Thanks everyone for the feedback. Updated list below. Dropped the Buckler Style due to action economy and feats. Switched two two Mithral shields, a heavy and a QuickDraw. I'm a little concerned on being able to cast spells (that was the purpose of the buckler), my thoughts are I can drop Amy big normal spells at the beginning before I draw my QuickDraw. But there is some uncertainty beyond that (not counting for fervor). Will have a backup shield in case I need to drop one to cast. I'm getting 6 bonus teamwork feats by level 12 (which is why the Fighter Tactics at 10 and no scaling weapon damage (yet)). Going to assume that AWT doesn't happen naturally, but if GM approves it, then that will be nice. I'm skipping Power Attack for the moment. Is that a contentious decision? Right now I have myself retraining into Greater TWF with my 6th level feat, and that is before I get Improved, I'm thinking that doesn't work?
Traits
Feats (F indicates the fighter feats)
I'm building a character for a campaign and want to see if there is any advice or issues with what I'm trying to do. Some of this is a little murky to me, Coming in at level 12. I appreciate any insight, general advice, rules problems with what I'm doing, or clarifications. Human Warpriest (Arsenal Chaplain) Level 12
Campaign Notes
My thoughts were to use the Dual Enhancement feat to enchant the weapon side of both shields at once, and then throw that bonus to Guardian and Defending every round.
Starting Stats (post racial):[/b]
Traits
Feats (F indicates the fighter feats)
Possible Future Feats:
Noteworthy Potential Equipment (available wealth is currently unknown)
Some general questions/concerns/confusion I have
2) Either way, if I wanted to, I could enchant one of the shields to be a +10 shield and a +10 weapon (+5 enhancement/+5 abilities in both cases) if I really wanted to, is that correct? 3) Also not sure if it makes sense to add either shield spikes or the Bashing property to the heavy steel shield? Original thought was maybe shield spikes, but not sure if this is worth it? 4) If I shield bash with the heavy steel shield using Shield Master, but put holy on the weapon side of it, does the shield bash count as benefiting from the enchantment? Thank you in advance.
EltonJ wrote:
It was an optional way of multiclassing that was introduced in Unchained. Basically you give up feats at levels 3, 7, 11, 15, and 19 to gain class abilities associated the the "multiclass". Link below shows what you get for each class. in my case I would gain the following instead of feats at the following character levels: 3rd level) Wizard Familiar 7th level) 1st Level Wood School Wizard abilities 11) Wizard cantrip as a SpA 15) Wizard Discovery or Feat 19) 8th Level Wood school ability. Outside of the Wood themed abilities, I'm looking at getting a Familiar with the Valet Archetype to be a little crafting buddy and, if we ever saw 15th level, there is a crafting focused Arcane Discovery.
Been working on an Warforged Artificer with a VMC for Wood Elemental Wizard. He is made from Darkwood rather than standard metals. Here is the character link:
Is that all acceptable for your standards? What is the general climate like in the area we would be around? If there is a set climate? Thanks!
GM TheSilverDreamer wrote:
Heya, no problemo, that's why I asked! I shall reconsider, Slashing Grace or perhaps a Longspear instead. Thanks for considering it though! Gudada Derail: Gudada Purrun wrote:
I agree with this, absolutely. And I totally agree with your ideas of optimizing to a concept/story. Which I argue is really what I was doing. Gudada Purrun wrote: Edit: Don't read this wrong. I can cheese with the best of them. Gudada has some pretty aggressive Gouda in his make-up (Sleight-of-Hand of +13 without equipment). But I try to cheese to a story, to be good (and weak) where the character tells me they should, not where I have to in order to have the best mechanical advantage during combat. I disagree with this though. At least within the context of implying that using a Buckler and Dervish Dance is super cheesy. Or optimal. 1) Sword and shield isn't generally considered very strong, I would argue I was just trying to raise a sub-optimal style up to be okay. Vs just using a reach weapon, combat reflexes, power attack, and going at it. There are threads that debate the matter though, given the wording, but I'm not here to argue that. It's no biggie, and I certainly understand where one sees it as splitting hairs. And my point was really more in that power wise it wasn't much different from the FAQ. A bit better? Sure. But hardly cheesy. Lastly, I disagree that it was a power grab, it was mostly flavor driven. A dexterous scimitar wielding Sarenrae worshiper is certainly par for the course. More so than your typical Longspear wielding divine caster at least. Sure, mechanics factored into it, summoning is feat heavy and Inquisitors are feat light, but the whole concept was born out of an interest in trying something a little different (but also workable) conceptually. Regardless, I apologize for the whole matter (and to you too SilverDreamer if you happen to read this). I didn't mean to insult your sensibilities as a gamer, or to put the GM on the spot. Basically, I don't think your goals in gaming and mine are that different here. I feel like this was just a misunderstanding. I also don't think the GM was trying to cheese it either, I think they simply read the feat, thought "It's basically slashing grace" and went "okay". I guess I just don't understand where your issue is here. Perhaps we have differences (I don't necessarily think so) but that's unrelated to the game isn't it? Cheers. ^_^ p.s. I hope you reconsider dropping out. Could be fun. I'd love to get a chance to see what Gudada is about if we both got in.
Hi SilverDreamer! I was thinking about a Human Inquisitor (Monster Tactician) of either Desna or Sarenrae. I was leaning towards Sarenrae as a redeemer of sorts (whether with words or steel/claw is the question). He is traveling to Sandpoint to see the new Cathedral and to see how the town is faring these days following the Late Unpleasantness, if any spiritual guidance could be of use to the locals. It's also hard to turn down attending the Swallowtail Festival itself, who doesn't love some good food? I kind of imagine him as the Neutral Good, more morally loose version of a Paladin of Sarenrae. Anyways, mechanically I was curious:
Cheers!
I think I am actually going to bow out. There's a lot of stuff to keep track of and I think, perhaps that, it is a bit more than I have time for at the moment. I apologize, I've enjoyed imagining and envision my character and there's clearly a lot of work going on here on your end. Thank you for your consideration and time. I hope you all have an absolutely wonderful game and to see you amongst the message board.
I'm good. I can submit tomorrow, I have a profile on here half filled out. I mostly just need to flush out my background and do the gritty work of crossreferencing setting material to make it fit. From there, maybe some fine-tuning with any thoughts you might have, but I'll be good to go besides that.
Mythweavers
Third Party Options:
1) Warder Class from Path of War 2) Feats: Double Weapon Finesse, Deadly Agility, Weapon Group Adaption 3) Mythic: Path of Genius, Mythic Alchemy (from Mythic Alchemist options) Mythic Options::
1) Feat: Dual Path 2) Paths: Path of Genius and Guardian 3) Ability Increase: +2 Int 4) Path Abilities: Mythic Alchemy, Adamantine Mind Background Basic:
-Guard for the tribe, also very smart. Was taught old martial traditions to better protect the town that was passed down by the Elders. (PoW) -Abandoned post one night, sought civilization to learn. Felt was wasting talent. Came to Tyr(?). -Wanted to be more than tribalistic, wanted to be worldly. -Learned while in town, studied alchemy. Became enamored with knowledge. Loved the intrigue of the city. -Eventually returned to the tribe. Were almost all dead, sickness and the dangers of the desert had killed them. -Felt responsible. Decided to honor them by pursuing the defense of others. -Looks for any remnants of the tribe as well. -Became a caravan guard so that he could both become worldly and protect others. -He is somewhat well known. He has been serving on and off for the past 10 years as a caravan guard, his Mithral armor only makes him stand out more. Good for business. He uses Endure Elements extracts to ignore the suns effects on it normally. -His mythic nature came from an artifact he made contact with during travel with a Caravan of explorers. Gear:
Personality:
Some Immediate Questions:
1)Does anything add to Wounds besides Con and Toughness? 2)How does the Mythic Hard to Kill ability factor into Vigor/Wounds? 3)Initiating PoW Maneuvers that are normally standard actions. One or two actions to initiate? 4)Is alchemy 2? 5)Anything specific you would like to see from a character? I plan to flesh out background some more and try to put names to things. Feel free to offer suggestions. As I mentioned my knowledge of Darksun is limited. That's all for tonight, the wonderful world of sleep calls.
Just a quick update. Still here, been a bit busier than anticipated. Have the crunch preworked, just need to finish backstory/concept, then fine-tune crunch for fluff changes. Dice rolls just in case I decide I want them.
I think I shall keep the point buy!
I shall probably have several questions about how things will work with wounds/vigor and action economy. Am interested to see how they work out, haven't touched either before. Hopefully tomorrow.
Sebecloki wrote: The hook I'm proposing for both of you is that you're captives that are going to be momentarily freed by the other characters. You were attached to a caravan that got attacked by a morlock party, and are about to be sacrificed to some fire drakes. If that's amenable, I'll flesh out a few more details for you to add in to your back story. Yep, sounds good. Will have more tomorrow or Friday. Will do set of rolls to see as well. Neat.
Interested. Sounds like a lot of fun. Thinking about an Elven Warder(PoW)/Investigator (thining Dervish Defender and Empiricist) who was a Caravan guard with a reputation for being capable despite lack of experience.
Uses his Intelligence to solve issues and then alchemy and getting physical when that won't work. My knowledge of Darksun is a bit limited, I've played in one short-term campaign, but it was fun and I like high-power campaigns. Need to do some reading to make it a whole deal. No experience with Legacy of Fire either.
The Chess wrote: @Dinosaurs: Thanks! I will update the list. I believe some of the calculations on the sheet are messed (like Profession Sailor) but still, I'll add you to the list of complete and we can do the review/adjusts if selected later on. Awesome. I think the Profession Sailor is correct, though perhaps I got a little excited in my fervor for sailing. Something like Hero Lab or a profile on here might have made things clearer. Profession Sailor:
2 (Ranks) + 3 (Class Skill) - 1 (Wisdom Mod) + 1 Trait (Besmara's Blessing) + 3 (Skill Focus- Adaptability) + 4 Racial (Child of the Sea, alt racial ability). Mind you, I'd considered going with Dual Minded over the Skill Focus to shore up my Will Save. So if selected and the Profession Sailor is a bit much, I could even myself down a bit. Cheers!
Alright, application time!
Ruins of Azlant RP Sampler
Background:
Marin was born from the coupling of an Aquatic Elf Father and a Human Sorceress mother. His mother had been an agent of the Pathfinder Society, sent to seek out signs of the ruins of Azlant. She hired a ship and it's crew from the city of Corentyn, striking a deal with the Chelaxian navy that in addition to standard monetary compensation they would map their routes and turn over any such maps to Cheliax. During the course of her expedition, she spent some time underwater, having met a charming Sea-Elf who himself took great interest in surface dwellers, arcane magic, and lost artifacts. Thus he was happy to oblige her adventurous spirit and help to search for lost ruins. Though the two never found any significant signs or remnants of Azlant, they did find adventure and passion together during the months. Eventually, with supplies and money from the Pathfinder charter running short, the captain of the Dauntless decided they had to head back to Corentyn. Marin's father and mother parted ways, with talks of her return to the area, with the father staying to do further investigations. What happened to Marin's father is a mystery. Marin has always felt a strong connection to the Sea. His mother had him below the deck of the Dauntless, in the middle of a nasty storm, one potentially sent by Besmara herself. During the trick back the ship was set upon by pirates, during the attack his mother saved his life, along with many on board the ship, climbing high onto the Crow's Nest and raining arcane fire upon the pirates that attacked them. She went overboard and was never heard of again. Marin was taken care of during the remainder of the trip by the Dauntless's captain, Fole Ertel, in honor of his mother. He took Marin back to Crentyn where he was put into an orphanage. Captain Ertel used what was left of Merrin's mother's gear to pay for better schooling for him, and then let fate settle the rest. All that Marin has of his mother his her adventurous spirit, a compass with her initials (ML) etched into it, and diluted arcane magic coursing in his veins. Marin grew up in Crentyn, always drawn to the water and to the thoughts of a life at sea. He spent his education learning about ships and about the history of the area, especially the Shackles. He would spend whatever time he could at the dockside of the city, he even tried to stow away on a ship more than a few times. Mostly though he just worked to help clean the boats and went out on smaller crafts whenever a fisherman or boatman would take him. Nevertheless, he was never very successful, though many of the crewmen in the area often would treat him warily, saying that Besmara herself seemed to follow him. As Marin grow older he tried to join these same ships, though Besmara's blessing seemed as much a curse as a blessing during this time as no Chelaxian Captain wished to be associated with someone who might have been touched by the Pirate Queen. Growing desperate Marin joined the Navy, where he managed to win a few friends and impress with the foundational knowledge he had of ships and sailing. Marin grew during his time in the navy, though he quickly became disavowed with the rigid lifestyle of being a Sailor in a navy, the Chelaxian navy no less. He sought the freedom of the open sea, and the pursuit of his own, not those of some devil worshipers. He even almost deserted the Navy earlier on, but love would stop his initial abandonment. Marin, soon after becoming a Junior Lieutenant, he probably would have advanced further if his disregard for rules and tradition didn't irritate his superiors to such an extent. He met a striking human named Maria, a senior Lieutenant in the Navy, she found his disregard for the rules irritating, but charming, they made him stand out. They served on the ship, 'Enduring Rule' together. The 'Enduring Rule' was part of a small fleet tasked with further improving their maps of the areas. They fell in love however briefly and took a small leave inland, taking upon deskwork for the Navy when Maria became pregnant. It was during this time that Marin started to experience a deep longing to return to the sea. What at first was desire, turned into borderline sickness, turned something more. Marin had always been an excellent swimmer and somewhat uncoordinated on land, but he found his land balance falling ever more deeply off, struggling to properly balance himself when not in the water. As this happened he found that his natural swimming abilities vastly improved, as if the Pirate Queen herself beckoned him to return to the vast ocean. Eventually, he suffered a second curse, his left leg started to shrivel, like a dried fish out of the water, becoming more peg than a leg. His inability to flex his lower calf muscles well causing his rigid walk to even produce a wooden sound when he walked. Priests and healers alike had no idea what was wrong, it was a curse unlike any they had ever seen. After his daughter was born, Meri, Marin found the deep longing in his soul growing stronger every day, this and a feeling of being trapped, as if he would forever be stuck doing deskwork with a life he wasn't sure at all he wanted became overwhelming to him, it drove him mad. He had dreams of swimming unfettered in the sea, of waves and water, his food tasted like fish, his drink of seawater. Often he heard the voice of a beautiful siren calling out to him. Perhaps Besmara herself, as he started to manifest magic that seemed divine in nature. Finally, enough was enough. He left one day on a whim. Using Maria's higher rank (she had become a 2nd Lieutenant not long before Maril was born, and had it not been for the duties of parenthood, likely more) and a smooth tongue to help get him papers approved for a scouting trip towards the Shackles. Marin contacted an old acquaintance by naval magic, who had come to see him once or twice, Captain Ertel and tasked the old Sea Dog with helping him one last time. The Captain, whose health was waining with age agreed to help for a small price. Having a decent summed stored, Marin paid the captain to meet him just outside Botosani. Where he would ferry Marin to Mediogalti Island. Leaving the area long before any could question his absence. Marin diverted most of his funds to his daughters future, putting them away in Chelaxian holdings so they couldn't be touched and then left, leaving a rigid life that had never been for him, the guilt he felt buried beneath the necessity of it all. He immediately abandoned his post at Botosani, he deserted the Navy and caught passage with Captain Ertel who took him to Mediogalti. Here, Marin used the remainder of his funds to purchase basic gear and took passage again, seeking out freedom in the only place he knew where to go. Port Peril. The life of a pirate is what he saught, a life on the open seas where one could be they wanted. Law, evil, even good, what good were they? The sea was where it was at. Unfiltered and seemingly infinite. A few years later, he arrived at Port Peril. The journey had not been easy, if not for fate alone Marin may not have made it. His lack of planning had not made it an easy journey. During this time, his fascination with the pirate life only grew. Once at Peril, Marin started to ask around, politely as he could where he met join a crew. heard the best place to join a pirate ship. He ended up in the Formidably Maid, directed there by men happy to take his coin. His fate awaiting him behind one well-placed bottle.
Appearance and Personality:
Marin is a man of the sea. Years spent working on ships has the man sporting a sun-baked look. Blond hair and aqua eyes find themselves on a face of a Half-Elf with sea-elven blue/green ridden features that have been softened by his human heritage. He keeps his hair long and tied behind his head typically. His right leg is shriveled like a dried fruit, product of his lameness. Personality wise, Marin is a free spirit with a heart driven for the sea. Once a man drowning in order, his recent escapades to escape have left him free and reinvigorated. He has guilt that he keeps locked deep down about abandoning Maria and Maril. Though however much guilt it is, it could never compete with a heart driven for the freedom of the open sea, nor of the curse that drove him there either. He is a free spirit, who operates upon friendliness and pleasantries when able. He is Chaotic Neutral but leans towards Goodness. Marin respects his allies. It is a testament of his the love and respect for Maria that Marin fought the draw to the ocean and stayed in the Navy for as long as he did. He can be short-sighted, he sometimes makes rash decisions without the wisdom to consider the long-term implications of his actions (leaving his wife/daughter without pursuing other options and doing so with little planning, for example).
I don't plan on being a dedicated healer, but I am happy to pick up the more useful/utilitarian healing spells and help invest in scrolls/wands of the more situational stuff as needed. The VMC will be in sorcerer (his heritage coming from his mother). I'm not sure on what sort of familiar I'd like yet, but I was thinking maybe a Sage for some knowledge help, and perhaps some sort of flying creature.
The items aren't complete, but I'll happily finish if selected! Cheers.
Application for RotRL: I will make a profile if selected, for now, I have spoilers and Myth Weaving for you.
Backstory:
There are those who stand against fate, struggling against that which life and greater powers have given or bestowed upon them. And then there are those who not only hold on to the strands of fate but grab it with both hands and soar with it, like a butterfly in the wind. Vand has always walked into his future with no hesitation, he would meet his destiny, one foot after the other, come what may.
Growing up in a Halfling family has its benefits, he grew to learn and appreciate the many virtues and loves that commonly character Halfling king. He learned to be kind and generous, to always help out others, and to believe in his own luck to guide the way. When Vand was young tales of heroes of old were the stuff of sustenance to him. He loved to hear those tales, over and over again. Eventually, he learned to tell those tales. And eventually, he wanted to live those tales. As he grew older he couldn't help but shake an unmistakable drive to leave and set off on his own. He had always been fated for something and he would not deny that fate, indeed he would take it and run with it. Looking forward to each new day in hope for excitement and story. Eventually, Vand left and started to roam upon his own. Each night he would gaze upon the stars and use them to guide his path. If a night lacked stars Only recently has Vand entered the town of Sandpoint, roughly 6 months ago. On his way there the Goblin tribes in the nearby region had been giving him problems but the teller of tales, the watcher of the weave, the Fated Champion held his own in the small skirmishes that he ran into the stars have been unhelpful since then and so he has stayed. Boarding in the Rusty Dragon, drawn to the wonderful previous-adventurer Ameiko, her tales, and her delicious cooking. Here he has stayed waiting for Desna to show him the path forward. Recently with the attack during the Swallowtail Festival Vand had left town momentarily, hoping to chase the fleeing goblins down. Though his tracking skills are not very good and he ended up being lost for a time. In his free time, he has spent some time exploring the area and exchanging tall tales.. Staying at an Inn he has heard of the town's recent hero's and has decided to seek them out himself in order to join their quest to stop the goblins from bringing ruin to the town.
10 Minute Backstory:
10 Minute Background (Burrowed from Lia's sheet) Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. 1) Character Goal: Vand wishes to live a life of greatness that will end up in stories for years to come. He believes following and predicting the winds of fate will allow him to best realize this goal.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. 1) Character Secret:. Vand has one fear, deep down. That his life may not actually amount to anything special. That his fate, his destiny, will be that of just another adventurer. Death does not scare him but growing old into mediocrity does.
Step 4: Describe people that are tied to the character. 1) Mama and Papa Kleffur and his many bros and sissies.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1) Very confident in himself, or in his fate. Walks into each day with the hope of tomorrow and the faith that Desna will help steer his steps along the one true path as long as he goes with it.
Religion/Domain/Birthmark:
Vand was born the symbol of a butterfly, clearly marking him as touched by Desna in some fashion or another. He has abilities granted to him from the Fate domain. Desna's inspiration gives him control over luck and his own fate. Inspirational Quotes:
Also obviously burrowed "If you walk down the path that you believe is right, you cannot be wrong." "The true adventurer goes forth aimless and uncalculating to meet and greet unknown fate." "There is no such thing as accident; it is fate misnamed." "You need only the will to claim what is offered you." "Dread it. Run from it. Destiny still arrives." (Oh snap!).
Appearance: Vand dresses in the many colors that are typical of Varisians. He prefers Pinks, Violets, and Oranges. He stands of average height, with a muscular build and some righteous dark hair and piercing blue eyes that are always looking to either the stars or the future. He has a butterfly-shaped birthmark that covers the upper left portion of his torso, starting from about halfway up his navel to his shoulder (and taking up roughly 1/3 of the space horizontally. He always dresses to display the butterfly as much as possible. Extremely proud he is of his birthmark.
Lorenzo
Backstory:
Basic idea is that Lorenzo is of noble descent who comes from a successful Varisian family that essentially operates off of a policy where one must make their own way into the world, before being allowed access to the inheritance. How one does this is up to the individual, whether through commerce, adventuring, or else. As a child Lorenzo was never exceptionally gifted in any particular area, constantly underperforming due to lack of motivation. He eventually decided to attend the Academae, with his parents fronting the bill to gain him access. While there, Lorenzo focused on Conjuration, but instead of studying intensely, spent his youth going to festivals in Korvosa, and chatting up pretty to-be Wizardesses. Eventually, he was kicked out and returned to his parents in shame. His parents experienced a mixture of irritation and fear over this and threatened to remove him from the family if he did not improve. Lorenzo, having enjoyed conjuration continued his studies, albeit focused, and invoked an ancient family ritual in which one called upon the aid of the ancestors to help them. This help often came in different forms, each specific to the individual. In Lorenzo's case, he made contact with Danilo, an ancient spirit turned outsider who has answered Lorenzo's call in order to maintain his lineages dignity. In order to restore his honor, and to gain access to his family's fortune, he has decided to head to an area known as the Echo Woods. He has heard tale that an ancient gemstone monolith resides there that he might be able to explore for fame and fortune. Religion: Shelyn. The goddess of art and beauty sings to his soul and love of such things.
Danilo:
Danilo is a decent teacher and has helped push Lorenzo to develop his interest in the art of summoning (impressed that Lorenzo was able to call upon him in the first place) and the two have improved Lorenzo's skills to the point where they wish to begin to adventure. Crunch: So I plan on being an Unchained Master Summoner, using an Ancestor Eidolon to represent an ancient family member brought about to assist him. He is Human, would have skills focused on standard Summoner skills (Arcana, Spellcraft, UMD, Linguistics, and Planes).
Danilo would be more skill orientated than combat, there to aid/assist and protect Lorenzo rather than fight for him.
Background for Filon, Elven Alchemist:
Filon hails from a tribe of displaced Elven refugees that had been slowly making their way South, fleeing the horrors of the Worldwound. Their trek had been perilous and few except a sister (a Ranger who lives in Tamran) are still alive. Demons to start with, and then eventually Orcs and then Blighted Fey have all caused Filon's people great distress. Unfortunately, their northern approach had left them decimated and constantly scavenging for resources. Eventually Filon, his parents, a sister, and a few other siblings made it into the Fangwood and settled deep into it, making due for several years. Most of his tribe were practitioners of the Green Faith (Filon being no exception), part of the reason for their desire, and willingness to harrow such a dangerous adventure (though the Worldwound certainly was a good motivation too). So living in such a remote location where they could properly respect nature was ideal for them. It was during this time that Filon learned the art of Alchemy from old manuscripts and Elders in order to better contribute to the survival of his tribe. Filon, in particular, took care to infuse his alchemical teachings with the naturalist philosophies of the Green Faith. He aims to preserve and honor the many wonders of the natural world. To preserve it. For many years his tribe lived in relative peace, their encampment was well protected and hidden, they were far enough south as to avoid the vast majority of Orc's and had seen no sign of a known Green Dragon that they had heard tale of while passing through Lastwall (some of the tribe stopped they, either not wishing to travel the dangers of the Northern Fangwood or hearing their pleas for fortifying their numbers to stand guard). But, after a few decades living in remote isolation, a number of Blighted Fey started causing his tribe problems. These small skirmishes eventually grew more numerous as the blight spread and eventually the Darkblight spread and the corruption destroyed most of their tribe. Filon and his sister are the only known survivors (from their perspective), though Filon nearly died from an otherworldy fungal disease. They fled further South, his sister joining up with smaller communities along the way. Filon himself has survived practicing his alchemical skills as a trader for smaller communities, moving about from place to place within Nirmathas and surveying nature, trying to serve the Green Faith in motion. While his sister has served a town healer and acolyte for the Green Faith for Tamlan. Appearance:
A nasty scar marks his left arm from the Blightburn. It encompasses the entirety of the arm, and has only been further injured from his alchemical "oopsies". He has several burns and his clothing is often burned as well from alchemical testing and experimentation. Personality:
Filon does not like fighting, as it brings memories back of the loss to his family and tribe. Thus he has avoided joining most organizations that are more martially minded. That being said, he practices with his ancestral arms (bow in particular) most days, as weapon proficiency is needed for survival. Deep within Filon is the call to stand up and fight when needed. He is a devout worshiper of the Green Faith, but he is also a dedicated Alchemist. His interest in Alchemy was a naturally occurring event that happened to coincide and work off of his faith.
I saw your other thread. I have an interest in playing an Elven Preservationist Alchemist. They originally have come to the area to study it's local flora and fauna in order to better understand it while living close to nature in order to coincide with his beliefs in the Green Faith (ie: also works to preserve nature at large, not just in bottle form). Personality wise, Filon is a rather nice Elf, he is friendly and cares about others. But he definitely has a combination of "nose-in-the-book" meets "long solo hikes" and thus is not by any means socially skilled (this is not to say that he would not engage in Roleplay). p.s. Would you be interested in allowing the Background Skill rules from Unchained perchance?
Hello! I've been hoping to get into Starfinder as of late, and as I've just had a few games come to an end on here over the past few months, I would certainly be interested. I haven't had the pleasure of playing yet, so I've been trying to brush up on the newer character creation process as I do this, so please excuse any minor errors if I make them. I'm going to link you to a Mythweavers sheet for now. If I were to be selected I would, of course, make a profile on here for my character. I hope that is okay! My character is P-1107, aka Yon
Backstory:
P-1107 "awoke" approximately 5 years ago. His memory banks and all data that could have given him definitive information on his background gone, the conditions plaguing him were not unlike those that were found following the gap. Though Yon (a human moniker he later adapted) was unsure whether or not the two events are related. He had awoken in a cold storage unit being used for older technological gadgets that had been decommissioned (or perhaps stored for later use) on the Darkside of Verces when a group of explorers stumbled upon the area while hiding from Bloodbrothers. Yon and the group managed to escape the area. One of the group gave Yon some basic supplies. Upon waking, Yon found extensive damage to his body, such that it has been difficult for him to judge hold old he is as well, though he has figured out that he is at least over 100 years, and suspects that perhaps he was an earlier android model due to the focus on human appearance that his damage body seemed to display. But to who his creators were his purpose or anything of the like, Yon remains clueless. But the damage gave him an immediate objective, to seek repairs. While looking for work, Yon discovered that he possessed a knowledge and a somewhat advanced understanding of technology, along with apparent Pilot training. He utilized these skills, eventually joining in a small group of backspace contraband movers, who had been looking for a pilot and had an open-minded captain concerning where help might come from. Traveling between the different Pact Worlds, Yon has obtained a very basic knowledge of the system over the past few years. He has used the time traveling with the crew in order to repair the damage done and in an attempt to restore his memory, the latter goal having so far been met with complete failure. In addition, he has taken that time to forge and integrate an AI he refers to as Triana into his body. Eventually, Yon found himself he no longer wanted to be dealing with illegal contraband. It gave him no real purpose nor was it helping him with his past.. The Starfinder Society was a natural place for him to look for help, between similar basic goals, and the resources the Society possesses, perhaps they might be able to help him? If not then it might at least provide a clear path forward for his life. Thus he came to Absalom Station and joined the Starfinder Society. Personality:
P11-7 is an empathic Android, harboring no ill-will towards others and willing to offer assistance to those when he can, and when it's not too much of a bother for himself. He believes that he once was likely a slave himself, so he does his best to try and make an effort to care for others problems. He has a natural interest in technology and computers, easily able to lose himself hours at a time tinkering with things. This is not something he knows if it was more naturally acquired or the result of some older programming that might have been implemented when he was manufactured. Yon seeks to figure out his past, though, at this point, it is as much of a puzzle to be solved as anything else. After nearly 5 years he no longer fully believes he will ever figure out his missing memory, like the Gap it seems like it might be forever lost. He links to modify and tinker with his body, constantly looking to upgrade it along with improving his human appearance (another odd quirk that he has with no discernable reason).
Appearance:
P-1107 was heavily damaged when he awoke. His initial design as far as he can tell was similar to older Android models that were made in the likeness of their so-called "masters". Since then, numerous replacements have changed him. He maintains the rough appearance of a human male of average stature, with a darker complexion. But the characteristic glowing circuitry of Androids runs the span of his body and all of his limbs have a distinct mechanical look to them. Anyone looking at him might get a distinct "jury-rigged" impression from him. It is painfully obvious to any that see him that he is not human. This is a sore subject for Yon, as for reasons he is not sure of, he has a desire to appear as human as possible. Faith: Yon worships Triune, for perhaps obvious reasons. In particular, the nature of Triune as a composite of three separate beings inspires Yon, for he see's himself as a composite of a continues process of change. Between his interests in tinkering with technology and his own artificial nature, the God Trinity, Triune, stands as a beacon of inspiration for him.
Kawaiipiggy wrote:
1) I would stick with regular. I feel bodyguard trades out too much (evasion is nice and so is spell sharing). 2) I don’t think it’s worth the feats. Leather, MWK Studded Leather, or Mithral Chain are all cheap options that don’t require armor proficiency to utilize. Unless you plan on wearing heavy armor (even Mithral Breastlate with the Nimble quality can be worn now) the Armor prof feats aren’t worth it. Even without those I’d rather just have someone cast Mage Armor and save the feat for something else.
I'd be interested in joining in on this if recruiting is still going on. I have no familiarity with Dark Sun but it has always sounded neat to me. I skimmed through the basics of the conversion guide Zanbabe posted above. I think it would be neat to play a Druid with some sort of focus on traveling the lands and protecting from Defiling while helping others as they go about their business. I know I saw Dwarves have to have a focus, so something within that context. Or something like that, just a quick idea I had. Would fit well with being on a Caravan. Are Caravans special within setting or anything, or is it about being really darn dangerous so travel in groups to not die? Like I said, I haven't had a chance to really grind through the guide, but here is a basic character I put together. I'll happily take recommendations (mechanics, fluff, and items; especially setting specific mistakes/ideas)! Wild Talent: 3d8 ⇒ (4, 5, 1) = 10 Empathy! Busy day tomorrow for me, but if I get a chance to get on and your still going, I'll happily try and make a more concrete backstory (once I have a better understanding of the setting) along with setting mechanics and items (I got that steel is limited (not that I care much as a Druid)).
Alright, finally done with my character, had to make sure I got all the details right!
Backstory:
Come closer, friend, let me tell you a tale so that we might tell a tale together: This is a tale of a Half-Elf named Golwen Virai. His tale started many years ago when he was born to a Varisian Human Father and a beautiful Elven Priestess of Desna who traveled together for some time. His mother came from other lands and as a priestess of Desna had many responsibilities afar, forcing her to leave Golwen and his father to fend for each other. They moved to Riddleport perhaps one of the few places that Golwen might be treated with some decency. His father was a more Roguish figure who knew some basic arcane training, he made connections with the local thieves guild and did work as necessary to support the pair. Golwen spent a lot of his childhood reading and learning, Riddleport was better than most for Half-Elves but still not great, so he stuck to the books and tales from his father to learn. His natural curiosity made this a natural affair, and as he grew he began to develop a great interest in a great many things, arcane magics and great beasties in particular. Golwan's father would teach him parlor tricks during the evenings in order to entertain and delight his son during his younger years. His major arcane training would not come until later years when Golwn would study at the Academae in Korvosa. As Golwen grew older he began to work for a woman named Faldorn, a Merchant Alchemist that was an associate of the thieve's guild his father worked for. At first, the relationship was rocky as Golwen often spent more time badgering Fadorn about alchemy and various bits of information that her brained held, than actually doing work. Faldorn for her part eventually came to realize that this young lad was not only brilliant but also quite driven and began to teach him Alchemy on the side. Golwen spent roughly 4 years working and tutoring under the aging alchemist before she eventually passed. At age 20, Golwen finally started to experience the full wanderlust that came about from being the child of a Varsi add a Desnian. He left Riddleport with his father's blessings to set out upon the world. Deciding for himself that he would finally scratch that itch and go out and observe and catalog the various creatures of existence, Golwin began in earnest, only to nearly die not two months into a band of goblins he had been trying to take notes on. Perhaps trying to steal their rum at night for observational notes had been a foolish mistake. The goblins certainly thought so. Deciding that he was not fully prepared to go out on his own, as he had zero martial skill, Golwen sought another path forward. That path led Golwen the Axademae, at Korsova. Certainly, he could spend a few months there learning a few more magical tricks supplement his alchemical skills in order to be a better collector of information and student of monster lore... Not so, Golwin quickly became wrapped up in the magic and mystique of the Academae, taking particular interest in Conjuration-Summoning magic. The first few years were quite dreadful, goblins were bad enough, but Golwin's teachers were near slavers when it came to their lessons. Golwin's inherent talent and alchemical shenanigans saw him through those years. Eventually, Golwin sought an apprenticeship with a highly skilled conjurer, once known for bending the rules of magic a little. Under this tutelage, Golwin excelled and as an added bonus began to learn even more about the various creatures that populated Galorian, and the Planes (particularly in so far as summoning is concerned). After 10 long, grueling, fascinating, death defying, insane, wonderful, hellish, captivating, ghastly, captivating, atrocious, breath-taking years, Golwin graduated with honors in Conjuration Magic, with distinction for Summoning. Diploma in tow, Golwin took off to explore Varisia with the intent of studying the various creatures and publishing a book on them (at the recommendation of his advisor). This is where we find the past starting to catch up to the present: One year after graduation, Golwin had come to Sandpoint to rest up before setting out on what was sure to be a thrilling (and likely exceedingly dangerous) hunt for the Sandpoint devil! Imagine how much such a creature would help his book sell! That was until a bunch of those pain in the butt goblins attacks and the events of the AP commenced. Character Inspiration:Volo About Me:
Personality:
Motto wrote: "Bad times have value. These are occasions a good learner would not miss." -Modified Emerson quote. A driven pursuer of monster lore. His passion for collecting information about, and witnessing the various creatures that walk the land knows few boundaries. This Half-Elf is fearless within the context of this as well, willing to brave great storms on the sea, or a climb upon a frosty mountain, all in hope of a quick glimpse and perhaps something more (for Monster Lore of course!). Golwen is a fairly gregarious person, his eccentricities do not deny him a fondness of others. Driven, curious, energetic all aptly describe the fellow. He takes a pleasant tone for the most occasion, as he see's little reason to be impolite (his Pappy taught him better than that). He has an odd quirk of naming the various creatures he studies along with is his assistants (summons). Naming them helps add character in his mind, and better enables him to remember specific details. Monster Lore, like history, needs a good spinning of events to keep things interesting. Takes mistreatment in stride, life as a Half-Elf, eh? Believes in helping others as needed. Strong sense of commitment to others born from his father and from the sort of prejudice he had often experienced. Loves to talk about his writing projects. Too curious for his own good.
Appearance:
(I really like the look of the photo on the Mythweavers Sheet as a canvas). Besides pointy ears, he has good looks, if you like elves. He was blessed by his mother with the exotic beauty of Elvenkind painted upon a Human canvas. Golwen has a lean build, usually wearing his adventuring gear and clothing (only because he has to!). He likes to appear somewhat stylish, not quite pushing vanity, but enough to take a second glance at any outfit he wears that isn't his norm garb. His thinking is that the better you look, the more likely people are to talk with you, the more people you talk with, the more you learn. He wears extremely light armor for the most basic of protection. Over the armor, he traditionally wears the robes of a scholar or an explorer's outfit, depending on if he is seeking information in taverns or dungeons. Prefers to wear reds and blacks (the colors of his alama mater), with brown and silver mixed in, The Acadamae. The back of his primary jacket carries the heraldry of it as well:
Enjoys slightly bulkier clothing that helps improve upon his slimmer figure. He is not particularly muscular. When engaging with someone he often takes on a focused look, he doesn't like to miss information and therefore does his best to focus in on the specific task he has his mind to. Unfortunately, sometimes this leads to him staring a little too intently or perhaps ignoring personal boundaries. Silverish Blond hair and yellowish/brown tinted eyes. Two bandoliers noticeably strapped across the chest which contains an assortment of alchemical items/weapons and extracts.
Congrats to everyone at the first table and much luck to everyone else for the second.
Dotting and having some rolls to see what I've got.
Rolls:
Stats: 3d6 ⇒ (4, 2, 3) = 9 13 Stats: 3d6 ⇒ (2, 5, 3) = 10 14 Stats: 3d6 ⇒ (4, 5, 6) = 15 17 Stats: 3d6 ⇒ (6, 3, 5) = 14 17 Stats: 3d6 ⇒ (3, 4, 3) = 10 13 Stats: 3d6 ⇒ (2, 2, 6) = 10 14 Not bad. Thinking maybe an Arcanist or Wizard and an Investigator. Hmm... Will hopefully post up tomorrow!
I usually go Alt>HP>Skills. But skills and HP are tied, it depends on the character's roll and other factors (like how many base skills they get and how much I plan on using them). I have a Human Hunter with a 13 Intelligence but a 12 Con (the Gods help me) so FCB is going into HP's. My Aasimar Stalker whose meant to be kind of a Rogue... well he's getting skills. My Human Barbarian -> He says no to spells.
I'm not sure which I like more over all. I think 6th level casters are more balanced if that's worth anything. 9th Level: Arcanist/Druid. I love the flavor of both, though I think the Druid slightly edges out the Arcanist. 6th Level: Probably have to say the Magus. Though I have a soft spot for the Inquisitor as well.
OldSkoolRPG wrote:
They mentioned sorcerer, perhaps Orc or Draconic bloodline?
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