Just your Ordinary Heroes (Inactive)

Game Master Rhanloi Ehlyss

With the heroes of "The Realm of Greymore" vanishing after battling "The Great Evil" in the Northlands, its up to the other Guys & Gals to step up from their normal lives and become the new heroes of the land.


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After realizing that the name Soren was already taken by my PFS character, I renamed him to John.
I also took the liberty of doing a little bit of Photoshop for his appearance.

http://i.imgur.com/caDHFoa.png

Lawful Good Male Human
Class: Rogue (Investigator)
Favored Class: Rogue
Age: 33, Height: 6'1, Weight: 140 lbs, Eyes: Blue Hair: Black

Initiative: +2

Senses: Perception +7

==DEFENSE==
AC: 12, touch 12, flat-footed 10 (+0 armor, +2 DEX)
HP: 10
Fort: +0, Ref: +4, Will: +1
Armor: None
Defensive Abilities:

==OFFENSE==
Speed: 30ft
Melee: +1
Ranged: +2
Special Attacks: Sneak Attack +1d6

==STATISTICS==
STR 12, DEX 14, CON 10, INT 13, WIS 12, CHA 11
BAB: +0, CMB: +1, CMD: 13
Class Abilities:

Follow Up:

An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results.
This takes the same amount of time as one check.
If the lesser of the two checks reveals false information, the rogue is aware of it.
False information is not revealed in this way if the people he questioned do not know it to be false.


Feats: Combat Expertise, Improved Disarm
Traits:
Law Enforcer: You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles. Knights of the Inner Sea

Skills: 8+1(INT)+1(Favored)+1(Human)=11
Acrobatics +6
Appraise +5
Bluff +4
Diplomacy +4
Disable Device +2
Intimidate +4
Knowledge (Local) +5
Perception +7 (profession-related)
Profession (Guard) +5
Sense Motive +7 (profession-related)
Stealth +6

Languages:
Common, Orcish (good for swearing)

Currency:
25gp

INVENTORY:

4 sets of clothing
Adventurer's Kit
A house with furniture and supplies
Profession items
25gp

APPEARANCE:

PERSONALITY:

BACKGROUND:


Woke up and tried to edit my post with John's appearance/personality/background/etc, but apparently you can't edit posts after a certain time limit? Or something?

I'll work on it over lunch.


You only have an hour to edit a post.

When should we be hearing about selection?


Don't envy the GM trying to pick out of this group :-) Maybe, since we're "ordinary", he'll take a larger than average group to help offset our "ordinariness"...


Or maybe he wont pick anything at all...going mia for this long after opening a recruitment post, leaves my hopes low...but we will see I guess.


@Anthony: Yeah, I'm a little worried about the DM's silence, but it could be that he's busy during the weekdays. If Sunday comes and goes with no word, then I'd say it's time to start getting pessimistic, but until then...

APPEARANCE:

http://i.imgur.com/caDHFoa.png

John Keel is a gruff-looking older man with a dark shadow of stubble and a nasty scar going across his face. He is almost always seen with a cigar either clenched in his teeth or tucked behind his ear. His eyes are a deep, piercing blue, and his black hair is short and unkempt.

His normal day-to-day outfit is a long-sleeved blue shirt beneath a leather jerkin, complemented by dusty black trousers. A shiny constable's badge is pinned on his breast, and a battered iron helmet is perched on his head at almost all times.

His old leather boots are shoddy and well-worn; even though the heels and soles are so tattered that they're peeling away, the tops and laces are buffed and shined meticulously. His belt carries a number of small pouches holding odds and ends ranging from tindertwigs to a small belt knife to a few spare coppers. One pouch even holds a set of tough, weathered iron manacles with lock and key.

PERSONALITY:

John Keel is a grizzled old copper down to his soul, with a pessimistic outlook on the decency of people but a deeply stubborn belief in doing what's right and using the law to help society. He's seen too much evil and wickedness in the hearts of criminals to entertain any rosy notions about basic human decency, but he believes that the law and society exist to help people and protect them. He fights fiercely for the right of everyone to live in safety, and has a special compassion for the poorest and meekest in society, those who the world has overlooked and trampled underfoot. Justice and compassion are the pillars he clings to in life, since his belief in everything else has long ago been corroded away by the scum and villainy of the world.

BACKGROUND:

John Keel was a dirt-poor street kid who did his best to survive and provide for his ailing mother. Down at the bottom rungs of society's ladder, the rungs were very close together indeed, and if you didn't have food to put on the table, you at least made sure that table was clean enough to serve the King himself.

John wanted more than simply running around with the street gangs, so he signed up for the local town guard as a teenager. Under the wing of the kindly Sergeant Horace Jackrum, John learned to combine his natural cunning and street smarts with a sense of justice and decency, helping to protect others who couldn't protect themselves. He broke up bar fights and chased down pickpockets, but his constant exposure to the worst criminals in society gradually eroded away his youthful optimism.

Still, having found his true calling, John is happy to serve and protect the humble villagers of Farendale. He does his best to make his corner of the world just a little bit better, and if all he ever accomplishes is maintaining the sleepy, peaceful status quo of the village, that's good enough for him.


Yes, this is a really tough choice to make.


So here's the list as I see it:

Tirus Tulkas – Hunter/Trapper (Ranger)
Brother Silas Benedictine – Town priest (Rogue (Charlatan))
Doc Ginley – Apothecary (Alchemist)
Abigail Westbrook – Barmaid (Cleric)
Tomid – Halfling Bartender/tinkerer (Rogue)
Jerry – Farmer (Druid)
Hugo Smith – Blacksmith apprentice (Barbarian)
Desmond Areos – Herbalist (Sorcerer)
Sir Corvus Cornix – local nobleman (Fighter who thinks he’s a Paladin)
Silas – Unskilled laborer (Oracle)
Grizelda Blau – librarian (Wizard)
John Keel – Constable (Rogue (Ivestigator))

Concept characters:
*Forthepie - Carpenter (Fighter)
*Penelope Whistle – Local halfling girl (Bard)
*Bilbo Bang-Bang – Dwarf miner (Fighter?)
*The Crusader – Scribe (Wizard)

DM? Still there?

Liberty's Edge

I am withdrawing.


Went ahead and put up a tentative background, making my own assumptions about local religion.


Withdrawing as well. It's been a week, and if a GM can't be on at least every other day then I don't think any sort of campaign is going to work out well at all.


This doesn't look too good. I'll keep checking back in here every few days, so if the DM ever reappears, great! But if not.....

Shadow Lodge

Hello folks, it has been a while since I've gotten back to you. I've had a busy week with work, spring yard work, outdoor painting, gardening as well as handling 2 Skype Campaigns and other events in my life and have not accessed my Paizo account for the past week. I made this game on a whim thinking I'ed probably not get too much interest. Looks like the theme has caught a lot of people's attention! Wow! Sorry for the slow response but hopefully my schedule will open up and I'll be able to post a few times a day in the future.

Looking at the backgrounds, lots of them seem pretty intriguing but others seem way too out there for the game. Remember your PC's are just villagers, you're not adventurers so don't try and build your character as though they're an adventurer, but as what your role is in Farendale.

As you are villagers, I am making Profession a class skill for all characters. All your character has been for most of their lives is their profession, so it makes sense you'ed be more skilled at it than an average adventurer.

Anyway the most intriguing concepts so far are:

Doc Ginley, Doctor (Alchemist): Sounds exactly like the kind of character a village could have. A country doctor who deals with the general elixirs and common medical treatment of the populace. I would consider the Alchemist Kit a "Tool of the trade" however and you would not have to spend your starting gold on it.

Tomid, Cook (Rogue): Having a town halfling working at an Inn as a cook is an excellent concept. He fits quite well as the party sneak.

Hugo Smith, Blacksmith(Barbarion): I can definitely see the town having the need of a blacksmith. You might want to lower your strength and raise your wisdom (For your profession skill) and/or your intelligence (For better crafting ability). Its up to you how you spend the points.

Jerry The Farmer (Druid): HA ha ha! now this is a great concept. The group needs a farmer and a druid/farmer sounds like such a perfect match for a game such as this.

Abigail Westbrook Barmaid (Cleric): A barmaid is something this game needs. In fact it was one of the characters I had in the game I ran at the convention. She had a "Slap" special move where she could smack someone across the face and stun them. Definitely a good addition. I might suggest however you take the Cloistered Cleric build as it gives more skill points. As a barmaid you probably have a wider array of skills than an average cleric (Although it does give diminished spell-casting). Just a suggestion.

John Keel, Constable (Rogue): Love the concept of some kind of local law enforcement. Still I don't really know if the "Rogue" class would be appropriate for the profession (especially since we already got a rogue). You might consider taking the Tactician fighter class, as it gives you a reasonable number of skill points as well as some extra skills as well as class abilities that promote teamwork. He could definitely be the glue to keep the party together.

As for the other characters, while many have interesting concepts these are the ones that intrigue me the most. As for setting information I have already built a map of the continent as well as created a list of Gods for the setting. I'll post these up later. Thanks for sticking around loyal gamers and hope to get this game off the ground soon.

Shadow Lodge

Just so you know, the characters I had in the con game were:

A Rogue Barmaid with a sassy attitude.
A Ranger Farmer redneck.
A Cleric who was an Altar Boy of the local church.
A Illusionist Gnome (Wizard) who was a local entertainer.
A Monk drunk who practiced the "Drunken Master" style.
A Fighter Militiaman who had a cowardly streak to him.


I'm still game - glad you checked back! I'll develop the animal companion further :-)

As a side note- my uncle, Jerry, was actually a hog farmer in Iowa, which is where I got the idea!


Okay, great to hear back from you. I'll adjust Doc with some more equipment later today. I have a feeling that he will be ill equipped for adventuring but thats what savings are for anyway.


Fantastic! And I actually already changed Hugo stats around, went with:

St 17 Dex 12 Con 14 Int 8 Wis 12 Cha 7

His stat block is back on page 1 somewhere.

To add to Hugos basic idea, I imagine him being the guy who actually spent alot of time dreaming about the adventuring life. He would craft weapons and armor, probably secretly, and go out in the woods and swing them at trees and imagine fighting dragons. Maybe he persuaded the constable (if he becomes a fighter) to give him a few lessons...would explain the full martial proficiency (I doubt anyone could teach themselves that)

Shadow Lodge

Ok here is a list of gods in this setting as promised.

Deities of Good

Merlindia : Goddess of farming, fields and agriculture. (Neutral Good)
Faradon : God of Justice, protection, nobility and honor. (Lawful Good)
Kellos : God of Fire, Sun and Light, The Scourge of Evil. (Neutral Good)
Harken : God of Music and the arts. (Neutral Good)
Moradin : God of Craft, smiths and building. (Lawful Good)
Lyandar : Goddess of Love and passion. (Chaotic Good)
Cerradin : Goddess of the Moon, protector of the night. (Chaotic Good)

Deities of Neutrality

Elion : God of Judgement, mediation and balance. (Lawful Neutral)
Chalnier : God of War, Battle and Strength. (Chaotic Neutral)
Veranus : God of knowledge, skill and prophecy. (True Neutral)
Elderan : God of the Fey, patron of beauty. (True Neutral)
Cardistra : Goddess of the sea, oceans and the waves. (Chaotic Neutral)
Vaal : God of Nature, forests and animals (Chaotic Neutral)
Erathis : Goddess of civilization and development. (Lawful Neutral)
Alvareon : Goddess of Fate and Destiny. (True Neutral)
Drakavar : God of Death, lord of endings, ferryman of the dead. (True Neutral)

Deities of Evil

Tiamat : Goddess of wealth, greed and envy. (Lawful Evil)
Hextor : God of Tyranny, enslavement and conquest. (Lawful Evil)
Zorek : God of Darkness, Despair and Oblivion. (Neutral Evil)
Zebom : Goddess of Storms, Weather and Wind (Chaotic Evil)
Kelnov : God of Chaos, Wrath and madness (Chaotic Evil)
Morgheim : God of Disease, plague and pestilence. (Neutral Evil)
Myzekil : Goddess of Murder, Vengeance and Poison. (Neutral Evil)

Demigods

Shylya(Lawful Good): Goddess of Healing
Ranald(True Neutral): God of Luck and Fortune
Carthoi(Neutral Evil): Goddess of Blood
Vurlog (Chaotic Neutral): God of Competition, Patron of the Orcs
Glim Grungold(Neutral Good): God of trickery and illusion, Patron of Halflings
Dergrim(Neutral Evil): God of Necromancy and the Undead


Tomid is torn between Ranald and Glim. The patron in his background would have been a follower of Glim, but it remains to be seen if his time with the young Tomid was enough to influence him towards a life of good.


The Ordinary DM wrote:
John Keel, Constable (Rogue): Love the concept of some kind of local law enforcement. Still I don't really know if the "Rogue" class would be appropriate for the profession (especially since we already got a rogue). You might consider taking the Tactician fighter class, as it gives you a reasonable number of skill points as well as some extra skills as well as class abilities that promote teamwork. He could definitely be the glue to keep the party together.

Glad you like the concept!

I thought about the Tactician Fighter for him, yeah, but I was thinking that the Sneak Attack represented his ability to subdue a struggling criminal quickly to bring him in.

I'll whip up a Fighter version and see how that works out.


Obvious choice for me - Merlindia-goddess of farming, fields, and agriculture!

Wilbur's stats are complete on Jerry's page


Hugo probably pays homage to Merlindia as well, it would seem the generally accepted diety that everyone in such a community pray to...bad harvest and everyone goes hungry, not just the farmers.

Being a smith, he and his father also offer up the occational prayer to Moradin.

Hugos true devotion lies with Chalnier however, whom he pray to every night to give him the life he longs for. Like his weapon training and daydreaming however, he keeps that a secret.


Rogue (Investigator):

Lawful Good Male Human
Class: Rogue (Investigator)
Favored Class: Rogue
Age: 33, Height: 6'1, Weight: 140 lbs, Eyes: Blue Hair: Black
Deity: Faradon

Initiative: +2

Senses: Perception +7

==DEFENSE==
AC: 12, touch 12, flat-footed 10 (+0 armor, +2 DEX)
HP: 10
Fort: +0, Ref: +4, Will: +1
Armor: None
Defensive Abilities:

==OFFENSE==
Speed: 30ft
Melee: +1
Ranged: +2
Special Attacks: Sneak Attack +1d6

==STATISTICS==
STR 12, DEX 14, CON 10, INT 13, WIS 12, CHA 11
BAB: +0, CMB: +1, CMD: 13
Class Abilities:
Follow Up
An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it.

False information is not revealed in this way if the people he questioned do not know it to be false.

Feats: Combat Expertise, Improved Disarm
Traits:
Law Enforcer: You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles. Knights of the Inner Sea

Skills: 8+1(INT)+1(Favored)+1(Human)=11
Acrobatics +6
Appraise +5
Bluff +4
Diplomacy +4
Disable Device +2
Intimidate +4
Knowledge (Local) +5
Perception +7 (profession-related)
Profession (Guard) +5
Sense Motive +7 (profession-related)
Stealth +6

Languages:
Common, Orcish (good for swearing)

Currency:
25gp

Inventory:
4 sets of clothing
Adventurer's Kit
A house with furniture and supplies
Profession items
25gp

Fighter (Tactician):

Lawful Good Male Human
Class: Fighter (Tactician)
Favored Class: Fighter
Age: 33, Height: 6'1, Weight: 140 lbs, Eyes: Blue Hair: Black
Deity: Faradon

Initiative: +2

Senses: Perception +4

==DEFENSE==
AC: 12, touch 12, flat-footed 10 (+0 armor, +2 DEX)
HP: 10
Fort: +2, Ref: +2, Will: +1
Armor: None
CMD: 14
Defensive Abilities: Combat Expertise

==OFFENSE==
Speed: 30ft
Melee: +2
Ranged: +3
CMB: +2 (+4 when Disarming, no AoO)
Special Attacks: Disarm

==STATISTICS==
STR 12, DEX 14, CON 10, INT 13, WIS 12, CHA 11
BAB: +1, CMB: +2, CMD: 14
Class Abilities: None
Feats: Combat Expertise, Improved Disarm
Traits:
Law Enforcer: You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles. Knights of the Inner Sea

Skills: 4+1(INT)+1(Favored)+1(Human)=7
Diplomacy +4
Intimidate +4
Knowledge (Local) +2
Perception +4 (profession-related)
Profession (Guard) +5
Sense Motive +7 (profession-related)

Languages:
Common, Orcish (good for swearing)

Currency:
25gp

Inventory:
4 sets of clothing
Adventurer's Kit
A house with furniture and supplies
Profession items
25gp

Appearance:

Portrait
John Keel is a gruff-looking older man with a dark shadow of stubble and a nasty scar going across his face. He is almost always seen with a cigar either clenched in his teeth or tucked behind his ear. His eyes are a deep, piercing blue, and his black hair is short and unkempt.
His normal day-to-day outfit is a long-sleeved blue shirt beneath a leather jerkin, complemented by dusty black trousers. A shiny constable's badge is pinned on his breast, and a battered iron helmet is perched on his head at almost all times.
His old leather boots are shoddy and well-worn; even though the heels and soles are so tattered that they're peeling away, the tops and laces are buffed and shined meticulously. His belt carries a number of small pouches holding odds and ends ranging from tindertwigs to a small belt knife to a few spare coppers. One pouch even holds a set of tough, weathered iron manacles with lock and key.

Personality:

John Keel is a grizzled old copper down to his soul, with a pessimistic outlook on the decency of people but a deeply stubborn belief in doing what's right and using the law to help society. He's seen too much evil and wickedness in the hearts of criminals to entertain any rosy notions about basic human decency, but he believes that the law and society exist to help people and protect them. He fights fiercely for the right of everyone to live in safety, and has a special compassion for the poorest and meekest in society, those who the world has overlooked and trampled underfoot. Justice and compassion are the pillars he clings to in life, since his belief in everything else has long ago been corroded away by the scum and villainy of the world.

Background:

John Keel was a dirt-poor street kid who did his best to survive and provide for his ailing mother. Down at the bottom rungs of society's ladder, the rungs were very close together indeed, and if you didn't have food to put on the table, you at least made sure that table was clean enough to serve the King himself.

John wanted more than simply running around with the street gangs, so he signed up for the local town guard as a teenager. Under the wing of the kindly Sergeant Horace Jackrum, John learned to combine his natural cunning and street smarts with a sense of justice and decency, helping to protect others who couldn't protect themselves. He broke up bar fights and chased down pickpockets, but his constant exposure to the worst criminals in society gradually eroded away his youthful optimism.
Still, having found his true calling, John is happy to serve and protect the humble villagers of Farendale. He does his best to make his corner of the world just a little bit better, and if all he ever accomplishes is maintaining the sleepy, peaceful status quo of the village, that's good enough for him.

Tactician vs Investigator

Pros: Tactician has full BAB and plenty of weapon and armor proficiencies

Tactician can select Teamwork feats as bonus feats. However, allies must still select these as well, making it a bit difficult to coordinate

Tactician gets Survival as a class skill, which might help in tracking down criminals during an investigation.

Tactician's full BAB allows for a higher CMD, which allows for a greater chance of success in disarming opponents and criminals.

Cons: Tactician does not get Knowledge (local) or Perception as class skills, two essential skills for any guard or watchman.

Tactician does not get Acrobatics as a class skill, making it more difficult for a watchman to navigate obstacles during a chase.

Tactician does not get Disable Device as a class skill, meaning that he can put handcuffs on a prisoner, but despite interacting with shady lockpickers on a regular basis, he has only the vaguest idea of how to get the handcuffs open again.


I'm a little unclear on something, have you selected the 6 you want for the party and now just finalizing the character concepts? Or were you encouraging the rest of us to adjust the characters and resubmit?

If it's the latter, did you have some input on Grizelda here? Is the village too poor for a library/general store?

Grand Lodge

The Ordinary DM wrote:
Abigail Westbrook Barmaid (Cleric): A barmaid is something this game needs. In fact it was one of the characters I had in the game I ran at the convention. She had a "Slap" special move where she could smack someone across the face and stun them. Definitely a good addition. I might suggest however you take the Cloistered Cleric build as it gives more skill points. As a barmaid you probably have a wider array of skills than an average cleric (Although it does give diminished spell-casting). Just a suggestion.

2 more skill points a level is really not a lot-- I'd put them in Local and Dungeoneering most likely. If I had a second trait, it'd be for Knowledge (local), but right now I can just gather information with diplomacy. I was going to go heavy bluff, disable device, a bunch of stuff with the trickery domain, but then I dropped the "rogue" portion of my backstory so I didn't need them.

And then I get only one domain, a spell lost per level, and bonuses to reading-- which unless this small town is pretty progressive, she might not be able to read beyond an elementary-school level. Then scribe scroll and breadth of knowledge... I don't imagine her as really worldly. She's lived in one town her whole life and doesn't even know she casts magic.

And then bit of luck is much better than aiding another from 30 feet away. Roll twice for everything in this entire round trumphs +2 to one check. I'm certain 40ft speed will come in handy at one point when I need to run away, too!

But thank you for the suggestion.

Interestingly enough, I noticed you put Ranald as the god of luck-- I'm really REALLY familiar with Ranald from Warhammer Fantasy. Are they essentially the same? Because it'd be so cool if they were. He even has a Shalya to steal his divinity from. :)


Abigail wrote:

Interestingly enough, I noticed you put Ranald as the god of luck-- I'm really REALLY familiar with Ranald from Warhammer Fantasy. Are they essentially the same? Because it'd be so cool if they were. He even has a Shalya to steal his divinity from. :)[/spoiler]

Wow that is some old stuff, I even had to google it. Ive been invested in the setting and Games Workshop games in general for many years, but not as far back as 2nd edition...Cant help but wonder how old you are -.-


DM: Is there any way I can get Perception or Knowledge (local) as a class skill for the Tactician? Pretty please?

There are traits that let me do that (Eyes and Ears of the City, World Traveler), but we're limited to only 1 trait, and the MW Manacles from Law Enforcer is just too perfect for John to give up.


Had a look at DMs aliases and post history, to see if he had posted anywhere else recently, get an idea if hes still around. What I found was another game he was DMing where the players wrote in dicussion that the DM had dissapeared, and a game where he failed to show up after being chosen...

If this is an indication of commitment leve, im losing faith in this.


He responded to my PM after his initial absence. Seemed like a good guy, with good intentions. But that only takes you so far. I see it way too often where people fail to follow through with good intensions. I'll PM him again and see if that draws him back to us.


Is this going to die on the vine? If it is I want to join another game that IS playing...

:-(


Still a neat idea. And some amusing characters. We could have our own show on USA.

Shadow Lodge

Hello folks. As much as I really wanted to run this game, things in my life have gotten quite busy. I've got work, family, preparations for a gaming convention and numerous other events in my life at the moment. I've got too much on my plate to also run a Play By Post at the same time. So I might as well end it before it begins. I am truly sorry if I wasted any of your time with this game. I do hope however I have inspired someone to follow in my footsteps and run their own Ordinary Heroes style game. So for all of you thanks for coming out and good gaming to you.


ATTENTION!! I'm going to take this thread over and run an old AD&D campaign I have - modified for Pathfinder - for this group. Previous posters have first right of refusal... I plan on choosing the party and starting Sunday nite. Let me know if you are still interested in this =)


Jerry the Farmer wrote:
ATTENTION!! I'm going to take this thread over and run an old AD&D campaign I have - modified for Pathfinder - for this group. Previous posters have first right of refusal... I plan on choosing the party and starting Sunday nite. Let me know if you are still interested in this =)

Should probably make a new post altogether; this thread is already linked to Ordinary GM's campaign, so you won't be able to link it to a discussion or gameplay or campaign info tab.

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