Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
I would have to say that the witch spells are limited because there is a list of which ones they are allowed to take and that list does not include all of them. You may like the spells. You may even consider them a good sampling of different types of spells. They are still limited however. Even when wizards specialize, they still have access to their prohibited schools, they simply pay extra. The advantage of wizards, and a lesser extent clerics, is that they have access to drastically more spells than the other classes. They may not use them. They may not even be worth using. They still have access to them however. I've played witches, wizards and whatnot, but that's not really the point. The point is, their spells are limited and that is made up for with hexes. Some hexes may be overly strong while others may be a waste of time. I still think hexes are the lynch pin ability of the witch however.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Hilde will take hers captive if possible but kill him if she has to. Assuming she can take him captive, she tosses him with Kelgar's captive. Moving to The Halfhand, she bends over, placing her hands on the shoulders of the critically injured mage. Lay on Hands: 2d6 ⇒ (5, 3) = 8 To the others she says, "Return the dragon's gaze,
Spoiler: Hilde is asking someone to examine the dragon, someone else to check the lower door and then for the party to decide which of the three doors to enter.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
I can see what you've said. I still think witch spells are very limited, certainly compared to the wizard though. It seems to me that the wizards whole reason for being is their spell versatility. Everyone gets to have opinions though. I mispoke on saying the slumber hex is the lynch pin ability. Hexes are the lynch pin ability. Slumber is one of them and the ability to use the hexes over and over can make quite a few of them OP. I have only played with hero points once and I liked them. They kept people from failing saves or receiving crits and dying. I am not a fan of the wildly random aspects of d20 but maybe I'm alone in that. So be it however. 8) I'm glad you reached an easy agreement. I dislike arguing more than anything.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
I understand about the coup on the guard. Hilde wouldn't do it to a guard but a troll is an entirely different story. "Today is your day to give,
Hilde holds her action, giving the guardsman a chance to surrender.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
I have never been a fan of save or suck abilities because monsters seem to save too often and I lose valuable spells. All of this is negated with hexes which can be cast over and over. However, hexes are there to make up for a witch's severely limited spell selection. Of course, restricted spell selection doesn't matter much if you're interested in enchantment or illusions, both of which witches cover well. I'm of a very mixed mind about the slumber hex. It is the lynch pin ability of the witch. It is also awfully strong to get to use an infinite number of times daily. I do not think limiting it to 3+stat bonus/daily is the correct answer. I don't think outlawing it or witches in general is the answer. I do like the idea of villain points for major NPCs. If they were matched by hero points for us, it might help with the random scary as hell crits such as the one taken by Halfhand this troll or Hilde last troll. I am not bothered by one character landing a lucky spell unless something like this happens over and over. I really don't like to see someone have to reroll a character however as that has happened to me far too often. If he wants to play a witch and witches are allowed, he should play a witch. If witches get the slumber hex then he should get the slumber hex. In the end, it's Voice's game and it is his responsibility to make the decision to allow witches or not. It's a tough choice and one I don't envy. Villain points sound a good compromise, but cause more effort on Voice's part. I don't feel it is my right to suggest he put in more effort. I guess you'll have to mark me down as a meh.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Slumber Hex is a pretty tough ability. It is very powerful from 3-7th level or so, but I do not think it scales well at higher levels. Of course, most APs are 1-10th level or so. I also think it can only work once on each NPC, so if they save against it, it can't be used again. I agree that its a very powerful ability. It would be extremely powerful even if it were limited to x+int mod uses per day the way a lot of other abilities are. It probably none of my business, I just wanted to chime in on the subject. I'd rather not see it go away completely as it's a foundation for the witch class, but it absolutely trivializes many encounters. It won't be long however, until The Halfhand has more save or suck spells and when those work, they do the same thing. Tough choices, I'm sure.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Climb 1: 1d20 - 1 ⇒ (14) - 1 = 13
If Hilde fails and the chute seems beyond her, she will draw her bow at the next opportunity.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Hilde rushes up the ramp to her left and runs along the battlements to L13, ready to attack at the first opportunity. With a double move, she does not have time to rearm her shield and so it remains slung.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Dropping her shield, Hilde grasps her long sword in both hands, taking the opportunity to finish of the trow. Creatures such as it are evil to their very core and no amount of rehabilitation will change that. Coup de Grace: 2d8 + 15 ⇒ (3, 4) + 15 = 22 DC 32 fort save or die. She is no longer fighting defensively, but without shield her AC is 21 unless the trow is dead, in which it is 18.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Attack of Opportunity on Trow: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 6 ⇒ (8) + 6 = 14 Hilde doesn't see what happens behind her, only knowing that the troll is now unarmed. Making certain to stay in front of the trow, Hilde warily attacks again. Fighting Defensively: 1d20 + 6 ⇒ (8) + 6 = 141d8 + 6 ⇒ (4) + 6 = 10 AC is still 24. Nice to see that the die roller still loves me.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
"I am Pahmet, Dusty. He is my Prince, but not guaranteed my allegiance. By ancient tradition, we Pahmet occupy a...unique...position within the society of Osirion. The land of Osirion is ancient and its citizens have many traditions going back even further. I have resigned myself that these relics be removed, but I have not resigned myself that their ownership should transfer hands. This is a house of the dead. It is we who trespass here and in Osirion, one's rights do not fade upon death, no matter how much time has passed." Fatima is clearly not angry. She is curious about what Dusty knows and believes. She can no doubt be accused of lecturing, but that is more of a dwarf thing than any attempt at rudeness. "You are correct Umbryl Char, although this is no mere philosophical debate. And I agree with your conclusion. I will check the room to the north and we may proceed in that direction." Fatima moves to the north door, cautiously opening it and peering into the room beyond. Perception for traps within the room: 1d20 + 7 ⇒ (12) + 7 = 19
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
"To arms, to arms,
Hilde activates her Smite Evil on the trow and charges. Long Sword:Fighting Defensively: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 6 ⇒ (4) + 6 = 10 Still can't roll for crap, but there you go! Between Smite Evil and Fighting Defensively, her AC is 24.
I'm going to point for point so I'm putting my response in a spoiler to not add extra pages. Spoiler: 1. Yes, it is all halved. Its a fluffly feat that actually works well for crit fishers. I am considering allowing precision damage to remain as normal damage though. I think I will change that.
So you are allowing precision damage to go on top of the halved other damage? That is going to double my sneak attack damage. I don't know if that is going to be game changing, but it will be a big deal for my ninja. 2. No, stay away from feats that give extra ToB stuff.
3. Ranged weapons are there. Just rather limited.
5. You can read through the discussion thread if you so wish, though I believe everything you need to know is in the campaign info.
All application with a background and or there characters views on the real world/ VR world and there morales are accepted.
Guilds are not mandatory, to be honest I am still working on how I want them to run. Going solo is fine but its dangerous and death is death.
Did I miss anything?
I have updated Meilin online but have some questions. 1) Lighting Strike - double your attacks for half the damage. What exactly gets halved - weapon damage? What about strength bonuses? Power Attack bonuses? Sneak attack damage? If all these are halved, what is the benefit? If they aren't, this is a really powerful feat. I haven't taken it as of now, but if only weapon damage is halved, I'm all over it. 2) Can we take the feats from ToB that modify the maneuvers? I took two - an extra stance and an extra maneuver. Tell me if this is a no-no. 3) We get power attack or deadly aim for free? I'm not sure I see the point of deadly aim as there were no missile weapons in SOA and they don't appear until GGO in the light novels. Neither is very good for a rogue - can I have Weapon Finesse instead? 4) How much are the healing crystals? Now that I've made a character, what do I do next? With nine pages of messages, catching up is a bit daunting. Do I go to the Discussion forum? What do I do there vis a vis getting a guild? Is a guild required? I'll make an avatar if approved. I have about twenty at this point and don't want another unless it's for a game I get to play for a bit. 8)
This is Meilin - the trophy wife of a Hong Kong crime boss. She is as confused as anyone to be in a game world, but figures she will walk out in the end if she keeps her head. Devious and cunning, she is overly competitive and not very trustworthy. She is surprisingly intelligent, but spoiled and accustomed to having her way. She prefers the real world to the game world for obvious reasons and is a little worried that her husband will bore of her if she stays in the game world too long. She doesn't worry about this overly much however, as it is out of her hands and she certainly has no plans to risk herself to end the game. She is a ninja and uses what, for lack of a better word, I have called a kukrigama. It is basically a kusarigama only instead of a sickle and weight, it is two kukris bound by a steel cable. You can see an example of the weapon either on my character sheet or in the anime Black Lagoon. I am familiar with the ToB but need to reread it tonight. As it is very late, I have put together the character and will fill in the sword skills first thing in the morning if you approve the character. I still have some equipment to buy but don't know your rules regarding max price. I assume I can get a +1 weapon and armor and any other item is 1/4 my gold per level? Please let me know if the character is okay and I will have the remainder finished asap.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
I always feel better about having the flu once I give it to someone who doesn't have it. Pick a neighbor or a co-worker you don't particularly care for. Failing that, try to give it to 10-15 strangers. Either one will make you feel better, guaranteed. Or maybe I'm just evil. Give it a shot, let me know how you feel - It will help me determine my alignment.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Hilde can alter self to appear a winter fey and either demand entry to the inner tower or distract the guards long enough to attack them? Perhaps Bastagar simply wanted to get close enough to the troll to sneak attack it? Or perhaps he wanted to turn it against the humans? Hilde can do the alter self easily enough, but her Oath keeps her from lying. She can be cagey and avoid the truth through technicality, but cannot outright lie.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
I travel to Atlanta Friday and hope to post but may not make it. I then move to Staten Island Sunday. It will take a minimum of two days. I again hope to post but doubt I will be able to. The car we are taking is dubious but I have an parent's American Express Gold Card and I'm not afraid to use it! DM PC as needed, I will check in where I can. I hope your child gets well soon and that you can get back into the fencing without too much pain. I studied kendo in China and as my instructor and I didn't have a common language, I learned mostly through bruises. 8)
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
All of you embroiled in this tragedy have my utmost sympathy. I would not trade places with you for the world. I certainly do not want to add to RVT's stress during such a horrible ordeal. I will hang out until RVT makes it back and will keep an eye on this thread in the meantime. God bless.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
If the troll doesn't fall for it, Hilde's going to turn into a forlarren and go ape-s**t rather than trying diplomacy at all. That will probably convince them that we are on their side, but may not stop them from trying to kill her anyway. I don't see her getting away with anything close to resembling diplomacy or disguise with these things, aside from the magic. Still, let's see how far your luck can run, eh?
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Hilde waits nervously. She has her Alter Self spell ready to transform into a Forlarren but is saving it until things begin to go bad. Until then, she has faith in both Bastagar and The Halfhand when it comes to manipulation and deceit.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
I am going to officially drop out of this campaign. I had the opportunity to enter Marianne into a different campaign the other day but passed as she was in this one. I'd like her to see daylight at some point, so will re-enter her elsewhere. I wish all of you the best when RVT gets back. I hope you have a lot of fun with the game. 8)
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
My friend is not going to be able to commit to posting and so has bowed out of consideration for the game. If no one has a friend to recommend, I think we will need to post a recruitment thread.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Hello all. I'm Morrigan and I'll get my avatar up as soon as I can, probably tomorrow. I just took the largest test of my life today and so am kind of frazzled and so am just checking in. Morrigan is not able to find traps so I can't help there. My feats are all pretty booked until 9th level so I'll probably go with the face first method of trap detection. Much fun will be had! You can find Morrigan's sheet here and it is up to date sans equipment and her spider. I'll try to have that done by tomorrow as well. I will be traveling from 5/6 to 5/12 with an emergency move to Staten Island for my clinical rotations on the 14th. I still expect to be available most days to post however. With that said, I always prefer to be DM PC'd any time that anyone has to wait on me for any reason. I prefer a good flow to rolling each and every die, so please, if I'm ever late, assume I swing at the nearest bad guy and roll away!
This is Alhandra. She is a cultist of the Elder Gods who live on the bottom of the ocean or the outer planes, take your pick. 8) She is not really evil, for a person trying to bring about the end of the world. She is not a homicidal murder monkey aside from the odd NPC sacrifice that she needs to make to the elder powers. I really want to play her in a sandbox campaign because no other kind ever seems suited to her. She is more than a little insane and interacts with both the world around her and the one in her head at the same time. She is addicted to pesh, which drives some people mad but tends to calm down her wilder ideas...or at least make her too sleepy to carry them out. Oh, and she has tentacles. But then, you seem open to unusual races and hers is only an "unusual race" in the Advanced Race Guide. 8) It makes perfect sense that she has died and sprung up alive again. The opportunities for something like that in the hands of a cultist knows no bounds! I will need to level her to level 4 which I will do if you are interested and don't rule her right out. I have entered her into another sandbox game because she almost never gets selected. I will go with whichever DM seems the most interested in having her. So, if you'd like to usher a more than slightly made cultist through the difficulties of exploring evil temples, sacrificing everyone in them and then rededicating them to the Elder Gods, please let me know.
This is Alhandra. She is a cultist of the Elder Gods who live on the bottom of the ocean or the outer planes, take your pick. 8) She is not really evil, for a person trying to bring about the end of the world. She is not a homicidal murder monkey aside from the odd NPC sacrifice that she needs to make to the elder powers. I really want to play her in a sandbox campaign because no other kind ever seems suited to her. She is more than a little insane and interacts with both the world around her and the one in her head at the same time. She is addicted to pesh, which drives some people mad but tends to calm down her wilder ideas...or at least make her too sleepy to carry them out. Oh, and she has tentacles. But then, you seem open to unusual races and hers is only an "unusual race" in the Advanced Race Guide. 8) It makes perfect sense that she has died and sprung up alive again. The opportunities for something like that in the hands of a cultist knows no bounds! I will need to level her to level 4 which I will do if you are interested and don't rule her right out. I have entered her into another sandbox game because she almost never gets selected. I will go with whichever DM seems the most interested in having her. So, if you'd like to usher a more than slightly made cultist through the difficulties of exploring evil temples, sacrificing everyone in them and then rededicating them to the Elder Gods, please let me know.
This is Alhandra. She is a cultist of the Elder Gods who live on the bottom of the ocean or the outer planes, take your pick. 8) She is not really evil, for a person trying to bring about the end of the world. She is not a homicidal murder monkey aside from the odd NPC sacrifice that she needs to make to the elder powers. I really want to play her in a sandbox campaign because no other kind ever seems suited to her. She is more than a little insane and interacts with both the world around her and the one in her head at the same time. She is addicted to pesh, which drives some people mad but tends to calm down her wilder ideas...or at least make her too sleepy to carry them out. Oh, and she has tentacles. But then, you did say all races are open. 8) So, if you'd like to usher a more than slightly made cultist through the difficulties of exploring evil temples, sacrificing everyone in them and then rededicating them to the Elder Gods, please let me know.
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
My state boards are Thursday so everyone wish me well. 8) If I seem particularly scatter brained, that's why. My last post had 2 typos for 1 line.
DM Grimmy wrote: It means a lot that you express interest in playing a sandbox but this particular character would be really tricky to fit into this game. The setting has no cthulhu mythos stuff in it's cosmology and I'm a little embarrassed to say I don't know much about the mythos myself. I'm a big fan of Clark Ashton Smith and I know he and Lovecraft had a mutual respect and a creative relationship. I understand. Let me know if you see a way to integrate her. She's not looking to bring back the Cthulhu mythos per se, simply the crazy scary formless beings of the outer planes. Golarion has them, but am not familiar with the world you are running.
I realize that you've said you are not keen on summoners. Despite that, this is a character I've been trying to get into a Jade Reagent game. She is trying to get home to Tian-Xia after being stranded in Kenebras by an oni who possessed her. She is not "just another summoner", made because they've got good crunch. Here character concept can only be accomplished with a summoner and while I'm cool if you won't take her, she can be found here.
1) I apologize for being so scatterbrained and missing your questions. I take my State Medical Licensing Boards in two days and it determines if I continue on to year 3-4 in medical school. I'm doing 120 questions a day and freaking out during my breaks. 2) Defender of the Society - You are absolutely right that this is not a campaign trait. This was an oversight. I will probably keep it and ditch Vermin Wrangler as it was pretty much only a roleplaying trait. I'll get back to you on which campaign trait I pick. 3) She wears scale mail, but it's an unusual type as it's from the Darklands. Same stats, just made strangely. 4) Morrigan - Morrigyn is what you get when I'm completely nerve wracked and don't have time to proofread. I hate typos but type so quickly that they are inevitable when I don't have time to go back and read what I've written. 8( 5) My story - You mentioned that this was a Pathfinder Society based adventure and you'd like everyone to be part of the society for one reason or another. I assumed, correctly, that the character on the front of the adventure was probably part of the society and a little checking showed she was the Venture-Captain. I then did a little more looking and found a site for another game that reproduced the starting scene as background for players, and I took that and ran with it. It pretty much came out of my head as whole cloth but I'm glad it was somewhat accurate. I have never played any of the APs you mentioned but have strongly considered them. I'd love to play Second Darkness and I've got a character I made that is a Skinsaw Cultist, but I've never actually played any of the APs. 6) Gear - I will buy the little nick-knacks of her gear if she's selected. I find that this is the longest part of character prep and so I always save this for last. I have a special sheet for it, so everything will be real clear once I've done so. I'm glad everyone likes my character sheets. I put a lot of time in them, but since I enjoy it, it's hardly work.
Broken Prince wrote: Awesome entry Hilde love the PDF and great writing. Can I ask what program/method you used for the PDF? I'm always willing to share. 8) I use Adobe Illustrator and Adobe Photoshop for everything I do. I was an artist for 20 years before becoming a medical student and I build all of my characters this way. You can download the pdf from my site and it will give you the basic template if you open it in illustrator. It's not as easy as filling in a regular pdf, but if you've got Illustrator and a little creativity, you can do a lot of cool things with it. 8)
Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
I will make an alias for Asmodea tomorrow, it is too late now. I hadn't realized I'd posted her twice. I've got my State Medical Boards to take Thursday and so am very scatter-brained. Asmodea is a very common name in cheliax, the Inner Sea World Guide even says so. So is Jaegarre. 8) Asmodea is not someone you would really submit to for redemption unless you really had no choice. She will dutifully collect those who wish to repent and deliver them to someone interested in working with them. If someone is being particularly difficult, Asmodea would step in as the hard core drill type who will make you or break you. Asmodea is kind of hard to describe - It's not that she Evil, which is most certainly is not. It's also not that she's mean, because she's not really personal enough to be mean. Asmodea cares about people, but not really in the personal sense - she cares about society and how people work together for the betterment of all. In the end, very little is personal with Asmodea. She is hard because that is what is required. Look around you, demons infest the material world, brought here at the whim of humans who sold their souls for power. Resistance to these beings is crippled because of fractured resources, resolve and leadership. This is what happens when people have "freedom" and are allowed to do what they like. Slavery is evil as one man should not own another. Rather, the state should own everyone, under the guidance of the courts and the Law. This will lead to the best living conditions for the maximum number of people. The Order of the God Claw teaches all that anyone really needs to understand - "Righteousness is found through Obedience." Asmodea doesn't hate anyone but the demons, not even their minions. Neither is she tolerant however, you simply must toe the line. As the waves of chaos and individuality come flooding out of the abyss, Asmodea will stand athwart these battlements with sword in hand, shouting the Law at the top of her voice. Those who work for a better society will be up there beside her, their weapons ready, their backgrounds forgotten. Is that what you were hoping for vis a vis accepting redemption? PS: Levels in Paladin and levels in Hellknight don't really mix. I was hoping to take ranks as a hellknight in-game rather than as a class. This way she could be promoted and though she were joining a social faction. Pathfinder has rules for that somewhere, I'm sure I could dig them out. I've strongly considered taking levels in Holy Liberator solely because the sight of a giant sword carrying armored nun slinging blood from open stigmata and melting demons seems so cool. 8)
GM Lithrac wrote: Thanks for the submission(s), the format is very original indeed! I like the background, and you definitely got my attention. I'll consider the races, but making no promises. Is gnome a problem? It's a core race. Svirfneblin is an unusual race, along orcs, Vinkanya, etc. They are not a 3rd party race.
I've been trying to squeeze this character under the wire, but understand if you don't want to consider her. This is Asmodea Jaegarre. She is an Order of the God Claw paladin. Her packet includes reasons why the Order has paladins (one of their leaders is one) and why they are fighting in the crusades (it is where they were founded.) Please let me know if I can answer any questions.
This is Morrigan Nulveig. She is a gnome cavalier with some caveats. 1) I have give you two versions, one as a svirfneblin and one as a bleachling gnome. I submitted the gnome in case you don't like the svirfneblin but please not the differences in the alignments. Svirfneblins are pretty decent sorts, mostly neutral good, who fight the dangers of the underdark. Bleachlings are semi-unseelie fey who come in all alignments as long as "creepy" is included. The gnome version of Morrigan is darker flavored. 2) Despite the cavalier being "knight in shining armor" flavored, I don't really want to play it that way. I initially made the character a ranger, but really envision it as a "live in the saddle" type. Cavalier allows me to start with my animal companion, but not ride it, and focuses more on the mounted aspect that I am going for. 3) I went ahead and took Beast Rider for the cavalier but think that a giant spider is a pretty reasonable basic mount for a Darklands native - the same way that halflings ride dogs and humans horses. Beast rider does not list giant spiders as possible mounts, but they do allow giant scorpions, which are similar. Please let me know if this is a problem. I hope you like the character. Please let me know if you have questions.
I would really like to become part of a sandbox campaign. I've got a couple of characters that come with their own agendas that I'd like to play. What are your restrictions involving alignment and how nicely do we need to play with others? I would really like to play this character as a Cthulhu cultist trying to bring the elder gods back to the world. This character can get along with other party members but is openly aberrant. Her goals are to convert shrines/temples to the elder gods (i.e. take over evil temples and rededicate them - not kill good gods) and/or get followers (cultists). Please let me know if you are open to this type of character. She is currently an oracle, but could be a sorcerer, wizard, cleric or summoner just as easily.
Would you allow this character? She is Lawful Good.
She places Lawful slight above Good but is both. Redemption is fine with her if it is lawful and as it is Good to do this, she has no problem. She is not a PK, trouble causing murder-hobo - she is LAWFUL GOOD! |