Ordinary Heroes II


Recruitment

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The Daggermark recruiting station is open! Step up and make your mark...

Character Creation Players will create a character using the NPC creation rules found at his link.

Races: Humans are the most numerous race in the game, but Daggermark is a fairly self-sufficient town with visitors from other regions. Half-elves, dwarves, halflings and other core races are allowed so long as you have an interesting back story. You may use the alternate racial traits from the Advanced Race Guide if desired. Featured and Uncommon races are not allowed.

Classes: All characters start as adepts or commoners. Adepts may only use the spells listed for this class, although they may attempt to learn any spells found in scrolls or spellbooks. All characters are considered proficient with a short spear, one additional simple weapon, and light armor (but not shields). This is mainly due to your militia training.

Ability Scores: All players will use Heroic NPC ability scores (15, 14, 13, 12, 10, and 8) plus appropriate racial ability adjustments. You may choose the distribution of scores.

Alignment: Your characters can be any Neutral or Good alignment. No evil characters allowed.

Skills: As your characters have spent their lives working toward certain trades, they get one free rank in a profession or craft skill of your choice, and it will always be a class skill. Characters also get a +2 trait bonus to two additional skills relating to their profession/craft. These choices must be an integral part of your story.

Feats: Your character may have all racial abilities and one feat. Remember, humans receive an additional feat at 1st level.

Traits: Characters get two traits of your choice. They should relate to your background.

Starting Equipment: As the players are "Ordinary People" their starting gear will be scarce. Players start with 2 sets of clothing, a sack or old backpack, 3 days of rations, a place of residence with some furniture and supplies, and common artisan tools or general professional items (as agreed upon by the GM). Additionally, characters may have up to 25gp (roll 2d12+1) representing their life savings.

Recruitment for this homebrew adaptation of an old Forgotten Realms adventure series will close in one week!


If you give me a bit more fluff, I might come up with a character for this - where on Realms, what kind of an adventures (I do not need exact names, but at least some guidelines as to what is the "theme"), some background on Daggermark community, so I could build/integrate the background easier...?


Check the Campaign Info tab for the quick and dirty background. If you need more, I can see about putting up more info on the town and it's people...


I'll work on a character throughout the day. Be posted sometime this afternoon if work isn't too busy.


I'll bite
roll for life savings 2d12 + 1 ⇒ (3, 12) + 1 = 16


Guess i should roll this too. wealth: 2d12 + 1 ⇒ (11, 4) + 1 = 16


Here is Mike Carpen's an aliase of Laudius for your review.

Sczarni

Hmm, seems very interesting. Dotting.

How are we going to level up? More levels in NPC classes or are we going to evolve into PC classes eventually?


Huh, seems an interesting idea. Lessee...

Wealth: 2d12 + 1 ⇒ (3, 6) + 1 = 10

Sczarni

Wealth: 2d12 + 1 ⇒ (10, 9) + 1 = 20

Not bad. Definitely thinking of an adept.


Here's Langsford's character submission. Let me know if anything needs changing up.


Ulan is up for review.
I got a lot of history about Daggermark from 'Guide to the River Kingdoms' and Dwarven stuff from the 'Dwarves of Golarion' book.

Starting gold: 2d12 + 1 ⇒ (4, 9) + 1 = 14 (most is spent on a warhammer)


While I think it would be interesting to run the characters up through levels of the NPC...it wouldn't be much fun =) So my plan is you start simple and then have the chance to train up in a class. Characters looking good so far...I will review the crunchy stuff in detail and let you know if I have any questions.

FYI-I'm using an old AD&D module to start things off. But I'm changing a few names to base the adventures in GOlarion. So I picked Daggermark because it was on the map and was close to Daggerford which is the name of the town in my adventure...Don't be upset if my town doesn't match too closely with the Guide to the River Kingdoms =)

Liberty's Edge

Just wondering if the expert class might not make more sense for a craftsman. Just curious why you are using commoner is all

Sczarni

Yeah that was interesting, there are NPC classes and then there is the commoner. An adept has a better will save, more class skills, spellcasting abilities, is proficient with more weapons, and gets a familiar at level 2. I think there is almost no incentive at all to pick commoner over adept.

Liberty's Edge

2d12 + 1 ⇒ (8, 11) + 1 = 20

Looking to build a dwarven weaponsmith/armorer. Will have the crunch up soon.


@ Daniel - Because you're not master craftsmen. If you were you wouldn't have any real motivation to go adventuring. Plus expert class made it easier...and I wanted to see how you did with more restrictions. <evil laugh> Plus you will shift to a more conventional class at some point and that will give you the training/skills/proficiencies.

Speaking of restrictions, Mike, you have one weapon too many (my original post at top said one simple weapon plus short spear.) A bow is a martial weapon. But I'm willing to let you keep that because of your heritage, but lose the short spear proficiency. So short bow and dagger for you!

Ulan - I have a plot hook involving your family for later down the road. Do you need to have your father assassinated for your story? Or can he still be alive, running a smithy? You can certainly keep the tension between competing artisans if you want...If the character's personality is dependent on being orphaned, I'll work an unclke or something into the mix when the time is right (since you left that door open in your background!)

Liberty's Edge

Cool...makes sense to me!! Ok, here is my submission. Hope he is ok, and if there are any questions/changes just let me know!! Will add a background soon. About weapons and armor..is it possible that Breggel could have crafted his own? He is a proficient armorer and weaponcrafter.

Breggel the Smith:

Breggel the Smith
Male Dwarf Commoner 1
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +1, Ref +1, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 12, Int 14, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Simple Weapon Proficiency - One, Toughness
Traits artisan, clan artisan
Skills Appraise +6 (+8 to determine the price of nonmagic items with precious metals or gemstones), Craft (armor) +11, Craft (blacksmith) +6, Craft (weapons) +10, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors)
Languages Common, Dwarven, Gnome, Terran
SQ greed, hardy, slow and steady, stability, stonecunning
Other Gear Anvil, blacksmith, Artisan's outfit, Artisan's tools (Craft [armor]), Artisan's tools (Craft [weapons]), Backpack (empty), Trail rations (3), 20 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.


Given the chance I would jump at the expert class. :)
GM @rew: If Ulan's father is alive it won't affect my character much at all. I'll probably just have to change 1 trait (Grief-Stricken) and the rest is just fluff. Guess I'll have the old man operating a more prominent forge while Ulan starts his own smaller one on the other side of town, unless you have other ideas. Let me know if you want me to change any other details, I've intentionally left specifics vague.
EDIT: And... I'm updated.


Logen here, posting in character.

Meet Drelsh. Retired army doctor, now he spends his time being the local town doctor and surgeon. Can be rather gruff and abrasive but his skills are always well appreciated.

A couple questions for you GM:
1) I cannot think of another skill beyond heal that would help with the profession of being a healer, so I don't know where to apply my second +2 skill bonus.
2) Is a healer's kit ok for my tool kit?
3) I was thinking of having him wounded during his time in the army, so now he walks with a limp and a cane. Perhaps mechanically he just has a lower move speed?


Here is my submission I think I got everything right but let me know if I have made any mistakes.


GM, the short bow profficency is what I spent my lvl 1 feat on. I will still change it around if you think you i am handicapping my character. It is his fathers short bow he uses after all since he has not saved up enough for one of his own. I made some edits in my profile to show what has been gained from the campaign and whats racial.

Liberty's Edge

HA..Ulan I some how missed your posting and created a character almost the same as yours..lol...well I think one metal worker is enough so I will be re-submitting a new character idea...and will learn to look at the submissions a little closer..:-)


I wouldn't worry about it. I think it would be fun to see two dwarf smiths arguing over the best way to hammer a sword.


1 person marked this as a favorite.
Mike Carpen wrote:
I wouldn't worry about it. I think it would be fun to see two dwarf smiths arguing over the best way to hammer a sword.

If you know what I mean.


ROFL

Liberty's Edge

beat me to the "That's what she said" line...lol


Such scandal!

Liberty's Edge

I think I will still submit a different character just for the variety of it. Maybe a gnome gem cutter, or a human stonemason...will have to think more on it...unless you might be interested in having brothers, or maybe clan members who work together..one for armor and the other weapons....that might work if you were interested in linking characters like that...let me know

Liberty's Edge

Ok..round two!! I do not think anyone has a character like this...yet! So here is my new submission:

Kixie Switchtopple:

Kixie Switchtopple
Female Gnome Adept 1
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 6 (1d6)
Fort +0, Ref +2, Will +3; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
Spell-Like Abilities
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation (DC 13), speak with animals
Adept Spells Prepared (CL 1st; concentration +2):
1st (2/day)—sleep (DC 12), cure light wounds
0 (3/day)—detect magic, create water, light
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 10, Wis 13, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Arcane Talent
Traits artisan, naturally gifted
Skills Appraise +5, Craft (gemcutting) +8, Craft (jewelry) +8, Perception +3; Racial Modifiers +2 Craft (gemcutting), +2 Perception
Languages Common, Gnome, Sylvan
SQ illusion resistance
Other Gear Anvil, silver/gold-smith, Artisan's outfit, Artisan's tools (Craft [gemcutting]), Artisan's tools (Craft [jewelry]), Backpack (empty), Trail rations (3), 18 GP
--------------------
Special Abilities
--------------------
Arcane Talent (Mending) (3/day) You gain a chosen spell as a spell-like ability, 3/day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Naturally Gifted (1/day) Gain one extra use of a gnome spell like ability each day.


Drelsh wrote:
1) I cannot think of another skill beyond heal that would help with the profession of being a healer, so I don't know where to apply my second +2 skill bonus.

I'm not the GM, but . . ..

Profession (Herbalism) or Craft (Herbalist) (according to which the GM thinks is more appropriate) should be good for making your own poultices and mixing your own medications.

Alternatively, Craft (Alchemy) would be good, as there are several alchemical remedies which would be appropriate for a healer to make and keep around.


Huh, herbalist is certainly interesting, but alchemy sounds awesome! I can't believe I didn't think of that, thanks hustonj!


Heh, love the banter.
Daniel, I'm not opposed to the idea of having a brother-blacksmith. It's up to the GM really.


Drelsh wrote:

A couple questions for you GM:

1) I cannot think of another skill beyond heal that would help with the profession of being a healer, so I don't know where to apply my second +2 skill bonus.
2) Is a healer's kit ok for my tool kit?
3) I was thinking of having him wounded during his time in the army, so now he walks with a limp and a cane. Perhaps mechanically he just has a lower move speed?

1) So, two suggestions: Knowledge(Nature)-as a medic you know the herbs, minerals, etc to aid in healing. Making a successful skill check will allow you to find the right natural ingredients to make your own healer's kit; OR Survival-as a former soldier you learned how to survive in the wilds on long campaigns, having to study land navigation, tracking, and what to eat and drink while on a campaign. Craft (alchemy) ok too!

2) Yes, or see skill suggestion
3) How about 25' feet (vice 30') and a -1 CMD?

@Mike: Ahhh. Got it. Thanks!

@Daniel: Trixie looks good - and I'm OK with dwarf brothers who work together smithing armor, weapons, and other farm implements.

@Bryn & Lambert: Your characters look fine!

For all - I like the banter - that's what makes these things fun =) Submissions so far:

Breggel - Dwarf blacksmith OR Kixie Switchtopple - gnome gemcutter
Bryn Potter - Human potter
Lambert Delon - Human gardener
Drelsh - Human medic
Mike Carpen - Half-elf hunter/trapper
Ulan Tokadar - Dwarf blacksmith

Liberty's Edge

Well if Ulan is game, then perhaps we can be the Tokadar brothers, crafters of weapons and armor!! Now then, which would you like to specialize in?? I suspect we would both have blacksmith, but then we could specialize in one or the other craft. That would also free up an extra skill point for use somewhere else....what do you think Ulan?


Hmm, I like your thinking. We'll both take profession (Blacksmith) of course, but how about I take craft(armour) and you take craft(weapons)?

By the way, once we start taking class levels what path were you thinking of taking? Glancing at ability scores, it looks to me like you're going fighter. I'm was considering fighter but I'm now leaning towards Cleric(Forgemaster) from Advanced Races Guide (p.15). I might need to change an ability score or two though.

Liberty's Edge

I was definitely looking to go the fighter path, but might spice it up with a archetype, or maybe if you become a cleric, I could go the paladin route, becoming a stonelord....that might be interesting...but like you I might have to shift my characteristics around a bit...


That does sound like a good combination.
Provided our GM doesn't object, I'll do just that.

Liberty's Edge

Good..I will too...providing the DM is ok with that! I guess we also need to make a joint background as well....


Oh yeah - definitely OK with brother dwarves! It will actually play a cool part in the 'big' adventure later on!! And a cleric / paladin combo, too? SWEET!!!

For everyone...I have plans to give out perks and bonuses throughout the adventure series consistent with the story and your actions/backgrounds. As mentioned previously, you will eventually have the opportunity to convert to an adventuring class (provided you find a mentor, trainer, or win the notice of your deity =)

I posted a map of Daggermark this morning - will add in fluff on locations, etc as we go. I will also link you in to the Discussion thread for my other Ordinary Heroes group (it's the Happy Cow tavern =) and they are a fun-loving group who know you are coming. Feel free to stop in, order a drink from Abigail (former party member who has to leave the adventuring life =(


Why hullo there mista GM person.

The Commoner NPC class is more associated with people who are employed or are farmers. Most blacksmiths, herbalists etc. that ive seen stat blocks for, were Experts.

Expert is kinda like the "Educated" commoner.

Having an NPC level "tax" is also annoying for anyone looking to play a caster.

If I might be so bold, maybe have the first adventure not grant any actual XP, but instead, once its over, the players "upgrade" their NPC level to an actual class?

Just a though, cheers.


Hmm, GM if thats the case might you consider letting us re-roll some of our stats. I would prefer not to have to keep commoner as one of my favored class's if we end up taking PC levels. Daggermark looks awesome to and i can't wait to see what shenanigans we are going to be able to pull.

The Exchange

Looks like a very interesting concept.

Here's my character.

He's the son of a musical instrument builder. Like his father he also makes & repairs instruments. He focuses mostly on string-instruments. This makes him a luthier. [i looked it up :)]

The extended background will follow tomorrow.

And now before I go to bed, here's his starting savings: 2d12 + 1 ⇒ (5, 6) + 1 = 12


Aldras: One of your traits is not from the Pathfinder PRD, and the other is from Ultimate Campaign, which we're not using here. Please pick two others from either Adv Player's Guide or Adv Race Guide.

For all: I know a lot of folks use the d20 site, but if I can't find something on Paizo's PRD then I won't accept it. Sorry! I like to support this site as much as I can =)

Everyone say hi to Hugo, my munchkin from the other game! I purposefully excluded the Expert and Warrior and Aristocrat NPC classes. As I mentioned in a previous post, these classes would be making a living just fine on his/her own and not need to be adventuring. Commoner and Adept are more appropriate for apprentices and journeymen. Plus it makes it harder on you to start. I ALWAYS take care of my players...remember - the story is more important to me than your stats and skills.

It wouldn't be an "Ordinary Heroes" campaign if you started out as extraordinary heroes!


Hello Hugo


SO I apparently missed some other traits that weren't from Paizo. I will allow traits from Ultimate Campaign if you have worked the requisite background element to your story. (Aldras and Mike Carpen, for instance, have one of these and may keep them.)

Breggel the Smith, Bryn Potter, and Drelsh need legal traits - couldn't find yours in the PRD. (artisan, clan artisan, reckless, Trained Medic, Battlefield Surgeon) If you can find them let me know!!


Hi Hugo! :)

@GM Check out http://www.d20pfsrd.com for a lot of PF resources.
Artisan
Clan Artisan
Reckless
Trained Medic
Battlefield Surgeon (Faith Trait-Need to worship Zon-Kuthon!)

Ulan should be done now. I've included his brother into the background section also (we now share a blacksmith shop). It's left fairly vague of course.

Liberty's Edge

Ulan beat me to the tags for my traits. Is this OK now, or do you still want me to switch them up? I will bookmark the Pazio page and work from that for now on.
Cool background Ulan!! I will get mine up soon as well and we will be read to go (Also updated my character so he will be ready to become a paladin of Torag


I thought they were in the advanced players guide but I was wrong they were in ultimate campaign on this page

Reckless is a combat trait and artisian is a social trait. I pulled them off the PRD so I assumed they were OK.


Hey supporting the GM here. When I DM'd i always had players begging for things from this source or that source at character creation that I did not approve of. Yes it's frustrating to the player but it's also frustrating to the DM having to bend on the rules he think would be best for the opening of the game.

He has said he will give out perks and bonus's as the game progresses. So make it clear what you want through your roll play. So lets all be patient because the sooner her approves our characters the sooner we get to do what we want, play.

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