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![]() DFang wrote:
Missionary: You've spent much of the last several year serving your faith, and the conviction and dedication to your church has impressed many. Perhaps you've donated much of your personal wealth or time to serving the church, or you're the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith's holy symbol. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation's churches, as establishing new temples in villages is an excellent way to expand upon the church's resources and bring in more faithful. If the Pactmasters' plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. This campaign trait is particularly suited to worshippers of Sarenrae, as Kelmarane was founded near an old monastery dedicated to the Dawnflower , and reconsecrating that monastery is of great interest to Sarenrae's church. Furthermore, a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; whispers among the religion tell that the church's old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. You've joined Garavel's band in hopes of helping to establish a new temple in the soon-to-be revitalized village. You've been selected for your dedication to the church and your strong social graces - pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you. ![]()
![]() DoubleGold wrote:
Everyone who already has a character sheet can go ahead. ![]()
![]() DoubleGold wrote:
I'm going to say no to gunslingers then. No offense to everyone, if you've already made a sheet you're safe, but can I suggest, DoubleGold, that unless someone requests a race or class we both agree on, they stick with Core Races and Classes? (CaptainMarvelous, your Tiefling is safe.) ![]()
![]() I think what you mean is this. Finding Haleen: You never knew your parents - perhaps they died when you were a child, or maybe you were taken from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen. She could be your sister or merely a childhood companion, but whatever your relationship to her, she took care of you and protected you. She's always been a part of your life, and although her temper often kept her from making friends or keeping a job, she's always been kind to you. Haleen was instrumental in securing your freedom from slavery or making sure you got a good apprenticeship or job in society - but recently, she'd been growing strangely morose and depressed. You and Haleen normally kept no secrets, but whatever was bothering her wasn't something she shared with you. One night, she vanished, leaving a brief note, begging you to forget her and to get on with your life, but something about the note bothered you - something in the way she phrased her words struck you as forced. You may be convinced she'd been kidnapped, forced to leave against her will, or even magically controlled, but you also suspect that she left you to protect you from something - that was ever her way. You're now convinced that it's time for you to step in and protect her, but you had no idea where she may have gone until recently. Several months have passed since she disappeared, and you've spent those months searching for clues to her location, and you've finally found a lead - a mysterious note, a strange dream, the result of a back-alley divination, or a report of a sighting of a woman matching Haleen's description has come to you, placing Haleen in the vicinity of an old ghost town named Kelmarane. What she's doing there and how she came to be there makes no sense to you yet, but the lead is the strongest one you've had. This and Garavel's advertisement for mercenaries to accompany him to the region is all the omen you need. You joined Garavel's group and eagerly await the day you'll be leaving for Kelmarane. Although Haleen chose to become a swashbuckling adventurer, she always encouraged you to seek your own path, and her support is the primary reason you chose the class you did at 1st-level. This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by Haleen. ![]()
![]() Cuàn wrote:
I'm just going to say no to ACG. Other sources are allowed. ![]()
![]() Feral wrote:
I'm a strange person, I guess. To answer your question . . . yes, I've been in PBP games before as a player. And this will be my first Pathfinder game. I played 3.5 D&D before 4th edition came out, and took a long hiatus from gaming. ![]()
![]() Ellix wrote:
I suppose I should have specified in the guidelines. If I didn't specifically make a guideline against it and have a good backstory, you can try to create it. The Co-GM, DoubleGold now, is free to add something to the guidelines, though. I prefer Core Races myself. ![]()
![]() DoubleGold wrote:
You sound perfect. Consider yourself Co-GM, if we can get players. ![]()
![]() Character Creation Guidelines - Ability Scores 20 Point Buy - Traits 2 Traits. One of these traits must be a Legacy of Fire Campaign Trait. - Starting Wealth Starting wealth is the average amount of starting gold for a character's class. I'm looking for five players. If anyone needs a list of Legacy of Fire traits, just ask. |