The Town of Grundy: A Tale of Meteors, Metal, and Men (Inactive)

Game Master Spacefighters

A sleepy town, finally coming into it's own is thrown for a loop when a meteor strikes down on it's doorstep . Now it's up to an unlikely group of townsfolk to protect Grundy and prevent what was unleashed from consuming all of Golarion!


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Introduction:

Yo! I have been enjoying myself for a while on these forums and I've decided to start up my own game.
Far back in the mists of the early 2000's I ran my first D&D game in highschool, and the completely spontaneous campaign began in the town of Grundy (I couldn't think of a better name for a town). Since then a town named Grundy has appeared in everyone of my campaigns, and I have had the idea to run a town centric game such as this for a while, so why not set it in my first town. While I am now an old hand at DMing, I am new to the Golarion setting, though I enjoy it quite a bit. If any of my setting information is incorrect, just let me know! This game will be a great mix of action and roleplay. I love character development, and with a lot more invested in the setting than your normal campaign, I think there will be a lot of room for it. I'm aiming for a good mix of horror, comedy, and drama, and I think this will be a lot of fun!

Welcome to the sleepy, unusual town of Grundy.
Nestled right on the border of Numeria and the River Kingdoms, Grundy was once held firmly under the thumb of the Black Marquis. Then about thirty years ago an unusual half-elf named Albert Grundy arrived and took on the responsibility for running the town. Somehow, Albert was able to remove all influence of the Black Marquis from the town and it's surrounding area, and since then the little town that was then named after it's savior has grown by leaps and bounds. Existing in a tenuous state between it's former master and the even more dangerous Black Sovereign, Grundy has nevertheless managed to carve it's own face into Golarion, becoming a popular trading hub for the rare valuable materials of Numeria and as a travel stop for warriors traveling north to the crusades.

And then it all changed in one night.

The skys alight, a meteor fell once more into the face of Golarion, just outside of this now not so little town. The cloud of dust rose miles into the air, pointing the way towards it's falling point only two miles from Grundy, in the forested hills to the east, the footsteps of Echo Wood. When the curious townsfolk of Grundy finally found the landing site, the large crater revealed a gaping wound in a large hill, underneath which were twisted metal tunnels and ancient alien chambers. An enormous structure much like the infamous Silver Mount was buried here, long forgotten but now unearthed. This immense structure collapsed around the fallen star, creating a foreboding alien labyrinth leading to what is inevitably a priceless treasure.

Within a short time this shocking event has changed the face of Grundy, with dozens of fool-hardy adventurers arriving by the hour to explore the buried hallways. Arriving within hours of the landing, agents of the Black Marquis and representatives of Numeria's Technic league began squaring off over who has the rights to so marvelous a find. As no agreement could be reached, both parties began marshaling forces, and the region may be weeks or months from open war, with forces from nearby Ustalav reportedly on the way. Of course these are only a few of the problems poor Grundy now faces, as with the unearthing of this ancient complex unusual things have been happening with no explanation. Mysterious disappearances, grisly murders, and more. While most blame it on the new influx of strangers to the town, many are beginning to doubt, and even hardened adventurers are keen to avoid wandering the town at night.

And that's where you come in.

See, the players for this adventure won't be your typical adventurers, instead you will be playing residents of this town. You won't be someone looking to brave dangers for the promise of reward, you'll be people fighting to defend your home, your loved ones, and your lively hood. Like much of the best fiction, your characters will just be people caught up in a problem, and who end up becoming heroes along the way. So while I am looking for the typical extraordinary folks of power and skill that make up your ordinary adventuring party, your characters will instead be tied to this town, trying desperately to defend what they hold dear against a myriad of challenges and foes.

So, in addition to a normal character submission, with a sheet, a background, and a description, I'll be looking for what ties you to this weird town. On this I am prepared to be very flexible, this town should be as much yours as it is mine.
Are you a sorcerous school marm?
A cantankerous cleric with small chapel and a faithful congregation?
A retired warrior seeking to teach those young pups on their way to the crusades a thing or two in your swordsmanship school?
All of the above?

I thoroughly encourage you to go crazy, come up with a family, friends, and relatives, hated neighbors and town drunks. Most of this will be ironed out before-hand with my selected players, but having a solid base to pull from will be a very good thing. I have a host of characters already posted in the campaign info section, but almost all of them are mutable, if you want your character to own the best tavern in the town, it's yours. More detailed information on Grundy is available in the campaign info section as well.

Character Creation:

Characters will be built at third level.

No evil alignments please, I'm looking for some heroes here.

Stats will be rolled in the recruitment thread, 4d6 drop the lowest with 1's being rerolled. Roll six times, and if you're unhappy with your first set you may roll again.

Standard races are preferred, but any race of 15rp or under will be considered if there's a good reason for them being in town.

Anything Paizo is acceptable, but no playtest materials please, and no third party materials.

I like to do hit-points a little wonky. Max hit die at first level, and then roll the following. D6 HD = 1d6, D8 HD = 1d6+2, D10 HD = 1d6+4, D12 HD = 1d6+6. So if you're a Rogue with a D8 hit die, you would roll 1d6+2 at each level past first, if you're a Fighter it's 1d6+4, easy.

Two traits from anything Paizo, and one drawback is allowed.

Characters will each start with 1,500 worth of gear and equipment, and will receive several hundred gold worth of “background” items (i.e. if you own a forge, a house, or a business those will be included). We'll work out the specifics if your character is selected.

I will be looking for a party of 5 people who can post at least once a day. I'm running recruitment until Friday 3/7.

I really hope this is an idea people can get behind, and I just bet it'll be a lot of fun!

If anyone has any questions just ask!


I keep telling myself that I won't dot anymore recruitment threads, but dang it, you GMs keep throwing out APs and cool homebrew concepts! Consider this a dot for tentative interest (have one or two submissions for other games pending) and I've already got a very basic (by basic I mean class) character concept >.>


Also very much dotting for interest. Have a cool idea, but I am looking for the town infos?


Sounds fun lets dot and see if my concept get approved =^^=


@Helikon - Looks like the town/NPC info is under the Campaign Info tab at the top of the thread :)

Scarab Sages

dotting for interest


^Found it thanks!

Scarab Sages

1: 4d6 ⇒ (1, 4, 3, 4) = 12 so a 14
2: 4d6 ⇒ (2, 1, 1, 1) = 5 so a 15
3: 4d6 ⇒ (6, 4, 4, 3) = 17 so a 14
4: 4d6 ⇒ (6, 2, 4, 3) = 15 so a 13
5: 4d6 ⇒ (2, 5, 4, 3) = 14 so a 12
6: 4d6 ⇒ (2, 5, 5, 1) = 13 so a 13
reroll1: 1d6 ⇒ 6
reroll2: 3d6 ⇒ (5, 4, 6) = 15
reroll3: 1d6 ⇒ 3
Are we using ultimate campaign rules for buildings? or If say i wanted to run a tannery or apothecary would it be considered 'one of that building'? And yay for being able to have a family. I had sent you a question via pm let me know if its okay if not i have a secondary idea. thanks in advance.


4d6 ⇒ (3, 3, 2, 4) = 12
4d6 ⇒ (6, 3, 2, 3) = 14
4d6 ⇒ (6, 1, 6, 2) = 15 1d6 ⇒ 4
4d6 ⇒ (4, 4, 1, 6) = 15 1d6 ⇒ 5
4d6 ⇒ (4, 4, 5, 4) = 17
4d6 ⇒ (2, 5, 1, 6) = 14 1d6 ⇒ 6


Ultimate Campaign will be used as a guide, but ultimately the actual gold amount of your establishment/home isn't super important. As long as it's within reason of course.


Ok thanks lady luck. She tells me not go for rolling dice!


Don't forget to re-roll 1's.

Scarab Sages

the hp rule is with con bonus as well I assume?

Scarab Sages

Hmmm...

I'd like to play a young character, but I'd like to have permission to use a PC class instead of an NPC class. My character's tie to the town would be, y'know: "Hi, I'm a kid that lives in this town." I'd probably want to play a character between 10-14 years old. Given my love for pickpockets and thieves of all sorts, I may end up gunning for the Rogue class. Sorcerer is also an option.

If I'm selected, I can do once a day; but on the weekdays I may not be able to post more than that. Thursday-Sunday I can post a few more times per day.

Rolling stats!

4d6 ⇒ (3, 6, 3, 5) = 17
4d6 ⇒ (1, 6, 3, 2) = 12
4d6 ⇒ (4, 1, 4, 3) = 12
4d6 ⇒ (3, 4, 1, 5) = 13
4d6 ⇒ (6, 6, 3, 5) = 20
4d6 ⇒ (5, 5, 6, 3) = 19

So, let's see... That's...

14, 11, 11, 12, 17, 16. Those are pretty respectable stats before racial modifiers. I'm content with these rolls.


TheNine- It is, everything added as normal to HP, feats, traits, constitution mod, all of that.

Amir- Playing a kid is fine, 10 and up.

Scarab Sages

my concept will be an Aasamar cleric/sorceror with his pregnant tiefling wife. Im sure she has a class or something wont matter due to her... condition. I will look into building some form of apothecary since the wifes idea of a 'house of ill repute' got vetoed by the hubby. Have we lived in the town long? I sort of have pictured in my head the couple recently 'retiring' there so to speak, been there a year or two at the most. is that a feasible enough rough draft?


So:
10.12.16.15.13.17

Want to play a drow. Tied to one of the older races in the town. Adopted by one of the families. Details will follow.

Scarab Sages

hp cleric 1 - max,8+2 sorceror 2d6 + 2 ⇒ (4, 2) + 2 = 8

Scarab Sages

Hm... Since you're making a cleric/sorcerer, that can help me narrow my character options. I'm not swiping sorcerer off the list, since a rogue/sorcerer appeals to me greatly, especially if I can get Arcane Trickster eventually. I love the concept of that class.

(Interestingly, if I made a tiefling kid instead of a human kid, I could get into Arcane Trickster by level 5. That's... tempting.)

I'll go ahead and do Rogue, though I'm actually considering making the kid a Half-Orc and going Barbarian instead. Y'know - the kid's been bullied enough for his/her looks and heritage that they just sort of punch people in the face really, really hard now whenever someone gets uppity. ...I'm going to be seriously considering that.

Any opinions?

Scarab Sages

do it never too much arcane in a party and sneak attack spells are always fun/using spells to buff your self up rogue wise.

Angry barbarians are fun as well.


Im thinking a charisma character. Bard or sorceress.
Basicly a drow that wants to fit in. He knows hes adopted and obviously people know too, but due to racial profiling he gets shunned a lot


Let's go ahead and get stats done while I'm still awake:

4d6 ⇒ (4, 6, 4, 1) = 15
4d6 ⇒ (2, 5, 5, 3) = 15
4d6 ⇒ (5, 1, 4, 3) = 13
4d6 ⇒ (4, 2, 4, 3) = 13
4d6 ⇒ (3, 3, 1, 4) = 11
4d6 ⇒ (1, 2, 6, 5) = 14

Reroll #1 1d6 ⇒ 5
Reroll #3 1d6 ⇒ 6
Reroll #5 1d6 ⇒ 3
Reroll #6 1d6 ⇒ 4

So...15, 13, 15, 11, 10, 15. Not bad! :)

Thinking about a Drunken Master (town drunk!) or perhaps some form of alchemist (maybe Grenadier, works as a demolitions expert?).


The entire 30 year history of the town is fair game, you could have been there as long or short as you wish, though if you haven't been in town long you should have a good reason for protecting it instead of bolting.

Love that Half-Orc rogue variant would go well with some barbarian, but an arcane tricker sounds great too...


4d6 ⇒ (6, 4, 6, 5) = 21 17
4d6 ⇒ (1, 4, 3, 2) = 10 1d6 ⇒ 1 1d6 ⇒ 4 11
4d6 ⇒ (4, 3, 1, 3) = 11 1d6 ⇒ 2 10
4d6 ⇒ (5, 1, 4, 4) = 14 1d6 ⇒ 3 13
4d6 ⇒ (6, 2, 1, 3) = 12 1d6 ⇒ 2 11
4d6 ⇒ (2, 2, 6, 5) = 15 1d6 ⇒ 3 14

Hmmm, my concept would do better with some negative mod stats so I'll roll another set.

4d6 ⇒ (1, 4, 6, 5) = 16 1d6 ⇒ 3 15
4d6 ⇒ (4, 2, 6, 4) = 16 14
4d6 ⇒ (3, 2, 3, 1) = 9 1d6 ⇒ 3 9
4d6 ⇒ (2, 4, 5, 6) = 17 1d6 ⇒ 1 1d6 ⇒ 5 16
4d6 ⇒ (6, 2, 5, 5) = 18 1d6 ⇒ 6 17
4d6 ⇒ (2, 2, 2, 3) = 9 7

Nice, that works better for me! Expect something shortly :)


So what's up with the dice god?

4d6 ⇒ (1, 3, 1, 5) = 10 2d6 ⇒ (1, 2) = 3 1d6 ⇒ 5 13
4d6 ⇒ (5, 4, 1, 5) = 15 1d6 ⇒ 5-->15
4d6 ⇒ (2, 5, 3, 4) = 14 1d6 ⇒ 2 oops wasn't allowed to reroll here --->13
4d6 ⇒ (2, 2, 1, 2) = 7 1d6 ⇒ 6 -->6
4d6 ⇒ (1, 4, 1, 3) = 9 -->12
4d6 ⇒ (5, 4, 1, 2) = 12 1d6 ⇒ 2 -->13

Not very heroic overall so here goes another try:

4d6 ⇒ (2, 6, 3, 4) = 15 13
4d6 ⇒ (5, 6, 5, 5) = 21 16
4d6 ⇒ (3, 5, 6, 5) = 19 16
4d6 ⇒ (3, 2, 4, 5) = 14 12
4d6 ⇒ (6, 5, 4, 4) = 19 15
4d6 ⇒ (3, 2, 3, 6) = 14 12

Guess I can work pretty much everything with these dice. I'll read through all your campaign info and see if I can come up with a cool concept. Alchemist might be fun as it would be a profession right there.


Hit dice 2d6 ⇒ (4, 3) = 7


I'm trying my hand at this

4d6 ⇒ (6, 5, 6, 1) = 18
4d6 ⇒ (2, 1, 4, 4) = 11
4d6 ⇒ (3, 2, 6, 5) = 16
4d6 ⇒ (1, 2, 6, 2) = 11
4d6 ⇒ (5, 4, 6, 3) = 18
4d6 ⇒ (2, 2, 1, 5) = 10

reroll first 1: 1d6 ⇒ 2
reroll second 1: 1d6 ⇒ 5
reroll third 1: 1d6 ⇒ 6
reroll fourth 1: 1d6 ⇒ 2

Oh wow

17
13
14
14
15
9

Good stats. I'll have a concept ready soon.


Okay.
Starsouled Drow Sorceress

Str 12
Dex 12
Con 11
Int 16
Wis 15
Cha 19

Adopted by an elven family. Found her in an open clearing. Her family's bodies sewn across the field. Equipemnt trashed. They raise her. But due to her race and her strange magical abilities she was shunned by most. The only time she felt at ease was at night under the stars. She has a small balcony just for her where she can be herself and enjoy the night sky. She would be one of tje few people who actually saw the meteor and tje initial crash. Hence her eagerness to investigate it.

Well. Thats in short. Will add where needed. She is very young elf though.

Dark Archive

1d6 ⇒ 1 1d6 ⇒ 6 1d6 ⇒ 3 1d6 ⇒ 4 re-roll 1d6 ⇒ 3 total = 13
1d6 ⇒ 5 1d6 ⇒ 1 1d6 ⇒ 6 1d6 ⇒ 6 re-roll 1d6 ⇒ 6 total = 18
1d6 ⇒ 2 1d6 ⇒ 3 1d6 ⇒ 4 1d6 ⇒ 5 total = 12
1d6 ⇒ 1 1d6 ⇒ 1 1d6 ⇒ 2 1d6 ⇒ 4 re-roll 1d6 ⇒ 5 re-roll 1d6 ⇒ 4 total = 13
1d6 ⇒ 3 1d6 ⇒ 3 1d6 ⇒ 1 1d6 ⇒ 6 total = 12
1d6 ⇒ 1 1d6 ⇒ 1 1d6 ⇒ 5 1d6 ⇒ 6 re-roll 1d6 ⇒ 6 total = 17

Str 13
Dex 18+2 = 20
Con 13-2 = 11
Int 17+2 =19
Wis 12
Cha 12

Elf (Magus - Kensai, Bladebound Archetypes)

Working on the background.

Scarab Sages

Let's see... I'm throwing up a rough character outline for each; I'll finish the sheet of whichever character you folks thinks would be a more fun choice for the group. The backstories for each will be similar, too.

These character sheets are in a rough state. I'm still undecided between which I like. Brock (the half-orc) would be a standard Barbarian/Rogue Intimidate-focused scary guy that gets easy sneak attacks on scared folks; he's a brute force kind of guy. Amelia (the tiefling) will be headed in the direction of becoming an Arcane Trickster and will be more stealth and cunning oriented. She'll be capable of being the party trapmonkey whereas Brock won't.

The background is pretty straightforward for both characters, whichever one I pick. These are orphans, and they've grown up on the mean streets having to steal and scrape for scraps (when they're not begging or getting food from the local church). Brock has dealt with his lot in life by baring with the punishment he's had to endure... and then beating the crap out of those he could. Amelia has dealt with her problems by using her inborn magic and agility to rob people blind and sneak away from bad fights. This will affect how I play them, too; if I pick Brock, his first instinct will be to bare his teeth and snarl, then get ready to fight. If I pick Amelia, I'll be playing a more cunning, evasive character that tries to avoid conflict.

One thing I'm considering, if allowed: Since they're both orphans and are about the same age, I'd like whichever character I don't pick to be a friend of the other - a friend that died, perhaps. This gives the other kid a reason to want to do something about what's happening in town instead of just getting out while they still can.

I've chosen True Neutral as an alignment for now, but I'm tempted to go with Chaotic Neutral or Chaotic Good instead. I'll wait and see.

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

Brock - Young Half-Orc Barbarian (Invulnerable Rager) 2, Rogue (Thug) 1

Spoiler:
True Neutral

Strength: 17
Dexterity: 16
Constitution: 14
Intelligence: 12
Wisdom: 9
Charisma: 11

BAB: 2
Saving Throws: Fort - 5, Reflex - 5, Will - -1

Traits: I haven't decided yet.

Racial Traits: Small (Young), Intimidating (+2 Intimidate), Toothy (Secondary Bite 1d4), City-Raised (+2 Knowledge: Local, Proficiency with Whip and Longsword), Darkvision 60 ft.

Level 1: Power Attack; Fast Movement, Rage
Level 2: Rage Power (Intimidating Glare), Invulnerability
Level 3: Weapon Focus: Flail, Heavy; Sneak Attack +1d6, Frightening

Attack: Heavy Flail +7 (1d8+4) OR Bite +6 (1d4+1)
Full Attack: Heavy Flail +7 (1d8+4), Bite +4 (1d4+1)
Attack (Raging): Heavy Flail +9 (1d8+7) OR Bite +8 (1d4+2)
Full Attack: Heavy Flail +9 (1d8+7), Bite +6 (1d4+2)

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

Amelia - Young Tiefling Rogue 2, Sorcerer (Sage Bloodline) 1

Spoiler:
True Neutral

Important: The Sage bloodline makes Amelia's sorcerer abilities operate off of her Intelligence score, not her Charisma score. I was originally going to make her a Crossblooded Inferal/Sage sorcerer, but that... seemed like a very bad idea, as it further limits how many spells my character would have.

Strength: 9
Dexterity: 20
Constitution: 10
Intelligence: 19
Wisdom: 9
Charisma: 12

BAB: 1
Saving Throws: Fort - 0, Ref - 7, Will - 2

Traits: Student of Philosophy (Use INT instead of DEX to persuade others with Diplomacy or lie to others with Bluff), Motherless (+2 to Bluff and Disguise checks to seem sickly, injured, or weak in some way)
Drawback: Nervous

Racial Traits: Small (Young), Fiendish Resistance, Skilled (+2 Bluff / Stealth), Darkness 1/day, Darkvision 60 ft., Prehensile Tail

Level 1: Grasping Tail, Sneak Attack +1d6, Trapfinding
Level 2: Evasion, Rogue Talent (Fast Fingers)
Level 3: Spell Focus (Shocking Grasp), Bloodline Power, Cantrips, Eschew Materials

Ranged Touch Attack: +7

Spells:
Cantrips - Jolt, Mage Hand, Open/Close, Prestidigitation
1st Level - Shocking Grasp, Infernal Healing


I personally like Amelia more. Someone my char can maybe bond with. Since both are feeling like outcasts. Even big sister roll since she is a sorceress herself

HP: 6 + 2d6 ⇒ 6 + (2, 1) = 9

Well then. Lets hope nothing bigger than a 1d6+str hits me... T_T


If you need a profession: astronomer/astronomy


Presenting Borgmurch the Exterminator, goblin ranger and local entrepreneur.

Background:

For a coin some sewer rats!
Birds are two and so are bats!
If they bite I ask for more
Wolves will cost you three or four!
A giant spider be a juicy fee
I barking dog I do for free!

Borgmurch was born among the Ratskinners, one of the lesser goblin tribes in the Echo Woods on the border between Numeria and the River Kingdoms. Great Chief Ronk Earmuncher the Eleventieth often told the him and the other younglings about his great deeds in the Goblinblood wars down south in Isger, where he rode a giant worg named Bloodfang and killed many Hobgoblins of the Bloody Gauntlet clan. Unfortunately, the hobgoblins had short memory, and had no idea of how fearsome Chief Earmuncher was, and kept making raids on Ratskinners, on the Pondhoppers who lived down the hill and other smaller tribes.
Borgmurch didn’t quite like living as a slave of the hobgoblins. It became pretty clear that Bloodfang, Chief Earmuncher’s worg, wasn’t coming back, and so the Chief could not defend them. His others brothers and sisters were slow and dim-witted. Not at all like Borgmurch, who could in a single afternoon hunt up to eight rats! (once he hunted ten, actually. But goblins only have eight fingers so his record remained eight).

The young goblin decided to leave, and after some wandering he ended up in Grundy. He snuck in past the palisade and settled down in an abandoned shack.
Not knowing much about life among humans, to eat he started doing what he did best: hunting rats. Town rats had different tails, but tasted a bit better than their countryside counterparts.
It took only a few weeks for the humans living near Borgmurch's dwelling to notice a much welcome decrease in the rat problem around the neighbor. They thanked Mayor Grundy for it.
A bit surprised, Grundy asked Letka to investigate and she found Borgmurch happily feasting upon a dozen freshly captured rats.
After an initial moment of suspicion, it was easy to hire him as an exterminator. Such a mighty title very much appealed to Borgmurch, who enjoyed his job and newfound sense of accomplishment. He is a proud goblin and a successful businessman now, chasing rats and racoons in town; and hunting wolves, foxes, and crop-eating rodents in the outskirt farms. He is the silent king of gutters, hidden corners and scrubs in and around town.
Beware, pests, for here comes the Exterminator!
Ah! Suck on that, Chief Earmuncher!

Personality:

Borgmurch is as happy as a goblin can be. He now lives in a large suburban mansion (a wooden shack just outside of Grundy), and in addition to the shiny coins, food and equipment that the clients pay him, he also gets to keep what he hunts for his own meals! That a great deal, if you ask him. Usually you have to give what you hunt to the ones paying you, but humans aren’t quite as smart as everyone thinks (especially those Velsiykes fools), they still have to figure out how economy works.
He sees most goblins still living in the nature as poor underachievers who the mighty Barghest-gods didn’t bless as they did to him. He does not despise them nor hates them, but most likely pities them and acts condescending. He believes himself to be a part of society on even ground with humans, something that sometimes gets disputed by a human not quite happy with the goblin’s manners.
He still does not like hobgoblins, but now he knows they will think twice before attacking him. Well, probably they would. He still hasn’t picked a fight with one. Doesn’t really like that the town tavern is called the Hungry Hobgoblin, though, and during nighttime he vandalized the insignia twice already. Lekta probably knows it was him, but so far has let it slide.

Appearance:

IMAGE
Borgmurch is a pretty standard goblin, with skin is the color of stagnant sewer water and eyes the color of black cherry juice. He keeps a mold-like stubble on his skin and has large hairs growing out of his huge ears.
He would stand around 3 feet tall… but he doesn’t stand very often, he usually squats, lurks or hunches over. He may be a bit fatter than his nature-dwelling counterparts, the result of a steady diet of rats, vermin and plenty of high-quality garbage, but he is as fast as the best child of Lamashtu. With a nasty, never-quite-healed scar on his forehead (courtesy of many tree branches just a bit too low) and big, pointy teeth with healthy chunks of previous meals comfortably lodged in there, he is the perfect portrait of a successful goblin.

His clothes are of better quality than the average goblin: most of them were designed for halflings or gnomes. Over the course of the years they completely lost their color under mud and dirt, but the tough fabric still keeps them more or less together. Borgmurch carries with himself a variety of weapons, notably a bow and several blades. He also usually sports a trophy from his last job, like a necklace of dire rats’ ears or a fox’s tail tucked in his belt. This trophies never last for long, he usually ends up losing or eating them during his next assignment.

Crunch:
Borgmurch the Exterminator
Male Goblin Ranger (trapper) 3
N Small humanoid (goblinoid)
Initiative +6 ; Senses Perception +10, darkvision 60 feet

================
Defense
================
AC 19, touch 16, flat-footed 14 (+5 dex, +3 armor, +1 size)
HP (3d10+6)
Fort +5, Ref +8, Will +2
Special defenses trapfinding +1

================
Offense
================
Speed 30 feet
Melee mwk horsechopper +6 (1d8+1, x3) or dogslicer +5 (1d4+1, 19/20x2)
Ranged mwk composite longbow +11 (1d6+1, x3)
Special attacks favored enemy (animals +2)

=================
Statistics
=================
Str 13, Dex 21, Con 14, Int 13, Wis 14, Cha 7
BA +3; CMB +3; CMD 18

Feats: Endurance, Point-blank Shot, Precise Shot, Rapid Shot
Skills: Acrobatics[1]+6, Climb[2] +6, Craft (traps) [3] +7, Disable Device[2] +10, Handle animal[1] +2, Knowledge (nature) [1] +5, Knowledge (dungeons)[1] +5, Knowledge (geography)[1] +5, Knowledge (local)[2] +3, Perception[3] +10, Stealth[3] +17, Survival[3] +10/+11, Swim[1] +5
Languages: Common, Goblin
Traits: ambush training, color thief
SQ: goblin traits (small size, darkvision, fast, city scavenger), wild empathy +1, track, favored terrain (urban/forest???)

===========
Gear:
===========

Explorer’s outfit
Mwk composite (+1) longbow [400 gp]
40 arrows, 10 blunt arrows, 5 cold iron arrows, 5 silver arrows [13 gp]
Mwk studded leather [175 gp]
Dogslicer [8 gp]
Mwk horsechopper [310 gp]
Dagger x 2 [4 gp]
Ranger’s kit [9 gp]
Mwk trapmaking tools [50 gp]
3x tripwire trap [15 gp]
Bear trap [2 gp]
Signal whistle [1 gp]
Potion of cure moderate wounds [300 gp]

213 gp left

Scarab Sages

when it comes to purchasing of gear and things, if we get a wand are we required to buy a full one? or can we go 1/2 or 1/4 on the charges?
Do you have a limit of how many crafted goods we have on hand if we have crafting? I am planning on having my charector and his wife run an alchemy shop/apothecary/poison shop (the poison is something the wife dabbles in, i dont intend for Him to know of it.) Would it be possible to say have a stock on hand for sale in the store or should i wait to see if I make it to selection to worry over some of that stuff? Actually i think i answered my own question. I will get basic gear and leave a lot of gold sitting back and equip myself if i make the cut.
background and crunch incoming.

Scarab Sages

Here is Celen, Aasimar cleric of Milani sorcerer
I will have his background and loose figures on his teifling wife, their 3 year old little girl and why they are in and will remain in Grundy in a few hours... Need a nap after work >.>

crunch:

Male Aasimar Cleric (milani) 1, Sorceror (arcane) 2
CG Medium Native Outsider
Init +1 (+1 dex); Perception +5
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14 (armor +4,Dex +1)
hp 20 (1d8+2) (2d6 +con bonus)
Fort +4, Ref +1, Will +8

--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee: Masterwork Arcane bonded Morningstar +3 (1d8+1/20x2)
Ranged: Light Crossbow +2 (1d8/19-20x2) rng: 80 ft
Ammo: 10 bolts, 10 bolts+1
Secondary weapons: Dagger +2 (1d4+1/19-20x2)
--------------------
STATISTICS
--------------------
Str 12, Dex 13, Con 14, Int13, Wis 13, Cha 17
Base Atk +1; CMB +2 ; CMD 13
Feats: Selective Channeling, Brew potion
Skills:(trained) Craft Alchemy +9, Diplomacy +9, Heal +7, Linguistics +5, Proffesion Herbalist + 7, Sense motive +7, Spellcraft+5
Knowledge skills (trained) Arcana +5,Nature +5, Planes +5, religion +5
Traits:Magic Crafter - +1 trait bonus to appraise checks on magical items, +1 to crafter check while magic items
Perfectionists brew: +2 trait on craft Alchemy skills= spellcrafts on potions
Languages: Common, Celestial, Draconic, Infernal

Combat Gear:

Other Gear:
Assets:
--------------------
SPECIAL ABILITIES
--------------------
Daylight (spell like ability) - 1/day (caster level = class level)
Celestial resistance - acid,cold, and electricity resistance 5
Channel positive energy - 3+chr mod a day. (1d6)


Appearance:
Celen is tall and athletic looking, with brilliant sky blue eyes and perfectly bronzish tanned skin no matter the weather. His white blonde hair hangs loosely about his shoulders perfectly straight no matter what he does with it. His smile too is perfect too just the right amount of charm and roguishness to make the men slap him on the back and the maidens heart to race just a little.


4d6 ⇒ (3, 4, 4, 1) = 12 1d6 ⇒ 6 = 14
4d6 ⇒ (1, 2, 3, 5) = 11 1d6 ⇒ 5 = 13
4d6 ⇒ (2, 6, 6, 5) = 19 = 17
4d6 ⇒ (1, 6, 2, 3) = 12 1d6 ⇒ 2 = 11
4d6 ⇒ (4, 1, 3, 6) = 14 1d6 ⇒ 5 = 15
4d6 ⇒ (4, 2, 4, 6) = 16 =14

Wow, some solid rolls. I'll see what I can come up with for a character :)


4d6 ⇒ (3, 4, 4, 3) = 14
4d6 ⇒ (1, 4, 5, 4) = 14
4d6 ⇒ (6, 1, 5, 3) = 15
4d6 ⇒ (4, 3, 6, 1) = 14
4d6 ⇒ (6, 5, 3, 1) = 15
4d6 ⇒ (4, 1, 1, 5) = 11

reroll 2: 1d6 ⇒ 1
reroll 3: 1d6 ⇒ 5
reroll 4: 1d6 ⇒ 1
reroll 5: 1d6 ⇒ 2
reroll 6: 2d6 ⇒ (1, 6) = 7

Repeat for ones rolled
reroll 2: 1d6 ⇒ 3
reroll 4: 1d6 ⇒ 4
reroll 6: 1d6 ⇒ 2

Final stats
11
13
16
14
14
15
workable. I'll see what I come up with.

Scarab Sages

backstory:

Its a story as old as time. Traveling clerical mother and her son wander into a small town at the edge of a forboding woodland, searching for a rare moss as an ingrediant for a potion that his mother was hired to make for some noble in a distant land. The problem was that same rare moss was being farmed by a sadistic evil wizard hiding in an old tower in the woods. He was using the moss in vial concoctions transforming the beasts of the woodlands into mindless beasts. When good and evil meet in a dark forest battle is usually the outcome. Celen's mother drove the evil wizard back to his tower, taking the battle there.
Fate struck then as well, Celen was young, but he was close enough to adulthood that his mother couldnt keep him from following her in. There after the evil man escaped via magic to the uppermost room in his tower they discovered a poor innocent tiefling young woman locked away in the basement. Celen, despite her crimsony purple toned skin claw like nails and tiny horns was instantly smitten with the teen girl. His heart bled when they learned not only was she some tormented prisoner there, occasional forced into vial acts, She was also the evil wizards daughter. His mother bade him go, take the young maid out of the tower and to wait for her at the edge of the forest... only as night fell a large explosion that could be felt a few miles away erupted from the direction of the tower.
Both celen and the young tiefling, (Hepzibah was her name) rushed back to the side to find the tower shatterd, a small crater stood where once the half fallen tower had been, stone and mortar scattered everywhere.
The young Aasimar was devastated, if it hadnt been for the tieflings comfoting presence who knows what would have happened. They waited in town for almost two weeks before they made their way from that sad land. Their wandering took them across the inner sea, Arcane powers rose up in his blood, and the young tiefling and aasimar grew closer and closer together eventually realizing how much in love they were with one another.
They were still traveling the lands wandering like leaves on the wind, when the happened across Grundy when winter weather and the fact Hepzibah was very very pregnant stopped them for the winter. . . and when their first daughter Jyacynth was born, they never left. They set up a small home, gradually adding to it until a small alchemists lab was set up. It seemed like a perfect idea, especially since they both had training from their parents all long time ago. Things seem to be going very well now, The rude glares torwards his wife and daughter have lessened... and Hepzibah is with child again Life couldnt have been more peaceful... then the meteorite hit.

wife and child:

Hepzibah is a a half inch taller than her husband, though she appears even taller when she wears her favorite boots. (they have heels) If it wasnt for her crimson-purple hued skin and horns, men would certainly stare when she walked by. He has a slight green tinge to her very long blond hair that she keeps pulled back in a tight braid. She is full figured and deceptively strong and has a slightly wicked streak her husband has been trying to break her off for years now. She dabbles in making poisons, though not many know of it (including her husband) and is often seen singing in the back of the shop as she does housework... except of course when she is behind the counter when her husband is away.

Jyacynth - Their 3 year old little girl is a precious and unfortunate thing. She has a pinkish tone to her skin, (the obvious mixture between her two parents) but its not just her skin tone that is confused. She has beautiful blue eyes like her father, but her feet end in jet black furry little hooves. Pale curls fall from her head to her shoulders but floppy cute little jet black bunny like ears sprout from her head. Still For the most part she is a happy child, Her parents have kept her from mingling with any of the local children so far, afraid that her... oddities will make her the target of too much cruelty.

Whelp... there it is, I might edit a few things and look over equipment and things. Gear wise im pretty set i think, minus whatever alchemical items i choose to carry on me. Let me know if you see anything that needs edited or changed DM Spacefighters. I look forward to possibly gaming with you all.


Let's see what the roller has in store.....

4d6 ⇒ (5, 6, 4, 1) = 16
4d6 ⇒ (5, 3, 3, 3) = 14
4d6 ⇒ (2, 4, 5, 3) = 14
4d6 ⇒ (1, 4, 6, 5) = 16
4d6 ⇒ (6, 6, 1, 2) = 15
4d6 ⇒ (1, 5, 2, 1) = 9

reroll_1: 1d6 ⇒ 5
reroll_4: 1d6 ⇒ 3
reroll_5: 1d6 ⇒ 2
reroll_6: 1d6 ⇒ 3
reroll_6: 1d6 ⇒ 3

Stats:
16
11
12
15
14
11

Workable..... will have to think about what doing with these...

Scarab Sages

Err, a small typo I just noticed in my post with the rough ideas for both my characters: Under the trait 'Student of Philosophy,' the words "Use INT instead of DEX" should be "Use INT instead of CHA."


4d6 ⇒ (1, 3, 4, 5) = 13
4d6 ⇒ (5, 2, 3, 4) = 14
4d6 ⇒ (4, 4, 3, 6) = 17
4d6 ⇒ (1, 3, 5, 2) = 11
4d6 ⇒ (6, 1, 2, 4) = 13
4d6 ⇒ (1, 6, 3, 2) = 12

Reroll 1: 1d6 ⇒ 6
Reroll 4: 1d6 ⇒ 6
Reroll 5: 1d6 ⇒ 2
Reroll 6: 1d6 ⇒ 3
15, 12, 14, 14, 16, 15

Pretty good, I'll have to think about it though.


Here's my preliminary Background and fluff for my submission. Dr. Alfons Zitter medical professional from Ustalav, family man and small time crook.

Background:

Dr. Alfons Zitter came to Grundy from Ustalav where he had held a position at Leipstedt University. The reasons for as to why Zitter left his academic career behind for the trading enclave in the river kingdoms however are unclear and cause to considerable speculation among the population.
In fact Alfons had gotten into trouble with the local authorities due to his involvement with organized crime in Ustlava. Fearing for himself but mostly for his young family he sought the protection of a geographical distance and a powerful patron in Tommy Two Tongues for whom he had been working in crafting poisons and drugs. Both lucrative side branches of Tommy’s wide spanning business network.
Zitter came to town 4 years ago with his wife and newborn child and set up shop ad practice where the doctor functions as a surgeon and apothecary. While there is talk in town about his past and rumor of illicit dealings with Tommy Two Fingers Alfons and particularly his wife Gabriele have established themselves well in the community and Gabrielle has even been voted into the town council. Alfons has recently begun teaching the towns children basics of biology and mathematics a fact that has gone quite a way to improve his reputation in town.

Personality:

In his heart Alfons is still a man of science. Even if he may have forsaken the prestigious Leipstedt University for a podunk in the middle of nowhere the Dr. is still conducting research on human anatomy and recently began with his first volume on human organs. Much of his research has been conducted in secret self-experimentation a product of which is an odd familiar, a fleshmade little critter he calls Luzifer.
Alfons comes from a lowly uprising having been born in the gutter of Caliphas. The quick and witty youth began to run on the strrets and was raised a scoundrel. However his eagerness to learn and make a name of himself brought him all the way to a position at the University of Leipstedt. Much of his financial baking was earned through the support of friends in high places of the Caliphas who however expected a return on their investment. And while Alfons always sought to live the life of an honest man his tie inns with crime have followed him all the way to Grundy.
Today Alfons, now a family man, wants to leave these fears behind but the situation with Tommy whom he owes many favors, including his nice new home have left him little choice. But not only his shady business partner but also the constant conflict with the law have lead Alfons to become somewhat paranoid. Particularly the relationship to Sheriff Letka Stonebarrow, whom he and Gabriele have befriended, is a delicate one that causes good natured Alfons much chagrin.

Family and home:

Gabriele Zitter is a beautiful (and noticeably younger) woman from Leipstedt. Her charm and ingenuity are responsible for establishing Apotheke Zitter, which carries herbs, tinxtures and other remedies. It is set up in a modest but tidy venue in the village center and frequently visited by travelers, crusaders and Grundy locals alike for its premium quality and excellent service. Besides their small shop the family maintains a respectable home a bit out of town near the woods where they employ two servants. Behind the façade of the friendly young mother and businesswoman Gabriele is quite the sleuth. As early as her teens she has was a successful con artist before she met and fell in love with Albert. Now she knows just how to cover up her husband’s illicit dealings and curry favors around town. She and Alfons have a daughter by the name of Maria who is 5 years old and quite the charmer. The girl spends most of her time with her parents at the shop or at home with Gertrun the maid of the house.


I'm really pleased with everyone's concepts so far, thanks for putting in all the work. It's a ways to go till I'm ending recruitment (maybe too long) but I'm sticking with Friday so people will have some time to come up with even more great ideas.

Amir- Either one looks great, and whichever you decide to flesh out a background for you can definitely have the other as a childhood friend.

TheNine- Everything looks good, I'll let you know!

Airon87- Love the song, everything seems good, I'll let you know!

Alex Mack- Your background is looking great, I'm excited to see in what direction you take the crunch, Alchemists can do so many things.

Seth86- Would help if you fleshed out your characters background a bit (don't know if that was just the outline). Some faces would be nice, describe the parents a bit, maybe specify your tormentors (cause they're probably still around), and maybe describing her sorcerous abilities and how she coped with them.


Dotting.

I had a character made for a terry pratchett guards game I ahve to alter.

I didn't get in and one of the other players pointed me here. Thanks for that. :)

Blah, I suppose I can't convince you to allow a swashbuckler can you? :(


This is Amir, just using a non-PFS identity to post now.

I'm going to wait and see what others post a bit more before deciding which character I use. We don't really seem to have any melee characters whatsoever, so Brock is getting a good look-see from me. We've got two sorcerers (one with a level of cleric), an alchemist, and a ranged ranger posted, and I think someone wanted to play a Magus. So, I'll and see how things look.


Rolling hitpoints:

1d6 + 2 ⇒ (6) + 2 = 8
1d6 + 2 ⇒ (4) + 2 = 6


Was just the outline. But will flesh it out a bit more


4d6 ⇒ (6, 4, 4, 1) = 15*
4d6 ⇒ (6, 5, 4, 4) = 19
4d6 ⇒ (5, 5, 4, 6) = 20
4d6 ⇒ (1, 6, 6, 5) = 18**
4d6 ⇒ (3, 6, 3, 1) = 13***
4d6 ⇒ (6, 3, 1, 6) = 16****

2nd set
4d6 ⇒ (6, 1, 4, 6) = 17*
4d6 ⇒ (3, 2, 4, 4) = 13
4d6 ⇒ (1, 6, 4, 2) = 13**
4d6 ⇒ (5, 6, 1, 5) = 17***
4d6 ⇒ (3, 1, 4, 5) = 13****
4d6 ⇒ (2, 5, 6, 3) = 16

Reroll * 1d6 ⇒ 2
Reroll ** 1d6 ⇒ 2
Reroll *** 1d6 ⇒ 5
Reroll **** 1d6 ⇒ 6

2nd set rerolls
Reroll * 1d6 ⇒ 6
Reroll ** 1d6 ⇒ 1
Reroll *** 1d6 ⇒ 6
Reroll **** 1d6 ⇒ 6

Final Sets:

Set 1: 16,15,17,17,14,18

Set 2: 18,13,12,17,15,14

First set it is.

Scarab Sages

You are the most welcome TarkXT, it seemed almost in a simular vein to that game so i thought you might be interested! Guess who is the reason the daughter for the family I created has sable bunny ears? *lawls* you probably dont have to guess.

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