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Though I have very little experience with Kingmaker I have used the stronghold builders guide in a 3.5 game pretty extensively and really enjoy that sort of spreadsheet mini game! It tends to be one of my favorite aspects of games that it is present in!


Got it. Thank you for the update!


@Coreyllon I know you had said you hoped to select by the 2nd, is there a new selection date or deadline?


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Also intrested! I feel like something occult would fit well here but I’m not set on what yet! More later!


Presenting!

Leopold Surtova

Stats:
Half Orc Vigilante (Ferocious Hunter) 4
NG Medium humanoid (Orc)
Init +6; Senses Darkvision 60 ft Perception +8

Defense
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Deflect)
hp 35 (4d8+12)
Fort +4, Ref +7, Will +6

Offense
Speed 20 ft. (30 ft. Unarmored)
Melee MW Falchion +9 (2d4+6/18-20) + or
Melee MW Falchion (Power Attack) +8 (2d4+9/18-20)

Space 5 ft.; Reach 5 ft.
Special Attacks Twisting Fear
Hidden Strike (2d8/4)

Statistics
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 14
BAB +3; CMB +7; CMD 19

Feats & Traits::

Feats Power Attack, Weapon Focus (Falchion), Improved Initiative
Traits Hidden Hand, Noble Born (Surtova), Extremely Fashionable

Skills::

Skills
Acrobatics +4 (2 Dex, 2 Rank, 3 Class, -3 Acp)
Appraise +5 (1 Int, 1 Rank, 3 Class)
Bluff +14 (2 Cha, 4 Rank, 3 class, 1 Trait, 4 Class)
Diplomacy +7 (2 Wis, 1 Rank, 3 Class, 1 Trait)
Disable Device +8 (2 Dex, 4 Rank, 3 Class, 2 MW, -3 Acp)
Disguise +11/+31 (2 Cha, 4 Rank, 3 Class, 2 MW, 20 Class)
Intimidate +16 (2 Cha, 4 Rank, 3 Class, 1 Trait, 4 Class, 2 Racial)
Perception +8 (1 Wis, 4 Rank, 3 Class)
Ride +3 (2 Dex, 1 Rank, 3 Class, -3 Acp)
Sense Motive +6 (1 Wis, 2 Rank, 3 Class)
Stealth +8 (2 Dex, 4 Rank, 3 Class, 2 MW, -3 Acp)
Swim +5 (4 Str, 1 Rank, 3 Class, -3 Acp)

Background Skills
Slight of Hand +7 (2 Dex, 4 Rank, 3 Class, 1 Trait, -3 Acp)
K. Noblity +10 (2 Int, 4 Rank, 3 Class, 2 MW)

Languages Common, Orc, Draconic


Gear::

Travelers Clothes, +1 Agile Breastplate , MW Falchion, Cloak of Resistance, Ring of Protection +1, Disguise Kit, Restovan Nobility Guidebook, MW Thieves Tools, MW Boots of Stealth, MW Backpack, Bedroll, Trail Rations, Nobles Outfit, Rings worth 100 gp

Wealth
885gp

Encumbrance
Light 0-133 lbs.
Medium 134-266 lbs.
Heavy 267-400 lbs.
Current Load 76 Ibs.


Special Abilities::

Class Abilities
Dual Identity: A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret.

Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise: A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Vigilante Specialization (Stalker): A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

Symbol of Pride: At 2nd level, a ferocious hunter gains the signature weapon vigilante talent, but must select a falchion, greataxe, or a weapon with “orc” in its name as his chosen weapon. He gains this talent regardless of his chosen vigilante specialization.

Spirit of Ferocity: Starting at 3rd level, when using orc ferocity to continue fighting after falling below 0 hit points, a ferocious hunter fights on for a number of rounds equal to his Constitution modifier.

Social Talent
Social Grace (Bluff): The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.

Renown: The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.
Vigilante Talent
Signature Weapon (Falchion) The vigilante must select one type of weapon (such as longsword or crossbow) when he gains this talent. He gains Weapon Focus as a bonus feat for his selected weapon type. If he already has the Weapon Focus feat with the selected weapon, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Focus in the selected weapon. At 8th level, he also gains Weapon Specialization as a bonus feat for his selected weapon. He doesn’t have to meet any of the prerequisites for these feats.

Twisting Fear Whenever the vigilante causes an opponent to gain the shaken, frightened, or panicked condition, that opponent takes an amount of nonlethal damage equal to the vigilante’s reduced hidden strike damage, as the stress wears upon its body. A creature can’t take damage from twisting fear more than once per round. Panicked creatures that take damage from twisting fear are too winded even to scream as they flee in terror. Only a stalker vigilante can select this talent.

Racial Abilities
Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision Half-orcs can see in the dark up to 60 feet.

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Darkvision Dwarves can see perfectly in the dark up to 60 feet.


Background::

Leopold Surtova's journey began with a tumultuous start, as he was born a bastard son to Olivia Surtova, the cousin of Natala and Noleski Surtova. From an early age, the signs of his mixed heritage, with orcish blood coursing through his veins, became apparent. These traits served as a constant reminder of his mother's infidelity, causing Olivia to disown and disinherit him.

With no place to call home, Leopold found solace in the slums of New Stetven, where he encountered a small group of half-orcs who welcomed him into their midst. These individuals, connected through their shared heritage and experiences, took it upon themselves to teach Leopold about his orcish lineage and instilled in him a sense of pride in his heritage.

As Leopold grew older, a burning desire ignited within him to reclaim his rightful place in the prestigious Surtova family. Recognizing the importance of knowledge and refinement in the world he aspired to enter, he immersed himself in the study of courtly manners and the art of living in high society. Through perseverance and relentless determination, he honed these skills, transforming himself into a polished and sophisticated young man.

At age 18, Leopold managed to secure an audience with his mother, Olivia. This meeting was a pivotal moment in his life, as Olivia presented him with an opportunity. She allowed him to retain the Surtova family name, with one condition: he must conceal his orcish heritage and sever his ties with New Stetven permanently. It was a bittersweet compromise for Leopold, as he had to deny a significant part of his identity to claim his place within the family he yearned for.

Leaving behind his old life, Leopold turned his gaze towards Restov, a city where he believed he could make a name for himself. Armed with his newfound knowledge of courtly etiquette and his determination to prove his worth, he ventured forth into the world. Restov offered opportunities for adventure, power, and influence, and Leopold resolved to seize them with both hands.

As Leopold stepped into Restov, he carried with him the burden of his hidden heritage, knowing that he must navigate the treacherous waters of high society while concealing his true self. However, deep within his heart, a fire burned, fueled by his unwavering determination to forge his own path, rise above his humble origins, and secure his place among the elite of Brevoy. With each step, Leopold Surtova embarked on a personal quest, driven by ambition and a longing for acceptance, as he sought to shape his own destiny in a world that often judged him based on his bloodline.

For the past three years, Leopold Surtova meticulously climbed the social ladder of Restov, carefully concealing his true heritage. But he couldn't abandon it completely. Instead, he devised a brilliant plan to establish a separate identity known as Viridian—one that would serve as a testament to the valor and nobility of half-orcs.

Leopold's motivation to create Viridian stemmed from a deep-seated desire to challenge the prejudices and misconceptions that plagued his orcish lineage. He yearned to prove that being of mixed heritage didn't diminish one's worth or potential for greatness. With Viridian, he aimed to shatter the stereotypes and illuminate the hidden virtue that resided within half-orcs.

Viridian became a symbol of the downtrodden and almost a legend. In the darkened alleys and shadowed corners of the city, criminals trembled at the mere mention of Viridian's name. They knew that crossing paths with this masked vigilante meant certain defeat and the swift hand of justice. Leopold skillfully exploited this fear, employing it as a deterrent to curb the violence that plagued Restov's underworld.

Meanwhile Leopold in his own guise skillfully maneuvered through the intricate web of Restov's social hierarchy, steadily climbing the ranks while cautiously guarding his true heritage. He became a master of concealment, skillfully presenting himself as an esteemed member of high society, all the while harboring the essence of his orcish blood deep within him.

Inspired by the impact he had made within the confines of Restov, Leopold’s ambitions began to reach beyond the city's borders. He had heard tale of a new fledgling nation in the Stolen Lands a country forged by lowborn warriors. He hoped that a nation coming from such a unlikely start might be able to be shaped to forge for a fairer world Leopold yearned to contribute his wisdom, experience, and the lessons learned from his dual identities to this emerging nation.

Leopold also saw an opportunity in this new world. A place to merge his two personas. He envisioned a future where Leopold Surtova, the refined nobleman, and Viridian, the champion of the oppressed, could coexist harmoniously, creating a legacy that would transcend the limitations of his bloodline. Venturing into the Stolen Lands, Leopold aimed to eventually unite his identities. In the meantime he could still channel his influence, knowledge, and the power of his reputation towards building a society that embraced diversity, accepted individuals for their character, and valued the contributions of all.


Personality (Leopold)::

Leopold exudes an air of refinement and sophistication befitting his noble lineage. He is a composed and calculated individual, with a keen intellect and a natural charisma that commands attention in social circles. Leopold is a quick learner, adapting seamlessly to the intricacies of courtly manners and high society, mastering the art of diplomacy and the nuances of etiquette. His words are measured and his actions deliberate, reflecting a strategic mindset honed by years of navigating the complex web of political intrigue.

Beneath his composed exterior, Leopold carries a sense of longing and a burning desire to reclaim his place within the Surtova family. Despite the circumstances of his birth and the rejection he faced, he remains resilient and determined, fueling his pursuit of acceptance and validation. While Leopold may at times be seen as reserved and guarded, he harbors a genuine concern for the well-being of those around him. He possesses a compassionate nature, often displaying empathy and understanding towards the struggles of others. Leopold's experiences in the slums of New Stetven and his encounters with the marginalized have instilled in him a deep sense of justice and a yearning to protect the innocent. He is driven by a moral compass that guides his actions, always seeking to do what is right and just.


Personality (Veridian)::
Veridian, the alter ego of Leopold Surtova, possesses a distinct and captivating personality that sets him apart from his noble counterpart. As Veridian, he sheds the refined facade and embraces a raw and unyielding spirit that resonates with the downtrodden and the oppressed. He is a symbol of strength, resilience, and unwavering justice, representing the valor and nobility of half-orcs.

Veridian exudes an aura of determination and fearlessness. He is fiercely protective of the weak and the marginalized, driven by an innate sense of empathy and an unwavering belief in the inherent worth of every individual. Veridian's passion for justice burns brightly, guiding his actions as he confronts wrongdoing and stands against oppression. He is unafraid to challenge the status quo and disrupt the forces that perpetuate inequality, seeking to create a world where every person is treated with dignity and respect.

Beneath Veridian's masked visage lies a deep well of compassion. He understands firsthand the struggles and prejudices faced by those society deems as outcasts. Veridian's experiences in the slums of New Stetven and his connection to his orcish heritage have shaped him into a formidable advocate for those who have been silenced. He possesses an innate ability to inspire hope in the hearts of the downtrodden, offering them a glimpse of a brighter future and reminding them that they are not alone in their fight.

Veridian's personality is characterized by an indomitable spirit, a steadfast commitment to justice, and an unwavering compassion for the marginalized. He serves as a beacon of hope, embodying the power of resilience and proving that true strength lies not in physical might alone, but in the courage to stand up for what is right. Veridian's unwavering dedication to creating a more inclusive and equitable world marks him as a true champion of the oppressed, leaving an indelible mark on the hearts of those he fights for.

Description (Leopold)::

Leopold Surtova possesses a striking and refined appearance that befits his noble lineage. Standing tall with a commanding presence, he carries himself with an air of confidence and poise. Leopold takes great care in his personal grooming, his features adorned with meticulous attention to detail.

His attire reflects both his refined taste and his understanding of fashion. Leopold is often seen donning tailored garments made of the finest materials, chosen to enhance his regal aura. His ensembles are a testament to his impeccable sense of style, with each piece carefully selected to showcase his status and sophistication. From the cut of his suits to the choice of fabrics and colors, Leopold exudes an aura of elegance and refinement.

One notable aspect of Leopold's appearance is his fondness for jewelry, particularly rings. Adorning his fingers are ornate bands crafted with exquisite artistry. Each ring tells a story, symbolizing a significant event or a cherished connection. The jewels embedded within these rings glimmer with a mesmerizing brilliance, capturing the attention of all who gaze upon them. These precious ornaments serve as a reflection of Leopold's elevated status and his appreciation for the finer things in life.

Description (Veridian)::

Veridian’s most distinctive feature is his light green skin, a proud testament to his orcish heritage. The hue of his skin serves as a striking contrast against his piercing eyes, which burn with determination and an unwavering sense of justice.

Clad in armor that reflects both functionality and symbolism, Veridian stands as a formidable figure on the battlefield. His breastplate, forged with expert craftsmanship, encases his torso, offering protection without compromising his agility. Adorned with engravings that pay homage to his orcish ancestry, the breastplate serves as a reminder of the strength and resilience that flows through his veins.

A deep red sash, reminiscent of the flickering flames of a welcoming hearth, is draped across Veridian's armor. The vibrant color symbolizes his unwavering passion for justice and his role as a protector of the oppressed. It serves as a visual representation of his commitment to creating a world where all are embraced and accepted, much like the warmth of a hearth that invites those in need.

Veridian's overall appearance is one of power and nobility. His light green skin and distinctive armor make him a commanding presence, drawing the eyes of those around him. His attire not only embodies his unwavering spirit but also serves as a rallying symbol for those who seek solace and hope in his presence.

TLDR
Leopold is a half orc noble who made a deal with his family to keep his name if he hid his heritage, he now lives a double life as a human noble and a half orc warrior named Veridian. He's come to the stolen lands to try to shape them as a noble, prove the honor of half orcs and possibly merge his personas.


FluidSynchronicity wrote:
Would you allow the Trap Finder Trait? It's the only way to get trap finding for Vigilante's outside of a dip which doesn't seem feasible with my build.

Nevermind on this, the trait didn’t end up fitting with the backstory I settled on! Should have the build and story up tomorrow!


Would you allow the Trap Finder Trait? It's the only way to get trap finding for Vigilante's outside of a dip which doesn't seem feasible with my build.


Really only one question to start with for me!

First, I know Vigilantes can be polarizing so would you be open to them. I feel like the duel nature of this AP fits them quite well and they can fit the sneaky rouge adjacent archetype well having a social role that I enjoy more! All characters and players would know both identities and that they are the same person unless players wanted to not know in game as I think that any other way causes a lot of tension.


Dotting with interest Kingmaker is one of my favorite paths I haven’t gotten a chance to play though!

I should have some questions later tonight and build and backstory by Friday!


Oo, this seems super interesting!


Alright, I have a preliminary charcter sheet now, though I haven't transferred it over yet. Also I was wondering if I could get a Anvil of the Skyseeker for Sylphs? would that be okay?

I also haven't bought mundane items yet but I figured submitting what I have earlier is better!

here is the link to Mythwevers
https://www.myth-weavers.com/sheet.html#id=2780382


Miner Cotren wrote:

I think the only full character sheet I have not seen so far is Edmund. Do you think you can have it by the weekend?

Albert and Zephyr, can you confirm that your characters are finalized? Everything I see right now looks good to me. Looking forward to putting us through some combat as you all escape Light.

I believe I’ll be able to but it might be close sorry this week is really busy for me!


Dotting with interest I haven’t looked at v20 in a while but I really love the era so I’m gonna put something together!


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Here are initial thoughts from me!

1: Agreements Edmund thinks of himself as bridging the gaps between Zephyr and Al. He likes to think that he has an understanding of the properties of alchemy if not the same level of expertise as Al, he also however can see the powers offered by the gods even in death. Edmund tries to right these two worldviews where he can offering deference to the gods in order to help his own and Elenkind’s technological progress. Edmund agrees with Al that the goal of alchemy ought to be forwarding the world.

2: Disagreements Edmunds biggest disagreement with Al is on what ought to motivate progress. though they share the same end goal of a better world Edmunds underprivileged background causes him to be motivated by economic gain and social fame more than Al he stockpiles resources because of the potential of a catastrophe. Edmund’s biggest disagreement with Zephyr is in the nature of Sky. Though the powers Zephyr has been granted are undeniable Edmund finds it somewhat laughable that Sky is still here, he sees Zephyr’s powers as a last echo of the dead gods power, though he mostly keeps to himself about his doubts.

3: Trust Edmund always was fairly quick to trust as he tried to see the best in people, however after Moonfall and especially after the Silver-Bringer was revealed to be Moon in disguise he began to re-evaluate his relationships. Edmund still regards Al as one of his closest friends as he helped to get Ed into the makers (Ed is younger so I was thinking that he might have been one of Als students when he was a tutor) Zephyr he is a little more wary of, though he shares many values Ed has begun to fear that if Silver-Bringer was in truth Moon that this manifestation of Sky’s power may also be Moon in disguise.


I have a few ideas initially as well! My first is a Wild West cowboy, probably a gunslinger/cavalier but maybe gunslinger/something else.

Well thinking of options for the cowboy I also was reminded of an older character I had who died around level 8 which was a gunslinger/swashbuckler ratfolk who was a close quarters fighter in a modern fantasy game living in NYCs sewers.

Another idea was coming from our world as a fortune teller who would end up as an oracle/cartomancer Witch. How that scaling up from a street fortune teller to someone with real magic might be a problem but possible what they were doing was right the magic just wasn’t in our world.

The final one would be reliant on 3.5 sources so I was wondering if those would be possibilities? If so the idea is a build focused on a companion using either Arcane Hierophant (Races of the Wild of 108) prestige class or Devoted Tracker (complete Adventurer also 108 strangely) feat which combine familiars or paladin mounts with animal companions respectively. The idea for that concept would be that upon the death of their companion the character ritually killed themselves in order to join them in the afterlife but their passion pulled them out of the standard order of things and into Kisarta.


Dotting for interest! This seems really cool!


Alright, So I'm thinking Edmund Wright as a preliminary name me below is the start of his backstory! I also have changed the build plan slightly to be a switch hitter as if we are taking in more we may have too many tanks since that was what folks were asked for. If that doesn’t work let me know.

Edmund:
He was born in Light in the Lostflow Refineries District to a fairly poor brickmaker father and mother. From a young age Edmund was interested in Mithril and the Silver-Bringer, he learned all he could from the Mithril Makers and by the time he was 45 had begun an apprenticeship under Killian Masters the 3rd in command of the Makers. He learned the trade of smithing and imbuing items with essentia over the next 18 years.

Well he was apprenticed to Killian he also began studying the word of the Silver-Bringer in earnest at the Vulture Perches. He began to combine the two to call small servitors to help with menial tasks he was assigned at the Makers.

(Leaving a blank here as I think this could be a good spot to connect with Albert to get help with alchemy in creating golems and other simple constructs)

Meanwhile he also began training with the weapons and armor he made as he wanted to be able to use the gifts given to him by the Silver-Bringer. This led him to create his own armor and fighting style. He made a bow out of silver (Mechanically either an Orc Hornbow if you’d allow it or a composite longbow that just flavorwise is metal) and learned to use it as a bludgeon as well as a bow. He trained with the merger military of Light for five more years while working at the Makers after graduating his apprenticeship.

He then began escorting monthly Caravans to and from Forge containing the works of the Mithril makers and returning with raw materials for them to refine. This journey, though usually fairly uneventful also gave Edmund the chance to hone his combat skills and learn to channel his divine gifts into combat. He also was able to meet other warriors from Light.

(This is another spot that works for connecting in other characters and leads us up to modern time!)

Now I'm going to start up on mechanics


Miner Cotren wrote:

Fluid - I'll need to update you - Silver Bringer turned out to be a hidden aspect of Moon within the Temple, and when Moon started attacking the capital city of Hearth, part of those machinations were that ALL the Silver Golems turned against their masters.

I won't say it is flat out impossible, but you would almost need to be a believer in what Silver Bringer USED TO be, rather than the trickster/traitor It is.

What items/feats of crafting were you planning on? I'm open, but details are appreciated.

Oo, that actually could work for the reason that I was thinking to go to the home of the Great Forest.

My thought for that was that I would have come from Light shortly before Moon appear to bring a caravan of armor weapons and supplies to Forge. Moons appearance right after I left and the effect he has on Sylphs led to even more distrust than normal against me. I looked for any opertunity to prove my goodwill against Moon. After he was wounded I heard a call from either the old version of the Silver-Bringer or possibly The Cauldron Lady showing me that I could take vengeance against the pretender Moon as well as prove my resistance to him by aiding those in the home plane of the Great Forest which led me there.

Would that work?

In terms of Item Creation Feats I'm going to have at least Craft Magic Arms and Armor as well as probably Craft Wondrous Item and if it fits possibly Craft Construct though that one is hard from set.

Also if there still is the possibility of taking 2 more (not sure if Natloz counted or not) both Poly and I being crafting Sylph coming from Light to Forge gives a pretty strong connection, we could definitely build that if its possible for both to be accepted and Poly wants to!


polyfrequencies wrote:

@Miner Cotren: I'd love some initial conceptual feedback to know whether who I have pitched is a viable, setting-appropriate character to develop or whether I should begin looking at other options.

** spoiler omitted **

I just realized that I pitched a quite similar concept to you Poly I don’t wanna step on your toes, do you think it’s too close for comfort or are you alright with it?


After reading through things more I was wondering whether a sylph warpriest (forgepriest) of the Silver-Bringer is a concept that would work? I’m still pretty early on but think I’ll have up an initial set of questions tomorrow. One that I immediately have is how would you handle item creation feats in character creation? Would the 25% increase to WBL recommended in Ultimate Campaign work?


You had said to ask about religion for casters and I’m looking at making a paladin so could you talk about religion specifically the Volcano a bit more?

Thanks!


This seems really interesting! Dotting in, not sure what I’m going to put together yet. Also, What are the three folks you have playing?


Good luck everyone!


My ideas don’t seem to be working out in build so I’m going to withdraw! Good luck everyone!


Alright, the vision that's coming to me is a familiar focused Spirit Binder Wizard so that's what I'm going with!


Also, is there a planned closing date for submissions?


Dotting with interest, I haven't made it out of book one yet!

I'm going to let inspiration strike me should have a baseline idea in the next day or so, probably a caster of some sort but not sure yet!


Here is my submission! formatting is a bit weird it it may have some errors as I'm not as familiar with the system. Thanks for the help putting it together and the opportunity!

Also, I know that Bástya's belief that these gods are different is somewhat misplaced but she's new and green tailed so that will be learned in game if that works!

And obviously if any of the backstory doesn't work let me know and I can adjust it!


Bástya Thunderforge
:

Champion 10 (Paladin)
LG Male Anvil Dwarf
Senses: Perception (Wis) (T) +13 (+10 Level, +2 Trained, +1 Wis)
Hero Points: X/3


DEFENSE
:

AC (T) 31 (10 +10 Level, +4 Expert, +7 Armor)
HP 154 (100 +40 Con, +10 Dwarf, +4 Belt of Good Health)

Resistances: Slashing 3, Fire 2

Fort (E) +21/23 (+10 Level, +6 Master, +4 Con, +1 Item)
Ref (T) +19/21 (+10 Level, +4 Expert, +4 Mighty Bulwark, +1 Item)
Will (E) +16/18 (+10 Level, +4 Expert, +1 Wis, +1 Item)

Divine Grace (Reaction) Trigger You attempt a save against a spell,
before you roll. You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.

Shield of Reckoning (Reaction) Trigger A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.
When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the foe that attacked your ally.

Shield Block (Reaction) Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Retributive Strike (Reaction) Trigger An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level (12). If the foe is within reach, make a melee Strike against it.
You surround evil targets in a punishing halo. If you hit with your Retributive Strike, the target takes persistent good damage equal to your Charisma modifier. (2)
Soft-Landing (Reaction) Activate envision; Frequency once per day; Trigger You begin to fall
You gain the effects of feather fall for 1 minute or until you stop falling, whichever comes first.



OFFENSE
:

Speed 20 ft. (Base 20 ft)
Class DC (Str) (E) 29 (10 +10 Level, +4 Expert, +5 Str)
Spell DC (Cha) (E) 26 (10 +10 Level, +4 Expert, +2 Cha)
Divine Spell Attack Roll (Cha) (E) +16 (+10 Level, +4 Expert, +2 Cha)

+1 Striking Shield Boss +20 (2d6+7/2d8+7 B) (+10 Level, +4 Expert, +5 Str, +1 Potency) (Attached to Shield, Magical)
+1 Striking Composite Longbow +15 (2d8+4) (+10 Level, +4 Expert, +0 Dex, +1 Potency) (Deadly d10, Propulsive, Volley 30 ft, Magical)

Everstand Strike 1 Action, Press Requirement You are wielding a Shield in two hands.
Your follow-up blow leaves you an opening to set your shield. Make a Strike with the wielded shield. If the Strike hits and deals damage, you also Raise your Shield.



STATISTICS:

Str 20 (+5)
Dex 10 (+0)
Con 18 (+4)
Int 18 (+4)
Wis 12 (+1)
Cha 14 (+2)


SKILLS
:

Athletics (Str) (M) +21 (+10 Level, +6 Master, +5 Str)
Crafting (Int) (M) +21/23 (+10 Level, +6 Master, +4 Int, +1 Item, +2 feat)
Diplomacy (Cha) (T) +14 (+10 Level, +2 Trained, +2 Cha)
Lore - Guild (Int) (T) +16 (+10 Level, +2 Trained, +4 Int)
Lore - Smithing (Int) (M) +20 (+10 Level, +6 Trained, +4 Int)
Medicine (Wis) (T) +13 (+10 Level, +2 Trained, +1 Wis)
Nature (Wis) (T) +13 (+10 Level, +2 Trained, +1 Wis)
Occultism (Int) (T) +16 (+10 Level, +2 Trained, +4 Int)
Religion (Wis) (T) +13 (+10 Level, +2 Trained, +1 Wis)
Society (Int) (T) +16 (+10 Level, +2 Trained, +4 Int)
Stealth (Dex) (T) +12 (+10 Level, +2 Trained, +0 Dex)
Survival (Wis) (T) +13 (+10 Level, +2 Trained, +1 Wis)


FEATS
:

Anvil Dwarf (Ancestry 1) You are a descendant of a famed crafter and have your own amazing talent. Other dwarves might consider this a blessing from your ancestors or from the Forgefather himself, depending on where you grew up. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.

Unburdened Iron (Ancestry 1) You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
In addition, any time you're taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.

Specialty Crafting (Woodworking, Blacksmithing) (Background 1) Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a Morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

Everstand Stance (Champion 1) You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield’s boss or spikes by one step, and increase the shield’s Hardness by 2 when using the Shield Block reaction.

Scrounger Dedication (Archetype 2) You can Craft items even without appropriate tools or a workshop, though you take a –2 item penalty to your Crafting check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all.
You can Craft temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear. Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for 1d4 hours before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text.
You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to Craft a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a –5 penalty to the Crafting check (or a –10 penalty if the materials you used were particularly unsuitable, as determined by the GM).
Special You can't select another dedication feat until you have gained two other feats from the scrounger archetype.

Divine Grace (Champion 2) Trigger You attempt a save against a spell,
before you roll. You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.

Quick Repair (Skill 2) You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Magical Crafting (General 3) You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.

Everstand Strike (Champion 4) 1 Action, Press Requirement You are wielding a Shield in two hands.
Your follow-up blow leaves you an opening to set your shield. Make a Strike with the wielded shield. If the Strike hits and deals damage, you also Raise your Shield.

Additional Lore (Smithing) (Skill 4) Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

Reverse Engineering (Archetype 4) You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula
from an item. Additionally, if you get a critical success on your Crafting check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item’s value.

Defy the Darkness (Ancestry 5) Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your darkvision and sworn not to use such magic yourself. You gain greater darkvision, enabling you to see through magical darkness even if it normally hampers darkvision (such as the darkness created by a 4th-level darkness spell). You can't cast spells with the darkness trait, use item activations with the darkness trait, or use any other ability with the darkness trait.

Shield Warden (Champion 6) You use your shield to protect your allies. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

Tattoo Artist (Skill 6) You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to Crafting checks to Craft tattoos. If you're a master in Crafting, this bonus increases to +2 and you gain the formulas for four common magical tattoos of 7th level or lower.

Hight-Quality Scrounger (Archetype 6) When you Craft a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item must still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead Craft it for someone else’s use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it.

Alchemical Crafting (General 7) You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

Quick Shield Block (Champion 8) You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.

Impeccable Crafting (Skill 8) You craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.
Sentinel Dedication (Archetype 8) You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat. Special You can’t select another dedication feat until you have gained two other feats from the sentinel archetype.

Battleforger (Ancestry 9) You can sharpen weapons, polish armor, and apply special techniques to temporarily gain better effects from your armaments. By spending 1 hour working on a weapon or armor, you can grant it the effects of a +1 potency rune until your next daily preparations, gaining a +1 item bonus to attack rolls for a weapon or increasing armor’s item bonus to AC by 1. This has no effect if the weapon or armor already had a potency rune.

Shield of Reckoning (Champion 10) (Reaction) Trigger A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.
When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the foe that attacked your ally.

Inventor (Skill 10) You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.

Mighty Bulwark (Archetype 10) Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves.


ABILITIES
:

Shield Ally (Champion 3) A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half.

Weapon Expertise (Champion 5) Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

Armor Expertise (Champion 7) Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.

Weapon Specialization (Champion 7) You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Champion Expertise (Champion 9) Prayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.

Divine Smite (Champion 9) You surround evil targets in a punishing halo. If you hit with your Retributive Strike, the target takes persistent good damage equal to your Charisma modifier.

Juggernaut (Champion 9) Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Lightning Reflexes (Champion 9) Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.


PROFICIENCIES
:

Simple Weapons (E)
Martial Weapons (E)
Unarmed (E)
All Armor (E)
Unarmored (E)


DEVOTION SPELLS
:

Focus Points: 1

Lay on Hands (1 Action) (Heightened 5) Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.
(30 Healing)



EQUIPMENT
:

Weapons
+1 Striking Shield Boss, +1 Striking Composite Longbow

Armor
+1 Resilient Flaming Star Fortress Plate (Invested)

Magic Items
Bag of Holding (Type I), Codebreaker's Parchment, Everburning Torch, Legerdemain Handkerchief, Mortar of Hidden Meaning, Pocket Stage, Predictable Silver Piece, Pyrite Rat, Sextant of the Night, Soft-Landing Cape (Invested), Wondrous Figurine (Onyx Dog), Belt of Good Health, Crafter's Eyepiece, Faith Tattoo, Memoir Map, Sturdy Shield (Lesser) Called, Sturdy Shield (Minor),

Consumables
Addiction Suppressant (Lesser), Alchemical Fuse, Alchemist's Fire (Lesser), Animal Repellent (Minor), Antidote (Lesser), Antiplague (Lesser), Bookthief Brew x11, Truth Potion, Antivenom Potion, Healing Potion (Minor) x5, Potion of Water Breathing, Cat's Eye Elixir, Cheetah's Elixir (Lesser), Choker-Arm Mutagen (Lesser), Cognitive Mutagen (Lesser), Comprehension Elixir (Lesser), Darkvision Elixir (Lesser), Eagle Eye Elixir (Lesser), Forensic Dye, Ghost Ink, Leaper's Elixir (Lesser), Mender's Soup, Numbing Tonic (Lesser), Lovers' Ink x5, Self-Immolating Note, Sneezing Powder, Spiderfoot Brew (Lesser), Sunrod, Theatrical Mutagen (Lesser), Thunderstone (Lesser), Tindertwig, Timeless Salts

Other
The Old Mage Deck, Cloak Artisan's Tools, Bedroll, Backpack, Chalk, Candle (10), Clothing (Winter), Compass, Cookware, Crowbar, Earplugs, Grappling Hook, Hammer, Hourglass, Ignitor, Magnifying Glass, Merchant's Scale, Mirror, Mug, Oil, Rations, Religious Symbol (Silver), Shield Sconce, Signal Whistle, Spyglass, Tent (Four-Person), Torch, Writing Set, Writing Set (Extra Ink and Paper), Steel Shield x5, 100 Gp of scrap Metal, 20 Arrows

Bag of Holding contains all except:
Fortress Plate, Sturdy Shield (Lesser) Called, Belt of Good Health, Faith Tattoo, Memoir Map, Crafters Eyepiece, Soft Landing Cape, Religious Symbol, Ignitor, Hammer, Compass, x2 Steel Shield

Gold
2 PP 3 GP, 4 SP, 5 CP

Bulk (Limit 10) (5, +5 Str)
8 bulk, 8 Light

Invested Items (6/10)
Fortress Plate, Soft Landing Cape, Belt of Good Health, Crafter's Eyepiece, Faith Tattoo, Memoir Map


DESCRIPTION
:

Background: Artisan
Languages: Common, Dwarven, Gnomish, Goblin
Deity: Hephaestus
Physical Description:
Bástya stands at a height of only three foot eleven, with a sturdy, muscular build that betrays her strength and toughness. Her hair is a rich auburn color, worn in a short, practical style that frames her face, The hair on the sides and back of her head is cropped short, while a longer section at the top is styled in a braided crown that circles the back of her head. The braid is tightly woven and secured with small metal clasps, a practical choice that keeps her hair out of her face during battle and other physical activities.

Her skin is tanned and weathered from her travels, and her face bears a few small scars, testaments to past battles and hardships. In the few moments that she is not wearing her armor its hard not to take note of the numerous tattoos that cover her body. On her chest and stomach, she bears a stylized map of the world, with intricate details of coastlines, mountains, and rivers. The map seems to shift and change depending on the angle of the light. As Bástya travels the map seems to expand plotting her journey. Currently it shows her homeland of Skåne in southern Sweden in great detail as well as a thin line of land down to the south and a new bubble of land in Greece.

As she travels at first, the tattoo only shows the general contours of the land, with some notable landmarks and major cities. But as she continues to travel the same area, the map gradually fills in with more detail. Mountain ranges, forests, and rivers appear, along with small villages and historical ruins. The rest of her body has various other tattoos including across the side of her neck an anvil on one side and a hammer on the other stylized in the form of the holy symbols of Hephaestus.

Generally, when people see her though she is covered in her armor that she forged herself, with incredible skill and precision. The armor is made of dark metal plates that cover her entire body save for slits her eyes, providing excellent protection against physical attacks. The armor is decorated with intricate etchings and symbols of Hephaestus and the other gods. The etchings are precise and detailed, depicting a variety of smithing tools and associated with Hephaestus as well as depictions of scenes from myth glorifying the gods.

The armor itself is expertly crafted, with a level of detail and care that is evident in every plate and joint. The plates are perfectly fitted to her body, with no gaps or weak spots that could be exploited by an enemy. The metal is polished to a high shine, giving the armor a sleek, intimidating appearance. Despite its impressive size and weight, the armor is surprisingly flexible and easy to move in, allowing the Paladin to dodge and deflect attacks with ease.

Finally, Bástya wears a long, flowing cape made of deep red fabric, which billows behind her as she moves. Her cape is also adorned with symbols of Hephaestus, woven into the fabric in gold thread.


BACKSTORY & PERSONALITY
:

Backstory
Bástya was a fierce and independent female dwarf, born to Freja and Thorin Bástya's family had a long history of raiding and plundering, and her parents were no exception. Freja and Thorin were fierce warriors who raised their daughter to be just as formidable as they were. They taught her how to fight with a hand axe and shield, and she learned to ride horses and navigate the treacherous terrain of Skåne.

Despite their violent lifestyle, Bástya's parents loved their daughter deeply and wanted her to have a better life than they did. They encouraged her interest in engineering, smithing, and mechanics, and they often brought her back trinkets and tools from their raids.

One day, when Bástya was still young and in her prime, a volley of arrows was shot at her raiding group. Most of her companions were wounded, and her parents were killed. Bástya managed to escape almost unharmed because of her skill with her shield. Her mother died almost instantly after taking an arrow through her throat, and her father sustained a wound that would prove mortal after a few weeks. This exchange and her clan’s insistence that the Gods saw these deaths as good caused Bástya to start to see rifts form between herself and her faith. She vowed to never allow another to take a blow in her stead she set down her hand axe to never pick it up again using only a shield and guarding those around her first.

After the tragedy, Bástya turned to tattooing to cope with her grief. She began creating tattoos on herself and others and created a magical map tattoo that would chart the path she would take in life. She stopped raiding and became a smith instead. When Bástya was in her early fifties, she met Olaf, a raider from a neighboring clan. They fell in love and were married soon after. Olaf was a fierce warrior like Bástya, but he also had a softer side. He encouraged her to pursue her interests in engineering and smithing, and he often helped her with her projects. They had three children together: Erik, Ingrid, and Lars. For a while, Bástya was content with her life as a smith and a mother. Eventually she stopped raiding and focused on her family and her craft.

However tragedy would once again strike when Olaf and the children who had begun raiding together were killed during a coastal raid on a city that had been forward. After that everything changed. Bástya was devastated and angry, and she blamed the gods and herself for her loss wishing that she could trade her own life for her children’s had she been there. She felt like she had nothing left to live for she decided to leave Skåne with a curse towards the Norse Gods and start a new life elsewhere.

Over the next three years, Bástya took a long journey south by land and made it to Pella. There, she met two other travelers who would become her dear friends and confidantes. The first was a tall and lanky man named Nikos, who was a skilled trader and spoke several languages fluently he taught her to read and speak Goblin and Gnomish tools that proved invaluable in reading recipes for her craft. The second was a plump and jovial woman named Maria, who was a herbalist and healer who taught her alchemy.

Together, Bástya, Nikos, and Maria traveled to Athens, where Bástya pledged herself to creating a suit of armor for herself, venerating the Greek Gods in the hopes of making an impression on them. When she completed it, she began selling her services both as a warrior and a craftsman. With Nikos' help, she found clients who appreciated her unique blend of talent and tenacity. With Maria's help, she healed the sick and wounded, earning a reputation as a kind and compassionate soul.

Personality
Bástya is a fierce and independent woman, with a strong sense of purpose and determination. She has a quick wit and a sharp tongue, and is not afraid to speak her mind, even if it means challenging authority or tradition. She is also deeply loyal to those she loves and cares about, and will go to great lengths to protect them.
Bástya is a skilled defender, trained to protect herself and others with her shield. She is tough, resilient and can endure great physical hardship. Despite her strength and skill in combat, she is not a bloodthirsty or violent person. She prefers to use her skills in a constructive way, and is always looking for ways to make the world a better place.

Bástya is highly intelligent and curious, with a keen interest in engineering, smithing, and mechanics. She enjoys solving complex problems and building things with her hands. Her fascination with technology and innovation sets her apart from others in her community, and gives her a unique perspective on the world.
After the loss of her family her maternal instincts extended well beyond her own family. She often goes out of her way to care for and protect others. She is fiercely loyal to her friends and allies she will do whatever it takes to keep them safe. Her protective instincts are complemented by her natural empathy and compassion, and she is always willing to lend an ear or offer a helping hand to those in need.
Bástya's nurturing side is also evident in her love of crafting and engineering. She enjoys creating things with her hands, whether it's a suit of armor for herself or a useful tool for someone in her community. She takes pride in her work and is always looking for ways to improve and innovate.

At times, Bástya can be guarded and reserved, especially when it comes to her emotions. She has experienced great loss and tragedy in her life, and has learned to keep her feelings to herself as a coping mechanism. However, she is also capable of great empathy and compassion, and will often go out of her way to help those in need.

Party Role
I built Bástya to be a defender first, her largest asset is protecting those around her She does particularly well if she has someone else in melee with her but can preform fine if she is alone as well. She can give any adjacent character DR 26 on a physical attack every round. In terms of damage, she doesn’t have as much power as normal I think. Outside of combat she can be an okay face but excels at crafting, She can put together mundane items for use in 10 minutes, repair damage extraordinarily quickly and create magic items in down time even without any examples of them. she has a large repository of random low level items and consumables I intend to keep stocked so she has the random potion that’s needed. Finally, she doesn’t fit the archetype of a “paladin” super well Moreso being a warrior with a strong connection to the gods and a strong faith but without as much divine power as normally is anticipated with her only magical ability being lay on hands.


Perfect! thank you, also in terms of gear are we just using the lump sum 2300? Also if I have crafting can I pay full price for items but flavor wise say I made them myself assuming I have the capability to?


DM Amazing Red wrote:
Uncommon/Rare just means you need to check with me before you take them on a case by case basis. It helps prevent the pc who takes every obscure feat/spell and then unleashes them on the campaign. That being said, Everstand Stance is fine. Hmmm.. Hephaestus is a god I admittedly haven't done much with...

Is it a problem that you haven't done much with him? if so I can work up on another concept. Just figured a dwarven paladin of Hephaestus who only uses weapons and armor he made himself would be a fun idea! also could we get new domain lists for the gods now that its shifted to 2e?


Somehow I missed that this is transitioning to 2E so I may take a bit longer in submitting cause like Jereru I am also new to the system, but I should have something together by the end of the weekend. Right now I am thinking a Champion of Hephaestus!

EDIT: Is it okay if we take uncommon/rare features? if so any limit on number?

The first one I saw that I want to take is Everstand Stance which makes fighting with just a shield more viable.


Dotting in! Read the initial write up and am very intrested!


Here is my submission!

Haine Autrefois:
Dwarven Spiritualist 1
NG Medium humanoid (Dwarf)
Init +7; Senses Darkvision 60 ft Perception +2

Defense
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 14 (1d8+6)
Fort +4, Ref +1, Will +4

Offense
Speed 20 ft.
Melee Kumade +3 (1d6+4/x3) or
Melee Sickle +3 (1d6+3)

Space 5 ft.; Reach 5 ft.
Special Attacks None

Spiritualist Spells Known (CL 1st; concentration +3)
. . 1st (2/day)— Shield, Cure light wounds
. . 0 (at will)—Detect Magic, Stabilize, Guidance, Light

Statistics
Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 7
BAB +0; CMB +3; CMD 13

Feats & Traits::

Feats Toughness, Improved Initiative
Traits Orphaned, Reactionary

Skills::

Skills
Heal +6 (2 Wis, 1 Rank, 3 Class)
K. Local +4 (0 Int, 1 Rank, 3 Class)
Sense Motive +6/+9 (2 Wis, 1 Rank, 3 class, (3 Skill Focus))
Survival +7 (2 Wis, 1 Rank, 3 Class, 1 Trait)

Background Skills
Slight of Hand +2 (1 Dex, 1 Rank)
Profession (Herbalist) +6 (2 Wis, 1 Rank, 3 Class)

Languages Common, Dwarven


Gear::

Wooden Armor, Kumade, Sickle x2, Vest (Tweed) (5gp), Broach (Silver Mother Seal) (20gp), Signet Ring (Family Seal) (5gp)

Wealth
3gp

Encumbrance
Light 0-76 lbs.
Medium 77-153 lbs.
Heavy 154-230 lbs.
Current Load 35 Ibs.


Special Abilities::

Class Abilities
Phantom (dedication foci)
Shared Consciousness
Etheric Tether

Racial Abilities
Unstoppable Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy
Lasting Grudge Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.
Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision Dwarves can see perfectly in the dark up to 60 feet.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


Background::

Haine Autrefois was born in Midland to Sabine a moderately wealthy dwarven herbalist, his father left before he was born. Sabine made medicinal tinctures for the nobility and common folk throughout Korvosa but unbeknownst to Haine most of her money came from selling tinctures and poisons to petty criminals throughout the city. Nonetheless, she taught Haine the more benign aspects of her trade well dealing with all who had the money for her fees.

Most of Haine’s early youth was fairly idyllic, he helped with growing plants and grinding herbs well playing with friends. But his fates would change significantly when he was 13. Sabine had been dealing with Gaedren Lamm a new crime lord in the city who was on the rise creating tinctures that put drinkers to sleep. Gaedren came into the Autrefois’ shop and Sabine sent Haine out. This was not unusual, Sabine generally delt with customers alone. What was unusual however was that after 2 hours Sabine still had not come to bring Haine back in.

After three hours Haine came back to the door of the shop and found it locked, he snuck around trying to break in but couldn't find a way so he reported the incident to Guards who came and eventually broke into the shop, finding no one there. He stayed there by himself that night and the next morning was called by the guard. When he reported to them they said they had found a body that they needed him to identify. They took Haine to the Gray, where he saw three pieces of his mother, half buried in a makeshift grave. He identified her and rushed back to the shop to morn.

That night he snuck back to the Grey and looked at the sight. When he arrived, a light blue ghostly figure began to rise from the ground where Sabine’s body had been, it looked like Sabine but slightly off, Hanie couldn’t initially put his finder on how but started to run. As he did he heard a voice in his head, Sabines voice, calling for him. He turned back and the voice said ”I couldn’t leave you here alone, not with him” Haine felt strangely comfortable, he began to approach the spirit, as he got closer it floated towards him and when they touched it disappeared into him. He heard his mother again whisper to him ”I will be here with you, always”

Despite his newfound ally Haine found his life upended, as he was under age he couldn’t own property, so the town took the store he had lived in for all his life leaving him homeless and orphaned. He quickly learned to live on the street, he begged borrowed or stole his way to food whenever he could and when he couldn’t learned to make do or hunt the vermin of the town with the aid of his mother. He also found that he was able to heal his wounds when he was bitten by rats simply by focusing on them and asking his mother. He found himself adapting becoming more and more resilient and faster to react every day and week and year that passed.

Haine spent the next 25 years scavenging for food and goods, creating tinctures from what he remembered as his mother lost much of her mind when she died even though she stayed behind. He found his way to some basic armor and makeshift weapons stolen from farmers in order to try and get enough to fight his way though the crime of the city to Gaedren himself to make him pay for his mother’s life.


Personality::

Haine’s personality is quite underdeveloped, he stopped having traditional developmental paths at 13 leading to him sometimes reacting to things as a child might, still well in his adolescence. He has trouble relating to others but is quite polite. He often accidently puts his foot in his mouth when speaking not knowing social faux pas. He also has become a bit jumpy from his time on the streets and is very protective of Sabine.

Description::

Haine is a young Dwarf standing at 3’11” with black hair and a small beard. He has scars all up his arms and a few on his face, one long one under his left eye as well as a chunk taken out of his chin on the right side of his jaw. He has green eyes and wears clothes that clearly are cobbled together from scraps he found around the city. His armor seems homemade from pieces of wood he found that seemed to fit together.

Sabine Autrefois (Ectoplasmic):
Phantom (Devotion) 1
NG Medium Outsider (Phantom)
Init +2; Senses Darkvision 60 ft Perception +4

Defense
AC 14, touch 12, flat-footed 12 (+2 Natural Armor, +2 Dex)
hp 14 (1d10+4)
Fort +1, Ref +4, Will +4

Offense
Speed 30 ft.
Melee Slam +2/+2 (1d6+1/x2)

Space 5 ft.; Reach 5 ft.
Special Attacks Dutiful Strike

Statistics
Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
BAB +1; CMB +2; CMD 14

Feats::

Feats Toughness, Iron Will
[spoiler=Skills:]
Skills
Diplomacy +5 (1 Cha, 1 Rank, 3 Class)
Intimidate +5 (1 Cha, 1 Rank, 3 Class)
Perception +4 (0 Wis, 1 Rank, 3 class)
Sense Motive +4 (0 Wis, 1 Rank, 3 Class)

Languages Common, Dwarven


Gear::

None

Wealth
None

Encumbrance
Light 0-43 lbs.
Medium 44-86 lbs.
Heavy 87-130 lbs.
Current Load: None.


Special Abilities::

Class Abilities
Dutiful Srike
Darkvision The phantom has darkvision out to a range of 60 feet.
Link A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spiritualist’s turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist’s connection to her phantom; as a result, the spiritualist and her phantom share magic item slots.
For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conflict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant.
The phantom must possess the appropriate appendages to utilize a magic item.
Share Spells The spiritualist can cast a spell with a target of “you” on her phantom (as a spell with a range of touch) instead of on herself. A spiritualist can cast spells from the spiritualist spell list on her phantom even if the spells normally do not affect creatures of the phantom’s type (outsider). This ability does not allow the phantom to share abilities that aren’t spells, even if they function like spells.

Personality:

Sabine kept some of her personality from life but mostly kept the nurturing aspects of it. She largely cares for protecting and supporting Haine. She can be persuasive to people she speaks with but most cant get past her appearance.

Appearance:

Sabine looks like an older dwarven woman with kind eyes and long hair, she stands around 4’5” tall but her entire body and clothing are made of a light blue ectoplasm. In addition, something feels off about her appearance. She looks like she’s been drowned, her eyes are sunken slightly too far, her body looks slimy, her fingers are wrinkled and all of her skin is sagging slightly.

Party Role:

Haine and Sabine fit in well as tanks, they have quite high Hit points and are both quite passable in combat. Haine also is a half caster and will come into himself casting later in the game as a supportive caster


Thank you for the selection as well! I'm super excited for this. I'm working on getting my profile set up and expanding a bit on Amelia's backstory.

I think a Domino effect could work well too, I also took the liberty of looking though folks current background write-ups and just writing connections, seems like we are rather closely grouped in the North East which also could help, 2 of us have direct links to Gotham, I could easily work one in (Gotham/NYC being the preforming arts capital of the world).

Here's what I found, if I messed something up let me know!

Dazzling Canary (Green Arrow, Sterling City, Ithaca New York)
Mariner (Possibly Sinister, Westerly Rhode Island, Groton, Connecticut, Coast Guard)
Nightwing (Circus, Bruce Wayne/Batman, Gotham)
Oddball 2 (NYC/Gotham, Circus of Crime, Batman, Green Arrow)
OMAX-23 (Unknown)
The Sentry (Stark, New to the world, New York from Stark?)

I should have a more in depth preliminary history write up for Canary done by end of night tonight!


P.S. no update since no updates came since the post!


Crunch and story

GM SuperTumbler: The Sentry (Super soldier/Super-boy) (Full Build)

Atlas2112: Lex Luthor (Iron man/Lex Luthor Combo) (Full Build)

Critzible: Oddball 2 (Acrobat/Circus of Crime) (Full Build)

Jubal Breakbottle: Mariner (Noah Weatherby) (Storm/Aquaman combo) (Full Build)

FluidSynchronicity: Dazzling Canary (Amelia DuBose) (Dazzler/Black Canary Combo) (Full Build)
Or
Carbon Kestrel (Samuel Stone) (Cyborg/Falcon combo) (Full Build)

Tarondor: The Vision (Hourman/Vision Combo) (Full Build)

Black Dow: O.M.A.X-23 (OMAC/X-23 combo) (Full Build)

Phantom Genius: SI-X 6 (Rebel Mutant Hunter) (Full Build)

Philo Pharynx: Nightwing (Kurt Grayson) (Dick Grayson/Nightcrawler combo) (Full build (But with issues))

Concepts

Nathan "Cable" Grey: (Northstar & Johnny Quick combo)

Monkeygod: Damian LeBeau (Damian Wayne/Gambit/Longshot)

ElbowtotheFace: Mutant Red-Hood

Interest

Jason "Rion" Prince:

Withdrawn

DeathQuaker:

TheWaskally:

Joe the Adventurer: Powerstorm (Richard Jones) (Hulk/Firestorm Combo)

And here is an updated list, I'll do one more update to it early tomorrow morning! Let me know if you see any issues.


Alright, here's my second option, its a combination of Cyborg and Falcon emphasizing Falcons connection to birds as well. Hero name is the Carbon Kestrel.

Story:
Samuel Stone was born in Gotham to a minister father and a mother who was a higher up at Wayne Enterprises as an R&D specialist. As he was growing up he lived a fairly idyllic life. He took a liking to animals, birds in particular and played sports. He exceled in football and academics. This led to him getting a number of college scouting offers, he chose to stay close to home and enroll at Gotham University on a football scholarship. He studied psychology with an emphasis in ethology or animal psychology. He worked under Johnathan Crane.

Around the time he went to college he also left the church, he expected this to cause a falling out but in truth his father simply offered up a number of books on comparative theology trying to ingrain he thought some form of faith was important. Samuel read all of the books he was provided with and kept a strong respect for religion but found that he couldn’t make sense of it for himself, so he became fairly agnostic but for his father’s benefit declared himself a Baháʼíst.

As time went on his college career appeared to be going well, he was near the top of his class and the football team led by him made nationals his sophomore year. In his junior year however, a sudden problem arose. As he was working with Johnathan Crane on a research task observing the traits of a group of peregrine falcons and looking for causes of their aggression towards humans Crane seemed to want to shift the focus of the study to humans. They had isolated a hormone in the falcons that Crane thought was causing them to attack humans. Crane then trapped Samuel and injected the hormone directly into his spine.

Samuel lost control of himself and doesn’t remember any of what came next. However what he has since been told happened was that he went into a rabid rage and ran though the Wimberton science building climbing higher and higher attacking anyone that came within eyesight. When he eventually made it to the roof of the twelve-story building he ran to the edge and leapt off plummeting to the ground with his arms spread as though they were wings. This put him into critical condition, fortunately the chaos caused by his rampage had gotten onlookers to call for ambulances already so they were en route.

When he arrived at the hospital it was clear that his wounds were beyond traditional medicine. Seeing that the work being done was hopeless his mother decided to take things into her own hands. She called in a number of favors with the medical team and R&D team at Wayne Enterprises and got a group of the best and brightest scientists there, then got a medivac for Samuel to their lab bringing a small staff from the hospital to keep his state from deteriorating any further.

He then awoke three weeks later finding his arms gone and replaced with a set of metal wings, along with metal encasing his chest and back. He was told that his spine was exposed under the metal and constantly was being injected with regulating hormones because the injection given by Crane had taken to his body and now he was producing the hormones himself. These hormones allow Samuel to communicate with birds and gain some of the powers of falcons.

Samuel has been out of the lab for about 2 months and has started to get accustomed to his new body. He lost his football scholarship as he was disqualified form playing but the dean of his program was also arrested so he chose to drop out of college and start trying to work in the community to make it stronger. He has started work as a social worker and is also using his newfound abilities to work with the city’s bird population to keep streets cleaner and report issues to authorities.

Crunch:
Samuel Stone
PL12

Abilities
Strength 3, Stamina 2, Agility 4, Dexterity 2, Fighting 4, Intellect 4, Awareness 2, Presence 4

Powers
"Winged Wonder:
Winged Evasion: Enhanced Dodge 10 [Noticeable (Wings)], Carbon Counter: Enhanced Parry 10 [Noticeable (Wings)]
Dyn: Flight 14 [Wings]
Enduring Metal: Protection 8 [Noticeable (Wings)]
Dyn: Winged Assault: Damage 7
(29 points)
Hover:
Hover: Flight 1 [Continuous; Wings]
(2 points)
Avian Hormones:
Avian Senses: Senses 13 [Analytical Sight (1), Counter Illusion Sight (2), Direction Sense (1), Distance Sense (1), Extended Sight x2 (2), low Light Vision (1), Microscopic Vision (2), Tracking Sight (1), Time Sense (1) Ultra-hearing (1); Innate], Avian Communication: Feature 2 [Animal Harmony, Animal Mimicry, ], Understand Birds: Comprehend 2 [Type (Avian)]
(18 points)
Wings as tools:
Tool Array: Feature 1 [Wings as Tools]
(1 points)"

Equipment

Advantages
Animal Empathy, Improved Initiative 3, Instant Up, Move-by Action, Uncanny Dodge

Skills
Acrobatics 10 (+14), Athletics 11 (+14), Close Combat: Wings 10 (+14), Deception 3 (+7), Expertise: Psychology 4 (+8), Expertise: Ethology 12 (+16), Expertise: Religion 4 (+8), Insight (+2), Intimidation (+4), Investigation 6 (+10), Perception 10 (+12), Persuasion 11 (+15), Stealth (+4), Technology 2 (+6), Treatment 3 (+7)

Offense
Initiative +16
Winged Assault +14, Damage 10

Defense
Dodge 14, Parry 14
Toughness 10 (Def Roll 0), Fortitude 12, Will 12

Power Points
Abilities 50 + Powers 50 + Advantages 7 + Skills 43 + Defenses 20 = Total 170

Complications
"Disability: If Samuel were to be separated from his wings he would die as it is regulating his hormones and stabilizing his spine
Prejudice: Samuel's obvious powers and the source of those powers being partially the influence of animal hormones and presence of new and untested technology come together to cause mistrust of him.
Bird-brained: After the accident Samuel easily loses focus.
Overstimulated: Samuel's newfound senses can often cause him to become overwhelmed by new stimuli. He often has trouble coping with this."


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Also question for the M&M savants, is there any way to do a power like protection for the other defenses? Its purely flavor where it comes from but I'd like a bonus to dodge from a power rather than a baseline increase.


quick question for backstory on my second character option, is Bruce Wayne also all in on the mutants should die thing or is he more moderate?


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GM SuperTumbler: The Sentry (Super soldier/Super-boy) (Full Build)

Atlas2112: Lex Luthor (Iron man/Lex Luthor Combo) (Full Build)

Critzible: Oddball 2 (Acrobat/Circus of Crime) (Full Build)

Philo Pharynx: Nightwing (Kurt Grayson) (Dick Grayson/Nightcrawler combo) (Full build)

Jubal Breakbottle: Mariner (Noah Weatherby) (Storm/Aquaman combo) (Full Build)

FluidSynchronicity: Dazzling Canary (Amelia DuBose) (Dazzler/Black Canary Combo) (Full Build)

Tarondor: The Vision (Hourman/Vision Combo) (Full Build)

Joe the Adventurer: Powerstorm (Richard Jones) (Hulk/Firestorm Combo)

Nathan "Cable" Grey: (Northstar & Johnny Quick combo)

Monkeygod: Damian LeBeau (Damian Wayne/Gambit/Longshot)

ElbowtotheFace: Mutant Red-Hood

Black Dow:

DeathQuaker:

Jason "Rion" Prince:

TheWaskally:

I made a quick list of the folks I saw for convenience of what folks have planned. If I missed you or messed up something for you let me know and I'll adjust it!


I believe this Sunday the 12th!


Monkeygod wrote:
FluidSynchronicity wrote:


If you want help with the crunch here I'd love to see if I can toss together a base for you to go from!

Also, a resource I found that I think helps a lot if you want to learn the system for character generation but are newer to the system is...

Maybe cuz it's 5:30am and my brain isn't super functional atm, but that spreadsheet you linked appears to be view only.

It is, cause that’s the master copy! You can make a copy of it using the file function then edit it for your character!


Is it okay to create a secondary option? I have an idea for another character I'd love to toss out but would also be happy sticking with my first!


Monkeygod wrote:

I'm gonna need some input from Reckless(and any others who want to help out) but this what I've got so far:

Ra's al Nur, is sort of the mutant counterpart to Vandal Savage. Maybe he helps manipulate 'mutant history' for his survival of the fittest vision. At some point, he becomes a rival to Sinister & Stark, as they are both opposed to mutants.

One of his daughters, Felicia al Nur(combining Black Cat and Talia al Ghul) marries not Bruce Wayne/Batman, but Remy LeBeau aka Gambit, who is the leader of the Thieves' Court(Court of Thieves?) a merging of the Thieves Guild Gambit grew up in, and the Court of Owls.

They have a child Damian LeBeau, which is my PC.

Some things I need some help with:

I want to also merge somebody with Gambit, but unsure who. I would like it to be some type of powered character who sort of fits into the above rough backstory.

I'm thinking the Hand of Shadows(Shadow's Hand?) is more akin to the version of the Hand when Daredevil was the leader during the Shadowland story arc. Aka, they are more of a force for good, but due to the other aspects I mentioned above, they are mostly used to combat Sinister/Stark/the Men of Steel and fight for mutant rights. However, they are still kinda 'dark' in alignment.

I also need help in actually building my PC. I'm kinda envisioning him to be a blend of Damian Wayne, Gambit, and Longshot(I think this might be his code name, just for funsies).

I'm thinking maybe some sort of acrobatic assassin base, with some luck based powers. Beyond that, unsure, exactly.

Any thoughts, feedback, critiques, suggestions, etc are most welcome!

TIA!

If you want help with the crunch here I'd love to see if I can toss together a base for you to go from!

Also, a resource I found that I think helps a lot if you want to learn the system for character generation but are newer to the system is this spreadsheet which puts out a character sheet in forum format and walks you though generation a bit!


Okay, I'm thinking I'm gonna roll with a Spiritualist orphan who's phantom is their parent

Starting wealth: 2d6 ⇒ (1, 3) = 4

Looks like 70 it is!


Dotting in as well! I feel like something Occult could fit in really nicely here so I'm going to do some thinking as to what!


Stats:
The Dazzling Canary (Amelia DuBose)
PL12

Abilities
Strength 0, Stamina 2, Agility 6, Dexterity 4, Fighting 0, Intellect 4, Awareness 3, Presence 10

Powers
Light Rays:
Blinding Beam: Ranged Affliction 12 [1st level (Impaired and Velnerable) 2nd level (Defenseless, Disabled); Extra Condition; Limited (Only when singing loudly), Limited Degree]
Alt: Radiant Beam: Ranged Damage 10 [Limited (Only when singing loudly)]
(13 points)
Piercing Eyes:
Radiant Eyes: Senses 2 [Darkvision; Sustained, Noticeable (Eyes glow, and vocal hum)]
(1 points)
Projected Vision:
Light Sight: Remote Sensing 20 [Medium (must be able to see the sun and can project to anywhere the sun is); Subtle (2 ranks)]
(12 points)
Gravitational Lensing:
Light Bending: Concealment 4 [Affects Others; Limited (well humming)]
Alt: Radiant Deflection: Protection 6
(9 points)

Equipment

Advantages
Attractive 2, Connected, Contacts, Fascinate 1 [Expertise (Singing)], Inspire 5, Jack-of-All-Trades, Leadership, Well-Informed, Benefit 5 [3 Wealth (Millionaire) 2 Status (Best in the country)]

Skills
Acrobatics 5 (+11), Deception 7 (+17/22 when attracted), Expertise: Singing 12 (+22), Intimidation 6 (+16), Perception 18 (+21), Persuasion 7 (+17/22 when attracted), Ranged Combat: Light Manipulation 10 (+14), Stealth 7 (+13)

Offense
Initiative +6
Radiant Beam +14, Damage 10
Unarmed Attack +0, Damage

Defense
Dodge 16, Parry 4
Toughness 8 (Def Roll 0), Fortitude 8, Will 16

Power Points
Abilities 58 + Powers 35 + Advantages 18 + Skills 36 + Defenses 33 = Total 180

Complications
Doing Good: Amelia has always exceled at everything she does, failing to excel in helping people with her new powers would be unacceptable.

Fame: Amelia is rather famous as the voice of her generation; she almost always will be recognized.

Secret: Amelia is trying to keep her identity separate from the Dazzling Canary and also trying to keep the fact that she has powers a secret

Here's my first swing at Stats for The Dazzling Canary, if someone familiar with the system wouldn't mind cross checking me to make sure I did it right that would be grand, and also if I messed up something in terms of forum use!


Hey! I'm new to the forms but a long-term RPG player and DM and comic book fan and this really got my gears turning! I have a bit of familiarity with M&M, but it’s been a couple years since I used the system.

initial idea for me is Amelia DuBose an opera singer in Sterling City who is Oliver Queen’s much younger occasional mistress.

Recently during her premier performance in the title role of Stravinsky’s The Nightingale her spotlight started acting strangely, changing its size and color seemingly without anyone manning it. the changes did, however, seem to follow changes in her voice, as it rose in pitch the light became brighter and tighter around her as it lowered they dimmed and stretched to wash out the entire stage. By the end of the first song, she sang she almost seemed to be creating her own light. A fact which proved true when she walked off stage. After seeing this the rest of the show was cancelled and Amelia’s management team came into the theatre to examine the spotlight, they found that the lens on it was imbued with radioactive particles of color filter.

Amelia herself found that she now produced light whenever she sang, by altering the sound she could change the intensity, color, and placement of that light. She vowed to try to keep this as secret as she could but wanted to start testing what she could do and keep preforming. She began attempting to incorporate this newfound ability into her performances and formed a partnership with a lighting designer who took credit for the new “technology” as they called it. Well she trained herself in her shows she also began doing what she could in secret to help Starling City initially working as a hidden aid to the police who billed her the Dazzling Canary.

If there's anything I need to rewrite or change please let me know, the goal was a hybrid of Black Canary and Dazzler and I expect that within the next couple of days I'll make a couple changes and add to this but I'm going to try to get some mechanics together for now!