Lost City of Barakus.

Game Master CrazyYodler

Endholm - City and Region Information
Drawn Map of Endholm
Map of the Area Around Endholm
Map of Endholm (Not Drawn)
Current Battle Map


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Being located a the intersection of the two major traderoutes and the mouth of the Gaelon River has made Endhome the trading capital of the continent , This independent city-state boasts a well-trained and highly disciplined guard that keeps the streets safe and hospital for its many wealthy and influential visitors. There is wilderness abound surrounding the town and unknown secrets that have either been discovered and forgotten or never found at all. What has brought you to this town?

Expectations:

This area will entail expectiations of both myself (the GM) and the players (you lovely lot). This is something that I do with all my groups, which of late have been mainly face to face encounters.

GM: I will do my best to be attentive and responsive to your needs, this is not always clear to me and would love to have feedback if you have any concerns that need to be taken care of. I am not perfect and strive to provide the best experience for everyone here.

I am looking to complete this adventure and have the possibility of projecting it further (where ever that may take us (ie. SLumbering Tsar or any other terrible things that we can thing of.)

The adventure itself is open as a cave, anywhere you want to go any lead you want to pursue is yours. I will strive to make each and every journey unique and enjoyable for everyone.

Player Expectations: If selected, players should be able to post at least once a day during the week and at least once on the weekends. I understand real life can get in the way sometimes and is definitely first priority, but if you don’t think you can consistently post once a day during the week and once on the weekends, then please do not apply.

I also want players to actively engage in the story. I, as the GM, should not be the only one pushing the story along. I’m sure there will be times when I have to push everyone along, but I would much prefer for players to take the initiative in moving the story forward.

I want everyone to assist with keeping track of the loot. There are several different systems to keep track of throughout the Adventure Path and loot seems like the kind of thing players should be taking a personal interest in anyway. We’ll be using Google slides for this, as well as for maps, and general game information.

Consistency: Communication is key, if you have real life or other issues that will effect your posting, let us know in the discussion thread, this will be an opportune time to either DMPC the character or let the story flow on naturally and have them pick up later.

Players missing for an unannounced time of more than 7 days will be looked to be replaced.

[spoiler=Combat]
The following PC rolls will always be made by me to keep things moving:


  • 1. Initiative
  • 2. Perception
  • 3. Sense motive
  • 4. Saving throws
  • 5. Group diplomacy*

Where the group is involved in a diplomatic action and a diplomacy roll is required, I will roll using the PC with the highest modifier for the group as the primary roll and the next highest modifier for an assist. Depending upon roleplaying and other circumstances, I may allow multiple assists also, or require someone other than the PC with the highest modifier make the primary roll. Otherwise, the players roll these individually.

We will be using an iteration of google (Slides/Draw) for combat maps, please describe your movement rather than saying you move from "here to here". I would love to have your movement also apply to your overall RP in the world we are creating.

"OOC" to be used for metagaming terms (ie. Move, Action, Swift Action.) as well as post related questions (ie. Can I move here without provoking an AoO?)

"Bold" Letters to be used for speech.

Please try to stay in Third Person Limited

Character Creation:

Starting Level: 1

Starting Wealth: Class Average

Alignment: Any non-evil

Races: Published Races. I’m willing to consider other races, but would need a suitable background.

Classes: Anything published by Paizo.

Ability Scores: 4d6 Drop lowest. Keep your array or reroll. You only get one reroll. Choose wisely.

Hit Points: Max at first level, roll or average + 1 on your next level up.

Traits: Have up to two traits, please have them accurately tie into your character.

Background Skills: 2 per level.

Experience Will Track experiece for you and let you know when to level up.

Background:

This is really up to you, let me become invested in your character. I would love to be able to grasp your concept in as many words as you deep necessary. Any type of media is accepted to allow me to be able to better understand your character.

Recruitment will be open until June 16th 2018.

Sczarni

Stats: 4d6 ⇒ (3, 3, 3, 3) = 12 9
Stats: 4d6 ⇒ (6, 6, 6, 5) = 23 18
Stats: 4d6 ⇒ (5, 1, 2, 4) = 12 11
Stats: 4d6 ⇒ (6, 5, 1, 1) = 13 12
Stats: 4d6 ⇒ (4, 1, 5, 2) = 12 11
Stats: 4d6 ⇒ (5, 6, 4, 2) = 17 15

Hmmm, not horrible.

One negative, one Major, one Minor, one slightly above average and the others are around normal.

I could work with this for sure.


4d6 ⇒ (3, 6, 1, 3) = 13 = 12
4d6 ⇒ (1, 6, 5, 6) = 18 = 17
4d6 ⇒ (6, 6, 3, 6) = 21 = 18
4d6 ⇒ (5, 2, 2, 1) = 10 = 9
4d6 ⇒ (2, 6, 4, 4) = 16 = 14
4d6 ⇒ (3, 2, 1, 5) = 11 = 10


Hmmmm,The Lost City of Barakus, I've played a couple of other 'Frog God games.' I have trouble passing on a recruitment thread where you roll, you always wonder how lucky you'll get.

stat: 4d6 - 1 ⇒ (1, 4, 6, 5) - 1 = 15
stat: 4d6 - 2 ⇒ (4, 2, 2, 6) - 2 = 12
stat: 4d6 - 1 ⇒ (1, 2, 5, 5) - 1 = 12
stat: 4d6 - 1 ⇒ (4, 6, 1, 5) - 1 = 15
stat: 4d6 - 1 ⇒ (6, 6, 1, 1) - 1 = 13
stat: 4d6 - 2 ⇒ (5, 2, 6, 5) - 2 = 16

So a 31 pt buy the hard way. I like melee and skill players, let me see what I can put together in the next couple of days.


4d6 ⇒ (6, 3, 2, 5) = 16 14
4d6 ⇒ (2, 6, 6, 6) = 20 18
4d6 ⇒ (4, 5, 1, 3) = 13 12
4d6 ⇒ (4, 1, 1, 6) = 12 11
4d6 ⇒ (5, 4, 5, 4) = 18 14
4d6 ⇒ (4, 6, 5, 6) = 21 17

Yikes, that is better than expected! I usually stick with the more melee types with a little dip into skills, so I am thinking to branch out with some for m of spellcaster. I will get thinking.


4d6 ⇒ (5, 6, 3, 4) = 18= 15
4d6 ⇒ (2, 4, 6, 4) = 16= 14
4d6 ⇒ (3, 2, 4, 5) = 14= 12
4d6 ⇒ (6, 3, 2, 5) = 16= 14
4d6 ⇒ (4, 5, 3, 3) = 15= 12
4d6 ⇒ (2, 1, 3, 4) = 10= 09
Rather bland. This will be rather difficult.


Oh wait we get a reroll

4d6 ⇒ (1, 5, 3, 1) = 10= 09
4d6 ⇒ (6, 3, 5, 2) = 16= 14
4d6 ⇒ (4, 1, 4, 4) = 13= 12
4d6 ⇒ (4, 4, 6, 6) = 20= 16
4d6 ⇒ (5, 6, 4, 5) = 20= 16
4d6 ⇒ (6, 6, 4, 4) = 20= 16

This is definetly better.
And I think I will walk a path I never walked before, I will make a magus.


Stat roll 1:
4d6 ⇒ (4, 3, 6, 3) = 16
4d6 ⇒ (3, 6, 3, 4) = 16
4d6 ⇒ (5, 5, 5, 1) = 16
4d6 ⇒ (1, 2, 5, 1) = 9
4d6 ⇒ (6, 3, 4, 5) = 18
4d6 ⇒ (4, 2, 1, 4) = 11

Well, not too bad. Definitely better than your average heroic NPC anyway.

13, 13, 15, 8, 15, 10,


Stat reroll:
4d6 ⇒ (1, 4, 3, 6) = 14
4d6 ⇒ (2, 4, 6, 6) = 18
4d6 ⇒ (4, 1, 1, 3) = 9
4d6 ⇒ (1, 1, 2, 6) = 10
4d6 ⇒ (5, 5, 3, 2) = 15
4d6 ⇒ (1, 4, 4, 5) = 14

Well, drat. 13's abound for me it seems. It's a bit worse off for me this time than last time. Oh well.

13, 16, 8, 9, 13, 13,


Stats: 4d6 ⇒ (5, 5, 4, 1) = 15=14
Stats: 4d6 ⇒ (5, 3, 2, 4) = 14=12
Stats: 4d6 ⇒ (1, 5, 5, 5) = 16=15
Stats: 4d6 ⇒ (3, 2, 2, 5) = 12=10
Stats: 4d6 ⇒ (3, 3, 5, 4) = 15=12
Stats: 4d6 ⇒ (6, 3, 4, 5) = 18=15

I think I'll make an inquisitor.


Brandon Thalmos wrote:

Stat reroll:

4d6
4d6
4d6
4d6
4d6
4d6

Well, drat. 13's abound for me it seems. It's a bit worse off for me this time than last time. Oh well.

13, 16, 8, 9, 13, 13,

I've always found that suboptimal stats end up bringing out a more creating roleplaying experience for myself. Dont be discouraged ;)


DM Yodler wrote:
Brandon Thalmos wrote:

Stat reroll:

4d6
4d6
4d6
4d6
4d6
4d6

Well, drat. 13's abound for me it seems. It's a bit worse off for me this time than last time. Oh well.

13, 16, 8, 9, 13, 13,

I've always found that suboptimal stats end up bringing out a more creating roleplaying experience for myself. Dont be discouraged ;)

Thanks for the words of confidence! If this character is chosen, I'll definitely have fun with it.


I love the Frog God stuff. I played about 2 months of Slumbering Tsar once before the game died and have been wanting to get back in that world again...

4d6 ⇒ (5, 1, 3, 1) = 10=9
4d6 ⇒ (6, 6, 3, 4) = 19=16
4d6 ⇒ (6, 6, 1, 1) = 14=13
4d6 ⇒ (5, 4, 6, 4) = 19=15
4d6 ⇒ (2, 2, 1, 1) = 6=5
4d6 ⇒ (6, 2, 2, 2) = 12=10

ReRoll.

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

Much better. I'll have to think about this. My old character was an investigator from Bard's gate...maybe.


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

Sketching something as we speak.

Scarab Sages

Stat rolls: 4d6 ⇒ (1, 4, 2, 5) = 12=11
Stat rolls: 4d6 ⇒ (5, 2, 3, 4) = 14=12
Stat rolls: 4d6 ⇒ (5, 5, 4, 5) = 19=15
Stat rolls: 4d6 ⇒ (5, 2, 6, 1) = 14=13
Stat rolls: 4d6 ⇒ (4, 1, 4, 2) = 11=10
Stat rolls: 4d6 ⇒ (3, 4, 4, 2) = 13=11

reroll
Stat rolls: 4d6 ⇒ (5, 1, 6, 1) = 13=12
Stat rolls: 4d6 ⇒ (4, 3, 6, 2) = 15=13
Stat rolls: 4d6 ⇒ (1, 6, 2, 1) = 10=9
Stat rolls: 4d6 ⇒ (5, 3, 4, 2) = 14=12
Stat rolls: 4d6 ⇒ (1, 2, 1, 6) = 10=9
Stat rolls: 4d6 ⇒ (3, 4, 1, 6) = 14=13

A dog's breakfast all around.


Hmm, so i was thinking Cleric, but just not feeling it, I guess I am just not feeling full spellcaster just yet. Anyway to get to the point, I think Dwarven Bloodrager here I come!
Edit:- crazy post gym talk, going to stick with a cleric. Are we just using standard Pathfinder gods?


In addition to some other known "dead" gods. Will make a lost for you or supply some dirty specifics when I get home.


List of Gods.


As well will be adding more information on the setting and the city this evening. May contain information and insight that could help people in brainstorming.


One last thing on the gods section then, are you ok with some of the sub-domains? Just considering growth over plant, particularly.


I think I would like to start up a pbp game again, maybe.

4d6 ⇒ (2, 2, 2, 2) = 8
4d6 ⇒ (6, 5, 2, 6) = 19
4d6 ⇒ (5, 6, 2, 1) = 14
4d6 ⇒ (3, 2, 5, 6) = 16
4d6 ⇒ (6, 3, 1, 1) = 11
4d6 ⇒ (1, 1, 5, 2) = 9

6, 17, 13, 14, 10, 8
With 2 scores below 10, and one drastically so, I think I should like to reroll:

4d6 ⇒ (3, 1, 4, 3) = 11
4d6 ⇒ (4, 4, 2, 2) = 12
4d6 ⇒ (4, 5, 2, 5) = 16
4d6 ⇒ (5, 5, 1, 4) = 15
4d6 ⇒ (1, 1, 2, 3) = 7
4d6 ⇒ (4, 5, 1, 1) = 11

10, 10, 14, 14, 6, 10. Oof, that was a bad call. I can still have dual 16s if I set it up right, though, so it's all right. Might have to take toughness to not die...


4d6 ⇒ (5, 6, 3, 2) = 16 14
4d6 ⇒ (4, 2, 5, 2) = 13 11
4d6 ⇒ (4, 6, 2, 2) = 14 12
4d6 ⇒ (1, 5, 6, 2) = 14 13
4d6 ⇒ (4, 4, 6, 5) = 19 15
4d6 ⇒ (2, 3, 1, 6) = 12 11

I’ll try one more time and see if I can get better.

4d6 ⇒ (5, 2, 5, 2) = 14 12
4d6 ⇒ (2, 5, 3, 2) = 12 10
4d6 ⇒ (6, 5, 4, 2) = 17 15
4d6 ⇒ (5, 2, 6, 6) = 19 17
4d6 ⇒ (1, 1, 2, 6) = 10 9
4d6 ⇒ (2, 6, 4, 6) = 18 16

Looks like I got lucky. I can make the (-) be workable.


Wilhelm Shieldbreaker wrote:
One last thing on the gods section then, are you ok with some of the sub-domains? Just considering growth over plant, particularly.

As long as you pick a subdomain in its respective domain available to you, I am fine with it.

I usually treat them like archetypes anyways allowing customization. Ensure that you dont pick its parent domain or a domain you dont meet the prerequisites;)


DM Yodler wrote:
List of Gods.

Thank you, With 16, 15, 15, 13, 12, 12, I'm really considering a Paladin.

DM Yodler, what is your opinion on the Variant Aasimar Heritages


4d6 - 4 ⇒ (4, 6, 5, 6) - 4 = 17
4d6 - 1 ⇒ (6, 1, 5, 3) - 1 = 14
4d6 - 2 ⇒ (4, 2, 3, 2) - 2 = 9
4d6 - 4 ⇒ (4, 5, 6, 6) - 4 = 17
4d6 - 2 ⇒ (6, 2, 3, 2) - 2 = 11
4d6 - 1 ⇒ (1, 3, 3, 3) - 1 = 9

Hmm. Not too mad. Better not get too MAD, though. Is this campaign still more exploration-focused, rediscovering a lost city? Or are we in a city? Just to be clear. Not sure yet what I'll build, and it might make a difference.


Ouachitonian wrote:

4d6-4

4d6-1
4d6-2
4d6-4
4d6-2
4d6-1

Hmm. Not too mad. Better not get too MAD, though. Is this campaign still more exploration-focused, rediscovering a lost city? Or are we in a city? Just to be clear. Not sure yet what I'll build, and it might make a difference.

Depending on what you would like to persue. There are opportunities for exploration (both urban and wilderness.)

Several subplots and locations both inside and outside the town.

The bulk of the premise of the adventure is finding and exploring a forgotten city that rumored.

Will be starting in a town with it's own mysteries and subplots as well.

Ultimately it will be up to you. I also will alter things slightly depending on party preference (ie expanding certain plots of they are chosen, pursued and enjoyed.

Liberty's Edge

I'll throw my hat in the ring.

4d6 ⇒ (3, 1, 5, 5) = 14
4d6 ⇒ (3, 5, 1, 6) = 15
4d6 ⇒ (1, 1, 2, 4) = 8
4d6 ⇒ (3, 3, 4, 3) = 13
4d6 ⇒ (1, 5, 5, 4) = 15
4d6 ⇒ (1, 2, 4, 4) = 11

Ouch. Trying again...

4d6 ⇒ (6, 3, 4, 5) = 18
4d6 ⇒ (6, 6, 4, 4) = 20
4d6 ⇒ (3, 3, 4, 6) = 16
4d6 ⇒ (6, 6, 5, 1) = 18
4d6 ⇒ (1, 2, 1, 5) = 9
4d6 ⇒ (2, 3, 1, 2) = 8

Much better. 15, 16, 13, 17, 8, 7.

Before I dig into building a character, I've got some questions.

Is Barakus based in Golarion or another setting?

In a few words, how would you describe the themes of this campaign?

On the sliding scale of fantasy, how fantastical do you foresee this campaign being? 1 being super low fantasy (Game of Thrones) and 10 being super high fantasy (Chronicles of Narnia).


Robert Henry wrote:
DM Yodler wrote:
List of Gods.

Thank you, With 16, 15, 15, 13, 12, 12, I'm really considering a Paladin.

DM Yodler, what is your opinion on the Variant Aasimar Heritages

Would love to oblige. My knowledge of the alternate heritages is lacking so I don't have the experience to accept them as of yet.

I would how ever accept the favored class bonuses as well as alternate racial traits.


Feral wrote:

I'll throw my hat in the ring.

4d6
4d6
4d6
4d6
4d6
4d6

Ouch. Trying again...

4d6
4d6
4d6
4d6
4d6
4d6

Much better. 15, 16, 13, 17, 8, 7.

Before I dig into building a character, I've got some questions.

Is Barakus based in Golarion or another setting?

In a few words, how would you describe the themes of this campaign?

On the sliding scale of fantasy, how fantastical do you foresee this campaign being? 1 being super low fantasy (Game of Thrones) and 10 being super high fantasy (Chronicles of Narnia).

It is based on the "Lost Lands" with several books by frog god games.

I would probably rate it at a 5 in my opinion. Still having magic on a large scale. Not too many emboldened adventurers walking around.

As the author said here in an interview:

Quote:


IT is the cover of the old DMG (Dungeon Masters Guide) with the City of Brass; it is Judges Guild; it is Type IV demons not Tanaari and Baatezu; it is the Vault of the Drow not Drizzt Do'urden; it is the Tomb of Horrors not the Ruins of Myth Drannor; it is orcs not ogrillons; it is mind flayers not Ilithids (or however they spell it); it is Tolkien, Moorcock, Howard and Leiber, not Eddings, Hickman, Jordan and Salvatore; it is definitely Orcus and the demon-princes and not the Blood War; it is Mordenkainen's Faithful Hound not Elminster's Evasion; and it is Artifacts and Relics from the old DMG (with all the cool descriptions).

A lot of lost or forgotten artifacts and mysteries that tie into an older time. The general sense of the setting is a current age that has minor ties to its past (ie. Cults, dead gods etc.)

Hope that helps. Let me know if you need anymore clarification.

Liberty's Edge

Hrm. Sounds promising!

How would you feel about someone playing a minotaur in this? There's no official Paizo minotaur race but there's a couple good 3rd party ones on the SRD. This one in particular looks promising.

I'm considering a couple different characters - a down-on-his luck grizzled pit fighter or a hard fighting hard drinking greyguardish paladin.


Feral wrote:

Hrm. Sounds promising!

How would you feel about someone playing a minotaur in this? There's no official Paizo minotaur race but there's a couple good 3rd party ones on the SRD. This one in particular looks promising.

I'm considering a couple different characters - a down-on-his luck grizzled pit fighter or a hard fighting hard drinking greyguardish paladin.

Actually used that template for a game I have run. Worked out fine and you have my blessing.

Also take into consideration why your paladin drinks. Sorrow? Guilt? Escape?

Liberty's Edge

He has a passion for life that makes him a bit of a hedonist. Do you think that makes him a bad fit?

I’ll get the bones of a character and a background together tonight.


Feral wrote:

He has a passion for life that makes him a bit of a hedonist. Do you think that makes him a bad fit?

I’ll get the bones of a character and a background together tonight.

Not at all was just curious personally. Always interested in non status quo Paladins


4d6 ⇒ (2, 6, 4, 6) = 18 16
4d6 ⇒ (5, 6, 3, 4) = 18 15
4d6 ⇒ (6, 3, 6, 5) = 20 17
4d6 ⇒ (6, 6, 6, 4) = 22 18
4d6 ⇒ (2, 4, 3, 6) = 15 13
4d6 ⇒ (2, 5, 6, 1) = 14 12

Wow... I have a couple of ideas I would like to try out, and love Frog God games. DM Yodler, would Ultimate Intrigue and/or Occult Adventures be allowed (I don't think I'll whip up anything that complicated, but still...)?


4d6 ⇒ (1, 4, 4, 1) = 10
4d6 ⇒ (2, 1, 3, 1) = 7
4d6 ⇒ (3, 1, 1, 3) = 8
4d6 ⇒ (3, 2, 4, 5) = 14
4d6 ⇒ (1, 6, 1, 6) = 14
4d6 ⇒ (1, 1, 6, 5) = 13
Ow ok lets try this again.

4d6 ⇒ (2, 4, 6, 3) = 15
4d6 ⇒ (3, 3, 5, 5) = 16
4d6 ⇒ (4, 3, 6, 6) = 19
4d6 ⇒ (2, 4, 4, 2) = 12
4d6 ⇒ (4, 5, 3, 1) = 13
4d6 ⇒ (3, 1, 5, 3) = 12
Ok a good improvement


Albion, The Eye wrote:

4d6 16

4d6 15
4d6 17
4d6 18
4d6 13
4d6 12

Wow... I have a couple of ideas I would like to try out, and love Frog God games. DM Yodler, would Ultimate Intrigue and/or Occult Adventures be allowed (I don't think I'll whip up anything that complicated, but still...)?

Would love to have them as options for you.


1 person marked this as a favorite.

I have this idea of an elven sword dancer (Blackblade/Kensai Magus), wielding a thornblade would make a nice addition to your story.
Having just passed his rites of adulthood he is wandering the world on a sword pilgrim travel, to learn more styles and enemies to test his abilities on.
Personality wise he(or she I am not yet sure) was raised in a reclusive village and is hungry for the world, for it´s people, its music, its food, their stories.
A happy go lucky person but deep down a bit insecure, knowing that he might be older in years then others, he is serious lacking in experience and is rather insecure, especially with members of the other sex.

Liberty's Edge

Does it make sense for us to be natives of Barakus or should we build our backgrounds in a way that makes us new to the city?


Roll: 4d6 ⇒ (2, 2, 3, 3) = 10 8
Roll: 4d6 ⇒ (4, 3, 1, 5) = 13 12
Roll: 4d6 ⇒ (3, 2, 2, 2) = 9 7
Roll: 4d6 ⇒ (1, 2, 6, 4) = 13 12
Roll: 4d6 ⇒ (5, 5, 6, 1) = 17 16
Roll: 4d6 ⇒ (5, 2, 4, 4) = 15 13

Meh, I'll try a re-roll

Roll: 4d6 ⇒ (2, 6, 4, 2) = 14 12
Roll: 4d6 ⇒ (6, 1, 5, 2) = 14 13
Roll: 4d6 ⇒ (5, 2, 1, 1) = 9 8
Roll: 4d6 ⇒ (1, 4, 4, 3) = 12 11
Roll: 4d6 ⇒ (6, 6, 6, 2) = 20 18
Roll: 4d6 ⇒ (1, 5, 1, 6) = 13 12

Well, it's slightly better... at least there's not two sub-10 rolls. I'll see if an idea strikes me.


4d6 ⇒ (1, 5, 5, 1) = 12-1=11
4d6 ⇒ (2, 2, 5, 3) = 12-2=10
4d6 ⇒ (5, 3, 2, 1) = 11-1=10
4d6 ⇒ (5, 5, 4, 6) = 20-4=16
4d6 ⇒ (4, 5, 4, 5) = 18-4=14
4d6 ⇒ (6, 2, 3, 5) = 16-2=14

Re-roll for the fun of it.

4d6 ⇒ (4, 3, 3, 6) = 16-3=13
4d6 ⇒ (1, 5, 2, 6) = 14-1=13
4d6 ⇒ (5, 1, 6, 2) = 14-1=13
4d6 ⇒ (1, 5, 4, 6) = 16-1=15
4d6 ⇒ (5, 1, 4, 6) = 16-1=15
4d6 ⇒ (6, 4, 5, 5) = 20-4=16


Grendar Rockfoot statblock:
Male LG Dwarven inquisitor 1 of Mitra
AC 10, T 10, FF 10
Hp 13 (1d8+5)
Fort +3, Ref +0, Will +5 (+2 vs poison, spells & SLAs)
Speed 20ft.
Melee Warhammer +2, 1d8+2/*3
Spells, cl 1
0 - Detect Magic, Read Magic, Daze, Stabilize
1(2/d)- Divine favor, Cure Light Wounds
Special Attacks Hatred, Judgment 1/d
Str 14, Dex 10, Con 12, Int 10, Wis 16, Cha 4
BAB +0, CMB +2, CMD 12(16vs trip & bull rush)
Feats Toughness
Traits Truth's Agent, Fate's Favored
Skills Bluff +7, Diplomacy +7, Intimidate +8, Knowledge(Religion) +4, Perception +7, Perform(Oratory) -2, Profession(priest) +7, Sense Motive +8
Languages Common & Dwarven
Special Abilities Conversion Inquisition(Charm of Wisdom), Craftsman, Defensive Training, Hardy, Monster Lore, Orizons, Stability, Stern Gaze+1, Stonecunning, Weapon Familiarity
Gear to come

A tiny bit about Grendar:
Grendar has just about as much personal magnitism as a particularly boring chunk of rock. That and a prodigous heap of good luck, saw him singled out from the other hopeful acolytes and priests in training of Mitra, to be given special training. While he's still a bookish young dwarf at heart, Grendar has become an apprentice inquisitor. Skilled in covert work, his mission is to ferret out the truth of corruption in places where Mitra's more obtrusive servants could not otherwise go.
At least, that's the theory. He hasn't done much fieldwork yet. Eager to prove himself, the young dwarf has come to Endhome to ferret out evil wherever he may.

I figure I'll go with something like Grendar. I'd prefer for him to have some more knowledge skills, but it's not the end of the world. Once I hit lvl 2, he should be able to cover a pretty wide basis, from Survival to knowledge rolls for at least the most common types of creatures. Making a functional character with these kinds of stats is a very interesting exercise.


Feral wrote:
Does it make sense for us to be natives of Barakus or should we build our backgrounds in a way that makes us new to the city?

Either or is acceptable. Will have some city information available for everyone in a day or so.

Will give you the overall idea of how things are laid out.


DM Yodler wrote:
Feral wrote:
Does it make sense for us to be natives of Barakus or should we build our backgrounds in a way that makes us new to the city?

Either or is acceptable. Will have some city information available for everyone in a day or so.

Will give you the overall idea of how things are laid out.

Sorry. Van be a native of endholm not barakus. Barakus itself is not a functioning town.

Liberty's Edge

Okay, I left out some of the details for lack of knowing the setting but this is what I've got for my minotaur paladin.

Background:
Bjorkus was born to a pair of veteran minotaur mercenaries that had made a life for themselves protecting merchant vessels doing business along the *placeholder* coast. When he was still a calf, his mother was killed at sea during a terrible storm. Left to raise his son alone, his widowed father retired from a life at sea with his young son.

Fortunately for the duo, Bjorkus’s father never struggled to find work (as a fearsome mountain of muscles that’s good with a sword is always needed by men and women in dangerous professions). The bull’s immense strength and strict code of honor instilled a confidence in his employers that brought them back to hire him on repeat occasions. He was a stern minotaur with a warrior's heart but despite all appearances he was not a mindless brute without compassion. He raised Bjorkus with a love for life and a fierce understanding of right and wrong.

Along with morality and training in the warrior's arts, he taught his son other skills - some would call magic. He taught Bjorkus how to truly see a man for that he's worth, to peer into the heart and see if darkness had taken root. He likened it to how a predator spots sickly prey, those should perhaps be culled from the herd. Perhaps most importantly, he taught Bjorkus how to stir the hearts of men and steal the hearts of women.

On the eve of his fifteenth summer, Bjorkus struck out on his own in search of adventure and glory.

Appearance:
Bjorkus is a great bull of a man (har har) that towers over most humanoids. His massively built frame wears its power well, with broad shoulders, a barrel chest, and limbs massive with bulging sinew. A bovine head sits atop his shoulders, complete with a thick set of meticulously maintained horns. His dark mane is tightly bound in a braid that dangles midway down his thickly muscled back.

He’s clad in a half shirt of worn mail and a hide loincloth. A mighty battleaxe hangs loosely from a hoop on his belt.

Crunch:
Bjorkus
Minotaur paladin (oath of the people's council) 1
LG Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 17 (1d10+7)
Fort +5, Ref +1, Will +2
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee battleaxe +5 (1d8+4/×3)
Special Attacks inspire courage +1
Paladin Spell-Like Abilities (CL 1st; concentration +2)
. . At will—detect evil
Paladin (Oath of the People's Council) Spells Prepared (CL 1st; concentration +2)
--------------------
Statistics
--------------------
Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +6 (+8 bull rush); CMD 16 (18 vs. bull rush)
Feats Extra Performance, Improved Bull Rush, Toughness
Traits bred for war, magical knack
Skills Acrobatics -6 (-10 to jump), Diplomacy +5, Intimidate +2, Perform (other) +5, Perform (oratory) +5
Languages Common, Giant
SQ stirring monologue
Other Gear armored kilt chainmail, heavy wooden shield, battleaxe, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol
--------------------
Special Abilities
--------------------
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Stirring Monologue (11 rounds/day) (Su) Can use bardic performances by using perform (oratory).
Cunning Gain a +2 racial bonus on saving throws against mind-affecting effects, and effects that would physically trap, such as forcecage, imprison, or maze.
Naturalist Can make knowledge (nature) checks untrained.
Powerful Stomp (Ex) As a standard action, stomp the ground, dazing each creature within 5 feet of it for 1 round. A successful Reflex save (DC 10 + half the minotaur’s character level + its Strength modifier) negates the effect. After the minotaur has used this ability, it must wait 1d4+1 rounds before doing so again.


DM Yodler, After I posted interest here, I've been accepted into a couple of other games. So I'm going to withdraw my 'dot.' Thanks for running the game and good luck everyone.


Stat: 4d6 - 4 ⇒ (6, 6, 4, 5) - 4 = 17
Stat: 4d6 - 3 ⇒ (6, 5, 3, 5) - 3 = 16
Stat: 4d6 - 1 ⇒ (5, 3, 1, 5) - 1 = 13
Stat: 4d6 - 1 ⇒ (1, 6, 5, 2) - 1 = 13
Stat: 4d6 - 3 ⇒ (6, 6, 4, 3) - 3 = 16
Stat: 4d6 - 1 ⇒ (5, 1, 1, 6) - 1 = 12

Rolled stats (good ones!) and the possiblity of Minotaurs (my favourite race ever!!!) as a PC class! Where do I sign up?

Oh... yeah...here...

Consider me signed up for something Minotaur - I'll have a little think and see what jumps out at me.


Inquisitor Beltin Comsecu, Background:
Beltin Cosmescu is an aasimar inquisitor of Mitra. He was born in a small village called Dewsbury, approximately 50 miles northeast of Endhome. That village, called Dewsbury had little to offer one who felt the need to adventure or explore the world, but it had Beltin. Beltin's celestial heritage is not apparent as the stereotype would have you believe, he has no violet eyes or silver hair or golden halo. The only thing that gives it away aside from his magical abilities are the flecks of gold and silver sprinkled liberally across his otherwise light blue eyes.

His parents were farmers who occasionally sang and played the pipes in the local tavern, but aside from that, there was nearly nothing remarkable about his upbringing. He grew up loving the idea of being a traveling minister, like the ones who came into Dewsbury occasionally teaching the word of Mitra, Freya, Ra, and Njord. Young Beltin was most taken by the teachings of Mitra, with his emphasis on fairness and egalitarianism appealing to the young man's sense of fair play.

Beltin made his way to Endhome to become a cleric of Mitra, seeking to teach others to be fair and equitable as he himself had been taught, but that was not to be. Whatever the stereotypes about aasimar and clergy may be, Beltin did not have the wandering pastor's disposition. He's gruff, in-your-face and lacks skill in therapeutic arts and is not much of a teacher by nature.

However, one Father Psellus saw that what Beltin lacked in traditional nurturing and caring he had in strength of conviction and unflinching resolve. Psellus thought he wouldn't do well as a paladin, with their general public presence and his lack of what one might call inspirational people skills, but every shepherd needs a sheepdog, and that's what inquisitors are for.

Beltin has taken to inquisitor training quickly and without any of the compatibility issues that plagued his initial cleric training and built for himself a happy little life. He's currently involved with a shoemaker's daughter named Ionna and considering denying assignments outside the city in order to settle down and get married to her, but wants to earn enough money to throw her dream wedding for her, and thus is keen on taking more dangerous assignments and side jobs to reach that goal.


I am interested
Stat: 4d6 - 4 ⇒ (4, 4, 5, 5) - 4 = 14
Stat: 4d6 - 1 ⇒ (6, 3, 5, 1) - 1 = 14
Stat: 4d6 - 1 ⇒ (5, 4, 1, 6) - 1 = 15
Stat: 4d6 - 4 ⇒ (6, 5, 4, 4) - 4 = 15
Stat: 4d6 - 1 ⇒ (1, 5, 1, 3) - 1 = 9
Stat: 4d6 - 1 ⇒ (2, 5, 1, 1) - 1 = 8

Worth a re-roll
Stat: 4d6 - 1 ⇒ (1, 5, 2, 6) - 1 = 13
Stat: 4d6 - 2 ⇒ (6, 3, 2, 6) - 2 = 15
Stat: 4d6 - 1 ⇒ (2, 1, 2, 5) - 1 = 9
Stat: 4d6 - 4 ⇒ (4, 4, 6, 3) - 4 = 13
Stat: 4d6 - 2 ⇒ (2, 5, 5, 4) - 2 = 14
Stat: 4d6 - 4 ⇒ (4, 6, 4, 6) - 4 = 16


BackGround:

Elitan joined the army when he was 16, anything to get him off the farm. Luck or fate had him assigned to a company of scouts the wood craft his father had taught him enough that he was able to excel as a scout. But not every man is made for war, some of the things that Elitan did and witnessed changed him. When his tour was finished Elitan left the army, Left people, behind. For nearly 10 years he has lived on the fringe as a trapper, prospector and bounty hunter. Luck or fate has struck again a hard winter put Elitan in a position where he was forced to accept a bounty, the trail has lead him to Endhome


Putting Hedran forth - self made, ambitious and headstrong melee Magus. I have his background in my head, but for now follows the base crunch.

Hedran:

Hedran
Male half-orc magus 1 (Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d8+3)
Fort +6, Ref +5, Will +5
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee bardiche +4 (1d10+6/19-20) or
. . dagger +4 (1d4+4/19-20) or
. . scimitar +4 (1d6+4/18-20) or
. . silver light mace +4 (1d6+4)
Ranged sling +3 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks arcane pool (+1, 5 points), spell combat
Magus Spells Prepared (CL 1st; concentration +5)
. . 1st—frostbite[UM], shield
. . 0 (at will)—daze (DC 14), detect magic, ray of frost
--------------------
Statistics
--------------------
Str 18, Dex 17, Con 15, Int 18, Wis 13, Cha 12
Base Atk +0; CMB +4; CMD 17
Feats Endurance, Rime Spell[UM]
Traits fate's favored, magical lineage
Skills Appraise +5, Intimidate +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Linguistics +5, Perception +2, Spellcraft +8, Use Magic Device +5
Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Orc
SQ orc blood
Other Gear lamellar (leather) armor[UC], bardiche[APG], dagger, scimitar, silver light mace, sling, sling bullets (30), bedroll, belt pouch, belt pouch, grappling hook, hemp rope (50 ft.), magus starting spellbook, trail rations (6), waterskin
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Special Abilities
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Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Sacred Tattoo +1 to all saves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

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