| Browman |
The Kingdom of Pathad was conquered by the Kingdom of Turandy 2 years ago. And while the majority of the Royal familiy was assassinated in the opening days of the war, the King's 14 year old son disappeared and was never confirmned dead. Recently rumors have been circulating that he survived and is creating a resistance movement in the north-western mountains. Pathad currently has heavy occupation forces that are quick to deal with any resistance.
Players will be low ranking members of a local resistance movement that have heard rumours of the existance of the hier to the throne.
[spoiler=character creation]Characters will be level 1. Any Core rulebook race. Any Pazio class except gunslingers are available, though less normal classes will standout more and may make the character easier to track down.
Character optimisation is not the primary focus and characters who are clearly designed for powergaming will be not be selected.
Stat generation will be done using the focus and foible system of one 18, one 8 other 4 stats 1d10+7 rolled in order.
Characters may chose two traits, though they should make sense with a players background[/spoilers]
I will be accepting 4 players and recruitment will be open until midnight, Friday June 7.
Setting will be detailed in the campaign tab.
Lord_Viper_69
|
I think a human paladin is good, so long as it isn't completely black and white, there are always gray areas.
str 18
dex 8
con 15
int 11
wis 8
cha 10
A horrible paladin but roleplay is there.
I could also be an elven archer, especially with their proficiencies.
str 15
dex 18
con 11
int 8
wis 8
cha 10
Algar Lysandris
|
Str 18
Cha 8
Con: 1d10 + 7 ⇒ (4) + 7 = 11
Dex: 1d10 + 7 ⇒ (10) + 7 = 17
Int: 1d10 + 7 ⇒ (9) + 7 = 16
Wis: 1d10 + 7 ⇒ (4) + 7 = 11
Taliesin Flamel
1/2 Elf
Alchemist 1
Init +1; Senses Perception +6, Low-light Vision, Keen Senses,
==DEFENSE==
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
hp 9 (1d8+1)
SR 0
Fort +2, Ref +5, Will +4
Armor Hide Shirt, Light
Defensive Abilities Elven Immunities (PFCR 24), Dual Minded (PFAPG 17)
==OFFENSE==
Spd 30 ft/x4
Melee Longspear +5 (1d8+7) 20/x3 reach
Special Attacks Sneak Attack [1d6] (PFCR 68)
==STATISTICS==
Str 20, Dex 17, Con 11, Int 16, Wis 11, Cha 8
BAB +0, CMB +4, CMD +15
Feats Armor Proficiency (LIGHT) (PFCR 118), Brew Potion (PFCR 119), Iron Will (PFCR 129), Throw Anything (PFCR 135)
Skills Craft (alchemy) +7, Disable Device +2, Perception +6, Profession (apothecary) +4, Survival +4, Use Magic Device +3
SU Alchemy (PFAPG 26), Extracts (PFAPG 26), Mutagen (PFAPG 26)
MC Bleeding Attack (PFUM 20)
Traits Accelerated Drinker (Combat) (PFCo: CEoD 18 - 19), 1 trait still left to choose
Languages Common, Draconic, Elven, Thassilonian
Archetype Ragechemist, Vivisectionist
Formula known CLW, Shield , Enlarge Person, Disguise Self
--------
Taliesin had begun his time as the apprentice to Heldren's apothecary. He was taller than must half elves due to his northern ancestry from his father's side (of which he never knew. His mother refusing constantly to speak of him, but the only time she told him about their meeting, he could tell that they both loved each other.)
He always tough that alchemy was going to be the way of the future. That for those who were deprived of magical talents or a spiritual connection to the divine, it was the mean for pure advancement. And the possibilities was limitless. He had focus his own inclination on the study of the body. On the biology and the keys that would, one day he hoped, to enhance it in order to be able to create specific body enhancement.
Overall his life was good. He is part of a small community helping his former master as now a full fledged journeyman apothecary, providing a valuable service to Heldren. And all tough he has few friends as he spends most of his time working or researching, he does have some (aka any other party member from Heldren) He does socialize and party from time, to time and he was currently "dating" someone.
All that changed when Pathad was invaded. His girlfriend was taken buy an army higher up as she was really pretty.
And now Talisen has made contact with the rebellion in order to find where she is and save her.
| Fallen_Mage |
I would like to throw my sheet in the ring.
I think I'll try something random for this one, try to break out of what I normally play.
Race: 1d7 ⇒ 1 Dwarf
Class: 1d18 ⇒ 9 Rogue
Gender: 1d2 ⇒ 2 Female
Stats:
Strength - 1d10 + 7 ⇒ (10) + 7 = 17
Dexterity - 18
Constitution - 1d10 + 7 ⇒ (5) + 7 = 12+2
Wisdom - 8 +2
Intelligence - 1d10 + 7 ⇒ (5) + 7 = 12
Charisma - 1d10 + 7 ⇒ (10) + 7 = 17-2
Str: 17
Dex: 18
Con: 14
Wis: 10
Int: 12
Cha: 15
Wow. Good rolls. I definetly do not play dwarves often, or females for that matter.
| Artorius Pavo |
I am dotting for interest. Foible will be Wisdom. Focus will be strength.
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (1) + 7 = 8
Can you provide us with detail on the races, relations to them, what race the nobility and ruling caste were/are? For both the conquered realm and the conquers.
EDIT: Hmmm.. It seems like I lack all social graces.
| Isaac Dumont |
I'm interested. I have an idea for a character I have been dieing to play and it looks like he would fit right into your setting.
I want to play a sort of "Count of Monte Cristo" character but long after he got his revenge.
10 years ago Isaac was minor nobility but he was betrayed by his closest friends, framed for crimes he didn't commit and his family was taken from him. He was sent to a far off prison.
When his prison was taken over by Turandy soldiers he sold his inside knowledge of the royal family in order to get his freedom and revenge. He was able to use Turandy contacts, and his own inside information to sneak back into Pathad high society and plan the seeds for the eventual overthrow.
By the time he finally got his revenge and revealed himself to his family he had changed so much. His wife couldn't stand who he had became and fled. During the invasion she was captured and executed for being part of the royal family.
Now Isaac realizes that his revenge cost him everything and wants to wash the blood off his hands. He feels like he needs to find a way to make himself better. He has swore off revenge and killing.
Lets see
His strength is Dexterity and his Weakness is Wisdom
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (4) + 7 = 11
Human Wizzard1
Str:14 (+human)
Dex:18
Con:11
Int:16
Cha:16
Wis:8
| Browman |
Pathad and Turandy are both human dominated kingdoms with the vast majority of nobility being human, though half-elf bastard relations are somewhat common. In Pathad the order by percentage of population would be Human, dwarf, half-elf, elf, halfling, gnome, half-orc. The only race truely discriminated against is half-orc, who for the most part a limited to low end jobs. Dwarves on the other hand have a very good reputation as the main dwarf city state of Kal'Garand has long traded with Pathad and in recent years both have faced attacks from the protectorate of Rand to the North. Turandy holds many of the same views on other species as Pathad, though in Turandy half-orcs are almost always indentured serfs, dwarfs are slightly less common and gnomes slighty more common.
| Isaac Dumont |
I was thinking for my traits I would take
Contagious Mettle
Benefits: If you follow this code, you gain a +1 trait bonus on Will saves against fear. In addition, any allies adjacent to you receive a +1 morale bonus on Will saves against fear.
My code would be not killing people
Resigned
Existence is little more than unending toil. By laboring unto exhaustion, greatness can be achieved.
Benefit: You receive a +1 trait bonus when retrying a previously failed skill check or ability check, as well as when taking 20 on skill checks and ability checks.
I would have loved to have taken the traits for less spell failure in armor but these fit much more.
For traits I was thinking Merciful spell metamagic and weapon finesse.
For my school of magic it will be conjuration, focused on teleportation.
| Viluki |
Foible
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (3) + 7 = 10
Focus
lvl 1 human Oracle (curse is Legalistic and mystery is Outer Rifts), LN
ac 18, hp 10, Initiative 2+, fort 2+, reflex 2+ and will 2+
str 8
dex 15
con 15
int 17
wis 10
cha 20 (18+2)
feats Skill Focus Intimidate and Skill focus Diplomacy
traits Bully and Peace-Maker.
revalation Unearthly Terrain
skillpoints per lvl 7 Intimidate, Diplomacy, Knowledge arcana, Knowledge the planes, Knowledge religion, Knowledge history and Sense Motive
favored class benefit Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
spells, orisons Enhanced Diplomacy, Create Water, Detect Magic, Detect Poison and Guidance. lvl 1 spells Command and Doom.
equipment gp is 105 (im assuming its either role for it or take the average) Four-mirror armor (45 fp), light mace (5 gp),crossbow, light (35 gp) and 30 bolts (3 gp).
The Korthin Family has served the Throne of Pathad for generations, but not of their free will. For a king of Pathad, a paladin bound the family in servitude to the Throne in exchange for not killing them. As the Korthin family had made pacts with Devils long before and almost all of them either were sorcerers or oracles with deep ties to the Hells.
With the overthrow of the Pathad monarchy a subtle and cleverly worded clause of the Contract that binds them has come into effect, they are now free of contracts obligations even if an heir of Pathad takes back the Throne. For the Korthin's through subtle diplomacy and guile wrote their own contraact of servitude and the paladin king of the time found nothing wrong with it.
However Turandy is not likely to be any kinder then the paladin king of old and the Korthin family knows that it is not time to abandon the Pathad regime. Rather it is time to "re-examine" their relationship with the Throne and more to the point work out a contract far more favorable to them then the Throne.
To this end Joroth Korthin has been sent to find the rumored heir of Pathad and using a mixture of guile and the heir's own need to retake the Throne create a new contract, one that will give the Korthin family its long awaited return towards glory and freedom permantently from the shackles of a self righteous paladin king.
Joroth Korthin only expected a life of unrewarded servitude to the Throne, dealing with the Hells for them and in return receiving nothing other then a cold, miserable shack to live in. The food was horrible barely fit for rats to consume, let alone humans. The cloths were more like sackes with holes and they were always watched by paladin jailors who were always eager to beat them for the slightest infraction.
Now he sees the chance to make the paladin king of old's corpse roll around in his grave as Korthin becomes house Korthin. The contract for the heir will be rather strict, if for instance the heir violates one of the clauses his soul can be sent into the Hells permantently.
note to the GM this character is LN not LE, the reason is simple. LE is enslaving and dominating just for the sheer power of it. By contrast the Korthin Family has suffered regular abuses and lack of freedom for over a 1000 years, its time for some payback for the heir is he/she exists will be made to understand that if they want to be on the Throne of Pathad a price must be paid...with a 1000 years worth of interest.
GM your review
| DM Yodler |
dotting for interest and will roll stats here.
Also will list some traits for your review.
Strength
18
Dexterity
1d10 + 7 ⇒ (1) + 7 = 8
Constitution
1d10 + 7 ⇒ (6) + 7 = 13
Intellect
1d10 + 7 ⇒ (1) + 7 = 8
Wisdom
1d10 + 7 ⇒ (2) + 7 = 9
Charisma
8
Wow, might be fun to play that one. master of few. and folly of plenty.
Liberator (Story)
Your time in shackles has forever marked your soul.
Prerequisite: You must have been enslaved for at least 6 months, or have the Imprisoned or Kidnapped background.
Benefit: You gain a +1 bonus on attack rolls, weapon damage rolls, and skill checks when your actions would directly lead to freeing prisoners or slaves.
Goal: Free at least 200 slaves through perilous rescues (not merely buying them at market).
Completion Benefit: You gain the ability to inspire others through your dedication to your cause. Allies within 20 feet receive your Liberator feat bonuses when working with you to free prisoners or slaves. In addition, as a standard action you can inspire slaves and former slaves within 120 feet, giving them temporary hit points equal to 1/2 your character level and a +1 bonus on saving throws. These benefits last for 1 hour, and a given creature can receive this benefit only once per day. These are mind-affecting effects, and the inspiring bonus is language-dependent.
Source: Ultimate Campaign
Militia Veteran
Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Souce: Ultimate Campaign
Mercenary:
For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.
Source: Ultimate Campaign
Also, Wondering if you would be ok with a folly trait, that always is good for RP and such, what I had in mind for my character was an overbearing sense of pride. "Drawbacks" are taken as a negative and grant another trait. Up to you though, I'm mainly testing the waters with my new book ;).
Pride:
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature
until the creature apologizes to you.
| Browman |
@ Isic Dumont your traits look fine, I believe for the metamagic and finess that you are talking about your feats?
@Viluki Character concept looks interesting, though you seems to be at the top a slippery slope that leads to lawful evil. And yes, average wealth
@ DM Yodler I will let you reroll one stat, traits look good
| Viluki |
As what the contract entails is basically once the heir retakes the Throne the following things come into effect.
One House Korthin gets 1/10 of the land in the kingdom, and it gets to pick the land it wants before any other claimants/
Two In its own territory and in legal disputes with other nobles and the Throne itself that involves either of the two having violated aany contracts/trade laws etc in concern with the territory or persons of House Korthin, houise Korthin may use its own legal courts and laws instead of the Throne's laws to seek justice.
Three any decrees by the Throne do not apply to the territory or persons of House Korthin unless it expressly consents to them and it may withdraw that consent at any time.
Fourth House Korthin may choose which persons and religions are allowed in its own territory and if persons and religions that are not allowed to enter the territory of House Korthin and it may do what it pleases with the offending parties in question.
Fifth any violations of the contract be either the Throne or the Nobility can if House Korthin chooses to result in the offending parties being damned eternally to the Hells, not ewven a Wish or Miracle spell can prevent this occurence.
Also GM what House Korthin is interested in is basically ensuring its own sovereighty and making is clear to the Throne and Nobility that it is exempt from any laws they make and will not hestiate to enforce the contract if it is violated.
As for Joroth he is a man that prefers results, not corpses as he views it to be far more useful to keep someone alive but bound by Infernal contract (which cannot be altered by anything short of a Lord of the Hells decreeings it alteration and even then it can only be altered with the permission of the being who called the contract into being in the first place)and as such a useful pawn. An Infernal contract is basically an ability whereby a person with deep connections to the Hells by either bloodline or pact may make a verbal agreement with the target by which the target is eternally bound.
The contract itself is written in the Hells and kept in a library within the 2nd lair, Dis land of Dispater where it it is guarded by legions of Barbed Devils, Contract Devils and a pitfiend overseer. A note on Infernal contracts is this both parties by agreeing to it are bound by its terms if say the maker of the contract breaks a part of the contract which concerns him he himself is damned to the Hells.
| Isaac Dumont |
@ Isic Dumont your traits look fine, I believe for the metamagic and finess that you are talking about your feats?
@Viluki Character concept looks interesting, though you seems to be at the top a slippery slope that leads to lawful evil. And yes, average wealth
@ DM Yodler I will let you reroll one stat, traits look good
Yes, I meant feats. I have a question. Can I use merciful spell metamagic to make a summon weapon do non-leathal?
Oh and I would love to have a love to have a disadvantage trait as well. Is there a list or can we make it up? I love mechanics that reinforce role-play
| Isaac Dumont |
the full letter writing ritual could be 100% success but take an hour
Kava Root could be 95% but require special materials
Drunk would be like 50% and well, hangover.
night terrors would mean that I couldn't get rest and recover spells.
| Isaac Dumont |
I though I should post up what I am like as a player, I feel this is important before I begin a game.
There are really three camps of people who play role-playing-games. The Naritivists, Gameists, and Simulist. We all want a mixture of each but for me it's
Naitivist: 60% Story trumps rules, for me it's why we play
Gameist: 30% I do appreciate game balance and fairness
Simulist: 10% I don't really care that it wouldn't work in real life or how hit points actually translate.
PvP: I love it when there is tension between players but unless the players have talked it out and agreed I don't think PvP is cool. D&D is a cooperative story telling experience. When you force another player into PvP then you are taking away some of that cooperation.
Much like dealing with plot and a characters motivation to stick with the party it's up to the players to make it work out with our characters.
As a player I like a challenge. I don't mind having a deck stacked against me or to be placed in even no win situations. If there is no risk then I feel the game can feel empty. I like tension and high stakes.
| Browman |
So looking at what has been submited or suggested
Completed with Alias
Himonim Perse Elf fighter (ranged)
Isaac Dumont Human Wizard
Dara Shadeshard Dwarf rogue
Completed without Alias
Viluki Human Oracle
Taliesin Flamel H-Elf Alchemist
Expressed interest
Elrith Elf Cleric?
DM Yodler ??
Artorius Pavo ??
Gilthanis ??
Grixus ??
Billybrainpan Gnome Summoner
Apologies if I have someone listed in multiple places.
Also for those who want to submit but do not have completed characters, you have about 30 hrs left though anything submitted before I get up on Saturday will be accepted
| Elrith |
Elrith
Elven Merciful Healer
Elrith coming from a town, that was destroyed in a war, long forgotten, was adopted and raised by clerics of Canda. Elrith has a passion to save others especally in areas of conflict. He wants to spare others the pain he suffered having his family taken from him because leaders think more of land than thier people. Tho not the brightest of acolytes his passion to help others and his length of service has made him a favorite of canda. Hearing another war may be breaking out, he has come to the area to try and save as many people he can.
Init +2
Attack Melee +0
Attack Range +2
Glaive 1D10
MorningStar 1D8
Spell DC 14 + Spell Level
Hp 9
AC 16/12 touch/14 flat
CMB +0
CMD 12
Fort +3
Refl +2
Will +6
Conc Check +7
Elven Immunityes - +2 save vs Enchantments
Elven Immunity - Sleep
Elven Magic +2 spellcraft on items
Low-Light Vision
Combat Medic - Healing/Stabilize do not Provoke AOO
Feats
Armor Proficency(light)
Armor Proficency(medium)
Elven Weapon Proficency
Selective Channeling
Shield Proficency
Simple Weapon Profficeny (all)
Traits
Exalted of society -- +1 channel per day
Focused Mind -- +2 trait bonus on concentration checks.
Acrobatics +2
Diplomacy +2
Heal +8
Intimidate +2
Know Rel. +4
Perception +7
Sense Motive +4
Stealth +2
Survival +4
Domains - Healing
Rebuke Death (7/day) - Heal 1d4 damage to target in Neg HPs
Domain Spell - Cure Light Wounds
0 - Detect Magic, Guidance, Stabilize
1 - Bless, Prot from Evil
Channel Posative Energy 1d6 (6/day)