| Mokshai |
Well, my submission, and will make an alias if selected.
Rorgar Brewmaster
Male Dwarf Warpriest 1
LN medium humanoid
Senses Darkvision (60)
STATISTICS
STR 16 DEX 12 CON 12 INT 14 WIS 14 CHA 9
BAB 0, CMB 3, CMD 14
OFFENSE
Speed 20 ft
Melee: Warhammer +4 (1d8+3/x3) or Dagger +3 (1d4+3/19-20/x2)
Ranged: Sling +1 (1d4+3/x2)
Space 5 Reach 5
DEFENSE
AC 17, touch 11, flat-footed 16
hp 9
Fort 4, Reflex 2, Will 4
Racial Traits
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Traits
Northern Ancestry (APRW 6): You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2.
Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Grounded (DoG 10): You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Feats
Additional Traits (APG 150): You gain 2 bonus traits
Weapon Focus (Warhammer) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.
Skills
Acrobatics -3, Appraise 2, Bluff -1, Climb -2, Diplomacy -1, Disguise -1, Escape Artist -4, Fly -4, Heal 2, Intimidate -1, Knowledge (religion) 6, Perception 2, Ride -4, Sense Motive 2, Spellcraft 6, Stealth -4, Survival 6, Swim -2, Use Magic Device 0
Languages
Dwarven, Common, Giant, Celestial
Gear
Weapons Warhammer, Sling, Dagger, Bullets - Sling (10),
Armour Scale Mail, Buckler
Adventuring Gear
Kit - Warpriest (Medium Creature), Kit - Cooking (AA), Fishing Kit, Kit - Dungeoneering, Kit - Gear Maintenance, Kit - Grooming , Blanket (2), Grappling Hook, Explorers outfit
Money
PP
Gp 44
Sp
Cp
[spoiler=class features]
Class Features
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (except Tower Shields).
Weapon Proficiency: You are proficient with all Simple and Martial weapons. Additionally you are proficient with the following weapons: Battleaxe; Pick, heavy; Warhammer
Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment
Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (warhammer)
Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells.
Blessings (Su): Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them.
Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before
the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
[spoiler=blessings]
Earth Blessing
Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn’t stack with the additional damage from the corrosive weapon special ability.
Law Blessing
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic
weapon special ability.
Spells prepared
0 Level
Guidance
Detect Magic
Read Magic
1st Level
Divine Favour
Divine Favour
Rorgar, was born of a merchant family in the five kings mountains where he spent a large amount of his time listening to stories of old and glory, and playing in the snow of the mountain peaks. When his family enrolled him into the school system, he started paying more attention to the armed aspect of his teachings. When he reached his twenties, after the schooling that he received, he entered the church of Torag, where he found a job as a temple guard in Highhelm. For a number of years, he did this job, without ever leaving the area of Highhelm. Due to an increasing amount of banditry on the caravans going to and from the different countries around the five kings mountains, the church was asked to provide some divine guidance to one of the caravans going to Taldor. As the church was reluctant, unless there were guards available, so he was tasked to act as a bodyguard for one of the priests who accompanied the caravan.
This arrangement went well for a couple of years then he asked if on the next caravan, he could take some time to look around on his own, and that he would make is own way back to the five kings mountains after he had a chance to look around on his own, and see how others were treated when he wasn’t guarding someone.
Soon after leaving the caravan at the Taldor capital of Oppara, he made his way south, and eventually found himself in the small village of Heldrin
| Rain and Lightning |
I might have to reconsider joining, trying to flesh out my character is draining and I'm pretty busy in real life I think I might not be able to finish creating Andyla and take care of my real-life issues (my grandfather's old and suffering from cancer and I have to be with him a lot) at the same time...
| Ellina Sensewi |
| Dal Selpher |
JamZilla wrote:32? so all base stats start at 8?Ellina Sensewi wrote:Hey Ellina, I like the concept but it looks like you have a 32 point buy in your profile. Remember, this is 20 point.I will submit Ellina Sensewi My Paladin healer
Here's a break down of how your stat array works out via point-buy values, Ellina. Hope this helps clarify things.
Str 14 (16 base [10 pts] -2 racial)
Dex 12 (10 base [0 pts] +2 racial)
Con 16 (16 base [10 pts])
Int 12 (12 base [2 pts])
Wis 10 (10 base [0 pts])
Cha 18 (16 base [10 pts] +2 racial)
Stat // Point Value
7 // –4
8 // –2
9 // –1
10 // 0
11 // 1
12 // 2
13 // 3
14 // 5
15 // 7
16 // 10
17 // 13
18 // 17
Edit: Ninja'd by JZ himself
JamZilla
|
Hey Arunor, thanks for submitting. Cool concept by the way.
I've checked the character creation rules and one thing I did forget is I would really prefer good aligned characters. Sorry about that. I am all for conflict within groups, after all you usually are individuals just thrown together and it can provide some really interesting role play moments, but in my experience having evil characters just proves problematic in the long run.
| Arunor Blacksheaf |
Thank you, sir.
Would consider changing his alignment to Neutral Good or Chaotic Neutral, as I do not picture Arunor as entirely evil. I picture him more so as capable of using other people and unsavoury means to reach his personal goals. If Neutral Good, he wouldn't go to any lengths to do this, certainly.
| Drogeney |
Lialda's update back story, the only changes where in the very last paragraph.
She spent the next few years attempting to learn the magic as the witches practiced it, but while she could pick up some of the spells they did, she could never attract a familiar from Baba Yaga, or master the hexes that are a part and parcel of the witches craft. Eventually, it was determined that her magic was incompatible with that of the witches, though they had helped her understand her power with magic better. What they decided, was that she was more of a strange wizard than a witch. They had several spell books sitting around and being slowly used up for their own familiars so they let her study them and found that she was a natural at it. One of the first spells she mastered was a snowball, a spell she had been on the receiving end of on several occasions, and one that was particularly vicious in her hands leaving people staggered. She has learned that spell and learned it very well.
When she reached adulthood, the witches felt it was necessary to send her on her way, and aided her in getting to a nearby village. She began to travel and practice her skills at healing to earn her keep on her travelings, moving southeast and eventually finding herself near the country of Taldor, almost as if she were drawn there for some reason. Unbeknownst to Lialda though, the witches are still watching her to this day for signs of treachery, and maybe something more.
*Edit
No Maia, mine is too, just haven't made the alias yet.
| The Emerald Duke |
OK, not quite ready yet, hope not to miss this but will understand if I do. My idea is a half-orc bloodrager (elemental bloodline, probably fire). Father was human sorceror (same bloodline, obviously), mother was an orc barbarian that he enslaved. Still working on the precice details for the backstory (still torn between Blood of Giants and Northern Ancestry) and layout, but that is where I am thinking I should go.
| Yh'ari Malivies |
Mmmkay, I THINK these should be done.
Yh'ari Malivies Character Sheet
Ran (Artic Fox Familiar) Character Sheet
I just need to transfer all of this to Paizo now, easy enough.
“Leave it to someone of your...insignificance to question the basic laws of the world. The world is made up of two kinds of people. Those who are superior, and those who are inferior, like yourself. You have no place in this world.”
A few years later, Yh’ari began taking up adventuring jobs in a desperate attempt to prove the man wrong and prove that she wasn’t inferior, that she deserved her spot in the world. She was eventually given an important task in a desert region, one that involved infiltrating a hideout belonging to a group of thieves. The thieves had been mugging locals who’d come to the oasis for water, as the water in town was far too expensive. As she explored the hideout and searched it, she was shocked to find that the thieves had been hired by the chief of the village. Looking over the documents and notes, she realized the plan was to raise the price of water to exorbitant prices, forcing the locals to drink at the oasis. Once there, the rogues would mug them, discouraging them from returning. That, in turn, would leave them with no choice but to buy the water at the prices that were set. She made haste to apprehend the leader, but she was rewarded with death instead.
Her cycle continued, as she was reincarnated as a true Samsaran this time. Though her memories of her past life were fleeting, she recalled the answer the Taldan had given her, as well as the conspiracy she’d discovered moments before her death.
“Why do people do these things to each other?” she wondered, thoroughly confused by what she’d experienced. She decided to re-visit the village years later, at the tender age of 26, only to find that in the time it’d taken her to grow up, the village had effectively destroyed itself due to revolts. It stood no longer. Upon witnessing the flames and destruction that had befallen the area, she denied those recurring words with all of her being, not wishing to believe them.
“No, there’s no way everyone is like this...I refuse to believe this! I’ll travel this world if I need to to prove them wrong! Humanity can’t be this cruel!”
Once more, she set out on a journey of discovery, aiming to explore as much of the world as she could. As she traveled, she found settlements, villages, towns, and large, sprawling cities. However, no matter where she traveled, she came across traces of corruption, racism, sexism, violence, and various abominations. Finally, she found herself in the wintery lands of the linnorm kings. She found travelling in these lands difficult in itself, to say nothing of the myriad of mythical fey and assorted creatures that inhabited it. As she forced herself through the wilderness, she came across a cave with a lit bonfire, and decided to take up residence inside, taking shelter from the cold. As the hours passed and the sky grew dark, one of the natives entered the cave, shocked to find her inside of his temporary shelter. She explained herself and he seemed to understand, asking her kindly to turn around as he changed into warmer garments. She did so, happy to find someone who seemed kind on her journey.
She awoke a few hours later, bound and gagged with hemp rope. The man was behind her, grinning wickedly as he made his intentions known. She had been stripped bare and he took it upon himself to take her innocence for himself, feeling it was his right as one of the strong in this place. She fell unconscious soon after the ordeal, and though he could have, he didn’t take her life. No, he left that to the freezing temperatures outside, as he threw her body out into the snow, leaving her to the fates. She perished from the temperatures, freezing to death as her corpse grew pale.
She was born once more as a Samsaran, though her body was stranger still this time. She wasn’t a pale blue like her comrades, but a nearly white tone, with shock white hair and almost clear eyes. She was an albino, and though it had no impact on her as a person, she was mocked simply for being different as she grew up, teased and bullied by those around her.
“Even amongst my own kin, I can’t escape this…?” she pondered quietly, enduring the harships as she took care of herself, doing her best to avoid the eyes of those around her. Time passed, and relations around the world changed accordingly. As it happened, a band of cutthroats were nearby. One night, as she lay in her bed awake, the sound of various voices yelling filled the air. Moments later, the screams of the villagers joined the orchestra. Panicking, she escaped her home through an open window, narrowly avoiding the invaders. She wandered the lands, eventually fainting from exhaustion. She awoke in a hut of some sort about two weeks later, greeted by a strange white-haired woman.
“I found you passed out on the ground in Tian Xia, young one. I take it from your appearance you’re from the tribe of Samsarans that were laid to rest recently, then?”
She realized what had happened, and, though her kind were known for typically accepting death, she mourned.
“Why are people so cruel?” she asked flatly.
“It’s the way of the world, child. Just as you were scorned for your appearance, people find no end for reasons to hate, kill, and destroy. In this world, those who can defend themselves and prove themselves strong are the ones who survive. And you seem to lack that, am I correct?”
She nodded, and soon after, the white-haired woman agreed to teach her how to defend herself with magic.
Many years passed, and eventually, she felt strong enough to hunt down those who had wronged her in her previous life. She hunted down the cave and left him for dead after brutalizing him, feeling some sense of closure on that, at least. In her pride, she failed to notice he still breathed, and many nights later, a group of vikings burned the hut down, killing her teacher, who had been teaching her the ways of ice witchcraft. With her dying breaths, she cast some strange magic on Yh’ari, and a spell upon the vikings. Yh’ari found herself encased in unnaturally hard ice, while the vikings were impaled upon icicles. Two nights later, she found herself free of the ice, which thawed out magically. Seeing what her brief years of happiness had devolved into, she cursed the world, making herself a pact.
“Damnable world! Why am I cursed to be denied any happiness I might find, however brief it might be?! Fine...If this is the world I am cursed to live in, then I shall forego it as much as I am able. I shall hide myself from the cruelties and abominations I have seen, and be as a fleeting shadow.”
And so it was that Yh’ari found a small cave and over the years, made it her living place, gathering tomes and spellbooks and all manners of intrigue. Unfortunately, she soon realized she would run out of materials, and begrudgingly accepted that she would have to make visits to a town of some sort to re-stock, at least once a year. She began travelling to Heldren once a year, making herself scarce. Over time, the townsfolk took note of her, and word slipped that she was indeed a witch. She finds herself in Heldren once again, for her routine purchases.
JamZilla
|
Guys I'm on the road quite a lot today so won't get a chance to answer questions so briefly;
For backstory id like a paragraph or two about who you are, what you're doing in Taldor (live there, traveller etc) and how your campaign trait ties in. Personality, style and party role all helpful too. Whether you want to do this in a narrative or through a roleplayed 'montage' is up to you.
JamZilla
|
JZ, are we using the full spell list (such as the one on Archives of Nethys)? I'd like to know, because if so, I'm adding Snowball to Yh'ari's spells known.
Yep, go for it. Personally I think snowball is a great spell. assume everything is ok spell-wise if it's from paizo unless it's particularly weird and wonderful in which case just run it by me first.
JamZilla
|
Ok, submissions so far;
Maia Silndra Rose - Wizard - Arcane
Yh'ari Malavies - Witch - Arcane
Lialda Boreana - Arcanist - Arcane
Andyla - Druid - Divine
Alistar Leblanc - Cavalier - Melee
Rojerick Alandsson - Paladin - Melee
Merick Renarin - Fighter - Melee
Ford Benett - Fighter - Melee
Lugert - Ranger - Melee
Jolly Roger - Hunter - Melee
Travigan Frost - Barbarian - Melee
Rogar Brewmaster - Warpriest - Melee
Myles Brightguard - Cavalier - Melee
Ellina Sensewi - Paladin - Melee
Grandma Mable - Oracle - Melee/Divine
Carroutan - Ranger - Melee/Ranged
Cretus - Ranger - Ranged
Arunor Blacksheaf - Rogue - Skills
As usual, if I've glossed over you somehow or miscategorised you, just let me know.
| Jolly Roger |
Background and crunch of Breunor the brewer and hunter, with his companion Pwent the Mammoth.
I'd put him under divine and melee. He's more towards a druid than cleric though with his spell selection, but he get's a domain later on.
He also has a bunch of skills (7) including knowledge local, geography and nature (picking religion later), survival and perception as well as profession brewer for those lonely cold nights ;).
So I guess a jack of all trades :P?
Breunor Boulderbasher was born in the Five Kings Mountains as a son to a pair of devout dwarven warriors who followed the path of Torag. Breunor was raised as a real dwarf and his parents hoped that he would grow up as a worthy dwarf who could follow in their footsteps. Though he spent most of his youth in the mountains Breunor quickly found that he did not want to remain in the cramped underground tunnels. He wanted to get out and explore the world. Still he listened to his parents and trained his combat skills vigorously, while secretively looking for a way out.
Giants were the worst of their foes during their youth and Breunor was trained vigorously in combating them. It was after one of his first real combats with a couple of hill giants that they found a lonely mammoth babe among the herds the giants stole from their surroundings. When Bruenor released him and walked away, the young mammoth used its trout to keep hold of one of Bruenor's braid. Unable to let the poor lonely creature go, Bruenor decided to take it with him for now.
Being the softy that he was Breunor quickly became friends with the mammoth who he named Pwent. They slept together, trained together and hunted together together. Why they even shared a fondness for alcohol together. Mostly beers, but even wines and the stronger stuff. In his spare time Breunor would try his luck at brewing himself. It was this fondness for brewing and his wanderlust that led Breunor to the adoration of the god Cayden Cailean. He was a role model for him. Enjoying a brew, having fun and traveling around, that is what life should be about!
However his parents thought it ridiculous: the dwarven halls are no place for a mammoth and ordered Breunor to get rid of the beast. They also smashed his statue of Cayden and replaced it with Torag's. Bruenor tried to protest but to no avail, his parents would have none of it. Well they soon learned their kid was as stubborn as they were and Bruenor left the halls with his companion in tow.
During their travels they wandered a lot and they both enjoyed it. However, they did miss the dwarven stouts from the mountains and decided to brew together. Starting with beers and working their way up the difficulty Breunor got quite good at it. Pwent would help with gathering and foraging while Breunor did the finer tasks like control the fire and distillate the alcohol. It wasn't before long that they had enough materials to get their first brew. Cayden Cailean clearly smiled upon the two and blessed then with a little of his divine power. Bruenor was able to cast a few spells and Pwent was able to channel some of Caydens divine energies.
A few years later and Breunor got experienced enough that he could brew a range of alcoholic beverages. Now he travels the lands in search of new ingredients and inspirations to create new flavors for his drinks. He sells them where he goes and helps around if his assistance is needed. Lately he has been having his go at wines in Taldor and ended up in the little town of Helgrin.
NG Medium Dwarf / Humanoid (Dwarf)
Init +1; Senses Perception +6, Darkvision 60 ft
==DEFENSE==
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 dex)
hp 11 (1d8+3)
Fort +5, Ref +3, Will +2
Armor KikkoArmour, Medium
Shield Heavy Steel Shield
Defensive Abilities Defensive Training (PFCR 21), Hardy (PFCR 21), Stability (PFCR 21)
==OFFENSE==
Spd 20 ft/x4
Melee Warhammer +3 (1d8+3) 20/x3
Melee Cold Iron Dwarven Waraxe +3 (1d10+3) 20/x3
Ranged Javelin Amentum +1 (1d6+3) 20/x2 performance
Special Attacks Giant Hunter (PFRG)
==STATISTICS==
Str 16, Dex 12, Con 16, Int 10, Wis 15, Cha 8
BAB +0, CMB +3, CMD +14
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118)
Skills Handle Animal +7, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +4, Perception +6 [Unusual stonework +8], Profession (brewer) +6, Survival +6
SQ Slow and Steady (PFCR 21), Wild Empathy (PFCR 50-51), Nature Bond (Animal Companion - Elephant) (PFCR 50)
SU Domain Powers (PFCR 40-41), Primal Transformation ()
MC Druid Spells (PFCR 49), Druid Spontaneous Casting (PFCR 49), Forbidden Spell Alignment (PFCR 41, 49)
Traits Glory of Old (Regional: Five Kings Mountains) (PFCo: DoG 11), Restless Wayfarer (Campaign: Reign of Winter) (PFCo: RoW PG 6)
Languages Common, Dwarven, Skald
==ANIMAL COMPANION==
Elephant 2
Init +2; Perception +5
==DEFENSE==
AC 19, touch 12, flat-footed 17 (3 armor, +2 dex, +4 natural armor)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
==OFFENSE==
Spd LAND 40 ft
Gore +3 (1d8+2)
Slam +3 (1d6+2)
==STATISTICS==
Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7
BAB +1, CMB +3, CMD +15
Feats Armor Proficiency (Light) (PFCR 118)
Skills Acrobatics +5, Climb +1, Escape Artist +1, Fly +1, Intimidate -2, Perception +5, Stealth +1, Survival +1, Swim +1
Special Qualities Low-Light Vision, Scent, Link, Share Spells
Tricks Attack(DC 20), Attack(DC 20)Come(DC 15), Down(DC 15), Heel(DC 15), Seek(DC 15),
Also: hope to get in with Emerald Duke, he's fun to play with.
<- Tal the bruised ;)
| Maurie Wyssal |
Thanks Jolly! Still working on the backstory... but... mostly finished as a concept (thinking this guy is an escaped gladiatorial slave that killed his master after being forced to kill his mother and father in the arena... still working on the whole "why am I in Heldren?" question though... and the precise nature of his equipment).
His description and rough background are done though, if you care to take a look. ;)
| Tevaga the redeemer |
Hello companions. Dreams of cold and death and witchery have led me here. I have come to seek those that might instigate such evil and root them out. Such is my task. And this is I.
Born in an orcish tribe in the mountains of eastern Taldor, of a mother that had a thing for human adventurers, the child named Tevaga was taken in by her tribe’s shaman. It was never an easy childhood. Her slender frame and less intimidating appearance led her to be largely excluded from her peers. And the shaman made her perform all the back-breaking work she could do, hoping to make her the next shaman.However, one day when her tribe was traveling through some forests, and a witch tempted her away from her kin into a gingerbread hut (or so she remembers), she was beaten black & blue. She escaped, but struggled for several days in the forest, dragging her broken body forward, trying to find an escape. But fate blessed her, and eventually she saw a single ray of light shining from the heavens onto a small, unknown shrine in the forest. There, she found soft plants to eat, and fresh water to drink, and flat stone to sleep on. There, bloodied and broken, she found the calm and comfort that she had never known in her former life.
As she recovered, she began to meditate over the shrine, as the shamans did upon their idols. And as she meditated, the god of the shrine, Sarenrae, touched her back, teaching her ways and showing Tevaga a world of compassion and peace, threatened by those that hide outside the light. As she regained strength, Sarenrae taught her the ways or compassion, of redemption, and of swift justice. Now she wanders the world, seeking out those dark places in the hope of redeeming or destroying what might be found there. Because of her experiences with a witch she is particularly aggressive towards evil spellcasters.
Divine inspiration has led Tevaga to the small village of Heldren. Believing some retched evil may be hiding here, she feels it is her duty to root it out. She is discreet however, hiding her holy symbol, as she knows taldans arent overly fond of Sarenraeans.
Thus is my story, and who I am. I beg you to allow me to join you on your quest.
Tevaga is a "skill"/"melee combat" character; while she is divine, 90% of her spells will be to boost either skills or melee. In any case, I hope you enjoy, and I hope I get a chance to join!
| Nasrin |
Heldren is as good a place to stay overnight as any other. The semi feral girl talks to her companion and tells him to stay put while she goes to see what is going on in this town. She walks up to the local tavern and asks for a loaf of warm bread and ale. The inn-keep looks askance at her, her unwashed hair, tangled and matted, her mud streaked face. A whispered thank you and she sits at a table and listens. She follows the conversations in the room, keying on the repeated worries of some unnatural cold. Are the Witches following me?
Nasrin is a Wolf Shaman Druid. Obviously, her companion is a Wolf :D I will polish up the Alias later tonight!
| Thorn, Companion of Nasrin |
Nosing about in the woods, his nose a riot with the smells of spring, the wolf called Thorn suddenly remembers he was supposed to be somewhere. He lopes back to the grove his friend had set him to guard and he plops down and promptly falls asleep. His dreams are rabbits, chase and snatch. Then snow. Rabbits taste just the same no matter the weather. Thorn sleeps and dreams happily waiting for the girl to come back.
| Tevaga the redeemer |
(additional) Introduction
Tevaga enters & watches the common room within the inn, quite thankful for the civilized clothing the church of Sarenrae provided for her. She spots beggars. Dwarves. Beings in heavy armor. Only a few fancily dressed folk MIGHT fit the profile of the prey she seeks. She goes to the bar, asking for a meal and going to sit down at a table. Why the dreams brought her here she wonders. What purpose does the dawnflower have for her? Something in the back of her mind tickles her. Something nasty will go down soon, she feels it. And she will be ready for it. She offers part of her meal to a beggar child and stands at the door, looking out into the night.
(additional) Notes on personality: very incisive person. To her friends, she is loyal to the death. She seeks to redeem those in whom she perceives the possibility of good, but is without pity to those who accept evil.
In any case, I hope this fleshes out the character better.
adsapiens
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I'd like to submit (as I said before) my half-elf druid treesinger: Here's Farghrad Garrson, directly from the cold waters of Ulfen. :) I never played this adventure path before, but it looks like a cool one (pun intended). Hopefully you'll all like it, as I look forward to play with some of the very intelligent concepts we have here!
Farghrad's a druid, divine caster, with some healing and support capabilities, accompanied by his cute pet treant Kaalin. He's capable in melee too, if needed, but not as capable as the guys I've been seeing here ;)
Background
"We don't talk about your father", was what Farghrad always heard. "We accept no strangers anymore in the order", was what followed. The half-elf, now much more mature, grew up on the lands of the Rocksapling elven tribe, a druid settlement on the very cold shores near Ulfen. Now and then he could only assume his father was a pirate or some other sort of traveler for whom his mother fell in love, and then left them later. Not that she stayed long, either.
His foster parents were nice people, but much older than the rest of the tribe and even for elven standards more xenophobic. While he knew his roots made him an eternal foreigner on the lands, he was treated with respect and raised with love. He learned to love the sea and the nature, and with the other druids and shamans every day, ritualistically, would sit, study and pray.
He would quickly outgrow his friends, though. Surrounded by elves, the half-elf could feel the weight of age harder on him. It was during the snow festival, when all the chants were going towards the sacred tree, that he for the first time kissed a girl - and barely five years later, she looked like a child to him.
"The same would have happened to my parents, probably" - he used to think, while talking to his plant companions and whichever student would look closer to his age. "Well, your mother always looked young" - replied, once, his stepfather, in front of a campfire - "Looked way younger than your father, but was already much older than him.", he completed.
This was the last time he heard from his father, but not his mother; her story he knew better. He was barely born when she fled - abandoning the order of druids and shamans, falling into something much darker. His mother, he was told, grew insane with the absence of his father, and slowly let herself go in ways that go completely against the love for the nature praised by their god, Gozreh.
A certain day when he was 25, however, the phrases he always heard faded. It was the dawn of another cold day, even during summer, and he was fishing. Feet on the cold lake he so many times swam, his thoughts were flying all through the place, imagining if he'd ever want to leave there. "While my quarter century made me a grown man", he thought, "it barely even affected the people here. As much love as they give me, as much as they call me a brother, I don't know if I really belong..."
He was interrupted. Sounds of battle! He rushed, leaving everything behind, and finally got back to the village. He saw some dead people, and in the middle of the square, a beautiful figure. The gorgeous elven woman looked so young - younger than Farghrad, maybe, although certainly much older - and angry. So angry. While the druids and shamans would be running around, trying to stop her, all she'd do is move through the small houses, burning and killing with savagery. He thought about screaming for her to stop, but the words didn't come from his mouth.
He was finally hit with what looked like small guts of wind, throwing him hardly against the floor. He could smell the burnt plants and flowers. Slowly his head turned up and she was there - in front of him, fiery eyes. He recognized her traces. His mother was a witch. Her hands turned white, taking the shape of ice claws, and she pushed him from the floor, strangling him. He didn't react. Then she screamed.
For the split of a second he saw the hatred on her eyes, and then she fell to the ground, releasing him. Far away he saw his stepfather, who had shot her with a crossbow. His mother was now there, bleeding on his feet as he stood up. He kneel down and smiled, for a moment touching her cold face; he looked at his stepfather, once again, and like the rest of the tribe, he was immobile. Frozen in time.
He let his hands touch hers and closed his eyes, letting the positive energy feel her as he chanted a pray for Gozreh. The seconds passed as pure eternity, but then finally she coughed. Her eyes opened and she pushed Farghrad, crawling to a burnt tree and trying to stand up again.
- Why? Why did you do it?
He didn't answer her. Everything around them was still frozen in place.
- How can you have such good in your heart, when you're the spring of evil? When both your parents wouldn't care about killing you or the ones you love? Where do you find good in your heart?
Again, he didn't answer her. He was listening, very well, but couldn't answer. He knew he was good, but his good was pure. It was natural, maybe given to him. He didn't know if she'd still have any good on her cold heart - neither he knew if his father had, wherever he would be. Farghrad collected his equipment, slowly, and barely blinked at her with compassion. The witch that once had been his mother screamed, in rage, and flew away. The village slowly came back to normal, unfrozen.
The elders of the tribe approached him with severe eyes. They couldn't stand the fact he not only let the witch live, as he had also cured her and let her flee. "I understand.", he said, and smiled friendly. "I will go."
And so Farghrad left his tribe and his life, in the companion of his friend treant Kaalin. He knew he had a mission in mind now, and took the roads even more towards the cold North. His heart was of good, and as such should guide him and prevail. It was now time to witchhunt.
Summary
Farghrad is a treesinger druid: a lover of nature and the sea. He was raised in a tribe of elves on the shores near Ulfen by druids and shamans. He is a snowborn half-elf that likes swimming, plants and animals. He is neutral good and worships Gozreh.
Character Sheet
Farghrad Garrson
Half-elf (snowborn) druid (treesinger) 1 of Gozreh (Pathfinder RPG Advanced Race Guide 25)
NG Medium humanoid (elf, human)
Hero Points 1
Init +1; Senses low-light vision; Perception +9
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 10 (1d8+2)
Fort +3 (+5 circumstance bonus vs. cold weather, +4 racial bonus to avoid nonlethal damage from cold environments), Ref +1, Will +5; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+4/19-20) or
scimitar +4 (1d6+4/18-20)
Druid (Treesinger) Spells Prepared (CL 1st; concentration +4)
1st—cure light wounds, snowball (DC 14)
0 (at will)—create water, detect magic, read magic
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Statistics
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Str 18, Dex 12, Con 12, Int 8, Wis 16, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Spirit's Gift[ACG]
Traits child of nature, warded against witchery
Skills Perception +9, Survival +11, Swim +8; Racial Modifiers +2 Perception, +4 Swim, water child
Languages Common, Druidic, Elven
SQ cold-honed, elf blood, green empathy, hero points, nature sense, plant bond (sapling treant named animal companion)
[/b]Other Gear[/b] lamellar (leather) armor, heavy wooden shield, dagger, scimitar, backpack, bedroll, belt pouch, cold weather outfit, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, 48 gp
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Tracked Resources
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Dagger - 0/1
Trail rations - 0/7
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Cold weather outfit +5 Fort save vs. cold weather.
Cold-Honed Snowborn can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Green Empathy +0 (Ex) Improve the attitude of an plant, as if using Diplomacy.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spirit's Gift (Stone, Kaalin) You commune with a spirit of your choice, and it grants your animal companion or familiar a boon. Stone: DR 5/adamatine, 24 hours.
Warded Against Witchery +1 to spellcraft to ID spells of evil arcane spellcasters, +1 to save vs thier spells and abilities.
Water Child You may always take 10 on Swim checks.
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Kaalin (Animal Companion)
Sapling treant (Pathfinder RPG Advanced Race Guide)
N Medium plant
Init +0; Senses low-light vision; Perception +5
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Defense
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AC 11, touch 10, flat-footed 11 (+1 natural)
hp 11 (+2)
Fort +4, Ref +0, Will +1
DR 5/adamantine; Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
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Offense
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Speed 30 ft., climb 30 ft.
Melee 2 slams +3 (1d6+2)
Special Attacks double damage against objects
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Statistics
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Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 13
Feats Power Attack
Tricks Attack, Attack, Attack Any Target, Cinderbrave, Defend, Down, Fighting, Stay, Watch
Skills Climb +10, Perception +5, Stealth +4
SQ attack any target, cinderbrave, defend, fighting, watch
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Tracked Resources
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-none-
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Climbing (30 feet) You have a Climb speed.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Defend [Trick] The animal will defend you.
Double Damage Against Objects (Ex) If this creature makes a full attack against an object or structure, it deals double damage.
Fighting [Trick] The animal has been trained to fight.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Watch [Trick] Stands watch over designated area.