@OP - Interestingly enough, I also came up with a Orc Ancestry for a Homebrew world I'm working on, and what you made is extremely similar to what I came up with. Great minds I guess.
Anyway, with you permission, I'd like to incorporate some of the things you came up with into mine. Primarily the Heritages.
There is also the factor that quite a few 1st level spells can be heightened, meaning that you can cast those as 4th level, or as close as possible anyway.
DM DoctorEvil wrote:
Fair enough, I adjust accordingly. Thank you.
Why an Adventurer? Tristiago wanted more than to be just part of the show troupe his parents were a part of. So he has set out to see more of the world.
What will your character contribute to the party? Tristiago has a knack for performing, which he can use to help keep morale up. In combat, he cooperates with the rhythm of his team, I guess old habits die hard.
I do have a question to ask you GM, would you allow me to have the Rich Parents Trait?
Originally, when I first made this character, I used that trait to purchase my butler (stayed at the Trading Post), two horses, a bodyguard (also stayed at the Trading Post) and a carriage.
This is my plan to do again with your permission of course.
Have both played and ran, never to completion however. Although truth be told I have more experience with the PC game.
Feeling like living a little on the edge, lets see what we get from rolls.
Str: 3d6 ⇒ (6, 3, 3) = 12
Dex: 1d6 ⇒ 3
Yeesh, I think I'll do point buy. If that's alright?
Liz was not truly paying much attention to her cards as she sat across from this old man and his rather angry looking rabbit. It almost looked like it was ready to jump at someone and rip their throat out. She shuddered slightly at the thought, but the thought was not enough to distract her from that lovely copper broach on the shirt of the Half-Elf to her right. The Halfling wanted, no, needed it. Her collection was still missing something, although she could never figure out what, and that broach looked like just the thing. The only thing standing in her way was this old card shark.
How can I win that thing with this old fool winning almost every hand? She thought to herself. At first Liz thought he was cheating, but she'd been watching closely, either he was that good at slipping in cards from his sleeve, or he was just that good of a player.
"Call," The Half-Elf said sliding the last of his coin in.
"Fold," Liz said putting down her cards.
"What do you have," The old man asked.
"Three Aces," The Half-Elf confidently said, showing his cards.
"Sorry Sonny, Straight Flush,"
The defeated man slumped in his chair, "How are you that lucky?"
Raking in the coin, the old man shrugged.
Now was her chance. Standing on her chair, Liz leaned over and patted the loser on the chest, "There there. Here, have some drinks at the bar on me." Reaching into her pouch, the Halfing pulled some coins and gave it to the Half-Elf.
"Thank you, I'll do that," He replied taking the coin and heading to the bar.
Before getting down, she then said, "I think I'll take my leave before you clean me out too." She got down from her chair and headed to her 'friends' table. On the way, she pulled the broach from her gold pouch and added it to her collection.
Boredom is in the eye of the beholder:
Her finger circled the rim of her goblet while she rested her chin in one hand and looked around the room. Letting out a sigh, Eve's thoughts turned inward. So. Bored. How can we liven things up?
The Illusionists eyes fell upon a stout Dwarf. A smile crossed her face, then came a giggle. Perfect.
Making her way to the Dwarfs table, she asked in a sweet voice, "Excuse me, may I have a seat?"
"Why shertainly mish," He slurred clearly having one too many of the Dwarven swill he'd been pounding.
Oh this is too good. "Thank you."
A waitress brought the Dwarf another drink, and when he picked it up, Eve went to work. A quick wave of her hand, and another cup exactly like the one he'd picked up appeared where he'd picked it up. Finishing his drink in one go, he went to put it down when he noticed it was already put down. Dimli confusedly looked at the cup in his hand, then the table, then the hand again. Finally, setting the one down, he reached for the other. It didn't want to be held, as the cup suddenly sprouted legs and started running around the table.
"Get bashck here!"
The cup successfully dodged every attempt to be apprehended. In frustration, the Dwarf grabbed an axe, and started swinging at the table. Short time later, the table was kindling. Promptly, the Dwarf was escorted out.
Eve busted out laughing once he was far enough away.
Honestly, it's a little hard. On the one hand, I can see the opportunity for many outside the box thinking with Lizwick and her collection. But I often play Rogues so she feels safe to play. However, I feel Eve calls to me more as an actual character with a potentially rich backstory.
I'll go with Eve as the primary and Liz as secondary.
So, I decided to drop the Bard. Realized, I have no bloody clue how to play one properly. Anyway, here are the stats for Eve and Lizwick. I'll get the RP up a little later.
Eve the Illusionist
Human illusionist (mage of the veil) 5 (Pathfinder Player Companion: Inner Sea Primer 29)
CN Medium humanoid (human)
Init +6; Senses Perception +5
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 23 (5d6+5)
Fort +1, Ref +3, Will +4
Speed 30 ft.
Melee dagger +2 (1d4/19-20)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)
. . At will—face in the crowd
Illusionist Spells Prepared (CL 5th; concentration +9)
. . 3rd—invisibility sphere (2), loathsome veil[UM] (DC 18)
. . 2nd—hypnotic pattern (2, DC 17), minor image (DC 17), mirror image
. . 1st—disguise self, magic missile, silent image (2, DC 16), vanish[APG] (DC 16)
. . 0 (at will)—dancing lights, ghost sound (DC 15), mage hand, ray of frost
. . Opposition Schools Divination, Necromancy
Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Deceitful, Eschew Materials, Fast Study[UM], Improved Initiative, Scribe Scroll, Spell Focus (illusion)
Traits adopted, power of suggestion, trickster
Skills Bluff +12, Disguise +14, Knowledge (arcana) +12, Perception +5, Sense Motive +5, Spellcraft +12, Stealth +10
Languages Common, Draconic, Elven, Gnome, Orc
SQ arcane bond (blind eye), extended illusions (2 rounds)
Combat Gear cloak of fiery vanishing[ARG], smoke pellet[APG] (5); Other Gear dagger, blind eye, choker of body alteration, false face[ACG], false face[ACG], handy haversack, bedroll, belt pouch, everburning torch, waterskin, wizard starting spellbook, 60 gp, 9 sp
Arcane Bond (Blind Eye) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination You must spend 2 slots to cast spells from the Divination school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extended Illusions (+2 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Face in the Crowd (5 minutes/day, DC 16) (Sp) At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures out
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Lizwick the Collector
That link is perfect, thanks.
With that said, I've got a character I can rework as needed. He started out a Sorcerer, but for this, I'm thinking Sorcerer/Ranger. Here is his backstory.
Getting back to my roots:
Living a life of luxury is not all glamorous. Don’t get me wrong, being the son of an Elven Guide and a Human Noble of the house Medvyed provides a lot of resources for learning a variety of subjects and arts. When I began to show signs of arcane power, they brought in a powerful wizard to help me harness my abilities.
When I wasn’t in lessons, my father told me various tales of the wilds and the creatures that inhabit them. My mother also taught me how to interact with the inhabitants of the woods. Years passed and I learned so much and yet I never ran out of questions.
The one question that my father never answered though, why did he leave the wilds that he seemed to love so much? Then the day came when my father was ambushed by assassins, and struck with an unknown poison that nothing seem to cure. On his death bed, he summoned me to his side.
“My dear child,” he said, “I have told you of many exploits of mine over the years. However there is one I’ve never revealed. The reason I left the wilds, is because I was banished for dishonoring my family name.”
“How is that, father?”
“I cannot say what the crime is, but by our customs, my children can attempt to wipe the stain of my crime by seeking out the council, informing them of my death, and completing a task set before them. They…….are……..to……………the,” and he faded to the void.
After his funeral, my mother gave me my father’s journal. It gave some indication of where he was from, the south. So I gathered various items for the journey and headed south with my personal driver, Jarvis and bodyguard Marcus. I hope I can find the council and wipe the stain of honor from our family name.
@GM: I found this trait that I believe would be perfect for Eve called Trickster (Magic Trait). However, it requires being a Gnome. I looked at the Adopted Trait and it states that you can choose a Racial Trait from another race that is not yours.
Would you allow me to take Adopted so I can take Trickster?
Nairb the Grey wrote:
I just did a quick look at the two items. The Belt of Giant Strength gives an Enhancement Bonus. The Muleback Cords simply adjust carrying capacity as if your strength were 8 higher, no other benefit to strength-based rolls. As far as I know, there should not be a conflict as they are not the same type of bonus.
Your call GM, but that's my two coppers.
I would imagine that TAROT allows a small generator be brought along. One that's easily concealed and capable of charging a couple batteries at a time for such instances. Or, quite possibly, Temporal Dead Drops with emergency supplies for there Agents. Cause you never know.
Hells, they may even have safe houses in various points in time for their Agents to crash in during missions.
Tarren the Dungeon Master wrote:
Why am I picturing the lashuta wearing a head wrap to hide their antennae?