Recruiting [2E] Kingmaker-Inspired Homebrew


Recruitment

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Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Recruiting four players for a homebrew adventure for 2E using some variants from the Gamemastery Guide. Recruitment will end March 27th. Group selection will be made by March 29th with the game starting shortly thereafter.

Play will take place in the newly formed Kingdom of Yggsdreth, ruled by Linnorm King Freidold Jyadson and Queen Kessa Surtova. Founded in the Stolen Lands when Freidold managed to single-handedly defeat a Craig Linnorm and take its head to Baroness Kessa Surtova in the burgeoning capital of Stagfall a year ago, Yggsdreth faces pressures from all sides as bandits, trolls, and rival nations seek to tear it apart from within and without.

A mix of river freedoms and Viking-esque glory await those brave enough to enter into the King’s service as explorers, monster hunters, and potentially even advisors to the new King and Queen, where the dangerous and ugly world of politics will reveal even greater dangers. PCs are attracted to the new Kingdom out of a sense of adventure and glory.

From variant rules we will be using a modified version of Deep Backgrounds, and we will be using Ancestry Paragon.

Deep Backgrounds

With Deep Backgrounds, you will roll on each table in order. After rolling, you may take any one roll you don’t like and choose any other result from that table. In general, the deep Backgrounds are designed to give you a choice between three boosts, three lores, and three skill feats. Sometimes a general skill is substituted for a skill feat.

With this campaign's modification to Deep Backgrounds, you may choose 2 boosts (as is the general rule, you cannot choose to boost the same stat twice during background generation), two lores, and two feats available to your Deep Background. If you choose skill feats, you become trained in the two skills related to these feats, or expert if they are both for the same skill. If you choose a general feat, you do not become trained in any skill for that choice, unless the background roll indicates otherwise. Finally, add in one free boost to any attribute not chosen as the two boosts above.

Sample Deep Background Generation:
Pick Ancestry: Let’s say dwarf
Family Size 1d100 ⇒ 26 No siblings
Homeland 1d20 ⇒ 1 Underground
Major Childhood Event 1d20 ⇒ 11 Had your first kill
Influential Associate 1d20 ⇒ 4 The Confidant
Inspiring Relationship 1d12 ⇒ 7 Magician
Challenging Relationship 1d12 ⇒ 8 Rival Trackers

With these rolls, our dwarf has a choice between Strength, Con, and Intelligence to boost; Engineering, Labor, and Mining Lore; and Subtle Theft (Trickery), Experienced Tracker (Survival) and a common weapon worth up to 15go and training in Athletics. The player decides that the Magician doesn't really fit as an Inspirational Relationship, and chooses Timely Cure instead, replacing Subtle Theft (Trickery) with Alchemical Crafting (Craft).

The player chooses STR and INT as his background Boosts, with DEX for his free boost, Engineering and Mining Lore, Alchemical Crafting (Craft), and the free weapon and training in Athletics.

Background Relic
PCs will start with a Background Relic. This relic will have two Aspects randomly determined by rolling twice on the following table. In the case of a repeated Aspect, roll again until you get a second Aspect.

The player will determine the form the relic takes and its first Gift. Additional Gifts will be determined through play and reflect the campaign and character as determined by the GM. The Relic was a gift from the Influential Associate in the Deep Background.

D12….Aspect
01….. AIR
02….. BEAST
03….. CELESTIAL
04….. DEATH
05….. EARTH
06….. FIEND
07….. FIRE
08….. LIFE
09….. MIND
10….. PLANT
11….. SHADOW
12….. WATER

Submissions

Submissions should include all rolls above, the PC’s Ancestry and Class, and a backstory that ties all the elements together and explains how you’ve come into the employ of the King and Queen of Yggsdreth. Actual build beyond this can be fluid until shortly after the PCs are chosen.

For the Inspiring and Challenging Relationships, we will be going in order of posting to this thread, sort of. The first-posting chosen PC will have the last-posting Chosen PC as their Inspirational Relationship and the second-posting Chosen PC as their Challenging Relationship, and the rest will go one up and one down.

Explaining example:
Bob submits Gregor first
Joan submits Ezerec second
Susan submits Raquel third
Derek submits Anya fourth
Tiffany submits Fredrich fifth
Jakob submits Yvette sixth
Stan submits Drakos seventh

Ezere, Anya, Fredrich, and Yvette are chosen.

Ezere has Yvette as Inspirational and Anya as Challenging Relationships
Anya has Ezere as Inspirational and Frederich as Challenging Relationships
Frederich has Anya as Inspirational and Yvette as Challenging Relationships
Yvette has Frederich as Inspirational and Ezere as Challenging Relationships

We will have a period of time dedicated for a “Session Zero” style shaking out of all the details of character Relationships and finalizing crunch.

Play Expectations

I expect players to post with a relevant post daily on weekdays and once over the weekend. For the most part, play will be Theater of the Mind, although there will be some hexploration and potential dungeon crawl style events that may necessitate maps. There will be a dedicated site for these, although I am still working out the options.

I will post the most relevant stats for encountered monsters and spoiler-based recall knowledge results, including results for critical failures. If you roll a critical failure on recall knowledge, I expect you to act on the misinformation until it is proven otherwise (I promise not to make up ridiculously illogical false knowledge.)

I want the players to describe their attacks and the results thereof, so I will be posting things like AC, Saves, and HP. If you use a spell against a creature with a saving throw, for example, roll the creature’s save and describe the effects the spell has on it. If you attack a creature and take out most of its hit points, describe the viciousness of the wound inflicted. I will describe the creatures’ reactions and actions, as well as rolling any saving throws they may cause you to make, unless an effect requires or allows a save on your turn, in which case you will roll it.

The design here is to speed up combat posts, as they can be the slowest part of play by post. With the three action economy, most creatures' actions should be self-contained.

Initiative, Reactions

Initiative will be divided between groups of PCs and Creatures. For example, say there are four wolves, and initiative ran something like:
Red Wolf 17
Blue Wolf 16
Grey Wolf 24
Yellow Wolf 6
Ezere 15
Anya 18
Frederich 12
Yvette 22
Initiative order would be
Grey Wolf
Anya and Yvette
Red and Blue Wolf
Ezere and Frederich
Yellow Wolf

Once grey wolf goes, Anya and Yvette go in order of first post first acting, then red and blue, then Ezere and Frederich (whoever posts first goes first), and finally yellow.

Once again, the goal is to speed up play.

On Reactions

Due to the nature of play-by-post, reactions can be a little tricky. Fortunately, they can also be resolved-sometimes retroactively (in the case of preventing damage), sometimes after the fact. If something triggers a reaction, you have until your next turn to post that reaction. If it is simple to do so, we will backtrack and adjust. If too many other actions take place after the reaction would have been enacted, we will use a delayed reaction rule, which will still allow the reaction, but it will have been done after all the intervening actions.

For example, after Anya (a Paladin Champion with Retributive Strike) has her turn, red wolf attacks Ezere. Ezere and Frederich post their turns, and then yellow and grey go. Derek hadn’t checked the boards, but now his turn has come up, he posts “I should have been able to Retributive Strike red This would have prevented X Damage on Ezere and here’s my attack….. “(resulting in striking red down). Ezere and Frederich both attacked red during their turns, and math math math maybe if Anya had done her strike Frederich could have spent his last action on something else…… nope. Damage is prevented on Anya and the red wolf takes the strike damage now, taking it down now, and play can continue. If Derek had posted between Ezere and Frederich, the damage to red could have been resolved then.


Interesting.

I've never used this ruleset. Consider me interested.


I have not had the chance to dive too far into 2E yet, but this sounds like an intriguing direction for a storyline. Might as well give the dice a try.

Race: Halfing
Family Size: 1d100 ⇒ 17 2 Family Members (int boost, wis boost)
Homeland: 1d20 ⇒ 12 Front Lines (heraldy lore, scouting lore, warfare lore)
Major Childhood Event: 1d20 ⇒ 18 Witnessed War (battlefield medicine)
Influential Associate: 1d20 ⇒ 19 The Wanderer (dex boost)
Inspiring Relationship: 1d12 ⇒ 11 Timely Cure (alchemical crafting)
Challenging Relationship: 1d12 ⇒ 2 Accusation of Theft (pickpocket)

Interesting combination. So a halfling lad that grew up in a war torn environment, likely serving as an apprentice to a medic/healer. Time to get some sleep and let the idea coalesce.

Dark Archive

Wow, this sounds like a great campaign! I'll put something together for you today.

Dark Archive

Ancestry: Dwarf
Family Size: 1d100 ⇒ 39 2 family members (Intelligence or Wisdom)
Homeland: 1d20 ⇒ 13 Metropolis (Architecture, Gladiatorial, Guild, Legal, Theater Lore)
Major Childhood Event: 1d20 ⇒ 12 Kidnapped (Quick Squeeze)
Influential Associate: 1d20 ⇒ 11 The Liege Lord (Charisma Boost)
Inspiring Relationship: 1d12 ⇒ 9 Patron of the Arts (Virtuosic Performer)*
Challenging Relationship: 1d12 ⇒ 4 Matter of Might (Hefty Hauler)
Relic Aspect: 1d12 ⇒ 6 Fiend
Relic Aspect 2: 1d12 ⇒ 11 Shadow
Pretty happy with this, but I'm going to change my Inspiring Relationship to Desperate Intimidate (Group Coercion) to match my backstory better.

Kazmukh Torson was born in New Stetven, the son of one of the most prominent architects in the city. Though his father died when he was young, his mother served as a capable role model for he and his sister, and he planned to follow her footsteps into stonecutting and building design.

Unfortunately, as an adolescent he and a small group of friends were snatched out of a local tavern by a band of traffickers. They traveled across Brevoy and sold the dwarf and his friends to one of the bandit bands that infest the Stolen Lands. Kazmukh remained their prisoner until he was liberated by King Freidold, who took the dwarf on as an assistant and guard.

Upon taking his post as a guard, the king gifted him with a hammer, forged of black iron, that he had found in the shadows of an abandoned dwarven tower.

I'll be taking the following for my background: Boost Wisdom and Charisma, with Strength as my free boost; Architecture Lore and Guild Lore; Group Coercion and Quick Squeeze for my feats. I'll take a hammer for my relic with the fiend and shadow aspects and shadow smith as my gift. (Think I did all that right!)

I'm thinking fighter for my class


Count me interested. I'll run through the background rolls tonight after I get off work.


Thoroughly interested. I was not particularly impressed with the feel of 2nd edition when it came out; but I would like to give it a try in actual play.

For my character I propose:
I would love to go Sootscale Kobold sorcerer, but not too be; there is currently no kobold ancestry

Let's see what I get from the backgrounds and go from there:
Family Size: 1d100 ⇒ 18
Homeland: 1d20 ⇒ 12
Major Childhood Event: 1d20 ⇒ 2
Influential Associate: 1d20 ⇒ 12
Inspiring Relationship: 1d12 ⇒ 4
Challenging Relationship: 1d12 ⇒ 6

Relic Aspects
Relic Aspect 1: 1d12 ⇒ 3
Relic Aspect 2: 1d12 ⇒ 2


I'll roll for the stuff, but I'd also like to know: can I play a leshy or lizardfolk?

Family Size: 1d100 ⇒ 64
Homeland: 1d20 ⇒ 16
Major Childhood Event: 1d20 ⇒ 1
Influential Associate: 1d20 ⇒ 6
Inspiring Relationship: 1d12 ⇒ 11
Challenging Relationship: 1d12 ⇒ 1

Relic Aspects
Relic Aspect 1: 1d12 ⇒ 5
Relic Aspect 2: 1d12 ⇒ 1


pad300 wrote:

Thoroughly interested. I was not particularly impressed with the feel of 2nd edition when it came out; but I would like to give it a try in actual play.

For my character I propose:
I would love to go Sootscale Kobold sorcerer, but not too be; there is currently no kobold ancestry

Let's see what I get from the backgrounds and go from there:
Family Size: 1d100 ⇒ 18
Homeland: 1d20 ⇒ 12
Major Childhood Event: 1d20 ⇒ 2
Influential Associate: 1d20 ⇒ 12
Inspiring Relationship: 1d12 ⇒ 4
Challenging Relationship: 1d12 ⇒ 6

Relic Aspects
Relic Aspect 1: 1d12 ⇒ 3
Relic Aspect 2: 1d12 ⇒ 2

Ok, to make the tables Work, I need to make a decision about ancestry; I pick 1/2 Elf...

Which makes family size = small => 0 sibilings = Str & Con boosts
Homeland = Frontlines => Heraldry, Scouting, Warfare Lore
Major Childhood Event = Academy Trained => Additional Lore
Influential Associate = The Love => Cha boost
Inspiring Relationship = Homelessness => Streetwise
Challenging Relationship = Privileged Position => Quick Identification

Relis Aspects : Beast, Celestial


Backtracking limit my ***
Class: Bard (Maybe with Sorcerer dedication?)
Coles Notes background:
Born in Kenabres to a pair of crusaders. Orphaned courtesy of demons. Ended up in an Iomedaen orphanage in Nerosyan. Ran away on the streets - blamed the Iomedaen's for getting his parents killed. (Met other PC#1 on the streets). Eventually got a scholarship to a bardic academy after a kind-hearted bard heard him sing (natural talent). (Was in a rivalry with other pc #2 at the academy - other pc #2 was the teacher's pet). Got schooled, and decided to leave to get away from the war. When to New Stetven. There found a patron & a first lover. Left her when she chose an arranged political marriage (she gave him his relic as a parting gift). Wandered south into the river kingdoms with broken heart. Sees opportunity in the court of Yggsdreth, and maybe the chance to soothe his rent heart...

I'm not sure that knotting your pcs together with the relationships will work out - for example, this submission would tie the other 2 pc's to Nerosyan, which likely won't fit with their backgrounds... Still, that's what session 0 is for...


Ancestry: Elf

Family Size: 1d100 ⇒ 42; Two family members (intelligence or wisdom)
Homeland: 1d20 + 2 ⇒ (13) + 2 = 15; Another ancestry's settlement (let's go gnome) (Gnome Lore, Adopted Ancestry Feat)
Gnome Homeland: 1d20 ⇒ 3; Frontier (Farming, Fishing, Hunting, Scouting and Kobold Lore)
Major Childhood Event: 1d20 ⇒ 3; Attained a Magical Gift (Arcane Sense)
Influential Associate: 1d20 ⇒ 10; The Hunter (Dexterity)
Inspiring Relationship: 1d12 ⇒ 7; Magician (Subtle Theft)
Challenging Relationship: 1d12 ⇒ 12; Spy (Read Lips)

Relic Aspect: 1d12 ⇒ 2; Beast
Relic Aspect: 1d12 ⇒ 2; Reroll
Relic Aspect: 1d12 ⇒ 12; Water

I think that I'll be able to put together probably a monk with a druid dedication with that background. I'll try to get everything put together by tomorrow evening for a full submission.


Let's see
Ancestry Half Orc
Family Size: 1d100 ⇒ 68(using small as he is half orc)
So Two family members (Int or Wisdom)
Homeland: 1d20 ⇒ 2
Frontier You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add Farming Lore, Fishing Lore, Hunting Lore, Scouting Lore, and Lore pertaining to a type of creature that threatened your homeland regularly (such as Giant Lore) to your background options.
Major Childhood event: 1d20 ⇒ 14
Meet a Fantastic Creature (Add Recognize Spell Feat to background options)
Influential Associate: 1d20 ⇒ 7
The Dead One One of your greatest influences was a sapient undead creature, such as a ghost, lich, graveknight, or vampire. Add a Constitution ability boost to your background options.

Inspiring Relationship: 1d12 ⇒ 4
Homelessness At a time when you were both living on the streets, you taught this character valuable pointers to survive. Add the Streetwise skill feat to your background options. (Someone is welcome, I guess ;) )
Challenging Relationship: 1d12 ⇒ 1Accidental Fall This character once inadvertently shoved you off a ledge or balcony. You’re mostly certain it was a mistake, but the fall was terrifying, and you’ve resolved to never be caught unaware like that again. Add the Cat Fall skill feat to your background options.

Relic Aspect: 1d12 ⇒ 4 Death
Relic Aspect: 1d12 ⇒ 3 celestial

You know, it may sound crazy, but I think I might go with a Half Orc Wizard with a Necromancer specialty, not because he was evil, but using that 'Dead one' as an excuse for tutoring. My time for edits is almost up so I'll try to get a more detailed idea soon.


SilvercatMoonpaw wrote:

Family Size: 1d100 ⇒ 64

Homeland: 1d20 ⇒ 16
Major Childhood Event: 1d20 ⇒ 1
Influential Associate: 1d20 ⇒ 6
Inspiring Relationship: 1d12 ⇒ 11
Challenging Relationship: 1d12 ⇒ 1

Relic Aspects
Relic Aspect 1: 1d12 ⇒ 5
Relic Aspect 2: 1d12 ⇒ 1

Family Size: probably not Large, so 2-3

Homeland: Coastal Community
Major Childhood Event: Abandoned In A Distant Land
Influential Associate: The Criminal
Inspiring Relationship: Timely Cure
Challenging Relationship: Accidental Fall

Relic Aspect 1: Earth
Relic Aspect 2: Air


The background system is intriguing, I'd like to see what it turns up for me:

Ancestry: Human
Family Size: 1d100 ⇒ 9 No family. STR and CON boosts.
Homeland: 1d20 ⇒ 8 Cosmopolitan City. Art Lore, Guild Lore, Legal Lore, and Underworld Lore
Major Childhood Event: 1d20 ⇒ 7 Claimed an inheritance.
Influential Associate: 1d20 ⇒ 5 The Crafter. Add an Intelligence ability boost to your background options.
Inspiring Relationship: 1d12 ⇒ 5 Kindly Witch. Add the Natural Medicine skill feat to your background options.
Challenging Relationship: 1d12 ⇒ 10 Slander. Add the Charming Liar skill feat to your background options.

Food for thought. Will come back to it tonight.

Relic Aspect 1: 1d12 ⇒ 7 AIR
Relic Aspect 2: 1d12 ⇒ 2 FIRE


I want in on this! Lets see what I get!

Ancestry: Human
Family Size: 1d100 ⇒ 84 5 family members Cha and Dex

Homeland: 1d20 ⇒ 16 Coastal Community: You grew up along a wide river, in a wetland, beside an ocean, or on an island. Add Fishing Lore, Sailing Lore, and Lore of a specific type of sea creature (such as Shark Lore) to your background options.

Major Childhood Event: 1d20 ⇒ 4 Betrayed: A friend or family member whom you trusted more than anyone else betrayed you. Add the skill feat to your background options.

Influential Associate: 1d20 ⇒ 15 The Mystic: You were especially close to a holy person in your community who fundamentally changed your life, opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you now follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. Add a Wisdom ability boost to your background options.

Inspiring Relationship: 1d12 ⇒ 7 Magician: This character supported your brief dalliance with stage magic, which you took up as a precursor to learning actual magic or simply to keep your fingers nimble. Add the Subtle Theft skill feat to your background options.

Challenging Relationship: 1d12 ⇒ 9 Seeking Accolades: You never seemed to capture the attention of the crowds at the tavern as easily as this character did, so you worked hard to practice your showmanship. Add the Impressive Performance skill feat to your background options.

Relic Aspect: 1d12 ⇒ 2 Beast
Relic Aspect: 1d12 ⇒ 5 Earth

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
SilvercatMoonpaw wrote:

I'll roll for the stuff, but I'd also like to know: can I play a leshy or lizardfolk?

Yes. The Queen has just recently brokered a peace with a local lizardfolk tribe. Leshies and Goblins are a bit less well-liked in the kingdom, but they are open to play.


Reckless wrote:
SilvercatMoonpaw wrote:

I'll roll for the stuff, but I'd also like to know: can I play a leshy or lizardfolk?

Yes. The Queen has just recently brokered a peace with a local lizardfolk tribe. Leshies and Goblins are a bit less well-liked in the kingdom, but they are open to play.

Awesome.

So with my rolls I think I'm a flower leshy (uses stats as leaf type) who was created in distant Minkai by a childless old couple (hence 2-3, depending on if I'm included). However some bad people stole me and dragged me all the way across the world, only to dump me in a city when they couldn't find a buyer for me. From there I fell in, Oliver Twist-style, with a gang of thieves, until a cleric of Serenrae healed one who'd gotten hurt in a job gone bad even knowing they were a criminal. From there I followed the cleric until they came to Yggsdreth.


Okay! So I'm thinking a Champion but the character could change a great deal depending upon the deity. I've narrowed it down to a handful and would really like your input! Or well anyone input but of course the GM's input most of all.

Uskyeria, Cernunnos, Tolc, Arqueros, or Smiad?


Ancestry: Human

Family Size: 1d100 ⇒ 92 6 Siblings (Charisma and Dexterity)
Homeland: 1d20 ⇒ 6 Simple Village
Major Childhood Event: 1d20 ⇒ 6 Captured by Giants (Titan Wrestler)
Influential Associate: 1d20 ⇒ 16 The Pariah (Wisdom)
Inspiring Relationship: 1d12 ⇒ 5 Kindly Witch (Natural Medicine)
Challenging Relationship: 1d12 ⇒ 6 Privileged Position (Quick Identification)

Leaning toward Druid
Dexterity and Wisdom Boosts plus Intelligence for Free Boost
Herbalism and Alcohol Lores
Natural Medicine (Nature) and Quick Identification (Arcana)

Backstory:
Fedrid grew up just outside the small, simple village of Briarberry. at the edge of a forest. Briarberry is mostly known for logging and their famous Briarberry wine. Fedrid is the 4th, or is it the 5th, child of a large family. His family ran a pumpkin farm just on the outskirts of the village. Being a middle child of a large family, he was always vying for attention and used his charming manner to entertain his family members. At the age of fifteen, a Hill Giant attacked the farmstead and Fedrid was captured. Taken back to the hill giant's cave, he was placed in a cage with an older man, a shaman shunned from his village for bringing famine to his village. The man talked to Fedrid about the coming of an ancient evil. No one can be trusted, especially those closest to you. Listening to the shaman made Fedrid question his sheltered life and longed to see more of the world. The shaman told Fedrid he'd help him escape and to seek out an elderly wizard by the name of Draknor. One night, the shaman was able to convince the hill giant into opening the cage door, and Albion stealthily escaped. Fedrid sought out Draknor. Draknor took in Fedrid only for his amusement. Fedrid didn't have the talent for magic that the other students did and no matter how hard he tried, Fedrid could never get the attention or knowledge from Draknor that Fedrid desired. Fedrid finally left Draknar and found himself at the doorstep of another shaman, a kindly elderly woman who taught him the ways of the forest. This is where Fedrid found his true calling and was able to find his talent of using the forest and wilderness to survive. Fedrid decided to set out on his own. He bid the elderly witch goodbye and headed out. After some travel he found his way at the doorstep of Stagfall. Seeking a sense of purpose, Fedrid makes his way into the captial . . .

Relics: 2d12 ⇒ (3, 5) = 8 Celestial and Earth


Would you be OK with Lizardfolk as an ancestry? I would propose a -2 modifier on the Homeland table, a bit less than a Dwarf but similar.

From memory, they had some prescience in the Stolen Lands.

Found your previous answer to say Lizardfolk are OK, what do you think of the Homeland modifier?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I don't think lizardfolk are more likely to be underground, and coastal (including swamps) isa pretty high roll on the list.

Just go with a straight roll for lizardfolk.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Timeskeeper wrote:

Okay! So I'm thinking a Champion but the character could change a great deal depending upon the deity. I've narrowed it down to a handful and would really like your input! Or well anyone input but of course the GM's input most of all.

Uskyeria, Cernunnos, Tolc, Arqueros, or Smiad?

I'm partial to Cernunnos, not the least of why is the honorific "Stag Lord". Portfolio is also fitting.

Other top pick is Arqueros.


Ancestry: Lizardfolk - Iruxi

Family Size: 1d100 ⇒ 65 3 Clutchmates - CHA or DEX
Homeland: 1d20 ⇒ 16 Coastal Community - Fishing Lore, Sailing Lore, Aquatic Creature Lore
Major Childhood Event: 1d20 ⇒ 19 Witnessed War - Battle Medicine skill feat
Influential Associate: 1d20 ⇒ 16 The Pariah - Wisdom
Inspiring Relationship: 1d12 ⇒ 12 Wasteland Survivors - Forager skill feat
Challenging Relationship: 1d12 ⇒ 3 Called before Judges - Group Impression skill feat

So I’m thinking this character had a very orthodox family, who were heavily involved in a conflict during his childhood, and his parents were killed, leaving him and his 3 siblings. At some point he met a Wanderer of another race (The Pariah) that cast doubt into his mind about his family and tribes traditional worship, and made him see that his parents death was not the heroic story he had been told, but had in fact been a pointless sacrifice. This came to a head when he was summoned before the Tribal Court and forced to defend his beliefs, which involved the Challenging Relationship somehow.

This resulted in him being expelled from the tribe, and he met a group of Wasteland survivors as his Challenging relationship and learnt how to survive in the wilderness.

I’m thinking this character is leaning towards either Bard, Druid or Ranger. Now that I think about the parents being militarily inclined, I’m thinking Ranger.

There are obviously more details to fill in in the background, but given these would be related to other characters this skeleton is probably enough for now.

The Background Relic:
Background Relic: 2d12 ⇒ (11, 11) = 22
another go: 1d12 ⇒ 2

Hmm Shadow Beast aspect now has me either leaning back towards Druid or looking into if Ranger gets much Beast related stuff anymore.


Start with Human
Family Background: 1d100 ⇒ 42 2 siblings (int and wis boost options)
Homeland: 1d20 ⇒ 1 Underground (mining town; Engineering Lore, Labor Lore, and Mining Lore added to options)
Major Childhood Event: 1d20 ⇒ 3 Attained a magical gift (add Arcane Sense to options)
Influencial Associate: 1d20 ⇒ 18 The Seer (add wis boost option)
Inspiring Relationship: 1d12 ⇒ 10 Religious Students (add Student of the Canon to options)
Challenging Relationship: 1d12 ⇒ 10 Slander (add Charming Liar to options)
Relic: 1d12 ⇒ 91d12 ⇒ 6 Fiend, Mind

Not sure on class at the moment.


Here's my submission for Brennadara, Elven Monk.

Deep Background Mechanics:
Based on the rolls above, replacing the Major Childhood Event:
Ancestry: Elf (Ancient Elf)
Family Size:: Two family members (intelligence or wisdom)
Major Childhood Event: Attained a Magical Gift Lost in the Wilderness (Survey Wildlife)
Influential Associate: The Hunter (Dexterity)
Inspiring Relationship: Magician (Subtle Theft)
Challenging Relationship: Spy (Read Lips)
Relic Aspects: Beast and Water

Boosts, Lore and Feats Chosen: Boosts in Wis and Dex, free boost to Con; Gnome and Scouting Lore; Adopted Ancestry (Gnome), Survey Wildlife (Survival).

Background Story:
Brennadara first came to the Stolen Lands with her Parents as a young child, well over a century ago. She was too young to remember her time before her arrival, and her parents never brought it up, so at this point it is lost to her. The family of elves settled for a time in the small Gnomish village of Tangleford, a welcoming if somewhat chaotic community. Brennadara grew up pulled in opposite directions by the calm order of her parent’s influence and the ever inquisitive and enthusiastic Gnomes around her. Learning to balance discipline with curiosity was at times a trial to those around her, but elves have time, so learn she eventually did.

Brennadara doesn’t know exactly how she ended up lost and alone in the woods when she was 34; it might have been a mischievous fey who lured her away from her gnomish companions, or it might just have been bad luck. Whatever the cause she spent two weeks alone, cold and terrified before she was found by Lormnajet, a hunter from Tangleford who took her back to her home, a more cautious if no less curious girl. It was the beginning of a friendship that lasted for decades as Brennadara convinced Lormnajet to teach her the woods so that she would never be lost in them again.

Around forty years ago, when her parents decided that they had experienced what they needed to in the Stolen Lands and were ready to move on, Brennadara chose to stay behind as she still felt she had more to learn from the land and from Lormnajet. With her parents gone, Brennadara found the lack of their steady, calming presence made the rest of Tangleford’s chaos too much for her to deal with on a daily basis. She moved out of the village to an isolated cottage she and Lormnajet constructed for her nearby. From there she was able to make regular visits to her friends in the village without them overwhelming her. She continued to learn from the land on her own and from Lormnajet until he eventually became too old to venture out on a regular basis.

Once her mentor had effectively retired, he gifted Brennadara with a relic that had been precious to him, apparently confident that it had chosen her to continue his work. She set out from her cottage on her own to see what was happening to the Stolen Lands. She watched from the fringes as Kessa Surtova ascended to the position of Baroness, establishing Stagfall amid the surrounding chaos, before marrying her fortunes to that of Friedold when he claimed the title of Linnorm King when he presented her the Craig Linnorm’s head. Brennadara has made her way cautiously into Stagfall, leery of so many pressing around her, but ever curious. She sees a new kingdom with decisions to make, and one that perhaps she can help guide in a way that will preserve the wild of Stolen Lands she has come to love as her home. She feels that this is the start of a tale that she needs to be part of.

Brennadara Character Concept:
If possible I’d like to play Brennadara as an Ancient Elf Monk with a Druid Dedication (Wild Order) at level one. She would play the role of a scout, having more skills, spells and abilities that would serve the party well in the wilderness than when dealing with court intrigue. She would be an advocate for respecting the wild and the fey while in court. She would draw ancestry feats from both Elves and Gnomes, and would have a focus on mobility and utility where possible. She would be a follower of Erastil and should play well with most others so long as they aren’t overly cruel or likely to exploit the natural resources of the Stolen Lands too egregiously. I haven’t developed much with the Inspiring and Challenging relationships as they depend a lot on who the other characters are, and would likely be developed in the Stagfall once she gets there. Presumably the Spy relationship is easy as she wouldn’t necessarily trust many in the capital to start with, but the Magician might take more work. She will have thievery as a skill, probably based on that if it makes sense, but it’ll depend on the character in question.

Please do let me know if any of that looks off or if there are any questions! Depending on the party composition I could swing over to rogue dedication instead of druid if that's a better fit (we don't seem to be short on druid leaning characters thus far,) but theme-wise it would still look about the same.


I'm looking at making a Leshy (I love them, my avatar might have given that away). Mechanically he'll be a Fungus Leshy but I'll actually make him a Lichen Leshy if allowed (so a Fungus Leshy that does need some sunlight basically)

I'm rather torn on how to treat family size for Leshies as they are created, not born. Do I use the family size of my creator?

Family size: 1d100 ⇒ 61 I suspect 3, assuming I use my creator (Elf)
Homeland: 1d20 ⇒ 15 Other, in this case the Elf that's my creator
Elven Homeland: 1d20 ⇒ 7 Simple village, perfect
Childhood event: 1d20 ⇒ 11 First kill
Influential asociate: 1d20 ⇒ 5 Crafter, I guess my creator just became a very talented carpenter and woodworker
Inspiring Relationship: 1d12 ⇒ 2 Comrade-In-Arms, works well with the First Kill but both feel weird for a Leshy
Challenging Relationship: 1d12 ⇒ 2 Accusation of Theft, seems I assumed someone tried to steal a gift I got from my creator

Relic 1: 1d12 ⇒ 12 Water
Relic 2: 1d12 ⇒ 5 Earth
So a muddy Relic, fits with a Leshy I'd say. Could this be the gift I got from my creator?


I haven't played 2E yet, but this sounds like an interesting approach. Going to roll the dice here and see if a nice concept for submission comes to mind.

Ancestry: Human

Family Size 1d100 ⇒ 75 - 4 (Add a Charisma ability boost and a Dexterity ability boost to your options.)
Homeland 1d20 ⇒ 14 - Itinerant (Add Circus Lore, Fortune-Telling Lore, Games Lore, Labor Lore, and Underworld Lore to your background options.)
Major Childhood Event 1d20 ⇒ 18 - Trained by a Mentor (Add the Experienced Professional skill feat to your background options.)
Influential Associate 1d20 ⇒ 3 - The Champion (Add a Strength ability boost to your background options.)
Inspiring Relationship 1d12 ⇒ 11 - Timely Cure (Add the Alchemical Crafting skill feat to your background options.)
Challenging Relationship 1d12 ⇒ 6 - Privileged Position (Add the Quick Identification skill feat to your background options.)

Relic
1d12 ⇒ 2 - Beast
1d12 ⇒ 4 - Death


After some more thinking, I think my Minkai flower leshy should be a kami (angelic) sorcerer, maybe with a rogue multiclass.


Okay I think I have my backstory starting to come together. Instead of rerolling one of my background rolls, could I reroll the Fiend on my relic roll? It's the one piece I can't get to fit into my story: basically he's going to be a cleric of Nethys (with likely mc into either Runescarred or Wizard) who found something in the hidden vaults that was calling to him (the influential person in his background pushed him to go get it).

It turned out to be a ring with a holy symbol of Nethys set in the face.

Assuming that it's allowed, here's my reroll:

Relic: 1d12 ⇒ 9
Relic: 1d12 ⇒ 4 Death

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Since the background option is to pick something else from one of the lists, I think allowing people to reroll one of the Relic results instead is a fair compromise. If your reroll results in the same thing, roll until it doesn't.


@Reckless: So I've been formulating the story and I have a few questions that I'd like to ask before setting it in stone. Has this area been established long enough to have a human be a local? Has their area gone through a famine or time of vastly decreased food that would cause trouble?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Humans have been settling in the Stolen Lands for a long time. Mostly little villages and the like, with a few fiefdoms or other attempts at ruling the lands coming and going. Most recently, this particular area was terrorized by a would-be bandit king who called himself the Stag Lord.

Kessa Surtova, with the backing of the Swordlords of Brevoy and the Surtova royal family, cleared out most of the bandits and defeated the Stag Lord. She was declared the Baroness of the newly founded Barony of Yggsdreth about three years ago. The barony had struggled, with weather, fey, bandits, and other troubles plaguing it as it moved to expand holdings.

Yggrdreth only recently declared itself a Kingdom, in large part due to the wedding of Kessa and Freidold and Freidold's proclamation of Kingship based on the rites of the Linnorm Kings.

The Stolen Lands are pretty far from the Linnorm Kingdoms, but the Surtova family has thrown their political weight behind the union and rare is the person who will argue with a man who single-handedly slew a linnorm and uses its skull as wall decoration in the throne room.

So, there are a few independent villages in the surrounding areas that could definitely have the qualities of suffering you have in your background.


Thank you for such a detailed answer! That help a lot!

So, this place only being 3 years old it isn't likely the character is from Yggsdreth. Maybe a older village that is within the Stolen Lands but more out of the way. Needs to be by a forest though. Needs to be at least 10 years old... I shall juggle things! Again, thank you! ^_^


I think based on my rolls, I'm leaning towards making a Bard for me, though it lacks any CHR boosts.

On a separate note, I noticed you're allowing a reroll on one aspect of the relics? If so, I'd like to swap out beast for something else:

Reroll 1: 1d12 ⇒ 2 Beast again...
Reroll 2: 1d12 ⇒ 8 Life

So with my original roll of 7 for fire, the relic also has life which will work just fine. No to brainstorm something with all that information.


@The KBG, you do get a free boost from Background, so in a pinch you could use that for CHA if the rest of the background tells a good barding story to you.


Okay, after kicking the thought tires, if you will, I landed on going Wizard instead of Cleric. I am still writing his backstory, but his relic has changed to a spellbook that he...ahem...borrowed from his relationship.


After some time to consider, I've decided I'm not really interested in a PF2E game after all.

Grand Lodge

This sounds very interesting, so I am going to try.

Ancestry: Halfling

Deep Baclground:

Siblings: 1d100 ⇒ 60 60
With a Large Family this gives me four siblings for [Cha, Dex]

Homeland: 1d20 ⇒ 14 14
Itinerant, which makes sense for a Halfling.
[Circus Lore, Fortune-Telling Lore, Games Lore, Labor Lore, Underworld Lore]

Major Childhood Event: 1d20 ⇒ 3 3
Attained a Magical Gift for [Arcane Sense skill feat]. Looks like I might be leaning towards a spell caster.

Influential Associate: 1d20 ⇒ 20 20
The Well-Connected Friend for [Cha]

Inspiring Relationship: 1d20 ⇒ 4 4
Wasteland Survivor [Forager]

Challenging Relationship: 1d20 ⇒ 12 12
Spy [Read Lips]

Relic:

Aspect 1: 1d12 ⇒ 1 1 Air
Aspect 2: 1d12 ⇒ 11 11 Shadow

Okay, looking at this I think I am going to go Rogue, since all our characters so far have been spell casters.

Character History:

Kithlie Longstep grew up in a traveling circus...or at least that's what they told everyone. In truth the circus was a cover for an information brokerage company, IE spies.

Kithlie grew up learning the family craft, becoming a fairly good confidence sneak, being able to talk her way into an out of trouble as necessary.

It was during one mission out in the wild that Kithlie grew lost, stumbling into a wasteland in which there should have been no escape. It was here she meet {Character} and together they found their way out of the wastes. It was during this time that Kithlie found...that, a item which allowed her to hide in shadows that even a skilled halfling would find hard to hide in.

Kithlie's most recent assignment is to investigate the movements of {Character}. In addition she is to start an investigation into Yggsdreth. New kingdoms are a pretty big deal after all.

Choices:

Stats: Dex, Cha, Str
Lores: Fortune-Telling, Underworld
Feats: Lip Reading, Forager
Skills thought feats: Survival, Society
Relic: A gray hood, with the Obscure Gift


This is interesting and I haven't got a chance to try 2nd E yet. Hmm

I think ancestry human.
Family Size: 1d100 ⇒ 13 No family add Str and Con boost.
Homeland: 1d20 ⇒ 13 Itinerant Add Circus Lore, Fortune-Telling Lore, Games Lore, Labor Lore, and Underworld Lore to your background options.
Major Childhood event: 1d20 ⇒ 20 Won a competition Add the Fascinating Performance skill feat to your background options.
Influential Associate: 1d20 ⇒ 12 The lover. Add a Charisma ability boost to your background options.
Inspiring Relationship: 1d12 ⇒ 4 Homelessness. Add the Streetwise skill feat to your background options.
Challenging Relationship: 1d12 ⇒ 5 Mercantile Expertise. Add the Bargain Hunter skill feat to your background options.

Relic 1: 1d12 ⇒ 3 Celestial
Relic 2: 1d12 ⇒ 11 Shadow

Thinking a bard and traveling merchant.


Very neat campaign idea.

Human ancestry:

family background: 1d100 ⇒ 86 5 family members (Cha or Dex ability boost)

homeland: 1d20 ⇒ 2 Frontier (farming lore, fishing lore, hunting lore, scouting lore, and Lore pertaining to a type of creature that threatened your homeland regularly (such as Giant Lore) to your background options)

major childhood event: 1d20 ⇒ 16 Robbed (Add the skill feat to your background options)

influential associate: 1d20 ⇒ 5 The Crafter (Add an Intelligence ability boost to your background options)

inspiring relationship: 1d12 ⇒ 2 Comrade-in-Arms (Add the Assurance skill feat for Athletics to your background options)

challenging relationship: 1d12 ⇒ 12 Spy (Add the Read Lips skill feat to your background options.)

-----

Relic: 1d12 ⇒ 4 Death
Relic: 1d12 ⇒ 5 Earth

Will probably try a fighter or similar martial class.


Actually, think I think I'd rather build a Cleric of Sarenrae instead. The background will work for a Cleric with the Natural Medicine skill feat and the fire/life relic; the only thing I'll need to think about is the charming liar thing... doesn't fit since Clerics of Sarenrae are all about honesty as one of their virtues; maybe a reformed lying rich kid? That might work.


OK, a lot of this post is repeated from above - I always forget editing has a time limit on here.

Agitu is a Lizardfolk Ranger

Ancestry: Lizardfolk - Iruxi

Family Size: 1d100 ⇒ 65 3 Clutchmates - CHA or DEX
Homeland: 1d20 ⇒ 16 Coastal Community - Fishing Lore, Sailing Lore, Aquatic Creature Lore
Major Childhood Event: 1d20 ⇒ 19 Witnessed War - Battle Medicine skill feat
Influential Associate: 1d20 ⇒ 16 The Pariah - Wisdom
Inspiring Relationship: 1d12 ⇒ 12 Wasteland Survivors - Forager skill feat
Challenging Relationship: 1d12 ⇒ 3 Called before Judges - Group Impression skill feat

So I’m thinking this character had a very orthodox family, who were heavily involved in a conflict during his childhood, and his parents were killed, leaving him and his 3 siblings. At some point he met a Wanderer of another race (The Pariah) that cast doubt into his mind about his family and tribes traditional worship, and made him see that his parents death was not the heroic story he had been told, but had in fact been a pointless sacrifice. This came to a head when he was summoned before the Tribal Court and forced to defend his beliefs, which involved the Challenging Relationship somehow.

This resulted in him being expelled from the tribe, and he met a group of Wasteland survivors as his Inspiring relationship and learnt how to survive in the wilderness. This is likely also where he met his animal companion, the Raptor Toshbo.

There are obviously more details to fill in in the background, but given these would be related to other characters this skeleton is probably enough for now.

The Background Relic:
Background Relic: 2d12 ⇒ (11, 11) = 22
another go: 1d12 ⇒ 2

The Shadow Beast Relic will be a Necklace of Fangs that seem to flicker in and out of shadow. The effect will be the use of Animal Form to turn into a Raptor, similar to Toshbo, however the Raptor will be made of shadow.


Okay, so I finished up my submission. Here ye go:

Backstory:

Quint had started as a fairly normal young man. His parents are tradesmen (his mother a brewer and his father a stone mason). They raised him well, taught him right from wrong, and that just because you have strength, it doesn't mean it's okay to use it.

When Quint's talents first manifested, his parents apprenticed him to the local academy of magic, which was sponsored by the church of Nethys.

It was on his first day at the school that Quint saw The Book.

When he walked into the mansion that served as both school and dorm, he was immediately drawn to a door off to the left of the grand stairs. When he drifted away from the group, no one seemed to notice at first.

Quietly, and with a reverence he didn't understand, Quint opened the door to what turned out to be a fully stocked library.

In one of the alcoves that surrounded the room that took up too floors in an open-air plan sat an ancient book under glass.

Quint would have taken the book that day had the librarian not stopped him.

When the man put his hand on Quint's wrist, it was like a bubble popped, and suddenly time, light, and noise came rushing back into Quint's senses, overwhelming him.

When he was questioned later, he could not explain why he had gone to the library, or even why he knew where it was.

Years passed, but the book was never far from his mind.

Unlike many such academies, the students of this school were encouraged to interact with the people of the town the school was located in.

It was there Quint made a friend.

He would share everything with his friend, and whenever the topic of the book came up, Quint's friend would tell him to just take it, read it, then put it back. At first he resisted the suggestion, but over time he resisted less and less, until the night he left the academy.

Having memorized the librarian's patterns, he knew the man would be in bed. Quinted waited an extra hour before creeping down the stairs and into the library.

As before, he stood in front of the glass case. As before, he reached for it. This time, however, nothing impeded him.

The book was his.

Moving to one of the tables, he quickly opened the book (there was a lock on the side, but fortunately it was unlocked!)

As Quint flipped to the first page, he saw a tightly written runic script that he did not understand. When he reached turn the page, once he touched it the writing flowed off the page, and onto Quint's skin.

Then the whispers began.

The whispers poured knowledge into his mind. Some of it he had learned about in school, but the knowledge he gained also gave him perspective.

He saw truths of the Azlanti, the Thassilonian, The teachings of Old-Mage Jatembe. A thousand other mages before him. Quint took it all, until he was filled to the brim.

The librarian found Quint passed out in the library in the morning, the book completely blank. Quint was unconscious for over a week before he finally came to.

The headmaster had questions. Quint had answers; alot of answers. Quint had gained a great deal of knowledge, but the young man he was had ceased to be.

Quint left the school quietly several days later, taking only his meager possessions...and the book.

He had a vision of a new source of power. something located in the River Kingdoms. Something old.

So, Quint walked. It took him years, but he walked.

By the time he had arrived at the brand new kingdom of Yggsdreth, the power he had came for was gone. There was, however, residual power here to be gained here. So, What was once Quint offered his services in exchange for the resources necessary for his research.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Just checking in to say I'm still watching thread. Will be taking down some notes over the weekend.


Still learning 2E but this has me intrigued.

Rolls:
Family Size: 1d100 ⇒ 51 2

Homeland: 1d20 ⇒ 6 Frontier You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add Farming Lore, Fishing Lore, Hunting Lore, Scouting Lore, and Lore pertaining to a type of creature that threatened your homeland regularly (such as Giant Lore) to your background options.

Major Childhood event: 1d20 ⇒ 13 Lost in the Wilderness Whether lured to the wilderness by a malevolent force or simply lost, you had to survive on your own for a while. Add the Survey Wildlife skill feat to your background options.

Influential Associate: 1d20 ⇒ 20 The Well-Connected Friend In your circle of associates, there was someone everyone knew. This person had contacts in every social circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. Add a Charisma ability boost to your background options.

Inspiring Relationship: 1d12 ⇒ 12 Wasteland Survivors You and this character were lost in a dangerous wasteland together and depended upon each other for survival; you’re still not certain that either of you would have survived the ordeal without the other’s aid. Add the Forager skill feat to your background options.

Challenging Relationship: 1d12 ⇒ 1Accidental Fall This character once inadvertently shoved you off a ledge or balcony. You’re mostly certain it was a mistake, but the fall was terrifying, and you’ve resolved to never be caught unaware like that again. Add the Cat Fall skill feat to your background options.

Relic1: 1d12 ⇒ 12 Water
Relic1: 1d12 ⇒ 12 Reroll
Relic1: 1d12 ⇒ 12 Reroll
Relic1: 1d12 ⇒ 12 Reroll
Relic1: 1d12 ⇒ 10 Plant

Submission:

Ancestry: Dwarf
Class: Ranger

Backstory:
Dungrave came from a small family that lived on the outskirts of the Grundir forest. When he was a young boy his family left Kalsgard in the middle of the night and traveled as far as they could to find shelter near the fey infested woods. Dungrave never knew why he, his two older brothers and his mother and father had to flee. Instead of the city life he had been accustomed to Dungrave now had to work with his family to survive in the wilds. Luckily his father was a skilled hunter and warrior and taught him much, while his mother had a talent with nature. His older brothers struggled more than he did. While he missed Kalsgard, he was still young and not too set in his ways, he adapted pretty quickly and learned to hunt and survive off the land.

Years later a young man, Dungrave was hunting a massive elk. It would be enough food to feed his family for some time, he wounded the elk with a shot from his bow, but it wasn't enough to kill the beast. Instead he had to track it for miles and eventually its path crossed into the forest. Dungrave was hesitant to enter, knowing a little of the threats that lurked within, but he couldn't give up on his quarry. He never found that elk, but instead got lost in forest for months. There was something unnatural there, its like everything he knew about surviving outdoors was thrown out the door and he has to learn to survive all over in this strange new place. However, survive he did and when he finally managed to get out of the cursed woods and return to his home he found it empty. For the second time in his life he was left with questions and no answers. It was like his family just disappeared without a trace.

For the next several years he did all he could to find his family but never did. Instead he returned to Kalsgard, never staying for too long, but setting down some connections. During his time living part time in Kalsgard and part time in the wilds Dungrave saved a well off merchant from some attacking wolves. The merchant was ever so grateful, and offered Dungrave as a guide and some amount of security for his many trips throughout the region. With little better to do he agreed. Over the coming years Dungrave and this merchant became fast friends and when the man decided to retire and live a bit of luxury in Kalsgard Dungrave was again without a purpose. Even so he remained fast friends with his old merchant buddy and whenever Dungrave needed something he could always turn to his friend to introduce him to just the right person.

**TBD REGARDING RELATIONSHIPS**

Eventually Dungrave heard word of King Jyadson putting out a call for explorers, monster hunters and potential advisers. The exploring and monster hunting sounded rather intriguing and its not like he much else better to do so Dungrave went to Yggsdreth to see if he might be able to volunteer his services.

Rough Build (No Purchases yet):

Dungrave
Dwarf ranger 1
CN, Medium, Dwarf, Humanoid
Perception +7 (+9 to Seek your target.); darkvision
Languages Common, Dwarven, Goblin, Skald
Skills Acrobatics +6, Athletics +4, Hunting Lore +5, Medicine +5, Nature +5, Religion +5, Scouting Lore +5, Stealth +6, Survival +5 (+7 to Track your target.), Thievery +6
Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 14 (+2), Cha 8 (-1)
Other Items clan dagger
--------------------
AC 16; Fort +7; Ref +8; Will +5
HP 22 Hero Points 1; Resistances poison 1
--------------------
Speed 20 feet
Melee [1] clan dagger +4 (versatile B, agile, dwarf, parry), Damage 1d4+1 bludgeoning/piercing
Flurry You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.
Feats Forager, Hunted Shot, Survey Wildlife, Unburdened Iron
Other Abilities - custom background -, hunt prey, hunter's edge, strong-blooded dwarf


The full version of Elinil Iomedaeson

The rolls and the coles notes version of the background are above,

Rolls

Results

Coles Notes Background

Fleshed out Background:

Elinil was born in Kenabres (Mendev (Homeland: Frontlines) , on the border of the Worldwound) to pair of crusaders who fell in love, Alyssa (human female) and Eldoran (elf male). He remembers very little of his parents, having been orphaned as a 4 year old, with no siblings (Family size : 0 siblings) . His parents fell to the demonic invaders and Elinil ended up in an Iomedaen orphanage in Nerosyan (also in Mendev). He grew up to dislike the priests, seeing their crusade as responsible for the loss of his parents; he ran away from the orphanage at 15 and supported himself on the streets, where he met (other player X) (Inspiring Relationship: Homelessness) and they helped each other survive. Elinil was getting into the local gambling scene, first as a gopher at the various card parlors, but soon he started sharking on his own.
Elinil was spared the life of a street hustler, when Aramis Tranaeth, heard him singing one day on the street. Aramis, a good-hearted bard, recognized natural talent when he heard it. Aramis arranged a scholarship for Elinil at the Nerosyan Academy of Performance (Major Childhood Event: Academy Trained). It was at the academy that he met (other player Y), who was his rival for the most gifted student at the academy (Challenging Relationship : Privileged Position) . Elinil took to music and magic like a falcon learning to fly. After several challenging years, Elinil graduated, with a much more polished façade than what he went in with – he was bard, a social chameleon able to fit in anywhere from a riverside gambling dive to courts of the nobility...
After graduation, he decided to leave Nerosyan; the forever war was something he saw no victory in. He travelled to New Stetven in Brevoy; it was here that he me Contessa Illyana Lodovka, who captured his heart, and in the end broke it (Influential Associate: The Love) . He met Illyana while performing for the nobility, and she was enamoured with his performances. She was yet to be married and they carried on an affair. They had to break it off when she was betrothed for political reasons, to Baron Ottoviano Garess. As a parting gift, she gave him the Amulet of Angravva (Relic) to aid him in his endeavours.
In his post-partum depression, Elinil wandered south into the River Kingdoms. When he heard stories of the court of Yggsdreth, he saw opportunity for a mage of his talents. He made his way to Staghold, to seek service with King Jyadson and Queen Surtova.

I am a complete PF2 newby; this is my first build. Therefore, here is the process used, in case something needs checking:

Build Mechanical Process:
1) Concept
A skilled caster at home in a courtly setting, but who has a “street” background. Strong social skills, not a combatant; focuses on casting & skill uses in combat. A ½ Elf Bard chassis.
2) Base Ability Scores
STR 10 DEX 10 CON 10 INT 10 WIS 10 CHA 10
3) Ancestry
Human. ½ Elf, +2 DEX, +2 CHA, 8 HP, Size: Medium, Speed: 25 ft, Low Light Vision,
Ancestry Feat : Elf Atavism (Sorcerer) > Sorcerer Dedication (Dragon Bloodline. Cantrips : Ray of Frost, Electric Arc, add 1 trained skill of choice because has arcana)
Ancestry Paragon Feat (Bonus): ***
4) Background
Rolls resulted in
family size = small => 0 sibilings = Str & Con boosts
Homeland = Frontlines => Heraldry, Scouting, Warfare Lore
Major Childhood Event = Academy Trained => Additional Lore
Influential Associate = The Lover => Cha boost
Inspiring Relationship = Homelessness => Streetwise
Challenging Relationship = Privileged Position => Quick Identification
Pick 2 boosts : +2 CON, +2 CHA
2 Lores : Scouting Lore, Warfare Lore
2 Feats : Streetwise (add trained in Society), Additional Lore (add 1 additional Lore) + Trained in (Arcana)
Pick Bonus free Boost : +2 DEX
5) Class: Bard
+2 CHA, 8 HP,
Expert in Perception
Trained in Fortitude, Trained in Reflex, Expert in Will
Trained in Occultism, Trained in Performance, +Trained (4+Int) : Deception, Diplomacy, , Stealth)
Trained in simple weapons, longsword, rapier, sap, shortbow, shortsword, whip, and unarmed attacks
Trained in light armor, unarmored defense
Occult Spellcasting : Trained in occult spell attacks and occult spell DCs
Muse : Maestro (Lingering Composition, Soothe)
Composition Spell: Counter Performance
Focus Pool : 1
Composition Cantrip: Inspire Courage
Cantrips: Telekinetic Projectile, Forbidding Ward, Guidance, Light, Shield
Lvl 1 Spells : Soothe,
6) 4 Free Ability Boosts: CHA, DEX, CON, WIS
Final Stats
STR : 10 (+0) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 18 (+4)

Mechanical Result:
Elinil Iomedaeson
½ Elf Bard 1
CG, Medium, Elf, Human, Humanoid
Perception: Expert, Low Light Vision
Languages : Common

Defence
HP: 18 = 8 (1/2 Elf) + 8(8+2) (Bard +Con)
AC: 15 = 10+2 (studded leather) +3 Dex
Will +5 =+4 Expert +1 level + 0 Wis
Reflex +6 = +2 Trained +1 Level + 3 Dex
Fortitude +5 = +2 Trained +1 Level +2 Con

Offence:
Spell Attack +7 = +2 trained +4 Cha +1 level // DC 17
Melee: Whip/Rapier/Dagger +6 = +2 Trained +1 level +3 Dex (finessable) // DMG 1d6+Deadly or 1d4
Ranged: Sling +6 = +2 Trained +1 level +3 Dex // DMG 1d6

STR : 10 (+0) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 18 (+4)

Skill Feats : Streetwise, Additional Lore (Games/Gambling)

Ancestry Feat : Elf Atavism (Sorcerer) > Sorcerer Dedication - Dragon Bloodline (1st) , Natural Ambition > Reach Spell (Ancestry Paragon 1st level Bonus feat)

Skills:
Trained Skills :
Scouting Lore (Deep Background) +3
Warfare Lore (Deep Background) +3
Society (Deep Background, Streetwise)+3
Arcana (Deep Background, Additional Lore) +3
Games/Gambling Lore (Lore of choice, from Additional Lore) +3
Occultism (Bard) +3
Performance (Bard) +7
Deception (Bard) +7
Diplomacy (Bard) +7
Stealth (Bard) +6
Thievery (Bard) +6
Athletics (Skill of Choice as Arcana already trained, Dra Bloodline) +6
Intimidate (Draconic Bloodline) +7

Expert Skills:

Master Skills:

Legendary Skills:

Spells:

Focus Pool: 2
Focus Spells: Counter Performance, Lingering Composition

Bard Repetoire
Cantrips
Inspire Courage, Telekinetic Projectile, Forbidding Ward, Guidance, Light, Shield
1st Level Spells
Soothe, Summon Fey, Magic Weapon

Sorcerer Repetoire
Cantrips
Ray of Frost, Electric Arc

Equipment (partial):

Padded Armour (2 sp), Studded Leather Armour (30 sp), Dagger (2 sp), Whip (1 sp), Gauntlet (2 sp), Rapier (20 sp), Adventurers Pack (7sp). Thieves Tools (30 sp), 2 Sheaths (0.2 sp), Sap (1 sp), Sling (0 sp), 20 bullets ( 0.2 cp), 2 sets of caltrops (0.6 sp), Material Component Pouch (5 sp), Handheld Instrument (8 sp), Writing Set (10 sp), 31 sp

Ancestral Relic (Celestial, Beast )
The Amulet of Angravva
This amulet is a hexagon of green-gray stone on a simple leather thong. The hexagon is engraved with prayers to the Empyreal Lords, that change, never showing the same prayer twice. Rumoured to have been crafted by the Vulpinal Angravva, it bestows on a worthy bearer the powers similar to those of an agathion.
Gift: Beast Senses


Spoiler:

Family Size: 1d100 ⇒ 72 > Small Family (3)
Homeland: 1d20 ⇒ 11 > Metropolis
Major Childhood Event: 1d20 ⇒ 8 > Died
Influential Associate: 1d20 ⇒ 7 > The Dead One
Inspiring Relationship: 1d12 ⇒ 8 > Missing Child
Challenging Relationship: 1d12 ⇒ 4 > Matter of Might
Aspect One: 1d12 ⇒ 6 > Fiend
Aspect Two: 1d12 ⇒ 10 > Plant

Here is my submission, contained within the Alias, based upon the Deep Background rolled above. I think there is enough big ideas there to continue development during a Session 0. If you'd like a sample of my posting, check out my Alias named Laurel, who is currently in the Play-by-post campaign Fall of Plaguestone, even if the Corona Virus has currently slowed our posting a bit these two weeks.

And good luck to all!


Finding this late, but I'm interested. Let's do some rolls and see what we come up with. I will be making a Human.

Family Size: 1d100 ⇒ 37 -> 2 Family Members
Homeland: 1d20 ⇒ 11 -> Metropolis
Major Childhood Event: 1d20 ⇒ 8 -> Died
Influential Associate: 1d20 ⇒ 12 -> The Lover
Inspiring Relationship: 1d12 ⇒ 9 -> Patron of the Arts
Challenging Relationship: 1d12 ⇒ 1 -> Accidental Fall

Relic 1: 1d12 ⇒ 8 -> Life
Relic 2: 1d12 ⇒ 2 -> Beast

Hmm...Well, Died certainly can tie in nicely with Accidental Fall, I'm just trying to decide if I want to change Patron of the Arts or Metropolis...

EDIT: I think I'm going to swap Metropolis for Cosmopolitan City. I can make Patron of the Arts work for any city.


Cutting close to the deadline but rolling and will follow up with details.

Family Size: 1d100 ⇒ 42 2
Homeland: 1d20 ⇒ 1 Underground
Major Childhood Event: 1d20 ⇒ 1 Abandoned in a Distant Land
Influential Associate: 1d20 ⇒ 11 The Liege Lord
Inspiring Relationship: 1d12 ⇒ 10 Religious Students
Challenging Relationship: 1d12 ⇒ 4 Matter of Might

Relic 1: 1d12 ⇒ 6 Fiend
Relic 2: 1d12 ⇒ 11 Shadow

Would replace Underground with Another Ancestry's Settlement
Another Ancestry's Settlement: 1d20 ⇒ 12 Front Lines


Hello

I am extremely interested in playing 2e. I am currently running AoA; and I am up to speed on the rules.

Are you still taking submissions?

Thank you for running.

Family Background Goblin: 1d100 ⇒ 32 = 3 (Cha and Dex)

Home land: 1d20 ⇒ 7

Goblin -4= 3:
Frontier You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add Farming Lore, Fishing Lore, Hunting Lore, Scouting Lore, and Lore pertaining to a type of creature that threatened your homeland regularly (such as Giant Lore) to your background options.

Major childhood event: 1d20 ⇒ 4

Betrayed:
A friend or family member whom you trusted more than anyone else betrayed you. Add the skill feat to your background options.

Influential Associate: 1d20 ⇒ 14

The Mercenary :
With this person, there was always a cost. No deed came without a trade for something of equal or greater value. You respected their cynical but fair dealings, and they influenced your philosophy. Add a Strength ability boost to your background options.

exchange for The Pariah :
You met a disgraced exile and found in their words something that spoke to you. What once seemed true in your religion, society, or family began to appear false, and you quickly learned not to trust everyone you meet. Add a Wisdom ability boost to your background options.

Inspiring Relationships: 1d12 ⇒ 5

Kindly Witch :
This character connected you to a kindly but reclusive person who was living at the edge of civilization but had expansive knowledge to share. Add the Natural Medicine skill feat to your background options.

Challenging Relationships: 1d12 ⇒ 12

Spy :
You spied upon this character in the past, either at the behest of someone else or because of your own suspicions. Add the Read Lips skill feat to your background options.

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