
wanderer82 |

The Rise
In days long past the land of Lokk was a wild untamed realm, full of myth and peril. The scattered human settlements were fragile and weak, each warring with each other constantly, yet none gaining the upper hand. In time one rose from among the many petty warlords and forged a great nation out of might and magic. His name was Kurdran, and as his nation grew so too did his power. Those who would not bow to his rule would fall to his blade, and in time even the elven and dwarven nations paid heed to his immense power. One by one his enemies knelt before his arcane might until his empire stretched from ocean to ocean.
The continent of Lokk saw untold prosperity during Kurdran's long reign. War drew to an end - wooden towns grew to stone cities, the monsters of the wild were destroyed or driven into the furthest corners of the land, roads were built allowing trade across the realm, and commerce flourished. Each race and clan played their part - the dwarves shared their skill in stone and metalworking, the elves lended the powers of magic, the horsemen of the western plains brought animals of untold beauty to the eastern realms, the sages of the four towers spread their knowledge of engineering and science, even the halflings offered their green thumb. All was idyllic.
The Fall
Yet stability is not meant to last forever. Though long lived, Kurdran was not immortal, and after ruling for 250 years he passed one night in his sleep, though the cause was never determined. During his many years Kurdran sired over a hundred children, and though they shared their father's lust for adventure and excitement, none seemed to be gifted with his supernatural longevity. Still, when Kurdran passed, twenty-two legitimate heirs were known to exist in Lokk, and seventeen of them gathered quickly in the capital to settle the matter of succession.
The remaining five, either not wanting a part of rulership or perhaps seeing ahead to the events that would come to pass, stayed far from the core of their father's empire. Within two weeks of gathering, eight of the heirs were dead. The remaining nine abandoned all hope for a peaceful transition and returned to the region of the Empire most loyal to them and prepared for war.
The Inheritors War lasted for the next fifteen years, during which the nine launched assault after assault at one another. With each successive battle, the Empire was torn further asunder. Once great cities were reduced to ruins, the continental trade routes utterly collapsed, dwarves and elves retreated into their ancestral lands, chaos cast its cloak over Lokk. Three of the five Inheritors that fled in advance were hunted down and murdered, while four of those that fought for supremacy fell to either battle or assassination. In the end, the Inheritors grew tired of war and with no clear victor they agreed to an uneasy truce, fracturing the once mighty Empire into five nations.
The Aftermath
Though the war was over each of the Inheritors was paranoid of an attempt on either their life or their throne by the other four. They each consolidated their forces back toward their capitals, protecting those villages and towns nearest their centers of power while giving only nominal protection to those settlements further out. Though each technically held one fifth of the fallen Empire, broken and battered by years of war not a single kingdom held even a shred of Kurdran's might. With this weakness, the wild things returned.
Left to fend for themselves, most of the forgotten towns and cities in the "no man's land" between the realms withdrew their allegiances to any nation and became independent city-states or banded together with other nearby settlements to form small defensive pacts. Those few that still claimed loyalty to a crown often did so out of honor, but gained little in return. The past twenty-three years have not been kind.
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Concept
I am looking for four to six players interested in engaging in a fun, friendly game that will blend role play, puzzles, combat, and mystery into a grand storyline. The game will evoke a modern feel while having a nostalgic influence. I am looking for players whose goal is to create a dynamic and engaging character that will play well in an evolving storyline, not simply the most min/maxed set of statistics for monster killing. Additionally, I request that you be able to post at least once a day during the week (obviously life gets in the way at times, please just let me know). As for my part, I will work to give each and every player a chance to shine and enjoy their character. I consider gaming a cooperative experience where the GM and the players work together to tell an epic tale.
If you are still interested, read on -
The game is set in a realm of my own creation. The game will begin in the small backwater town of Morgan's Ford, a forgotten remnant of the shattered Empire, on the great continent of Lokk.
During the height of the Empire, Kurdran commanded that trade routes be cut across the wilds, connecting the many cities of his great realm. Morgan's Ford is a classic example of a once important trade settlement that has now lost its purpose. Founded at the edge of the Stone River by the great explorer Lukas Morgan in 87 EK, it provided the only safe route across the dangerous rapids for over two hundred miles. At the start of the Inheritors War, Fredrick Morgan swore allegiance to Gedarme, 6th son of Kurdran and duke of Lasson. Though the banner of Lasson still flies over the gates of Morgan's Ford, the town has not been visited by a Lassonite agent in four years.
At its height, Morgan's Ford had perhaps 1500 residents, with a few hundred more constantly passing through. Now, it is a shadow of itself, housing only half its former residents (800). The trade routes have been abandoned, leaving the town with little purpose. While the walled section of the town is still well maintained, many of the secondary buildings (both residential and mercantile) erected outside the wall are uninhabited and have fallen into disrepair. The last few years have seen increased incursions by humanoid tribes, and coming off a harsh winter, the spring is expected to be rife with trouble...
Ability Scores: 22 point buy - yes, that is correct. 22 points.
Race: Core races only; alternate traits from ARG for Core races are allowed.
Class: all Core & Base classes except Gunslinger and Summoner. No Alternate or Playtest classes.
Level: 1st
Alignment: No Evil or Chaotic Neutral
Traits: 2, or 3 with 1 drawback
Source Material: Paizo Pathfinder only (no 3PP, no 3.5 edition)
Equipment: 150gp for proposal; accepted characters will receive a bonus item based on character writeup
Fluff: please write up a personality, appearance, and basic history. Characters should've been born and raised in Morgan's Ford, or moved here as a child. This game is designed to start with 'local/peasant heroes', so I encourage you to connect yourself to the town in some way.
ADDITIONAL NOTES
Religion: propose your own gods for divine characters. make sure domains and favored weapons make sense as I will be choosing whether to approve
Age: demihumans reach maturity far earlier in Lokk than in Golarion. No character should be over 35 (regardless of race). Half-elves hit physical maturity in their late teens, halflings early twenties, dwarves and gnomes mid twenties, and elves late twenties to thirty.
I hope to start game play by 3/24, earlier perhaps if a solid party is assembled sooner. Good luck!

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sex: 1d10 ⇒ 4 even male odd female (male)
race core: 1d7 ⇒ 6 Halfling
core class: 1d11 ⇒ 9 rogue (well i'll be)
halfling homeland roll: 1d100 ⇒ 31 family origninally came years ago from a small halfling community. No doubt overran by something causing them to flee and settle in Morgan's Ford. (access to well-informed trait)
circumstance of birth : 1d100 ⇒ 68 Noble Birth... Guess I come from the ruling family of that old halfling place eh? access to influence social trait.
parents profession : 1d100 ⇒ 20 Serfs/peasents. Fell on hard times. Boy my great grandsire would be sad to see us now. access to poverty striken social trait.
major childhood event : 1d100 ⇒ 95 Raiders? (this is strangely all working together.) Whatever force sacked the halfling town, the resentment has been burried deep in the family. Access to axe to grind combat trait, and two story feats (foeslayer, vengence)
Step 2 adolescence -
rogue backgrounds : 1d100 ⇒ 72 Thrill seeker - being a farming peasant aint for me it would seem. access to teh acrobat social trait.
influential associates : 1d100 ⇒ 71 first awkward one, The dead one. one of my greatest influences was a sentiant undead creature? access to deathtouched bloodline race trait and glimpse beyond story feat. Might not work so
attempt 2 : 1d100 ⇒ 87 The Champion - friendship or rivalry with someone skilled at athletics or strength. access to Ambitious social trait.
Alignemnt, taking into the non chaotic non evil rules using 1d6's
alignment : 2d6 ⇒ (6, 4) = 106=neutral torwards chaotic, 4 neutral torwards good. So true neutral but with chaotic and good leanings.
Charector drawback
1d100 ⇒ 33 material wealth.. imagine that. So avarice drawback.
I have a halfling rogue in the works, all randomly rolled too yay!

Fair Tuon Clawed |

Is it alright if I adapt an alias from previous games? What about archetypes GM wanderer82? It could be that your reference to no Alternate classes nix's that but I'm just checking.
Tuon will probably turn out as a warrior. I have a hankering to play a barbarian or fighter. Time to percolate and cogitate.
Cheers

Billybrainpan |

While he is still brutal Will is good at heart. His courage and loyalty to his friends could have made him a fine knight under different circumstances. As a boy he always dreamed of being a knight. Even still Will hopes to one day become a knight.
Male Human Fighter (Roughrider) 1
N Medium Humanoid (Human)
Init +2 Senses perception +2
----------------
DEFENSE
----------------
AC 15 (17)
T 10
FF 15 (17)
hp 13
Fort +4
Ref +0
Will +2
----------------
OFFENSE
----------------
Spd 30ft
Melee +6
Greatsword +6 2d6+10
19-20/x2 slashing
Lance +6 1d8+10
x3 piercing
Charging lance +8 2d8+20
x3 piercing
Ranged +1
Javelin +1 1d6+5
x2 piercing
30 ft. 5 javelins
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 20
Dex 10
Con 14
Int 9
Wis 14
Cha 7
Base Atk +1
CMB +6
CMD 16
Feats
furious focus
power attack
mounted combat
Traits
reactionary
blood steed
Skills
ride +4
survival +6
Total Points: 2
Languages Common
Combat Equipment
Greatsword
lance
5 javelins
Other Possessions
8 gp
5 sp
light horse (combat trained)
heavy wooden shield
Scale mail
bedroll
small tent
50 ft. of hemp rope
6 days rations
saddlebags
6 days feed
peasant's outfit
flint and steel
10 torches
----------------
SPECIAL ABILITIES
----------------
Here is my submission

Ahq'ira 'Alex' Dawnray |

Here is the Elf Alex and her story.
I am wanting to use the mindchemist and psychonaut archetypes.
Alex had lived in Morgan's ford all her life. Her mother and father had come here many years ago when they were also young, at the height of the empire. Her father had brought his elvel alchemy to the area and his trade had been prosperous. Eventually he helped form a Guild of Alchemy. Almost every alchemist from the surrounding regions were members. Constantly busy with his trade, he hardly saw his wife anymore. He would be gone for weeks at a time visiting other regions. Only a few years before the war began he returned to find his wife gone. He found her several days later on the road headed back to the elven lands. Realising his mistake he convinced her that he that things would change and he would be there more. They returned and soon after Ahq'ira Dawnray was born. Her father only ran the guild from the town and left most of the work to others. She got the nickname Alex as most of the people in town couldn't pronounce her proper name, it grew on her and she even referred to herself as Alex.
She was only very young when the war began. What first began as rumours of the emperors death, turned into certainty as armies began to form and soldiers were recalled. She didn't understand what was happening. Though they weren't affected by the war directly, the secondary demands of war took their toll on the whole land. Resources were seized to feed armies, leaving little for civilians to get by. The guild suffered and eventually closed, it's members leaving for other less affected lands. When the war finally was over the trade routes of old did not resume their usual activities. Alex had grown up with the town shrinking, her father alwasy hoping for the war to end and for business to resume as normal but no matter what he did, the new divisions of the five countries put Morgan's Ford in the middle of no where.
She spent her time learning and helping her father, showing some talent for the alchemical art. She learnt the languages of the other races as well as what history of the land that she could as well as how to trade and do some negotiating. Though she had not yet been allowed to travel outside of the village. Mainly because her mother worried that the world had changed and become more savage with all the stories that had come in from other travellers. The peace of the land had been shattered. All the stories did not stop Alex's young imagination from travelling to all ends of the world. She longed for the day when she would be allowed to travel more than to the surrounding farms. But for now Morgan's Ford was her entire world...
Alex is taller than the average human woman. Her red her matches her mother and makes her stand out among most of the other women her age. Combined with her light blue eyes had some proclaim her quite a beauty. She didn't think so, her mother was far more beautiful than her. Usually wearing simple clothes that did nothing to accentuate her female form at all. She smiles often, usually when working and discovering, learning new alchemical processes. Nothing major has ever happened to her world apart from one broken leg when she fell out of a tree at the age of 12 so she has a very innocent look.
Alex is quite a cheery person. She enjoys talking to almost anyone, especially any travellers that pass through, though those are few and far between. She is pretty innocent and trusting of most everyone in town except for a few trouble makers. She is a hard worker always wanting to take in the next lesson and learn more about the world and its people. To her secrets are there to be discovered. Some people think she sticks her nose where it isn't wanted at times. She can also be a little impatient when things don't happen to her liking.

wanderer82 |

For the background purposes Wanderer82 what would work as a good raider folk that destroyed the old homestead? and Would the undead person thingy be okay? or shoudl i go with the rivalry?
An undead mentor would be a little off for this 'simple' town, while a rivalry with a local who was 'actually born here' would make perfect sense. That said, there are plenty of restless spirits after the war; go ahead and propose whichever you'd like. Your early childhood would've been just after the Inheritors War, so your village could've been destroyed by a host of raiders: soldiers falling back from the lines, bandits taking advantage of the lack of military presence, humanoid tribes (orc, goblinoid, lizardfolk, etc), undead horde (left unattended after the war); or rather than a large group of many, perhaps a smaller group of something larger - hill giants, trolls... Your choice.
Is it alright if I adapt an alias from previous games? What about archetypes GM wanderer82? It could be that your reference to no Alternate classes nix's that but I'm just checking.
Of course. We all have alias' that have not survived. To mechanics - by 'Alternate Classes' I am referring to the specific mechanical term that groups Ninja, Samurai, and Antipaladin. All paizo released archetypes are acceptable.
Will was found on the outskirts of Morgan's ford when he was very young. He apparently was left by a group of nomads. the only thing left with his were a young horse, a heavy bladed great sword and a lance, he still has all three. Will's child hood on the streets was brutal, he earned the street name "Bloodhound" when another boy still his sword. He hunted down the boy and beat him within an inch of his life before walking away with his sword.Quote:I like the basic concept, but you will need some tailoring. If your character was found as a small child with these highly valuable items and you still have them today, you would've had to have been taken in by someone benevolent who both raised you and kept these items for you, thereby negating the brutal life. Anyone not truly benevolent would've claimed the items for their own - either for personal use or to sell. It could've still been a rough childhood. Perhaps it was a military veteran who raised you, much like a young soldier. As an outsider who looked different (like someone from another region of the fallen Empire), you likely would've faced harassment by other youths, which would've gotten you into trouble and conflicts. Just some thoughts.
"Ahq'ira 'Alex' Dawnray
Well formed storyline that fits very well into the setting. Couple mechanical details need to be addressed: your armor class is off given that you have no armor and are not small (I am assuming just an error from copy and pasting your format from a previous character). You have a 1st level feat and traits to select, as well as skill points left to spend. Finally, you also paid only 90gp for 9 level 1 formulae - could you give me a reference for the 10gp per formulae cost?I am excited at the prospects so far. Lets keep them coming!

Darry Swiftfoot |

Fluff and crunch done and under profile. Let me know if I missed something or if any sorts of further exploration of the charector is needed. I did try to leave a few loose ends in his back ground in case you are a dm who likes to use such things for future hooks or the like! Good luck to all entering!

Ahq'ira 'Alex' Dawnray |

Yea the sheet isnt finished yet. A few things i have to finish.
The extra formulae was based on a few things. From where the alxhemist class can learn new formulae and write them down almost exactly like a wizard can. I bolded it right down the bottom of the spoiler.
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
lthough the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Then getting the cost from the Writing a new spell into a Spellbook section of the prd. Which is 10gp for 1st level spells. I 'supposed' that her father would have (depending on his level) at least all first level possibly second and third also, formulae from the time his 'guild flourished and much knowledge was gathered. Thus Alex working for him I also supposed he taught her what she could learn and didnt charge her to copy from his formulae book.
If you don't want me to have so many straight up that's fine. It's not like I have anything OP. Just a few extra utility options. With only two extracts per day I have to choose carefully anyway.
It's not in her story to own or use weapons so I wondered what I could spend the gold on.

Gniel |

I'm going to try to go with a human archer fighter. Name is Joran Gates
14/19/12/12/12/8
HP 12
AC 17(18) T 14 FF 13(14)
F 3 R 4 W 1
BAB 1 CMB 3 CMD 17
Init +5 Spd 30
Traits: Seeker( +1 to perception and is class skill), On Guard (+1 to init and can draw weapon on surprise round as free action), Reckless (+1 to acrobatics and is class skill), Drawback: Overprotective
Feats: Point Blank Shot, Deadly Aim, Precise Shot
Attacks:
Longbow: +5(6) 1d8(+1), 4(5) 1d8+2(3) with deadly aim x3
Longsword +3 1d8+2 19-20 x2
Skills: (ACP -1)
Acrobatics (1) 9
Perception (1) 6
Climb (1) 6
Survival (1) 5
Equipment:
Longbow (3)
Studded Leather (20)
Fighter's kit (29)
40 Arrows (6)
Buckler (5)
Longsword (4)
18 gp, 9 sp, 10 cp
Carray Capacity 58/116/175
Current: 67 (medium)
(If I can may a request for the item, a Composite Longbow with a +2 str rating would be awesome - a gift from his family and friends, or an heirloom of his father.)
I have lived all my life in Morgans Ford. I was born to Samuel and Emily Gates, a guardsman and a mid wife. Most my childhood was spent gallivanting through the woods or getting into trouble with my 6 younger brothers and sisters. That is until my father died. As I said he was a guardsman and one day, when out on patrol in the woods, he was attacked by a small group of orcs (if that is one of the local humanoid tribes), scouts from a larger tribe. He managed to fight them off, but he was wounded in the attack. His last act was crawling back to the village to warn the rest of us of the orc threat, saving the village.
Ever since that day 5 years ago, I have had to become the head of the family, working to make sure they ate. I had to be hard, strong for my family. I developed my talents with a bow as a hunter, killing and skinning what I could find for meat and pelt. From this, I got quite the reputation as a hunter around the village.
Eventually, when I came of age, I became a guard for the village, just like my dad, protecting the it from the tribes moving into the area.
Joran, aged 19, is tall and lanky, with a mess of dirty blond hair, a goatee, and blue eyes. He serves to protect the village, but he is known as a risk taker amongst the guard, once or twice putting himself in unnecessary danger to protect the village. He has a strong sense of loyalty to his family and friends and he will go to great lengths to protect them. (Alignment is CG)

wanderer82 |

I'm toying with a Viking for this, the build is getting pretty wild and I'm going to be putting effort into giving him a role outside combat.
I am interested to see what you are planning with that archetype. If you are going with it for mechanics, I am totally cool with that, but the fluff of a Northern Raider would not really fit as a resident of the small town.
I 'supposed' that her father would have (depending on his level) at least all first level possibly second and third also, formulae from the time his 'guild flourished and much knowledge was gathered. Thus Alex working for him I also supposed he taught her what she could learn and didnt charge her to copy from his formulae book.
I assumed that was the case, and I agree your father would likely not charge you. However, starting wealth does not actually represent a gold total that a character went out to the shop and spent, but rather what they acquired through their tutelage and development. Please reprice it at 15 gp each (10 to write it into your book, 5 for value as listed in the SRD link you included), I will assume with your father's tutelage that no Spellcraft checks are needed to learn. Now, if Alex is selected for the game, she will receive some kind of boon item....
Any thought yet into your feat, traits, and skills?
I'm going to try to go with a human archer fighter. Name is Joran Gates
Simple, straight forward, to the point. I like it.
Keep posting ideas!

Ptolmaeus Arvenus |

Ptolmaeus Arvenus wrote:I'm toying with a Viking for this, the build is getting pretty wild and I'm going to be putting effort into giving him a role outside combat.I am interested to see what you are planning with that archetype. If you are going with it for mechanics, I am totally cool with that, but the fluff of a Northern Raider would not really fit as a resident of the small town.
By Aroden's Corpse, of course not. No, he's going to be a bargeman or something similar and definitely not a thematic viking. I've got his build planned out if you want to take a look:
Favored Class: Fighter
Medium
Initiative:
Senses:
Land Speed:
Status Effects:
HP:
Str: 17
Dex: 17
Con: 14
Int: 12
Wis: 12
Cha: 9
AC: 13
Touch: 13
Flat-Footed: 10
Fort: 4
Ref: 3
Will: 2
CMD: 17
BAB: 1
CMB: 4
Attack:
Range:
Damage:
Crit:
(Class+Bonus+Ranks+Misc)
Intimidate: 8 (3+1+1+3)
Perception: 2 (0+1+1)
Profession (Sailor): 5 (3+1+1)
Gold: 150 gp
Class Features:
Traits:
Bruising Intellect (Social)
Indomitable Faith (Faith)
Overprotective (Drawback)
Shield Bearer (Race)
Racial Traits:
Dual Talent: +2 in two stats
Feats:
1st
Level: Power Attack
Bonus: Intimidating Prowess
Development:
2nd: Weapon Proficiency (Something Critty)
3rd: Weapon Focus
4th: Dazzling Display
-Retrain Power Attack to Two Weapon Fighting
+1 Str
5th: Improved Shield Bash
6th: Shatter Defenses
7th: Double Slice
8th: Improved TWF
+1 Dex
9th: Improved Critical
10th: Shield Slam
11th: Shield Master
12th: Greater TWF
+1 Dex
13th: Iron Will
14th: Bashing Finish
15th: Weapon Specialization
16th: Greater Weapon Focus
17th: Greater Weapon Specialization
18th:
19th:
20th:
It's MAD as all get out but I think I can pull it off. Gear selections will tend toward buffing Str, Con, Int and Wis. I was mostly going to reserve Rage as a fight ending buff and there are a couple of good magic items I can use to improve it to make up for my lack of Greater and Mighty Rage.

wanderer82 |

By Aroden's Corpse, of course not. No, he's going to be a bargeman or something similar and definitely not a thematic viking. I've got his build planned out if you want to take a look:
Looks good, would like to see what you are thinking fluffwise. Also, you might want a rank in Swim... being a bargeman and all. (possibly your 1st level favored class bonus?)
As for MAD, I am playing a sword/board paladin in a tabletop game, so I can truly sympathize.

Ahq'ira 'Alex' Dawnray |

Ok, I will reprice it and remove what I can't afford. I am not sure where it costs an extra 5gp though? What value do you mean?
Have just now finished choosing feats and traits. also took a drawback. The selections go along with her always learning more (therefore gaining a few knowledge class skills) about the world that she plans to travel someday maybe perhaps. Planning to make her do alot of supporting/buffing/battlefield control in fights, and be as useful as possible outside of battle.

Johan Gates |

Simple, straight forward, to the point. I like it.
Thanks. I figured he would be a good fit. Anything else you'd like me to add or work on to improve his chances? Also, could we get more information on the town? It would help in building backstories.
I went ahead and made an alias for him. I did change a couple things, and I added a feat progression.

wanderer82 |

Ok, I will reprice it and remove what I can't afford. I am not sure where it costs an extra 5gp though? What value do you mean?
There are only a couple means for a wizard or alchemist to get new spells/formulae apart from leveling. They can either find a scroll or spellbook while adventuring, purchase a scroll (25gp for 1st level, then 10gp to write), or convince another wizard/alchemist to let them study their spellbook for which they usually charge.
Excerpt from the Magic page of the PRD, specifically under "Adding Spells to a Wizard's Spellbook": In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
So total cost to copy a 1st level spell or formulae would be 15gp (5gp to the source, 10gp to write in book). Going back to the source being your father, I agree he wouldn't charge you, but likewise he probably does not pay you in coin (or if he does it is more a nominal allowance), but rather in further education (more formulae). For any formulae you want to take at this point, go with the 15gp. If selected for the game, I am sure that more formulae with be included in your boon.
Also, could we get more information on the town? It would help in building backstories.
Indeed, I am actually working on a map of the town right now to post alongside the community notes. Hope to have it all up by 10am EST.

wanderer82 |

Okay, so as of the end of Monday, we have the following submissions:
Fluff & Crunch
True Repentance - Alex Dawnray: NG Elven Female Alchemist (Mindchemist / Psychonaut)
TheNine - Darry Swiftfoot: N Halfling Male Rogue (Scout)
Billybrainpain - Will Bloodhound: N Human Male Fighter (Roughrider)
Gniel - Joran Gates: CG Human Male Fighter (Archer)
Fluff OR Crunch
Ptolmaeus Arvenus - the Bargeman: ? Human Male Fighter (Viking) *needs fluff*
Dotted
Fair Tuon Clawed - fighter or barbarian
Kayne Rhal - ???
Wolfgang Rolf - ???
Tilnar - ???
Some very promising characters. That said, I am still welcoming submissions, so if you are interested in the game, please apply.

Tilnar |

Looking at the characters already submitted and noting the decided lack of magic, I'm leaning toward Inquisitor, Oracle or Druid. I've got a few ideas for each in my head, so we'll see which nascent story I like best.
I'm thinking with the themes of the campaign presented that if I go Inquisitor, it'll likely be of an Erastil-like community and nature sort of deity (that I'll submit, as per the instructions).
If I go Oracle, I'm thinking likely Metal or Nature mystery -- and probably no Archetype.
In terms of Druid, the rapids and the river have me really pointing toward Tempest Druid -- though I've also got an idea for a Mooncaller.
Having just done all that, I'm also getting an idea for a hedge witch.. (On the plus side, I'm glad that I'm having a lot of ideas, on the down side, now I have to flesh 'em out enough to see if I like 'em).
Anyhow -- as I said, I hope to have fluff today, and crunch tomorrow, if that's ok. (I'd have crunch tonight, but plans this evening..)

Fair Tuon Clawed |

I agree Tilnar, plenty of warriors applying yesterday.
Tuon is now a bard which should fit in with the theme of these adventures. He is no great combatant but an open book for the future. I did look at the master spy prestige class and that would be one path I could see Tuon following, if chosen.
If the fluff is off in any way then let me know. I just need to take a look at traits and check the gear over.
Cheers

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Now that I've had a few moments to spare I think I'll work my submission for this game. Since I liked TheNine's character Randomness, and I'm drawing a blank for my own ideas I think I will try his.
Race: 1d7 ⇒ 1=> Dwarf
Class: 1d11 ⇒ 8=> Ranger
Combat Style: 1d7 ⇒ 7=>
So looks like I'm a dwarf Ranger, going for close combat... hmm the possibilities.

Tilnar |

DM -- How bad was the fallout from the war and everything that's come from that? I keep coming back to the idea of the damaged countryside and borders and what not, and it leads me towards the idea of either a Blight Druid (of the "heal the land" variety, not of the "worshipper of blight") or an Iconoclast Inquisitor (hunting down the bad magics that, presumably, would lead to war...) -- I guess the question I'm asking is: did the war stop out of primarily fatigue, or was there a bit too much destruction along the way?
(The problem with the other character concepts I talked about earlier is that (to some extent) they're all overlapping a bit, so I'm having trouble imagining how (exactly) to make the crunch fit the fluff...)

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Morning all.
wanderer82 I had fun looking through all the options for Tuon especially when I ended up back where I started. A vanilla bard. The main reason for not taking something more powerful like an arcane duellist archetype was your comment about puzzles and problems. Hopefully he can balance all this muscle that's applying, although I'm no great solver of them myself!
If Tuon gets in, maybe a masterwork lyre or similar stringed instrument. Make him like a talkative Harpo Marx.
What size party are you looking for?
Cheers

wanderer82 |

wanderer82 I had fun looking through all the options for Tuon especially when I ended up back where I started. A vanilla bard. ....What size party are you looking for?
I like the flexibility, and the well rounded nature of Tuon is refreshing. I am looking for ultimately 6 players I think. Given the nature of PbPs, I think starting smaller would only set us up for failure.
I'm doing TWF the hard way, I actually have to meet the dex requirements. This PB allows me to comfortably hit my goals and I hate dumping a stat below 8.
I like the execution, and yes, doing two-weapon fighting is a pain in the butt by the stats. As such, I greatly appreciate you not uber-dumping for extra points.
DM -- How bad was the fallout from the war and everything that's come from that? I keep coming back to the idea of the damaged countryside and borders and what not, and it leads me towards the idea of either a Blight Druid (of the "heal the land" variety, not of the "worshipper of blight") or an Iconoclast Inquisitor (hunting down the bad magics that, presumably, would lead to war...) -- I guess the question I'm asking is: did the war stop out of primarily fatigue, or was there a bit too much destruction along the way?
The Inheritors War stopped because the few heirs of Kurdran left alive realized that none of them had the might to claim the entire continent for themselves, and further attempts would only lead to their own deaths. (for them, as with most, their own life was more important than total dominion).
Sure, there had been wanton destruction, as with any war. But this is not a post-apocalyptic setting; this is more akin to Europe after the fall of the Roman Empire. The 'countryside' has been abandoned by the substantial nations, leaving most settlements as small city-states or lone towns/villages (such as Morgan's Ford). And as stated in the synopsis, the war ended 23 years ago, so the damage caused during that 15 year period has been left to lie.
In all, life is pretty simple in the quiet town of Morgan's Ford................ for now.
-----
Just a little update: I am having some trouble with Campaign Cartographer. Once resolved, I will have the map and accompanying information about the town posted in the Discussion thread.

Tilnar |

The Inheritors War stopped because the few heirs of Kurdran left alive realized that none of them had the might to claim the entire continent for themselves, and further attempts would only lead to their own deaths. (for them, as with most, their own life was more important than total dominion).
Sure, there had been wanton destruction, as with any war. But this is not a post-apocalyptic setting; this is more akin to Europe after the fall of the Roman Empire. The 'countryside' has been abandoned by the substantial nations, leaving most settlements as small city-states or lone towns/villages (such as Morgan's Ford). And as stated in the synopsis, the war ended 23 years ago, so the damage...
Ok, that's what I needed to know - so, then, it'll be the Mooncaller. ;)

Rastavar Gravis |

I like the execution, and yes, doing two-weapon fighting is a pain in the butt by the stats. As such, I greatly appreciate you not uber-dumping for extra points.
I did not think you would. Having five charisma means there are animals more personable than him and it means that as a player, I really should never have him open his mouth. A nine is something I can work with and compensate for while still having a decent chance of being able to aid a few charisma-based skills for other characters.

HippieKilla082 |

Every Flock Requires a Shepard...
“Hark, thou who art lost. Fear not the darkness upon your eyes. Look now to the east for the Lord of Light hath risen! Hear thine words as we revoke the cold of night! Let us Rebuke the call of the wicked and bask together in his radiance. On this day let us declare our love of Light! For the world is doomed to darkness, and only through servitude to the Illustrious can we hope to kindle a flame of salvation.”
Alistar Derrinson: Preacher, Servant and Mortal-Voice of the Lord of Light
Or perhaps Alistar’s parents lost him.
Father Loathren has always been vague when questioned on how young Alistar became an orphaned ward of the Church of Illuminessence. “Care not for your past, young Alistar, for therein lies the darkness. Look only forward, into the Light and toward salvation.”
The venerable Father Loathren proved a devout Illuminati and Alistar’s upbringing was full of strict lessons in scripture and the tenants of their faith. But the young boy did not rebel against this authority. Rather he found the words resonated within his soul and he relished in the warmth of his faith. As the boy grew, he found his voice, and with it he discovered his path of service. Through his words he shall bear the Light for those who no longer see, Speak for those who no longer hear, Illuminate the Path for those lost to darkness and steer them back into the Light.
Handsome, with long brown hair and a trimmed beard, years of servitude have given Alistar strength, of both a physical and psychological nature. The pious, (and downright zealatious) Alistar is well spoken, gracious and overtly polite. To Alistar, that the world is doomed is a known certainty, and he sees his role in life to Shepard the lost back into the embrace of the one true god before it is too late. Each day’s dawning finds Alistar in the square at Morgan’s Ford, upon his soapbox, preaching the Words of Radiance to any and all who wish to hear (or have the misfortune of being nearby…). Afternoons are spent tending to the flock, performing any service deemed necessary with no demand for payment other than an ear to listen.
Note - I still have to complete Alistar's Gear
ALISTAR DERRINSON
Male Human Cleric (Evangelist) 1
LG Medium humanoid (human)
Init +0; Senses Perception +3
DEFENSE
AC 10, touch 10, flat-footed 10 (+0 armor, +0 Dex)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +5
OFFENSE
Speed 30 ft.
Melee MW Longsword +3 1d8+2
Ranged ?
Special Blinding Flash, Fascinate, Countersong
Cleric Spells Prepared (CL 1st; concentration +4)
1st – Cure Light; Faerie Fire (D)
0 (at will)- Enhanced Diplomacy, Light, Read Magic
Domain: Light (Subdomain of Sun)
Domain Power – Blinding Flash (Su), 6/day, 20’ Rad Burst, Fort DC 14
Special – 1/day cast Light as spell-like ability
STATISTICS
Str 14, Dex 10, Con 13, Int 12, Wis 17 (15+2), Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Scribe Scroll, Spell Focus (Enchantment)
Traits Illuminator, Chosen One
Skills Diplomacy+8, Knowledge Religion+5, Perform (Oratory)+6, Sense Motive+7, Spellcraft+5
Favored Class Bonus +1 Skill Point
Languages Common, Celestial
SQ Aura (good), Single-Minded, Public Speaker, Spontaneous Casting (1st – Command)
SU Sermonic Performance 6/day (as Bardic Performance using Perform Oratory) – Countersong, Fascinate DC13, Inspire Courage.
Combat Gear – MW Longsword (Chosen One Trait)
Other Gear - Open
I put this together fairly quickly so apologies in advance is anything glaring mistaken. I will audit it later tonight.
I know someone already proposed a Bard, so I also stat'd Alistar out as a straight cleric, but I kept coming back to Evangelist. It just feels right.
Hey 2 Bards are better than None right?

Tilnar |

I'll build the character tonight when I can get to a laptop with PCGen on it -- but it's an NG Male Half-Orc Druid (Mooncaller).
I'll flesh this out into a proper tale also, but for now:
- Ayberk was born tight at midnight under a full moon.
- He's actually mostly human -- His father was human while mom was a halfer who was taken in as a stray to the village)
- Dad's parents didn't really approve of the union, but they were in love -- so Ayberk has a mostly happy childhood despite that -- for the first few years
- They lived on the edge of town.
- Mom was a herbalist/witch that people generally only came to when they needed healing, dad was a hunter.
- When he was 9, dad was mauled by a bear and mom couldn't save his arm, he turned bitter and drank a lot, spending more and more time in town (at the taverns) and with other women and not his family
- Due (somewhat) to badmouthing by her husband, mom's business (mostly) dried up
- Dad eventually took up with one of those women, and his parents set him up by giving him part of the will
- Out of necessity, Ayberk spent a fair amount of time in the woods, gathering stuff for mom, and then hunting to feed them (Fortunately, Half-Orcs mature faster than humans)
- Ayberk came upon Gaelach, a large fisher (using Badger stats, they're related) hunting at dusk, and the two became friends
- With the help of his companion, hunting improved -- Ayberk's affinity with nature and the moon continued
- It's been 10 years, and mom's died (Ayberk blames his father, especially since he's got two new kids)
Ayberk is most confident on his own and is a little socially awkward -- largely because of how he was treated by his father (and his grandparents). He's largely internalized their view that he's somehow less due to his orcish blood -- and, despite a few childhood friends, worries that much of Morgan's Ford feels that way, which makes him somewhat uneasy in larger groups. His friendships with others of his age were generally a result of chance encounters and one-on-one time.
At the same time, hearing the call of the moon so clearly and befriending Gaelach have done much to boost his self-esteem and so he now, largely, feels that he just needs to prove himself to everyone -- and that he's been gifted with the ability to do so. Unfortunately, this includes his father, who's never fully escaped the bottle, and views his son as the embodiment of a mistake (that mistake being leaving the woman he loved) and so even seeing his son twists the knife, especially now that she's died.
All told, Ayberk is somewhat shy, very honest and direct -- he's the type who generally looks for simple solutions to problems (at least at first), although, like the moon itself, he can also often be subtle. As a result of this, he can often appear to be somewhat naive about the more complex aspects of human interaction (especially business dealings and politics) -- not because he can't understand them, but because they are so counter to the natural order that he is so much more at ease with.
Also, as a result of seeing his father's misery and hearing his mother blaming it on the bottle -- Ayberk does not drink alcohol.

HippieKilla082 |

Thinking of adding the Headstrong drawback and picking up the trait Bully.
I'm liking the idea of using intimidation... Thou shalt REPENT or suffer the burning wrath of LIGHT!
Not to mention that Evangelist & Headstrong are basically synonyms.
Thoughts Wanderer? Being the only one who is Lawful, I can see Headstrong becoming a scenario where I'm shaken all the time... but the RP possibilities are golden...

Tilnar |

Ok, so, I've created the alias for Ayberk Dubhàn which has the full crunch. The backstory's still th same point form, but I'll pound it into a narrative within the next 24 hours or so.

wanderer82 |

Current list of applicants:
Fluff & Crunch
True Repentance - Alex Dawnray: NG Elven Female Alchemist (Mindchemist / Psychonaut)
TheNine - Darry Swiftfoot: N Halfling Male Rogue (Scout)
Billybrainpain - Will Bloodhound: N Human Male Fighter (Roughrider)
Gniel - Joran Gates: CG Human Male Fighter (Archer)
Ptolmaeus Arvenus - Rastavar Gravis: N Human Male Fighter (Viking)
French Wolf - Fair Tuon Clawed: N Human Male Bard
Tilnar - Ayberk Dubhan: NG Half-Orc Male Druid (Mooncaller)
HippieKilla082 - Alistar Derrinson: LG Human Male Cleric (Evangelist)
Fluff OR Crunch
Dotted
Wolfgang Rolf - ???
Ok, so, I've created the alias for Ayberk Dubhàn which has the full crunch.
Looks good, fun concept. One problem on the crunch - no ability scores. That said, from you ability score modifiers to your skills and your +1 bonus HP, I was able to theorize the following stats for you: str 15, dex 14, con 13, int 10, wis 17, cha 10. Is that correct? Whatever they may be, please add your stats to your character sheet.
Every Flock Requires a Shepard...
Hahahaha, very entertaining character. So a god of light and salvation? I had a similar god in another homebrew, so your diety is:
Illandros - the Radiant Dawn, the Eternal Light
alignment: Neutral Good
domains: Glory, Good, Protection, Sun, Travel
favored weapon: Longsword (it was originally heavy blades, as I used weapon groups at that time)
Come to think of it, I might as well simply run with that pantheon. Hmm, to be posted along with the Morgan's Ford write up.
Any other applicants?