GM Wolf |
Greetings players!
I am looking for more players as we have lost several players recently. Two to not posting at all. One to IRL problems. The third to just not feeling it. We hope to bring in at least 3 players up to 5. I am trying to post at least once a day and would love to have some life infused into our game!
We presently have an Elven Fighter, Dwarven two handed fighter, and Hospitaler Paladin 3, Celestial Bloodrager 1 Angel Blooded Aasimar.
We have been charging our way through the game with might over anything else. Any classes are pretty much welcome. I would prefer no physics and only one gunner.
GM Wolf |
Original Campaign info:
Each player will start off as 2nd level (now 5th), you must have a hated foe and good reason for it. A princess has been going through her mostly peaceful kingdom for heroes. The outskirts of her father's kingdom she will likely find you. Omens have been foretold that when she comes to the throne darkness shall befall the kingdom, her father is sick and her mother and older sister died several years ago, her two older brothers have disappeared only last month and she fears the worst.
You should keep talking concepts with each other. If you put an NPC into your background you should either place it in the NPC codex or resources for me to use later. The more you give me the more likely you are to see that NPC again. I want your help to develop this campaign.
It is my birthday weekend, this weekend, so the deadline for submissions will be Monday at noon, Pacific time. I am looking for a party of no more than 8, but if we have 10, I could have two groups running at the same time. We will see.
Get the crunches up if you can with your background by the deadline. $ = 2,000. This will be heavy magic. (Now 6,000, yes this is low for your level but you will find at least one each encounter.)
If you want examples of formats for characters look at my Aliases. 'Krazok' 'Baris' and 'Saren' are great examples.
Nature skills are strongly suggested, if not ranks in ride and survival too. If you want an exotic mount this is the game to have one, rear it or buy it with your given money. If you want a mount ask the group to help you find prices for them. Also get barding!
Roll 5d6 seven times. Each roll subtract the lowest two rolls.
5d6 ⇒ (4, 1, 2, 5, 1) = 13 = 5, 4, 2, 1, 1, = 5+4+2 = 11
Disregard the lowest of the seven rolls.
Ex. 12, 14, 15, 8, 10, 18, 13 => 12, 14, 15, 10, 18, 13
Now you may take up to 3 points away from one ability score and give it to another... taking 3 from the 13 and giving 3 to the 15
Old Scores/Conversion: 12, 14, 15=>18, 10, 18, 13=>10
New Scores: 12, 14, 18, 10, 18, 10
In the 'race and class' slots in your alias, put in spoilers to show vital information and skills.
2 standard traits, 1 campaign trait, and 1 drawback.
Campaign Traits assume a lot more about your
character’s backstory, but they are meant to help serve as
inspiration for a player working to create a detailed and
interesting history for her character.
Bastard (limited to human characters):
One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish
yourself as a true noble.)
Issian:
You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest
south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.
Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance
of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for
matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism
and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
Sword Scion:
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you
feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Though not as wordy, perhaps some of you can help me with the description, I want to do some traits with divine focus.
Troubled Healer:
Though you have always tried to do you best to take care of others it always turns the worst for you when you try to help.
Gain another use of your divine healing, +1 on healing checks for your effort you continue to learn what you can to heal others. Heal is never classified as as a class skill.
Celestial Blessings:
You know the will of a celestial, by one form or another a celestial can and does contact you at least weekly. It tries to guide you the best it can but sometimes social moores can get in the way of the right thing to do. -1 to bluff but +1 on diplomacy checks. Diplomacy is always a class skill for you.
Scourge of Evil:
You have always had a mission in your mind of defeating evil and staying to the tenements of good the best you can. You know you may have to pay for atonement, but as long as evil is expunged the celestials will sort it out. You have gained the ability to smite evil and later to detect evil. If you already have this ability gain it once more per day. You can never turn off your detect evil, and will never ask questions before smiting an evil entity. -5 to diplomacy checks or other social checks done with evil aligned individuals for your party, as they hold you back and want to smite it. Though you will follow your group's actions by holding you back, never harming them physically. :)
Blade of Mercy (Sarenrae):
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Cleansing the Twisted (Sarenrae):
You have studied well the many religious texts that chronicle Sarenrae’s neverending struggle against Rovagug and his monstrous offspring. Your fighting style works particularly well when you utilize slashing weapons against aberrations. You gain a +1 trait bonus to slashing weapon damage against all aberrations.
Wisdom in the Flesh (Irori): Your meditation on the nature of strength and speed allows you to focus your thoughts to achieve things your body might not be able to do on its own. Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you.
Missionary:
You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many. Perhaps you’ve donated much of your personal wealth or time to serving the
church, or you’re the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith’s holy symbol. The faith has long supported you, and you are eager to repay the church in some way. Your faith is keenly interested in being represented in the creation and placement of a temple. This campaign trait is particularly suited to worshipers of Sarenrae or Eristal. The region is known to have old sites and an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church. You’ve joined this band in hopes of helping to establish a new temple in the soon-to-be revitalized area. You’ve been selected for your dedication to the church and your strong social
graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you.
Chance Encounter:
You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.
Associated Mythic Path: Trickster.
Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long
friendship (or perhaps friendly rivalry) with the others she rescued.
Child of the Crusade:
Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could
be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and
it bolsters you against demonic inf luence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Associated Mythic Path: Marshal.
Multiple Characters: If other characters take this trait, you should all be related—you can be siblings, cousins, or even more distant relations, but you should all be aware of this shared lineage.
Exposed to Awfulness:
When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness
by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic
heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Associated Mythic Path: Guardian.
Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.
Riftwarden Orphan:
You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of
Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were
raised by a foster family in Kenabres. Your foster family has conf irmed
that both of your parents were Riftwardens, and has further conf irmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to
them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.
Associated Mythic Path: Archmage.
Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents. Stolen Fury: You were forced to take part in a demonic ritual as a youth after having been captured
by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul,
you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have
changed you. Recently, those energies have changed— it’s as if you’ve f inally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.
Associated Mythic Path: Champion.
Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you
managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.
Touched by Divinity:
As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have
dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver
holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).
Associated Mythic Path: Hierophant.
Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.
The group is not focusing on kingdom building but if we have new players that are willing to help that could change.
I am looking for the 'Kingdom Roles' now.
Undead twist: There have been roving bands of undead seen coming out of the Stolenlands. Stories of necromancers and powerful undead creating armies to do their evil bidding.
OOC: Think of it that a few necromancers have made friends with the local villains and have been making good use of all the bodies that come their way.
It would be prudent to try to connect using one of the original PCs as some kind of contact.
Koldur of the Axe, Sable, or Johanna. You could connect with Hundor if you wanted, though he has gone through some major changes from his devious past.
Ouachitonian |
5d6 ⇒ (3, 1, 1, 1, 6) = 12-2=10
5d6 ⇒ (1, 2, 5, 2, 4) = 14-3=11
5d6 ⇒ (6, 4, 5, 2, 4) = 21-6=15
5d6 ⇒ (1, 5, 4, 1, 2) = 13-2=11
5d6 ⇒ (3, 3, 4, 3, 6) = 19-6=13
5d6 ⇒ (1, 3, 1, 3, 1) = 9-2=7
5d6 ⇒ (4, 5, 5, 3, 4) = 21-7=14
Ok, so 15, 14, 13, 11, 11, 10 Subtract: 11->10, Add 15->16
So, 16, 14, 13, 11, 10, 10.
Not great. But workable. I'm thinking maybe a druid of some sort. *Not* a fan of Undead. Possibly an associate of the paladin's, if he's likewise from a faith that has issues with undead.
Any race restrictions? How are we doing HP?
chunky04 |
5d6 ⇒ (3, 3, 5, 4, 1) = 16 = 12
5d6 ⇒ (3, 2, 2, 3, 5) = 15 = 11
5d6 ⇒ (6, 1, 4, 6, 3) = 20 = 16
5d6 ⇒ (5, 2, 6, 4, 6) = 23 = 17
5d6 ⇒ (5, 2, 6, 2, 1) = 16 = 13
5d6 ⇒ (3, 1, 5, 4, 3) = 16 = 12
5d6 ⇒ (1, 1, 5, 4, 2) = 13 = 11
Not too shabby, will do more with this over the weekend.
Thinking I'll likely turn the 11 into an 8 and up the 13 to another 16.
Vrog Skyreaver |
5d6 - 5 ⇒ (6, 3, 3, 2, 4) - 5 = 13
5d6 - 2 ⇒ (3, 4, 1, 6, 1) - 2 = 13
5d6 - 6 ⇒ (3, 3, 6, 4, 5) - 6 = 15
5d6 - 4 ⇒ (3, 1, 6, 6, 5) - 4 = 17
5d6 - 5 ⇒ (2, 3, 4, 5, 4) - 5 = 13
5d6 - 4 ⇒ (4, 1, 5, 3, 3) - 4 = 12
5d6 - 4 ⇒ (3, 6, 5, 1, 4) - 4 = 15
17, 15, 15, 13, 13, 13: I'll turn two 13s into 10s to make the 15s into 18s and drop the 3rd 13 to a 12 to make the 17 an 18.
Final stats: 18, 18, 18, 12, 10, 10
So it looks like your group is heavy beatstick (2 handed fighter and pally bloodrager; possibly elven fighter).
That leaves a skill character, a divine caster, and an arcane caster. I assume by no physics you mean not psychic casters.
So, I'll put together a wizard. I should have it up tomorrow night.
GM Wolf |
Max HP for first level, then roll. You may reroll your lowest roll.
The paladin, Johanna "The Cat" Sinclair, worships Iomedae.
Yes, thank you Vrog. It looks like we will have a 'beast' wizard!
Yes chunky, I would do that!
No race restrictions. We had a half drow, but that was pretty much the most exotic we have gotten so far.
Oblivion's Scion |
I guess I will give this a try.
5d6 ⇒ (1, 5, 3, 6, 5) = 20 = 16
5d6 ⇒ (3, 6, 3, 6, 5) = 23 = 17
5d6 ⇒ (5, 1, 6, 5, 3) = 20 = 16
5d6 ⇒ (2, 3, 6, 5, 3) = 19 = 14
5d6 ⇒ (4, 5, 2, 2, 1) = 14 = 11
5d6 ⇒ (6, 3, 1, 6, 2) = 18 = 15
5d6 ⇒ (4, 4, 3, 6, 5) = 22 = 15
I will drop the 11, lower one 15 to a 14, and bump the 17 to an 18.
set: 18, 16, 16, 15, 14, 14
I am thinking a skilled character - possibly bard or alchemist, to give some arcane flexibility as well. Though a cleric or oracle could be a useful healer for so many bruisers.
@GM Wolf When you say "no physics", are you using the older English term "physic" to mean a healer? If so, do you mean no one with healing magic or capability, or simply no one built around using the heal skill? EDIT, or do you mean "no psychics" as Vrog asked - sorry, was already working on a post.
psionichamster |
Stats!: 5d6 ⇒ (6, 6, 1, 6, 3) = 22 18
Stats!: 5d6 ⇒ (3, 1, 5, 4, 5) = 18 14
Stats!: 5d6 ⇒ (4, 2, 3, 2, 4) = 15 10
Stats!: 5d6 ⇒ (3, 2, 6, 5, 5) = 21 16
Stats!: 5d6 ⇒ (4, 3, 3, 1, 5) = 16 12
Stats!: 5d6 ⇒ (2, 3, 1, 4, 1) = 11 9
Stats!: 5d6 ⇒ (4, 1, 4, 5, 2) = 16 13
Drop the 9, obviously.
18, 16, 14, 13, 12, 10 - pretty nice stats, TBH.
psionichamster |
HP: 1d10 ⇒ 5
HP: 1d10 ⇒ 3
HP: 1d10 ⇒ 8
HP: 1d10 ⇒ 5
Reroll 3:
HP: 1d10 ⇒ 7
Male Goblin Cavalier 5
CN Small Humanoid (goblin)
[b]Init: +5; Senses Perception +1; Darkvision 60’
Languages: Goblin, Common
DEFENSE:
AC 21 Touch 16 Flat-Footed 16 (Armor +3, Shield +2, Size +1, Dex +5)
HP: 55 (5d10+20)
Fort +8 Ref +6 Will +4 (+2 vs fear - Banner)
OFFENSE:
Speed:30
Melee: masterwork lance +11 (1d6+3 20/x3) or masterwork longsword +11 (1d6+3 19-20/x2)
Charging Mounted Melee: masterwork lance +15 (3d6+9 20/x3)
Ranged: javelin +10 (1d4+3) Range 30 Ammo: 5
STATISTICS:
Str 16 Dex 20 Con 16 Int 10 Wis 12 Cha 11
Base Atk 5; CMB +7; CMD 22
SQ: Favored Class (cavalier; HP), sneaky rider, order (Order of the Sword), cavalier’s charge (+4, no ac penalty), expert trainer (+2 to train mount, DC+5 = 1 day rather than 1 week/trick), banner (60’; +2 morale vs fear, +1 morale on charges), By My Honor (CN)
SA: Challenge (2/day, +2 morale while mounted, +5 damage)
Feats: Mounted Combat, Distracting ChargeT, Ride By Attack, Spirited Charge
Traits:Silent Hunter, Beast Bond, River Lander
Drawback: Impatient (no delay or ready, -1 to ability, attack, save, skills if last in turn)
Skills Handle Animal +11, Linguistics +1, Ride +18, Sense Motive +8 (+2 vs bluff), Stealth +22
Gear: masterwork lance, masterwork studded leather, masterwork heavy steel shield, masterwork longsword, javelins (5), morningstar, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, soap, torches (10), waterskin, trail rations (5 days)
Coin: 984 gp
Mount
N Medium animal
Init +3; Senses: Low-Light Vision, Scent Perception: +8
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 Natural)
HP: 42 (5d8+20)
Fort +7, Ref +7, Will +2
OFFENSE
Speed: 50 ft
Melee: bite +5 (1d6+2 plus trip)
STATISTICS
Str 14, Dex 16, Con 16,[b Int[/b] 2, Wis 12, Cha 6
BAB +3; CMB +5; CMD 18 (22 vs. trip)
Feats: Toughness, Light Armor ProficiencyB, Improved Natural Armor, 5
Skills: Perception +8, Stealth +7
SQ: Link, Evasion,
Tricks Known: Attack, Attack Anything, Down, Guard, +4
Gear: Chain Shirt Barding, saddle, saddlebags, bit & bridle, animal feed (5 days)
Background: Toki is a very strange goblin. He was taken from the remains of his tribe after an adventuring party slew them. Raised from a whelp by a knight from Lastwall named Burton d’Corbus, he was taken on campaign all across Varisia, before his adoptive father eventually settled in Brevoy. Always keen to learn the martial and animal skills he observed on the road, Toki grew very attached to animals, eventually overcoming most of his racial fear and hatred of both dogs and horses. His father always felt some residual guilt over the raid which left Toki tribe-less, sent the goblin out into the world with as best a moral upbringing as he could manage as a failed crusader against the Worldwound.
Knowing Toki would never get peace or even really seek that out, he outfitted the goblin with equipment and helped tame a wolf for him to ride, sending him into the wilds of the River Kingdoms to make his way in the world. Toki now serves as a mercenary and guard-for-hire in the area, traveling on his wolf Wartooth and seeking out danger and adventure wherever he can find it.
The Archlich |
5d6 - 5 ⇒ (3, 4, 6, 5, 2) - 5 = 15
5d6 - 4 ⇒ (2, 4, 2, 5, 5) - 4 = 14
5d6 - 4 ⇒ (6, 5, 3, 1, 3) - 4 = 14
5d6 - 8 ⇒ (4, 6, 5, 6, 4) - 8 = 17
5d6 - 6 ⇒ (6, 3, 3, 3, 5) - 6 = 14
5d6 - 5 ⇒ (2, 4, 3, 3, 6) - 5 = 13
5d6 - 4 ⇒ (2, 2, 3, 2, 5) - 4 = 10
Not sure if there's still space, but I have an ex-cleric that could fit well. Not a healer - more like a channel to damage, spell yielding, armored type of guy. Buff spells, control spells, damage spells, can defend himself if needed.
I like my rolls, very balanced! Regardless, moving around, I will end up with 18, 18, 14, 14, 13, 10.
Daniel Stewart |
Oh how I do love to roll new characters...lol
5d6 ⇒ (4, 1, 1, 1, 1) = 8 = 06
5d6 ⇒ (4, 6, 2, 3, 2) = 17 = 13
5d6 ⇒ (1, 3, 6, 3, 4) = 17 = 13
5d6 ⇒ (4, 2, 1, 5, 4) = 16 = 13
5d6 ⇒ (2, 6, 4, 2, 1) = 15 = 12
5d6 ⇒ (4, 6, 5, 2, 4) = 21 = 15
5d6 ⇒ (6, 2, 4, 5, 1) = 18 = 15
WOW...that is some bad rolling...lol Was looking to make a rogue of some sort as I think you are lacking a skill monkey!
Could work stats to being 18,18,13,12,10,10...eh, might work.
TheWaskally |
5d6: 5d6 ⇒ (6, 1, 1, 3, 1) = 12=10
5d6: 5d6 ⇒ (3, 1, 5, 5, 2) = 16=13
5d6: 5d6 ⇒ (4, 3, 2, 3, 6) = 18=13
5d6: 5d6 ⇒ (5, 2, 6, 6, 6) = 25=18
5d6: 5d6 ⇒ (4, 5, 1, 4, 2) = 16=13
5d6: 5d6 ⇒ (6, 6, 3, 1, 5) = 21=17
5d6: 5d6 ⇒ (2, 3, 6, 1, 3) = 15=12
Hmm. An above-average stat selection. I'll reexamine your campaign notes that I hope will allow me to submit a worthy addition to you campaign.
Brother_Guiness |
So, I have an idea for a character...Let's see how kind the dice are:
Roll 1: 5d6 ⇒ (6, 1, 6, 2, 2) = 17 => 14
Roll 2: 5d6 ⇒ (3, 5, 2, 6, 5) = 21 => 16
Roll 3: 5d6 ⇒ (3, 3, 2, 4, 1) = 13 => 10
Roll 4: 5d6 ⇒ (4, 6, 6, 1, 2) = 19 => 16
Roll 5: 5d6 ⇒ (1, 5, 6, 3, 6) = 21 => 17
Roll 6: 5d6 ⇒ (1, 4, 3, 5, 1) = 14 => 12
Roll 7: 5d6 ⇒ (6, 3, 5, 2, 4) = 20 => 15
...and the dice are very kind. Drop the 10 from Roll 3, Push the 15 down to a 12 to bump the 17 to 18 and one of the 16's to 18...
14, 16, 18, 18, 12, 12
I should be able to build a strong character with those stats...Give me a few hours and I'll see what I can come up with...
Alembic |
So here is Vrog's wizard. I'm still writing out his backstory, and I decided to recycle an alias for this.
The TL:DR of his backstory is that he's a wizard that has lived for most his life on the planes working for Abadar's faithful (he's not religious personally, but a job is a job, and a god's gold spends as well as anyone else's). After a recent tragedy, he was sent to help out a Human paladin in building and maintaining a new kingdom.
Brother_Guiness |
I should be able to build a strong character with those stats...Give me a few hours and I'll see what I can come up with...
HD Rolls: Hit Points: 4d8 ⇒ (8, 6, 7, 4) = 25
So, I have fleshed out my idea for a Half-Elven Skald (Herald of the Horn) who has always had a song in his heart and a vision in his dreams of the goddess of beauty and music (Touched by Divinity--Shelyn). While he was never a great warrior himself, he bolstered others with encouragement and healing when violence was necessary. After a series of depressing adventures, he decided to leave his homeland and wander the world, spreading music and knowledge through his twin gifts of music and bookmaking...That is, until he heard of the Kingmaker heroes! Now he comes to look for them, seeking to help with and accurately document their great deeds!
Meet my work in progress, Ingvarr Battlecaller.
Brother_Guiness |
Coming in as an elf, you could be related to me. I have a big family.
It looks like it is time to add some more to my backstory!
@Sable, how about a half-elf? I am still working on the backstory, so his references to his homeland could easily be woven into your background.
@Koldur, it is possible Ingvarr passed through your town of Iron Peaks supplying books to the library and giving honor to the local temples, especially if there is one which reveres Shelyn.
Seraphina Medvyed |
Hello! I have been looking for a Kingmaker PbP for my Seraphina, here. She has lost her GM twice before and the second time the groups fell apart. I'm actually offering to GM a game for whomever runs a KM campaign for her. She is currently built as she was when I last played her, so disregard her custom feats and such. I plan to take her to Dragon Disciple and maybe set her up for magical item crafting in her next build if no one fills that role in your game. Also planning to take the Leadership feat when/if possible.
Her background is pretty substantial and I don't expect I would change much. She had established in her previous campaign that the Stag Lord led the raiding party that killed her father and brothers. It didn't look like he had been dealt with yet so that would still be a hook for her. Link to sample post.
5d6 - 1 - 2 ⇒ (1, 2, 2, 2, 6) - 1 - 2 = 10
5d6 - 1 - 2 ⇒ (2, 1, 3, 4, 6) - 1 - 2 = 13
5d6 - 1 - 3 ⇒ (5, 3, 1, 6, 5) - 1 - 3 = 16
5d6 - 1 - 1 ⇒ (1, 2, 4, 4, 1) - 1 - 1 = 10
5d6 - 2 - 4 ⇒ (5, 6, 4, 2, 5) - 2 - 4 = 16
5d6 - 3 - 4 ⇒ (5, 5, 4, 5, 3) - 3 - 4 = 15
5d6 - 1 - 4 ⇒ (4, 1, 6, 6, 4) - 1 - 4 = 16
Strength 16
Dexterity 16
Constitution 15
Intelligence 13
Wisdom 10
Charisma 16
Maybe rob the 15 or a 16 to max out Charisma. Is there a beginning ability cap?
HP: 4d6 - 1 ⇒ (6, 4, 1, 4) - 1 = 14 + Reroll: 1d6 ⇒ 5 = 25
Let me know which character it would be best to associate her with and I will write something up for that when I finish up the revised crunch.
Koldur of the Axe |
Sable Soren wrote:Coming in as an elf, you could be related to me. I have a big family.
It looks like it is time to add some more to my backstory!
@Sable, how about a half-elf? I am still working on the backstory, so his references to his homeland could easily be woven into your background.
@Koldur, it is possible Ingvarr passed through your town of Iron Peaks supplying books to the library and giving honor to the local temples, especially if there is one which reveres Shelyn.
Anything is possible as you write your story to tie down your character background to us. Our GM likes it as it gives him something to plot. I mean give you character background fleshing.
Sarah 'queen' B. |
I am a huge fan of the Kingmaker AP and had a blast playing it with my tabletop group. I'm definitely interested in this, if the dice are kind to me.
5d6 - 2 - 3 ⇒ (2, 6, 3, 6, 3) - 2 - 3 = 15
5d6 - 3 - 3 ⇒ (3, 3, 4, 3, 5) - 3 - 3 = 12
5d6 - 1 - 3 ⇒ (1, 5, 4, 3, 3) - 1 - 3 = 12
5d6 - 1 - 1 ⇒ (1, 1, 5, 2, 2) - 1 - 1 = 9
5d6 - 4 - 4 ⇒ (4, 6, 4, 4, 6) - 4 - 4 = 16
5d6 - 1 - 1 ⇒ (2, 6, 1, 4, 1) - 1 - 1 = 12
5d6 - 1 - 3 ⇒ (1, 4, 4, 5, 3) - 1 - 3 = 13
16, 15, 13, 12, 12, 12
Take 2 from 12 and give it to another to get 14
16, 15, 14, 13, 12, 12, 10
I see that you are good for melee martial characters but you don't have much in the way of ranged, divine, arcane and/or skilled.
I will have a think about it.
Ingvarr Battlecaller |
Sable Soren wrote:Coming in as an elf, you could be related to me. I have a big family.
It looks like it is time to add some more to my backstory!
@Sable, how about a half-elf? I am still working on the backstory, so his references to his homeland could easily be woven into your background.
@Koldur, it is possible Ingvarr passed through your town of Iron Peaks supplying books to the library and giving honor to the local temples, especially if there is one which reveres Shelyn.
Updated backstory and character details are now in the alias. Let me know if there are any questions.
Best of luck to everyone!
GM Wolf |
@GM Wolf When you say "no physics", are you using the older English term "physic" to mean a healer? If so, do you mean no one with healing magic or capability, or simply no one built around using the heal skill? EDIT, or do you mean "no psychics" as Vrog asked - sorry, was already working on a post.
"no psychics" as Vrog asked -
Ability cap is 18 then you can add your racial modifiers.
Seraphina, the Stag Lord is dead in our campaign, though I can easily make an imposter Stag Lord that killed your family.
Joe, I have seen character builds be almost the same, then be played completely different. Your choice though.
I will have to double check but no special rules or background skills. I know I like those but were not instuted at the beginning of the campaign.
GM Wolf |
I count a total of 9 applicants so far. So now we add a deadline, what do you think about noon tomorrow?
That will be our tentative deadline and I will see how many get done by then. If you can't let us know and we might extend it.
Things I am looking for (they all hold the same amount of weight):
Crunch done
Picture and description
Background at least 5 paragraphs as you are 5th level. Including a brief paragraph or more of why you are 5th level. (Should include family, friends, contacts, nemesis, etc.)
Personality with drawback (should also include likes, dislikes, loves, loathes, etc.)
Done by first deadline
Connection to other PCs (this can include original and new PCs)
Anything I am missing Koldur?
Sable Soren |
As my family is nobility half breeds are frowned upon. They all know this, they meaning my children and family. Though I would welcome any child of mine with open arms. Pity the soul that impersonated a family member.
Oh and most recently not to my knowledge I became a great great grandfather. That's right 5 generations!
Koldur are you older than me? I learned from you so that would make sense. Though I feel like you are only 50 years my senior, what do you think. I never wrote it down.
GM Wolf |
Present applicant players:
Ingvarr the Skald
SERAPHINA Female Human (Taldan) Sorcerer
Alembic Wizard
Toki Male Goblin Cavalier 5
Rognar Grimtooth the cleric
Then there are lots of concepts:
Ranger
Ex-cleric
I am thinking a skilled character - possibly bard or alchemist, to give some arcane flexibility as well. Though a cleric or oracle could be a useful healer for so many bruisers.
GM Wolf |
What knowledges do you have 2 ranks in? I know you say all but there are a lot of knowledges, 10 to be precise.
So using 20 skill points? After your other skills it looks like you only have 10 left over.
I am assuming the spells you have listed are the ones you have prepared or are those the ones in your spellbook? Or are you casting spells from your Arcane Reservoir?
You have 6,000 gold listed but you have 10,500 for 5th level. You should get some basic equipment as well, perhaps a wizards kit.
Facing demons and devils, you likely would have a magical cold iron weapon as well, but I will let you decide that.
You might say you know Oscar... the defacto paladin that we have in the background. Or at least sent to help him. Then again you could be here to help out Olivira too.
Also you need to get the vital and skills info in your slots for easy access.
Alembic |
I have 2 ranks in each of the 10 knowledge skills. Here's a breakdown of my skill ranks:
2 base + 5 Int + 1 favor = 8 skill points/level. Doing the math, it looks like I left an extra skill when I had considered making him human. I'll remove intimidate.
The spells I have listed are the ones in my book. Arcane Reservoir is just used to power my arcanist exploits (which I get from my archetype).
I only spent 6,000 gp because in your recruitment post you said to only spend 6000 gp. I held onto some money cause I wasn't sure if I needed to purchase anything specifically; also if I'm making melee attacks against a demon, we have much bigger problems.
As far as my HP and whatnot showing up in my tagline, it's there, it just doesn't show up until you post in a gameplay thread.
I just picked the paladin of the group because I wanted to be connected directly to one of the other PCs.
Let me know if you have any questions about any of this =)
CL4P-TP |
Hia Mister Wolf!
It’s your old pal Clappy :)
I haven't played in a campaign for a long time now and wouldn't it be neat if my first game back was in one of yours?
I quit these boards a while ago, something like 1-1/2 to 2 years ago, mostly due to life. I have been wanting to get back into Pathfinder since I have fond memories of it and a friend of mine has been encouraging me to take up writing again.
So. This looks like a good place to dive in :)
That said, noon tomorrow is oof! Would you be willing to extend it a bit until say evening tomorrow? I think those few extra hours would make a massive difference on If I could make a submission or not.
5d6 - 2 - 1 ⇒ (4, 6, 2, 6, 1) - 2 - 1 = 16
5d6 - 4 - 2 ⇒ (4, 6, 2, 6, 5) - 4 - 2 = 17
5d6 - 1 - 3 ⇒ (1, 5, 5, 3, 5) - 1 - 3 = 15
5d6 - 2 - 4 ⇒ (6, 2, 4, 4, 5) - 2 - 4 = 15
5d6 - 2 - 2 ⇒ (6, 2, 5, 2, 6) - 2 - 2 = 17
5d6 - 2 - 3 ⇒ (5, 2, 4, 6, 3) - 2 - 3 = 15
Stats: 17,17,16,15,15,15
So I am thinking; 15->14 , 17->18
Stats: 18,17,16,15,15,14
Pretty massive stats.. -__-
Stats: 18,17,16,15,15,14
I have 2 ideas of mine (which I will have to decide on quickly...) that I may repurpose for this :)
The first idea is a Human Monk (Ki Mystic) who is basically Mr. Perfect who can do just about anything at least reasonably well. He gets a lot of flat bonuses to all sorts of things and could make a decent and very versitile skill monkey or know-it-all. That plus he can improvise basically anything he wants to on the fly, so I get to have a lot of fun with him >:)
The second idea is a Dwarven Barbarian who is a bit more on the wild side. The really odd thing about him however is that he is a Magic-Denier (think flat-earther -__-) who scoffs at the idea of magic and is constantly trying to rationalize any magic that he sees with some sort of natural explanation. If push comes to shove he just flat out denies it.
What's worse, he is actually VERY resistant to magic so that can often lead credibility to his eye-rolling claims.
Otherwise, he often wears just some minimalist clothing and fights with very little in his hands (so not two-handing anything)... Except for his helmet... That just looks like he headbutted a big rock and it got stuck there...
As comical as it is to see the literal boulder helmet on his head, what is even more comical is to see that he was not particularly inventive on how to use it... Drop into a crouching position, lower head. Tuck in arms. Howl and charge! Chances are you will headbutt SOMETHING... @-@
Now I reconise that these are both melee focused characters (the Dwarf doubly so), but I did like the idea of a group of largely melee brusers with a very direct approach to problems, with all the oversights that might entail :)
I like the idea of an overspecialized group trying to overplay their strengths together and having to get creative on the rest. Honestly, the Dwarf would have a lot of flaws and some of his strengths might be middlesome at best, but if it flys I would love to give the idea of another bruser in your party a try. :)
Ingvarr Battlecaller |
** spoiler omitted **
Isn't 5th level 10,500 for wealth?
** spoiler omitted **
From your post, "Get the crunches up if you can with your background by the deadline. $ = 2,000. This will be heavy magic. (Now 6,000, yes this is low for your level but you will find at least one each encounter.)"
...Looks like Alembic beat me to it.
Deific Obedience is a Feat: Deific Obedience. The benefit for Shelyn is a +4 sacred bonus on Perform and Craft Rolls.
Also, I am still working on updating the sheet. I wasn't sure if the link to the document was good enough, so I used your format to put the bulk of the information directly into the alias. Looking at your suggestions, I need to make a Personality section and maybe add a bit more to the Background section.
GM Wolf |
ClAP Trap!!!! It is sooo good to see you! I hope things are much better now! Since you are the first one to ask for an extension, midnight tomorrow it is then! I have already started to go thru submissions!
Yeah Clappy I LOVE both of those ideas. The monk reminds me of Sable's Butler.
Oh yes, that is right. I did post 6k... sorry about that.
Thanks The Archlich! If you want to make a boss for me, or even play it that would be wonderful! Just an idea! ;P
Ah ok Ingvarr, thanks for letting me know. Keep it up, you can do it!
25 more hours to go!!!!
Koldur of the Axe |
@GM Wolf.
I don't think anything much has being left out. It's pretty concise in what we would like to have a full stable of characters interacting with each other. I do think that an extension might be helpful to those still fleshing out their characters.
@Sable.
I put my background with you as sparring partners and friends. Age wise likely to be younger then Sable since life spans between the two means you'll outlive me by a wide margin.
@Everyone else.
I'm partial to a healing capable class because well tbh I get o much injuries I'm running out of body parts to put scars on.
I do like everyone's concepts though. Looking forward to all or some of you joining in our delectable campaign.
Seraphina Medvyed |
Ability cap is 18 then you can add your racial modifiers.
Seraphina, the Stag Lord is dead in our campaign, though I can easily make an imposter Stag Lord that killed your family.
Whoops, I guess my search-fu failed me that time. It need not be any kind of Stag Lord, I can write it up to be someone else. Maybe you have a necromancer with a similarly distinctive look?
Here she is, crunch and background updated for this game. If chosen, I will adjust the character profile. I held back on spending with hopes to craft some items in game. 4,389.26 gold left. I did buy a wand of infernal healing, though some characters may want to abstain.
More recent background: Seraphina and a group of stalwart adventurers, mostly women, set off into the Stolen Lands with noble intentions. They became close friends and met many more new friends along the way. Among them, Captain Kesten Garess, the older brother of her erstwhile suitor, Kol. As well as the local kobold tribe, the Sootscales and a mischievous pair of woodland fey.
Through interacting with the Sootscales, she learned more about her Draconic Heritage and what it meant concerning the changes in her appearance and more importantly, her growing powers. Yakpank tutored the young noblewoman toward acceptance and understanding.
But her companions had gone their own ways, each chasing their own personal dreams. When she was ready to leave the Kobold Warrens, they pointed her toward another group of adventurous folk they were acquainted with. She wondered at the name she was given. Koldur… It was hard to be sure with the kobold’s pronunciation, but it almost sounded like the name of her Father’s old weapon master. She thought it was a slim chance, but she would love to hear someone tell tales of her Father again.
Updated Crunch:
SERAPHINA MEDVYEDFemale Human (Taldan) Sorcerer 5
CG Medium humanoid (human)
Init +2; Senses Perception +8,DEFENSE
AC 14, touch 13, flat-footed 12 (+1 *Ring of Protection +1, +2 Dex, +1 deflection, +1 natural, )
hp 35 (5d6)+10
Fort +3, Ref +3, Will +4, +1 trait bonus on Will saves vs. spells and supernatural abilities of fey creatures
Resistances Acid 5,OFFENSE
Speed 30 ft.
Ranged acid (flask) +4 (1d6)
Melee claw +6/+6 (1d4+3)
Ranged alchemist's fire (flask) +4 (1d6)
Ranged thunderstone +4 (/none/x0)
Ranged light crossbow +4 (1d8/19-20)
Melee dagger +5 (1d4+3/19-20)
Ranged dagger (thrown) +4 (1d4+3/19-20)
Melee dagger (cold iron) +5 (1d4+3/19-20)
Ranged dagger (cold iron/thrown) +4 (1d4+3/19-20)
Known Sorcerer Spells (CL 5th, concentration +10):
2nd (5/day) - bull's strength (DC 17) , resist energy (DC 17) , burning arc (DC 17)
1st (8/day) - corrosive touch , enlarge person (DC 16) , protection from evil (DC 16) , shield (DC ) , vanish (DC 16) , mage armor (DC 16)
0th (at will) - acid splash , detect magic , light , mage hand , mending (DC 15) , prestidigitation (DC 15) , read magic (DC ) , resistance (DC 15)STATISTICS
Str 16, Dex 14, Con 15, Int 13, Wis 10, Cha 21
Base Atk +2; CMB +5; CMD 18
Feats Arcane Strike, Combat Casting, Eschew Materials, Weapon Focus (Claw), Craft Wondrous Item
Skills Acrobatics +2, Appraise +1, Bluff +9, Climb +3, Craft (Untrained) +1, Diplomacy +6, Disguise +5, Escape Artist +2, Fly +2, Intimidate +10, Knowledge (Arcana) +8, Linguistics(Draconic) +2, Perception +8, Perform (Untrained) +5, Ride +3, Spellcraft +8, Stealth +2, Swim +3, Use Magic Device +9,
Languages Common, Draconic, Sylvan
SQ Bloodline Arcana, Bonus Feat, Bonus Sorcerer Spell (5x), Cantrips, Claws, Draconic Bloodline (Copper), Dragon Resistances, Skilled, , , , ,
Possessions ring of protection +1; acid (flask); outfit (explorer's); signet ring; alchemist's fire (flask); thunderstone; dagger; dagger (cold iron); tindertwig (x3); parchment (sheet) (x5); Spring-loaded Wrist Sheath [ Rod (Extend/Lesser); ]; Wrist Sheath [ Wand of Infernal Healing; ]; Backpack, Common [ Alchemist's Fire (Flask) (x2); Acid (Flask) (x2); Bedroll; Blanket (Winter); Candle (x5); Chalk (1 Piece) (x5); Fishhook (x3); Whetstone; Vial (x3); Thunderstone (x2); Thread (50 ft.); String (50 ft.); Sewing Needle (x3); Rice Paper, Sheet (x5); Rations (Trail/Per Day) (x3); Flint and Steel; Inkpen; Ink (1 oz. Vial) (x2); ]; Vial ; Light Crossbow ; Scroll Case ; Horse (Light) [ Saddle (Riding); Saddlebags; ]; Saddlebags [ Crossbow Bolts (10) (x4); Feed (Per Day) (x7); Waterskin (Filled); Rations (Trail/Per Day) (x4); ];SPECIAL ABILITIES
Bloodline Arcana Whenever you cast a spell with the acid descriptor, that spell deals +1 point of damage per die rolled.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Sorcerer Spell (5x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR. You can use your claws 8 rounds per day. These rounds do not need to be consecutive.
Draconic Bloodline (Copper) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Dragon Resistances (Ex) You gain Acid Resistance 5 and a +1 natural armor bonus
Eschew Materials
Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sorcerer Spell Level 0 (2x)
Sorcerer Spell Level 1 (3x)
Traits:
House Medvyed Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is "Endurance Overcomes All."
Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Noble Born You claim a tangential but legitimate connection to one of Brevoy's noble families. If you aren't human, you were likely adopted by one of Brevoy's nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you've had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you've found your name to be more of a burden to you than a boon in many social situations. You've recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title "noble."
Metamagic Master
Your ability to alter your spell of choice is greater than expected.
Choose: A spell of 3rd level or below. Burning Arc
Benefit: When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
Drawback:
Family Ties
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
Oh, and Happy Birthday @GM Wolf! ^_^