GraveScratches's Untitled Campaign

Game Master GraveScratches


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I have decided to go ahead with my homebrew adventure: Trail of the Curseborn, a gothic horror adventure in a ruined world. This will use pathfinder rules but is not set in Golarion.
I want 4-5 players looking for a game that focuses on story and atmosphere over hack-and-slash. I will be choosing characters largely based on interesting back stories and a commitment to contributing to the world as it develops.

Setting:

The continent of Korvare was in the middle of a golden age until the dead rose up to wage war upon the living. In a matter of years the population was decimated into a mere fraction of its former numbers and even the optimistic soul thought the end of the world was nigh. However, just as mysteriously as they rose, most of the dead returned to their repose leaving humanity to reclaim what little they could of the old world. The world was forever changed as the veil between the living and the dead had torn allowing the migration of spirits to this world with relative ease.
This happened 30 years ago. The only world you have known has been a haunted one. Humanity ekes out a living in isolated regions clutching close to superstition as the last ward provided them. What civilization does exist is usually under control by petty despots and bandit kings desperate to grab whatever power they can before death rips it from their clutches.
You can be a light in this darkness. An individual that can fight back against the marauding dead, the witch covens, evil men and fickle spirits but it will not be easy. Your spirit shall be tested more often than you steel and the world has become a grave for foolish heroes.

Our Story Begins:

You were at the battle when Dead-Hand Uberan unleashed his army of killers, thieves, and rapists upon the ill-equipped town of Mistcrest. You may have taken up arms with the people, you may have attempted to lose yourself in the forest, or you may have attempted to save what few people you could but it did not matter as you yourself get cut down like an animal on the street.
You did think there would be another memory to make; save maybe the bone adorned halls of the dead…but you were wrong. There was cold, the type of cold that cuts like a invisible knife trying to separate muscle from bone. You were in water. A brackish water that tasted foul as it tempted to pry open your lips and steal whatever life still clung to you. You pulled yourself free and upon breaking the surface you see the mansion. A vestige of the old world brought about by opulent wealth but now looked…broken and hollow.
You know one thing: you’re alive. No spiritual form could feel as old and frail as you do at this moment but the question is; where are you now?

Character Creation:

• 5th level characters
• Maximum HP at first level. ½ +1 at each level thereafter
• 25 point buy for statistics. No stat below 8.
• Automatic Bonus Progression equal to your level +3. Magic items are incredibly rare
• 2 skill points per level for background skills
• You only start with common and the language of your people at first level.
• Only Humans are allowed as player characters (See ethnic groups below)
• You start with a sanity score equal to 5x your wisdom. You can take Trauma and a loss of beginning sanity to start with a magic item or with a bonded spirit. Note: Most of the extrinsic magical aid you will receive will come from spirits you bond with. This is not a spiritualist phantom.
Classes
No Antipaladins, Ninjas or Sammurai: Not campaign appropriate
No Arcanists, Maguses, Summoners or Wizards: The high arts of magic are lost to time. Since after the fall of the Calavesti, the practice of arcana has been viewed with suspicion and hostility. Sorcerers and Witches, who develop their talent without reliance on conventional study, are still playable

One Faith: There is only one organized religion on mainland Korvare and that is the worship of The Saraten. Before the rising the empire was in a state of enlightenment, rejecting the old faiths to focus on the burgeoning philosophies. After the fall: The Saraten Faith, bolstered by the efforts of an uncompromising faithful, rose to prominence in the midlands. In many ways this faith is similar to Catholicism during the Dark Ages. Clerics, Warpriests, Inquisitors and Paladins are likely to be fanatics dedicated to expunging every trace of sin from this world (see the spirituality of the Alvanen)

Unchained Rogues

No 3rd party classes

ethnic groups:

Luthander
Appearance:
Lutheranders are upwards of a head taller than most southerners with robust frames and pale skin. Their hair is fair in color and worn long. They are often characterized as being “unkempt” by southerners and they tend to have a racial focus on function over form.
There is a saying north of Rogue’s Ridge: “Never trust an unscarred man.” Luthanders do not adorn their bodies much with jewelry but wear there scars with pride. It fits in with their belief that their body be testament to the accomplishments of their life. Nowhere is this more apparent than in their tradition of painting themselves before battle, so, should they die, their ancestors will know what they have done without a word needing spoken.
Culture:
Luthanders are a proud people with a cultural history dating back millennia. This is kept by their Skalds who are not only expected to entertain but also to educate the young in their history. What surprises many outsiders listening to their tales is the shortage of names. In the beliefs of the Luthander, speaking the proper name of a dead person causes that person to stir from their rest and disturbs the harmony of the long sleep. Consequently, the names of hated individuals make for swear words so they may never know rest.
The culture of the Luthander is remarkably egalitarian with both sexes being treated equally. This is due to their belief in the balance of forces; men possessing the masculine Kath, while women contain Pala. Every tribe is ruled by both a man and a women, although marriage is unheard of in their culture. Sex is simply considered a pleasurable act to be engaged with whomever is willing and has no more significance than that.
Technologically the Luthanders are quite behind the developments of the Alvanen. Their lack of black powder weapons is what ultimately led to their defeat and the annexing of their lands by the empire. Left to their own devices Northmen live as a simple agricultural society. The domestication of a species of caribou known as the Metara has shaped their entire culture. Not only does the Metara provide meat and milk, it is also their riding beast of choice. The relationship of a Luthander and Metara is one of mutual respect.
Spirituality:
To the Luthander the world is a constant state of conflict between invisible spiritual forces. From Kath and Pala, to good and evil, and even the balance between the two moons in the sky. For there to exist growth there must be conflict but should conflict go unbound it would destroy the world as we know it.
Every living thing has a spirit and these spirits belong to a dizzying number of sects depending on their role in the constant conflict of creation. While there are no complicated prayers to placate these beings, there are simple rules of etiquette. The simplest is the need to ask the trail’s admittance before taking the first step upon any journey. If one forgets to do this, certaintly the trail will twist and turn and leave you hopelessly lost.
There exists no formal magical tradition amongst the Luthander. It is understood that all those showing signs of shamanic talent shall be left to the wilds, because if a family wishes to harbor such an individual the wild will come to claim its own. The history of the Luthander is rife with tales of children being taken by strange beasts in the night, or lighting being guided by some unknown hand to slaughter an entire tribe while leaving a single special child untouched.

Alvanen
Appearance:
The empire builders are a small, lithe lot and are quick of wit and tongue. They rarely exceed about 5 and a half feet in height. Their hair is usually brown or black with lighter tones indicating some northern heritage.
Culture:
Before the ancestors of the Alvanen forced made landfall on Korvare, they made harbor in the lost island and met a mysterious figure known as Alvara. A woman of surpassing beauty and magical talent who allowed the newcomers to stay for nine years. The time was passed with the woman instructing the wisest individuals in the ancient philosophies and the laws of the craft. It was said that she personally crowned the first arch mages but always cautioned that arcana is a tool of the enlightened and should never be used as a weapon of war.
Even during the barbaric ages the lessons of Alvara were never forgotten and the Calavesti dynasty can be seen as the first attempt at bringing her ideal society to life. Of course, Calavesti reaped the whirlwind of its demon binding and magical hedonism, but that was merely a setback to the Alvanen. The Alvanen Empire was supposed to be a more pure interpretation, wherein magic was eschewed in favor of a focus on understanding the world as it is.
At the height of the Empire the Alvanens developed firearms, harnessed the secrets of alchemy, and established the beginnings of democracy. The empire might all be ash now but nobody feels the loss more than an Alvanen. Even in their fractured hamlets, ruled as they are by often petty barons and arbitrary laws, the southerners pine for the lost knowledge of the golden age.
While survival is still the struggle faced by many in the new age, Alvanens also attempt to cultivate some forward momentum. Knowledge is the most important thing and the search for lost arts is what most often compels an Alvanen to a life of adventure.
Spirituality:
After the fall of Calavesti and the great purge of the Witchborn, the attitude towards most forms of spirituality was one of either fear or contempt. The Alvanens pride themselves on logic and the faculties of reason. While no person can deny the existence or power of magic, it is a force to be distrusted.
Post-rising the belief in the Saraten religion has become dominant in the south. Saraphytes believe that humanity long ago turned from the flowing scripture that is written in the waters of creation and flows from the well of all things. It was this hubris that caused the destruction of Calavesti and the Rising and until we turn our backs on the temptations of sin, we shall know no peace.
On first joining the order a Saraphyte imbibes ash water, a process that can only be described as agony itself, whereupon they divulge every last detail of any transgressions they have committed in their entire life. These are written in each acolytes “Book of Sin” which they are expected to carry with them always and to show to anyone upon request. A Saraphyte can have no secrets.
The Saraten religion as a whole preaches the evils of magic, base needs of the flesh, false gods and the constant threat of the whisperer. A Saraten Inquisitors life is a restless search to bring fire to the countless witches whose black magic erodes the soul of humanity.

Calivan
Appearance
The wandering gypsies exude an inviting exotic allure with dark complexions and haunting smiles. Their most notable feature is their acidic green/yellow eyes that pierces the soul with but a gaze. Outsiders point to this as proof of their demonic lineage tracing back to debased Calavesti.
The Calivan dress in clothes lined with strange symbols that are indecipherable to outsiders. These symbols are a mix of secret code and protective mysticism that is unique to each individual. The color purple is of special significance in their dress and seems to be something binding them to the Purple Dynasty in the early days of the Calavesti Empire.
Culture:
The life of a Calivan gypsy is not an easy one. They are on a constant pilgrimage from site to site along an ancient path of the ley ways. At each site they perform rituals whose meanings are lost to history by now but must be fallowed without fail. Building a life around this ludicrous journey requires a certain gift for improvisation which has earned them a reputation as thieves and witches.
To the nomadic folk magic is part of who they are. Their ties to lost Calavesti is what gives them pride and a sense of purpose but puts them at odds with the Saraten, who have come close to declaring all Calivan as enemies of the faith.
In the old days they gave communities the gift of mystery. Offering to foresee the future or help to win the gift of a potential lover’s heart with a bit of magical aid. In truth, despite the fact that arcane magic manifests in a Calivan at a much higher rate than the standard population, most of this was stage magic and a silver tongue and while they may not be welcome, at least they were tolerated.
Calivan caravans are a mix of families traveling in their large wagons from place to place. The first loyalty of every gypsy is to their people everyone else comes second. The highest ranks in their society belong to those who possess the gift and can see the trails that they must follow. These individuals Emcha (Male) or Elcha (Female) which translates to “Blood Father” or “Blood Mother” referring to the magic within their blood. Vials of the blood of every individual born with the gift is kept in special containers within each caravan.
Spirituality:
The toils of this life are to keep the magic in balance until Alvara can return. While the Alvanen interpret her teachings as a philosophy on life, the Calivan see her preaching the true ways of magic and the eventual migration of their spirits to dance in the beyond. The “beyond” is very open to speculation but the idea is becoming one with the very requiem of creation.
The blood collection is central belief as Alvara will be born to one of the Calivan in the next great age of magic and upon her brow a drop of blood from every one of her favored children shall be anointed upon her. She will then rise up as Queen unquestioned to destroy all false artifice upon this world and rebuild Calavesti as it should have been.

Dark Archive

hello. is the crossblooded (draconic/orc) bloodline archetype playable in this game?


Dot


Dot ( Idk what this means but I'm guessing it's for interest.)
Currently working on character.

Basically a knowledge seeker. Wants to find out what happened 30 years ago to cause all these attacks and undead to rise, how to stop it, and what's going on now.

Unchained rogue (2) / Psychic (3)


Radavel: Orcs and Dragons are both unknown on Korvare...should have carried that over from the interest check
VaTheMad: Sounds good so far.


dot
After some thought, I will go for a slayer (grave warden archetype). This character is a survivor with a desire to end undead.


Gonna dot.


Thinking of making a grizzled sergant of the town guard.


GraveScratches wrote:

Automatic Bonus Progression equal to your level +3. Magic items are incredibly rare

2 skill points per level for background skills

Could you elaborate on these? I'm trying to make Laura here and I'm not sure what these mean. Thanks ^_^


dot.

You said there is only 1 god but is there a devil like being? Something an evil cleric might worship? Also is there a way to take advantage of losing ones sanity? Having a mad character?


I said there is only one recognized and organized religion. Spirit worship is found among the Luthander and there exist dark powers men were not meant to traffic with.
I am not allowing admitting evil characters as they tend to derail the adventure. One of the core themes of the game is the struggle for heroism in a bleak world. Madness tends to be completely consumptive and while you can take some beginning trauma to gain advantage (and complicate one's backstory) but a truly mad character is not a player option.
That being said: I am willing to allow a deal with a demon as part of a characters backstory but fighting that demons influence is going to be a challenge for your character.


VaTheMad: Look at the unchained rules and you should see a table called automatic bonus progression. You gain the benefits of an 8th level character listed on that form.
As for background skills, you get 2 extra points per level that can be used on the following skills. Note: This should fit in with your character background.

Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics
Lore
Perform
Profession
Sleight of Hand


It sounds interesting. Would you be willing to allow an unlettered arcanist? Kind of a variant on the witch.


With no magic items, how much do we have for other gear?

are you running traits?


Quote:
most of the dead returned to their repose leaving humanity to reclaim what little they could of the old world.

This sounds a little like Victorian Fallout, rather than Victorian Walking Dead. Have I got my apocalypses right?

Dark Archive

Thinking of an Occultist with the Battle Host archetype.

GraveScratches wrote:
You start with a sanity score equal to 5x your wisdom. You can take Trauma and a loss of beginning sanity to start with a magic item or with a bonded spirit. Note: Most of the extrinsic magical aid you will receive will come from spirits you bond with. This is not a spiritualist phantom.

Could you tell me more about the bolded option? What is the Trauma in game rules and what the minor lost of sanity would represent? What is the price limit of the magic item?

I'm looking for a magic sword that the PC believes that it talks to him, urging him to act heroically. The PC in question would be a simple man, probably a farmer or a peasant that accidentally found the sword.


Still working on the last sections. (Appearance, Personality, and History) She's alive in my head I just have to type it all out.

Full Name Laura Snow
Race: Human
Classes/Levels: Psychic 3 / Unchained Rogue 2
Gender: Female
Size: Medium
Age: 25
Deity: Alvara
Languages: Common

Stats :

Strength: 10
Dexterity: 18
Constitution: 11
Intelligence: 16
Wisdom: 18
Charisma: 16

HP: 25
Speed: 30ft - 6sq
Initiative: 4
AC: 14 =0(Armor attunement +1, otherwise it would be -1)+0+3+0+0+1+2

Thouch: 13
Flat-Footed:

Fortitude: 1 =1+0+0+0+0
Reflex: 8 =4+4+0+0+0
Will: 7 =3+4+0+0+0

BAB: 3
Spell Resistance:
CMB: 3/7 (Str/Dex Weapon Finesse) = 3+0/4+0
CMD: 16 =2+0+4+0+10

Skills:

Acrobatics:......... 12=4+5+3
Appraise:.......... 8=3+2+3
Bluff:.......... 8=3+2+3
Craft (Scribe):......... 7=3+1+3
Diplomacy:.......... 11=3+5+3
Disable Device:.......... 10=4+3+3
Disguise:.......... 8=3+2+3
Escape Artist:.......... 11=4+4+3
Knowledge History:.......... 10=3+4+3
Knowledge Local:.......... 10=3+4+3
Perception:.......... 12=4+5+3
Sense Motive:.......... 12=4+5+3
Slight of Hand: .......... 12=4+5+3
Stealth: .......... 12=4+5+3
Lore: The rising.......... 9=3+3+3

------------------------------------------------------------------

Weapons and Items

Rapier (Finesse):

Attack bonus: +1 (Weapon Attunement)
Crit: (on a 18-20 roll) x2
Type: P
Range: -
Ammunition: -
Damage: 1d6+1(Weapon attunement)+4(Weapon Finesse)
Add 1d6 when sneaking

Switchblade Candle:

Attack bonus: -
Crit: (on a 19-20 roll) x2
Type: P/S
Range: 10ft
Ammunition: -
Damage: 1d4
Add 1d6 when sneaking

Dagger(Usually hidden):

Attack bonus: -
Crit: (on a 18-20 roll) x2
Type: P/S
Range: 10ft
Ammunition: -
Damage: 1d4
Add 1d6 when sneaking

Dart(Usually Hidden):

Attack bonus: -
Crit: x2
Type: P
Range: 20ft
Ammunition: 10
Damage: 1d4
Add 1d6 when sneaking

Sap:

Attack bonus: -
Crit: (on a 18-20 roll) x2
Type: B
Range: -
Ammunition: -
Damage: 1d4
Add 1d6 when sneaking

Backpack:

Sealing wax
Candle x5
Case scroll/map
Chalk: Red, Blue, Green, White, Black
Rope
Ink and ink pen
Paper and parchment
Torch
waterskin
Thieves tools
Ration, trail

------------------------------------------------------------------

Spells

1st Level Spells:

------------------------------------------------------------------

About Laura

Personality:

Background history:

Silver Crusade RPG Superstar 2014 Top 16

Setting wrote:
the population was decimated into a mere fraction of its former numbers

9/10?


MisterLurch: Sorry, The problem isn't mechanics, it's flavor. The Arcanist has a depth of understanding of the craft, to such an extent that they can exploit its very nature.
chillblame: You can outfit yourself with any mundane equipment within reason. Alchemical items are also quite rare, so don't get too crazy.The value of money fluctuates in the world and many hamlets rely on a barter economy.
Harakani: The threat of the walking dead is still very real but not in the hordes that were witnessed during the rising. It is more akin to early enlightenment era fallout than Victorian....but yeah
Sir Longears: I like the idea. Loss of sanity is going to be a d8+5, but I'm not going to assign a hard market value on your mental wellbeing. Instead I will work with you to determine the traits of your sword and it should really be an important part of your backstory.
VaTheMad: looking good!
Zahir ibn Mahmoud ibn Jothan: You are right, that was a bit vague. Think more like 2/10 of the pre-rising population.

Silver Crusade RPG Superstar 2014 Top 16

Ahh, ok, tough crowd though, I figured there would be at least one history buff who would have known the true meaning of the word "decimate."


kill every tenth person. From a punishment the Roman Empire used against legions who had mutinied.


Question: Is psychic magic considered to be magic in the blood for the Calivan?

If so dot for interest playing a Calivan psychic with the self-perfection discipline.


I'm interested, and I have an idea or two. Is there a limit on age, and would you allow the Variant Multiclassing rules?


Necro All Star: It's unusual but far from unheard of.
Uret Jet: No hard limit on age. If you are older than about 35, you may have memories of the rising. I am going to allow variant multi-classing.


I am shooting to keep recruitment open about 2 weeks. The most important part of getting selected is a developed backstory and I will need a reason that you were in Mistcrest.


Ah - I see. For some reason I was getting a Victorian feel from Calavesti. Now, the fall of Calavesti was before the rising, right? How long ago was it?


This is Necro All Star and this is the character I would be playing. I haven't done the stats yet but it has the basics of my background, I may make some changes but this is the basic idea.

Background:

Mihai Bo

Born of a Calivan father of middling talent and no real magic in the blood to speak of, Mihai's early childhood of moving to and fro with his caravan was difficult to say the least. He was not expected to have any magic so was taught to entertain the "normal" folk on the journey, and when times were tough distract them so others could pick their pockets.

He proved to be somewhat proficient at this but his real talent lay in knowing which marks to pick. Because of this he won many friends from his caravan and from others whose paths they crossed. As he grew older Mihai learned how to make people from many paths of life trust him and how to spot the untrustworthy.

These talents served him well as he grew older, especially when he grew to near maturity and his magic developed. He kept the friendship and understand that came from believing himself to be magic-less as he was being taught the skills required to lead.

Unfortunately as a young man he had a run-in with a Saraphyte inquisitor that was looking for someone to persecute and while he was being beaten was saved by the Emcha of his caravan. When he awoke he discovered the caravan was on its way out of town and the Emcha that saved him had told the others to take him and leave. This almost broke poor Mihai and it took him many years to let go of the hatred and self-loathing this incident awoke.

Mihai spent the next 10 years trying to become the perfect Echma to repay the one who saved him. His caravan's trip to Mistcrest was the first trip under his command to earn money and learn information that would prevent similar atrocities occurring to others.

Mihai's people were in the town square performing when Dead-Hand Uberan's men attacked, some dying before having a chance to defend themselves, some managing to get weapons to pay them back in kind. Mihai tried to get his people to flee and some did, but many died without having a chance. Not being able to stand the horror around him, he tried to do what he could, striking down murderers and thieves with searing blasts to their minds but it was too little too late. Mihai was cut down from behind and as his vision turned black the last thing he saw was Mistcrest burning.


What kind of languages are available for the linguistics skill? I see the roving gypsy style character as being able to speak at least a few other languages, if not many.


Here we go, I may have taken inspiration from a certain character for him;

Some story:

I remember what it was like, way back when... Back before my own parents and grand parents came around for a visit. My grandchildren think my stories are just a bunch of nostalgic nonsense, and I suppose a lot of the times they're right. With the world how it is, I'm sure a lot of people refuse to believe the world how it was.

I was never anything special in the past, worked the fields here and there, helped tow some carts around. I'd settled into a comfortable life of retirement with family around me at all sides. The Rising took away my comfort, and much of said family save one of my daughters. I fought to protect them and whoever else I could at the time, even going so far as to help us migrate to safer havens.

Once the Rising took it's toll on my fair nation, we were all left hollow and defenseless. But I wouldn't let it stay like that for as long as I could breath. My purpose in life had finally made itself known, I was to go around and teach the weak how to defend themselves from those who sought nothing but harm.

When My daughter passed away, me and my three grandchildren made our way to Mistvern in order to help the populace there. But... things have gone so terribly wrong...

Basic stat block:

Shiruba Dos
Venerable Human (Alvanen) Monk 5 LG
HP 43 / 43 Speed 40 ft Init 1
AC 20 Fort 7 Ref 7 Will 11
CMB +8 BAB 3
Flurry of Blows +5/+5 (1d8+2, x2)
Unarmed Strike +7 (1d8+2, )
Str 16 (3) Dex 12 (1) Con 12 (1) Wis 20 (5) Int 16 (3) Cha 18 (4)


Harakani: The fall of Calavesti happened over a thousand years before the rising.
Mihai Bo: Love the backstory. The linguistics skill is somewhat limited due to the fact that there isn't the same frequent interaction with different species nor the same access to information as in many fantasy settings. Common or Galspiel was the official language of the empire. You will have access to the regional dialects as well as the Taradora,the language of the people of the western swamp. Considering your heritage: I will allow you to pick up ranks in High Vanen, the dead language of Calavesti.
Uret Jet: Coming along great


Sorry for all the questions but will the lack of "High" magic restrict skills? Like Arcana, Planes, Religion and Spellcraft? And what about History? Is the use of it restricted or is it just the "Rising" that is unknown?

Also you didn't mention, but are traits and drawbacks being used?


GraveScratches wrote:


Uret Jet: Coming along great

Thanks mate! Though I seem to have misspelled the town, so I apologize for that. Shiruba is useful if things take a combative pinch, but I also have him set up to be a nice moralizing factor by telling stories.

Also, as someone asked before, are you using traits for this campaign?


Here is some more information. The ideas are just flowing freely for this concept and i quite like it.

Personality:

Mihai Bo is an unusual mix of personality traits, many of which can be followed back to his early years.

Mihai is a self perfectionist, mainly because of what happened when he was 17. Unusually for a perfectionist he only requires this of himself. Linked to this is an unfortunate low self-esteem that makes him continually push himself when others would congratulate him.

Mihai is gregarious and well-liked but finds it difficult sometimes to separate personal grudges from his interactions. i.e. The Saraten Religion. It would take an exceptional person for him to like and respect a Saraphyte.

Mihai is loyal to the core and treats friends like brothers and sisters.... and he would die for his family. Although he is a generally nice person he will be ruthless when someone comes between him and his family, however he does have a weak spot where the strong use that power to terrorize the weak.


I will be allowing 2 traits as long as they fit in with story and character
Knowledge was something I meant to tackle with my first post but it slipped my mind. The proliferation of information is restricted on Korvare with its isolated populations. Characters can start with folklore skills picked up in their travels. These skills can provide a wealth of information, if you're willing to sort through superstition and fabrication.
Folklore skills:
Haunts
The Fey
Witchcraft
Tonah (Nature spirits)
As the game progresses I will allow the characters to acquire advanced skills in secret lore.
History is an acceptable skill. There are gaps in human knowledge (such as the exact cause of the rising) but the Alvanen especially have made a concentrated effort to stockpile knowledge. Although, since the coming of the Saraten faith, any book deemed heretical is consigned to the flames and many times the books former owners come to a similar end.


So for the sake of argument, arcana is witchcraft, haunts... religion? and both the fey and tonah are based on nature


While it isn't quite considered fully 3rd party (since it originated in a Paizo Golarion-inspired Fanzine), what would you say about the Wolf Shifter for this recruitment?

Definitely fits with a Luthander background. May or may not go with the bonus bounded spirit option, depending on what that entails. The source material for the Wolf-shifter class can be found at Wayfinder 5 as a free pdf download.


Does Sanity recover in any sort of way?


Fair enough. I would like to submit Marcus, a Gunslinger/Sorcerer. Provided you allow firearms. If not I will probably switch to the Bolt Ace Archetype.

Stats:

Marcus
Human (Alvanen) Sorcerer (Draconic Bloodline, Silver) 3/ Gunslinger (Musket Master) 2 N-G
HP 28 / 28 Speed 40 ft Init 1
AC 16 Fort 6 Ref 7 Will 5
CMB +4 CMD 17 BAB 3
Musket: +6 ranged (1d12, x4, 40ft)
Scimitar: +4 melee (1d6+1, 18-20/x2)
After Point Buy:
Str 12 (1) Dex 15 (2) Con 14 (2) Wis 14 (2) Int 11 (0) Cha 14 (2)
After Racial Modifier and Level 4 boost
Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 11 (0) Cha 16 (3)

Background Summarized:
Marcus served for a brief time in a militia where he was trained as a musketman. During a skirmish with some undead, his magic flared to life. His fellows fled in fear from the 'witch' and his position was overrun. He was nearly killed and his musket was heavily damaged. When he came to, he discovered that the militia had successfully fended off the undead, but had left his body to rot. Knowing that he would be likely torn apart by those he had come to call friends, he took his equipment, repaired his musket as well as he could, and disappeared from the area. He has been wandering since, finding work where he can, and hiding his magic as well as possible. Though he is uneasy about his own magic, he knows he must master it or it will expose him again and again. More than anything, he wishes to find a place where he can belong and not be feared and hated for his magic.


Well this looks interesting.

Would a druid of the Leshy Warden archetype be acceptable for a character?

Dark Archive

Almost finishing my PC. About the magic item, I abandoned the idea, since I want to make a naïve PC (with 8 WIS), I think starting with sanity loss would not be nice.

The Battle Host archetype starts with a mwk bonded item (greatsword). Are you against this be a "magical" item for fluff purpose, even if it has no magical abilities? I would use its magical aspect just for fluff and her class features would emulate the "magical" effects?

Not sure if I made myself clear, so here are a couple exemples:

Ex1.: Mila will be quite strong (STR 20), but she is a young girl (14-16 yo). So actually she is not strong, the sword makes her blows stronger.

Ex2.: Mila is quite intelligent (INT 16) but she was a common farmer. So actually the spirits within the sword speak to her and tell her stuff.

Ex3.: As an occultist she has the Legacy Weapon power that gives a weapon a +1 enhancement bonus or a +1 equivalent magical bonus. So actually the sword 'awakens' and suddenly burst into flames.

Also, for background purposes, the humans are the only intelligent race? I know we are only allowed to play humans, but there are elves, orcs, goblins, etc? If only some intelligent races are available, could you tell me one or two?


Normal Firearm rules? Can characters with proficiency start with a gun?
Sorry for all the questions - about three concepts duking it out in my head.


Hello, just saw the recruitment thread, making my human investigator


I have a question, what is your viewpoint on pseudo-magic items, like the PRISMATIC CRYSTAL from the occult adventures, things that have no powers themselves except as a channel, as well as pseudo-magical techniques like fortune telling and the like.

Could the gypsy use such things or is it ALL fakery?


Here is my offering. I haven't put in the automatic progression yet, so offence and defense details will be added later.

Marcus Callusson
LN, Human (Alvanen), Male, Slayer 5 (grave warden)

stats:

Str 14 +2
Dex 18 +4
Con 12 +1
Int 14 +2
Wis 14 +2
Cha 8 +1
HP 39
Sanity 70

Feats:

Dodge
Wf scimitar
Weapon finesse
Combat expertise
Two weapon fighting

traits:

Armour expert: armour check penalty reduced by one
Child of the temple: +1 know nobility and religion; know religion is a class skill.
[spoiler=Skills]
+12 Acrobatics 5+3+4
+6 Climb 1+3+2
+10 Heal 5+3+2
+6 Intimidate 5+3-2
+10 Perception 5+3+2
+12 Stealth 5+3+4
+10 Survival 5+3+2
+10 Sense motive 5+3+2
+6 Swim 1+3+2
+10 Ride 3+3+4
+10 know (religion) 5+3+2
+10 Know (geography) 5+3+2
+10 Know (dungeoneering) 5+3+2

Class abilities:

Holy water sprinkler
Finesse rogue
Studied target
Sneak attack 1d6
2nd studied target

Equipment:

MW scimitar
MW Kukri
MW Light mace
MW Chain shirt
Two bandoliers
Twenty holy water vials, ten in bandoliers, ten in his backpack
Two alchemist fire vials
Mess kit
5 days rations
Water skin
MW Backpack
Book of Sins

background:

Undead! The curse of the world, maybe the cause of its end. That’s is what Marcus has always been taught. From his early years that was the mantra. And his purpose was to battle them. Alive was good, dead was good but undead, that blasphemist state between? That needed to be expunged.
And Marcus trained to kill undead. His adoptive father, The priest Callus, was a firm teacher of the ways of Saretan, and the need to destroy undead. We are taught that every type of life has value, my boy, and that eventually we die and move to a different place. But the undead those who through choice or mishap are pinned in this world. Callus would say as Marcus practice his weapons. The first should be ended so they can face the dark reward waiting for them, but the second type should be pitied. Ending their torment is a blessing and relief.
Soon enough, Marcus and the few others of his order were devoted to destroying the undead when and where they appeared. But the undead numbers were endless, and the best they could do was to thin the herd, focusing on the more dangerous, intelligent types. He began to lose his idealistic ways, learning that the best he could hope for was to be cremated on death, so he would join their ranks.
Maybe they made their town, Mistcrest safer. He thought so. The people there seemed happier, more able to live. Father Callus told Marcus and his fellows that was their objective, but Marcus saw a happiness he could not share. There was always another undead. But he was satisfied.
But that slight safety, that happiness, drew evil, envious and greedy eyes towards Mistcrest. Dead-Hand Uberan saw what Mistcrest had, and he wanted it. He didn’t see hope, he saw a target, a rich, soft target. So he drew his plans to take what he wanted.
The sack of Mistcrest was hard. The first Marcus knew of it was the bells of all the churches ringing, along with the sonorous bell of the gate. An attack! But there was already fighting inside. The bandits had infiltrated into the town in a Calivan Caravan they had taken from its now dead owners, and were rampaging. Marcus and his fellows armed themselves, but before they could act, the gate had fallen and the horde entered.
The last thing Marcus remembered was the desperate defence of the church. Behind them were terrified townsfolk, seeking sanctuary, beside him were the others of his order, the priests of the church and a few surviving guardsmen. In front of him was a horde of the worst humanity had to offer. Their defence would have been a great note in history, if histories were still written. Three times they held off assaults, their numbers thinning, their hopes fading. Three times villainy washed up the steps, to be driven off with blade and mace, with spell and crossbow. But in the end, it was futile.
The last thing Marcus remembered was the cries of battle, the screams of the helpless and the falling of all he knew. He slew one foe, blood streaming from his wounds, and disembowelled another when he felt a crashing blow to his head.
Then a sense of falling, strangely slow for some reason. His last thought was ‘I hope they burn me’


Mihai Bo: Not exactly a 1:1 correlation. Haunts most pertain to the undead specifically.Also: I need to review the items but I'm inclined to allow them. The Calivan have a greater access to the mystical.
Uret Jet: Sanity recovers slowly during prolonged downtime, but you can gain small boons from achieving quest victories.
Mister Lurch and Harakani: Firearms are allowed
TerminalArtiste: Lesh warden is good to go
Sir Longears: Honestly, kind of a huge fan of the idea. I am going to allow the abilities but should warn you that the possessed blade may complicate things every now and then...just to keep things interesting.
Also, humans are not the only intelligent race but are the only ones relateable enough to perform the functions of player characters. Elves, dwarves, goblins etc. are called the "Folk of undermountain" or the "People beyond the tangle." They are the fey races and are outside of typical human morality. While not necessarily evil; they tend to be mischievous at best and malevolent at worst. They have an extremely hard time relating to the concerns of the mortal world.
Here4daFreeSwag: I like the class and it looks like a good, balanced to introduce lycanthrope characters into the game.

Dark Archive

Sweet!

I asked about the other races because I intend the blade to hold the memories/personalities of those how possessed it, so my PC would be always in conversation (even in her own mind) with different spirits, some helpful, others not so much...

Even if the blade is ancient and should have quite a lot souls, only a few take interest in the current bearer, with more coming to 'life' as she gains different abilities.

Should finish her in a couple hours.

Dark Archive

Here is Mila Ekanheart.

If you have any doubts (or suggestions) about her build, please feel free to ask!

She is using the Cavalier as a Variant Multiclassing with the Order of the Shroud.

Regarding her role in the party, she would work as a pretty decent melee fighter and secondary knowledge monkey and scout.


Sir Longears: Your Character's weapon reminds me of Elric of Melniboné's sword from the White Wolf series. I LOVE IT!


Wow, you went all out on that! Very impressive. And a very nice story about her too, she'd be an interesting character to role-play with. Shiruba would find it to be another depressing reminder of The Rising, with a girl as young as her being forced to fight for her life rather then enjoying what little childhood she had left.

Mmm, I'm gonna write a more in depth backstory later myself, I feel inspired!


GraveScratches,

Two questions for you,
1) What would be a good animal companion/mount to base a Metara on stat block wise?
2) Would it be possible for a Luthander to be a paladin of Balance? If so what would their oath be like? I am happy to try and write one of my own but you may have a clear view of what is acceptable.

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