
Manzuqari |
1 person marked this as a favorite. |

@ TheGreenTeaGameMaster/thegreenteagamer:
Hi there!
I know this is almost an eleventh hour submission, but I'll give it a go.
Let me know if I made any (game mechanic) errors with this Fire Genasi (Ifrit), Manzuqari.
I hope my back story isn't too bad, since my knowledge of the Forgotten Realms isn't the best.
Thanks!
The band's leader, Azeefa, recognized both the fiery spirit and the talents of Manzuqari. With her tutelage, Manzuqari learned stir himself and others to greater deeds of strength and vigour. Frequent raids and clashes with the authorities were ideal outlets for his impulsive and brash behaviour.
Not too surpisingly, Manzuqari became a worshipper of Kossuth, the Lord of Flames. Worshipping the relatively impersonal Kossuth is appropriate for the unfettered Manzuqari.
Several years ago, Manzuqari barely escaped capture in a raid gone wrong. He became separated from Azeefa's bandit band and wandered aimlessly throughout central Faerûn. When Manzuqari was not on short treasure hunting parties, he made a modest living composing poems for merchants and criminals alike.
He recently received a summons from one of his retired associates: the dwarf Flargin Ironstone. That Flargin would come out of retirement for a bounty speaks of a very large bounty indeed!
Manzuqari (Skald)
Male ifrit skald 5 (Pathfinder RPG Advanced Class Guide 49, Pathfinder RPG Bestiary 2 160)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defence
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AC 18, touch 13, flat-footed 15 (+5 armour, +3 Dex)
hp 43 (5d8+15)
Fort +6, Ref +4, Will +3; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities uncanny dodge; Immune dazzled; Resist fire 5
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Offence
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Speed 30 ft.
Melee slash (+1 scimitar) +5 (1d6+4/18-20), hack (+1 kukri) +5 (1d4+2/18-20)
Ranged long thorn (mw c. longbow) +7 (1d8+3/×3)
Special Attacks rage power (elemental blood, lesser 1d6 fire[ACG]), raging song 13 rounds/day (inspired rage, song of marching), spell kenning 1/day
Spell-Like Abilities (CL 5th; concentration +7)
1/day—efreeti magic[ARG]
Skald Spells Known (CL 5th; concentration +7)
2nd (3/day)—cure moderate wounds, mirror image, pyrotechnics (DC 14)
1st (5/day)—cure light wounds, grease, share language[APG] (DC 13), vanish[APG] (DC 13)
0 (at will)—dancing lights, detect magic, prestidigitation, read magic, resistance, summon instrument
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Statistics
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Str 16, Dex 16, Con 14, Int 14, Wis 8, Cha 15
Base Atk +3; CMB +6; CMD 19
Feats Firesight[ARG], Lingering Performance[APG], Scribe Scroll, Two-weapon Fighting
Traits armour expert, hot-headed
Skills Acrobatics +7, Climb +7, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +7, Perform (oratory) +10, Spellcraft +7, Swim +7, Use Magic Device +10
Languages Common, Dwarven, Elven, Ignan
SQ bardic knowledge +2, fire in the blood, rage powers, versatile performance (oratory)
Combat Gear wand of cure light wounds, glowing ink[UE] (2), smokestick (5); Other Gear shine, hack (+1 kukri), slash (+1 scimitar), dagger, long thorn (mw c. longbow) (+3 Str) with 20 arrows, campfire bead[APG], toothpick of pyrotechnics[ACG] (2), bedroll, belt pouch, flint and steel, inkpen, masterwork backpack[APG], mess kit[UE], mirror, parchment (5), pot, scroll box[UE], silk rope (50 ft.), soap, spell component pouch, trail rations (5), waterskin, wrist sheath[UE], wrist sheath[UE], 67 gp
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Tracked Resources
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Arrows - 0/20
Dagger - 0/1
Efreeti Magic (1/day) (Sp) - 0/1
Elemental Blood, Lesser (1d6 fire, Fire, 3/day) (Su) - 0/3
Glowing ink - 0/0
Raging Song (standard action, 13 rounds/day) (Su) - 0/13
Smokestick - 0/5
Spell Kenning (1/day) (Su) - 0/1
Toothpick of pyrotechnics - 0/2
Trail rations - 0/5
Wand of cure light wounds - 0/50
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Special Abilities
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Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Darkvision (60 feet) You can see in the dark (black and white only).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Elemental Blood, Lesser (1d6 fire, Fire, 3/day) (Su) Melee attacks do extra energy damage for 1 round.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Firesight You can see through fire and smoke without penalty, ignoring cover or concealment.
Immunity to Dazzled You are immune to the dazzled condition.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (standard action, 13 rounds/day) (Su) Song can inspire allies in a variety of ways.
Spell Kenning (1/day) (Su) Spend a skald spell to duplicate a bard, cleric, or sorcerer/wizard spell.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Versatile Performance (Oratory) +10 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
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Starting Stats: STR 15, DEX 16(14), CON 14, INT 14, WIS 8(10), CHA 15(13)
Age, Height, Weight: 80 years old, 6 ft. (183 cm), 160 lb. (73 kg)
Racial Traits and Abilities
• Darkvision (60 ft)
• Efreeti Magic (Enlarge or Reduce Person 1/day)
• Replaces Burning hands
• Energy Resistance (fire 5)
• Fire in the Blood (fire heals 2 HP/level/day)
• Replaces fire affinity

Tacticslion |

Aw, dang it! Knocked off of my "top of the page" 'throne' (or whatever)! Alas! ;p
(Stupid sleep; always getting in the way of perfect records!) :D
((And after I did that whole spoiler thing for you, too~!)) XD
<...he says as if he did anything difficult or cool...>
Soooooo... lower another line...
... one more...
... there!
Clarification: posters are in alphabetical order to prevent accidental replication of entries; if character aliases are used, I place that below instead of the original poster; I use quotes to describe the character - that's not always helpful, but it gives a vague reminder/preview of entries. If a poster has entirely abandoned one concept and presented a different concept, I've deleted their original, abandoned concept and left only their most recent one; if they've only submitted a concept they've noted of thinking of abandoning, I'll leave the (hypothetically abandoned) concept until a new one comes up. Anyone who is not me that wants to do this, is more than welcome to do so! This is just for everyone's convenience! :D
Seth here, Suli Ranger, Aldrea Fangor
Details in alias. will get backstory soon.
Suli, Air type Jann as blood tie
money im saving to get a mithril agile breatplate
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Hi there! =)
Character submission from Atlas2112!!
I've worked on his personality some and added religion: Lliira. Let me know if this is an issue. Her name is cool to pronounce, and she needs some attention, but I understand if you have big big huge plans and want me to follow one of the main players.
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** spoiler omitted **...
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Dotting. I have some thoughts that I need to sit down and plot out. I'm thinking more in the physical damage/protection arena. Combat-oriented cleric of Helm, or something of that nature. Possibly a ranger. Will have something up tonight hopefully (once I get home and can properly sketch things up).
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Interesting...
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I am intrigued. I'm not that familiar with the Forgotten Realms, mostly old Drizzt books and the Neverwinter game on PS4, but this does sound interesting. Is there a good place to look at the old 3E FR gods? I don't have the books, unless the 3.5E books work for that. Have just about all of those. I'm thinking a divine caster, probably oracle.
Making a half-orc lunar oracle who gets his powers from the night gods. He particularly worships Selune. Will have the full write-up done by the weekend, both fluff and crunch.
Okay, here is Uvekin and his companion Greyfur. Will have the fluffy bits written up after work. Ran out of time this morning.
According to the FR wiki page, the Many-Arrows kingdom was founded only two years before the game started, so I'm gonna go with that unless told otherwise.
** spoiler omitted **...
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Hmmm. Lots of casters here, might be a good idea to break out my "Knight destined for greatness" bloodrager.
I haven't read much of the forgotten realm stuff other that the "War of the spider queen" series, so I don't know much about the surface of the setting.
What are some good orders my knight could belong to?
Hope your fine with a mythweaver sheet. On mobile for the next couple days and its all I can manage easily.
Anyway. I'll type up a back story in a day or so. I have something in mind.
Edit: forgot the link :P
OK here we go. Things just calmed down enough for me to sit and type out what I wrote in a car with a two year old kicking the back of my seat. Hmm hmm.
** spoiler omitted **
If any questions are had just PM me, I intentionally left a few things vauge just so we could communicate on a few story beats that could be cool.
** spoiler omitted **
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Is there an actual Planescape tie-in where adhering to a faction philosophy makes sense for a character background or is that just alluding to a lot of plane hopping for adventure locations?
Are you open to the Godling classes from Super/Rogue Genius Games? The current idea is to make an aasimar/tiefling that doesn't know that he's planetouched. The godling classes can be used to explain those powers. Of course, it could also be used in the traditional sense of being one of the multitude of scions running around.
This idea would borrow/enable a Starlord-like character.
Well, I figured the reaction would be polar, one way or the other, based on general threads found searching. Honestly I was ok with any variants sent it fit the theme; not to over tweak it to the point of optimizing. That said, I'm usually not playing games at the higher levels where some of the "broken" aspects appear to pop up.
I'll see what other classes fit the character concept... otherwise, back to the drawing board.
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Are you OK with non-human tieflings, as described in Blood of Fiends (and the sidebar here)? I'm interested in doing a halfling-tiefling. It changes the fluff and gives the tiefling the Small category, but is otherwise mechanically identical to a regular tiefling.
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Well, I forget checking in for a couple days and 191 new posts.
Way to return, TGTG, wouldn't expect less.
Now to the bussiness. I'm still finishing to decide, but I do have an idea circling my head like a drunk ioun stone.
A young "knight". Born close to the Pirate Islands, long left his past behind and travelled far and wide looking for his own glory.
A man with a quick sword arm and a quicker tongue. Witful, charismatic and friend of his friends.A daring champion cavalier or swashbucklwer. I will think about his backstory and come back with an alias and a tale.
Edit: Hey, TGTG, forgot asking something. I love the Suel Arcanamach back from 3.5... do you know of anything that resembles it or an updated PF version? If not, would you allow it?
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Well, here is the crunch for my submission, Isandril Velahrn, or simply Sand to his friends.
ISANDRIL VELAHRN CR 4
Male Elf Rogue (Unchained, Acrobat) 2/Magus (Spell Dancer) 3
CG Medium Humanoid (Elf)
Init +5*; Senses Low-light vision; Perception +13*
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DEFENSE
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AC 20, touch 15, flat-footed 16. . (+4 armor, +4 Dex, +1 deflection, +1 natural)
hp 38 (5d8+5+5)
Fort +5*, Ref +9*, Will +5*; +2 vs. enchantment
Defensive Abilities Elven Immunities, Evasion; Immune Sleep
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OFFENSE
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Spd 35 ft.
Melee +1 scimitar +9 (1d6+5/18-20/x2/piercing or slashing) or
. . Alchemical silver dagger +7 (1d4/19-20/x2/piercing or slashing) or
. . Cold iron dagger +7 (1d4+1/19-20/x2/piercing or slashing) or
. . Unarmed strike +4 (1d3+1/20/x2/bludgeoning, nonlethal)
Ranged Alchemical silver dagger +7 (1d4/19-20/x2/10 ft./piercing or slashing) or
. . Cold iron dagger +7 (1d4+1/19-20/x2/10 ft./piercing or slashing)
Special Attacks Sneak Attack +1d6, Spell Combat, Spellstrike
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SPELLCASTING
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Magus Spells Prepared (CL 5th; concentration +8)
1st - arcane mark, dancing lights, detect magic, mage hand
0 (at will) - shield, shocking grasp, snowball (DC 14), vanish
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STATISTICS
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Str 12, Dex 18, Con 13, Int 16, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD 18
Feats Alertness*, Arcane Strike, Dervish Dance, Toughness, Weapon Finesse, Weapon Focus (Scimitar)
Traits Magical Knack, Metamagic Master
Skills (Trained) Acrobatics +12, Climb +5, Diplomacy +7, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nobility) +7, Knowledge (Planes)...
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I would like to submit Kastelic Kurza - Tiefling Paladin of Tyr for play. I have been a huge realms fan for decades, with my home game being set there since the late 80s.
** spoiler omitted **
** spoiler omitted **...
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As a big fan of Pact Magic, I vigorously dispute the claim that Mediums are a remotely adequate replacement for them (more like an insult).Warlock it is, then, however (I'll admit that it isn't clear how well Binders would fit in the Forgotten Realms anyways - they'd be a particularly major paradigm shift for that ultratheistic setting) - I'll PM you some adjustments/possible new School Powers for your approval.
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Here is Phntm888's submission, Joran Gres, Inquisitor of Tyr, hunter of criminals, and sometime lawyer.
The profile is recycled, if that's okay. I might try to find a different picture for it.
I think I have everything in here except for one language, pending an answer to my earlier question. Mechanically, he's a switch hitter with a slight emphasis on range. I was going to do a magic bow, but a +1 composite longbow (+3 Str) is 2700 gold, so I put the +1 onto the longsword.
Let me know if I'm missing anything.
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Basic submission from goodwicki: Lavinia "Sureshot" Snowbeard, female halfling Ranger/Divine Marksman archetype. May still tweak the crunch if there's any particularly useful suggestions, especially in regards to favored enemies, but otherwise it's pretty much set except for a bit of gold left to spend - see alias profile. I believe all crunch is Paizo material; the fluff is where I require assistance.
My basic ideas for background are as follows. She's from a small society of Ghostheart halflings living in a hilly/mountainous region on the Great Glacier, possible somewhere at least vaguely threatened by Vaalathrim (to account for the Shadowhunter racial trait). Given her archetype's lack of magical ability (in fact, I'm not sure where the "divine" part of the divine marksman comes from...), I picture her paying only passing homage to a relevant deity, maybe Ulutiu (a possible tie-in to the idea of deicide down the road), Arvoreen, or even Auril. She possesses a complex set of animist superstitions, leading to a bevy of superstitious idiosyncrasies I'd like to develop in gameplay (along the lines of tossing salt over her shoulder, knocking on wood, spinning three times widdershins, etc.) which she believes gains her the favor of fate and spirits and allows her the use of her Adaptable Luck racial trait.
Raised as a hunter, she got to wanderlusting and left her people to head south, where she met up with Flarghin Ironstone and discovered she could make much more money hunting people rather than animals. Alternative reasons for leaving her people: perhaps they worship Auril, and she refused to fear/venerate her? Or they were wiped out by one of the many hazards of the Great Glacier and she fled south? Not sure how much you're looking to work our backgrounds into future plot threads, greentea i.e. if you're interested in us having pre-existing enemies/grudges/etc. that you can work with.
Which ideas sound reasonable for the setting/tone of the campaign, and which don't? Comments, questions, and...
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@ TheGreenTeaGameMaster/thegreenteagamer:
Hi there!
I know this is almost an eleventh hour submission, but I'll give it a go.
Let me know if I made any (game mechanic) errors with this Fire Genasi (Ifrit), Manzuqari.
I hope my back story isn't too bad, since my knowledge of the Forgotten Realms isn't the best.
Thanks!
** spoiler omitted **
** spoiler omitted **...
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This is nate's spellfire using 'priest' of Mystra. I didn't have as much time tonight to get down the mechanics as I thought I would, but I'll be updating it as I have time throughout the week.
I'm considering maybe taking a VMC, but I don't like cleric... bard has potential though- it would make him even more knowledgeable and I'd spend a background skill on perform (either singing or oratory) to represent a role he plays in religious ceremonies... edit: or, maybe Magus? That whole VMC is geared a bit more towards physical combat than I plan to be, but having another pool of power to manifest more 'spellfire' effects could be pretty great, and there's some arcana that could be a good fit (the metamagic ones, the ones that use your Int for scrolls/wands/etc, the ones that let you burn pool points for elemental attacks or to protect yourself...)
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Battlespy's wizard tiefling submission, using an old alias.
Backstory and Personality are up on there, I will get mechanics up later today or tomorrow.
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Question: The Id Rager archetype for Bloodragers does not allow the Pride emotional focus to be taken as written. It came out later and has never been added to the list of useable foci (greed and lust are a part of this as well). Would you allow it to be taken?
Not settling on an Id Rager, just thought it was a fun looking archetype with a lot of roleplay potential. (Too bad it doesn't stack with Bloody-Knuckled Rowdy though, could start making Fei Fong Wong!)
Other options I am considering: Scaled Fist Unchained Monk, Eldritch Scoundrel Unchained Rogue or Kensei Magus (Crono much?).
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I present to you Nicholaus, a Dhampir Sanguine Sorcerer.
I made him lawful-neutral, and he has a mixture of good and bad spells. He actually is built to be a 'consentual' blood drinker, that is someone who would only drink the blood of someone who both knows what they're getting into and agrees to let him feed. On the flip side, he's decent at hiding his identity, so *that* conversation is usually done on a private, one-on-one basis.
** spoiler omitted **...
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Hey Green Tea! Chess here. Thanks for bringing some Forgotten Realms for us, and - wow - Chrono Trigger. Nice!
Anyway, here's my submission - Shogunto Heineous, rogue and brawler dying to get back into the adventure ;) The profile already has backstory and sheet, and I'll be adding some more meat (appearance, behavior, etc.) on the next couple days.
Thanks again for the consideration! :)
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Presenting!
** spoiler omitted **...
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http://www.realmshelps.net/charbuild/classes/prestige/realms/hth.shtml
Sorry it's called the Hathran. I spelled Wylarcharn wrong. I might be able to flip the concept into a spiritualist given the Rashemeni link to spirits and place magic, and use the phantom as the replacement for the Rashemi berserker the witches normally have accompany them on their daejemma (track of adulthood). I'll look at the current submissions.
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Thinking a Tarroh Student Arcanist sounds fun. What's a good place in FR a tarot reader/gypsy fortuneteller sort might come from?
Would you let a Psychic caster count as an Arcane caster for the purpose of Mythic abilities? After shopping around an Amnesiac Psychic sounded really rad, but it doesn't naturally mesh with any of the Mythic archetypes.
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Navarra Dyernina
LG hag-touched wychlaran hathran*.Navarra, though still technically in good standing, having been afflicted by a wild magic region**, has thus been effectively (if unofficially) banished from the region until it could be certain that her "condition" didn't negatively influence either the local spirit realm, magic, or herself.
She has since wandered the northern ways, always hearing the call of her distant homeland and her goddesses, the Three - Bhalla, Khelliara, and especially her patron the Hidden One (called Chauntea, Mielikki, and Mystra, respectively in these foreign lands she has been forced to wander) -, and following the teachings of the land and wisdom of the goddesses in her dreams.
During her Dajemma, early on, she and Uljork (her guard) were beset by magical bandits in Narfell who overcame her guard and magic with their own. Before the malevolent mage could inflict any torments on the defeated girl, a gruff member of the stout folk, one Flarghin Ironstone by name, showed up to her rescue, alongside a few other local would-be adventurers, defeating the bandit. He took her under his wing, and Navarra successfully completely her Dajemma, even as Uljork decided to go her own way...
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Will you allow the
Chameleon Class as a future goal?
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Ah, to return to the Realms. I would like to join. Thinking a tiefling card caster Magus or an Investigator (Empiricist) 3/Alchemist (Mind Chemist) 2 for a skills build.
Any chance we will drop in on Cormyr? I love that place.
So, starting at 5th. Max hit points at 1st level and then what? Half die+1, roll, max per level (because, you know, mythic)?
** spoiler omitted **...
Okay, here is Shadow the Dawn Hunter (updated with background skill)
** spoiler omitted **...
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I would like to submit my character if you are interested. Taos Stormreaver- Human warpriest follower of Thor (A god from a long forgotten era in Faerun's ancient history....so long ago even the writers were unaware of this).
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Alright, after going trough everything I am going to build a human cleric . The full build will be up later
After seeing ALOT of casters I would like to toss in a slightly more martial character, and did some more digging in the forgotten realms, and found this.
http://alcyius.com/dndtools/classes/aglarondan-griffonrider/index.html
Would a griffonrider be ok? And would I have to be an aspiring griffonrider seeing as how even if the skills are scaled down to pathfinder level it is still 6 or 7 ranks in ride?
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STATISTICS
(subject to change; all are proposed ideas only)
Class:
- Alchemist
- Arcanist (2): [taroh student]; [white mage]
- Bloodrager/Paladin
- {Godling: build changed or concept abandoned}
- Inquisitor
- Investigator [Empiricist]/Alchemist [Mindchemist]
- Magus [kensai; or Bloodrager, or Scaled Fist UMonk or Eldritch Scoundrel URogue]
- Oracle [lunar]
- Paladin (holy tactician, oath of vengeance)
- Ranger [divine marksman]
- Rogue/Fighter, Rogue/Brawler
- Skald
- Sorcerer
- Spiritualist
- USummoner [azata companion]
- Warlock
- Warpriest
- Witch [leyline, dreamweaver, possible winter witch]
- Wizard
- - {Chameleon PrC}
- - {Cleric? aspiring Griffon Rider: possibly different mechanics}
Race:
- Aasimar (2) [1: alt: another tiefling?]
- Dhampir
- Elf (2): (half-moon, half-drow; passable as both [mechanically an elf]), “standard”
- Genasi [fire-touched]
- Hag-touched
- Halfling
- Half-elf
- Human (2)
- Suli (air?)
- Tiefling (2-3) [1: oni-spawn]
Alignment
- LG (3)
- CG (2)
- LN
- N (2)
- CN (2)
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Hope that helps! :D
Also to help:
Forgotten Realms Wiki for the curious.
List of forgotten realms deities in Wikipedia.
The 3rd edition and 3.5 edition have the same deities.
That should reflect everyone's entries so far. Sorry if I missed you! Feel free to re-post it on this page, just for completion sake, and I'll try to get it next time! Let me know if I made any errors!
EDIT: Whoops! Removing my son's reading pages and violin practice times from the list. I've been using pages fifteen and sixteen to record those activities the last couple of days... heh.

Xan Nes |
1 person marked this as a favorite. |
Allow me to Submit
Almynd Thomas
Human CR 4
CG Medium Humanoid
Cavalier level 5
(Order of the Lion )
Init +2; Senses ; Perception +2
DEFENSE
AC 22, Touch 11, flat footed 21 ( Full-plate, Heavy Steel Sheild)
(+1 Dex, +9 armour+ 2 Shield)
hp 42 (0d8+5d10+5+5);
Fort +5, Ref +3, Will +2
OFFENSE
Speed 20
Melee
Single Attack(+1/+0) Lance +9 (1d8+4 X3)
Full Attack
(+1/+0) Lance +9 (1d8+4 X3)
Space 5ft.; Reach 5
Special Attacks
Banner (Ex) Allies within 60 ft +2 morale on fear saves and +1 morale on attack rolls in a charge. Additional bonus=
Cavaliers Charge (Ex) +4 bonus on melee attack rolls on a charge while mounted and no penalty to AC
Challenge (Ex) +1 damage per level against one foe (-2 AC against other foes). Per day = 2
Lion Challenge Receives a dodge bonus to his AC against attacks made by the challenged. Bonus = 2
Lions Call (Ex) As Standard Action allies in 60ft a comp bonus on fear saves equal to his CHA mod and a +1 bonus to attack
Tactician (Ex) Standard action, grants teamwork feat within 30 feet last 3 rounds +1 per 2 levels. Per day 2
STATISTICS
Str 16, Dex 14, Con 13, Int 10, Wis 8, Cha 14
Base Attack 5 CMB 8 ; CMD 20
Feats
Monstrous Mount (Griffon)
Mounted Combat: Negate hit on mount with ride check DC opponents attack roll
Ride-by Attack: When charging can carry on after the attack
Trample: When overrunning opponent cannot avoid you
Outflank (Team): Gain +4 bonus on attack rolls when flanking.
Skills Bluff 10, , Diplomacy 2, Handle Animal 10, Intimidate 2, Know Local 8, Know Nobility 0, Perception 2, Ride 10, Sense Motive 4,
Languages Common
Gear: MWK Lance, MWK Full Plate, MWK Longsword, Heavy Steel Shield, exotic military saddle
SPECIAL ABILITIES
Expert Trainer (Ex) Bonus equal to 1/2 his level whenever uses Handle Animal on a mount.
Mount (Ex) Gains a loyal steed, functions as a druid animal companion.
Order (Ex) At 1st level, a cavalier must pledge himself to a specific order.
Griffon
This majestic beast has the body of a lion, the head and forelegs of a great eagle, and a massive pair of feathered wings.
N Large Magical beast
Animal Companion level 5
Init +3; Senses Darkvision 60ft, Low-light Vision, Scent; Perception +6
DEFENSE
AC 22, Touch 12, flat footed 19 ( Chain Shirt, Shield, none)
(+3 Dex, +6 Natural, -1 size, +4 armour)
hp 42 (0d8+5d8+15);
Fort +7, Ref +7, Will +2
OFFENSE
Speed 30, fly 40ft., Fly Average
Melee
Single Attack Bite +5 (1d6+4)
Full Attack
Bite +5 (1d6+4)
Space 10ft.; Reach 5
Special Attacks
STATISTICS
Str 17, Dex 17, Con 16, Int 5, Wis 13, Cha 8
Base Attack 3 CMB 7 ; CMD 20
Feats
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks,
Attack-2 (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks,
Come (DC 15): he animal comes to you, even if it normally would not do so.,
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.,
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that does not know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.,
Fetch (DC 15): he animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.,
Guard (DC 20): The animal stays in place and prevents others from approaching.,
Heel (DC 15): The animal follows you closely, even to places where it normally would not go.,
Armour Prof Light,
Evasion: No damage on reflex save,
Flyby Attack: Can make standard action during move,
Hover: Can Hover
Skills Acrobatics 1, Climb 1, Escape Artist 1, Fly 4, Intimidate -1, Perception 6, Stealth 1, Survival 1, Swim -1
Languages Common (cannot speak)
Gear: Chain Shirt Barding
SPECIAL ABILITIES
Evasion Reflex save no damage instead of 1/2
Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she does not have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Natural Armour Increase + 2
Share Spells (Ex) The druid may cast a spell with a target of You on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companions type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Str and Dex Bonus 1
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent:This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the sources location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarrys odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Will Update gear and add background, just wanted to get the build up as promised.

F. Castor |

A question: Do wayfinders or something similar exist? Basically they are compasses enchanted to cast the light cantrip that also have an indentation that can fit an ioun stone so I would guess they do, but I thought to ask first.
The idea is to actually ditch the construct familiar idea (I find it can get tiring portraying them after a while, at least to me) and instead go with a wayfinder with a cheap ioun stone as Isandril's mother's gift to him fluff-wise. Crunch-wise their price will of course be paid in full.

TheGreenTeaGameMaster |
1 person marked this as a favorite. |

A question: Do wayfinders or something similar exist? Basically they are compasses enchanted to cast the light cantrip that also have an indentation that can fit an ioun stone so I would guess they do, but I thought to ask first.
The idea is to actually ditch the construct familiar idea (I find it can get tiring portraying them after a while, at least to me) and instead go with a wayfinder with a cheap ioun stone as Isandril's mother's gift to him fluff-wise. Crunch-wise their price will of course be paid in full.
I don't see why they wouldn't exist - just because the Pathfinder Society aren't a group here doesn't mean someone else wouldn't come up with a useful item like a compass that casts light and holds an ioun stone.

derpdidruid |

Golly gee willikers gm, your writing style is fun to read.
I also like the idea of essentially having a solo adventure should one of us die. Makes it feel just as (if not more) impactful, while also not causing people to feel left out because resurrecting their/introducing a new character takes so long.

Sundakan |

Narrowing down on a story and specifically an explanation for amnesia. So, question: Can I play a Samsaran? If not, are there any other races in Forgotten Realms that are heavily reincarnation based, or faiths that have to deal with it a lot?
Also Occult Skill unlocks?

F. Castor |

The maximum of 2500 gp market price per item still stands, right? Regardless of whether it is considered bought or crafted without item creation feats? The way I understand it (and I think it has already been talked about) you can craft at full market price without the feats (so mostly for flavor) or at half market price with them (as per RAW)?
I am asking because I am seeing some stuff that go over that limit (I think I saw a belt of giant strength (4000 gp), as well as an enchanted full plate (2650 gp at best) somewhere?) and I was wondering if that changed somewhere along the line so I can see if my guy's gear needs a bit of tweaking.

djpika |

Presenting Kanithar, the aasimar kineticist. I figured the kineticist class best fit the "innate power" concept the godling was trying to accomplish.
Kanithar
Male Aasimar Kineticist 5
CG Medium humanoid
Init +; Perception +11
=================================================
DEFENSE
=================================================
AC 13, touch 13, flat-footed 13 (+0 armor, +3 Dex, )
hp 53 (5d8 +20 Con +5 Favored Class)
Fort +8 (4 +4 Con)
Ref +7 (4 +3 Dex)
Will +2 (1 +1 Wis)
=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged Kinetic Blast +7 (3 +3 Dex +1 PBS) (3d6+2 +1 PBS), Fire Blast Ranged Touch
Melee
=================================================
STATISTICS
=================================================
Str 8 -1
Dex 16 +3
Con 19 +4
Int 10
Wis 12 +1
Cha 12 +1
Base Atk +3; CMB +0; CMD 12
Feats
Level 1 Point Blank Shot
Level 3 Precise Shot
Level 5 Elemental Focus (Fire)
Armor Proficiency, Light, Simple Weapon Proficiency
Skills
Acrobatics +11(+5 Ranks +3 Dex +3 Class)
Perception +11(+5 Ranks +1 Wis +3 Class +2 Racial)
Use Magic Device +9(+5 Ranks +1 Cha +3 Class)
Diplomacy +8(+5 Ranks +1 Cha +2 Racial)
Background Skills
Profession(Farmer) +9(+5 Ranks +1 Wis +3 Class)
Craft(Fromager) +8(+5 Ranks +3 Class)
Traits
Reactionary: You were bullied often as a child, but never quite developed an offensive response.
Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Unscathed: You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation.
Each type of energy resistance you have (if any) increases by 2 points.
Languages Common, Celestial
Combat Gear
Other Gear traveler's outfit, chain shirt, bandolier, waterskin (filled), dagger
=================================================
SPECIAL ABILITIES
=================================================
Native Outsider: Aasimars are outsiders with the native subtype.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Burn (Ex)
Elemental Focus: fire (pyrokinesis)
Kinetic Blast (Sp)
Burning Infusion
Searing Flesh
Fire's Fury
Elemental Overflow +1
Searing Flame
Infusion Specialization 1
Metakinesis
Draining Infusion
Shadowdale has many foes, but it wasn't the drow or the Zhentarim that came.
Man-shaped things burst through the front door, heads hunched low to avoid hitting the door frame, startling Kanithar and his mother.
Candlelight flickered off their scaled skin and highlighted the arrays of spikes that ran down their backs.
Seeing their prey, one commanded the trio in a dark and guttural tone, "Etsi an Nebratron hamatas kwairegem!"
The lead creature lept forward with powerful legs, arms spread wide and talons fanned out.
With two swipes, blood sprayed against the wall as if the creature was writing a giant "X" as a part of some gruesome modernistic art piece.
Kanithar's mother fell over the table, her eyes frozen wide in terror. Dishes fell and crashed on the floor. Fear, instinct, or maybe both kicked in and Kanithar bolted out of his chair.
The closest devil followed. Kanithar grabbed the chair with his trailing hand and pulled it between them as he made for the stairs.
Sulfur permeated the room, making it hard to breathe. Kanithar ran to his room and slammed the door, bracing it with his body.
A loud thud quickly followed and the noise reverberated throughout the house. The door stood firm, but Kanithar knew that wouldn't last once the rest of the pack joined in.
The metallic taste of aluminum filled his mouth as his mind raced through options.
And then it happened. Kanithar could feel the energy around his body, the frenetic increase of matter around him hitting a flashpoint. Flames erupted in an explosion.
Reds and oranges filled his vision, color washing everything in site. The house was aflame and Kanithar stood at its epicenter like Sephiroth at Nibelheim.
When Kanithar awoke, the family farm was in ruin. Blackened wood crackled and smoldered and ash billowed in plumes up across the pastoral setting.
There was nothing left for him here but questions, pain and sorrow.
And so Kanithar left Shadowdale to escape the immediate threat, but also to find answers as to what brought the attack in the first place.

TheGreenTeaGameMaster |

Narrowing down on a story and specifically an explanation for amnesia. So, question: Can I play a Samsaran? If not, are there any other races in Forgotten Realms that are heavily reincarnation based, or faiths that have to deal with it a lot?
Also Occult Skill unlocks?
No on Samsarans. They're pretty much Pathfinder exclusive, and aren't really in FR. You can, of course, have for your backstory that your character was, for one reason or another, resurrected or reincarnated via spell in the past. As far as Faiths, the only one that comes to mind is Lathander - he literally is reborn at one point in one of the editions of FR (can't remember when, exactly).
I'm okay with the Occult Skill unlocks.
The maximum of 2500 gp market price per item still stands, right? Regardless of whether it is considered bought or crafted without item creation feats? The way I understand it (and I think it has already been talked about) you can craft at full market price without the feats (so mostly for flavor) or at half market price with them (as per RAW)?
I am asking because I am seeing some stuff that go over that limit (I think I saw a belt of giant strength (4000 gp), as well as an enchanted full plate (2650 gp at best) somewhere?) and I was wondering if that changed somewhere along the line so I can see if my guy's gear needs a bit of tweaking.
Yeah, you're going to have to wait a little bit to get those items. Not too long, I'm sure.

F. Castor |

Ah, not actually looking for those since I am building a Dex-based warrior mage type of guy. An elven chain would be nice though... ;-P
I was referring to the equipment of some of the other submissions mostly. Not getting to build a character at a level higher than 1st all that often I looked at some of the other characters being posted for magic item ideas.

F. Castor |

Finally done, so here is my complete submission. I should perhaps point out that from now on he is going straight Magus. Furthermore, the rest of the money I think I am going to save for enchanting Sand's weapon or getting him an elven chain somewhere down the line if selected.
Deity-wise he is a follower of Corellon Larethian and Mystra.
Male Elf Rogue (Unchained, Acrobat) 2/Magus (Spell Dancer) 3
CG Medium Humanoid (Elf)
Init +6; Senses Low-light vision; Perception +10*
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DEFENSE
--------------------
AC 19, touch 15, flat-footed 15. . (+4 armor, +4 Dex, +1 deflection)
hp 38 (5d8+5+5)
Fort +5*, Ref +9*, Will +5*; +2 vs. enchantment
Defensive Abilities Elven Immunities, Evasion; Immune Sleep
--------------------
OFFENSE
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Spd 30 ft.
Melee Mithral scimitar +9 (1d6+4/18-20/x2/piercing or slashing) or
. . Cold iron dagger +7 (1d4+1/19-20/x2/piercing or slashing) or
. . Unarmed strike +4 (1d3+1/20/x2/bludgeoning, nonlethal)
Ranged Cold iron dagger +7 (1d4+1/19-20/x2/10 ft./piercing or slashing)
Special Attacks Sneak Attack +1d6, Spell Combat, Spellstrike
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SPELLCASTING
--------------------
Magus Spells Prepared (CL 5th; concentration +8)
1st - shield, shocking grasp, snowball (DC 14), vanish
0 (at will) - acid splash, arcane mark, detect magic, mage hand
--------------------
STATISTICS
--------------------
Str 12, Dex 18, Con 13, Int 16, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD 19
Feats Arcane Strike, Dervish Dance, Run, Toughness, Weapon Finesse, Weapon Focus (Scimitar)
Traits Magical Knack, Metamagic Master
Skills (Trained) Acrobatics +12 (+16 for running jump), Climb +5, Diplomacy +7, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nobility) +7, Knowledge (Planes) +9, Linguistics +8, Perception +10*, Perform (Dance) +6, Sense Motive +10*, Sleight of Hand +9, Spellcraft +11 (+13 to identify magic items), Stealth +10, Swim +5
Skills (Untrained) Appraise +3, Bluff +1, Craft +3, Disguise +1, Escape Artist +4, Fly +4, Heal +1, Intimidate +1, Perform +1, Ride +4, Survival +1 (+3 to avoid becoming lost)
Languages Common, Draconic, Dwarven, Elven, Goblin, Orc, Sylvan
SQ Arcane Pool (4/day), Deeds (Derring-Do, Opportune Parry and Riposte), Elven Magic, Expert Acrobat, Finesse Training, Fleet-Footed, Magus Arcana (Flamboyant Arcana), Rogue Talent (Weapon Training), Spell Dance
Combat Gear Mithral scimitar, mithral shirt, ring of protection +1, cloak of resistance +1, spell component pouch, spring loaded wrist sheath (1 lb: cold iron dagger); Other Gear Pickpocket's outfit (0 lbs: flint and steel), masterwork backpack (21 lbs: bedroll, blanket, elven trail rations x5, ink (black), inkpen, Isandril's spellbook (with superior lock), mess kit, soap, twine (50 ft.), waterskin), belt pouch (1 lb: acid), belt pouch (3.22 lbs: money), scroll case (0 lbs: parchment x5)
Magic Items Pearl of power (1st), wayfinder (0 lbs: cracked dark blue rhomboid ioun stone); Potions Cure light wounds (CL 1st) x2
Money 130 platinum pieces, 18 gold pieces, 5 silver pieces, 8 copper pieces; Other Wealth None
Value 570 gold pieces
--------------------
SPELLS
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0 - acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark
1st - chill touch, grease, obscuring mist, ray of enfeeblement, shield, shocking grasp, silent image, snowball, true strike, vanish
--------------------
RITUAL
--------------------
Glorious Blade (Su) When you attack with a sword (including swordlike effects created by spells such as spiritual weapon, as long as they require attack rolls), you can expend a prepared spell or spell slot as a free action to spend this boon. If you do, you gain an insight bonus on the attack roll equal to the level of the prepared spell or spell slot expended.
The elven warrior mage shows a preference for comfortable fitted clothing of good craftsmanship and elven design, more often than not complemented with a cloak fastened in place with an ornate clearly dwarven-made clasp, and he is almost never seen without an elven-crafted sword with a slender gently curved mithral blade resting in a fine scabbard by his left hip. Other than that, he usually also keeps a cold iron dagger in a spring-loaded wrist sheath of dwarven workmanship secured on his left wrist and forearm, while his latest armor of choice is a masterwork chain shirt made of mithral worn under his clothes, light enough to be no hindrance and subtle enough to not show.
An adventurer at heart and a curious one at that, even if this latter trait does result in his getting somewhat easily bored on occasion, Isandril goes where his heart -and sometimes spur of the moment- takes him, especially if the destination promises interesting finds, high adventure and the chance to hone his skills with both sword and spell. Friendly and kind, Sand enjoys the company of others, especially those he considers friends, and is quick to smile and joke. Almost as quick as he is to rise to the defense of such friends or simply those unable to defend themselves. Not one to start a fight, the elven warrior mage will even try to defuse a situation before it gets too far, but will not back down if or when it does and may even enjoy a good duel when it happens.
Quick and agile and somewhat impatient for an elf, Sand was not the easiest or most obedient of elven children, even when he started to leave childhood behind and was on his way to young adulthood, a fact that tried Keyleth's patience almost as much as it delighted Tarathiel. Indeed, how those two very different elves had not only fallen in love but actually married was -and still is- a mystery to their son. Still, with time comes change and while Isandril did not entirely abandon the ways of his youth he did at least calm down enough and find enough discipline to start training in the ways of sword and spell alongside his father, showing great promise indeed.
Curious and inquisitive, especially about the ways of the world outside Evereska, the budding warrior mage missed no opportunity to travel alongside his father or less often his mother when either one of them traveled to cities and towns outside the Last City. Although the young elf was possessed of physical traits from both elven lineages, he nevertheless inherited his moon elven father's point of view where non-elves were concerned rather than his sun elven mother's arrogance and sense of superiority stemming from both race and rank. That meant that he had little to no prejudice and not only had no problem socializing with those beneath his station, but even preferred it, finding both them and the places they frequented of much more interest than the people and establishments of the higher echelons of society. Still, while such things simply amused his more forward-thinking and less uptight father, they usually irritated or even infuriated his mother, who considered her son's habits an embarrassment to their House.
It may take some time, but even a gold elf's considerable patience will eventually run out, and that is exactly what happened when Isandril insulted -or at least that was how the story went- another gold elf, a member of the prominent Immeril trade family, by taking the side of a dwarven adventurer by the name of Flarghin Ironstone in an argument between the two. Keyleth finally had enough; if her son preferred the company of those not of his own kind, then so be it. As punishment, Isandril was to be sent away from Evereska for some time to see what the world and its other races are like. His mother was confident that once he saw their pettiness and greed and wrongful ways, he would finally come around. His father, on the other hand, could not help but smile; he knew his son and this was hardly as much of a punishment as his wife thought. Still, Isandril's feelings about it were mixed, to say the least; on the one hand, he knew he had disappointed his mother, and on the other, he could not wait to see what else was out there, more or less unfettered by protocols and expectations.
So, when the day for him to leave came, he did so with not quite as heavy a heart as he initially expected. And whatever feeling of sadness lingered was lifted even more when each of his parents presented him with a memento. His father, smiling, gifted him with an exquisite elven-made sword, its blade slender and gently curved and forged of mithral. His mother, as serious as always, gave to him an enchanted compass, a gemstone set in it. "It will help you keep your wits about you and light your way back," she told him simply. And then she finally did smile. And what remained of Sand's burden simply was no more, giving its place to excitement about what lay ahead.
With his family's estate now behind him, he had no idea where to go first however, and that did pose a problem. But the problem was quickly solved, as on his way out of Evereska he met Flarghin again. Gruff and somewhat dismissive of the elf -so, basically, a typical dwarf- the stout adventurer begrudgingly accepted the company, not that Sand left him much choice. It did not take too long for the two of them to save each other's life, or at the very least help each other run to save it.
The whole sordid affair involved a couple of well-meaning priests, a tomb supposedly housing the long lost bones of an even more long lost saint of their order and a rather varied assortment of undead and vermin. The elf and the dwarf braved the perils of the tomb, the former eager for adventure and the latter more eager for the reward they were promised, and did indeed manage to find the remains, though that is actually too generous a description, as all that was left of the saint was a shin bone and two -and a half- finger bones. Still, it appeared they were successful in completing their mission, but there was a catch, as on their way back they found themselves facing more undead than when they actually entered the first time. And although Isandril's magic and blade proved quite effective against the zombies while Flarghin's hammer made short work of the skeletons, the creatures were too many. The elf decapitated a half-rotted man -for the second time in its (un)life, if the stiches on its neck were any indication- and the dwarf shattered an armless skeleton before they finally managed to fall back, as those in the adventuring business call it.
That was about twenty years ago. Since then the two of them worked together on and off on endeavors both successful and, well, not quite so much, at least until the dwarf finally decided to retire.
As for now? This moment? The ornate clasp used to fasten his cloak and a wrist sheath full of tiny gears and springs, both of clearly dwarven craftsmanship, are reminders of those little adventures and misadventures, while the letter in Isandril's hands seems to prove that he had not managed to teach his dwarven friend how to speak and write a bit more properly and eloquently before they last parted ways a few years back after all. Well, at least he had given it his best shot, he ponders with a smile as he folds the letter and puts it back in its envelope, rises from his seat and begins his trip to Trailsend.
"Best not to keep the old dwarf waiting..."

Tacticslion |

Narrowing down on a story and specifically an explanation for amnesia. So, question: Can I play a Samsaran? If not, are there any other races in Forgotten Realms that are heavily reincarnation based, or faiths that have to deal with it a lot?
No on Samsarans. They're pretty much Pathfinder exclusive, and aren't really in FR. You can, of course, have for your backstory that your character was, for one reason or another, resurrected or reincarnated via spell in the past. As far as Faiths, the only one that comes to mind is Lathander - he literally is reborn at one point in one of the editions of FR (can't remember when, exactly).
There is no known historical date for when, exactly, Lathander was reborn as himself. It happened sometime after the fall of Netheril (and thus, presumably, sometime after the changeover from not-1st-edition that they used to represent that into AD&D/2nd Edition) in an event called the Dawn Cataclysm.
The Dawnspeakers (priests of Lathander) will. not. shut. up. about the Dawn Cataclysm - one of their god's biggest failures - and about how important it is to embrace your own failures and move on with life and so on... and no one even knows what it was or was intending to accomplish*!
* Okay, that's not true. But in-character, colloquially speaking, "no one" knows what it was. Even though some people totally do. Just... very few. And most of them are really heretical. See below for details. That entire paragraph is at least somewhat tongue-in-cheek/in-character - though in who's character, I don't know - Dawnspeakers have all sorts of topics they use to relate to things. The Dawn Cataclysm is only one such thing, and it's only popularly used among certain groups - others prefer not to use it all (finding it pushes away would-be converts; they leave it as more of a deeper mystery of the faith), while others don't even believe in it (they are wrong and technically heretics). Lathander himself is tight-lipped about the issue - all the gods are. They were, it seemed, pretty peeved at something around that period of time, and it was not something they wish to discuss (those who were around/nearby).
Lathander himself has a large history tied to rebirth, and of the gods he's probably the primary one.
If you're okay with imported or home-brew (or whatever) gods, there's Basha - a very weird character from a game we ran.
Home Sunset Mountain (portioned from Morning Glory)
Power Level Lesser Power
Alignment Neutral Good (Lawful Good)
Portfolio Turmish, regeneration (literal and figurative), rebirth, might, revelation, and dusk and evening
Domains Community, Glory, Healing, Purity, Strength
Subdomains Purity, Redemption, Resolve, Restoration, Resurrection, Revelation
I had to do some conversion from 3.5 to PF - the subdomains do not line up because the domains weren't the same. You'll have to talk with GTGT.
(Things only got a little weird when, due to conflation of worship, she eventually became the equivalent of an aspect/avatar of Lathander.)
In any event, Basha is considered the goddess of Turmish, regeneration (this is taken as social, physical, mental, and spiritual healing), rebirth, might, revelation, and dusk and evening. Her symbol is a sunset or a darkly radiant hand (sometimes a sunset where the "sun" is a hand-shape). She actually has physical divine "manifestations" in Toril - she doesn't really have a choice (a lingering part of her curse from Shar, though it no longer "hurts" her) - made of a large number of giant hands that appear as "sunset" orange sized hands. These are generally considered holy places. Under her guidance and spiritual and social revitalization, Turmish has undergone a major social invigoration - they have decided to reclaim their cultural and spiritual heritage as a central force in the region, and, perhaps, in Toril.
Basha, and Turmish, has much to lose if the Spellplague goes through.
To make things even weirder, Basha has a host of "Chosen" entities, similar to Mystra, though without most of the same perks. Instead, these Chosen are... odd. The most powerful is named Holy <BEEP> - the <BEEP> being an expletive she uttered upon naming him, as he did, in fact, live down to that name when she first met him (being a fiend and all, before she redeemed him) - who mostly takes care of things in the Underdark for her; and they just get weirder from there (ranging from a set of Hathran and Red Wizard "sisters" sort of, to an angel who splits his time between governing armies and minding her "children" (a unique lantern archon she considers her "child" and a unique celestial fire-infused xag-ya her husband had considered his prior to marriage). These are collectively referred to as Basha's chosen and rarely mentioned as individuals beyond minor anecdotes - usually slightly wrong - about the goddess' story.
** By use an artifact in our game designed to trap meager interloper gods into Shar's service. The artifact is bad and should feel bad.
Anyway, Lathander isn't the only one who deals with reincarnation, however.
The Mulhorandi Pantheon literally incarnated into the world (from what I can tell into their own descendants).
((In 4E, the aasimars they spawned turned into devas which are basically 4E samsaran, before there were samsaran.))
The Mulhorandi "devil" (more or less) - Set (as opposed to our own poster on the forums, Set) - had a pretty good relationship (sort of) with Shar. This could be a kind of degrees of separation.
Less directly, but more literally, the druid faiths all deal with reincarnation (as it were). That can point pretty directly to the faiths of the House of Nature, that is Silvanus, Eldath, Mielikki, Gwaeron Windstrom, Lurue, and Shialla; also probably Chauntea - who is strongly associated with Lathander -; and Malar, Talos, Talona, Auril, and Umberlee; of the deities not mentioned so far, there's the elemental deities Akadi, Grumbar, Istishia, Kossuth; and also Ubtao, Shaundakil, Finder Wyvernspur (I'm not sure about him and druids, but he's all about the cycle of life and transformation of art, sooooo...), Jergal*, Nobanion*, Shialla, Ulutiu, Uthgar, and Valkur*. Of the former pretty much any work well; of the those last set, Ubtao always struck me as a reincarnate-sort-of-guy for some reason, and Kossuth would be all about phoenix-like death and rebirth.
Hope that helps~!
* Iffy on the druids these support, but those further afield in alignment are definitively "nature" deities, so... I'unno.

F. Castor |
1 person marked this as a favorite. |

For your convenience (I am fairly certain I have not missed anyone)...
adsapiens/The Chess:
Shogunto Heineous, CG Male Half-Orc Rogue (Unchained) 3/Brawler (Snakebite Striker) 2
Atlas2112:
Anton P. Merovach, ? Male Half-Elf Summoner (Unchained) 5
Battlespy:
Naali, CN Female Tiefling Wizard (Controller) 5
DekoTheBarbarian:
Uvekin, CG Male Half-Orc Oracle (Lunar) 5 [Crunch]
Uvekin, CG Male Half-Orc Oracle (Lunar) 5 [Fluff]
Dennis Harry/Storyteller Shadow:
Armitron Foebane, LG Male Human Paladin (Holy Tactician, Oath of Vengeance) of Ilmater 5
derpdidruid:
Galtur Wayworn, LG Male Aasimar Bloodrager (Cross-Blooded, Celestial, Destined) 3/Paladin of Torm 2 [Crunch]
Galtur Wayworn, LG Male Aasimar Bloodrager (Cross-Blooded, Celestial, Destined) 3/Paladin of Torm 2 [Fluff]
djpika:
Kanithar, CG Male Aasimar Kineticist (Fire) 5
F. Castor:
Isandril Velahrn, CG Male Elf Rogue (Unchained, Acrobat) 2/Magus (Spell Dancer) 3
goodwicki:
Lavinia, N Female Halfling Ranger (Divine Marksman) 5
Greymore:
Kastelic Kurza, LG Male Tiefling (Oni-Spawn) Paladin (Oath of Vengeance) of Tyr 5
Jovich:
J'Victus, NG Male Elf Rogue (Unchained) 5
Limeylongears:
Izrafil Thuranouth, CN Male Elf Rogue 3/Fighter 2
nate lange:
Micah Haynes, N Male Human Arcanist (White Mage) 5
Phntm888:
Joran Gres, LG Male Human Inquisitor of Tyr 5
rungok:
Nicholaus Brunfield, LN Male Dhampir Sorcerer (Wildblooded, Sanguine) 5
Seth86:
Aldrea Fangor, LE Female Suli (Genie-Touched) Ranger (Battle Scout) 5
Tacticslion:
Navarra Dyernina, LG Changeling (Hag-Touched) Witch (Ley Line Guardian, Winter Witch) 5
TriShadow:
Shadow, CG Male Elf Alchemist (Mindchemist) 2/Investigator (Empiricist) 3
Xan Nes:
Almynd Thomas, CG Male Human Cavalier (Order of the Lion) 5

thegreenteagamer |
1 person marked this as a favorite. |

Thanks for the organization, guys! That kind of thing will really help speed the selection process along so we can get up and going this weekend.
If you don't get chosen, sorry, but I'm considering another game as well. I just put an interest check up yesterday, but it still needs a few more tweaks before its ready.

TheGreenTeaGameMaster |
1 person marked this as a favorite. |

A lot of you don't have stories. You obviously still have until Friday at 5pm to get them in, but just so you know, that's a huge priority for me, so if you don't have one, you won't get picked. I don't need a book; a couple paragraphs has been the standard (I don't want to read a novel).
My priorities in picking players in order are:
1). Character concept/personality/story/etc
2). Posting history, frequency, and consistency
3). Posting/writing style
4). Character build/team fit
5). Other stuff, like do I know you, or are you sucking up to me by helping (mostly just tie breakers).

thegreenteagamer |
1 person marked this as a favorite. |

Psst. Put another intro post in the gameplay tab. Just to give you all an idea of my writing style, and cause I was bored today. I kinda wanna start already, but I already set the deadline at Friday, so....we'll see first posts, I imagine, Friday night I'll make my decision (but it may be Saturday due to exhaustion)

thegreenteagamer |
1 person marked this as a favorite. |

As you're looking at characters, have you found anything wrong with mine? Just want to make sure everything is good to go.
I think you forgot your +1 for level 4.
I'm not really fine-tooth combing through the character sheets and crunch. Just..."don't cheat" is kind of my thing. I expect you to self-regulate, and I expect other players will rat out if someone is out of line and it really bugs them. I don't have time to thoroughly analyze everyone down to the minutia the way I did with SW, because PF is so much more complicated.

TheGreenTeaGameMaster |
1 person marked this as a favorite. |

Then I thought of the boards' "what do you do with a baby goblin/orc/etc" running argument, so I figured I'd make Flarghin a softie with a bunch of adopted kiddos. In the Drizzt novels, Bruenor already set precedent with humans, (and I recall playing a videogame as well where a dwarf adopted the human protagonist) but any old fool dwarf can adopt a human - a bunch of humanoids totally alien to you in nature, however, that's the mark of a golden heart, in my opinion. Especially when he's raising his own biological children to treat them like actual siblings.
Oh - I don't think I mentioned this yet, but for this game, I will be using the "theater of the mind" approach for mapping. I do enjoy tactical fighting, but mapping really slows things down for PbP games, and I want to try something different here.

Micah Haynes |

@GTG- I've been trying to think of other ways to priest-up my arcanist and I thought of two more questions:
1) how would you feel about me taking the deific obedience feat and just using the required obedience/activity from Nethys (the pathfinder god of magic) and gaining the same benefits?
2) there are two different Mystras, depending on exactly where in the timeline we are- the original (I think) is NG and seems pretty benevolent, the replacement is LN and imposed a lot of rules/restrictions on the use of magic... I don't know (and can't figure out after some searching) exactly when they switched, so I have no idea which one applies? I chose one of the two alignments that could serve either (the other being LG), but I'd love some clarification on which one is currently active as my god's personality/outlook will obviously have some bearing on my personality/outlook...

Tacticslion |

Micah, you have it backwards: the original was LN, the replacement NG (but she also sort of pretends to be LN to keep the clerics of the old one still working).
Currently we're with the replacement. She came about during the Time of Troubles (that's in 1358, so about ~15 years ago).
Hope that helps!
EDIT: for clarity

Micah Haynes |
1 person marked this as a favorite. |

That's very helpful, thanks (though I wouldn't complain about confirmation on that from the GM). Also...
3) Languages. I know a lot of them... I'm planning to take some racial ones, and some planar ones, and undercommon (if that's ok), but are there any Faerun specific ones I should consider? Like other regional dialects or anything?

F. Castor |

DekoTheBarbarian wrote:As you're looking at characters, have you found anything wrong with mine? Just want to make sure everything is good to go.I think you forgot your +1 for level 4.
I'm not really fine-tooth combing through the character sheets and crunch. Just..."don't cheat" is kind of my thing. I expect you to self-regulate, and I expect other players will rat out if someone is out of line and it really bugs them. I don't have time to thoroughly analyze everyone down to the minutia the way I did with SW, because PF is so much more complicated.
Regardless of whether I am chosen or not I could give those PCs that do get in a look over if it helps. It is a pet peeve of mine that the characters are correct crunch-wise and on equal footing with each other. I think a couple of the people submitting characters can attest to that little trait of mine from other games we have played in together.
I cannot promise I will be entirely infallible however, what with the higher starting level and the 3PP and 3.5 materials being used.

Storyteller Shadow |

thegreenteagamer wrote:DekoTheBarbarian wrote:As you're looking at characters, have you found anything wrong with mine? Just want to make sure everything is good to go.I think you forgot your +1 for level 4.
I'm not really fine-tooth combing through the character sheets and crunch. Just..."don't cheat" is kind of my thing. I expect you to self-regulate, and I expect other players will rat out if someone is out of line and it really bugs them. I don't have time to thoroughly analyze everyone down to the minutia the way I did with SW, because PF is so much more complicated.
Regardless of whether I am chosen or not I could give those PCs that do get in a look over if it helps. It is a pet peeve of mine that the characters are correct crunch-wise and on equal footing with each other. I think a couple of the people submitting characters can attest to that little trait of mine from other games we have played in together.
I cannot promise I will be entirely infallible however, what with the higher starting level and the 3PP and 3.5 materials being used.
I attest! :-)

Naali |
1 person marked this as a favorite. |

That's very helpful, thanks (though I wouldn't complain about confirmation on that from the GM). Also...
3) Languages. I know a lot of them... I'm planning to take some racial ones, and some planar ones, and undercommon (if that's ok), but are there any Faerun specific ones I should consider? Like other regional dialects or anything?
I can't link because I'm on my phone, but he did list a couple languages that may be relevant. It was a page of two back, try doing ctrl+f "Damaran" because I think that was the language of our stating region.

TheGreenTeaGameMaster |
1 person marked this as a favorite. |

@GTG- I've been trying to think of other ways to priest-up my arcanist and I thought of two more questions:
1) how would you feel about me taking the deific obedience feat and just using the required obedience/activity from Nethys (the pathfinder god of magic) and gaining the same benefits?
2) there are two different Mystras, depending on exactly where in the timeline we are- the original (I think) is NG and seems pretty benevolent, the replacement is LN and imposed a lot of rules/restrictions on the use of magic... I don't know (and can't figure out after some searching) exactly when they switched, so I have no idea which one applies? I chose one of the two alignments that could serve either (the other being LG), but I'd love some clarification on which one is currently active as my god's personality/outlook will obviously have some bearing on my personality/outlook...
In principal I have no problem with using Nethys for Mystra's Deific Obedience, but as I can't find a list of what each job/benefit is for each deity, I can't answer for certain yet. Find that for me and I can give you a certain.
It is the third Mystra, the former human Midnight, former adventuring companion of Kelemvor and Cyric. Though...the second was a reincarnation of the first, so I guess technically this is the second. Basically the nicer one.

Naali |
1 person marked this as a favorite. |

Micah Haynes wrote:I can't link because I'm on my phone, but he did list a couple languages that may be relevant. It was a page of two back, try doing ctrl+f "Damaran" because I think that was the language of our stating region.That's very helpful, thanks (though I wouldn't complain about confirmation on that from the GM). Also...
3) Languages. I know a lot of them... I'm planning to take some racial ones, and some planar ones, and undercommon (if that's ok), but are there any Faerun specific ones I should consider? Like other regional dialects or anything?
Here it is:
Well, a quick look in the 3.5 Forgotten Realms Campaign Setting's page on languages shows that, what do you know, Damara has it's own language, Damaran, spoken in Damara, the Vaasa, and a lot of the surrounding areas.
Rashemi, Illuskan, Chondathan, and Thayan are all spoken beyond the regions Damaran is spoken.
See page 84 of the book (if you have access to it) for more ideas.
---
In principal I have no problem with using Nethys for Mystra's Deific Obedience, but as I can't find a list of what each job/benefit is for each deity, I can't answer for certain yet. Find that for me and I can give you a certain.
In the "Obedience" section of http://www.archivesofnethys.com/DeityDisplay.aspx?ItemName=Nethys
At the culmination of your obedience, cast any spell or spell-like ability or activate a spell completion or spell trigger magic item. Gain a +4 sacred or profane bonus on concentration checks.

Micah Haynes |

@GTG- if you click the link I included for Nethys (which I believe Naali replicated), there's a section in the description titled "obedience" that describes the required daily activity and the benefit for completing it. The boons that I would gain at 12th, 16th, and 20th (if we play to any of those levels) are farther down under the heading "exalted". If you want to see what other gods require/offer, there is no compiled list that I know of but each of the 'core deities' in the pathfinder pantheon has the same information available in their write up on that website.
Here is the list of pathfinder deities. You can click any of the core deities' names to get the more in depth description that includes their obedience and boons.

Tacticslion |

Micah Haynes wrote:@GTG- I've been trying to think of other ways to priest-up my arcanist and I thought of two more questions:
1) how would you feel about me taking the deific obedience feat and just using the required obedience/activity from Nethys (the pathfinder god of magic) and gaining the same benefits?
2) there are two different Mystras, depending on exactly where in the timeline we are- the original (I think) is NG and seems pretty benevolent, the replacement is LN and imposed a lot of rules/restrictions on the use of magic... I don't know (and can't figure out after some searching) exactly when they switched, so I have no idea which one applies? I chose one of the two alignments that could serve either (the other being LG), but I'd love some clarification on which one is currently active as my god's personality/outlook will obviously have some bearing on my personality/outlook...
In principal I have no problem with using Nethys for Mystra's Deific Obedience, but as I can't find a list of what each job/benefit is for each deity, I can't answer for certain yet. Find that for me and I can give you a certain.
It is the third Mystra, the former human Midnight, former adventuring companion of Kelemvor and Cyric. Though...the second was a reincarnation of the first, so I guess technically this is the second. Basically the nicer one.
*cough FR nerd* (the first one was called "Mystryl" and CN) *cough FR nerd*
(The second was Mystra a reincarnation who was LN, and the third was the second Mystra who is NG and fakes being LN for the purpose of the previous Mystra's clerics.)
I'm totally a nerd.

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Alright, I'm a bit late to the party, but under the deadline. Details in the profile. Still tweaking languages and considering swapping out a skill or two.
And before anyone says it, I KNOW a strength based rogue is a terrible idea, especially with the unchained rogue practically trying to force you into maxing dex, but thematically it's the only thing that fits this guy.

Ken Marable |

Alright, I'm a bit late to the party, but under the deadline. Details in the profile. Still tweaking languages and considering swapping out a skill or two.
And before anyone says it, I KNOW a strength based rogue is a terrible idea, especially with the unchained rogue practically trying to force you into maxing dex, but thematically it's the only thing that fits this guy.
Some of my favorite characters are ones that play against type! :)
Plus, I'm a firm believer that a character isn't really interesting for me to play without a weakness or odd incongruity.

Lavinia Snowbeard |
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Finalized submission for Lavinia. Complete info is available on this alias profile, but I see there seems to be a preferred stat block being used for submissions, so I've included that below as best I can (I admit, I'm more of a homebrew player and not terribly familiar with the standard Paizo format.) Also, it seems legit that you might want a static record of my character submission ;)
I'd plan on taking her into Horizon Walker at my earliest opportunity (aka 7th level); I feel like it'd be a nice fit given what promises to be a relatively travel-oriented campaign. I switched her over to chaotic neutral; this alignment is allowed by your creation guidelines, but I know there are many folks predisposed against it due to bad experiences with "crazy" neutral characters, which Lavinia is not. If you have an issue with it that's going to hurt my chances at selection, I can just as easily make her straight up neutral.
If you have any questions please let me know!
LAVINIA "SURESHOT" SNOWBEARD CR 4
Female "Frostwise" Hin / Halfling Ranger (Divine Marksman) 5
CN Small Humanoid (Halfling)
Init +5 (+9 on ice, glaciers, snow, and tundra) Perception +8
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DEFENSE
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AC 21, touch 16, flat-footed 15 (+5 DEX +5 armor +1 size)
hp 44 (5d10 + 5 CON + 5 FCB)
Fort +5*, Ref[/]b +9, [b]Will +3
*+9 vs Endurance related effects; +7 to remove negative levels.
Defensive Abilities none...?
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OFFENSE
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Spd 30 ft.
Melee Short sword +7 (1d4 +1/19-20/x2/piercing)
Ranged "Clear-sky" longbow, composite +1 (mighty +1) +15 (1d6 +4/x3) with a lot of permutations; see alias profile
Special Attacks Favored Enemy (Undead, Human), Shadowhunter, Vicious Aim
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SPELLCASTING
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None due to archetype.
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STATISTICS
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Str 12, Dex 20, Con 13, Int 10, Wis14, Cha 11
Base Atk+5; CMB +5; CMD 20
Feats Bullseye Shot, Fortunate One, Precise Shot, Endurance, Weapon Focus (Longbow), Deadly Aim
Traits Fate's Favored (faith), Cliff-Master (regional)
Skills (Adventuring) Acrobatics +12, Climb +10, Escape Artist +12, Knowledge (Nature) +5, Perception +8*, Stealth +16*, Survival +11*
Skills (Background) Craft (Bowyer/Fletcher) +8, Knowledge (Geography) +8*
*These skills gain an additional +4 favored terrain bonus when used on ice, glaciers, snow, and tundra.
Languages Common, Halfling
SQ Adaptive Luck (4/day), Combat Style: Archery, Favored Terrain, Fey Thoughts (Acrobatics and Escape Artist), Fleet of Foot, Keen Senses, Track
Combat Gear Arrows (a great variety - see alias profile), "Clear-sky" longbow, composite +1 (mighty +1), mithral shirt +1, short sword.
Other Gear Cold weather outfit, masterwork backpack (artisan's tools, bedroll, iron pot, torches x10, trail rations x5, waterskin, 100' silk rope x3), belt pouch (flint & steel), knife, necklace pouch (money)
Magic Items Boots of friendly terrain, efficient quiver, muleback cords
Money 3 pp, 4 gp, 9 sp
Lavinia's people have lived in the wilderness of the Great Glacier for over ten generations. Originally unrepentant Ghostwise halflings fleeing Lurien after their defeat in the Ghost War, the Frostwise hin tell that their ancestors followed a beckoning blizzard northwards until they reached their new home, forsaking their god Malar for faith in his rival, Auril. Those born with the telepathic abilities of their ancestors, now a rarity among her people, are given over for initiation into the priesthood. Leading a semi-nomadic lifestyle, the region they inhabit has always held the danger of undead - every generation tells of a brush with the foul creatures - but over the past several decades the size and frequency of these encounters has been steadily increasing. Born into a respected clan of hunters, Lavinia was raised to serve as a scout and guardian against this rising threat.
Her youth was spent on the glacier's snowy slopes and icy cliffs, where she learned to read the land and weather, to stalk prey unseen, to fell her enemies with a single arrow. This instilled in her a confidence and sense of freedom that grew into disdain for Auril, her despotic clergy, and their tenets of fear. She voiced her opinions to her father at a young age, who warned her that such thoughts would surely bring the wrath of Auril down upon her when she was most vulnerable: alone in the wilds with no one to help her. Refusing to pay homage to the spiteful goddess, Lavinia instead sought protection and aid against the Frostmaiden's ire from any powers or spirits that might be listening, whispering prayers to the winds to guide her arrows, to the stones to ensure her handholds, to the shadows to keep her hidden. She also began attributing causation to unrelated events. For example, she drank a cup of icewine for breakfast the day a storm cleared, so that's good luck in foul weather; the first time she fell while scaling a cliff-face she had begun her climb with her right foot, so now she always begins with her left. Despite the fact that oftentimes these practices fail her, the few times they "work" is enough to convince her of their efficacy.
Once she came of age Lavinia began to spend more and more time alone in the wilderness, scouting further and further ahead of her people until one day she simply kept going and never looked back. She made her way to Damara, where she became a furrier for a brief time before being recruited as a guide by Flarghin Ironstone; hired to lead him and his companions to a group of bandits who had holed up in the Galena Mountains for the winter, she performed her task admirably, even taking down two men while they tried to flee the dwarf and his posse. Impressed, Flarghin took her along on a couple more such jobs and Lavinia quickly realized she could hone her skills and earn money much more effectively in this new line of work. Thankful to Flarghin, she soon struck out on her own as a professional bounty hunter, a trade she has plied throughout Damara for the past few years. Recently she has felt an itch to move on to see what else the world has to offer, and the recent summons from her old partner sounds like the perfect opportunity to secure some extra money for her travels...
Afraid the trail will grow cold, are ye, Ironstone? No wonder ye sent for me - cold is my specialty.
Visual reference, but with more furs and Clear-sky being a curvier, more decorated bow of the same size as the one in the first picture.
Lavinia stands just under three feet tall and has a stout, broad-shouldered athletic build that’s most often hidden beneath layers of leathers and furs. She keeps her long brown hair bound into a single braid which is usually piled atop her head under her fur hat, with the inevitable stray locks individually braided in an attempt to keep them out of her way. Possessed of dark eyes and a somewhat swarthy complexion, she has a smattering of freckles on an otherwise plain face. Over top of her rucksack she has strapped her quiver and sheathed "Clear-sky" - a well cared-for composite bow of her own design and manufacture - while a simple short sword hangs at her belt alongside a pouch and hunting knife.
Lavinia prefers things be straightforward and simple. She's confident in her ability to survive without material wealth, and as such doesn't waste her time making too many plans - while she likes having money, she knows she doesn't need it, and is amazed at the lengths people will go to for it. Besides, while she can exercise the patience and focus of a skilled huntress when needed, she favors spur of the moment decisions and actions as situations change; in her opinion, hesitation is more dangerous than making the wrong move.
She is wary of strangers of all races and works on the assumption that everyone is out for themselves and their own; she's willing to prove herself to those who doubt her abilities, just as she expects others to prove their worth to her, but takes umbrage with folk who disparage her methods and superstitions - she is convinced that Auril is only waiting for an opportunity to strike at her, and that the only things protecting her are her personal rituals and prayers. Despite her distrustful, self-reliant nature, she is a product of her clan-based society; given time, she could adopt a group or community that had earned her trust as her new "clan." While she doesn't disagree in principle with the more "settled" civilization she's found in Damara, she becomes uncomfortable after staying in large population centers for more than a day or two. She takes great pleasure in exercising her skills in archery and wilderness survival, and is always seeking to hone them further.