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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I had a question that got lost in the shuffle: Should we plan on being based (at least to start) in Mosval?

Shadow Lodge

The Wyrm Ouroboros wrote:

** spoiler omitted **

** spoiler omitted **...

I was initially considering taking a second Barbarian level sometime later, like as my 6th or 8th level, but that works too. Especially since I am trading out uncanny dodge, its nice to get it at the level I should have gotten it at without multiclassing.

Excellent news about Ice Bay. For my story feat I was looking at pretty much all of them because I was running out of ideas. I thought about Innocent Blood but it felt too "punch-clock Evil". Then it hit me as I went the second time around, Burhul would have the Town Tamer story feat. It's sort of ironic, but still appropriate. He'd be cleaning up the criminal element of Mosval - except for his people, of course - in the name of efficiency and profit.

If that's too out of the way for the campaign let me know.

Dark Archive

Alynthar42 wrote:

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?

I think Forgotten Past or Innocent Blood would fit well with Mr. Brooks and Ham, respectively. (At least in the fluff aspect).


Oh. Yeah. Definitely going with Forgotten Past. Innocent Blood would be good if the prerequisite were lower, but Ham hasn't killed *that* many people.


I decided to stick with the good ole Friar. In the end, I just liked him too much. He will play more like a bard than a cleric. I plan to complete his backstory tomorrow.

Crunch:

Male human cleric (evangelist, pilgrim) of The Son 3 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Combat 40)
CG Medium humanoid (human)
Init +4; Senses Perception +13
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 30 (3d8+6)
Fort +4, Ref +3, Will +7; +2 trait bonus vs. charm and compulsion
--------------------
Offense
--------------------
Speed 40 ft.
Melee dagger +2 (1d4/19-20) or
morningstar +2 (1d8)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks caravan bond, channel positive energy 5/day (DC 13, 1d6), countersong, fascinate, inspire courage +1, sermonic performance
Domain Spell-Like Abilities (CL 3rd; concentration +7)
7/day—bit of luck
Cleric (Evangelist, Varisian Pilgrim) Spells Prepared (CL 3rd; concentration +7)
2nd—aid[D], hold person (DC 17), owl's wisdom
1st—longstrider[D], murderous command[UM] (DC 16), obscuring mist, shield of faith
0 (at will)—create water, detect magic, guidance, light
Spontaneous Casting: 1)Command 2) Enthrall
D Domain spell; Domains Luck, Travel
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 13, Wis 18, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Alertness, Eldritch Heritage[UM], Prophet (story), Scribe Scroll, Skill Focus (Knowledge [religion]), Spell Focus (enchantment)
Traits birthmark, eyes and ears of the city, reactionary
Skills:
Acrobatics +1 (+5 to jump)
Diplomacy +11
Heal +12 (+13 circumstance to treat wounds or deadly wounds)
Knowledge (religion) +9
Linguistics +7
Perception +13
Perform (oratory) +6
Perform (wind instruments) +8
Profession (Pastor) +8
Profession (Winemaker) +8
Sense Motive +10
Spellcraft +7
Languages: Ravennan, Old Ravennan, Kolshet, Geh-Sahn, and Diviner's Handsign
SQ agile feet (7/day), public speaker, spontaneous casting
Combat Gear alchemist's fire (2), healer's kit; Other Gear mwk chain shirt, crossbow bolts (20), dagger, light crossbow, morningstar, bedroll, belt pouch, bit and bridle, blanket[APG], chalk, feed (per day) (2), flint and steel, ink, black, inkpen, masterwork backpack[APG], masterwork Pan Flute, mug/tankard, paper (5), riding saddle, saddlebags, scroll case, scroll case, signal whistle, spell component pouch, surgeon's tools[UE], trail rations (7), waterskin, winter blanket, light horse, 901 gold
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Bardic Performance: Fascinate (1 targets, DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Birthmark +2 save vs. charm & compulsion
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (7 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 7 travelling companions within 30 feet.
Cleric (Evangelist, Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric (Evangelist, Varisian Pilgrim) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Public Speaker (-5 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 10 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

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.

Familiar:

Harley
Arcane Familiar
Female thrush (Pathfinder RPG Ultimate Magic)
CG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 15 (1d8-2)
Fort +1, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +1 (1d2-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +2; CMB +0; CMD 5
Feats Skill Focus (Perception)[B]
Skills Acrobatics +2 (-6 to jump), Diplomacy +1, Fly +12, Heal +5, Linguistics +1, Perception +11, Sense Motive +3, Spellcraft +1
Languages: Ravennan
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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.

Shadow Lodge

Another question about languages: what is the French/Galtian analogue in Homecoming? Shouldn't that be spoken by people in the upper crust? If not I'll stick with Old Ravennan and Kolshet, but even in colonial America, French seemed (to me) to be very popular in the upper class.

Background is coming along. Should be ready tomorrow or the day after.


Yes, the starting/home base point is Mosval.

Mason:
I do not have any of the Inner Sea guides; Pilgrim is disallowed. (And I realized that I could really, really use the archaeologist bard - the group otherwise has no trap removal, and one of the things in the very first adventure hinges on it.) Would you reconsider, at least for now? If you want, play him mostly as you would Fletcher, and we can go Cleric your next levels. Or hell, Cleric for your 3rd level, with the Son just recently calling you?

'Town Tamer' for the orc and 'Forgotten Past' for the skinchanger would be good.

The 'French' analogue is Kolshet for Valen people; it's the coasts that are the 'colonization' area. YOU people are the Native Americans. I've added a comparison, seperated the calendar and timeline from the gods/domains, and thrown up a bit nicer of a map into the Google Drive file for y'all.


GM:
Hell Yeah! No problem at all! I'll get you a crunch in a few hours!!


Ok! Here is my archaeologist bard. I am very pleased with him. I am working on his background.

Crunch:

Welby Dardragon III
Halfling bard (archaeologist) 3
CG Small humanoid (halfling)
Init +4; Senses Perception +11
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 shield, +1 size)
hp 33 (3d8+9)
Fort +5, Ref +9, Will +5; +2 vs. fear
Defensive Abilities trap sense +1, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d3/19-20) or
mwk scorpion whip (aa) +7 (1d3)
Special Attacks archaeologist's luck 10 rounds/day (+2)
Bard (Archaeologist) Spells Known (CL 3rd; concentration +6)
1st (4/day)—grease, liberating command[UC], silent image (DC 14), vanish[APG] (DC 14)
0 (at will)—dancing lights, detect magic, ghost sound (DC 13), mage hand, message, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 13, Wis 10, Cha 16
Base Atk +2; CMB +1; CMD 15
Feats Alertness, Artifact Hunter (story), Eldritch Heritage[UM], Lingering Performance[APG], Skill Focus (Knowledge [dungeoneering]), Weapon Finesse
Traits trap finder, helpful halfling, fate's favored, maestro of society
Drawback overprotective
Skills
Acrobatics +6
Appraise +5
Bluff +7
Diplomacy +12
Disable Device +12
Escape Artist +6
Knowledge (arcana) +6
Knowledge (dungeoneering) +9
Knowledge (engineering) +6
Knowledge (geography) +6
Knowledge (history) +6
Knowledge (local) +6
Knowledge (nature) +6
Knowledge (planes) +6
Knowledge (religion) +6
Linguistics +6
Perception +11
Profession (gambler) +4
Profession (librarian) +4
Sense Motive +6
Sleight of Hand +6
Stealth +10
Use Magic Device +9; Racial Modifiers +2 Perception
Languages: Ravennan, Old Ravennan, Kolshet, Geh-Sahn, and Diviner's Handsign
SQ bardic knowledge +1, clever explorer +1
Combat Gear alchemist's fire (2), holy water (2); Other Gear mwk chain shirt, buckler, dagger, mwk scorpion whip (aa), bedroll, cold weather outfit, flint and steel, hot weather outfit[APG], masterwork backpack[APG], masterwork thieves' tools, mug/tankard, riding saddle, saddlebags, scroll case, signal whistle, spell component pouch, waterskin, winter blanket, riding dog, 43 gp
--------------------
Special Abilities
--------------------
Archaeologist's Luck +2 (10 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Cold weather outfit +5 Fort save vs. cold weather.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Helpful Halfling: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Maestro of society You may use bardic performance 3 additional rounds per day.
Overprotective If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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.

Familiar:

Harley
Arcane Familiar
Thrush (Pathfinder RPG Ultimate Magic)
CG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 16 (1d8-2)
Fort +0, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +1 (1d2-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +2; CMB +0; CMD 5
Feats Skill Focus (Perception)[B]
Skills Acrobatics +6 (-2 to jump), Appraise -1, Bluff -1, Diplomacy +1, Disable Device +3, Escape Artist +3, Fly +12, Linguistics +0, Perception +13, Sense Motive +3, Sleight of Hand +3, Stealth +18, Use Magic Device +1
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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.


Background:

Welby Dardragon III comes from a long line of librarians. His earliest memories involve him sprawled out on the floor of a library looking at books. There was only one problem though... For Welby, learning did not come easily. When he would try to read and comprehend books, the letters would often appear mixed up. This made his childhood difficult, especially considering that his twin sister was somewhat of a genius.

His childhood days were spent working with his Father and Sister. Every so often, he would get a chance to have free time and he would use it roaming the streets of Mosval. During these brief excursions, he found adventure. Meeting up with some young, human street rats, he soon joined their group. His time with them was limited due to working for his Father. He used the time he did have wisely though. He quickly became the group's best thief. With his new "profession", came a pension for luck and mischief. During the next year of his life, he developed many skills that would be useful in the future. He finally gained confidence in himself. For once in his life, he believed he was important. Where he had always lagged behind with books, the streets gave him an environment to excel.

Life was finally improving for the young Halfling, he would suffer through his work at the library during the day knowing that his freedom would come for a few hours in the late afternoon and early evening. He began sneaking out of his house at night. Things took a major turn for the worse one fateful night. Welby had snuck out of his house and his sister had followed unbeknownst to him. She trailed him from a distance as he a group of friends attempted to break in to a museum. Inside was a magic ruby. It was an artifact that had been recovered from an iron mine outside of town. During the attempt, guards were alerted. While Welby was in the museum, his friends started a skirmish with the guards. One by one, they fell to the guards. Welby was only seconds from taking the ruby when he heard the sounds of the skirmish. He went out to see what was transpiring. Unfortunately, he arrived just in time to see one of the guards stab his sister. She had tried to break up the fights, but was mistaken for a thief. Devastated, he turned himself in and awaited punishment.

Time spent in jail changed the young Halfling. Selfishness was slowly replaced by a desire to make the world a better place. Salvation came in the form of a Priest of the Son. The judge agreed to release Welby to him. Welby spent two years serving in the temple. A love for others grew in his heart. He was excited to learn that one of the attributes of the Son was luck. He figured that the fortune he had experienced throughout his life was probably due to his deity's favor. He pledged his allegiance to the church.

It soon became time for him to attempt to make amends with his family for the fate of his sister. He returned home a different person. His Father and Mother had held a grudge against their son and had difficulty letting it go. He returned to work for his Father. This time he had a greater zeal. He wanted to please his family. He took to learning easier this time around. With the knowledge of his skill in thievery coupled with his book learning, Welby was soon chosen to travel with the museum's archaeologists. Every so often, he would have the opportunity to have adventure. He continues to be someone who is called on when his unique skill set required.

It was during his time in jail that he first met the female thrush that would become his familiar. Harley would fly in through the barred windows of his cell. For weeks, the thrush was his only "friend". Later, he would be told by the clergy that the bird was probably a gift from the Son. Soon after, the bird began to speak,


Well.

Apparently my posting desires have caused two of nine to drop; no more gunslinger or paladin. I've contacted CraziFuzzy to see whether or not s/he is willing to fill that last role, but if not, I still have someone I get to pick on starting out.

That said, there will be a little delay as I put starting posts together; I will also be putting all the characters into my copy of Hero Lab, and noting where there are issues. (For example, Baltor is overspent by 2 points; drop STR, DEX, or INT by 1 point and you'll come even.) As much of the first adventure is social, this should give me time enough to shake everything down. If you haven't spent or earmarked money - such as for a horse or whatnot - now's the time to get that 1500 gp taken care of.


Sorry about that! Dex dropped from 12 to 10.


Wait, did I miss the character selection? I don't remember seeing you say who got in. Did I get in?

Shadow Lodge

He's been doing it first come first serve. Pretty sure you're in Alynthar. He had a list somewhere when I was deciding on what to be.


Oh. Shiny. I guess I'd better finish up my purchases, then.


Also, nobody ever did answer my question- how do background skills work? Do I get extra skill points for fluff based skills, or something?

Shadow Lodge

Yep


The elf slot is already taken right?

How about a human woodcutter?

Tell me what you need still and I can whip it up. Paladin, whatever.


Male changeling paladin would be very best; female human paladin would be next best. Only child either way, and with a human father and changeling mother. Preferably with a generalist vibe - not dedicated to the destruction of any one particular type of evil. Also, not necessarily a paladin of a specific god (in part because of how the Gods work), but that -would- be allowable.

Shadow Lodge

I was planning on having something for backstory up by today but I haven't been able to get my ideas solid enough to present tonight. I'll get working on it tomorrow morning and should have something up by noon-ish


Baltor's Dex need only drop by 1, to 11. And Goblin, I am reminded - you need to be from out of town. Off the map is fine.

Kubular, no problem.


Finally! I can access the website again!

Could somebody look over my character sheet and see if I'm missing anything? Especially equipment. I always feel like I'm missing equipment. Especially since, by my math, I have 1150 gold left over- that makes me very suspicious.


The Wyrm Ouroboros wrote:

Baltor's Dex need only drop by 1, to 11. And Goblin, I am reminded - you need to be from out of town. Off the map is fine.

Kubular, no problem.

Are you sure? Right now Baltor's stats are:

Str 14 (5 pts)
Dex 10 (0 pts)
Con 16 (+2 racial, 5 pts)
Int 14 (5 pts)
Wiz 18 (+2 racial, 10 pts)
Cha 8 (-2 racial, 0 pts)


For Welby - I do not have whatever archetype is giving you an arcane familiar. Although I like the idea, I'm going to have to forbid it for now. (I do encourage you to let me know what it's from.)

We are on a rolling start, just as soon as I figure out how to have multiple action threads.

For Baltor - not sure what I missed, may have been a change in something else besides the one. The above setup comes out even; will adjust my copy to match.

Alynthar:

Quote:
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).

I don't recall instantly how alchemists gain their preparations, but if there's a 'Locate Object' preparation, there'd be a preparation-version of the 'Locate Black Powder' spell. Otherwise, looks good. Due to your skinchanger selection (alligator/crocodile), you'll have originally been from Plugh, the city between the southern Razorspine Mountains and the Valley of Mists. You'll probably have spent time in Shtigo (major city at the south end of one of the Long Lakes).

Also, a few days ago I went and spent most of your cash. I actually have most of this stuff set into particular pouches and stuff, but none of the outputs actually show what's inside which, which is why I vaguely wish people had HeroLab. :P :)
Carried by Prof. Brooks: Alchemy crafting kit, Backpack, masterwork (13 @ 30.5 lbs), Bandolier (empty), Bandolier (empty), Caltrops, Chain shirt, Chalk, Charcoal stick, Chess / Checkers / Backgammon Set, Courtier's Jewelry (Understated), Crossbow bolts (x30), Crowbar, Dagger, Dagger (x3), Diary, Travelling, Firebox (1 @ 1 lbs), Flint and steel, Flint-and-Wheel Lighter, Grappling bolt, Grappling hook, Heatstone (x2), Hidden light ring, Ink (block, black), Ink, black, Inkpen, Kit, Writing (4 @ -0.5 lbs), Light crossbow, Marbles, Mirror, Periscope, Pouch, belt (2 @ 2 lbs, Alchemical Boons), Pouch, belt (6 @ 7.5 lbs, Alchemical Usefuls), Pouch, belt (9 @ 3 lbs, Odds and Ends), Pouch, belt (empty, Alchemical Banes), Powder (x2), Silk rope, Smelling salts, Smokestick (x3), String or twine, String or twine, Tindertwig (x3), Torch (x2), Water purification sponge, Water purification sponge, Waterskin, Whetstone.

Carried by Net: ('Net' is the placeholder name for your light warhorse.) Other Gear: Bedroll, Bell net, Bit and bridle, Blanket, Blanket, winter (x4), Feed (per day) (x10), Military saddle, Rope, Sack (1 @ 15 lbs), Sack (10 @ 100 lbs), Sack (6 @ 18 lbs), Saddlebags (2 @ 12 lbs), Tent, Hanging tent (you come from a city next to the Valley of Mists; hanging tents are a staple, because there is often very little solid or dry ground down there.)

Carried by Blockhead: (Blockhead is your mule. I disagree with the mule stats; instead of 'Run', they get 'Slow and Steady', and take no movement penalties for weight up until the point they're overloaded. A mule will either walk, or it'll refuse to move; there's no real in-between.) Bulk, Tea, leaf (block) (worth 3 gp) (x2), Acid (x2), Alchemical glue, Alchemical glue accelerant, Alchemical solvent, Alchemist's fire (x3), Bag, bear (46 @ 28.06 lbs), Bit and bridle, Bloodblock, Casting plaster (x3), Charcoal, low smoke, Chest, Medium (15 @ 92.56 lbs, Food), Chest, Medium (9 @ 87.5 lbs, Alchemy), Courtier's outfit, Cutting board, wooden, Desnan candle firework (x3), Feed (per day) (x10), Fish trap, light, Folding chair, Ladle, Lock, simple, Lock, simple, Mess kit, Musical instrument, masterwork: Violin, Night tea (x20), Oil (x5), Pack saddle, Paper candle firework (x9), Polo gear, Portable alchemist's lab, Pot, Pot, Potion Case, Portable (17 @ 5 lbs), Potion Case, Portable (32 @ 18 lbs), Rope, Sack (1 @ 4 lbs), Sack (1 @ 5 lbs), Sack (10 @ 100 lbs), Sack (9 @ 39 lbs), Scholar's outfit (x2), Seasonings, local, Skewer, Skillet, Soap, String or twine (x2), Tanglefoot bag (x3), Tea, ceremonial (per cup) (x20), Tea, elven (cup) (x6), Teapot, Tindertwig (x16), Toiletries (Men's), Travel Food (Fair) (x4), Travel Food (Good) (x10), Traveler's outfit (x4), Tripod, iron, Wandermeal (x4)

The general idea here is that every morning, or before you go into a situation, you crack open the so-called 'potion cases' (storage cases for potions, alchemical items, and fireworks) and select what you're going to carry in your bandoliers and pouches. Those get transferred over to you, but the bulk of it is carried by the mule.


I think it is from Eldritch Heritage, which is a feat chain from your allowed books.


Clearly I need to build the character in my HeroLab!! :P :)

Shadow Lodge

Stat Block:

Burhul Dha'Zeek

Male Orc Barbarian (Urban Barbarian) 1/Rogue (Thug, Bandit) 2
CG Medium Humanoid (Orc)
Init +2 Senses Darkvision 60 ft; Perception +6

DEFENSE

AC 16, touch 12, flat-footed 14
(+4 Armor, +2 Dex)
hp 36 (1d12+2d8+6+2);
Fort +6, Ref +6, Will +2;

OFFENSE

Spd 30 ft.
Melee Masterwork Earthbreaker +7 (2d6+6/x3 Bludgeoning)
Ranged Masterwork Sling +5 (1d4+4/x2 Bludgeoning; 20 ft.)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak Attack +1d6

STATISTICS

Str 18, Dex 14, Con 15, Int 12, Wis 11, Cha 12
Base Atk +2; CMB +6, CMD 18
Feats Enforcer, Bludgeoner, Hurtful, Power Attack, Strong Impression
Skills Acrobatics +6 [2 Rank], Artistry# [3 Ranks] +7, Appraise* +7 [3 Ranks], Bluff +7 [2 Ranks] Climb +8 [1 Rank], Diplomacy +7 [2 Ranks], Disable Device +7 [3 Ranks] Perception +6 [3 Ranks], Intimidate +14 [3 Ranks], Knowledge (Nobility)* +7 [3 Rank], Knowledge (Local) +9 [3 Ranks] Linguistics +5 [1 Ranks], Stealth +7 [3 Ranks], Swim +8 [1 Rank],

*Denotes Background Skills
# Bonus Artistry Skill

Skill Point total before bonus skill points: 23
After: 33
Languages Common, Geh-Sahn, Old Ravennan, Kolshet
SQ Sacred Tattoo, City Raised, Intimidating
Traits Extremely Fashionable, Dirty Fighter, Fate's Favored
Drawbacks
Combat Gear Masterwork Chain Shirt, Masterwork Earth Breaker, Masterwork Sling, Sling bullets x20;

Other Gear
Noble's Outfit + Jewelry and Signet Ring (175 GP)

Horse (200 GP)
Military Saddle (20 GP)

Footman (Arthur) (5 SP/day)

waterskin (1 GP)
trail rations (5 GP)
bar of soap
50ft hemp rope (10 GP)
bedroll
blanket
mess kit (
dagger (2 GP)
Thieves' Tools, Masterwork (100 GP)
Chalk (10)
Flint & Steel (1 GP)

SPECIAL ABILITIES

Frightening (Ex)

Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
This ability replaces trapfinding

Crowd Control (Ex)

At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

This ability replaces fast movement.

Controlled Rage (Ex)

When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.

This ability alters rage.

Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

1. Burhul is a mid-high level member of the mob in Ice Bay. He's better looking than most orcs (except for his tattoo/scars on his back) so he gets along with the local human upper crust as well as playing enforcer in the lower rungs of society.
2. He fights with a big hammer, and he fights dirty.
3. In addition to being a quick-witted member of Ice Bay's upper crust, Burhul is a competent burglar and thief. Amusingly contrasted to his large stature.
4. In one part joke, one part truth, some of the local underworld took to calling him "The Merciful". This is because he tends to terrify and can incapacitate his foes without leaving lasting harm, if he so chooses.
5. He has a footman named Arthur wait on his every need. Harold is a tall nearly middle-aged human at 34 years old who speaks with a posh accent if at all. Really more of a Valet. He doesn't flinch at Burhul's more unsavory business, which is no doubt a valuable trait for which the Orc has hired him.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Burhul is ambitious and wants to be the leader of the Mob someday. Buying out the legitimate business in the area would be his idea of a start, but the current leadership have gotten lazy and fat. They know that betrayal could come any day though, so taking over won't be easy.

2. I just want to play a classy Orc Mobster. Let the stories write themselves. If Burhul manipulates everyone into working for him, more power to him. If he is moved and has a change of heart, so be it.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. The GM may want to create a third secret which I will not be aware of, so surprise me!

1. (Known) His involvement with the mob isn't exactly a well-kept secret, however, most people tend to ignore it and act as if he were a polite and respectable member of society. The real secret is that he is planning something big and he needs allies to do it...
2. (Unknown) Despite Arthur's compliance and helpfulness, he is actually a double-agent for Ice Bay's Crime Boss and stays with Burhul to keep an eye on him.

Step 4:Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up.

1. Arthur Renaud: Burhul's traveling footman or butler. Arthur remains stoic offering advice when asked and waits on Burhul's needs. He is paid well for a footman and earns his keep by being learned in the arts and is meticulously organized. He does his best to keep his master looking as illustrious as possible. While not a particularly skilled combatant, Arthur has been exposed to enough violence in his life to know when to excuse himself from a powder keg situation.

2. Granuk Dha'shek: An orc who also has designs for the Mob. With strength matching Burhul's own and an intellect above and beyond, Granuk will be a tough rival to beat. He uses his superior intellect to modify and improve his body, creating serums called mutagens to boost his effectiveness. Thankfully, like most orcs he is about as likable as a great white shark.

3. Urzog Wa'Dagh: The Orc Chief and Mob boss. He commands the respect of the inhabitants of Ice Bay and demands the fealty of most of its Greenskins. He and his inner circle run the city ruthlessly although they seem to be easing up a bit. They are also making moves to expand into the other settlements. Mosval is a primary target due to its large size.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Burhul never meets anyone for the first time without a pristine outfit. Because of this, he prefers to have several clean outfits in the latest styles readily available. Traveling makes this a little difficult, especially if blood is involved, but having Arthur around makes it manageable.

2. Despite his natural talents for violence, Burhul has become a student of the arts in his spare time. To the Orcs he insists it is simply a tool which he can use to manipulate the humans. But to the humans he says it has always been his true passion who in reply answer that he is indeed talented, perhaps a genius.

3. The ritual scarring that took place as part of his initiation looms in the recesses of his mind. Burhul remembers chanting, pain and candles in the dark, but its remains a blur to him. The Shaman who performed the tattooing announced that it would protect him from harm. He chalked it up to old-timey superstition until the Elfblood incident in 4009. Then he realized he was a damn lucky son-of-a-b!%@#-greenskin.

So this is a preliminary backstory. Not sure if everything is okay. I wasn't sure exactly what the mob's ethnic makeup was but I kind of left it vague. Let me know if the Mob boss I have written up is completely out of place. Also for Arthur, I was planning on using him as a Footman (5 sp/day). His everyday functions would be to groom Burhul, carry important documents, and to fetch him wine and food. He might also carry other heavier things for him, but that should generally go to Burhul's horse and its saddlebags. Not sure if he should be a Commoner or Expert. I think Aristocrat is too high up for him, but while I don't see him as a spellcaster in any capacity, he should have many skill points. Warrior could possibly be appropriate, as long as he stays level 1.

I also made up some surnamey things. "Dha" denotes a common greenskin and is spoken before the name of their tribe. "Wa" denotes a Chieftain's or Shaman's descendants. Hope that wasn't presumptuous of me to make that up.


The Wyrm Ouroboros wrote:

For Welby - I do not have whatever archetype is giving you an arcane familiar. Although I like the idea, I'm going to have to forbid it for now. (I do encourage you to let me know what it's from.)

We are on a rolling start, just as soon as I figure out how to have multiple action threads.

For Baltor - not sure what I missed, may have been a change in something else besides the one. The above setup comes out even; will adjust my copy to match.

** spoiler omitted **...

Well then. Thank you for that. Apparently I'm hopelessly incompetent at planning for an adventure. I'll also add the extra formulas, which is nice- most DMs who start games at levels beyond first seem to forget that the character should have extra spells from loot and such.

There are a few things on your list that I'm not familiar with, but first and foremost, what are alchemical usefuls, boons, and banes? Also, some items have a "x @ y lbs" after them. What does this denote?


I realized it might be a little annoying to find my sheet since I hadn't posted with the Alias yet. Then I realized it was annoying for me to find anybody's sheet. So I went and found them and compiled them for everyone. Also Hi Guys, finally posted with my alias.

In Alphabetical Order by last name:

Nissa Alami - A human woman who wields a living sword.

Barret "Tall-Talker" Armstrong - An Elven Wizard who carries the secrets of black powder. (Retracted?)

Professor Brooks A mysterious professor with a dark side.

Burhul Dha'zeek An Orc Enforcer for the mob who straddles the line between civility and barbarity.

Welby Dardragon III - Librarian and Adventurer Extraordinaire!

Horst IronBrow - Dwarven Cleric of the Father of Winter and a widower father of two strapping lads.

Baltor Stoneheart - A once reluctant druid who has embraced his calling.


The Wyrm Ouroboros wrote:

For Welby - I do not have whatever archetype is giving you an arcane familiar. Although I like the idea, I'm going to have to forbid it for now. (I do encourage you to let me know what it's from.)

Yes. Nissa is right (thanks!) It is the Eldritch Heritage feat with Arcane bloodline. I took two feats for it. I would like to start with my thrush that evolves to something else at level 7 (Improved Familiar). I was hoping you could play her some for RPing purposes. The familiar is one of those sacred spirits stuck here. Maybe sent by the Son? My character wouldn't know until she evolves. I am thinking a Lyrakien Azata

Am I good to keep it?


Burhul: Thanks for the list!!


I use Gimp 2 for maps and Token Tools for tokens. Here is an example of one of my maps: Fishery Map

I can help you if you need it.

On bold text: It help to break up the post. I like it for that reason, especially since I post on my phone a lot.


Here is an example of a post using the form Nissa mentioned:
Quality Post
It makes it easier to read to me.

Shadow Lodge

I'm aware this motley crew is going to have difficulty meeting before they can start getting along. While I'm sure you've got plans GM, let me know - either here or by PM - if I you want me to change anything backstory-wise to help with the plot.


Backgrounds!! Hah. Knew there were a couple I'd missed.

Welby:
All right, a few minor suggested edits, both to fit into the 'low/subtle magic' (especially of the Gods) in the Homecoming world, and to better place you in the opening adventures of the campaign.

First, no museum, per se; there has been too much destruction to make that a realistic thing. There are, however, collectors (which makes their collections de facto private museums), and many/most of those collectors are gathered in the Ravennan Historical Preservation Society (RHPS for short, and yes, I did that on purpose). Congratulations; you are a frequent hireling, if not an outright member.

Second, no magic ruby - just a ruby that's rumored to be magical. Since you don't get your greedy little fingers on it anyhow, the truth doesn't matter.

Third, prison - a sentence in a pre-modern society almost always means labor, usually heavy labor of some sort. Pre-moderns can't afford to lock you up and spend good money feeding bad people, so they're gonna get work out of you.

Fourth, your religious calling - great for modern prisoners, bad for a story in which you don't get your God tapping you on your shoulder until your current level (i.e. 3rd). Get some training under your belt first, i.e. the balance of your other levels. (Don't worry, I've done this.)

Fifth, the familiar - as familiars in PF don't talk to their owners until 5th level, it won't be talking to you. Doesn't mean you can't imagine conversations between the two of you. When you DO hit 5th level, I'll start chiming in. ;)

Sixth, your sister. I would like her to remain alive; it gives you reason for both going out and coming back, as you're doing this to keep her interest up, give her reason to keep going on with life.

Seventh ... the background. Here. Tell me if you want to change anything.

--------------------------------

Welby Dardragon III

Welby Dardragon III comes from a long line of librarians. His earliest memories involve him sprawled out on the floor of a library looking at books. There was only one problem though: for Welby, learning did not come easily. When he would try to read and comprehend books, the letters would often appear mixed up. This made his childhood difficult, especially considering that his twin sister was somewhat of a genius.

Much of his childhood days were spent working with his family, especially his sister Pameel, but he would often get the chance to roam the streets of Mosval. During these excursions, he found adventure. Meeting up with some young, human street rats, he soon joined their group. His time with them was limited due to working for his Father. He used the time he did have wisely though. He quickly became the group's best thief. With his new "profession", came a pension for luck and mischief. During the next couple of years of his life, he developed many skills that would be useful in the future. He finally gained confidence in himself. For once, he believed he was important. Where he had always lagged behind with books, the streets gave him an environment to excel.

Life was finally improving for the young Halfling, he would suffer through his work at the library during the day knowing that his freedom would come for a few hours in the late afternoon and early evening. He began sneaking out of his house at night. Things took a major turn for the worse one fateful night. Welby had snuck out of his house and his sister had followed unbeknownst to him. Pameel trailed him from a distance as he a group of friends attempted to break into a rich miser's house, who (it was widely rumored) owned a magic ruby which he'd supposedly recovered from a shapeshifter ruin.

During the attempt, the miser's guards were alerted, who in turn called for the City Guard. While Welby was in the house, taking apart the security devices built around the ruby (which was a stunning inch-long egg-shaped ruby of at least 450 carats), his friends started a skirmish with the guards. Though the handful of cohorts felled the two house guards, the city guardsman outnumbered and clubbed down the members of the gang.

Welby had disarmed the last trap and was only moments away from picking the lock and taking the ruby when he finally realized that what he'd been hearing were the sounds of a skirmish. Peeking out, he realized that he was the only one still standing. As he started to try to run, his sister panicked and broke cover; the miser, who had been watching both Welby and the gang, was startled by her sudden movement and reflexively drew and threw a dagger. Hearing Pameel cry out his name, Welby turned in time to watch her fall, the dagger low in her back. Thoughts of escape fled from his head as, devastated, he went to her and held her; he was taken into custody immediately afterwards.

Since nothing was taken, the most the judge could do was six months at hard labor; however, because of his sister's crippling, all of the members of the gang received the sentence. A gnome friend of his mother's, one of the city mages named Larissa Farview, was the one who placed the mystic convict's mark on Welby's forehead; the look of disappointment on the librarian-mage's face may have been the second key to breaking down the young halfling's defenses.

Time spent in jail changed the young Halfling - time spent in jail and the interest of the miser into whose house he'd broken. As selfishness was slowly replaced by a desire to help others, the miser visited Welby with fair frequency, at first once a week, and eventually every couple of days. The miser - a lean, dark-skinned human named Khofi Tamman - turned out to be a retired 'archaeologist', or (as he put it) tomb raider. He told Welby of discovering and retrieving the 'egg', of probing the shapeshifter ruins, of how book-knowledge was vital to survival in those places. Khofi helped Welby with the dyslexia both of them shared, and though book-learning would never be easy for the young halfling, between the new reason for {i}having{/i} it and the help with pinning the letters in place, it became a workable project. Upon the completion of his sentence, and with the lack of the 'screw the world' attitude of his fellow gang members (many of whom would wind up in prison again, or as convict-workers for the Mosval Rangers), Welby was released; Larissa was pleased at his change of attitude, new direction, and increasing facility with reading.

Unfortunately, his parents were not as pleased to see him. His sister, once a spry, cheerful young halfling dama, had been crippled from the waist down; she had turned into a sullen, morose individual who read voraciously but refused to do much more than that. Welby worked tirelessly with Pameel, wheeling her around both the library and up and down the slopes of the city streets, visiting places he'd learned of from his time in the gang - places where you could see things being done which they'd only read about before. On occasion, Khofi joined them during these excursions, and after several months of observing Pameel's refusal to be drawn out of her insular behavior, suggested Welby visit him - not at his home, but at his club (of which there are a handful in Mosval).

The club was the headquarters of the local 'archaeologists' - those individuals whom the Ravennan Historical Preservation Society most often hired to go out and identify (and later explore) ruined locations of the past Ravennan Empires. There, Khofi suggested that what might be needful for Pameel was the same thing that Welby had discovered - for there to be a {i}need{/i} for her expertise. While she would be unable to go out into the field, if {i}Welby{/i} did, counting on the information she found for him to help him stay alive, she might emerge from her shell. Khofi had been planning just that sort of expedition, and asked Welby if he'd like to participate.

Of course Welby said yes.

Over the past few years, Welby has worked for, and finally become, a member of the Ravennan Historical Preservation Society, and a frequent rake at their bi-monthly soirées. Of late, he has found that the adventure and the cameraderie, the risk and the luck of the explorations has struck more than just the chord that has kept him involved and out of more petty trouble; he has managed to befriend a bird which Larissa Fairview (on one of her visits to his mother) identified as a thrush, quite like her own wizard's familiar. As she would speak to it, so Welby started casually chatting to his new brown-feathered friend, sometimes imagining it speaking back to him.

It was only when the little thrush was injured by a sparrowhawk that Welby realized there might be something more going on; his heartfelt prayers for her healing, sent to the patron god he shared with the thrush, were answered, as the bleeding slowed and stopped before his eyes. In mere minutes, she was hopping around and chirping once again, and somewhere inside him he heard a laughter-filled voice murmur, "Well, that's good ..."

He's still not sure what to make of it, but he's started taking lessons from the Temple, and jumped feet-first into the theology section, taking a crash-course in what all that might mean.

Burhul Dha'zeek:

1.1: Go with low-to-mid instead of mid-to-high. Despite being 3rd level in a 5-to-6-level society, you are still 'moving up'.

1.2: A big hammer is great when you want to stroll into somewhere and intimidate every effin' person in the place. Less so when you want to keep low-key on the intimidation factor. I see brass knuckles, but I believe you provoke attacks of opportunity when you use them without Improved Unarmed Strike (and I would have to be persuaded that that's an accurate interpretation, because punching someone doesn't change anything but the lethality of the damage by putting them on). I have what I'd say is a perfect weapon for you - the monk's mace, 10gp, 1d6 damage, 19-20/x2, one-handed martial weapons, monk and disarm. 'These fighting batons have a small knob on one side of the business end, making them good for striking and, with proper training, disarming, all without negating their basic balance.'' Buy if you want, or just use 'club' for a standard fighting baton or weighted cane.

1.4: Nice. I approve.

1.5: Mmmm, a hireling. Arthur Harold Renaud, his gentleman's man, aka batman, aka valet. In this case, he will know how to fight (because if you want to succeed in Ice Bay, being able to say 'yes, in self-defense' to that question during interviews goes a long way), which means he'll be worth every crown you pay him. 4 silver crowns (20 gp) a month.

2.1: Good ambition, good plan. 'Lazy and fat' doesn't happen in Ice Bay, however; there are constant pressures from every direction. Whether it's from the roaming 'barbarian' greenskin tribes, the other criminal groups, or the occasional pirate ship that comes to buy and sell in Ice Bay, the top men in the mobs are very, very aware of their issues, and are both lean and hungry, and watching for daggers headed towards their backs.

2.2: Classy orc mobster it is. Note that you being 'classy' in Ice Bay means you talk to merchants and pirates, people who bring information as well as goods from afar. "What are the fashions like in Mosval? In Nieuw Stadar? In ..." It means, however, that if you try to stand out, it may go comically wrong - near-lethal only in the temporary social sense.

3.1a: In Mosval, your involvement is either a complete unknown, or blatantly obvious; the difference is whether or not the individual has an opinion on whether or not Ice Bay is run by @#&$%!! criminals, mobsters, and hoodlums or not.

3.1b: Good secret. I approve.

3.2: Probably the 'boss' of the family you're in.

3.#: Of COURSE there are additional secrets!!

4.1: See above re: your hireling. I'll build him, since he's obviously going to be travelling with you, and since there are things he needs to have that you need to not know about.

4.2: An alchemist rival. Interesting. I can work with this.

4.3: Major revision. Urzog Cho'Dagh (switch 'Cho' in for 'Wa' for your surname ideas) is the head of the Dagh family, made up of a dozen members of his blood family, three dozen other 'made men', and perhaps a hundred associated individuals, . His group, the Firth Trade League (FTL - hah!), is the fourth largest of the six major criminal groups in Ice Bay, but has more influence than the Kempil Street Group, the next larger one, due to influence with certain merchants. Urzog and his inner circle run FTL with an iron fist, and are constantly hunting for ways to grow their influence, whether inside Ice Bay or beyond. Unfortunately, Urzog suspects that the second-largest group, called 'Tachaga Unity' and which had been the smallest and weakest up until a year ago, has already spread its tentacles into Mosval, which is why Urzog has sent Burhul down to the big city.

5.1: Heh. I'll keep that in mind. Remember, though, that clothes don't make the man, no matter what Arthur tells you; the man makes the clothes. ;)

5.2: He has talent, yes. But then, you're talking about the illiterati of Ice Bay, who only really care about art (of whatever kind) if it's gonna be able to sell for a profit. (Just keep it in mind. ;) )

5.3: Don't forget the potions and the smokes and all the other weird-a$$ crap, and the agony of going from 3'6" to 4'4" practically overnight. (Okay, a month, but you try growing 10" in a month. Fortunately, the growth rate slowed down, and you reached the balance of your current height over the course of another year.) This, btw, would have been the result of your selection by an orc shaman during your 'bolkin' stage, which is by a lot of orcs considered to be a) barely worthwhile, and b) a bunch of annoying little snots that deserve the crap kicked out of them at least twice a day.

Overall, very nice work; I like your methodology. I have increased Arthur's pay by a SP a day, but that shouldn't be too big a hit for you. The mob groups tend to be racially homogenous ('greenskin' being the race, as compared to 'orc' and 'goblin'); only the upstart 'Tachaga Unity' mixes greenskins with humans. As a reminder, Ice Bay is about 40% greenskin, about 2/3 of that being goblin. Urzog is a black orc, however, as are his inner circle.

The surnames are good, though as I said above, please turn 'Wa' into 'Cho'. As a linguistic aside, this might come from distant ancestors holding dwarf-killing (Cho-Hec'ch their language) as the highest of deeds, and so Urzog Cho'Dagh undoubtedly had an ancestor/patron (if only one or two generations back) who was a mighty dwarf-killer. This undoubtedly drives the dwarves batsh!t crazy.

Shadow Lodge

Wow cool thanks.

On brass knuckles: I only picked them up as a scare tactic for a potential interrogation scene. Regardless, they are light melee weapons and not unarmed strikes. But I'm actually just thinking of changing it to a cestus since they do a little more damage and the image of wrapping up his fists in them could be a bit more intimidating. It would also protect his clothes from the blood a little better.

I do actually like the idea of having a baton or some smaller weapon for low-key type stuff. I'll think about it.

Cho is a nice touch.

Makes sense that Ice Bay wouldn't have any real nobility. It sounds like Burhul would probably be the one of a handful of the classiest guys there.

"Lazy and Fat" may be Burhul's arrogance talking. He thinks he could do better.

Glad you like the Alchemist rival thing, I was thinking about getting rid of him, but if you like him he can stay. I don't really have enough tying him (Burhul) into society, I felt like, so I was going to develop a human friend. Or maybe a Bolkin friend who never got the chance to grow up. What do you think?

Forgot about Greenskin growth and evolution. That would have been a great thing to work in the first time.

So about mob groups being racially homogeneous; is it then weird that Burhul goes around with a human Butler rather than a greenskin one?

EDIT: Thanks for all your detailed input. Makes the game closer to my heart. ;)

Shadow Lodge

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Sorry to double-post but I thought I'd offer a small correction regarding Welby. Thrush familiars all have the ability speak one language of its master's choice, much like raven familiars.


I snuck the ipad to the office. Looking at the group of players would a Ranger be more appropriate? I am having trouble imagining a paladin in this crew.


The Goblin wrote:
I snuck the ipad to the office. Looking at the group of players would a Ranger be more appropriate? I am having trouble imagining a paladin in this crew.

That's what makes it interesting. I've always wanted to play in a game with a paladin, simply because of my, and therefore my characters', flexible morality.

Shadow Lodge

A paladin would find fast friends among our Dwarves, both of them Divine casters. I think Burhul and maybe Brooks are the only ones who would really rub a paladin the wrong way.

EDIT: IronBrow would especially be an ally to a paladin as he seems to be pretty close to lawful good. (Protecting society's more defenseless members and such) Your paladin might be one of the few truly Good provost. Or he might be a Dedicate like IronBrow.


Brooks would actually get along with him quite well. It's Ham that would be a problem.

Shadow Lodge

You never know. A paladin might take issue with the fact that Brooks is still appeasing Ham rather than trying to destroy him. Of course no one knows yet anyway, but a paladin may not understand what its like to have to reign in a dark side.


Okay this will be a challenge, but I've been playing since soft lead figurines so lets make this happen. Ipad is on fire, changeling paladin coming right up. I am assuming Medieval LG morality here right? You are evil so you die, you committed a sin, so you can die in horrible ways, not like Dudley Doright LG?


Background:

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.

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.

Horst gets on well with the majority of his neighbors, taking a paternal attitude towards the community both due to his age and his dedication to The Father's values. He and his sons live comfortably, but their business does not grow except by marginal degrees due to Horst funneling much of his profits (and all of his proceeds from his judiciary duties) back into the community, supporting the destitute, paying off oppressive debts etc...

He does find himself at odds with some of the more unscrupulous merchants in the area from time to time. Those who habitually try to cheat their fellows, or loan money at exorbitant rates to bankrupt the desperate in order to buy out their land and businesses. Being an adherent of The Father, he believes the law to be a crucial tool in protecting the people, but he is not one to allow the spirit of laws to be undermined by allowing the letter of the law to be used to oppress and exploit people. Were he in a more affluent area this would bring him at odds with certain elements of the high ranking judiciary, but even the wealthier members of his community lack the money and influence to have him censured.

They have long since stopped hiring goons as well, as they have proven ineffective in intimidating or brutalizing Horst or his family. His son Lars was once roughly "given a message" for his father while out playing with friends. The goon in question was soon found in the gutter in front of a certain counting-house with every bone in both arms broken. Though he was found on a public street in broad daylight, there were no witnesses.

Horst spares no effort to protect his community, its members, and its institutions, whether he brings his craft, his influence, or his arms into play.

Shadow Lodge

The treatise on morality in the Google docs should help a bit.

EDIT: That is to say, you can lean a little closer to "Dudley Do-right" or this party is going to have problems. The idea being that you can change the minds of selfish people who can do great things. Because if they are on the side of good rather than just themselves, then every one wins.

But please don't feel like you have to play your character a certain way. If you're a paladin you should be altruistic and a stand up citizen, but everything else should be pretty flexible.


Agreed, Baltor would hardly have problems with a paladin.

@ Horst: Is Horst from Kedron Tor? If so, he and Baltor should know each other, since both of them are notorious inside their communities.


i am also a changeling, not usually a paladin race.


Are we using encumbrance?


Kubular wrote:
Sorry to double-post but I thought I'd offer a small correction regarding Welby. Thrush familiars all have the ability speak one language of its master's choice, much like raven familiars.

Thanks! I am fine with waiting until 5th for RPing reasons though. It is up to you GM!


Here is the paladin avatar, I will have to get the crunch up when I get home tonight. It is on hero lab though.

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