Gorvald Thrimbyrson

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Organized Play Member. 372 posts (6,003 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 36 aliases.


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Liberty's Edge

So like 20 complete aps and at least 14 more interested.

I hope you're feeling strong, GM NM.

Liberty's Edge

1 person marked this as a favorite.
GM Nightmare Knight wrote:
No Mummy-Cursed PCs, lol.

Those boys in Brendan Fraser's cinematic masterpiece wished they had +2 resistance to curses...

Liberty's Edge

First can just buy the sash i don't wanna monopolize Isas time or take a random month long break to craft in the middle of the story

Liberty's Edge

1 person marked this as a favorite.

I'm not planning on my bloodrager being a local, but it's nice to see how many people are bringing local PCs. I think most MM recruitments I've seen don't have a single local PC lol.

Liberty's Edge

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Sorting by Campaign Trait is imo the best way to do it. My Mortal Usher will use Undead Crusader.

Liberty's Edge

@GM Knightmare Night: Would you allow a Bloodrager to use the Unchained Rage (flat bonuses and penalties instead of modifying Ability Scores) where relevant? That would make things a lot easier...

Bloodrage:

Bloodrage (Su): The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.


Unchained Rage:

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Liberty's Edge

I'm not hugely fond of single-high-stat builds, but I'm on a Prestige Class bend of late, and this would probably be a decent campaign for a Mortal Usher of Pharasma, probably with Bloodrager as base. Hmm...

1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (2) + 10 = 12

Liberty's Edge

Mathematically speaking, five goliath druids could work. Just throwin' that out.

Liberty's Edge

My goliath druid is unique amongst goliath druids as he has one level of ranger and his name is Goliath.

Liberty's Edge

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I have a human/Ifrit sorcerer in a 2e game that thinks she's a dwarf cleric, so we're not so different you and I.

Liberty's Edge

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Baerothad wrote:
Ok, Coffee Dragon here. This is the Alias I'll be using for my Human Cleric of Torag. He'll be completed by tomorrow. Currently working OT at work. :P

You promised a dwarf cleric!

Liberty's Edge

Oof. No AWT is rough for fighters. I have a brawler/1 fighter/8 and the AWT Feats are amazing to flex into as needed.

Liberty's Edge

I've played through book 1 before, so I'll throw an app at this. The giant hunters handbook was published in 14, so I'll roll up a Goliath druid.

Liberty's Edge

OK guys I was thinking: 10 players, but only 1 PC. Each player controls a separate individual organ.

Or if we're being boring, I'll probably submit a Goliath Druid.

Liberty's Edge

I don't believe I've played any PbtA, but I'm usally not too hard to teach :P

Liberty's Edge

Yall thinking too small. 3 small goblins operating a medium siege weapon mounted on the back of a large trox.

Liberty's Edge

GMMichael wrote:
It's funny. Game invitations aren't going to based at all on if a player did or did not go npc first. As I mentioned it's purely for player agency to get higher stats and if they want to role play that kind of advancement.

A PC starting as an NPC class and getting a 'real' class after a few battles with some undead nasties is narratively interesting, anyways.

Liberty's Edge

'Kay, here's my finalized submission. Sadly my build doesn't actually need the higher point buy, but an extra point of cha and int won't hurt.

Lady Briar Rose Applestar, Undead Slayer Extrodinare! Starting with one level of Warrior NPC class, then Paladin. Campaign Trait: Chance Savior. Standard strength build pally, I'll take Channel Smite at some point for bad guy smackos. Might do Hospitaler archetype for more channels. We shall see.

Lady Briar Rose Applestar:

--------------
Paladin Code
--------------
The paladins of the Dawnflower are fierce warriors, like their goddess. They provide hope to the weak and support to the righteous. Their tenets include the following adages.
- I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
- I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
- I am fair to others. I expect nothing for myself but that which I need to survive.
- The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
- I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
- I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
- I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
- Each day is another step toward perfection. I will not turn back into the dark.

The paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their mission is to defend those who devote their lives to the creation of beauty, bring it forth themselves, and prevent the weak and foolish from being seduced by false promises. Their tenets include the following adages.
- I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
- I am peaceful. I come first with a rose rather than a weapon, and act to prevent conflict before it blossoms. I never strike first, unless it is the only way to protect the innocent.
- I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and - I will show beauty’s answer to them.
- I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.
- I will never destroy a work of art, nor allow one to come to harm, unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.
- I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world’s potential for beauty is lessened.

==========Description==========
Picture of Briar Rose
Height: 5'3" | Weight: 145 lbs. | Hair: Red | Eyes: Light Brown
Briar Rose is on the short side for a human, with an athletic build. Her eyes are dark brown and her red hair hangs nearly to her waist, her face heart-shaped with an angular jaw and small, pointed nose. Her complexion is tanned.
She usually dresses in loose-fitting brown or black cotton trousers and brightly colored, loose-fitting, sleeveless silk blouses. The sleeveless tops not only display her impressive musculature but also the tattoos – songbirds all colors of the rainbow are tattooed from the tips of both her fingers and running the lengths of her arms up to her shoulders. The birds turn to kaleidoscopic leaves near her shoulder blades, forming the canopy of an oak tree that covers most of her upper back. The trunk of the oak tree runs down the center of her back where it meets a pool of water at her lower back; Briar Rose's nymph mother lounges in the pool. The tree’s roots plunge below the surface of the water, down her buttocks and snaking down her legs, turning into multicolored ribbons, tapering off and ending at her toes. This large tattoo is not visible under her normal clothing, but she dresses to show it off when she can. She carries herself with confidence and moves in a way that suggests both grace and power.

==========Personality==========
Briar Rose is confident, patient, and kind. Outgoing and extroverted, she has a huge circle of friends and acquaintances. She quickly flits from one group of friends to the next, not favoring any groups or individuals over any others. She takes the tenets of her faith seriously, promoting ideals of peace, forgiveness, love, and acceptance to those she meets. She can often be found counseling quarreling couples or business partners. While she often comes off as naïve due to her insistence that all conflicts can be solved peacefully, she was raised in circles of duplicitous nobility and is more than capable of sussing out those with ulterior motives.
Briar Rose adores all forms of artistic expression. Very often she is late to appointments because she stops to enjoy any street performance she comes across. She spends a probably foolish amount of coin attending theater and the opera. Never one to take things too seriously, Briar Rose is quick to laugh. Free-spirited and bubbling with positivity, she always offers a bright spark of hope in dark times. She has a burning passion for all forms of art and loves to sing and dance, even if she is not very skilled at either.

==========Story==========
Dandelion Honeywood, nymph of the Sanos Forest in central Varisia, was used to the little gnomes of the forest bringing her petitions from outsiders. Most of the petitions implored her to save failing crops or relocate dangerous magical beasts. Lord Cornelis Lukas Applestar of Magnimar’s request was unique: sit for a year as a model for a marble sculpture. Magnimar was far further afield than she had ever been and the idea of leaving her secluded spring for a whole year frankly terrified her, but the flowery prose of lord Applestar’s petition and the rough sketch of the finished sculpture, as well as the adventure of traveling to and from the city, convinced her.

Lord Cornelis Lukas Applestar of Magnimar was the youngest son of lord and lady Applestar. With many older brothers and sisters to fulfil the families’ noble obligations, Cornelis was free to pursue his own desires in life. His passions turned out to be the arts, primarily painting and sculptures. In a vivid dream one night he was inspired to create a sculpture of a nymph standing in her pond. Cornelis decided to pursue the dream and create the statue. It was to be the largest sculpture he had ever produced and, in keeping with his dream, he sought out an appropriate nymph to be his muse, and a muse he found.

Dandelion Honeywood was the most beautiful being Cornelis had ever seen or could even imagine. It took him some time to acclimatize to working with such a stunning subject, but eventually work on the sculpture began in earnest. Despite having no other obligations to distract him from his work, the sculpture, made to be twice as large as Dandelion was, took over a year to complete. The artistic duo got to know and enjoy each other’s company over the months and were sorry to part ways as the project was finished. The pair were not romantically inclined towards each other but, perhaps with their passions fired by the long-awaited completion of the sculpture, they spent Dandelion’s last night in Magnimar together. Dandelion returned to her spring and Cornelis returned to smaller artistic projects.

Some months later, Dandelion surprised Cornelis at the family manor. She had not written that she would be visiting and, even more surprising, she carried an infant swaddled in oversized leaves in her arms. Their one night together had been more productive than they had planned. Dandelion, a flighty fey who lived in the woods and oft fought with owlbears and werewolves, had no desire to raise a child and she left their daughter with her father.

Briar Rose had a typical childhood for the daughter of a noble artist. Her education was focused more on the arts than practical knowledge and her father, who absolutely adored her, gave her free run of the manor and grounds. It was clear from early on that the girl was favored by the Radiant Prism; songbirds flocked to the half-nymph, announcing her presence wherever she went. Briar Rose spent much of her time traipsing through the expansive yards of the noble district of Magnimar, drawn to nature by her fey ancestry. Her skill with traditional arts surpassed most children her age, but there was one art she excelled at: martial arts. Her family was not entirely pleased that Briar Rose was traveling the path of a warrior, but it was obvious Sarenrae was calling her to something bigger than sculptures and paintings.

As an adolescent, Briar Rose was sent to the far side of the Inner Sea region to Oppara, the capital of Taldor, to be trained at the Golden Rose and House of Dawn's Redemption, the oldest and largest known temples to Shelyn and Sarenrae. Her father traveled with her to experience to art scene of the Taldane. It took much grooming and gentle but firm guidance from the priests, but Briar Rose learned to tame her wild, fey nature; she was molded into a warrior of strong morals, reflecting the virtues of the Radiant Prism. She was no stick in the mud, though, and enjoyed the city life.

Years passed and Briar Rose entered adulthood and completed her training. She was finally ready to set out on the missions Shelyn intended for her. Guided by her Muse and the scholars of Shelyn and Sarenrae's temples, Briar Rose was to delve in to forgotten crypts and temples and recover lost artworks to be catalogued and displayed as they were intended.

After many successful missions for Shelyn, Sarenrae called Briar Rose far to the north, to the haunted lands of Ustalav. Fragments of a powerful artifact, posited to be related to the Whispering Tyrant, had been uncovered deep in an old salt mine in the county of Barstoi, on the northeastern edge of Ustalav. The artifact was too powerful to be destroyed by the three temples of Pharasma the small county boasts, and needed to be transported to the Grand Cathedral of Pharasma in Korvosa to be properly disposed of. Many paladins and clerics of Sarenrae and Iomedae, led by a rather unpleasant paladin of Ragathiel, were drafted into the important move, and Briar Rose was included. The Sarenties were to meet the procession of Iomedaean in Caliphas to aid in moving the artifact through the treacherous Gravelands and then on through Varisia to Korvosa.

On her way to Caliphas, somewhere betwixt Grayce and the capital at a long forgotten and grown over cemetery, Briar Rose met professor Lorrimor, his scream through the fog drawing the young woman's attention. Using the haft of her glaive, she vaulted over the rotten wrought iron fence that bordered the lost collection of graves, sprinting over fallen headstones and cracked sarcophagi exposed by erosion or something more sinister. The sight of the two ghouls circling the scholar, hopelessly throwing various instruments of archeology and surveying at the undead, may have been enough to halt most people, but not Briar Rose. She had spent plenty of time in old necropoli searching for lost artwork and she was familiar with the monsters that haunt dark tombs and, being part fey, she was not threatened by the terrible diseases ghouls and their ilk carry. She quickly cut down one of the monsters, her polearm keeping her safe from its reaching claws, but lost her glaive when she struck an overhead tree branch. Quickly shifting to her shield and scimitar, she called upon the purifying holy flame of Sarenrae and cut down the second ghoul.

As it happened, professor Lorrimor was also headed to Caliphas once his research in the graveyard was finished. Briar Rose helped him, then the two made their way to Caliphas. the professor promised he would never forget what she had done for him. True to his word, months later, long after she had left Ustalav behind, a courier found her at a roadside chapel. He bore a letter sealed with wax—the crest of Petros Lorrimor. A summons from beyond the grave.

Stats:

Briar Rose the Warrior
Female human (Varisian) warrior 1
LG Medium humanoid (human)
Init 4; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 12 (1d10+2)
Fort 4, Ref 3, Will 0; +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3 P or S/19+) or
. . glaive +4 (1d10+4 S/×3) or
. . scimitar +4 (1d6+3 S/18+)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 9, Cha 16
Base Atk +1; CMB 4; CMD 16
Feats Fey Foundling[ISWG], Power Attack
Skills Acrobatics -3 (-7 to jump), Diplomacy +4, Linguistics +2, Perception +3, Undead Slayer! +3
Languages Common, Necril, Sylvan, Varisian
Combat Gear oil; Other Gear four-mirror[UC], dagger, glaive, heavy wooden shield, scimitar, backpack, bedroll, belt pouch, blanket, canteen[UE], flint and steel, hooded lantern, wooden holy symbol, 3 gp, 3 sp
--------------------
Special Abilities
--------------------
Fey Foundling Magical healing works better on you
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.[/b]
Trait - Chance Savior: +2 Init
Trait - Sacred Conduit: +1 Channel Energy DCs.

Liberty's Edge

RHMG Animator wrote:
Since no one seems to of taken the NPC bit, So I'll go for it

H*ck it. 1 level of warrior won't change my pala at all really and it's something a tiny bit different.

Warrior NPC Class Bonus Statos: 1d6 ⇒ 6

Liberty's Edge

Never heard of this, but I'd be willing to give it a shot.

Liberty's Edge

Recruitment has been pretty active last few weeks, you'll def get enough interest to at least start a table =)

Liberty's Edge

Not in this game, but super cool of you to take it on, Spazmodeus! You don't see many games that make it to book 4, would be something of a tragedy for this one to die.

Liberty's Edge

1 person marked this as a favorite.

Love me a good old fashioned dwarf cleric.

Liberty's Edge

Here be my submission.

Lady Briar Rose Applestar, Scintillating Ray of the Radiant Prism:

==========Description==========
Picture of Briar Rose.
Height: 5'3" | Weight: 145 lbs. | Hair: Red | Eyes: Light Brown
Briar Rose is on the short side for a human, with an athletic build. Her eyes are dark brown and her red hair hangs nearly to her waist, her face heart-shaped with an angular jaw and small, pointed nose. Her complexion is tanned.

She usually dresses in loose-fitting brown or black cotton trousers and brightly colored, loose-fitting, sleeveless silk blouses. The sleeveless tops not only display her impressive musculature but also the tattoos – songbirds all colors of the rainbow are tattooed from the tips of both her fingers and running the lengths of her arms up to her shoulders. The birds turn to kaleidoscopic leaves near her shoulder blades, forming the canopy of an oak tree that covers most of her upper back. The trunk of the oak tree runs down the center of her back where it meets a pool of water at her lower back; Briar Rose's nymph mother lounges in the pool. The tree’s roots plunge below the surface of the water, down her buttocks and snaking down her legs, turning into multicolored ribbons, tapering off and ending at her toes. This large tattoo is not visible under her normal clothing, but she dresses to show it off when she can. She carries herself with confidence and moves in a way that suggests both grace and power.

==========Personality==========
Briar Rose is confident, patient, and kind. Outgoing and extroverted, she has a huge circle of friends and acquaintances. She quickly flits from one group of friends to the next, not favoring any groups or individuals over any others. She takes the tenets of her faith seriously, promoting ideals of peace, forgiveness, love, and acceptance to those she meets. She can often be found counseling quarreling couples or business partners. While she often comes off as naïve due to her insistence that all conflicts can be solved peacefully, she was raised in circles of duplicitous nobility and is more than capable of sussing out those with ulterior motives.
Briar Rose adores all forms of artistic expression. Very often she is late to appointments because she stops to enjoy any street performance she comes across. She spends a probably foolish amount of coin attending theater and the opera. Never one to take things too seriously, Briar Rose is quick to laugh. Free-spirited and bubbling with positivity, she always offers a bright spark of hope in dark times. She has a burning passion for all forms of art and loves to sing and dance, even if she is not very skilled at either.

==========Story==========
Dandelion Honeywood, nymph of the Sanos Forest in central Varisia, was used to the little gnomes of the forest bringing her petitions from outsiders. Most of the petitions implored her to save failing crops or relocate dangerous magical beasts. Lord Cornelis Lukas Applestar of Magnimar’s request was unique: sit for a year as a model for a marble sculpture. Magnimar was far further afield than she had ever been and the idea of leaving her secluded spring for a whole year frankly terrified her, but the flowery prose of lord Applestar’s petition and the rough sketch of the finished sculpture, as well as the adventure of traveling to and from the city, convinced her.

Lord Cornelis Lukas Applestar of Magnimar was the youngest son of lord and lady Applestar. With many older brothers and sisters to fulfil the families’ noble obligations, Cornelis was free to pursue his own desires in life. His passions turned out to be the arts, primarily painting and sculptures. In a vivid dream one night he was inspired to create a sculpture of a nymph standing in her pond. Cornelis decided to pursue the dream and create the statue. It was to be the largest sculpture he had ever produced and, in keeping with his dream, he sought out an appropriate nymph to be his muse, and a muse he found.

Dandelion Honeywood was the most beautiful being Cornelis had ever seen or could even imagine. It took him some time to acclimatize to working with such a stunning subject, but eventually work on the sculpture began in earnest. Despite having no other obligations to distract him from his work, the sculpture, made to be twice as large as Dandelion was, took over a year to complete. The artistic duo got to know and enjoy each other’s company over the months and were sorry to part ways as the project was finished. The pair were not romantically inclined towards each other but, perhaps with their passions fired by the long-awaited completion of the sculpture, they spent Dandelion’s last night in Magnimar together. Dandelion returned to her spring and Cornelis returned to smaller artistic projects.

Some months later, Dandelion surprised Cornelis at the family manor. She had not written that she would be visiting and, even more surprising, she carried an infant swaddled in oversized leaves in her arms. Their one night together had been more productive than they had planned. Dandelion, a flighty fey who lived in the woods and oft fought with owlbears and werewolves, had no desire to raise a child and she left their daughter with her father.

Briar Rose had a typical childhood for the daughter of a noble artist. Her education was focused more on the arts than practical knowledge and her father, who absolutely adored her, gave her free run of the manor and grounds. It was clear from early on that the girl was favored by the Radiant Prism; songbirds flocked to the half-nymph, announcing her presence wherever she went. Briar Rose spent much of her time traipsing through the expansive yards of the noble district of Magnimar, drawn to nature by her fey ancestry. Her skill with traditional arts surpassed most children her age, but there was one art she excelled at: martial arts. Her family was not entirely pleased that Briar Rose was traveling the path of a warrior, but it was obvious Sarenrae was calling her to something bigger than sculptures and paintings.

As an adolescent, Briar Rose was sent to the far side of the Inner Sea region to Oppara, the capital of Taldor, to be trained at the Golden Rose and House of Dawn's Redemption, the oldest and largest known temples to Shelyn and Sarenrae. Her father traveled with her to experience to art scene of the Taldane. It took much grooming and gentle but firm guidance from the priests, but Briar Rose learned to tame her wild, fey nature; she was molded into a warrior of strong morals, reflecting the virtues of the Radiant Prism. She was no stick in the mud, though, and enjoyed the city life.

Years passed and Briar Rose entered adulthood and completed her training. She was finally ready to set out on the missions Shelyn intended for her. Guided by her Muse and the scholars of Shelyn and Sarenrae's temples, Briar Rose was to delve in to forgotten crypts and temples and recover lost artworks to be catalogued and displayed as they were intended.

After many successful missions for Shelyn, Sarenrae called Briar Rose far to the north, to the haunted lands of Ustalav. Fragments of a powerful artifact, posited to be related to the Whispering Tyrant, had been uncovered deep in an old salt mine in the county of Barstoi, on the northeastern edge of Ustalav. The artifact was too powerful to be destroyed by the three temples of Pharasma the small county boasts, and needed to be transported to the Grand Cathedral of Pharasma in Korvosa to be properly disposed of. Many paladins and clerics of Sarenrae and Iomedae, led by a rather unpleasant paladin of Ragathiel, were drafted into the important move, and Briar Rose was included. The Sarenties were to meet the procession of Iomedaean in Caliphas to aid in moving the artifact through the treacherous Gravelands and then on through Varisia to Korvosa.

On her way to Caliphas, somewhere betwixt Grayce and the capital at a long forgotten and grown over cemetery, Briar Rose met professor Lorrimor, his scream through the fog drawing the young woman's attention. Using the haft of her glaive, she vaulted over the rotten wrought iron fence that bordered the lost collection of graves, sprinting over fallen headstones and cracked sarcophagi exposed by erosion or something more sinister. The sight of the two ghouls circling the scholar, hopelessly throwing various instruments of archeology and surveying at the undead, may have been enough to halt most people, but not Briar Rose. She had spent plenty of time in old necropoli searching for lost artwork and she was familiar with the monsters that haunt dark tombs and, being part fey, she was not threatened by the terrible diseases ghouls and their ilk carry. She quickly cut down one of the monsters, her polearm keeping her safe from its reaching claws, but lost her glaive when she struck an overhead tree branch. Quickly shifting to her shield and scimitar, she called upon the purifying holy flame of Sarenrae and cut down the second ghoul.

As it happened, professor Lorrimor was also headed to Caliphas once his research in the graveyard was finished. Briar Rose helped him, then the two made their way to Caliphas. the professor promised he would never forget what she had done for him. True to his word, months later, long after she had left Ustalav behind, a courier found her at a roadside chapel. He bore a letter sealed with wax—the crest of Petros Lorrimor. A summons from beyond the grave.

I have stats for both dex and strength build. Not sure which I'll go with but either one won't have any effect on her party roll. I'll try to decide on one before the deadline =) I think the str build is winning out for keeping spells and having an easier feat plan, but we'll see.

Dex Pala Stats:

Lady Briar Rose Applestar
Human (Varisian) paladin (virtuous bravo) 1
LG Medium humanoid (human)
Init 5; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort 4, Ref 4, Will 3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -2 (1d4+1 P or S/19+) or
. . glaive +5 (1d10+1 S/×3)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB 2; CMD 15
Feats Bladed Brush, Weapon Focus (glaive)
Traits chance savior, sacred conduit
Skills Diplomacy +6, Perception +4, Profession (other) +4
Languages Common, Sylvan, Varisian
Other Gear chain shirt, dagger, glaive, backpack, bedroll, belt pouch, flint and steel, holy text (Radiant Prism), waterskin, wooden holy symbol of the Radiant Prism, 57 gp, 16 sp, 1 cp
--------------------
Special Abilities
--------------------
Bladed Brush Glaives become finess and swashbuckler weapons. As a move action, can change from reach to non-reach.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Heart of the Fey: +1 Ref and Will Saves, Low-Light Vision, Nature and Perception as class skills. Replaces Skilled.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +0 deflection bonus to AC when used.

Trait: Sacred Conduit - +1 Channel DCs.
Trait: Chance Savior - +2 Init.

--------------
Paladin Code
--------------
The paladins of the Dawnflower are fierce warriors, like their goddess. They provide hope to the weak and support to the righteous. Their tenets include the following adages.
- I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
- I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
- I am fair to others. I expect nothing for myself but that which I need to survive.
- The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
- I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
- I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
- I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
- Each day is another step toward perfection. I will not turn back into the dark.

The paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their mission is to defend those who devote their lives to the creation of beauty, bring it forth themselves, and prevent the weak and foolish from being seduced by false promises. Their tenets include the following adages.
- I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
- I am peaceful. I come first with a rose rather than a weapon, and act to prevent conflict before it blossoms. I never strike first, unless it is the only way to protect the innocent.
- I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and - I will show beauty’s answer to them.
- I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.
- I will never destroy a work of art, nor allow one to come to harm, unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.
- I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world’s potential for beauty is lessened.

Str Pala stats:

Lady Briar Rose Applestar
Human (Varisian) paladin (oath against undeath) 1
LG Medium humanoid (human)
Init 4; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 12 (1d10+2)
Fort 4, Ref 3, Will 2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3 P or S/19+) or
. . glaive +4 (1d10+4 S/×3) or
. . scimitar +4 (1d6+3 S/18+)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 8, Cha 14
Base Atk +1; CMB 4; CMD 16
Feats Combat Reflexes, Power Attack
Traits chance savior, sacred conduit
Skills Acrobatics -3 (-7 to jump), Diplomacy +6, Linguistics +1, Perception +3, Profession (other) +3
Languages Common, Sylvan, Varisian
Other Gear four-mirror[UC], heavy wooden shield, dagger, glaive, scimitar, backpack, bedroll, belt pouch, flint and steel, holy text (Shelyn)[UE], waterskin, wooden holy symbol of Shelyn, 11 gp, 6 sp, 1 cp
--------------------
Special Abilities
--------------------
Combat Reflexes +2 AoO's.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack +2 Damn, -1 Acc.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

Liberty's Edge

@GMMichael: Glad to see you're back! Hope things have been on the upside for you!

I'll most likely apply with the below character, though names and some other details will have to change as I'm using the Lizbit profile in another game. A paladin of some sort. Is Variant Multiclassing allowed?

Pala of some sort:

==========Description==========
Picture of Lizbit.

Height: 5'3" | Weight: 145 lbs. | Hair: Red | Eyes: Light Brown
Lizbit is on the short side for a human, with an athletic build. Her eyes are dark brown and her red hair hangs nearly to her waist, her face heart-shaped with an angular jaw and small, pointed nose. Her complexion is tanned.

She usually dresses in loose-fitting brown or black cotton trousers and brightly colored, loose-fitting, sleeveless silk blouses. The sleeveless tops not only display her impressive musculature but also the tattoos – songbirds all colors of the rainbow are tattooed from the tips of both her fingers and running the lengths of her arms up to her shoulders. The birds turn to kaleidoscopic leaves near her shoulder blades, forming the canopy of an oak tree that covers most of her upper back. The trunk of the oak tree runs down the center of her back where it meets a pool of water at her lower back; Lizbit’s nymph mother lounges in the pool. The tree’s roots plunge below the surface of the water, down her buttocks and snaking down her legs, turning into multicolored ribbons, tapering off and ending at her toes. This large tattoo is not visible under her normal clothing, but she dresses to show it off when she can. She carries herself with confidence and moves in a way that suggests both grace and power.

==========Personality==========
Lizbit is confident, patient, and kind. Outgoing and extroverted, she has a huge circle of friends and acquaintances. She quickly flits from one group of friends to the next, not favoring any groups or individuals over any others. She takes the tenets of her faith seriously, promoting ideals of peace, forgiveness, love, and acceptance to those she meets. She can often be found counseling quarreling couples or business partners. While she often comes off as naïve due to her insistence that all conflicts can be solved peacefully, she was raised in circles of duplicitous nobility and is more than capable of sussing out those with ulterior motives.
Lizbit adores all forms of artistic expression. Very often she is late to appointments because she stops to enjoy any street performance she comes across. She spends a probably foolish amount of coin attending theater and the opera. Never one to take things too seriously, Lizbit is quick to laugh. Free-spirited and bubbling with positivity, she always offers a bright spark of hope in dark times. She has a burning passion for all forms of art and loves to sing and dance, even if she is not very skilled at either.

==========Story==========
Dandelion Honeywood, nymph of the Sanos Forest in central Varisia, was used to the little gnomes of the forest bringing her petitions from outsiders. Most of the petitions implored her to save failing crops or relocate dangerous magical beasts. Lord Cornelis Lukas Applestar of Magnimar’s request was unique: sit for a year as a model for a marble sculpture. Magnimar was far further afield than she had ever been and the idea of leaving her secluded spring for a whole year frankly terrified her, but the flowery prose of lord Applestar’s petition and the rough sketch of the finished sculpture, as well as the adventure of traveling to and from the city, convinced her.

Lord Cornelis Lukas Applestar of Magnimar was the youngest son of lord and lady Applestar. With many older brothers and sisters to fulfil the families’ noble obligations, Cornelis was free to pursue his own desires in life. His passions turned out to be the arts, primarily painting and sculptures. In a vivid dream one night he was inspired to create a sculpture of a nymph standing in her pond. Cornelis decided to pursue the dream and create the statue. It was to be the largest sculpture he had ever produced and, in keeping with his dream, he sought out an appropriate nymph to be his muse, and a muse he found.

Dandelion Honeywood was the most beautiful being Cornelis had ever seen or could even imagine. It took him some time to acclimatize to working with such a stunning subject, but eventually work on the sculpture began in earnest. Despite having no other obligations to distract him from his work, the sculpture, made to be twice as large as Dandelion was, took over a year to complete. The artistic duo got to know and enjoy each other’s company over the months and were sorry to part ways as the project was finished. The pair were not romantically inclined towards each other but, perhaps with their passions fired by the long-awaited completion of the sculpture, they spent Dandelion’s last night in Magnimar together. Dandelion returned to her spring and Cornelis returned to smaller artistic projects.

Some months later, Dandelion surprised Cornelis at the family manor. She had not written that she would be visiting and, even more surprising, she carried an infant swaddled in oversized leaves in her arms. Their one night together had been more productive than they had planned. Dandelion, a flighty fey who lived in the woods and oft fought with owlbears and werewolves, had no desire to raise a child and she left their daughter with her father.

Elizabeth, who went by Lizbit, had a typical childhood for the daughter of a noble artist. Her education was focused more on the arts than practical knowledge and her father, who absolutely adored her, gave her free run of the manor and grounds. It was clear from early on that the girl was favored by the Radiant Prism; songbirds flocked to the half-nymph, announcing her presence wherever she went. Lizbit spent much of her time traipsing through the expansive yards of the noble district of Magnimar, drawn to nature by her fey ancestry. Her skill with traditional arts surpassed most children her age, but there was one art she excelled at: martial arts. Her family was not entirely pleased that Lizbit was traveling the path of a warrior, but it was obvious Sarenrae was calling her to something bigger than sculptures and paintings.

As an adolescent, Lizbit was sent to the far side of the Inner Sea region to Oppara, the capital of Taldor, to be trained at the Golden Rose and House of Dawn's Redemption, the oldest and largest known temples to Shelyn and Sarenrae. Her father traveled with her to experience to art scene of the Taldane. It took much grooming and gentle but firm guidance from the priests, but Lizbit learned to tame her wild, fey nature; she was molded into a warrior of strong morals, reflecting the virtues of the Radiant Prism. She was no stick in the mud, though, and enjoyed the city life.

Years passed and Lizbit entered adulthood and completed her training. She was finally ready to set out on the missions Shelyn intended for her. Guided by her Muse and the scholars of Shelyn and Sarenrae's temples, Lizbit was to delve in to forgotten crypts and temples and recover lost artworks to be catalogued and displayed as they were intended. Before leaving on her first mission, Lizbit took the name “Freewind” to represent her free-spirited nature.

After many successful missions for Shelyn, Sarenrae called Lizbit far to the north, to the haunted lands of Ustalav. Fragments of a powerful artifact, posited to be related to the Whispering Tyrant, had been uncovered deep in an old salt mine in the county of Barstoi, on the northeastern edge of Ustalav. The artifact was too powerful to be destroyed by the three temples of Pharasma the small county boasts, and needed to be transported to the Grand Cathedral of Pharasma in Korvosa to be properly disposed of. Many paladins and clerics of Sarenrae and Iomedae, led by a rather unpleasant paladin of Ragathiel were drafted into the important move, and Lizbit was included. The Sarenties were to meet the procession of Iomedaean in Caliphas to aid in moving the artifact through the treacherous Gravelands and then on through Varisia to Korvosa.

On her way to Caliphas, somewhere betwixt Grayce and the capital at a long forgotten and grown over cemetery, Lizbit met professor Lorrimor, his scream through the fog drawing the young woman's attention. Using the haft of her glaive, she vaulted over the rotten wrought iron fence that bordered the lost collection of graves, sprinting over fallen headstones and cracked sarcophagi exposed by erosion or something more sinister. The sight of the two ghouls circling the scholar, hopelessly throwing various instruments of archeology and surveying at the undead, may have been enough to halt most people, but not Lizbit. She had spent plenty of time in old necropoli searching for lost artwork and she was familiar with the monsters that haunt dark tombs and, being part fey, she was not threatened by the terrible diseases ghouls and their ilk carry. She quickly cut down one of the monsters, her polearm keeping her safe from its reaching claws, but lost her glaive when she struck an overhead tree branch. Quickly shifting to her shield and scimitar, she called upon the purifying holy flame of Sarenrae and cut down the second ghoul.

As it happened, professor Lorrimor was also headed to Caliphas once his research in the graveyard was finished. Lizbit helped him, then the two made their way to Caliphas. the professor promised he would never forget what she had done for him. True to his word, months later, long after she had left Ustalav behind, a courier found her at a roadside chapel. He bore a letter sealed with wax—the crest of Petros Lorrimor. A summons from beyond the grave.

Liberty's Edge

Monkeygod wrote:
We heckin love the Radiant Prism!

I think the majority of my female PCs end up following one of those three so I was pretty happy when they officially became their own little pantheon =)

Liberty's Edge

Alright, I've decided to put together a Dervish Dancing cleric/Holy Vindicator of Desna, Sarenrae, and Shelyn to fill the divine caster/high priest(ess) slot and help out on the front line. Her primary motivation: build a church to the Radiant Prism! What better place for a new church to a new pantheon than a new town?

@Monkeygod: hinterlander is one of the cooler PrCs imo.

Liberty's Edge

I wasn't really planning on trying to get into this game, buuuuuuut a game starting above level 3 is rare, and I have a few presige class builds that would certainly benefit from the higher level. Sentinel, Holy Vindicator, Rage Prophet to name a few... hmmm....

Liberty's Edge

karlprosek wrote:
Snip

Bro/broette that is so cool of you.

Liberty's Edge

1: 4d6 ⇒ (4, 3, 2, 5) = 14 12
2: 4d6 ⇒ (5, 1, 4, 1) = 11 13
3: 4d6 ⇒ (4, 6, 3, 2) = 15 13
4: 4d6 ⇒ (4, 6, 6, 4) = 20 16
5: 4d6 ⇒ (4, 3, 6, 5) = 18 15
6: 4d6 ⇒ (6, 4, 3, 3) = 16 13

rr2: 3d6 ⇒ (2, 1, 4) = 7

16, 15, 13, 13, 12, 11

Since 3pp seems to be allowed, I shall consider some of those...

Liberty's Edge

Critzible wrote:
Kinda wanna work on a Mind Control Elf

Nice. I always thought i would do a mind control build if I ever played this.

Liberty's Edge

The original GM made it almost six years. That's pretty good!

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I think Moragul should be in the cute and fluffy category.

Liberty's Edge

Pasha of the Nightsands wrote:
I've actually had some success running a Spheres-only Elder Scrolls game with my old group. Talents really give you that 'perk tree' feeling from Skyrim. It's not a perfect translation by any stretch of the imagination, but it emulates that kind of game better than first-party stuff. Just throwing that idea out there to see if it gels with you, as I know not every GM is cool with Spheres.

That's actually a pretty cool idea.

Liberty's Edge

1 person marked this as a favorite.
pad300 wrote:
Or, you know, someone could have made a mistake in their math...(1/6)^5 = 1/7776

Looks like I did the math for a d20, not a d6. That'll teach me not to wake up and make a post in the middle of the night for some reason lol :P

Liberty's Edge

stormraven wrote:


Set #3

Odds of rolling 1 five times in a row on a d6: 1 in 3.2 million.

Liberty's Edge

Lot fewer humans than you usually see.

FairyGM wrote:
I'm assuming that we can't use alternate racial traits.

I believe that is correct.

Liberty's Edge

Maia Blackwing - Wild child Human Shifter

Anton Black - Agile Human warpriest of Lliira

Rhuk - Charismatic Human magus

Angoldil Luithoriel - Elven wizard with a mysterious past (also a new player on these boards)

Lizbit Freewind - Half-nymph Inquisitor of Sune

Looks like a pretty good group if you take all five of us

Liberty's Edge

Dos Manos
How do you want to go about handling Form/Summoning spells? There aren't actually creature statblocks in the allowed books for use with spells like Animal Form, Giant Form, or summoning spells.

Liberty's Edge

RHMG Animator wrote:

Though with Elephant in the Room in play, I could whip up a disruptive fighter using combat manuvers,

which could mean Attacks of Opportunity for everyone every round.
Scarier is if there are 2 or 3 characters doing the same, and everyone has combat reflexes.

A Hunter could work if you wanna maximize AoOs off of combat maneuvers without relying on other PCs.

If you're human, you could take Combat Reflexes and Pack Flanking at level 1, Hunters get Outflank for free at 2, Paired Opportunist as your free Teamwork Feat and Tandem Trip at 3. Comes online pretty quickly. Get an AC with reach like an Axe Beak, which also gets an inherent bonus to trip attempts, and a longspear for yourself.

Just a thought.

Liberty's Edge

RHMG Animator wrote:

which could mean Attacks of Opportunity for everyone every round.

Scarier is if there are 2 or 3 characters doing the same, and everyone has combat reflexes.

What about a Cavalier spreading teamwork feats around? Trip Teamwork feats are pretty nasty.

Though with no archetypes you would be stuck with a mount that probably won't get much use because Paizo doesn't make maps that conform to large PCs lol

Druid gold: 2d6 ⇒ (2, 4) = 6

Liberty's Edge

GM Two-Hands wrote:
@Crisischild, gonna go with no variant multiclassing and no archetypes for this one unfortunately.

Thanks for the response. That's totally fine, I just wanted to clarify for everyone's benefit, not everyone here may have read the interest check thread =)

Liberty's Edge

Hey hey Dos Manos.
1: In the interest check thread you mentioned no archetypes. Is that still the way you're going? I think archetypes are assumed by most people, so if you don't mention it here people will probably use them.

2: Is Variant Multiclassing allowed? It's an alternate multiclassing system introduced in, I think, Unchained.

4d6 ⇒ (6, 1, 3, 5) = 15 14
4d6 ⇒ (6, 1, 3, 2) = 12 11
4d6 ⇒ (4, 5, 5, 6) = 20 16
4d6 ⇒ (1, 5, 5, 1) = 12 11
4d6 ⇒ (5, 5, 2, 2) = 14 12
4d6 ⇒ (4, 2, 2, 2) = 10 8

Oof. 15 point buy.

Liberty's Edge

smol dot
I had a druid in another very short attempt at an ironfang Invasion game. Might submit him to this one. Or come up with something new.
=)

Liberty's Edge

Hmm. Roll for stats + limited books? Could be interesting... Order of the Paw Cavalier, nature paladin, Eldritch Knight and Arcane Archer all come to mind.

Liberty's Edge

Here's my submission, Lizbit Freewind, Sacred Huntsmaster Inquisitor of Sune.

Lady Elizabeth Applestar:

==========Description==========
Pic of Lizbit
Height: 5'3" | Weight: 145 lbs. | Hair: Red | Eyes: Pale Blue
Lizbit is a half-nymph, inheriting her sleight stature and athletic build from her fey mother. Her eyes are a striking glacier blue and her red hair hangs nearly to her waist, framing her face heart-shaped, angular jaw and small, pointed nose. Her complexion is tanned from countless hours under the subtropical sun.

Her clothing is practical: loose-fitting, brightly colored breathable cotton that shows off her extensive tattoos. Songbirds all colors of the rainbow are tattooed from the tips of the fingers on both hands and run the length of her arms up to her shoulders. The birds turn to kaleidoscopic leaves near her shoulder blades, forming the canopy of an oak tree that covers most of her upper back. The gnarled trunk of the oak tree runs down the center of her back where it meets a pool of water at her lower back - Lizbit’s nymph mother lounges in the pool. The tree's roots plunge below the surface of the water, down her buttocks and snake down her legs, turning into multicolored ribbons, tapering off and ending at her toes. She carries herself with confidence and moves in a way that suggests both grace and power.

==========Personality==========
Lizbit is confident, patient, and kind. Outgoing and extroverted, she has a huge circle of friends and acquaintances. She quickly flits from one group of friends to the next, not favoring any groups or individuals over any others. She takes the tenets of her faith seriously, promoting ideals of peace, forgiveness, love, and acceptance to those she meets. She can often be found counseling quarreling couples or business partners. While she often comes off as naïve due to her insistence that all conflicts can be solved peacefully, she was raised in circles of duplicitous nobility and is more than capable of sussing out those with ulterior motives.

Lizbit adores all forms of artistic expression. Often she is late to appointments because she stops to enjoy any street performance she comes across. She spends a probably foolish amount of coin attending theater and the opera. Never one to take things too seriously, Lizbit is quick to laugh. Free-spirited and bubbling with positivity, she always offers a bright spark of hope in dark times. She has a burning passion for all forms of art and loves to sing and dance, even if she is not very skilled at either.

==========Story==========
Dandelion Honeywood, nymph of the Chondalwood nestled between the Firesteap and Maerthwatch mountains in central Chondath, was used to the little gnomes of the forest bringing her petitions from outsiders. Most of the petitions implored her to save failing crops or relocate dangerous magical beasts. Lord Cornelis Lukas Applestar of Arrabar's request was unique: sit for a year as a model for a marble sculpture. Arrabar was far further afield than Dandelion had ever been and the idea of leaving her secluded spring for a whole year frankly terrified her, but the flowery prose of lord Applestar’s petition and the rough sketch of the finished sculpture, as well as the adventure of traveling to and from the city, convinced her.

Lord Cornelis Lukas Applestar of Arrabar was the youngest son of lord and lady Applestar. With many older brothers and sisters to fulfil the families’ noble obligations, Cornelis was free to pursue his own desires in life. His passions turned out to be the arts, primarily painting and sculptures. In a vivid dream one night he was inspired to create a sculpture of a nymph standing in her pond. Cornelis decided to pursue the dream and create the statue. It was to be the largest sculpture he had ever produced and, in keeping with his dream, he sought out an appropriate nymph to be his muse, and a muse he found.

Dandelion Honeywood was the most beautiful being Cornelis had ever seen. It took him some time to acclimatize to working with such a stunning subject, but eventually work on the sculpture began in earnest. Despite having no other obligations to distract him from his work, the sculpture, made to be twice as large as Dandelion was, took over a year to complete. The artistic duo got to know and enjoy each other’s company over the months and were sorry to part ways as the project was finished. The pair were not romantically inclined towards each other but, perhaps with their passions fired by the long-awaited completion of the sculpture, they spent Dandelion’s last night in Arrabar together. Dandelion returned to her spring and Cornelis returned to smaller artistic projects.

Some months later, Dandelion surprised Cornelis at the family manor. She had not written that she would be visiting and, even more surprising, she carried an infant swaddled in oversized leaves in her arms. Their one night together had been more productive than they had planned. Dandelion, a flighty fey who lived in the woods and oft fought with owlbears and werewolves, had no desire to raise a child and she left their daughter with her father.

Elizabeth, who went by Lizbit, had a typical childhood for the daughter of a noble artist. Her education was focused more on the arts than practical knowledge and her father, who absolutely adored her, gave her free run of the manor and grounds. It was clear from early on that the girl was favored by Sune and Hanali Celanil, goddesses of art and love; songbirds flocked to the half-nymph, announcing her presence wherever she went. Lizbit spent much of her time traipsing through the expansive yards of the noble district of Arrabar, drawn to nature by her fey ancestry. Her skill with traditional arts surpassed most children her age, but there was one art she excelled at: martial arts. Her family was not entirely pleased that Lizbit was traveling the path of a warrior, but it was obvious Sune was calling her to something more than a painters brush.

As an adolescent, Lizbit was sent far to the north and west, to the Sword Coast and her capital, Waterdeep, to be trained at the Temple of Beauty. Her father traveled with her to experience to art scene of the Crown of the North. It took much grooming and gentle but firm guidance from the priestesses, but Lizbit learned to tame her wild, fey nature (a little); she was molded into a warrior of strong morals, reflecting the virtues of the Sune and Hanali. She was no stick in the mud, though, and enjoyed the city life.

Years passed and Lizbit entered adulthood, completing her training. She was finally ready to set out on the missions her goddesses intended for her. Guided by her Muse and the scholars of the temples, Lizbit was to delve into forgotten crypts and citadels and recover lost artworks to be catalogued and displayed as they were intended. As a half-nymph with fey family in the wilderness throughout the disparate city-states surrounding the Chondalwood, Lizbit was particularly suited to delving deep into the forest, hunting the long abandoned and forgotten churches, sepulchers, even lost cities that may hold important artworks, without being harassed by the intelligent denizens that find outsiders, particularly humans outsiders... distasteful. Before leaving on her first mission, Lizbit took the name “Freewind” to represent her free-spirited nature. The occasional trip to the Chondalwood also gave Lizbit chances to visit her mother. Her mother had never been very present or motherly, though she loved her daughter in her own, strange fey way.

Lizbit enjoyed the life of an adventuring archaeologist. A spear, a bit of fey magic, and her tiger, the Handsomest boy in the World, kept her safe. There was no dearth of ruins in the Vilhon Reach. Cities and towns left to rot due to plague, war, the Wave, or people simply moving on. The humid air of the region was not kind to fragile forgotten artworks, but some sculptures, jewelry, and ceramics still survive. Once she found a gorgeous nesting egg made of gold, emerald, and ivory.

Of late, her father tells her of whispered ambitions amongst the nobles. Ambitions to reunite the kingdom under a singular rule. These rumors fill Lizbit with equal parts hopefulness and dread. So many people, mostly her fellow humans, suffer from the endless conflicts between the city-states. Unending trade wars and military aggression as each blames their brother for the regions continued struggles that they all face. One person cannot hope to stop nobles of Arrabar from trying to unite the kingdom, but perhaps one person can influence the story enough to avoid needless bloodshed, particularly of the peoples who have lived in the Reach and the Chondalwood longer than the human cities have existed.

Stats:

Lizbit Freewind
Female human inquisitor (sacred huntsmaster) of Sune 1
CG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longspear +3 (1d8+4/×3 P)
. . . . dagger +3 (1d4+3 19-20 P/S)
. . . . shillelagh +3 (1d6+3 B)
. . . . Sharpened Tool +3 (1d8+3 P/S)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Inquisitor (Sacred Huntsmaster) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—bless, cure light wounds
. . 0 (at will)—create water, detect magic, light, read magic
. . Domain Conversion inquisition[UM]
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Combat Expertise
Traits beast bond, world traveler
Skills Acrobatics -3 (-7 to jump), Bluff +6 (+7 to feint in combat), Diplomacy +6, Handle Animal +5, Intimidate +7, Knowledge (nature) +6, Knowledge (religion) +6, Linguistics +3, Lore (Art) +6, Perception +6, Ride -2, Sense Motive +9, Survival +6; Racial Modifiers +2 Sense Motive
Languages Common, Elven, Halfling, Sylvan
SQ animal companion (tiger named Handsome), monster lore +2, order (order of the blossom), stern gaze +1
Combat Gear buckler, four-mirror, longspear, holy text (Sune), spell component pouch, wooden holy symbol of Sune
Other Gear backpack, belt pouch, flint and steel, waterskin, 3 gp
--------------------
Special Abilities
--------------------
Animal Companion (tiger named Handsome)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Beast Bond (Trait) +1 Handle Animal; Handle Animal as class skill.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Eye for Talent +2 racial bonus on Sense Motive checks. When they acquire an animal companion, that creature gains a +2 bonus to one ability score (Str) of the character’s choice. This racial trait replaces the bonus feat trait.
Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
Inquisitor (Sacred Huntsmaster) Domain (Conversion Inquisition) Wisdom instead of Charisma for Bluff, Diplomacy, and Intimidate.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
World Traveler (Trait) +1 Know (Local), Class Skill.
--------------------
Order of the Blossom
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The cavalier cannot refuse a fey’s request for aid unless it will interfere with her existing duties, or she believes the fey seeks to directly oppose her other aims and goals. She must strive to prevent gates to the Fey World from being exploited or corrupted. If the cavalier encounters blighted fey or other corrupted fey, she must strive to destroy them.

Handsome
Tiger
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 natural)
hp 18 (2d8+2)
Fort +4, Ref +6, Will +2
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+2), 2 claws +3 (1d4+2)
Special Attacks hunter tricks (; sic 'em), rake (2 claws +3, 1d4+2)
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Statistics
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Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
Feats Light Armor Proficiency
Tricks Attack, Attack, Attack Any Target, Come, Down, Flank, Heel
Skills Acrobatics +2 (+6 to jump), Climb +5, Perception +6
SQ animal focus, attack, attack any target, come, down, flank, heel
Other Gear wooden armor, bedroll, carnivore feed (per day) (4), hemp rope (50 ft.), mess kit, pack saddle, pot, soap, trail rations (5)
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Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Flank [Trick] Attempts to attack and flank indicated enemy.
Heel [Trick] The animal will follow you.
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Liberty's Edge

Inquisitor Starting Gold: 4d6 ⇒ (6, 6, 2, 6) = 20

Oof. Not bad.

Liberty's Edge

I bet you'll get some more interested posters over the weekend.

Liberty's Edge

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I seem to recall some drama when Starfinder was new about female Vesk being canonically more-or-less indistinguishable from males, but it does make sense for lizard people lol. That sawn-off double-barrel is sick though.

I was thinking of using this for Alzura.

Sorry I've been quiet. I'm in the midst of dropping my old long-time client for a new one that's less whiny. Once things settle down I should be able to reliably get at least one gameplay post a day in.

Liberty's Edge

EltonJ wrote:
The Vilhon Reach is in a subtropical region. You may want to adjust your clothes for a subtropical climate. Remember, there isn't any magical air conditioning in the Realms (although Eberron could have air conditioning). This means that it might be socially acceptable to wear a modicum of clothing. Armor would also be piecemeal. Also, it might be wise to sleep with mosquito netting.

Step 1: Acquire frog familiar.