Crisischild
|
It's been pretty common in my experience to cut off recruitments early if there's higher-than-expected interest, especially when the rate of new folks chiming in decreases like it's started to.
Yep yep. Nobody expects you to quit your job so you can review character submissions full time and 20~ submissions will give plenty of character options.
| CampinCarl9127 |
| 1 person marked this as a favorite. |
Welcome to the boards!
Your premise was enticing, and your "about me" section even more so, because we seem to share a lot of similar preferences on playstyle, and you have a surprisingly good understanding of the boards for a newcomer. Color me curious.
And wow, a pretty strong coherent setting and overview, and some homemade maps to boot!
Expectations:
I am highly active on the boards and check them frequently during the day, although on weekends my availability is more sporadic. And I am always good on giving a heads up for any unavailability I may have. I have been maintaining my presence on the boards for nearly a decade now.
I enjoy being able to make heavy dialogue posts, really diving into the writing. Some of my more interesting heavy dialogue posts come from Sveng and Zed Ulmin, if you're curious, although I see from the application guidelines that I will be submitting some specific posts later.
I try not to get too hung up on the rules. Generally if I have some kind of dispute I go with the mantra of "Make a concise argument, make it once, and then move on with whatever they ruled".
Readings
I have read both of those, in great detail! Possibly the two most important threads on the entire board.
Formatting
Agreed, on all counts. I like to keep everything very neat and organized.
Character Creation
Far more to come, but here are the stat rolls to start.
Stat: 4d6 ⇒ (2, 3, 6, 4) = 15 -2 = 13
Stat: 4d6 ⇒ (5, 4, 2, 6) = 17 -2 = 15
Stat: 4d6 ⇒ (6, 5, 3, 4) = 18 -3 = 15
Stat: 4d6 ⇒ (6, 3, 6, 5) = 20 -3 = 17
Stat: 4d6 ⇒ (5, 5, 1, 6) = 17 -1 = 16
Stat: 4d6 ⇒ (1, 4, 4, 5) = 14 -1 = 13
Wow, ok, a 43 point buy (rounding down all the odds except the 17 still has it as a 37 point buy). I wouldn't be mad if you asked for a reroll on that, or just to use a 20 point buy.
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So from what I can tell of those that have expressed interest thus far...hmm it seems it started out martial heavy but now also has a significant level of divine as well? Looks like only 1 arcane and 1 skill. Perhaps an wizard or a bard would fit well, hmm...
I am off the boards for the day, but I shall return tomorrow!
| CampinCarl9127 |
@CampinCarl thanks for telling me a bit about yourself. You can keep your stats for now but we might have to change them once we see how you stack up to the other characters.
Understood. I don't want to feel like I'm overshadowing anybody else.
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Alright, I have returned, and I come with questions.
Currently I'm considering a half-orc bard application. But as I was reviewing the details of the setting overview, I see that orcs have a complicated history in the area. Over the past century orcs have been raiding the region. However I also see that Gringham sells their goods to orcs. So their relationship with orcs seems...complicated. Would you be able to give us any more insight into orc relations (and by extension, half-orcs)?
And for a much simpler question, I am wanting to know if this assumption is true: It seems you are expecting us to be more of "seasoned traveling adventurers" as opposed to locals from Gringham, correct? Would you prefer us to be from the local region described in the setting overview, or do we also have the option to be from regions further south in Elithiel?
Edit: And I suppose for such a short adventure, do you also expect the party to already have come together and be adventuring together?
| CampinCarl9127 |
Carl, just a note to say I think we have at least two Arcane (ish) submissions.
Though personally, half-orc bards are a favorite of mine :D
Indeed, I went through the other submissions and discovered that there really isn't any roles lacking, although martial and divine seem to be the most heavily covered. I always seek to prioritize the avoidance of toe-stepping when making a submission, but I fear with the number of applicants it cannot be fully avoided, and ranged support and skills seems about the most niche I can get.
I will also note that my particular build will only cast a few combat buffs and will almost certainly have dex (and maybe str too) as higher stats than charisma (arrowsong minstrel loses spells per day for more combat utility), so an arcane caster would certainly be able to harmoniously exist in the same party.
| CampinCarl9127 |
Ah I have another question:
Are there any language choices we should consider? I see that in the region specifically noted races are: humans, orcs, goblins, dwarves, and elves. Although I'm not sure if elves will come up or not, it seems the rest will. Are there any other languages that should be considered?
| GM Trifty |
Would you be able to give us any more insight into orc relations (and by extension, half-orcs)?
First, I've mostly been using the word orcs, however goblins are actually far more numerous than orcs. Each individual orc generally has partner/ownership of 3-6 goblins, who fight alongside that orc and share in its profits. But it's the orcs who are in charge.
From the perspective of settled humans, orcs are seen as either soldiers who are brutal but nontheless not a threat to existence or as misshapen brigands who are obviously less than human. During the summer, large groups of orcs gather together to travel south. They could easily destroy any of the smaller settlements, but they choose not to because it would be bad for their long term profits. Townsfolk pay an annual tribute, a tax, one might say, and in exchange are mostly unharassed. However, there are always orcs who don't go on the raids. Some of these are too low on the hierarchy to expect to keep whatever they steal in the southern lands, others are disgraced and goblinless, and still others have sworn enemies who are travelling south. These orcs need to be fought and killed on sight, if possible, because they will steal and destroy everything they can find. In the past, this group was more numerous, but since there are fewer and fewer towns and villages, there are fewer and fewer stray orcs.
From the perspective of the dwarves in Khel Zhad and other similar fortresses, orcs are orcs, and orcs are bad. The goods the dwarves create in their fortresses need to be carried downriver, and food needs to be carried back. Often they are traveling along the same rivers that the orcs follow on foot, hoping that the orcs won't have enough ships to do much damage to their large convoys before they can get to the sea. Orcish brigands don't hold much sway in the countryside near Khel Zhad, especially during the summer, since they can be easily swept aside by larger numbers of dwarves. But larger, more organized groups of orcs do frequently attack during the spring and autumn, so there is little movable wealth in the villages around Khel Zhad at these times.
As far as questions about where you might come from, you could be from anywhere. I would prefer if you weren't literally from the town of Gringham itself, since then I would want to know what your relationship is with various groups of people in town and that sounds like a lot of unnecessary work for both of us. But you could be from Burkesville, Khel Zhad, a village near Khel Zhad, or from another similar place nearby. Or you could be from within the White Mountains themselves, or from the Elven Kingdom to the south. Feel free to do whatever worldbuilding you want in order to describe the character you want to play.
The only language other than the ones you mentioned is old common, which has a good, self explanatory name. It's a version of common that was in use about two to five hundred years ago. Few people save scholars know it now, but you may encounter some people or inscriptions which use it. Also, it would make sense for a scholarly character to know.
As far as whether or not characters already know one another, I will organize a discussion about this after recruitment closes. What we decide to do will depend almost entirely on what the players I select want. I would be happy to handwave it completely or to spend a couple of weeks roleplaying, it really depends on player preference.
| GM Trifty |
Sorry, I realize I didn’t do a very good job of explaining how a half orc might be seen. The short answer is that in human society their orcish nature is usually seen as making them more like calloused soldiers than inhuman monsters. But, since adventurers are frequently looked down on as almost-brigands anyway, an adventuring half orc is much more likely to have their orcish heritage interpreted negatively than a half orc that was, say, a farmer.
| CampinCarl9127 |
Ah, understood. Very helpful insight, thank you for your detailed response. Those are all the questions I have for now. Although warning's fair: If I get selected I almost certainly will ask more of them!
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With that done, I humbly present Zordt Gnulm, Male Half-Orc Bard (Arrowsong Minstrel). With your setting and party expectations, I took it upon myself to use Zordt as an opportunity to do some worldbuilding.
When most resident of Elithiel think of orcs, they think of the White Mountains, and the raids on the human villages, dwarven fortresses, and elven woods. But when the original orc and goblin settlers came from across the eastern desert, not all of them finished their journey. The barren and inhospitable desert that the orcs came to call the Scorching Wastes wrecked havoc on the orcs and goblins attempting to traverse its vast span. Many fell from exhaustion, exposure, and malnourishment. The strong and ruthless orc leaders drove their kind along without mercy, leaving their kin to die in the desert. They saw it as a culling of the weak among their ranks. Their march was so unrelenting that larger groups started getting left behind. With this happening, the stragglers were no longer left to die on their own. They banded together, the ones deemed to weak to make the pilgrimage to the west, and settled into the Scorching Wastes.
Nearly a century has passed since the orc tribes left these splintered groups in the Scorching Wastes. With the short lifespans of orcs and goblins, none of the original pilgrims are alive, and now only stories are passed down. Generations have passed, and the inhabitants have acclimatized to their new environment. Unlike their cousins in the White Mountains, the desert orcs are one of the more civilized races in their environment (relatively speaking), and are actually vital to the economic and environmental activity within the desert. They trade with their neighbors, distribute resources to remote civilizations, take care of the delicate desert ecosystem, and keep the peace within their territory. Their society is still primitive and brutal compared to the neighboring races outside of the desert, but they are not the vicious raiders their mountain cousins are.
The Gnulm tribe is one of the most influential and powerful orc tribes in the Scorching Wastes. They control the Sky Plateau, a massive hollow plateau in the center of the desert, vital as a center of trade and the desert's single greatest source of drinkable water. A primitive village has been built within and around the plateau, so large that it almost seems a city.
The Gnulm family itself is expansive, with so many distant grandmothers and great uncles and removed cousins that its common for many of the less important relatives to have never met each other. Kjarl Gnulm, leader of the tribe, is said to have over fifty children, although the true number is hard to ascertain due to his ever-expanding collection of consorts, as well as his disinterest in any offspring that aren't deemed strong or otherwise useful to him.
Zordt Gnulm
Two decades ago a human woman came to the Sky Plateau, a sorceress named Ethiria. A stunning woman even by human standards. She took a great interest in Kjarl and wormed herself behind his throne. Her presence unnerved many of the tribe, as she seemed to be able to influence Kjarl's decisions. She became pregnant shortly after arriving, and her influence only seemed to grow. But as soon as the child was born, Ethiria vanished in the middle of the night, never to be seen again.
Zordt was the child born of Kjarl and Ethiria. Unlike his dozens of siblings, Kjarl and the tribe elders paid close attention to him as he grew up. He grew as strong as his orc brethren, but was much faster, and developed a sharp mind and force of personality that was reminiscent of his mother. Kjarl was both optimistic and cautious; this offspring showed incredible promise as a strong and capable asset to his rule, but he worried that Zordt may be too competent, and thus overthrow him. He kept Zordt directly under his wing, both to groom him and to control him.
Zordt was far from blind to the situation he was born into. He took cautious steps to be useful without seeming a threat, always playing a balancing act with his life. It was a stressful existence; he rarely slept, and could never relax. Training and learning and advancing publicly to show his potential, while privately pushing himself ever further should things take a turn for the worse. But his world was rocked to a halt when he came of age, and the spark of magic flew from his fingertips. He knew he could not hide it. It was either roll over and accept his fate, embrace his power and size the throne to ensure his own safety, or flee. Remembering the stress, the sleepless nights, and the constant looking over his shoulder that comes from all the politics, he knew his decision. Mirroring his own mother, he vanished in the dead of night, and never looked back.
Heirloom Weapon - Picks up proficiency with orc hornbow, a tribe relic he stole from his father upon fleeing the Sky Plateau
Reactionary - Pretty boring, couldn't really find a 2nd trait that I liked more, but it makes sense with his upbringing and how he would avoid conflict with his wits
Also, a question on gear: I saw early in the thread that you raised the single-item purchase limit from 2000gp to 2500gp to allow for +1 items to be purchased. Well it turns out composite bows quickly get expensive, even a composite bow with no strength rating is already at 2400gp, and it takes 100gp extra for each additional point of strength rating. A +1 Orc Hornbow with enough strength rating for Zordt to take advantage of would cost 2730gp. Is that alright? If not, definitely no big deal. A non-magical masterwork version only costs 730gp, and the only drawback would be 1 less damage.
- Confronting a major antagonist (Carrion Crown spoilers) - This post was very impactful because not only was it an ideological clash with the villain, it also helped Zed to be more accepting of his own existence
- Testifying (also Carrion Crown spoilers) - This has Zed coming to terms that not all things "born as monsters" are truly evil, a parallel with this own birth, and finding a way to emotionally connect to humans
Sveng Catus, aka Sveng Rasdovian, Human Cleric (Cardinal). A master manipulator, using the tools of Norgorber for positive change
- Sveng has a great deal of hefty posts, as his entire character was built for roleplay in mind.
- Introduction post - This post (and the next few follow ups) show how Sveng is always playing the game of politics and manipulations, paying extraordinarily close details to his surroundings
And lastly, a GM post that I made, detailing out worldbuilding, a stormy night, and a terrible nightmare. Link
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I believe that is everything. If I have missed anything, or if there are any questions or concerns, please let me know and I will be happy to figure it out.
Best of luck everybody!
Crisischild
|
@CampinCarl9172 - I, too, discovered how expensive enchanting composite bows is with my character submission.
——-
I have Forest coming to Khel Zhad from a long ways off, ideally from a human civilization that’s more decentralized. Local lords running smaller parts of the countryside instead of a single large kingdom, that kind of thing. He’s been to the Khel Zhad area two or three times before, so he’s not a complete stranger and could possible know others that are from the area.
| GM Trifty |
@CampinCarl Your worldbuilding looks good, and those traits are fine. I’m inclined to disallow a +1 composite longbow on the one hand because it’s so much more expensive than the initial 2000gp limit I set, but to allow it on the other because everyone else gets to have a +1 weapon if they want. Although I remain unconvinced that you’re actually spending your gold well, that’s really not my place to determine. You can buy a +1 composite bow if it pleases you.
@Crisischild you too. Also, maybe what you’re describing would occur on the western coast of the Southern Sea.
| GItana Stormcroft |
Gitana Stormcroft wrote:I know. He doing ok nowadays? :)
GM Chyro wrote:I like a good story, and i'll probably fit another campaign in my list. :)
GM Chyro: I ran Toorin back in your Season 1 Run Campaign. I had a lot of fun with that character.
I did not play him any more in PBP, but in local PFS games, I advanced him to 9th level (6th level wizard, 3rd level Investigator).
Crisischild
|
Forest Hunter is mostly complete. I lied when I said I would reuse an old profile. I dunno why I put an underscore in the name originally, so I made a new profile that didn't have that. Build and stuff is below in the spoiler or in the profile linked above. Items might change, depending on what the party composition ends up looking like.
I have Forest growing up in an area besieged by an undead army led by a lich. If your world doesn't have undead armies, that's fine. I can change it to something else. He was forced into soldierhood as a matter of necessity and he fought all his young adult life, but now that his people are safe they don't need him anymore and he's jaded and depressed about it. I'll add more to his backstory when I get a change, but the short version is in the profile or the spoiler below.
Forest Hunter
Male human (Varisian) ranger (nirmathi irregular, stormwalker) 4 (Pathfinder Campaign Setting: Inner Sea Magic, Ultimate Wilderness 72)
NG Medium humanoid (human)
Init +4; Senses Perception +9
Tracked Resources
Arrows 40/40
Blunt Arrows 40/40
Pearl of Power (Level 1) 3/3
Thundershot 5/5
Keep Watch 1/1
Gravity Bow 1/1
Deadeye's Lore 1/1
Wand of Aspect of the Falcon(CL1) 50/50
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Defense
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AC 18, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 32 (4d10+4)
Fort +5, Ref +8, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +6 (1d4+2/19-20) or
. . greatsword +6 (2d6+3/19-20) or
. . handaxe +6 (1d6+2/×3)
Ranged darkwood composite longbow +10 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (undead +2), thundershot
Ranger (Nirmathi Irregular, Stormwalker) Spells Prepared (CL 3rd; concentration +5)
. . 1st— deadeye's lore, gravity bow[APG], keep watch
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Statistics
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Str 14, Dex 18, Con 13, Int 14, Wis 14, Cha 11
Base Atk +4; CMB +6; CMD 20
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits deadeye bowman, magical knack
Skills Acrobatics +4 , Climb +7, Handle Animal +7, Heal +11, Intimidate +7, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (nature) +10, Knowledge (religion) +9, Perception +9, Stealth +11, Survival +9, Swim +7; Racial Modifiers +1 Knowledge (dungeoneering), +1 Knowledge (geography), +1 Knowledge (nature), forest ghost
Languages Common, Dwarven, Elven, Varisian
SQ comprehensive education, favored terrain (forest +2), track +2
Combat Gear pearl of power (1st level) (3), wand of aspect of the falcon (50 charges), healer's kit; Other Gear mithral shirt, arrows (40), blunt arrows[APG] (40), dagger, darkwood composite longbow (+2 Str), greatsword, handaxe, ioun torch ioun stone[APG], bedroll, belt pouch, flint and steel, folding shovel[UE], grappling arrow[UE], masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), waterskin, 255 gp, 5 sp
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Special Abilities
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Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skils from classes.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Forest Ghost +2 (Ex) Gain +2 bonus on all Perception and Survival skill checks made while in forest terrain.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Thundershot (5/day) (Su) Grant held weapon the shock quality.
Track +2 Add the listed bonus to Survival checks made to track.
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Forest Hunter was twelve when the elven lich Kul'xolar and his army of undead spilled from the barrows in the granite hills. The militia, led by Forest's father, valiantly gave their lives to buy the villagers of Darkwood as much time as possible to escape. He watched in horror, helpless to help as his father was cut down by the lich. The survivors, including Forest, his mother, and his twin sister, fled to Stone Wall. The formidable fortress city was named for its impenetrable walls and it could throw back the undead time and time again, but undead don't eat. Stone Wall had to go on the offensive to avoid death by starvation and Forest, like many other boys, was drafted into the military. He ran messages to nearby forts and friendly armies, entering and leaving Stone Wall through a sally port, dodging undead and mercenaries until he was strong enough to handle a warbow. Years past. He proved to be an adept archer and tracker and joined a guerrilla unit that hunted the more intelligent undead or mortal mercenaries, efficiently taking out high value targets and disappearing into the wilderness before the enemies could react.
With the lich slain and his armies reduced to dust, many of the survivors of the massacre at Darkwood banded together and set out to build a new home for themselves. They settled in a deep valley in the mountains, building their walls high to avoid being caught defenseless again. Forest had spent the five years it took to build the wall hunting down the remnants of the liches army, his mortal mercenaries and intelligent undead lieutenants that didn't die with the lich. When he finally returned to his new home and passed through the mighty ironwood gates, he quickly realized his people didn't need men like him anymore. Men that only knew how to kill. Men that had become men on the battlefield. He left to continue doing what he had always done: hunt undead.
Six months ago the spirits of the forest had begun whispering to Forest in his dreams. The voices urged him north and east. He tried to ignore them, dismissed them as side effects of a life of combat, but the intensity of the dreams only lessened if he traveled northeast.
| Herkymr the Silly |
I will have something up later today or early tomorrow.
Looking at doing an oracle of the outerrifts.
I can change race but would prefer to play an arctic goblin for flavor. My question is the same as Campin girl only about goblins.
HOw would a goblin be recieved as an adventurer? say one that hates orcs due to past enslavement? The only reason that it escaped servitude was its sudden divine anointing as an oracle.
I am using the lame curse as I could see him being injured trying to escape and it never healing due his new "calling"
I almost have all the stats and that built and use herolab as my creation tool. THus siad if you decide you want to see my buil in detail I can send the herolab.por file.
| GM Trifty |
@Crisischild an undead army is fine and your submission looks good.
@Herkymr Goblins are usually seen as being less responsible for their actions than orcs, because they're typically in a more servile role. Unlike a half orc, however, they lack 'civilized' blood, and so are generally seen as having fewer redeeming qualities. They are more likely to be pitied than scorned, but are not usually trusted.
| Herkymr the Silly |
"Click" Intestom I chose not to build were boar without answer from the PM I sent you. if I can it will change my cr from 3 to cr 4 and adjust some stats when in hybrid form.
Male arctic goblin oracle 4 (Pathfinder Campaign Setting: Classic Monsters Revisited, Pathfinder RPG Advanced Player's Guide 42)
N Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 29 (4d8+8)
Fort +3, Ref +2, Will +4
Resist cold 5
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Offense
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Speed 20 ft.
Melee glass shortspear +4 (1d4) or
. . mwk cold iron longspear +5 (1d6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron longspear)
Oracle Spells Known (CL 4th; concentration +7)
. . 2nd (4/day)—blessing of courage and life[APG] (DC 15), cure moderate wounds, resist energy
. . 1st (7/day)—cause fear (DC 14), cure light wounds, endure elements, infernal healing[ISWG], murderous crow
. . 0 (at will)—create water, mending, purify food and drink (DC 13), resistance, vigor, virtue
. . Mystery Outer rifts
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Statistics
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Str 10, Dex 12, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +2; CMD 13
Feats Abundant Revelations (balefire)[UM], Extra Revelation[APG]
Traits dangerously curious, reactionary
Skills Acrobatics -2 (-6 to jump), Appraise +0 (+2 for small or highly detailed items when using a magnifying glass), Craft (tattoo) +9, Heal +7, Linguistics +1, Perception +1, Ride +2, Sense Motive +5, Sleight of Hand +2 (+4 on checks to conceal an item in an inside pocket., +4 on checks to conceal an item in an inside pocket., +4 on checks to conceal an item in an inside pocket.), Stealth +13, Use Magic Device +11; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ oracle's curse (lame), revelations (balefire, demonhide, planar haze)
Combat Gear wand of cure light wounds (15 charges), wand of cure moderate wounds (5 charges), wand of endure elements (10 charges), wand of greater false life (2 charges), wand of greater invisibility (2 charges), flame ink, permanent[ARG], incendiary catalyst, keros oil[UE] (5), shriek bomb, troll styptic, unholy water (3); Other Gear mwk hide shirt, glass shortspear (5), mwk cold iron longspear, bag of holding i, adventurer's sash, blanket[APG], burner, cutting board, wooden (2 lb), explorer's outfit, fairy cap[UW] (2), fetish, tribal, flask, flint and steel, folding chair[UE], fuel pellet (100), ink (5), inkpen (5), inside pocket[UW], inside pocket[UW], inside pocket[UW], jug, knife, cutting (0.5 lb), ladle (0.5 lb), magnifying glass, masterwork tool, pot, sack, sack, saddlebags, seasonings, local (0.5 lb), signal whistle, skewer (1 lb), spellbook, spider's silk rope (50 ft.)[APG], tattoo[UE], tattoo[UE], tinder packet (0.5 lb), tindertwig (50), trail rations (10), tripod, iron (3 lb), waterproof bag[UE], waterskin, whetstone, winter blanket (2), 68 gp, 6 sp, 2 cp
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Special Abilities
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Balefire (4d6 fire, 1/day, DC 15) (Su) As a standard action, burn one target within 30 ft. for 4d6 fire damage (Ref half).
Darkvision (60 feet) You can see in the dark (black and white only).
Demonhide +4 +4 (4 hours/day) (Su) Gain +4 armor bonus.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Planar Haze (Obscuring Mist, 1/day) (Su) As a swift action, fill an area with obscuring mist, except it originates at the center of your spell effect and cannot expand beyond the spell’s area.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
“Click”, so named for his habit of clicking his tongue at the end of long phrases, was small even for a goblin. He was sold into “servitude” to a band of orcs near KHEL ZHAD. He served as fodder for the raids for many years and only survived through shear luck or from pure cowardice. He would make sure he wasn’t first in and when given the chance would hide at first chance until the “battle” was over.
He learned to craft tattoos for his “tribe” as a way to make him more useful out of combat and thus less likely to be sent into combat. Trading a intense tattoo for a couple of glass spear tips was one of his greatest “sales” and he has since had them made into shortspears.
It was shortly after this that his “gifts” arrived. He helped to raid a small townsite and returned unharmed but not feeling quite right in the head. He slept poorly for several days and his performance was poor. He would have dreams of demons and other creatures invading his homeworld. These dreams slowly turned into power.
His first indication of power was when he became threatened by his “master.” The orc leader called Ogrik, observed Click hiding on a raid. In anger he cut Click’s hamstring as punishment thinking that if he could “slow” him down he would be better fodder and less able to hide. As Ogrik turned his back, balefire reached out from the injured goblin and killed his master. Click saw his opportunity to be free and hobbling along, found a place to hide. His wound never did heal but he considered it a blessing from the Gods that watched over him and remained thankful for his magic.
His dreams still haunt him but he searches for away to prevent them from coming to fruition, believing them to be a portent of great import from the outer rifts as he has began to call his Gods.
| Herkymr the Silly |
Glancing at the fairly large and loud orc asking for work, my interest is piqued further as a human about myself chips in, "I'm looking for that kind of work,too! We should team up! It's harder to get that kind of work alone."
Looks like an interesting duo. Their size is comparative to that of Bruno and I. Obvious what his skills are but I wonder bout her.
I look towards Bruno checking to see if he is still in conversation. I "reach" out and flick his pouch, a previously established signal I need his attention.
Turning back to my observations, I wait for Bruno to finish up before motioning him to come closer. those two I motion towards the orc and human, looking for work. I settle back having said the necessary."
This is a post from a game I was running. It was before the party all joined together so it shows NPC interaction with several players.
J&S:
The cat blinks looking towards Seth. In an amused purr you hear...so you wanted to ride me huh? I wouldnt suggest it unless you have a strong affinity for fire. Fire brought you to our realm but it was a different fire than that which I am. Yes Master to be Jerram, I can read your thoughts so your vows are not broken when we"talk".
YOu shall find that your animal is not just as he appears but that will become clear here. Now...Advice from someone that knows what you must face, seek out the marked elf with the gem and the bow. The druid of the forgotten beasts, and the scaled rover. Decide if it is them you trust..for it is them that will make the return of your people, horseman, achievable. It is them that hold both your live and your death in the strings of your choices.
The monastery had much to teach and you learned well. Your wife you shall meet and be taught more before you think.
The two of you were not crossed by chance. Each will need the other for redemption and forgiveness before the golden one is found. Trust with care, work with heart, and think with emotion and cunning and you shall.. suddenly there is a deep rumbling building in your heads and the Cat stops talking. He flickers a moment more before glancing at Seth almost in alarm and vanishing. SOund returns to the clearing but your fire has burned out completely and you both feel like hours have passed in the moments of the conversation.
Shadara:
"Ah!! A linguist to boot. You can talk and it looks like you can prepare but can you handle things like a leader? You may say you can I say prove it, Your attitude doesn't show me though. Find me at the Linder Lost after you have assembled a team of specialists. You cannot tell them why they are to join you, you can not tell them they will be paid...unless you pay them, and you can have none that are bonded by race. If you can achieve this, bring them in a fortnight to the Linder Lost. When you arrive order a mulled wine and place a single gold coin in the bottom of the mug when you have finished drinking. I will know you have succeeded then and will contact you for further arrangements to be made."[/b][/i]
Mang:
After a brief walk, the gnome stops at the edge of a copse of old growth oak trees. They dwarf the mangroves around them but you didn't realize they were there until your guide stopped.Knowing that aninimity is sometimes the best protection you are sure that the circle has hidden this grove from sight by intention. Two nubile young humans approach clothed in pure white clothing with a laurel leaf embroidered on their shoulders. Without a word, the gnome disrobes and allows them to wash her with water from gourds that they brought, A few muttered prayers and a brief burst of scents and smoke and the gnome re-robes and motions for you to follow the same ritual of purification. Upon completing the ritual you are ushered into the grove.
The business of the city and the farms melts away dropping from your shoulders with the rest of your current concerns and you feel balance seep into your soul again.You hear a voice in your head speaking softly but compelling and calling you forward towards the stones in the center of the grove. As you approach you see a small spring of water gurgling happily from its home in the apex of the stone. Robed like the acolytes from earlier, a very youthful halfling stands by the spring. I see you have made it safely. The lords of balance told us you would arrive but not when. We have been watching and waiting for some years now. Welcome. Yes I appear young because i am young in spirit and light with humor. My body has chosen to form itself to these ideals. Look however are not a reason to bias or prejudice your choices for oft there is much we see but don't see.
I am Vigi and currently sit as high druid for fifth port. Please regal me with your travels to here, tell me the state of the creatures and the lands you have recently traversed. We hear there are those whom would continue the desecration of nature with no regard to the nature of balance which sustains all life. here is an opp for you to create part of the world from the map and tell more of your story. Please elaborate to the High Druid.
Their is a group seeking to harness the powers of the deep fires. The are named by many as the yellow scorpions, you must seek to deter or destroy their conniving. Have you joined the elf with a mark or the man with a horse that is not a horse, or the talking fingers of the monkey lord yet?[b] Without waiting for a reply he continues, [i][b] You will need their conflicts to restore fertility to more than the waters. Also, there is one of dragon decent that has lost his way who will need your help restoring his ancestry. Seek them and then return and we shall talk further. After introducing you to several of the other druids in the area and explaining how the druids run the farms, Vigi excuses himself asking the gnome from before to assist you with returning to your rooms, when you are ready. As he departs,You will find success when you find the others...
[i]Unk:
After the restoration of the mess to a somewhat disorderly conglomerate, the Ogre motions for you to accompany him as they deliver the goods to a warehouse in an area you hear him refer to as" the Burrows." As the group moves to the warehouse you notice several times that their are "unseen" watchers. They move along the rooftops paralleling your route. Your new friend seems unconcerned when you mention it to him. You arrive at a large block or two block building. You notice several glyphs and paintings of unknown manner covering not only the building but also the roads surrounding it. A group of 7 heavily clothed and cloaked figures meet the convoy at the "entrance" and spread out. Only one has his hands visible and the others have theirs "hidden" as the ogre approaches them warily. You are certain from the movements of the figures that they are heavily armored even though the extreme humidity is making you sluggish in the warmth. Unable to hear the conversation you sit and look at the group of others around you. Most of them are shabbily dressed and very dirty. They have either been on a long journey and just returned or were hired from the slums.
You realize that many of them match the commoners if you will of the burrows. Their apparel shows little care, little cleanliness, and lots of abuse. Scars adorn not only the people but also the buildings as if a ragged memorial to the hell's of a life without civilization in a civilized land.
You dismount giving those unloading your wagon space to do so when your wagon approaches the doors. Several goblins and a few misshapen looking kobolds scurry past you without stopping and begin to unload the wagon. The hobgoblin from before pushes past, shoving you out of the way and muttering just loud enough for you to hear,Fool! You chose to involve yourself in the middle. Much better you had chosen a side. Without pausing, he shoves past.
The rest of the unloading goes haphazardly but quick. Finally as the last one is loaded the Cloaked "man" from before approaches the ogre again. You hear just enough to know that he is not happy with the conditions of the delivery. I understand that. Attention was drawn to us but I have taken measures to have it drawn elsewhere. I know my place you just see that your master keeps the money coming or the "goods" will not. The answer comes in an almost inaudible rasp...."You will not mention nor threaten the master. If it is reported to me that it happens, even by rumor, I will see that the penalty is swift and you will not repeat nor make it again."
Come on little beast the ogre says to you as he returns to the wagon.I owe you a meal and after dealing with stupid Barghest, I could use a good slosh. I hate those infernal beasts. would love to crush him and will when my need for him is finished. You will be my new good luck charm;I will be your sponsor. Here is some gold so you can stay around until we have another task. With a fatherly, possessive hand he steers you up the street, out of the Barrows and then to the Linder Lost.
| Herkymr the Silly |
this was spoilered
The Yellow Scorpions oppose the council of three. Being associated with either or perceived as being associated with either will get you caught in a feud that won't end well. Nella, returned a few years back from destroying the Treho Monastery and became one of the top heads to their organization. Her power comes from a swift hand, a hard dagger, and fear to create informants. Most who question others about the Yellow Scorpions eventually are found or find them. I have know few who have stayed once this "meeting" has occurred. Nella doesn't allow the others to be forgiving.
You are lead to a room of good size. It appears to have been used at one time or another by a saddle and leather maker. There are remanent signs of the past imprinted on the floor and walls throughout. As you arrive, a young human girl comes rushing in with a cot and a small table. As I was told you requested. Andhere isthe chitforthe stone mister. Yourequesteda chitfor the noble but wearecurrentlyout. I had Jaseheaddownto report ourtakingsandget a fewmorechits. As soonashehas one here, I'llsee thatournoble guesthere receives one. Sh says in a rapid dialect. Not waiting for anything to be said she rushes right in,The tubs ofwater willbe herewithin thenext few minutesandthe food should be arriving abou..The arrival of several servants with laden trays of food, gives her pause and a smile,See I saidtheyd be heresoon. Ifnothingelse comes to mind Iwill goabout my other dutieswithout delay. With a deep curtsey to Marry and a brief but respectful nod to Milos, she rushes off with steps almost as hurried as her speech.
With an exasperated sigh of humor, Mary continues The room to the bottom of this one can be used for your "horse" She glances at you and then throws a quick unsure glance towards Mang. There is an entrance off the side of the building. We receive ALL of our food supplies 3 times a day. They are delivered to the door just up from where we exited the main inn. Any requests that cannot be filled or would cause possible discord with the other guests, you can handle directly from there.
Now for the Tetradrach, did you want to bank them with me? I could also have you introduced to a very discreet money lender to exxhange some if you prefer instead. Just let me know and I can have it arranged for you by first morning shadow. If there is anything else you need or desire please don't hesitate to find me or my servants. It is rare that we have noble company of such a unique background.
If you would like, I would join you for morning repast here and we can talk further then.[/b]She pauses looking at you (Milos). Then upon your answer bows her head momentarily in almost reverenced acknowledgement of your family name and as she leaves you hear her call the old leaving addage from home, May the moon never find your time and may you remain in memory of what you were"
| GItana Stormcroft |
I made a few changes to Gitana:
Replaced Conceal Spell feat with Celestial Obedience.
Added some combat spells to her spellbook to beef up her options in combat.
Adjusted her skills a little to qualify for the feat.
Added some spoilers at the bottom about her appearance, background, and allignment/religion.
| Herkymr the Silly |
Here are my rolls for the additional information.They all would be a straight up intellignence check which fits with my toon anyway. Is that ok?
I'm asking before I look at spoilers if I make any of the rolls.
1 Know Local DC 10: 1d20 ⇒ 4
2 Know Local DC 13: 1d20 ⇒ 9
3 Know Local DC 13: 1d20 ⇒ 15
4 Know Local DC 20: 1d20 ⇒ 13
5 Know Local or Geography DC 10: 1d20 ⇒ 2
6 Know Local or Geography DC 13: 1d20 ⇒ 16
8 Know Local or Geography DC 13: 1d20 ⇒ 6
7 Know Local or Geography DC 15: 1d20 ⇒ 20
9 Know Local or Geography DC 20: 1d20 ⇒ 1
10 Know History or Geography DC 10: 1d20 ⇒ 7
11 Know History DC 10: 1d20 ⇒ 8
12 Know History DC 15: 1d20 ⇒ 13
13 Know History DC 18: 1d20 ⇒ 2
14 Know Religion or Arcana DC 10: 1d20 ⇒ 1
15 Know Religion DC 10: 1d20 ⇒ 16
16 Know Religion DC 18: 1d20 ⇒ 5
17 Know Nature DC 12: 1d20 ⇒ 3
18 Know Nature DC 17: 1d20 ⇒ 6
| GM Trifty |
Recruitment is now over, my selections have been made.
Clebsch73 with your character Gitana Stormcroft.
CampinCarl9127 with your character Zordt of the Scortching Wastes.
Zahin ibn Mahmoud ibn Jothan with your character Norde.
Albion, the Eye with your character Hedrak.
Please head on over to the discussion tab where we will get things started.
For the rest of you, I'm sorry that I couldn't select you. Dealing with rejection can be tough, but try to remember that you are not a bad person or even a bad PBPer just because I didn't select you. This was a competitive recruitment thread and there are quite a few players who I feel could have been good choices. Ultimately, I chose these people because I think they will be the most reliable posters and will give me the best possible chance of having a smooth start to my PBP career.