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.

Showing posts with label Gnome. Show all posts
Showing posts with label Gnome. Show all posts

Friday, June 2, 2017

Character 79 - Brickwell Seaprickle

An evil gnome, that’s where I started with this week’s random rolls. I didn’t know a lot about the Steaming Sea so I had to do a lot of research on that. One of the hardest aspects to figure out was the fall of something, which I decided to interpret as a change in power because there haven’t really been any “falls of something” in power in this character’s lifetime. But all in all, things tied up neatly in the end.

As for class, with the high charisma and intelligence it always looked like this character was going to be some kind of caster. However, the low dexterity meant that I needed to find a way for him to wear heavy armor.  Living in lands that are mostly controlled by the ulfen, one of the raging classes, seemed like the best choice and the steelblood archetype for bloodrager allows them to wear heavy armor. So, I found a way to tie story and stats together to pick just the right class.

Brickwell Seaprickle


Originally from the mainland, the Seaprickle family has always been shipbuilders. Not just builders of ships but sailors of them as well. When Brickwell’s father built a ship to transport a number of gnomes out to the floating island of Gogpodda in the Steaming Sea, he packed up his wife and daughter and then set sail on what to this day he claims is his most beautiful vessel.

Brickwell was born on the lump of floating debris, as was his second and younger sister. Life on the island however, wasn’t everything his father had wanted. There was little call for newly built ships and the Seaprickle patriarch was not an explorer by trade. When the “island” floated closer to one of the landmasses in the Broken Bay, the now family of five took a boat to shore and stayed there, setting up in the Ulfen city of Bildt.

Although the town was a bit chaotic, with no king having been crowned since the death of Kemic Quicktongue hundreds of years ago, the seafaring Ulfen appreciated the elder Seaprickle’s ability as a shipwright. Things changed when the next Linnorm King came to power, the cruel  Ingimundr the Unruly. The level of aggression of the native Ulfen increased, especially toward non-Ulfen, but the Seaprickle ships were still much sought after and that kept the gnomish family (mostly) out of trouble.

Brickwell actually reveled in the new aggressive attitude of the people of his home city. He had grown up on stories of the Ulfen berserkers and despite his size had always wished to become one. From earliest childhood he hoped to become one of these enraged warriors, but he knew it was not his place. Although, not everyone thought he should give up on his dream.

One of the young gnome’s best friends was a man named Ulgred the Backward. He was what some might call contrary. He looked at life through a skewed worldview. Some said this gave him insight but others said he was just crazy. No matter what he truly was, he was always supportive of Brickwell’s ‘crazy’ dreams. His parents never understood, but they certain saw the effect the odd fellow had on their son and it seemed to keep the bleaching off the boy.

The city of Bildt got rougher and competition set in. Other Ulfen shipwrights wanted their boats to be used by their kinfolk. Many rivals of the Seaprickle clan called to have them banished or imprisoned, but the many sailors who used their ships protected the gnomes. Still, the words hurt and the vandalism didn’t help either.

The family’s biggest rival came from a clan long known for their history as raiders. They could trace back their clan’s ship to the early days when the Ulfen ruled the seas here. Their verbal and even physical attacks were the worst and it pushed Brickwell over the edge. The eldest son was the biggest bully and constantly pushed at Brickwell. One day the gnome let his anger get to him and he lashed out, killing the boy where he stood.

Brickwell’s rage came with side-effects. His flesh began to twist under his clothes. Part of  him was covered in a clear shell like cocoon. He was changing, becoming something else. The anger, it turned out, was in his blood, and his blood possessed a taint from something else. And that something had killed, an act that Brickwell not only felt no regret for. An act he actually enjoyed.

The gnome’s search for answers about what was happening to him led him along many avenues. It turns out that in the new Bildt there are many dark places and sinister people. One of these groups that found Brickwell was a cult to a dead and then resurrected Daemon. Others who had been through changes because of their blood took to his worship and they accepted Brickwell into their ranks.

The gnome now seeks nothing more than destruction and he has become that which he always sought. His rage, like that of the Ulfenberserker,s gives him strength and power. His body is still changing and to hide it he covers himself in heavy armor, learning to use his new abilities even in this protective shell. Maybe one day he can shed his man-made cocoon and become something greater.

How did you tie together all the loose ends? What class did your gnome choose? Why did he murder someone? Who was his fool associate? When did he find the Daemon Harbinger, Llamolaek?

Bringing these characters to life is a second full-time job. A pledge of as little as one dollar a month on Patreon or a one-time donation to my paypal can help keep the lights on while I concentrate on producing new content for you.

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Monday, May 29, 2017

Random Roll 79 - The Randomness

Gnomes are usually thought of as cute and harmless, possibly practical jokers. This week’s random rolls bring us a small portly gnome of pure evil. A bit of a klutz but smart and ultra-charismatic, we have a lot to work with when forming this week’s fully realized character. So put on your creative hats – the funny looking one over there – and roll up your sleeves, and let’s get to creating.

Gender:Male
Race: Gnome
Nationality:The Steaming Sea
Age:  78
Height: 3’ 2”
Weight: 40lbs
Alignment:Neutral Evil

Str: 12
Dex: 8
Con:  14
Int: 14
Wis: 10
Cha: 18

Homeland: Non-Gnome City or Metropolis
Parents: Both of your parents are alive.
Siblings: You have 4 biological siblings.
- biological younger sister
- biological older sister
- biological younger brother
- biological younger brother
Circumstance of Birth: [Middle-Class Birth] You were born to the middle class, which includes merchants, artisans, and tradespeople. You likely grew up in a good-sized settlement, and one of your parents is likely associated with a guild or other trade organization. As a free person, you don't experience the bondage of serfdom or peasantry, but you also lack the privilege of the nobility.
Parent's Profession: Yeomen
Major Childhood Event: [Fall of a Major Power] In your early years, an old power with far-reaching influence fell into decline. This could have been an empire, a major organization or gang, or a person such as a benevolent king or evil dictator. Your early memories were founded in a world where this great power affected your region for good or ill.

Influential Associate: [The Fool] One of your close associates was a clown who mocked propriety and custom, instead engaging in wild and somewhat random actions from time to time. After a while, you learned that there was simple wisdom to this foolery—a careless worldview that taught you how to cast off concern.

[Murder] You killed someone.
Conflict Subject: Enemy or rival.
Conflict Motivation: Family.
Conflict Resolution: [You Enjoyed It] Those who cling to petty morals have no understanding of what true freedom and power is. The fact is, you enjoyed your part in the conflict and would do it all over again if the opportunity presented itself. Many people know of your misdeed, and they also realize your complete lack of remorse.
Deity/Religious Philosophy:Llamolaek

Romantic Relationship(s): [Experience but No Substantial Relationships] You’ve had a fling or two, but have so far shied away from any ties or commitments.
Drawback: [Love] Your love for someone motivates you. When this person is in danger, you’re prone to feel weak, powerless, or angry.

(Trait) Artisan
(Trait) Kin Guardian
(Trait) Merchant
(Trait) Rapscallion
(Trait) Savanna Child
(Trait) Unpredictable
(Trait) Worldly
(Drawback) Lovesick

In the comments please tell us what character you would make with these disparate pieces information? What class would this Gnome naturally gravitate towards? What falling power did he witness? How did she come to worship Llamolaek? Who did he kill?And why?  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.d Twitter.

Friday, March 24, 2017

Character Exploration 69 - Iria Hightassel

Gnomes are a very interesting race on Golarion, seekers of new experiences. This week’s random rolls gave us a charismatic, intelligent gnome who was lacking in wisdom and dexterity. Although her parents were entertainers the deity which she followed was a hero god of spears which seemed more martial to me. So this week I went with fighter, in particular the Polearm Master. It works best with traits that give Knowledge (History) and Diplomacy as class skills.

Iria Hightassel


Iria was born in a small gnomish settlement in the Forest of Veils in the south eastern county of Varno.  One of many defense forests within the counties borders, the gnomes of the region go mostly unnoticed by the human inhabitants. Conte RisotmaurTiriac extremely hands off approach to governing leaves the humans as well as the gnomes to their own devices mostly, a situation the gnomes appreciate.

The regions – some say unnatural – weather variations give the county lengthy periods of plenty, followed by just as long periods of drought. During the times of plenty the inhabitants natural suspicions calm and in these times many of the gnomes choose to travel. Iria’s parents would take to the roads to bring their theatre troupe to the masses. Her older brother joined the group when he was of age, and Iria spent a lot of her early childhood traveling with them.

In times of famine those gnomes who still had the bug for wanderlust would follow their feet far from the borders of Varno. One such gnome was Iria’s uncle Farstalarament. Mostly he was called Farstrider because he would leave home for extended periods and travel the length and breadth of Golarion. Uncle Farstrider was by far Iria’s favorite relative and she looked forward to his visits home.

On occasion Uncle Farstrider would stay an extended period. During one such visit during a season of bounty Iria opted to stay home with her uncle instead of travelling with her parents. This time around he returned from a trip to archipelago of Iblydos. Like the human populace of Varno the gnomes were exceedingly pious, on his trip Uncle Farstrider converted from the worship of Desna to the worship of one of Iblydos' Hero-Gods Psomeira.

She spent the years with him learning at his feet. Iria trained in the traditional spear style that the Psomeira faith used. She also studied topics ranging from history to religion. Uncle Farstrider became the most enduring influence on her life. Eventually the favored uncle returned to his travelling roots.

When the gnomish community became insular during the lean times relationships had a tendency to grow. Iria had eyes for another young gnome named Harttlethop. The two became almost inseparable.  Although Iria loved him his often riotous nature would clash with her need for order. After one of his many off the cuff attempts at adventure she exploded. She destroyed a locket which had a picture of his mother. Harttlethop was as always forgiving, but to this day on occasion Iria feels the pangs of regret for her outburst.

After many years Iria was expecting a return of Uncle Farstrider. In his place however, an elf entered the small village bearing her mentor’s spear and seal. The elf claimed to be a companion of Iria’s uncle and regreted to inform her that he fell as they were fighting demonic forces in the jungles of the Mwangi Expanse. Uncle Farstrider had always said that if he perished his belongings should be returned to Iria.

Her uncle’s death tore at Iria’s soul. Were it not for Harrtlethop she would have lost herself. Among her uncles belongings were his spear and a number of books. The tomes included notes of his own travels and a prayer book to Psomeira. In honor of her uncle Iria converted to the worship of the Hero-God and promised to take up his spear and continue his journey.

Iria set out to head from home. Her first stop would be the city of Aelyosos, in Iblydos so that she might officially be recognized by the church. Always up for something new Harrtlehop choose to travel with her on her adventure. Even her brother who longed for the road and a chance to learn from the great acting masters decided to tag along. And thus three gnomes left the Forest of Veils for adventure.

My interpretation of these bits of information isn’t the only way to build this character. What class did your gnome choose? How did he come to worship Psomeira a minor and still mortal deity so far from home? Who was the relative that he was so close to? Which relative died? Was it her mentor?

Bringing these characters to life is a second full-time job. Contributions to my Patreon or Paypal help me invest more of that time into creation instead of worrying about keeping the lights on. If you’d like to support your favorite content provider – come on, that’s me, admit it – please consider contributing.

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Monday, March 20, 2017

Character 69 - The Randomness

Sometimes random rolls give us more than one down side. This week our character’s stats give us a gnome with a below average dexterity and a below average wisdom. Touched by the death of an relative of much import to her sits well with the roll for having a relative be the biggest influence on her. Although religion is important to her the low wisdom means she is probably not a divine casting class. So let’s see what we can do with this week’s rolls.

Gender:Female
Race:Gnome
Nationality: Ustalav
Age:  55
Height: 3’ 6”
Weight: 38lbs
Alignment:Lawful Neutral

Str: 14
Dex: 8
Con:  12
Int: 16
Wis: 9
Cha: 15

Homeland: Forest
Parents: Both of your parents are alive.
Siblings: You have 1 biological sibling.
- biological older brother
Circumstance of Birth: [Lower-Class Birth] You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement.
Parent's Profession: Entertainers
Major Childhood Event: [Death in the Family] You were profoundly affected by the death of the relative closest to you—a parent, grandparent, favorite sibling, aunt, uncle, or cousin. This death affected you profoundly, and you've never been able to let go of it.

Influential Associate:[The Relative] There is a relative you were especially close to. To you, this person was the meaning of family. He helped shepherd you into adulthood, teaching you everything you know about the world. You are bound to this person or his memory, and you strive to keep a promise, vow, or oath that you made to him.

Conflict: [Destruction] You destroyed someone else’s property.
Conflict Subject: Lover or former lover.
Conflict Motivation: Love.
Conflict Resolution: [Mixed Feelings] Sometimes you regret the conflict, but other times you feel as if you didn’t have a choice in the matter or that you made the right decision. Most of the time, you just avoid thinking about the conflict. Only you and maybe a select few people know of your involvement.
Deity/Religious Philosophy:Psomeira

Romantic Relationship(s): [Current Lover] You are currently involved in a romantic relationship.
Drawback: [Religion] Your beliefs are of paramount importance in your life, whether you belong to a temple, follow a cult, or practice a religious philosophy independently. When others question or attack the beliefs, principles, relics, or structures of your faith, you respond with fury.

(Trait) Animal Friend
(Trait) Ease of Faith
(Trait) Log Roller
(Trait) Oathbound
(Trait) Poverty-Stricken
(Trait) Reactionary
(Trait) Talented
(Story Feat) Deny the Reaper
(Story Feat) True Love
(Drawback) Zealous

In the comments please tell us what character you would make with these disparate pieces information? What class would this gnome naturally gravitate towards? Which relative influenced her? Which relative died? Are they the same?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.

Friday, July 29, 2016

Character 48 - Jertzal Halsipatheu

This week’s randomly rolled character is our gnome out of time. Being from either the past or the present and then worshipping the Demon Lord left a lot of really interesting options open. Dying in his youth added quite another layer to the evil little bugger as well. But as always the question is what class to choose?

Average strength and low dexterity ruled out most martial classes. A good intelligence means he could excel as an arcane caster and an amazing charisma left a lot of the spontaneous caster options open. Eventually I went with what was probably the most obvious choice, the Oracle of Time. It just fit the bill in so many ways as did a 3PP curse I found called aged. At level the character is venerable and gets all the requisite bonuses (+1 to all mental stats for each of the three age groups middle aged, old and venerable), but only takes negatives as if he were old aged (-1 to physicals stats for middle aged, -2 for old aged). In total his stats will change -3 to strength, dexterity, and constitution, as well as +3 to intelligence, wisdom and charisma.

New Stat Block

Str: 7
Dex: 6
Con:  13
Int: 18
Wis: 15
Cha: 20

Jertzal Halsipatheu

Time waits for no gnome, or so the saying goes. Jertzal Halsipatheu was a gnome with nothing but time. Born in the Mivon in the River Kingdoms he had all the freedom he could want and would live for years past the age of any of the humans in the town. The Age of Enthronement was in full swing and it would be only a little over three-hundred years until the Age of Glory, and event he would be alive to see. And then he died.

In 4316 at the young age of forty-two, still yet to be considered an adult by gnomish standards, terror befell Mivon. Records of the event would go on to say that the inhabitants claimed they were attacked by the trees and plants themselves. Rumors swirled of the dead rising from the Sellen River and wizards who could call the moon from the sky. And in all of this chaos and destruction, Jertzal died.

It wasn’t a true death however, and Jertzal awoke in the familiar surroundings of the forest near Mivon. Mostly familiar that is, because the trees were older and taller. The old oak where Jertzal would play as a child was felled and naught but a stump. When he looked down at his own hands he saw that they too were old and withered.

Jertzal returned home to Minvon and there it stood as it always had, but it had also grown. None of the people seemed familiar. None of the children playing in the streets could he remember laughing with. The town had changed from a mix of races including gnome, elf, and halfling to being mostly human, of a stock he did not recognize. This was definitely his home, but it also wasn’t.

Holding out hope Jertzal went to find his parents, their old cottage still stood, although it was now nestled among other small dwellings. No one was home so he went to the shop where his father repaired shoes. Still there, but hunched much more, his father sat working on a pair of fine leather boots. His mother in her rocking chair in the corner watching her husband work. Both of them ancient even for gnomes, and their formerly bright colored hair bleached to a bone white.

His parents aged, the forest aged, Minvon aged, and he aged. The weight of time came crashing down around Jertzal and it crushed him with despair. When the well-dressed man, obviously a noble of some sort, entered the shop and raged at his father over some imagined problem with his shoes--that was the final straw. Jertzal burst in and almost threw himself at the noblemen but the human was faster and drew steel. Jertzal reached out touched the blade and upon it rust began to form. Just as everything else in his life had, the blade aged and crumbled. Terrified the now venerable gnome fled into the streets.

The world was one that Jertzal didn’t know. He felt ill at ease except around other gnomes. His initial interaction with the new human residents of Mivon left a bad taste in his mouth, for human especially. Although gnome enclaves were few and far between, Jertzal managed to attach himself to a mercenary group. From the leader of this group he learned much about Golarion in its current age.

Jertzal’s visions of the time stream began to become more frequent, punctuated with images of worms and decay. Even though Jertzal had an aged body, he still had the mind of a gnome just entering adulthood. His fear that he would die before his time, combine with research of the worm and decay imagery led the not so young gnome to believe that some hoe the Demon Lord Yhidothrus was involved. Oddly he wasn’t angered, but threw himself into the Ravager Worm’s worship. If the Demon Lord had a plan for him, he would see it through.

And there you have it: My version of our timeless, or out of time, gnome. What would you have done with these stats? What class would you have picked? Would he have been from the past or present? Why does he only feel comfortable around gnomes?

Time waits for no gnome and no man, so too does time move on here. If the CRB has made your time among its pages a value to your gaming experience please consider becoming a contributor to my Patreon. If you’d like to see what else the CRB is up to join me on Facebook, Google+, Tumblr, and Twitter. My inbox is open on all venues.

Monday, July 25, 2016

Random Roll 48 - The Randomness

A Gnome out of time. From the past or future this character will be from some when else. Smart, charismatic, hardy he has survived death at least once. Only truly comfortable around other gnomes will his penchant for destroying things make him welcome in the here and now?

Gender: Male
Race: Gnome
Nationality: The River Kingdoms
Age: 58
Height: 3’ 6”
Weight: 41lbs
Alignment: Neutral Evil

Str: 10
Dex: 9
Con:  16
Int: 15
Wis: 12
Cha: 17

Homeland: Non-Gnome Town or Village
Parents: Both your parents are alive
Siblings: You have no sibling.
Circumstance of Birth: [Born out of Time] You were born in a different era, either the distant past or the far future. Some event has displaced you from your time, and the ways and customs of the present seem strange and alien to you.
Parent's Profession: Serfs/Peasants
Major Childhood Event: [Died] You died, or came so close to death that you walked the boundary between the realms of the living and the dead. Having passed from life's domain once, you have a unique perspective on life, perhaps even a greater appreciation for it—or maybe your experience caused you to reject all trivial things, focusing only on matters of true import.

Influential Associate: [The Mercenary] With this person, there was always a cost. No deed was done making a trade for something of equal or greater value. Whether this individual's actions tended toward good, evil, or pure balance, he was always fair in his dealings. You respected this trait and it influenced your own philosophy.

Conflict: [Destruction] You destroyed someone else’s property.
Conflict Subject: Nobel
Conflict Motivation: Family
Conflict Resolution: [You Enjoyed It] Those who cling to petty morals have no understanding of what true freedom and power is. The fact is, you enjoyed your part in the conflict and would do it all over again if the opportunity presented itself. Many people know of your misdeed, and they also realize your complete lack of remorse.
Deity/Religious Philosophy: Yhidothrus
            
Romantic Relationship(s): [Experience but No Substantial Relationships] You’ve had a fling or two, but have so far shied away from any ties or commitments.
Drawback: [Race] You are truly comfortable only around others of your race, and you have a hard time putting faith or trust in those of races different from your own.

(Trait) Animal Friend
(Trait) Fearless Defiance
(Trait) Mercenary
(Trait) Poverty-Stricken
(Trait) Scholar of the Great Beyond
(Story Feat) Arisen
(Drawback) Xenophobic

In the comments please tell us what character you would make with these disparate pieces information? What class would this Gnome out of time naturally gravitate towards? Who is this worshiper Yhidothrus, The Ravager Worm? 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) by pledging as little as $1 on my Patreon (link). 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 (link) through Amazon. And to keep up with my other musings and thoughts you can follow the CRB on Google+, Facebook, Tumblr, and Twitter.


Saturday, July 2, 2016

You Can't Hide From Fate

Disciples of Nivi Rhombodazzle

Gambling for the sake of gambling and not for the sake of winning. The supposed mother of the Svirfneblin, Nivi Rhombodazzle was never one to turn her back on a good wager. One of the few non-human ascended gods, she received her divinity from Torag in exchange for a special gem. So we know some of Nivi’s history and a little bit about who her followers might be, but who are they truly?

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

For more information on Nivi Rhombodazzle
Nivi Rhombodazzle Pathfinder Wiki Page 
Nivi Rhombodazzle’ Archives of Nethys Page 

The 7th Pip


Among the small number of above ground worshipers who revere Nivi, many of them specifically look to her for her aspect as a gambler. Cardsharps, bones throwers, and wheel spinners often find themselves under the watchful eye of the Grey Polychrome. The 7th pip is a group that specifically see chance and fate as the only path through life.

Members of the 7th pip have taken a solemn oath to never make a big decision on their own. The world will take them where they need to go. To this end, when faced with a tough choice a member of the 7th pip will flip a coin, roll a die, or draw a card to make the decision for them. Even the founding of the organization came to pass when two friends, a halfling and a gnome, let a coin toss decide if it was meant to be.

The 7th pip isn’t so much a group with a set goal as a group looking to see where fate takes them. Members of the sect record their dilemmas, methods of choice, and fate-directed outcomes as well as all their adventures. These chronicles are kept in the backroom of a gambling house in the city of Kaer Maga. The group even leaves its membership up to chance. Anyone can petition once every five years. They choose the method of chance and hope for the best. The odds are always fifty-fifty.

The Grey Moles


It is said that Nivi was the very first Svirfneblin. Whether or not this is true is matter of debate, but many of the deep gnomes take her as a patron. The Svirfneblin spend much of their time battling against the evil races of the Darklands. Although they rely on the followers of Benorus known as the Cavern Knights to stand toe to toe against the enemy, sometimes the deep gnomes need to take more covert action.

The Grey Moles are an elite group of spies, some of the stealthiest Svirfneblin the race has to offer. The group only ever numbers seven members and each is a devout follower of Nivi Rhombodazzle. Admittance to the group, in gnome fashion, is a giant game of hide and seek. Sadly a spot only opens up when one of the members doesn’t return from a mission. Missions are doled out by the church hierarchy and are mostly aimed at their hated enemies, the dark fey of the Court of Ether.


The Gemstone Society


The Gemstone society is a group of scholars who spend their lives studying the earth and all its riches. Their membership includes some of the best geologists in the world and much of their knowledge will never be known by most surface dwellers. These deep gnomes mix magic and scientific learning to fashion gemstones into devices that can harness and enhance magical abilities. Although they are mostly reclusive, the Gemstone Society has an uneasy connection to the followers of the elven goddess Yuelral, called The Memory Keepers and the Ruby Architects.

Many of the devices that the Gemstone Society makes ends up in the hands of the Grey Moles for use in their espionage. Among the tricks the society has learned to empower through gems; the ability to bend light, disperse heat, and focus fire have been handiest. Like all good scientists, once a breakthrough has been mastered it is time to move on to the next experiment.

The fickle hand of fate influences everything we do. So who is your fate-born follower of Nivi? Why have they chosen to dedicate themselves to the Grey Polychrome? Where does their devotion come from? Let me know in the comments.

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Friday, February 19, 2016

Character 25 - Yvvietta Blunderpop

So our female Gnome with the high Dex and high Wis looked me in the eye and said I’m a Gunslinger. So who was I to argue? A roll on Gunslinger training chart got me a roll that has Gnome written all over it. I can just see the glee in a Gnomes sparkling eyes when the pop of black-powder weapon fires.

Gunslinger Training: [Shock and Awe] The sound and fury of gunfire is as potent a weapon as the pellets and bullets your weapon discharges. You live for the reflexive wince that others make when they jump at the sound of a firearm, and laugh heartily at the amazement you inspire in others with your cacophonous black-powder weapons.

(Trait) Startling Report

Yvvietta Blunderpop

The Five Kings Mountains, home to one of the largest populations for dwarves on the face of Golarion. And home to Yvvietta’s mother, and possibly father. Dwarves may seem dour and to lack the ability to have a good time, but as hard as they work Dwarfs also play hard and respect proficient entertainers. Yvvietta’s mother keeps the dwarves toes tapping as one of the most sought after singers in their small town.

One of the other traits dwarves are well known for is their xenophobia. Although most dwarves understand the need to deal with outsiders, some even welcome contact with other races. But those who do subscribe to the creed of isolationism are a very vocal minority. As a child Yvvietta was bullied for being different, for being not a dwarf. The young Gnome had only her mother to turn to but even she could not ease the pain the bright haired girl felt.

Although she followed in her mother’s footsteps, with a voice almost silky smooth, Yvvietta never felt the life of bard was for her. She had a fascination with all of the great dwarven inventions. If it had a lever, a gear or a pulley Yvvietta had a desperate need to understand how it worked. A regular around the workshops in the town, the gnome became an apprentice almost by default.

Yvvietta’s mentor was an older dwarf who was even from the Five Kings Mountains, having emigrated from Alkenstar to settle in the more traditional homeland of his people. He taught her everything she needed to know about mechanical devices and her zeal even got him to teach her about something he thought he’d left behind, guns. The elder dwarf wasn’t just a gunsmith in Alkenstar but he was a renown gunslinger in his former home, lessons which he taught the inquisitive young gnome.

With her new found martial ability Yvvietta wanted to put herself to the test and sought to join the town guard. She was rebuked from this goal for many reasons; being a gnome, distrust in firearms and the fact that many of the guards were those who bullied her as a child. Chided by these former bullies for her unorthodox style, the green-eyed monster of jealousy grew. Seeing those who despised her succeed where she wasn’t even given a chance drove her to take it out on these soldiers. Using the dwarves own need for tradition and law against them to get them dismissed from service.

Filled with regret Yvvietta made up her mind to take to the road. She swore to herself to uphold her personal code of honor as she sought to make amends for her faults. Like her mentor she trusted only in the gun, her faith coming from the thunder issued as fired. Always looking to better both herself and her weapon, a gift from her mentor the gunsmith.

And there you have it folks a disparate bundle of information turned into a living breathing character. For my further musings on firearms check out Loaded for Bear and my group of itinerant gunslinger worshipers of Lorris.


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Monday, February 15, 2016

Random Roll 25 - The Randomness

This week we have another request, a Gnome and a female Gnome at that. Wise and hardy, dexterous and charismatic, the options abound for this Gnome, but where to go with it. The better question is where will you go with it? My background will go up Friday, until then tell us what you would do.

Gnome
Female
Nationality Five Kings Mountains

Age: 58
Height: 3'1"
Weight: 33 lbs.

16pt Buy
Str 7
Dex 14
Con 15
Int 11
Wis 15
Cha 13

Homeland: Non-Gnome Town or Village
Parents: Both of your parents are alive.
Siblings: You have no siblings.
Circumstance of Birth: [Bastard Born] Your parents had a tryst that resulted in your birth out of wedlock. You know one of your parents, but the other remains unknown or a distant presence at best.
Parent's Profession: Entertainers
Major Childhood Event: [Bullied] In your early life, you were a victim— easy prey for those stronger or cleverer than yourself. They beat you when they could, using you for their sport. This abuse nursed a powerful flame of vengeance.

Influential Associate: [The Mentor] You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you the heroic abilities you possess, or simply a kindred spirit who helped form your worldview.

Conflict: [Cheater] You broke a rule, law, contract, or agreement for your own gain.
Conflict Subject: Soldier or warrior.
Conflict Motivation: Jealousy.
Conflict Resolution: [Sincere Regret] Though you feel sincere regret for the event and its memory affects your behavior, it’s still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.
Deity/Religious Philosophy: [No Deity] Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities.

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: [Worldview] In your eyes, your moral philosophy—your alignment—is the only correct and true way of the world. Perhaps you gently pity, argue with, or brawl with those misguided souls who don’t see the world your way or by your light of reason.

(Trait) Animal Friend
(Trait) Bastard
(Trait) Bullied
(Trait) Mentored
(Trait) Talented
(Trait) Tireless Logic
(Story Feat) Shamed
(Drawback) Provincial

Friday you’ll get to see what I can do with these stats, until then you can subscribe to this blog on the sidebar and get email notifications when new posts arrive, including the background. You can also follow me on twitter @SimonSezCRB for tweets about updates and the occasional random thought on gaming. And if my work excites your imagination you can show your support on my Patreon and help make being creative more sustainable for yours truly.

Saturday, November 7, 2015

Way of the Gun: Itinerant Gunslinger's of Lorris



 It’s Saturday and it's time to talk about a god. For those of you who haven’t been a part of my explorations into the religions of Golarion, here’s how it works:

Imagine, if you will, you're making a character for a group. Your only instruction is that you must be a worshiper of a specific god. You do not need to be a divine casting class, although you can be, but the party’s purpose is working toward the goals of this specific divine being. I'd like not just a race/class combo, but a little bit about why the character would choose to dedicate themselves to this particular deity. Feel free to make up secret or not-so-secret orders within the church, or even sects outside of the church that you think might be interesting. With only this one piece of information that must be true, let your imagination go wild with the rest.

Today's god
Lorris, Neutral Good Empyreal Lord of charity, the disadvantaged, and volunteering.
Lorris’s Pathfinder Wiki page
Lorris’s Archives of Nethys Entry

The idea for this came from a group of characters that got put out as a test to see what we would build; four gunslingers who multiclass into something else. It got me thinking about what four gunslingers would be doing hanging out together? That spawned the idea for a Magnificent Seven style troupe, which of course is really just a retelling of Seven Samurai.

With the idea flourishing in my mind, I did something I don’t usually do in these Saturday explorations and worked my way backwards--A band of travelling gunslingers who end up in towns when they are needed most. I wanted to give them a connection that was more than just four random characters thrown together, a greater meeting as it were, and that’s when I found Lorris. A god of charity, of helping the disadvantaged. Sadly there are no Golarion gods with firearms as their favored weapon, but such is life.

Now that I’m actually writing this, I like to think of them as more of an A-Team. If you have a problem, if no one else can help, and if you can find them, maybe you can hire the… I admit this is where I have a problem with names, but you get the point.

There are legends on Golarion. Legends of massively destructive monsters, of deities wielding world-eclipsing power, and even of mortal men who seek to make the world a better place than the one they found. One such legend speaks of four men who walked out of the wastes of Numeria. Four men who travel the badlands to the bread basket of Brevory and through the chaos of the River Kingdoms. Four men whose sole goal in life is to help those who cannot help themselves.


The legend speaks of the leader of the group--a quick witted human with golden blonde hair and blue eyes that sparkle as if staring at the reflection of the sun on a crystal clear lake. It is said he has a flare for the dramatic and a mind that can run circles around even the greatest scholars. Some say he chose the life of a lawman wherever he was from, but was disillusioned by the corruption. Other tales say he was framed for some crime or another and fled. With a pistol in one hand and a rapier in the other, This man leads his troupe from the front, never backing down in the face of evil or oppression.

“Off we go lads, ol’ Vesta never met a target she didn’t like. Don’t want to live forever, do ya?”

(Human Investigator Steel Hound/Sleuth 2/Gunslinger (Mysterious Stranger) 1/Swashbuckler (Picaroon) 1/ investigator X)

Following this mythical leader into battle is a savage beast. Although his pronounced tusks and ridge brow give away his orcish ancestry, his ruddy and weather skin tone speak to his origins among the Numerian tribes. They say he is an outcast from one of the tribes that shunned technology. In the heat of battle during a giant raid he found a deformed and broken firearm in a pile of junk and used it to win the day. With no prior training he intuitively slapped together some scraps and forced the weapon to work, almost as if through the strength of his own determined will.

Although he loses himself in the heat of the moment, those who claim to have met the quartet say he is a gentle soul. He seems to take a particular shine to children, with practically a childlike demeanor of his own. But never forget that he is a savage killer, even if he has calms between outbursts.

“Ghuran put this um.. um this here. And that um.. whatever that is there. See and now lightning stick make big boom all the time.”

(Half-Orc Gunslinger (Gun Scavenger) 9/Barbarian (Savage Technologist) 11)

If the tales of the wild rages of the half-orc are to be believed, then so too must the tales of the stoic dwarf. Whereas many gunslingers, especially those who use a pistol, try their best to keep mobile, the dwarf lumbers through the battlefield in a full set of plate armor. Rumor says that he was a mercenary for many years, using his gun to make money from whoever paid the highest with no question or qualms. These days, like the others, he carries with him a holy symbol of the Empyreal Lord Lorris.

He never speaks of whatever change occurred--or anything really for that matter. Now, however, his gun has been imbued with holy might. Some say they have seen him smite a foul undead behemoth from 20 paces. Others say they’ve witnessed the stoic dwarf heal the injured with but a touch of his hands. There is no doubt in anyone’s mind that he has changed his ways, and his righteousness grants him some divine ability.

“...” (His gun does the talking for him)

(Dwarf Gunslinger (Gun Tank) 5/Paladin (Holy Gun) 15)


The last and possibly least (in size that is) member of the drifters is a gnome with wild eyes and a shock of red hair that looks like a roaring blaze when it blows in the wind. As is true of many of his people, the small scion of the first world is always inquisitive. Much like his half-orc compatriot his gun seems to be thrown together from whatever various oddments he could find. What people mistake as slapdash are the gnome’s ingenious experimentations. Even beyond his mechanical prowess, the wild-eyed gunslinger adds potent magical capabilities to his firearms.

“Magic is technology, technology is magic. Trust me, this is going to work wonders... But maybe you should stand back over there just in case.”

(Gnome Wizard (Spellslinger) 5/Gunslinger (Experimental Gunsmith) 5/Eldritch Knight 10)

When a small village is beset by bandits and there is no one else to turn to, the four unnamed gunslingers might just come over the horizon. Then you will know Lorris sees your plight and looks upon your town with favor.

And now that you’ve seen my followers of Lorris, who are yours? What character would you make that is devoted to the Savior Hound?