Pathfinder A World In Ruins:Home Page

From RPGnet
Revision as of 17:27, 12 March 2013 by Waiwode (talk | contribs) (Vethak Gathson - Half Orc Inquisitor)
Jump to: navigation, search

General Overview:

A World In Ruins is a sandbox campaign set in the ruins of a world ravaged by magic. The wars lasted long enough for all sides involved, a condition which resulted in the unleashing of hordes of lower planar beings in an effort to end the ongoing conflicts. The reasoning is not important and most of those people involved in the escalating conflict no longer exist. What is important is that the world has been left behind in a ruined state. Small towns surrounded by villages and hamlets tend to have the largest concentration of people.

Beyond the centers of civilization the wilderness is making a determined rush to reclaim what the people of the world had once taken. Roads, now mostly just paths, wind through dark forests filled with ever watching eyes and silent accusations. Bandits, monsters, and magically altered animals prowl the land and prey on travelers, traders, and those foolish enough to call themselves adventurers. The Old Ways spread as the gods of nature grow stronger, bolder.

Within the towns, within the civilized areas, people are suspicious of strangers. Magic (arcane) is suspect and those who practice the arcane arts are often hunted down. The gods have undergone a change as the weaker, softer gods lose followers and fade away, leaving room for stronger, more forceful gods to rise. The priesthoods themselves are beginning to realize the possibilities inherent in this new world.


Characters and Technology:

As long as it is an official Pathfinder class, ability, spell, whatever, it shall be allowed. Technology exists up to and including Early Firearms. As indicated, Arcane casters are discriminated against in the extreme, though there is no rule against using one. Alchemy and alchemists are on the rise as well as gunsmithing.

Character will be created at first level and built with 25 Points (epic fantasy level) and advance using the fast track. Two traits.


The Starting Area:

Town of Meros

The Characters:

Kharag gro-Shurkul - Half Orc Inquisitor

Kharag gro-Shurkul
Half-Orc Inquisitor 1
LN Medium Humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7


Defense


AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 10 (1d8+2); judgement of sacred healing 1
Fort +4 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +1, Will +5
Defensive Abilities ferocity, judgement of sacred protection +1, orc ferocity (1/day); DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire)


Offense


Speed 20 ft.
Melee Heavy Shield Bash -1 (1d4+3/x2) and

Dagger +3 (1d4+3/19-20/x2) and
Morningstar +3 (1d8+3/x2)

Ranged Shortbow +1 (1d6/x3)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Magic Weapon, Cure Light Wounds
0 (at will) Stabilize, Detect Magic, Light, Brand (DC 13)


Statistics


Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +3; CMD 14
Feats Disruptive, Ferocious Resolve
Traits Armor Expert, Iron Liver
Skills Acrobatics -2 (-6 jump), Climb +0, Diplomacy +5, Escape Artist -2, Fly -2, Intimidate +8, Perception +7, Ride -2, Sense Motive +8, Spellcraft +4, Stealth +2, Survival +7 (+8 to track), Swim +0 Modifiers monster lore
Languages Common, Orc
SQ domains (spellkiller inquisition), judgement (1/day), spellkiller (dc 13)
Other Gear Armored coat, Heavy wooden shield, Arrows (20), Dagger, Morningstar, Shortbow, Backpack (17 @ 30 lbs), Bedroll, Belt pouch (3 @ 0.6 lbs), Fishhook (2), Flint and steel, Great Ones, Manacles, Mug/tankard, Pathfinder's kit, Rope, Sewing needle, Signal whistle, String or twine, Thread (50 ft.), Trail rations (7), Waterskin, 30 GP


Special Abilities


Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive +4 DC to cast defensively for those you threaten.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Inquisitor Domain (Spellkiller Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy ca
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Spellkiller (+2 Sacred) (DC 13) After defeating enemy, gain +2 sacred bonus to AC for 1 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.

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.

WiR Character 2

WiR Character 3

WiR Character 4

WiR Character 5

WiR Character 6

WiR Character 7