Table: Human Homeland 1d100 ⇒ 84
Table: Human Parents 1d100 ⇒ 83
Table: Human Siblings 1d100 ⇒ 62 1d2 ⇒ 1 siblings and 1d2 ⇒ 1 half-siblings (roll 1d100 ⇒ 30 to determine each one's race; 01—50: half-elf, 51—100: half-orc). You gain access to the Kin Guardian combat trait.
Relative Age of Sibling #1 1d100 ⇒ 82 Your sibling is younger than you.
Relative Age of Half-Sibling #1 1d100 ⇒ 57 Your sibling is younger than you.
Circumstance of Birth 1d100 ⇒ 94 Left to Die: When you were born you were left to die, but by some twist of circumstance you survived. You gain access to the Courageous combat trait, the Savage social trait, and the Arisen story feat.
Parents Profession 1d100 ⇒ 5 Slaves: You gain access to the Life of Toil social trait.
Major Childhood Event 1d100 ⇒ 97 The War: You grew up against the backdrop of a major military conflict that affected much of your childhood world. You became accustomed to a short food supply, living in occupied territory, and moving from place to place. Several of the people you knew in your childhood were lost in the war, including members of your family. You gain access to the Vagabond Child regional trait and the Deny the Reaper story feat.
Barbarian Backgrounds 1d100 ⇒ 2 Vengeance: When you were young, a great wrong was done to you, a loved one, your family, or your people. This experience tore you apart and reduced you to a being of primal emotions. Dreams of vengeance became your only promise of comfort. You gain access to the Axe to Grind combat trait, the Foeslayer story feat, and the Vengeance story feat.
Influential Associates 1d100 ⇒ 49 The Boss: You once gained employment under an organized and powerful individual with far- reaching influence. When the boss was present, everyone listened. This could have been a military commander, tribal chieftain, guild leader, or gang leader. From the boss, you learned how to make people listen, make them see reason, and keep them in line. You gain access to the Natural-Born Leader social trait.
Conflict: 1d20 ⇒ 3 Told a Lie: You deliberately made someone believe something that was not true to further your own goals. 1 CP
Conflict Subject: 1d20 ⇒ 20 Non-humanoid monster
Conflict Motivation: 1d10 ⇒ 3 Pressured or Manipulated 2 CP
No Guilt (+2 CP): Either guilt is for the weak, or you know you made the right decision. You might not openly brag about your part in the conflict, but you don't deny it when confronted either.
So I rolled again, all in all pretty cool character that would have been shaped by the war. I think I have an idea how to play this guy, but then again I like the other one too.
R U I N S O F J E A N R. R A T E R
OR, HOW I LEARNED TO STOP WORRYING AND ROLL A BACKGROUND
I'm in a slapstick mood apparently. Hurray, Zoidberg!
Human Parents (Ustlavian)
Human Homeland: 1d100 ⇒ 85 City or Metropolis (Civilized; Vagaband Child)
>Human Parents: 1d100 ⇒ 26 Both parents are alive
>Human Siblings: 1d100 ⇒ 23
>>Number of Siblings: 1d2 ⇒ 2 Two siblings (Kin Guardian)
>1d100 ⇒ 76 Sibling is younger
>Female (low) or Male (high): 1d100 ⇒ 37 Female
>1d100 ⇒ 45 Sibling is older
>Female (low) or Male (high): 1d100 ⇒ 16 Female
Circumstances of Birth: 1d100 ⇒ 90 Dishonored Family (Reactionary; Lost Legacy or Redemption Story Feat)
>Parents' Profession: 1d100 ⇒ 29 Entertainers (Talented)
>Lost Nobility: 1d100 ⇒ 88 Family was formerly Count/Countess (Took a little liberty with this roll, if that's alright)
Major Childhood Event: 1d100 ⇒ 17 Competition Champion (Influence; Champion Story Feat)
>[dice="Investigator" Training]1d100[/dice] Physician (Alchemist) (Precise Treatment)
>Influential Associate: 1d100 ⇒ 59 The Mentor (Mentored)
Deity: Formerly Pharasma; more recently Lissala.
Conflicts: 1d20 ⇒ 19 Murder (8)
Conflict Subject: 1d20 ⇒ 7 Leader
Conflict Motivation: 1d10 ⇒ 4 Religion
Resolution: No Guilt (+2 CP)
Alignment: Lawful Evil
Romantic Relationships: 1d20 ⇒ 13 Several Inconsequential
Character Drawback: 1d100 ⇒ 16 Material Wealth (Avarice Drawback)
|Valko van Richten|
The becoming fatigued if you use all your Blood Focus is an interesting drawback.
I am now tossing up between either an Arcanist of some kind (rolling on the background generator I suppose?) or my previous idea (though possibly swapping alchemist for investigator pending a more thorough reading and comparison).
What, no brawlers? Have you SEEN this chick I made for my playtest of this campaign?
Favored Bonus: +1 Hp
Female Varisian Human Brawler 1
LN Medium Humanoid (Human)
Init +2; Senses: Perception +5
AC 19 (Touch 12, FF 17)(+2 Dex, +6 Armor, +1 Trait)
Hp: 14 (1d10+3[Con]+1[Favored]
Fort +5, Ref +4, Will +1;
Speed: 30 ft (20 ft Armored)
Melee: Unarmed Strike +5 (1d6+4/x2) or Cold Iron Cestus +5 (1d4+4/19-20x2)
Ranged: Shuriken +3 (1d2+4/x2)
SA: Martial Maneuvers (1/day, 1 Minute)
Str 18, Dex 15, Con 16, Int 10, Wis 12, Cha 7
BAB +1, CMB +5, CMD 17
Feats: Improved Unarmed Strike(B), Medium Armor Proficiency(1st), Power Attack(Human)
Skills(3)(4[Base]+1[Human]): Climb +8(+3), Swim +8(+3), Perception +5, Sense Motive +5, Acrobatics +6(+1)(-3 Jumping)
Languages: Common, Varisian
Racial: Skilled, Bonus Feat
Traits: Defender of the Society, Serpent Runner(-1 penalty on main hand attacks when dual wielding)
Light (0-100); Medium (101-200); Heavy (201-300);
Current Load: 77 lbs (Light)
Weighs: 146 lbs
Combat Gear: (46 lbs)
Four Mirror Armor (45 lbs)
Cold Iron Cestus (1 lb)
Ammunition: (5 lbs)
Shuriken  (5 lbs)
Magic Gear: (--)
Consumables: (3 lbs)
Potion of Cure Light Wounds (--)
Flask of Acid  (3 lbs)
Other: (23 lbs)
Backpack (2 lbs)
Cold Weather Outfit (7 lbs)
Waterskin (Full) (4 lbs)
Bedroll (5 lbs)
Trail Rations [5 days] (5 lbs)
Total Coins: 14 (--)
She will eventually have full plate and a tower shield. And still be considered able to dual wield her one fist. XD
Crusty, I'm going to change it up and go with a bloodrager with the arcane bloodline who's latent powers were drawn forth when the Runelord started experimenting with how to create a human super solider. I could see the Runelord using shoanti slaves as test subjects, cool with that?
|Robert Brookes RPG Superstar 2014 Top 4|
Haven't looked at that yet Crusty, but I'm more in the mood for a spellcaster than another purely martial character, have plenty of those already.
Hmm, would you be against me playing a Wyrwood Arcanist? I think it could be interesting character, but I can't decide if I want to play him as a spy from Kaer Maga, or simply an intellectual fellow seeking more knowledge/power. Not to mention how the arcane blood plays into the concept...
Otherwise I'll probably be playing a Human, still Arcanist I think...
Uhhh wait, construct means auto-death at neg hitpoints and no healing right? hmm...
While I absolutely love the Wyrwood, I must disallow them as a playable race for now. Their presence is all but unknown outside of Kaer Maga, and they haven't started expanding from there.
Needless to say, during a later part of the adventure.. I plan on fully introducing them into the setting. You guys will be going to Kaer Maga. Perhaps then I'll unlock them as a playable race - and Rob can decide to allow them in his own campaigns if he wants. The Wyrwood, as I specifically asked James Jacobs, have no place on Golarion as of right now - so this is entirely a me-fiat. I want to give them a proper introduction first, before they go about all willynilly.
And Rob didn't say no to it when I mentioned it to him in private messages.. so he seems ok with my shenanigans :P
Aww, kay. Well I still like Kaer Maga so might create someone from there. I shall plunder some books for ideas anyway.
Apologies for my wish-washyness :p Had a fair bit on plate recently and what free time I've had, well... I've really gotten back into this massive webcomic (Homestuck. If you haven't heard of it and like ridiculously epic and crazy stories full of shenanigans I suggest you check it out. Only about 7k pages to catch up on :p which gives you an idea of why I've been so busy. I've been rereading the archives).
These poor bastards will be the playtest group. While running the campaign, they will always be doing the stupidest s@~% possible - constantly getting into the 'worst case scenario' to see if they can survive it.
In other words, just like my home group!
Obviously, I hope you guys don't do that. Now that I finally have the final group finished.. tomorrow.. the shenanigans will begin. You guys have until Monday to get your characters done! Though, if you all want to delay a bit, I personally won't mind - but I figure you guys would rather start sooner than later.
So just to clarify:
- Robert: Samsaran Arcanist
- Celador: Shoanti Human Bloodrager
- Kagehiro: Dhampir Investigator
- Thron: ??
- Biophilia: ??
- Peanuts: ??
- Winwaar: ??
- Jubal: Hobgoblin Archaeologist?
You guys have time, but do make sure the bases are covered. So far, at least, you guys have a trapfinder. Good. :P
heh, yeah considering extracts are primarily self-only I guess the devs generally don't see much call for that sort of thing :p Or rather the Dhampir came out after the Alchemist I think. Either way maybe Crusty would let you swap your Cures for Inflicts?
Probably gonna go a second Arcanist but I should have a firmer idea in the morning.
I've skimmed through the playtest classes and will be playing one, since we have an investigator now. I haven't decided on which one, because I like many. I'm a big believer in party balance, so I'll delay to see where everyone else is going.
My family is going for a week holiday to the beach this Sunday to next. I plan no Internet access, so I'm going to miss the introduction next Monday. It seems like the beginning of Rob's campaign again for me. I'll try to finalize my character concept if not game mechanics by Saturday, so Crusty can DMPC him to start.
I started leaning toward Brawler but have a problem with him. He demands taking Combat Expertise at 1st level, if you want to use improved combat maneuvers with his cool 1st level power. So now I don't have a favorite.
Ya I had that trait on my sheet, was waiting to see if you were altering the flavor text about it any though.
Celeador, I saw we were both going Shoanti-Bruiser types, you wanna weave together something in our backgrounds? Only possible overlap I spot is that you were "left to die" and I had rolled a "Major Disaster."
If not that's cool, I was about to start writing the fluff I've been brainstorming and just wanted to check with ya.
Edit: Which I just finished, but am willing to edit if anyone wants to merge backgrounds some. Everything should be done on my sheet, if you would like to give it a once over Crusty.
Hmm, I am somewhat conflicted. I worked up my idea for a disgraced scion of one of Magnimar's noble houses who left magnimar and studied magic in Kaer Maga (thinking he joined up with the Therassic Spire librarians), returning when Karzoug took over (during which his family lost some stature/power due to their reluctance to come to heel...) to join the cyphermages, but... well I want to play a damage dealing arcanist, but as much as I enjoy Evocationists he doesn't feel like one to me. On the other hand Necromancy feels better but it's association with gluttony doesn't.
Mostly thinking aloud but any thoughts/suggestions Crusty would be appreciated :) I probably will go with Necromancy and just emphasize the gluttony aspect through his spells and such rather than any particular personality traits.
Oh for the record Human Arcanist in case that wasn't clear from my ramblings. If I go ahead with necromancy then his bloodline will probably be undead, but I haven't quite figured out how that ties into his backstory yet so it may change.
Karzoug, though a specialist in Transmutation, allows all specializations underneath his banner - especially since he's currently the only awakened Runelord. Obviously Transmutation specialists are favored, but none are turned away in that regard. Divination specialists are laughed at, though - Divination wasn't considered a school of magic back in Thassilonian days.
Kagehiro/Brimleydower's Wizard in Rob's Reign of Winter campaign is a Gluttony Sin specialist, actually - he works under Karzoug to help combat the Whispering Tyrant. Many Gluttony Specialists under Karzoug would be doing as such, in fact.
Necromancy/Gluttony and Evocation/Wrath would both work fine, depending on which you want to go. Obviously, for now, an Arcanist can't go Sin Specialist with his Blood Focus - thats probably why, should they have existed in Thassilonian times, they would be one step behind pure Wizards, who could fully specialize.
In fact, your idea is not unlike Kagehiro's wizard - he was a resident of Magnimar (Not a noble, I think), who went and learned in Korvosa before Karzoug's return - upon Karzoug's return, he joined the Runelord's armies (Though almost got smashed with a giant's rock as he was doing so), and eventually went to study how to combat the Whispering Tyrant, eventually getting sent to Andoran to join up with the expedition there.
Perhaps in your case, the Evoker could be doing something similar, but instead being related to the siege of Kaer Maga?
I'm actually working on getting something up to better explain WHY you guys are where you are now. I realize it could be useful :P
I was actually thinking his move to Kaer Maga was motivated by the schism with him family (which I decided upon for the campaign trait) and was some time before RotRL. I was planning to put him closer to middle age.
His decision to leave Kaer Maga and return home was predicated on "oh s++@ there's a giant army (of giants) coming our way I don't want to be here any more", "hey, I've been studying Thassilon stuff with these librarian dudes, that should give me a good edge in this new world", and "haha family, serves you right for being so arrogant/stiff/stubborn. I'm going to become awesome and flaunt my awesomeness in your face"
The cyphermages would definitely have appealed to him a lot more than joining the army :p He sees himself as more of a scholar than a combat mage, even though he's (I hope :p) good at that too. I could see him having been caught by the army however when he tried to leave KM and having taken some time to prove himself to secure a transfer to Magnimar.
Leaning towards the swashbuckler
Let's see what the fates say.
Human Homeland: 1d100 ⇒ 48 Town or Village (Militia Veteran)
>Human Parents:: 1d100 ⇒ 72 Only mother is alive
>Human Siblings: 1d100 ⇒ 11 1d2 siblings.
>>Number of Siblings: 1d2 ⇒ 2 Two Siblings (Kin Guardian)
1d100 ⇒ 56 Sibling is younger
>Female (low) or Male (high): 1d100 ⇒ 44 Female
1d100 ⇒ 26 Sibling is older
>Female (low) or Male (high): 1d100 ⇒ 31 Female
Circumstances of birth: 1d100 ⇒ 67 Noble Birth (Influence, Rich Parents)
>Rank of Nobility: 1d100 ⇒ 51 Gentry
>Parent's Profession: 1d100 ⇒ 35 Sailor(Worldly)
Major Childhood Event: 1d100 ⇒ 57 Inheritance (Rich Parents)
>Swashbuckler Training: 1d100 ⇒ 7 Adventure (Fighter) (Seeker Trait)
>Influential Associate: 1d100 ⇒ 4 The Hunter (Child of Nature)
Conflict: 1d20 ⇒ 2 Petty Crime (1 CP)
>Conflict Subject: 1d20 ⇒ 13 Family Member
>Conflict Motivation: 1d10 ⇒ 4 Religion
Resolution: Regret and Penance(-3 CP)
Romantic Relationships: 1d20 ⇒ 2 One Significant Relationship
Character Drawback: 1d100 ⇒ 41 Power (Power-Hungry)
Well let me get more info up, see if it helps ye. I need to also put a bit up on Riddleport.. left it out entirely. I'll admit, my knowledge of that city isn't as detailed as I'd prefer! XD
Alright, I'll check back before work this evening then. As to Riddleport, Second Darkness should have what you need.
My Investigator's probably going to have very little to offer in direct combat, but he'll be an absolute monster where traps, knowledge, and the like are concerned. I just decided to go with half-elf instead of dhampir. Daddy slept with an elf womern and kept the child. His wife was not amused.
This campaign will be brutal without a trapfinder, so its a good decision! In fact, you're going to love the opening scene of the campaign! :D
|Valko van Richten|
Sitting at +14 Perception where traps are concerned at level 1. Should be in a good way for dungeon delving, assuming some bugger doesn't shred through my nonexistent hit points hah. Also intend on taking a level dip in Sleepless Detective along the way. Slap Int on top of Perception checks and pad the ole sneak attack a little. Win/win.
Oh, I meant to ask Crusty. Alabaster Outcast allows you to start with an additional mundane item worth up to 200gp. Considering I can't wear armor or need much else in the way of expensive equipment I was wondering if I could instead have that 200gp item as a team. I was thinking either a team of Elite Guards (170gp) or a team of Lackeys (120gp) and Laborers (70gp). Thoughts? I need to reread the stuff on teams myself to remember if I need to pay upkeep and the like for them as I imagine the food costs would come into play then.
Thron, I have been thinking about my background and how we could tie it in. My character is going to have been originally from the Skoan-Quah (Skull Clan) who was raised in slavery with the return of the Runelord. In the past the Shoanti had been a thorn in the side of the runelords and one of Karzougs first consolidations of power was to capture and enslave as many of them as possible. My character as a member of the Skull Clan however is a direct descendent of Ungarato, the very same Shoanti Warlord who enslaved dragons and fought Runelord Goparlis to a standstill. Indeed some of that same power still flows though my characters veins, waiting to be unlocked. As Karzoug began to ponder how he might gain control of the other dormant Alara'hai, he turned his divinations towards finding descendants of the original bearers, capturing them and binding them to his will. Thus far the Runlord has been unsuccessful in empowering any such descendants to a degree that he is able to awaken their paired Sword of Sin, but the experiments have yielded fruits. The creation of a new, elite warrior. Dubbed The Sihedron Legion, each runescarred man or woman has been empowered by the Runelord to tap into their latent blood and bind them with runes that serve to ensure their loyalty to their new master.