Introducing Clothyard Shaft, human warrior/expert. His grandfather was Chelish nobility before the wars of succession that ended in the Thrune dynasty rise to power. Since his family fought for the other side, all their lands and titles were taken away. Shaft has his grandfather's fine longbow (masterwork) which has been handed down from generations. He went to fight in the Chelish arm, but soon tired of the diabolical emphasis of that path. He has returned to his home village as a hunter and trapper, using the bow to make a living, but his feelings against the Thrune family are not far below the surface. He is a large brawny man, quick to anger or to laugh. He has a dark beard, and long dark hair, sort of a woodsman ala Hawkeye, who comes to town mostly for supplies before heading back to the wilderness again. He keeps his families signet ring in a pouch round his neck, and longs for the day when his families lands will be returned, but knows that's not likely to be in his lifetime. Crunch:
Clothyard Shaft
Human (Chelaxian) Expert 1/Warrior 1 NG Medium humanoid (human) Init +4; Senses Perception +5 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 15 (1d10+1d8) Fort +2, Ref +3, Will +3 -------------------- Offense -------------------- Speed 30 ft. -------------------- Statistics -------------------- Str 16, Dex 16, Con 10, Int 10, Wis 12, Cha 13 Base Atk +1; CMB +4; CMD 17 Feats Point-Blank Shot, Weapon Focus (longbow) Traits lost nobility, masterful demeanor, tactician, westcrown firebrand Skills Climb +7, Handle Animal +5, Heal +5, Knowledge (local) +4, Knowledge (nature) +4, Perception +5, Profession (soldier) +5, Profession (trapper) +5, Stealth +7, Survival +5, Swim +7 Languages Common Other Gear 500 gp -------------------- Special Abilities -------------------- Lost Nobility You gain a +1 trait bonus on attack and damage rolls against these officials. Masterful Demeanor You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity. Westcrown Firebrand +1 Initiative, +1 attack rolls during a surprise round. Any commments or criticisms? Happy to flesh out more as required.
Here is Melisaria, Cleric of Eloria, so far. Let me know if you see anything that needs changing or updating. Melisaria:
Melisaria
Elf Cleric 1 NG Medium Humanoid (elf) Init +3; Senses low-light vision; Perception +5 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 Dex) hp 8 (1d8) Fort +2, Ref +1, Will +5; +2 vs. enchantments Immune magic sleep; Resist elven immunities -------------------- Offense -------------------- Speed 20 ft. Melee Light Shield Bash -3 (1d3+1/x2) and Dagger +1 (1d4+1/19-20/x2) and Scimitar +1 (1d6+1/18-20/x2) Ranged Light crossbow +1 (1d8/19-20/x2) Spell-Like Abilities Acid Dart (6/day), Touch of Good (6/day) Cleric Spells Prepared (CL 1): 1 (2/day) Shield of Faith, Bless, Magic Stone 0 (at will) Light, Detect Magic, Guidance -------------------- Statistics -------------------- Str 12, Dex 13, Con 10, Int 12, Wis 16, Cha 14 Base Atk +0; CMB +1; CMD 12 Feats Turn Undead (DC 12) Traits Child of the Temple (Knowledge [nobility]); Exile (+2 initiative) Skills Acrobatics -2 (-6 jump), Climb -2, Diplomacy +6, Escape Artist -2, Fly -2, Heal +7, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +5, Ride -2, Stealth -2, Swim -2 Languages Common, Elven, Sylvan SQ aura, cleric channel positive energy 1d6 (5/day) (dc 12), domains (earth, good), elven magic, spontaneous casting Other Gear Studded leather armor, Light steel shield, Crossbow bolts (20), Dagger, Light crossbow, Scimitar, Backpack (empty), Bedroll, Belt pouch (empty), Flint and steel, Mirror, Sack (empty), Scroll case (empty), Torch (5), Trail rations (6), Eloria symbol, Waterskin, 21 GP, 2 SP, 9 CP -------------------- Special Abilities -------------------- Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r. Turn Undead (DC 12) Your Channel Energy can make undead in 30 ft flee for 1 min. Working on background tongiht.
ok questions already: 1) have an alignment for Eloria the Mother? I assumed NG, but will let you correct me. 2) Domains Good and Earth ok for her cleric? 3) Favored weapon (if any) 4) Hit point roll for first lvl? If so, HP: 1d8 ⇒ 6 5) Took Feat Rich Parents (will explain in background) which says 900gp to start, LMK if that's okay or you want a roll.
Dotting for interest. Considering elven cleric of Eloria the Mother. Guessing some type of nature or earth domains. Beginning background would be sent on a Spirit Quest as part of coming of age for elves of her lineage. She seeks to find and cure wrongs done the Mother. Following her nose brought her to Four Winds the biggest city on the continent, and then ended up at starting point following whatever rumors are appropos to the intro for adventure. Let me know if this is on the right track. I'll be working on her Crunch etc meantime.
Dieredon: It was my intent to have them be similar. Hope that meets approval. Even across cultures, many gods/goddess have similar names/traits. Wiscara: See GM's post above about Gymnaga's pantheon being quite similar to Traditional Greek/Rome. I think you can google Roman Nature goddess and get what you need. Just create a name. The sociological component of this world development speaks to me in a surprising way. It's fun to have a blankish slate...
Here is my first attempt to flesh the pantheon out a little more. Feel free to edit or change as you see fit. I am not married to any of it. Ki-Tiana - goddess of the Earth, farming, crops, and weather. Align- CN, Nicknames- The Earth Mother,the Elemental; Symbol - precious stones Domains - Earth, plants, Strength, Weather,Water, Fire. Spouse of the Sun, Ki-Tiana is mother of all things but is cold and aloof and often causes men more trouble than good. Prayers to her often go unanswered. Mithras - god of protection. Nicknames - The Lame God, the Intercessor, the Gray Traveler, Friend of Man. Align - NG; Symbols - The Raven, the Quarterstaff, Hooded cloak. Domains - Protection, Good, Luck, Travel, Liberation.In ancient times, Mithras was a warrior-king that united the people under one kingdome and ruled in peace. He recieved a fierce wound that left him lame. When he died he ascended into godhood, but his kingdom fractured into the small units it remains in. He wanders his old kingdom in the guise of a lame traveler. Those that offer him aid recieve his gift of luck, those that turn him away see fate turn against them. He acts as the intercessor to the rest of the gods who are not exactly keen in the affairs of men and most prayers are said through him. Alara - Goddess of the Home and Hearth, Fertility, Life (and Death but in a happy way not dark). Daughter of Ki-Tiana. Align - LN; Nicknames - The Daughter, Life-bringer; Life-ender; Symbol - Mouse, Rabbit, other small animal that reproduces often. Domains - Life, Death, Healing, Law, Animals. She represents the domestic side of life. Death is also her domain as it is the end of life, but leads to a happy home and return to family. Women often follow her. Belisarius - God of Secrets, Trickery, and Magic, God of the Moon, Night, and Darkness Son of Ki-Tiana. Align- CN(tending to Evil). Nicknames - The Wise Man, The Whisperer, The Trickster, The Knave, Symbol - Owl or Wolf or other Nocturnal predators. Domains - Knowledge, Darkness, Night, Chaos, Magic, Runes, Trickery. Jealous son of Ki-Tiana, he is a foe of Man. While arcane magicians worship him, he often leads them towards evil/dark magic. He appears as a wolf. Kali- Goddess of Passion, Love and Dreams. Wife of Belisarius. Nicknames - Dreamweaver, Love-Bringer. Align - CN(good?). Symbol - large Knotted Rope; Candle; Domains - Chaos, Love, Luck, Gambling, Dreams. Emotional and hard to predict, Kali vacilates between friend to man, and enemy. Her actions are on a whim and forethougt is not her strength. Strong emotions like rage and love, ecstasy and pain are where she is seen in daily life. Let me know what you think? Still need to think about the Saint figure but thinking about town founder as a starting place
Here is my work on the Priest's apprentice - Brother Phineas (the Red). Background and Appearance included. Let me know if you want any changes and I'll get him built in the Alias and pick out an appropriate Avatar. I did change my mind about having Mithras the Lame God. He should be the Protector but still the main God of a frontier people who call on him to help keep them safe when it seems the other Gods only want to cause them trouble. Phineas Crunch:
Brother Phineas "the Red"
Male Human Cleric 1 LN Medium Humanoid (human) Init +1; Senses Perception +3 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 Dex) hp 11 (1d8+3) Fort +6, Ref +2, Will +6 Resist resistant touch (6/day) -------------------- Offense -------------------- Speed 20 ft. Melee Dagger +1 (1d4+1/19-20/x2) and Quarterstaff +0 (1d6+1/x2) Ranged Light crossbow +1 (1d8/19-20/x2) Spell-Like Abilities Bit of Luck (6/day), Resistant Touch (6/day) Cleric Spells Prepared (CL 1): 1 (2/day) Bless, Divine Favor, Sanctuary (DC 14) 0 (at will) Light, Detect Magic, Guidance -------------------- Statistics -------------------- Str 13, Dex 12, Con 16, Int 11, Wis 16, Cha 13 Base Atk +0; CMB +1; CMD 12 Feats Combat Casting, Extra Channel Traits Ease of Faith, Focused Mind Skills Acrobatics -2 (-6 jump), Climb -2, Diplomacy +2, Escape Artist -2, Fly -2, Heal +7, Knowledge (history) +4, Knowledge (religion) +4, Ride -2, Sense Motive +7, Stealth -2, Swim -2 Languages Common SQ aura, cleric channel positive energy 1d6 (6/day) (dc 11), domains (luck, protection), spontaneous casting Combat Gear Holy water, Oil (3); Other Gear Studded leather armor, Buckler, Crossbow bolts (40), Dagger, Light crossbow, Quarterstaff, Backpack (14 @ 21 lbs), Bedroll, Belt pouch (1 @ 0.16 lbs), Mithras, Hooded lantern, Mirror, Sack (empty), Scroll case (empty), Trail rations (5), Waterskin, 6 GP, 2 SP -------------------- Special Abilities -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll. Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Combat Casting +4 to Concentration checks to cast while on the defensive. Focused Mind +2 to Concentration checks Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Background:
Phineas grew up in the lands around Woodbridge. He is of Urandoman and his family were simple farmers. While attending classes, his parents were killed and farm burned in raids by surrounding wild men. The priest of Mithras the Protector took him in and raised him in the "church" which consists of moving from home to home taking advantage of the hospitality of the faithful. Phineas has taken the vows to further the faith when Panforey retires (he's rather old now). Panofrey has turned Phineas' father's crossbow and shield over to the youth (father was in the militia before being killed) who has been practicing diligently with these weapons.
Phineas is still working on his priest skills and is relatively quick to distrust strangers like the Alodoans who have recently started coming around. He is also a little leery of the unusual races living outside Woodbridge - the Gymnaga and the Metaur since they are not of the Faith and look and act strangely. He is a bit xenophobic which is antithetical to Mithras the Lame God's teachings. He's obviously got a ways to go before Panforey is comfortable turning the flock over to him. Parishoners accept Phineas' faults with a mild exasperation. What else can they do? Appearance: Appearance: Phineas has flaming red hair [hence the nickname "The Red"} and freckles. His hair is long in the back and free flowing. His skin is fair and covered with freckles giving him a more youthful appearance than his actual age. He is quite tall and not well filled out yet but his father was a big strapping man and Phineas will likely fill out broader. His tall appearance and red hair lead some to call him "Carrot" or other names behind his back. He often appears in his cleric vestments which are really a stylized travelers cloak and hood , boots and breeches. The quarterstaff and raven symbol make him easy to identify as a priest of the Wandering God, Mithras.
Any settlement/defensive on the far side of the bridge? Maybe more open field space that way for farmers/grazers etc? A little wooden stockade or something for defense makes sense? I will get the priest assistant up today. Maybe he has helped Wiscara assimilate into the community as part of outreach. Based on other discussion, the priest would likely be indigenous not Outsider which means assistant likely is also? Or would the Alodoans have sent a priest to this village to start cultural conversion?
I had started to write a post about Mithras the Lame God who is a wanderer, god of the seasons and crops, the chief intervener in men's affairs with the true pantheon who may be farther removed from them. The other gods (of natural phenomenon mainly in my mind) would've been more random. In my post, Mithras would've been the Intercessor (like Christ is the Redeemer in Christianity or to some extent Prometheus the fire bringer in Greek) and the people would've prayed to him most and many churces would've been in his name. He would often appear as a lame traveler in person on this Plane and if folks were hospitable to him then they would receive good weather, good fortune and good harvest, if they were rude the opposite. In this way, there is a culture of acceptance to strangers and offering of charity and alms that might not otherwise exist. This could help explain the more open acceptance of the Aldoans in the midst of Woodbridge where the peoples social mores are accepting of strangers rather than suspicious or hostile as you might expect. Mithras carries a wooden staff to support his lame leg and has 2 black raven familiars who act as his messengers. His domains would've started with Community, Weather, Protection, Good, Plant, Luck, Travel. In this way, clerics of Mithras use quarterstaff weapons and the holy symbol is the Raven or Raven feather or quarterstaff. I was thinking of using the Raven's to carry messages similar to Ice and Fire mythos, but up to you. Not sure how that fits your pantheon above or if you want to drop it, feel free to "wiki" tihs idea if you want.
Thinking mine will be cleric acolyte of Aladoan descent. Church established in Woodbridge to help "civilize" the natives etc and convert to Aladoan faiths so lots of good RP prosthelytizing and condemning. GM:
In my mind, the church is a plant that reports to the Castletown barony, but not everyone knows that? Dice rolls:
That's pretty darn average, right there. Will get back with build soon
Nearly every pantheon has these few types: supreme god(Zeus,Odin), sun god (Apollo), war/hunt god (Ares, Tyr), sea god (Neptune), death god (Hades) love god (Aphrodite), wisdom god (Athena) and others. Since these gods should be fairly ingrained is it easy/better to pirate the stories, but just rename or recombine them from Pathfinder or other mythos? Also, wonder if one would be monotheistic (the elves?) or simple canon like Good (light), Neutral (judge or scale balance) or Evil (dark). I am up for discussion but not nearly creative enough to flesh out all the backstory and interplay solo.
My thoughts so far: 1) the idea of frontier town on the edge of the creeping advance of civilization (like St Louis a little) appeals to me. The nearby town might be a larger outpost of human expansion into an area where the monstrous (and to some extent, fantasy) races existed before. Also, the nearest seat of power. This expansion creates friction similar to frontier vs indigneous people. War-like kobolds or goblins etc make travel to this area risky, friendly races help support and trade together, but friction is still there as cultures collide and the crush of civlization creeps inevitably closer. 2)Magic-I envision a low magick area, but not non-existent. The quality and depth of magical ability would increase as the characters/story developed, but would be limited at outset. 3)Guns - i agree about keeping them out.
This explanation has not diminished my interest, but instead enhanced it somewhat. The everyday life and look and feel strikes me as not being as forced as many canned adventures. Sounds like a lot more work for the DM especially if you have an "open" cast of characters. But if my PC wants to buy a weapon, for example, and they have to buy it from another PC who is the blacksmith instead of a cliche NPC, that sounds unique.
I am interested in this idea. It takes a village...makes the interplay with the town more realistic when that's all there is. Somethiing like Hommlett as a starting point and then it grows from there. I like. Post some creation rules so we can get to rollin' em up. If that's also up for debate: The idea of ordinary villagers means not really extraordinary abilities, I'd think. Core Races, 15pt buy max (or just 3d6) to set abilities. Not a bunch of superpowered dudes cracking heads but some ordinary joes who stumbled into something. Average or less starting cash. Backstory pretty limited by environs. Strangers and strange characters would be socially outcast. Weapons would be pretty basic to start out with too.
Arazni wrote: I gave him the faith trait Self-Sacrifice, as he is now devoted to saving the cleric of Mishakal that he was originally trying to kill or capture, and who was then forced to leave to avoid the devastation brought about by the others of his kind. Awakened by some spiritual miracle (the nature of which I leave to the DM and the cleric of Mishakal), Anshim is devoted to the cleric, and sees the cleric as a teacher of truths and spiritual realities beyond his knowledge originallyI am the prospective Elf Cleric (up later tonight, I swear). Was wondering if this back story worked for you Arazni:
Whatcha think? Bound to my protection but still able to function normally. Will still have antipathy towards and from other elves. Cleric up once RL gets out of the way. Thanks! |