RTJ
This campaign intends to focus on ROLEPLAYING.
That being the case, players should be prepared to roleplay a three dimensional character beyond the usual hack and slash campaigns. In fact, Combat will be light to non-existent. Players will really need to get involved with their role, if you're not ready to actually roleplay, do us both a favor and move on.
I am looking for specific archetypes to roleplay specific mentors/teachers at the academy. Each player will be responsible for determining the potential for students and developing them into appropriate roles.
I am looking for characters capable of guiding students in the following areas of focus.
Martial Training.
Physical Education.
Mathematics.
Linguistics.
Arcane Spellcraft.
Divine Spellcraft.
Ethics/Etiquette/Social Grace.
These are things that will be taught at the academy to the students. Your character should be able to function as a teacher and a model in one or more of these fields.
I am looking for HISTORY and MOTIVATION for your RTJ.
There are guidelines for character ability, class, and what not, but they are all secondary to the actual concept. If the concept doesnt motivate me, there is really no point in both of us going through the chore of making and reviewing a character that wont ever see the light of day.
I should make note of a new game mechanic i'm experimenting with when submitting your RTJ. I call them "Character Traits", these are not to be confused with the standard Pathfinder traits from the core rules. Rather these are notable roleplaying traits, unique to the character that the player and I have worked out for the character. They mark various milestone defining 'traits' in the characters life. These are deviations that bend established rules for the campaign to allow the character to be exceptional.
The first trait is a birth trait, circumstances of birth. These are things the character will be born with. ie. In the Misty Valley, Humans are the dominant inhabitant, and all characters will be human. A player might pick as a birth trait, a non-human race and provide a roleplaying history on why and how such a character ends up in the Misty Valley academy. An institution by humans for humans, with the life expectancy and maturity of humans being different from other races, this is a notable 'trait'. Other traits might be noble births, or blessings of the divine of some sort providing the potential for extraordinary things to a character.
The second trait is adventure trait, a trait that was learned prior to their life in adventuring. Something that motivated them into the life of adventuring. This might be a particular heirloom of note, or things that develop and build upon from a birth trait, and are inclined to provide the character towards a particular path of development. A focus to encourage a character on the martial, arcane, or divine classes.
The third traits is the Veteran Trait, and is gained around fourth level. This is a trait is meant to reflect something that came about during the characters life of adventure. For this campaign, ALL SUBMITTED CHARACTER are required to take Mentor/Teacher. You are required to include a event/motivation/reason on why this character ended their adventuring life path to take on the role of teacher and mentor. Expect any concept that does not have this aspect, to be declined.
A paragraph to explain each character trait to me would be appreciated. If you can't be motivated to write three paragraphs for a character you will be ROLEPLAYING in this campaign. This should tell you something about my expectations and standards and encourage you to apply yourself, or if it's not for you, save us both some time and to motivate you to decline and move on.
I am looking for 3~4 players for these roles
This message was last edited by the GM at 23:01, Sun 18 Aug 2019.