The Orona Colonies (Inactive)

Game Master Medvejonok

Players will take on the roles of characters in the young colonies on the continent of Orona, recently settled by the mostly human island nation of Veda. The continent's previous civilizations collapsed nearly a thousand years ago after nature went on a rampage. Brave colonists are attempting to retake the land, unsure of many of the challenges that will face them. Will give special consideration to a good scholar/archaeologist character concept who will then get a say in what other characters are selected.


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rorek55 wrote:
Are occult classes allowed? Aside from sorcerer, I had an idea for an occultist

Yes, certainly.


As far as questions about whether I want someone to play a given race/class: no, no, no.

I'm not going to tell people what to play. As far as what appeals to me, a thoughtful backstory, someone who communicates well and clearly, and someone with a team oriented perspective will do nicely.


How would you feel about the noble savage guide kind of person? Rough draft I am thinking there are might be some loosely organized tribes of humanoids on the island (Native Americans in colonial America style) my character would be one of those that was captured and enslaved on a previous expedition and is now being brought back to act as a guide and translator for any indigenous peoples that are found.

Crunch wise I am thinking a hobgoblin rogue that is skill monkey-ish.


Storywise, slavery is frowned on in Vedan society, especially so among scholastic organizations. This isn't because Vedans are a particularly enlightened or empathetic lot, but in a society that has been isolated for a thousand years, there have been no "other" to throw the mantle of slavery onto, and poor labor management in isolated nations is a recipe for rebellion. And also, constructs and other magic have eased the burden of labor.

A hobgoblin is not one of the core races, are recent, ignoble enemies of the colonists, and I would need to hear a good story to make one seem a good fit for this campaign.

It's conceivable to imagine a hobgoblin prisonner of war who has been impressed by human society, and who has also made a positive impression on his captors, enough so to be released to join human society. Now we picture that same hobgoblin shuffling forward to the front of a line. The officer recruiting for the expedition looks up. His first reaction is definitely surprise. The he has a good laugh. Then he waves to the hobgoblin ans says, "this oughta be good. Alright gobber, let's hear it."


I'll go for it, worth a try.

So my Hobgoblin would have been born on the continent of Orona and later come to Veda. Perhaps joining the colonists as a guide is his best hope for rejoining his people and finding a way for them to peacefully coexist.

EDIT: If you feel it would be a better fit though, I have also been playing around with a elemental companion druid build that would probably be a good fit. Good versatility though the use of four elemental eidolons. Would probably go with a small character (most likely a halfling or gnome) so I could ride one of them when the occasion arises.


I am actually leaning more towards that now. Question about Halfling Elemental Ally Druids...the 1/4 point FCB bonus to the character's animal companion's saving throws, would that go on the Elemental Eidolons' saving throws? It seems reasonable since you cannot have more than one summoned at once, but figured it was worth asking.


Will be able to give you some answers in a couple hours time


There is no point in writing a story that brings the hobgoblin to Veda, as the story will begin with people arriving or already in the colonies. We're not taking this to Veda. Not now anyways. Besides, taking him to Veda adds the additional complication of convincing port authorities in Veda to grant the same freedoms to him in Veda as he would have recently received in the colonies. You're just building more of a case against playing a hobgoblin, not in favor.

Regarding the FCB to companion saves going towards the saves of all 4 eidolons: yes, I believe that is how it should work. And if it officially isn't supposed to work that way, I want to to anyways. So yes, go ahead with giving that bonus to all 4 eidolons.

Houserule for this setting: halflings may also take the treesinger archetype (normally reserved only for elves)


Thought this was an interesting idea and an character concept popped into my head. A human or half elf Noble ( bard or caviler ) who maybe is funding the expedition but not leading it. He would be kind of a prick and would just be there for the possible money (not to mention cowardly) and be someone with no experience other than tutors. Of course, I as a player will intend to be useful and make him not *too* annoying! ;)


More info on the half-orc islanders:

The half-orcs of the Fell Tusk Isles have inhabited the isles since times before the Fall of Orona. Many half-breed outcasts and pariahs, scorned by humans and orcs alike for their "foul" lineage, made their way to these islands in search of a more peaceful life.

Today, their descendants breed true as a race of half-orcs.

Most of the tribes have adopted a shamanistic culture, living harmoniously with the land and their ancestors. Occasionally a half-orc appears with sorcery in their blood. These are often seen as gifts from the land and are raised as golden children - a blessing to the whole tribe.

Even more rare is for multiple sorcerers to be born to the same tribe in a single generation. Sometimes this leads to cooperation and sharing, but far more often one sibling will jealously chase out the other, claiming them to be a trial for the tribe to destroy.

Vedan traders established contact with the Fell Tusk Isles about 90 years ago. While the Vedan monarchy has strictly forbidden colonization of the isles, as well as allowing any of the half-orcs to be transported to Veda, trade with the isles has flourished. Vedan merchants trade grains, textiles, and tools to the half-orcs in exchange for exotic fruits and gemstones. With the establishment of the mainland colonies to the North, in Prosper Bay, many colony bound traders find it a worthwhile detour to pass through the Fell Horn Isles on their way. Containers enchanted with gentle repose make sure the fruits stay fresh on the trip to the colonies and then back to Veda.


Turlin wrote:
Thought this was an interesting idea and an character concept popped into my head. A human or half elf Noble ( bard or caviler ) who maybe is funding the expedition but not leading it. He would be kind of a prick and would just be there for the possible money (not to mention cowardly) and be someone with no experience other than tutors. Of course, I as a player will intend to be useful and make him not *too* annoying! ;)

I sincerely dislike this character concept. I get that annoying characters are often intended as comic relief, but far more often they end up merely succeeding at the annoying part.

The biggest difference between inventing character concepts for a novel versus a group game is that in the group game you do not get to write out how others respond to the foibles and jibes of your character. You don't get to plan out a careful story arc where they trade amusing barbs, then grow into a beautiful comraderie. Most often in taking that approach annoying simply remains annoying.

I'm sorry.


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No, no it's fine! I completely understand were you're coming from! As I said before, it was just an idea I had, so I kinda just posted it. Thinking back on it, I still think it could be a fun character but for a one shot or NPC. Thanks for giving your honest opinion!


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Bards in general make quite lovely party members.

I was just thinking today of how I would describe how I imagine bard magic works. To get there, I start with arcane magic in general.

According to my imagination, arcane magic is the magic of the planes. Ancient Europeans thought of magic as the power of sympathy. The fertile wood was erected in ones home or in the center of a settlement so that the year round fertility of the large, robust evergreen tree would rub off on the people through its proximity - its sympathy.

The pathfinder cosmere is made of of many planes, with a vast network of connections webbing between them - the astral plane.

Wizards prepare their spells through rituals and formulae that mimic the powers on other planes they are trying to pull via sympathetic links. Fire spells might involve a circle of ash, ice spells a bowl of water. Patterns are made in these sympathetic elements, the more precise and resonant the patterns, the better the sympathetic link (hence the importance of intelligence). The spell preparation results in nearly finished spells rippling around across the surface of the wizard's own soul, ready to be released with a short phrase and series of simple gestures. As the wizard grows more experienced, his person can handle the load of more and more spells of greater power each day.

Sorcerers draw their power from the same place as wizards, but rather than having to prepare their spells, their blood has a trickle bleeding into it from across the planes already. Through sheer stubborness they tap into this power, mimicking the methods wizards use to release their spells.

An arcanist is someone with the innate power of a sorcerer who learns to prepare the power of their blood before casting, following the careful, studied preparations of wizards before casting, rather than through willpower as sorcerers do.

An occultist has a mental connection to the astral plane, the connection between planes. A subconscious understanding of the vibrations that come from other planes and manifest as magic as they arrive through the arcane caster. The occultist cuts out the middleman, and instead of drawing powers from other planes, specializes in going direct to the astral plane for their arcane energies. Rather than pulling vibrating energies from further planes, the occultist plucks the strings directly that such energies would travel down to the prime plane.

The bard can feel the rhythm of spells. The energies that make magic fluctuate to the bard's inner ear like simple melodies, or majestic symphonies as they pour through the caster into our plane. When the bard performs, his mind dances to these rhythms, his vocal chords sing with the voice of the choir of planes, and the arcane energies respond and dance and twist to his magnificent melodies. As the bard learns to enhance the resonance of these energies, he grows as a caster. As he learns to create greater dissonance, he excels as countersongs and dispelling.

Doesn't change how arcane casting works mechanically, it's just my own little way of imagining it all.


Well then, if annoying Noble is out, I present to you...

H.R. Woodward!

A character concept I've been tossing around in my head for awhile, he's a honest, mild mannered man in his mid-40s. I was thinking he is an author, looking for inspiration for his next book, and has concluded that the best way to do that is going on an adventure him self! After a bit of thought, I think he would be an Investigator with the Sleuth archetype. The problem is... I've never played Investigator before, but thought, to heck with it, I'll try!


Seems like a tricky but intriguing class to play.


Turlin wrote:

Well then, if annoying Noble is out, I present to you...

H.R. Woodward!

A character concept I've been tossing around in my head for awhile, he's a honest, mild mannered man in his mid-40s. I was thinking he is an author, looking for inspiration for his next book, and has concluded that the best way to do that is going on an adventure him self! After a bit of thought, I think he would be an Investigator with the Sleuth archetype. The problem is... I've never played Investigator before, but thought, to heck with it, I'll try!

Just to clarify, this is NOT an entry for the special scholar/archaeologist spot. Yes, I'm planning Woodward would be one smart cookie but he would be focusing on skills and RP rather than combat. As for a slightly more detailed backstory I was thinking that Woodward pretty much bribed the others to let him come. This explains why a well-to-do author has a limit on the money he can use to buy equipment. I feel like this also explains the level one rule because why else would they let and almost completely unexperienced author on, other than his promises that his knowledge will be useful (before his fantasy and "sci-fi" books got him a moderate sum of gold, he would write history books on the orc wars and fall of the Royal family for money) and his receipts from his fencing class?


I have the crunch done for Brand Merrywine and his troupe of Elemental Eidolons

Crunch wise I plan on building him into a summoner/debuffer that allows whichever Eidolon or Summoned Ally is around to do the heavy lifting. The Eidolons have various skills and personas that complement his. For example, I built the Fire Gorilla eidolon to be a Bruiser that can also pick locks and disable mechanical (but not magical) traps. Long term I plan on having him get curious about magical devices and start using wands and stuff (through UMD). The water snake eidolon is built to be a scout and silver-tongued face (Think the serpent in the garden of eden). The air blob is built to be a know it all, and so will be gaining skill ranks primarily in Knowledge Planes, History, Arcana, Religion, and Dungeoneering as we go.

In this way my build satisfies the roles of divine caster and skill monkey, just in a unique but non-optimized way.

I will work on getting a background typed out and an explanation for why he would be interested in going on this expedition, but now you have crunch to look over.

The one question that is left over is if Monster Feats are allowed for the Eidolons. For example, I gave the stone lizard Blood Feast (+1 hit & damage on your bite if you hit with a bite last round) and the air blob Improved Natural Armor. The rules say an Eidolon can select any feat it qualifies for, but it does not specifically allow monster feats, so I figured I needed to check.


Ya, I'm fine with improved natural armor and blood feast.


HHHdxSMH wrote:
Medvejonok wrote:
HHHdxSMH wrote:


=(
Still wanting to play that elf arcanist?
Yes I would unless you need something else.

Just details, some backstory, and a character sheet, if you will. Do please ask for help if you desire any.


Nairb the Grey wrote:

...Brand Merrywine and his troupe of Elemental Eidolons...

A halfling druid that focuses on elementals rather than plants and nature - a fun twist for this setting.

What drove this interesting fellow to pursue connections with elementals rather than follow the easier, more commonly walks paths of halfling druids?

Was he raised in a larger city? A town? A small village? In Veda? or out in the newer colonies?

Grand Lodge

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So I have my Half_Orc pretty much done. I have regular equipment to do, but have weapons abilities and what not done. So working in her Backstory. She will have a interesting one.


Critzible wrote:
So I have my Half_Orc pretty much done. I have regular equipment to do, but have weapons abilities and what not done. So working in her Backstory. She will have a interesting one.

Glad to hear. I hope my little blurb on the Fell Tusk Isles was helpfull.


HP is Max hit dice + CON modifier, correct? Or do you have a different way? Also could I raise a score above 18 useing racial modifiers?


Yes and yes.

Grand Lodge

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TuraFlame Scale:
Tura Flamescale
1/2 orc CN female 6’4” 225pd.
Bloodrager(Salamander Bloodline) 1st
S-16 D-12 C-16 I-10 W-10 Ch-14
Init:+1 Perception:+4
HP:13 Speed:30ft.(40ft.)
AC:15[10+4+1]
Bab:+1 Melee:+4 Ranged:+2
CMB:+4 CMD:14
Fort:+6 Reflex:+2 Will:+1
Weapons:
Great Sword:+5 2d6+4 19-20/x2 Slashing
Trident:+4 1d8+3 x2 20ft Piercing
Daggers(x3) +4 1d4+3 19-20/x2 10ft Piercing
Cestus:+4 1d4+319-20/x2 Bludgeoning
Javelins(x10)+2 1d6+2 x3 30ft Piercing
Bite +4 1d4+3 x2 Piercing and Slashing

Hide: +4|Dex+4|-3| -10ft| 20%|25lb

Skills:
Acrobatics:+5
Climb:+7
Perception:+4
Survival:+4
Swim:+7
Background:
Profession[fishing] +4
Profession[cook] +4

Items:
Bloodrager Kit
Fishing Kit
Cooking Kit
Peasant’s Outfit
Patchwork Cloak

Abilites:
Weapons and Armor
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Bloodlines:
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodlinecould be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces. The list of bloodline mutations can be found here. Source: PZO9468
Bloodrager Bloodlines
When a bloodrager enters a bloodrage, he often takes on a physical transformation influenced by his bloodline and powered by the magic that roils within him. Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from his bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring him to normal.

Salamander:
Salamanders are fierce warriors and master smiths, and you wield their might and mastery of metal by birthright.
Bonus Feats: Cleave, Improved Grapple, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Perception), Toughness.
Bonus Spells: Lead blades (7th), make whole (10th), versatile weapon (13th), fire shield (warm only) (16th).
Bloodline Powers: When you bloodrage, you gain the form and flame of the salamander and the following powers.
Serpents Tail:
At 1st level, your legs twist together into a slithering serpentine tail. Your speed is reduced by 10 feet (to a minimum of 5 feet), and you can’t be tripped.
Your footwear melds into your body and is nonfunctional unless it provides a constant bonus and does not need to be activated. You also gain a tail slap natural attack that deals 1d6 points of damage (1d4 if you are Small) + your Strength modifier. At 4th level, your speed is no longer reduced by 10 feet. At 8th level, your tail slap’s damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, your reach with your tail slap increases by 5 feet.
Salamander Scales:
At 4th level, you gain fire resistance 5 and a +1 natural armor bonus to AC. At 8th level, your fire resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your fire resistance increases to 20 and your natural armor bonus increases to +3.
Bloodsmith:
At 8th level, when entering a bloodrage, you can choose one manufactured weapon you wield, shield you wield, or piece of armor you wear to gain the benefit of greater magic weapon (weapon) or magic vestment (shield or armor).
The caster level of this effect is equal to your bloodrager level, and its effects end when your bloodrage ends or when you no longer wear or wield the weapon, shield, or armor.

Scorching Heat:
At 12th level, your weapons conduct heat.
You deal 1d6 additional points of fire damage with natural weapons and melee attacks made with metal weapons. You also deal 2d6 points of fire damage per round to any creature you grapple. This does not damage your equipment.

Master Bloodsmith:
At 16th level, you can affect up to two items simultaneously with your bloodsmith bloodline power. At 20th level, you can affect up to three items.

Essence of Fire:
At 20th level, you become immune to fire damage. In addition, your bloodrager damage reduction increases by 5. If you don’t have bloodrager damage reduction, you gain DR 10/magic instead. You have these benefits constantly, even while you are not bloodraging.

Bloodrage:
The bloodrager’s source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast movement:
A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Background Questions:

Did you grow up poor, middle-class, or upper-class and wealthy? Tura was a barbarian, raised in a loose community among her siblings. She like her siblings were blessed with magical aptitude. Making her valuable.

Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot?Tura enjoyed the privacy of the island in a simple village

Are you from the local area where the adventure begins, or a foreign land? No she fled not wishing to be made another witch or shaman for the tribe.

Who was your father, and what did he do for a living? A Human sailor lost off his ship. He taught her how to fish.

Who was your mother, and what did she do for a living?She was a very powerful Arcanist having left the tribe when she was young to better understand her art, and when she came back she was powerful. So much that her magic bled into her many children.

Do you have any siblings?Yes 3 half brothers, 4 half sisters. All are potent in magic. Two brothers are Shamans, One brother is a Skald, a sister is a Sorcerer, another 2 sisters are Oracles, and the last sister also a Skald.

Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)? Her grandfather is the tribes Chieftain.

Was your family religious?Yes, they worshipped the ancestors, the earth the elements and all. Very Amnist sort of religion.
What was your education like? She was raised in the ways of the Shaman, but rarely paid attention, she did learn to cook and fish, as well as fight and hunt!

What were your friends like? Her friends were numerous but true friends were few. She had two real friends Inka and Saki. The two paired up and became the tribes premier hunters. They helped her get off the island

Who was your first love, and what happened to them? Tura had her share of flings through her adolescence, her most recent love was the best warrior of her tribe, Harg( a large, barbarian who took down a great beast single-handedly with just a broken spear)
What was the happiest moment of your childhood? Fishing with her father.

What was the scariest moment of your childhood? Her mother transcribing her tattoos on her body.

What was the saddest? Death of her father. He died from a vicious wound dealt with him from some kind of sea creature. His boat was found first followed by his broken and chewed on the body a few days later.

Why did you become the class you are? Family tradition? Just fell into it?Tura became a bloodrager,due to combining her magical heritage with that of her peoples fighting traditions, This also was due to her lack of wishing to focus during her Shaman studies.

Who taught you your class's skills? Many of her skills were learned during her basic living, Climbing, Swimming, Basic Survival, Observation and Swift Footed Reaction all are easy to harness with guidance. Her fishing was taught by her father while her culinary skills are one of the few things she learned from her mother.
What's your relationship with your family now? Strained. Her father dead, she never connected with her siblings or her mother. After she became defiant and left her family is far more aggressive against her as she defied tradition and tribal law.

If your character wasn't adventuring, what would they be doing instead?Tura loves to be in nature, often camping or especially fishing. With the right fish and ingredients, she will cook.

What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them? Tura and her people grew up worshipping nature, the primal elements, and Ancestors
If you could pick one emotion to describe your character, what would it be? Grief, Still mourning the loss of her father and in essence her people she is a ball of grief.This fuels and drives her but also will lay her low.

What terrifies your character? Getting caught and returned to her tribe to be forced into a role of a spellcaster instead of a warrior
What emboldens your character? Freedom to do as she pleases and test her mettle. This is the only way she can overcome the bonds forcibly forged on her.

Do they have any goals? If so, what? To overcome her grief, to become a powerful warrior and tame the flames within. This also is for her to find love and success, so eventually she can come back to her people a proven warrior, despite the plans forced upon her.

Why do they adventure? To prove herself and earn money to keep her from her tribe

What role do they fill in the group?Tura would be a warrior fighting fiercely

How does your character get along with members of a group?Other wilderness classes (Rangers, Hunters, Druids,Slayers,Barbarians,Shifters and Skalds)she is comfortable with,With martial classes (Fighters, Swashbucklers,Monk,Shifter Brawler, Hunter, Ranger, Hunters,Slayers,Paladins, War Priests and even Magus) she would feel comfortable around them at least in battle. With Spellcasters she is leery but more understanding than other barbarians. Skilled classes she finds fascinating but there talking drones on and she bores quickly of them.

Organized worship is odd and weird to her as her people are more natural and finds it a bit weird. Arcane casting outside of Sorcerers and Witches she is also leery of as they tend to be feeble and learn from words and numbers in buildings. This also isodd to her. Shamans, Druids and Oracles she is the most comfortable around as she knows of them.

How do they feel about other races, like humans, dwarves, halflings, elves, etc.? Originally she knew them mostly in the basis of sense. She is still learning about them as Tura has learned more and more about the various differences after meeting them. She treats them as if they were Half-orcs, until they prove otherwise.

How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls? She has been taught about these races too. She knows they all are cunning and capable, but honestly she treats the as they treat others. It is how one deals with her, that she will deal with them.
How does your character feel about magic?Tura grew up under a very powerful and prominent Shaman. For her magic is just as natural as a thunderstorm or a tornado. She Distrusts more formulaic style magic styles such as Magus, Wizards, Arcanists and such.

How does your character dress?Tura Dresses in loose light clothing that she can swim and climb in. Recently she has learned to add boots to her attire as well as cloaks. Otherwise only her other common article is her hide armor pieced together from snake and alligator hide.

Her top covers her breasts, her bottoms cover her necessary bits. She has learned that she should probably get other styles of clothing, until then she wrapps herself in cloth strips when nessecary.

What does your character look like? Do you have distinguishing birth marks, deformities, hair color? Unlike other Half-Orcs she has three inch high tusks jutting from the bottom jaw. Her eyes are a bright vibrant yellow with red and orange specks of color in it. Her hair is a strange mix of yellow, orange and red the layers looking like natural flames. Last her tattoos glow when she rages along with her lower half becoming serpentlike. She also has a forked tongue.

Do they have any personality quirks? She is Naive in alot of common place social interactions. She has yet to find an Alcohol that she doesn’t like(or atleast turn down) she loves food and will often cook to show friendship to others. She dislikes horses, does not like the sensation of flying(don’t ask).

An orphanage is on fire and the children are trapped inside, what does your character do? Breaks in and tries to break a hole through a wall allowing the children to get out. She’ll also carry as many as she can through with her.

The home of the local money lender, who just foreclosed on an orphanage, is on fire and he's trapped inside. What does your character do? She would still try and save him, but if she fails she wouldn’t be overtly sad about it


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

ooh, I like it. Thank you for all the work and thought you've clearly put into this character.


Still very undecided about the character concept, but for now leaning towards an acolyte venturing forth to expand their horizons and eventually found a chapel of their faith in an suitable area somewhere in the frontier.

So, question time. Firstly, if I'm reading things right, the entirety of the continent was hit by the bad mojo: the Empire, Hellucia, Ellar Council, the Red Hand, everyone took a hit in one form or another, right?

Second, what are the modern elven nations/communities like? In terms of location, culture, numbers, etc.

Lastly, what's the cult of Vuula like? In particular, does she have any outsiders dedicated specifically to her aspect of the Twilight Maiden? I'm eyeing Sacred Summons, but a TN deity would have it apply either to any creature with no alignment subtype or not at all, depending on interpretation, neither of which are appropriate, whether thematically or mechanically. So I'm wondering if she has any particulr minions who would "stand ready to answer my call" as per the feat's description.


@Tavarok

1) Yes, as far as the Vedans know, the devastation to civilized life forms was very thorough across then entire mainland continent.

For most of the thousand years various forms of supernatural disease, beasts, monster plants, natural disasters, etc made earlier attempts at colonization disastrous.

This latest attempt at colonization however is going much smoother. Tribes of elves (who fled our plane or underground), orcs, goblinoids, etc have been located, and are somehow getting by in pockets which was unheard of during the last attempts at colonization. Civilization is finally taking root around the Prosper Bay region (and elsewhere?) and no one seems quite sure why.

2) The elves whom the colonists know of are located to the North West of the colony towns, in nomadic groups in the denser forest regions. Rumors are they begab prospering earlier than most other groups on the mainland due to the protection of a powerful patron.

3) I'm going to have to read up more on outsiders, but to begin with, are we talking summoned animals? If so, that will be simpler to assign some specific animals associated with her.


Is being particularly religious common for this setting, or is it more a cleric/if you want to type thing? I'm imagining it isn't necessary to give Eevi developed/complex religious views, so I'm handwaving that for now.


I have a couple questions about the world.
First, how common is magic in human communities?
And second, is there some sort of college or place of higher education, or would learning would just be what your parents knew?
Third, are there librarys?
And last, what is the technology level of the world?
I had a few ideas for Woodward's backstory but I wanted to make sure that I can even use them!
Thanks!


Medvejonok wrote:


2) The elves whom the colonists know of are located to the North West of the colony towns, in nomadic groups in the denser forest regions. Rumors are they begab prospering earlier than most other groups on the mainland due to the protection of a powerful patron.

What's their culture like, in broad strokes?

And, again, what's cult of Vuula like? Or is that currently undefined and can be taken liberties with?

Medvejonok wrote:


3) I'm going to have to read up more on outsiders, but to begin with, are we talking summoned animals? If so, that will be simpler to assign some specific animals associated with her.

We're talking outsider races like azatas, agathions, inevitables, devils, etc. For example, in Golarion a cleric of Shelyn with Sacred Summons would be able to summon any kind of azata on their summon list as a standard action.


Dotting in as this sounds kind of interesting, and I'd like to ask some further questions.

When I first heard the game setting, a Druid immediately stood out to me. Investigating land ravaged by nature could certainly enjoy the a Druid. Reading about the past though, and the existence of thaumaturges way in the past, it seemed like a good opportunity for a Halcyon Druid. I recognize Halcyon Druids are tied to the Magaambya in the Mwangi Expanse, and their own particular tradition of magic. But their style seems in line with the idea of these old thaumaturges, perhaps as the druid gains levels they can learn / discover old Vedan Thaumaturgical secrets

If I understand the story correctly, this character would most likely be close to / a member of the Ved family and could be sent on the mission on their behalf. Moreso, I like the Halcyon Druid here because it's less of a "wild" Druid and more built into society, which fits the concept I have in mind and that Agridruids exist for Veda. I was going to lean into the idea of a scholar druid with a Wizard VMC (if those are allowed) and having an at least modest INT.

These were just some quick thoughts, but it makes some assumptions and uses some materials that need to be fit to the setting, so I wanted to run it by you before figuring out the details of the character.


ChloePech wrote:
Is being particularly religious common for this setting, or is it more a cleric/if you want to type thing? I'm imagining it isn't necessary to give Eevi developed/complex religious views, so I'm handwaving that for now.

It is unusual for the common people to be especially religious. The "gods" are not self-interested beings, at least not as we understand it. It is very odd in this setting for people other than clerics/priests to be devoted to one specific god of the pantheon. In fact devotion to a single branch is generally seen as behavior of cultists who worship lesser outsiders. The gods represent different principles, and a well brought up person values many principles.

Shamanistic societies, and peoples that have protective patrons are an exception to this rule, those mindsets are quite foreign to most Vedans.

H.R. Woodward wrote:

I have a couple questions about the world.

First, how common is magic in human communities?
And second, is there some sort of college or place of higher education, or would learning would just be what your parents knew?
Third, are there librarys?
And last, what is the technology level of the world?
I had a few ideas for Woodward's backstory but I wanted to make sure that I can even use them!
Thanks!

First: magic is very common at weak levels. Powerful spellcasters (say lvl 10 and above) are quite rare.

Second: the colonies do not yet have an institute of higher learning. If you want to learn arcane magic, there are 3 wizards, 1 summoner, and 1 mesmerist in Carisport that currently take apprentices, and plenty other scattered wizards that may or may not agree to take on apprentices from time to time. If you want to learn alchemy, Newvale is a hub for alchemists in the colonies - they have their own little neighborhood and everything - quite unexpected in a small farming town.

The colonies are also home to the New Orona Arcane Society, a group of arcanists who want to break away from the traditional teaching methods of the Vedan Institute Arcana.

For divine magic, most towns of note have a single central cathedral, dedicated to the entire pantheon of 12. Acolytes learn the basics of religion there, and those wanting to specialize and grow in their faith usually have scattered shrines around or outside of towns.

Third: yes. Moreso in larger cities in Veda, but Carisport has a couple modest public libraries, Aldpine, Merrowfort, and Riverhall each have a small public library, and Newvale, surprisingly, has a decent sized public library on the corner of Alchemists' Row.

Lastly: Technology is pre-gunpowder, comparable to Medieval Europe, or Rome.

Tavarokk wrote:
Medvejonok wrote:


2) The elves ...

What's their culture like, in broad strokes?

And, again, what's cult of Vuula like? Or is that currently undefined and can be taken liberties with?

Medvejonok wrote:


3)...outsiders, but to begin with, are we talking summoned animals? If so, that will be simpler to assign some specific animals associated with her.
We're talking outsider races like azatas, agathions, inevitables, devils, etc. For example, in Golarion a cleric of Shelyn with Sacred Summons would be able to summon any kind of azata on their summon list as a standard action.

The nomadic elves remember the ways of their proud, highly civilized ancestors, but today live much closer to the earth. Druids, and sorcerers are valued for their magic and knowledge. They view themselves as protectors and wardens of the land, but not of all the land. They have clear boundaries of what land their groups are to watch over, and the land watches over them in return. These elves are rumored to have a powerful patron, but scholars currently only speculate as to the nature of that being. Some worry they have turned to demon worship. And when I say demon, I'm referring to lesser demons with small following, not to arch outsiders like Domina or Swarm.

Followers of Vuula are never referred to as a "cultist" - that term is reserved for groups that fanatically follow lesser outsiders. Very few people, other than clerics of Vuula, follow Vuula exclusively. As far as the type of outsiders, yeah, go with Shelyn or Calistria: she's somewhere in between those two. Eventually, as I develop the mythos of this setting, I picture the great arch-outsiders as having fairly similar followers stat-wise, only creating a few really specialized unique servants in their upper echelons. But that's a project for another time.


@yiannisph Just to clear up the meaning of the term: in this campaign "thaumaturge" means mystic theurge - someone who learns both divine and arcane magic.

The Ved family is the royal family of Veda, the most wealthy, powerful, and influential people in Veda and the colonies. I'm not fond of having characters, for story reasons or otherwise, from the most powerful family in the world, a family who are officially opposed to colonization, in the party. To me, and this may be unfair of me, having someone play a noble has more the feeling of a solo story than a group effort working towards a collective story. You may indeed have something else in mind, but the concept certainly feels off to me.

We will not be using variant multi-classing, sorry.

I hope this response hasn't been off-putting. Please feel free to ask more about the setting.


Thanks for answering my questions, but I should have worded my second question better... I meant not a place to learn magic but an actual college like in real life, and if not at least a place to learn long and extensive history? As I said before, Woodward is a learned and we'll read man, and having a higher education would really fit the character, but if not, he just had very smart parents ( which I'm planning for him to have had anyway ). Anyway I just have to buy equipment and write a longer background and H.R. Woodward will be ready!


Medvejonok wrote:
Second: the colonies do not yet have an institute of higher learning.

Several back on the island of Veda though. In the colonies you've got a few libraries, and private tutors so far. With time, who knows? Perhaps someone will found a decent college.


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

If you could cast someone to play Tura, which actress would get the role?

:D

Grand Lodge

Not sure a young Judy Dench


Hrrm. Looking at the Herald Caller archetype, I'd actually be unable to summon azatas as a Neutral deity's cleric. On the other hand proteans and daemons are, apparently, fine O_o I'm starting to wish that summonable creatures were determined by portfolio, not alignment.

As for Vuula, I'll probably look at D&D Eilistraee, Sharess and Lliira for inspiration.


Got more questions.
How long have the colonies been in place?
and can I get some info on the town of Greenapple?
Sorry for all the questions, but thanks for answering them!


Greenapple? I'm not aware of such a place.

The first settlers/colonists began arriving about a century ago. They had slow, steady growth since then, with the last 25 or so years seeing a bit of a boom in settlement.


I see. I thought I saw Greenapple on your map of Veda, somewhere in the middle but my tablet sucks so I can't zoom in very far, so perhaps I read it wrong.
I also wanted to ask if food was necessary and if we had to buy clothes with our starting money or do we just have clothes that have no special effects for free. I guess I'm kinda asking how realistic this campaign idea is going to be?


My bad. I looked at my alphabetical list of cities and towns in Veda. Greenapple, population 2,529. From the sounds of it thwy have some reputable apple orchards.

Located just a little South West of the city of Ampdale, heart of the Heartland of Veda (pop 12,269). Good food, good music, and massive, strong horses are what Ampdale is known for.

Standard character creation gives you one of the lower cost outfits for free. Tracking food eaten is too tedious.

Grand Lodge

Tura is ready to stab and slash her way to her Destiny, and you know help explore and colonize


Destiny is not for the timid.

Grand Lodge

Tura is not timid, she seeks to prove herself and return to her people a powerful warrior.


Updated overview doc with some of the rambling info I've posted in this thread.

Grand Lodge

Tura Has a slew of magical siblings. Which makes this even more fun.


Bah! Not again! I wrote Woodward's backstory down but forgot to save it and paizo deleted it! *Cries*


H.R. Woodward wrote:
Bah! Not again! I wrote Woodward's backstory down but forgot to save it and paizo deleted it! *Cries*

ah, damn, thats the WORST. That and formatting your entire character sheet for your alias and forgetting to copy paste it into a doc or something and losing the whole thing because it decides to time out or whatever.

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