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Ah yes, I see now. Refluffed Aasimar. Got confused as Half Succubus also is a variant of the Half Fiend template.
On another note then, how do the GM and current players feel about Kasatha? Basic idea would be for a Ranger(Bow Nomad/Trapper)|Barbarian(Invulnerable Rager/Primal Hunter).
The character would be a stray kasatha who has been on Golarion for quite a while but has laid dormant in some sort of Thassillonian stasis chamber for many years. Basically he was stored for later examination and dissection when the empire fell. He woke under what is now Kaer Maga when an exploration mission found him.
On the subject of mesmerists, will you (GM or player, or both) be going strictly off the playtest document, or will you be incorporating the changes in the playtest forum as well? I remember that Jason put forth some changes for the playtest that seemed to make it stronger as a class (in my opinion), specifically adding its own kind of sneak attack (painful stare) and making the hypnotic stare slightly better
There already was an ok to this on page 2. The precision damage part still isn't that good thing, mainly due to the once per round thing. It's the buffs to Hypnotic Stare and to Mental Potency that do it for me.
My Changeling Mesmerist, Alenza Taliani, can be found here
As far as posting goes: At least daily, more if the game allows it. I'm very much against posting just to meet a count though, so if there is nothing to add I might just pop in on the discussion instead.
Alenza is being hunted. Her mother, a reasonably powerful Annis Hag wants to capture her. She has no idea yet what to do with her daughter as she both hates Alenza and finds her incredibly intriguing. She blocked out the conventional means a hag uses to lure her daughters in and has managed to evade her mother for years upon years, which infuriates her but also is a feat she has to respect. Her mother is also afraid that if she succeeds in turning Alenza into a hag that her daughter will be vastly more powerful than she is from the very start.
While Alenza doesn't know all the details she does know that her mother hunts her and that she has to keep moving if she doesn't want to get caught. She also knows that as long as her mother lives her mother forms a threat to her and everyone around her.
Alenza knows very little from her early life and what she knows comes from stories she heard from others. She knows her mother is a hag and ate her father. She also knows that the people who raised her, who thought she was their daughter for many years while in fact their infant child had been consumed by the same hag, loved her dearly and she them.
As far as her real father goes she knows very little. From the time she spent with Professor Lorrimor, who studied her after learning she was a Changeling that some how learned to completely block out her mother's calling, was that she apparently looked a lot like an old colleague and friend of the Professor who had gone missing roughly a year before Alenza's birth. It still is nothing but conjecture, but the thought her father actually was a good and smart man is somewhat soothing to her.
Alenza grew up to Varisian parents. The woman she regards as her real mother is a Harrower while her father makes shoes. She grew up in a warm family with four other siblings, all boys and all older than she so as a result she lived a very sheltered and protected life until the moment she heard the Calling. At first unclear what it was it was her adoptive mother who figured it out as the Harrow spoke to her. Knowing her family could not keep her safe from this threat she started to figure out a way to deal with it on her own. She quickly came to the conclusion that by focusing her mind she could completely negate the normal effects of her mother's calling but could still hear it. She hoped this would be enough.
Sadly it was not. One night, when walking through her home town with a friend, she suddenly saw an enormous, crooked form coming at her. Instantly realising that was she saw was the hag responsible for the sounds she heard, so her mother, Alenza and her friend turned to run but the hag effortlessly caught up with them. With a single smack of her clawed hand Alenza's friend was flung through the air until she crashed against a building, instantly killing her. Alenza herself managed to escape, but only barely. At the time she had very little control of her abilities but somehow she manifested a cloud of fog around herself which allowed her to escape while at the same time implant a thought in her mother which sent her scrambling through the cloud and in the wrong direction.
It was that moment though that made Alenza realise she wasn't safe and that doesn't around her weren't either. In order to prevent her family from getting hurt she ran. She moved from town to town, always moving on the moment she heard her mother's calling.
It was this behaviour, combined with sightings of a hag after Alenza had passed, that eventually attracted the Professor's attention. He requested she'd join him at Lepidstadt University, sure that Alenza's mother would not follow her there. There they talked about what she did to evade her mother and the burgeoning skills she was developing. It only lasted for a few months though as Alenza heard her mother again on a very misty night and actually saw her standing outside on the university's grounds. With the help of the Professor she fled again and evade her mother.
After fleeing for several years Alenza eventually settled in Caliphas. For some reason unknown to her her mother did not come near to the city. She could occasionally hear her mother calling but it was distant and weak, never so close that it was threatening.
Then came the letter about the Professor. Alenza knew she had to go there to pay her respects. She also knew that this threatened to expose her and she was taking a risk. Eventually her mother would notice she left Caliphas and she would come after her again.
As far as party role goes, Alenza obviously is of an Occult bend. In combat she's mainly a support character. Starting out as a controller and a debuffer she can also dish out some damage. At later points she'll also be able to help buff allies.
I could easily focus the character more on helping out allies overcome mental issues. There also is a Bold Stare enhancement to have the Hypnotic Stare affect monsters immune to mind affecting effects starting 3rd level and it even gives a chance to use mind affecting spells on those targets.
In addition, if you'd be ok with the offical changes found here that would also help with potency against such foes.
I'd love to join this game. I'm looking at a Changeling, either a Mesmerist or a Spiritualist, haven't decided yet.
Mesmerist Dark Secret:
Due to he mental ability my charachter has managed to block out her mother's voice. Intrigued and angered by the change of events her mother is now actively hunting her.
The character uses her mental abilities to hide or erase any trace of herself.
Spiritualist Dark Secret:
The phantom that accompanies my character actually is the spirit of her father, who was eaten by her hag mother after conception. My character doesn't know this at the start of the campaign though she does know there must be some sort of personal tie between her and the phantom.
In that case I'd love to latch on at the last moment as well. Been lurking a bit but before now hadn't managed to figure out a proper concept, until I realised another idea I've had for some time would be perfect.
The basic idea is for a Drow Necromancer who sees the undead more as cheap labour than as some ideal sort of thing. He'd be a merchant and trader who is simply in it to make a profit and cares little about what he has to do to get it. Money is power after all. Expect things like a skeletal personal assistant with a gold plate nailed to it's face whose only task consists of carrying my character's administration.
I'd love to join this game, a huge fan of Kingmaker-like structures and the options of Tian Xia.
Basic idea would be for a Cleric, Warpriest, Inquisitor or maybe a Hunter devoted to Yamatsumi. I'd be a Hungerseed (Oni-kin) Tiefling who always sought to subdue his urges through solitude and meditation but has now decided that to truly test his mettle he has to move out of his comfort zone. After all, it's easy to control your hedonistic urges if there is no temptation.
Ok no prob just checking :) I will try to get the character up this week. Will be a Bloodrager going for Champion.
By RAW the issue actually isn't in qualifying, it's in that the bloodline progression of the Dragon Disciple specifically says it progresses the sorcerer bloodline so your Bloodrager bloodline will lag behind.
That said, I do think it should work but due to the way it's worded that's up to Salsa.
5d6 ⇒ (1, 4, 5, 2, 4) = 16 15
Perfectly workable if a bit one sided. Heck, what am I complaining about with 2 20's and an 18.
I'd be looking at a True Neutral Pact Wizard who made a pact with an Aeon and is heading for the Envoy of Balance PrC. He/She would be as devoted to exterminating the demons as any crusader simply because they disrupt the delicate balance of the world on a grand scale.
I'd be very interested in this game.
I actually have two ideas running around in my mind.
The first would be for a Half Orc Sacred Fist Warpriest and devotee of Kurgess who is in Trunau on her way to Urglin where she seeks to compete in gladiatorial fights. She'll however find that there is plenty to do in Trunau. This would be a melee focused character with a good amount of divine buffing and some healing.
The other idea would be for a Vanguard Slayer who is a Trunau native, probably human. He'd be a part of the town guard and an officer in training though he'd rather lead squads outside the town walls to make preemptive strikes against the local Orc tribes. This would be a switch hitter with a preference for ranged combat and a large, supportive skill set.
Any idea which would be a better fit for how you envision your game?
Silver Surfer wrote:
On average the Wizard is still better than the Arcanist, except in some niches filled by certain archetypes. Sorcerer still has the same place it had before.
Barbarian and Bloodrager are different beasts. I give you the Primalist archetype of the Bloodrager, that can be silly as it can get the best of both.
As for the Shaman, you do realise that the Spirit Guide Oracle is a better Shaman than the Shaman? It is in no way better than any of the classes you list, even if only due to the quite lacklustre spell list. On average the Shaman hexes either aren't that great or are also available to the Witch. It does get versatility but the Spirit Guide Oracle still does that better (and has a better spell list).
As for the Swashbuckler, the only thing that did was make Cavaliers better via the Daring Champion archetype.
The only class that I feel was really outdated due to the ACG is the Rogue. Then again, it still was nothing but a few extra nails in its coffin. The Fighter actually got better with the ACG archetypes.
Here is Dahlia once more. Only gearing still needs to be done but I'm fixing that now.
Born in Janderhoff at the base of the Mindspin Mountain, Dahlia was intended for the life of intermediary and become a Sky Magistrate.
While her initial training went very well things started to shift when she was taken along to negotiate trade deals and ensure the peace amongst Janderhoff's many trade partners. When she met the Shoanti of the Sklar-Quah it was love at first sight. Not so much with any of the tribesmen as with their culture. Theirs was one battle, courage and strength, an enormous contrast with the endless pushing for peace she was taught.
It wasn't long before Janderhoff's main trade partner, Korvosa, caught wind of one of the magistrates having a fondness for the barbarian Shoanti and they demanded Dahlia would be relieved from her duty immediately. Her superiors did as asked, not wanting to damage their relationship and Dahlia was relieved from her duty. Outraged by her kin's eagerness to please the Chelish invaders she left Janderhoff to join the Shoanti.
Life among the Shoanti however was not as nice and good as she thought it would be. The Storval Plateau was a harsh environment and only the strong survived and while her Dwarven fortitude got her a long way her short legs did get her into trouble on a regular basis. After several years among the clan she got tired of it, deciding this was not the life for a Dwarf, and left, heading west and further away from her ancestral home.
She left the Storval Plateau and travelled west via the many small towns and villages that dot the landscape, staying a week at some and up to half a year at others. She'd do various jobs ranging from waitress to rat catcher to carpenter in order to make some money.
Eventually she ended up in a town called Roderic's Cove where she decided she could make a home for herself as a bounty hunter and harbor guard. She was quite successful in her pursuits and this quickly earned her the enmity of several crime lords from Riddleport while both their competitors and honest merchants started to seek her service.
A few weeks ago she received a letter from a merchant who wanted to meet her at the docks of Riddleport. While normally she would not have gone, expecting a trap, she had worked for the man before and had met him on several occasions. He had always been friendly and he paid well. Little did she know that he had since fallen under control of one of the crime lords who wanted her hide and through him they lured her to the city.
Realising she had walked into a trap just before it could be sprung Dahlia rushed away and into the city's many alleys, her attackers hot on her heels. While frantically searching for a place to hide she was approached by another Dwarf. He represented one of the crime lords who had attempted to hire her before but whom she had turned down. He offered her a way out of her predicament but in return she'd have to work for his boss for a whole year. She agreed, valuing her life over just a year of it.
As soon as she agreed the Dwarf pushed her through the hidden door behind her and together they fled to the docks where she was loaded on a barge in the direction of her new boss's hidden fortress.
HP: 4d10 ⇒ (9, 8, 7, 1) = 25
My character will be here, here name is Dahlia Golka
Still under construction, as is the profile.
She's a female Dwarf from Janderhoff who has spent several years working on her people's relations with the Shoanti. She moved to Riddleport after her superiors insisted she was getting too close with the Shoanti and that it would harm their relations with Korvosa.
Mechanically she'll use Slashing Grace with a Dwarven Waraxe to cleave skulls while moving around combat. Outside of combat she's quite a smooth talker, especially for a Dwarf, and very inquisitive.
I'd like to submit Flint Malander, an Elf who is one of the Forlorn, raised by Half-Elven parents who have long since passed.
The guy is an Investigator using the Spiritualist archetype and claims he is aided by the souls of the many friends he had that have already died of old age (or other reasons). If allowed he is middle aged at 207 but if not he's about 168. The crunch has been done assuming it isn't allowed.
He would have lived in Riddleport since the time of it's founding, always seen as an oddity and a funny figure and as such left alone. He is slightly crazy and likes to exaggerate that point to make other people underestimate him and leave him alone when he wants to be alone.
He venerates Pharasma but it's more out of fear than anything else as he actually does not like her. She is the one that took all his friends away and he is scared she'll take others as well (in fact he knows she will).
He'll might multiclass as Spirit Whisperer Wizard at some point, but not for more than 5-6 levels at max. It would be more for flavour reasons than anything else.
He has the Fools for Friends campaign trait
All Flint knows about his real parents is that one pf them had Half Elven children. It was a strange discovery he made shortly after his adoptive mother died when he discovered she had actually been his half sister. It also said that their true parents were somewhere in a land called Kyonin though no details beyond that.
Flint's entire life is marked by loss. Being an Elf amongst the short lived races meant you were doomed to lose many friends long the way. In his mind he kept a list of those that had been taken by the Lady of Graves. Not all on the list were humanoids, the first on the list actually was his dog, Munch, who died of old age when he had been only a kid.
The most recent addition to his list is one that pained him deeply. Olin had been his longest friend, they had known each other for over a hundred years but in his old age the Gnome felt the Bleaching approach and sought escape in alcohol. Flint did not know if it was the alcohol or the Bleaching that eventually killed him but he did know that no loss, save for perhaps his adoptive parents and that first loss ages ago, had hurt this bad.
It had hardly been a month since Olin passed but now his son was going to risk his father's money, what remained of the gnome's small fortune after his drinking, in some gambling competition. Olin would not care about the money but Flint knew that he would have wanted his son to be safe. As such he decided to step over his own hatred of gambling, some of his friends had more or less betted their lives and lost, and keep an eye on Olin's kid. A last honour to an old friend.
Been thinking about it a bit more and I have another idea.
Would you allow me to play a Bleachling Gnome? Basically it's a Gnome that's gone through the Bleaching and came out live and well on the other end.
From what I could find it's mechanically just a Gnome with 1 added ability:
This comes from the entry for the Bleachling Lunatic in the Inner Sea NPC Codex
I'd love to join in here. Second Darkness is on of the few AP's I still really want to play.
Character I'm working on is a Elven Slayer using the Vanguard archetype. The guy is an archer and I'd love him to eventually become a Lantern Bearer (the PrC).
In short: He is one of the Forlorn and has been raised by a Gnomish couple in Whistledown after his mother succumbed to an unknown illness. He seeks to reconnect with his Elven roots without losing what his parents taught him. He'll take the Fools for Friends trait, the fool in question being his younger brother, the biological child of his parents, who is an addicted gambler.
Here is my character, Nera Leroung. It ended up a she instead of a he but the rest stayed.
Profile only holds the crunch while I'm still working on the background.
Basic idea for her crime is that she deserted in the middle of battle on the wall protecting against the north, pushing her commanding officer down a flight of stairs while doing so. The man needed magical healing to be able to walk again.
She herself traces her ancestry back to Varisia and the city of Korvosa, her great grandfather immigrating to Talingarde in hope of a brighter future.
I'm very interested in playing this game
1d10 + 7 ⇒ (1) + 7 = 8
Looks interesting for a Warpriest of Moloch, Asmodeus' greatest general. He'll be a Human using the Divine Commander archetype. His main weapon will be a whip which will be wielded from horseback whenever possible. Downside is that until he gets Whip Mastery at lvl 3 he won't do that much with it.
This is my Hunter, Ruhan Lundig. He's the son of vintner who makes ice wine. Stats almost done.
Ruhan will be a fairly casting focused for a Hunter. He will be mostly a buffer for himself, his companion and other melee combatant. His style would be sword and board while his companion, a giant mantis, will focus on battlefield control.
Being born the second son of a vintner in the Rostlands does not make for an easy youth. His older brother was destined to take over the vineyard which left Ruhan with a clear direction.
His early years were spent working alongside his father and brother, as well as the many rescued Chelish halflings that worked at the farm. It was through them that he came into contact with the empyreal lord Halcamora. They followed her teaching, which combined perfectly with the work in the vineyard. While they thanked Desna for their freedom from their Chelish oppressors they thanked Halcamora for their jobs and their livelihood. While his father didn't exactly approve of his son's fondness of the might agathion he didn't really mind either, considering it to be an act of teenage rebellion.
Things changed when on a cold winter night, everyone busy harvesting the still frozen grapes, when an enormous red mantis appeared from the night sky, attacking the halfling workers. They screamed and ran in panic, convinced that the Chelish had found them and had sent the Red Mantis to hunt them down. With all the halflings in hiding the bug came rushing after Ruhan but for some reason it stopped right in front of him, eyeing him curiously. Similarly, Ruhan wasn't afraid of the giant insect either and despite the cries from his father and brother he slowly moved towards the enormous mantis before gently reaching out and touching it's head. Where he did a black spot appeared on the beast's otherwise crimson exoskeleton and shortly after two more black spots appeared on it's back as it pushed it's head further into Ruhan's hand making a noise that could best be interpreted as purring.
From that day onward the mantis, which Ruhan had dubbed Iris, followed the boy around wherever he went and actually assisted in the harvest, carrying baskets of frozen grapes back to the press. Ruhan's place at the vineyard looked to be secured as he and his insect friend worked perfectly both as defenders of the farm and as work force.
It wasn't until several years later, when his father got sick and granted the vineyard to Ruhan's older brother, that things started to change. His brother, somewhat jealous of Ruhan's ability, expanded the vineyard and hired guards to protect the grounds against bandits, making Ruhan obsolete. When he then also bought mules to carry the grapes he effectively made Ruhan superfluous. Disillusioned and quite upset with his brother he decided to move on and find place of his own.
As such he could not imagine his luck when he heard they were looking for an expeditionary force to retake the Stolen Lands. He signed up for it as soon as he could, eager to carve out his own place in the world.
I'd be very interested in this game
Basic idea for the character is a Half Elven or Human Shaman using the Speaker of the Past archetype. The idea is that he is a bastard of the Rogarvia line (using the bastard trait) who is now guided and whispered to by his ancestors who seek for him/her to claim the throne of Brevoy, something the character isn't that interested in.
I also have an idea for a Ecclesitheurge Cleric of Erecura. She'd be the daughter of one of the retainers of House Surtova. She would have predicted the decline of House Surtova and as such was sent away in order to not cause a stir.
I'm torn between two concepts.
The first is the Ru-Shi Dhampir. He has been imported by the vampires of Caliphas as a sort of novelty, somewhere between a pet and a servant. He hated his situation and when he got the chance to escape, most likely because his owner was either distracted or killed, he took it and swore vengeance on vampire-kind. He'd be a devotee of Pharasma.
The other would be a Hellspawn (devil-kin) Tiefling from Karcau who is the result of the actions of the Harlequin Society, and underground cult of the Malebranche Alechino (see Heart of Fear). He would have been part of the cult's depraved rituals at a young age and would have been freed by crusaders who made a stop in Karcau on their way to the Worldwound from Lastwall. He'd be a devotee of either Iomedae or Ragathiel (the latter being an even better fit as he also is the spawn of a devil who now hates evil but also has to fight against his own darker urges).
Horrorshow GM wrote:
Ah ok, wasn't sure what you intended since the word can be interpreted in multiple ways, especially in a horror game.
That leads me to the next question: Would you be for the printed Dhampir or would you allow the 'intended' versions as posted here(Paizo boards) by the developer?
Str or Int: 4d6 ⇒ (2, 1, 6, 3) = 12 11
Str or Wis: 4d6 ⇒ (3, 3, 5, 2) = 13 11
Str or Cha: 4d6 ⇒ (2, 6, 3, 4) = 15 13
Dex or Int: 4d6 ⇒ (4, 2, 5, 3) = 14 12
Con or Int: 4d6 ⇒ (4, 5, 5, 6) = 20 16
Reroll as that's useless for either character idea
Str or Int: 4d6 ⇒ (2, 4, 1, 3) = 10 9
Str or Wis: 4d6 ⇒ (4, 2, 6, 2) = 14 12
Str or Cha: 4d6 ⇒ (3, 2, 4, 1) = 10 9
Dex or Int: 4d6 ⇒ (5, 2, 1, 1) = 9 8
Con or Int: 4d6 ⇒ (1, 1, 4, 5) = 11 10
And that's actually worse
Str or Int: 4d6 ⇒ (1, 3, 2, 4) = 10 11
Str or Wis: 4d6 ⇒ (3, 3, 1, 1) = 8
Str or Cha: 4d6 ⇒ (3, 1, 4, 3) = 11
Dex or Int: 4d6 ⇒ (3, 2, 6, 2) = 13
Con or Int: 4d6 ⇒ (4, 2, 4, 1) = 11
What's with the horrible strength rolls?
Str or Int: 4d6 ⇒ (2, 4, 6, 4) = 16 14
Str or Wis: 4d6 ⇒ (2, 5, 6, 4) = 17 15
Str or Cha: 4d6 ⇒ (1, 3, 1, 2) = 7 6
Dex or Int: 4d6 ⇒ (5, 1, 2, 1) = 9 8
Con or Int: 4d6 ⇒ (6, 5, 5, 6) = 22 17
Now that's actually workable and quite ok.
It had been a strange few days. First Mackar, the spirit that seemed have claimed her as it's protégé, had claimed it was time for her to go on a vision quest to figure out what the visions he had been spying on actually meant. Then the elder actually agreed with him and she was more or less sent off into the world to the south, the world run by the invaders.
Her first stop had been a town called Whistledown, the whole place ran by Gnomes. It was an eerie places with all the windchimes and Mackar really did not like it, actually refusing to manifest within the town limits unless he absolutely had to. She did find a good craftsman there though and now had clothes that allowed her to better fit in with the others.
Now, after two more days of searching a scouting, she arrived in Sandpoint. According to Mackar something was going to happen here, something big, and she had to be there. For now it was just strange. The houses were strange, the people were strange, her clothes were strange. Then again, they probably thought she was strange, talking out loud to with no apparent conversational partner. That or the enormous pearly firepelt next to her who looked way too intelligent to be a mere animal.
Just a note, her eidolon will start out simple but get stranger as time goes on. Right now it looks like an oversized firepelt cougar that is the wrong color (pearly with steel blue stripes along it's back instead of brown with orange/red) and who looks like he is facing a very stiff breeze.
EDIT: Only gear hasn't been done yet as I currently don't have the time to fix that. It'll be fairly simple, light armor and an earthbreaker, summoner's kit, things like that. That and I'm not quite sure if I had to take a campaign trait as I could not find it so I left a single trait open for now.
My Spirit Summoner Summoner is found here. Note that as of this posting she still very much is under construction. RP bit will come in the morning but here is the background.
Growing up as one of the Shriikirri-Quah Shoanti wasn't easy. While many of her kin spent most of their time in the lush Curchain Hills south of the Storval stairs Tsavah's family insisted on staying on the Storval Plateau as long as they could. The reason for this was Tsavah's grandmother, originally a Lyrune-Quah archer who joined the Shriikirri when she took one of theirs as her partner yet never managed to fully adapt to the more peaceful life. She was convinced that the soft, lush lands made their people weak, as proven by the Shriikirri's generally peaceful nature, and to placate her the family stayed on Storval Plateau as much as they could.
Only after grandmother passed away and was laid to rest with her ancestors on Lyrune-Quah lands did the family move to the lush hills south of the plateau. It was at this time that Tsavah started to receive visions of grand battles where the Shoanti of old fought giants and strange magicians. Something told her these mages actually were the Shoantis old masters. In the midst of this all stood a figure that looked a lot like a younger version of her grandmother, who fired arrow after arrow into the midst of the fight, felling giant and mage alike.
Every night they were in the lowlands the visions came to her in her sleep and every night they seemed more vivid than the day before and as days progressed she more and more got the feeling of being watched while she was having the visions. When she told the shamans of her Quah they did not think anything of it, assuming it was an attempt by her grandmother to communicate with her. This changed rather drastically when one night after she fell asleep she started convulsing. The shamans were brought in as fast as possible save her and chose to perform a ritual and free Tsavah from whatever haunted her.
They however got much than they bargained for as while the ritual was reaching it's climax the convulsing intensified to culminate with the expulsion of a strange, cloudy spirit creature. As it appeared Tsavah's eyes flew open. The spirit then settled down, looked her straight in the eye and vanished.
It was the very same spirit she had felt watching her during her visions and now it had a face, a weird, feline face. Getting it out of her dreams and in to the real world proved quite easy now though as she simply had to repeat the first steps of the initial ritual .
Several years have passed since the first time Tsavah summoned the spirit beast that guides and protects her and now it's word brought her to the Varisian city of Sandpoint. Initially she had no clue what it was that the spirit sought there but it soon became apparent that it was somehow related to the Swallowtail festival that was soon to be held.
Working on the Shoanti Spirit Summoner.
Idea so far is a young female from the Shriikirri-Quah who is on her own vision quest which in turn led her to the lands populated by the other inhabitants of Varisia. As a member of the Shriikirri-Quah, who are more or less the public face of the Shoanti tribes when it comes to diplomacy, she chose to adapt a bit in order to blend in. This mostly means she wears different clothes as she feels she doesn't have the right to shave her head anyway until the vision quest is completed.
I'd be very interested in this game
Working on a Human Empiricist Investigator. Thinking either Ancient Explorer or Barroom Talespinner, likely the former. Basic idea is for the fellow to be truly out of his element on the ship at the start as he's more used to the controlled environment of a library or study.
Nope, did them by hand. Both are trained skills which compensates the armor check penalty.
Would you be willing to allow a Changeling? Basic idea is for an Animist Shaman for whom the call of the spirits has drowned out the call of her mother (though she thinks they might have just drowned her).
Changeling would be a fit I think due to the proximity to the River Kingdoms where hags are aplenty and the fact that Numeria used to be a River Kingdom as well and there are no doubt still hags remaining there. That and I just really like the concept of the Changeling and Numeria, a land of technology, could be seen as a decent place to escape to if you're a Changeling from the River Kingdoms and want to escape from your mother.
I'd like to submit Tarphesh, a Half Orc Slayer using the Vanguard archetype.
Born in Belkzen Tarphesh moved to Numeria at a very young age. The son of an Orcish woman and a Human man, both fanatical cultists of Gorum, he was dumped in the city of Torch while his parents were on their way to the glorious battles of the Worldwound.
Initially he lived on the streets but within the year he was picked up by a man called Khonnir Baine. Initially the wizard tried to train him as a wizard but the boy showed a complete lack of talent in the magical arts and lacked the patience to study. Technology appealed more to the boy and he showed a decent insight in it's workings.
As he grew older Tarphesh spent more and more time in his adopted father's tavern as opposed to actually studying anything. He quickly proved quite adapt at keeping the patrons in line, tearing up bar brawls before they even started. More than happy with the work while staying close to Khonnir and keeping an eye on his adoptive sister Val.