Do we need to make an alias? or just post here?
right now my crunch is done but I am stuck on a name.
as far as background: how detailed is needed? I can make a quick background that just highlights most important stuff or I can try and go more story like background.
In general, I don't demand an alias until the PCs are selected.
Also, while I like backgrounds, (look at RealLifeCorn above for some laughs), only a bare minimum is required. After all, the PCs are new adventurers and they will be creating their backgrounds by adventuring.
|Alysha the Pale|
Crunch for Alysha. Revised her background so she's a villager of Phaendra. Good luck to all the applicants and thanks to TechnoDM for running the adventure.
Female 1 Herb Witch - Ancestor patron
Ability Scores Str: 9 Dex: 12 Con: 12 Int: 17 (+2 Human) Wis: 14 Cha: 10
HP 7 AL NG
AC 11 Touch: 11 Flat-footed: 10
Saving Throws Fort: +1 Rex: +1 Wil: +3
Skills: Heal +7 / Knowledge (Nature) +8 / Knowledge (History) +7 / Perception +6/ Profession (Herbalist) +6/ Spellcraft +7
Cantrips (0): Guidance, Daze, Read Magic
(1): Cure Light Wounds, Sleep, Charm Person
Familiar - Owl: Berry
Frontier Healer: +1 to Heal and Knowledge (Nature) checks, +1 hp healed on cure spells + 1 for every 2 levels
Seeker - (Ultimate Campaign) You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Feats: Spell Focus (enchantment)
Special Abilities: Herb Lore, Patron Owl, Owl Familiar- +3 Perception, Remedy (3+ Int modifier)
Weapons Light Crossbow +1 1d8/19-20x2 Range: 80'
Dagger -1 1d4-1/19-20x2 Range: 10'
Bedroll, Blanket, trail rations (4), waterskin, candles (10), mirror, peasant's outfit, scarf, sack, flask
53 gp 3 sp
Short version - Alysha is a village herbalist usually selling cures, charms and jams at the market. She has a crossbow and her spells to deter robbers.
Alysha the Pale is a old wise woman residing in Phaendar who's spent her time harvesting herbs and helping villagers commune with their ancestors. Women often come to her to consult about their health, and she provides tonics for a small fee. She's consulted with them and the spirits have asked her to do what she can to challenge the invaders.
Once married, she's raised two children who have left the village to find their fortunes. She's a grandmother and occasionally hears from her children and grandchildren. She lights a candle in the window for them every night. Now, she spends her time talking to her pet Owl/familiar Wing.
Her trade has not always looked at favourably. There was an inquisitor who tried to get her hung, but Alysha exposed him as a charlatan who loved to mobilise mobs for his own purposes. Since that incident she has decided to be more careful in her dealings with villagers.
Not much of a combatant, she hopes to provide her skill with nature and her healing abilities to aid the battle against the mysterious invaders.
She treats anyone looking younger than her like a child, and can be naggy at times. She's fond of a little drink and pipeweed from time to time, though careful not to get drunk. She keeps a crossbow to use against bandits and others that think of picking upon an old woman.
This sounds like a lot of fun. I'm working on a Half Elf Nature Fang Druid. It looks like there are plenty of other contenders, but I'm still choosing to go the archery route. Going to let things stew for a bit then I'll post my crunch and backstory.
I'm drawn to the blight-burned trait. I can picture her with the scar almost covering half of her face. It looks like that is the popular option though so Chernasardo Hopeful is a good second option for me.
Submitting my Dwarf Geokineticist, Nargym Rockfoot.
Nargym's family comes from Kraggodan. Upon discovering his supernatural connection to the element of earth, Nargym has set out on the surface world on a quest for self-knowledge. He has spent a few years in Nirmathas, claiming an isolated patch of land and practicing the use of his earth manipulation talents in cultivating crops. When the news of Molthune invasion of Kraggodan reached him, he was concerned for the well-being of his family, and the start of the adventure finds him looking for a way to get some news about the survivors.
Dwarf geokineticist 1 (Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d8+3)
Fort +5, Ref +5, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee warhammer +0 (1d8/×3)
Special Attacks hatred, kinetic blast
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—extended range
. . Blasts—earth blast (1d6+4)
. . Utility—basic geokinesis
Str 10, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Point-Blank Shot
Traits Nirmathi Militia, Kraggodan Castaway
Skills Acrobatics +3 (-1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Knowledge (dungeoneering) +4, Perception +5 (+7 to notice unusual stonework), Survival +6, Use Magic Device +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ burn (1 point/round, max 6), gather power
Other Gear leather armor, warhammer, backpack, belt pouch, blanket[APG], trail rations (5), waterskin
Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Earth Blast (Sp) Level 0; Burn 0
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Kraggodan Castaway (Dwarf Only): You hail from the dwarven Sky Citadel of Kraggodan in southern Nirmathas and have spent the past several years among the surface people serving as a mercenary in the war, trading with Nirmathi towns, or simply seeing the surface world. Molthune’s recent siege of Kraggodan has squelched any hopes you had of returning home, and now you struggle to find a home on the surface. Thanks to your travels, you gain one of the following as a bonus language: Common, Hallit, Varisian, or Undercommon. In addition, your homesickness means time spent underground revitalizes your spirits; whenever you are underground—either in natural caverns or an artificial complex—you automatically stabilize if brought below 0 hit points, and if reduced to 0 hit points (or you are stable and conscious when below 0 hit points) you do not take the usual 1 point of damage disabled characters take from performing a standard action. This revitalizing effect fades after 4 consecutive days spent underground, but returns after you spend more than a week above
On behalf of the player who submitted an aerokineticist above, and myself thinking of a geokineticist - are occult classes allowed? They were not mentioned in the first post, so double-checking.
Hey, thanks for the save :) Its been awhile since I've played Pathfinder so everything after Alchemist I kind of considered a hybrid class. I now know the difference.
TechnoDM, I appreciate your extending the availability of classes.
Made a wizard for your consideration. TechnoDM.
Male human (Chelaxian) wizard 1
CG Medium humanoid (human)
Init +3; Senses Perception +1
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +2
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
. . quarterstaff +1 (1d6+1)
Special Attacks hand of the apprentice (6/day)
Wizard Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 14), mage armor
. . 0 (at will)—dancing lights, detect magic, read magic
Str 12, Dex 16, Con 13, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot, Scribe Scroll
Traits Magical Talent (Prestidigitation), - Unbreakable Survivor -
Skills Craft (alchemy) +7, Knowledge (arcana) +7, Linguistics +7, Perception +1, Spellcraft +7
Languages Common, Draconic, Dwarven, Goblin, Varisian
SQ arcane bond (ring)
Combat Gear alchemist's fire, oil; Other Gear dagger, quarterstaff, arcane bond ring, backpack, belt pouch, blanket[APG], chalk (3), fishhook (3), flint and steel, ink, inkpen, mess kit[UE], parchment (10), scroll case, signal whistle, silk rope (50 ft.), string or twine[APG], tindertwig (10), trail rations (3), waterskin, wizard starting spellbook, 8 gp, 4 sp, 6 cp
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Hand of the Apprentice (6/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
The Grimarc family has been in Nirmathas for many generations, passing down the family tradition of wizardry, and alchemy, from father to son, and mother to daughter. Nathalion learned the trade from his parents. Nathilion is the last of his line, bandits murdered his mother and father. Nathalion himself was left for dead. Somehow he survived the wounds the bandits left him with. Survived, and learned to continue his practice of magic. Nathalion lives outside Phaendar in a small cottage. he makes his living selling potions to the villagers, and lends his magic powers to the defense of the town.
At 5' 11" tall and 170 lbs, Nathalion Grimarc is tall and lean. He has dark-blond hair that has gold and red highlights when the sun catches it. Nathalion has intense dark-blue eyes. Nathalion wears a dark blue coat, red shirt, and sturdy trousers of light brown cloth. He wears boots of black leather. He wears a tall crowned, wide brimmed hat of black felt.
He carries a 5' long hickory staff that has been carved in a checkered pattern.
Ok finally got something together...
Female elf hunter 1 (Pathfinder RPG Advanced Class Guide 26)
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +5
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +1; +2 vs. enchantments
Speed 30 ft.
Melee short sword +0 (1d6/19-20)
Ranged composite shortbow +3 (1d6/×3)
Hunter Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—blend[ARG], deadeye's arrow, summon nature's ally I
. . 0 (at will)—detect magic, guidance, know direction, purify food and drink (DC 11)
Str 10, Dex 17, Con 12, Int 12, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Run
Traits - custom trait -, wild stride
Skills Acrobatics +3 (+7 to jump with a running start), Handle Animal +4, Heal +5, Knowledge (geography) +5, Knowledge (nature) +6 (+7 while in forest terrain), Perception +5, Stealth +7, Survival +6 (+7 while in forest terrain); Racial Modifiers +1 Knowledge (nature), +1 Survival, woodcraft[APG]
Languages Common, Elven, Sylvan
SQ animal companion (wolf named pepper), animal focus (1 minutes/day), nature training, wild empathy
Combat Gear oil (3); Other Gear leather armor, arrows (20), composite shortbow, iron-tipped distance arrow[UC] (20), short sword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], spell component pouch, waterproof lamp[UE], waterskin, 56 gp, 9 sp, 10 cp
Animal Companion (animal companion (wolf named pepper)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.
Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 20 (2d8+7)
Fort +5, Ref +5, Will +1
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Tricks Attack, Attack, Attack Any Target, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +2 (+10 to jump), Perception +5, Survival +2 (+6 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ animal focus, attack any target, hunting
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
here is a quick backstory. It is a little disjointed, it could definitely use some fluffing. But I wanted to get some basics down along with the stats to get started.
Illa comes from a remote and isolated elven village hidden away in the Fangwood forest, named Elderath. Except for occasional contact with druids and human hunters/rangers the village has remained isolated from most “human” settlements.
Until recently Elderath lived in peace, the elves were happy with their seclusion, many had a distrust of the other races. But all that changed, Elven seers foresaw a great danger approaching, hordes of creatures would lay waste to the forest.
To answer this, Elderath assembled its best warriors to head out and find the source of this threat. Illa quickly volunteered to join them, but because of her inexperience, the elders forbade it.
Despite this Illa snuck out and joined the contingent. Rushing to catch up with them, she ended up being too late. She arrived as the group and joined in a battle with the Ironfang. Illa fought alongside her kin, but the small force was no match for the stronger Ironfang.
Illa barely survived and quickly headed back to the village to report. Considering the severity of the threat, Illa was ordered to accompany a group of elven ambassadors to the “human” settlements and to warn them of the impending danger that was foreseen.
Changed my mind, going with archery ranger, focus on the wilderness survival skills, Kel Arvas, 25 years old.
Kel was born the seventh of eight children, and might have had more younger siblings had it not been for the house fire that killed the rest of her family when she was only eight. After a period spent in the care of a local priest, she struck out on her own and was not seen for several years. Everyone who knew her assumed she was dead. She eventually returned, stronger and wiser, and found housing with the same priest who had cared for her after her family died.
She does not usually talk to most people, but her influence can still be felt. Fresh wild game left on the doorsteps of less well-off families, lost grazing animals led back in the night, and predators killed by a figure in a gray cloak before they could get near the town. Kel doesn't like people, much, but she'll help where she can.
25 years old, 5'5" tall, 120lbs, she's skinny as a rail and probably doesn't eat enough. Curly brown hair, brown eyes, pale skin. Usually wears a gray cloak with a hood.
NG Human Ranger 1
M Humanoid (human)
Init +3; Senses: Perception +6
hp 11 (1d10+1)
AC 16 (ff 13, touch 13)
Fort +3; Ref +5; Will +2
Melee Longsword +2 (1d8+1/19-20)
Ranged Longbow +4 (1d8/x3)
Special Attacks Favored Enemy--Humanoid (Goblinoid) +2
Str 12; Dex 17; Con 12; Int 10; Wis 14; Cha 9
BAB +1; CMB +2; CMD 15
Feats: Precise Shot, Point-Blank Shot
Skills: Climb +5; Handle Animal +4 (+4 to push a wild animal); Heal +6; Know Nature +4; Perception +6; Stealth +7; Survival +6 (+1 to track)
SQ: Track +1, Wild Empathy +0
..Magical Knack--At times, Kel acts strange and otherworldly. Some who know her suspect that in the time of her absence, she walked among the fey. That, or she's autistic in a world which lacks the language to describe such things. Either way, her insight into the nature of the world grants her a +2 trait bonus to her Ranger caster level.
..Animal Whisperer (Ironfang Invasion Player's Guide)--Since her entire family was lost in a fire, Kel has preferred to spend time among animals than listening to people pity her. She receives a +1 trait bonus on all Handle Animal checks; this bonus increases to +5 to push a wild animal to perform a trick, as long as the animal's attitude is indifferent or better.
Combat Gear: Acid Flask x2, Smokestick; Other gear: Studded leather armor, longbow, arrows x20, longsword, Ranger kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches, trail rations x5, waterskin), 35gp
Whoops, stats didn't show up before...
Female Human Archaeologist (Bard) 1
NG Med Humanoid (Human)
Init +2; Senses Perception +3
AC 16, touch 12, flat 14; +2 vs goblinoids(+3 armor, +1 shield, +2 dex)
HP 9 (1d8+1)
Fort +1, Ref +4, Will +1
Melee: Rapier+2 (1d6, 18-20/x2), Dagger+2 (1d4,19-20/x2)
Ranged: Short Bow +2 (1d6, 20/x3)
Bardic Knowledge-A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Archaeologist's Luck- As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls; 7 rds/day, (+2 w/Fate's Favored Trait)
(0): Dancing Lights, Detect Magic, Ghost Sound (DC 13 Will), Mage Hand, Prestidigitation
(1): Grease (DC 14 Reflex), Hypnotism (DC 14 Will)
Str 10, Dex 15, Con 12, Int 13, Wis 8, Cha 16
BAB +0; CMB +0; CMD 12
Feats Lingering performance, Weapon Finesse
Languages: Common, Goblin
Skills: Acrobatics +6, Diplomacy+7, Kn(Arcana)+6, Perception+3, Sense Motive+3, Spellcraft+5, Stealth+6, Use Magic Device+7
Combat Gear: rapier, short bow, studded leather armor, buckler
Other Gear: dagger, backpack (winter blanket, trail rations (5), 50' silk rope, torches (5), chalk (5), fishing kit, mess kit, soap), spell component pouch, belt pouch, canteen,
Ironfang Survivor: You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Favored Class Bonus: +1 spell
Used to live in Rusk, a small village near Phaendar. Village was razed by Ironfang Legion when she was a child. Still has nightmares of her father fighting, holding off the monsters while she and her mother escaped. Moved to Phaendar with her mother, Ilsa (a silversmith), to live with her maternal uncle, Lars (a farmer). Left Phaendar to attend the Kitharodien Academy in Oppara, but comes home yearly to help with the market festival (like she has now).
Class Dual Cursed Lunar Oracle[/b]
Str (10) Dex (10) Con (14) Int (10) Wis (10) Cha (18) Fort (+2) Ref (+0) Will (+4) HP (14) Initiative (+0) AC (14/10/14)
* Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
* Dual Minded: +2 will saves)
* Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
* Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
* Blended View: Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.
* Elf Blood: Half-elves count as both elves and humans for any effect related to race.
* Frontier Healer (You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature)* checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st. )
* Seeker (+1 perception and class skill)
Curse 1-Doesn't Advance
* Unchained (Some force has severed you from the normal realms of morality and ethics. Freedom can be a burden, and angels and devils alike mistrust you.)
- Effect (You have no aura for spells that detect alignment, such as detect evil. You suffer a -2 circumstance penalty with Charisma-based skills against outsiders with an alignment subtype. Casting a spell on you that gives you an illusory alignment aura requires a Concentration check with a DC of 10 +double the spells level or the spell fails.)
* Branded (Holy Symbol of Gozreh)
(lvl 1) Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM's choice. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).
(Lvl 5) You may add your Charisma bonus to your Fortitude saving throw bonus.
(Lvl 10) You gain fire resistance 5.
(Lvl 15) Your fire resistance increases 10. The penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.
* Level 1 Revelation: Misfortune (At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.)
* Lvl 1 (Toughness)
* Perception: 1 skill point (+6)
* Diplomacy: 1 skill point (+8)
* Sense Motive: 1 skill point (+4)
* Heal: 1 skill point (+4)
Lvl 0 Spells
* Create Water
* Detect Magic
Lvl 1 Spells 4 castings per day
* Cure Light Wounds
* Forbid Action
* Studded Leather (+3 AC, -1 ACP)
* Longspear (1d8, x3, reach)
* Buckler (+1 AC, -1 ACP)
* Fighter's Kit
* 61 gold crowns
A local of Phaendar, Lothaer is a healer who lives on the outskirts of town. It is common knowledge that the half-elf is marked by Gozreh, the god of the wild, for the mark of the deity has been burned into his flesh. It runs from his wrists all the way to his shoulders. Nobody in the town quite knows where he comes from, as he merely appeared approximately a decade ago and began building his house. But, given his amiable nature and the good work that he has done, he has been welcomed in his adopted town. When asked about where he came from, all he would say is that his mother raised him as well as she could, but he did not fit in with her people. To Lothaer, Phaendar is his home and he truly cares for the people within it. While in no way a warrior, he will turn his powers to the defense of the township as much as he is able.
What he isn't:
* A front line warrior (at lvl 2 his AC will shoot up, but even then he won't be doing much front line damage. However, he will eventually get a pet, which will do the fighting for him)
I'll probably fiddle with it a bit more, but here is my backstory and crunch. Looking to have her be more ranged support, light switch hitting, and with slayer talents I can serve as the resident rogue.
Female Half Elf Druid(Nature Fang) 1
Chaotic Good, Medium, Human/Elf
Init +3; Senses Low-light Vision, Darkvision 60ft; Perception +8
AC 16; Touch 13; Flat-Footed 13; (armor specfics)
Fort +3; Ref +3; Will +4
Defensive Abilities ; DR ; Immune Sleep; Resist +2 enchantment; SR
Offense Studied Target, Elven Weapon Familiarity
Space 5ft; Reach 5ft
Spells: CL 1, Concentrate +3
0: 3 /day
1: 1+1 /day
Str 12, Dex 16, Con 13, Int 10, Wis 15, Cha 8
Base Atk 0; CMB 1; CMD 14
Feats Point Blank Shot
Skills Perception 8, Ride 7, Stealth 8, Survival 6, Knowledge Nature 4; Racial Modifiers +2 Perception
Languages Common, Druidish, Elven
Combat Gear Shortbow, Shotspear, Dagger, Wooden Buckler, Leather Armor
Other Gear Saddle(riding), Saddlebags, Spell Component Pouch, Animal Feed, Backpack, waterskin
Animal Companion: Nur - Horse(fluffed as red elk)
Blight-Burned: scar hurts when near unnatural,+2 fort disease,
Silent Hunter: +1 stealth, stealth class skill
Selde has the pale skin and red hair of her human father and the lean, lanky build, amber eyes, and comely features of her elven mother. She would be considered pretty were it not for the disfiguring blight scar covering most of the left of her face. Selde often hides her scar with her hood, but keeps her hair short. Preferring the ease of shorter hair in the forest to the social stealth of longer hair.
Selde was born in a small Village deep in the Fangwood Forest. Her parents were adventurers who decided to settle down. She has fond, but few memories of them, as the village was beset by Darkblight infestation, soon followed by a blighted Fey attack. Both of her parents were killed in the attack and Selde was left badly infected by the blight. The few survivors of the village left Selde with her estranged Grandfather, Talathel, an old, elven hunter living on the outskirts of the human town Phaendar.
Talathel was none too pleased at having a dying child thrust upon him, especially the half-blood child of a great, great, great granddaughter he had never met. But Talathel was rarely pleased, and so he took Selde in. His skills were able to cure her of the blight, but the infection left a scar covering most of the left side of Selde’s face, a scar that still occasionally pains her.
Her grandfather was practically a hermit, only going into town on occasion, mostly to sell and buy supplies and drink and argue with the other old hunters at the tavern. The latter ventures gave her time to explore the small town, but she rarely had children her “own age” to play with. On the occasions she found appropriate playmates, they always seemed to be so much older when she came back. Between that, her scar, and the fact that she was often overdue for a bath saw she found no place in Phaendar. A rift that has only grown with time. As she grew older she grew more shy, more aware of her scar, and more aware of her social failings.
Though Talathel taught her the ways of the forest and the hunt, she never quite seemed to find a place there either. She could not simply ignore briar patches and overgrown undergrowth as he could, nor did she posses natural empathic connection that allowed her grandfather to communicate with animals. Almost the opposite, as her overzealous nature of trying to make friends with them and the lingering touch of the blight often easily spooked animals. Her red elk mount Nur was a gift from her grandfather to help curb this issue. The fawn had been infected with the blight and Talathel left Selde to nurse the creature back to health. The two have been near inseparable since.
Selde is now approaching her 30th year. She interacts with the people of Phaendar very little, typically quick and quiet business interactions as she trades furs or picks up medicine for her grandfather, always making sure to keep her hood over her face. Though she interacts very little, she has taken to watching with increasing frequency. Her hooded figure staring in the distance has become a common sight at any gatherings. She feels as if she has one foot in the forest and one foot in the town and wonders as to her place.
They were World Walkers, mom and dad. Wandering druidic followers of Desna. From what I remember of their stories, they made a pilgrimage to the Wreath of Stars to witness a lunar eclipse after hearing rumors that it was an ancient shrine to Mother Moon. What they found was a ramshackle settlement swarming with mad cultists and evil fey. They barely escaped with their lives... Afterwards they fled north to a small settlement deep within the Fangwood Forest where I was born. We were quite happy there, but they always complained about horrible nightmares of a winged creature of pure darkness with a heart of living flame. Over the years they became more and more paranoid, until one day that paranoia manifested itself in the most horrific way: The Darkblight.
It overtook our small village and corrupted fey ravaged our camp. I blindly fled south and shortly thereafter darkness took me… I woke in a thatched roof hut and I could only see out of one eye. My hands immediately went to my face and the sudden movement sent my head spinning. I felt the rough bandages wrapped around my head. An unfamiliar woman told me that I had contracted some sort of fungal disease, and that through sheer luck she was able to save me. I would make a full recovery, but the wound leave a scar, and it did. Sometimes it burns and I know that someplace, the Blight has consumed more of the Fangwood. It terrifies me. Sometimes it feels like they’re right around the corner, closing in. Like they’ve been searching for me - to finish the task it started long ago.
The woman was Androssana. She had been on an expedition researching the blight and by the grace of Lady Luck she stumbled across my body. She brought me to her home, Acorn’s Rest, a druid enclave on the southern side of the Marideth. Androssana is a great woman - her passion for her cause is infectious - and so it was that I decided to stay in Acorn’s Rest and build a life here. I remain close friends with Andy (she’d kill me if she knew I was using that name) to this day.
But that’s enough reminiscing. For now I’ve got to escort a caravan of goods (mostly feathers, thread, hides and the like) west to Phaendar for the Market Festival. I’ve been to the festival a handful of times and always enjoy the company of the simple folk there. I’ve been working hard here and could use the break. The caravan leaves in the morning, so I should get some sleep. If I find the time, I will write again once I reach Phaendar. Until then.
Im going to add in the background later but my feinting archer build is complete. If you have any issues I can change it to a Hooded Champion Ranger but still its more core than my other idea.
Female Human mesmerist 1
CG medium humanoid (human)
Init +5; Senses Perception +4,
Languages Common, Sylvan
AC 15, touch 13, flat-footed 12
hp 11 (1HD)
Fort +2, Ref +5, Will +2
Speed 30 ft. (6 squares)
Ranged longbow +3 (1d8/x3), within 30 ft. +4 (1d8+1)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +0; CMD 13
Prepared Spells Prepared Spells:
Mesmerist: Spells per Day: (0/2/)DC:13+spell level),
Spells Known: 0th - Daze, Detect Magic, Mage Hand, Read Magic 1st - Heightened Awareness, Mental Block
Abilities Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Special Qualities Bonus Feat, Class Skills, Consummate Liar, Hypnotic Stare, Knacks, Martial Weapon Proficiency (Longbow), Painful Stare, Skilled,
Feats Point-Blank Shot, Precise Shot
Skills Acrobatics +3, Bluff +7, Craft (Alchemy) +4, Diplomacy +6, Disguise +2, Escape Artist +3, Fly +3, Intimidate +2, Linguistics(Sylvan) +4, Perception +4, Perform (Untrained) +2, Ride +3, Stealth +7, Use Magic Device +6,
Possessions leather; Longbow ;
Bonus Feat Humans select one extra feat at 1st level.
Class Skills A vexing daredevil adds Acrobatics (Dex) to her list of class skills.
Consummate Liar A mesmerist adds 1 as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
Hypnotic Stare (Su) A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a -2 penalty on Will saving throws. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; the creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.
Knacks Mesmerists learn a number of knacks, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal.
Martial Weapon Proficiency (Longbow) (Ex) A vexing daredevil picks one martial weapon and becomes proficient in its use.
Mesmerist Tricks Tracker
Painful Stare (Su) When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take 1 additional damage. The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Blight-Burned: You gain a +2 trait bonus on Fortitude saving throws against disease and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures, and you aren’t considered flat-footed against such creatures in the first round of combat.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
I am delighted with some of the unusual submissions.
I am tempted to go with a non-traditional party. But, that penalizes those who are creating PCs from more traditional sources.
Let me know what you think...
(A) Choose party members (semi-)randomly.
(B) Really look for a good mix of traditional and non-traditional PCs. (note -- this looks like hard work <<grin>>)
(C) Create a second thread and run two parties at the same time (whoah! So much work. But, does have the advantage of including more players, and combining the two threads if, heaven forbid, the number of active players drops below a certain threshhold.)
Here is current breakdown of submissions:
Thorek Ironspark (Warpriest) crunch in.
Alastair Cadwallader (Cavalier)
Churlost Binder (Fighter) crunch in
Selde Cathron/Corrik (Nature Fang Druid) some crunch in
Anca Covenu (Warpriest) crunch in
Eustama Handlefoot (Hunter) crunch in
Illa Leafa/Edward Sobel (Hunter) crunch in
Dante Black (aerokineticist) crunch in
Nargym Rockfoot (geokineticist) crunch in
Kel Arvas/TheSilverDreamer (Ranger) crunch in
Lily Moore/MadScientistWorking (Mesmerist) crunch in
Mavis (Wizard) some crunch in
Bree Fairchild/Rob Lusteck (Archaologist Bard) Crunch in
Nathalion Grimarc (Wizard) crunch in
Cedric Thistlewyne (Cleric) crunch in
Alysha the Pale (Witch) crunch in
Lothar/Grumbaki (Lunar Oracle) crunch in
Valera De stinzite
The Norv (Oracle?)
Choosing applicants on these boards is HARD.
Running two parties sounds awesome in terms of our chances, but it is hard work as well. You have to be sure you will have enough time on your hands to run two games for literally years to come!
In my opinion, player attrition is less of an issue in the long run than GM fatigue. So my advice would be go with whatever makes you feel better about running the game.
|Alysha the Pale|
I'd say to go with what you're comfortable with. I've GMed before and picking players is hard and I've seen plenty of excellent applications on this thread. I'd rather see one game first and if you really feel like you have the time then maybe start another, but I understand perfectly if you stick with one.
I'm in agreement with the others. Two games is a lot of work, only do it if you really want to. As for what to pick: pick what you like, what seems fun, what players and characters you would like to run the game with. Probably not very helpful advice, I know, but let me know if there is anything I can do to help make the decision easier.
|Mavis the neigh-bor|
Adding Cyrioul Fasar as an arcane caster submission. Character goals will revolve around item creation and the accumulation of magical power.
Though he's pretty traditional, I'd say that just one group is likely going to be easier to handle than one, especially since the AP is brand new and doesn't have as much support material out yet.
I'll also offer that I have experience helping our home group as the data-tracker, including treasure/gear, downtime capital rules, and kingdom building rules, and would be happy to offer that to this group as well.
Cyrioul is a young wizard, freshly out of his apprenticeship in the captial and eager to seek new sources or arcane power in the deep places of Nirmathas.
Cyrioul is a pleasant enough man, with a strong faith and keen insight. He will occasionally smile absently, as though his mind is elsewhere.
Cyrioul is a slight young man, but tougher than he is strong. He wears a simple brown and green exploring outfit when he is on the road, and has a silver band on his left ring finger.
Half-Elf Wizard (Diviner) 1
LN male humanoid (human, elven)
Init +9; Senses Perception +3
AC 12, touch 12, flat-footed 10 (+2 DEX)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3
Speed 30 ft.
Melee bayonet -1 (1d6-1 / x2)
Ranged light crossbow +2 (1d8 / 19-20 / x2, 20 bolts)
Forewarned: +1 bonus to Initiative, always act during surprise round
Diviner's Fortune: +1 for 1 round, 7/day
Base Atk +0; CMB +0; CMD 13
Feats (3) Improved Initiative (Level 1), Scribe Scroll (Wizard 1), Skill Focus (Spellcraft) (Half-Elf 1)
Skills (6) Appraise +8, Kn(Arcana) +8, Kn(Geography) +8, Kn(History) +8, Linguistics +8, Spellcraft +11
Traits (2) Arcane Temper, Unbreakable Survivor
Favored Class: Wizard
L1) Hit Points
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I would echo the chorus of suggestions to not take running a second table lightly. If you're worried about player attrition, I'd suggest recruiting an extra player or two than you really want with the expectation that at least one person will drop out. When I ran my recruitment for Hell's Vengeance I wanted five, took six, and currently have four. Worked out pretty well.
I have a bit of a bias, having submitted a more traditional character myself, but I generally think that the more unusual characters often benefit from having at least one "straight man" around to make their differences stand out more. That being said, I think Mavis has won the whole internet with that background :o
Alright, here's my submission. Boudra Kellanet, a refugee from Nidal.
I would also second everyone else in saying only run two tables if you're sure you're up for it! Thanks for the consideration. :)
Human Oracle 1
Favored class: Oracle [FCB: 1 skill]
CG Medium Humanoid (Human)
Height: 5'2" Weight: 120 lbs.
Init +1; Senses Perception +2
AC 13/11/12 (+1 DEX, +2 shield)
HP 9 (1d8+1)
Fort +1 (+3 vs. disease), Ref +1, Will +4
Speed 30' (20' with medium load)
Melee Dagger -1 (1d4-1/19-20)
Sickle -1 (1d6-1 S)
Ranged Light Crossbow +1 (1d8/19-20/80')
Str 8 Dex 13 Con 12 Int 12 Wis 14 Cha 16
Base Attack 0; CMB -1; CMD 10
Feats Eschew Materials, Self-Sufficient
Traits Blight-Burned, Orphan
Trained Skills Bluff +7 [1 rank, 3 CHA, 3 CS], Stealth +5 [1 rank, 1 DEX, 3 CS], Diplomacy +7 [1 rank, 3 CHA, 3 CS], Heal +8 [1 rank, 2 WIS, 3 CS, +2 feat], Sense Motive +6 [1 rank, 2 WIS, 3 CS], Survival +9 [1 rank, 2 WIS, +2 feat, +1 trait, 3 CS] [ACP: -2, Encumbrance: -3]
Languages Common, Sign Language?
Gear Dagger, sickle, light crossbow, 20 crossbow bolts, heavy wooden shield, backpack, survival kit [flint and steel, mess kit, two waterskins, basic maps, small utility knife], traveler's outfit, healer's kit, bedroll, blanket, wooden holy symbols of the Black Butterfly and Immonhiel.
Cash 4 sp
Encumbrance: 39 lbs. (medium load)
Skilled: Gain 1 extra skill rank/level.
Blight-Burned (Campaign): Boudra was raised in the Fangwood, but in her childhood the Darkblight destroyed her community and her family. She barely escaped, and bears a series of ropy scars on her back in testament to the infection. She gains a +2 trait bonus on Fortitude saving throws against disease, and her scar throbs painfully in the presence of aberrations, oozes, and all creatures with the blighted fey or fungal creature templates. She is automatically aware of such creatures within 30' (but not their location), can always act in the surprise round of combat with such creatures, and isn't considered flat-footed in the first round of combat with them.
Orphaned (Social): Boudra's had to shift for herself for many years. She gains a +1 trait bonus on Survival checks, and it is a class skill for her.
Curse: Clouded Vision: Boudra cannot see anything beyond 30', but sees in that range as though she had darkvision.
Revelation: Cloak of Darkness: Boudra can summon a cloak of shadows (as a standard action) that grants her a +4 armor bonus and a +2 competence bonus to Stealth checks. She can use this cloak for 1 hour per day per oracle level. This time does not need to be used consecutively, but does need to be used in 1-hour increments.
Eschew Materials: Boudra can cast any spell with a material component costing 1 gp or less without that component.
Self-Sufficient: Boudra gains a +2 bonus on all Heal and Survival checks. If she has 10 or more ranks in one of these skills, that bonus increases to +4 for that skill.
NB: I'm still very torn on Boudra's curse. I want to go with either Clouded Vision or Deaf, and I'm torn between the thematic appropriateness of Clouded Vision and the fact that Deaf, for some reason, just fits my mental picture of her better. I may very well switch to Deaf.
Boudra largely grew up in Tursen, and spent years there playing with the other children, learning to manage her curse, and keeping her powers hidden. Her parents' fear of the Umbral Court encouraged her not to experiment too eagerly with her strange powers over shadow and darkness. For the most part, her life as a child was happy. When the Darkblight struck Tursen five years ago, tragedy struck again. Boudra lost her parents and virtually everyone she'd ever known in the assault, and nearly died herself. She managed to escape and survive on her own in the forest for several days before she was found by woodsmen and brought to Phaendar. There, she recovered in the care of one of the town's healers and midwives, and she's lived there ever since.
In Phaendar, Boudra's become known as a strange and private girl, but a sweet one who's proven herself valuable to the town. She's a skilled herbalist and healer, and is able to get along fine in the wild on her own (despite the fact that she's not terribly strong). A part of her lives in constant fear, though, that everything she's built will be ripped away from her once again, and so she keeps a small bag tucked into a corner near the door of her house, filled with all the things she'll need to survive in the wilderness should that day ever come...
I leave the healer unnamed in the thought that there might be a good NPC to fit the bill in the adventure--if not, happy to come up with one!
Allow me to introduce, Caladra Swordborn. Fighter/barbarian orphan of an unknown village within the Fangwood.
Female Human Fighter 1/Barbarian 0
NG Medium Humanoid (Human)
Init +1; Senses Perception +1
AC 16, touch 11, flat-footed 15 (Armor +5, Dex +1)
HP 12 (1d10 +2)
Fort +4 Ref +1 Will +1
Speed 20 ft.
Melee Greatsword +6 (2d6+4/ 19-20),
Greatsword +5 (2d6+6/ 19-29)
Str 18, Dex 13, Con 14, Int 10, Wis 11, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Weapon Focus (Greatsword), Power Attack, Cleave
TraitsBlightcursed (poison), Indomitable Faith (+1 will)
Skills Climb +4, Perception +1, Swim +4
Other Gear Scale Mail, Great Sword, Fighter's Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
“Yes high priest, it will be my honor. We’ve had others like her and have helped them all the same. She’s in good hands.”
Her backstory's a bit unconventional for me. It breaks down to she's a guard soldier type person stationed at Phaendar. When they're forced to run she starts to revert back to her old ways and become more of a barbarian and less of a fighter. But the teachings of Iomedae have been instilled in her and she still tries to do good for the people.
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The Ironspark clan holdings can be found on one of the lowest inhabited layers of Kraggodan, and as such the Ironsparks have a reputation for producing fine rangers and hunters of the dark things below. Thorek grew up with visions of joining the famed "Fire Eyes Company," a small order of holy warriors and rangers devoted to Angradd--holding the terrors of the Darklands at bay with sacred fire. Upon reaching the age of majority, he became an initiate of the group, accompanying patrols in the tunnels around the Sky Citadel.
Youthful. hot-headed and overeager, on one fateful day Thorek's brashness led his squad into disaster. As the patrol carefully laid an ambush for several hook horrors, the overconfident dwarf attacked without waiting for his captain's order, and his headlong charge put him in the radius of one of the tunnels' numerous Fire Glyph traps, badly injuring him and alerting the monsters. Unwilling to leave him to die, the rest of the patrol rushed forward and were able to push them back with fire at steel, saving Thorek's life--at the cost of three of comrades'.
The Fire Eyes Company censured Thorek for his ill-discipline, and ordered him to the surface for the duration of his five-year probation. For the last four he has served as a bodyguard for dwarven merchants in the human lands of Molthune & Nirmathas. The posting has been relatively easy, at least until the Molthuni siege of Kraggodan began almost two years ago. When Thorek and several dozen other dwarves attempted to return home via one of the main trading tunnels, they were rebuffed by disciplined patrols of hobgoblins--the infamous mercenaries of the Ironfang Company. After several vicious skirmishes the dwarves were forced to withdraw, but Thorek took their measure and found them too competent by half...not a desirable trait in a goblinoid.
Unable to return home, most of the dwarves have travelled to Glimmerhold, but many still remain in the Nirmathas, and so Thorek stays, making his slow circuit of the local villages to check on his charges.
Thorek stands 4' 7", thickly muscled and keeping his black beard unusually short. The left side of his face and neck bear ugly burn scars, but his green eyes have a determined cast to them. Thorek has learned caution perhaps too well, and his opinion of humans is decidedly mixed--while he likes many he has met as individuals, as a people he doesn't think they know much of anything--between Molthunes rapacious hunger for land and wealth and the Nirmathis ridiculous bickering and weak community ties, humans make him wary. While he neither drinks nor smokes, he has a weakness for long-winded jokes and honey pastries.
Asher has sworn off alcohol, although that likely won't actually stand. He grew up the second cousin to a Lord in Cheliax, so while not really ever having money, he grew up around money. He was warded to the Lord by his parents, who had got into a spot of financial trouble with a shipping scheme to Isger. He therefore is a bit of a conflict in himself: he's poor, but acts like he's wealthy, mostly from mimicking his cousins, who were spoiled beyond belief, and envying their positions. He feels that poor people are poor because they are lazy, and is a bit prejudiced against the short races, feeling they are not "humanoid", but make great servants.
Asher loves a good meal. Ribs, rich pastas, cheeses of all varieties, avocados and seafood...you name it, if it's well-made, he wants it. He is a fan of the way they cook in Andoran, although he would never admit it around his relations.
When Asher arrived in Druma, he just couldn't do it, so he started south, crossing the Five Kings Mountains, to look into an old friend. Tomorrow he'll hit a dreamy little stain called Penwith, where his friend lives, near the northern border of Andoran. Sigh. Likely there will be no one who knows their way around a kitchen there. All he wants is to find a place to stick his head in the sand, and make a few coins, which he is dreadfully low on, and perhaps find a woman. His days of mantras and katas and martial training and purpose of defending his homeland are done.
He wishes to wake from this unshaved nightmare and have his life back...with purpose. But having never had one, he's not sure who he should ask to give him one.
Asher is a Monk (Master of many styles, Martial artist), and will be taking levels of Magus (Kensai, Bladebound, Mindblade). He is Neutral Good, I suppose. I tend to play character, not alignment, but I'd follow the DM's lead in this. He is a little of an idealist, wanting an external life that conforms to his values, but not understanding his own values yet. He's curious, quick to implement ideas, adaptable, and can be a catalyst. He is avarice, definitely feels he wants to have it all, never feeling satisfied with what he has. He feels he will never be happy, until he finds what has always been missing. He does not know what that is.
Asher has a secret: he always actually disliked Korvosa. The people, the culture. He wants something more distanced from the greed of Cheliax, which he unfortunately exemplifies. This stems from a fear of life; he feels his life is not good enough, not worthy, easily overlooked, thus his nature of avarice. But he's never had a home he cared to defend enough to call it home.
The details, countries and what-not, can easily be changed. I've not built the character to your specifics (stats, etc), but he is built. I've never known a DM to chose someone because of how nicely they have their +2's lined up on their character sheet, but more for their back-story, and writing. I can knock out the character super fast if chosen. Thanks. :)
Korihor's honey eyes are soft and warm, and a little scared, and stark against her bronze skin. Her dark brown dreadlocks grace her shoulders. She has a noble posture, almost challenging. A tattoo of an upside-down tree runs down her neck, spreading across her shoulders. It's actually not one tattoo, but hundreds of tiny magical sigil tattoo's, forming the image of a tree. A picture of her, the outfit she wears, and her tattoo.
She distrusts magic, feeling it is only abused, and unnatural, and dislikes religion, feeling it is a big con. The conundrum of her life lies in the fact that she seems to seep magic from every pore. She would prefer to just read a book, cook an extravagant meal, enjoy an expensive scotch and cigar, and live out her life in a warm place overlooking the sea.
Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation. She believes in the best of mankind, but also believes that most people are idiots; sheep, with no willpower to make an informed choice for themselves, bent on treating each other poorly simply for a lack of understanding, or because they want a cookie.
She was born to the north of Corentyn in Cheliax, in the small village of Little Mingin, a dirty fishing village on the Arcadian Ocean. Her family sent her away to school in West Crown because "weird things always happened around her", the final straw being when she gave the mayor's daughter's a purple beard. She thought it suited her.
At fifteen her tattoo appeared, growing steadily down her back. She was afraid it was a disease, or infection of some sort. Her fears, it seems to her, were confirmed. She is infected with magical energy. It took the form of a slowly growing upside down tree, made of thousands of tiny arcane symbols, one by one appearing on her skin, bleeding down her back, slowly over the years. Every time something strange happened around her, the tattoo grew a little more.
At the age of 21, she awoke in an inn she was staying at in the city of Manaket in Rahadoum, while working as a freelance researcher for Venture Captain Obo...or what remained of the inn. Her bed alone stood unharmed, on an untouched rise in a crater where the 'Three Barmaids' once stood. She believes she destroyed it with her magic. That was when her Mark changed from a tiny shoot to a tiny sapling on her back. The fact she'd cried herself to sleep after being assaulted by two men didn't help.
She wants nothing more than to control this magic, so it can't hurt anyone else. She can't let this thing inside her destroy everything around her.
Unbeknownst to her, her family's home was destroyed in the same fashion, at that same moment, back in Little Mingin. And the father who'd been a little to doting of his daughter...well, that's another story.
Fleeing, she jumped a ship heading up the Uta river, up over the pass and down into the Sodden Lands. Over the next year, driven by fear of hurting anyone, she made her way to The Shackles, where the amount of alcohol they served seemed to match her thirst well. Fleeing a misunderstanding and a debt, she boarded a ship bound for Absalom.
She is a human, and rumor had it her grandmother was a tiefling, being from Cheliax, but she honestly considers herself human (no matter what those kids said). She cannot stand racism, and will quickly lose her cool if she see's it in practice.
She is not a hero, and has done nothing she considers special.[/ooc]
[spoiler=Personality]Korihor is very against inequality. She has been an outcast, and homeless, for good portions of her life, so she feels for the underdog, the marginalized. But she feels she's been "accused" of attacks against people and places, with her magic. She worries she's a bit of an unintended terrorist. So she has latched onto a few incidences she's read about that involved real terrorists...elves. Because of her frustration over her own situation, she tends to read the worst in elves, and comes across as mildly racist. This obvious conflict with her view towards others is not something she'd like pointed out to her.
She's brilliant, but a bit of an alcoholic. She can't sleep without a drink. She loves a good cigar, but will complain about someone tracking in dirt, or not washing their face. Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation.[/ooc]
[Spoiler=Goals]Korihor wants to figure out why her tree tattoo began to develop...an what it means.
Aside from that, she is really wanting to learn how to cook rice the way they did in Manaket. It was like little pillows of air. That, and the perfect scotch. She hears rumors that there is a scotch from the Worldwound that has stopped the battle there, simply so demons and Paladins could share it.