The Savage Hills (The war against the civilized)

Game Master chillblame

The civilized races in the south and west have always being a problem for the peoples of the hills, with their adventurers and raids, but now they seek to conquer the region, destroying its inhabitants in the name of civilization and the common good.

Not if the Wolftooth has anything to say about it


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I'll give applications until monday, EST

Silver Crusade

And by not a homicidal maniac, you mean when not in the presence of the bearclaws, yes.

Grand Lodge

I am changing my character crunch slightly to adapt to the rather large party:

Male Theologian Cleric 3 (Defense Domain)
Medium Half-orc / Humanoid (Half-orc)
Init +1; Senses Perception +2, Darkvision 60 ft
==DEFENSE==
AC 20, touch 11, flat-footed 19 (+9 armor, +1 dex)
hp 27 (3d8)
Fort +6, Ref +5, Will +8
Armor Full Plate, Heavy
Defensive Abilities Sacred Tattoo (PFAPG 19)
==OFFENSE==
Spd 20 ft/x3
Melee Masterwork Falchion +7 (2d4+6) 18-20/x2 CM +1
==STATISTICS==
Str 18, Dex 12, Con 10, Int 8, Wis 14, Cha 14
BAB +2, CMB +6, CMD +17
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Endurance (PFCR 122), Extra Channel (PFCR 124-125), Shield Proficiency (PFCR 133)
Skills Diplomacy +6, Knowledge (religion) +4
SQ Cleric Channel Energy [7 / 2d6] (PFCR 40)
SU Domain Powers (PFCR 40-41), Deflection Aura (PFAPG 89)
MC Cleric Bonus Languages (PFCR 41), Cleric Spontaneous Casting (PFCR 41), Focused Domain: Defense(PFUM 32), Forbidden Spell Alignment (PFCR 41, 49)
Traits Fate's Favored (Faith) (PFUCgn 55), Touched by Divinity
Languages Common, Orc


Hi Hella Wolf, hope the kingmaker campaign is going good.


It is. Slowed down a bit due to people moving but is still going.


Draxia "Longtooth" Drekaar wrote:
Draxia here

Dergosh is errr, ummm, *excited* by this news.


C'mon people, someone else needs to step up and play a full blooded orc.


Odak the Iron Giant wrote:

The list of new candidates is as follows:

• Doctor Majuba (Half-Orc Scarred Witch Doctor)
• Davro Iramelis (Half-Orc Hunter)
• Tirgrim (Hobgoblin Iron Monk)
• mdt/Thikka (Ratfolk Witch)
• Algar/Mogwag (Half-Orc Barb/Cleric)
+ Dalgar (Kobold Alchemist)

This is on top of existing party members (from memory):

• Odak/Me! (Golian Fighter/Psychic-Warrior:Protector)
• Tigerwolf (Half-Orc Rogue)
• Karol (Half-Orc Bard)
• Dergosh (Orc Bard/somethingIforget)
• Garmack (Half-Orc Ranger)
+ Draxia (Half-Orc Sorcerer)

That's quite a lot of people even before selection begins, hoo boy...

Dergosh is Bard/Cleric and Olrune, if in, is Fighter/Cleric...we're cleric heavy at this point


Thinking about it, we could do 2 six player parties, with one of the other players GMing. Hmmmm. What do you think?


Yeah, I think Dergosh has a point here. Lots of Half-Orcs but Dergosh is the only full-Orc in the entire list. I think we may have to vote on which folks to keep as not to waste people's time.

EDIT: Two teams of six? That's quite ambitious! It's certainly doable if we declare who the team leaders are.


Odak the Iron Giant wrote:

Yeah, I think Dergosh has a point here. Lots of Half-Orcs but Dergosh is the only full-Orc in the entire list. I think we may have to vote on which folks to keep as not to waste people's time.

EDIT: Two teams of six? That's quite ambitious! It's certainly doable if we declare who the team leaders are.

I blame Pathfinder...it's so crunch heavy/stat dependent that people are hesitant to take the penalties. It's why I like the kobold-with-the-sword-that's-too-big concept-- more flavor.

Hmmmm, how would we go about running two teams? Do they have the same objectives?


Well, I was think you and me, odak. But actual GMing could rotate, as mentioned above. It would be the two primary GMs roll to keep things consistent.

Each team would do different missions/tasks/adventures. From time to time they would meet, and maybe exchange members and roleplay.

The overall objective is the same. Defeat the invaders, preserve the wolftooth tribe.


The nature of Paizo Play-By-Post doesn't really support having two concurrent stories at once, not without convoluting the way the Gameplay/Discussion threads get posted. EDIT: If stories rotate, it'll take a long time for each group to have a turn, the second group might have moved on before they get a chance to play.

I think we really just have to take charge and throw down some GM request bombs here. Shift some Half-Orcs into Full Orc and then wittle down the most interesting three players out of candidates.

And if the -2 mental stats is really what's bothering people, how about we let those who opt into Full-Orc ignore one of the mental debuff scores for things like spellcasting or key abilities? That should make things easier.


Doctor Majuba wrote:
chillblame wrote:
Do you mean for hexes?
Yes

Hmmm. Ok but only for one specific hex per feat.


Doctor Majuba wrote:
Tigerwolf Runt wrote:
You still almost have a foot on Runt Majuba.

*whispers* It's all in the mask

Also HP: max at first and then average for the next 2?

Yes, thanks for asking, forgot to mention it.


Doctor Majuba wrote:
And by not a homicidal maniac, you mean when not in the presence of the bearclaws, yes.

Well...yes. Killing the enemy is good. killing party members is bad.

BTW general note to all clerics
Basic setting gods are on the campaign tab. This is not a complete list. There will be, for example, a bard god, and a volcano god and an ice god.
Also you can pick a spirit or ancestor if you like, and make up the details.

Silver Crusade

If you absolutely need one I can redo the good doctor as a full orc


It would be good if we had another orc.

Silver Crusade

Alright then I will redo him manana.


Tigerwolf Runt came to be because of the Racial class and a negative to the mental stats turn's me off a bit. But I like being a runtish half-orc.


Hey its cool. Tiger runt is dynamite, comes in small packages.

little note to all. Your flaws are what make you interesting. Play them up. No superman here.


Another arcanist would be good


Applying Warrok, an Orc Druid Wolf Shaman. He acts as a shaman and guide of the Wolftooth tribe, counseling the tribe with his wisdom, but also fighting in the front lines wielding his greataxe and employing his magical abilites to rally his allies. His animal companion is a black wolf named Amarog.

I will finish the details and back story tomorrow.


chillblame wrote:

Hey its cool. Tiger runt is dynamite, comes in small packages.

little note to all. Your flaws are what make you interesting. Play them up. No superman here.

Agree with all this. Also, no sense at all changing TR.

I could see how running two groups would work in some situations,it definitely would for the idea I have in mind to run where the party might have to decide which of the multiple objectives to tackle and in what order. That said, I could see where it would also be pretty complex to run.


Hey between us, we have the skills.


Algar Lysandris wrote:

I am changing my character crunch slightly to adapt to the rather large party:

Male Theologian Cleric 3 (Defense Domain)
Medium Half-orc / Humanoid (Half-orc)
Init +1; Senses Perception +2, Darkvision 60 ft
==DEFENSE==
AC 20, touch 11, flat-footed 19 (+9 armor, +1 dex)
hp 27 (3d8)
Fort +6, Ref +5, Will +8
Armor Full Plate, Heavy
Defensive Abilities Sacred Tattoo (PFAPG 19)
==OFFENSE==
Spd 20 ft/x3
Melee Masterwork Falchion +7 (2d4+6) 18-20/x2 CM +1
==STATISTICS==
Str 18, Dex 12, Con 10, Int 8, Wis 14, Cha 14
BAB +2, CMB +6, CMD +17
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Endurance (PFCR 122), Extra Channel (PFCR 124-125), Shield Proficiency (PFCR 133)
Skills Diplomacy +6, Knowledge (religion) +4
SQ Cleric Channel Energy [7 / 2d6] (PFCR 40)
SU Domain Powers (PFCR 40-41), Deflection Aura (PFAPG 89)
MC Cleric Bonus Languages (PFCR 41), Cleric Spontaneous Casting (PFCR 41), Focused Domain: Defense(PFUM 32), Forbidden Spell Alignment (PFCR 41, 49)
Traits Fate's Favored (Faith) (PFUCgn 55), Touched by Divinity
Languages Common, Orc

not a bad character, but as dergosh said, we are cleric heavy. If you want to go back to the multiclass idea, go for it. If you want to be pure cleric, also go for it. Two points. Look in the campaign information on gods, more will be written soon. If you want to design a spirit for your own worship, pm it to me, with domains, favored weapon, all that stuff. A short description would be good. Also what organization does it have if any. NB spirits have small scale structure at best. You could be a cult of one.

also what's your alignment.

Silver Crusade

Ok then The good doctor is now a full blown orc. I think with his new stat array I am going to go for the cauldron hex and cook bearclaw members.


chillblame wrote:
Hey between us, we have the skills.

It's the time-- the time needed to do a really good job--I'm worried about for me. But if you and Odak wanted to take the first slots perhaps Jazzai and I could run the second? Gives me more time to flesh out some ideas, and in the meantime I'm happy to contribute to developing the setting.


Doctor Majuba wrote:
Ok then The good doctor is now a full blown orc. I think with his new stat array I am going to go for the cauldron hex and cook bearclaw members.

Sounds delicious.

So Majuba can provide some healing? Because depending on the status of the other healer in the original group we may need that. Dergosh is more of an attack first, rub some dirt in that wound later type of cleric.

Silver Crusade

Dergosh the Loud wrote:
Doctor Majuba wrote:
Ok then The good doctor is now a full blown orc. I think with his new stat array I am going to go for the cauldron hex and cook bearclaw members.

Sounds delicious.

So Majuba can provide some healing? Because depending on the status of the other healer in the original group we may need that. Dergosh is more of an attack first, rub some dirt in that wound later type of cleric.

I have a wand of infernal healing. but I am a complete debuffer


Dergosh the Loud wrote:
chillblame wrote:
Hey between us, we have the skills.
It's the time-- the time needed to do a really good job--I'm worried about for me. But if you and Odak wanted to take the first slots perhaps Jazzai and I could run the second? Gives me more time to flesh out some ideas, and in the meantime I'm happy to contribute to developing the setting.

Sounds good. Do you want to work on bards in the tribal structure? The god of the bards is the old one, who has two aspects, the teller of tales/singer of songs, and the Thunder clap, the destroying sound.


I can help flesh out the low lives, as Draxia was among the scavengers, or flesh out the connection with the arcania.

Dark Archive

This looks pretty cool and though there are already a quite significant amount of applicants I think I'll make an effort to throw my hat into the ring... and I'm hoping to have that hat be a rather large one.

The idea I have swimming around in my brain is an Ogre(Since its a 23 point race perhaps I could drop a level to make it more acceptable?) he split off from his family when his elder brother murdered there father through means of poison to weaken him rather than being an outright better warrior, he challenged his Brother to combat and only barely survived and rather than being killed his brother sold him off as a slave to the Bearclaw tribe.

It was there while working as manual labor for the tribe that he found freedom again in the form of a Wolfclaw raid, he was released by them during the raid when he offered to slaughter as many Bearclaws as he could get his hands on, once the battle was won he joined the Wolfclaws in order to get more chance to slaughter remaining Bearclaw tribesmen and eventually grew to see the tribe as a new, if a bit small family of sorts.

I'm thinking(if possible) I'd like to play him as a Brawler from the Advanced Class Guide if ACG classes are a no-no thenReread creation rules perhaps just a fighter or Barbarian if nobody feels a Raging Ogre is too much hehe

RP wise he would get on well with anyone from the tribe but always be the first to suggest slaughter as the answer to any problem outside of the tribe, the biggest contrast between him and a traditional ogre would be a firm sense that a fight should be waged by two sides at there best even outside of familial troubles.


I have thought about orges, and my thoughts are thus. You start with a base line orge, add heroic stats to it (+4/+4/+2/+2/0/-2 distributed over ability scores) and reselect feats. Thus it keeps the orges giant HD, and skills are rechosen. Then when the party gets to 4th level, select a character class.
caveat: orges are known as cannibals, and thick. Orges in the wolftooth are usually slaves and used for heavy labor and as siege engines. Free orges are feared and distrusted as their diet quit often is orc.
If you wanted to play on that basis, go for it.


Draxia "Longtooth" Drekaar wrote:
I can help flesh out the low lives, as Draxia was among the scavengers, or flesh out the connection with the arcania.

Sorcerers and witches like you are often called daughters of the hag, and tend to be socially isolated. This is usually their own choice, and a wise chief will have a hag advisor. Oddly enough despite, or maybe because of this isolation they are considered alluring, also rather scary. They also associate with other outcasts in tribal society.

Design away draxia.

Grand Lodge

Alignment would be L-N
God would be the Keeper of the Dead (Anubis)

(depending on the party if chosen, i can do either the barb/cleric or the full cleric)


Algar Lysandris wrote:

Alignment would be L-N

God would be the Keeper of the Dead (Anubis)

(depending on the party if chosen, i can do either the barb/cleric or the full cleric)

ok, orcs don't worship anubis, but their god of death was lost 500 years ago. Hmm maybe you could try to insert him into orcish worship. There is a void so to speak. Some changes due to, well orcs, but that could be a great goal. At the moment you are a cult of one (maybe two)

Your main opposition to this would bethe cult of Zoran, god of murder and death. Raving nutters, for the most part, and their god supposedly killed the god of death.

BTW your character has 4 feats. Is that correct? If so how?


Running two groups in the same continuity is certainly doable, I'm in a king maker campaign that has 12 players. What they do is break up into 2 to 3 game threads. When the GM needs to bring them all back together, one group or the other does some filler stuff.

I also run a game with 10 players here on PBP, and I use 3 threads. Two threads are 'Team Stag' and 'Team Dolphin', 5 players each. WHen they get back together, they return to the 'Main Thread' to interact. It requires a bit of juggling and occasionally a group has to fill in stuff for a week to get the other half to the same point, but it works.

As to the orc/not orc thing, -2 int kills a witch dead in the water, so I'll stay ratfolk if that's ok. :)


Ratfolk certainly exist in the area, although in small clan groups.


Thikka Background, Updated:

Thikka is a member of the Tennemont Coven. Although that is a bit of a misnomer, as the Coven doesn't actually have a hag in it to make it a hag's coven. It's really just a group of witches that live on Tennemont Mountain (which in itself is a bit of a misnomer, it's more of a really big hill). The Coven has had peaceful dealings with the Tal Kieng and Temple of the Dragon Roar for the last few hundred years. Those who feel the calling to witchcraft are not often liked, even amongst the less 'civilized' tribes, and thus most eventually seek out the Coven.
Thikka was born into the coven, her parents having immigrated from the east with the hobgoblin tribes who formed Tal Kieng. One of the few remaining ratfolk, she is has grown used to a solitary life. Indeed, she's rather paranoid that others are seeking to remove the last few ratfolk, although her paranoia doesn't prevent her from healing others when she can.

The wolftooth tribe had sent word to the Tal Kieng before the Battle of the Bonfire Fields, invoking agreements they'd had to get more fighters. The Tal Kieng in turn invoked assistance treaties with the Temple of the Dragon Roar and the Tennemont Coven. The Coven sent a handful of witches to help, one of whom was Thikka.

While Thikka was not a great warrior, she was very instrumental during the battle. She didn't kill a single enemy the entire battle. She instead simply moved amongst the Wolfteeth clan warriors, getting downed warrior after downed warrior back to his feet with a touch of a hand and a muttered word, or causing a wereboar to falter and stumble at the worst possible moment as silver spears were thrust into it's chest. Over the course of the battle, she single handedly healed over 200 Wolfteeth warriors, and there were 4 of her sisters doing the same thing. It could be argued that the Witches were a major force in that battle, their healing hexes alone acting as a force multiplier.

Grand Lodge

it was (Anubis) in order to give the DM the exact of for what The Keeper (or other name to be decided) was modeled from.

That would be indeed a great goal to work toward for this character....

The feats my character has:
Level 1: Heavy Armor
Level 3: Extra Channel (subject to change maybe)

The Endurance Feat is given by the alternate 1/2 orc trait:
Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

----
Playing in MdT's 2 group game i can attest to the fact that it can be pulled off.

We are having quite a lot of fun...


Ok thats good. Another option is that your one of the last priests of the death god, the keeper is a good name, seeking his god.


Damn, I go to sleep and loads of posts happen. Okay!

My GM view is that HELL YEAH THE OGRE CAN JOIN! An alternate but appropiate race choice would be a Large-sized Half-Ogre. I still offer the Hobgoblin Monk too on the Large-size action. Any more and it would be overkill.

Silver Crusade

I'd like to put something down in the event the second thread gets started.

I'm thinking Hobgoblin Ronin Samurai 3 with Katana Weapon Expertise. It'd be cool if his mount was a dire wolf rather than a horse, but the horse is more than good enough.

I'm looking at a "raider" build: ride up attack, ride away.

Basic backstory would be something like: his master died at the hands of a Bearclaw tribesperson, so he swore revenge, and fought alongside the orcs.

I'll put up more information as needed.


Dire wolf is the local standard, but masterdons, giant lizards and ordinary wolves are used, depending on rider size of course. Other mounts are possible. Even goblin dogs.

I'll write up more stuff on hobgoblins a bit later.

so much to write.


Half-Giant would, to me, make a good half-ogre/civilized ogre. You'd get the benefits of being large without the penalties.

Grand Lodge

i like the seeking his god aspect :)


OK, I am going to submit for this. I have in mind a Hobgoblin Cavalier of the Order of the Beast.

I could be persuaded to go full Orc if needed.

I will post the crunch and fluff shortly.


I'm interested in joining. Odak mentioned this to me since he knows I enjoy playing orcs.

My concept if allowed to participate is a full blooded orc that is a monk. He's going to have grey skin.

The way he'd have helped out the clan/tribe was I was thinking he'd have saved one of them from being killed by the rivals. Taking out a leader but a lower tiered one in the process. As was retreating with the injured orc over a shoulder was fighting off the followers until got the captive one to safety. Then had repeated the process for multiple others either in the same camp or around that area.

Silver Crusade

Yeah! more orcs

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