An Old and Broken World

Game Master Simeon

Adventures in the post-apocalyptic wasteland known as the Barrens.

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”I’ve lived in High Gulch all my life. But as of late, things been real strange. Raider clans comin’ for us monthly. Mutants headin’ in from out the Blast Fields. Hell, Horn Gulley and the Crater both went dark. Can’t say I know what’s in store for us. That’s why I got in touch with y’all.”

Those were the words that Old Pete, the mayor of High Gulch, said to you when he called you to his house to ask for your help. High Gulch, the town that you all live in and the only pass through the Devil’s Fingers for miles, is under far more duress than the usual problems a town faces in the Barrens. Attacks from raiders and mutants are increasing, other settlements are falling, and the meager crops that High Gulch can scrape together are failing.

As some of the town’s most notable citizens, you’ve been contacted by Old Pete to head to Exchange, one of the larger settlements known to exist in your region of the Barrens. If you’re notable for your virtue, infamy, sheer brawn, or just about anything else, is yet to see.

General Concept:

I’m looking to run a post-apocalyptic Pathfinder game, inspired by things like Mad Max, Fallout, and Borderlands.

The overall technology level is a bit ahead of Pathfinder, with decently common guns and rare access to advanced technology.


The game will take place a region called the Barrens, a relatively fertile (by wasteland standards) region north of the Serpent’s Spine. Most inhabitants are either a part of the many raider clans, nomadic wanderers, or inhabitants of the towns scattered throughout the wasteland. Common threats include mutants, brutal weather, and corrupted hypertech.

Notable Locations in the Barrens:
High Gulch: The town that you all live in. It is built into the walls of a narrow pass through the Serpent’s Spine, a high and nearly impassable mountain range. High Gulch sustains itself off of trade passing through, scavenging tech from nearby ruins, and farming.

The Blast Fields: Located to the south of the High Gulch, the Blast Fields are a vast tract of desert inhabited mostly by mutant tribes. Though some skirt around them to trade with the sun fanatics of Sull Arfurm or the reclusive Techno-claves, its significant risk often outweighs the rewards.

Exchange: One of the largest settlements in this area of the Barrens, Exchange is perhaps the closest thing to civilization that many have seen. With reliable fresh water, a large population, and a decently stable food supply, it is the center of trade in the region.

The Shattered Spires: Legends say that when the gods still ruled the sky, the spires were their earthly home. Now, the towers are the domain of the winged Cirriikiiskrii, fanatically xenophobic birdmen who protect the towers. However, the incredibly valuable tech salvage that originates from the broken towers of metal and crystal continue to draw scavengers and aspirant Rust Saints.

The greatest raider stronghold in the Barrens, the scrap metal fortress of Dru’Kannil is always an imposing sight to see. Many of the raiders in the Barrens either work directly for, or at least pay tribute, to the master of the fortress, a masked warrior heavily enhanced by ancient cybernetics.

Faiths of the Wasteland:
The Fallen Gods
Alignment: N
Domains: Community, Destruction, Luck, Ruins, Travel
Subdomains: Family, Home, Catastrophe, Fate, Trade
Long ago, the gods ruled the sky. But the end came, and the gods fell from the heavens. Nonetheless, there are still those who cling to the ancient ways. Commonly worshipped by the settlers and townsfolk of the barrens, this faith stresses adherence to the old and half-remembered beliefs of the past while encouraging its followers to do what they must to survive in the harsh world they find themselves in.

The Rust Saints
Alignment: LN
Domains: Artifice, Earth, Knowledge, Nobility, Strength
Subdomains: Toil, Metal, Memory, Leadership, Self-Realization
Nearly all see power in the ruins and technology of the old. However, there are the devoted who see divinity in them. Among those devoted, there are those who have made themselves masters of technology, and through that, elevated themselves to divinity. Saint Ilaska the Lofty was the first, who reactivated an ancient flying device she found within the Shattered Spires. There are still others, Saint Morias the Indomitable, Saint Vair the Waterbringer, Saint Elian the Generous and several dozen. All those who follow the beliefs in the Saints know that if they master that ancient technology, they too can take their place among the venerated.

Raider Mysticism
Alignment: CN
Domains: Air, Chaos, Fire, Madness, Trickery
Subdomains: Lightning, Riot, Arson, Insanity, Thievery
Among the many raider clans of the Barrens, there is a shared set of beliefs in a fragmented pantheon of wild and violent gods. Three among them are the most widely worshipped. Least is Xokar, patron of the energy weapons most favored by raiders. Middling is Mad Logas, patron of the mad rages that many raiders can fly into at a moment’s notice. Greatest is the Bandit King, patron of anarchy, deception, and most importantly robbery in all its forms.

Character Creation:

PF1 ruleset.
Level 3 with 5000 GP to start, though no item can be more than half of the PC’s gold.
20 point buy or standard stat rolling of 4d6 and dropping the lowest, whichever you prefer is fine.
Any class is fine, along with any non-monstrous race.
I may allow 3pp on a limited basis, so long as you provide a link to the rules and I deem it to be reasonably balanced.
Background Skills and Auto Bonus Progression are in play, along with Feat Tax Rules and commonplace guns rules.
2 traits, one of which must be a campaign trait.
I’ll be selecting for background and character over mechanics. I need enough of a character sheet to have a solid idea of who your character is,
I’ll be using Google Slides for maps.
Recruitment will be open for a week or so, though I may extend the deadline based on interest level.
If you have any questions, I’m more than happy to answer them.

Campaign Traits:

It’s not easy having faith in a place as harsh as the wasteland, and yet you do. You gain a +1 to knowledge (religion) and the ability to cast a single orison once per day. If you are able to cast divine spells, you can instead add an extra orison to your list.

Reformed Raider:
You were once the scourge of the common man, a raider. For whatever reason, you aren’t any more. However, you still know how to take advantage of those who aren’t ready for you attacks. You gain a +1 on attack rolls versus flat-footed opponents or during surprise rounds and a +1 bonus on intimidate checks.

Though not one of the wild and dangerous mutants from the Blast Fields, your physiology is different from a normal specimen of your race. Your aberrant nature manifests as one of the following: gain low-light vision, +1 trait bonus on fortitude saves, or ignoring the first 5 feet of difficult terrain.

You’ve lived in High Gulch or one of the outlying towns all your life, and as such know the area well. You gain a +1 on knowledge (local) and Survival. Additionally, you gain a +1 on charisma checks when dealing with settlers.

You’re from far away. Whether that’s from Exchange, the Technoclaves, or an even further region, it matters little. You’ve arrived in High Gulch, and your worldliness is valuable. You gain a +1 on knowledge (geography) and it becomes a class skill for you. Additionally, you gain a +5 enhancement to base speed as a result of your travels. If you select this trait, PM me with an idea in mind and we can work out the details of where you’re from.

You make your livelihood off of plundering the old. Whether it’s sifting for scrap or plundering ancient ruins, you’re more knowledgeable when it comes to tech than the average wastelander. You gain a +1 to knowledge (engineering) and it becomes a class skill. Furthermore, tech items require one less charge for you to use.

Scarab Sages

dotting for interest!!!

Definitely interested! Would you allow the Legendary Gunslinger from Legendary Games?

If you can provide a link to the rules I’ll look it over.

I'm very intrigued! This sounds like a lot of fun. Let's see if the dice are in my favor...

Ability Score Rolls:
4d6 - 3 ⇒ (6, 3, 4, 3) - 3 = 13
4d6 - 1 ⇒ (1, 1, 6, 4) - 1 = 11
4d6 - 3 ⇒ (3, 5, 5, 6) - 3 = 16
4d6 - 1 ⇒ (1, 6, 5, 1) - 1 = 12
4d6 - 2 ⇒ (6, 2, 4, 3) - 2 = 13
4d6 - 1 ⇒ (1, 3, 1, 4) - 1 = 8

16, 13, 13, 12, 11, 8... That's a 17 point buy. I think I'll take the 20, if that's okay.

4d6 - 1 ⇒ (1, 5, 1, 6) - 1 = 12
4d6 - 1 ⇒ (1, 2, 5, 2) - 1 = 9
4d6 - 2 ⇒ (6, 2, 2, 5) - 2 = 13
4d6 - 2 ⇒ (2, 6, 4, 4) - 2 = 14
4d6 - 4 ⇒ (4, 4, 6, 5) - 4 = 15
4d6 - 1 ⇒ (1, 6, 4, 6) - 1 = 16

26 point buy

Love rolling dice, will think more later.

Taking 20 point buy is fine by me if your rolls are less than 20 point buy.

Here’s the rolls…
4d6 drop lowest #1: 4d6 - 2 ⇒ (6, 2, 6, 3) - 2 = 15
4d6 drop lowest #2: 4d6 - 2 ⇒ (3, 2, 5, 2) - 2 = 10
4d6 drop lowest #3: 4d6 - 1 ⇒ (6, 1, 3, 5) - 1 = 14
4d6 drop lowest #4: 4d6 - 1 ⇒ (2, 1, 2, 6) - 1 = 10
4d6 drop lowest #5: 4d6 - 2 ⇒ (6, 3, 6, 2) - 2 = 15
4d6 drop lowest #6: 4d6 - 4 ⇒ (4, 6, 5, 4) - 4 = 15

@GM, I'll follow up in a PM on the class.

15, 15, 15, 14, 10, 10; 26 point buy, pretty good.

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


Question: Is this a homebrew? Or possibly a module for a different system that you're switching to PF1? Just curious is all truth be told. I would guess homebrew but there's no way I'd gamble on that. You just never know. :P

This is indeed homebrew.

Okay, cool. I was wondering. Thanks!

Okay I have another question: In reference to guns, could we craft(per Gunsmith feat)our own ammo within our starting gold? Or do we pay for it at list price?

Edit: Also, Auto Bonus progression means there are no belts or headbands, cloaks, rings, etc., etc., type stuff, correct? Have never dealt with it in a game so that's why I ask.

If you’re using normal bullets and powder, I won’t make you track it too intensely. I find ammo tracking to be the most tedious part of Pathfinder.

If and when you decide to use paper cartridges, I’ll allow crafting with starting gold.

As for the second question, that’s what auto bonus progression does, along with making it so there’s no +1s or similar enchants to weapons or armor, only the special abilities.

Cool. Thanks again!

I've always enjoyed post-apocalyptic settings. Figure I ought to give the dice a try then see what concepts come to the top.

4d6 ⇒ (3, 3, 2, 1) = 9 = 8
4d6 ⇒ (5, 6, 6, 6) = 23 = 18
4d6 ⇒ (6, 5, 3, 5) = 19 = 16
4d6 ⇒ (6, 1, 6, 2) = 15 = 14
4d6 ⇒ (4, 1, 2, 5) = 12 = 11
4d6 ⇒ (4, 6, 4, 4) = 18 = 14

I'm definitely interested. I have a few questions: How long do you expect this game to go? Asking because I prefer longer games as I tend to get attached to my characters.

Also, how is arcane magic related to the setting? Are arcane casters somehow organized (learning center/magic tower...)?

Dice rolls:

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

Result: 12, 10, 11, 15, 13, 12 = 15 points. Guess I'll stick with 20 points.

The game will definitely go for long enough to develop characters well. I generally like to run longer games.

Arcane magic is quite disorganized, without any central authorities to manage it.

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm throwing my hat in too!

4d6 - 2 ⇒ (5, 6, 3, 2) - 2 = 14
4d6 - 1 ⇒ (5, 3, 1, 2) - 1 = 10
4d6 - 3 ⇒ (5, 5, 3, 6) - 3 = 16
4d6 - 2 ⇒ (6, 3, 2, 3) - 2 = 12
4d6 - 1 ⇒ (2, 1, 1, 2) - 1 = 5
4d6 - 3 ⇒ (3, 6, 5, 3) - 3 = 14

I don't know what to think about this. Pretty solid stats except...that 5...


4d6 - 4 ⇒ (4, 5, 6, 6) - 4 = 17
4d6 - 4 ⇒ (4, 6, 4, 6) - 4 = 16
4d6 - 1 ⇒ (6, 4, 2, 1) - 1 = 12
4d6 - 3 ⇒ (3, 6, 6, 3) - 3 = 15
4d6 - 1 ⇒ (1, 2, 4, 4) - 1 = 10
4d6 - 1 ⇒ (5, 3, 4, 1) - 1 = 12

Not bad. But... I'm just not sure.

Okay, I'm gonna throw this guy in there: Casey Jayne

Do you need the mechanics of him as well? Because I haven't got that done yet. I got to get it finished up in herolabs and then I'll get it moved over. Probably by the weekend is that cool?

Just fyi, he's still going to be a gunslinger(musket master).

Zousha, your stats seem like they even out to less than a 20 point buy, so you could also use a 20 point buy if you wanted to. That goes for everyone.

Javell, I'd like the mechanics eventually, but as long as you get it to me within a reasonable amount of time it's good with me.

Concept wise, I'm thinking a long gun wielding mage - providing fire support and buffs for the team. Not quite a lone ranger, but on the older side - he's been around, seen some things.

Mechanically I'm still deciding between Bullet Wizard (3PP Legendary Gunslinger, mentioned earlier) and Eldritch Archer Magus. Both get a bonded object that has to be a firearm, and magus casting, as well as in-class swift action buffs. It's mostly the difference in extra class features / arcana that I'm stuck between!

4d6 ⇒ (3, 2, 4, 6) = 15 =13

4d6 ⇒ (2, 6, 4, 2) = 14 =12

4d6 ⇒ (5, 3, 5, 3) = 16 =13

4d6 ⇒ (6, 6, 1, 1) = 14 =13

4d6 ⇒ (5, 6, 5, 2) = 18 =16

4d6 ⇒ (4, 1, 5, 4) = 14 =13


Edit: Interesting! Pretty well rounded set and passes the threshold of 20 point buy.

Putting together a trench fighter. When else can that archetype be used? Should be fun to play around with pistols.

Question: is gunsmithing needed as a feat tax? I hope not...but if it is can I use skill points instead to make ammo?

If you take trench fighter you'll need to take gunsmithing as a feat, as you don't get it as a bonus feat like you would with gunslinger. For those not familiar with them, here are the feat tax rules.


Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day

Rather than taking the feat, could I instead just take the skills Craft Ammunition and Craft Alchemy?

Still couldn’t make weapons. But can get the bullets made, at least.

No. Mechanically, they're sufficiently powerful, and in-setting are sufficiently advanced, to need special training to use.

Is Variant Multiclassing allowed? I think I have a concept cooking with a Savage Technologist barbarian, probably a reformed raider. (I was thinking a Trench Fighter but I see someone else leaning that way--I agree, this is a good chance to play one!)

For that matter, I should ask: the Savage Technologist archetype lets you add Strength to Diplomacy when dealing with "tribal cultures." Is there a culture that would work well for my character to come from and use this bonus with, could it apply to raiders, or would it do something else entirely?

I’m leaning away from Trench Fighter as of now. The concept I had just isn’t working. Feel free to grab it!

Scarab Sages

STR: 4d6 ⇒ (6, 6, 4, 5) = 2117
DEX: 4d6 ⇒ (6, 6, 6, 3) = 2118
CON: 4d6 ⇒ (3, 5, 2, 6) = 1614
INT: 4d6 ⇒ (6, 4, 4, 3) = 1714
WIS: 4d6 ⇒ (5, 3, 1, 3) = 1211
CHR: 4d6 ⇒ (4, 1, 3, 3) = 1110

couldnt decide what to make so let the dice decide,

Whelp something warrioresque to be sure.

I’m going to bow out. Can’t come up with a concept that really excites me. Happy gaming everyone!

Scarab Sages

Going to go with a young former raider run out of his old gang for terrible transgressions, just trying to figure out what sort and what class.

And by run out I mean beaten, broken, left for dead somehow managed to survive. If anyone has a charector who would like to maybe be that saviour let me know I dont mind linking backgrounds if the dm allows that.

TheNine wrote:

Going to go with a young former raider run out of his old gang for terrible transgressions, just trying to figure out what sort and what class.

And by run out I mean beaten, broken, left for dead somehow managed to survive. If anyone has a charector who would like to maybe be that saviour let me know I dont mind linking backgrounds if the dm allows that.

(name in progress) is going to be the tough old bat, familiar with the road and walking long paths. The plan is to take Healer's Hands and eventually Signature Skill: Heal, so picking up a bruised and battered person and seeing them able to take care of them self wouldn't be out of character. I'm thinking either a Ratfolk or a small Tiefling, assuming GM Coyote is ok with those.

Kasit: Sorry to see you go, thanks for the well wishes!

Helix: VMC is allowed, and even though the raiders aren't exactly a tribal culture, I'd definitely allow using strength on diplomacy when it comes to them.

Can Aasimar/Tieflings roll on the variant ability table?

Go for it, and I'll take a look at what it is. Some of the abilities can be really powerful.

1d100 ⇒ 59 +1 on Will saves. Not super exciting, but not bad either. I might rather take the Maw or Claw Alternate Racial Trait for a pair of claws though.

Curious... Can we roll on the table once to replace the spell like ability for "free", or do we need to spend a feat / trait to do so? EDIT: I've apparently been misreading the text added after Blood of Fiends for... well, since Blood of Fiends.

Just for yucks... d100: 1d100 ⇒ 87

1: 4d6 ⇒ (2, 5, 2, 3) = 12

2: 4d6 ⇒ (1, 2, 1, 1) = 5

3: 4d6 ⇒ (4, 2, 3, 1) = 10

4: 4d6 ⇒ (4, 3, 4, 6) = 17

5: 4d6 ⇒ (6, 1, 6, 4) = 17

6: 4d6 ⇒ (2, 1, 4, 2) = 9

...gonna just go and take that 20 point-buy. Thinking of a Faithful of the Rust Saints, not certain on a race or class yet.

River: You’d need to replace the spell-like ability, and depending on the power level, another racial ability of your choosing. Most are fine, but things like stat bumps and DR would need to replace another racial ability.

4d6 - 4 ⇒ (5, 6, 6, 4) - 4 = 17
4d6 - 3 ⇒ (4, 3, 4, 5) - 3 = 13
4d6 - 3 ⇒ (4, 3, 6, 6) - 3 = 16
4d6 - 1 ⇒ (5, 4, 1, 1) - 1 = 10
4d6 - 2 ⇒ (2, 2, 4, 5) - 2 = 11
4d6 - 1 ⇒ (5, 2, 1, 2) - 1 = 9

Liberty's Edge

I like the sound of this game!! Let's roll and see what I can get!!

4d6 - 1 ⇒ (5, 2, 1, 5) - 1 = 12
4d6 - 3 ⇒ (4, 4, 3, 4) - 3 = 12
4d6 - 1 ⇒ (1, 2, 3, 3) - 1 = 8
4d6 - 1 ⇒ (1, 1, 2, 1) - 1 = 4
4d6 - 1 ⇒ (6, 3, 1, 2) - 1 = 11
4d6 - 1 ⇒ (4, 5, 2, 1) - 1 = 11

Wow...guess I will be going for the 20-point buy!! lol

Looking to play a monk, much in the mold of Kwai Chang Caine from the original Kung Fu!!

A couple of questions on some of the setting rules:
1) Is the ammunition cost reduction from the Gunsmithing feat off of the 25% cost for commonplace guns, or off of full price for emerging/rare guns?
2) With the feat tax rules, would Risky Strike give a two handed rifle a +3 damage for -1 Attack?
3) With ABP, how are things like bonded objects, class features that give bonuses, and spells like Greater Magic Weapon handled? By strictest RAW, any +X equivalent bonus takes away from the attunement, and until level 19 a weapon cannot exceed +5 total between bonuses and straight +attack and damage. Bonded objects cannot really be upgraded except with flat cost gold only bonuses.

4) Not so much a setting question, but if an archetype reduces spells per day by 1 for each level, does that apply to cantrips as well? The text says if it reduces to zero you can only cast a spell of that level if your casting attribute gives you a bonus spell, but cantrips do not get bonus spells from high attributes and are often called out differently from spells.

I like what I rolled on the table - 87 - well enough to go with it over darkness 1/day; would that need additional racial features traded in? Most of the mechanics are pretty well worked out, and the basic background. I am working on fleshing it out some more this weekend.

I’d say we can handle rules matters like that if you’re selected. In terms of mundane ammo, I’m not too concerned with costs, so we can handwave that for now.

I’d say that you can drop one of your energy resistances for the ability.

Liberty's Edge

Here is my first stab at my character. Will get the background done asap...hope this is OK.



Male human monk (monk of the four winds) 3 (Pathfinder RPG Advanced Player's Guide 112)
LN Medium humanoid (human)
Init +3; Senses Perception +9
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 28 (3d8+6)
Fort +5, Ref +7, Will +7; +2 vs. enchantments
Defensive Abilities evasion
Speed 45 ft.
Melee mwk ki focus nunchaku +7 (1d6+2) or
mwk ki focus nunchaku flurry of blows +6/+6 (1d6+2) or
unarmed strike +5 (1d6+1) or
unarmed strike flurry of blows +4/+4 (1d6+1)
Special Attacks flurry of blows
Str 12, Dex 16, Con 12, Int 11, Wis 16, Cha 10
Base Atk +2; CMB +4; CMD 20
Feats Ascetic Style, Catch Off-guard, Dodge, Elemental FistAPG, Improved Unarmed Strike, Weapon Finesse, Weapon Focus (nunchaku)
Traits monk weapon skill, - custom trait -
Skills Acrobatics +9 (+13 to jump), Climb +6, Craft (calligraphy) +6, Escape Artist +8, Knowledge (geography) +4, Linguistics +2, Perception +9, Sense Motive +8, Stealth +9
Languages Common
SQ fast movement, maneuver training
Other Gear mwk ki focus nunchaku, ring of sustenance, backpack, belt pouch, blanketAPG, hemp rope (50 ft.), soap, torch (10), 193 gp, 5 sp
Special Abilities
Ascetic Style (Nunchaku) Gain bonus dmg to thrown weapons.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Elemental Fist (1d6) You can add 1d6 energy damage to an attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training (Ex) CMB = other BABs + Monk level

Scarab Sages

How is Hp per level being calculated?
I am totally on board with You having found and nursed back to health Bas here River of sticks, Non wookie life debt earned :)

light crunch:
Level 2 rogue, level 1 fighter.
Disillusioned trait - You gain a +2 trait bonus on Will saving throws against emotion and fear effects.
Reformed Raider:
You were once the scourge of the common man, a raider. For whatever reason, you aren’t any more. However, you still know how to take advantage of those who aren’t ready for you attacks. You gain a +1 on attack rolls versus flat-footed opponents or during surprise rounds and a +1 bonus on intimidate checks.

Bas Reigger
Human 22 years old Male
2nd level scavenger rogue
1st level fighter

Bas uses a heavy axe in melee combat whens hes out for blood, though his time as a bodyguard for the old man who saved him usually has him just busting his brass knuckles against the foolish person crossing him.

A bit of a natural shot, his earlier days with a group of raiders has left him a great shot, but he doesn't have or carry a gun. Instead he carries with him a large heavy crossbow, the old tech bolts it fires get the job done most days.

initial background:

Bas is quiet of his past, especially in town now that raids are getting more and more frequent. He's heard talk a time or too about stringing bandits up as a warning, usually muttered by men who shoot him dark looks, but they dont meet his eye. No one really seems to have the stomach to meet his gaze.

Six years ago he was in a raiding crew, He had been born and raised in it, it was his blood. His father was the leader of a band of raiders that dared to question the amount of tribute required to the master of the fortress, The fight was sharp and though his father gave a good accounting of himself, his punishment was garish and gristly. Bas' mother quite the violent sort herself was taken in as a war prize by one of the masters favored officers. Bas himself while loosely watched still by his mother, roamed wild, like many of the children in the fortress did.

There are rules everywhere, even in raider and bandits kingdoms. Despite years of running in child gangs and learning how to be cunning and mean, the day arrived where he became an adult and he joined a crew that terrorized the poor innocent of a hard land. Life was tough, only those heartened to its viciousness thrived and survived long in the wastes.

It was during a raid against a small settlement that he erred and badly. He never minded the taking of life, not when they fought back,but he didn't like to torture or murder just for the fun of it. nor did he care when they took the livelihood of folk, He just frowned upon when they destroyed or spoiled the things they were going to loot.. Despite his enjoyment of the pleasures of the flesh he wasn't much for that. Which was why he never understood his decision to join a group that went by the name of Logas' Lovelies. (Okay he did know, one of the prominent followers of the group was a gorgeous but altogether insane woman he desired. If he was asked he would explain that was certainly a younger and dumber version of himself to be sure.) In the end it worked he started sharing her bed and her vices...liquor, drugs... other dark things.

On a fateful raid, after the band had gathered the folk and wealth of the small settlement up, the bands leader, the colorful and completely originally named Mad Dog Murphry decided he didn't like the way the elder was looking at them. So he was going to set an example. He started with the torturing of the youngest, then the oldest. They began burning everything. Like a fool he made a scene, arguing against the extreme nature. After all if they killed everybody in every raid there would be no one to take from...Things got awkward fast. In the end of the heated argument Bas agreed that perhaps he should go stand watch in the tower overlooking the settlement, like a fool he assumed that would be the end of it and that when they returned to Dru’Kannil he would just find a different crew to join. . . Nor was he preparred for his woman's betrayal. Halfway through the festivities Mad Dog decided he too needed to be made an example of, so they slipped up behind him and took him down.

They beat him, burned him, at one point set him on fire forcing him to watch as they tortured, murdered, and raped every wastelander there... then they beat him into unconciousness and left her staked there to die.

Lucky (or unlucky perhaps) for Bas an old wanderer happened across him... instead of leaving him for dead the old wanderer instead nursed him back to health. It took a long time before Bas felt any sorts of alive, but he has found himself following the old wanderer in a strange sort of life debt. Maybe one day, Bas will feel like hes paid back what was given, but for now he follows the wanderer doing odd jobs for folk to get by.

Tall and handsome used to be a way you could have described Bas, but that was before things turned south on the young man. He keeps his dark hair shorn close to his head now, it helps the scars crossing his skull from showing too easily. He can still hold a steady peircing gaze with his one good green eye, the other is murky and dark, prior injuries ruining its appearance for good. (I am entirely open to actually having penalties from the eye if you want GM Coyote.) He is also heavily burn scarred now along his back along his right arm with a multitude of other lesser scars caused from stabs and cuts all over his body.

I left a few holes in the backstory to weave into others backgrounds if there is some sort of link, I also left a few loose ends if you like taking those and using them against a fellow GM Coyote. I can have the official crunch done pretty quickly.I may have a few questions on equipment when i get there.

Liberty's Edge

A brief background for Kane.


According to his own tale, Kane was part of a large caravan traveling from the far east escaping the tyranny of some despot who ruled the area. From the start, misfortune plagued the refugees. First, a great dust storm swept in and almost 1/5 of the caravan was lost during the several days of swirling sand and high winds. Following this it was discovered much of the water supply had become contaminated, resulting in a number of deaths. A raid by some sort of small, burrowing creatures found their food supplies decimated and the final catastrophe was an attack by strange insect-like creatures that killed almost all who remained.
Kane was still a young boy when his people undertook this perilous journey. An orphan and member of an ancient monastic order, the boy was the last student the monastery enrolled before they were forced to flee. As the numbers of monks slowly dwindled, the boy was taught more and more about the monk’s traditions and near the end, only he and one master survived out of the entire order. Out of a caravan numbering in the hundreds, only 16 survived to make it to the lands of the Barrens.
For the last few years, the old master, Tan, has passed the wisdom and knowledge of their order to Kane. As a final act before he died of the many wounds he sustained during the final battle with the bug-monsters, he left the boy a copy of the holiest and secret tenants of their order and a ring which would sustain him in this “New World”.
Now on his own, Kane studies the scrolls left by his brothers and wears the ring of the Grandmaster in hopes of restarting the monastery in this foreign land.

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Sorry I didn't post sooner. Internet got accidentally cut by the construction workers repaving my street so it was out for a couple of days.

I'll take the 20 point buy.

GM Coyote wrote:

I’d say we can handle rules matters like that if you’re selected. In terms of mundane ammo, I’m not too concerned with costs, so we can handwave that for now.

I’d say that you can drop one of your energy resistances for the ability.

No problem, I just get excited about recruitments and try to have a complete character for them - crunch and fluff.

Zousha: Good to see you’re back!

River: I’m glad that you’re excited. Part of my not answering the rules questions is that I’m posting from a phone at a con, so I don’t especially have the time to dig into the rules.

So I was thinking of a Forgepriest warpriest for my character, which has a lot of abilities involving item crafting. Will there be downtime in the campaign to allow for that?

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