Friday, June 15, 2012

Melvin the Abjurer ("the Merciful")
Elf
Lawful Neutral
Homeland: Lalec
age 115
Str 10 dex 16 con 10 int 18 wis 7 cha 13

ac13
languages elven, serenese

Mother Norma (noble hostess, ambassador) -- currently on confidential foreign assignment
Father Jerod (Diviner, court advisor) --  currently in position in Lalec
Brother Jensk (power-hungry, cruel, narcissistic, violent) -- sibling rivalry, source of pacifist code
    -- naval arsonist commander
Brother Ossmus (crippled as a result of a youthful confidence match between Melvin & Jensk gone awry--blind)

The true story: Jensk, young and vicious, was taunting the family cat (Hurby) with bolts of fire, drunk with his own increasing magical powers. Melvin thought it was a truly amusing game and taunted his older brother in turn by countering each bolt as he hurled it. Furious, Jensk hurled a bolt at Melvin instead of the cat. Instinctually, Melvin ducked instead of countering the bolt as he had been doing. It shattered a a row of glassware on the mantle, raining shards onto the youngest brother, Ossmus, permanently blinding the young boy. Jerod had stored magical brews and potions in the area, and try as the family might, no magical cure has yet been discovered for the unfortunate brother.From that point on, Melvin has chosen never to use magic for offensive purposes and seeks to right the wrongs of his past by providing means of defense to the defenseless. 

Profession: Merchant
Craft: Confectionary

Code of conduct:
Will not resort to lethal means
Will not leave prisoners to die
Will advocate for the lives of enemies once subdued
Will not inflict permanent, lasting injury

Familiar: Thrush +3 diplomacy, alertness, speaks elven & serenese

Feats
Create minor wondrous item
Improved Unarmed Strike

Traits
Rich Parents (family loan)
Arcane Focus (Arcane Knockout) (supernatural)
    -- Ranged attack (+dex attack, 1D4+int damage)non-lethal, 2 + Int + 1/2 wiz lvls/day
    -- range 25 + 5 x 1/2 wizard level (close)


Modus Apperandi:
Provide affordable magical services to the public while returning a moderate profit
Amass an impressive inventory

Longshot Pipedream:
Magically reorganize the realms to settle disputes through nonlethal contest. Conflict resolution out to follow a competitive but constructive purpose.
Find a way to cure Ossmus' blindness.

Quirks/Hobbies:
Contests of nonlethal prowess. Such contests must have clearly defined, nonviolent rules to interest Melvin.
Strong desire to outdo brother's accomplishments, though through different means.

Current Ambition:
Make contacts at the festival of peace for the enduring future. Make some coin to restock supplies once contacts have been made.

Tuesday, May 15, 2012

Serenol and Serenrae

Unlike other regions of Gorum, Seranol benefits froma strong religious unity among the allied cities. The primary religion is the worship of Serenrae, whose portfolio I'd like to addendum with a strong domain of Hospitailty. This functions the same as the Home domain. Worshipers of Serenrae are encouraged to be gracious hosts and to never turn away a traveler seeking shelter.

Wednesday, May 9, 2012

Fudopoly

Every Ten Years Fudopoly wants to celibrate the centuries of peace with Munstria and city guilds pay for a massive festival. Party enthusiasts have known to travel from all ends of Gorum for this colorful celebration of plenty and peace. Goods from the surrounding region are showcased and and prizes awarded. and often the festival is the birthplace of many great trade agreements.

BONUS

I'm lowering the point cost of positive mental stats by 1, the exception being if its also a casting stat for your preferred class. So for example if you aren't a preferred class intelligence caster, then an intelligence score of 11 costs 0 points, 12 costs 1, ... 14 costs 4 etc... note that taking a score of 9 would NOT yield 2 extra points, just 1 like normal. All of the above applies the same to Wisdom and Charisma.

Monday, May 7, 2012

Player Character are encouraged to have a lively and involved background. Potentially obligations, families, and jobs. All Players at 1st level get 3 free skill points to place in either craft, professions, linguistics, or knowledge skills. Note there are three different Human Languages: Northern, Middle, and Southern. There is no common. These skill points should naturally be incorporated into your characters background. Keep combat experience to a minimum. Its quite possible your character 1st level is merely a means of self-defense (clerics and paladins excluded). It may originally not have been your intention to live the life of an adventurer.

Standard Stat-buy system, 15 points. 1 Hero Point, 2 Traits. Prefered class etc... anything in the srd is acceptable with the exception of race variants, those would definitely need to be ran by me first.

Play will begin in the city of Fudopoly where a massive festival is being held honoring the centuries of peace between North and Middle Gorum. Your character can be a local or a traveler. If theres a city on the map you'd like to come from, take initiative in inventing the cultural customs, and attributes of that city. You can also invent a location and do the same. Gorum is a Large Continent.

Beyond Cities and the Alliances they fall under, there are also major guilds of all manors. Magic and Religious institutions of all kinds. Martial arts is very common among humans and there are many institutions that blend spirituality and fantasy kung-fu. This is especially true because outside of the Dwarven Mountains, Strong Metals for weaponsmithing are fairly scarce, and after the war of Munstrian Hostility, peace has prospered with the Dwarves restricting metal trade with humans. Items that are 30% or more made out of metal have a double base price. This multiplier affects only the base price and is factored ignoring other multipliers.

Outside of magic there are no explosives. Alchemical explosions are strictly a supernatual art, and explosives have not been at all achieved through physical science. Instead of cannons, Naval war vessels use incendiary mages as a means of destroying other ships.
Half-Orc characters may have an addiction to the ashy waters constantly traded along the coast of west Munstria and across the North Jungle. Drinking the ash water takes a standard action and instills a wicked spell casting high. Two first level spells are randomly selected (at my discretion). For three rounds the character can spontaneously cast either of these spells without material components and always as a standard action. The DC for these spells is 1/2 the orcs level + Cha modifier. Following these rounds the character is rather delirious. Suffering -4 Int, Wis, Cha, -2 Dex for 1 hour.

Ashy water is only drunk by Orcs and some Half-Orcs. Other humanoids experimenting with the drug is relatively unheard of and would definitely be an extremely shunned, possibly illegal activity.

The water goes through a refinement process to achieve the necessary potency.

Half-Orc alchemists have a different preferred class bonus where at 4th level, and every 3 levels thereafter, the random spell-list includes spells of one higher level (at 7th level the random spell list contains 3rd and 2nd level spells, and 10th level it contains 4th and 3rd level spells etc...)

Any Half-Orc with a Con of 13 or more may take the feat Ash Tolerance. This cuts the stat penalties to just 3 rounds following the casting, also the penalties to stats are cut in half.

Land Dwarves

Land Dwarves are the descendents of the Chosen Settlers. Dwarves who were selected specifically to settle the lands and learn the human techniques of terra agriculture. With the extreme exposure to sunlight and wild changes in diet, these dwarves mutated quickly over only a handful of generations. Land Dwarves lack the patience and plotting typical of their originators. "true" Dwarves claim the human lands have instilled a kind of madness into them. Land Dwarves infact have an even more violent temperament than your average human. There close ties to their originators keep their society from being too greatly hampered by this internal chaos. Land Dwarves are also much more talkative than their regular counterparts, and get along exceedingly well with other humanoids, provided they don't lose their temper.

Land Dwarves only stat modifier is +2 Con, as their temperament is much closer to human.

Land Dwarves are Fast & Steady, their base speed is 25ft, even in Heavy Armor or Load

Land Dwarves have Low Light Vision, generations in the sun have waned their eyes

Land Dwarves abilities of Defensive Training, Hardy, Stability, Weapon Familiarty and Greed remain the same

Land Dwarves do not have Hatred, and Stone Cutting abilities.

Land Dwarves can Rage as per a Barbarian for 1/rd per day. They can hone on this ability by taking a special feat "Land Rage" adding the Dwarf's Con Modifier to the available rounds per day

Land Dwarves without a negative intelligence modifier gain 1 bonus language due to their amiable nature.