Natebob's Golarion Campaign

Game Master Nathan Nasif


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The Exchange

Male Human Ranger

Getting an old table of friends back together with Paizo's PBP forums.

Looking at you, Eric.

The Exchange

Male Human Ranger

Now


f&$$ you

The Exchange

Male Human Ranger

Tagge!

The Exchange

Male Human Ranger

Hey monkey!!

The Exchange

Male Human Ranger

Josh

Sczarni

Male White Male (and proud of it) They can't keep up with mine

Ok Nathan Im on


Female Elf (Forlorn) Bard (Archeologist) 1

Awesome. I'm working on getting some basic setting info typed up and posted soon

The Exchange

Male Human Ranger

Tagge


Monkey at your service

The Exchange

Male Human Ranger

Now we just need Aaron, Ben, and Tim, and we can figure out what kind of campaign y'all want to do


What it says on the tin; Caffiene addict 20

I had a Hattiesburg crew when I was in college, but I suspect you're not them. I graduated USM in 05 and moved away in 06. I'm Wesley if that rings a bell. I was a little shocked to see "Hburg" on the forums.

The Exchange

Male Human Ranger

Pikeytang!


crack is back!!!!


Male Human (Kellid) Barbarian 1st (Favored Class)

4d6 ⇒ (5, 6, 5, 5) = 214d6 ⇒ (5, 4, 5, 5) = 194d6 ⇒ (2, 2, 1, 6) = 114d6 ⇒ (3, 2, 1, 6) = 124d6 ⇒ (4, 5, 1, 3) = 134d6 ⇒ (2, 1, 5, 5) = 134d6 ⇒ (1, 2, 4, 6) = 134d6 ⇒ (1, 5, 4, 6) = 16

The Exchange

Male Human Ranger

Name
Sex Race Class (Archetype) Level
Alignment Medium Humanoid
Init ; Senses ; Perception
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DEFENSE
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AC , touch , flat-footed . . ( armor, Dex)
hp ()
Fort , Ref , Will
Immune ; Resist
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OFFENSE
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Spd
Melee
. . Unarmed Strike + (1d3+/20/x2)
Ranged
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STATISTICS
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Str , Dex , Con , Int , Wis , Cha
Base Atk ; CMB ; CMD
Feats
Traits
Skills
Languages
SQ
Combat Gear ; Other Gear
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SPECIAL ABILITIES
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Background

The Exchange

Male Human Ranger

Alright, some long posts, so hiding the beef behind spoiler buttons.

Regions of the Inner Sea:
The Linnorm Kingdoms - A frigid, rugged land of rich taiga, treacherous marshes, and great boulder-strewn moraines left by departed glaciers. The majority of the people in this harsh land are Ulfen, though many Tian and Varki have settled here from beyond the Crown of the World. Also, many fey and other creatures from the First World are found in the region, due to the many links between the two worlds in this area.
Human Ethnicities - Ulfen, Varisian, Tian, Varki, Shoanti
Other Races - Dwarves, Gnomes, Elves, Wulfen

Irrisen - A stolen land gripped eternally by winter, ruled by the feared White Witches and their ice troll minions. Once part of the Linnorm Kingdoms, it was seized many centuries ago by a powerful witch from a distant world, Baba Yaga.
Human Ethnicities - Ulfen, Kellid, Varisian, Varki
Other Races - Dwarves, Elves, Wulfen

Realm of the Mammoth Lords - A savage land of giant beasts rarely seen in modern day Avistan, the people who live here are equally savage. The Kellid tribes in this region are generally suspicious of any unfamiliar magics, and shun those who use such.
Human Ethnicities - Kellid, Tian, Ulfen, Varki, Varisian
Other Races - Orc, Half-orc, Tiefling, Wulfen

Mendev - This is a nation devoted wholly to the crusade against the abyssal incursion of the Worldwound. Mainly populated by crusaders from Cheliax, Andoran, and the Isgeri Confederacy, this nation is a stronghold of the Iomedaean Church.
Human Ethnicities - Chelaxian, Taldan, Varisian, Kellid, Ulfen
Other Races - Hobgoblin, Gur, Wulfen

Brevoy - A nation split culturally in two, with the Issians in the north, and the Taldan-descended Rostlanders in the south. The nation is ruled by six noble houses, each vying for more power and regional control; Garess, Lebeda, Lodovka, Medvyed, Orlovsky, and Surtova.
Human Ethnicities - Taldan, Kellid
Other Races - Dwarves, Halflings, Wulfen

The River Kingdoms - This area is made up of a lot of unclaimed land, and several small kingdoms and city-states, each beholden to noone but itself, though all of them abide by the Six River Freedoms.
Human Ethnicities - Taldan, Kellid, Iobarian, Chelaxian, Varisian
Other Races - Dwarves, Elves, Halflings, Gnomes, Wulfen

Numeria - This nation is ruled by a despotic warlord-monarch backed by a cabal of mages who harness power from a ancient metallic vessel which many centuries ago came from the heavens in a fiery descent, crashing into the ground.
Human Ethnicities - Kellid
Other Races - Gearsmen, Wulfen

Ustalav - This area has been ravaged by one horrible incident after another for a long time. The bearer of many fell secrets, ustalav is home to the Whispering Tyrant's prison-crypt, Gallowspire, and many other gothic horrors, such as cabals of vampires, packs of lycanthropes, secret societies, and strange creatures that lurk in the darkness.
Human Ethnicities - Varisian
Other Races - Half-orcs, Halflings, Wulfen

Belkzen - The Hold of Belkzen is a region populated by hundreds of different orc tribes, constantly warring against each other, and raiding their neighbors. The greatest of their settlements is the conquered dwarven Sky-Citadel, now called Urgir by its orcish inhabitants.
Human Ethnicities - Shoanti
Other Races - Orc, Half-orc, Wulfen

Varisia - Varisia is a largely untamed wilderness with a few cities spread amongst its vastness. Aside from the human-based cities, it also is home to a dwarven Sky-Citadel (Janderhoff), an elven forest (Mierani forest), and settlements of gnomes. This is the ancestral home of both the Varisians and the Shoanti humans.
Human Ethnicities - Varisian, Shoanti, Chelaxian, Ulfen
Other Races - Orc, Half-orc, Elven, Dwarven, Gnomes, Halflings, Wulfen

Nirmathis - This land is populated by strongly independent people who threw off the yoke of Molthunite rule. Their rangers and woodsmen favor guerilla tactics, and despite Molthune's military superiority, they have successfully made their country to hot for the Molthune army to try and hold.
Human Ethnicities - Chelaxian, Taldan, Varisian
Other Races - Half-orc, Halfling, Wulfen

Lastwall - Formed by crusaders from Taldor who came to staunch the atrocities being committed by the Whispering Tyrant and his orc hordes, Lastwall broke away from its parent-state when Cheliax did, but decided to remain neutral. It still vigilantly guards against the orcs, and any threats that rise in the Hungry Mountains.
Human Ethnicities - Taldan, Chelaxian, Varisian
Other Races - Half-orc, Halfling, Wulfen

Razmiran - This fledgling nation is ruled by a living god in the flesh, Razmir. Nearly fifty years ago, the Living God appeared, proclaiming his recent passing of the Starstone Trial, and ascension into divinity. He used his newly found divine powers to subdue the malcontents in the region, and now is undisputed master of this new nation, which is administered by his similarly masked priests.
Human Ethnicities - Taldan, Chelaxian, Kellid
Other Races -

Kyonin - Millenia ago, the elves largely abandoned Golarion, until the nascent-demon-lord, Treerazer, arrived in the southern Fierani forest, and began to torment and corrupt the local flora. This brought the elves back in a massive migration through their magical gates. They quickly went on the offensive against the nascent-demon-lord, and managed to contain him and his perversion to the lands he had already damaged. Now that they have reached this stalemate against the demon, they have begun to reoccupy other ancient sites of theirs.
Human Ethnicities - none
Other Races - Elves, Wulfen

The Five Kings Mountains - This is one of the ancient ancestral homes of the dwarves, where they first came to the surface, and constructed their Sky-Citadels.
Human Ethnicities - Chelaxian, Varisian
Other Races - Dwarves, Wulfen

Druma - This nation ruled by white-gloved merchant-lords is less than half the size it was only a decade ago. Now bound to the land east of the Profit's Flow and north of the Great Goldspan River. The monstrous armies of the Isgeri Confederacy seized much of the most valuable and resource-rich lands once owned by Druma.
Human Ethnicities - Taldan, Chelaxian
Other Races - Dwarves, Halflings

Isgeri Confederacy - Within the last twenty years, most of this land was a vassal state of Cheliax. Now it is a newborn nation ruled by its Hobgoblin overlords. Despite the unified efforts of the Isger army, backed by Andoran, Cheliax, and Druma, the hobgoblin led armies of goblins and minotaurs. They quickly seized Isger, and then began to expand into the neighboring countries of Andor, Cheliax, Molthune, and Druma. Most of their attacks on Andor, Molthune, and Cheliax wound up being feints that served to keep these states from interfering with their expansion throughout most of Druma. Now they have seized their hostile advances, and have reopened trade through their nation.
Human Ethnicities - Chelaxian, Taldan, Varisian
Other Races -Hobgoblin, Gur

Molthune - This nation prides itself on its military force, and that is a good thing, as it saved it from the rapid expansion of the Isgeri Confederacy that swallowed Isger and most of Druma in the recent past. They have been in a state of war with their northern neighbor, Nirmathis for over 50 years now, and cannot seem to make any headway in reclaiming their former territory.
Human Ethnicities - Chelaxian, Taldan, Varisian
Other Races - Halflings

Nidal - This shadow-shrouded land has been under the 'protection' of the dark god Zon-Kuthon and his followers. Ruled by the Umbral Court, this is one of the most sinister nations in Avistan.
Human Ethnicities - Chelaxian, Varisian
Other Races - Halflings, Wulfen

Cheliax - Once heralded as the place where Aroden was supposed to reappear to his followers, when he failed to do so around a hundred years ago, it plunged this nation into a state of chaos, that ended only when the Thrice-Damned House of Thrune seized control with the aid of legions of devils. Today, Thrune still rules Cheliax, and is still allied and advised by infernal powers. While many other religions are tolerated, the Church of Asmodeus is the official religion of Cheliax. It is by far the strongest military presence in Avistan, and one of the most feared nations in the Inner Sea Region.
Human Ethnicities - Chelaxian, Varisian
Other Races - Halflings, Tieflings, Strix

Andoran - Once a province of Old Taldor, then later, of Cheliax, Andoran is now a semi-democratic nation that strongly opposes the slave trade throughout the Inner Sea region. Mercantile Companies have risen to become the new 'nobility' in this land. Ruled by a council of 350 citizen-representatives made up of former nobles, merchant-barons, and emancipated servants and slaves, this nation is thought of by many other nations to be a country of backwater troublemakers and thieves (of slaves mainly), but they are rapidly becoming one of the stronger nations along the Inner Sea.
Human Ethnicities - Chelaxian, Taldan, Varisian
Other Races - Halflings,

Taldor - One of the oldest nations in Avistan, Taldor is now a frail shadow of its former glory. Once an empire that encompassed Andoran, Cheliax, Isgeri, Molthune, Nirmathis, Lastwall, and Druma, now it controls less than a quarter of what it once did. Regardless, it is still one of the stronger nations of Avistan.
Human Ethnicities - Taldan, Kelishite, Kellid
Other Races - Halflings, Dwarves, Wulfen

Qadira - This is the eastern most province of the Kelishite Empire. A land of deserts, oases, and heavily populated coastlines, it is mainly made up of Kelishite people.
Human Ethnicities - Kelishite, Taldan
Other Races - Suli-Jann

Absalom - Called the City at the Center of the World, this ancient city, and indeed, some say the entire island upon which it resides was pulled from the ocean by the now dead god Aroden. It is irrefutably the most cosmopolitan city in the Inner Sea Region, and the home of the Pathfinder Society.
Human Ethnicities - Any
Other Races - Any

Jalmeray - This island of the east coast of Garund is populated mainly by Vudrani, a people from a distant land of many gods. (Think ancient India)
Human Ethnicities - Vudrani
Other Races -

Garund - This large continent lies across the Inner Sea from Avistan, and contains many nations and cultures, some older than any found on Avistan. (Think Africa)
Human Ethnicities - Garundi, Mwangi
Other Races - elves, others

The Exchange

Male Human Ranger

People of the Inner Sea:
Human Ethnicities
Chelaxian
Starting Language: Taldane
Favored Regions: Andoran, Cheliax, Isger, Molthune, Nirmathas, Varisia
Favored Religions: Abadar, Asmodeus, Erastil, Iomedae, Zon-Kuthon, diabolism
Family Names: Alazario, Albus, Ambusta, Baradin, Charthagnion, Crispin, Drovenge, Fullonna, Galonnica, Jeggare, Krupt, Leroung, Pindleloric, Ratarion, Rugatonn, Tauranor, Thrune, Voralius,
Wardroxan, Wintrish
Female Names: Asmodia, Aspexia, Aula, Boudra, Chammady, Drulia, Imperia, Ileosa, Korva, Noravia, Novennia, Pavanna, Pontia, Quinta, Rulla, Valeria, Vibia
Male Names: Aerodus, Alexite, Gellius, Grachius, Gruckalus, Lurconarr, Manius, Marcellano, Morvius,
Pavo, Pellius, Petronicus, Rutilus, Solangus, Ursion
Appearance: Chelaxians are the descendents of Azlanti refugees, whose blood mixed with that of pale-skinned Ulfen raider-merchants from the northern climes. As a result, they tend as a people toward dark hair, dark eyes, and pale skin—skin lighter than that of their duskier Taldan cousins. Red hair is often seen as evidence of strong ties to diabolic influence, which can be a boon or a curse depending on one’s actual affiliation. Chelaxians have sharp features—narrow jaws, strong noses, and thin, arched eyebrows.

Garundi
Starting Language: Osiriani or Taldane
Favored Regions: Absalom, Garund
Favored Religions: Gozreh, Nethys, Pharasma, Sarenrae, Urgathoa
Female Names: Akina, Amara, Ashia, Deka, Eshe, Hasina, Jini, Kahina, Kamaria, Leyli, Malkia, Pendah, Raziya, Zalika
Male Names: Amare, Dahrehn, Jaali, Jawara, Jirani, Jiri, Kito, Melaku, Omari, Rani, Rubani, Sefu, Zahur, Zuri
Appearance: Typical Garundi are rather tall and solidly built, with high cheekbones, broad shoulders, and dark skin. Their dark (but often prematurely white) hair is often worn in long braids or other elaborate styles, often decorated with fine jewelry.

Keleshite
Starting Language: Kelish or Taldane
Favored Regions: Qadira, Taldor
Favored Religions: Abadar, Calistria, Irori, Norgorber, Rovagug, Sarenrae
Female Names: Amestri, Artazostra, Barezata, Iuni, Izora, Khismia, Kyra, Naadhira, Sahba, Shirin, Utana, Waajida, Xemestra, Zarishu
Male Names: Aakif, Akkuya, Arasmes, Bahram, Ik-Teshup, Irizati, Khair,Kobad, Ormizd, Parumartish, Rusmanya, Warezana, Xoshak
Appearance: Keleshites have uniformly black hair and brown or even slightly golden eyes. The men tend to grow long beards. Their clothing ranges from gauzy silks to practical linen and cotton robes, with headdresses, veils, and turbans common to keep sun and sand out of their hair and eyes. Gold and silver decorations are popular not just for Keleshite women, but also among the men, who encrust their weaponry and top their turbans with lavish displays of wealth.

Kellid
Starting Language: Hallit or Taldane
Favored Regions: Numeria, Realm of the Mammoth Lords, the Worldwound
Favored Religions: Desna, Erastil, Gorum, Rovagug
Female Names: Annik, Belka, Dagur, Fesha, Inkit, Jalket, Kala, Lesit, Nalket, Selka, Shelen, Valki, Varka, Yala
Male Names: Barek, Dolok, Dron, Ganef, Gannak, Gurog, Holg, Jokum, Kronug, Nonek, Roga, Takek, Zoresk
Appearance: Kellids are a brawny, dark-haired folk who bear the scars and weathering of rough lives spent in the open. Their eye color tends toward black, blue, or steel gray, and their flesh is generally deeply tanned. A Kellid who doesn’t have a story told in his body’s scars is a Kellid who has succumbed to the pleasures of a comfortable life, and such weaklings are rightfully held in distrust by kin.

Mwangi
Starting Language: Polyglot or Taldane
Favored Regions: Garund
Favored Religions: Desna, Gozreh, Nethys, Pharasma, various demigods
Female Names: Bekyar—Babashk, Kamshi, Shivkah, Sinkitah, Soki;
Bonuwat and Mauxi—Butandra, Kalizama, Marisan, Shimshem, Simbala;
Zenj— Me’amesa, Mpaandi, Ntisi, Shikaba, Xabala
Male Names: Bekyar—Harisko, Kamishah, Seckor, Suuktidi, Yekskya;
Bonuwat and Mauxi— Banipani, Baolo, Mitabu, Pateba, Teruawa;
Zenj—Bikmelu, Hadzi, !Kunat, Kpu’unde, Shokamb, Tabansi
Appearance: All four Mwangi ethnicities have dark skin and dark hair—variations between the four groups exist as detailed . The Bekyar are exceedingly tall—many topping 7 feet—with skin tones ranging from dark brown to coal black. They wear their wiry hair long but often straighten it into elaborate coifs. The Bonuwat have wide mouths and generous smiles. They favor colorful and exotic garb featuring vests and baggy pantaloons, such as is often found among far-ranging mariners. The Mauxi are a tall, patrician folk having grayer skin tones—prone to an ashen appearance—and straight hair. They deny any connection to the other Mwangi peoples. Many speak the Osiriani tongue, but use Polyglot as a sort of private cant among themselves. The Zenj are slightly shorter than average humans, with slender, muscular frames and wiry black hair.

Shoanti
Starting Language: Shoanti or Taldane
Favored Regions: Belkzen, Lands of the Linnorm Kings, Varisia
Favored Religions: Desna, Gorum, Gozreh, Pharasma, ancestor worship, totemism
Full Names: Arrow Catcher, Break Bones, Hawk Dancer, Eats What He Kills, Earth Hammer, One Tooth, Ready-Klar, Sky Whisper, Thousand Bones, Thunders When Sleeps, Who Kills Twice
Female Names: Ahalak, Beshkee, Imenda, Nalmida, Tanjah, Tekrakai, Yavenee, Zova
Male Names: Akrem, Belor, Garidan, Hargev, Krojun, Shadfrar, Vachedi
Appearance: Shoanti possess widely varying skin tones from deeply tanned to dark brown, although most are of a ruddy complexion. Hair is considered a dangerous weakness in hand-to-hand combat, so both men and women typically shave their heads, save for shamans and the elderly.

Taldan
Starting Language: Taldane
Favored Regions: Absalom, Andoran, Brevoy, Cheliax, Druma, Isger, Lastwall, Molthune, Nirmathas, Qadira, Taldor, Varisia
Favored Religions: Abadar, Calistria, Cayden Cailean, Norgorber, Sarenrae, Shelyn, Torag
Female Names: Adula, Charito, Eudomia, Euphemi, Ionnia, Kale, Komana, Pasara, Salvianella, Viniana, Xemne
Male Names: Doritian, Eudonius, Gabradon, Iacobus, Menas, Narsius, Olytrius, Origen, Stichilo, Theodric, Vors, Xantrian
Appearance: Taldans generally have long, flowing brown hair and naturally bronze skin (gifts from their Keleshite ancestors). Their eyes tend to be small but expressive, with green, gray, and sometimes more exotic amber coloration.

Tian
Starting Language: Taldane or Tien
Favored Regions: Absalom, Lands of the Linnorm Kings, Nidal, Realm of the Mammoth Lords, Varisia
Favored Religions: Abadar, Calistria, Desna, Erastil, Irori, Shelyn, Zon-Kuthon, ancestor worship, Tian pantheon
Female Names: Tian-Dan—Bach Hien, Do Quyen, Hai Minh, Ngoc Yen,Que Xuan
Tian-La—Alerdene, Bayandash, Surenchinua, Narantuyaa, Odval
Tian-Min—Hiriko, Kaede, Kasuri, Meguma, Umie
Tian-Sing—Indah, Lestari, Nirmala, Sangati, Udara
Tian-Shu—Chao, Hua, Meilin, Qiao, Xue
Male Names: Tian-Dan—Tuong Kinh, Huu Tai, Phung Trong, Toan Hao, Thanh Liem
Tian-La—Batsaikhan, Enqbatu, Gansukh, Qorchi, Tomorbaatar
Tian-Min—Kousei, Shirota, Sunaki, Yuto, Zaiho
Tian-Sing—Budi, Hamengku, Kusuma, Purnoma, Suryo
Tian-Shu—Bao, Jianguo, Shuo, Xiaoran, Zhen
Appearance: Tians tend to be smaller and slighter than people of Avistan and Garund. Men only infrequently grow as tall as 5-1/2 feet, while women often barely break 5 feet in height. Even among the generally thin and narrowbodied Tians, the Tian-Dan and Tian-Sing frequently appear particularly skinny even when well-fed. In contrast, the northwestern Tian-La generally possess moon-shaped faces and squat, muscular bodies. The Tian-Shu and Tian-Min, as with most other comparisons of Tian extremes, compose a middle ground. Although most Tians have dark hair, children are occasionally born with shock-white or silvery-white hair, which is considered an omen of greatness. Such children frequently become influential leaders and poets of the highest caliber, and families into which they are born receive great honor and frequently an increase in rank and wealth.

Ulfen
Starting Language: Skald or Taldane
Favored Regions: Irrisen, Lands of the Linnorm Kings, Varisia
Favored Religions: Cayden Cailean, Desna, Erastil, Gorum, Lamashtu, Torag
Female Names: Asta, Belende, Dagny, Gerda, Gunda, Hege, Ingirt, Jorun, Runa, Signe, Tine
Male Names: Birger, Dines, Eilif, Hyglak, Kjell, Kriger, Ostog, Ragnar, Sterk, Svalk, Tallak, Varg
Appearance: The Ulfen have a reputation abroad for being strong, dumb, and quiet, as well as having strange accents and smelly furs. Most Ulfen are quite tall, with men starting at 6 feet and the women just a few inches shorter. Their skin is pale and their hair blond, light brown, or red. Both men and women wear their hair long and braided; women’s braids tend to be more elaborate. Men usually wear beards.

Varisian
Starting Language: Taldane or Varisian
Favored Regions: The Linnorm Kingdoms, Lastwall, Nidal, Nirmathas, Numeria, Ustalav, Varisia
Favored Religions: Abadar, Calistria, Cayden Cailean, Desna, Erastil, Gozreh, Norgorber, Sarenrae,
Shelyn, Urgathoa
Female Names: Alika, Alinza, Anca, Bordana, Carmelizzia, Ilinica, Iolana, Luminita, Mirelinda, Narcizia, Nicinniana, Piousa, Zeldana, Zriorica
Male Names: Alezandaru, Andrezi, Dortlin, Eugeni, Henric, Ionacu, Iozif, Kazallin, Marduzi, Silvui, Skender, Tiberiu, Viorec, Zandu, Zstelian
Appearance: Varisians have dusky skin and large, expressive eyes that are often of strange colors, such as violet or gold. Their hair color ranges widely, from platinum to blond to deep reds to brown to black—very few hair colors are considered unusual among Varisians. They tend to be a lithe and long-limbed folk, and men often have trouble growing facial hair, making the patchy or stringy beards and mustaches of Sczarni thugs a well known look.

Varki
Starting Language: Varki
Favored Regions: The Linnorm Kingdoms, Irrisen, The Realm of the Mammoth Lords
Favored Religions: Desna, Erastil, Gozreh, Pharasma
Female Names:
Male Names:
Appearance: Thought to be a mix of Varisian and Tian heritage, the Varki are a nomadic people who roam the ice-touched northern limits of Avistan. They tend to have dark hair, ruddy skin, and a stocky build. They like to wear colorful clothing.

Vudrani
Starting Language: Taldane or Vudrani
Favored Regions: Absalom, Jalmeray
Favored Religions: Any
Female Names: Abha, Hirati, Hema, Isa, Jayazi, Nigana, Nanya, Revhi, Sajna, Vilama, Zaci
Male Names: Bala, Barid, Dadshi, Darvan, Hava, Krama, Manujyestha, Pratavh, Sumna, Yantur
Appearance: The Vudrani have swarthy skin and dark-colored hair and eyes. Men often wear beards in long and extravagant styles, while women are fond of jewelry. Both genders are quite accepting of piercings and the use of colorful makeup to accentuate beauty.

Other Races
Dwarves -
Starting Language: Dwarven
Favored Regions: Five Kings Mountains, Lands of the Linnorm Kings
Favored Religions: Abadar, Cayden Cailean, Gorum, Torag
Female Names: Agna, Bodill, Dalbra, Erigga, Gonild, Ingra, Komtri, Lupp, Morstra, Paldna, Rusilka, Stinna, Torra, Ulrikka, Yangrit
Male Names: Alk, Dolgrin, Edrukk, Grunyar, Harsk, Igmar, Kazmuk, Losk, Morgrym, Narrin, Odol, Padrym, Rogar, Stigmar, Truddig
Appearance: On average, dwarves stand about a foot shorter than humans and tend to be stockier than even the burliest half-orcs. They weigh about 100 pounds more than they appear to (because of their strong skeletons and tightly packed musculature). Most dwarves wear their hair long, and male dwarves pride themselves on the length and condition of their beards. Traditionalists festoon their beards with elaborate braids, small battle trophies, or beads commemorating important events in their lives. Shaving a dwarf’s beard is a terrible insult to the dwarf, his ancestors, and his gods.

Elves and Half-Elves -
Starting Language: Elven
Favored Regions: Kyonin, Steaming Sea, Varisia
Favored Religions: Calistria, Desna, Nethys, Shelyn
Female Names: Amrunelara, Cathlessra, Dardlara, Emraeal, Faunra, Imdlara, Jathal, Maraedlara, Merisiel, Nordlara, Oparal, Praeldral, Shalelu, Soumral, Tessarda, Varaera, Yalandlara
Male Names: Aerel, Amarandlon, Calondrel, Duardlon, Erevel, Felaelrel, Heldalel, Izkrael, Jaraerdrel, Lanliss, Meirdrarel, Narnel, Seldlon, Talathel, Variel, Zordlon
Appearance: Elves are beautiful and graceful creatures, typically quite slender of build and standing a few inches taller than the average human. Their ears are 6 to 9 inches long and pointed, arching upward gracefully along the side of the head to points just above the top of the skull. Their eyes are large and show no whites—an elf’s eye possesses a solid and vibrant hue, typically blue, violet, green, or even amber or red that, upon closer examination, presents deep whorls and pools of shifting color.
Half-elves generally look like attractive humans with pointed ears. They stand about half a head taller than humans and rarely put on weight no matter what they eat. Those with stronger elven traits are more likely to be viewed as outsiders by humans, who nonetheless remain strangely fascinated by them. Half-elves whose looks favor their human side tend to have a difficult time in elven society, with conservative elder elves subtly pushing them to discover their human heritage by exploring the world at large (and thus abandon the pure elf community). Half-elven skin tones usually take on the hue of the human parent’s skin.

Gnomes -
Starting Language: Gnome
Favored Regions: Avistan, Cheliax, River Kingdoms, Steaming Sea, Varisia
Favored Religions: Cayden Cailean, Desna, Erastil, Gozreh, Nethys, Norgorber, Shelyn
Family Names: Frothelthimble, Garishgnawing, Palepartlinger, Thicketbotter
Female Names: Ava, Bani, Besh, Dei, Fijit, Gant, Lim, Lini, Nefi, Majet, Pai, Queck, Trin, Zheit
Male Names: Abroshtor, Bastarger, Halungalom, Kremernesh, Krolmnite, Lumrolur, Nulrakgrult, Poshment, Quokgol, Sarzuket, Tenzekil, Tongtokl, Varknarnost, Xurshuklo, Zatqualmie
Appearance: At about 3 feet in height, gnomes are slighter and taller than halflings. Their ears are humanlike, but their highly mutable facial muscles allow for disturbing grins and their oversized eyes emphasize their often disproportionate expressions of emotion. With skin, hair, and eyes of varying, often vibrant colors, gnomes look the most alien and out of place of all of Golarion’s common races.

Halflings -
Starting Language: Halfling
Favored Regions: Andoran, Cheliax, Galt, Isger, Molthune, Nidal, Taldor, Varisia
Favored Religions: Abadar, Cayden Cailean, Desna, Erastil, Iomedae, Norgorber, Sarenrae, Shelyn
Female Names: Anafa, Bellis, Chandira, Eireen, Etun, Filiu, Giama, Lissa, Marra, Onana, Piria, Rilla, Sistra, Sophone, Vaga, Yamyra
Male Names: Antal, Boram, Chimon, Edal, Elun, Guln, Hakon, Jamir, Kaleb, Karum, Lem, Liek, Mirn, Neg, Rocur, Sumak
Appearance: Halflings stand just shorter than gnomes but make up for what they lack in stature and strength with bravery, optimism, skill, and luck. The bottoms of their feet are naturally covered in tough calluses, and the tops often sport tufts of warming hair, allowing halflings to travel barefoot. Most halflings have tan skin and brown hair with hues that tend to be darker for those born closer to the Inner Sea, and their ears are slightly pointed.

Hobgoblins and Gur -
Starting Language: Gobdred
Favored Regions: Isgeri Confederacy, Molthune, Cheliax
Favored Religions: Asmodeus, Gorum, Abadar, Iomedae
Female Names: Afet, Ceyda, Ela, Esma, Huri, Kumru, Maral, Masal, Melda, Nisa, Nural, Seda, Sena, Tansu, Vesile
Male Names: Arark, Bekri, Cenk, Doga, Doruk, Fethi, Haluk, Kurat, Lemi, Mert, Mevlut, Oktar, Rafet, Saltuk, Turgut
Appearance: Hobgoblins are powerful humanoids that stand slightly shorter than a human on average. Their muscular arms and stout legs give them a somewhat ape-like appearance, a trait further reinforced by their compact, powerful build. They have a broad head with large, sharply pointed ears, wide noses, and gaping mouths full of crude, yellow teeth. Their greenish-gray skin is exactly the color of old phlegm, and their eyes tend towards a sinister orange or red.
Gur (or Half-hobs, as humans often call them) appearance reflects their mixed ancestry, with most of them averaging a little over five foot tall, and being slightlty thicker than most humans. They often have wide mouths and many of their teeth almost seem pointed. Their eyes are small and far apart on a wide face. Their skin often has a sickly gray, green, or orange hue to it.

Orcs and Half-Orcs -
Starting Language: Orc
Favored Regions: Absalom, Belkzen, Linnorm Kingdoms, Nidal, Realm of the Mammoth Lords, River Kingdoms, the Shackles, Varisia
Favored Religions: Cayden Cailean, Gorum, Lamashtu, Norgorber, Pharasma, Rovagug
Female Names: Anjaz, Butoi, Cannan, Drogeda, Goruza, Kifah, Mazon, Nadkarni, Pantoja, Rzonca, Shirish, Sucheta, Suzhen, Tevaga, Zeljka
Male Names: Aoukar, Ausk, Bouzaglu, Davor, Gorumax, Hakak, Kizziar, Krajasik, Makoa, Nesteruk, Passag, Shukuris, Tsadok, Unglert, Woiak
Appearance: Orcs have coarse body hair and a stooped posture like some primitive man but with a grayish-green skin tone and bestial facial features. Burning red eyes peer below a low, sloping brow, just above a flattened nose, and prominent tusk-like teeth.
Half-orcs stand between 6 and 7 feet in height, and are generally quite robust and muscular. Their hair color tends to be darker shades of brown, gray, or even dark red, with black hair being the most common. Their eyes tend to be small and beady, but it is the half-orcs’ pointed ears, jagged tusk-like teeth, and green skin that truly display their heritage.

Wulfen -
Starting Language: Wulfen
Favored Regions: Northern Avistan
Favored Religions: Desna, Gorum, Erastil, Rovagug, Lamashtu, Iomedae
Names: Wulfen names don't translate well into other languages, so they often give themselves names in whatever tongue is spoken around them, usually sticking meaningful words together, such as Shadowborn, Bloodclaw, or Moonchaser.
Appearance: They are quite large in their bipedal form, often topping seven foot, and weighing over two-hundred pounds. In their canine form, they are still very large, being about four foot at the shoulder and weighing the same. Fur color varies as it does amongst natural wolf packs, though extremely rare wulfen are born with fur of a strange, unnatural hue. Eyes range from a deep brown to orange to golden in coloration.

The Exchange

Male Human Ranger

Religions of the Inner Sea:
MAJOR DEITIES
Abadar LN cities, law, merchants, wealth
Asmodeus LE contracts, pride, slavery, tyranny
Calistria CN lust, revenge, trickery
Cayden Cailean CG ale, bravery, freedom, wine
Desna CG dreams, luck, stars, travelers
Erastil LG family, farming, hunting, trade
Gorum CN battle, strength, weapons
Gozreh N nature, the sea, weather
Iomedae LG honor, justice, rulership, valor
Irori LN history, knowledge, self-perfection
Lamashtu CE madness, monsters, nightmares
Nethys N magic
Norgorber NE greed, murder, poison, secrets
Pharasma N birth, death, fate, prophecy
Rovagug CE destruction, disaster, wrath
Sarenrae NG healing, honesty, redemption, the sun
Shelyn NG art, beauty, love, music
Torag LG the forge, protection, strategy
Urgathoa NE disease, gluttony, undeath
Zon-Kuthon LE darkness, envy, loss, pain

OTHER DEITIES
Achaekek LE assassination, the Red Mantis
Apsu LG glory, good dragons, leadership, peace
Aroden LN humanity (DEAD OR MISSING)
Besmara CN piracy, sea monsters, strife
Dahak CE destruction, evil dragons, greed, treachery
Ghlaunder CE infection, parasites, stagnation
Groetus CN empty places, oblivion, ruins
Gyronna CE extortion, hatred, spite
Hanspur CN river travel, rivers
Kurgess NG bravery, competition, sport
Milani CG devotion, hope, uprisings
Razmir LN law, luxury, obedience, and the land of Razmiran
Sivanah N illusions, mystery, reflections
Zyphus NE accidental death, graveyards, tragedy

ARCHDEVILS
Baalzebul LE arrogance, flies, lies
Barbatos LE animals, corruption, gateways
Belial LE adultery, deception, desire
Dispater LE cities, prisons, rulership
Geryon LE forbidden lore, heresy, snakes
Mammon LE avarice, watchfulness, wealth
Mephistopheles LE contracts, devils, secrets
Moloch LE fire, obedience, war

DEMON LORDS
Abraxas CE forbidden lore, magic, snakes
Angazhan CE apes, jungles, tyrants
Baphomet CE beasts, labyrinths, minotaurs
Cyth-V’sug CE disease, fungus, parasites
Dagon CE deformity, sea monsters, the sea
Deskari CE chasms, infestation, locusts
Gogunta CE amphibians, boggards, swamps
Kostchtchie CE cold, giants, revenge
Nocticula CE assassins, darkness, lust
Orcus CE necromancy, undeath, wrath
Pazuzu CE sky, temptation, winged creatures
Shax CE envy, lies, murder
Socothbenoth CE perversion, pride, taboos
Zura CE blood, cannibalism, vampires
Aldinach CE She of the Six Venoms, Lord of Scorpions.
Andirif khu CE The Razor Princess, Lord of Traps.
Areshkagal CEThe Faceless Sphinx, Lord of Greed.
Flauros CE The Burning Maw, Lord of Volcanoes.
Haagenti CE The Whispers Within, Lord of Transformation.
Jezelda CE Mistress of the Hungry Moon, Lord of Werewolves.
Jubilex CE The Faceless Lord, Lord of Sloth.
Kabriri CE Him Who Gnaws, Lord of Ghouls.
Mazmezz CEThe Creeping Queen, Lord of Vermin.
Mestama CE The Mother of Witches, Lord of Deception.
Nurgal CE The Shining Scourge, Lord of Senseless War.
Shivaska CE The Chained Maiden, Lord of Prisons.
Sifkesh CE The Sacred Whore, Lord of Heresy.
Urxehl CE Trollfather, Lord of Storms.
Xoveron CE The Horned Prince, Lord of Gluttony.
Yhidothrus CE The Ravager Worm, Lord of Time.
Zevgavizeb CE The God of the Troglodytes, Lord of Reptiles

HORSEMEN
Apollyon NE pestilence
Charon NE death
Szuriel NE war
Trelmarixian NE famine

ELDEST (Leaders of the First World, Faerie 'Gods')
Count Ranalc CN betrayal, exiles, shadows
Green Mother NE carnivorous plants, intrigue, seduction
Imbrex LN endings, statues, twins
Lantern King CN laughter, mischief, transformation
Lost Prince N forgotten things, sadness, solitude
Magdh LN complexity, fate, triplets
Ng N the seasons, secrets, wanderers
Ragadahn CE linnorms, oceans, spirals
Shyka N entropy, reincarnation, time

ELEMENTAL LORDS
Ayrzul NE earth
Hshurha NE air
Kelizandri NE water
Ymeri NE fire

EMPYREAL LORDS
Andoletta LG consolation, respect, security
Arshea NG freedom, physical beauty, sexuality
Korada NG foresight, forgiveness, peace
Ragathiel LG chivalry, duty, vengeance
Sinashakti CG journeys, joy, messengers
Valani CG change, growth, primality

The Exchange

Male Human Ranger
Tiny Coffee Golem wrote:
I had a Hattiesburg crew when I was in college, but I suspect you're not them. I graduated USM in 05 and moved away in 06. I'm Wesley if that rings a bell. I was a little shocked to see "Hburg" on the forums.

Nope, not the same table. Good to see some H'burgians on here regardless though. Good gaming to you, sir.

The Exchange

Male Human Ranger

Character creation
Stats
Roll 4d6, drop the lowest, add the others together
Roll 8 times, drop the lowest 2 totals, for your set of six abilities

Do this TWICE, and take your preference from these two sets.

Please don't just keep rolling until you get a set of all 18's or what not. 2 sets, if both sets are really bad, I may allow another, but let me see what you got this way first.

All classes except the gunslinger are available.

Unless if you are a paladin or cleric, alignment isn't important.

Two traits, from different categories.

The Exchange

Male Human Ranger

Inner Sea Region Map

This is a map of the region, click the link, then the add to my downloads button.
Then go to your downloads (link is at the top of the page) and download the map file.

The Exchange

Male Human Ranger

PATHFINDER SYSTEM REFERENCE DOCUMENT

These are the rules for most everything in the game.

The Exchange

Male Human Ranger

Alright, the Link above for the rules is for the mobile version, so use it if you are using an iPhone or something.

Here is the link for the Pathfinder System Reference Document site for PC use

The Exchange

Male Human Ranger

Available Classes

Alchemist - can make chemical bombs/grenades, potions, and mutagens (think Dr. Jekkel/Mr. Hyde)

Barbarian - warriors who can go into a state of rage while in battle

Bard - a minstrel who can achieve magical effects through their performances, good at affecting the morale of allies and enemies, spontaneous moderate spell casting abilities

Cavalier - mounted warrior with bonded mount. Grants teamwork bonuses to allies. Can challenge particular enemies.

Cleric - devout followers of a deity, fairly capable in combat, strong spell casting and healing, aligned as their deity

Druid - these priest draw their power through their veneration of the natural world, and have strong spell casting abilities, especially in elemental spells (air, earth, fire, water) and nature based magic. Good with animals and plants

Fighter - the consumate warrior, gets better at weapon and armor use than any other class

Inquisitor - investigative warrior-priest, kinda Van Helsing with spontaneous moderate spell casting

Magus - an arcane warrior who blends his magical and martial abilites together, moderate spell casting

Monk - mystical martial artist who harness the power of their ki to increase their prowess

Ninja - a mystical warrior who specializes in unseen attacks, using their ki to assist in this

Oracle - people chosen by the gods as messengers, spontaneous strong spell casting, a duel curse/gift, and a focal theme to their powers

Paladin - holy-knights who gain their powers through devout worship of a Lawful Good deity. Can call down divine power to smite their foes. Weak spell casting.

Smite Evil:
(Su): Once per day, a paladin can call out to the powers of good to aid her in her struggles. As a swift action, the paladin chooses one target within sight to smite. If this target is not Good, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is of an Evil alignment then the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses, and automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is Good, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 19th level.

Ranger - a warrior who is well-adapted to being in the wilderness, focusing on certain types of terrain, the weaknesses of certain enemies, and tracking. Weak spell casting

Rogue - a scoundrelish character, able to deliver devestating sneak attacks, and able to learn many useful tricks

Samurai - a mounted elite warrior sworn to a certain lord, bound and bolstered by their honor and determination

Sorcerer - a character with inborn arcane abilities. spontaneous strong caster

Summoner - a character who uses arcane magic to call forth otherworldly creatures and to bolster the abilities of these creatures, particularly of their eidolon (a specific outsider linked to the summoner). Spontaneous moderate spell casting

Witch - an arcane caster who gains their spells from an otherworldly patron whom they communicate with through an animal medium mystically bonded to the witch's spirit. They can call down hex's on friends or foes, and have strong spell casting

Wizard - a character who has learned how to manipulate the world around him through arcane might. They must choose one type of magic to excel in at the cost power in other types. Strong spell caster

Spells:
A wizard must have a specialized school and the appropriate number of opposition schools. He can specialize in one of the eight arcane schools (and can further focus on one aspect of the school he chose) at the cost of choosing two others as his opposition schools, or ascribe to either the four element or five element schools, in which case the appropriate opposing element is his prohibited school. Their are almost no Universalist wizards in the world, and if you would like to play one, better make up a real good backstory to convince me to let you take that option.

The Exchange

Male Human Ranger

Ben!!


its not allowing me to change my avatar image

The Exchange

Male Human Ranger

Click on the My Account tab at the top of the page, across from where it says Welcome Falcorn. Scroll down until you find Messageboard Settings, and click on Edit on the right side of the top bar for that section.

The Exchange

Male Human Ranger

Alright y'all, I like to get your preference on the following ideas for our campaign.

1) - Pacifying and settling frontierland for the Taldan Empire.

2) - Joining the Mendevian Crusade in their fight to save Avistan from the demonic incursion of the Worldwound.

3) - A convulated story involving multiple parties working at different goals to oppose a powerful enemy. Would require each person to have multiple characters, but normally would only be using one of them at any given time. At certain points in the game would switch to a different one of the groups.

4) - an immense dungeon-crawl

5) - gothic-horror


i like 3 then 2 but they all sound ghouled. hehe


AAWWWW they took the extra smite feat out. Boo on that! they kept the ones for barbarian and monk and priest but replaced extra smites with extra mercy.....Lame. was thinking about being a pally but not sure now. got my stats and they are pretty decent 3 14's , 2 13's , a couple of 9's and a 6.

The Exchange

Male Human Ranger

With them having increased the power of smite so much, I suppose they felt the feat overpowered. That being said, I say you can still take it, with the changes below.

Extra Smite:

Prerequisites: Smite Evil class feature
Effect: This feat grants a paladin 2 extra uses of his Smite Evil ability per day.


i think i was gonna be one anywho but that sounds cool. a few less than it used to be makes sense because of the bump of power it got.

The Exchange

Male Human Ranger

Check out archetypes from the Advanced Player's Guide, Ultimate Magic, and Ultimate Combat. They are minor variants to the base classes. More specific in role focus, with some class features switched out to strengthen role concept.

The Exchange

Male Human Ranger

Tag, are you going to keep Raven as your character? If so I will post him here for you to copy over.

Sczarni

Male White Male (and proud of it) They can't keep up with mine

I would prefer the dungeon crawl myself \m/


Female Elf (Forlorn) Bard (Archeologist) 1

Have a secondary preference, Josh?

Sczarni

Male White Male (and proud of it) They can't keep up with mine
Tessarayth wrote:
Have a secondary preference, Josh?

< The 1st choice is ok by me too \m/

The Exchange

Male Human Ranger

Talathel:
TALATHEL CR 1/2
Male Elf Monk (Zen Archer) 1
Medium Humanoid (Elf)
Init +6; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 17, touch 17, flat-footed 13. . (+4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +5
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longsword +2 (1d8+2/19-20/x2) and
. . Unarmed Strike +2 (1d6+2/20/x2)
Ranged Longbow +4 (1d8/20/x3)
Special Attacks Flurry of Blows -1/-1
--------------------
STATISTICS
--------------------
Str 14, Dex 19, Con 15, Int 14, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 19
Feats Elven Weapon Proficiencies, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (1/day), Point Blank Shot, Precise Shot
Traits Treerazer's Bane, Warrior of Old
Skills Acrobatics +8, Climb +6, Escape Artist +8, Perception +9, Stealth +8, Survival +4, Swim +6 Modifiers Silent Hunter
Languages Elven, Skald, Taldane, Varisian
SQ AC Bonus +3, Unarmed Strike (1d6)
Combat Gear Arrows (40), Arrows, Flight (20), Longbow, Longsword; Other Gear Backpack (5 @ 14.5 lbs), Bedroll, Blanket, Case, map or scroll (empty), Flint and steel, Grappling arrow, Hammock, Pouch, belt (3 @ 2.02 lbs), Quiver, Rope, silk (50 ft.), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Strike (2d20) (1/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Treerazer's Bane You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Talathel, though still a young elf, he is already a veteran of many battles against Treerazer's followers and minions along the edges of the Tanglebriar. Trained by the senior staff to still be able to defend himself and dispatch enemies that get to close without ever having to drop his bow, Talathel has begun to gain a connection with his archery that borders on the spiritual.
While serving in the defense of his people, he became close friends with one of the scouts in his camp, a young elf named Severashor, a very outgoing and friendly fellow. After nearly a decade of serving together, Severashor disappeared from the camp one night, without saying anything to anyone. Concerned for their friend, Talathel and the others decided that someone should try and find Severashor, but that they couldn't really send more than one of them without weakening their group too much. So Talathel was chosen to go.
That was nearly four years ago, and the trail has gotten older and harder to find the further he has followed it. Nearly a year ago, the trail led him to the city of Magnimar on the Varisian coast, where it seemingly dissappeared. For months he searched without any luck. Now he has taken a ship north to the town of Sandpoint, having heard of a wandering elven hunter that regularly comes to town on their journeys. Hoping it is his missing friend, or at least that they may have seen him, Talathel disembarked The Harrowed Maiden and entered the town of Sandpoint. When he asked for an inn, he was pointed in the direction of an establishment called the Rusty Dragon. Entering, he found a crowded taproom filled with the aromas of good food and many people. A smiling young human woman of exotic looks was busy behind the bar, while a older halfling woman served trays of food and drinks to the seated patrons.
He found out that the human was named Ameiko, and that this was her inn. He secured himself a room, where he has been staying since. He was let down somewhat when he found out that the elven hunter in the region was a friend of Ameiko's, and a woman, and thus not his missing friend, but all the same he figures he can still question her, and she is nearly guaranteed to come by here when she does come back through town, though he has been told it may be a couple of months. Nearly two weeks have passed, and he has heard a few rumors of other elves in the region that he is trying to find out more about. He is also considering traveling north to see if the elves of the Mierani Forest have any information.
But for now, he stays here in Sandpoint, waiting to follow up on the lead that bought him here. But it promises to be an interesting day tomorrow he believes, as the town's new cathedral was just finished, and they are consecrating it during the Desnan Holy-Day of the Swallowtail Festival, and accordingly, the town is throwing a massive celebration in honor of the event. Many of the people seem very glad about this as the last temple seems to have burned down in a fire several years ago.

Go ahead and ponder an idea for a second character, in case if needed, or in case if Talathel dies.

EVERYONE SHOULD PONDER AT LEAST TWO CHARACTER CONCEPTS
some games may require multiple roles at points, and death is always lurking nearby. For now we will just focus on one, but know the concept of your backup, so replacement will just require stat choices.


Nathan Nasif wrote:

Alright y'all, I like to get your preference on the following ideas for our campaign.

1) - Pacifying and settling frontierland for the Taldan Empire.

2) - Joining the Mendevian Crusade in their fight to save Avistan from the demonic incursion of the Worldwound.

3) - A convulated story involving multiple parties working at different goals to oppose a powerful enemy. Would require each person to have multiple characters, but normally would only be using one of them at any given time. At certain points in the game would switch to a different one of the groups.

4) - an immense dungeon-crawl

5) - gothic-horror

I think #3 is cool. My addition would be to possibly have "good" characters (can be neutral to a degree but nothing towards evil) working for their god/ good of the world and then have some "evil" either humanoids or monsters, of Nate's choice, that are obviously trying to achieve something of great personal gain. These two different parties could end up having the same goal: ie having to kill the same badass dude but for greatly different reasons. Somehow they realise they have to team up with each other in order to kill the dude. If they are successful, there could even be a final battle between the two parties. So you would be fighting the two characters you made all the way to the final battle.

That's the random idea I came up with while kinda foggy. Not really even sure it is a feasable idea.

If not #3, #2 sounds cool.

The Exchange

Male Human Ranger

Your idea could be worked in for sure. Evil group may not make it to the end of the campaign, but a nice climatic ending to an act of the story.

The Exchange

Male Human Ranger

So far for campaign votes we have
1: Settlers - 2 =2
2: Crusade - 2+2+3=7
3: Ramblin' Men - 3+3+2+3=11
4: Mega-Dungeon - 3 =3
5: Horror - 2 =0

Counting first vote as 3 pts., secondary vote as 2 pts. Less likely to be ties, and two second votes beats one primary vote, so that majority rules.

dunduduhhhh
Just when you thought you were safe, DEMOCRACY strikes again!!!
Booo-a-whoooooooooooooo


Nathan Nasif wrote:

Alright y'all, I like to get your preference on the following ideas for our campaign.

1) - Pacifying and settling frontierland for the Taldan Empire.

2) - Joining the Mendevian Crusade in their fight to save Avistan from the demonic incursion of the Worldwound.

3) - A convulated story involving multiple parties working at different goals to oppose a powerful enemy. Would require each person to have multiple characters, but normally would only be using one of them at any given time. At certain points in the game would switch to a different one of the groups.

4) - an immense dungeon-crawl

5) - gothic-horror

I say 2 then 3


3 or 5 in that order


Should we post our basic character concepts on here to help each other decide what to be. In other words to avoid having 4 fighters, a barbarian, mage and no cleric.

I was thinking either a fighter or ranger

The Exchange

Male Human Ranger

WULFEN:
Wulfen on Golarion
Wulfen packs in Avistan tend to be very rare, and range large areas. In the northwest (The Lands of the Linnorm Kings, Irrisen, the Realm of the Mammoth Lords) and in the Hold of Belkzen, the Wulfen packs rarely attempt peaceful negotiations, due both to the challenging hunts the natives in the area provide, and because the people here see them as beast.
In Varisia, Ustalav, and other Varisian dominant regions, some bands of wandering Varisians, particularly amongst the Szcarni, occasionally treat and trade with wulfen packs. The travesty of the Worldwound has attracted nine different packs to the defense of the land. Six of these packs have actually joined the Mendevian Crusaders, while the other three fight the traditional wulfen way. At least two packs have come to the side of the demons, whether by choice or corruption is unknown to most.
In many of the more advanced regions, such as Cheliax, Druma, Razmiran, and Taldor, wulfen are viewed as dangerous monsters, no different from lycanthropes, ogres, or undead, and hunt parties issue forth as soon as signs of their presence is found.
In the wilder places, such as the River Kingdoms and Nirmathas, the wulfen are undisputed lords of the wilderness, and none who run into them there have any doubt as to that. They are almost unheard of on the Garundian continent to the south of the Inner Sea.
 
Wulfen are a crippled race in modern-day Avistan, due to the travesty of the Worldwound. Previously, most wulfen packs roamed in or around the area known to humans as Sarkoris. They rarely made contact with the savage humans who lived in the area, other than to occasionally hunt them. Nearly a hundred packs roamed the region when the Worldwound appeared. The wulfen, with their strong ties to the natural world, fought against the demonic intrusion hard, so hard in fact, that over half the tribes died in the first few weeks. The crusades swallowed many others in its righteous quest. Now less than a dozen packs remain in the area, the others all either fallen to the demonic swarms, or having abandoned the region for better hunting grounds. One of the reasons the wulfen fight so hard against the worldwound is that of the 32 sites the wulfen hold most sacred, 28 of them have been lost to and corrupted by the demonic incursion.
Six packs are allied with the Mendevian Crusaders, the Silverfangs, the Fenrir, the Shadowrunners, the Moondaughters, the Firestriders, and the Howling Wind. Another three packs lead more feral lives, shunning the humans. These are the Blood Talons, the Snowghosts, and the Thunderchildren.
Corrupted wulfen exist as well, called the Black Howlers, they are led by a cabal of powerful sorcerers and witches who worship the abyssal entities around them. They can turn a captured wulfen in a vile ritual that instills them with abyssal taint, corrupting their mind, body, and spirit. They lucky ones die during the rite, the unlucky ones emerge with strange mutations, broken psyches, and thoroughly evil dispositions. Another group, called the Pack of the Pit, also fights against their brethren on the side of the fiends.
Young wulfen from other regions often join the Crusade, often being adopted by one of the local packs, though sometimes they remain as lone wulfen, living amongst the humans.
 
Wulfen once held both Thron and Curchanus in high regard amongst the gods and spirits, but one is now as twisted as its master/son, and the other was slain by the demon-b++$$ Lamashtu. As the successors of Thron and Curchanus, many wulfen now hold Shelyn and Desna in similar regards, though rarely are any of them devout enough to receive spells. Amongst the packs who have joined the Mendevian Crusaders, the worship of Iomadea is taking hold, one pack in particular, the Silverfangs, all have devoted themselves to the Crusader Goddess, Iomedae, and many of them are paladins or clerics of said deity.
Nearly all wulfen believe that by howling at the moon, they keep Groetus, and thus the end of the world, at bay. An old legend of theirs states that when no wulfen are left to keep Groetus at bay, then he will descend upon the world and cause its final destruction.
 
Wulfen thrived in times before the rise of man, and even afterwards, in the remote reaches of Avistan. But as humans spread across the continent, and the wild places grew smaller and smaller, and the wulfen lost more and more of their spirit-sites, so did their population. Packs became smaller and many vanished altogether, along with the wilderness they lived in.

The wulfen are the ultimate hunters, roaming the wilderness in packs, much like the wolves they so resemble. They rarely initiate contact with the other races in Avistan, due to a long history of prejudice. They have been around for a long time, and have kept the same traditions and oral legends and accountings of history. They prefer to roam the untamed reaches of northern Avistan's wilderness, avoiding humanoid settlements when at all possible. The exception to this is in Mendev, where many displaced wulfen have joined the crusade, seeking to staunch the festering pit of the Worldwound, and its bleeding forth of demons.
 
Physical Description: These shapeshifters have two forms that they can switch between. The first is a bipedal humanoid hybrid form, resembling a werewolf, and the second is a quadrapedal canine form, resembling a wolf. They are quite large in their bipedal form, often topping seven foot, and weighing over two-hundred pounds. In their canine form, they are still very large, being about four foot at the shoulder and weighing the same. Fur color varies as it does amongst natural wolves, though extremely rare wulfen are born with fur of a strange, unnatural hue. Eyes range from a deep brown to orange to golden in coloration.

Society: These creatures live in packs, usually of about a dozen adults, though sometimes a pack may grow to several dozen members before new packs split off. Each pack is lead by a leader called the alpha. The position of alpha is secured and held by show of physical dominance, yet often a wise ruler will go unchallenged even into his later years, as wisdom is highly valued. A wulfen must be considered an accomplished hunter in order to challenge the alpha.
Wulfen have a fairly brief lifespan, though few die outside of battle. They are considered adults around 10 years old, middle aged by 25 years, old at 37 years of age, and venerable by 50. Their maximum age is 50 + 2d8 years.
As a race, the wulfen enjoy the act of stalking a prey and bringing it down more than anything. Much of their culture is based on this act. A wulfen measures its victories in what it has stalked and defeated, gaining more honor the more difficult the prey. A wulfen will often stalk and track selected prey for days before attacking. Cruel wulfen like to let their prey know they are being stalked, while more practical-minded wulfen try and avoid all detection until they strike. While wulfen gain more honor for defeating strong prey, they often take down weaker prey also, seeing it as culling the sick and weak from the herd. It is also taboo for a wulfen to follow its prey into its home. If the prey can make it to its lair, it is safe from the wulfen, though the wulfen may wait around for the prey to emerge as long as it chooses.
Wulfen speak their own language, called Wulfen by other races. It has a runic alphabet, easily carved into trees with their claws, though most wulfen very rarely find the need to write anything down. They can speak wulfen in either form, but other languages only in their bipedal form, and then still with some difficulty, making their words sound very rough.
 
Relations: Wulfen invariably consider other races as one thing first and foremost, prey. The fate of the prey depends on the prey's race almost as much as on the wulfen's disposition. Goblinoids, orcs and giants are generally killed, as are abominations such as aberrations and undead. Humanoids who fight well often awaken bandaged and barely alive, and are usually missing a token of some kind, whether a small body part or a lock of hair or a trinket or weapon depends on the wulfen. Humans from the more 'civilized' nations are more rarely spared, due to a long history of hunting wulfen as beast, and mistaking them for werewolves. Often times, Chelaxians and Taldans who have run afoul of wulfen, if they awaken at all, do so to find themselves scalped, a practice the wulfen picked up from them and their bounties on wulfen pelts. Wulfen see elves as the craftiest prey of all, and also as the most respected. Only the cruelest and most irreverent of wulfen will kill an elf, if they manage to bring one down, but they are considered targets too tempting to pass on, as elves are usually very difficult targets, due to their keen senses and centuries of experience, which make them exceptionally hard to stalk, and they are often formidable enough that it often takes an entire pack to fell one or two elves. The elves are almost never killed, and usually no more than a lock of hair is ever taken as a trophy. Often if an elf is attacked and finds itself about to fall, it will be allowed to leave still walking as long it admits defeat and makes a gift of a token to the wulfen. Wulfen lore holds rumor of several types of ancient prey no longer seen amongst the land..
Wulfen bear a special hatred for werewolves. Most other races mistake wulfen for werewolves, and try to kill them. Also, a wulfen that contracts lycanthropy doesn't become a werewolf, he contracts a disease that eats a hole in his brain, regressing him into a unintelligent savage beast. Whenever a wulfen pack catches the scent-trail of werewolves, they hunt them mercilessly, even following them well outside of their territory.

Alignment and Religion: Wulfen typically revere lupine spirits that fall in line with their own personal philosophies, such as lupinals or barghests, though Desna and Pharasma are often revered as well. Nearly all wulfen recognize Groetus as the end-bringer, and believe that by howling at the moon, they keep him at bay. Many wulfen in Mendev now revere Iomedae also, and paladins and battle-priest are becoming common sights amongst the packs that fight in the crusade.
 
Adventurers: While lone wulfen are rare, they do exist, usually as outcast, exiled from the pack and its range. More commonly encountered are small groups of young wulfen adults and adolescents, setting out to gain honor. While not a true pack, they often refer to themselves as one.
The wulfen pride themselves on not needing all the gear and equipment other races need to survive. They usually don't wear any clothing except for a specially designed harness that holds their weapons, regardless of what form they are in. They rarely wear armor, though some warriors keep pieces of armor cached away for emergencies or big battles. They don't often use manufactured weapons, though they have developed a few for the occasions they are needed. Wulfen smith work is comparatively crude, and is characterized by thick, wide blades. They make a sword-like blade called a klaive, and sometimes larger ones called great klaives. They also favor starknives as ranged weapons, and many carry sets of metal blades that extend from a long gauntlet over the back of the hand and forward past the fingers, called iron claws.

WULFEN RACIAL TRAITS
All Wulfen have the following racial traits.
• +2 Dexterity, +2 Constitution, -2 Intelligence: Wulfen are agile and hardy, but not as learned as other races.
• Armor: Wulfen have a +2 natural armor bonus.
• Change Shape: At will, as a standard action, a Wulfen can assume the shape of a wolf. In this form, he loses his claw attacks, but his speed increases to 50 feet, and he gains a +4 racial bonus on all Stealth checks.
• Keen Senses: Wulfen receive a +2 racial bonus on Perception checks
• Low-Light Vision: Wulfen can see twice as far as humans in conditions of dim light.
• Natural Weapons: Wulfen possess a bite natural attack that inflicts 1d6 points of damage on a hit, and 2 claw natural attacks that inflict 1d4 points of damage on a hit. These are primary attacks, or a secondary attack if the wulfen wields a manufactured weapon.
• Scent: This special quality allows the wulfen to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Wulfen can identify familiar odors just as humans do familiar sights.
The wulfen can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a wulfen detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The wulfen can take a move action to note the direction of the scent. When the wulfen is within 5 feet of the source, it pinpoints the source’s location. A wulfen can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Wulfen tracking by scent ignore the effects of surface conditions and poor visibility.
Languages: Wulfen begin play speaking Wulfen.


I've decided on paladin. if that helps

The Exchange

Male Human Ranger

Yeah. that works good.
So far I think we got
Eggstu: Fighter or Ranger
Pikeytang: Paladin
Tagge: Bard (Archeoligist)
J21120: Monk (Zen Archer)
Falcorn: ??

The Exchange

Male Human Ranger

You will be starting in

Spoiler:
Kaer Maga, a city that sits on top of the Storval Rise, whose 1,000 foot cliffs seperate the Storval Plateau from the rest of Varisia.

Kaer Maga is an independent power, not owing allegiance to any of the three larger cities of Varisia (Korvosa, Magnimar, and Riddleport.

All kinds of less savory creatures and races are seen in Kaer Maga, and as long as they don't interrupt the normal activity to much, no one really pays them that much mind.

In your

Character Backgrounds:
, explain how it is that your life has brought you to Kaer Maga. Creative, well detailed backgrounds will gain a one time xp bonus of an amount up to me. Do not worry if your background requires you to make up a town or something. It can be worked in, or name-changed to one in the world already, depending on what we feel is best. Try and work a few allies/contacts (family, old training buddies or fellow soldier from the war, etc.) and a few foes/rivals into your background as well. Links to the outside world, so your character isn't a mysterious orphan who never met anyone he cared about and has no living enemies, or even people who dislike him.


I will work on getting my guy made up tonight and tomorrow. I am going with a Wulfen Ranger for sure.

Not sure what Ben is going to do but I will get him to look over and decide.

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