Sandbox Mercenary Adventure Recruitment


Recruitment


Hey all,

I'm keeping a game going after a few dropouts. Currently I have two live PCs and one PC who is dead, but who has not yet communicated about the future of his character. I am looking for three additional adventurers to round out our party and make sure that we have lots of options when dealing with problems.

The adventure is on a time limit -- the party has 60 days to solve all of a variety of problems within the Vale. Their employer is the city of Korvosa, which is attempting to open up a trade route through the Vale, a wilderness area haunted by many monsters. The next day will be Day 3, so we've just barely gotten started. Dropping in and dropping out is fairly simple, though, since it's not an "end of the world/destined heroes" type situation, and is basically just about working for a monarch to fight monsters.

Character Creation:
Begin at 6th level.
15 point-buy, Core races only.
Use Automatic Bonus Progression (and half wealth, or 8,000gp).
Use Background Skills.

We have a Wizard and a Battle Herald already, who play our party's arcane and our support. My goal here is to have a pretty classic party, which means that of the (up to) three party members selected, I will be selecting one skilled character (such as a rogue, investigator, stalker vigilante, or inquisitor) one divine character (such as an oracle, cleric, shaman, or druid) and one martial character (such as a barbarian, fighter, paladin, or antipaladin).

I want a solid idea of how your character might behave. In that line, I'd like you to explain why you chose your character's alignment. I'd like a description of appearance (including equipment and clothing) and background. I'd like to know where your character is from, and what their goals are. I expect characters to be motivated by the notion of a land grant or large payment in gold.

I expect to see some blending of the backstory and the character's abilities. For example, if your character is a sorcerer, I'd like to see their sorcerous bloodline addressed in their backstory somewhere. Abilities tied to flavorful places in Golarion (such as Varisian Tattoo) should be restricted to characters from the appropriate demographic.

Our game thread is here, if you'd like to read it. The module we are going through is called Conquest of Bloodsworn Vale. It runs until 8th level, at which point I am open to continuing with additional modules.


A Hellknight might be fun for the martial role here. I’ll look at some options. May take a few of days, Monday-Tuesday is the busiest part of my week.


I love the Cartographer Investigator Archetype, seems like it would be a good fit.

Grand Lodge

Hmmm, was originally thinking a ranger of some sort. But since Ouachitonian, mentioned a Hellknight, and MrStr4ng3 investigator would fill the roll of skilled maybe I will dust off Wulfgar. He's a cleric of Gorum, more melee focused, but he can get healing done in a pinch.


I'd love to hear more deets about all these characters :)


I would like to put forth Warren Connery my two weapon warrior fighter for this. He is out to get himself a homestead to start a family on.


Hi, leinathan! Dotting in for interest. I'm kicking around a couple of ideas at the moment. I'll likely start putting their backgrounds together and see which one grabs me the most for a final submission. Concepts:

1. A former gray maiden, looking for new liege to serve. I assume with the possibility of a land grant, that would be given in the Vale? If so, she would likely look to serve as a swordswoman for another PC, or an NPC if there is one that is interested in starting a town or keep. Mechanically, she would be a sword and board fighter specializing in sisterhood style.

2. A long line of Varisian daughters, stretching back through a long-lived family line, blessed and cursed with oracular powers, who have roamed between the cities and towns of Varisia in a caravan of entertainers. A group of the caravan are tired of the itinerant life, and this daughter, to the chagrin of her mother and older sister, is bucking tradition, and eyes the land grant as an opportunity to provide something to her descendants that her ancestors have never had - stability. Mechanically, she'd be a shadow oracle.

More questions:

1. With the martial slot, are you looking for anything in particular? I ask because the gray maiden concept would provide tanking and some martial support, but would be - relatively speaking - not a super DPS contributor. There would be some mechanics that would play really well with the Battle Herald (and would be different enough to be complimentary without being overlapping).

2. I see you're not asking for traits with your build rules. Is the additional traits feat available?


I would say a martial character is a person who is:

A.) Tough
B.) Good at fighting, whether ranged or melee
C.) Optionally: Full BAB

Oh, also, characters definitely get traits -- two, as normal. And yes, you may take Additional Traits.


trawets71 wrote:
I would like to put forth Warren Connery my two weapon warrior fighter for this. He is out to get himself a homestead to start a family on.

My main note for this character is that he seems like a 1st-level character. 18 years old, just after having set out from the home of his adopted father in search of adventure.

The journey from level 1 to level 6 is like, one and a half chapters of an AP. What has Warren done to earn 6th level?

His profile says he worships Erastil. How strong is that worship?

He's Neutral Good. What does that mean to you?

Where did he learn Sylvan?

Would you say you can describe his personality in three adjectives?


Hey guys, I'm the Wizard. My PC is big on the Knowledge Skills, and loves to Bluff the more intelligent enemies. In combat I'm throwing Fireballs and Magic Missiles and such, creating a Pit or some battlefield control -- not so for buffs such as Haste.

Of course I'm not the DM so I have no say whatsoever in y'all's PC applications but, I'm a LE noble from Cheliax who just graduated The Academae -- so a HellKnight would get along quite well with me. Our other guy is LN and from Vudra.

Anyway, I'm looking forward to reading over your PC applications, too.


Howdy folks - I'm "the other guy", and I'm actually NG - started out LN, but in refinement ended up switching. I am a Paladin / Cavalier / Battle Herald, focused on giving out Aid Another bonuses like candy, buffing with Inspire Courage and Flagbearer, and sharing Teamwork feats. Right now I've got Lookout and Harrying Partners, the latter of which is the one I will usually share. I'm planning on picking up Outflank soon (next level I think?). So, I play well with martial characters in particular, and will solidly shore up mediocre stats for partial martials as well.

Looking forward to reading some good applications as well!


OK, thanks for the clarifications, leinathan!

Another question: Is this adventure taking place after the events of Curse of the Crimson Throne?

If so, there may be some spoilers about that AP in my backstory. I don't want to ruin anyone's fun, so I'll keep some spoiler-related description vague.

Thanks for the additional insights into your PCs, Portia and Tanu. I think my build would be complimentary for Tanu and the saves bonus folks will get from the sisterhood style feats will help everyone.

As my as-yet unnamed PC will be in search of a liege, she may also RP-wise be a good fit for Portia.


Yes, i believe Curse should have happened already.

Grand Lodge

I’ve fleshed Wulfgar out a little more, I still need to finish his gear, I decided he needed the ‘craft wondrous items’ feat to give his ‘fetishes’ a little more pizazz. Do you mind if he spends part of the 8,000 gp. On Crafting items?

Here is Wulfgar telling his own story to Haltani in "From under ice." When he was younger.

Background:

Once Wulfgar was on his own, he spent several years working his way south through the continent, picking up languages as he went. He would work as a combat medic for mercenary bands or doing freelance work with the Pathfinders.

His biggest claim to fame, Sailing from Magnimar to Corentyn his ship was blown off course and he and three others were stranded on an island. They were rescued by an Andoran ship of exploration. That Island became the island of Ancorato where Andoran eventually placed a settlement.

Sadly it was years after Wulfgar had left and returned to mercenary work. Having found himself between jobs and out of money in the city of Korvosa he heard that there was a chance employment for people with his skill set.


Appearance:

Wulfgar, at a distance, is an imposing figure; 6’ 5” in spiked plate armor, wearing a spangenhelm with a full face mask and carrying a glowing greatsword. Closer you notice the grime in the nooks and crannies of his armor and the smell; the odor of sweat, liquor, vomit and urine.

When he removes his helm his long black greasy stringy hair matts around his face clinging to his three day shadow. When he smiles you see teeth missing. But his most disconcerting feature is his eyes; both grey, the left eye normal in every way. The right eye; floats and twitches sporadically, the iris grey, but in the shape of a mountain and the pupil the silhouette of a great sword. It is not an evil eye; it is the eye of his Deity: Gorum


Personality:

While Wulfgar is very serious about serving Gorum, and considers that his main calling. He is willing to do whatever it takes to make ends meet. Working with mercenaries which fits right in his wheelhouse. Or taking a job to play medic and muscle for explorers. If there are no readily available jobs he sells trinkets and baubles that he makes, pawning them off as fetishes. Having even learned to instill them with a little magic.

He would not be considered a devout man by any other religion on the planet. Well maybe Cayden Cailean. He spends most of his money on alcohol, women and gambling. He is not very concerned with his appearance or hygiene and would be considered lazy by most. It would be easy to say that he enjoys the little things and has not great plans beyond his next meal. However, when he is working he does his best to watch out for his comrades. He is quick with a joke and does not offend easily, though he is known to do his own thing for his own reasons.

On the On the Myers Briggs scale Wufgar is an Adventurer

Wulfgar is harder to pinpoint than most of my characters. If you combine "The Dude, Friar Tuck and Bruce Campbell" add a Russian accent and you've got him.

Reasons not excuses:

Wulfgar is a character I’ve played in many games, in a couple of different worlds. By the time I stopped playing PFS I had only played him in two PFS games, But several others under one of two Identities. Each time the crunch and level fit the game, but the personality you see in the game post above has stayed the same. I like playing him, and the other iteration of him I have is in a game that is dying. So I hoped that he would be able to carry on with you.

He is happiest when he is fighting or adventuring, a true adrenaline junky. He makes carvings to keep his hands busy and to give him something to con people with. The ability to craft wondrous items seems like the next evolution in that process. He is at his worst when he is not adventuring. Turning into a drunk hedonist. When he is part of something, no matter how insignificant as long as it’s dangerous, he is at his best.

Grand Lodge

Wulfgar Ivarson wrote:
I’ve fleshed Wulfgar out a little more, I still need to finish his gear, I decided he needed the ‘craft wondrous items’ feat to give his ‘fetishes’ a little more pizazz. Do you mind if he spends part of the 8,000 gp. On Crafting items? ...

Scratch that, the more I look at what items he can craft, the more I hate the idea of crafting items. His fifth level feat will be furious focus. I'll leave the background skill alone because it still adds flavor.


Despite my reluctance to agree with the idea that a Kellid could be Russian, the character looks good -- certainly complete, with plenty of work put in.

My main question is about whether I should consider this character to be a divine applicant or a martial applicant. What does five rounds of combat look like to Wulfgar? What out-of-combat utility does he bring?

I also have questions about his alignment. Based on the description you've provided, he doesn't seem Good to me. What makes Wulfgar Good (other than "he's nice")? In fact, while you're at it, what makes Wulfgar Chaotic?


Appearance:
Jidrawz is a big man, not soft, but also not missing many meals. He has the beard common to Kellishite men and his skin has the weathered look of a man who spends most of his time outdoors, and fingers stained black by ink. His outfit is almost a map of his travels, a Qadiran head dress, Taldain Cavalry boots, a blue Andoren officers jacket repaired using bright Varisian threads and silk patches, Drumish steavadors gloves and the cloak of a Nirmathi huntsman. The Kukri in his sash is well cared for but seems added as more of an afterthought, his satchel on the other hand seems to be the centerpiece for his gear, the thick leather strap turned into a bandoleer for books and vials.

Background:
Jidrawz’s father Navan was a map maker for the Satrap and he was raised with the intention that Jidrawz would follow in his footsteps. It was during Jidrawz 2 years of mandatory service in the military that he discovered 2 things, First that the world was larger than Qadira. And second that he could no longer serve the Satrap. His squad had been tasked with chasing down some escaped slaves for a local merchant, when they ran them down what he found was starving men. women and children, his heart broke. He drugged his squad mates and fled the taking the captives with him, escaping to Taldor. He found work in Zimar as an assistant to an alchemist that supplied local adventurers and may have spent the rest of his days within the Taldor’s borders except for the assassins, the owner of slaves Jidrawz ‘stole’, a spiteful Rakshasa took it as a personal affront. Jidrawz would have likely died in that attempt if not for luck, an experienced tomb robber was in the shop and managed to save Jidrawz, taking him under her wing she taught him a new trade and a sense of wanderlust. However that first failed assisanation was not the last eventually Jidrawz learned not to put down roots, to leave before he made attachments and his troubles found him. Now Jidrawz flees to the north, trying to stay ahead of his past

Personality:
Jidrawz is standoffish, and more interested in making a drawing of a new plant than getting to know people. He knows his value and that to keep moving he needs to have funds, and it is important to him that if he is doing a job he does it well. He sees the payout the City is offering as a way to make a big move, finally breaking the trail he has been leaving for his pursuers. The problem always seems to be that He can never avoid stepping in to help when he sees people in need, even if walking away would be safer for him he will rush in to do what is right.

Taking a page from Wufgar Jidrawz is sort of a mix of Sallah from Raiders and Dr. David Banner from the Incredible Hulk TV Series.


Hmm.

I want to be clear about the reward for this adventure.

If the party members do well, the reward is a plot of land on an important trade route, and regular (but small, for adventurers' standards) income from taxation along the trade route.

What motivation does Jidrawz have to embark on an adventure for which the reward is a land grant?


The back story I worked out would not really have him interested in a land grant, in the original post you mentioned a land grant or large payment of gold. He could convince himself that a piece of land in the wilderness would be a place that he could hide.

Other than that, exploring the Vale, creating a trade route would be the sort of job that Jidwarz would jump at.

Grand Lodge

leinathan wrote:
Despite my reluctance to agree with the idea that a Kellid could be Russian, the character looks good -- certainly complete, with plenty of work put in.

Sadly, I aggree, a Kellid would probably not speak like a mid 20th century Soviet speaking English. But just go with it, It'll be fun :)

leinathan wrote:
My main question is about whether I should consider this character to be a divine applicant or a martial applicant. What does five rounds of combat look like to Wulfgar? What out-of-combat utility does he bring?

Divine or martial, both, he's a cleric of the god of war. Please consider him as a divine applicant. I was struggling with the idea of a ranger when Ouachitonian presented his hellknight. With, realistically a small number of applicants, I thought that a cleric would be needed and the game Wulfgar is in is dying; so I presented him. Also trawets71 is an excellent player who has presented a two weapon fighter and Fighting Chicken is developing a gray maiden. Giving us plenty of Marshal applicants. I would rather not interfere with any of their chances to get in. If you get a divine caster more suited to the group I would understand if you select them.

Presenting five rounds of combat depends on the party he's with, what they are fighting and how much time to prepare. Most of the spells he uses before or in combat are Buffs for himself or the group. He saves them for more difficult opponents. If it's a serious threat he will buff the group or himself. he keeps silence and dispel to deal with magic users and summon monster III as a last ditch effort to cover retreats. He has added extra channel energy to combat the low charisma so he can still heal others.

Outside of combat, he offers very little other than his amazing personality. With several languages and a high sense motive, he's good at reading people. Also with a smattering of the type of knowledge you'd expect for a cleric.

leinathan wrote:
I also have questions about his alignment. Based on the description you've provided, he doesn't seem Good to me. What makes Wulfgar Good (other than "he's nice")? In fact, while you're at it, what makes Wulfgar Chaotic?

The chaos is easier. On the nurture end he's Kellid, raised by a people who places high value on freedom. Thus his second trait. Free People

On the Nature end, he's a self reliant, adrenaline junky who does what he wants when he wants. Tempering that with a strong desire to survive so he works with others and listens to others because it's in his best interest to do so.

The good part is more difficult. He may be closer to neutral in a lot of area's that don't matter. For instance he doesn't mind taking advantage of people who would buy a 'fetish' from a real 'northerner.' He understands that combat is a brutal thing. But outside of combat he is not brutal. He wants to present himself as carefree, tough and with a 'live and let live' attitude.

But he really has a soft spot for the broken and downtrodden. His family/tribe had to flee war because his father was arrogant and didn't realize that Gorum doesn't care who wins the war, he just wants war. If he could have prevented that he would have. If he could have rescued those women, children and old people who died fleeing, he would have. In my mind that makes him good.


Hw are you doing HP?


I had some trouble getting my gray maiden's backstory to gel (which is a bummer, b/c I loved the mechanics), so I shifted gears a little. Presenting Talia Khavortorov, Brevic noble who's not exactly welcome in Brevoy any more. She's got designs on that land grant, with the long term aim to turn it into something more.

Mechanically, she's a Court Poet/Battle Scion Skald. With 56 skill points and versatile performance, she's probably best suited towards the skill slot. She can buff int and charisma casters and melee types with her performance through sharing combat and teamwork feats (these two feats are TBD, but will probably include outflank). She can also do some utility, buffing and debuffing with spells and debuffing via a strong intimidate score.

Sczarni

Here is my submission, an aspiring Hellknight from Korvosa. He is all about the chance to prove his mettle, earn a bunch of coin, and ideally, a noble title and the ability to set up a citadel of the Order of the Nail.

Pavo:
Pavo Gallonica
Male Human Fighter 6
LE Medium humanoid (human)
Init: +1; Senses: Perception +1
Speed: 30 (20), Languages: Common, Infernal, Abyssal, Draconic, Goblin, Orc, Undercommon

Defense
AC 22 (+10 Armor, +1 Dex, +1 Deflection) Touch 15 FF 21
HP 63 (6d10+24)
Fort +8 Ref +5 Will +5 (+2 vs Scrying effects) (+2 vs Fear)

Offense
Melee: +1 halberd +13 (1d10+10 20/x3)
[Power Attack +13(1d10+16)/+6(1d10+16)]
Ranged: masterwork composite longbow +8 (1d8+4 20/x3) Range 110, Ammo: 20 normal, 20 Cold iron

BAB 6 CMB +10 CMD 22

Statistics

Abilities: Str 18 Dex 12 Con 14 Int 8 Wis 12 Cha 10 (12)

SQ: Favored Class (Fighter; HP), Skilled, Bravery +2, Armor Training (medium), Weapon Training (polearm)

Traits: Carefully Hidden, Deft Dodger

Feats: Weapon Focus (halberd), Power Attack, Furious Focus, Intimidating Prowess, Dazzling Display, Weapon Specialization (halberd), Toughness, Cornugon Smash

Skills: Intimidate +14, Sense Motive +10, Knowledge (history) +8, Linguistics+8

Combat Gear: Potion CLW (2), Alchemists Fire (5), Acid Flask (5)

Equipment: 6th lvl abp: (Resistance +1, Armor Attunement +1 (Spiked Fullplate), Weapon Attunement +1 (halberd), Deflection +1, Mental Prowess +2 (Charisma)), backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, masterwork composite longbow (+4 str), arrows (20), cold iron arrows (20) ,heavyload belt, muleback cords, handy haversack, spiked full plate (attuned), masterwork halberd (attuned), cold iron morningstar, silver warhammer

Carrying Capacity: Light 918 Medium 1839 Heavy 2760 Lift/Carry 5520 Drag 13,800

Coin 297

Description Pavo stands 6’1” tall and weighs 215 lbs He is 29 years old with black hair, brown eyes. He has classically Chelish pale skin with high cheekbones and thin features. He wears his hair cropped closely on top and shaved along the sides. He is never seen in public out of his spiked full plate armor, with red and black surcoat and cloak. Black embroidery of the Chelish crest sits at his breast while the symbol of the Order of the Nail sits prominently at his back and chest.

Background: Pavo was the third or fourth son of an indentured pleasure slave in the city of Korvosa, and as such was turned over to the Church of Asmodeus for the traditional gold sum upon his birth. The Church raised the boy, along with other foundlings, orphans, and similar destitute children until he was a teen. They tested him for magical aptitude or other valuable skills, but found him wanting in all those measures. What Pavo excelled at, however, was in his physical strength and willingness to accept the “teachings” of Cheliax and the Church as a whole. Fully indoctrinated in the belief of Strength of Rule, he was sold to the Order of the Nail as an initiate, where he again excelled in their physical training. He relishes the challenge of combat and the strictures of his Order, and strives to bring the order of civilization and the glory of Cheliax to the wilderness.


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@Ouachitonian -- Just in the PFS standard way.

@Fighting Chicken -- It... looks good! Pretty much ticking all the boxes that I like to see ticked. Nice job.

@psionichamster -- If your character is a Hellknight, why not use the Hellknight prestige class?

-- Why is he Lawful Evil? Does he ever think about freedom? What has he done to earn 6th level? What languages does he know?

-- Tell me about his personality. At least three adjectives, but preferably with some more description.

-- Please select another trait: The carefully hidden trait is for members of a discriminated class of humans, specifically Keleshites in Taldor.

Sczarni

Updated Pavo:
Pavo Gallonica
Male Human Fighter 6
LE Medium humanoid (human)
Init: +1; Senses: Perception +1
Speed: 30 (20), Languages: Common, Infernal, Abyssal, Draconic, Goblin, Orc, Undercommon

Defense
AC 22 (+10 Armor, +1 Dex, +1 Deflection) Touch 15 FF 21
HP 63 (6d10+24)
Fort +8 Ref +5 Will +5 (+2 vs Fear)

Offense
Melee: +1 halberd +13 (1d10+10 20/x3)
[Power Attack +13(1d10+16)/+6(1d10+16)]
Ranged: masterwork composite longbow +8 (1d8+4 20/x3) Range 110, Ammo: 20 normal, 20 Cold iron

BAB 6 CMB +10 CMD 22

Statistics

Abilities: Str 18 Dex 12 Con 14 Int 8 Wis 12 Cha 10 (12)

SQ: Favored Class (Fighter; HP), Skilled, Bravery +2, Armor Training (medium), Weapon Training (polearm)

Traits: Indomitable Faith, Deft Dodger

Feats: Weapon Focus (halberd), Power Attack, Furious Focus, Intimidating Prowess, Dazzling Display, Weapon Specialization (halberd), Toughness, Cornugon Smash

Skills: Intimidate +14, Sense Motive +10, Knowledge (history) +8, Linguistics+8

Combat Gear: Potion CLW (2), Alchemists Fire (5), Acid Flask (5)

Equipment: 6th lvl abp: (Resistance +1, Armor Attunement +1 (Spiked Fullplate), Weapon Attunement +1 (halberd), Deflection +1, Mental Prowess +2 (Charisma)), backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, masterwork composite longbow (+4 str), arrows (20), cold iron arrows (20) ,heavyload belt, muleback cords, handy haversack, spiked full plate (attuned), masterwork halberd (attuned), cold iron morningstar, silver warhammer

Fixed the trait issue. Switched to Indomitable Faith.

Pavo is Lawful Evil because he has been indoctrinated in the church of Asmodeus and the Order of the Nail from essentially birth. He truly and whole-heartedly believes in the structure of "Might Makes Right" and adherence to the Law at all times. He openly espouses the blueprint of Hell as proper structure for human civilization and the supremacy of House Thrune & Cheliax.

As for languages, he knows: Common, Infernal, Abyssal, Draconic, Goblin, Orc, Undercommon

Freedom is an illusion, there is always a master and a servitor. It only matters that you serve your betters and improve your standing while adhering to the letter of whatever agreement you operate under.

As for why not Hellknight- he has basically "washed out" of the priesthood of Asmodeus, the Signifiers of the Order, and any other real authority positions so far. His strength and force of will have afforded him success on the battlefield as a soldier for the Order, but he yearns for more.

Also, I think it'd be cool for him to continue to strive for the Order while being an Aspirant, possibly doing the Battle against Hell in game and allowing him to progress to full Hellknight-hood in character.

Personality wise, Pavo is straightforward, outspoken, and confident. He does not hesitate to exert his will over those he considers his "lessers" and will not shy from a fight pretty much ever. He is proud of himself and ambitious, and more than a little angry at his circumstances that he doesn't have the "easy way" for advancement of magic available to him.


Alright. I'll take Pavo, Talia, and Wulfgar. All three are traveling alongside Signifer Alcazar, an Order of the Nail Hellknight, and three Armigers. The Hellknights are accompanying Pavo with the intention of initiating him as a full Hellknight and ensuring that the Vale is pacified. Please head for the Gameplay and Discussion threads. They will arrive at the gates of Fort Thorn, a walled compound with 40 inhabitants at the start of the road going into the Vale. You'll find links to a map of the Vale and of the Fort at the top of the page.

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