Mercenaries of Risal

Game Master BigBenClockTower


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Hello everyone! I am BigBenClockTower (just call me Ben), and I have been away from roleplaying for a while now. I used to try and run campaigns, but work and school had kept me occupied far too much to properly run a game, and most of them died off.

However, I have finished with one of those since, and now I have time available to actually run something, and I am eager to get back into it. So I am looking for players interested in a homebrewed setting I've worked on for years now. In particular, I'm looking for between two and four players. The game will be primarily played out on these forums, and will work as a usual play-by-post game. For any scene involving tactical movements or actions, we will use Roll20. Any descriptive text related to the actions taken in a tactical encounter should still be posted on the forums.

The setting is a continent known as Iteria, though this adventure takes place specifically in the region of Risal, a region steeped in history. The players will be joining a Mercenary Guild early on in the story, and will go through a plot involving trinkets said to unlock the road to an ancient artifact when brought together. Maybe they'll even come to run the guild at a point!

My campaign is one-hundred percent new player friendly, and is story / character focused. If you're interested, and I hope you are, I've put the required reading below.

Starting Level: 5
Races: Core and Featured Races are allowed. Uncommon Races require my approval.
Classes: Core, Base, and Hybrid Classes are allowed. Use the Unchained variant of the Class where available. Templates require my approval.
Ability Scores: Use a 20 Point Buy. No Ability Score can surpass 18, or be less than an 8, before Racial Modifiers are applied.
Alignment: Any non-Evil Alignment is allowed. Lawful and Neutral Evil Alignments require my approval, and Chaotic Evil is not allowed.
Traits / Drawbacks: Take any two Traits. These choices should be flavor / fluff focused, so be ready to justify your choices if asked about them. You may take a third Trait if you take a Drawback. The Drawback should be flavor / fluff focused, so similarly be ready to justify your choice if asked about it.
Deities: Any official Deity is allowed, especially for flavor / fluff, but you cannot be more than one step away from the chosen Deity's Alignment.
Wealth: You will each start off with 5,250gp to spend. Any remaining gold will be pooled, and put towards the initial funding for the Guild Hall (and extras) you will receive early in the story (the more saved, the better, obviously).

Additional Rules: Variant Multiclassing, Automatic Bonus Progression, and Background Skills are all in effect. Anything Occult related is not allowed. A slightly modified version of the Downtime rules will be used for the construction, operation, staffing / membership, and upkeep of your Guild Hall; these will be expanded upon when the need arises (which will be later on in the story). Lastly, Third-Party Content is disallowed.

Special Note 1: Alignments are treated loosely, and not as any kind of hard rule. Lawful Evil can do good things, as readily as Chaotic Good can do evil things. I look at the character's motivations and morals to determine if they are acting in their Alignment or not. Do be ready to justify an act if someone (myself or another player) is concerned.

Special Note 2: Magic Items and Firearms within this setting are less common than they are normally, when compared to base Pathfinder expectations. Treat any of either that you find as though they are irreplaceable (that is, with great care). Expect higher prices as well on many of them.

As to setting information, I am compiling some Google Documents that will be filled with setting information that I can link here (suffice to say they are not entirely finished, and will be amended here when available). I'm leaving a lot of it out of this post as text so as to avoid clutter. However, while awaiting the documents, please do ask questions! I'd love to answer any you may have about the setting, especially if it helps build the character.

When posting a character, please include the following: A backstory, statblock, and a description. Additionally, include a short scene of your character, doing whatever they would be doing right before being given a letter of summons by a mysterious and playful Gnome courier who calls herself Trick.

Remember, ask questions! I'll be recruiting until I get up to four players, or a couple weeks passes. I'll check this thread every few hours, so expect a reply pretty swiftly. Thanks for any interest!


do you have quick description of the area the campaign is starting in? ie is it medieval France, the roman empire, fantastical ancient egypt?

Also what about gods?


The Gods are the standard Paizo pantheon.

The area for our start is closest to dark ages Europe. There is a monarchy, a kingdom, swords and sorcery stuff. A world map should be up by the end of this weekend, as I've been working on it.


1. Would you be open to a lawful evil type who believes in harsh order? A cavalier, samurai, or anti-paladin perhaps?

2. If we're in a guild, will the leadership feat be allowed?

Liberty's Edge

Question on Special Note 2:

Does this apply to things that we buy at start up? Will they cost more, or do we just need to work anything like that into the story?

... Are cheaper/lower level magical items okay to buy, like an ioun torch or sleeves of many garments, or is there a limit on what is allowed, so we should save it for something more significant?


Are Deities chosen from the Pathfinder lists?


Also, will feat tax house rules be used?

Liberty's Edge

How are you doing HP? Max first then half plus one, or rolling each level, or something else?

I'm working on an Oracle.

Background:

Zaeta's Dad was a pirate captain, and her mother a former slave originally from a Kellid tribe that her father transported on his ship and fell in love with, and purchased. To an outsider, her family life was a mess from the beginning, but it worked for them. Her father tried to teach her pirating, and she liked the fashion and the freedom, but she was much more drawn to the ship itself, the way that it protected them all, and her mother saw that she had an affinity for wood, and started teaching her some of the traditional wooden weapons of her homeland, since she wasn't really picking up the rapier really well.

She proved proficient at the wooden weapons, and at mending wooden things. Life was good. She could fight, which made her father proud, and she was in tune with nature, which made her mother proud. All was right with the world, until their ship was attacked and boarded by some lawful idiots who cared more for the law than for people. They cared not a whit about people, only that her father had been skirting the law. They led him away in shackles. Her mother didn't have any idea if there was paperwork proving that she was free, so her slave brand made her a slave again, and she was taken to be sold, and Zaeta was not old enough to be responsible for her actions, according to another insane law, and so she was shipped off to an orphanage somewhere to be "educated."

She learned. She learned what they taught, and what they didn't teach. She knew from her father how money controlled everything, and even better, how to get it. She was a ringleader of Orphanage thieves before she was 14, and had stolen enough money to purchase her mother by the time she was 16. Her mother had suffered... Zaeta could tell, but she didn't know what to do about it. She just kept running the orphanage pickpockets, beggars, and thieves, and bringing home money so that her mother could eat. Her mother was also earning money, cleaning for people, and eventually they had enough to bribe the guards to let her father out of prison.

They couldn't stay after that though. She left her little crime ring in the care of a younger kid, and they ran for somewhere they wouldn't be tracked down. Which turned out to be here. Once reunited with her father, she didn't have to participate in crime, but she often did anyway, just out of habit. She started having horrible dreams of bad things happening though, and when she went out to do some banditry, they seemed to come true... but for some reason, even though she knew something bad was going to happen, she couldn't do anything about it, and in fact sometimes it turned out that *she* was the one causing the bad things. She told her mother about the dreams, and her mother told her that she was doing things contrary to her nature, and that the Gods were warning her that she needed to stop... to find peace.

She tried to follow her mother's advice, and as she wandered the forest more and more, she realized that she really wanted to go back to just working with wood. She apprenticed with a tradesman who helped her refine her gift, and who also happened to be a follower of Erastil. He told her that she had a magical talent given to her by the gods, which also was the reason for her dreams. His words rang true to her, and she realized that her mother was right. The gods had been telling her to take a different path in life.

She has no idea why she was chosen by the gods, or why she can sometimes know what is going to happen before it does, but she is still determined to be a better person, and take advantage of their warning and guidance to try to rescue herself, just as they must have helped her rescue her parents. She also thinks that if the gods give her power to change things, she is determined to make things better. Where good matters more than the letter of the law, and where helping people can triumph over corruption.

She started looking for honest work, literally, and has been working at a carpentry shop and as an archer for some caravans, but the money seems inadequate to her dreams (and in comparison to her former largess). She's looking for an adventuring party to hook up with; if she finds the right one she might be able to do great good and make some money at the same time, which would be ideal. :)

That's the flavor... still working on the crunch.


Im in baby

Love playing Investigators, and would really like to see what one can do at level 5.

So I will post a Alt level 5 Investigator,


I’m in. Will be making an elven crossbowman. Got a build idea in mind that should be fun...


<-- Here is Zanbabe's submission.

I think everything is done except for the equipment. I have some basics in there, but will finalize after learning how you want us to handle magic items during our build.

Let me know if you have questions (or if I screwed anything up).

Edit: Oops. See something already. I didn't incorporate Automatic Bonus Progression. I'll put that in tomorrow. Sorry.


Grumbaki here. Bolt Ace coming together.


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@Zanbabe: It does not apply to anything bought at start up. Start up items are what your character already had on hand to this point. Anything acquired outside of start up will be more expensive accordingly.

As to the HP, max at level 1, and then half plus 1 for every following level.

For the background, this is a homebrew setting, so Kellid tribes don't exist. That said, there is a similar environment to Avistan, which is the Blackened Steps, a northern region, and it is largely populated by tribes.

As to the "lawful idiots," that sounds like it could have been work at the hands of one of the many groups operating in Zero, a Lawful Neutral kingdom focused more heavily on their laws and inclusive policies that are slanted heavily towards business.

Pirates typically come from anywhere, so there is no issue there. Overall, I like the story. It's cool. The build looks okay too, but I'll give it a few days. You may want to make new choices once I post up the differences in my setting to the Pathfinder standard, such as Goblins being allies with Humans, Elves and Humans hating each other, and Undead being an honest race choice with their own nation and everything.

@JoshB: Yes, the standard Paizo Pantheon is in use. Any official Paizo deity is fine.

@Decimus Observet: 1. Lawful Evil is fine, but just understand that ultimately, there are tenets and obligations he will be expected to uphold, and it may affect how others view him, especially across cultures.

2. Leadership will be allowed once you reach the appropriate level and have performed sufficient in-character preparations for it.

If you guys reach the point of running your own guild, you will be allowed to replace Leadership with another feat you qualified for at the level you initially took Leadership at, as at that point, you will control hires for the guild.

As for feat tax house rules, they will not be used. I read them over, and they seem interesting, but the very nature of how this game will be run, they will debalance the encounters very heavily, and I do not have an interest in rebuilding each one from the ground up (it also breaks a couple of NPCs).

World map is coming soon, guys. Just finishing up city statblocks.


I am thinking an Inquisitor of some kind


Is magic crafting allowed considering the rarity of magical items. If a character has the crafting skill, how will it apply to the characters starting items?


Question: how does Automatic Bonus Progression work with natural weapons? Because I’m thinking a werewolf could be a lot of fun


@miteke: Magic crafting is allowed. It will be one of the few ways to obtain magical items at a lower price. As to starting items, the price for a starting item is unchanged from normal. So crafting cost is 50% of that price. Once the campaign has begun, any crafted item will be 50% off its price, but the base prices will be higher. NOTE: Starting off with a lot of magical items through crafting is possible, but given the rarity of such items in the setting, be aware that the opinion of you those around you will have may be influenced by the value of what you have.

@Grumbaki: You can choose to attune an Amulet of Mighty Fists (or an equivalent item of your design), treating the Amulet as the weapon for the purposes of enhancements and attunement. That is my ruling. If you choose to start with only natural attacks (and no weapons), you can start with a free Amulet of Mighty Fists, but starting with any weapon means you will need to pay for one.


Awesome. :)

Will get a werewolf up soon


Looks like a sniper and lots of support characters proposed, so I think a Merc company could use a bruiser. Have an idea, may end up a ranger or barbarian, going to play around with the idea a bit.

@BigBen: wow, a free amulet of mighty fists, so they can attune all their natural attacks with one item they get for free? Damn, that makes being a two weapon fighter pointless. Even a two-handed fighter is disadvantaged in comparison to an unarmed fighter in that case. May need to rethink my idea.


GM PANIC here, This is Lady Zal, an Noble Duck Elf Psychic Detective [Investigator]. She sends her time as a for hire, problem solver and consultant / specialist.

Her back ground and info is all in this Alt, she is about 90% done. Just working out the final things about her.


wanderer82 wrote:

Looks like a sniper and lots of support characters proposed, so I think a Merc company could use a bruiser. Have an idea, may end up a ranger or barbarian, going to play around with the idea a bit.

@BigBen: wow, a free amulet of mighty fists, so they can attune all their natural attacks with one item they get for free? Damn, that makes being a two weapon fighter pointless. Even a two-handed fighter is disadvantaged in comparison to an unarmed fighter in that case. May need to rethink my idea.

It's not as big a boon as you might think. A fully built two weapon fighter, with the way automatic progression works, will always outperform them come later in the game. Also, they can never use an actual weapon, so they are reliant on other sources to boost the base damage of natural weapons. Additionally, aside from Claws, most of the basic natural weapons are singular anyway, so the standard restrictions of ABP still apply. Lastly, it limits their weapon choice, since they cannot use other weapons and still benefit, at least not without changing their attunement to the other weapon if they want the benefits. It also occupies an item slot for them, which could be used for other useful items. Literally giving up a magic item slot so their natural attacks can compete with everyone else. Also, they can only attune one natural weapon at a time.

@GM_Panic: Ahh! No Psychic stuff! Sorry! It's part of the Occult stuff I forbade. I can't allow the Psychic Detective.

EDIT: World Map and Area Maps are available under Campaign Info! I'll be putting up a short summary for each of the different nations tomorrow at latest! Please, ask questions.


Arr OK GM, Shame its a great class. I may go Iron Detective.
What level are firearms at in your setting. What would a revolver cost say.

Grumbaki wrote:
Question: how does Automatic Bonus Progression work with natural weapons? Because I’m thinking a werewolf could be a lot of fun

In Games I have GM'ed with ABP, I trait is as magic fang. A player picks a natural attack such a Bite, Claw etc, and its on that attack alone.

With unarmed attack, its gloves+1 etc.

seems to work fine.


@GM_Panic: For this Campaign, early firearms are rare. Advanced firearms and the Amateur Gunslinger feat do not exist. Firearms are treated more like magic items, and are viewed by most as things of wonder and mystery. Few know the strange secrets of firearm creation, and only Gunslingers (or an archetype that uses guns) can take the Gunsmithing feat. As a whole, guns are produced in small quantities by lone gunsmiths, typically from the Dwarven clans in Vasdroun. Though rare, some adventurers use guns.

Early firearms cost as per the default cost, but add an import cost unless purchased within Vasdroun. Import cost is an extra 10% of the basic price. Purchase of guns in Feyfaire is banned as per the "Noodle Incident Prevention Act" put in place four years ago. Gunslingers, or any archetype using guns, starts with a gun according to their features, and the prices related to those are unchanged.

Buying a gun is impossible without having appropriate documentation (which you are assumed to have as a Gunslinger, or an archetype using a gun).


Are Skinwalkers allowed? They aren’t a featured race.


Thanks GM that makes thing clear, Ok small rethink but I think I can do something cool with her. I think I am going to go with questioner-investigator-archetype Its more closer to my idea for her, as a Noble who hunts down crime and such.


@GM_Panic: Questioner seems fine to me.

@Grumbaki: Skinwalkers are allowed. However, just be aware that, in-character, perceptions of you may be altered accordingly by those around you. While I assume most players would expect such, I say it anyway, as the issue has arisen in the past.

The setting is one I try to keep generally realistic, and so if you're fine with any in-character ramifications that may come with being a Skinwalker, you are free to be one.


More information for you guys. You are starting in Arenstone, a nation known for their general open invitation to all races. Only Halflings are generally looked upon with disdain, mostly due to their typical status as a servant race (though any Halfling in Arenstone is a free Halfling, as slavery of any sort is outlawed outside of capital punishment at the crown's decision).

The guild you guys will be joining (through whatever events in your story lead you to sign up) is also run by a Guildmaster who is pretty aesthetic blind.


BigBenClockTower wrote:
More information for you guys. You are starting in Arenstone, a nation known for their general open invitation to all races. Only Halflings are generally looked upon with disdain, mostly due to their typical status as a servant race (though any Halfling in Arenstone is a free Halfling, as slavery of any sort is outlawed outside of capital punishment at the crown's decision).

That's good to know GM, gives a great idea about the tone of my PC, she is a lesser ranked Nobel so would be more willing to do what others if a higher rank would not. Like hang around halflings etc.

Her build, is one of great skills and party face, back up healer with ok combat skills but no front linner.


Dotting, thinking melee or skill monkey, maybe both. I really like slayers, let me work on it a little.

Do you have an end-of-recruitment date decided?


Dotting interest


<--- All done I think.
She looks good, :)

Let me know what you think.


BigBenClockTower wrote:
... such as Goblins being allies with Humans, Elves and Humans hating each other, and Undead being an honest race choice with their own nation and everything.

Really? Would undead be playable? do you have any of the 3rd party races in mind? Or are you creating something? Just curious...


Dotting. She was in an Rappan Athuk campaign that died, so I need to adjust her. Her personality and basic reason for looking for danger will be the same but I'll need to tweak her background.


Character updated with the Blackened Steps instead, and put in the Automatic Bonus Progression, as well as finalizing equipment.

She should be done for now, but totally open to any more tweaks you think will make her fit better in this world.

Oh, one other question... what about languages? Are they the normal Golarian languages, or are there specialized ones for your setting? Any clues about which ones would be better to take?


@Robert Henry: End of Recruitment is when I get four solid concepts I'm cool with at the table. Ideally, this will be done by May 3, where I will pick if I have not picked yet.

As to playable Undead, yes, you can be Undead. There are a few ways this is done.

If you want to be a Skeleton or Zombie, you will start instead at Level 4, and must take one of the Zombie Lord template or the Skeletal Champion template. If you want to be a Ghoul, you will start at Level 4 instead, and you will have a 10 point buy. You could also be a Wight, provided you instead start at Level 2, and you will have a 10 point buy. As always, the Dhampir is an option for the half-Undead types. Your backstory would also involve hailing from Atul in some fashion, as it is the nation of Undead.

While an Undead start may seem strong, it has some drawbacks. As always with these non-standard races, you may be perceived differently by others. The Fey really, really, dislike the Undead, to the point of attacking some of them on sight. Undead are banned from entering Feyfaire's borders as well, meaning many Undead merchants and warriors must disguise themselves carefully to do business within. Additionally, Undead, even the friendlier ones, are viewed with a level of suspicion across the region, rooted in centuries old wars that the Undead chose to wage under their previous ruler. Coupled with the often strange morals and values Undead have compared to living beings, social interactions will be more difficult in general.

@Belle PBP: Looking forward to what you write!


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Zaeta wrote:

Character updated with the Blackened Steps instead, and put in the Automatic Bonus Progression, as well as finalizing equipment.

She should be done for now, but totally open to any more tweaks you think will make her fit better in this world.

Oh, one other question... what about languages? Are they the normal Golarian languages, or are there specialized ones for your setting? Any clues about which ones would be better to take?

Golarion Languages don't exist, with the exception of Androffan, which is changed to be exclusively used by Androids, and those who create them. As normal, it cannot be learned without ranks in Linguistics, or having someone teach it to you.

Racial Languages still exist, as do Literacy (for wild raised types) and Sakvroth (sign language), which was changed to be a general purpose language.

All Planar Languages and Rare Languages are available.

As to specialized Languages to my setting only one exists, Zemmish, but there are useful standard langauges that are keyed to certain nations. As always, Common is used as the universal trade language, and almost everyone learns it as their second language.

To get the most out of communications, Common is all that is needed. Other helpful languages would be Abyssal, Goblin, Elven, Necril, Dwarven, Halfling, Sylvan, Undercommon, and Zemmish.

If you really want to specialize, Orc, Aklo, Giant, Infernal, Celestial, Treant, Aquan, Auran, Terran, Shae, and Flail Snail will all get you somewhere in certain cases.

I'll look her over today to see if any tweaks are recommended.


Gm im thinking of making her a Drow. Are Drow ok to play in this setting?

Androids? Is that s playable race in this setting.


Hello, posting this character with stats and backstory. This sounds like it could be a great campaign. Let me know if I should change anything.


The case Books of Lady Zal:

The blood was drying in the dirt of the alleyway. There face down was Millon DeRinia a wealthy City banker who was a long way from home here in low town.

The three human guardsmen and their Half orc Sargent had been waiting in the morning air for over and hour. Told to wait and touch nothing they stood around shooing onlookers away. At last a small carriage pulled up and out of it emerged, the gate house commander and a tall slim elf in an unknown uniform.

The commander came up to the Sargent as the three troops behind stood up sharp.

"So what do we have Sargent Willic?"

The Sargent looked down at the dead body.

"Dead man sir, I sent the card we found on him to the gate house sir."

"Yes, yes, A Mr Millon DeRinia banker. I got it. Anyone see anything?"

"No sir, just the trader over there who found the body when he came down here to get into his shop sir."

He nodded at a man sitting to one side. Looking a bit down cast.

"Alright Sargent I'll take over from here. I want you at the end of the street here and stopping anyone coming in."

The Sargent nodded and then left to send two of his men one way while he and other went the other way. The commander looked then at the female elf who was already walking around the body. She took her time. Then looked up at him.

"So anything your ladyship?"
He asked

"Stabbed once from the front, upward thrust, into the coat and heart."

She bent then and rolled the body over, so the banker was now facing down wards.

"But he was out cold when he was stabbed. Look at the back of his head. That red area, a cosh hit, close and hard."

She bent and looked at his boots.

"There is dirt only one side, his heals, and the card. Odd to empty his pockets but leave his calling card."

She stood back up and looked over at the shop keeper.

"When you came to the back door, as you came down the street, did you see anyone."

he thought a moment.

"Yes too slops men doing the cart rounds, they looked like they had been out all night. Tall one and a short fella"

She nodded.

"You can go open your shop now, we don't need you anymore."

The commander was going to say something the stopped himself when the elf started talking.

"We don't need him, I know what went down here. Mr DeRinia was killed here yes, but he was out cold, and did not feel it. This is staged, made to look like a simple street robbery of a rich fool, who took the wrong turn. That hit on his head looks like to neat, set up here with no eyewitnesses, Assassins guilds work, nice and clean. You will never find the killers. But you may get the ones who hired them. Knowing what I know about his family, your looking at his Son, Willter, wastrel and in debt big with two gaming houses I know of. And the wife Aleena, gossip is she has been having sheet time with banking Guild head."

The commander Smiled, there was a reason you asked the lady for help, she was a wealth of information. But this time there was a problem.

"No way we can pick them up and use Interrogation"

She was not looking at him, she was thinking.

"True, power and coin keeps you safe at this level. But thoughts are another thing. Humm, alright. This is what we will do. Call for a healer, do it now, then take Mr DeRinia body to the healing house, act like his not dead, just very badly hurt, remember that not a word about him being dead. Then don't let ANYONE into his room, but your healer. One who knows how to act for us. Then we wait, The family will come to us. Show how socked they are but more to the point find out if he is going to die. Will be waiting for them. Trust me a few questions and I will know who was behind this. Then it up to you."

She then leans in to his ear and whispers,

"Myself, I would keep the information and use it for political votes in the counsel Chamber when its funding time again. Do I make myself clear, We are talking nobles here, and justice can taken many forms."

She leaned back up.
He nodded, he understood.

She then turned and walked back to the carriage.

As she got in, she said so he could hear.

"Send word to me when you have things set up Commander."

And with that she was gone into the morning market.


Not that I want to change her to a Drow, or Android, I like
Lady Zra as an elf.


Folks who have posted interest: With possible ideas or develeped characters listed:
Browman; Inquisitor
Decimus Observet:
Zanbabe: Zaeta Human Female Prophet Oracle of Wood
JoshB:
GM Panic: Lady Zal -Azra Qlin-Zra: Elf female Investigator [questioner archetype]
Grumbaki: eluvias The Grim Werewolf Skinwalker unchained rogue
miteke: Belle PBP Elf Female white Mage
wanderer82:
Robert Henry:
e-terah earthenchild:
For the Night is Dark.: Cara Thrace Human Female Brawler

wanted to see who had applied with what already, still looks like there is room for a tank...

Ben, would a Dhampir suffer the same prejiduce as a full undead?

Would you permit the use of "Variant Dhampir Heritages"

of course if were going with an all girl party I would bring Valda Aslougsdottir She is a celestial bloodrager, I will get her to 5th level, just in case :-)


@GM_Panic: The answer to both is yes. Drow Nobles are off limits (no clue still why they are a separate race).

@For the Night is Dark: Ooh, a Brawler! Seems interesting so far.

@Robert Henry: Beat me to putting up the list! XD

That aside, a Dhampir is less likely to suffer the prejudices from most, and can operate more or less freely with little fear. As expected, the exception to this is the Fey, whom see them (and other half-dead) as no better than actual Undead.


BigBenClockTower wrote:
@GM_Panic: The answer to both is yes. Drow Nobles are off limits (no clue still why they are a separate race).

That gives me a great idea for Zal, she is a Half-Elf/Drow. Born to a noble family [Her father having yet another wife] in this way she would have the shame of her blood but till be a noble but of lesser rank.

Image of Zal here

Under elf race there are some half-Drow linage race traits I have used.

As a half-elf/drow she would have been pushed out a life of family ranking and have to fight for standing and acceptance. Driving her to form a guild with others with a little of her family's backing she can get.

I have changed her background and race traits to show this. :) I really really like her now.

Silver Crusade

dotting. I'm thinking of a wizard or sorcerer.


@Robert Henry

Brawler's can be surprisingly tanky.

Silver Crusade

going to write up a crafter wizard. LE or LN wizard who has joined the band for his own gains. Mainly monetary. I'll be taking improved familiar at 7th, probably for an Imp purely because flavor.

Or a magus. Not fully decided. How would you say a blade bound magus's scaling weapon interacts with the +1 weapon attunement?


@rorek55: This is an interesting conflict. After looking it over, I'm ruling as follows...

For your Magus level, use the Weapon Attunement bonus or the Black Blade's bonus, whichever is higher for that level. They do not stack. You still cannot Attune a second weapon until Level 8, and the second weapon Attunes as per the Automatic Bonus Progression rules, despite the Black Blade using the Bladebound Magus rules.

Basically, override the Black Blade's Weapon Attunement bonuses when you Attune it, and instead use the bonuses provided by the Bladebound Magus Archetype, but other weapons use the Attunement bonuses as normal.

Silver Crusade

seems fair, I'll probably go magus in this case.

Are you defiantly against any type of LE character? (as I discovered upon a closer reading of your Opening post) Or could it work?


@rorek55: I am not against Evil alignments, but if they aren't played well, they tend to create loner jerk characters who end up contributing little to nothing to the game, team, or world as a whole. If your Magus will have reasons to be a team player, and will act within his character while being reasonable all the same, I'm fine with it. Alignments are not hard boundaries for character action in my campaign, as I look more at the character and their motives.

If you think you can play a competent and all around Evil character, you can use the Alignment.

Silver Crusade

OK so, I'm thinking of making the character start out LE (due to things he has done in his background) the basic synopsis is-

He is a teifling, but he was born to an elven line. This wasn't due to any intermingling but because his ancestors were devil hunters, and his family line was cursed by a particularly powerful devil before it was slain. This curse manifested itself a thousands of years later. Due to this, he and his family, were shunned. They were allowed to stay in the town, but were treated coldly, and many rumors went around about them having made deals with devils or worse. Eventually Alexander gave up on trying to prove people wrong about him, deciding instead to embrace his Infernal blood. Seeing it as but a tool to greater power, and with power, he could bring change. He spent over a decade learning more about the arcane arts, spending time as a blade for hire, for those willing to hire him, and making sure they didn't short him on the pay. As well as living as a brigand for a couple years when he found no other work, mostly due to his Infernal blood.

He has joined the mercenary band due to a promise of wealth, and maybe, to find a group that would see him for something other than a devil-spawn.

This is what I have for Alexander so far.

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