
Tenro |

I feel bad Tenro. We could both do it (different classes?), or I'll look around.
Does anyone have a list of which ones are taken so far?
hey dont feel bad! it is a recruitment, nothing has "dibs" called on it.
I just dont want to enter something the same as someone else and possibly contend to be in the party because DM might want only one.
Noble sounds good to me as well, i just am looking for a class to go with it.
Besides, Cryptic is perfect for Star Lore Adept, but i have played a cryptic before. I will see about maybe playing something i havent before.

Harakani |

I've noticed recently that if I make a character that isn't a wizard, something seems to go wrong with the game :( That said, I'm also looking at Magus, Alchemist, Cleric and even Arcanist.
I was tossing up between Star Adept and Occult Scientist, but when Drayen asked for Occult Scientist, I abandoned that as well. If he decides not to submit I could jump to that, I guess. Then you could have Star Adept.
Hmmm - I've just got the book now - let me look through and see if anything else leaps out at me.

Anioch |

@Harakani - Go for the Occult Scientist. I am submitting an Occultist (it's this avatar), but the narrative abilities didn't really fit the class. I'm just planning to go with the two traits unless our GM decides that we must have a narrative in which case, I'll go with a different one that hasn't been picked.
@Eltacolibre - As stated above, the Occult Scientist abilities don't really match up with the Occultist class (which is not surprising as they weren't made with each other in mind), so I am going with the two traits unless you specify otherwise. Heirloom weapon matched up well with the class in granting proficiency with a specific falcata; an ancient heirloom held in the character's family for generations. Master of Pentacles also seemed appropriate as I am leaning towards the Conjuration and Transmutation Implements (the final book will be the deciding factor as Conjuration was unplayable in the playtest due to no summoning spells). A family history of working with summoning circles and calling extraplanar creatures.
It's still a work in progress and not quite finished (spells, implement powers should be all that's left, but I cannot access the playtest anymore so I have to refer to my print out when I'm at home).

Tenro |

I think Warder, if allowed, would paint a nice picture with Atlantean Noble narrative and Atlantean race.
A heavily-armored Atlantean strolling through the field of battle, spear in hand, savagely defeating enemies as his guards fight alongside him - bolstered and protected by his presence.
That is, IF Warder is allowed.

DominoMasque |
Slightly Revised
CG Human Female Slayer 1
STR 14
DEX 16
CON 13
INT 10
WIS 14
CHA 12
Base
HP: 11
AC: 16 (13touch; 13Flat Footed)
FORT: +3; REF: +5; Will: +2
Attacks: +3 Melee; +4 Ranged
Ranseur: +3 attack; 2d4+2 P damage; x3 crit; Disarm, Reach
Javelin: +4 attack: 1d6+2 P damage; x2 Crit; 30ft range
Warhammer: +3 attack; 1d8+2 B damage; x3 crit;
Skills (-1ACP)
Acrobatics: +7 (1rank +3class +3Dex)
Heal: +6 (1rank +3class +2Wis)
Intimidate: +5 (1rank +3class +1Cha)
Knowledge: Nature +2 (untrained)
Perception: +6 (1rank +3class +2Wis)
Ride: +7 (1rank +3class +3Dex)
Stealth: +7 (1rank +3class +3Dex)
Survival: +6 (1rank +3class +2Wis)
Abilities
Narrative: Tribal Outcast
Proficiencies: Simple & Martial Weapons, Light Armour, Medium Armour & Shields (excl. Tower Shields)
Feat:Blind-Fighting: Re-roll miss chance for concealment
Feat:Combat Reflexes: May make Dex bonus Attacks of Opportunity/round, even while flat-footed.
Studied Target (Ex): Study as move action, then +1 Bluff, Knowledge, Perception, Sense Motive, Survival, Weapon Attack adn Damage rolls. When using sneak attack can study as immediate action (gaining bonus to damage).
Track: + 1/2 Slayer level (min 1) to Survival checks to follow tracks
Gear 59/175
Studded Leather Armour (25gp)
Ranseur (10gp)
Javelin (x3) (3gp)
Warhammer (12gp)
Kit, Rangers (9gp): backpack, bedroll, belt-pouch, flint & Steel, iron pot, mess kit, rope, torches (10), trail rations (5), waterskin
Background
Unalaqunaria (meaning: Whisper in the shadows, Stalker of the dark)killed her father, it was no big conspiracy or evil intent, it wasn't even to protect another, she shot him in a hunting accident. A quick shot, straight through the eye and his life was over.
Una terrified as to her tribe's reaction didn't wait to find out, discarding her bow she fled. Heading to find life in the cities of the civilised man.
Despite her skills, she's refused to pick up a bow or any weapon that operates at a range greater than a few yards, since the accident.
Appearance
Unalaqunaria is a tall muscular woman, standing a little over 6' tall and lacking the soft curves of more civilised womenfolk. Her skin is a deep tan colour and her hair is kept short and simple, hanging down somewhere between level with her mouth and neck. She has simple tribal-markings down her back and along her arms and legs, though she's taken to wearing a long-sleeved blouse beneath her armour to hide them.

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@Korak: I posted tribal outcast on the first page. Look at the wednesday post, 3:53 am. But if you want more fluff stuffs, some examples for tribal outcast(don't have to take them but could be good inspiration):
Drangir Slave: When you were only a child, your
village was attacked by slavers. Your family was
killed, and you were carried off into captivity. For
years you endured brutality and toil, until one day
you managed to escape and make your way back
to your homeland. There, you discovered that you
were dead to your people: A Drangir is supposed
to choose death rather than the humiliation of
thralldom. The Drangir in you is ashamed that you
lived … but a dead man cannot avenge his mur-
dered kin.
Jomurjan Warlock: The Kalay barbarians of Jomur
fear and loathe wizardry in any form. To your
people, arcane magic is unclean, an abomination in
the eyes of the Forest Gods. Yet you chose to defy
this taboo and bargain with evil powers for the use
of their magic. Was your hunger for power so great
that you chose to ignore the primitive superstitions
of your people? Or did some terrible need drive you
to seek out forbidden lore, understanding that it
would cost you everything?
Narthan Murderer: You grew up among the Dhari
tribes of the Nar Highlands. As a young warrior,
you fell in love with the daughter of the chief—but
you had a rival. When the chief’s daughter made
her choice, you and your rival quarreled. Tragically,
she threw herself between you and your foe at the
wrong moment. You lived, but your love and your
enemy died, and your tribe blamed you for their
deaths. Did your enemy strike down your love and
provoke you to kill him in turn? Or did she choose
him instead of you, and try to protect him from
your rage?
@Tenro: Path of war wouldn't be in the setting same reason, we don't have Monks as it requires some kind of monastic orders origins and trainings, which isn't the case at the moment. Atlantean used to have great powers and civilization, same with the elves, so it is a possibility to make some discoveries about it in game. Or represent it at the moment by taking the feat to access maneuvers and stances at least for Atlanteans and Elves, as they would be the only ones in the setting to have had this kind of training during the best time of their civilization. Atlantis and most of the great cities have fallen at the moment, well technically one elf ancient city is still standing but currently under the control of Nyarlathotep and his spawns/servants.
@Anioch: can go with two traits indeed.

Black Dow |

@DominoMasque/Unalaqunaria - think Ranseur is on the list of restricted weapons :S
Submissions/Interest thusfar:
Wondering Monster: One who Speaks to Trees, and Listens to Owls, of the Green Village Forest people, of the greater Clan Dhari; Half Elf (Dhari) Shaman
Drayen: Anioch; Atlantean Occultist
Tenro: ??????; Atlantean Cryptic - Star Lore Adept or Atlantean Noble Narrative.
DominoMasque: Unalaqunaria; Female Human Slayer - Tribal Outcast Narractive.
Black Dow: Túúq Ukiakilliyardjúk; Human (Nimothan) Barbarian -Ice Reaver Narrative.
Harakani: ????? - Occult Scientist narrative
Korak the Boistrous: ??????; Bloodrager - possible Tribal Outcast narrative?
Webb: ?????; ??????
If I've missed/misinterpreted anyone - let me know :)

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thanks Black Dow, guess for people looking for a little more details on the setting, no need to but here are some figures you might want to consider as patrons or enemies, depending on your goals:
Ur-Ghom is the chieftain of the beastmen (essentially cruder and more savage humans) and easily the most dangerous of the beastmen.
The Black Circle, a group of powerful wizards from the demon-haunted city of Thran seeking world domination, ancient lore and artifacts.
The Emperor of Katagia, the last bastion of Atlantis, is trying to recreate the atlantean knowledge and power.
Kang the white death, is a malicious and evil cold spirit from the frozen north of Thule and the mightiest of them all. Just destroying everything.
Orethya, the last hero of the elves, has been doing expedition and quests to save her people for centuries and is quite possibly the most powerful and famous elf in the Age of Men.
Deyane Verix is the queen of the Peacock throne, ruling Qodeth. She can mostly help with suggestion and influence, as arming legions and champions is not her purview.
Hyar tomel , the sage of Atlantis is an old man living in a tower near Katagia and is the last Atlantean who was born in Atlantis. He is an old man and people even said that he was an old man during the times of Atlantis and has been alive for more than three hundred years.
The Reaver King of Nim, simply helps people mostly reavers who want to plunder cities and launching assault against various civilization and cities states.
The Seven Knives, the most powerful thieves guild in Qodeth. They control the richest city on the continent and have spies and agents in nearly every cities in the inner sea. The seven knives are named like this, because they are led by seven leaders, not all known to the public.

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You are a member of a major thieves’ guild in one
of Thule’s major cities. You have dozens (sometimes
hundreds) of allies in the form of your guildbrothers and
guildsisters, plus a city full of safehouses and boltholes
where you can lie low whenever you want to drop out of
sight. The streets belong to you.
Skill Bonuses (1st level): You gain a +2 bonus to Ac-
robatics and Knowledge (local) checks. No one knows a
city like a thief born and raised in the streets, and at an
early age you learned the value of sure feet and a good
sense of balance.
Thief’s Feint (1st level): When you spend a hero
point to gain a bonus before you make an attack roll,
you can perform a thief’s feint. Instead of the normal
bonus, you gain a +2 bonus to the attack roll, and the
target is flat-footed against the attack. After the attack,
you can take a free action to move up to your speed.
Hero points you spend to perform a thief’s feint are
not permanently expended, and are regained at the end
of the day.
Reputation (6th level): You gain a +4 bonus on skill
checks to interact with criminal elements in your home
city, or a +2 in other civilized areas—you’ve earned a
reputation that other thieves and outlaws respect. Your
bonus also applies to checks made to intimidate or bluff
common citizens, who are likewise aware of the fact
that you mean business. On the down side, the author-
ities know your name and are generally Unfriendly or
Hostile toward you.
Guildmaster (10th level): You become the leader
of your thieves’ guild or establish a new guild of your
own. You gain a hidden guild stronghold protected by
secret entrances, deadly traps, and trained guard-beasts.
You gain enough followers to provide you with guards
in the form of thugs, mercenaries, and enforcers, plus a
high income from your cut of the guild’s activities (see
Followers and Income under narrative benefits). Your
thieves are initially very loyal, but if you fail to provide
strong leadership, you may face challenges from the
lower ranks.

Korak The Boisterous |

Okay, a tribe was mentioned where magic was hated, assuming they were a real tribe from the setting they work well for my character concept. Uroch was a an up and coming warrior of his tribe strong and quick the younger members were starting to look to him as a leader. During a raid of a village to the south of them one of his fellows turned on him in jealousy, believing himself to be superior. Uroch crushed his head like a melon.
Unfortunately no member of the tribe had witnessed the attack, merely the bloody finishing blow. They attacked and while defending himself he felt his blood catch fire, his muscles bulge and he struck and struck and struck, four members of the raiding party died by his hand including his best friend Furon.
When he saw what he'd done he fell and was taken captive. The tribal chiefs accepted his story, but banished him, the magic burning in his blood was too volatile, it couldn't be allowed to burn through any children he might beget, so he was left with his weapon and a fur mantle to aid him in his exile. He's wandered far and wide doing little more than thieving and drinking as he tries to forget his past.

Harakani |

Hmmmm - I got the book, and I've run into trouble with the dwarves mentioned.
I got the book so I could learn more about the Dwarves. I was expecting the typical ancient, long lived race that discovered steel when humanity was still knapping flint.
The idea that it is the young race is intriguing though. Especially as they're a progressive, technocratic, urban population. I can imagine one saying "First there were the Old Ones. Then the Age of Serpentfolk. Then the Rakshasha. The then Elves. Now it is the Age of Man. But soon it will be the Age of Dwarves."
I'm seeing him now as a Dwarven Superiorist. A Dwarf who found a great secret in some lost ruin from the dawn of days, and who has now gone out into the primitive, uncivilised world to find more. Not just because he wants to know how to make things better. Not just to help the Dwarves gain Ascendancy. But because in the Dwarves' Merit-based technocracy winning such secrets is worth more than gold - it is power.
@Eltacolibre: I'm a bit worried about how this fits in with the themes of the game. Am I interpreting Dwarves correctly?

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Typically from what I read of dwarves, they are basically a neutral party, merchants and mercenaries. They have the skills to make metal weapons which is something that most people in Thule can't do. They are ruled by people highly skilled in a specific trade, which tends to be smiths and many people come seek their magic weapons and gear. From dwarf to dwarf, they have different demands and usually require that the magic items be given back to them when the hero is done with it. But if a dwarf thinks that you are misusing a magic item, they can hire assassins to retrieve it. Unlike typical dwarf society, they don't have hereditary titles or clans so to speak of.
Dwarf tends to be hard to befriend in general due to their taciturn personality but make the most loyal, generous kind of friend.
Of course, as an adventurer you can be atypical, so up to you.

Jonor Smith |

Well, honestly it was just to look rich. Porters and cooks and so forth - does depend how we meet up. Actually, how do we meet up? Is that yet to be determined?
I've never seen a starting wizard with a build like this, so I'm interested to see what it does for survivability. Long term he's going to have to pick up Still Spell, I think. Otherwise the crazy Spell Failure means he can only cast spells without gestures.
In fact, given the number of craft skills he has, it's possible the Full Metal Wizard's most useful power is going to be equipping a group!

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Well, honestly it was just to look rich. Porters and cooks and so forth - does depend how we meet up. Actually, how do we meet up? Is that yet to be determined?
I've never seen a starting wizard with a build like this, so I'm interested to see what it does for survivability. Long term he's going to have to pick up Still Spell, I think. Otherwise the crazy Spell Failure means he can only cast spells without gestures.
In fact, given the number of craft skills he has, it's possible the Full Metal Wizard's most useful power is going to be equipping a group!
Perhaps a level of fighter or slayer, then go into eldrich Knight.

Jonor Smith |

Hmm - subtext is missing. I'm totally cool with All Wizard! I looked at about fifty variations, and went with this one.
Yeah, his melee attack is way subpar compared to fighters... but he's a Wizard with AC 20. He can block, flank, coup de grace and laugh at concentration rolls. Y'know how normally the fighters have to protect the fragile Wizard? Ha!
There are a couple of 'S' less spells - and they're cool. Plus, given 5 minutes he could be casting any utility spell. And frankly, losing a single spell level to Still Spell might hurt now but at level 7 it's barely anything. Plus, of course, he can burn a Hero Point for the day to apply it for free!
On the other hand, he's going to be able to make armour, weapons and alchemy from day 1 - and scribe scrolls. I figure on getting the various crafting feats, and keeping up the skills. As a Dwarf he might eventually be able to make fellow team members Steel weapons. Magic Steel weapons, potentially. Now a lot of that is going to depend on the type of game - long overland camping trips are probably going to stop it - but a lot of games have a decent amount of downtime, and he can use that.
And ACP wise. at level 5 and with 2500gp and a first level spell he should be able to get the ACP down to zero, and his attack all the way up to +3!
Normally the fully armored wizard concept smacks into Full Plate and dies. In a world where +7/+2 is as good as it gets, he's suddenly viable.