EltonJ |
Mulhorand, ancient kingdom in the Bronze Age. It has stood the test of time for over three thousand years. Since the Mulan came over from their homeworld (Cough Earth Cough) by way of the Imaskari three thousand years ago. They brought with them their gods, overthrew the Imaskari, and set up a government with the Pharaoh as the head. The empire declined twice and was set up again. Now the old empire resembles the eighteenth Dynasty of New Kingdom Egypt.
The Year is 1369 DR.
You are visitors to an ancient kingdom. You may have come from the Dalelands, Cormyr, or Agralond. You may have come from any other part of the Realms. You are visiting an ancient kingdom, with a lot of ancient history and ancient magic. You are seen as barbarians by the Mulans, whether or not you actually are one. They have a different language, different customs, different fashion, and different attitudes. They are also building an army, in hopes of conquering Thay and Unther. The current Pharaoh is Amenohotep.
You will need:
* The Pathfinder Core Rulebook.
* Ed Greenwood Presents: Elminster's Forgotten Realms and/or The Forgotten Realms Campaign Setting for 3e. The Grand History of the Realms is informative, but not necessary.
* Old Empires (2e) at least. Since this describes the culture of Mulhorand. Also helpful are the following 3e sources: Lost Empires and the Unapproachable East. All three of these books are available from Drivethru.
* GURPS Egypt for GURPS 3rd Edition can also be helpful. This book is available from Drivethru, Warehouse 23, and Amazon.
* The Advanced Player's Guide for Pathfinder.
* The Advanced Race Guide for Pathfinder.
What I'd like to Run
I'm inspired by the Conan the Barbarian short stories by Robert E. Howard. Although the Realms were inspired by Lord of the Rings (just ask Ed Greenwood), Conan fits there as well. R.A. Salvatore wrote his first novels based on Heroic Fantasy. I primarily run Heroic Fantasy campaigns. Some of my campaigns are Epic Fantasy (see my other Forgotten Realms campaign). I'm not looking to run a Power Game. If I did, I would be advertising a game where you fight the gods.
Character Creation Details:
Race
You may choose from the following races:
Conventional Races
* Human (there are different regions from which a human can come from. This is discussed in the 3e FRCS with regional feats)
* Dwarf (There are different sub-races of dwarves, see the FRCS)
* Elf (There are different sub-races of Elves, including drow, see the FRCS)
* Gnome (There are different sub-races of gnomes)
* Half-Elf
* Half-Orc
* Halfling (there are different sub-races of halflings, see the FRCS)
Exotics
* Tiefling (Yes, there are different Tieflings. See Blood of Fiends to make yours).
* Aasimar (There are different Aasimars too, see Blood of Angels).
* Dragonborn (Dragonborn are rare in the realms, I'm allowing only one dragonborn).
* Genasi (These are descendants of Mortal + Genie pairings.)
Classes
The Realms have different aspects of technology. But the median technology is Crusades Era technology. Some places are lower, and some places are higher. Depends on where you start.
The following classes are allowed: CRB -- Bard, Barbarian, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard. APG -- Alchemist, Cavalier, Oracle, and Summoner.
Religion
Religion in the Realms is polytheistic. This means that all of the gods are worshiped at different times by all people. The powers (gods) of the realms are varied in disposition and alignment. However, clerics tend to represent a religion, cult, or movement. The campaign will take place in the Era of Shade (That is why I suggested the 3e FRCS). Clerics or Oracles may choose to represent any god denoted in the FRCS or Faiths and Pantheons (3e). Check with me to convert your patron god's domains to PF1e's subdomains, I'll be willing to work with you.
Character Creation
* BACKGROUND SKILLS -- yes you can use them.
* Roll 4d6 six times, drop the lowest die, arrange to taste. This is Heroic Fantasy and not epic fantasy.
* Level 1.
* Hit points are full first level, then averages are taken each subsequent level.
* Three traits, one drawback.
* Starting money is at level 1.
* You may choose a Region other than the Old Empires to begin with.
* Come up with a good backstory. I don't want a novel, just something cool for me to work with.
Little Cultural Quirks
The Mulan buy and sell slaves in 1369 DR. This is mostly because Mulhorand depends on slaves in order to keep their economy going. The Mulhorandi campaigns both in Unther and in Thay to capture slaves. Slave culture is based on the Gor series of books by John Norman.
Skuld is built on a certain river that is not as long as the Nile, but is surrounded by desert. Most Mulan cities are built around the same river, and they depend on it's flooding for their Agriculture.
WormysQueue |
Man, as much as I like rolling the dice, I often feel as if those are touched by Beshaba as soon as I do it. So here's to the hope that my offerings to the Lady of Luck were enough.
Stat: 4d6 ⇒ (6, 4, 1, 3) = 14
Stat: 4d6 ⇒ (1, 4, 2, 2) = 9
Stat: 4d6 ⇒ (3, 1, 1, 2) = 7
Stat: 4d6 ⇒ (5, 2, 1, 5) = 13
Stat: 4d6 ⇒ (4, 5, 1, 4) = 14
Stat: 4d6 ⇒ (5, 3, 4, 3) = 15
Steven T. Helt RPG Superstar 2013 |
I am very interested in this game. Thing is I can play anyone. Escaped slave, risen servant of a long-passed Pharoah (an actual FR character I've played before), a Thayan Red Wizard tasked with commerce (played him in a long-running campaign. I can play a responsible LE), or anything else.
Just tell me what you'd like to see and I can make it work.
EltonJ |
1 person marked this as a favorite. |
I am very interested in this game. Thing is I can play anyone. Escaped slave, risen servant of a long-passed Pharoah (an actual FR character I've played before), a Thayan Red Wizard tasked with commerce (played him in a long-running campaign. I can play a responsible LE), or anything else.
Just tell me what you'd like to see and I can make it work.
I'm of the opinion that you can make any character you like to play. Within the bounds set by the Forgotten Realms world (truth is, there are more exotic races within the Realms. Just read the Complete Book of Humanoids for an example).
People are just rolling right now, Steve. I don't know what is needed. Or what to ask you to create and play. If I told everyone to use point buy in this campaign, I can give you some parameters. All of these characters you've listed are good for the campaign. I want you to play something you'd enjoy. Have fun making a character you'd enjoy.
TheWaskally |
4d6: 4d6 - 4 ⇒ (5, 6, 4, 6) - 4 = 17
4d6: 4d6 - 1 ⇒ (5, 1, 5, 5) - 1 = 15
4d6: 4d6 - 2 ⇒ (3, 4, 4, 2) - 2 = 11
4d6: 4d6 - 1 ⇒ (1, 1, 5, 6) - 1 = 12
4d6: 4d6 - 1 ⇒ (4, 4, 1, 6) - 1 = 14
4d6: 4d6 - 1 ⇒ (4, 1, 3, 1) - 1 = 8
Hmm.
You are visitors to an ancient kingdom.
You would prefer all the players to be visitors to the region, no natives?
DjinnBob |
Name: Elwynd the Silverstar
Race: Human (Gur)
Class: Oracle (Lunar Mystery, Lycanthropy Curse)
Alignment: Chaotic Good
Deity: Selûne
Description: Elwynd the Silverstar is a gaunt human man in his late 20's. His pale skin is scarred in many places, mainly on his face. The Oracle's hair is shaggy and flaxen in color, hanging just at his shoulders. The Gur has the beginnings of a beard, which gives him even more of a wild look. He seems to have particularly sharp looking canine teeth too, along with some thick and pointed finger and toenails which seem more like claws than nail. Elwynd also has a prominent tattoo of a wolf paw across his chest over his heart.
By no means does he look like a warrior, though he does dress the part. Elwynd wears a blackened set of studded leather armor, a heavy wooden shield with the holy symbol of Selûne painted on the face, and at his hips he carries two unusual looking knives. The Gur carries a small bag of personal effects and camping supply over his shoulder.
Background: Elwynd grew up in a travelling clan of Gur, a nomadic ethnic group of Humans who crossed the Western Heartlands. From a young age Elwynd felt a deep connection to their cultural patron, Selûne the Moonmaiden. So much of his early life was devoted to learning the tenants of the faith that when he came of age to strike out on his own, he vowed to become a Silverstar. Silverstars were a specialty priesthood who of Selûne who were guided in their mission by visions from their maiden. His rovings took him east to the coast of the Sea of Fallen Stars, where trade was harried by pirates, slavers and more. For a few years, Elwynd offered his services to anti-piracy workings, empowered by his divine magic gifted to him by Selûne. His latest job found himself crewing a ship heading for the exotic shore of Mulhorand, where there he would find divine direction for his next step on their shores. Or so he hoped, but the machinations of the Moonmaiden were still a great mystery to him.
Approximation of character build, give or take. Making the best of the mediocre stat rolls to play the saddest SAD that ever sadded.
Strength: 7
Dexterity: 10
Constitution: 11
Intelligence: 10
Wisdom: 11
Charisma: 17
Trait 1: Gur Tattoo (Race Trait) [IE: Varisian Tattoo]: You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and star knives.
Trait 2: Enemy of Slavers (Social Trait): If you follow this code, you are known to be single-minded with regard to slavery, and this fervent belief is easily perceived by others. Those who deal in flesh have a greater desire to appease you before matters escalate to confrontation, knowing that your wrath will be unwavering and swift. You gain a +2 trait bonus on Diplomacy and Intimidate checks made to sway the minds of slavers and anyone who otherwise keeps innocent people against their will.
Trait 3: Omen (Faith Trait): You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
Drawback- Umbral Unmasking: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
Feat 1: Divine Fighting Technique - Desna's Shooting Star (IE: Selûne's Shooting Stars): You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don’t modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score).
Feat 2 (Human Bonus): Steadfast Personality: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.
Revelation- Prophetic Armor: You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.
Curse- Lycanthropy: You suffer from a minor form of lycanthropy. The exact animal your body and mind are aligned with can vary, but you should choose an animal that matches your faith thematically. In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of speak with animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (such as rats, wolves, or bears); you gain a +4 bonus on Handle Animal checks with these creatures.
pauljathome |
Well, lets see what I roll up
4d6: 4d6 ⇒ (5, 4, 4, 2) = 15 = 13
4d6: 4d6 ⇒ (6, 1, 5, 6) = 18 = 17
4d6: 4d6 ⇒ (5, 3, 4, 6) = 18 = 15
4d6: 4d6 ⇒ (4, 3, 4, 3) = 14 = 11
4d6: 4d6 ⇒ (1, 6, 6, 1) = 14 = 13
4d6: 4d6 ⇒ (6, 5, 2, 1) = 14 = 13
I think I can do something with that :-) :-).
Busy today, will submit something by tonight or early tomorrow
WormysQueue |
A question regarding the traits: I would, for reasons of background story, like to chose two traits from the Ultimate Campaign book, if that's ok. I can easily replace those with other choices, but as that would slightly change the backstory, I wanted to ask beforehand.
edit: It's the Bastard Social trait and the Fearless Defiance Faith trait I'm talking about.
EltonJ |
A question regarding the traits: I would, for reasons of background story, like to chose two traits from the Ultimate Campaign book, if that's ok. I can easily replace those with other choices, but as that would slightly change the backstory, I wanted to ask beforehand.
edit: It's the Bastard Social trait and the Fearless Defiance Faith trait I'm talking about.
Those would be okay, Wormys.
pauljathome |
Is the following a reasonable character (thematically and mechanically)?
A native of Mulhorand, she is a worshipper of Bast (Sharess).
Mechanically, a female human druid with the Lion Shaman archetype. Almost certainly with a cat animal companion.
Or would a worshipper of Sharess (Bast) have to be a cleric?
EltonJ |
Is the following a reasonable character (thematically and mechanically)?
A native of Mulhorand, she is a worshipper of Bast (Sharess).
Mechanically, a female human druid with the Lion Shaman archetype. Almost certainly with a cat animal companion.
Or would a worshipper of Sharess (Bast) have to be a cleric?
Are you representing Sharess in a nature aspect?
pauljathome |
pauljathome wrote:Are you representing Sharess in a nature aspect?Is the following a reasonable character (thematically and mechanically)?
A native of Mulhorand, she is a worshipper of Bast (Sharess).
Mechanically, a female human druid with the Lion Shaman archetype. Almost certainly with a cat animal companion.
Or would a worshipper of Sharess (Bast) have to be a cleric?
That was my intent. Concentrating more on the feline aspect than the hedonistic aspect (although the latter will definitely be there, obviously).
I'm not sure how much of the historical worship of Bastet I can draw on but historically she was also a goddess of fertility which seems to be at least partially a nature aspect to me
EltonJ |
EltonJ wrote:Are you representing Sharess in a nature aspect?That was my intent. Concentrating more on the feline aspect than the hedonistic aspect (although the latter will definitely be there, obviously).
I'm not sure how much of the historical worship of Bastet I can draw on but historically she was also a goddess of fertility which seems to be at least partially a nature aspect to me
Okay, that will work. Hedonistic or not, Sharess is a deity of the tender passions. As bast, she's a nature deity. I just wanted to make sure on your intent.
Critzible |
Fighter 1st Neutral
Medium Humanoid[Halfling]
Male Hgt:2’9” Wgt:60 Hair:blonde Eyes:Green
Init:+4
Defense
AC:19|10+6(Armor)+2(4)(Dex)+1(Size)|,touch 13(15),flat footed16
Armor::
Masterwork Four Mirror Armor| Armor +6 Max Bonus+2 AC Penalty:-4 Spell Fail:30% Speed 15| 45 lb. 275gp
hp:13
Fortitude:+6|+2+3+1
Reflex:+5|+0+4+1
Will:+2|+0+1+1
Defensive abilities:
Offense
CMD 15|10+4+2-1
CMB::+2 |+1+2-1
Speed:30ft
BAB:+2|1+1
-Melee:+4|+2+2
-Ranged:+6|+2+4|
Offensive abilities:
Gladius +4|1d4+2|Crit:19-20/x2|3 lb.|Slashing
15gp|3 lb.
Dagger(x2) +4|1d3+2|Crit:19-20/x2|10ft|Piercing
2gp|1 lb
Halfling Rope Shot +4|1d4+2|x2|Bludgeoning
1gp|2lb
Halfling Sling Staff* +4|1d4+2|X2|Bludgeoning|
When used as a Club*|20gp|3lb.
Ranged
Sling +6 |1d3+2|Crit:x2|50ft|Bludgeoning|-lb|-gp|
Halfling Warsling +6|1d6+2(1d4+2)|50ft|Crit:x4|Bludgeoning
25gp|1lb
Halfling Skiprock +6|1d3+2|10ft|Crit:x2|Bludgeoning|Ricochet
69gp(3gp)|5.75lb
Halfling Sling Staff +6|1d6+2|80ft|Crit:x3|Bludgeoning
Ammo:
2 Daggers
23 Skiprocks: 5.75 lb.
50 sling bullets 20lb
Statistics
Str15 Dex18 Con16 Int16 Wis12 Cha13
Traits:
Ancestral Armor:
You begin play with a set of masterwork armor of your choice. You must be proficient in wearing this armor, and the armor’s total cost cannot exceed 300 gp Four Mirror Armor
Eyes and Ears of the City:
Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you
Light Sleeper:
You always sleep with one eye open.
Benefit(s) You need to sleep only 4 hours to get a full night’s rest (restoring 1 hit point per character level). You do not receive extra benefits for sleeping additional hours, and you must still rest for 24 hours to receive the benefits of complete bed rest.
Drawback:
Scarred:
An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance.
Effect You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.
Feats:Point Blank Shot, Precise Shot
Skills:5
Intimidate +5|1+1(Cha)+3
Perception +8|1+1(Wis)+3+2(Race)+1(t)
Survival +5|1+1(Wis)+3
Stealth +5|1+4(Dex)+4(Size)-4(AC)
Ride +4|1+4(Dex)+3-4(AC)
Background:2
Profession:Cook +5|1+1(wis)+3
Profession:Butcher +5|1+1(wis)+3
Fighter
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feat
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Halfling:
Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Halflings are humanoids with the Halfling subtype.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
Equipment:
Cooking Kit
Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Fishing Kit
Price 5 sp; Weight 3 lbs.
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).
Pathfinder’s Kit:
Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
Grooming Kit:
Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Explorer’s Outfit:
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Feat Reference:
Point Blank Shot:
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot:
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Sir Ardan |
He was laughed at for his size. He doubled his efforts in overcoming his racial predilection by becoming as burly as a dwarf and as strong as most men. He was laughed at for riding his loyal wolf. He trained all the harder, until he could charge as well as any knight. And when he proudly rode his steed into a chapter house of the Purple Knights, he was again laughed at. He stood there, his head held high, as he waited for those assembled to stop laughing, and there he repeated his request. When the laughing again stopped, the commander of the chapter informed him that if he wanted to join, then he would have to prove himself. That he should return when he has performed a deed of enough heroism to truly earn the tite of "Sir" Ardan. Stating that he would hold the knight to his word, Ardan rode away. For his entire life, others had always laughed at his dream. But to him, he was one step closer. All he had to do was prove himself a true knight...and he would not let anything stand in his way.
A halfling cavalier! I've never played a cavalier before, so why not give it a go? -2 Strength really hurts. And while I could have just made a small-sized aasimar or tiefling (Str 20!) what is the fun in that? Going with the Str 16 instead.
He seems pretty decent. 80ft charge speed with ride-by-attack, to hopefully be able to cycle charge. At lvl 1, he is +5 to hit and 1d6+3 damage normally, which increases to +7 to hit and 3d6+9 damage when charging.
Chose Emissary for his archetype, as it felt very halfling to me. Wolf as a mount for trip.
EltonJ |
** spoiler omitted **A halfling cavalier! I've never played a cavalier before, so why not give it a go? -2 Strength really hurts. And while I could have just made a small-sized aasimar or tiefling (Str 20!) what is the fun in that? Going with the Str 16 instead.
He seems pretty decent. 80ft charge speed with ride-by-attack, to hopefully be able to cycle charge. At lvl 1, he is +5 to hit and 1d6+3 damage normally, which increases to +7 to hit and 3d6+9 damage when charging.
Chose Emissary for his archetype, as it felt very halfling to me. Wolf as a mount for trip.
I think a dire wolf or a warg would be better as a mount.
EltonJ |
Totally fine with that. I just went for rules as written. How would the rules be different?
Are we talking the mount having this or this stat block to start? I’d assume the worg as it is the less powerful of the two.
Actually, go with the dire wolf. The warg is an orc mount (and they can grow to be giant sized compared to the regular wolf).
Sir Ardan |
Dire Wolf it is. I applied animal companion rules to make it lvl1 (-2 hit, -2 damage, HP drops from 37 to 19. Gained power attack feat (not usually using it) and has perception and survival as skills.
Small halfling, large dire wolf. Ironically his lance lets him attack normally with the size difference. :)
Many animal companions grow larger at lvl 7. I'd gladly drop it to medium size and have it become large then if you'd like. Might be more balanced at this level to do that, and it would reflect the dire wolf not being fully grown yet.
EltonJ |
Dire Wolf it is. I applied animal companion rules to make it lvl1 (-2 hit, -2 damage, HP drops from 37 to 19. Gained power attack feat (not usually using it) and has perception and survival as skills.
Small halfling, large dire wolf. Ironically his lance lets him attack normally with the size difference. :)
Many animal companions grow larger at lvl 7. I'd gladly drop it to medium size and have it become large then if you'd like. Might be more balanced at this level to do that, and it would reflect the dire wolf not being fully grown yet.
That would work.
EltonJ |
Hey everyone!
An announcement: my cousin Eric Gibbons died (you will know him as Soulcleave most probably). So we aren't starting this week -- more like after his funeral. Which means we will be starting next week.
So take a week to polish your backgrounds. But still you are starting as level one (1) characters. So try to have a background conducive to level 1. And you can add a motivation or two for adventure! Sir Ardan has one.
I will most likely inherit his entire RPG library.
pauljathome |
Sorry for the delay.
Here is Sagira, my druidic follower of Bast (Sharess). And her good friend Makt (Lion)
One thing to note - I took Calistrian Courtesan as a trait. This seems pretty close to what a follower of Bast would have but I thought I should explicitly point it out.
Summary : Human Lion Shaman Druid follower of Bast with a Lion animal companion. Native to Mulhorand
Sagira
Female human (Kellid) druid (lion shaman) 1 (Pathfinder RPG Advanced Player's Guide 103)
N Medium humanoid (human)
Init +1; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee scimitar +2 (1d6+2/18-20)
Ranged sling +1 (1d4+2)
Druid (Lion Shaman) Spells Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, entangle (DC 15)
. . 0 (at will)—create water, guidance, stabilize
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 13, Int 11, Wis 19, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats - Pacify Animal-
Traits - Animalistic Affliction -, calistrian courtesan, ease of faith, - Hedonistic -
Skills Acrobatics -4 (-8 to jump), Diplomacy +6 (+7 to gather information), Handle Animal +6, Heal +8, Knowledge (geography) +4, Perception +8, Sense Motive +11, Survival +10; Racial Modifiers +2 Sense Motive
Languages Common, Druidic, Hallit
SQ nature bond (lion named Makt), nature sense, wild empathy +2
Other Gear hide armor, heavy wooden shield, scimitar, sling, sling bullets (20), 42 gp, 8 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Sagira is a Mulhorand woman who grew up in a small town moderately close to the River of the Dawn. She is the daughter of a middle class family, the father a land owner and her mother a priestess of Bast (Sharess).
From an early age Sagira has had an intense interest in Cats of all kinds and has been always drawn to Bast in her Mother of Cats and Feline of Felicity identites.
She decided that the path of the Druid (specifically, a Lion Shaman) was the best path to show her faith and worship in Bast. She has raised a lioness cub from birth to near maturity and is now ready to start a life of adventure.
She is generally a pleasant person who definitely shows cat like personality traits. Loves warmth, pleasure. Hates being criticized. Startled by loud noises. Faithful to friends and allies but willing to play a joke on them. Can be fiercely territorial (figuratively, not literally).
She is adventuring primarily as a way of seeing the world, of helping to improve it a little bit. As a long term goal she wants to become a protector of the local feline population and that will require money, power, and friends.
Makt CR –
Lion
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 natural)
hp 15 (2d8+2)
Fort +4, Ref +6, Will +2
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+2), 2 claws +3 (1d4+2)
Special Attacks rake (2 claws +3, 1d4+2)
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Statistics
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Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
Feats Light Armor Proficiency
Tricks Attack, Attack, Attack Any Target, Down, Flank, Heel, Hunt, Watch
Skills Acrobatics +2 (+6 to jump), Climb +5, Perception +6
SQ attack, attack any target, down, flank, heel, hunt, watch
Other Gear hide shirt
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Special Abilities
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Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Down [Trick] The animal will break off combat on command.
Flank [Trick] Attempts to attack and flank indicated enemy.
Heel [Trick] The animal will follow you.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Watch [Trick] Stands watch over designated area.