| Dragoncat |
- Eager Performer (+1 Perform, +1 DC for 1 Enchantment Spell)
- Family Ties (+1 Knowledge (Local), Knowledge (Local) is a class skill, get Varisian as extra language)
- Friends & Enemies (Gain heavy warhorse, military saddle, bit & bridle, month of feed, saddlebags, lifetime stabling at Goblin Squash Stables)
- Giant Slayer (+1 Bluff/Perception/Sense Motive/Attack Rolls/Damage Rolls vs. Giants)
- Hagfish Hopeful (+2 Fort Saves vs. disease or poison)
- Goblin Watcher (+1 Appraise/Perception, +5 to Appraise to find most valuable treasure in a hoard)
- Merchant Family (+20% GP limit to any settlement, get +10% GP when selling treasure)
- Monster Hunter (+1 Attack/Damage vs. Aberrations & Magical Beasts)
- Scholar of the Ancients (+1 Knowledge (Arcana)/Knowledge (History), get Thassilonian as extra language)
- Student of Faith (Cast Cure spells at +1 Caster Level, +1 to save DC for Channel Energy
Hope this helps, Rysky. :)
| GM Runescarred Dragon |
By the way, a little bit on how I pick groups.
I like the idea of a balanced party. In this case, I think of 'balanced' as being split roughly the following way:
-One character is most comfortable in melee. Traditionally, this means Bloodrager, Magus or Warpriest, but other ways of doing this is fine too. It doesn't matter if it's a bloodrager, summoner or a combat bard. What matters is that there's someone around to slug it out with the badguys so they don't eat your squishies.
-One character is a primary divine caster. This means Cleric, Druid, or similar.
-One character is a primary arcane caster. This means Sorcerer, Wizard, or similar.
-The last spot is for playing around with. If the divine caster is totally unable to go melee, then this guy will probably be of at least mediocore toughness. Conversely, if there's not a lot of skills covered between the three other characters, this one will probably be able to do skills. It's also the spot I use to pick up characters who're really cool, but don't fit into any of the above three categories.
Once that's said and done, I'm not going to be picking the submissions I don't like the best. In practice, I make a list of apps I think I would like to play with, and then narrow that down, preferably to something balanced, but if that doesn't work out, then I've no qualms with putting together an all-magus party.
Currently, submissions break down as follows:
Melee: 5
Arcane: 2
Divine: 4, (but 3 of these are oracles)
4th spot: 2
Completed, or almost completed look like this:
Melee: 3
Arcane: 1
Divine: 1
4th spot: 2
Anyway, people who have a clear idea of what they want to play should play to that idea, of course. Things always get better when you're making something you really like.
That said, if someone wants to hedge their bets, they should probably shy away from the warrior role, and take a look at their concepts for arcane, divine, and 4th spot characters.
| Esgalwathel Ninaelil |
Here is Demon Lurking's submission, Alythaera Melynieral, Elven Investigator (Empiricist).
Looking forward to seeing this one. Any thoughts on when you may be closing recuitement?
| Alynthar42 |
I thought I should mention that the Personality box on Mr. Brooks' page has been updated to explain his reasons for entering the adventuring business and an explanation of why Ham doesn't go on murder sprees. Basically, Ham used to be more difficult to control, and has committed several murders, none of which were tied back to Mr. Brooks. Mr. Brooks then became a "problem solver" as a method of giving Ham an outlet for his violence, and struck a deal with his alter ego. Ham only appears in combat situations, and only attacks "appropriate targets." In exchange, Mr. Brooks will not attempt to reign in his "partner" during combat, and seeks out jobs which will provide a dearth of combat scenarios for his worse half.
| GM Runescarred Dragon |
Is mine considered to be completed, or mostly completed?
Mostly completed. Your stats use a different point buy, probably because it looks like you're using it as a 'multi-purpose application', if you can call it that. One of your traits should be a campaign trait, you've only two languages out of the at least 4, and I think you have yet to spend your last skill rank.
As for the question Master Chemist doesn't, so grenadier is probably your best bet.
Also I'd like for the fluff to be tailored to what you're doing in Sandpoint.
Maybe you were in Magnimar last? Feel free to make up some NPCs you met earlier.
| Alynthar42 |
Do you want me to go ahead and adjust him to meet the requirements, or should I wait until you decide if I'm in the game anyway? As for adjusting the fluff, I will be happy to do that. It was deliberately left vague as to his current residence so that I could adjust it at any DM's request. Do you have anything specific in mind? Mr. Brooks could easily be residing in Magnimar. From what I can recall, it's exactly the kind of place he and Ham would be comfortable in- a moderate upper class, with particularly dangerous areas of town, and plenty of opportunities for Ham to let loose.
| GM Runescarred Dragon |
Here is Demon Lurking's submission, Alythaera Melynieral, Elven Investigator (Empiricist).
Looking forward to seeing this one. Any thoughts on when you may be closing recuitement?
I know this is unusual, but could you not break the statblock down into individual spoilers? It makes it tonnes easier for me to read if the whole thing is there at once.
I'm just gonna pull out, I think. I have concepts for how I want the character to work, but I'm having trouble working these varied concepts into a cohesive and compelling story and personality.
Sorry to see you go.
Hum, need your opinions on something: Spellthief (from 3.5) or bard (Sandman)?
Missed this the first time around.
Personally, I like the spellthief more, but I'm probably biased.
| Esgalwathel Ninaelil |
Alythaera Melynieral wrote:I know this is unusual, but could you not break the statblock down into individual spoilers? It makes it tonnes easier for me to read if the whole thing is there at once.Here is Demon Lurking's submission, Alythaera Melynieral, Elven Investigator (Empiricist).
Looking forward to seeing this one. Any thoughts on when you may be closing recuitement?
No problem, alias has been updated. Let me know if it needs any other tweaks.
| Alynthar42 |
Alright. So, adjustments to Mr. Brooks' fluff.
Mr. Brooks has been in Magnimar for four years now, and has established himself as minor "problem solver." For two years now, he has been partnered with a man by the name of Marlow Dent, a warrior of some talent, who has been kind enough to grant Mr. Brooks a room in his home. Unfortunately, in their latest job, hunting down a murderer by the name of Ray Crawford, Dent was killed, leaving Mr. Brooks effectively homeless. He is currently in Sandpoint, where the job led him and Dent, recovering from the fight, in which he suffered minor injuries, residing at the Rusty Dragon (that's a place in Sandpoint, right? I only vaguely remember the town, and couldn't find any decent info on it) until he can figure out what to do as, with Dent dead, he is now effectively homeless.
| AdamWarnock |
Dotting. I am very much interested. I just have a couple of questions.
1. Can we multiclass into a none spell casting class down the road?
2. Are you going to use the background skills and the artistry and lore skills from Pathfinder Unchained?
3. Would you consider Spheres of Power? I know you said no third-party stuff besides the spellthief, but it really is well done and I honestly like it better than the default Pathfinder system.
Looking forward to making a character for this. I already have a couple of ideas.
| Esgalwathel Ninaelil |
Dotting. I am very much interested. I just have a couple of questions.
I'm not the GM, but I can answer a few of those questions.
---1. Can we multiclass into a none spell casting class down the road?
From the first post (emphasis mine):
Banned Starting Classes: Any classes which do not cast spells or use an equivalent, like the alchemist or the Kineticist does. Note that you may multiclass into these classes at after level 1, should you want to.
---
2. Are you going to use the background skills and the artistry and lore skills from Pathfinder Unchained?
From the house rules listed on the Campaign Info tab:
- Everyone gets background skills as described in Unchained, and also on the D20pfsrd.
Unsure about Lore and Artistry, but they're likely since they're part of the background skills system.
---3. Would you consider Spheres of Power? I know you said no third-party stuff besides the spellthief, but it really is well done and I honestly like it better than the default Pathfinder system.
That's one that that the GM will have to field.
| GM Runescarred Dragon |
Dotting. I am very much interested. I just have a couple of questions.
1. Can we multiclass into a none spell casting class down the road?
2. Are you going to use the background skills and the artistry and lore skills from Pathfinder Unchained?
3. Would you consider Spheres of Power? I know you said no third-party stuff besides the spellthief, but it really is well done and I honestly like it better than the default Pathfinder system.Looking forward to making a character for this. I already have a couple of ideas.
Glad to have you.
1. Yes, but note that I kind of want people to use magic. Sorc 4/Ninja 1/Arcane Trickster 10 is fine - Bard 4/Cavalier 1/Battle Herald 10 is less okay. This is also described in the houserules tab.
2. Yes, you can use them if you want to.
3. No spheres of power.
By the way, GM, this question was asked upthread, but it appears to have been missed...
Have you any thoughts as to how long recruitment will be open for?
Thanks for bringing it to my attention. I think about a week, ish.
| Horst IronBrow |
Neutral Good Dwarf Cleric of Torag-1
HP: 11
AC: 17
Str:14
Dex:10
Con:16
Int:10
Wis:18
Cha:12
Traits:
Birthmark: A portwine warhammer in the middle of his forehead.
Student of Faith
Feat: Extra Channel
Skills:
Craft: Weapons - 4*
Craft: Armor - 4*
(*+2 when working with metal or stone due to Craftsman Alt. Racial Trait)
Diplomacy - 5
Heal - 8
Knowledge: History - 4
Knowledge: Religion - 4
Sense Motive - 8
Domains:
Artifice: Mending at will, damage constructs
Protection: +1 to Saving Throws
Spells:
0: Detect Magic, Create Water, Light, Purify Food and Drink
1: Bless, Bane, (D) Sanctuary
Channel Positive Energy 1d6 7/day, DC 11
Equipment: Scale Mail, Heavy Wooden Shield, Warhammer, Dagger
I really enjoyed Burnt Offerings, and I've always wanted to continue the AP.
| AdamWarnock |
After thinking about it, I think I'm going to submit a Hunter named Sesi. A varki exile from the Lands of the Linnorm Kings
Sesi was born in a small varki tribe that had slowly been dying. No one ever married into the tribe claiming that it was cursed. After passing her thirteenth winter, the tribe's elder claimed to have had a vision, that Sesi was the source of their doom. The fact that young girl was drawn to the stars rather than the traditional animal spirits only made things worse for her. She was tied up and left in Windhome to die.
Fate was kind to Sesi. She managed to escape the wendigos that lurk in that frost blasted plain and make it to Kalsgard, with some help of a young wolf pup she befriended along the way. After spending some time learning to hunt from an old trapper in the Kalsgard hinterlands, Sesi began to fell the call of the road. She took passage on a longship to Riddleport, and that is where she learned of the Swallowtail Festival in Sandpoint. Interested, she traveled south along the road, leaving a goblin dead here and there when the nasty little vermin decided to try their luck with the young huntress.
Luckily for Sesi, she arrives early the day of the festival, a white wolf in tow. After explaining to the guard that her companion was friendly, she walked into Sandpoint, and found she couldn't stop grinning.
| Roycilo |
I am working on an Arcanist submission. I should have it done today.
This is after I worked up an entire Druid submission for the past several days. I noticed a lot of divine characters, and with GM Runescarred Dragon pointed out how many divine there were, I scrapped it. Otherwise I would have had it sooner!
| GM Runescarred Dragon |
A warning to people submitting oracles & hunters - I have a fairly vehement dislike of those classes. Mainly because oracles often, in my experience, end up having trouble solving problems that a cleric could take care of in a jiffy, and hunters seem to me like they're just worse rangers/druids, really.
I know I should butt out of it - it's not me playing the characters, after all. Still, I can't promise it won't have some effect on who gets picked, in the end. I will try to pick based on the awesomeness of your fluff and ignore my instinctual reaction, but it might not work out that way - I simply have a little trouble getting exited about characters who're hunters and oracles.
Now you know. Make of that what you will. If your fluff is fantastic (note, I'm a wierd case here - fantastic doesn't always mean unique, or special, to me.), I'd probably pick you if submitted a banned class, so being an oracle won't be a problem. But if you're a hunter, and someone else made a ranger who's just about as well fluffed as you, there's a very real chance I'd just grab the ranger on instinct.
It's not, perhaps, entirely rational, but it's still something you might want to take into account. Or maybe not. Your choice. My mantra is always that you should create something you want to play. I'm just thinking that telling people about my biases are better than having hidden biases people don't know about, you know?
| John Mac |
How about:
Lux Arcus, Scion of a dead house.
Background:
Lux Arcus' family goes way back. Way WAY back. Sandpoint, Magnimar and originally Thassilon, the family was once a noble house from Thassilonia, a shadowy group dedicated to protecting... Something.
The family records are missing numerous pages, with no records of the Fall of Thassilon, the family secret or why the family is occasionally attacked and slaughtered by unknown figures.(Unknown, presumably, because those who see them die and are unable to share their hard-won wisdom).
In an attempt to stay one step ahead, the family fled Magnimar to Sandpoint where they currently reside and own various interests.
Lux works in the family school, training warriors in an ancient fighting style that utilizes magic and weaponry. Striking a heroic figure, he is well known for using the familial blades that are passed down through his line, supposedly forged by master Thassilonian smiths centuries ago and of wearing armor supposedly forged from that time as well.
(For an image of the character, go to: [img]http://cdn.bleedingcool.net/wp-content/uploads/2015/02/Ares1.jpg[/img] )
Stats:
Name: Lux Arcus
Class: Magus
Alignment: Lawful Good
Archetype: Bladebound
Race: Human
HP:14
AC: 16 - 14 flatfooted.
Strength: 14
Dexterity: 14
Constitution:14
Intelligence: 16
Wisdom:12
Charisma:13
Traits: Family Ties(Representing his family of Bladebound), Reactionary(You tend to be paranoid when your family is cursed.)
Feats: Exotic Weapon Proficiency: Katana(Thassilonian Blade), Toughness
Skills: Profession - Teacher +5, Knowledge(Local) +8, Knowledge(History) - +4, Spellcraft - +7, Knowledge (Arcana)- +7, Intimidate - +2
Spells known:
Level 0: All
Level 1: Shield, True Strike, Vanish, Thunderstomp, Ironbeard(For a serious SPARTAN beard. - I can block arrows with my beard!), Darting Duplicate
Gear:
Black Blade - Katana
To Hit: +3 Damage: 1d8 Critical: 18-20
Lamellar, Leather armor (+4 AC)(60 GP)
Magus's Kit (22 GP. Food, torches, rope, soap, things to cook in - Basic adventuring stuff)
Bedroll, Blanket(6 SP total)
Tent(Small) (10 GP)
Gear Maintenance Kit(5 GP)
Lamp (1 SP)
Total gold left: 42 GP, 3 SP
Whaddya think?
| Pendrix Ragnack |
Here is Roycilo's submission. I will be finishing him up today, off and on.
Pendrix is a human Twilight Sage Arcanist. Lots of shadow magic, and general creepiness. He's a high-functioning sociopath, and has an odd relationship with death. Varisian in ancestry, he was raised largely in Cheliax. He's recently been traveling through the various Varisian city-states.
Once the sheet is finished, I can post it here as well, if that's easier for you GM Runescarred Dragon. In the meantime, feel free to enjoy as I add to him.
| Pendrix Ragnack |
Pendrix is done; please do look him over when you get a few minutes. I will keep adding to his backstory, but the character sheet is done.
Pendrix Ragnack
Twilight Sage Arcanist 1
Strength: 10
Dexterity: 14
Constitution: 14
Intelligence: 20
Wisdom: 8
Charisma: 10
I'm excited about playing a low-Wisdom character; they're so much fun!
Hit Points: 9
Armor Class: 12
Touch: 12
Flat-Footed: 10
Feats:
Defiant Luck
Fast Learner
Skills:
2 Skills from Class, +5 Int, +1 From Human, +1 Favored Class Bonus, +2 Background Skills = 11 Skills
Appraise: +9 (1 Rank, +3 Class Skill, +5 Int)
Escape Artist: +3 (1 Rank,+2 Dex)
Knowledge: Arcana: +9 (1 Rank, +3 Class Skill, +5 Int)
Knowledge: History: +9 (1 Rank, +3 Class Skill, +5 Int
Knowledge: Local: +9 (1 Rank, +3 Class Skill, +5 Int
Knowledge: Planes: +9 (1 Rank, +3 Class Skill, +5 Int
Knowledge: Religion: +9 (1 Rank, +3 Class Skill, +5 Int)
Linguistics: +9 (1 Rank, +3 Class Skill, +5 Int)
Profession: Mortician: +3 (1 Rank, +3 Class Skill, -1 Wis)
Spellcraft: +9 (1 Rank, +3 Class Skill, +5 Int)
Stealth: +7 (1 Rank, +3 Class Skill, +2 Dex, +1 Trait)
Traits:
Merchant Family
Silent Hunter
Spells Known:
Cantrips: All
1st Level: Air Bubble, Blood Money, Mage Armor, Mount, Ray of Enfeeblement, Shield, Silent Image, Vanish
Spells Prepared:
Cantrips: Bleed, Detect Magic, Mage Hand, Prestidigitation
1st Level: Mage Armor, Ray of Enfeeblement
Spell Slots Per Day:
1st Level: 4
Class Abilities:
Arcane Reservoir : 3 Points/Day
Consume Life:
By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it.
This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature's Hit Dice equaled or exceeded the sage's character level, or 1 point if the creature's Hit Dice equaled at least 1/2 her character level.
This ability is a death effect.
Necromantic Focus:
Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast.
Twilight Barrier:
A twilight sage's arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage's arcane barrier, the barrier's negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier's maximum temporary hit point capacity.
Arcane Exploits Known:
Arcane Barrier:
As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic that protects her from harm. This barrier grants the arcanist a number of temporary hit points equal to her arcanist level + her Charisma modifier, and lasts for 1 minute per arcanist level or until all the temporary hit points have been lost. Each additional time per day the arcanist uses this ability, the number of arcane reservoir points she must spend to activate it increases by 1 (so the second time it is used, the arcanist must expend 2 points from her arcane reservoir, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.
Equipment:
Spellbook
Backpack
Bedroll
Belt Pouch
Candle (5)
Chalk (5)
Explorer's Outfit
Flint and Steel
Ink
Inkpen
Iron Pot
Mess Kit
Poncho
Small Tent
Soap
Spell Component Pouch
Torches (10)
Trail Rations (5 days)
Waterskin
GP Expenditures:
-21GP to Wizards Kit, Itemized Above
-20 to Adventurer's Sash
-10 GP to Small Tent
-6 Silver to Adventuring Gear
Cash on Hand:
18 GP
3 SP
10 CP
Notes to the GM:
He will be taking feats that increase his survivability, like Toughness, to represent his growing mastery of death; also feats like Umbral Spell and Tenebrous Spell to keep up the darkness vibe. It's important to note he is good-aligned. He won't be casting evil spells, and won't raise many, if any, undead the whole campaign. He is just intended to be creepy. He isn't a villain, but I expect he'll be mistaken for one more than once.
He'll largely fill the role of utility arcane caster, and will have an emphasis on creepy spells, and things that already have the darkness descriptor. Expect a lot of plunging enemies into darkness, and using light/darkness spells to help the party sneak around.
| GM Runescarred Dragon |
Pendrix is done; please do look him over when you get a few minutes. I will keep adding to his backstory, but the character sheet is done.
** spoiler omitted **...
Consider him duly looked over.
@Saturday, it's no rush, I was mostly buming to make sure new people could see it too. Not getting impatient here, just want to reach as many people as possible.
@AG70, I really dislike the way drawbacks are written. On one hand, there's the cripling ones, like Cruelty on a fighter. On the other, there's also things like Averice, which are going to present an actual problem exactly 0 times during a campaign. This comes along with the traits themselves being all over the place, power wise. Some are powerful enough to have entire character builds revolving around them, while others are crap.
However, for fluff reasons, some of them are actually pretty neat and would be cool to incorporate.
Rules update: You can take any of the following Drawbacks in return for a third Trait: Avarice, Envy, Hedonistic, Pride, Sleepy or Zealous.
This'll go in the houserules section too.
| AdamWarnock |
So, still need to do the crunch, but here's Sesi's backstory.
The tribe was dying.
Every year, the young people married out of the tribe. Every season, someone died. Now, there were only a few left, less than twenty, all lead by a single elder. Her parents would have left, but she was born, and they knew that the young girl could not survive outside of the protection the tribe offered for long as young as she was. So it was that they stayed.
So it was that their fate was sealed.
Sesi was only three when her parents were murdered. A fellow tribesman had gone mad, taken by the whispers of the Winds that Walk. He lured them out from the village the tribe was staying in and slew them. When the hunters found him, he was busy eating their entrails and arranging their severed limbs and heads. His name was stripped from him as he was killed. Just as the tribe's name had been lost with it's prosperity. Eater, they called him as they cursed him. Eater, they spat as they killed him.
Eater was the first, but not the last. On the eve of Sesi's thirteenth year, three others had fallen to the words of the Winds that Walk. They had killed and eaten two more of the tribe, and now only ten remained. The elder and his barren wife proclaimed that the spirits of wind and ice were angry, and that their tribe had been cursed until they lifted it. They had shown who was responsible with the first death.
Sesi was to be sacrificed to the Winds that Walk. With her blood, she would atone for her sins, and break the curse the spirits had put on them.
Her tribe revered the spirits of the caribou, the winds, and the sea. Sesi, however, was drawn to the tapestry of stars that glittered in the heavens above. This, the elder has declared, was her sin. To appease the spirits, she would die.
They stripped her of everything, and rode hard into Windhome, the land of the Winds that Walk. They left her with nothing in that cold, wind blasted place. No clothes to keep her warm, no tools to help her survive. All she wore were the woven garments that went under the layers of furs and woolen clothing that protected the Varki from the elements.
They rode hard, leaving her to die.
Sesi, lost in that blasted plain, wandered, praying to the spirits for mercy. She heard the howls of the Winds that Walk. She felt the fear they carried, and on that night, she despaired. She would die here, without a tribe, without a family. The spirits would not answer her, so she prayed to the stars. No sooner had her plea left her lips, it was answered. A black butterfly, it's wings sparkling in the night, flitted before her. Sesi felt the fear lift from her heart, replaced by wonder at the sight. She followed it. Her mind no longer filled with dread, and her limbs no longer unfeeling. For a night, a day, a second night, and a day again, she followed the butterfly to the east. So strange, she thought, that she felt neither hunger nor tired.
On the third night, the butterfly left her. Sesi looked around, the cold, the fear, and the hunger all returning to her at once. She was afraid she'd been abandoned once more, but then, in the twilit gloom, she saw the spark of a camp fire. She stumbled forward, her legs numb and her teeth chattering. She needed to get warm, she knew. She needed to hurry. Slowly, the fire drew near, and when she was only a few steps away, her strength gave out. She fell to her knees as she slipped into unconsciousness.
---
She awoke under a pile of furs and blankets, her body chilled despite the blazing fire and the weight of her covers.
"You're damn lucky," a gruff voice said, "most people would have died running around in their undies like that. What were you doing anyway."
The young girl, unable to believe her luck, started sobbing as she tried to answer.
---
The man's name was Thordall. He hunted the Thanelands, but this year, the game had gone closer to Windhome than he would have normally gone. The hunter listened to Sesi's story, his jaw working when she told him of what had lead to her walking the plains of Windhome in almost nothing. His interest was piqued when she mentioned the black butterfly. A follower of the Starsong, Thordall knew what had happened and knew why Sesi had felt drawn to the stars.
He knew, so he taught.
He taught her the arts of archery and sword play. He taught her the secrets to tracking and stalking her quarry. He taught her of Desna, the stars, and the journeys he had taken in his youth. For five years he taught her, and on the eve of her turning eighteen, he taught her his last lesson.
There was more to the world than the stark and dangerous beauty of the Lands of the Linnorm Kings. He bade her to travel south, to explore and see the world as he had.
She loved her mentor as she had her father, and had seen the wisdom of his words, so she traveled south to Roderic's Cove, working as a cook on an ulfen longship. From there, she learned of a town called Sandpoint, and of the Swallowtail Festival. This year, however, was special she learned. A church dedicated to Abadar, Desna, Erastil, Gozreh, Sarenrae, and Shelyn was to be consecrated this year. Her mentor's words in her head, she made the journey south to Sandpoint, marveling at the warm and sunny climes she had found. She met the Varisians who traveled this strange and new land. She learned of Thassalon and its ruins. She smiled when she heard the Windsong playing, but most of all, she learned to hate goblins.
Goblins infested the countryside, and she left their corpses in her wake as they attacked her time and again, supposing the smallish woman to not be much of a threat. Time and again she proved them wrong with bow and sword. The little runts had delayed her enough to add two days to her two-week journey. However, even with the delays. She arrives in Sandpoint early the morning of the festival.
| oyzar |
I'm sad that you feel that way about Oracles. Flavor-wise it's much cooler to chosen by a deity for greatness rather than having to pray as one of many in order to receive power. A lot of the mystery abilities are also really cool and fun mechanically and they often offer better options for specialization than a cleric. As for my character, for most levels it's going to play similarly to a sorcerer for most levels(from 2nd onwards), except with armor, better HP and more skills. As for role, the character can fill the divine slot, but could also work just fine in the arcane or the other slot.
I was thinking to take Naive, but I'm guessing that is out, so I have to look at those you mentioned?
| John Mac |
While I didn't take any of the drawbacks, the one I really like is Sentimental. Other than the fact that a penalty to initiative -and- to Perception checks means it's basically the "Begging to get shanked in an alley somewhere" drawback, the idea that you're lost in your own head all the time is great.
"Bob? We need to talk about you not taking watch and having some of your share get split up among the people who have to take up your slack."
"Why?"
"Because the first time, racoons stole all our food."
"But..."
"And the time after that, bandits captured us all."
"I'm not that oblivious!"
"Unh hunh. And were you not that oblivious when a bear ate our bard?"
"I just -"
"A BEAR ATE OUR BARD, BOB! You get no watch."
Pendrix Ragnack wrote:Pendrix is done; please do look him over when you get a few minutes. I will keep adding to his backstory, but the character sheet is done.
** spoiler omitted **...
Consider him duly looked over.
@Saturday, it's no rush, I was mostly buming to make sure new people could see it too. Not getting impatient here, just want to reach as many people as possible.
@AG70, I really dislike the way drawbacks are written. On one hand, there's the cripling ones, like Cruelty on a fighter. On the other, there's also things like Averice, which are going to present an actual problem exactly 0 times during a campaign. This comes along with the traits themselves being all over the place, power wise. Some are powerful enough to have entire character builds revolving around them, while others are crap.
However, for fluff reasons, some of them are actually pretty neat and would be cool to incorporate.
Rules update: You can take any of the following Drawbacks in return for a third Trait: Avarice, Envy, Hedonistic, Pride, Sleepy or Zealous.
This'll go in the houserules section too.
| GM Runescarred Dragon |
It's much like the spellthief being allowed - from my perspective it goes like this:
For a variety of reasons, this game will not be allowing drawbacks.
However, the six drawbacks mentioned (Avarice, Envy, Hedonistic, Pride, Sleepy & Zealous), much like the spellthief class, fit so very well in this game that I'm making special provision for them anyway, despite not allowing drawbacks, as a rule. They might be thought of as additional campaign traits. They're not essential, though.
If anyone can homebrew up a good Lust-related drawback, by the way, I might allow that too.
| Vincent Fleming |
Gold: 3d6 ⇒ (5, 6, 2) = 13
Alittle above average for a bloodrager but fine enough. I do have a question. I generally don't do heavily optimized characters, will that count against me in selection process?
I am currently thinking of making a Human Bloody Knuckled Rowdy Bloodrager: Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 16....looking at trying to slate down between Destined and Aberrant for the bloodline.
Destined of course works really well with the setting...though Aberrant gives you free reach.