Vrog Skyreaver's Untitled Campaign

Game Master Vrog Skyreaver

Ethos Campaign Information


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Hello all.

I recently did any interest check for a setting that I have been cobbling together for a bit now and as I got enough interest, I am going to move forward with the game, which takes place in said setting.

The setting:

The world of Ethos' primary setting takes place on the continent of Calibraia, which is dominated by 3 nations and a city-state so large it is reasonably considered the 4th.

There is also a large, open-expansed area known as the Benthali Wildlands, which is populated primarily by migratory clans loosely known as the Benthali Wildrunners. I will cover that location a bit later.

The three primary nations are:

The Intorian Republic: The Intorian Republic (which is callbed both the republic and Intor) is ruled by a congress made up of representatives from each of the 20 noble houses, plus one from the city government and another from the military.

Intor takes up the long, narrow western part of the continent and controls several large islands off the coast of the mainland.

This council controls the fate of the most powerful army on the continent, which hones itself fighting raiders from the Western Sea, skirmishers from the Benthali Wildrunners, and things that crawl forth from the Pit of Kernaurg.

So powerful is this army that the Arcanirum, Sartorique, and Erogalle each have a non-aggression treaty with the Republic that ensures that they will only come to the aid of one of the other nations in a matter of security for the continent, which has only occurred once.

While there are many simple soldiers in the army, the more elite units are made up entirely of the speciality priests of Mercana, the goddess of war. Unlike the other gods, she has two specialty priests, Brawlers and Swashbucklers (which arose out of the tradition of dueling which has swept what passes for nobility from all of the nations).

The Theocracy of Erogalle: The Theocracy of Erogalle (also known as just Erogalle) is a nation of one religion, ruled by the lord-god Erogalle. Erogalle is perfect. As the god of perfection, Erogalle has commanded it to be so, and so it is.

Erogalle inhabits much of the southern part of the continent.

While all worshippers of Erogalle and expatriots of the nation claim this, only those who worship Erogalle are allowed within it's borders. Those who one would meet in the rest of the world are either children born of the nation who were exiled at adulthood, and Inquisitors, the specialty priests of Erogalle. Such priests have typically been given a specific mission in the outside world, and return to their homeland once they have completed it.

The Arcanirum Sufficoxi: The Arcanirum Sufficoxi (commonly just called the Acanirum) is a magocracy, ruled by a selected being known as the Archmage. This singular being is the only one in all of the world who is allowed to wield the most powerful levels of magic.

The Arcanirum controls a pie-shaped wedge of the continent that ends in controlling about 80% of the eastern coast, which is shares with both the Bethali Wildlands and Erogalle.

Once every 10 years, an archmage must contend to hold his title from all challengers, which are selected from the ranks of the Bards (specialty priests of Suffocoxi, the god of magic). Any who wish to challenge for the position of Archmage must take up an artifact known as the Sunarium, which grants them the same level of magic as the Archmage. After a moment to prepare, both mages then fight to the death, with death resulting in the absolute destruction of the loser's soul.

Neither the Arcanirum nor Erogalle care for the other very much, and both look at the lands and location of the Republic with hungry eyes, which are tempered by the unbared blade of Intor's army.

There are two additional places on the continent that have a much larger impact on the fate of the continent than there size would indicate.

The first is the City-State of Sartorique. This city in the center of the continent was once a nation in it's own right, before the nobility of the land was wiped out in one night known as the Night of Ashen Tears, where the city's thieve's guild rose to power by killing the city's king and all of the noble houses. When the morning sun finally shone on the city's streets through the grime of the fire, the leaders of the Thieve's guild controlled the entire nation.

In order to stave off the other nations, Sartorique (the city's new name, which was the name of the leader of the Thieve's guild) pulled it's borders back to the five mile radius around the city and then delared itself open for trade, by sending representatives to the major merchant houses of each nation and making an offer to trade in any goods, as long as the merchants were willing to abide by the city's rules and pay a reasonable tariff on such goods.

Having access to entirely new markets appealed to each nation, and so Sartorique became known across the continent as *THE* place to trade.

The city has gone through growing pains several times, resulting in it's other nickname, the city of rings (as when viewed from above, the city appears to be made up of concentric rings).

The other location that has an impact on the continent is the Pit of Kernaurg. This miles-wide hole in the planet is the birthplace of every twisted abomination that stalks the land. If left unchecked, within a few years the continent would be overrun by the abominations that issue forth from the Pit almost continually. Fortunately, there are two forces that regularly battle with these creatures, holding them at bay to allow the rest of the world to live easy: the army of the Intorian Republic (which is located to the south of the pit, along the western coast of the continent), and the Shifters, the speciality priests of Gakaroki, the god of nature. The entire purpose for these men and women is to battle abominations and grow stronger, all in a bid to eventually enter the pit and find a way to close it for good.

Character creation:

Okay, so enough about the setting. Here is the character creation info you will need:

Ability Scores: We will be using a modified version of Focus and Foible system here: you start with one 18 and one 8, and then roll your choice of either 1d10+8 or 3d6+4 for your other four attributes.

HP: Max HP at each level, including first.

Level: We will be starting at level 3, meaning that everyone except Shifters will be starting with 1000 gp to spend on purchases.

Traits: Traits will not be used. Instead, each character should choose a story feat that fits with their background and begin play with this feat. This is in addition to any feats a character might start with.

Classes: This is one of the two places where this campaign setting differs greatly from the normal Pathfinder setting. You must select one of the classes outlined in the campaign document listed above. Note that these classes can use any archetypes that don't violate their specific tenets.

Races: This is the other place where the campaign differs from standard Pathfinder. All PCs start as members of the Human race, but they don't get any benefits from their race. Instead, they select one of the three nations, Sartorique, or the Benthali Wildrunners to determine their starting racial benefits. Note that any class may come from any nation, but if you are any class other than Inquisitor and you select the Theocracy of Erogalle as your homeland, this means that you were exiled from the nation and now make your way in the world on your own.

Other Campaign rules:

“Elephant in the room”/Feat Taxes rules are in play.

Each class gains proficiency in the weapon group of their deity.

This campaign with not allow PC crafting of non-consumable magic items, and only specialty priests of Lithe may create consumable items (either magical or mundane).

We will be Using the “Consolidated Skill List” option from Pathfinder Unchained (we will not be using Background skills). Just as with weapon proficiencies, each specialty priest gains the favored skill of their deity. See each class entry above for the list of class skills and Skill points each class gets.

Alignment: spells and effects based on alignment do not exist in the setting. While we will still be using the alignment system, we will be using it as a gauge of how others view your actions, not your moral beliefs. Additionally, while you would likely have different alignments with different cultures and individuals, we will be using your alignment as a sort of “average” of how the world in general views your actions.
At character creation, you should select the alignment that best fits your current reputation. This means that your character can indeed start with an evil alignment, but that just means that most people, should they recognize you, will go out of their way to avoid you, since your reputation is one of murder and malice.

Other than Prestige Classes, there will be no multi-classing (including Variant Multi-classing). Additionally, the only base class options available to PCs are the ones listed in this document. While the other classes do indeed exist, they are not available to PCs.

Character options are limited to Paizo material. While I am open to most things that Paizo makes, below is a list of the character options that are not allowed. This is in addition to any mentioned elsewhere in the document:

*Pagent of the Peacock Masterpiece

Player Expectations:

I have a couple of caveats that I apply to all forum games that I run. They are as follows:

I will not be using a Battlemat, as I truly believe that they slow down play in this format.

One of my biggest pet peeves is when players read spoiler information not meant for them. This can take away from the game and potentially give information meant for one person to those who shouldn't have it. under no circumstances should you read spoilers that do not pertain to you.

Also, It's one of my biggest pet peeves. No, seriously.

To show that you read and have agreed to these two tenets, in order for your application to be considered complete, you should include the word RED all in caps somewhere in your application.

So this setting is a work in progress, and as such is a bit rough around the edges. I will be updating the campaign document both during the recruitment and the tenure of the campaign. I will make mention any time I update it so, that everyone is aware of changes that have been made.

I am going to be putting a link to the campaign document at the top of the page, so feel free to take a look at it and ask any questions you might have. Also, if you spot any inconsistencies or places where the rules could be clearer, please let me know.

Right now, I am tentatively planning to close the recruitment on 7/7
(whenever I get to post on that day), or when I have at least 20 completed submissions (although I will count any completed submissions during that same day into the mix, so as to not screw over people who didn't expect such a rush - not that I expect such a rush, mind you).


Well I'm always a sucker for some RED chaos.

Stats: 3d6 + 4 ⇒ (4, 1, 6) + 4 = 15
Stats: 3d6 + 4 ⇒ (4, 4, 5) + 4 = 17
Stats: 3d6 + 4 ⇒ (4, 6, 6) + 4 = 20
Stats: 3d6 + 4 ⇒ (4, 6, 3) + 4 = 17

~stares~ GM could I drop one of the 17s to something more reasonable like a 12?

I mean if you want me to keep these rolls sure...but Damn.

If in order...Str 18, Dex 15, Con 17, Int 20, Wis 17, Charisma 8.....

I'm currently thinking a Berzerker of the Intorian Republic.

He'll not be liked for sure with the final stats being:

Str 20, Dex 15, Con 19, Int 20, Wis 17, Cha 6

Would Armored Hulk be an appropriate Archetype for Berzerker?


Attributes: 3d6 + 4 ⇒ (3, 5, 4) + 4 = 16
Attributes: 3d6 + 4 ⇒ (1, 4, 3) + 4 = 12
Attributes: 3d6 + 4 ⇒ (5, 6, 1) + 4 = 16
Attributes: 3d6 + 4 ⇒ (6, 5, 2) + 4 = 17

18, 8, 16, 16, 12, 17.


Vitaliano da Riva wrote:

Well I'm always a sucker for some RED chaos.

[Dice=Stats]3d6+4
[Dice=Stats]3d6+4
[Dice=Stats]3d6+4
[Dice=Stats]3d6+4

~stares~ GM could I drop one of the 17s to something more reasonable like a 12?

I mean if you want me to keep these rolls sure...but Damn.

If in order...Str 18, Dex 15, Con 17, Int 20, Wis 17, Charisma 8.....

I'm currently thinking a Berzerker of the Intorian Republic.

He'll not be liked for sure with the final stats being:

Str 20, Dex 15, Con 19, Int 20, Wis 17, Cha 6

Would Armored Hulk be an appropriate Archetype for Berzerker?

Sorry, that was a typo on my part: that should be 3d4+4, not 3d6. Please re-roll your stats, and sorry about that again. I would fix it, but it's more than an hour past.

As far as the archetype goes, that is fine.


Stats: 1d10 + 8 ⇒ (10) + 8 = 18
Stats: 1d10 + 8 ⇒ (7) + 8 = 15
Stats: 1d10 + 8 ⇒ (10) + 8 = 18
Stats: 1d10 + 8 ⇒ (6) + 8 = 14

Nice, I'll go with someone from the City-State of Sartorique.

Stats are 18,18,18,15,14,8.

Now where am I going to put that 8?

Just in case. 'RED'.


A question, do we add the stat bonus for races? IE. +2 to any stat for Humans?


As I mentioned, you don't gain anything inherent for being Human.

In essence, your nationality replaces your race.


1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (2) + 8 = 10
1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (9) + 8 = 17

Thinking Intori berzerker.


1d10 + 8 ⇒ (1) + 8 = 9
1d10 + 8 ⇒ (5) + 8 = 13
1d10 + 8 ⇒ (3) + 8 = 11
1d10 + 8 ⇒ (3) + 8 = 11
18
8

either swashbuckler or an inquister.


Stats: 1d10 + 8 ⇒ (6) + 8 = 14
Stats: 1d10 + 8 ⇒ (5) + 8 = 13
Stats: 1d10 + 8 ⇒ (4) + 8 = 12
Stats: 1d10 + 8 ⇒ (10) + 8 = 18

Well after redoing stats.

Str 20, Dex 13, Con 14, Int 14, Wis 18, Cha 6

For a Berzerker of The Intorian Republic

Scarab Sages

So 3d4+4 is a range of 7-16 (weighted toward the center of 11.5), and 1d10+8 is a range of 9-18 (all results equally likely). Is that what you intended?


I wanted to give people an option that was less swingy, but had a lower max to balance out.


RED
Stats Reloaded: 1d10 + 8 ⇒ (6) + 8 = 14
Stats Reloaded: 1d10 + 8 ⇒ (3) + 8 = 11
Stats Reloaded: 1d10 + 8 ⇒ (5) + 8 = 13
Stats Reloaded: 1d10 + 8 ⇒ (5) + 8 = 13

18, 8, 14, 11, 13, 13


1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (2) + 8 = 10
1d10 + 8 ⇒ (9) + 8 = 17
18
8

Damn. So...this is a rare treat.

Str (18) Dex (18) Con (18) Int (8) Wis (10) Cha (17)

Class: Paladin of Mercana, the goddess of war
* Enlightened Paladin (3)
* VMC Cleric (Protection Domain)

Traits: Seeker and Ancestral Weapon

Feats: Power Attack (free) Furious Focus (lvl1) VMC-Domain (lvl3)

Skills: Diplomacy (+9) Perception (+7)

Saves (+11/+9/+6)

Equipment: Masterwork Silver Three Section Staff, Silken Ceremonial Armor (AC 18)

He will follow the brawler path. With Improved Unarmed Strike at 1d6 damage he can brawl with the best of them. His favored fighting style though will be using a three-section-staff.

In the future, he will get channel from his VMC for some party healing, and he will have Lay on Hands.

——

He will have been a soldier in The Intorian Republic. He’d have finished his tour of duty, and will have decided to not re-enlist, as he has decided that to become strong enough to enter the pit he will need to walk his own path.

More background to come.


3d6 + 4 ⇒ (5, 6, 2) + 4 = 17
3d6 + 4 ⇒ (6, 6, 5) + 4 = 21
3d6 + 4 ⇒ (3, 2, 4) + 4 = 13
3d6 + 4 ⇒ (6, 4, 2) + 4 = 16

I'll work on something. I haven't RED character creation rules like this and I'm interested.


Aurilous wrote:

...Class:* Enlightened Paladin (3)

* VMC Cleric (Protection Domain)

Pleast take a look at the campaign document at the top of this thread, as well as the spoiler in the first post labelled "Character Creation".

Davian, As I mentioned upthread, the 3d6+4 should actually be 3d4+4 instead. It was a typo that I couldn't correct in time.


Statses, precious:

1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (1) + 8 = 9
1d10 + 8 ⇒ (6) + 8 = 14
1d10 + 8 ⇒ (3) + 8 = 11

Quote:

In addition to using the “Elephant in the room”/feat tax rules, Each of the following feats is being changed to work exactly like Extra Performance (i.e. you gain 6 extra rounds of your ability per day, and you may take it multiple times):

•Extra Rage
•Extra Bombs
•Extra Panache
•Extra Mental Focus
•Extra Bane

So like, bombs and panache do not use rounds at all. Do you mean "uses per day"?

Edit: Also, looking over the campaign document, I feel like I'd really need a sort of writeup over the various beliefs, traditions and practices of the various religions, since it sounds like we're supposed to be playing priests of the various religions associated with the classes.

Scarab Sages

Davian Lucan wrote:

[dice=]3d6+4

[dice=]3d6+4
[dice=]3d6+4
[dice=]3d6+4

I'll work on something. I haven't RED character creation rules like this and I'm interested.

It's actually 3d4+4, not 3d6+4:

Vrog Skyreaver wrote:
Sorry, that was a typo on my part: that should be 3d4+4, not 3d6. Please re-roll your stats, and sorry about that again. I would fix it, but it's more than an hour past.


Groundhog wrote:
So like, bombs and panache do not use rounds at all. Do you mean "uses per day"?

That is correct. Let me go fix that really quick.

EDIT: I have updated the campaign document with both the above fix, as well as some more information about each of the Gods.

Scarab Sages

Focus: 18 = 18
1d10 + 8 ⇒ (9) + 8 = 17
1d10 + 8 ⇒ (7) + 8 = 15
1d10 + 8 ⇒ (1) + 8 = 9
1d10 + 8 ⇒ (2) + 8 = 10
Foible: 8 = 8


Sorry about that!

So, a brawler then. Will switch Cha and Wis around, and will update profile


Vrog Skyreaver wrote:
Groundhog wrote:
So like, bombs and panache do not use rounds at all. Do you mean "uses per day"?

That is correct. Let me go fix that really quick.

EDIT: I have updated the campaign document with both the above fix, as well as some more information about each of the Gods.

Thanks a bunch!


Vrog Skyreaver wrote:
Aurilous wrote:

Davian, As I mentioned upthread, the 3d6+4 should actually be 3d4+4 instead. It was a typo that I couldn't correct in time.

Derp lets try this again.That makes way more sense. I think I like 1d10+8 instead.

1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (9) + 8 = 17


Crunch almost done. Will get fluff up soon.


1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (3) + 8 = 11
1d10 + 8 ⇒ (1) + 8 = 9
1d10 + 8 ⇒ (6) + 8 = 14


This looks really interesting, Vrog! Love me a good homebrew setting.

Scarab Sages

Vrog, I was looking at making a grenadier alchemist from the Intorian Republic. The archetype replaces Brew Potion with proficiency with one martial weapon, but your homebrew also replaces Brew Potion. Could I use the archetype and just not get that martial weapon proficiency, treating it as being replaced by your homebrew rule for alchemists?


The Grenadier archetype doesn't replace Bombs or Alchemy entirely, so you are good to go to take it. Note that you will have to give up Craft Consumable (meaning that you can't craft any consumable magic items unless you retake the feat) to take the archetype.

That reminds me that I need to add the Craft Consumable feat to the list of feats. I'll update it later, but for now you should be aware of it's prerequisites, which are:

Prerequisites: Alchemist level 5


As you folks are putting together your character's backstory, plese include some feat of interest that would be the reason that someone would want to hire you (i.e. you held off a superior force for several days leading a ragtag group of volunteers, or you prevented a plague outbreak in a major city).

This is not required for the setting, but it will be the reason that your character has been offered the job that they will be offered at the beginning of the campaign.

Scarab Sages

Question about Story feat and Alchemist:
As I was looking through the story feats, the one that jumped out at me most was Eldritch Researcher. I was thinking that for an alchemist with the preservationist archetype it might not be too much a stretch for him to have invented mount as a 1st level alchemist extract. What do you think?

The character I am envisioning is a veteran of the Republic's army who survived a terrible defeat against monsters from the Pit and managed to make a very long distance journey home. I could really see him with the Vengeance story feat, too, having a vendetta against these beasts that makes him see RED. But I liked that Eldritch Researcher one, in particular.


Keante:

It's an interesting idea, but unfortunately alchemists don't cast spells, so even if I allowed you to take it, it wouldn't do any thing for you, since it's benefits apply to spells.

Scarab Sages

GM:
It has this bit at the bottom of the Special section, though:
Quote:
Alchemists can benefit from this feat as though their formulae and extracts were spells.


Crunch for Unnamed Barbarian:

Unnamed Hero
Male human barbarian (armored hulk) 3 (Pathfinder RPG Ultimate Combat 28)
N Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 45 (3d12+9)
Fort +5, Ref +2 (+1 bonus vs. trample attacks), Will +5
--------------------
Offense
--------------------
Speed 35 ft. (25 ft. in armor)
Melee mwk greatsword +10 (2d6+7/19-20)
Special Attacks rage (10 rounds/day), rage power (lesser draconic blood[ACG])
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 14, Int 14, Wis 18, Cha 6
Base Atk +3; CMB +9; CMD 19 (20 vs. overrun)
Feats Combat Expertise, Deadly Aim, Intimidating Prowess, Object Of Legend (linnorm Head), Power Attack, Weapon Focus
Skills Acrobatics +2, Athletics +6 (+2 to jump), Influence -2 (+3 when used for Intimidate), Nature +8 (+10 to gain information about a linnorm head, +10 to gain information about a linnorm head, +10 to navigate underground, +10 to gain information about a linnorm head), Survival +4 (+6 to avoid becoming lost)
Languages Common, Draconic
SQ finesse weapon attack attribute, indomitable stance, resilience of steel, rules changes
Other Gear mwk banded mail, mwk greatsword, bear trap[APG], bear trap[APG], bedroll, blanket[APG], compass[APG], fishhook, fishing net, flask, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], mwk manacles, mwk manacles, silver holy symbol of Hunri, snuffbox, wood[ACG], twine (50')[APG], waterskin (2), weapon cord[APG], whetstone, winter blanket, 1,000 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Draconic Blood, Lesser (Su) Gain 2 1d6 claw attacks when raging (1d4 if small).
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Object of Legend (Linnorm Head, 1/day) +10 to confirm a critial hit against foe specifically opposing your quest. Bonus to Knowledge checks relating to quest.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Resilience of Steel +1 (Ex) Gain bonus to AC vs. a foe's critical confirmation rolls.
Weapon Focus (Heavy Blades)

I took my Story Feat as Object of Legend (Specifically the Linnorm Head, the Dragon related one.)
As well as the Berzerker choice for rage special is going to be regeneration.

I've not made full idea of backstory. It's a bit of a work in progress but my thoughts are kinda as follows.

Potential Fluff:

As a Berserker, he was proud to serve and protect a town of Intorian Republic. He did his job well, slaying those who chose to interfere with his object of obsession, the safety of the town. It didn't matter the slight and the town had suffered for it a few times when he came across a crime in the midst of his home.

But things were still reasonable, crime went down drastically, bandits began to steer clear pretty aggressively and he began to settle down into a life of mostly peace, something few of his title could feel even for a short time.

Then, the dragon came. In an attempt to protect the town, he went toe to toe with the dragon and was raked from stem to sternum, surely to die. With the main "force" of the town taken down the dragon rampaged mostly unabated. When the Berzerker awoke, his wounds sealed and his home forever scarred, he left his name with his home. He began to roam, following the whispers of his new obsession. He refused to give his name, refusing to acknowledge the person he was, till he had sought revenge upon the dreaded wyrm. Now he works in service of his god and his country when jobs are presented to him to keep him able to move and grow powerful enough to challenge his foe once more.

Thoughts?


Keant:

I missed that.

You can take the feat, but you are going to have to actually create a spell (using the spell design system, which apparently includes rather expensive research - it's 1000 gp per level of the spell).

I am fine with you taking the feat to represent that you are working on a brand new extract, and then making checks to work towards the completion of your new extract whenever your group has downtime. If you are still interested in this, let me know and we'll work out the details if you are selected.

Scarab Sages

GM:
The more I think about it, the less sure I am that it would be worth the out-of-character work.
...
One of these days I'll settle down on a character idea.

Scarab Sages

City-State of Sartorique PCs wrote:
A +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive skills. This bonus increases by +2 at levels 5, 10, 15, and 20.

Does this change to a +2 to Influence and Perception with the consolidated skills system?


Yes, it does.

Who wrote this thing, Anyway?


Focus: DEX
Foible: CHA

STR: 1d10 + 8 ⇒ (7) + 8 = 15
CON: 1d10 + 8 ⇒ (7) + 8 = 15
INT: 1d10 + 8 ⇒ (8) + 8 = 16
WIS: 1d10 + 8 ⇒ (7) + 8 = 15

I'm working on a Brawler (Nation Intorian / Deity Mercana).

@Vrog: What are we doing for Languages (Starting Languages etc.)?

@Vrog 2: Can I change the skills I gave the focus/foible to, and the order of the points above? I'm okay with them the way they got out, but would reorganize if allowed.


This seems a curious setting, and interesting. Still not sure about the PC, let's see if the rolls inspire me.

3d6 + 4 ⇒ (1, 3, 4) + 4 = 12
3d6 + 4 ⇒ (3, 2, 4) + 4 = 13
3d6 + 4 ⇒ (2, 6, 2) + 4 = 14
3d6 + 4 ⇒ (6, 5, 6) + 4 = 21

RED.

21? Mmmmh...


The Chess wrote:
@Vrog: What are we doing for Languages (Starting Languages etc.)?

For languages, there is a national language for Intor, The Arcanirum, and Erogalle. The Benthali Wildrunners do have a language, but it mostly involves handgestures with a sprinkling of words intermixed. There is also a trade language, but it's more a language like cityspeak from Blade Runner: it's a language made up of bits and pieces from other languages, and typically only spoken by merchants or those who trade.

Finally, there is a language that the abominations from the Pit speak, but no one can learn the language and stay sane...

The Chess wrote:
@Vrog 2: Can I change the skills I gave the focus/foible to, and the order of the points above? I'm okay with them the way they got out, but would reorganize if allowed.

You don't have to keep your stats in order.

@Jereru: That should be 3d4, not 3d6. Sorry, it was a typo I made that I can't fix.

EDIT: I've updated the campaign doc to discuss both languages and to correct the Sartorique issue.


Damn, you're right... sorry, I should have read the whole thread :(

So, being it 3d4 instead of 3d6 I think I'll try with the d10. Here we go:

1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (6) + 8 = 14
1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (4) + 8 = 12

That would be: 18, 18, 16, 14, 12, 8

Still torn between an Inquisitor and an Occultist.


Hi guys! I'll actually step out because I just got into another game. I wish you the best, though! Have fun. Thanks for the consideration, Vrog!

Scarab Sages

Introduction to Cornel Lazar:
Alchemist. Naturalist. Magnificent painter of landscapes.

This aspiring Renaissance man from Sartorique is descended from Erogallian expats, and you'll hear him say more than once in reference to his talent that perfection is in his blood. Cornel Lazar is not as famous as he thinks he is. This is not to say that his skills should be discounted--the man is a wizard with chemistry, he knows his way in the wilderness, and his mind is a veritable catalogue of flora, fauna, and magical phenomena. He also is an avid painter of natural settings, but his ambition and sense of importance rather outweighs his true level of influence.

If you've heard of Cornel's reputation as a naturalist, you might be surprised at his weakness of body when you meet him in person. He certainly doesn't look very capable of overcoming any challenges of an athletic nature, but he has ways to compensate in a pinch.

Cornel has well-groomed brown hair and a short beard which surround deep-set but vibrant green eyes, high cheek bones, and an imposing hawk-like nose. His attire varies according to his activities from day to day, as he dresses appropriately for a wilderness trek, an afternoon of painting, or an evening at a polite social event.


Crunch:
RED I haven't finalized all my skill points or my discovery and feat picks. I am settled on alchemist from Sartorique for sure, and I'm fairly certain I'm sticking to vanilla alchemist rather than an archetype. Here's a link to a Myth Weavers character sheet for Cornel. Are you okay with the current state of my crunch, or are there some benchmarks of completion you're looking for to be considered for acceptance into the game?

I still need to decide on the details of what draws the attention of those who seek to employ Cornel, but, as I've chosen Explorer for his story feat, it will be related to some impressive feat of navigation and wilderness survival.


Keante/Cornel:

Go ahead and finish up your character sheet and I'll take a look at it and mention if anything is missing.


I can't come up with a character, so I'll drop out. Have a good game.


I think I'm set on an occultist. Will try to finish it through the weekend.

One question, though: you mention or starting wealth to be 1000 go, while the set who for a 3rd level character is usually 3000. Is that intentional?


1d10 + 8 ⇒ (1) + 8 = 9
1d10 + 8 ⇒ (6) + 8 = 14
1d10 + 8 ⇒ (5) + 8 = 13
1d10 + 8 ⇒ (9) + 8 = 17

REaDy to rumble


Good catch Jerreru. You should have 3k gp to spend on stuff.


Apologies, I too am gonna bow out. I feel I have picked up my last game for a while and don't wanna accidentally overburden myself. ^_^


Lazverinus has had his backstory more or less written. I know it's short, but not knowing much of the world and having to write it on my phone makes it a bit harder than usual. I'll try to have the crunch ready for tomorrow.

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