Joseph the Shepard
Joseph Halfling Hunter 1
TN Small Humanoid (Halfling) Initiative +4 SensesPerception +9
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Defenses
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AC 17, Touch 15, Flat Footed 13 (+4 dex, +2 armor, +1 size)
hp 10/10 (1d8+2)
Fort +4 Ref +6 Will +3
Special Defenses Fearless (+2 against fear), Resistance (+1 to all saves)
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Offenses
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Speed 20ft
Melee Kukri +5 (1d3-1 18-20/x2)
Switchblade +5 (1d3-1 19-20/x2)
Ranged Thrown Dagger +5 (1d3-1 19-20/x2) 10ft range
Modifiers +0/+0 BAB, +3/-1 Dex/Str, +1/+0 Size
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Spells
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Spells per Day 1: (2/2)
Spells Known
0: Detect Magic, Light, Purify Food and Drink, Resistance
1: Compel Hostility, Resist Energy SNA 1
Spell DCs 16+ spell level
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Current Magical Effects
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Resistance (1 min)
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Statistics
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Str 9, Dex 18, Con 15, Int 12, Wis 17, Cha 15
BAB +0 CMB -2 CMD +11
Feats Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse, +(Spirits Gift or Undersized Mount)
Traits Fates Favored, Helpful, Smuggler, Unlearned
Racial Traits Halfling Luck, Outrider
Languages Common, Halfling
Other Gear
Switchblade, carved to look like a pipe
Kukri, in a spring loaded sheath
An assortment of daggers hidden on his person (3 daggers, 1 butterfly knife, 1 war razor, swordbreaker)
Leather padding underneath longsleeved sackcloth robes as well as a stash of tobacco (4lbs) and a potion of CLW for emergencies
10.11gp
54+50
15
Stumpys kit cost 47.45gp total.
130gp
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TRACKED RESOURCES
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Adabtable Luck (3/3)
Animal Focus (1/1)
Hero Points (1)
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Special Abilities
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Adabtable Luck 3/day gain +3 luck bonus on an ability check, Attack, Save or skill check. Only +2 if used after the roll.
Animal Focus 1/day gain a focus for 1 minute.
Fates Favored improve all luck bonuses by +1.
FCB Stumper gains DR/magic 1.
Fearless +2 to saves against fear effects.
Helpful you can roll Aid Another to give a +4 bonus.
Keen Senses +2 to Perception.
Nature Training Count as both druid and ranger for purposes of animal companion.
Outrider +2 to Handle Animal and Ride.
Smuggler +1 to Bluff, K (local) and Sleight of Hand.
Spirits Gift your animal companion gains a single spirit animal ability (from the Shaman Class) changeable at the start of the day. (currently Stone: DR 5/Adamantine).
Unlearned cannot make knowledge checks untrained.
Wild Empathy influence a wild animals initial attitude with a 1d20+1+Cha(1) roll. Generally takes 1 minute. Can affect magical beasts with 1 or 2 int at -4 penalty.
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Encumbrance 19.5lb
Light 19.5lb, Medium 39.75lb, Heavy 60lb
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EXP: 175
Joseph is a shepherd who tends a herd of livestock in one of the outlying fields surrounding Whispering Falls. While the Loggers and Fishermen are more well known, the town still needs its beef and butter and eggs. And so, Joseph enjoyed a quiet and uneventful childhood, secure in his career as a shepherd... Blegh!
While Joseph was not yet born during the times of the invasion, indeed all he has known was life under Kesadrain rule. He had of course heard stories about life before any Kesadrian set foot on Neralus, but they always seemed a bit surreal, removed from reality (kinda like us imagining life before electricity). Joseph had always just accepted Kesadrian rule and magic as natural.
As it turns out, life just above poverty isnt much different then a life just above slavery. Sure the name on the title deed was different, but they were eating better, and they were still able to tend to the herds. They even had a small vegetable garden on the side!
Joseph is a young and smallish halfling, just over 20 years of age he takes to the world with wide eyed wonder and boundless interest. Because of his upbringing as a small town shepherd, Joseph has very little knowledge of the outside world and yet he believes that with the right mixture of adaptability, friends and his own innate luck he might just make it out in the wilds, if only given the chance... Or maybe even in one of the big cities!
Joseph is a hard worker, always willing to lend a hand or help a friend and he is very nimble. While Joseph has very few belongings of his own due to his humble beginnings, he seems to have a fascination with knives and daggers and has collected quite an assortment, which are hidden at various parts of his locale. His assortment ranges from a hand crafted pipe/switchblade to his deadly keen Kukri and even his 9" long war razor, as well as a few simple daggers used to skin livestock. Joseph always seems to have a blade on him...
Character Creation:
An Untamed Land
The land of Neralus was a lush, untamed continent where humans formed scattered city-states and the other races maintained remote, isolated kingdoms. Beyond the borders of their fractured nations were the wilds – inhabited by barbaric hordes, ruled over by beasts of myth and legend, and haunted by the horrors that lie in the shadows. The people of the land were at times drawn into conflict – with each other, against the monsters of the wilds – but always they remained independent. Legends told of an ancient empire that once existed in the time before history – the time when the Gods were men and the primal forces wreaked havoc on the lands. But that was millennia ago…
The Coming Tide
Perhaps it was the wealth of natural resources, perhaps it was the lack of any unified power base, perhaps it was for some other, unknown reason… whatever it was, Neralus was a prize ripe for the taking. On High Summer’s Eve in 3189 OR (old reckoning), portals opened up across Neralus and vicious human armies, clad in superior armor and wielding a destructive form of magic that had never been seen before, stepped forth and quickly dominated the many human city-states of Neralus. Revealing themselves as the vanguard of the Kesadrian Empire, they declared martial law.
Once initial control was solidified, a second wave came through – bureaucrats. Or more precisely, arcanocrats. Welding their unique magic, which they called the Art, they moved quickly to solidify control over all of Neralus. The pastoral Halflings and artisan Gnomes both fell quickly and the races were drawn into roles of servitude, though rumors persist of hidden realms of the Small Folk. The elves and dwarves, with their isolated kingdoms, held out far better and eventually were each offered a truce, allowed to exist as semi-autonomous yet ultimately owing fealty to the Kesadrian Empire.
That was 23 years ago.
Today
In the two decades since, the Empire’s wealth of knowledge – technological, architectural, arcane – has reshaped the face of Neralus. Where once there existed only small, scattered cities with limited communication and trade, now the realm crossed by well defined trade routes by land and sea, connecting mighty cities ruled over by the arcanus ruling class, overseen by the royal line of the Kesalos family. Though a few of those native to Neralus have reached the middle class as skilled merchants and artisans, a majority of the Neralians exist only a step above slavery, as a subjugated people.
Concept
I am looking for four to six players interested in engaging in a fun, friendly game that will blend role play, puzzles, combat, and mystery into a grand storyline. The game will be a heroic adventure with a dash of politics and a fistful of intrigue. I am looking for players whose goal is to create a dynamic and engaging character that will play well in an evolving storyline, not simply the most min/maxed set of statistics for monster killing. Additionally, I request that you be able to post at least once a day during the week (obviously life gets in the way at times, please just let me know). As for my part, I will work to give each and every player a chance to shine and enjoy their character. I consider gaming a cooperative experience where the GM and the players work together to tell an epic tale.
If you are still interested, read on…
The game is set in a realm of my own creation. For a setting overview, imagine if 7th century Europe were invaded by the Roman Empire at its height, equipped with the technology of the Renaissance and a mastery of arcane magic. The game will begin in the small lake town of Whispering Falls, a loose community of fishermen and loggers that supports the city of Durmstadt.
Character Creation: Hide
Ability Scores: 2d6+6, or 20 point buy (you can select the point buy after rolling if you so desire)
Race: Core races preferred; alternate traits from ARG for Core races are allowed. I will consider other races given exceptional applications.
Class: all Core, Base, and Hybrid classes; Unchained versions of Rogue and Summoner are in effect (barbarian & monk – player’s choice)… No Alternate, Occult, or Intrigue classes.
Level: 1st
Hit Points: Max at 1st, rolled after (1/2D as minimum)
Favored Class Bonus you may select any favored class bonus assigned to any Core race, not just your own race.
Alignment: I will likely not accept evil applicants. If you want to run an evil character, you will need a strong proposal.
Traits: 3 (one campaign trait, listed in the campaign notes)
Skills: background skills are in effect
Feats: to encourage players to take feats with more flavor and reduce feat taxes, the following feats are automatically gained by all characters - Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse. (Unchained Rogues gained the 3rd level Finesse Training ability at 1st, with a second selection gained at 3rd.)
Starting Wealth: rolled by class (average if rolled below)
Fluff: please include a completed backstory, along with a physical description and an outline of your character's personality. In addition, I encourage you to include a few tasty tidbits that can be used as storyline hooks.
MAGIC & RELIGION
Magic can be found in three forms: the Gift, the Way, and the Art.
Religion - The Gift: is divine magic, granted as a boon by the gods to their faithful. There are a multitude of deities, each with their own goals, passions, and desires - and their emotions can as fickle as any mortal's. Each deity claims one, or more, aspects of life as their dominion.
Nature - The Way: is the dormant energy coursing through both the world and all living things. Those who learn to shape and direct the Way can accomplish great things, though none would be foolish enough to claim to "control" it. All 'nature' classes (druids, hunters, rangers) are practitioners of the Way, and will adopt philosophies or Pacts with regards to how they connect with the Way. Please note that witches, shamans, and bards also draw on the Way in similar fashion.
Arcane - The Art: is arcane magic, an amazing power that is either learned through careful, extensive study, or is born naturally into the blood of a rare few unique beings. The Art was unknown in Neralus until the Kesadrian Empire brought it with them during their invasion. It is their source of power and they guard it jealously.
Religions & Pacts: I have extensive notes on the gods, but they are not digital yet. If proposing a divine character, simply include a concept for a deity your character would worship and I will send you the appropriate deity.
Age: demihumans reach maturity far earlier in Neralus than in Golarion. No character should be over 35 (regardless of race). Half-elves hit physical maturity only a year or two behind humans, halflings in their early twenties, both dwarves and gnomes in their mid twenties, and elves in their late twenties to thirty.