Madame Ivanja

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155 posts. Alias of Stratos.


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Allow me to toss my hat into the ring! While I am still forming a name, story-wise, I'm looking at a renowned thief for this rogue, one who's not above getting dirt on his hands to get the job done. There is a deal of pride in his ability to complete a job, and his emotions will tend to get the best of him in situations. One could say they're his Achilles' heel if that weren't too on-the-nose for a Greek setting. His desires to meet challenges and see the world should be easy hooks for the plot to use. A fuller story can be developed - what did you hope to use for the initial exposition?

Crunch below. Let me know if you see any comments & concerns!

Statistics:
Male Half-elf Rogue 3
N Medium Humanoid (Human, Elf)
Initiative +4; Senses Perception +9; Low-light vision 30’.
------------------------------
DEFENSE
------------------------------
AC 16, touch 14, flat-footed 12 (+4 dex, +2 armor)
HP: 24 = (3 + (5+Con+FC)/lvl)
Fort +1, Ref +7, Will +1 ( +2 vs. illusions, enchantments, sleep)
------------------------------
OFFENSE
Masterwork Daggers +7 (+5 if TWF); 1d4 + 4 @ 19-20x2
Shortbow +6 ; 1d6 x 3
------------------------------
Speed 30 ft.
------------------------------
STATISTICS
------------------------------
Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 17
Traits
Feats Two-weapon fightning, Quick Draw
Skills: 33 (11 points/lvl = 8 rogue + 1 INT + 2 Background Background Skills)
ACP 0
(3) Acrobatics +10
(1) Appraise +5
(1) Bluff +5
(1) Climb +5
(1) Diplomacy +5
(3) Disable Device +10
(1) Disguise +5
(3) Escape Artist +10
(1) Heal +2
(1) Intimidate +5
(1) Know(Dungeoneering) +5
(1) Know(Local) +5
(3) Linguistics +7
(3) Perception +9
(1) Sense Motive +5
(3) Sleight of Hand +10
(3) Stealth +10
(1) Swim +5
(1) Use Magic Device +5

Non-Standard Skill Bonuses
+2 Perception, Racial Bonus
+1 Bluff, Diplomacy, Intimidate - Trait Bonus (Extremely Fashionable)

------------------------------
SPECIAL ABILITIES
------------------------------

Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexteritybonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damageinstead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attackwhile striking a creature with total concealment.

Trapfinding (Su):
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Sneak Attack:
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Finesse Training:
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion:
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents:
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Powerful Sneak

Danger Sense:
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

------------------------------
GEAR/POSSESSIONS Wealth: 3,000 GP
------------------------------
Carrying Capacity
Light 0 - 43 lb. Medium 44 - 86 lb. Heavy 87 - 130 lb.
Current Load Carried 23 lb.

Money 0 PP 22 GP 0 SP 0 CP (~0 pounds)
Artisan's Outfit (4 GP) (1 lb.)
Handy Haversack (2000 GP) (5 lb.)
Masterwork leather armor (160 GP) (15 lb.)
2 masterwork daggers (604 GP) (2 lb.)
10 daggers (20 GP) (10 lb.)
Shortbow (30 GP) (2 lb.)
60 Arrows (3 GP) (9 lb.)
Masterwork Thieves’ Tools (100 GP) (2 lb.)
Hot Weather Outfit (8 GP) (1 lb.)
6 vials of Ink (48 GP) (1/2 lb.)
58 sheets of parchment (5.8 GP) (0 lb.)
6 quills (3 SP) (0 lb.)
2 scroll cases (2 GP) (1 lb.)
2 satchels (1 SP) (1/8 lb.)
1 days' rations (0.5 GP) (1 lb.)
Waterskin (1 SP) (l lb.)
Backpack (1 SP) (1 lb.)


I'd also like to express interest. Most of my play in Pathfinder over the decade has been through homebrew settings, so modules and APs are nice and fresh for me!

Slayde77's inquiry above is one I must second. What I can say is I generally prefer playing cerebral characters to martials (though spheres of power/might, if permitted, would make me willing to play a meat shield).


If you're looking for two, I'd be quite willing to create an arcane caster; I'm not sure if you're looking for any particular IC personality types, but I was thinking curious and scheming with a dash of audacity and uppityness.

There would likely be a focus on knowledgeability and creativity.

Let me know what you think!


Thanks for the prompt reply! I'm looking to make my diver a ranger and should have time to write-up the story and crunch on Wednesday.


I'm thinking of a pearl/treasure diver that got caught near the border of Cheliax. A few questions:

1. How much do you care to weave details from character stories dynamically into your own narrative realm?

2. Which adjectives would you use to describe the atmosphere you tend to set? Comedic? Dark? Whimsical? Driven? Etc.

3. What are your feelings about platypi?

4. How "balanced" are you wanting the party to be mechanically? For example, in a group of 6, would two divine casters bother you? Would a shifter druid and a caster druid?

5. What level of emphasis would we expect exploration/first contact/settling to have in the campaign?

6. Is our existence in a "lost" part of the world fixed? For example, if we turned 7th level and there was a wizard in the party, would we be able to scry "home" and arrange transport?

Many thanks, GM!


Congratulations to those selected. It looks to be a great experience!


GM, with all these entries, do you know when you plan to have the choosing done by? I ask because if you expected to begin with the first round of posting this Thursday, and if Quovex is fortunate enough to be chosen, I wouldn't be able to until later in the day due to an abnormality in my work schedule that day.

Good luck, everyone!


Vorya wrote:
Do I need to worry that everyone else was listed with class and race but Vorya was not?

I'm thinking as your submission was submitted as a whole very recently, Zek just copied the name which you wrote alone on a line. Zek's been very thorough with responses to applicants so far, so I'm sure you'll get one, but I doubt your well-written application was missed.


That's quite an array of party selections. I don't envy the process of having to choose!

Quovex's profile is, to the best of my proofreading knowledge, complete. The people in his background which have gone missing can provide hooks in tying him to plot twists, and I hope the development in his relationships and events - either through his father's ties to the government or the travel incident with his mother or the time spent with Farraklor - have given you enough to work with, DM.

Looking forward to October 9th in anxious anticipation!


Eris Triguna wrote:

Thanks for that GM, I just missed it. Dropped Wisdom to 18, and increased Charisma a little more. Putting more points into CON is better, but she's kinda meant to be sorta frail ish, riskier though it is :/

Don't be fooled by the Perception though, it includes a +2 bonus from Alertness that the familiar provides, so in practice its a tiny bit lower. I also love the idea of a bat familiar, flying around reflecting stars in the sky. Its adorable =]

** spoiler omitted **...

I'm in a game with a shaman that has a platypus of the heavens. Makes me giggle but is venomous and deadly!

Regarding stealth, Quovex, if chosen, will be able to add lots of mist to help in case of a snafu for escapes.


GM_Zek wrote:


One very minor thing I noticed is that I believe your bonus on Knowledge (nature) checks should actually be +9 once you add your intelligence bonus and trait bonus. I think I mentioned this before, but I'll be reviewing everything again after recruitment closes, so you can still make adjustments as you see fit before then.

Good eye! I actually neglected to include that and the nature sense druid class feature, so it is +11 now.


Quovex's profile has been updated with inventory items. If he is selected to partake in your story, the remaining <8% of coinage will need to be allocated once the onset of the campaign occurs. Links and numbers are ready for review. Everything I've clicked on works presently though!


DM Stalwart wrote:

Wow, this is an ambitious campaign!

I'm now wondering if I should try to put a character together for this, considering how it's diametrically opposed to the campaign I'm running. (Hi, Sa'Kage and Eris!)

Whether I get inspired and submit something or not, you have my attention! I'll be following your adventure with great interest!

:-)

The more the merrier!


Thanks for the kind words, everyone!

At this link is the profile I'm building for Quovex and will use should he be selected to take part in this campaign. I have not dealt-out the specifics of inventory or transferred background, appearance, or personality (due to formatting) yet, but the rest should be ready for review at this time!

In what situation should characters expect to begin? Depending on circumstances, inventories may vary!

Also, would you mind if I swapped the lightning arc power of the air domain for the wind blast power of the subdomain? It's more in the keeping of Qouvex's story while preserving the obscuring mist spell he would be using.

Quo-vex is how it sounds!


The platypus is just the best animal ever. I've got a few characters with important platypi in their stories, but alas, this wasn't designed to be one of them.

I hadn't taken a pencil to the mechanics other than class, archetype, and domain yet. I'll brush something up tonight.


Well, you said you wanted story. I've been busy :). Apologies on some of the line breaks/paragraphing; I did this in word, and transposing the writing from there to this site was cumbersome.

Feedback is welcome from GM and players alike. Alias ad Tempus, I notice we are not that far apart for characters' geography:

Background:
Atop a cliff overlooking the Sellen River, Quovex gazed to the East, away from the sun’s rays in the aging day. The air was warm and the breeze mild. The half-elf sprang off the balmy rock beneath his feet and dove into the water. It was tradition for him, though the ritual had felt emptier as of late. As the river rushed around him, the cool water instantly chilling his body, the current failed to wash away the inert inner feeling the druid had. Never in any danger of being swept away, the expert swimmer surfaced and made his way to shore, pulling himself up to sit on a log. In the distance to the North was the group he’d just escorted, their boat just a speck now. To the South lay the Inner Sea, his next task. In his heart, the long-haired man hoped it would bring him peace. In his mind, he knew it would bring him danger.

As a youth, Quovex lived as many half-elves did – between two cultures. His elven father and human mother had distant connections. Kortian Serris came and went from Greengold as his service in the royal family’s guard allowed to visit his beloved Vera. A distinct position, Quovex’s father never bragged about it, yet his sense of duty was absolute and inflexible; to disagree with his responsibilities made one incorrect and intrusive. Vera was the only person who got to break that rule, and even then not all the time. As Quovex’s mother and a merchant, Vera probably shared more experiences with his son than his father, yet over less shared time; her travels to and from Absalom suppliers kept her away at weeks for a time. Occasionally, she would bring her son along. Occasionally, he would learn a trade or two. Occasionally, he would make a friend.

One such friend was another half-elf named Elena. Though the two met each other as old children, their friendship had matured over the years. Vera liked the girl, but she didn’t see the practicality in the arrangement as the pair could not be united for any long period of time; Elena’s family were important members of the district governments in the city-state, and she herself said she had no plans to leave. Kortian had forbidden Quovex from resettling outside the country “so long as he served the queen”; evidently, though his son’s mixed blood at earned him the cold shoulder from most of his people, a glass half-full was still enough for his father to covet out of some strange, vicarious amalgamation of patriotism and biology. Obedient as he was though, Quovex learned on his next journey to Absalom Elena had died of a sickness spread from the puddle district. Console him as she tried, Vera could not bridge the chasm of despair her son fell into. Over the course of a few years, Quovex grew into a quiet, distant, young adult.

Death was not something he’d much been accustomed to. While Kyonin and Razmiran had sour relations, the two countries had an unofficial truce at the treeline, so no significant fatalities occurred through war. The magic-savvy elves kept diseases at bay. As expert woodsmen, natural dangers scarred them little. Rare as it was, the young half-elf attempted to take solace in nature. On one of his walks during a trip with Vera, he met with a small circle of druids in the Verduran Forest. Their way of life appealed to Quovex – simple, no strings attached. He’d eschewed attachment since Elena’s passing in an effort to protect himself against future sadness, and forging a life from the land seemed a perfect way to continue onward in some self-sufficient manner to Quovex. Upon returning to Kyonin, however, his father didn’t see it that way:

”A tree-warden? You could do a lot better than that!”
His spirits slumped; Quovex hadn’t been expressly forbidden to pursue that path as there were plenty of druids in Kyonin, but the disappointment was like a dagger in his side. Even his mother seemed to withhold support.

”All I’m saying is I can’t make trips into the middle of the forest to see you. You know we take boats down the river for speed as it is, and I’m not helping horses trot over vines.”
The lack of scaffolding from his family was irritating to Quovex though.

”Not one offer from either of you for a job of your own though? Not a letter of recruitment from the guards? Not an apprenticeship in the merchants’ guild?!”

His parents knew that wasn’t all that was required, yet their son’s predicament shamed them enough to open his pursuit of druidism unabated. So it was he set off to meet his new mentors. His main elder, Prodem, introduced him to divine magic and the old ways. However, it was his peer – Farraklor – from whom he learned the most. Farraklor was a bastard byproduct from the conflict between Lastwall and the Hold of Belkzen. As strong as he was kind, the half-orc was first to help Quovex with labor and last to relinquish his spoken defense of his friend during a dispute.

Try as he might to maintain his ambivalence, Quovex found himself drawn to the initiate druid. Farraklor reminded him of the friendship Elena had made with him. After many months, it was clear to the half-elf the unspoken accord was something more though. Almost without realizing it, the two had become interdepended on each other, functioning as a pair. So it was they completed their training – not as two distinct units, but facets of a common soul.
Prodem was brimming with pride as he finished the rites. ”Two spirits devoted to the land, one heart to guide their hands. Dawnwolf and Duskwolf, may Gozreh watch over you as you protect and nurture Golarion.”

After the ceremony, Quovex was happy, though nervous. Farraklor seemed to sense this and walked up beside him; he was taller, so it was easy for the half-orc to catch him.

”You’re not going to say anything? We’re part of the same tribe now. A pack, really,” puzzled-out the more rugged of the two.

”I’m Duskwolf? I guess orcs are still seen as dark to the rest of you!”

”Oh, stop it.” deflected Quovex. ”You know that doesn’t have anything to do with it. Prodem probably broken a wishbone over it or something.” Yet that explanation, possible as it were, sounded hollow to the half-elf the moment he said it.

”What do you think it is then? It’s like we’re married.”
Farraklor’s response made Quovex stop in his tracks.

”What?”

There was something about the way he’d remembered Elena when interacting with Farraklor that gave him pause after that comment, especially after the ceremony. The druids spoke about reincarnation. She can’t be part of Farraklor though. He was around before she died.

”Dawnwolf? Hey?”

Duskwolf grabbed his arm, and Dawnwolf looked at him. His heart skipped a beat.

”Well, I guess we are, Rak.” Old names died hard, especially when entwined with old memories. ”I feel … well, I feel like I’ve known you for longer than we’ve been here, and we’re going to be living together now. We’re going to have to make do on our own, down by the river. It’s just like having a different name for it.”

Duskwolf smirked. ”’It’?” He let out a deep laugh. ”You don’t need a wedding to have names for ‘it’,” winked the half-orc.

Normally, Quovex would have laughed and joked along, but it was almost as if he were watching himself outside his body. ”No, you don’t.” He stepped forward and gave Rak a big hug. He could feel the surprise by the other druid, but he reciprocated. Looking up at him, Quovex saw his friend’s expression was no longer jocular, but deeper, more sincere. The hug was followed by a kiss, and that night was followed by many more.

Dawnwolf and Duskwolf found their spot to settle and had many memories making their new home. The relationship-changer aside, post-initiation had a much more practical worry for Dawnwolf: He’d never been able to entice animals enough to keep one as a conduit to the wild. Duskwolf was a natural though, and their common name didn’t help matters; one was supposed to attract the animal which formed their name as their conduit. After a few weeks, Duskwolf had enticed a wolf with a jet black coat to join his side, yet Dawnwolf had no such luck. Animals responded positively towards him, yet only in acquaintance. The relationship wasn’t as deep as Duskwolf’s with Nightwolf – his ‘pup’.

As the three returned from a hunt to camp, Duskwolf butchered the deer, Nightwolf panted expectantly laying down by the fire, and Dawnwolf prepared the implements for the meal.

”What are you going to do to get your pup?” asked Duskwolf, efficient in his rending sinew from bone.

Dawnwolf shrugged. ”You know, I remember the other circle – back in the Verduran Forest. They said not all druids have a connection with animals. Others can have one just with nature.”
Laughing, Duskwolf passed his mate the meat. ”With what? A plant, a rock? I couldn’t ask for someone better than my pup!” Nightwolf looked at his pack leader, as if knowing he was being addressed. That’s one sharp canine…

”I don’t know. I guess it will happen when it happens.” Though Duskwolf had jested with him, Dawnwolf knew it was in good spirits; he would have been worried about his progress with finding a conduit, but he felt so at ease around his friend, the anxiety slipped away. ”Maybe I’ll take a trip to see them again and ask.”

”You? You mean we.” The half-orc scratched Nightwolf’s ears.

”Pup’s coming too.”

After cooking the meat, Dawnwolf served it and the family at their fill – Nightwolf probably most of all. ”Now where,” said Duskwolf, licking his fingers, ”Did you learn to cook like that?”

”My mother,” replied Dawnwolf flatly. ”I told you, remember?”

Duskwolf nodded after a moment. ”Yeah, I forget some people have those.” The sadness hung in the air for a moment before being dispelled by his next inflection. ”Wait a minute. She still does that trade route? She could bring us by their forest. That’s how you got there before!”

He’d tried to avoid this, but Dawnwolf saw little way around it now. ”Well, you might get her to take us, but I’m not sure she’s going to let such a big ‘pup’ on her ship. Besides, I really don’t need my father breathing down my neck again.”

Smiling, the provoking Duskwolf sealed the deal. ”No way I’m missing that entertainment. I haven’t seen a good tiff since the inns in Lastwall. We’re going!”

So it was the trio made their way to Greengold. Dawnwolf had no way of knowing if his father would be there or not, but his mother’s ship in port made it clear she was present. The family approached her on the docks.

”Quovex? Is that you?” Though half-elves weren’t uncommon in the town, one with hair the color of wheat down his back standing on the same dock as his mother narrowed the possibilities down. She stepped forward and gave him a hug and kiss on the forehead. ”And who’s this?”

”Duskwolf,” responded the owner of the name before the son had a chance to respond, clasping the hand she had started to withdraw in a strong business shake. ”We finished our initiation together. Dawnwolf and I are wardens of the river on the North banks.” The large canine had stepped forward to sniff the woman’s legs, going back to an easy-going disposition shortly afterwards. ”He’s Nightwolf.”

Dawnwolf? They have you change your name.”
Dawnwolf sighed. ”No, but you have a druid name once you’re a druid among them. We came here to ask a favor…” and with that, they’d secured passage as needed.

After a few days’ sail, they found the edge of the Verduran Forest and bid Vera farewell. ”I’ll get you on the return trip!” waved Dawnwolf’s mother. The crew had been receptive enough to Duskwolf after warming-up to him, and they seemed captivated by his tales of hardship from childhood West of Lake Encarthan. Yet their reception on the shore was different. No druids for found on the coast. In fact, it wasn’t until they’d ventured a few miles inland the trio found any. Truth be told, it was four who found them, shifting into human form after dropping from trees as woodland creatures.

”What brings you to our forest?” Territorial and bellicose, this was not the same welcoming tone Dawnwolf had experienced before. He attempted to transmute their attitude by speaking in druidic – which partially worked.
”I guess our ravens haven’t been out that way. Disaster’s struck; the archdruid has rejoined the earth before his time, and our relics are gone.” The woman shook her head. ”Something ill is afoot, I fear.”

Nevertheless, she took them to the circle’s camp, and they were treated with proper, albeit somber, hospitality. Nobody seemed to know the motive of the attack or the organization of the assailants, who’d slain five druids. Descriptions were given, but none of the collective had jobs in urban security for a large civilization; the trail was cold. Even their best bloodhounds and tracking birds couldn’t aid them. The only good news was as recently as the attack took place, there weren’t any subsequent assaults. Yet, anyway.

The next day, the trio asked one of the elders the question on Dawnwolf’s mind. ”What will my connection to nature look like?” She smiled back, only giving him a fortune-teller’s response. ”You’ll know it when you see it. It’s different for everyone. Mine is to the trees of the forest. His is to the ants underground. We’ve all had an event that stands-out to us though, reminds us of that connection. We could never forget it.”
Well, I certainly haven’t had that yet, thought a disappointed Dawnwolf.

Disappointed and saddened by the events there, the pack made their way back to the shore for Vera – she was set to arrive that evening. The winds were good, but a storm was brewing. I hope we get on the ship before then. Right on time, the masterful merchant sailed up to them at sunset. While she empathized with her son’s disappointment, she was happy to see him again, and they exchanged accounts of their travels.

During that evening, the storm grew worse and worse. The river was large, but their ship was still not meant for being set into the silt. However, it was something Vera ordered as the winds became too strong to make headway. Heavy rains and lightning began to fill the sky. It was relaxing to sleep to, but as the druids lay in their chamber, a crackling explosion woke them. The sky was pitch black on account of the moon being covered, but the familiar glow of flame grew. It took a few moments to dawn on him, but Dawnwolf realized the ship had been struck by lightning. What are the chances? Gozreh, protect us! There were no trees around to draw the sky’s ire from the middle of the river with a boat, yet it still seemed odd.

Oddities would have to wait though: The ship seemed to be torn right outside their quarters; they would have to jump right into the river below, and it was flowing as fast as a waterfall in the storm. Duskwolf put an arm around his companions. ”We’re in this together. JUMP!” The three made their best length-wise jump to get into the deep part of the river and not injure themselves. Only then did Dawnwolf realize his folly. Unlike Duskwolf, he was not blessed with darkvision. The dancing flames stayed with the carcass of the ship, but as he felt his mate’s arm slip away from him, he realized they were both being washed down the river – at a very good clip.

No! I can’t lose them!

Panicking, the adept swimmer nonetheless kept his head above water enough to get a good amount of air. By his submerged legs, he felt a furry torso push by. Nightwolf! he was deep underwater and would have the most trouble out of them all. ”Here, pup! Come here!” Only able to spare one hand, Dawnwolf reached for the canine’s neck, only to feel it brush past, the wolf flailing. He reached again … and again … and again to no avail.

I won’t lose them.

Resolute in his concern, he swam with the current, trying to catch-up. Finally, he brushed by the dog’s body once more, but his legs moved much slower.

He’s drowning!

With all his muscle, the druid reached once more, but instead of touching the coat, something phenomenal happened. A blast shot forward, pushing Nightwolf with an audible exit out of the water. A moment later, a wet thud sounded – even above the raging squall. At this point, Dawnwolf had a choice: He could go towards Nightwolf or he could try to find Duskwolf. After a split second, he continued downriver. Swimming and swimming and swimming …
He awoke on the shore with some of the ship’s crew standing over him. His mother was among them, limping. Her pain faded upon seeing her son awake though. ”Quovex! I thought you’d gone to Pharasma!” She tried to hug him, but thought better of it The scrapes and bruises that covered Dawnwolf’s body would have made the contact painful, regardless of intentions.

He sat up too quickly, coughing. ”Where’s Duskwolf?!” The sun had just begun to illuminate the sky in the distance.

The crew looked away. The outcome was clear.

Dawnwolf refused to accept this result. ”We just haven’t found him yet. We have to keep looking!” He stood, stumbled, and ended up on the ground in more pain.

”It’s a miracle even you survived, Quovex. I’m sorry.”
Raging on the inside, Dawnwolf tried to stand again before falling. It was then his tears began to flow on the outside, making the second storm of the night.

How long he cried for, he didn’t know, but the sun came over the horizon, the rays jetting onto the tops of the trees. The crew which remained had begun to head the significant distance back to what was left of the ship. However, a few souls stayed with Vera to remark on what seemed to be the second miracle to them.

Nightwolf trotted up from the shore – slowly, as he was also injured – and lay next to Dawnwolf. He didn’t realize it at first, but a light whine eventually caused him to wipe his eyes and look.
A glimmer of hope shot up in his heart. ”Where is he, pup? Where’s Duskwolf?”

The canine’s eyes panned towards the river before returning to the druid, the glimmer now extinct.

”I … I …”

What had to be hours passed as the two lay there. Vera returned to the ship. Only when the sun was overhead did Dawnwolf calm himself enough to consider what he would do next.

I feel like dying. How could this happen? Why?!
It was then Nightwolf crawled to his feet and gave the druid a single lick on the mouth. Pup had never done that to him before – only Duskwolf – and walked away into the woods on the shore. Dawnwolf cried out, but to no effect. The canine looked back at the druid one last time from the treeline, then was gone.
Vera and some crew returned with a makeshift stretcher. They tried to load the inconsolable Dawnwolf into it. Irate in his current state of double loss, he wanted nothing to do with them.

”Leave me ALONE!”

As he shouted, a blast of air shot forth at the stretcher and flung it a few dozen feet down the shore. The crew looked back at him in awe and fear. His mother was shocked, but then she smiled.
”It’s your connection, Qouvex! The air! This storm! That’s how you’re connected!” Her smile quickly faded though as she realized the link she’d made. Dawnwolf’s connection to nature was the loss of his family. According to the elder from the circle, he’d never forget it. The youth believed every word.

He screamed.

Weeks later when they returned to Greengold, Kortian was waiting anxiously for Vera. He embraced her lovingly. After looking beyond her, he saw Dawnwolf. ”Qouvex! By Desna’s stars, you two have been through the Worldwound and back!” He gave his son a hug, but Dawnwolf had next to no emotion to return. ”I had no idea you were on that forsaken ship with your mother!” The father gave his son a physical check with his eyes. ”No serious injuries. What a blessing! You’ve gotten a bit tougher since I saw you last, that’s for sure! Come, you are dining with me tonight. Some of the court will be coming to express their regrets about the loss of the trading ship. Talkers the lot of them, but their hearts are genuinely hurting for you now.”

Dawnwolf could take no more of the shallow chat. ”Are they really? How could they possible know what we’ve been through?!”
”Qouvex, that’s not what he – “ began Vera, but Dawnwolf was already out of sight, having stormed to the edge of the dock to weep once more.

The delegates arrived bearing tokens of regret, paltry symbols of empathy that did nothing to sooth Dawnwolf’s pain. It was only through extreme hunger from the trek to Greengold – and desire to get away from the water which had claimed his mate – Dawnwolf was convinced to sit at the tables. Not interested in more than a few bits of food for his addled self, the youth heard a few words resonate for some reason with him from the delegates. Descriptions of a shady group of people. Where have I heard that depiction before? All at once, the flash of memory came forward:
They were the ones who killed the archdruid and stole the relics!

He now listened on the edge of his seat to this conversation, words not meant for his commoner ears. Assassins? The Red Mantis?! It sounded outlandish, but his disbelief turned into very real sickness in short order.

One of the nobles took a sip of wine before speaking with his retinue. ”Yes, that orb of storms they took from the Verduran Forest? It’ll cause quite a shakeup until we get to the bottom of this. Who knows how they plan to use it.”

I do.

Jumping up from the table and knocking his chair to the ground, Dawnwolf felt the vomit coming before he got quite out of sight. He lost the meager contents of dinner as they were as he revulsion took over him. They killed him! And for what?! What did he ever do?! He dropped to his knees again, powerless against the world. But he didn’t pity himself. He blamed himself. The elder told me the relics were stolen. It was my fault! I should have asked her what they were. I could have told mother to head South! I could have had us leave the ship! I …

He sobbed for what seemed like an eternity before a firm hand grasped his shoulder. ”Son.”

Oh gods, can’t he let me be?!

”Dawnwolf!” The name rolled sternly, yet awkwardly off Kortian’s tongue.

His son finally turned to face him. ”I’m not … I can’t talk right now.”

A look of pain yet urgency was in his father’s eyes. ”You don’t need to. I need you to listen.” Kortian paused to ensure he had his son’s attention. ”Your mother filled me in. That storm was no coincidence. You were targeted by that damned cult!”

Dawnwolf nodded.

”That’s not it though. They may be hellions, but they’re not dumb. They always have a plan, an end. They wanted something from that ship. Your mother had the manifest. I don’t think mundane jewelry, spices, and silks are cause for revealing their presence and keeping the relic out in the open, do you?” Kortian quickly saw rhetorical questions in his son’s state weren’t the best idea.

”Did you get anything while you were with the druids there? Any gifts? Any trinkets?”

Puzzled, the youth shook his head.

His father looked more and more worried. ”I don’t know how to tell you this, son, but they weren’t there for the crew or Vera. It was you, … Duskwolf, or the dog.” Difficult for a traditionalist like Kortian, Dawnwolf had to give him credit for attempting the nomenclature.

Kortian came around and knelt in front of his son, lifting his chin. ”They wanted something one of the three of you had. What was it?” Stern but caring as only a military father could be, Dawnwolf nonetheless jerked his chin away, shrugging. If he’d looked back at his father, he would have seen the blood leave his face just then.

”You told your mother five druids had been slain. Did you see their bodies?” After his son shook his head, his father responded. ”Then you were lied to. Mistakenly by your friends. This cult took them. They wanted them for something.”
Dawnwolf felt his father’s gaze on him as the gears turned and he looked up. ”They wanted you two.”

He was no wizard, but the connection here was feasible enough for the emotion to flow through it and make Dawnwolf into more of a wreck than he was. Anger. Loss. Blame. Regret. Kortian saw the paralysis of emotional overload take over and waited just long enough for it to pass.

”Dawnwolf!” Jerked to his feet and steadied by his father, Dawnwolf found his own two legs again after a moment. ”On behalf of the Queen, the guard requests your service in bringing justice to these assassins, kidnappers, and cultists. Their actions have deemed Pharasma fit to judge them now. A royal edict grants you, among others, the authority to deliver them. What say you?” His talk was official. Becoming aware of his surroundings, the druid realized much of the crowd at the feast had encircled them, listening.

His throat was dry, the emotion and ponderous nature of the matter creating torpidity. Finally, he squeaked-out a response. ”I wasn’t fit to serve before. What’s different now?”

A streak of pain appeared on his father’s face, but he buried it under a wry smile. ”It’s not my position to question the crown, but I imagine someone blessed by Gozreh’s wind is welcome in many courts.”

Seeing the politics behind it, the fork in the road still lay before him. No, I can’t fall into the same pit I was in before. I’m going to do something! Duskwolf – I’m coming for you!
With a nod containing more conviction than he’d had since the storm, the winds of change blew in a new direction for the druid…


A well-written homebrew recruitment sparks my interest! Let me know how this idea sounds:

In Kyonin, a weather-savvy druid put on the naturalist path by deferred dreams looks for another path through life. This expedition not only acts as an escape from grievances within his land, yet also functions as a venue for redemption. The assassins and mantis lord themselves are silhouettes of the character's own emotional turmoil, which - despite his fit and youthful exterior - have begun to wear on his true age, felt more acutely on the inside. Accomplishing their rejection will remedy much of the political barbed wire preventing his self-healing. It will also lead to dynamic development as he moves towards self-actualization.

This character would be selected by the queen (or more likely, one of her agents) due to his ability to navigate and mitigate hazards of weather and water, both important for any travel in the inner sea region. Mechanically, he would be a storm druid whose primary role is healing/debuffing. Socially, he'll play out the wisdom attribute well as his age is not that of a budding adventurer; specifically, as a half-elf, this gives him half a century of worldly experience.

At any rate, let me know what you think. Two questions I have:

1. Are you willing to develop organic NPC relationships with PCs?

2. How do you feel about platypi?


Good morning, GM,

I recall watching this recruitment when it went up the first time, though I was concerned there would be meta-conflict between the various groups. The longevity of the campaign indicates a resilience of the remaining players. Was the dispersing of the rebellion and thieves' guild something expected?

In any event, the setting and face gap has enticed me to consider creating a Watersinger from the Isles of Ioso. Given the dangerous nature of the sea and slower-breeding cycle of their people, this undine is accustomed to making cutthroat deals, using leverage of scarcity and information to give his "customers" little choice. Unlike much of the tribes of the waters around the islands though, he believes one's reach must be expanded into different markets in perhaps distant areas. Though Ondian control of the empire may extend to the Ioson shores, in actuality, (I'm assuming) the rule is rather decentralized with a good deal of local realities. Playing his unique personhood with the geographic strain of the situation, the watersinger (I take a bit of time to craft names) secured his role in protecting shipments ... while being in the know of all the inner workings among them, of course.

This marine merchant manager would be weathered in realities of a harsh world, yet be rather benign in motive personally; CG would be the alignment best-fit.

As a bard, watersingers come perfectly-equipped to be faces. I do request you give a read to some of their rather singular abilities though. They are not truly powerful as much as they are strange and unexpected; there is a lot of gray area in the control of water which I could well describe, though you may feel some is/not appropriate. As these are core features of the archetype though - and baked into the character of an undine - it would be good to know where you stood on them.

If this concept sounds fruitful to you, I can flesh it out tomorrow. Many thanks for your time!


In somewhat of a combination of Harakani and Joynt Jezebel's posts, given the breadth of the civilizations in geography and time, how are you planning to handle "races" if at all? It could be simpler to make everyone human, yet there remains the issue of language and party junction at the beginning; unless you're using the supernatural to force a convention or state a particular society in which characters would exist, one would have to get quite creative.


My assumption is the ethnic shift commands a cultural adaption, yet does this make the campaign all human? I have no problem with that, but I just made a half-orc Maori shaman for another campaign, so I didn't know if you mean to "assign" certain fantasy races a real-world counterpart (such as elves being French, dwarves German, etc.).


I am interested in the setting premise, though I do wonder what particular happenings are occurring presently; Noxus & Demacia always hate each other, but there are a variety of other places (Piltover, Zuan, Bilgewater, Shurima, etc.) where politics and alignment are more flexible. Especially for characters who might have ties/be from those places originally, that is an important facet to consider.

Also, at level 1, we are essentially novices in whichever field our characters might have. Is there a unifying tie for prospective members of this campaign to have with one another that might provide a prompt of sorts for the character RP sample you desire?


I am interested, but the real question is this: Who will be playing the part of Senator Binks? :)


nate lange wrote:
Wow, that slowed down quick... We went from 100+ posts in the first 36 hours to 6 in the last 18...

I'm back from my travels. Now I can sit down to make a submission. I'll be going with the horizon walker, though I won't actually be able to delve into the class until next level. Do you have an idea where the campaign may end level-wise?


Having played in one game of Arkwrights, I can vouch for his ability to communicate; you will not be disappointed. Good luck, applicants!


DM Feral wrote:
Galoria Ginodesa wrote:

A few inquiries as I compose the character:

I'm not sure I understand question #1.

In short, not all characters will be expected to become tech experts/magic users, right? I didn't know if there was a invention-centric focus planned or a theme where various characters grow to use the arcane arts, but the sort of character I'm planning would work poorly with such intentions.

As long as we're not RPing out years in an academy, I'm assuming things will be okay.


A few inquiries as I compose the character:

1. I am going for a primitive being, reliant on muscle and instinct for survival. Given that, he will be hesitant and suspicious around complex technology or magic, particularly arcane. This is not to say he can't abide having it help, but it will be an acclimation. Will the individuals in the party be expected to become adepts at technology/magic though? That would be a bit of a stretch for him.

2. Regarding stamina or UC Barbarian, are either being used (and howso if stamina is)?


Would it be kosher to state story-wise the magic users brought forth by the Shadowscale's allies at The Skull Staff conjured demons to achieve their ends, subsequently butchering most of the tribe and expelling them? I believe this hook is probably the most direct to a uniform beginning for a campaign while maintaining the validity of the race roots.

Considering barbarian, ranger, or, name-appropriately enough, hunter for the hunter slot with the reptile.


Very well. I'm assuming Pathfinder Lizardfolk as opposed to the original?


Feral:

Regarding the hunter position, how left-field would lizardfolk be considered? I'm thinking of one whose tribe was nearly vanquished by a demonic presence, pushing him into contact with civilization. The marshes are spread about enough (and The Vast Swamp is quite proximal) to make the juxtaposition of such influences reasonable.


I will proceed with the crossbower. Are regional races a thing? Russian gnomes? French elves?


I must hear more about this Feralfinder!


Nightflier, I had always thought the Catholic church to be more of the divergers than the orthodox church (hence the name); in other words, they were more of the branch while the Eastern/Western Orthodox was the trunk. Granted they would be a big branch, but is that an inaccurate representation?


I really cannot decide between these two concepts. See if you can discern which would work better for flavor. And by you, I mean GM and players!

A:
This captain of the guard in Riga was well-respected until upholding the law too closely to the letter. Nobility doesn't like it when their underhanded dealings can't be bought out with a few coin (though if it had been a few coins more, maybe...). The merchant-lords spoke to the priests, and the priests spoke to the bishops. Without much a mark on the captain's record though, dismissal from the city-state was as much as could be done. After making due on ships throughout the Baltic and English Channel, the recently-unemployed enforcer was looking for a new job that would put the experience to use...

Swedish in origin, the character has an appreciation for the progress religion seems to sanction in society without getting wrapped-up in the philosophy of it. In fact, the obedience to betters in holy subjects necessitated non-objection to the imposed exile.

B:
Born in the foothills of Ethiopia, a bastard boy was exempted from his partially noble birthright by muddled blood; while his father, Dawit I was king, his nameless consort whelped a child when two legitimate male heirs already lived. Kind to him though, Dawit raised the child in his palace when he could - and by proxy through the church when he couldn't, tensions growing between the boy and his half-brothers as they aged. When his father died to a horse's hoof, it was only a few years before Yeshaq I, his father's son-now-king, imposed exile upon him. Eventually, as religious strife against the isolated Eastern Orthodoxy on the continent grew, the devout man moved North, finding some refuge in the Church of Alexandria. As that group was still seen as heathen though, he took a boat to a place where he could hopefully spread the word of God without fear of death: Europe.

I find the Christian-but-not to the rest of Europe an angle with a lot of possibility; though they will want to treat him as dirt due his skin, he would actually be quite knowledgeable in scripture and manners of royalty.


Okay then!

As I looked over gameplay, I saw quite a bit of German. I imagine the HRE's impact along with many of the other large movers and shakers (Iberia, France & its vassals, etc.) would be good choices in language. How picky are you with language? Are regional dialects separately taken?

I have two concepts story-wise I could develop. Supposing they're still about the same in my head tomorrow, what is needed for the party -socially-? Does it eschew noble gatherings, or is intrigue a core focus? I could only read so much of the gameplay in a short period of time. :)

Also, I know you said no gunslingers, but the Bolt Ace archetype came to mind; it essentially makes you a crossbow-user instead. Would that be permissable if I went with the concept geared towards that?


Idea and gameplay look awesome! Shame I missed it. Let me know if a slot opens!


I have found part of the problem with truly evil campaigns is people have their own wedge of what is "okay evil to discuss" and what is "not appropriate to discuss evil". This played-out with Skaar's campaign if you remember.


Congratulations on running another to completion!

I find the first and second most interesting, but the first has much more latitude in terms of theme and setting. Scenarios could be:

1. The "encroaching" menace is doing so relatively. Perhaps it is a group of refugees trying to survive at your expense, knowingly or otherwise. Perhaps the protagonists are the refugees with no choice other than to intrude and siphon what they can to get by.

2. As a bit of a branch from #1, it is possible a civilization through divine upset or arcane catastrophe had been moved/teleported to a practically new world. The environment, locals, and acclimation would all be menaces.

3. Maybe the "empire" is a fractious state, where one house/party/tribe sees another as the menace. Perhaps there could indeed be some otherworldly truth to it if the counterparts are impostors or have bonded their souls (even in a weak Cheliaxian fashion) to devils or the like.

4. Building could entail RE-building. Maybe a colony ship escaped this menace, must recover, and has a desire to reclaim their home.

Though it should go without saying, any scenario truly should involve a plethora of platypi.


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

Galoria notches two arrows and follows Stephen's lead for target.

Arrow 1: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Arrow 2: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Fumble check (if appropriate): 1d20 + 11 ⇒ (8) + 11 = 19

Arrow 2 Confirm: 1d20 + 6 ⇒ (4) + 6 = 10
Confirmed Damage: 1d8 + 2 ⇒ (6) + 2 = 8

"You really have a good shield arm there." Impressed with his aim, she vowed not to be outdone in the future.


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

Galoria notches an arrow. "On your mark, gentlemen."


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

"Daemons? So these are of the same breed as those things from earlier?" Galoria shudders remembering the small flying menaces. "I'm with you in that they should be dealt with, but we didn't fare so well last time."

She glanced about the group. "But it also looks like I'm outnumbered. Fire does sound good. I can line up a few shots from afar, and we can see how well they feel before they reach us."


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

Galoria leans back and looks at him. "If we are up against icy death, I'd rather withdraw." For once, she was quite serious.


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

"A sight indeed. I wonder what of though?" She spoke softly, lest they hear her.

Knowledge(Dungeoneering or Nature): 1d20 + 4 ⇒ (18) + 4 = 22 Or Geography at 4 higher


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

Ask and you shall receive...

Survival: 1d20 + 12 ⇒ (13) + 12 = 25, or 2 higher if tracking.


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5
Zinthar Kanedrel wrote:

Zinthar nods his agreement to heading toward the pools. "If it was the rangers, surprising that they left these things behind. These arrows are enchanted..."

[dice=Spellcraft]1d20+18 to determine whats what

"You're right about that - we folk are none too wasteful." She glanced at the arrows with hesitation. "They might also be placed to mislead someone who might come looking for them." Though how their assaulting party would have predicted that is beyond me.

********

Unfettered as Stephen seemed, Galoria plodded forward. "We shall. Don't be disappointed - the forest alone is a welcome place."


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

"Then it's decided. Follow my steps - I'll try to plod the least noticeable path in case we're being put on." The ranger couldn't shake her innate suspicion.


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

The hunter raised an eyebrow at the small man's tale. "The pool it is then. Let's hope there's something sweet there for father."


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5
Pipernortin wrote:
"Huh." Pipernortin followed Stephen into the largest of the buildings, wondering where all the people had gone. "I'm pretty sure this is Craggenmoor," the gnome continued, "But where is everyone? Last I'd heard this little place was as lively as a brothel with a beehive. What happened?"

"I'd imagine what would happen soon after a beehive is brought into a brothel: people left." Galoria took a cursory glance about. "I don't like it. But the people had to leave somehow. It seems there were a few signs out there to present some options. I've never been afraid of bridges, myself."


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

"Looks like we're in for a bit of rain - it'll be good for the plants." Galoria doesn't seemed phased by the development, stating it more matter-of-factly instead of with caution.

*******

"Yes, let's hope these people didn't have quite as otherworldly a reason to leave as the previous residents."

She gave a quick reconnoiter around as well.

Perception: 1d20 + 16 ⇒ (4) + 16 = 20


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

Galoria takes one last look upon the city behind them. "Well, that was a pleasant visit." Though she tried to downplay the events, it was clear there was a touch of pride the city's leader struck in her. "We're headed into the woods, so mind your leavings; I'll do the best to keep our path private."

Know(Geography): 1d20 + 13 ⇒ (1) + 13 = 14

Galoria attempts to recall any notable obstacles/points of interest learned during her travels.

Survival(Predict Weather): 1d20 + 12 ⇒ (17) + 12 = 29

Also, she is using her class feature to void any tracks they would leave unless intending to leave them.

Survival(Hunting, when the time comes): 1d20 + 12 ⇒ (15) + 12 = 27


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

"Surely. I have a hunch whatever obstacle they encountered might rear its head for us. Two birds, one stone I say."

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