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Hollow's Last Hope [ORG] - Closed


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hero4hire said:
I was considering submitting a Cleric. What Pantheon will you be using?
Ah, yes, this is a very good question, and one which I should have addressed earlier. The answer is this: Paizo is developing a campaign setting for its line of GameMastery modules, and also its monthly Pathfinder magazine (the replacement for Dungeon magazine). My understanding is that Player's Guides for this campaign setting will be forthcoming and so forth, but for the moment, snippets of detail are being released in a daily blog at their website. As of now, they have released some basic info regarding a few deities. Here they are:

Erastil, Old Deadeye
LG god of farming, hunting, trade, and family
Domains: Animal, Good, Law, Plant
Favored Weapon: longbow

Sarenrae, the Dawnflower
NG goddess of the sun, redemption, honesty, and healing
Domains: Fire, Good, Healing, Sun
Favored Weapon: scimitar

Shelyn, the Eternal Rose
NG goddess of beauty, art, love, and music
Domains: Air, Good, Luck, Protection
Favored Weapon: glaive

Desna, Song of the Spheres
CG goddess of dreams, stars, travelers, and luck
Domains: Chaos, Good, Luck, Travel
Favored Weapon: starknife

Abadar, Master of the First Vault
LN god of cities, wealth, merchants, and law
Domains: Earth, Law, Protection, Travel
Favored Weapon: crossbow

Gozreh, the Wind and the Waves
N god of nature, weather, and the sea
Domains: Air, Animal, Plant, Water
Favored Weapon: trident

The easiest answer to your question would be to use one of these. If, however, none of those appeal, I would be open to you creating your own deity...with the caveat that I may ask you to retro-fit the deity to match 'official' campign setting canon, in the case of a conflict down the line.

Hope that helps! :)
 

I would love to join this game, assuming, of course, that you don't have too many players already. I have some PbP experience, and a VERY good amount of D&D experience. I was thinking of a Halfling Bard/Cleric (multiclass at later levels), specializing in utilitarian magic more than, say, offensive spells (for domains, I intend on selecting Luck and Travel). Depending on our starting group, I may start him differently. For example, if the party has a Cleric in the beginning, I would instead start him off as a Bard, and vice versa. (People, feel free to submit Clerics, this character is flexible to the group's needs) It would seem that the party has quite a few ranged fighters and not enough melee, so I could tweak him a little so that he is equally good at ranged and melee combat (Rapid Reload for the crossbow early on, Weapon Finesse at a later date). Note that I will be using the Divine Bard variant (it's in the SRD). Now, one final question - since he seems most likely to follow Desna, is a starknife a new type of weapon, or just a fancy dagger? Here are a few details on the character, if you're interested.
___________________________________________________
Jebbo Barrelbuster, NG Male Halfling Bard/Cleric

Jebbo is renowned among many Halfling clans as a veritable fountain of advice, some of it useful, most of it nonsense. He is a wanderer at heart, always traveling from place to place, always bringing his good stories and advice, not to mention his great appetite. He lives off of the land, as his father, grandfather, great grandfather, and so on did. He is a jolly, friendly fellow, always ready to help those in need. He always follows the advice and wisdom of his elders, often relaying it to others, whether they want him to or not.

He is a short, slightly pudgy man, but he is not sensitive about his weight (in fact, he's rather proud of it), and anybody who comments on it receives only a hearty laugh in return.

He is a devout follower of Desna, always offering up a prayer to the stars before he sleeps at night.

He belongs to no Halfling clan in particular, but he is typically accepted and treated with respect in most clans. After all, everybody loves a good story, and Jebbo is always willing to help out.
 

Character concept in brief:

HAKKARA, a barbarian warrior-maiden, comes from the remote reaches, skirting the edges of civilization. Her once-proud tribe of nomadic hunter-gatherers strayed dangerously close to the domain of the giants, and soon, they were beset by giant attacks. The tribe fared poorly, and though the nomads left the giants' domain, the barbarians found themselves severely weakened and unable to properly sustain themselves. Hakkara, one of the tribe's youthful and talented warriors, was sent to the nearest civilized city to find work and eventually bring back supplies to her people. The civilized people did not react well to Hakkara's presence and her inability to speak the local language. After one too many fights in the street over some disturbance or another, Hakkara and thrown in jail. She languished in jail for many months. After a time, a merchant came to Hakkara with an offer to buy her freedom in exchange for a period of servitude. Desperately hating confinement, Hakkara agreed, and was sent to the main city. Hakkara served the merchant mostly as a guard, though there were times when the merchant requested other services. After a few months, the merchant was assassinated by a rival, and Hakkara was freed. She now seeks to make her way in the big city, sometimes overwhelmed by the complexities she finds there in the people, institutions, and even just the city framework itself.

I'll fill in some of the geographic details once I've had a chance to look at the setting map, which as I understand, is now available.

Hakkara will be a Human Barbarian 1, suited for melee combat. Will most likely multiclass into Fighter or Ranger at a later date, once she gets a better understanding of civilized society and her place in it.

[sblock=Submission Stuff]
Name: Hakkara
Gender: Female
Race: Human (standard)
Class: Barbarian (I might use the Wolf Totem variant from UA (see below); I'd also like to use the Whirling Frenzy Rage variant from UA (see below)
Alignment: Chaotic Good
Primary Weapons and Feats: I may go with Bastard Sword, alternating between 2H and Sword + Shield as the situation warrants. I've got 2 Feats to use, so probably Power Attack and Exotic Weapon - Bastard Sword. Hakkara will also have a longbow. I'll try to get some hide armor as well.
Personality: Hakkara is overwhelmed by civilized society, but she's starting to understand how it all works. She is getting used to being treated as an outsider, and sometimes relishes her role, and enjoys the fear she sees in her enemies' eyes when they view her in full combat throat. Despite this bravado, Hakkara is at her core a team player. She likes to be part of a group and wants to help others, though those who cross her find Hakkara an implacable foe.
Role in the Party: Hakkara will fill the role of primary melee fighter, with an emphasis on aggressive offensive tactics. She will eventually move into the movement related abilities, such as dodge, mobility, and spring attack, to add to her rage or powerful charge abilities. Hakkara would probably do very well paired with a more defense-minded warrior at her side.
Planned Advancement to 10th level: Barbarian (Wolf Totem) 4, Fighter 4, Ranger 2.
[/sblock]

[sblock=UA Variants]
WOLF TOTEM VARIANT
Loses: Uncanny Dodge, Trap Sense, Improved Uncanny Dodge
Gains: Improved Trip (2nd level), Track (5th level).

WHIRLING FRENZY VARIANT
d20SRD
Works as does standard rage, but Hakkara gains +4 to Str, +2 dodge bonus to AC and to Reflex saves, as a full-round action, gains 1 extra attack per round at the highest BAB, but all attacks that round take a -2 penalty.[/sblock]
 
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YeOldeAlbatross said:
The easiest answer to your question would be to use one of these. If, however, none of those appeal, I would be open to you creating your own deity...with the caveat that I may ask you to retro-fit the deity to match 'official' campign setting canon, in the case of a conflict down the line.

Hope that helps! :)

It does indeed!

Jared Morningstar
Human Cleric of Sarenrae, the Dawnflower
Alignment: NG
Role: Healing, Melee Support. (maybe some blasting)
History:
Jared was born the son of Harin Morningstar; a likable local Blacksmith, and Sayra a mid-wife.
As a youth he was bade by his parents not to play in the smithy, but often while they slept Jared would sneak down and play with his father's tools. He wanted to be so much like his Dad. However one night tragedy struck. Due to the carelessness of youth, Jared accidentily set afire to his home. Both his parents perished in the blaze and Jared himself was badly burned. He was taken in by a local Preacher of the Dawnflower and raised by the tenets of Redemption and Renewal. Something Jared desperately seeks even to this day.

Appearence:
Jared would cut a handsome figure of a young man But his finely chisiled features are marred by the scars of the fire that took his parents life. While adventuring he prefers heavy armor and bears a shield bearing an crest of the rising sun. While in the comforts of hearth and home he tends to wear loose fitting robes of vibrant colors. Oranges, yellows and reds are his favorite.

Crunch Stuff: Healing and Fire Domains. If I find a Prestige Class that advances Divine Spellcasting and is Elementally Oriented (Fire) I may go for it. Still looking at Feats. But looking for ones that are geared towards fire and healing. Probably fights with Morningstar and Shield.
 
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Cyryn, Half-Elf Rogue (CG)

History
The product of his aristocratic mother’s dalliance with an elven emissary, Cyryn was denied the life of privilege his parents enjoyed. When his mother scandalized her family by first having the affair and then refusing to be rid of the child, she was disowned and put out into the streets. Her betrayal was complete when her lover refused her sanctuary and denied the child was his. Despite being alone, shunned, and abandoned, she steeled herself to raise her child and provide for the two of them. She left the city of her birth as part of a pilgrimage and never returned.

Cyryn, grew up among the poor of a town, the last settlement his mother could reach before her pregnancy prevented further travel. As a half-breed in a town with no elves, he grew up on the streets while his mother was forced to sell her body to keep them fed and with a roof over their heads. Already a target of bullies because of his heritage, Cyryn found himself continually fighting to defend his mother’s honor.

His half-elven blood caused him to mature slower than the human children of his age, which didn’t make things any easier. As his mother’s looks faded from the hard life she lived, she obtained a job as a cook at a tavern. Cyryn was put to work running errands, sweeping floors, and bussing tables. Cyryn’s mother had taught him his letters and numbers and proper etiquette, but it was in the tavern that his true education began.

Although the town was small, it was located along a major trade road and Cyryn was enthralled with the different peoples, races, accents, and stories that he saw and heard. It was this romanticized view of adventure that led him to pick his first pocket. The thrill of it never left him. His love and duty to his mother prevented him from striking out as a young adult, but when his mother died from a lengthy illness in his 20th year, he struck out on his own. Like his mother, he never looked back.

Cyryn, although named for his father, has no love lost for the man. He knows almost nothing of his elven ancestors and is not particularly bothered by that fact. He seeks the life denied him by his mother and views thievery and adventuring as his best method of gaining it.

It’s a big world. Cyryn’s ready to see if it’s ready for him. He’s betting it’s not.


I haven't put pen to paper yet but I envision Cyryn as a dagger/short sword fighter when his stealth fails him supplemented by thrown weapons. No bows/x-bows. Well-rounded thief - similar focus on social cons/misdirection as on his "mechanical" skills.


Azgulor
 

Granakh, Half-Orc Ranger (CN)

The spawn of a human slave taken in a raid, Granakh was raised with the rest of the half-breeds as slaves of the tribe. Like most half-orcs, Granakh had no idea who his father was. Most likely, neither did his father.

At the lowest end of orc “society” he was a laborer. He was strong enough to hold his own in fights amongst the tribe and cunning enough to avoid the fights he’d lose. He learned quickly to use any advantage that presented itself. From the orcs and half-orcs of the tribe he learned to fight. From his fellow slaves he learned of other races, lands beyond the mountains claimed by his tribe, languages, religions, and stories of wondrous cities and fantastic magic.

Granakh continually sought to escape. To be free, to control his own destiny, was a treasure beyond measure to the young slave. When he met a scout captured in a battle, he helped the man recover from his wounds, ensured he got his food ration, and helped protect him from the worst abuses of the tribe. In exchange, Granakh’s new friend taught him woodslore, how to survive in the wild, and how to read and write.

Eight months after the scout’s capture, they escaped. They survived in the wild for almost a month, attempting to elude the pursuit of the orcs and reach the borders of the scout’s homeland.

Upon reaching the borders, however, Granakh learned that the virtues of his friend’s homeland didn’t extend to everyone, least of all a half-breed orc raised in the tribal lands of his brutal father. While his friend was able to return to his military life, he could not persuade his lord to accept Granakh. The only repayment he could provide was to help outfit the young warrior.

An outcast of both human and orc, Granakh became a bounty hunter. Although the future he hoped for was denied him, he is content. He bends his knee to no one. He travels where he wishes. He fights, he slays, and buys female companionship when he has the coin. He has no friends but the gods have given him the ability to survive on his own. His life is his to live, on his terms.

Gods pity anyone who tries to take it from him.



I haven't decided if Granakh will focus on archery or TWF. With his background, his focus will be on survival skills, ambush, and combat. Possible multi-class with rogue.
 

Grace, Passion of Shelyn
Cleric 1 LG Female Human

S12(04)D13(05)C10(02)I13(05)W16(10)Ch14(06)

Background:
Grace never quite fit in with the rest of the girls in the village. It made for a childhood that might have been a lonely one, but for the intervention of the inhabitants of the forest and the her love for books and stories.

It was through that love of the arts that Grace almost became a bard herself, but eventually she decided that the life of a minstrel seemed too self-centered and exposed for her liking. She joined the ranks of the Roses soon after, but unlike some of the other members of that order she was disinterested in pastoral, sedate expressions of that goddesses' interests - instead she thrived in the passions of the storm, the crack of thunder and sudden heat of inspiration itself. Strangely enough, she didn't quite fit in with the failed poets and lovestruck teenagers of her new allies very much either.

Appearance:

Grace claims the name as a reminder to mind her temper, and apparently the task has taken well. Blonde, ethereal, and serene come to mind when other people look at the willow thin and slight young maiden at first glance. Then, looking twice, they note the meticulously tended armor, the well-used short sword at her belt, and the shining javelin in her hand - this is no wallflower riestess. Across the front of her crisp white tabard is an embroidered blue rose.

Personality:
Grace speaks her mind, enjoys children, prefers white wine to beer or ale, once could recite long swaths of poetry from memory, is well-liked by your mother, and isn't afraid of getting herself a little dirty if it's for a good cause.Occasionally, when sorely pressed, she might press her fingertips to her temples and recite the alphabet backwards to calm herself down, but all in all she's as generally good natured as they come. That's not to say she's perfect - turtles still give her the shudders and, she's afraid to say, dwarves just freak her out a little.


Notes:

I took the liberty of expanding Sheyln's domains to include Storms, because with Air already it seemed like she could fit it in without too much trouble. Plus, she already seemed like the sort that could argue the case with Gozreh about her access to what might be a part of his portfolio.

Grace can heal, throw a reasonably accurate javelin, will eventually have access to snazzy lightning spells, and isn't so weak that she can't jump into melee in a pinch. She'd probably do well in the future to grab some offensive reserve feats related to electricity, since she'll almost always have an [Electricity] spell memorized one way or another.OR, depending on party need, she could easily slip into Paladin. I really haven't looked at any PrCs for her, because that's even further off than possible multiclassing issues.
 

Hey all! I have updated the submissions list at the top of the thread (edit: Almost! Just missed James Heard's contribution...I'll add yours later today, James, I'm already late for work!). Lots of good ideas already, I can tell that it's going to be a challenge to narrow the field after Friday passes. But, that's a good thing! :) I wanted to address a couple of other points, also...

Nazhkandrias said:
I would love to join this game, assuming, of course, that you don't have too many players already.
There's no such thing as too many submissions! The way the process works is that I will accept character concepts from as many people as wish to submit them until Friday June 22nd. After that deadline passes, I will choose the five players, and we'll go from there.

Nazhkandrias said:
Now, one final question - since he seems most likely to follow Desna, is a starknife a new type of weapon, or just a fancy dagger?
Great question! It's actually a new weapon, although stats for it have not yet been released. Here is its description from the blog on Paizo's website.

Star of Desna: An ancient weapon favored by Varisian wanderers, this weapon has been adopted by the church of Desna as a second holy weapon. From a central metal ring, four tapering metal blades extend like points on a compass rose. Wielders can slash with the star or throw it like a less-aerodynamic chakram.

The blog also has a sketch of the weapon. The fact is, I highly recommend that everyone who is interested in this game head over to the blog there, and check it out. There are all kinds of neat things there regarding the module line, and Pathfinder mag...campaign world tidbits, maps, new monsters, excellent artwork...very good stuff. I'd start at the bottom and work your way up. Here is a link:

Paizo's Blog!

Insight said:
I'll fill in some of the geographic details once I've had a chance to look at the setting map, which as I understand, is now available.
A map of the nation of Varisia has been posted on the afore-mentioned blog. However, I think this is the setting for the Rise of the Runelords adventure path from the Pathfinder magazines. I believe I read somewhere that Falcon's Hollow is not located in Varisia...or, I may be misremembering, I'm not 100% sure. Anyhow, you are right in saying that, for now, it is best to hold off on geographical details for character backgrounds.

Thanks, and keep the great character ideas coming! :D
 

Here's another one from me:

Wren, Male Human Swashbuckler/Fighter. Melee/Face. Skills would mostly be cha based, and feats focused on whip tricks (exotic w.f., improved trip, etc).

Wren grew up on a farm, the last of 11 children. He was basically raised by a sister. He met an adventurer while in town and ran away from home. He's a bit arrogant and sexist and likes to goad his opponents with insults before killing them. He's not evil, just more toward neutral than anything else.
 

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