Golarion: A New Beginning


Recruitment


I was only a child when the world collapsed. It all began with the war. I don't remember how it started. I'm not sure anyone does. What I do know is that the violence escalated until the whole world was embroiled in conflict. Then the storms came.

This was no natural bad weather. Most people who can remember them think that they had something to do with the war, perhaps as a weapon meant to destroy the enemies of one of the warring nations that backfired or the gods' punishment for all the carnage. Most likely we will never know. Hurricanes raged all across the world, even hundreds of miles from the ocean. Earthquakes, tsunamis, and mass flooding added to the destruction. Few were left alive.

Then the dead began to walk. On top of this and everything else, the gods either died or abandoned us. Clerics and Paladins lost their powers, and no amount of prayer had any effect. What little remained of the world's settlements became too dangerous, and the world's survivors were forced to hide in the wilderness to escape. My mother led what survivors she could find as well she could. Thanks to her experience as a ranger she was able to teach us how to live off the land. We hunted and foraged to feed ourselves and build tools and clothing. We used caves and tents for shelter and migrated with the animals we hunted. Life was not easy, especially having to defend ourselves from raiders and zombie attacks, but we survived and our tribe grew in population over the centuries.

I feel it is now time to send an expedition to explore the ruins of civilization. It's been over a hundred years since we last saw more than a few zombies in one place, and I'm beginning to think their numbers may be thinning. Perhaps now is the time to reclaim one of the world's lost settlements instead of living in caves and tents? I am a very old woman, and I will not live long enough to reap the benefits of this expedition, but if I'm right, and we can reclaim somewhere permanent to live or at least some lost knowledge such as that of wizardry, the lives of the younger members of this tribe and their descendants will be greatly improved. This expedition will face untold danger and hardship, but I feel the potential reward is worth the risk.

The Situation:
The rulers of Golarion picked up the idiot ball. It all started with a few nations who shall not be named at each others throats and inches away from war. Soon, however, things escalated as more and more people got dragged into the conflict, until it pretty much looked like World War Golarion was about to break out. It did, and as the war dragged on nations started bringing in their best spellcasters to assure victory. What happened next isn't particularly clear. Someone did something stupid and/or angered the gods, and the entire surface of the world got razed with massive storms followed by the walking dead, destroying the cities and towns and devastating the wilds. To make matters worse, the gods abandoned Golarion after this happened. Only Mother Nature herself remains, and is the sole source of divine magic. The survivors have retreated into what wilds remained undestroyed after the apocalypse, living a stone age existence. Now, however, it's been several centuries, and nature has reclaimed the world. Only a select few ancient elves reaching the end of their lives can remember the days before the apocalypse. The vast tracks of destroyed wilderness have recovered and returned to their former splendor and the ruins of civilization have likewise returned to nature. The walking dead, meanwhile, have become fewer in number. Now, the leaders of a tribe of survivors have decided that it is time to send some people (the PCs) into the world at large to investigate what it now looks like, whether it is inhabitable, and see what useful things they can find. Of particular interest is any information on lost arts such as metalworking or wizardry.

Equipment:
There is no metalworking. Everything is leather, hide, wood, stone, or bone. Not all weapons can be effectively made with these materials. The following weapons are allowed (Look here for stats. Do not use Ultimate Combat rules for alternative materials. Treat all weapons as the core rules state, even though there is no metal.):

Dagger
Mace (light or heavy)
Spear (short or regular, not long)
Handaxe
Battleaxe
Quarterstaff
Club (including mere)
Blowgun
Dart
Javelin
Sling
Sap
Terbutje (fragile version only)
Longbow/shortbow (no composite, add dex to damage)
Aklys
Amentum
Bola
Boomerang
Sling Staff
Atlatl

The following armors are allowed (Stats here. Do not use Ultimate Combat rules for alternative materials.):

Leather
Studded leather (bone or stone)
Wooden
Hide Shirt
Hide
Lamellar Cuirass
Leather Lamellar
Bone Lamellar (treat as Iron Lamellar)
Wood or Hide shield (treat hide shields as wooden shields)

Goods and services - none. A PC has a pack, flint and steel, waterskin, and food.


Characters:
Characters are first level. Stats are 25 point buy. Traits are not being used. Good or Neutral alignment, please.

Human, elf, half-elf, gnome, and halfling are allowed. The dwarves sealed themselves in their underground kingdoms, and nobody knows that has happened to them or whether there are any still alive. There has been little non-violent and no sexual contact (including rape ) with orcs recently, so there are no half-orcs in the tribe.

Not all classes are allowed. Some, such as alchemists, wizards, and gunslingers, are banned do to the loss of the necessary knowledge to train them. Others, such as clerics and oracles, are banned due to the disappearance of the gods. The following classes are allowed (All classes add Knowledge Nature and Survival to their class skill lists if they did not already have them as class skills. Nature, geography, and arcana are the only permissible knowledge skills. All characters are illiterate.):

Barbarian
Bard
Druid
Fighter
Paladin (Paladins get their power from nature, and serve as her crusaders. They must be Neutral Good and revere and protect nature, and they use the Ranger spell list.)
Ranger (Rangers do not cast spells. All Rangers have the Skirmisher archetype.)
Witch
Sorcerer
Inquisitor (Must serve nature in some form.)
Rogue (Must have Scout, Survivalist, or other wilderness focused archetype.)

Third party or homebrew base classes or archetypes that fit the campaign theme (primitive/wilderness) may be allowed if I feel they are balanced.

You have no starting money, as there is no monetary system. Just pick the weapons and armor you want, and so long as it is reasonable I will allow it.

I'm looking for four to six players.

Interested? Questions or comments?


Dotting for interest, this sounds awesome!

I've always been interested in post-apocalypse fantasy; Earthdawn had the setting but the system was just too clunky. I'm looking to join a few other PBPs at the moment, but if one of those falls through I'll definitely be putting in a character for this game.


Wandering in the wild wastelands of a ruined Golarion? Count me interested. I'd like to play a ranger with the Falconer archetype (Skirmisher doesn't really kicks in until 5th level, and the archetypes are not conflictual with each other). The concept is a sort of mongol raider, expert with bow and mounted combat. The character is in the profile, will adjust it to meet your prerequisites.

Shadow Lodge

So two of your games have caught my interest now. Definitely interested.

I'll submit a half-elven wild stalker(UC) ranger tomorrow.


Peltham the Peregrine wrote:
Wandering in the wild wastelands of a ruined Golarion? Count me interested. I'd like to play a ranger with the Falconer archetype (Skirmisher doesn't really kicks in until 5th level, and the archetypes are not conflictual with each other). The concept is a sort of mongol raider, expert with bow and mounted combat. The character is in the profile, will adjust it to meet your prerequisites.

Oh. Mounted characters. Unfortunately, the tribe doesn't have the ability to breed animals (yet another piece of knowledge they've lost), so horses are incredibly hard to come by. At the moment, a mounted character wouldn't be feasible.


Everybody add 1 to a single attribute on top of the standard racial bonuses. You'll be getting increases to attributes with every level to make up for a lack of magic items. You'll also get some extra feats, but not at first level.


Dotting for definite interest since I love both zombie movies and apocalyptic movies.

I will be submitting a druid with the Bear Shaman archetype.


Very interested. I'll put together the crunch later on tonight, but here is what I'm thinking:

Halfling Sorcerer with the protean bloodline.

Initial Background:
Centuries ago a group of Halflings, Menesco's fore bearers, had sought to flee the war consuming Golarion, but instead found themselves in the middle of an epic battle that, in many ways, transcended the material plane. As the battle was ripping reality apart, the halflings cowered behind a fallen tree. The primal chaos that sprung forth corrupted everything it touched, including the clan. Many of the halflings died as it twisted their bodies and minds. Those that survived were strong in will and able to push the ill-effects of the chaos back. Fleeing the battle as it dwindled, the remaining survivors of the Tackletoe family made their way to a secure refuge. As the years passed, the power of the protean subsided within them. But today, a son of the Tackletoe clan has begun to feel the power surge in his veins once again.

Scarab Sages

Question: I REALLY love the idea of playing a Druidic Paladin, but have a quick question:

When a paladin uses Lay On Hands or Channel Positive Energy, is this true positive energy that can harm Undead? Or is it more like healing, natural energy that is untyped? Just out of curiosity.


All right. I look forward to seeing the final characters.

You will fight zombies, but they are not the sole enemy of the campaign. Their numbers are thinning, which is why the tribe is daring to send for explorers to see whether expansion into former settlements is doable.


Davor wrote:

Question: I REALLY love the idea of playing a Druidic Paladin, but have a quick question:

When a paladin uses Lay On Hands or Channel Positive Energy, is this true positive energy that can harm Undead? Or is it more like healing, natural energy that is untyped? Just out of curiosity.

It can harm undead. It is true positive energy.

For those curious, there are indeed druidic anti-paladins, just not as a playable class.

Scarab Sages

Awesome! Question 2:

I don't know how long the campaign would be going, but if I were to play a Sacred Servant paladin, would the druid Animal/Terrain domains be available for use?


Davor wrote:

Awesome! Question 2:

I don't know how long the campaign would be going, but if I were to play a Sacred Servant paladin, would the druid Animal/Terrain domains be available for use?

Yes. Any domain a Druid can have, a Sacred Servant can have.


Pathfinder Rulebook Subscriber

I'm interested. I'll be submitting a hedge witch either today or tomorrow.


Alright. Here's my submission. As long as you give the okay, I think I'm good to go. (All the information is in the name.)

Liberty's Edge

Would a greatclub be allowed as a weapon? It could just be a big piece of wood, after all.


sirgrail wrote:
Would a greatclub be allowed as a weapon? It could just be a big piece of wood, after all.

Yes, it would.

I'll review submissions sometime late tomorrow. I want to give others a chance to post.


Wow I'm slow to the draw. Oh well, time to start reading.


Veleda, I am going to retract Menesco and put Zanith forward for review. All his information is on the alias. For quick reference he is a Half-Elf Witch focused on support & healing.

A quick question though: What should we do for languages if we have bonus languages? I just put all the languages of the races we would be associated with, but I could go up to 3 more ;)


Any thematic reasons for monks not being around? Just curious, I'd be interested in playing one.

Asides from that, I might put in a half-elf switch hitter ranger.

And, because I love asking questions, is Boon Companion allowed?


Dot for interest, if slow


Mahorfeus wrote:
Any thematic reasons for monks not being around?

Monks just don't seem to fit "post apocalyptic nomads" well. I don't see a tribe of hunter gatherer's going for that sort of training.


Zanith Selrios wrote:
A quick question though: What should we do for languages if we have bonus languages? I just put all the languages of the races we would be associated with, but I could go up to 3 more ;)

DO whatever you want. Languages won't be very important.


Mahorfeus wrote:
And, because I love asking questions, is Boon Companion allowed?

Yes, it is allowed.

Lantern Lodge

i was considering an Elf Sorcerer with the Arcane (Sage wildblood archtype) bloodline. sorcerers aren't trained, thier talent is natural. her great grandparents were former wizards from before the "apocolypse" and magic is in her blood.

Kira Moonsong

Female Elf Wildblood (Sage) Arcane Sorcerer 1

class features:

Sage
Scholars of the arcane are always creating new means to use magic.

Associated Bloodline: Arcane.

Bloodline Arcana
Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

This ability replaces the Arcane Bloodline Arcana.

Bloodline Powers
Your preferred focus is a bolt of mind-spun magic.

Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Intellegence modifier.

This bloodline power replaces arcane bond.

Cantrips
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Attributes:

Str 13 Dex 16 Con 12 Int 18 Wis 12 Cha 14

Equipment:

Dagger, Lamellar Cuirass, blue robes, Longbow, arrows (60 among 3 quivers should be fine)

Feats:

Cosmopolitan (Diplomacy and Perception)

Skills:

Craft (Tailoring) +8

Diplomacy +6

Perception +7

Survival +2

Sense Motive +2

Craft (Bow/arrow) +5

Combat Numbers:

AC 15 13 touch 12 flat footed Arcane failure of 5%

Saves Fort +1 Ref +3 Will +3

HP 8.

Attack, Dagger +1 1d4+1 19/20x2 s/p

Arcane bolt (7/day) +3 VS touch, 1d4+1 force damage 30 foot range

Longbow +3 1d8+3 20x3 100 foot range

Spells:

0 level (at will) (DC14)

Light, Mage Hand, Predestigitation, Mending

1st level (4/day) (DC15)

abundant ammunition, grease


I think I'll be passing on this one. You've got a ton of people who want in. Good luck Kelsey/Veleda (and all prospective players)


For review, im posting the background for an Unamrmed Fighter.

Story time:
"Get Up and Fight!"

Master was yelling at me again. It was late, and the tribe was sleeping. All save for those on watch, Master, and me.
As I struggled back to my feet, Master kicked me viciously in the knee, sending me crashing back down to the cold Earth.

"I said GET UP!"

I sprang to my feet, but with my eyes blinded by tears, there was no way I could dodge the lightning blow that slammed my face back into the dirt.

"Stop slacking and Get UP!"

But this time I would not rise.

"Why me?" I heard myself yell. "Why must I be beaten each night? Why must I face each morning's work exhausted and battered?"

I braced myself for another kick, but to my surprise, Master dropped down in the dirt to sit beside me. After a pause, he gently spoke.

"I know it is not easy, Child. But I have chosen you to receive something extraordinary. You must learn to Become a weapon! To revive the last vestige of this ancient discipline. It is all that remains of the wisdom of our Ancestors. You must learn, so that when I am gone there will be someone left to pass one the knowledge. One day, you will be Master, and will be a weapon to serve the tribe. But today you must get up, and fight."

He then rose with the grace of a great cat, and sunk into a deep stamce opposite the dirt circle we trained in.

"Now Get Up!"

And so I got up
I fought
And I learned.

Statblock:
Human Unarmed Fighter 1
N Medium humanoid
Init +2; Senses Perception +1
Defense
AC 14, touch 12, flat-footed 12
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1
Defensive Abilities
Offense
Speed 30 ft.
Melee Unarmed +6 (1d3+4); +6 for Dragon Style
Two Fists +4 (1d3+4)
Ranged Thrown weapon +3
Special Attacks
Statistics
Str 18, Dex 15, Con 15, Int 13, Wis 13, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats: Improved Unarmed Strike, Dragon Style, Two Weapon Fighting, Weapon Focus(Unarmed Strike)
Skills Acrobatics +3, Climb +8, Survival +5, Swim +8
Languages: Common, 1 other
Combat Gear: Leather Armor,
Other Gear:Starting gold?? - equipment


Here's the crunch for my Bear Shaman, still need to pick a name for her though. I'll add my backstory tomorrow after work.

Crunch:
Race: Human
Gender: Female
Class: Bear Shaman (druid archetype)
Alignment: Neutral

Attributes
str: 14
dex: 14
con: 14
int: 10
wis: 18
chr: 12

Skills
Survival +10
Knowledge Nature +6
Knowledge Geography +4
Perception +10
Handle Animal +5
Heal +8

Feats
Natural Spell
Alertness

Spells Known
0 Level -
Detect Magic
Light
Create Water

1st Level -
Cure Light Wounds
Entangle

Natures Bond
Choosing the Earth Domain.


Please keep in mind that I am merely asking about the setting, I'm not dissing the post or the idea. A friend of mind talked about a zombie Golarion a while back and honestly it's a cool Idea. But in talking about it we came up with a few holes in the idea. Again DON'T TAKE THIS OUT OF CONTEXT, I'm not criticizing the idea, not poking holes or harassing, I'm honestly curious about the setting.

Spoiler:
I know this is going to sound condescending but please take this as only a question of curiosity. In a world of high fantasy where armies of the undead can be killed by a lone level 20 spellcaster how exactly did they overwhelm the cities?

Okay, i'll give you the first few cities due to surprise but lets say you have a convent (about 20 people) of clerics. Hold...Hold...channel energy... And even if as you say, the gods have deserted you consider a high level wizard or sorcerer. Meteor Swarm, Hold Monster Mass, hell, have 50 level 5 spellcasters throw fireballs into that huge mass of zombies.

How do you deal with this? Sure 100 years down the road with a break in conventions we would totally start losing knowledge and reverting back to the dark ages but there's a reason humanity is still alive even in the wake of events like the rise of tar baphon and the would wound. In times of darkness heroes emerge and humanity bands together. Like in the watchmen, Russia and the US were at each others throats but in the wake of Dr Manhattan's "attack" they budded up and devoted all their resources to stopping him.

Again, because I KNOW it's going to happen, this isn't a diss reply, this isn't a criticism, I'm just asking is there something more that happened? Did stronger undead than slouchers rise too? What did the badass heroes of the day do to stop it?


My submission is a human Ranger, Garadir Beloin.

Info:

Name: Garadir Beloin
NG Human Ranger (Skirmisher) 1

STR: 19, DEX: 14, CON: 14, INT: 10, WIS: 14, CHA: 10

HP: 13

Initiative +2 (+2 Dex)

AC 16 (10, +4 Lamellar Leather, +2 Dex)
Flat-Footed AC 14 (10, +4 Lamellar Leather)
Touch AC 12 (10, +2 Dex)

Fort +4 (+2 Ranger, +2 Con)
Reflex +4 (+2 Ranger, +2 Dex)
Will +2 (+2 Wis)

CMB +5 (+1 BAB, +4 Str)
CMD 17 (10, +1 BAB, +4 Str, +2 Dex)

BAB +1
Melee +5 (+1 BAB, +4 Str)
Ranged +3 (+1 BAB, +2 Dex)

Weapon/s
Greatclub +5 (1d10+6, 20/x2)
* Power Attack +4 (1d10+9, 20/x2)
* vs. Undead +7 (1d10+8, 20/x2)
* Power Attack vs. Undead +6 (1d10+11, 20/x2)
Longbow +3 (1d8+2, Range 100, x3)

Feats: Power Attack, Quick Draw

Class Features
Favored Class: Ranger (+1 HP)

1st Favored Enemy (Undead)
Track
Wild Empathy

Skills:
Skill Points per Level 7 (6 from Ranger, +1 from Human)
Climb +8
Handle Animal +4
Knowledge (Nature) +4
Perception +6
Ride +6
Stealth +6
Survival +6 (+7 to identify or follow tracks)

Wealth and Equipment:
Wealth: none

Equipment:
Greatclub
Dagger
Longbow
Arrows (20)
Lamellar Leather
Backpack
Flint & Steel
Trail Rations (4)
Waterskin

Description:
Garadir is a young man in exceptional shape. His skin is a golden bronze from being out in the sun for many a day. His long black hair is generally kept in a ponytail so as to keep it out of his eyes. He keeps himself clean shaven, though, as he hates it when food gets stuck in a beard. He has bright green eyes which are constantly looking around for signs of danger.

Personality:
Garadir is a serious young man. While he has been known to joke around on occasion with friends, he has seen to much of the wilds and its dangers to be completely at ease, even when he is not on watch. He is not afraid, per se, of what is lurking out in the wilds, just very cautious. He is more afraid of letting his father down than anything else.

Background:
Garadir Beloin was a woodsman, born into a family of woodsman. His father, Farian, was a master tracker and trapper, as was his father before him and his father's father going back countless generations. At least, that's what Garadir has been brought up to believe. What's true and apparent, though, is the high standing Farian has in the tribe due to his skills. Skills that Farian has endeavored to pass along to all of his sons. Unfortunately, his sons have generally not learned their lessons very well.

Farian's eldest son, Benath, was killed in a zombie attack shortly after coming of age. Farian's next son, Jorah, never returned from his coming of age trial. He went out into the wilds but never returned. And now it was up to Garadir to uphold the family honor and trade. Needless to say, the young man felt no small amount of anxiety over this. Still, he was strong and fit and tried to remember everything his father taught him. In his favor, he did return from his coming of age trial with the heads of three zombies that he had bested on his own. But not much time has passed since and Farian's sons have had a tendency to die young.

And now the Elders of the tribe have decided to send a group off into the wilds to see what remains of the old world. Since Farian could not go without harming the tribe, Garadir volunteered to join the group and to use his skills to keep them safe int he wilds. It is his greatest hope that he will bring honor to his father and his family... and that he will survive to see them again.


Roshan wrote:

Please keep in mind that I am merely asking about the setting, I'm not dissing the post or the idea. A friend of mind talked about a zombie Golarion a while back and honestly it's a cool Idea. But in talking about it we came up with a few holes in the idea. Again DON'T TAKE THIS OUT OF CONTEXT, I'm not criticizing the idea, not poking holes or harassing, I'm honestly curious about the setting.

** spoiler omitted **

From the situation spoiler on the first post They probably died during the war or in the ground zero of the event.

I think you already have enough characters, but I'm marking it so I can read, seems pretty interesting.


Here is my hedge witch for submission. Info is in profile.


Roshan wrote:

Please keep in mind that I am merely asking about the setting, I'm not dissing the post or the idea. A friend of mind talked about a zombie Golarion a while back and honestly it's a cool Idea. But in talking about it we came up with a few holes in the idea. Again DON'T TAKE THIS OUT OF CONTEXT, I'm not criticizing the idea, not poking holes or harassing, I'm honestly curious about the setting.

** spoiler omitted **

The reason the zombies were successful is that a lot of the high level heroes you mentioned died in the war, and many of those who didn't died in the massive storms that struck before the dead rose. Their simply weren't enough people left with the necessary power to turn back the undead once they rose. With so many fallen in war and worldwide hurricanes, earthquakes, tornadoes, and flooding having just struck, the additional blow was too much.

As I said, I'll review submissions later on so people have a chance to post.


I'm seeing a lot of faces around. I changed my mind at the last minute and decided to switch to a witch, but realized that somebody already had dibs.

I'll see if I can put out that ranger, but the group already looks pretty decent so far.


Veleda wrote:
Roshan wrote:

Please keep in mind that I am merely asking about the setting, I'm not dissing the post or the idea. A friend of mind talked about a zombie Golarion a while back and honestly it's a cool Idea. But in talking about it we came up with a few holes in the idea. Again DON'T TAKE THIS OUT OF CONTEXT, I'm not criticizing the idea, not poking holes or harassing, I'm honestly curious about the setting.

** spoiler omitted **

The reason the zombies were successful is that a lot of the high level heroes you mentioned died in the war, and many of those who didn't died in the massive storms that struck before the dead rose. Their simply weren't enough people left with the necessary power to turn back the undead once they rose. With so many fallen in war and worldwide hurricanes, earthquakes, tornadoes, and flooding having just struck, the additional blow was too much.

As I said, I'll review submissions later on so people have a chance to post.

Okay, I can see that. I guess I was thinking that the heroes would stay out of it but I guess if stuff went down the kingdoms would probably send people looking to recruit them.


I'd like to submit a Knifemaster/Scout rogue that I was intending on playing in a Kingmaker game. I will change the name if you'd like (he was originally a member of House Surtova in Brevoy). Note that his stats are all meant for a Kingmaker campaign with 20 point buy. I would need to update his point buy to 25 and get rid of the traits. His feats and such will most likely remain as there are. He wouldn't be able to use spring-loaded wrist sheaths, I'm guessing, so I'll need to adjust for that as well.

Thank you for your consideration.

Background:
Rylus Surtova has always had a fascination with knives. His father found a knife that was made some time before the Great War, and Rylus just couldn't leave it alone. It was unusable, of course, having laid out in the weather rusting for over one hundred years, but it was still a things of beauty to Rylus. So Rylus created his own pair of knives out a boar's tusks, using rocks to sharpen and shape the knives to just the right weight.

When Rylus wasn't helping his family and neighbors with everyday chores, he was practicing with his new knives. He learned how to use both hands to make swipes with his knives at the same time. He learned how to throw them and have them stick into soft objects. He even learned how to conceal them effectively, so that he could take them places without his parents getting upset about it.

It wasn't until Rylus was 20 years old and out on a scouting expedition near his small encampment that Rylus first used his knives. Rylus came across a man wandering in the woods nearby. It was the first outsider (someone not of Rylus's camp) to show up in over 10 years! The last man to show up had become a valuable member of their society, and so Rylus was eager to greet the man. Of course, things are never as they seem, and Rylus was surprised to find that the man wasn't really a man at all, but one of the walking dead who still haunted the land. It had wandered in search of food, and by chance made his way to Rylus's encampment.

The zombie attacked without warning, and Rylus was caught of guard. But thankfully, his training kicked in and he managed to dispatch the zombie without taking any serious wounds. It wasn't long after that before he caught wind of an expedition to scout the land in search of lost knowledge and a place to settle down once again. Rylus, now confident (perhaps overly confident) since he took down his first zombie, decided to sign up.


It looks like there are already more than enough players to fill out this game; I'll stay out of the running on this one and focus on other games. Please keep me in mind if you need a replacement player at some point during this campaign, I really like the concept!


Looks like im too late as well. Darn...
When and Where will this play by post be held?


Sowde Da'aro wrote:

Looks like im too late as well. Darn...

When and Where will this play by post be held?

It'll be held here, and it starts in a couple days.

You aren't too late. I haven't selected characters yet. I wanted to give people a chance to apply.


Dragonborn3 wrote:
I'll submit a half-elven wild stalker(UC) ranger tomorrow.

Here he is.

Stats:
Half-Elf, Male

Skirmisher Wild Stalker Ranger Lv1
Hit Dice: 1d10+2
Hit Points:

Height: 5'9 Weight: 165 lbs Age: 24
Hair: Moss Gray-Green
Eyes: Verdant Green
Skin: Tanned
Alignment: Neutral Good

Languages: Common, Elven

Base Attack Bonus: +1
Combat Maneuver Bonus: +4 (+1 BaB, +3 Str)
Combat Maneuver Defense: 17 (10 Base, +1 Bab, +3 Str, +3 Dex)

Armor Class: =10(Base)+2(Armor)+3(Dex)
Touch: 13 =10(Base)+3(Dex)
Flat-Footed: 12 =10(Base)+2(Armor)
Speed: 30ft

Strength 17(16+1)
Dexterity 16(14+2)
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

Spear(1d8+4, x3, 20ft, 6 lbs, P) +4
Longbow(1d8+3, x3, 100ft, 3 lbs, P) +4 with 20 arrows
Dagger(1d4+3, 19-20/x2, 1 lb, P or S) +4m or +4r

Leather Armor(+2 AC, +6 MD, acp 0, 30ft, 15 lbs)

Skills
Heal: + =2(Wis)+1(Rank)+3(Class)+3(Skill Focus)
Knowledge(Nature): + =0(Int)+1(Rank)+3(Class)
Knowledge(Geography): + =0(Int)+1(Rank)+3(Class)
Perception: +8 =2(Wis)+1(Rank)+3(Class)+2(Keen Senses)
Stealth: +7 =3(Dex)+1(Rank)+3(Class)
Survival: +6 =2(Wis)+1(Rank)+3(Class) extra +1 to follow tracks

Feats
Lv1: Quick Draw
Half-Elf: Skill Focus(Survival)

Half-Elf Racial Traits: +2 Dex, Medium, Normal Speed, Low-Light Vision, Adapability, Elf Blood, Elven Immunities, Keen Senses, Multi-talented(Ranger and Barbarian)

Skirmisher Wild Stalker Ranger Class Features: Strong Senses(+2 Perception), Track(+1), Wild Empathy(1d20+1)


I'm going to have to pull out. I just had a bad enough game session that I feel the need to take a break from active RPing. Truth be told, after tonight I'm not really all that confident in my ability to GM effectively. If somebody else wants to GM this campaign, I give my consent.


I'm a long time table top player with some extra time on my hands, looking for some amazing role playing at a slow and steady pace. If you're willing to take me, I'd like to present Haz Telath, Heretical Halfling Inquistor of the wilds for the adventure. Hope to see you all at the start!

Info::

Name: Haz Telath
N Halfling Inquisitor (Heretic) 1
STR: 10, DEX: 20, CON: 12, INT: 12, WIS: 16, CHA: 9
Languages: Common, Halfling, Elven

HP: 10

Initiative +5 (+5 Dex)

AC 18 (10, +2 Leather Armor, +5 Dex +1 Size)
Flat-Footed AC 14 (10, +2 Leather Armor, +1 Size)
Touch AC 16 (10, +5 Dex, +1 Size)

Fort +4 (+2 Inquisitor, +1 Con +1 Halfling)
Reflex +4 (+0 Inquisitor, +5 Dex, +1 Halfling)
Will +6 (+2 Inquisitor +3 Wis +1 Halfling)

CMB -1 (+0 BAB, +0 Str, -1 Size)
CMD 14 (10, +0 BAB, +5 Dex, -1 Size)

BAB +0
Melee +1 (+0 BAB, +1 Size)
Ranged +6 (+0 BAB, +5 Dex, +1 Size)

Weapon/s
Dagger +1 (1d3+0, 20/x2)
Longbow +6 (1d6+5, Range 100, x3)

Feats: Point-Blank Shot

Class Features
Favored Class: Inquisitor (+1 HP)
Heresy Inquisiton, Judgement 1x per day, Lore of Escape, Hide Tracks, Stern Gaze(+1), Track(+1), Orisons, Spells

Halfling Racial Traits: +2 Dex, +2 Cha, -2 Str, Small, Slow Speed, Low-Light Vision, Fearless, Swift as Shadows, Halfling Luck, Keen Senses

Spells

Skills::

Skill Points per Level 7 (6 from Inquisitor, +1 from Int)

Knowledge(Nature): +5 =+1(Int)+1(Rank)+3(Class)
Perception: +9 =3(Wis)+1(Rank)+3(Class)+2(Keen Senses)
Stealth: +16 =5(Dex)+1(Rank)+3(Class)+4(size)+3(wis)
Survival: +7 =3(Wis)+1(Rank)+3(Class) extra +1 to follow tracks
Bluff: +10 =6(Wis) +1 (Rank) +3(Class)
Sense Motive: +8 =3(Wis) +1 (Rank)+3(Class) +1(Inquisitor)
Intimidate: +8 = 3(Wis) +1 (Rank) +3 (Class) +1 (Inquisitor)

Wealth and Equipment::

Wealth: none

Equipment:
Dagger
Longbow
Arrows (40)
Leather Armor
Backpack
Flint & Steel
Trail Rations (4)
Waterskin

Description::

Height: 3'1 Weight: 34 lbs Age: 25
Hair: Black
Eyes: Crystal Blue
Skin: Pale
Haz is particularly pale for a halfling, or really for anyone. While some rumors speak of some unholy union with the undead in his family tree, the slender halfing gets his complexion from a lack of sunlight, as he prefers to do his hunting in the darker places of the region. He has short cropped straight black hair and only trims his facial hair if interferes with his eating, or if it starts to droop past his chin. He often wears a grey cloak, and dark stained clothing. His expression rarely changes from calm unless he brings his wrath to bear upon something, and those few that have witnessed the wrath always seem to speak of the halfling with a great deal of respect.

Personality::

Haz is not as somber or crazy as most stories make him out to be, though he is always quiet and thoughtful. Moving about and exploring seem to bring a smile to his face, and the few who know him well would speak highly of his loyalty and fast friendship to those who've earned it. Make no mistake, friends and family aside, Haz is a hunter, a predator. There is an intense shift from smiles to seriousness, and the mild mannered halfling replaced by a ruthless, efficient, and cunning creature of the dark places of the night.

Background::

Haz, to most of those who know of him, is nothing but a heretic.
The "hunter in grey" grew up in the wild, estranged from the nomads that wandered it. His parents were trappers, and came from a long line of distrustful and xenophobic halflings that traded only with nomads out of necessity. They might have passed on these tendencies to their son had they not bitten off more than they could chew when some dark thing wandered into one of their traps. Haz has very few memories of the stoic couple, and fewer still of anything but the wild. Somehow, the babe survived in the dark places of the land around him, and when he finally emerged from the land around him, he told those he encountered that it spoke to him, taught him to speak back to it. He believes that all people should live through their surroundings, social not with each other so much as the land and wild around them. He challenges the nomads each time he trades with them to come with them, and live in the wild with him. His love of the natural way, of survival, and evolution rules his world, and he thinks of all people as animals with an over developed consciousness. There is nothing but survival, experience, and the rhythm of the sounds of the wild. Freedom, death, rules and law of the wild, hunted and hunters. Maybe people would think of him as harmless but for unfortunate cirumstance. One time, a young man went with him to learn his ways, enraptured by the halflings fascination with the wild. Two weeks later, the little one dragged back what was left of the poor human. The boy was missing most of his right arm, and had deep wounds around his side, as if he had been almost torn apart by something. Worse, the boy never spoke after that, and began to cry whenever the halfling came around to check on him, even years later after he grew. The halfling was cast out, hunted, and lived in the wilds for several years before the nomads were willing to trade with him. The halfling kept silent and somber then, until the call to travel and explore finally came.


Welp, posted that before I read the last couple posts! If there's a willing GM, it still sounds like a great idea. Thanks for putting it out there Veleda, and I wish you luck in your troubles. If you change your mind, and want to work with some open minded and gracious players, I'd be happy to oblige.


Veleda wrote:
I'm going to have to pull out. I just had a bad enough game session that I feel the need to take a break from active RPing. Truth be told, after tonight I'm not really all that confident in my ability to GM effectively. If somebody else wants to GM this campaign, I give my consent.

I'm really sorry to hear that you had that bad of a time, Veleda. I've been in sessions that went exceptionally badly as a player before, but never as a GM. It's difficult when you have a group of people passionate about gaming and you end up passionate disagreeing, to put it kindly. I hope that your break does you well and that you will find your passion again one day.


Veleda wrote:
I'm going to have to pull out. I just had a bad enough game session that I feel the need to take a break from active RPing. Truth be told, after tonight I'm not really all that confident in my ability to GM effectively. If somebody else wants to GM this campaign, I give my consent.

Thats a shame, but enjoy your break.

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