Pathfinder Society GM. Starfinder Society GM. 308 posts (23,009 including aliases). No reviews. No lists. No wishlists. 27 Organized Play characters. 54 aliases.
Still here, just tying a bow on Tori Walton: The Auto-Frankenstein, but I'll make myself stop tinkering and post a plausibly final draft of her this afternoon!
As in the Interest Check thread, I'm looking at an auto-frankenstein - a brilliant young scientist who is constantly replacing damaged or sick parts of her body to the point where essentially nothing from her original body is still attached.
Powers: Strength, Durability, Radical Bodily Autonomy (hot-swapping body parts, and independent movement of detached extremities). Maybe some sort of Masque-esque hands-on alteration of others? I'll see if there are points for it
Persona: gothy, deadpan, self-destructive in a fun way
Hmm... I have a thought about playing an auto-frankenstein - a brilliant young scientist who is constantly replacing damaged or sick parts of her body to the point where essentially nothing from her original body is still attached.
Power set would include strength/resilience, probably some sort of anatomical control, and of course the power of Thing meets greatest champion of the 31st century
Oh also, in your initial post a lot of your example characters are teens - are you envisioning this as a young heroes campaign?
Okay, I think I'll go with my initial Brawler/Rogue concept then (though no need to worry about pushing me into other builds - I only listed things I'd like to play!)
I'll get everything aliased up and rarin' to go for tomorrow!
If folk are concerned about an overabundance of melee, I could definitely shift things over in a more ranged direction - though that might not fit my vision of the Shoanti wrestling with their heritage. (Longbows aren't a city weapon after all...) I could maybe do something in a Shield Champion or fling around some starknives... There'd definitely be some reworking there (especially 'cause ranged sneak attacks are difficult enough that I'd probably want to find a non-roguely path to getting some non-combat usefulness into my stabby meathead)
Alternately I could head into a Academae student who is very recently uncloistered and is either an Arrowsong Minstrel or an [archer archetype I forget the name of] Magus to add some range, but also some fun spellsy or skillsy versatility. (Rotating turret of death archers are impressive, but I have learned that they aren't my personal cup of tea to play). This character would have been a lot less disillusioned to begin with and would be more constructed around the idea of gradually recognizing that maybe this is different, things in Korvosa are getting a lot worse, and not only will things not just automatically go back to normal, but that maybe back to normal isn't even the right direction to go...
Just a quick sketch, but happy to ink and color (so to speak) if that's the better direction to go with the rest of the group!
Cwethan? Interested? I sure am! You just gotta give a gal a little bit of time in the middle of a work day ;-D
But yeah, hey y'all, excited to be brought on board; Korvosa is one of my favorite corners of Avistan, but I've never actually finished this AP. I don't think I've played with most of you before (except Harrow and a few PFS scenarios with Abella), but I've been browsing Gameplay and I am excited to start!
Here's my initial character concept, but if you feel there's a different gap that would be better to fill I'm a happy camper - Never sad to whip up another character after all!
After getting a gander at the setting connections and general party roles, I'm eyeing a diaspora-Shoanti, raised in the City, and playing around with questions of assimilation and adaptation, which of course can get thornier when interacting with more fully traditional Quah-Shoanti. I'm envisioning that they're part of a kind of a neighborhood watch/troubleshooter/proactive redistributor down in Old Korvosa, and are more than a little distrustful of the guards and royals even before things have started going Quite Bad.
Build-wise I wanted to go in the direction of more urban themed classes, and I love the idea of wielding basically a sawed-off klar as a way of taking an ancestral weapon and turning it into a more discreet weapon of the streets. I'd be looking at a multiclass of rogue and brawler for a bunch of skills (and making a small weapon like a cestus functional.)
I think at this point, it's easy enough for [Name of Character] to get swept up in the various troubles going on and have a heroic meet-cute with the rest of the group, so I probably wouldn't try for the same Why Our Party Came Together idea and be one of Lamm's Lambs. Probably [Name of Character] will have known of him and approve of his downfall since I won't be skimping on the Knowledge (local), but I wasn't planning on more specific ties there...
[Name of Character] will probably be relatively laconic and sardonic in speech (though I always have to see how a character shakes out in writing them to know for sure), but is a lot more caring than they project, so helping out other do-gooders is a short putt.
Also @Audria, just cause I'm curious, which character did you like? (Some of them have Very Different energies)
Hi GM, I'm planning on applying with Cova, a Half-Orc frontliner of Shoanti descent (though raised outside of any Quah in Korvosa).
Before I get too far into any crunch I wanted to confirm my reading of the Fast Healer feat. Would that apply to magically gained Fast Healing (i.e. Infernal Healing or a Spelleating Bloodrager.
Thanks!
I would say yes to both those things. As as far as Infernal Healing goes you would receive the bonus hit points on the first round of the spell.
Great!
Cova's Lore:
Cova Farseeker was born and raised in Old Korvosa, but her mother insisted that she would still grow up knowing the heritage of her people, even if their orc blood would almost certainly prevent them from rejoining the quah.
But despite her mother's wishes, over time Cova grew tired of waiting for a return that in all likelihood would never happen. She found a life for herself in service to the Korvosan Guard, and new purpose in protecting her community. She found love, and what she hoped would be happiness. It was certainly passion.
And then everything seemed to curdle.
Rowan, her beloved, had a temper that matched Cova's own, and they were equally used to tempestuous arguments when the two of them disagreed. But those arguments were coming more and more frequently, and Rowan's retreat into Shiver and other intoxicants was just another source of their arguments with Cova.
After a particularly bad fight, Cova had stormed out, throwing herself into her work and to late nights with the other guards.
When she came home a week later, Rowan was dead.
Cova's furies have only grown since then; it only took a few Incidents for her to be dismissed from the Guard, but that rage still needed an outlet. She still tries to help her community, to protect them from the predators and leeches who dwell in their midst, though now she does so with a bared blade instead of a padded truncheon, and a murderous stare instead of a badge. Recently though, a name has made its way to her ears, whispered by empties and her friends in the guard who are tired of the hogslop left in the wake of the Shiver trade.
Gaedren Lamm.
She's coming.
Cova's Crunch:
Cova Farseeker
Half Orc Arcane Bloodrager (Primalist, Spell-Eater)
Str 18
Dex 10
Con 14
Int 8
Wis 10
Cha 12
HP 13/13
AC 14 (+4 armor)
CMD 15 (+1 BAB, +4 Str)
Fort +6 (+2 Base, +2 Con, +2 Luck)
Ref +2 (+2 Luck)
Will +4 (+2 Luck. +2 Familiar)
Speed 30'
Initiative 0
BAB +1
CMB +5
Greataxe +5 d12+6 x3
Sling +1 d4+4
Club +5 d6+6
Skills:
Climb +6 (1 rank, +3 class, +4 Str, -2 ACP)
Intimidate +5 (1 rank, +3 class, +1 Cha)
Knowledge (Local) +6 (1 rank, +3 class, -1 Int, +2 Racial, +1 Trait)
Perception +4 (1 rank, +3 class)
Languages: Shoanti, Taldane
Special Abilities:
Favored Class Bloodrager +1hp
Skilled: As a second-generation half-orc, Cova favors her human heritage more than her orc heritage. She gains 1 additional skill rank per level.
Orc Blood: Cova counts as both a human and an orc.
Sacred Tattoo: Cova's skin is decorated with a plethora of tattoos, piercings, and ritual scarification, sacred markings to her and her people. She gains a +1 luck bonus on saving throws.
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to a shaman entails. Cova possesses Endurance as a bonus feat.
Bloodrage 6 rounds/day
Bloodline Familiar: Cova has a hedgehog protector familiar in lieu of her 1st level bloodline power
Spells Cova casts that target her familiar are treated as having a caster level 2 levels higher than her actual caster level.
Feats:
Endurance: Harsh conditions or long exertions do not easily tire Cova.
She gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold her breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Cova may sleep in light or medium armor without becoming fatigued.
Diehard: Cova is especially hard to kill. Not only do her wounds automatically stabilize when grievously injured, but she can remain conscious and continue to act even at death's door.
When her hit point total is below 0, but Cova is not dead, she automatically stabilizes. She may choose to act as if she were disabled, rather than dying. She must make this decision as soon as she is reduced to negative hit points.
Traits:
Fate's Favored: The fates watch over Cova. Whenever she is under the effect of a luck bonus of any kind, that bonus increases by 1.
Addicted Friend: Cova's research into the drug scene and local politics has given her a respectable education in street knowledge. She gains a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you.
Anvyi N Diminutive animal
Init +3; Senses low-light vision; Perception +1
Defense
AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 6 (1d8)
Fort +0, Ref +5, Will +1
Offense
Unarmed +8
Speed 20 ft.
Space 1 ft., Reach 0 ft.
Statistics
Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +0; CMD 5 (9 vs. trip)
Feats Athletic, Bodyguard, Combat Reflexes
Skills Climb +9, Intimidate -1, Knowledge (Local) -1, Perception +5, Stealth +19, Swim +9
Special Abilities:
Empathic Link (Su): Cova has an empathic link with Anvyi to a 1 mile distance. She can communicate empathically with the familiar, but cannot see through his eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Loyal Bodyguard (Ex): Anvyi gains Bodyguard and Combat Reflexes as bonus feats. If he is sharing Cova’s square, he can use Bodyguard to aid another to improve her AC even if he doesn’t threaten the attacking foe, though he still needs line of effect to its master and the attacker.
Share Spells: Cova may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself, even if the spells do not normally affect creatures of the familiar's type (magical beast).
Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.
Starting Gold?:3d6 ⇒ (2, 1, 3) = 6 105 it is. Yeesh - that's actually low enough I'll have trouble getting a falchion at level one. Greataxe it is!
Hi GM, I'm planning on applying with Cova, a Half-Orc frontliner of Shoanti descent (though raised outside of any Quah in Korvosa).
Before I get too far into any crunch I wanted to confirm my reading of the Fast Healer feat. Would that apply to magically gained Fast Healing (i.e. Infernal Healing or a Spelleating Bloodrager.
Well, they might not be goblins, but I do have some characters that I think could be a fun fit! I like to put forth some different options for however the party balance shakes out (both of classes and personalities), so presented here in roughly ascending order of weirdness we have:
Animated by Hate
Nelus Zeldana: Gentle Varisian Scholar
"Hang on, I think I've read something about this..."
The TLDR: Nelus is brilliant but not exactly a strong personality. Still, he likes to be helpful, and he knows an awful lot about an awful not.
The Crunch:
NG Versatile Human Bibliophile Investigator
Perception +6; +2 Initiative
Languages Aklo, Draconic, Necril, Taldane, Thassilonian, Varisian
Skills Acrobatics +4, Arcana +7, Crafting +7, Diplomacy +3, Lore: Library +7, Medicine +4, Nature +4, Occultism +7, Religion +4, Society +7, Survival +4, Thievery +4
Str +0, Dex +3, Con +1, Int +4, Wis +1, Cha +0
AC 18, Fort +4, Ref +8, Will +6
HP 17
Speed 25 feet
Ranged Shortbow +6 Damage 1d6 (P) (Deadly d10)
Melee Shortsword +6 Damage 1d6 (P) (Agile, Finesse, Versatile S)
Forensic Methodology
Clue In
Devise a Stratagem
On the Case
Pursue a Lead
Strategic Strike
Feats: Incredible Initiative, Arcane Tattoos (Shield), That's Odd, Arcane Sense, Forensic Acumen, Battle Medicine
The Lore:
Nelus has always been a failed homebody. When he used to travel with his family's caravan, he always found the open road... uncomfortable. Even the nicest wagon was very jostley, and they made it nearly impossible to read! And then, even once they'd arrived, even at the grandest of places, that's all there really was to see. That one place. And his books had so many more places to show him. So when a long diversion took his family through the Isle of Kortos, he stayed. He was close enough to Absalom that the local library would never run out of books, and in a place full of enough knock-on strangeness that he wouldn't be a stranger for long."
***
Asterion: Minotaur Spirit-Caller
"Ancestors watch over me."
The TLDR: Asterion is blessed with great potential. He can call on the spirits of his ancestors for a portion of their might, and for aid in replicating their greatest feats. They are however, not content with his choices. Rather than train with the rest of his people on Kortos, or even travel far afield in search of new strengths and new wisdoms, Asterion is captivated by an all too human oddity, the eccentric Wrin Sivinx.
The Crunch:
N Beastkin Human Starwatcher Summoner
Perception +4;
Languages Jotun, Taldane
Skills Athletics +6, Deception +6, Diplomacy +6, Lore: Atrology +3, Medicine +4, Nature +4, Occultism +3
Str +3, Dex +0, Con +2, Int +0, Wis +1, Cha +3
AC 13, Fort +7, Ref +3, Will +6
HP 20
Speed 25 feet
Melee Longspear +6 Damage 1d8+3 (P) (Reach)
Act Together
Change Shape
Link SPells
Manifest Eidolon
Share Senses
Dutiful Retaliation
Dubious Knowledge
The Lore:
His ancestors allow him their power. They are however, not content with his choices. Rather than train with the rest of his people on Kortos, or even travel far afield in search of new strengths and new wisdoms, Asterion is captivated by an all too human oddity, the eccentric Wrin Sivinx. Though they met in his true form, Asterion's greatest success has been in borrowing the trickery of his ancestor Epmos, and crafting a human skin for himself to better blend in with Otari.
***
[UNNAMED SUBJECT]: Stitched-Together Brawler
"Stitched together by thread, but animated by hate."
The TLDR: [UNNAMED SUBJECT] is either a recently escaped experiment, or a very recently escaped experiment. If it recently escaped, then it has probably met the other adventurers and a few people in town. It probably has a name. If it's very recently escaped, then it might not show up until partway through the first 'session' in a twisting, wrenching fury.
The Crunch:
CN Shapewrought Fleshwarp Eldritch Anatomist Monk
Perception +5;
Languages Aklo, Taldane
Skills Acrobatics +4, Athletics +7, Intimidation +3, Lore: Fleshwarps +3, Medicine +5, Stealth +4
Str +4, Dex +2, Con +2, Int -1, Wis +2, Cha -1
AC 17, Fort +7, Ref +7, Will +7
HP 22
Speed 25 feet
Melee Slam +7 Damage 1d8+4 (B) (Backswing, forceful, grapple, nonlethal, unarmed)
Darkvision
Unusual Anatomy
Flurry of Blows
Powerful Fist
Assurance (Medicine)
Gorilla Stance
The Lore:
A bit TBD honestly. I personally lean towards [UNNAMED SUBJECT] being discovered in play, and then finding out more of its story as we progress
One table free archetypes, one table ancestry paragon :-p
I must admit that using both at the same time is amazeballs. Opens up so many options, especially if starting from level 1.
No pressure, Brainiac, just felt like putting that out there.
Heh, yeah. I'm good with any or none of the variants, but more ways to customize and define your character with cool options has never exactly been a hard sell!
I've got a few fun ideas, and I like to put forth some different options for however the party balance shakes out (both of classes and personalities). So without further ado: Alys (later to be Alys Aldori), Krast Deadeye, and Blaze.
Alys [Aldori]: Changeling Magus Swordlord
The TLDR: Alys uses the discipline and rigor of her sword play to tame the magic in her blood, but both of those just serve as a whetstone for her ambition.
The Crunch:
LN Medium Human Changeling Humanoid
Perception +3; Low-Light Vision
Languages Aklo, Draconic, Hallit, Sylvan, Taldane,
Skills Acrobatics +7, Arcana +5, Athletics +0, Deception +4, Intimidation +4, Lore: Hag +5, Lore: Warfare +5, Occultism +5, Society +5, Stealth +7
Str +0, Dex +4, Con +2, Int +2, Wis +0, Cha +1
AC 18, Fort +7, Ref +7, Will +5
HP 18
Alys had always counted herself lucky that she had a father. Not a father by blood of course; it would have been an embarrassing oversight for any hag to leave a breeding partner alive, let alone for her mother to have done the same, but her father had had a brother and...
And he was lovely. He raised her without fear or resentment no matter what strange questions she asked, or quirks she showed, and no matter how loud the grumbles of their neighbors grew.
But Alys still heard them.
Every sick child, every dry cow, every blighted crop meant a new round of grumbles, and glares. It was bad enough when she wasn't causing those things, when it really was just bad luck. And then the Call began. Dreams of her mother, Dreams from her mother, Dreams that clearly weren't just dreams. Dreams and... other things. Everything was getting worse and worse; the only question was whether her mother would get tired of cruel hexes and take more direct action, or if their neighbors would simply burn them out.
So Alys left.
She figured the road would be safer, but within two weeks she found herself sprinting to keep ahead of a mob of pitchforks and torches that wasn't the slightest bit slowed by familiarity. It was stopped though by the blade of one Eleanor Aldori. She hadn't had the faintest idea what was going on, only that it was thirty against one, and that those odds might be fun. Usually something like that was something she'd have forgotten in a fortnight.
But Alys had other plans.
She'd Seen something in the flashes of Eleanor's blade and the lethal fluidity of her movements, something she wanted. It took considerably more than a fortnight's pleading and bargaining, but in the end Alys got what she wanted. She no longer had a father, and all nine hells help her if she tried to replace her mother.
But now she had a teacher, and with enough power she could carve her own path.
***
Krast Deadeye: Canny Hobgoblin Veteran
The TLDR: A warlord in waiting, between old soldiers' tales and his own many experiences in the threeway war between Nirmathas, Ironfang, and Molthune, Krast has seen or helped kill most everything on two legs in this part of the world.
The Crunch:
Krast Deadeye Investigator 1
LE Medium Hobgoblin Smokeworker Hobgoblin Humanoid
Perception +5; Darkvision
Languages Draconic, Elven, Goblin, Sylvan, Taldane, Terran, Varisian
Skills Acrobatics +5, Arcana +7, Athletics +4, Crafting +7, Lore: Mercenary +7, Medicine +3, Nature +3, Occultism +7, Religion +3, Society +7, Stealth +5, Thievery +5
Str +1, Dex +2, Con +2, Int +4, Wis +0, Cha +0
AC 17, Fort +5, Ref +7, Will +5
HP 18; Resistances fire 1
Clue In
Speed 25 feet
Ranged Shortbow +5 (Deadly d10), Damage 1d6 (P)
Quick Tincture
Devise a Stratagem
Precision Damage Strategic Strike 1d6
Additional Feats Alchemical Crafting, Alchemical Scholar, Experienced Professional, Known Weaknesses, Smokeworker Hobgoblin
Additional Specials Methodology (Alchemical Sciences), On the Case, Pursue a Lead, Strategic Strike
The Lore:
A now aged veteran of the Molthune army, Krast has seen endless battles against first the forces of Nirmathas, and then the Ironfang Legion who split from his side. Between the elemental maniples of the Onyx Citadel, or the strange creatures the Ironfang Beastmasters tame, or even the other monstrous mercenaries who served by his side in the hopes of citizenship, Krast has a tremendous breadth of knowledge encompassing all sorts of interesting beings and how to kill them.
He'd served his five, many more than his five, when he was finally mustered out. He could have stayed, taken his plot of land, paid someone to farm it, and quietly died. But after all, 'old soldiers never die,' and Krast meant to prove that he could do more than fade away.
He didn't have the strength and prowess of his youth, but he had all the experience his lost youth had paid for. Molthune might have needed soldiers, but across Lake Encarthan was where Krast needed to go, where they needed generals.
***
Blaze: Pyromantic Bandit Queen-to-be
The TLDR: A bandit with a badly disguised past, Blaze is incapable of lying low, so instead plans to burn even brighter and hide in plain sight.
The Crunch:
Blaze – Sorcerer 1
N Medium Human Ifrit Humanoid
Perception +4;
Languages Goblin, Taldane
Skills Acrobatics +3, Athletics +0, Deception +7, Diplomacy +7, Intimidation +7, Lore: Underworld +3, Nature +4, Survival +4, Thievery +6
Str +0, Dex +3, Con +1, Int +0, Wis +1, Cha +4
AC 16, Fort +4, Ref +6, Will +6
HP 15; Resistances fire 1
Speed 25 feet
Primal Known Spells DC 17, attack +7 1st Heal, Grease, Burning Hands (3 slots); Cantrips Scatter Scree, Electric Arc, Detect Magic, Prestidigitation, Produce Flame
Focus Spells (1 points) Elemental Toss
Additional Feats Ifrit, Intimidating Glare, Pickpocket, Sinister Appearance
Additional Specials Bloodline (Elemental), Select Elemental Bloodline Type (Fire)
The Lore:
Not everything is complicated. For example: Everything changes if you apply enough heat. And just about everything will catch fire if you try hard enough. Being a try-hard isn't something you can really accuse Blaze of though, except when it comes to fire. That is worth the effort.
She doesn't talk much about her past at least not without a heavy salting of tall tales in the mix, or even how long she's been using this obviously real name. Still, even through her exceptionally cunning name changes, some do wonder if she might be somehow related to Sparky, or Branda, or Ember, or any of the other short-lived pyromantic bandits whose careers have recently and briefly dotted the land between Isger and the River Kingdoms. The only thing that makes it even slightly uncertain is that Sparky and the other early potential Blazes looked much more typically human, and Blaze's fiery heritage is impossible to ignore.
But even the fiercest flames will keep growing if you give them more fuel, and Everything changes if you apply enough heat.
Some might have expected, or strongly advised, or even ordered a bandit who was just ahead of the bounders and bounty hunters to lay low, at least til the heat died down. That's probably what she'll do next, right?
Finishing up gear/spellbook, but wanted to check that a Ring of Wizardry II would be kosher (since it's uncommon)? I figure Hobgoblin is fine since that one's a recommended race in the campaign guide.
I won't be able to put together a full 12 levels of crunch until tonight at the earliest, but I figure a Staff-Wielding Hobgoblin Magus from Kaoling should fit the group and the setting pretty well!
I didn't post her because I found the thread after the deadline, but if I can sneak onto the new list, here's Chisomo!
Character Concept (Red Mantis Washout) & Background:
Human (Osiriani) Unchained Monk of the Mantis - Ilizmagorti Native (LN)
Chisomo was raised in Ilizmagorti, trained from childhood as an aspirant to the Red Mantis Assassins. She excelled at some aspects of her training; her body was fit and strong, and the precise ruthlessness of Achaekek's chosen came easily to her in sparring as well, whether with blade or fist.
The discipline was welcome too. Chisomo loved the rhythms and routines of the training and chores of her home, but despite the exhortations of his priests, and the affirmations of her brothers and sisters-in-training, she never truly felt Achaekek's claws upon her heart.
And when it came time to advance to the next stage of her training, to murder a stranger simply because it had been asked of her, the deep-growing doubts that her ready smiles concealed fully blossomed.
So when she was sent out into Ilizmagorti to stalk her prey, she stowed away on a ship instead.
She fled.
She doesn't know whether or not her old family is after her - she doesn't wear their armor or wield their sabers; she doesn't claim to know their secrets, let alone teach them to outsiders! Maybe it's all enough that they'll forgive, or at least forget.
She's only just arrived in Port Peril perhaps a week ago after a long chain of hiding on different sloops to throw off any early pursuit, but even though her training told her to stay holed up and hidden, she went out to a tavern called the Formidably Maid for a drink because, well, she was lonely. She could pretend that she was just out on an overnight mission all she wanted, but she knew that the next night would still see her in a cold room only her body's warmth was heating, with none of the family she loved around her.
Unfortunately, the drink didn't go well...
***
Personality-wise Chisomo is far from the classic stoic LN Monk. She laughs she drinks, she smiles, she flirts (though she's likely to be mortified the first time she does so to a non-monastic target and they flirt back). She's all about a path to joy and laughter.
Role in the Group and on the ship:
Chisomo is designed as a bit of a mix between skirmisher and frontliner. At low levels this mainly manifests with reasonable mobility, but at higher levels will show up in the dimensional dervish feat-chain as well!
As for on the ship, I'm looking to see how that develops. I won't be taking Profession (sailor) at level one (for example), but find that a very likely thing to pick up along the way!
How Chisomo might change and grow:
I don't totally know yet :-p
She's designed to be fairly impressionable at the moment - she's just lost her surrogate family and will very quickly imprint onto a new one, and is likely to shape herself to match them, to a point. After all, when she didn't fit in with the Red Mantis, she left.
Piracy isn't something she's planned on, but I expect that she will enjoy it far more than her previous pursuits, particularly when it's against ships that can put up a fight - she's more than a little bit competitive.
If she were asked, she'd expect to drift towards the chaotic end of the spectrum over time, but I suspect she's wrong. Absolute freedom won't feel as good as she expects...
When interacting with the group, I expect her to play as the outsider, particularly in the beginning - a lot of earnest "Oh, really? Back home we always did [insert grueling tale of merciless training]" and that sort of thing.
Since some might not see LN as particularly gelling with the Pirate's Life, I wanted to explain what it means for her.
Chisomo is Lawful because she values order in her life. She likes things to be scheduled; even if she doesn't have as much of a say in things as she would like, as long as someone's in control, she's happier. She also has a strong resentment towards what she sees as 'unfair.' Which to her usually means 'breaking the rules I thought we were playing by.'
Chisomo is Neutral because even though she's warm and compassionate towards her in-group, before then you're really just more of a concept to her. She doesn't like the idea of pointless murder, but the idea of endangering herself to save a total stranger is far more alien. Then again, she can be pretty easily talked into things like that if she thinks it would be possible, but tough ;-)
Level 1 stats/choices:
Archetypes: Monk of the Mantis
Race: Human (Dual Talent)
Attributes
STR 16+2, DEX 14, CON 12, INT 10, WIS 16+2, CHA 8
Feats: Toughness, Dodge (Monk Bonus)
Traits: Ilizmagorti Native, Honored Fist, Carefully Hidden, Foul Brand (hand)
Active Skills: Acrobatics, Climb, Stealth, Perception
Background Skills: Lore (Red Mantis), Sleight of Hand
Equipment: Sansetsukon, Sling, Monk's Kit, 'Temple Sword' (Peacebonded into scabbard).
Heh, no apology needed. Multiclass in 13th Age is one of the areas where system knowledge from other editions really doesn't carry over so I *totally* get it
I think Wong Li's Monk attacks should be a leettle lower since a Monk/Sorcerer multiclass uses whatever the lower of their Dex/Cha for anything from their classes.
Hmm... Don't have a name yet, but I've got a character concept that sounds kinda fun! (Is also a fighter though, so if that steps on Niles's toes, I might be able to re-crunch her).
[Cwethan]
Wood Elf Fighter/Ranger Multiclass
(Point Buy)
Str 16 (10)
Con 12 (4)
Dex 16 (10)
Int 8 (0)
Wis 12 (4)
Cha 8 (0)
Not being particularly up on my Forgotten Realms, there's a few things I've left in [brackets] because if there exists an organization or person who would work well as a tie-in to this campaign, I'm very open to doing so!
One Unique Thing/Backstory: "Last of the [Violet Guard]"
[Cwethan] was a member of the [Violet Guard], a handpicked group of bodyguards for the [royal family] with a roll of service and triumph that extended back enough centuries for even an elf to take notice. But now that name is dust. The [royal family] was all but wiped out in a brutal attack that none of the [Violet Guard] had foreseen, and none could withstand. [Cwethan] and [The Princess/Prince] escaped it only by chance, but the hunters were relentless, and even in the darkest forests, and despite all of [Cwethan's] wiles, they were found. And [Cwethan] failed her charge again. [She/he] was taken, lost.
[Cwethan] crawled into a bottle after that, and has spent the intervening [decades] doing little else. She lifts her blade if someone's foolish enough to threaten her, or to make some coin if she's out of strongwine, but her eyes, skills and hopes have all gone dull.
Likely Backgrounds:
Keen-Eyed Huntress
Failed Bodyguard
Student of Ten Thousand Forms
Town Sot
Personality quirks: Bad with names, highly judgmental of other martial types, very willing to excuse her own failings, Very Strong protective instincts that currently lack a target. Used to be better at this than she is right now.
Drives/Motivations: More than anything, [Cwethan] is waiting for a person or a cause that she can really believe in. Until then, however, challenge and coin are enough to get her back into the fray.
Icons: The Emperor (conflicted) 2 - As a [Violet Guard], [Cwethan] still commands some vestigial respect and connections, particularly from the more old fashioned members of the nobility. But as a living symbol of a former ruling family, she's treated with suspicion and derision by many others.
[The Lich King] (enemy) 1 - The foe against whom she could not guard.
Is the expectation that we'd be bringing new characters? I feel like I missed a lot of season 2 so I'd love to play a highlight reel, but would want to make sure to stay in tier!
I'm the player who's leaning towards Monstrous or Wronged - both Playbooks would be for the same character, just representing different possibilities/points on her journey. In either case the idea would be that she's an afflicted werewolf whose transformations and bestial nature are more or less under control.
I'll forego her full spiel for now, but give a quick primer on the different ways she'd manifest through different playbooks.
As the Monstrous she has a greater degree of control of her abilities, but is a lot more ambivalent about her predatory side - possibly only working with the group because they've got her on a short leash (so to speak).
As the Wronged her lycanthropy would be on full lockdown at the beginning of things (through some kind of mystical but breakable means), but she'd be Very Aware of how bad things go when she's loose.
What Mythos she'd be tied to would depend a lot on which MotW path she winds up on too.
Hi Cellion! Haven't played/GM'd for you since Vixi and Lynne were jockeying over selfies in SFS :-p
Okay, I've got Raziya's stat block here, but there's a fuller version (with rules text for all special abilites etc.) in my profile. I'm holding off for now on a Full Backstory, but I'd expect that the broad strokes of it will be visible from her Bullet Points and Personality Blurb.
Raziya Magaalye Stat Block:
Female Half-Elf Oracle (Spirit Guide) 1
Neutral Evil Medium Humanoid (Elf, Human)
Init +2; Senses: Lowlight Vision; Perception +0
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Defense
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AC 18, touch 12, flat-footed 16 (+5 Armor, +2 Dex, +1 Shield)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +4 (+2 v. Disease/Poison)
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Offense
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Speed 20 ft.
Melee Morningstar -1 (1d8-1/x2)
Ranged Light Crossbow +2 (1d8 19-20/x2)
Spells Known (CL 1):
Level 0 (at will): Create Water, Detect Magic, Enhanced Diplomacy, Light
Level 1 (4/day): Bless* (May be CLW depending on group composition), Inflict Light Wounds, Murderous Command DC 15
Spell-Like Ability: Speak with Dead 1 round/day
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Statistics
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Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats: Spell Focus (conjuration)
Traits: Omen, Thrune Informant
Skills: Diplomacy +8 (+1 to Gather Information), Disguise +5, Bluff +9,
Intimidate +9, Linguistics +5, Sense Motive +5, Knowledge (local) +6,
Knowledge (nobility) +5, Knowledge (religion) +5
Languages Common, Elven, Osiriani, Infernal
SQ: Curse (Lich), Dual Minded, Elf Blood, Fey Thoughts, Thinblood Resistance, Voice of the Grave, Wary
Gear: Light Crossbow, 10 Bolts, Scale Mail, Buckler, Morningstar, 6gp
Bullet Point Questions:
1. What is your character's connection to Longacre? Why is she here?
Raziya's aunt, 'Eyeblighted' Constanzia, was a sergeant in the Imperial Army, but eventually retired to Longacre. Her pension doesn't leave her a lot of wiggle room to hire sighted help, so she was thrilled that her niece was moving to town to help her. Raziya's new handler, Cimri Staelish, was glad her new agent came with a ready-made cover story.
2. Who is one NPC your character thinks of as a friend or ally? (Can be made up and not from AP or official source material.) This was mostly covered in 1, but 'Eyeblighted' Constanzia, a former sergeant in the Chelish Imperial Army. She's loyal to the Thrunes, but there's definitely a growing kernel of resentment that they haven't fixed her sight, which a talented provocateur could exploit...
Despite using her as cover, Raziya does have a very real fondness for her aunt, and does plan to restore her vision when it's practical for her.
3. What is one goal for your PC other than the one provided in your campaign trait?
Raziya wants a governorship, whether as a gift for the duration of her life, or as part of the creation of a noble family.
4. If your character is anything other than a human Chelaxian, explain how she fits in to Longacre.
Raziya doesn't emphasize her elven blood, wearing her hair long to cover her ears, and being vague or outright deceptive about that side of her family when asked. Her accent is precisely Imperial Chelish, even more so than her aunt who has lived in Longacre far longer, despite the fact that Raziya grew up in Khari and lived there until ~six months ago. Aside from that, her effervescent charm disarms those that might not recognize that she is every bit the Chelaxian they are.
Quick Personality Blurb:
As her body has grown more and more dependent on the dark energies she channels than the normal functions of life, Raziya has become more and more a woman of enormous appetites. Whether for pleasures of the flesh, or power, she is never truly sated.
Despite the dark powers she habitually dabbles in, Raziya is an almost bubbly presence, cheerful and warm until it's time to stick the knife in. She's a little lazy, highly valuing using servants and other methods to accomplish her goals at arm's length rather than getting up close and personal herself. Even in her work as a spy and informant, she's far more likely to pass along rumors and innuendo than to break into a building herself. And if she finds that a source of information can't be persuaded to help her? Well, the dead often have loose tongues...
Possible Hooks to other players:
Raziya carries on written correspondence with contacts throughout Cheliax and its former provinces, and could easily be a former penpal of any partymembers with a preexisting connection to the Chelish government or similar.
She's also a lay member of the church of Urgathoa and could have ties that way, but other people who have been in Longacre for a while would likely know her from her very public persona, rather than her powers and cruelty.
Party Role/Possible build tweaks:
At low levels, Raziya will primarily serve as skills/support - particularly in social/information matters, with a lesser focus in debuffing/control. Over time she'll focus more into gathering minions, both undead creations and summoned beasties, but will have a fair amount of flexibility in her spell selection from her ties to assorted Wandering Spirits.
If there's no other healer, then Raziya will swap out Bless for Cure Light Wounds. She also may shuffle around some Knowledge skills since they're all class skills for her.
Just dotting in for now, but planning on submitting Raziya Magaalye - a Spirit Guide Oracle of Bones who uses her 'unconventional' sources to uncover secrets in the service of the Thrice Damned House of Thrune.
She will eventually go full blown necromancer, but I promise not to pout if I have to re-bury her favorite undead toys for safekeeping while we're in 'civilized' areas that look down on such things.
Or at least toss a discreet robe/illusion over them ;-)
Okay if we've got heals I'll drop Kyuzon, and it seems like we've got enough melee to drop Ana as well.
If we want some trapfinding I can build Chisomo with it (VMC her to Rogue, likely), but if either of the other two skillsy types have it covered I'll go with Yattle.
My preference is probably for a pre-existing group too unless someone strongly wants to be the odd one out ;-)
I've been feeling indecisive, so I've got a few submissions here for you depending on how party makeup shakes out
Kyuzon the Scarred:
1) The General Plan: Kyuzon is a frontliner Aasimar Life Oracle, essentially functioning as something similar to a Paladin with a heavier spell-load to compensate for the lack of smites. His primary focus is on healing and support, but he plans to do so from very up close.
2) Alignment:Lawfulish Good, but not nearly consistent enough about it to be a Paladin-paladin. He believes wholeheartedly in the power of sacrifice, and in the idea that the innocent must be shielded, but though he sees the alignment of his patron, Vildeis, as an aspirational goal, he has made more than a few shortcuts in his extended life. Laws are only as wise as the one who wrote them.
3) Scene!
It's always the small things you regret paying too little attention to. Kyuzon and his companions had come to Thistlerush following after reports of Urgathoan cultists, and they had found a town too beaten down by fear to so much as open their doors to strangers - even if they were here to help. Horrors had stalked the streets by night, and by day the villagers feared to do more than shuffle along, praying that they and their families might escape notice for as long as possible.
The demented wretches and plagued undead had not stood long against their fury, but once the Urgathoans were dead or fled, their corruption still lingered. Kyuzon's prayers and spells were long since exhausted; there were still so many sick, but he had done his best to help those who might not otherwise survive the next night.
But his sleep had not been peaceful. In the night, a half dozen villagers had worsened quickly, clusters of boils and buboes erupting as if waiting for him to let down their guard. He had treated each of them the day before, judging that the small signs of infection were weak enough to wait for his ministrations. And now they're paying the price for your foolishness.
"I am sorry." He passed among them with searing needle and soothing herbs. "I cannot remove your pain. It is a burden you must carry until dawn comes." All the healing that rested in his own hands was spent; it would not be enough. "But together we can be strong. Together the night will not be so long." He brought their pains to himself, sharing the loads that he could not dispel. Their fevers flamed behind his cheeks; the wounds and sores appearing as stigmata along the lattice of scars that already covered his powerful frame. His face was pale, his smile strained, but his eyes were bright as he passed around strips of willow bark. "Chew on this for a while. It is a small thing, but it will help."
Chisomo, the Ex-Mantis:
1) The General Plan: Chisomo's an Unchained Monk who fights more as a mobile skirmisher than a proper Frontline fighter. She's sneaky and skillsy too, able to fill at least some roguely functions.
2) Alignment: Lawful Neutral. Chisomo is Lawful because she values order in her life. She likes things to be scheduled; even if she doesn't have as much of a say in things as she would like, as long as someone's in control, she's happier. She also has a strong resentment towards what she sees as 'unfair.' Which to her usually means 'breaking the rules I thought we were playing by.'
Chisomo is Neutral because even though she's warm and compassionate towards her in-group, before then you're really just more of a concept to her. She doesn't like the idea of pointless murder, but the idea of endangering herself to save a total stranger is at least alien. Then again, she can be pretty easily talked into things like that if she thinks it would be possible, but tough - she likes a challenge.
3) Scene!
"How are you this boring?!" Another flurry of her blades saw the two twitching zombie-things collapse before they could reach her with their outstretched claws. "It's all 'remove the head or destroy the brain,' but you're necromancers! Skeletons walk around without muscles or ligaments, so it's not like you really need the connective bits, is it?" She looked up with a smirk at where her quarry was skulking on a distant rooftop, all black robes and skulls and scythes and boring, boring, boring!
"Do you want to just come down? I'll even let you monologue if you don't make me climb up after you.""You insolent pup! When you are cast screaming into the maw of-" Chisomo rolled her eyes and stretched out her blade as the madman ranted, a hum building in her chest, until she spun around in a brutal arc, starting on the ground, but abruptly appearing across the street, atop the roof and with the teeth of her blade resting against the Urgathoan's throat!
"Y'know, fair's fair. I didn't have to climb..."
Ana:
1) The General Plan: Ana's going to be a vital striking Shifter, who really is all about hitting things very hard indeed. She's also alert and careful, and has some animalistic/vaguely druidic tricks, but combat is really her focus.
2) Alignment: Chaotic Good. Ana believes that her strength isn't for her alone, and that the strengths of others need protecting while they grow. Still, she has an instinctive revulsion to the idea of being yoked to someone else's will, and can scarcely abide the thought of others willingly accepting what she views as thralldom. The only thing that binds her to a person or cause is her own choice.
3) Scene!
By now even she was getting tired. Her arms burned with fatigue that Kyuzon was too far away to relieve. He hadn't wanted to withdraw, but eventually he'd seen the right of it; they should be enough to succeed without him tonight, and if not, they'd need his strength all the more tomorrow.
Chisomo was off trying to cut the head from this snake, Yattle hadn't exploded anything for a while, which meant either they were dead- Not bloody likely -or they thought they were being 'clever' again.
So zombie duty was hers.
She'd lost count of how many of them had been cleaved or crushed by a swing of her axe, or how many she'd tossed with her horns to trample later. Number's not what matters anyway.
Once Thistlerush had turned into all out war she'd slowly but surely carved out a sanctuary for the villagers, where even the undead feared to tread, but they'd clumped around the last few innocents, making sure that if she wanted to save them, she'd have to go where they were strongest.
The last knot of them had been clawing down the childrens' door when she arrived.
The room looked like it had been hit by a hurricane. Whatever Ana might be, delicate wasn't part of it, and whatever these last wretches had been, they'd died hard and ugly.
She tugged at the door, and the frame cracked to the scream of the children within. "It's okay. I'm a friend."
She ducked inside, horns carving grooves in the cheap ceiling. The kids stared up at her wide-eyed and trembling. This should be Kyuzon to give them courage, or Yattle to make them laugh. Not me. What am I supposed to say to make them-"Are the monsters scared of you too?"
She nodded, a sad glint in her eye.
"They are."
Yattle:
1) The General Plan: Yattle's a fire kineticist with a pinch of air. They're a blaster first and foremost, but they've got a fair bit of extra utility from their wacky magics, and are constantly FLLLYYING!!!!
2) Alignment: Chaotic Neutral. Yattle's not actively malevolent, and isn't so negligent that they're actually harmful, but they're essentially selfish, even if they do vaguely acknowledge that teamwork exists and is helpful. Still, that doesn't mean that they're a PART of something. Just that they're helping, for now.
3) Story:"Y'know, fair's fair. I didn't have to climb..." Yattle rolled their eyes as they called together a ball of fire, squishing and condensing it in their hands until it was the size of a very small, very deadly pea. "I GET IT - SO DRAMATIC!"
They flicked the pea away and Chisomo's prey exploded in a gout of flame, FINALLY getting an emotion on her face other than boredom or a sneer.
They paused for a moment in thought, tumbling along the night winds until they were close enough for Chisomo to hear.
Hi guys! I discovered this recruitment right under the wire, so while it doesn't take me that long to whip up a level 1, I don't have her fully statted yet.
About Me:
I own and run a game store over south of San Francisco (so PST), which means pbp is my main outlet for actually getting to play these things!!! When I started RPGs, I began with the FASERIP tsr Marvel RPG, and quickly hopped from there to AD&D and then to scads of others! I've been playing here on the boards for about 4 years in a mix of PFS/SFS and longer running homebrews in assorted systems.
I usually check in with my games in the afternoons when I grab some lunch, and then again in the evening/night. Also, whenever it gets quiet. On weekends I check in in the evening/night, and may be on more depending on the vagaries of busy-ness. Mondays are a big ordering day for me, so I'm typically sequestered/working through lunch, so I'll usually only be checking in in the evening on that particular day.
Character Concept (Red Mantis Washout) and Background:
Human (Osiriani) Unchained Monk of the Mantis - Ilizmagorti Native (LN)
Chisomo was raised in Ilizmagorti, trained from childhood as an aspirant to the Red Mantis Assassins. She excelled at some aspects of her training; her body was fit and strong, and the precise ruthlessness of Achaekek's chosen came easily to her in sparring as well, whether with blade or fist.
The discipline was welcome too! Chisomo loved the rhythms and routines of the training and chores of her home, but despite the exhortations of his priests, and the affirmations of her brothers and sisters-in-training, she never truly felt Achaekek's claws upon her heart.
And when it came time to advance to the next stage of her training, to murder a stranger simply because it had been asked of her, the deep-growing doubts that her ready smiles concealed fully blossomed.
So when she was sent out into Ilizmagorti to stalk her prey, she stowed away on a ship instead.
She fled.
She doesn't know whether or not her old family is after her - she doesn't wear their armor or wield their sabers; she doesn't claim to know their secrets, let alone teach them to outsiders! Maybe it's all enough that they'll forgive, or at least forget.
She's only just arrived in Port Peril perhaps a week ago after a long chain of hiding on different sloops to throw off any early pursuit, but even though her training told her to stay holed up, she went out to a tavern called the Formidably Maid for a drink because... she was lonely. She could pretend that she was just out on an overnight mission all she wanted, she knew that the next night would still see her in a cold room only she was heating, with none of the family she loved around her.
Unfortunately, the drink didn't go well...
***
Personality-wise Chisomo is far from the classic stoic LN Monk. She laughs she drinks, she smiles, she flirts (though she's likely to be mortified the first time she does so to a non-monastic target and they flirt back). She's all about a path to joy and laughter.
Role in the group and on the ship:
Chisomo is designed as a bit of a mix between skirmisher and frontliner. At low levels this mainly manifests with reasonable mobility, but at higher levels will show up in the dimensional dervish feat-chain as well!
As for on the ship, I'm looking to see how that develops. I won't be taking Profession (sailor) at level one (for example), but find that a very likely thing to pick up along the way!
How Chisomo will change:
I don't totally know yet :-p
She's designed to be fairly impressionable at the moment - she's just lost her surrogate family and will very quickly imprint onto a new one, and is likely to shape herself to match them, to a point. After all, when she didn't fit in with the Red Mantis, she left.
Piracy isn't something she's planned on, but I expect that she will enjoy it far more than her previous pursuits, particularly when it's against ships that can put up a fight - she's more than a little bit competitive.
If she were asked, she'd expect to drift towards the chaotic end of the spectrum over time, but I suspect she's wrong. Absolute freedom won't feel as good as she expects...
When interacting with the group, I expect her to play as the outsider, particularly in the beginning - a lot of earnest "Oh, really? Back home we always did [insert grueling tale of merciless training]" and that sort of thing.
You'd mentioned that you didn't see LN as particularly gelling with the Pirate's Life, so I wanted to explain what it means for her.
Chisomo is Lawful because she values order in her life. She likes things to be scheduled; even if she doesn't have as much of a say in things as she would like, as long as someone's in control, she's happier. She also has a strong resentment towards what she sees as 'unfair.' Which to her usually means 'breaking the rules I thought we were playing by.'
Chisomo is Neutral because even though she's warm and compassionate towards her in-group, before then you're really just more of a concept to her. She doesn't like the idea of pointless murder, but the idea of endangering herself to save a total stranger is far more alien. Then again, she can be pretty easily talked into things like that if she thinks it would be possible, but tough ;-)
Hmmm.... if you're still taking submissions I've got the beginnings of a character in mind. (Haven't tracked down the rules yet, so this'll be very light on mechanical details, but I'm thinking a Brawler, likely with some kind of pseudo-supernatural archetype (Mutagen Mauler, Feral Striker - something like that).
TLDR: Jerry's a Legbreaker with a P.I.'s license who learned her trade in the intersection of the gay subculture and the NYC mafia. From that place in the shadows she started taking jobs for stranger forces, and is currently on a job for a coven of witches (Rumor #4)
Jerry's History:
Jerry has always found herself on the shadowed fringe. She grew up in a neighborhood where everyone knew to keep to themselves, and especially knew not to talk to outsiders or cops who came around asking questions. Nothing good came from talking to them. If you had a problem, you took it down to the poolhall, where the men with flashy suits and no jobs could make sure that things were made right for friends of theirs.
It meant that when she hadn't grown up wanting the same things out of life or love as her mother or sisters, when she was more likely to throw a punch than a christening party, she just found herself more and more on the fringes, less and less likely to have good people to turn to.
The men from the poolhall weren't saints, far from it. But they and their Families had built their empires on finding illegal things that people wanted, or legal things that some people couldn't get. So when men and women like her needed places to go where the cops wouldn't bother them, the men from the poolhall were happy to provide them, for a price.
It was out of the question for her to really join their Family. She wasn't Sicilian enough; she wasn't male enough; she wasn't straight enough. But she was still from the right neighborhoods, and they knew she knew how to keep her mouth shut. So for many years she straddled the two worlds, a connected 'd*ke to watch out for.'
Jerry had a knack for solving 'problems' when she wasn't creating them for herself, so she called in a couple favors to get her PI's license. It wasn't a free pass, but it made things at least have a chance of her troubleshooting going smooth when she bumped up against the cops, and it made her easier to find for other people in the shadows.
She was never really sure if the witches found her through her friends or through the Family, and they didn't seem like they'd welcome those questions being asked. The payment was rarely in money, more often in secrets that Jerry wasn't sure she really wanted to know... The good news was that even more so than other "problems" she'd been asked to deal with over the years, if a witch sent Jerry after you, you were no angel.
Appearance and Personality:
Jerry's been in a hard business for decades and it shows. Her hair's already going gray, so she bleaches it, but there's not much to be done for the scars. They make her look tough anyways. She's most recently out of Boston, but her voice still screams Manhattan. She has very little time for niceties, but has a large softspot for underdogs and marginalized people, even if she is more likely to show it in actions than in words.
Build Goals (Since I don't know the mechanics enough to be specific):
Jerry's good with her hands, and passable with a pistol. She should be observant and intimidating, and have some ability to pull a witchy/alchemical surprise out of her back pocket.
I've been thinking about whipping up an Amiri-style bruiser, but when I looked through the PFS guide I didn't see any mechanisms for getting oversized weapons. Is that not permitted in Society play? Or did I just miss something?
I don't quite have free characters in every subtier, but I've got a reasonable amount of wiggle room nonetheless :-)
If we're angling towards some lower level shenanigans (as Michael's character list suggests), then my three early preferences would be to drop in with a Wintry Oracle (Blasting/Control), an Icy Kinetic Knight (frontline, tankiness, some utility), or a self sacrificing Life Oracle whose life might've been better if she'd actually been called as a Paladin (frontline, tankiness, healing)