The Random Campaign (Inactive)

Game Master Broken Prince

Randomly generated characters go on random adventures for fabulous random treasures! Alright so they are build with a 20 Point Buy, and the DM does finagle things a little so they make some sort of sense, but otherwise utterly random!

Also designed as a low commitment campaign, with re-recruitment whenever the numbers drop below 6.


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Most of us know that PBP has its pros and cons, its the only way that many of us get to play the games we love, it encourages RP, and its convenient, but its also painfully slow and requires a long term commitment from the players and the DM.

This is an experiment to see if we can move it a little further from requiring commitments in the years and edge towards instant gratification. It will be first come first served, and you are only obligated to play for as long as you wish, though if you decide to leave I ask that you attempt to finish the current encounter, etc. I'll take the first 6 players with completed characters, and try to keep that steady with regular recruitment, etc. I obligate myself to finish each random module, which will be a string of between 1 and 20 randomly generated encounters, at the end of each I will likely commit to another, but I reserve the right to quit or pass it on, etc.

I would like to start as quickly as possible, today ideally! And I will expect one post a day at minimum, if you consistently fail to deliver this you will be replaced - barring notice of periods of absence, etc.

Essentially I will be trying to roll the encounters, and even have your characters designed randomly, with the glaring and rather hypocritical exception that we will be using 20 point buy - while I like random I would not want to be saddled with a subpar character for a long time due to one set of rolls.

Character Creation:

1: Roll a d20 to determine your Class, consult Class Table.
2: Roll a d8 to determine your race, consult Race Table.
3: Choose the sex of your character, or decide to let this be determined randomly by the generator.
4: Decide if you wish to take an archetype, then count the number of Paizo non racial archetypes available to your class on the PFSRD add the number of Paizo archetypes available to your race, add one. Roll a die of 1d(the final number) and place all archetypes in alphabetical order to determine what you get. It is your responsibility to shoehorn your archetype into your background.
5: Tell me you are ready to go and I will generate two backgrounds for you on the Background Generator
6: Select the background you prefer and knock up your character.
i. 20 Point Buy
ii. Max HP for 1st level (half +1 thereafter, but you start at 1st)
iii. Any Paizo designed content available on the PFSRD is available, excluding variant option things like armor as DR, etc.
iv. Select feat/s.
v. Do not select traits these are determined by the background generator, you may use a Drwaback, or the extra traits feats to gain additional traits, but remember all traits must be from different categories.
vi. Select spells, eidolon builds, infusions, etc.
vii. Roll for gold per your class, e.g 3d6*10 for an Alchemist.
viii. Select your gear.
iX. Ensure your stat block is readable and contains all pertinent information, I won't insist upon a format, but the standard hero lab one is a [spoiler=great example]Silas Garman
Male Tiefling Alchemist (Grenadier) 1
LE Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will -1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longspear +1 (1d8+1/x3)
Ranged Bomb +4 (1d6+5 Fire/x2)
Ranged Acid +4 (1d6+5 Acid/x2)
Special Attacks bomb 1d6+5 (6/day) (dc 15)
Spell-Like Abilities
. . 1/day—darkness
Alchemist Spells Prepared (CL 1):
1 (3/day) Cure Light Wounds, Enlarge Person (DC 16), free slot
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 20, Wis 8, Cha 5
Base Atk +0; CMB +1; CMD 14
Feats Martial Weapon Proficiency (Longbow), Point Blank Shot, Throw Anything
Traits World Traveler, Second Chance, Student of Philosophy
Drawback Avarice
Skills Acrobatics +2, Bluff -2 (or +10 to lie), Climb +0, Craft (alchemy) +9 (+10 to create alchemical items), Diplomacy +2 (or +10 to persuade), Escape Artist +2, Fly +2, Knowledge (arcana) +9, Knowledge (nature) +9, Perception +3, Ride +2, Sleight of Hand +6, Spellcraft +9, Stealth +2, Swim +0, Use Magic Device +1; Racial Modifiers alchemy +1
Languages Abyssal, Common, Draconic, Dwarven, Goblin, Halfling, Infernal
SQ mutagen (dc 15)
Combat Gear Mutagen: +4 STR, -2 INT, +2 Nat AC, Acid (5), Alkali flask; Other Gear Studded leather armor, Longspear, Alchemy crafting kit, Backpack, masterwork (1 @ 5 lbs), Hammock, Wrist sheath, spring loaded (5 @ 5 lbs), Wrist sheath, spring loaded (empty), 2 GP, 4 SP
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+5 (6/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage. +1/2 (0) damage, due to favored class bonus.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
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).
Beguiling Liar You receive a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
Prehensile Tail You have a long, flexible tail that can be used to carry items. It can be used to retrieve small, stowed objects carried on your persons as a swift action.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Example Generated Background:

Description
You are Elemthien, a male half elf alchemist. You are 25 years old, stand 75 inches (6' 3") tall and weigh 125 lbs (8 st. 13 lb.)

Characteristics: coughing, bespectacled. Note: actually called traits by the generator which is confusing so I've changed it.

Born of two very different worlds, half-elves rarely have easy childhoods. Torn as half-elves are between disparate peoples, the presence of their families helps ensure they do not grow up totally alone, though orphaned half-elves have to create families of their own.

Instead of wielding magic as divine and arcane casters know it, alchemists master fiery concoctions and mutagens by studying formulae that unlock the secrets of reagent reactions. Though some alchemists use their discoveries and knowledge of rare and exotic components to benefit the world, others are not so scrupulous with their powerful potables.

Homeland, Family, and Childhood
Homeland: City or Metropolis. As a half-elf, you gain access to the Civilized social trait and the Failed Apprentice race trait.
Parents: Only your mother, Magglora, is alive.
Parents' Profession: Yeomen. You gain access to the Savanna Child regional trait.
Siblings: No siblings.

Circumstance of Birth: Middle-Class Birth. You were born to the middle class, which includes merchants, artisans, and tradespeople. You likely grew up in a good-sized settlement, and one of your parents is likely associated with a guild or other trade organization. As a free person, you don't experience the bondage of serfdom or peasantry, but you also lack the privilege of the nobility. You gain access to the Artisan social trait and the Merchant social trait.

Major Childhood Event: Fell in with a Bad Crowd. In your youth, you ran with a brutal, evil, or sadistic crowd. You might have belonged to a gang, a thieves' guild, or some other nefarious organization. It was easy to cave in to pressure and do whatever they told you to do, and your outlook is colored by moral ambiguity. You gain access to the Child of the Streets social trait.

Adolescence and Training
Alchemist Background: Wasn't Strong Enough. You suffered something at an early age that made you feel powerless. Maybe a relative died from plague, a friend was crushed beneath rubble you were too weak to move, or some other horrible tragedy occurred. You turned to alchemy to transcend the limitations of your physical form. Your relentless dedication has made your bolstering abilities more persistent. You gain access to the Enduring Mutagen magic trait.

Influential Associate: The Confidante. There was a person in your life to whom you could tell anything. She knows your deepest secrets and your emotional weaknesses and vulnerabilities just as you know hers. This person could be a valuable friend and a frightening enemy, so you make sure to never divulge her secrets or give her a reason to do so with yours. You gain access to the Trustworthy social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Minor Failure. You failed a friend, family member, or loved one who depended on youto fulfill an important task.
Subject: Spellcaster.
Motivation: Hatred or Malice.
Resolution: Regret and Penance. Not only do you regret your action, but you have publicly admitted to it and did your best to make amends for the wrongdoing. Most know of the conflict's details and those who don't can easily find them out if they know where to look or whom to ask.

Romantic Relationships: Experience but No Substantial Relationships. You've had a fling or two, but have so far shied away from any ties or commitments.

Relationship with Fellow Adventurers: Met on a pilgrimage, caravan, or journey.

Drawback: Justice. Unfairness and injustice are intolerable. Whenever you witness them, you feel compelled to act or speak out. When you're personally wronged, you require appeasement—or revenge if you don't receive it. You gain access to the Headstrong drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (1) good (1)

Traits
You may choose two of the following traits to which you have access: Civilized, Failed Apprentice, Savanna Child, Artisan, Merchant, Child of the Streets, Enduring Mutagen, Trustworthy, Tireless Logic.

From the players end this will work by first asking you to roll a d20 to determine your class, the classes correspond to the numbers given below. Multi classing is fine if you wish to do so later, but your rolled class must be your favoured class. I'm afraid I am going to have to say these rolls are final, otherwise there seems little point. Please do not ask me to make an exception, I will not.

Class Table:

1: Alchemist
2: Barbarian
3: Bard
4: Cavalier
5: Cleric
6: Druid
7: Fighter
8: Gunslinger
9: Inquisitor
10: Magus
11: Monk
12: Oracle
13: Paladin
14: Ranger
15: Rogue
16: Sorcerer
17: Summoner
18: Witch
19: Wizard
20: Roll twice on this table and pick your preferred result. If you roll another 20 this would enable you to select from three roll choices, etc., adnauseum.

Next you will roll 1d8 to determine a core race, I limit it to core because that's all the generator we will be using is currently capable of accommodating. Please do not ask me to make an exception, I will not.

Race Table:

1: Dwarf
2: Elf
3: Gnome
4: Half Elf
5: Half Orc
6: Halfling
7: Human
8: Roll twice on this table and pick your preferred result. If you roll another 8 this would enable you to select from three roll choices, etc., adnauseum.

Location:

Golarion, I believe I will go with Absalom and have the PCs start at a Jacq's Hire House. A place where people come to find the dangerous, but rewarding work of adventurers, with no moral compass or affiliations. I thought about using the Pathfinders, but that might prove a bit restrictive, and if thats something the PCs are interested in they can persue it in game, etc.

If I have missed anything, or you have an opinion on the game please give me your input, I will be placing my random adventure generation system in the post below, but please realize it will be subject to change as I deem appropriate, etc.


Encounter Generation System:

1: I determine how many encounters will be in the "module" by rolling a 1d20+4. For low numbers I'll obviously try to make the encounters more sprawling and memorable.
2: I determine what kind of environment each encounter takes place in by selecting a number of encounter tables from the PFSRD at vaguely appropriate levels and rolling to choose between them, likely a d6 or d8.
3: I roll on the selected table to determine the encounter.
4: I pull something out of the ether to make the encounter make some kind of vague sense it context, and adjust any massive outliers to be party appropriate.

Example:

Length of Module: 1d20 + 4 ⇒ (1) + 4 = 5 5 encounters
Selected Tables
1: Dungeon CR2
2: Low Level Ocean Encounters
3: Cold Mountains Low Level
4: Ruined City Low Level
5: Slums
6: Ruined Desert Village (1st half of table only)
7: Lawless Port City
8: 1d4 for CR of encounter and number of creatures, roll randomly one PFSRD chart for that level monster
Table: 1d8 ⇒ 8
CR: 1d4 ⇒ 4 Number of Foes: 1d6 ⇒ 5
So I'll say the average foe is CR 1 and roll on the CR 1-2 list which has 94 creatures, so I'll go d100, and put the other 6 as core PC races.
Foes: 1d100 ⇒ 42
Homonculus
So our first encounter is with a group of 5 Homonculi! I think that could work, and according to the description they sometimes go crazy and take over their master's labs/forges when they die.

So let's say that the Race: 1d8 ⇒ 1 Dwarven Forgemaster Cleric who is the towns ambassador from the nearby dwarven community has passed away and you are hired to investigate his death. But nobody can get near the body, in his personal forge, because of his maddened homonculi servants...

I can then tailor the encounter 2 table selection to fit this beginning, etc., etc.[/spoiler]


I actually rather like the random example adventure rolled there so I think we'll begin with that.

Essentially you would be want to be adventurers in Absalom hired to investigate the death of a Dwarven Ambassador. The body has been left unexamined due to the deceased's homonculi madly attacking anyone who attempts entry to his private forge.

Will you discover who or what killed Borin Bomnorsun ambassador from Highhelm?


ok interesting: lets see what generates (last time I did this I ended up with a Nagaji Witch.

so lets see if I do this corectly:

class = 1d20 ⇒ 5 = Cleric (nice so far)

race = 1d8 ⇒ 1 = Dwarf (doable indeed).

probably no Archtype (mainly because I do not have access to the SRD form this location so no idea on possible choices)

so toss me a backstory choice or two...


I'll bite...

class: 1d20 ⇒ 11
race: 1d8 ⇒ 3

Hmmm, a gnomish monk. An unusual choice but the dice have spoken. I prefer to play male characters and I'm not going to take an archetype.

Give him a background Mr. GM!


@Edward Sobel

Choice 1:

You are Kibur, a male dwarf cleric. You are 59 years old, stand 52 inches (4' 4") tall and weigh 192 lbs (13 st. 10 lb.)

Traits: braggart, rich.

Many dwarves come from industrious and tight-knit communities of like-minded individuals who work together to accomplish a common goal.

Clerics are not merely people of religious faith—they are devoted servants who wield true divine power from their deities. The particular path that steers a cleric toward her faith can mean the difference between a demon-worshiping cultist and a lawful harbinger of her deity's blessed faith. The following background events outline some of the ways clerics find their faith.

Homeland, Family, and Childhood
Homeland: Hills or Mountains: You gain access to the Goldsniffer race trait and the Highlander regional trait.
Parents: Both of your parents, Donor and Boria, are alive.
Parents' Profession: Merchants. You gain access to the Merchant social trait.
Siblings: 2 biological siblings. You gain access to the Kin Guardian combat trait.
-Your sister Brueria is older than you.
-Your sister Birina is older than you.

Circumstance of Birth: Noble Birth. You were born to privilege among the nobility. Unless one of your parents is the regent, your family serves a higher-ranked noble but lesser nobles serve your family in turn. You gain access to the Influence social trait and the Rich Parents social trait. Gentry. You are the child of a minor lord, lady, or noble with an income, hereditary land such as a manor, and titles. You likely grew up in a manor and your parents were paid tribute by peasants. Your parents serve a higher baron, count, or duke.

Major Childhood Event: Betrayal. A friend or family member whom you trusted more than anyone else betrayed you. You have never fully trusted anyone since and prefer to rely on your own abilities rather than place your trust in others. You gain access to the Suspicious social trait.

Adolescence and Training
Cleric Background: Devoted. From your earliest memory, you've had a close relationship with your deity. This entity has been a constant presence in your life. your greatest comfort, best companion, truest love, or some combination of the three. You've never had to see or speak with your deity to know that he watches over you, and the beliefs and criticisms of others do not faze you—your faith is enough. You gain access to the Blessed faith trait and the Fearless Zeal story feat.

Influential Associate: The Champion. You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed the competitive spirit that continues to drive you in everything you do. You gain access to the Ambitious social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Told a Lie. You deliberately made someone believe something that was not true to further your own goals.
Subject: Clergy.
Motivation: Pressured or Manipulated.
Resolution: No Guilt. Either guilt is for the weak, or you know you made the right decision. You might not openly brag about your part in the conflict, but you don't deny it when confronted either.

Romantic Relationships: Several Significant Relationships. You've engaged in a number of partnerships, but for some reason or another your relationships always fail.

Relationship with Fellow Adventurers: Servants or apprentices to the same master.

Drawback: Race. You are truly comfortable only around others of your race, and you have a hard time putting faith or trust in those of races different from your own. You gain access to the Xenophobic drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (3) good (2)

Traits
You may choose two of the following traits to which you have access: Goldsniffer, Highlander, Merchant, Kin Guardian, Kin Guardian, Influence, Rich Parents, Suspicious, Blessed, Ambitious, Tireless Logic.

Choice 2:

You are Bruerin, a male dwarf cleric. You are 63 years old, stand 50 inches (4' 2") tall and weigh 185 lbs (13 st. 3 lb.)

Traits: scarred, gossipping.

Many dwarves come from industrious and tight-knit communities of like-minded individuals who work together to accomplish a common goal.

Clerics are not merely people of religious faith—they are devoted servants who wield true divine power from their deities. The particular path that steers a cleric toward her faith can mean the difference between a demon-worshiping cultist and a lawful harbinger of her deity's blessed faith. The following background events outline some of the ways clerics find their faith.

Homeland, Family, and Childhood
Homeland: Underground: You gain access to the Surface Stranger regional trait and the Tunnel Fighter race trait.
Parents: Both of your parents, Fili and Gimlia, are alive.
Parents' Profession: Slaves. You gain access to the Life of Toil social trait.
Siblings: 3 biological siblings. You gain access to the Kin Guardian combat trait.
-Your brother Fibur is younger than you.
-Your sister Kibura is younger than you.
-Your sister Bruenora is older than you.

Circumstance of Birth: Adopted Outside Your Race. You were not raised by your birth family and grew up in a family of a different race than your own. Raised by Civilized Humanoids. You were raised by a community of civilized humanoids of a race different from your own (chosen by your GM). Your attitudes, beliefs, and values reflect that race, although characteristics of your true nature frequently emerge. You gain access to a race trait from the race that raised you.

Major Childhood Event: Mentorship/Patronage. A mentor or patron took an interest in your development and volunteered to train or sponsor you. This creature's motives might not be entirely clear, but without its influence you would not be who you are. You gain access to the Mentored social trait.

Adolescence and Training
Cleric Background: Converted. In your early life, you followed a different faith, a different god or powerful entity, or perhaps no faith at all. A representative of your current faith showed you the error of your ways and converted you, and you couldn't be happier. You can only hope to do for others what this individual did for you. You gain access to the Inspired faith trait.

Influential Associate: The Criminal. One of your associates committed crimes regularly. He regaled you with many stories of daring robberies and break-ins—and perhaps even murders. You learned most of what you know of the criminal element from him, and he trusted you as a friend. You gain access to the Canter social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Cheater. You broke a rule, law, contract, or agreement for your own gain.
Subject: Leader.
Motivation: Religion.
Resolution: Denial. You feel little if any regret, and deny the event mostly so others won't judge you. Few if any know of your part in the conflict, and your constant denials are meant to keep it that way.

Romantic Relationships: Experience but No Substantial Relationships. You've had a fling or two, but have so far shied away from any ties or commitments.

Relationship with Fellow Adventurers: Contractor and employer.

Drawback: Pleasure. You crave luxury, entertainment, and pleasure. You might indulge in every passing fancy or hold strong against a temptation that constantly eats at you. You gain access to the Hedonistic drawback.

Deity and Religious Philosophy: Shelyn. You gain access to the Ear for Music religious trait.

Final Alignment: lawful (2) neutral (4)

Traits
You may choose two of the following traits to which you have access: Surface Stranger, Tunnel Fighter, Life of Toil, Kin Guardian, Kin Guardian, Mentored, Inspired, Canter, Ear for Music.

If you are interested in rolling for archetypes I'll put up the list for you and happily PM you any you are interested in seeing.

Dwarf Cleric Arcetype Table:

1: Cloistered Cleric
2: Crusader
3: Devilbane Priest
4: Devout Pilgrim
5: Divine Strategist
6: Evangelist
7: Forgemaster (Dwarven Archetype)
8: Hidden Priest
9: Merciful Healer
10: Scroll Scholar
11: Separatist
12: Theologian
13: Undead Lord
14: Roll twice on this table and choose your favourite result.


@Speaker for the Dead

Choice 1:

You are Joseph, a male gnome monk. You are 60 years old, stand 34 inches (2' 10") tall and weigh 42 lbs (3 st. 0 lb.)

Characteristics: softly spoken, stuttering.

The capricious and carefree gnomes of the world are widespread and varied. They typically either form their own gnome communities or integrate themselves into other humanoid societies.

Masters of the martial arts, monks are the pinnacle of discipline and perfection. Wielding strange arms and stranger fighting arts, monks are defined by their training. Whether brought up as the protege of a grand master or self-taught through stolen glimpses into the windows of a secret school, a monk's story is emblazoned in every step, cut, and strike he makes.

Homeland, Family, and Childhood
Homeland: Forest. You gain access to the Log Roller regional trait and the Animal Friend race trait.
Parents: Both of your parents, Jean-Claude and Honga, are alive.
Parents' Profession: Serfs/Peasants. You gain access to the Poverty-Stricken social trait.
Siblings: 2 biological siblings. You gain access to the Kin Guardian combat trait.
-Your sister Benikoa is younger than you.
-Your sister Rina is older than you.

Circumstance of Birth: Prophesied. Your birth was foretold, as recently as during the last generation to as far back as thousands of years ago. You gain access to the Prophesied faith trait.

Major Childhood Event: Inheritance. A great sum of wealth or property was bequeathed to you at an early age, providing you with extraordinary means. Daily costs of living have ceased to concern you, and you've learned that there is little that money cannot buy. You gain access to the Rich Parents social trait.

Adolescence and Training
Monk Background: Bellicose Historian. What started as a scholar's curiosity in exotic fighting styles bloomed into a fanatical desire not just to learn about martial arts, but to master them. You gain access to the Style Sage social trait.

Influential Associate: The Hunter. This person was a lone wolf who nonetheless cautiously allowed you to become a member of her solitary pack. She taught you how to thrive on your own in spite of the many perils and natural dangers of your native environment. You gain access to the Child of Nature religion trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Told a Lie. You deliberately made someone believe something that was not true to further your own goals.
Subject: Artisan.
Motivation: Jealousy.
Resolution: Regret and Penance. Not only do you regret your action, but you have publicly admitted to it and did your best to make amends for the wrongdoing. Most know of the conflict's details and those who don't can easily find them out if they know where to look or whom to ask.

Romantic Relationships: Several Significant Relationships. You've engaged in a number of partnerships, but for some reason or another your relationships always fail.

Relationship with Fellow Adventurers: Contractor and employer.

Drawback: Social Acceptance. You want others to accept you, to believe you're special and worthy of merit. You are self-conscious about your social flaws and breaches of etiquette. Rejection is among your greatest fears. You might go to extraordinary lengths to be accepted by or seek favor from your peers. You gain access to the Dependent drawback.

Deity and Religious Philosophy: Calistria. You gain access to the Calistrian Courtesan religious trait.

Final Alignment: lawful (1) good (1)

Traits
You may choose two of the following traits to which you have access: Log Roller, Animal Friend, Poverty-Stricken, Kin Guardian, Prophesied, Rich Parents, Style Sage, Child of Nature, Calistrian Courtesan.

Choice 2:
You are Gabriel, a male gnome monk. You are 65 years old, stand 32 inches (2' 8") tall and weigh 39 lbs (2 st. 11 lb.)

Characteristics: handlebar moustached, very sad.

The capricious and carefree gnomes of the world are widespread and varied. They typically either form their own gnome communities or integrate themselves into other humanoid societies.

Masters of the martial arts, monks are the pinnacle of discipline and perfection. Wielding strange arms and stranger fighting arts, monks are defined by their training. Whether brought up as the protege of a grand master or self-taught through stolen glimpses into the windows of a secret school, a monk's story is emblazoned in every step, cut, and strike he makes.

Homeland, Family, and Childhood
Homeland: Forest. You gain access to the Log Roller regional trait and the Animal Friend race trait.
Parents: Both of your parents, Hidenori and Junjia, are alive.
Parents' Profession: Yeomen. You gain access to the Savanna Child regional trait.
Siblings: 3 biological siblings. You gain access to the Kin Guardian combat trait.
-Your brother Aurore is younger than you.
-Your brother Peng is older than you.
-Your brother Joan is younger than you.

Circumstance of Birth: Lower-Class Birth. You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait.

Major Childhood Event: First Kill. You've had blood on your hands since your youth, when you first took the life of another creature. Whether this act repulsed you or gave you pleasure, it was a formative experience. You gain access to the Killer combat trait and the Innocent Blood story feat.

Adolescence and Training
Monk Background: Elite Fighting Force. You learned your fighting skills as one of a highly trained group dedicated to a special purpose, such as guarding a temple or protecting a noble. Your training emphasized unobtrusive teamwork and unquestioned dedication to some higher purpose. You gain access to the Veiled Disciple social trait.

Influential Associate: The Wanderer. You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, convict, merchant, outcast, soldier, or sailor. This person brought you wondrous mementos and told you of all the places he had traveled and the people who lived there, inspiring a wanderlust within you. You gain access to the Worldly social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Negligence. You caused someone else to suffer by your own inaction, disregard, or excessive recklessness.
Subject: Clergy.
Motivation: Religion.
Resolution: Secret Regret. You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict.

Romantic Relationships: Several Significant Relationships. You've engaged in a number of partnerships, but for some reason or another your relationships always fail.

Relationship with Fellow Adventurers: Tavern buddies.

Drawback: Social Acceptance. You want others to accept you, to believe you're special and worthy of merit. You are self-conscious about your social flaws and breaches of etiquette. Rejection is among your greatest fears. You might go to extraordinary lengths to be accepted by or seek favor from your peers. You gain access to the Dependent drawback.

Deity and Religious Philosophy: Torag. You gain access to the Guardian of the Forge religious trait.

Final Alignment: lawful (2) good (1)

Traits
You may choose two of the following traits to which you have access: Log Roller, Animal Friend, Savanna Child, Kin Guardian, Poverty Stricken, Killer, Veiled Disciple, Worldly, Guardian of the Forge.


This is Speaker for the Dead presenting Gabriel Ashtar. (I had to give him a last name so Piazo would accept his avatar). I'll take option 2 for his background.

I've built a quick character on Heroforge and put his statblock in his profile. It's after 03:00 in the morning right now so I'm off to bed. I'll make the final choices and clean it up for tomorrow, actually I guess it will be later today :-)


1d20 ⇒ 8
1d8 ⇒ 4

Half-Elf gunslinger, ready for background! I'm thinking pistol and sword, more details soon.

Starting Wealth: 5d6 ⇒ (6, 4, 6, 3, 3) = 22


@Kharia

Choice 1:

You are Elhona, a female half elf gunslinger. You are 31 years old, stand 65 inches (5' 5") tall and weigh 130 lbs (9 st. 4 lb.)

Traits: very sad, gorgeous.

Born of two very different worlds, half-elves rarely have easy childhoods. Torn as half-elves are between disparate peoples, the presence of their families helps ensure they do not grow up totally alone, though orphaned half-elves have to create families of their own.

Armed with dangerous, emergent technology and blessed with death-defying luck and skill, gunslingers are practically born to be legends. But for every gunslinger who rises to epic fame as a hero or villain, another has been left lifeless at the hands of the weapon she sought to master. Regardless of this destiny, however, no other class is so wedded and intrinsically linked to a single kind of weapon as the gunslinger. How she came to possess, learn, and master the unique power of firearms forms the backbone of every gunslinger's current motivations.

Homeland, Family, and Childhood
Homeland: Town or Village. You gain access to the Militia Veteran regional trait.
Parents: Only your mother, Turganta, is alive.
Parents' Profession: Merchants. You gain access to the Merchant social trait.
Siblings: No siblings.

Circumstance of Birth: Born of Violence. Your birth was caused by violent, unwilling means. You have one parent, and the other likely remains unknown. You gain access to the Axe to Grind combat trait and the Bastard social trait.

Major Childhood Event: Magical Gift. When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. You may have used this item for mischief, crime, or good. Since that time, magic items have always held a special fascination for you. You gain access to the Magical Talent magic trait.

Adolescence and Training
Gunslinger Background: Sacred Charge. Your gunslinger training is more than just martial skill—it's a calling. Perhaps you are part of an elite group of guards serving and defending a temple or faith. Conversely, you might come from a land where firearms represent the pinnacle of your society's advancement or are the last vestige of those who came before. Your sense of higher purpose allows you to fight on and keep firing when winning seems impossible. You gain access to the Never Stop Shooting combat trait.

Influential Associate: The Relative. There is a relative you were especially close to. To you, this person was the meaning of family. He helped shepherd you into adulthood, teaching you everything you know about the world. You are bound to this person or his memory, and you strive to keep a promise, vow, or oath that you made to him. You gain access to the Oathbound faith trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Humiliation. You publicly humiliated or scandalized someone with either true or slanderous information.
Subject: Enemy or rival.
Motivation: Jealousy.
Resolution: Sincere Regret. Though you feel sincere regret for the event and its memory affects your behavior, it's still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.

Romantic Relationships: Several Significant Relationships. You've engaged in a number of partnerships, but for some reason or another your relationships always fail.

Relationship with Fellow Adventurers: Follow (or followed) the same faith or cult.

Drawback: Youth. You reflect upon your youth as a golden time, one ever present in your mind and that refuses to fade into the background. Every day, you feel yourself growing older and closer to your inevitable end. You seek ways to make yourself look and feel young in attempt to rekindle that fire of your adolescence, but despite your attempts, you realize that your time still draws ever nearer. You gain access to the Vain drawback.

Deity and Religious Philosophy: Calistria. You gain access to the Calistrian Courtesan religious trait.

Final Alignment: lawful (3) good (1)

Traits
You may choose two of the following traits to which you have access: Militia Veteran, Merchant, Axe to Grind, Bastard, Magical Talent, Never Stop Shooting, Oathbound, Calistrian Courtesan.

Choice 2:

You are Orodduil, a male half elf gunslinger. You are 26 years old, stand 71 inches (5' 11") tall and weigh 185 lbs (13 st. 3 lb.)

Traits: sleeping, friendly.

Born of two very different worlds, half-elves rarely have easy childhoods. Torn as half-elves are between disparate peoples, the presence of their families helps ensure they do not grow up totally alone, though orphaned half-elves have to create families of their own.

Armed with dangerous, emergent technology and blessed with death-defying luck and skill, gunslingers are practically born to be legends. But for every gunslinger who rises to epic fame as a hero or villain, another has been left lifeless at the hands of the weapon she sought to master. Regardless of this destiny, however, no other class is so wedded and intrinsically linked to a single kind of weapon as the gunslinger. How she came to possess, learn, and master the unique power of firearms forms the backbone of every gunslinger's current motivations.

Homeland, Family, and Childhood
Homeland: Forest. You gain access to the Log Roller regional trait.
Parents: Both of your parents, Daelorion and Pierre are alive.
Parents' Profession: Artisans. You gain access to the Artisan social trait.
Siblings: 2 half-siblings. You gain access to the Kin Guardian combat trait.
-You and your sister Amaairëa are twins (identical or fraternal, your choice).
-Your sister Saethiena is younger than you.

Circumstance of Birth: Middle-Class Birth. You were born to the middle class, which includes merchants, artisans, and tradespeople. You likely grew up in a good-sized settlement, and one of your parents is likely associated with a guild or other trade organization. As a free person, you don't experience the bondage of serfdom or peasantry, but you also lack the privilege of the nobility. You gain access to the Artisan social trait and the Merchant social trait.

Major Childhood Event: Imprisoned. Your criminal record began when you were young. You were imprisoned, punished, and possibly displayed in public as a criminal. Whether or not you committed the crime, the experience has stayed with you. You gain access to the Criminal social trait. You also gain access to the Liberator story feat.

Adolescence and Training
Gunslinger Background: Some Things Are Stronger Than Magic. You grew up either oppressed by magic cruelly wielded or loathing the elitism of those who possessed such arcane or divine power. Searching for something nonmagical that relies on skill and practice led you to the study and wielding of firearms. You relish trumping pompous spellcasters with a quick draw and a keen eye. You gain access to the Black Powder Interjection combat trait.

Influential Associate: The Relative. There is a relative you were especially close to. To you, this person was the meaning of family. He helped shepherd you into adulthood, teaching you everything you know about the world. You are bound to this person or his memory, and you strive to keep a promise, vow, or oath that you made to him. You gain access to the Oathbound faith trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Humiliation. You publicly humiliated or scandalized someone with either true or slanderous information.
Subject: Adventurer.
Motivation: Jealousy.
Resolution: Denial. You feel little if any regret, and deny the event mostly so others won't judge you. Few if any know of your part in the conflict, and your constant denials are meant to keep it that way.

Romantic Relationships: Several Inconsequential Relationships. You have had many lovers but no long-lasting, meaningful relationships.

Relationship with Fellow Adventurers: From the same hometown or region.

Drawback: The Past. You long for the world to return to a past age. You've adopted the manners and style of this age, and are fascinated by its customs, relics, and artifacts, and by the historical figures of that time. Perhaps you live so much in this past age that your connection to the present is tenuous. Or your pretentiousness annoys others. You gain access to the Sentimental drawback.

Deity and Religious Philosophy: Norgorber. You gain access to the Shadow Whispers religious trait.

Final Alignment: lawful (2) neutral (5)

Traits
You may choose two of the following traits to which you have access: , Log Roller, Artisan, Kin Guardian, Artisan, Merchant, Criminal, Black Powder Interjection, Oathbound, Shadow Whispers.


@Gabriel Ashtar/Speaker of the Dead

The stat block does not appear to be in his profile. Please try to get it in ASAP as I said I'm going to run with the first six completed characters and I would feel bad if you missed out!


I'll go with Elhona - more later today!


Hello I really don't care for the Archetypes for clerics so I still will go with none.

I will go with Choice 1 for background stuff.

have things to do in the morning for a few hours but will get busy on the character ASAP.

if you get completed characters before me then go ahead. all is good.


@Edward Sobel, I imagine you'll be fine, but fair warning and all that. I'm about to head out for a few hours myself though, so you ought to be pretty safe. :)


Elhona! Background not written up yet, but the crunch is there.


@Elhona Felar, consider yourself in, feel free to start posting in gameplay and discussion. I'm fine with people pasting the generated background in for the moment, if you wish to fill in the details now that's great, but taking your time to figure out how everything fits together and drip feeding details to me and your fellow players both in and out of game works to.


This sounds like fun
class: 1d20 ⇒ 18
race: 1d8 ⇒ 6

Hmm a witch halfling that could be fun to play. I am very interested in what background you come up with.


Sounds like great fun

race: 1d20 ⇒ 16
class: 1d8 ⇒ 3

Gnome Sorceror


Interested, one post by day, I can afford that, but on weekends is a little hard.
Anyway I pick one here...
Class: 1d20 ⇒ 2
Race: 1d8 ⇒ 7
Human Savage Barbarian!!!
Archetypes: 1d20 ⇒ 10

Archetypes:

1:Armored Hulk
2:Breaker
3:Brutal Pugilist
4:Drunken Brute
5:Elemental Kin
6:Hurler
7:Invulnerable Rager
8:Mad Dog
9:Mounted Fury
10:Savage Barbarian
11:Scarred Rager
12:Sea Reaver
13:Superstitious
14:Titan Mauler
15:Totem Warrior
18:True Primitive
19:Urban Barbarian
20:Wild Rager

Starting Gold: 3d6 ⇒ (1, 3, 6) = 10 x10 = 100gp
Give him a life GM ... !


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@Chandra Sylor

Choice 1:
You are Andrew, a male halfling witch. You are 36 years old, stand 38 inches (3' 2") tall and weigh 36 lbs (2 st. 8 lb.)

Characteristics: hunchbacked, handlebar moustached.

Social and amicable by nature, halflings fit equally well in both communities of humans and those of their wily kinsfolk. Prone to wanderlust, halflings can be found anywhere civilized humanoids settle.

Some witches make pacts for their power by choice. Many more discover it by accident or circumstance.

Homeland, Family, and Childhood
Homeland: Human Settlement. You gain access to the Child of the Streets social trait and the Well-Informed race trait.
Parents: Both of your parents, Shigeko and Rico, are alive.
Parents' Profession: Yeomen. You gain access to the Savanna Child regional trait.
Siblings: No siblings.

Circumstance of Birth: Lower-Class Birth. You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait.

Major Childhood Event: The War. You grew up against the backdrop of a major military conflict that affected much of your childhood world. You became accustomed to a short food supply, living in occupied territory, and moving from place to place. Several of the people you knew in your childhood were lost in the war, including members of your family. You gain access to the Vagabond Child regional trait and the Deny the Reaper story feat.

Adolescence and Training
Witch Background: Desperate Accident. You lived an ordinary life until one day catastrophe struck and you called out desperately to any power that would come to your aid. The entity that gave you this power might be benevolent or sinister in nature, but ever since you called it, the being remains close to you. You gain access to the Reckless combat trait.

Influential Associate: The Boss. You once gained employment under an organized and powerful individual with far- reaching influence. When the boss was present, everyone listened. This could have been a military commander, tribal chieftain, guild leader, or gang leader. From the boss, you learned how to make people listen, make them see reason, and keep them in line. You gain access to the Natural-Born Leader social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Humiliation. You publicly humiliated or scandalized someone with either true or slanderous information.
Subject: Noble.
Motivation: Love.
Resolution: Sincere Regret. Though you feel sincere regret for the event and its memory affects your behavior, it's still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.

Romantic Relationships: Current Lover. You are currently involved in a romantic relationship. You gain access to the True Love story feat.

Relationship with Fellow Adventurers: Business associates, current or former.

Drawback: Love. Your love for someone motivates you. When this person is in danger, you're prone to feel weak, powerless, or angry. You gain access to the Lovesick drawback.

Deity and Religious Philosophy: Shelyn. You gain access to the Ear for Music religious trait.

Final Alignment: lawful (0) good (1)

Traits
You may choose two of the following traits to which you have access: Child of the Streets, Well-Informed, Savanna Child, Poverty Stricken, Vagabond Child, Reckless, Natural-Born Leader, Ear for Music.

Choice 2:

You are Andrewa, a female halfling witch. You are 36 years old, stand 38 inches (3' 2") tall and weigh 32 lbs (2 st. 4 lb.)

Characteristics: faint moustache, braggart.

Social and amicable by nature, halflings fit equally well in both communities of humans and those of their wily kinsfolk. Prone to wanderlust, halflings can be found anywhere civilized humanoids settle.

Some witches make pacts for their power by choice. Many more discover it by accident or circumstance.

Homeland, Family, and Childhood
Homeland: Halfling Settlement. You gain access to the Civilized social trait and the Well-Informed race trait.
Parents: Both of your parents, Benito and Henri, are alive.
Parents' Profession: Tradespeople. You gain access to the Artisan social trait and the Life of Toil social trait.
Siblings: 2 siblings. You gain access to the Kin Guardian combat trait.
-Your sister Marguerettea is older than you.
-Your brother Nestor is older than you.

Circumstance of Birth: Middle-Class Birth. You were born to the middle class, which includes merchants, artisans, and tradespeople. You likely grew up in a good-sized settlement, and one of your parents is likely associated with a guild or other trade organization. As a free person, you don't experience the bondage of serfdom or peasantry, but you also lack the privilege of the nobility. You gain access to the Artisan social trait and the Merchant social trait.

Major Childhood Event: Inheritance. A great sum of wealth or property was bequeathed to you at an early age, providing you with extraordinary means. Daily costs of living have ceased to concern you, and you've learned that there is little that money cannot buy. You gain access to the Rich Parents social trait.

Adolescence and Training
Witch Background: Apprenticed. Your development was guided by a mortal or magical creature, such as a wisewoman, hag, dryad, elf, or pixie, who instructed you in the arts of spellcasting, potions, charms, and hexes. You gain access to the Hedge Magician magic trait.

Influential Associate: The Lover. You had a romantic connection in your adolescent years, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions even though you often find your thoughts still straying toward that special someone from so long ago. You gain access to the Charming social trait and the True Love story feat.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Humiliation. You publicly humiliated or scandalized someone with either true or slanderous information.
Subject: Commoner.
Motivation: Jealousy.
Resolution: Sincere Regret. Though you feel sincere regret for the event and its memory affects your behavior, it's still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.

Romantic Relationships: Experience but No Substantial Relationships. You've had a fling or two, but have so far shied away from any ties or commitments.

Relationship with Fellow Adventurers: Servants or apprentices to the same master.

Drawback: Youth. You reflect upon your youth as a golden time, one ever present in your mind and that refuses to fade into the background. Every day, you feel yourself growing older and closer to your inevitable end. You seek ways to make yourself look and feel young in attempt to rekindle that fire of your adolescence, but despite your attempts, you realize that your time still draws ever nearer. You gain access to the Vain drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (1) good (3)

Traits
You may choose two of the following traits to which you have access: Civilized, Well-Informed, Artisan, Life of Toil, Kin Guardian, Artisan, Merchant, Rich Parents, Hedge Magician, Charming, Tireless Logic.

Hmmm, the female version got a handlebar moustache... I subbed in faint moustache, but feel free to ignore that if you wish. The generator can be a little quirky, lol.


@Thornborn

Choice 1:
You are Pedro, a male gnome sorcerer. You are 62 years old, stand 35 inches (2' 11") tall and weigh 40 lbs (2 st. 12 lb.)

Traits: very fat, tidy.

The capricious and carefree gnomes of the world are widespread and varied. They typically either form their own gnome communities or integrate themselves into other humanoid societies.

Wielders of power on a seemingly impossible scale, sorcerers are conduits of the arcane energies inside them. These powers stem universally from the sorcerers' distinctive bloodlines. Either linked to powerful scions of mystical power like angels, devils, or dragons or touched by the forces of destiny themselves, sorcerers prove that sometimes when magic is involved, either you have it or you don't.

Homeland, Family, and Childhood
Homeland: Forest. You gain access to the Log Roller regional trait and the Animal Friend race trait.
Parents: Both of your parents, Ramona and Megumia, are alive.
Parents' Profession: Slaves. You gain access to the Life of Toil social trait.
Siblings: No siblings.

Circumstance of Birth: Lower-Class Birth. You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait.

Major Childhood Event: Raiders. A horde of raiders attacked your settlement and killed several of your people. This could have been a tribe of brutal humanoids or the conquering army of a civilized nation. As a result, you harbor deep resentment toward a particular faction, race, or country. You gain access to the Axe to Grind combat trait, the Foeslayer story feat, and the Vengeance story feat.

Adolescence and Training
Sorcerer Background: One of a Kind. You know that sorcerous power comes from the blood, but as far as you know, none of your ancestors possessed your gift. You keep searching for the reason for your magical powers, which has led you to greater proficiency with divinations and a keen interest in the workings of your bloodline. You gain access to the Knowledgeable Caster magic trait.

Influential Associate: The Hunter. This person was a lone wolf who nonetheless cautiously allowed you to become a member of her solitary pack. She taught you how to thrive on your own in spite of the many perils and natural dangers of your native environment. You gain access to the Child of Nature religion trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Told a Lie. You deliberately made someone believe something that was not true to further your own goals.
Subject: Spellcaster.
Motivation: Pressured or Manipulated.
Resolution: Mixed Feelings. Sometimes you regret the conflict, but other times you feel as if you didn't have a choice in the matter or that you made the right decision. Most of the time, you just avoid thinking about the conflict. Only you and maybe a select few people know of your involvement.

Romantic Relationships: One Significant Relationship. You had a true love once, but that time has passed.

Relationship with Fellow Adventurers: Met on a pilgrimage, caravan, or journey.

Drawback: Material Wealth. You have a weakness for material things—money, fine jewelry, exquisite foods, expensive or rare items, and so on. When such riches are within your reach, you're driven to possess them, and you claim them either as an honest collector or a cunning thief. You gain access to the Avarice drawback.

Deity and Religious Philosophy: Sarenrae. You gain access to the Flame of the Dawnflower religious trait.

Final Alignment: lawful (2) good (1)

Traits
You may choose two of the following traits to which you have access: Log Roller, Animal Friend, Life of Toil, Poverty Stricken, Axe to Grind, Knowledgable Caster, Child of Nature, Flame of the Dawnflower.

Choice 2:

You are Pepe, a male gnome sorcerer. You are 59 years old, stand 32 inches (2' 8") tall and weigh 38 lbs (2 st. 10 lb.)

Characteristics: hunchbacked, tattooed.

The capricious and carefree gnomes of the world are widespread and varied. They typically either form their own gnome communities or integrate themselves into other humanoid societies.

Wielders of power on a seemingly impossible scale, sorcerers are conduits of the arcane energies inside them. These powers stem universally from the sorcerers' distinctive bloodlines. Either linked to powerful scions of mystical power like angels, devils, or dragons or touched by the forces of destiny themselves, sorcerers prove that sometimes when magic is involved, either you have it or you don't.

Homeland, Family, and Childhood
Homeland: Non-Gnome Town or Village. You gain access to the Animal Friend race trait.
Parents: Both of your parents, Yoshiko and Kiyomichia, are alive.
Parents' Profession: Slaves. You gain access to the Life of Toil social trait.
Siblings: No siblings.

Circumstance of Birth: Middle-Class Birth. You were born to the middle class, which includes merchants, artisans, and tradespeople. You likely grew up in a good-sized settlement, and one of your parents is likely associated with a guild or other trade organization. As a free person, you don't experience the bondage of serfdom or peasantry, but you also lack the privilege of the nobility. You gain access to the Artisan social trait and the Merchant social trait.

Major Childhood Event: Raiders. A horde of raiders attacked your settlement and killed several of your people. This could have been a tribe of brutal humanoids or the conquering army of a civilized nation. As a result, you harbor deep resentment toward a particular faction, race, or country. You gain access to the Axe to Grind combat trait, the Foeslayer story feat, and the Vengeance story feat.

Adolescence and Training
Sorcerer Background: Outcast. Driven away by your family and people, your arcane gifts have always inspired both fear and revulsion. You've become adept at spotting hostility in others who would despise you for your power. You gain access to the Outcast's Intuition magic trait.

Influential Associate: The Liege Lord. You became close with someone you were bound to serve, be it a minor lord or lady, master (in the case of a slave), prince or princess, king or queen. Though this person held power over you, she held you closer than a subject or servant. As a result, you're used to dealing with and being close to power, and your name is known among the ranks of the privileged. You gain access to the Influence social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Seducer. You tempted or manipulated someone to act in accordance with your whim, careless of whether it was in their own best interests.
Subject: Non-humanoid monster.
Motivation: Hatred or Malice.
Resolution: Sincere Regret. Though you feel sincere regret for the event and its memory affects your behavior, it's still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.

Romantic Relationships: Current Lover. You are currently involved in a romantic relationship. You gain access to the True Love story feat.

Relationship with Fellow Adventurers: Former allies.

Drawback: Attachment (Person). You are attached to a particular person—a friend, family member, or loved one—who means more than anything or anyone in the world. Your thoughts always return to this person. You gain access to the Attached drawback.

Deity and Religious Philosophy: Erastil. You gain access to the Patient Optimist religious trait.

Final Alignment: lawful (1) neutral (4)

Traits
You may choose two of the following traits to which you have access: Animal Friend, Life of Toil, Artisan, Merchant, Axe to Grind, Outcast's Intuition, Influence, Patient Optimist.


@Gilpozo, that should not be a problem, if things are going swiftly I might ask you to give me an action ahead of time or something, but unlikely to be an issue.

Choice 1:
You are Katsuhiro, a male human barbarian. You are 20 years old, stand 67 inches (5' 7") tall and weigh 195 lbs (13 st. 13 lb.)

Characteristics: stuttering, shouty.

As diverse as they are widespread, humans tend to grow up in small or large societies of people with similar origins and histories, though individuals' paths may run the gamut from idealized to tragic.

Barbarians are fueled by an almost supernatural rage that helps them loose the volatile stores of adrenaline within their bodies. This rage stays with the barbarian throughout her life as an adventurer, and she learns to refine her fits of passionate anger only over time. Yet each barbarian's rage is different and personal. It comes from the primal depths of her soul, and cannot be manufactured. Only a select few can channel that purest, deepest rage into overpowering combat prowess.

Homeland, Family, and Childhood
Homeland: City or Metropolis. As a human, you gain access to the Civilized social trait and the Vagabond Child regional trait.
Parents: Both of your parents, Chao and Noriko, are alive.
Parents' Profession: Sailors. You gain access to the Worldly social trait.
Siblings: 1 siblings.
-Your sister Doloresa is younger than you.

Circumstance of Birth: Marked by the Gods. A deity has marked you. That mark can be on your body or your soul. You gain access to the Birthmark faith trait, the Sacred Touch faith trait, and the Prophet story feat.

Major Childhood Event: Academy Training. You attended a private academy where you studied a number of skills and gained training in your current profession. Whether you were a brilliant student or a dropout, the university environment was your home for a good portion of your formative years. You gain access to the Focused Mind magic trait.

Adolescence and Training
Barbarian Background: Conquest. Upon coming of age, you went on your first raid, where you learned the thrill of violence and chaos and the satisfaction that came with the spoils of your victory. When your enemies dare to stand against you, your rage rekindles until you have conquered and subdued them. You gain access to the Killer combat trait.

Influential Associate: The Boss. You once gained employment under an organized and powerful individual with far- reaching influence. When the boss was present, everyone listened. This could have been a military commander, tribal chieftain, guild leader, or gang leader. From the boss, you learned how to make people listen, make them see reason, and keep them in line. You gain access to the Natural-Born Leader social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Humiliation. You publicly humiliated or scandalized someone with either true or slanderous information.
Subject: Scoundrel.
Motivation: Jealousy.
Resolution: Mixed Feelings. Sometimes you regret the conflict, but other times you feel as if you didn't have a choice in the matter or that you made the right decision. Most of the time, you just avoid thinking about the conflict. Only you and maybe a select few people know of your involvement.

Romantic Relationships: Current Lover. You are currently involved in a romantic relationship. You gain access to the True Love story feat.

Relationship with Fellow Adventurers: Best friends.

Drawback: The Future. Your concerns lie not with the present, but with preparation for the future. You may be an avid and organized planner, or perhaps you see the signs of a coming dark age or troubled time. You behave cautiously, conservatively, and methodically as you plan for events that might one day occur. You gain access to the Meticulous drawback.

Deity and Religious Philosophy: Gorum. You gain access to the Veteran of Battle religious trait.

Final Alignment: neutral (4) good (2)

Traits
You may choose two of the following traits to which you have access: Civilized, Vagabond Child, Worldy, Birthmark, Sacred Touch, Focused Mind, Killer, Natural-Born Leader, Veteran of Battle.

Choice 2:

You are Yves, a male human barbarian. You are 21 years old, stand 62 inches (5' 2") tall and weigh 175 lbs (12 st. 7 lb.)

Traits: very tall, coughing.

As diverse as they are widespread, humans tend to grow up in small or large societies of people with similar origins and histories, though individuals' paths may run the gamut from idealized to tragic.

Barbarians are fueled by an almost supernatural rage that helps them loose the volatile stores of adrenaline within their bodies. This rage stays with the barbarian throughout her life as an adventurer, and she learns to refine her fits of passionate anger only over time. Yet each barbarian's rage is different and personal. It comes from the primal depths of her soul, and cannot be manufactured. Only a select few can channel that purest, deepest rage into overpowering combat prowess.

Homeland, Family, and Childhood
Homeland: Town or Village. You gain access to the Militia Veteran regional trait.
Parents: Both of your parents, Barbara and Yves, are alive.
Parents' Profession: Artisans. You gain access to the Artisan social trait.
Siblings: 2 siblings. You gain access to the Kin Guardian combat trait.
-Your sister Felipea is younger than you.
-Your sister Mauricea is older than you.

Circumstance of Birth: Born of Violence. Your birth was caused by violent, unwilling means. You have one parent, and the other likely remains unknown. You gain access to the Axe to Grind combat trait and the Bastard social trait.

Major Childhood Event: Raiders. A horde of raiders attacked your settlement and killed several of your people. This could have been a tribe of brutal humanoids or the conquering army of a civilized nation. As a result, you harbor deep resentment toward a particular faction, race, or country. You gain access to the Axe to Grind combat trait, the Foeslayer story feat, and the Vengeance story feat.

Adolescence and Training
Barbarian Background: Hatred of Civilization. When you first encountered civilization in your youth, its weak and decadent people revolted you. Once, such people were free and strong, but rules and laws made them feeble. Your rage is the wild part—the pure part—of yourself that separates you from the craven ways of "civilized" people. You gain access to the Savage social trait.

Influential Associate: Well-Connected Friend. In your circle of disparate associates, there was someone everyone knew. This person collected friends like trophies, and she had contacts in every social or professional circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. You gain access to the Well-Informed halfling race trait (which you may take regardless of your race).

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Cheater. You broke a rule, law, contract, or agreement for your own gain.
Subject: Artisan.
Motivation: Hatred or Malice.
Resolution: Secret Regret. You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict.

Romantic Relationships: Several Significant Relationships. You've engaged in a number of partnerships, but for some reason or another your relationships always fail.

Relationship with Fellow Adventurers: Tavern buddies.

Drawback: Attachment (Person). You are attached to a particular person—a friend, family member, or loved one—who means more than anything or anyone in the world. Your thoughts always return to this person. You gain access to the Attached drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: neutral (4) good (2)

Traits
You may choose two of the following traits

I note that one of your choices is a very tall 5'2", in cases where information is blatantly contradictory you may select whichever you prefer.

Sovereign Court

Random generation sounds quite delightful. Let's do this appropriately, then!

Class: 1d20 ⇒ 5
Race: 1d8 ⇒ 6

And the results are... Male Halfling Cleric. We'll go Vanilla, make this nice and easy.


Class 1d20 ⇒ 19
Race 1d8 ⇒ 6

A Wizard, ok...
An halfling? Never played one...


@KMBCross

Choice 1:

You are Xavier, a male halfling cleric. You are 29 years old, stand 37 inches (3' 1") tall and weigh 38 lbs (2 st. 10 lb.)

Traits: tattooed, muscular.

Social and amicable by nature, halflings fit equally well in both communities of humans and those of their wily kinsfolk. Prone to wanderlust, halflings can be found anywhere civilized humanoids settle.

Clerics are not merely people of religious faith—they are devoted servants who wield true divine power from their deities. The particular path that steers a cleric toward her faith can mean the difference between a demon-worshiping cultist and a lawful harbinger of her deity's blessed faith. The following background events outline some of the ways clerics find their faith.

Homeland, Family, and Childhood
Homeland: Halfling Settlement. You gain access to the Civilized social trait and the Well-Informed race trait.
Parents: Both of your parents, Jeanne and Alfonzo, are alive.
Parents' Profession: Serfs/Peasants. You gain access to the Poverty-Stricken social trait.
Siblings: 1 siblings.
-Your brother Maurice is younger than you.

Circumstance of Birth: Lower-Class Birth. You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait.

Major Childhood Event: Academy Training. You attended a private academy where you studied a number of skills and gained training in your current profession. Whether you were a brilliant student or a dropout, the university environment was your home for a good portion of your formative years. You gain access to the Focused Mind magic trait.

Adolescence and Training
Cleric Background: Reborn. You died or nearly died. In the midst of this experience, your mind came to a place of quiet where you witnessed your deity or its agents pulling your body and spirit back from the brink of death. Every day since has been a gift, and you strive to understand the reason you have been saved while countless others perish. You gain access to the Deathtouched bloodline race trait and the Arisen story feat.

Influential Associate: The Mentor. You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you the heroic abilities you possess, or simply a kindred spirit who helped form your worldview. You gain access to the Mentored social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Humiliation. You publicly humiliated or scandalized someone with either true or slanderous information.
Subject: Clergy.
Motivation: Religion.
Resolution: Mixed Feelings. Sometimes you regret the conflict, but other times you feel as if you didn't have a choice in the matter or that you made the right decision. Most of the time, you just avoid thinking about the conflict. Only you and maybe a select few people know of your involvement.

Romantic Relationships: Several Significant Relationships. You've engaged in a number of partnerships, but for some reason or another your relationships always fail.

Relationship with Fellow Adventurers: Business associates, current or former.

Drawback: The Past. You long for the world to return to a past age. You've adopted the manners and style of this age, and are fascinated by its customs, relics, and artifacts, and by the historical figures of that time. Perhaps you live so much in this past age that your connection to the present is tenuous. Or your pretentiousness annoys others. You gain access to the Sentimental drawback.

Deity and Religious Philosophy: Zon-Kuthon. You gain access to the Pain Is Pleasure religious trait.

Final Alignment: lawful (3) good (1)

Traits
You may choose two of the following traits to which you have access: Civilized, Well-Informed, Poverty-Stricken, Poverty Stricken, Focused Mind, Deathtouched, Mentored, Pain is Pleasure.

Choice 2:

You are Ayano, a male halfling cleric. You are 31 years old, stand 38 inches (3' 2") tall and weigh 35 lbs (2 st. 7 lb.)

Traits: staggeringly stupid , tidy.

Social and amicable by nature, halflings fit equally well in both communities of humans and those of their wily kinsfolk. Prone to wanderlust, halflings can be found anywhere civilized humanoids settle.

Clerics are not merely people of religious faith—they are devoted servants who wield true divine power from their deities. The particular path that steers a cleric toward her faith can mean the difference between a demon-worshiping cultist and a lawful harbinger of her deity's blessed faith. The following background events outline some of the ways clerics find their faith.

Homeland, Family, and Childhood
Homeland: Human Settlement. You gain access to the Child of the Streets social trait and the Well-Informed race trait.
Parents: Both of your parents are dead. You gain access to the Orphaned social trait.
Parents' Profession: Yeomen. You gain access to the Savanna Child regional trait.
Siblings: 2 siblings. You gain access to the Kin Guardian combat trait.
-Your brother Toshio is younger than you.
-Your sister Alberta is younger than you.

Circumstance of Birth: Adopted. You were not raised by your birth family, but taken in by another family within your race or culture. You gain access to traits granted by both sets of parents. (Birth family profession: Artisans. You gain access to the Artisan social trait.)

Major Childhood Event: Imprisoned. Your criminal record began when you were young. You were imprisoned, punished, and possibly displayed in public as a criminal. Whether or not you committed the crime, the experience has stayed with you. You gain access to the Criminal social trait. You also gain access to the Liberator story feat.

Adolescence and Training
Cleric Background: Taken in by the Church. You spent your youth in a church or monastery serving as an acolyte or doing menial work on the grounds, either taken in as an orphan, sent there by your equally devout parents, or by taking on the faith of your own volition. The traditions and rituals of the religion served as your way of life throughout your adolescence, and you left that pious community with the skills to champion your faith in the world. You gain access to the Child of the Temple faith trait.

Influential Associate: The Craftsperson. One of your major influences cherished perfection in every form of art. This person might have followed any path in life, from craftsperson to artist to assassin. From this person you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. You gain access to the Artisan social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Minor Failure. You failed a friend, family member, or loved one who depended on youto fulfill an important task.
Subject: Merchant.
Motivation: Hatred or Malice.
Resolution: Regret and Penance. Not only do you regret your action, but you have publicly admitted to it and did your best to make amends for the wrongdoing. Most know of the conflict's details and those who don't can easily find them out if they know where to look or whom to ask.

Romantic Relationships: A Few Significant Relationships. You've tried to make deep connections with individuals on several occasions, but it's never worked out.

Relationship with Fellow Adventurers: Former inmates (prison, asylum, or captivity) or former inmate and captor.

Drawback: Worldview. In your eyes, your moral philosophy—your alignment—is the only correct and true way of the world. Perhaps you gently pity, argue with, or brawl with those misguided souls who don't see the world your way or by your light of reason. You gain access to the Provincial drawback.

Deity and Religious Philosophy: Abadar. You gain access to the Eyes and Ears religious trait.

Final Alignment: lawful (1) good (1)

Traits
You may choose two of the following traits to which you have access: Child of the Streets, Well-Informed, Orphaned, Savanna Child, Kin Guardian, Artisan, Criminal, Child of the Temple, Artisan, Ears and Eyes.


@Escharid Blackrose

Choice 1:
You are Atsushia, a female halfling wizard. You are 31 years old, stand 34 inches (2' 10") tall and weigh 30 lbs (2 st. 2 lb.)

Characteristics: gorgeous, limp.

Social and amicable by nature, halflings fit equally well in both communities of humans and those of their wily kinsfolk. Prone to wanderlust, halflings can be found anywhere civilized humanoids settle.

Perhaps no other class exemplifies the acquisition of power through sheer focus and determination as well as the wizard. Neither touched by divine purpose nor blessed with magic in their blood, wizards must spend their entire lives studying the same texts, tomes, scrolls, and recitations to master the magical arts. Such a craft can be self-taught or instilled through instruction, learned in an academy or at the fringes of the world, but it can be mastered only through the most rigorous and regimented of study.

Homeland, Family, and Childhood
Homeland: Traveling Band or Caravan. You gain access to the Friend in Every Town social trait.
Parents: Both of your parents, Hiro and Aimi, are alive.
Parents' Profession: Serfs/Peasants. You gain access to the Poverty-Stricken social trait.
Siblings: No siblings.

Circumstance of Birth: Lower-Class Birth. You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait.

Major Childhood Event: Major Disaster. You witnessed—and survived—a major disaster in your childhood years, such as a great fire, flood, earthquake, volcano, or storm. It obliterated the settlement where you lived, whether a small village, large city, or entire island. You gain access to the Resilient combat trait and the Unforgotten story feat.

Adolescence and Training
Wizard Background: Brains over Brawn. You were bullied or excluded throughout your life because you lacked physical power and fighting prowess. To compensate, you turned to transmutation magic. Your practice and perseverance has granted you skill with spells of that school. You gain access to the Tenacious Shifting magic trait.

Influential Associate: The Hunter. This person was a lone wolf who nonetheless cautiously allowed you to become a member of her solitary pack. She taught you how to thrive on your own in spite of the many perils and natural dangers of your native environment. You gain access to the Child of Nature religion trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Minor Theft. You stole several small or inexpensive items that belonged tosomeone else.
Subject: Merchant.
Motivation: Family.
Resolution: Sincere Regret. Though you feel sincere regret for the event and its memory affects your behavior, it's still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.

Romantic Relationships: No Experience. You have never experienced any kind of romantic connection whatsoever.

Relationship with Fellow Adventurers: Former inmates (prison, asylum, or captivity) or former inmate and captor.

Drawback: Social Acceptance. You want others to accept you, to believe you're special and worthy of merit. You are self-conscious about your social flaws and breaches of etiquette. Rejection is among your greatest fears. You might go to extraordinary lengths to be accepted by or seek favor from your peers. You gain access to the Dependent drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (0) good (2)

Traits
You may choose two of the following traits to which you have access: Friend in Every Town, Poverty-Stricken, Poverty Stricken, Resilient, Tenacious Shifting, Child of Nature, Tireless Logic.

Choice 2:

You are Aiguoa, a female halfling wizard. You are 27 years old, stand 35 inches (2' 11") tall and weigh 28 lbs (2 st. 0 lb.)

Traits: very short, staggeringly stupid .

Social and amicable by nature, halflings fit equally well in both communities of humans and those of their wily kinsfolk. Prone to wanderlust, halflings can be found anywhere civilized humanoids settle.

Perhaps no other class exemplifies the acquisition of power through sheer focus and determination as well as the wizard. Neither touched by divine purpose nor blessed with magic in their blood, wizards must spend their entire lives studying the same texts, tomes, scrolls, and recitations to master the magical arts. Such a craft can be self-taught or instilled through instruction, learned in an academy or at the fringes of the world, but it can be mastered only through the most rigorous and regimented of study.

Homeland, Family, and Childhood
Homeland: Halfling Settlement. You gain access to the Civilized social trait and the Well-Informed race trait.
Parents: Only your father, Josefina, is alive.
Parents' Profession: Serfs/Peasants. You gain access to the Poverty-Stricken social trait.
Siblings: No siblings.

Circumstance of Birth: Lower-Class Birth. You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait.

Major Childhood Event: Magical Gift. When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. You may have used this item for mischief, crime, or good. Since that time, magic items have always held a special fascination for you. You gain access to the Magical Talent magic trait.

Adolescence and Training
Wizard Background: Gifted Pride. Your affinity for magic has made you somewhat crass and arrogant, though some find your blunt disposition charming or worthy of respect. The air of superiority surrounding you is palpable and allows you to use you intellect to cow others at times when lesser individuals might barely get a word in. You gain access to the Bruising Intellect social trait.

Influential Associate: Well-Connected Friend. In your circle of disparate associates, there was someone everyone knew. This person collected friends like trophies, and she had contacts in every social or professional circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. You gain access to the Well-Informed halfling race trait (which you may take regardless of your race).

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Malign Associates. You allied with a destructive creature, organization, or individual.
Subject: Clergy.
Motivation: Love.
Resolution: Secret Regret. You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict.

Romantic Relationships: Several Significant Relationships. You've engaged in a number of partnerships, but for some reason or another your relationships always fail.

Relationship with Fellow Adventurers: Gaming or gambling associates.

Drawback: Race. You are truly comfortable only around others of your race, and you have a hard time putting faith or trust in those of races different from your own. You gain access to the Xenophobic drawback.

Deity and Religious Philosophy: Cayden Cailean. You gain access to the Fortified Drinker religious trait.

Final Alignment: lawful (0) neutral (4)

Traits
You may choose two of the following traits to which you have access: Civilized, Well-Informed, Poverty-Stricken, Poverty Stricken, Magical Talent, Bruising Intellect, Well-informed, Fortified Drinker.


starting gold: 1d6 ⇒ 3 X10 = 30GP


@Gabriel Ashtar, looks good to me welcome aboard, feel free to begin posting in the discussion and gameplay threads. Also just to make sure I'm clear, you do have the option to take a 3rd trait if you take the flaw provided in your background - you certainly don't need to, just making sure you know you can.


Introducing Yves...

Violence and Despair:

Yves grew among the one of the smallest communities in the River Kingdoms. A village living from subsistence of fishing and hunting. A people who never was subjected to any kingdom.

The necessity meant that he was a "craftsman" of basic manufactures for food, a hunter and a militiaman. There was few residents Rivershower. In his simple life learned to recognize dangers and advantages in nature and never trust on worshipers of the gods. For him true wisdom was in the woods.

The great horror of his youth came when troops formed by humans and other monstrous creatures, wipe out Rivershower. Those who didn´t flee became slaves or took an end worse.

His mother and his two brothers were saved by the fury of Yves, who awoke and shattered on parts his enemies. Calmed by the love of her mother they fled southward. Toward building a new life.

Sheet:

Yves
Male Human (Savage Barbarian) 1
NG Medium
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 shield, +2 Dex, +1 Dodge)
hp 19 (1d12+4+3)
Fort +6, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee Warhammer +3 (1d8+2/x3) {+1 vs foes who are threatened by only Yves}
Ranged Javelin +3 (1d6+2/x2) {+1 vs foes who are threatened by only Yves}
Special Attacks Rage (8 rounds/day)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 18, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Dodge (Combat), Toughness
Traits Axe to Grind and Tireless Logic.
Skills Climb (Str) 6 [1+3+2], Knowledge (nature) (Int) 4 [1+3+0], Perception 4 (Wis) [1+3+0], Ride (Dex) 6 [1+3+2], Swim (Str) 6 [1+3+2].
Languages Common
Combat Gear Warhammer (12gp/5lbs), Javelin [5] (5gp/10lbs)
Other Gear Shield, heavy wooden (7gp/10lbs), Traveler´s Outfit (1gp/5lbs), Pouch, belt (1gp/0,5lb), Backpack (2gp/2lbs). 72gp.
--------------------
Special Abilities
--------------------
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
[After Rage: Fatigued - A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.]
Fast Movement (Ex) A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
--------------------
Traits
--------------------
Axe to Grind There is a fire in your heart that can't be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.
Tireless Logic Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Base Random Choice:

Yves, a male human barbarian. 21 years old, stand 62 inches (5' 2") tall and weigh 175 lbs (12 st. 7 lb.)

Parents: Both of your parents, Barbara and a unknown father, are alive. Parents' Profession: Artisans. Siblings:
-Your sister Felipea is younger than you.
-Your sister Mauricea is older than you.

Your birth was caused by violent, His raped mother flee to living away civilization.

Major Childhood Event: A horde of raiders attacked your settlement and killed several of your people. When you first encountered civilization in your youth (represented by the raiders), its weak and decadent people revolted you. Once, such people were free and strong, but rules and laws made them feeble. Your rage is the wild part—the pure part—of yourself that separates you from the craven ways of "civilized" people.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Cheater. You broke a rule, law, contract, or agreement for your own gain.
Motivation: Hatred.
Resolution: Secret Regret. You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict. {One of the reasons for the attack of invasion troops, who destroyed his village, was a senseless action of Yves and other youngs who came into contact with an unknown militias and provoked them. Yves ended up assaulting an unknown nobleman.}

Relationship with Fellow Adventurers: Tavern buddies.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities.


Kibur:

Male Dwarf Cleric 1
LG Medium Humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks cleric channel positive energy 1d6 (6/day) (dc 11), hatred
Spell-Like Abilities
. . 6/day—Acid Dart (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Magic Stone, Cure Light Wounds, Stone Shield
0 (at will) Stabilize, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 11, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Extra Channel
Traits Influence (Diplomacy), Rich Parents
Skills Acrobatics +0 (-4 jump), Appraise +4 (+6 to determine the price of nonmagic items with precious metals or gemstones), Diplomacy +6, Knowledge (nobility) +4, Perception +3 (+5 to notice unusual stonework, such as traps and hidden doors in stone walls or floors)
Languages Common, Dwarven
SQ aura, divine vessel (6/day), domains (divine, earth), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning +2, variant channeling (earth variant channeling [dr 1/adamantine or diffi)
Other Gear 900 GP
--------------------
TRACKED RESOURCES
--------------------
Acid Dart (1d6+0) (6/day) (Sp) - 0/6
Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su) - 0/6
Divine Vessel (6/day) (Su) - 0/6
--------------------
Special Abilities
--------------------
Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Divine) Associated Domain: Magic
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Divine Vessel (6/day) (Su) Whenever you are the target of a Divine spell, allies within 15' gain +2 on their next attack roll, skill check or ability check.
Earth Variant Channeling (DR 1/adamantine or difficult terrain) Heal - Creatures gain a DR 1/adamantine until the end of your next turn. This DR improves by 1 at 5th level and every 5 levels thereafter. This does not allow recipients to overcome DR/adamantine with their own attacks. Harm - All squar
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
--------------------

history:

You are Kibur, a male dwarf cleric. You are 59 years old, stand 52 inches (4' 4") tall and weigh 192 lbs (13 st. 10 lb.)
Traits: braggart, rich.

Many dwarves come from industrious and tight-knit communities of like-minded individuals who work together to accomplish a common goal.

Clerics are not merely people of religious faith—they are devoted servants who wield true divine power from their deities. The particular path that steers a cleric toward her faith can mean the difference between a demon-worshiping cultist and a lawful harbinger of her deity's blessed faith. The following background events outline some of the ways clerics find their faith.

Homeland, Family, and Childhood
Homeland: Hills or Mountains: You gain access to the Goldsniffer race trait and the Highlander regional trait.
Parents: Both of your parents, Donor and Boria, are alive.
Parents' Profession: Merchants. You gain access to the Merchant social trait.
Siblings: 2 biological siblings. You gain access to the Kin Guardian combat trait.
-Your sister Brueria is older than you.
-Your sister Birina is older than you.

Circumstance of Birth: Noble Birth. You were born to privilege among the nobility. Unless one of your parents is the regent, your family serves a higher-ranked noble but lesser nobles serve your family in turn. You gain access to the Influence social trait and the Rich Parents social trait. Gentry. You are the child of a minor lord, lady, or noble with an income, hereditary land such as a manor, and titles. You likely grew up in a manor and your parents were paid tribute by peasants. Your parents serve a higher baron, count, or duke.

Major Childhood Event: Betrayal. A friend or family member whom you trusted more than anyone else betrayed you. You have never fully trusted anyone since and prefer to rely on your own abilities rather than place your trust in others. You gain access to the Suspicious social trait.

Adolescence and Training
Cleric Background: Devoted. From your earliest memory, you've had a close relationship with your deity. This entity has been a constant presence in your life. your greatest comfort, best companion, truest love, or some combination of the three. You've never had to see or speak with your deity to know that he watches over you, and the beliefs and criticisms of others do not faze you—your faith is enough. You gain access to the Blessed faith trait and the Fearless Zeal story feat.

Influential Associate: The Champion. You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed the competitive spirit that continues to drive you in everything you do. You gain access to the Ambitious social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Told a Lie. You deliberately made someone believe something that was not true to further your own goals.
Subject: Clergy.
Motivation: Pressured or Manipulated.
Resolution: No Guilt. Either guilt is for the weak, or you know you made the right decision. You might not openly brag about your part in the conflict, but you don't deny it when confronted either.

Romantic Relationships: Several Significant Relationships. You've engaged in a number of partnerships, but for some reason or another your relationships always fail.

Relationship with Fellow Adventurers: Servants or apprentices to the same master.

Drawback: Race. You are truly comfortable only around others of your race, and you have a hard time putting faith or trust in those of races different from your own. You gain access to the Xenophobic drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (3) good (2)

Traits
You may choose two of the following traits to which you have access: Goldsniffer, Highlander, Merchant, Kin Guardian, Kin Guardian, Influence, Rich Parents, Suspicious, Blessed, Ambitious, Tireless Logic.

Sovereign Court

This sounds like fun! Let's see what fortune holds for me...

Class: 1d20 ⇒ 13

Race: 1d8 ⇒ 2

Sex (1 = male): 1d2 ⇒ 1

Elven Paladin with a y-chromosome!

Go ahead and toss me a background. Actually, how about this:

While I was looking through archetypes, it occurred to me there are paladins and antipaladins. Why don't you give me one background for each and really crank up the entropy!

EDIT: Very well then, I'll take the first choice. Hre's my archetype roll. Counted 1 too many!

Archetype: 1d12 ⇒ 1


@Yves, looks good to me, welcome aboard, head on over to the gameplay thread.

@Edward Sobel, looks good to me, but could you pop him in an alias before posting.

I believe that leaves two slots remaining, if anyone else cares to finish off after these two slots are filled I'll PM you in order of completion when a slot opens up.


@Stratos, antipaladins are not supported on the background generator, and though I've not stated it I'm restricting alignments to none evil via the background generator. Normally I don't mind a bit of evil in a party so long as its not majorly disruptive, but I'm looking to keep this game relatively simple.

Choice 1:
You are Denenor, a male elf paladin. You are 132 years old, stand 68 inches (5' 8") tall and weigh 136 lbs (9 st. 10 lb.)

Characteristics: softly spoken, scarred.

Elves are often raised in insular elven communities, and the longevity of these people means that elven children often grow up with the help of a large social network.

Champions of virtue and the rule of law, many paladins are called to their path at a young age. Some hear the whispers of celestial beings in their minds, while other are drawn down the path of the paladin by tragedy and a sincere desire to strike a blow to the evil that stalks the world. Paladins sometimes take on younger charges such as orphans or runaways during their journeys, and the seeds of goodness can be sowed into these impressionable youths to grow another knight on the quest for righteousness.

Homeland, Family, and Childhood
Homeland: Forest. You gain access to the Log Roller regional trait.
Parents: Only your mother, Anthila, is alive.
Parents' Profession: Yeomen. You gain access to the Savanna Child regional trait.
Siblings: 1 biological siblings.
-Your sister Aegriela is older than you.

Circumstance of Birth: Adopted. You were not raised by your birth family, but taken in by another family within your race or culture. You gain access to traits granted by both sets of parents. (Birth family profession: Entertainers. You gain access to the Talented social trait.)

Major Childhood Event: Bullied. In your early life, you were a victim— easy prey for those stronger or cleverer than yourself. They beat you when they could, using you for their sport. This abuse nursed a powerful flame of vengeance. You gain access to the Bullied combat trait.

Adolescence and Training
Paladin Background: Righteous Mentor. A paladin of note and great honor took you under her wing and taught you many things. She taught you how to adhere to your oath with grace and dignity, and how the simple act of doing so was enough to earn the respect and devotions of others. You gain access to the Natural-Born Leader social trait.

Influential Associate: The Seer. You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. Whether they're true or a trick, you've seen visions of distant places and of times that may come to pass. The seer's influence either made you into an optimist with a drive to change the future or a fatalist resigned to accept it. You gain access to the Scholar of the Great Beyond faith trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Humiliation. You publicly humiliated or scandalized someone with either true or slanderous information.
Subject: Humanoid monster.
Motivation: Justice.
Resolution: Sincere Regret. Though you feel sincere regret for the event and its memory affects your behavior, it's still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.

Romantic Relationships: Experience but No Substantial Relationships. You've had a fling or two, but have so far shied away from any ties or commitments.

Relationship with Fellow Adventurers: Romantic competitors, current or former.

Drawback: Family. Your family means everything to you, and there is nothing you wouldn't do for them. Maybe your ties extend to your entire clan or bloodline, or perhaps there is one specific member of your family you hold closer than any other. You gain access to the Family Ties drawback.

Deity and Religious Philosophy: Undecided. You have remained undecided when it comes to your faith, but are accepting of others' faiths and are at least somewhat open to the idea of joining an organized faith should you find one that strikes your fancy. You gain access to the Ease of Faith faith trait.

Final Alignment: lawful (0) good (1)

Traits
You may choose two of the following traits to which you have access: , Log Roller, Savanna Child, Talented, Bullied, Natural-Born Leader, Scholar of the Great Beyond, Ease of Faith.

Choice 2:

You are Halel, a male elf paladin. You are 133 years old, stand 71 inches (5' 11") tall and weigh 142 lbs (10 st. 2 lb.)

Characteristics: nervous, scarred.

Elves are often raised in insular elven communities, and the longevity of these people means that elven children often grow up with the help of a large social network.

Champions of virtue and the rule of law, many paladins are called to their path at a young age. Some hear the whispers of celestial beings in their minds, while other are drawn down the path of the paladin by tragedy and a sincere desire to strike a blow to the evil that stalks the world. Paladins sometimes take on younger charges such as orphans or runaways during their journeys, and the seeds of goodness can be sowed into these impressionable youths to grow another knight on the quest for righteousness.

Homeland, Family, and Childhood
Homeland: Forest. You gain access to the Log Roller regional trait.
Parents: Both of your parents, Rúthien and Quenairëa, are alive.
Parents' Profession: Yeomen. You gain access to the Savanna Child regional trait.
Siblings: 2 biological siblings. You gain access to the Kin Guardian combat trait.
-Your brother Galadglin is older than you.
-Your sister Fëaroda is older than you.

Circumstance of Birth: Lower-Class Birth. You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait.

Major Childhood Event: Death in the Family. You were profoundly affected by the death of the relative closest to you—a parent, grandparent, favorite sibling, aunt, uncle, or cousin. This death affected you profoundly, and you've never been able to let go of it. You gain access to the Reactionary combat trait and the Deny the Reaper story feat.

Adolescence and Training
Paladin Background: Knight-Errant. You know that evil stalks the world, and only one who is dedicated to the spread of good can stop these vile forces. To make sure fiends and wrongdoers do not go unpunished, you adopted the code of the paladin in order to travel the land and eradicate the wicked. Your goal is the relentless pursuit to seek out evil and put it down. You gain access to the Seeker social trait.

Influential Associate: The Seer. You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. Whether they're true or a trick, you've seen visions of distant places and of times that may come to pass. The seer's influence either made you into an optimist with a drive to change the future or a fatalist resigned to accept it. You gain access to the Scholar of the Great Beyond faith trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Broke a Promise. You swore an oath or vow that was important to someone else,but you did not keep your promise.
Subject: Lover or former lover.
Motivation: Pressured or Manipulated.
Resolution: Secret Regret. You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict.

Romantic Relationships: No Experience. You have never experienced any kind of romantic connection whatsoever.

Relationship with Fellow Adventurers: Hunting companions.

Drawback: Power. You long for the ability to influence the world around you, whether that's as small as a village or as large as a plane of reality. You gain access to the Power-Hungry drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (1) good (1)

Traits
You may choose two of the following traits to which you have access: , Log Roller, Savanna Child, Kin Guardian, Poverty Stricken, Reactionary, Seeker, Scholar of the Great Beyond, Tireless Logic.


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A note on character death, which may well happen as I don't like pulling punches and high CR encounters may crop up - I'll avoid anything off the difficulty scale, but an epic CR 5 encounter could be a real killer, etc.

If your character dies you will be "dislodged" from the game, you may reapply with the a different character, or with the same character. This is designed to make death a bit scarier, to allow for some IC convalescence, and to give waiting folks a chance to get in on the game. Its not supposed to punish you for dying, its supposed to make things a bit more visceral, and I would not actively recruit just let any alternates in first.


Gold: 3d6 ⇒ (6, 6, 5) = 17


Gold: 5d6 ⇒ (6, 3, 5, 1, 5) = 20 X 10

This is Stratos, reporting in with Denenor. Let me know if aught is amiss!


Here is Chandra. I still need to make purchases. Please let me know what I forgot if anything.

I will add a background a little later.


Class: 1d20 ⇒ 20
Race: 1d8 ⇒ 5
Class rerolls: 2d20 ⇒ (15, 7) = 22

Half-orc fighter or rogue


@Chandra, there does not seem to be anything under your profile when I check, give me a nudge when the stats are in the alias profile and I'll get her approved, but as yet she does not count as complete.

@Denenor, looks mostly good to me, though if you are taking the drawback, you actually have the Family Ties drawback and would gain an extra trait - this is optional, and a bit confusing on the print out. Can you also please add the random background to your alias for ease of reference, etc. Welcome aboard, feel free to begin posting in the gameplay and discussion threads.


@Bearded Ben, the idea is that you select which class you prefer, I'll roll for fighter if you prefer rogue let me know and I'll happily roll for that instead.

Choice 1:

You are Bolgnákh, a male half orc fighter. You are 18 years old, stand 67 inches (5' 7") tall and weigh 213 lbs (15 st. 3 lb.)

Characteristics: polite, very tall.

Only rarely the result of a happy union between the humans and orcs that bring them into the world, half-orcs are often regarded as monsters. This bleak reality makes those rare half-orcs, cherished as much as the young of any other race, even more extraordinary.

Those who become fighters take up the sword for many reasons. Some fight for coin, others for duty, and others for survival.

Homeland, Family, and Childhood
Homeland: Unusual Homeland - Plains. You gain access to the Savanna Child regional trait.
Parents: Only your father, Bolgdush, is alive.
Parents' Profession: Merchants. You gain access to the Merchant social trait.
Siblings: No siblings.

Circumstance of Birth: Lower-Class Birth. You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait.

Major Childhood Event: Magical Gift. When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. You may have used this item for mischief, crime, or good. Since that time, magic items have always held a special fascination for you. You gain access to the Magical Talent magic trait.

Adolescence and Training
Fighter Background: Survival. You spent some part of your life in the wild—in places that abide by the laws of nature rather than those of civilization. You survived by being stronger, faster, and more cunning than the predators. That meant you fought not for coin, honor, or principle, but for your very life. You gain access to the Resilient combat trait.

Influential Associate: The Criminal. One of your associates committed crimes regularly. He regaled you with many stories of daring robberies and break-ins—and perhaps even murders. You learned most of what you know of the criminal element from him, and he trusted you as a friend. You gain access to the Canter social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Humiliation. You publicly humiliated or scandalized someone with either true or slanderous information.
Subject: Adventurer.
Motivation: Family.
Resolution: Regret and Penance. Not only do you regret your action, but you have publicly admitted to it and did your best to make amends for the wrongdoing. Most know of the conflict's details and those who don't can easily find them out if they know where to look or whom to ask.

Romantic Relationships: Current Lover. You are currently involved in a romantic relationship. You gain access to the True Love story feat.

Relationship with Fellow Adventurers: Veterans of a skirmish or war.

Drawback: Safety or Security. You are cautious and guarded—wary of others who might harm you, steal from you, or betray your trust. As such, you sleep lightly, always suspecting someone or something to sneak in upon you in the dark. Even when in relationships with people who trust you, there's always the fear that they harbor hidden agendas or will change and turn against you. You gain access to the Paranoid drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (0) good (1)

Choice 2:

You are Raddush, a male half orc fighter. You are 16 years old, stand 62 inches (5' 2") tall and weigh 241 lbs (17 st. 3 lb.)

Characteristics: well-dressed, gambling.

Only rarely the result of a happy union between the humans and orcs that bring them into the world, half-orcs are often regarded as monsters. This bleak reality makes those rare half-orcs, cherished as much as the young of any other race, even more extraordinary.

Those who become fighters take up the sword for many reasons. Some fight for coin, others for duty, and others for survival.

Homeland, Family, and Childhood
Homeland: Orc Settlement, home of The Droolshade Ring. You gain access to the Scrapper race trait.
Parents: Both of your parents are dead. You gain access to the Orphaned social trait.
Parents' Profession: Yeomen. You gain access to the Savanna Child regional trait.
Siblings: One half-orc sibling.
-Your brother Bolgbug is older than you.

Circumstance of Birth: Lower-Class Birth. You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait.

Major Childhood Event: Fall of a Major Power. In your early years, an old power with far-reaching influence fell into decline. This could have been an empire, a major organization or gang, or a person such as a benevolent king or evil dictator. Your early memories were founded in a world where this great power affected your region for good or ill. You gain access to the Worldly social trait.

Adolescence and Training
Fighter Background: Duty. You took up the sword because no one else would. When a great danger threatened your home, you stepped forth to meet the challenge, though you were only a youth with just the strength of your arm and steadfastness of your courage to see you through. You gain access to the Courageous combat trait.

Influential Associate: The Mercenary. With this person, there was always a cost. No deed was done making a trade for something of equal or greater value. Whether this individual's actions tended toward good, evil, or pure balance, he was always fair in his dealings. You respected this trait and it influenced your own philosophy. You gain access to the Mercenary social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Cheater. You broke a rule, law, contract, or agreement for your own gain.
Subject: Noble.
Motivation: Hatred or Malice.
Resolution: Sincere Regret. Though you feel sincere regret for the event and its memory affects your behavior, it's still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.

Romantic Relationships: No Experience. You have never experienced any kind of romantic connection whatsoever.

Relationship with Fellow Adventurers: Business associates, current or former.

Drawback: The Past. You long for the world to return to a past age. You've adopted the manners and style of this age, and are fascinated by its customs, relics, and artifacts, and by the historical figures of that time. Perhaps you live so much in this past age that your connection to the present is tenuous. Or your pretentiousness annoys others. You gain access to the Sentimental drawback.

Deity and Religious Philosophy: Gorum. You gain access to the Veteran of Battle religious trait.

Final Alignment: lawful (2) good (3)

Traits
You may choose two of the following traits to which you have access: Scrapper, Orphaned, Savanna Child, Poverty Stricken, Worldly, Courageous, Mercenary, Veteran of Battle.


The Random DM wrote:


@Edward Sobel, looks good to me, but could you pop him in an alias before posting.

I believe that leaves two slots remaining, if anyone else cares to finish off after these two slots are filled I'll PM you in order of completion when a slot opens up.

will do, also have money to spend ...


Ok lets try this again. I forgot to save :(


@Chandra Sylor, I suspected as much, looks good to me feel free to jump on in. Please finish up gear and final details soonish :)

I'm afraid that's the last of the slots filled for the moment. If you complete your character you will be placed on the subs bench in order of completion, this game will likely have a faster turn over of players than most, in part because players aren't tacitly asked to commit to the long haul, and in part because deaths will bump people to the bottom of the subs bench, etc.

If anyone else would care to run a game using the same, or a similar mechanic I'd be delighted to pool resources, etc., but I'm not prepared to run more than one group myself at this time.


ok here is Kibur

still have 900 gold to spend will get busy on that soon .. I am at work now so it will take a little time to update


I'm in! Rattles dice

1.Class: 1d20 ⇒ 1=Alchemist
2.Race: 1d8 ⇒ 7=Human
3.Sex=Randomize
4.Archetype: 1d11 ⇒ 8=Psychonaut
Alchemist, basic (apg)
Beastmorph (uc)
chirurgeon, (um)
clone master, (um)
internal alchemist, (um)
mindchemist, (um)
preservationist, (um)
psychonaut, (um)
Ragechemist (uc)
reanimator, (um)
vivisectionist (um)

Ready for background!


@Camris, the game is full for the moment, but 1st reserve is still up for grabs and as explained above has a much higher likelihood of getting you into play than in most games.

Choice 1:
You are Warren, a male human alchemist. You are 16 years old, stand 73 inches (6' 1") tall and weigh 170 lbs (12 st. 2 lb.)

Characteristics: pipeweed smoking, very tall.

As diverse as they are widespread, humans tend to grow up in small or large societies of people with similar origins and histories, though individuals' paths may run the gamut from idealized to tragic.

Instead of wielding magic as divine and arcane casters know it, alchemists master fiery concoctions and mutagens by studying formulae that unlock the secrets of reagent reactions. Though some alchemists use their discoveries and knowledge of rare and exotic components to benefit the world, others are not so scrupulous with their powerful potables.

Homeland, Family, and Childhood
Homeland: Town or Village. You gain access to the Militia Veteran regional trait.
Parents: Only your mother, Rickya, is alive.
Parents' Profession: Entertainers. You gain access to the Talented social trait.
Siblings: 5 siblings. You gain access to the Kin Guardian combat trait.
-Your brother Mami is older than you.
-Your sister Margareta is younger than you.
-Your sister Henria is older than you.
-Your brother Andrea is older than you.
-Your sister Guia is older than you.

Circumstance of Birth: Adopted. You were not raised by your birth family, but taken in by another family within your race or culture. You gain access to traits granted by both sets of parents. (Birth family profession: Serfs/Peasants. You gain access to the Poverty-Stricken social trait.)

Major Childhood Event: Imprisoned. Your criminal record began when you were young. You were imprisoned, punished, and possibly displayed in public as a criminal. Whether or not you committed the crime, the experience has stayed with you. You gain access to the Criminal social trait. You also gain access to the Liberator story feat.

Adolescence and Training
Alchemist Background: Accidental Discovery. Your keen intellect has always been an asset in your studies of the alchemical arts, but along with your logic and rationale, you have a "sense" for alchemy. This intuition sometimes leads to discoveries through methods most of your peers would never have thought possible, but that you somehow know will work. You gain access to the Alchemical Intuition magic trait.

Influential Associate: Well-Connected Friend. In your circle of disparate associates, there was someone everyone knew. This person collected friends like trophies, and she had contacts in every social or professional circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. You gain access to the Well-Informed halfling race trait (which you may take regardless of your race).

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Malign Associates. You allied with a destructive creature, organization, or individual.
Subject: Adventurer.
Motivation: Pressured or Manipulated.
Resolution: Mixed Feelings. Sometimes you regret the conflict, but other times you feel as if you didn't have a choice in the matter or that you made the right decision. Most of the time, you just avoid thinking about the conflict. Only you and maybe a select few people know of your involvement.

Romantic Relationships: Current Lover. You are currently involved in a romantic relationship. You gain access to the True Love story feat.

Relationship with Fellow Adventurers: Met on a pilgrimage, caravan, or journey.

Drawback: Safety or Security. You are cautious and guarded—wary of others who might harm you, steal from you, or betray your trust. As such, you sleep lightly, always suspecting someone or something to sneak in upon you in the dark. Even when in relationships with people who trust you, there's always the fear that they harbor hidden agendas or will change and turn against you. You gain access to the Paranoid drawback.

Deity and Religious Philosophy: Urgathoa. You gain access to the Corpse Cannibal religious trait.

Final Alignment: lawful (0) neutral (6)

Traits
You may choose two of the following traits to which you have access: Militia Veteran, Talented, Kin Guardian, Poverty-Stricken, Criminal, Alchemical Intuition, Well-informed, Corpse Cannibal.

Choice 2:

You are Jun, a male human alchemist. You are 21 years old, stand 63 inches (5' 3") tall and weigh 175 lbs (12 st. 7 lb.)

Characteristics: very sad, pipeweed smoking.

As diverse as they are widespread, humans tend to grow up in small or large societies of people with similar origins and histories, though individuals' paths may run the gamut from idealized to tragic.

Instead of wielding magic as divine and arcane casters know it, alchemists master fiery concoctions and mutagens by studying formulae that unlock the secrets of reagent reactions. Though some alchemists use their discoveries and knowledge of rare and exotic components to benefit the world, others are not so scrupulous with their powerful potables.

Homeland, Family, and Childhood
Homeland: City or Metropolis. As a human, you gain access to the Civilized social trait and the Vagabond Child regional trait.
Parents: Only your mother, Emmaa, is alive.
Parents' Profession: Serfs/Peasants. You gain access to the Poverty-Stricken social trait.
Siblings: 7 siblings. You gain access to the Kin Guardian combat trait.
-Your brother Musashi is younger than you.
-Your sister Megumia is younger than you.
-Your brother Sarah is younger than you.
-Your brother Mark is older than you.
-Your sister Andreaa is younger than you.
-Your sister Joséa is younger than you.
-Your brother Nichola is younger than you.

Circumstance of Birth: Lower-Class Birth. You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait.

Major Childhood Event: Kidnapped. You were kidnapped at some point in your childhood. The kidnappers might have been pirates, slavers, thieves looking for ransom, a powerful guild seeking to blackmail your parents, a cult, and so on else. Before you were released, were ransomed, or escaped, you picked up on various aspects of the criminal underworld. You gain access to the Canter social trait and the Liberator story feat.

Adolescence and Training
Alchemist Background: Master Craftsman. The first time you saw air mix with the shapeless goo of a tanglefoot bag or shielded your eyes at the heatless light of a sunrod, you became ensnared by the wonders of alchemy. You've since labored to learn the secrets to crafting such items. You gain access to the Alchemical Adept magic trait.

Influential Associate: The Craftsperson. One of your major influences cherished perfection in every form of art. This person might have followed any path in life, from craftsperson to artist to assassin. From this person you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. You gain access to the Artisan social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Betrayal. You betrayed someone who trusted you.
Subject: Child or young person.
Motivation: Family.
Resolution: Secret Regret. You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict.

Romantic Relationships: A Few Significant Relationships. You've tried to make deep connections with individuals on several occasions, but it's never worked out.

Relationship with Fellow Adventurers: Former inmates (prison, asylum, or captivity) or former inmate and captor.

Drawback: Attachment (Person). You are attached to a particular person—a friend, family member, or loved one—who means more than anything or anyone in the world. Your thoughts always return to this person. You gain access to the Attached drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (1) neutral (5)

Traits
You may choose two of the following traits to which you have access: Civilized, Vagabond Child, Poverty-Stricken, Kin Guardian, Poverty Stricken, Canter, Alchemical Adept, Artisan, Tireless Logic.


Damn!, found this thread too late. I would be interested in joining as well, and will roll later for a PC.


@The Random DM - how are you generating the background stuff? Looks like it delivers some interesting combinations! I like it!!! Is it from Ultimate Campaign?


@Oceanshieldwof, it is indeed, you can find the generator here. There are still some bugs, female names come up for males a lot, women occasionally have handlebar moustaches, but its a really cool tool. The only reason I'm doing it is to prevent the temptation to roll until you get something you want, and to keep the random nature, etc.

@Monkeygod, sure thing I'll generate some backgrounds for you as soon as your rolls are up.


Starting gold 2d6 ⇒ (6, 5) = 11*10=110 GP

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