|1 person marked this as a favorite.|
The book contains a myth about the Stones of the Ancients, a set of gems that, when brought together and activated through an arcane ritual, gives the bearer of the stones unfathomable magical abilities far exceeding those of any living being.
For the sake of the world, and led by an old hermit who has made his home in the Brinestump marsh, the PCs must find the goblin outcast before setting out on a journey across Golarion in search of the Stones of the Ancients. In dungeons deep, in lost cities, or around the necks of ignorant nobles, the PCs must compete with other factions to find the stones and keep such power from reaching the wrong hands.
The story will begin as the PCs set out into Brinestump marsh in search of the Licktoad goblin tribe, before they have any idea about the Stones of the Ancients.
This adventure will use sections from Pathfinder APs, modules, and Pathfinder Society scenarios, along with adventures from Dungeon magazine and adventures from other 3rd party products (like Razor Coast, Rappan Athuk, and Dragon's Delve from dungeonaday.com). There are so many great products out there, and this is the best way I've come up with to get good use out of them.
I would describe myself as someone who likes a good mix of roleplay and rollplay, and my games tend to reflect that. I like posts that are well-described and not too short, but I also like those posts to be backed up by solid mechanics. I am a relatively lenient GM, however, and reward creative and reasonable solutions to problems.
Though this is not a Pathfinder Society game by any means, we'll use Pathfinder Society rules for character creation, with a few exceptions. Any class/archetype is available for use, and all races listed as "Featured Races" are available for use. Please let me know if you have any further questions about character creation.
I haven't set a final date for submissions (I'd like to see how much interest there is), so please feel free to start posting and submitting characters!
I have a question about character creation. When you say "your reason for being the class you choose" do you mean why we (the player) chose it, or why the character did?
I like the sound of this campaign! I tend to prefer longer posts and a good mix of RP/RP. Posting schedule is easy to keep up with.
Will you accept evil alignment characters? A chaotic evil anti-paladin of Baphomet to be exact.
If you'd like to make up the background before you stat out the character, you're welcome to it. It needs to be really well thought out if you're going to make it work, but I'm open to the possibility. After you make the background, I'll review it and let you know how I feel. If I end up deciding against it, I'll let you know so you could make another character if you wanted to.
And can/do the characters know each other beforehand or will it be the first time everyone meets in the stereotypical tavern?
I think we'll try to work to find some way that they know each other beforehand, but I'm open to suggestions or characters who build backgrounds together.
I am in one game run by Seamus already. I rather enjoy it.
I'm playing more of a comic relief character (this one) than I normally do, though. Don't know how much that contributes to having fun in that game.
I do recommend getting into his game if you can.
I'll have to simmer on the idea for a while though, see if there's anything that wants me to play it before I decide to apply, though.
Thanks for the quick response. I have a few ideas, but need some time to develop them. I'll post some thing in the next day or two.
Katsune, core and 'featured' races are allowed. (Or did you mean *just* featured races, Seamus?)
edit: I've had an idea in my head for an aasimar mystic theurge (sorcerer/cleric of nethys; kind of obsessed with knowledge and magic). However, I first have to ask if you'd allow the aasimar SLA to count as being able to cast arcane spells. There are some FAQs that suggest it works, but I know it's controversial. What's your stance?
Okay, I've got a couple questions myself! Do the characters need to be from any particular region? Is there a limit on how long a background can be? Is there a limit on what traits we pick? (Like with an adventure module we'd usually need a RotRL trait, but it sounds like this is going in a different direction, so would I be able to choose another trait from another campaign and reword it a little? Or even one that doesn't need rewording?)
|Anthony Dawson Zeitlin|
Well, here he is. XD I made him with the traits I would like to take. The questions I asked pertained to the 'Touched by Divinity' trait from Wrath of Righteousness. If you want me to change it say so and I'll be happy to pick something else. I used it to get Cure Light Wounds once a day as an Sp, so he can be just a bit more effective as a back up healer.
Joshua has, after changing the names, told the tale of their adventure to stop an evil necromancer a couple times. It may or may not be exaggerated, the bard will not say. It is filled with twists, turns, betrayals, redemption, and love. It is also one of his most popular stories and it has spread in one shape or form for a while now.
Joshua himself grew up raised in temples. Though his mother and father did settle down after he was born, there was just some things they had to do on their own, so while he did have two loving parents he was as likely to be dealing with a priest of Iomedae or Sarenrae as he was his folks. That was fine. He knew they cared and they always came home with fascinating stories.
It was probably that which inspired him to learn more in the art of storytelling, most likely. But it wasn't until he was about ten that he met a true storyteller, a bard that was as theatrical and over the top as one could be and always entertaining. He was an elf of indeterminate age (though he claimed to be a couple centuries old, the one or two grey hairs he has aren't really enough evidence to attest to this), who traveled the world collecting stories. The man, oddly enough, always introduced himself as 'just a humble scholar' and never really gave his name. But his folks and the priests of the temple though him harmless and let Joshua berate the poor elf with dozens of questions.
It was this same bard that discovered Joshua's innate talents for, among other things, both song and arcane magic. The youth, enraptured, spent many an hour whenever the bard was in town forcing the elf to teach him what he could. Thus the humble scholar became, in Joshua's eyes at least, a Mysterious Master Minstrel Mentor. Of course, the Bard was not one to stay in one place for long, and left after only a month of staying at the temple. But Joshua's life was forever changed and the mans influence set him down a path that would change his life forever.
Though his passion seemed to lie elsewhere, he took to the teachings of Sarenrae as easily as a fish to water. One would think his father, a Paladin of Iomedae, would have hoped otherwise but the truth is the man respected all the goodly gods and decided to support his sons choice. At the age of 13, Joshua began training with them both. His father often sparred with him and taught him general tactics, while his mother often spoke of the teachings of their goddess and taught him a more... focused path... His father was probably the more well rounded combatant, but his mother was definitely the more skilled of the two when it came to forms and patterns of wielding a sword. Specifically a scimitar.
Joshua had more then a knack for it. He was down right talented, so much so that at the age of fifteen his mother had to hand over sword training to another, a master of the Dawnflower Dance. Joshua learned, and grew in skill, and slowly he developed a method of fighting that was both beautiful and deadly. But he could not have done it without his mother or father.
And through it all, there was a secret he held. Not one of dark things or horrid choices, but a beautiful, if private, secret he simply chose not to reveal. The goddess Sarenrae visited him in his dreams. She spoke to him, though he usually didn't recall what she said, and in her fiery image he saw true goodness. He spent his waking moments trying to emulate that goodness in his own way and share it with others.
It was no surprise to his parents that with everything he learned, Joshua would choose to travel. At the age of 18, with a desire to see the world burning in his heart, Joshua set off on an adventure. It has been five years, and he has seen so very much. But now a cry for help is raised and the man feels he must answer.
Back story up!
Hailina was the product of a Rakshasan woman and a human male. The Rakshaksan woman found her way into her fathers life and seduced him, taking all he had. When her mother found out that she was pregnant, she was enraged. But after thinking about it, she realized that having a daughter, she could pass her heritage onto the mortal plane, speading evil across the land.
As Hailina grew, she was taught how to seduce, lie, and use manipulation to get what she wanted. Yet there was something inside her that told her using people for the fun of it wasnt quite right. When her father finally tracked her down, she fingured out why. Before she knew he was her father, she attempted to seduce and lie to get money from him. He told her this was not the way, not completely at least. He was a kind priest of Calistria, who took the then 10 year old in. She found out very quickly that she wanted also to serve Calistria. She became a prostitute for Calistria, a summons she very much enjoyed.
Now being 18, Her beauty and guile was known thoroughout her town, making men and women alike want to spend the night with her, the dangers of her trickery not outwieghing her beauty and manipulation. Her magic began to awaken when she was 38, she was elated to have a bit of her mother she could keep. Though she did not completely accept her mothers beliefs, she did love her.(with GM discression I would like to make her a priestess for Calistria, it works very well for her backstory.)
Upon Meeting Hamish
One day, when she was 54, and she had moved into the Calistrian temple in Sandpoint, another tiefling man came to call on the Temple of Calistria's beautiful women. He was sent to Hailina, them both being of similar decent. Hailina had not seen a tiefling in a long time, and was taken with his appearence. She, however, knew that she had a job to do. She was taken aback, however, when he wanted to spend more time, and more money, to speak with her. As they talked she found out about the man was smart and able to cast spells, just like her! They shared a fun night showing each other what they could do, both sexually and magically. She knew that she had to keep her vows to Calistria, but she knew this was a more than just lust. They have been together for 15 years. Luckily, he understood she must follow her vows, for her devotion to her diety was unbreakable. He had no problem with her worship, being a follower of Calistria himself. They REALLY hit it off.
However, I first have to ask if you'd allow the aasimar SLA to count as being able to cast arcane spells. There are some FAQs that suggest it works, but I know it's controversial. What's your stance?
Could you explain a little better the mechanics of what you'd be trying to do? I understand the SLA question, I just want to have a better grasp of your character plan before I make a decision. Feel free to DM me.
Do the characters need to be from any particular region? Is there a limit on how long a background can be? Is there a limit on what traits we pick?
The characters can be from anywhere you'd like, as long as they have a legitimate reason to be in Sandpoint at the start of the adventure, and have a reason to want to go goblin hunting. There is no limit on background except my own interest, so if it's really long, it should be interesting! And with the traits, as a rule I'd say no campaign traits from other APs, but if you have a good reason for it, I'll consider it. In your case, I'll have to spend more time on the background, but it looks okay to me at this point.
As a general rule, I won't veto a character because they chose to pick something like a campaign trait—I may just ask them to change it. So feel free to submit a character, and I'll let you know if there's something wrong.
As I look through the characters, I'll be posting the names of the completed characters in the campaign info thread. This doesn't mean I've picked you for the game, it just means that your character submission is complete.
|Walter das Sombras|
Could you explain a little better the mechanics of what you'd be trying to do? I understand the SLA question, I just want to have a better grasp of your character plan before I make a decision. Feel free to DM me.
Aasimars have a Spell Like Ability to be cast 1/day. The Mysthic Theurge demands:- Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.
So, a few consider the Daylight the aasimar cast as a 2nd level spell, whether arcane or divine, so someone could make a Mysthic with Divine 3/Mysthic Theurge 10 and having a full level of divine caster, plus Magical Knack for an almost full (-1) level of arcane caster.
Or favor the Arcana 3/Mysthic 10.
This is not the character I explained to you in the pm. Not my build, neither my question.
|Shenkt "Hack" Corchran|
Male Human Cleric 1 - CG Medium humanoid (human)
Init +2; Senses Perception +3,
Aura Aura of Chaos, Aura of Good,
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8)+1
Fort +2, Ref +2, Will +5
Defensive Abilities Bit of Luck (6/day),
Speed 40 ft., Agile Feet (6/day)
Ranged Light Crossbow +2 (1d8/19-20)
Special Attacks Channel Positive Energy (1d6, DC 10, 3/day),
Prepared Spell List
Cleric (CL 1st):
1st - murderous command (DC 14), protection from evil (DC 14), *true strike (DC )
0th - detect magic , light , stabilize (DC 13)
*: Domain spell.
Deity Desna; Domains Luck, Travel,
Str 8, Dex 14, Con 10, Int 18, Wis 17, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats: Light/Medium Armor Proficiency, Combat Casting, Shield Proficiency, Simple Weapon Proficiency
Traits: Fast Talker; Magical Knack (Wizard)
Skills: Acrobatics +2, Acrobatics (Jump) +6, Appraise +4, Bluff +5, Climb -1, Craft (Untrained) +4, Escape Artist +2, Fly +2, Heal +3, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Religion) +8, Linguistics(Elven) +8, Perception +3, Ride +2, Sense Motive +3, Spellcraft +8, Stealth +2, Survival +3, Swim -1,
Languages Celestial, Common, Draconic, Elven
SQ Agile Feet (6/day), Aura of Chaos, Aura of Good, Bonus Feat, Orisons, Skilled, Spontaneous Casting,
Possessions lamellar cuirass; outfit (traveler's); bolts, crossbow (10); holy symbol (wooden); scroll (cure light wounds) (x2); Light Crossbow.
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 6 times per day.
Aura of Chaos (Ex) You project a faint chaotic aura.
Aura of Good (Ex) You project a faint good aura.
Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 6 times per day.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this abilty 3 times per day.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
"I had a nice family, can't complain about that, at least." He looks to the sky, as if recalling it for the tale. "My mom was a Iomedae Paladin. She was a wonderfull person and tried to help everyone she could, using all the divine power she had for the task. I say it in the past tense but don't worry, she's still alive. It's just that they are both kinda retired now, but nevermind. The important is that she's the stereotype you expect from a paladin, everything a child wants to be when she grows up. My father, on the other hand, was a stubborn person with a wonderful hearth. A martial fighter, or so he used to say. I've never seen him into real combat, but his dented armor and the stories he told gave me a glimpse of what a bloody battle could be."
Venator looks deeply into your eyes, requiring your attention. "Can you get the picture? A child being raised by two warriors devoted to the cause of good? I remember being very young when they started battling for my favor. You see, she wanted me to be a mighty Paladin. He wanted me to get rid of the bonds of religion and become a fighter just like him. Both would teach me everything they knew, and everything I needed to do was ask. Powerful blows, swift dodges, parrying, blocking, defending, attacking, smiting, healing, and so on. It seemed nice, in the beggining."
He lowers his gaze and greets his teeth, before continuing. "Fate is a b@!%&, you know? Many people have said to me, 'oh you're so lucky' and 'I wish I had that opportunity', but what did they really knew? They would never know what it is like to be me. You may think I would like it, very very much, but it did not happened. The problem is the expectations, you see? They offered me everything they could, but that would cost me my fate, my freedom, my path. As long as I did what they wanted me to, I would never be free, would never walk my own path, or make my own luck. Luck favors the wild, have you heard that?"
He pauses, drinking some water. "In my life I've heard so many combat stories from both of them, mostly told over and over again, when they wanted to teach me something, that I grew tired of it. I had a full life of adventure without ever slaying a single ant. It starts to make sense now, doesn't it? Why would a 15 year old boy, with his parents being a fighter and a paladin, get away from the martial path? Everyone wondered, but I don't think anyone got close to the answer..."
Venator pronounces a word and light emanates from a rock he was holding.
"In fact, when I turned 15 I had already read many books, learning a lot about the world and its history, about magic and religion. That really developed in me the wish to let my parent's options aside, focusing on upgrading my mental abilities. In my fifteenth name day, after festivities were done, I told my father that I wanted some money to travel the world and become a great fighter like him, making my own histories. He insisted for me to take his armor and weapons, but I said those were his only, and if I wanted to be strong like him I needed to conquer my own equipment."
He raises his hands in front of him, making a dramatic face:
"Can you imagine that? It's impressive how much easier it is to fool people when they want to believe in the lie you're telling. Anyway, he gave me some money, we said farewells, 'tell it to your mom and be on your way', and I've seen him only once after that." Raising one eyebrow he continues. "But it is not easy to fool a paladin, is it? Oh, and furthermore, a mother! Your mother! The one who raised you and walked you through your very first words. So I say it once again. Tell someone what they want to hear, and they are done. 'Mom, I want to be a Paladin, but I'm moving to Magnimar to do it, and I would like to know if we have any resources I could use for it', ha, I really said that, red face and all. She knew I was lying, the blessed. But she watched me for a while, probably thinking, and at the end I was ready to departure with some extra cash in my pocket. It was not for the money, you see, I didn't care much about it, but it helped to support my claim, and also some extra gold is always welcome."
"Later I thought that, although she knew I was lying, she allowed me to go thinking that I was going for the fighter way, or maybe for the paladin one, but worshiping a different god. It just doesn't matter anymore. Then I arrive at the city of Monuments, and see for the first time that freaking continental sized bridge, the Irespan. Being here in Sandpoint you must have already crossed through Magnimar and know what I'm talking about, don't you? It's a pity the city forbid studying it... Yes, several decades ago they were using the stone from the bridge, and it let them to open a inner vault full of deadly spiders, which almost decimated the city. Thankfully there were some mighty heroes by then, specially two wizard brothers. I've great admiration for them, even so to study how to use some arcane spells."
He draws a large book from his back, and it becomes clear when he opens it that this is a Spellbook. "I've not quite get it yet, but Brodert is helping me with some details, and maybe I'll manage it. Desna blesses me, but I don't think that she would forbid me to follow the arcane way if I want. It's just not what she would do." After storing the book the tale continues. "Oh, I forgot something worth of mention. The road from Korvosa to Magnimar is marvelous, full of wonders, and there I saw how much the travelers loved Desna, and how she protected them. I've never seen freedom so materialized as in her faith, and so I took it for myself, with guidance of some of her clerics, of course. And then Magnimar became known to me, and as the years passed I though it was time to move on. I've heard about Sandpoint and her 'Old Light', and thus decided to stop here next, but I won't stay for long. I'm just gathering the knowledge I can before moving. Talking with the people of the city helps somehow. But something is just amiss. Tell me, do you really think a lighthouse would be that big? And why? Sanpoint's shore is clean of natural hazards, there's just no point in making a Lighthouse here. There are some weird theories around, but I guess we will probably never know..."
He gets up and stretches his back, showing two scrolls, a light mace and a crossbow strapped at his belt. "And that's pretty much my life story. Now, what's yours?"
The Else: He is a Cleric of Desna, and the reasons are explained in his background. First rule about him is to be free, doing whatever you want, and following a arcane path sounds good at the moment, so next level he will probably go for Wizard 1 (eventually Cleric 3/Wizard 3/MT 10 - but that's just far far away).
I present me.
Let me know if you need anything else or if I haven't followed your rules correctly.
Half-Orc Inquisitor 1
NG Medium Humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +7
Aura enlarge (6/day)
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 8 (1d8); judgement of sacred healing 1
Fort +2, Ref +2, Will +5
Defensive Abilities judgement of sacred protection +1, orc ferocity (1/day); DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (cold)
Speed 20 ft.
Melee Greataxe +4 (1d12+6/x3)
Ranged Shortbow +2 (1d6/x3)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Cure Light Wounds, Magic Weapon
0 (at will) Guidance, Daze (DC 13), Detect Magic, Disrupt Undead
Str 18, Dex 14, Con 10, Int 9, Wis 16, Cha 7
Base Atk +0; CMB +4; CMD 16
Feats Improved Initiative
Traits Reactionary, Rescued (Koya) (Ex)
Skills Acrobatics -2 (-6 jump), Climb +0, Escape Artist -2, Fly -2, Heal +7, Intimidate +1, Knowledge (nature) +3 (+6 to identify the abilities and weaknesses of creatures), Knowledge (religion) +3 (+6 to identify the abilities and weaknesses of creatures), Perception +7, Ride -2, Sense Motive +8, Stealth -2, Survival +7, Swim +0; Racial Modifiers +2 Intimidate, monster lore
Languages Common, Orc
SQ domains (growth), judgement (1/day)
Other Gear Scale mail, Arrows (40), Greataxe, Shortbow, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Flint and steel, Grappling hook, Erastil, Silk rope, Trail rations (10), Waterskin, Whetstone, 16 GP, 2 SP, 8 CP
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Inquisitor Domain (Growth) Associated Domain: Plant
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Rescued (Koya) (Ex) +2 hp healed by your cure spells. +1 vs foes threatening rescuer.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Roknaug was able to keep his small community out of the troubles but that may have been only because of the logging his little clan could produce. The clan was not bothered and were left alone but that didn't mean they didn't notice the changes. They were able to see the power shifts and how the new laws and diabolical followings effected the people. Being removed from the cities the clan was not effected dirrectly by the surrendering of morality to the law and order of fiends and House Thrune. They kept their worship of Erastil hidden but it did not wane.
Ragnauk Hailstraum son of Roknaug had a heart of good. He secretly hated what he saw around him. Yes there was Law and Order but at what cost. What evils were being allowed to support the rule. Ragnauk became outraged at what Cheliax had become. Several people of the clan and Ragnauk started to secretly support Revolutionaries that wanted to return Cheliax to its heyday before the rise of the House Thrune. Maybe do what Andoran had done and establish a common rule. Ragnauk had even started to help in the Bellfower Network as a tiller. It took time for him to prove himself to the mostly hafling freedom fighters but after he did he used his cover as a logger to help sneak slaves to their final destination in Andoran.
Magnauk Hailstraum, son of Ragnauk son of Roknaug, grew up learning to help others less fortunate than he was. He loved his father and knew where his family came from and believed that Cheliax could be something more something better. Magnauk knew the risks of helping others and the worshiip of Erastil, but he never thought of the costs. He learned what the costs were and they were more than steep. He never saw so many Hellknights at once as they decended upon the clans meager settlement. They were there to hand out their justice to those that went against the law. And being a secret revolutionary, a Bellfower agent, and a worshiper of Erastil was about as far as you could go against the law.
Magnauk faught with his clan and as he did a rage burst from deep inside of him for the first time ever. He faught as ferocious as a caged animal using a great axe to carve into any Hellknights that stood in his way, but there were too many for the small clan. Magnauk turned after taking down a Hellknight and never saw the metal barbed whip coming towards him. He got hit squarely in the face with the whip ripping a deep gash from the top of his forehead down to and through his upper lip. The wound barely missing his left eye as it cut through his flesh. As he fell he heard one of the Hellknights yell for the Order of the Rack before he passed out.
Magnauk was left for dead as the clans houses were burned and the dead left for the vultures to gorge themselves. But Magnauk did not die, because of the kindness of a person just passing through Cheliax. Koy found him barely alive and healed him and took Magnauk out of Cheliax. Koya took him to Sandpoint and he stayed there a short time healing and deciding what he was to due without family or clan. Koya convinced him he should seek out a temple of Erastil and find his purpose.
Magnauk followed her advice and found a temple not far from Sandpoint. He studied and found favor from Erastil in small amounts of divine power but he grew in strength even more. Magnauk has become grim yet determined to gain justice for his lost clan by enacting justice on those that deserve it. But that will have to wait because what he has learned has put a burden on his soul that must be relieved. So he has not returned to Sandpoint simply to thank Koya for saving his life or helping him find purpose, but he has come to repay her for the debt he now owes her. He is honor bound to use his life for hers until he has fully paid her back for what she has done for him. He must find a way to repay Koya for the kindness that was given to him no matter how long it takes. His life is hers and he shall spend his life in Sandpoint until his debt has been paid in full no matter how long it takes.
Magnauk is full of scars both physical and mental. He is unattractive to the point that Orcs find him ugly. His scars from the Hellknight attack never healed quite right leaving him looked mangled. The largest scar starts at his forehead and travels between his eyes through his nose cutting through his lips. This has left him with a bit of a slurred speech pattern but he is not unintelligible. He is large and very strong for his god has blessed him with power of body more than of magic. His broad shoulders and barrel chest make even large men seem slight.
His hatred of evil is only topped by his sense of honor at helping others be free and safe. He has adopted those in need of help as his new clan and would sacrifice himself in order to free others. He is nice to the point of gullibility but even when he finds that out does not react with anger. But if he believes someone has harmed or taken advantage of someone he will apply his judgment without remorse. He also has a blood debt he owes to Koya and plans on repaying it before he dies. He is unsure how this will ever occur but he will make it happen. In the mean time he will stay around town looking to help out where he can and looking for evil to vanquish.
Looks like it could be great fun, I'll throw a wizardly hat into the ring! Terwin is a young air specialized wizard recently "banished" from nearby Magnimar.
Wilderforce is a Green Macaw
Terwin is awkward and clearly has not gotten out much, but now he has the chance he is embracing it enthusiastically. Friendly and outgoing, and still possessed of a childish exuberance that is generally more charming than irritating its hard to dislike Terwin. Study comes natural to him, and he is usually buried in a book, but he hates being confined indoors and loves seeing the things he has read about in the flesh - this leads to a great deal of tripping over as he tends to read while walking.
His familiar Wilderforce, is his best friend with the sarcastic parrot easily the more worldly of the pair.
Male Human (Chelaxian) Wizard 1
NG Medium Humanoid (human)
Init +8; Senses Perception +3
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d6+6)
Fort +2, Ref +2, Will +3
Speed 30 ft.
Melee Dagger -2 (1d4-2/19-20/x2)
Special Attacks lightning flash (1d6) (7/day) (dc 14)
At will—feather fall (DC 12)
Wizard Spells Prepared (CL 1):
1 (2/day) Color Spray (DC 15), Shocking Grasp, Enlarge Person (DC 15)
0 (at will) Detect Magic, Ghost Sound (DC 14), Prestidigitation (DC 14)
Str 7, Dex 14, Con 14, Int 18, Wis 12, Cha 12
Base Atk +0; CMB -2; CMD 10
Feats Improved Initiative, Scribe Scroll, Toughness
Traits Magic is Life, Reactionary
Skills Fly +4, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +11, Perception +3, Sense Motive +3, Spellcraft +8
Languages Auran, Azlanti, Common, Draconic, Goblin, Thassilonian
SQ arcane bonds (arcane bond [familiar]), arcane familiar nearby, empathic link with familiar, opposition schools (earth), share spells with familiar, specialized schools (air)
Combat Gear Sunrod; Other Gear Dagger, Backpack, masterwork (6 @ 17 lbs), Courtier's outfit, Spell component pouch, Spell component pouch, Spellbook, Waterproof bag (1 @ 3 lbs), Waterproof bag (empty), Waterskin, Wrist sheath, spring loaded (1 @ 1 lbs), 34 GP
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Earth Classical opposition school for: Air
Five-Element opposition school for: Water
You must spend 2 slots to cast spells from the Earth school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Lightning Flash (1d6) (7/day) (DC 14) (Su) 5' burst deals 1d6+0 Electricity damage and dazzles for 1d4r. Ref halves/negates.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Wilberforce, Parrot Familiar
N Tiny animal
Init +2; Senses low-light vision; Perception +6
AC 15, touch 14, flat-footed 12 (+2 Dex, ,+1 natural armor, +2 size)
Fort +1, Ref +4, Will +4
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
He had little to do with his father, a cold and distant man who barely bothered to speak to the boy save to vent his fury that his son would choose such a "useless" specialization. His mother, Alesia, is loving, but constantly distracted by her research into the breeding of various exotic birds - she supervises the aviaries at The Lord Mayor's Menagerie. She presented him with his parrot, Wilberforce, on his tenth birthday and since then ignored him for the most part - her general practice for anything not directly related to bird breeding. Wilberforce, of course, became Terwin's familiar, and constant companion - with a tendency to sarcasm that has often landed the pair in trouble.
Terwin arrived in Sandpoint recently and has been staying with family friend, and proprietor of The Feathered Serpent, Vorvashali Voon. Nominally Terwin is supposed to be apprenticed to Voon, but Voon is more merchant than mage and has shown little interest in teaching. Terwin is mainly there to get him away from Magnimar, and the scandal caused by his father's arrest and imprisonment; Kalwin Thanderghast stands accused of charming several members of Magnimar's Government and the attempted murder of the Mayor's personal assistant Valanni Krinst who exposed his crimes.
The Thanderghasts are one of Magnimar's most noted arcane families, heavily involved in both the Golemworks, magic item production, and scholarship. Terwin's grandfather Luwin Thanderghast is the family patriarch, and shows little interest in Terwin who is but one of two dozen grandchildren, and one whose specialization is poorly regarded at that. Currently the family are aggressively distancing themselves from Kalwin so Terwin has effectively been banished.
|Anthony Dawson Zeitlin|
|Robert Brookes RPG Superstar 2014 Top 4|
This sounds cool. Applying Nahal for consideration! Two more spoilers than requested but that shouldn't be a problem (copied from profile).
Nahal started her magical studies very young, like all Magosi. Unfortunately for her parents, she proved unsuitable for the scholarly path. As her magical studies were not showing progress, Nahal's parents, instructed by the town council, reluctantly enrolled Nahal in Magosu's fighting school. The fighting school goals were mostly academic, as the town itself was practically free of misconduct. However, Nahal enthusiastically learned she would eventually guard the town's surroundings when the right age came, then explore Hurogawa, and later even go out on errands on the continent.
Although some other Magosi failed to become magicians, like Nahal, it was rare for Magosi to be as expansive and curious. Against much protest from Nahal's parents, she was selected next up in a sequence of few Magosi sent out to investigate the western continent of Avistan. Nahal was instructed on the history and overall culture of Avistan. She was taught to learn their culture, behavior, history, and, if possible, secrets. When the time came, she and her knowledge would return to and grow Magosu.
On her 18th birthday, her sending ritual was celebrated. Council members and several powerful Magosi magi gathered to perform the ritual, and townsfolk gathered to offer their last farewell and friendly advice. When the time for the ritual came and silence ensued, Nahal asked:
How am I supposed to get back? Not that it bothered her, she just found it curious she did not even know where Magosu was.
We will bring you back.
And am I correct to guess you will take your sweet time? A little stingy when referring to the elderly, but it's not like they would have time to reproach her now.
We will be watching you and know when it is time.
Please watch closely when I am in need or pain. She said in a more respectful voice. Even though her heart asked for the unknown, part of hear still feared it.
The ritual was almost complete, and a large amount of energy gathered and bounced among the mages in deafening, thunderous sounds. As expectations built up, Nahal looked at her parents one last time. Suddenly all energy gathered in one mage. Farewell. He said, touched Nahal, and she was gone.
Nahal is generally outgoing and curious, as she tries to learn about Avistan's culture and its inhabitants' behavior. She tries to be witty, but understands her current limitations due to the cultural barrier. Nahal is specially interested in interactions that lead to her secondary goal of learning about Avistan's secrets.
Female Human (Tian-Min) Rogue 1
Neutral Medium Humanoid (human), 5' 106lbs
Senses Perception +4, Trapfinding +5
Languages Common, Minkaian, Tien, Varisian
AC 17, touch 14, flat-footed 13, check penalty -1 (+3 armor, +4 Dex)
HP 9 (1d8+1)
Fort +1, Ref +6, Will +1
Speed 30 ft.
Melee Shortsword +4 hit, 1d6 S dmg, 19/x2 crit
Melee Shortsword +2/+2 hits, 1d6 S dmg, 19/x2 crit
Melee Dagger +4 hit, 1d4 S/P dmg, 19/x2 crit
Melee Dagger +2/+2 hits, 1d4 S/P dmg, 19/x2 crit
Ranged Dagger +4 hit, 1d4 P dmg, 19/x2 crit, 10ft
Special Attacks Sneak Attack, +1 to hit on attacks of opportunity
Str 11 (38lbs), Dex 19, Con 12, Int 12, Wis 10, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Weapon Finesse, Two-Weapon Fighting
Traits Charming (+1 on bluff and diplomacy against sexually
attracted targets), Fencer (+1 to hit on attacks of opportunity), Bonus Rogue Talent 1/6
Diplomacy +5 (+1 if Charming applies)
Disable device +8
Escape artist +8
Knowledge (local) +5
Sense motive +4
Sleight of Hand +8
Use magic device +5
Equipped 37lbs (light load)
Explorer's Outfit 0gp 8lbs
Studded Leather (+3 AC, +5 maxdex, -1 penalty) 25gp 20lbs
2x Shortsword (Dmg 1d6+1 S, 19/x2) 20gp 4lbs
2x Dagger (1d4+3 P/S, 19/x2, 10ft) 12gp 2lbs
Wrist sheath (right, dagger) 1gp 1lb
Wrist sheath (left, dagger) 1gp 1lb
Belt pouch 1gp 1lb
..Chalk (10) kit kit
Rogue's kit 50gp 37lbs
..4x Dagger 8gp 2lbs
..Flint & Steel
..Rations (Trail, 5 days)
..Rope (Hemp, 50ft)
..Whetstone 0.02gp 1lb
|Walter das Sombras|
Definitely like the idea you have here, Seamus. Lukas Halvson is a character that was admittedly planned for a Jade Regent campaign, but I'd like to put him in the running for this if you'd accept him. All of his background, profile and crunch information are below, as well as a bit of a short I wrote to try and get a handle on his voice. Hope you enjoy!
Lukas Halvson is a lean, tall youth with white-blonde hair and a dusky complexion. He often is seen sporting a half-healed cut or burn somewhere or another from his days at a forge, but despite Savah’s concerns (well hidden beneath her remarks that he simply fears losing his ‘pretty boy looks’), he leaves his hair long and braided, claiming that he can’t let his Ma have all the fun with his face. He's currently hoping enough of his father came through for a beard; there's little sign, but hope springs internal! After a few years in Sandpoint, Lukas got a tattoo of a linnorm twined in a circle on his left shoulder; he hasn't decided what to get for his other half yet.
Lukas is overall a cheerful person and rarely seen without a smile, a surprise to some who know of how he came to be in Sandpoint. He tends to brush off such concerns with a smile and wave, saying, “It’s all good now, so no need to be all weepy now, eh?” Lukas is slow to anger and swift to please, and rare to turn aside a request unless it conflicts with a previous pledge of assistance, something he can be overtly apologetic for at times. However, it’s rare that the arrival of Shalelu in Sandpoint or a sudden work order from Savah won’t cause him to drop everything and dash off, begging forgiveness and leaving promises to make it up. Most of the rest of Sandpoint simply smiles and waves him off at this point; he’s a good boy, and they know where his loyalty lies.
Lukas knew nothing of this, only that ‘they were going away for a while’ and that he would see his father again ‘soon enough’. The small town they eventually settled in, Crying Leaf, seemed nice enough; it was a little warmer than he liked, and the smithies were not nearly as welcoming as the ones back home. But it was only for a short time, his mother told him, and then they’d all be home again. For a while, Lukas could believe it. Then the Dark Ones came, and with swords and fire left Lukas bleeding in the ruins of the small house his family had claimed, their bodies strewn about him. The noise of the slaughter attracted a nearby scout to investigate, only to find the raiding group being fended off by an ethereal Ulfen warrior. With the dark ones distracted, the scout was easily able to pick off the intruders, and with a ghostly escort, make it safely back to friendly lines. Though her appearances were few and far between in the days of the fighting to come, Lukas’ few solid memories of that time all held the sight of the tall blonde elf, be it bringing him something to eat, taking him along on short patrols, or simply sitting alongside him in comforting silence when the nights grew long and shadows filled with terrors. When the dark times faded, and the elf who’d served as his quiet guardian offered to take him with her, Lukas followed without a thought.
The following years, thankfully, were much kinder to the growing half-elf. Settling down in Sandpoint, he was able to find a role in the community as an apprentice, and shortly thereafter an assistant to Savah Bevaniky at her armory. Between his working there and the precious few times the smithy Das Korvut will put up with him, he’d quickly returned to his prior form at the forge, and if between hammer blows he was sometimes caught singing a half-forgotten verse in Skald, or chatting to someone unseen over his shoulder, well, most excuse it as an expected oddity for a boy with that sort of unpleasantness in his past. But there is certainly good in these times as well, not the least of which when Shalelu’s meandering travels take her through Sandpoint once again, and him out into the wilds of Sandpoint’s Hinterlands in her footsteps. While it’s rarely more than a week before he returns to the day to day of smithy working back in Sandpoint, he can’t help but wonder what lies beyond the patrols paths he travels with his mentor. He thinks of the tales the smithies told back in Ivarstead, how one could walk the whole of Golarion and never find better steel among men. He imagines taking that step beyond the Hinterlands, and proving those boasts true. Who knows, maybe someday…
Half-Elf Oracle 1
CG Medium Humanoid (elf, human)
Init +1; Senses low-light vision; Perception +6
AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Weakness oracle's curses (haunted)
Speed 20 ft.
Melee Light Shield Bash -2 (1d3+2/x2) and
. . Shortspear +2 (1d6+2/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Oracle Spells Known (CL 1):
1 (4/day) Protection from Evil, Bless, Cure Light Wounds
0 (at will) Stabilize, Mending, Mage Hand, Ghost Sound (DC 13), Detect Magic, Guidance
Str 15, Dex 12, Con 13, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 13
Feats Prodigy (Craft [armor], Craft [weapons]), Skill Focus (Perception)
Traits Hero Worship (Shalelu) (Ex), Mentored (Craft [armor])
Skills Acrobatics -2 (-6 jump), Climb -1, Craft (armor) +8, Craft (weapons) +7, Escape Artist -2, Fly -2, Knowledge (local) +5, Knowledge (nature) +5, Perception +6, Perform (sing) +4, Ride -2, Stealth -2, Swim -1; Racial Modifiers +2 Perception
Languages Common, Elven, Skald
SQ elf blood, mysteries (ancestor), revelations (sacred council [3/day])
Other Gear Studded Leather Armor, Light steel shield, Light crossbow, Shortspear, Artisan's tools (Craft [armor]), Artisan's tools (Craft [weapons]), Backpack (13 @ 39 lbs), Bedroll, Belt pouch (2 @ 1 lbs), Candle (10), Flint and steel, Pot, Rope, Trail rations (7), Waterskin (2), Whetstone, 34 GP, 8 SP
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Hero Worship (Shalelu) (Ex) +1 to AC vs attacks of opportunity. +1 vs foes threatening hero.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mentored (Craft [armor]) +1 to skill checks when making an aid another roll.
Prodigy (Craft [armor], Craft [weapons]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Sacred Council (3/day) (Su) As a move action, you can call upon your ancestors to provide council. This advice grants you a +2 bonus on any one d20 roll. This effect lasts for 1 round. You can use this ability a number of times per day equal to your Charisma bonus.
Lukas sighed, and with a disbelieving smile, waved a hand over the tattered hide in front of him. “And just what, do you suppose, am I supposed to make of that?”
Ostog shook his head. “Mayhaps a cleaning rag? May well be of more use to the lass than what she’s asking.” Lukas raised an eyebrow at the hulking figure behind him, only to get an unapologetic shrug in return. “Don’t know what else to tell you, lad. I’m fair certain the leavings of wolves would give you more to work with than this.” He fired an unimpressed look back towards the front of the shop, where the subject of his grating was examining a finely crafted set of throwing daggers. “Most you might be able to make from this mess is a mistake.”
Lukas chuckled, tracing a line along the more tattered edges. “Maybe Larz has some scraps I can borrow to help fill this out…”
“Or you could just get a decent piece of leatherwork from him and fix it in the pricing son, like Savah told you! Why are you trying so hard to use this waste?” Ostag interjected loudly. Lukas hazarded a glance over his shoulder, but Savah and her customer hadn’t flinched. He reached out for his knife and to his surprise, only tapped against wood. Turning, he saw said knife to see it a good foot away from where he’d set in, under Ostag’s thumb. Lukas began to step forward only to have Ostag raise a hand. “Answer the question, lad.”
Lukas smiled lightly. “That's Tanjah, you know, old man Viskalai’s daughter? This was from her first hunting trip, she got a fire-pelt, and she wants something for her pa out of it. I told her I’d make it something special, you know?”
Ostag shook his head again, more warmly this time. “You keep your oaths true enough, lad. Just wish you’d sometimes bite off a bit less, you understand?” Tossing the blade back, the larger man walked forward and began gesturing to the hide himself. “Now look, you can’t expect to be making a full set of bracers out of this, it’s too torn up. Whoever skinned this should be taken to task for the waste. But there’s good fur here, and here. Now, you could fix up a good trim from that, you’ll just need some more hide to work it onto. Get it from Larz, and we’ll work out the rest, aye lad?”
Lukas eyes lit up. “Of course, why didn’t I think of that? Then we can…”
“All good in here, Lukas?”
The half-elf jerked around to see Savah leaning against the doorway, looking about to see that yes, it was just him back here. Her eyes softened a bit, before repeating, “Need a hand with anything?”
Lukas grinned sheepishly, running a hand across the back of his head. “Well, actually, I could use about six square of deer hide from Larz, if we could get that today. Any chance you can send a runner?”
Savah nodded and eased her shoulder from the entry, glancing about once more before heading back out. “No problem, Luke. Just yell if anything else comes up.”
Lukas leaned back against the work bench and chuckled lightly, before turning around and beginning to mark out his first cuts on the hide. He reached again for his knife, glad to feel this time it was where he’d left it, and as his traced along the first planned cut, muttered to the empty room, “I’d of figured that out before much longer, you know. But thanks.”
Loving the characters from everyone so far! Make sure you check the campaign info tab if you've submitted a character to see if your character is listed. If not, there's either something wrong with the submission or I missed it somehow.
So Seamus, have you thought about a date to make a decision??
I'n not in a huge rush to start this game (I still have some prep to do), so I'm still going to keep it open ended. I'll at least wait until the submissions slow down, but I'm hoping for a good amount to choose from.
|Anthony Dawson Zeitlin|
Paulicus' Theurge-to-be: Orren Idleveil!
The backstory ended up longer than I expected. Everthing is complete except for purchases. It's late here, so I'll do that tomorrow.
Joshua- I think we'd get along well enough for a shared background.
A very interesting character! Never seen someone choose to be a cleric of Nethys before either so that's quite curious there. I'd imagine Joshua would try to get stories out of Orren. Lots of em. And between the road calling em both and their wish to spread good I'd imagine you'd ve right about them getting along.