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Melda: Here is what you gain for being the oread: Oread ability score adjustments: +2 Strength, +2 Wisdom, -2 Charisma [You cannot apply the human +2 ability score adjustment to Strength or Wisdom.] Stone in the Blood (replaces Earth Affinity): Gain fast healing 2 for 1 round anytime you take acid damage (whether or not this acid damage gets through your racial acid resistance). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function. You Missed! (replaces Spell-Like Ability): Once per day you may evade a Small, Medium or Large thrown rock. You make a Reflex save against a DC for the rock's size (DC 15 for a Small rock, DC 20 for a Medium rock and DC 25 for a Large rock). You can take a 5 foot step if you succeed on the saving throw, either to the sideways or back from the rock, but not towards the direction the rock was thrown from. This is an extraordinary ability. Reduced Speed: Your base speed is 25 feet. [Reminder: You can take Fleet as one of your three bonus feats at 1st level via my home-brewed free feat list.] Darkvision (60 feet) Acid Resistance 5 - You may swap your bonus human feat to take the oread's spell-like ability or one of the oread racial traits that replaces their spell-like ability - You may swap the human skilled racial trait to gain the oread's Earth Affinity racial trait or one of the oread racial traits that replaces their earth affinity trait. - rdknight: Here is what you get for being the sylph: Sylph ability score adjustments: +2 Dexterity, +2 Intelligence, -2 Constitution [You cannot apply the human +2 ability score adjustment to Dexterity or Intelligence.] Storm in the Blood (replaces Air Affinity): Gain fast healing 2 for 1 round anytime you take electricity damage (whether or not this electricity damage gets through your racial electricity resistance). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Spell-Like Ability: You can use feather fall 1/day as a spell-like ability (with a caster level equal to your character level) Darkvision (60 feet) Electricity Resistance 5 - You may swap your bonus human feat to take one of the alternate sylph racial traits that replaces their spell-like ability - You may swap the human skilled racial trait to gain the sylphs's Air Affinity racial trait or one of the sylph racial traits that replaces their earth affinity trait. - Marha: Here is what you get for being the ifrit: +2 Dexterity, +2 Charisma, -2 Wisdom [You cannot apply the human +2 ability score adjustment to Dexterity or Charisma.] Fire in the Blood (replaces Fire Affinity): Gain fast healing 2 for 1 round anytime you take fire damage (whether or not this fire damage gets through your racial fire resistance). The ifrit can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Pick on Someone Your Own Size! (replaces Spell-Like Ability) [reflavored Efreeti Magic alternate racial trait]: Once per day you can cast either enlarge person or reduce person (you choose when using this ability) once per day as a spell-like ability (caster level equals your character level). Darkvision (60 feet) Fire Resistance 5 You may swap the human bonus feat for the ifrit's spell-like ability or one of the ifrit alternate racial traits that replaces their spell-like ability. You may swap the human skilled racial trait to gain the ifrit's Fire Affinity or one of the alternate ifrit alternate racial traits that replaces their Fire Affinity. - Ntisi and Jenni: same goes for you being able to swap your human bonus feat for the spell-like abililty (or racial trait that replaces it) and your human skilled racial trait for the Skilled racial trait of the aasimar/tiefling (or racial trait that replaces it). - Apologies for the reiteration but figured having it at the bottom of the thread would be easier for you to reference for creating/adjusting your characters. - GM Mokmurian: Thank you for allowing me and the others to use your recruitment thread. ![]()
Melda and rdknight: Thanks for the quick reply! Melda, oread is available!...well not anymore...because your character is the oread! ...and the sylph option is no longer available, folks! - I am stopping the recruitment stage on this thread now. Once I have the campaign threads ready (which I hope to have ready within two weeks from today), I will begin recruitment on the my campaign board for the final future Champion of the Gods character. For players checking this thread out, the basics of the character I will will be looking for to complete the party of heroes are as follows: An Erastil-worshipping human of one of the following ethnicities: Garundi, Kellid, Taldan, Ulfen or Vudrani that is also an undine with the following racial traits: Undine +2 Dexterity, +2 Wisdom, -2 Strength [You cannot apply the human +2 ability score adjustment to Dexterity or Wisdom.] Ocean in the Blood (replaces Water Affinity): Gain fast healing 2 for 1 round anytime you take cold damage (whether or not this cold damage gets through your racial cold resistance). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Unsoakable (replaces Spell-Like Ability): You can use waterproof 1/day as a spell-like ability (with a caster level equal to your character level). Darkvision (60 feet) You have a swim speed of 30 feet, can move in water without making a Swim check and Swim is a class skill for you. - You may swap the human bonus feat racial trait to gain one the Spell-Like Ability of the undine (or an alternate undine racial trait that can replace the Spell-Like Ability racial trait). You may swap the human skilled racial trait to gain the Water Affinity racial trait of the undine (or an alternate undine racial trait that can replace the Water Affinity racial trait). - At 1st level, all PCs gain a single bonus feat that is chosen from the 'Improved' combat feats that has Combat Expertise or Power Attack as a prererequiste, even if they do not qualify for Combat Expertise or Power Attack. The character is counted as having the prerequisite feat of the 'Improved' combat feat they selected for the purpose of selecting the the 'Greater' combat feat for the same 'Improved' feat they selected as their bonus "Improved" feat at 1st level. - At 1st level, all PCs gain three bonus feats from the following list: Agile Maneuvers, Blind-Fight, Combat Reflexes, Catch Off-Guard, Combat Casting, Defensive Combat Training, Endurance, Eschew Materials, Fleet, Great Fotitude, Improved Counterspell, Improved Initiative, Improved Unarmed Strike, Intimidating Prowess, Iron Will, Light Armor Proficiency, Lightning Reflexes, Martial Weapon Proficiency, Point-Blank Shot, Run, Shield Proficiency, Simple Weapon Proficiency, Skill Focus, Spell Focus, Spell Penetration, Throw Anything, Tougness, Weapon Finesse. - You gain the Lore background skill for your deity, which has maximum ranks for your character level. - For my players: I am hoping to have the campaign board ready within the next few days to invite the characters in, and to have all the rules I am using (variant, modified variant and home-brewed) inputted in a nice organized fashion on the boards within a week from today and then I will start weaving Cashmeric's background in with the characters that live in Sandpoint and those of the six returning heroes who died in the Sandpoint Fire with characters that grew up in Sandpoint and would have known them when they were alive before they left town a decade ago to become adventurers. ![]()
Thanks, Kára. - With Kára Hjortrdóttir bowing out, there will be one character slot still open, and which deity and elemental race is remaining and the five remaining ethnicities will be determined after rdknight and Melda make their decisions. - (Corrik) Ntisi Kwazeel, a Sarenrae-worshipping Zenju aasimar oracle (Drogeney) Jenni Torlini, a Shelyn-worshipping Varisian tiefling bard (fatmanspencer) Marha Suntouch, a Gozreh-worshipping Shoanti ifrit runesage wizard (rdknight) - is making a Tian Desna-worshipping swashbucker (Melda) - is still deciding on a character - rdknight and Melda: Decide on which two of the following non-human races your two characters are taking, so the remaining non-human race for the final character slot becomes known: Oread, Sylph, Undine. Melda: As Kára Hjortrdóttir has bowed out, both Erastil and Ulfen are availble. ![]()
I am still waiting to hear back from Kára Hjortrdóttir, but working with her accepting the invitation to my campaign, and Melda is making a paladin of Abadar, the recruitment stage is finished. Melda, the Taldan ethnicity would be probably the most expected ethnicity (of the ones remaining) for a paladin of Abadar. Melda and rdknight: I am hoping Kára Hjortrdóttir accepts and likes my suggestion of her being the oread of the group. That would leave Slyph and Undine for the two of you, if she takes the oread. So the six player slots are filled unless Kára Hjortrdóttir declines my invitation. Best of luck to everyone who submitted a character for Mokmurian's campaign and mine that were not selected. I am currently working on creating a new thread for the my campaign. ![]()
Melda: I like rdknight's Tian Desna-worshipping swashbuckler character idea to fill one of the remaining slots. Would you still be willingly to make a paladin of Abadar to fill the other slot? NotEspi: Yes, with the modified campaign idea I have in store requires each of the six future champions of the six deities represented at the Sandpoint Cathedral to be humans of different ethnicities and are also an aasimar, ifrit, oread, sylph, tiefling and undine. I hope you find a campaign for Buttons. :) She was a possible pick of mine before I thought of the spin I am putting on my campaign, which resulted in her not being a viable pick. ![]()
GM Mokmurian wrote:
There was no confusion, as that was what my post meant, as at the time Erridon was not a viable addition because the Sarenrae-worshipping character is already filled by Ntisi. Hope you and the others have a blast in your campaign! ![]()
With Erridon joining Mokmurian's campaign, that leaves two open slots to still fill for mine, working with Kára Hjortrdóttir accepting the invitation. Kára Hjortrdóttir still has first dibs on which of the remaining three outsider races are left (oread, slyph and undine) - and my suggested race for her character is oread (but she might prefer one of the other two). That would leave the following options left for the remaining two character slots: A LG character who reveres Abadar. A NG or CG character who reveres Desna. Human ethnicity choices remaining: Garundi, Keleshite, Kellid, Taldan, Tian and Vudrani. Looking for two melee-focused warriors for the remaining character slots. ![]()
Erridon Drallen: I would like to extend an invitation to join my campaign if you are okay with the following: it would require you to change your deity from Sarenrae to Desna, which definitely fits your character concept, as your parents dreamed of having a child, and Desna is the Goddess of Dreams. You would need to be one of the following human ethnicities: Garundi, Keleshite, Kellid, Taldan, Tien or Vudrani. I would say of the remaining ethnicity choices left, that fits his background the best is Taldan (for family name), with Kelishite, Tien and Vudrani tied for second-best (for character concept, not family name). You would need to be willing to take Storm in the Blood instead of Breeze-Kissed and take the default Spell-Like Ability of Feather Fall instead of Whispering Wind. I selected the racial traits of the ifrit, oread, sylph and undine specifically for my campaign. You may swap the human bonus feat racial trait to gain Whispering Wind and the human skilled racial trait to gain Breeze-Kissed. - For the ifrit, oread, slyph and undine characters: Human bonus feat racial trait can be swapped for the spell-like ability racial trait of the elemental race you have (or an alternate racial trait that can replace the spell-like ability racial trait). Human skilled racial trait can be swapped for the (element) Affinity racial trait of the elemental race you have (or an alternate racial trait that can replace the Affinity racial trait). - Ntisi: You can choose to swap the human bonus feat racial trait for the aasimar spell-like ability racial trait (or an alternate aasimar racial trait that can replace the aasimar's spell-like ability racial trait) and you can choose to swap the human skilled racial trait to gain the aasimar's skilled racial trait (or an alternate aasimar that can be can replace the aasimar's skilled trait). - Jenni: You have the same choices as Ntisi has (substituting in 'tielfling' for 'aasimar'). - GM Mokmurian wrote: Unfortunately, Aldizog has dropped due to an unexpected conflict - my desire isn't to step on GM_Drake's toes, but I'd be happy to accept another player. I understand that he's still making his selections, though, so I'll wait for him to okay it before making another pick. I am still waiting to see if Kára Hjortrdóttir and Erridon Drallen are accepting the invitation to my campaign. The characters in my campaign are Jenni Torlini, Marha Suntouch and Ntisi Kwazeel. Go ahead and offer an invitation to any of the other players aside the five listed above, Mokmurian. - If both Kára Hjortrdóttir and Erridon Drallen accept my inviation and are good with the suggestions I made for them regarding elemental races and the deity and ethnicity for Erridon, that would leave the following options for the the remaining character slot: A LG character who has Abadar as his sole deity, is an undine human of one of the following ethnicities: Garundi, Keleshite, Kellid, Tien or Vudrani. Keleshite, Tien and Vudrani were my runner-up ethnicity suggestions for for Erridon, with Taldan being the main one I suggested to him. Should he accept my inviation he has first dibs on which ethnicity from the above list. ![]()
Melda wrote:
Hi, Melda. I am still waiting to hear from Kára if she wants in, as she was one of the three characters I selected already, and she has the Ulfen ethnicity slot filled. I am also waiting to find out from Marha if she agrees that Gozreh works as her deity. So at the moment I am working with the potental deities that have not been claimed by a selected character yet are Abadar and Desna. Valid character races are humans (not half-humans) that become 'half-human' due to being an aasimar, ifrit, oread, sylph, tiefling or undine. Valid human ethnicities currently left are: Garundi, Keleshite, Kellid, Taldan, Tian and Vudrani. We have 2 divine casters (a cleric of Erastil and an oracle of Sarenrae) and 2 arcane casters (a bard of Shelyn and a wizard of Gozreh), the cleric is also a ranged fighter, so ideally I am looking for two melee characters to round out the group. A LG warrior of Abadar would be good starting point for you for a viable character. ![]()
Kára - I would suggest Oread as the race you gain, as the slightly slower speed (which can be effectively negated if you take Fleet as one of your three bonus feats from the list) could be a result of her guilt regarding the youth was nearly killed by wolves due to her not thinking of the possible consequences, and it subconsciously slowed her pace from her choosing to think more about consequences before speaking. Oread also has the daily spell-like ability that would be useful for a character that relies on ranged combat, as giants would (usually) not be throwing rocks at enemies they are in melee with. ![]()
Marha Suntouch - you are gaining the ifrit race as it clearly fits your character concept and back story (having fire resistance helped in you surviving the house fire). Kára gets first pick of the remaining three races: oread, slyph and undine. The 2 character slots that are left will have the following human ethnicities to choose from, as well as which remaining two races are left after Kára's pick from oread, slyph and undine. Human ethnicities still open: Garundi, Keleshite, Kellid, Taldan, Tian and Vudrani. If Marha agrees with my choice of Gozreh as her deity, that leaves Abadar and Desna left for the remaining two characters. Marha, to be an eligble character you would have to remove Mazduleh from your character concept and background - are you okay with this? ![]()
Marha Suntouch wrote:
The Shoanti ethnicity has been selected by Marha Suntouch. Marha, would you be okay with tweaking Marha's back story so that she is of The Sklar-Quah (The Sun Clan), as that fits well with some of your character concept, given that the rite of passage for the Sklar-Quah is The Burn Run. While there are severalvariations among Sklar-Quah tribes, in its most common form, a brave must outrace a wildfire, bolting for the shelter
Your parents had arrived in Sandpoint before you were born. While you were 8 to 10 years old, your parents starting teaching you the ways of your people, and you wanted to prove you were ready to take the rite of passage (years before you were the age to undertake the rite) and in your attempt to do so, you accidentally set the house on fire. Father Tobyn had someone cast modify memory spells on you so you do not retain the memory that your character is responsible for your parents' deaths (as they were still sleeping in bed when you woke up to 'pass the rite of passage'). As Jenni has selected Shelyn as her deity, that leaves Abadar, Desna and Gozreh left. I would say Gozreh is the best fit for Marha's deity, given that part of his portfolio includes weather and one of the weather subdomain, Seasons' domain power, "Untouched by the Seasons," and Father Tobyn told you that Gozreh protected you from the fire that burned your house down. How does the above sound for working into Marha's backstory? ![]()
Changes to the abilities (and appearance) to the characters with the ifrit, oread, sylph and undine races - see farther below. - Jenni Torlini wrote:
I would like to wait for a week or two before creating a new game thread for my campaign, so that it both gives me some time to finish compiling the variant and home-brewed rules I will be using in my campaign as well as giving the people who had submitted characters for Mokmurian's campaign that were not selected a chance to submit a viable character, before opening up a new recruitment thread, if needed, to complete the 'Sandpoint Seven', which includes Cashmeric, as the chosen champion of Cayden Cailean, who has significance to the six deities of the Sandpoint Cathedral, due to the six spirits he channels died in the Sandpoint Fire and each deity is a devout follower of one of the six deities with shrines at the Sandpoint Cathedral. To sum up the changes for Jenni, Kára and Ntisi: The Elephant in the Room rules are not being used. Add a human race trait that has your human ethnicity as a prerequisite and a religion trait that requires you to revere the deity your character reveres. You still need to meet all other requirements of the selected race and religion traits. Decide on which favored class bonus you are locking in for your character between +1 hit point/class level or +1 skill rank per class level. You also gain the human favored class bonus for your class. Ntisi and Jenni add the human racial traits to their characters, including the +2 ability adjustment to one ability score (which can not be applied to the ability scores that received a positive ability score adjustment from the aasimar/tiefling ability score adjustments). Choose which "Improved" feat you gain as a bonus feat. Choose which three feats you gain as bonus feats from the bonus feat list. Kára chooses which of the four elemental outsider races (ifrit, oread, sylph or undine) she gains the abilities of and when in her backstory she gained the ability, which could be at birth, during puberty or as part of the council meeting that resulted in her receiving her mission to head to Varisia to gather the seeds to bring back to her village. My suggestions as the GM, depending on which elemental outsider race she selects, based on her character background are as follows: Ifrit: "Most ifrits lack the mindset to follow a god's teachings, and resent the strictures placed on them by organized faith. When ifrits do take to worship, they prove to be zealous and relentless followers." - this fits Kára's 'butting heads' with the strict ways her village abides by the ways of her deity, Erastil. -- Ignore this one, as it suits Marha Suntouch's character concept and background. Oread: "Oreads are, perhaps above all else, set in their ways, and any disruption of their routine is met with quiet disapproval." - this fits the mindset of the village council that judged her. "Oreads are fiercely protective of their friends, but don't seem particularly concerned with the well-being of those outside their small circle of acquaintances." "Religious life comes easily to earth-touched." "Most dedicate themselves to the worship of earth- or nature-related deities." Slyph: Nothing in the sylph's Alignment and Religion part of the sylph write-up in the Advanced Race Guide has anything that fit's Kára's backstory. Undine: "Their principle interests lie in the welfare of their people, and thus their moral concerns focus upon the community and upon themselves." "Those who pursue nonsecular paths almost always worship the gods of their ancestors or gods whose portfolios feature some aspect of water." - Erastil qualifies as his portfolio includes farming (as trying to grow crops without water is pretty difficult).
The characters with the ifrit, oread, sylph or undine race gain the following alternate racial traits instead of the default ones: All such characters gain the following alternate racial trait. Mostly Human (replaces Languages, Subtype, Type): A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages. -
Ifrit ability score adjustments: +2 Dexterity, +2 Charisma, -2 Wisdom [You cannot apply the human +2 ability score adjustment to Dexterity or Charisma.] Fire in the Blood (replaces Fire Affinity): Gain fast healing 2 for 1 round anytime you take fire damage (whether or not this fire damage gets through your racial fire resistance). The ifrit can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Pick on Someone Your Own Size! (replaces Spell-Like Ability) [reflavored Efreeti Magic alternate racial trait]: Once per day you can cast either enlarge person or reduce person (you choose when using this ability) once per day as a spell-like ability (caster level equals your character level). Darkvision (60 feet) Fire Resistance 5
Oread ability score adjustments: +2 Strength, +2 Wisdom, -2 Charisma [You cannot apply the human +2 ability score adjustment to Strength or Wisdom.] Stone in the Blood (replaces Earth Affinity): Gain fast healing 2 for 1 round anytime you take acid damage (whether or not this acid damage gets through your racial acid resistance). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function. You Missed! (replaces Spell-Like Ability): Once per day you may evade a Small, Medium or Large thrown rock. You make a Reflex save against a DC for the rock's size (DC 15 for a Small rock, DC 20 for a Medium rock and DC 25 for a Large rock). You can take a 5 foot step if you succeed on the saving throw, either to the sideways or back from the rock, but not towards the direction the rock was thrown from. This is an extraordinary ability. Reduced Speed: Your base speed is 25 feet. [Reminder: You can take Fleet as one of your three bonus feats at 1st level via my home-brewed free feat list.] Darkvision (60 feet) Acid Resistance 5
Storm in the Blood (replaces Air Affinity): Gain fast healing 2 for 1 round anytime you take electricity damage (whether or not this electricity damage gets through your racial electricity resistance). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Spell-Like Ability: You can use feather fall 1/day as a spell-like ability (with a caster level equal to your character level) Darkvision (60 feet) Electricity Resistance 5 -
Ocean in the Blood (replaces Water Affinity): Gain fast healing 2 for 1 round anytime you take cold damage (whether or not this cold damage gets through your racial cold resistance). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Unsoakable (replaces Spell-Like Ability): You can use waterproof 1/day as a spell-like ability (with a caster level equal to your character level). Darkvision (60 feet) You have a swim speed of 30 feet, can move in water without making a Swim check and Swim is a class skill for you. ![]()
I would like all the PCs to have a good alignment, so the acceptable alignments for the remaining deities are: Abadar (LN deity): LG character Gozreh (N deity): NG character Depending on which deity Drogeney chooses for Jenni, one of the following two deities will become available Desna (CG deity): NG, CG Shelyn (NG deity): LG, NG, CG I am using the edicts and anathema for the deities as outlined in PF2E. ![]()
Party roles of the three characters selected thus far (copied and pasted from their 20 Questions) Kára sees it as her duty to care for her comrades by keeping them hale and healthy with the aid of her magic and medical knowledge. She also does this by eliminating threats with her trusty bow and arrow. Jenni is primarily a support character when it comes to a party, buffing her allies and trying to inhibit their enemies. She can also serve as the party face when needed but is smart enough to leave that to others when possible due to the common prejudice against tieflings. Ntisi sees herself as a healer first and foremost. ![]()
I am still deciding on which variant and home-brewed rules I am using, so this is not a complete list of the rules I am using in my campaign. Automatic Bonus Progression Fractional Base Bonuses Milestone Leveling - Hero Points (modified) Your characters start with 2 hero points (1 for being level 1 and one for your character background). The PCs gain an additonal hero point when they complete a story arc (a chapter of an AP book) and when they gain a character level. There is no maximum number of hero points a character can have. Hero Points can only be used to cheat death for your own character. The first time hero points are used to cheat death the cost is 1 hero point, with an cumulative +1 hero point cost each time the character escapes death. - Summon Monster/Summon Nature and similar spells work differently. Each specific creature on a given list requires a specific summon spell for that creature. For example Summon Monster I (dire rat*) and Summon Monster I (dog*) are two different spells. Each time you cast the spell it summons the same unique creature. The spell's duration is 1 minute/caster level instead of 1 round/caster level. When you gain the ability to cast spells 1 level higher you may opt to retrain the lower level spell into a spell of the higher spell level you are now able to cast. If you do, you make a choice (which is permanent) to either focus on the single creature you summon with the spell or to summon a pack (flock/etc.) of the same type of creature, each of which is an unique creature). If you choose to focus on the single creature, the duration of the spell is 10 minutes/caster level. If you choose to summon a pack, when you cast the spell you summon the original creature plus 2 additonal unique creatures of the same type. When you gain the ability to cast spells 2 levels higher than the initial Summon spell you may opt to retrain the spell again into the higher spell level you are now able to cast. If you chose to focus on a single creature, the duraton increases to 1 hour/caster level. If you chose to summon a pack, when you cast the spell you summon the same three unique creatures plus 2 additonal unique creatures of the same type. You can not have more than two summon creatures spell active at the same time, and they must not be of the same type (single creature summons and creature pack summons). If a summoned creature dies while summoned, that creature cannot be summoned again until the next day. Using a conjuration (calling) spell to bring the creature to you allows you to give it items that it is capable of wearing (including magic items) which the creature will have when you summon it, which stays with the creature when the creature is unsummoned, even if the items were taken off the creature during the duration of the summon spell (which the creature will not be wearing if it is unable to put it on by itself, though will have it with it when you summon it again, provided it is ability to carry it (be it with a hand or mouth). Your unique summoned creatures can not be summoned by other casters' summon creatures spells. You name each unique creature you summon and can increase its ability scores by a total of 3 points. You can have only one Summon (Creature) spell per spell level you are capable of casting in your spells known or are capable of preparing for prepared casters. The Summon Minor Monster spell summons 3 unique creatures of the same type and the duration is 1 minute/caster level. When a caster who knows Summon Minor Monster gains the ability to cast level 2 spells, they can opt the spell into a level 2 spell, which adds 2 more unique creatures when they cast the level 2 version of the spell. A caster that has a level 1 Summon Minor Monster and Level 2 Summon Minor Monster spell, can have both cast at the same time, but cannot have another Summon Monster spell that summons a pack active at the same time, but can have a single creature summon monster spell active at the same time as both Summon Minor Monster spells. ![]()
GM Mokmurian wrote: Unfortunately, Aldizog has dropped due to an unexpected conflict - my desire isn't to step on GM_Drake's toes, but I'd be happy to accept another player. I understand that he's still making his selections, though, so I'll wait for him to okay it before making another pick. I would like to offer a place in my RotRL campaign to the the players of the following characters: Jenni Torlini Kára Hjortrdóttir Ntisi Kwazeel One of the modifications to the AP I will be including is the six deities that have shrines at the Sandpoint Cathedral are going to be choosing champions that helped protect the town. Each character must worship a single specific deity (and no other deity, power, etc.) from Abadar, Desna, Erastil, Gozreh, Sarenrae and Shelyn. Each of these six deities will be worshipped by a single PC. Abadar: no PC yet Desna: possibly Jenni Torlini* Erastil: Kára Hjortrdóttir (female Ulfen cleric) Gozreh: no PC yet Sarenrae: Ntisi Kwazeel (female Mwangi [Zenj] aasimar (reflavored) blackened cursed pei zine practitioner oracle with the life mystery Shelyn: possibly Jenni Torlini* (female Varisian pitborn tiefling silver balladeer bard) - *Drogeney, please choose between Desna and Shelyn to be the sole deity that Jenni reveres. Whichever of the two deities Drogeney does not choose will be a valid deity for the continued PC recruitment. As for the other PCs (not created yet), the following is what I am looking for: Human characters that do not share the ethnicity of any of the other PCs. Eligible ehtnicities (not already taken by the three PCs already selected) are Garundi, Kelishite, Kellid, Shoanti, Taldan, Tian and Vudrani. (Chelaxians were intentionally left off the list.) There will be one aasimar, ifrit, oread, slyph, tiefling and undine PC, and the aasimar and tiefling races are already taken by Ntisi and Jenni, respectively. Both parents of such PCs are human. Delightful gets first pick at which elemental race she wants Kára to be as she is already one of the three chosen characters. Each character will gain the human racial traits as well as the racial traits of the aasimar/elemental/tiefling race the character is. A PC with the oread race will have a speed of 25 feet. The elemental race chosen can have as overt or less-than-overt modification to the character's human form. You can choose to have been born with the elemental racial traits or have that they developed during puberty. Character generation: 25 point-buy Traits: one campaign trait, one religion trait related to your chosen deity, one race trait related to your human ethnicity and two traits of your choice and up to one flaw that fits your character concept/background. You can choose one of the non-human race traits (for your race) as one of your two free trait choices, even though you will have race trait for your human ethnicity. Corrik: Know the Land is okay to be one of the two open traits for Ntisi, even though it is a religion trait. Favored Class Bonus: Choose between +1 hit point/level or +1 skill rank/level for your character's favored class, which is locked in for your character. You also receive the alternate racial favored class bonus for your race and class as well. Background Skills: as normal with each character also gaining a Lore skill for her deity which will be at max ranks for their character level. At 2nd character level, all the PCs are going to gain the Deific Obesiance feat for free and select one of the following three prestige classes: Evangelist, Exalted or Sentinel. The characters are going to gain the weapon proficiencies, armor proficiencies and class skills of the prestige class they choose. The PCs will not be receiving the hit dice, base attack bonus, base save bonuses or any skill ranks for the prestige class. They are going to be gaining the class features of the chosen prestige class, using half their character level, rounded down, to determine the class features they gain from the chosen prestige class. At 1st level, all PCs gain a single bonus feat that is chosen from the 'Improved' combat feats that has Combat Expertise or Power Attack as a prererequiste, even if they do not qualify for Combat Expertise or Power Attack. The character is counted as having the prerequisite feat of the 'Improved' combat feat they selected for the purpose of selecting the the 'Greater' combat feat for the same 'Improved' feat they selected as their bonus "Improved" feat at 1st level. At 1st level, all PCs gain three bonus feats from the following list: Agile Maneuvers, Blind-Fight, Combat Reflexes, Catch Off-Guard, Combat Casting, Defensive Combat Training, Endurance, Eschew Materials, Fleet, Great Fotitude, Improved Counterspell, Improved Initiative, Improved Unarmed Strike, Intimidating Prowess, Iron Will, Light Armor Proficiency, Lightning Reflexes, Martial Weapon Proficiency, Point-Blank Shot, Run, Shield Proficiency, Simple Weapon Proficiency, Skill Focus, Spell Focus, Spell Penetration, Throw Anything, Tougness, Weapon Finesse. The reason for 3 feats is it allows for useful and flavorful styles, such as taking Catch Off-Guard, Improved Unarmed Strike and Throw Anything for characters that do not like carrying weapons; Eschew Materials, Spell Focus and Spell Penetration for spellcasters; or Agile Maeuvers, Martial Weapon Proficiency and Weapon Finesse for a character that only gains proficiency with simple weapons from their class. I am currently working on which variant rules and home-brewed rules I will be using, but the above should be a good starting point on creating suitable PCs for recruitment. ![]()
I am still reading through the backstories of the characters submitted and am tempted to offer to start a RotRL PBP for a few of them. Fair warning: I have been a GM for many years but I have never played in nor run a PBP campaign. I would also not be using all the same variant rules that Mokmurian is using in his campaign. Though two variant rules that will be used are Automatic Bonus Progression and Background Skills. The point-buy would be the same (25 points) and average starting wealth. I would need some time (a minimum of a week or two) to decide which other non-core rules I would decide to use for the campaign. Two characters thus far (not selected for Mokmurian's campaign) have given me the impression they would be a good fit in campaign with Cashmeric, with part of that working with the faith their characters have in one of the six deities represented at the Sandpoint Cathedral. I hope posting this in your recruitment thread is not a etiquette violation, Mokmurian, as you have already selected the characters for your campaign. I will send a PM to the players who have characters that I would like to run the campaign for within the next week if I have not done so today. ![]()
Good luck, everyone! For players who are selected for the campaign who have characters that grew up in Sandpoint or spent some time there before the Swallowtail Festival of the year the campaign starts in (or have NPCs from Sandpoint in their character's backstory). How would you like to connect your characters' backstories with other such PCs? If Cashmeric is selected, NPCs and places of significance of his backstory are as follows: He is a great-nephew of Risa Magravi: Risa was his mentor and teacher in developing his medium abilities and was the one who told him he had a rare medium gift. A gift which would prevent him from being a professional medium; until he had mastered the art of object reading, which would give him a limited ability to work as a professional medium, that would not allow him to contact the spirits of the recently dead but could use an object that that soul had used in the last few days before their death to get a glimpse of what occurred the last time the soul had used it. Should he master the talent of object reading (being able to use an item that the recently deceased used within the past week to get a glimpse of what occured) he would then be able to finally be able to do what most initiate mediums can do: having the ability to contact any spirit, though Cashmeric would need an object of significant meaning to the spirit he tries to contact. Risa's children (who run Risa's Place for her) and her grandchildren have typical family dynamics with Cashmeric: Risa's children are Cashmeric's father's first cousins. Cashmeric's mother, Carmelizzia 'Carm' Magravi (née Quinn) works as a server at Risa's Place. Jargie Quinn, the owner of the Hagfish, is a first cousin to Cashmeric's mother. Cashmeric's father, Henric Magravi, worked as a bartender at The Hagfish. His name is one of the names carved in the ceiling beam above the bar for successfully drinking a tankard of Norah's tank water. Henric was one of Chopper's victims during the Late Unpleasantness. Cashmeric's siblings, cousin and friends were ages 16 to 18 when they left Sandpoint five years before the Sandpoint Fire to become adventurers of renown in The Shackles, which Jargie would use details of some of their adventures (which he knew from Henric reading some of the letters his daughter, Veldana, sent him) as part of the 'yarning' tales he spun at The Hagfish. Cashmeric's aunt, Pennae Hesk (née Magravi) is the wife of the local jewelsmith, Maver Kesk, who together are the parents of Cashmeric's cousin, Andrezi 'Drezi' Kesk. Cashmeric's older brother, Kazallin 'Kaz' Magravi (a devout follower of Desna) was 18 when he left Sandpoint 10 years ago and was sought-after as a 'catch' by several of the local teen girls, who never managed to succeed at making him their boyfriend, mostly due in part to his on-off-again relationship with his sister's best friend, Khismia 'Mia' Bashir (a devout follower of Sarenrae). Khismia is 5'5" tall with an average athletic physique. Kazallin is 5'9" tall with a slender athletic physique. Cashmeric's older sister, Veldana 'Vel' Magavi (a devout follower of Shelyn) was 16 when she left Sandpoint 10 years ago, and although she was sought-after by several of the local teen boys (and a few older citizens of town) she only had a romantic interest in a single person, her brother's best friend, Ragnar Vargnarssen. Veldana is 5'0" tall with a lithe dancer's physique. Veldana has a male varied thrush songbird familiar named Warbler. (6'2" ulfen male with broad athletic frame) Ragnar Vargnarssen (a devout follower of Erastil) was 18 when he left Sandpoint 10 years ago. He dated a few of the local girls when he was between 14 and 16, and became a loyal boyfriend to Veldana when he was 16 and she was 14. Cashmeric's cousin, Andrezi 'Drezi' Kesk (a devout follower of Abadar) was 16 when he left Sandpoint 10 years ago. Andrezi never publicly dated anyone. He seemed to enjoy the contradicting rumours about his sexual orientation (which range from him being asexual to him being pansexual). Whenever someone would ask him leading questions to try to deduce what his sexual orientation is, Andrezi would always answer in ways that were vague. Andrezi is 5'2" tall with a slender frame. Ragnar's younger half-sister (of Mwangi (Bonuwat) from her mother's side), Kalizama 'Kali' Vargnarsdottir (a devout follower of Gozreh), was 16 when she left Sandpoint 10 years ago. Although some boys were interested in her she never had any interest in dating any of them. She enjoyed watching the goblins with Cashmeric at Junker's edge and going sailing with her brother and friends on her father's sailing ship. While she enjoyed watching the goblins with Cashmeric she was also trying to think of better ways for the town to dispose of their junk than despoiling the sea. Kalizama is 4'7" tall with a swimmer's physique. Kalizama has a male seagull familiar named Banipani. Ragnar's and Kalizama's father, Vargnar Ragnarssen, is a local fisherman, who captains his own sailing ship, named for Ragnar's deceased mother, "Gunda's Grace." Kalizama's mother, Simbala, is a local fishmonger. The day before the Sandpoint Fire, Kaz, Vel, Drezi, Mia, Ragnar and Kali arrived back in Sandpoint (appearing out of thin air at Junker's Edge), bloodied and beaten and went to the Sandpoint Chapel for healing and Father Tobyn was having them them stay there for the week so he and the priests could give them the physical and spiritual healing they required. They all died in the Sandpoint Fire. A month after the Sandpoint Fire is when Cashmeric developed the ability to channel their spirits. Considering his weekly routine of the past five years has been channeling each of their spirits once a week and allowing them to take over his body so they can spend an evening with their parents, this is a well-known ability of Cashmeric's that residents of Sandpoint know about. Cashmeric works part-time as a bartender at The Hagfish, three day shifts a week. Jargie is hoping someday Cashmeric will be able to channel the spirit of his father, who was not only one of his bartenders but was also one of Jargie's best friends. . I am still reading through the other character's backgrounds to see which characters (that live in Sandpoint) would know Cashmeric as more than 'That Magravi boy who can talk to ghosts." ![]()
I redid the twenty questions, to better reflect the more detail I have put into Cashmeric's concept and the more in-depth details and relationship dynamics of the spirits he channels. Good luck to everyone! There are a lot more details about him (and his friends) on his profile page. Twenty Questions: Spoiler: What is your character's name? Cashmeric "Cash" Magravi How old is your character? 21 years old What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? At first glance (from a long distance): 5'4" tall human that, an observer familiar with Varisian culture would deduce he is probably a Varisian, based on the multicoloured scarf wrapped around his neck and hanging down to his waist in the front, and has small shield on his left forearm. At second glance (from a long to medium distance): They would notice he is wearing a dark blue wide-brimmed hat, a dark blue cloak, tan pants with blotches of red patches over them, tan boots, a longbow and quiver slung over his right shoulder. At third glance (from a medium to close distance): They would see his pants are leather breeches that are covered in what appear to be red dogs drinking from cups, a dark blue jacket underneath his dark blue cloak, that he is wearing gloves the colour of silver, a dark blue belt with a silver filigree buckle, a coiled whip attached to his right hip, that he has chin-length slightly wavy black hair, though the raised hood of his cloak prevents being see able to tell if his hair is the same length all around his head, and what appears to be a light gray cage guard hilt of a sheathed blade on his right hip. At up-close glance: The red dogs on his tanned leather breeches are red mastiff pups with blue eyes drinking from flagons of ale, and each dog and tankard is the front of a pocket, that his belt buckle is a silver filigree design of a swallowtail butterfly on the face of the white buckle of his belt, that his silver-coloured gloves have a gold-coloured trim at the waist, that his tan boots have cuffs with trim the colour of silver, that the sheathed blade's pummel is monkey's head and the handle is the monkey's body and the cage guard is the monkey's tail, a scroll box attached to his left hip behind the sword's scabbard, a bola attached to his belt on his right hip, behind the whip, bright green eyes that give the impression he appears to be responding to someone saying something pleasant; a wooden holy symbol of Cayden Cailean with his scarf concealing how it is attached around his neck. When he takes off his cloak to rest it on a chair as he sits down at a table, you see his hair is chin-length all-around, his scarf goes down to his waist on the back as well; on his back six wooden holy symbols can be seen just below his scarf, one for each of the deities that have shrines at the Sandpoint Cathedral: Abadar, Desna, Erastil, Gozreh, Sarenrae and Shelyn. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? He seems to have a perpetual smile on his face, he tends to light-hearted curse in Skald, the language of the Ulfen, and his most repeated question seems to be, "Sorry, could you repeat that for us?" even when the only two visible people having the conversation are Cashmeric and the person speaking with him. Where was your character born? Sandpoint. Where were you raised? Sandpoint. By who? Primarily by his father and mother, Henric Magravi and Carmelizzia 'Carm' Magravi (nee Quinn), with considerable time in that role by his older brother, Kazallin 'Kaz' Magravi (7 years his senior), and his older sister, Veldana 'Vel' Magravi (5 years his senior), and by his great aunt, Risa Magravi at her tavern, Risa's place (where his mother Carmelizzia works as a server, and by Jargie Quinn (his mother's cousin) and who owns the tavern his father, Henric, works at, The Hagfish. Who are your parents? His father is Henric Magravi, who is a nephew to Risa Magravi and who's sister, Pennae, is married to the local jewelsmith, Maver Kesk. His mother is Carmelizzia 'Carm' Magravi (nee Quinn) who is a first cousin to Jargie Quinn, owner of The Hagfish in Sandpoint. Are they alive? His mother, Carmelizzia 'Carm' Magravi, is alive and works as a server at her late husband's aunt's tavern, Risa's Place. His father, Henric Magravi, was one of the citizens of Sandpoint that were killed by Chopper during the The Late Unpleasantness of Sandpoint. What do they do for a living? His mother works at his great-aunt's tavern, Risa's Place. His father worked at The Hagfish, and his father's name is one of the names carved on the ceiling beam above the bar for successfully drinking a tankard of Norah's tank water. Do you have any other family or friends? His aunt Pennae Kesk (nee Magravi) and her husband Maver Kesk and their son (his cousin), Andrezi 'Drezi' Kesk (5 years older than Cashmeric).
Cashmeric got along pleasantly with the children he attended classes with at the Turandarok Academy but never developed a best friendship with any of them, as he preferred hanging out with his siblings and their group of friends that included his cousin Andrezi, his sister's best friend Khismia, his brother's best friend, Ragnar, and Ragnar's sister, Kalizama. Cashmeric was smitten with Kalizama and she always had a way to make Cashmeric smile when she would let him down gently when she told him he was too young for her, though his cousin Andrezi would tease him (with affection) about having a crush on Kali. Several of the older girls in town would ask Cashmeric about his older brother, with a mixture of what appeared to Cashmeric with a bit of hurt feelings and eagerness to go on a date with his brother. Many times Mia would trip his brother when his brother was flirting with girls. He sensed that the other girls of town were envious of Mia's relationship with his brother. Kazallin, Veldana, Andrezi, Khismia, Ragnar and Kalizama left a decade ago to visit Kalizama's mother's homeland, The Shackles and were away for five years making a name for themselves as adventurers in The Shackles. Five years ago, while Cashmeric was at Junker's Edge watching the goblins below, his siblings, cousin and friends appeared out of thin air around him, thoroughly beaten and pale. They went to the Sandpoint Chapel to get some healing (both physical and spiritual) for a week, according to Father Tobyn. Cashmeric spent the rest of the day with them at the Chapel, in which they told him about their first adventure in The Shackles, and each of them gave Cashmeric a gift. The next day when his mother and him started to head to the chapel they saw smoke coming from Uptown - all six of them had died in the Sandpoint Fire. What is your character's marital status? Not married. When someone asks Cashmeric if he would like to go on a date with them; ask if he is interested in one of their friends, etc., Cashmeric smiles and says he is not single but does not give more details if pressed. Kids? He was going to be an uncle...but his sister-in-law died in the Sandpoint Fire. No one knows this except for him and the spirits of his brother, sister, cousin, Khismia, Ragnar and Kalizama. What is your character's alignment? Neutral Good What is your character's moral code? He abides mostly by his deity, Cayden Cailean's edicts and anathema, prioritizing the "aid the oppressed" by trying to put smiles on the patrons of The Hagfish, where he works part-time, as well as helping the parents of his siblings and their friends by channeling each of their spirits once per week and allowing the spirit to take control of him so they can have dinner and spend the evening with their parents. Does your character have goals? To one day have enough wealth, power or influence to raise his siblings and their friends from death. Is your character religious? Yes, primarily Cayden Cailean, but also tries to live without doing anything anathema to the deities Abadar, Desna, Erastil, Gozreh, Sarenrae and Shelyn. What are your character's personal beliefs? Treat others with respect and kindness. Defend children from anyone trying to harm them. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? He talks about his dead siblings, cousin and friends as if they are still alive. Why does your character adventure? He has not started to adventure yet. The spirits of his siblings, cousin and friends have successfully talked him into continue to work in Sandpoint, and he fears his mother might become heartbroken if her last remaining child (Cashmeric) leaves Sandpoint, as the first time her children left she never saw them alive again, and if Cashmeric leaves, she would not have him nor his siblings to spend the weeks with while he is away. Though the spirits, except for his sister, have been telling him recently it is time he starts looking for a group of adventurers to join up with. How does your character view his/her role as an adventurer? Cashmeric has a hard time deciding on what kind of adventuring path he should take. He sometimes visualizes Kalizama and him using destructive magic to defeat evil creatures, other times using the bow Ragnar gave him to pick off enemies that are threatening the melee fighters of their band of heroes. At times he imagines him and Ragnar using healing and protective magics to aid the group, or using a shield like his sister so he can protect Kali from enemies who try to get close to her; at times he thinks of the spectacular stories Andrezi has told him about the fighting flair of Kazallin, Khismia and himself. Does your character have any distinguishing marks (birth-marks, scars, deformities)? No, he does not. How does your character get along with others? Pleasantly. Is there anything that your character hates? When someone tries to steal his gear, particularly the items he possesses that were gifts from people before they died. Is there anything that your character fears? Losing the ability to be able to channel his siblings, cousin and friends. ![]()
Here is the backstory for Cashmerez and the lives that were lived by the six spirits of his two older siblings, one of his cousins, his siblings' partners and his childhood crush. Let me know if you would like me to redo the 20 questions to better implement the more fledged-out story background. I will message you directly with more details (the crunch) of the spirits and Cashmerez's stats and gear (six important items of note are mentioned in the backstory). Spoiler:
10 years ago, when Cashmeric was 11 years old: His older siblings (brother Kazallin 'Kaz' Magravi [18 years old] and sister Zeldana 'Zel' Magravi [16 years old]), cousin (Andrezi 'Drezi' Kesk [16 years old]), Zeldana's best friend and Kazallin's girlfriend (Khismia 'Mia' Bashir [16] and Ragnar's half-sister (Kalizama 'Kali' Vargnarssdottir [16 years old]) left to travel to the birthplace of Kalizama's mother, The Shackles. archmage spirit: Kalizama 'Kali' Vargnarsdottir (NG female Mwangi [wildblooded] sage bloodline sorcerer who reveres Gozreh) with living male seagull familiar familiar named Banipani champion spirit: Kazallin 'Kaz' Magavi (NG male Varisian [courser] swashbuckler who reveres Desna) guardian spirit: Zeldana 'Zel' Magavi (NG female Varisian [shielded fighter] fighter who reveres Shelyn) with living male varied thrush songbird named Warbler hierophant spirit: Ragnar Vargnarssen (NG male Ulfen [spirit guide] oracle who reveres Erastil) marshal spirit: Khismia 'Mia' Bashir (LG female Kelish [warrior of the holy light (&) chosen one] paladin who reveres Sarenrae) with living cassian angel with the change shape ability (dog and dove forms) named Sunrise (who might be currently locked in dove form). trickster spirit: Andezi 'Drezi' Kesk (N male Varisian sanctified rogue of Abadar) During their first adventure in The Shackles, while exploring some Ghol-Gan ruins, Ragnar called out to his deity for aid, and the spirits of the ruins cursed him with powerless prophecy). They became successful adventurers during their time in The Shackles (reacihing level 20) and were planning to return home after exploring another Ghol-Gan ruin. They fought some cyclopean brute wights on the surface (which resulted with each party member to gain some temporary negative levels). They decided to push on instead of making camp on the surface - a decision that would prove to be unwise. Kalizama's and Veldana's familiars (male seagull named Banipani and a male varied thrush named Warbler) stayed on the surface while the group explored the ruins beneath. Khismia's familar (a cassian angel who answers to 'Sunrise' that can changeshape into a dog or a dove) stayed with Khismia. Though they were able to handle the dangers of the first few levels, that changed when they found a colossal chasm - the lair of a great wyrm! (an umbral dragon!!). They already had some temporary negative levels from the brute wights. The dragon unleashed its shadow breath, causing some to take a bit of strength drain except for Kalizama, who took the full brunt of the shadow breath, taking 12 points of strength and becoming blinded for several seconds. The dragon then used its claws and teeth that inflicted more negative levels to the group, as it was having fun 'tenderizing' this foolish group of adventurers into its prefererred meal - shadows created from living creatures it kills. By the time Kalizama had regained her vision each party member had 19 temporary negative levels (from the combined temporary negative levels from the brute wights and natural attacks of the dragon). Kalizama told them to surround her and hold onto her, for she had scribed a scroll to be prepared for such a tragic turn (a scroll of Greater Teleport she scribed with a 18th level caster level - enough to teleport herself and up to six others). They managed to reach her quickly as the dragon was about to unleash its breath weapon again, but Kalizama was able to successfully cast the spell from the scroll before the group was enveloped once again in the dragon's breath. Meanwhile, at the same time of the fateful encounter with the umbral dragon, Cashmeric (now 16 years old) was laying on Junker's Edge, watching the goblins below. When suddenly out of thin air, his siblings and their friends appeared around him. "Still watching goblins, little brother?" "Kaz! Zel! You're home!" Cashmeric got off the ground and hugged his siblings, "You're all hurt! What happened?" "There is time for that later, Cash, for now we need to go the chapel for some healing. Come with us and we will fill you in on our adventures. Is Sandpoint still the quiet town we left five years ago?" Cashmeric's expression turns to one of sadness, "Dad's dead. That crazy bastard Stoot killed him." "Did you say Stoot? That doesn't make sense, he was kind old man who loved birds," Kalizama pointed out. "I did. He went crazy and killed several people in town," Cashmeric told her. With tears starting to form from the news her father was dead, Zeldana spoke, "Is mom still alive?" "Are my parents still alive?" Andrezi, Kalizama and Khismia asked simultaneously. "Yes, they are alive, the only parent of ours that bastard killed was Dad, Zel." Khismia's familiar, 'Sunrise', (a cassian angel who prefers to go by the name Mia named him when she thought he was just a dove, who can change shape into a dove or a dog), who had converted back to dove form during the fight with the dragon (possibly currently unable to change shape due to the temporary negative levels Khismia currently has) flew off to the docks on the west side of town. "What about Warbler and Banipani?" Zeldana asked Kalizama. "Banipani's a seagull so flying home will take time but he can do it. I am sure he will make sure Warbler males it home too, Zel." "That's a relief. I think I've had my fill of The Shackles for a lifetime. No offense meant, Kali." "Or six lifettimes," Ragnar added, not realizing his powerless prophecy added more weight to his words then he realized. "None taken," Kalizama told Veldana, "Just have faith in our birds' ability to find their way home. Remember, they were with us for the journey south in the first place." That last comment eased Zeldana's fear about leaving Warbler so far south of home. Cash walked with his siblings and their friends to the chapel, while they started to tell him of their first (not last) adventure in The Shackles. When they got to the chapel, Father Tobyn assessed their wounds, "You all need to stay at the chapel for at least a weel while I and the other priests pray and request the power needed to heal the spiritial damage you have attained." "Is it okay if Cash accompanies us, Father?" Ragnar asked Ezakien. "Of course. I am sure he is eager to hear what his siblings and the rest of you have been doing during the years away from home," Once they got settled into a room of the chapel they would be spending the week in, Kazallin told Cashmeric they all had souvenirs for him. "My first whip, the one you used to beg me to let you play with," Kazallin spoke. "But you never go anywhere without your whip!" "I have an enchanted whip I use now. This one is now yours," Kazallin placed the whip into his brother's hands. This whip is etched with a swallowtail butterfly (a sacred animal of Desna) on its handle. "Thanks, Kaz. Will you teach me how to use it?" "Of course." "My first shield, the one that Ragnar made for me," Zeldana spoke as she handed the wooden small shield to Cashmeric. The front of this has a painting of Veldana's familiar, Warbler (a varied thrush songbird). (The songbird is the sacred animal of Shelyn.) "But that is special to you, your boyfriend made it for you!" "That he did, and I have an enchanted darkwood shield now. Ragnar made it for me to keep me safe. Now it will keep my little brother safe, eh?" "Thank you, Zel. Will you teach me how to use it?" "Of course." "You are big enoug to take hunting now, little man," Ragnar tells Cashmeric as he hands him a longbow. Cashmeric takes a look at the handle and sees the familiar etching of a stag (the sacred animal of Erastil) on it, "That's your bow! You keep it." "I have an enchanted darkwood bow now that I prefer. I would rather this bow stay close to the wielder of the shield I crafted for the woman I love." "Understood. Thank you, Ragnar." Andrezi hands removes his sheathed rapier from his belt and hands the scabbard with the blade inside to Cashmeric, "This is for you, cousin." - This pommel, handle and cross guard of this rapier was designed in the shape of a monkey (the sacred animal of Abadar) - the pommel being the head, the handle being the body and the cage crossguard being the monkey's tail. Casmeric instantly recognizes this as the sword he used to play 'hero' with. Looks at his cousin's belt and sees he does not have another rapier, "I can't take your rapier. You love that thing!" "Fear not, cousin, as always have a rapier in hand when I need one," Andrezi tells him as a beautifil carved adamantine rapier with a simliar monkey design appears in his leather-gloved right hand
"Really? Did you decide to follow in my footsteps and choose Abadar as your patron god?" "No, I was planning on getting a hound design, like my father's. He left his to you, Kaz." "A Caydenite! I look forward to drinking alongside you, little man," Ragnar tells Cashmeric. Khismia hands Cashmeric a bola with an etching of a dove (the sacred animal of Sarenrae) on its handle. "Are you sure , Mia? I still remember how you loved tripping Kaz with it whenever he would flirt with another girl." "He stopped flirting with other girls awhile back, little brother." "Little brother? I'm Kaz's brother, not yours. Are you feeling okay, Mia?" Khismia and Kazallin hold up their left hands, which each has a silver band on the ring finger with an etching of an angelic ankh flanked by etchings of a butterfly and dove. "We couldn't bear to wait to come home to be joined in our gods' eyes. Can you forgive us for not having you at our wedding?" Cash wraps his arms around Mia, "Welcome to the family, sis!" Cashmeric takes a look at Vel's left hand and sees a ring there, "You're married too?" "Just engaged. We figured at least two of us should wait to get back home so our families can attend our wedding. I didn't want Mom blaming both of us for robbing her of the joy of attending our weddings." "Let's not get into this now, Zel," Kazallin implores of his sister. "Just don't try to say I did not try to have you wait until we got back home." "You know why we didn't wait!" Kazallin retored back, as he wrapped his right arm around Mia and gently placed his hand over her stomach," "You're pregnant?" Cashmeric asked Khismia, who smiled and nodded in response. "I'm going to be an uncle!" "I guess that leaves me," Kalizama speaks up. Cashmeric's voice cracks, "You're engaged too?" "No, I meant my turn to give you a souvenir, silly." Cashmeric blushes. "You still have the same effect on my cousin after all these years, Kali," Andrezi teases his cousin, "He's grown up now, Kali. Now you don't have to let him down gently if he asks you to go on a date." Kalizama blushes, "As I was saying, it is my time for you to receive a gift from me. Keeping with the theme of the gifts there is only one of my possessions that fits," as she unstrapps her wooden scroll case from her belt and hands it to Cashmeric. This wooden scroll case has a painting of Kalizama's seagul familiar on it. "Thank you, Kali," Cashmeric beams, "If you want, after you are feeling better we can go shopping for new scroll case for you." Kalizama blushes, "That sounds lovely." "No one has made her blush in five years and she just blushed twice," Andrezi commented quietly so neither Cashmeric or Kalizama heard him. Father Tobyn enters the room, "It is time for you to head home, Cashmeric. Tell your mother and the rest of their parents they can come visit them tomorrow afternoon." "Okay, Father Tobyn. Thank you." "Wait, little brother. Don't go before you answer something for me." "Okay, Kel. What do you want to know?" "You're grown now. What profession did you decide on?" "Auntie Risa says I have the family gift and is training me to become a medium." "Cool. We lost a friend while we were in The Shackles. Maybe when you finish your training you can contact his spirit for us, eh?" "Sure, Kaz." Cashmeric walked home with his new possessions, and planned to stay up to tell his mother the good news when she got back from working the late shift at Risa's Place, but fell asleep before she got home. Cashmeric woke up and excitedly woke his mother, Carmelizzia 'Carm' Magravi up, "Mom, they're back hiome!" "Who are you talking about?" "Kaz and Vel! Ragnar and Kali! Mia and Andrezi!" "Where are they?" "They were wounded pretty badly. Father Tobyn is having them stay at the chapel for a week to attend to their wounds." Carmelizzia gets her shoes and jacket on and heads out the door. "Mom, Father Tobyn said you have to wait until the afternoon to visit them." "I am their mother and have not seen them in five years, young man, No one, not even Father Tobyn is going to prevent me from seeing my children." Cashmeric quickly got his boots and jacket on and headed out with his mother. They saw heavy smoke coming from Uptown. "What is causing so much smoke?" Cashmerez queried aloud, just before they could see flickers of large flames just over the rooftoops of the downtown buildings blocking their view of the chapel. "No!" his mother started to run as fast as she could, fearing the worst. Kazallin, Veldana, Ragnar, Khismia, Andrezi and Kalizama all died in the Sandpoint Fire. A month after the Sandpoint Fire, Risa Magravi (Cashmeric's great aunt) had Cashmeric try to channel her dead father-in-law, who is Cashmeric's great-grandfather, but he failed to do so. "Hmm, I sense you have the gift. I am not sure why you cannot channel your great-grand father, your when you should be able to. You might be a rare medium, Cashmeric, that can only summon specific spirits that have emotional ties to items in your possession," She looks over the gear that her great-nephew has been wearing for the past month, "Tomorrow I will have you try to channel your brother's spirit, your sister's the day after and your cousin Andrezi's the day after that." "And Kali's, Mia's and Ragnar's spirits the days after those?" Cashmeric asked his family elder. "Of course, child," After confirming that Cashmeric was a relic channeler medium linked to the spirits of the group of six friends that died in the Sandpoint Fire, it was clear pursuing the career of a medium was not a feasible path, so Cashmeric got a job working where his father worked, The Haglish, three days of the week (Toilday, Wealday and Fireday day shift). His father's name, Henric Magravi, is one of the 28 names carved in the ceiling beam for drinking a tankard of Norah's tank water) Cashmeric's weekly routine typically consists of having a seance in the morning to channel one of the spirits linked to him, then go to work for the day, then head to the home of the spirit he is channeling that day for dinner and allowing the spirt to take control of his body so that the spirit can spend the evening with their family and Cashmeric wakes up in the bed of that spirit's childhood home. His typical week consists of channeling is as follows: Moonday: day off, Kalizama 'Kali' Vargnarsdottir
As the Swallowtail Festival is a religious day for Desna, Cashmeric channels his spirit the moring of the festival. edited to correct grammar, spelling and typing mistakes, as well as added a bit more detail to give a better 'week in the life of'. ![]()
My character concept is a male Varisian human relic channeler medium, and (if you allow it) instead of the six spirits being those of legendary heroes, are instead the spirits of his six childhood friends who were killed by goblins at Junk Beach five years ago. Spoiler: Twenty Questions: What is your character's name? Cashmerez "Cash" Magravi How old is your character? 18 What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? 5'4" (slender-framed and well-toned runner's physique) Varisian male with pale skin, wind-swept dark hair that is chin-length, pale green eyes. On his right hand he wears six silver rings (two on the ring finger and one each on the other digits). He wears brown leather armor; attached to his belt on his right side is a cold iron light hammer and sheathed dagger; on his left side a bola and a silver light hammer. He is wearing an explorer's outfit (brown sturdy boots, a dark green hooded cloak, with the hood down, a multi-coloured scarf wrapped around his neck). What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? His eyes - which tend to get moist briefly about once every ten minutes or so - just on the brink of tears forming, giving his eyes a perpetual look of sadness to his eyes. Where was your character born? Sandpoint Where were you raised? Sandpoint By who? His mother Who are your parents? Father - Zanesh Magravi, Mother Deshniza Magravi (nee Callinova) Are they alive? mother is, father was killed a few years ago in the processing of saving me the night my friends were killed by goblins at Junk Beach. What do they do for a living? My father was a bartender at The Hagfish. My mother is a waitress at Cracktooth's Tavern. Do you have any other family or friends? Family- (great aunt) Risa Magravi and her descendants in Sandpoint, many Callinova cousins that are part of a Yondabakari route Varisian caravan What is your character's marital status? single Kids? no (not including the spirits of his childhood friends who are the spirits he communes with) What is your character's alignment? Neutral (he was neutral good until his friends were murdered, which impacted him deeply, though the spirits of his friends (when they take control of his body) tend to do things that reminds him of the joy of their childhood and they are confident Cash will eventually become the outgoing kind soul they all knew in life). What is your character's moral code? Honor the memory of his firends, if he is capable of preventing immediate harm to a child he will try to protect the child. Does your character have goals? To become the person his friends tell him he still is and that he yearns to to be able to become that carefree again. Is your character religious? He was, and his primary deity he revered was Desna, but he tends to have nightmares of that cursed night at least twice a month, so he feels like Desna blames him for his friends' deaths. What are your character's personal beliefs? Treat others as you would prefer they treat you. If they offer a friendly smile or hand, return in kind; if they are demeaning, they are not worth your time. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? For ones who are not familiar with him he tends to come across as alternating between being aloof and focused and appears to have a habit of talking to himself. Why does your character adventure? To accomplish what his friends and him dreamed of becoming when they were grew up - famous adventurers, though if were not for the spirits of his friends still hanging around he might settle for a quiet life with as much peace as possible - but that desire is outweighed by not wanting to let his friends down - for the only way for their names to go down in the annals of great adventurers is if he does not give up on the goal. How does your character view his/her role as an adventurer? As someone who tries to support the more capable adventurers, as well as letting the spirits of his friends take control of his body so they experience the thrill of being adventurers, that he has the ability to give them. Does your character have any distinguishing marks (birth-marks, scars, deformities)? A scar on the back of his right hand, where one of the goblins grazed him with a dogslicer. How does your character get along with others? He is quick to return friendly attention, and becomes withdrawn when unfriendly attention is given to him. Is there anything that your character hates? Mean-spirited suggestions that it is his fault that he is to blame for his friends' deaths. Is there anything that your character fears? Losing the only remaining close family member he has - his mother. Falling off Junker's Edge, which is partly how his friends died. |