CRB is a repository of all the creative things that float through my mind about the RPG Pathfinder. Two major features are random character generation and building characters based on the god they worship. Anything that seems like it adds to the creative aspects of the game will pop up from time to time, including location descriptions, adventure ideas and even short stories. CRB won't just be my own creativity, it will open the floor to anyone who has an idea sparked by what I present to you.

Tuesday, January 16, 2018

Life Delay

Although peak season was supposed to be over, higher than normal volume at my job and the snow storm in the north east causing delays meant last week was just like peak season. 12+ hour days with only two hours at home where I wasn't sleeping. Followed by a long trip to Boston for a con - Arisia - immediately after work on Friday. So things have gotten delayed significantly for me.

That said last monday's random rolls background will be pushed to this Friday. And barring any massive change in the work schedule due to the snow that is supposed to arrive tomorrow I hope that my life can come out of the peak season inability to do anything this week. I appreciate everyone's patience as I love creating for this blog, but I do need to pay the bills.

Wednesday, January 10, 2018

Giving Magic Flavor

What Do Potions Taste Like

I’ve touched on the topic of dynamic magic before; noting that one can make their world seem more real by using descriptions of how one casts spells. This kind of depth can be added to much more than just immediate spell casting. Although I’ve talked about it before with some of my groups, it dawned on me the other day while drinking some tea to help defrost, “I wonder what different potions taste like?”

Potions definitely have a flavor. When attempting to identify a potion – in Pathfinder at least – you have to take a little taste of it. Different potions will have differing flavors and that healing potion won’t taste the same as a portion of barkskin. I would imagine that something like a portion of healing might taste a little like kids cough syrup, and describing this to your players will help immerse them more deeply into your world.

Although the ability to determine what a potion is by tasting a bit suggests that all of the same types of potions taste alike, I’m not sure I’d like it if that were true. It might be interesting if the more scientific minded alchemists’ healing potions tasted like chalky medicine while the motherly witch has healing salves that taste like chicken soup. Making the flavors dependent on the one who brews the potions could add an interesting twist to identifying them.

Tasting something isn’t always about flavor either. Texture plays a big part in how we consume food. The aforementioned barkskin potion my feel like moss on your tongue while having a woody taste. A potion of haste might slide across your tongue and down your throat. And a potion of slow might feel like molasses and stick to the sides of your mouth.

Adding little things like the flavor and texture of potions can honestly be the difference between a memorable game and just a good one. What do you think potions taste like? Do the common ones like cure potions all taste the same? What is the flavor of a love potion?

Today we brewed up another bit of flavor for your games here at the CRB. If you’d like to throw some ingredients in the cauldron, please consider becoming a contributor. Monthly donations of as little as one dollar can be made to my Patreon. A one-time donation can easily be made to my Paypal. Every bit helps me keep the lights on so I can concentrate on bringing you the content you deserve.

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Monday, January 8, 2018

Random Roll 97 - The Randomness

A wind touched sylph born with a twin sister, during a time of power, to a lower class Tian family living in The Worldwound. With every stat being above average there are a lot of options in terms of what class to choose. We also have a lot of rich information from which to craft our background; including a dead mother, an attack by raiders, and being influenced by a mystic.

Gender:Male
Race:Sylph
Human Ethnicity:Tian-La.
Nationality:The Worldwound
Age:16
Height:6’ 1”
Weight:170
Alignment:Chaotic Good

Str: 7
Dex: 14
Con:  14
Int: 16
Wis: 14
Cha: 12

Homeland: Town or Village
Parents: Only your father is alive.
Siblings: You have 1 biological sibling.
- biological twin sister
Circumstance of Birth: [Progeny of Power] You were born during a particularly powerful conjunction or in some other time of power.
Parent's Profession: Serfs/Peasants
Major Childhood Event: [Raiders] A horde of raiders attacked your settlement and killed several of your people. This could have been a tribe of brutal humanoids or the conquering army of a civilized nation. As a result, you harbor deep resentment toward a particular faction, race, or country.

Influential Associate:[The Mystic] You were especially close to a holy person in your community who fundamentally changed your life by opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are.

Conflict: [Blackmailed] You used sensitive knowledge or threats to force someone’s cooperation.
Conflict Subject: Lover or former lover.
Conflict Motivation: Amusement or Entertainment.
Conflict Resolution: [Secret Regret] You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict.
Deity/Religious Philosophy:Black Butterfly

Romantic Relationship(s):Several Significant Relationships] You’ve engaged in a number of partnerships, but for some reason or another your relationships always fail.
Drawback:[Justice] Unfairness and injustice are intolerable. Whenever you witness them, you feel compelled to act or speak out. When you’re personally wronged, you require appeasement—or revenge if you don’t receive it.

(Trait) Axe to Grind
(Trait) Charming
(Trait) Child of the Temple
(Trait) Empyreal Focus
(Trait) Magical Talent
(Trait) Militia Veteran
(Trait) Poverty-Stricken
(Trait) Sacred Touch
(Story Feat) Foeslayer
(Story Feat) Vengeance
(Drawback) Headstrong

In the comments tell us how you’d craft this character’s background? What class would he gravitate too? How did his mother die? Why are there Tian living so far from home? Who is his mystic inflence? And don’t forget to stay tuned Friday when my background hits the CRB.

The CRB not only brings you the creative content you desire but makes you look inside for your own creativity. If you feel both inspired and pushed to created please consider supporting your favorite content provider – that’s me right – by pledging as little as $1 on my Patreon or making a direct donation to my Paypal.

If you don’t want to miss a beat make sure you sign up to get the CRB pushed directly to your e-reading device with Kindle Subscriptions through Amazon. And to keep up with my other musings and thoughts you can follow the CRB on Facebook, Google+Tumblr, and Twitter.

Saturday, January 6, 2018

To Stone They Pass

Faithful of Magrim

Everything dies in its time. This is not a bad thing, it is the natural order. For the dwarves, there is one deity who overlooks the afterlife and helps send those souls that wish a second go-round back to the mortal plane. Magrim, brother of the father of dwarves Torag, is the dwarven deity of death, fate, and the underworld. Today I give you three possible sects of this divine being.

As always, let us imagine we are sitting at our theoretical gaming table. Our imaginary GM sets out the rules for the game that we will play. In this game, we are to make a follower of Magrim. The character does not need to be a divine caster, just a devotee of The Taskmaster. What character do you make?

For more information on Magrim
Magrim’s Pathfinder Wiki Page
Magrim’s Archives of Nethys Page

Ward of the Restless


Not all of the spirits that pass on wish to wait for their proper time to return. The Ward of the Restless is a sect of Magrim worshipers who seek to force these spirits to follow their rightful path into the underworld. They specialize in fighting ghosts and other incorporeal undead. They use both the ability to hit these insubstantial creatures as if they were solid and special runes granted them by Magrim.

All followers of the Wards of the Restless are specially trained by the church of The Taskmaster. They consist of clerics with the wards and souls subdomains, inquisitors, and some of the few paladins of Magrim. No lay folk may join the sect and they have a strict hierarchy led by the Divine Commander Oran Ironside.

Faith of the Forebears


Dwarves are nothing if not respectful of their history and ancestors. Magrim’s position as lord of the dwarven underworld gives his followers better access to commune directly with the spirits of their foremothers and forefathers. The Faith of the Forebears speak to their people’s ancestors to guide their communities.

All members of the sect must have some way to speak with the long dead. Oracles of the ancestor mystery, shaman, and clerics make up the core of this sect. Joining the sect is done at the behest of the ancestors themselves. New members are whispered into the ears of a current member by one of the forebears.

The Returned


The Returned is considered a heretical sect by most, although they still draw some power from Magrim. Sometimes fate gets things wrong and a dwarf dies before their time. The Returned travel the planes to the afterlife to return a soul back to the material world where it can achieve its fated destiny. How The Returned choose the souls that must be brought back is unclear.

The Returned is a small sect that consists mainly of dwarves who have themselves returned from the dead. The dozen or so members include a few who can travel between the planes as well as those who are strong enough to fend off the powerful divine or profane beings they might have to face to retrieve a soul.

For the dwarven followers of this deity, death isn’t always the end. Who is your disciple of Magrim? Why have they chosen to dedicate themselves to The Taskmaster? Where does their devotion to this dwarven god come from? Let me know in the comments.

If the CRB has helped you take a closer look at those inspired by the divine, please consider showing support and become one of my patrons by donating to my Patreon or making a donation to my Paypal. Looking for more out of the CRB? Then you’re in luck! FacebookGoogle +Tumblr, and Twitter all have a CRB presence. And if you’re as impatient as I am, have the CRB pushed directly to your Kindle with every new post by signing up for Kindle Subscriptions.

Friday, January 5, 2018

Character 96 - Kerrac

Going off stats alone, the options for this week’scharacter were a charisma-based caster or a ranged or possibly finesse weapons, combatant. I wasn’t quite fond of either of those concepts as I didn’t see the background information really pushing him toward being a charisma caster but I wanted social situations to be his wheelhouse. I looked through the rules on a class I have never really used before and decided that I could really sink my teeth into the background of a vigilante.

Kerrac


Although Andoran is seen as one of the most progressive countries in all of Golarion, its democracy is still fledgling and its people are not all equal. Even in the capital city, where elves, dwarves, humans, and halflings rub elbows as equals, the poor and homeless fill the streets. Half-elves and half-orcs are still looked down upon by those of pure blood even if they are availed the same “rights” as anyone else.

Kerrac was born to an elven mother whose family fell on hard times a generation before. His father was a strapping Kellid lad from Numeria who traveled halfway around the world looking to become rich and famous. The two fell in love – despite the protests of his mother’s parents – thus Kerrac was brought into the world in the slums of Almas.

Growing up, Kerrac saw the prejudices that those with money still had for those without. Even without kings and queens, the line between the upper class and the lower were still there. On top of his family’s social standing, being a half-elf saw him get bullied not only by the well-off,  who believed they were better than him, but also by pure-bloods in his own neighborhood.

Kerrac’s father never found the life he was looking for, although he continued to try and make his fortune. His hard work kept his family afloat but they were never able to leave the Almas district of Mugget, and the smell of dead meat and lye. It was in the gore of the slaughtered animals they found his body, mugged for what little he had earned that day.

Life was not all heartache and pain for the young half-elf. His mother loved him and did her best to see her son taken care of. Kerrac also found friendship and love to brighten his days; the halflingBaggard, his best friend who knew everyone from the lowliest beggar to the highest patrician’s aide and his lady love, Jania, who stuck with him even through his mistakes.

Even Kerrac was subject to his own prejudices. When he was trying to woo Jania, he wanted to show her that he was daring and strong. He knew of the mongrelmen encampments that laid just below the surface of the city and snuck into one. He destroyed some of their small shanty houses, thinking himself the hero for vanquishing the “monsters”. But what he saw as he left was people, not unlike himself, trying to make do. This was one of the few things he never told anyone, not even Jania, but it helped put him on his path.

Regardless of the corruption and the class disparity, Kerrac loved his city and sought to make it a better place. He knew he couldn’t do anything from his position in the slums of Mugget, but Baggard knew a guy who knew a guy. In order to bring justice to those who thought their money could buy them a free pass, the half-elf would have to mingle with those people. And thus was born Talric Phillarand III.

A rumor started here, a favored cashed in there. After many months the name of Talric was getting around. When the well-to-do foreign investor came on the scene, people were clamoring to know more about the mysterious figure. Little did anyone know that the man was a figment of Kerrac’simagination. An identity backed up with the help of Baggard and Jania, the only two who knew it was a false identity.

Talric was how Kerrac would gain confidences and information. He would move within the circles of the elite and help bring down those who felt they were above Andoran’s democratic ways. Although he prefers to find ways to out his target so that they can be made an example of by the justice of the realm if there is no other choice he will do away with the wrongdoer on his own. It is a task he’d rather not perform and has only had to once.

Still new to the life of a vigilante, he is lucky to have two confidants to back his play. He only hopes that what he is doing is right and the Abadar blesses his mission to bring justice to the places where the law can be bought.

What life path did your half-elf take? Who was his lover? How did his father die? Which monstrous humanoid did he destroy the property of?

The CRB not only brings you the creative content you desire but helps you look inside for your own creativity. If you feel both inspired and pushed to create, please consider supporting your favorite content provider – that’s me, right? – by pledging as little as $1 on my Patreon or making a direct donation to my Paypal.

If you don’t want to miss a beat make sure you sign up to get the CRB pushed directly to your e-reading device with Kindle Subscriptions through Amazon. And to keep up with my other musings and thoughts you can follow the CRB on FacebookGoogle+Tumblr, and Twitter.