JohnnyBlack |
1 person marked this as a favorite. |
"A new cathedral!"
You haven't been at Sandpoint in many years (or ever) but the news of the consecration of the new cathedral, on the Swallowtail Festival day, convinces you to go be there. You pack your few belongings, say goodbye to your friends and family, and get ready for the long journey up the lost coast.
You couldn't imagine that it would be the most important decision of your life.
==================
Welcome
Welcome to my recruitment to the "Rise of the Runelords" Adventure Path.
I have mastered this AP a couple of times, on Maptools, and this will be my first time on the Paizo Boards. So I wouldn't mind some help with the forums now and then.
I have been playing Role Playing Games for a long time and Pathfinder since the beginning. I am somewhat "rules-light", and love to have a good time with the players.
English is not my first language, so if you notice some weird grammar or got questions, please let me know.
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Submissions
I am looking for 6 players, wanting to have a good time. No matter if they are veterans or novices.
I hope we can get a nice pace, posting once every workday, and at least one on the weekends.
The version will be Rise of the Runelords Anniversary Edition with Pathfinder 1st Edition Rules.
Please post the character idea and backstory, a reason for going to the new cathedral consecration, the character's religious beliefs, the character sheet, and a couple of lines about you as a player.
The characters will start the adventure while leaving Magnimar en route to Sandpoint. If they want they can go as a group, it is ok. Or go solo. If they want to work as guards, rangers or porters to a caravan on the way, it is ok too.
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Characters
* 20 Points buy
* Maximum Hit Points and Gold for your class.
* 2 traits, one of which will be a campaign trait
* Sources: Core Rulebook, Advanced Player’s Guide and the Players Guide only.
* Fair warning - I don't like gunslingers. "Eastern" Classes will need a good justification.
* Will be VERY hard for evil or chaotic neutral characters to get selected
* If your characters are from Sandpoint, they have not been there in many years.[/list]
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Dates
The deadline for the submissions is October 27th, and I hope we can start playing on November 1st.
Please feel free to ask any questions or make any comments you want.
Let's play!
Gyorgy Elberion |
Gyorgy here has played the first AP volume twice but never got to the end of it.
I would love to play him again.
He is a member of a travelling Varisian caravan who is travelling to Sandpoint to help look after an elderly 'aunt' (she is a more distant relative in blood but Varisian extended families are very close) who lives in Sandpoint. There are also two young cousins living with auntie while their parents travel across a harsh part of the steppe.
The family complications are something I find fun but am happy to scale back if you would prefer.
Gyorgy is a sorcerer who is expected to 'pull his weight' with practical things while also adding a bit of flash to the entertainment when they roll in to towns and villages.
I'm going for quite young and directionless. His family have volunteered him to help out with Auntie and the little ones so that he can learn some responsibility and self-confidence.
I have also GMed the first two volumes (years ago, with the 3.5 books).
Vrog Skyreaver |
Here's a submission:
NG Human (Shoanti) Inquisitor of Milani 1
Str 16
Dex 12
Con 14
Int 8
Wis 16
Cha 10
HP 10
AC 17 (10 base +4 armor +1 dex +2 shield); T: 11; FF: 16
BAB 0
Init +1
Fort: +6; Ref: +3; Will: +8
Speed 20' (30' base)
Heavy Crossbow: +1 to hit; 1d10 damage; 19-20/x2 crit
Morningstar: +3 to hit; 1d8+3; 20/x2 crit
Skills:
Knowledge (Planes, Religion) r1 +3/6 to id monsters
Intimidate r1 +8
Perception r1 +7
Sense Motive r1 +8
Stealth r1 +5
Languages:
Common
Traits:
Armor Expert
Indomitable Faith
Feats:
Endurance
Enforcer
Alternate Racial Features:
Sacred Tattoo
Shaman's Apprentice
Class Features:
Domain (Protection)
Judgement 1/day
Monster Lore
Stern Gaze
Spells:
Spell DC: 13 + Spell Level
Spells/Day: -/2
Orisons:
Create Water
Detect Magic
Disrupt Undead
Guidance
First:
Magic Weapon
Cure Light Wounds
Equipment:
Morningstar 8
Heavy Wood Shield 7
Armored Coat 50
Heavy Crossbow 50
10 bolts 1
24 gp
Azeera began life as a slave; more specifically, she began life as one of the slaves of Whispering Way; just one of a legion of slaves who they experimented on in order to gain talented and mind-controlled soldiers to bolster the ranks of the undead.
What no one could have counted on, however, was that her magical abilties would awaken.
Azeera used this power to escape her meager cell and lead an escape of the slaves. She was only seven at the time.
Hazij, the Khelish Necromancer who ran the prison camp, however, was not so accomedating, however; he swore to recapture all of the slaves and continue the experiments.
What started as a blind flight quickly became a forced march across the hellish landscape of Geb. As time went on, more and more people fell by the wayside, lost to animal attacks, starvation, thirst, or even the desire to go their own way.
So it was that the warrior came across the band of stragglers who followed Azeera.
As he came into view, Azeera stopped, stood up straight, levelled her blade at him and, after examining him for a moment for markings as a servant of the dread necromancers, said in a clear voice "You must care for these people." before collapsing.
Azeera slept for more than a week, nearing dying multiple times due to several infected wounds, as well as several types of poison that were coursing through her veins.
When she finally awoke, she was in what had once been a command tent. She was bandaged and laying on a cot, but she was uninjured. Whe she could finally find the strength to sit up, she found a full waterskin next to her cot, which she drank from eagerly. It was clean water, which she drank greedily. Satiated, she rose and made her way out of the tent, where the man she had met on the horse sat roasting a hog over an open fire. He turned at her approach, nodded as if in approval, then pointed at the rock which sat opposite his. She sat, and he handed her a plate of food, which she devoured. Having finally eaten, she asked about her friends, the ones she had escaped with. It quickly became apparent, however, that the man could not speak.
He scratched something into the ground: wierd markings she had never seen before. It was clear, however, that he was attempting to communicate with her. Eventually, however, she managed to get out of the man that those she had cared for had been turned over to the temple of the eight for help.
The next morning, the man began to pack up his camp and load it onto his pack horse. Azeera awoke during this process, and began helping.
The man smiled, but said nothing. He did, however, show her how to pack a tent.
So began the several year long process of her training: the man would do something, she would make the decision to try it herself, and he would correct her training. He taught her to read and write, how to use a blade, how to wear armor, and a great many other things. As he was also a praticioner of the magic she used, he taught her to form and refine her talents.
Eventually, as is the way of things, the man passed from the mortal world. With a great many tears, she buried the man under a pile of rocks and made her way towards the nearest town: the city of Magnimar. She quickly discovered that Magnimar was no place she wanted to be, and so she signed on as a caravan guard going to the small town of Sandpoint.
Azeera is a Shoanti teenager who stands nearly 6' tall with the broad shoulders and musculature common to her people. She carries herself with an air of defiant nobility about her.
She has dark hair, Sea-Green eyes, and a scar that bisects her right eye, where a practice swing from her mentor nearly took her eye when she was half a step too slow in dodging. Her black hair is kept in the traditional soldier shorn hair, with only an even line of stubble remaining atop her head.
JohnnyBlack |
@Vrog Skyreaver: Welcome. It seems like an interesting character. A question... I saw some alternate racial traits... Do they appear Core or Advanced Players Guide?
So she is an "adopted" Shoanti?
Help me giving her a reason to go to Sandpoint. What about her adopted father telling her she has "family" there?
Vrog Skyreaver |
A question... I saw some alternate racial traits... Do they appear Core or Advanced Players Guide?
They do indeed. There are some alternate racial traits in the Advanced player's guide, although re looking at my submission I realized I left her race Human instead of Half-Orc.
So she is an "adopted" Shoanti?
No, she's actually at least part Shoanti, although she does have darker skin than what most people associate with the Shoanti, likely due to her Half-Orc heritage.
Help me giving her a reason to go to Sandpoint. What about her adopted father telling her she has "family" there?
I was going to have her just arrive in Sandpoint (as it was the closest city to where she buried her mentor, but I wanted to tie her into the group's travels to the city so I had her start in Magnimar, where she quickly learned that the city was NOT for her, and so the caravan that was leaving for Sandpoint was the first caravan that she joined.
Kar-ak Val-kan |
The travelling potion salesman Kar-ak Valan.
I think everything should be in order. The alternative racial traits I'm using are APG. I have included in the background a reason for heading to Sandpoint and I think his personality will make it clear why he would involve himself in any adventure.
Thanks!
JohnnyBlack |
@Vrog Skyreaver: Got it about the Alternate Racial Trait. I love Milani, by the way. Ok, need a reason why she will join a caravan, instead of going full-on Shoanti into the Cinderlands... Maybe his "father" had a revelation on the Sandpoint Catedral many years ago? Or asked her to put his ashes there? She can work on the way there, but I would like a reason for her to go into Sandpoint specifically (and get some plot points on the way).
@Kar-ak Val-kan: Looking good, but... He has traveled and experienced a lot for a level 1 alchemist. Also... Merchant? Many places wouldn't like to deal with "Orcs"... Maybe his family are guards for the merchants, and Kar-ak, who doesn't want a life of "guarding the rich guys" decides to strike it on his own, using what he has observed and whatever founds he has?
Is it me, or I am seeing a lot of Harf-Orcs?
That could be nice, in a way...
hustonj |
Started working on the character last night. Have time on my hands right now, but not my incomplete version of the character.
Shoanti Barbarian (Invulnerable Rager) named Unvtasti Yvnsa (Clumsy Buffalo)
His role is both combat wall and damage dealing. Hard set to combine, but lots of HP, a little DR, and stupid 2-handed raging strength should cover it fairly well. Plus he's got a couple of useful skills (knowledge[nature], perception, and survival at full ranks and planning on alternating ranks in climb and swim).
He will not be a combat only character.
Yvnsa's not going to be hard to hit. Ever. The goal is to keep hitting him from mattering until after he can kill you. Race-to-zero style combat build. Combined Reckless Abandon (level 2 Rage Power) and Power Attack will translate his AC into your damage.
Got a Scout event this weekend, so no real advancement possible before Sunday.
Edit: Seems to be a lot of meat submitted. Maybe I should reconsider? Nah . . ..
Kar-ak Val-kan |
I like the conflict of being a half-orc merchant which you rightly note. Human merchants are common and I think everyone has played a half-orc bodyguard at some point.
This conflict is why he can't do business in cities normally and why his margins are so low. He has to travel to areas with no competition to gain a captive market. Part of the reason for travel was to gain skills like access to abilities like disguise self for the times when he has to hide is 'better half'. Osirion seems to me, using real-world analogies, where alchemy would originate, it is also on a coastal trade route, and has it has its own ancient civilization to spark Kar-ak's curiosity. Travelling is also the reason for worshiping Desna.
I could restrict the travel and training to just with the tribes along the Sphynx River but I figured it would make more sense to trade as he was travelling to pay the way. If you are not into the explanation the character concept can be switched to human or half-orc Varisian in a travelling caravan with a similar feel as there is a lot of Varisian prejudice.
JohnnyBlack |
@hustonj: You got time. No hurries. If I can say it, half-orc seems to be in fashion this season.
@Digger Chandler: He is level 1, so maybe we went to train in the Magnimar Militia (Sandpoint doesn't have anything like it). He finished a very boring "tour of duty" in the militia and is going back home?
@SamuraiNitta: Archetypes? Just remember Core and Advanced Player's guide only.
@Sbodd: You got time. Welcome. And remember, is the season of the half-orc :D
hustonj |
Concept: Race-to-zero winner
Unvtsati Yvnsa of the Shriikirri-Quah (Clumsy Buffalo of The Hawk Clan)
Young Matoska actually lived a very normal childhood, for a Shoanti tribesman. Sadly, this included the destruction of his village by giants after his 4th birthday. Thing is, he grew to be much larger than his peers, demonstrating a great strength and resilience, but he wasn't very nimble, and when counting coup, was frequently embarrassed by his peers. After his initiation into manhood, and the gift of his insulting name, he chose ot live his home in the tribe and find a place where he would receive more respect. After wandering Varisia for a short while, he found himself in Magnimar, with word of a special celebration honoring the opening of a new temple to the Varisian gods. Combined with rumors of giant activity, he felt that he should go see what is happeneing in the area. And so he got a temporary job as a caravan guard heading to the ceremony.
Yvnsa (as he prefers to be called) is a big man. He's Ulfen big, but obviously Shoanti in both coloration and dress. As with most Shoanti, he has little hair other than that on top of his head, which he keeps cropped short. A standing, roaring bear is tattooed on his right pectoral.
Most people expect hulking Shoanti or Ulfen warriors to actively worship Gorum. As a member of The Hawk Clan, though, the teachings of Gozreh, Erastil, and even the Green Faith were considered far more important. Yvnsa feels comfortable focusing on the power of the world itself, and the creatures which tread it, having him more closely follow the Green Faith than the other teachings, though, as with all clansmen, he respects the community obligations, including defending those who can not adequately defend themselves, Erastil brings to the conversation.
Speed 40'
Melee+5, Ranged/Finesse+2, CMB+3 (BAB+1, Str+4, Dex+1)
Standard Attacks
Falchion +5 for 2d4+6 @ 18+ (S)
(Melee+5, 2-Handed)
Heavy Flail +5 for 1d10+6 @ 19+ (B, Trip, Disarm)
(Melee+5, 2-Handed)
Shortbow +2 for 1d6 over 60' @ x3 (P, 20 arrows)
(Ranged+2)
Power Attack: -1 melee attack for +2 melee damage (+3 if 2-Handed)
Rage: +2 melee attack and damage (+3 damage if 2-Handed)
Fatigued: -1 melee attack and damage (-2 if 2-Handed); -1 ranged/finesse attack
AC 14, T 11, F 13, CMD 16 (Armor+3, Dex+1, BAB+1, Str+4)
Rage: -2 AC; CMD remains unchanged
Fatigued: -1 AC/T; -2 CMD
HP 16 (1x12 + 1xCon+3 + 1xFavored Class+1)
Rage: +2 Temp HP/Level
Fort +5 (Base+2, Con+3)
Ref +1 (Base+0, Dex+1)
Will +1 (Base+0, Wis+1)
Rage: +2 to Fort; +2 to Will
Fatigued: -1 Ref
Rage: 13 Rounds/Day - All bonuses are morale bonuses
Fatigued for 2 rounds/round spent in Rage
Bonus Skill Attribute+Ranks+Class+Specified(+Situational){+Normally Overridden}[Any notes]
+ 1-Acrobatics 1+0+0-ACP
- 1 Appraise -1+0+0
+ 0 Bluff -1+0+0+Giant Slayer +1
+ 4-Climb 4+0+0-ACP
- 1 Craft (Any) -1+0+0
- 1 Diplomacy -1+0+0
- 1 Disguise -1+0+0
+ 1-Escape Artist 1+0+0-ACP
+ 1-Fly 1+0+0-ACP
+ 1 Heal 1+0+0
- 1 Intimidate -1+0+0
+ 3 Knowledge (Nature) -1+1+3
+ 6 Perception 1+1+3+Giant Slayer +1
- 1 Perform (Any) -1+0+0
+ 1-Ride 1+0+0-ACP
+ 2 Sense Motive 1+0+0+Giant Slayer +1
+ 1-Stealth 1+0+0-ACP
+ 6 Survival 1+1+3+Militia Veteran +1
+ 8-Swim 4+1+3-ACP
Armor Check Penalty: -1 -0 W/O Armor
Rage: +2 to Str skills, bar Charisma/Dexterity/Intelligence skills (exception Acrobatics, Fly, Intimidate, and Ride)
Languages Known: Shoanti, Taldane
H Power Attack
1 Extra Rage
** Traits **
Campaign: Giant Slayer: You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
Regional: Militia Veteran (any town or village): Select Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
x75.0.0 Falchion (2d4/18+/8#/S)
x15.0.0 Heavy Flail (1d10/19+/10#/B/Disarm, Trip)
x30.0.0 Shortbow (1d6/x3/60'/2#/P)
xx1.0.0 Arrows, Common 20 (3#)
x25.0.0 Studded Leather (+3/+5/-1/15%/30'/20#)
xx2.0.0 Backpack (2#)
xxx.1.0 Bedroll (5#)
xxx.1.0 Common Lamp (1#)
xxx.4.0 Flask of Oil, x4 (@1# for 4#)
xx3.0.0 Trail Rations, x6 (@1# for 6#)
x10.0.0 Silk Rope, 50; (5#)
xx1.0.0 Flint and Steel (-#)
xx2.0.0 Waterskin, x2 (@4# for 8#)
xxx.x.2 Whetstone (1#)
xx1.0.0 Belt Pouch (.5#)
For 165.6.2 spent and 75.5# weight (44.5 w/o Pack), leaving 14.3.8 GP on hand.
Light <= 100# (By armor)
Medium <= 200# (+3/-3/20'/x4)
Heavy <= 300# (+1/-6/20'/x3)
Hit Die: d12.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: The Barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Ref Wil Special
1st +1 +2 +0 +0 Fast movement, rage
2nd +2 +3 +0 +0 Invulnerability DR1/-, Rage power (Reckless Abandon?)
3rd +3 +3 +1 +1 Extreme Endurance
4th +4 +4 +1 +1 Invulnerability DR2/-, Rage power (Inspired Ferocity?)
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Invulnerability DR3/-, Rage power (Guarded Life ?)
7th +7/+2 +5 +2 +2 -
8th +8/+3 +6 +2 +2 Invulnerability DR4/-, Rage power (Increased Damage Reduction)
9th +9/+4 +6 +3 +3 -
10th +10/+5 +7 +3 +3 Invulnerability DR5/-, Rage power (Increased Damage Reduction)
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Invulnerability DR6/-, Rage power (Increased Damage Reduction)
13th +13/+8/+3 +8 +4 +4 -
14th +14/+9/+4 +9 +4 +4 Indomitable will, Invulnerability DR7/-, Rage power (Renewed Vigor?)
15th +15/+10/+5 +9 +5 +5 -
16th +16/+11/+6/+1 +10 +5 +5 Invulnerability DR8/-, Rage power (Come and Get Me?)
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Invulnerability DR9/-, Rage power (?)
19th +19/+14/+9/+4 +11 +6 +6 -
20th +20/+15/+10/+5 +12 +6 +6 Invulnerability DR10/-, Mighty rage, Rage power (?)
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.
Greater Rage (Ex): At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.
Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
Mighty Rage (Ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.
[spoiler=Shoanti (Human)]+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Points Race Level Gear Current
10 16 +2 18 +0 18 +0 S 18 +4
x2 12 +0 12 +0 12 +0 D 12 +1
10 16 +0 16 +0 16 +0 C 16 +3
.-2 x8 +0 x8 +0 x8 +0 I x8 -1
x2 12 +0 12 +0 12 +0 W 12 +1
.-2 x8 +0 x8 +0 x8 +0 H x8 -1
Me as a player: Story wins. Mechanics exist to support story. GM sets legal mechanics at the table. If something seems wrong or inconsistent, i MAY ask. As I've gotten older, my rules-lawyer ways tend to get beat down by me unless it looks like we're talking loss of someone's character. I figure that's worth a fight, usually. I will express an opinion in an ongoing debate or if asked, of course. Who won't? The goal is for everyone to have fun, so everyone needs a chance to participate. If that means taking a back seat so that somebody else can smile for a while, that's cool.
Kar-ak Val-kan |
Reworked the backstory.
Kept Kar-ak a half-orc but his family is part of a travelling troop of Varisians composed of both half-orc and humans. He was trained in Varisia by his family and partial by alchemist and wizard when he travelled near the borders of other countries. He can either be setting out on his own as you suggested or it could be his troop that is leading this caravan if Kar-ak is lucky enough to be chosen.
Thanks for the feed back.
JohnnyBlack |
@hustonj: About Yvnsa... -1 INT and -1 CHA. Really? What about NOT making him unlikeable and stupid?
@Magnus the Magnificent: No problem, waiting for the new one.
@Anton Ionescu: I don't think Sandpoint Faithful is a valid trait... How many feats do you have?
@Kar-ak Val-kan: You tell me... What him to be traveling with his extended family/troupe or alone for the first time? What about the Sczarni? Does he like them/disliked them/what to be part of them?
@Ezmerelda Santana: I have to say I like Varisians a lot. Can't wait for the backstory. What about the Sczarni? Does he like them/disliked them/what to be part of them? What god does she worship? BTW: Your skills seem a little off.
@Meji Farborough: Can't wait to see her finished up. I would like her more without the -1 in wisdom but is not a deal-breaker, I think it can match the character concept.
@Vrog Skyreaver: Excellent, please do.
@The.Squirrel.Ninja: Let's make sure we finish it this time. Elven Treesinger Druid? Sure, why not. Wizard Wood Elemental Arcane school? Not this time, sorry.
@Spazmodeus: Please do, and let's see this time we get a good game.
@Luke Redwood: I think you forgot the Campaign Trait. And Carefully Hidden is a good one to change. -1 to Charisma? :( I have always found harder to master an adventure where many characters are grumpy men grunting at each other.
Kar-ak Val-kan |
@Kar-ak Val-kan: You tell me... What him to be traveling with his extended family/troupe or alone for the first time? What about the Sczarni? Does he like them/disliked them/what to be part of them?
I would prefer alone. Though it is likely he has travelled alone at times as he is not a young pup. He has a few years under his belt. He does not like being confused for Sczarni but will tolerate their lesser criminals. He will not snitch on the worse one but he will not turn them over either.
The.Squirrel.Ninja |
@The.Squirrel.Ninja: Let's make sure we finish it this time. Elven Treesinger Druid? Sure, why not. Wizard Wood Elemental Arcane school? Not this time, sorry.
I can live with that, I will get a Elven Treesinger Druid written up up here in the next couple of days.
And yes please, lets finish it this time! I will say that one of them was an in person game and was a random encounter TPK due to crap rolls and it really took the wind out of our sails.
JohnnyBlack |
@Anton Ionescu: Easy, you have reactionary, just need a Campaign Trait.
@Kar-ak Val-kan: I also think alone is better. Trying to make a name for himself. I like what Kar-ak thinks of the Sczarni, a very Varisian way to think. Maybe he has done little traveling aline, remember, he is still level 1.
@The.Squirrel.Ninja: A TPK killing a campaign... yes, that has happened to me too.
Kar-ak Val-kan |
Ya for traveling alone I mean going into a city for supplies. Make a run to a nearby farm to drop off medicine. Paizo is generally cagey about how many people have class levels but I tend to envision level 1 as being about the same ability as a soldiers, small elemental, or lesser deamon, while being stronger than bandits and other roughians. That way when the barbarian one shots something like a skeleton, troglodyte or wolf is makes sense. This is just suing cr as a guide.
JohnnyBlack |
@Kar-ak Val-kan: Seeing his stats, I can't but wonder about his Cha 7 (-2)... Does he really want to be a merchant? With that "people's touch" I fear that is not going to work...
@Livia Taviskin: Love the image! Please let me know when she is ready.
@Vrog Skyreaver: Better yet, the one in the journal is a "Father Tobyn", and his mentor considered him a great friend.
@Meji Farborough: Like the story, but the Nilmarthas -> Ustalav -> Magnimar route sounds... far-fetched. Isn't anything like Ustalav in Varisia you can use?
Kar-ak Val-kan |
I had already figured low cha into the backstory so I'm not concerned with it. Charisma is force of personality the ability measures a character's personality, personal magnetism, ability to lead, and appearance. 'Kar-ka thinks he is a good saleman' he is not. Ones ambitions don't alway line up with one's talents. He sells too low, is too generous if someone is in need and is not a good negotiatior. Since his future is as an adventurer, if he is lucky enough to get picked I think he will be moving away from merchant life. He was always more of a crafts man anyway. Characters need a lot motivation to fight evil.
JohnnyBlack |
@Luke Redwood: Remember, they start at Magnimar. Check my reply to Kar-ak Val-kan.
@Kar-ak Val-kan: Yeah, Merchant is not going to work with him. So -2 CHA half-orc and -1 CHA fighter submissions. As I said, I have always found hard to master a party of grumpy guys grunting at each other. Just saying.
Meji Farborough: I think that would work better, thanks.
Kar-ak Val-kan |
I have never played low charisma as disagreeable or unlikeable. Charisma is often described as 'force of personality.' Low charisma is a lack of 'personal magnetism, ability to lead' (CRB) someone with low charisma to fit in the confines of pathfinder has only to be bad at convincing people to do things, or be bad a lying. They can be affable, and agreeable. It is more in line with the description of charisma to just go with the group and be dependant for people to speak for them. Followers or quiet intellectuals fall into low cha.
High int, reasonable wisdom, and low cha could be a person that is a great scientist but a bad public speaker or a presidential advisor who does not like the limelight. A veteran who does not like to show his metals and lets his work speak for itself is low cha, as is artesian who thinks the quality of their work speak for itself. Think about all the people you like that are not good at winning debates.
I shy away from trope heavy RP like racist greedy dwarfs, high and mighty elves, boarish half-orc or orphans destined for greatness. They are fun tropes but there are a lot of other people who like to play them I like to play something different. I also think that in writing the most interesting things happen when people go against type it is why people are drawn to reluctant heroes and anti-heroes.
I don't know what else I can write to show you that I have thought out my character and to illustrate my play style but I'm happy to answer more questions. I do have a lot of previous games if you would like to take a look. I don't seem to write or play characters in a way that is in line with your past players (that may be something you like or hate I'm not sure), though I hope I have clarified my thought process enough to still be considered.