Jubal Breakbottle |
With the recent D&D stupidities, some of my myth weavers games and my weekly table top game have started to switch to PF2e. Such that, I just started playing in an Extinction Curse PBP. Haven't had a combat yet.
I've always enjoyed Kingmaker and played it a few times. Once pretty deep into the First World, although it was many years ago, so my memories are spotty. After the games, I remember the GMs complaining/opining that the AP story, that the player-characters actually cannot see, is so rich of backstory and First World. The story was exciting for them, but playing the AP the PCs don't get to discover most of it. I'm hoping your reflavoring puts that backstory on center stage, so the PCs can actually discover this great AP story.
This is only my second PF2e and am quite overwhelmed with all the choices. Simplicity was why I switched to 5e, and I miss it in PF2e. The character doesn't feel very OP, and frankly I'm concerned he'll be under-powered compared to the party. While I greatly enjoy RP, I also enjoy my PCs pulling their weight in combats.
In that vein, I've absolutely no idea about the free feat and would love any feedback on the mechanics of character-building.
He was raised by his elven mother in the Gronzi forest with regular connections with the fey world. Maybe his fairy godmother becomes his muse tutoring him occultism and performance which the fey appreciate. So, the fairy godmother would have placed him in the secret charter of the fey.
HIs primary motivation would be a deep need to prove himself. He would appreciate the importance of allies, because there are always rivals. He would seek consensus, but there is usually a need for timely decision-making during times of peril, not deciding can be deadly, so he would step into that mantle.
I'm thinking he is more Neutral but would swing Good if the party around him is more good. Neutral is more the way of Nature and the fey.
Please let me know if you need more to consider my application. Thanks
Dorian 'Grey' |
1 person marked this as a favorite. |
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
Welcome to PF2e! My home group struggled with the switch from PF1e, during an initial campaign: Age of Ashes.
We just started Book 2 of Strength of Thousands and we absolutely love the system.
Admittedly, took a bit to get our traction, I'll admit, but...lol!
Awesome Avenger quote by the way!
Bard is a fun and flavorful class. Any mechanical questions that you have I can answer if you want. I am playing one in Crown of the Kobold King.
Here are some helpful tips I gave my beginner players.
Remember your ABCDs.
A. Ancestry boosts
B. Background boosts
C. Class boost
D. Decide where to put 4 +2 boosts (non the same)
Example:
A= Gnome (-2 Str +2 Con and Cha plus free +2 (not Con and Cha)
B= Academic Dropout (+2 Int or Cha plus free +2 (not Int or Cha, depending where you put other +2)
C. Oracle (+2 Cha)
D. You decide 4 more +2 boosts here. None the same.
Str 8 (A) Dex 12 (D) Con 14 (A, D) Int 14 (A and B) Wis 12 (D) Cha 18 (A, B, C, D)
The () is for Trained(T), Expert(E), Master(M), Legendary(L)
Also these symbols will be important:
◆= 1 Action
◆◆= 2 Action Activity
◆◆◆= 3 Action Activity
◇= Free Action
↺= Reaction
PF2 Sheet:
Name:
Ancestry: Heritage: Background:
Class: Deity:
Alignment: Size: Traits:
Perception() Senses:
Languages: Common, Hero Points: 3/1
--------------------------------------------------------------------------- -----------------------------------------------------
AC() ,Fort() [],Ref() [],Will() []
Resistances & Immunities
HP
Class DC()
--------------------------------------------------------------------------- -----------------------------------------------------
Speed
Melee()
Ranged()
--------------------------------------------------------------------------- -----------------------------------------------------
Str Dex Con Int Wis Cha
Skills
--------------------------------------------------------------------------- -----------------------------------------------------
Ancestry Feats & Abilities
1st:
Skill Feats
(Background)
General Feats
Class Feats & Abilities
Bonus Feats
--------------------------------------------------------------------------- -----------------------------------------------------
Magic Tradition
Spell Attack Roll()
Spell DC()
-------------------------------------------------------------------------- -----------------------------------------------------
Items
Bulk
Solicitor |
Hrm, I saw someone else submitted a thaumaturge that basically hits all the notes I was going to hit, so I decided to switch it up.
I was thinking of a demonic (!) sorcerer. The premise is quite simple: one of his ancestors ventured forth into the Stolen Lands and got himself cursed. Admittedly, that's the hushed tale his family tells. It could be worse, perhaps the ancestors made a pact with an otherworldly entity to survive - but at what cost?! Ever since, men in his family who become fathers either slowly start losing their minds, forgetting the faces and names of those they care about, or bear children with demonic blood. Some unlucky individuals suffer both.
The character's goal is simple: find out what happened, and if possible, end the curse. Whether this can be achieved at all is something else, but he'll be driven by atonement - for himself, his bloodline, and the sins of his ancestor.
Demonic sorcerers get divine spells, so he'd mostly be a support caster with some blast options. Alternatively, the bloodline can be changed, and the curse can be a thing of its own, which would still drive the character to go to the Stolen Lands. I mostly just want to try out the divine list on a sorcerer chassis, with a 'cursed bloodline' appropriate ... bloodline.
Tarondor |
Tarondor wrote:So would a player be welcome who has GMed Kingmaker?Absolutely, I trust people to separate IC and OOC knowledge. :)
Awesome. Then I'm definitely interested.
If I gave you four concepts, would you comment on which would be most welcome?
- An elven Cavalier from Kyonin, seeking acts of errantry that will prove him worthy of his queen, his true love and his heritage.
- A lizarfolk brawler from the swamps who owes the future monarch a life debt and acts as his or her intimidating bodyguard.
- A tactical genius (a Marshal) who makes everyone better in combat. He's interested in leading armies and winning famous battles.
- This one requires a rare archetype, the Chronoskimmer. He's a man unstuck in time who has already lived part of this story in an alternate timeline. An unfortunate encounter with the Eldest known as Shyka the Many has sent him back along an unfamiliar timeline. This would allow me to toss in innocuous tidbits from ANOTHER Kingmaker game without truly knowing anything about the future.
Whaddya think?
Lani Bralani |
Here is Brainiac's submission, a chaotic good sensate gnome witch whose powers come from the Lantern King. The crunch is 90% done, and I leaned on ChatGPT to help out with some of the fluffy bits. I'm excited for the heavier fey focus in this game and to see how it will differ from the published material. :)
One fateful night, Lane stumbled upon a strange portal in the forest near his village. Drawn by a sense of curiosity, he stepped through the portal and found himself in the First World, a realm of wild magic and unpredictable fey creatures...
Lane stumbled through the twisted, otherworldly landscape of the First World, his heart pounding in his chest. He had been exploring a forest on Golarion when he had stumbled upon a portal, and before he knew it, he had been pulled through into this strange, alien world.
He had been wandering for hours, trying to find his way back to the portal, when he heard a soft, musical voice calling out to him.
"Hello there, mortal," the voice said. "Lost, are you?"
Lane spun around, looking for the source of the voice, but he saw no one. "Who's there?" he called out.
A figure materialized out of thin air, standing before him in a swirl of green and gold. It was a tall, regal figure, dressed in robes of shimmering light. Its face was hidden behind a mask of glowing, golden lanterns, which flickered and danced like fireflies in the dark.
"I am the Lantern King," the figure said. "And you, my dear mortal, are in need of my help."
Lane hesitated, uncertain of what to do. But something about the figure before him seemed to call out to him, to draw him in. "What kind of help?" he asked.
The Lantern King smiled, and in that smile Lane saw the glimmer of something dark and dangerous. "You wish for power, do you not? For magic beyond your wildest dreams?"
Lane felt his heart race with excitement. He had always been drawn to the arcane, to the power and mystery of magic. "Yes," he said. "I do."
The Lantern King's eyes gleamed with a strange, otherworldly light. "Then make a pact with me. Swear your loyalty, and I will give you what you desire."
Lane hesitated, feeling a twinge of fear. But the promise of power was too great to resist. "What do I have to do?"
The Lantern King stepped forward, his robes rustling like leaves. "Simply pledge yourself to me. Swear your loyalty, and I will grant you the power you seek. But be warned, mortal: the price of power is steep."
Lane took a deep breath, steeling himself for what was to come. "I swear," he said. "I swear my loyalty to you, Lantern King."
At that moment, the world around Lane seemed to shatter into a million pieces. The ground beneath his feet vanished, and he was floating in a sea of stars and light. He felt a surge of energy flow through him, and he cried out in pain and ecstasy.
When the light faded, Lane looked down at himself and gasped in shock. He had been transformed, his body now that of a female gnome, small and slender, with delicate features and long, wild hair.
"What have you done to me?" he cried.
The Lantern King stepped forward, his lanterns glowing with a fierce, golden light. "I have given you power," he said. "And in return, you will do my bidding. You are no longer Lane, but Lani, my loyal servant."
Lani stood before the Lantern King, her eyes downcast as she fidgeted nervously with the hem of her robe. She was still reeling from the shock of her transformation, embarrassed by the way she looked and felt out of place in her new body.
The Lantern King, on the other hand, seemed amused by the whole affair. He chuckled softly to himself as he looked Lani up and down, his lanterns flickering with a mischievous light.
"Cheer up, my dear," he said. "It's just a little prank. A bit of harmless fun, don't you think?"
Lani bit her lip, not quite sure what to say. "I suppose," she muttered. "It's just...it's not what I expected, you know?"
The Lantern King stepped forward, his eyes gleaming with a fierce, otherworldly light. "That's the point, Lani," he said. "You're not here to do what you expect. You're here to do what I want. And I have a very important task for you..."
Lani's features are delicate and elfin, with large, expressive eyes that are a deep green in color. Her hair is long and wild, a vibrant shade of purple that seems to shimmer in the light. She often ties it back with a ribbon or wears it loose and flowing around her shoulders.
Despite her small stature, Lani has a lithe, graceful form that allows her to move quickly and quietly, and her fingers are long and nimble, capable of delicate manipulation of magical energies.
Lani usually wears a knee-length tunic made of a gauzy, lightweight fabric. The fabric is a soft, earthy green color, and it seems to shimmer in the light, almost as if it were woven from strands of sunlight.
The tunic has a loose, relaxed fit, with short, loose sleeves that drape over Lani's slender arms. The neckline is wide and open, allowing Lani to move freely and breathe easily. The tunic is belted at the waist with a simple cord made of braided vines, which accentuates Lani's lean form.
Beneath the tunic, Lani wears a pair of form-fitting leggings made of a soft, supple leather. The leggings are a dark brown color, and they fit snugly against her legs, enhancing her agility and allowing her to move quickly and gracefully.
Completing the outfit are a pair of lightweight, leather boots that come up to just below Lani's knees. The boots are a pale tan color, and they have a simple, functional design that allows Lani to move easily across all sorts of terrain. The soles are soft and flexible, allowing her to feel the ground beneath her feet and maintain her balance, while the uppers are decorated with delicate embroidery in a swirling, vine-like pattern.
At the same time, Lani has a playful, impish side to her personality, which she inherited from her master, the Lantern King. She loves nothing more than playing pranks and tricks on those around her, using her powers to confound and confuse her enemies and allies alike.
Despite her mischievous streak, Lani is not cruel or vindictive. She sees humor and playfulness as a way to break down barriers and connect with others, and often uses her tricks and jokes as a way to diffuse tense situations and bring people together.
At her core, Lani is a free spirit, unbound by the constraints of society or tradition. She is always searching for new experiences and adventures, and is not afraid to take risks in pursuit of her goals. Though she is often seen as a wild card by those around her, Lani sees herself as a force for good in the world, using her unique blend of occult knowledge and mischievous humor to make the world a more interesting and exciting place.
The creature's fur is a deep, midnight black, with faint, glowing gold stripes that seem to shimmer in the darkness. Her eyes are a piercing bright gold, and they seem to glow with a strange inner light that is both alluring and unnerving.
Despite Glitterbloom's fearsome appearance, the creature is surprisingly affectionate and loyal to Lani, always staying close to her side and purring contentedly when she pets her. She communicates with her through a series of chirps, meows, and purrs, and she seems to understand her every word.
While Glitterbloom is undeniably a servant of the Lantern King, she has formed a strong bond with Lani, and the two of them have become inseparable companions as they journey through Golarion together.
Lithrac |
Here is Brainiac's submission, a chaotic good sensate gnome witch whose powers come from the Lantern King. The crunch is 90% done, and I leaned on ChatGPT to help out with some of the fluffy bits. I'm excited for the heavier fey focus in this game and to see how it will differ from the published material. :)
Interesting concept! ;-)
Tarondor |
Here's my submissions. I hope it's okay to offer several at once!
Player’s Note: Decided to make him a Taldan human instead of an elf.
Sir Aelwyn
Human fighter 1
CG, Medium, Human, Humanoid
Heritage versatile heritage
Background outrider
Perception +6
Languages Common, Sylvan
Skills Athletics +7, Diplomacy +3, Nature +4, Plains Lore +3, Society +3, Survival +4
Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Items breastplate, steel shield, dagger, lance, longsword, backpack, bedroll, candles (10), purse (2 gp, 6 sp, 7 cp)
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AC 18 (20 with shield raised); Fort +8; Ref +6; Will +4
HP 21
Attack of Opportunity
--------------------
Speed 25 feet
Melee [1] dagger +9 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P
Melee [1] lance +9 (deadly d8, jousting d6, reach 10 feet), Damage 1d8+4 P
Melee [1] longsword +9 (versatile P), Damage 1d8+4 S
Melee [1] shield bash +9, Damage 1d4+4 B
Ranged [1] dagger +6 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P
Ancestry Feats Natural Ambition
Class Feats Power Attack, Reactive Shield
General Feats Ride, Shield Block
Skill Feats Express Rider[APG]
Other Abilities shield block
3rd: Bravery, General Feat: Ancestral Paragon (Keep Up Appearances); Expert in Nature
4th: Skill Feat: Quick Mount; Class Feat: Impressive Mount
5th: Ability Boosts: STR, CON, WIS, CHA; Ancestry Feat: Clever Improviser;
Fighter Weapon Mastery (Spears); Expert in Athletics
6th: Skill Feat: Powerful Leap; Class Feat: Cavalier’s Charge
7th: Battlefield Surveyor, General Feat: Pick Up the Pace; Expert in Survival;
Weapon Specialization
8th: Skill Feat: Titan Wrestler; Class Feat: Incredible Mount
9th: Ancestry Feat: Incredible Improvisation; Combat Flexibility (Resounding
Bravery), Juggernaut; Master in Nature
10th: Ability Boosts: STR, DEX, CON, WIS; Skill Feat: Consult the Spirits;
Class Feat: Trampling Charge
11th: Armor Expertise, Fighter Expertise, General Feat: Caravan Leader;
Master in Athletics
12th: Skill Feat: Influence Nature; Class Feat: Unseat
13th: Ancestry Feat: Bounce Back; Master in Survival; Weapon Legend (Spears)
14th: Skill Feat: Environmental Grace; Class Feat: Specialized Mount
15th: Ability Boosts: STR, CON, WIS, CHA; General Feat: Incredible Scout;
Greater Weapon Specialization, Improved Combat Flexibility
(Quick Shield Block); Legendary in Nature
16th: Skill Feat: Planar Survival; Class Feat: Mounted Shield
17th: Ancestry Feat: Heroic Presence; Armor Mastery; Legendary in Survival
18th: Skill Feat: Legendary Guide; Class Feat: Defend Mount
19th: General Feat: Cloud Jump; Legendary in Athletics; Versatile Legend
20th: Ability Boosts: STR, DEX, INT, CHA; Class Feat: Legendary Survivalist; Skill
Feat: Legendary Rider ; Trained in Intimidation
Sir Aelwyn is the second son of an old, old Taldan family (“The Talosans”) associated with the command of the Fifth Army of Exploration more than 2700 years ago. Now a minor family whose history is remembered only by themselves, they yearn for lost glory. Aelwyn has trained obsessively with the great steeds of Taldor, winning several local tournaments, but has always demanded more. He does not want to dream of lost glory - he wants to make new glory.
A romantic at heart, Aelwyn is a true questing knight, seeking a cause worthy of his lance. One day, he hopes to be worthy of his queen, his true love (Lady Callisto), and his heritage. He will allow nothing to stand in his way.
______________________________________________________
Raazh
Lizardfolk fighter 1
Uncommon, N, Medium, Humanoid, Lizardfolk
Heritage frilled lizardfolk
Background animal wrangler
Perception +6
Languages Common, Iruxi
Skills Acrobatics +4, Athletics +7, Nature +4, Survival +4, Swamp Lore +2
Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 8 (-1), Wis 12 (+1), Cha 14 (+2)
Items hide armor, javelins (3), lesser frost vial, lesser juggernaut mutagens (2), purse (1 gp, 7 sp)
--------------------
AC 17; Fort +7; Ref +6; Will +4; Successes vs. inhaled threats are crit successes instead., +1 circumstance bonus vs. inhaled threats.
HP 20
Attack of Opportunity [R]
--------------------
Speed 25 feet
Melee [1] claw +9 (agile, finesse), Damage 1d4+4 S
Melee [1] fangs +9, Damage 1d8+4 Un
Ranged [1] lesser frost vial +6 (thrown 20 ft., alchemical, bomb, cold, consumable, splash), Damage 1d6 C +5 -ft Speed pen +1 C splash
Ranged [1] javelin +6 (thrown 30 ft.), Damage 1d6+4 P
Ancestry Feats Sharp Fangs[LOCG]
Class Feats Power Attack
General Feats Breath Control, Shield Block
Skill Feats Titan Wrestler
Other Abilities aquatic adaptation, shield block, threatening approach
2nd: Skill Feat: Underwater Marauder; Class Feat: Combat Grab
3rd: Bravery, General Feat: Ancestral Paragon (Lizardfolk Lore: Trained in
Intimidation, Medicine and Iruxi Lore); Trained in Stealth
4th: Skill Feat:Battle Medicine; Class Feat: Intimidating Strike
5th: Ability Boosts: STR, DEX, CON, CHA; Ancestry Feat: Envenom Fangs;
Fighter Weapon Mastery (Brawling); Expert in Athletics
6th: Skill Feat: Intimidating Glare ; Class Feat: Knockdown
7th: Battlefield Surveyor, General Feat: Untrained Improvisation;
Expert in Intimidation, Weapon Specialization
8th: Skill Feat: Intimidating Prowess; Class Feat: Blind-Fight
9th: Ancestry Feat: Terrain Advantage; Combat Flexibility (Lunge),
Juggernaut; Master in Athletics
Note: The Lunge feat chosen for Combat Flexibility is merely an example. It
could just as easily have been Snagging Strike, Swipe, Shatter Defenses or
Sudden Leap.
10th: Ability Boosts: STR, CON, WIS, CHA; Skill Feat: Quick Swim;
Class Feat: Fearsome Brute
11th: Armor Expertise, Fighter Expertise, General Feat: Godless Healing;
Master in Intimidation
12th: Skill Feat: Battle Cry; Class Feat: Improved Knockdown
13th: Ancestry Feat: Iruxi Unarmed Cunning; Expert in Stealth; Weapon Legend
14th: Skill Feat: Terrified Retreat; Class Feat: Determination
15th: Ability Boosts: STR, CON, WIS, CHA; General Feat: Fast Recover;
Greater Weapon Specialization, Improved Combat Flexibility
(Shatter Defenses); Legendary in Intimidation
Note: The Shatter Defenses feat chosen for Improved Combat Flexibility is
merely an Example. It could as easily have been Certain Strike, Combat
Reflexes, Lunging Stance or Whirlwind Strike.
16th: Skill Feat: Scare to Death; Class Feat: Lunging Stance
17th: Ancestry Feat:Iruxi Unarmed Expertise; Armor Mastery;
Legendary in Athletics
18th: Skill Feat: Powerful Leap; Class Feat: Savage Critical
19th: General Feat: Quick Climb; Expert in Medicine; Versatile Legend
20th: Ability Boosts: STR, CON, WIS, CHA; Class Feat: Weapon Supremacy;
Skill Feat: Robust Recovery
Raazh is a simple lizard-man. He likes swamps, fish and beating the living hell out of his opponents. He owes a life debt to the future monarch and is determined to be his or her bodyguard for life.
An iruxi of few words, Raazh is incorruptible and utterly dedicated to his task. He has no intentions of settling down or finding a mate, but he is interested in the welfare of his people along the Candlemere and deep in the Hooktongue slough and will advocate for their welfare whenever he can.
_____________________________________________
Marakon
Human rogue 1 (Advanced Player's Guide)
NG, Medium, Human, Humanoid
Heritage versatile heritage
Background martial disciple
Perception +5
Languages Common, Sylvan
Skills Acrobatics +4, Athletics +5, Deception +7, Diplomacy +7, Intimidation +7, Medicine +3, Performance +7, Religion +3, Society +3, Stealth +4, Thievery +4, Warfare Lore +3
Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 18 (+4)
Items leather armor, leather armor, crossbow, daggers (2), dagger, rapier, rapier, backpack, bedroll, bolts (10), candles (10), chalks (10), climbing kit, flint and steel, rations (1 week)s (2), rope (foot)s (50), soap, thieves' tools, torchs (5), waterskin, purse (1 gp, 2 sp, 9 cp)
--------------------
AC 15; Fort +4; Ref +6; Will +5
HP 17
--------------------
Speed 15 feet
Melee [1] dagger +5 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Melee [1] dagger +5 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Melee [1] rapier +5 (disarm, deadly d8, finesse), Damage 1d6+2 P
Melee [1] rapier +5 (disarm, deadly d8, finesse), Damage 1d6+2 P
Ranged [1] crossbow +4 (range increment 120 feet, reload 1), Damage 1d8 P
Ranged [1] dagger +4 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Ranged [1] dagger +4 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
You're Next [R] (emotion, fear, mental, rogue) Trigger You reduce an enemy to 0 Hit Points. Effect After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.
Ancestry Feats Natural Ambition
Class Feats Nimble Dodge, You're Next
General Feats Weapon Proficiency
Skill Feats Bon Mot[APG], Cat Fall
Other Abilities rogue's racket, scoundrel, sneak attack
2nd: Rogue feat: Marshal Dedication (Trained in Nature); Skill Feat: Hobnobber;
Skill Increase: Expert in Deception
3rd: Deny Advantage; General Feat: Toughness; Skill Feat: Charming Liar; Skill
Increase: Expert in Diplomacy
4th: Rogue feat: Inspiring Marshal Stance; Skill Feat: Glad-Hand; Skill Increase:
Expert in Athletics
5th: Ability Boosts: STR, DEX, CON, CHA; Ancestry feat: Sense Allies; Skill Feat:
Discreet Inquiry; Skill Increase: Expert in Stealth; Sneak Attack 2d6, Weapon
Tricks
6th: Rogue feat: Gang Up; Skill Feat: Quiet Allies; Skill Increase: Expert in
Thievery
7th: Evasion, General Feat: Ancestral Paragon: Cooperative Nature; Skill Feat:
Slippery Secrets; Skill Increase: Master in Deception; Vigilant Senses,
Weapon Specialization
8th: Rogue feat: To Battle!; Skill Feat: Lead Climber; Skill Increase: Master in
Diplomacy
9th: Ancestry Feat: Group Aid; Debilitating Strike; Great Fortitude, Skill Feat:
Wall Jump; Skill Increase: Master in Athletics
10th: Ability Boosts: STR, DEX, CON, CHA; Rogue feat: Opportune Backstab;
Skill Feat: Swift Sneak; Skill Increase: Master in Stealth
11th: General feat: Incredible Scout; Rogue Expertise; Skill Feat: Water Sprint;
Skill Increase: Master in Thievery; Sneak Attack 3d6
12th: Rogue feat: Bloody Debilitations; Skill Feat: Shameless Request; Skill
Increase: Expert in Intimidation
13th: Ancestry Feat: Cooperative Soul; Improved Evasion; Incredible Senses; Light
Armor Expertise; Master Tricks, Skill Feat: Evangelize; Skill Increase: Master
in Intimidation
14th: Rogue feat: Cadence Call; Skill Feat: Battle Cry; Skill Increase: Expert in
Religion
15th: Ability Boosts: STR, DEX, CON, CHA; Double Debilitation, General feat:
Expeditious Search; Greater Weapon Specialization; Skill Feat: Terrified
Retreat; Skill Increase: Legendary in Deception
16th: Rogue feat: Tactical Cadence; Skill Feat: Legendary Negotiation; Skill
Increase: Legendary in Diplomacy
17th: Ancestry Feat: Heroic Presence; Skill Feat: Cloud Jump; Skill Increase:
Legendary in Athletics; Slippery Mind, Sneak Attack 4d6
18th: Rogue feat: Preparation; Skill Feat: Legendary Sneak; Skill Increase:
Legendary in Stealth
19th: General Feat: True Perception; Light Armor Mastery; Master Strike; Skill
Feat: Scare to Death; Skill Increase: Legendary in Intimidation
20th: Ability Boosts: STR, DEX, WIS, CHA; Rogue feat: Hidden Paragon; Skill Feat:
Legendary in Thievery; Skill Increase: Quick Unlock
Marakon is a lithe and quick fighter with the mind of a tactician and strategist. He is a natural leader who can make every one of his allies better on the battlefield.
Marakon is a caretaker, concerned about the health and welfare of his team, his people and his family. He uses any advantage he can find to benefit himself and his people and is generally unconcerned if others see his methods as sneaky or dishonorable.
_______________________________________
Halrod of Wyvernstone
Elf fighter 1
CG, Medium, Elf, Humanoid
Heritage woodland elf
Background time traveler
Perception +6; low-light vision
Languages Common, Draconic, Elven, Sylvan
Skills Acrobatics +6, Arcana +5, Athletics +5, Diplomacy +5, Eldest Lore +5, Elven Lore +5, Fey Lore +5, First World Lore +5, Intimidation +5, Nature +4, Society +5, Survival +4
Str 14 (+2), Dex 16 (+3), Con 8 (-1), Int 14 (+2), Wis 12 (+1), Cha 14 (+2)
Items hide armor, studded leather armor, dagger, longbow, rapier, arrows (11), backpack, bedroll, candles (10), chalks (10), flint and steel, grappling hook, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (8 cp)
--------------------
AC 18; Fort +4; Ref +8; Will +4
HP 15
Attack of Opportunity [R] Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
--------------------
Speed 30 feet
Melee [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Melee [1] rapier +8 (disarm, deadly d8, finesse), Damage 1d6+2 P
Ranged [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Ranged [1] longbow +8 (deadly d10, volley 30, range increment 100 feet, reload 0), Damage 1d8 P
Bend Time [F] (occult, transmutation) Frequency once per day Trigger Your turn begins Effect You are quickened this turn. You can use your extra action to Stride.
Ancestry Feats Elven Lore
Class Feats Point-blank Shot
General Feats Shield Block
Other Abilities shield block
2nd: Skill Feat: Terrain Stalker (Underbrush) ; Class Feat: Chronoskimmer Dedication.
3rd: General Feat: Incredible Initiative; Expert in Stealth
4th: Skill Feat: Additional Lore (Elven Lore); Class Feat: Turn Back the Clock
5th: Ability Boosts: STR, DEX, INT, CHA; Ancestry Feat: Forest Stealth;
Fighter Weapon Mastery (Bows); Expert in Acrobatics; Trained in Thievery
6th: Skill Feat: Armored Stealth; Class Feat: Guide the Timeline
7th: General Feat: Swift Sneak; Master in Stealth,
8th: Skill Feat: Foil Senses; Class Feat: Incredible Aim
9th: Ancestry Feat: Ancestral Longevity; Combat Flexibility (Double Shot),
Master in Acrobatics
10th: Ability Boosts: STR, DEX, CON, INT; Skill Feat: Additional Lore (Fey Lore);
Class Feat: Borrow Time
11th: General Feat: Incredible Scout; Expert in Survival
12th: Skill Feat: Unmistakable Lore; Class Feat: Steal Time
13th: Ancestry Feat: Expert Longevity (Expert in Athletics); Master in Survival;
Weapon Legend (Bows)
14th: Skill Feat: Aerobatics Mastery; Class Feat: Combat Premonition
15th: Ability Boosts: DEX, INT, WIS, CHA; General Feat: Legendary Sneak;
Improved Combat Flexibility (Incredible Ricochet); Legendary in Stealth;
Trained in Deception
16th: Skill Feat: Additional Lore (First World Lore); Class Feat: Space-Time Shift
17th: Ancestry Feat: Elf Step; Legendary in Acrobatics
18th: Skill Feat: Additional Lore (Eldest Lore); Class Feat: Reset the Past
19th: General Feat: Ancestral Paragon (Nimble Elf); Legendary in Survival
20th: Ability Boosts: STR, CON, INT, WIS; Class Feat: Ultimate Flexibility (Triple Shot);
Skill Feat:Legendary Guide; Trained in Performance
Once upon a time, in the land of Kyonin, there lived a handsome elf named Halrod. He had a strange power - the ability to affect time - but didn't understand it. Halrod was born with the gift, and he could never remember a time when he didn't have it. Despite his unique gift, he always felt like he was missing something.
Halrod had a vague memory of an elf-maid named Falathiel, who he had loved deeply. However, his memories of her were clouded, and he couldn't understand why. Years passed, and Halrod's longing for Falathiel grew. He searched for her everywhere, but she was nowhere to be found. Every oracle he consulted was strangely quiet about her.
As he journeyed through the vast wildernesses of Golarion, Halrod noticed that time seemed to bend around him. He could make the sun set faster or slow down the pace of the rain. He began to realize that his gift was more potent than he had thought. With this realization, Halrod became more determined than ever to discover the truth about himself and his abilities.
One day, Halrod came upon an ancient ruin in the heart of the Stolen Lands. As he wandered through the ruin, he stumbled upon an old and weathered book. The book was written in a language that he couldn't understand, but it contained a weathered image of a beautiful elf-maid he knew had to be Falathiel.
With renewed hope, Halrod decided to set out on a quest to find someone who could translate the book for him. He knew that the journey would be perilous, but he was willing to risk it all to uncover the truth about himself and his mysterious past. And so, with a heart full of hope and a mind full of questions, Halrod set out once again into the unknown, ready to face whatever lay ahead.
The Truth, Unknown to Halrod
Halrod was once deeply, madly in love with an elf-maid named Falathiel, and she with him. But over time, Falathiel’s study of chronomancy - the magic of time - consumed more and more of her attention and she had less and less of it to spend on Halrod. Eventually, she became so powerful in her studies that she became one of the many faces of Shyka the Many, Eldest of Time.
Falathiel still loved Halrod, in a theoretical and distracted sort of way, and knew that he longed for her. As an aspect of Shyka, she made a fateful decision. She unwound the skeins of fate that had brought Halrod to her and sent him back to the beginning so that he would progress along an entirely different timeline.
Halrod is an elf out of time. He has memories he can’t account for, knows things he never learned and longs for -something- he can’t quite express. He has always (as he remembers it) had the ability to affect the flow of time around him, yet every oracle he has consulted about it remains strangely quiet.
Halrod is an archer specializing in woodlands and stealth, but also has access to a lot of estoric knowledge that will slowly increase over time.
Tarondor |
Let’s try this again. I got going so fast I forgot to read the submission guidelines.
I’m an attorney, a father of two small boys and the GM of six or seven campaigns (Pathfinder, Traveller, Pulp Cthulhu and The One Ring at the moment). I’m also the author of several guides to Pathfinder classes.
I like a good mixture of roleplaying and combat in my games and while I can min/max with the best of them, sometimes I enjoy a character with suboptimal choices and good roleplaying potential.
I am currently GM-ing my own game of Kingmaker right here on these boards. It’s been going for almost 10 years now. So...yeah.
But I do think the fey aspects of Kingmaker are the most narratively interesting and it’s a shame that they’re generally underplayed in the printed AP (to the point that the main villain is unknown before their appearance), so I’m looking forward to seeing how characters closely tied to that First World/ Fey theme will play out. I’m curious as to what changes will be made to the story and backstory. I know I tried to bring out many of those elements in my game, too.
What I’m hoping for is a mixture of combat and roleplaying. The real downside of PBP is that it’s so very slow, but that is also it’s greatest strength. It gives the players (and GM!) The chance to choose the right words, to spend as much time as they need to describe things well and to roleplay without all the “ums” and “uhs” and nerd jokes. So I look forward to being able to use the medium well.
I won’t copy the potential characters detailed above, but I will recapitulate their basic concepts and connections to the fey theme of the game.
Sir Aelwyn - A Taldan knight-errant, Aelwyn is a human fighter with the cavalier archetype. A knight errant swept off to faerie is a classic trope of medieval literature, particularly in vein of Parsifal and particularly Tannhäuser .
Raazh - Raazh a lizardfolk fighter who uses only natural weapons. He is an outsider with little connection to faerie or the fey. His role would always be as an outsider, balancing out the more gonzo members of the party, albeit with plenty of his own weirdness. Raazh doesn’t care if you’re from the First World or from Galt; you’re only getting next to his ward over his dead body.
Marakon - A tactician and planner, Marakon is a human rogue with the marshal archetype. Marshals are great at making other PCs better in combat. Marakon spent a single night in the arms of a faerie queen and it was the most magical, amazing night of his life. He would do anything to find her again. However, when he awoke on the barren hillside the next morning it transpired that a century had passed since entered the faerie hill and everyone he knew was long dead.
That was ten years ago and Marakon has begun to build himself a life, but he cannot forget the beauty and wonder of the faerie queen. She is always on his mind and if he had the slightest hint of her, he would stop at nothing to return to her.
Halrod - Halrod’s is an elf fighter who is an archer and has the Time Traveler background and the Chronoskimmer archetype. His many “Additional Lore” feats further bolster the idea that he is a man from a different timeline slowly recalling his old knowledge, skills and abilities.
His connection is not so much to faerie (although he is knowledgeable about it), but to the Eldest Shyka the Many, though he doesn’t know it. (See longer backstory above).
Roots-Sink-Deep |
So, I have been agonizing over his role, path, usefulness in the great wilderness.
I have found the Herbalist Dedication , which really feels right for him.
I was wondering if having Natural Medicine ,using Nature for Treat Wounds, would it qualify for Battle Medicine later on; or would he still need Medicine Trained?
Thank you.
panegyric |
Hi all!
Unfortunately, I think I will drop out too.
As much as I love everything the GM is planning to do with this campaign, I have been accepted into two other tables and that's pretty much my limit in terms of how much PbP/PbD I can focus on at the same time.
It's clear there's more than enough interest to go around and I would rather improve the odds of others getting accepted.
Good luck and have fun!
GM Eldest |
1 person marked this as a favorite. |
I have found the Herbalist Dedication , which really feels right for him.
I was wondering if having Natural Medicine ,using Nature for Treat Wounds, would it qualify for Battle Medicine later on; or would he still need Medicine Trained?
I see no issue with Natural Medicine qualifying for Battle Medicine later, as long as Nature is Trained.
Kubular |
Sorry for really cutting it under the wire. Kind of incomplete in terms of crunch but here's my first concept more or less. I recognize there are quite a few fighter submissions and I'm quite happy to adjust to a different class. I just had a vision for this particular character in my mind, and there are a few different ways to get there, but Fighter was a pretty straightforward path in my head.
Also I don't have a particular image in my head of who the fey that cursed him is. I wanted to try to leave it open so we could make some connections once we start playing.
Orlund "The Fair" of House Surtova
DECADES AGO...
"Who are you?" Geldrin Surtova asked. He was trembling and sweating as he realized the gravity of his error.
"Why do you ask? You know enough to be frightened" The waifish figure spoke in return. They were slender and graceful, and had a voice that was both as beautiful and terrible to listen to as the creature was to look upon.
"Please," the young noble asked. "I meant no offense. You must understand I cannot simply invite every visitor into my home unannounced. Please," he begged again. "how can I make this Right?
The last word hummed with power in the middle of the air. As if a golden thread had been pulled from his throat.
"'OURS IS THE RIGHT' Is it not said in these halls?" the elfish creature intoned.
"Y-yes, Y-your Grace. Those are our Words." Surtova replied. Again that thrum of power.
"Then I shall take them as payment for the slight." The faerie gleamed like a Goddess as she collected the words from the petulant noble.
"I-I don't understand." He admitted.
"They are Mine now. When you speak them, they will be a curse upon you and your descendants. Fate will conspire around him to be sure he is never Right. But there is always hope. Do not allow your descendants to forget this meeting Surtova. Time has far less meaning to Us than it does you. When I return I expect the same hospitality that your ancestor once offered to me."
The creature's eyes shone with light. Rays of sunbeams extruded as they spoke. But a chorus of voices came out as they did.
YOUR CHILD WILL BE CURSED BY YOUR OWN ARROGANCE. AND IT WILL BE BY ARROGANCE UNDONE THAT HE WILL BE OFFERED GRACE.
Geldrin Surtova felt his cheeks wet with tears from the beauty displayed before him. And with shame and fear.
_________
Ever since he could remember, Orlund was some combination of absurdly lucky and unlucky.
Born to a noble family, Orlund shouldn't have wanted for much. Indeed he had the best tutelage money could buy in Brevoy, born with a sharp wit and confidence to match.
But he was born terrible to look at.
They called him fair to mock him. But he wears it proudly now. He finds it amusing that those that fancied themselves witty came up with such a dull insult.
His mother and father had terrible arguments when they believed no one was listening. Others whispered that his parentage belonged to barbarians. They said his mother was a whore. Never in so vulgar of terms. But they said it all the same.
By his estimation he'd broken nearly every bone in his body, and he was barely old enough to inherit a title. Yes it was hyperbole, but it was still a miracle he could continue to stand, he often thought to himself, much less campaign into the Stolen Lands.
But it was his destiny he supposed. Someone that looked like him could not inherit the Surtova name. At least not without being undeniably worthy. His father made it very clear to him that he wasn't. Yet.
How hard could it be? Just get a couple of country knights and hayseed rabble to follow him to glory... and the rest will be history. He wouldn't need a place in the courts of Brevoy. He'd have his own court soon enough.
Orlund "The Fair" Surtova
Class: Fighter or Magus
Planned Archetype: Curse Maelstrom or maybe Witch Dedication
Background Brevic Outcast (Surtova)
Concept A half-orc warrior with a noble mercenary bent. But is a vainglorious academic with spectacles. He aims to reclaim his birthright despite his cursed appearance.
Fey Influence? I don't know yet.
Also, I would prefer OOC chatter in discord. It was one of the things that made me interested in your game.
Dragon Feytouched |
I have went a different way. I am submitting a kobold wizard that is focused on abjuration (protecting others). His fey influence has given him a healing unicorn horn.
Abjuration magic and the kobold race are new fields I will explore.
Appearance and backstory should explain his origin. I will work on his familiar, but he will build to a fairy dragon familiar as it is so cool and in the spirit of your world as he progresses.
He has some craft alchemy, but I was hoping to concentrate on natural elixirs rather than the standard acid and fire stuff. I haven't looked into the PF2E alchemy craft recipes, but was hoping to find some to augment this concept that kobolds love to build cool snares which is also a good fit for a nature theme.
Nidintu-Bel |
The most notable feature of the First World is that it contains the "first drafts" of everything in the familiar Material Plane - and the Golarion pantheon seems to have gone through several... interesting design iterations for most concepts. While it is theoretically possible to find human-like fey with a moral code similar to the Prime Material's version of good and evil and the like, this outcome is statistically insignificant next to the uncountable other rejected designs, such as a confederacy of technicolor two-headed penguins that associate the philosophical concept of evil with barbershops.
GM Eldest |
Then I shall not keep you in suspense any longer. :)
I would like to invite the following to the Discussion thread, to finalize character details where needed.
- Brainiac with Lani Bralani
- Dorian 'Grey' with Roots-Sink-Deep
- Hawthwile with Clementine
- Lithrac with Farfadet
- Mokmurian the Great with Nidintu-Bel
- Trevor86 with [TBD]
- Tarondor with Halrod
Again, thank you everyone for your submissions, they've been a joy to read. I wish I had bandwidth to run two games so that everyone would get a spot, but alas.
Players, please PM me your Discord IDs if you like, so I can get you invited to the server.
GM Eldest |
Hello again!
A few of our players have dropped out or are otherwise tied up with real life commitments, so we would like to welcome one or two more members to the Fae Pack™.
Current members are:
- Halrod, ranged fighter
- Lani, witch
- Nidintu-Bel, melee fighter
- Roots-Sink-Deep, spellcasting storm druid
This is a campaign where knowledge and face skills play a major role, so please keep that in mind when submitting your character. Also, please read the first post carefully and take note of the fey-themed aspect.
Looking forward to your submissions!
GM Stargin |
Hi all,
I have had the idea of 'The World's most Interesting Elf' for a while. An Ancient Elf who is an Outwit Ranger with a Rogue Dedication from their heritage. I think it would really fit in a Fey themed campaign, the backstory being this was a long time emissary from Kyonin to the First World (a century?), when their tenure was up they decided their own best way to continue the struggle against TreeRazer and the TangleBriar was to help strengthen the Fey in the Stolen Lands as a counterbalance in Golarion. They've been heavily influenced by their time with the Fey.
Could have the Emissary Background, or the Feybound background, could take the Fey Influence Level 5 feat. Either way they are associated with the more 'stately' parts of the Fey, and they're more comfortable with those immortal creatures then short lived mortals. They're not rude or dismissive or anything... they're just not in danger of becoming 'Forlorn' at all.
Name's Aamir, I've been playing Pathfinder and other games on these boards since 2014 or so, I've really fallen in love with PF2e and it might be my forever game. I went on a hiatus for a while but am back GMing and playing on the boards, and if I'm accepted to this game I'll have my slate full as I don't want to overburden myself.
I enjoy the writing and world building parts of playing TTRPGs, which is where PbP excels I feel. I do prefer adventures which skew more on the light hearted side of things as the real world provides more than enough fraught emotional drama for me haha
Simeon |
Presenting Eskra and Carageorn, summoner and fey eidolon, and tricksy bastards the both of them!
Chaotic Neutral Human (Skilled) Summoner 1
Eidolon: Skirmisher Fey
Background: Borderlands Pioneer
Ancestry Feat: Natural Ambition (Extend Boost)
Skilled Choice: Nature
Evolution Feat: Glider Form
[spoiler=Background]
Since they were young, in their earliest, dimmest, haziest memories, Eskra has been with Carageorn. They remember him flitting from tree to tree, telling jokes that they barely understood but laughed at anyway, urging them to do what they pleased with the consequences thrown all into the wind, and bemoaning death and betrayal that he could faintly remember. Their parents chided them for wandering into the woods so often, that the deep forests of the Brevic borderlands were a dangerous place. Eskra cared not a bit. Carageorn, after all, had promised he would protect them from all who would try to harm them. He swore it on all the shards of honor he had left, whatever that meant. On that day, they took Carageorn’s hand in theirs, and swore that they too would keep the fey safe. It was a bond forged of friendship, yes, but one bound in soul too.
Eskra grew older, taking on many of Carageorn’s traits. Beautiful, charming, deeply enamored with the wild, and truly, utterly strange. Their parents often wondered what had gotten into their child, why they were no longer the mild, obedient youngling they were. Eskra cared little. Carageorn, for his sake, began to talk to Eskra about grand and lofty goals and new from the fey realms he still could access. That a kingdom sought to build itself in the untamed wilderness, that Eskra was destined to rule it, and that he needed…something that the title of nobility could confer, though he could not quite remember what it was.
It was on a night in spring that Eskra left the farm they’d grown up on. Their parents were saddened, of course, but they bid them well and not to worry for them. Greatness awaited, and they had all the protection they needed.
They struck out for Restov, wandering the Brevic roads, reveling in their new freedom with Carageorn at their side. They learned much, to fight, to lie, to steal, to shape their will into magic with Carageorn’s help.
Now, they stand at the precipice of their destiny. Offered a place on the Stolen Lands expedition they gladly took it, their nigh-intoxicating charm and Carageorn’s subtle tricks sure to set them on the path to greater things.
Eskra is a short, fairly androgynous person. They never saw a need for gender as a child, and took it with them to adulthood. Their reddish hair is long and braided with flowers, and their eyes are a deep green, Their skin is pale from the perpetual fog of the Stolen Lands, their face sharp and delicate. A birthmark almost resembling a tattoo in the shape of a twisting branch wraps against their upper arm. They dress in simple clothes, carrying a sickle at their hip and a crossbow on their back.
Carageorn is tall and graceful, curling wooden horns extending out of a mane of hair the color of spring foliage. His features are high and regal, with almost everyone but Eskra finding it uncanny to look into the piercing gaze of his solid black eyes. He carries two blades, thin and lithe and deadly just like their wielder. Gossamer wings protrude from his shoulders, though for reasons only known to the fey, he is honor bound not to fly with them.
Charming, duplicitous, and terrifying. That is what best typifies Eskra and Carageorn. Bonded by their very souls for almost all of their lives, the two of them almost seem to talk wordlessly to each other. That said, they do have their differences. Carageorn follows the unpredictable but strict code of honor that many fey do. Utterly beyond the capabilities of mortals to understand how it works, Carageorn considers himself to be acting honorably and justly almost all of the time. Eskra has a different view of things. They know what is right and wrong, of course, and dislikes doing wrong, but finds most often that the best thing to do is what they want to do. Often it is what others would consider the right thing, as helping others is an excellent way to get them to help you. Though Eskra does not dream of greatness themself, Carageorn has never steered them wrong. If that means forging and ruling a fledgling kingdom, so be it. Both, however, are united in their love of fun and spontaneity to do what they wish. The world is far too boring, far too serious. The two of them wish to change that.
Drogeney |
While she is a recycled character she's one I've always enjoyed when I get to play her. I think I've scrubbed the references to the previous campaign she was in but if not please let me know.
Name:[/] Elyana
[b]Age: 18
Eye Color: green
Hair Color: red
Skin Color: pale
Class: phytokineticist
Background: Borderlands Pioneer
Ancestry: Human
Description: Eilyne is an attractive young human woman of about eighteen years of age. She has long red hair, a ruddy complexion from lots of time spent under the sun, and carries only dagger for protection. When in town to sell herbs to the local apothecary she is often found wearing a set of explorer’s clothing but stories claim she has been scene in the woods by travelers and mistaken for a dryad since they claim she was wearing leaves for clothing in a most revealing fashion. When she speaks her words are heavily accented with the lilting tongue of the fey.
Personality:Eilyne is a strange woman, from a young age she was fascinated by plants and upon the massacre of her village by bandits of some kind she was taken in by a dryad who heard the wailing toddler and took pity on her. While Eilyne is a human she identifies more strongly with the fey, particularly dryads, and has a strong reverence for nature leaving her at odds with her human heritage. In point of fact she doesn't believe she is human even if, somewhere deep down, she knows that she is and tends to avoid the issue when someone presses her on it. She is friendly and warm, most of the time, so long as people aren’t hurting the plants needlessly. Some have worried that she might be a threat to wood cutters but quite the opposite, she has been known to help them find the old and dying trees, the ones that wouldn’t last much longer, and when they aren’t available simply plants new trees in place of those the village cuts down for it’s needs. When Eilyne becomes agitated or angry the plants around her tend to rustle and shake giving away her state of mind. If one pays enough attention it can be possible to notice other similar occurrences from other emotions and read her current frame of mind from the resulting sounds.
Background: Eilyne was born in a small village in southern Brevoy, a village that was razed by bandits when she was a toddler. She couldn’t remember her parents, or if she had siblings, her only parent was a local dryad, Kissiae, who took her in after the village was destroyed. Eilyne spent most of her childhood Her first language was sylvan and she thought of herself as a dryad like her mother. Her mother raised her well, despite the difference in race, and saw Eilyne as her true daughter. The girl Eilyne grew up playing with some friendly fey and her mother's "pet" earth elemental that Eilyne called 'Rocky'.
It wasn’t until she began to enter adolescence that Eilyne knew the truth of her origins. Kiassiae felt that Eilyne’s progress towards adulthood meant she needed to know and it led to a very strained time between them. To add to their problems Eilyne began to demonstrate the power to control plants and was resistant to learning to control them. In the end Eilyne became so angry at her mother that she lashed out without meaning to and hurt her mother badly. In horror and fear of what she had done Eilyne fled despite Kiassiae’s pleading with her to come back. She ran so far, and so fast, in blind horror, that she couldn’t find her way back again.
Now alone Eilyne learned how to fend for herself. She began to learn how to control her powers to defend herself and eventually found her way to the area around a newly founded town in the Stolen Lands. Along the way she made contact with local druids and learned about the worship of Gozreh and became an adherent of the nature god. She began to appear around Nivatka's Crossing two years ago and proceeded to sell various plants with medicinal properties to the place to make some money. The fact that she was being ripped off never dawned on her, she had no true sense of the worth of the things she brought in, but it likely wouldn’t have bothered her anyway. She began to wear normal clothing at this time and also provided help to woodcutters, helping them find the trees that would be least detrimental to cut down, or planting new trees in place of the old ones when the previous method wasn’t feasible. She had recently finished collecting plants and had returned once more to town to sell them then decided to stay the night in the inn before heading back out again.
Kubular |
I haven't got a build nailed down, but I'm into the idea of tooling Orlund Surtova into a Cha focused class. Rogue (Scoundrel or Ruffian) springs to mind immediately, as I initially envisioned him as someone who looks dumber than he is, but I'd be happy to be a Bard, Thaumaturge or even a sorcerer. Paladin Champion could also work well as a likeable oaf.
If you're looking for consistency, I've been part of a game for the better part of the last three years. I can't guarantee that I'll be capable of posting every day, but we're pretty close most of the time, with life occasionally getting in the way.
Kubular |
Sorry to double-post, but I've got two ideas for the character. If we need a dedicated healer instead, I might want to have a cleric of Erastil that I've got the sketchings of as well.
Some general ideas about the character:
1. Orlov is disfigured, and may be literally faerie cursed to have half-orc heritage or it could just be by appearances/flavor.
__1a. This could also (maybe more appropriately) represented with a different heritage like Beastkin, but I'm open to ideas and criticism. The motivation behind Half-orc was just a gut feeling towards making someone who hates the way they look, and Overlooked Mastermind kind of slotted in nicely with that flavor, even if its not super optimal.
2. For the "bonus fey heritage feat", obviously most people are going Fey Influence. And I think I'm okay with doing that (I'm just not sure which fey to put on there). But I'd like to put forth the idea of the Curse Maelstrom Dedication as my bonus feat situation. My inital concept for the character was that he was cursed, and his House in turn was cursed. Once that started manifesting with a decline in Surtova's political influence, he was exiled, in the hopes that the curse wouldn't further taint the house.
If that's going to be too imbalanced, that's totally fine.
3. I'm imagining his particular family was sort of middle management. Not low on the totem pole, but not directly influential on Noleski Surtova. A Second cousin maybe. Or the son of Noleski's seventh child or something equally anonymous.
4. I'm thinking about a Free Archetype situation. Maybe Sentinel or Cursed Maelstrom depending on class.
5. The two below ideas are offerings at a face/skill monkey in a more melee strength oriented role. They're not final drafts, but they should be able to convey the mechanical party roles.
Orlund The Fair
Thaumaturge 1 | Background Kingdom Outcast
N, Medium, Human, Half-Orc, Humanoid
Perception +5; Low-Light Vision
Languages Common
Skills Acrobatics +1, Arcana +3, Athletics +6, Deception +7, Diplomacy +7, Intimidation +7, Lore: Esoteric +7, Lore: Politics +3, Nature +3, Occultism +3, Religion +3
Str +3, Dex +1, Con +1, Int +0, Wis +0, Cha +4
Items Breastplate, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
AC 18; Fort +6, Ref +4, Will +5
HP 17
Speed 25 feet
Melee Hatchet +6 (Agile, Sweep, Thrown 10 ft.), Damage 1d6+3 S +2Physical
Exploit Vulnerability ◆
Mirror's Reflection ◆
Additional Feats Diverse Lore, Dubious Knowledge, Half-Orc, Haughty Obstinacy, Overlooked Mastermind
Additional Specials Esoteric Lore, First Implement And Esoterica (Mirror), Implement's Empowerment, Mirror Initiate Benefit
I'm kind of in love with the idea of a Thaumaturge now. I chose Mirror implement on a gut check because it felt ironic for a character who despises his own ugliness. I also like the idea of him with the Regalia (Some symbol of House Surtova like a worn heraldric banner, or a broken crest or circlet) to fill even more of a Face role, the Amulet, to offer some defensive support, or the Tome to make him literally more bookish and have useful knowledge outside of combat.
Orlund the Fair, Bard
Bard 1 | Background Kingdom Outcast
N, Medium, Human, Half-Orc, Humanoid
Perception +5; Low-Light Vision
Languages Common
Skills Acrobatics +1, Athletics +6, Deception +7, Diplomacy +7, Intimidation +7, Lore: Politics +3, Occultism +3, Performance +7, Society +3
Str +3, Dex +1, Con +1, Int +0, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Musical Instrument (Handheld), Steel Shield (Hardness 5, HP 20, BT 10)
AC [b]16 (+18 with shield raised); [b]Fort +4, Ref +4, Will +5
HP 17
Speed 25 feet
Melee Longsword +6 (Versatile P), Damage 1d8+3 S
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+3 P
Ranged Sling +4 (Propulsive), Damage 1d6+1 B
Occult Known Spells DC 17, attack +7; 1st Charm, Bane, Soothe (2 slots); Cantrips Light, Mage Hand, Telekinetic Projectile, Guidance, Bullhorn
Focus Spells (2 points)
Counter Performance ↺ Area 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage ◆ Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Lingering Composition ◇ You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Additional Feats Half-Orc, Haughty Obstinacy, Lingering Composition, Overlooked Mastermind
Additional Specials Muses (Maestro)
This version of Orlund I envision as someone who has aspirations of becoming a tactician and has some expertise in that realm. He's a spellcaster, but I envision the Inspire Courage to be just as much inspirational words and tactical coordination as it is magical.
With this version, I'd definitely want to ask for the Sentinel Dedication as my free archetype at level 2. It'd help with the sort of 4th ed Warlord vibe I'm thinking this version inhabits.