Skywin Freeling

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26 posts. Alias of Tara Ravenheart.




Please dot into the gameplay thread and then delete your post


Female (she/her) Anthropomorphic Dire Chipmunk Caffeine Addict 9

Welcome, one and all!


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Faerun is beset by enemies, new and old. The past two years has seen untold danger - The Lord of Tyranny, Bane, has been reborn, the Phaerimm have emerged from beneath Anauroch, the City of Shade has returned to claim Netheril’s lost glory, raiders beseige the isle of Evermeet, King Obould has united the humanoid tribes into the Kingdom of Dark Arrows, the Zhentarim gather power in the Moonsea, and the Wailing Death devastates the people of Neverwinter. All the while the simple folk of the land cry out for heroes. Who will defend them from these untold threats? Who will rise up and fight back the darkness? Who will bring peace to the Heartlands?

The Forgotten Realms were where I enjoyed many adventures in my youth. In the 3rd edition days I came into DMing, and ran many a game across the continent of Faerun. I have enjoyed playing in Golarion for years, but a nostalgic part of me misses the “good olde days”. To that end I offer you this - a game of high fantasy, set in Ed Greenwood’s own creation. This game will start in the spring of 1373 DR, in the era during which 3rd edition FR was set, and more than 100 years prior to the 5th edition setting. Who is ready to delve back into the Realms we explored in days long past?

Recruitment I am tentatively going to set a cutoff date for recruitment of 11:59 pm EST on September 10th.

Applicant Chart I will be tracking applicants using this Spreadsheet

Party Size I intend to take 6 players for this AP.

Posting Expectations 1/day during the week, 1/weekend. Please include some content and flavor in your posts. They don’t need to be novels, but more than a single sentence would be nice.

Regarding Character Creation I like gaming for the chance to play someone different, someone unique, someone heroic. This will be a game of epic fantasy, with high ability scores, extra skills/traits/feats, and magic items a plenty. To that end I am very generous with character creation - please don’t turn it into a power gamer. I ask that you create characters that are dynamic and feel real (in a fantasy sense), and aren’t min/maxed to the utmost. If I am concerned that is the direction of a build, it will probably not be selected.

Character Creation Crunch:

Source Material We will be playing using the Pathfinder 1st Edition rule set, using only Paizo published content. No 3rd party options, rules, classes, etc.

Ability Scores roll 3d6 (drop the lowest) then add 6, repeat six times and assign to your preference. If you are not satisfied with your rolled scores, you are welcome to use the 25 Point Buy method as an alternative.

Race Core races are welcome. I will consider applications that include Featured and Uncommon races, but will not have a party made entirely of them, so please keep that in mind. Races will be slightly reskinned to fit their FR form (elemental planetouched are “genasi”, etc). If there is a 3rd edition FR race that you feel needs a little more modification to match, please message me and we can discuss. I am also open to altering Racial Ability Score modifiers as has become common in newer game editions.

Class Core / Base / Hybrid. I am not familiar with the Occult classes, and would prefer not to deal with them.

Archetype You may select one archetype without losing the abilities it normally replaces. There are at least a handful of archetypes that could make this utterly broken, so please use discretion with your selection.

Level Your characters are established adventurers, and will be starting at 5th level.

Alignment No evil.

Hit Die max at first level, roll at successive levels. If below average, you may opt to roll again (keeping whatever you roll the 2nd time) OR take the average, your choice.

Skills 2+int increases to 4+int, all others increase by +1. We are also using Background Skills.

Traits 3, or 4 with a drawback. You may select one Campaign Trait from an Adventure Path as one of your three.

Feats Elephant in the Room feat tax rules are in effect.
Each character will start with 2 feats at 1st level, and then gain one feat at each level (as opposed to one every other level). I highly encourage applicants to use these additional feats to create flavorful characters. And yes, they can be used for Variant Multiclass.

Favored Class Bonus you are not restricted by race when selecting your FCB.

Equipment 12000 gp (no items worth more than 5500 gp).

Character Creation Fluff:

FLAW The characters built through this recruitment are going to be highly impressive specimens. When you look at fantasy/sci-fi/pulp/hero literature and film, such characters generally have a flaw. It could be the righteous hero’s pride, a romantic character’s jealousy, perhaps an aging injury that flares up on occasion, a rare case of seizures, or something completely different. I would like you to create a flaw for your character. Don’t worry about the mechanics of it, we will handle that together. I want you to come up with the concept.

Example Sir Reginald the Brave fought valiantly in one of the last battles of the Third Crusade. Suffering a mortal wound to his abdomen far from the hands of a healer, Sir Reginald’s squire bandaged him, hoisted him onto a mount, and brought him back to his allies. Reginald’s body was cold, and his skin had taken on the pallor of death. They swore the man was dead, but the cleric could barely make out the faintest of breaths. Seeking his god’s blessing, he healed Reginald’s grievous wound. Regionald walks again, but strangely his skin still bares the pale, deathly cast of the grave, making him an unnerving sight to see.

Beyond the establishment of a “Flaw”, how you develop your character’s fluff is up to you. The Ten Minute Background is favored by some. Others like to write their background solely from their character’s perspective. I have listed below a simple format that I use with my TTRPG group.

Appearance What does your character look like? What kind of gear do they wear or carry? Do they have any remarkable features?

Personality & Motivation who is your character and what makes them tick? Do they have any interests or quirks?

History what was your character’s life like before today? What adventures/challenges have they encountered?

Allies & Associations who is your character connected to (friends, mentors, loved ones)? Are they a part of an organization or order?

Additional Rules:

Below are a few optional and house rules that we will be using (many that I have gathered from other GMs over the years).

Hero Points we will be using Hero Points to start the game, with each PC beginning with 1.

Grouped Initiative This seems to be a common tool in PbP. After initiative is rolled, we will act in clusters of PC or NPCs that have close initiatives. This will allow game play to not be slowed by waiting for a single player to post.


wherein we can discuss the many out-of-game details of our campaign.


Please dot in then delete your post to enter your character into the campaign


In 4606 AR, the Worldwound tore the former nation of Sarkoris asunder, unleashing the hordes of the Abyss loose upon the northern realms of Golarion. In the century since, the brave men and women of Mendev and the Church of Iomedae, supported by their allies, have waged a near constant war against these demonic horrors. Time has taken its toll and after four Crusades, much of the idyllic glory has faded in this war of attrition. Another year has passed and the defenders of Mendev seek to celebrate Armasse, hoping to inspire a new generation to take up arms against the fury of the Worldwound. You have found your way to the northern city of Kenabres, which stands on the border to that horrid scar, seeking to partake in the celebration. Yet even as the festival begins, a sense of unease rests in your heart…

Welcome to GM Raven’s recruitment for the adventure path Wrath of the Righteous. I am excited to embark on this journey with you, and would like to thank all of those who participated in the Interest Check thread. What I present to you is the battle to stop the forces of the Worldwound, drawn roughly 80% from the adventure path, with 20% custom material to fill out some gaps and make for a more personal story for the players selected.

Wrath of the Righteous Player’s Guide

Recruitment I will stop accepting new characters at 11:59 pm EST next Friday, July 23rd. I will then allow for any last adjustments to be made over the weekend, with final close happening at 11:59 pm EST on Sunday, July 25th. I hope to select the party in the day or two following.

Applicant Chart I will be tracking applicants using this Spreadsheet

Party Size I intend to take 6 players for this AP.

Posting Expectations 1/day during the week, 1/weekend. Please include some content and flavor in your posts. They don’t need to be novels, but more than a single sentence would be nice.

Character Creation Crunch:

Source Material Only Paizo published content. No 3rd party options, rules, classes, etc.

Ability Scores We are using the Champion method; roll 3d6 (drop the lowest) and add 6 six times and assign to your preference. If you are not satisfied with your rolled scores, you are welcome to use the 25 Point Buy method as an alternative.

Race Core races are welcome. In addition, I will consider applications that include Featured and Uncommon races, but will not have a party made entirely of them, so please keep that in mind. As a nation that has been at war with demons for 100+ years, the people of Mendev (and Kenabres in particular) might not be the most hospitable of those with a bestial or fiendish nature.

Class All Core, Base, and Hybrid classes. Barbarian, Monk, and Rogue can use Unchained or original; Summoner can only use Unchained. No Occult classes.

Level 2nd

Mythic Path Please list your intended Mythic Path. While I am not bound to it, I am currently leaning toward having one player for each path.

Alignment No evil.

Hit Die max at first level, roll at successive levels. If below average, you may opt to roll again OR take the average, your choice.

Skills Per class plus we will be using Background Skills.

Traits 2 + a Campaign Trait, 3 with a drawback.
Campaign Trait I will be disassociating the Campaign traits from their mythic paths, so pick freely based on theme. If you don’t feel like any of the Campaign Traits fit your character, I am happy to develop custom options so let me know.

Feats Elephant in the Room feat tax rules are in effect.

Favored Class Bonus you are not restricted by race when selecting your FCB.

Equipment 1000 gp.

Character Creation Fluff:

With the exception of the final topic listed below, how you develop your character’s fluff is up to you. The Ten Minute Background is favored by some. Some like to write their background solely from their character’s perspective. I have listed below a simple format that I use with my TTRPG group.

I do expect each character application to include the ‘Flaw’ section listed below.

Appearance What does your character look like? What kind of gear do they wear or carry? Do they have any remarkable features?

Personality & Motivation who is your character and what makes them tick? Do they have any interests or quirks?

Allies & Associations who is your character connected to (friends, mentors, loved ones)? Are they a part of an organization or order?

History what was your character’s life like before today?

FLAW The characters built through this recruitment are going to be highly impressive specimens. When you look at fantasy/sci-fi/pulp/hero literature and film, such characters generally have a flaw. It could be the righteous hero’s pride, a romantic character’s jealousy, perhaps an aging injury that flares up on occaion, a rare case of seizures, or something completely different. I would like you to create a flaw for your character. Don’t worry about the mechanics of it, I can handle that. I want you to come up with the concept.

Example Sir Reginald the Brave fought valiantly in one of the last battles of the Third Crusade. Suffering a mortal wound to his abdomen far from the hands of a healer, Sir Reginald’s squire bandaged him, hoisted him onto a mount, and brought him back to his allies. Reginald’s body was cold, and his skin had taken on the pallor of death. They swore the man was dead, but the cleric could barely make out the faintest of breaths. Seeking his god’s blessing, he healed Reginald’s grievous wound. Regionald walks again, but strangely his skin still bares the pale, deathly cast of the grave, making him an unnerving sight to see.

Additional Rules:

Below are a few optional and house rules that we will be using (many that I have gathered from other GMs over the years).

Hero Points we will be using Hero Points to start the game, with each PC beginning with 1. I am undecided if these will survive the transition to Mythic, as mythic points can do much of the same things.

Grouped Initiative This seems to be a common tool in PbP. After initiative is rolled, we will act in clusters of PC or NPCs that have close initiatives. This will allow game play to not be slowed by waiting for a single player to post.


Good day, one and all. After several years away from these boards enjoying playing with both local and distant friends thanks to the wonders of video chat, I have returned here with the mind to run a PbP game. While considering my options, I saw a Wrath of the Righteous campaign get almost 300 posts in recruitment. It was an AP that I enjoyed as a player, and I thought I might be able to bring my own spin to it. To that end, I am reaching out now to confirm that there is indeed suitable interest in a WotR campaign, one that will not always follow the exact letter of the AP. Please sound of with your intentions. Feel free to include any questions you may have, as they might help me hone in on the details for the recruitment.

- T

Full Name

Bonegrit

Race

Half-Orc

Classes/Levels

Ranger 3

Stats:
HP 28/29; AC 15, Flat Footed 12, Touch 13; CMD 17; Fort +4, Ref +6, Will +3; Perception +10 (+11 to avoid being surprised); Scent; Initiative +3

Gender

Male

Size

M - 6'0", 210 lbs.

Age

17

Special Abilities

Favored Enemy, Track, Wild Empathy

Alignment

Neutral

Deity

Erastil, Gozreh

Location

Vigil, Lastwall

Languages

Common, Giant, Orc

Occupation

Guide/Scout/Tracker

Strength 13
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 14
Charisma 12

About Bonegrit

Half-Orc Ranger 3
N Medium humanoid (human and orc)
Init +3; Senses darkvision 60 ft., scent, Perception +10
HERO POINTS: 1

______DEFENSE______
AC
15, touch 13, flat-footed 12(+2 Armor; +3 Dex)
hp 29 (3d10 [26] + 3)
Fort +4, Ref +6, Will +3

______OFFENSE______
Speed
30 ft.
Melee +4 Greataxe (1d12+1; x3)
Ranged +6 Composite Longbow (1d8+1; 130 ft. range)

______STATISTICS______
Str
13, Dex 16, Con 13, Int 12, Wis 14, Cha 12
Base Atk +3; CMB +4; CMD 17
Feats Keen Scent; Rapid Shot; Endurance; Precise Shot
Skills [18 (Ranger) + 3 (Int) + 3 (favored class)=24]
+8 Climb +2(Ranks) +1(Strength) +3(Class) +1(Rock Climber)
+8 Handle Animal +3(Ranks) +1(Charisma) +3(Class) +1(Trailhand)
+6 Heal +1(Ranks) +2(Wisdom) +3(Class)
+6 Knowledge (Geography) +2(Ranks) +1(Intelligence) +3(Class)
+7 Knowledge (Nature) +3(Ranks) +1(Intelligence) +3(Class)
+10 Perception +3(Ranks) +2(Wisdom) +3(Class) +2(Racial) [+11 total to avoid being surprised]
+9 Ride +3(Ranks) +3(Dexterity) +3(Class)
+9 Stealth +3(Ranks) +3(Dexterity) +3(Class)
+8 Survival +3(Ranks) +2(Wisdom) +3(Class) [+10 total when tracking or identifying tracks]
+5 Swim +1(Ranks) +1(Strength) +3(Class)
Languages Common, Giant, Orc
Current Load: 47.5 lbs. [Light Load]

Gear:
Composite Longbow (+1 Str) (3 lbs.)
  • Stored Quivers (5) (15 lbs.)
  • arrows, common (15)
  • blunt arrows (28)
  • flight arrows (21)
  • masterwork arrows (9)
  • whistling arrows (20) (3 lbs.)
  • Bonegrit's current quiver: 10 common arrows, 3 masterwork arrows (swan-fletched), 2 blunt arrows, 3 flight arrows, and 2 whistling arrows (the rest are stored on Amiro)

    In Agiz's strongboxes: 331gp; 1x beggar's diamond (100gp)

    Greataxe (12 lbs.)
    Morningstar
    Leather Armor (15 lbs.)
    Explorer's Outfit (8 lbs.)
    Backpack (2 lbs.)
    Beltpouch (0.5 lbs.)
    Waterskin (4 lbs.)
    potion of cure light wounds
    Four brass figurines; (3) mounted cavalry, (1) archer (15 gp apiece)
    Ten coal figurines; all orcs (no inherent value)
    Copper hook with dual-faced base (orc/human face)
    Cooking Kit (16 lbs.; carried by Amiro)

    • iron pot
    • iron skillet
    • ladle
    • skewer
    • wooden cutting board
    • cutting knife
    • iron tripod (for pot)
    • packet of tinder
    • various seasonings local to Caliphas

    Mess Kit (1 lbs.)
    • plate
    • wood bowl
    • tin cup
    • horn fork
    • horn knife
    • horn spoon

    Ranger's Kit (21.5 lbs.; carried by Amiro)
    • bedroll
    • flint & steel
    • iron pot
    • rope
    • torches (10)
    • rations (5)

    Riding Kit (54 lbs.; carried by Amiro)
    • bit and bridle
    • saddle
    • saddle blanket
    • saddlebags
    • feed (2)

    14gp 6sp

  • Amiro, Dort Charger (Heavy Warhorse):

    Amiro is a stolid and impressively built stallion with a shaggy, dark-grey coat and a rugged, black mane of hair.

    N Large animal
    Init +4; Senses low-light vision, scent, Perception +8

    ______DEFENSE______
    AC
    15, touch 13, flat-footed 11(+2 Armor; +3 Dex)
    hp 24 (2d8+10)
    Fort +8, Ref +7, Will +3

    ______OFFENSE______
    Speed
    50 ft.
    Melee bite +5 (1d4+5), 2 hooves +0 (1d6+4)
    Space 10 ft.; Reach 5 ft.

    ______STATISTICS______
    Str
    20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
    Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
    Traits Dort Charger: hooves deal 1d6+4
    Feats Endurance, Run, Diehard
    Skills Perception +8


    Favored Class - Ranger:
    1st level: +1 Skill Point
    2nd level: +1 Skill Point
    3rd level: +1 Skill Point

    Class Features:
    Favored Enemy: Orcs (+2 Attack & Damage)
    Favored Terrain: Mountains: +2 to Initiative, Knowledge (geography), perception, stealth, survival; leaves no trail and cannot be tracked.
    Track: +1 on Survival checks made to follow or identify tracks.
    Wild Empathy: +3
    Combat Style—Archery:
    2nd Level: Rapid Shot

    Racial Traits:
    Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.
    Darkvision: Half-orcs can see in the dark up to 60 feet.
    Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
    Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
    Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

    Character Traits:
    Trailhand: You have experience working the trail roads, guarding caravans and merchants. Your last run landed you in Vigil with a fat bonus purse. You begin the campaign with an extra 150 gp to spend, and gain a +1 trait bonus to driving checks to control a wagon and Handle Animal checks.
    Bounty Hunter: You gain a +1 trait bonus on Survival checks to find or follow tracks, and a +1 trait bonus on Perception checks to avoid being surprised.

    Appearance:
    When compared to other half-orcs, Bonegrit is not the most physically impressive example of his kind. Though tall, he carries little of the bulk that orc blood usually affords. Bonegrit is mostly wire and sinew, with a very human, upright posture and physique. It is his ashen skin and bestial facial features that truly betray his blood: a large, stunted nose; angled yellow eyes and horn studded eyebrows; slanted, ragged knife-ears; and a severe, fanged underbite. His black hair carries a slight, grey tinge to it, which he pulls back in a ponytail, the entire length of which is bound by a thin cord of red cloth.

    Despite his ferocious features, Bonegrit's features remain markedly calm in most cases, likely a tactic performed to soften what would otherwise be a poor reception of his heritage. His default feature is that of a vacant stare. It is quite commonplace for those speaking to him assume the half-orc is paying them no attention, though it is seldom the truth.

    Bonegrit tends to dress largely in shades of black, brown, and grey to afford him a small measure of camouflage - his regular stomping grounds are the foothills and mountains surrounding Belkzen. His skin and gear all smell of dried earth and smoke; a testament to his time spent in the wilderness.
    _________________________
    Hair: Light black with a grey tint
    Eyes: dull yellow
    Age: 17
    Ht: 6'0"
    Wt: 210 lbs


    Personality:
    Bonegrit learned along time ago that life is a brutal endeavor. He never knew his parents, nor their love, and has never fully belonged anywhere he has ended up. That he ultimately decided to fend for himself in the wilder reaches between Lastwall and Belkzen is no surprise. He has always harbored a secret longing to belong, however, which always manages to eventually coax him out of hiding and into one of the human settlements to be found in the vicinity.

    Though not entirely used to the ways of civilized life, Bonegrit is far from timid in such locales. He does not wish to make himself an easy target, but he will be no one's lapdog or mascot either. He is surprisingly upright and forthcoming for one with such a harsh look to him, and he enjoys the companionship, fleeting though it might be, that comes along with a shared mug or meal in the local taverns. It is Bonegrit's hope that he might one day find his way among friends some day, accepted for what he is rather than being cultivated into something else. He is neither human nor orc, and will never pretend to be.


    Background:
    Like most half-orcs, Bonegrit (who was known as Grauskuk among the orcs) is the result of an unwilling union between orc and human. His mother succumbed to her slavery within Belkzen Hold, though Bonegrit was rescued from their grip as a toddler, the result of an aggressive Lastwall campaign northward. Given his feral look, however, he was never able to find a home. Instead, he was deposited at an orphanage between the borders of Belkzen and Lastwall for much of his early days. He was unable to make many friends among the other children there, however, even the many half-orcs like himself. The result was a reserved boy who tired of not belonging. It was no surprise to any when he simply disappeared one day.

    Stealing out of the orphanage on a spring night, Grauskuk (now a young child of 8 years) departed from the orphanage and never returned. He stopped by what few dwellings he encountered along the way, securing enough food and other provisions for his departure. He ultimately wound up in the Tusk Mountains. Though Bonegrit would have everyone believe he simply survived on his own, the truth of the matter is that he survived because of the intervention of a retired adventure, an old hermit named "Grimspur". The old man - a human - was in the twilight of his years, but shaped Bonegrit into a capable outdoorsman. The two never spoke of Grimspur's history, and Bonegrit never asked. For him, it was enough that this person accepted him freely without reservation. On his deathbed, he encourage Bonegrit to return to the lands of Lastwall, insisting that living alone in the Tusk Mountains would be an unfulfilling, dangerous life. Bonegrit obliged.

    He has spent the interim hiring himself out as a guide and caravan guard in Vigil and Caliphas. Even more rarely, he offers his services as a scout and infiltrator to Lastwall itself, though a close call with the orcs of Belkzen on his last job has since dissuaded him from any subsequent attempts. He has recently returned from guiding a caravan to Caliphas, and is enjoying what little riches he has left to squander on Vigil's amenities. It was on the return trip from this job that he first met Santrias, who informed Bonegrit of Dierik's caravan and a perhaps overzealous future venture along the Floot Road. Though initially resolved to avoid a task so dangerous, Bonegrit ultimately found the proposed rates irresistible.

    Bonegrit remembers almost nothing of his time spent at the lonely orphanage. Most of his childhood memories are of those years he spent with Grimspur, instead. The old ranger never spoke or asked of Bonegrit's past, and any attempts Bonegrit has made to recollect his former years are accompanied by an overwhelming sense of panic and dread - but little else.