Azaersi

Arachnofiend's page

Organized Play Member. 6,854 posts (7,471 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters. 8 aliases.


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This very much feels like it should be a legendary spell DC class. The focus spells should be the highlight of the kit; it'd be difficult to use something like Trendsetter on martial scaling.


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My immediate reaction upon reading the blog post was "how is this not just a bard?". It didn't take too long of reading the pdf to answer that question. Cool concept, need to keep reading to see how it functions.


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Yeah I don't like this Runelord change at all. This is very close to not having an Arcane Thesis. Your staff isn't any better than anyone else's, it's just free with an unusual list. Staff spell lists already struggle to justify themselves with the heightening issues. I guess all that justifies the Runelord is getting a better focus spell on your wizard now? The thesis is obviously strictly worse than Staff Nexus now, and if it's not as good as Staff Nexus it definitely isn't as good as Spell Blending/Substitution.


The way I understood it is that you're loading the spell gem as ammunition, and the bonus damage lasts as long as that clip is in the magazine. Which I suppose just causes more problems and makes it functionally permanent with some tedious maintenance so maybe that's not how it's supposed to work.


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I do feel like the languages should all have an extra, "get you started" bonus. DPS++ should get martial weapon proficiency, servoshell should give you a robot familiar, Fortrun should get heavier armor. Viper should probably get a free per day spell gem? That might be too strong comparatively, the equivalent existing ability would be the Scroll Trickster's Basic Scroll Cache which is not nearly as strong and is a 6th level archetype feat. Still, I suspect it's not gonna feel great to blow your entirely WBL on basic class functionality. Some access to free spell gems should be available somewhere.


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Zoken44 wrote:

anyone can fire at them doing the same kind of damage a cantrip would do. saving their slot spells for big bursty moments.

To be clear, I don't see why if those other two are 4/ranks, this wouldn't be since it is doubling down on it's casting, unlike those two who have power outside of their casting.

Yeah it's a bit of a puzzling situation. Witchwarper felt like it was being held back from its potential by being a 4-slot, Mystic just felt like it was already strong enough that it didn't need them. Technomancer's "cool thing" is making its slot spells extra good, if anything it should be the only 4-slotter out of the three.


Yeah I'm pretty sure the jailbreak is for chips. It wouldn't be the only hack with a different use case when you jailbreak it; Virtualized Data Transmission applies to different kinds of spells for its normal and jailbreak versions.


JiCi wrote:
Right now, I still see no reason to simply Cast Frostbite instead of Spellstriking with it, because the target still can resist it normally.

The reason is that it takes two actions to spellstrike a save spell, compared to three to strike+cast. I agree that a save penalty on a successful strike would make sense.


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Blaming the rarity for the archetype being overtuned seems a bit silly since by all accounts the Exemplar itself is fine.


PossibleCabbage wrote:
The standard solution to Bag of Rats tactics is for the GM to just put the kibosh on stuff that goes against the "intended way to play the rule". Like PF2 is a "strong GM" system, so whether or not you can stab your friends with tiny needles or not is going to come down to whether your GM likes that idea.

"You can drink your friend's blood, sure. But you have to be weird about it."


Thaumaturge archetype has to spend another feat to get the ability associated with its implement so it compares pretty unfavorably. Exemplar archetype is probably fine if you don't give the damage bonus?


I played a level 5 test fight with a Witchwarper built around exploiting the Aeon Rifle as hard as I could. It went pretty well, the class feels like a solid base for spamming out buckets of Sure Strikes. Obviously has the issue of needing to spend two general feats to have proficiency, I'd like to see a caster weapon that is more accessible to the casters.

I did have a question on how the "insert a spellgem to change the damage type" mechanic worked, though. The wording is can, which implies that if you have a snowball spell gem inserted the weapon is functionally versatile Fire/Cold. I feel like intuitively it wouldn't be optional and if you wanted to do fire damage you would need to remove the spell gem, though obviously it's stronger if you don't.


Not having bombs as a tool in the kit is a major head scratcher to me. Even if you refrain from using them as a normal part of your rotation just having them in the book to quick alchemy into to react to a weakness is very powerful.

One issue with using spirit warrior to solve runes instead of the bandolier is that it makes it significantly more difficult to get Quick Draw.


"Bucklers can't shield block" is a premaster issue, where the Sturdy Shield was a specific item that could only be a regular shield. You can put a Reinforcing Rune on your buckler and shield block with it just fine, assuming you spend a general feat to get Shield Block.


Having finished Cosmic Birthday I can officially say that I was a bit too even-handed in my last post and the Envoy is genuinely just boring as hell. May be the least inspired class in the playtest. Size Up and all the minor benefits that come with it simply do not exist; it's more restrictive and requires a more psychic player than even premaster Investigator did. I never got to claim the bonus, and I don't think there was ever a point where I reasonably could have. And even if I did, what does a locked in CHA/DEX class need Recall Knowledge bonuses for?

The real problem is the genuine lack of choices in combat, though. What would I ever do other than Get Em->Strike->Strike? Combat is too spread out for demoralize to be of much use, most fights stay well outside of the 30 ft range for that. The class desperately needs more directives, the only one in the future I see as being worth using is just Show Em What You Got at 13 and even that is just "use it on your first turn", no real decision to be made. We're rolling up new characters for a level 5 playtest so I'll be switching to a Witchwarper with an Aeon Rifle.


The-Magic-Sword wrote:
Moth Mariner wrote:

Terrified to see sneak attack on big weapons

Now to wait patiently for all the cool archetypes…

I'm really hoping that they made Sneak Attack with weapons you wouldn't normally be able to use sneak attack with dependent on Hunt Prey, so that we can have Bastard Sword Avenger Rogues, as opposed to say, just blocking out those kinds of weapons.

Unclear. Zadim's scimitar is already a legal choice for Ruffian rogues. I can't imagine they'd let us sneak attack with d12's.


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Interesting that the bloodrager is almost an entirely different thing from the pf1 bloodrager. Team+ already did a great job translating the idea of that class, and frankly the new BR sounds more like what someone without experience in first edition would assume if they heard the term "bloodrager".


I vaguely remember the double slice barbarian with two non-agile weapons charting very high against target dummies in the early days of the game.

A mount helps a lot with this sort of build, I think. You want to commit as many of your actions to melee as you can so not having to spend actions moving is good.


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Get Em has been better than I thought it would be in play. The reflex penalty is a meaningful advantage for the action in a world where the Soldier exists. Class's biggest issue is a lack of interesting decisions really, since Get Em does leave you with a very inflexible routine.


Probably synergizes well with the champions that have reactions for being hit. I like the idea of pairing it with Aura of Despair to make it super inconvenient to remove the condition.


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Trashloot wrote:
Yeah but those two skills are way more important in Starfinder. It feels so bad to not have computers trained. Because you miss out on your level bonus to the skill check, which means you become a grandpa who can't google basic stuff after a few levels. Alternetively the GM needs to artificially keep the DCs low. Like when you scale the Request DC super low, because your player hasn't invested in diplomacy.

All the knuckleheads in my Cosmic Birthday group refused to raise intelligence so it's been left to my Envoy to deal with the frequent Computers checks. Fortunately I'm an Android and can Nanite Surge them but the skill does seem to be a bad one to not have!


The rotolaser having a battery instead of a magazine means that it's ammunition becomes functionally infinite at higher levels, but that's a balance point that I have no expectation or desire to see persist into the final version of the game.


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Thinking about some of the weapons with no home among the Starfinder classes, the Nano-Edge Rapier specifically just... being a reprinted Rapier, which is a bad weapon for every class in the Starfinder book.

Which kind of got me thinking of the archaic problem and how I'd want a character using these weapons to work. If I chose to play an archer in Starfinder (I wouldn't but for example) I'd want her to have nanocarbon arrows that fit into the tech level of the setting. The archaic trait is kind of pointless for player facing options because if it means anything then the weapons are useless, but if it doesn't mean anything then you've got a verisimilitude issue.

It seems pretty reasonable to me to just say that the rapier in the Pathfinder book is a nano-edge rapier if wielded by a Starfinder character, and save the page space spent on reprinting weapons like that on the weird stuff that is uniquely Starfinder.


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thenobledrake wrote:

If you're using a d4 weapon, it should be because it's got traits that you are frequently making use of - or if it is a backup weapon for a just-in-case scenario that happens to have come up.

Which is to say that I am not in the position of having never seen someone make the choice to use a d4 weapon. Many players pack a dagger "just in case" but something like a whip can easily be a focal-point of a build.

And I think it's pretty amusing that most of what's being said against treating d4 weapons as viable is basically "if it's not the best, it's useless" false tiering.

Understatted on damage does tend to mean overstatted on traits, yeah. The weird d4's are the ones that try to make up the damage difference with traits like fatal. The whip has obvious applications but I'm not sure what character would be excited to use a karambit.


They could do a thunder hammer for a melee boost weapon.


A cross-compatibility issue with the melee weapons is that if you're using archaic Pathfinder weapons they are... often times going to be better than scifi weapons because the Unwieldy trait only exists in Starfinder. A doshko is a greataxe that you can only hit with once per round. Not sure what to do with that other than to simply say not to use Pathfinder weapons.


Arutema wrote:
That entirely depends on how you phrase Unwieldy in 2e. If it's phrased something like "Attacking with an Unwieldy weapon is a Flourish action." then the problem of multiple unwieldy weapons is solved, since you get only one Flourish action per turn.

Don't even have to look at what other flourish actions Soldiers have access to to assume that will have way too many knock on effects.


Get Em notably can't be made a status bonus either because then it wouldn't stack with Frightened, which like half of the class's good feats are devoted to applying. If it can't be typeless it probably just needs to apply off-guard directly.


That is correct, proficiency is currently irrelevant for area weapons. Area weapons are still pretty weird and awkward for a Witchwarper since your action economy is already so busy though.


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Squiggit wrote:
TheWayofPie wrote:


Swashbuckler trades the versatility and damage of a rogue for better survivability and being exceptionally good at skills in combat. Any roll with the Bravado trait gets a +1 circumstance bonus. At 9th level it increases to +2.

This is correct but also-

It's kind of wild to me that "worse damage but better at certain skills" is the direction they took the swash relative to the rogue.

Honestly does make sense to me. The core reason to play the Swashbuckler is "I have a particular skill action that I want to do all the time, and I want to be rewarded for doing so". The character who went out of their way to dance in combat probably should be better at dancing than a character who is just good at skills in general.


Karmagator wrote:

The weird thing is that, as far as we know, the damage runes are not part of the "expected player damage" math. They are a bonus on top, so removing them would presumably just be the intended experience.

Big caveat: This was said by the devs pretty early into PF2 and time (or my dumb brain) might make me misremember parts of this or even everything. So take this comment with a load of salt.

The ABP rules have this to say, which implies the opposite:

Quote:
If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like flaming or holy. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses.


This isn't relevant to the playtest because there are no archetypes, but I'm curious how the "undetected for 1 round" from Warp Presence interacts with the Ghost Operative's abilities. It's a cool potential synergy even with the strict reading, but if Ghost Tap can extend your Undetectedness past the limit of the spell it becomes very powerful.


Squiggit wrote:

People keep saying Walking Armory just makes up for not investing in Strength but-

So what? I don't understand why that's a problem.

Like yeah they could switch the class to Str and remove the class features that fuel Con but...

They could also just not do that because that's what the class features are for.

The problem is that the class still has a number of options that ask you to invest in strength. If you decide you want to use those options you aren't benefiting from Walking Armory.


I don't think you have to but you certainly can. I've been considering a melee witchwarper that grapples enemies to keep them trapped in the quantum field. Worry it's going to be difficult to manage before the aura feat at six though.


I feel like I'm going through the same feeling as the Psychic playtest where you have this incredibly cool and thematic class feature that just isn't as strong as it feels like it should be because the class has spell slots. I think the witchwarper is a class where it should be correct to not cast a spell some rounds and for that to be true the field effects need to be plentiful and powerful, and right now I don't think they are.


Yeah I had the same question. You could theoretically have one of the twin weapons be twin+agile and have the other weapon be whatever traits you want, which seems strong... But the strict reading would lock both weapons into being twin/agile so that they're actually identical, which would be keeping with the usual design of twin weapons but be a bit unfortunate.


Just making con-to-hit the default for heavy weapons seems pretty ambitious. Con is already a stat you have to invest in, giving it that much offensive potency is something we haven't seen since the Scarred Witch Doctor. Though I dunno, maybe they aren't concerned about that given the Soldier already exists as it is.


John Mangrum wrote:
Well obviously you're going to want to use a four-armed character (runs and hides)

You can't say that to me.

(Thanks for the laugh)


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I hope the designers have more imagination than you do. You're so scared of the ghost of first edition that you can't imagine a world in which "I want to play General Grievous!" isn't met with a swift kick in the balls.


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A lot of the examples given for witchwarper characters in the book fall under the "traumatic event awakens mysterious powers" trope which has generally been associated with charisma in Pathfinder.


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Guntermench wrote:
Arachnofiend wrote:
"You scum are the reason it has to be this way" isn't a terribly constructive way to approach criticism. The complaint that started this thread wasn't even mine, I have no interest in playing a Kasatha. I made it on behalf of a player at my table who was very excited about playing a character with four pistols before seeing how it (doesn't) work.
Maybe not, but when the criticism amounts to "but now you can't do X that is expressly the reason things are this way now" it seems pretty appropriate.

If you can't multi weapon fight with multiple arms then the mechanics have failed to satisfy the fiction. Like every four armed character in scifi is using four pistols or four swords. It probably needs to be an archetype (iirc MWF was a feat chain in 1e so thatd be functionally the same balance) but it needs to be supported somehow.


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Azouth wrote:
Is there any guidance about making higher than first level characters? I know there is for pathfinder but don’t know about StarFinder.

Credits are identical to silver pieces so you can just use the existing Pathfinder rules for starting at high level.


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"You scum are the reason it has to be this way" isn't a terribly constructive way to approach criticism. The complaint that started this thread wasn't even mine, I have no interest in playing a Kasatha. I made it on behalf of a player at my table who was very excited about playing a character with four pistols before seeing how it (doesn't) work.


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I think if the Witchwarper is supposed to have good grenade synergy there should be something there other than "wait a minute this class has good class DC". A focus spell to manifest a live grenade in your quantum field would be funny.


This thread exists because I want to talk about the Singing Coil but a single comment about one weapon isn't worth its own thread so throw your other weapon design comments here too

The Singing Coil's description makes note of people playing it with a nano-edge rapier instead of a bow. This is notably sick as f*+% but there isn't actually any way to do this since the singing coil is (understandably) a 2-handed weapon. I'm not sure how exactly this should be enabled but it definitely should be!

Wanna say that I love the idea of Profession weapons, trait is perfect as is, please add this trait to Pathfinder too.


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Yeah I don't really understand why battery sizes scale up so much. Swapping batteries will feel very uncomfortable at low levels and then at higher levels you will simply... stop doing it? Your battery will be too large for it to ever run out during combat. It's strange.


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I feel like the only real answer here is for Infosphere Director to replace CHA KAS with INT. Not sure how illegal it would be to have a nerdy envoy.

On a semi-related note, I would like a skill feat that lets you use Computers for Make an Impression if you're using your anonymous Infosphere persona. Call it "So Much Cooler Online" or something. Characters who can exert themselves socially online but fail to look a cashier in the eye are very much a thing.


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DM Crustypeanut wrote:

Make CON the deciding attribute when it comes to heavy weapons.

DC for Heavy Weapons = 10 + CON + Weapon Proficiency + Tracking = BimBamBoomShakalaka.

It would negate the need for Dex (Soldiers use heavy armor after all, why would they bother with dex unless they want to use non-heavy weapons?) and better allow the class fantasy of the big heavy guy with a big heavy gun.

I mean, just look at the Iconic. That girl thicc.

I might be misunderstanding what you mean here, but I believe this is already the case? CON is your KAS, so the DC for Area and Auto-Fire attacks is based on CON. If STR was the KAS then it'd be based on STR instead.

The issue is Primary Target being a normal strike roll. I think it makes sense for Auto-Fire characters to want Dex but Area weapons shouldn't care.


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The Soldier's class fantasy is being the biggest, strongest guy wielding the biggest, heaviest weapons. Walking Armory is a class feature that exists solely to let the Soldier be strong without investing in strength. It doesn't make much sense, and is especially punishing to Soldiers who want to mix in melee combat (such as with stock striker) since strength is frankly just terrible in this system.

Similarly, even if Soldier's KAS is not moved to Strength I think something needs to be done with Primary Target to make Dex less mandatory. If you were to use a flamethrower as another class dexterity does nothing for you, but if you're a Soldier it's essential since you have to make strikes where you normally wouldn't. I think Soldiers with Area weapons should feel comfortable dumping dexterity.


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Woops completely forgot about this thread after posting it

I wonder if "free action at the start of your turn" would be sufficient to balance out the baseline and still let it feel impactful. Being forced to commit to which set of hands you use prevents you from shooting a 2hander and raising a shield, which is the main exploit you'd reasonably be worried about.

That being said, I think the baseline of what should be allowed with this is also pretty far away from the cap. A lot of people are gonna see that you can play a character with four arms in this system, get really excited about being General Grievous, then get disappointed that there's no meaningful benefit to doing that. I suspect the right answer there would be a multi-weapon fighting archetype, similar to how natural weapons were made a more appealing fighting style through the clawdancer archetype in pathfinder.

Full Name

Henrietta Coy

Race

Elf

Classes/Levels

Fighter (Cad) 3 / Spellslinger 2

Stats:
Init: +5 | HP: 29/29 | AC: 13 | FF: 10 | Tch: 13 | Fort: +3 | Ref: +4 | Will: +5 | Perc: +4 | +5 Fort vs Cold Weather | +2 Against Enchantment | Immune sleep | -2 STR

Gender

Female

Size

Medium

Age

126

Alignment

CN

Strength 14
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 12
Charisma 13

About Henrietta Coy

Crunch:
Henrietta Coy
Elf Fighter (Cad) 3 / Wizard (Spellslinger) 2
CN Medium humanoid (Elf)
Init +5; Perception +4, Low-Light Vision
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+0 armor, +3 Dex) (0% Spell Failure)
hp 29 (3d10+2d6+1)
Fort +3, Ref +4, Will +5, (+2 Against Enchantment);
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee Two-Handed Improvised Weapon + 6 (xdx + 3 / x2),
One-Handed Improvised Weapon + 6 (xdx + 2 / x2),
Elven Curved Blade + 6 (1d10 + 3 / 18-20 x2) or
Dagger +6 (1d4 + 2)
Ranged Mwk. Blunderbuss + 6 (1d8 + 4/ x2)
Dragon Pistol + 5 (1d6 + 4/ x4)
School of the Gun Spell-Like Abilities
Mage Bullets

Spellslinger Spells Prepared (CL 4th; Concentration +7)
1st–Burning Hands (4d4, DC 14), Snowball (4d6, DC 14), Mage Armor

Opposition Schools Enchantment, Divination, Transmutation, Abjuration
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 16, Wis 12, Cha 13
Base Atk +4; CMB +6 (+9 Dirty Trick and Disarm); CMD 19 (22 Dirty Trick and Disarm)
Feats : Combat Expertise, Catch Off-guard, Improved Dirty Trick, Improved Disarm, Gunsmithing, Additional Traits, Deadly Aim, Exotic Weapon Proficiency (Firearms)
Traits : Vagabond Child (Disable Device), Witty Repartee (Bluff), Magical Knack (Wizard), Reactionary
Skills : Acrobatics +8, Bluff +7, Climb +6, Craft (Alchemy) +4, Diplomacy +2, Disable Device +7, Escape Artist +8, Knowledge (Arcana) +9, Knowledge (Local) +7, Perception +4, Perform (Strings) +4, Profession (Gambler) +6, Sense Motive +5, Sleight of Hand +10, Spellcraft +9, Stealth +7
Languages : Common, Elven, Draconic
SQ: Arcane Gun (1 Firearm), Dirty Maneuvers +1, Weapon Familiarity

Combat Gear : Revolver, Elven Curve Blade, Mwk. Blunderbuss, Dragon Pistol, Metal Pellet Cartridges (98), Metal Bullet Cartridges (89), Dragon’s Breath Cartridges (19), Entangling Cartridges (10), Tracer Bullet (5), Flare Cartridges (15), Mwk. Leather armor, Dagger x5, Switchblade, Boot Knife, Potion of Cure Light Wounds (4), Potion of Shield of Faith +2, Potion of Bear’s Endurance, Potion of Eagle's Splendor

Other Gear : backpack, bedroll, belt pouch, flint and steel, a gunsmith's kit, iron pot, mess kit, rope, torches (10), trail rations (20 days), waterskin, hooded waterproof lantern, Gear Maintenance Kit, Cold Weather Outfit, Gambler’s Kit, Animal Feed (20 Days), Gambler’s Kit, pot of alchemical grease, a board game, five candles, a candle lamp, a common snorkel, fake footprint shoes, a grappling hook, a mirror, a periscope, two sacks, a scent cloak, 50 feet of silk rope, a smokestick, a dose of sneezing powder, five tindertwigs, 50 feet of twine, thieves’ tools, masterwork musical instrument (violin), Combat-Trained Light Horse (Sally)

Newly Acquired Gear: Stone Dias Piece from Cave. Altiendel military medal. Bag of Holding Type I. Spellbook. Key of Lock Jamming.

PP: 59
GP: 72
SP: 36
CP: 15

Spellbook:

1st: Burning Hands, Ray of Enfeeblement, Color Spray, Detect Magic, Grease, Mage Armor, Magic Missile, Read Magic, Snowball, Vanish

Skill Breakdown:

Total Skill Ranks 2 + 1 Int / Level (+2 Favored Class) (19 total ranks), 10 Background Ranks
Acrobatics +8 (3 Dex + 3 CS + 2 Rank),
Bluff +7 (1 Cha + 3 CS + 2 Rank + 1 Trait),
Climb +6 (2 Str + 3 CS + 1 Rank),
Craft (Alchemy) +4 (3 Int + 1 Background Rank),
Diplomacy +2 (1 Cha + 1 Rank)
Disable Device +7 (3 Dex + 3 CS + 1 Rank + 1 Trait),
Escape Artist +8 (3 Dex + 3 CS + 2 Rank),
Kn (Arcana) +9 (3 Int + 3 CS + 3 Rank),
Kn (Local) +7 (3 Int + 3 CS + 1 Rank)
Perception +4 (1 Wis + 1 Rank + 2 Elf),
Perform (Strings) +4 (1 Cha + 3 Background Rank),
Profession (Gambler) +6 (+1 Wis + 3 CS + 2 Background Rank),
Sense Motive +5 (1 Wis + 3 CS + 1 Rank),
Sleight of Hand +10 (+3 Dex + 3 CS + 4 Background Rank),
Spellcraft +9 (+3 Int + 3 CS + 3 Rank)
Stealth +7 (3 Dex + 3 CS + 1 Rank)

Non-Crunch Info:
Height: 5'11"
Weight: 118 lbs.
Hair Color: Blonde-white
Eye Color: Blueish
Skin Color: Fawn

Important Nouns:

People
Sofia Coy: Older sister. Showed great talents with the magicks. Henri was worried about her being too controlled by her parents, she is very gullible and eager to please.

Winfried Marchand: Friend from the city. A half-elf who she was good friends with, he would accompany her on adventures through sewers, caves, city streets, etc. General childish business. Soon, though, he outpaced her in aging and went on to become a city guard with little time for her still-teenage hijinks.

Anatoly Coy: Younger brother. A fighter and pretty faithful. Henri used to train with him pretty often, and he was pretty demeaning when she’d lose. Still, she cares about him. A little bit.

Camille Coy: Mother. Controlling, strict, and very discerning of how other people perceive the family. Not to an evil degree, she’d never do anything wrong, but she likes their status in the world and does her best to raise it through her children.

Samuel Coy: Father. Noble through birth, kind but not a great leader. Still, has a decent amount of social acumen that makes most people like him.

Ezikiel: Half-brother. Bounty hunter. Was a tryst between her father and a human, but before he met her mother. Kind of unhinged, not sure if it’s the upbringing or his time as an outcast from the family. Scary.

Places
Novadena: Her hometown and place of birth. Their family estate consisted of a high-towered, but thin castle with a large courtyard which they often used for get-togethers and training the children (They did not have much room relative to other families so they expanded upwards). Henri’s room was at the top of the tower, with a single window that could see much of the surrounding city.

The Lonely Swine: A nostalgic place for her, a run-down tavern where she stayed for a week before making the trek to Abbhen. It is also where she had her first tavern brawl. She’s not likely to revisit it, but it’s a nice place in her mind.

Pirate’s Port: Where she joined the mercenary gang and first got her blunderbuss. They were rough, but treated her like a member of the family. She stayed there for a significant amount of time working for the mercenary guild, the only other place where she spent more than a year.

Things
The Kingsnake Company: The mercenary guild she joined and worked with for a couple of years in Pirate’s Port, they were more a group of thugs for hire than skilled mercs. Still, they did what they could to get paid and did a good job looking menacing, escorting carriages, and beating down lesser gangs. Of course, until their untimely demise when 99% of their members were killed in a retaliation strike by a much more powerful criminal enterprise.

Tattoo: Henri wanted a tattoo for a long time, but never knew what she would get. When she joined the Kingsnakes, however, she had the perfect opportunity - they all had to have a snake somewhere on their body, but she went with a somewhat obvious wrap around her right upper arm. Now it serves as a sad reminder of what once was.

Masterwork Blunderbuss: This hunk of metal was thrust into Henri’s hands on her first job with the Kingsnakes. Given that she only had an elven blade (a very unintimidating one at that), they decided to rough her up a bit and give her something that others could fear. Eventually during her tenure, she grew to like the gun, and eventually paid to have it improved to masterwork.

Violin: While she never much cared for the instrument, and her fingers had become so calloused that it actually affected her skill level, there’s something about the instrument that made her calm. Mostly practicing alone in hotel rooms, she very rarely takes it out, and almost never in the presence of another. A reminder, along with her elven curved blade, that not everything about Novadena was bad.


”I’m the best. The best at winning.”:

Born a middle child to a family of wealthy and somewhat noble elves, Henri never really felt like she quite belonged. During the day, she would be schooled by a private professor on history, magic, the church, and more, but her sight always drifted to the window outside of her room at the top floor of the tower. While her parents were pushing her to become a paladin, a wizard, or another great person in the kingdom, she couldn’t help but pull away from their forced legacy. The city, the outside, and adventure called to her, and like a siren, she could only resist it so much.

In her early life, she could only get away once or twice before the family sent the guards after her, but slowly and surely, she began to get to an age where they couldn’t keep her inside forever. Immediately after lessons she would walk the streets, watching people, animals, stores, and eventually walking out of the city to enjoy nature. Henri would come back with dirt all over her, grass stains in her dresses, and to the tune of scolding from her mother. She tried to confide in her siblings, but they didn’t understand. They were happy doing what they were doing, magic, skillful combat, learning, and didn’t understand how she could not have a flair for it.

The pushing became brutal in her youth - her parents forced lessons daily down her throat, micromanaging everything from her schedule to her diet, and she could find little time to herself - with every new week her free time shrunk, and the lectures grew. She wasn’t good enough. She would never be good enough if she didn’t get her life in order. Did she want to be a failure? She’d never be happy. New skills and projects were forced at her, with little care or interest going back into them. The only thing that ever stuck was her violin lessons, but even when she tried to care about something like that, she found little talent at it. Thoughts pushed through her head, about never finding something she was good at, and how that would doom her forever.

Still, she kept trying new things. Exploring new places, sneaking into shops and foreclosed buildings, she ran into another lost soul like herself. While exploring an abandoned building, she heard a cry of pain, and rushed to investigate. A young half-elf was on the ground, a beam of rotting wood pinning his legs and keeping him from moving. Together they managed to lift it, and became fast friends. They began going out together whenever they could, and explored the city at night. This went on for a few years, a weekly routine of sneaking out, and exploring. But, as an elf, her long childhood continued as others grew up beside her, and soon Winfried journeyed with her less and less, and began training more and more. They still saw each other now and then - on the street, mostly, and they simply said hello to each other and continued on. Henri just saw him as another casualty to their society.

That was when she knew she had to get out of the city before she became another soulless cog who gave in to her mother’s whims. She would escape - steal as much gold and supplies as she could carry from her family’s treasury, and leave. She wasn’t sure exactly where she would go, but she knew that with perseverance and a lot of walking, she could get there.

Her cloak hid her face from the world as she slowly made her way south towards Abbhen. All the cities here were shiny. Too manicured. All they did was remind her of her hometown and her parents. She couldn’t let their words creep back into her mind again! The kingdom of Abbhen, however - filled with smoke, dirt, grit, the history spoke to her and called her to it.

She first learned about her penchant for fighting in a bar near the border of the two kingdoms. She had been slowly burning through the money she stole by gambling - though the inns and taverns she stayed at had certainly drained her a bit. She loved playing cards, the feeling of risk and luck and victory coming from a perfectly executed bluff excited her more than sword training ever could. However, what she didn’t realize when she sat down at the gambling table was that she had walked in on a small gang’s card game, and when she came away with most of the money, they were understandably upset.

As the barroom brawl started, it quickly began to pull in other patrons to her side - only a few, but it was enough to turn the tide against the gang and send them out of the bar with tails between their legs. And it was the first time Henri had felt real, true cooperation - and the first time she had felt so alive. It was a joyous experience, and in a rush of adrenaline and emotion, she had a short, one-night affair with one of her fellow brawlers.

This became her routine across a long set of taverns. The brawl could happen any way - she would often brag and boast to annoy others, along with cheating at cards or or openly bumping into others - making them approach and challenge her. Because of her smaller size and constitution, she would use many dirty tricks and moves to be successful - more often than not she would end up unconscious in an alley, but those times where she won were growing - and on very fortuitous occasions, they would lead to a steamy after-battle celebration with one of the other patrons.

It drowned out her inner doubts, for a while at least. But they pushed at the reaches of her mind, and she slowly craved more and harder fights - by the time she got through Abbhen to Pirate’s Port, she was in need of a real fight to the death - and a local gang could oblige. They needed an enforcer - a brute. Someone to stand by and look intimidating, while they shook down a citizen or two for money. They handed her a shotgun to compensate for her less-than-intimidating stature, and she immediately joined them. They were mostly mercenaries with less of a moral code - while she didn’t like killing people, she never drew the final breath herself, and what she really loved was the sensation of winning a fight for her life at the hands of someone she was just better than. She loved winning.

Their machinations didn’t last long, however - being such a small gang of mercenaries, they would invariably run up against a challenge that was too much for them, and they ran against it hard. Tracking another gang of more notorious criminals, they were ambushed in the woods - a deadly crossfire rained down upon them as Henri’s gang scrambled for cover, and it was only her distance from them and liberal use of her ranged weapon that Henri managed to get out of it alive. By the end of the fight, there were over 20 corpses on the ground, and Henri was hit again with every doubt that her parents had given her with the force of a bullet.

This isn’t what she wanted. She just wanted fun and games and… if she killed people they would be bad people and the good guys would win and…

She left in disgrace, nursing her damaged ego and personality heavily as she drank her way back through Abbhen. Slowly, she regained her composure, and her love for the fight returned. But buried deep down, she could see it - the dead bodies, and her own, bloody hands. She wouldn’t just be a fighter, she’d be smart about it. That’s what they’d never expect. She’d become the best at it, the best at fighting and shooting, and winning. She wouldn’t lose. The world couldn’t let her - it was her destiny, and the thing that would keep her happy for the rest of her naturally long life. She knew it.


”The Lonely Dirge”:
Henrietta sighed, bringing the violin up under her chin. After spending 2 hours trying to tune the damned thing, she could finally start practicing. Gently, softly, she placed the bow against the strings and began to play. A sober tune rang out through her small room, bouncing about the stone walls and back into her ears.

She ran her eyes over the notes on the music sheet, and the tune through her head. The sound was clumsy - the elegance that her teacher had shown in the last week was gone from her own rendition. As she hastily swung the stick back and forth, she could hear herself slowly losing the tune - it dropped in and out before her fingers slipped completely and she abruptly stopped.

A rough sigh was released from Henrietta’s throat, as she slumped down onto the stool in front of the short, wooden stand that held the notes for her to play. She wanted to smash the thing. It was elegantly carved and a beautiful shade of red that could almost be confused for blood from a distance. But she didn’t care about that, she just wanted it gone. Make her mother buy another one if she was so keen on her youngest daughter learning an instrument.

She tossed the wooden thing on her bed and stood, walking over to the window and peering out into the courtyard. Dusk. The red and purple light of the sun played out over their well-manicured lawn as the shadows grew from small splashes of darkness into a giant wave of night. She could see her brother out there, sparring. Juking, moving, bouncing back and forth with a grace that Henrietta herself had failed to achieve. At least he was getting some action out of his lessons.

Henrietta glanced back at the violin her mother had purchased for her. It really was almost a piece of art. She supposed it would be a shame to smash it, if someone had worked so hard on it. She picked it up, and gently brought it back to her chin. She placed the bow against the strings again, and she began to play.