Oxnard Kettlebeak |
3 people marked this as a favorite. |
Ok, I've decided to pull the trigger on starting a Jade Regent game.
Some background on the AP:
-this is the "Tien Xia" AP, but it starts in Sandpoint in Varisia
-this AP features a caravan subsystem- I know subsystems can be tricky and slow things down on PBP, but I feel it's worth it so please do not apply for this game if you are bored by, uninterested in, or do not enjoy these kinds of downtime- X-builder mechanics
Some background on what I'm looking for:
-I'm going to take 5 characters, not 6
-I'll be making the decision based on several factors including party balance, character background, and mechanically interesting builds
-I'm looking more for novel character concepts- I don't want an optimized controller wizard, optimized archer, or two handed brute that have been played a million times, so I'll preference builds that are unique or less played
+ pace of play is 1 post per day minimum
What to post to apply;
1. Completed character 1st level build
2. Character advancement outline (class levels-archetypes and key feats- "key" being the ones that are integral to make the build work)
3. Backstory (at least a paragraph) tying your character into Sandpoint and to the main NPCs (see the Player's Guide)
Character creation:
1. 20 points point buy
2. Allowed races: core, plus tengu, samsaran, and other Paizo by approval
3. 2 traits + 1 Jade Regent campaign trait
4. Allowed classes, feats, ECT: all Paizo published (but be warned this book was before gunslinger so there is no support for firearms in the course of play)
I'll make decisions June 27th at 8 AM central.
player's guide for reference
CrusaderWolf |
I'm interested! I'd like to submit an Ulfen/Tien Steelblood with the Phoenix bloodline, who fights with a shield and katana.
I think the build would be really fun to play with the Bulette Charge Style feat tree--trampling back and forth across the battlefield!
Oxnard Kettlebeak |
I would say no on oreads (as well as the other plane touched like Ifrit, Tiefling, Aasimar)-
The goal with races other than core is to have those that have deep ties to Tien Xia (or Asian folk lore that it's based on)- so i'll add Nezumi (ratfolk) as approved as well-
So, core- tengu, samsaran, ratfolk, kitsune, saying, and if there's other appropriate with that frame in mind I've forgotten.
Vrog Skyreaver |
Boom, application!
LN Human Samurai 1
str 12
dex 16
con 14
int 8
wis 10
cha 16
HP 15
AC: 17; T: 14; FF: 13 (10 base +3 dex +3 cha +1 dodge)
BAB 1
Init +3
Fort +4
Ref +3
Will +1
Speed 40'
Weapons:
1) Katana: +4 to hit; 1d8+1s (+1 damage vs. targets that only I threaten) damage; 18-20/x2 crit
Skills:
Bluff r1 +7
Diplomacy r1 +7
Perception r1 +5
Sense Motive r1 +4
Languages:
Common
Tianese
Class Features:
*Archetype (Warrior Poet)
- Dancer's Grace (can if not wearing armor or shield, can add cha mod to AC; replaces proficiency with medium armor, heavy armor, and shields)
- Graceful Warrior (gain weapon finesse as a bonus feat and can apply it to glaives, katanas, and naganatas as if they were light weapons)
- Skirmisher's Challenge (add your samurai level to damage only on the first attack of each round; modifies challenge)
*Challenge 1/day (pick a single target; gain samurai level to weapon damage; take a -2 penalty to AC against targets other than challenge target)
*Flourish
- Exodus of Jinin (while wearing light or no armor and carrying a light load, increase land speed by 10')
*Order (Order of the dragon)
- Edicts (must remain loyal to allies and work to further the aims of the group; protect allies and defend their honor)
- Challenge (+1 circumstance bonus to melee attack rolls when threatening his target)
- Skills (gain perception and survival as class skills; add half level (min 1) to survival checks to find food and protect allies from weather)
*Resolve (1/day; regain a use after defeating challenge target; can do one of the following: remove fatigued, shaken or sickened. Roll twice and take the better on fort or will save. Can use an immediate action when dropped to 0 to stabilize and stay conscious)
Traits:
*Axe to Grind (+1 trait bonus to damage against targets threatened only by me; combat)
*Seeker (+1 trait bonus to perception and perception as a class skill; social)
*Younger Sibling (Ameiko; +1 trait bonus to Will Saves and +1 trait bonus to attack rolls vs. anyone threatening Ameiko; campaign)
Feats:
Dodge
Quick Draw
Weapon Finesse
Equipment:
Katana 50 gp
Courtier's Outfit (Tianese) 30 gp
70 gp
Tenchi is Ameiko's younger brother, and unlike Ameiko Tenchi has heavily bought into his Tianese heritage. Emboldened by the stories his mother told of Samurai, battles, dragons, and honor, and undertook the path of the samurai. His mother used her connections to have him apprenticed to a samurai to teach him what he would need to know.
Tenchi was gone from Sandpoint during the events of previous APs, and has just recently returned, itching to prove his blade gainst multiple foes, Tenchi opted to become an adventurer, against the advice of his older sister. She wouldn't understand the desire, however, to prove his blade against challenging foes.
Jiro Fire-Raven |
1 person marked this as a favorite. |
I present to you, Jiro Fire-Raven, a Steelblood sword-and-board caravan guard who's spent several seasons traveling with Sandru's caravan. I haven't yet added his backstory or build advancement but I'll get to that in the next day or two. It will center on Bulette Charge Style & trampling in general, plus some intimidation feats if I have any to spare.
My other concept was a dwarf beast-rider cavalier from Zavaten Gura, who would ride a mammoth and be a Beast-Rider-Gendarme4/Evangelist1/Battle-HeraldX so please let me know if you'd like to see that instead/as well!
Agent Eclipse |
This is the Samsaran Inquisitor build I was stirring up. Haven't played an archer in so long I figured I would break one out and Inquisitor sounds interesting. Oof, forgot how heavily feat taxed it is but I mentioned that in the roadmap.
Talios Yintago
Male samsaran inquisitor of Erastil 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 4 230)
LG Medium humanoid (samsaran)
Init +3 (+5 during surprise rounds); Senses low-light vision; Perception +8
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 9 (1d8+1)
Fort +2, Ref +2, Will +5; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
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Offense
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Speed 30 ft. (20 ft. in armor)
Ranged longbow +2 (1d8/×3)
Special Attacks judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, gravity bow[APG]
. . 0 (at will)—detect magic, guidance, light, stabilize
. . Domain Animal (Feather[APG] subdomain)
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Statistics
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Str 16, Dex 14, Con 10, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Point-Blank Shot
Traits ambush training, deadeye bowman, rescued
Skills Acrobatics -2 (-6 to jump), Climb +3, Heal +7, Intimidate +1, Perception +8, Sense Motive +8, Survival +7, Swim +3; Racial Modifiers +1 Perception
Languages Common, Samsaran
SQ eyes of the hawk, monster lore +3, mystic past life[ARG], stern gaze +1
Other Gear scale mail, longbow, 115 gp
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Special Abilities
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Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Inquisitor Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Mystic Past Life (Inquisitor) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
*I honestly find Zen Archer somewhat boring but it circumvents A LOT of the feat tax for being an effective archer opening up more choices for the odd-level feats. I know you don't want the optimal builds for each class but would me dipping in to it for a few levels be viable before going in to Inquisitor. Without it the roadmap is pretty much already set in stone, wanting to be an archer Inquisitor.
3rd: Precise Shot
5th: Rapid Shot (If dipping Zen Archer then Deific Obedience into Evangelist)
7th: Many Shot (If dipping Zen Archer then Weapon Focus (Longbow))
9th: Savior's Arrow
Will likely make some stat adjustments depending on which direction I go.
Talios is an Inquisitor of Erastil who enjoys the countryside but is keenly aware of the dangers of Varisia. In his attempt to protect that simple way of life he ran afoul of a group of goblins that nearly overwhelmed him. It was Koya Mvashti that found him battered and bloody at the gates of Sandpoint. She healed his wounds and he promised to pass the favor along, seeking the gift of healing from his deity.
He spent much of his time talking with Koya when not patrolling the roads, often speaking of the brief glimpses of his past lives. Their similar age and enjoyment of heroic stories made them kindred spirits.
His past lives all seem to have one clear consistency, serving Erastil regardless of the locale.
Shuzi |
I've always wanted to use a combat patrol build and considering Jade Regent has all these important NPCs, a protection build that isn't just Bodyguard would be appropriate.
She has Pariah instead of weapon familiarity racial feature, but that is flavored to be her bad personality not because Sandpoint is especially anti half-orc
Full Name & Alignment
Shuzi(LN)
Race
Half-Orc
Classes/Levels
Fighter 1
Gender
Female
Feats
Dodge, Combat Reflexes
Strength 16
Dexterity 15
Constitution 14
Intelligence 13
Wisdom 12
Charisma 8
Bardiche +4(1d10+4/19-20)
Spiked Gauntlet +4(1d4+3)
AC 17, touch 13, ff 14(+4 armor, +1 dodge, +2 dex)
HP 12
Fort +4 Ref +2 Will +1 (+2 racial bonus against emotion and fear effects)
Ferocity
Civilized: +1 bonus on Knowledge (nobility & (local) Local is class
Friend of the Family:+1 on perc if Koya lives and class skill, +1 to attack those threatening her
Fighter for 6 levels
Planning to go fighter through and through, Taking the Armor Specialization alt armor training feature at lvl 11
Initiative +3
Diplomacy -3
Sense -1
Bluff -3
Perception +6
Knowledge local +6
Knowledge nobility +2
Knowledge dungeoneering +5
Intimidate +5
Mitsuru Hisakawa |
I give you Hisakawa Mitsuru, kitsune rogue! My concept for her is a good-hearted charlatan and prankster. Really leaning in on the trickster and shapeshifting aspect, along with more curiosity than sense when it comes to magic.
Female Kitsune rogue 1 Archetypes Counterfeit Mage, Scout,
CG Medium humanoid (kitsune, shapechanger)
Init +4, Senses low-light vision; Perception +5
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DEFENSE
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex, )
hp 9 ((1d8)+1)
Fort +1, Ref +6, Will +1
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OFFENSE
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Speed 30 ft.
Melee dagger +4 (1d4-1/19-20)
Ranged dagger (thrown) +4 (1d4-1/19-20)
Melee bite +4 (1d4-1)
Melee sap +4 (1d6-1)
Special Attacks Sneak Attack 1d6
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STATISTICS
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Str 8, Dex 18, Con 13, Int 16, Wis 12, Cha 12,
Base Atk +0; CMB -1; CMD 13
Feats Fox Shape, Realistic Likeness, Weapon Finesse
Skills Acrobatics +11, Bluff +6, Disable Device +8, Disguise +5, Knowledge (Local) +7, Perception +5, Sense Motive +5, Spellcraft +7, Stealth +8, Survival +2, Use Magic Device +5,
Traits Fast-Talker, Hero Worship (Shalelu), Theoretical Magician,
Languages Common, Elven, Minkaian, Sylvan, Tengu
SQ agile, bonus rogue talent, change shape, finesse training, low-light vision, magical expertise, natural weapons, superior shapeshifter
Combat Gear potion of cure light wounds,
Other Gear dagger (2), bite, traveler's outfit, lamellar cuirass, backpack, masterwork, compass, journal, belt pouch, thieves' tools, sap, 29.0 gp
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FEATS
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Fox Shape: You can take the form of a fox whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from kitsune to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.
Realistic Likeness: You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.
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SPECIAL ABILITIES
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Agile (Ex) Kitsunes get a +2 racial bonus on Acrobatics checks.
Bonus Rogue Talent Rogue: The rogue gains 1/6 of a new rogue talent.
Change Shape (Su) Kitsune can assume the appearance of a specific single human form of the same sex.
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.
Low-Light Vision (Ex) You can see twice as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magical Expertise (Ex) A counterfeit mage adds half her level to Disable Device checks to disarm magical traps, Perception checks to find magical traps, and Use Magic Device checks to activate scrolls and wands. A counterfeit mage can use Disable Device to disarm magic traps.
Natural Weapons (Ex) Kitsune have a bite attack in their natural form.
Rescued (Shalelu) At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant's boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of Shalelu, who intervened just in time to save your life. You've never forgotten this, and remain fiercely loyal to her. Perhaps even more importantly, the method in which she saved you seems to have had an impact on your own skills. Shalelu saved you by pulling you to safety while simultaneously defeating the peril that almost did you in, and as a result, you gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Superior Shapeshifter (Ex) Some talented kitsune take more naturally to shapeshifting than magic, and develop that gift. You gain Fox Shape as a bonus feat at 1st level, ignoring its prerequisites. This racial trait replaces kitsune magic.
Theoretical Magician You've studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster.
Even though that dedication never let her cast spells on her own, she did pick up a few useful talents, such as being able to control her shapeshifting to such an incredible degree that she could impersonate a wizard long enough (and well enough) to steal a wand or scroll. Endless hours of practice (and quite a few mishaps) taught her enough to be able to "trick" a wand into obeying her. Sometimes, anyway.
Mitsuru felt such a rush of confidence that she immediately became convinced she had what it took to become an adventurer and thrill seeker. Unfortunately for her, she decided that attending the Swallowtail Festival in Sandpoint would be a wonderful way to get her adventuring career started. Mitsuru was woefully unprepared for the dangers ahead of her, and when the festival was attacked by goblins, she found herself trapped and bleeding in a burning building, desperately trying to force a wand to do something, anything to save her from the monsters that were closing in on her.
That was when Shalelu appeared, a flash of leather and steel, cutting through the goblins as if they were nothing but damp vellum, before hauling Mitsuru to safety. In addition to the undying gratitude Mitsuru has for the elf saving her life, she finds herself fascinated by Shalelu, and not just for the magical power the ranger wields.
As a result, Mitsuru has stayed in Sandpoint ever since, though it's not really home. She hasn't been bold enough to approach Shalelu in either her natural or human form, but spends enough time as a fox that people joke that the ranger has picked up a familiar.
Oxnard Kettlebeak |
Since you want characters with a connection to Tian Xia I think I'll make a ninja instead of a flying blade, though he'll still use star knives and follow Desna. Ninja can't pick the knife master archtype right?
Correct- knife master modifies Trapfinding which ninja does not get so it's not legal for a ninja.
Jiro Fire-Raven |
1 person marked this as a favorite. |
Jiro will stay as a Steelblood throughout
Lvl3: Raging Vitality
Lvl5: Bulette Charge Style
Lvl7: Bulette Leap
Lvl9: Bulette Rampage
Lvl11: Greater Overrun
Lvl13: (TBD)
Jiro was born in Sandpoint, the child of a Minkaian caravan guard and an Ulfen shieldmaiden. Mostly growing up on longships sailing up and down the Varisian coast, Jiro has developed something of a reputation for being a bleeding heart but also a riotously fun carouser when on shore.
An incident in Kalsgard several seasons ago saw Jiro in a hurry to get out of town, and the caravan of one Sandru Vhiski, with whom the half-Tien warrior has traveled for the past several seasons.
Mitsuru Hisakawa |
Since its been asked a few times- yes, I will go ahead and use background skills system.
Thank you! I'll put my background ranks into Perform (Act) and Sleight of Hand, for a +5 and +8 respectively. I can't edit the post but my profile here has been updated.
I'm also thinking that Spring Attack will probably also be a pretty important feat for this build, to make combat in fox shape more viable (since Tiny creatures have to actually enter the space of other creatures to attack, which provokes even with a 5-foot step).
Edit: I apologize for not including this in the original post as well, but here is a stat block for when Mitsuru is in fox shape. It's much briefer since it doesn't need to repeat her inventory, feats, etc. It is also in the profile for this alias.
Mitsuru Hisakawa
Female Kitsune rogue 1 Archetypes Counterfeit Mage, Scout,
CG Tiny humanoid (kitsune, shapechanger)
Init +6, Senses low-light vision, scent; Perception +5
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DEFENSE
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AC 17, touch 16, flat-footed 11 (+4 Dex, +2 size, +1 natural)
hp 9 ((1d8)+1)
Fort +1, Ref +6, Will +1
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OFFENSE
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Speed 40 ft.
Melee bite +6 (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Sneak Attack 1d6
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STATISTICS
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Str 8, Dex 18, Con 13, Int 16, Wis 12, Cha 12,
Base Atk +0; CMB -2; CMD 10 (14 vs. trip)
Skills Acrobatics +11 (+15 when jumping), Bluff +6, Disable Device +8, Disguise +5 (+15 to pretend to be a fox), Knowledge (Local) +7, Perception +5, Perform (Act) +5, Sense Motive +5, Sleight of Hand +8, Spellcraft +7, Stealth +16, Survival +2, Use Magic Device +5
Torilgrey |
Do you have thoughts about the other two campaign traits from Varisia, Birthplace of Legends?
Rusty Dragon every night for as long as you can remember—
and some nights you can’t remember thanks to a few too many
drinks. In your various hazes, you’ve gotten to know the tap
house’s proprietor, Ameiko, or one of her regulars, Sandru, quite
well. Additionally, you’re well acquainted with a variety of uses for
strong drink. Any time you have an alcoholic beverage on hand, you
can expend one use of it to grant you a +2 trait bonus on a Heal
check. This bonus increases to +4 if you’re treating your favorite
drinking buddy (your NPC of choice). NPC Choices: Ameiko, Sandru.
long-time acquaintances, you’ve convinced her to teach you
one of the exotic languages she picked up in her journeys.
Choose one of the following characters. You may select one of
that character’s languages as a bonus language. Additionally,
you gain a +2 trait bonus on Bluff checks made to pass secret
messages to the chosen character (see the description of the
Bluff skill). NPC Choices: Ameiko, Koya, Sandru, Shalelu.
Ameiko: Tien, Varisian
Koya or Sandru: Varisian
Shalelu: Elven, Goblin
Tuilindondur Aka Teodor |
Tuilindondur Aka Teodor
Varisian Half-elf unchained rogue 1 (Pathfinder Unchained 20)
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +3; +2 vs. enchantments
Defensive Abilities dual minded[APG]; Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
rapier +4 (1d6+1/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 12, Dex 18, Con 14, Int 13, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 15
Feats Combat Expertise, Weapon Finesse
Traits best friend, threatening defender, elvish reflexes
Skills Acrobatics +8, Bluff +5, Diplomacy +3, Disable Device +9, Escape Artist +8, Intimidate +3, Knowledge (local) +5, Lore: Varisian Culture, Perception +7, Sense Motive +5, Sleight of Hand +8, Stealth +8; Racial Modifiers +2 Perception
Languages Common, Elven, Varisian
SQ elf blood, trapfinding +1
Other Gear lamellar cuirass[UC], arrows (20), dagger, rapier, shortbow, bedroll, belt pouch, chalk (10), flint and steel, hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], mirror, soap, thieves' tools, trail rations (5), waterskin, 3 pp, 7 gp, 9 sp
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Special Abilities
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Combat Expertise -0/+1 Bonus to AC in exchange for an equal penalty to attack.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Progression
UC Rogue/Swashbuckler
Level 2 Rogue Talent Combat Training Improved Feint
Level 3 Amateur Swashbuckler
Level 4 +1 Int/Multiclass Swashbuckler 1st level Inspired Blade
Level 5 Swashbuckler 2nd level Combat Reflexes
Level 6 - Swashbuckler 3rd Level
Level 7 Swashbuckler 4th Bon. Feat Weapon Specialization and Agile Maneuvers
Level 8 Swashbuckler 5th
Level 9 Back to UC Rogue
Tuilindondur is undoubtably of Varisian birth on his human Fathers side. He bears a Varisian birth tattoo of a sword on his right forearm - in fact his Father tattooing the infant was the incident that triggered the break up between his father and his Elvish Mother.
Being a child of two races in Elvish society is hard, and his mother did not give him love sufficient to fill the gaps. His social skills suffered considerably, further hurting his ability to please both his elvish community and mother. At 17 he decided to run away to find his Father, hoping it would be better... it was not. Varisians are perhaps even less understanding of half elves than the Elves. Fortunately he crossed paths with Sandru and the two became best friends.
Over the last 5 years Sandru taught him a love of swordsmanship, Varisian lore and his father's language. Life with Sandru, whose wit and tongue are as quick as his sword has helped some social skills develop, including the Varisian talent of bluff and trickery. Like most Varisians he's also learned a slew of skills that tend to larceny. Sandrus criminal Sczarni friends were more than happy to instruct the Quick witted and Quick Handed young man in more 'profitable skills'.
Throughout this time he's been a member of Sandru's caravan or trading trips. The older Sandru grumbles good naturedly that it might do 'Teodor' (his adopted Varisian name) some good to splash out on his own a little and try a journey with new faces.
Greta Gyllenhår |
1 person marked this as a favorite. |
@Oxnard- I saw that you weren't planning on using any of the plane-touched races but I'm wondering if you'd make an exception if an idea was interesting/cool enough? I'm not entirely sure what class/build I'd go with but I really like the idea of an oni-spawn tiefling who, because of their heritage, is intensely curious about oni and kamas, and wants to travel to Tien Xia to learn more about them; probably would be wholly or partially a class that deals with spirits (like a shaman, or maybe a geminate invoker barbarian or something). Thinking probably foster child for the campaign trait. Also (in case that idea is a no go) would you allow Nagaji? Their link to nagas make them seem like a natural fit?