Nebten |
Come with me, And you'll be
In a world of pure imagination
Take a look, And you'll see
Into your imagination
We'll begin, With a spin
Traveling in the world of my creation
What we'll see, will defy
Explanation
Greeting friends,
This is an invitation for five lucky Pathfinders join me in the retelling of the Pathfinder module The Harrowing. It is an adventure featuring a plane of fanciful locations and characters inspired by the popular harrow deck of the Pathfinder campaign setting.
Character creation guidelines:
* 25 point build
* 10th level
* Starting gear: an item selected by me if you are picked.
* You are all apart of the Pathfinder Society and may know each other if you wish.
Besides that mentioned above, nothing else is hard and fast for material allowed or disallowed. For my selection process, I will say that I'm more of a traditionalist in terms of classes and races. If you are familiar with Pathfinder Society organized play, I would review their guidelines as what is disallowed that I may not select. A backstory is not necessary, but a short one may display your writing style which will be helpful during selection process. I'm not going to be offering feedback to every submission. Much like a job interview, if you are the Pathfinder I'm looking for, you'll be selected.
Be aware, this module shall be ran as an exercise of wit and guile OK, partial lie, first encounter could be a fight. But, it is by no means a dungeon crawl. How you interact in one portion of the module may affect other interactions in the future.
* Please apply only if you are able to post at least once a day throughout the week. More frequently is welcomed. If the party is in a battle and the PC doesn't act within 48 hours after the monsters act, I reserve the right to bot the PC or have the character go full-defensive.
* When we are ready to "move on" from an encounter/environment I will need at least 2 people to agree on a course of action before moving on with said course of action.
* I reserve the right to roll a skill check, saving throw, AoO, ect for your character. The reason is to keep the pace of the game flowing. If there is an error with the roll, feel free to let me know.
* No meta-gaming, faerie whispering or telling people what they should do during a battle or conversations. Only short phrases should be used on your turn during combat.
* I ask that you do not read spoiler tags that are not in your name or you did not achieve the proper DC against a skill check.
I will be using Google maps as needed. Be aware, I may not use a map for every encounter. I have found that sometimes without a map, people discover more creative ways to accomplish their goals.
At this time, I plan on just running The Harrowing as a one-shot game. If the chemistry is right and if I have the time, I may continue our story.
I will select a party within 1 to 2 weeks, or once I feel a good group has come together.
I think that is everything. Any questions, please feel free to post them.
Wanta change the world? There's nothing to it,
Neb da DM
CampinCarl9127 |
That entering reference hooked me haha.
I have a few questions first. Under starting gear, is the only gear we have the item you give us? Or are we doing something else and we get the item given by you in addition? Also, what are we doing for traits and drawbacks? And finally, what material is allowed?
Edit: Also, do you have any race or class or alignment restrictions?
Nebten |
Under starting gear, is the only gear we have the item you give us?
Yes. Don't you feel better now that you don't have to outfit a 10th level PC =v)
Also, what are we doing for traits and drawbacks?
Two traits, no drawbacks
And finally, what material is allowed? Also, do you have any race or class or alignment restrictions?
Sorry, clarified my statement above "Besides that mentioned above, nothing else is hard and fast for material allowed or disallowed."
I'm not disallowing anything. But if your PC has material I don't like, I'm not going to select it. For example, if I have to learn a new rule set, I'm going to shy away from that PC. I don't want give a blanket "No" to material because I would like see what else is out there for my own interests.
As for alignment, I'm going to couple a party that I think will work. I'm not going to select a Paladin and priest of the Whisper Way if ya know what I mean. Again, I will say that I'm more of a traditionalist in terms of party structure.
CampinCarl9127 |
Oh I know exactly what I want to play, it's an idea I had a long time ago and it's always something that I wanted to be able to try. An orc pack lord who takes the feat boon companion multiple times so that he watches his pack of animal companions swarm the enemies.
Nebten |
Is there a particular region we should hail from, or would any pathfinder lodge do?
Any region will do. If it makes a difference, your Pathfinder briefing will come from Heidmarch Manor in Magnimar in Varisia.
PFS style for hit points?
Way you keep your head on a swivel there, Pale King. Yes, PFS style HPs.
Unchained Rogue is viable option.
To all applicatants: Post up a complete character sheet when done. Only completed characters will be considered. You don't have to burn an alias if you don't want to.
The Goblin |
As for alignment, I'm going to couple a party that I think will work. I'm not going to select a Paladin and priest of the Whisper Way if ya know what I mean. Again, I will say that I'm more of a traditionalist in terms of party structure.
I yearn for a traditionalist game. How about an Elf Wizard? Or an Ulfen Barbarian?
rungok |
Helga the Crow
Female human (Varisian) rogue (unchained) 10
N Medium humanoid (human)
Init +4; Senses Perception +13
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 67 (10d8+14)
Fort +4, Ref +11, Will +3
Defensive Abilities danger sense +3, evasion, improved uncanny dodge
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Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack (unchained) +5d6
Rogue (Unchained) Spell-Like Abilities (CL 0th; concentration +0)
. . At will—minor magic (Prestidigiation)
. . 5/day—major magic (Vanish)
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 12, Int 18, Wis 10, Cha 10
Base Atk +7; CMB +7; CMD 21
Feats Double Slice, Extra Rogue Talent[APG], Improved Two-weapon Fighting, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (shortsword)
Traits ex-sczarni, traditionalist
Skills Acrobatics +17, Appraise +12, Bluff +13, Climb +8, Diplomacy +8, Disable Device +20, Disguise +8, Escape Artist +17, Intimidate +8, Knowledge (dungeoneering) +17, Knowledge (history) +13, Knowledge (local) +18, Perception +13, Profession (courtesan) +8, Stealth +17, Swim +8, Use Magic Device +13
Languages Azlanti, Common, Giant, Goblin, Thassilonian, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (crippling strike, double debilitation, fast stealth, hide in plain sight, ledge walker, major magic, minor magic), trapfinding +5
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Double Debilitation (Ex) When using debilitating injury, apply 2 effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Ex-Sczarni +2 Bluff to pass messages, +1d6 damage on coup de grace.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hide in Plain Sight (Favored Terrain [Urban]) (Ex) In your selected terrain, you can use Stealth to hide, even while being observed.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Ledge Walker (Ex) No Acrobatics penalty at full speed on narrow, uneven, or slippery surfaces & not flat footed.
Major Magic (Vanish, 5/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Prestidigitation, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
--------------------
Helga was once a member of the Tower Girls, a Sczarni gang that had been all but wiped out when a group of adventurers tore through their base of operations in the Crow, a Piling for the great Irespan bridge of Magnimar. Given an opportunity to live, she accepted a position at the Pathfinder Society in lieu of being turned over to the watch.
Sheila, the lodge master of the only Varisian Pathfinder's lodge, had been strict with her at first. She would keep a tight rein on Helga's activities. She worked her butt off for years to get the lodge master to finally trust her. She eventually took on the name of "The Crow" in respect to the Piling she had been given a second chance at life in.
After having proven herself as a loyal member, Helga had finally found a place she belonged. Though Sheila has always had a position of her superior, she has become something of an old friend of Helga. She works for the society as a regular agent now, though she specializes in artifact recovery and not the diplomatic side of the society.
She has taken to wearing crow-feather adornments to her gear, and while getting older hasn't felt much desire of stopping.
Helga is an older Varisian woman with weathered, tan skin and hair that's cherrywood red, with a bit of sun-bleaching that comes down to her shoulders. She wears Varisian-style clothing and adornments, with little crows worked into the design and crow feather adornments. She usually carries a pair of short swords for combat, which are held in a double-slotted sheath. The blade flats are etched in crow-wing designs. She also keeps other blades secreted away when needed. She also is a fan of varisian scarves, keeping quite a few at home.
Caia Topeshtenick |
I'm definitely interested. The Harrow is probably one of my favorite bits of Golarion fluff, and from what I've heard about the module so far, it sounds quite excellent. :)
It looks like divine casting is what we're shortest on so far for requests - I've actually got a gnome druid (this alias) that should fit the bill. I plan to focus a little more on melee with wildshape and an animal companion, but focus my spell choices on healing, status removal, etc. so we have that available.
Her backstory and appearance should be about set, but I'll need to re-do her character sheet. I'll have her re-built tonight, and I hope she's what you're looking for!
EDIT: Just to note, I'm looking at building with a wolf animal companion and with the Wolf Shaman archetype.
Caia Topeshtenick |
Aww, for some reason it didn't cross my mind that the pack lord was a druid too. :( But as you say, may the best nature lover win! :)
I really want to play this module, so if it becomes clear that we're short on submissions for another party role, I'm glad to build another character to fill what we need. It'll probably be a gnome no matter what - I just really want to play a gnome, for some reason. :)
Nebten |
I can't seem to find it, but are the unchained classes allowed in PFS?
Yes they are allowed in PFS.
How about an Elf Wizard? Or an Ulfen Barbarian?
Which ever tittles the whittles, my good Goblin.
This was supposed to be in the Ground Rules but for some reason it didn't make it ::shrugs:: I don't know if it'll be a deal breaker for some but I figured I should lay everything out first.
I use group initiative. I will roll each PC's initiative. Then I will average my creatures initiative modifier then add it to a d20 roll. Whom ever is before the creatures' initiative will get to act first, then the creatures, then everybody can then go. It then flip-flops from there. The order in which you post, will be the order in which you act. This speeds things up on the boards since you don't have to wait for that dwarf fighter to go so that you can act.
I also expect this game to last 3 to 6 months. If you are unable to commit to such a duration without any major breaks, please don't apply. You are taking up a slot for somebody else and you are letting your fellow Pathfinders down.
Do you want to be that guy? Do you? The one that makes doves cry?
rorek55 |
Rogue (Unchained)
Half elf
Alternate traits: dual minded, Integrated
FCB: +1/2 to feint and diplomacy checks to gather information
Traits: Blade of the society, resilient
Ability scores:
Str: 08
Dex: 20
Con: 14
Int: 14
Wis: 14
Cha: 12
Vitals:
HP: 75
AC: 15 T: 15 FF: 10
Saves:
Fort: +6
Ref: +12
Will: +9 (+2 vs enchantments)
Initiative: +5
Offense:
Movement: 30ft
BaB: +7/+2
Feats:
1- Iron will, weapon finesse
2- TWF
3- double slice
4- Weapon focus (shortswords)
5- shadow strike
7- combat expertise
9- Extra rogue Talent
10- Improved two weapon feint
Rogue Talents:
2- Combat trick
4- Weapon training
6- Fast Stealth
8- Coax Information
9- Minor Magic (prestidigitation)
10- Feat (undecided)
skills: 8+Int/level (10/level)
Acrobatics: 10 (+18)
Perception: 10 (+17) (rogues Edge)
Bluff: 10 (+20) (Rogues Edge)
Escape Artist: 10 (+18)
Disable Device: 10 (+18)
Stealth: 10 (+18)
UMD: 8 (+12)
Disguise: 7 (+16)
Sleight of Hand: 7 (+15)
Sense Motive: 5 (+10)
Appraise: 1
Linguistics: 5
Know. Local: 5 (+11)
diplomacy: 1 (+6)
Climb: 3(+5)
Swim:3 (+5)
Danger Sense (Ex)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Trapfinding
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
(Shortswords)
Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex)
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogue's Edge (Ex)
At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Improved Uncanny Dodge (Ex)
At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Will we have access to multiple weapons? also, some things are still undecided but most of it is set in stone.
The main Idea behind the character is that he is/was a blade for hire. He goes to places for the pathfinders to get items of note, gathers information on those items, or other people or rumors, and is also quite capable in a fight. He grew up on the streets as a child doing what he could until he was caught by the pathfinders. They decided to turn his "creativity" to more useful ends. However, now he accepts jobs from other clients as well as long as they don't interfere with his work, or go against his code.
Having basically grown up in the pathfinders (from age 13 onwards) he has a slightly stricter set of moral codes than many rogues.
Codes:
Don't kill needlessly.
Don't steal from the poor or oppressed.
Never break a promise to a friend.
Never skimp on a job.
He also has his own little "words of wisdom"
1. Skimming off the top never hurt anyone
2. What they don't need to know costs extra,
3. Always be suspicious, but in a friendly way.
4. Big money, means big trouble, but that's not always bad.
5. Keep your friends close, but keep an eye out. Don't want your back stabbed
6. What they don't know, won't hurt em.
game wise, he is both a fairly good blades man, tomb delver, and can talk his way out of many kinds of sticky situations.
(on a side note, soooo many good advanced talents.... I want them all! alas..)
Caia Topeshtenick |
Ok, barring a few spells to prepare, Caia is ready to go.
She grew up in a small town in Varisia, where her family were the only gnomes she had ever known. She was teased and bullied for her size, so she toughened and strengthened herself up with physical training. Finally she got tired of it and retaliated against a bully who had tripped her, which earned her a fine and a day in the stocks. She served her sentence, left her fine on the bailiff's desk, and left town.
A circus caravan was supposed to be her new refuge, but when she saw a wolf and her cub being mistreated, she stepped in to help them, and when the trainer lashed out at her for her gentleness to them, she sprung them free in the night and left. They eventually ended up at a druidic enclave in the Sanos Forest of Varisia, where she was taken in, and began learning how to temper her strength and feistiness with wisdom.
After some years of study, the enclave was visited by an envoy from the Pathfinder Society, and she was sent with her mentors' blessing to travel with the envoy and join up with the Pathfinders. Since then, she has traveled from enclave to enclave representing the Grand Lodge, growing deeper in her skill and wisdom and seeing lots of new and exciting places and creatures. The pup she rescued, Tavi, has grown up, and rarely leaves her side.
The years and her studies have calmed her somewhat from her tempestuous youth, but she's got a strong protective streak, born of being bullied so much as a child. And as she hoped when she began her adventure, few are willing to pick on a little girl guarded by a wolf five feet tall at the shoulder and who can turn into a giant mass of fur and fangs at will. :)
Rennaivx |
Ok, I'm Caia's creator. Questions:
1) Would you be all right with me submitting multiple characters? I've got another idea I'd like to play around with, but I don't want to steal too much spotlight or be unfair.
2) If another character would be all right, how do you feel about APG summoners?
I want to see about building a character with the harrow-themed summoner archetype, but it doesn't work with the unchained version of the class, since one of its abilities lets you change the eidolon's base form. Otherwise, I'd be glad to use the unchained version.
I solemnly swear to not abuse the exploits of the APG summoner, as I truly lack the system mastery to even fully understand them, as well as being devoid of the competitive nature to dig into min-maxing. x) Also, most of the abusability of the class lies in lower levels, I think; by level ten they aren't quite as dominant.
Totally up to you as to what you'd prefer. (But I totally think I could make it involve a unicycle. :P)
Shayn Veilsong |
Hi Nebten,
Thanks for the opportunity here! I had Shayn in another harrowing module, and although I was one of the selected, we never got to start, unfortunately. I'd like to adapt him for this one, if you don't mind :)
Shayn is a Shadow Puppeteer bard, a Wayang with shadow summons and some buffs for the party. He is completely harrowed themed and I think it'd be fun to play.
Thanks in advance!
EDIT: Shayn is completely updated for this game. I hope I have a chance :) Feel free to ask me anything.
Luisila |
Neb!
How was Paizo-con?
I’m on vacation for a month from the middle of September, otherwise I’d be all over this. But I certainly don’t want to upset the Artist formerly known as Prince.
I’m envious of your players, I’m sure you’ll run a fun and challenging game.
Isis grew up in an isolated community of catfolk in the Amedio Jungle. Although her older brother inherited the mantle of tribal shaman, the Dweller on the Horizon’s Voice continued to call to young Isis. Anxious to avoid any jealousy or rivalry with his beloved sibling, Isis’ brother convinced the tribe’s matriarch to appoint her own granddaughter to a position of equal importance in the community.
With the growing influence of a nearby human city, built inside the caldera of an extinct volcano, the tribal leader chose Isis to fill the newly created position of Spymistress. At first reluctant to spend long periods away from home, Isis soon became fascinated with human society and relationships during her disguised forays into Cauldron.
One evening, as Isis returned to work after submitting her latest report, a planar portal ripped open above the crater-city raining a horde of fiends onto the hapless populace below. Still outside the city walls, Isis fled back into the jungle but was spotted and chased by a winged, toad-like abomination. Seeking refuge by leaping into a hole beneath a boab tree, Isis found herself falling … endlessly falling … until she was deposited on top of a flat hill overlooking the bright campsite of a group of Varisians, dancing and singing under the clear night sky.
Cold and alone with even the stars in the heavens looking wrong, Isis screeched out a prayer to her god … and received an immediate, comforting reply from an entity calling Itself Desna …
Nebten |
Will we have access to multiple weapons?
There'll be tactical smart missiles, phase-plasma pulse rifles, RPGs, and sonic electronic ball breakers! Then the usual nukes, knives, sharp sticks...
Some questions by Renna
Slipping wine in royal fashion. Sure, sure darling. As you wish. A fan of Jim Butcher I see?
Makes notes next to rungok: Is. A. Cheater. j/k =v)
Yes, Tangaroa, you weasily eyed wizard. =vD If you supposedly submit a Shoanti Skald of some sort, I'll sequester it under suggestion.
Ahhh, dearest Luisila. It has been too long. Sadly, I did not go to Paizo-Con. Once the event structure fell through, I decided to be a hermit for a week in the Olympic Rainforest. A guy could get used to such simple living.
You know I would loved to have ya, Luisila, even without that rockin' backstory for Isis. Crossin' realms, you go girl. She's got an eye infection right now, so I'll read it to her. She'll then stare at me and meow for treats. Keep tabs on this game, hopefully it'll be a classic.
Gwena Parianish |
Ok, this is Rennai with another character for consideration, a story summoner. I still need to pick her spells and one trait, but other than that I think I'm good. She ended up fun! :D (Although I did not end up with a unicycle involved.)
EDIT: Ok, I should be finished now.
By the way, introduction:
Gwena grew up in Kaer Maga dirt poor, and got used to making money in not-quite-legal ways. Her partner in crime was her girlfriend, Hara. One day she nicked a very pretty Harrow deck from a fortune-teller who was visiting town, which turned out to be a Harrow deck of many things.
Hara was killed with a bad card draw, but Gwena used a good card draw to wish her back. Due to how she worded her wish, both Hara and Gwena were bound to the spirits of the Harrow deck of many things. This is what gave Gwena her magic; Hara's soul now inhabits the deck, which is mobilized by her spirit into swirling around and tracing out a gnomish form.
They joined up with the Pathfinder Society for the money and the fun after a venture-lieutenant traveling through town saw Hara and discovered Gwena's power. Now they travel together all over the place with the Grand Lodge. Though neither of them really has anything left in Kaer Maga, they decided to make their way back to Varisia for a stroll down memory lane. They sailed from Absalom and have been staying for several days in Magnimar after their ship's arrival.
CampinCarl9127 |
I have returned with my character completely, Sheyan Aatrox and his companions Kio and Teima. He's going to be a really fun character, being the big and ugly guy, but offers surprisingly insightful nuggets of wisdom when the situation calls for it. It's like getting calming parental advice from a wild bear. I also plan on Kio and Teima having very distinct personalities so there will be some fun roleplaying there. I always appreciate feedback!
Nebten |
Hello boys and girls,
As we await our fellow Pathfinders to be fleshed out and for others to obtain interest, let's play a little game.
Provide a song or piece of music that your Character would play if he was walking out to a boxing/MMA/wrestling ring. Or it could portray the persona of your PC they are not the aggressive type.
Also riddle me this, anybody else notice that Reeses Peanut Butter Cups have shrunk in size?
Will either of these questions have any impact on character selection, probably not, but why not have some fun.
A little liquor now and then is relished by the wisest men,
Neb
Caia Topeshtenick |
See, I have this problem - I have near-encyclopedic memory of song lyrics. When I hear a song, or even just the opening to a song, I can sing it near-perfectly after only hearing it a couple of times. I can still sing songs from my fourth-grade state history pageant.
But when asked to think of a song out of nowhere, I forget every song I've ever heard in my life. :P
However, I think for Caia I'll have to go with this. Perhaps a bit stereotypical, but I think it fits, and especially fits how she thinks of herself.
And as for the Reese's - I actually don't much go for chocolate anymore (it tends to mess with my stomach, and adding peanut butter makes it worse), so I couldn't tell you. If I go for junk food, it tends to be more the baked-good variety, plain glazed donuts or vending-machine coffee cake. Or sometimes a Payday bar.
On a related note, I just remembered I have half a package of Haribo gummy cola bottles waiting somewhere for me to finish them. I should find those.
Gwena Parianish |
And I think we'll go with this for Gwena. The whole idea of having lost everything because of their mistakes, yet at the same time things are just the same, and she's having to figure out how to deal with that. Not quite so marching-into-the-boxing-ring style, but very indicative of her situation, I think.
Nebten |
Government conspiracy. That could be it. Or food companies are keeping the same price, but making the portions smaller. Has anybody seen the size of a box of cereal nowadays? There is like 4 bowls in that thing.
Anyways, so it looks like we have 5 souls. A druid, a druid or summoner, summoner, an archanist and a rogue. =v/
If anybody out there who said they are making a character is still making one, let me know.