Quest for Gloriana

Game Master JGray

A Pathfinder adventure taking place in the world of Quest for Glory, the Sierra Online RPG/adventure game hybrid.

The Gloriana Setting Document

Current Map (Cavern near Raseir)


1 to 50 of 113 << first < prev | 1 | 2 | 3 | next > last >>

Inspired by GM Salsa's upcoming campaign, which is set in a Skyrim like land, I've decided to set a campaign in my favorite cRPG fantasy land, the world of Gloriana from the classic Quest for Glory series!

I've already created a setting document, which can be found here.

I'm looking to fill 5 slots.

Character Creation
- Attributes: 25 Point-buy
- HP: Max at 1st level, Half max +1 after that. (d6 => 4, d8 => 5, d10 => 6, d12 => 7)
- Starting Level: 3rd
- Starting Gold: one non-magical weapon, one non-magical set of armor, one change of clothing, one magic item of your choice worth 500 gp or less, one kit appropriate to your class.
- Races and class details are listed in the setting document
- Using the Background Skills system, including Artistry and Lore
- Using Automatic Bonus Progression will be used. Magic items will be relatively rare and interesting.
- No evil characters. This is a game for heroes.

Submission Requirements
- Read the document.
- Character Stats
- Background explaining where your character comes from and why your character wants to be a hero. As they are 3rd level, include at least one heroic accomplishment already achieved.
- Character's Personality
- Character's Appearance, including how tall they are.

I'm happy to answer any questions! I'm going to put a deadline of the 26th on this.

Sczarni

A Nova Roma human legionnaire (classic Roman style sword & shield fighter) is very appealing.

I did not see particulars for the Nova Roma religion/culture other than their expansionist & military nature.

Anything else that should play a role there?


psionichamster wrote:

A Nova Roma human legionnaire (classic Roman style sword & shield fighter) is very appealing.

I did not see particulars for the Nova Roma religion/culture other than their expansionist & military nature.

Anything else that should play a role there?

There's very little about Nova Roma in the games itself. They're essentially Rome at the height of its imperialist phase but with a much smaller empire, since they obviously haven't expanded to far. So, to make stuff up, I'll assume that (since they didn't absorb the world's equivalent to Greece) they have a god-emperor, the Caesar, rather than a pantheon of gods. All able bodied adults are required to give two years of service to the Legion. Thus, everyone has some combat training. Outside of the Legion they have a tradition of service, with the wealthy providing patronage to those who are not as wealthy, creating networks of dependency with the wealthiest on top getting prestige from their "collection".


I've read the settings document, and I see that 3pp will be considered on a case-by-case basis. And see how this campaign is to be a very "heroic" campaign, I would like to play a Silmaran Mighty Godling, son of Zeus! Considering all the mayhem Hera could throw the party to get to the godling between main campaign objectives.


Dot


Dot for now, but already decided upon a concept which I will show you now:

Tidbits of info:

Character would be a canine travelling merchant and hired sword.
He ended being a merchant because of a natural affinity for taking and keeping plenty of different stuff, from animal pelts to holy symbols, including weapons, armors, books and spices.
The hired sword part comes from his instinct to please. During his travels he found many a person in need of someone to solve their problems.

Other stuff I thought is, for example, he pays respect to each and every deity while truly believing in a force of nature called Karma, which rewards being nice to others. He believes Karma reigns over everything, but deigns necessary paying due respect to the deities on their turfs.

As for class, who knows. Most probably a fighter with high int and/or cha, I'll see.

Just for the sake of knowledge, as I sure don't know which class to play but I'm inclined to picking fighter: Path of War? yay? Nay?


dot


I have two ideas,(minus the option of the PM I sent you) the first, is a wizard that has shunned the W.I.T and seeks to prove how "un-needed" it is. He learns on his own. I think I'd make him an arcanist (if you allowed, since they are a bit weird but imo are mostly wizardish) otherwise normal wizard is fine. Oh, and he definitely would call himself a Wizard ;)

The second, Most likely a swashbuckler katta who travels for enjoyment and enjoys getting into a bit of trouble


More questions!

·Combat Stamina and Tricks? And if yes, do Fighters get instant access as Unchained suggests?
·Fighter options! Advanced Weapon Training? Advanced Armor Training? In special I'm looking at the ones that allow you to finally have more than 2+int skill points.
·Crafting! Will we have time for such things? Will you use the usual rules, meaning each plate armor I want to craft will be an aeon, or there will be a homebrew system?
·Also, Traits?

And that's all for now, stay tuned for more questions.


2 people marked this as a favorite.

@TheWaskally: I warn in advance, I detest the standard "Hera is a jealous b%##* and the bad guy while her husband sleeps around" trope. That being said, I'll allow the class. I'm a big fan of Percy Jackson.

@EmissaryofNorth: 1. The concept looks solid. Canines have certainly been both hired muscle and merchants in the game. A belief in karma makes sense.

2. No on Path of War. I don't know it well enough.

3. I'll allow it. Fighters (and fighters only) can have Combat Stamina free at first level.

4. I'm using background skill rules so you will already be getting more than 2+Int skill points to use. For advanced armor and weapon training feats, I'll allow them.

5. Traits, yes! Everyone! 2 traits! 3 with a disadvantage.

@thelizardwizard: No arcanists. As I noted in the setting document, I left out sorcerers and derived classed for a reason. You can be a spellcaster who hasn't attended W.I.T., however. A katta swashbuckler (I would allow a scimitar instead of the standard rapier to keep the cultural flavor of Shapeir intact).


The setting looks lovely - one question I do have though, since you say that magic is heavily influenced by the 4 classic elements would you allow Kineticists?

I'm a Percy Jackson fan too and I think a Kineticist is a great way to make a child of the Gods... What say you?


Nikolaus de'Shade wrote:

The setting looks lovely - one question I do have though, since you say that magic is heavily influenced by the 4 classic elements would you allow Kineticists?

I'm a Percy Jackson fan too and I think a Kineticist is a great way to make a child of the Gods... What say you?

Sadly, I say no. Kineticists really don't fit into the idea of magic as presented in the original games. I'm trying to stay true to their spirit.

RPG Superstar 2009 Top 16

I'll get to reading the doc then come up with a concept. May be another day or so since I'm going to my sister's birthday party tonight.


1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Might throw my hat in the ring as I'd love to play a game with you running it. Was wondering if you'd allow a dhampir from Mordavia? Figure it doesn't hurt to ask.


@Mark Thomas 66: Cool. Looking forward to it.

@Drogeney: You can, though I warn the chances of part of the game taking place in an area with very bright sunlight for much of the day is very, very, very, very, very, very, very high.


Pathfinder Adventure Path, Rulebook Subscriber

Ah, but that would make for an interesting challenge wouldn't it?


Drogeney wrote:
Ah, but that would make for an interesting challenge wouldn't it?

I trust you to do it well.


I only suggest arcanist as they have a spellbook, but no probs.

Wizard it is I think, elf, I suppose.


thelizardwizard wrote:

I only suggest arcanist as they have a spellbook, but no probs.

Wizard it is I think, elf, I suppose.

You mean a half-fae and make use of the elf racial stats? That would be fine.

Sczarni

Hektor Sextus, human fighter:

Spoiler:

Hektor Sextus

Male Human Fighter 3

LN Medium humanoid (human)

Init: +3; Senses: Perception +8

Speed: 30 (20), Languages: Common, X?

Defense

AC 24 (+9 Armor, +2 Dex, +3 Shield) Touch 12 FF 22

HP 25 (3d10+3)

Fort +4 Ref +4 Will +2

Offense

Melee: Longsword +8 (1d8+4 19-20/x2) or Heavy Shield +7 (1d4+4)

Ranged:

BAB 3 CMB +7 CMD 20

Statistics

Abilities: Str 18 Dex 16 Con 13 Int 12 Wis 12 Cha 8

SQ: Skilled, Favored Class (fighter Skills), Bravery, Armor Training 1

Traits:Eyes and Ears of the City (+1 Perception; class skill), Black Sheep (bitter nobleman; +1 Know(local); class skill, +1 Stealth; class skill)

Feats: weapon focus: longsword, power attack, shield focus (heavy shield), improved shield bash, combat reflexes

Skills: Climb 3+3+4-5, Knowledge (Engineering) 3+1+3, Knowledge (local) 3+1+3+1, Perception 3+1+3+1, Profession (Soldier) 3+3+1, Stealth 3+3+3+1-5, Survival 2+3+1, Swim 2+4+3-5

Combat Gear:

Equipment: full plate, heavy steel shield, longsword, fighter’s kit, traveler’s any-tool

Coin

Description:Hektor stands 5’10” tall and weighs 170 pounds. Slim and well muscled, he has dark olive skin, dark hair and dark eyes. Multiple scars, old and healed, stand out across his hands, forearms, with one significant vertical scar descending along his left cheek and brow. Outside his armor, he typically wears well-worn and well-maintained traveler’s leathers, with knee-high hobnailed boots tightly laced over his trousers. He favors the color red, although his current cloak and accoutrements have long since faded to a dull brown and grey.

When fully armed and armored, Hektor strikes quite a formidable image. He carries a wide, curved shield with a heavy boss at the apex of the arc. It may have once worn imperial heraldry, but that has long since been beaten and scarred off. His weapon is a wide, slightly waisted sword, with dark wooden grip and brass hardware. The edge shine sharp and ready, no matter the weather or extent of battle; this is the weapon of a truly professional fighting man.

In addition to his arms and armor, Hektor carries a wooden-framed pack, laden down with food, water, and survival equipment. His most prized equipment, however, must certainly be the folding magical tool he acquired from his uncle after leaving Imperial service. With the proper command words and actions, this simple rod unfolds into whatever tool is needed for the task at hand, be it a simple spade, pick, saw, or the like.

Background:Hektor was born to a fairly successful family in the hills outside Nova Roma proper. The family grew grapes, corn, wheat, and raised goats for their livelihood, and prospered for quite a while. As is customary, all the men of the family served in the military for the required two-year term. While Hektor was away for his service time, a number of disastrous seasons brought the family’s fortunes low. Through correspondence with his father, uncle, and brothers while on campaign, Hektor learned of these problems, and helped out in the only way he could; he volunteered for longer service and more dangerous campaign work.

Two years stretched out into almost a decade, with Hektor sending back as much coin as possible to aid the family farm. For all his work, and all the effort of his kin, the majority of the hold was sold off, bit by bit, while his siblings and uncle transitioned away from the land and into the city as merchants, craftsmen, and sales factors. Finally sick of army life, seeing noble-born officers lauded with glory while Hektor and his men bled for very little of consequence, Hektor took his pension with its meager stipend and cashiered out of Imperial service.

Back home, he quickly learned that city life was not for him. The hustle and bustle of so many people, with precious little peace and quiet kept him on edge. While on campaign, Hektor always prefered being out in the field with his squad or platoon, generally away from camp or conquered towns. City life was no exception. Saying his goodbyes and gathering up what resources he could, Hektor girded himself for adventure and headed out into the world. A free man, with the skills and knowledge gained by a decade in Imperial service, he remains confident he will find his way in this world.


That world seems interesting, it is always nice to discover new settings! Can an "Arabian" Monk of the Sultanate of Shapeir could make sense lore-wise? I was thinking of an Elemental Master or a Master of Many Styles who channels the raw energy of the djinns and spirits of the desert. Do you want that we candidate with an alias or can we post directly the character?

If that Monk does not fit in the setting I could also see myself playing a Bard who channels the songs of the Universe.


1 person marked this as a favorite.

@psionichamster: Solid character. I like one with a bit of age to him and like that he's solid and not at all too fancy. Nicely done.

@TheFluffyCrunch: There are djinn, though they were sealed away by Sulaiman many years ago to keep them from rampaging across the land. About seven years before our game begins, the Emir of Raseir attempted to free the mightiest of these djinn but was stopped by the Hero of Five Lands. There are also dervishes, wise men of the desert who commune with the universe and speak in riddles. Older dervishes sit in an oasis and allow their beards to grow (one literally has his beard growing around a palm tree) but younger dervishes might very well be like monks.


Pathfinder Adventure Path, Rulebook Subscriber

Where will we be starting at in the game?


@Drogeney: Likely either Silmaria or Shapeir. I want to adjust the starting location based on the characters picked. So, keep your ability to be somewhere else flexible.


Is there a mass opinion on the magic elements? Like, do most people prefer a particular one over another? Is one element viewed as lesser? If so why?


@thelizardwizard: There is not. There's, perhaps, friendly rivalry but all four elements are recognized as essential to the existence of everything.


Was thinking of making a Half Fae (Fetchling) shadow Oracle from Morovia who Venerates the Grim Reaper.

Was wondering how those who serve the reaper would approach undeath. Are undead the rank and file soldiers of the Grim Reaper answering his beck and call or are they abominations that trap souls instead of letting them find their rightful resting place?

Grand Lodge

Sounds like fun. Here is my submission. Ivan Baranoff is a Mordavian human fighter.

Background:

Ivan grew up in Mordavia. The second son of a prominent merchant named Latian,he grew up in the shadow of his older brother Grocius. His brother was both smarter and more charismatic than he was. Never having the business sense to make lucrative contracts, he felt a deep sense of shame.

Thankfully he was able to fit in with the guards. He may not have had any skill with his words, but he could wield a sword and shield with great effect.

When a group of cultists tried to infiltrate his family's business, he uncovered their plot to gain influence in the community and led a handful of guards to root them out and defeated their leader in one on one combat. Finally finding a way to make a difference, Ivan left to pursue a life of adventure.

Crunch:
Ivan Baranoff
Human Fighter 3(Lawful Neutral)
(Pathfinder Core Rulebook )
Medium humanoid
Init + 6, Perception + 0
--------------------
Defense
--------------------
AC 24 touch 12, flat-footed 22(+9 armor, +3 Shield, +2 Dex)
hp 31 (3d10+9)
Fort +6, Ref +3, Will +3(+4 against fear);
--------------------
Offense
--------------------
Speed 20 ft.
Melee Longsword +8(1d8+4/19-20×2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +7; CMD 19
Feats: Weapon Focus-Longsword, Power Attack, Improved Initiative, Iron Will, Shield Focus.
Skills: Climb +8, Intimidate +6, Knowledge Dungeoneering +5, Ride +8, Survival +6, Swim +8
Background Skills - Blacksmithing +6, Knowledge Engineering +6
Languages: Common
Other Gear: Full Plate Armor, Heavy Shield, Longsword, Fighter’s Kit, Tunic and Breeches, Travelers Any-Tool.

--------------------
Special Abilities
--------------------
Bravery +1 - +1 to saves against fear

Armor Training 1 - subtract 1 from armor check penalties, and add 1 to max dex bonus.


hmmm. I may submit the katta character instead, I have an itch for something more exotic, not sure if she will be fighter(derivh of dawn) or swashbuckler


could Katta take the alternate racial "climber" from cat-folk?

Also-

Crunch for Amiid Razir:

Male, Katta, swashbuckler 3
Init +6; Senses Perception +7
--------------------
Defense
--------------------
AC: 20, touch 15, flat-footed 15[4Armor+4Dex+1shield+1dodge]
hp: 31(3d10+6)
Fort: +3,
Ref: 7,
Will: +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Scimitar: +9
Damage: 1d6+4+3 18-20x2

Ranged
Statistics
--------------------
Str: 08, Dex: 18, Con: 14, Int:12, Wis: 13, Cha: 16
Base Atk +3; CMB +X; CMD X
Feats:
1- Swashbucklers finesse, weapon focus (scimitar)
3- Dervish Dance
Traits: Fencer, Indomitable faith
Languages:

--------------------
Skills: 6/level (18)
--------------------
Perception: 2
Acrobatics: 2
Stealth: 3
Bluff: 1
Diplomacy: 1
Intimidation: 2
Sense Motive: 2
Sleight of hand: 2
Disable Device: 2
Perform(Dance): 2
Know. History: 1
Know. Local: 1
Linguistics: 2
Profession(Trader): 2

--------------------
Gear:
--------------------
Mwk Scimitar, Mwk Chain shirt, Buckler

Misc Items: backpack, belt pouch, 2 travelers clothes.

--------------------
Deeds:
--------------------
Panache: 3
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

Here is the crunch for my Katta trader. He venerates the "Mighty one" of creation, and uses being a trader as an excuse to get away from his family and travel the world and see the wonders made by "The Mighty One". He has gotten into his fair share of trouble on the road, so has learned a fair bit on how to defend himself with the blade passed down from his father.
How I picture him. dunno if I am right.


JGray wrote:
Nikolaus de'Shade wrote:

The setting looks lovely - one question I do have though, since you say that magic is heavily influenced by the 4 classic elements would you allow Kineticists?

I'm a Percy Jackson fan too and I think a Kineticist is a great way to make a child of the Gods... What say you?

Sadly, I say no. Kineticists really don't fit into the idea of magic as presented in the original games. I'm trying to stay true to their spirit.

Drat - I'm going to put together a Liontaur dashing champion then. Son of Ares perhaps or Athena? I'm thinking he's more about honorable war than indiscriminate slaughter so probably Athena?

You can tell I still want to be a child of the gods yes? :)


@Trathing Nightcloak: Mordavia is an excellent place for a half-fae to be from. It is the seat of the fae's power and where the Queen of the Faeries most often manifests. It is also home to the first of Erana's gardens, a series of peaceful areas where no violence can take place created by the arch-wizard Erana. She died in Mordavia, leading an army of the light (With the help of Piotr the Paladin) to stop the coming of Avoozl into our world.

As for the Grim Reaper and undead. The Grim Reaper's domain is souls, not bodies. It cares little for undead with no souls, such as zombies and skeletons. It dislikes those who still have souls, such as vampires and liches. This isn't due to moral outrage but for much the same reason a plumber dislikes a leaky pipe - it indicates a job unfinished.

@Elias Shrin: Interesting concept. How did his family due under the rule of the Dark One, the vampire queen who ruled over Mordavia until five years ago, when the Hero of Five Lands destroyed her? The Cult was most likely that of Avoozl. Even though the door on that otherworldly horror has been closed, cultists still remain who seek to open it.

@thelizardwizard: The base concept is decent. I'll be curious to see what you do with it when you work out your background.

@Nikolaus de'Shade: Sekmhet is not a goddess who shares her people with foreign (and especially HUMAN) gods. Any liontaur cub born of such a union would be dead in the womb. I get the desire to play a child of the gods but I think you may want to rethink your angle of entry here.

Grand Lodge

@jgray, the vampire government held his sister and mother hostage in order to cow the family into submission. Unfortunately they turned women into vampires and they were destroyed when the vampire queen was vanquished.

This has made Ivan very cynical and bitter, and his trust is hard earned. That's part of how he was able to discover there were cultists infiltrating the family business.

I forgot his appearance. He is about 5'6", and built like a bull. He has short dark brown hair and twin scars running parallel down one cheek.


JGray wrote:
@Nikolaus de'Shade: Sekmhet is not a goddess who shares her people with foreign (and especially HUMAN) gods. Any liontaur cub born of such a union would be dead in the womb. I get the desire to play a child of the gods but I think you may want to rethink your angle of entry here.

My mistake - all hail Sekhmet! :)


@Gwahir777: Not so much a government as a master vampire who demanded tribute but the idea works.

@Nikolaus de'Shade: Damn straight.

RPG Superstar 2009 Top 16

Will get started today. The birthday bender weekend led to me sleeping 13 hrs. lol


Seriously, this is awesome.

Will there be the jaguar people from Wages of War? Either way, I would like to make someone from Fricana. Any help?

RPG Superstar 2009 Top 16

Your choice of 3pp options made me smile. ;)

As did "and most importantly, registering adventurers so they aren’t mistaken by the town guard as vagrants." lol.

What would be the actual viability of playing as a centaur? How are they looked at in other societies. What's their society/culture like?


@Mark Thomas 66: My choice of 3pp generally is based on what I've personally written. I probably won't say no to most things where my name is in the credits. :) Most societies are fairly tolerant, racially speaking. In Spielburg, for example, centaurs run farms and shops in town and have little trouble. In Silmaria they are well respected and in Shapeir they are big believers in judging a person by deeds rather than appearance. In Mordavia they might be looked at askance but so are most outsiders. In Tarna, liontaurs natural sense of superiority might cause issues.

As for centaur culture, they tend to adapt to wherever it is they live. Family is quite important to them and they value hard work. The days of individual centaur societies are long past - humans are everywhere and most races have integrated into their societies.

@Insnare: The leopardmen are now five years into their alliance with the Simbani as a result of the marriage of their (now) two chieftains. I had considered adding the leopardmen as a separate race but the problem is their ability to shift into the leopard shape seems tied to a group ritual and not something an individual could do. I'm willing to entertain ideas there, though. I'd also considered adding the monkeys as a race since they seem intelligent and can speak.

RPG Superstar 2009 Top 16

Safe to assume the cost for medium or heavy armor for a centaur would be double since it would be both upper body armor and barding. The Armor for unusual creatures chart has it as x2 for large humaniod and x4 for large non-humanoid.


@Mark Thomas 66: Possibly. Right now, its not a worry though since I laid out guidelines for starting equipment which are not dependent upon money.


JGray wrote:
@Insnare: The leopardmen are now five years into their alliance with the Simbani as a result of the marriage of their (now) two chieftains. I had considered adding the leopardmen as a separate race but the problem is their ability to shift into the leopard shape seems tied to a group ritual and not something an individual could do. I'm willing to entertain ideas there, though. I'd also considered adding the monkeys as a race since they seem intelligent and can speak.

If there's any prospect of a Vanara monk then I'd be very excited - they'd cover the intelligent monkey slot well. Gah! If that choice comes up it's gonna be very hard!

RPG Superstar 2009 Top 16

Cool. I'm wavering between that and someone from Shapeir. I noticed Magus isn't included though it's a studied class rather than self taught.


@Nikolaus de'Shade: Vanara reduced to Small size actually covers it. When I say these are monkeys I mean it literally. These are talking monkeys. Not monkey-like humanoids.

@Mark Thomas 66: Correct. I left out most of the spellcasting classes for specific reasons. The game series really focuses on the wizarding school of magic and I believe the campaign should, too.

RPG Superstar 2009 Top 16

Okay. I'll get started. If I go centaur it'll probably be oracle, ranger, or shaman


Alright I'll propose a young brash dervish who wants to discover the world (Elemental Fist) or an older one who came back from retirement (Sensei)! I'll wait to see the others characters a few days to see what is the most useful to the group.


For the starting gear are we allowed: masterwork? special materials?

Since this is an edit this may not get answered but... are we allowed armour and a shield? I'm probably going to be taking padded armour (so damn cheap) and was wondering if I can have a buckler as well.


To answer Nikolaus de'Shade's question for everyone.

Starting gear: No masterwork or special materials. Normal weapons and armor. Those who need one may also take a shield.

Also, everyone, I added monkeys to the race list on the master document.


I would like to present a Liontaur Wizard Arcane Bomber(I want her to be studying with scientists and the wizards)

Rakshina
Female Liontaur wizard (arcane bomber) 1 (Pathfinder RPG Bestiary 2 89, Pathfinder RPG Ultimate Combat 74)
N Large humanoid (Liontaur)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance

--------------------
Offense
--------------------
Speed 40 ft.
Melee dagger +0 (1d4/19-20) or
dagger +0 (1d4/19-20) or
quarterstaff +0 (1d6)
Special Attacks bomb 5/day (1d6+4 ,ice, DC 14)
Spell-Like Abilities (CL 1st; concentration +2)
3/day—detect undead
Wizard (Arcane Bomber) Spells Prepared (CL 1st; concentration +5)
1st—icicle dagger[UM], magic missile
Opposition Schools Abjuration, Divination, Illusion, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 18, Wis 11, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Technologist
Traits Magical Talent (Ray of Frost), savannah child
Skills Appraise +8, Bluff +3, Knowledge (arcana) +8, Linguistics +8, Perception +3, Spellcraft +8, Use Magic Device +2; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ resist level drain, spellblast bombs
Other Gear leather armor, dagger, dagger, quarterstaff, wizard starting spellbook, 136 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Bomb 1d6+4 (Cold, 5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 ice damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination You must spend 2 slots to cast spells from the Divination school.
Illusion You must spend 2 slots to cast spells from the Illusion school.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spellblast Bombs (Su) Sacrifice a spell to gain a bonus to hit and damage with your next bomb.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Large: Liontaurs are Large creatures. They gain a +2 size bonus to Strength and a -2 size penalty to Dexterity. They take a -1 size penalty to their AC, a -1 size penalty to attack rolls, a +1 bonus on combat maneuver checks and their CMD, and a -4 size penalty to Stealth checks. They take up a 10 foot square space and have a reach of 5 feet.
Base Speed: Liontaurs have a base speed of 40 (30 feet + their quadraped bonus).
Low-Light Vision: In dim light, liontaurs can see twice as far as humans.
Claws: Liontaurs can use their claws in combat. They receive two claw attacks. These are primary natural attacks which deal 1d6 points of damage.

Being born with the Gift was always something Rakshina really enjoyed having, then one day she met a travelling Scientist from Mordavia and got to talking to him about the other wonders that could be learned by harnessing her Gift with that of science. She found she was able to concoct ice bombs she is really intrigued to learn more and hopefully she will learn the skills available to go to WIT or to the Scientist academy in Nova Romum. She is really excited about the fifth element and has been crafting the ultimate pizza with cured springbok strips and yummy cheese.


@Insnare: I'm pleased as can be to see someone who knows the game series. However, you should probably take another look at the requirements I set forth. Wizards should be using the elemental schools, for example, and not the standard schools. Also, as per the opening post, I'm also asking for personality and descriptions.

1 to 50 of 113 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Quest for Gloriana All Messageboards

Want to post a reply? Sign in.