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Post by reefwood on Dec 2, 2012 20:48:56 GMT -5
Westcrown has fallen from grace over the past century. Diabolism, corruption, fear, crime. All take their toll on the Wiscrani. Perhaps even more so on those who know there must be another way. Those who hope in secret that the current tide can yet be turned. That freedom not need be sacrificed for safety. That joy and kindness can exist peacefully with law and order. That a better life is more than a dream. That the people can be awoken from this nightmare.
Since this a smaller party, the options below are intended to result in above-average PCs. Of course, dice can be fickle creatures, but sometimes that can make for surprisingly interesting characters. Also, the Inner Sea Guide may provide additional options, and I should have my hands on that later this week.
Ability Scores
Option #1: Roll 4d6, re-roll 1's, drop lowest; do this 6 times and assign ability scores as you see fit.
Option #2: Roll 2d6+6; do this 7 times, drop lowest, and assign remaining to ability scores as you see fit.
Option #3: Begin with a dice pool of 28d6 and assign a number of dice to roll for each ability score (minimum of 3d6). Once all the dice are assigned, roll each group and add up the 3 highest dice for each ability score. For example, Valen decides to be a Fighter and assigns his dice pool as such: Str 8d6, Dex 4d6, Con 6d6, Int 3d6, Wis 4d6, Cha 3d6. The Str roll results are 3, 6, 2, 5, 1, 4, 6, 3, which gives a total of Str 6+5+6 = 17... so close!
Starting Level & Wealth
Option #1: 1st-level character with triple starting wealth based on class (Table 6.1). You may roll thrice as many dice, or take triple the average amount.
Option #2: 2nd-level character with the first level as an NPC class (which may affect max hp and 1st-level feat prerequisites) and the second level as a PC class (roll hp), and normal 1st-level starting wealth (Table 6.1).
Character Options
Class: Any class from the Core Rulebook or Advanced Players Guide.
Race: Any common race or tiefling. Other humanoids may be an option.
Alignment: Good or Neutral on Good-Evil axis; Lawful, Neutral, or Chaotic on the Law-Chaos axis.
Traits: You may select up to four character traits. The first must be from the Council of Thieves Players Guide, and additional traits must be from the Advanced Players Guide.
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Post by reefwood on Dec 2, 2012 20:55:51 GMT -5
DM NotesPCs- Renold Hopcrusher (Clr1): Lifelong resident of Westcrown, ex-priest of Asmodeus, recently taken to following Cayden Cailean.
- Gettul Hopcrusher (Exp1/Alc1): Master brewer/hobby scholar-in-training
- Gendrew Hopcrusher (War1/Ftr1): Provides security for mercantile affairs across the Inner Sea region, recently re-stationed in Westcrown to deal with increased crime, hopes to retire to the mountains.
Locales- Barley Bitch: tavern on the Westcrown docks, owned by distant cousin Gandry Hopcrusher, home to the PCs
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Post by reefwood on Dec 2, 2012 20:55:56 GMT -5
LanguagesEveryone is a dwarf, so languages start off the same for everyone: You all get Common and Dwarven for free, and if you are extra smart, you can choose one of those other ones. Also, classes may give you additional option for starting languages, such as Renold being able to select Infernal for being a Cleric. And you can put a skill point into Linguistics to learn any language, and on that note, there are several new languages specific to the Inner Sea region. None of them seem particularly appropriate for the PCs thus far as they mostly have to do with places outside Cheliax or ancient empires, but a few that might be worth mentioning are: - Azlanti (ancient) was one of the most widely spoken languages of its time and became the basis for dozens of languages all over the continents of Avistan and Garund. (Azlant was destroyed when the Starstone crashed into Golarion, and Aroden was thought to be the last true Azlanti)
- Jistka (ancient) remains in use throughout Avistan, though almost exclusively by scholars and royalty.
- Varisian (modern) is rife with subtle double meanings, innuendo, and gradation of meaning. (Perhaps this would make sense if you want Clan Hopcrusher be from the Sky Citadel of Janderhoff in Varisia)
Finally, on an interesting flavor note... the Common tongue of this region is Taldane, and Taldor is the empire from which Cheliax broke free over 600 yrs ago.
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Post by reefwood on Dec 2, 2012 20:56:01 GMT -5
Hero Points
There are moments in any struggle that influence the outcome. Does the brave warrior lay low the villain before he can finish casting a devastating spell? Does the sly rogue avoid detection as she sneaks into the giant chieftain's lair? Does the pious cleric finish casting her healing spell before the rain of arrows ends the life of her companions? Just a few die rolls decide each of these critical moments, and while failure is always a possibility, true heroes find a way to succeed, despite the odds. Hero points represent this potential for greatness. They give heroes the chance to succeed even when the dice turn against them.
Hero points are only awarded to player characters. NPCs, animal companions, familiars, cohorts, and mounts do not receive hero points. Unlike other points in the game, hero points do not renew over time or with rest. Once spent, they are gone forever. Hero points are awarded as a character gains levels or whenever a character accomplishes a truly heroic feat. The GM is the final arbiter on the award and use of hero points.
Hero points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character's turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects:
Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
When a character dies, she does not lose any hero points she has accumulated. If she died with no hero points remaining, she gains 1 hero point when she is brought back from the dead through powerful magic, such as raise dead or resurrection.
Characters can have no more than 3 hero points at any one time. Excess hero points are lost.
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Post by reefwood on Dec 2, 2012 20:56:06 GMT -5
PC Traits
Gendrew Hopcrusher: Westcrown Firebrand, 'Sheriff' Contact, Armor Expert, Killer
CoT - Westcrown Firebrand There’s something very wrong with the world. Spouses were not meant to huddle at their windows hoping and fearing day after day that their loved ones returned from work safely. Parents were not meant to hush their children when questioned about what happened to their neighbors. Citizens were not meant to avert their eyes and hurry by as guardsmen beat old friends in the street. The people of Westcrown have suffered long enough! It’s time for a change. But how? You’ve heard rumors of bands of free-thinking individuals meeting after the citywide curfew. Perhaps they might share your ideals? You are quick to react to opportunity, both physically and mentally, and know that it is with sudden and swift action that many conflicts are best resolved. You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.
Basic (Combat) - Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Basic (Combat) - Killer You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in such a strike as you twist the blade to maximize the pain. You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Campaign - Welcomed Son/Daughter: Sheriff [Durotas Arik Tuornos] You were born and raised far from Westcrown, but this is not your first time here. You know the city has secrets and are not a complete stranger to locals. You are considered law-abiding and get along well enough with the authorities, so the city's tougher side is wary of you. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Westcrown as an ally; depending on the person you pick, you'll get different benefits.
The no nonsense arm of the law, is like the uncle you never had. The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a one-time +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.
Gettul Hopcrusher: Westcrown Firebrand, Gandry Hopcrusher (Owner of the Barley Bitch), Scholar of the Great Beyond, Magical Knack (Alchemist)
CoT - Westcrown Firebrand There’s something very wrong with the world. Spouses were not meant to huddle at their windows hoping and fearing day after day that their loved ones returned from work safely. Parents were not meant to hush their children when questioned about what happened to their neighbors. Citizens were not meant to avert their eyes and hurry by as guardsmen beat old friends in the street. The people of Westcrown have suffered long enough! It’s time for a change. But how? You’ve heard rumors of bands of free-thinking individuals meeting after the citywide curfew. Perhaps they might share your ideals? You are quick to react to opportunity, both physically and mentally, and know that it is with sudden and swift action that many conflicts are best resolved. You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.
Basic (Faith) - Scholar of the Great Beyond Your great interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
Basic (Magic) - Magical Knack [Alchemist] 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. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Campaign - Welcomed Son/Daughter: Tavern Owner [Gandry Hopcrusher] You were born and raised far from Westcrown, but this is not your first time here. You know the city has secrets and are not a complete stranger to locals. You are considered law-abiding and get along well enough with the authorities, so the city's tougher side is wary of you. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Westcrown as an ally; depending on the person you pick, you'll get different benefits.
One of the town’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you're guaranteed a place to eat and sleep for free. She's got lots of great contacts with merchants as well, and she'll sell any of your loot for you—as a result, you gain an additional 10% over the amount of gp you normally would get from selling off treasure.
Renold Hopcrusher: The Pathfinder's Exile, Reactionary, Sacred Conduit, Natural-Born Leader
CoT - The Pathfinder’s Exile Westcrown’s dilapidated Pathfinder lodge of Delvehaven has long excited your imagination. Forcibly closed by the order of the city’s diabolical rulers, the Pathfinders of Westcrown were exiled, forcing them to leave behind untold knowledge and the treasures of countless expeditions. Today, Delvehaven lies under the pale of fearful rumors and dark magic, and bureaucratic red tape has prevented trespass on the lodge’s well-protected grounds. Having secretly and illegally contacted agents of the Pathfinders, you’ve expressed your interest in aiding their ventures in Cheliax—with a particular eye toward investigating Delvehaven, the source of your long-standing adventuresome interests. To your surprise, some days ago you received a message back from an unnamed Pathfinder operating underground in the country. Along with encouraging you to investigate the lodge and report your findings to the Grand Lodge in Absalom, he’s sent along a battered and tarnished, yet still functional wayfinder. You’ve promised yourself to pay back your unknown contact the 500 gp cost of the item someday, but until then, it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action. Further details on the Pathfinder Society and wayfinders can be found in the Pathfinder Campaign Setting or Pathfinder Chronicles: Seekers of Secrets.
Basic (Combat) - Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Basic (Faith) - Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Basic (Social) - Natural-Born Leader You've always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
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Post by reefwood on Dec 2, 2012 20:56:14 GMT -5
***PLACE HOLDER***
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Post by reefwood on Dec 10, 2012 16:40:19 GMT -5
I know that a lot of character ideas are floating around in the OOC thread, which is totally fine, but I have a few questions that I would like players to answer in this thread. We have gone over some of these things, but it will help me to have them jotted down in one place, and edits can be made as need be.
1) How old is your dwarf? Playing a long-lived race in a chiefly human world can provide a different perspective. A dwarf reaches adulthood at 40 yrs and middle-age at 125 yrs, and much has changed in Westcrown over the past century and even the past few decades. Maybe you were around before... the shadow beasts began to stalk the nights of Westcrown 35 years ago, or House Thrune seized control of Cheliax 71 years ago, or the Chelish civil war broke out 101 years ago, or even before Aroden died 105 years ago.
2) How do you feel about tieflings? People with fiendish blood are not difficult to find in Cheliax, though, some try to hide their identifying marks. Commoners fear them as half-devils, while diabolists look down on them as half-breeds. Many tieflings accept their low lot in life and revel in devilry, but some attempt to climb the social ladder, and a rare few even use their "gifts" for good.
3) How do you feel about half-orcs? Dwarves and orcs have warred for ages, both civilizations peaked long ago, and their hatred for each other continues to run deep. Orcs and half-orcs are most common in the Hold of Belkzen in northern Avistan and continue to threaten their neighbors with raids the possibility of war. However, in the faraway and cosmopolitan cities of southern Avistan, such as Westcrown, half-orcs can live practically free of bigotry or suspicion. They may struggle with their savage side but can also encompass the full range of human emotion and ingenuity. Of course, many excel at trades dependent on strength and battle. Half-orcs who worship prefer chaotic deities, most often Gorum. Rovagug is a favorite among those who wish to bring down humanity, while non-evil orcs venerate Cayden Cailean and embrace his aspects of bravery & freedom. Also, many half-orcs bare the brands or tattoos of enslavement by other races.
4) What do you do with your day? This can include a job, hobbies, interests, and can be as detailed or general as you like.
5) Does your dwarf have any longterm goals? "No" is a perfectly acceptable answer. Some of us simply live in the moment.
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Post by Rabbit on Dec 10, 2012 18:37:40 GMT -5
Gendrew Hopcrucher Str 17(3), Dex 12(1), Con 16(3), Int 11(0), Wis 12(1), Chr 7(-2)
Traits Westcrown Firebrand: Welcomed Son: ~'Sheriff' Contact: Arik Tuornos (male Chelish human), Durotas of the Rundottari (i.e. captain of the ruin guards). Armor Expert Killer
1) How old is your dwarf? Gendrew Hopcrusher is 55 years young. Older clansmen likely see him as a youth but Gendrew has lived long enough to be comfortable in the role of an adult. He has learned the basics of the clan’s merchant and repossession business and proven himself worthy of some responsibility.
2) How do you feel about tieflings? In Gendrew’s opinion tieflings are a direct and negative result of conspiring with devilish powers. As a policy, they should be avoided but personally Gendrew has no animosity towards them unless they show to be untrustworthy. The poor bastards didn’t choose their lot in life, but as second class citizens, tieflings rarely have enough money or prestige to make them worth the Clan’s (and therefore Gendrew’s) time.
Gendrew's uncle was once a Cleric of Asmodeus. Something Gendrew was never comfortable with but accepted it. Even if he doesn't realize this himself, Gendrew feels a touch of guilt when we sees a tiefling because his family has in some ways benefited from devil worshiping while tieflings have suffered from it.
3) How do you feel about half-orcs? Far worse than tieflings. Sure, they make good laborers but they usually get a thorn up their ass about working for dwarves. They can’t stand working for their betters. Gendrew tends to size up any half-orc (or orc) he meets and views them as a potential challenger. Whether it is a business negotiation, a physical challenge, or tavern banter Gendrew gets extra pleasure in besting a half-orc.
4) What do you do with your day? In the last month or so Gendrew has been re-stationed in Westcrown to help with clan business and ensure the recent rise in crime is not affecting their interests. Most days Gendrew can be found on the docks overseeing shipments or in the northern ruins conducting salvaging projects. Gendrew is trained to be an effective foreman and wont be intimidated by thugs and extortionists, but he is not an innovator. His main goal is to keep business running smoothly without interrupting it.
5) Does your dwarf have any longterm goals? He looks forward to his next leave/vacation (perhaps after Westcrown gets sorted out) when he can return home again. Gendrew looks forward to having a long grey beard and collecting his clan pension with nothing to do but smoke his pipe and perfect his homebrew. However those days are many years away and the dwarf is content living life day to day for now.
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Post by icnivad on Dec 15, 2012 20:11:42 GMT -5
Oh, I totally forgot about bonus Int languages. Renold has a point in Linguistics, which is where the Infernal came from. I didn't know I could take that as part of a starting language as a Cleric.
1) How old is your dwarf? Renold has been around a while. I can't find the stats on aging, but I think 155 puts him into the first bracket.
2) How do you feel about tieflings? In a word; Distrustful. Renold has worked with many Tieflings when he was with Asmodeus, so he associates them with his former church, which he does not view in positive light. Although, that said, Renold has been around long enough to know that there are exceptions to every rule.
3) How do you feel about half-orcs? Slightly opposite to tieflings, when Renold was with his previous church, he viewed orcs and half-orcs as undisciplined, savage beasts who had no role in a proper society. Now he's more ambivilant, understanding their chaotic nature to be an expression of freedom. And of course, any orc or half-orc venerating Cayden Cailean would be a welcome drinking companion.
4) What do you do with your day? Exploring ruins during the day, bringing back artifacts for the Hopcrusher trade. And usually embracing the sweet drink at night. Renold has also recently become curious to understand more of the world around him and has been wandering the city on a frequent basis.
5) Does your dwarf have any longterm goals? Renold has been secretly trying to get in contact with the Pathfinders guild, which he had dreams of joining as a child long before his life got off course with the church. While in the church, Renold helped scour this guild from the city, which he has always felt guilty for. Now he wishes to help re-instate them. His second, and perhaps more long-term goal, is to bring down the Church of Asmodeus. Or at least perhaps remove them from rule of the city.
Backstory Child - As a child, Renold always wanted to join the Pathfinders guild, and explore the world. His parents, however were high ranking members of the Church of Asmodeus, and discouraged such thoughts.
Cleric in the Church of Asmodeus - When he was old enough, Renold was enlisted in the Church. Over the years he quickly became a high ranking member, garnishing both power and respect from the other members. Through the years, Renold committed untold horrors in the name of his church. Looking back, one formative one, that might have been the beginning of his turn towards the light, was when he had to burn out an underground Pathfinders hideout. Eventually, over the years, he started seeing the evil acts for what they were. Eventually, he was ordered into a nearby village to kill all of the men and women, and enslave the children for working the mines. Not being able to bring himself to this, Renold turned his power on the rest of his contingent, destroying clerics and holy warriors alike, and letting the villagers free. After this great betrayal, Renold found himself not able to invoke even the simplest incantation. And clearly ostracized from the church, he fell into a deep and dark drunken stupor.
Drunk - For several years, Renold spent his mornings, days, and nights in the taverns and brothels. Having nothing left to live for, he barely took care of himself enough to live; perhaps not even wanting that. Over the years, he burned through most of his once impressive wealth. One day, a traveling priest of Cayden Cailean took interest in him. At first, the priest just sat and talked to Renold, while they both spent their days drinking. Then slowly, the priest would suggest other activities, “Hey Renold, let’s go explore tomb you were telling me about over on the east side”. Eventually, the priest was able to engage Renold back into the world around him, and into the world of Cayden Cailean.
Cleric of Cayden Cailean - Now, Renold finds himself once again, in touch with the divine energy he used to be able to feel all around him. It’s but a fraction of what he once felt, but it still fills him with purpose, and understanding. Renold is once again looking around, and seeing the world through a whole different lens. He is finding himself disgusted at the evils around him, and once again curious about the unexplored paths around every corner. He has vowed two things, to bring down the Church of Asmodeus, and to reinstate the Pathfinders guild back in the town.
Traits The Pathfinder's Exile Reactionary Sacred Conduit Natural-Born Leader
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Post by Rabbit on Dec 17, 2012 15:48:18 GMT -5
Character TraitsCan everyone add their traits to their post with the answers to the 5 questions? Also, I moved the Languages info up into one of the place holder posts above. Done, I also adjusted Gendrew's day-to-day blurb to mention more of a role in trips to the northern ruins.
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Post by icnivad on Dec 17, 2012 16:11:32 GMT -5
also done.
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Post by reefwood on Dec 17, 2012 17:12:24 GMT -5
UPDATE: Hero Point info has been added to one of the above *place holder*s.
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Post by michael on Dec 18, 2012 15:39:16 GMT -5
He's Expert 1 / Alchemist 1. It's also spelled Gettul.
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Post by michael on Dec 18, 2012 17:01:56 GMT -5
Gettul Hopcrusher
1) How old is your dwarf? At 118 years, and nearing middle-age, Gettul is a bit behind where he expected to be, career-wise. He attributes this to his brewing experiments, which are a bit outside the norm in the Hopcrusher clan. He trusts that one day these will pay off, though. When he finally gains recognition, it will arrive in spades.
2) How do you feel about tieflings? Tieflings have an undeserved reputation. Why, the few tieflings he’s met have been a lot smarter than most dwarves! They’re good folk. And the ones that aren’t, well, they’re probably bad because everyone expects them to be.
3) How do you feel about half-orcs? A tragedy. Everyone knows Orcs are barely more than mindless beasts, only capable of evil. But the offspring, well, they can’t help being what they are. They don’t need our scorn, they need our pity, our help! Otherwise, they may turn towards the ways of their fathers. So take up the Good Dwarf’s burden!
4) What do you do with your day? Most of his time is spent in the back room of the Barley Bitch perfecting his craft. When he needs to relax, he studies. He’s also made some friends among the scholars of Westcrown, and hosts semi-regular gatherings where they discuss their studies, and issues of the day.
5) Does your dwarf have any longterm goals? Give a dwarf a hundred years or so, and any sap can perfect the flavor of beer. When you get down to bronze hoops, it's just chemistry. Gettul is more concerned with the sensation of the drink. A good ale makes everything work better; it makes the conversation flow when among friends, and makes the tears flow when you’re mourning. It enhances the good times, and can ease the bad or punctuate it, depending on what’s needed. It nourishes the soul. So why, then, shouldn’t the soul nourish the drink?
Alchemy isn’t exactly common amongst dwarves, and he’s certainly one of the first Hopcrushers to put it into the brew. But Gettul knows that with time to perfect them, his recipes could make him one of the brewing greats of the Hopcrusher clan. In a century or so, he may even become head Brewmaster back home in Highhelm! (That'd show those blasted Maltmashers, and that over-starched swill they call ale!)
In fact, he’s already made great strides since coming to Westcrown! Brews that enhances the body itself! One swig’ll make you strong as an ox, or fast as a fox! Sure, it makes ye a bit dumb, and, well, right now they only work on Gettul himself… But they just need more testing to get perfect!
Traits Westcrown Firebrand Gandry Hopcrusher (Owner of the Barley Bitch.) Scholar of the Great Beyond Magical Knack (Alchemy)
(I also had both Reactionary and Westcrown Firebrand doubling up my Initiative Bonus at first, so I switched one out for Magical Knack.)
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Post by reefwood on Dec 21, 2012 17:38:59 GMT -5
PC Traits - additions & details
I added everyone's traits to one of the *place holder*s above and wanted to potentially explore them a bit more and go over something we overlooked with the Sheriff/Tavern ones.
In looking up the traits, I noticed that the Sheriff/Tavern traits were sub-sections of the Favored Son/Daughter campaign trait. That one doesn't fit Gendrew and Gettul too well, so I tweaked the flavor while maintaining the same bonus (which you receive in addition to the Sheriff/Tavern stuff):
Welcomed Son/Daughter You were born and raised far from Westcrown, but this is not your first time here. You know the city has secrets and are not a complete stranger to locals. You are considered law-abiding and get along well enough with the authorities, so the city's tougher side is wary of you. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Westcrown as an ally; depending on the person you pick, you'll get different benefits.
Gendrew Hopcrusher
Any thoughts on what was used as your childhood “armor” or the details of your first kill? Perhaps they were linked, or the armor helped in this fight, or it didn't help so much and led to the acquisition of real armor? Also, you are only supposed to take one trait from a section, and Armor Expert and Killer are both from the Basic (Combat) section, but they both make good sense for Gendrew, so I'm not going to worry about it.
As for the Sheriff... his name is Arik Tuornos (male Chelish human). He is the Durotas of the Rundottari (i.e. captain of the ruin guards). He is a cynical but fair man who knows this command is a posting of low prestige and social punishment, but he and his dottari take pride in their responsibility to walk the wall of Rego Cader (Dead Sector) and keep the threats of the ruins contained and out of the city. They are stationed in Keep Dotar at the far northeastern end of the sector.
If you want to go with the kickback idea for his assistance, you would know that he only uses this extra coin to help obtain supplies for his guards and would not accept payment from sketchy folks. He is not easily corruptible.
Gettul Hopcrusher
Any thoughts on the magical creature/person who helped raise you? Is this how you were first turned onto magical alchemy? Also, this works out pretty well with that first level of Expert since it helps keep your caster level on par with your character level. At least up to +2, so it'll also help if you take one level in another PC class or prestige class that doesn't boost caster level.
Renold Hopcrusher
I just re-read the Pathfinder's Exile trait and realized you get a contact too. I have a couple ideas. Do you care if you already have the contact (and magic item), or if it can come up a bit later? Also, the Pathfinder books they mention to find more info are others than the ones I have, but there is some info in the Inner Sea book, and I have found more info in a book at Powells (forget which one). Sometimes the info presented is a too reveally about secrets, but I'll try to type up a little summary of what Renold would know.
Also, any thoughts on who bullied Renold as a child? Maybe that intertwined with learning to be a leader and rallying other children together to help fend off the bully? And based on backstory, I'm guessing his mother survived the birth... and perhaps it was divine devilry which saved her?
I have a couple other questions about Renold, which don't need to be answered more than they have if nothing else comes to mind, but:
1) How did he feel about his parents before their death? And after his recent change of faith?
2) Who mentored Renold on the teachings of Cayden Cailean? What was this person like?
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