Homecoming (Inactive)

Game Master The Wyrm Ouroboros

People who get things done.

Homecoming Information on Google Drive.
Chalion Wiki, helping to explain five of the Gods (the Holy Family) and how they work in the world; see especially The Curse of Chalion and Paladin of Souls.
Especially For Paladins: Knights of the Cross from the Dresden Files (Jim Butcher) and 'Oath of Gold', the third book in the Deed of Paksenarrion (Elizabeth Moon).


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The Bones of the Trees are out in the boonies, JohnnyCat - and it's the only group of elves for, literally, a hundred miles or more. I don't mind you not living there, or even living somewhere in the twenty-five miles between it and Mosval, but ... think of the children!! And their safety!! (Being within 'flee range' of a fortification is a smart move. Not that you probably wouldn't have a palisade around your house, kitchen garden, barn, and such ...)

All that said, no, I don't mind you being out in BFE. As for the availability issue, it isn't a question of whether it's online; it's a question of whether I have the supplement for Hero Lab. Sounds weird, but that's the way it works.

All campaign traits are on the table; for traits, I tend to look more at what it does than its fluff. Fluff can be changed.


Fair enough. I don't use HeroLab so I can't exactly empathize but it's your game so you get to call the shots.

Quote:
The Bones of the Trees are out in the boonies, JohnnyCat - and it's the only group of elves for, literally, a hundred miles or more. I don't mind you not living there, or even living somewhere in the twenty-five miles between it and Mosval, but ... think of the children!! And their safety!! (Being within 'flee range' of a fortification is a smart move. Not that you probably wouldn't have a palisade around your house, kitchen garden, barn, and such ...)

Me an' civil folk don't get along too well. Can't say I blame them, on account of I never doin' them any favors, but I like to leave the past where it lay. Not everyone agrees, 'specially where there's coin involved, so I keep out of the way. I've already got more than my fair share of enemies anyhow. (Nemesis Story Feat).

---------

Anyways, I'll do my best to justify my character and his decisions as I go. Hopefully you'll find it satisfactory.


I actually -have- read Curse of Chalion.:
The agonizing tumor turning out to be benign and non-vital (and smelling of flowers) was a great Twist!


Horst makes good money making quality weapons and armor for the garrison, but he also takes time to do low or no-cost blacksmithing for the regular folk. A little bit of metal on a shovel or plow can be a godsend to a farmer, and everybody needs sharp knives. He also helps train the militia (and maintain their weapons) in his free time.

He has two sons, Njorl (late adolescent - his apprentice - serious and shy) and Lars (preteen- a runner for the forge - a lighthearted and playful boy, fair haired like his mother).

His wife, Luda, died in childbirth with a stillborn daughter three years ago.


Forgot Background Skills:

Skills:
Craft: Weapons - 6*
Craft: Armor - 6*
(*+2 when working with metal or stone due to Craftsman Alt. Racial Trait)
Diplomacy - 6
Heal - 9
Knowledge: History - 4
Knowledge: Religion - 5
Knowledge: Engineering - 4
Sense Motive - 9

Dark Archive

So here is Baltor Stoneheart.

Help with Background refining:
I need some help with a couple of things about his background:

-name of the mountain where the giants live;
-name of a kingdom near the mountains;
-Godswood in the east (near the mountains);

If there is no way for a conflict between the giants and the kingdom, just tell me so I can change it. (But will need another reason for Baltor to have fought them)

Crunch Observations:

-Baltor took the Craftsman, Giant Hunter, and the Stonesinger racial variants. (all of them from ARG since you listed this book)
-My intention was to give him the Giant language but since I have no information yet if it exists, I gave him Geh-Sahn instead (if the giants do not speak this language, will change it).
-The Craftsman gives +2 to Craft and Profession with stone and metal. I assumed this bonus also applies to Artistry. (makes sense right?)
-He crafted a Stone Plate using Craft (stonemasonry) instead of Craft (armor). Do not know if you will allow it... though it makes sense to me. (instead of picking Craft armor and being able to make all sorts of armor, he can craft only the stone plate)

Also would like to ask you, just for fluff, that Baltor instead of scribing scrolls in parchment, he carves them in stone plates. (They become resistant to water but are heavier)

Any feedback is more than welcome!

(English is not my first language, so please ignore any mistake...)


Cherivista Mountains?

I'm seeing a lot of submissions coming across with 1st level characters. Aren't we starting at 3rd level?

The Exchange

Thank you for the feedback, oh great and powerful GM. I will make the adjustments on the backstory. Regarding the trait question, are you okay with the tracker of the Society trait or does "Society" make that one you'd prefer I not take?


While I don't feel comfortable making this a formal application yet, I'm just going to leave this here for entertainment purposes. (I’m one of ~40 in a KM recruitment that expects to have final pick Tomorrow or Friday, waiting on that.) Somehow I had mistakenly thought this game was a Gestalt game, which is why my statement of Wizard seemed to be kind of left field. Sadly, it WAS left field, for which I apologize for the confusion.

Background:

Background/Concept:

1: concept: Trap Happy, hapless, optimist.

2: Description: very small, sandy haired, ice blue eyes, gentle acid scarring on his face. No beard. 3’, 35 lbs

3: Quirk: limitless optimism, tempered by brutal experience.

4: Loyal to party members, rugged individualist, not very respectful of authority used for the sake of authority.

5: Veteran adventurer, with a variety of accomplishments, including Imix, Prince of Elemental Evil Fire. (RttToEE)

Goals

1: (IC)Experience first-hand new traps. Face first works just as well as disabled.

2: (OOC) See how the uRogue is in play, reusing my favorite rogue from a decade ago as a chassis to compare to the old.

Secrets:

1: (Known) Thieves guild member of <Name Redacted>

2: (Unknown) Someone stole my portable hole again! This can be a fair plot hook if/as needed. (In reality, way too expensive an item for a 9th level character, let alone a 3rd… See memories 2 & 3)

NPC's

1: (Deceased) Lady Brigid (Fighter 13) and Lord Agnor (Fighter 4,Palidan 4?), House <Name Redacted> of <Name Redacted>, Human, old adventuring partners from ~80 years ago, herself from the beginning (1~13), himself for the last stretch (Return to the Temple of Elemental Evil, 7~13ish). Lady Brigid was granted land in the north western portion of the <Name Redacted> and accepted into House <Name Redacted>, sworn to House <Name Redacted> for services rendered, and was well known for her enchanted red dragon scale armor, red dragon skull helm, and use of the Hoardmaster (magic longsword).

Memories:

1: It all started with a simple pit trap. I saw it as we walked down the hall; we laughed at its obviousness, and kept going. None of us remembered that trap as we retreated down that same hallway not half an hour later.

2: It continued, with a portable hole. I stole it fair and square you see. We had been investigating a series of lizardfolk raids on a town, where none breached the walls from the outside, yet several leapt the walls from within, carrying off loot and hostages several times. I managed to track down a conspirator to a meeting in a quiet tavern, sneak up and listen to their exchange, gather intel and their question and answer challenge, and secret handshake. As soon as one rose to leave he was passed a package which he tucked in a pocket. I stole that package fair and square. Snuck out to the door, turned around walked up to the remaining conspirator, greeted him properly and continued to grill him for information. Only later did I check and see that the package was a portable hole filled with lizardfolk. And they (The town) confiscated it as too dangerous. Clearly, I had to steal it back.

3: The loss of an Arm. Well, the first loss of an arm. I spoke with my party, and none of them were inclined to stop me. I got a potion of disguise from someone, almost an hour of Invisibility from the Wizard, a handful of goodberries from the druid, and well wishes from the fighter, and cleric. I went in from the roof, barely picking the lock, and snuck down to the basement, and finding the log book which listed the portable hole being secured in a box in the back. I looked it over for traps, finding none. I looked again due to baseless paranoia, and popped the box, a difficult task in and of itself. I reached in and pulled out my portable hole, holding it up with my right hand in victory, while my left was still reaching into the box. And the lid slammed shut, revealing the razor edge lining the inside, severing my left forearm just below the elbow, dropping it into the now closed but unlocked box. I did the only thing I could think of in the seconds before bleeding out. I ate the goodberries. All of them. And passed out. When I came to, the bleeding had slowed down drastically, but I was in bad shape. I reopened the box, tossed my forearm in the portable hole, and everything else in the box without looking at it, downed the potion of disguise to look like a guard, and slipped out the front door, telling the two guards there “There’s been a robbery, I’m going for help, don’t let anyone else in or out until I get back.” and fled to the rest of the party before they noticed a: I was too short to be a storm trooper, I mean, guard, and b: I was bleeding lightly. To shorten the story, That arm was replaced, and then an Umberhulk bit off my right arm and they replaced it with a bronze dueling arm that we had bought, thinking ahead.

4: Separated from several party members in a large fight down two branched hallways, standing under a table, while the party fighter is standing on the table, trading blows with several enemy combatants until the last one got in a lucky shot, dropping my ally, her sword clattering to the stones by my feet, a wash of red hair draping over the edge of the table. That was a mistake our foe would not live to regret as I struck from below, from the shadows, first with his right hamstring to let him know I was there, sinking my other blade into his left hip, pulling myself up as he started to drop, hand over hand, finally staring him in the eyes as I cut once more dropping him completely. I then hurried to pour a potion down my friend, saving her life. Together we rushed back down the hall to the save the party druid and wizard from the narrow hallway they were assaulting with fire and lightning and the onrushing horde from that direction.

5: The fiendish arm of Doom. Near the end of our adventures as a party we came upon a device that looked like a trap. Blades and edges and saws abounded. I cautiously approached to take it apart, and it sucked me in, chopped off my left arm, and replaced it with a blue tentacle. We promptly chopped the demon arm off, and regenerated the normal one. Shortly after we found a Symbol of Death. I was VERY put out that they didn't let me try and disable it.

Description:

A, very, small figure stands almost unnoticed before you, wearing sturdy leather workman’s clothing, with sandy haired pulled up into a puff of a topknot, laughing ice blue eyes, and a wash of gentle acid scarring on his face. Beardless, he stands 3’0”, and weighs a mere 35 lbs. Around his neck is a tiny leather pouch containing a few even tinier finger bones, to remind him to be cautious, and expect yet one more trap. Always.

Recent Experiences/Bio:

Roonfizzle "Many-Arms" Garnackle, Trapmaster, lead a successful adventuring career in his youth, with many exploits. That was roughly when you grand-parents were adventurers, for those that had adventurous grand-parents. While he hasn't started to slow down, many of his highly refined skills have grown rusty, yet the inklings of his former glory remain in his quick steps, and easy graceful movements.

70 odd years back, he retired, for the first time, in <Name Redacted> (Far to the <direction redacted> of here) ... That retirement lasted a lengthy 30 years. Well, there WERE a few things that cropped up, and eventually he started to travel again, Drifting East, and South, passing through many countries. He retired, again, in the fledgling country of <Name Redacted>, in the small then brand new settlement of <Name Redacted> roughly 50 years go. In more recent times he turned northward up the <Name Redacted> River, and spent a few years in n Kyonin, and an even briefer stay in <Name Redacted>, a matter of less than a week. He has spent the last two years within the <Name Redacted> area searching for information about some old companions.

.

Letters of Reference:

Lord <Name Redacted>, <Name Redacted>, 3rd of <Name Redacted>, 27th of <Name Redacted>, Scion of <Name Redacted>.

I am writing today to request that you allow the bearer, one Roonfizzle Garnackle, called “Many-Arms” to accompany your venture into the <Name Redacted>, as I feel his skills will be of use to you, and allow a better chance of success on his request for information about some of our minor holders off in that general direction. In the short time he’s been in our demesnes’ he was instrumental in resolving several matters of a delicate nature, and as the saying goes, ‘beware the old man in profession where one usually dies young.’ It’s clear he’s seen a thing or two, and lived to tell the tale. Or as he tells it, died a time or two, and still here to tell the tale.

Lord <Name Redacted>, 9th of <Name Redacted>, Scion of <Name Redacted>

<Date Redacted> AR.

The following letter of reference does not have an addressee.

May it be known, that Roonfizzle “Many-Arms” Garnackle, Trapmaster, has been of invaluable service, placing himself at great risk of life and limb, so that his comrades might walk safely. Without his service, a great danger to the known world would not have been averted. I count him amongst a small group of close friends, and would recommend him highly to any in need.

Lady Brigid, 42nd of <Name Redacted>, 256th of <Name Redacted>. Lord of the Forest Keep, Slayer of Imix.

Lord Agnor, 45nd of <Name Redacted>, 280th of <Name Redacted>. Slayer of Imix.

<Date Redacted> AR.

superbasic Crunch/basic Localization:

Sign posted outside the "Severed Arm's" window.

"Spring-Loaded Crossbows? Approved Home Safety Device or not? You Decide!"

Roonfizzle "Many Arms" Garnackle, Trapmaster.

Roonie, as he's commonly called to his face, is a tiny fellow getting on in his years, who still occasionally gets a gleam in his ice-blue eyes, but only when tinkering with a particularly 'nifty' trap.

Behind his back? "Oh <Redacted>, WHERE DID HE GO NOW?!?!" Though... he's mellowed with age, and hasn't wandered off on his own in decades.

Known locally as an eccentric craftsman dedicated to making traps for the rare customer, typically going months without a sale, and almost all are done on commission. Given the price range of his toys, he still makes a fair living. Less commonly known, is that he is the resident Trapmaster of the local Thieves guild, and has standing orders for diagrams of any trap found, prefence to him being escorted out to visit the trap in situ.

Current trap project: a delicately worked silver and gold music box with a concealed bottom, with a dual locking mechanism, and dual trap mechanism, both a straight blade for a unwary fingers, and a pair of tiny vials for acid to spill out onto someones hands, or onto the boxes contents. The box is not commissioned, and is intended to join a delicate rosewood box with a flame trap that destroys it's contents if not opened by removing the hinges first as demonstration pieces for his shop window.

Unchained Rogue 3

Str 6

Dex 16

Con 14

Int 16

Wis 13

Cha 14

HP 30

AC 18 (4 Armor, 1 size, 3 Dex)

Stamina 4

Att TWF +4/+4 Kukri 1d3+3 +2d6 SA

Stamina Option: +1/2 Stamina on main hand attack.

Att +6 1d3+3 +2d6 SA

F 3 (1 +2)

R 6 (3 +3)

W 2 (1 +1)

Traits: Pending

Kobold's Neighbor? You gain a +2 trait bonus to Perception checks to discover traps and a +1 trait bonus to Disable Device checks.

Dangerously Curious?

elaborate trapper When creating a trap, if your Craft (trap) roll exceeds the DC of the check by 5 or more, that trap's Disable Device DC increases by 2.

Propitiation? At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

Rogue Talent: Trap spotter

Feats:

Thief of Legend (Story)

Two Weapon Fighting

Breadth of Experience (Racial Feat, would require discussion - Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.)

Martial Weapon Prof: Kukri

Skills: (Ranks, Special Mods, swirling ideas)

Acrobatics 9 (3)

Appraise 7 (1)

Bluff 6 (1)

Climb 2 (1)

Craft (traps) 13 (3 of 4 bonus points, 2 racial, 2 tools, maybe a trait?)

Diplomacy 6 (1)

Disable Device 11 (3, 2 tools, maybe a trait bonus?, Story Feat may apply)

Escape Artist 7 (1)

Knowledge (Local) 11 (3, 2 Feat)

Knowledge (ANY) 5 (2 feat, can used as if trained)

Linguistics 9 (3, languages Pending formal submission, I saw your breakdown!)

Perception 11 (3, 2 racial, likely trait bonus, class mods not included)

Profession (Merchant) 9 (3 - background skill, 2 feat)

Sense Motive 7 (3)

Sleight of Hand 7 (1, Story Feat may apply)

Spellcraft 9 (3)

Stealth 13 (3, Size mod)

UMD 8 (3, likely a trait bonus?)

Lore (Traps) (3 - background skill, unsure if breadth of knowledge would apply)

Gear:

Mithral Chain Shirt

Kukri x2

MW Thieves Tools

MW Craftsman Tools (Trapsmith)

CLW Potion x3

79gp.

Dark Archive

Actually Baltor is level 3... just forgot to change it from the base sheet...


Horst Ironbrow:
Nice. You actually had your background skills in the first blurb (Craft skills are bg skills, right? :P ) Keep in mind that at least at game start, you'll need more in-town political / social spells - Zone of Truth would be a no-brainer for a Level 2 spell for a petty-saint of the Father as you are. You might also consider shifting a point or two towards Profession: Judge or some such; the particular graces the Father grants you may be for artificing and defense, but he -is- the Father of Justice.

Sir Longears:
Baltor looks good - very nice background - with a couple of points.

While I appreciate Stone Plate, you are starting out with only 1500 gp, not PF standard 3000. Purchase accordingly. You might be working on some Stone Plate, however, perhaps made out of Kedron's Tor heartstone, which you can purchase at crafter's price later on; this would be my preferred option, as it would (thematically, anyhow) bind you closer to the Kedron's Tor stonemass, and might give you advantages while in that location. To create such stuff, though, you do need both Craft skills, or else someone helping you who possesses it (making it together). Rare is the medieval forgemaster who has no assistants!!

Second, the scrolls. Magic items includes scrolls. Please do not get into the mindset of 'oh, there's food along the way' or 'I can walk to China' when you're stumping along at 20'. Buy food; get a pony. Make sure you buy food for the pony too.

In regards to the runic scrolls on stone, I am all for it. Smaller but no heavier, runic stones would be no more durable - this is etching into flat, thin (1/16" - 1/8") hand-sized pieces of rock, which might actually make them slightly less durable, as they'd be vulnerable to cracking. As a side note, in Ravenna the best runic works are done by wordcasters, not standard spellcasters.

As mentioned in the Language notes post, giants speak Shot'ta. Though the people you will have been assisting speak Ravennan, they -also- have a native language - Minos.

The minotaur clans of the east have frequent battles with their giant neighbors/cohabitants; it is not unlike Scotland (including the fact that minotaurs wear kilts!) and the Highlands. Change (Giant Mountains) to the Haelanesh Mountains, make your host Clan Byres, and the Godsring you were studying at the Haesslich Godsring. As a druid, however, you may have actually prevented the Byres from slaughtering the local giant clan (say Hill giant, Clan Din) - in the interest of balance, not just people-wise, but long-term-thought-wise (because nothing gets the neighborhood up in arms like a nice massacre).


Brand - and everyone, really - I am good with all the Society traits. As I think I said before (I think), there are organizations in place, or which can be changed, for people to join. Woodsy, outdoorsy people (rangers, druids) might like the Whole Earth Society. Monks and most gnomes are Followers of the Golden Path (similar to Buddhism); those Quintarians (not necessarily clerics, as most of you are likely to be Quintarians one way or the other) who particularly dislike the Quadrene habit of torturing and burning at the stake homosexuals and others prized by the Bastard can belong to The Bastard's Children. The Romny are, well, the Romny, but definitely devoted to the family; you're not likely to take that one unless you're Romny yourself. The one most straight-up adventurers would prefer is the Ravennan Historical Preservation Society, which tries intermittently to send expeditions to ruins of the three Ravennan Empires as well as supposed sites of shapeshifter ruins. Please note that most members (not adventurers, which are hirelings) of the RHPS* are well-off, if not outright rich. So far, I've not seen anyone who is likely to be a member, but I might be wrong.

Let's not have everyone clamor to get into the RHPS, shall we?

JohnnyCat:
As a spellslinger - which class does not get grit - I strongly, strongly advise you to spend a feat or two getting grit. Otherwise your weapon misfire rates double, AND you suffer standard (as compared to double standard, which is campaign world house rule) non-proficiency penalties. Spend the feat(s); avoid the pain.

As a suggestion, you might trade Nemesis in for something that'd relate to you getting booted out of the Bones of the Trees - which, having realized what spellslinger is, is likely what happened. (Loud, annoying, stinking gunpowder, thought the normal elf.) Otherwise your Nemesis is going to actually live comparatively close to home - an elven ranger, for example, whose companion you shot (and perhaps killed).

... maybe even a ... oh, wait, no elven ranger here. Well, you get the idea. The Neighborly Nemesis might be a fun story to play with anyhow.

The Exchange

Okay. I knew you'd said earlier it could be worked in. I just didn't want to force it if it would have been more trouble than it was worth. Sounds like the trait is now the Tracker of the (Whole Earth) Society now :=)
I'll try to find some time tonight to tweak the backstory bits you'd mentioned earlier. Thanks for all the feedback and help you're giving us along the way so we can shape characters to accurately fit this world.


I am very interested; you seem to have a fairly well-thought out world here, kudos. I'm unfamiliar with the various alternate systems you listed (from Unchained & Ultimate Combat), so I'll need to read up on that. I also have no familiarity whatsoever with Hero Labs (It's a system of some sort... that tracks campaigns?).

I'd like to make a Female Human Unchained Rogue (Pet Trainer Archetype) for this campaign world. All of the following is a nebulous concept for the character, so please bear with me as I fine-tune everything closer to quantifiable crunchiness.

The idea is for her to have been abandoned in the wilderness as a child (looking into traits for this), where she survived by developing a strong affinity with animals. Now, grown and residing in Mosval, she works as an animal trainer, raising horses, dogs, birds, etc. for residents' various needs (aided by her primary animal companion, TBD, who also assists her when the townsfolk call on 'adventurers' for aid).

EDIT: Just realized the Pet Trainer archetype I'm so geeked about is 3rd party. I'll put the character together without that and see if there's any other way you might be willing to let me bump up my companion's level progression after I cement some ideas.

Rambling Request on 3rd Party Archetype:
I understand you may not have the Pet Trainer archetype, and am hoping you might compromise on a point or two here. The primary benefit of the archetype is trading trapfinder/trapsense for an animal companion that progresses with levels in rogue=druid. The only other means of gaining an animal companion is to take the Animal Ally feat, which gives you a companion at effective druid level=character level -3. Clearly a worse alternative, if one wants their companion to be a significant feature of their character. There's always a class that receives an animal companion, but that's not the idea behind this character - she is connected through her upbringing to animals, but doesn't particularly revere nature, as a ranger or druid, & is a far cry from a crusading cavalier.

Thoughts/questions/suggestions, Ouroboros?

@Roonfizzle: Interesting to see you've added that letter of introduction from a noble to your standard application ;)


Roonfizzle looks interesting, though many - most - of the background points would have to go straight out the window. (Sorry.) The group definitely needs a rogue presence; I have a magus kensai, a wizard gunslinger, an alchemist beastwhateveritis, two clerics of the Holy Family, a mountain druid, and a ranger. If they don't get someone competent soon, they're gonna implode the first time they're at a social occasion.

HotLanta:
While I commiserate with you in regards to the alternatives available that compare to the archetype, I am a little leery of it; as well, your noted alternate (Animal Ally) is one that I don't have, and which thus isn't allowed either. Part of my issue in regards to the party, however, would not be solved with you bringing in a 'Pet Trainer'; if anything, the issue would be exacerbated.

So while I like the character idea, if that's what you've your heart set on, I'm afraid I have to decline.

As an FYI to you spellcasters - prepare your spell lists for my perusal in regards to what you would have prepared for a normal day. Those arcane ones who have to find and learn spells, double your number of spells-per-level. Automatic is the 2nd-level spell 'Locate Black Powder' (identical to 'Locate Object', except the Range/AoE is 'Extreme (800' + 80'/level', and once detected, additional rounds of focus give you quantity, quality, and container information).

For everyone - I will not feed you for free. While you're 'in town' or near your home, you can be considered to be eating for free, but all bets are off when you walk out onto the road. Heading anywhere can take quite a while; even the main trade road north is suffering from lack of tending, so going to any of the neighboring towns may take a day or two. Which leads me to part 2: strongly consider transportation. A horse, pony, or riding dog means you don't have to lug everything yourself. Since you can't purchase magic items (and yes, that includes scrolls) except for healing potions, you guys really need to look at your mundane stuff. Tents. Sleeping bags. You're in an area not unlike that around Lake Superior, Hudson Bay, or the Baltic Sea - primarily high deciduous and pine forest, temperate summers, snowy winters - so blankets. Pots and pans. A spoon, for god's sake.


Buy a horse, buy a [class name] kit, and you're 9/10ths of the way there.

Anyway, I have 31 skill points at this level to spend so I have most every skill. I'd consider myself fairly "competent".


Wel, Horst's profession is a armor and weapon smith, but I could see him being called upon to settle disputes in the community.

Let's try this again:

Horst Ironbrow
Neutral Good Dwarf Cleric of The Father of Winter-3
HP: 33
AC: 20

Str:14
Dex:10
Con:16
Int:10
Wis:18
Cha:12

Traits:
Birthmark: A portwine warhammer in the middle of his forehead.
Glory of Old
Iron Liver

Feats: Extra Channel Selective Channel, Steel Soul, Power Attack
Story Feat: Lost Legacy - His father was Chief Warder of the fortress.

Skills:
Craft: Weapons - 6*
Craft: Armor - 6*
Diplomacy - 7**
Heal - 8
Knowledge: History - 4
Knowledge: Religion - 5
Perform: Oratory - 6**
Profession: Judge - 10
Sense Motive - 10

(*+2 when working with metal or stone due to Craftsman Alt. Racial Trait)
(**+1 for Lost Legacy already included)

Domains:
Artifice: Mending at will, damage constructs (1d6+1)
Protection: +1 to Saving Throws

Spells:
0: Detect Magic, Create Water, Light, Purify Food and Drink
1: Bless, Bane, Magic Weapon (D) Sanctuary
2: Hold Person, Spiritual Weapons (D) Wood Shape

Channel Positive Energy 2d6 7/day, DC 12

Equipment: MWK Half Plate, Heavy Wooden Shield, MWK Warhammer, Hand Axe, Dagger

Backpack, Bedroll, charcoal pencils, 5 parchment scrolls, three small sacks, one small waterproof sack, mess kit, pot, serving spoon, pouch of salt, pouch of black pepper, 5 days hard tack

His successful business, philanthropy, and noble heritage (his father's position is lost, but people remember), not to mention his empowerment by The Father, have thrust Horst into the position of community leader. People in his corner of the Fortress come to him for advice, to settle personal and business disputes, and to seek justice for wrongs against them, all of which Host accomplishes to the best of his ability. Fortunately, his son's apprenticeship is almost at and end, and he can be left to tend the forge when his father is interrupted.

Dark Archive

Baltor updated! Exchanged the Stone Plate for a Stone Lamellar Armor that he can afford at full price.

Changed his background: now instead of fighting the giants, he helped them, and his abilities to fight them come from the time he spent training with them.

The Wyrm Ouroboros wrote:
Since you can't purchase magic items (and yes, that includes scrolls) except for healing potions, you guys...

This means that Baltor can't make his own scrolls (since he has Scribe Scroll) also?

Also, any problem with Baltor's transport (cart pulled by a ram)?


How many players do you ultimately plan on taking? From my experience on the boards, four to five is a sweet spot and more than six is cumbersome. A game usually needs enough people to keep up momentum but not so many as grind the game to a halt waiting for many to respond.

Shadow Lodge

Do you have the wildblooded Sorcerer variants? I was thinking about Crossblooded Empyreal/Orc bloodlines and reskinning it as a relatively benevolent or at least just wise Orcish 'Demon'. Maybe having more to do with Instinct than benevolence. Anyway, I'd like to know more about Greenskin culture - specifically: do they worship these 'Demons'? If so, I'd imagine Sorcerers playing a role as a sort of revered Shaman or even on the level of an Avatar or Messiah. Kind of makes sense that Sorcerers would be extra rare due to the dispositions of the Greenskins. Ooc the Cha penalty also creates scarcity in creating such a character, making it more unique.

This is sort of just daydreaming for me. I'm more interested in hearing what you have to say before going forward. I'm not married to the Empyreal bloodline, but it was an easy way out of dealing with the Cha penalty.

Also, story-wise I was considering him having run away from home for one of several reasons; a) He angered his tribe and they ran him out. b) He was upset with the status quo and left to take a better life for himself.
c) He is not on the run, he is on a pilgrimage to make himself better able to lead the Greenskins into the future.
D) He got bored with the Cheiftan's petty designs for wealth and land and instead left on a quest for something more interesting.
E) He might have been forced into a position of leadership and run away from his obligations.
F) Something else.

Or maybe he's in Mosval for some other reason. I don't know yet. More input would be appreciated. Mostly just to answer the first two things.


Google Docs folder with all the stuff. Including maps and distance stuff!!

Horst - the giants are not anywhere near what you'd call civilized; they WOULD be more than likely to kill you on the spot. Stick with the minotaurs, just prevent them from executing a massacre that would lead to a major war. This would let you be peacemaker, as you'd originally written.

Sir Longears - No. Stated originally, you do not get 'I crafted this' bonuses or anything. The forbiddence at game start is absolute. Sorry. As for the transport, a goat- or sheep-cart is okay for light gear, but for a battle-ready dwarf, you're going to want something a bit more durable. A pony-cart would be better.

And we have seven, possibly eight, depending on how many settle in. I've run Homecoming online before with eight, and it worked pretty well.


This is Ixos' submission. I haven't yet purchased a horse or traveling gear, mostly because she hasn't yet left Mosval.


Hmmm. Kubular, the barbarian greenskins are just the type to get charmed/dominated by a demon-ridden sorcerer; I could see it. Unfortunately, I do have to say that right now, we're kind of full up on the mage sorts. What's needed at this point is either a rogue type or a warrior sort.

That said, right now it's between you and Roonfizzle; otherwise, I have:

Ixos: Human Magus (Kensai)
Alynthar: Skinchanger (Croc) Alchemist (Beast mutation thing)
Mason: Human Cleric (Son) (If he doesn't opt to make a rogue or instead.)
Sir Longears: Dwarf Druid (Mountain)
pippinTook: Human Ranger
JohnnyCat: Elf Wizard (Spellslinger)
GoatToucher: Dwarf Cleric (Father)

That's seven. I'm willing to take one more, but that's it.

Shadow Lodge

I was planning on running him as a battlemage, using spells to supplement his meager combat training (bab) but herculean (16) strength. But honestly, I only felt obligated to playing a sorcerer because it was what I randomed. I'd be happy to play a rogue/fighter type. Specifically the Thug Rogue archetype came to mind, but I can be flexible. I am really interested in the Greenskins though.


Thug rogue would be fantastic for an orc. (Not so good for a goblin, but good for a hobgoblin, if you're looking ahead.) The prejudice will remain, though.

This is a reminder for you arcane spellcasters, though ...

Ultimate Magic wrote:
A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook.

I believe that applies to standard wizards as well. For Homecoming, double the base number above - so the 3rd level magus will have INT Modifier + 6 + (2 levels x 4 per level, or 8) = INT + 16 spells in the spellbook. Apply as needed.


Are you full Up? I've been thinking about a swordsman, last of his type/style. Then found out today that one of the AP's I'm in has been canceled. So I started reading the boards for new games. I think the character would fit well with your changling race being the last of a ruined civilization. Does this sight properly reflect their mechanics? I am not exceptionally familiar with Eberron.

I initially thought fighter: weapons master, but might consider: cavalier, magus or paladin, depending on the race and the previous empire. He would be a member of the guard or an instructor preferably to the well heeled possibly both. How he handled this, as a changling or as an assumed identity, would depend on the social view of the chanlings and his class.

I will continue developing him just in case, obviously if your full it will be an exercise in futility.


The recruitment I'm waiting on is DM Jesse's KM group, and when recruitment closed about 7 hours ago, there were 38 applicants. The statement was that final pick would hopefully be this Friday (Tomorrow). IF that works for you, perhaps we can figure out what parts of the history (mostly from 60-80 years ago, as Breadth of Experience has a middle age requirement), do not work for your world, and see if we can find something that makes us both happy.

What I listed above was more intended to be broad brush strokes, that I can narrow down after looking over your maps.... (If there's anything I like more than Roonie loves traps, it's maps.) I went through and marked <redacted> for everything that I'd seen that would need to be more localized, and the only think re-looking at it that I see that perhaps still needs it is, Imix. Imix was the focal point of an old adventure Roonie went through against the forces of Elemental Evil. Given that your Domain list grants the elemental deities the Evil Domain, it does not seem far-fetched. Perhaps instead of an Avatar like aspect of flame, it could be envisioned as high priest, or a contact by a power hungry cultist to the power hungry god of Fire that went ... awry.

Again, these events are more than a half century in the past, and Roonie has gotten older, a bit slower, perhaps a bit forgetful, but he'll remember things as time goes on. It's like falling off a bike.

Mr. Henry! Long time no game! That looks fairly reasonable, but you might want to be careful with stats, as there's both 3.x and 4th ed stats on that site! I did see an unofficial pathfinder conversion that someone did, perhaps that might work?

@HotLanta, It seemed appropriate to keep honestly. It just gives him one more lever for a GM to use at their discretion. Still kinda sad that no one from that recruitment got to play for long, but that's the apparent way of the KM here on the boards.

But now! Off to work!


Roonfizzle, to be honest the character is utterly, 110% inappropriate - for the world and for the campaign. You have him with level 8 and what, level 16 companions? With portable holes, demon lords, regeneration, years and years of high-level adventuring. This is a cut-and-paste application, and it doesn't even have the character's race. Thank you for your passing interest, but I'm not interested in someone who uses the shotgun method to find and get into a game with a long-used character.

Robert Henry:
I am finalizing the group; considering the tangle that is the first adventure (which is, in its early stages, entirely 1-on-1 with the GM), I am actually willing (against the advice of Ixos - sorry, man) to run nine, and see what shakes out. The site has exactly the stats for a changeling, but I confess that I already have one 'rare weapon warrior' in Nissa Alami, the aforementioned Ixos' character.

I would very much love a Changeling paladin in the campaign, for multiple reasons. As a paladin, such a character would usually use his changing skills when entering a city simply not to upset the people, as changelings face strong prejudice - from overcharging, 'we don't serve your kind here', and 'why don't you go somewhere else' up to getting tarred and feathered, run out of town, and (in very small and isolated communities) being burned at the stake. (This is one reason why there's a disproportionate number of changeling paladins; they are dedicated to altering that viewpoint.)

Such a character would also be from somewhere else, a new arrival to the city of Mosval - and be a key character in the events of the first adventure. Were you to play a changeling paladin, I wouldn't have to wrack my brain figuring out who I should pick on. :D

Dark Archive

OK, will update Baltor without his scrolls later.

About his ran, was thinking of a big mountain ram, but any mountain-like animal would work (like a yaki or a caribou). Since Baltor is a druid, he would have raised it to be completely non-cambatent.

The issue about a big party can be lessened with a few rules, like only needing the majority of agreement for any course of action (only this will drop the number of necessary posts to move on from 9 to 5). The more rolls the DM can make for us the better, so we do not see those 'roll initiative guys' and so on.


"The Wyrm Ouroboros," thanks for the quick feedback!

thoughts:

When I started to consider a swordsman I wanted to describe his fighting style similarly to how Lan Mandragoran from “wheel of time” was described; using names and titles for moves and Kata’s. As I read your intro I saw that changlings were fond of paladins, I started to looks at options and developed my idea a little further. My original idea was that the character would practice sword kata’s, the offensive kata’s would be named after animals, the defensive kata’s would be named after elements. When I saw that some of the minor gods/religions were the worship of elementals, it would be very easy for the type of element that the paladin “worshiped” would then be represented in his sword style.

Example: As the orc rushs Iradyiel he realizes I need to be able to parry that great axe. Grasping the longsword with both hands he pivots on his right foot arching the blade high, using ‘tenacious wind’ to slap the axe away and then dancing left, transitioning to ‘landing crane,’ he slashes the orcs ribcage, spraying blood as he steps past. Following up, releasing the longsword with his left hand, he changes forms. The sword ringing through the air using ‘singing swan’ he hamstrings the orc, dropping him to his knees.

I realize I have taken liberties with the narration but that is the basic idea that I am going for. The element is air, so defenses use air references and the offense uses animals that do well in the air, ie. birds, and the overall style would be swift and storm like.

The page about Changlings did not mention if they get a stat adjustment: similar to humans, half-elves and half-orcs. if they do not please let me know. If the adjustment is discretionary he would choose strength and his weapon focus would be a longsword. If the stat adjustment is dex. like in 4th edition he will use weapons finesse with one of the other swords, obviously I am hoping it is discretionary.

If he is not from the town Mosval he will not be part of the guard, so I will change his background, It would be easy to use the Archetype “Holy Guide” since it has a built in motivation and code. I will put together a ‘changling paladin holy guide’ using a strength build focused on the long sword, ready for you to peruse tomorrow morning.

The Wyrm Ouroboros wrote:
Were you to play a changeling paladin, I wouldn't have to wrack my brain figuring out who I should pick on. :D

Happy to be picked on, and wasn't there some other 'fellowship' that had nine members? Sounds like were in good company to me ;)


On for a moment. Changelings do not get a direct stat adjustment in their natural forms. When in the form of other Medium races, they receive +2 to their Strength; when in the form of a Small race, they receive +2 to their Dexterity.

I do not have the Advanced Class Guide in my Hero Lab; at least for now, that Archetype is off the table. (It would, however, be appropriate for a paladin of the Daughter, as she tends to be the patron of travellers, and her Holy Order of soldiers is specifically dedicated to keeping the roads safe. All paladin archetypes, and even the paladin class itself, has a motivation and code: destroy evil and preserve good, by way of the law if at all possible. If you take an archetype, the archetype itself is very likely to define which of the Nine you are dedicated to; if you have not read 'Curse of Chalion' and its _fantastic_ sequel, 'Paladin of Souls', I highly, highly recommend them. Of only slightly lesser use is the trilogy by Elizabeth Moon 'The Deed of Paksenarrion', which starts with 'Sheepfarmer's Daughter'.


Having looked at your Google Doc, I noticed that Protection is not in The Father's purview. I will change that domain to community.

As for starting location, should we plan on being based in Mosval?


Revised Character Sheet:

Horst Ironbrow
Neutral Good Dwarf Cleric of The Father of Winter-3

HP: 33
AC: 20

Str:14
Dex:10
Con:16
Int:10
Wis:18
Cha:12

Fortitude: +5
Reflex: +1
Will: +6

+5 save vs Poison, +7 vs Alcohol
+5 Save vs Spells and spell like effects

Traits:
Birthmark: A grey snowflake in the middle of his forehead.
Glory of Old
Iron Liver

Feats: Extra Channel, Selective Channel, Steel Soul, Power Attack
Story Feat: Lost Legacy - His father was Chief Warder of the fortress.

Skills:
Craft: Weapons - 6*
Craft: Armor - 6*
Diplomacy - 7**
Heal - 8
Knowledge: History - 4
Knowledge: Religion - 5
Perform: Oratory - 6**
Profession: Judge - 10
Sense Motive - 10

(*+2 when working with metal or stone due to Craftsman Alt. Racial Trait)
(**+1 for Lost Legacy already included)

Domains:
Artifice: Mending at will, damage constructs (1d6+1)
Community:Calming Touch (cure fatigued, shaken, sickened)

Spells:
0: Detect Magic, Create Water, Light, Purify Food and Drink
1: Forbid Action, Bane, Magic Weapon (D) Bless
2: Hold Person, Zone of Truth (D) Wood Shape

Channel Positive Energy 2d6 7/day, DC 12

Equipment: MWK Half Plate, Heavy Wooden Shield, MWK Warhammer, Hand Axe, Light Crossbow, (20 Bolts), Dagger

Backpack, bedroll, charcoal pencils, 5 parchment scrolls, three small sacks, one small waterproof sack, water skin, mess kit, pot, serving spoon, pouch of salt, pouch of black pepper, 5 days hard tack, 5 candles, tinder box, Judge's signet ring


Mr(s). Ouroboros.

While I am accepting your decision as final, I would like to address a few points from the thought exercise by quoting some things from my prior posts.

a:

Quote:
Unchained Rogue 3
b:
Quote:
NPC's 1: (Deceased) Lady Brigid (Fighter 13) and Lord Agnor (Fighter 4,Palidan 4?)

... Lets go back. (Deceased).

c: Secrets

Quote:
2: (Unknown) Someone stole my portable hole again! This can be a fair plot hook if/as needed.
d: High level play:
Quote:

Goals:

2: (OOC) See how the uRogue is in play, reusing my favorite rogue from a decade ago as a chassis to compare to the old.

"Again, these events are more than a half century in the past, and Roonie has gotten older, a bit slower, perhaps a bit forgetful, but he'll remember things as time goes on. It's like falling off a bike. "

An implication, that Roonie has forgotten many of the skills he once knew, and gives a good story reason for almost anything.

A quick look at my post history shows that I use this Alias as my default Alias, and have on occasion, submitted it to a game. However, given how few applications there are using it, I respectfully request that you be more careful with your accusation of shotgun applications that do not take into consideration your game world. I personally, have gotten fairly selective on which games I’d consider applying to, only a small handful every couple months. This is, in fact, counter to your accusation.

As per:

Quote:
the only think re-looking at it that I see that perhaps still needs it is, Imix. Imix was the focal point of an old adventure Roonie went through against the forces of Elemental Evil. Given that your Domain list grants the elemental deities the Evil Domain, it does not seem far-fetched. Perhaps instead of an Avatar like aspect of flame, it could be envisioned as high priest, or a contact by a power hungry cultist to the power hungry god of Fire that went ... awry.

you can see I DID look at your game world and take into consideration, to see if what I had listed would fit or be appropriate.

As for a lack of race? I apologize for the oversight on not including that fairly important fact in a

Quote:
superbasic Crunch/basic Localization

Roonie is a Gnome.

From your opening post

Quote:
you're people who get things done. You're adults, practicing your profession. When something needs to get done that's a little unusual, odds are better than even that you're the person that they'll come to

AND you offer a free Story feat, which tend to require mid to high level play to meet the requirements. For example, Monument Builder requires involvement in building a structure worth 5k+ and Thief of Legend has the Prerequisite: You must have stolen at least 1,000 gp worth of treasure without being caught and kept mementos of these thefts worth at least 500 gp, or have the Greed background.

So, that's what I offered full of gears and levers and handles and plot hooks, and then offered to work with you on specifics after you went from very enthusiastic to less than enthusiastic.

Regardless, that all said. I wish you Good Day, and good gaming.


Alright. Skinwalkers appear to be from the Pathfinder Player Companion: Blood of the Moon. It's available on the SRD.

The differences between Mr. Brooks and Ham are why I created the character. Ham is Chaotic Neutral, tending towards evil, while Mr. Brooks is Neutral Good. Mutagenic Form is half the reason I decided to be a Master Chymist.

I'm not sure what you mean, "the rules for feral mutate." What is feral mutate?

Everything else is good. No, I don't have Hero Lab. I'd buy it, but I'm totally broke at the moment.


I will post my bard tonight.


Bard Crunch:

Still need to add:
*Story Feat
*Three languages for Linguistics

Male human bard 3
CG Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 30 (3d8+6)
Fort +2, Ref +7, Will +3; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) or
scorpion whip (aa) +3 (1d4+1)
Ranged composite shortbow +6 (1d6+1/×3)
Special Attacks bardic performance 11 rounds/day (countersong, distraction, fascinate [DC 14], inspire competence +2, inspire courage +1)
Bard Spells Known (CL 3rd; concentration +6)
1st (4/day)—abundant ammunition[UC], cure light wounds, grease, vanish[APG] (DC 14)
0 (at will)—dancing lights, detect magic, ghost sound (DC 13), mage hand, message, prestidigitation
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +3; CMD 17
Feats Arcane Strike, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perform [oratory])
Traits dangerously curious, reactionary, trap finder
Skills Acrobatics +6, Bluff +7, Diplomacy +12, Disable Device +11, Disguise +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +6, Knowledge (nature) +1, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +6, Perception +6, Perform (oratory) +12, Profession (gambler) +5, Profession (Politician) +5, Ride +5, Sense Motive +12, Use Magic Device +10
Languages Common
SQ bardic knowledge +1, versatile performance (oratory)
Combat Gear alchemist's fire (2); Other Gear mwk chain shirt, buckler, arrows (20), blunt arrows[APG] (10), composite shortbow (+1 Str), dagger, scorpion whip (aa), smoke arrows[APG], bedroll, chalk, disguise kit, flint and steel, grappling hook, marked cards[APG], masterwork backpack[APG], masterwork thieves' tools, mug/tankard, parchment (3), riding saddle, saddlebags, scroll case, scroll case, signal whistle, silk rope (50 ft.), spell component pouch, trail rations (5), waterskin, heavy horse (combat trained), 1 arrow each: adamantine, silver, cold iron, Quiver, Large War-trained Horse
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 11 rounds/day) Your performances can create magical effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Versatile Performance (Oratory) +12 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Note to GM:

A high-school friend died last night and I went to his viewing. I will finish my background tomorrow.


Here is the finalized submission for Johnnycat.

Do you have a calendar at all, GM? It'd help for naming dates in my background.

Any feedback/criticism/suggestions are welcome and appreciated.

Shadow Lodge

@Barrett Armstrong: Calendar is in the Google Docs folder. Its a sheet in the "Gods, Domains, and Calendar" Spreadsheet file.

Since I'm planning on going Thug, its important to make sure I have access to the Enforcer feat. Pretty sure its on your list of available sources, but I just wanted to check, because it has a "regional affinity" requirement in the source material. Just a story requirement more than anything.

I also wanted to ask if you have access to the Hurtful feat. If not I'll replace it with Sap Adept. Probably.

Third, I know its a Monster feat, but I was considering grabbing this oddball feat, Sow Terror. I thought it would be pretty thematic, considering I'm playing a goblinoid and it was made for bugbears. But its fine if you disallow it. Not sure I want to spend the feat on Stealthy just for that.

Finally, here's a rough preliminary sheet and alias re-purposed from a game that never got off the ground. Burhul should be pronounced with a rolling "r".

I want to depict him as a sort of urbane gangster rather than a mere grunt, hence the above average charisma. He's more the type to loom with veiled threats than to kill first and grab stuff. Just want to clear that sort of thing with you first, GM. I definitely think he's a good guy, he's just got a rough background.

Don't have much going in the background department other than that. I see him as sort of a reformed savage who falls back on his primal tendencies when things go sour. Maybe change to Urban Barbarian to reflect that but I feel like there are enough woods around the area to maybe ignore that.

Digging the other character submissions. Especially Horst, he's just such a cool dude. I also really liked Roonfizzle, but I'm not sure how so much miscommunication happened there.


I'm already in love with the core concept here. I've always loved playing in worlds with 'real people', that have 'real lives', not just swords for hire or crazed wizards roaming around looking to cause or stop trouble.

At work now, so can't write up a character yet (later today hopefully), but I'd love to get in on this one.


Spoiler:
After sleeping on it, I may change my bard up a bit, I used a lot of resources for archery. I may switch to gnome and focus on out of combat skills. Thanks for being patient with me. I have had a rough week. I should have plenty of time to finish him this weekend. ~GM Mason


Baltor is updated without the scrolls. Switched the ram for an auroch and the cart for a light wagon.

Thinking about dropping Spellcraft, since there are a lot of arcane people...


A general timeline has been added to the calendar. I haven't yet come up with an actual current dating system.

CraziFuzzy, I apologize but I am actually overfull at this point. Sorry.

Roonfizzle:
All of your 'counterarguments' reinforce my opinion and decision; you perhaps skimmed, but clearly did not read. Most especially, you did not ask, you told, such as your presumption that despite changes in names and 'state of living' of some of the people, your background was fine, and that only one other element really needed to be changed, that of the demon. And if you being 'selective' is applying for a new campaign every couple of months ... you remind me of a GM who started a new campaign every couple of months, and could barely get them past character generation. In any case - thank you for your well-wishes, and farewell.

Alynthar:
Yeah, found it. By 'rules for feral mutate' I meant the mutation that Master Chymists possess - that if you want Mr. Brooks to forcibly take the body back over, you need to make that DC 25 Will save; Ham has simply arrived 'early', and I'm applying those rules to any time you are 'out of form', i.e. have given the body over to Ham. Since the rules for skinwalkers allow you to remain in bestial form for as long as you want, and since I'm ruling that while yes, you and Ham have established a certain level of rapport, it is by no means absolute; there WILL be times where Mr. Brooks (Professor Brooks?) is going to have to drag Ham back into his cage.

I should note that, having build your character, so far as I can tell you have 2 feats remaining. I also don't have Hero Lab access to two of your traits, so you're going to have to link me to them so I can make a judgement and (probably) build them into my copy; thank you in advance. (I have 'Reactionary', but not the others. See Kubular's example in linking me in.)

Mason:
Character looks good on the glance-through. Not a problem on the background. Take care; sorry to hear about your friend.

Kubular:
Hmmm. Your second-to-last paragraph actually discusses the concern I was having; as a GM, I greatly dislike one-level dips, but let's face it, if you're gonna take multiple classes at third level, at least one of them is gonna be a one-level dip. Looking at Urban Barbarian, I would very, very heartily approve of that alteration; it would make my life a lot more ... uh, easier and difficult at the same time, as it were. Which of the two is favored?

I also use the Unchained version of Rogue, for what it's worth. (Which might be quite a bit.)

By the by, you have access to the half-orc alternate racial traits; you might consider City-Raised, which replaces Orcish Weapon Familiarity.

Enforcer I have and approve of; Sow Terror, the same, even though - or especially because - it's a bugbear feat. I do need a bit of confirmation on Hurtful, however, so check my process.

1) You b$&++slap someone with Enforcer, doing non-lethal damage, roll Intimidate, and succeed. They are demoralized, being either shaken or stirred frightened.
2) Having demoralized them, you can spend your swift action to attack them again, this time doing lethal damage.

Am I correct? I am not completely adverse, I just want to make sure I know what I'm getting into here.

In regards to your background, I'd like him to be an enforcer for certain elements in Ice Bay, sent down to check up on a couple of 'interests' they have down here. The urbane gangster is a delightful trope to work with, even moreso that it's an ork who's sitting in the background in a suit, toying with a glass of wine, not obviously threatening but being a threat just with his presence. Make sure you put points into your Knowledge (Nobility).

Looking good so far, though. Carry on!!


The Wyrm Ouroboros wrote:

A general timeline has been added to the calendar. I haven't yet come up with an actual current dating system.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

GM:
Thank you sir!

You seem to have a remarkable understanding of where I want to go with this character. It's quite wonderful.

Regarding the missing two feats- I must have missed something. IDK. Are Monster feats available? The RAW, as I understand it, basically says that characters *can* take monster feats, they're just unlikely to qualify. However, I know that some DMs object to them. I'd like to take Improved Natural Attack, Claws.

Accelerated Drinker is standard fare for alchemists, and is rather hotly contested. Thank you for reminding me that I need a DM ruling on that- does it apply to extracts and his mutagen, or only potions? Logically, it should apply to extracts- what's the actual difference?

Iron Will seems to be kind of obscure, but it made sense for Professor Brooks. He's spent a lot of time trying to resist Ham, so he's gonna have a fairly tough mind. Likewise, Ham spends a lot of time mentally battling with the Professor, which means that he would, too.

Shadow Lodge

The Wyrm Ouroboros wrote:


** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

That's mostly the right idea with the Hurtful feat, though to take advantage of the Thug archetype and Enforcer I could slap (as a swift action) them for nonlethal again allowing me to stack Demoralize rounds which stack into frightened rounds.

Ice Bay huh? Is there any other setting info about it? Obviously need that rank in knowledge nobility. I might even bump up my intelligence to 12 if I can spare the points from somewhere else.

EDIT: Also, unchained rogue is totally great, although I'd prefer the standard Barbarian because I benefit much more from the strength bonus than an untyped damage bonus. Thanks.

Also, I know how painful one level dips look to GMs but I felt like it was appropriate for his concept. Rogue is the favored class, and he will be continuing with that, should we advance in level.


Alynthar:
Bit of a mixup. Let me see ... okay, I see where we are. Right now, you have the following feats: Extra Discovery, Iron Will, Power Attack, and Toughness. You have one more feat, which needs to be a Story Feat. I will also allow you to trade in one of the other Feats for the Scent feat/ability; this will work normally while in a mutated/skinchanged form, but at only half range while in human form. For tracking purposes (if you ever try to track) in human form, it gives you a +2 racial bonus instead of the DC 10 test to track by scent.

For traits, you have Reactionary (which I have), and Accelerated Drinker and Student of Philosophy (which I do not). I am good with Accelerated Drinker affecting anything one takes orally - potions, pills, capsules, whatever. I need Student of Philosophy, and if you want a fourth Trait, you can take one Drawback; I would suggest Cruelty. :P

Kubular:
Standard barbarian is fine; you can't get Urban without it. I would like you to spend your next advance on Barbarian, however; Uncanny Dodge via Barbarian would be great for you.

Ice Bay is a city of, as I recall, around five thousand; about 40% of them are greenskins, primarily orc and goblins, but with small groups of the more advanced black orcs and hobgoblins forming the core of the community. Ice Bay, while having originally been a part of the Duchy, is a 'free city', the last major city on the east-west northern trade road before you get to the Razorspines, west at Rushing Gorge (which is the only sizeable pass through the Razorspines for 250 miles, and which itself is a stronghold on a river), and the end stop on the trade road that runs through Mosval. It sits at the very end of a body of water roughly 650 miles long and anywhere between 20 and 150 miles wide, which turns salty as it heads north; Ice Bay (the body of water) is technically part of the sea, but as the joining between the two is only a few miles wide, the constant emptying of rivers into the bay results in it being fresh for most of its length.

The city is officially run by a mayor and city council, but for all practical purposes, trading interests and organized crime run the place. It is relatively civil, but conflicts between the organizations can get nasty. Because of the link to the sea, which only becomes impassable during the very worst winters, despite the distance travelled, the city is an excellent place for pirates (such as Kjølen from the east as well as greenskin raiders), to get rid of their loot - and for enterprising ship masters to make a fortune.


Sorry. Messed up, there and thought Iron Will was a trait. Here is student of philosophy.

I'll have to look at the Story Feats. Any suggestions?


"The Wyrm Ouroboros" or is it just "The Wyrm"? I don't feel I know you well enough to go with Wyrmie yet. This is RH's Paladin, please take a look at him!

The Name:
Since we compared 'Old Ravennan' to Latin I looked at names from languages that were mildly related to latin for inspiration. In Hungarian I found Elek. its basically "Alexander" you know, "helper and defender of man kind." I liked Elek as a first name. I had decided to use his job, a horse trainer as his last name. Equestrian in hungarian gave me three answers, I liked Cirkuszi Műlovarnő the best. I didn't think I wound need to worry about someone having used the name already here in PBB land.

The crunch is done, subject to your approval, now to work on the fluff.

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