For Aërydd, a walk in the forest was usually a pleasant enough adventure. Yet, with the darkness that surround these lands, not to mention the nasty rain that drenched her curly brown hair, this particular jaunt was not pleasant in the least. With her cloak pulled tight about her, she made her way with light, quick footfalls avoiding the potholes littering the old Thruway. "Well... it could be worse, I suppose," the halfling ponders to herself. "I could get all the way out here and not find her. No, no. She'll be here. Where else would she be but the Borderlands. This is where the adventure is. This is where I'll find her."
Soaked to the bone, Aërydd stops in her tracks at the sight of the glowing silhouette blocking her way. Flinging open her cloak and drawing back the hood, she reveals her rapier, grabbing its silver hilt. But the rogue relaxes upon hearing the woman's demand. "Oh! By the goodness and grace of my friend Desna! You gave me such a fright," she says holding a hand to her heart. "I thought you were the spawn of some great devil, come to stop me from finding her."
Perception:1d20 + 7 ⇒ (6) + 7 = 13
Releasing her grip from the blade, she cocks her head to one side and nods crisply to the bridge's guardian. "Five gold, you say?" Aërydd says while lightly tapping her belt pouch. "I do have the toll, but I'd prefer not to part with it... so, let's have a go at it then."
Acrobatics: Move through an Opponent (DC=CMD+5):1d20 + 7 + 5 ⇒ (19) + 7 + 5 = 31
With a quick drop step, Aërydd springs forward running at full speed at the woman. Angling to her right, she forces the woman to bring her staff to bear. At the last moment, Aërydd cartwheels to her left and steps lightly upon the outstretched staff. Vaulting herself high over the woman, she completes a forward somersault and tumbles once more upon the road, coming back to her feet in a single fluid motion.
Now standing upon the bridge, the spritely halfling shrugs her shoulders and curtsies. Looking about she grins and continues, "It seems you no longer stand between me and my path, so I bid you goodbye and good fortunes." With a final nod, Aërydd turns and prances off in the rain with a quick burst of laughter. Now, this adventure is becoming interesting, she thinks to herself.
Hmmm... I think that would be okay. Climbing: You are basically making a standard action to get into position for a flank, which sounds like what is intended, and you have to make a roll to succeed. If the creature were trying to "shake you off" you might have to make the climb check again. The house rule that gives small creatures a climb bonus is very useful here.
Would the "shake off" be a standard action or move action for my opponent? Also, does that provoke an AOO from others? I'd assume it doesn't provoke one from me... since I'd be hanging on for dear life!
Rune GM wrote:
Same space: The vexing dodger allows to move through a larger creature's space freely, not stay within it.
I was referring to the Limb Climber ability of the archtype, Vexing Dodger. I'd assume that if I've "climbed" an opponent, I'm in his/her same space. If the opponent moves, I move with him/her... unless, of course, I've been shaken off.
Rune GM wrote:
For the record, if you are climbing an enemy creature, you will never have more than one hand free to make attacks. You also need two hands to actually make the climb. I recommend a spring-loaded wrist sheath.
Unfortunately, I don't think my short sword will work in a spring loaded sheath... unless you want to house rule that I can have one crafted especially for my sword. So, I'd assume that I'd take a round using my standard action as a climb and a move action to draw my sword. Subsequent rounds, I'd be making a one handed attack while using the other hand to maintain a grip.
Rune GM wrote:
Also it's worth noting that there are a lot of goblins in the early part of the adventure, so you won't get to use that ability much for the first few levels.
True, but it will work on any medium creatures that we come upon... and it will come in very handy when we get to the giants. I think this character is built for a long haul campaign with a thematic build. She'll be a good rogue early on, but will have some flair as the AP progresses.
Rune GM wrote:
It does make sense that is she "remembered" all this stuff about Chaldira Zuzaristan she might think they must be memories.
Yep, I think it will be very fun to roleplay.
Also, I noted that you missed me in the write up of completed submissions.
I've updated my profile and fleshed out her background. Comments to your comments are below.
Rune GM:
Rune GM wrote:
OK, now I get the name! Totally missed that. So I suppose this means that you would be hiding the fact that you are a deity when among mortals? :)
Yes, she won't be outwardly proclaiming it. She may confide in certain party members at times.
Rune GM wrote:
Archetypes:
* I like the fluff behind Okeno Liberator even though it has nothing to do with the AP. If you took this I might add some Slavers as villains.
* If your character was actually trained to fight giants, Vexing Dodger would work well.
* Swashbuckler (the archetype, not the class) would give you martial proficiency which you could use to get Starknife proficiency if that is what you want.
Ha! Last night I read through them and selected Vexing Dodger, which then led me to several changes. I've dropped two-weapon fighting for now to get Agile Maneuvers. I'm looking at the dirty tricks line as possible direction.
How would you rule about flanking and being in the same space from the Vexing Dodger's opponent climbing ability. The only thing similar is the Mouser archtype to swashbuckler's which specifically says the mouser is flanking as long as another PC is threatening. The text for Vexing Dodger doesn't discuss flanking. Logic would seem that it should be the same since it is a major focus of the archtype and any other ruling would basically eliminate the rogue's sneak attack damage while doing the main tactic the rogue is built around. Thoughts?
Rune GM wrote:
Rope Shot:
I'm fine with it, I just want to be able to find it.
Great. I think it will be marginally useful, but will be fun if it comes up.
Rune GM wrote:
Starknife:
They are martial weapons. They are also not very concealable.
I'm going to focus on the shortsword and forget about a starknife or punching dagger.
Rune GM wrote:
Caste:
People would normally be able to tell your social standing by your accent and mannerisms. So even you would be able to figure out this element of your background on your own.
If your character were an actor though (either as a performer or as a spy), and had gotten really "in character" before the amnesia, she might have subsumed her class for one she was impersonating. If this is the case, you could switch when you "discovered yourself" as long as the acting thing is a part of the new persona.
I stuck with the Clergy caste. As I fleshed out her background, I decided that her mother was a priestess of Chaldira and raised Aerydd in and around the religion. So, it naturally comes out of her and it plays well with her delusions of grandeur about her actually being a deity's avatar.
Thanks for looking over my character and all the comments. My thoughts:
1. I think there are several archtypes that could play well into her character, but wasn't sure how important trapfinding is to this AP. With your permission, I'll relook at them and see what seems most appropriate concept-wise.
2. I'll add a link for the 'halfling rope shot.' It looks to me a small length of rope that is weighted on the end. It is concealable and does blunt damage. Additionally, it has the disarm attribute. It doesn't have reach. I thought it sounded fun and circumstantial, especially given your feat tax system.
3. I'm torn on my off-hand weapon. At first I was going to have two shortswords. Chaldira is close with Desna (and since we have a priestess of Desna in the group already) I thought it would be fun to incorporate a weapon from that diety. But given your rules on sneak attack damage, the x3 on the punching dagger was enticing... and again, I wanted something concealable. I was envisioning the handle being more decorative and the blade thinner, hence the hairpin thought. However, the more I think of it the punching dagger just doesn't fit thematically. I'm going to reconsider either a pair of short swords or a starknife. Given your rules on sneak attack damage, dual wielding seems the best route to go for this character. Rapier would be the best choice as a primary, but again, it doesn't fit thematically.
3. Sounds good on not using the clergy caste, but I'm still unsure which to use since she doesn't remember her past. I'll work on it.
4. Yep, need more fluff. I'm still getting the whole backstory developed. I'll post more asap. Her name is one she came up with after awaking... it is Chaldira backwards with a couple changes. It is her way to disguise what she believes is her true name.
5. I intended it to be more comedy than anything. I'll get you a sample post.
6. She could possibly remember which may lead into a class change. I could see her realizing that she isn't the goddess, and become a cleric or warpriest. I could also see her picking up a couple fighter levels if she needs more more martial abilities which could also get her 'combat expertise' for free. I could also see her having some experience that leads to a level or two of sorcerer or magus. In any event, I would start roleplaying the multiclass prior to the level.
Cleaned up her profile and added more to her background. Her basic personality is warm-hearted and good natured. She can be quite excitable and a staunch ally to those she calls friends. She frequently looks before she leaps assumming her friends are following close behind. She will be a skill-monkey and trap finder. Her melee will be respectable especially if she can get in flanking position. She isn't optimized by any means, but is well rounded.
As for her background, she has amnesia and a bit of dementia. She doesn't recall anything prior to be attacked by giants a couple of years ago. She didn't remember who she was, how she got there or what happened. She only found herself and a short sword that is also a holy symbol of Chaldira Zuzaristan, the halfling goddess of battle, luck and mischief. In her delusional world, she now thinks that she is the goddess herself that has taken mortal form. She searches for the goddess's friend, Desna, whom she also believes has taken a mortal form.
As for progression, it will depend on how the AP plays out. I intend to keep her as a rogue for at least 4-5 levels. From there she may turn more martial, or she may find that she has a sorcerer bloodline... although a straight rogue is the most likely.
As for myself, I've been playing RPG's since 1978 and AD&D. I've been playing PF since 2011 and have been active on these boards for about 3 years. I'm currently playing in an Emerald Spire campaign and running a homebrew one. I also dabble in PFS on these boards from time to time.
Also, I took the clergy caste as it seemed most appropriate. Although she is not trained as a priest; knows little of religion; and thinks she's a goddess. So, it is not a perfect fit, but seemed the best choice.