The Year of Our Lord 1437 Pathfinder RAW PBP (Inactive)

Game Master Michael Johnson 66

Fantasy swords and sorcery in the early Renaissance!


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Profile set up!
Now, for fluff!


Here is Quinlan. I think everything is in order, let me know if it needs to change.


I believe I'm finished now. My background has a lot of historic/geographic/religious references... I added links for the two most obscure references but if there's other stuff you'd like more info on let me know and I'll add more links or an ooc comment or whatever.

My background ends on the assumption that we're taking one of the Prince Henry of Portugal hooks but I can easily tweak that if we go a different way.


Those campaign starts all sound really cool, particularly the Morocco, Underworld, and Rome ones.


littlehewy wrote:
Michael Johnson 66 wrote:
If everyone puts basic combat info like initiative modifier, saving throw bonuses, Perception modifier, and attack modifier and damage dice and modifier for favored weapons and attack spells next to their alias, that would make it really easy for me to make some rolls for PCs when it will help speed things along.

Yes, I've seen this in action too, saves you searching through alias profiles for info. Maybe after you've selected your PCs you could put up a brief guide with the exact info/format you'd require.

Also, that monkey freaks me out a little...

Hahaha! Don't worry, Initiative Monkey has had all his shots and doesn't bite...often... Lol

I will post the info I'd like to see on aliases/posts below:

Next to alias, please attach:
Initiative modifier; AC (include touch and flat-footed please); Saving throw modifiers; Perception modifier; and current/max HP.

If I think of anything else, I will post it, or if anyone has any other suggestions...


Billybrainpan wrote:
I have so many ideas, based on current submissions it looks like a full caster would be good. Im really feeling an irishman I just have nailed down what he does yet.

Sounds good, man! Even if there is already another full caster, in a party of 8, two doesn't seem like too many.


Alexei Orlovsky wrote:

<— full caster... headed for mystic theurge

I’m working on my fluff right now, I should have at least some of it tonight.

Thanks! Looking forward to reading it!


Volreg Sundek wrote:

Profile set up!

Now, for fluff!

crunch looks good! Dang... Picking just 8 will even be hard lol


Quinlan Ifrean wrote:
Here is Quinlan. I think everything is in order, let me know if it needs to change.

Great submission! Thanks, will post my 8 choices around Easter.


Alexei Orlovsky wrote:

I believe I'm finished now. My background has a lot of historic/geographic/religious references... I added links for the two most obscure references but if there's other stuff you'd like more info on let me know and I'll add more links or an ooc comment or whatever.

My background ends on the assumption that we're taking one of the Prince Henry of Portugal hooks but I can easily tweak that if we go a different way.

wow, I'm really impressed with the great references in your backstory. Shows that you are a history buff that will probably really dig this campaign. I did a lot of research for it myself, so I appreciate the obvious commitment to authenticity your backstory shows!


littlehewy wrote:
Those campaign starts all sound really cool, particularly the Morocco, Underworld, and Rome ones.

Thank you! I'm really stoked to get started soon (Easter).


Michael Johnson 66 wrote:

I have 6 more or less complete character sheets submitted, plus two or three cool ideas that haven't been fully statted up yet. Going to give it til Easter then make a final decision, but the 6 more or less complete are:

Lord Perpireen McGibel, GM Panic's sprite investigator psychic detective

Sulayman Hain, Simeon's human fighter cad Jannisarry

Wulfgar Ivarsson, Sariel's aasimar angel kin bloodrager

Giovanna di Domenico, Paddy's aasimar swashbuckler inspired blade
(Still need crunch and fluff)

Toshio Okumura/The Ogon Fox, Keante's kitsune warlock (having trouble with pdf link, could you post crunch andfluff as regular post please?)

Altin Karela, Littlehewy's human archaeologist

Quite a few more fully developed submissions now, which I will scan through and list along with the above 6... Narrowing it to 8 is going to be hard, as all of these ideas have been pretty cool!

Of course, balanced party composition will be a main factor, and players I have GMed for in past PBPs that I know are dedicated will have special consideration (Grimdog, Billybrainpan, GM Panic, etc)...

RPG Superstar 2012 Top 32

Michael Johnson 66 wrote:
littlehewy wrote:
Michael Johnson 66 wrote:
If everyone puts basic combat info like initiative modifier, saving throw bonuses, Perception modifier, and attack modifier and damage dice and modifier for favored weapons and attack spells next to their alias, that would make it really easy for me to make some rolls for PCs when it will help speed things along.

Yes, I've seen this in action too, saves you searching through alias profiles for info. Maybe after you've selected your PCs you could put up a brief guide with the exact info/format you'd require.

Also, that monkey freaks me out a little...

Hahaha! Don't worry, Initiative Monkey has had all his shots and doesn't bite...often... Lol

I will post the info I'd like to see on aliases/posts below:

Next to alias, please attach:
Initiative modifier; AC (include touch and flat-footed please); Saving throw modifiers; Perception modifier; and current/max HP.

If I think of anything else, I will post it, or if anyone has any other suggestions...

CMD and sense motive. I also like to add "active effects: ..." to remind the GM (and myself) when I have buffs or debuffs on. Oh, and a parenthetical note about perception, like "(darkvision)" or "(scent)".


You can't see people's banners in the recruitment thread, but I'll add mine when the game starts (assuming I get in).

@Quinlan- I don't believe you can stack primalist and exploiter (they both trade away arcane bond). I don't know if it makes a difference in your deciding which archetype to keep but, as I stated previously in the thread, most of my early levels will be as an exploiter wizard.


Oh wow, I don't know how i missed that, I will drop exploiter as primalist plays into his background more.


nate lange wrote:
Michael Johnson 66 wrote:
littlehewy wrote:
Michael Johnson 66 wrote:
If everyone puts basic combat info like initiative modifier, saving throw bonuses, Perception modifier, and attack modifier and damage dice and modifier for favored weapons and attack spells next to their alias, that would make it really easy for me to make some rolls for PCs when it will help speed things along.

Yes, I've seen this in action too, saves you searching through alias profiles for info. Maybe after you've selected your PCs you could put up a brief guide with the exact info/format you'd require.

Also, that monkey freaks me out a little...

Hahaha! Don't worry, Initiative Monkey has had all his shots and doesn't bite...often... Lol

I will post the info I'd like to see on aliases/posts below:

Next to alias, please attach:
Initiative modifier; AC (include touch and flat-footed please); Saving throw modifiers; Perception modifier; and current/max HP.

If I think of anything else, I will post it, or if anyone has any other suggestions...

CMD and sense motive. I also like to add "active effects: ..." to remind the GM (and myself) when I have buffs or debuffs on. Oh, and a parenthetical note about perception, like "(darkvision)" or "(scent)".

Yes, CMD and Sense Motive good additions... I also like the idea of adding active effects as well, and special senses.

Scarab Sages

Here is the crunch for Toshio Okumura:

Crunch:

Toshio Okumura / the Ogon Fox
Kitsune vigilante (warlock) 1
LN (NG in vigilante identity) Medium humanoid (kitsune, shapechanger)
Init +2; Senses low-light vision, Perception +1
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +0 (1d4) or
. . mystic bolt (electricity) +0 (1d6 electricity) or
. . cold iron dagger +0 (1d4)
Ranged mystic bolt +2 (1d6 electricity)
Vigilante (Warlock) Spells Prepared (CL 1st; concentration +4)
. . 1st—burning hands, grease
. . 0 (at will)—detect magic, mage hand, message
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 17, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials
Traits Deep Cover, Cooperative Combatant
Skills Artistry (musical composition) +7, Bluff +6, Diplomacy +6, Disguise +6 (+46 to appear as human or as fox; +26 to appear as current identity), Kn Arcana +7, Kn Local +7, Kn Nobility +4, Perform (keyboard) +6 (+8 with mwk organetto), Spellcraft +7, Stealth +6
Languages English, Japanese, Sylvan, German, French, Dutch
SQ dual identity, mystic bolt (electricity), social talent (seamless shapechanger)
Other Gear masterwork studded leather armor, warlock starting spellbook, masterwork organetto (keyboard instrument), cold iron dagger, scholar's outfit, burglar's outfit, 16 gp
--------------------
Special Abilities
--------------------
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Seamless Guise (Ex) Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Mystic Bolt (Electricity) 1d6 (Sp) Sling mystic bolts of energy at your foes. Melee or ranged with range of 30ft, treated as weapon.
Seamless Shapechanger (Ex) Add your seamless guise bonus to the bonus on Disguise checks that you gain to assume the shape of another creature with a polymorph spell or effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.
Fox Shape You can take the form of a fox whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from kitsune to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.

And the fluff is back in this post.


Wheeeee!!!


How do real languages and fictional languages mix in this setting. I currently have mostly real languages but also abyssal and draconic. Do the pathfinder languages see similiar use as in golarion or are they more rare?


Billybrainpan wrote:
How do real languages and fictional languages mix in this setting. I currently have mostly real languages but also abyssal and draconic. Do the pathfinder languages see similiar use as in golarion or are they more rare?

Since I have been GMing this setting, I have observed that the fictional Pathfinder languages see decidedly less use on Earth than on Golarion. That said, outsiders do speak Abyssal (demons), Infernal (devils), Celestial (angels and other good outsiders); demihumans (elves, dwarves, gnomes, halflings, etc) do speak their own racial languages, as do monster humanoids (orcs, goblins, gnolls, etc).

Often, outsiders will address mortals in an ancient Earth language, such as Ancient Greek, Latin, or Sanskrit...


Keante wrote:

Here is the crunch for Toshio Okumura:

** spoiler omitted **...

Way cool! I like your concept, and must admit that I'm curious about how vigilante class works in play.

In my tabletop game in this setting, my friend Ray played one, Sir Tibbar of Lancaster (aka The Ace of Spades), from 1st to 3rd level, at which point he was killed in one round by an unfortunate random monster roll in the Blood Pit of Marrakech (aka the Arena of Death lol)... I almost always design fair content to avoid TPKs,but in a mischievous mood, I placed a very few CR 6 to 8 monsters (including the deadfall scorpion, CR 8, that killed poor Ace of Spades in a single round) among the majority CR 1 to 5 monsters on the random table.


I’m also curious about how you’re doing languages... I took celestial, which I’ll keep as long as it’s an option, even if it’s not going have much game effect (it just fits really well with my concept). I also took some specific creole dialects, like Yiddish (Judeo-German) and Ladino (Judeo-Spanish), but not German or Spanish. I do already have Hebrew (and Aramaic), so if you’d allow anyone fluent in Hebrew and German to use Yiddish (or Spanish with Ladino) I’d switch my languages. I’m fine leaving them as is too (even if they’re less useful) but I thought I’d ask?

edit: you ninja addressed half my question... still curious about Yiddish and Ladino.

Scarab Sages

Michael Johnson 66 wrote:
Keante wrote:

Here is the crunch for Toshio Okumura:

** spoiler omitted **...
Way cool! I like your concept, and must admit that I'm curious about how vigilante class works in play.

Oops! Just realized--I had picked Point Blank Shot for my feat earlier, then changed my mind in favor of Eschew Materials, but I forgot to change it out in my Special Abilities section. But that's why you see Eschew Materials next to Feats in the Statistics section.


Alexei Orlovsky wrote:

I’m also curious about how you’re doing languages... I took celestial, which I’ll keep as long as it’s an option, even if it’s not going have much game effect (it just fits really well with my concept). I also took some specific creole dialects, like Yiddish (Judeo-German) and Ladino (Judeo-Spanish), but not German or Spanish. I do already have Hebrew (and Aramaic), so if you’d allow anyone fluent in Hebrew and German to use Yiddish (or Spanish with Ladino) I’d switch my languages. I’m fine leaving them as is too (even if they’re less useful) but I thought I’d ask?

edit: you ninja addressed half my question... still curious about Yiddish and Ladino.

If a character speaks German AND Hebrew, I will allow them to understand Yiddish, and likewise with Spanish and Ladino.


Is it alright if I don't create an alias until the game starts, assuming I'm selected? If need be I can put my full background and stats together in another post for easy reference.


In the unfortunate encounter described above that ended the short career of the only vigilante I've seen in play so far, I tossed the rest of the party a bone, as a TPK would otherwise require them to start over with new 1st level PCs, and would've been 100% my bad lol... So I had the deadfall scorpion decide to climb out of the arena and go on a rampage in Kasbah of Marrakech after the cleric of Apollo burnt and frightened it with a low level fire spell... Lol


Simeon wrote:
Is it alright if I don't create an alias until the game starts, assuming I'm selected? If need be I can put my full background and stats together in another post for easy reference.

Sure. Yes, please go ahead and put up an easy reference post with your stats and background when u get a chance...


In case it isn't obvious, feel free to read what I post in Gameplay, as it will help immerse you in the setting and might inspire backstory ideas... Just no posting until I invite you to be in the game (on April Fools Day/Easter lol)


I switched out abyssal for Italian.
@MJ - Reading primal magic events in more depth I'm thinking it may be a little clunky for PbP. What do you think? I can easily switch to a vanilla wizard or back to exploiter.


Billybrainpan wrote:

I switched out abyssal for Italian.

@MJ - Reading primal magic events in more depth I'm thinking it may be a little clunky for PbP. What do you think? I can easily switch to a vanilla wizard or back to exploiter.

I agree. If you really like the primal events, we can work it out, but with 8 PCs and PBP, I would recommend making it as simple and easy on yourself (and me) as possible without compromising your concept or enjoyment too much...

Grand Lodge

I'm happy to give you Johann Kaltgeboren, aging shifter. The crunch is in the alias, the backstory is below.

I hope you can find a comfortable seat, because here we go! Long, but hopefully worth your time!

Biography:

In the Year of Our Lord 1378

Once upon a time, in a little mining village named Sulzburg, a young man by the name of Hans Kaltegboren was returning from war. The newly crowned ruler of the Holy Roman Empire, Wenceslas, son of Charles IV, was proving rather incompetent in his rulership and civil wars were erupting across the region. Injured badly from a leg wound, Hans was nursed back to health and sent home, his value as a soldier diminished.

His return to the village of his childhood was sad, however, when he learned neither his parents nor his little brother survived the various battles throughout the Holy Roman Empire. He was forced to learn the brutal trade of mining, which with a bad leg, took nearly all his energy every day and left him with barely enough to eat. Hans grew bitter and resentful at the world.

One day, raising his fists to the sky, he cursed and screamed, "My soul for wealth!". And at that moment, the devil Lucifer appeared to him and offered to make him rich if for seven years he would not cut his hair, clip his nails, bathe, or pray, and wear a coat and cloak that he would give him. At the end, if he survived, then he would be rich and free. If he died during the time, the devil would have him. The desperate miner agreed and the devil gave him a green coat telling him he would find its pockets always full of limitless money and then a bearskin, telling him that he must sleep in it and would be known as Bearskin because of it.

Bearskin set out, and gave much money to the poor so that they would pray for him, and hope the gods would bless him to live out the seven years. After several years, he grew so revolting that he had to pay heavily to get any shelter. In the fourth year, he heard an old man lamenting and Bearskin persuaded him to tell his tale: the old man had lost all his money, did not know how to provide for his daughters and could not pay a crooked innkeeper, so he would be sent to jail. Bearskin paid the innkeeper and gave the old man a purse of gold as well.

The old man said that he would marry him to one of his daughters in gratitude. The oldest ran away, screaming, from the sight. The middle one said he was worse than a bear that had tried to pass itself off as human. The youngest one agreed to fulfill her father's promise. Bearskin gave her half a ring and promised to return in three years. Her sisters ridiculed her at length.

At the end of the seven years, Bearskin found the devil again and demanded he fulfill his promise. Lucifer then proceeded to bathe Bearskin, clip his nails and cut his hair until he was as good as new. Bearskin then demanded that the devil say the Lord's Prayer. The devil warned Bearskin not to push his luck as he has already won their bargain, and disappeared. Clean and with his money, he dressed himself as a fine gentleman and went to the old man's house, where the older sisters served him, and his bride showed no reaction to him. He told the old man that he would marry one of his daughters. The two older sisters ran off to dress splendidly, and Bearskin dropped his half of the ring into a wine cup and gave it to his bride. She drank it and realized that he was her promised groom from many years ago.

They married. Upon realizing who he was and what they gave up, one sister hanged herself in rage and the other drowned herself. That night, the devil knocked on the door to tell Bearskin that he had gotten two souls for the price of one. Hans did not care; by this point he was a cool, heartless man, who cared only for himself, his own money, and his own lust, when he looked at his beautiful bride.

The next day, Bearskin went to remove the bearskin rug after all these years and realized that it was molded to his skin! And soon enough, the hair grew back, the claws grew back, and Bearskin realized to his chagrin that he might have the devil's money, but he would be forever trapped in the guise of a half-bear, half-man. His wife, Ingrid, was not happy with her ugly husband but appreciated the wealth, and honestly feared for her life near him, so dared not leave. Bearskin was mocked and reviled in public, despite his wealth, and forced to take his wife and new son Johann into the Black Forest, to escape the problems of society.

Little Johann spent his earliest years in the woods, in a beautiful house, with his parents. His mother loved him very much; his father was cold, but not cruel. Johann took on the traits of his father; a strange human-like bear with sharp teeth and a blunt snout, and the uncanny ability to sniff out smells and climb trees. But unlike his father-perhaps the influence of the mother- Johann was able to transform back and forth between human and bear-human appearance. As a toddler, he would do so constantly, not even knowing what he was doing.

But this life was short-lived. One day, when the family was out a hunting, a little blonde girl named Goldilocks wandered onto the beautiful house in the woods. As little blonde girls are wont to do, she let herself in and tried out their chairs (smashing Johann's chair in the process), ate some porridge (Johann's was just right), and wrapped it all up by taking a nice nap in Johann's bed. Bearskin and his family came back to the house and found her there, and how she screamed and jumped and ran when she caught sight of his horribleness.

Running back to town, she told her father what she saw, lying a good amount to cover up her disappearance, as Goldilocks was not allowed to leave the safety of the town. The father, Gaston, convinced that something monstrous must have stolen her virginity, flamed the villagers' wrath and led them on a murderous rampage to the house in the Black Woods. "We must kill the beast!" Torches and pitchforks waving in the air, the mob barricaded the doors of the house, locking Bearskin, Ingrid, and Johann inside! With the smoke about to consume them all, Bearskin broke a small window and pushed the three year old Johann out the hole, where he was able to use his bear claws to climb down the siding and hide in the woods!

Johann was alone, and forced to watch his house burn down. He stayed behind a tree all night long, smelling the smoke and death. Eventually, the townsfolk disappeared; never catching a glimpse of him. But Johann was alone, in the Black Forest.

That would have been the end of the three year old skinwalker, but perhaps the Triune God was watching that night, for the next morning, attracted by the smoke, a kindly-hearted old man and woman approached the house. A sound of crying wrenched their hearts, and they look to the noise to see a small strange looking boy with tears running down his face. They were immediately filled with love and compassion and easily put two and two together about what happened to his parents. They gathered Johann up their arms, and with hugs and kisses brought him back to their own humble Black Forest cottage, and raised Johann as their own.

Though poor, the two were loving and kind, and had always wanted a child of their own but never were lucky enough to have one. Johann grew up big... very big... under their care. The old man was a woodcutter, and taught Johann the proper ways to hold an axe and taught him of the woods and tracking animals. The little old woman was a terrific cook and baker, and had special recipes for sugary gummy bears and gingerbread.

Johann got to know other denizens of the woods, too. He was ugly though, and talked extremely loud with little self awareness, and no one loved him like his parents, or even liked him that much. A gnome youth, Rumpelstiltskin, was particularly mean to Johann and would insult Johann for his ugly appearance while parading around in his golden spun clothes. I hate that rich prick, thought Johann every time Rumpelstiltkin would show off another new expensive toy or masterwork clothing.

Johann was a passionate youth, as most are, and would often go to the tall tower in the woods several miles away to stare at the long blonde hair of the maiden Rapunzel, blowing in the breeze. But a guy like me could never get a girl like that...

The years went by and by. Johann had a happy life with his parents, despite teenage angst and bullies, and learned how to be a man, how to be good to others, and follow laws and rules.

Perhaps the happiest day of Johann's life was when his mother, desiring another son, created a boy made of gingerbread and prayed that the gods would bring him life. And the gods, perhaps rewarding this kind soul, did that exact thing! The little boy jumped up and immediately became part of the family. And Johann had a brother! Despite their age difference, the two became fast friends and Johann was a great big brother, teaching Ginger all he knew.

But Ginger was ever a bit of a wild child, and one day just started running and yelling, "You can't catch me!", and was soon out of sight. With his tracking skills and scent ability, Johann followed his brother's delicious smells day and night. Eventually, on the other side of a river, Johann saw something that broke his heart. A wet fox, curled up and sleeping in a den, with gingerbread crumbs on his mouth! Enraged, Johann swiped his claws at the fox and killed him. Other signs about the den made it clear; his brother was dead, brutally murdered by this evil fox.

Further investigation showed that the fox was a wanted criminal; known far and wide as a serial killer; an arsonist who would light his tail on fire and run through grain fields; a felon who stole cheese from birds, and a terrorist who would wreaked havok on the forest's mice kingdom. Johann's status grew immensely, and others in the woods came to respect the teenage boy. Rumpelstiltskin bought him a nice set of masterwork armor, and Rapunzel even looked down from her tower and winked!

But his parents were crushed with the loss of their gingerbread son, and being very old at this point, never recovered. His mother died first, refusing to eat, and Johann's father died next, from sadness. He was alone again, at the age of 18.

But Johann stayed in the woods, in the cottage where he grew up, as the Black Forest was his life. He continued on as a woodcutter, and after the business of the fox, the creatures of the Black Forest would often approach Johann for help with their problems. Johann grew to be a protector, of sorts.

There was that one incident with the seven dwarves. They were saddled with an obsessively-compulsively clean tenant who kept unnecessarily straightening their hovel and making it impossible to find anything. Johann scared her away easily enough.

Of course there was the situation with the three pigs, three little brothers who were being terrorized by a big and bad wolf. The blasted canine kept knocking over their houses with gusts of wind. That was a tricky case, as the wolf was fast and left few tracks. Johann got him in the end though. The wolf slipped up by dressing up as a grandma to ambush a little girl with a red hood, and trapped himself in a small little cottage. Alerted by the little girl, Johann rushed into the house, keeping the exit blocked all the while, and ended the wolf's life. The young girl was very grateful and spread Johann's name far and wide, and the grandma, it turns out, was quite beautiful for her age. She was VERY grateful. She was grateful many times, in fact.

So life passed well for Johann, for many decades. He was a protector of the Black Forest, and people appreciated him. He was still as ugly as ever, but his strong morals won everyone over in the end. Ah... except Rapunzel. Ever was Rapunzel in her tower, long blonde hair blowing in the wind. Ah, Rapunzel. The untouchable.

As these things go, Johann grew older and grumpier. He would still never say "no" to someone in need, but it seemed to him that after so much time in the Black Forest, he was starting to be taken for granted. He would no longer get a word of thanks, let alone some of the more fun types of rewards, after pulling kids out of trouble and killing murderous foxes and wolves. The kids these days, this new generation... No respect, never listening to his wisdom. Always playing in his lawn. He was starting to grow tired of the life as forest guardian and wondering what else could be out there for him in the wide wide world.

The Case of Hansel and Gretel is what ended up pushing him out. Two village brats wandered off in to the woods, as every child from Sulzburg eventually seemed to do. These two made the mistake of running into the hag Grindle, an old miserable witch who liked nothing more than a couple of kids to cook. Johann had watched her carefully for years, but never took any action against her, as Grindle was more or less well behaved, and kept to herself. But these two brats walked right to her house and started eating it! Yes, the house was made of candy, but that is rude. Grindle, not being able to help herself, asked them inside and was heating up the fire when Johann arrived and straightened the situation. The two kids, though, wanted to stay so they could continue to eat the witches goodies and the house! And in a fit of petulant anger, the boy reached back and then socked Johann right in his bear-snout, and ran off laughing, his sister following him in a fit of giggles.

I am too old for this. The world out there, I have never seen it. I need to know more, see more, before my life dwindles away. I'm sure there are people out there who would appreciate my help, unlike those remaining in these woods.

So with a renewed spirit, and a desire for adventurer, Johann packed up enough belongings to travel and hit the road, heading west toward France. On the road out of the Black Forest, he looked back. The trees; the shrubs; the swamps; the rivers; the lakes. He would miss it. Rapunzel's tower still stood in the middle, her hair now trailing white in the wind.

Maybe I'll see you in the next life, Rapunzel. With a sigh, Johann says goodbye, and heads out into the unknown world.

In the Year of Our Lord, 1437.

Appearance and Personality and Party Role:

Johann is a wildman. When in human form, his long black hair, tinged with grey, curls around his shoulder, and his thick chest hair curls out from his armor. But honestly, Johann is only in human form when dealing with humans. He almost always stays skinchanged... In this form, he stays on two legs, but hunches over as if his body just desires to be on all fours. His face is a twisted mix between a human and a bear, with intelligent human eyes combined with ferocious teeth and a bear-like snout. Thick skin and hair covers Johann's body, and long claws emerge from his finger tips.

Johann wants nothing more than to fully become a bear. His skinwalker heritage has brought him close, but by embracing the way of the shifter, Johann hopes that soon he will be able to make a more powerful transition. He is a good-hearted person, who believes in rule of law and of sentient beings being good to each other, but he is not exactly suave in his social dealings, and he allows himself little time to practice at it either, spending close to none of his life in civilization. Those who get to know Johann though, see him as a dedicated friend and someone who will lay down his life for those weaker than he.

Johnann talks in a big booming voice. He is not quite cognizant of how loud he must sound; kind of a mix between the Tick and that really loud talker from Parks and Rec.

Hopefully Johann will function as tank, with a decent though not stellar AC and a very large HP pool.

I would love to be in your campaign! I am an active poster, and I am a GM also, so I understand the amount of time you are putting into this.

RPG Superstar 2012 Top 32

So, I’m going to go ahead and withdraw Alexei... I totally get giving preference to players you’ve gamed with in the past (I typically do that too) but I’m personally not super into playing ‘exploiter wizard B’. I know our flavor is pretty different but in terms of function they’re extremely similar.

If I have the time and energy maybe I’ll look at putting together the orcish pit fighter or one of the other ideas I had.


@Nate Lange - Oh man I really don't want you to feel like I'm preventing you from applying. Your character concept seems awesome. I figured since you were heading towards mystic theurge we would be different enough. If it is okay with MJ I can submit a different character.

@Mj - Yeah that's what I was thinking. I'll switch him over. Shouldn't change too much in the fluff.

RPG Superstar 2012 Top 32

No, play what you want to play.

Entering MT as Wizard 5/Inquisitor 1, he would have always played like an arcane caster, he just would have had some extra utility from his divine side (which has the most arcane-like list of any divine class).

I’ve got other ideas, I’ll just have to try to find time to work on something.


Johann Kaltgeboren wrote:

I'm happy to give you Johann Kaltgeboren, aging shifter. The crunch is in the alias, the backstory is below.

I hope you can find a comfortable seat, because here we go! Long, but hopefully worth your time!

** spoiler omitted **...

so much awesome in your backstory! Love it! Haha--Little Red Riding Hood's hot grandma was grateful many times lol...


nate lange wrote:

So, I’m going to go ahead and withdraw Alexei... I totally get giving preference to players you’ve gamed with in the past (I typically do that too) but I’m personally not super into playing ‘exploiter wizard B’. I know our flavor is pretty different but in terms of function they’re extremely similar.

If I have the time and energy maybe I’ll look at putting together the orcish pit fighter or one of the other ideas I had.

Fair enough. I liked your other ideas quite a lot also.


2 people marked this as a favorite.

With so many really cool submissions, I have a tough task ahead. Might even consider running two tables so I can give more than just 8 of these awesome submissions a chance to play in my world...


Michael Johnson 66 wrote:
With so many really cool submissions, I have a tough task ahead. Might even consider running two tables so I can give more than just 8 of these awesome submissions a chance to play in my world...

That's the best news I've heard all day :)


littlehewy wrote:
Michael Johnson 66 wrote:
With so many really cool submissions, I have a tough task ahead. Might even consider running two tables so I can give more than just 8 of these awesome submissions a chance to play in my world...
That's the best news I've heard all day :)

Hehe! Thanks! If I do this, I would require the two tables to choose two different start points, and over time, attrition due to character death or player loss of interest (or inevitable RL issues) will no doubt reduce the two parties until they meet up and join into one big party again, as both are drawn into conflict with the Big Bad Evil Guy...

Right now, and I might rethink this, I think if I did run two tables, I'd reduce each party to 6 again, for a total of 12 accepted participants. Slightly less chaos than 16 lol...


2 people marked this as a favorite.

I have decided to go ahead and run two tables simultaneously. 12 PCs will be chosen and divided into two balanced parties, which will start at different start points.

The thread is already up, and is called Year of Our Lord 1437 Table 2.

Grand Lodge

I think that is awesome! Great storytelling potential here.


Johann Kaltgeboren wrote:
I think that is awesome! Great storytelling potential here.

Thanks! I think it might turn out to be pretty epic, actually...and I like the idea of using more if this sandbox I've developed! So much content a GM might flesh out never gets explored by the players in many cases...


Alright, here's the final version of Sulayman.

Stats:
Sulayman Hain
Human fighter (cad) 1 (Pathfinder RPG Ultimate Combat 45)
CN Medium humanoid (human)
Init +5; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee gladius +5 (1d6+1/19-20)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 16
Feats Agile Maneuvers, Weapon Finesse, Weapon Focus (gladius)
Traits betrayal of trust, bloody-minded
Skills Bluff +7 (+11 on checks made to conceal or deny your infidelity), Intimidate +6, Perception +1, Sleight of Hand +6
Languages English, Turkish
Other Gear studded leather, buckler, gladius[UC], backpack, bedroll, belt pouch, flint and steel, mess kit[UE], soap, waterskin, whetstone, 250 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB

Background:

Born in Armenia to a family he does not remember, given a name he does not know, Sulayman was taken by the Ottoman Turks to become a janissary. From the young age of seven, his young life was hard from its outset. Cultural conversion began as soon as he was recruited, which he didn’t take well to. Religious conversion began at ten, which he did not enjoy either. He began to see how meaningless culture and religion was to people, a commodity to be traded, one faith for another. His bitterness began then, a feeling that would persist for nearly all of his life. At twelve, training began and that he enjoyed. Learning how to fight brought him happiness, the rush that came from winning a sparring match was a brief reprieve from the harsh reality he lived in. However, as time went on and discipline began being prized above all else, he fell behind. His dirty tricks were frowned upon, and he found himself being more and more harshly disciplined. His bitterness grew and festered, and he developed a hatred of the sultanate that had tried to brutally ensure loyalty. His fate was not as a janissary, that much he knew. Time passed, and as the sultanate grew in ambition, so did the demand of troops for war with the Byzantines. In a particularly brutal battle against the Byzantine Empire, Sulayman could not stand it anymore. He fled from battle. Once the fighting subsided and he was found out, he was branded a traitor, his last name stripped of him and replaced with Hain, meaning traitor. He was dishonourably discharged from the janissaries, to his great joy. He wandered the Mediterranean, taking odd jobs where he could until ending up in Rome, where he became an underground pit fighter. There, his dirty tactics and need for freedom was satisfied.


If you are still considering applicants here is

Rathe Trubiano:

Rathe Trubiano
Male human sorcerer 1
CN Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +1, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron light mace +3 (1d6+3) or
silver sickle +3 (1d6+2) or
spear +3 (1d8+4/×3)
Ranged javelin +1 (1d6+3)
Special Attacks claws (2, 1d4, 5 rounds/day)
Sorcerer Spells Known (CL 1st; concentration +3)
1st (4/day)—color spray (DC 13), shield
0 (at will)—detect magic, ghost sound (DC 12), prestidigitation, read magic, spark[APG] (DC 12)
Bloodline Draconic
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 12, Wis 12, Cha 15
Base Atk +0; CMB +3; CMD 14
Feats Eschew Materials, Skill Focus (Knowledge [planes]), Toughness
Traits magical knack, unintentional linguist
Skills Appraise +5, Knowledge (arcana) +5, Knowledge (planes) +5, Linguistics +3, Perception +5, Spellcraft +5
Languages Abyssal, Draconic, English, Italian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Other Gear cold iron light mace, javelin (3), silver sickle, spear, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 21 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (5 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Background:

Rathe was born in the city of Naples in the year 1420. His father was a dockmaster and black marketeer. Even more damning, both he and Rathe's mother were members of the Church of Lucifer. Rathe grew up looking nothing like his father, particularly his red hair, a fact which fueled the gossip mills of the harbor. Rathe discoverd the truth about his parents three years ago when the dragon attacked. His parents expected him to be accepting, they even called it his destiny, but in a fit of rage he left them. Rathe survived the destruction of the city and doesn't care about the fate of his parents. They are dead to him. He has worked as a young mercenary these last few years, but recently he has begun to have nightmares. In these nightmares he speaks different languages (Draconic and Abyssal) and has come to understand these languages although he really does not know what the languages are exactly. By talking in draconic just the right way he has been able to generate magical effects and has spent most of the money he earned as a mercenary to get some rudimentary training.


Sorry this took a while, as life has been a little hectic!

Description:
Volreg is a Spaniard with tan skin and sandy brown hair, usually fairly short and unkempt and striking green eyes. With a slender build and some muscle, the man doesn't seem too impressive at first glance, yet seems to be somewhat agile on his feet and travels well with caravans. Dressed in whites and browns and unlike other, heavily armed travelers, seems to only carry a dagger on him, and tends tends to have a scarf made by his mother worn around his neck or shoulders. While seeming somewhat carefree, Volreg tries his best to work hard at whatever task he has set off to do.

Backstory:

Volreg grew up in the back country of the Spanish plains, helping his family tend the wheat fields, apple orchards, and grape vines. Occasionally, he and his father would travel to Seville for new tools and clothing while hearing of rumors of oppression towards the south. As simple farmers, this didn't bother Volreg all too much, as while it did sound horrible, his family wasn't involved with what was happening. As an adult, the hearty young man kept on helping his father, and was able to travel to Seville alone for trade. During an eventful, and profitable trip, Volreg caught wind of business prospects in Rome, which could bolster the trade of his family's farm, and after getting permission to take leave, began his journey east.


Simeon wrote:

Alright, here's the final version of Sulayman.

** spoiler omitted **

** spoiler omitted **...

Very cool!


Kertuffle wrote:

If you are still considering applicants here is

** spoiler omitted **
** spoiler omitted **...

Thank you, looks great! Will be announcing the chosen PCs around April 1st or right before.


Volreg Sundek wrote:

Sorry this took a while, as life has been a little hectic!

** spoiler omitted **

** spoiler omitted **

Thanks, looks great!

Grand Lodge

African Witch:
Mwikali
Changeling Witch(tatterdemalion)1st Neutral
Hgt. Wgt. Hair: Black, with strands of White,Blue, Orange and Gray Eyes: One Blue, One Brown Skin Tone:Black
Diety: Languages:English,Kanuri, Arabic
Str:12 Dex:13 Con:10 Int:16 Wis:13 Ch:16
HP:6
Init: +1 Speed:30ft.
Fort:+0(+0+0(Con))
Ref:+1(+0+1(Dex))
Will:+3(+2+1(Wis))
BAB:+0
Melee:+1
Ranged:+1
CMB:+1
CMD: +12[10+0(BAB)+1(Str)+1(Dex))
AC:13[10+2(natural)+1(Dex))
Armor/Defensive Items:
Claws:+1 1d4+1 S&P
Dagger:
Spear:
Weapons:
Skills:6(2+3+1),
Acrobatics:+2(1+1(dex)
Perception:+2(1+1(wis)
Know(Nature):+7(1+3(Int)+3)
Know(Arcana):+7(1+3(Int)+3)
Spellcraft:+7(1+3(Int)+3)
Survival:+2(1+2(Wis)
Background Skills:2
Craft(Clothing)+7(1+3(Int)+3)
Profession(Seamstress)+5(1+1(Wis)+3)

Traits:
Feats:Mothers’ Gift: Surprisingly Tough
Equipment:
Witch (Tatterdemalion):
Weapon and Armor Profiency:
Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

Tatterdemalion allows for Whips, Bolas and Nets

Hexs:
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Spells:
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Cantrips:A tatterdemalion must choose mage hand, open/close, and prestidigitation as her prepared cantrips at 1st level, and they require a piece of cloth, string, rope, or other woven material (including clothing) as a focus. Any action she takes with these cantrips must involve the focus. Starting at 2nd level, she can choose any cantrip for her remaining cantrip.
This alters the witch’s cantrips.
Patron Spells:At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Chosen Patron:Elements: 2nd—shocking grasp, 4th—flaming sphere, 6th—fireball, 8th—wall of ice, 10th—flame strike, 12th—freezing sphere, 14th—vortex, 16th—fire storm, 18th—meteor swarm.
Familiar:At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Tatterdemalion Abilities:
Dancing Strings:A tatterdemalion adds animate rope to her class spell list and spells her familiar knows. She can control her clothing and cloth, rope, or woven fabric she wears in a manner otherwise identical to the prehensile hair hex.
This alters spells and replaces the hex gained at 1st level.
-Prehensile Clothing:Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.
The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
Witch Weaver: Special Hexs
Moth Eaten:At 4th level, a tatterdemalion can make a touch attack that damages leather, rope, or cloth like rusting grasp damages metal, once per day per witch level.
Lace Weaver:At 8th level, a tatterdemalion can create cloth as per minor creation or create one 5-foot cube of tangled skeins of cloth per witch level, affecting the target areas as per web, once per day for every 4 witch levels she has.
Sinister Stitching:At 12th level, once per day for every 4 witch levels she has, a tatterdemalion can conjure enchanted threads to hinder a creature she can see (Fort negates).
The tatterdemalion can choose to either sew shut the target’s eyes (blinding it) or mouth (preventing speech, bite attacks, breath weapons, verbal components, command words, and the like). The target can end the effect with a successful Strength check (DC = 15 + 1/2 the tatterdemalion’s witch level) as a standard action, or by slashing the stitches with a magic slashing weapon as a full-round action that provokes attacks of opportunity. Either way, the victim takes 1d4 points of bleed damage and either is dazzled (for stitched eyes) or takes a –2 penalty on bite attack and damage rolls and a 20% chance of spell failure with verbal components (for a stitched mouth). Either residual effect lasts 1 minute per witch level.
Any creature can safely remove the enchanted threads with a minute of work and a successful DC 25 Healcheck.
Unravel:At 16th level, once per day when a tatterdemalion is hit by a melee or ranged attack, she can unravel herself as an immediate action, causing her body and gear to appear to collapse into a bundle of tattered rags and strands while she teleports to any open square within 30 feet. She takes no damage from the triggering attack, but she must have line of effect to the target square. She can use this ability twice per day at 20th level.
These replace the hexes gained at 4th, 8th, 12th, and 16th levels.
Changeling:
Ability Score Racial Traits: Changelings are frail, but are clever and comely. They gain +2 Wisdom, +2 Charisma, –2 Constitution.
-(Alternate Trait)Witchborn: Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers.
Size: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Type: Changelings are humanoids with the changeling subtype.
Base Speed: Changelings have a base speed of 30 feet.
Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Natural Armor: Changelings have a +1 natural armor bonus.
Claws: Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Darkvision: Changelings see perfectly in the dark up to 60 feet.
Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.

Spells:
0-3
1-2
2-
3-
4-
5-
6-
7-
8-
9-
Spell Book:
0-Mage Hand*, Prestidigitation*,Open/Close*,Arcane Mark,Bleed,Dancing Lights,Daze,Detect Magic, Detect Poison, Guidance,Light,Mending,Message, Putrefy Food and Drink,Read Magic,Resistance. Spark,Stabilize, Touch of Fatigue
1-Animate Rope(free),Identify,Burning Hands, Mage Armor,,Cure Light Wounds*,Charm Person*, Sleep
Familiar: Kiku (Thrush) N, Diminutive Magic Beast HP:3 F:+0|R:+4|W+4|Init:+2 Perception:+5
Move:10ft,Fly40ft(Average) Melee:Bite:+2 (1d2-5)
Str:1 Dex:15 Con:6 Int:6 Wis:15 Cha:6
Skills:Fly:+12, Perception:+5 Feat:Weapon Finesse
Familiar Abilities: Alertness, Share Spells,Improved Evasion, Empathic Link
Language: Kanuri

Working on some fluff, hopefully I can pull off what I am thinking and add it to what I have researched


Critzible wrote:
** spoiler omitted **...

Awesome start, looking forward to seeing the finished PC! Thanks for the cool submission!

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