Innistrad: An Unstable Realm (Inactive)

Game Master leinathan

Adventurers from a dark realm meet in the city of Havengul, where sinister forces have begun to array.

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You are correct. NPCs do not receive traits.


Looking at the Sorce info, I just could not get Investigator to work, So went back and rebuilt her as my 1st idea, A Psion Telepath. It just works better to cover the Vampire like Abiulitys than trying to push the investigator to do it. Dropped Leadership feat as she has a Psicystal and it does not seem right she has two Henchmen-like ads. Changed back story to reflect this better.

Also a New look

Now she can hide much better amongst humans but still lean into her inner Vampire


Isabela Calista De Romano wrote:

Looking at the Sorce info, I just could not get Investigator to work, So went back and rebuilt her as my 1st idea, A Psion Telepath. It just works better to cover the Vampire like Abiulitys than trying to push the investigator to do it. Dropped Leadership feat as she has a Psicystal and it does not seem right she has two Henchmen-like ads. Changed back story to reflect this better.

Also a New look

Now she can hide much better amongst humans but still lean into her inner Vampire

Warhammer, I approve. If only finding art of blind women with the eyes uncovered were easier, I might be able to find a good image to represent Eliana.


So I did some writing today. 2000 words and I only introduced the familiar. There are at least 3 other major characters in this background. Planned, at least.

It seems it will take a while.

Eliana you can always just photoshop a gray/white iris.


Eliana Carlova wrote:
If only finding art of blind women with the eyes uncovered were easier, I might be able to find a good image to represent Eliana.

How about this Image or This one

Thanks, took some time finding it, Warhammer Grim Dark for Grimer dark.

I have her knowing your PC and fighting with her to stop the undead hord


Have to sit down and do a whole lot of writing. Given i have to go over a a family history, battlefield honors, a brief run down of company syructure and order of operation, disposition before, during and after emrukul, have to read up a bit on the landschnekt and all that. Trying to use all the time i have.

And i still might thrown in an entry for an ancient demon i had.


Isabela Calista De Romano wrote:
Eliana Carlova wrote:
If only finding art of blind women with the eyes uncovered were easier, I might be able to find a good image to represent Eliana.

How about this Image or This one

Thanks, took some time finding it, Warhammer Grim Dark for Grimer dark.

I have her knowing your PC and fighting with her to stop the undead hord

I've actually seen that second one. If the character was more innocent and naive, that'd work great. For a battle-hardened character, not so great. The first one's definitely better, but not really the vibe I'm going for. I'm extremely picky when it comes to art, to the point I tend to force myself to find art and then make a character. Not this time, which is where the problem comes from.

Also, glad to have a backstory connection! She'll probably remember Isabela once a name gets dropped, that period of time can be kind of fuzzy.


Oh, also, decided to swap a feat out. Beastmaster Style was kinda useless, so I decided to swap it out for Martial Weapon Proficiency (Lucern Hammer). Figured a soldier would know how to use something better than your crappy average mace.

Also, found an image I actually like!


So, looked some things over. Info about werewolf society is pretty limited, it being cribbed from scattered card texts and all, but I think my chosen concept works.

Stefan Wolfe (the last name chosen in irony, of course) is a werewolf of a more virtuous leaning howlpack. As mentioned, he has a bit of a werewolf-centric morality. He thinks they're more than beasts, but also accepts that the nature of their curse is destructive. He believes it is the werewolf's responsibility to try and ensure they stick to the fringes of society near the full moon, to avoid harming innocents; by that same token he feels no real responsibility for deaths that occur from foolish humans wandering into the woods at night. Responsibility goes two ways, and keeping yourself safe from harm is your own.

He (and his entire pack to an extent) acts as a sort of enforcer, a kinslayer, who puts down actively malevolent or overly Corrupted werewolves who lack either a sense of reason or responsibility. Any wolf who attacks humans purposefully, or arranges to "accidentally" be near a town at the full moon is fair game, though if it seems there are extenuating circumstances an investigation could be in order to see if they are truly guilty enough to warrant death.

Essentially, he acts as a werewolf lawman, with (self-appointed by his pack) authority to act as judge, jury, and executioner over his own kind.

Mechanically, he'd be a Witchwolf Path of War character (exact variety undecided, but leaning toward a Judge Stalker) focused on the Mithral Current Discipline. In terms of skills, he's be a woodsman, with Survival and similar skills, but also have a focus on the investigatory skillset (Perception, Sense Motive, Intimidate, etc.).

Is this acceptable in the lore?


Hey, just declaring my intent to submit a tiefling demon monk. I know we have plenty of time before recruitment ends, but I thought it would be helpful to let people know.


Stefan Wolfe wrote:

So, looked some things over. Info about werewolf society is pretty limited, it being cribbed from scattered card texts and all, but I think my chosen concept works.

Stefan Wolfe (the last name chosen in irony, of course) is a werewolf of a more virtuous leaning howlpack. As mentioned, he has a bit of a werewolf-centric morality. He thinks they're more than beasts, but also accepts that the nature of their curse is destructive. He believes it is the werewolf's responsibility to try and ensure they stick to the fringes of society near the full moon, to avoid harming innocents; by that same token he feels no real responsibility for deaths that occur from foolish humans wandering into the woods at night. Responsibility goes two ways, and keeping yourself safe from harm is your own.

He (and his entire pack to an extent) acts as a sort of enforcer, a kinslayer, who puts down actively malevolent or overly Corrupted werewolves who lack either a sense of reason or responsibility. Any wolf who attacks humans purposefully, or arranges to "accidentally" be near a town at the full moon is fair game, though if it seems there are extenuating circumstances an investigation could be in order to see if they are truly guilty enough to warrant death.

Essentially, he acts as a werewolf lawman, with (self-appointed by his pack) authority to act as judge, jury, and executioner over his own kind.

Mechanically, he'd be a Witchwolf Path of War character (exact variety undecided, but leaning toward a Judge Stalker) focused on the Mithral Current Discipline. In terms of skills, he's be a woodsman, with Survival and similar skills, but also have a focus on the investigatory skillset (Perception, Sense Motive, Intimidate, etc.).

Is this acceptable in the lore?

Sure!


Karthan and the Stermason Family:
Legend says that centuries ago as Avacyn was assembling her angelic hosts she selected twelve mortal families to serve as human auxiliaries to her armies. The angelic hosts were legion enough, but humans needed the means to defend themselves as the angels could not be everywhere at once. These mortals were trained in the ways of battle that the angelic hosts favored and charged with passing those skills on to their soldiers, their friends, and to their children. It would be too long a tale and relatively unimportant to go into long detail about how those families fared over the long centuries, or in how those skills spread, changed, ebbed and waned with time and need. Many of those tales are worthy stories of their own and many still are hardly worth the time it takes to write them.

What is important is that one family in particular managed to retain some of those original skills and combat abilities . The Sternmasons, a proud family that could trace its origins back to the early days of Thraben all the way to it's current standing as a wealthy merchant family in Havengul. Whether as members of the inquisition, marines and sailors protecting their ships, army commanders, monster hunters, bodyguards, duelists or those who taught them all in the ways of the angelic hosts at war the Sternmasons have held onto martial traditions throughout all stages of the families highs and lows.

Four generations prior a wealthy Avaland Sternmason with interests all along the border of Kellsig was finding his assets under siege by howlpacks belonging to the Rathvir wolfpack. The pack itself was only forty or so werewolves; however , what made them unique is their use of bandits and mercenaries brought under their thrall through offers of security in their territory and a chance to become part of the pack themselves. This combination of supernatural ferocity and skill at arms threatened to destabilize the border between Kessig and Nephalia as well as financially ruin the Sternmason family with each new plantation and grain silo burned to the ground. With Avacyn trapped and the church busy with concerns elsewhere in the world, Avaland understood that if he wanted to preserve peace and the prosperity of his house he would need to take matters into his own hands.

Avaland started by hiring every able bodied sailor and dock worker in Havengul. He only wanted those brave enough to facedown kraken, and wanted no real criminals in his ranks. Otherwise the temptation to join the bandit wolf army may become too much to stop. Most were already competent with a cutlass and with further training by Avaland himself they could easily hold their own with the most belligerent of duelists. He pushed this further, teaching them how to move in formation, how to fight with spear, polearm, and crossbow in an organized fashion, and how to operate as a cohesive military unit off the battlefield. Despite criticisms about Avalands decision to found his own mercenary unit rather than hire a few bands of Skiltfolk or rally the local militia Stermasons mercenary company proved devastatingly effective at hunting down the bandits supporting the Rathvir's efforts. Eventually the howlpack itself was forced to get involved and it too was quickly thinned out by what their pack leader called storms of silver fangs as each wolf was met with a wall of pikes and volleys of silver tipped bolts. Without the support of its fully human allies and with rival howlpacks moving in from the rear to take out their own grievances the howlpack was forced to dissolve and the western border of Nephalia returned once again to an unsteady peace.

Ever since the Silverfang Company, as the regiment came to be called, has served honorably in a large number of contracts whether in the capacity as monster hunters, bodyguards, shock troops, raiders, marines, or law enforcers. While not every job was glorious or necessarily honorable the Silvefang Company maintained a reputation of professionalism and prowess any Skiltfolk band would envy.

Because the Sternmasons have a multitude of differing business interests it became a tradition for the eldest son of the family to handle the business and naval side while the younger took care of the Silverfang Company itself. Any daughters would be married off or granted rights and lands where appropriate based on their capability and the current fortunes of the family.

So it was when Karthan was born. Being the younger of twins by but a few hours he was destined for military tutelage and spent many a month on campaign with the company under his uncle serving as a batman. His older brother in the meantime learned the ins and outs of sailing and business becoming a valorous officer in his own right serving on the Krakensmane delivering cargo from Havengul to all ports along the coast. There were also two sisters, Abigail and Velora, born within two years of the brothers. Velora showed strong religious fervor and was sent to Thraben to study for the priesthood and possible induction into the inquisition. Abigail was to be married off to a young Nephalian noble from the countryside to strengthen alliances and further grow each family's fortune.

Alas barely a week before the Eldrazi horror came into the light Abigail was abducted by what is presumed to be a coven of vampires. Just as Karthan's uncle was rallying the Silverfang Company to take down the culprits Emrakul manifested fully onto the plane and war was already underway.

As Avacyn fell to the horrors from beyond, so too did the Sternmasons suffer from repeated misfortune. Karthan's uncle died in battle leaving him in command of the company. His mother was dragged from her carriage and murdered by a crazed mob under the maddening influence of Emrakul. His father and brother both were lost at sea while Velora had not been heard from since Avacyn's death.

Despite this, Karthan proved an effective and charismatic leader for his men. Far from stranger to horror, the Silverfang Company accounted for themselves well against Emrakul's fleshwarping abominations. With blade, bolt and fire the company worked hard to burn out every writhing cancerous drone they came across and no army they served with could question the fervor or intelligence of its commander though his blunt honesty and refusal to sacrifice soldiers and innocents would often rub against the pride and ruthlessness of Nephalia's regular officers.

For now Karthan, the Silverfang Company, and the Sternmason family are recovering from the casualties of war and the terrible aftermath. Karthan is haunted by the things he saw during the war, particularly the way his men and his uncle died. Moreover, he knows of the legends surrounding the early origins of the family and the fighting arts they practice and teach. He believes that Avacyn's death somehow cursed his family that each misfortune since then can be laid directly at its feet. At each new dusk he wonders if that curse is just over the dark horizon awaiting its moment to strike. Worse, with so much of the family's affairs suddenly under his control and the depletion of the company's ranks he could not hope to organize a search for his missing younger sister nor send investigators out to find out the true fate of his missing relatives abroad.

Karthan had to sell off the company's barracks to pay off the pensions for those who left behind widows and children. The merchant navy is currently under the command of captains and portmasters friendly to the family who will look after the family's business until Karthan can appoint or find a new person to take over for his older brother. For now the company itself recruits and rests from the Laughing Wolf's tavern and inn operated by Karthan's maternal aunt Misty. This has suited the company's reduced numbers and Karthan's penchant to drown his fears in alcohol just fine. His aunt has proven to be a shrewd and formidable negotiator for the company's services and the income she would lose from the filled rooms she gains back in bribes from those people trying to get through her to even think of hiring the company for their own contracts. Those who refuse to pay, have a bad look about them, or disrespect her will never know of Karthan's office in the wine cellar.

Karthan puts on a strong face in front of his men and those who don't know him well. For them he's stiff backed, clean, quick, and never allowing the frivolous get in the way of getting the job done. He is fair and only holds his men to the same standard he holds himself, which is still quite high. He knows that his men do not fight for any more than what a coin purse will buy but often convinces them with word and presence to be more than mere hired thugs and cutpurses. Ransoms in the rare times they must be conducted are done with the respect of all parties involved. Any village elders, nobles, and priests are all dealt with the respect their rank requires. Overall the Sternmason reputation for professionalism and honor has been well represented in Karthan and most of his men would gladly follow him into a demons pit if he demanded it.

Inwardly Karthan is a different man altogether. Fearful of his family and their legacy dying with him he tries not to look at the pile of letters sent by colorful vultures asking him to marry their barely of age daughters to absorb the strength of the Sternmasons name and fortune to their own. He feels deep in his soul that he gained his current power and status dishonestly through field commission and death rather than deed and recognition. His men and those other regiments he served with would vehemently disagree with this point of view but more than one bastard has bled out on the dueling ground with accusations of foul play on their lips. Regardless of what either side thinks Karthan constantly questions in his private hours whether decisions he made were the right ones, and just how many lives did he unwittingly destroy in their execution. To top this all off he's had nightmares. Vivid ones where he sees the faces of his brother and father being devoured by a horrid krake mutated beyond recognition or ones where he sees Abigail dragged into the woods and ripped apart and worse. The worst ones were those simply recalling the gut wrenching fate of those men who fell against the minions of Emrakul. As a result he drinks heavily and often takes concoctions to help him into a dreamless sleep.

They are beginning to lose effect however, and Karthan teeters on the edge of madness. The curse may indeed be coming for him and only time will tell if the faith placed on him by his closest is well founded.

This is basically part 1. I still need to get into his actual appearance which will show up when i get into the operations of the Silverfang Company itself as well as ita 2nd in command and officers.

Way I see it no amount of leadership will fill the purposes I need. But since this isnt the kind of campaign where I suspect there will be a reason to bring a hundred or more men on to the field it wont matter.

Instead the cohort would be 2nd and the available followers would be seargeanta and what not at thw head of individual squads which are straight npc hirelings under the company's contract. All of which makes sense given that as mercenaries theyd expect to be getting paid.

Lemme know if their are any questions.


leinathan wrote:


Sure!

Perfect. Didn't want to get started in detail until I knew it was viable.


Hi, I've got a character I've been working on. Mechanically I still need to pick path of war maneuvers, but that's not much trouble. He's a wandering Monster Hunter meant to be able to go anywhere in Innistrad to pursue his prey. But, as he's motivated by finding a cure to Lycanthropy (and not a half measure like the Cursemute), he's not above working with the monsters in the dark, if they're willing to talk.

If the character seems interesting to you, I'd certainly be interested in forming some background connections. In particular, Stefan and Isabela seem like the sort of contacts and connection Arnulf would be interested in working with, as members of vampiric and werewolf races who are mystically inclined and reasonable enough to negotiate with.

Background:

"Innistrad is not big enough for you to hide from me."

Arnulf, in his younger days, was a first son like any other growing up in Lambholt. Trusting in the protection of Avacyn, being raised up by his parents to manage the farm, and taking pride in his budding seemingly natural talent with a bow in his free time. It has been a long time since then, and he has become a grimly aspected man of dark humors and vile secrets. A monster hunter who won't be found within the cathedrals of Thraben among the noble Gavony Riders, but beneath the twisted branches of Ulvenwald, winding through the muck of the Farbog, and even diving beneath the waves of Nephalia.

His first call to action was when his elder sister was given the curse, becoming a werewolf. She was one of the ones who hid their nature in fear, answering the call of the wild and leaving to join the packs. At first Arnulf sought vengeance, but even though through luck or talent, he slew many werewolves, he eventually realized it would not bring his sister peace. Far from it, it only brought the werewolves to attack Lambholt more in a vicious cycle. He had to do something else, perhaps find a cure. But if even Avacyn could not manage that, who could?

Seeking the secrets of the darkness, Arnulf learned the ways of stalking a new prey. He joined the ranks of Vampire Hunters, not only to kill the fiends, but also to seek to learn their secrets. Masters of blood, death, and the night, perhaps their knowledge could be turned to a worthy cause. Alas, even for his study of the arcane in the libraries of slain vampires, he could only glean so much.

Next he sought the secrets set deeper than any man could find. Perhaps between the tentacles of the kraken, answers could be hidden in the abyss. For in the remote corners of Kessig, secret powers are found, unknown to the Church of Avacyn, and Arnulf twisted and honed his natural talent of his youth into a powerful veil of protection that would let him seek mysteries on the ocean floor. But silence was all that was found, for the drowned told few tales.

Next Arnulf sought to trade favors with the Cathars, perhaps that they had lore hidden away not preached in the church pews. Arnulf learned much of monster slaying with a practiced blade and a fighting style suited to groups, what Arnulf sought was not here either. A thousand more tools to slay a beast was not what he sought, even if handy for one who travels in dark times.

Now Arnulf walks his own path, practicing his own path of mystic martial arts, time and elements bending to his will. He hopes that in time, perhaps he can find a way to reverse it's flow and break the curse.

Arnulf technically has a family home he could return to, if they are still there, but he has not returned in decades, and they could be dead for all he knows. Perhaps part of him is afraid to return and find out. Without his purpose, what would drive him, and what would become of all his years?


I'm down with our characters knowing each other. Hell, they serve almost the same role, in their own minds.


Arnulf of Lambholt wrote:

Hi, I've got a character I've been working on. Mechanically I still need to pick path of war maneuvers, but that's not much trouble. He's a wandering Monster Hunter meant to be able to go anywhere in Innistrad to pursue his prey. But, as he's motivated by finding a cure to Lycanthropy (and not a half measure like the Cursemute), he's not above working with the monsters in the dark, if they're willing to talk.

If the character seems interesting to you, I'd certainly be interested in forming some background connections. In particular, Stefan and Isabela seem like the sort of contacts and connection Arnulf would be interested in working with, as members of vampiric and werewolf races who are mystically inclined and reasonable enough to negotiate with.

** spoiler omitted **...

Just a quick, non-qualitative note: it looks like eight class levels, including one (vampire hunter) that is not among the permitted material.


While it's not on the Archives, it is worth noting that Vampire Hunter is 1st party material still; Paizo wrote it as a tie-in to a Vampire Hunter D comic.


Perhaps I'm a bit crazy, but I count seven.

2 Marksman
1 Ranger
1 Vampire Hunter
1 Aegis
1 Warder
1 Warlord

2 + 1 + 1 + 1 + 1 + 1 = 7

Also, ah, I didn't realize Vampire Hunter wasn't on Archives of Nethys, apologies, I just assumed it would be there thanks to being 1st party Paizo.


Arnulf of Lambholt wrote:

Perhaps I'm a bit crazy, but I count seven.

2 Marksman
1 Ranger
1 Vampire Hunter
1 Aegis
1 Warder
1 Warlord

2+1+1+1+1+1

Also, ah, I didn't realize Vampire Hunter wasn't on Archives of Nethys, apologies, I just assumed it would be there thanks to being 1st party Paizo.

Funny, I went back and counted. The first recount, I got eight again. The second I saw seven. Sorry! It is I who is a bit crazy.

Anywho, I do like the look of the character. I will say that my main note is that his backstory seems to entirely be justification for his wild multiclassing and doesn't leave much room for personality. He seems desperate.

I will be back later with more notes for everyone, I just wanted to leave this here.


Gotcha, I'll see what I can do to make things better.

On that note, how do you feel about Vigilantes that don't play at all into the dual identity feature? I'm considering that as a replacement for Vampire Hunter, as the social talents Renown and Safe House I think would be very fitting for a theoretically plane famous monster hunter that roams about, never having proper homes but setting up bases among those sympathetic.

But, I don't see him having a Dual Identity, I really just want the social talents to mechanically represent those ideas. So I'm wondering if I can just forfeit all the benefits of Dual Identity and Seamless Guise, and we just count him as always in his Social Identity? With me never taking level 2 to get Vigilante Talents, the only thing I'm losing out on is +4 to Intimidate which is fine with me.


Is there any particular reason you're just taking 1 level of a bunch of classes? You could conglomerate a lot of those down to 1-2 classes just by picking your archetypes carefully.


I feel it's a lot more fun to have a diverse range of options than having one tool you can solve every problem with.

Like, with Path of War on the table, I know I could just take straight Warlord and be more effective at everything I do, but, I really wanted to make a world traveler monster hunter with answers to every monster type, (Ranger vs Werewolves, Vampire Hunter vs Vampires, Aegis vs Krakens), rather than a Warlord who can punch things so hard that all monsters are but chaff before your fists.

Honestly, the two levels I spent on Path of War classes are my concession to "If you're in a Path of War game without taking Path of War options or being a full caster, prepare to be irrelevant."


It seems easier to have a diverse range of options in a single class, since PF specifically discourages multiclassing with its class design. Eg. straight Ranger is really good at dealing with a ton of threats. Ranger 1, never progressing, is good at only dealing with one thing.

But really, Inquisitor does everything you mentioned there and then some; it's the whole point of Bane. And there's even a very solid Inquisitor archetype for PoW initiating (Warpath Follower).

Ultimately, you do you, I just thought it was a very odd (and ultimately going to be relatively ineffectual) way of doing something that could be done better and simpler, as well as closer to your character's theme.


That's exactly my point though.

The answer to every situation as an Inquisitor is "Bane + Judgement". They are single tools that fulfil all your needs. The only question you need ask yourself is "is this fight important enough to justify spending resources on". You have one(arguably two) tools that both work on everything.

As Ranger, levels 1-10, you are inflexible, you have specific monster types you fight. And then, suddenly, at level 11, Instant Enemy turns on, and the solution to every fight is "wand of Instant Enemy".

With what I was going for, I legitimately have different tools for different fights. Against Werewolves, I have Favored Enemy. Against Vampires, I can defend against energy drain and detect undead. Against Krakens, I can swim and don't need to breath.

That's very different than going "I have Bane, and I choose it to be against the enemy type I am currently fighting."


That...doesn't make any sense to me. All of these classes have multiple tools, but you're looking at an ultra narrow slice of what they can do. In focusing on the raw combat +numbers bonuses (the most boring part of combat) you're missing out on the actually different tools.

It doesn't matter if you're getting your +numbers from 7 different classes or 1. It's still just +numbers. That's the same "tool".

Meanwhile, you're missing out on:

Ranger: spellcasting and an Animal Companion (or party buff); two actually unique tools.

Aegis: New customizations that give you further capability, many of which give you new uses for actions or open up brand new fighting styles.

Warlord/Warder: higher level Maneuvers, which is where all the interesting/versatile options are; the low level ones are almost exclusively +attack/damage or some relatively simple capability boosts (eg. ignoring Concealment). Higher level class features which let you do interesting things with your actions.

Marksman: ...Yeah Marksman is pretty one-note anyway, I actually hate the design of this class for being so boring.

In your pursuit of a "diverse toolbox" really all you've done is make a character who is extremely flat mechanically. You're still going to be using the same tool on everything: the Fighter special "I full attack". The various +numbers boosts aren't going to change that basic gameplay loop to make it more interesting.


Alright, see now, you're talking my language.

Animal Companion totally is a flexible tool, it's great! Bummer I missed it. One of my first builds for this character involved Boon Companion to keep an animal companion at full level while multiclassing the last three levels. Customizations that give you flexibility? Yeah, absolutely, that's why I chose Trailblazer for my Aegis Level.

And, my approach has been to try and maximize those. Maybe I've failed, but it's my goal. Rather than spending 7 levels to get Ranger's "Full BaB/Two Favored Enemies/Animal Companion/Spellcasting" or "Full Bab/Animal Companion/Path of War" if I want to have the Path of War options, I feel like I'm spending each level to get at least one new trick.

Between Full BaB, Psionic Focus (there are some great skill feats that spend Psionic Focus), Psionic Casting, Flexible Aegis Customizations for Mobility, Anti-Werewolf Tools, Anti-Undead Tools, and Path of War, I feel that's 7 options out of 7 levels, whereas say, full PoW Ranger grants me, 3 options out of 7 levels by my count.


Where Inquisitor, by my estimation, gives you a lot more.

If you were to go Sacred Huntmaster, for instance, you'd get Bane (Anti-werewolf/undead/whatever), an Animal Companion with full progression, access to one of the best 6 level lists in the game, Animal Focus (flexible skill, senses, and attribute bonuses), huge skill bonuses, and either a bevy of Teamwork Feats (to use with your Animal Companion) or rerolls (with Preacher tacked on).

Anything you could have wanted to do with a combo of 7 different classes, you can do with 1 and then some; it's not just Inquisitor here, I could easily make this argument for quite a number of other options. Vigilante is another good one that can get you pretty much everything you mentioned as a bonus in one cohesive package.

That's the end of what I'll say on the matter though I think, save that I have seen what you're attempting tried before in games, and it has always left the player frustrated and bored by the end of it, but obviously I can't stop you from attempting it; just giving you my perspective on the matter.


Fair enough, thank you for the civil discussion. It was nice to engage in polite disagreement and exchange ideas.

Liberty's Edge

So I'm pretty sure I get the consequences of picking vamps or weres, but are there any noteworthy considerations, catches or rules that will be attached to demon characters, aside from the obvious "OHGODITSADEMON RUNNNNNN!!" responses from the common folk?


Should be getting some more finished tomorrow.

Honestly can't say if anyone here would even want to get to know Karthan that wasn't human or in the same social class.


With Innistrad Vampires I gave my PC these Drawbacks considerations of being that race.

Drawbacks
Weakness to wood [Race]
Innistrad vampires have a particular weakness against weapons cut from living wood, although normal weapons can also be used.
Drawback: Take 150% more damage from wooden weapons.
Moonshine crossing [Race]
The reflection of the moon and holy waters hinder and hurt you.
Drawback: You are unable to cross streams that show the reflection of the moon, and water blessed by Avacyn or her archangel burns them like acid.
True reflection [Race]
Within your reflection lies the truth.
Drawback: Within silver or a silver-backed mirror, they appear as they would have as humans.
Blood Drinker [Race]
When the time comes you must fest on blood to keep living.
Drawback: If they fail to drink about five liters of human blood in a moon's cycle, they shrivel to dust.

And the GM said any player had to have a means walk in human cultures.
With disguise or/and spells, the power "Everyman"


I did not say you had to have a means to walk in human cultures. I said that humans who recognized you would react with either aggression or fear.

No additional drawbacks are necessary (except perhaps blood instead of food).

Demons should probably be Evil. Every demon that I can think of is sinister and evil in MTG, and demons are required evil in Pathfinder.


Arr ok GM my misunderstanding, I think to be playable she will tend to hide who she is, when in public.

Just the one drawback understood.


leinathan wrote:

I did not say you had to have a means to walk in human cultures. I said that humans who recognized you would react with either aggression or fear.

No additional drawbacks are necessary (except perhaps blood instead of food).

Demons should probably be Evil. Every demon that I can think of is sinister and evil in MTG, and demons are required evil in Pathfinder.

While I haven't considered or written it yet as I'm still putting work into Karthan. I was considering a former demon lord cursed by Avacyn to vanquish evil rather than propagate it going harbinger. Someone not at all nice and takes way too much pleasure in others suffering but at least hes not out enjoying puppy sandwhiches.


Cohort's character sheet. Not putting gear in at the moment.

Deckram Tremaine's Story:
Deckram Tremaine was born to a small rural village not more than ten miles east of the border of Kellsig. His father was a huntsman and trapper who sold pelts and meat while his mother made a good living working at the local tannery where she often sold the hides her husband brought in. A lively boy who could barely sit still or pay attention for more than a few seconds at any given time he was considered something of a problem child by most. By the time he was twelve and had garnered a reputation as something of a local troublemaker Deckram’s father decided to focus the boy's energy away from the village itself into something more constructive. He reasoned, correctly, that out in the forest where danger and good living can be around every corner the boy can focus and center himself into something useful away from the distractions of other people.

The boy found himself in the quiet of the forest, trapping wolves, hunting bear and boar, and tracking the more dangerous creatures of the forest so the militia and other villagers could destroy or avoid them as fitting. While it was far from a safe nor wealthy way of living he found peace he’d have never known working a normal profession nor trying to woo the girls of his village. For a time he was happy.

He was camped out in the forest one night when he saw the glow of his home on fire.

He couldn’t rush back through the forest at night. Even at a full run with the knowledge of his forest backing him that would be suicide. He had to wait until the earliest dawn to even make the attempt and even then the village was little more than a smoking ruin of ash, gnawed bones and ruined bodies. It didn’t take an expert to figure out what had happened. The village welcomed a troupe of traveling entertainers only for them to turn into werewolves that night and slaughter them all. Torn between a need for vengeance and the need to bury and pay respects to the dead lest they rise again to make the land even more dangerous he went to work burying the bodies. He was fourteen at the time.

By the time he was halfway through three days later another group of garishly dressed men came to the remains of the town. Led by a stern nobleman these groups of men were mercenaries hired by a mayor some miles off to track down a group of travelers preying on villages and townships for loot and slaves. It didn't take long for those mercenaries to find out that those group of travelers were a pack of werewolves fooling villagers and townsfolk into believing they were harmless entertainers and merchants to get inside their walls, and by nightfall while the townsfolk were intoxicated and entranced by saong and wine transforming and slaking their bloodlust.

Until now they had not found any survivors sane or alive enough to give them any real clue as to who they were looking for. So it was that as Deckram was given some much needed food and water he relayed the tale of how the entertainers arrived, what their wagons looked like, and how many armed men they had guarding them while the rest of the regiment buried the rest of the bodies and did the proper holy rites to keep the uneasy spirits at rest.

Deckram wasn’t even old enough to properly lie to a recruiter about his age. But, pitying the boy and finding it hard to argue with the more sympathetic fathers of his regiment, Karthan’s uncle took the boy along with them to hunt down the treacherous howlpack and put them to the sword.

In the weeks that followed Deckram earned his keep by doing odd jobs around the camp, fetching water, digging waste pits at camp, gathering wood, and occasionally using his woodsmanship to guide the regiments scouts about the local wilderness. They came across two more villages laid to waste in a similar fashion to Deckram’s own. Each sight hardened the boy's heart and gave him more cause to see his family’s murderers put to death.

Still Deckram had little time to mourn or even think overmuch about his parents death. Corrigan, the uncle and commander, and the other officers of the regiment worked him hard and he found the adjustment difficult. He had been used to his father’s gentle tutelage but the haranguing and colorful insults that only those born to life at sea could come up with was a whole other world entirely. The discipline of a military life was a stark contrast to the freedom of the forest and it took time to adjust. He had never fought on a battlefield nor even knew much how to hold a sword let alone the signature cutlasses and polearms of the regiments preference. But, he could handle a bow well enough and his sharp eyes could pick out targets the regiments crossbowman squads found hard to pinpoint. And as the weeks wore on he grew accustomed to the daily workload and to the boisterous and rowdy nature of the regiment's regular soldiers in contrast to their respectable and quiet officers.

He was too old to serve on the lines and too old to serve as a camp runner. So, Corrigan instead made him a batman to the much older Karthan so better to keep an eye on him and teach him more of the respectable side of mercenary work rather than allow the more dishonest elements of the regiment influence him onto dirtier paths. From this position he learned etiquette, basic manners, how to better read and write, as well as a level of grooming that was not common among the peasant villages he was accustomed to.

By the time they had caught up to the troupe Deckram had spent two months learning ways of war and the march. While far from an experienced soldier he could hold his own in training bouts with the older men and his skills with the bow were far from unwelcome or unpracticed. The troupe itself had grown fat and arrogant off the easy meat it had been gaining through it’s treacherous means. Even more arrogant still when they had managed to stay ahead of the chasing regiment long enough to turn and confront them under the light of the full moon when they would be strongest and most savage.

Deckram had his misgivings when instead of running away or choosing to hole up instrong shelter until dawn the commander instead elected to dig in and fortify their camp against what would be an inevitable confrontation. Deckram feared a massacre, but he chose wisely not to voice his concerns. While he saw concern and legitimate fear in the eyes of all the men and no little anxiety in the orders of Karthan and the other officers Corrigan stood among the chaos like a mountain in the storm treating the oncoming battle like it was a minor inconvenience forcing him to drink extra from his storage of expensive coffee.

When the stroke finally came the cunning and savagery of the wolves was like nothing to the discipline and courage of the mercenaries. Accustomed to prey that was caught by surprise or fled at the first sight of glowing red eyes they were met instead by the battlecries of angry men and a wall of steel and silver that cared little for sharp claws and powerful fangs. Deckram accounted for himself well taking his vengeance out with a silver tipped arrow through the eye of one of the larger pack members. Despite the beating in his heart and every instinct and lesson he had been taught to go hide in a place with a strong door and stronger walls Deckram stood his ground long enough to see Corrigan Sternmason apply that same stoicism to his command in the face of savage beasts with a taste for human flesh. By the time dawn had begun to broke over the hills the regiment were hunting down and finishing off the remaining howlpack piling their bodies high on a pyre. The loot they had collected would never return to those towns already ransacked as few to none were left to claim it. But, Deckram did reclaim some things from his own home he thought lost, including a locket his father bought for his mother in Havengul. The rest either found themselves in the pockets of the men or went to fill the coffers of the Sternmasons proper.

It would have been easy for Deckram to leave the regiment and make his own way in one of the towns along the regiment's way. Corrigan tried multiple times unsuccessfully to get him apprenticed into various professions, even offering to pay out of his own pocket to do so. But each time Deckram flatly refused. He felt that he had nowhere to go and he’d either die destroying monsters with these men or die doing so alone. Either way he’d prefer doing it under the Sternmasons command.

Two years passed when he was finally given official remit to join the regiment. By that point he was already an experienced soldier and his skills at slaying werewolves and eventually even the undead grew. While hardly the most charismatic of his peers he was well regarded for his skill and knowledge and respected as something of a lucky charm. While some scout squads would be lucky if they managed to come back alive those squads he led or were otherwise a part of would manage to come back relatively unscathed even in those times they would stumble into a zombie pit or a vampire's home at night. While not always the most inspiring of commanders, his pragmatic and thoughtful approach were honored by both the Sternmason’s in command and the men under his command.

The Sternmasons themselves treated him as something of an adopted son. While never officially recognized as part of the family he was often invited to come along with them to one function or another where he could uncomfortably listen to one conversation or another about trivial matters of business or politics before conversation would turn to the dark matter of monsters and bandits, found bodies, and just how much would the security of the Silverfang Company cost.

Deckram was already a lieutenant in charge of the regiment's scouting squads when the eldrazi manifested onto the plane. Facing a chilling new horror in the form of the abominations that targeted everything and everyone indiscriminately Deckram witnessed firsthand how the discipline and stoicism of the Company was ruined before the warping madness of Emrakul. Corrigan was taken down making a last stoic stand against a wave of screaming gibbering flesh. He didn’t break until the last possible moment and even to this day Deckram can still remember the screams.

By field promotion Deckram has become second in command. He finds the contrast of Karthan’s impassioned and energetic command style different to the calm of his uncle strange to adjust to, but even he admits that in these times where it seems even the angels can be killed men like Karthan are more necessary than ever. Though, few have known Karthan as long as he and even now he can see the cracks forming in Karthan’s persona. His own tragedy was brutal, but it was quick and without question. He cannot even begin to imagine what gnaws at his commander and friend when there are so many questions about his own family.

These days, having loosed so many arrows and cut down so many horrors, he's begun to wonder if it’s not time to put away the blades and consider living a normal civilian life. Perhaps go back to one of the towns he’d been through where some of the girls were giving him fluttery eyes, some of which he actually responded to, and settle in with a family and a job that involves a lot less drinking, marching, and murder.

Deckram is still relatively young, especially to have as much responsibility as he has. This is difficult to tell through the world weariness of his demeanor. Though usually quiet and thoughtful his blunt honesty and inability to soften the blows of the truth and gallows humor he often gives can come off bad to those who don’t already know him. He is loyal to a fault and takes inspiration from KArthan’s lead from the front command style with his own scout squads. Karthan never asks his men what he won’t do himself and Deckram is the same way.

Conidering appearance it's kind of hard to find the aesthetic I'm looking for. Think bloodborne and landsknecht had somehow got mixed into the closet with heavy scarfs to frustrate the vampires.


So I need some determination to figure out what Karthan's final leadership score.

Base is 10. That's a given.

Great Renown? Not sure. Possible given what I've written but probably nothing on the level of individual monster hunters or the church. Leave that to you.

Fairness and generosity I'd have to go with yes. Mercenary is how the bills get paid, not necessarily how he lives and treats others.

Dunno if I'd consider him having any special privilege's or power beyond what his status can attain which isn't more or less than any others of his social class. It would open doors but not much beyond that.

In terms of followers he does have a base of operations though it's downsized quite a bit to ensure widows could make ends meet. And by necessity he would move around a lot as he goes where the money takes him. That might keep him in Havengul or that might take him all the way to Thraben and beyond depending on the terms of the contract.

So I'm looking at 11 or 13 depending on what you say about renown or special power for the cohort and 12 to 14 for followers.


I do like what I'm seeing so far, and I apologize for my lack of activity. These more recent weeks have been pretty busy lately, and I think they will continue to be. Anyway, I have one request and some notes.

My request: Everyone, if you are creating a profile for the purposes of this recruitment, please put all information pertinent to your application in your profile. If you're leaving it as posts, please create one post with the finalized application so that I don't have to track down the information about your character over the whole thread.

My notes: I see three characters at least mostly complete: Arnulf, Karthan, and Isabela.

Karthan, my preference is to go with no special modifiers to the Leadership score until after the game has started. You're looking at a Leadership score of 10, then.


leinathan wrote:

I do like what I'm seeing so far, and I apologize for my lack of activity. These more recent weeks have been pretty busy lately, and I think they will continue to be. Anyway, I have one request and some notes.

My request: Everyone, if you are creating a profile for the purposes of this recruitment, please put all information pertinent to your application in your profile. If you're leaving it as posts, please create one post with the finalized application so that I don't have to track down the information about your character over the whole thread.

My notes: I see three characters at least mostly complete: Arnulf, Karthan, and Isabela.

Karthan, my preference is to go with no special modifiers to the Leadership score until after the game has started. You're looking at a Leadership score of 10, then.

What is Elana missing? Or did I just forget to state she was actually done in my post?


Yep same Question here. What's still missing?


Andostre wrote:
Hey, just declaring my intent to submit a tiefling demon monk. I know we have plenty of time before recruitment ends, but I thought it would be helpful to let people know.

Hi, here's the submission for my demon monk. I took my time with it since you were so generous with the submission deadline, but please note that I'm a frequent poster, and I have a history of keeping up with PbPs on this board. I made the PC in Hero Lab, but I'll reformat the alias page to show all the bonuses if I'm selected. In the meantime, if there are any questions or issues, please let me know.

The PC is evil, but I don't intend to play him in a way that's going to be counter to the party's goals.


@Isabela Calista De Romano - Where is the ability "Vampire Metamorphosis" from? What does she use her psychic powers to do? Where did they come from? Why is she in Havengul?

@Eliana - What is her magic for? What do her fellow soldiers think of her superhuman strength? How long has she had superhuman strength? What about her is Chaotic?

@Karthan - The Silverfang Company must have a base of operations that you can return to, but which will also be vulnerable to attack. With a Leadership score of 12, you are eligible for 8 1st-level followers, who can be the novice soldiers that did not die in the war against Emrakul. They maintain the Fort and occasionally perform jobs for the populace.

Where is this fort? Of Karthan's followers, what percentage are martial, arcane, divine, or skilled?

If the Silverfang Company is supposed to be a mercenary group of werewolf lawmen, why is Karthan a human?

Why should someone from outside his company follow him?

@Arnulf - Is his sister still alive? Does he have a relationship with her if so?

Still need you to finalize Arnulf's class levels and remove the vampire hunter class, as well as select maneuvers.

What is Arnulf's most defining feature? What is his strongest ability?

@Li'omrut - What is Li'omrut's relationship with other demons? What is Li'omrut's core, basic motivation?

- - - -

Finally got some time to comb through everyone's submissions and form an opinion. We're very close to completion, I just have some tidbits I'm curious about. Still would be happy to accept new submissions, if anyone is lurking! It seems like we're short on magic, humans, and criminal elements. It seems like we're fresh out of Red and Blue mana as well.


leinathan wrote:


If the Silverfang Company is supposed to be a mercenary group of werewolf lawmen, why is Karthan a human?

Why should someone from outside his company follow him?

They're not. You have him confused with the actual werewolf lawman up post. They're all human.

Werewolves represent some of their more notable battles, hence the name, but they're not limited to werewolf hunting.

The base of operations, such as it is, is the Laughing Wolf tavern in Havengul. Karthan's set up his office in the cellar while the rest of what's left of the men work with Deckard on recruitment and recovery.

In terms of composition it's about 90% martial with the other 10% being made up of tag-a-long priests, locally hired or contracted mages, guides or whatever else the company might need for any given contract. It's worth noting that even at max leadership that wouldn't be enough to form a whole regiment. So most soldiers in the company would effectively be hirelings.

Mechanically I don't expect to be roaming the countryside with a battalion of men, or 8 for that matter. The company itself is very much in R&R mode and the few recruits they've gotten are camped out of the city doing basic training with some of the followers.

I am writing something for the company itself that I should be done with shortly.

As to why anyone outside the company would follow him that's assuming they're not trying to join the company itself.

It'd largely depend on what they're looking for. The Sternmason family itself is still a thing if much diminished from it's status before the war and their are plenty around who still regard them as one of the few honest families in Havengul and Karthan being the only thing that counts for a head at this point. Other's might be drawn to a veteran of the last war whose not screaming about mad gods trapped on a plane with monsters the size of skyscrapers between dread visions of Phyrexia at war with itself. Lastly there's just the fact that despite the twisted form of the world and too often those who live in it Karthan is just genuinely a good man bearing a lot of guilt for things outside of the control of one mortal man. He's pragmatic and smiles rarely, especially these days, but more than a few men down on their luck at the dockside figuring they were signing their life away found that Karthan and the Company are anything but the sort. The life is dangerous, but not much more so than signing on to a merchant vessel and hoping the monsters at sea don't take a liking to the taste of your flesh.


leinathan wrote:
@Eliana - What is her magic for? What do her fellow soldiers think of her superhuman strength? How long has she had superhuman strength? What about her is Chaotic?

I'm a little unsure of as to the first question, but I'll go with what I think you're asking. After acquiring her magic, she doubles as a knight and a battle chaplain. The magic is user to support herself and her allies, whether via healing or buffs.

As for the strength... it didn't even register to me that her 20 was super-human. XD I'll have to think up an explanation as to why she's so strong as a human, since "moon magic" is kind of a cop-out. Unless you have some ideas? I doubt she shows it off often, so the other soldiers are probably surprised whenever she busts it out.

The Chaotic elements come from a previous version of the character, where she was only vaguely attached to the Order of Saint Traft. I'll swap it out for NG, that fits better the personality I thought up for her.


Karthan Sternmason wrote:
leinathan wrote:


If the Silverfang Company is supposed to be a mercenary group of werewolf lawmen, why is Karthan a human?

Why should someone from outside his company follow him?

They're not. You have him confused with the actual werewolf lawman up post. They're all human.

Werewolves represent some of their more notable battles, hence the name, but they're not limited to werewolf hunting.

The base of operations, such as it is, is the Laughing Wolf tavern in Havengul. Karthan's set up his office in the cellar while the rest of what's left of the men work with Deckard on recruitment and recovery.

In terms of composition it's about 90% martial with the other 10% being made up of tag-a-long priests, locally hired or contracted mages, guides or whatever else the company might need for any given contract. It's worth noting that even at max leadership that wouldn't be enough to form a whole regiment. So most soldiers in the company would effectively be hirelings.

Mechanically I don't expect to be roaming the countryside with a battalion of men, or 8 for that matter. The company itself is very much in R&R mode and the few recruits they've gotten are camped out of the city doing basic training with some of the followers.

I am writing something for the company itself that I should be done with shortly.

As to why anyone outside the company would follow him that's assuming they're not trying to join the company itself.

It'd largely depend on what they're looking for. The Sternmason family itself is still a thing if much diminished from it's status before the war and their are plenty around who still regard them as one of the few honest families in Havengul and Karthan being the only thing that counts for a head at this point. Other's might be drawn to a veteran of the last war whose not screaming about mad gods trapped on a plane with monsters the size of skyscrapers between dread visions of Phyrexia at war with itself. Lastly there's just the fact that despite the...

I think that, at a relatively low level like 7, and at the beginning of an adventure, and with the base of operations out of a tavern, you shouldn't expect the Silverfang Company to even have a battalion worth of men. Part of my last post was to assert that, even if that was true previously, they mostly died in the war against Emrakul or retired with crippling mental injuries.

Karthan has 8 men in his company.

Thanks for answering, though! Awesome worldbuilding, and I consider Karthan complete. Just give the others a bit more time.


leinathan wrote:
@Li'omrut - What is Li'omrut's relationship with other demons?

He hasn't seen any other demons since he began his training. His intention is that when he finally leaves Havengul, he will rejoin the demon host to continue sowing destruction, chaos, etc. He believes that other demons will be impressed with his newfound power, which will result in higher esteem and rank. Of course, it's entirely possible that other demons will see his absence and human-influenced change in a negative light, but Li'Omrut can't fathom that.

leinathan wrote:
What is Li'omrut's core, basic motivation?

Well, he thinks it's to sow chaos, but part of what I'm trying to convey in his background is that he has changed due to his exposure and training. While he does see himself as part of the inevitable force of entropy, he can be more immediately influenced by having a larger purpose, and to an extent, by a sense of comradery. I was planning on conveying that based on whatever events and interactions that happen during the campaign.


leinathan wrote:

@Isabela Calista De Romano - Where is the ability "Vampire Metamorphosis" from? What does she use her psychic powers to do? Where did they come from? Why is she in Havengul?

@GM leinathan:

Well, that is complicated,

She does not know this but she has the blood of Edgar Markov's family in her vanes. Before Edgars work with blood rites that led to the making of True Vampires. He dabbled in many means to solve the starvation problem.
One was psionics, to test the work he used it on a relives child. Who became gifted with metal powers and most of all an ability to transform my mental will. Vampire Metamorphosis where fangs grew and the body became faster and stronger. But it was short-lived, the demon Shilgengar convinced Edga to drop that line of research and work with on a more permanent transformation using Angles blood and ritual.

However, the child grows up and had children of its own. Passing onto the lenient gift of psionics. But with each generation, a few a very small few seem to have that gift of psionics awaken. How no one knows and Edga's son Sorin has been fascinated by that fact and of his father's early works for a very long time. This is where Isabela comes in. When he hears of one of the blood line, showing signs of coming into such powers. He working behind the scenes to place that person somewhere he can study and keep an eye on them. It was he that had her purchased An placed in her house of pleasure. He who personly turned her. He who lent her books about the very powers she starting to show. And last, of all he who set into place events to have her set up residence in Havengul.

Why?
Isabela has grown in power and skill from his hands seen and unseen. When he spent time with her, he said that she too has the planeswalker gift. Was he talking about planes shifting a power Psions can gain or some other mains? Why set her path for Havengul? What is he up to? Could it be as simple as him being someone who as dedicated his existence to following his whims. A bon vivant seeking nothing but novelty or a new diversion? Os that all this is? Or is this part of some bigger concern of his, could there be for 'blood forbid' altruistic reason for his actions?

Only a GM knows.


Isabela Calista De Romano wrote:
leinathan wrote:

@Isabela Calista De Romano - Where is the ability "Vampire Metamorphosis" from? What does she use her psychic powers to do? Where did they come from? Why is she in Havengul?

** spoiler omitted **...

It sounds like vampire metamorphosis is a homebrew buff that you made up and applied to yourself. Is that accurate?


That seems consistent with Jonny_Panic's usual antics.


Do you need any write up for the remaining followers? Im nearly done with the write up for the Silverfang Company itself and ill finish getting deckards gear on him.


Damn. It's actually hard to come up with a reason for why she has the super strength...

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