Ordinary Heroes Online Campaign Recruitment


The Heroes of the Daggermark need a Healer!

I am looking for a new townsperson to step up and help the group of young friends, since their alchemist and cleric had to withdraw, stay home and take care of their families...

Please read the Campaign info for background and character creation rules. Story is king in my campaign! I want a regular Joe (or Jane!) who happens to have some healing skills and is willing to step up and help this group of Ordinary Heroes. No munchkins or super-duper characters, please!

You may start at 2nd level and use a 12 point ability buy (vice 10). You are limited to basic equipment you would have in an ordinary hovel and your profession. (GM reserves right to approve/disapprove gear.) For recruitment purposes, I am most interested in reading a backstory, including your job/ profession to this point and any links to the current (or previous) characters. I would like to see your ability scores, traits, and feats. Full crunch not required until I select you.

This is a short-turn recruitment - I would like to make a selection by Monday, 21 October. You will be inserted into an existing adventure =)

Who will answer the call?

Thinking a hedge witch. Is the free skill rank in profession at each level or just one rank at level one?

Just at level 1 - shows where you 'came from' so to speak...

HP: 1d6 ⇒ 4

Crunch and background in Alias. I'll put copies here for convenience.


Gren Sanderson
Male Human Witch (Hedge Witch) 2
NG Medium Humanoid (human)
Init +1; Senses Perception +3
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (2d6+2)
Fort +0, Ref +1, Will +4
Speed 30 ft.
Witch (Hedge Witch) Spells Prepared (CL 2):
1 (3/day) Ray of Enfeeblement (DC 15), Cure Light Wounds, Ear-Piercing Scream (DC 15)
0 (at will) Detect Magic, Mending, Light, Message
Str 10, Dex 12, Con 10, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 12
Feats Brew Potion, Extra Hex, Fast Learner
Traits Focused Mind, World Traveler (Sense Motive)
Skills Craft (alchemy) +14, Heal +10, Knowledge (arcana) +8, Knowledge (geography) +5, Knowledge (history) +8, Knowledge (local) +5, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +8, Knowledge (religion) +5, Perception +3, Profession (Doctor) +5, Sense Motive +6, Spellcraft +8
Languages Aklo, Auran, Common, Elven, Sylvan
SQ +3 to sight-based perception checks in bright ligh, empathic link with familiar, hexes (cauldron, evil eye [dc 15], healing), patron spells (healing), share spells with familiar
Combat Gear Healer's kit; Other Gear Backpack (empty), Belt pouch (empty), Candle (3), Explorer's outfit, Fishhook, Hourglass (1 hour), Spell component pouch, Trail rations (3), Twine (50'), You have no money!
Special Abilities
+3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s)) (DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Focused Mind +2 to Concentration checks
Healing (1d8+2) (Su) Use cure light wounds once per day/person.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.


N Tiny Magical Beast ((animal))
Init +3; Senses low-light vision; Perception +15
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 6 (1d8)
Fort +2, Ref +5, Will +5
Speed 10 ft., flight (60 feet, average)
Melee Talon x2 (Hawk) +6 x2 (1d4-2/x2)
Space 2 ft.; Reach 0 ft.
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 10
Feats Weapon Finesse
Skills Acrobatics +3 (-5 jump), Fly +7, Heal +4, Perception +15, Sense Motive +3, Spellcraft -1, Stealth +11; Racial Modifiers +8 Perception
SQ improved evasion
Other Gear You have no money!
Special Abilities
Flight (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Gren's spent his whole life in Daggermark. His da passed before he knew him, so Jennine, his ma, raised him best she could. Jennine was a midwife, and a sometime doctor in a pinch, or for those that couldn't afford a real one. Gren, being a curious sort of child, and clever as a fox, learned to read early on and started studying what he could understand from ma's books and journals. When she saw him take an interest, she thought it passing strange that a boy would want to learn healing arts. She figured he'd be out swinging wooden swords with the rest of the runts in town. Still, she figured it wouldn't hurt the lad to learn.

Turns out he had a right knack for the subject. She'd point out a plant and it's properties once and he'd recognize it from then on. One day when they were foraging for medicinal herbs Gren spotted a hawk struggling on the ground. It had a long tear in its wing and a broken leg. Jennine knew the poor thing couldn't be saved, and suggested they put it out of it's misery. Gren begged to have the chance to try and save it. His ma was hesitant, but allowed it, figuring the child may need a lesson in death. Gren set its leg and stitched it's wings, and while his work was clean, Jennine did not think the animal would survive to see morning. Gren stayed by its side throughout the night and poured all his hope and care into the thing. When she woke to the smell of breakfast, Jennine was shocked to see the bird taking strips of egg directly from Gren's hand. Gren simply smiled at her and said, ”His name's Spinner.” The hawk became a fixture in the village. He would fly about town and into the nearby wood during the day, but never ventured far and always returned to Gren by night.

After a few years, ma started taking Gren with her on calls to see how she worked. She thought the sight of childbirth or the other sicknesses she tended might put the boy off his interest, but Gren was fascinated. He found nature and the human body to be wondrous things to study and he had almost an uncanny knack for diagnosing sicknesses. Soon Jennine began to notice that her patients seemed to be healthier, look happier, and be more comfortable when Gren was around. When he was old enough, she let him start taking some patients himself and she found while she was more capable a midwife, Gren was actually a much more talented healer.

Fairly recently, Jennine decided her son was ready to study on his own. He'd learned all she could teach, and had the capacity to surpass her. She helped him set up a small apartment, and as a parting gift presented him with some basic apothecary instruments of his own and an expensive treatise on medicine and human anatomy which she'd bought from a traveling merchant. That book is his greatest treasure. Gren is now establishing a small clientele of his own. One of his new patients is Luna, a working girl of the Dancing Whip who'd been knifed by a jealous customer grown too attached. Madam Holbern was a regular client of his ma's. She always kept her girls supplied with ma's special contraceptive brew. Gren had been to the Whip many times to deliver the stuff and had a quiet crush on Zinny who usually accepted the delivery's from him. That might be why he'd been making so many house calls to check on Luna of late, but he told himself he just wanted to be extra safe with his new clients.

Gren's never been devout. His mother worshiped Pharasma, as did most midwives, but Gren never cared much for the Goddess of death and prophecy. Lately he's been attending Brother Silas's sermons in an attempt to be more involved in the community. After all, now that he's on his own he can't rely on Ma's connections to bring him new clients. He feel's much more at ease with Erastil's views on family and community than with Pharasma's doctrine. Brother Silas was welcoming of Gren when he showed up, and Gren likes the priest quite a bit. He's been absent from the church more of late, and Gren's grown a bit curious as to why.

Basic profession type gear in statblock. Wasn't sure how much money to start with.

Edit: I put my +2 in Craft: Alchemy and Heal based on my profession: doctor skill.

I like what I'm seeing!

You've got Cauldron Hex listed, I'm guessing that's an error? Also, I believe we only get 1 Trait. Otherwise everything looks sexy.

No, I picked cauldron hex intentionally. It's not optimal, but I couldn't imagine a hedge witch/doctor type unable to brew up potions. Why did you consider it an error? Is there a reason I shouldn't pick it?

Also, the campaign info tab said two traits. Happy to fix it if that was a typo, however.

Welp, if it says two traits ima go shopping for another one -.-

As for Cauldron, that was a case of me thinking witches get a hex every other level, and not one at both first and second level. I was also confusing it with the Coven hex, further confusing it for me.

Hugo Smith wrote:

Welp, if it says two traits ima go shopping for another one -.-

Right?? I've got my eye on one meself. ^_^

So how do bird familiars get along do you think? I'm having giddy visions of nets carried by two pairs of talons. *squee*

What's being carried in the nets? Coconuts :P?

...still room?

Congrats, Gren - as the best (and only, really) volunteer for the newly opened position of party healer, you are hereby recruited! Please finalize your character...I will send you a PM later today/tonight with some background info and how I plan to dump you in this scenario. Feel free to read up in the gameplay area if you wnat (and maybe post a quick ooc note so this shows up in your campaign tab =) but remember your character won't know any of these details.

Thanks! Also, umm... Looking over my character sheet, I just realized I need to change the world traveler trait. That was a left over from an earlier concept of Gren's background. The only travelling Gren has done is in his books.

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