| SqueezeMeNow |
I had a barbarian in one of these that died almost immediately. The campaign, not the barbarian. Looking at recruitment I am seeing divine, skill monkeys, and fighters. Hmmm, I have an idea for an arcane caster that might fit well.
Do you have any issue with kobolds as a race? They are certainly native to Andoran, though hardly on good terms with the natives.
| GM of the Ruins |
| 1 person marked this as a favorite. |
Question: Eagle Knight recruit starts me with a free breastplate, and an extra 100 gold, and a free martial weapon. Can I use my remaining funds to alter (for example make the weapon cold Iron, or masterwork the breastplate?)?
I don't see any reason not to allow it, so feel free!
I had a barbarian in one of these that died almost immediately. The campaign, not the barbarian. Looking at recruitment I am seeing divine, skill monkeys, and fighters. Hmmm, I have an idea for an arcane caster that might fit well.
Do you have any issue with kobolds as a race? They are certainly native to Andoran, though hardly on good terms with the natives.
I don't have an issue with kobolds, but you need to factor that into their background. In essence, if you're a rare race, have a flavor reason for why it needed to be that race.
| Leif "Elsewhere" Leifson |
Leif "Elsewhere" Leifson wrote:Question: Eagle Knight recruit starts me with a free breastplate, and an extra 100 gold, and a free martial weapon. Can I use my remaining funds to alter (for example make the weapon cold Iron, or masterwork the breastplate?)?
I don't see any reason not to allow it, so feel free!
SqueezeMeNow wrote:I don't have an issue with kobolds, but you need to factor that into their background. In essence, if you're a rare race, have a flavor reason for why it needed to be that race.I had a barbarian in one of these that died almost immediately. The campaign, not the barbarian. Looking at recruitment I am seeing divine, skill monkeys, and fighters. Hmmm, I have an idea for an arcane caster that might fit well.
Do you have any issue with kobolds as a race? They are certainly native to Andoran, though hardly on good terms with the natives.
Yay, that should allow me some extra options.
Skinwalkers are kind of rare, while Leif passes for human while not manifesting his features, he is fairly open about what he is in terms of race, and both the eagle knights and the venture company know it.| Souls At War |
Some questions
* Guessing Templates aren't allowed?
* What about Young Characters?
* Age Categories; Core Rules (Ability Score Adjustment) or PFS like (cosmetic)?
Amal El-Irfan
|
Wrapped up my character! Amal is a Bloodrager (Aquatic Bloodline) with marid ancestry, mostly in dire need of a break from his family. Full Backstory and Personality/Appearance details in his profile. Advice welcome!
Relationships with other colonists :
Amal does not know a great deal about the Inner Sea beyond the cities they've visited and the few antiquated maps they’ve studied, and they would delight with sharing traveling stories with Alba Divenvaar. They have not met with many dwarves, but share the open-mindedness of their parents and would show an extremely sincere interest in Dwarven culture and language.
There is much about Amal that can rub people the wrong way, and they are quick to hold grudges when scorned. Harcourt Carrolby particularly got on Amal’s nerves not only for treating him condescendingly when he still thought them to a commoner, but also for changing attitudes completely once he noticed that Amal knew his way around North End, Portside and even the Field of Conchord, but knew nothing about Tamuth District. Harcourt has since then spared no efforts to strike a friendship with Amal, who mostly despises him.
EDIT: Tweaked some stuff here and there after double-checking a map of Almas.
| My Life Is In Ruins |
I had a barbarian in one of these that died almost immediately. The campaign, not the barbarian. Looking at recruitment I am seeing divine, skill monkeys, and fighters. Hmmm, I have an idea for an arcane caster that might fit well.
Do you have any issue with kobolds as a race? They are certainly native to Andoran, though hardly on good terms with the natives.
Arcane casters so far: 1 wizard diviner, 1 sorcerer(psychic), 1 bard, and 3-4 bloodrager(minimal casting really).
You could look at the kobold & Sewer Dragons of Absalom. Those guys have a deal with the PF Society and have classes.
| Aldizog |
Arcane casters so far: 1 wizard diviner and 2 bloodrager(minimal casting really).
And a Child of Acavna and Amaznen fighter, who is probably a marginally better caster than a Bloodrager (cantrips and prepared casting) but a slightly worse combatant (WS/GWF instead of Rage).
I am in another campaign where a CoAaA is our only arcane caster, but in this case I would expect to play the martial role.
| My Life Is In Ruins |
here's a PC Diviner 1 at 120gp.
Órama ** spoiler omitted **...
2. How old is your character? 18-19
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
samsaran (f) 5'8 145# white eyes(no iris){sometimes blue}, dark black-blue hair kept in a pinned roll, pale blue skin tone, average lythe asian young human woman physique, light tan adventurer's outfit(Qadira) a bit bulky at the forearms(wrist sheaths), black bandolier with some handles and vials, heavy crossbow with tied bolt on back(!), butterfly brooch with a few blue & purple rhinestones, generally leaves backpack and unnecessary things in here room but it's clear she's a young starting adventurer without a lot of equipment.
She does indulge in using Prestidigitation for make-up and hair coloring or eye coloring. She finds a blue eye is less distracting for most non-tians. She uses that to appear to have Undine traits as that ploy will work for her but it's a base disguise roll easily seen through but good enough for casual interaction and prevents her from appearing "weird" or undead to simpletons.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
her taldan common is somewhat formal as it is not her native tongue. She is reseved, curious, wanting to be a better combatant/zen flowing monk but realizes her time may be elsewhere. While her amulet(brooch) is styled after Desna (it IS a masterwork item) she's split between Desna and Irori and has been exposed to the fey and shadow realm via Wayang locals. Somewhat spoiled due to her race & society, family position.
her ability scores are rather broad rather than highly focused on INT. She also picked up some divine spells as arcane but frankly didn't have the gold to scribe them. There's just a lot of possibilities in several directions. I didn't talk about advancement as that is somewhat party/campaign specific and will grow from play.
5. Where was your character born? Where were you raised? By who?
Minata in Tian Xia. Raised by human parents who moved there for work. In Tian society samsaran children are considered a boon/blessing as they are tied with karma, reincarnation, and seeking perfection. That does not mean she is wise but working on it... lol...
6. Who are your parents? Are they alive? What do they do for a living?
Parents are human scholar(elemental arcane caster) & teacher/hedgewitch(brew potion). Wayangs are not good at these schools and elemental magics are quite practical.
7. Do you have any other family or friends?
Wayang teacher. Father's business associates.
8. What is your character’s marital status? Kids?
Single. Not ready for the responsibility.
9. What is your character’s alignment?
NN to LN. She likes order but being somewhat spoiled and exposed to the chaos that is Wayangs...
10. What is your character’s moral code?
hmmm.... definitely in the middle, not Good or Evil, a bit Lawful but knows some Chaos is needed for change.
11. Does your character have goals?
more finding success and in the moment (she's young!)
12. Is your character religious?
no. She pays lip service to Densa, Irori, Shelyn, Abadar, several tien deities.
13. What are your character’s personal beliefs?
she is optimistic, finding success and in the moment (she's young!)
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
ummm, slightly spoiled & somewhat nouveau riche. Torn between self improvement and the practical now, success.
15. Why does your character adventure? Why did your character accept the job?
currently applied for PFS in Katheer Qadira but keeping that quiet. Has been to Katapesh(didn't care for it - slavery, drugs, 'not an advanced culture'). Waiting to hear from shipping/exploration company... will likely move on to Absolom after getting some cash reserves in Andoran. Feels Andoran is a bit too free and could devolve into Galt, but it's a balance between that and Taldor.
16. How does your character view his/her role as an adventurer?
it's an adventure & job.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
nope. Believes in putting Arcane Mark on her stuff. Uses make-up. Not paranoid but would mark someone with arcane mark if needed (like party members as it helps to find them). She'd ask but tell them specifically what she's doing? hmmm... True Neutral.
18. How does your character get along with others?
yes, but if you're a martial type or dishonorable your prestige WILL SUFFER. You will get the "look of disdain".
19. Is there anything that your character hates?
due to background distrust of Ratfolk, Kitsune(tricksters!), Oni, etc etc...
20. Is there anything that your character fears?
dishonor, having to go home a failure, knows she'll have to support here parents when they are old but that's far away...
should any character reveal they work for the company, she's not above some flattery and patronizing.
> Captain Jacob Markosi of the Peregrine will ofcourse be respected.
> Bean Counter Brady and Alba Divenvaar are professionals and probably next on her list. She could also work for Alba or double up on unused lab time. It's very likely that she'll talk and try to scribe a scroll for etiher one on the trip in exchange for scribing a spell or two from them.
> Carver Hasting is interesting as he's a scholar/archaeologist.
> nobody presents as overtly Evil or highly Chaotic so nothing to dislike. The Men of Faith seem friendly and reasonable.
===end===
| Aldizog |
1. What is your character’s name? Saminarus
2. How old is your character? 19
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Male human, 5'11", around 180 lb, muscular. Swarthy skin, violet eyes, dark brown hair (with widow's peak). Wears a tabard of Andoran blue over a breastplate, and carries a longsword, warhammer, javelins, and shield.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? His speech indicates a good education, though a lack of leadership confidence (i.e. 8 Cha). Somewhat shy and bookish despite his great strength.
5. Where was your character born? Where were you raised? By who? Born and raised in Augstana by his parents.
6. Who are your parents? Are they alive? What do they do for a living? Parents are Ibarius (father) and Alysande (mother, named after Alysande Benedict), both alive and involved in shipping and warehousing. His father's family is former nobility that, despite losing their lands in the People's Revolt, managed to hang on to their manor house by siding with the rebels early. They have reacquired many of their lands through business dealings. (Stripping a noble house of titles and lands does not strip them of access to easy credit from Taldan relatives.)
7. Do you have any other family or friends? Older sister Jessifar, a member of the People's Council.
8. What is your character’s marital status? Kids? Single, no kids.
9. What is your character’s alignment? Neutral. Academically inclined but not much for moral philosopy.
10. What is your character’s moral code? Try to not be evil. Not a zealot.
11. Does your character have goals? Uncover magical secrets and historical lore. Those of Azlant in particular.
12. Is your character religious? Yes, he worships Nethys.
13. What are your character’s personal beliefs? The gods are real and worthy of worship, but Nethys is a more fitting successor to Aroden than Iomedae. Knowledge is power. Humanity needs to uncover the knowledge of the past (especially Azlant) to strengthen its future. Humanity needs greater power to contend with the powerful forces around it - the planes, the Dark Tapestry, even 'mundane' threats such as giants and dragons. At the same time, he is also a loyal Andoran citizen and a supporter of Common Rule. He regards Andoran as the nation best suited to lead humanity to its next golden age and values its respect for intelligence and innovation.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Studious and a bit awkward.
15. Why does your character adventure? Why did your character accept the job? Thirst for knowledge of Azlant most of all. Though his patriotism to Andoran is a close second; he will not want an Andoran colony to be entirely dependent on a group of outsiders to defend it.
16. How does your character view his/her role as an adventurer? While he has martial training (and an 18 Strength), he is also a very capable scholar. He looks to combine intelligence and might (and eventually magic) to solve problems.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? Not particularly, other than the Azlanti traits of violet eyes and a widow's peak.
18. How does your character get along with others? Generally good - he is quiet and not a very forceful personality (and Neutral).
19. Is there anything that your character hates? Populist stupidity, the anti-intellectual conviction that "democracy" means "my ignorance is just as good as your expertise." Also not a fan of rudeness or of arrogant people throwing their weight around.
20. Is there anything that your character fears? Swarms. Dear gods, swarms. What right-thinking inhabitant of Golarion wouldn't be? The greatest warriors are helpless against swarms. In time, Saminarus might not be - he will have magic - but swarms are insanely overpowered in PF and therefore should be the nightmare of every inhabitant of Golarion.
| SqueezeMeNow |
I will start with the questions and try to have the bulk of the alias done this weekend. Have a cross state drive early in the AM for family events but will be bringing the laptop. The upside is I already know what I am going for from a background and mechanics standpoint.
TLDR: Several kobolds from his tribe are caught by slavers off the Andoran coast. The others are cruelly killed as they ended up having little worth after getting sick from mistreatment. Kib was kept to be sold to a noble as a pet. Andoran Navy did Andoran Navy things and curb stomped the slavers. Kib was to be punished along with the surviving slavers but a brilliant and good natured lawyer of Abadar secured his release into temple custody. He was given a chance (and coached) to work his way into proper society, and as it turns out kobolds are actually extremely social.
Sneaky and obfuscating blaster sorcerer. Team player to his core.
1. What is your character’s name?
Kib "Flashpan"
2. How old is your character?
Twenty. A seasoned adult in kobold years.
3. What would somebody see at first glance (i.e. height, weight, skin
color, eye color, hair color, physique, race, and visible equipment)?
Kib is fairly tall for a kobold at over three feet. Fairly robust as well, but that isn't saying much. His deep red scales polished to a near shine. He wears black linen underneath a shoulder encompassing tabard made of a variety of quilted material. One of his straight back horns has been broken near the base, with a hole drilled through it in two spots to string beads and glass beads. On the same side of his head as the broken horn he bears a pinkish scar from his brow down to his jawline. His eyes are an almost lamplight yellow.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Kib tries to portray confidence and like most kobolds seems rather expressionless. He uses his posture to back up the look, but his tail will often give him away. He tends to curl it in around his back leg for this reason. His speech is carefully given and succinct.
5. Where was your character born? Where were you raised? By who?
Kib was born and raised in remote tidal caves off the eastern coast of Andoran. His tribe gathered food when the tide went out and left their cave filled with shallow pools. Retreating to safety afterwards. The entire tribe raises kobold young.
6. Who are your parents? Are they alive? What do they do for a living?
Many kobolds do not know their parents due to kobolds very casual intimacy. Though Kib knew his father to be the tribe oracle (The very distinct and different red scales gave it away.) he did not have a parental relationship with him.
7. Do you have any other family or friends?
Marius Jenel was the man who convinced Kib be released into the church's custody. He saved his life and provided him a means to live in Andoran.
8. What is your character’s marital status? Kids?
Kib is very much single. There are no other kobolds that live among the mostly human civilization of Andoran. To his knowledge anyway. He is kind of lonely.
9. What is your character’s alignment?
LN
10. What is your character’s moral code?
People should come together under the law and work toward progress. Kib has seen what cooperation can accomplish as a kobold. He has also seen what it can accomplish in a nation like Andoran. He always seeks out group unity toward a common goal. Even if that means his own wants have to be put aside.
11. Does your character have goals?
To make these new colonies a feather in Andoran's cap, and show that kobolds can contribute great things to the world if given the chance and incentive. He would also like to have a book written including him in the story.
12. Is your character religious?
Kib is very much faithful to Abadar in his own way. He has spent a large amount of time in such temples for his own well being.
13. What are your character’s personal beliefs?
Kib believes he is capable of greatness, and that everything he has endured in the past was to put him in a position to achieve it. He believes adversity defines individuals, and how they act when met with a challenge shows their true mettle.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He believes very strongly he is a sorcerer among sorcerers and if given the chance will impress everyone he meets. So he will often go out of his way to prove himself.
15. Why does your character adventure? Why did your character accept the job?
It's one of the most important things anyone would ever entrust to a kobold!
16. How does your character view his/her role as an adventurer?
He knows he his worth is as magical artillery, and the best way to do that is to not be seen or heard more than needed. To be unremarkable until he is needed to stand out as the king of the battlefield.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
The broken horn and scar on the left side of his head.
18. How does your character get along with others?
Kib makes a deliberate effort to have a good working relationship with everyone. No matter their views or beliefs. There are very few he is close with, and only after much sussing out.
19. Is there anything that your character hates?
Slavery, cruelty, and selfishness.
20. Is there anything that your character fears?
Becoming a slave or a criminal petrifies him.
| GM of the Ruins |
N'amor wrote:Okay, I will submit him anyway.So what do you think about another submission?
There's a lot to choose from here already ...
My apologies! I missed it the first time.
Feel free to submit another one if you have a different idea, but try to make it clear it’s a different one from the same person. Don’t wanna pick both characters from one person!
| Kiilo |
N'amor wrote:N'amor wrote:Okay, I will submit him anyway.So what do you think about another submission?
There's a lot to choose from here already ...My apologies! I missed it the first time.
Feel free to submit another one if you have a different idea, but try to make it clear it’s a different one from the same person. Don’t wanna pick both characters from one person!
Thank you! As much as I liked the Gillman/Eldritch Raider idea, I think N'amor is a stronger concept. He has a lot that would have driven him away from Avistan, even though he loves Magnimar and hopes to return there as a successful adventurer.
| My Life Is In Ruins |
My Life Is In Ruins wrote:PBP, I'm bowing out, thanks.Do you mean play by post? Just curious
Yes... I didn't know if this was strictly a Play-By-Post(PBP) forum (as it's not labeled as such an my first time here although I have a lot of experience elsewhere) and you didn't say that in your opening. Other listings do but it's a mix in this forum.
I was trying to determine that from the chat (LoL). It's has come up twice but you also said you're using Roll20... last time you didn't object so I assumed it was correct.My experience with PBP is minimal. My concern is it will take forever and it is two steps removed from actual 'live' play.
friendly sauce
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| 1 person marked this as a favorite. |
GM of the Ruins wrote:My Life Is In Ruins wrote:PBP, I'm bowing out, thanks.Do you mean play by post? Just curiousYes... I didn't know if this was strictly a Play-By-Post(PBP) forum (as it's not labeled as such an my first time here although I have a lot of experience elsewhere) and you didn't say that in your opening. Other listings do but it's a mix in this forum.
Generally this is a PBP recruitment forum and I would say its safe to say unless a thread specifically says it is NOT PBP, to assume it is.
| Melody Pepplefoot |
| 2 people marked this as a favorite. |
Hello, I'd like to submit Melody Pepplefoot as a potential colonist. I think I have everything asked for but if I missed anything please let me know. And THANKS!!!
Melody Pepplefoot: former pickpocket, former militia mascot of sorts, currently a doll maker, puppeteer and seamstress.
Orphaned by simple accidental tragedy, the young halfling toddler was raised at Turandarok Academy in Sandpoint with the other unfortunate children without parents. Being small and a bit off in the head led her to having plenty of time alone with her own imagination. While spending hours and hours in a tiny nook (away from bullies and headmasters alike), she would weave the dashing heroics of her favorite heroes, Lady Tessa BunBun, a carrot haired sword swinging bunnyess, Dame Harmony Fluffybottom, a stunningly regal dove with astounding tailfeathers, and Queen Marison the Utterly Great, the ferociously fabulous (and slightly randy but that came later) majesty of all ferret-kind. Always hounded by the great and powerful evil izard Itzi who much like young Melody had trouble with his W’s but otherwise made the trio of heroes battle hordes of one-eyed things, rotting hands, and bad dreams… bad izard Itzi.
Back to Melody, she did grow up eventually and tried her hand at various things to live and eat. Theft, for starters. She got caught. Served out her sentence with militia service, which she stunk at since mostly it was standing and staring ALL DAY LONG. She left Sandpoint shortly after and traveled to Almas, where she got by with sewing and storytelling. Dolls are her favorite thing to sew since that is why she learned the art of needlework in the first place. Scavenging fabric scraps from the trash heap, while avoiding goblins, the teenage Melody managed to make dolls of all her characters… and remake after the other kids stole Tessa and ripped her head off or threw her down the crapper or set her on fire… always Tessa oddly.
Dolls might be what she loved, and telling her imagined tales with them, but mending is what she made enough to eat with. Brady, a fellow halfling and officer of the Peregrine, frequented her stall in the markets, and knew the young quiet girl would make a wonderful salemaker as well an asset to the colony. Her recommendation had a Bountiful Venture Company representative, make an offer, and the wide-eyed Melody said yes, simply to be able to feed her stories with more realism than anything else.
On the ship, she mostly keeps to herself, doing what is asked of her so efficiently she is left with plenty of time remaining in the day. She seems to be part monkey, so can be found in the highest places, stitching and 'playing' with her dolls ('rehearsing' is how she would put it).
Brady and the gruff Anya have partially adopted the young woman. Brady since she feels responsible for her own kind and since she is the reason Melody is here, and Anya since her gruffness covers a kind nature as deep as the ocean, and seems to hold a soft spot of outcasts.
1. What is your character’s name?
Melody Pepplefoot
2. How old is your character?
19
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
A timid halfling with observant blue eyes, dark hair, and simple but exquisitely stitched clothing, favoring earthy 'don't look at me' colors. Her only weaponry seems to be a single dagger and a pair of well used shears.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Quiet, shy, but curious
5. Where was your character born? Where were you raised? By who?
Sandpoint, raised as an orphan at Turandarok Academy
6. Who are your parents? Are they alive? What do they do for a living?
Passed too early for Melody to remember them, accident
7. Do you have any other family or friends?
nope
8. What is your character’s marital status? Kids?
none
9. What is your character’s alignment?
Neutral Good
10. What is your character’s moral code?
She is a good person, not thinking much past hat. Early on she learned that stealing has consequences, no matter the desperation, and tries to stay on the good side of the law because of that, more of fear of those consequences.
11. Does your character have goals?
Her stories, she loves them, more than anything else in her life. Her goal is to gain more ideas for them.
12. Is your character religious?
Shelyn, the goddess of art. Her practice of the faith is simple, with very little ritual.
13. What are your character’s personal beliefs?
Make it through the day with minimal embarrassment or bullying
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Disappearing into nooks and crannies, climbing. Always sewing something little. Low self esteem, would have a hard time ever seeing herself as a main character
15. Why does your character adventure? Why did your character accept the job?
She accepts to see more of the world, to feed her imagination.
16. How does your character view his/her role as an adventurer?
She does not think she'll be 'adventuring'
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
nope
18. How does your character get along with others?
Awkwardly, one of the reasons she manages to perform her stories at all is due to doing it behind a curtain, as the puppet master.
19. Is there anything that your character hates?
Shouting
20. Is there anything that your character fears?
Many many things.
| Alexio Casara |
Alexio is an Archon Blooded Aasimar but is a Scion of Humanity so he believes he is just human with some special abilities. Almost forgot, the NPCs he's most likely to hang with are Anya Sandstrider, Eamon Caranth, and Lyra Heatherly.
Alexio Casara - Aasimar (Archon Blooded) - Male
NG Hunter (Flood Flourisher)
Alexio Casara is the only son of Antonio and Vanessa Casara. He was born in Magnimar but his family moved soon after his birth to Triela, Andoran. His parents set up a general store to provide supplies for those coming and going along the river. As he grew up Alexio found he had a connection with nature and would spend all day out exploring the local area. He particularly liked to play in and around the river delta. Here he learned to swim, to sneak, and developed his peculiar connection to nature further. When he was 16 he found a wolf pup who just came ambling out of the woods. Alexio kept an eye out for the mother, leaving the pup with food for a couple of nights but every time he returned to the area, the pup was there. Finally, he took the little guy home and named him Strider. Together they continued to explore the estuary, acting as a guide for some, hunting beaver and other fur bearers for additional money, and just enjoying learning new things.
About a year ago he started becoming restless as the area seemed to have nothing new for him. This lasted up until a few weeks ago when he saw the Venture Company ad. With a lust for adventure and parents who outfitted him well, he set out to gain the company’s confidence and to go see the world.
1. What is your character’s name? Alexio Casara
2. How old is your character? 20
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Alexio is a typical Varisian with dark hair and tan skin but with striking green eyes. He is shorter than average (5’4”) but with a thick chest and muscular build.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Alexio is friendly and perhaps talks too much, at least after he gets to know someone.
5. Where was your character born? Where were you raised? By who? Alexio was born in Magnimar but before his earliest memories his parents moved southeast settling in Andoran.
6. Who are your parents? Are they alive? What do they do for a living? Antonio and Vanessa Casara. They are both alive and run a general store.
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids? Single, no children
9. What is your character’s alignment? Neutral Good
10. What is your character’s moral code? People’s lives are important, your integrity is the only thing people cannot take from you
11. Does your character have goals? Explore the world for now
12. Is your character religious? Not really
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Constant optimist
15. Why does your character adventure? Why did your character accept the job? Alexio wants to see the world, make exciting discoveries, and experience what is beyond the horizon. He accepted the job because the company is looking to reveal a sunken empire, what could be more exciting than that.
16. How does your character view his/her role as an adventurer? It’s a phase in life. He plans to settle down in about ten years but is looking to have exciting stories to tell others when he does so.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? Not yet.
18. How does your character get along with others? He tends to get along with most everyone but refuses to be bullied.
19. Is there anything that your character hates? He hates bullies and those who are inconsiderate of others.
20. Is there anything that your character fears? He fears letting people down.
Initiative +4 (+2 Dex, +2 trait)
AC 15, touch 12, Flat Footed 13 (+2 Dex, +3 Armor)
HP 11 (level 8 + Con 2 + FCB 1)
Fort +4 Ref +4 Will +3
Speed 30ft
Melee
Longspear +3 (1d8+4/x3)
Dagger +3 (1d4+3/19-20 x2)
Weighted spear +3 (1d8+3 or 1d6+3/x3 or x2)
Ranged
Dagger +2 (1d4+3/19-20 x2)
Str 16 Dex 14 Con 14 Int 10 Wis 15 Cha 10
BAB +0, CMB +3, CMD 15
Stat Building
Init Str 16 Dex 14 Con 12 Int 10 Wis 13 Cha 10
Cost Str 10 Dex 5 Con 2 Int 0 Wis 3 Cha 0
Race Con +2 Wis +2
Level
Total Str 16 Dex 14 Con 14 Int 10 Wis 15 Cha 10
1. Aquatic combatant
Future
3. Power attack
5. Furious focus
Skill Points = 6 (6 class) *means class skill
Acrobatics 2 (0 rank, 2 dex)
Climb* 3 (0 rank, 3 class, 3 Str)
Disguise*
Heal* 6 (1 rank, 3 class, 2 Wis)
Intimidate* 0 (0 rank, 3 class, 0 Cha)
Know (Dungeoneering)* 0 (0 rank, 3 class, 0 Int)
Know (Nature)* 4 (1 rank, 3 class, 0 Int)
Perception* 6 (1 rank, 3 class, 2 Wis)
Ride*
Sense Motive 2 (0 rank, 2 Wis)
Spellcraft* 0 (0 rank, 3 class, 0 Int)
Stealth* 6 (1 rank, 3 class, 2 Dex)
Survival* 6 (1 rank, 3 class, 2 Wis)
Swim* 8 (1 rank, 3 class, 3 Str, 1 trait)
Background 2
Climb* 3 (0 rank, 3 class, 3 Str)
Craft* (0 rank, 3 class, 2 Int)
Handle Animal* 2 (0 rank, 3 class, 2 Wis)
Know (Geography)* 4 (1 rank, 3 class, 0 Int)
Know (Nobility)
Perform
Profession (Brewer)* 6 (1 rank, 3 class, 2 Wis)
Sleight of Hand
Common
Animal Companion
Animal Focus: 1 minute
Nature training: count as both Druid and Ranger for feats
Wild Empathy +1
Ability Score Modifier: +2 Con and +2 Wis
Medium
Skilled: +2 Intimidate and +2 Sense Motive
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Spell Like ability: Continual Flame 1/day
Darkvision 60’
Scion of Humanity: looks human, loses Celestial as a language, dual heritage human/outsider
Athletic: reduce ACP by 1/3 level (min 1) for acrobatics, climb, swim. Swim gets a +1 trait bonus.
Reactionary: +2 Initiative
Mind over matter: +1 Will save
Belt Pouch (loose change: gold and silver) .5#
Backpack: Waterproof bag (Caltrops, whetstone, silk rope 100', flint and steel, candles x5, rations x3, pitons x3, 5 fish hooks, string 50', sewing kit, water skin) 10#
Dagger x4 4#
Leather studded armor 2#
Cestus 1#
Longspear 9#
Light Load 76, Medium Load 153, Heavy Load 230
Total Gear Weight: 50.1 pounds, Light Load
PP 0 GP 50 SP 8
0 Level (4)
Detect magic
Create water
Guidance
Light
1st level (Cast 2/day)
Cure light wounds
Lead Blades
Size Medium; Speed 50 ft.; HP 17 (13+4) AC 15 (2 Dex, +2 natural armor, +2 armor); FOR +5 REF +5 WIL +1; Attack bite (1d6+1 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
Skills: Acrobatics* (2 Dex), Climb* (1 Str), Escape Artist (2 Dex), Intimidate (-2 Cha), Perception* 5 (1 rank, 3 class, 1 Wis), Stealth* (2 Dex), Survival (1 Wis), and Swim* 6 (1 rank, 3 class, 1 Str).
Feats: Armor Proficiency light
Equipment: Leather barding
| Ever_Anon |
Mendel Galla would like to submit his application for the expedition. He's a half-elf Occultist (Geomancer/Panoply Savant) with the Azlanti Scholar trait. His primary role will be a melee damage-dealer with some buffing/battlefield control capability. The full build is in the profile.
Regarding waterproofing: Mendel uses piercing weapons (primarily spears) and has the Water Child alternate racial trait. That gives him a bonus to Swim and the ability to always take 10 on Swim checks which helps counteract his ACP of -7. Meanwhile the Geomancer archetype trades one of his two initial implement schools for terrain-based abilities: what spells he knows depends on where he is. In water he'll know Air Bubble, in the forest he'll know Entangle, etc. I hope that all qualifies as "prepared just enough."
Please let me know if you have any questions or concerns.
Mendel Galla.
2. How old is your character?
Twenty-three years old.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Mendel has very pale skin with a bluish tint that contrasts sharply with his black hair and eyes. His long, pointed ears are an obvious legacy from his elven mother, while his short and stocky build are a gift from his human father. (He is 5 feet 6 inches tall and weighs approximately 150 pounds.) His primary weapon is a trident which was given to him by his mother. He wears the best metal armor he can afford and carries a shield for extra protection.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Mendel has a frustrating habit of talking at people rather than to them. He rarely looks people in the eyes and tends to fidget with random items during conversations. His accent places him as a native-born Andoran with a significant amount of education. Overall he gives off the impression of an intelligent, well-read individual who is probably not as smart as he thinks he is.
5. Where was your character born? Where were you raised? By who?
Mendel was born and raised in Almas. He lives with his father in the East Hill district, but his mother was also very involved throughout his childhood.
6. Who are your parents? Are they alive? What do they do for a living?
Mendel’s father is Pavlo Galla, professor of modern philosophy at Almas University. His mother’s name is Tamara and she works as a fisherwoman. The two never married or lived together, but have had an ‘understanding’ for almost thirty years.
7. Do you have any other family or friends?
Most of Mendel’s relatives on the paternal side died during the Red Revolution in Galt. His grandmother and a couple cousins survived, but they disapprove of Pavlo’s relationship with Tamara and rarely speak to his bastard son. The only member of his mother’s family that he’s ever met is his aunt Mariel. She wanders too much for them to form a close relationship, but they’ve gotten along well whenever she’s visited. Mendel has only one real friend: Lucia Volus, a fellow student at Almas University. Lucia focuses on philosophy while Mendel’s primary area is history, but they collaborate whenever their respective areas of study allow it.
8. What is your character’s marital status? Kids?
Mendel is far too busy making a name for himself in academia to have time for such things.
9. What is your character’s alignment?
Lawful Neutral.
10. What is your character’s moral code?
He’s a firm believer in law and order. What is best for the group is best for the individual, even if they can’t always see it. Only by working together as a society will humanity ever reach the heights of the Azlanti.
11. Does your character have goals?
He wants to write a book about Azlanti culture. He’s particularly interested in the creation of ioun stones, since he’s developing his own methods of infusing regular objects with magic.
12. Is your character religious?
No, he sees little reason to venerate one god over another.
13. What are your character’s personal beliefs?
Mendel cares more about knowledge than just about anything else. He’s the kind of person who would run into a burning library to save as many books as possible even if it meant dying in the process.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Mendel is definitely arrogant. He’s not anti-social by nature, but his sometimes-condescending attitude and tendency to ramble about things no one really cares about keeps him from making many friends.
15. Why does your character adventure? Why did your character accept the job?
He’s been dreaming of going to Azlant ever since learning about the Azlanti as a child at his father’s knee. He hopes to make some groundbreaking discoveries there that will launch his academic career.
16. How does your character view his/her role as an adventurer?
He was rejected from the initial expedition due to relying too heavily on his academic skills in the application. Sure, it’s good to have a scholar around, but not when they can’t take care of themselves in a potentially hostile environment. He’s spent the months since frantically training with both weapons and armor. Now he still views his role as primarily academic, but he also knows he can handle himself in a fight.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has a small amount of webbing between his fingers and toes, which he is rather self-conscious about.
18. How does your character get along with others?
Mostly he doesn’t. He works best with fellow academics who understand his ramblings, or with people good-natured enough to not take offense at his attitude. It’s not that he tries to annoy people; he simply doesn’t understand social cues enough to know when he’s being annoying.
19. Is there anything that your character hates?
People who destroy knowledge. He’s also against hiding it, but can reluctantly accept that some knowledge is too dangerous to be widely available.
20. Is there anything that your character fears?
Insanity. The idea of being turned on by your own mind, not being able to trust yourself, thinking you’re behaving rationally when you aren’t…it terrifies him more than anything else.
Alba Divenvaar: Although Mendel has no experience with alchemy he appreciates the craft. Her reasons for wanting to go to Arcadia are very similar to his own reasons for wanting to go to Azlant. I imagine they’d get along well as fellow scholars, and as a dwarf she’d probably be less likely to take offense at any social missteps.
Perrell Beys: A scholar and historian?! Mendel might be in love. He’d definitely want to pick her brain about her perspective on various aspects of Azlanti culture. They could either be the best of friends or he could annoy her into hating his guts. I think either way it would be interesting to roleplay.
It wasn’t. The Bountiful Venture Company was looking to found a colony, not a university. Knowledge of Azlanti history would be useful, but they needed people who could take care of themselves in an unfamiliar land. Meanwhile the closest thing Mendel had to combat training was the spear-fishing his mother had taught him as a child. A sympathetic recruiter patted him on the back and told him to work on it. Maybe he could improve enough to be accepted later.
Mendel had never suffered a setback like this before. He spent several days wallowing in misery before his friend Lucia told him to get over himself. What kind of scholar was he if he gave up at the first hurdle? He swallowed his pride and admitted she was right, and so was the Bountiful Venture Company. He wasn’t yet ready for an expedition to Azlant. But with hard work he could change that. With even harder work he might improve in time for the second wave of colonists.
The next few months were the most difficult of Mendel’s life. The university allowed him to attend classes for free because of his father’s position, but if he wanted martial training he would have to pay for it himself. He dropped out of classes and started working with his mother as a fisherman. He wasn’t particularly good at it, but she paid him anyway. Both his parents wanted him to succeed after all, and he was trying. (Pavlo secretly paid half of Mendel’s wages as his contribution to the cause.)
With money in hand Mendel went hunting for any training grounds that would take him. The Mad Mongoose wasn’t his first choice, (or second, or third…), but it was cheap and the ex-adventurer running it didn’t immediately call him knife-ears. Soon he settled into a routine. He got up before dawn, joined his mother on the boat, fished until the sun was high, went to the Mad Mongoose, got beaten up for eight or so hours, returned to the fishing boat, fished until the stars were out, went home, and finally collapsed into bed.
At first he thought the exhaustion was causing him to hallucinate. As he switched back and forth between the ocean and the city the land itself would whisper to him. Sometimes his weapons would do the same. Sanctus Asellio always told him to listen to his gear, but he suspected this was a bit more literal than the grizzled human had meant to be. One day, hurting and frustrated after yet another failed bout, he decided to try really listening to what the whispers were telling him. To his shock he was able to move much faster than ever before while his spear did significantly more damage. It was his first victory.
Experimentation proved that the spells he was casting, (if they even were spells), were very different from any arcane tradition Mendel had ever heard of. The spells vanished from his mind the moment he could no longer hear the whispers. He could create a bubble of air around his head in his mother’s boat, but not in his father’s house. He could mend small objects, but only while holding a weapon. To some, these strange new powers might have been terrifying. For Mendel it was fascinating. He remembered the ioun stones created by the Azlanti and further refined by the Thassilonians. No scholar since had been able to replicate their work. Did it have something to do with the whispers? Had the ancients been able to hear them too?
This new area of study only further inflamed Mendel’s desire to see Azlant for himself. When the Bountiful Venture Company began recruiting for the second wave of colonists, he was able to submit a significantly more well-rounded application. He still knew a great deal about Azlanti lore, but now he was also an amateur spellcaster with training in nearly every martial weapon. The same recruiter from before gave him a broad smile as she handed him the letter of congratulations.
He was on his way to Azlant.
| Dolgrin Briskalberd |
| 2 people marked this as a favorite. |
Sheesh there are a lot of submissions for this.
Two dozen pings of interest in just over a week is quite impressive! A handful have even set out for Talmandor's Bounty at least once before.
I'm not doing a full summary of applicants (yet), but here's what we've seen so far:
That's enough for about five tables!
I’ve never seen it offered here on the pbp boards so I’m sure that has to help. Maybe the gm will have enough to run 2 tables if they are so inclined.
It doesn't come up too often, and it gets off the ground even less often. Here's what I found in the last two and a half years.
In any case, Dolgrin's weird science is ready for the GM's review! Everything is in this profile, but I'm also replicating it here in case that's easier:
This distinctly Holtaksen (mountain dwarf) answer did not satisfy Dolgrin. He yearned to experience the world outside of Highhelm. He yearned to see the Sky! He yearned to become like the Ergaksen: the surface dwarves. But that wasn’t what a Briskalberd did. He was expected to choose a career in the mountain, ideally following in the footsteps of one of his relatives, settling down, and raising a family. When he was deemed ready (in his late 20s), he set out to perform his gladdringgarsun, the “ritual of toil.” His family wondered whose gladdringar he would choose to honor: there were many relatives to choose from who all held comfortable positions in Highhelm society, and any would be honored. When Dolgrin returned to reveal that he had carved his runic name next to an uncle who had long ago left Highhelm, the Briskalberds were vexed. On the one hand, his uncle would not be aware of the honor. On the other, this uncle was also known for having delved deeper underground than any other member of the clan. None could deny that Dolgrin had come of age.
Despite this expressed intent to leave Highhelm, the Briskalberds were staunch traditionalists. Dolgrin took up a position in the mines with his father and settled down with a woman named Yande Helmrunner, a soldier in the Ninth Battallion. With Yande, he raised three children. But their marriage was tumultuous, and by the time their children were fully grown the couple had divorced acrimoniously. Dolgrin wanted to leave Highhelm and forge his own path in the world. So he did.
Dolgrin was uncertain what the future held, but was determined to spend the rest of his days feeling the warmth of the sun and his nights staring up at the stars. He found work on a river boat traveling along the Great Goldpan River. He didn’t expecting to stay at this for long, but found the ever-moving life of sailing appealing. He had little loyalty to a particular boat or crew until he met the gnome sailor Riordmaerbald. The two became best friends, and eventually married, making a name for themselves as a pair of reliable sailors throughout the Lake Encarthan region. Dolgrin and Riordi eventually made a home in Claes, fishing by day and making music by night.
During his decades on riverboats, keelboats, longships, and galleys, Dolgrin had often found his eyes drawn from the sky to the sea. His ancestors had Quested for the Sky, but the sky itself was sparsely populated. Beneath the waves, however, there remained many secrets. Dolgrin wanted to Quest for Deep, delving into the inky depths of ocean. Riordi was as enamored with Dolgrin’s dream as he was with his husband, so he was of course deeply supportive and began working on solutions with him. Neither had much formal training, but they were both possessed of ingenuity and gumption. The work was going well, with Riordi leading the work on a ball of metal and glass that could sink into the depths, when tragedy struck. During one of the experiments, Riordi, along with the entire submersible, were swallowed whole by a giant gar. The people of Claes rallied around Dolgrin in his grief and promised to support him during his time of need, but being in the town just made his grief worse.
Dolgrin didn’t want to give up on his—his and Riordi’s—dream. But Riordi had been the smart one, capable of turning Dolgrin’s vision into something viable. Without him, Dolgrin knew he needed more. So he applied to Almas University, hoping for formal training. University, especially later in life after two full careers (and two long marriages), was a challenge. Dolgrin was bright, but he lacked the innate tinkering talent that so many dwarves (and gnomes) possessed. He could see the big picture, but the details and how they all fit together were hard. He was also stubborn: there were well-traveled paths towards water breathing that could be gained via magic, as many of his colleagues reminded him, but he insisted on developing a method that would not rely on magic. Riordi had gotten has far as he had without magic and without training. Surely Dolgrin could figure it out.
Unfortunately, after years of sampling classes and falling out with different academic mentors, Dolgrin was no closer to figuring out what Riordi had seemed to understand intuitively. His head was full of mathematical theories, historical descriptions, and facts of engineering, but he was no closer to finding his way into the Quest for Deep. He left Almas University without a degree and in significant debt. But the stars seemed to align for Dolgrin at the nadir of his challenges. In his myriad efforts across the university, he had gained a reputation as a generalist with an affinity for drawing insightful connections between disparate fields. He might not have been personally productive and successful with his projects, but others knew to seek him out when they were stuck on a problem. This was the sort of unique perspective that the Bountiful Venture Company wanted in their colonization efforts: a generalist who could find solutions to problems that no one had anticipated. Although he was leaving the university, Provost Felandriel Morgethai personally wrote him a letter of recommendation to the Bountiful Venture Company, praising his resume in glowing terms. Perhaps—after all these years—Dolgrin might find something out in the ruins of Azlant that would help him to finally embark on his Quest for Deep!
2. How old is your character? 113 years young
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Dolgrin is a ruddy-faced dwarf with the worry lines of someone rapidly approaching middle age (though his leathery tan could have been accelerated by a youth spent baking in the sun, smoking flayleaf, and drinking as much rum as it would take to kill a halfling twice over). He is fairly tall for a dwarf at 4’4”, and stout as well (at a solid 200 pounds, though he always says 199 pounds because it sounds better). In the kinder climate of the Lake Encarthan region, his beard is well-coiffed, but it has become a frizzy bush in the tropical heat, resistant to even the best beard oil available in Almas. (He dyed his beard purple before he left, believing that this would help to absorb some of the sun’s rays, but it has faded back into a deep brown to match the hair on his head. His head is usually covered with a hat or bandanna.) It’s hard to tell what color his eyes are through the thick, blue-tinted glasses that he wears, but closer inspection reveals warm honey-brown irises. While sailing, he usually wears a half-unbuttoned cotton shirt, often wrapped around his waist and tucked into his pants if it’s just too damned hot, revealing a barrel chest covered with thick hair and a paunch belly belying years of drink. He always has his clan dagger on his right hip, set with an asscher cut garnet (the gem and cut of the Briskalberd clan). The sheath of the dagger has a rather unsightly empty facet below the garnet. He also carries an enormous heavy-bladed spear that he usually uses for spear-fishing.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Dolgrin is quick to dispense advice, whether it is asked for or not (almost especially when it is not requested). This advice inevitably comes with a history lesson, usually one drawn from the annals of the ancient dwarven Quest for Sky. This behavior can easily come across as pushy or condescending, though he is just as quick to request advice or stories from conversational partners. (After one has gotten to know him, he comes across as amiable and curious.)
5. Where was your character born? Where were you raised? By who? Dolgrin was born and raised in the Highhelm Sky Citadel of the Five Kings Mountains, the center of Avistani dwarven culture. He was raised by the expansive Briskalberd clan, most members of whom (with the exception of his uncle Volioker) live in Highhelm still.
6. Who are your parents? Are they alive? What do they do for a living? Mother Gunda Briskalberd nee Geltheim works with her brother Krogar at the Earth and Ore Smithy in Highhelm, usually helping him mind the books. Father Eckhard Briskalberd is a retired gem miner, having lost his left arm in a carbauxine explosion a few decades back. Eckhard has become a lay-priest of Torag late in life.
7. Do you have any other family or friends? Oh, far too many to count! There’s all the Briskalberds back in Highhelm, the large network of sailors he met while traipsing up and down the rivers and lakes of Avistan, and the academic community of Almas, just to name a few. I can come up with anyone from these parts of his life not mentioned elsewhere.
8. What is your character’s marital status? Kids? Dolgrin is once divorced and once widowed; he doesn’t hold out much home that a third time would be a charm. His ex-wife Yande Helmrunner, is a captain in the Ninth Battalion under her uncle Charak. With her, Dolgrin had three children: twins Merta and Meinhar and the youngest Thurl. After her, Dolgrin married a gnome sailor named Riordmaerbald, who was eaten by a giant gar during an experiment. While working at Almas University, Dolgrin had an on-and-off relationship with an elf wizard named Seldalphon, but he was ultimately too focused on his work to settle down again.
9. What is your character’s alignment? Lawful Good: Dolgrin respects tradition and after many years of trying his own way has come around to see the benefits of living life in the tried and true, straight and narrow fashion. But he doesn’t want to force anyone else to behave in certain ways: he had to learn all this for himself over many years, making ample mistakes along the way, so he fully expects the younger folk to ignore his well-earned advice.
10. What is your character’s moral code? People should behave the way they want other people to behave, because that leads to the most well-ordered society. But it’s important to stick to your principles: just because someone else is a right ass to you doesn’t justify you turning around and treating them the same way. They’re just on the wrong path. By showing them a better way to live, they’ll learn. But Dolgrin is no pushover: he recognizes that not everyone can be changed for the better, and that if someone means him harm he has to defend himself and those he cares about. But he’ll never charge in to harm someone unprovoked.
11. Does your character have goals? Dolgrin has a personal quest that he calls the Quest for Deep. It began as a dream and evolved into a way of honoring both his ancestors’ long-ago completed Quest for Sky and the memory of his dead husband Riordmaerbald. He may not have been able to convince anyone else in the merits of this Quest, but he fully intends to find some way to delve into the depths of Golarion’s oceans and explore that which has for so long eluded the land-dwellers of Golarion.
12. Is your character religious? Yes, more or less—Dolgrin offers obeisance to the whole of the dwarven pantheon, drawing on religious allegory as much as dwarven history to offer his unasked-for advice. Religion isn’t, however, a major part of his life.
13. What are your character’s personal beliefs? Anything worth doing is worth doing well. Measure twice; cut once. Everyone is on their own path; the best you can hope for is that you can walk alongside another person for as long as possible.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Ask ten people in Dolgrin’s life to describe him and the first thing every single one of them will say is that he is stubborn. Beyond that, you’ll get a lot of different answers.
15. Why does your character adventure? Why did your character accept the job? Dolgrin doesn’t adventure. That’s a young man’s game. He might still be relatively young for a dwarf, but he has lived plenty life without a need for adventure. He is hoping that the job at Talmandor’s Bounty will help him break through the blocks that have prevented him from successfully embarking on his Quest for Deep. Maybe Almas University was too stodgy or limiting. Maybe Dolgrin will be able to find something from ancient Azlant to help him. But either way, he was recommended by a well-respected provost at the University for this job, and you don’t say no to that when you’ve been struggling to figure out what to do next.
16. How does your character view his/her role as an adventurer? He doesn’t see himself as an adventurer. He left his adventuring days behind him when he stopped sailing and focused on his education. He’s a colonist here, first and foremost. He’s under no illusion that the colonizing effort will be all sunshine and rainbows, but he expects to put his skills and knowledge to use in other ways.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? Years of mining, sailing, fishing, and tinkering have given Dolgrin ample scars, but not are significant enough to draw particular attention.
18. How does your character get along with others? Dolgrin is an amiable fellow, frequently humming to himself wherever he goes. He has some tendencies that rub other people the wrong way (i.e., his penchant for dispensing advice), but genuinely enjoys getting to know other people.
19. Is there anything that your character hates? You might suspect that Dolgrin would hate giant gar or other large fish for taking away his husband, or that he would hate his ex-wife Yande, but he hates neither. Hatred is so unproductive.
20. Is there anything that your character fears? Fear is a strong word. If Dolgrin was afraid of everything that had tried to hurt him or someone he cared about for the last century, he wouldn’t be able to participate in polite society. He has a healthy respect for the dangers of the world, but won’t admit to more specific fears.
He has tried to organize a study group of sorts with Alba, Carver Hastings, and Perrell Beys, comparing their notes and knowledge with his own. Dolgrin thinks it would be adorable if Carver and Perrell became a couple and has been trying to drop hints towards that end throughout the voyage so far.
Dolgrin has felt tension with Luetin Calewick since boarding the Peregrine. Maybe it was because Dolgrin talked about his family’s history with smithing. He had probably said something about how humans didn’t live long enough to really master any craft with as much nuance as smithing. Yeah, that might do it.
Male Dwarf Dwarven Scholar Stonesinger Bard
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +4; +3 vs. poison, spells, and spell-like abilities
Defensive Abilities saltbeard (+2 dodge bonus to AC vs. aquatic/water subtype), shadowhunter (+2 saves to remove negative levels)
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Offense
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Speed: 20 ft. (slow and steady)
Melee: Dwarven giant-sticker +2 (2d6+3/x3)
Ranged: Clan dagger +2 (1d4+2/19-20)
Special Attacks: saltbeard (+1 on attack rolls against aquatic/water subtype), shadowhunter
Bard Spells Known (CL 1st; concentration +3)
1st (2/day)—ear-piercing scream, sleep (DC 13)
0—detect magic, mage hand, mending, prestidigitation
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Statistics
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Str 15, Dex 14, Con 14, Int 13, Wis 15, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats: Breadth of Experience
Traits: Azlanti Scholar (campaign), Glory of Old (Region), Propitiation (religion)
Skills: Climb +6, Diplomacy +7, Knowledge (arcana) +8, Knowledge (engineering) +8, Knowledge (geography) +4, Knowledge (history) +9 (+11 vs dwarves or their enemies*), Knowledge (local) +5, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +8, Perception +6, Perform (oratory) +3, Profession (sailor) +8 (+10 at sea), Profession (other) +4, Sense Motive +4, Survival +2 (+4 at sea), Swim +3, Use Magic Device +0; ACP -2
*The common list of dwarven enemies includes giants, orcs, and goblinoids, but can also be expanded to elves (especially drow) and duergar. Certain tribes also have particular enmity with underground aberrations or dragons.
Languages: Azlanti, Common, Dwarven, Terran
SQ: bardic knowledge, bardic performance (distraction, fascinate, tremor, war chant), darkvision, earth magic, hardy, iron citizen, lorekeeper, saltbeard, shadowhunter, slow and steady, stone song, studied insight
Gear: cold iron clan dagger, dwarven giant-sticker, leather lamellar armor, backpack, belt pouch, compass, crowbar, drill, earplugs, fishing kit, fishing net, flint and steel, gear maintenance kit, grappling hook, hammer, hammock, handsaw, ink, ink pen, journal, marlinspike, mess kit, mirror, 4 pitons, silk rope, shaving kit, shovel, signal whistle, sling, small shears, soap, spell component pouch, spring-loaded wrist sheath, underwater goggles, waterskin, wedding ring
Once practiced by the dwarves in their Quest for Sky, the traditions of the stonesinger bards changed when the dwarves arrived on the surface. The tradition still hearkens back to its subterranean origins, however, and is practiced as a form of meditation or worship by many dwarves. Stonesingers are rare bards capable of vocalizing their bardic performances through subsonic harmonies, allowing their performances to carry as subtle vibrations through stone, rather than through the air. They command considerable power underground.
Weapon and Armor Proficiency: A dwarven scholar is proficient with one weapon of her choosing with the word “dwarven” in its name, in addition to her normal weapon proficiencies. She is not proficient with shields. This alters the bard’s weapon and armor proficiency.
Studied Insight (Ex): A dwarven scholar uses her Wisdom modifier instead of her Charisma modifier to determine all class features and effects relating to her bard class, including her bardic performance ability, bonus spells per day, the maximum spell level she can cast, and the save DCs of her spells.
Earth Magic: A stonesinger is treated as having the Eschew Materials feat so long as he is touching natural or manufactured stone. Additionally, a stonesinger adds the following spells to the bard spell list at the listed level: 1—magic stone, 2—stone shield, 3—stone shape, 4—earth glide, 5—stoneskin, 6—stone tell. This ability alters spellcasting.
Stone Song (Su): A stonesinger’s bardic performance is a subsonic vibration that resonates from his body and travels through solid rock. This vibration is subtle enough to not be heard, though creatures with the tremorsense universal monster ability can distinctly hear the stone song out to a range of 100 feet per bard level. All allies within 30 feet of the stonesinger benefit from stone song, perceiving the effect due to proximity. An allied creature with tremorsense benefits from stone song as long as it’s within the extended range, provided that there is an unobstructed path of solid earth between the creature and stonesinger. Natural and manufactured stone does not inhibit stone song’s range. A stonesinger must use Perform (sing) or Perform (oratory) for this bardic performance. This ability modifies bardic performance.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Wisdom modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Tremor (Su): As part of another bardic performance, a stonesinger can cause the ground within 30 feet to tremble, throwing enemies off balance and causing them to take a –1 circumstance penalty to AC as long as the stonesinger continues performing. This penalty increases by 1 at 5th level and every 6 levels thereafter. Creatures levitating or flying above the ground are unaffected by this ability. This replaces countersong.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Wis modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
War Chant (Su): At 1st level, a dwarven scholar can use her performance to inspire the martial prowess of the ancient dwarves in her allies. The dwarven scholar selects a single combat feat she knows. Allies affected by this performance gain the benefit of this feat for as long as the performance is maintained. To be affected, an ally must be able to perceive the dwarven scholar’s performance. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat by the dwarven scholar’s allies while using this ability counts toward the dwarven scholar’s feat’s daily limit. This replaces inspire courage.
Dwarf Race Traits
Azlanti Scholar: You are familiar with an aspect of Azlanti lore. Maybe you first became enamored with this ancient culture after stumbling across a copy of the first volume of the Pathfinder Chronicles or after learning about Azlant in a university or another type of formal education. Perhaps your parents or guardians were scholars and you’ve grown up hearing about and reading about the ancient Azlanti. For years you dreamed about visiting the continent’s ruins and returning with a discovery that could propel your career. Due to this scholarly bent, the Bountiful Venture Company selected you to join the colony at Talmandor’s Bounty. You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.
Glory of Old: In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Propitiation: Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy (usually), Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.
Around level 3 (probably upon recognizing that this mission will not merely about setting up a colony), Dolgrin will dip into Brawler. The primary mechanical reason for this is to pick up martial flexibility, but it has the added bonus of nabbing Improved Unarmed Strike. This will enable him to pick up a different combat feat 4 times a day and, with war chant, pass it out to the rest of the party. He’ll continue on with bard unless there is a compelling need to come back to brawler or dip elsewhere.
He’ll have mastered the fundamentals by level 7 and then have room to grow into different specializations. For instance, the insightful advice makes a lot of sense for him, and discordant voice will be a perfect pickup. Since he’ll be wielding a reach weapon, Bodyguard will also be a strong candidate for a permanent pick-up. And he’ll probably work in Craft Wondrous Item to eventually build an Apparatus of the Crab or Apparatus of the Octoupis.
If stonesinger would render Dolgrin ineffective on sand or underwater, then would regular bardic performance function normally under those conditions?
When Dolgrin picks up martial flexibility, will he be able to use his war chant ability to grant his allies the effects of any feat he has, including those gained temporarily through martial flexibility, or will they only benefit from those feats if they meet the prerequisites?
| GM of the Ruins |
| 1 person marked this as a favorite. |
Torela Pastedos wrote:Sheesh there are a lot of submissions for this.Two dozen pings of interest in just over a week is quite impressive! A handful have even set out for Talmandor's Bounty at least once before.
I'm not doing a full summary of applicants (yet), but here's what we've seen so far:
** spoiler omitted **That's enough for about five tables!
Thaddeus Argentum wrote:I’ve never seen it offered here on the pbp boards so I’m sure that has to help. Maybe the gm will have enough to run 2 tables if they are so inclined.It doesn't come up too often, and it gets off the ground even less often. Here's what I found in the last two and a half years.
** spoiler omitted **
In any case, Dolgrin's weird science is ready for the GM's review! Everything is in this profile, but I'm also replicating it here in case that's easier:
** spoiler omitted **...
Looks like I have a reputation to uphold then!
Also, on your questions, I’ve done some research and the stonesinger song will work on sand and underwater.
You count as if you actually had the feat with martial flexibility (you can gain entire feat chains using the previous ones as prerequisites), so if that ability grants a feat you have, then yes you can. Once you lose that feat (if the flexibility ends or you use it again), then so do your allies.
| JeminiZero |
I am thinking of submitting a Deep One Cursed Divine Herbalist Oracle as a primary healer.
If I took Versatile Spontaneity later on, would the feat qualify me to scribe my own spellbook? I need to plan whether to have 13 in Wis.
| SqueezeMeNow |
I am thinking of submitting a Deep One Cursed Divine Herbalist Oracle as a primary healer.
If I took Versatile Spontaneity later on, would the feat qualify me to scribe my own spellbook? I need to plan whether to have 13 in Wis.
That is a heck of a feat!
| JeminiZero |
That is a heck of a feat!
If you think that's good, you should see the Mnemonic Vestments! (Uses same spell level slot instead of 1 level higher, does not consume scrolls.)
| Doctor Ramada |
As there's still time left, I have updated my character to some degree - looking over the submissions, I have given Doctor Ramada proficiency in both the Azlanti and Aquan languages to remain competitive with the other skill-based submissions. I have also worked to fill out the twenty questions requested, and am attaching the answers below.
2. How old is your character? – Forty-three.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? – Tall, relatively skinny, moderately tanned skin, red eyes, black hair streaked with gray. Most visible equipment is his functional, sturdy clothing, as well as the goggles he wears for his experiments. He wears his alchemical equipment and his machete openly, but not in a threatening manner.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? – Tendency to fold his hands behind his back, mild stammer.
5. Where was your character born? Where were you raised? By who? – Born and raised in the mining town of Baslwief, raised by his parents.
6. Who are your parents? Are they alive? What do they do for a living? – His father was Merrick Ramada, a merchant, and his mother was Vinari Ramada, a mining engineer. His father died in his sleep a few months ago, but his mother remains alive, despite her advanced age.
7. Do you have any other family or friends? – He has one brother, Tavan Ramada, who became a foreman in the Baslweif Mine. He has several colleagues at the University of Korvosa, but only three he considers friends: Professor Tela Nidochi, a linguist, Professor Endrihi Nailo, a fellow naturalist, and Professor Neculai Pârvulescu, a historian.
8. What is your character’s marital status? Kids? – Ramada was married until recently, but is now a widower. He has one child, his daughter Sehiya, who entered the priesthood of Sarenrae and has a somewhat strained relationship with her father.
9. What is your character’s alignment? – Neutral Good.
10. What is your character’s moral code? – His primary focus was once the advancement of his studies, but he now believes that the ultimate moral prerogative is to provide aid to others. He feels a tremendous amount of guilt for letting his work alienate him from his family after his wife's death.
11. Does your character have goals? – Ultimately, he wants to mend the relationship between himself and his daughter. In the short term, he wants to help the colony at Ancorato succeed as penance for his earlier failings.
12. Is your character religious? – He was not particularly religious before his wife's death, but he now worships Pharasma devoutly.
13. What are your character’s personal beliefs? – He believes that his studies grant him the tools necessary to efficiently help others, but that focusing on these studies to the detriment of all else is counterproductive.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? – He is relatively taciturn and maintains a fatalistic view of the world, but is overall gregarious and optimistic despite this.
15. Why does your character adventure? Why did your character accept the job? – Doctor Ramada adventures as a sort of penance for his negligence of his duties following his wife's death. He views it as an efficient and useful means to the end of improving the lot of those around him.
16. How does your character view his/her role as an adventurer? – He believes that his primary role is to help others, and thoughts of reward are generally far from his mind.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? – Minor acid burns along the side of his face (the result of a close encounter with a venomous creature) but no other scars due to his protective clothing.
18. How does your character get along with others? – Ramada gets along well with fellow knowledge-seekers and explorers, but dislikes braggarts.
19. Is there anything that your character hates? – He has a deep hatred for pirates and other brigands, and he has little to no respect for those with no useful skills (for instance, noble dilettantes and the like).
20. Is there anything that your character fears? – Despite his deep-seated respect for reason and rationality, he has a fear of the undead – they are a blasphemy under his religion, but to another extent, they are direct contraventions of the natural order, corpses kept alive by inherently unnatural means.
| Solicitor |
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Would a samurai be ok? I'd 're-flavor' the character to be an educated Andoran warrior, possibly with foreign roots, and ditch the mount by picking one of the available archetypes. Effectively, the character will play as a fighter with fewer feats, but more skills and some nifty order abilities. Characters, both real and fictional, such as T.E. Lawrence, the writer Cervantes (Don Quixote), but also Picard and Zatoichi, serve as inspiration.
I imagine him to be an artistic soul, and I'll definitely pick up artistry literature (poetry) as a skill.
| JeminiZero |
Sorry to be a bother, but one other question, is Fey Thoughts ok for half-elves? I intend to take Perception and Stealth.
Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.
| GM of the Ruins |
Would a samurai be ok? I'd 're-flavor' the character to be an educated Andoran warrior, possibly with foreign roots, and ditch the mount by picking one of the available archetypes. Effectively, the character will play as a fighter with fewer feats, but more skills and some nifty order abilities. Characters, both real and fictional, such as T.E. Lawrence, the writer Cervantes (Don Quixote), but also Picard and Zatoichi, serve as inspiration.
I imagine him to be an artistic soul, and I'll definitely pick up artistry literature (poetry) as a skill.
Every Pathfinder 1E class is legal, minus antipaladin (for obvious reasons). Sounds really cool!
Sorry to be a bother, but one other question, is Fey Thoughts ok for half-elves? I intend to take Perception and Stealth.
Absolutely! Any official race options are allowed.
| JeminiZero |
If I took Versatile Spontaneity later on, would the feat qualify me to scribe my own spellbook?
The feat is quite useless for an Oracle without their own spellbook. And if I don't take it, I won't need to start with 13 Wis.
| Patrickthekid |
Time to answer the questions.
1. What is your character’s name? Lily Le. Like the flowers.
2. How old is your character? 21 years
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? A Tian human woman of average height, slender physique and black, straight hair that extends to her shoulders. Likes to wear dresses, but settles for pants when adventuring.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? She's highly friendly and it shows in most conversations. She's also excited about many things, including being in combat.
5. Where was your character born? Where were you raised? By who? In Almas, capital city of Andoran alongside her parents.
6. Who are your parents? Are they alive? What do they do for a living? Both are alive and well. They both work as herbalists at their homes. Their daughter... did not take up that profession well.
7. Do you have any other family or friends? She is an only child, but she made many friends back in her own home, just none that stand out.
8. What is your character’s marital status? Kids? Single with no kids
9. What is your character’s alignment? CG
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious? Not particularly, but she does take a liking to Sun Wukong, Kofusachi, Cayden Calien and Desna
13. What are your character’s personal beliefs? Bring happiness to others to those who need it, make sure to stand up for what you believe in and don't be afraid to chase your desires.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? She's generally an optimist with a bright personality. Gets excited whenever there's combat unless it gets bad where that may turn to anger.
15. Why does your character adventure? Why did your character accept the job? The job she currently took up is as a counselor so that she could help people adjust to the new world. As for herself, she was seeking a change of pace from the city life as well as a hint of danger to keep things exciting. That and helping others where she can.
16. How does your character view his/her role as an adventurer? She will provide damage-dealing spells as a caster as well as control with telekinesis and psychic spells to disrupt her opponents' tactics with either area control or debuffing spells.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? She has a slight underbite.
18. How does your character get along with others? Very well actually. She maintains some degree of friendly relationship if possible.
19. Is there anything that your character hates? People who seek to control and manipulate others draw her ire particularly. In generally, she would prefer people to make their own choices over others who may force it on them.
20. Is there anything that your character fears? Despite her unthusiasm, she gets spooked pretty easily.
Character relations:
She would likely love talking with Eamon Caranth. Erastil may not be her favorite deity, but she would happily argue faith with someone like him.
Luetin Calewick seems like the person that thinks he's slick with people. She may follow along at times, but she sees through the facade.
She may try to ask Lyra Heatherly to join in on surveying the island if only to experience the thrill of the island.
Most concerning may be with Ramona Avandth as she'd seek out to schedule times to talk to see how she's faring mentally while on the island. Everyone's free to counsel with her but it seems like Ramona will need it more than anyone else.
| Ku'Hania |
I've retooled stats etc to the build requirements. In regard to the underwater issues, Ku’Hania's pretty capable underwater, having been a pearl diver she can hold her breath longer than most and is an excellent swimmer, but I don't plan on her taking the Hex that will allow her to breathe underwater until at least 4th level, possibly 6th if the issue doesn't come up too much before then. (might even lead to a great in game reason for developing it, like almost running out of air/ barely able to hold her breath and calling out to the ocean spirits for help in desperation)
Background Questions:
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name? Ku’Hania
2. How old is your character? 23
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Ku’Hania’s appearance is physically impressive to say the least. Tall and well-muscled with a sleek, athletic build, her exceedingly pale skin and long, seafoam green hair, project a natural wildness that seems perfectly at home in the ocean.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Seeming to blend the best physical characteristics of human and elf, she moves with a casual ease and grace, especially when aboard a ship or in water. Anyone paying close attention would notice that she listens far more than she speaks, paying close attention to everything going on around her.
5. Where was your character born? Where were you raised? By who? Born and raised among a naturalistic tribe of coastal elves whose roaming territory spans the Andoshen-Inner sea area, she was raised by her parents, but considered special within her tribe, despite being considered an outsider by a select few due to her half human heritage.
6. Who are your parents? Are they alive? What do they do for a living? Her parents, Jaren Windreed, a human druid who found a place among the eleven tribe, and her mother Kaimana, one of the tribe’s accomplished hunters are still alive. It was they who, seeking to protect her from the jealousy of the tribe’s aging shaman, counseled her to seek work within Almas.
7. Do you have any other family or friends? Not really.
8. What is your character’s marital status? Kids? Single. No children.
9. What is your character’s alignment? True Neutral
10. What is your character’s moral code? Loyal to shoes she sees as her tribe or collective. Protective, honest, sometimes brutally so.
11. Does your character have goals? To take advantage of the opportunity to explore, and to follow the call she feels drawing her to the ocean. She cannot explain it but she feels most at peace when surrounded by water.
12. Is your character religious? More spiritual than religious. She’s aware of “gods” and their servants who weild power similar to her own, but far more real to her are the spirits of nature, and that live within things most people don’t quite understand.
13. What are your character’s personal beliefs? They’re still in the process of forming as she’s only been on her own for a year or two before joining the Bountiful Venture Company.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? She tends to be pensive, taking time to open up to people. She does not always follow common social norms, especially by more metropolitan standards, given her very naturalistic upbringing.
15. Why does your character adventure? Why did your character accept the job? Looking for a purpose. She grew up feeling that she was headed toward being the shaman of her tribe when she got older, but with the current shaman’s resentment putting her in danger, she has to find a new path. The ease with which she handles being around water or on a ship, and her notable physicality lend themselves to the opportunity afforded by re-colonization efforts, and she sees it as a chance to be a part of something completely new.
16. How does your character view his/her role as an adventurer? Somewhat there to protect the others, especially those without magic or fighting ability. She has always sought to take care of the people around her.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? Her skin is quite pale, despite long exposure to sunlight, never actually tanning. Her hair is seafoam green naturally, and while not a physical mark she seems to move with an almost preternaturally fluid grace
18. How does your character get along with others? Well enough. She’s far from the most talkative person at first, but around people she’s comfortable with she can be quite personable. It does take a bit to earn her trust, and if broken, it is near impossible to win back.
19. Is there anything that your character hates? Bullies, anyone preying on the weak just for the sake of it. Selfish people who think nothing of those around them.
20. Is there anything that your character fears? She hasn’t found it yet.
| GM of the Ruins |
Related Question: if an Oracle was willing to hire a wizard to write a spellbook, and assuming the Oracle provided his full cooperation, would the Wizard be able to copy Cleric/Oracle spells which are not on the Wizard list (e.g. Raise Dead) into said spellbook?
I don’t believe so, no, as you need to have the spell on your class list to scribe it into a Spellbook.
I don’t even know if divine-only spells can be put into a spellbook at all, but I’ll have to look into that.
| GM of the Ruins |
| 5 people marked this as a favorite. |
To everyone with finished submissions: I’ll be going through all completed characters and reviewing their builds and backstories this weekend before making my selections on Monday.
Just because I’m not replying to them now doesn’t mean I won’t look at them, and if you have any specific questions or want to iron out some backstory, feel free to throw me a PM and I’ll answer them as well as I can.
| Ku'Hania |
Oh, and one more thing. The Player’s Handbook has a list of other notable colonists joining you, and I’d like you to take a look through it and give me two of the NPCs that your character would particularly like or dislike, or would want to interact with even if negatively. Each of you has gone through the same colonist interview process (minus the employees of the company), and you got a chance to at least interact with them a little bit before leaving.
I plan on having some opening roleplay for the six week long journey to the island, and having some info on who you’d like/dislike would be useful.
Anya Sandstrider (CG female human ranger 3)
With the shared situation of being a bit of a fish out of water (person from a tribal culture among the more cosmopolitan), and naturalist outlook, Anya is one of the first people around whom Ku’Hania felt somewhat comfortable, feeling less like an outsider, and actually enjoying the gruff silence of her company.Harcourt Carrolby (LN male human aristocrat 4)
She definitely dislikes him, as she can practically feel the disdain whenever she’s been in his presence. Additionally, she can’t really see how he contributes anything worthwhile to the expedition other than financing, which could just as easily do without his presence
| JeminiZero |
I don’t believe so, no, as you need to have the spell on your class list to scribe it into a Spellbook.
I don’t even know if divine-only spells can be put into a spellbook at all, but I’ll have to look into that.
Yeah, the feat seems to be practically unusable by Oracles, without either some houserules or homebrew. I guess I'll pick up extra spells known the Half-elf way instead.
Applying with Jovian Zevros. Everything should be on the profile, let me know if anything is missing.
Crisischild
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| 1 person marked this as a favorite. |
I got into the same dead-on-arrival RoA game as Poly/Dolgrin. I have lately, for some reason, been pining for the ocean. Did about a decade as a merchant marine and commercial fisherman when I was younger, so I'm going to see if I can put something together for this before the deadline Monday. A merchant marine returning to land. I'm not going to submit the PC I got into the other game because 20 point-buy isn't sufficient for the build I had in mind for them. I'm thinking 1 level of Inspired Blade Swashbuckler followed by X levels of Inquisitor (probably Sanctified Slayer) of Cayden Cailean.
@GM of the Ruins: Would you allow me to take Weapon Focus as a level 1 Inquisitor even though the Inquisitor would not have 1 BaB? I'll still almost certainly take the 1 level of Swashbuckler, simply due to how front-loaded the archetype is for an Inquisitor that wants to use a rapier, but it would be a nice option to have regardless.