MordredofFairy |
aye...might I re-inquire how harsh the "one side has to be martial"-rule is? Do the hybrids with martial side qualify for that, or not? Specifically Skald?
I know there's probably some flexibility, but since I have to go back to the drawing table anyway, I would prefer doing things the way you want them done.
Also, are dual-submissions a thing? While I wanted to play my Arcane Character ever since I first heared you would run this recruitment, it seems everybody and their dog aim to take the "high caster" spot in this, so I would gladly also submit a pure martial "combined arms" guy.(was fancying a melee+throwing axes-build, need to check if I can work something out(probably ranger(throwing combat style) with two-weapon fighter, dual-wielding throwing axes, opening with a salvo, then using the last ones in melee).
The rough guy spoiling for a fight and feeling at home right in the middle of a tavern brawl(all in good spirit, of course).
Robert Henry |
You may indeed make multiple submissions.
Wow, you don't make this easy on a fellow, I have four character ideas I have on a shelf that I want to play, three of them would fit, two of them are perfect.
So when do we end submissions?
Also, are you familiar with Joe Abercrombie's writing, specifically the "three Laws" trilogy world? I want to fashion a character who is young warrior that aspires to be a champion, if that doesn't fit this setting please let me know. He would be a brawler/barbarian.
Ok I've got to get to started if I'm going to give you three submissions.
thunderbeard |
How would you feel about the trait Two World Magic? (Gain a cantrip from another caster's list). It could be sort of cool to take that with Brand if it worked as an at-will sort of thing, though it's probably not the best choice for my character ideas.
Also, if my character can afford an armor/sword, I assume I don't need a trait to start with it?
electricjokecascade RPG Superstar Season 9 Top 16 |
Here's my submission for Hakon Olafson, heir to the jarl of Silvermeade Hall.
Hakon raised his cup nonchalantly, aware that all eyes were on him, the silence in his father's longhouse palpable as everyone awaited his reply. Snorri stood across from him, huge and muscle bound, radiating fury and flexing his hands as rhythmically as the tides.
"I demand the right to defend my honor," rasped Snorri, turning at last to glare at Hakon's father, Olaf.
Muttering interwove with the crackle of the flames. Even the dogs were silent, bones forgotten, aware of the tension.
The jarl was leaning back in his chair, the sole such piece of furniture in the whole building. Everyone else sat on benches. He seemed, if anything, resigned. "Well, son?" He raised an eyebrow. "Is it true?"
The time had come. Hakon set his cup aside and rose smoothly to his feet. Where Snorri had the build and power of a bear, Hakon was slender and lithe. He wiped the mead away with the back of his hand, and then smiled pleasantly at his father's huscarl. "This brew is good, but it doesn't taste nearly as sweet as the juices of your wife."
Snorri roared as if speared in the gut, placed one foot on the bench and launched himself over the table. Hakon, knowing this attack would come, side stepped neatly so that the huscarl crashed over the bench to the reed strewn floor. Men were yelling, many laughing, and a number came forward to grab Snorri as he rose to his feet.
"Very well," said Olaf Henrikson. "I believe that to be an admission of guilt. Hakon, I will not shield you from this. You will have to answer for your crime before Wotan. Snorri, you have my permission to seek redress."
"Outside," snarled Snorri, shrugging off the restraining hands. "Long knives, nothing else."
Hakon nodded, and searched out Ingolf in the crowd. The hirdman was ashen faced, and was staring at Hakon in bewilderment. Before the hirdman could look away, Hakon nodded, and Ingolf flushed a deep crimson.
The crowd parted before Snorri, and Hakon followed after, stepping out of the dark and smoky longhouse into the hard scrabble clearing in the town center. The sky overhead was the color of iron, and a cold wind was scything through the air, tasting of salt and drying fish. Snorri was walking rapidly around the honor circle, slapping at his own shoulders and letting out barks of anger, working himself up into a combat rage. Hakon stood still, his stomach growing tight, his pulse racing. He didn't reach for anger when he fought. Oh no.
The crowd filled in around them. It wasn't every day - or year - that the jarl's son fought the jarl's prized huscarl. Soon over a hundred men and women were gathered around them, faces hard, eyes cold. This was justice, not sport. If Snorri's anger were just, Wotan would guide his knife and leave Hakon gutted on the stony ground. Were Wotan amused by Hakon's indiscretion, than it would be Snorri that would pay the price.
Ingolf, Hakon noticed, had pushed his way to the front. There was no sign of Snorri's wife, Hreda. A large gap opened in the crowd, and Olaf stepped forth to fill it, flanked by his huscarls.
There was little ceremony. Olaf looked to the skies, frowned, and then nodded. "Begin."
Snorri came roaring right at Hakon, long knife held low and to the side. Hakon waited on the balls of his feet, and at the last moment threw himself into a forward roll to Snorri's left, passing under the slash of the knife and coming up in a spray of loose stones to his feet.
Snorri, surprised, wheeled around, and this time came forward in quick bursts, slashing the air with his knife with each step.
Hakon gave ground, forcing himself to breath as calmly as he could, saying over and over in his mind, stay calm, stay calm, wait - wait for your chance.
Snorri lost his patience. He was a feared fighter, known to always be the first over the side of the raiding ships, the first to swing his ax at the enemy shield wall. Hakon was a stripling, given to henfatafl and making the women laugh. That he yet stood in this combat was a personal affront. With a roar, Snorri leaped high, dagger coming down like a bolt from Thor.
Just as Hakon had hoped. He tensed, ready, and at the very last ducked down under Snorri's descending arm and past him.
Silence. Snorri stood frozen, hunched over where he'd landed, stunned it seemed by the speed with which Hakon had moved. Then, with effort, he straightened and stared at the knife handle that protruded from his sternum. He touched it, almost as if in wonder, then collapsed with a groan to the ground.
There were no cheers, no roars of approval. The farmers, thralls, and huscarls stared at the fallen Snorri, then turned to the Hakon, who watched them re-evaluate him. So there was some fire in the jarl's son, he could sense them thinking. Fast. More dangerous than he looks. Wotan has spoken. So be it.
The crowd melted away as a scream sounded, and Hreda came tearing forth to fall by Snorri's side. Ingolf moved forward to comfort her, as did several of Snorri's kin.
Hakon would fetch his knife later. He followed his father back into the longhouse, and by unspoken agreement walked with him to the head of the empty table, where they sat together. A thrall poured them fresh cups of mead, and for a long moment neither spoke.
"You never lay with Hreda," said Olaf at last.
Hakon sipped from his cup.
"Yet you took the blame so as to provoke Snorri and kill him. Why?"
Hakon set his cup down. "At the skirmish last month against Ivar's village, I saw Snorri strike down Leif from behind."
Olaf considered this. "Leif had accused him at the Thing of still being loyal to his kinsman, Ivar."
Hakon nodded. "Sigurd saw Snorri do this, and challenged him in the midst of the battle. Snorri killed him as well."
Olaf sat up. "Why didn't you tell me of this?"
Hakon held his father's gaze. "You would have accused him, and Snorri would have demanded the right to defend his honor. He'd have killed me in cold blood. When calm, he is by far a better fighter than I am."
"Was," said Olaf.
Hakon shrugged. "He'd have killed me, then taken half your huscarls with him to Ivar, claiming that he could no longer be part of your steading."
Olaf nodded, stroking his beard. "So you let him think you were sleeping with his wife so as to enrage him. But you weren't. Who was?"
Hakon smiled slyly. "By luck, Ingolf was."
"Ingolf?" Olaf stared at Hakon in surprise, and then laughed. "He knows you know?"
Hakon nodded. "Of course. He's now in my debt. Which puts him in yours. Which means he won't be bothering you any longer about that longship."
Olaf nodded, mind moving quickly along the ramifications. "Ingolf is now mine. Snorri the traitor is dead. And Ivar deprived of his chance to steal my men. Leif and Sigurd are avenged." He considered his son. "Your games of henfatafl have done you well, Hakon. Perhaps I had misjudged you."
Hakon rose to his feet, finishing his cup and setting it down. "Perhaps. But if you will excuse me father, I have pressing business to attend to."
Olaf smiled. "You've not done enough work for one day?"
Hakon's smile was sly once more. "I find that this brush with death has stirred me. I might not have been bedding Hreda, but there are others. Excuse me, father." So saying, he walked down the length of the table toward the entrance, trailed by the sound of his father's pleased laughter.
At the moment I'm thinking of making Hakon a fighter/rogue.
Eindrið Lawspeaker |
Got it. And here's my character. Since the fluff is pretty similar here for Bards/Skalds, I've got two slightly different versions of the character (which only really affect combat role, not anything else); I'd pick one based on final party composition, unless there's one you strongly prefer.
The str-based version is a "real" skald, and would be more at home in a melee-only party. Scales Cavalier still feels the best to me as a class for a character self-sworn to uphold laws and honor in the service of local nobility, while honor guard+beast rider trade away all the cavalier's mounted bonuses for what's essentially a regular druid animal companion (at higher levels), and this would probably be some kind of cool sacred wolf or bear or something as a flanking buddy/team mascot.
The dex-based version goes bard instead, is a bit more personally tough (though lacks a companion), and would be more at home in a party with at least one focused caster, archer or finesser. Sound Striker seems kind of cool as a way to actually injure people by invoking laws/naming crimes/shouting history at them, while Daring Champion is a probably more appropriate "hero of the people" archetype that just doesn't mesh as well with standard skald.
Bard (Sound Striker and/or Detective) // Cavalier (Daring Champion; Order of the Scales)
(would happily self-nerf Sound Striker as necessary, it just seems more appropriate flavor-wise than savage skald)
Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 16
Role:
-Knowledge/diplomacy expert, who will attempt to lend some legal arguments/legitimacy to what might otherwise be murderhoboing
-General party buffer
-Melee fighter with good defenses
Feats: Weapon Focus (Longsword), Slashing Grace (Longsword), (Teamwork feat dependent on party)
Traits: Community-Minded, Giant Blood
Trained Skills: Handle Animal, Knowledge (history, nobility, nature, local), Linguistics, Perform (oratory, sing), Perception
Equipment: Longsword, Chain Shirt, Buckler
Languages: Norsk, Runic
Skald (Fated Champion) // Cavalier (Honor Guard, Beast Rider; Order of the Scales)
Str 16, Dex 14, Con 12, Int 10, Wis 8, Cha 16
-Will eventually befriend some sort of cool wolf/bear/reindeer/other spirit animal to fight alongside the party
-Knowledge/diplomacy expert, who will attempt to lend some legal arguments/legitimacy to what might otherwise be murderhoboing
-Melee-focused party buffer
-Melee fighter with okay defenses
Feats: Power Attack, Steadfast Personality, (Teamwork feat dependent on party)
Traits: Community-Minded, Giant Blood
Trained Skills: Handle Animal, Knowledge (history, nature, local), Linguistics, Perform (oratory), Perception
Equipment: Longsword, Heavy Wooden Shield, Chainmail, weak riding horse (from Cavalier)
Languages: Norsk, Runic
Slowly, this shame brought change to the once gentle and patient farmer, and Einarr’s father decided that instead of working another man’s farms, he would teach his sons to live as his ancestors did, bringing Einarr and his three brothers North into Ulnat territory, where they would hunt for food and sleep in caves insulated with fur and snow. But the North was hard and unforgiving, the boys had no training as hunters, and their father, no bowyer, could arm them only with wooden spears. As winter fell, the family went hungry, and Einarr’s father began to blame his sons, subjecting them to beatings of increasing severity as his once impressive self-control gave way to something chaotic and savage.
And one day, Einarr could take it no longer. As his father slammed his younger brother against the walls of their cave, smiling with an inhuman malice, Einarr slipped his father’s sword from his belt and drove it upwards with unflinching accuracy, killing the man in a single blow through the eye. The winter was tough, but Einarr’s father was as large as any three of his sons, and too old and proud to hunt himself; with the man gone, the four boys were able to feed themselves through the winter. When the snows cleared and the roads open, Einarr’s brothers decided to continue their trek North, while he chose to return to civilization, taking his father’s armor and sword as a parting gift.
It took some time for Einarr to return to a proper town, knowing he would not be welcome in the village of his birth. With spring returning, he found berries and rabbits to eat; in the quiet spaces, he found a great deal of inner calm and silence, as he meditated on his past and where he now belonged.
When Einarr finally found farm work, he was a hand taller than before, with the beginnings of a proper beard. Though he had gone months without speaking to another living soul, his voice now returned to him deep, rich, and booming, carrying with it a weight of authority and song. He was no talented farmer, though he could thresh grain and carry bales where needed, but he found work enough to feed himself. But with his newfound air of mystery and strength, Einarr was able to find apprenticeship of sorts to a local skald. While he showed unexceptional at learning the songs and histories of his people, the young man performed them as acts of unrivaled beauty and inspiration. Through hard work and years of practice, Einarr moved from village to town, memorizing every major code in the Northlands, and every epic history, driven by civic pride for the society that had let him return without branding him outlaw.
An Einarr—or “Endrið” as he now called himself, preferring to avoid names from his past—found other employment. In a temple of Tiwaz, his singing voice and natural skill at arms and shield earned him a wage guarding and accompanying religious services for one long winter, while in backwoods villages he earned keep as a bondsman, helping local militias fight and capture troublesome outlaws.
And gradually, Endrið earned a bit of reputation as a fighter of courage and lawspeaker of fairness. In brief periods, he found work as an arbiter of disputes, using his own strength to fuel compelling skaldic songs of magic and honor. For each of the last three years, he has served in the households of various jarls, serving as a skaldic herald and reciter of laws until the snows melt, local feuds are mended, and he returns to the road. This winter, he serves in the retinue of Jarl Olaf Henrikson, though the local town has shown peaceful enough that there seems little need for his skills.
Robert Henry |
Ok, first submission:Iradyiel Madras Male Elf Ranger (trapper)/Magus(eldritch archer)I don't have the books on Spheres of Power, I don't play a lot of magicians, but since, in my mind, elves are naturally magical it made sense for Iradyiel's second class to be eldritch archer (the Magus archetype). If you select him we can hammer out the magic part.
Iradyiel Madras Male Elf Ranger (trapper)/Magus(eldritch archer)
Special Abilities: Darkvision, resist elements: cold
Alignment: chaotic good
Languages Nuklander, Norsk, Seagestrestrelander, Ulnat,
Strength: 13
Dexterity: 18
Constitution: 10
Intelligence: 16
Wisdom: 12
Charisma: 8
Defense
Hit Points: 11
Armor Class: 18 (10 + 4 armor, + 4 dexterity)
touch armor class: 14
Flat-tooted: 14
Fortitude save: + 2 = 2 [base]
Reflex save: + 6 = 2 [base] + 4 [dexterity]
Will save: + 3 = 2 [base] + 1 [wisdom]
Offense
Initiative: +5
Speed: 30 ft.
Base Attack: + 1
Combat Maneuver Bonus: + 2 = 1 [base] + 1 [strength]
Combat Maneuver Defense: + 16 = 10 + 1 [base] + 1 [strength] + 4 [dexterity]
Melee:
shortsword + 2 (1d6+1, 19-20, S)
Long Spear + 2 (1d8+1. x3, P, brace, reach)
Ranged:
Masterwork Longbow + 6 (1d8,x3, 100 ft. P)
Abilities
Traits:
Hnefatafl Player (+1 init.)
armor expert
Feats:
point blank shot
Race Traits: Artic Elf:
dark vision
Desert Runner
Elemental resistance: Cold
Keen senses
Weapons Familiarity
Class Traits:
Ranger (trapper):
Favored enemy
Track
wild empathy
Trapfinding
Magnus (Eldrich Archer):
Arcane pool
Cantrips
Ranged spell combat
Ranged weapons bond
Skills
Background skills: Craft: Bow, Geography
(6 + 3+ 2) 1 = 11
Acrobatics 7 = +4 [Dex] + 1 [rank] + 3 [class skill] -1 [armor]
Appraise 3 = +3 [Int]
Bluff -1 = -1 [Cha]
Climb 0 = +1 [Str] -1 [armor]
Craft: Bow 7 = +3 [Int] + 1 [rank] + 3 [background]
Diplomacy -1 = -1 [Cha]
Disable Device 7 = +4 [Dex] + 1 [rank] + 3 [class skill] - 1 [armor]
Disguise -1 = -1 [Cha]
Escape Artist 3 = +4 [Dex] -1 [armor]
Heal 5 = +1 [Wis] + 1 [rank] + 3 [class skill]
Intimidate -1 = -1 [Cha]
Knowledge (dungeoneering) 7 = +3 [Int] + 1 [rank] + 3 [class skill]
Knowledge (Geography) 7 = +3 [Int] + 1 [rank] + 3 [background]
Knowledge (nature) 7 = +3 [Int] + 1 [rank] + 3 [class skill]
Perception 7 = +1 [Wis] + 1 [rank] + 3 [class skill] + 2 [elf]
Ride 3 = +4 [Dex] -1 [armor]
Sense Motive 1 = +1 Wis
Spellcraft 7 = +3 [Int] + 1 [rank] + 3 [class skill]
Stealth 7 = +4 [Dex] + 1 [rank] + 3 [class skill] -1 [armor]
Survival 5 = +1 [Wis] + 1 [rank] + 3 [class skill]
Swim 0 = +1 [Str] -1 [armor]
Gear
cold weather outfit:
chain shirt 25 lbs. 100 gp.
Masterwork longbow 3 lbs. N/A
arrows x 20 3 lbs. 1 gp.
long spear 9 lbs. 5 gp.
shortsword 2 lbs. 10 gp.
sub total: 42 lbs. 126 gp.
spell book: 3 lbs. n/a
thieves tools 1 lbs. 30 gp.
Artisan Tools: 5 lbs. 5 gp.
Magus' kit: 31 lbs. 22 gp.
sub total: 40 lbs. 57 gp.
total gear: 82 lbs. 173 gp.
Light load: 50 lb. or less
Medium load: 51-100 lb.
Heavy load: 101-150 lb.
Lift over head: 150 lb.
Lift off ground: 300 lb.
Push or drag: 750 lb.
Iradyiel Madras was born into the Faradrim Lossoth, a nomadic artic elf tribe that existed following the great herds of woolly mammoths. They gathered their food, tools, shelter, clothing and weapons material from the carcasses, even their source of fire from the giant beast’s dung. The one item they couldn’t draw from the animals they hunted was iron, and this they acquired by trading with the humans, especially the Norsk tribes who lived near the iron rich peat bogs.
Iradyiel grew up on the tundra learning the arts of survival: hunting and trapping, fighting and warfare, making Bow and arrow. He acquired his first set of armor, and his first bow shortly after learning to walk. He was trapping small animals and helping skin the great wooly mammoths before he hit puberty. He even learned to imbue his arrows with the magical ether that elves were able to touch, at a very early age. Shortly after puberty he married his childhood sweetheart, Dardlara.
Iradyiel and Dardlara were very happy, living several years of their young elven lives together until one fateful hunt. Dardlara was feeling uncommonly sick, she had been vomiting several mornings in a row. So Iradyiel went on a large hunt without her, leaving her with the tents and those who by choice or disposition were not going on this particular hunt. Dardlara for her part intended the tell Iradyiel that he was going to be a father when he returned. She never had the chance to tell him.
While the hunters were away the temporary camp was attacked by frost giants. Many escaped their chaotic attack, Dardlara did not. When Iradyiel returned from the successful hunt to the ruined tents the weirding woman of their tribe told him of Dardlara and their child’s death. Along with his wife and child, something died in Iradyiel.
He went south with the other warriors to hunt down and kill the frost giants. When their revenge was complete the warriors returned to the Faradrim Lossoth. Iradyiel did not, he continued south hunting giant kind eventually leading into human lands, He did not want to return to the Faradrim Lossoth without his Dardlara; the deep snow, the bitter cold, the thick mammoth hide tent, the thrill of the hunt, all would remind him of the love of his life. He needed to forget.
Several years after leaving the Faradrim Lossoth, Iradyiel found himself in a deep coniferous forest. He had been tracking dire wolves, to see if they would lead him to any giants or other monstrous humanoids in the area, when up ahead he heard the unmistakable sounds of fighting break out. He quickly ran to the location of the conflict and came upon the pack of dire wolves attacking a group of humans, assumedly hunting in the area.
The small group of men were dismounted, their mounts either killed or ran off, forming a circular shield wall, a large redheaded well-armed middle-aged man in the center shouting out orders. They were fighting bravely and orderly, but they did not have enough men, they were two ranks deep with not enough spears to go into every gap, let alone one above and one below. The dire wolves would jump in and snap here or trip there, the humans wouldn’t last long.
Iradyiel quickly identified the immense grey alpha male and after four arrows, the last one through a yellow eye into the brain, brought him down. The dire wolves temporarily faltered, allowing the northmen to draw their wounded back in the shield wall. The alpha female turned, glaring at Iradyiel and began to charge him. One of the humans had the presence of mind to throw a spear at the huge female, hitting her in the leg she stumbled and Iradyiel put two quick arrows into her soft underbelly. Tuning she woofed at another large black male, presumably the beta male. The large red headed man roared ”Down” as the men in the shield wall between him and the black dropped, he threw a boar spear at the dire wolf, striking it in the ribcage, burying the head of the weapon up to the metal crossbar. The black dropped bleeding out. The pack had enough, they quickly fled through the fir trees yipping, the large female limping behind them, glaring at Iradyiel as she left.
The large red headed man barked out a few orders, then calling up to Iradyiel. ”Come down Nuklander, that was a decisive shooting display, we must get to know each other.” Iradyiel stepped from behind the fur tree he was using as cover and walked toward the man, ’It has been a long time since I have been in civilized company, actually any company at all’ approaching the humans the other warriors made way for the redheaded man, reaching out he grasped Iradyiels forearm in a traditional greeting. ”Tell me Nuklander do you play Hnefatafl?” Iradyiel smiled.
Iradyiel is tall, as tall as most of the northmen he associates with, though not nearly as broad. He has traded his traditional Faradrim Lossoth garb for simple human clothing; wool under-breaches, tunic and stockings; leather trousers, jacket and boots; a simple chain shirt and a heavy fur cloak and cap made from the fur of the dire wolf. Using a human spear and short sword called a scramaseax, his only elven weapon being the bow his father made him many years ago. Wearing his hazel colored hair in braids from a distance he may appear as a thin human but up close there is no mistaking his elven face; the pointed ears, the high cheek bones the almond shaped black eyes. His face and hands are worn and weathered not the pale smooth skin associated with the soft southern elves.
Iradyiel was not outgoing, even with his own people, let alone here in the south with the humans. He is a deep thinker and watches and listens more that he speaks, looking for logic and patterns in everything. His contemplative personality fits well with his stay with the humans, being careful; listening and learning their ways.
Tenro |
I may jump into this, depending on a how a few other recruitments pan out. I don't want to get into too many games, but i do really enjoy northern-themed things, especially so heavily themed.
If i do pop in, i was thinking of a druid. Not really sure what else I would put with it.
One minor question that may ultimately end up being unimportant: How would you handle the brewing of ale/wine? Under the alchemy skill, or something else? Seeing as alchemy is the science of southern folk.
GM Rednal |
That would probably be Profession (Brewer). ^^
By the way, for everyone... this is the kind of game where you should think about your skill choices and how those impacted your character's life. For example, if you've got Knowledge (Arcana), how did your character get that knowledge, and how did this affect their personality, upbringing, and lifestyle?
If you're having trouble figuring out a good backstory, try picking the skills you want and explaining them one-by-one. ^^ This might help with your inspiration.
(Ah, and this is a Frog God Games adventure, so many different skills will come in useful. Acrobatics, Diplomacy, Handle Animal, Heal, Ride, and Survival are all fairly decent choices to put points in early on, even if you don't plan to max them. Knowledge (Local) is also helpful, and to a lesser extent, so are Arcana, Geography, History, and Nature, as well as Perform, since many groups enjoy having visitors provide entertainment. And Perception, of course. Always Perception. XD)
Harakhty Suntooth |
As far as skills and a few other things, here's what I'm planning for Haskell:
Skills focus
- Survival - more for reading the signs of the environment than for hunting, though that is an IC byproduct for hostile and civil purposes
- Profession(Farmer) - it's what he does most of the time
- Spellcraft - I forget if this applies in Spheres of Power, but he is looking into his mother's texts
- Knowledge(Arcana) - see above
- Knowledge(Nature) - His focus on weather through spellcraft needs to be directed by knowledge of its effects on the environment
- Perception - to notice the effects of various happenings around his stead and of his spellcraft
- Sense Motive - as one regarded as an outsider by many, reading the faces and intents of people he met has become second-nature over the years
Alignment
NG or CG. Haskell's heart is kind, but with the narrow path to walk, his word may become not as solid as steel in the future if the rights forks in the road present themselves.
Party Role
Haskell would be heavily invested into the weather sphere. As such, he would be more useful for utility than raw damage. The choice is for flavor over combat crunch, for as far as I can tell, enemies won't be taking much damage from anything he can do at lower levels in a short period of time. Wind & precipitation can provide some useful combat maluses for them though.
I imagine the focus given by incanter would lend Haskell to explore another sphere or two if desired at some point. This desire would be IC, driven by story development though. It wouldn't be for a while, in any case.
It seems to fit his story well to have Haskell take the channel energy variant for incanters at the exchange of some magic talents. Due this, he could provide some healing to the group
Question
With Haskell's focus on runes, I need to know the role they play and context they have in your setting. Is knowledge of the script's uses common? How many people know of it? Are they written in ink, stone, blood, etc.?
I have seen some people use the role they serve as symbols of power, some as words of power, and others simply as an alternate language. Knowing which applies would influence Haskell's casting traditions and exposition of his ability, when necessary.
LAB Rat |
I love me some Norse mythology! Especially games that center around the Norse lifestyle. As I'm not too familiar with the Spheres of Power system, I'll try to bone up on that if chosen. That said, Varik Almstedt will probably be a Fighter/Savage Skald Bard if that works for you. If you're not feeling the bard portion of it because casterly class, I can always swap that bit over to a Ranger of some variety. Probably Skirmisher, if I had to guess, for the lack of spells.
All that said, I'm curious about your opinion of something: I'm looking at making a fighter that specializes in Dirty Tricks. How would this be taken in this culture? In my mind, it is not terribly dishonorable to punch someone in the gut or tug their shirt over their face to throw them off a bit. But then, I am also not from this sort of lifestyle. Thoughts?
GM Rednal |
Spellcraft still applies with Spheres of Power.
For Weather, note that it tends to have wide-area effects, and it can be hard to use well if you're surprised in the middle of battle. It's especially difficult to use well at low levels, because you aren't strong enough to manage the major changes (or even affect weather enough to avert bad storms - just mild ones, if your own buddies aren't clubbing you upside the head for messing with nature). Also, it's probably going to affect allies as well as enemies. XD Definitely think about what you want to do in the meantime.
The main form of runes is, as mentioned above, the Runic script - it's their written language, though literacy in it is not universal. Written with ink and carved into stone would be common - blood runes would probably be magical, and thus concerning.
For a caster, it might be best to think of something like:
-Secret runes other people don't know (drawing the "full power" of the markings)
-Using runes correctly (when written normally, they do nothing - when written by someone who understands the CORRECT usage, you can produce effects)
-Special preparation-based casting. For example, you could create magical ink and write runes onto scraps of paper, then throw those to activate your magic (presumably having however many you need each day). For full flavor, you could take the Prepared Caster drawback and only have so many special runes for each Sphere (and remember, in SoP, you get benefits to go along with drawbacks!).
...
Spheres of Power is very flexible when it comes to flavor. XD Take advantage of that.
@LAB Rat: Dirty Tricks are perfectly acceptable... if you want to start blood feuds and be shunned by everyone else in town for being the kind of low-life scum who needs to cheat in order to win a brawl. Being dishonorable is generally a bad thing in this society.
GM Rednal |
It's a bit of a sliding scale, but... sundering would be just fine. Disarming is similarly fine, though it might be a bit rude if you grabbed their weapon and started using it. XD Weapons are often passed down in families and such, and it'd be pretty insulting if you tried that.
Tripping is a bit more iffy, and would depend on how you did it. For example, if you followed up by pointing your weapon at them and asking them to surrender, that'd be fine. If you started stomping on them or kicking dirt into their face, that'd be offensive.
Robert Henry |
As for writing do Nuklanders also use runes or do they have a separate script. As a (magus) Eldritch archer could Iradyiel engrave the runes onto his arrow tips? Other spells could he carve the runes on special material and then destroy it or throw it? (again I know nothing of Spheres of power)
I'm going to trade the dungeoneering skill for craft: carving, I will provide a more detailed explanation in a bit.
Iradyiel Madras |
This is RH's Elf Ranger/ Magus Iradyiel
A nomadic artic elf tribe that exists by following the great herds of woolly mammoths, they gather their food, tools, shelter, clothing and weapons material from the carcasses, even their source of fire from the giant beast’s dung. They trade Ivory tusks and mammoth hides to the different human tribes for items they cannot acquire in the north, metal for tools and weapons, fresh water fish, they use the swim bladders for glue, drift wood and animal horns: goat, elk, reindeer. Using the horn, wood, glue and sinew from the mammoth they manufacture very fine compound bows. They also carve the ivory, selling the carvings as well as raw tusks.
Iradyiel has learned the difficult process of making the compound bows. Using similar talents he has learned to carve ivory. His favorite thing to carve is Hnefatafl pieces, using ivory for the white and onyx for the black, both readily available material. He would pass his time in the dead of winter carving bows and Hnefatafl pieces as well as playing Hnefatafl. He learned the human languages from the tribes that they traded with to be able to better select the wood and horns that they would need for the bows.
Your right, I have picked classes that easily synergize, It’s not intentionally “stacking“, I’m not a min/max’er usually and I don’t know all the separate feats and such to make him “over the top.” The reason for these two classes is that I imagined him as a ranger/wizard going “Eldritch Knight” that is my simplistic view of elfish warriors, too much LOTR, I know. Since it is Gestalt and working with a new magic system this seemed like the safest method.
I considered going with “weapons Finesse” as my beginning feat, giving him a Elven Curved Blade and making him a switch hitter, the ranger class focusing on the sword and the Magnus class focusing on the bow, but frankly he couldn’t afford an Elven blade and buy the chainshirt. Also upgrading “Exotic Weapons” tends to be hit and miss at best. If you like this character and would prefer him that way I would do that; adjusting his stats. slightly and using studded leather until he acquired a chain shirt.
I see him as a skill monkey with the disable device from ‘trapper’, a competent range combatant and someone with a knack for magic due to his elven heritage. I’m not convinced that he would be the best selection for a three person party. If the idea is three persons: melee, divine and arcane; then each adding a secondary talent: skill monkey, diplomat, ranged combat, crafter or artisan. The question would be if he had enough magical hutzpah to fill the arcane role, and with my complete lack of knowledge about “spheres of Power” I don’t know enough to even be part of that conversation.
I don’t know if Iradyiel is the best character for this game that I will present to you, however he is a character I would like to play eventually. I will present the other two shortly, hopefully we can hammer one out well enough to get him or her in the game. Thanks for your consideration and the feedback!
GM Rednal |
Iiiiiiinteresting. o_O Feels a bit more powerful than it probably should be, but sure.
(Tip: If you plan to be a combat maneuver specialist - Brawlers are good at that - definitely diversify and have options for dealing with many kinds of creatures.)
@Iradyiel: Skilled/Ranged Damage is an acceptable distribution, especially given the scarcity of magic in this game. XD Spheres of Power does not have an Arcane/Divine/Psychic divide - all Spheres are available to all characters, and with the right choices, you'll be fine no matter what kind of caster you are. XD It's quite flexible. Basically, whatever kind of caster you want to make, the system will almost certainly be able to support it.
JonGarrett |
OK, so I just want to make sure I have Spheres of Power understood before I try this.
If I choose, as a White Haired Witch, to go for the Life Sphere I start with the Invigorate, Cure and Restore Powers for free. Invigorate I can use for free, where as Cure and Restore I need to spend one magic point (which is my level plus my caster attribute) to use. In addition, I get two talents for the first time I take a magic-casting class, and a third for being a full (or High) caster. So I could take three talents from the Life Sphere, or use the +1 talent from being a High Caster to take a second sphere and split the two talents between them.
At second level, I'd gain a Vancian-style patron spell from whatever my Patron is, plus one new talent.
Is that about right?
GM Rednal |
Almost.
As a High Caster, you would indeed start with 3 talents (two for taking a SoP casting class, one for your Caster Level). However, you would NOT get the Life Sphere for free - you must "buy" access to it by spending one of your talents, so you'd only have two left over to spend on other things.
Second level is correct. ^^ Your Patron spell and one new talent.
JonGarrett |
Yeah, I know. I have some backstory ideas that should let me get away with a little bit...
Basically speaking, they're going to be the child of someone famous and powerful (either the Child of a Hero or Heir traits) who did something suitably brave, and came back with strange markings and snow-white hair...and strange magics. Said parents declared that the Gods had obviously favoured their courage and bravery. Everyone celebrated, for fear of being Axed from there current position in life, and the character hasn't revealed the whole 'possessed' thing to anyone out of fear of sharp edged weaponry.
I figure if they're also female and from a famous line, I should get away with it (mostly) so long as no one twigs that a Landvættir has taken up residence.
MordredofFairy |
well, you could, of course, attach penalties to the trait, as several others seem to have.(at least implied, e.g. huskarls or thralls)
I seriously considered taking "Child of Heroes" for the Koshchey-submission, but completely reflavored into "Child of infamous Villain", where if found out, he'd get into trouble, get worse starting attitudes from people, may be denied services, or even face outright hostility.
(Still, I would have taken the skill points and use one purely for fluff, the other to offset some of the suggested penalties(survival, to be more "independent").
That said, I am not very happy with the mechanics behind the alternate submission, will take a bit to sort things out.
With Throwing Style on Ranger, I'll run out of useful feats that could also be easily aquired with fighter bonus feats...while two-weapon style would allow to not have 19 dex and still get the whole feat line.
And two-weapon fighter gives up armor training(which would be relevant for keeping a good dex modifier while armored) and the attack/damage/defense boni only apply on a full attack(plus it locks out advanced weapon training).
I'm still set on the second submission being a huskarl dual-wielding throwing axes and switch hitting with them-but considering they are...inferior weapons, the structure behind should be sound to make the character work in a predominantly martial setting.
Robert Henry |
But now they have to be super-duper great, which is ever duper-er to do!
English - mine to mould as I fit see.
I always thought that language was a pallet to create with, you can bet all my language, literature and writing teachers hated me!
Edit: All but one and she said I "marched to the beat of a different drummer" she was my favorite!
GM Rednal |
If it can grow in the Northlands, you can assume seeds are easy enough to acquire. If it's something that doesn't grow at all, they wouldn't be available. Growing food is... pretty important in this region. People are usually doing that rather than experimenting, and any "maybe" crops would already have been tried at some point.
Robert Henry |
before I officially post Valda Aslougsdottir I still need to finish her story I would like to asks a couple of question.
Can we use Tribal Scars if we reflavor the method that the scars are gotten?
If celestial is the language selected for the curse "tongues" what language would that be in the "Norse Mythos"?
Will Oracles use "Sphere's of Power" or is their casting style considered more "innate" than "Vancian"? can you tell I'm nervous about learning a new magic system, I don't play a lot of spell casters.
Since we are starting with hand-me-downs and family heirlooms do you see the possibility of an especially well made spearhead being later given a spear shaft that is also of exceptional quality, making the weapon "Masterwork"? Valda caries her mothers coldiron spear handed down from generation to generation. The remainder of her weapons are poor quality metal, suitable for axes and short blades, not swords, made from peat-iron on her fathers farm. this is reasonably historically accurate. She has "50 gp" left over that I would like to spend on the spear head, making it "high quality", then at some future time spending the rest of the money on a "High Quality Shaft" making it masterwork.
GM Rednal |
1) You can flavor getting the scars however you want, as long as it's reasonably appropriate for the setting. (For intentional, lasting scars, there's generally a process)
2) Celestial. (Note that if you started more-or-less randomly speaking it, people would still assume you were possessed and probably dangerous. It is not a common language.)
3) Spontaneous casters also use Spheres of Power. Don't worry about learning it - Spheres is quite intuitive. ^^ (The Destruction sphere deals with damaging things. The Life sphere deals with healing things. The Protection sphere deals with improving defenses. It isn't hard. XD)
4) Basically paying some now, some later, for getting the effect later? Sure.
Robert Henry |
I'm thinking to synergize the "celestial appearance" that comes with the bloodrager and the "speaking in tongues" from oracle. She will only use it during great times of distress, taking on a "Valkyrie" appearance. Metal she is using will take on a golden hue, she will cast a shadow with wings, that sort of thing. If it only happens when her life is in peril we should be ok, the rest of the time under stress she would keep her mouth shut till she calmed herself. also her mother is a "celestial bloodrager" and she will explain the importance of a low profile. That still needs to be explained in the second half of "her story" I will finish it up and post it later this evening.
edit: If the scars come from a fight, but the process is part of the "oracle" calling will that still work, or should I pick a different feat?
GM Rednal |
Tribal scars are deliberately and carefully inflicted, rather than being random by-products of battle. It would probably be better to stick with that sort of flavor. XD
Valkyries, at least, would be a known existence (not seen by many, but definitely believed in). The whole thing about choosing the souls of the slain and all? True. You might even meet a few during the course of the adventure...
GM Rednal |
These are the acceptable choices for deities:
AESIR:
Baldr (Balder), God of Bravery and Beauty (NG)
Bragr (Bragi), God of Poetry and Song (CG)
Donar (Thor), God of Thunder (CG)
Frigg (Frigga), Goddess of the Home and Hearth (NG)
Tiwaz (Tyr), God of Law and Justice (LG)
Wotan (Odin), All-Father, Father of the Gods (NG)
VANIR:
Freyja (Freya), Goddess of Love and Fertility (NG)
Freyr (Frey), God of the Sun and the Hunt (NG)
Njördr (Njor), God of Seafarers and Winds (N)
Norns, Weavers of Fate (N)
Rán, Goddess of the Pitiless Waves (CN)
Golarion's gods are not a thing in this game.
JonGarrett |
Would the Feral Combat Training feat work with the Brawler's Flurry ability?
Alternatively, would it be acceptable to use Purple Duck Games Unchained Monk Archetypes to do a Unchained Martial Artist?
Martial Artist
The martial artist pursues a mastery of pure martial arts
without the monastic traditions. She is a master of form,
but lacks the ability to harness her ki.
Alignment: A martial artist may be of any alignment.
Pain Points (Ex): At 3rd level, a martial artist’s advanced
knowledge of humanoid anatomy grants a +1 bonus on
critical hit confirmation rolls and increases the DC of
her Stunning Fist and quivering palm by 1. This ability
replaces still mind.
Martial Arts Master (Ex): At 4th level, a martial artist
may use her monk level to qualify for feats with a fighter
level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality.
This ability replaces fast movement.
Exploit Weakness (Ex): At 4th level, as a swift action, a
martial artist can observe a creature or object to find its
weak point by making a Wisdom check and adding her
monk level against a DC of 10 + the object’s hardness or
the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of her
turn, and any attacks she makes until the end of her turn
ignore the creature or object’s DR or hardness. A martial artist may instead use this ability as a swift action to
analyze the movements and expressions of one creature
within 30 feet, granting a +2 bonus on Sense Motive
checks, Reflex saves, and a dodge bonus to AC against
that opponent until the start of her next turn. This ability replaces ki pool.
Extreme Endurance (Ex): At 6th level, a martial artist
gains immunity to fatigue. At 10th level, she also gains
immunity to exhaustion. At 16th level, she gains immunity to stunning. At 20th level, she gains immunity to
death effects and energy drain.
This ability replaces the ki powers gained at level 6, 10,
and 20.
Physical Resistance (Ex): At 4th level, if a martial artist suffers any effect that causes ability damage, ability
drain, or temporary ability score penalties, the effect is
reduced by 1 point. This reduction increases by 1 for every four levels beyond 4th (to a maximum reduction of 5
at 20th level). This ability replaces the ki powers gained
at level 4, 8, and 12.
Defensive Roll (Ex): At 14th level, a martial artist may
use the defensive roll advanced rogue talent once per day,
plus once per three levels beyond 14th (to a maximum
of 3 times a day at 20th level). This ability replaces the ki
power gained at level 14.
Quivering Palm (Ex): At 16th level, the martial artist
can use this quivering palm ki power once per day. The
martial artist may use this ability one additional time per
day per level above 16th, but may not have more than
one in effect at a time. This ability replaces the ki power
gained at level 16.
Greater Defensive Roll (Ex): At 18th level, a martial
artist suffers no damage on a successful defensive roll,
and only half damage if the Reflex saving throw fails.
This ability replaces the ki power gained at level 18.
I'd like to have a full BAB class in there, but in a pinch a regular Martial Artist Monk should work.
GM Rednal |
@Artix: The Northlands Saga Complete - with Campaign Setting included - was JUST released. XD I'm not surprised you don't have it. Most people who aren't KS backers probably don't. You don't need to own Spheres (though it's absolutely worth the buy) - I can pluck out the relevant material for the chosen players.
@Jon: Feral Combat Training works as written (Monks only, for Flurry). Unchained Martial Artist is fine.