D'oh, forgot to include dice the first time around:
Hmm, that'll be....interesting. Easy to be flawed :)
Second set, thanks for the reroll option Wayward!
Nothing like coming out pretty solidly improved!
Eilren, that sounds like it could be grand fun. It would be great to see how they reacted to one another when they realize they have similar powers but from very different sources.
My plan is to take Felicia Tome pact (as opposed to chain or blade), so there'd be plenty of potential for both friction and torturous destruction of our enemies. :) I can just see a pair of eldritch blasts leveling someone.
Alignment: was debating between lawful neutral and chaotic neutral. I think she may have started lawful, adhering to the rigor of academia. But after talking with Cervantes and tapping into the Old One's power, she fell much further into chaos. Anything to enhance that connection.
Additionally, I haven't named a specific Great Old One because I don't think Felicia knows which it is yet. She's barely scratched the surface. All she knows is that there is power there.
There's nothing I like more than a good mystery.
Presenting Felicia Erkana, half elf warlock. Some fluff and crunch below. I'll deal with making an alias and such if selected. :)
Father was an elven scholar, mother was a human acolyte. When she was born, her mother was too shaken by the sight of her slightly elfin features. She abandoned Felicia and her father, disappearing. Her father worked with the local academy to ensure that she was looked after while he wandered the land gathering information. It was in the halls of higher academia that she cut her teeth. Growing up around books, she had an affinity for studying, even if the knowledge didn't stick with her the way it did others. It was in the course of this study that she started to find references to the Great Old Ones that had helped to shape the world. When she began to inquire about these forces, the librarians and professors largely hushed her, except for Cervantes. He saw that she wouldn't take no for an answer. He told her fantastical stories about the powers that those eldritch forces could offer someone. It didn't take much to convince her that the answers and names of the Great Old Ones could fill her mind if she studied the night skies.
For years she charted the movements of stars and planets across the cosmos. In studying that void she found the consciousness of one of those Great Old Ones. Elated, she sought to draw power from the teeming font she had discovered. To her giddy delight, she found that the power flowed through her with ease.
Now she finds herself wandering the world, seeking to find a closer connection with her patron.
Female Half-elf Warlock / 1
Stats / Saving Throws (* for proficiency)
Definitely interested. Will have to do the crunchy stuff over the weekend.
Considering some kind of a demon hunter/undead stalker kind of feel. Not sure if Ranger or Cleric/Paladin would have a better fit/feel for the vehicle for that fantasy just yet, will have to do some more reading. The other option I'm mulling is a rogue set to go either arcane trickster or assassin. Will post up later when I'm a bit more concrete on a character concept.
thegreenteagamer Presents "Of Gods and Death", a homebrew Pathfinder adventure set in the Forgotten Realms and Planescape slated to go Mythic
Dotting. I have some thoughts that I need to sit down and plot out. I'm thinking more in the physical damage/protection arena. Combat-oriented cleric of Helm, or something of that nature. Possibly a ranger. Will have something up tonight hopefully (once I get home and can properly sketch things up).
Presenting Tordek Holderhek, Dwarven Aquatic Druid and Pirate. I haven't fleshed out any equipment for him as of yet, nor have I set up an alias. Both of those things would get done if selected.
Given the story I've got penciled out for him, it may be that he has his wealth in gold/gems and needs to acquire his equipment early on in town or something of that nature.
Prepared spells are just a "hey, let's put something there" for the time being.
Character Sheet Crunch:
Male dwarf druid (aquatic druid) 3
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft., Perception +10
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp max of 27 (3d8+3)
Fort +4, Ref +4, Will +7, +2 vs. poison, spells, and spell-like abilities
An enigma of a dwarf, Tordek Holderhek abandoned his family at a young age. Dissatisfied with the cramped underground environs of his clan, and further displeased with the rolling hills and sweeping plains of his distant cousins, he long felt the torrential call of the sea and felt Gozreh's hand on his spirit. As he wandered the lands, following winding rivers and relaxing by ponds and small lakes as he went, he found himself in touch with nature in a way that few of his race ever got to experience (or at least experience and document). It was in the course of this wandering that he found himself in a temple of Gozreh outside a small fishing community. Within the driftwood enclosure, he found solace and he found purpose. He devoted his life to the pulse of the sea, connecting with its denizens, the rush of its briney deep pulsing through his veins. It was that way for several decades until the pirates came. He was gone on a sojourn into the woods. When he returned, he saw the ebon flags fluttering in the bay and the longboats pulled ashore. Muttering a quick prayer to Gozreh, Tordek realized that his time tied to the land was coming to a close. Entering the village, he offered himself as a willing captive if they would spare the rest of the villagers. He promised magical support for their endeavors, so long as they allowed him daily prayers to Gozreh. Eager to have their own caster aboard, the young captain took Tordek at his word and brought him aboard without delay.
It's now been 12 years, and Tordek is a weathered hand. His most recent crew is no longer. A massive storm took their ship in the middle of some rocky shoals. Tordek took advantage of his connection with the sea to make a hasty retreat to the nearest landmass, and is now in [wherever you would need him to be to slip into the adventure].
Dotting with dice.
str: 6d6 ⇒ (6, 6, 1, 2, 1, 5) = 21 17
I can live with those. When my internet comes back online (in a few hours hopefully) I'll get everything else worked up.
Starting Gold: 4d6 ⇒ (5, 2, 5, 4) = 16x10 = 160 GP.
Rough concept (will take care of both crunch AND fluff in the next day or two): Aasimar inquisitor of Sarenrae. From the Northlands, family ravaged by white witches. She was secreted away and developed an intense hatred for witches. To that end, she hunts them down in the name of Sarenrae, while providing healing and comfort to those whose lives have been subjected to the evils of witchcraft. Ish.
Reyo's skin is a light caramel color. Her hair is midnight black and typically bound tightly. If it's let down, it hangs past her waist. Her eyes are large and always moving around, observing everything around her. She is 125 years old, 6', 114 lbs. Lithe frame, wiry musculature. Very light on her toes.
Raised among a large community of forest-dwelling elves, Reyo was steeped in Elven culture from her earliest memories. Tales of knowledge gained and lost filled her mind with a zeal for history. She spent nearly 40 years studying with the lorekeepers of her community. Her studies gave her access to information about ancient Elven relics which had been lost to her clan for hundreds of years. It was the discovery of this 'stolen' history that set her off initially. Not content to allow items of such significance to remain in the hands of those that had taken them, she sought out physical training, so she could set out upon her maturity to recover what history she could. We find her now, nearly 15 years into her quest for the first major relic in her book: Al'drunath, Circlet of the First Forestlord.
Reyo happened upon a book of ancient tales of the first kingdom of Elves to inhabit the forests where she grew up. Though little remains of their society, save for a few broken structures and tattered scrolls, one story that managed to survive was that of Elvryc Owlheart. Elvryc was styled as the First Forestlord. The head of a family of Elves that had started what they considered an empire (but in reality was little more than a community of a few thousand souls). Already an accomplished wizard by the time they settled among the forests, he spent decades crafting a crown befitting a king of the forest. Made from entwined branches of holly, oak, and black elder, he infused the creation with arcane magic. Using a flawless uncut emerald as a centerpiece, he consulted with the druids of his family to petrify the wood, preventing it from ever rotting away. He named the circlet Al'drunath, after his wife and queen. All of the surviving descriptions and imagery (few though they may be) show Elvryc wearing the circlet. Legend says that the vast amounts of energy poured into the circlet over the decades Elvryc wore the crown imbued it with the power to make anyone that wore the device keener and of sharper mind and wit. To what extent this is true, no one knows. The last bit of information that she had was that during some time of strife in the past, a marauding band of upstart humans had goaded Elvryc's kin into battle. When the then Forestlord strode into the midst of combat, he was overmatched by the ferocity of the mercenaries and he fell. When, at last, the field of war cleared, they found his mangled body, but not the Circlet.
Reyo decided to seek the Circlet first, out of all the relics she read legends of, because it was the most documented item. Further, she feels that if she can recover the Circlet, its power could help her either ascertain the location of other relics, or possibly bestow some kind of knowledge/memory on the wearer. Finally, she fears that if she was able to find any information about it, so too could those more willing to twist the ancient Elven magics to nefarious purpose.
Crunchwise: She loses trapfinding, but gains:
Follow Up (Ex): An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false.
Fluffwise: Years of training with lorekeepers and rangers has taught her there are a multitude of ways to assess and obtain information. She took what she could from both groups of individuals and worked on her own to develop stealthier abilities. She knows that she has time to get information, and is OK taking it. She fosters relationships in major towns, but goes by a different assumed name in each. She keeps a set of journals in her own shorthand that details what she's found out so far.
In terms of general treasure hunting, while her primary focus is on the Circlet, she's not above taking on minor jobs at the request of those she's developed friendships with or other Elven enclaves she may come across. She recognizes that she needs a way to actively fund her search, and figures that generalized treasure recovery is a good way to do it. She figures that there's enough Elven spread through the land that most recovery missions of any real size will likely bring her into contact with something interesting from her past.
This concept certainly interests me. I'm in much the same boat that Evillain is in. I haven't run it before nor have I GMd something on here. Because of that I would be willing to give it a shot, but I'm super new in that regard.
I like the idea of a female only party. Would make it interesting, that's for sure.
I'd love to roll someone up to put forward. I'll just spoiler up some ability rolls here, and go from there. :)
Current thought is a Gnome wizard. Will flesh out more and post before the night is out replete with detail.
Ability Roll!: 4d6 ⇒ (2, 3, 1, 2) = 8 (drop 1, 7)
Ability Roll!: 4d6 ⇒ (2, 5, 4, 6) = 17 (drop 2, 15)
Ability Roll!: 4d6 ⇒ (1, 4, 6, 5) = 16 (drop 1, 15)
Ability Roll!: 4d6 ⇒ (3, 2, 4, 5) = 14 (drop 2, 12)
Ability Roll!: 4d6 ⇒ (5, 1, 4, 5) = 15 (drop 1, 14)
Ability Roll!: 4d6 ⇒ (5, 6, 6, 6) = 23 (drop 5, 18)
18, 15, 15, 14, 12, 7 before racial mods. Not TOO shabby. :)
I haven't drawn up an alias for him yet, but I would if selected along with a more expansive backstory. Thus I present Jarvis Crookrows, Halfling Bard.
Halfling bard, taken as a youngling and pressed into pirate service. Quick on the ropes, he sings pirate shanties while he scampers over the rigging. Kind of a perpetual rigging rat.
Init +2; Senses Perception +6
Base Attack 0; CMB 0; CMD 12
Languages Common, Gnome, Halfling
Male, Halfling, Bard/1
HP 8 (1d8)
AC 15, Touch 13, Flat-Footed 13 (+2 armor, +2 Dex, +1 Size)
Fort +1, Ref +6, Will +3, +2 vs. fear
Speed 20 ft.
Melee rapier (small) +2 (1d4+1/18-20)
Melee dagger (small) +2 (1d3+2/19-20)
Ranged dagger (small/thrown) +3 (1d3+1/19-20)
Ranged crossbow (light) (small) +3 (1d6/19-20)
Special Attacks distraction, fascinate
Known Bard Spells (Cl 1st, concentration +5):
0 (at will)—detect magic, ghost sound (DC 14), light, message
1st (2/day)—animate rope, cure light wounds
Deft Dodger, River Rat (Marsh or River)
Acrobatics (Jump) +4
Escape Artist +6
Perform (Sing) +8
Profession (Sailor) +4
Rope (silk/50 ft)
Given the layout of the area, I'd love to put forward Ghogron. A barbarian woodcutter that helps supply the town with lumber. Never one to be the life of the party, he is most comfortable in the wilderness with his axe in hand and the idea of a massive target to fell. General reason for needing to head to the priory, I was thinking that while he was in the woods on his last trip, he got scraped up on some thorned plants and they seem to have become somewhat infected. Unsure what to do, he heads to the priory to get healing.
More beyond that I'll have to flesh out over the next couple days.