| Veniir |
Ok, I have a character concept for you. I have a question though. You say a free archetype feat at 2nd level. Does this mean that this is not the free archetype optional rule, just one single extra feat at 2nd?
Ancestry: Human
Heritage: Versatile
Background: Militia Member (Seven Dooms for Sandpoint Player's guide)
Class: Barbarian with the Giant instinct
Archetype planned: Either Marshal or Beastmaster. Not yet set in stone.
Others:
Planned skill training: Athletics (from background), Deception, Diplomacy, Intimidation. Think of him as a largely built Columbo (Peter Falk). Whenever called by the militia, he investigates whatever is asked by talking to people.
George Oriun, or "Tiny" George as he's known, is the son of a sailor with one of the nice women that works in the Pixie's Kitten called Nuevi Oriun. At a young age, he wanted to meet his father, but never managed to. At his mother's protests, he even joined the crew of a few merchant ships to look for him. Sadly, all he learned was how to swim and brawl. He both admired and hated his father, the conflicting combination manifested in rage.
He finally decided to come back home and look for another way to live his life. He finally noticed his mother and hated what she had to do only to feed herself, and himself when he was young. He decided to focus on the parent he knew and loved.
After the first time he fought with a Kitten patron, he was forbidden to go there. He only wanted to protect his mother, but Madam Kaye assured him that she was perfectly able to manage her business. Still, he didn't let it go and started asking around that particular patron. Soon he found out he hung out with bad elements. Sheriff Hemlock took notice of young George's efforts. Despite the man's large size, it was only a matter of time until he angered the wrong person and wound up in a tiny alley with a shiv between his ribs.
After trying to get Tiny George to join the town's guard, he was too unruly and reckless when a fight broke out. He, instead, offered to have George join the unofficial town's militia. He'd help where needed, even doing unofficial investigations, as the sheriff learned he was good at learning stuff just by talking to people. This gave George some purpose, although he was usually very bored with waiting for something to happen. At least he wasn't getting stabbed, which made his mother happy.
| GMMichael |
Ok, I have a character concept for you. I have a question though. You say a free archetype feat at 2nd level. Does this mean that this is not the free archetype optional rule, just one single extra feat at 2nd?
It is the Free Archetype Optional Rule, as you also have Ancestral Paragon Optional Rule
| GMMichael |
Day 3
Seth86 Elf Martial Disciple (Acrobatics) Fighter
Aeshuura Human Laborer Alchemist
Coffee Dragon Human Deputy Champion
Blake's Tiger Halfling Street Urchin Magus
Rdknight Human Scoundrel Rogue
Ira Kroll Human Artist Animist
GMWanderer Dwarf ?? Ranger/Cleric
Veniir Human Militia Member Barbarian
One thing, I play up the subraces favoritism for humans in the area. so Varisian, Chelaxian, Shoanti etc will make a difference when dealing with people.
| Coffee Dragon |
One thing, I play up the subraces favoritism for humans in the area. so Varisian, Chelaxian, Shoanti etc will make a difference when dealing with people.
Are those the primary human nationalities in the city? I'm considering playing as a Keleshite, but it's by no way set in stone yet.
| GMMichael |
Day 4
Seth86 Elf Martial Disciple (Acrobatics) Fighter
Aeshuura Human Laborer Alchemist
Coffee Dragon Human Deputy Champion
Blake's Tiger Halfling Street Urchin Magus
Rdknight Human Scoundrel Rogue
Ira Kroll Human Artist Animist
GMWanderer Dwarf ?? Ranger/Cleric
Veniir Human Militia Member Barbarian
No change.
4 more days to go.
| GMMichael |
My Rogue would be Chelaxian. I'm assuming all the noble families in Sandpoint are Chelaxian aside from the Kaijitsu family?
All the founding families..
Are from Maginmar.
Not all are of Chelaxian heritage.
Officially for my game (it's not specified anywhere of true ancestral heritage)
Here are there backgrounds
House Deverin in Maginmar originally hailed from Andoran
House Scarnetti in Maginmar originally hailed from Cheliax
House Valdemar in Maginmar originally hailed from Land of The Linnorm Kings and are Ulfen
House Kaijitsu in Maginmar are originally from Minkai and are Tian-Minkai
Finally
House Foxglove in Maginmar are originally from Absalom and are Taldan.
If you've played RotRL. Throw out all you know about it. I'm Twisting it on its head.
| GMMichael |
*theirs
Pf2 differences
Under equipment there's a level number beside the item. This is a guideline to help DMs and Players know what's appropriate and available at each level.
So if a shop is rated level 4. You won't find level 7 gear in it.
At start level 0 and 1 are available for outfitting (with specified exceptions)
The level is also useful if calculating crafting time and cost
Everything in the game has traits. These traits tell you specific things about the equipment
For example
The Agile trait on a weapon means the 'multiple attack penalty' (something at first glance looks new, but in reality has been in the game since AD&D...2nd attack was -5 on iterative attacks) becomes -4 instead of -5
Or
Finesse trait means you use your Dexterity instead of strength for attack mod.
| Dumb Paladin |
Is there enough interest for this?I don't want completed characters...although Pathbuilder does make it easy.
But just Ancestry, Background and class will suffice.
I'll keep the recruitment open til at least July 1st.
Shall we save Sandpoint?
I'd be interested. I have a fondness for Sandpoint. :)
Turch Sterglus, local fishmonger, is noted as having "five industrial and smart sons", each of which my party met when I ran RotRL during my only time as a Pathfinder GM. Each of the 5 sons assisted my PCs at various times over the course of the campaign.
I would like to play one of those sons, an Investigator under the local Sheriff of Sandpoint. Town local boy done good, after a brief misadventure to Magnimar for a year and a half to a prestigious Academy that didn't quite work out for him.
Ancestry: Human
Background: Academy Dropout
Class: Investigator (likely Alchemical Sciences methodology)
| GMMichael |
Day 5
Seth86 Elf Martial Disciple (Acrobatics) Fighter
Aeshuura Human Laborer Alchemist
Coffee Dragon Human Guard Champion
Blake's Tiger Halfling Street Urchin Magus
Rdknight Human Scoundrel Rogue
Ira Kroll Human Artist Animist
GMWanderer Dwarf ?? Ranger/Cleric
Veniir Human Militia Member Barbarian
Dumb Paladin Human Academy Dropout Investigator
| Coffee Dragon |
Ok, so after our discussion, GMM, I took another look at my application idea, and went a slightly different way with my Champion of Sarenrae, though still the same core idea.
Brahom
Champion / Redeemer / Field Medic
Brahom was born the son of adventurers who were driven by both ego and conscience to participate in the great wars set at the Worldwound (or somewhere similar if the timeline doesn't match for the start of the game). As such, when he was a still child, he was left in the care of his Aunt Zarishu, a herbalist. Sadly, his parents never returned.
Still, the boy grew up stong and reasonably happy in Sandpoint, and at the urgings of his aunt, a stout follower of the goddess Sarenrae, Brahom spent a good deal of time at the Cathedral. Eventually his good nature and talents showed him to be a promising candidate for the church of the Everlight.
There he learned the ways of the Dawnflower, as well as the ways of combat, medicine, and was eventually chosen to act as one of the Champions, a Redeemer, of the Healing Flame.
Proud of his accomplishments, Brahom still has a fondness for the more simple days of his childhood, and he at times spends time with his friends that were accepted into the ranks of the Sandpoint Guard. (Where, to be honest, he had thought he would end up, career-wise)
| GM_Drake |
Trixie Rivers (a Varisian woman who is rumoured to be the great-granddaughter of an elven lord's mistress) was one of Kaye Tesarani's original group of employees at the local brothel, The Pixie's Kitten, and she still works there today. Trixie's only child, Barbethany 'Barbie' Rivers, was the result of her livelihood and does not know who Barbie's biological father is.
Barbie grew up under the care of her mother and 'Auntie' Kaye. Trixie did not want her daughter to grow up and follow in her footsteps. She encouraged Barbethany's love of cutting and styling the hair of her dolls and Kaye decided to have Barbie become the in-house hairdresser for Kaye's employees.
One night when she was 12 Barbie woke up to the sounds of one of the employees screaming (in pain) and after hiding in her room until the screams stopped, she went to investigate and found one of Kaye's employees badly beaten. She instinctily went to help tend to her wounds, and started assisting another employee of The Pixie's Kitten when one of the employees was beaten by a client, learning how to provide effective mundane wound treatment.
One of Trixie's regulars of the past decade, one Jargie Quinn became 'Uncle' Jargie to Barbie as she was growing up. When Barbie's kineticist powers manifested when she was 14, her 'Uncle' Jargie offered her a job as a dishwasher at The Hagfish.
Within the first six months working at The Hagfish, Barbie (now 15) had proven quite adept at soothing irate customers after they lost money gambling by using her sweet words and the sweet fruits that she would grow in her empty hand behind her back (while her other hand was touching the seated customer on the shoulder to aid in calming them down) before offering the fruit to the customer.
Within the first year working at The Hagfish, Barbie had doubled her clientele as a hairdresser (Kaye's employees at the the brothel as well as some of the regulars of The Hagfish.
Barbie (now 17) has been working at the Hagfish for a little over two years.
Barbie's end-of-late-shift duties of cleaning up has given her ample practice using her kineticist powers to evaporate the liquid remnants left over in customers' glasses and spilt beverages from the floor.
Once during her first two weeks working at The Hagfish while she was cleaning up after closing and had decided to spend the night 'cleaning' Nora's water tank (by spending a while using powers to move the dirty water out of the tank and onto the floor, then generating fresh water into the tank, and as she was evaporating the water from the floor as the sun was starting to rise, Jargie woke up to see what she had done and scolded her for cleaning the one thing that is to never be cleaned, Nora's tank. After a few tears and explaining she was trying to surprise him, Jargie apologized for scolding Barbie and acknowledged that he had never specifically told her to not clean Nora's tank before then.
Build:
(human-looking Aiuvarin) Human
heritage: Aiuvarin
ancestry feats: Round Ears & Unconventional Weaponry (shears)
background: Fight-breaker (Diplomacy, Sandpoint Lore, Group Impression)
class: dual gate kineticist (water & wood)
class feats: Extended Kinesis, Fresh Produce, Ocean's Balm
trained skills: Acrobatics (+6), Athletics (+3), Deception (+6), Diplomacy (+6), Medicine (+3), Nature (+3), Performance (+6), Sandpoint Lore (+4)
Str +0, Dex +3, Con +2, Int +1, Wis +0, Cha +3
Free Archetype: Blessed One (all the mercies build) Norns as potential source of her Blessed One powers (and possibly the source of her kineticist powers as well).
| GMMichael |
Day 6
1. Seth86 Elf Martial Disciple (Acrobatics) Fighter
2. Aeshuura Human Laborer Alchemist
3. Coffee Dragon Human Field Medic Champion
4. Blake's Tiger Halfling Street Urchin Magus
5. Rdknight Human Scoundrel Rogue
6. Ira Kroll Human Artist Animist
7. GMWanderer Dwarf ?? Ranger/Cleric
8. Veniir Human Militia Member Barbarian
9. Dumb Paladin Human Academy Dropout Investigator
10. GM_Drake Human Fight-Breaker Kineticist
1 More day. Tuesday at least half of you will be joining the game. GMWanderer, make sure you give me an idea on the background...and remember eveyone, I allow you to continue looking down the rabbit hole of 2E for feat changes, etc until you make 3rd level, then you get locked in.
why? Because Ive never seen a game system than can cause analysis paralysis like 2E.
and Pathbuilder makes it easy to look at variables.
| Morosino “Little Tether” Heron |
16, then 33.
This avatar will be for his elder version - still browsing the massive art archive for his younger bust.
Morosino is a (young) Human Student of the Faith Oracle of Lore! Observed in his youth as a mediator of conflict on the playground for his peers, developing a reknown for speaking “mystic” truth like a backwards “pinochio” of sorts: indeed, when he bestows his Word of Truth, his teeth glow a divine pearly-lavender white!
Party healer for Encounters, focus on Charisma and Intelligence skills, as well as making use of the cool Oracle feat Whispers of Weakness to “cheat” at Recall Knowledge, Morosino won’t be entirely squishy, with a decent AC and the ability to get a couple Strikes in (depending on party composition). Might dovetail into blasting as well. Thinking about MC Thaumaturge too.
| Dumb Paladin |
For now, what I've worked out about my character:
Persival "Percy" Sterglus, human middle son of Turch Sterglus' five sons, is part of the Sandpoint militia working out of the Sandpoint Garrison. He imagines himself a police detective -- whether he's actually working in that capacity or just as a 'standard' guard is up to the GM. ;)
He learned a lot from the fancy Academy he attended in Magnimar, but left due to an incident which he still rarely ever talks about except in the most oblique ways. He is an Academy Dropout, although he is quick to point out he is ALLOWED to return. He was schooled in a variety of topics there, but only returned with a couple of key indications of his training -- including a very handy Varisian Arcane Tattoo that helps him in tight spots.
He returned home to Sandpoint for lack of any wanderlust, and a love of his hometown, and a desire to be close to friends and family again while figuring out his "next steps." That was three years ago.
Whatever his official title and capacity in Sandpoint, classwise he is an Investigator with serious training in Alchemical Sciences. He uses alchemical magic to assist him in his investigative work whenever possible. Percy is teamwork-oriented and collaborative, and many of abilities showcase that.
Percy is a nice guy, but has always been able to connect with books -- and witty people -- better than most social situations. He keeps his above-average intelligence masked behind a folksy, homespun breezy charm whenever possible. Despite his overall average Charisma, Percy exudes unusual levels of confidence and leadership when the situation warrants; he's on the cusp of becoming a Marshal.
| GMMichael |
Day 7
1. Seth86 Elf Martial Disciple (Acrobatics) Fighter
2. Aeshuura Human Laborer Alchemist
3. Coffee Dragon Human Field Medic Champion
4. Blake's Tiger Halfling Street Urchin Magus
5. Rdknight Human Scoundrel Rogue
6. Ira Kroll Human Artist Animist
7. GMWanderer Dwarf ?? Ranger/Cleric
8. Veniir Human Militia Member Barbarian
9. Dumb Paladin Human Academy Dropout Investigator
10. GM_Drake Human Fight-Breaker Kineticist
11. Rainzax Human Student of Faith Oracle
rdknight
|
Here's a bit about my character submission. I'm sticking with Human, Rogue (Scoundrel), and Party Scholar. I'm figuring by this time, in Maginimar at least, the Valdamars are not purely Ulfen (that would be a whole bunch of inbreeding by now), so she's Ulfen and Chelaxian. Her mother is the Valdemar, and her father is a member of the Niroden family. Her paternal grandmother or great aunt, whatever works better, is a member of Magnimar's Council of Ushers.
Sidonia Valdemar-Nirodin has been living the rural life in Sandpoint for close to a year now. She's in a sort or soft exile for a while due to an very embarrassing incident that occurred (or more bluntly she initiated) in Maginimar. If you want to know what exactly the incident was, just ask her. Sidonia will happilyy share the details. It was a very clever scheme in theory. Her family hopes that spending some time with her rural, more grounded relations there will instill some degree of uprightness in her.
Sidonia is miserable in Sandpoint. As far as she's concerned the place is absolutely the ass end of the world. Even worse, rather than letting her mope through her sentence, the local Valdemars insist on assigning almost daily tasks to her involving their commercial concerns in shipbuilding and fishing. It's gross and degrading, like she's some sort of mercantile worker bee.
In her still copious free time, Sidonia seeks out ways to keep herself entertained and stimulated in town. Her dread is that all the time away from Magimar will cause her to lose her edge. After all, styles and fashions change, and who knows what she will find to be terribly outdated when she returns home.
Sidonia's two great talents are self-promotion, and her ability to be a social chameleon. Despite what she really thinks of Sandpoint and its people, she has been on a charm offensive during her time in town. Alienating everyone around her would serve no purpose except to cut her off from opportunities (though the gods know there's none of any real value in the town). At the least it keeps her mind active and gives her something to do, which helps the time pass.
rdknight
|
Hm, well looking at it through that filter I would suppose Chelaxian. But the more precise answer would be whatever a very style conscious young aristocrat from Magnimar would be wearing, etc.
It looks like Sandpoint was founded in 4666 AR and it's presently 4707 AR. That's about 40 years. The Valdemar family were already established in Magimar before that, presumably already nobility, and that would have taken some unknown amount of time as well.
So, the question to me would be: how long do externalities representing one's particular ethnicity remain when faced with competition or pressure to adapt other, more "mainstream" replacements? The answer would certainly be "it depends". So, what might it depend on?
In a large, homogenous immigrant population that interacts mostly with each other, which allows them to meet most of their needs internally might retain a distinct ethnic appearance and so forth for a considerably longer time. But, there is no Little Kalsgard in Magnimar like there's a Silk Quarter in Kalsgard, and nothing indicates large numbers of Ulfen people among Magnimar's population. In a very small population where most contacts and interactions outside the family are with other ethnic groups, not terribly long, maybe 2 generations give or take.
But, even more important here is class position. Magnimar's aristocracy is a tiny slice of the population as a whole. Fitting in, being able to move more easily among one's peers, strategic marriages instead of ethnic marriages, lots of immediate advantages to assimilating, would speed up the process. So I'd argue that Magimar Valdemars are distinguished primarily by class and wealth signals rather than ethnic ones.
Physically Sidonia has black hair, blue eyes, and pale skin. She's of around average height. She's also thin because all the best people are.
Now, on the off chance the Valdemers make some fetish for insisting on wearing bearskin cloaks or whatever, Sidonia has no time at all for that kind of foolishness. Does she speak Ulfen? Maybe some and badly? So, how does she read to people in Sandpoint? Like a bleeding edge cool aristocratic kid from Magnimar. She has recently turned 18 since arriving in Sandpoint though. Wow, that birthday party was such a huge drag. Sidonia spent most of that evening crying in her room.
Or maybe as a more concrete answer, how Tian does Ameiko seem? Take that amount and reduce it by 3/4 because A. the Kiajitsus are more recent arrivals, and B. because Sidonia is way more motived to fit in amongst her peers, and her peers do NOT live in Sandpoint.
| Barbethany 'Barbie' Rivers |
Hero Forge mini of Barbethany 'Barbie' Rivers without her kinetic aura up.
Hero Forge mini of Barbethany 'Barbie' Rivers with her kinetic aura up (with her undead-fighting tulip in hand).
Barbie's kinetic aura manifests as leafy bracelets around her wrists and small orbs of water around her neck (making it look like she is wearing a pearl necklace with pearls made out of water) as raspberry seeds, strawberry seeds and tiny globules of water harmlessly float around her and anyone within 10 feet from her.
A red and yellow tulip appears in her hand when she makes one or more elemental blasts on her turn that deals vitality damage. When making a ranged blast, one of the three inside tepals (the petals) bursts out towards the target. When making a melee attack, one of the three outside tepals (the sepals) is consumed when she successfully strikes the target with the tulip, with the tulip withering away at the end of her turn or when she makes a non-vitality blast with the hand that was holding the tulip, whichever occurs first.
A snowball appears in her hand when she makes a melee or ranged elemental blast that deals cold damage.
An ice-covered snowball or an apple appears in her hand when she makes a ranged elemental blast that deals bludgeoning damage.
An ice-covered snowball or a branch appears in her hand when she makes a melee elemental blast that deals bludgeoning damage.
When she uses Ocean's Balm, small tendrils of healing water run out from her fingertips as she touches the target, the healing water initially seeking out wounds to mend and then remains swirling around the target for a minute seeking out any fire to provide the target some protection against.
When she uses Fresh Produce, one of the seeds of her kinetic aura floating around the target stops in front of the target and grows into a strawberry or raspberry, and (on the target's turn) drops into their open hand (if they did not bite it out the air before it falls) or drops to the floor in front of them if they did not have a free hand to catch the berry (or chose not to catch it). The berry withers away at the start of Barbie's next turn if it was not consumed.
Her healing kit is in the pouch on her right hip. Her hair-styling kit is in the pouch on her left hip with a vial of shampoo, a vial of conditioner and a vial of hair dye attached to the outside of the pouch, with her hair-cutting shears, combs, brushes and additional vials within the pouch.
Party role:
Secondary healer during combat (as she can only heal each party member twice during combat - once with Ocean's Balm (touch) and once with Fresh Produce (within 10 feet of her), which each has a cooldown of 10 minutes for targets that benefitted from them). When she gains lay on hands, she can heal a single additional time during combat (or up to twice when her focus pool increases to 2 points, provided she has unspent focus points to do so) though her lay on hands will be mainly used to remove conditions acquired during combat (via her lay on hands mercies).
Typically a ranged combatant with her elemental blasts (bludgeoning, cold or vitality), resorting to melee if pressed into it.
She has never thought of using her hair-cutting shears as a weapon...as she does not expect to need to use her professional tool in such a way....until circumstances changes things...such as her bludgeoning/cold or vitality blasts proving ineffective against a creature that she has been pressed (or about to be pressed) into melee with....and then resorting to piercing and slashing with her unconventional weapon.
| Barbethany 'Barbie' Rivers |
Barbethany's bonus language from Int is Skald (she learned a lot of Skald curse words during her first few weeks working at The Hagfish and over the past two years learned the non-curse words of the Skald language as well).
The 3rd level ancestry feat (Free Heart) will give her the Hagfish Hopeful background's skills and skill feat.
Once Barbie reaches 6th level she can heal party members in combat one additional time due to her Torrent in the Blood (2-action overflow) impulse [a 30 foot healing cone she has potential to do each round, which she can exclude 3 enemies from being healed, increasing the number of enemies she can exclude to 4 when she reaches 10th level]. Targets can only benefit from Torrent in the Blood once every 10 minutes.
Barbie's primary skill increases focus will be Diplomacy (which makes her better at debuffing (some) enemies with her Bon Mot and bumps up how many people she can affect when she Makes an Impression.
Barbie's second skill increase will be to Crafting (to make it Expert to qualify for Magical Crafting - see the Level 6 entry of the leveling plan below for the role-playing potential regarding the specific item I am hoping she will be able to craft (by finding/buying the common 3rd level property rune required to do so).
Barbie's secondary skill increases focus will then be Nature (for Natural Medicine's Treat Wounds) (emulating her tapping into vitality of plane of wood to heal the target).
So you can get a better idea of how Barbie would interact with the party as they level up.
2nd Level:
Skill Feat: Bon Mot (so in addtion to ranged elemental blasts she can use her words to debuff targets (status penalty to target's Perception and Will saves for 1 minute)
Class Feat: Weapon Infusion (so she can shape her elemental blasts to reach targets farther away as well as being able to deal piercing and slashing damage with her elemental blasts).
Free Archetype: Blessed One (blessed by norns?)
*
3rd Level:
Skill Increase: Diplomacy (expert) (can affect 20 people (instead of 10) when she Makes and Impression).
General Feat: Fast Recovery (her connection to the vitality-rich elemental plane of wood helps her recover from such ailments quicker)
Ancestry Feat: Free Heart (to gain the Hagfish Hopeful background's trained skills (herbalism lore) and skill feat (natural medicine) and will become trained in Craft (for already being trained in Nature). Also ties in nicely with the background I came up with her regarding her connection to her 'Uncle' Jargie.
*
4th Level:
Class Feat: Safe Elements (which comes into play with her level 6 class feat)
Skill Feat: Glad-Hand (can Make an Impression when first meeting somone in a casual or social situation without needing to converse with them for at least a minute, although if she fails/critically fails she can re-roll after a minute of conversation with them).
Free Archetype: Protector's Sacrifice (increases her focus point pool to 2, allowing her to use Lay on Hands an additonal time)
*
5th Level:
Ability Boosts (all except Str & Int)
Ancestry Feat: Clever Improviser
Skill Increase: Craft (expert)
Gate's Threshold: (will decide before then)
*
6th Level:
Class Feat: Torrent in the Blood (now unlimited Healing in combat, and can heal allies within 30 foot cone without healing 3 enemies within the cone (from Safe Elements)
Skill Feat: Magical Crafting (so she can enchant her hair-cutting scissors, with (player hope) of learning the authorized (common 3rd level) rune to make her scissors safe to handle by people who are blood-related to Barbethany, so anyone claiming to be her biological father (or another blood relative) needs to pass the test of holding her scissors without being harmed by them.)
Free Archetype: Mercy of Grace (Barbie's lay on hands can remove Clumsy, Grabbed or Paralyzed).
*
7th Level:
Skill Increase: Diplomacy (master)
Skill Feat: Shameless Request
Ancestry: (will decide before then)
*
8th Level:
Class Feat: Mercy of the Body (Barbie's lay on hands can remove Blinded, Dazzled, Deafened, Enfeebled or Sickened).
Skill Feat: (will decide before then)
Free Archetype: Mercy of the Mind (Barbie's lay on hands can remove Fleeing, Frightened or Stupefied)
*
9th Level:
Skill Increase: Nature (expert)
Ancestry Feat: Multitalented (Psychic Dedication) (to increase focus spell point to maximum of 3) (will decide the specifics of the psychic dedication before then)
Gate's Threshold: (will decide before then)
Ability Boosts: All except Str & Int
*
10th Level:
Class Feat: Aura Shaping
Free Archetype Feat: Greater Mercy (Barbie's Lay on Hands can remove Confused, Controlled, Drained, Immobilized, Restrained, Slowed) (At 12th level, her Lay on Hands can also remove Petrifed) (At 16th level, her Lay on Hands can also remove Doomed and Stunned)
Skill Feat: (will decide before then)
*
11th Level: Nature (master)
Skill Increase: (will decide before then)
General Feat: (will decide before then, possibly Robust Health)
| GMMichael |
| 1 person marked this as a favorite. |
Sorting Hat Day
1. Seth86 Elf Martial Disciple (Acrobatics) Fighter
2. Aeshuura Human Laborer Alchemist
3. Coffee Dragon Human Field Medic Champion
4. Blake's Tiger Halfling Street Urchin Magus
5. Rdknight Human Scoundrel Rogue
6. Ira Kroll Human Artist Animist
7. GMWanderer Dwarf ?? Ranger/Cleric
8. Veniir Human Militia Member Barbarian
9. Dumb Paladin Human Academy Dropout Investigator
10. GM_Drake Human Fight-Breaker Kineticist
11. Rainzax Human Student of Faith Oracle
12. NotEspi Human Pilgrim Psychic
ok looking at characters hard now.
Ill post whos in later today.
| GMMichael |
OK sitting at work waiting for my.computrr to reboot up, had an hour to sink my teeth into every player and character.
I really only wanted 5 because of the narrow halls in places.
But I can't seem to get it down to that.
So 6 of you.
As follows
1. CoffeeDragon Human Field Medic Champion
2. Seth86 Elf Martial Disciple Fighter
3. GM_Drake Human FightBreaker Kineticist
4. DumbPaladin Human Academy Dropout Investigator
5. Veniir Human Militia Member Barbarian
6. RdKnight Human Scoundrel Rogue.
Please go to the discussion page.
And thank you all for sending in character suggestions.
I'm sorry I had to limit it to 6.
If anyone drops, you may hear from me if that's ok.