The Fracturing of an Empire (Inactive)

Game Master wanderer82

Though in the grasp of the Kesadrian Empire for over twenty years, the lands of Neralus are home to a fiercely independent people. And as the arcanocrats squeeze their grip tighter, more and more bits of rebellion spring up. Could the actions that occur in Whispering Falls be turning of the tide, the catalyst that leads the people to rise up against their arcane masters?

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An Untamed Land
The land of Neralus was a lush, untamed continent where humans formed scattered city-states and the other races maintained remote, isolated kingdoms. Beyond the borders of their fractured nations were the wilds – inhabited by barbaric hordes, ruled over by beasts of myth and legend, and haunted by the horrors that lie in the shadows. The people of the land were at times drawn into conflict – with each other, against the monsters of the wilds – but always they remained independent. Legends told of an ancient empire that once existed in the time before history – the time when the Gods were men and the primal forces wreaked havoc on the lands. But that was millennia ago…

The Coming Tide
Perhaps it was the wealth of natural resources, perhaps it was the lack of any unified power base, perhaps it was for some other, unknown reason… whatever it was, Neralus was a prize ripe for the taking. On High Summer’s Eve in 3189 OR (old reckoning), portals opened up across Neralus and vicious human armies, clad in superior armor and wielding a destructive form of magic that had never been seen before, stepped forth and quickly dominated the many human city-states of Neralus. Revealing themselves as the vanguard of the Kesadrian Empire, they declared martial law.

Once initial control was solidified, a second wave came through – bureaucrats. Or more precisely, arcanocrats. Welding their unique magic, which they called the Art, they moved quickly to solidify control over all of Neralus. The pastoral Halflings and artisan Gnomes both fell quickly and the races were drawn into roles of servitude, though rumors persist of hidden realms of the Small Folk. The elves and dwarves, with their isolated kingdoms, held out far better and eventually were each offered a truce, allowed to exist as semi-autonomous yet ultimately owing fealty to the Kesadrian Empire.

That was 23 years ago.

Today
In the two decades since, the Empire’s wealth of knowledge – technological, architectural, arcane – has reshaped the face of Neralus. Where once there existed only small, scattered cities with limited communication and trade, now the realm crossed by well defined trade routes by land and sea, connecting mighty cities ruled over by the arcanus ruling class, overseen by the royal line of the Kesalos family. Though a few of those native to Neralus have reached the middle class as skilled merchants and artisans, a majority of the Neralians exist only a step above slavery, as a subjugated people.

------------------------------------------------------------------------

Concept
I am looking for four to six players interested in engaging in a fun, friendly game that will blend role play, puzzles, combat, and mystery into a grand storyline. The game will be a heroic adventure with a dash of politics and a fistful of intrigue. I am looking for players whose goal is to create a dynamic and engaging character that will play well in an evolving storyline, not simply the most min/maxed set of statistics for monster killing. Additionally, I request that you be able to post at least once a day during the week (obviously life gets in the way at times, please just let me know). As for my part, I will work to give each and every player a chance to shine and enjoy their character. I consider gaming a cooperative experience where the GM and the players work together to tell an epic tale.

If you are still interested, read on…

The game is set in a realm of my own creation. For a setting overview, imagine if 7th century Europe were invaded by the Roman Empire at its height, equipped with the technology of the Renaissance and a mastery of arcane magic. The game will begin in the small lake town of Whispering Falls, a loose community of fishermen and loggers that supports the city of Durmstadt.

Character Creation:

Ability Scores: 2d6+6, or 20 point buy (you can select the point buy after rolling if you so desire)
Race: Core races preferred; alternate traits from ARG for Core races are allowed. I will consider other races given exceptional applications.
Class: all Core, Base, and Hybrid classes; Unchained versions of Rogue and Summoner are in effect (barbarian & monk – player’s choice)… No Alternate, Occult, or Intrigue classes.
Level: 1st
Hit Points: Max at 1st, rolled after (1/2D as minimum)
Favored Class Bonus you may select any favored class bonus assigned to any Core race, not just your own race.
Alignment: I will likely not accept evil applicants. If you want to run an evil character, you will need a strong proposal.
Traits: 3 (one campaign trait, listed in the campaign notes)
Skills: background skills are in effect
Feats: to encourage players to take feats with more flavor and reduce feat taxes, the following feats are automatically gained by all characters - Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse. (Unchained Rogues gained the 3rd level Finesse Training ability at 1st, with a second selection gained at 3rd.)
Starting Wealth: rolled by class (average if rolled below)
Fluff: please include a completed backstory, along with a physical description and an outline of your character's personality. In addition, I encourage you to include a few tasty tidbits that can be used as storyline hooks.

MAGIC & RELIGION
Magic can be found in three forms: the Gift, the Way, and the Art.
Religion - The Gift: is divine magic, granted as a boon by the gods to their faithful. There are a multitude of deities, each with their own goals, passions, and desires - and their emotions can as fickle as any mortal's. Each deity claims one, or more, aspects of life as their dominion.
Nature - The Way: is the dormant energy coursing through both the world and all living things. Those who learn to shape and direct the Way can accomplish great things, though none would be foolish enough to claim to "control" it. All 'nature' classes (druids, hunters, rangers) are practitioners of the Way, and will adopt philosophies or Pacts with regards to how they connect with the Way. Please note that witches, shamans, and bards also draw on the Way in similar fashion.
Arcane - The Art: is arcane magic, an amazing power that is either learned through careful, extensive study, or is born naturally into the blood of a rare few unique beings. The Art was unknown in Neralus until the Kesadrian Empire brought it with them during their invasion. It is their source of power and they guard it jealously.

Religions & Pacts: I have extensive notes on the gods, but they are not digital yet. If proposing a divine character, simply include a concept for a deity your character would worship and I will send you the appropriate deity.

Age: demihumans reach maturity far earlier in Neralus than in Golarion. No character should be over 35 (regardless of race). Half-elves hit physical maturity only a year or two behind humans, halflings in their early twenties, both dwarves and gnomes in their mid twenties, and elves in their late twenties to thirty.


2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17

Wow... With those rolls I might just be able to pull of a monk.

I don't suppose you would allow an underfoot adept (preferably as a non-halfling) for unchained monk?


Out of curiosity: Intrigue classes and Occult classes, does that also include all archetypes from the associated books (not talking about psychic casting archetypes from OA, those are obvious)?


This is the PbP first game I've been interested in as a player in quite a while...

I'd like to play a rebellious, freedom fighting halfing nature oracle. With your iron fisted empire in control, and your emphasis that "The Way" cannot be controlled, it's almost like you're asking me to! :-D

Stat Rolls:

Stat Block 1: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat Block 2: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat Block 3: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat Block 4: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stat Block 5: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat Block 6: 2d6 + 6 ⇒ (3, 2) + 6 = 11

"I will give you this one warning - leave now. I know you won't; not yet, you won't, but it would be cruel of me to not give you the chance...

For over two decades, you have held onto our land with an iron grip, but let me tell you this: the tighter you grasp the beautiful rose, the deeper it's thorns will pierce the flesh. Make no mistake, the reckoning is coming. We are the land, and you cannot control us. We will bring you down. Until you pull from us, we will cut at your capillaries - the soldiers that criss-cross our verdant fields - we will slash away your arteries - the suppliers, your merchants, your builders, your support staff - we will poison your veins - the aristocracy, the scholars, the upper class. We will pierce your heart - the generals, the councilors, and the source of your foul beating continuance, and one day, we will take your head - the emperor himself.

But don't think the lack of vitality is safe. When you've guarded everything you think is important, your previous flesh you take such pride in - your children, your wives, and everything you value will be taken. We will scorch your very skin from the inside, until all other nations look at you in disgust. This is the pain you are bringing, and like a cancer we will rot everything in you until you are no more.

So I give you this one chance, Kesadria, even though I know you will not take it. I warn you of the disease that is about to overcome your people because you dare to try to tame the untameable, and when your empire is nothing more than tumors, you will have only yourself to blame"

Froki wasn't born knowing freedom, but from his grandfather, a wise druid, he learned of it's existence. His parents were slaves...oh, they called it indentured servitude, but the servitude was to pay off taxes on lands that were theirs before the cursed empire arrived, and he was born into bondage, having never tasted the sweet breath of freedom until he was seven years old. His grandfather had quietly resisted the Kesadrians from the beginning, but when his parents were executed in a public square to teach the older halfling a lesson, grandfather Karlic vowed to never let the same happen to his grandson, the last of his line. His rescue was silent, swift, and with little pain to the people who owed him, for this was Karlic's way.

Froki, unfortunately, was not like his grandfather, and the avoidance Karlic tried to pass onto his grandson. Lessons of running, hiding, and avoiding - the boy took to the skills, but never the mindset. His mindset was, from the moment he watched his parents' heads roll from the block, one of revenge. Taking solace in the land, he found friends and comfort among the animals, but never the peace and serenity of his grandfather. The magic of the land came easily to him, but not the same as his grandfather. The other druids called Froki touched by the land itself, a conduit, an oracle. When the gods of the land itself came to him in a dream, they asked him a price for the power to exact his revenge, to free his people, and to bring the land back to the harmony it once was, and Froki agreed to never hear the beautiful songs of the birds. The price was much more than that - when he awoke in the morning, he lost the ability to hear anything at all - and the last phrase he heard was the senior god whispering to him "until every last Kesadrian has pulled up root."

Froki is headstrong, fierce, independent, and cunning. He has a soft spot for creatures of the land, and a vengeful attitude against cruelty. He himself is not cruel, but will not hesitate to use the weapon of his enemies to free his people - all of the natives of Neralians, first those who fight the people, then those who choose not a side. He is charismatic and feels himself necessary to become the leader to unite the various factions and tribes left fighting against the empire, even though he's still not entirely sure how to do so.

I figure I will put an entire build together if/when you actually give me the okay to join. I really don't want to go through all that and then get rejected and have to convert the whole thing later if I don't get in, you know? If you think it will help, though, I will try to put a whole sheet together, but for now you should know it's a young CN halfling nature oracle with the deaf curse, Bonded Mount revelation for a wolf companion, and probably an emphasis on stealth, and a preference for guerrilla tactics and ambush. I don't forsee myself using an archetype, but if you're cool with VMC I might like to do VMC rogue.


Let's see what I have to work with :)

2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 6) + 6 = 18


Pathfinder Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Ooo, Sounds like a fun place for a druid.

2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12

I think I'll just go with the 20 point buy.


Dotting


Your setting and premise sounds very interesting, so I'll be giving a character some thought. Where are these campaign traits located?

2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 1) + 6 = 12

I will go with the 20 point buy, but I might recommend that you consider watching how well people roll to see if it might be appropriate to give the rest of the players a bit more to their point buy. Oyzar, Froki and TawnyKnight all have stats that are well into 40+ point buy already, which is awesome for them, but might make other characters feel inadequate, especially early on. Of course, it's your game and I am still happy to create a character and apply.


@Oyzar: given that the unchained monk was an entire rebuild of the class, the previously established archetypes (save a few) do not match up ability for ability, and what is more, many of them house-ruled across can be OP with the many combat boons the unchained monk received. As such, I will have to say no for underfoot adept for an unchained monk.

@Cuan: what archetype(s) were you interested in?

@Froki: I like the general concept and will send you a couple "pacts" or "philosophies" of the Way to consider, as well as a couple of the Gods that may have called to you as well (the powers of nature, and the gods are two different things, but either side could have "chosen" you). I would also want to see a full build to the character. I do have a concerns: how is a deaf character going to work in a story driven role-playing game, especially a deaf character who desires to be a leader?


Pathfinder Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Druid Wealth: 2d6 ⇒ (4, 3) = 7 Perfectly Average.


@Pale King: Indeed, some players have already had truly exceptional rolls, and I will definitely work to balance the final characters that are accepted, both through stat adjustment and the granting of boons.

I should have the Campaign traits posted in the Campaign Notes by the morning.


2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 1) + 6 = 9

I'm assuming any PCs who practice The Art (arcane PCs) are somehow associated with the Kesadrian Empire?


Ancient Chronicler wrote:
@Froki: I like the general concept and will send you a couple "pacts" or "philosophies" of the Way to consider, as well as a couple of the Gods that may have called to you as well (the powers of nature, and the gods are two different things, but either side could have "chosen" you). I would also want to see a full build to the character. I do have a concerns: how is a deaf character going to work in a story driven role-playing game, especially a deaf character who desires to be a leader?

Well, the oracle class isn't so much powered by a single god, but usually multiple, unlike your standard cleric - they're divinely powered, in a sense, but it's different. I figured a nature oracle could pull from all of the land itself, and would be kind of sanctioned by the gods but not so much powered by them, if that makes sense? Nature oracle is the closest thing to a spontaneous druid there is, mechanically, so I thought it would be cool to treat the flavor the same.

The deafness curse is pretty common, one of the original ones for the oracle class, and I've seen plenty of characters pull it off. He could read lips (according to the rules that's one of the languages you can choose with a rank in linguistics), and maybe I could work it into something he's trying to hide from people. In his eyes he thinks it'll leave as soon as he's finished his mission. It may help to have a friend in the party he trusts to relay things to or through. He could also be a number two, or a press voice for the party. It's not the leadership he desires itself, it's cleaning the land of the enemy, and if nobody else will step up and get the job done, he will. I also don't think it will be obvious - people who aren't born deaf don't tend to have a tell in the way they talk, because they learned to speak with hearing and usually don't adjust their tone afterwards. It's more often those born deaf that you can tell by their vocal tones.

I'll get to work on the character sheet. It may take me a couple days - have some family in town for the weekend.

Silver Crusade

This sounds like an interesting campaign. I think a 20-point buy half-elf ranger might be fun.

Background Starting Point:

Varak grew up in the forests with only the woodland animals for company. Once a year, he and his father would go to the town of Whispering Falls to sell pelts, honey, and dried herbs. This allowed them to buy the supplies that the forest could not provide. This was his life year after year as far back as he could remember and, for him, it was a happy time.

This year, the trip to Whispering Falls took a different turn. Two days from town, they were set upon by a large number of men in armor he had never seen before. Outnumbered, his father told him to run and hide. Varak hid in the forest as his father had instructed. It was a week before the men gave up the search for him. Varak cautiously made his way back to where the men had attacked. There he found his father’s body.

After laying his father to rest, Varak gathered what he could of their trade goods and made his way to town.


@Androstre: generally, yes, though that connection could be obtuse. A young sorcerer or bloodrager might be the ill-gotten offspring of a native of Neralus who was "claimed" for pleasure by one of the invading army, with the invader being of a magical lineage and thus passing it into the native population. It is possible, though unlikely, that the learned arts (wizard, magus) would be taught to one of the conquered. If a wizard or magus that is the course you would like to go, you'd likely be Kesadrian - but perhaps something has caused you to become disillusioned with the Empire?

@Froki: You seem to have missed my meaning. I am not going to send you material so you can chose one Pact/Philosophy or one God. I am sending you the material so you can choose either to draw on the power of the Way through the sacred pacts/philosophies of nature, or to receive the Gift after having been chosen by several of the Gods.

The confusion lies in my lack of initial information released about my unique magic and religion system. The gods embody emotions, ideals, aspects of life (professions, challenges, etc). None among them count in their realm of power the aspects of nature - plants, animals, the elements, and similar subjects. There are fey beings of great power, referred to as the Sin'Alfar, and if the Way is the direction for you then it would've been through contact with them that you would have been able to tap into the Way.

As to Oracle Curses, I know the deaf curse well, and have unfortunately seen it played rather poorly in several tabletop games - twice for comic relief, and once as a tool to be abrasive, arrogant, and impossible to role-play with. As someone who had worked with the hearing-impaired, the mockery did not sit well with me. If you can play it legit, then we are good.

@Reg: I would encourage you to at least roll a set of scores and see what you get. You can elect to use the 20 pt buy after rolling.


rolls:

2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 5) + 6 = 17

lawfulness: 1d3 ⇒ 3 much Xaos
goodness: 1d2 ⇒ 1 so good
race (1-2 is human): 1d8 ⇒ 4 gnomebody knows...j

Hmmm. Leaning towards a sorciferous sort.


A penchant for homebrew settings I have, and your exposition has piqued my interest, GM! Now, about those pesky rolls:

Set 1: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Set 2: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Set 3: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Set 4: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Set 5: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Set 6: 2d6 + 6 ⇒ (5, 4) + 6 = 15

As with Forki, I wouldn't mind some additional material to prod me one way or the other with art/gift/way. Presently, I have a concept that could be in one of two categories, depending on the cultural implications of the paths.

What would a non-"caster" such as an alchemist/investigator draw upon? Is there a feasible way they would come about and not be part of the empire?


Very intriguing setting.

2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (5, 4) + 6 = 15

Thinking about a veteran from the Kesadrin invasion started his own school of magic in the interest of repelling this new force. My character would be a student of this school, an abjurer with a smattering of anti-occupy skills (arcane guerrilla warfare). Basically a character that seeks to learn and turn the "technological, architectural, and arcane" advantage against the Kesadrins themselves.

Silver Crusade

Here is the initial information.

I'm still writing the Fluff portion.

character information:

Name: Varak

Ability Scores:
STR 13
DEX 18 (16+2)
CON 12
INT 10
WIS 14
CHA 10

Race: Half-elf (alternate trait: Drow Descended)
Class: Ranger
Level: 1st
Hit Points: 11
Favored Class Bonus: +1 hit point
Alignment: neutral good

Traits:

  • TBD (campaign trait, listed in the campaign notes)
  • Deft Dodger
  • Birthmark

Skills:

    Adventuring Skills
  • Heal
  • Knowledge(nature)
  • Perception
  • Ride
  • Stealth
  • Survival

    Background Skills
  • Handle Animal
  • Knowledge(geography)

Feats:
Throw Anything

Starting Wealth: 5d6 ⇒ (1, 2, 6, 1, 6) = 16

Fluff: in progress

Silver Crusade

@Ancient Chronicler

Here we go.

Dice Rolls:

2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 1) + 6 = 8

OK I like this better. :)

Ability Scores:

STR 13
DEX 19 (17+2)
CON 13
INT 11
WIS 15
CHA 8


I'm not looking at anything specific just yet but it is actually limited to things from Ultimate Intrigue, with the possible exception of the Promethean Disciple Alchemist Discovery.

Possible archetypes I'd be interested in in: Metamorph(Alchemist), Sorrowsoul(Bard), Skinshaper (Druid), Guild Breaker (Ranger), Phantom Thief and Sharper (Rogue) and the Intrigue Oracle mystery.
Of those only 1 rogue talent and the Phantom thief use anything from the Vigilante at all and even then there is no identity switching or anything like that.

As you see I'm still figuring out what I want to do exactly but I'm leaning towards a melee combatant with decent skill support.


Judging by the Recruitment title I am inclined to think that characters with strong ties to the Empire wouldn't be very manageable, am I right?

I am still undecided, but sure the premise looks great, so let's eock'n'roll and see what I got:
Stats: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stats: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stats: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Stats: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stats: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stats: 2d6 + 6 ⇒ (5, 4) + 6 = 15

This looks amazing! I could build literally everything with this array. Good, good I'll come back later!


@Ellion: The alchemist/investigator category can fall into one of two categories: the Way or the Art. There were alchemists, in the form of apothecaries, midwives, herbalists, in Neralus before the invasion, though they were a scattered few.

@Mishima: I am a little confused by your statement. Perhaps you misinterpreted the intro post, but their is no "new force". The Kesadrian Empire invaded 23 years ago, and currently occupies all of Neralus, ruling with an arcane fist. Are you suggesting that a Neralian who stood against the invastion somehow learned arcane magic and started a school, or that a Kesadrian abandoned his duty and started a school?

@Emissary: Define "strong ties"? This will be an anti-Kesadrian Empire campaign, so if you want to be a noble's son or something similar, the benefits of station will likely be lost to you pretty fast. Hopefully once I get the campaign traits up this will help.


2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9

That's 11 points. I'll go with the 20 point buy. I'll start building something up soon.


@Cuan: after reviewing the proposed archetypes and mystery, I will allow them with two exceptions. The Phantom Thief, as the bored noble who is off getting his kicks just doesn't really fit the theme of the campaign. The Guildbreaker is the other. While the concept fits perfectly, we would need to do some tailoring to Favored Organization, or I could see it getting out of hand (as I saw "outsider evil" do to a WotR campaign).


Ancient Chronicler wrote:
@Emissary: Define "strong ties"? This will be an anti-Kesadrian Empire campaign, so if you want to be a noble's son or something similar, the benefits of station will likely be lost to you pretty fast. Hopefully once I get the campaign traits up this will help.

Excatly that! I was considering -among other concepts- a Kesadrian noble, a soldier on the army/guard on the watch and such but I figured that this was going to be an anti-empire campaign, which I do prefer.

Anyway, I'll prepare my concept and submit it later today if I am lucky!


Just testing the waters with some rolls:

1: 2d6 + 6 ⇒ (5, 6) + 6 = 17

2: 2d6 + 6 ⇒ (3, 3) + 6 = 12

3: 2d6 + 6 ⇒ (3, 3) + 6 = 12

4: 2d6 + 6 ⇒ (2, 2) + 6 = 10

5: 2d6 + 6 ⇒ (6, 3) + 6 = 15

6: 2d6 + 6 ⇒ (6, 5) + 6 = 17


Sounds like a fun campaign, so here's my rolls.

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 6) + 6 = 18

Wow. Just wow.


I am failing to find the previously mentioned campaign traits.

wealth: 2d6 ⇒ (5, 5) = 10


Ancient Chronicler wrote:


@Froki: You seem to have missed my meaning. I am not going to send you material so you can chose one Pact/Philosophy or one God. I am sending you the material so you can choose either to draw on the power of the Way through the sacred pacts/philosophies of nature, or to receive the Gift after having been chosen by several of the Gods.

The confusion lies in my lack of initial information released about my unique magic and religion system. The gods embody emotions, ideals, aspects of life (professions, challenges, etc). None among them count in their realm of power the aspects of nature - plants, animals, the elements, and similar subjects. There are fey beings of great power, referred to as the Sin'Alfar, and if the Way is the direction for you then it would've been through contact with them that you would have been able to tap into the Way.

As to Oracle Curses, I know the deaf curse well, and have unfortunately seen it played rather poorly in several tabletop games - twice for comic relief, and once as a tool to be abrasive, arrogant, and impossible to role-play with. As someone who had worked with the hearing-impaired, the mockery did not sit well with me. If you can play it legit, then we are good.

Okay - well I look forward to the additional information to help me clarify the situation. My gut says I'll end up just drawing straight from the nature itself; I see him using the land itself, the animals and plants, etc, against it's invaders, but I'll wait to see the flavor text you have for the gods and fey, etc.

As for he curse, I don't plan of making a mockery of it. I have had deaf coworkers and friends. I actually am very surprised you've had to deal with that kind of ignorance this day and age. I don't plan to mock anything - if anything, I plan to play him as if he's hiding his lack of hearing, not wanting to show a potential weakness that an enemy can get a hold of and use against him. I plan to use my linguistics rank to read lips.

Is it possible to use one of my bonus languages from intelligence to have some kind of sign language, in case anyone else in the party wants to communicate silently with me? This is a very stealth based character, and I think that would be useful - and if he's dealt with the curse for at least a year, he might have picked that up. I'll wait until level 2 if I have to use another linguistics rank, though.

EDIT - how do you feel about flavor text being married to mechanical choices? I ask because I would take Skill Focus to set up Eldrich Heritage - Arcane at 3rd level to get a familiar so I have another animal friend, but being descended from a wizard or sorcerer doesn't fit my background. If you would be okay with me reflavoring that from Froki's druid grandfather, that would be awesome, but otherwise I don't want to waste my first level feat on Skill Focus.


Interested.
When will the deadline be for submitting?

2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9


Abimbola Human Waves Shaman

Life Story:

His life may seem to be a cursed one, but his trials have given him the wisdom that he has today. When he was a babe, he and his family were pushed out of his homeland by the Kesadrian empire. His father, mother, and older sister were able to escape the onslaught and sought a new home away from the horrors of conquest in a swamp near Durmstadt. At the age of 6, Abimbola's mother died. His father, who had been a well respected shaman in his previous land, began to teach his ways to Abimbola and his sister, Ebla. When Abimbola was 20 and Ebla 22, she disappeared from the swamps one day never to be seen again. Abimbola's father fell into a depression after this and, four years later, he died. Since his death Abimbola has sought to carry on his father's caring and wisdom by traveling, and has found his way to Durmstadt, where he resides currently.

Personality:

-Abimbola is trying to learn from his father's forgiveness of the Kesadrian people, but still possesses a concealed hatred for them.
-Abimbola is generally a kind and wise man, but is prone to fits of rage when he is presented with something he hates.
-Due to the fact that he was raised in a swamp, Abimbola lacks the social skills to fit in to normal society, and has begun to notice that people expect him to bathe more than one a year.
-Abimbola often reminisces about his sister, and wonders what happened to her. She always possessed a more fiery and passionate personality than he.

Abimbola Crunch:

Human shaman 1
NG Medium Human
Init +2; Senses: Perception +5;
--------------Defense-------------------
AC 16, touch 12, flat-footed 14
hp 14 (1d8+6)
Fort +4, Ref +2, Will +5
----------------Offense-------------
Speed 30 ft.
Melee longspear +2 (1d8+7)
Ranged sling +2 (1d4+3)
Special Attacks wave strike (1d6, 4/day);
Spells Prepared (CL 1st)
1st— bless(2), hydraulic push(1)
0 (at will)—detect magic, light, purify food and drink
------------------Statistics---------------------------------------
Str 17, Dex 14, Con 15, Int 10, Wis 17, Cha 12
Base Atk +0; CMB +3; CMD 15
Feats Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse, Combat Reflexes, Toughness.
Skills Survival +7, Knowledge (nature) +4, Perception +10, Sense Motive +10, Knowledge (geography) +1, Knowledge (history) +1.
Languages Common
Traits (Seeker, Outcast’s Intuition, Miscellaneous Campaign Trait)
-------------Gear------------------
Longspear, Sling, Pellets (10), Chain Shirt.

Familiar:

N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
--------------------------------------DEFENSE------------------------------ --------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
--------------------------------------OFFENSE------------------------------ --------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth


I'm looking at a more skills-oriented character presently. Could you give some details as to the geography of the place and nature of the previous nations' relationships with each other? It may go far in helping me refine my choices. Many thanks!


Hey, Chronicler (this is Froki's player) - how are you going to be doing maps? "Theater of the Mind", Roll20, Google Docs, something else? Also, how long are you recruiting, and when do you plan on starting?


Do they do gladiatorial games? I'm thinking of a performance brawler.


I put a tentative character sheets together in this alias's description page. I need to audit my own gear based on what I roll for starting gold, pick a campaign trait, and the feat may be changed depending on my earlier questions answers. I also need a sheet for my animal companion, but that will probably be less work.


AC wrote:
a Neralian who stood against the invastion somehow learned arcane magic and started a school

Yep, the invasion would have been new to him, 23 years ago, as it was happening.


Interesting. Before I dive into making a character, how does the existence of the Art and its prior lack in Neralus affect bards and bard variants like the skald? Was the magic of music a thing before the arrival of the Kesadrian Empire on the scene?


I'll actually get my rolls in now

rolls:
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 4) + 6 = 13

A bit lopsided but perfectly doable. It does make a caster more interesting.

How do you feel about Ratfolk? The idea would be that they were a race from before the invasion where they used to form a peaceful link between the humans and the monstrous races as they traded with both. The empire branded them pests and decimated them so now only a few small clans remain.

EDIT: In addition, would you be ok with the Snoop archetype, which is also from Ultimate Intrigue? I'd be looking at playing an Unchained Rogue using either the Snoop or the Sharper archetype.


Alright--I'll give it a shot.

2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16

Hmm. Reasonable spread of stats. I think I'll take 'em and see if I can build a proper sorcerer with them. :)

Wealth (Sorcerer): 2d6 ⇒ (4, 6) = 10 x 10 = 100 GP.


Also, GM, I'm considering taking either Arcane Scion or Kasedrian Citizen for my campaign trait. Could you please tell me what those traits entail?


Dragoncat wrote:
Also, GM, I'm considering taking either Arcane Scion or Kasedrian Citizen for my campaign trait. Could you please tell me what those traits entail?

It does seem as if there's some error on the traits page. Only the details of the first one are included...


Dotting. I'll have an application up over the next day or so.


miteke wrote:

Sounds like a fun campaign, so here's my rolls.

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 6) + 6 = 18

Wow. Just wow.

Starting Wealth: 3d6 ⇒ (5, 4, 6) = 15 * 10 gp


Submission
Blooded Rose

Fluff:
20 years ago... A young boy enters the monastery, a tiny red flower clutched in his small hand, waiting as his parents discuss something with the man in robes. After a brief wait, the parents kiss his head and leave. The man in robes approaches the boy and asks, "what is your name, boy?" When the boy fails to answer, the man announces "from now on you will be called 'red flower'."

15 years ago... An older boy practices martial arts as a squad of soldiers enters the courtyard. Their leader approaches the old monk and a heated exchange occurs. The old man vehemently shaking his head no until the squad leader punishes him with a mailed fisted blow.

14 years ago... "Red Flower! You have got to be s&*^^ing me! Whoever heard of a gladiator named flower. Your new name is Blooded Rose. Basically the same."[/b}

Recent past... [b]"I keep telling you Spike. You don't WANT to be the best fighter. If you are the best fighter they just keep upping the ante until you finally meet someone as good as you or better and you die. It's MUCH better to be the better performer. If you please the crowd, you please the owners. You please the owners and they make sure the matchmakers set up nice safe profitable matches and no one gets hurt. Be versatile, be original, be... handsome, like me! I can't tell you how many offers the owners have turned down for me, or so I hear. I'm a valuable commodity, I tell you. "

Current time... "Blood! Come here."
Blood enters to find a middle aged woman with a smug look on her slightly pudgy face, a rather bulging bag of what Blood could only assume to be coins on the owners desk.
"Meet your new mistress."

After a successful career built on performing for crowds, Blooded Rose now finds himself a 'bodyguard' to a wealthy Kesadrian widow. He's not at all sure yet whether this is a blessing or a curse, though he feels very silly carrying around a whip he has no idea how to use, and wearing a silly cape that is constantly getting in the way.

Blood is a very attractive young man, perhaps too attractive for his own good and a bit full of himself. Black hair, hazel eyes, tall, strong, and healthy, but at the moment feeling quite silly and very unsure of his place in the world.

Crunch:

Blooded Rose
Male Human brawler (Winding Path Renegade) 1
TN Medium humanoid (human)
Init +2, Senses Perception +0
=================================================
DEFENSE
=================================================
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield, )
hp 13 ((1d10)+3)
Fort +4, Ref +4, Will +0

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee cestus +5 (1d4+5/19-20)
Melee buckler (shield spikes) +1 (1d4+5)
Ranged dart +3 (1d4+5)
Melee hanbo +5 (1d6+5)
Melee whip +1 (1d3+5)

=================================================
STATISTICS
=================================================
Str 20, Dex 15, Con 15, Int 11, Wis 10, Cha 17
Base Atk +1; CMB +6; CMD 18
Feats Dazzling Display, Improved Unarmed Strike, Weapon Focus (Unarmed Strike)
Skills Acrobatics +6, Bluff +7, Intimidate +7, *Linguistics(Read Lips) +1, Perception +1, *Perform (Act) +4, Sense Motive +4
Traits Charming, Threatening Defender, Conscript (conscripted into gladiatorial combat)
Languages Common, Some human dialect as yet unknown, Read Lips or sign language used for team gladiatorial combat situations.
SQ bonus feat, brawler's cunning, improved unarmed strike, martial flexibility, martial training, skilled, weapon and armor proficiency
Feats: dazzling display, weapon focus
Free feats: combat expertise, deadly aim, power attack, weapon finesse
Combat Gear cestus, chain shirt, outfit (monk's), buckler (shield spikes), dart (10), hanbo, whip
Other Gear 23.0 gp

=================================================
SPECIAL ABILITIES
=================================================
Bonus Feat Humans select one extra feat at 1st level.
Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Combat Expertise You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend stamina points to raise an attack roll using the Combat Stamina feat's benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.
Deadly Aim When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can't reduce the penalty below 0.
Dazzling Display When wielding a melee weapon with which you have Weapon Focus, you can make a single melee attack as a standard action against a foe. If the attack hits, you can select any number of foes within 30 feet who saw the attack, including that foe. Spend 2 stamina points per foe you have selected, then attempt an Intimidate check to demoralize those foes.
Improved Unarmed Strike When you deal nonlethal damage with an unarmed strike, you can spend up to 5 stamina points to deal an amount of additional nonlethal damage equal to double the amount of stamina points you spent.
Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Threatening Defender You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).
Weapon Focus Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don't have Weapon Focus. This bonus lasts until the start of your next turn.
Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield's armor check penalty until the start of your next turn.


Pathfinder Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Here is my submission, Claire Goodoak the dryad-raised druid. The only thing I think I'm missing is the campaign trait.


2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 2) + 6 = 10

Okay, I can work with that. Going to apply with a swashbuckler.


Dot...need to read more in the morning, but what I have skimmed so far sounds interesting.


2d6+6: 2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6+6: 2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6+6: 2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6+6: 2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6+6: 2d6 + 6 ⇒ (6, 1) + 6 = 13


Emissary here to roll gold as I am working already on my concept, and I must say I am quite excited with it.

Gold: 4d6 ⇒ (5, 1, 3, 5) = 14 *10 = 140 .... which is the average gold anyway. Cool.

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