fnord72 |
Here's some basics on the wizard's background, I'll work in more detail on the later years if this background works for Vrog after I get her crunch completed.
Manisha also learned that her own mother was a minor Jeggare, and her father a tradesman of Korvosa. Unfortunately Manisha's parents perished in a house fire and she was sent to an orphanage. Gaedren Lamm abducted her and put her to work as one of his 'Little Lamms.' Divinely inspired, Manisha managed to escape and found herself on the doorsteps of Theumanexus College. Found shivering and near death by Tepest Geezlebottle, Manisha was taken in and cared for by the gnome.
Spending the next dozen years studying at the college, Manisha developed into a spirited wizard focusing on teleportation magic with a minor in evocation. Yes, it was cliche for a peri-blooded wizard to throw fire about, but she felt drawn to it.
A dream came to her from Threv. An opportunity for vengeance against Gaedren Lamm was eminent. Her dream provided a location and time, which she was running short of. Waking from the dream she wondered at the realism. Sitting up she saw that her spell pouch and gear was packed, and neatly at that. Hurriedly dressing and leaving the college, she followed the memories provided int he dream to the docks of Korvosa. A decrepit warehouse was before her. As she stood staring at it, she heard the sounds of battle from within. Rushing forward she heard the cries of children behind a locked door. Realizing this to be Lamm's most recent roost, she cast a spell to unlock the doors. A dozen children ran past her escaping into the night. Rushing into the building she quickly recognized Lamm's henchmen fighting against several individuals. Jumping in she was able to turn the tide of the battle. Sensing that she had found her destiny, she joined with the adventurers a group calling themselves the Crimson Korvosans. It turned out that they had all been wronged by Gaedren.
As Korvosa fell into anarchy, she worked with the Crimson Korvosan's to find a cure for the plague sweeping the city. Thereafter, having learned that Queen Ileosa Arabasti may have been responsible.
Over the coming months as her skills and abilities were battle tested, she developed divine powers that went well beyond her Aasimar heritage. Manisha realized that she had been called as a chosen of Calistria.
After revealing the machinations of the queen, Manisha's link to the nobility of Korvosa was revealed and she was appointed Seneschal. She served in this roll for several years before retiring at a relatively young age to return to her arcane studies as a semi-retired professor at the Theumanexus College.
Daynen |
Interesting. Not a lot of 20th-level startups these days, and your idea of transcribing the details of our adventures resonates with some of own ideas. I think I might roll something up, but I have class shortly, so it'll have to wait. Color me interested, regardless; let's roll some bones.
4d6 ⇒ (6, 3, 5, 3) = 17
4d6 ⇒ (3, 5, 3, 4) = 15
4d6 ⇒ (6, 6, 4, 2) = 18
4d6 ⇒ (2, 4, 6, 3) = 15
4d6 ⇒ (3, 2, 3, 3) = 11
4d6 ⇒ (2, 5, 5, 1) = 13reroll of 1: 1d6 ⇒ 3 so a 15.
18, 17, 15, 15, 13, 11. Hard to complain. Got a +4, possibly +5 ouf of the deal even from level 1.
I'll be back later if I think of something.
GM Goblin King |
I played this character in a 17th level game that fizzled before we got too far. I could adjust to 20th easy enough (with my awesome new stats).
Darksmokepuncher |
Baergar was born in sadness as his first cry of life coincided with the death throes of his proud mother. His father, Bolgrind, a king among the dwarves of Kalsgard succommed to grief and spent most of his waking hours hunting dangerous game in hope of a good death.
As with all death wishes, Bolgrind's was eventually answered by the legendary Father of Linnorms, Fafnheir.
No sooner than word of his father's death reached the capital did Sveinn called Blood-Eagle seize power for himself by presenting the head of a slain linnorm. Baergar was put out of his home to fend for himself.
The young dwarf hired himself as a guide and guard to Varisian caravans where he distinguished himself as a canny tracker and a capable peacemaker, for more than once did his quiet menace and iron honor buy safe passage through what would have been a hostile engagement.
Some years passed in this manner and Baergar drew ever more inward to himself, often forsaking the companionship of sentient beings for months at a time. Finally, the young ranger decided that he would gain a worthy companion that was as true and honorable as himself.
He trooped into the Realm of the Mammoth Lords unannounced, unknown, and uninvited.
Through skill at arms, strength of word, and depth of honor, Baergar became a constant symbol in that wild land. Eventually, he encountered a young bull mastodon full of spirit and bravado. The dwarf communed with this noble creature through fleeting encounters for nearly a year before they struck a bond. Baergar remained with Hunrik for so he named the mammoth, as he raised about him a mighty herd becoming a grandsire of his kind.
Satisfied that his kin were well cared for by the great tusks of his many sons, Hunrik allowed himself to be turned south to Absalom for Baergar had the itch to adventure.
The Pathfinder Society was good to Baergar for a good, long time, but mission after futile mission revealed no end in sight for the endless rivalries facing the society and Baergar became tired of the politics.
Baergar and Hunrik traveled north to the Five Kings Mountains hoping to live peacefully among his people. Alas it was not to be. Baergar's skills at arms were undeniable and soon he was convinced, for the greater good, to join the war effort against the Orcs of Belkzen. During this war, mighty Hunrik was slain and Baergar lost himself in a raging grief. He disappeared behind enemy lines alone and was not seen for nearly 10 years. The dwarves of the Sky-Citadels were awestruck when Baergar appeared wearing bracers and belt studded with the ears of hundreds of orcs. On his shoulders, worn as a cloak, was the battle standard of the Blood Worg clan. He had wiped them out, and to this day, none have risen again.
The fires of anger and grief subsided, but the mountains of his kin held nothing but sadness now for Baergar. After crafting a fine bone knife from the right tusk of his old friend, he traveled once again to Realm of the Mammoth Lords via the River Kingdoms where he aided, for a small time, a fledgling kingdom recently abandoned by the Brevic lords that had sent them there.
Upon reaching the wintery steppes where the mammoth herds flourished, a great, strong bull charged Baergar on sight. Not willing to harm such a noble creature, the dwarf simply kneeled and awaited his death. Amazingly though, the beast stopped short and drew the ivory dagger from Baergar's belt. The creature gazed at it a long time, then turned and presented it to his herd. A mournful, keening chorus of trumpeting calls sounded from the herd long into the night. The whole time, the bull mammoth held aloft the fragment of Hunrik's tusk.
Astounded, Baergar wept and wailed along with the mastodons, his grief finally finding the release denied him for so long.
When the funeral was completed, The chief male pulled another sizable bull forward and the two locked gazes for a long moment. Each inclined his head to the other, then the first mammoth padded over to a softly sobbing Baergar. It laid the knife on the ground between them and knelt.
Baergar, touched beyond words, pressed his forehead into the beast's forehead and whispered. "Your father was my greatest friend, and I gladly accept your friendship and thank you for it. I will name you Mûmak if it please you."
The great elephant blew a tremendous blast from its trunk which was answered in kind by the herd.
Smiling broadly, Baergar swung up onto the Mûmak's back and the two trooped off into the rising sun.
A few more years passed and Baergar dwelt fitfully on the memory of father, unburied and dishonored in the lair of that foul linnorm, Fafnheir. He made up his mind to face the beast.
The Grungir forest was quiet and dark when Baergar passed its border. No sooner did his foot pass the threshold that a great wind whipped out from the center of the wood.
After a day of walking, Baergar stepped into a clearing of newly felled trees.
A booming voice dripping with hatred and malice filled his ears as the draconic beast sneered at his presumption.
Their battle lasted one night and two days.
After recovering from his wounds, Baergar passed the gates of Kalsgard with the head of the Father of Linnorms and the bones of a long dead dwarven chieftain.
Holding aloft the head he called in a loud voice. "Svein Blood-Eagle! You rein is ended and I have come home to claim what is mine!"
The aging lord accepted Baergar with a deferential nod, then the shout of the people rang out their acclaim.
Word spread throughout the Lands of the Linnorm Kings and Baergar was crowned High King of the Ulfen and Freefolk.
He and Mûmak are still boon companions and Baergar rules his people with Justice and Respect.
____________
Appellations: of the North, Mammoth Master, the Swift, adopted of the Family, Peace-Bringer, Bane of Orcs, Slayer of Dragons, and High King of the Ulfen and Freefolk.
Baergar of the North
Male Dwarf Ranger 17/Dual Path: Champion/Guardian 10
LN Medium humanoid (dwarf)
Hero Points 1
Init +17; Senses darkvision 60 ft.; Perception +28
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Defense
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AC 37, touch 20, flat-footed 32 (+12 armor, +5 Dex, +5 natural, +5 deflection)
hp 311 (17d10+186)
Fort +24 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +22, Will +20; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion, hard to kill, improved evasion, mythic saving throws, unstoppable; SR 19
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Offense
--------------------
Speed 50 ft.
Melee +5 flaming, frost, ghost touch, holy adamantine falchion +34/+34/+29/+24 (2d4+23/15-20/×2+1d6 fire+1d6 cold+2d6 vs. Evil) and
. . gore +29 (1d6+18/×2) and
. . +1 holy ivory dagger +30/+30/+25/+20 (1d4+11/19-20/×2+2d6 vs. Evil)
Ranged +5 adaptive, distance, flaming, frost, holy composite longbow +29/+29/+24/+19 (1d8+17/×3+1d6 fire+1d6 cold+2d6 vs. Evil)
Special Attacks favored enemies (dragons +6, humans +4, magical beasts +2, monstrous humanoids +2), hatred, mythic power (23/day, surge +1d12)
Ranger Spells Prepared (CL 14th; concentration +22):
4th (3/day)—freedom of movement, freedom of movement, freedom of movement
3rd (4/day)—greater magic fang, instant enemy, instant enemy, instant enemy
2nd (5/day)—protection from energy, protection from energy, carry companion, cauterizing weapon, cauterizing weapon
1st (6/day)—lead blades, lead blades, lead blades, gravity bow, gravity bow, gravity bow
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Statistics
--------------------
Str 34, Dex 24, Con 26, Int 20, Wis 26, Cha 14
Base Atk +17; CMB +29; CMD 49
Feats Armor Proficiency (Heavy), Blind-Fight, Boon Companion, Breadth of Experience, Deadly Aim, Dual Path [M], Endurance, Far Shot, Improved Critical (falchion), Improved Critical [M], Improved Precise Shot, Iron Will, Iron Will [M], Manyshot, Power Attack, Power Attack [M], Quick Draw, Rapid Shot, Rapid Shot [M]
Traits spirit animal: mammoth (realm of the mammoth lords), weapon of peace
Skills Acrobatics +20 (+28 jump), Climb +15, Handle Animal +22 (+27 regarding elephant-like creatures, +26 to force this mount into an Unnatural Aura.), Heal +20, Knowledge (arcana) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (dungeoneering) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (geography) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids, +18 while in cold terrain, +16 while in mountainous terrain, +18 while in urban terrain), Knowledge (local) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (nature) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (planes) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (religion) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Linguistics +22, Perception +28 (+34 vs. dragons, +32 vs. humans, +30 vs. magical beasts, +30 vs. monstrous humanoids, +32 while in cold terrain, +30 while in mountainous terrain, +32 while in urban terrain, +30 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +24 (+29 regarding elephant-like creatures, +28 to force this mount into an Unnatural Aura.), Spellcraft +24, Stealth +24 (+28 while in cold terrain, +26 while in mountainous terrain, +28 while in urban terrain), Survival +28 (+34 vs. dragons, +32 vs. humans, +30 vs. magical beasts, +30 vs. monstrous humanoids, +32 while in cold terrain, +30 while in mountainous terrain, +32 while in urban terrain, +36 to track), Swim +15 (+19 to resist nonlethal damage from exhaustion), Use Magic Device +19
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Goblin, Hallit, Ignan, Infernal, Orc, Shoanti, Skald, Sylvan, Terran, Thassilonian, Varisian
SQ amazing initiative, camouflage, combat styles (archery), favored terrains (cold +4, mountainous +2, urban +4), force of will, greed, hardy, hero points, hide in plain sight, hunter's bonds (mûmak, wooly mammoth), immortal, legendary champion, legendary hero, quarry, recuperation, slow and steady, stability, stonecunning, swift tracker, track, wild empathy, woodland stride
Combat Gear Acid (5), Alchemist's fire (5), Healer's kit; Other Gear Mithral Heavy Brigadine of Spell Resistance, +5 Adaptive, Distance, Flaming, Frost, Holy Compos, +5 Flaming, Frost, Ghost touch, Holy Adamantine Fa, The +1 Holy Ivory Dagger, Amulet of natural armor +5, Belt of physical perfection +4, Boots of speed (10 rounds/day), Cloak of resistance +5, Handy haversack (10 @ 10 lbs), Handy haversack (11 @ 27 lbs), Headband of mental prowess (Int & Wis +4) (Linguis, Helm of the Mammoth Lord, Ring of protection +5, Coffee pot, Crowbar, Dungeoneering kit, deluxe, Explorer's outfit, Fishhook (2), Grooming kit, Poncho, Sewing needle (2), Signet ring, Spell component pouch, String or twine, Thread (50 ft.), Wrist sheath, spring loaded (empty), 36332 GP, 7 SP, 3 CP
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TRACKED RESOURCES
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Acid - 0/5
Alchemist's fire - 0/5
Amazing Initiative (1/round) (Ex) - 0/1
Boots of speed (10 rounds/day) - 0/10
Detect Animals or Plants (elephant-like only) (At will) - 0/0
Endure Elements (vs cold only) (Constant) - 0/0
Healer's kit - 0/10
Mythic Power (23/day, Surge +1d12) - 0/23
Speak with Animals (elephant-like only) (At will) - 0/0
The +1 Holy Ivory Dagger - 0/1
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Special Abilities
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Absorb Blow (50 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) You have a link with your Animal Companion.
Blind-Fight Re-roll misses because of concealment, other benefits.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Boots of speed (10 rounds/day) Affected by haste
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Draw Fire (Su) When ally within 30 ft. is targeted by ranged attack, imm. action or mythic powe to become target.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Far Shot Halve the range increment penalty for extended range.
Favored Enemy (Dragons +6) (Ex) +6 to rolls vs Favored Enemy (Dragons).
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Monstrous Humanoids).
Favored Terrain (Cold +4) (Ex) +4 to rolls vs Favored Terrain (Cold).
Favored Terrain (Mountain +2) (Ex) +2 to rolls vs Favored Terrain (Mountain).
Favored Terrain (Urban +4) (Ex) +4 to rolls vs Favored Terrain (Urban).
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Helm of the Mammoth Lord Gore overcomes DR as magic, +5 to Handle An./Ride/wild empathy vs elephant like targets.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Impossible Speed (+100 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mythic Power (23/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Power Attack -5/+15 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Quarry +2 to hit and other bonuses against your designated quarry.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Raise Animal (true resurrection) (Su) Spend 1 power to raise animal companion, familiar, or bonded mount from dead overnight.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (19) You have Spell Resistance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +8 Add the listed bonus to survival checks made to track.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Weapon of Peace When using a melee weapon to deal nonlethal dam, penalty is only -2.
Wild Empathy +19 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Mûmak
Male Wooly Mammoth
N Large animal
Init +4; Senses low-light vision, scent; Perception +15
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Defense
--------------------
AC 37, touch 13, flat-footed 33 (+7 armor, +4 Dex, -1 size, +17 natural)
hp 174 (+68)
Fort +14, Ref +14 (+2 bonus to avoid falling.), Will +9 (+4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion; SR 21
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Offense
--------------------
Speed 40 ft.
Melee gore +20 (2d6+9/×2) and
. . slam +20 (1d8+9/×2)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (2d6+13, DC 27)
--------------------
Statistics
--------------------
Str 28, Dex 18, Con 18, Int 4, Wis 14, Cha 7
Base Atk +12; CMB +22; CMD 36 (40 vs. trip)
Feats Armor Proficiency (Light), Blind-Fight, Combat Reflexes, Iron Will, Run, Spell Sponge, Stable Gallop, Sure-Footed, Valiant Steed
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Cinderbrave [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Exclusive [Trick], Guard [Trick], Heel [Trick], Serve [Trick] (Allies), Stay [Trick], Work [Trick]
Skills Acrobatics +13 (+15 to keep balance., +17 jump, +17 to jump with a running start), Perception +15
Languages Common
SQ attack any target, cinderbrave, combat riding, devotion, exclusive, hero points, improved evasion, multiattack / extra attack, serve, stay, work
Other Gear +3 Chain shirt, Collar of the true companion, Mantle of spell resistance, Blanket, winter (2), Cot, Linnorm mead (per mug) (20), Mammoth goad, Mastodon brush, Ranger's kit, Riding kit, exotic, Saddlebags (24 @ 44.5 lbs), Saddlebags (3 @ 43 lbs), Shovel, Umbrella, Waterproof bag (empty)
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Collar of the true companion After 1 week non sentient animal is awakened, but loses magic. Feebleminds sentients.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Exclusive [Trick] Takes orders only from its trainer.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Serve [Trick] (Allies) Takes orders from designated creature.
Spell Resistance (21) You have Spell Resistance.
Spell Sponge Double duration when master targets you with a harmless spell with a target of "you".
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Stay [Trick] The animal will stay where it is.
Sure-Footed +2 to Acrobatics to balance and Ref vs falls. Full speed upslope & can't fall if run downslope.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Work [Trick] The animal pulls or pushes a medium or heavy load.
Vrog Skyreaver |
First off, just wanted to say that I really like what has been posted so far in backstory land. Also, just taking a moment to remind people when they post their character to mention which group they are applying for. the groups are, once again: Martial (non magic/bombs), Divine, Arcane, and Highly Skilled, as these are the groups that I will be comparing when I make my selections. to update, here are the people who have done at least something related to creating a submission:
Martial:
Hiram Morrow played by Ptolmaeus Arvenus
Arcane:
Manisha Johart played by fnord72
Divine:
Critzible (interest in a cleric)
Highly Skilled:
Sai Ling (interest as a slayer)
lefty, played by GM Goblin King
Interest:
Spazmodeus
Troy McClure, played by DEWN MOU'TAIN
Baergar and Mûmak, played by darksmokepuncher (not sure where you would wanna be classified)
Doran Wellsworth
YoricksRequiem
Daynen
please let me know if it missed anyone (it has happened before!)
GM Goblin King |
Background.
At 152 years of age, Lothorian is young by elven standards, but is nonetheless an accomplished adventurer, and now a trusted “special” agent and adviser to Queen Telandia Edasseril of Kyonin.
He wasn't always so well regarded. As a youngster, he lived in such far-flung places as Absalom, Irrisen, and Katapesh, the son of a Kyonin diplomat and her merchant husband. His natural curiosity, smooth talking charm and deftness at stealth got him (and his family) in trouble with various nobles, officials, and other people important to Kyonin. It usually revolved around a scandalous affair with some rich person's daughter.
He was sent back to Kyonin, charged with finding a more useful application for his talents. It wasn't long before he found himself adventuring with other young elves, acting as a forward scout for skirmishers trying to contain the threat of the Tanglebriar, and the deadly things found therein.
Like many elves, Lothorian was quite intelligent, and discovered his faculty for wizardry by associating with adventuring wizards during his service. He soon found out that he could wring impressive damage from even the simplest evocations, and delighted in using spells to surprise and defeat the unwary, and to spy on enemies unnoticed.
By mid-level, the elf had again traveled widely, and gained a reputation as a go-to guy for people wanting information, or a particular item stolen, or a scout who could go ahead alone, and return with valuable intelligence for an adventuring party, a suspicious spouse, or an army.
As he grew in experience and power, Lefty began to prefer working alone. To him, dungeon delving and monster fighting were entertaining, but adventuring groups were a noisy and sometimes cantankerous lot, and the risks were often greater than the rewards. Why storm the castle when what you want can be taken quietly, with the right magic and a skillful hand?
It was around this time that he caught the notice of the Queen of Kyonin.
Upon their first meeting, his loyalty shifted. He was still a mercenary, but also a servant; a servant of his queen, even more than her people. She rewarded him well.
Queen Telandia is herself a powerful wizard, with all the resources her position as queen of an ancient and magical race avail her. Lothorian believes that she was born to rule. The problem, as she explained it, was that she ruled a people who cared little for rules, and sometimes lived more like spoiled children than almost immortal beings. In spite of their long lives, elves can sometimes be short-sighted, and work at cross purposes.
He respects her, and likes the ideas she comes up with. It doesn't hurt that she's also kind and beautiful. He spies, steals, and even kills for Telandia, without question or regret, under dozens of guises. Few ever see his true form. He's an agent of Kyonin. More importantly, he's an agent of the Queen, herself.
He's traveled Golarion, some planes, and even accompanied Telandia to Sovyrian as her escort.
He does some dirty jobs, now and then, and spares her the details. She's merciful and forgiving.
Lefty? Not so much.
When she told him to go on this adventure, with 3 other adventurers of comparable stature, he simply obeyed. It seemed the situation was dire, and needed a touch of discretion.
He teleported from her veranda to his villa in Erages, and began to prepare.
fnord72 |
Fortunately I like making characters, and I have time to work on it in the evenings.
But, a well designed and in depth background for a character like this is a significant time investment for many people.
Making a decision on players before there are significantly more applicants than openings would be nice.
Vrog Skyreaver |
@fnord72: I understand the type of endeavor that most people would go through to make a 20th level character. I also understand that I have a burning desire to tell this story, and I'm looking for people who are willing to make the commitment to a 6 mo-1 year stretch of awesomeness.
If nothing else, it'll make some good theorycraft for people.
with that being said, I think i'll put a cutoff on new players by Friday. we've had more than enough people at least roll up stats and expressed interest. that doesn't mean that characters have to be done by Friday, just means that i'll stop accepting new players who are interested and then I figure I would give people til next Friday to finish up characters and then do final selections.
I think that is fairly reasonable.
Vrog Skyreaver |
as far as posting commitments go, I would like people to at least respond to my pms in a timely manner, so that we can get the mechanics side of things out of the way, and I can get to work on the fiction side of things (which I will ideally be working on while people are doing the mechanics side of things, and then incorporating in what the players do into the mess. If I do end up running two separate tables (which is a possibility, i'll grant), that would push my story posting schedule back a bit.
Peanuts |
4d6 ⇒ (3, 3, 4, 4) = 14
4d6 ⇒ (5, 6, 6, 4) = 21
4d6 ⇒ (2, 2, 5, 2) = 11
4d6 ⇒ (6, 1, 3, 3) = 131d6 ⇒ 4=16
4d6 ⇒ (2, 5, 2, 5) = 14
4d6 ⇒ (2, 1, 3, 1) = 72d6 ⇒ (1, 5) = 61d6 ⇒ 5=15
So 21, 16, 15, 14, 14, 11. Not really sure at the moment, but probably something in a Divine capacity (currently looking at a shaman).
You say 20th level including racial hitdice, so I assume that means that we can play creatures from the bestiary? I'm really not sure whether or not I'm up to writing a proper background for the career of a level 20 character, but I guess I'll see how I go :)
Peanuts |
Okay so changed my idea slightly, going with the Magaambyan Arcanist prestige path for a Wizard 7, Magaambyan Arcanist 10/Archmage 10. Thinking he/she's not a full-time member of the Pathfinders as he/she has retired to manage her own interests these days. I've managed to max out Int at 48 :p that may lower a bit depending on how the character ends up, but primarily a caster.
Cosmic Dream Lord |
I would like to throw my hat into the ring as well. Being able to build a high level Oracle is worth it.
4d6 ⇒ (1, 3, 3, 6) = 13 1 Reroll: 1d6 ⇒ 3
4d6 ⇒ (2, 3, 3, 6) = 14
4d6 ⇒ (2, 4, 2, 4) = 12
4d6 ⇒ (6, 4, 6, 5) = 21
4d6 ⇒ (1, 4, 3, 6) = 14 1 Reroll: 1d6 ⇒ 5
4d6 ⇒ (6, 1, 3, 3) = 13 1 Reroll: 1d6 ⇒ 1 Second 1 Reroll: 1d6 ⇒ 3
So we have: 15, 14, 12, 21, 18, 15.
I will arrange those as 14 Str, 12 Dex, 18 Con, 15 Int, 15 Wis, 21 Cha.
Vrog Skyreaver |
2 people marked this as a favorite. |
actually, let me do that now before I get 9 different people in my cube:
Martial:
Hiram Morrow played by Ptolmaeus Arvenus
Baergar and Mûmak, played by darksmokepuncher
Arcane:
Manisha Johart played by fnord72
peanuts (interest in playing a magaambyan arcanist)
Divine:
Critzible (interest in a cleric)
Highly Skilled:
Sai Ling (interest as a slayer)
lefty, played by GM Goblin King
Interest:
Spazmodeus
Troy McClure, played by DEWN MOU'TAIN
Cosmic Dream Lord
Doran Wellsworth
YoricksRequiem
Daynen
please let me know if I missed anyone.
Vrog Skyreaver |
@EldonG: yes you did, and I didn't put you on the list. lemme repost it one more time =):
Martial:
Hiram Morrow played by Ptolmaeus Arvenus
Baergar and Mûmak, played by darksmokepuncher
EldonG (interest in playing a barbarian/guardian)
Troy McClure, played by DEWN MOU'TAIN
Arcane:
Manisha Johart played by fnord72
peanuts (interest in playing a magaambyan arcanist)
Divine:
Critzible (interest in a cleric)
Cosmic Dream Lord (interest in playing a mythic oracle)
Highly Skilled:
Sai Ling (interest as a slayer)
lefty, played by GM Goblin King
Interest:
Spazmodeus
Doran Wellsworth
YoricksRequiem
Daynen
Vrog Skyreaver |
sure, lemme go ahead and repost the list again:
Martial:
Hiram Morrow played by Ptolmaeus Arvenus
EldonG (interest in playing a barbarian/guardian)
Troy McClure, played by DEWN MOU'TAIN
Arcane:
Manisha Johart played by fnord72
peanuts (interest in playing a magaambyan arcanist)
Divine:
Critzible (interest in a cleric)
Cosmic Dream Lord (interest in playing a mythic oracle)
Highly Skilled:
Sai Ling (interest as a slayer)
lefty, played by GM Goblin King
Baergar and Mûmak, played by darksmokepuncher
Interest:
Spazmodeus
Doran Wellsworth
YoricksRequiem
Daynen