
Davia D |
Klassalka Hulh, Savage 'Bow' Barbarian
Name: Klassalka Hulh
Species: Merfolk
Alignment: Chaotic Good
Sex: Female
Gender: Female
Height: 6'3"
Weight: 225 lbs
Age: 20 years
Class: Savage Bow (Technologist) / Elemental Kin Barbarian
Campaign: Strange Aeons
Hair color: Green (occasionally dyes it)
Eye color: Grey
Skincolor: Tanned, with dark orange scales
Level: 1
BAB: +1
Melee: +4
Ranged: +4
CMB: 4
CMD: 17
HP: 16
AC: 18 (studded leather + natural + 3 dex) / 20 (Rage)
Touch: 13
Int: +3
Fort: +5
Ref: +3
Will: +0 (+2 vs mind affecting, +2 in rage)
Speed: 25 ft. land, 30 swim
Low-light vision
Str 16 +3
Dex 16 +3
Con 16 +3
Int 8 -2
Wis 10 +0
Cha 14 +2
Rage powers:
Barbarian abilities:
Rage- As a Free action, may enter state of rage with +4 strength +4 dexterity +2 morale bonus to will. While in rage cannot use Cha, Dex, Int-based skills (except Acrobatics, Fly, Intimidate, Ride) or any ability that requires patience or concentration. Ending rage is free action. Fatigued for rounds equals to 2x rage length when rage ends. 8 rounds/day (4 + con + level)
Fast Movement- +10 speed
Racial abilities:
Amphibious- Merfolk are amphibious
Armor- Merfolk have +2 natural armor
Legless- Merfolk have no legs and cannot be tripped
Low-light vision- Merfolk possess, low-light vision
Skills (3 ranks + 2 background)-
Acrobatics Dex +7 (1 rank), Appraise Int -1, Bluff Cha +3, Climb Str +3, Diplomacy Cha +6 (1 rank), Disguise Cha +2, Escape Artist Dex +3, Heal Wis +0, Intimidate Cha +2, Perception Wis +4 (1 rank), Ride Dex +3, Sense Motive Wis +4 (1 rank), Stealth Dex +3, Survival Wis +4 (1 rank), Swim Str +3
Feats:
Power Attack- (-1 hit for +2 damage/+3 two-handed)
Traits:
Strongtailed (15 land speed/30 swim)
Steadfast Personality (+ cha bonus to will vs mind-affecting)
Pugnacious (+1 to-hit when threated by 2 or more foes, 1/day extend reach 5-feet or increase weapon size for damage purposes for 1 round)
Languages:
Common, Aquan
Important Equipment:
Weapons:
Greatsword (2d6 19-20/x2)
Cestus (1d4 19-20/x2)
Shortbow (1d6 x3)
Armor:
Studded Leather (+3 armor, -1 checks max dex 5)
Background:
Born Cessera, somehow this young mermaid got it into her head to leave the safety of the lake her isolationist tribe lived in or the known safe stretches of river and stream connecting to it, and swim the river Sellen all the way up to Numeria. She ended up, still a young girl of no more than five or six, being pulled from the river by a 10 year old Kellid boy. She promptly headbutted him, then laughed when he fell in the water. Then, seeing he couldn’t swim and was actually having trouble, pulled him out. His parents had been watching, and found the whole thing most amusing. The boy, Lorek, became her brother, Delka and Holrog Hulh her parents, and she was adopted into the Swift Otter tribe, seeing as she had no-one else and the tribe was low on numbers, not having warriors who’d done deeds as great as it’s neighbors. They Kellidized her name into Klassalka, and brought her into their family.
She learned their ways and grew big and strong, helped them catch their rivals by surprise through her use of the waterways, earning her a tattoo of the clan's totem animal, was taught how to use gun, sword, and axe. She spent an amount of time totally atypical for merfolk, finding the adventures of the land more attractive than the safety of the water. When she came of age, though, she desired to earn face for her adopted family, so her father, Holrog, allowed her to travel in the Hulh name. Klassalka strapped on a sword, grabbed a bow, and went on the Sellen once more. She visited Mivon and gained scars in some not-very successful duels. Klassalka met other races, and companions. She traveled to the East, intending to cross Ustalav, where other Kellid tribes lived.
Then…
wait….
A blur covers the rest. Something….
Appearance- a nice image of how Klassalka looks in her youth. She's bulked up a bit since then, and hasn't been able to find another shark. Is known to change haircolors sometimes when imported dyes become available.

GM Nayr |

Thanks Davia D, good work on the character. My only question would be - how do you plan to deal with the lack of water in the campaign? Merfolk move slow and uncomfortably on dry land, which is where most/all of this campaign takes place. I'm just thinking that may be too much of a disadvantage to overcome.
Don't worry too much about the background, due to the nature of this AP, I'll have to completely change it anyway.

Davia D |
Of the aquatic races, Merfolk are fully amphibious, i.e. they aren't one of the ones that need to refresh water a lot, and between strongtail (the racial option everyone picks) and Barbarian move bonus, I've got a move of 25', faster than someone in medium armor. Though I do look to improving on that, that I'm a bit slower is why I went for an archetype that helps ranged.
So mechanically, I'm set, dealing with lack of water is going to be an RP thing, and even then, more a comfort than a dire thing.
Two questions- will we be using background skills, and would taking a disadvantage to gain an extra trait be an option?

Artemis Reinholdt |

Looking good Artemis! I'll go through the specifics a bit later; mind picking a campaign trait when you can? The Players guide can be found here
Went with Methodical Mind

GM Nayr |

I'm usually of the opinion that you should play whatever you want. Having everything covered in party mechanics is great, sure, but in the end it is a game and you should use whatever you'd enjoy the most.
If you are up for mechanics though, Ramul is definitely right:) Dont worry, I haven't killed a whole party yet.

SubiculumHammer |

Klassalka, Savage Bow Barbarian --Ranged Barbarian?
Ulfric, Oathbound Paladin --Paladin-ny goodness
Artemis, Elder Mythos Scholar --GodWizard-ish
Zektolna - Ramul, Kineticist -- Ranged Blaster?
MrApollonax - Bard, Rogue or Oracle --Support/Buffer/SkillMonkey isms
If the good MrA is thinking more in terms of a support character, and if Klassalka is wanting to keep her fins behind the front lines, then it seems more front-liner can still fit well.

Ramul Rilen |

I'm actually using the Kinetic Knight archetype with the earth element, so I'm going for more of a tank role. It won't really kick in properly till level 2, though, when I get medium and heavy armor proficiency and shield proficiency.

Ulfric Bjarnasson |

Ulfric is ready for his fourth crack at a campaign. I need to update his carry capacity numbers and his armor check penalty but I plan to do that tonight. Ready to go when everyone else is.

Ulfric Bjarnasson |

The previous games were all abandoned by the DM by the 4-5th encounter, so maybe 2-3 weeks in. As far as PbP goes they were barely even started.
Part of why I agreed to this game was looking at the other games you are running Gm Nayr and seeing that they are long lasting.

GM Nayr |

Np at all Sub, take your time. I originally hadn't planned to start for a month, so we're ahead of schedule anyway;)
Gotcha Ulfric, sorry they tanked. We definitely have hiccups along the way, but always get back on track. A big part of that is great players of course, I love when there are enough party dynamics that I can take a step back and just read good writing.

MrApollinax |

Still building my character: a Dread Gnome Rogue (Knife Master archetype) who will be taking the odd dip into Occultist (Divination and Enchantment schools). He's a tad mystical about material objects. This is initially expressed through his larcenous nature but his conviction that the material is the spiritual will eventually lead him down a different path.