DominusMegadeus wrote:
No one needs it... because it's already there. It's written into the game just like all the other rules and procedures, and fluff. It just is the way that Paizo wants it to be.
I don't understand how this constantly comes up. It is extremely clear in RAW that Lich is evil. it lists them under NE, and then under the creation aspect is says the following: "Creating a Lich Lich is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create the required phylactery. A lich retains all the base creature's statistics and special abilities except as noted here. CR: Same as the base creature + 2. Alignment: Any evil." It clearly states, that all the base creatures stats and abilities are retained except the following... and in the "following" it says alignment... ANY EVIL.
Wolfsnap wrote:
For inspiration look at "The Chronicles of Thomas Covenant" by Stphen R. Donaldson. You are basically describing the premise for the series.
Wolfsnap wrote:
For a curse like this to matter they have to care about something. Someone who is supremely apathetic isn't going to care about any kind of curse. Why would he care about a rug if he doesn't care about innocent children being killed? Your hook here for the curse is to define what this character cares about. Until you do that it's an impossible feat.
Is there such a thing if I want to play a character similar to a paladin ie some kind of divine or arcane abilities, heavy armor/fighter type, but without the slippery slope of morality that the paladin are bound to. I'd rather not have to multi-class but that is an option I suppose. Are there cleric builds or some other archetypes that could mimic a paladins fighting ability but aren't so morally set in stone?
Archae wrote:
Given that I would say definitely Lawful Evil. Maybe in a stretch Chaotic Neutral since he is willing to do whatever. But a willingness to do evil acts as a last resort I think requires the Evil tag.
My vote would be LE. But it really boils down to intent, and actions. So what is the intent? which you say is for the greater good, but is dominion really better then freedom? Might be better for your character but I would say worse for many or the people being dominated for the sheer fact that they are not free to choose. And the actions aspect. How is your character achieving this goal? If by anything other then democratic election of this world domination I would have to say Evil is your only option. If you go the route of diplomacy and convince everyone they need you then Neutral would be an option I think.
One survival tip is to put rocks from a fire into a contained body of water to sterilize/boil it. It works reasonably well for a small amount of water. Get a bigger rock or piece of metal and heat it up even more then a camp fire would be capable of and theoretically it should boil your water but not for the sustained amount of time you are talking about.
Charon's Little Helper wrote:
That is true. Still as a GM I don't think I would allow firearms under small size via House Rule. Or if I did it would be like 1 in a million to find a gunsmith to fix, and or create one of that size.
Cuup wrote:
The 60ft would be the distance traveled up at 45 degrees correct? So the actual linear travel would be 42'. Rounded down = 40'. You would also at that point be 40' off the ground and have traveled 60'.
Rejuvenation (Su) One day after a graveknight is destroyed, its armor begins to rebuild the undead horror's body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed. If you don't destroy the armor you don't destroy the Graveknight. He's coming back given your scenario. However I don't see anything in the description of the Bag of Devouring that would lead me to believe they it spits out inorganics. In fact the description reads "this intelligent cursed item believes it is the favored maw and most important appendage of a fabled creature it refers to as the Eater of All" All means all in my book. So IMO there is nothing left. No loot, not armor, no nothing. It's all gone, down into the stomach of the Eater of All.... or wherever it really goes.
Isonaroc wrote:
Neither would you functionally be the same person after death. Not a dissimilar transition.
fictionfan wrote:
You are definitely still you even if you don't have your memories. You did lots of things before the age of 3 or 4 or whenever your first real memory exists. That doesn't mean that you were you before that, you just changed and developed more. Well passing on could be the same thing. It's still you but that time when you were alive exists in a part of your being that you just don't remember. You know stuff happened but not exactly what.
Again that's why I say it would have to be GM okay-ed. A passive aggressive pissed off GM can ruin any good idea. I personally would welcome the depth of flavor/game-play of a PC taking on an entrepreneurial endeavour. If it is something your character wanted as an adventurer then the chances of it not selling would be next to zero. Some other adventurer will snap it up. If it is a randomly generated magical item that came out of a chest in a dungeon, and is more or less useless or not that useful then it might sit on a shelf and collect dust. At that point it would make sense to unload it on another merchant for half the value.
Dave Justus wrote:
You might be surprised try searching "Acquisitions Incorporated". The selling your items for half is only assuming you are selling to a retailer who has to make a profit. Or that you are selling on Pathfinder Craigslist "For sale" and so not at full retail. But if you are a character have a full retail shop, and you sell the item it sells for full retail. You would also have to calculate all the expenses of the shop via I think Ultimate Campaign? I could have the book wrong... but at any case, yes you can sell at full retail under certain circumstances. Which obviously would have to be okay-ed by the GM seeing they would have to precipitate the signing of a shop lease or construction of said building etc etc.
Gotcha that makes sense. I guess this is all the more reason to set up a magic item merchant shop in your local metropolis. Then you can sell your old ring for 8,000 and get your shiny new ring with added abilities for 24,000. But then the next step would just be to employ a magic item mage sweat shop and then you could get the ring at cost and sell the old ring at full value and then you get the shiny new ring for only 8,000... I suppose you would have to factor in the cost of labor/salary for your sweat shop mages...
It clearly references it is carrying the item in their hand/hands. So if the horse is carrying it's rider around in its hand then I suppose this technicality stands. But since horses don't have hands you lose. Now I might allow it if a dragon or something were carrying off a friend and you disarmed it I could allow the dragon to drop what it is carrying ie the person being carried and not merely just an item.
Cevah wrote:
I am having trouble following your math. They way the rule is written is that in your example when adding invisibility to the +2 protection would be a total cost of 38,000. 8,000 for the original ring, plus 20,000 X 1.5. Doing it from scratch all at once would cost 20,000 + 8000x1.5 = 32,000
CBDunkerson wrote:
I'd have to agree with you're reading and understanding of this rule. They are referencing the previously stated convention of ordering the enchantments by value. This is obvious when you look at the bolded text. It is referencing the discount given in the previous rule with similar enchantments. it is not creating a new rule/convention, but adding to it.
I have personally played in a couple of games where the GM would set the diplomacy DC based on what you actually said. If he liked it then you would get a lower DC if he didn't or it went down the wrong path you got a high DC. I guess that is what I mean by being penalized by not knowing the right words to say. Until I started to analyze some of the new players at the PFS tables who were inexperienced or just not as mature as their character would be, they end up being penalized IC. I started to think, we don't ask our players to actually scale a sheer wall, so why do we ask them to actually talk the NPC off the ledge... I do agree the more descriptive a player can be the better, but not everyone is as good at that as others. We can't all be best selling authors/story tellers.
I think the issue more at hand is peoples obsession with "what is an evil act". For example last weekend at a PFS game We were presented with a combat with 6 Ninja. 3 of them were either put to sleep or Dazed so that they were prone, and no longer an immediate threat. My rogue took the opportunity to slay an enemy while they were vulnerable and to simplify things I said "I'm going to coup de grace them". To which the entire table erupted with a resounding "That is an evil act!!!". So I proceeded to take a full round two weapon sneak attack and actually did more damage then I would have if I coup de grace probably. To which the table had no issue... because somehow it was no longer an evil act because it was simply an attack... I was and still am super confused by this but I rolled with it. So long story short I think peoples obsession with what is and isn't an evil act is really what is wrong with this mechanic rather then simply being a Paladin problem. They just suffer more directly from it because it holds an immediate negative consequence for them and not so much for everyone else.
So I have noticed both in reading, video, and real life playing that many GM's myself included often "force" players to dialogue out any interaction with NPC's for diplomacy and intimidation etc. This is always justified by immersion or role playing. However I just got to thinking about this from another perspective. We don't ask our players to describe in detail how they will disarm that magic trap, or what exact techniques are being used to extract an alchemical poison etc... something they likely would not know how to do in their personal OOC life. But many players are equally challenged on how to actually speak diplomatically or in an intimidating way. Yet we expect our player to actually be able to speak in the way their character would speak even if they are not personally skilled in it. This seems like a double standard. A player should theoretically be able to pull the "disarm magic traps" card and say "I don't personally know what to say, but my character would, I want to speak to the unruly mob diplomatically to calm them down" and then roll a diplomacy check, just as they would if they said "I want to disarm the magic trap". I see so many example of GM's who stop and say "well what are you actually saying to them?". I think if you as a player know what you would want to say you should be able to, and maybe reward them with an additional +1 or something if it is really good. But players shouldn't be penalized for not being good at what their PC is good at IMO.
Ashram wrote:
The only reason to keep a sword shaving sharp is if you are cutting through commoners with no armor. Even then you will likely notch the blade on a rib, femur, or vertebrae. A sword that sharp would not stay that sharp for long unless you spent hours honing it after each battle which could have been done seeing as it was the time of servants and squires and the nobles/knights were not doing it themselves. They weren't dull but I highly doubt they would even pass the simple "paper test". I'm not sure many wasted their time sharpening their swords that much unless they were designed for slashing in fights with mostly unarmored foes. If you look at most occurrences of cutting/slashing weapons they existed in periods of low/no metal armor ie katana or were designed for piecing ie rapier.
Metal Sonic wrote:
I have 3 ranks in UMD and a -1 Cha modifier, and UMD is a class skill, so I have a +5 on UMD at the moment. Skill focus on UMD seems like more of a waste then being able to boost AC or heal myself.
I am playing a PFS unchained Rouge. Strangely I end up tanking about half or more of the times I play, mainly due to my AC 18. I spent every last GP I had getting +1 darkleaf lamellar leather. In the last scenario I played this armor is the only reason I didn't die like 3-4 times. That last play put me into 3rd level, and I am debating between dodge for a +1 AC, or Godless healing so I can heal myself if I do get hit. Several times we have had to play with no healer in the group, at best a caster with a wand of CLW. But being able to be more self sufficient with healing would be ideal since I am also usually behind enemy lines flanking. Is it more valuable to have a AC 19 over an AC 18, and possibly get hit less often or be able recover from a hit since I only have 18 HP.
You say "Give up their souls", not die, pass from existence, etc. That wording is the key to this whole scenario playing out. I'd say that they each have an on-going role in the new deity. Something like a hydra, multiple heads different goals but one being and each with more power then they had separately.
IMO some could be controlled and some could not. The difference is in the intent of the effect. IE the harpy can not choose how her voice comes out, its a constant effect when she signs (it's worded "When a harpy sings", "not if a harpy chooses to activate"...), Medusa is also constant etc. So a succubus can not turn this on or off. It is a constant effect. You maybe could come up with a way around it, such as a special salve or something that could create a magical barrier to the effect, but IMO a redeemed succubus would have to be chaste or fall.
Kirth Gersen wrote:
Derailing slightly... I was playing a PFS scenario last week and there were two hostages that were hung (standing on a bench, the bench was kicked out). The counter started, I wrongly assumed it was even remotely realistic... they died in 3 rounds... seriously two average grown adult males suffocated to death in 18 seconds? Even if I 100% exhale the air out of my lungs I can hold my breath for twice that. If you cut the standard time a person could hold their breath dramatically for dramas sake it should still take 6-10 rounds to suffocate someone. That is one of my main grips about the pathfinder system. They seem to apply the 6 second round only to certain things that suit their whims. I have always thought that a standard round should be closer to 20 seconds not 6, based on all of the things that can happen in a round.
How I would interpret it, and put it into practice as a GM is: You're basically making a robot. It doesn't say it can't retain information it just can't process that information more efficiently or in different ways. Basically it can't learn new skills. In regards to your receptionist it wouldn't learn that if you say this, or do that, you will get more tips. It would remember who came in before, but not how to interact with them differently. She could read a self-help book and retain the information but would be incapable of putting any of that information into practice. She could however recite back the information.
LazarX wrote: The iconic version of this trope is of course Aahz, the mentor for the bumbling wizard apprentice Skeeve. Aahz lost his powers because they were taken away as part of a joke by his best friend who was killed before he could put them back. And this is why practical jokes are never funny....
Ed Girallon Poe wrote:
This could make fore some pretty good back story flavor. Say the rival evil mage was going to unleash some devastating evil artifact. An Armageddon Clock or something that would have wiped out an entire continent. Your character cast the disjunction spell to save everyone and lost their spell casting. To add insult to injury the news of this plot was covered up by the powers that be so that panic did not ensue with the populace. So no one even knows that your character is an epic hero, saved everyone and is worthy of a multitude of bards to write songs about him... and that he sounds like a raving lunatic if he tries to tell everyone that he saved them.
Mana Chicken wrote:
What was your reason for wanting to keep it? Why was it so important to a LG paladin to keep an evil holy symbol? That doesn't sound very in character to me unless it served some greater purpose to thwarting evil and in that case I think it would have been your responsibility to communicate the plan to her and the group. Otherwise as GM I would have required atonement from you for doing it.
I don't really think there is anything wrong with adding damage reduction or something like that to slashing weapons on heavy armor. It makes sense, adds another level of interest into the game and weapon choice. I'd argue for damage reduction or something like that instead of 100% immunity to it since the impact of the blow will still carry over to the person inside the armor even if they aren't actually "slashed" by it. Something like Slashing weapons against heavy armor deal half bludgeoning damage instead of full slashing. It unnecessarily complicates combat and the game, but I think it's a viable house rule if he feels that strongly about it.
Mana Chicken wrote:
I have to say I would have sided with the Paladin on this one. Standing in the way of the paladin doing her job wasn't very LG of you. IMO you were the one not acting in alignment...
Magic must have some physical conduit through the human body. Hence why some can master it and others can not. You could have the loss of magic be due to researching a powerful new spell that he tried to cast before he had mastered it. And due to some kind of epic magical "fumble" he "burned out" his conduit to the magic. Or the rival mage sabotaged his experiment to intentionally cause this damage.
You could have the government confiscate the dangerous artifact to add a wrinkle in the story. They have to figure out how to get it back, either by stealing it, bribing it back, or by convincing the local magistrate that they mean no harm, give details of what they are trying to do or lie about it I guess. Perhaps that will help the players realize that what they are doing isn't something that should be discussed in open with the local bar maids. and they need to use a little more discretion in their adventures. I like the idea of removing the artifact to give them a road block, and it would work out to be very realistic without being long term devastating to the campaign.
I don't see this as so much a reward for just saying your character is sneaking everywhere to get extra experience at sneaking. This isn't like Skyrim where you would just sneak everywhere and gain a level. Something like that offers nothing to the game via roleplaying. It would be for describing a particularly epic use of the stealth skill to do something unexpected or heroic or whatever the DM designs as worthy of this bonus. Down time would have nothing to do with this unless you roleplayed the down time.
In the past I have played with a GM who would award skill proficiency/levels or make it a class skill through role playing. In one instance a character I played was constantly coming up with ridiculous stories and excuses for why certain things were happening ie why he had just snuck up into the lady of the house's bedroom through the window.... I was awarded perform:comedy or something similar. Curious what others think of this house rule. I like the idea and I think it encourages more vigorous role playing since there is possibly a more tangible reward for it. As a side note, this GM would also award different amounts of XP based on good role playing. Does anyone else do this? I do like this idea but it did start to make a difference since certain players who were better at this did slowly advanced faster then the rest of the party.
There are several things in here that strike me as ironic. The one who spent so much time and energy protecting others has to take a life to continue on... true the life was offered up in sacrifice, but the accepting of the sacrifice would be truly out of character. Where would a group so devoted to the denial of earthly possessions and wealth come up with 120,000 GP to build a reliquary? If they came up with 120,000 GP would they not build an orphanage (or some other adequately good thing) instead?
About TokaraSpoiler:
Name: Tokara
Race: Aasimar Player: Classes: Cleric3 Hit Points: 33 Experience: 15000 / 23000 Alignment: Neutral Good Vision: Darkvision (60 ft.) Speed: Walk 30 ft. Languages: Celestial, Common Stat Score Mod STR 10 (+0) DEX 16 (+3) CON 12 (+1) INT 11 (+0) WIS 20 (+5) CHA 15 (+2) Skills:
Skill Total Rnk Stat Msc Acrobatics 6 1.0 3 2 Appraise 0 0.0 0 0 Bluff 2 0.0 2 0 Climb 1 1.0 0 0 Craft (Untrained) 0 0.0 0 0 Diplomacy 8 1.0 2 5 Disguise 2 0.0 2 0 Escape Artist 4 1.0 3 0 Fly 5 0.0 3 2 Heal 9 1.0 5 3 Intimidate 2 0.0 2 0 Perception 7 0.0 5 2 Perform (Untrained) 2 0.0 2 0 Ride 6 3.0 3 0 Sense Motive 5 0.0 5 0 Stealth 5 2.0 3 0 Survival 6 1.0 5 0 Swim 1 1.0 0 0 Feats:
Acrobatic You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Exotic Weapon Proficiency (Whip)
Extra Channel
Armor Proficiency, Medium
Shield Proficiency
Simple Weapon Proficiency
Special Qualities:
Adoration [Paizo Publishing LLC - Advanced Player's Guide, p.93] As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability 8 times per day. This is a mind-affecting effect. Aura of Good [Paizo Publishing - Core Rulebook] You project a faint good aura., You project a moderate good aura., You project a strong good aura., You project an overwhelming good aura. Bonus Spell Penetration Vs Outsiders (3x) [Paizo Publishing LLC - Advanced Player's Guide] Add +1 on caster level checks made to overcome the spell resistance of outsiders. Orisons [Paizo Publishing - Core Rulebook, p.41] You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Resistance to Acid [Paizo Publishing - Bestiary, p.303] You may ignore 5 points of Acid damage each time you take acid damage. Resistance to Cold [Paizo Publishing - Bestiary, p.303] You may ignore 5 points of Cold damage each time you take cold damage. Resistance to Electricity [Paizo Publishing - Bestiary, p.303] You may ignore 5 points of Electricity damage each time you take electricity damage. Resistant Touch [Paizo Publishing - Core Rulebook, p.46] As a standard action, you can touch an ally and grant them your +1 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 8 times per day. Skilled [Paizo Publishing - Pathfinder Roleplaying Game Bestiary, p.7] Aasimars gain a +2 racial bonus on Diplomacy and Perception checks. Spontaneous Casting [Paizo Publishing - Core Rulebook, p.41] You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name)., You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name). combat:
Total / Touch / Flat Footed AC: 11 / 11 / 10 Initiative: +3 BAB: +2 Melee tohit: +2 Ranged tohit: +5 Fortitude: +5 Reflex: +5 Will: +9 Unarmed attack: to hit: +2 damage: 1d3 critical: 20/x2 Glaive: to hit: +2 damage: 1d10 critical: 20/x3 Quarterstaff: to hit: +2 damage: 1d6 critical: 20/x2 Equipment what I'm wearing:
Name QTY LBS Barbed Vest 1 4lbs Holy Symbol (Silver) 1 1lbs Outfit (Cold-Weather) 1 7lbs Special: +5 circumstance bonus on Fortitude saves vs cold weather Scarf (Pocketed) 1 0lbs warm wide brimmed hat 1 0lbs Backpack (Masterwork) (78.5 lbs.) In the backpack:
Name QTY LBS Antiplague (Vial) 3 0lbs Earplugs 1 0lbs Footprint Book 1 3lbs Special: 50 pages Grappling Hook 1 4lbs Healer's Kit 3 3lbs Lantern (Bullseye) 1 3lbs Special: Normal illumination (60'), plus 1 step (120'), 6 hr./pint Lantern (Hooded) 1 2lbs Special: Bright illumination (30'), shadowy illumination (60'), 6 hr./pint Light Detector 1 0lbs Pulley 1 10lbs Rope (Silk/50 ft) 5 25lbs Special: 4 hp, DC 24 Strength check to burst Signal Whistle 1 0lbs Antitoxin (Vial) 4 0lbs Special: +5 alchemical bonus to Fortitude saves against poison for 1 hour Tanglefoot Bag 1 4lbs Torch 1 1lbs Bell 1 0lbs Blanket (Winter) 1 3lbs Cleats 1 2lbs Climber's Kit 1 5lbs Compass 1 0lbs Disguise Kit 1 8lbs Drill 1 1lbs Pouch (Belt) (4.52 lbs.):
Name QTY LBS Coin (Platinum Piece) 51 1lbs Loaded Dice (Superior) 1 0lbs Magnet 1 0lbs Magnifying Glass 1 0lbs Special: a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed. Marbles 1 2lbs Mirror (Small/Steel) 1 0lbs Zircon 1 0lbs Bucket (2 lbs.) Carriage (3680.5 lbs.):
Name QTY LBS Abacus 1 2lbs Cheese (Hunk) 20 10lbs Chicken 10 0lbs Cloves (per lb) 1 1lbs Feed (Per Day) 51 510lbs Firewood (Per Day) 100 2000lbs Fishhook 1 0lbs Fishing Net (25 Sq Ft) 5 5lbs Flour (per lb) 15 15lbs Fortune-Teller's Deck (Masterwork) 1 1lbs Ginger (per lb) 1 1lbs Ale (Gallon) 8 64lbs Hammer 1 2lbs Hourglass 1 1lbs Ink (Color/1 oz Vial) 1 0lbs Inkpen 1 0lbs Jug (Clay) 3 27lbs Mug or Tankard (Clay) 10 10lbs Oil (1 Pint Flask) 10 10lbs Parchment (Sheet) 10 0lbs Pepper (per lb) 1 1lbs Perfume (Exotic/1 Dose) 5 0lbs Bedroll 1 5lbs Portrait Book 1 3lbs Special: 100 pages Pot (Iron) 1 10lbs Sack 17 8lbs Saffron (per lb) 1 1lbs Salt (per lb) 1 1lbs Scale (Merchant's) 1 1lbs Special: +2 to appraise items valued by weight Sealing Wax 1 1lbs Sewing Needle 1 0lbs Sled 1 300lbs Snowshoes 1 4lbs Bellows 1 3lbs Soap (per lb) 5 5lbs String (50 ft.) 6 3lbs Symptom Kit 1 5lbs Blanket 1 1lbs Bucket 1 2lbs Butterfly Net 1 2lbs Cage (Small or Medium) 1 60lbs Cauldron 1 5lbs Horse (Heavy) (0 lbs.):
Bit and Bridle 2 2lbs Carriage 1 600lbs Saddle (Riding) 1 25lbs Saddlebags 1 8lbs Horse (Light/Combat Trained) (0 lbs.):
Barding (Chainmail) 1 40lbs Saddle (Riding) 1 25lbs Jug (Clay) (9 lbs.) Mug or Tankard (Clay) (1 lbs.) Pot (Iron) (10 lbs.) Sack (0.5 lbs.) Saddlebags (114 lbs.):
Name QTY LBS Tent (Pavilion) 1 50lbs Thieves' Tools 1 1lbs Twine (50 ft.) 6 3lbs Waterskin (Filled) 9 36lbs Whetstone 1 1lbs Wine (Fine/Bottle) 10 15lbs Sled (300 lbs.) Total weight carried: 106.52 lbs. Current load: Light Encumbrance Light: 38 Medium: 76 Heavy: 115 Combat:
Total / Touch / Flat Footed AC: 11 / 11 / 10 Initiative: +3 BAB: +2 Melee tohit: +2 Ranged tohit: +5 Fortitude: +5 Reflex: +5 Will: +9 Unarmed attack: to hit: +2 damage: 1d3 critical: 20/x2 Glaive: to hit: +2 damage: 1d10 critical: 20/x3 Quarterstaff: to hit: +2 damage: 1d6 critical: 20/x2 Magic:
Innate Spells
Level zero spells -4
Level One Spells - 5
Level two spells- 3
Appearance::
Tokara celestial heritage is a lot closer in her background than many of her race, in fact it only goes back to her grandfather who was a particularly amorous vulpinal bard.
Tokara, Tok for short, stands slightly shorter than the average human her age. However her large perked foxlike (fennec like) ears do serve to add a little bit to her height. She has thick black that is very curly, showing a bit of Varisian heritage (her mother's side). She has a fox's tail. Her arms and legs are also more animal like, meeting with her deeply tanned human skin like gloves and boots. Tok's eyes are deep green with flecks of gold in them, her right eye in particular has a one patch of gold that is quite noticeable. Her eyes are more slanted and foxlike than typical and her face is quite pointed. Though she looks odd, she gets away with it using her cleric domain, mainly by using Adoration whenever someone gives her an odd look. She also wears cloaks that cover most of her form, so she can stay well hidden enough. However she's not quite used to odd looks yet, since she grew up in a land that was quite accepting, and weird. Personality::
If someone was describing Tok, a person might ask if she had gnome blood in her. This is due to her love of life, and her endless drive to wander. However she's no gnome, at all though she does get on well with them.
Tok takes her devotion to Shelyn very seriously, and always does her best not to fight with anyone. To her the best way is diplomacy. In her mind the world would be a better place if all the races just stepped back, took a deep breath and tried to talk things out. Of course this is never going to happen, Tok knows this. The knowledge doesn't stop her from having her dreams though. Tok is a very loving person, some people equate this to her being a bit… loose. However she doesn't sleep around, she's just very fond of hugs and kisses. She'll nuzzle a friend happily, and it doesn't matter what gender they are. Though she is straight in her sexual attraction, her romantic attractions cover anything really. To Tok, a loving bond of the heart can be formed with anyone, regardless of race or gender. Tok doesn't agree with the perversion of anything. Nothing can send her into a rage faster than a person taking something that is meant to be loving and beautiful and twisting it into something dark. The fastest way to Tok's heart is music. She lives for music, and is a decent singer herself. She's not the best out there, but she's can still carry a tune. Because of her fondness of music, she doesn't hate goblins as much as most people do, and really thinks that their unpleasant nature can be remedied by raising them outside of their tribes. After all, you'd lack any manners and morals if you were raised in a cage. Tok tends to get along with most other races, though at times the stoic nature of dwarves drives her up the wall. She has little love for ogres, hobgoblins or bugbears. She's also terrified of most insects, a reasonable fear considering that she grew up in a place were most bugs were rather deadly. History::
Tok's mother was a member of a travelling band of Varisians. She was a skilled Harrow deck reader, and was peddling her readings in the Nightmarket of Katapesh. While there she met a handsome wizard who romanced her. It was quite the whirlwind romance, and when the caravan decided to move on Tok's mother decided to stayed. Nine months later Tok was born, causing her mother to be rather shocked by her foxlike appearance. It was then that Tok's father revealed that he was Half Celestial and had been using an Alter Self spell to assume the form of a pure human. Tok's mother took this news less than favourably and left soon after, leaving Tok's father to raise the young Aasimar. Tok quickly prooved to be highly curious, and troublesome. There was nothing that the young girl didn't get into. By the time she was six she was out all day, and around age ten most of the night too, exploring the markets and seeing all manner of things. There was many a night that her father was up worrying about his daughter. Tok showed no promise as either a wizard or a Sorcerer, or able to use any manner of Arcane magic at all. However, the markets were not the only place that held draw for her. She found that she could listen to the clerics of Shelyn for hours on end. She loved the stories of the goddess that everyone loved. At the age of twelve she requested to begin training at the temple, and was accepted as an apprentice cleric. Despite being a proper apprentice now, Tok didn't give up her curious active lifestyle. When not doing her proper training she still wandered the market stalls. There was far too much wonder in her world not to. Anyway, she had far too many friends among the ragged urchins that ran the nightstalls with her. So she continued her training, and her life. At sixteen she and one of the street rats she ran with had a romance. She was nose over tail in love with him, and he with her. Tok felt that their love was blessed by the goddess herself, that summer the two spent together was near perfect. However perfect things don't always last forever. Tok's lover was bitten by a puff adder and died. Tok was devastated by her lover's loss and poured her whole being into her studies even more. For a whole year the Nightstalls held no lure for her, the sight of them simply chafed at the raw wound of loosing her beloved. However with time, and a few stern talkings too from some temple friends, she was able to pull herself out of the darkness she had sunken into. The Nigthstalls, and even the city were still painful. However it didn't mean she had to spend the rest of her life cooped up in a temple mourning someone who had lived life as fully as her lover had. Now nearly eighteen, Tok packed up and left her home. She spent some time travelling around her home country, carefully avoiding the border of Nex, finding that place very creepy to say the least. To the young cleric, the kingdom of the dead was an affront to everything she put her faith in. Next she headed west and visited the edges of the Mwangi expanse, where she met up with a merchant caravan that was traveling northeast to Osirion. She joined them and worked as a healer fro them until arriving at Sothis. From Sothis she took a ship to the Isle of Kortos, and the city of Absalom where she spent several months. However it wasn't long before the wanderlust that she had received from her vulpinal grandfather overtook her again. She spent her time with several adventuring parties, as well as quite a bit of time walking the land on her own and having many fine adventures, as well as nearly dying a few times. However it seemed that her goddess still smiled on her and she survived. Once again slightly bored, she is looking for a new group to travel with, hopefully with at least one gnome in it. She likes gnomes, since they share her wanderlust. |