kinda looks like a young version of this

Just working on description and personality.


ClydeMcClod wrote:

He kinda looks like a young version of this

Just working on description and personality.

They may not find me handsome, but they at least find me handy.


I'd like to present Interjection game's the herbalist, a fun nature themed class that gather's plants enhanced by mother nature equivalent. Functions somewhat like an alchemist in some regards but the choice of plants is rolled for. The herbalist has several jars to grow plants in and a couple to keep plant products from decaying. If this sounds like something you'd think about I can provide you a link to my copy on google drive for your perusal.


HUGE dot... I love lower powered, standard races with the simple farmboy start. Will have a background up tomorrow.


@Damien Lambert - Hell yeah, this is exactly the sort of thing I'm looking for! This is a very strong entry.

@ClydeMcClod - Weapon Focus: Duct Tape

@Korak the Boisterous - Sure, I'd like to take a look at that. Sounds appropriate.

@Hymenopterix - Glad to hear it. I normally lean toward horror/investigation types of adventures, but I really enjoy the classic fantasy novel "small town kids get swept up in an epic adventure" feel, too. It's very different from Feast of Ravenmoor, but that's part of why I wanted to do this series.


Submitted for your consideration, Budd. Everything but equipment. You didn't mention if we're rolling for starting wealth or starting automatically at lowest or highest possible so I held off.

Doreen Crowley's sheet:

Class: Witch (favored)
Archetype: Cartomancer
Race: Human
Alignment: Neutral Good

STR 8 (-1)
DEX 14 (+2)
CON 10 (+0)
INT 16 (+3)
WIS 14 (+2)
CHA 12 (+1)

HP: 6 (1d6 + 0 Con)

Offense

BAB +0 (Melee -1, Ranged +2)
CMB -1
CMD 11

Defense

AC 12 (10 + 2)
Fort +0 (0 + 0)
Reflex +2 (0 + 2)
Will 4 (2 + 2)

Traits

Harrow Chosen: Start play with family's hierloom deck. Use as an additional focus component in divination spells to increase CL by +2. Twice per week spend 10 minutes to consult deck on a particular action and gain augury spell as CL of my character level.

Signature Spell: Harrowing is cast as if on CL higher.
Note: I know I can't get this spell until 3rd level but I feel it is appropriate for the character.

Feats

Harrowed: +1 to Will saves vs enchantment effects. Once per day, draw from Harrow deck. For the rest of the day gain a single +2 bonus on any d20 roll modified by the card's suit. May be assigned after the roll is made but before it is declared a success or failure.

Fortune Teller: Can use Harrow deck instead of normal focus item for divination spells. Can use Harrow deck AND normal focus item for +1 CL in divination spell.

Skills (2 + 3 (Int) + 2 background skills)


  • Artistry (poetry) 5 (1 + 1 (Cha) + 3 (class))
  • Craft (harrow) 7 (1 + 3 (Int) + 3 (class))
  • Intimidate 5 (1 + 1 (Cha) + 3 (class))
  • Knowledge (arcana) 7 (1 + 3 (Int) + 3 (class))
  • Knowledge (planes) 7 (1 + 3 (Int) + 3 (class))
  • Spellcraft 7 (1 + 3 (Int) + 3 (class))
  • Use Magic Device 5 (1 + 1 (Cha) + 3 (class))

Class Features

Weapon and Armor Proficiency: Simple weapons. Armor can cause spell failure.

Cantrips: Can cast cantrips. Can prepare 3 cantrips per day and cast them any number of times.

Default Cantrips Prepared: Detect Magic, Guidance, Read Magic

Spells: Can cast two 1st level spells per day. Save against her spells is 10 + spell level + Int modifier.

Default Spells Prepared: 1st level - Cause Fear, Karmic Blessing

Patron Spells: Patron is Portents. Patron spells are added to her spell list at even levels.

Hexes: Knows one hex. Save against hexes is 10 + ½ level + Int modifier. Hexes known: Misfortune.

Misfortune: Cause 1 creature within 30 feet to suffer misfortune for 1 round. When the creature rolls a d20 it must roll twice and take the worst result. Will save negates the hex. Duration of the hex is extended for 1 round at 8th and 16th level. A creature can only be targeted by this hex once per day.

Spell Deck: Familiar is replaced by her Harrow deck. Spells are stored in the deck. She must commune with the deck each day to gain her spells. Additional abilities at 2nd and 3rd level.


@Budd - Thanks! I think familiars technically aren't supposed to be able to talk until fifth level, but I figured you wouldn't mind as long as it's used for dramatic and/or humor value. The fluff would be that any time he has game-relevant information he'll refuse to state it clearly because he enjoys messing with me.

Do you have any particular plans to encourage or discourage crafting?


@Doreen - Looks fantastic! I'll double-check stuff tomorrow, but at a glance this looks great. Average starting wealth for your class, by the way.

Quick note. Don't worry too much about common adventuring gear or rations; the town will provide much of that for the Quest.

@Damien - That works for me. As for crafting, there won't be a lot of time for it during the adventure, but between modules you'll have some travel time that you could dedicate to crafting.


Dreaming Warforged wrote:
Sounds interesting! I'll see if I can come up with something. Perhaps a young lass tired of serving breakfast before sunrise to bawdy lumberjacks..?

Working on an unchained rogue, perhaps investigator... Working morning shifts at a greasy spoon can learn you lots!


Duct Tape:Works like a hand to hand range tanglefoot bag

The Exchange

Laird Belk, Unchained Summoner

Laird Crunch:

STR - 10
DEX - 10
CON - 13
INT - 14
WIS - 12
CHA - 16

NG
HP: 12 {8+CON+TOUGHNESS}
BAB: 0
F/R/W - 0/0/2 {2/0/3}

Traits: Talented, Resilient
Feats: Toughness, Spell Focus: Conjuration

Skills (6 Ranks {2+INT+Skilled+FC})

Perform (Sing) 1
Spellcraft 1
Kno: Nature 1
UMD 1
Handle Animal 1
Profession (Woodcutter) 1

Spells Known
0 - Detect Magic, Guidance, Light, Message
1 - Enlarge Person, Mage Armor

Woodruff Crunch:

Angel Eidolon

Biped (limbs [arms], limbs [legs], slam).

Base Evolutions: At 1st level, angel eidolons gain the resistance (acid) and resistance (cold) evolutions. They also gain a +4 bonus on saving throws against poison.

Size Medium;
Speed 30 ft.;
AC +2 natural armor;
Saves Fort (good), 2+1 {3}
Ref (poor), 0+1 {1}
Will (good); 2+0 {2}
Attack 1 slam (1d8);
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.

Evolution Pool: 1
Skilled : Intimidate (+8 RB)

Skills: 4 Ranks
Bluff (Cha),
Craft (Int),
Knowledge (planes) (Int),
Perception (Wis), 1
Sense Motive (Wis), 1
Stealth (Dex).

In addition, at 1st level, the summoner can choose four additional skills to be class skills for his eidolon:
Intimidate 1
Perform (Sing)
Diplomacy 1
Survival

The Lamb and the Lion:

Laird was born the only son to Arem, a weaver, and Jerend, a woodsman. Neither strong nor dexterous like his father the young Laird struggled to keep up with his parents life of manual labors as part of the community of Kessen. Despite his lack of skill he proved to be a shrewd observer, a resilient worker and had a knack with animals. Most of all the young Laird was sweet and had a voice that delighted all who heard him.

In time Arem grew frail with sickness and Jerend became less and less a father. There was no hitting or casual abuse, only a fading of the flame of life as the man's truest love slowly dimmed.

Laird did his best to make money for the family but came upon hard times himself. Awkward in his youth the boy invited mockery from others his age and in time, withdrew from much of the world, content to do his work in peace, singing to himself and the creatures he would encounter.

Arem passed and Jerend soon followed, his grief the bitterest and deadliest of poisons. Left with little means and an enduring work ethic, Laird took to his work anew but his songs were sad and the creatures of his little world grew sad in turn.

Then one night, while piling his latest cuttings and humming a somber tune, Laird felt a sensation he had not experienced in years; a sense of warmth and connection. In the distance a young man, no older than Laird, walked along the forest in awe of the world around him. The youth's gossamer clothes covered little yet he seemed unconcerned. Laird felt connected to this young man and approached him. In truth it was Laird's first encounter with his gift.

Over time Laird came to name the young man "Woodruff" for his mother's favorite flower. Laird came to understand more and more that Woodruff was from another place but came to Laird a boon companion, linked across all the world, the fastest of friends and allies. Woodruff was strong and imposing where Laird was not, yet just as the young son of a woodsman meant to do good work and be a good person, it was clear Woodruff was the same. Together they felt invincible and though Woodruff was a simple creature in mind, it was clear he was fierce at heart, ready to follow the gentle Laird wherever he might go.

Time has passed since then and Laird now knows his gifts are greater than those of a simple woodsman. With every song he sings to bring Woodruff back to him the young man senses that there is power in his friend and that some good might be done. Yet in his heart he still feels a meekness, and unsureness of self and awaits an opportunity to prove what these two friends can accomplish together...

I still need to do gear and there are other fluffy bits but I thought I would see how well this concept plays...


Realized I left a bit off. My +1 skill point for being human and my preferred class bonus. And my spell list. Whoops.

So, add Heal 6 (1 + 2 Wis + 3 class skill) to the skill list

and

+1 HP from favored class at level 1. That'll increase my HP to a fun 7!

and

1st level spells: Cause Fear, Karmic Blessing, Cure Light Wounds.

And equipment, for the fun of it:

  • Heirloom Harrow Deck (free with trait)
  • Journal (10 gp)
  • Invisible ink (good) x 1 (25 gp)
  • Witch's kit (21 gp): backpack, bedroll, candles (10), chalk (10), flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin
  • Potion of Cure Light Wounds x 2

Remaining funds: 0


Bacarov here...trying out the Unchained Melody...err, Barbarian

.

.

Artemis’ Crunch:

Artemis Lihanuga, son of Portos & Emilia

Class: Barbarian 1
Race: Human
Alignment: Chaotic Good
Initiative: +1
Senses: Perception +4
Fort +3, Ref +1, Will +0

DEFENSE
AC: 16, touch 11, flat-footed 15 (+3 armor, +2 shield, +1 dex)
HP: 13 (1d12+1)
Armor: Studded Leather, Light | Grandfather’s
Shield: Heavy Steel Shield | Grandfather’s

OFFENSE
Spd 40 ft/x4
Melee

  • Short Spear +3 (1d6+2) 20/x2 | Grandfather’s
  • Melee Dagger +3 (1d4+2) 19-20/x2 | Tool
  • Greatclub +3 (1d10+3) 20/x2 | Self Made
  • Boarding Axe +3 (1d6+2) 20/x3 | Working the Logs

==STATISTICS==
Str 15 (+2)
Dex 13 (+1)
Con 13 (+1)
Int 9 (-1)
Wis 10
Cha 15 (+2)

BAB +1, CMB +3, CMD +14

FEATS

  • Armor Proficiency (LIGHT / MEDIUM) (PFCR 118)
  • Improved Shield Bash (PFCR 128)
  • Power Attack (PFCR 131)
  • Shield Proficiency (PFCR 133)

BACKGROUND SKILLS
Lore (Kassen River Wilds) 3 (1+3-1)
Craft (Woodworker) 3 (1+3-1)

ADVENTURING SKILLS

  • Acrobatics +6 (Jump +7 | -3 w/Armor & Shield)
  • Intimidate +6
  • Perception +4
  • Survival +4
  • Swim +6 / 3

SQ Rage [5] (PFCR 32)

TRAITS
Dedicated Defender (Combat):
When a companion is down, you fight harder. You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount. (PFUCgn 52)

Heirloom Weapon (Equipment):
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family. When you select this trait, choose one of the following benefits; proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, a +2 trait bonus on one kind of combat maneuver when using that specific weapon. (PFCo: AdvAr 30)
Weapon Choice: Grandfather’s short spear from his time in the war.

Log Roller (Regional):
The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing. You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks. (PFAPG 332)

Overprotective (drawback):
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 ft away from your fallen ally. (PFCo: QuCa)

Languages Common

GEAR
Fighter’s Kit (grandfather’s)

  • Backpack
  • Bedroll
  • Belt Pouch
  • Flint & Steel
  • Iron Pot
  • Mess Kit
  • Rope
  • Soap
  • Torch (5 | New)
  • Trail Rations (5 | New)
  • Waterskin (5 | New)
  • Artisan’s Tools (common woodcarver’s kit)

Character Concept:

Basics
Artemis Lihanuga is the overprotective big brother to everyone. He is the first to put himself between those he sees as weaker and anything that threatens them. When engaged in a task he is singular of focus, approaching any situation like a woodcarver. Sometimes this leads to him missing things on the periphery, in and out of combat. His nature is one of odd balance. His strength belies the delicate work he can accomplish when carving wood, much as his nature as a stalwart defender is balanced by the savagery he can unleash when pushed too far. In this latter aspect, his father says Artemis is much like his grandfather.

He has a fascination with the river, spending time when able watching the loggers send their wares downstream. While he would love to know what sights are beyond the lands of Kassen, his dedication to home and hearth doesn’t allow for his mind to wander too far.

History
Artemis is a simple man, desiring to be a woodcarver and carpenter like his father and his grandfather before him. Growing up in a small cabin build by his grandfather, he wanted for little in the simple life shaped by his parents Portos and Emilia. Like his father, Artemis is a big fellow, arms and back strong from long hours at the workbench hand planing and routing wood to aid in the assorted projects given by the locals. He is a friendly sort, with a ready smile and a hand of aid, but Artemis has kept to himself for the past 3 years.

He has a long, overprotective streak running through him, leading him to be the first line of defense in any situation where a weaker person is being assailed. He volunteers with his father to guard travel to and from the River Tourandel when their turn comes up in the community. He will also travel with the other men of the village when rumor spills forth dangers on the frontier.

The Lihanuga family arrived in Kassen two generations ago when Alonso Lihanuga and his wife Aurelia looked to settle down after years of service in the war. Alonso had been a spear and shield fighter in the conflict with Molthune, but had earned his leave after losing his leg in battle. He and his wife, already pregnant with Artemis’ father, found a small ramshackle hut on the edge of town where his true love of carpentry could be realized. Inside three months, Alonso, despite his missing leg, had turned the place into a strong cabin that could weather the storms and the harsh winters that swept down from the north.

Alonso’s spear and shield rested on the wall of the sitting room, a reminder of his older days and the lessons only war can teach the young. They remained there until such time as Portos was older and able to understand their use and consequence. And it was so for the next generation as well, both the comprehension of war and the need for creation passed down to Artemis as soon as he could manage chisel or the spear. Artemis was a lucky fellow, able to benefit from father and grandfather alike during his formative years. And although Alonso passed, soon followed by his dear wife, the youngest generation recognized Erastil’s blessing in being allowed to know them so well.

Presently 18, Artemis is recognized around town as the “Woodcarver’s Son”, a term of endearment to be sure given how beloved his family has become over the past 75 years in Kassen. But there is a hint of sorrow in several eyes in and around town, for they know the tragedy that Artemis holds deep within his good-natured heart. They know why he volunteers more and more often for the frontier patrols which scout out any dangers threatening the village. No one knows this fact more than his father, Portos. The elder recognizes the warrior blood that flows through his own father’s veins. He’d watched as Artemis had begun crafting a large club, carved with the designs seen on his grandfather’s shield. The determination to become sharper, stronger and better able to protect the ones he loves…

Vignette: 3 Years Ago

”Try it again,” Artemis encourages, smile broader than the banks of the river on which he stands.

”My arms aren’t long enough,” Mikhael calls back, resting his hands on the haft of the axe. He steps away from the water, the logs lined up like Old Man Kellen’s cigars as they roll.

Artemis laughs and shakes his head, meeting Mikhael on the wooden pier and holding out a hand for the axe. His friend gives it readily, a laugh of his own, eyes rolling with exasperation. ”I’ll leave it to you, Artie. I’m happy to stick with the ledgers in my uncle’s study.”

The axe would be a deadly thing in anybody else’s hands. His father had called it a boarding axe once, a weapon taken from a small crew of raiders who’d floated up the Tourandel long before Artemis had been born. They’d caused a good deal of trouble, but his father, grandfather and a few others were able to fight them off. the boarding axe had been one of the spoils of the fight. Now, in the hands of Artemis, it’s hooking implement and bearded blade were perfect for maneuvering the logs floating on the river’s surface. Another tool to be used in selecting the proper wood to be used in their shop.

”Whatever you say, my friend. I’m still glad you came along. At least I won’t lose count.”

Later that day, the two boys venture west along the river, seeking the elements of adventure that only the young can see around every bend in the trail. Spinning tales of adventure told by his grandfather, Artemis soon loses track of just how far they’d gone, their steps taking them beyond the areas two which his father had taken him in the past.

There is little warning. The high, wind-tearing scream of an arrow, then Mikhael’s shriek of pain as he hits the ground. Black fletchings sprout from the arrow in his chest. Artemis stares down at him, shock clenching his heart, an odd part of his mind marveling at the shoddy workmanship on the missile. But he turns away in time to see the pack of goblins burst from the trees, rusted and notched cleavers waving back and forth. He brandishes his father’s boarding axe, trying to shout but only managing a wheezing gasp of unintelligible words.

Three of the goblins are on him, his wild swing of the axe missing cleanly as they begin slashing and kicking and biting. One manages to get behind his knees and topple him to the ground while another hefts a rock and brings it down on his head. It’s the last thing he sees for a long while. But before he loses the world around him, he hears the goblins set upon Mikhael.

In his deepest heart, Artemis weeps for his friend.

Some time later, he is awoken by the familiar smells of his mother’s cooking and his father’s pipe. Artemis feels relief wash over him, burning through his veins from the core to fingertip. ”By the Hunter...a dream...only a dream…” His voice is weak, his breathing labored. A light shines in his eyes and he soon sees his parents’ faces.

The sorrow and fear in their eyes tells him the truth of it. Tears fill his own eyes and he shuts them tight against the knowledge that he’d somehow survived while his friend had died…

Regarding Cygar and the Pathfinders:

Cygar’s arrival in Kassen was met with the mixture of wonder and suspicion common to a small town. It went beyond Artemis’ interests for the first day or so. But scarred face of the stranger arrived at his doorstep on the second night. Although taller than the man, Artemis felt the child by comparison. He followed his instinct and summoned his father to the door. It was a surprise to see that Portos had a small measure of familiarity with Cygar. Further still, the man seemed familiar with Artemis’ grandfather, Alonso. Going so far as to offer condolences for the families loss so many years ago.

”A good man.” He’d said in that voice that reminded Artemis of the saw blades in the workshop.

To which his father responded, ”I’m still not interested.”

Cygar simply nodded as though he’d expected as much. He thanked the household for the hospitality and made for the exit, leaving behind that he would be in town for while longer. Artemis stood behind his father, waiting as the stranger turned briefly to take in the young man for a moment then depart into the night.

His father, nor his mother for that matter, spoke much of the visitation after Cygar left. Only to say that he’d met the man a few years ago before Artemis had been born. An old acquaintance of his own father, Alonso. Soon after, Portos turned in for bed, leaving behind his son and a long list of questions.

Over the next few days, Artemis began hearing rumors around town that the stranger was affiliated with the Pathfinder Society. A murderer and grave-robber some said. Others called him nothing more than a thrill seeker making coin off of good folk’s heritage. A thief, nothing more, and a person Artemis would do well to stay away from according to Anelise the smithy’s wife.

But Artemis remained curious. Just what sort of association did Cygar have with his family?

Physical Description:

Artemis cuts an imposing figure, standing roughly 6’ 10” and well muscled owing to the years working as a woodcarver’s son. He keeps his hair brown and long, but well-kept if not tied back. Brown eyes with a hint gentleness to go with the hidden sorrow at the loss of his friend. His steps are sure and steady, as measured and careful as he is when carving wood.


Working on an Occultist - navigating my way around the various bells, pulleys and pistons of the class and, unless I totally break it, should have something for consideration tomorrow...


@Dreaming Warforged - Sounds great. The party will definitely need a good dkill monkey!

@PirateDevon - Really liking the sound of Laird. Another strong contender...

@Artemis - Sold!

@Zesdead - Cool, looking forward to it.


Budd the C.H.U.D. wrote:

@Dreaming Warforged - Sounds great. The party will definitely need a good dkill monkey!

@PirateDevon - Really liking the sound of Laird. Another strong contender...

@Artemis - Sold!

@Zesdead - Cool, looking forward to it.

A question about trapfinding. A few neat archetypes replace trapfinding. Should I stick with it? Also, there is a trait that gives trapfinding, from Mummy's Mask. Could I use the trait to get some trapfinding if it is at least somewhat important?


Uh, the description itself said the elders set traps, Warforged, so yes, yes you should. Budd, any word on Herbalist yet?


Here's my shot at an interesting life oracle.

background:

Cajiro Woodsoul thinks nobody knows he’s not human. Except for his father. 19 years ago Boros Woodsoul arrived in Kassen to work the woodcutter camps. A veteran of wars he did not talk about, he proved to be a strong stable worker who put in his day’s labor without complaint or a harsh word for anyone. Sober, quiet, and deeply respectful of Erastil everybody seemed pleased when he found a place to live near the hamlet. An old widower named Elgin gave him a place to stay in exchange for keeping up on the maintenance of the little cabin they shared. Soon Boros had the place in good order. Those few who noticed never mentioned that Boros was a half-orc.

The child he found in the woods was even less human than he. A kitsune pup barely old enough to walk wandered the forest north of his home, speaking animatedly in a language he did not recognize. When he approached the youngster flashed an eager smile and stumbled toward him. When he picked the child up he was holding what looked for all the world like a human boy. Boros was immediately determined to care for him.

Boros’ widower roommate was a long time friend of the wizard Holgast, who was able to correctly identify the child as a kitsune. It was the opinion of Elgin and Holgst that Kassen would be a safe enough place for a kitsune child to grow up but Boros had long felt the sting of discrimination. Boros came of age in the war torn south, growing up on the margins of society, often mistreated and forced to move from place to place. He resolved to offer Cajiro as quiet and stable a childhood as he could.

Boros was always less orc-like than most, and after he abandoned soldiering as a profession he honed his ability to pass for human. Eventually he passed that knack on to his young charge, teaching him to always hide his true nature. For the first years of his life Cajiro was tended by the kindly Elgin while Boros was at work. Elgin never divulged his secret and took it to his grave when he passed. By that time Cajiro was old enough to pass consistently as human throughout the day and as far as he knew nobody ever knew the difference.

Cajiro integrated well into the life of the village. He was slightly built and poorly suited for the kind of work his father does, but good natured, charming, and helpful. He has begun to spend much of his time assisting the new priest of Erastil with whatever he can, learning to tend to minor injuries and illnesses,a preoccupation which his father finds enormously gratifying.

All is not entirely well with Cajiro however. His sense of conflict at hiding his true identity is natural and understandable. More disturbing are the visions and voices, he is frequently distracted by ghostly images of fox creatures and other more dangerous animals, and tends to speak and in an increasingly unintelligible fashion when stressed, sometimes flashing from cheerful to impenetrable mordent dismay without warning. Despite his natural grace he can’t seem to hold onto things and has been repeatedly shooed out of Renet’s Steel for his propensity to topple over stacked merchandise.

Rantal Prast knows what an oracle is and he recognizes the stirring of divine power in his young friend. This disturbs him as much as it fills him with pride for he knows what a hard life the young Cajiro has ahead of him. Caught up in the confusion of youth and growing manifestations of supernatural power Cajiro has avoided lashing out or alienating people, and remains well liked. He has become increasingly fascinated by the Vargidan family, recognizing people as potentially different as himself, but has not been able to make any inroads with the reclusive Moltus. Other than Rantal his favorite person in the villages is unquestionably Arnama. The bold ranger’s confidence and daring seem feel like the very essence of the heroism so venerated in Kassen and he would follow her around all day if she would let him. Which she does not.

It’s not clear how many people in Kassen know Cajiro’s true nature. Cajiro himself is unaware that Holgast knows about him. It seems entirely possible that people like Rantal and Moltus Vargidan would not be fooled, especially after years of association, but for the moment nobody says anything.


@Dreaming Warforged - Oh, you're going to want that Trapfinding, all right. Do not- I repeat, do NOT!- miss out on anything that will help you deal with traps. You're about to walk into Trap City, so... ;) I dunno about that trait from Mummy's Mask; it always did rub me the wrong way. If you choose to take that trait, find a good way to A) reword it and B) get it to make sense with your background. If you can do that, I'd be willing to allow the trait. It is weird that so many Rogue archetypes give up trapfinding... but I'm really looking forward to seeing how this character turns out!

@Korak - Looking into it now. I've been at work literally all day (10am-11pm) so I didn't really get to look at it at length until just now. UPDATE: I'm most of the way through the document now, and honestly, I think it's a cool class. I think I'll give it the stamp of approval! With that said, let's see what you have planned for the actual character... UPDATE UPDATE: Finished reading the whole thing. It's a really neat class that has a ton of options while not being overpowered or hard to understand. Very cool. :D

@Cajiro - I see you are familiar with the NPCs of Kassen as presented in the module. So Cajiro is a kitsune raised by a half-orc, eh? Life Oracles are pretty much the ultimate "keep the party alive" units. The backstory is good, and it seems like you've made a real effort to tie your character to Kassen. Let's see what the crunch looks like.

I'm really loving what I'm seeing so far folks. Keep 'em coming!


You should check out the rest of interjection games catalog, I've only bought one class from them I don't like and that was because I found it hard to wrap my head around. I need to read the updated version.

Liberty's Edge

Here's my submission.

Forest Hunter:

Male Human Ranger(Nimrathi Irregular)/1
CG Medium Humanoid (Human)
Deity: Erastil
Init +3;
Senses Normal Vision; Perception +5

====================
Defense
====================
AC 17, touch 13, flat-footed 14
HP 11/11
Fort +3, Ref +5, Will +1
CMD 16
====================
Offense
====================
Speed 30 ft.
Melee
Longsword +3 1d8+3
Range
Shortbow +4 1d6
BAB +1
CMB +3
====================
Statistics
====================
Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 10
Languages Common
Traits Nirmathi Militia(Prof: Soldier); Scholar of Ruins(Geography)

Feats

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: No penalty for shooting into melee.

Special Abilities
Archetype: Nimrathi Irregular

Bonus Feat: Humans gain one bonus feat at level 1.
Focused Enemy: At 1st level, a Nirmathi irregular selects one favored enemy (humanoid [human]). He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Forest Ghost: At 1st level, a Nirmathi irregular adds a bonus equal to 1/2 his level on all Perception and Survival skill checks he makes while located in forest terrain.
Nirmathi Militia (Prof Soldier): +1 trait bonus on that skill, and it is always a class skill for you.
Scholar of Ruins: +1 trait bonus on Dungeoneering and Know: Geography.
Skilled: Humans gain 1 bonus skill point per level.
Track: A ranger adds half his level (+1) to Survival skill checks made to follow tracks.

Armor Proficiency: Light
Weapon Proficiency: All Simple; All Martial

Combat Gear
Arrows(20) 3 WGT; 1 GP
Chain Shirt 25 WGT; 100 GP
Longsword 4 WGT; 15 GP
Shortbow 2 WGT; 30 GP

Gear]
Carried:
Backpack 2 WGT; 2 GP
Hammock 3 WGT; 1 SP
Waterskin 4 WGT; 1 GP

Platinum: 0
Gold: 25
Silver: 9
Copper: 0

Encumbrance: 40.0 WGT Light Load.

Total Mod = Skill + Ranks + Misc - ACP
Climb (Str) 4 = 2 + 1 + 3 - 2
Know: Dun (Int) 5 = 0 + 1 + 4
Know: Geo (Int) 5 = 0 + 1 + 4
Know: Nat (Int) 4 = 0 + 1 + 3
Per (Wis) 5 = 1 + 1 + 3
Stealth (Dex) 5 = 3 + 1 + 3 - 2
Survival (Wis) 5 = 1 + 1 + 3
Swim (Str) 4 = 2 + 1 + 3 - 2

Background Skills
Lore: Fangwood (Int) 4 = 0 + 1 + 3
Prof: Soldier (Wis) 6 = 1 + 1 + 4

Levels
Favored Class: Ranger
Level 1: Ranger; FCB: +1SP
===============================
Human Bonus Feat: Point-Blank Shot
Level 1 Feat: Precise Shot

Brief History
The aptly named Forest Hunter is a second generation Kassen, son of Alden and Evelyn Hunter and twin brother to Melanie. The Hunter family is well established and respected in Kassen. Evelyn and Melanie are skilled tanners and leatherworkers, working the hides of animals brought in by Hunter and others to produce goods for the town. Alden was the leader of a local militia group known as the Irregulars, a group of scouts and guerillas that kept Kassen safe. The family lives together just outside of town to spare any neighbors from the less enjoyable byproducts of tanning.

From a young age Forest insisted on joining his father and the Irregulars as they patrolled and explored the Fangwood. He was fearless and an adept archer and survivalist. The wonders of the forest and ancient dungeons never ceased to amaze him. The woods were more his home than his home was.

When Forest was twelve and out on a patrol with the Irregulars, one of the reclusive druids of the forest approached them. There was a giant metal monster stomping around the northwestern Fangwood, or so the druid had told the rangers. You would think someone that could turn into a sparrow would be able to gather better intel, or someone that could turn into a mammoth could deal with the problem themselves, but druids were infuriatingly passive unless someone was sowing lye into the earth. The rangers turned up no evidence of a metal man after a few hours of searching and decided to spend the night on a cliff overlooking the Tourondel before continuing on their routine patrol of the river. At sunset the metal man found them.
There must have been some foul sorcery involved to allow the heavily armed and armored orc to approach the group of veterans unseen. The raging orc charged out of the shrubbery through Forest and his father, knocking them both to the ground and began taking wild swings at the others. The Irregulars were hardly equipped to fight fully armored opponents on open ground, let alone an orc berserker. They were lightly armored and most didn’t wield respectable melee weapons. Arrow after arrow plinked harmlessly off the orcs armor as they scrambled to avoid its raging blows. Alden dropped his bow and drew his longsword while urging Forest to stay out of sight, then charged the orc.

Forest felt something break underneath him as his father pushed him down. His bow was shattered. He struggled to his feet, fighting to catch his breath. He watched through blurry eyes as his father fought the orc, barely able to deflect the monsters blows and dancing towards the cliff. Forest looked around for something to help with. His father’s bow rested in the grass at his feet. He picked up the bow and knocked an arrow. Somewhere in the melee part of the orcs armor had been cut or broken loose. Forest took aim at the exposed weakness. But the draw weight of his father’s bow was too high. He wasn’t strong enough. He couldn’t hold the bow steady. He watched helplessly as the arrow sailed uselessly into the distance. He watched helplessly as his father, knowing he couldn’t defeat the armored creature, threw down his sword and tackled the orc. The two combatants tumbled over the edge and into the river below. They never were able to recover Alden’s body.

After his father’s death Forest stopped being a regular member of the Irregulars. It didn’t feel right to be led by someone else He still occasionally joins them when a larger group of goblins or wolves strays too close to town.

Forest isn’t the most socially adept person having been raised by soldiers, but he is well liked in Kassen. He often helps the loggers deal with dangerous flora and fauna while they work and can always find game in even the starkest of winters. That is, if you can actually find him to ask for his help. He spends weeks at a time delving deep into the forest. A druid once told him he held the same magic they did but as far as Forest can tell he is perfectly mundane.

Being in dangerous situations since he was young, Forest is calm and patient in stark contrast to his fiery mother and sister. Like most Nirmathi militia he has trouble following orders he didn’t issue. His main drive is to keep Kassen safe. He used to think the main threat was from orcs and humans but as he spends more and more time in the forest an unshakable fear has been growing in the back of his mind. Something is wrong with Fangwood. The appearance of a supposed Pathfinder only increases his worry. What do they want here? Forest remains weary of the man, waiting to see what his motives are.

Physical Description
Age: 16
Heigth: 5'11"
Weight: 185 lbs
Eyes: Brown
Hair: Brown
Forest looks unremarkable. He’s of average height with a slim athletic build. He rarely bothers with his brown hair, which usually hangs unkempt around shoulder length. He usually wears comfortable, rugged leather clothing, dyed different colors depending on the season to provide camouflage in the forest. As winter approaches his outfit is shifting from mostly greens to browns and reds. His most striking feature are his piercing brown eyes that seem to look right through you, always moving, never missing a detail. He never makes any noise unless he intends to, so some find him a bit creepy. He usually forgoes his bow and chain armor in town, but his father’s longsword almost always hangs at his side.

I don't really know anything about Kassen or the people who reside there and I don't wanna look them up cuz spoilers. Forest would have particularly good relations with local militia and the loggers.


Budd the C.H.U.D. wrote:

@Dreaming Warforged - Oh, you're going to want that Trapfinding, all right. Do not- I repeat, do NOT!- miss out on anything that will help you deal with traps. You're about to walk into Trap City, so... ;) I dunno about that trait from Mummy's Mask; it always did rub me the wrong way. If you choose to take that trait, find a good way to A) reword it and B) get it to make sense with your background. If you can do that, I'd be willing to allow the trait. It is weird that so many Rogue archetypes give up trapfinding... but I'm really looking forward to seeing how this character turns out!

Thanks for the reply! I'll look into rephrasing trap finder from MM and submit it to you by PM.


So it looks like, so far, we've got folks putting in for:

  • a cartomancer witch,
  • an unsworn shaman,
  • an unchained summoner,
  • an unchained barbarian,
  • a life oracle,
  • a Nirmathi irregular ranger,
  • an unchained rogue or investigator,
  • and an herbalist.
Did I miss anyone?

It looks like there's a pretty good spread of character types so far, but I would like to throw my hat into the ring - I'm thinking probably a bard of some sort. I'll get something put together over the next couple of hours for your consideration!


Ok, this is Rennai with my gnome prankster bard for consideration. The story and appearance/personality are pretty much in place, but the crunch is still in progress - I just wanted to get her out for consideration. She'll be mostly performing and acting as a flanking buddy for people - she's not likely to be a powerhouse, but I think she'll be fun. :)

P.S. Forgot to mention, her backstory and description are in her profile.


Also add a fighter


Good spread of characters here.


Character notes:
He’s a support oracle for sure, not much point in trying to build a damage powerhouse out of him. Thematically I like the kitsune bonus to enchantments but that’s a hard thing to rely on, though threnodic spell could change that. In general I’d probably go for summoning and buffing.

I chose dual-cursed oracle, which I see looking around seems to be a popular choice for life oracles. I suppose it gives them something to do in combat. I thought that it would be interesting to play the struggle of a good natured person so burdened by his nature that he is actually able to cause his misfortune to afflict others. I understand dual-cursed is no walk in the park, that’s kind of the point. It also reflects the duality of his upbringing. The acceptance of a stable community, the fear of discovery. The love of a devoted parent contrasted with a feeling of shame about his true nature.

I initially wrote his back ground with haunted and tongues curses in mind, but I realized that tongues might not be so good for a caster oracle as it would cost him some enchantment spells so i've switched to lame. I'm pretty flexible on that choice.

For traits I chose adopted (half-orc) and the half-orc trait Almost human (disguise is a class skill, +4 to checks to pass as human) for obvious thematic reasons. I see you allow drawbacks which is pretty cool. I’d consider family-ties, even though his family is small it could be expanded to Rantal and Holgast, both of whom might have conflicting ideas of what his father thinks is best. That’s certainly ad GM’s choice kind of thing, I can find another drawback if needed. I'm considering the dangerously curious trait which just sounds like a kitsune to me.

Crunch:

Male Kitsune Oracle 1
Medium humanoid (kitsune, shapechanger)
Init +3; Senses Low-Light Vision, Perception +0,

DEFENSE

AC 13, touch 13, flat-footed 10 (+3 Dex, )
hp 9 (1d8)+1
Fort +1, Ref +3, Will +2

OFFENSE

Speed 30 ft.
Melee bite (two handed) -1 ((two handed) 1d4-1)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks Channel (1d6, DC 13, 4/day),
Innate Spell-Like Abilities: dancing lights ( 3/day)

Known Oracle Spells (CL 1st):
1st (4/day) - bless , command (DC 15) , cure light wounds (DC 14)
0th (at will) - create water , detect magic , light , mending (DC 13) , ghost sound (DC 13) , mage hand

STATISTICS

Str 9, Dex 16, Con 12, Int 12, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 12

Feats Extra Revelation
Traits Adopted (Half-Orc), Almost Human

Skills Acrobatics +5, Appraise +1, Bluff +3, Climb -1, Craft (Untrained) +1, Diplomacy +7, Disguise +7 (+11 to appear human), Escape Artist +3, Fly +3, Heal +4, Intimidate +3, Knowledge (Planes) +5, Knowledge (Religion) +5, Perform (Untrained) +3, Ride +3, Spellcraft +5, Stealth +3, Swim -1,

Languages Celestial, Common, Elven, Sylvan, Tongues (Celestial),
Archetypes Dual-Cursed Oracle,
Special Qualities Agile, Change Shape, Haunted, Kitsune Magic, Life Mysteries, Low-Light Vision, Misfortune, Natural Weapon, Natural Weapons, Orisons, Second Curse, Tongues (Celestial),

Oracle Revelations Channel, Misfortune
Curses Haunted, Lame (non-advancing)

Favored Class Oracle 1 Skill Rank

1 to 50 of 165 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Budd the C.H.U.D.'s "Price of Immortality" Trilogy (Open Recruitment) All Messageboards

Want to post a reply? Sign in.