GM Raventhorns Drums of War Stone Age Campaign (Inactive)

Game Master Raventhorn


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Concept:

You are a member of a group of people that are just beginning to settle down in a very large and very fertile valley surrounded by forests, rivers and tall mountains. Your people (insert name) have just transitioned out of the hunter gathering stage and begin to shape the land to your own image. However your scouts have reported several other tribes of men have seen this valley and have begun to settle here as well. Your chieftain/matron decides the best way to secure the land for your tribe is to run off the invaders because it is clear that your tribe was sent here by the gods and thus have sacred right to the whole valley. You are selected as an elite warrior and join several others, you are tasked with heading to the front-lines to bring down your foes. Let the Drums of War sound!

Starting out

Level 1 start

12 point buy:

this is to make it very difficult for the player so they dont just kill everything
no stat can be higher than 16, I do frown on dump stats but I do realize that some may be needed I just ask you to be honest and understanding, you are a very important, man, woman to the tribe and have active role in the tribes future. So all stats will be important.

Races:

only medium core races please, this is a very human heavy concept but as people diversify perhaps one people begin to resemble elves or even dwarves, how this will work is you can start with the ability modifiers but most of the racial traits will be gone, so pretty much your trading a feat and a plus 2 on any mod for the modifiers of the elf, dwarf.

Classes available:

All are subject to change including addition or subtraction
Fighter
Ranger
Barbarian
Bard
Druid
Cleric
Oracle
Rouge
Most archtypes will be allowed only on a case by case basis

Weapons:

Most weapons will be allowed but will be the stone age equivalent, also will be using some of the stone age weapons listed in UC but not all will have list ready soon

Magic:

This is the stone age magic is very refined and patient process as such most arcane spells are simply gone, most spells will be of the buffing region not damage. Divine spellcasters are more in terms of shamans and the spirits your tribe worships ie: animal totems, spirits of air, water, earth etc spells and domains will reflect this.
This game is very martial class heavy but it is the stone age pre bronze hope you all understand and will give it a chance

Starting gold:

this is a tricky part and still in progress so far I am considering starting you all out with 15 gold since most gear in the stone age is 1/4 of the original cost as said in UC

Submissions will run through Sunday may end sooner depending on number of applicants. Please ask your questions here I am asking for mature and open gamers this is heavily customized and first try at this concept please bear with me and thank you for your patience.


Already Excited, looking to Field either a Ranger or Barbarian, unsure on archetypes but will definetly throw around some ideas, will post mine soon and hope to be considered for recruitment :)

EDIT: Barbarian Stats
Str: 14 (+2*) 16
Dex: 12
Con: 14
Int: 10
Wis: 10
Cha: 10

Ranger Stats
Str: 14
Dex: 12 (+2*) 14
Con: 12
Int: 11
Wis: 12
Cha: 10

Both are probably going to be changed quite a bit but for stats thats what I have for either so far :)

The Exchange

I think I'll try my hand at a druid.

Str 12 +1 [2]
Dex 11 +0 [1]
Con 12 +1 [2]
Int 10 +0 [0]
Wis 16 +3 [5]
Cha 12 +1 [2]

I'm thinking maybe go with a totem, determined by an overall consensus on possible totem animals. I'll wait and see what other people decide to go with, and see if we can get a near-unanimous decision on that.


I am definitely ranger(Beast Master) on this one yeehaw!

Stats
Str 14
Dex 12
Con 12
Wis 14 +2 from human
Int 8
Cha 10
Spears an Javelines. Maybe a whip too? That'd be a neat idea.


Throwing up a marker for a Fighter Submission - maybe Two-Handed archetype.

On the list of weapons - is the Terbutje and Great Terbutje available from UC?

Currently thinking is of a two handed menace, using Disposable Weapon to confirm crits. Eventually rocking a Bone Breastplate.

Dark Archive

Thinking barbarian(invulnerable rager) focused on unarmed combat/beast totem/rending feat path


hmmmm...i could be the rouge. go into battle, applying makeup to the pc's, telling them "its magic dust". An orc comes in for the attack, i stop him by saying "hmm, green is not your color, you should try more earth tones, itll be more natural, bring out that inner beauty".


Hmmm bard sounds good here. A story teller/tribal memory type. How are you tweaking the bard?


@ ragathiel both sound good look forawrd to more in depth character and your election of one of them as your submission

@ Edgar mostly I will be going through the gods and applying more bestial and tribal names to them example Erastil probably Spirit of the Hunt or Totem of the Stag because hunting would still be of major importance to the tribe would be major god working on list as we speak

@ Shano char sounds great as well as the spears and javalins, have you lookd at the UC for the fletched javalins? they essentialy work like javalins only range is 50' instead of 20? anyways whip not so much I dont know how it could be applied in the old world will think on it

@ Mark char idea sounds good look forawrd to seeing it, on the Terbutje is that the one with the shark teeth in it? if it is probably not as in the world only the maori were ones the wielded those weapons because they revered the shark and took that aspect into a weapon waaay to singular to one specific tribal society in my opinion and this is mainland tribal base maybe a few rivers maybe a lake but no reason to include the seafaring customs that existed in the carribean

other than that i dont think I will mind on the confirming crits just don't over due it

@ Stand and fight the invulnerable rager is a good idea however I would caution the unarmed combat and rending path pretty much you have to have claw attacks in a human society, will think on it ok?

@ Lorayne I dont mind the rouge however on the make up..... please if this was meant as a jest to defame the idea of my campaign I will ask you to leave and take the jests elsewhere

@poorwanderingone Bard is excellent idea I just caution the use of magic and thats only tweak I can think off the top of my head mostly because I am trying to move away from the tweaking I first imagined if you could send me a possible list of your song abilities and spells you are considering taking i would love to take a look and help you develop the character

Also everyone I am trying to mkae it as easy as possible to put your characters into the tribe but again I do ask you don't break the characters to the extent I just feel bad for even asking

Also as a side consideration I would ask you all to take a skill or some such like craft to benefit the tribe this will be sorta like how before you were this warrior you were the tribes....Tent maker or spear maker, hunter or some such. Thank you all for your submissions and I look forward to more questions and characters


The rogue/rouge thing was a spelling joke. You made this very common mistake in your classes allowed post. I don't think anything negative was intended.

re: Bard so more buffs and self effects rather than things like solid note or hypotic pattern/sound burst. Removing the Illusions and the Summons and focusing on things like emotion control. Right?


Did i spell it wrong crap I did lol


GM Raventhorn - the terbutje is a Paizo approximation of a few weapons from history and doesn't have a direct correlation. The Polynesian shark tooth club and the Aztec obsidian studded blade are the two main examples.

Mechanically what I am after is a 19-20 crit range, as spears don't get that and I'd prefer to avoid carving out a stone 'sword'.

So the weapon itself can be flavored to have animal teeth or obsidian shards or stone flake or whatever works - I'm more after the mechanics.

The price of confirming the critical is breaking the weapon, so it is internally balancing anyway. Whether I 'overuse' it rest solely on how well the Fighter rolls ;)


So far we have:
Ragathiel: Barbarian or ranger
Edgar Lamoureux: Druid
Shanosuke: Ranger(Beast Master)
Mark Sweetman: Fighter(two-handed fighter type)
StandAndFight: Barbarian(Invulnerable Rager)
Poor Wandering One: Bard

I noticed you didn't post the witch class as an option. Would you consider it? Most of the spells and abilities fit, and I'm interested in the idea. I'm happy to play any class, as this seems like an interesting campaign. A barbarian using the rage feats from Orcs of Golarion might be pretty cool too... I propose Warleader Grimgor and 'is boyz. It's time for a WAAAGH!!

Seriously though, I am interested both in the witch idea and in the rageleader concept

Dorn Barbarian 1
Str 14
Dex 10
Con 14
Int 10
Wis 10
Cha 14

Feats: Amplified Rage, Warleader’s Rage
Skills: Intimidate, Diplomacy, Survival, Handle Animal, Profession(Cowherd), perform(sing),
Traits: Keleshite Princess, Faithful Artist


Lloyd is 100% correct, Witch is a great fit - especially given that the spells are gifted from an animal. The spell list is alot more emotion affecting as well.

Two-Handed Fighter Crunch:
Human Fighter - Two Handed archetype
Str: 16, Dex: 13, Con: 13, Int: 10, Wis: 11, Cha: 10
Feats: Disposable Weapon, Power Attack, Cleave
Skills: Craft (Weaponsmith), Survival
Alternate Racial Trait: Heart of the Wilderness

Have taken Craft (Weaponsmith) as the tribal skill, would take a profession as well, but 12 point buy and 2 skill points per level only stretch so far. Survival approximates 'Profession (Hunter)' with the tracking and gathering of food?

With 15 gold, he basically just starts out with a single Great Terbutje and some bone clubs.

Heh - with no armor and only 1st level, these fights are going to ride mainly on who gets to charge who ;)


Actually ive never seen a witch actually played or even looked into I could see one being allowed actually thought on it for a while but that was for different game type but as weve moved on to the team game style I will allow it, also on the orc thing as much as I love the warhammer reference :) I dont think i could allow the feats of stemming from an orcs of goloarion as I dont have the book and that this is human setting

Also what are those two traits? never seen or heard of them before

Remember Mark the armor is of poorer quality as well i believe its 1/4 the cost the same as the weapons


If we are going strictly off the primitive weapon section in UC:

Armor made of bone is at 1/2 cost but only applies to studded, scale and breastplate. Therefore the cheapest armor is still leather at 10gp (I don't think padded would fit the stone age vibe)

Given that a Great Terbutje costs 12gp, and can't be cheapened by making it from bone, stone or obsidian - leaving only 3gp left over.

It's cool though. Hopefully we can get an armorsmith as part of the tribe - go out and kill a rhino or similar then get to making us all hide armor ;)

Dark Archive

could avoid rending combat path, but love the concept of a sound combatant that just looses it and rages, like going blood drunk, just forgets about weapons and goes at it with what he's got.


StandAndFight - Brutal Pugilist does a pretty good job of that from the Barbarian side.


Ah, but you did say that medium core races were allowed, after a fashion. The Orcs of Golarion book specifically says orc or half-orc in the requirements for these two feats. The book is about orcs, but fairly heavily in the context to how orcs relate to half-orcs. Using Humans and Orcs of Golarion gives you a nice view of what half-orcs should be like. I can send you the text from the book for both feats in a while, but here is the jist.

Amplified Rage: When raging and adjacent to, or flanking the same opponent as, a raging ally who also has this feat, your rage bonuses increase by +4str and +4con.

Warleader's Rage: The range at which teamwork rage feats function extends to 30ft. (If I remember correctly) Allies must still be adjacent to you to activate the feats, but can then move freely, so long at the distance between you and them never exceeds 30ft.

They are cool and powerful, but very very limited. Other characters have to have them, essentially meaning you have to have two feats for them to work, and they only work in specific circumstances.

The choice is up to you, of course, but I think a leader who fuels the rage of his(or her haven't decided yet) tribesmen would be cool. Ultimately I would like to see a modified version of the Battle Herald prestige class that replaces Chevalier with Barbarian. It would take some tweaking, but that is what this campaign is about. They could very well be the beginning of the Orcs of this world. Plus... Orcs have a deity known as the Blood God.... You know want to.

The two traits listed are from Faiths of Purity and Taldor. They are both on www.d20pfsrd.com

Sczarni

This sounds like a ton of fun! I've followed a few of your other games GM Raventhorn, and I like your GM style too!

I'm going to put together a Battle Cleric. He's sort of the grim old man type. Evey bad thing happens because the god are angry, all good things are cause the gods are pleased. He does not coddle people, but he is invested in the care of his tribe. He will heal and likely use a longspear.

Stats:

STR: 12
DEX: 12
CON: 14
INT: 10
WIS: 15 (the +2 from Human went here.)
CHA: 10

I will get a more complete build as soon as possible (10 or 11 pacific time tonight, or tomorrow morning.)

The Exchange

So, are we going to have a specific tribal totem animal? If so, I'll tkae one of them as my AC, if possible.

Sczarni

This makes me nostalgic for the old Age of empires RTS. I'm so happy...

Sczarni

What deities would be appropriate here? All PF gods?


@ lloyd im sorry lloyd ultimately it comes down to i am jus tnot comfortable with the half orc build, also you do know now that we are not making characters with minions everyone voted and all of you will be on same side without any cohorts and followers instead of original plan

@ mark im sorry man I didnt realize lol but then you are getting a big honking weapon lol

@edgar if you like once I have made the selections of players you all can vote on what the tribal history you want and design the tribes totem animal does that help?

@darksmoke mostly im trying to remake the gods and yet not? make any sense? pretty much you have spirit of the sun, spirit of the moon, spirit of the hunt, and their associated gods working on that as we speak

I am sorry everyone lately I have been ill and just not motivated to post very often or do much work ug I hate being sick


I have something of a character sheet put together. I am sad that I can barely afford a weapon but whatever. Stone age folks didn't have much in the way of armor. AC 12 gonna suck though.

Dude's name is Jushem. He wanders the wilds on hunts and collects rare and exotic animal bits, bones, eggs, droppings, what have you. In particular he enjoys fashioning weapons out of these bits. He is also good at handling animals as he is at hunting them. He believes that abundant game comes from care and responsibility to the animals. Not killing them needlessly or frightening them with battle cries. Take too much and the herd moves on and then the whole village goes hungry. he will often tend to the wild beasts of the land as sort of a doctor. He has also taken to encouraging breeding among certain docile beasts. Helping them procreate so they may become food. A food bearer's work is never done.

That is my concept in the making.

The Exchange

Sounds good Raventhorn. This means I'm on the team, right? :P


That's cool GM. If Poor Wandering One isn't going to play the bard, I would happily take it. Otherwise, here is the beginnings of my witch.

Powaqa Witch 1
Str 12
Dex 14
Con 10
Int 16
Wis 10
Cha 10

Feats: Extra Hex, Improved Initiative
Skills: Swim, Survival, Heal, Craft(Alchemy), Spellcraft, Knowledge(Arcana), Knowledge(Planes)
Traits: Poverty-Stricken, River Rat

I haven't entirely settled on the patron. If accepted, I figured I'd work that in with the tribes totem. Same thing with finalizing hexes, though I really enjoy the Water Lung idea.

The basic concept, one of the possibilities at least, was a child touched by the nature spirits. Odd things happen around her and she has a strange animal, and so has been somewhat isolated from the rest of the tribe. The other tribe members, including her family, have not been cruel, but it is hard to relate to someone who will takes naps in the river. Her role in the tribe has been to assist the shamans in attending the sick/injured and gathering food by harvesting edible aquatic plants and animals. She is being sent to fight to support the warriors and sense if the other tribes have spirits or unnatural things supporting them.

Sczarni

That sounds cool! How do I choose domains then? Just kinda go with it and you approve them? I'll have a build up in the morning.

Sczarni

Here's what I'm thinking for a build. I haven't named the character yet because I want to make it something that fits well in the tribe. Once we lock down our totem, I'll be able to give proper consideration to a name. Please let me know what you think?

Spoiler:

UNNAMED HERO CR 1/2
Male Human Cleric 1
NN Medium Humanoid (Human)
Hero Points 1
Init +1; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 13, touch 11, flat-footed 12. . (+1 armor, +1 shield, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
. . Shield, Light Wooden -3 (1d3+1/20/x2) and
. . Shortspear +1 (1d6+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Sling +1 (1d4+1/20/x2)
Special Attacks Battle Rage (5/day)
Spell-Like Abilities Battle Rage (5/day)
Cleric Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Summon Monster I, Shield of Faith (DC 13), Cure Light Wounds (DC 13)
0 (at will) Stabilize, Detect Magic, Guidance (DC 12)
--------------------
STATISTICS
--------------------
Str 12, Dex 12, Con 14, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +1; CMD 12
Feats Sacred Summons, Saving Shield
Traits Devotee of the Green: Knowledge (Nature), Natural-Born Leader
Skills Acrobatics +0, Climb +0, Diplomacy +4, Escape Artist +0, Fly +0, Heal +6, Knowledge (Nature) +5, Ride +0, Spellcraft +4, Stealth +0, Swim +0
Languages Common
SQ Aura (Ex), Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Cleric Domain: Blood, Cleric Domain: Restoration, Hero Points (1), Restorative Touch (5/day) (Su), Spontaneous Casting
Combat Gear Dagger, Leather, Torso Piece, Shield, Light Wooden, Shortspear, Sling;
--------------------
TRACKED RESOURCES
--------------------
Battle Rage (5/day) (Sp) - 0/5
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) - 0/3
Dagger - 0/1
Restorative Touch (5/day) (Su) - 0/5
Shortspear - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Blood Associated Domain: War
Cleric Domain: Restoration Associated Domain: Restoration
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Restorative Touch (5/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Saving Shield As an immediate action, add a +2 shield bonus to an adjacent ally's AC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Dark Archive

Hero yet to be named
Male Human Barbarian(Invulnerable Rager) 1
NG Medium Humanoid (Human)
Hero Points 1
Init +3; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 12, touch 11, flat-footed 11. . (+1 armor, +1 Dex)
hp 12 (1d12)
Fort +2, Ref +2, Will +1
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Taiaha +4 (1d8+4/20/x2) and
..Taiaha Raging +6 (1d8+7/20/x2)
--------------------
STATISTICS
--------------------
Str 16 (20 during rage), Dex 13, Con 10 (14 during rage), Int 12, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats Power Attack, Furious Focus
Traits Reactionary, Deft Dodger
Skills Acrobatics +5, Climb +7(+9 during rage), Craft:armorer +5, Handle Animal +3, Intimidate +3, Knowledge Nature +4, Perception +5, Ride +4, Survival +5, Swim +6(+8 during rage)
Languages Common
SQ Rage(4/day), Fast Move
Combat Gear Taiha, Leather-Torso Piece,
--------------------
SPECIAL ABILITIES
--------------------
-Rage(ex) 4+con mod rnds/day +2 per lvl, +4 STR, +4 CON, +2 morale to WILL saves, +2 HP per HD, -2 AC, after rage, fatigued twice as many rounds
-Heart of the Fields +half CL to Craft skill, ignore 1 fatigued or exhausted effect/day
-Power Attack -1 attack, +3 damage (increase penalty and damage bonuses by -1, +3 at +4 BAB and each +4 after)
-Furious Focus ignore penalty on 1st power attack made each turn


As much as I would love to join one of your games Raventhorn I honestly just can't fairly make the added time commitment of other games with the ones I have and the work on my plate now.

But I will certainly follow this game and if a spot opens up later and time permits perhaps I could join then. But have a Great Game all! Enjoy!

(Ashley)


More musings on the bard.

Name: Two-tales. He got this name because he allways has a story to tell you. It may not be true, it may not be good, but he always has a tale.

Race; Human

Class: Vanilla bard. Perform oratory or storytelling

Spells: Daze, sift, charm person, cure light, cause fear. I would be focusing on things that could be explained by chance or contact with the tribes ancestors. Think buffs and divination. At higher levels the emotion effecting spells will see heavy use.

The Exchange

Male Human Druid 1
True Neutral

Str 12 (+1)
Dex 11 (+0)
Con 12 (+1)
Int 10 (+0)
Wis 16 (+3)
Cha 12 (+1)

Total Hit Points: 13

Speed: 30 feet

Armor Class: 12

Touch AC: 10
Flat-footed: 12

Initiative modifier: + 4

Fortitude save: + 3
Reflex save: + 0
Will save: + 5

Attack, Quarterstaff: + 1
Combat Maneuver Bonus: + 1
Combat Maneuver Defense: 11

Light load:43 lb. or less
Medium load:44-86 lb.
Heavy load:87-130 lb.
Lift over head:130 lb.
Lift off ground:260 lb.
Push or drag:650 lb.

Languages:
Common
Druidic

Feats:

Improved Initiative
Toughness

Skills:
Handle Animal Cha 5
Heal Wis 7
Knowledge (nature) Int 6
Perception Wis 7
Survival Wis 9

First-level Druid spells: 2 per day
None Prepared

Equipment:

Quarterstaff 4lbs +1 1d6/1d6 20/x2 crit
Leather Armor 10gp, 15 lbs
Spell Component Pouch 5gp, 2lbs

Animal Companion: TBD

Sczarni

Did we lose Raventhorn?


Not really, He's a player in one of my campaigns. According to him he is just really sick. It's hard to be a GM when your sick. Trust me I know.

Sczarni

Truth. I missed that somehow.


HELLO EVERYONE!

I am very sorry everyone i really messed things up weith this recruitment thread. As shano noted i was very sick for a while and missed the due date and everything.

So ill be extending the recruitment to saturday and would ask everyone who has submitted already chime in so i know your still interested. I almost have weapons calibrated as well as working society for you

(had to redo somethigns sense we went away from squad battles, neeed to rewrite book 1 as well lol so berar with me might be a little rough for a while)

Again thank you all for your concern and paitence I will make it up to you!

So for future notice please raise the money you have to 30 gold instead of 15 should help a bit

ALSO please add endurance to your sheets as a bonus feat I mean you all have been living off the land since you were children makes sense to me that you would know how to survive at least slightly

if anyone would give me a more natural free feat i will listen to suggestions.

So look forward to everyone on saturday again!!! Please dot or something so I know you all are still in the recruitment option

Sczarni

I am still here on pins and needles!

The Exchange

Still here.


As is our bard.

On the feats thing I would think Self-Sufficient would be a better choice the bonuses on Heal and Survival seem more directly related to a hunter-gatherer society than the ability to say sleep in medium armor.

Mind you the combat types will prefer the Endurancefeat as it brings those lovely deathless feats closer. Maybe let us choose?

The Exchange

Poor Wandering One wrote:


On the feats thing I would think Self-Sufficient would be a better choice the bonuses on Heal and Survival seem more directly related to a hunter-gatherer society than the ability to say sleep in medium armor.

Mind you the combat types will prefer the Endurancefeat as it brings those lovely deathless feats closer. Maybe let us choose?

That's not a bad idea.


alternately it could be a campaign trait

Member of the tribe. Gain +1 trait bonus to diplomacy, bluff, and intimidate vs. fellow tribe members. Also gain a +1 trait bonus to Survival and Heal checks and you may choose either Heal or Survival to become a class skill for you.

Sczarni

Poor Wandering One wrote:

alternately it could be a campaign trait

Member of the tribe. Gain +1 trait bonus to diplomacy, bluff, and intimidate vs. fellow tribe members. Also gain a +1 trait bonus to Survival and Heal checks and you may choose either Heal or Survival to become a class skill for you.

Winner. We get the campaign trait and the Endurance feat?


also as heavy armor does not exist yet. At least I don't think there are any primitive heavy armors Fighters and other folks should get a feat to replace the loss.

Suggestions
Endurance.
Toughness.
Dodge.
Iron hide.

Just thinking here take or ignore at your whim


Darksmokepuncher wrote:
Poor Wandering One wrote:

alternately it could be a campaign trait

Member of the tribe. Gain +1 trait bonus to diplomacy, bluff, and intimidate vs. fellow tribe members. Also gain a +1 trait bonus to Survival and Heal checks and you may choose either Heal or Survival to become a class skill for you.

Winner. We get the campaign trait and the Endurance feat?

I'm just tossing ideas out here Raventhorne gets to make the call.

If this were my game, which I am well aware it is not, I would use Member of the Tribe and allow classes that start with heavy armor proffiency to swap out endurance at the beginning of play. But this is just what I would do our fearless leader may have better ideas.


Well. I just got here, and I'm looking to play. I never played a stone age setting.

I am submitting here an Oracle of the Heavens, which I once created for a campaign a while ago. She would be a beautiful mountain lass from the upper reaches of the valley where the crags rise up to the heavens, the air is thinner and the stars are bright. Cold gusts and eddies from the interstellar void seem to swirl about her. Her eyes are piercing.

She borrows from the Half-Elf template. Perhaps her tribe is accustomed to living and working in twilight.

The profile is still being worked on. I need sometime to iron out the errors.

I hope it is not too late for consideration. I hope you like her.


Dotting as still interested! I like the idea of a campaign trait.

@GM Raventhorn would you like me to do a full stat up?


Yes please Lloyd if you havent made up a full statr least give me rough outline

@ Aranik to clarify you wouldnt be from somewhere else persay you are all from same tribe thus pretty much all same and while Ilook forward to the character concept I do warn you there isnt a half elf template per say...will consider it but will need to think on it what exactly are you trying to get from this template? there isnt any racial traits or abilities so again let me know

for the member of the tribe why would you gain +1 on those skills? just curious but you would all be members haha maybe ill take that idea and tweak it

so for consensus would someone type me up a small general chart of what everyone is applying with once i have that ill keep it up to date but right now at school without supplies :) ty you all for your submissions Im starting to think this should be a larger party I dunno too many good ideas lol

Way to make my job harder


GM Raventhorn wrote:


for the member of the tribe why would you gain +1 on those skills? just curious but you would all be members haha maybe ill take that idea and tweak it

I saw the bonuses on the interaction skills representing the long association of tribal members. We understand where everyones levers are so to speak.

For the heal and survival it is a watered down version of the self sufficient featwhile adding some flexibility.

GM Raventhorn wrote:
Way to make my job harder

Hey we're players that is what we do.


I'm here with my beast master concept still

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