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Hahaha. I never actually wanted to punch Darth Vader until I saw episodes II and III. Actually, I never wanted to punch the Jedi before all three of the first episodes, either.
Sorry I wasn't clear - while the PC hasn't actually gone around committing good acts OR bad acts, his alignment is still good, thanks to those house rules. He never became evil - the powers are just a way to tempt him to become evil. He doesn't so much need a spark to remind him of the good in humanity as he needs to realize that the god he worships is Evil and has goals that are totally incompatible with his, and his morals.
Thanks for your response, Nearyn. Good advice, too, except... I was originally playing 3e with a lot of house rules, the relevant one being that I didn't require alignments to match class or deity. I decided to fall more in line with the regular rules when we switched to Pathfinder.
In-game, we had treated the character as retaining his good alignment, but being tempted to the dark side by the powers he'd been granted by a deceitful god (ie. the local population thinks Bane is a good god. I'm still brewing a few ideas why the PC was chosen for these powers, but I'd love to hear new ideas). He hasn't actually commited any heinous acts yet, though, and doesn't believe his faith in Bane is evil, just necessary. Bane is still trying to tempt him to use his powers to evil ends, though. Thus, the change to paladin isn't quite as unlikely as it might otherwise be.
Also, because it's a pbem (and going quite slowly at the moment), I can't draw out the change too long, because years of real time will pass! Thus I'm thinking some sort of intense event that has him reject evil in favor of good (and hopefully the new force) in a sudden blast. Possibly endangering his crush due to her connection to Mielikki, which Bane will be all about destroying, thus catalysing his decision to abandon the teachings of Bane (and the powers that go with them).
My players (KFR0) stay out, please.:
I'm running a 1345DR FR pbem game in which one player has given his character a level of antipaladin in service to Bane. He has agreed with me on a character arc that has his antipaladin eventually rise to become a normal paladin, though he hasn't chosen another god (and I'm kind of hoping he won't for metaplot reasons, so that he can gain his new powers from a new force I'll be introducing, though this would hopefully be a surprise, so I can't tell the player about it now).
Other background: his PC has a serious crush on another PC from the same area, who is ostensibly a follower of the same dark pantheon as himself (I gathered a handful of deities and made them a new pantheon under Bane), but who in reality is a follower of Mielikki. I'm thinking she could help advance the antipaladin's character arc, but I haven't made any agreements with her player yet.
Other other background: The campaign will have a strong fey presence. Also, it being a pbem, we're a pretty RP-heavy group.
So far I've just been sending the PC nightmares about an upcoming event, with urgings to commit dark deeds in preparation for standing against it - but with a slender ray of light offering another path, referencing his long-gone parents. I was hoping I could get some more ideas of how to encourage the PC to make a decision between good and evil, ramping up the intensity until the change takes place. I've considered having him find an intelligent weapon belonging to the new force (and making it the source of the light in his nightmares), but I'm not sure if that would be too railroady. Then again, since we've agreed on his arc, I'm not sure railroady is a problem.
So, any fun ideas? Or lacking that, any interesting metaphors I could place in his dreams?
Since I've decided Baird is going semi-incognito (the better to mesh with the dwarves in the party without starting a brawl), maybe he came to Talas to enlist his aid before leaving Kyonin? Or perhaps this: Baird is quite a bit younger now, so maybe Talas has helped him learn about dwarven history by allowing him access to the city's libraries, and once Talas learned of his plan to go delving, he insisted on coming along to keep the hot-headed Baird out of trouble?
Do these backstory mentions of Baird work for you, Krisam?
Sure, sounds good to me. Baird might not admit it, but he'd be relieved to see a friendly familiar face, and he does have a soft spot for elves. He might even have been a friend of Talas, whenever the Ironhames were passing through. Certainly the family would have been grateful for his mother's support.
Heh, thanks, but while Baird may have reached the hill, he isn't quite over it yet. I'd actually have liked to make him just a little younger, but there's yonder prereqs to consider.
I also keep thinking that dwarves get older than they do - must be thinking of elves. I may have some kind of mental block regarding nonhuman aging; I thought something similar with Bad Ben. :P
EDIT: Due to Baird's background (his family fled to the protection of the elves for the civil war), it would actually be quite likely that he might know Tarthiel. The Ironhame family's reputation among the dwarves isn't good because of it, though. Let me know if you want to build on that potential relationship.
While I would really like to play in this setting, I think I've gotten too used to the ease with which I can understand Pathfinder. I'm getting a bit confused about the old rules, which used to make sense to me before 3e. I think I'll withdraw from the running - best of luck to the rest of you, and good gaming!
I did post my character back in post #70, but here he is again. I waited with the spells in case you wanted to choose them or something? I need to read up on events for that year and the years immediately previous so I can come up with a background that meshes into the story well... or maybe I'll wait with that 'til I know if I get chosen. I understand that the elven Retreat was canceled, though? That might be an interesting jumping-off point.
GM Silver wrote:
Fair enough. I'll work out the details of my character tonight!
I'm interested! I'm thinking of a paladin of Iomedae - anything I should be wary of? I'll post what I have in a spoiler in a bit.
Sureelah Naalah Khanoor
female human (Keleshite) paladin (Iomedae) 1 LG
hgt: 5’6 wgt: 120 lbs
eyes: light blue
hair: dark brown, long
STR 14 +2
Concept: A steely desert paladin is seeking justice and redemption in the eyes of her family.
Her family fell on hard times, and to avoid an arranged marriage Khanoor signed on with a mercenary group. Though she sent all her wages back to her family, her "irresponsible escape" strained her relations with them, and she rarely communicates with them.
The mercenaries always called her by her last name, and it stuck; now it's how she thinks of herself. Among the mercenaries there was no concern for whether the fighting they did was for a good cause or a bad one, which disturbed her. Often she would take solace in the teachings of Iomedae, the faith of one of the foreigners among the mercenaries, and in the end those teachings caused her to leave the mercenary group.
Attacked by gnolls when she was reluctantly returning to the city, she underwent a trial by fire in a long, running fight with them, alone in the desert. Through her cunning and faith she prevailed, for Iomedae heard her prayers and helped her to force the gnolls to flee. As she stood over the body of one of them and watched the remainder go for reinforcements, she pledged her life to Iomedae, finding peace in her principles.
Then she ran, because taking on a whole pack of gnolls alone was something only a fool would do.
Unwilling to go creeping back home, she was still forced to return to the city, where she sold her camel for money to live on and stayed far from the ward she had grown up in. Determined to show the world that there was a better path through Iomedae's grace, she looked for an opportunity to prove it.
When I ask what to be wary of, I guess what I really mean is: how do you see paladins behaving in your world?
Here's Thorfinn reskinned as a slayer, in case you prefer:
CLASS: Slayer (<-- Favored)
SENSES Perception +7
HP: 19 (d8+1)
+1 att/dmg vs FT
BAB: +3 CMB: +5
Favored target (Ex)
+1 to Bluff, Knowledge, Perception, Sense motive, Survival vs. Favored Target
"We are red, we are white, we are Danish dynamite!" ;) Maybe a raid gone wrong is responsible for all the Vikings in the area?
DM, what are you using as the Common tongue? English? If the spell-less ranger isn't okay, I could reskin as a fighter, but I'm really, really hoping the ranger is okay.
I should have Thorfinn up for consideration sometime tomorrow.
In that case, I'll jump in with some rolls (assuming the spell-less ranger is an allowed class, since it's 3pp).
4d6 ⇒ (3, 3, 2, 6) = 1412
Sheesh. I guess it's 20 point buy, then.
I was also thinking of making a Dane, looking for his lost brothers who mysteriously disappeared after a storm off the coast. Maybe it's not so mysterious and they just drowned, but he thinks Odin has shown him a sign that they're alive.
So, here's Koshu with a tentative backstory, pending mixing it up with the rest of you. I can't believe there are no lion avatars. :P I plan to make him a fighter from level 4.
One question for Ray: Koshu gets 2 claw attacks. Can he use them now with a full-round action since they're primary natural weapons, or does he have to wait 'til his bab is +6? I've assumed he doesn't need Two-Weapon Fighting to use them (since they are natural weapons, again), but if that's in error please let me know.
As a player I enjoy knowing a lot about a setting, but it isn't strictly necessary. As a DM, I love to know details about a setting that can bring it to life for me, and thus for my players with a little effort. Generic Trading Town is a boring place, you know? And often, other people's view of what the town/area/gods/whatever should be makes it more fresh than yet another one I've cranked out.
OK, I stayed up a bit longer than I should have, but here's my concept:
Name: Benjamin Alderly Löwenwal
Folk did bad things to survive the bad old days of the Great Collide and the death of the named gods... everyone knows that. But what my family did... Hangman, forgive them. And forgive me.
A no-good rustler who made his name in The Big Drop with an elven curve blade (and a rifle? of rare accuracy), a merciless manner and the plain gumption of a man who's got nothing to lose.
"He ain't much to look at, at first glance; just another dusty road-rider in a grey poncho with his hat pulled down low. Oh, sure, he's got the looks them elf-folk always got, with dark hair an' green eyes an' them pearly whites what ain't never felt a man's fist, but that ain't what brings him to your attention. It's the _sense_ of him, if ye ken me right, an aura of doom that he brings with him like a damn cloud o' buzzards. But he's sharp - ain't nothin' escapes his eye. An' when he looks up, an' sees you lookin' right at him - well, best you have a quick draw hand, friend."
Dot for interest! I won't be able to post a character til Monday, though. Family weekend.
I am thinking of a martial class, though, likely elven or half-elven or human. A no-good rustler, come from a mysterious past to an uncertain future.
Edit: DM, would you be willing to allow Open Design's Gunfighter fighter archetype? (From the Expanded Gunslinger)
Consider this my dot for interest:
Jeris, ratfolk urban druid:
male ratfolk urban druid 1 CG
hgt: 4’0 wgt: 60 lbs
hair: dark gray, light grey right foot
Reviled by the big folk, Jeris is a respected member of his community, second in line to become the nest's shaman when the old shaman steps down. His patience and good sense have saved more than one ratfolk who got into trouble with the gangs of the city. That was why his nest rallied around him when one of his many ratlings went missing. They searched the nooks and crannies of the city, and quickly found the young ratfolk in the clutches of Gaedren Lamm.
Jeris knew about Gaedren. In fact, his habit of gambling had left him in debt to the man. He realized that his little ratling had been taken as payment due on his debt. Not wanting the rest of his nest to know about that little fact, Jeris thanked them for their help, assured them he needed no further aid, and left his wife to go get his child back - before Gaedren got the tyke caught by the authorities for theft or worse.
Drawback: Family Ties
When he was a young lad, Zogar was nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill him, but his father, with whom he was traveling the steppes alone, perished, and Zogar himself was struck down before being saved by a group of Chelish adventurers. Zogar was taken to the city of Kenabres, where he lingered at death's door in a coma for weeks before waking. The only thing he had to remember his father by was the nomad's huge sword. Ever since then, he was unusually hale and hearty, as if his body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars of his brush with death remained, and nightmares often plagued his sleep.
The religious Chelish family that had taken him in nursed him back to health, and subtly tried to indoctrinate him in the faith of Asmodeus without raising the ire of the witch hunters. Zogar learned what he could - he was a good student, absorbing all they could tell him about his foes - but he burned with a desire for vengeance against the monsters that had slain his father, and wished to return to his tribe as a great demonslayer. In secret, he still held Gorum in his heart. While the children of the household played at fighting demons, he took the fights all too seriously. His demeanor was grim and he never yielded, and when he came of age, the family was not entirely sorry to see him go.
Zogar tracked down his father's tribe, and spent some time among them, but his heart was restless. He had work to do, and his tribe's shaman told him both his parents would rest easy when his task was done, whether he fell in the battle or not. Zogar took all he had learned and spent years hunting the demons of the Worldwound, yearning to destroy them all. In the end, however, he gravitated to Kenabres - for where better to launch an invasion into the heart of demonkind, and end their power forever?
Zogar carries a whopping great sword on his back, a dagger in his belt, and little else but a near-empty pack and longbow.
male human (Kellid) ranger 1 CG
hgt: 6’4 wgt: 230 lbs
eyes: pale blue
Traits: Demon hunter, Exposed to awfulness
Feats: Furious focus, Power attack
HPs (d10+0): 10
greatsword +4 (2d6+3, 19-20) S
Mythic path: Champion