Terra Nova - Homebrew Campaign by DM DoctorEvil - Hub

Game Master DM DoctorEvil

Archive of Nethys PF2 PRD

Black Hearts' Incident thread

Haunting of Seaside Manor thread

Pilgrim's Progress thread

A Case of Missing Persons gameplay thread

Recruitment is always OPEN for this game


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Welcome to Terra Nova! My intent is that this Homebrew world becomes a hub for multiple PC's playing in multiple threads all in the same world setting. Ideally, it is a living world, where if one group of PC's sets off a chain of events, the rest of the PC's, even in different parts of the world, will have to deal with those events.

This thread is intended to be the "hub" of the Terra Nova campaign, where adventurers meet, form groups to face a single goal, and then may spin out into a separate thread to carry out a certain set of adventurers, which may be noted in the hub thread in some fashion, before coming back here as group fold and re-form. I've not seen a PBP campaign exactly like this, so bear with me as we try something newish.

Terra Nova means "new land" in Latin and an unexplored, newly discovered continent, much like North America of the 16th and 17th centuries is the basis for the setting, though there are differences. I have attached a link to a Google document that explains some of the high level politics and background of the campaign. It also discuss the religions (briefly) and the races involved in the game-world.

Terra Nova Primer

Ideally, the players will help form and add structure to some of the concepts in the campaign outline, breathing life into the world not only for them but for future players as well. My intention is for this to be a collaborative enterprise, with my veto power on certain aspects of the creative direction. Something more than a hack & slash is the goal.

At first, I intended to run this with the PF1 ruleset, but I think, with the relatively recent release of PF2, I will use those rules in order to get all of us acclimated to that version of the game.

If this sounds at all interesting to you, and you wish to participate as a PC, go ahead and build something using the campaign guide (which is still a bit or a work in progress) and the PF2 character creation guidelines and lets see what happens.

Gameplay on this thread will be in the Inn of the White Wolf in the village of Tanner's Crossing, which lies in the contested area of Terra Nova, and where most of the new game threads will begin from. Set your character in the Inn, and let's see if interactions there move you your own Gameplay thread with a group of like-minded PC's.

Happy to address questions concerns or creative suggestions from here on out!


Dotted for interest. I'll sit down with PF2 srd in the next few days.


Interested, thinking some kind of martial character


Making an Elven Sorcerer. Working through the P2 build rules. Thinking about doing a Draconic bloodline, so wanted to make sure... are there dragons on Terra Nova? If not, let me know, and if so... any differences that I should be aware of before choosing it as a bloodline, or do they choices of metallic and chromatic remain the same?

Also, looks like P2 has spell lists for occult magic, arcane magic, divine magic, and primal magic (or at least those are the ones attached to different bloodlines). On Terra Nova, are there fewer choices, or does wild magic embrace all but divine?


Interesting! I'll think of a character in the following days... Probably a rogue but I need to get familiar with the rules first! Do we take traits to create characters?


I've been lurking here while reading your primer document. I've got three different ideas for characters, so I'm going to put each together and see which one I like more.


Pathfinder Adventure Path, Maps Subscriber
Zanbabe wrote:

Making an Elven Sorcerer. Working through the P2 build rules. Thinking about doing a Draconic bloodline, so wanted to make sure... are there dragons on Terra Nova? If not, let me know, and if so... any differences that I should be aware of before choosing it as a bloodline, or do they choices of metallic and chromatic remain the same?

Also, looks like P2 has spell lists for occult magic, arcane magic, divine magic, and primal magic (or at least those are the ones attached to different bloodlines). On Terra Nova, are there fewer choices, or does wild magic embrace all but divine?

An Elven Sorceror will with the draconic blood line will fit the campaign just fine. The choices should be the same as the rule-set. I admit to having limited familiarity with the bloodlines in PF2 so far...

An elf in Terra Nova will be an outsider in human settlements and perhaps treated differently, generally with a lack of distrust and general "otherness". Perhaps that conflict and story is part of the draw, but just wanted to make you aware.

Originally,the campaign was planned for PF1, so I didn't draw the distinction, but let say that all the magic (except Divine) has expired in Alderran, and is found again in Terra Nova. All the types of magic are on the table in Terra Nova, and will always have been for an elven character.


Pathfinder Adventure Path, Maps Subscriber
Ythiel wrote:
Interesting! I'll think of a character in the following days... Probably a rogue but I need to get familiar with the rules first! Do we take traits to create characters?

Use the PF2 character creation methodology. Traits are different in PF2 and not used as part of character creation per se. Build your character as you like following the PF2 guidelines.

If you need more concrete help than that, let me know.


Pathfinder Adventure Path, Maps Subscriber

Thanks for the interest so far. Ask questions and let me know how I can help or if something is not explained clearly.

Looking forward to getting started.


Pathfinder Adventure Path, Maps Subscriber
DM DoctorEvil wrote:

Thanks for the interest so far. Ask questions and let me know how I can help or if something is not explained clearly.

I realize some may not have access to the PF2 Core Rulebook at present so I attached a like to the official PRD, hosted by Archives of Nethys, at the top margin.

Looking forward to getting started.

Dark Archive

Since you're testing a homebrew idea, are there types of characters you'd like to see, thematically, to stretch or poke at the ideas?

An outcast cleric of The Eight or non-compliant wizard (either very much at odds with the new Morgath-state rule) seem like an interesting seed.

A Valerian infiltrator into Iona expansion (spy-like rogue) seems like another interesting theme.


Oh, hello PaleDim! :D Nice to see you again!


Pathfinder Adventure Path, Maps Subscriber
PaleDim wrote:

Since you're testing a homebrew idea, are there types of characters you'd like to see, thematically, to stretch or poke at the ideas?

An outcast cleric of The Eight or non-compliant wizard (either very much at odds with the new Morgath-state rule) seem like an interesting seed.

A Valerian infiltrator into Iona expansion (spy-like rogue) seems like another interesting theme.

The main setting will be under Valerian rule, so an Ionian priest of the one-god Morgath would be in interesting counterpoint. Also, a Novan shaman (or anything Novan) would provide some interesting perspective. I think there are lots of plot-hooks out there, so pick one.

Unlike some other more linear campaigns, you will have opportunity to re-roll, or run more than one character (not in the same adventure, though) so don't feel like you have to make all the right decisions at the outset.

Liberty's Edge

I was thinking of trying a monk...perhaps an inquisitor of Morgath or a bodyguard to a high ranking priest?? Was viewing them as a sort of secret police or elite monastic troops...a cross between Templers and Ninja?? Just a thought!


Okay, so here is the character that I liked the most out of the three that I made. I took some liberties with his backstory, so if you don't want to have to deal with that, I can post one of the other characters I created. Also, I would like to use the Cavalier archetype from the playtest book when I hit level 2 (if you need a copy of it let me know).

So without further ado, may I present:

Roderic I, The King-in-exile
LG Versatile Human Fighter 1
Background: Noble

str 18
dex 10
con 12
int 12
wis 10
cha 16

HP 19
AC 17/19
Perception (E) +3
Fort (E) +6
Ref (E) +5
Will (T) +3

Speed 25'

Lance +9 to hit; 1d8/6+4p damage; Deadly d8, jousting d6, reach
Longsword +9 to hit; 1d8+4p damage; Versatile P

Skills:
Athletics (T) +7
Diplomacy (T) +6
Intimidation (T) +6
Lore (Genealogy; T) +4
Nature (T) +3
Performance (T) +6
Society (T) +4

Languages: Common, Dwarven

Offense:
Advanced Weapons (T)
Martial Weapons (E)
Simple Weapons (E)
Unarmed Strike (E)

Defense:
Heavy Armor (T)
Light Armor (T)
Medium Armor (T)
Unarmored Defense (T)

Class Features:
Class DC (T): 17
Attack of Opportunity

Feats:
*Ancestry: General Training

*Class: Reactive Shield

*General: Ride, Shield Block

*Skill: Courtly Graces, Train Animal

Equipment:
Breastplate 8 gp
Lance 1 gp
Steel Shield 2 gp
Longsword 1 gp
Fine Clothing 2 gp
Explorer's Clothing 1 sp
Adventurer's Pack 7 sp

2 sp

Backstory:

Roderic is the only surviving son of the King Emmanuel of Iona. Roderic was staying with his cousin in Valeria, where he remained after the church of Morgath took over Iona.

Roderic was raised to be a knight, learning jousting, swordplay, dancing, etiquette, and courtly grace. Roderic was also meticulously planning his return to his homeland, although he had to admit to himself that the odds of it working were bleak at best.

Everything changed when word of Terra Nova reached him. Here, he realized, was a place where he could make his name and earn the allies and experience he would need to retake his homeland.

Roderic managed to convince his Cousin's husband to sponsor him to Baron Harald so that he could join the expedition.

During the journey, Roderic made contact with the other nobles on his ship, hoping to win their support.

Now that he has arrived, Roderic has been looking for a steed to carry him into battle. None of the horses that managed to survive are to his liking, but there are local horses that might fit the bill.


I'm building my Skill Monkey Rogue, but I'm a little confused by the skill system... At level 1, I can either select a new skill to be Trained in, or increase my proficiency from Trained to Expert in one skill, is that correct?

When my character is an Expert in one domain (such as Perception), they get a +4 Bonus?

Sorry to ask, it's the first time I'm building a character using PF2 ^^"


Are the Sea Wolves supposed to be Viking/Norsemen stand-ins? I've got the beginnings of a Barbarian rolling around my noggin based off that idea (Dragon instinct, Sailor background).


working on a dwarven ranger, what type of animal companion would make sense?

Edit: I am thinking one of bird, bear or wolf.


Pathfinder Adventure Path, Maps Subscriber
Daniel Stewart wrote:
I was thinking of trying a monk...perhaps an inquisitor of Morgath or a bodyguard to a high ranking priest?? Was viewing them as a sort of secret police or elite monastic troops...a cross between Templers and Ninja?? Just a thought!

I hadn't really thought of how monk's might play into this world, so I am fine with a cadre of DPSing inquisitors from one of the religions. I can make that work, though the RPing would have to be strong and pretty uncompromising to go along with it.


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Vrog Skyreaver wrote:

Okay, so here is the character that I liked the most out of the three that I made. I took some liberties with his backstory, so if you don't want to have to deal with that, I can post one of the other characters I created. Also, I would like to use the Cavalier archetype from the playtest book when I hit level 2 (if you need a copy of it let me know).

I think that your concept is stepping on one of my storylines a bit. Being the actual son of the deposed king is not really going to work. If it were known, Valerians would never let that guy out of the castle, he'd be too valuable.

You can pivot slightly and be the son of a major noble family from Ionia that was deposed along with the king in the religious revolution that occurred.

I am not really interested in bringing things in from outside the CRB for PF2, so if its from Playtest, I would not want that archetype at this time. As I understand it, archetypes don't really carry over the same.

Think I am good with the build otherwise. If you want to go with him, with the changes needed above, feel free to enter the Gameplay and Discussion and see who else wanders in and what happens.


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Redblade8 wrote:
Are the Sea Wolves supposed to be Viking/Norsemen stand-ins? I've got the beginnings of a Barbarian rolling around my noggin based off that idea (Dragon instinct, Sailor background).

Yes, roughly. Combination pirate and raiders. In my head, they would have more of Russian Cossack air about them than pure Scandavian. There is room for a marooned Sea Wolf in Terra Nova for sure.


Pathfinder Adventure Path, Maps Subscriber
Browman wrote:

working on a dwarven ranger, what type of animal companion would make sense?

Edit: I am thinking one of bird, bear or wolf.

In this world, Dwarves are more an underground lot than even in Golarion or Middle Earth coming out from below only to trade or get supplies etc.

Some kind of underground critter might work better for a dwarven companion than a true forest creature, but use yoru backstory if you want to go with the more conventional choices you list. None of those will be wrong if you can tell the story and RP it.


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Ythiel wrote:

I'm building my Skill Monkey Rogue, but I'm a little confused by the skill system... At level 1, I can either select a new skill to be Trained in, or increase my proficiency from Trained to Expert in one skill, is that correct?

When my character is an Expert in one domain (such as Perception), they get a +4 Bonus?

Sorry to ask, it's the first time I'm building a character using PF2 ^^"

First, let me say I am no expert in the ruleset yet, so will defer to those with more experience (part of why I chose to make this PF2 was to get that proficiency).

As i read the rogue rules, you get a skill increase at level 2. At that point you can either become trained in something you were untrained in (add a +2) or become expert in something you were only proficient in before (go from +2 to +4). It appears rogues get these skill increases on even numbered levels

At first level you get Stealth, the skill driven by your rogue racket, and then 7 skill points + INT modifier to make proficient (+2). You also gain 1 skill FEAT and earn those faster than most classes (every level).

Hope that helps...


DM DoctorEvil wrote:
I think that your concept is stepping on one of my storylines a bit. Being the actual son of the deposed king is not really going to work. If it were known, Valerians would never let that guy out of the castle, he'd be too valuable.

No worries. I figured I would give it a shot, since I wasn't sure if that was a story you were interested in telling. I'll get another character posted soon.


DM DoctorEvil wrote:
Yes, roughly. Combination pirate and raiders. In my head, they would have more of Russian Cossack air about them than pure Scandavian. There is room for a marooned Sea Wolf in Terra Nova for sure.

Yes, the guy I've got in my head got marooned in a big way. He was a crewman on a Sea Wolf vessel that was mere days from landfall at Terra Nova when the ship was waylaid out on the open ocean by a great dragon. The fight (as much as you can call it that) went about as well as you'd expect. When there were just a handful of Sea Wolves left, the dragon scooped up my guy and a few others, and flew off from the impending shipwreck.

I awoke alone on a rocky shoreline with no memory of anything after that.

The Dragon:
The dragon ("Mother," as I think of her) wanted my character to be her "inside man," running errands for her in Terra Nova. Her aims are unknown (not like she's telling him), and even what kind of dragon, I'm kind of agnostic on (in my head I'd started with green, but if another type, be it chromatic or metallic, works better, let me know, I'm open to discussion on that point).

For Dragon Instinct, the Anathema requires you to either respect or abhor all dragons of the type in question. Are you open to the possibility of it being, for instance, I abhor all dragons of the type, except for Mother, whom I "respect" (really more, I cannot bring myself to disobey her)?


Okay, bouncing a general idea for evaluation. I'm considering a young half-elf (necessarily less than 15 years old), apparently born from one of the first unions between human and elf and abandoned by father and mother. Raised as an oprhan in the church of the Eight, the half-elf becomes a faithful acolyte and develops a startlingly strong connection to magic. At first, the elders of the church believe the half-elf is blessed, until they realize that the child is manifesting a type of magic that they had not seen before and did not understand. The elders of the church become fearful of it.

@DM DoctorEvil--How does this sound? One thing I noticed is that none of the Eight have magic as a domain. So it seems to me they would be suspicious of strange magics. I haven't really decided on class yet. In my mind, a druid, a sorcerer, or a cleric with domains that are not found among the Eight are all intriguing options. I really could just pick whatever was needed for the party.

Liberty's Edge

Ok...I might have gone a bit far, but I fleshed out the "Order" that Wallace (my submission) belonged to, as well as a bit about the Church of Morgoth. I also wrote a short background for him. Hope these work in your lands...as well I have the crunch for him as well. Hopefully, I have not gone too far away from what you were thinking and he will be a useful character.

Hands of Morgoth:

These specially trained operatives of the Church act as spies, enforcers and even inquisitors. Feared for their reputation as remorseless fanatics of the church, the common people of Ionia speak their name only in whispers, and if a Hand is operating in an area, most will work with them, offering deference and obedience. It is also said that the Black Bishops use the Hands as assassins to remove any who stand in their way. Each team is made up of 5 operatives with at least one wielding arcane magic and another with the divine power of Morgoth. Trained in unarmed combat, the Hands also use a wide array of odd weapons, but the most common is known as the Devil’s Claws. It is said that a trained agent can disarm and trip an opponent while using these fork-like weapons. Most Hands have at least one user of these weapons within their number. The members refer to each other in terms of Brother/Sister then one of the names of the fingers on a hand, ie. Brother Thumb, Brother Ring, Sister Pointer, Sister Middle and Brother Pinky (or Little Finger). There are said to be up to 8 Hands of Morgoth that work in Ionia and another 3 that work outside the kingdom’s borders. These are above and beyond the individual spies and assassins, the Church utilizes against their enemies. It is from these ranks that replacements to the Hands are drawn and it is a great honour to be called to a Hand. Some even speculate that there are schools and monasteries in Ionia that train operators to become members of the Hands, but this has yet to be proven.

Story of Wallace Prune:

Wallace Prune was an orphan taken by the church as a child and raised to become one of their elite operators, a member of the infamous Black Hands. He was trained in the ways of unarmed combat at a hidden monastery hidden deep in the mountains of Ionia. To this training, he was also shown how to use tradition weapons of The Hand, as well as the tools needed to open locks and defeat traps. The monks soon discovered that Wallace had a particular connection with the divine, and thus were able to teach him how to harness this god-given power to make his attacks even more potent. Wallace was an apt pupil, and at his graduation, he was given the task to travel to Terra Nova and gather all the information he could on the new world and those looking to add this land to their own empire. Taking the guise as a common adventurer, Wallace took a ship across the Great Salt Sea and upon landing, he made his way inland to the village of Tanner’s Crossing. His first mission is to report to his “handler” what is going on in the village and from there follow his “handler’s” orders.
While Wallace appeared to be the poster child of a perfect operative of the church, the truth is far different. The divine spark his teachers detected in him was not that of Morgoth, as they thought, but was something else entirely. This “spark” showed him the evil of the church and helped him through some of the darkest days of his training. Having seen the brutality and evil of the Church as shown to him by this “spark” of divinity, Wallace decided early in his career that, while he could do nothing currently, he would always look for a way to help those working against the church. This dangerous game almost got him sacrificed while still a novice when he refused to carry out an execution. Several weeks of “re-education” showed him that he must always act and appear to be the most loyal follower of the church, even if that meant he too had to perform some of the heinous acts to prove his loyalty. Now on his own, he seeks a way to turn his skills against his “handlers” and become a free agent. He knows what this will mean…being hunted above all by the Hands, but he hopes to be able to disappear in the New World and carry on his fight against the church.

Wallace Prune:

Wallace Prune
Human monk 1
Common, N, Medium, Human, Humanoid
Perception +5
Languages Common
Skills Acrobatics +7, Athletics +6, Deception +4, Stealth +7, Thievery +7, Warfare Lore +3
Str 16 (+3), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)
Other Items explorer’s clothing, purse (15 gp)
--------------------
AC 19; Fort +6; Ref +9; Will +5
HP 19 Focus Points 1 Hero Points 1
--------------------
Speed 25 feet
Melee [1] fist +7 (agile, finesse, nonlethal), Damage 1d6+3 bludgeoning
Feats Canny Acumen, Ki Strike, Natural Ambition, Tiger Stance
Other Abilities flurry of blows, powerful fist


How does dwarfen technology work?


Dotting


Hey,

I'm sorry my character is taking a little long... I just went back to university, and it's like everything is happening at once!

I'll finish the details and write the backstory whenever I can catch a break


Pathfinder Adventure Path, Maps Subscriber

no rush on character creation. Unlike most games, I'm not selecting players etc. Anyone who wants to join can, then its up to you to find a suitable match from the inn, and a quest line to follow. So there's no exclusion and no deadline date. Just make the best character you can and join us in the Inn on Gameplay.


Pathfinder Adventure Path, Maps Subscriber
Helikon wrote:

How does dwarfen technology work?

I don't assume a mechanically advanced culture, but within the genre, they are more mechanically than magically inclined. You tell me ideas on how you'd like to work.


Pathfinder Adventure Path, Maps Subscriber
Redblade8 wrote:
DM DoctorEvil wrote:
Yes, roughly. Combination pirate and raiders. In my head, they would have more of Russian Cossack air about them than pure Scandavian. There is room for a marooned Sea Wolf in Terra Nova for sure.

Yes, the guy I've got in my head got marooned in a big way. He was a crewman on a Sea Wolf vessel that was mere days from landfall at Terra Nova when the ship was waylaid out on the open ocean by a great dragon. The fight (as much as you can call it that) went about as well as you'd expect. When there were just a handful of Sea Wolves left, the dragon scooped up my guy and a few others, and flew off from the impending shipwreck.

I awoke alone on a rocky shoreline with no memory of anything after that.

** spoiler omitted **

Think I can work with this, though it may not dominate every aspect of play it can be a story hook somewhere.


Pathfinder Adventure Path, Maps Subscriber
Tazo wrote:

Okay, bouncing a general idea for evaluation. I'm considering a young half-elf (necessarily less than 15 years old), apparently born from one of the first unions between human and elf and abandoned by father and mother. Raised as an oprhan in the church of the Eight, the half-elf becomes a faithful acolyte and develops a startlingly strong connection to magic. At first, the elders of the church believe the half-elf is blessed, until they realize that the child is manifesting a type of magic that they had not seen before and did not understand. The elders of the church become fearful of it.

@DM DoctorEvil--How does this sound? One thing I noticed is that none of the Eight have magic as a domain. So it seems to me they would be suspicious of strange magics. I haven't really decided on class yet. In my mind, a druid, a sorcerer, or a cleric with domains that are not found among the Eight are all intriguing options. I really could just pick whatever was needed for the party.

The faith of the 8 comes from Alderran so there would be limited to no experience with wild magic therefore it doesn't really factor into the pantheon. Probably the most magical of the 8 is the Nameless One. Sounds like a sorceror but you needn't be tied to that. I would support a magic domain cleric using Nameless One or maybe Cleos, goddess of chance, or perhaps a new faith altogether something new to Terra Nova...

The founding of Terra Nova is 25 years ago, so you can be a bit older than you might think but still first of your kind has to be an alienating feeling, especially given the general distrust of elves by the men of Alderran.


Pathfinder Adventure Path, Maps Subscriber
Daniel Stewart wrote:

Ok...I might have gone a bit far, but I fleshed out the "Order" that Wallace (my submission) belonged to, as well as a bit about the Church of Morgoth. I also wrote a short background for him. Hope these work in your lands...as well I have the crunch for him as well. Hopefully, I have not gone too far away from what you were thinking and he will be a useful character.

** spoiler omitted **

** spoiler omitted **...

This works for me. You can matriculate into the Gameplay and Discussion tabs with Wallace when you see fit.


Thanks, DocEvil! And noted about the founding of Terra Nova being 25 years ago . . . that gives a bit of time for my character to age.

So, after I posted, I learned that the 2e sorcerer class can practice arcane, divine, primal, or occult magic! Smart design choice--have a spontaneous caster chassis and then let it branch out based on magic types. I imagine Elven magic to be pretty diverse, but primal just sounds like the best fit to me for a spiritual, druidic people. So I'm pretty sure for my proposed background that I'm ending up with a Human (Half-Elf) / Acolyte / Fey Sorcerer with primal magic. The rest should fall into place.


Question, what is your setup for Goblins? Only asking because I have a concept in mind and I didn't see Goblins listed.


Pathfinder Adventure Path, Maps Subscriber
Tazo wrote:

Thanks, DocEvil! And noted about the founding of Terra Nova being 25 years ago . . . that gives a bit of time for my character to age.

So, after I posted, I learned that the 2e sorcerer class can practice arcane, divine, primal, or occult magic! Smart design choice--have a spontaneous caster chassis and then let it branch out based on magic types. I imagine Elven magic to be pretty diverse, but primal just sounds like the best fit to me for a spiritual, druidic people. So I'm pretty sure for my proposed background that I'm ending up with a Human (Half-Elf) / Acolyte / Fey Sorcerer with primal magic. The rest should fall into place.

Sounds great.


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Fallen_Mage wrote:
Question, what is your setup for Goblins? Only asking because I have a concept in mind and I didn't see Goblins listed.

I built the campaign skeleton on PF1 rules and then changed to PF2 lat. I have no appetite for goblin PC's so they will be on the excluded list for Terra Nova.


I'm thinking an elf (fighter?), heavily influenced by this old white guy's concept of native American cultures, POSSIBLY using the feats for a primal caster multiclass.

Or is that basically a Ranger? Hmmm . . ..

Edit: okay, no. Ranger is not a casting class.

Edit2: Heh. A straight Archery Fighter looks to be pretty powerful. Thinking Elven Hunter Fighter, with an attempt to stick to a native (North) American feel.


Character #2:

Katze Sonjadottir:

CN Versatile Human Bard 1
Background: Sailor

str 16
dex 14
con 14
int 8
wis 12
cha 12

HP 18
AC 17
Perception (E) +6
Fort (T) +5
Ref (T) +5
Will (E) +6

Speed 30'

Skills:
Acrobatics (T) +5
Athletics (T) +6
Intimidation (T) +4
Lore (Sailing; T) +4
Occultism (T) +2
Performance (T) +4
Survival (T) +4

Offense:
Simple Weapons (T)
Unarmed Strike (T)

Defense:
Light Armor (T)
Unarmored Defense (T)

Class Features:
Class DC (T):
Composition Spells
Muse (Maestro)
Occult Spellcasting
Spell Repertoire

Feats:
*Ancestry: Unconventional Weaponry (Spiked Chain)

*Class: Lingering Composition

*General: Fleet

*Skill: Underwater Marauder

Equipment:
Whip 1 sp
Spiked Chain 3 gp
Studded Leather Armor 3 gp
8 gp, 9 sp

Backstory:

Katze was born the daughter of the captain of The Pearl Maiden, a ship in the Sea Wolves.

Like most members of the Sea Wolves, The Pearl Maiden is a raiding ship; unlike other such ships, however, The Pearl Maiden is captained and crewed entirely by women.

It was in this environment that Katze was born, where she was taught to raid and pillage; Her mother espoused the ideology that men were weak and women were powerful. Katze was an apt pupil of her mother's teaching and grew to enjoy belittling men whenever she could.

All of that changed when Katze met Loken. Loken was a pretty young man who was a stilled lute player. When Katze's mother found out, she told Katze to simply taken him and get what she wanted by force. Katze refused, and so her mother bodily threw her off the ship in a rage.

In a daze, Katze drifted for days on some random flotsam until she was rescued by one of the ships headed towards Terra Nova. Thus she became one of the settlers heading towards the new world.

Now Katze is trying to determine what to do with her life as she tries to survive in a place she never wanted to go.


DM DoctorEvil wrote:
Fallen_Mage wrote:
Question, what is your setup for Goblins? Only asking because I have a concept in mind and I didn't see Goblins listed.
I built the campaign skeleton on PF1 rules and then changed to PF2 lat. I have no appetite for goblin PC's so they will be on the excluded list for Terra Nova.

Fair enough, I adjust accordingly. Thank you.

Dark Archive

Ythiel wrote:

Oh, hello PaleDim! :D Nice to see you again!

Oh hello!

Now that we have a long weekend (at least in the US), I expect to get back to this and actually flesh out a couple of concepts.


@ DoctorEvil - Question on languages, is there any setting specific ones? I imagine there is a Novan language (or several) and possibly one for the Sea Wolves. Just asking what others a Free Merchants daughter might pick up.


PaleDim wrote:

Oh hello!

Now that we have a long weekend (at least in the US), I expect to get back to this and actually flesh out a couple of concepts

Oh yeah, it's Labor Day on Monday, isn't it?

Are all universities closed on Labor Day? I'm in Indiana and I'm trying to figure out whether I have to stay in bed or not on Monday...


You never HAVE to stay in bed.


But the neighbours are partying every night and I'm so tired :'(


Apparently the university is open...

(Sorry to bother you with that by the way, I'm just not used to American holidays yet...)


One elven Archery Fighter for consideration/evaluation.

Reused alias, of course.


I've adapted one of my characters for the campaign!

I'll come up with a backstory over the course of the week.

If you see any mistakes, please let me know! :)

“Tiny” Litsy
CN Thief, Human Rogue 1
Background: Street Urchin
Age: 16
Hair: Brown
Eyes: Black
Deity: Cleos

str 10
dex 18
con 12
int 14
wis 12
cha 12

HP 17
AC 18
Perception (Expert) +6
Fort (T) +4
Ref (E) +9
Will (E) +6
Speed 30'
Rapier +7 to hit; 1d6+4p damage; Deadly d8, disarm, Finesse
Shortbow +7 to hit; 1d6+4 p damage; Range 60 ft; Deadly d10

Skills: (7+ 2 Intelligence Bonus)
Acrobatics (T) +7
Athletics (T) +3
Deception (T) +4
Diplomacy (T) +4
Intimidation (T) +4
Lore (Underworld, T) +5
Performance (T) +4
Religion (T) +5
Society (T) +5
Stealth (T) +7
Survival (T) +4
Thievery (T) + 7

Languages: Common, Celestial, Infernal

Offense:
Simple Weapons (T) (+ rapier, sap, shortbow, shortsword)
Unarmed Strike (T)
Weapon Finesse
Sneak Attack
Surprise Attack

Defense:
Light Armor (T)
Unarmored Defense (T)

Class Features:
Class DC (T): 17

Feats:
*Ancestry: Haughty Obstinacy: Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).

*Class: Nimble Dodge (+2 AC to dodge if you can see the attack)

*General: Incredible Initiative (+2 Bonus)

*Skill: Pickpocket, Hobnobber

Equipment: 4 gp, 8 sp
Maximum Bulk: 5
Current Bulk: 4. 4

Leather Armor 2 gp Bulk: 1
Shortsword 9 sp Bulk: L
Shortbow 3 gp Bulk: 1
10 arrows 1 sp bulk: L
10 arrows 1 sp Bulk: L
Explorer’s Clothing 1 sp Bulk: /
Thieves’ tools 3 gp Bulk: L
Adventurer's Pack 7 sp Bulk: 2
Lesser Elixir of Life, 3 gp Bulk: /

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