GM Phntm888 |
This is a closed Recruitment! If you have not received an invite, you will not be considered.
Okay, now that that's out of the way, here are the rules for character creation. The existing characters are a Human Occultist, Dak's Goblin Unchained Rogue (currently GMPC'd until he returns), and a Tiefling Slayer with a Greatsword:
Starting Level: 3
Ability Scores: We will use a 20 point buy to generate ability scores. No stat above 18 after racial modifiers, and no stat below 8 before racial modifiers. I value a well-rounded build over a min-maxed build when choosing characters.
Race: Any Paizo 15 RP or below. No custom races. Variant Aasimar and Tiefling heritages are allowed, no special feat required. You may roll once on the variant special ability table, but you must keep the result. This does replace the standard spell-like ability. You may roll up to three times on the physical features table, as well. Variants of other races under 15 RP, such as Dhampir or Changelings, are allowed as well.
Class: Any Paizo. Summoner must be Unchained. Monk, Barbarian, and Rogue can be either regular or Unchained. I will not be allowing third-party material for this campaign. Any Paizo archetype is allowed, but try not to have more than two. I use Emerging Firearms, allowing Gunslingers and archetypes that use firearms. Vigilante is allowed, although I’d like you to tell me how you want to handle the dual identity in-game, since the adventure doesn’t really apply secret identities in any capacity.
Skills: We will be using the Background Skills system, Skill Unlocks, and Occult Skill Unlocks.
Feats: All Paizo feats allowed except Leadership. There will be time for Item Crafting, although I find that crafting big, expensive items can take a very long time. Combat Stamina is free for Fighters, and a feat for everyone else.
Traits: 3 traits, one of which must be a campaign trait. Only one trait from any single category, no drawbacks. Some notes on some of the Campaign Traits:
Accidental Clone - I will only accept one person with the Accidental Clone trait. Multiple people can apply, but you will be directly competing against each other, regardless of character concept. This does not mean that someone with Accidental Clone is guaranteed to get in.
Audhrani’s Ally - Specify which question you would like the answer to, and I will provide you with the answer via PM.
Close Allies - I will handle this in two ways, since play-by-post is different than face to face. First, if you and another player both want to take this trait and want to work together to build a backstory and connections between each other, I will consider you as a group submission - either both of you will get in, or neither of you will get in. Alternatively, you may make your character, and list your ally as [insert name here]. If both you and another single player with the trait are chosen, that person will be your ally, and the two of you may make minor tweaks to your characters in order to make your backgrounds work together. If you choose the second option, please also choose an alternate campaign trait in case you are the only one with Close Allies to be chosen.
Scion of Legend - For a time period reference, at the start of the campaign, the events of Rise of the Runelords ended 10 years ago, and the events of Shattered Star ended 5 years ago.
Alignment: Any alignment is allowed, with the following conditions:
Your character must be willing and want to work with the rest of the PCs, and not have any plans or intentions of betraying them. I have a strict no PVP rule, and I will enforce it by removing your character from the game should you engage in PVP.
The first part of this adventure assumes the PCs have some motivation to help the town of Roderic’s Cove. Make sure your character has motivation to want to help Roderic’s Cove.
If I think you’re taking things too far, I will privately ask you out of character to reign it in. If I still think you’re out of control, I will privately warn you a second time. If I have to ask a third time, you’re out of the game.
Deities: The Player’s Guide has several good recommendations, and I encourage you to heed them. I am also going to add that deities who tend to seek the destruction of things like civilization and mortal life are in general going to be poor fits, and I am less likely to consider PCs who worship them. You do not need to worship a deity unless your class calls for one.
Gear: Standard Wealth By Level for Level 3. You may self-craft up to 5 items before the game at standard crafting costs, but only if you can succeed on the crafting roll by taking 10. One bundle of ammunition counts as one item.
Miscellaneous: No mechanically Young or Middle Aged+ characters. If you want to be older or younger than the typical starting adventurer age, you can, and ignore the mechanical adjustments. Please list your Favored Class Bonus somewhere in the stat block.
When choosing traits, feats, and such, try to consider the flavor of the ability, not just the mechanics.
I only ask about encumbrance if you're trying to carry what seems an absurd amount of equipment or something particularly large and awkward/heavy.
Oracle substitutes Charisma for Wisdom on spells like Spiritual Weapon.
If there’s anything else I haven’t thought of, I’ll answer questions about it.
This doesn’t have to be long - a paragraph or two will suffice. I do read longer backstories, so don’t feel like you have to limit the length. Try to work your traits and your background skills into the backstory. The more interesting or entertaining, the better. Remember, length does not always equal interesting or entertaining.
The AP assumes the characters have been in Roderic’s Cove for a few weeks. Please tell me why you’re in Roderic’s Cove, and why you’ve been there this long. Being a resident of the Cove is fine, as well.
What does your character look like? Is their face scarred, do they have tattoos of mystic glyphs on their arms? Are they short, tall, fat, skinny, athletic? Do they have a beard?
By the same token, what are they like? Do they play practical jokes, or are they very stoic, rarely laughing? Do they trust others easily, or are they hesitant to rely on strangers?
Part of this Adventure Path involves the Sihedron Heroes, a group of heroes who completed prior Adventure Paths, specifically Rise of the Runelords or Shattered Star, although other Varisian-centric APs are acceptable. The Sihedron Heroes aren’t particularly important for the first adventure, but I’d like to have an idea of who they are. If you have a PC from one of those APs, or any other AP set in Varisia that you would like to be one of the Sihedron Heroes, simply list that PC’s name, race, and class(es). Otherwise, you have two options. First, you can create a character for the purpose of being the Sihedron Hero. For this option, you should list their name, race, class(es), and which Varisia-set AP they would have completed in your submission. The second option is you can choose one of the iconics from either Rise of the Runelords or Shattered Star: Amiri (Barbarian, Shattered Star), Damiel (Alchemist, Shattered Star), Harsk (Ranger, Shattered Star), Kyra (Cleric, Rise of the Runelords & Shattered Star), Merisiel (Rogue, Rise of the Runelords), Seoni (Sorcerer, Rise of the Runelords), Valeros (Fighter, Rise of the Runelords). We may eventually need full stats for the Sihedron Heroes, but we can work on that once the game is underway.
I may ask questions about your character - possibly backstory elements or mechanical elements. Questions asked are not a guarantee of acceptance or rejection - I may just need to better understand how the math works on certain numbers or think there's an unexpanded element of your backstory that could be interesting. I'll give everyone until Monday 10/26/2020 to figure things out at least, and if anyone needs more time, I can extend it a couple days.
Camellia Gray |
1 person marked this as a favorite. |
Hey, it's Hrothdane again! Here's the profile I'll be using. As I mentioned earlier, I'm a bit busy this afternoon (we are getting flu shots, visiting the new apartment we might be moving to at the beginning of November, and going to a medical appointment and the grocery), so I might not be able to finish until later. I'm old school so I fill out a paper sheet for mechanics first and then type it up later.
Backstory and character personality etc... might take a bit longer, but I already know where to start and have a good bit down already
CampinCarl9127 |
Thanks for the invitation Phntm!
I have a general idea of what the current party members can do, but just to have it stated clearly, I have a few questions:
1a) What roles do the current characters fulfill in combat?
1b) Are there any notable gaps?
2a) What roles do the current characters fulfill out of combat?
2b) Are there any notable gaps?
3) Will Dak's rogue continue to be in the party and GMPC'd until he returns, or will his character be shelved until his return? If he will be GMPC'd, please include him in the above questions.
4) How many characters are you planning on accepting?
Thanks, just want to get an idea of what spaces exist before thinking too much on a concept.
Since this is a very small recruitment, I would also invite all of the other applicants to reply to questions 1 and 2 above.
GM Phntm888 |
Partway through Book 1, Purple Dragon Knight.
If you're familiar with the AP, they just rescued the Dwarves from the goblins, but haven't dealt with the Roadkeepers.
1a) What roles do the current characters fulfill in combat?
1b) Are there any notable gaps?2a) What roles do the current characters fulfill out of combat?
2b) Are there any notable gaps?3) Will Dak's rogue continue to be in the party and GMPC'd until he returns, or will his character be shelved until his return? If he will be GMPC'd, please include him in the above questions.
4) How many characters are you planning on accepting?
1A) In-Combat, the Slayer acts as a front-line damage dealer, the Occultist provides some flanking and elemental damage, and the Rogue flanks and deals sneak attack damage.
1B) Primary arcane spellcasting and healing (status effects, specifically), as well as some form of battlefield control are all lacking.2A) Out of Combat, the Slayer has helped with scouting and has a robust set of skills, the Occultist provides magic item identification and some Knowledge, along with being capable of acting as a secondary face, and the Unchained Rogue provides all the Device Disabling, Trapfinding, and Sneaking you expect of a rogue.
2B) Out-of-Combat, they could use someone who's good with social skills. They're also lacking Knowledge (nature) and Knowledge (dungeoneering).
3) Dak's player will continue to be GMPC'd. This basically means I'll make rolls when rolls are requested of him, but Stryn won't provide any direct input. Basically, if someone says "Stryn, go scout that camp", I'll roll Stealth and Perception for him and relay information based on the results. Otherwise, he passively goes along with the group. Rolls made for Stryn will be made in the open, so you know whether they are good or bad.
4) 3 players total.
Camellia Gray |
As I work more on Camellia, it’s becoming clearer that despite her class, she’s not going to be investing hugely in int skills, focusing more on face skills with only a couple of flavorful knowledge options etc....
I’m picking traits atm (which always takes me forever), and things like Gregarious and/or Affable are what I’m leaning towards. The gray maiden spirit in her armor is going to be far more intense, but Camellia is a kind-hearted, clever farm woman at heart.
My idea is that she used to be a rogue before her Accidental Clone mishap, so she’ll be trained in disable device but godawful at it thanks to her armor check penalty.
Oh, and she’s much more of a support tank than damage. She’ll be starting with a beefy AC of 24 but not taking power attack for a while, probably 8 or 9.
CampinCarl9127 |
Excellent, thank you for the detailed response.
As I look more at the current characters and the proposed ones, it seems the party is missing an "anvil", i.e. somebody who can keep enemies from functioning at their full capacity. There is good damage already, and with occultists manning the frontlines there will be no shortage of buffing going around, especially if Trudeau Clement as an evangelist cleric gets in.
Some further questions:
1) Will Dak's character be taking part in combat as well?
2) I know it's unlikely, but I have to ask because the party would really make good use of one: how likely do you think a necromancer could function within the party? I have no doubt I could make a non-undead-using necromancer work well by just making him focus on debuffs and crippling spells, but I wanted to see if the door was open at all to the possibility of using undead. The Spirit Touched trait would work well, and I think a Thassilonian specialist in necromancy (i.e. gluttony) would be very flavorful.
Trudeau Clement |
Tru is basically finished. I’ve got roughly 1000 gold left to spend, if selected.
I see Tru as an ultimate ‘helper’ character. As an evangelist cleric, she is a full divine caster, can heal decently, and has a few of the bard’s tasty abilities as well. She has a decent amount of skills, can speak several languages thanks to the campaign trait, and has the Helpful trait to boost my aid another attempts.
She isn’t much of an offensive type character herself, focusing more on boosting others with spells and bardic inspiration, and then helping heal up the mess after.
Thanks for the consideration, GM. Obviously any of this can be changed or supplemented, depending on group make up.
Kiley Sherrow |
2) I know it's unlikely, but I have to ask because the party would really make good use of one: how likely do you think a necromancer could function within the party? I have no doubt I could make a non-undead-using necromancer work well by just making him focus on debuffs and crippling spells, but I wanted to see if the door was open at all to the possibility of using undead. The Spirit Touched trait would work well, and I think a Thassilonian specialist in necromancy (i.e. gluttony) would be very flavorful.
Unfortunately for raising skelebobs and zombles, Kiley is terrified of undead, to the point that she will run as far as she can from them. Being the lone survivor of a ghoul attack will do that. I think a necromancer could be fine, but expect dirty looks if you start sounding like you like undead. :P
In all seriousness, if you don't mind having one of your teammates panic and run whenever you summon some undead, go for it. I love banter and friction between PCs since it can spark some amazing roleplaying, and a Thassalonian Necromancer is sure to cause some friction with Kiley.
CampinCarl9127 |
I dropped a message in discord but I'll drop it here as well.
After some considering I've decided to withdraw. I'm having trouble getting character inspiration, there is a slew of good choices already, it will help the others narrow down how to fill out the party, and I've never actually played Rise of the Runelords so I'm sure much of the sequel would be lost on me.
Best of luck to you all!
Ishmex Kubrad |
Natloz here, this is the framework I'm working off of for an arcanist. I found a archtype Harrowed Society Student made specifically to be in Varisia as they are from the Twilight Academy. Some modifications would be have to be made for that. He could also be built to know all the languages to have some redundancy with Trudeau. He's lvl 4 at the moment so I'll have to reduce the level. The background would be my preferred theme for an arcanist. The drive to discover new magic and rip it apart to see how it works sounds like a fun concept.
Camellia Gray |
Camellia's stat block is basically done and in her profile. The "Camellia Gray, In Her Own Words" spoiler is her backstory. I tend to prefer writing in first person or extremely close third, and it helped me to get practice with her voice.
I still need to do her appearance and personality description (though you get an idea of both from the backstory), as well as write up about the Sihedron Hero. My Rise of the Runelords game sadly petered out early, but I do have a fondly remembered character from it that I'd like to make my Hero.
Also--and this will make more sense after reading Camellia's backstory--I need to write a backstory for one more person, as she is kind of a package deal, you will find out.
GM Phntm888 |
You have both Desna and Shelyn listed in your stat block. While both are good choices, which one are you a worshipper of?
Treat Artistry as a class skill.
With 1000 gp leftover, you could make your chain shirt mithral, if you chose.
I'd like you to add a bit to your backstory - specifically, how Tru came to be interested in Thassilonian history, as well as an example of an adventure she had before coming to Varisia.
Where does the 5th level 1 spell come from? By my count it should be 4 (3 from level +1 bonus from Int).
Which two abilities from Gray Maiden Initiate did you take?
Could I get a skill point breakdown so I know how many went into each?
Don't forget to list your favored class bonus.
Camellia Gray |
The extra spell is a copy-paste error. I used my other battle host as a template and missed that. I'll fix it
I forgot you can pick 2! I already had picked Gray Maiden Endurance, but I'll get Faceless Maiden, too.
All her favored class bonuses are going into HP and will stay that way. I added something to mark as such next to her HP
I added notations to all of her skills as to which have points and whether they are background skill points, adventuring skill points, or both
Litejedi |
Would a CG shaman or witch that is a follower of Yog-Sothoth be acceptable? There's a sidebar bit about said things in the player's guide, but requires GM permission. Looks like it would fill a role for the missing characters.
Also, I think I applied for this game a ways back, and we found out that the sihedron hero of my goliath druid was good with you. Is that acceptable?
Camellia Gray |
@GM Added that second backstory to Camellia's profile, also in first person. Warning that she's a bit of a foul-mouth. Cammy is the one that's "driving" in gameplay, so you'll see less of Ira except in internal dialogue.
@Litejedi That's an intriguing concept! I've always been curious what a good-aligned lovecraftian horror worshipper would look like
Litejedi |
My reading of Yog-Sothoth is that he seems quite enternal, constant, important, and not to be touched. There seems to be almost no malice to his actions. There’s a handful in that vein. One could be an accidental worshipper, or a worshipper of him in his splendor whilst having a kind heart. Not sure if it makes sense but it’s in the sidebar as an option!
Esmaralda |
PDK here -- Oh man... pulled an all-nighter on this one. My wife will be so mad at me in the morning... :P
Oh, well. It was worth it. I really enjoyed making this character. Definitely not optimized but a few good support options for an already very strong party. And face. She's all about face.
Feel free to ask any questions: I'd be happy to clarify anything you need. But for now.. I must crash for a few hours before work starts... ugh... :P
Litejedi |
The oracle choice is a bit more melee focused, and a little better designed.
Tellanya
Female half-elf oracle (spirit guide) 3 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +7
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 24 (3d8+7)
Fort +3, Ref +2, Will +4 (+2 trait bonus vs. charm and compulsion); +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels, +2 bonus vs. traps and hazards while underground
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Offense
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Speed 20 ft.
Melee mwk earth breaker +5 (2d6+3/×3) or
. . mwk fauchard +5 (1d10+3/18-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork fauchard)
Spell-Like Abilities (CL 3rd; concentration +5)
. . 1/day—lter self alter self (specific human, drow, or elf form)
Oracle (Spirit Guide) Spells Known (CL 3rd; concentration +5)
. . 1st (6/day)—bless, cure light wounds, divine favor, enlarge person (DC 13), shield of faith
. . 0 (at will)—create water, detect magic, grasp, guidance, light, mending, stabilize
. . Mystery Battle
. . S spirit magic spell; Spirit Tribe
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Statistics
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Str 14, Dex 12, Con 14, Int 13, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 15
Feats Combat Reflexes, Eldritch Heritage[UM], Shake It Off[UC], Skill Focus (Knowledge [history])
Traits child of two peoples, seeker, time lost
Skills Acrobatics -2 (-6 to jump), Bluff +2 (+4 to pass as full drow, elf, or human), Diplomacy +7, Disguise +3 (+5 to pass as full drow, elf, or human), Heal +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +9, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +7, Perform (dance) +3, Sense Motive +5, Spellcraft +5, Use Magic Device +3
Languages Aklo, Common, Elven
SQ blightborn[HA], bonded spirit, bonded spirit hex (curse of faltering), darklands guide, elf blood, hidden half-breed, object, oracle's curse (lame), revelation (skill at arms), spirit ()
Combat Gear acid, darkflare (5); Other Gear mwk chain shirt, mwk earth breaker[UE], mwk fauchard, cracked opalescent white pyramid ioun stone, bedroll, belt pouch, canteen[UE], disguise kit, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), tindertwig (5), trail rations (5), 764 gp, 9 sp, 1 cp
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Special Abilities
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Arcane Bond At 1st level, you gain an arcane bond, per a wizard equal to your sorcerer level, with an object constructed by a long-lost civilization. Your sorcerer levels stack with any wizard levels you have when determining the powers of your bonded object. Th
Blightborn +2 to save vs. necromancy, curses, and temp negative levels.
Bonded Spirit Gain a wandering spirit each day.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Curse of Faltering (-2 penalty, DC 13) (Su) Imm act, when enemy in 30 ft threatens crit, force reroll with Cha mod penalty (Will neg).
Darklands Guide +2 to saves vs. traps and hazards while underground.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shake It Off Gain +1 to all saving throws per adjacent ally
The shaman build has more focus on spellcasting, with the minor utility of the hexes.
Tellanya
Female half-elf shaman 3 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 22 (3d8+5)
Fort +2, Ref +2, Will +5; +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk longspear +5 (1d8+3/×3) or
. . mwk morningstar +5 (1d8+2)
Ranged mwk light crossbow +4 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks hexes (chant, evil eye)
Shaman Spells Prepared (CL 3rd; concentration +5)
. . 2nd—; shield other[S]
. . S spirit magic spell; Spirit Tribe
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Statistics
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Str 14, Dex 12, Con 13, Int 12, Wis 15, Cha 14
Base Atk +2; CMB +4; CMD 15
Feats Eldritch Heritage[UM], Extra Hex[APG], Shake It Off[UC], Skill Focus (Knowledge [history]), Spell Focus (conjuration)
Traits scholar of the great beyond, seeker, time lost
Skills Acrobatics -2 (-6 to jump), Bluff +2 (+4 to pass as full drow, elf, or human), Diplomacy +7, Disguise +2 (+4 to pass as full drow, elf, or human), Handle Animal +6, Heal +6, Knowledge (history) +11, Knowledge (nature) +5, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +3, Perception +9, Spellcraft +5, Survival +6
Languages Abyssal, Common, Elven, Sakvroth, Thassilonian
SQ blightborn[HA], elf blood, hidden half-breed, illustrious urbanite, spirit animal (Arcane Familiar), tribal cooperation
Combat Gear acid, darkflare (5); Other Gear mwk agile breastplate[APG], darkwood heavy wooden shield, mwk light crossbow, mwk longspear, mwk morningstar, bedroll, canteen[UE], disguise kit, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), tindertwig (5), trail rations (5), 1,100 gp, 1 sp
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Special Abilities
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Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blightborn +2 to save vs. necromancy, curses, and temp negative levels.
Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (5 rounds, DC 13) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shake It Off Gain +1 to all saving throws per adjacent ally
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Animal (spirit animal (Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Tribal Cooperation (4 rounds, 5/day) (Su) Stnd act, share a teamwork feat with allies within 30 ft.
Tellanya was born in the darkness, the illicit child of a drow priestess and a shoanti slave of the Skoan-Quah that was kidnapped and taken to the darklands during a surface raid. Half elves are an anathema to the Drow, who see in them weakness and are typically disgusted by their existence, and Tellanya's experience was no difference. Her mother was distant, and while she was kinder than most Drow, did not spend much time with her, as her "dalliance" was always a blot on her career advancement. Her father raised her to venerate the spirits of the world around them, and the ancestors of the shoanti, who occasionally would visit Tellanya during trying times to reassure her. Other spirits also visited her, spirits of eternity, which bound her venerate history. She doesn't know who speaks to her about these, but she venerates them for their wisdom.
Her father manged to escape with her, freed by her mother when she was a teenager, and they spent some time travelling through the darklands, before they escaped to the surface and he travelled back to his clan. He was older when he was kidnapped, and the trip proved very hard on his health, so he passed away shortly after meeting his relatives and introducing Tellanya to them. They were suspicious as many Shoanti are of outsiders and non-humans, but appreciated her connection to the spirit realm and her ability to know the history of the land.
Tellanya moved to Magnimar to ply her trade as an adventurer, never feeling perfectly at home with the Shoanti, and having no other home to speak of. She served as a minor priestess and mercenary, hiding her strange religious devotion, and eventually feeling compelled via spirits and visions to travel to Roderick's Hollow to resolve issues with ancient artifacts and the lost kingdom of Thassalon.
Tellanya has such a strong connection to ancient civilizations and history that sometimes she believes that the spirits she speaks to are those of the lost Azlanti. She is convinced that she has a connection to them, somehow, and is searching for clues as to why a shoanti would be receiving these visions.
Tellanya is a tall, muscular, and attractive woman with dark brown skin, grey white hair, and violet irises. She typically wears her hair in intricate braids, bound together with a fabric band that keeps her elven heritage (ears) hidden, most of the time. She has a number of shoanti tattoos on her back and upper arms showing bones, a vulture skull, and the Sosmo and Graxt runes (all signifying membership of the Skoan-Quah), as well as the holy symbol of Ashava on the back of her right hand. These are frequently covered by her clothing, which is loose-fitting but not revealing. Her left foot appears to be suffering from a permanent malady, which slows her movement considerably, though it does not cause her pain.
She stands tall as she walks, keeping a thoughtful gaze on the areas she enters, and speaks as quietly as the people of the Skoan-Quah are taught. She sometimes frames her thoughts in terms of historical events. She can also be a graceful dancer despite her injury, though she rarely indulges in the process. She is can be a little quick anger when challenged, and especially hates pureblooded dark elves. She is prideful and does not back down from a challenge, but does not go out of her way to seek them. She tends to give quarter to the fallen.
She can be untiring and implacable as a foe, otherwise, and often will stand watch longer than others in her party, knowing that the spirits will rejuvenate her in her time of need.
I am playing in a RotRL game now with Dak, it’d be fun to extrapolate that out. The character is a Goliath druid with a little bit of Ranger planned. By the end of his career I hope to more or less develop him into a character that tapped into the primal energy of the land to become a giant, basically permanently. He’s a half-orc but is partially from the land of the Linnorm Kings, so is not really related to the shoanti (though I could do so if you thought it was interesting).
The shaman fills a similar role as Esmaralda and the oracle fills a similar role as Trudeau, so if chosen, I'd have to decide based on what the others choose and what they want.
Ishmex Kubrad |
I think I've got everything correct on the sheet now. I've also got a couple paragraphs of background and apperance for him as well. I was going to use my human druid Tikrok as my sihedron hero.