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Organized Play Member. 112 posts (4,915 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 21 aliases.


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I'll dot this. Seems like a great time to relearn playing P2e...


So I've put down the background and her other roleplaying aspects here, for Kassidee, Half-Elven Bonded Witch 11. Working on the crunch still but she'll have a Spirits Patron with some healing/utility/control spells and hexes for her. I hope this concept appeals for the DM and players alike!

Background:
Kassidee was born into slavery as part of an orc tribe in the Hold of Belkzen, surviving in the southern portion of the Tusk Mountains. Put to work early in childhood as an assistant to her mother, they were pressed to spin fiber and weave cloth and clothing for the tribe in long days. When Kassidee was only ten years old, a rival tribe of orcs waged war on their captors, and in the ensuring chaotic sprawl her mother saw a chance for freedom, and they managed to escape through the the winding passes of the Tusk Mountains into Ustalav.

Life as a freed slave was still harsh for them, as Kassidee and her mother spent time on the fridges of Ustalavan society. Distrusted by most commoners, her mother had to take distasteful jobs to make ends meet before she was able to save enough money to bring them down to Caliphas, away from the superstitious prejudice they encountered. Here she quickly found work in a seamstress shop, and Kassidee would join her shortly as an apprentice, using a spindle to weave fibers into thread.

Things were looking up for a while until Kassidee started to notice strange people watching her in the distance. When she told her mother, she couldn't see them at all. It wasn't until she was in her teens though that she realized that there was something off with what she was seeing. She heard whispers at night in the dark, fearful that she was going mad. But she came to realize that she was being called to power. Inspired by the potential of bringing herself and mother up in the world, she pricked her finger upon her spindle, creating her bond with her patron.

Over the decades she's used her patron's power for the benefit of herself and mother, improving their living conditions, helping her to own her own seamstress shop and following the whispers of the spirits, for they usually ended with a reward for her services. These days she continues this path, thought she's recently felt worried about what will happen when the whispers ask her for something more distasteful.

Physical Look:
A half-elven woman with straw-colored hair and simple if clean clothing. She always carries a long spindle in hand or her belt, taller than the average human and one ear of hers missing half an inch from its point.

Mannerisms:
Kassidee is often detached from conversations, keeping her ear out for the whispers telling her what to do when she's unoccupied. She doesn't like to make eye contact with people, and shies away from being touched. When she casts spells, she pulls thread that has been spun onto her spindle for the day to cast the magic.

Achievements:
Kassidee's specialty has always been with the spectral. Her major accomplishment had been clearing a manor house of haunts and the lingering ghost of a murdered noblewoman. She's been hired by other adventuring parties over the years who have heard of this and seek to fight other incorporeal undead or haunts.


Dotting for interest - how's a half-elf Bonded Witch sound for adding to the party composition? Thinking a control/utility build using the Shadow patron.


Alexis as a Bull will probably be drawn more to childish and immature teammates as their Love, speaking to their experience (or lack thereof) as a child themselves.

On the other hand, anyone who acts strict or tries to command the team is going to probably be their Rival. Coming from a life forced to obey the rules or suffer awful consequences, Alexis is caught between the familiarity of a neat and tidy existence and wanting to rebel against that lifestyle. Anyone who reminds them of it will be someone that they will find themselves at odds with, caring too much even about small things.


Bronwyn wrote:
Azrael – I was going to try to sneakily word this differently, but umm... Since this game is frequently as much about the teen as the superhero, what are some ways you see Alexis interacting with her teammates outside of crime fighting?

Alexis will want to try to be as much of a normal teenager as possible. Trying to push away from their terrible upbringing in order to date, make friends, do fun activities and customs that they never had a chance to do while being a part of Omega. Alexis never had a chance to be a child, so they desperately want this chance to be a teenager. If that also means fighting the good fight alongside similarly powered individuals, that's fair enough.

Villain: Omega:
A organization adopting the marker of the Spartan warriors of old, this unit of former WWII officers and soldiers turned mercenaries in the latter twentieth century have expanded into one of the larger private military contractors in the world. On the surface they are as gray as any other gun-for-hire company, operating just below the law. But their darker side of wetworks and black ops in a world with literal superpowers pushed them to improve their employee base through sinister methods.

Their most successful initiative comes through the Hoplite program, where young children are 'adopted' by the company, held in private training grounds and tutored to work as soldiers and wetworks specialists. The Triakosia program hoped to further expand their market by inducing enhanced abilities into elite soldiers, further specialized for specific tasks. Through genetic, cybernetic and magical means, thirteen out of the three hundred entered into the program were considered successes and now operate worldwide for Omega.

(#13, code name Mercykiller, is AWOL and requires recovery. Once other Triakosia are free from their duties, they will be implemented to recover their missing comrade.)


Throwing in a character here, don't mind me!

Mercy The Bull:

Alias: Mercy, Mercykiller (Omega designation), Alexis (Street name)

Looks: Shifting, Mediterranean, Dirty Hands, Dirty Clothing, No Costume

Abilities: High-Speed Regeneration including Instant Regeneration on death altering gender, enhanced strength from high density muscle fibers and bone structure, one decade of close quarters combat training and expertise with Krabi-krabong (Sword and Stick).

Backstory:

Who Changed You?
The organization known as Omega, who gifted me as an infant with their experimental procedures to create a unique and effective killing tool.
How did you escape from them?
After being set on my first assignment, I killed myself by throwing myself off of a high rise and ruined the mission. Once revived, I escaped into the city and intermingled with the homeless population, going off the grid.
Who, outside of the team, tries to take care of you now?
Brandt is a older guy who works at the shelter that I stay at when I'm not trying to do good. I try to show up to see him so he doesn't get worried.
Why do you try to be a hero?
Because I don't want to be the monster that I was created to be. I would rather die saving others. I wonder if I will eventually die putting myself in harm's way.
Why do you care about the team?
It gives me a place to use my skills to help people, and I'm able to find meaning in protecting them from the harsher things in life. I'll weather the worst so they can do their best.

Notes on abilities:

Mercy's regenerative abilities prioritize healing for the most deadly afflictions and injuries first, meaning that should they be harmed in two different locations, the wound that would more likely cause organism death would be healed first. The speed of this healing is also relative to the amount of damage needed to be healed; a scratch, cut or bruise would heal in under a second, bullet and stab wounds several seconds, and massive traumas to organs in a minute.

Mercy's ability to regenerate from death has a major peculiarity to it. The first is being incapacitated until revived based on the severity of the damage, from two to ten minutes. The second is that on revival, Mercy's anatomical gender will have changed to the opposite (Male to Female, Female to Male). Mercy therefore refers to themselves by the gender pronouns of their current form. Currently Mercy has no other way to accomplish this change other than through fatality, though has no reason to purposefully self harm to make it happen.


If Psyche takes the Bull's Heart, maybe put Mosaic as her Rival? They're both interested in maintaining a positive image to the public, and she probably feels she's more powerful than Holly if not as flashy.

I'm also looking for feedback on my little side adventure with Whippoorwill, if people want.


I've peeked at this, and I've considered throwing my hat in just to see if my idea would bear fruit. I'm going with the Innocent playbook, because time travel is fun!

Concept:
A superhero brand new to his powers ends up flung far into a future where his older self is a horrifying villain.

History:
Shin Akebono was not born in Halycon City, but was an immigrant child brought over with his parents when he was just a baby. It was much easier for him to adjust to a place that he had known all his life than his parents, learning the customs and culture that befuddle even his professor father. They lived in a family style apartment over a corner store, and despite the strange events that happened around the city, they cherish their lives there. Shin was always protective of his little sister and brother as well, so it came as a surprise to him when before entering high school, he suddenly came down with a case of superpowers.

It was really partially his fault. His father had asked him to deliver some materials for his project to the campus, since his mother was fighting a summer cold. He thought that he had the box secured as he made his way there, but he hadn't counted on ending up running into a super fight along the way. He knew he should have waited for the all clear, but time was growing short and he thought he'd be fine skirting around the edges. Whatever energy blast hit him he couldn't say if it came from a villain or an errant hit from a hero, but the box burst open, and surprisingly black crystals inside glowed and evaporated, Shin inhaling the fumes and feeling his whole body start to burn from the inside.

When he came back to consciousness, he knew he felt different. When he started creating a layer of inky blackness around his arm, and then let off a surprising beam of light that seared a brick wall, he knew that his life would be changed forever. He knew that he could be someone important now, someone that could protect his family from bullies, who could help his father with his experiments - after he apologized for losing his precious materials. He just had to get to campus first. He didn't expect to end up running across another villain trying to bully some other scientist to let him use some strange devices in his lab.

It probably would have been better to call for help. But he was riding a high from his new gifts, and charged in without thinking. He had the element of surprise, but the villain was a master duelist with a rapier, keeping the initiative. It was his lack of experience that caused him to be backed into a chamber and locked away, panicking as the gentleman villain proposed to use their 'test subject'. The last thing that Shin saw was pale blue light filling his visions. The last thing he thought was that his father wasn't going to know what happened to him.

The next thing that Shin knew was that he was still stuck in that chamber, but it was dark outside. He struggled with the door for a while, his powers not working for some reason, until he finally managed to break out, landing in a filthy and dusty attic storage.

He was confused and still hurt, nicked in places by that blade, as he wandered out of there and into a university that was similar, but still strange. He felt like everyone was dressed strangely. Even the girls were wearing shockingly tight pants, men had tattoos displayed like sailors or thugs, people rolling on boards with wheels and almost everyone with a small light up mirror in their hands they found intriguing. He didn't know what was going on - his father's old lab was occupied by a biologist's lab now, who didn't know him. Campus security was no help either, and they didn't know his father.

The trip home was perhaps the most bizarre for him, as there were a lot more cars. Sleeker, shinier, all blaring music, the city packed shoulder to shoulder. A trip that would have been easy to take yesterday for Shin seemed to take him hours to navigate. He thought he would find answers when he got home. He found a chain store instead that had taken over the old business, and some sketchy guys in his family's place obviously up to no good the way they had pills and powders out. They wouldn't let Shin go, so he fought. The minute his hands started to turn black though, everyone there panicked and ran away. He didn't understand that at all. Or where his family had gone. But he was starting to believe that this was not the same city he'd lived in.

Shin did the only thing that he knew to do at this point - go to the police. It took hours before a detective would sit with him and listen to his story (And surprisingly a woman detective, which seemed weird) before she checked the systems. So it was also as surprisingly to him after she'd been so nice to him, when the whole station suddenly went on lock down, his floor was evacuated and SWAT and a whole mess of heroes he'd never heard of before surrounded him. He also didn't know why people were referring to him as Dusk either. It took a while before people started to calm down, to come and explain to him - that he was already here in the city. And he was one of the most wanted villains in Halcyon.

Dusk, as it was said, was once a hero of great renown. He'd been a proper sidekick first to the hero Radiant Man in the Golden Age. He fought hard to make a name for himself with his power that allowed him to trap light and other radiant particles just above his skin, build it up and then release it as energy. He'd done amazing things, honoring his family. His mother's passing took a toll on him, but he persevered through that. Things were looking up for him as he entered college and worked towards his own doctorate in physics, just like his father.

Who was assaulted one night returning home and left hanging by the neck in a campus tree.

That was only one in a series of racially motivated lynchings that had been quietly happening under the noses of the superheroes. They were vulgar, but mundane and off of the scope of the powered. They hadn't even figured the race angle until Dusk stepped to assist and pointed out the lack of white victims. The police then found several groups full of suspects, all known and suspected members of hate groups. They asked him to help gather evidence to bring them to justice and help take them down.

The next dawn, the police found themselves with a new case, as every one of those groups and their bases were roasted and burned in a way that made it clear who was responsible. Overnight, Dusk went from hero to villain, one whose heart was black with hate. One who didn't seem to care about anything anymore. He worked for anyone as long as the pay was right, as long as they weren't the monsters he would snuff out without a second thought. He'd been incarcerated seven times over the decades, and escaped just as many times, currently at large. He never stays away from Halcyon for very long, and with Shin's arrival now, that may happen sooner than later.

Shin is now a ward of the city, and so has actively made a choice to become a hero himself. He knows that he's under massive scrutiny from the community, and terrified of meeting his older self, but he has to try and do this. He's got nothing left for him here.

Personality:
Shin takes a bit after his father, Professor Yousuke Akebono, in that he has a curious outlook on things. Being flung into the future, he's got a lot of catching up to do on the latest in science and will take hours out of his day to read through a back stock of old physics journals to catch himself up to today. He is polite enough to his peers and enthusiastic about working with a team, and tries to show off a friendly face that doesn't stink of his alternate counterpart's darkness.

Truthfully, he's melancholy, lonely and severely depressed about his current situation. He's desperate to learn what has happened with his younger siblings, if he has any family left at all. He's isolated from even his peers who are so much more connected with this world's common tech that's hard for him to grasp. He pushes himself to be better because there's already an example of what could happen if he falls here in this world. The pressure on him seems like it could make him snap at a moment's notice, held back only by false smiles and bravado, acting out like a goof to dissuade impressions of him being broken.

Powers:
(Elemental Control) Shin doesn't have a name for what his powers are, but he's sure that they had something to do with his father's research. His body now appears to have the ability to trap light and other radiant particles around him in a thin shell that appears void black just above his skin. Currently he can only do it with his hands and forearms, but by then 'piercing' the shell, he can let out the energy in blasts of heat and light.

Looking back as Dusk, it seems that there's far greater applications of the power, creating zones of darkness stripped of any light particles, covering the whole body in a protective shell of radiant particles, controlling it like an extension of his body to grasp and manipulate the shell like arms and tendrils. Eventually it appears his body becomes immune to harmful radiation, based on images of Dusk trapping someone inside of his shell with him, killing them with a bombardment of the radiant energy inside.

Shin currently is attempting to at least learn how to use his powers protectively, to gauge how to release energy in ways that stun but don't kill, and ways to blind enemies without microwaving their brains.

Villain:
Dusk may have once been a Hero of the Golden Age, but these days he's a fanatical mercenary and serial killer that has caused hundreds of deaths by his own hands. His powers make him a deadly combatant at all ranges and his decades of experience have only sharpened his skill. Whatever gave him powers has also apparently slowed his aging process, though his hair has turned white from extensive use of them. Shin knows that he's committed heinous and major crimes, though he doesn't know the depths of Dusk's involvement with the underworld - there had been several moments in prior history where he'd taken back up on the side of heroes against powerful villains, only to switch back after the immediate threats were ended.

Look:
Hero Name: Horizon
Real Name: Shin Akeboro
Man, Asian, Handsome Face, Old-Fashioned Clothing, Simplistic Costume
Time Period: The Gold Generation
Moves: Growing Into Power, What's This Thing?


Valius Hunt wrote:
For some reason he had expected the place to be a bar or a restaurant of some kind, not a corner grocery. Though he didn't know much about these places either - shuttle life meant your groceries were almost always bought in bulk at a docking station. Still, if this was where Jabaxa wanted to meet him, he'd not make waves. He had his description and was expecting him, so he squeezed himself between the aisles that gave him the most visibility to the store. He noted and picked up a box of Sun Flakes - A Burst Of Sunshine In Every Bite! His favorite cereal, and a pleasant surprise to find. He stepped in line headed towards the elderly halfling, happy with his find.

Edited in quotes because this is what happens when you reply on your phone and not your PC.


Memories: 1d3 + 1 ⇒ (2) + 1 = 3

Memories: 3d10 ⇒ (3, 4, 6) = 13

So based on the concept of the British Empire and all of its many colonial assets and subjects, I was thinking of submitting a character who was ethnically not English, such as an Egyptian or Indian. Since said character won't have any memories except the above (Hitting 'know where they were born' is great here), would it be feasible, or would you prefer just straight up British characters?


Other thoughts on my android technomancer's background:

Her name is Mithri. She decided on that name after observing how pretty. Mithril metals were a few weeks after her 'birth'. She was happy on Aballon to start, finding work in technological research labs, first just as an assistant but learning about the relationships between technology and magic as she continued. She eventually was taken as an apprentice by another android technomancer, Pyrite.

Pyrite became something of a father figure to Mithri. He was nearly a century old when they met. Mithri suspected that he might have known her previous incarnation, but he never expressed anything to confirm that feeling. He taught her the value of technomancy, and of the Triune. She took to the faith readily, especially excited by the idea of exploration as a life long pursuit.

A year before the current one, Pyrite disappeared. It happened without any warning for her, leaving all of his possessions at the lab and leaving her with a burning question. No one had seen him enter any rebirth chamber, and despite his age he seemed determined to finish his research before he passed on. This mystery of finding what happen to her mentor is what pushed her to finally break away from her insular lifestyle and finally seek out new worlds and species - and perhaps one day, find her missing mentor.


I'm super interested in this AP, and I'm glad to see other GMs are running it here for PbP!

My concept for this would be an Android Technomancer with the Xenoseeker Theme - she is a follower of the Triune, awakened into consciousness on the planet Aballon twenty years ago and has taken to the worship of the machine deity. Her faith in the Triune also drives her towards the exploration through the use of the Drift, knowing that her god would not have bestowed such gifts on mortals if they did not want them to be pilgrims seeking out new worlds and new alien species.

While happy with her faith and her overarching mission in life, she finds that there is a void that she hadn't been able to fill in her years on Aballon. Only after coming to Absalom Station and observing the organics has she realized that she was actually lonely. So now she attempts in very awkward ways to try and make connections with other individuals, often consulting self-help references to aid her attempts at casual conversation and socialization.

Concept: Xenoseeker Android Technomancer
Combat Role: Support/Blaster
Starship Role: Science Officer
Noncombat Role: Hacker/Researcher


This seems fun and interesting, so I'm dotting. I do have a couple questions.

1. How strict are you about core races only? There's an idea I have for a Catfolk swashbuckler that I think might fit this campaign, but I understand if you won't budge.

2. Again on race, what's your policy on racial alternatives, detailed in the ARG? Should the race be played as its basic mode?

3. You say that having a Craft or Profession skill could be useful, could you suggest other skills that we'll want to consider investing into for this deserted island adventure?


@ GM Mawgrim: If accepted, will we have some time to tinker with our character sheets, at least until we make our first post in the actual game thread? Finalize equipment and last minute adjustments?


Just posting a sheet for Siri now that I've gotten most of her character set up.

Siri the Surly:
Siri The Surly
Half-elf (Brawler) 1
N Medium Humanoid
Init +3; Senses low-light vision, Perception +7, Sense Motive +9

------------------------------
DEFENSE
------------------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex, +0 natural)
hp 11/11
Fort +3, Ref +5, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Unarmed Strike +5 [1d6+3 (20/x2)]
Melee Handaxe +4 [1d6+3 (20/x3]
------------------------------
STATISTICS
------------------------------
Str 16, Dex 16, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 14

Traits: Trade Talk (Craft), Bastard

Feats: Weapon Focus (Unarmed Strike), Improved Unarmed Strike, Skill Focus (Sense Motive), Light Armor Proficiency, Simple Weapon Proficiency, Martial Weapon Proficiency (Handaxe, short sword, Close fighter weapons group)

Skills (4 points; 4 class, 1 favored class)
*Acrobatics +7 (1 rank)
Appraise +0
Bluff +0
*Climb +3
* Craft (Weapons) +5 (1 rank, Trade Talk)
Diplomacy +0
Disguise +0
*Escape Artist +3
*Handle Animal +4 (1 rank)
Heal +1
*Intimidate +0
*Know (engineering) +0
*Know (Local) +0
*Perception +7 (1 rank, Keen Sense)
*Ride +3
*Sense Motive +9 (1 rank, Skill Focus, Bastard)
Stealth +3
*Swim +3

Languages: Common, Elven
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Special Abilities
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Keen Sense: +2 to Perception checks
Adaptability: Bonus Skill Focus Feat
Low-Light Vision
Elven Immunities
Elf Blood
Multitalented: Brawler and Rogue
Brawler's Cunning: Can take combat feats as if Int was 13
Martial Flexibility 4/day
Martial Training
Unarmed Strike
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Equipment
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48gp
Handaxe
Studded Leather Armor
Brawler's Kit
Artisan Tools (Weapons)
Artisan's Outfit
Explorer's Outfit
Peasant's Outfit with Corset
Soap
Compass
Honey (1/2 pound)


Vitaliano da Riva wrote:

Ouch Azrael, Siri is very similar to what I already tossed out crunch and asked a few questions regarding my planned build and backstory.

Hmm, I'm gonna go ahead and throw mine out all the same, it's not too similar that they both won't be unique but looks like most likely you and I shall be competing for the same position.

Well, that can possibly work out with both of them in the party. This is a sketch of her life, but adjustments can be made to her so as not to step on your character's toes. Brawler might be my first choice, but fighter or barbarian also fit her as a class. She could be a blacksmith, not an armorer but tool maker.

And if somehow both of our characters are chosen, she could be your half-sister. It is a small town.


If you've lived in Phaendar for more than a month, it's probably likely you've heard or seen Siri, the half-elven bastard child of the town smith. Most likely you've watched her getting into a shouting match with some of the local youths, which considering her marriageable age is a source of embarrassment for her father. It certainly isn't her fault that her Kyonin elf mother left her there, but don't mention that to her. The last person to insult her like that is now eating with wooden teeth.

Despite her rather surly disposition, she seems rather good at the anvil, taking out the brunt of her personal frustrations with a hammer to hot metal. Her skill has actually surpassed the smith's eldest son Tyril, who even though would have every reason to fear losing his birthright seems more interested in wooing the daughters of Phaendar's citizens. So there has been more than one scene in the morning with Siri chasing her half-brother shirking his duties as he spent the night in revelry. But her reasons for doing so were somewhat selfish, not wanting to be saddled with the obligation to keep the smithy going.

When Siri isn't spending time pounding ingots, she's often found taking on odd jobs around the town, saving up coin for herself. She's been found porting goods, waiting tables, wrangling livestock and chopping wood wherever she could get a coin of two out of it. All of this effort and saving for herself is for the purpose of leaving her hometown behind and moving to a big city. Her grand dreams of adventure involve getting rich from prizes from fighting tournaments and treasure hoards from bandit chiefs she smacked down with gusto. Once she was filthy rich, she'd finally make her way to Kyonin, bribe them to let her in, and then show her mother why she was wrong to leave her.

That's all in the future, though closer now than ever. She's practiced her brawling fighting style for a couple years now, and feels almost ready to be able to handle herself out on the road. If her foppish half-brother doesn't find her stash and blow it on gifts for girls, she feels like she could finally be out of here in a few months. She just has to get through the days and keep her nose down and not punch the miller boy for claiming he'd bedded her a fortnight ago. Like he was even her type!

----------------

So that's an introduction to the character I'd like to play for this campaign. Her role in the party would probably be both fighting in the front line, and repairing armor in the downtime. She doesn't hate her town so much as she's excruciatingly bored with this lifestyle and desires to go somewhere more lively. Her class will probably be brawler or fighter, since those fit her the best.

As for me, I'm an EST person, and I primarily post between 9pm to 1am.

Scoria the Stalwart, Rise of the Runelords

Alanar the Firehearted

Talon Neverion, The Shattered Star


Submitting Valius Hunt, a human solarion of the Dawnflower.

Valius was born on Absalom Station, or rather on the Armada ship that his parents were part of the crew, The Spiraling Flare. Growing up a spacer, he ofter n helped his parents keep the ship from falling apart, amassing an impromptu education in the workings of space ships and basic engineering skills that he still carries with him today. But every day he would gaze out the solar shielded window as the sun, and feel a calling deep in his heart. His parents Sarenites, he zealously engaged in the readings and the annual pilgrimage to The Sun was always an occasion of joy.

On his twenty-first pilgrimage to the The Sun, the ship was caught in the wake of a solar flare that sent it careening high above the orbital plane of the system. For weeks and weeks the dozen remaining members of the ship, Valius included, painstakingly did everything that they could to survive. All the while Valius himself had to wonder why the Dawnflower would cause his family pain like that. His final conclusion was that this was a test of his faith. When he left the ship on a space walk for repairs and was thrown off to fly through the darkness of space, he prayed. That faith was rewarded as he found himself in possession of a solar mote, changing it into a brilliant yellow scimitar that managed to be the beacon that allowed his crew to find him and bring him home.

It has been over a year since then, and he feels that his gift has purpose more than being a solarion, but by being a warrior for Sarenrae's sake, to seek out evil and either bring them into the light, or crush them under the gravity of his sun. To that end, he decided to start his career with the Starfinders, knowing their reputation as explorers and having a letter of introduction from his parents' captain.

Valius Hunt:

Valius Hunt
Male Human Priest Solarion 1
NG Medium Male Humanoid (human)
Init +1, Perception +0

---------------------
DEFENSE
---------------------
HP 11, SP 7, RP 3
EAC 13 (10 +2 armour +1 dex+0 misc)
KAC 14 (10 +3 armor +1 dex +0 misc)
AC versus Combat Manuevers 22 (8+KAC)
Fort +2, Ref +0, Will +2
---------------------
OFFENSE
---------------------
Speed 30ft
Solar Weapon +4 1d6+3S
---------------------
STATISTICS
---------------------
Str 16 Dex 12 Con 10 Int 10 Wis 11 Cha 14
BAB +1;
Feats: Cleave, Minor Psychic Power (Telekinetic Projectile)
Skills (5 Ranks): Athletics +7, Diplomacy +6, Engineering +4, Mysticism +4, Piloting +5
Proficiencies: Light Armor; Basic and advanced melee weapons, small arms
Languages: Common
---------------------
SPECIAL ABILITIES
---------------------
SKILL ADEPT 1ST LEVEL
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills. (Piloting, Engineering)

SOLAR MANIFESTATION (SU) 1ST LEVEL
At 1st level, you gain a physical manifestation of your stellar power. The base form of your Solar Manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one Solar Manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your Solar Manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing Solar Manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode, the glow or darkness returns immediately. Once made, these choices cannot be changed.

Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your Solar Manifestation in any way, including disarming or sundering it.

STELLAR MODE (SU) 1ST LEVEL
The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.

When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below).

At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith Revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.

At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.

When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy. If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you.

Graviton Mode When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have.

Photon Mode When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.

Unattuned While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.

STELLAR REVELATIONS
BLACK HOLE (SU) [GRAVITON MODE]
When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this Revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this Revelation, you immediately become unattuned. Black hole functions as a zenith Revelation for the purposes of abilities that reference them.

SUPERNOVA (SU) [PHOTON MODE]
When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this Revelation, you immediately become unattuned. Supernova functions as a zenith Revelation for the purposes of abilities that reference them.

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EQUIPMENT
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193 Credits
Freebooter Armor MKI
Personal Comm Unit
Hygiene Kit
Flashlight
Engineering Tool Kit
Titanium Cable Alloy, 50ft
Rations (1 week)


I was thinking of an android Investigator that was the adoptive daughter of Khonnir Baine. The number of other android applicants concerns me slightly, but I'll give it a go. Also:

drbuzzard wrote:

I would be interested in this.

I'm thinking an android barbarian might be interesting.

You realize that androids cannot receive morale bonus and Rage is all morale bonuses?


Super interested, and I've already got an idea for an android character for it. Considering its Numeria, would think that Androids would be a good choice of race for those who allow it.


Just sent my fluff for Oxana, a dwarf Spellslinger/Myrmidarch gestalt. Still working on the crunch, mostly just gear and spells to pick through.


I have anotehr flavor question regarding the world. I imagine that the US was a hodgepodge of different races emigrating from all over the world - but ethnically where did all of the races come from? Were orcs the dominant race in the Americas before Spain crossed the Atlantic? Did dwarves keep to the mountain ranges - the Alps and the Himalayas? Was North America the land of the elves before manifest destiny pushed them back? Are halflings native to the island nations in the ring of fire?

I know that considering its post-apoc that it's perhaps pointless fluff, but I'm curious, and I want to make sure I'm being accurate with my character's background without altering the GM's own headcanon.


Okay then - flavor wise then would it be all right for a breech loaded single shot pistol that uses metal cartridges, since I doubt there would be much in the way of paper ones?

One other thing - as this is a magepunk post-apoc world, do spellbooks have to come in book form? Just thinking of someone possibly accessing their spellbook in a digital tablet, on a flash drive or an e-reader?


A question for gestalt gunslinger builds - are we still limited to choosing from only early firearms as our first gun (Musket, Pistol, Blunderbuss) or can we choose from the advanced list (Revolver, Rifle, Shotgun)?


Dotting for interest. My initial idea for a gestalt build would be a gunslinger/magus, or gunslinger/spellslinger wizard. I like the idea of playing the gun mage in a gritty post-apoc world.


Tirion Jörðhár wrote:
As a Monk you generally have to be lawful. I put the question mark there as I was unsure whether it was an error on the character sheet. Same reason with the Necromancer, which is a class I am unfamiliar with, and Robert who has a male name and avatar, but which I thought said Female on his sheet.

A necromancer is a wizard specializing in the school of necromancy. Like an illusionist, or an evoker, or a conjurer, transmuter, enchanter, abjurer, and diviner.


Most radiant and beautiful of all elves,

How would you go about fighting a dervish dancer?

What's your favorite kind of candy?

Who do you think would win in a spell fight between Ezren and Seoni?


Dotting for interest. Expect a post later for Orcen Faust, human (white) necromancer and all around eccentric.


Glorious Merisiel,

If a fellow party member was captured by a hundred strong band of orcs, how would you go about saving them?

If you were to attend a costume party, what kind of costume would you want to wear?

What would you say is the most majestic city you've ever visited?


Dear Merisiel,

What's your least favorite undead creature to fight, and why?

Have you ever gotten cursed by a magic item, and if so what did the curse do?

Is it true that elf tears have magical healing properties, or is that just unicorns?


Dear Merisiel,

What would you consider the perfect date?

Have you ever been to Kyonin, and what do you think of it?

What would you consider more valuable - a chest full of gems, a pitcher of ale shared between friends, a stolen kiss, or becoming a hero?


Oh, Totally suspicious when she shouldn't be Merisiel,

What would you expect your friends to get you for your birthday?

If you were trapped on a life boat in open ocean with a tiger, what would you do?

Do you prefer fish, chicken, beef or pork?


Dear Merisiel,

Going back on the birthday presents, what would you give to Valeros, Seoni, Amiri, Seltyiel, Harsk, Feiya, and the rest?


Great and magnificent Merisiel, Mistress of Knives,

What's been the happiest moment of your life so far?

Which would you rather fight: Goblins, Kobolds, Drow, or Orcs, and why?

What would you give Ezren for a birthday present? (It's a cane, isn't it?)


Dear Merisiel,

What would you give Kyra for a birthday present?

What's more important to you - Wealth, Adventure, or Companionship?

How would you go about cheering someone up who was sad and depressed?


Dear Merisiel,

Is it true that elf ears are sensitive and feel really good when they're rubbed?

Are you planning on being in the new Mummy's Mask AP, and how do you like to prepare for sandy deserts and ancient necropolises?

If you were to buy your own home, where would you want it?


Merisiel Sillvari wrote:
Azrael Dukshi wrote:

Dear Merisiel,

Having lived as long as you have, have you had any other occupations other than rogue and adventurer in your younger days?

Have you ever thought about settling down, raising some kids (possibly adopted?)

What's the sweetest thing that you've ever done for Kyra to show your affection?

Yup, I certainly have.

Nope. Kids are none of my business.

I'd say it was the tattoo, but I'm not sure she'd agree.

Could you elaborate on what those occupations were, or are they not board safe?

You have a tattoo? What is it and where is it?

Do you own a dress, and is it pretty?


Dear Merisiel,

Having lived as long as you have, have you had any other occupations other than rogue and adventurer in your younger days?

Have you ever thought about settling down, raising some kids (possibly adopted?)

What's the sweetest thing that you've ever done for Kyra to show your affection?


So Merisiel, if you owned a +5 glamered mithril chain shirt, what would you have it look like?

What's the coolest trap you've ever disabled?

If you could have any wondrous item, what would you choose?


Merisiel Sillvari wrote:
Misroi wrote:
And since we're rating the girls, time for gender parity!

Alain 1

Balazar 3
Damiel 7
Ezren 5
Harsk 2
Hayato 5
Lem 5
Sajan 7
Seltyiel 9
Valeros 8

Huh. I'm surprised to see Seltyiel so high. Then again, he's a white-haired sexy half-elf who practically lives without a shirt on.

Merisiel, where did you get your name if you're an orphan? Especially your last name.

You just happen to be shipwrecked on a island with only a single dagger, which is full of dangerous wildlife and - which five companions would you want with you and why?

What's the funniest practical joke you've played on your party?


Merisiel Sillvari wrote:
Azrael Dukshi wrote:
Dear Merisiel, Daughter of Daggers and Grand Stabber, how would you rate the female iconics physical attractiveness on a scale of 1-10? I think I can assume that Kyra's a 10 for you.

Alahazra 9

Amiri 5
Feiya 9
Imrijka 5
Lini 7
Lirianne 9
Seelah 5
Seoni 9
You dunno

I'm surprised Seelah and Amiri were on the low side. You don't like the big strong meat shields of your party, I guess.

Merisiel, what's your favorite meal?

Your favorite beverage?

Your favorite cuddly animal you'd rather not eat?


Dear Merisiel, Daughter of Daggers and Grand Stabber, how would you rate the female iconics physical attractiveness on a scale of 1-10? I think I can assume that Kyra's a 10 for you.

Alahazra
Amiri
Feiya
Imrijka
Lini
Lirianne
Seelah
Seoni
You


Dotting for interest. Will look through the player's guide and determine a character concept from there. Though I like the idea of playing a wild elf inquisitor.


He stares up above him in surprise, at the fogless scenery above, the palace of black tone he was sure had not been there before. How was this possible? As well as what appeared to be a specter of the dead in front of him.

He looks back at it as he finds his trick has failed him for the first time in his life, the fire not coming. It is distressing to the young ifrit, and now he is trapped between the skeletal creature and the floating, flaming skull. It was a girl before, one that he didn't recognize.

Or did he?

Cowering and holding his hands up defensively, he speaks to it in his native tongue, fearful of its wrath.

"شقيقة، يرجى أن يغفر لي. لم أكن التخلي عن ابنتك. وقد قبلت هذا التوظيف لإنقاذ حياتها، لاجبارها على المساعدة التي هي بحاجة. لم أكن لأفعل كما وعدت بعد ذلك؟ إلى الاعتناء بها؟"

Kelish:
"Sister, please forgive me. I did not abandon your daughter. I accepted this recruitment to save her life, to get her the help that she needs. Did I not do as I promised then? To look after her?"

_______________

Standard Action: Total Defense (AC 17)


Elxurian wrote:

Common Lex!

Elxurian Smash!

A more youthful face and auburn hair, but close to that, yes. She looks better in a dress than she believes she does as well.


And I just realized Hexcrafter and Staff Magus can be applied as archetypes together. I'm thinking the daughter of a witch, one who fled the north and raised her daughter in Varisia, (Northern Ancestry trait), but then one day a few years ago mysteriously vanished from her life. Now she's come traveling to Irrisen to find out what happened to her mother.


That's fair enough, just thought I'd ask. Should have an alias made in a few hours.


I know in the guidelines you've said no 3rd party, but this particular archetype inspired me for the magus - Cabalist - which I'd also want to combine with the Bladebound archetype.

Basically, it would be a magus who instead of having a wizard's spellbook, casts spells spontaneously like a sorcerer (And much later gains bloodline powers) and learns them as if a bard. If you don't think this is balanced, though, I'm fine with just writing up a regular bladebound magus.


I'll be posting with a Kensai Magus, I think. Never played in a Reign of Winter campaign, so it should be fun to play. Probably going to go human as well.


All right, so, hypothetically speaking, say that I wanted a custom made trait:

Fogborn:
You were created specifically to survive in the toxic environments outside the cities. Though you are a failure, you are still better adapted to function in those conditions. You have a +2 trait bonus to saves versus Fog, and you can see twice as far in foglike conditions (10ft).

Would you accept that as a trait for my character, or do you consider it too much?

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