2 Rova, 4710 AR I find myself greatly disturbed by the lack of intelligence exhibited by the City Watch. Indeed, they seem to me as great trumpeting elephants, thundering around crime scenes and destroying vital evidence! Few have the clarity of mind to work with me on the art of deduction! When the impossible has been eliminated, whatever remains, however improbable, must be the truth! At least Captain Able is a man of intellect and reasoning! I could get on very well with him, very well indeed! Following the latest case, that of the case of the Starstone Bridge, I offered my services, gratis of course, to the noble Captain Able. Alas, he has not yet seen fit to reply with an answer but I am certain he shall do so forthwith. Which reminds me, I must find another supplier of Clear Ear. Grubbin, the knave, has cut me off. Claims that I'm a liability and he doesn't want the Watch knocking down his door. Well, I'm sure they'll be happy to know all that I know about him! I see this character as a prolific user of Clear Ear. He'd have the following traits: Anatomist, Suspicious. I'm not intending to play him exactly like Sherlock Holmes, but rather a Golarion version with my own spin. I'd be interested in setting up a Holmes/Watson like camaraderie with another player too. He'll have a reasonable Strength, Intelligence and Wisdom, with a negative Charisma modifier.
In my limited experience, I've never understood epic rules. Why aren't the last couple of levels of the regular 1-20 range considered epic? When the "Average Joe" NPC rarely sees into levels with double digits, isn't a 20th level a god to them? I think that if I ever DM'd a game that reached 20th level, I'd be far more inclined to run a variant of E6 where the level never went up, but experience would eventually bestow additional feats/spells/skills, etc.
Hello folks, Following the generous gift of several 2nd Edition WFRP books from a close friend who has decided to make the switch to the 3rd Edition, I have decided to run Through the Drakwald and the following epic campaign, Paths of the Damned, a triple volume enormous adventure. I'm going down the randomly generated character route (so the only thing that the players will actually for certain will be their race), so I'm not looking for character concepts but rather examples of previous roleplay, especially if the examples are WFRP themselves. A general grasp of the Warhammer universe is going to count in your favour, but in fairness, I'm not the greatest Warhammer geek and I'm learning the system anyway so it'll be a learning experience myself.
I'm suitably intrigued by the adventure path that I'll apply for this game as well as the other open one. I'm afraid I don't yet have the APG so no archetype shenanigans from my concept. Name: Gothrek Greenfinger
Appearance:
Gothrek does not look like an archetypical Paladin, as he wears leather armor instead of plate, normally fights with a longbow and appears to know more about plants than he does about religion. His face is a touch weathered and he has tough, sinewy limbs from years of working outside. Nevertheless, he cuts quite an intimidating figure when working with Erastil's will. Background: Gothrek grew up in a small farming community, where his Half-Orc heritage was seen more as a boon than a hindrance. His mother fell in love with a hardened human and the two managed to have quite a brood together, as witnessed by Gothrek's three brothers and four sisters.
During his childhood, his father instilled in him a quiet reverance for the land which they tilled and as the years wore on, it seemed to be the land that called to him, rather than the vocation of farming. As he came into his adult years, Gothrek decided to leave his family and enter into Paladinhood in Erastil's service. The Church was happy to have such a strong, wise young Half-Orc take up the mantle of Paladin and it wasn't long before Gothrek was patrolling the lands, protecting the common folk. It was this work that brought him onto the Jenivere, under disguise. Gothrek was trailing a cattle rustler who had stolen a significant amount of cattle from one farmer, and sold them to another, making off with their ill-gotten gains. It took Gothrek a few months to track him down but eventually, he narrowed it down to the Mwangi Expanse. While he could simply storm off and try to arrest the man, Gothrek knew that there was dangers in doing so and he enlisted with the Jenivere in order to learn what he could of the man before making his move.
Mauvais - Crimson Throne DM wrote: Barrdyn, I started to review Pierre, but I think we need to address his ability scores before proceeding further. I was able to recreate his present array with only an 18 point buy (assuming you put the +2 bonus for being human in WIS). Can you take another look please? Breakdown: Starting with 20 points:
Double checked the figures with my rulebook.
Name: Pierre Bergadot
Pierre Bergadot is a minor nobleman who spends much of his free time wandering the taverns and inns of South Shore, using his considerable charisma to charm himself into the beds of the city's noblewomen, married or not. He had a happy childhood, and attended the best schools and took an interest in magic and history. Despite his devil-may-care attitude, he's an intelligent young man and able to debate with the best of them. Indeed, once he has had his fill of the city's women, he plans to settle down and enter the world of Korvosan politics. However, his plans hit a roadbump when his sister was accused of prostitution. Despite having the cast-iron alibi of having spent the entire evening with her betrothed, mud sticks. She soon found herself suffering the indignity of having whispered rumours about her integrity passing around their social circles and this angered Pierre, although his own actions were used to falsely confirm that blood must be like blood. Pierre tracked down the witness to his sister's supposed crime, and managed to force out of him that he'd been put up to it by a local crime lord, Gaedren Lamm. No doubt the cretin intended to try and blackmail the family, but instead all Lamm had done was make an enemy of Pierre. Before Pierre could get the fisherman he'd found to recant his story, he wound up dead, beaten to death and face down in the Jeggare. It was then that Pierre knew that he had to track down Lamm and get the evidence that would clear his sister forever.
As Eric said, it's a campaign trait which grants the following: +1 to Knowledge (nature) checks made regarding the Mwangi Expanse, and Polyglot is a free language learnt. Edit: As we are meant to be Pathfinders; do we treat second level HP in the same way we would if playing Society? Dice Rolls: Random starting age
9d6 ⇒ (4, 6, 3, 3, 2, 6, 2, 6, 5) = 37 Random starting height
Bandlewick "Bandy" Sealegs Weathervane Bandlewick, or Bandy to his close friends, has always had an affinity for the natural world. Even since he was a child, he'd been able to predict, with uncanny accuracy, how the weather was going to turn. Indeed, he became so famous in his small village that the local farmers would often consult the small child prior to turning out their livestock in case there was going to be a torrential downpour that day. As he progressed in years, so did his closeness to nature grow stronger. Many thought he might tread the path of a ranger, and Erastil herself knew that the local area could do with a reliable watchman, but it didn't really come as a surprise when a Druid, an middle-aged Human, appeared at the village one day in order to take Bandy under his wing. Together, they wandered the wild forests around his villages, often spending months away from his family at a time. And so, for several years, Bandy learned the way of the Druid until eventually, his mentor decided to settle down with a local elven woman who was herself a devout follower of Erastil. Together, despite his mentor's advancing age, they had several children and Bandy was happy that his mentor had found even greater happiness in the twilight years of his life. Yet, despite all that he had learnt from his mentor, Bandy hungered for more. He'd heard tale of the Pathfinder Society, an enormous organisation who coveted knowledge of all kinds. If anyone would be able to expand his natural knowledge then surely it would be them! He said fond farewells and departed for Absalom. It was as he took the voyage from Oppara to Absalom that Bandy developed a deep love of the sea. Whilst other passengers would console themselves below decks as the boat rolled in the waves, Bandy would spend as much time as he could out on the deck, laughing gleefully. Eventually, almost three months to the day since he had set out from his home, Bandy found himself standing at the enormous gates of the Grand Lodge. He presented himself to be tested and spent an anxious couple of days in Southgrove until he was summoned and informed that he had passed the tests and would be welcomed into the Society as an initiate. Three years passed quickly, and despite all of its hardships and learning, Bandy emerged on the other side victorious. He completed his Confirmation and was inducted as a full-fledged Pathfinder. On his first mission, Bandy was instructed to head for the Mwangi Expanse and wait there for a boat named Jenivere. He was to board the boat and await further instruction. ----- A bit of an abrupt ending, perhaps, but it was the best way that I could think of to tie the Society to Bandy's actual being on the boat. Given Bandy's progression (he's a Weather domain Druid) I did toy with the idea that he'd perhaps act as a navigator, perhaps for a more senior (NPC) Pathfinder on the boat? Anyway, the crunchy bits that'll become Bandlewick Sealegs Weathervane! Nature's Bond: Weather domain
Anything more you'd like to know/be expanded on?
Stuff: We're never actually told how long he's had to spend away from the US. It could only be a year or so, for all we know. I believe the ending is true, as in the one sequence we see the spinning top in a dream it spins completely steady but in the final sequence, it is already beginning to topple, it just cuts out before it actually does.
Barrdyn Klymeth is a Chelish mercenary who has decided to leave his home city of Egorian in a bid to discover fame and fortune for himself, leaving his family far behind. Alignment: Lawful Neutral Personality:
Barrdyn is a taciturn human who prefers intellectual tactics towards sheer brute force. He has a preference for opera and wine, moving against the mercenary archetype of a boorish lout with little thought for anyone but himself. Description:
When striding into battle, Barrdyn is a sight to behold. Adorned in gleaming armour, the item which stands out the most is his barbazu beard helm. When in a more social setting, he'll wear well-fitting clothes in the current fashion and his facial hair is always well kept. Background: Barrdyn's family are one of minor nobility, albeit with a home estate within Thorntown rather than Hell Hound Hill. Barrdyn's own ambition is to garner enough fame and fortune as a mercenary to return to Egorian a triumphant man, gain the eye of House Thrune and elevate his house up into the aforementioned Hell Hound Hill. Perhaps understandably, Barrdyn is a wary man when it comes to both magic and contracts, and shall study both intensively in order to ensure he isn't being moved into a position that is a detriment to himself.
Barrdyn isn't easy with trust, but when he finally feels he can trust someone implicitly then he'll defend them, even to his own cost. At the moment, he only trusts a few of his closest family in such a manner.
Character: Name: Jerome Hearthwarmer
Race: Halfling Class: Inquisitor Personality: Jerome is a follower of Cayden Cailean, with all that entails, but he also protects the faithful. He is a happy individual who often partakes of good wine and merriment, and is always ready with a joke regardless of the situation. Motivations: Jerome is motivated by a love of all things good, but isn't particularly bound by the rules and conventions of the law. He tries to protect the faithful by hunting those who threaten them. Aspirations: Jerome wishes to eventually open his own tavern with a shrine to Cayden Cailean, so that he can practice what he preaches. Background: Jerome was born into a family of halflings who all revered the teachings of Cayden Cailean. Although some of his siblings went on to become Clerics of Cayden Cailean, Jerome instead used his skill at archery to become an Inquisitor for the Church of Cayden Cailean. Jerome seeks Gaedren Lamm as he suspects that the local crime lord has kidnapped the child of a family friend. He'll stop at nothing to get the young child back.
I'm also a newcomer and would like to have a shot at PbP. I've one character who is a Rogue, albeit more of a bounty hunter than out and out rogue. Looking to multiclass into Inquisitor of Iomedae once the APG is released. Edit: Aha, I've just noticed you're asking for Western Hemisphere and I'm in the UK. I'll keep an eye out for your next game then! |