PBP - PFRG Lands of the old North


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The Exchange

Now is the winter of our discontent made glorious summer by this sun

Information for Game Background
Description:
A new campaign in a strange world (probably a mixture of Scarred Lands, Necromancergames/ Frog God Games, and a little Open Source project) with new characters, of 3rdlevel. This will be a semi- traditional game for at least the first adventure, so bring your longswords and iron rations.
Players: 3-7. Previous experience with the game is welcome but not required if the player has a taste for imaginary adventures and general merriment at the expense of a few gremlins or Orcs.
Game Ground Rules
Here are a few notes about the campaign.
• The campaign will be based upon the rules set forth in the Pathfinder Roleplaying Game Reference Document. There may be some differences between what the rules say and what the GM says. In those situations, the GM will decide whether to recant and go by the rulebooks or to differ from the rules. Such situations will be kept to a minimum by the GM, but rules lawyering will not be tolerated.
• All characters will begin the campaign at third level. Not all characters may survive.
• Have fun. Happiness is mandatory.
• If you have problems or questions about the way things are going in the campaign, don't hesitate to ask the GM about them on the OOC thread.
• That's it! Characters will be on a 25 point buy and the hitpoints will be ½ your hit die plus 1. So if you have 6 hit die per level you gain 4 hitpoints plus Con.
• Okay, I lied, that's not quite it. We're ignoring the cheesy spell/heat rule listed in "Relics & Rituals” for anything other than roleplaying purposes.

• Not sure on starting Cash as of yet.

Liberty's Edge

Sounds fun CJ. Good luck with it!


I'm interested, that's for sure. what setting exactly is this? what books should i be familiar with beyond PF Core/APG?


Also very interested! I've never played in a PBP, and I've been wanting to get in on one from the ground floor. Would you like character concepts posted here? A full character sheet?


Showing interest as well.

RPG Superstar 2009 Top 16

I'm interested.


Mark and interest.


Sounds neat. I'm interested.


Here's the character concept I'm toying with.

Kaiden Varn
Human Oracle of the Flame (haunted curse):

Kaiden grew up in his town/village/city studying magic. He fancied himself special because unlike his other friends who had to spend hours studying magical tomes and memorizing spells, Kaiden could simply cast the spells he had learned whenever he chose, particularly excelling at fire magic. A sorcerer, some called him. From the outside, Kaiden might have seemed arrogant, egotistical even. He had great power, talent, and a perfect family. However, once people gave him a chance, his personality was hard to resist. Dashing and charismatic, Kaiden exuded a comforting warmth.

That is… until the incident.

The incident in which Kaiden’s family was brutally murdered before his eyes. The incident in which, with all of his power, he hid under a bed and watched it happen, frozen as those responsible left the corpses of his family lying bloody on the floor.

For better or for worse (and only as far as Kaiden knows), nobody else in the town has become aware of his presence during the brutal scene. Unfortunately for Kaiden, he has become haunted by the event. The spirits of his family are constantly surrounding him, forcing him onward toward a fate he is not yet ready to face.

But he’s getting there. With more time and more determination, Kaiden has once again begun honing his skills, with a renewed dedication to his faith, justice, and yes… revenge. Now invigorated with what he feels is the power of the Gods flowing through him, Kaiden is ready to step out into the world with fire in his eyes.

Liberty's Edge

Pity that this appears to be filling up before any of the interested parties from the original thread have seen it ...

For the record CJ, while I’m interested, I’m not putting my name down for this, assuming this game is at least somewhat in response to the folk on the other thread who are unable to get into (lasting) pbp games. I’m in enough to keep me happy. But like I said, good luck with it.

Dark Archive

I am very interested indeed. Do you wish us to present character concepts?


Sorry to take so long responding back. I am at work and while we were slow as molasses earlier it has picked up quite a bit and I am only now on my break.

I will post any obscure or specific reference information in an OOC as well as updating this profile for information as well.

Keep in mind a cold weather/ slightly nordic setting. We will use the deities as provided in the Pathfinder Roleplaying Game Reference Document, for ease of simplicity.

Yes I would LOVE character concepts to be posted here please since it may take a day or two for me to get all my ducks in a row.


Monkeygod wrote:
I'm interested, that's for sure. what setting exactly is this? what books should i be familiar with beyond PF Core/APG?

A variation of this:

Introduction to the Scarred Lands Universe

The Scarred Lands were not always so. Less than two centuries ago, the world of Scarn was healthy -- its forests were green, its seas pure, and its very heart pulsed with magic. The mortal races toiled the land and hunted the beasts, building entire civilizations, stone by stone. It was no paradise, but it was a prosperous world.

Of all Scarn's beings, both magical and mundane, the most awesome were the titans. The titans were entities of monstrous power, and their strength was derived from Scarn itself. The elements of the world and the skies above nourished them, granting them near-limitless abilities. Given sufficient time and patience, a titan could sculpt islands and mountain ranges, cut rivers, and breathe life into entirely new species of creatures. If they combined their powers, they could create entire continents. Even so, they were entities of raw fury, forces of nature that lacked the vital spark that would make them into something more.

Mighty though the titans were, they were not yet gods. But their children...

Although philosophers have difficulty explaining just why and how it could have happened, the children of the titans were not truly titans themselves. Like their progenitors, they drew some power from the world of Scarn, but the remainder of their potency derived from another source. They drew the greatest portion of their strength from the world's mortal races, feeding on the intensity of belief and on the vibrant mortal condition. The power these children called from the mortal races made them something new, something better. It made them gods.

The gods' enviable connection to the mortals of Scarn was destined to set them against their parents. For although the titans were at one with the essential elements of heaven and earth, they cared little for the world in their charge. If a titan was disappointed with how a coastline developed, he thought nothing of reducing it to sand with a series of tidal waves, cleaning the slate. If a titan grew bored with the thriving mortal races in her domain, she might give birth to horrific monsters to make things more "interesting."

The gods, who felt the suffering of the mortal races to their very souls, decided that the titans' reign had to end. Even the cruelest of the gods realized that if the titans were to cleanse the world of mortals on a whim -- a very real possibility -- loss of the mortals' faith and vitality would cripple the gods. So these celestial lords met in secret and plotted rebellion. When Denev, the titan of the earth itself, spoke out against her brethren, the gods took it as a sign -- and the Titanswar erupted.

Eight gods and one titan went to war against a dozen other titans. The revolution shook the heavens' pillars, shattered the blazing iron streets of hell, and raged across the face of the world. Under the force of combatants' blows, mountains split into rubble-strewn plains. Islands sank as warriors used them as stepping stones. Gods and titans alike spawned races of monsters and humanoids as foot soldiers in their feud. And divine blood spilled across Scarn, warping the very land.

Terrible though the war was, it finally came to an end. With the help of Denev, the gods were victorious. They could not kill the titans, once and for all, however -- not even they possessed such power. Each titan had to be restrained or imprisoned, prevented from regaining his strength and seeking revenge. The gods pulled the teeth from Gaurak the Glutton before burying the Ravenous One beneath the earth, ensuring that he could not chew his way out. They cut Mormo the Serpent Mother into pieces, scattering the parts far and wide so the Queen of Witches could not reform. And so the gods dealt with each titan in turn, stripping them of their power and sealing them away.

Now, Scarn is no longer the world it once was. The land bears horrible scars where gods felled titans. The Kelder Mountains are split with chasms left by a heavenly axe. The Hornsaw Forest has grown gnarled and twisted after feeding on the spilled blood of Mormo. Great deserts and badlands linger where verdant fields once lay. An entire sea runs red with the blood of a titan who lies chained at its depths. The world has twisted and changed wherever the titans or their dismembered remains lie. Many of the monstrous races created by the titans and gods during the war still survive in the gouged reaches of the land. Those races favored by the gods prosper. The titans' chosen are less fortunate, watching and waiting from their wilderness exile, plotting to restore their fallen patrons.

Scarn is no longer. To many of its inhabitants, it is now simply the Scarred Lands -- a wounded world that has yet to heal.

But there is hope. Cities begin to prosper once again under the watchful eyes of their patron deities. Mortals sharpen their skills of war and magic, the better to hunt the monstrous beasts that prey upon the weak and injured. The followers of the gods are ever vigilant, careful that the titans' scattered minions do not succeed in restoring their heartless lords. The Scarred Lands are a place of fierce barbarism and intense struggle -- and yet, the mortal races aspire to something much greater. With good fortune, bravery, sorcery and skill -- and no small amount of providence -- perhaps the Scarred Lands can be rebuilt. Perhaps Scarn can be restored.

But first, the heroes of the Scarred Lands must survive.


Joseph Wilson wrote:
Also very interested! I've never played in a PBP, and I've been wanting to get in on one from the ground floor. Would you like character concepts posted here? A full character sheet?

Just Character concepts here first please. We will adjust as needed to make sure everyone is on a bit of an equal setting to start with.


Mothman wrote:

Pity that this appears to be filling up before any of the interested parties from the original thread have seen it ...

For the record CJ, while I’m interested, I’m not putting my name down for this, assuming this game is at least somewhat in response to the folk on the other thread who are unable to get into (lasting) pbp games. I’m in enough to keep me happy. But like I said, good luck with it.

Thank you. :)

I am thinking of doing this twice with two groups. Just to give the other thread some options


Wow,.. great writing on the background! Anyway, count me interested.

I'd be wanting to try out a halfling summoner. Some kind of big shaggy Eidolon would seem appropriate? Anyway I'll flesh out a concept and post soon. Are there any alterations or unique aspects to races that should be kept in mind?


DM, here is a witch character the Gerald created for a different game that never took off. Stats, appearance, and a basic background are in the profile. Thanks for any consideration.


Character concept slightly updated to incorporate the world information provided:

Kaiden Varn
Human Oracle of the Flame (haunted curse):

Kaiden grew up in his village studying magic. He fancied himself special because unlike his other friends who had to spend hours studying magical tomes and memorizing spells, Kaiden could simply cast the spells he head learned whenever he chose, particularly excelling at fire magic. A sorcerer, some called him. From the outside, Kaiden might have seemed arrogant, egotistical even. He had great power, talent, and a perfect family. However, once people gave him a chance, his personality was hard to resist. Dashing and charismatic, Kaiden was an island of warmth in a cold land.

That is… until the incident.

The incident in which Kaiden’s family was brutally murdered before his eyes. The incident in which, with all of his power, he hid under a bed and watched it happen, frozen as those responsible left the corpses of his family lying bloody on the floor.

For better or for worse (and only as far as Kaiden knows), nobody in the village seemed to be aware of his impotence during the monstrous raid. Everyone else seemed far too distracted with the mystery of why they had so suddenly, and randomly, been the focus of such an attack from the beasts. Unfortunately for Kaiden, he has become haunted by the event. The spirits of his family are constantly surrounding him, forcing him onward toward a fate he is not yet ready to face.

But he’s getting there. With more time and more determination, Kaiden has once again begun honing his skills, with a renewed dedication to his faith, justice, and yes… revenge. The burning light of Sarenrae wells up within him, testing both his patience and compassion. Now invigorated with what he feels is the power of the Gods flowing through him, Kaiden is ready to step out into the world with fire in his eyes. For as compassionate as Sarenrae is, Kaiden shall be the vessel by which justice comes swift and absolute.

Thanks for your consideration!


first off, really badass intro/backstory, well done!!

My character concept will probably be a Half-Orc Ranger.

Do I need any sort of write-up atm or is that good enough for now?


Depending on my attempts at other PBPs here go, I may have a gnome alchemist or dwarven bard available that could be tweaked as needed.


I would like to go with either a monk or a rogue. A good light flanker or damage spiker.

I could do Gnome Poisoner.

I could do Monk of the Four Winds.

I could do Halfling Sniper.

I could do Zen Archery Monk.

If any of those fit into the campaign well then I can develop them further.


Posts to show interest

Have not much personal time atm (Yes, Real Life conspiring against people having fun again)

Am thinking of Goblin Alchemist, influenced by this illustration here.

Goblin Sapper

More actual character content to follow, unless the game has already hit critical mass in players?

*Bows* Much cheers to you and yours.


Elven Inquisitor of Cayden Cailean, bearing the Travel domain. Sworn to defend freedom and smite evil wherever it may be, by any means necessary.

I'm thinking of running it as a switch-hitter - drop the bow, and whip out the curve blade if need be. If I'm correct, wearing light armor would let me move 40 feet... I think.

^^ PbP Noob ^^

The Exchange

If allowed, I would like to go with a merfolk monk. Having lost their seas to the battle between the gods and the titans, the regions merfolk have adapted to life on land. More to come if allowed.

RPG Superstar 2009 Top 16

So I'm considering Archery based fighter, Birgitte Silverbow. Will put something up tonight.

Dark Archive

I'd like to toss my hat in with a Boreal Sorceror, from the APG.

The concept is that he was a youthful babe just after the titan's war, and his mother had accidentally drank of some of the divine blood that spilled - that spilled into him upon birth. EDIT: (Oh, and... human.)

I can make a more detailed background soon, but that's the concept.


I will be posting some on the races here shortly.

Also even if we split this into two parties doing roughly the same game we have maxed out our group for the moment.

Would someone please list all the races/classes so far for me.


Mountain Dwarves
Dwarves favor subterranean homes built below mountainous areas, they were particularly beloved of the ones beneath the Keldar mountain range. Long since bereft of their homes, by the domineering Orcs of the grand vast wastelands of the underearth, they now live in ever diminishing ghettoes within human cities. A part of the city yet cut off from its ebb and flow because of a different culture and way of life. In some places they have managed to build a bridge of success in most they live as workers willing to do the jobs that city men feel, is now beneath them. A festering boil waiting to explode.

Mountain Dwarves have a deep and divine connection to the earth and are known for their serious demeanor, impressive tactical skills and superior craftmanship - Particularly metaworking such as armor and weaponsmithing. Mountain dwarves also possess a rich and magical tradition and count many wizards among their ranks.

Treat as dwarves with the alternate racial trait:
Stonesinger: Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability. This racial trait replaces the stonecunning racial trait.

Charduni
The origins of these dwarves are lost upon the ages. One day centuries ago, the first Charduni scout frigate appeared on the southwestern shores. The Charduni presence changed quickly from ships raiding the coastal towns for fresh slaves to invasion fleets that proved to be the vanguard for Charduni forces that would go on to make all of the southwestern coast submit to their tyrannical rule.

Then came the divine war. The Charduni, once a scourge to the other races, became one of the continents saviors from titanspawn forces.

Treat as dwarves with the alternate racial trait:
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces the stability racial trait.

Forsaken Dwarves
Long ago, before the Divine war, a race of dwarves lived in the Wintery Peaks at the world's end. The opening volleys of the war changed that, annihilating the dwarves' homes and forcing them to undertake an arduous trek to more inhabitable climes. Unwilling to once again to face the doom handed to them in the Divine war, the dwarves chose to settle in the most remote and forbidding area they could find. They have lived in the darkest recesses of the northern lands ever since, savagely repulsing any who might dare to trespass on their lands.

While most of the world consider them evil, they but yet still possess a strong sense of honor and duty and tend to remember slights and kindness in equal measure. Their lands have amplified their paranoia and despair, however, and they are rapidly descending into a realm of dementia and madness endured by few others.

Treat as dwarves with the alternate racial trait:
Stubborn: Dwarves are renowned for being stubborn. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but can try one on the second round if the first reroll ability fails). This racial trait replaces the hardy racial trait.


Joseph Wilson: Human Oracle of the Flame
Monkeygod: Half-Orc(may change based on setting races) Ranger
Sunshadow21: gnome alchemist or dwarven bard
Smerg: Gnome Poisoner, Monk of the Four Winds, Halfling Sniper, Zen Archer.
Mahorfeus: Elven Inquisitor, Cayden Cailean.
Shieldknight: Merfolk Monk
Mark Thomas 66: Boreal Sorceror

this is just 7 btw, several others have chimed in as interested, but have yet to post any sort of concept.


Forsaken Elves
A name used for the remnants of the high elven race by outsiders, are a rare sight. Unlike the Woodelves, the high elves worshiped in the old ways before the divine war. They favored Arcane magics over the titan-oriented practices of the druids, and were known as fierce and proud warriors and Sorcerers. The Divine war changed all of that, however, as the old ways were lost in the foul magics of the war and the elves themselves were infected by the titans. The malady persists to this day and corrupts the elves’ offspring killing all true born children within days of being born.

Despite the tragedies afflicting their race, forsaken elves retain a noble bearing, carrying themselves with a dignity – and, some say arrogance – utterly lacking in other races.
Treat as elves with the alternate racial trait:
Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
or
Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, elves with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's
character level). This racial trait replaces the elven immunities racial trait.
Wood Elves
Though a titanspawn race, wood elves actively supported the gods during the divine war. They are also the only race to still actively worship a titan openly as they cling to their druidic ways. This earns them little love among the victors of the Divine war, particularly the few remaining Justicars of Truth.
Still, their quick and decisive action in the Divine War solidified their place among the lands, and they are currently afforded the respect they deserve, even if humans, dwarves, and Halflings look on them with some amount of suspicion.
Treat as elves with the alternate racial trait:
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces the elven magic racial trait.
or
Woodcraft: Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus onKnowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces the elven magic racial trait.

Half-Elves
Most of the half-elves come from the few remaining regions containing wood elves. In such areas, having elven blood is little or no hindrance. Indeed, in many such places, it is a positive thing, something of a symbol of the alliance between human and elf that allowed the Divine war to have been won.
Life is not so idyllic, however, for the majority of half-elves, those born of the faorsaken elves. Cursed by the titans in the latter days of the Divine war, elves for these lands cannot bear healthy children; as such they often steal human infants raising them among elves for the purposes of breeding stock. Humans stolen in this manner are meant to be used to perpetuate the elves’ own dying bloodlines, in hopes that their progeny might partially offset the effects of the vile curse plaguing their own peoples.

Half-wood elf
Treat as half-elves with the alternate racial trait:
Sociable: Half-elves are skilled at charming others and recovering from faux pas. If half-elves with this racial trait attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces the adaptability racial trait.
or
Integrated: Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.

Half-forsaken elf
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency orMartial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
or
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.


Monkeygod wrote:

Joseph Wilson: Human Oracle of the Flame

Monkeygod: Half-Orc(may change based on setting races) Ranger
Sunshadow21: gnome alchemist or dwarven bard
Smerg: Gnome Poisoner, Monk of the Four Winds, Halfling Sniper, Zen Archer.
Mahorfeus: Elven Inquisitor, Cayden Cailean.
Shieldknight: Merfolk Monk
Mark Thomas 66: Boreal Sorceror

this is just 7 btw, several others have chimed in as interested, but have yet to post any sort of concept.

seven would be fine.

I would like to point out that there is no gnomes in this setting and Merfolk are encounters not PCs'.

Although I have been known to tweak things if needed.


Monkeygod wrote:
this is just 7 btw, several others have chimed in as interested, but have yet to post any sort of concept.

Ummm,... I posted a halfling summoner earlier on. which would make the list: There was also Tessara Omelian who posted an elven witch.

Joseph Wilson: Human Oracle of the Flame
Tessara Omelian: Elven Witch
Hymenopteryx: Halfling Summoner
Monkeygod: Half-Orc(may change based on setting races) Ranger
Sunshadow21: gnome alchemist or dwarven bard
Smerg: Gnome Poisoner, Monk of the Four Winds, Halfling Sniper, Zen Archer.
Mahorfeus: Elven Inquisitor, Cayden Cailean.
Shieldknight: Merfolk Monk
Mark Thomas 66: Boreal Sorceror


Halflings
Few peoples in the lands have suffered to the extent of the Halflings, and none of those were of the victors of the Divine War. Seemingly small and weak, Halflings never had much to offer the other races. As a result, their neighbors constantly bully and abuse them, taking advantage of every opportunity to disenfranchise the smaller folk. The worst offenders in this regard are dwarves and humans. Humans take advantage of the fact that Halflings are agrarian, and thus tend to have good, hearty land suitable for human use. Dwarves, on the other hand, feel that Halflings are weak and stupid, unwilling or unable to stand up to human oppression and thus unworthy of kindness. to the dwarves’ way of thinking, if the Halflings will not fight, they should not be taking up valuable resources and space that can be put to better use.

Despite these unkindness’s, Halflings remain resolute in their desire to lead peaceful lives.

Dark Archive

I did chime in before he mentioned some things. Also - you're confusing my concept with Mark Thomas'? Unless I'm missing something.

Joseph Wilson: Human Oracle of the Flame
Hymenopteryx: Halfling Summoner
Monkeygod: Half-Orc(may change based on setting races) Ranger
Sunshadow21: gnome alchemist or dwarven bard
Smerg: Gnome Poisoner, Monk of the Four Winds, Halfling Sniper, Zen Archer.
Mahorfeus: Elven Inquisitor, Cayden Cailean.
Shieldknight: Merfolk Monk
Mark Thomas 66: Archery based fighter

Rizzym J.: Boreal Sorceror (if I'm considered, otherwise don't fret.)


half-Orc

Once, the orcs were mighty. The orcs fought with one another and preyed upon the weaker races around them. Yet now it is a tough time to be an orc. The last of the titan spawn races with any real presence and that only in the ancient dwarven lands of the Keldar Mountains. Even the humans of the deep south agree with one simple fact: Orcs are an enemy and must be destroyed. Tolerance is not something for which the victors of the divine war are well known for. So every settlement save for the Keldar mountains as been rooted out and destroyed. Yes it is a bad time indeed to be an Orc.
An Orc’s Child, on the other hand…
In contrast, half-orcs are not typically killed on sight in most of the civilized regions. This is because of the two most common origins for the half-orcs are fairly unpleasant: they are either bred for slave labor or are the results of orcish raids upon settlements near the hill regions. Indeed, some orc tribes have taken to keeping breeding harems of human women carried off for the express purpose of producing strong shock troops for the tribes.


Joseph Wilson: Human Oracle of the Flame
Hymenopteryx: Halfling Summoner
Monkeygod: Half-Orc Ranger
Sunshadow21: dwarven bard
Smerg: Halfling Sniper, Zen Archer.
Mahorfeus: Elven Inquisitor, Cayden Cailean.
Shieldknight: Merfolk Monk
Mark Thomas 66: Archery based fighter
Rizzym J.: Boreal Sorceror

So nine, maybe one group of 4 and another of 5? Or are we as of yet missing someone?


Also feel free to chime in about the races as presented. I am slightly modifying them from the Scarred lands setting. But not by much.


I'm here to make CJ's job harder. In a good way. By making sure the characters that get submitted are short, concise and interesting:

1) Read the background he's provided.
2) Think about how your character's motives will drive them to heroic actions.
3) Think about what aspects of your characters will cause others to like them, both PCs and NPCs.
4) Try and limit yourself to 300 words in writing a character bio, describing some life changing events.
5) Try to avoid "revenge quests" - they are a common trope in the literature, but seven characters from seven species and seven different cities each seeking out the murderers of their parents/sibling/girlfriend/teacher/insurance agent is going to mean that all of the revenge quests get thrown overboard.

Bonus points for using proper grammar, spelling, capitalization and punctuation.

Double bonus points for having a background that integrates with your character's abilities, and showcases what sacrifices they made to get that power (or how that power has changed their lives).

The Exchange

AdAstraGames wrote:

I'm here to make CJ's job harder. In a good way. By making sure the characters that get submitted are short, concise and interesting:

1) Read the background he's provided.
2) Think about how your character's motives will drive them to heroic actions.
3) Think about what aspects of your characters will cause others to like them, both PCs and NPCs.
4) Try and limit yourself to 300 words in writing a character bio, describing some life changing events.
5) Try to avoid "revenge quests" - they are a common trope in the literature, but seven characters from seven species and seven different cities each seeking out the murderers of their parents/sibling/girlfriend/teacher/insurance agent is going to mean that all of the revenge quests get thrown overboard.

Bonus points for using proper grammar, spelling, capitalization and punctuation.

Double bonus points for having a background that integrates with your character's abilities, and showcases what sacrifices they made to get that power (or how that power has changed their lives).

Thank you. I was wondering at a good way to type that up. I have summarily ditched my first draft in favor of yours. :)


DM Jester wrote:
Also feel free to chime in about the races as presented. I am slightly modifying them from the Scarred lands setting. But not by much.

For halflings are there any alternate racial traits you'd like me to use? I was planning to go with Outrider and possibly another as i'd like to ride about on my eidolon if that fits?

P.S. I'm not trying to kill the murderer of my insurance agent - that's who i want to kill!


Hymenopterix wrote:
DM Jester wrote:
Also feel free to chime in about the races as presented. I am slightly modifying them from the Scarred lands setting. But not by much.

For halflings are there any alternate racial traits you'd like me to use? I was planning to go with Outrider and possibly another as i'd like to ride about on my eidolon if that fits?

P.S. I'm not trying to kill the murderer of my insurance agent - that's who i want to kill!

I did not see any that really fit what was in the book other then the coward one and, yeah I think I would rather use them as is. I wont fret too much over it though if you or someone else takes differing variant traits. Just make sure it is covered in your back story.


Crimson Jester wrote:


Thank you. I was wondering at a good way to type that up. I have summarily ditched my first draft in favor of yours. :)

Welcome. I made a slightly longer (and a touch snarkier) version of that list as my last post in the "How to find a PbP that doesn't end after 35 posts" thread.

I am currently in 3 PbPs. I don't have the bandwidth right now to join another, or I'd be tempted by this background.

Shameless Self Promotion: My secret weapon for getting characters into PbPs is setting out out my characters in Minimus after reading the GM's backgrounder, but before I start doing the Pathfinder build stuff. I start with life changing events and goals and work from there.


I'm guessing Half-Orcs too are unchanged? Also, double checking to make sure APG material is allowed?


Monkeygod wrote:
I'm guessing Half-Orcs too are unchanged? Also, double checking to make sure APG material is allowed?

Anything in the PRD is allowed. The races write ups above are guidelines to follow, not iron bound rules in character creation. Just keep them in mind as you make the characters story.

The Exchange

AdAstraGames wrote:
Crimson Jester wrote:


Thank you. I was wondering at a good way to type that up. I have summarily ditched my first draft in favor of yours. :)

Welcome. I made a slightly longer (and a touch snarkier) version of that list as my last post in the "How to find a PbP that doesn't end after 35 posts" thread.

I am currently in 3 PbPs. I don't have the bandwidth right now to join another, or I'd be tempted by this background.

Shameless Self Promotion: My secret weapon for getting characters into PbPs is setting out out my characters in Minimus after reading the GM's backgrounder, but before I start doing the Pathfinder build stuff. I start with life changing events and goals and work from there.

YOU ARE NOT BATMAN

LMAO - I have in a game had a player make for intents and purposes batman and bring him to the table.

Some times NO can be a good thing.


Crimson Jester wrote:


YOU ARE NOT BATMAN

LMAO - I have in a game had a player make for intents and purposes batman and bring him to the table.

Some times NO can be a good thing.

I find that that's advice that needs to be stated repeatedly among people making RPG characters.

A lot of the core fiction that this hobby draws off of (and even going back to its roots, see the Illiad and Oddysey) usually focus on the actions of a character who is the Embodiment of Awesome, with a Tragic Past.

Batman is the Embodiment of Awesome. If Batman goes up against Superman, or Darkseid, you know he's going to pull out some piece of Awesome out of circumstances or utility belt, or happen to have the Checkov's Gun that was shown in the second act, and know exactly how and when and where to use it. Yet, what makes Batman interesting is that under that mask, he's actually a very deeply moral (if obsessed) person, and most of his rogues gallery simply takes parts of his persona and inverts them, or exaggerates them - they show that Batman is a nut-job loon in a lot of ways...and only his inner core of decency, and the lines he Will Not Cross separate him from his rogues gallery.

Most people try to do characters with the Highly Concentrated Awesome, but without the pathos and links to recurring characters who highlight what makes them interesting as characters.

The reason why people play these games is to get the chance to Be Awesome. So they want to make sure that their character is an Embodiment of Awesome. Even worse, when they're submitting concepts into a text medium, there's no visual or voice cues or social contract in play, and insecurities mean that the Need To Be Sufficiently Awesome escalates.

And then you get everyone submitting their version of Batman, not getting it accepted, and deciding that they didn't make their character Awesome Enough, and trying harder next time...and it becomes a self-feeding loop.

Dark Archive

I'd like to play either Wood Elf Bear Shaman Calastian or Sorcerer or Magus, if it's allowed - all depending on the group needs. I'm gonna do write-ups later today.


I'm thinking of tweaking my gnome alchemist into a halfling alchemist with the swift as shadows alternate racial feature who is out to cleanse the world one fire bomb at a time. Is there a trait that makes stealth a class skill?


Check out the Highlander regional trait. Makes Stealth a class skill, gives a +1 at it (+2 in rocky terrain).

Dark Archive

Overlooking the current possible party members, I notice much spellcasting and not enough muscle. Change me to a Human Barbarian, for I cannot resist the temptation of a Nordic Berserker!

BLOOD FOR THE BLOOD GO- Oh, er, wrong game...

Don't mind me. Nothing to see here. Move along.

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