Dhusarra

Fliarah Whitetip's page

20 posts. Organized Play character for william Nightmoon.


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Scarab Sages

I'm a tattoo sorcerer. Not just any plain sorcerer.

Scarab Sages

Fliarah is built around her ability to use offensive magics. She will blow things up, and otherwise unleash total destruction apon her enemies. Other than that, she is built around diplomacy and her Cha based skills. She will eventually be able to create magical tattoos to replace Items.

My familiar is a tattoo, so it can breathe underwater whatever it is. If I got the Improved familiar feat, I could pick anything and it could just meld onto Fliarah's body.

Scarab Sages

GM Supergreat wrote:
Fliarah Whitetip wrote:
This is my merfolk sorcerer. Her alignment is subject to change, but she will be a tattoo sorcerer.
The only problem I see at first glance is that two of your traits are magic traits. Also, yes, you're still allies. Try not to murder or backstab your fellow PCs. You'll get your fill of treachery in your interactions with NPCs!

I can fix that, thanks. I did a random background generator to pick my traits and those two popped up. Get right to that ;)

Scarab Sages

So, if your leaning twards evil, I'm assuming that you mean "evil with allies" rather than "evil kill everyone not yourself"

Scarab Sages

Are you useing background skills?

Those would help me with the fluff I'd like.

Edit: NVM, I saw that. :(

Scarab Sages

This is my merfolk sorcerer. Her alignment is subject to change, but she will be a tattoo sorcerer.

Scarab Sages

Jesse Heinig wrote:
Well, I was hoping for you to explain "yes, this is what I mean" or "no, this is what I mean, not that." I thought I made it clear that I'm trying to figure out how to have a character fit what you're looking for, and that what I thought I was submitting doesn't seem to actually fit, and I'm trying to express what I think is going on so that it can be verified. Can you give me a little feedback here? Are you against characters whose motivations are like John Muir, and saying that I should rework the character to have some other motivation? Are you saying that nobody ever goes "adventuring," or simply that there are no organized groups that recruit people to go to new places and explore them?

well, part of my background was that i went with an excavation group to find some artifacts(the non-magical kind). I do think groups that organize exploration exist, just not the classic Dungeon-delver organizations. like an adventuring guild that sets out to remove a monster filled castle or such.

it's more of a scientific nature i believe. or a research reason for most people. you can possibly tie in your ideals into that.

Scarab Sages

@GM bird: I more thought that her superiors didn't listen due to her many past flunk outs. first: she couldn't use conventional magic, Second: she literally begs to go on excavations, and third: she spent allot of resources on figuring out her first formula that just ended up dissolving into water in front of them... they where more sick of her getting on their nerves than any professional motivation.

Scarab Sages

Here is a revised background. i flushed it out a bit more and went into greater detail about the book and Fliarah's family,

background:

Fliarah was born into a family of great merfolk warriors. Unlike the rest of the family, he never felt the same thrill in the swing of a sword. To her, it was exhausting and useless. Filarah just never thought it would do any good against some real threat. Sure, any koa-toa or shark would get hurt, but what about the huge crabs that roamed the sea? And that was just the beginning. There where the Zartan(giant island-sized turtles) and kraken. Fliarah just didn't feel like she would make a difference as a warrior. So when her family sent her to an academy to learn how to fight, she dropped out after only a few months. Her family didn't take this lightly. They tried to push her into going back, but Fliarah wouldn't stand for it. Feeling hurt by her family, who insisted she return to the warrior's school, Fliarah ran away. She joined the Atlantians, who seemed to accept bright minds more than her family.
Fliarah joined the Atlantian Mages to learn magic. Unfortunately, she just couldn't get any of the somatic components correct, even with her natural dexterity. She still managed to retain what little she did learn, but she didn't know how to apply that information without magic. But she never gave up, and one day she was sent with an excavation group to survey some ruins of a lost city. She had begged the lead archaeologist to let her come, until the Sea elf finally let her go.
It was thought that the city had sunk from the surface. There were many signs of civilization that was definitely not merfolk or Atlantian. The ruins where quite old, but full of strange artifacts. Fliarah found the remains of a mage's library, and she was so elated with her find that she forgot that she was with an archaeological survey group. Most of the books where long gone, destroyed by the salty waters and bottom feeders.
But hidden in a metal box, in almost perfect condition, was a book made from shark-skin and bound with metal cords. It was the most out-of-place thing in the entire room. Fliarah examined the contents, and realized it was a catalog of rare deep-sea plants. The diagrams and drawings where very detailed, but almost incomprehensible. The mage's superiors thought the book was useless, so they let Fliarah keep it. She took it to her study, and spent days trying to decipher the pages. She managed to translate one page and found that it described a very common weed. Fliarah collected some of this weed, a form of kelp atlantians used to make dies for their houses.
Fliarah experimented with the Kelp, using the diagrams in the book for reference. Soon she created an elixir that changed the color of whatever it touched to a sea green. This wasn't a major accomplishment, perhaps a better way to die buildings, for the elixir seems to gather in spheres under water. This amazed Fliarah more than the die effect. A liquid that didn't integrate into the water was a great discovery! This rendered potion pouches obsolete, if she could get other effects out of this elixir. After deciphering several pages, Fliarah created a liquid that had a strange effect. It seemed to work a lot like a cantrip. It had a varying effect. Sometimes it made Fliarah fall asleep, at other times it made her jittery and jumpy so that she couldn't sleep. She soon found that it was a pleasant and fun elixir, although she was more excited with the fact that she had produced an effect that was moderately useful. But when she took the elixir to her superiors, it dissolved into the water and was unable to be consumed. Fliarah was perplexed by this, and her superiors where not pleased. They ordered that she go back to her normal studies as a mage. Fliarah, though, didn't want to go back to learning about something she couldn't do. She disobeyed them and continued to work on the book, trying to find out why the elixir dissolved into the water.
After long hours testing her limits with the elixirs, she found some rules imposed by the strange liquids. First: elixirs dissolved into water shortly after they left Fliarah's possession. Second, no elixir lasted more than 24 hours. Third: Each elixir was charged with a little of Fliarah's energy, and she never seemed to be able to make many elixirs in one day.
Once Fliarah discovered these rules, she began to work diligently around them. She soon discovered how to break one of the rules, she could make an elixir last even though it wasn't in Fliarah's possession. But when she tried to take the elixir to her superiors they wouldn't listen to her. They expelled her from their order and took all of her resources and tools.
Fliarah was devastated by this. Without access to the proper tools, she could no longer make her elixirs. Ever defiant, she never gave up. Fliarah used what little was at her disposal and began to establish a name for herself. First, she became well known for being able to cure even the worst of hangovers. With the gold she collected from the drunkards who paid for her services, she saved up enough to buy an underwater alchemy set. Second, she opened a store where she created alchemical remedies to everyday problems.
Her research was slowed, but progressed greatly due to Fliarah's dedication. She even began to work on projects for herself. One such project was a Mutagen capable of making a person stronger, faster, or tougher. Although the cost was noticeable. The one who consumed this mutagen grew dumb, wild, or ugly. Fliarah accepted the downside, for she believed this was the future of magic. Nothing came without a price. Even conventional magic followed this dogma.

Scarab Sages

@gm bird: do you mind if i post an alternative character? I'd like to try out some concepts I've come up with.

such as a shark-riding cavalier...

also i have this custom aquatic race i want to try out... i can give you their information. i usually keep RP below 20. I aim for about 13

the Quillik:
Quillick
This race is thin, bipedal, and aquatic. Its head is elongated, with large black eyes.four tentacles hide a sharp beak for its mouth. Females have large frills on their spine, collar, tail, and underside of their limbs. Males lack these frills.
Quillick are a logical and understanding race. Most lack social skills, but are smart and quick. Females dominate the society, being treated as royalty. They are treated as such due to the role of bearing children.
They get along well with elves, but find humans and dwarves as stubborn and slow. Gnomes are viewed as curious beings who tend to be self-destructive. Halflings are rarely in relation with quillick.
Quillick live underwater, particularly large lakes where they can build their cities.

Type:Aberration(aquatic)(3RP)
Size: Medium
Speed: 30ft land, swim 30ft (2RP)
Abilities: +2Int, +2Dex, -2Cha
Language: Aquan, Common/ Bonus: Elven, Teran, gnome, Draconic, Infernal, Dwarf
Traits
Lesser spell resistance(2Rp):6+hitdie
Aquatic Camouflage:(1RP) +4 to stealth in/under water.
+4 to swim checks(from the swim speed)
Toxic flesh(1rp): the blood and flesh is poisonous: Weakening Venom: Injury or ingest; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Water sense:(1RP)Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Amphibious:(2rp)Members of this race are amphibious and can breathe both air and water.

RP total:12

imagine a nice illithid without the eat brains or telepathic powers

i can edit it a little if you would like me to...

Scarab Sages

GM Bird wrote:
Oh! That is a lot of languages. Lets see... Despite the fact that they are a bit more rare, Earth Elementals do exist on the ocean floor, and they are used for assisting in construction a lot of times. Any surface Language would work too. Speaking them doesn't work very well underwater but you might encounter writings involving them from ship wrecks or libraries that have collected things from ship wrecks.

I KNOW RIGHT?! it helps a bit i guess. I'll use elven. that works out best with all the aquatic elves around. besides i have a +1 to decipher scripts that i don't have the language for.(it's the self taught trait)

Scarab Sages

yes, i have Sylvan as one of my languages from my intelligence modifier. i still have an open slot from my linguist skill. i guess i could just go without the extra language. that or get infernal or such.

these are the languages i have: Aquan, Atlantean, Sylvan, Mercare, Kua-Toa, Aboleth, Aklo, Draconic,

Scarab Sages

Sylvanus, TFK wrote:
I was thinking I could burn some by enhancing my Rapier some more, but that brings up a technical question. For my school of study I have chosen the Evocation School which gives me intense spells. If I choose a weapon enhancement with an aura of strong evocation would the damage bonus be added or would that just be to good to be true?

as an alchemist, i can ware armor so i spent a majority of my gold on eel-hide leather armor.

i never got my question about languages answered...

Scarab Sages

Sylvanus, TFK wrote:
This is a question for anyone who wants to answer really.I am using the elf build for the sea-elf and they have a Weapon Familiarity racial trait, but he is also a wizard which only allows you to use specific simple weapons. I was wondering, do I still have access to the Weapon Familiarity weapons even though a wizard isn't normally ably to use them?

yes, you do. it is assumed that all members of the race with that trait are familiar with weapons.

Scarab Sages

okay, charicter is done. here is her backstory.

background:

Fliarah was born into a family of great merfolk warriors. she never felt the same thrill as her family did in the swing of a sword. to her, it was all a tiring job. the conventional weapons of the merfolk where all spears and short blades. filara just never thought it would do any good against some real threat. sure, any koa-toa or shark would get hurt, but what about the huge crabs that roamed the sea? and that was just the beginning. there where the zartan(giant island-sized turtles) and kraken. Fliarah just didn't feel like she would make a difference as a warrior, so when her family sent her to learn how to fight, she dropped out after only a few months. feeling hurt by her family, who insisted she return to the warrior's school, Fliarah ran away. she joined the Atlantians, who seemed to accept bright minds more than her family.

she joined the Atlantian Mages to learn magic. unfortunately for her, she just couldn't get any of the hand motions correct, even with her natural dexterity. she still managed to retain what she did learn, but she didn't know how to apply that information without the ability to use magic. one day she was sent with an excavation group to survey some ruins of a lost city. It was thought that the city had sunk from the surface. there where many signs of civilization that was definitely not merfolk or Atlantian. In their search, Fliarah found the remains of a mage's library. most of the books where long gone, destroyed by the salty waters and bottom feeders.
then Fliarah found a strange book in prime condition. she examined it, and realized it was a catalog of rare deep-sea plants.she wondered greatly what they meant. her superiors thought the book was useless, so they let Fliarah keep it. she studied the pages back and forth. one day she found one of the plants, a small batch of kelp most Atlantians thought was a weed.

she experimented with the weed, and found that it had properties, similar to those of magic, although the effect was only a fraction of actual spells. Fliarah was so joyous of her discovery. She finally had a way to apply her bright mind and create something to do. she broke barriers in her research. she recorded several of the plants found in her book and collected all the ones she could find. soon she was able to make an elixir that made her skin change color and blend in with her surroundings. from there it only got bigger. after a whole year, she had come up with a concoction that increased her physical state.

soon Fliarah became obsessed with improving her "mutagen". she believed it was the solution to all their troubles. if she could create a way for her and her allies to become the next level of perfection, she would be renown throughout all the seas, and perhaps even the surface!

and for her traits, pride is the downside. she has never liked getting told she can't do something. In fact, she tries everything she can to disprove the people telling her she can't. otherwise she becomes very rude.
i chose unstable mutagen in order to take into consideration that she's doing all this by trial-and-error.

question about languages, I have enough Int to get all the languages you have available, and i also have linguist as one of my skills(one of my traits gives it) and I've taken Aklo, Aboleth and Draconic, but what do i do with the other language I can choose?

Scarab Sages

how do you feel about me being born into a family of warriors and sent to an institute to learn the art of combat, but leaving and becoming a scholar instead?

I may have found some ancient text or such that lead me to becoming an alchemist. is that fine?

also, I took the dark-vision alternate race trait, so I'm good.

Scarab Sages

Wonderful, I was going for strange scientist anyways :)

Edit: with the feats thing, does that mean everyone has at least 3 feats? I'd think that's alittle overpowered... unless our enimies have the same ... 0.0

although it would allow me to get the remote bomb feat...

Scarab Sages

:(... okay, I'll go beast-morph then and focus my discoveries on non-fire based bombs... unless your willing to let it be an explosion of superheated steam while underwater.

Scarab Sages

who said it was golems I'm making? it's less golems(I understand I won't be crafting as much) it's more focused on my homunculus companion. I'll get details on him made as I work on my character.

Scarab Sages

here is the alchemist merfolk im making, going promethean alchemist.
here is a link to the page where that is found LINK