| Herkymr the Silly |
Sorry to see you go.
I'd like to submit Warren Motter, a human Animal Speaker (Bard)
HP rolls: 2d8
I think the animal speaker will be cool. Look forward to seeing the build
| SmooshieBanana |
I'd like to submit Warren Motter, a human Animal Speaker (Bard)
What animal were you thinking of choosing?
| Revolving Door Alternate |
Hmm... Quite interested. Several ideas bubbling. I also use HeroLab, I could just send you the file. Few questions.
Are you worried about the 'pet' classes making the group too large? Sounds like a primarily one environment outdoor campaign could end up with a bunch of druid, hunter, and ranger types. What about a PC having more than 1 pet? What are your thoughts on Summoners?
If I consider VMC, it is usually oracle or sorcerer. You think those are ok?
Hero points an option?
You ok with wierd builds or would you rather we stay more standard.
What about odd races? I could see the party hiring a 'local' primitive guide. Maybe even a plant race or awakened animal.
To the other players, any of you interested in a common background and maybe work in several teamwork feats?
| SmooshieBanana |
To the other players, any of you interested in a common background and maybe work in several teamwork feats?
I think that would depend on what you are going to play. My character is completed. You can feel free to message me with some ideas if you want.
As for teamwork feats, I have 1-7th for this character mapped out, so it's not likely on my end.
| Herkymr the Silly |
Hmm... Quite interested. Several ideas bubbling. I also use HeroLab, I could just send you the file. Few questions.
Are you worried about the 'pet' classes making the group too large? Sounds like a primarily one environment outdoor campaign could end up with a bunch of druid, hunter, and ranger types. What about a PC having more than 1 pet? What are your thoughts on Summoners?
If I consider VMC, it is usually oracle or sorcerer. You think those are ok?
Hero points an option?
You ok with wierd builds or would you rather we stay more standard.
What about odd races? I could see the party hiring a 'local' primitive guide. Maybe even a plant race or awakened animal.
To the other players, any of you interested in a common background and maybe work in several teamwork feats?
I like the odd builds. That's how I build myself but I am good with whatever build you wanna look at. As for pet's I actually hadn't thought of that becoming a factor. Thanks for pointing that out. It will not however I will point out be only in one type of terrain. I have plans on top of plans for that. muwahahahahaha
Probably will just go with a single toon of an individual class. ie. 1 rogue, 1 fighter, etc.summoners are fine by me. though I don't like any of the archetypes so be prepared to explain in detail why you want to use an archetype with a summoner.
I have no preference on races honestly. If it is out there and you want to play it provide me a link i'll seriously consider it.
No hero points although I to give bonuses on well played characters / actions etc.
To be honest, provide a link if you want something considered that isn't can't easily be found in the pfsrd.
Other than that, build what you want.
The Little King
|
Here's Warren, sorry for the delay
Male human bard (animal speaker) 3 (Pathfinder RPG Ultimate Magic 25)
LG Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 28 (3d8+7)
Fort +3, Ref +6, Will +2
--------------------
--------------------
Speed 30 ft.
Melee mwk rapier +4 (1d6+2/18-20)
Ranged mwk elysian bronze heavy crossbow +6 (1d10+1/19-20)
Special Attacks bardic performance 11 rounds/day (countersong, distraction, inspire courage +1, soothing performance)
Bard (Animal Speaker) Spells Known (CL 3rd; concentration +6)
. . 1st (4/day)—cure light wounds, ear-piercing scream[UM] (DC 14), grease, sleep (DC 14), summon nature's ally I
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), know direction, lullaby (DC 13), read magic, resistance
--------------------
--------------------
Str 12, Dex 16, Con 14, Int 9, Wis 9, Cha 16
Base Atk +2; CMB +3; CMD 17
Feats Arcane Strike, Dodge, Lingering Performance[APG]
Traits militia veteran (any town or village), patient optimist, poverty-stricken
Skills Diplomacy +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +5 to influence hostile or unfriendly creatures), Knowledge (arcana) +6, Knowledge (dungeoneering) +0, Knowledge (engineering) +0, Knowledge (geography) +0, Knowledge (history) +6, Knowledge (local) +0, Knowledge (nature) +0, Knowledge (nobility) +0, Knowledge (planes) +6, Knowledge (religion) +4, Perception +5, Perform (keyboard instruments) +9, Perform (sing) +9, Sense Motive +9 (+7 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +0
Languages Common
SQ animal friend, bardic knowledge +1, pride, summon nature's ally, versatile performance (sing)
Combat Gear scroll of blistering invective, glitterdust, invisibility, mirror image, path of glory, silence, tongues; Other Gear mwk chain shirt, mwk buckler, mwk elysian bronze heavy crossbow, mwk rapier, backpack, belt pouch, knife, utility (0.5 lb), mirror, mule, Basic maps (major landmarks only), bedroll, flint and steel, hemp rope (50 ft.), ink, inkpen, journal, mess kit, Orphica, pack saddle, pot, soap, torch, torch, trail rations, trail rations, waterskin, 922 gp, 1 sp
--------------------
--------------------
Animal Friend (Snake) +4 to Handle Animal vs. chosen kind, start as indifferent & won't attack.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 11 rounds/day) Your performances can create magical effects.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Summon Nature's Ally Add summon spells to your bard spell list.
Versatile Performance (Singing) +9 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
| Srgslaughter_ |
Hello Everyone,
I am thinking of playing a catfolk fighter. I am a player that likes taking regular hero types and turning the ordinary to extraordinary thru the gameplay. I like having fun with the story. I have a couple of campaigns that I have played on here before, feel free to check out the characters. I am one of the people that Herk might have mentioned have already been invited.
Please feel free to ask me any questions. I have just started building my character after reading the campaign info. I will post more info soon.
| Krokkin |
| Mosely Terrahap |
| Krokkin |
To be honest when it comes to roll playing. I usually read the campaign info then start browsing the races that are available for whatever seems to call out to the info i just read. Then I go to google and find a picture of the race that I picked, and then I design the character based off of those to data points including the backstory.
I don't really have a favored race or class that I play it is more about exploring the idea of a new character wherever that takes me. Herk knows this and sometimes the character might take a different path during the course of the gameplay based on group dynamics and the evolving understanding of the world.
As you may have guessed I am a friend to Herk IRL and we have been in roll playing campaigns on and off for close to a decade I think. Personally i like Herk's DM style both IRL and in PBP.
| Herkymr the Silly |
so far we have a interested
cat barbarian - krokkin CN -preselected player
1 preselected player waiting on group to build his.
halfling ranger - mosley Terrhap NG
Bard animal speaker - warren mottor LG
Anyone I miss?
have some other interested dotte as well
waiting to see what they come up with.
@everyone
I have now officially opened the recruitment to others. You all will have a higher chance of joining because you were first to look at the interest check and help me decide to do this. I have reached out to a few others and am awaiting their responses.
The Little King
|
@Krokkin: super cool! Very barbaric! There's a really cool racial archetype for catfolk monks called Nimble Guardian. At level 7 (so it'd be a ways off for this campaign), you can beast shape for 2 ki points into any feline (your character, I imagine, would choose a black panther). I like your barbarian better, though, and multiclassing isn't great, especially given how many levels you'd need to get that ability. Just thought I'd share!
@Smoosh: sorry to see you go! I was looking forward to role-playing with a rogue, bards and rogues tend to get along nicely.
I finished out Warren's backstory:
Unfortunately, the Guild was doing rather poorly at the time, so it used its underworld connections to kidnap Warren and Caitlin in an effort to pressure Sonny into joining.
A local hero, both in the military and in sports, named Megaira the Ungiving led a squad to rescue them only a few days in. It was long enough, however for Caitlin and Warren to learn the identity of the leader of this criminal organization was a nobleman called Devadas of House Mishra. When Warren told Megaira, she manipulated him into ousting the nobleman in court, humiliating him and stripping the honor from House Mishra. Even after he'd learned what she'd done, he held her no ill will, because he would likely have done it anyway, if she'd just asked.
Many people were freed from the influence of this nobleman, including Rachele Ambrosi, another of the underground's blackmail prisoners. Warren and Rachele bonded over their shared experience and love of animals and music. Their love for each other only grew during Warren's struggle to find employment in town and through his time with the militia where he continued to master any one "marketable skill."
Throughout all these experiences, two things grew steadfast in the young man. First, Warren continued honing his musical ability, there was no voice in this small town equal to his, and his orphica and the piano at the local tavern were symbols of merriment and happiness because of him. And second, the friends and family he made along the way know him to be immovably loyal to them.
| SmooshieBanana |
@Smoosh: sorry to see you go! I was looking forward to role-playing with a rogue, bards and rogues tend to get along nicely.
I know! I was excited when you took snakes as your animal flavor for your bard. I was curious how that would interest my Vishkanya! :(
well that always sucks. I hope it all balances out in the long run. If still interested when life calms down then jump back over and lets talk.
Will do!
The Little King
|
Hmmmm...looks like you might be lacking some magical ability....I would be interested in joining the group as either a mage or cleric...or perhaps both...lol. Let me take a look and see what I can come up with!
Agreed, my bard is a solid arcane caster, and the ranger will have some divine, but we're desperately in need of a full divine caster...
| Herkymr the Silly |
The Little King
|
I imagined him as a NE light brown-skinned human (compared to Warren's dark brown), sporting a masculine mustache, wearing glasses. His parents were foreign peasants who died during a bandit raid, so he and his older brother and sister were cast out into the streets when he was only seven. Not as strong as his brother or as smart as his sister, the boy signed on with the guild. After being groomed for over a decade as a spy for the guild, learning the niceties of court without anyone ever really seeing him, he caught word of a young nobleman (the real Lord Devadas of house Mishra) coming from his parents' home country (so they probably looked similar). Overcome with jealousy, the boy rode hard up the road, sneaked into his sleeping quarters, and murdered him. Assuming the identity of Devadas, he came into town and used the nobleman's money to buy up property and amass influence to the point of becoming the chair of the Merchants' Guild all the while maintaining his ties with the thieves' guild.
All of this is, of course, open to adjustment on your part!
Edit: another note on appearance, if branding is a punishment for theft in your world, he definitely has a brand...
| Krokkin |
One question to start considering is how we all became a party. In reading the campaign info we start the campaign as a party. My current backstory is about what happened in my tribe that led me to leave them to explore the world. The part I want to discuss with those in the group is how we met so our stories start to weave together.
I know that it might be too early to have this discussion but I wanted to throw it out there for everyone. We wont have a ton of time to work up that part of the story.
The Little King
|
One question to start considering is how we all became a party. In reading the campaign info we start the campaign as a party. My current backstory is about what happened in my tribe that led me to leave them to explore the world. The part I want to discuss with those in the group is how we met so our stories start to weave together.
I know that it might be too early to have this discussion but I wanted to throw it out there for everyone. We wont have a ton of time to work up that part of the story.
Agreed. We do have plenty of time for that, and since we don't necessarily have our full team yet, we should probably wait on a back-story. Once we do have the full team, we could always use the random relationship with fellow adventurers table.
| Revolving Door Alternate |
lvl 2 hp: 1d8 ⇒ 5
lvl 3 hp: 1d8 ⇒ 3
AC HD 1 hp: 1d8 ⇒ 8
AC HD 2 hp: 1d8 ⇒ 4
AC HD 3 hp: 1d8 ⇒ 8
Beswar is intended to be a local guide the party finds when they get to the new hunting grounds. He is a Monkey Goblin hunter.
Still playing around a bit with the deity, domain, and animal companion. the animal companion is currently a baboon, but I may change that. I also haven't bought all his gear, just the major things. I will keep it to stuff that a primitive tribe could reasonably make.
Male monkey goblin hunter (divine hunter, primal companion) 3/sorcerer* (Pathfinder RPG Advanced Class Guide 26, 95, 97, Pathfinder RPG Bestiary 156)
N Small humanoid (goblinoid)
Init +4; Senses low light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 22 (3d8+6)
Fort +5, Ref +7, Will +3
Resist electricity 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron cestus +4 (1d3+1/19-20) or
. . elysian bronze dogslicer +4 (1d4+1/19-20)
Ranged greenwood composite shortbow +8 (1d4+1/×3)
Special Attacks tanglevine, wooden fists (+1, 5 rounds/day)
Hunter (Divine Hunter, Primal Companion) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—detect animals or plants, entangle[D] (DC 13), hide from animals, mudball[ARG] (DC 13), speak with animals, summon nature's ally I
. . 0 (at will)—detect poison, guidance, know direction, mending, purify food and drink (DC 12), spark[APG] (DC 12)
. . Domain Plant (Decay[APG] subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 12, Wis 14, Cha 5
Base Atk +2; CMB +2; CMD 16
Feats Precise Shot, Roll With It
Traits color thief, monster hunter, reckless
Skills Acrobatics +11, Climb +11, Craft (traps) +3, Diplomacy -3 (-5 vs. creatures of a different race or culture), Handle Animal +3, Heal +6, Intimidate +1, Knowledge (geography) +5, Knowledge (nature) +7, Knowledge (religion) +5, Perception +8, Profession (trapper) +6, Ride +12, Sense Motive +2 (+0 vs. creatures of a different race or culture), Spellcraft +5, Stealth +20, Survival +8, Swim +5; Racial Modifiers +4 Ride, +4 Stealth
Languages Gnoll, Goblin
SQ animal companion (fiendish baboon named Nashantur (Baboon), bloodline (groveborn[UM]), domain (decay[APG]), nature training, primal transformation, track +1, wild empathy +0, xenophobic
Other Gear eel hide studded leather, cold iron cestus[APG], elysian bronze dogslicer[ARG], greenwood composite shortbow (+1 Str), 75 pp, 7 gp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (fiendish baboon named Nashantur (Baboon)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity attacks.
Groveborn Some plant magic is more green, while some is more brown, like hardwood.
Associated Bloodline: Verdant.
Bloodline Arcana: Your powers of compulsion can affect even plant creatures. Whenever you cast a mind-affecting or lan
Hunter (Divine Hunter, Primal Companion) Domain (Decay)
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Primal Transformation (3 minutes/day) (Su) As a swift action, activate eidolon evolutions on animal companion (or self if companion dies).
Roll With It You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.
Prerequisite: Goblin, Acrobatics 1 rank.
Benefit: If you are struck by a melee weapon you can
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Tanglevine (CMB +0) (Sp) 15' vine can be used for disarm, steal, or trip.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wooden Fists +1 (5 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +1 damage.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture
--------------------
Beswar is not quite as vicious (nor as stupidt) as most goblins, though still dedcated to Broken Beak tribe. He often patrols alone around the tribal encampment. Andit is his warnings that have often given the unprepared goblins time to get ready for some large dangerous creature heading their way.
When they go hunting, he is usually chosen to lead them to a particularly delicious meal from an advantageous position. The tribe has gotten quite used to throwing javelins at a wild boar from safety on the top of a clifff. { BACON GOOD !!! }
Beswar has been told by the old shamman that strangers are coming to the land. It is not known if it will be good or bad for the tribe. If they all die, well then the tribe can get their stuff. If they get rid of some of the dangerous animals, the tribe could expand. But if they are here to attack the tribe, that could be bad. So Beswar is being sent to learn more about them and try to keep them away from the tribe.
Fiendish baboon (Pathfinder RPG Bestiary 294, Pathfinder RPG Bestiary 2 212)
N Small animal
Init +3; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 26 (3d8+6)
Fort +4, Ref +6, Will +4
Defensive Abilities evasion; Resist cold 5, fire 5; SR 8
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +4 (1d4+1)
Special Attacks smite good
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 2, Wis 12, Cha 5
Base Atk +2; CMB +2; CMD 15
Feats Iron Will, Toughness
Skills Climb +5, Perception +5, Stealth +11
SQ animal focus
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Good (1/day) (Su) +0 to hit, +3 to damage when used.
Spell Resistance (8) You have Spell Resistance.
| Gruingar de'Morcaine |
Enemies must Fear! For I, Gruingar, am here. As all know, I am the reincarnation of the Jashtagira. The previous green dragon avatar of Dahak.
Together we shall throw down the vile creatures which threaten the countryside. Then this place can be prosperous under the rule of dragons which make all good things possible.
Gruingar believes himself to be a dragonic avatar of Dahak. He has somehow gotten trapped in the shape of a kbold by a curse from the chief priest of Apsu. his goals are to find a way to 'return' to his proper dracon form. Then rule in Dahak's name. He isn't entirely sure on this. He thinks there is a chance he is supposed to set things up so a different dragon can rule. Or maybe he is even supposed to set up a bunch of little kinglets, that report to him as the divine emporer. But he doesn't let anyone know about those doubts.
{Totally irrelevant to me if those are beyond the scope of the campaign. He would be a terrible ruler anyway. Maybe that will be a post level 20 occurance. That is what he has in mind and what he is working toward.}
People looking at Gruingar, say that he looks like typical untrustworthy kobold. He is not as activly selfish and mean as most fobolds because he is concentrating on getting enough magical power to break his 'curse' and regain the green dragon body he was supposed to have.
Gruingar was found a whisker's breadth from death lying beside an old unattended shrine to Dahak near the False-Staff clan in the foothill of easter Durvan. His body was covered in small wounds of every type imaginable. he had impact bruises, burns, bubbled black spots, small pieces of flesh missing, as well as cuts and slashes that could be from blade or claw.
No one in False-Staff believes his claims to be the Reincarnated avatar of Dahak's Servant. Besides none of the legends speak of Dahak having a servant known as Gruingar.
Most believe he was tortured for information then left for dead. He only fixated on Apsu because he passed out near the shrine.
A few others feel the wounds are more consistent with battle than torture. They say he must of stumbled across a nest of baby dragons. Such people obviously don't know that different types of dragons won't be in one nest.
Still others insist he was obviously warped by some dark arcane magical experiment. That is the only thing that would explain the way he grows claws when he loses his temper.
Regardless, most didn't mind having him around since he steps in and helps his clutch whenever a brawls get out of hand.
However, the 'clan leader' was not happy that he kept preaching that people should do what Dahak tells them to do not what the Clan Leader tells them to do. So his clutch mates encouraged him to 'go spread the word' until he stron enough to take over the clan..
Will take 1 bloodrager, 4 sorcerer, then 10 of dragon disciple, and will take a few of preferred spellcaster feat to keep casting at a full level sorcerer.
Unnamed Hero
Male kobold bloodrager 1/sorcerer 2 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 183)
CN Small humanoid (reptilian)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 21 (3 HD; 2d6+1d10+3)
Fort +3, Ref +3, Will +4
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 40 ft.
Special Attacks bloodrage (5 rounds/day), claws, claws (2, 1d3, 5 rounds/day)
Sorcerer Spells Known (CL 3rd; concentration +5)
. . 1st (5/day)—hypnotism (DC 13), shield
. . 0 (at will)—acid splash, detect magic, disrupt undead, penumbra[UM], touch of fatigue (DC 12)
. . Bloodline Draconic, Draconic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 7, Cha 15
Base Atk +2; CMB +1; CMD 14
Feats Eschew Materials, Familiar Bond, Iron Will
Traits blood of dragons, indomitable faith, magical knack
Skills Acrobatics +7 (+11 to jump), Appraise +5, Bluff +6, Craft (traps) +7, Handle Animal +6, Intimidate +6, Knowledge (arcana) +7, Linguistics +2, Perception +4, Ride +7, Spellcraft +5, Stealth +11, Use Magic Device +6; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Common, Draconic, Undercommon
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), crafty, fast movement, kobold sorcerer, zealous
Combat Gear potion of cure light wounds; Other Gear handy haversack, 145 pp
--------------------
Special Abilities
--------------------
+1 damage to spells that do acid damage. Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Bloodrage (5 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (5 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Claws (Ex) 2 Claw attacks deal 1d6 damage
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you
hp: 2d6 ⇒ (2, 6) = 8
| Krokkin |
Here is the starting background. I have intentionally left it open so that we can figure out any part of the team dynamic to work in from the ending point.
Krokkin grew up in an environment of protection. The entire clan moved as a unit carefully choosing the safest options for exploration. As a young-ling, Krokkin was always mistaken for being more mature than his age due to his size and musculature. He learned how to fight and protect his clan faster than an previous youth.
He always wanted to explore more dangerous paths than the clan would choose. As he approached adulthood, he was more vocal about taking larger risks. This matched his fighting prowess. By the time of his coming of age, he challenged 5 youth to an exhibition battle against him. To the spectators, it first looked like a fight that was going to be completely one sided. It was one sided but in the opposite way. Krokkin easily defeated the 5 youth even though they were coordinating their attacks.
Once done he boasted that he could protect the clan and urged the elder counsel to take other paths and could have greater reward.
The counsel retired to deliberate and returned an hour later. Their answer was to tell Krokkin to explore the land on his own and come back to them once he could answer and explain the following riddle.
"Everyone wants more of it to feel special, yet the more you have of it the less special you feel."
He boasted that he would conquer this new quest and make the clan proud.
In the clan culture, those who were given a quest had to be marked in a specific way. The shaman of the clan asked Krokkin what color he wanted the markings and he did not hesitate, Emerald Green was the reply.
The shaman then started chanting and mixing her herbs. As she finished mixing and chanting two other members of the counsel dumped the brew pot over Krokkin. As the brew ran down and off his body, his hair turned a emerald blue/green in bands over his shoulders, arms, back and tail.
Krokkin knew little of the ways of man as his clan rarely met anyone else. After traveling east for weeks he came upon a group of creatures being attacked by a large bird of Prey that his clan had encountered from time to time. The creatures had strange carts and weapons that he had never seen before. The creatures were working together to ward off the birds attacks. It was not enough and moments later one of the creatures that had metal all over was picked up by the bird and flown up into the air and dropped. The bird then landed and began to eat the creature.
Krokkin saw this as his opportunity for a fight to break the weeks of wandering and boredom. He quickly flanked the bird, scaled a tree and leapt out at the bird with his scimitars drawn, stabbing the bird where the wing joints connect to the body rendering the bird flightless. Leaving the swords embedded he surged forward and raked both claws on either side of the neck and bit the area where the sweet blood essence of the bird flowed. The bird crumpled to the ground and jumped flipping off the bird landing beside it in a spray of blood and feathers facing the creatures.
He quickly noted that they were now raising weapons toward him but backing away in fear. One of the creatures started gibbering in common.
"Please oh please just go away, don't kill us, we are just merchants trying to make it to Restive. We will never come this way again, just let us be, we won't fight you, our fighter is dead, the bird killed him, just let us go, I hate this place."
Krokkin started laughing then stopped as their eyes widened in new panic.
"Rest easy, you are not my prey. What are you, I have not seen your kind before."
Their faces went from shock to wonder as he spoke.
"we are humans from Sendariel in Durvan, we are merchants who bring goods across the three continents. who, what are you."
I have heard only vaguely of humans, you don't seem to be as scary as the elders said, I do not know of where you speak or what you do. I will leave you now.
"Wait" One of the merchants speaks up."we are traveling back to the city we mentioned. We could take you there and show you around. We could use your protection, we can pay you"
Krokkin considered for a minute. They were in need of protection, that was obvious and wasn't he out here to explore and learn how to protect his tribe. He agreed to join them.
So began the journey of a lifetime. The merchants realized that he had no idea about how human cities worked, what money was, or any of the interpersonal skills that humans take for granted. He did however have excellent sense of direction, tracking skills, and could fight unlike anything they had seen before. In the months that followed they taught him many things
as they traveled through Restive, over the sea, and into Durvan itself.
As they neared Sendariel, they began to talk about what would happen when they reached this journey's end. The group would be staying in the city and not leaving again. Krokkin expressed his desire for more action and adventure. The merchants offered to help him find a new group to adventure with.
Trevor86
|
@Herkymr, if the selection deadline is today like you implied, I won't be able to fully complete my submission. However, I could pitch the basic idea which I could turn into a statted Alias if selected:
I'd plan on making Sorogar, a female CG half-orc Witch Doctor (shaman) apprentice from one of the local primitive/barbarian tribes of Anderia, who joins the party as part of her Dajemma, a spiritual explorative journey towards adulthood. She was born under the sign of the wise Skyfather, a clear indication that she was the antithesis of the common warrior, and thus raised in the mystical arts instead of the fine (half-)orcisch tradition of axecasting.
She is a life-spirit shaman and will be your nature/wilderness themed whitemage (full divine caster) with a plethora of healing abilities such as two pools of channel positive energy, lifelink, the shaman spell list, selective spells from the cleric spell list, the healing hex, and possibly also the planar channel/heal unchained skill unlock if those are allowed. If she somehow runs out of healing, something went very, VERY wrong. For those times when healing isnt the answer, she will use the shaman hexes to either buff allies or debuff enemies. When she gets wandering spirit, she can change his secondary role next to healer to whatever the party might need for the occasion.
Out of combat, she focusses on the wisdom skills and paying her respects to the spirits, animals and forefathers who made the region/ruins what they are.
I hope the above is enough at least in this short timeframe to be considered for selection. I'd be very happy to expand on it if so!
| Herkymr the Silly |
So, I see alot of interesting submissions. I will look over them and let you know as soon as I have chosen.
We are looking for 1 or two more players.
so far party is
Mosely ranger
Warren bard
Krokkin barbarian
My other place held player may not be joining us. won't know til sunday sometime for sure. If he does not we will need 2 more.
| Herkymr the Silly |
This is funny, because the last time I was in a recruitment where I suggested making character connections, I was shouted down and told that it's too early to do it before people have been picked.
I actually like it it helps me as a dm see how the possible party can fit together and also how people interact together. Makes for an easier decision on my part.
| Herkymr the Silly |
Anything you don't like or want more info about Beswar?
honestly still checking him out. It feels so far like he would be effective mainly in one terrain and be lacking in others. ALso how will you fit in the party? I know you said that they find you and you are a guid, but how would you start in the party? And what can you bring that mosely doesn't already with the guide archetype?
These are all things I am considering with beswar.| Revolving Door Alternate |
Revolving Door Alternate wrote:Anything you don't like or want more info about Beswar?honestly still checking him out. It feels so far like he would be effective mainly in one terrain and be lacking in others. ALso how will you fit in the party? I know you said that they find you and you are a guid, but how would you start in the party? And what can you bring that mosely doesn't already with the guide archetype?
These are all things I am considering with beswar.
Honestly, I most have looked at something else. That is not what I thought Mosely was bringing
Usefulness:
Climb speed is useful any any wooded/jungle terrain, cities, underground, even on ships.
Summon natures ally is at least somewhat useful to combat almost anything and is absolutely great against some enemies.
He is a decent archer, though not exceptional archer. A few buff spells could put him in the pretty good range.
He has the druid spell list, though a bit behind druid in level of spells. There are some really interesting useful spells on that list.
As far as the animal companion, I've been thinking I'm not terribly happy with the baboon anyway. I'm considering the feather domain and getting a bird familiar as a long range scout instead of a combat companion. SNA is really his biggest combat gun anyway.
I will probably eventually be a bit sneakier than Mosely, but not hugely so. But for hunting creatures and exploring ruins, 2 guys that can sneak well is all good.
Meetup, I personally see 2 main options:
1) If nothing of any real consequence his happening before they get to the jungle, Beswar can just meet them when they get there. The shaman's 'visions' told him when and where to wait.
2) Baithro sent an initial agent to check out the area and see if what he wanted is likely to be in the area. The shaman's 'visions' sent Beswar to meet this. He assured him the animals are present and even found a feather of the desired parrot. Beswar came back with the agent to speak with Baithro and joins the party. That would also give him the opportunity to purchase a few minor non-primitive things that catch his eye, like a better backpack. (Possibly some fireworks.)
Comments, questions, concerns?
If you still think hi is too close to Mosely, I could build something else. Probably some sort of summoner in that case. SM is about as versatile as you can get for any environment.
| Herkymr the Silly |
Herkymr the Silly wrote:Just dropped you a PM with a question about a character concept.Veltent wrote:This gained some great traction! Is there still time to submit a character?still looking for one maybe two. so if you want considered have it in today by midnight my time
aNSWERED
Zahir ibn Mahmoud ibn Jothan
RPG Superstar 2014 Top 16
|
Zahir ibn Mahmoud ibn Jothan wrote:aNSWEREDHerkymr the Silly wrote:Just dropped you a PM with a question about a character concept.Veltent wrote:This gained some great traction! Is there still time to submit a character?still looking for one maybe two. so if you want considered have it in today by midnight my time
Sounds great, I'll get a submission in ASAP.
HP: 2d12 + 1d8 ⇒ (5, 3) + (7) = 15