GM Cody |
Hi guys, GM Cody, I’ve been around the boards for a while.
A bit about me: I’ve been playing in pbp for over a year now and really enjoy the format. Sometimes I post really fast, sometimes I’ll only post once a day. Depends on the mood of the game at the time. I am in this for the long haul, I hope you guys are too. I’ll keep recruitment open till March 24th I’m looking for 4 to 5 players
My expectations from you as a player:
o Consistent posting, I’d prefer at least once a day posting
o An easy to read character sheet
o Decent writing ability, get descriptive. I don’t want just dice rolls.
o Have fun, if you aren’t, say something. It's always an adjustment joining a new group, if it's not working out, we can figure something out :).
Character building rules:
o Level 1
o We will be utilizing the Free Archetype
o For backgrounds, I’d prefer you use the ones from Hellknight Hill but the regular common ones are fine too.
o If you are going to be using one of the classes from Player Core 1, I’d prefer you use the rules from PC1 vs the original Core Rulebook.
o Ancestries: No rare ancestries, and I’d prefer no Tien Xia-centric ancestries, feel like it’d be hard to make that work.
o Give me a paragraph or two, 4-6 sentences minimum, of character background, who your character is and why they are here. If you want to go more in depth by all means do so. If you write it, I’ll read it.
o We will mostly be utilizing google drawing/slides/spreadsheets for tracking the adventure.
To tell you a little about myself, I’ve been playing DnD and Pathfinder for some 14-15 years now. I’m originally from Washington state but I’m currently in Alaska. I am in the US Army, but things are pretty calm for me right now. I currently run an in-person 5e hack of Skulls of Shackles in real life but am very excited and familiar with PF2e rules and am excited to run Kingmaker using 2e.
Feel free to ask questions, I'll should be around to answer them fairly quickly.
fatmanspencer |
I would like to put forth a CG Tiefling Emancipated Rogue of Desna.
Growing up under the yoke of Cheliax, would crush many people down, and for tieflings, it was a horrorshow with no escape options or hope. That doesn't mean everyone was going to go down that same path, and Resa Dermade was excited and kept her hope that things will get better. She remained a good person even as her life went from youth in shackles to a young woman in shackles, but the only real change was she got more quiet and solid in her belief she would one day be free and see the world.
One day things did infact get better, and suddenly she was free from the life of being chained to people who did not care for her, but only cared what she did for them. She took the chance to move from the area where she was born, and turned her life to the church of Desna. While not always on the best behavior, she was often excited and able to give praise to the Goddess of travelers, for in her mind, the ability to move was the ability to be free. And what better way to pay for freedom than by helping out others of their problems?
I am working on the crunch, will post when that is finished for you. Any questions or if anyone wants to tie some backstory together that works with me let me know.
Ythiel |
Dotting for interest!
I do have one question to ask:
It would be a non-evil character raised amongst humans, and unaware of his little 'quirk'. He just thinks he has some kind of rare condition he has to self-medicate. He grew up without any real friends but with many books, and I'm leaning towards the Truth Seeker background. He'd be extremely excited to socialize with others, and will not be a threat to the party.
I have to settle on a class, but he's definitely going to be some kind of spellcaster.
GM Cody |
Yeah, I better make a ruling on Heritages, made a note about ancestries but forgot to mention Heritages.
I'm honestly fine with all common and uncommon heritages. The character just has to make some sort of sense thematically as to why and how they ended up in a sleepy town, bright eyed and bushy tailed for adventure.
Ira kroll |
Samael Doulen ran away to the circus in his early teens. He's been travelling throughout the area with them, providing help where he can. He makes extra income by performing acrobatic tricks (and on occasion liberating a money bag from unsuspecting patrons).
I envision Samael as a human rogue, a know-it-all kid, with just a touch of larceny.
Des Bumblebrasher |
I would like to submit Des, goblin oracle of healing, who came into an Age of Ashes game after it started (hence they're level 2, but it's an easy adjustment to bring them back to 1).
Full disclosure: I have GMed AoA up until Book 2, but I have no issues keeping player and character knowledge separate.
Katja Morozov |
I'd like to apply with Katya, a hag bloodline sorceress I made for a Reign of Winter game I did not get into, but I'd still like to play. I adjusted the background story for Age of Ashes, and for Free Archetype, I'd go into Runescarred, if allowed, and into someone else at 12 once Runescarred was complete.
Evindyl |
Wondered when I'd see Findeladlara. Nice seeing you here, Evindyl. Might make a half-elf as well. Time to to create a 2e-ified version of my first PC maybe?
Is this using the remastered rules or not? Also, dot.
It's a concept I have always wanted to bring to the table: a character who is an adherent of Findeladlara in spite of, or maybe even because of, her fairly direct favoritism (racism) when it comes to elven purism.
Happy to connect backstories if you would be interested :)
Ythiel |
I'm rather inclined to play an Alchemist.
I have a question regarding healing for a Dhampir character that can Craft alchemical items. Surprisingly, you can create all kinds of Elixir of Life, but nothing that would function as a healing potion for an undead. Oils of Unlife cannot be crafted without a feat for Crafting Magical Items.
The last option would be Treat Wound, but apparently for undead you need the additional feat Stitch Flesh. I don't really get why though; sure, zombies or skeletons would need special medical attention, but a wound on an undead that hasn't decomposed shouldn't be that hard to suture!
Just to confirm that there are no other options -divine casting and necromancy aside, of course!
Dorian 'Grey' |
Hello All!
Tickle me most interested!
Full disclosure, my weekly home group has completed AoA. I had also been involved in a PbP AoA, although that ended prior to finishing Book 1.
I enjoyed this AP. I played The Healer in my home game. A Fighter in the PbP.
I am definitely able to forget...huh....what was we talk'n bout?
For this particular Recruitment of AoA (not that there were others....), I would really enjoy recasting a favorite of mine that got shelved from a previous home campaign.
If approved then I will reconfigure his Background a bit to better fit our quaint town, along with his Crunchy bits.
Thank you for running!
fatmanspencer |
Evindyl of Kyonin, Aerokineticist, Half-Elf Devotee of Findeladlara (even though she hates half elves)
Evin is deciding if he deserves a finders fee for reigniting the post ;) there are some great peeps in the mix now though, Kitten & FMS & Ira - this is shaping up to be an awesome campaign
So all elves are best? I like it! I hopefully will show you that even us none elven folks can be good and capable!
Dorian 'Grey' |
1 person marked this as a favorite. |
I'm rather inclined to play an Alchemist.
I have a question regarding healing for a Dhampir character that can Craft alchemical items. Surprisingly, you can create all kinds of Elixir of Life, but nothing that would function as a healing potion for an undead. Oils of Unlife cannot be crafted without a feat for Crafting Magical Items.
The last option would be Treat Wound, but apparently for undead you need the additional feat Stitch Flesh. I don't really get why though; sure, zombies or skeletons would need special medical attention, but a wound on an undead that hasn't decomposed shouldn't be that hard to suture!
Just to confirm that there are no other options -divine casting and necromancy aside, of course!
Pardon my manners
My current character in my home game (SoT) is an Alchemist. We have a Skeleton PC that I hand these out to...
Numbing Tonic
Also, our Healer has Stitch Flesh/Battle Medicine as does he.
I find PF2e Healing friendly.
Archpaladin Zousha |
Oh gods I am so interested! I've had an Age of Ashes character percolating for YEARS!
You okay with an Aiuvarin Dwarf? He'll most likely be a Cleric with the Haunting Vision background, using the Syncretic Faith feat with Yuelral and Torag, with either Wizard or Magus for Free Archetype.
fatmanspencer |
1 person marked this as a favorite. |
fatmanspencer wrote:I might pick up ranger as an archetype, unless anyone knows something that works well with rogue, i never have really done any with PF2With rogue? Yeah, Animal Trainer totally.
You know, Alladinn/Monkey? Do it!
I will! I was looking at doing it with like a wolf as a companion, getting that flanking bonus. A snake may be better tho
Katja Morozov |
I'm rather inclined to play an Alchemist.
I have a question regarding healing for a Dhampir character that can Craft alchemical items. Surprisingly, you can create all kinds of Elixir of Life, but nothing that would function as a healing potion for an undead. Oils of Unlife cannot be crafted without a feat for Crafting Magical Items.
The last option would be Treat Wound, but apparently for undead you need the additional feat Stitch Flesh. I don't really get why though; sure, zombies or skeletons would need special medical attention, but a wound on an undead that hasn't decomposed shouldn't be that hard to suture!
Just to confirm that there are no other options -divine casting and necromancy aside, of course!
Elixir of Life works just fine on a dhampir. Negative healing means that things with the positive trait do not work for healing. Elixir of Life does not have that trait, and it works normally on things with negative healing.
Dorian 'Grey' |
scranford |
Here is the stat block for Oppa Silk - Level 1 Gnome summoner. I'll make a Profile if chosen.
Oppa Silk
Oppa Silk
Summoner 1
N Small Gnome
Fey-Touched Humanoid
Perception +5; Low-Light Vision
Languages Common, Draconic, Gnomish, Muan
Skills Acrobatics +5, Arcana +5, Athletics -1, Crafting +5, Intimidation +6, Lore: Herbalism +5, Lore: Plane of Earth +5, Nature +5, Performance +6, Stealth +5, Survival +5
Str -1, Dex +2, Con +1, Int +2, Wis +2, Cha +3
Items Unarmored, Backpack, Bedroll, Chalk (5), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Basic Crafter's Book, Repair Kit, Healer's Toolkit, Steel Shield (Hardness 5, HP 20, BT 10)
AC 15 (+17 with shield raised); Fort +6, Ref +5, Will +7
HP 19
Empathetic Plea Prerequisites trained in Diplomacy Trigger You are attacked by a creature that you haven't yet acted hostile toward. You must use this reaction before the creature rolls its attack. The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker. Attempt a Diplomacy check against your attacker's Will DC. Critical Success The creature pulls its attack, wasting its action, and can't use hostile actions against you until the beginning of its next turn. Success The creature takes a -2 circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its next turn. The penalty is -4 if you're an expert in Diplomacy, -6 if you're a master, and -8 if you're legendary. Failure The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours.
Consume Energy Dragon Classification Trigger An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type. Your connection to energy is so much stronger than the offending display in front of you, allowing you to claim it for yourself. Attempt a counteract check against the triggering effect as you draw it into your body. If you successfully counteract the ability, you gain temporary Hit Points equal to double the counteract level of the ability, which last for 1 minute. Awakening The energy you consume helps empower your abilities. The next ability from the dragon classification that you use increases its range by 30 feet if it has a range, or increases its area by 10 feet if it's a cone or line. If you don't use this benefit within 1 minute, it fades. Awakening You channel some of the seized energy into your next attack. Choose one of your weapons or unarmed attacks. Until the end of your next turn, Strikes with the chosen weapon or unarmed attack deal an additional 1d6 damage of a type matching the energy you consumed.
Speed 25 feet
Melee Fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4-1 B
Melee Longspear +2 (Reach), Damage 1d8-1 P
Melee Dagger (x3) +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4-1 P
Ranged Sling +5 (Propulsive), Damage 1d6-1 B
Manifest Eidolon (Concentrate, Conjuration, Manipulate, Summoner, Teleportation) Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can’t willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon’s physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. Special This activity has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal).
Act Together (Summoner, Tandem) Frequency once per round You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).
Breath Weapon (Arcane, Eidolon, Evocation) Your eidolon exhales a blast of destructive energy. Your eidolon deals 1d6 damage to all creatures in the area, with a basic Reflex save against your spell DC. The area and damage type of the Breath Weapon are chosen when the eidolon gains this ability. Your eidolon then can't use their Breath Weapon again for the next 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d6.
Share Senses (Concentrate, Divination, Scrying, Summoner) Requirements Your eidolon is manifested. You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.
Arcane Known Spells DC 16, attack +6; 1st Gravitational Pull, Force Barrage (1 slots); Cantrips Take Root, Caustic Blast, Gouging Claw, Protect Companion, Read Aura
Primal Innate Spells DC 16, attack +6; Cantrips Elemental Counter
Focus Spells (1 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.
Additional Feats Additional Lore, Assurance, Energy Heart, Fey-Touched Gnome, Natural Medicine
Additional Specials Assurance (Nature), Eidolon (Dragon Eidolon), Energy Heart (sonic), Evolution Feat, Link Spells
Notes: Because dragons have a strong connection to magic, their minds can often leave an echo floating in the Astral Plane. Such an entity is extremely powerful but unable to interact with the outside world on its own. Dragon eidolons manifest in the powerful, scaled forms they had in life; most take the form of true dragons (albeit smaller), but some manifest as drakes or other draconic beings. You have forged a connection with such a dragon eidolon and together, you seek to grow as powerful as an ancient wyrm. Tradition Arcane Traits (Variable) one more (see Breath Weapon below) Home Plane Astral Plane Size Medium Marauding Dragon Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 10; +2 AC (+3 Dex cap) Skills Arcana, Intimidation Senses darkvision Languages Draconic Speed 25 feet Eidolon Abilities Initial breath weapon; Symbiosis draconic frenzy; Transcendence wyrm's breath Breath Weapon Your eidolon has a powerful breath weapon, which they are able to use regularly to wreak havoc upon your foes. They gain the Breath Weapon activity. Choose a damage type from among acid, cold, electricity, fire, negative, piercing, or poison, and choose whether the area is a 60-foot line or a 30-foot cone. Unless you chose piercing damage, both Breath Weapon and your eidolon gain the trait matching the damage type.
I'll throw together a background in a bit.
Ythiel |
Thanks for the input, Dorian and Katja! A lot of the rules aren't super clear :/
I thought the Elixir of Life would not work.
EDIT: I'm trying to wrap up the character sheet, and I have another question. The Chirurgeon Archetype says that "You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks."
Does that mean I don't have to invest in the Medicine Skill because Crafting will be used for everything?
Ythiel |
Awesome!
Alright, I think I'm done then. Here's the Crunch and the Fluff. I hope I didn't forget anything! Feedback's welcome :)
It was very fun to create, so thanks for the opportunity!
NG Halfling(-ish), Alchemist (1)
Background: Truth Seeker
Heritage: Versatile Heritage
Age: 20
Hair: Red
Eyes: Pale Green
Deity: None
Languages: Common, Halfling, Elven, Gnome, Dwarven
Traits:
Keen Eyes: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Low-Light Vision
Dhampir
Negative Healing
------
STATS
STR 10
DEX 14
CON 14
INT 16
WIS 14
CHA 10
-------
HP 16
AC 12
Initiative +2
Perception (T) +5
Fort (E) + 7
Ref (E) + 7
Will (T) + 5
Speed 25'
Skills: 6 (3+ 3 Intelligence Bonus)
Arcana (T) +6
Crafting (T) +6
Deception (T) +3
Diplomacy (T) +3
Lore (Breachhill) +6
Lore (Hellknights, T) +6
Lore (Politics, T) +6
Occultism (T) +6
------------------------
AC : 16
Offense:
Unarmed Attacks (T)
Simple Weapons (+Mace) (T)
Alchemical Bombs (T)
Defense:
Unarmored Defense (T)
Light Armor (T)
Medium Armor (T)
Class Features:
Class DC (T): 16
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Equipment
Offense : Dagger (+4, 1d4-1)
Sling (+4/1d6-1/ 50ft)
20 Bullets
Defense : Studded Leather Armor (CP -1)
Starting Money : 15
Remaining Money : 1 gp
5 sp
8cp
Other : 2 sets of caltrops, adventurer's pack, alchemist's tools, basic crafter's book, a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin. Healer’s Tools
Maximum Bulk: 5
Current Bulk: 3 Bulk, 8 Light
-----------
Feats:
Ancestry: Halfling Luck : Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse.
Class : Alchemical Crafting : You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Background : Lie to Me : You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
Alchemist’s Feats :
Lvl1: Quick Bomber : You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it
--------------
Special Abilities
Research Field : Chirurgeon
Lvl 1 : You concentrate on healing others with alchemy. You start with the formulas for two common 1st-level alchemical elixirs with the healing trait (like lesser antidote, lesser antiplague, or minor elixir of life), in addition to your other formulas.
You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
Infused Reagents: (0/4) You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.
As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
Advanced Alchemy: During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
Quick Alchemy :If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action. At the cost of 1 batch of infused reagents, you create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
[spoiler=Formulas]
Lvl 1 : Minor Elixir of Life
Antidote (lesser)
Lesser Smokestick
Lesser Tanglefoot Bag
Numbing Tonic (lesser)
Alchemist’s Fire (Lesser)
Antiplague (lesser)
Acid flask (lesser)
Nektin’s family has lived in Breachhill for almost as long as the city stood, looking for jobs in the newly-founded human settlement. There was once a time where that knowledge filled him with pride. It had made him feel like he was part of something, when he had so few opportunities not to feel alone.
Nektin grew up a sickly child, nurtured by his grandmother – a kind woman, if a little strict. He had rarely seen her smile. He supposed it was because her daughter had died giving birth to her only grandchild, and she had loved her daughter very much. Nektin liked to talk to her about his mother. The old woman rarely said sweet things, but on such occasions, her face softened as she told Netkin of his mother’s beauty and how tenderly she had loved him -how she had always wanted him. It always sounded a little too good to be true, but he would treasure the lie as an act of love -just like the red meat she bought him every day for his chronic anemia, or the carefulness with which she would monitor the curtains and the blinds, making sure they remained closed lest his hypersensitivity to light would trigger another migraine. She supported them both by working as a home helper without a word of complaint, i spite of her old age and rheumatism.
But of Netkin’s father, she would say nothing. No matter how hard he pressed her for answers, she would remain tight-lipped. How three generations of Bigpots were just down to Netkin and his grandmother, she would not say either.
Perhaps his longing for answers had come from this silence, or perhaps it was simply a way to break the excruciating monotony of his ailment. On the days he wasn’t bedbound, Netkin began to search the house for answers.
He still remembers vividly the day he found the crates in the attic, buried underneath discarded furniture and yellowing, mite-eaten tablecloths. He had just turned thirteen. They were stock full with alchemical reagents, esoteric manuals, and even an old spellbook whose ink had discoloured to the point of being unreadable. He had ran down the stairs to his grandmother, so excited that he barely managed to get the words out. Had he found something that used to belong to Lamond Breachton himself ?
He’d never forget the sad look on his grandmother’s face as she beckoned him closer. “Don’t be stupid,” she said, and the way she took the book from him was as gentle and firm as her tone. “It’s all my own stuff. You’re too young to hear about that yet,” she added, cutting short any possibility to ask questions.
It had crushed him, back then; but only for a matter of days.
There had been plenty of books in his grandmother’s house -his sole source of entertainment. He read through them all voraciously, still hoping, desperately, to find a shred of an answer. No luck.
Secretly, he took out the glass vials and the burners from the crates, cleaned them thoroughly, and began to look for a way to salvage what was written in the spellbook. When he realised that he would go nowhere with his blind experiments, he sneaked out of his house at night to consult the city’s archives to find more books on alchemy. He looked for old maps of the city to locate the wizard’s house, and see where it stood compared to the Bigpots’. He cross-referenced what little he could salvage from the books with the few remaining evidence of Lamond Breachton’s handwriting.
He never managed to restore the spellbook, in the end, but he did manage to unearth some leads. What little remained visible on the ancient pages did, in fact, resemble the wizard’s writing; and if his assumptions were correct, the Bigpots did not used to live close to Breachton’s house, but right next to it -like servants.
Alas, Netkin’s findings stopped there. Aside for commemorative monuments and a few administrative papers signed by Breachton’s hand -and treated like relics-, little remained of the wizard’s life. No one had lived old enough to know him personally -except maybe for Grandma Bigpot, who refused to say one word about the man even after Netkin confronted her with his results and pleaded for answers. His guesses were nothing but a shot in the dark that did not make his grandmother stir. She only repeated that it was best to “forget about it”, and that he had only “imagined things”. He still was not sure she was right, yet she was correct in one thing: he had hit a dead end.
As time went on, gathering information about Lamond Breachton proved extremely difficult. Jorell Blacktusk and Voz Lirayne both gaped in shock when Netkin asked them for books that might hint at a possible misconduct from the wizard. The more he asked people around, the more he would be looked at oddly -and sometimes, even with hostility.
He resorted to reading his way through every book at the archive until he found something interesting, yet after nearly eight years and several revisions of his method, he has found no new elements. Out of boredom, or resignation, he redirected some of that energy towards manuals that best befitted his interests -language, history… and, of course, alchemy. Netkin had become quite fond of tinkering with the small vials, and some part of him still hopes, rather desperately, that the key to Breachton and his family’s past depends on finding out what this hidden lab was for. Netkin is counting on the next Call of Heroes to provide him with some money to provide for her grandmother, pursue his experiments, and salvage his reputation somewhat after his ill-perceived investigation.
He is sure of one thing, though: something terrible has happened between Lamond Breachton and the Bigpots.
Even for a redhead, Netkin has a particularly pale skin tone that makes him look rather sickly, and brings out his freckles like autumn leaves on a sheet of snow. His eyes are such a pale shade of green that the irises seem almost translucent.
While a bubbly and generally enthusiastic person always open to new experiences, Netkin’s zest for life is often cut short by his physical illness – a rare condition that he admits never to have fully identified. Never one to exercise, he is a little plump, and tires easily -and frequently suffers painful headaches. He has to follow a strict regime, as a chronic iron deficiency can leave him weak. On top of that, cardiac and respiratory issues cause his heartbeat and breathing to be very faint and irregular.
His clothes carefully over his arms and legs in full to avoid exposure to the sun, since he burns easily, and he often wears gloves and a hat on particularly bright days -sometimes accompanied by a fan, an umbrella, a pair of sunglasses, or all three.
A shut-in for most of his life, Netkin is very naive when it comes to the dangers of adventuring, and can get excited as easily as he can get scared. Overjoyed at the prospect of meeting people and making friends, he is friendly, approachable, and very smiley. His smile is nice, and broad; he has very white teeth.
Opinions about him at Breachhill are mixed. Everyone is aware that Grandma Bigpot has been raising a severely ill, disabled child, and did not question why he so rarely left the house – save for the occasional participation in stargazing at the Great Dreamhouse. In recent years, however, his furtive trips to the archive and imprudent inquiries into Lamond Breachton’s seemingly spotless reputation have pegged him as an eccentric at best and a lunatic at worst. Some even whisper that the reason why he is only ever seen at night is because he might be not sick at all, but something more monstrous, leeching off poor Grandma Bigpot who might have been the real victim all along…
It is usually at this point that the rumour-mongers are cordially but firmly pushed towards the pub’s door at three in the morning after one too many drinks, and stagger off into the night to try and find their house where they’ve left it.
Evindyl |
1 person marked this as a favorite. |
"Elixirs of life accelerate a living creature's natural healing processes and immune system. "
No one asked, no one needs to care, but I'm going to weigh-in with Katja on this one:
"Despite being living creatures, dhampirs respond to positive and negative energy as if they were undead, making them unwelcome in many holy communities and often driving them toward necromantic arts."
Can take it as simply one Aiuvarin's viewpoint, but RAW seem to show that Dhampirs are living.
Ythiel |
Neat! Might swap Numbing Tonic for something else then, if Netkin gets picked...
Yeah, I found out the hard way while doing research for my character that Dhampirs are confusing creatures. Never expected to frantically Google stuff like "pathfinder do Dhampirs have a heartbeat?" (and that's actually only alluded to in Nyctessa's story, I think!)
No indication of whether they even need to breathe or not - which nonetheless would be important information...
They manage to be living and undead at the same time, so the rules get frankly schizophrenic. Thanks for helping me out :')
Violant Turra |
Emphasis on "as if" there, Evindyl, RAW they're 100% living.
Who said the remaster doesn't have Evokers?! Anyways the crunch is done for Violant. She's, fluffwise, supposed to be a very much a PF1e Evoker, down to the Haramaki even. Mechanically, of course, she's still obviously a PF2R wizard (School of Unified Magical Theory), but I couldn't in good faith convert everything about her fluffwise to 2e. She's both a mathematician and a wizard, and acts as if she had the Tongues curse with Utopian in the middle of battle. (As for the name being the same... you think I'd use my real name on the boards?)
Also, Ythiel, ORBS OF METAL (Arbiters) need to breathe if I remember and if it's the same as PF1e (considered having my Pact Witch's familiar enter a bag of holding), so I'd imagine dhampirs breathe.
Zeldones |
Throwing my hat in the ring with Zeldones, human Laughing Shadow magus. I based his background on the Returning Descendant--same crunch, but slightly modified fluff. Crunch will be forthcoming; I'm reusing an old name and profile, and haven't updated it yet.
It was in Korvosa that things went south for the last time. His father had had some minor successes…enough to pay dues to the Cerulean Society, and through them to get wind of a huge score. Rather than continue to take things slowly, his father tried for a masterstroke that would set him up for life, able to return to his wife and her family in triumph.
Zeldones never found out what, exactly, went wrong. He’d had his nose in a book when a couple of Cerulean enforcers appeared at the upper room he shared with his father with a warning: get out of town quickly, the Hellknights had gotten involved, his father had to go to ground far away from Korvosa, and sent Zeldones word to “Go home!” That could mean only one thing: back to Isger, where he was born. Back to Breachill, where his grandparents and his mother–his only living relatives, as far as he knew–lived.
It was one of life’s ironies that, having finally reached the small village, he came to empathize with his father better than he ever had. For he, too, couldn’t face his grandparents or his mother without something more to show for his time on the run than a list of failures. As luck would have it, though, he arrived on the day of the monthly Call for Heroes, a last opportunity to show that his father had raised a child to be something more than an untried battle mage and a failed thief.
scranford |
Oppa's Background
Oppa was always small... even for a gnome, and his speech impediment kept him constantly as the butt of jokes in the small Gnomish settlement he found himself in. It didn't help that he was part of a large family, and a late addition as well.
The fortunate part was that he had a lot of big brothers and sisters to take up for him and neutralize bullying... but this also kept him from learning to develop his own confidence... and they couldn't always be around.
One lazy Sunday afternoon Klemm, one of the worst at picking on him finally caught him alone behind the mill. She knocked him down, and pushed his face in the mud, attempting to fill his mouth with the disgusting mixture. A noise arose from the thicket just beyond them, and distracted by the sound Oppa was able to slip free. He ran into the deepening forest.... anything to get away from that monster Klemm. Too far in fact he was lost...
As night began to fall, he heard a rustling in the brush. Into the clearing stepped a young... well... dragon. Backing away in fear Oppa's head swayed from side to side looking for an escape route when the creature spoke.
"Well is that any way to treat your rescuer? Simmer down, I'm here as a friend. After all, you're the one who summoned me here".
Thus, Oppa met Doxie. He kept her secret from the rest of the village, and began to spend more and more time in her company, strengthening their relationship, and building trust.
It took another encounter with the notorious Klemm to advance to the next stage of his life. Though with some work his stutter lessened so that he only did it when nervous... like around Klemm. She followed him on one of his journeys into the forest and started pelting him with acorns and walnuts just as he got away from earshot of the settlement. This time more rage than fear took over his reaction, and he bellowed for Doxie. She answered his call... and let's just say the Klemm was now on the other side of the equation.
With the secret out Oppa decided it was time to discover what his calling was. So, with a tearful good-by and promise to visit often, Oppa and Doxie wandered off down the road towards adventure. and hopefully to slow the onset of the Bleaching that was currently hitting his village hard.
Dorian 'Grey' |
Hello All!
Tickle me most interested!
Full disclosure, my weekly home group has completed AoA. I had also been involved in a PbP AoA, although that ended prior to finishing Book 1.
I enjoyed this AP. I played The Healer in my home game. A Fighter in the PbP.
I am definitely able to forget...huh....what was we talk'n bout?For this particular Recruitment of AoA (not that there were others....), I would really enjoy recasting a favorite of mine that got shelved from a previous home campaign.
If approved then I will reconfigure his Background a bit to better fit our quaint town, along with his Crunchy bits.
Thank you for running!
@GM Cody may I proceed?
Zeldones |
Zeldones is fully updated except for finalizing gear.
fatmanspencer |
This will be Dorian Grey's submission for this AoA game.
I believe his Crunch is ready. I will edit his Background and extra this weekend.
Any questions, comments, concerns please let me know.
If selected together, is there any way perhaps a young tiefling would have made her way here with Gramps? I love the back story, and having traveled her from Chelix and the first person she met was this old crotchety goblin by "beating"
Zen Gypsy |
I feel as though I may be a little on the late side, however, I was hoping that you would be open to a new-ish player, or submission at least?
I was thinking of a Lastwall Garrison leader, retired, who has returned, along with his family, to Breachill. A distinguished man, somewhere in his late 40's, early 50's ... so narratively a Returning Descendant, but, mechanically, more likely to be a Knight of the Order.
Assuming you are still taking submissions, I could put together something, Pathbuilder, or Mythweaver, and fill in more narrative. Mechanically I am thinking of a Wit-style Swashbuckler, with Cooperative Nature and One for All, for a Diplomacy focused tactical field marshal ... through out Aid's, generating Panache, and, eventually, getting an Inspiring Marshal's Aura on top of that.
That way I can give one of our heavy hitters a good chance to crit big targets, and have some reliable Panache on top of that, as gravy.
Anyways, let me know and I will work something up.