The Academae

Game Master Shane Gifford

Play the life of a student at the Academae, a school for wizards.


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As you enter the well lit building, a smiling man sitting behind a large mahogany desk greets you. After formalities, he gets right down to business, barraging you with questions. Do you own your own spell book? Is anyone related to you a wizard? Have you casted cantrips before? Can you demonstrate them now? However, the most important question, which he asks as he eyes the bag of coin in your hand, is: Are you ready to become a wizard? You visibly gulp, but nod your assent; he smiles as you place the bag on the desk. After he counts the coin, he nods to you and declares, "Welcome to the Academae."

This is the recruitment thread for my homebrew "adventure", The Academae. In it, you will play as a wizard-to-be, who joins the Academae as a new student. There will be magic, romance, action, and adventure, and the secrets of magic will open themselves up as you journey through your years of study. You will learn to cast spells, meet many new people, and uncover secrets buried in the walls of the university.

Rules for creating characters enclosed here:

Character Creation:
15 point buy, Standard races, class must be level 1 of wizard or witch (though witches are extremely scarce at the Academae). 2 traits. Allowed sources are any Paizo material on the d20PFSRD (as of 1/20; Future releases subject to DM approval). Spellcraft should be a must for characters, as it will determine your success at your classes.

Setting is the Academae in Korvosa, as well as Korvosa itself. Characters start as new entrants to the Academae, with their first semester's tuition paid and their whole future ahead of them. They should be around 12-15 years old if human, or an equivalent age for other races.

Your spellbook (or familiar, for witches) does not start with the normal number of spells. Instead, you have 4 cantrips (chosen by you) and 2 first level spells. Your character has likely managed to get down the cantrips by the time they start their classes, and is likely able to cast the first level spell with some difficulty. You are not yet a wizard (or witch), which is why you are at the Academae.

If you do not wish to select a school of magic to specialize in the beginning, that is fine. You can select your school at any time, though when the choice is made, it cannot be undone. All other class features of the wizard or witch work normally.

Starting equipment: Characters have 20 gold to spend on starting equipment. This starting allowance does not include your spellbook, school uniform, spell component pouch, and one set of normal clothes, which are free. The reason you start with so little is because during your training at the Academae, you will need to generate enough money to pay for their tuition, which allows for sidequesting outside of the Academae. Try to work it into your character's background that they barely had enough money to pay for the first semester's tuition, whether because their family is poor or simply falling on hard times. An alternative might be that someone who saw promise in your character is sponsoring their first semester at the Academae. Finally, remember when purchasing equipment, you are entering the Academae, not a dungeon!

Character concept: This game will focus very heavily on roleplay over combat, so your character should have a distinct personality which suits the rest of your concept. When developing your character's personality, some questions you should ask are:
-How do they feel about going to a school such as the Academae?
-Why are they down on their luck? (see starting equipment section)
-Which school of magic do they prefer, and how is this reflected in their personality (if at all)?

For Witches: the Academae's courses are designed with a wizard's spell list in mind, and many classes will give spells which are unavailable to you. This being said, there is a “club” for witches, where the few at the Academae trade secrets and spells. However, you are warned: your total number of spells gained throughout your semesters will be less than the wizard's, and you may not get the spells you were looking for.

This is my first time DM'ing a PbP, but I've been in several. I will pick 3-4 people to join, based on how many applicants I get.

Lantern Lodge

are all archetypes allowed? and could we multiclass later? depending on your answer i have two concepts

one would be a spellslinger wizard/gunslinger combo hoping to make a PrC similar to an arcane archer but with a pistol
or a zen archer monk/enhancement wizard

if the answer is no i would like to do a character using the egorian academy infernal binder conjuration wizard. perhaps he was kicked out of the egorian academy

if those are not allowed i would think about a witch

EDIT: is a spell component pouch included in our starting equipment?
any starting traits allowed? and are you not allowing the magus class even though they are a learned caster?

The Exchange

Dotting.


I'd like to go with an illusionist, an oddball in the eyes of the youths around him. The piglet that he carries in his arms wherever he goes (some people say that he even talks to the thing) always seems to be grinning with his owner as he dazzles adults with his knowledge.

Cezar Razvan:
CEZAR RAZVAN CR 1/2
Male Human (Varisian) Wizard 1
CN Medium Humanoid (Human)
Init +1; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +1, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Wizard Spells Known (CL 1, 0 melee touch, 1 ranged touch):
1 (2/day) Silent Image (DC 15), Silent Image (DC 15), Disguise Self (DC 15)
0 (at will) Haunted Fey Aspect (DC 14), Detect Magic, Prestidigitation (DC 13)
--------------------
STATISTICS
--------------------
Str 10, Dex 12, Con 10, Int 16, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Scholar: Knowledge (Arcana), Knowledge (Engineering), Scribe Scroll, Spell Focus: Illusion, Wizard Weapon Proficiencies
Traits Fast-Talker, Mathematical Prodigy: Knowledge (Arcana)
Skills Appraise +7, Bluff +7, Craft (Alchemy) +7, Diplomacy +5, Knowledge (Arcana) +10, Knowledge (Engineering) +10, Linguistics +7, Perception +3, Sense Motive +3, Spellcraft +7
Languages Celestial, Common, Draconic, Osiriani, Thassilonian, Varisian
SQ +3 to Diplomacy checks, Blinding Ray (6/day) (Sp), Empathic Link with Familiar (Su), Evocation, Extended Illusions (+1r) (Su), Illusion, Necromancy, Share Spells with Familiar
Other Gear Abacus, Amulet, Eyeglasses, Pouch, belt (empty), Rubik's Cube (DC 16), School Uniform , Signet ring, Spell component pouch, Spellbook, wizard's (blank)
--------------------
SPECIAL ABILITIES
--------------------
+3 to Diplomacy checks You gain the Alertness feat while your familiar is within arm's reach.
Blinding Ray (6/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extended Illusions (+1r) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Scholar: Knowledge (Arcana), Knowledge (Engineering) +2 bonus on two Knowledge skills
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Spell Focus: Illusion Spells from one school of magic have +1 to their save DC.
Subject to change before we begin, I'll update if I change anything.


I'd like to submit a character for this. Obviously I'd have to rework this character to fit. I'm thinking his father is a foreigner who has scrapped enough gold together with his wage as a butcher to fund the first semester at the academae after Arnault showed some promise under his mothers tuition (her father having been a wizard who was never home enough to pass his knowledge on fully to his daughter)


I'm going with No Guns, so no to the gunslinging. However, the zen archer monk sounds good, and is allowed. If you are going to multiclass, make sure your wizard class levels are your highest out of all your classes (or tied for highest).

I'm not familiar with the Egorian binder, but if it's on the SRD, I'll allow it.

You start with a spell component pouch for free; I'll change it so it says as much.

2 traits to start.


Dotting for interest, would a blackblade magus work?


@Arnault, that looks good, as long as you change him to fit the guidelines I put up.


I'm saying no to magus, because their spellcasting progression would be too slow for the classes.


I've wanted to play a Shadowcaster Wizard for the longest time. Figure he could be on the run from Nidal, his family having scrapped together just enough money to send their son to what will hopefully be a new start for him.

The Exchange

Hey MG. I swear I'm not going to tank in this one. :P

Lantern Lodge

after a little internal debate i think i am going to work on making a witch, she will have a varisian wanderer background. more to come later. write up will be sunday or monday at the latest.


Shadowcaster wizard is okay. Sounds like a good concept too.


I edited the starting equipment to include a spell component pouch for free.

Also, added a bunch of stuff in campaign info. Have a looksie.

Just so you guys know, Spellcraft will be a MUST. Diplomacy will also be a necessity for any wannabe cassanovas.

Shadow Lodge

This sounds like a lot of fun. I just finished reading the entry of the Academae from Inner Sea Magic because i used it for the backstory of a character i submited to another thread. Would love to join this game. I will throw in a concept later on. Dotting.


dot

The Exchange

Vasile Liviu:
Vasile Liviu
Male Human (Varisian) Wizard (Scrollmaster) 1
NN Medium Humanoid (Human)
Init +2; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 8 (1d6+1)
Fort +1, Ref +1, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike -2 (1d3-2/20/x2)
Wizard (Scrollmaster) Spells Known (CL 1, -2 melee touch, 1 ranged touch):
1 (2/day) Shocking Grasp, Magic Missile, Magic Missile
0 (at will) Dancing Lights, Detect Magic, Arcane Mark, Ray of Frost
--------------------
STATISTICS
--------------------
Str 7, Dex 12, Con 12, Int 18, Wis 12, Cha 13
Base Atk +0; CMB -2; CMD 9
Feats Scribe Scroll, Spell Focus: Evocation, Toppling Spell, Wizard Weapon Proficiencies
Traits Harrow Born (Varisian), Magical Lineage: Magic Missile
Skills Craft (Alchemy) +8, Knowledge (Arcana) +8, Knowledge (Planes) +8, Linguistics +8, Profession (Fortune-Teller) +5, Spellcraft +8, Stealth +2
Languages Auran, Celestial, Common, Draconic, Elven, Infernal, Varisian
SQ Enchantment, Evocation, Force Missile (7/day) (Sp), Illusion, Intense Spells +1 (Su), Scroll Blade (Su), Scroll Shield (Su)
Other Gear Case, map or scroll (8 @ 0 lbs), Case, map or scroll (empty), Firework, Paper candle (6), Harrow Deck, Ink (1 oz. vial, black), Inkpen, Paper (sheet) (8), Spell component pouch
--------------------
SPECIAL ABILITIES
--------------------
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (7/day) (Sp) Magic Missile hits for 1d4+1
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) + 1/2 wizard level to spell damage (minimum +1).
Magical Lineage: Magic Missile A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Scroll Blade (Su) A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a melee weapon. In the hands of the wizard, the scroll acts as a short sword with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll
Scroll Shield (Su) A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a light wooden shield. In the hands of the wizard, the scroll grants a +1 shield bonus with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Toppling Spell Spell with the force descriptor knocks targets prone.

Backstory to follow.

^Updated build.


Shane Gifford wrote:
@Arnault, that looks good, as long as you change him to fit the guidelines I put up.

I'm on it.


Aloysius Konrad is a Scrollmaster Wizard of the Conjuration (Teleportation) school

BACKGROUND:

Aloysius grew up on the streets of Korvosa as a pickpocket and a vandal, with no parents and no real friends, just other street urchins that would stab him in the back if it meant they could eat for the night. He learned to survive by taking what he needed, as well as by "defacing" property, at least that is what the town guard called it. His love for writing and the written word got him into trouble quite often with the guards of Korvosa, but they were not the only ones watching.

On Aloysius's 15th birthday he was approached by a nobleman by the name of Gabriel Konrad. He told Aloysius that he planned to adopt him and teach him the art of the Scrollmaster. Aloysius couldn't refuse a home, food, and someone who he may be able to score big on. Though, the longer Aloysius lived with Gabrial the harder it was to betray him. This feeling made Aloysius realize that he didn't want to leave or steal from this generous man.

As Aloysius's training continued Gabrial watched as his skill and knack for writing in all forms of magic excelled for someone of his age as well as in the art of summoning and teleportation. This gave Gabrial an idea, the idea to have Aloysius attend the Academae. He had everything set up for him to start attending on Aloysius's 16th birthday and he would continue to pay for his tuition as long as he continued to excel and learn.

This plan was cut short by a fickle thread of fate. Gabrial died of some unknown illness that even the local clerics and druids could not identify. Even through his morning for his new father, Aloysius continued to learn and apply his ability as a form of coping. With Gabrial's death all of his money went towards his burial and upkeep of his home, but the starting tuition for the Academae was already paid for and Aloysius decided to attend in the memory of Gabrial.

For more information and his statistics check out the profile.

Shadow Lodge

@Shane Gifford
What are your thoughts about the other arcane casters for this campaign? Namely the alchemist, sorcerer, bard and magus. I know this arcane school is specialized in conjuration/summoning spells which would leave the magus out but bards have some interesting archetypes like the animal speaker or magician and alchemists have the Preservationist one too.

When you say that the witch will have more difficulties to learn spells are you refering to hexes also or the progression on those will be standart?


Other casters besides wizard and witch aren't allowed. As the classes actually teach spells, they don't do much good to a person who can't learn spells (I.e. sorc or bard, who know them innately) and magus's spell progression is too slow to keep up with the rigorous pace of the classes.

All that being said, you could certainly multiclass those classes if you wanted to.

As for witches, they get hexes and patron spells normally, but just like wizards they won't get 2 new spells every level. Instead, they can learn the spells in class which are on the witch spell list, and can also learn a few spells not on the sorc/wiz list from the other witches in the Academae. Outside of the Academae, it's not going to be easy to track down witch scrolls, because otherwise these penalties aren't really penalties. :P

Shadow Lodge

I edit my last post because i forgot some info. How about the alchemist, preservationist archetype?

The Exchange

I don't think asking about a different class is going to change his stance on "Other casters besides wizard and witch aren't allowed."


^See above post.


By the way, the Spellslinger archetype is out (because No Guns) but the Arcane Bomber is still allowed. That might be something to check out if you want bombs.

Shadow Lodge

Edgar Lamoureux wrote:
I don't think asking about a different class is going to change his stance on "Other casters besides wizard and witch aren't allowed."

I am not trying to force him to change his stance or anything but i rather explore all the possibilities than just stay quiet. With just 2 classes to choose from we can end up with a lot of overlaping.

No offense but I would appreciate if you didnt answer for the DM.


I'm new to these boards, and pretty new to Pathfinder (My F2F group recently made the switch from D&D 3.5 to it), but I do have the corebook and Hero lab. If you're willing to put up with a "newb" who is more than a bit rusty, I'd like to give this a go. It sounds fun.

I'll fill out stats and gear and so on later... but the concept would be a half-orc orphan sent in to learn wizardry as something of a cruel bet between some citizens of the upper class. I figure he'd been drawn to evocation which would suit the violence in his blood well. Despite the mistreatment, I'm thinking a good alignment.


It's not hard to avoid overlapping. Wizard is a very versatile class. With so many spells and schools to choose from, each character can be unique. Just be conscious of what the others are building, and try to build something different.


Sounds like an intriguing concept, Ridge. I'd like to see what you have.

I'm fine with you being new to PF. All I ask is creativity and respect for each other.


A message for everyone: I didn't expect so much attention; given the number of people posting, I'm fine with taking 6 people instead of 4.

I'll probably end recruitment Monday (noon EST), so please have your character built, with a backstory and personality figured out before then.


Wizard with lore skills.


@Wood: Are you looking to join? If so, you'll need to modify your character to fit with the requirements I detailed in the first post of this thread. Also, the backstory pieces at the bottom of your profile seem to be based on Carrion Crown, and should be changed.


Any alignment restrictions or bias? I'd like to know so I don't go out of my way to make a lawful evil character or anything.

What's your stance on non-core races? Specifically (Tiefling/Changling/Dhampir/Ratfolk/Vishkanya/Strix)

Teiflings would work well in Korvosa and I could see changelings or dhampirs doing alright everything else I'm just curious about.


There are no alignment restrictions. I'd prefer no CE, as it doesn't really suit this setting, but LE is just fine.

As for non-core races, I'm gonna say no with a little addendum. I'd like to keep it with just the core, as far as stats go. That being said, you could flavor your character as being demon-tainted or devil-tainted without using stats for a tiefling (via feats, traits, or just their appearance). The rest of the races (that is, besides tiefling) I'm gonna have to give a flat-out no to.


Dot for now... I have an 'interesting' thought on a submission that I'll throw up later if it comes together enough in my noggin.


Cool thanks for the heads up.

One last question:
Alternate Racial Favored Class options open up the possibility to pick up an extra spell in your spell book at least 1 below the highest level you can cast for humans. Same for half-elven witches.

Is that kosher at all? Or restricted to higher levels but barred for level 1?

Gnome/Elf wizards get something similar in that they can pick up an extra daily use of of a specialist arcane school power every two levels.

Links to the SRD Favored Class options found at the bottom.
Human
Half-Elf
Gnome
Elf


Right, I forgot about that. First, the elf/gnome Favored Class bonus is okay by me. However, I'm gonna say no for the human and half-elf Favored Class bonuses, since I'm purposely limiting spellbooks a lot more than they are normally. Instead, they could also take the gnome/elf bonus if they choose.


Shane Gifford wrote:
It's not hard to avoid overlapping. Wizard is a very versatile class. With so many spells and schools to choose from, each character can be unique. Just be conscious of what the others are building, and try to build something different.

I noticed someone else is doing a scrollmaster with an evocation angle, so I'll probably change the half orc to an abjuration specialist (reflecting his desire to defend himself perhaps). Besides, I don't think I've ever played that sort of specialist before, and the school can get some love.


Ok, one half orc student abjurer. Let me know if I need to adjust anything. I did make him pretty strong, which may not be useful for a wizard but fit in pretty well with the whole half orc bit.

Spoiler:
PAKAK CR 1/2
Male Half-Orc Wizard 1
CG Medium Humanoid (Orc)
Init +0; Senses Darkvision (60 feet); Perception +1
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 7 (1d6+1)
Fort +1, Ref +0, Will +3
Resist fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Club +2 (1d6+2/20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Wizard Spells Known (CL 1, 2 melee touch, 0 ranged touch):
1 (2/day) Burning Hands (DC 14), Burning Hands (DC 14), Shield (DC 14)
0 (at will) Dancing Lights, Breeze, Ray of Frost
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 12, Int 16, Wis 12, Cha 11
Base Atk +0; CMB +2; CMD 12
Feats Combat Casting, Scribe Scroll, Wizard Weapon Proficiencies
Traits Courageous, Poverty-Stricken
Skills Diplomacy +1, Intimidate +3, Knowledge (Arcana) +7, Knowledge (Local) +7, Profession (Cook) +5, Spellcraft +7, Survival +2
Languages Common, Draconic, Giant, Goblin, Orc
SQ +2 to Fortitude saves, Abjuration, Empathic Link with Familiar (Su), Enchantment, Necromancy, Orc Ferocity (1/day), Protective Ward (6/day) (Su), Resistance 5: Fire (Ex), Share Spells with Familiar
Combat Gear Club; Other Gear Backpack (empty), Blanket, winter, Candle, Flask, Flint and steel, Ink (1 oz. vial, black), Inkpen, Parchment (sheet), Pot, iron
--------------------
SPECIAL ABILITIES
--------------------
+2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Courageous +2 save vs. fear.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Protective Ward (6/day) (Su) Create 10' radius field granting allies +1 (+1 / 5 levels) AC bonus.
Resistance 5: Fire (Ex) You gain Fire Resistance 5.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
--------------------
Pakak doesn't really know where he came from exactly. He knows a shamed human woman, his mother, left him long ago on the doorstep of an orphanage. No doubt he was the product of rape from some orcish raid. Most half orcs are, after all. To make ends meet, the orphans were 'loaned out' to various odd jobs. Pakak ended up helping a cook , originally to lug pots and pans about, but the boy was brighter than most would suspect of an orcblooded.
Pakak picked up a few recipes just by observation. Had he been human, he might have been formally apprenticed for the same. Instead, he was mostly stuck with heavy lifting as he grew older and older. No one wanted to adopt a half orc, so the orphanage despaired of ever being rid of him. Of course, it was his ability to read and make a pretty decent soup that caught the attention of Masters Whitefield and Blackmoor.
Members of the Upper Crust (nobles? Rich merchants?) , the two were both friends and rivals. When they weren't working together on something to relieve their boredom, they bickered. They were bickering when Pakak first served them. The cook had vanished (a hang over), and their 'regular' soup wasn't in stock for simple heating. Nether Whitefield nor Blackmoor would hear of it, and ordered the 'simpleton half breed' to do something about it.
Muttering under his breath, Pakak DID something. Since he couldn't take a table leg upside the heads of customers, particularly not two so well off; he instead made soup of his own.
It was not what the two men had ordered.
It was better.
Impressed, especially when they found out it was just something he had 'picked up and whipped up' on his own, the two began a serious chat right in front of him, as if he weren't there.
They had been discussing the Academae. Whitefield admired it greatly, and claimed the teachers could turn a proverbial sow's ear into a silk purse, they were that good.
Blackmoor scoffed at this, and simply pointed out that students were put in adverse conditions, yes, but were surrounded by magic so it was impossible for them to NOT pick some up; quality of study be damned.
"Why," He added with a point towards Pakak, "This piggish young fellow ...he learned just by being in an inn's kitchen. Throw him into the academy, and he'd monkey magic as well."
Whitefield snorted, "Please, IF they made something of this boy, it would be because of effort on their part, not because of the building he's in. He won't grow gills if you chuck him in water, but he might be taught to swim."
The two stared at each other. " A wager then?" one challenged and the other accepted.
And so it was, that Whitefield and Blackmoor decided to 'adopt' the boy as a charge, then put him in the great school. After he was out, they could better determine what the factors were.
Of course, they weren't sure the great oaf would get far period, but when the well to do get bored, well, some pet project or another must pass the time. They were surprised how quickly he mastered some basics from the down on his luck mystic tutor they provided him to prep him.
As for Pakak himself, he only knows that while these two asses gloat, he's been given a chance. A chance to learn, a chance to BE independent of all the simple thug every assumes he is because of his blood. While he is skeptical he'll be treated the same as everyone else, he's determined to curb his anti-authoritarian nature (or try) long enough to become a true wizard...and then when he graduates, be able to live is own life his own way.


As a great man in another thread once said, "Dotting for AWESOME!"


Okay, here's a recap of the entrants so far:

Damien Rosaltier with Cezar Rasvan (Illusionist) -needs backstory-
Kip84 with Arnault (transmuter) -still needs changing-
Edgar Lamoureux with Vasile Liviu (scrollmaster evoker) -needs backstory-
Sgmendez with Aloysius Konrad (scrollmaster conjurer) -COMPLETE-
Chainmail with Wood the Wizard (conjurer?) -needs changing-
Ridge with Pakak (abjurer) -COMPLETE-

So, if you guys want, you can also add some description of their personality; if not, it's fine.

Remember all, recruitment ends Monday at noon EST, so have it done by then please.


Ok, here's the pitch.

Backstory:
Hathin De'Lark was not born to his name. He had lived as a slave to the De'Lark household for all of the life that he can remember. The De'Larks were not well liked, and kept mostly to themselves. The only carriages that flowed into the compound bringing fresh slaves to replace those that had died - while taking away the clothes that they worked to create.

The family did not treat him well, though he fared better as he was kept within the house rather than working the fields. The elder son of the household had a particularly vicious streak and took it upon himself to make his life hell. Beatings, repeated work, long hours, all took their toll upon the half-orc. Though he bore it with a stoic fortitude.

His only confidant was a pet that he had managed to conceal within the basement that was where he slept. A centipede who the half-orc had taken to sneaking morsels of food, and who stood silent and listened to the half-orc whenever he had words that needed to be said. It was almost as if the centipede could understand him, and follow along with whatever he said.

Then one day the De'Larks were robbed by a group of vicious thieves, who slew most of the household during the robbery. As the half-orc moved to investigate the noises, he was overcome with an emotive compulsion to stay. As he crouched in the cellar, his centipede crawled upon his shoulder... and waited. When all grew quiet, the half-orc emerged from hiding and found the elder son laid out unconscious in front of him.

His first thoughts were to attempt to save the boy, though he felt a building of hate within his mind. Anger welled from within and he placed his hand upon the boy's forehead and uttered a word that seemed to just pop into his head "Vérzik" bleed. The boy's wounds began to flow fresh blood and the half-orc stood and watched as his tormentor died.

Bereft of any idea or plans of what to do, he felt emotive urgings to open an envelope that lay unopened at the foot of the elder son's bed. It was a confirmation that the Academae had received payment in full for tuition, and Hathin De'Lark was expected to attend classes in less than a month. Thoughts percolating, the half-orc made a choice... assuming the identity of the elder son that he had slain, the reborn Hathin De'Lark chose opportunity over flight. A feeling of contentment emanated into his mind from the centipede that had rode shotgun upon his shoulder...

Other Point of Interest:
Since we start so early, I'd seek to lay in one of my character's major focuses during play. He's got a birthmark that is the source of the Sacred Tattoo trait.
He'll get interested in tattooing as a character focus, and track his growth and adventures upon his skin - recording them permanently in ink. So he'll start off ink free, then slowly get completely covered in tatts as he (hopefully) levels up.
If allowed, I'd also pursue the magical tattoo crafting in Inner Sea Magic (kicks in at level 5).

Crunch:
Half-Orc Witch 1
Alternate Racial Traits: Sacred Tattoo
Familiar: House Centipede - Strength Patron
Str: 16, Dex: 12, Con: 13, Int: 14, Wis: 10, Cha: 10
Hex: Unnerve Beasts
Feat: TBC
Skills: Craft (Tattoo), Intimidate, Spellcraft, Stealth
Cantrips: bleed, dancing lights, read magic, spark
1st Level: enlarge person, magic armor

Familiar detail: TBC

Dead God Why?:
I thought it a nice twist, perhaps you will too?
Hathin has no real idea what he's doing to start with, he will be following the empathic lead of his familiar for the most part.
Forward plan for the character is to make an attempt at a melee capable witch, with spells chosen purely for inward impact rather than outward.

Feel free to posit any questions that you may have :)


Sounds very cool Sweetman, nice backstory. I'm liking him.

It looks like a part of your backstory is chopped off; it ends mid sentence where you said he talks to the centipede.

I assume TBC for feat is "To be chosen"?


So, the 7th to submit a character is:

Mark Sweetman with Hathin De'Lark (Strength patron witch) -COMPLETE-

Just make sure to bring your familiar to class, since he's the one who has to do all the learning. :P

Dark Archive

Is there an alignment restriction?


:) - glad that you like it Mr Gifford.

*Looks over backstory* - doh! will touch that up with an edit shortly.

Yeah - TBC is to be confirmed. Just wanted to get the initial submission out the door before I polished the rough edges.


Shane Gifford wrote:
There are no alignment restrictions. I'd prefer no CE, as it doesn't really suit this setting, but LE is just fine.

Dark Archive

Thanks. Will make a submission ASAP.


Mark, please remember that your familiar sends you emotions, and thus its hard to communicate precise directions to you. I'm not saying this about your backstory; that much was fine. Just know that instead of sending you a desire to pick up the envelope and open it, it would be a strong attraction or curiosity for the envelope, and you would open it of your own accord. It can't get very specific.


Yep - Roger that. I figure that the familiar just sent happiness as he approached the bed, then let him find the letter and formulate the impersonation plan on his own.

I'll be very careful in game to make sure whatever the centipede does is in line with RAW.

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