Hero's of Azalia

Game Master Thecooldudenextdoor


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Welcome adventures, to the land of Azalia, where magic and machine join to one. A land of wonder and war, of treasure and experience. You may all know each other, or you may all be merely travelers thrown from the winding road onto your path of destiny. Either way, your actions will come to save, or kill, countless people, make or break empires, and even decide the destiny of an entire land. Will you lead it from its darkest hour into a brighter future, or will you watch it burn in the fires of hell for your benefit or amusement.... only time will tell...

Wary adventures, for now come A LONG wall of world related text.

The Races in Azalia are limited. There are:, give or take small bands of monsters.

Humans
Elves
Half-Elves
Orcs
Half-orcs
Halflings
Dwarves
Catfolk
Kitsune
Gnomes.

Many of the Races have developed a distrust, or plain Hatred for others.
Races that are disliked or hated: The following races are exceedingly rare
Catfolk
Kitsune
Orcs/Half-orcs.

These races are looked at as nothing but trouble, and often were hunted down by humans/Halflings/Dwarves and each other. Even now as part of the coalition many of these feelings still show, with them getting front-line duty often, or forced into menial tasks. As such, Catfolk and Kitsune have no grand Kingdoms, instead forced to live in small villages on the skirts of normal society. Very few are left after the assaults and they are on the brink of disappearing completely. The orcs did have a mountain stronghold in the Northern Mountains, but their stronghold was one of the first to fall, and with their hated status they received little to no aid. These races still rely on more mystical practices, with little technology for themselves.

Kitsune/Catfolk:
These people have come to a mutual understand of each other, and often choose to live together in their small villages, while many within their society hate the other races, save perhaps, Gnomes and Halflings, some choose to focus on one day being accepted by all. They see the Nation states of Oswell, who all but protect their kind when they can, as a start. Even if the populace at large in the nation still regard their kind with distrust and malice. This has lead to several close calls of fracturing, with half the folk of both races seeking to fight the others, and the other half wanting only to show kindness in hopes of one day walking the streets, should they ever desire, without pain of death. They live in clay/wooden/mud huts in swamps, mountains and forests to far in the wilds for most races to wander. The only race that treats them with a modicum of respect are the elves, for they see the same type of fey-like touch on them as they have themselves. However most of the intentions of the elves are not stemmed from kindness.

Orks:
Aggressive by nature, and always following the rule of "might is right" they are seen by all other peoples as brutish, uncivilized, and warlike. Of course, they have a long history of their warrior culture, before even their line of rulers had their then enslaved half-orcs build their fortress. They follow a code of honor, crude as it may be.

Elves:
Elves see themselves as the rightful masters of Azalia, their long lived lives giving a sense of superiority over other races. While good-hearted they often seem aloof to others, with schemes reaching forward and back for decades. They found the Kingdom of Elsehien in the southern forests. Using Magic to reshape the trees therein into their homes. Magical by nature, their society relies heavily on magic to survive. They get along well enough with humans and Halflings, however their megalomania causes many problems and they view other races as untrustworthy and uncivilized or crude.

Dwarves:
The dwarves have carved out Mountain homes across the continent. The northern mountains, where they fought often with the orcs, the Southern Fringes, where the Coastal mountains roll across the land, and the heart of Azalia, where mountains larger than life rise high into the clouded mists. Dwarves see themselves as The only useful race aside from Gnomes, with perhaps a fleeting hope for humans. They are perhaps, the least magical race on Azalia. Their cities built from technology, hardwork, and gadgets. All dwarven metal is of quality and work surpassing even the best smiths of other races. (They will get a bonus here.) Any magic they do implement is that gifted by their gods to the priests, or extremely rare, eccentric dwarf wizard who is often seen as a fool and potential problem. Their cities are built with several wonders of engineering and are a marvel to behold. However, they are very stagnant in their mind set of "if its not broke, don't fix it". And little innovation happens lately. They despise elves, orcs, catfolk, kitsune, and have both a curiosity, and worry for humans and halflings. They get along very well with gnomes.

Gnomes:
Gnomes are, at best, Eccentric, at worst, insane. They have no great kingdoms, or lands, but instead, have several Gnome Metropolises set up about the land. Their Home City of of Sparkizze is nestled in the central mountains. A peculiar lot, they are the most technologically advanced. Their cities run off gadgets and innovation aplenty. Their guards, steam golems, clockwork creations, and constructs. Both magical and mechanical in nature. They are 1 of only 3 races that utilize and craft airships. (Others being dwarves and humans) and were the first to invent them (however it was oddly enough, humans that first had the idea). They are exceptionally friendly, and have a hard time hating any of the other races, seeing the good, and the bad, in all of them save orcs. Gnomes hatred for orcs stems deeper than even that of dwarves because of the great burning of the Gnome city in the north, whose name has been lost to legend. The orcs pillaged and burned it to the ground over five centuries ago, killing all inside. Only a few escaped. They haven't returned that far north sense. Their cities are useful, and they provide many new works, even if a 1/4 of them backfire, malfunction or explode. They are friendly with Dwarves, humans and halflings, viewing them as curious, yet frustrating. They view elves as strange for their love of the land and seemingly refusal to use the technology they see as making their lives easier and more interesting. They have a passing fancy of cat folk and kitsune, often providing them with the most friendly atmosphere but they have a fair distrust for both races.

Halflings:
The halflings are peaceful, and simple, for the most part. They enjoy tending their fields, gardens, homes, or forests, and live happy, easy going lives across the land save The Kingdom of Razeria. Welcomed by most other races, and viewed as lucky charms they are often not drafted into the military, and their homes are often spared the horrors of war. Some Halflings however, are born with a thirst for adventure and thrills. These often become spies, scouts, traveling minstrels or some other trade that allows them to travel the world. These have begun to give halflings an air of slight distrust, and while still treated good-naturedly by most, often times humans will keep their coins closer when they know some half-folk are around. They have no kingdoms of their own, save a comfy small, bastion nestled in the foothills just south of the central mountains, where all are made welcome to visit.

Half elves, and Half orcs.
The offspring of inter-race love such as these are often viewed negatively. Half-orcs are often shunned and hated by other races as much as Orcs are. With sayings of you can't trust them, or never know when they'll go wild. While some Cities and a couple of the Great kingdoms accept half-orcs as citizens, they are relegated to poor districts and often have to make a living as thieves, bandits, thugs, physical laborers or soldiers. Only adding fire to the rumors of their war-like ancestry. Half-elves receive a different kind of hate. They are often viewed at with jealousy for their centuries long life-spans and their natural beauty inherited from their elven blood. While generally more accepted than their half-orc counter parts they are often treated distantly, many having few to no friends. Dwarves, who see the elf in all half-elves show almost as much hatred to them as they do pureblood orcs and elves. Elves tend to treat half-elves as lesser beings, only slightly better than the other races, and as such, while not out-right hostile to them, often work to keep their presence in their society low, and out of higher ranked offices. However, the Empire of Belthouse, and the Sovereign states of Oswell are perhaps, the most accepting of both, seeing potential in their blood, with both nations seeking to one day unite the lands. (though, one wishes to rule, the other seeks a diplomatic solution.

Humans:
Hummans are a strange bunch. The most numerous, but perhaps the most divided amongst themselves. There are 4 main kingdoms with several smaller ones comprise the human legacy.

Kingdom of Aloran: To the North, the kingdom of Aloran(a-lor-en), (heavily influenced by medieval Europe) lead by a long running family of warrior kings. Its lands are those of thick woods, snow covered mountains and lush valleys. The kingdom, the smallest of the great 4, is perhaps one of the better ones. The kings have long lead the country benevolently, and fairly. Though their warrior like culture gives many an unease, they are a noble, proud people and while they do enjoy war and battle to an extent, their poets and bards are renowned across the continent, even the elves, who claim a better grasp of these things than any other race admit to their beauty. Aloran is perhaps one of the more mystical kingdoms, with exceedingly few airships(3), few luxuries, and no real technology or other experimental things. Their kingdom's capital is settled betwixt two mountains.

Empire of Belthouse To the south, the Empire of Belthouse(bell-thoose, as in moose), The largest, and arguably most powerful of the Great 4, centered on the Central Southern plains, the Home city of Espero shines as a beacon of light. A metropolis of over 3 million inhabitants, it ranges from the rich, semi-wealthy-poor-and homeless. Its lower streets becoming dens to thieves, guilds, and cults despite the best efforts of the empire and the city watch. The empire makes the most use of technology, arguably more so than even the dwarves, with airships seemingly traveling between the cities endlessly, automatons guarding the gates and keeps of the town and running water (sort of, think, aqueducts but, more advanced, with piping to take water to housing) and power for the wealthier districts, and even a sewer system and water for the poorest. The empire is led by an emperor crowned by a vote of the city barons, Lately, the same line of family has been placed in power for generations though this has actually lessened the power of the emperor, and strengthened that of the barons, who all but rule as an oligarchy, though the kingdom has prospered either way. Armies of Belthouse make use of firearms more than any other race or peoples in Azalia, with over 75% of their military trained in their usage and maintenance, they use siege weaponry and clockwork constructs as well. Due to this reliance on tech their magical academies are growing smaller. The Belthouse Empire has the lowest amount of wizards and arcane practitioners of any human kingdom, but they do have a great academy of alchemy. They also have almost no divine magic users, believing instead to not follow any deities as a whole.

Kingdom of Razeria in the East, Perhaps the kingdom the elves get along with the most, and the one that dwarves and gnomes view uneasily. This kingdom uses little to no tech, even less than Aloran but, has more arcane magic than the rest combined. The great capital is built from arcane energies, floating citadels, endless water, and forced obedience. The kingdom of Razeria is ruled with an Arcane fist by an oligarchy of mages centered at the mages guild in the Center of the capital Kazethi'k (Ka-zay-thii-ik). The most aggressive of the human kingdoms despite its magical heritage. They see mastery of the Arcane as the only true path, and they believe that a forced, obedient society is the path to the future. The guild and academies always via for more power and dominance, and the measure of a man is the amount of arcane energy he can generate and while corrupt, the guilds will always recognize powerful people, as long as they use that power to sustain the status quo. Due to this view, there are only two groups the people of Razeria fall under, those that practice, and are gifted with magical abilities, and the serf work-force that are not, who are all but slaves in name. As such their armies are small, but the destruction they can wreak has kept other nations from attempting to do anything about their aggressiveness. There was a rebellion within the kingdom, or so it is said, lead by a group of powerful mages that wished to change the country, no other word has been heard though, and most believe it was crushed. They view anyone not learned in the arcane arts as lesser, and believe themselves to be the true leaders, the only ones fit to rule the continent.

The Sovereign states of Oswell,(which, Oswell being the largest republic kingdom and the original state) leads the union. It is a confederation of smaller kingdoms, city-states, and empires and is hardly a kingdom itself, but more of a coalition of petty states protecting themselves from the others. They are, in a way, a democracy, with overarching laws all members of the union must follow, that are voted on, and decided in meetings held thrice a year in which all leaders of the member lands meet, debate, and vote. While disputes arise endlessly, (as, empires, kingdoms, and republics views clash) few things get done timely, however in this mass of differences comes strength. They are perhaps, the most diverse of all the 4 kingdoms in that they use technology, arcane and divine magic equally. While one kingdom may see technology as bad, they are forced, by the regulations of the union, to learn of it, and on more than occasion, this has caused other states to accept the practice. Empires (that is, small states lead by an emperor) that abhorred magic, now have Imperial wizards, city-states that detested technology, now use air ships. Problems are tackled from several different perspectives, and the union grows continuously as smaller states and petty kingdoms join every year. Sure, there is deception, and corruption among the leaders, but it has been kept to a minimum. Issues of state and jealousy are nipped wherever found, forcing the parties to meet and "talk it out". That said wars within the union are not unheard of, and while often the council meetings attempt to avoid them, they are sometimes the only recourse. They are a mixing pot, and all types can be found within their nations borders. Perhaps they are best known for their grand alchemy school, boasting the most individuals that are determined to mix science and magic. Surprisingly, even due to the nature of this, and the ensuing explosions and destructive qualities that can come from it, the building has never been shut down once, though many rooms have been remodeled countless times.

Native languages: Only the ones listed here are free.
Razeria peasant/resistance member: common and low gothic
Razeria magi: High gothic, Latin, one other language of your choice.
Aloran serf/knight/soldier: Alorant,
Aloran Noble: common and Alorant
Sovereign States: Common, (High Common: This basically for low skill point classes, it lets you somewhat communicate with anyone that doesn't know common, also counts as its own language between two people who speak it)
Belthouse: Common, Thousian
Northern Dwarves: Dwarvish, Teran
Southern Dwarves: Dwarvish, common
Gnomes: Gnomeish, common
Elven: Elvish, choice between: Common, Sylvan, Elven sign language, or Latin
Halflings: Common, Halfling

Also, on cultures here is something to help you figure out better each races/empires -feel-.
Think of Aldoran as late medieval with signs of early Renaissance, minus the tights, with a tad bit beowulf/viking thrown in.

Sovereign States, Take America, and the Holy Roman Empire (Note, the one lead by Austria in the middle ages) Mash them together about 20/80 respectively and viola.

Dwarves are Dwarves, mix D&D/pathfinder dwarves with Middle earth dwarves and you get a good Idea.

Gnomes: If you have played World of Warcraft, take those gnomes, mix in a little fey ancestry from D&D Gnomes, and thats a good idea of them. Lil Pranksters....

Halflings: Honestly, Shire folk is the best way to describe them.

Elves: take Tolkien elves and D&D Elves, mix a tiny bit of those two with Elder scroll elves(mostly their superiority complex and usage of magic), and thats what they are like.

Razeria: Think Middle Eastern/Asian mix with the European serfdom thrown in. Their lands are mostly Desert, save the cities they magically sustain.

-Thousian- Belthouse National Language

-Alorant- National Language of The Kingdom of Aloran

-Low/High Gothic- Razeria doesn't have a real national language, most of their "work force" speaks the common language or Gothic, which I to this day haven't decided a good name on. Their wizard "overseers" usually speak a mixture of draconic/Abyssal/Latin/Infernal/insert magical language to try and show off to others here. Although, I suppose if you wanted to "fit in" with their limbo language "Gothic" would work well, which is itself split into High Gothic and Low Gothic. Low Gothic is mostly the common language with bits and words thrown in from high Gothic, High Gothic is the closest thing to a "National Language" for the magi and is complex and mixes Latin, Common, and bits of Draconic. (Word of advice, the Magi HATE low Gothic, and see it as a mock to their high Gothic language.)

-High Common- The Sovereign states have no "national" language particularly, theirs is a Semitic language consisting of slightly altered languages of the larger empires they are close too. This has made them rather good at diplomacy as their diplomats usually speak, in at least some way, other Empires languages. I suppose if I had to give a language set to them... Lets just call it High Common, which gives you understanding of the common language, and rudimentary understanding of the other human national languages (Save High Gothic), good example would be a normal high school student talking to someone that speaks ye olden Shakespearean English, with an accent(or worse).

Other languages that aren't really languages can include
Belthouse Military Signals (body+hand)
Elven sign Language (hand)
Languages that are non-existant or extremely rare
Goblin (long been hunter to extinction or more likely, into hiding)
Celestial
Giant
any elemental Language. (the few that speak this come from evlivh or gnome decent, although some Magi from Razeria speak it.)

Now then, for those of you still reading and that are still interested. here is what I would like for character applications

Character application req.:

-Nation you are from,
-Your thoughts of your home nation (for races other than human, its fairly simple as they are united for the most part, if you want to be from a specific faction PM me and I will get you more info on sub-factions)
-Your characters thoughts on the other nations/races before the great war
-Your characters thoughts on them now.
(these don't need to be wholly specific, and it's mostly to help you interact with other races/nationalities)
-What your character did before the war/draft
-What your character did to become recognized during battle
-A couple feats he preformed to garner his renown/power
- Goals, what does you character want to accomplish?
(IE, save and unite everyone, form a religion around themselves if they manage to drive back the hordes, or perhaps rule as tyrant themselves in the end?)
-What drives you.

10 min. backgrounds may help your process.

and finally,

Spoiler:
character creation:
Level 4
Max HP every odd level, half every other.(half is HD/2+1+con)
all characters gain a feat every even level.
WBL gold
no summoners, no psionics, any other 3pp just send me a link and I'll ok it or deny it.
You have two options for Stats, take focus foible, OR, ask me to roll your stats for you. (7 rolls of 4d6 drop the lowest).

I have looking for 4-5 players, if you have any questions, concerns, or comments please go ahead and fire them off.

for aid in writing backstories-

Aloran (northen kingdom) Fought similar to medieval times. (heavy knights, with land owners that were lower on the totem pole providing ranged support in crossbows and archery. with the lower peasants forming men at arms. Favored weapon of the men at arms was a longsword or morning star/mace and shield. Very charismatic people, leaders were known for length speeches to bolster morale. no real schools of study.

Belthouse uses tactics in a mix of Napoleonic and medieval. massed units of firearms and siege weaponry supported by shock units of constructs and mobile knights. The most Esteemed position was as a Dragoon Knight, which had two separate units, the chargers, which resemble the normal mounted knight, and the outriders, which focused on using their mobility and firearm powers to pepper foes with hit-and-run tactics. Also were working on ways to incorporate the airships into war.

The Sovereign States mix several types, though they have the smallest outstanding military their use of mixed unit tactics has been shown to great effect when they drove back an attack by the Razeria Kingdom.

Razeria, of course, uses their magi to do most heavy lifting, controlling weather, fireballs, etc. While using their oppressed "workers" as fodder for enemy soldiers.

Elves used guerrilla warfare, and open field combat. Often striking out with raids over several weeks before committing to a full on battle. During the battles they use their speed and agility to out maneuver foes.

Dwarves fight much like they do in Golarian. Save they make use of firearms frequently. Often forming shield walls to protect their gunners from melee charges.

gnomes prefer to let their large quantity of constructs, steam golems and clockwork automatons do the fighting for them, though they often join in with experimental gadgets such as bombs, and ranged support with firearms and siege weapons.


Dot for interest


Dot


Are traits allowed?

Y'know what? What the hell, roll my stats please. I'm hoping for UMonk so be nice please


2 traits, +1 if drawback taken.

ouch.

4d6 ⇒ (1, 6, 4, 2) = 1312
4d6 ⇒ (1, 5, 5, 5) = 1615
4d6 ⇒ (1, 3, 4, 3) = 1110
4d6 ⇒ (3, 4, 1, 2) = 109
4d6 ⇒ (1, 3, 5, 1) = 109
4d6 ⇒ (5, 6, 6, 3) = 2017
4d6 ⇒ (6, 3, 6, 2) = 1715


...So what happened to the LAST Azalia recruitment?

The 15th level Gestalt one?

I'm assuming you're the same guy with a new account, considering I somehow doubt two guys came up with the same exact homebrew without being connected in some manner.


Thecooldudenextdoor wrote:

2 traits, +1 if drawback taken.

ouch.

4d6 12
4d6 15
4d6 10
4d6 9
4d6 9
4d6 17
4d6 15

Ehhh, not happy. It's a 27 pt buy but the numbers are off where I need them to be. Losing a point of INT and DEX hurts versus my original build. I'll think about it.


Sundakan wrote:

...So what happened to the LAST Azalia recruitment?

The 15th level Gestalt one?

I'm assuming you're the same guy with a new account, considering I somehow doubt two guys came up with the same exact homebrew without being connected in some manner.

nope, different guy, I saw his world (which I liked the idea and concept of) and managed to, before he disappeared (speaking of which, if you see him on let me know)ask if I could use it. he said certainly. He even sent me an outline of how it would have worked. Was a bit high on the power level for me so I turned that down, and I am also throwing in a lot of my own ideas since his only included the end bits.


Johnnycat93 wrote:
Thecooldudenextdoor wrote:

2 traits, +1 if drawback taken.

ouch.

4d6 12
4d6 15
4d6 10
4d6 9
4d6 9
4d6 17
4d6 15

Ehhh, not happy. It's a 27 pt buy but the numbers are off where I need them to be. Losing a point of INT and DEX hurts versus my original build. I'll think about it.

you can take focus foible if you desire. But you have to keep that set in that case.


I applied for that game back when.

How does focus foible work? 18 & 8 and then a 20 ptbuy, something like that?


18 and 8, then 1d10+8


Was that supposed to say 1d10+8?


Roll for me.


@Jcat, yes

Nuson

4d6 ⇒ (3, 3, 3, 6) = 15 12
4d6 ⇒ (4, 3, 3, 6) = 16 13
4d6 ⇒ (5, 4, 5, 2) = 16 14
4d6 ⇒ (5, 2, 6, 1) = 14 13
4d6 ⇒ (4, 5, 4, 5) = 18 14
4d6 ⇒ (6, 2, 6, 5) = 19 17
4d6 ⇒ (5, 2, 6, 3) = 16 14

hmm. not bad


1d10 + 8 ⇒ (6) + 8 = 14
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (9) + 8 = 17
1d10 + 8 ⇒ (3) + 8 = 11

I'll have something posted within the next two days, probably sooner then that.


Well, the world sounds interesting. I think I can fit in one more game.

I may play a Kineticist. Maybe from Razeria. He tried to make it as a mage, but only had enough raw magical talent for simple tricks and evocations.

Kinda depends though, how far are we planning to go? Is this a long term campaign, or a low level one-shot? How fast are we expected to level?


this is a long term campaign. If all goes well, you will likely end at level 20. (even if its only for a fight or two). The pace I am not sure, likely faster paced as leveling up always brings a bit of renewed spirit but I'll handle to exp and say when to level. (unless there are numerous objectors)

Also, I am working on traits for each kingdom/race, (my own design) everyone will get a freebie of their choice that goes with their background.


Cool. I'll get to thinking then.

Either way, Focus and Foible is waaaaaaay more consistent than the other rolling method, so I'll go with that and see what's available.

1d10 + 8 ⇒ (7) + 8 = 15
1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (7) + 8 = 15
1d10 + 8 ⇒ (4) + 8 = 12

Wow. Hmmmm.

18 15 16 15 12 8 (or something similar). Lots of options there.


Thinking of a catfolk slayer.
please roll for me.


4d6 ⇒ (6, 6, 3, 4) = 19 16
4d6 ⇒ (1, 5, 6, 6) = 18 17
4d6 ⇒ (4, 3, 4, 3) = 14 11
4d6 ⇒ (1, 5, 2, 2) = 10 9
4d6 ⇒ (1, 3, 1, 1) = 6 5
4d6 ⇒ (6, 1, 2, 2) = 11 10
4d6 ⇒ (5, 3, 6, 3) = 17 14


if I can choose, I choose this one:
1d10 + 8 ⇒ (2) + 8 = 10
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (9) + 8 = 17
1d10 + 8 ⇒ (8) + 8 = 16


So a feat ever level then? Just clarifying and would Path of War be allowed?


I think with Focus Foible you're supposed to not be able to rearrange the numbers. Though Thecooldudenextdoor may have a differing ruling on it.

Assuming not, I am thinking of submitting a Gnomish Gunslinger maybe. (Likely Mysterious Stranger)

STR = 1d10 + 8 ⇒ (3) + 8 = 11 - 2 = 9
DEX = 1d10 + 8 ⇒ (7) + 8 = 15 = 15
CON = 8 + 2 = 10
INT = 18
WIS = 1d10 + 8 ⇒ (5) + 8 = 13 = 13
CHA = 1d10 + 8 ⇒ (8) + 8 = 16 + 2 = 18


yes a feat every level, use it to broaden your character :3.

F&F like rolling started that way, however I don't like shoe horning people into playing certain classes. arrange how you like.


I'd also be interested in Path of War

Grand Lodge

Dotting for future interest.

Any objection to Archetypes/PrCs/Etc. that specifically tie in to a location or organization on Golarion?


run it by me, however it's unlikely unless I can fit it into the world. (IE, there is no PF society obv.)


after looking over it (sorry for the wait) yea, PoW is allowed


Alright, here is the submission for Johnnycat. Bushi Warlord 4

Nation you are from Razeria
Your thoughts of your home nation Resentment. Jak was born a slave and stayed one until well into his adolescence. It is difficult for him to put aside feelings toward the ruling class, mages especially.
Your characters thoughts on the other nations/races before the great war Not much; a serf in Razeria means that you're the lowest of the low. Everyone starts to look the same from down there.
Your characters thoughts on them now He appreciates the more light-hearted races, halflings and humans especially with their leanings toward personal freedoms.
What your character did before Spent most of his early life as a slave, though was eventually freed. From there he worked as a sell sword of sorts, traveling here and there and offering his services as a warrior.
How/why your character has come to the States of Oswell Jaks a mercenary; he goes where there's money to be made.
personality summary Jak is driven by his want to remain in control of his own destiny. To his friends and comrades he is strongly devoted. He is enemies are shown respect, but are otherwise given no quarter. Most others are treated on a case-by-case business.
Summary of your past A former slave, hailing from the north by his appearance.
Goals, what does you character want to accomplish Jak has no larger goals for the world at large. Rather, he'd like to ride out the war and see the nations come out the otherside relatively intact. While he does recognize the benefit of government, the aftermath of a war would serve as an excellent platform to change some things for the better (such as Razeria's policy of enslavement).
What drives you Jak is driven by his want to remain in control of his own destiny. To his friends and comrades he is strongly devoted. He is enemies are shown respect, but are otherwise given no quarter. Most others are treated on a case-by-case business.
Virtue diligence
Sin wrath

Loyalty, Compassion, Teaching, Love, Free Thinking, Pride, Group

Do unto other as you would have done to you; this is the only measure of right and wrong.

Final question: strive for another solution. Jak refuses to accept an impossible choice as impossible. The only time you truly lose is when you refuse to act.

Any feedback/commentary/criticism is welcome and appreciated.


Also, a slight change to the other is that, while there is a "war" (IE, the undead in the north have started moving), nothing bad has happened save the destruction of the orcish kingdom in the high northern mountains. Only mild skirmishes have taken place in "civilized lands" of the northern kingdoms. So while "holy orders" have taken to war not many nations or peoples fear/think anything of it.

I will be posting all req. and updates in the campaign info, please make sure to read those before finishing and submitting characters as some things will be in their that slipped my mind before!

Grand Lodge

Thecooldudenextdoor wrote:
run it by me, however it's unlikely unless I can fit it into the world. (IE, there is no PF society obv.)

The two I had most readily at mind both come out of the Weapon Masters guide, Ilsurian Archer (rangers of Iomadae that give up alot of the animaly stuff for extra archery stuff) and the other is the Rondelero which is a Falcata focused Swashbuckler. The archer is tied to a particular town in Varisia that has a very strong martial tradition, so I think that one should be an easy adaptation. Rondeleros are of Taldan origin, but I doubt they'd be hard to place either. If these don't work, I've got another idea or two.


That should be simple enough. Also, I updated campaign info, I had to change a little bit (not much!) due to my changes sorry about that, I at first had intended to just run what the original author had lined out, but my brain kept giving me idea haha.


Submission updated


Cool thanks. Let me see what I want to play. I know you said no psionics but what about something like the Soulknife or Aegis that doesn't have powers?


Here we go, let's see what the dice say:

1d10 + 8 ⇒ (5) + 8 = 13
1d10 + 8 ⇒ (2) + 8 = 10
1d10 + 8 ⇒ (3) + 8 = 11
1d10 + 8 ⇒ (1) + 8 = 9
18
8

Those are some sad numbers. Maybe I go for a SAD class.

If you're willing to roll the 4d6's for me and let me choose between the 2 that'd be great :)


1d10 + 8 ⇒ (7) + 8 = 15
1d10 + 8 ⇒ (7) + 8 = 15
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (6) + 8 = 14
18
8

Well, I just made money on those dice rolls. A great opportunity to play a Monk, that's for sure. What are your thoughts on the Monk's alignment restrictions? I don't have a backstory nailed down yet and as such don't know what alignment I'd be going for but want to know what my options are.

How do you feel about adapting older Monk archetypes to work with the UMonk? I'm specifically thinking about the Drunken Master here, making Drunken Courage replace the 10th level ki power and so on.


1d10 + 8 ⇒ (3) + 8 = 11
1d10 + 8 ⇒ (6) + 8 = 14
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (9) + 8 = 17
18
8

Dotting and rolling, are you allowing SoP?


o ho ho ho, I'm glad to see you decided to go through with it. Best of luck to you cool.


Thanks, and thanks for letting me use the world idea.

Lekkric:
4d6 ⇒ (1, 2, 5, 5) = 13
4d6 ⇒ (3, 5, 1, 6) = 15
4d6 ⇒ (4, 3, 1, 5) = 13
4d6 ⇒ (2, 5, 1, 1) = 9
4d6 ⇒ (4, 6, 1, 2) = 13
4d6 ⇒ (1, 6, 4, 5) = 16

@fiend, I'm unsure of that, you'd have to make a full list of changes and run it by me.

@omni SoP?

Gotta admit, I thought I wouldn't get enough interest to really continue with this. Glad I did.


Omni's referring to Spheres of Power, a 3rd party spellcasting system. It makes spellcasters work more like martials by reducing their versatility and requiring you to "build" for a school of magic rather than just getting everything on your list. I haven't played with it myself but I've heard good things about it.

In other news, thinking about it some more I think what I actually want to do is a Swashbuckler 1/Paladin X so no house ruling will be required to make that concept work. I'll come by with a full run down of her backstory later.

Is religion the same as it is on Golarion or do you have setting specific deities?


Hmmm. I suppose I'll allow it. We'll see how it plays.

And golarion dieties are fine


What I have so far, rough and work in progress. :)

Spoiler:

- Nation you are from- Oswell (Unknown State)
- Your thoughts of your home nation- The right idea, but needs alot of work. A lack of true unity and to much useless politics with power plays. If everyone's main concern was the betterment of the nation rather then of their own interest, Oswell could be just what the world needs to become a better place.
- Your characters thoughts on the other nations/races-
Humans- Each one is different, take them as they come but never trust them at face value.

Elves- The only people I call pointy eared bastards without any sense of guilt. Not bad folks if they can get over themselves and their females tend to have a thing for the half breeds, at least in my experience. Makes up for all the so called pity I tend to get, sometimes.

Half Elves- My people and yes we are a people. A little like humans and nothing like elves, or so I like to think. We're all different but tend to be accepting, after all if we aren't then what hope is there.

Orcs- Brutes plain and simple. They don't have alot of rules but if you follow them then they can be dealt with. Just never get them drunk or insult them flat out, not unless you can beat one senseless with your bare hands. Even then better make sure he stays down and you don't kill them. Their touchy about murder outside of war but beatings are all fine.

Half Orcs- Depends, some are just like any other folk that everyone hates and think their murdering scum for what their born as. Others are exactly that. Best keep an open mind and give them a chance, just don't let your guard down. Their fully smart enough to trick or lie to you.

Halflings- Nice people, got nothing bad to say.

Dwarves- A bunch of stumpy gravel monkeys with more in common with elves then they would ever admit. I guess that's why they hate them, my kind is no different in their eyes. Their only redeeming trait is their expertise with metals and machines, which I admit is impressive. If they would get over their hatred I think we would get along fine.

Catfolk/Kitsune- Simple people, not by choice I think. Don't see why everyone has a problem with them. They only got a problem with those that have a problem with them. Yeah they look a little strange first time around but unless you have a fear of fur, their just like anyone else. Maybe with a little more teeth and claws but otherwise I stand by my words.

Gnomes- Nuts, I can't say it any other way. The lot of them are nuts, but more like the genius kind more often then not. Otherwise pretty nice people with plenty to offer, just get used to moving fast when something sounds strange.

Kingdom of Aloran- Warrior's paradise and full of the proud. All honor and righteousness, seems to work their still around and their people are happy. Something to be said for that, personally I can't go without soft beds and warm baths but that's just me.

Empire of Belthouse- They don't care for magic much and even less for the gods, big mistakes in my book. They hold on to their machines too much and crawl over themselves like ants in a mound.

Kingdom of Razeria- Life is grand if your a magic user, otherwise your pretty much cattle. I like it about as much as Belthouse. It's like a three legged stool with only one leg, useless and leaves you wondering what were they thinking.

- What your character did before- A student in a magical academy studying conjuration and warp magic. When war came and a call for spellcasters went out, he volunteered, learning destruction magic and becoming a war mage. Sense leaving the military he has started to wander and travel, using his abilities to get by. Bounty hunter, transporter, or even on occasion mercenary. Sense the war his expertise has slowly shifted away from destruction magic, yet it still remains in grained and useful.

- How/why your character has come to the States of Oswell- Having traveled far and wide he was feeling a touch homesick or in need of familiar sights. So he made his way back to see how things have changed.


Can we have more information on this "war" that all of our characters participated in? Who we were fighting, how did it end, etc. etc? It's pretty difficult to create a good backstory when there's so much information I don't know that my character would, haha.


Look into the campaign info. It was an oversight on my part, the war has not happened, (all changes have been made in the campaign info, my apologies for the goof)


Well sense Oswell has it's own mini wars internally I am going to say it was one of those that my guy was involved in. x)

Working my way down the list, should get into it in earnest later today.

Spoiler:

- Which of the 7 virtues you feel your character embodies- Diligence
- Which of the 7 deadly sins you feel your character most likely to succumb to- Greed

Loyalty, or Honesty- Loyalty
Compassion, or Justice- Justice
Charity, or teaching- Teaching
Love, or Fear- Love
Obedience, or free thinking- Free Thinking
Pride, or Greed- Greed
Group, or Individual- Group


I keep looking at this thread anyway, could I get some rolls please. We'll see where it goes from there. Thank you.


Here is the full version, still working on my guy. But he is getting there. :)

Spoiler:

-Nation you are from- Oswell (Unknown State)
-Your thoughts of your home nation- The right idea, but needs alot of work. A lack of true unity and to much useless politics with power plays. If everyone's main concern was the betterment of the nation rather then of their own interest, Oswell could be just what the world needs to become a better place.
-Your characters thoughts on the other nations/races-
Humans- Each one is different, take them as they come but never trust them at face value.

Elves- The only people I call pointy eared bastards without any sense of guilt. Not bad folks if they can get over themselves and their females tend to have a thing for the half breeds, at least in my experience. Makes up for all the so called pity I tend to get, sometimes.

Half Elves- My people and yes we are a people. A little like humans and nothing like elves, or so I like to think. We're all different but tend to be accepting, after all if we aren't then what hope is there.

Orcs- Brutes plain and simple. They don't have alot of rules but if you follow them then they can be dealt with. Just never get them drunk or insult them flat out, not unless you can beat one senseless with your bare hands. Even then better make sure he stays down and you don't kill them. Their touchy about murder outside of war but beatings are all fine.

Half Orcs- Depends, some are just like any other folk that everyone hates and think their murdering scum for what their born as. Others are exactly that. Best keep an open mind and give them a chance, just don't let your guard down. Their fully smart enough to trick or lie to you.

Halflings- Nice people, got nothing bad to say.

Dwarves- A bunch of stumpy gravel monkeys with more in common with elves then they would ever admit. I guess that's why they hate them, my kind is no different in their eyes. Their only redeeming trait is their expertise with metals and machines, which I admit is impressive. If they would get over their hatred I think we would get along fine.

Catfolk/Kitsune- Simple people, not by choice I think. Don't see why everyone has a problem with them. They only got a problem with those that have a problem with them. Yeah they look a little strange first time around but unless you have a fear of fur, their just like anyone else. Maybe with a little more teeth and claws but otherwise I stand by my words.

Gnomes- Nuts, I can't say it any other way. The lot of them are nuts, but more like the genius kind more often then not. Otherwise pretty nice people with plenty to offer, just get used to moving fast when something sounds strange.

Kingdom of Aloran- Warrior's paradise and full of the proud. All honor and righteousness, seems to work their still around and their people are happy. Something to be said for that, personally I can't go without soft beds and warm baths but that's just me.

Empire of Belthouse- They don't care for magic much and even less for the gods, big mistakes in my book. They hold on to their machines too much and crawl over themselves like ants in a mound.

Kingdom of Razeria- Life is grand if your a magic user, otherwise your pretty much cattle. I like it about as much as Belthouse. It's like a three legged stool with only one leg, useless and leaves you wondering what were they thinking.

-What your character did before- A student in a magical academy studying conjuration and warp magic. When war came and a call for spellcasters went out, he volunteered, learning destruction magic and becoming a war mage. Sense leaving the military he has started to wander and travel, using his abilities to get by. Bounty hunter, transporter, or even on occasion mercenary. Sense the war his expertise has slowly shifted away from destruction magic, yet it still remains in grained and useful.

-How/why your character has come to the States of Oswell- Having traveled far and wide he was feeling a touch homesick or in need of familiar sights. So he made his way back to see how things have changed.

-Which of the 7 virtues you feel your character embodies- Diligence
-Which of the 7 deadly sins you feel your character most likely to succumb to- Greed

Loyalty, or Honesty- Loyalty
Compassion, or Justice- Justice
Charity, or teaching- Teaching
Love, or Fear- Love
Obedience, or free thinking- Free Thinking
Pride, or Greed- Greed
Group, or Individual- Group

-Personality summary- A good person at heart, war and life have made him bitter and cynical of most. Hopeful of the future but a realist of the present. None the less he values comrades and loyalty above nearly all else. A merciless and ruthless opponent he holds nothing back from his enemies, a lesson ingrained by war. In times of peace he tends to show detachment or good humor as the mood strikes him, carefree of the minor problems of conflict free days.

-Notable quirks of your character- Tends to forget how physically weak he is. Thirst for knowledge override good sense at times.

-Summary of your past- A minor war mage collecting knowledge after his term of service.

-Goals, what does you character want to accomplish- Create or be part of a group with the betterment of the world as their main concern. Failing that, find or create a place where people can live in peace without being dragged into conflict with others.

-What drives you- Syltorin is driven by survival and the desire to improve his lot in life along with those deserving of it. Holding a great disgust and anger for those that shamelessly bring about consequences for others without their consent or consideration.

What is Right?, What is wrong?
Depends on many variables, their is no simple answer. Thinking otherwise only brings ruin in one form or another.

You see your most cherished companion in mortal danger, you have the means to save them however, if you choose to do so you will in their place send a group of several other people you do not know to their doom. What do you do?
Save them all if their worth saving, their are no absolutes. Only the extent of your will and conviction.


4d6 ⇒ (4, 4, 2, 4) = 14
4d6 ⇒ (4, 4, 4, 5) = 17
4d6 ⇒ (2, 4, 4, 2) = 12
4d6 ⇒ (4, 3, 6, 2) = 15
4d6 ⇒ (4, 5, 5, 1) = 15
4d6 ⇒ (1, 3, 5, 3) = 12
4d6 ⇒ (3, 3, 6, 3) = 15

Also, lekkric, I cut you one short.
4d6 ⇒ (1, 6, 2, 1) = 10


Assuming those rolls for me.

You gave me 7 stats. If I drop the lowest, I would be looking at a 16 point buy.

Since rolls are like gambling: can I call a "misdeal" and see what the focus/foible rolls would give me?

or

Since rolls are like gambling: I received a "bonus" roll, and I can take it or leave it?

you're the DM, I defer to your judgment on this. lol.


As the others, you can roll the FnF style and pick your poison from there

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